broadcom/vc5: Start hooking up multiple render targets support.
We now emit as many TLB color writes as there are color buffers.
This commit is contained in:
@@ -1070,24 +1070,26 @@ emit_frag_end(struct v3d_compile *c)
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* uniform setup
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*/
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if (c->output_color_var) {
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nir_variable *var = c->output_color_var;
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for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
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if (!c->output_color_var[rt])
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continue;
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nir_variable *var = c->output_color_var[rt];
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struct qreg *color = &c->outputs[var->data.driver_location * 4];
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int num_components = glsl_get_vector_elements(var->type);
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uint32_t conf = ~0;
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uint32_t conf = 0xffffff00;
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struct qinst *inst;
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conf |= TLB_SAMPLE_MODE_PER_PIXEL;
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conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
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assert(num_components != 0);
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switch (glsl_get_base_type(var->type)) {
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case GLSL_TYPE_UINT:
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case GLSL_TYPE_INT:
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conf = (TLB_TYPE_I32_COLOR |
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TLB_SAMPLE_MODE_PER_PIXEL |
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((7 - 0) << TLB_RENDER_TARGET_SHIFT) |
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((num_components - 1) <<
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TLB_VEC_SIZE_MINUS_1_SHIFT) |
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0xffffff00);
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conf |= TLB_TYPE_I32_COLOR;
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conf |= ((num_components - 1) <<
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TLB_VEC_SIZE_MINUS_1_SHIFT);
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inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]);
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vir_set_cond(inst, discard_cond);
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@@ -1107,13 +1109,26 @@ emit_frag_end(struct v3d_compile *c)
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struct qreg b = color[2];
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struct qreg a = color[3];
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if (c->fs_key->swap_color_rb) {
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conf |= TLB_TYPE_F16_COLOR;
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conf |= TLB_F16_SWAP_HI_LO;
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if (num_components >= 3)
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conf |= TLB_VEC_SIZE_4_F16;
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else
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conf |= TLB_VEC_SIZE_2_F16;
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if (c->fs_key->swap_color_rb & (1 << rt)) {
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r = color[2];
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b = color[0];
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}
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inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), r, g);
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if (conf != ~0) {
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inst->dst.file = QFILE_TLBU;
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inst->src[vir_get_implicit_uniform_src(inst)] =
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vir_uniform_ui(c, conf);
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}
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vir_set_cond(inst, discard_cond);
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inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a);
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vir_set_cond(inst, discard_cond);
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break;
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@@ -1421,8 +1436,17 @@ ntq_setup_outputs(struct v3d_compile *c)
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if (c->s->stage == MESA_SHADER_FRAGMENT) {
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switch (var->data.location) {
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case FRAG_RESULT_COLOR:
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c->output_color_var[0] = var;
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c->output_color_var[1] = var;
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c->output_color_var[2] = var;
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c->output_color_var[3] = var;
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break;
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case FRAG_RESULT_DATA0:
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c->output_color_var = var;
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case FRAG_RESULT_DATA1:
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case FRAG_RESULT_DATA2:
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case FRAG_RESULT_DATA3:
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c->output_color_var[var->data.location -
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FRAG_RESULT_DATA0] = var;
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break;
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case FRAG_RESULT_DEPTH:
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c->output_position_index = loc;
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@@ -318,7 +318,8 @@ struct v3d_fs_key {
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bool sample_alpha_to_coverage;
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bool sample_alpha_to_one;
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bool clamp_color;
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bool swap_color_rb;
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uint8_t nr_cbufs;
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uint8_t swap_color_rb;
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uint8_t alpha_test_func;
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uint8_t logicop_func;
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uint32_t point_sprite_mask;
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@@ -490,7 +491,7 @@ struct v3d_compile {
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uint32_t num_uniforms;
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uint32_t num_outputs;
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uint32_t output_position_index;
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nir_variable *output_color_var;
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nir_variable *output_color_var[4];
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uint32_t output_point_size_index;
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uint32_t output_sample_mask_index;
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@@ -357,12 +357,18 @@ vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
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key->alpha_test_func = vc5->zsa->base.alpha.func;
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}
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if (vc5->framebuffer.cbufs[0]) {
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struct pipe_surface *cbuf = vc5->framebuffer.cbufs[0];
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/* gl_FragColor's propagation to however many bound color buffers
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* there are means that the buffer count needs to be in the key.
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*/
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key->nr_cbufs = vc5->framebuffer.nr_cbufs;
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for (int i = 0; i < key->nr_cbufs; i++) {
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struct pipe_surface *cbuf = vc5->framebuffer.cbufs[i];
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const struct util_format_description *desc =
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util_format_description(cbuf->format);
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key->swap_color_rb = desc->swizzle[0] == PIPE_SWIZZLE_Z;
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if (desc->swizzle[0] == PIPE_SWIZZLE_Z)
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key->swap_color_rb |= 1 << i;
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}
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if (key->is_points) {
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