Commit Graph

19 Commits

Author SHA1 Message Date
Eric Anholt
5aaea3c4a0 broadcom/vc5: Add compiler support for V3D 4.x texturing. 2018-01-12 21:56:57 -08:00
Eric Anholt
42a35da96d broadcom/vc5: Move V3D 3.3 texturing to a separate file.
V3D 4.x texturing changes enough that #ifdefs would just make a mess of
it.
2018-01-12 21:56:37 -08:00
Eric Anholt
acf30e4916 broadcom/vc5: Move V3D 3.3 VPM write setup to a separate file.
For V4.1 texturing, I need the V4.1 XML, so the main compiler needs to
stop including V3.3 XML.
2018-01-12 21:56:24 -08:00
Eric Anholt
90269ba353 broadcom/vc5: Use THRSW to enable multi-threaded shaders.
This is a major performance boost on all of V3D, but is required on V3D
4.x where shaders are always either 2- or 4-threaded.
2018-01-12 21:55:30 -08:00
Eric Anholt
a075bb6726 broadcom/vc5: Implement GFXH-1684 workaround.
Apparently the VPM writes need to be flushed out before we end the shader.
2018-01-12 21:55:15 -08:00
Eric Anholt
edbd817c30 broadcom/vc5: Use a physical-reg-only register class for LDVPM.
This is needed for LDVPM on V3D 4.x, but will also be needed for keeping
values out of the accumulators across THRSW.
2018-01-12 21:54:42 -08:00
Eric Anholt
22a02f3e34 broadcom/vc5: Use the new LDVPM/STVPM opcodes on V3D 4.1.
Now, instead of a magic write register for VPM stores we have an
instruction to do them (which means no packing of other ALU ops into it),
with the ability to reorder the VPM stores due to the offset being baked
into the instruction.

VPM loads also gain the ability to be reordered by packing the row into
the A argument.  They also no longer write to the r3 accumulator, and
instead must be stored to a physical register.
2018-01-12 21:54:33 -08:00
Eric Anholt
dfee62eed3 broadcom/vc5: Add support for V3Dv4 signal bits.
The WRTMUC replaces the implicit uniform loads in the first two texture
instructions.  LDVPM disappears in favor of an ALU op.  LDVARY, LDTMU,
LDTLB, and LDUNIF*RF now write to arbitrary registers, which required
passing the devinfo through to a few more functions.
2018-01-12 21:53:45 -08:00
Eric Anholt
8e5a0ed953 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.
2018-01-03 14:25:23 -08:00
Eric Anholt
2056e4a777 broadcom/vc5: Emit proper flatshading code for glShadeModel(GL_FLAT).
In updating the simulator, behavior changed slightly so that our old code
wasn't getting glxgears's flatshading interpolated right.  Emit flat
shading code just like we would for a normal flat-shaded varying, by
passing a flag in the shader key for glShadeModel(GL_FLAT) state and
customizing the color inputs based on that.
2018-01-03 14:25:23 -08:00
Eric Anholt
ba965084b6 broadcom/vc5: Move texture return channel setup into the compiler.
The compiler decides how many LDTMUs we're going to emit, and that must
match the P1 flags.  This brings the return channel counting to a single
place (so all that's passed into the compiler is "how many return channels
you may request from this texture's format), and was a necessary step for
shadow samplers once we stop using OVRTMUOUT=0.
2018-01-03 14:25:23 -08:00
Eric Anholt
e717e3e7cd broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.
The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.

This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
2017-10-30 13:31:27 -07:00
Eric Anholt
eecdbaa985 broadcom/vc5: Add PIPE_TEX_WRAP_CLAMP support for linear-filtered textures.
I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
2017-10-30 13:31:16 -07:00
Eric Anholt
9b5fa214f4 broadcom/vc5: Use SETMSF to handle discards.
A bit of spec text suggested that (like vc4) condition codes should be
used for discards, and the simulator was fine with it, but the 7268
disagrees and you have to use SETMSF instead or the color comes through.
Fixes glsl-fs-discard-01 and many of the interpolation-with-clipping
tests.
2017-10-20 15:59:41 -07:00
Eric Anholt
4b7de2a360 broadcom/vc5: Add support for f32 render targets.
The TLB write code is getting ugly and needs a refactoring (that will
hopefully handle TLBU uniform coalescing as well).
2017-10-10 11:42:06 -07:00
Eric Anholt
dc25a83a7a broadcom/vc5: Start hooking up multiple render targets support.
We now emit as many TLB color writes as there are color buffers.
2017-10-10 11:42:05 -07:00
Eric Anholt
361c5f28bd broadcom/vc5: Fix handling of interp qualifiers on builtin color inputs.
The interpolation qualifier, if specified, is supposed to take precedence
over glShadeModel().
2017-10-10 11:42:05 -07:00
Eric Anholt
732a3a72cb broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate).  Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
2017-10-10 11:42:05 -07:00
Eric Anholt
ade416d023 broadcom: Add VC5 NIR compiler.
This is a pretty straightforward fork of VC4's NIR compiler to VC5.  The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.

v2: Move to src/broadcom/compiler to match intel's layout, rename more
    "vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
    with vc4, use new v3d_debug header, add compiler init/free functions,
    do texture swizzling in NIR to allow optimization.
2017-10-10 11:42:04 -07:00