/* * Copyright © 2014-2017 Broadcom * 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. */ #include "pipe/p_defines.h" #include "util/u_blit.h" #include "util/u_memory.h" #include "util/u_format.h" #include "util/u_inlines.h" #include "util/u_surface.h" #include "util/u_transfer_helper.h" #include "util/u_upload_mgr.h" #include "util/u_format_zs.h" #include "util/u_drm.h" #include "drm-uapi/drm_fourcc.h" #include "v3d_screen.h" #include "v3d_context.h" #include "v3d_resource.h" #include "v3d_tiling.h" #include "broadcom/cle/v3d_packet_v33_pack.h" static void v3d_debug_resource_layout(struct v3d_resource *rsc, const char *caller) { if (!(V3D_DEBUG & V3D_DEBUG_SURFACE)) return; struct pipe_resource *prsc = &rsc->base; if (prsc->target == PIPE_BUFFER) { fprintf(stderr, "rsc %s %p (format %s), %dx%d buffer @0x%08x-0x%08x\n", caller, rsc, util_format_short_name(prsc->format), prsc->width0, prsc->height0, rsc->bo->offset, rsc->bo->offset + rsc->bo->size - 1); return; } static const char *const tiling_descriptions[] = { [VC5_TILING_RASTER] = "R", [VC5_TILING_LINEARTILE] = "LT", [VC5_TILING_UBLINEAR_1_COLUMN] = "UB1", [VC5_TILING_UBLINEAR_2_COLUMN] = "UB2", [VC5_TILING_UIF_NO_XOR] = "UIF", [VC5_TILING_UIF_XOR] = "UIF^", }; for (int i = 0; i <= prsc->last_level; i++) { struct v3d_resource_slice *slice = &rsc->slices[i]; int level_width = slice->stride / rsc->cpp; int level_height = slice->padded_height; int level_depth = u_minify(util_next_power_of_two(prsc->depth0), i); fprintf(stderr, "rsc %s %p (format %s), %dx%d: " "level %d (%s) %dx%dx%d -> %dx%dx%d, stride %d@0x%08x\n", caller, rsc, util_format_short_name(prsc->format), prsc->width0, prsc->height0, i, tiling_descriptions[slice->tiling], u_minify(prsc->width0, i), u_minify(prsc->height0, i), u_minify(prsc->depth0, i), level_width, level_height, level_depth, slice->stride, rsc->bo->offset + slice->offset); } } static bool v3d_resource_bo_alloc(struct v3d_resource *rsc) { struct pipe_resource *prsc = &rsc->base; struct pipe_screen *pscreen = prsc->screen; struct v3d_bo *bo; bo = v3d_bo_alloc(v3d_screen(pscreen), rsc->size, "resource"); if (bo) { v3d_bo_unreference(&rsc->bo); rsc->bo = bo; v3d_debug_resource_layout(rsc, "alloc"); return true; } else { return false; } } static void v3d_resource_transfer_unmap(struct pipe_context *pctx, struct pipe_transfer *ptrans) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_transfer *trans = v3d_transfer(ptrans); if (trans->map) { struct v3d_resource *rsc = v3d_resource(ptrans->resource); struct v3d_resource_slice *slice = &rsc->slices[ptrans->level]; if (ptrans->usage & PIPE_TRANSFER_WRITE) { for (int z = 0; z < ptrans->box.depth; z++) { void *dst = rsc->bo->map + v3d_layer_offset(&rsc->base, ptrans->level, ptrans->box.z + z); v3d_store_tiled_image(dst, slice->stride, (trans->map + ptrans->stride * ptrans->box.height * z), ptrans->stride, slice->tiling, rsc->cpp, slice->padded_height, &ptrans->box); } } free(trans->map); } pipe_resource_reference(&ptrans->resource, NULL); slab_free(&v3d->transfer_pool, ptrans); } static void v3d_map_usage_prep(struct pipe_context *pctx, struct pipe_resource *prsc, unsigned usage) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_resource *rsc = v3d_resource(prsc); if (usage & PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE) { if (v3d_resource_bo_alloc(rsc)) { /* If it might be bound as one of our vertex buffers * or UBOs, make sure we re-emit vertex buffer state * or uniforms. */ if (prsc->bind & PIPE_BIND_VERTEX_BUFFER) v3d->dirty |= VC5_DIRTY_VTXBUF; if (prsc->bind & PIPE_BIND_CONSTANT_BUFFER) v3d->dirty |= VC5_DIRTY_CONSTBUF; } else { /* If we failed to reallocate, flush users so that we * don't violate any syncing requirements. */ v3d_flush_jobs_reading_resource(v3d, prsc, V3D_FLUSH_DEFAULT); } } else if (!(usage & PIPE_TRANSFER_UNSYNCHRONIZED)) { /* If we're writing and the buffer is being used by the CL, we * have to flush the CL first. If we're only reading, we need * to flush if the CL has written our buffer. */ if (usage & PIPE_TRANSFER_WRITE) v3d_flush_jobs_reading_resource(v3d, prsc, V3D_FLUSH_ALWAYS); else v3d_flush_jobs_writing_resource(v3d, prsc, V3D_FLUSH_ALWAYS); } if (usage & PIPE_TRANSFER_WRITE) { rsc->writes++; rsc->initialized_buffers = ~0; } } static void * v3d_resource_transfer_map(struct pipe_context *pctx, struct pipe_resource *prsc, unsigned level, unsigned usage, const struct pipe_box *box, struct pipe_transfer **pptrans) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_resource *rsc = v3d_resource(prsc); struct v3d_transfer *trans; struct pipe_transfer *ptrans; enum pipe_format format = prsc->format; char *buf; /* MSAA maps should have been handled by u_transfer_helper. */ assert(prsc->nr_samples <= 1); /* Upgrade DISCARD_RANGE to WHOLE_RESOURCE if the whole resource is * being mapped. */ if ((usage & PIPE_TRANSFER_DISCARD_RANGE) && !(usage & PIPE_TRANSFER_UNSYNCHRONIZED) && !(prsc->flags & PIPE_RESOURCE_FLAG_MAP_PERSISTENT) && prsc->last_level == 0 && prsc->width0 == box->width && prsc->height0 == box->height && prsc->depth0 == box->depth && prsc->array_size == 1 && rsc->bo->private) { usage |= PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE; } v3d_map_usage_prep(pctx, prsc, usage); trans = slab_alloc(&v3d->transfer_pool); if (!trans) return NULL; /* XXX: Handle DONTBLOCK, DISCARD_RANGE, PERSISTENT, COHERENT. */ /* slab_alloc_st() doesn't zero: */ memset(trans, 0, sizeof(*trans)); ptrans = &trans->base; pipe_resource_reference(&ptrans->resource, prsc); ptrans->level = level; ptrans->usage = usage; ptrans->box = *box; /* Note that the current kernel implementation is synchronous, so no * need to do syncing stuff here yet. */ if (usage & PIPE_TRANSFER_UNSYNCHRONIZED) buf = v3d_bo_map_unsynchronized(rsc->bo); else buf = v3d_bo_map(rsc->bo); if (!buf) { fprintf(stderr, "Failed to map bo\n"); goto fail; } *pptrans = ptrans; /* Our load/store routines work on entire compressed blocks. */ ptrans->box.x /= util_format_get_blockwidth(format); ptrans->box.y /= util_format_get_blockheight(format); ptrans->box.width = DIV_ROUND_UP(ptrans->box.width, util_format_get_blockwidth(format)); ptrans->box.height = DIV_ROUND_UP(ptrans->box.height, util_format_get_blockheight(format)); struct v3d_resource_slice *slice = &rsc->slices[level]; if (rsc->tiled) { /* No direct mappings of tiled, since we need to manually * tile/untile. */ if (usage & PIPE_TRANSFER_MAP_DIRECTLY) return NULL; ptrans->stride = ptrans->box.width * rsc->cpp; ptrans->layer_stride = ptrans->stride * ptrans->box.height; trans->map = malloc(ptrans->layer_stride * ptrans->box.depth); if (usage & PIPE_TRANSFER_READ) { for (int z = 0; z < ptrans->box.depth; z++) { void *src = rsc->bo->map + v3d_layer_offset(&rsc->base, ptrans->level, ptrans->box.z + z); v3d_load_tiled_image((trans->map + ptrans->stride * ptrans->box.height * z), ptrans->stride, src, slice->stride, slice->tiling, rsc->cpp, slice->padded_height, &ptrans->box); } } return trans->map; } else { ptrans->stride = slice->stride; ptrans->layer_stride = rsc->cube_map_stride; return buf + slice->offset + ptrans->box.y * ptrans->stride + ptrans->box.x * rsc->cpp + ptrans->box.z * rsc->cube_map_stride; } fail: v3d_resource_transfer_unmap(pctx, ptrans); return NULL; } static void v3d_texture_subdata(struct pipe_context *pctx, struct pipe_resource *prsc, unsigned level, unsigned usage, const struct pipe_box *box, const void *data, unsigned stride, unsigned layer_stride) { struct v3d_resource *rsc = v3d_resource(prsc); struct v3d_resource_slice *slice = &rsc->slices[level]; /* For a direct mapping, we can just take the u_transfer path. */ if (!rsc->tiled) { return u_default_texture_subdata(pctx, prsc, level, usage, box, data, stride, layer_stride); } /* Otherwise, map and store the texture data directly into the tiled * texture. Note that gallium's texture_subdata may be called with * obvious usage flags missing! */ v3d_map_usage_prep(pctx, prsc, usage | (PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD_RANGE)); void *buf; if (usage & PIPE_TRANSFER_UNSYNCHRONIZED) buf = v3d_bo_map_unsynchronized(rsc->bo); else buf = v3d_bo_map(rsc->bo); for (int i = 0; i < box->depth; i++) { v3d_store_tiled_image(buf + v3d_layer_offset(&rsc->base, level, box->z + i), slice->stride, (void *)data + layer_stride * i, stride, slice->tiling, rsc->cpp, slice->padded_height, box); } } static void v3d_resource_destroy(struct pipe_screen *pscreen, struct pipe_resource *prsc) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_resource *rsc = v3d_resource(prsc); if (rsc->scanout) renderonly_scanout_destroy(rsc->scanout, screen->ro); v3d_bo_unreference(&rsc->bo); free(rsc); } static bool v3d_resource_get_handle(struct pipe_screen *pscreen, struct pipe_context *pctx, struct pipe_resource *prsc, struct winsys_handle *whandle, unsigned usage) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_resource *rsc = v3d_resource(prsc); struct v3d_bo *bo = rsc->bo; whandle->stride = rsc->slices[0].stride; whandle->offset = 0; /* If we're passing some reference to our BO out to some other part of * the system, then we can't do any optimizations about only us being * the ones seeing it (like BO caching). */ bo->private = false; if (rsc->tiled) { /* A shared tiled buffer should always be allocated as UIF, * not UBLINEAR or LT. */ assert(rsc->slices[0].tiling == VC5_TILING_UIF_XOR || rsc->slices[0].tiling == VC5_TILING_UIF_NO_XOR); whandle->modifier = DRM_FORMAT_MOD_BROADCOM_UIF; } else { whandle->modifier = DRM_FORMAT_MOD_LINEAR; } switch (whandle->type) { case WINSYS_HANDLE_TYPE_SHARED: return v3d_bo_flink(bo, &whandle->handle); case WINSYS_HANDLE_TYPE_KMS: if (screen->ro) { assert(rsc->scanout); bool ok = renderonly_get_handle(rsc->scanout, whandle); whandle->stride = rsc->slices[0].stride; return ok; } whandle->handle = bo->handle; return true; case WINSYS_HANDLE_TYPE_FD: whandle->handle = v3d_bo_get_dmabuf(bo); return whandle->handle != -1; } return false; } #define PAGE_UB_ROWS (VC5_UIFCFG_PAGE_SIZE / VC5_UIFBLOCK_ROW_SIZE) #define PAGE_UB_ROWS_TIMES_1_5 ((PAGE_UB_ROWS * 3) >> 1) #define PAGE_CACHE_UB_ROWS (VC5_PAGE_CACHE_SIZE / VC5_UIFBLOCK_ROW_SIZE) #define PAGE_CACHE_MINUS_1_5_UB_ROWS (PAGE_CACHE_UB_ROWS - PAGE_UB_ROWS_TIMES_1_5) /** * Computes the HW's UIFblock padding for a given height/cpp. * * The goal of the padding is to keep pages of the same color (bank number) at * least half a page away from each other vertically when crossing between * between columns of UIF blocks. */ static uint32_t v3d_get_ub_pad(struct v3d_resource *rsc, uint32_t height) { uint32_t utile_h = v3d_utile_height(rsc->cpp); uint32_t uif_block_h = utile_h * 2; uint32_t height_ub = height / uif_block_h; uint32_t height_offset_in_pc = height_ub % PAGE_CACHE_UB_ROWS; /* For the perfectly-aligned-for-UIF-XOR case, don't add any pad. */ if (height_offset_in_pc == 0) return 0; /* Try padding up to where we're offset by at least half a page. */ if (height_offset_in_pc < PAGE_UB_ROWS_TIMES_1_5) { /* If we fit entirely in the page cache, don't pad. */ if (height_ub < PAGE_CACHE_UB_ROWS) return 0; else return PAGE_UB_ROWS_TIMES_1_5 - height_offset_in_pc; } /* If we're close to being aligned to page cache size, then round up * and rely on XOR. */ if (height_offset_in_pc > PAGE_CACHE_MINUS_1_5_UB_ROWS) return PAGE_CACHE_UB_ROWS - height_offset_in_pc; /* Otherwise, we're far enough away (top and bottom) to not need any * padding. */ return 0; } static void v3d_setup_slices(struct v3d_resource *rsc, uint32_t winsys_stride, bool uif_top) { struct pipe_resource *prsc = &rsc->base; uint32_t width = prsc->width0; uint32_t height = prsc->height0; uint32_t depth = prsc->depth0; /* Note that power-of-two padding is based on level 1. These are not * equivalent to just util_next_power_of_two(dimension), because at a * level 0 dimension of 9, the level 1 power-of-two padded value is 4, * not 8. */ uint32_t pot_width = 2 * util_next_power_of_two(u_minify(width, 1)); uint32_t pot_height = 2 * util_next_power_of_two(u_minify(height, 1)); uint32_t pot_depth = 2 * util_next_power_of_two(u_minify(depth, 1)); uint32_t offset = 0; uint32_t utile_w = v3d_utile_width(rsc->cpp); uint32_t utile_h = v3d_utile_height(rsc->cpp); uint32_t uif_block_w = utile_w * 2; uint32_t uif_block_h = utile_h * 2; uint32_t block_width = util_format_get_blockwidth(prsc->format); uint32_t block_height = util_format_get_blockheight(prsc->format); bool msaa = prsc->nr_samples > 1; /* MSAA textures/renderbuffers are always laid out as single-level * UIF. */ uif_top |= msaa; /* Check some easy mistakes to make in a resource_create() call that * will break our setup. */ assert(prsc->array_size != 0); assert(prsc->depth0 != 0); for (int i = prsc->last_level; i >= 0; i--) { struct v3d_resource_slice *slice = &rsc->slices[i]; uint32_t level_width, level_height, level_depth; if (i < 2) { level_width = u_minify(width, i); level_height = u_minify(height, i); } else { level_width = u_minify(pot_width, i); level_height = u_minify(pot_height, i); } if (i < 1) level_depth = u_minify(depth, i); else level_depth = u_minify(pot_depth, i); if (msaa) { level_width *= 2; level_height *= 2; } level_width = DIV_ROUND_UP(level_width, block_width); level_height = DIV_ROUND_UP(level_height, block_height); if (!rsc->tiled) { slice->tiling = VC5_TILING_RASTER; if (prsc->target == PIPE_TEXTURE_1D) level_width = align(level_width, 64 / rsc->cpp); } else { if ((i != 0 || !uif_top) && (level_width <= utile_w || level_height <= utile_h)) { slice->tiling = VC5_TILING_LINEARTILE; level_width = align(level_width, utile_w); level_height = align(level_height, utile_h); } else if ((i != 0 || !uif_top) && level_width <= uif_block_w) { slice->tiling = VC5_TILING_UBLINEAR_1_COLUMN; level_width = align(level_width, uif_block_w); level_height = align(level_height, uif_block_h); } else if ((i != 0 || !uif_top) && level_width <= 2 * uif_block_w) { slice->tiling = VC5_TILING_UBLINEAR_2_COLUMN; level_width = align(level_width, 2 * uif_block_w); level_height = align(level_height, uif_block_h); } else { /* We align the width to a 4-block column of * UIF blocks, but we only align height to UIF * blocks. */ level_width = align(level_width, 4 * uif_block_w); level_height = align(level_height, uif_block_h); slice->ub_pad = v3d_get_ub_pad(rsc, level_height); level_height += slice->ub_pad * uif_block_h; /* If the padding set us to to be aligned to * the page cache size, then the HW will use * the XOR bit on odd columns to get us * perfectly misaligned */ if ((level_height / uif_block_h) % (VC5_PAGE_CACHE_SIZE / VC5_UIFBLOCK_ROW_SIZE) == 0) { slice->tiling = VC5_TILING_UIF_XOR; } else { slice->tiling = VC5_TILING_UIF_NO_XOR; } } } slice->offset = offset; if (winsys_stride) slice->stride = winsys_stride; else slice->stride = level_width * rsc->cpp; slice->padded_height = level_height; slice->size = level_height * slice->stride; uint32_t slice_total_size = slice->size * level_depth; /* The HW aligns level 1's base to a page if any of level 1 or * below could be UIF XOR. The lower levels then inherit the * alignment for as long as necesary, thanks to being power of * two aligned. */ if (i == 1 && level_width > 4 * uif_block_w && level_height > PAGE_CACHE_MINUS_1_5_UB_ROWS * uif_block_h) { slice_total_size = align(slice_total_size, VC5_UIFCFG_PAGE_SIZE); } offset += slice_total_size; } rsc->size = offset; /* UIF/UBLINEAR levels need to be aligned to UIF-blocks, and LT only * needs to be aligned to utile boundaries. Since tiles are laid out * from small to big in memory, we need to align the later UIF slices * to UIF blocks, if they were preceded by non-UIF-block-aligned LT * slices. * * We additionally align to 4k, which improves UIF XOR performance. */ uint32_t page_align_offset = (align(rsc->slices[0].offset, 4096) - rsc->slices[0].offset); if (page_align_offset) { rsc->size += page_align_offset; for (int i = 0; i <= prsc->last_level; i++) rsc->slices[i].offset += page_align_offset; } /* Arrays and cube textures have a stride which is the distance from * one full mipmap tree to the next (64b aligned). For 3D textures, * we need to program the stride between slices of miplevel 0. */ if (prsc->target != PIPE_TEXTURE_3D) { rsc->cube_map_stride = align(rsc->slices[0].offset + rsc->slices[0].size, 64); rsc->size += rsc->cube_map_stride * (prsc->array_size - 1); } else { rsc->cube_map_stride = rsc->slices[0].size; } } uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level, uint32_t layer) { struct v3d_resource *rsc = v3d_resource(prsc); struct v3d_resource_slice *slice = &rsc->slices[level]; if (prsc->target == PIPE_TEXTURE_3D) return slice->offset + layer * slice->size; else return slice->offset + layer * rsc->cube_map_stride; } static struct v3d_resource * v3d_resource_setup(struct pipe_screen *pscreen, const struct pipe_resource *tmpl) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_resource *rsc = CALLOC_STRUCT(v3d_resource); if (!rsc) return NULL; struct pipe_resource *prsc = &rsc->base; *prsc = *tmpl; pipe_reference_init(&prsc->reference, 1); prsc->screen = pscreen; if (prsc->nr_samples <= 1 || screen->devinfo.ver >= 40 || util_format_is_depth_or_stencil(prsc->format)) { rsc->cpp = util_format_get_blocksize(prsc->format); if (screen->devinfo.ver < 40 && prsc->nr_samples > 1) rsc->cpp *= prsc->nr_samples; } else { assert(v3d_rt_format_supported(&screen->devinfo, prsc->format)); uint32_t output_image_format = v3d_get_rt_format(&screen->devinfo, prsc->format); uint32_t internal_type; uint32_t internal_bpp; v3d_get_internal_type_bpp_for_output_format(&screen->devinfo, output_image_format, &internal_type, &internal_bpp); switch (internal_bpp) { case V3D_INTERNAL_BPP_32: rsc->cpp = 4; break; case V3D_INTERNAL_BPP_64: rsc->cpp = 8; break; case V3D_INTERNAL_BPP_128: rsc->cpp = 16; break; } } assert(rsc->cpp); return rsc; } static struct pipe_resource * v3d_resource_create_with_modifiers(struct pipe_screen *pscreen, const struct pipe_resource *tmpl, const uint64_t *modifiers, int count) { struct v3d_screen *screen = v3d_screen(pscreen); bool linear_ok = drm_find_modifier(DRM_FORMAT_MOD_LINEAR, modifiers, count); struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl); struct pipe_resource *prsc = &rsc->base; /* Use a tiled layout if we can, for better 3D performance. */ bool should_tile = true; /* VBOs/PBOs are untiled (and 1 height). */ if (tmpl->target == PIPE_BUFFER) should_tile = false; /* Cursors are always linear, and the user can request linear as well. */ if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR)) should_tile = false; /* 1D and 1D_ARRAY textures are always raster-order. */ if (tmpl->target == PIPE_TEXTURE_1D || tmpl->target == PIPE_TEXTURE_1D_ARRAY) should_tile = false; /* Scanout BOs for simulator need to be linear for interaction with * i965. */ if (using_v3d_simulator && tmpl->bind & (PIPE_BIND_SHARED | PIPE_BIND_SCANOUT)) should_tile = false; /* If using the old-school SCANOUT flag, we don't know what the screen * might support other than linear. Just force linear. */ if (tmpl->bind & PIPE_BIND_SCANOUT) should_tile = false; /* No user-specified modifier; determine our own. */ if (count == 1 && modifiers[0] == DRM_FORMAT_MOD_INVALID) { linear_ok = true; rsc->tiled = should_tile; } else if (should_tile && drm_find_modifier(DRM_FORMAT_MOD_BROADCOM_UIF, modifiers, count)) { rsc->tiled = true; } else if (linear_ok) { rsc->tiled = false; } else { fprintf(stderr, "Unsupported modifier requested\n"); goto fail; } rsc->internal_format = prsc->format; v3d_setup_slices(rsc, 0, tmpl->bind & PIPE_BIND_SHARED); /* If we're in a renderonly setup, use the other device to perform our * allocation and just import it to v3d. The other device may be * using CMA, and V3D can import from CMA but doesn't do CMA * allocations on its own. * * We always allocate this way for SHARED, because get_handle will * need a resource on the display fd. */ if (screen->ro && (tmpl->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED))) { struct winsys_handle handle; struct pipe_resource scanout_tmpl = { .target = prsc->target, .format = PIPE_FORMAT_RGBA8888_UNORM, .width0 = 1024, /* one page */ .height0 = align(rsc->size, 4096) / 4096, .depth0 = 1, .array_size = 1, }; rsc->scanout = renderonly_scanout_for_resource(&scanout_tmpl, screen->ro, &handle); if (!rsc->scanout) { fprintf(stderr, "Failed to create scanout resource\n"); return NULL; } assert(handle.type == WINSYS_HANDLE_TYPE_FD); rsc->bo = v3d_bo_open_dmabuf(screen, handle.handle); close(handle.handle); if (!rsc->bo) goto fail; v3d_debug_resource_layout(rsc, "renderonly"); return prsc; } else { if (!v3d_resource_bo_alloc(rsc)) goto fail; } return prsc; fail: v3d_resource_destroy(pscreen, prsc); return NULL; } struct pipe_resource * v3d_resource_create(struct pipe_screen *pscreen, const struct pipe_resource *tmpl) { const uint64_t mod = DRM_FORMAT_MOD_INVALID; return v3d_resource_create_with_modifiers(pscreen, tmpl, &mod, 1); } static struct pipe_resource * v3d_resource_from_handle(struct pipe_screen *pscreen, const struct pipe_resource *tmpl, struct winsys_handle *whandle, unsigned usage) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl); struct pipe_resource *prsc = &rsc->base; struct v3d_resource_slice *slice = &rsc->slices[0]; if (!rsc) return NULL; switch (whandle->modifier) { case DRM_FORMAT_MOD_LINEAR: rsc->tiled = false; break; case DRM_FORMAT_MOD_BROADCOM_UIF: rsc->tiled = true; break; case DRM_FORMAT_MOD_INVALID: rsc->tiled = screen->ro == NULL; break; default: fprintf(stderr, "Attempt to import unsupported modifier 0x%llx\n", (long long)whandle->modifier); goto fail; } switch (whandle->type) { case WINSYS_HANDLE_TYPE_SHARED: rsc->bo = v3d_bo_open_name(screen, whandle->handle); break; case WINSYS_HANDLE_TYPE_FD: rsc->bo = v3d_bo_open_dmabuf(screen, whandle->handle); break; default: fprintf(stderr, "Attempt to import unsupported handle type %d\n", whandle->type); goto fail; } if (!rsc->bo) goto fail; rsc->internal_format = prsc->format; v3d_setup_slices(rsc, whandle->stride, true); v3d_debug_resource_layout(rsc, "import"); if (whandle->offset != 0) { if (rsc->tiled) { fprintf(stderr, "Attempt to import unsupported winsys offset %u\n", whandle->offset); goto fail; } rsc->slices[0].offset += whandle->offset; if (rsc->slices[0].offset + rsc->slices[0].size > rsc->bo->size) { fprintf(stderr, "Attempt to import " "with overflowing offset (%d + %d > %d)\n", whandle->offset, rsc->slices[0].size, rsc->bo->size); goto fail; } } if (screen->ro) { /* Make sure that renderonly has a handle to our buffer in the * display's fd, so that a later renderonly_get_handle() * returns correct handles or GEM names. */ rsc->scanout = renderonly_create_gpu_import_for_resource(prsc, screen->ro, NULL); if (!rsc->scanout) { fprintf(stderr, "Failed to create scanout resource.\n"); goto fail; } } if (rsc->tiled && whandle->stride != slice->stride) { static bool warned = false; if (!warned) { warned = true; fprintf(stderr, "Attempting to import %dx%d %s with " "unsupported stride %d instead of %d\n", prsc->width0, prsc->height0, util_format_short_name(prsc->format), whandle->stride, slice->stride); } goto fail; } else if (!rsc->tiled) { slice->stride = whandle->stride; } return prsc; fail: v3d_resource_destroy(pscreen, prsc); return NULL; } void v3d_update_shadow_texture(struct pipe_context *pctx, struct pipe_sampler_view *pview) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_sampler_view *view = v3d_sampler_view(pview); struct v3d_resource *shadow = v3d_resource(view->texture); struct v3d_resource *orig = v3d_resource(pview->texture); assert(view->texture != pview->texture); if (shadow->writes == orig->writes && orig->bo->private) return; perf_debug("Updating %dx%d@%d shadow for linear texture\n", orig->base.width0, orig->base.height0, pview->u.tex.first_level); for (int i = 0; i <= shadow->base.last_level; i++) { unsigned width = u_minify(shadow->base.width0, i); unsigned height = u_minify(shadow->base.height0, i); struct pipe_blit_info info = { .dst = { .resource = &shadow->base, .level = i, .box = { .x = 0, .y = 0, .z = 0, .width = width, .height = height, .depth = 1, }, .format = shadow->base.format, }, .src = { .resource = &orig->base, .level = pview->u.tex.first_level + i, .box = { .x = 0, .y = 0, .z = 0, .width = width, .height = height, .depth = 1, }, .format = orig->base.format, }, .mask = util_format_get_mask(orig->base.format), }; pctx->blit(pctx, &info); } shadow->writes = orig->writes; } static struct pipe_surface * v3d_create_surface(struct pipe_context *pctx, struct pipe_resource *ptex, const struct pipe_surface *surf_tmpl) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_screen *screen = v3d->screen; struct v3d_surface *surface = CALLOC_STRUCT(v3d_surface); struct v3d_resource *rsc = v3d_resource(ptex); if (!surface) return NULL; assert(surf_tmpl->u.tex.first_layer == surf_tmpl->u.tex.last_layer); struct pipe_surface *psurf = &surface->base; unsigned level = surf_tmpl->u.tex.level; struct v3d_resource_slice *slice = &rsc->slices[level]; pipe_reference_init(&psurf->reference, 1); pipe_resource_reference(&psurf->texture, ptex); psurf->context = pctx; psurf->format = surf_tmpl->format; psurf->width = u_minify(ptex->width0, level); psurf->height = u_minify(ptex->height0, level); psurf->u.tex.level = level; psurf->u.tex.first_layer = surf_tmpl->u.tex.first_layer; psurf->u.tex.last_layer = surf_tmpl->u.tex.last_layer; surface->offset = v3d_layer_offset(ptex, level, psurf->u.tex.first_layer); surface->tiling = slice->tiling; surface->format = v3d_get_rt_format(&screen->devinfo, psurf->format); const struct util_format_description *desc = util_format_description(psurf->format); surface->swap_rb = (desc->swizzle[0] == PIPE_SWIZZLE_Z && psurf->format != PIPE_FORMAT_B5G6R5_UNORM); if (util_format_is_depth_or_stencil(psurf->format)) { switch (psurf->format) { case PIPE_FORMAT_Z16_UNORM: surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_16; break; case PIPE_FORMAT_Z32_FLOAT: case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT: surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_32F; break; default: surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_24; } } else { uint32_t bpp, type; v3d_get_internal_type_bpp_for_output_format(&screen->devinfo, surface->format, &type, &bpp); surface->internal_type = type; surface->internal_bpp = bpp; } if (surface->tiling == VC5_TILING_UIF_NO_XOR || surface->tiling == VC5_TILING_UIF_XOR) { surface->padded_height_of_output_image_in_uif_blocks = (slice->padded_height / (2 * v3d_utile_height(rsc->cpp))); } if (rsc->separate_stencil) { surface->separate_stencil = v3d_create_surface(pctx, &rsc->separate_stencil->base, surf_tmpl); } return &surface->base; } static void v3d_surface_destroy(struct pipe_context *pctx, struct pipe_surface *psurf) { struct v3d_surface *surf = v3d_surface(psurf); if (surf->separate_stencil) pipe_surface_reference(&surf->separate_stencil, NULL); pipe_resource_reference(&psurf->texture, NULL); FREE(psurf); } static void v3d_flush_resource(struct pipe_context *pctx, struct pipe_resource *resource) { /* All calls to flush_resource are followed by a flush of the context, * so there's nothing to do. */ } static enum pipe_format v3d_resource_get_internal_format(struct pipe_resource *prsc) { return v3d_resource(prsc)->internal_format; } static void v3d_resource_set_stencil(struct pipe_resource *prsc, struct pipe_resource *stencil) { v3d_resource(prsc)->separate_stencil = v3d_resource(stencil); } static struct pipe_resource * v3d_resource_get_stencil(struct pipe_resource *prsc) { struct v3d_resource *rsc = v3d_resource(prsc); return &rsc->separate_stencil->base; } static const struct u_transfer_vtbl transfer_vtbl = { .resource_create = v3d_resource_create, .resource_destroy = v3d_resource_destroy, .transfer_map = v3d_resource_transfer_map, .transfer_unmap = v3d_resource_transfer_unmap, .transfer_flush_region = u_default_transfer_flush_region, .get_internal_format = v3d_resource_get_internal_format, .set_stencil = v3d_resource_set_stencil, .get_stencil = v3d_resource_get_stencil, }; void v3d_resource_screen_init(struct pipe_screen *pscreen) { pscreen->resource_create_with_modifiers = v3d_resource_create_with_modifiers; pscreen->resource_create = u_transfer_helper_resource_create; pscreen->resource_from_handle = v3d_resource_from_handle; pscreen->resource_get_handle = v3d_resource_get_handle; pscreen->resource_destroy = u_transfer_helper_resource_destroy; pscreen->transfer_helper = u_transfer_helper_create(&transfer_vtbl, true, false, true, true); } void v3d_resource_context_init(struct pipe_context *pctx) { pctx->transfer_map = u_transfer_helper_transfer_map; pctx->transfer_flush_region = u_transfer_helper_transfer_flush_region; pctx->transfer_unmap = u_transfer_helper_transfer_unmap; pctx->buffer_subdata = u_default_buffer_subdata; pctx->texture_subdata = v3d_texture_subdata; pctx->create_surface = v3d_create_surface; pctx->surface_destroy = v3d_surface_destroy; pctx->resource_copy_region = util_resource_copy_region; pctx->blit = v3d_blit; pctx->generate_mipmap = v3d_generate_mipmap; pctx->flush_resource = v3d_flush_resource; }