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/*
* Copyright © 2015-2017 Broadcom
*
* 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 "util/u_format.h"
#include "util/u_surface.h"
#include "util/u_blitter.h"
#include "v3d_context.h"
#include "v3d_tiling.h"
#if 0
static struct pipe_surface *
v3d_get_blit_surface(struct pipe_context *pctx,
struct pipe_resource *prsc, unsigned level)
{
struct pipe_surface tmpl;
memset(&tmpl, 0, sizeof(tmpl));
tmpl.format = prsc->format;
tmpl.u.tex.level = level;
tmpl.u.tex.first_layer = 0;
tmpl.u.tex.last_layer = 0;
return pctx->create_surface(pctx, prsc, &tmpl);
}
static bool
is_tile_unaligned(unsigned size, unsigned tile_size)
{
return size & (tile_size - 1);
}
static bool
v3d_tile_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(pctx);
bool msaa = (info->src.resource->nr_samples > 1 ||
info->dst.resource->nr_samples > 1);
int tile_width = msaa ? 32 : 64;
int tile_height = msaa ? 32 : 64;
if (util_format_is_depth_or_stencil(info->dst.resource->format))
return false;
if (info->scissor_enable)
return false;
if ((info->mask & PIPE_MASK_RGBA) == 0)
return false;
if (info->dst.box.x != info->src.box.x ||
info->dst.box.y != info->src.box.y ||
info->dst.box.width != info->src.box.width ||
info->dst.box.height != info->src.box.height) {
return false;
}
int dst_surface_width = u_minify(info->dst.resource->width0,
info->dst.level);
int dst_surface_height = u_minify(info->dst.resource->height0,
info->dst.level);
if (is_tile_unaligned(info->dst.box.x, tile_width) ||
is_tile_unaligned(info->dst.box.y, tile_height) ||
(is_tile_unaligned(info->dst.box.width, tile_width) &&
info->dst.box.x + info->dst.box.width != dst_surface_width) ||
(is_tile_unaligned(info->dst.box.height, tile_height) &&
info->dst.box.y + info->dst.box.height != dst_surface_height)) {
return false;
}
/* VC5_PACKET_LOAD_TILE_BUFFER_GENERAL uses the
* VC5_PACKET_TILE_RENDERING_MODE_CONFIG's width (determined by our
* destination surface) to determine the stride. This may be wrong
* when reading from texture miplevels > 0, which are stored in
* POT-sized areas. For MSAA, the tile addresses are computed
* explicitly by the RCL, but still use the destination width to
* determine the stride (which could be fixed by explicitly supplying
* it in the ABI).
*/
struct v3d_resource *rsc = v3d_resource(info->src.resource);
uint32_t stride;
if (info->src.resource->nr_samples > 1)
stride = align(dst_surface_width, 32) * 4 * rsc->cpp;
/* XXX else if (rsc->slices[info->src.level].tiling == VC5_TILING_FORMAT_T)
stride = align(dst_surface_width * rsc->cpp, 128); */
else
stride = align(dst_surface_width * rsc->cpp, 16);
if (stride != rsc->slices[info->src.level].stride)
return false;
if (info->dst.resource->format != info->src.resource->format)
return false;
if (false) {
fprintf(stderr, "RCL blit from %d,%d to %d,%d (%d,%d)\n",
info->src.box.x,
info->src.box.y,
info->dst.box.x,
info->dst.box.y,
info->dst.box.width,
info->dst.box.height);
}
struct pipe_surface *dst_surf =
v3d_get_blit_surface(pctx, info->dst.resource, info->dst.level);
struct pipe_surface *src_surf =
v3d_get_blit_surface(pctx, info->src.resource, info->src.level);
v3d_flush_jobs_reading_resource(v3d, info->src.resource);
struct v3d_job *job = v3d_get_job(v3d, dst_surf, NULL);
pipe_surface_reference(&job->color_read, src_surf);
/* If we're resolving from MSAA to single sample, we still need to run
* the engine in MSAA mode for the load.
*/
if (!job->msaa && info->src.resource->nr_samples > 1) {
job->msaa = true;
job->tile_width = 32;
job->tile_height = 32;
}
job->draw_min_x = info->dst.box.x;
job->draw_min_y = info->dst.box.y;
job->draw_max_x = info->dst.box.x + info->dst.box.width;
job->draw_max_y = info->dst.box.y + info->dst.box.height;
job->draw_width = dst_surf->width;
job->draw_height = dst_surf->height;
job->tile_width = tile_width;
job->tile_height = tile_height;
job->msaa = msaa;
job->needs_flush = true;
job->resolve |= PIPE_CLEAR_COLOR;
v3d_job_submit(v3d, job);
pipe_surface_reference(&dst_surf, NULL);
pipe_surface_reference(&src_surf, NULL);
return true;
}
#endif
void
v3d_blitter_save(struct v3d_context *v3d)
{
util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
v3d->streamout.targets);
util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
util_blitter_save_blend(v3d->blitter, v3d->blend);
util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
util_blitter_save_fragment_sampler_states(v3d->blitter,
v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
(void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
util_blitter_save_fragment_sampler_views(v3d->blitter,
v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
v3d->tex[PIPE_SHADER_FRAGMENT].textures);
util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
v3d->streamout.targets);
}
static bool
v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(ctx);
struct v3d_resource *src = v3d_resource(info->src.resource);
struct pipe_resource *tiled = NULL;
if (!src->tiled) {
struct pipe_box box = {
.x = 0,
.y = 0,
.width = u_minify(info->src.resource->width0,
info->src.level),
.height = u_minify(info->src.resource->height0,
info->src.level),
.depth = 1,
};
struct pipe_resource tmpl = {
.target = info->src.resource->target,
.format = info->src.resource->format,
.width0 = box.width,
.height0 = box.height,
.depth0 = 1,
.array_size = 1,
};
tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
if (!tiled) {
fprintf(stderr, "Failed to create tiled blit temp\n");
return false;
}
ctx->resource_copy_region(ctx,
tiled, 0,
0, 0, 0,
info->src.resource, info->src.level,
&box);
info->src.level = 0;
info->src.resource = tiled;
}
if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
fprintf(stderr, "blit unsupported %s -> %s\n",
util_format_short_name(info->src.resource->format),
util_format_short_name(info->dst.resource->format));
return false;
}
v3d_blitter_save(v3d);
util_blitter_blit(v3d->blitter, info);
pipe_resource_reference(&tiled, NULL);
return true;
}
/* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
* or R8 texture.
*/
static void
v3d_stencil_blit(struct pipe_context *ctx, const struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(ctx);
struct v3d_resource *src = v3d_resource(info->src.resource);
struct v3d_resource *dst = v3d_resource(info->dst.resource);
enum pipe_format src_format, dst_format;
if (src->separate_stencil) {
src = src->separate_stencil;
src_format = PIPE_FORMAT_R8_UNORM;
} else {
src_format = PIPE_FORMAT_RGBA8888_UNORM;
}
if (dst->separate_stencil) {
dst = dst->separate_stencil;
dst_format = PIPE_FORMAT_R8_UNORM;
} else {
dst_format = PIPE_FORMAT_RGBA8888_UNORM;
}
/* Initialize the surface. */
struct pipe_surface dst_tmpl = {
.u.tex = {
.level = info->dst.level,
.first_layer = info->dst.box.z,
.last_layer = info->dst.box.z,
},
.format = dst_format,
};
struct pipe_surface *dst_surf =
ctx->create_surface(ctx, &dst->base, &dst_tmpl);
/* Initialize the sampler view. */
struct pipe_sampler_view src_tmpl = {
.target = src->base.target,
.format = src_format,
.u.tex = {
.first_level = info->src.level,
.last_level = info->src.level,
.first_layer = 0,
.last_layer = (PIPE_TEXTURE_3D ?
u_minify(src->base.depth0,
info->src.level) - 1 :
src->base.array_size - 1),
},
.swizzle_r = PIPE_SWIZZLE_X,
.swizzle_g = PIPE_SWIZZLE_Y,
.swizzle_b = PIPE_SWIZZLE_Z,
.swizzle_a = PIPE_SWIZZLE_W,
};
struct pipe_sampler_view *src_view =
ctx->create_sampler_view(ctx, &src->base, &src_tmpl);
v3d_blitter_save(v3d);
util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
src_view, &info->src.box,
src->base.width0, src->base.height0,
PIPE_MASK_R,
PIPE_TEX_FILTER_NEAREST,
info->scissor_enable ? &info->scissor : NULL,
info->alpha_blend);
pipe_surface_reference(&dst_surf, NULL);
pipe_sampler_view_reference(&src_view, NULL);
}
/* Disable level 0 write, just write following mipmaps */
#define V3D_TFU_IOA_DIMTW (1 << 0)
#define V3D_TFU_IOA_FORMAT_SHIFT 3
#define V3D_TFU_IOA_FORMAT_LINEARTILE 3
#define V3D_TFU_IOA_FORMAT_UBLINEAR_1_COLUMN 4
#define V3D_TFU_IOA_FORMAT_UBLINEAR_2_COLUMN 5
#define V3D_TFU_IOA_FORMAT_UIF_NO_XOR 6
#define V3D_TFU_IOA_FORMAT_UIF_XOR 7
#define V3D_TFU_ICFG_NUMMM_SHIFT 5
#define V3D_TFU_ICFG_TTYPE_SHIFT 9
#define V3D_TFU_ICFG_OPAD_SHIFT 22
#define V3D_TFU_ICFG_FORMAT_SHIFT 18
#define V3D_TFU_ICFG_FORMAT_RASTER 0
#define V3D_TFU_ICFG_FORMAT_SAND_128 1
#define V3D_TFU_ICFG_FORMAT_SAND_256 2
#define V3D_TFU_ICFG_FORMAT_LINEARTILE 11
#define V3D_TFU_ICFG_FORMAT_UBLINEAR_1_COLUMN 12
#define V3D_TFU_ICFG_FORMAT_UBLINEAR_2_COLUMN 13
#define V3D_TFU_ICFG_FORMAT_UIF_NO_XOR 14
#define V3D_TFU_ICFG_FORMAT_UIF_XOR 15
static bool
v3d_tfu(struct pipe_context *pctx,
struct pipe_resource *pdst,
struct pipe_resource *psrc,
unsigned int src_level,
unsigned int base_level,
unsigned int last_level,
unsigned int src_layer,
unsigned int dst_layer)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
struct v3d_resource *src = v3d_resource(psrc);
struct v3d_resource *dst = v3d_resource(pdst);
struct v3d_resource_slice *src_base_slice = &src->slices[src_level];
struct v3d_resource_slice *dst_base_slice = &dst->slices[base_level];
int msaa_scale = pdst->nr_samples > 1 ? 2 : 1;
int width = u_minify(pdst->width0, base_level) * msaa_scale;
int height = u_minify(pdst->height0, base_level) * msaa_scale;
if (psrc->format != pdst->format)
return false;
if (psrc->nr_samples != pdst->nr_samples)
return false;
uint32_t tex_format = v3d_get_tex_format(&screen->devinfo,
pdst->format);
if (!v3d_tfu_supports_tex_format(&screen->devinfo, tex_format))
return false;
if (pdst->target != PIPE_TEXTURE_2D || psrc->target != PIPE_TEXTURE_2D)
return false;
/* Can't write to raster. */
if (dst_base_slice->tiling == VC5_TILING_RASTER)
return false;
v3d_flush_jobs_writing_resource(v3d, psrc, false);
v3d_flush_jobs_reading_resource(v3d, pdst);
struct drm_v3d_submit_tfu tfu = {
.ios = (height << 16) | width,
.bo_handles = {
dst->bo->handle,
src != dst ? src->bo->handle : 0
},
.in_sync = v3d->out_sync,
.out_sync = v3d->out_sync,
};
uint32_t src_offset = (src->bo->offset +
v3d_layer_offset(psrc, src_level, src_layer));
tfu.iia |= src_offset;
if (src_base_slice->tiling == VC5_TILING_RASTER) {
tfu.icfg |= (V3D_TFU_ICFG_FORMAT_RASTER <<
V3D_TFU_ICFG_FORMAT_SHIFT);
} else {
tfu.icfg |= ((V3D_TFU_ICFG_FORMAT_LINEARTILE +
(src_base_slice->tiling - VC5_TILING_LINEARTILE)) <<
V3D_TFU_ICFG_FORMAT_SHIFT);
}
uint32_t dst_offset = (dst->bo->offset +
v3d_layer_offset(pdst, src_level, dst_layer));
tfu.ioa |= dst_offset;
if (last_level != base_level)
tfu.ioa |= V3D_TFU_IOA_DIMTW;
tfu.ioa |= ((V3D_TFU_IOA_FORMAT_LINEARTILE +
(dst_base_slice->tiling - VC5_TILING_LINEARTILE)) <<
V3D_TFU_IOA_FORMAT_SHIFT);
tfu.icfg |= tex_format << V3D_TFU_ICFG_TTYPE_SHIFT;
tfu.icfg |= (last_level - base_level) << V3D_TFU_ICFG_NUMMM_SHIFT;
switch (src_base_slice->tiling) {
case VC5_TILING_UIF_NO_XOR:
case VC5_TILING_UIF_XOR:
tfu.iis |= (src_base_slice->padded_height /
(2 * v3d_utile_height(src->cpp)));
break;
case VC5_TILING_RASTER:
tfu.iis |= src_base_slice->stride / src->cpp;
break;
case VC5_TILING_LINEARTILE:
case VC5_TILING_UBLINEAR_1_COLUMN:
case VC5_TILING_UBLINEAR_2_COLUMN:
break;
}
/* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
* OPAD field for the destination (how many extra UIF blocks beyond
* those necessary to cover the height). When filling mipmaps, the
* miplevel 1+ tiling state is inferred.
*/
if (dst_base_slice->tiling == VC5_TILING_UIF_NO_XOR ||
dst_base_slice->tiling == VC5_TILING_UIF_XOR) {
int uif_block_h = 2 * v3d_utile_height(dst->cpp);
int implicit_padded_height = align(height, uif_block_h);
tfu.icfg |= (((dst_base_slice->padded_height -
implicit_padded_height) / uif_block_h) <<
V3D_TFU_ICFG_OPAD_SHIFT);
}
int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_TFU, &tfu);
if (ret != 0) {
fprintf(stderr, "Failed to submit TFU job: %d\n", ret);
return false;
}
dst->writes++;
return true;
}
bool
v3d_generate_mipmap(struct pipe_context *pctx,
struct pipe_resource *prsc,
enum pipe_format format,
unsigned int base_level,
unsigned int last_level,
unsigned int first_layer,
unsigned int last_layer)
{
if (format != prsc->format)
return false;
/* We could maybe support looping over layers for array textures, but
* we definitely don't support 3D.
*/
if (first_layer != last_layer)
return false;
return v3d_tfu(pctx,
prsc, prsc,
base_level,
base_level, last_level,
first_layer, first_layer);
}
static bool
v3d_tfu_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
{
int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
if ((info->mask & PIPE_MASK_RGBA) == 0)
return false;
if (info->scissor_enable ||
info->dst.box.x != 0 ||
info->dst.box.y != 0 ||
info->dst.box.width != dst_width ||
info->dst.box.height != dst_height ||
info->src.box.x != 0 ||
info->src.box.y != 0 ||
info->src.box.width != info->dst.box.width ||
info->src.box.height != info->dst.box.height) {
return false;
}
if (info->dst.format != info->src.format)
return false;
return v3d_tfu(pctx, info->dst.resource, info->src.resource,
info->src.level,
info->dst.level, info->dst.level,
info->src.box.z, info->dst.box.z);
}
/* Optimal hardware path for blitting pixels.
* Scaling, format conversion, up- and downsampling (resolve) are allowed.
*/
void
v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
{
struct v3d_context *v3d = v3d_context(pctx);
struct pipe_blit_info info = *blit_info;
if (info.mask & PIPE_MASK_S) {
v3d_stencil_blit(pctx, blit_info);
info.mask &= ~PIPE_MASK_S;
}
if (v3d_tfu_blit(pctx, blit_info))
info.mask &= ~PIPE_MASK_RGBA;
if (info.mask)
v3d_render_blit(pctx, &info);
/* Flush our blit jobs immediately. They're unlikely to get reused by
* normal drawing or other blits, and without flushing we can easily
* run into unexpected OOMs when blits are used for a large series of
* texture uploads before using the textures.
*/
v3d_flush_jobs_writing_resource(v3d, info.dst.resource, false);
}
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