v3d/uniforms: update VIEWPORT_X/Y_SCALE uniforms for v71

As the packet CLIPPER_XY scaling, this needs to be computed on 1/64ths
of pixel, instead of 1/256ths of pixels.

As this is the usual values that we get from macros, we add manually a
v42 and v71 macro, and define a new helper to get those.

Those granularity values are the same for Vulkan and OpenGL, so
perhaps we should move them to a common place.

As with v3dv, V3D_X macro name is somewhat confusing. It is
specifically created to ask for define values that depends on the
version. But I also felt that V3D_DEFINE_X was too long.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
This commit is contained in:
Alejandro Piñeiro 2021-10-21 13:46:11 +02:00 committed by Marge Bot
parent 2908b2782a
commit b09f915666
2 changed files with 37 additions and 5 deletions

View file

@ -842,6 +842,34 @@ void v3d_disk_cache_store(struct v3d_context *v3d,
v3d_X_thing; \
})
/* FIXME: The same for vulkan/opengl. Common place? define it at the
* v3d_packet files?
*/
#define V3D33_CLIPPER_XY_GRANULARITY 256.0f
#define V3D42_CLIPPER_XY_GRANULARITY 256.0f
#define V3D71_CLIPPER_XY_GRANULARITY 64.0f
/* Helper to get hw-specific macro values */
#define V3DV_X(devinfo, thing) ({ \
__typeof(V3D33_##thing) V3D_X_THING; \
switch (devinfo->ver) { \
case 33: \
case 40: \
V3D_X_THING = V3D33_##thing; \
break; \
case 41: \
case 42: \
V3D_X_THING = V3D42_##thing; \
break; \
case 71: \
V3D_X_THING = V3D71_##thing; \
break; \
default: \
unreachable("Unsupported hardware generation"); \
} \
V3D_X_THING; \
})
#ifdef v3dX
# include "v3dx_context.h"
#else

View file

@ -261,6 +261,7 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage)
{
struct v3d_device_info *devinfo = &v3d->screen->devinfo;
struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
@ -292,13 +293,16 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
case QUNIFORM_UNIFORM:
cl_aligned_u32(&uniforms, gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
case QUNIFORM_VIEWPORT_X_SCALE: {
float clipper_xy_granularity = V3DV_X(devinfo, CLIPPER_XY_GRANULARITY);
cl_aligned_f(&uniforms, v3d->viewport.scale[0] * clipper_xy_granularity);
break;
case QUNIFORM_VIEWPORT_Y_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
}
case QUNIFORM_VIEWPORT_Y_SCALE: {
float clipper_xy_granularity = V3DV_X(devinfo, CLIPPER_XY_GRANULARITY);
cl_aligned_f(&uniforms, v3d->viewport.scale[1] * clipper_xy_granularity);
break;
}
case QUNIFORM_VIEWPORT_Z_OFFSET:
cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
break;