etnaviv: rework etna_resource_create tiling choice

Now that the base resource is allowed to be incompatible with PE, we can
make a smarter choice of tiling mode to avoid allocating a PE compatible
base that is never used for regular textures. This affects GPUs like GC2000
where there is no tiling compatible with both PE and TE.

Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
This commit is contained in:
Jonathan Marek 2019-07-24 10:35:46 -04:00
parent b962776530
commit 7e3b900c80
1 changed files with 25 additions and 39 deletions

View File

@ -337,53 +337,39 @@ etna_resource_create(struct pipe_screen *pscreen,
const struct pipe_resource *templat)
{
struct etna_screen *screen = etna_screen(pscreen);
unsigned layout = ETNA_LAYOUT_TILED;
/* Figure out what tiling to use -- we always use tiled layouts,
* except for scanout/dmabuf (which don't go through this path)
* Buffers always have LINEAR layout.
/* At this point we don't know if the resource will be used as a texture,
* render target, or both, because gallium sets the bits whenever possible
* This matters because on some GPUs (GC2000) there is no tiling that is
* compatible with both TE and PE.
*
* We expect that depth/stencil buffers will always be used by PE (rendering),
* and any other non-scanout resource will be used as a texture at some point,
* So allocate a render-compatible base buffer for scanout/depthstencil buffers,
* and a texture-compatible base buffer in other cases
*
*/
unsigned layout = ETNA_LAYOUT_LINEAR;
if (etna_resource_sampler_only(templat)) {
/* The buffer is only used for texturing, so create something
* directly compatible with the sampler. Such a buffer can
* never be rendered to. */
layout = ETNA_LAYOUT_TILED;
if (util_format_is_compressed(templat->format))
layout = ETNA_LAYOUT_LINEAR;
} else if (templat->target != PIPE_BUFFER) {
bool want_multitiled = false;
bool want_supertiled = screen->specs.can_supertile;
/* When this GPU supports single-buffer rendering, don't ever enable
* multi-tiling. This replicates the blob behavior on GC3000.
*/
if (!screen->specs.single_buffer)
want_multitiled = screen->specs.pixel_pipes > 1;
/* Keep single byte blocksized resources as tiled, since we
* are unable to use the RS blit to de-tile them. However,
* if they're used as a render target or depth/stencil, they
* must be multi-tiled for GPUs with multiple pixel pipes.
* Ignore depth/stencil here, but it is an error for a render
* target.
*/
if (util_format_get_blocksize(templat->format) == 1 &&
!(templat->bind & PIPE_BIND_DEPTH_STENCIL)) {
assert(!(templat->bind & PIPE_BIND_RENDER_TARGET && want_multitiled));
want_multitiled = want_supertiled = false;
}
layout = ETNA_LAYOUT_BIT_TILE;
if (want_multitiled)
if (templat->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_DEPTH_STENCIL)) {
if (screen->specs.pixel_pipes > 1 && !screen->specs.single_buffer)
layout |= ETNA_LAYOUT_BIT_MULTI;
if (want_supertiled)
if (screen->specs.can_supertile)
layout |= ETNA_LAYOUT_BIT_SUPER;
} else if (VIV_FEATURE(screen, chipMinorFeatures2, SUPERTILED_TEXTURE) &&
/* RS can't tile 1 byte per pixel formats, will have to CPU tile,
* which doesn't support super-tiling
*/
util_format_get_blocksize(templat->format) > 1) {
layout |= ETNA_LAYOUT_BIT_SUPER;
}
if (templat->target == PIPE_TEXTURE_3D)
if ((templat->bind & PIPE_BIND_LINEAR) || /* linear base requested */
templat->target == PIPE_BUFFER || /* buffer always linear */
/* compressed textures don't use tiling, they have their own "tiles" */
util_format_is_compressed(templat->format)) {
layout = ETNA_LAYOUT_LINEAR;
}
/* modifier is only used for scanout surfaces, so safe to use LINEAR here */
return etna_resource_alloc(pscreen, layout, DRM_FORMAT_MOD_LINEAR, templat);