panfrost: Combine frag_shader_meta_init functions
In order to pack a given structure atomically, we need to group state together. Since this all affects shader_meta, we'll move it closer together in the code. This unfortunately creates a "monster" function, but it's still less code and better organized overall. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6440>
This commit is contained in:
committed by
Tomeu Vizoso
parent
bf6d548787
commit
e5689a5713
@@ -454,68 +454,6 @@ void panfrost_sampler_desc_init_bifrost(const struct pipe_sampler_state *cso,
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}
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}
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static void
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panfrost_frag_meta_rasterizer_update(struct panfrost_context *ctx,
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struct mali_shader_meta *fragmeta)
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{
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struct pipe_rasterizer_state *rast = &ctx->rasterizer->base;
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bool msaa = rast->multisample;
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/* TODO: Sample size */
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SET_BIT(fragmeta->unknown2_3, MALI_HAS_MSAA, msaa);
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SET_BIT(fragmeta->unknown2_4, MALI_NO_MSAA, !msaa);
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struct panfrost_shader_state *fs;
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fs = panfrost_get_shader_state(ctx, PIPE_SHADER_FRAGMENT);
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/* EXT_shader_framebuffer_fetch requires the shader to be run
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* per-sample when outputs are read. */
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bool per_sample = ctx->min_samples > 1 || fs->outputs_read;
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SET_BIT(fragmeta->unknown2_3, MALI_PER_SAMPLE, msaa && per_sample);
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fragmeta->depth_units = rast->offset_units * 2.0f;
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fragmeta->depth_factor = rast->offset_scale;
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/* XXX: Which bit is which? Does this maybe allow offseting not-tri? */
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SET_BIT(fragmeta->unknown2_4, MALI_DEPTH_RANGE_A, rast->offset_tri);
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SET_BIT(fragmeta->unknown2_4, MALI_DEPTH_RANGE_B, rast->offset_tri);
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_CLIP_NEAR, rast->depth_clip_near);
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_CLIP_FAR, rast->depth_clip_far);
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}
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static void
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panfrost_frag_meta_zsa_update(struct panfrost_context *ctx,
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struct mali_shader_meta *fragmeta)
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{
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const struct panfrost_zsa_state *so = ctx->depth_stencil;
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SET_BIT(fragmeta->unknown2_4, MALI_STENCIL_TEST,
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so->base.stencil[0].enabled);
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fragmeta->stencil_mask_front = so->stencil_mask_front;
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fragmeta->stencil_mask_back = so->stencil_mask_back;
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/* Bottom bits for stencil ref, exactly one word */
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fragmeta->stencil_front.opaque[0] = so->stencil_front.opaque[0] | ctx->stencil_ref.ref_value[0];
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/* If back-stencil is not enabled, use the front values */
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if (so->base.stencil[1].enabled)
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fragmeta->stencil_back.opaque[0] = so->stencil_back.opaque[0] | ctx->stencil_ref.ref_value[1];
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else
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fragmeta->stencil_back = fragmeta->stencil_front;
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_WRITEMASK,
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so->base.depth.writemask);
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fragmeta->unknown2_3 &= ~MALI_DEPTH_FUNC_MASK;
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fragmeta->unknown2_3 |= MALI_DEPTH_FUNC(panfrost_translate_compare_func(
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so->base.depth.enabled ? so->base.depth.func : PIPE_FUNC_ALWAYS));
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}
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static bool
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panfrost_fs_required(
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struct panfrost_shader_state *fs,
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@@ -537,101 +475,6 @@ panfrost_fs_required(
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return (fs->writes_depth || fs->writes_stencil);
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}
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static void
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panfrost_frag_meta_blend_update(struct panfrost_context *ctx,
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struct mali_shader_meta *fragmeta,
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struct panfrost_blend_final *blend)
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{
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struct panfrost_batch *batch = panfrost_get_batch_for_fbo(ctx);
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const struct panfrost_device *dev = pan_device(ctx->base.screen);
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struct panfrost_shader_state *fs;
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fs = panfrost_get_shader_state(ctx, PIPE_SHADER_FRAGMENT);
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SET_BIT(fragmeta->unknown2_4, MALI_NO_DITHER,
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(dev->quirks & MIDGARD_SFBD) && ctx->blend &&
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!ctx->blend->base.dither);
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SET_BIT(fragmeta->unknown2_4, MALI_ALPHA_TO_COVERAGE,
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ctx->blend->base.alpha_to_coverage);
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/* Get blending setup */
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unsigned rt_count = ctx->pipe_framebuffer.nr_cbufs;
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/* Disable shader execution if we can */
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if (dev->quirks & MIDGARD_SHADERLESS
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&& !panfrost_fs_required(fs, blend, rt_count)) {
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fragmeta->shader = 0;
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fragmeta->attribute_count = 0;
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fragmeta->varying_count = 0;
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fragmeta->texture_count = 0;
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fragmeta->sampler_count = 0;
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/* This feature is not known to work on Bifrost */
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fragmeta->midgard1.work_count = 1;
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fragmeta->midgard1.uniform_count = 0;
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fragmeta->midgard1.uniform_buffer_count = 0;
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}
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/* If there is a blend shader, work registers are shared. We impose 8
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* work registers as a limit for blend shaders. Should be lower XXX */
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if (!(dev->quirks & IS_BIFROST)) {
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for (unsigned c = 0; c < rt_count; ++c) {
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if (blend[c].is_shader) {
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fragmeta->midgard1.work_count =
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MAX2(fragmeta->midgard1.work_count, 8);
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}
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}
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}
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/* Even on MFBD, the shader descriptor gets blend shaders. It's *also*
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* copied to the blend_meta appended (by convention), but this is the
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* field actually read by the hardware. (Or maybe both are read...?).
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* Specify the last RTi with a blend shader. */
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fragmeta->blend.shader = 0;
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for (signed rt = ((signed) rt_count - 1); rt >= 0; --rt) {
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if (!blend[rt].is_shader)
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continue;
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fragmeta->blend.shader = blend[rt].shader.gpu |
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blend[rt].shader.first_tag;
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break;
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}
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if (dev->quirks & MIDGARD_SFBD) {
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/* When only a single render target platform is used, the blend
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* information is inside the shader meta itself. We additionally
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* need to signal CAN_DISCARD for nontrivial blend modes (so
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* we're able to read back the destination buffer) */
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SET_BIT(fragmeta->unknown2_3, MALI_HAS_BLEND_SHADER,
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blend[0].is_shader);
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if (!blend[0].is_shader) {
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fragmeta->blend.equation = blend[0].equation.equation;
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fragmeta->blend.constant = blend[0].equation.constant;
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}
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SET_BIT(fragmeta->unknown2_3, MALI_CAN_DISCARD,
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blend[0].load_dest);
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batch->draws |= PIPE_CLEAR_COLOR0;
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return;
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}
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if (dev->quirks & IS_BIFROST) {
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bool no_blend = true;
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for (unsigned i = 0; i < rt_count; ++i)
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no_blend &= (!blend[i].load_dest | blend[i].no_colour);
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SET_BIT(fragmeta->bifrost1.unk1, MALI_BIFROST_EARLY_Z,
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!fs->can_discard && !fs->writes_depth && no_blend);
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}
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}
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static void
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panfrost_emit_blend(struct panfrost_batch *batch, void *rts,
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struct panfrost_blend_final *blend)
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@@ -722,7 +565,10 @@ panfrost_frag_shader_meta_init(struct panfrost_context *ctx,
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fs = panfrost_get_shader_state(ctx, PIPE_SHADER_FRAGMENT);
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bool msaa = ctx->rasterizer->base.multisample;
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struct pipe_rasterizer_state *rast = &ctx->rasterizer->base;
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const struct panfrost_zsa_state *zsa = ctx->depth_stencil;
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bool msaa = rast->multisample;
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fragmeta->coverage_mask = msaa ? ctx->sample_mask : ~0;
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fragmeta->unknown2_3 = MALI_DEPTH_FUNC(MALI_FUNC_ALWAYS) | 0x10;
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@@ -761,20 +607,139 @@ panfrost_frag_shader_meta_init(struct panfrost_context *ctx,
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* depends on if depth/stencil is used for the draw or not.
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* Just one of depth OR stencil is enough to trigger this. */
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const struct pipe_depth_stencil_alpha_state *zsa = &ctx->depth_stencil->base;
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bool zs_enabled =
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fs->writes_depth || fs->writes_stencil ||
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(zsa->depth.enabled && zsa->depth.func != PIPE_FUNC_ALWAYS) ||
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zsa->stencil[0].enabled;
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(zsa->base.depth.enabled && zsa->base.depth.func != PIPE_FUNC_ALWAYS) ||
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zsa->base.stencil[0].enabled;
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SET_BIT(fragmeta->midgard1.flags_lo, MALI_READS_TILEBUFFER,
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fs->outputs_read || (!zs_enabled && fs->can_discard));
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SET_BIT(fragmeta->midgard1.flags_lo, MALI_READS_ZS, zs_enabled && fs->can_discard);
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}
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panfrost_frag_meta_rasterizer_update(ctx, fragmeta);
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panfrost_frag_meta_zsa_update(ctx, fragmeta);
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panfrost_frag_meta_blend_update(ctx, fragmeta, blend);
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/* TODO: Sample size */
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SET_BIT(fragmeta->unknown2_3, MALI_HAS_MSAA, msaa);
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SET_BIT(fragmeta->unknown2_4, MALI_NO_MSAA, !msaa);
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/* EXT_shader_framebuffer_fetch requires the shader to be run
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* per-sample when outputs are read. */
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bool per_sample = ctx->min_samples > 1 || fs->outputs_read;
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SET_BIT(fragmeta->unknown2_3, MALI_PER_SAMPLE, msaa && per_sample);
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fragmeta->depth_units = rast->offset_units * 2.0f;
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fragmeta->depth_factor = rast->offset_scale;
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/* XXX: Which bit is which? Does this maybe allow offseting not-tri? */
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SET_BIT(fragmeta->unknown2_4, MALI_DEPTH_RANGE_A, rast->offset_tri);
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SET_BIT(fragmeta->unknown2_4, MALI_DEPTH_RANGE_B, rast->offset_tri);
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_CLIP_NEAR, rast->depth_clip_near);
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_CLIP_FAR, rast->depth_clip_far);
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SET_BIT(fragmeta->unknown2_4, MALI_STENCIL_TEST,
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zsa->base.stencil[0].enabled);
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fragmeta->stencil_mask_front = zsa->stencil_mask_front;
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fragmeta->stencil_mask_back = zsa->stencil_mask_back;
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/* Bottom bits for stencil ref, exactly one word */
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fragmeta->stencil_front.opaque[0] = zsa->stencil_front.opaque[0] | ctx->stencil_ref.ref_value[0];
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/* If back-stencil is not enabled, use the front values */
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if (zsa->base.stencil[1].enabled)
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fragmeta->stencil_back.opaque[0] = zsa->stencil_back.opaque[0] | ctx->stencil_ref.ref_value[1];
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else
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fragmeta->stencil_back = fragmeta->stencil_front;
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SET_BIT(fragmeta->unknown2_3, MALI_DEPTH_WRITEMASK,
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zsa->base.depth.writemask);
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fragmeta->unknown2_3 &= ~MALI_DEPTH_FUNC_MASK;
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fragmeta->unknown2_3 |= MALI_DEPTH_FUNC(panfrost_translate_compare_func(
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zsa->base.depth.enabled ? zsa->base.depth.func : PIPE_FUNC_ALWAYS));
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SET_BIT(fragmeta->unknown2_4, MALI_NO_DITHER,
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(dev->quirks & MIDGARD_SFBD) && ctx->blend &&
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!ctx->blend->base.dither);
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SET_BIT(fragmeta->unknown2_4, MALI_ALPHA_TO_COVERAGE,
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ctx->blend->base.alpha_to_coverage);
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/* Get blending setup */
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unsigned rt_count = ctx->pipe_framebuffer.nr_cbufs;
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/* Disable shader execution if we can */
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if (dev->quirks & MIDGARD_SHADERLESS
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&& !panfrost_fs_required(fs, blend, rt_count)) {
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fragmeta->shader = 0;
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fragmeta->attribute_count = 0;
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fragmeta->varying_count = 0;
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fragmeta->texture_count = 0;
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fragmeta->sampler_count = 0;
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/* This feature is not known to work on Bifrost */
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fragmeta->midgard1.work_count = 1;
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fragmeta->midgard1.uniform_count = 0;
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fragmeta->midgard1.uniform_buffer_count = 0;
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}
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/* If there is a blend shader, work registers are shared. We impose 8
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* work registers as a limit for blend shaders. Should be lower XXX */
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if (!(dev->quirks & IS_BIFROST)) {
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for (unsigned c = 0; c < rt_count; ++c) {
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if (blend[c].is_shader) {
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fragmeta->midgard1.work_count =
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MAX2(fragmeta->midgard1.work_count, 8);
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}
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}
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}
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/* Even on MFBD, the shader descriptor gets blend shaders. It's *also*
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* copied to the blend_meta appended (by convention), but this is the
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* field actually read by the hardware. (Or maybe both are read...?).
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* Specify the last RTi with a blend shader. */
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fragmeta->blend.shader = 0;
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for (signed rt = ((signed) rt_count - 1); rt >= 0; --rt) {
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if (!blend[rt].is_shader)
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continue;
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fragmeta->blend.shader = blend[rt].shader.gpu |
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blend[rt].shader.first_tag;
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break;
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}
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if (dev->quirks & MIDGARD_SFBD) {
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/* When only a single render target platform is used, the blend
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* information is inside the shader meta itself. We additionally
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* need to signal CAN_DISCARD for nontrivial blend modes (so
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* we're able to read back the destination buffer) */
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SET_BIT(fragmeta->unknown2_3, MALI_HAS_BLEND_SHADER,
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blend[0].is_shader);
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if (!blend[0].is_shader) {
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fragmeta->blend.equation = blend[0].equation.equation;
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fragmeta->blend.constant = blend[0].equation.constant;
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}
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SET_BIT(fragmeta->unknown2_3, MALI_CAN_DISCARD,
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blend[0].load_dest);
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}
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if (dev->quirks & IS_BIFROST) {
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bool no_blend = true;
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for (unsigned i = 0; i < rt_count; ++i)
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no_blend &= (!blend[i].load_dest | blend[i].no_colour);
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SET_BIT(fragmeta->bifrost1.unk1, MALI_BIFROST_EARLY_Z,
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!fs->can_discard && !fs->writes_depth && no_blend);
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}
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}
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void
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@@ -831,6 +796,8 @@ panfrost_emit_shader_meta(struct panfrost_batch *batch,
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if (!(dev->quirks & MIDGARD_SFBD))
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panfrost_emit_blend(batch, rts, blend);
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else
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batch->draws |= PIPE_CLEAR_COLOR0;
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xfer = panfrost_pool_alloc_aligned(&batch->pool, desc_size, sizeof(meta));
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