mesa/src/broadcom/vulkan/v3dvx_image.c

175 lines
6.9 KiB
C

/*
* Copyright © 2021 Raspberry Pi Ltd
*
* 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 "v3dv_private.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
#include "broadcom/compiler/v3d_compiler.h"
/*
* Packs and ensure bo for the shader state (the latter can be temporal).
*/
static void
pack_texture_shader_state_helper(struct v3dv_device *device,
struct v3dv_image_view *image_view,
bool for_cube_map_array_storage)
{
assert(!for_cube_map_array_storage ||
image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY);
const uint32_t index = for_cube_map_array_storage ? 1 : 0;
assert(image_view->vk.image);
const struct v3dv_image *image = (struct v3dv_image *) image_view->vk.image;
assert(image->vk.samples == VK_SAMPLE_COUNT_1_BIT ||
image->vk.samples == VK_SAMPLE_COUNT_4_BIT);
const uint32_t msaa_scale = image->vk.samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2;
v3dvx_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
tex.level_0_is_strictly_uif =
(image->slices[0].tiling == V3D_TILING_UIF_XOR ||
image->slices[0].tiling == V3D_TILING_UIF_NO_XOR);
tex.level_0_xor_enable = (image->slices[0].tiling == V3D_TILING_UIF_XOR);
if (tex.level_0_is_strictly_uif)
tex.level_0_ub_pad = image->slices[0].ub_pad;
/* FIXME: v3d never sets uif_xor_disable, but uses it on the following
* check so let's set the default value
*/
tex.uif_xor_disable = false;
if (tex.uif_xor_disable ||
tex.level_0_is_strictly_uif) {
tex.extended = true;
}
tex.base_level = image_view->vk.base_mip_level;
tex.max_level = image_view->vk.base_mip_level +
image_view->vk.level_count - 1;
tex.swizzle_r = v3d_translate_pipe_swizzle(image_view->swizzle[0]);
tex.swizzle_g = v3d_translate_pipe_swizzle(image_view->swizzle[1]);
tex.swizzle_b = v3d_translate_pipe_swizzle(image_view->swizzle[2]);
tex.swizzle_a = v3d_translate_pipe_swizzle(image_view->swizzle[3]);
tex.reverse_standard_border_color = image_view->channel_reverse;
tex.texture_type = image_view->format->tex_type;
if (image->vk.image_type == VK_IMAGE_TYPE_3D) {
tex.image_depth = image->vk.extent.depth;
} else {
tex.image_depth = image_view->vk.layer_count;
}
/* Empirical testing with CTS shows that when we are sampling from cube
* arrays we want to set image depth to layers / 6, but not when doing
* image load/store.
*/
if (image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY &&
!for_cube_map_array_storage) {
assert(tex.image_depth % 6 == 0);
tex.image_depth /= 6;
}
tex.image_height = image->vk.extent.height * msaa_scale;
tex.image_width = image->vk.extent.width * msaa_scale;
/* On 4.x, the height of a 1D texture is redefined to be the
* upper 14 bits of the width (which is only usable with txf).
*/
if (image->vk.image_type == VK_IMAGE_TYPE_1D) {
tex.image_height = tex.image_width >> 14;
}
tex.image_width &= (1 << 14) - 1;
tex.image_height &= (1 << 14) - 1;
tex.array_stride_64_byte_aligned = image->cube_map_stride / 64;
tex.srgb = vk_format_is_srgb(image_view->vk.view_format);
/* At this point we don't have the job. That's the reason the first
* parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to
* add the bo to the job. This also means that we need to add manually
* the image bo to the job using the texture.
*/
const uint32_t base_offset =
image->mem->bo->offset +
v3dv_layer_offset(image, 0, image_view->vk.base_array_layer);
tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset);
}
}
void
v3dX(pack_texture_shader_state)(struct v3dv_device *device,
struct v3dv_image_view *iview)
{
pack_texture_shader_state_helper(device, iview, false);
if (iview->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
pack_texture_shader_state_helper(device, iview, true);
}
void
v3dX(pack_texture_shader_state_from_buffer_view)(struct v3dv_device *device,
struct v3dv_buffer_view *buffer_view)
{
assert(buffer_view->buffer);
const struct v3dv_buffer *buffer = buffer_view->buffer;
v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
tex.swizzle_r = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_X);
tex.swizzle_g = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Y);
tex.swizzle_b = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Z);
tex.swizzle_a = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_W);
tex.image_depth = 1;
/* On 4.x, the height of a 1D texture is redefined to be the upper 14
* bits of the width (which is only usable with txf) (or in other words,
* we are providing a 28 bit field for size, but split on the usual
* 14bit height/width).
*/
tex.image_width = buffer_view->num_elements;
tex.image_height = tex.image_width >> 14;
tex.image_width &= (1 << 14) - 1;
tex.image_height &= (1 << 14) - 1;
tex.texture_type = buffer_view->format->tex_type;
tex.srgb = vk_format_is_srgb(buffer_view->vk_format);
/* At this point we don't have the job. That's the reason the first
* parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to
* add the bo to the job. This also means that we need to add manually
* the image bo to the job using the texture.
*/
const uint32_t base_offset =
buffer->mem->bo->offset +
buffer->mem_offset +
buffer_view->offset;
tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset);
}
}