/* * Copyright © 2021 Raspberry Pi * * 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" #include "vk_format_info.h" #include "util/u_pack_color.h" #include "util/half_float.h" static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = { [VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT, [VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR, [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP, [VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE, [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER, }; static const enum V3DX(Compare_Function) vk_to_v3d_compare_func[] = { [VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER, [VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS, [VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL, [VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL, [VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER, [VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL, [VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL, [VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS, }; static union pipe_color_union encode_border_color( const VkSamplerCustomBorderColorCreateInfoEXT *bc_info) { const struct util_format_description *desc = vk_format_description(bc_info->format); const struct v3dv_format *format = v3dX(get_format)(bc_info->format); union pipe_color_union border; for (int i = 0; i < 4; i++) { if (format->swizzle[i] <= 3) border.ui[i] = bc_info->customBorderColor.uint32[format->swizzle[i]]; else border.ui[i] = 0; } /* handle clamping */ if (vk_format_has_depth(bc_info->format) && vk_format_has_stencil(bc_info->format)) { border.f[0] = CLAMP(border.f[0], 0, 1); border.ui[1] = CLAMP(border.ui[1], 0, 0xff); } else if (vk_format_is_unorm(bc_info->format)) { for (int i = 0; i < 4; i++) border.f[i] = CLAMP(border.f[i], 0, 1); } else if (vk_format_is_snorm(bc_info->format)) { for (int i = 0; i < 4; i++) border.f[i] = CLAMP(border.f[i], -1, 1); } else if (vk_format_is_uint(bc_info->format) && desc->channel[0].size < 32) { for (int i = 0; i < 4; i++) border.ui[i] = CLAMP(border.ui[i], 0, (1 << desc->channel[i].size)); } else if (vk_format_is_sint(bc_info->format) && desc->channel[0].size < 32) { for (int i = 0; i < 4; i++) border.i[i] = CLAMP(border.i[i], -(1 << (desc->channel[i].size - 1)), (1 << (desc->channel[i].size - 1)) - 1); } /* convert from float to expected format */ if (vk_format_is_srgb(bc_info->format) || vk_format_is_compressed(bc_info->format)) { for (int i = 0; i < 4; i++) border.ui[i] = _mesa_float_to_half(border.f[i]); } else if (vk_format_is_unorm(bc_info->format)) { for (int i = 0; i < 4; i++) { switch (desc->channel[i].size) { case 8: case 16: /* expect u16 for non depth values */ if (!vk_format_has_depth(bc_info->format)) border.ui[i] = (uint32_t) (border.f[i] * (float) 0xffff); break; case 24: case 32: /* uses full f32; no conversion needed */ break; default: border.ui[i] = _mesa_float_to_half(border.f[i]); break; } } } else if (vk_format_is_snorm(bc_info->format)) { for (int i = 0; i < 4; i++) { switch (desc->channel[i].size) { case 8: border.ui[i] = (int32_t) (border.f[i] * (float) 0x3fff); break; case 16: border.i[i] = (int32_t) (border.f[i] * (float) 0x7fff); break; case 24: case 32: /* uses full f32; no conversion needed */ break; default: border.ui[i] = _mesa_float_to_half(border.f[i]); break; } } } else if (vk_format_is_float(bc_info->format)) { for (int i = 0; i < 4; i++) { switch(desc->channel[i].size) { case 16: border.ui[i] = _mesa_float_to_half(border.f[i]); break; default: break; } } } return border; } void v3dX(pack_sampler_state)(struct v3dv_sampler *sampler, const VkSamplerCreateInfo *pCreateInfo, const VkSamplerCustomBorderColorCreateInfoEXT *bc_info) { enum V3DX(Border_Color_Mode) border_color_mode; switch (pCreateInfo->borderColor) { case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK: case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK: border_color_mode = V3D_BORDER_COLOR_0000; break; case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK: case VK_BORDER_COLOR_INT_OPAQUE_BLACK: border_color_mode = V3D_BORDER_COLOR_0001; break; case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE: case VK_BORDER_COLOR_INT_OPAQUE_WHITE: border_color_mode = V3D_BORDER_COLOR_1111; break; case VK_BORDER_COLOR_FLOAT_CUSTOM_EXT: case VK_BORDER_COLOR_INT_CUSTOM_EXT: border_color_mode = V3D_BORDER_COLOR_FOLLOWS; break; default: unreachable("Unknown border color"); break; } /* For some texture formats, when clamping to transparent black border the * CTS expects alpha to be set to 1 instead of 0, but the border color mode * will take priority over the texture state swizzle, so the only way to * fix that is to apply a swizzle in the shader. Here we keep track of * whether we are activating that mode and we will decide if we need to * activate the texture swizzle lowering in the shader key at compile time * depending on the actual texture format. */ if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER || pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER || pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) && border_color_mode == V3D_BORDER_COLOR_0000) { sampler->clamp_to_transparent_black_border = true; } v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) { if (pCreateInfo->anisotropyEnable) { s.anisotropy_enable = true; if (pCreateInfo->maxAnisotropy > 8) s.maximum_anisotropy = 3; else if (pCreateInfo->maxAnisotropy > 4) s.maximum_anisotropy = 2; else if (pCreateInfo->maxAnisotropy > 2) s.maximum_anisotropy = 1; } s.border_color_mode = border_color_mode; if (s.border_color_mode == V3D_BORDER_COLOR_FOLLOWS) { union pipe_color_union border = encode_border_color(bc_info); s.border_color_word_0 = border.ui[0]; s.border_color_word_1 = border.ui[1]; s.border_color_word_2 = border.ui[2]; s.border_color_word_3 = border.ui[3]; } s.wrap_i_border = false; /* Also hardcoded on v3d */ s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU]; s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV]; s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW]; s.fixed_bias = pCreateInfo->mipLodBias; s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15); s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15); s.srgb_disable = 0; /* Not even set by v3d */ s.depth_compare_function = vk_to_v3d_compare_func[pCreateInfo->compareEnable ? pCreateInfo->compareOp : VK_COMPARE_OP_NEVER]; s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST; s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST; s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST; } } /** * This computes the maximum bpp used by any of the render targets used by * a particular subpass and checks if any of those render targets are * multisampled. If we don't have a subpass (when we are not inside a * render pass), then we assume that all framebuffer attachments are used. */ void v3dX(framebuffer_compute_internal_bpp_msaa)( const struct v3dv_framebuffer *framebuffer, const struct v3dv_subpass *subpass, uint8_t *max_bpp, bool *msaa) { STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0); *max_bpp = V3D_INTERNAL_BPP_32; *msaa = false; if (subpass) { for (uint32_t i = 0; i < subpass->color_count; i++) { uint32_t att_idx = subpass->color_attachments[i].attachment; if (att_idx == VK_ATTACHMENT_UNUSED) continue; const struct v3dv_image_view *att = framebuffer->attachments[att_idx]; assert(att); if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) *max_bpp = MAX2(*max_bpp, att->internal_bpp); if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT) *msaa = true; } if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) { const struct v3dv_image_view *att = framebuffer->attachments[subpass->ds_attachment.attachment]; assert(att); if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT) *msaa = true; } return; } assert(framebuffer->attachment_count <= 4); for (uint32_t i = 0; i < framebuffer->attachment_count; i++) { const struct v3dv_image_view *att = framebuffer->attachments[i]; assert(att); if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) *max_bpp = MAX2(*max_bpp, att->internal_bpp); if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT) *msaa = true; } return; } uint32_t v3dX(zs_buffer_from_aspect_bits)(VkImageAspectFlags aspects) { const VkImageAspectFlags zs_aspects = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; const VkImageAspectFlags filtered_aspects = aspects & zs_aspects; if (filtered_aspects == zs_aspects) return ZSTENCIL; else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT) return Z; else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT) return STENCIL; else return NONE; } void v3dX(get_hw_clear_color)(const VkClearColorValue *color, uint32_t internal_type, uint32_t internal_size, uint32_t *hw_color) { union util_color uc; switch (internal_type) { case V3D_INTERNAL_TYPE_8: util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc); memcpy(hw_color, uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_8I: case V3D_INTERNAL_TYPE_8UI: hw_color[0] = ((color->uint32[0] & 0xff) | (color->uint32[1] & 0xff) << 8 | (color->uint32[2] & 0xff) << 16 | (color->uint32[3] & 0xff) << 24); break; case V3D_INTERNAL_TYPE_16F: util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc); memcpy(hw_color, uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_16I: case V3D_INTERNAL_TYPE_16UI: hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16); hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16); break; case V3D_INTERNAL_TYPE_32F: case V3D_INTERNAL_TYPE_32I: case V3D_INTERNAL_TYPE_32UI: memcpy(hw_color, color->uint32, internal_size); break; } } #ifdef DEBUG void v3dX(device_check_prepacked_sizes)(void) { STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >= cl_packet_length(SAMPLER_STATE)); STATIC_ASSERT(V3DV_TEXTURE_SHADER_STATE_LENGTH >= cl_packet_length(TEXTURE_SHADER_STATE)); STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >= cl_packet_length(SAMPLER_STATE)); STATIC_ASSERT(V3DV_BLEND_CFG_LENGTH>= cl_packet_length(BLEND_CFG)); STATIC_ASSERT(V3DV_CFG_BITS_LENGTH>= cl_packet_length(CFG_BITS)); STATIC_ASSERT(V3DV_GL_SHADER_STATE_RECORD_LENGTH >= cl_packet_length(GL_SHADER_STATE_RECORD)); STATIC_ASSERT(V3DV_VCM_CACHE_SIZE_LENGTH>= cl_packet_length(VCM_CACHE_SIZE)); STATIC_ASSERT(V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH >= cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD)); STATIC_ASSERT(V3DV_STENCIL_CFG_LENGTH >= cl_packet_length(STENCIL_CFG)); } #endif