1 /*
2 * Copyright © 2021 Raspberry Pi
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 "v3dv_private.h"
25 #include "broadcom/common/v3d_macros.h"
26 #include "broadcom/cle/v3dx_pack.h"
27 #include "broadcom/compiler/v3d_compiler.h"
28
29 #include "vk_format_info.h"
30
31 /*
32 * This method translates pipe_swizzle to the swizzle values used at the
33 * packet TEXTURE_SHADER_STATE
34 *
35 * FIXME: C&P from v3d, common place?
36 */
37 static uint32_t
translate_swizzle(unsigned char pipe_swizzle)38 translate_swizzle(unsigned char pipe_swizzle)
39 {
40 switch (pipe_swizzle) {
41 case PIPE_SWIZZLE_0:
42 return 0;
43 case PIPE_SWIZZLE_1:
44 return 1;
45 case PIPE_SWIZZLE_X:
46 case PIPE_SWIZZLE_Y:
47 case PIPE_SWIZZLE_Z:
48 case PIPE_SWIZZLE_W:
49 return 2 + pipe_swizzle;
50 default:
51 unreachable("unknown swizzle");
52 }
53 }
54
55 /*
56 * Packs and ensure bo for the shader state (the latter can be temporal).
57 */
58 static void
pack_texture_shader_state_helper(struct v3dv_device * device,struct v3dv_image_view * image_view,bool for_cube_map_array_storage)59 pack_texture_shader_state_helper(struct v3dv_device *device,
60 struct v3dv_image_view *image_view,
61 bool for_cube_map_array_storage)
62 {
63 assert(!for_cube_map_array_storage ||
64 image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY);
65 const uint32_t index = for_cube_map_array_storage ? 1 : 0;
66
67 assert(image_view->vk.image);
68 const struct v3dv_image *image = (struct v3dv_image *) image_view->vk.image;
69
70 assert(image->vk.samples == VK_SAMPLE_COUNT_1_BIT ||
71 image->vk.samples == VK_SAMPLE_COUNT_4_BIT);
72 const uint32_t msaa_scale = image->vk.samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2;
73
74 v3dvx_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
75
76 tex.level_0_is_strictly_uif =
77 (image->slices[0].tiling == V3D_TILING_UIF_XOR ||
78 image->slices[0].tiling == V3D_TILING_UIF_NO_XOR);
79
80 tex.level_0_xor_enable = (image->slices[0].tiling == V3D_TILING_UIF_XOR);
81
82 if (tex.level_0_is_strictly_uif)
83 tex.level_0_ub_pad = image->slices[0].ub_pad;
84
85 /* FIXME: v3d never sets uif_xor_disable, but uses it on the following
86 * check so let's set the default value
87 */
88 tex.uif_xor_disable = false;
89 if (tex.uif_xor_disable ||
90 tex.level_0_is_strictly_uif) {
91 tex.extended = true;
92 }
93
94 tex.base_level = image_view->vk.base_mip_level;
95 tex.max_level = image_view->vk.base_mip_level +
96 image_view->vk.level_count - 1;
97
98 tex.swizzle_r = translate_swizzle(image_view->swizzle[0]);
99 tex.swizzle_g = translate_swizzle(image_view->swizzle[1]);
100 tex.swizzle_b = translate_swizzle(image_view->swizzle[2]);
101 tex.swizzle_a = translate_swizzle(image_view->swizzle[3]);
102
103 tex.texture_type = image_view->format->tex_type;
104
105 if (image->vk.image_type == VK_IMAGE_TYPE_3D) {
106 tex.image_depth = image->vk.extent.depth;
107 } else {
108 tex.image_depth = image_view->vk.layer_count;
109 }
110
111 /* Empirical testing with CTS shows that when we are sampling from cube
112 * arrays we want to set image depth to layers / 6, but not when doing
113 * image load/store.
114 */
115 if (image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY &&
116 !for_cube_map_array_storage) {
117 assert(tex.image_depth % 6 == 0);
118 tex.image_depth /= 6;
119 }
120
121 tex.image_height = image->vk.extent.height * msaa_scale;
122 tex.image_width = image->vk.extent.width * msaa_scale;
123
124 /* On 4.x, the height of a 1D texture is redefined to be the
125 * upper 14 bits of the width (which is only usable with txf).
126 */
127 if (image->vk.image_type == VK_IMAGE_TYPE_1D) {
128 tex.image_height = tex.image_width >> 14;
129 }
130 tex.image_width &= (1 << 14) - 1;
131 tex.image_height &= (1 << 14) - 1;
132
133 tex.array_stride_64_byte_aligned = image->cube_map_stride / 64;
134
135 tex.srgb = vk_format_is_srgb(image_view->vk.format);
136
137 /* At this point we don't have the job. That's the reason the first
138 * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to
139 * add the bo to the job. This also means that we need to add manually
140 * the image bo to the job using the texture.
141 */
142 const uint32_t base_offset =
143 image->mem->bo->offset +
144 v3dv_layer_offset(image, 0, image_view->vk.base_array_layer);
145 tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset);
146 }
147 }
148
149 void
v3dX(pack_texture_shader_state)150 v3dX(pack_texture_shader_state)(struct v3dv_device *device,
151 struct v3dv_image_view *iview)
152 {
153 pack_texture_shader_state_helper(device, iview, false);
154 if (iview->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
155 pack_texture_shader_state_helper(device, iview, true);
156 }
157
158 void
v3dX(pack_texture_shader_state_from_buffer_view)159 v3dX(pack_texture_shader_state_from_buffer_view)(struct v3dv_device *device,
160 struct v3dv_buffer_view *buffer_view)
161 {
162 assert(buffer_view->buffer);
163 const struct v3dv_buffer *buffer = buffer_view->buffer;
164
165 v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
166 tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
167 tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
168 tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
169 tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
170
171 tex.image_depth = 1;
172
173 /* On 4.x, the height of a 1D texture is redefined to be the upper 14
174 * bits of the width (which is only usable with txf) (or in other words,
175 * we are providing a 28 bit field for size, but split on the usual
176 * 14bit height/width).
177 */
178 tex.image_width = buffer_view->num_elements;
179 tex.image_height = tex.image_width >> 14;
180 tex.image_width &= (1 << 14) - 1;
181 tex.image_height &= (1 << 14) - 1;
182
183 tex.texture_type = buffer_view->format->tex_type;
184 tex.srgb = vk_format_is_srgb(buffer_view->vk_format);
185
186 /* At this point we don't have the job. That's the reason the first
187 * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to
188 * add the bo to the job. This also means that we need to add manually
189 * the image bo to the job using the texture.
190 */
191 const uint32_t base_offset =
192 buffer->mem->bo->offset +
193 buffer->mem_offset +
194 buffer_view->offset;
195
196 tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset);
197 }
198 }
199