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authorEric Anholt <[email protected]>2018-12-26 20:56:49 -0800
committerEric Anholt <[email protected]>2019-01-27 08:30:03 -0800
commitc496b60ed8cec0f3a9df35ee96f8765fe38853b7 (patch)
treedb6d29a50efe725c9cf7d73aaf9b46d409312786 /src/gallium
parent5fe4250a2c7294d4d552759ccce43314dc61189f (diff)
v3d: Create separate sampler states for the various blend formats.
The sampler border color is encoded in the TMU's blending format (half floats, 32-bit floats, or integers) and must be clamped to the format's range unorm/snorm/int ranges by the driver. Additionally, the TMU doesn't know about how we're abusing the swizzle to support BGRA, A, and LA, so we have to pre-swizzle the border color for those. We don't really want to spend half a kb on sampler states in most cases, so skip generating the variants when the border color is unused or is 0,0,0,0.
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/v3d/v3d_context.h35
-rw-r--r--src/gallium/drivers/v3d/v3d_uniforms.c8
-rw-r--r--src/gallium/drivers/v3d/v3dx_state.c302
3 files changed, 299 insertions, 46 deletions
diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h
index 1b37681c702..f8f0e64ef9d 100644
--- a/src/gallium/drivers/v3d/v3d_context.h
+++ b/src/gallium/drivers/v3d/v3d_context.h
@@ -88,6 +88,35 @@ void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
#define VC5_MAX_FS_INPUTS 64
+enum v3d_sampler_state_variant {
+ V3D_SAMPLER_STATE_BORDER_0,
+ V3D_SAMPLER_STATE_F16,
+ V3D_SAMPLER_STATE_F16_UNORM,
+ V3D_SAMPLER_STATE_F16_SNORM,
+ V3D_SAMPLER_STATE_F16_BGRA,
+ V3D_SAMPLER_STATE_F16_BGRA_UNORM,
+ V3D_SAMPLER_STATE_F16_BGRA_SNORM,
+ V3D_SAMPLER_STATE_F16_A,
+ V3D_SAMPLER_STATE_F16_A_SNORM,
+ V3D_SAMPLER_STATE_F16_A_UNORM,
+ V3D_SAMPLER_STATE_F16_LA,
+ V3D_SAMPLER_STATE_F16_LA_UNORM,
+ V3D_SAMPLER_STATE_F16_LA_SNORM,
+ V3D_SAMPLER_STATE_32,
+ V3D_SAMPLER_STATE_32_UNORM,
+ V3D_SAMPLER_STATE_32_SNORM,
+ V3D_SAMPLER_STATE_32_A,
+ V3D_SAMPLER_STATE_32_A_UNORM,
+ V3D_SAMPLER_STATE_32_A_SNORM,
+ V3D_SAMPLER_STATE_1010102U,
+ V3D_SAMPLER_STATE_16U,
+ V3D_SAMPLER_STATE_16I,
+ V3D_SAMPLER_STATE_8I,
+ V3D_SAMPLER_STATE_8U,
+
+ V3D_SAMPLER_STATE_VARIANT_COUNT,
+};
+
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
@@ -99,6 +128,8 @@ struct v3d_sampler_view {
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
+ enum v3d_sampler_state_variant sampler_variant;
+
/* Actual texture to be read by this sampler view. May be different
* from base.texture in the case of having a shadow tiled copy of a
* raster texture.
@@ -115,7 +146,9 @@ struct v3d_sampler_state {
uint8_t texture_shader_state[32];
/* V3D 4.x: Sampler state struct. */
struct pipe_resource *sampler_state;
- uint32_t sampler_state_offset;
+ uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
+
+ bool border_color_variants;
};
struct v3d_texture_stateobj {
diff --git a/src/gallium/drivers/v3d/v3d_uniforms.c b/src/gallium/drivers/v3d/v3d_uniforms.c
index 1dd9aba9340..307ccaafa3d 100644
--- a/src/gallium/drivers/v3d/v3d_uniforms.c
+++ b/src/gallium/drivers/v3d/v3d_uniforms.c
@@ -213,10 +213,16 @@ write_tmu_p1(struct v3d_job *job,
uint32_t unit = v3d_tmu_config_data_get_unit(data);
struct pipe_sampler_state *psampler = texstate->samplers[unit];
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
+ struct pipe_sampler_view *psview = texstate->textures[unit];
+ struct v3d_sampler_view *sview = v3d_sampler_view(psview);
+ int variant = 0;
+
+ if (sampler->border_color_variants)
+ variant = sview->sampler_variant;
cl_aligned_reloc(&job->indirect, uniforms,
v3d_resource(sampler->sampler_state)->bo,
- sampler->sampler_state_offset |
+ sampler->sampler_state_offset[variant] |
v3d_tmu_config_data_get_value(data));
}
diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c
index 598a7e870f8..f326b5379ba 100644
--- a/src/gallium/drivers/v3d/v3dx_state.c
+++ b/src/gallium/drivers/v3d/v3dx_state.c
@@ -524,32 +524,13 @@ translate_wrap(uint32_t pipe_wrap, bool using_nearest)
}
}
-
-static void *
-v3d_create_sampler_state(struct pipe_context *pctx,
- const struct pipe_sampler_state *cso)
-{
- MAYBE_UNUSED struct v3d_context *v3d = v3d_context(pctx);
- struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
-
- if (!so)
- return NULL;
-
- memcpy(so, cso, sizeof(*cso));
-
- bool either_nearest =
- (cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
- cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
-
#if V3D_VERSION >= 40
- void *map;
- u_upload_alloc(v3d->state_uploader, 0,
- cl_packet_length(SAMPLER_STATE),
- 32, /* XXX: 8 for unextended samplers. */
- &so->sampler_state_offset,
- &so->sampler_state,
- &map);
-
+static void
+v3d_upload_sampler_state_variant(void *map,
+ const struct pipe_sampler_state *cso,
+ enum v3d_sampler_state_variant variant,
+ bool either_nearest)
+{
v3dx_pack(map, SAMPLER_STATE, sampler) {
sampler.wrap_i_border = false;
@@ -595,29 +576,190 @@ v3d_create_sampler_state(struct pipe_context *pctx,
sampler.maximum_anisotropy = 1;
}
- sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
- /* XXX: The border color field is in the TMU blending format
- * (32, f16, or i16), and we need to customize it based on
- * that.
- *
- * XXX: for compat alpha formats, we need the alpha field to
- * be in the red channel.
- */
- sampler.border_color_red =
- util_float_to_half(cso->border_color.f[0]);
- sampler.border_color_green =
- util_float_to_half(cso->border_color.f[1]);
- sampler.border_color_blue =
- util_float_to_half(cso->border_color.f[2]);
- sampler.border_color_alpha =
- util_float_to_half(cso->border_color.f[3]);
+ if (variant == V3D_SAMPLER_STATE_BORDER_0) {
+ sampler.border_color_mode = V3D_BORDER_COLOR_0000;
+ } else {
+ sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
+
+ union pipe_color_union border;
+
+ /* First, reswizzle the border color for any
+ * mismatching we're doing between the texture's
+ * channel order in hardware (R) versus what it is at
+ * the GL level (ALPHA)
+ */
+ switch (variant) {
+ case V3D_SAMPLER_STATE_F16_BGRA:
+ case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
+ border.i[0] = cso->border_color.i[2];
+ border.i[1] = cso->border_color.i[1];
+ border.i[2] = cso->border_color.i[0];
+ border.i[3] = cso->border_color.i[3];
+ break;
+
+ case V3D_SAMPLER_STATE_F16_A:
+ case V3D_SAMPLER_STATE_F16_A_UNORM:
+ case V3D_SAMPLER_STATE_F16_A_SNORM:
+ case V3D_SAMPLER_STATE_32_A:
+ case V3D_SAMPLER_STATE_32_A_UNORM:
+ case V3D_SAMPLER_STATE_32_A_SNORM:
+ border.i[0] = cso->border_color.i[3];
+ border.i[1] = 0;
+ border.i[2] = 0;
+ border.i[3] = 0;
+ break;
+
+ case V3D_SAMPLER_STATE_F16_LA:
+ case V3D_SAMPLER_STATE_F16_LA_UNORM:
+ case V3D_SAMPLER_STATE_F16_LA_SNORM:
+ border.i[0] = cso->border_color.i[0];
+ border.i[1] = cso->border_color.i[3];
+ border.i[2] = 0;
+ border.i[3] = 0;
+ break;
+
+ default:
+ border = cso->border_color;
+ }
+
+ /* Perform any clamping. */
+ switch (variant) {
+ case V3D_SAMPLER_STATE_F16_UNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
+ case V3D_SAMPLER_STATE_F16_A_UNORM:
+ case V3D_SAMPLER_STATE_F16_LA_UNORM:
+ case V3D_SAMPLER_STATE_32_UNORM:
+ case V3D_SAMPLER_STATE_32_A_UNORM:
+ for (int i = 0; i < 4; i++)
+ border.f[i] = CLAMP(border.f[i], 0, 1);
+ break;
+
+ case V3D_SAMPLER_STATE_F16_SNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
+ case V3D_SAMPLER_STATE_F16_A_SNORM:
+ case V3D_SAMPLER_STATE_F16_LA_SNORM:
+ case V3D_SAMPLER_STATE_32_SNORM:
+ case V3D_SAMPLER_STATE_32_A_SNORM:
+ for (int i = 0; i < 4; i++)
+ border.f[i] = CLAMP(border.f[i], -1, 1);
+ break;
+
+ case V3D_SAMPLER_STATE_1010102U:
+ border.ui[0] = CLAMP(border.ui[0],
+ 0, (1 << 10) - 1);
+ border.ui[1] = CLAMP(border.ui[1],
+ 0, (1 << 10) - 1);
+ border.ui[2] = CLAMP(border.ui[2],
+ 0, (1 << 10) - 1);
+ border.ui[3] = CLAMP(border.ui[3],
+ 0, 3);
+ break;
+
+ case V3D_SAMPLER_STATE_16U:
+ for (int i = 0; i < 4; i++)
+ border.ui[i] = CLAMP(border.ui[i],
+ 0, 0xffff);
+ break;
+
+ case V3D_SAMPLER_STATE_16I:
+ for (int i = 0; i < 4; i++)
+ border.i[i] = CLAMP(border.i[i],
+ -32768, 32767);
+ break;
+
+ case V3D_SAMPLER_STATE_8U:
+ for (int i = 0; i < 4; i++)
+ border.ui[i] = CLAMP(border.ui[i],
+ 0, 0xff);
+ break;
+
+ case V3D_SAMPLER_STATE_8I:
+ for (int i = 0; i < 4; i++)
+ border.i[i] = CLAMP(border.i[i],
+ -128, 127);
+ break;
+
+ default:
+ break;
+ }
+
+ if (variant >= V3D_SAMPLER_STATE_32) {
+ sampler.border_color_word_0 = border.ui[0];
+ sampler.border_color_word_1 = border.ui[1];
+ sampler.border_color_word_2 = border.ui[2];
+ sampler.border_color_word_3 = border.ui[3];
+ } else {
+ sampler.border_color_word_0 =
+ util_float_to_half(border.f[0]);
+ sampler.border_color_word_1 =
+ util_float_to_half(border.f[1]);
+ sampler.border_color_word_2 =
+ util_float_to_half(border.f[2]);
+ sampler.border_color_word_3 =
+ util_float_to_half(border.f[3]);
+ }
+ }
+ }
+}
+#endif
+
+static void *
+v3d_create_sampler_state(struct pipe_context *pctx,
+ const struct pipe_sampler_state *cso)
+{
+ MAYBE_UNUSED struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
+
+ if (!so)
+ return NULL;
+
+ memcpy(so, cso, sizeof(*cso));
+
+ bool either_nearest =
+ (cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
+ cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
+
+ enum V3DX(Wrap_Mode) wrap_s = translate_wrap(cso->wrap_s,
+ either_nearest);
+ enum V3DX(Wrap_Mode) wrap_t = translate_wrap(cso->wrap_t,
+ either_nearest);
+ enum V3DX(Wrap_Mode) wrap_r = translate_wrap(cso->wrap_r,
+ either_nearest);
+
+ bool uses_border_color = (wrap_s == V3D_WRAP_MODE_BORDER ||
+ wrap_t == V3D_WRAP_MODE_BORDER ||
+ wrap_r == V3D_WRAP_MODE_BORDER);
+ so->border_color_variants = (uses_border_color &&
+ (cso->border_color.ui[0] != 0 ||
+ cso->border_color.ui[1] != 0 ||
+ cso->border_color.ui[2] != 0 ||
+ cso->border_color.ui[3] != 0));
+
+#if V3D_VERSION >= 40
+ void *map;
+ int sampler_align = so->border_color_variants ? 32 : 8;
+ int sampler_size = align(cl_packet_length(SAMPLER_STATE), sampler_align);
+ int num_variants = (so->border_color_variants ? ARRAY_SIZE(so->sampler_state_offset) : 1);
+ u_upload_alloc(v3d->state_uploader, 0,
+ sampler_size * num_variants,
+ sampler_align,
+ &so->sampler_state_offset[0],
+ &so->sampler_state,
+ &map);
+
+ for (int i = 0; i < num_variants; i++) {
+ so->sampler_state_offset[i] =
+ so->sampler_state_offset[0] + i * sampler_size;
+ v3d_upload_sampler_state_variant(map + i * sampler_size,
+ cso, i, either_nearest);
}
#else /* V3D_VERSION < 40 */
v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
- p0.s_wrap_mode = translate_wrap(cso->wrap_s, either_nearest);
- p0.t_wrap_mode = translate_wrap(cso->wrap_t, either_nearest);
- p0.r_wrap_mode = translate_wrap(cso->wrap_r, either_nearest);
+ p0.s_wrap_mode = wrap_s;
+ p0.t_wrap_mode = wrap_t;
+ p0.r_wrap_mode = wrap_r;
}
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
@@ -787,6 +929,78 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
prsc = &rsc->base;
}
+ /* If we're sampling depth from depth/stencil, demote the format to
+ * just depth. u_format will end up giving the answers for the
+ * stencil channel, otherwise.
+ */
+ enum pipe_format sample_format = cso->format;
+ if (sample_format == PIPE_FORMAT_S8_UINT_Z24_UNORM)
+ sample_format = PIPE_FORMAT_X8Z24_UNORM;
+
+#if V3D_VERSION >= 40
+ const struct util_format_description *desc =
+ util_format_description(sample_format);
+
+ if (util_format_is_pure_integer(sample_format) &&
+ !util_format_has_depth(desc)) {
+ int chan = util_format_get_first_non_void_channel(sample_format);
+ if (util_format_is_pure_uint(sample_format)) {
+ switch (desc->channel[chan].size) {
+ case 32:
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ break;
+ case 16:
+ so->sampler_variant = V3D_SAMPLER_STATE_16U;
+ break;
+ case 10:
+ so->sampler_variant = V3D_SAMPLER_STATE_1010102U;
+ break;
+ case 8:
+ so->sampler_variant = V3D_SAMPLER_STATE_8U;
+ break;
+ }
+ } else {
+ switch (desc->channel[chan].size) {
+ case 32:
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ break;
+ case 16:
+ so->sampler_variant = V3D_SAMPLER_STATE_16I;
+ break;
+ case 8:
+ so->sampler_variant = V3D_SAMPLER_STATE_8I;
+ break;
+ }
+ }
+ } else {
+ if (v3d_get_tex_return_size(&screen->devinfo, sample_format,
+ PIPE_TEX_COMPARE_NONE) == 32) {
+ if (util_format_is_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_32_A;
+ else
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ } else {
+ if (util_format_is_luminance_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_LA;
+ else if (util_format_is_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_A;
+ else if (fmt_swizzle[0] == PIPE_SWIZZLE_Z)
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_BGRA;
+ else
+ so->sampler_variant = V3D_SAMPLER_STATE_F16;
+
+ }
+
+ if (util_format_is_unorm(sample_format)) {
+ so->sampler_variant += (V3D_SAMPLER_STATE_F16_UNORM -
+ V3D_SAMPLER_STATE_F16);
+ } else if (util_format_is_snorm(sample_format)){
+ so->sampler_variant += (V3D_SAMPLER_STATE_F16_SNORM -
+ V3D_SAMPLER_STATE_F16);
+ }
+ }
+#endif
+
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/