diff options
Diffstat (limited to 'lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c')
-rw-r--r-- | lib/mesa/src/broadcom/vulkan/v3dvx_pipeline.c | 654 |
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 new file mode 100644 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++; + } + } +} |