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rpi-vk-driver/driver/ControlListUtil.h

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#pragma once
#if defined (__cplusplus)
extern "C" {
#endif
#include <stdint.h>
typedef struct ControlListAddress
{
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uint32_t handle; //handle to buffer object
uint32_t offset; //offset within buffer object
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} ControlListAddress;
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#define CONTROL_LIST_SIZE 4096
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typedef struct ControlList
{
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uint8_t* buffer; //TODO size?
uint32_t numBlocks;
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uint8_t* nextFreeByte; //pointer to the next available free byte
} ControlList;
static inline void clEmitShaderRelocation(ControlList* cl, const ControlListAddress* address);
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#define __gen_user_data struct ControlList
#define __gen_address_type ControlListAddress
#define __gen_address_offset(reloc) ((reloc)->offset)
#define __gen_emit_reloc clEmitShaderRelocation
#include <broadcom/v3d_packet_v21_pack.h>
uint32_t divRoundUp(uint32_t n, uint32_t d)
{
return (((n) + (d) - 1) / (d));
}
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//move bits to offset, mask rest to 0
uint32_t moveBits(uint32_t d, uint32_t bits, uint32_t offset)
{
return (d << offset) & (~(~0 << bits) << offset);
}
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uint32_t clSize(ControlList* cl)
{
assert(cl);
assert(cl->buffer);
assert(cl->nextFreeByte);
return cl->nextFreeByte - cl->buffer;
}
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uint32_t clHasEnoughSpace(ControlList* cl, uint32_t size)
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{
uint32_t currSize = clSize(cl);
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if(currSize + size < CONTROL_LIST_SIZE)
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{
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return 1; //fits!
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}
else
{
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return 0; //need to reallocate
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}
}
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void clInit(ControlList* cl, void* buffer)
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{
assert(cl);
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assert(buffer);
cl->buffer = buffer;
cl->numBlocks = 1;
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cl->nextFreeByte = &cl->buffer[0];
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}
void clInsertHalt(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_HALT_opcode;
cl->nextFreeByte++;
}
void clInsertNop(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_NOP_opcode;
cl->nextFreeByte++;
}
void clInsertFlush(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_FLUSH_opcode;
cl->nextFreeByte++;
}
void clInsertFlushAllState(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_FLUSH_ALL_STATE_opcode;
cl->nextFreeByte++;
}
void clInsertStartTileBinning(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_START_TILE_BINNING_opcode;
cl->nextFreeByte++;
}
void clInsertIncrementSemaphore(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_INCREMENT_SEMAPHORE_opcode;
cl->nextFreeByte++;
}
void clInsertWaitOnSemaphore(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_WAIT_ON_SEMAPHORE_opcode;
cl->nextFreeByte++;
}
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//input: 2 cls (cl, handles cl)
void clInsertBranch(ControlList* cls, ControlListAddress address)
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{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_BRANCH_opcode; cls->nextFreeByte++;
//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte = address.offset; cls->nextFreeByte += 4;
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}
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//input: 2 cls (cl, handles cl)
void clInsertBranchToSubList(ControlList* cls, ControlListAddress address)
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{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_BRANCH_TO_SUB_LIST_opcode; cls->nextFreeByte++;
//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte = address.offset; cls->nextFreeByte += 4;
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}
void clInsertReturnFromSubList(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_RETURN_FROM_SUB_LIST_opcode;
cl->nextFreeByte++;
}
void clInsertStoreMultiSampleResolvedTileColorBuffer(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_opcode;
cl->nextFreeByte++;
}
void clInsertStoreMultiSampleResolvedTileColorBufferAndEOF(ControlList* cl)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_AND_EOF_opcode;
cl->nextFreeByte++;
}
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//input: 2 cls (cl, handles cl)
void clInsertStoreFullResolutionTileBuffer(ControlList* cls,
ControlListAddress address,
uint32_t lastTile, //0/1
uint32_t disableClearOnWrite, //0/1
uint32_t disableZStencilBufferWrite, //0/1
uint32_t disableColorBufferWrite) //0/1
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{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_STORE_FULL_RESOLUTION_TILE_BUFFER_opcode; cls->nextFreeByte++;
//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte =
moveBits(disableColorBufferWrite, 1, 0) |
moveBits(disableZStencilBufferWrite, 1, 1) |
moveBits(disableClearOnWrite, 1, 2) |
moveBits(lastTile, 1, 3) |
moveBits(address.offset, 28, 4);
cls->nextFreeByte += 4;
}
//input: 2 cls (cl, handles cl)
void clInsertReLoadFullResolutionTileBuffer(ControlList* cls,
ControlListAddress address,
uint32_t disableZStencilBufferRead, //0/1
uint32_t disableColorBufferRead) //0/1
{
assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_RE_LOAD_FULL_RESOLUTION_TILE_BUFFER_opcode; cls->nextFreeByte++;
//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte =
moveBits(disableColorBufferRead, 1, 0) |
moveBits(disableZStencilBufferRead, 1, 1) |
moveBits(address.offset, 28, 4);
cls->nextFreeByte += 4;
}
//input: 2 cls (cl, handles cl)
void clInsertStoreTileBufferGeneral(ControlList* cls,
ControlListAddress address,
uint32_t lastTileOfFrame, //0/1
uint32_t disableZStencilBufferDump, //0/1
uint32_t disableColorBufferDump, //0/1
uint32_t disableZStencilBufferClearOnStoreDump, //0/1
uint32_t disableColorBufferClearOnStoreDump, //0/1
uint32_t disableDoubleBufferSwap, //0/1
uint32_t pixelColorFormat, //0/1/2 RGBA8/BGR565dither/BGR565nodither
uint32_t mode, //0/1/2 sample0/decimate4x/decimate16x
uint32_t format, //0/1/2 raster/t/lt
uint32_t bufferToStore) //0/1/2/3/5 none/color/zstencil/z/full
{
assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_STORE_TILE_BUFFER_GENERAL_opcode; cls->nextFreeByte++;
//TODO is this correct?
*cls->nextFreeByte =
moveBits(bufferToStore, 3, 0) |
moveBits(format, 2, 4) |
moveBits(mode, 2, 6);
cls->nextFreeByte++;
*cls->nextFreeByte =
moveBits(pixelColorFormat, 2, 0) |
moveBits(disableDoubleBufferSwap, 1, 4) |
moveBits(disableColorBufferClearOnStoreDump, 1, 5) |
moveBits(disableZStencilBufferClearOnStoreDump, 1, 6) |
moveBits(1, 1, 7); //disable vg mask
cls->nextFreeByte++;
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte =
moveBits(disableColorBufferDump, 1, 0) |
moveBits(disableZStencilBufferDump, 1, 1) |
moveBits(1, 1, 2) | //disable vg mask
moveBits(lastTileOfFrame, 1, 3) |
moveBits(address.offset, 28, 4);
cls->nextFreeByte += 4;
}
//input: 2 cls (cl, handles cl)
void clInsertLoadTileBufferGeneral(ControlList* cls,
ControlListAddress address,
uint32_t disableZStencilBufferLoad, //0/1
uint32_t disableColorBufferLoad, //0/1
uint32_t pixelColorFormat, //0/1/2 RGBA8/BGR565dither/BGR565nodither
uint32_t mode, //0/1/2 sample0/decimate4x/decimate16x
uint32_t format, //0/1/2 raster/t/lt
uint32_t bufferToLoad) //0/1/2/3/5 none/color/zstencil/z/full
{
assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_LOAD_TILE_BUFFER_GENERAL_opcode; cls->nextFreeByte++;
//TODO is this correct?
*cls->nextFreeByte =
moveBits(bufferToLoad, 3, 0) |
moveBits(format, 2, 4);
cls->nextFreeByte++;
*cls->nextFreeByte =
moveBits(pixelColorFormat, 2, 0);
cls->nextFreeByte++;
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte =
moveBits(disableColorBufferLoad, 1, 0) |
moveBits(disableZStencilBufferLoad, 1, 1) |
moveBits(1, 1, 2) | //disable vg mask
moveBits(address.offset, 28, 4);
cls->nextFreeByte += 4;
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}
void clInsertIndexedPrimitiveList(ControlList* cl,
uint32_t maxIndex,
uint32_t indicesAddress,
uint32_t length,
uint32_t indexType, //0/1: 8 or 16 bit
enum V3D21_Primitive primitiveMode)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_INDEXED_PRIMITIVE_LIST_opcode; cl->nextFreeByte++;
*cl->nextFreeByte = moveBits(indexType, 4, 4) | moveBits(primitiveMode, 4, 0); cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = length; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = indicesAddress; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = maxIndex; cl->nextFreeByte += 4;
}
void clInsertVertexArrayPrimitives(ControlList* cl,
uint32_t firstVertexIndex,
uint32_t length,
enum V3D21_Primitive primitiveMode)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_VERTEX_ARRAY_PRIMITIVES_opcode; cl->nextFreeByte++;
*cl->nextFreeByte = moveBits(primitiveMode, 8, 0); cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = length; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = firstVertexIndex; cl->nextFreeByte += 4;
}
void clInsertPrimitiveListFormat(ControlList* cl,
uint32_t dataType, //1/3: 16 or 32 bit
uint32_t primitiveType) //0/1/2/3: point/line/tri/rhy
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_PRIMITIVE_LIST_FORMAT_opcode; cl->nextFreeByte++;
*cl->nextFreeByte = moveBits(dataType, 4, 4) | moveBits(primitiveType, 4, 0); cl->nextFreeByte++;
}
void clInsertShaderState(ControlList* cl,
uint32_t address,
uint32_t extendedShaderRecord, //0/1: true/false
uint32_t numberOfAttributeArrays)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_GL_SHADER_STATE_opcode; cl->nextFreeByte++;
//TODO is this correct?
*(uint32_t*)cl->nextFreeByte =
moveBits(address, 28, 4) |
moveBits(extendedShaderRecord, 1, 3) |
moveBits(numberOfAttributeArrays, 3, 0); cl->nextFreeByte += 4;
}
void clInsertClearColors(ControlList* cl,
uint32_t clearStencil,
uint32_t clearZ, //24 bit Z
uint64_t clearColor) //2x RGBA8 or 1x RGBA16
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_CLEAR_COLORS_opcode; cl->nextFreeByte++;
*(uint64_t*)cl->nextFreeByte = clearColor; cl->nextFreeByte += 8;
*(uint32_t*)cl->nextFreeByte = clearZ; cl->nextFreeByte += 4; //24 bits for Z, 8 bit for vg mask (unused)
*cl->nextFreeByte = clearStencil; cl->nextFreeByte++;
}
void clInsertConfigurationBits(ControlList* cl,
uint32_t earlyZUpdatesEnable, //0/1
uint32_t earlyZEnable, //0/1
uint32_t zUpdatesEnable, //0/1
enum V3D21_Compare_Function depthTestFunction,
uint32_t coverageReadMode, //0/1 clear/leave as is
uint32_t coveragePipeSelect, //0/1
uint32_t coverageUpdateMode, //0/1/2/3 nonzero, odd, or, zero
uint32_t coverageReadType, //0/1 4*8bit, 16 bit mask
uint32_t rasterizerOversampleMode, //0/1/2 none, 4x, 16x
uint32_t enableDepthOffset, //0/1
uint32_t clockwisePrimitives, //0/1
uint32_t enableReverseFacingPrimitive, //0/1
uint32_t enableForwardFacingPrimitive) //0/1
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_CONFIGURATION_BITS_opcode; cl->nextFreeByte++;
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*(uint32_t*)cl->nextFreeByte =
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moveBits(enableForwardFacingPrimitive, 1, 0) |
moveBits(enableReverseFacingPrimitive, 1, 1) |
moveBits(clockwisePrimitives, 1, 2) |
moveBits(enableDepthOffset, 1, 3) |
moveBits(coverageReadType, 1, 5) |
moveBits(rasterizerOversampleMode, 2, 6) |
moveBits(coveragePipeSelect, 1, 8) |
moveBits(coverageUpdateMode, 2, 9) |
moveBits(coverageReadMode, 1, 11) |
moveBits(depthTestFunction, 3, 12) |
moveBits(zUpdatesEnable, 1, 15) |
moveBits(earlyZEnable, 1, 16) |
moveBits(earlyZUpdatesEnable, 1, 17); cl->nextFreeByte += 4;
}
void clInsertFlatShadeFlags(ControlList* cl,
uint32_t flags)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_FLAT_SHADE_FLAGS_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = flags; cl->nextFreeByte += 4;
}
void clInsertPointSize(ControlList* cl,
float size)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_POINT_SIZE_opcode; cl->nextFreeByte++;
*(float*)cl->nextFreeByte = size; cl->nextFreeByte += 4;
}
void clInsertLineWidth(ControlList* cl,
float width)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_LINE_WIDTH_opcode; cl->nextFreeByte++;
*(float*)cl->nextFreeByte = width; cl->nextFreeByte += 4;
}
void clInsertRHTXBoundary(ControlList* cl,
uint32_t boundary) //sint16
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_RHT_X_BOUNDARY_opcode; cl->nextFreeByte++;
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*(uint16_t*)cl->nextFreeByte = moveBits(boundary, 16, 0); cl->nextFreeByte += 2;
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}
void clInsertDepthOffset(ControlList* cl,
uint32_t units, //float 187
uint32_t factor) //float 187
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_DEPTH_OFFSET_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = moveBits(factor, 16, 0) | moveBits(units, 16, 16); cl->nextFreeByte += 4;
}
void clInsertClipWindow(ControlList* cl,
uint32_t width, //uint16
uint32_t height, //uint16
uint32_t bottomPixelCoord, //uint16
uint32_t leftPixelCoord) //uint16
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_CLIP_WINDOW_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = moveBits(leftPixelCoord, 16, 0) | moveBits(bottomPixelCoord, 16, 16); cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = moveBits(width, 16, 0) | moveBits(height, 16, 16); cl->nextFreeByte += 4;
}
void clInsertViewPortOffset(ControlList* cl,
uint32_t x, //sint16
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uint32_t y //sint16
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)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_VIEWPORT_OFFSET_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = moveBits(x, 16, 0) | moveBits(y, 16, 16); cl->nextFreeByte += 4;
}
void clInsertZMinMaxClippingPlanes(ControlList* cl,
float minZw,
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float maxZw
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)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_Z_MIN_AND_MAX_CLIPPING_PLANES_opcode; cl->nextFreeByte++;
*(float*)cl->nextFreeByte = minZw; cl->nextFreeByte += 4;
*(float*)cl->nextFreeByte = maxZw; cl->nextFreeByte += 4;
}
void clInsertClipperXYScaling(ControlList* cl,
float width, //half height in 1/16 of pixel
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float height //half width in 1/16 of pixel
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)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_CLIPPER_XY_SCALING_opcode; cl->nextFreeByte++;
*(float*)cl->nextFreeByte = width; cl->nextFreeByte += 4;
*(float*)cl->nextFreeByte = height; cl->nextFreeByte += 4;
}
void clInsertClipperZScaleOffset(ControlList* cl,
float zOffset, //zc to zs
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float zScale //zc to zs
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)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_CLIPPER_Z_SCALE_AND_OFFSET_opcode; cl->nextFreeByte++;
*(float*)cl->nextFreeByte = zScale; cl->nextFreeByte += 4;
*(float*)cl->nextFreeByte = zOffset; cl->nextFreeByte += 4;
}
void clInsertTileBinningModeConfiguration(ControlList* cl,
uint32_t doubleBufferInNonMsMode, //0/1
uint32_t tileAllocationBlockSize, //0/1/2/3 32/64/128/256 bytes
uint32_t tileAllocationInitialBlockSize, //0/1/2/3 32/64/128/256 bytes
uint32_t autoInitializeTileStateDataArray, //0/1
uint32_t tileBuffer64BitColorDepth, //0/1
uint32_t multisampleMode4x, //0/1
uint32_t widthInPixels,
uint32_t heightInPixels,
uint32_t tileStateDataArrayAddress, //16 byte aligned, size of 48 bytes * num tiles
uint32_t tileAllocationMemorySize,
uint32_t tileAllocationMemoryAddress
)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_TILE_BINNING_MODE_CONFIGURATION_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = tileAllocationMemoryAddress; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = tileAllocationMemorySize; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = tileStateDataArrayAddress; cl->nextFreeByte += 4;
uint32_t tileSize = multisampleMode4x ? 32 : 64;
uint32_t widthInTiles = divRoundUp(widthInPixels, tileSize);
uint32_t heightInTiles = divRoundUp(heightInPixels, tileSize);
*(uint8_t*)cl->nextFreeByte = widthInTiles; cl->nextFreeByte++;
*(uint8_t*)cl->nextFreeByte = heightInTiles; cl->nextFreeByte++;
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*cl->nextFreeByte =
moveBits(multisampleMode4x, 1, 0) |
moveBits(tileBuffer64BitColorDepth, 1, 1) |
moveBits(autoInitializeTileStateDataArray, 1, 2) |
moveBits(tileAllocationInitialBlockSize, 2, 3) |
moveBits(tileAllocationBlockSize, 2, 5) |
moveBits(doubleBufferInNonMsMode, 1, 7); cl->nextFreeByte++;
}
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void clInsertTileRenderingModeConfiguration(ControlList* cls,
ControlListAddress address,
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uint32_t doubleBufferInNonMsMode, //0/1
uint32_t earlyZEarlyCovDisable, //0/1
uint32_t earlyZUpdateDirection, //0/1 lt,le/gt,ge
uint32_t selectCoverageMode, //0/1
uint32_t memoryFormat, //0/1/2 linear/t/lt
uint32_t decimateMode, //0/1/2 0x/4x/16x
uint32_t nonHDRFrameFormatColorFormat, //0/1/2 bgr565dithered/rgba8/bgr565nodither
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uint32_t tileBufferHDRMode, //0/1
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uint32_t multisampleMode4x, //0/1
uint32_t widthPixels,
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uint32_t heightPixels)
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{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
*cls->nextFreeByte = V3D21_TILE_RENDERING_MODE_CONFIGURATION_opcode; cls->nextFreeByte++;
//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte = address.offset; cls->nextFreeByte += 4;
*(uint32_t*)cls->nextFreeByte = moveBits(widthPixels, 16, 0) | moveBits(heightPixels, 16, 16); cls->nextFreeByte += 4;
*(uint16_t*)cls->nextFreeByte =
moveBits(multisampleMode4x, 1, 0) |
moveBits(tileBufferHDRMode, 1, 1) |
moveBits(nonHDRFrameFormatColorFormat, 2, 2) |
moveBits(decimateMode, 2, 4) |
moveBits(memoryFormat, 2, 6) |
moveBits(0, 1, 8) | //vg buffer enable
moveBits(selectCoverageMode, 1, 9) |
moveBits(earlyZUpdateDirection, 1, 10) |
moveBits(earlyZEarlyCovDisable, 1, 11) |
moveBits(doubleBufferInNonMsMode, 1, 12); cls->nextFreeByte += 2;
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}
void clInsertTileCoordinates(ControlList* cl,
uint32_t tileColumnNumber, //int8
uint32_t tileRowNumber) //int8
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_TILE_COORDINATES_opcode; cl->nextFreeByte++;
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*(uint16_t*)cl->nextFreeByte = moveBits(tileColumnNumber, 8, 0) | moveBits(tileRowNumber, 8, 8); cl->nextFreeByte += 2;
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}
void clInsertGEMRelocations(ControlList* cl,
uint32_t buffer0,
uint32_t buffer1)
{
assert(cl);
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assert(cl->buffer);
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assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_GEM_RELOCATIONS_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = buffer0; cl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = buffer1; cl->nextFreeByte += 4;
}
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//input: 2 cls (cl, handles cl)
void clInsertShaderRecord(ControlList* cls,
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uint32_t fragmentShaderIsSingleThreaded, //0/1
uint32_t pointSizeIncludedInShadedVertexData, //0/1
uint32_t enableClipping, //0/1
uint32_t fragmentNumberOfUnusedUniforms,
uint32_t fragmentNumberOfVaryings,
uint32_t fragmentUniformsAddress,
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ControlListAddress fragmentCodeAddress,
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uint32_t vertexNumberOfUnusedUniforms,
uint32_t vertexAttributeArraySelectBits,
uint32_t vertexTotalAttributesSize,
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uint32_t vertexUniformsAddress,
ControlListAddress vertexCodeAddress)
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{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
//TODO is this correct?
*cls->nextFreeByte =
moveBits(fragmentShaderIsSingleThreaded, 1, 0) |
moveBits(pointSizeIncludedInShadedVertexData, 1, 1) |
moveBits(enableClipping, 1, 2); cls->nextFreeByte++;
*cls->nextFreeByte = 0; cls->nextFreeByte++;
*(uint16_t*)cls->nextFreeByte = moveBits(fragmentNumberOfUnusedUniforms, 16, 0); cls->nextFreeByte += 2;
*cls->nextFreeByte = fragmentNumberOfVaryings; cls->nextFreeByte++;
clEmitShaderRelocation(cls, &fragmentCodeAddress);
*(uint32_t*)cls->nextFreeByte = fragmentCodeAddress.offset; cls->nextFreeByte += 4;
*(uint32_t*)cls->nextFreeByte = fragmentUniformsAddress; cls->nextFreeByte += 4;
*(uint16_t*)cls->nextFreeByte = moveBits(vertexNumberOfUnusedUniforms, 16, 0); cls->nextFreeByte += 2;
*cls->nextFreeByte = vertexAttributeArraySelectBits; cls->nextFreeByte++;
*cls->nextFreeByte = vertexTotalAttributesSize; cls->nextFreeByte++;
clEmitShaderRelocation(cls, &vertexCodeAddress);
*(uint32_t*)cls->nextFreeByte = moveBits(vertexCodeAddress.offset, 32, 0) | moveBits(vertexUniformsAddress, 32, 0); cls->nextFreeByte += 4; //???
cls->nextFreeByte += 4;
//skip coordinate shader stuff
cls->nextFreeByte += 16;
}
//input: 2 cls (cl, handles cl)
void clInsertAttributeRecord(ControlList* cls,
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ControlListAddress address,
uint32_t sizeBytes,
uint32_t stride,
uint32_t vertexVPMOffset)
{
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assert(cls);
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assert(cls->buffer);
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assert(cls->nextFreeByte);
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uint32_t sizeBytesMinusOne = sizeBytes - 1;
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//TODO is this correct?
clEmitShaderRelocation(cls, &address);
*(uint32_t*)cls->nextFreeByte = address.offset; cls->nextFreeByte += 4;
*cls->nextFreeByte = sizeBytesMinusOne; cls->nextFreeByte++;
*cls->nextFreeByte = stride; cls->nextFreeByte++;
*cls->nextFreeByte = vertexVPMOffset; cls->nextFreeByte++;
cls->nextFreeByte++; //skip coordinate shader stuff
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}
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uint32_t clGetHandleIndex(ControlList* handlesCl, uint32_t handle)
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{
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uint32_t c = 0;
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uint32_t numHandles = clSize(handlesCl) / 4;
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for(; c < numHandles; ++c)
{
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if(((uint32_t*)handlesCl->buffer)[c] == handle)
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{
//found
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return c;
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}
}
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//write handle to handles cl
*(uint32_t*)handlesCl->nextFreeByte = handle;
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handlesCl->nextFreeByte += 4;
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return c;
}
//input: 2 cls (cl + handles cl)
static inline void clEmitShaderRelocation(ControlList* cls, const ControlListAddress* address)
{
assert(cls);
assert(cls->buffer);
assert(cls->nextFreeByte);
assert(address);
assert(address->handle);
//search for handle in handles cl
//if found insert handle index
ControlList* cl = cls;
ControlList* handlesCl = cls + 1;
//store offset within handles in cl
*(uint32_t*)cl->nextFreeByte = clGetHandleIndex(handlesCl, address->handle);
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cl->nextFreeByte += 4;
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}
#if defined (__cplusplus)
}
#endif