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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