broadcom/vc5: Emit flat shade flags for varying components > 24.
This means that with no flatshading we'll emit the single-byte ZERO_ALL_FLAT_SHADE_FLAGS, and otherwise emit a set of FLAT_SHADE_FLAGS to get all the bits we need set. There's a _SET enum in the packet we could use to possibly set entire ranges of the bitfield without using another packet, but this at least fixes the conformance failure.
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@@ -92,6 +92,12 @@
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<value name="ANISOTROPIC_16_1" value="15"/>
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</enum>
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<enum name="Flat Shade Action" prefix="V3D_FLAT_SHADE_ACTION">
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<value name="unchanged" value="0"/>
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<value name="zeroed" value="1"/>
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<value name="set" value="2"/>
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</enum>
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<packet code="0" name="Halt"/>
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<packet code="1" name="NOP"/>
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<packet code="4" name="Flush"/>
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@@ -357,8 +363,8 @@
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<packet code="98" name="Flat Shade Flags">
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<field name="Flat Shade Flags for varyings V0*24" size="24" start="8" type="uint"/>
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<field name="Action for Flat Shade Flags of higher numbered varyings" size="2" start="6" type="uint"/>
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<field name="Action for Flat Shade Flags of lower numbered varyings" size="2" start="4" type="uint"/>
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<field name="Action for Flat Shade Flags of higher numbered varyings" size="2" start="6" type="Flat Shade Action"/>
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<field name="Action for Flat Shade Flags of lower numbered varyings" size="2" start="4" type="Flat Shade Action"/>
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<field name="Varying offset V0" size="4" start="0" type="uint"/>
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</packet>
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@@ -421,7 +421,7 @@ struct v3d_compile {
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* flat-shaded. This includes gl_FragColor flat-shading, which is
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* customized based on the shademodel_flat shader key.
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*/
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BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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struct v3d_ubo_range *ubo_ranges;
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bool *ubo_range_used;
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@@ -569,9 +569,12 @@ struct v3d_fs_prog_data {
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struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
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/* Bitmask for whether the corresponding input is flat-shaded.
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/* Array of flat shade flags.
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*
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* Each entry is only 24 bits (high 8 bits 0), to match the hardware
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* packet layout.
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*/
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BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
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bool writes_z;
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bool discard;
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@@ -714,8 +714,12 @@ v3d_set_fs_prog_data_inputs(struct v3d_compile *c,
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memcpy(prog_data->input_slots, c->input_slots,
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c->num_inputs * sizeof(*c->input_slots));
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memcpy(prog_data->flat_shade_flags, c->flat_shade_flags,
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sizeof(c->flat_shade_flags));
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STATIC_ASSERT(ARRAY_SIZE(prog_data->flat_shade_flags) >
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(V3D_MAX_FS_INPUTS - 1) / 24);
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for (int i = 0; i < V3D_MAX_FS_INPUTS; i++) {
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if (BITSET_TEST(c->flat_shade_flags, i))
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prog_data->flat_shade_flags[i / 24] |= 1 << (i % 24);
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}
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}
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uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
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@@ -501,12 +501,39 @@ vc5_emit_state(struct pipe_context *pctx)
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emit_textures(vc5, &vc5->verttex);
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if (vc5->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {
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/* XXX: Need to handle more than 24 entries. */
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bool emitted_any = false;
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for (int i = 0; i < ARRAY_SIZE(vc5->prog.fs->prog_data.fs->flat_shade_flags); i++) {
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if (!vc5->prog.fs->prog_data.fs->flat_shade_flags[i])
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continue;
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cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
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flags.varying_offset_v0 = 0;
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flags.varying_offset_v0 = i;
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if (emitted_any) {
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flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
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V3D_FLAT_SHADE_ACTION_UNCHANGED;
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flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
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V3D_FLAT_SHADE_ACTION_UNCHANGED;
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} else {
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flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
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((i == 0) ?
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V3D_FLAT_SHADE_ACTION_UNCHANGED :
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V3D_FLAT_SHADE_ACTION_ZEROED);
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flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
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V3D_FLAT_SHADE_ACTION_ZEROED;
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}
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flags.flat_shade_flags_for_varyings_v024 =
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vc5->prog.fs->prog_data.fs->flat_shade_flags[0] & 0xfffff;
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vc5->prog.fs->prog_data.fs->flat_shade_flags[i];
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}
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emitted_any = true;
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}
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if (!emitted_any) {
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cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
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}
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}
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