/* * 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" /* * This method translates pipe_swizzle to the swizzle values used at the * packet TEXTURE_SHADER_STATE * * FIXME: C&P from v3d, common place? */ static uint32_t translate_swizzle(unsigned char pipe_swizzle) { switch (pipe_swizzle) { case PIPE_SWIZZLE_0: return 0; case PIPE_SWIZZLE_1: return 1; case PIPE_SWIZZLE_X: case PIPE_SWIZZLE_Y: case PIPE_SWIZZLE_Z: case PIPE_SWIZZLE_W: return 2 + pipe_swizzle; default: unreachable("unknown swizzle"); } } /* * 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 = translate_swizzle(image_view->swizzle[0]); tex.swizzle_g = translate_swizzle(image_view->swizzle[1]); tex.swizzle_b = translate_swizzle(image_view->swizzle[2]); tex.swizzle_a = translate_swizzle(image_view->swizzle[3]); 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.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 = translate_swizzle(PIPE_SWIZZLE_X); tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y); tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z); tex.swizzle_a = translate_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); } }