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1 /*
2  * Copyright © 2015-2017 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "util/format/u_format.h"
25 #include "util/u_surface.h"
26 #include "util/u_blitter.h"
27 #include "compiler/nir/nir_builder.h"
28 #include "v3d_context.h"
29 #include "broadcom/common/v3d_tiling.h"
30 
31 void
v3d_blitter_save(struct v3d_context * v3d)32 v3d_blitter_save(struct v3d_context *v3d)
33 {
34         util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
35                                                         v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
36         util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
37         util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
38         util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
39         util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
40         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
41                                      v3d->streamout.targets);
42         util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
43         util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
44         util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
45         util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
46         util_blitter_save_blend(v3d->blitter, v3d->blend);
47         util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
48         util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
49         util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
50         util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
51         util_blitter_save_fragment_sampler_states(v3d->blitter,
52                         v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
53                         (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
54         util_blitter_save_fragment_sampler_views(v3d->blitter,
55                         v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
56                         v3d->tex[PIPE_SHADER_FRAGMENT].textures);
57         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
58                                      v3d->streamout.targets);
59 }
60 
61 static void
v3d_render_blit(struct pipe_context * ctx,struct pipe_blit_info * info)62 v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
63 {
64         struct v3d_context *v3d = v3d_context(ctx);
65         struct v3d_resource *src = v3d_resource(info->src.resource);
66         struct pipe_resource *tiled = NULL;
67 
68         if (!info->mask)
69                 return;
70 
71         if (!src->tiled) {
72                 struct pipe_box box = {
73                         .x = 0,
74                         .y = 0,
75                         .width = u_minify(info->src.resource->width0,
76                                            info->src.level),
77                         .height = u_minify(info->src.resource->height0,
78                                            info->src.level),
79                         .depth = 1,
80                 };
81                 struct pipe_resource tmpl = {
82                         .target = info->src.resource->target,
83                         .format = info->src.resource->format,
84                         .width0 = box.width,
85                         .height0 = box.height,
86                         .depth0 = 1,
87                         .array_size = 1,
88                 };
89                 tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
90                 if (!tiled) {
91                         fprintf(stderr, "Failed to create tiled blit temp\n");
92                         return;
93                 }
94                 ctx->resource_copy_region(ctx,
95                                           tiled, 0,
96                                           0, 0, 0,
97                                           info->src.resource, info->src.level,
98                                           &box);
99                 info->src.level = 0;
100                 info->src.resource = tiled;
101         }
102 
103         if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
104                 fprintf(stderr, "blit unsupported %s -> %s\n",
105                     util_format_short_name(info->src.resource->format),
106                     util_format_short_name(info->dst.resource->format));
107                 return;
108         }
109 
110         v3d_blitter_save(v3d);
111         util_blitter_blit(v3d->blitter, info);
112 
113         pipe_resource_reference(&tiled, NULL);
114         info->mask = 0;
115 }
116 
117 /* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
118  * or R8 texture.
119  */
120 static void
v3d_stencil_blit(struct pipe_context * ctx,struct pipe_blit_info * info)121 v3d_stencil_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
122 {
123         struct v3d_context *v3d = v3d_context(ctx);
124         struct v3d_resource *src = v3d_resource(info->src.resource);
125         struct v3d_resource *dst = v3d_resource(info->dst.resource);
126         enum pipe_format src_format, dst_format;
127 
128         if ((info->mask & PIPE_MASK_S) == 0)
129                 return;
130 
131         if (src->separate_stencil) {
132                 src = src->separate_stencil;
133                 src_format = PIPE_FORMAT_R8_UINT;
134         } else {
135                 src_format = PIPE_FORMAT_RGBA8888_UINT;
136         }
137 
138         if (dst->separate_stencil) {
139                 dst = dst->separate_stencil;
140                 dst_format = PIPE_FORMAT_R8_UINT;
141         } else {
142                 dst_format = PIPE_FORMAT_RGBA8888_UINT;
143         }
144 
145         /* Initialize the surface. */
146         struct pipe_surface dst_tmpl = {
147                 .u.tex = {
148                         .level = info->dst.level,
149                         .first_layer = info->dst.box.z,
150                         .last_layer = info->dst.box.z,
151                 },
152                 .format = dst_format,
153         };
154         struct pipe_surface *dst_surf =
155                 ctx->create_surface(ctx, &dst->base, &dst_tmpl);
156 
157         /* Initialize the sampler view. */
158         struct pipe_sampler_view src_tmpl = {
159                 .target = src->base.target,
160                 .format = src_format,
161                 .u.tex = {
162                         .first_level = info->src.level,
163                         .last_level = info->src.level,
164                         .first_layer = 0,
165                         .last_layer = (PIPE_TEXTURE_3D ?
166                                        u_minify(src->base.depth0,
167                                                 info->src.level) - 1 :
168                                        src->base.array_size - 1),
169                 },
170                 .swizzle_r = PIPE_SWIZZLE_X,
171                 .swizzle_g = PIPE_SWIZZLE_Y,
172                 .swizzle_b = PIPE_SWIZZLE_Z,
173                 .swizzle_a = PIPE_SWIZZLE_W,
174         };
175         struct pipe_sampler_view *src_view =
176                 ctx->create_sampler_view(ctx, &src->base, &src_tmpl);
177 
178         v3d_blitter_save(v3d);
179         util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
180                                   src_view, &info->src.box,
181                                   src->base.width0, src->base.height0,
182                                   PIPE_MASK_R,
183                                   PIPE_TEX_FILTER_NEAREST,
184                                   info->scissor_enable ? &info->scissor : NULL,
185                                   info->alpha_blend, false);
186 
187         pipe_surface_reference(&dst_surf, NULL);
188         pipe_sampler_view_reference(&src_view, NULL);
189 
190         info->mask &= ~PIPE_MASK_S;
191 }
192 
193 /* Disable level 0 write, just write following mipmaps */
194 #define V3D_TFU_IOA_DIMTW (1 << 0)
195 #define V3D_TFU_IOA_FORMAT_SHIFT 3
196 #define V3D_TFU_IOA_FORMAT_LINEARTILE 3
197 #define V3D_TFU_IOA_FORMAT_UBLINEAR_1_COLUMN 4
198 #define V3D_TFU_IOA_FORMAT_UBLINEAR_2_COLUMN 5
199 #define V3D_TFU_IOA_FORMAT_UIF_NO_XOR 6
200 #define V3D_TFU_IOA_FORMAT_UIF_XOR 7
201 
202 #define V3D_TFU_ICFG_NUMMM_SHIFT 5
203 #define V3D_TFU_ICFG_TTYPE_SHIFT 9
204 
205 #define V3D_TFU_ICFG_OPAD_SHIFT 22
206 
207 #define V3D_TFU_ICFG_FORMAT_SHIFT 18
208 #define V3D_TFU_ICFG_FORMAT_RASTER 0
209 #define V3D_TFU_ICFG_FORMAT_SAND_128 1
210 #define V3D_TFU_ICFG_FORMAT_SAND_256 2
211 #define V3D_TFU_ICFG_FORMAT_LINEARTILE 11
212 #define V3D_TFU_ICFG_FORMAT_UBLINEAR_1_COLUMN 12
213 #define V3D_TFU_ICFG_FORMAT_UBLINEAR_2_COLUMN 13
214 #define V3D_TFU_ICFG_FORMAT_UIF_NO_XOR 14
215 #define V3D_TFU_ICFG_FORMAT_UIF_XOR 15
216 
217 static bool
v3d_tfu(struct pipe_context * pctx,struct pipe_resource * pdst,struct pipe_resource * psrc,unsigned int src_level,unsigned int base_level,unsigned int last_level,unsigned int src_layer,unsigned int dst_layer,bool for_mipmap)218 v3d_tfu(struct pipe_context *pctx,
219         struct pipe_resource *pdst,
220         struct pipe_resource *psrc,
221         unsigned int src_level,
222         unsigned int base_level,
223         unsigned int last_level,
224         unsigned int src_layer,
225         unsigned int dst_layer,
226         bool for_mipmap)
227 {
228         struct v3d_context *v3d = v3d_context(pctx);
229         struct v3d_screen *screen = v3d->screen;
230         struct v3d_resource *src = v3d_resource(psrc);
231         struct v3d_resource *dst = v3d_resource(pdst);
232         struct v3d_resource_slice *src_base_slice = &src->slices[src_level];
233         struct v3d_resource_slice *dst_base_slice = &dst->slices[base_level];
234         int msaa_scale = pdst->nr_samples > 1 ? 2 : 1;
235         int width = u_minify(pdst->width0, base_level) * msaa_scale;
236         int height = u_minify(pdst->height0, base_level) * msaa_scale;
237         enum pipe_format pformat;
238 
239         if (psrc->format != pdst->format)
240                 return false;
241         if (psrc->nr_samples != pdst->nr_samples)
242                 return false;
243 
244         if (pdst->target != PIPE_TEXTURE_2D || psrc->target != PIPE_TEXTURE_2D)
245                 return false;
246 
247         /* Can't write to raster. */
248         if (dst_base_slice->tiling == V3D_TILING_RASTER)
249                 return false;
250 
251         /* When using TFU for blit, we are doing exact copies (both input and
252          * output format must be the same, no scaling, etc), so there is no
253          * pixel format conversions. Thus we can rewrite the format to use one
254          * that is TFU compatible based on its texel size.
255          */
256         if (for_mipmap) {
257                 pformat = pdst->format;
258         } else {
259                 switch (dst->cpp) {
260                 case 16: pformat = PIPE_FORMAT_R32G32B32A32_FLOAT;   break;
261                 case 8:  pformat = PIPE_FORMAT_R16G16B16A16_FLOAT;   break;
262                 case 4:  pformat = PIPE_FORMAT_R32_FLOAT;            break;
263                 case 2:  pformat = PIPE_FORMAT_R16_FLOAT;            break;
264                 case 1:  pformat = PIPE_FORMAT_R8_UNORM;             break;
265                 default: unreachable("unsupported format bit-size"); break;
266                 };
267         }
268 
269         uint32_t tex_format = v3d_get_tex_format(&screen->devinfo, pformat);
270 
271         if (!v3d_tfu_supports_tex_format(&screen->devinfo, tex_format, for_mipmap)) {
272                 assert(for_mipmap);
273                 return false;
274         }
275 
276         v3d_flush_jobs_writing_resource(v3d, psrc, V3D_FLUSH_DEFAULT, false);
277         v3d_flush_jobs_reading_resource(v3d, pdst, V3D_FLUSH_DEFAULT, false);
278 
279         struct drm_v3d_submit_tfu tfu = {
280                 .ios = (height << 16) | width,
281                 .bo_handles = {
282                         dst->bo->handle,
283                         src != dst ? src->bo->handle : 0
284                 },
285                 .in_sync = v3d->out_sync,
286                 .out_sync = v3d->out_sync,
287         };
288         uint32_t src_offset = (src->bo->offset +
289                                v3d_layer_offset(psrc, src_level, src_layer));
290         tfu.iia |= src_offset;
291         if (src_base_slice->tiling == V3D_TILING_RASTER) {
292                 tfu.icfg |= (V3D_TFU_ICFG_FORMAT_RASTER <<
293                              V3D_TFU_ICFG_FORMAT_SHIFT);
294         } else {
295                 tfu.icfg |= ((V3D_TFU_ICFG_FORMAT_LINEARTILE +
296                               (src_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
297                              V3D_TFU_ICFG_FORMAT_SHIFT);
298         }
299 
300         uint32_t dst_offset = (dst->bo->offset +
301                                v3d_layer_offset(pdst, base_level, dst_layer));
302         tfu.ioa |= dst_offset;
303         if (last_level != base_level)
304                 tfu.ioa |= V3D_TFU_IOA_DIMTW;
305         tfu.ioa |= ((V3D_TFU_IOA_FORMAT_LINEARTILE +
306                      (dst_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
307                     V3D_TFU_IOA_FORMAT_SHIFT);
308 
309         tfu.icfg |= tex_format << V3D_TFU_ICFG_TTYPE_SHIFT;
310         tfu.icfg |= (last_level - base_level) << V3D_TFU_ICFG_NUMMM_SHIFT;
311 
312         switch (src_base_slice->tiling) {
313         case V3D_TILING_UIF_NO_XOR:
314         case V3D_TILING_UIF_XOR:
315                 tfu.iis |= (src_base_slice->padded_height /
316                             (2 * v3d_utile_height(src->cpp)));
317                 break;
318         case V3D_TILING_RASTER:
319                 tfu.iis |= src_base_slice->stride / src->cpp;
320                 break;
321         case V3D_TILING_LINEARTILE:
322         case V3D_TILING_UBLINEAR_1_COLUMN:
323         case V3D_TILING_UBLINEAR_2_COLUMN:
324                 break;
325        }
326 
327         /* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
328          * OPAD field for the destination (how many extra UIF blocks beyond
329          * those necessary to cover the height).  When filling mipmaps, the
330          * miplevel 1+ tiling state is inferred.
331          */
332         if (dst_base_slice->tiling == V3D_TILING_UIF_NO_XOR ||
333             dst_base_slice->tiling == V3D_TILING_UIF_XOR) {
334                 int uif_block_h = 2 * v3d_utile_height(dst->cpp);
335                 int implicit_padded_height = align(height, uif_block_h);
336 
337                 tfu.icfg |= (((dst_base_slice->padded_height -
338                                implicit_padded_height) / uif_block_h) <<
339                              V3D_TFU_ICFG_OPAD_SHIFT);
340         }
341 
342         int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_TFU, &tfu);
343         if (ret != 0) {
344                 fprintf(stderr, "Failed to submit TFU job: %d\n", ret);
345                 return false;
346         }
347 
348         dst->writes++;
349 
350         return true;
351 }
352 
353 bool
v3d_generate_mipmap(struct pipe_context * pctx,struct pipe_resource * prsc,enum pipe_format format,unsigned int base_level,unsigned int last_level,unsigned int first_layer,unsigned int last_layer)354 v3d_generate_mipmap(struct pipe_context *pctx,
355                     struct pipe_resource *prsc,
356                     enum pipe_format format,
357                     unsigned int base_level,
358                     unsigned int last_level,
359                     unsigned int first_layer,
360                     unsigned int last_layer)
361 {
362         if (format != prsc->format)
363                 return false;
364 
365         /* We could maybe support looping over layers for array textures, but
366          * we definitely don't support 3D.
367          */
368         if (first_layer != last_layer)
369                 return false;
370 
371         return v3d_tfu(pctx,
372                        prsc, prsc,
373                        base_level,
374                        base_level, last_level,
375                        first_layer, first_layer,
376                        true);
377 }
378 
379 static void
v3d_tfu_blit(struct pipe_context * pctx,struct pipe_blit_info * info)380 v3d_tfu_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
381 {
382         int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
383         int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
384 
385         if ((info->mask & PIPE_MASK_RGBA) == 0)
386                 return;
387 
388         if (info->scissor_enable ||
389             info->dst.box.x != 0 ||
390             info->dst.box.y != 0 ||
391             info->dst.box.width != dst_width ||
392             info->dst.box.height != dst_height ||
393             info->src.box.x != 0 ||
394             info->src.box.y != 0 ||
395             info->src.box.width != info->dst.box.width ||
396             info->src.box.height != info->dst.box.height) {
397                 return;
398         }
399 
400         if (info->dst.format != info->src.format)
401                 return;
402 
403         if (v3d_tfu(pctx, info->dst.resource, info->src.resource,
404                     info->src.level,
405                     info->dst.level, info->dst.level,
406                     info->src.box.z, info->dst.box.z,
407                     false)) {
408                 info->mask &= ~PIPE_MASK_RGBA;
409         }
410 }
411 
412 static struct pipe_surface *
v3d_get_blit_surface(struct pipe_context * pctx,struct pipe_resource * prsc,unsigned level,int16_t layer)413 v3d_get_blit_surface(struct pipe_context *pctx,
414                      struct pipe_resource *prsc,
415                      unsigned level,
416                      int16_t layer)
417 {
418         struct pipe_surface tmpl;
419 
420         tmpl.format = prsc->format;
421         tmpl.u.tex.level = level;
422         tmpl.u.tex.first_layer = layer;
423         tmpl.u.tex.last_layer = layer;
424 
425         return pctx->create_surface(pctx, prsc, &tmpl);
426 }
427 
428 static bool
is_tile_unaligned(unsigned size,unsigned tile_size)429 is_tile_unaligned(unsigned size, unsigned tile_size)
430 {
431         return size & (tile_size - 1);
432 }
433 
434 static void
v3d_tlb_blit(struct pipe_context * pctx,struct pipe_blit_info * info)435 v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
436 {
437         struct v3d_context *v3d = v3d_context(pctx);
438         struct v3d_screen *screen = v3d->screen;
439 
440         if (screen->devinfo.ver < 40 || !info->mask)
441                 return;
442 
443         bool is_color_blit = info->mask & PIPE_MASK_RGBA;
444         bool is_depth_blit = info->mask & PIPE_MASK_Z;
445         bool is_stencil_blit = info->mask & PIPE_MASK_S;
446 
447         /* We should receive either a depth/stencil blit, or color blit, but
448          * not both.
449          */
450         assert ((is_color_blit && !is_depth_blit && !is_stencil_blit) ||
451                 (!is_color_blit && (is_depth_blit || is_stencil_blit)));
452 
453         if (info->scissor_enable)
454                 return;
455 
456         if (info->src.box.x != info->dst.box.x ||
457             info->src.box.y != info->dst.box.y ||
458             info->src.box.width != info->dst.box.width ||
459             info->src.box.height != info->dst.box.height)
460                 return;
461 
462         if (is_color_blit &&
463             util_format_is_depth_or_stencil(info->dst.resource->format))
464                 return;
465 
466         if (!v3d_rt_format_supported(&screen->devinfo, info->src.resource->format))
467                 return;
468 
469         if (v3d_get_rt_format(&screen->devinfo, info->src.resource->format) !=
470             v3d_get_rt_format(&screen->devinfo, info->dst.resource->format))
471                 return;
472 
473         bool msaa = (info->src.resource->nr_samples > 1 ||
474                      info->dst.resource->nr_samples > 1);
475         bool is_msaa_resolve = (info->src.resource->nr_samples > 1 &&
476                                 info->dst.resource->nr_samples < 2);
477 
478         if (is_msaa_resolve &&
479             !v3d_format_supports_tlb_msaa_resolve(&screen->devinfo, info->src.resource->format))
480                 return;
481 
482         v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
483 
484         struct pipe_surface *dst_surf =
485            v3d_get_blit_surface(pctx, info->dst.resource, info->dst.level, info->dst.box.z);
486         struct pipe_surface *src_surf =
487            v3d_get_blit_surface(pctx, info->src.resource, info->src.level, info->src.box.z);
488 
489         struct pipe_surface *surfaces[V3D_MAX_DRAW_BUFFERS] = { 0 };
490         if (is_color_blit)
491                 surfaces[0] = dst_surf;
492 
493         uint32_t tile_width, tile_height, max_bpp;
494         v3d_get_tile_buffer_size(msaa, is_color_blit ? 1 : 0, surfaces, src_surf, &tile_width, &tile_height, &max_bpp);
495 
496         int dst_surface_width = u_minify(info->dst.resource->width0,
497                                          info->dst.level);
498         int dst_surface_height = u_minify(info->dst.resource->height0,
499                                          info->dst.level);
500         if (is_tile_unaligned(info->dst.box.x, tile_width) ||
501             is_tile_unaligned(info->dst.box.y, tile_height) ||
502             (is_tile_unaligned(info->dst.box.width, tile_width) &&
503              info->dst.box.x + info->dst.box.width != dst_surface_width) ||
504             (is_tile_unaligned(info->dst.box.height, tile_height) &&
505              info->dst.box.y + info->dst.box.height != dst_surface_height)) {
506                 pipe_surface_reference(&dst_surf, NULL);
507                 pipe_surface_reference(&src_surf, NULL);
508                 return;
509         }
510 
511         struct v3d_job *job = v3d_get_job(v3d,
512                                           is_color_blit ? 1u : 0u,
513                                           surfaces,
514                                           is_color_blit ? NULL : dst_surf,
515                                           src_surf);
516         job->msaa = msaa;
517         job->tile_width = tile_width;
518         job->tile_height = tile_height;
519         job->internal_bpp = max_bpp;
520         job->draw_min_x = info->dst.box.x;
521         job->draw_min_y = info->dst.box.y;
522         job->draw_max_x = info->dst.box.x + info->dst.box.width;
523         job->draw_max_y = info->dst.box.y + info->dst.box.height;
524         job->scissor.disabled = false;
525 
526         /* The simulator complains if we do a TLB load from a source with a
527          * stride that is smaller than the destination's, so we program the
528          * 'frame region' to match the smallest dimensions of the two surfaces.
529          * This should be fine because we only get here if the src and dst boxes
530          * match, so we know the blit involves the same tiles on both surfaces.
531          */
532         job->draw_width = MIN2(dst_surf->width, src_surf->width);
533         job->draw_height = MIN2(dst_surf->height, src_surf->height);
534         job->draw_tiles_x = DIV_ROUND_UP(job->draw_width,
535                                          job->tile_width);
536         job->draw_tiles_y = DIV_ROUND_UP(job->draw_height,
537                                          job->tile_height);
538 
539         job->needs_flush = true;
540         job->num_layers = info->dst.box.depth;
541 
542         job->store = 0;
543         if (is_color_blit) {
544                 job->store |= PIPE_CLEAR_COLOR0;
545                 info->mask &= ~PIPE_MASK_RGBA;
546         }
547         if (is_depth_blit) {
548                 job->store |= PIPE_CLEAR_DEPTH;
549                 info->mask &= ~PIPE_MASK_Z;
550         }
551         if (is_stencil_blit){
552                 job->store |= PIPE_CLEAR_STENCIL;
553                 info->mask &= ~PIPE_MASK_S;
554         }
555 
556         v3d41_start_binning(v3d, job);
557 
558         v3d_job_submit(v3d, job);
559 
560         pipe_surface_reference(&dst_surf, NULL);
561         pipe_surface_reference(&src_surf, NULL);
562 }
563 
564 /**
565  * Creates the VS of the custom blit shader to convert YUV plane from
566  * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
567  * This vertex shader is mostly a pass-through VS.
568  */
569 static void *
v3d_get_sand8_vs(struct pipe_context * pctx)570 v3d_get_sand8_vs(struct pipe_context *pctx)
571 {
572         struct v3d_context *v3d = v3d_context(pctx);
573         struct pipe_screen *pscreen = pctx->screen;
574 
575         if (v3d->sand8_blit_vs)
576                 return v3d->sand8_blit_vs;
577 
578         const struct nir_shader_compiler_options *options =
579                 pscreen->get_compiler_options(pscreen,
580                                               PIPE_SHADER_IR_NIR,
581                                               PIPE_SHADER_VERTEX);
582 
583         nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
584                                                        options,
585                                                        "sand8_blit_vs");
586 
587         const struct glsl_type *vec4 = glsl_vec4_type();
588         nir_variable *pos_in = nir_variable_create(b.shader,
589                                                    nir_var_shader_in,
590                                                    vec4, "pos");
591 
592         nir_variable *pos_out = nir_variable_create(b.shader,
593                                                     nir_var_shader_out,
594                                                     vec4, "gl_Position");
595         pos_out->data.location = VARYING_SLOT_POS;
596         nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
597 
598         struct pipe_shader_state shader_tmpl = {
599                 .type = PIPE_SHADER_IR_NIR,
600                 .ir.nir = b.shader,
601         };
602 
603         v3d->sand8_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
604 
605         return v3d->sand8_blit_vs;
606 }
607 /**
608  * Creates the FS of the custom blit shader to convert YUV plane from
609  * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
610  * The result texture is equivalent to a chroma (cpp=2) or luma (cpp=1)
611  * plane for a NV12 format without the SAND modifier.
612  */
613 static void *
v3d_get_sand8_fs(struct pipe_context * pctx,int cpp)614 v3d_get_sand8_fs(struct pipe_context *pctx, int cpp)
615 {
616         struct v3d_context *v3d = v3d_context(pctx);
617         struct pipe_screen *pscreen = pctx->screen;
618         struct pipe_shader_state **cached_shader;
619         const char *name;
620 
621         if (cpp == 1) {
622                 cached_shader = &v3d->sand8_blit_fs_luma;
623                 name = "sand8_blit_fs_luma";
624         } else {
625                 cached_shader = &v3d->sand8_blit_fs_chroma;
626                 name = "sand8_blit_fs_chroma";
627         }
628 
629         if (*cached_shader)
630                 return *cached_shader;
631 
632         const struct nir_shader_compiler_options *options =
633                 pscreen->get_compiler_options(pscreen,
634                                               PIPE_SHADER_IR_NIR,
635                                               PIPE_SHADER_FRAGMENT);
636 
637         nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
638                                                        options, "%s", name);
639         const struct glsl_type *vec4 = glsl_vec4_type();
640 
641         const struct glsl_type *glsl_int = glsl_int_type();
642 
643         nir_variable *color_out =
644                 nir_variable_create(b.shader, nir_var_shader_out,
645                                     vec4, "f_color");
646         color_out->data.location = FRAG_RESULT_COLOR;
647 
648         nir_variable *pos_in =
649                 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos");
650         pos_in->data.location = VARYING_SLOT_POS;
651         nir_ssa_def *pos = nir_load_var(&b, pos_in);
652 
653         nir_ssa_def *zero = nir_imm_int(&b, 0);
654         nir_ssa_def *one = nir_imm_int(&b, 1);
655         nir_ssa_def *two = nir_imm_int(&b, 2);
656         nir_ssa_def *six = nir_imm_int(&b, 6);
657         nir_ssa_def *seven = nir_imm_int(&b, 7);
658         nir_ssa_def *eight = nir_imm_int(&b, 8);
659 
660         nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
661         nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
662 
663         nir_variable *stride_in =
664                 nir_variable_create(b.shader, nir_var_uniform, glsl_int,
665                                     "sand8_stride");
666         nir_ssa_def *stride =
667                 nir_load_uniform(&b, 1, 32, zero,
668                                  .base = stride_in->data.driver_location,
669                                  .range = 1,
670                                  .dest_type = nir_type_int32);
671 
672         nir_ssa_def *x_offset;
673         nir_ssa_def *y_offset;
674 
675         /* UIF tiled format is composed by UIF blocks, Each block has
676          * four 64 byte microtiles. Inside each microtile pixels are stored
677          * in raster format. But microtiles have different dimensions
678          * based in the bits per pixel of the image.
679          *
680          *   8bpp microtile dimensions are 8x8
681          *  16bpp microtile dimensions are 8x4
682          *  32bpp microtile dimensions are 4x4
683          *
684          * As we are reading and writing with 32bpp to optimize
685          * the number of texture operations during the blit. We need
686          * to adjust the offsets were we read and write as data will
687          * be later read using 8bpp (luma) and 16bpp (chroma).
688          *
689          * For chroma 8x4 16bpp raster order is compatible with 4x4
690          * 32bpp. In both layouts each line has 8*2 == 4*4 == 16 bytes.
691          * But luma 8x8 8bpp raster order is not compatible
692          * with 4x4 32bpp. 8bpp has 8 bytes per line, and 32bpp has
693          * 16 bytes per line. So if we read a 8bpp texture that was
694          * written as 32bpp texture. Bytes would be misplaced.
695          *
696          * inter/intra_utile_x_offests takes care of mapping the offsets
697          * between microtiles to deal with this issue for luma planes.
698          */
699         if (cpp == 1) {
700                 nir_ssa_def *intra_utile_x_offset =
701                         nir_ishl(&b, nir_iand_imm(&b, x, 1), two);
702                 nir_ssa_def *inter_utile_x_offset =
703                         nir_ishl(&b, nir_iand_imm(&b, x, 60), one);
704                 nir_ssa_def *stripe_offset=
705                         nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 6),
706                                              stride),
707                                  seven);
708 
709                 x_offset = nir_iadd(&b, stripe_offset,
710                                         nir_iadd(&b, intra_utile_x_offset,
711                                                      inter_utile_x_offset));
712                 y_offset = nir_iadd(&b,
713                                     nir_ishl(&b, nir_iand_imm(&b, x, 2), six),
714                                     nir_ishl(&b, y, eight));
715         } else  {
716                 nir_ssa_def *stripe_offset=
717                         nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 5),
718                                                 stride),
719                                  seven);
720                 x_offset = nir_iadd(&b, stripe_offset,
721                                nir_ishl(&b, nir_iand_imm(&b, x, 31), two));
722                 y_offset = nir_ishl(&b, y, seven);
723         }
724         nir_ssa_def *ubo_offset = nir_iadd(&b, x_offset, y_offset);
725         nir_ssa_def *load =
726         nir_load_ubo(&b, 1, 32, one, ubo_offset,
727                     .align_mul = 4,
728                     .align_offset = 0,
729                     .range_base = 0,
730                     .range = ~0);
731 
732         nir_ssa_def *output = nir_unpack_unorm_4x8(&b, load);
733 
734         nir_store_var(&b, color_out,
735                       output,
736                       0xF);
737 
738         struct pipe_shader_state shader_tmpl = {
739                 .type = PIPE_SHADER_IR_NIR,
740                 .ir.nir = b.shader,
741         };
742 
743         *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
744 
745         return *cached_shader;
746 }
747 
748 /**
749  * Turns NV12 with SAND8 format modifier from raster-order with interleaved
750  * luma and chroma 128-byte-wide-columns to tiled format for luma and chroma.
751  *
752  * This implementation is based on vc4_yuv_blit.
753  */
754 static void
v3d_sand8_blit(struct pipe_context * pctx,struct pipe_blit_info * info)755 v3d_sand8_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
756 {
757         struct v3d_context *v3d = v3d_context(pctx);
758         struct v3d_resource *src = v3d_resource(info->src.resource);
759         ASSERTED struct v3d_resource *dst = v3d_resource(info->dst.resource);
760 
761         if (!src->sand_col128_stride)
762                 return;
763         if (src->tiled)
764                 return;
765         if (src->base.format != PIPE_FORMAT_R8_UNORM &&
766             src->base.format != PIPE_FORMAT_R8G8_UNORM)
767                 return;
768         if (!(info->mask & PIPE_MASK_RGBA))
769                 return;
770 
771         assert(dst->base.format == src->base.format);
772         assert(dst->tiled);
773 
774         assert(info->src.box.x == 0 && info->dst.box.x == 0);
775         assert(info->src.box.y == 0 && info->dst.box.y == 0);
776         assert(info->src.box.width == info->dst.box.width);
777         assert(info->src.box.height == info->dst.box.height);
778 
779         v3d_blitter_save(v3d);
780 
781         struct pipe_surface dst_tmpl;
782         util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
783                                          info->dst.level, info->dst.box.z);
784         /* Although the src textures are cpp=1 or cpp=2, the dst texture
785          * uses a cpp=4 dst texture. So, all read/write texture ops will
786          * be done using 32-bit read and writes.
787          */
788         dst_tmpl.format = PIPE_FORMAT_R8G8B8A8_UNORM;
789         struct pipe_surface *dst_surf =
790                 pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
791         if (!dst_surf) {
792                 fprintf(stderr, "Failed to create YUV dst surface\n");
793                 util_blitter_unset_running_flag(v3d->blitter);
794                 return;
795         }
796 
797         uint32_t sand8_stride = src->sand_col128_stride;
798 
799         /* Adjust the dimensions of dst luma/chroma to match src
800          * size now we are using a cpp=4 format. Next dimension take into
801          * account the UIF microtile layouts.
802          */
803         dst_surf->width = align(dst_surf->width, 8) / 2;
804         if (src->cpp == 1)
805                 dst_surf->height /= 2;
806 
807         /* Set the constant buffer. */
808         struct pipe_constant_buffer cb_uniforms = {
809                 .user_buffer = &sand8_stride,
810                 .buffer_size = sizeof(sand8_stride),
811         };
812 
813         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false,
814                                   &cb_uniforms);
815         struct pipe_constant_buffer cb_src = {
816                 .buffer = info->src.resource,
817                 .buffer_offset = src->slices[info->src.level].offset,
818                 .buffer_size = (src->bo->size -
819                                 src->slices[info->src.level].offset),
820         };
821         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 2, false,
822                                   &cb_src);
823         /* Unbind the textures, to make sure we don't try to recurse into the
824          * shadow blit.
825          */
826         pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, false, NULL);
827         pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
828 
829         util_blitter_custom_shader(v3d->blitter, dst_surf,
830                                    v3d_get_sand8_vs(pctx),
831                                    v3d_get_sand8_fs(pctx, src->cpp));
832 
833         util_blitter_restore_textures(v3d->blitter);
834         util_blitter_restore_constant_buffer_state(v3d->blitter);
835 
836         /* Restore cb1 (util_blitter doesn't handle this one). */
837         struct pipe_constant_buffer cb_disabled = { 0 };
838         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false,
839                                   &cb_disabled);
840 
841         pipe_surface_reference(&dst_surf, NULL);
842 
843         info->mask &= ~PIPE_MASK_RGBA;
844         return;
845 }
846 
847 
848 /* Optimal hardware path for blitting pixels.
849  * Scaling, format conversion, up- and downsampling (resolve) are allowed.
850  */
851 void
v3d_blit(struct pipe_context * pctx,const struct pipe_blit_info * blit_info)852 v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
853 {
854         struct v3d_context *v3d = v3d_context(pctx);
855         struct pipe_blit_info info = *blit_info;
856 
857         v3d_sand8_blit(pctx, &info);
858 
859         v3d_tfu_blit(pctx, &info);
860 
861         v3d_tlb_blit(pctx, &info);
862 
863         v3d_stencil_blit(pctx, &info);
864 
865         v3d_render_blit(pctx, &info);
866 
867         /* Flush our blit jobs immediately.  They're unlikely to get reused by
868          * normal drawing or other blits, and without flushing we can easily
869          * run into unexpected OOMs when blits are used for a large series of
870          * texture uploads before using the textures.
871          */
872         v3d_flush_jobs_writing_resource(v3d, info.dst.resource,
873                                         V3D_FLUSH_DEFAULT, false);
874 }
875