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Diffstat (limited to 'lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c')
-rw-r--r--lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c654
1 files changed, 654 insertions, 0 deletions
diff --git a/lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c b/lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c
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index 000000000..8623a4537
--- /dev/null
+++ b/lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c
@@ -0,0 +1,654 @@
+/*
+ * Copyright © 2021 Raspberry Pi
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "v3dv_private.h"
+#include "broadcom/common/v3d_macros.h"
+#include "broadcom/cle/v3dx_pack.h"
+#include "broadcom/compiler/v3d_compiler.h"
+
+#include "vk_format_info.h"
+
+static uint8_t
+blend_factor(VkBlendFactor factor, bool dst_alpha_one, bool *needs_constants)
+{
+ switch (factor) {
+ case VK_BLEND_FACTOR_ZERO:
+ case VK_BLEND_FACTOR_ONE:
+ case VK_BLEND_FACTOR_SRC_COLOR:
+ case VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
+ case VK_BLEND_FACTOR_DST_COLOR:
+ case VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
+ case VK_BLEND_FACTOR_SRC_ALPHA:
+ case VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA:
+ case VK_BLEND_FACTOR_SRC_ALPHA_SATURATE:
+ return factor;
+ case VK_BLEND_FACTOR_CONSTANT_COLOR:
+ case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR:
+ case VK_BLEND_FACTOR_CONSTANT_ALPHA:
+ case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA:
+ *needs_constants = true;
+ return factor;
+ case VK_BLEND_FACTOR_DST_ALPHA:
+ return dst_alpha_one ? V3D_BLEND_FACTOR_ONE :
+ V3D_BLEND_FACTOR_DST_ALPHA;
+ case VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA:
+ return dst_alpha_one ? V3D_BLEND_FACTOR_ZERO :
+ V3D_BLEND_FACTOR_INV_DST_ALPHA;
+ case VK_BLEND_FACTOR_SRC1_COLOR:
+ case VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR:
+ case VK_BLEND_FACTOR_SRC1_ALPHA:
+ case VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA:
+ assert(!"Invalid blend factor: dual source blending not supported.");
+ default:
+ assert(!"Unknown blend factor.");
+ }
+
+ /* Should be handled by the switch, added to avoid a "end of non-void
+ * function" error
+ */
+ unreachable("Unknown blend factor.");
+}
+
+static void
+pack_blend(struct v3dv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *cb_info)
+{
+ /* By default, we are not enabling blending and all color channel writes are
+ * enabled. Color write enables are independent of whether blending is
+ * enabled or not.
+ *
+ * Vulkan specifies color write masks so that bits set correspond to
+ * enabled channels. Our hardware does it the other way around.
+ */
+ pipeline->blend.enables = 0;
+ pipeline->blend.color_write_masks = 0; /* All channels enabled */
+
+ if (!cb_info)
+ return;
+
+ assert(pipeline->subpass);
+ if (pipeline->subpass->color_count == 0)
+ return;
+
+ assert(pipeline->subpass->color_count == cb_info->attachmentCount);
+
+ pipeline->blend.needs_color_constants = false;
+ uint32_t color_write_masks = 0;
+ for (uint32_t i = 0; i < pipeline->subpass->color_count; i++) {
+ const VkPipelineColorBlendAttachmentState *b_state =
+ &cb_info->pAttachments[i];
+
+ uint32_t attachment_idx =
+ pipeline->subpass->color_attachments[i].attachment;
+ if (attachment_idx == VK_ATTACHMENT_UNUSED)
+ continue;
+
+ color_write_masks |= (~b_state->colorWriteMask & 0xf) << (4 * i);
+
+ if (!b_state->blendEnable)
+ continue;
+
+ VkAttachmentDescription *desc =
+ &pipeline->pass->attachments[attachment_idx].desc;
+ const struct v3dv_format *format = v3dX(get_format)(desc->format);
+ bool dst_alpha_one = (format->swizzle[3] == PIPE_SWIZZLE_1);
+
+ uint8_t rt_mask = 1 << i;
+ pipeline->blend.enables |= rt_mask;
+
+ v3dvx_pack(pipeline->blend.cfg[i], BLEND_CFG, config) {
+ config.render_target_mask = rt_mask;
+
+ config.color_blend_mode = b_state->colorBlendOp;
+ config.color_blend_dst_factor =
+ blend_factor(b_state->dstColorBlendFactor, dst_alpha_one,
+ &pipeline->blend.needs_color_constants);
+ config.color_blend_src_factor =
+ blend_factor(b_state->srcColorBlendFactor, dst_alpha_one,
+ &pipeline->blend.needs_color_constants);
+
+ config.alpha_blend_mode = b_state->alphaBlendOp;
+ config.alpha_blend_dst_factor =
+ blend_factor(b_state->dstAlphaBlendFactor, dst_alpha_one,
+ &pipeline->blend.needs_color_constants);
+ config.alpha_blend_src_factor =
+ blend_factor(b_state->srcAlphaBlendFactor, dst_alpha_one,
+ &pipeline->blend.needs_color_constants);
+ }
+ }
+
+ pipeline->blend.color_write_masks = color_write_masks;
+}
+
+/* This requires that pack_blend() had been called before so we can set
+ * the overall blend enable bit in the CFG_BITS packet.
+ */
+static void
+pack_cfg_bits(struct v3dv_pipeline *pipeline,
+ const VkPipelineDepthStencilStateCreateInfo *ds_info,
+ const VkPipelineRasterizationStateCreateInfo *rs_info,
+ const VkPipelineRasterizationProvokingVertexStateCreateInfoEXT *pv_info,
+ const VkPipelineMultisampleStateCreateInfo *ms_info)
+{
+ assert(sizeof(pipeline->cfg_bits) == cl_packet_length(CFG_BITS));
+
+ pipeline->msaa =
+ ms_info && ms_info->rasterizationSamples > VK_SAMPLE_COUNT_1_BIT;
+
+ v3dvx_pack(pipeline->cfg_bits, CFG_BITS, config) {
+ config.enable_forward_facing_primitive =
+ rs_info ? !(rs_info->cullMode & VK_CULL_MODE_FRONT_BIT) : false;
+
+ config.enable_reverse_facing_primitive =
+ rs_info ? !(rs_info->cullMode & VK_CULL_MODE_BACK_BIT) : false;
+
+ /* Seems like the hardware is backwards regarding this setting... */
+ config.clockwise_primitives =
+ rs_info ? rs_info->frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE : false;
+
+ config.enable_depth_offset = rs_info ? rs_info->depthBiasEnable: false;
+
+ /* This is required to pass line rasterization tests in CTS while
+ * exposing, at least, a minimum of 4-bits of subpixel precision
+ * (the minimum requirement).
+ */
+ config.line_rasterization = 1; /* perp end caps */
+
+ if (rs_info && rs_info->polygonMode != VK_POLYGON_MODE_FILL) {
+ config.direct3d_wireframe_triangles_mode = true;
+ config.direct3d_point_fill_mode =
+ rs_info->polygonMode == VK_POLYGON_MODE_POINT;
+ }
+
+ config.rasterizer_oversample_mode = pipeline->msaa ? 1 : 0;
+
+ /* From the Vulkan spec:
+ *
+ * "Provoking Vertex:
+ *
+ * The vertex in a primitive from which flat shaded attribute
+ * values are taken. This is generally the “first” vertex in the
+ * primitive, and depends on the primitive topology."
+ *
+ * First vertex is the Direct3D style for provoking vertex. OpenGL uses
+ * the last vertex by default.
+ */
+ if (pv_info) {
+ config.direct3d_provoking_vertex =
+ pv_info->provokingVertexMode ==
+ VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT;
+ } else {
+ config.direct3d_provoking_vertex = true;
+ }
+
+ config.blend_enable = pipeline->blend.enables != 0;
+
+ /* Disable depth/stencil if we don't have a D/S attachment */
+ bool has_ds_attachment =
+ pipeline->subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED;
+
+ if (ds_info && ds_info->depthTestEnable && has_ds_attachment) {
+ config.z_updates_enable = ds_info->depthWriteEnable;
+ config.depth_test_function = ds_info->depthCompareOp;
+ } else {
+ config.depth_test_function = VK_COMPARE_OP_ALWAYS;
+ }
+
+ /* EZ state will be updated at draw time based on bound pipeline state */
+ config.early_z_updates_enable = false;
+ config.early_z_enable = false;
+
+ config.stencil_enable =
+ ds_info ? ds_info->stencilTestEnable && has_ds_attachment: false;
+
+ pipeline->z_updates_enable = config.z_updates_enable;
+ };
+}
+
+static uint32_t
+translate_stencil_op(enum pipe_stencil_op op)
+{
+ switch (op) {
+ case VK_STENCIL_OP_KEEP:
+ return V3D_STENCIL_OP_KEEP;
+ case VK_STENCIL_OP_ZERO:
+ return V3D_STENCIL_OP_ZERO;
+ case VK_STENCIL_OP_REPLACE:
+ return V3D_STENCIL_OP_REPLACE;
+ case VK_STENCIL_OP_INCREMENT_AND_CLAMP:
+ return V3D_STENCIL_OP_INCR;
+ case VK_STENCIL_OP_DECREMENT_AND_CLAMP:
+ return V3D_STENCIL_OP_DECR;
+ case VK_STENCIL_OP_INVERT:
+ return V3D_STENCIL_OP_INVERT;
+ case VK_STENCIL_OP_INCREMENT_AND_WRAP:
+ return V3D_STENCIL_OP_INCWRAP;
+ case VK_STENCIL_OP_DECREMENT_AND_WRAP:
+ return V3D_STENCIL_OP_DECWRAP;
+ default:
+ unreachable("bad stencil op");
+ }
+}
+
+static void
+pack_single_stencil_cfg(struct v3dv_pipeline *pipeline,
+ uint8_t *stencil_cfg,
+ bool is_front,
+ bool is_back,
+ const VkStencilOpState *stencil_state)
+{
+ /* From the Vulkan spec:
+ *
+ * "Reference is an integer reference value that is used in the unsigned
+ * stencil comparison. The reference value used by stencil comparison
+ * must be within the range [0,2^s-1] , where s is the number of bits in
+ * the stencil framebuffer attachment, otherwise the reference value is
+ * considered undefined."
+ *
+ * In our case, 's' is always 8, so we clamp to that to prevent our packing
+ * functions to assert in debug mode if they see larger values.
+ *
+ * If we have dynamic state we need to make sure we set the corresponding
+ * state bits to 0, since cl_emit_with_prepacked ORs the new value with
+ * the old.
+ */
+ const uint8_t write_mask =
+ pipeline->dynamic_state.mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK ?
+ 0 : stencil_state->writeMask & 0xff;
+
+ const uint8_t compare_mask =
+ pipeline->dynamic_state.mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK ?
+ 0 : stencil_state->compareMask & 0xff;
+
+ const uint8_t reference =
+ pipeline->dynamic_state.mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK ?
+ 0 : stencil_state->reference & 0xff;
+
+ v3dvx_pack(stencil_cfg, STENCIL_CFG, config) {
+ config.front_config = is_front;
+ config.back_config = is_back;
+ config.stencil_write_mask = write_mask;
+ config.stencil_test_mask = compare_mask;
+ config.stencil_test_function = stencil_state->compareOp;
+ config.stencil_pass_op = translate_stencil_op(stencil_state->passOp);
+ config.depth_test_fail_op = translate_stencil_op(stencil_state->depthFailOp);
+ config.stencil_test_fail_op = translate_stencil_op(stencil_state->failOp);
+ config.stencil_ref_value = reference;
+ }
+}
+
+static void
+pack_stencil_cfg(struct v3dv_pipeline *pipeline,
+ const VkPipelineDepthStencilStateCreateInfo *ds_info)
+{
+ assert(sizeof(pipeline->stencil_cfg) == 2 * cl_packet_length(STENCIL_CFG));
+
+ if (!ds_info || !ds_info->stencilTestEnable)
+ return;
+
+ if (pipeline->subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED)
+ return;
+
+ const uint32_t dynamic_stencil_states = V3DV_DYNAMIC_STENCIL_COMPARE_MASK |
+ V3DV_DYNAMIC_STENCIL_WRITE_MASK |
+ V3DV_DYNAMIC_STENCIL_REFERENCE;
+
+
+ /* If front != back or we have dynamic stencil state we can't emit a single
+ * packet for both faces.
+ */
+ bool needs_front_and_back = false;
+ if ((pipeline->dynamic_state.mask & dynamic_stencil_states) ||
+ memcmp(&ds_info->front, &ds_info->back, sizeof(ds_info->front)))
+ needs_front_and_back = true;
+
+ /* If the front and back configurations are the same we can emit both with
+ * a single packet.
+ */
+ pipeline->emit_stencil_cfg[0] = true;
+ if (!needs_front_and_back) {
+ pack_single_stencil_cfg(pipeline, pipeline->stencil_cfg[0],
+ true, true, &ds_info->front);
+ } else {
+ pipeline->emit_stencil_cfg[1] = true;
+ pack_single_stencil_cfg(pipeline, pipeline->stencil_cfg[0],
+ true, false, &ds_info->front);
+ pack_single_stencil_cfg(pipeline, pipeline->stencil_cfg[1],
+ false, true, &ds_info->back);
+ }
+}
+
+void
+v3dX(pipeline_pack_state)(struct v3dv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *cb_info,
+ const VkPipelineDepthStencilStateCreateInfo *ds_info,
+ const VkPipelineRasterizationStateCreateInfo *rs_info,
+ const VkPipelineRasterizationProvokingVertexStateCreateInfoEXT *pv_info,
+ const VkPipelineMultisampleStateCreateInfo *ms_info)
+{
+ pack_blend(pipeline, cb_info);
+ pack_cfg_bits(pipeline, ds_info, rs_info, pv_info, ms_info);
+ pack_stencil_cfg(pipeline, ds_info);
+}
+
+static void
+pack_shader_state_record(struct v3dv_pipeline *pipeline)
+{
+ assert(sizeof(pipeline->shader_state_record) ==
+ cl_packet_length(GL_SHADER_STATE_RECORD));
+
+ struct v3d_fs_prog_data *prog_data_fs =
+ pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]->prog_data.fs;
+
+ struct v3d_vs_prog_data *prog_data_vs =
+ pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]->prog_data.vs;
+
+ struct v3d_vs_prog_data *prog_data_vs_bin =
+ pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]->prog_data.vs;
+
+
+ /* Note: we are not packing addresses, as we need the job (see
+ * cl_pack_emit_reloc). Additionally uniforms can't be filled up at this
+ * point as they depend on dynamic info that can be set after create the
+ * pipeline (like viewport), . Would need to be filled later, so we are
+ * doing a partial prepacking.
+ */
+ v3dvx_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
+ shader.enable_clipping = true;
+
+ if (!pipeline->has_gs) {
+ shader.point_size_in_shaded_vertex_data =
+ pipeline->topology == PIPE_PRIM_POINTS;
+ } else {
+ struct v3d_gs_prog_data *prog_data_gs =
+ pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY]->prog_data.gs;
+ shader.point_size_in_shaded_vertex_data = prog_data_gs->writes_psiz;
+ }
+
+ /* Must be set if the shader modifies Z, discards, or modifies
+ * the sample mask. For any of these cases, the fragment
+ * shader needs to write the Z value (even just discards).
+ */
+ shader.fragment_shader_does_z_writes = prog_data_fs->writes_z;
+ /* Set if the EZ test must be disabled (due to shader side
+ * effects and the early_z flag not being present in the
+ * shader).
+ */
+ shader.turn_off_early_z_test = prog_data_fs->disable_ez;
+
+ shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
+ prog_data_fs->uses_center_w;
+
+ /* The description for gl_SampleID states that if a fragment shader reads
+ * it, then we should automatically activate per-sample shading. However,
+ * the Vulkan spec also states that if a framebuffer has no attachments:
+ *
+ * "The subpass continues to use the width, height, and layers of the
+ * framebuffer to define the dimensions of the rendering area, and the
+ * rasterizationSamples from each pipeline’s
+ * VkPipelineMultisampleStateCreateInfo to define the number of
+ * samples used in rasterization multisample rasterization."
+ *
+ * So in this scenario, if the pipeline doesn't enable multiple samples
+ * but the fragment shader accesses gl_SampleID we would be requested
+ * to do per-sample shading in single sample rasterization mode, which
+ * is pointless, so just disable it in that case.
+ */
+ shader.enable_sample_rate_shading =
+ pipeline->sample_rate_shading ||
+ (pipeline->msaa && prog_data_fs->force_per_sample_msaa);
+
+ shader.any_shader_reads_hardware_written_primitive_id = false;
+
+ shader.do_scoreboard_wait_on_first_thread_switch =
+ prog_data_fs->lock_scoreboard_on_first_thrsw;
+ shader.disable_implicit_point_line_varyings =
+ !prog_data_fs->uses_implicit_point_line_varyings;
+
+ shader.number_of_varyings_in_fragment_shader =
+ prog_data_fs->num_inputs;
+
+ shader.coordinate_shader_propagate_nans = true;
+ shader.vertex_shader_propagate_nans = true;
+ shader.fragment_shader_propagate_nans = true;
+
+ /* Note: see previous note about adresses */
+ /* shader.coordinate_shader_code_address */
+ /* shader.vertex_shader_code_address */
+ /* shader.fragment_shader_code_address */
+
+ /* FIXME: Use combined input/output size flag in the common case (also
+ * on v3d, see v3dx_draw).
+ */
+ shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
+ prog_data_vs_bin->separate_segments;
+ shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
+ prog_data_vs->separate_segments;
+
+ shader.coordinate_shader_input_vpm_segment_size =
+ prog_data_vs_bin->separate_segments ?
+ prog_data_vs_bin->vpm_input_size : 1;
+ shader.vertex_shader_input_vpm_segment_size =
+ prog_data_vs->separate_segments ?
+ prog_data_vs->vpm_input_size : 1;
+
+ shader.coordinate_shader_output_vpm_segment_size =
+ prog_data_vs_bin->vpm_output_size;
+ shader.vertex_shader_output_vpm_segment_size =
+ prog_data_vs->vpm_output_size;
+
+ /* Note: see previous note about adresses */
+ /* shader.coordinate_shader_uniforms_address */
+ /* shader.vertex_shader_uniforms_address */
+ /* shader.fragment_shader_uniforms_address */
+
+ shader.min_coord_shader_input_segments_required_in_play =
+ pipeline->vpm_cfg_bin.As;
+ shader.min_vertex_shader_input_segments_required_in_play =
+ pipeline->vpm_cfg.As;
+
+ shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
+ pipeline->vpm_cfg_bin.Ve;
+ shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
+ pipeline->vpm_cfg.Ve;
+
+ shader.coordinate_shader_4_way_threadable =
+ prog_data_vs_bin->base.threads == 4;
+ shader.vertex_shader_4_way_threadable =
+ prog_data_vs->base.threads == 4;
+ shader.fragment_shader_4_way_threadable =
+ prog_data_fs->base.threads == 4;
+
+ shader.coordinate_shader_start_in_final_thread_section =
+ prog_data_vs_bin->base.single_seg;
+ shader.vertex_shader_start_in_final_thread_section =
+ prog_data_vs->base.single_seg;
+ shader.fragment_shader_start_in_final_thread_section =
+ prog_data_fs->base.single_seg;
+
+ shader.vertex_id_read_by_coordinate_shader =
+ prog_data_vs_bin->uses_vid;
+ shader.base_instance_id_read_by_coordinate_shader =
+ prog_data_vs_bin->uses_biid;
+ shader.instance_id_read_by_coordinate_shader =
+ prog_data_vs_bin->uses_iid;
+ shader.vertex_id_read_by_vertex_shader =
+ prog_data_vs->uses_vid;
+ shader.base_instance_id_read_by_vertex_shader =
+ prog_data_vs->uses_biid;
+ shader.instance_id_read_by_vertex_shader =
+ prog_data_vs->uses_iid;
+
+ /* Note: see previous note about adresses */
+ /* shader.address_of_default_attribute_values */
+ }
+}
+
+static void
+pack_vcm_cache_size(struct v3dv_pipeline *pipeline)
+{
+ assert(sizeof(pipeline->vcm_cache_size) ==
+ cl_packet_length(VCM_CACHE_SIZE));
+
+ v3dvx_pack(pipeline->vcm_cache_size, VCM_CACHE_SIZE, vcm) {
+ vcm.number_of_16_vertex_batches_for_binning = pipeline->vpm_cfg_bin.Vc;
+ vcm.number_of_16_vertex_batches_for_rendering = pipeline->vpm_cfg.Vc;
+ }
+}
+
+/* As defined on the GL_SHADER_STATE_ATTRIBUTE_RECORD */
+static uint8_t
+get_attr_type(const struct util_format_description *desc)
+{
+ uint32_t r_size = desc->channel[0].size;
+ uint8_t attr_type = ATTRIBUTE_FLOAT;
+
+ switch (desc->channel[0].type) {
+ case UTIL_FORMAT_TYPE_FLOAT:
+ if (r_size == 32) {
+ attr_type = ATTRIBUTE_FLOAT;
+ } else {
+ assert(r_size == 16);
+ attr_type = ATTRIBUTE_HALF_FLOAT;
+ }
+ break;
+
+ case UTIL_FORMAT_TYPE_SIGNED:
+ case UTIL_FORMAT_TYPE_UNSIGNED:
+ switch (r_size) {
+ case 32:
+ attr_type = ATTRIBUTE_INT;
+ break;
+ case 16:
+ attr_type = ATTRIBUTE_SHORT;
+ break;
+ case 10:
+ attr_type = ATTRIBUTE_INT2_10_10_10;
+ break;
+ case 8:
+ attr_type = ATTRIBUTE_BYTE;
+ break;
+ default:
+ fprintf(stderr,
+ "format %s unsupported\n",
+ desc->name);
+ attr_type = ATTRIBUTE_BYTE;
+ abort();
+ }
+ break;
+
+ default:
+ fprintf(stderr,
+ "format %s unsupported\n",
+ desc->name);
+ abort();
+ }
+
+ return attr_type;
+}
+
+static void
+pack_shader_state_attribute_record(struct v3dv_pipeline *pipeline,
+ uint32_t index,
+ const VkVertexInputAttributeDescription *vi_desc)
+{
+ const uint32_t packet_length =
+ cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
+
+ const struct util_format_description *desc =
+ vk_format_description(vi_desc->format);
+
+ uint32_t binding = vi_desc->binding;
+
+ v3dvx_pack(&pipeline->vertex_attrs[index * packet_length],
+ GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
+
+ /* vec_size == 0 means 4 */
+ attr.vec_size = desc->nr_channels & 3;
+ attr.signed_int_type = (desc->channel[0].type ==
+ UTIL_FORMAT_TYPE_SIGNED);
+ attr.normalized_int_type = desc->channel[0].normalized;
+ attr.read_as_int_uint = desc->channel[0].pure_integer;
+
+ attr.instance_divisor = MIN2(pipeline->vb[binding].instance_divisor,
+ 0xffff);
+ attr.stride = pipeline->vb[binding].stride;
+ attr.type = get_attr_type(desc);
+ }
+}
+
+void
+v3dX(pipeline_pack_compile_state)(struct v3dv_pipeline *pipeline,
+ const VkPipelineVertexInputStateCreateInfo *vi_info,
+ const VkPipelineVertexInputDivisorStateCreateInfoEXT *vd_info)
+{
+ pack_shader_state_record(pipeline);
+ pack_vcm_cache_size(pipeline);
+
+ pipeline->vb_count = vi_info->vertexBindingDescriptionCount;
+ for (uint32_t i = 0; i < vi_info->vertexBindingDescriptionCount; i++) {
+ const VkVertexInputBindingDescription *desc =
+ &vi_info->pVertexBindingDescriptions[i];
+
+ pipeline->vb[desc->binding].stride = desc->stride;
+ pipeline->vb[desc->binding].instance_divisor = desc->inputRate;
+ }
+
+ if (vd_info) {
+ for (uint32_t i = 0; i < vd_info->vertexBindingDivisorCount; i++) {
+ const VkVertexInputBindingDivisorDescriptionEXT *desc =
+ &vd_info->pVertexBindingDivisors[i];
+
+ pipeline->vb[desc->binding].instance_divisor = desc->divisor;
+ }
+ }
+
+ pipeline->va_count = 0;
+ struct v3d_vs_prog_data *prog_data_vs =
+ pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]->prog_data.vs;
+
+ for (uint32_t i = 0; i < vi_info->vertexAttributeDescriptionCount; i++) {
+ const VkVertexInputAttributeDescription *desc =
+ &vi_info->pVertexAttributeDescriptions[i];
+ uint32_t location = desc->location + VERT_ATTRIB_GENERIC0;
+
+ /* We use a custom driver_location_map instead of
+ * nir_find_variable_with_location because if we were able to get the
+ * shader variant from the cache, we would not have the nir shader
+ * available.
+ */
+ uint32_t driver_location =
+ prog_data_vs->driver_location_map[location];
+
+ if (driver_location != -1) {
+ assert(driver_location < MAX_VERTEX_ATTRIBS);
+ pipeline->va[driver_location].offset = desc->offset;
+ pipeline->va[driver_location].binding = desc->binding;
+ pipeline->va[driver_location].vk_format = desc->format;
+
+ pack_shader_state_attribute_record(pipeline, driver_location, desc);
+
+ pipeline->va_count++;
+ }
+ }
+}