/* * Copyright (C) 2012 Rob Clark * * 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. * * Authors: * Rob Clark */ #ifndef FREEDRENO_RESOURCE_H_ #define FREEDRENO_RESOURCE_H_ #include "util/list.h" #include "util/u_range.h" #include "util/u_transfer_helper.h" #include "freedreno_batch.h" #include "freedreno_util.h" /* Texture Layout on a3xx: * * Each mipmap-level contains all of it's layers (ie. all cubmap * faces, all 1d/2d array elements, etc). The texture sampler is * programmed with the start address of each mipmap level, and hw * derives the layer offset within the level. * * Texture Layout on a4xx+: * * For cubemap and 2d array, each layer contains all of it's mipmap * levels (layer_first layout). * * 3d textures are layed out as on a3xx, but unknown about 3d-array * textures. * * In either case, the slice represents the per-miplevel information, * but in layer_first layout it only includes the first layer, and * an additional offset of (rsc->layer_size * layer) must be added. */ struct fd_resource_slice { uint32_t offset; /* offset of first layer in slice */ uint32_t pitch; uint32_t size0; /* size of first layer in slice */ }; struct set; struct fd_resource { struct pipe_resource base; struct fd_bo *bo; uint32_t cpp; enum pipe_format internal_format; bool layer_first; /* see above description */ uint32_t layer_size; struct fd_resource_slice slices[MAX_MIP_LEVELS]; /* buffer range that has been initialized */ struct util_range valid_buffer_range; bool valid; struct renderonly_scanout *scanout; /* reference to the resource holding stencil data for a z32_s8 texture */ /* TODO rename to secondary or auxiliary? */ struct fd_resource *stencil; uint32_t offset; uint32_t ubwc_offset; uint32_t ubwc_pitch; uint32_t ubwc_size; /* bitmask of in-flight batches which reference this resource. Note * that the batch doesn't hold reference to resources (but instead * the fd_ringbuffer holds refs to the underlying fd_bo), but in case * the resource is destroyed we need to clean up the batch's weak * references to us. */ uint32_t batch_mask; /* reference to batch that writes this resource: */ struct fd_batch *write_batch; /* Set of batches whose batch-cache key references this resource. * We need to track this to know which batch-cache entries to * invalidate if, for example, the resource is invalidated or * shadowed. */ uint32_t bc_batch_mask; /* Sequence # incremented each time bo changes: */ uint16_t seqno; unsigned tile_mode : 2; /* * LRZ */ bool lrz_valid : 1; uint16_t lrz_width; // for lrz clear, does this differ from lrz_pitch? uint16_t lrz_height; uint16_t lrz_pitch; struct fd_bo *lrz; }; static inline struct fd_resource * fd_resource(struct pipe_resource *ptex) { return (struct fd_resource *)ptex; } static inline bool pending(struct fd_resource *rsc, bool write) { /* if we have a pending GPU write, we are busy in any case: */ if (rsc->write_batch) return true; /* if CPU wants to write, but we are pending a GPU read, we are busy: */ if (write && rsc->batch_mask) return true; if (rsc->stencil && pending(rsc->stencil, write)) return true; return false; } struct fd_transfer { struct pipe_transfer base; struct pipe_resource *staging_prsc; struct pipe_box staging_box; }; static inline struct fd_transfer * fd_transfer(struct pipe_transfer *ptrans) { return (struct fd_transfer *)ptrans; } static inline struct fd_resource_slice * fd_resource_slice(struct fd_resource *rsc, unsigned level) { assert(level <= rsc->base.last_level); return &rsc->slices[level]; } /* get offset for specified mipmap level and texture/array layer */ static inline uint32_t fd_resource_offset(struct fd_resource *rsc, unsigned level, unsigned layer) { struct fd_resource_slice *slice = fd_resource_slice(rsc, level); unsigned offset; if (rsc->layer_first) { offset = slice->offset + (rsc->layer_size * layer); } else { offset = slice->offset + (slice->size0 * layer); } debug_assert(offset < fd_bo_size(rsc->bo)); return offset; } /* This might be a5xx specific, but higher mipmap levels are always linear: */ static inline bool fd_resource_level_linear(struct pipe_resource *prsc, int level) { unsigned w = u_minify(prsc->width0, level); if (w < 16) return true; return false; } /* access # of samples, with 0 normalized to 1 (which is what we care about * most of the time) */ static inline unsigned fd_resource_nr_samples(struct pipe_resource *prsc) { return MAX2(1, prsc->nr_samples); } void fd_resource_screen_init(struct pipe_screen *pscreen); void fd_resource_context_init(struct pipe_context *pctx); uint32_t fd_setup_slices(struct fd_resource *rsc); void fd_resource_resize(struct pipe_resource *prsc, uint32_t sz); bool fd_render_condition_check(struct pipe_context *pctx); #endif /* FREEDRENO_RESOURCE_H_ */