asahi: Implement colour buffer reloads
Gets glmark2 -bdesktop working. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11718>
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5049907ae1
@@ -214,7 +214,9 @@ agx_emit_fragment_out(agx_builder *b, nir_intrinsic_instr *instr)
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unsigned rt = (loc - FRAG_RESULT_DATA0);
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/* TODO: Reverse-engineer interactions with MRT */
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if (b->shader->did_writeout) {
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if (b->shader->nir->info.internal) {
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/* clear */
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} else if (b->shader->did_writeout) {
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agx_writeout(b, 0x0004);
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} else {
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agx_writeout(b, 0xC200);
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@@ -26,6 +26,7 @@
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#include "util/sparse_array.h"
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#include "io.h"
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#include "agx_formats.h"
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#if __APPLE__
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#include <mach/mach.h>
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@@ -61,6 +62,11 @@ struct agx_device {
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uint32_t clear;
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uint32_t store;
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} internal;
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struct {
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struct agx_bo *bo;
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uint32_t format[AGX_NUM_FORMATS];
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} reload;
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};
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bool
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@@ -0,0 +1,81 @@
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/*
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* Copyright (C) 2021 Alyssa Rosenzweig
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* Copyright (C) 2020-2021 Collabora, Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "agx_state.h"
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#include "compiler/nir/nir_builder.h"
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#include "asahi/compiler/agx_compile.h"
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void
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agx_build_reload_shader(struct agx_device *dev)
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
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&agx_nir_options, "agx_reload");
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b.shader->info.internal = true;
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nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out,
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glsl_vector_type(GLSL_TYPE_FLOAT, 4), "output");
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out->data.location = FRAG_RESULT_DATA0;
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nir_ssa_def *fragcoord = nir_load_frag_coord(&b);
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nir_ssa_def *coord = nir_channels(&b, fragcoord, 0x3);
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1);
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tex->dest_type = nir_type_float32;
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tex->sampler_dim = GLSL_SAMPLER_DIM_RECT;
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tex->op = nir_texop_tex;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(coord);
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tex->coord_components = 2;
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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nir_builder_instr_insert(&b, &tex->instr);
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nir_store_var(&b, out, &tex->dest.ssa, 0xFF);
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unsigned offset = 0;
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unsigned bo_size = 4096;
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struct agx_bo *bo = agx_bo_create(dev, bo_size, AGX_MEMORY_TYPE_SHADER);
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dev->reload.bo = bo;
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for (unsigned i = 0; i < AGX_NUM_FORMATS; ++i) {
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struct util_dynarray binary;
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util_dynarray_init(&binary, NULL);
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nir_shader *s = nir_shader_clone(NULL, b.shader);
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struct agx_shader_info info;
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struct agx_shader_key key = {
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.fs.tib_formats[0] = i
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};
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agx_compile_shader_nir(s, &key, &binary, &info);
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assert(offset + binary.size < bo_size);
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memcpy(((uint8_t *) bo->ptr.cpu) + offset, binary.data, binary.size);
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dev->reload.format[i] = bo->ptr.gpu + offset;
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offset += ALIGN_POT(binary.size, 128);
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util_dynarray_fini(&binary);
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}
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}
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@@ -421,19 +421,33 @@ agx_flush(struct pipe_context *pctx,
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memcpy(ctx->batch->encoder_current, stop, sizeof(stop));
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/* Emit the commandbuffer */
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uint16_t clear_colour[4] = {
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_mesa_float_to_half(ctx->batch->clear_color[0]),
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_mesa_float_to_half(ctx->batch->clear_color[1]),
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_mesa_float_to_half(ctx->batch->clear_color[2]),
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_mesa_float_to_half(ctx->batch->clear_color[3])
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};
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uint64_t pipeline_clear = 0;
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bool clear_pipeline_textures = false;
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struct agx_device *dev = agx_device(pctx->screen);
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uint64_t pipeline_clear =
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agx_build_clear_pipeline(ctx,
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if (ctx->batch->clear & PIPE_CLEAR_COLOR0) {
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uint16_t clear_colour[4] = {
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_mesa_float_to_half(ctx->batch->clear_color[0]),
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_mesa_float_to_half(ctx->batch->clear_color[1]),
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_mesa_float_to_half(ctx->batch->clear_color[2]),
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_mesa_float_to_half(ctx->batch->clear_color[3])
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};
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pipeline_clear = agx_build_clear_pipeline(ctx,
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dev->internal.clear,
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agx_pool_upload(&ctx->batch->pool, clear_colour, sizeof(clear_colour)));
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} else {
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enum pipe_format fmt = ctx->batch->cbufs[0]->format;
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enum agx_format internal = agx_pixel_format[fmt].internal;
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uint32_t shader = dev->reload.format[internal];
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pipeline_clear = agx_build_reload_pipeline(ctx, shader,
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ctx->batch->cbufs[0]);
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clear_pipeline_textures = true;
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}
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uint64_t pipeline_store =
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agx_build_store_pipeline(ctx,
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@@ -460,6 +474,7 @@ agx_flush(struct pipe_context *pctx,
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agx_batch_add_bo(batch, batch->encoder);
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agx_batch_add_bo(batch, batch->scissor.bo);
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agx_batch_add_bo(batch, dev->internal.bo);
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agx_batch_add_bo(batch, dev->reload.bo);
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for (unsigned i = 0; i < batch->nr_cbufs; ++i) {
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struct pipe_surface *surf = batch->cbufs[i];
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@@ -511,7 +526,8 @@ agx_flush(struct pipe_context *pctx,
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pipeline_null.gpu,
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pipeline_clear,
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pipeline_store,
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rt0->bo->ptr.gpu);
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rt0->bo->ptr.gpu,
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clear_pipeline_textures);
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agx_submit_cmdbuf(dev, dev->cmdbuf.handle, dev->memmap.handle, dev->queue.id);
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@@ -1086,6 +1086,90 @@ agx_build_clear_pipeline(struct agx_context *ctx, uint32_t code, uint64_t clear_
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return ptr.gpu;
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}
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uint64_t
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agx_build_reload_pipeline(struct agx_context *ctx, uint32_t code, struct pipe_surface *surf)
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{
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struct agx_ptr ptr = agx_pool_alloc_aligned(&ctx->batch->pipeline_pool,
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(1 * AGX_BIND_TEXTURE_LENGTH) +
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(1 * AGX_BIND_SAMPLER_LENGTH) +
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AGX_SET_SHADER_EXTENDED_LENGTH + 8,
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64);
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uint8_t *record = ptr.cpu;
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struct agx_ptr sampler = agx_pool_alloc_aligned(&ctx->batch->pool, AGX_SAMPLER_LENGTH, 64);
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struct agx_ptr texture = agx_pool_alloc_aligned(&ctx->batch->pool, AGX_TEXTURE_LENGTH, 64);
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agx_pack(sampler.cpu, SAMPLER, cfg) {
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cfg.magnify_linear = true;
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cfg.minify_linear = false;
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cfg.mip_filter = AGX_MIP_FILTER_NONE;
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cfg.wrap_s = AGX_WRAP_CLAMP_TO_EDGE;
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cfg.wrap_t = AGX_WRAP_CLAMP_TO_EDGE;
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cfg.wrap_r = AGX_WRAP_CLAMP_TO_EDGE;
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cfg.pixel_coordinates = true;
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cfg.compare_func = AGX_COMPARE_FUNC_ALWAYS;
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cfg.unk_2 = 0;
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cfg.unk_3 = 0;
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}
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agx_pack(texture.cpu, TEXTURE, cfg) {
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struct agx_resource *rsrc = agx_resource(surf->texture);
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const struct util_format_description *desc =
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util_format_description(surf->format);
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cfg.layout = agx_translate_layout(rsrc->modifier);
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cfg.format = agx_pixel_format[surf->format].hw;
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cfg.swizzle_r = agx_channel_from_pipe(desc->swizzle[0]);
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cfg.swizzle_g = agx_channel_from_pipe(desc->swizzle[1]);
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cfg.swizzle_b = agx_channel_from_pipe(desc->swizzle[2]);
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cfg.swizzle_a = agx_channel_from_pipe(desc->swizzle[3]);
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cfg.width = surf->width;
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cfg.height = surf->height;
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cfg.levels = 1;
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cfg.srgb = (desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB);
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cfg.unk_1 = rsrc->bo->ptr.gpu;
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cfg.unk_2 = false;
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cfg.stride = (rsrc->modifier == DRM_FORMAT_MOD_LINEAR) ?
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(rsrc->slices[0].line_stride - 16) :
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AGX_RT_STRIDE_TILED;
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}
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agx_pack(record, BIND_TEXTURE, cfg) {
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cfg.start = 0;
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cfg.count = 1;
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cfg.buffer = texture.gpu;
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}
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record += AGX_BIND_TEXTURE_LENGTH;
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agx_pack(record, BIND_SAMPLER, cfg) {
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cfg.start = 0;
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cfg.count = 1;
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cfg.buffer = sampler.gpu;
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}
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record += AGX_BIND_SAMPLER_LENGTH;
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/* TODO: Can we prepack this? */
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agx_pack(record, SET_SHADER_EXTENDED, cfg) {
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cfg.code = code;
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cfg.register_quadwords = 0;
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cfg.unk_3 = 0x8d;
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cfg.unk_2 = 0x0d;
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cfg.unk_2b = 4;
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cfg.unk_4 = 0;
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cfg.frag_unk = 0x880100;
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cfg.preshader_mode = 0; // XXX
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}
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record += AGX_SET_SHADER_EXTENDED_LENGTH;
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/* End pipeline */
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memset(record, 0, 8);
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return ptr.gpu;
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}
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uint64_t
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agx_build_store_pipeline(struct agx_context *ctx, uint32_t code,
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uint64_t render_target)
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@@ -263,6 +263,9 @@ uint64_t
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agx_build_store_pipeline(struct agx_context *ctx, uint32_t code,
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uint64_t render_target);
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uint64_t
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agx_build_reload_pipeline(struct agx_context *ctx, uint32_t code, struct pipe_surface *surf);
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/* Add a BO to a batch. This needs to be amortized O(1) since it's called in
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* hot paths. To achieve this we model BO lists by bit sets */
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@@ -275,4 +278,7 @@ agx_batch_add_bo(struct agx_batch *batch, struct agx_bo *bo)
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BITSET_SET(batch->bo_list, bo->handle);
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}
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/* Blit shaders */
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void agx_build_reload_shader(struct agx_device *dev);
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#endif
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@@ -60,7 +60,8 @@ demo_cmdbuf(uint64_t *buf, size_t size,
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uint32_t pipeline_null,
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uint32_t pipeline_clear,
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uint32_t pipeline_store,
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uint64_t rt0)
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uint64_t rt0,
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bool clear_pipeline_textures)
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{
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struct cmdbuf _cmdbuf = {
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.map = (uint32_t *) buf,
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@@ -128,7 +129,7 @@ demo_cmdbuf(uint64_t *buf, size_t size,
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EMIT_ZERO_WORDS(cmdbuf, 40);
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EMIT32(cmdbuf, 0xffff8002); // 0x270
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EMIT32(cmdbuf, 0xffff8002 | (clear_pipeline_textures ? 0x210 : 0)); // 0x270
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EMIT32(cmdbuf, 0);
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EMIT64(cmdbuf, pipeline_clear | 0x4);
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EMIT32(cmdbuf, 0);
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@@ -326,4 +327,6 @@ agx_internal_shaders(struct agx_device *dev)
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dev->internal.bo = bo;
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dev->internal.clear = bo->ptr.gpu + clear_offset;
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dev->internal.store = bo->ptr.gpu + store_offset;
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agx_build_reload_shader(dev);
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}
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@@ -7,7 +7,8 @@ demo_cmdbuf(uint64_t *buf, size_t size,
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uint32_t pipeline_null,
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uint32_t pipeline_clear,
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uint32_t pipeline_store,
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uint64_t rt0);
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uint64_t rt0,
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bool clear_pipeline_textures);
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void
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demo_mem_map(void *map, size_t size, unsigned *handles,
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@@ -19,6 +19,7 @@
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# SOFTWARE.
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files_asahi = files(
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'agx_blit.c',
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'agx_pipe.c',
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'agx_state.c',
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'agx_uniforms.c',
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