panfrost/sfbd: Flesh out fragment job
We include a zsbuf attachment function based on how the corresponding MFBD code works, as well as extending cbufs to mipmapped rendering while we're at it. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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@ -40,8 +40,6 @@ panfrost_sfbd_clear(
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struct panfrost_job *job,
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struct mali_single_framebuffer *sfbd)
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{
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struct panfrost_context *ctx = job->ctx;
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if (job->clear & PIPE_CLEAR_COLOR) {
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sfbd->clear_color_1 = job->clear_color[0][0];
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sfbd->clear_color_2 = job->clear_color[0][1];
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@ -54,16 +52,10 @@ panfrost_sfbd_clear(
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sfbd->clear_depth_2 = job->clear_depth;
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sfbd->clear_depth_3 = job->clear_depth;
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sfbd->clear_depth_4 = job->clear_depth;
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sfbd->depth_buffer = ctx->depth_stencil_buffer.bo->gpu;
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sfbd->depth_buffer_enable = MALI_DEPTH_STENCIL_ENABLE;
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}
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if (job->clear & PIPE_CLEAR_STENCIL) {
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sfbd->clear_stencil = job->clear_stencil;
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sfbd->stencil_buffer = ctx->depth_stencil_buffer.bo->gpu;
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sfbd->stencil_buffer_enable = MALI_DEPTH_STENCIL_ENABLE;
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}
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/* Set flags based on what has been cleared, for the SFBD case */
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@ -91,12 +83,16 @@ panfrost_sfbd_set_cbuf(
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{
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struct panfrost_resource *rsrc = pan_resource(surf->texture);
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signed stride = rsrc->slices[0].stride;
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unsigned level = surf->u.tex.level;
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assert(surf->u.tex.first_layer == 0);
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fb->format = panfrost_sfbd_format(surf);
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unsigned offset = rsrc->slices[level].offset;
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signed stride = rsrc->slices[level].stride;
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if (rsrc->layout == PAN_LINEAR) {
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fb->framebuffer = rsrc->bo->gpu;
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fb->framebuffer = rsrc->bo->gpu + offset;
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fb->stride = stride;
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} else {
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fprintf(stderr, "Invalid render layout\n");
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@ -104,6 +100,33 @@ panfrost_sfbd_set_cbuf(
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}
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}
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static void
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panfrost_sfbd_set_zsbuf(
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struct mali_single_framebuffer *fb,
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struct pipe_surface *surf)
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{
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struct panfrost_resource *rsrc = pan_resource(surf->texture);
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unsigned level = surf->u.tex.level;
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assert(surf->u.tex.first_layer == 0);
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unsigned offset = rsrc->slices[level].offset;
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if (rsrc->layout == PAN_LINEAR) {
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/* TODO: What about format selection? */
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/* TODO: Z/S stride selection? */
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fb->depth_buffer = rsrc->bo->gpu + offset;
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fb->depth_buffer_enable = MALI_DEPTH_STENCIL_ENABLE;
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fb->stencil_buffer = rsrc->bo->gpu + offset;
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fb->stencil_buffer_enable = MALI_DEPTH_STENCIL_ENABLE;
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} else {
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fprintf(stderr, "Invalid render layout\n");
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assert(0);
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}
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}
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/* Creates an SFBD for the FRAGMENT section of the bound framebuffer */
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mali_ptr
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@ -118,9 +141,8 @@ panfrost_sfbd_fragment(struct panfrost_context *ctx, bool has_draws)
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assert(ctx->pipe_framebuffer.nr_cbufs == 1);
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panfrost_sfbd_set_cbuf(&fb, ctx->pipe_framebuffer.cbufs[0]);
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if (ctx->pipe_framebuffer.zsbuf) {
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/* TODO */
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}
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if (ctx->pipe_framebuffer.zsbuf)
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panfrost_sfbd_set_zsbuf(&fb, ctx->pipe_framebuffer.zsbuf);
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if (job->requirements & PAN_REQ_MSAA)
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fb.format |= MALI_FRAMEBUFFER_MSAA_A | MALI_FRAMEBUFFER_MSAA_B;
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