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@ -145,8 +145,8 @@ typedef struct VkDevice_T
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VkSampler emulLinearTextureSampler;
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VkShaderModule emulBufferToTextureShaderModule;
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VkShaderModule emulTextureToTextureShaderModule;
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VkShaderModule emulTextureToBufferShaderModule; //TODO
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VkShaderModule emulBufferToBufferShaderModule; //TODO
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//VkShaderModule emulTextureToBufferShaderModule; //TODO
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//VkShaderModule emulBufferToBufferShaderModule; //TODO
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VkShaderModule emulClearShaderModule;
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VkShaderModule emulClearNoColorShaderModule;
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} _device;
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@ -616,8 +616,7 @@ void createBufferToTextureShaderModule(VkDevice device, VkShaderModule* blitShad
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{ //assemble cs code
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asm_sizes[0] = get_num_instructions(cs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[0];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[0] = (uint64_t*)malloc(size);
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assemble_qpu_asm(cs_asm_code, asm_ptrs[0]);
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}
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@ -625,8 +624,7 @@ void createBufferToTextureShaderModule(VkDevice device, VkShaderModule* blitShad
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{ //assemble vs code
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asm_sizes[1] = get_num_instructions(vs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[1];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[1] = (uint64_t*)malloc(size);
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assemble_qpu_asm(vs_asm_code, asm_ptrs[1]);
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}
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@ -634,8 +632,7 @@ void createBufferToTextureShaderModule(VkDevice device, VkShaderModule* blitShad
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{ //assemble fs code
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asm_sizes[2] = get_num_instructions(blit_fs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[2];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[2] = (uint64_t*)malloc(size);
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assemble_qpu_asm(blit_fs_asm_code, asm_ptrs[2]);
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}
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@ -921,8 +918,7 @@ void createTextureToTextureShaderModule(VkDevice device, VkShaderModule* blitSha
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{ //assemble cs code
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asm_sizes[0] = get_num_instructions(cs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[0];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[0] = (uint64_t*)malloc(size);
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assemble_qpu_asm(cs_asm_code, asm_ptrs[0]);
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}
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@ -930,8 +926,7 @@ void createTextureToTextureShaderModule(VkDevice device, VkShaderModule* blitSha
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{ //assemble vs code
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asm_sizes[1] = get_num_instructions(vs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[1];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[1] = (uint64_t*)malloc(size);
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assemble_qpu_asm(vs_asm_code, asm_ptrs[1]);
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}
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@ -939,8 +934,7 @@ void createTextureToTextureShaderModule(VkDevice device, VkShaderModule* blitSha
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{ //assemble fs code
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asm_sizes[2] = get_num_instructions(sample_fs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[2];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[2] = (uint64_t*)malloc(size);
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assemble_qpu_asm(sample_fs_asm_code, asm_ptrs[2]);
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}
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@ -102,7 +102,6 @@ static uint32_t drawCommon(VkCommandBuffer commandBuffer, int32_t vertexOffset)
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!(cb->graphicsPipeline->cullMode & VK_CULL_MODE_BACK_BIT), //enable back facing primitives
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!(cb->graphicsPipeline->cullMode & VK_CULL_MODE_FRONT_BIT)); //enable front facing primitives
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//TODO Depth Offset
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_DEPTH_OFFSET_length);
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float depthBiasConstant = cb->graphicsPipeline->depthBiasConstantFactor;
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@ -200,7 +199,6 @@ static uint32_t drawCommon(VkCommandBuffer commandBuffer, int32_t vertexOffset)
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.offset = 0,
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};
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//TODO
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commandBuffer->shaderRecCount++;
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clFit(commandBuffer, &commandBuffer->shaderRecCl, 12 * sizeof(uint32_t) + 104 + 8 * 32);
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ControlList relocCl = commandBuffer->shaderRecCl;
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@ -183,8 +183,6 @@ int vc4_test_tiling(int fd)
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return 0;
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}
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//TODO what is this supposed to do?
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//ask the kernel what is the buffer's tiling?
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uint64_t vc4_bo_get_tiling(int fd, uint32_t bo, uint64_t mod)
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{
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assert(fd);
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@ -219,8 +219,7 @@ void createClearShaderModule(VkDevice device, VkShaderModule* blitShaderModule,
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{ //assemble cs code
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asm_sizes[0] = get_num_instructions(cs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[0];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[0] = (uint64_t*)malloc(size);
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assemble_qpu_asm(cs_asm_code, asm_ptrs[0]);
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assert(asm_ptrs[0]);
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@ -229,8 +228,7 @@ void createClearShaderModule(VkDevice device, VkShaderModule* blitShaderModule,
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{ //assemble vs code
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asm_sizes[1] = get_num_instructions(vs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[1];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[1] = (uint64_t*)malloc(size);
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assemble_qpu_asm(vs_asm_code, asm_ptrs[1]);
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assert(asm_ptrs[1]);
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@ -239,8 +237,7 @@ void createClearShaderModule(VkDevice device, VkShaderModule* blitShaderModule,
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{ //assemble fs code
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asm_sizes[2] = get_num_instructions(fs_asm_code);
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uint32_t size = sizeof(uint64_t)*asm_sizes[2];
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//TODO this alloc feels kinda useless, we just copy the data anyway to kernel space
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//why not map kernel space mem to user space instead?
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//TODO this alloc feels kinda useless
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asm_ptrs[2] = (uint64_t*)malloc(size);
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assemble_qpu_asm(fs_asm_code, asm_ptrs[2]);
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assert(asm_ptrs[2]);
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@ -749,9 +749,6 @@ void recordCommandBuffers()
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vkCmdPushConstants(presentCommandBuffers[i], samplePipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(pushConstants), &pushConstants);
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//TODO some miplevels are small enough to fall
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//into LT sizes (eg. < 4096bytes overall)
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//and that doesn't work for some reason
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float mipBias = 6.0f;
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uint32_t fragPushConstants[1];
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fragPushConstants[0] = *(uint32_t*)&mipBias;
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