#include "common.h" #include "kernel/vc4_packet.h" //returns max index static uint32_t drawCommon(VkCommandBuffer commandBuffer) { assert(commandBuffer); _commandBuffer* cb = commandBuffer; _renderpass* rp = cb->renderpass; _framebuffer* fb = cb->fbo; //TODO handle cases when submitting >65k vertices in a VBO //TODO HW-2116 workaround //TODO GFXH-515 / SW-5891 workaround //TODO make this as lightweight as possible to make sure //as many drawcalls can be submitted as possible //uint32_t vertexBufferDirty; //uint32_t indexBufferDirty; ///uint32_t viewportDirty; ///uint32_t lineWidthDirty; ///uint32_t depthBiasDirty; ///uint32_t depthBoundsDirty; //uint32_t graphicsPipelineDirty; //uint32_t computePipelineDirty; //uint32_t subpassDirty; //uint32_t blendConstantsDirty; //uint32_t scissorDirty; //uint32_t stencilCompareMaskDirty; //uint32_t stencilWriteMaskDirty; //uint32_t stencilReferenceDirty; //uint32_t descriptorSetDirty; //uint32_t pushConstantDirty; //TODO multiple viewports VkViewport vp; vp = cb->graphicsPipeline->viewports[0]; for(uint32_t c = 0; c < cb->graphicsPipeline->dynamicStateCount; ++c) { if(cb->graphicsPipeline->dynamicStates[c] == VK_DYNAMIC_STATE_VIEWPORT) { vp = cb->viewport; } } //if(cb->lineWidthDirty) { //Line width clFit(commandBuffer, &commandBuffer->binCl, V3D21_LINE_WIDTH_length); clInsertLineWidth(&commandBuffer->binCl, cb->graphicsPipeline->lineWidth); cb->lineWidthDirty = 0; } //if(cb->viewportDirty) { //Clip Window clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIP_WINDOW_length); clInsertClipWindow(&commandBuffer->binCl, vp.width, vp.height, vp.y, //bottom pixel coord vp.x); //left pixel coord //TODO why flipped??? //Clipper XY Scaling clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIPPER_XY_SCALING_length); clInsertClipperXYScaling(&commandBuffer->binCl, (float)(vp.width) * 0.5f * 16.0f, -1.0f * (float)(vp.height) * 0.5f * 16.0f); //Viewport Offset clFit(commandBuffer, &commandBuffer->binCl, V3D21_VIEWPORT_OFFSET_length); clInsertViewPortOffset(&commandBuffer->binCl, ((int16_t)vp.width) >> 1, ((int16_t)vp.height) >> 1); cb->viewportDirty = 0; } //if(cb->depthBiasDirty || cb->depthBoundsDirty) { //Configuration Bits clFit(commandBuffer, &commandBuffer->binCl, V3D21_CONFIGURATION_BITS_length); clInsertConfigurationBits(&commandBuffer->binCl, cb->graphicsPipeline->depthWriteEnable, //earlyz updates enable cb->graphicsPipeline->depthTestEnable, //earlyz enable cb->graphicsPipeline->depthWriteEnable, //z updates enable cb->graphicsPipeline->depthTestEnable ? getCompareOp(cb->graphicsPipeline->depthCompareOp) : V3D_COMPARE_FUNC_ALWAYS, //depth compare func 0, //coverage read mode 0, //coverage pipe select 0, //coverage update mode 0, //coverage read type 0, //rasterizer oversample mode cb->graphicsPipeline->depthBiasEnable, //depth offset enable cb->graphicsPipeline->frontFace == VK_FRONT_FACE_CLOCKWISE, //clockwise !(cb->graphicsPipeline->cullMode & VK_CULL_MODE_BACK_BIT), //enable back facing primitives !(cb->graphicsPipeline->cullMode & VK_CULL_MODE_FRONT_BIT)); //enable front facing primitives //TODO Depth Offset clFit(commandBuffer, &commandBuffer->binCl, V3D21_DEPTH_OFFSET_length); clInsertDepthOffset(&commandBuffer->binCl, cb->graphicsPipeline->depthBiasConstantFactor, cb->graphicsPipeline->depthBiasSlopeFactor); //TODO how is this calculated? //it's Zc to Zs scale and bias //seems to go from -1.0 .. 1.0 to 0.0 .. 1.0 //eg. x * 0.5 + 0.5 //cb->graphicsPipeline->minDepthBounds; //Clipper Z Scale and Offset clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIPPER_Z_SCALE_AND_OFFSET_length); clInsertClipperZScaleOffset(&commandBuffer->binCl, 0.5f, 0.5f); cb->vertexBufferDirty = 0; cb->depthBoundsDirty = 0; } //Point size clFit(commandBuffer, &commandBuffer->binCl, V3D21_POINT_SIZE_length); clInsertPointSize(&commandBuffer->binCl, 1.0f); //TODO? //Flat Shade Flags clFit(commandBuffer, &commandBuffer->binCl, V3D21_FLAT_SHADE_FLAGS_length); clInsertFlatShadeFlags(&commandBuffer->binCl, 0); //GL Shader State clFit(commandBuffer, &commandBuffer->binCl, V3D21_GL_SHADER_STATE_length); clInsertShaderState(&commandBuffer->binCl, 0, //shader state record address 0, //extended shader state record cb->graphicsPipeline->vertexAttributeDescriptionCount & 0x7); //number of attribute arrays, 0 -> 8 //emit shader record ControlListAddress fragCode = { .handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]))->bos[RPI_ASSEMBLY_TYPE_FRAGMENT], .offset = 0, }; ControlListAddress vertCode = { .handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]))->bos[RPI_ASSEMBLY_TYPE_VERTEX], .offset = 0, }; ControlListAddress coordCode = { .handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]))->bos[RPI_ASSEMBLY_TYPE_COORDINATE], .offset = 0, }; //TODO commandBuffer->shaderRecCount++; clFit(commandBuffer, &commandBuffer->shaderRecCl, V3D21_SHADER_RECORD_length); ControlList relocCl = commandBuffer->shaderRecCl; uint32_t attribCount = 0; uint32_t attribSelectBits = 0; for(uint32_t c = 0 ; c < cb->graphicsPipeline->vertexAttributeDescriptionCount; ++c) { if(cb->vertexBuffers[cb->graphicsPipeline->vertexAttributeDescriptions[c].binding]) { attribCount++; attribSelectBits |= 1 << cb->graphicsPipeline->vertexAttributeDescriptions[c].location; } } uint32_t attribSize = 0; for(uint32_t c = 0; c < cb->graphicsPipeline->vertexAttributeDescriptionCount; ++c) { attribSize += getFormatByteSize(cb->graphicsPipeline->vertexAttributeDescriptions[c].format); } //number of attribs //3 is the number of type of possible shaders for(int c = 0; c < (3 + attribCount)*4; ++c) { clInsertNop(&commandBuffer->shaderRecCl); } clInsertShaderRecord(&commandBuffer->shaderRecCl, &relocCl, &commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, !cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->hasThreadSwitch, 0, //TODO point size included in shaded vertex data? 1, //enable clipping 0, //TODO fragment number of used uniforms? cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->numVaryings, //fragment number of varyings 0, //fragment uniform address? fragCode, //fragment code address 0, //TODO vertex number of used uniforms? attribSelectBits, //vertex attribute array select bits attribSize, //vertex total attribute size 0, //vertex uniform address vertCode, //vertex shader code address 0, //TODO coordinate number of used uniforms? //TODO how do we know which attribute contains the vertices? //for now the first one will be hardcoded to have the vertices... 1 << 0, //coordinate attribute array select bits getFormatByteSize(cb->graphicsPipeline->vertexAttributeDescriptions[0].format), //coordinate total attribute size 0, //coordinate uniform address coordCode //coordinate shader code address ); uint32_t maxIndex = 0xffff; for(uint32_t c = 0 ; c < cb->graphicsPipeline->vertexAttributeDescriptionCount; ++c) { if(cb->vertexBuffers[cb->graphicsPipeline->vertexAttributeDescriptions[c].binding]) { uint32_t formatByteSize = getFormatByteSize(cb->graphicsPipeline->vertexAttributeDescriptions[c].format); //TODO the indexing here is incorrect.... uint32_t stride = cb->graphicsPipeline->vertexBindingDescriptions[cb->graphicsPipeline->vertexAttributeDescriptions[c].binding].stride; if(stride > 0) { //TODO offset uint32_t usedIndices = (cb->vertexBuffers[cb->graphicsPipeline->vertexAttributeDescriptions[c].binding]->boundMem->size - formatByteSize) / stride; if(usedIndices < maxIndex) { maxIndex = usedIndices; } } ControlListAddress vertexBuffer = { .handle = cb->vertexBuffers[cb->graphicsPipeline->vertexAttributeDescriptions[c].binding]->boundMem->bo, .offset = cb->graphicsPipeline->vertexAttributeDescriptions[c].offset, }; clFit(commandBuffer, &commandBuffer->shaderRecCl, V3D21_ATTRIBUTE_RECORD_length); clInsertAttributeRecord(&commandBuffer->shaderRecCl, &relocCl, &commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, vertexBuffer, //reloc address formatByteSize, stride, cb->graphicsPipeline->vertexAttributeDescriptions[c].offset, //vertex vpm offset cb->graphicsPipeline->vertexAttributeDescriptions[c].offset //coordinte vpm offset ); } } //write uniforms _pipelineLayout* pl = cb->graphicsPipeline->layout; //kernel side expects relocations first! for(uint32_t c = 0; c < cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->numMappings; ++c) { VkRpiAssemblyMappingEXT mapping = cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->mappings[c]; if(mapping.shaderStage & VK_SHADER_STAGE_FRAGMENT_BIT) { if(mapping.mappingType == VK_RPI_ASSEMBLY_MAPPING_TYPE_DESCRIPTOR) { if(mapping.descriptorType == VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER || mapping.descriptorType == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE || mapping.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE) { _descriptorSet* ds = getMapElement(pl->descriptorSetBindingMap, mapping.descriptorSet); _descriptorImage* di = getMapElement(ds->imageBindingMap, mapping.descriptorBinding); di += mapping.descriptorArrayElement; //emit reloc for texture BO clFit(commandBuffer, &commandBuffer->handlesCl, 4); uint32_t idx = clGetHandleIndex(&commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, di->imageView->image->boundMem->bo); //emit tex bo reloc index clFit(commandBuffer, &commandBuffer->uniformsCl, 4); clInsertData(&commandBuffer->uniformsCl, 4, &idx); } else if(mapping.descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER || mapping.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER || mapping.descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC || mapping.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC) { _descriptorSet* ds = getMapElement(pl->descriptorSetBindingMap, mapping.descriptorSet); _descriptorBuffer* db = getMapElement(ds->bufferBindingMap, mapping.descriptorBinding); db += mapping.descriptorArrayElement; //emit reloc for BO clFit(commandBuffer, &commandBuffer->handlesCl, 4); uint32_t idx = clGetHandleIndex(&commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, db->buffer->boundMem->bo); //emit bo reloc index clFit(commandBuffer, &commandBuffer->uniformsCl, 4); clInsertData(&commandBuffer->uniformsCl, 4, &idx); } else if(mapping.descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER || mapping.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER) { _descriptorSet* ds = getMapElement(pl->descriptorSetBindingMap, mapping.descriptorSet); _descriptorTexelBuffer* dtb = getMapElement(ds->texelBufferBindingMap, mapping.descriptorBinding); dtb += mapping.descriptorArrayElement; //emit reloc for BO clFit(commandBuffer, &commandBuffer->handlesCl, 4); uint32_t idx = clGetHandleIndex(&commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, dtb->bufferView->buffer->boundMem->bo); //emit bo reloc index clFit(commandBuffer, &commandBuffer->uniformsCl, 4); clInsertData(&commandBuffer->uniformsCl, 4, &idx); } else { assert(0); //shouldn't happen } } } } //after relocs we can proceed with the usual uniforms for(uint32_t c = 0; c < cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->numMappings; ++c) { VkRpiAssemblyMappingEXT mapping = cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]->mappings[c]; if(mapping.shaderStage & VK_SHADER_STAGE_FRAGMENT_BIT) { if(mapping.mappingType == VK_RPI_ASSEMBLY_MAPPING_TYPE_PUSH_CONSTANT) { clFit(commandBuffer, &commandBuffer->uniformsCl, 4); clInsertData(&commandBuffer->uniformsCl, 4, cb->pushConstantBufferPixel + mapping.resourceOffset); } else if(mapping.mappingType == VK_RPI_ASSEMBLY_MAPPING_TYPE_DESCRIPTOR) { if(mapping.descriptorType == VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER || mapping.descriptorType == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE || mapping.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE) { _descriptorSet* ds = getMapElement(pl->descriptorSetBindingMap, mapping.descriptorSet); _descriptorImage* di = getMapElement(ds->imageBindingMap, mapping.descriptorBinding); di += mapping.descriptorArrayElement; //TODO handle miplevels according to subresource rage? uint32_t params[4]; encodeTextureUniform(params, di->imageView->image->miplevels - 1, getTextureDataType(di->imageView->interpretedFormat), di->imageView->viewType == VK_IMAGE_VIEW_TYPE_CUBE, 0, //TODO cubemap stride 0, //TODO texture base ptr di->imageView->image->height & 2047, di->imageView->image->width & 2047, getMinFilterType(di->sampler->minFilter, di->sampler->mipmapMode, di->sampler->maxLod), di->sampler->magFilter == VK_FILTER_NEAREST, getWrapMode(di->sampler->addressModeU), getWrapMode(di->sampler->addressModeV), 0 //TODO no auto LOD ); uint32_t size = 0; if(di->imageView->viewType == VK_IMAGE_VIEW_TYPE_1D) { size = 4; } else if(di->imageView->viewType == VK_IMAGE_VIEW_TYPE_2D) { size = 8; } else if(di->imageView->viewType == VK_IMAGE_VIEW_TYPE_CUBE) { size = 12; } else { assert(0); //unsupported } //emit tex parameters clFit(commandBuffer, &commandBuffer->uniformsCl, size); clInsertData(&commandBuffer->uniformsCl, size, params); } } } } //do it twice for vertex and then coordinate for(uint32_t d = 0; d < 2; ++d) { for(uint32_t c = 0; c < cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]->numMappings; ++c) { VkRpiAssemblyMappingEXT mapping = cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]->mappings[c]; if(mapping.shaderStage & VK_SHADER_STAGE_VERTEX_BIT) { if(mapping.mappingType == VK_RPI_ASSEMBLY_MAPPING_TYPE_PUSH_CONSTANT) { clFit(commandBuffer, &commandBuffer->uniformsCl, 4); clInsertData(&commandBuffer->uniformsCl, 4, cb->pushConstantBufferVertex + mapping.resourceOffset); } else if(mapping.mappingType == VK_RPI_ASSEMBLY_MAPPING_TYPE_DESCRIPTOR) { } else { assert(0); //shouldn't happen } } } } return maxIndex; } /* * https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#vkCmdDraw */ void vkCmdDraw(VkCommandBuffer commandBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) { assert(commandBuffer); if(instanceCount != 1 || firstInstance != 0) { unsigned instancing; UNSUPPORTED(instancing); } drawCommon(commandBuffer); _commandBuffer* cb = commandBuffer; //Submit draw call: vertex Array Primitives clFit(commandBuffer, &commandBuffer->binCl, V3D21_VERTEX_ARRAY_PRIMITIVES_length); clInsertVertexArrayPrimitives(&commandBuffer->binCl, firstVertex, vertexCount, getPrimitiveMode(cb->graphicsPipeline->topology)); cb->numDrawCallsSubmitted++; } VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexed( VkCommandBuffer commandBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance) { assert(commandBuffer); if(instanceCount != 1 || firstInstance != 0) { unsigned instancing; UNSUPPORTED(instancing); } uint32_t maxIndex = drawCommon(commandBuffer); _commandBuffer* cb = commandBuffer; clFit(commandBuffer, &commandBuffer->handlesCl, 4); uint32_t idx = clGetHandleIndex(&commandBuffer->handlesCl, cb->binCl.currMarker->handlesBuf, cb->binCl.currMarker->handlesSize, cb->indexBuffer->boundMem->bo); clInsertGEMRelocations(&commandBuffer->binCl, idx, 0); //Submit draw call: vertex Array Primitives clFit(commandBuffer, &commandBuffer->binCl, V3D21_VERTEX_ARRAY_PRIMITIVES_length); clInsertIndexedPrimitiveList(&commandBuffer->binCl, maxIndex, //max index 0, //TODO we can pass an offset here indexCount, 1, //we only support 16 bit indices getPrimitiveMode(cb->graphicsPipeline->topology)); cb->numDrawCallsSubmitted++; } VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexedIndirect( VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride) { UNSUPPORTED(vkCmdDrawIndexedIndirect); } VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirect( VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride) { UNSUPPORTED(vkCmdDrawIndirect); }