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mirror of https://github.com/Yours3lf/rpi-vk-driver.git synced 2024-12-01 13:24:20 +01:00

added cl relocation stuff

This commit is contained in:
Unknown 2018-05-19 17:35:24 +01:00
parent ff61078fae
commit eabacbf04e

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@ -8,8 +8,8 @@ extern "C" {
typedef struct ControlListAddress
{
uint32_t address;
uint32_t offset;
uint32_t handle; //handle to buffer object
uint32_t offset; //offset within buffer object
} ControlListAddress;
static inline void clEmitShaderRelocation(struct ControlList* cl, const ControlListAddress* address);
@ -37,6 +37,7 @@ void clInit(ControlList* cl)
{
assert(cl);
cl->nextFreeByte = &buffer[0];
cl->nextFreeHandle = &handlesBuffer[0];
}
void clInsertHalt(ControlList* cl)
@ -95,22 +96,26 @@ void clInsertWaitOnSemaphore(ControlList* cl)
cl->nextFreeByte++;
}
void clInsertBranch(ControlList* cl)
//input: 2 cls (cl, handles cl)
void clInsertBranch(ControlList* cls, ControlListAddress address)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_BRANCH_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertBranchToSubList(ControlList* cl)
//input: 2 cls (cl, handles cl)
void clInsertBranchToSubList(ControlList* cls, ControlListAddress address)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_BRANCH_TO_SUB_LIST_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertReturnFromSubList(ControlList* cl)
@ -137,40 +142,115 @@ void clInsertStoreMultiSampleResolvedTileColorBufferAndEOF(ControlList* cl)
cl->nextFreeByte++;
}
void clInsertStoreFullResolutionTileBuffer(ControlList* cl)
//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
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_STORE_FULL_RESOLUTION_TILE_BUFFER_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertReLoadFullResolutionTileBuffer(ControlList* cl)
//input: 2 cls (cl, handles cl)
void clInsertReLoadFullResolutionTileBuffer(ControlList* cls,
ControlListAddress address,
uint32_t disableZStencilBufferRead, //0/1
uint32_t disableColorBufferRead) //0/1
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_RE_LOAD_FULL_RESOLUTION_TILE_BUFFER_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertStoreTileBufferGeneral(ControlList* cl)
//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(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_STORE_TILE_BUFFER_GENERAL_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertLoadTileBufferGeneral(ControlList* cl)
//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(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_LOAD_TILE_BUFFER_GENERAL_opcode;
//TODO
cl->nextFreeByte++;
assert(cls);
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;
}
void clInsertIndexedPrimitiveList(ControlList* cl,
@ -307,7 +387,7 @@ void clInsertRHTXBoundary(ControlList* cl,
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_RHT_X_BOUNDARY_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = moveBits(boundary, 16, 0); cl->nextFreeByte += 2;
*(uint16_t*)cl->nextFreeByte = moveBits(boundary, 16, 0); cl->nextFreeByte += 2;
}
void clInsertDepthOffset(ControlList* cl,
@ -410,7 +490,8 @@ void clInsertTileBinningModeConfiguration(ControlList* cl,
moveBits(doubleBufferInNonMsMode, 1, 7); cl->nextFreeByte++;
}
void clInsertTileRenderingModeConfiguration(ControlList* cl,
void clInsertTileRenderingModeConfiguration(ControlList* cls,
ControlListAddress address,
uint32_t doubleBufferInNonMsMode, //0/1
uint32_t earlyZEarlyCovDisable, //0/1
uint32_t earlyZUpdateDirection, //0/1 lt,le/gt,ge
@ -418,15 +499,29 @@ void clInsertTileRenderingModeConfiguration(ControlList* cl,
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
uint32_t tileBufferHDRMode, //0/1
uint32_t multisampleMode4x, //0/1
uint32_t widthPixels,
uint32_t heightPixels,
ControlListAddress memoryAddress)
uint32_t heightPixels)
{
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_TILE_RENDERING_MODE_CONFIGURATION_opcode; cl->nextFreeByte++;
//TODO
assert(cls);
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;
}
void clInsertTileCoordinates(ControlList* cl,
@ -436,7 +531,7 @@ void clInsertTileCoordinates(ControlList* cl,
assert(cl);
assert(cl->nextFreeByte);
*cl->nextFreeByte = V3D21_TILE_COORDINATES_opcode; cl->nextFreeByte++;
*(uint32_t*)cl->nextFreeByte = moveBits(tileColumnNumber, 8, 0) | moveBits(tileRowNumber, 8, 8); cl->nextFreeByte += 2;
*(uint16_t*)cl->nextFreeByte = moveBits(tileColumnNumber, 8, 0) | moveBits(tileRowNumber, 8, 8); cl->nextFreeByte += 2;
}
void clInsertGEMRelocations(ControlList* cl,
@ -450,40 +545,98 @@ void clInsertGEMRelocations(ControlList* cl,
*(uint32_t*)cl->nextFreeByte = buffer1; cl->nextFreeByte += 4;
}
void clInsertShaderRecord(ControlList* cl,
//input: 2 cls (cl, handles cl)
void clInsertShaderRecord(ControlList* cls,
uint32_t fragmentShaderIsSingleThreaded, //0/1
uint32_t pointSizeIncludedInShadedVertexData, //0/1
uint32_t enableClipping, //0/1
uint32_t fragmentNumberOfUnusedUniforms,
uint32_t fragmentNumberOfVaryings,
ControlListAddress fragmentCodeAddress,
uint32_t fragmentUniformsAddress,
ControlListAddress fragmentCodeAddress,
uint32_t vertexNumberOfUnusedUniforms,
uint32_t vertexAttributeArraySelectBits,
uint32_t vertexTotalAttributesSize,
ControlListAddress vertexCodeAddress,
uint32_t vertexUniformsAddress)
uint32_t vertexUniformsAddress,
ControlListAddress vertexCodeAddress)
{
assert(cl);
assert(cl->nextFreeByte);
//TODO
assert(cls);
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;
}
void clInsertAttributeRecord(ControlList* cl,
//input: 2 cls (cl, handles cl)
void clInsertAttributeRecord(ControlList* cls,
ControlListAddress address,
uint32_t sizeBytes,
uint32_t stride,
uint32_t vertexVPMOffset)
{
assert(cl);
assert(cl->nextFreeByte);
assert(cls);
assert(cls->nextFreeByte);
uint32_t sizeBytesMinusOne = sizeBytes - 1;
//TODO
//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
}
static inline void clEmitShaderRelocation(struct ControlList* cl, const ControlListAddress* address)
//input: 2 cls (cl + handles cl)
static inline void clEmitShaderRelocation(struct ControlList* cls, const ControlListAddress* address)
{
//TODO
assert(cls);
assert(address);
assert(address->handle);
//search for handle in handles cl
//if found insert handle index
ControlList* cl = cls;
ControlList* handlesCl = cls + 1;
uint32_t c = 0;
uint32_t numHandles = (handlesCl->nextFreeByte - handlesCl->buffer) / 4;
for(; c < numHandles; ++c)
{
if(((uint32_t*)handlesCl->buffer)[c] == address->handle)
{
//found
*(uint32_t*)cl->nextFreeByte = c; //store offset within handles in cl
cl->nextFreeByte += 4;
return;
}
}
//else write handle to handles cl
*(uint32_t*)handlesCl->nextFreeByte = address->handle;
handlesCl->nextFreeByte += 4;
*(uint32_t*)cl->nextFreeByte = c; //store offset within handles in cl
cl->nextFreeByte += 4;
}
#if defined (__cplusplus)