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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 #include "broadcom/common/v3d_tfu.h"
31 
32 /**
33  * The param @op_blit is used to tell if we are saving state for blitter_blit
34  * (if true) or blitter_clear (if false). If other blitter functions are used
35  * that require different state we may need something more elaborated than
36  * this.
37  */
38 
39 void
v3d_blitter_save(struct v3d_context * v3d,bool op_blit)40 v3d_blitter_save(struct v3d_context *v3d, bool op_blit)
41 {
42         util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
43                                                         v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
44         util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
45         util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
46         util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
47         util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
48         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
49                                      v3d->streamout.targets);
50         util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
51         util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
52         util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
53         util_blitter_save_blend(v3d->blitter, v3d->blend);
54         util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
55         util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
56         util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask, 0);
57         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
58                                      v3d->streamout.targets);
59 
60         if (op_blit) {
61                 util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
62                 util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
63                 util_blitter_save_fragment_sampler_states(v3d->blitter,
64                                                           v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
65                                                           (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
66                 util_blitter_save_fragment_sampler_views(v3d->blitter,
67                                                          v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
68                                                          v3d->tex[PIPE_SHADER_FRAGMENT].textures);
69         }
70 }
71 
72 static void
v3d_render_blit(struct pipe_context * ctx,struct pipe_blit_info * info)73 v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
74 {
75         struct v3d_context *v3d = v3d_context(ctx);
76         struct v3d_resource *src = v3d_resource(info->src.resource);
77         struct pipe_resource *tiled = NULL;
78 
79         if (!info->mask)
80                 return;
81 
82         if (!src->tiled &&
83             info->src.resource->target != PIPE_TEXTURE_1D &&
84             info->src.resource->target != PIPE_TEXTURE_1D_ARRAY) {
85                 struct pipe_box box = {
86                         .x = 0,
87                         .y = 0,
88                         .width = u_minify(info->src.resource->width0,
89                                            info->src.level),
90                         .height = u_minify(info->src.resource->height0,
91                                            info->src.level),
92                         .depth = 1,
93                 };
94                 struct pipe_resource tmpl = {
95                         .target = info->src.resource->target,
96                         .format = info->src.resource->format,
97                         .width0 = box.width,
98                         .height0 = box.height,
99                         .depth0 = 1,
100                         .array_size = 1,
101                 };
102                 tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
103                 if (!tiled) {
104                         fprintf(stderr, "Failed to create tiled blit temp\n");
105                         return;
106                 }
107                 ctx->resource_copy_region(ctx,
108                                           tiled, 0,
109                                           0, 0, 0,
110                                           info->src.resource, info->src.level,
111                                           &box);
112                 info->src.level = 0;
113                 info->src.resource = tiled;
114         }
115 
116         if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
117                 fprintf(stderr, "blit unsupported %s -> %s\n",
118                     util_format_short_name(info->src.format),
119                     util_format_short_name(info->dst.format));
120                 return;
121         }
122 
123         v3d_blitter_save(v3d, true);
124         util_blitter_blit(v3d->blitter, info);
125 
126         pipe_resource_reference(&tiled, NULL);
127         info->mask = 0;
128 }
129 
130 /* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
131  * or R8 texture.
132  */
133 static void
v3d_stencil_blit(struct pipe_context * ctx,struct pipe_blit_info * info)134 v3d_stencil_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
135 {
136         struct v3d_context *v3d = v3d_context(ctx);
137         struct v3d_resource *src = v3d_resource(info->src.resource);
138         struct v3d_resource *dst = v3d_resource(info->dst.resource);
139         enum pipe_format src_format, dst_format;
140 
141         if ((info->mask & PIPE_MASK_S) == 0)
142                 return;
143 
144         if (src->separate_stencil) {
145                 src = src->separate_stencil;
146                 src_format = PIPE_FORMAT_R8_UINT;
147         } else {
148                 src_format = PIPE_FORMAT_RGBA8888_UINT;
149         }
150 
151         if (dst->separate_stencil) {
152                 dst = dst->separate_stencil;
153                 dst_format = PIPE_FORMAT_R8_UINT;
154         } else {
155                 dst_format = PIPE_FORMAT_RGBA8888_UINT;
156         }
157 
158         /* Initialize the surface. */
159         struct pipe_surface dst_tmpl = {
160                 .u.tex = {
161                         .level = info->dst.level,
162                         .first_layer = info->dst.box.z,
163                         .last_layer = info->dst.box.z,
164                 },
165                 .format = dst_format,
166         };
167         struct pipe_surface *dst_surf =
168                 ctx->create_surface(ctx, &dst->base, &dst_tmpl);
169 
170         /* Initialize the sampler view. */
171         struct pipe_sampler_view src_tmpl = {
172                 .target = src->base.target,
173                 .format = src_format,
174                 .u.tex = {
175                         .first_level = info->src.level,
176                         .last_level = info->src.level,
177                         .first_layer = 0,
178                         .last_layer = (PIPE_TEXTURE_3D ?
179                                        u_minify(src->base.depth0,
180                                                 info->src.level) - 1 :
181                                        src->base.array_size - 1),
182                 },
183                 .swizzle_r = PIPE_SWIZZLE_X,
184                 .swizzle_g = PIPE_SWIZZLE_Y,
185                 .swizzle_b = PIPE_SWIZZLE_Z,
186                 .swizzle_a = PIPE_SWIZZLE_W,
187         };
188         struct pipe_sampler_view *src_view =
189                 ctx->create_sampler_view(ctx, &src->base, &src_tmpl);
190 
191         v3d_blitter_save(v3d, true);
192         util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
193                                   src_view, &info->src.box,
194                                   src->base.width0, src->base.height0,
195                                   PIPE_MASK_R,
196                                   PIPE_TEX_FILTER_NEAREST,
197                                   info->scissor_enable ? &info->scissor : NULL,
198                                   info->alpha_blend, false, 0);
199 
200         pipe_surface_reference(&dst_surf, NULL);
201         pipe_sampler_view_reference(&src_view, NULL);
202 
203         info->mask &= ~PIPE_MASK_S;
204 }
205 
206 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)207 v3d_tfu(struct pipe_context *pctx,
208         struct pipe_resource *pdst,
209         struct pipe_resource *psrc,
210         unsigned int src_level,
211         unsigned int base_level,
212         unsigned int last_level,
213         unsigned int src_layer,
214         unsigned int dst_layer,
215         bool for_mipmap)
216 {
217         struct v3d_context *v3d = v3d_context(pctx);
218         struct v3d_screen *screen = v3d->screen;
219         struct v3d_resource *src = v3d_resource(psrc);
220         struct v3d_resource *dst = v3d_resource(pdst);
221         struct v3d_resource_slice *src_base_slice = &src->slices[src_level];
222         struct v3d_resource_slice *dst_base_slice = &dst->slices[base_level];
223         int msaa_scale = pdst->nr_samples > 1 ? 2 : 1;
224         int width = u_minify(pdst->width0, base_level) * msaa_scale;
225         int height = u_minify(pdst->height0, base_level) * msaa_scale;
226         enum pipe_format pformat;
227 
228         if (psrc->format != pdst->format)
229                 return false;
230         if (psrc->nr_samples != pdst->nr_samples)
231                 return false;
232 
233         /* Can't write to raster. */
234         if (dst_base_slice->tiling == V3D_TILING_RASTER)
235                 return false;
236 
237         /* When using TFU for blit, we are doing exact copies (both input and
238          * output format must be the same, no scaling, etc), so there is no
239          * pixel format conversions. Thus we can rewrite the format to use one
240          * that is TFU compatible based on its texel size.
241          */
242         if (for_mipmap) {
243                 pformat = pdst->format;
244         } else {
245                 switch (dst->cpp) {
246                 case 16: pformat = PIPE_FORMAT_R32G32B32A32_FLOAT;   break;
247                 case 8:  pformat = PIPE_FORMAT_R16G16B16A16_FLOAT;   break;
248                 case 4:  pformat = PIPE_FORMAT_R32_FLOAT;            break;
249                 case 2:  pformat = PIPE_FORMAT_R16_FLOAT;            break;
250                 case 1:  pformat = PIPE_FORMAT_R8_UNORM;             break;
251                 default: unreachable("unsupported format bit-size"); break;
252                 };
253         }
254 
255         uint32_t tex_format = v3d_get_tex_format(&screen->devinfo, pformat);
256 
257         if (!v3d_tfu_supports_tex_format(&screen->devinfo, tex_format, for_mipmap)) {
258                 assert(for_mipmap);
259                 return false;
260         }
261 
262         v3d_flush_jobs_writing_resource(v3d, psrc, V3D_FLUSH_DEFAULT, false);
263         v3d_flush_jobs_reading_resource(v3d, pdst, V3D_FLUSH_DEFAULT, false);
264 
265         struct drm_v3d_submit_tfu tfu = {
266                 .ios = (height << 16) | width,
267                 .bo_handles = {
268                         dst->bo->handle,
269                         src != dst ? src->bo->handle : 0
270                 },
271                 .in_sync = v3d->out_sync,
272                 .out_sync = v3d->out_sync,
273         };
274         uint32_t src_offset = (src->bo->offset +
275                                v3d_layer_offset(psrc, src_level, src_layer));
276         tfu.iia |= src_offset;
277         if (src_base_slice->tiling == V3D_TILING_RASTER) {
278                 tfu.icfg |= (V3D33_TFU_ICFG_FORMAT_RASTER <<
279                              V3D33_TFU_ICFG_FORMAT_SHIFT);
280         } else {
281                 tfu.icfg |= ((V3D33_TFU_ICFG_FORMAT_LINEARTILE +
282                               (src_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
283                              V3D33_TFU_ICFG_FORMAT_SHIFT);
284         }
285 
286         uint32_t dst_offset = (dst->bo->offset +
287                                v3d_layer_offset(pdst, base_level, dst_layer));
288         tfu.ioa |= dst_offset;
289         if (last_level != base_level)
290                 tfu.ioa |= V3D33_TFU_IOA_DIMTW;
291         tfu.ioa |= ((V3D33_TFU_IOA_FORMAT_LINEARTILE +
292                      (dst_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
293                     V3D33_TFU_IOA_FORMAT_SHIFT);
294 
295         tfu.icfg |= tex_format << V3D33_TFU_ICFG_TTYPE_SHIFT;
296         tfu.icfg |= (last_level - base_level) << V3D33_TFU_ICFG_NUMMM_SHIFT;
297 
298         switch (src_base_slice->tiling) {
299         case V3D_TILING_UIF_NO_XOR:
300         case V3D_TILING_UIF_XOR:
301                 tfu.iis |= (src_base_slice->padded_height /
302                             (2 * v3d_utile_height(src->cpp)));
303                 break;
304         case V3D_TILING_RASTER:
305                 tfu.iis |= src_base_slice->stride / src->cpp;
306                 break;
307         case V3D_TILING_LINEARTILE:
308         case V3D_TILING_UBLINEAR_1_COLUMN:
309         case V3D_TILING_UBLINEAR_2_COLUMN:
310                 break;
311        }
312 
313         /* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
314          * OPAD field for the destination (how many extra UIF blocks beyond
315          * those necessary to cover the height).  When filling mipmaps, the
316          * miplevel 1+ tiling state is inferred.
317          */
318         if (dst_base_slice->tiling == V3D_TILING_UIF_NO_XOR ||
319             dst_base_slice->tiling == V3D_TILING_UIF_XOR) {
320                 int uif_block_h = 2 * v3d_utile_height(dst->cpp);
321                 int implicit_padded_height = align(height, uif_block_h);
322 
323                 tfu.icfg |= (((dst_base_slice->padded_height -
324                                implicit_padded_height) / uif_block_h) <<
325                              V3D33_TFU_ICFG_OPAD_SHIFT);
326         }
327 
328         int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_TFU, &tfu);
329         if (ret != 0) {
330                 fprintf(stderr, "Failed to submit TFU job: %d\n", ret);
331                 return false;
332         }
333 
334         dst->writes++;
335 
336         return true;
337 }
338 
339 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)340 v3d_generate_mipmap(struct pipe_context *pctx,
341                     struct pipe_resource *prsc,
342                     enum pipe_format format,
343                     unsigned int base_level,
344                     unsigned int last_level,
345                     unsigned int first_layer,
346                     unsigned int last_layer)
347 {
348         if (format != prsc->format)
349                 return false;
350 
351         /* We could maybe support looping over layers for array textures, but
352          * we definitely don't support 3D.
353          */
354         if (first_layer != last_layer)
355                 return false;
356 
357         return v3d_tfu(pctx,
358                        prsc, prsc,
359                        base_level,
360                        base_level, last_level,
361                        first_layer, first_layer,
362                        true);
363 }
364 
365 static void
v3d_tfu_blit(struct pipe_context * pctx,struct pipe_blit_info * info)366 v3d_tfu_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
367 {
368         int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
369         int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
370 
371         if ((info->mask & PIPE_MASK_RGBA) == 0)
372                 return;
373 
374         if (info->scissor_enable ||
375             info->dst.box.x != 0 ||
376             info->dst.box.y != 0 ||
377             info->dst.box.width != dst_width ||
378             info->dst.box.height != dst_height ||
379             info->dst.box.depth != 1 ||
380             info->src.box.x != 0 ||
381             info->src.box.y != 0 ||
382             info->src.box.width != info->dst.box.width ||
383             info->src.box.height != info->dst.box.height ||
384             info->src.box.depth != 1) {
385                 return;
386         }
387 
388         if (info->dst.format != info->src.format)
389                 return;
390 
391         if (v3d_tfu(pctx, info->dst.resource, info->src.resource,
392                     info->src.level,
393                     info->dst.level, info->dst.level,
394                     info->src.box.z, info->dst.box.z,
395                     false)) {
396                 info->mask &= ~PIPE_MASK_RGBA;
397         }
398 }
399 
400 static struct pipe_surface *
v3d_get_blit_surface(struct pipe_context * pctx,struct pipe_resource * prsc,enum pipe_format format,unsigned level,int16_t layer)401 v3d_get_blit_surface(struct pipe_context *pctx,
402                      struct pipe_resource *prsc,
403                      enum pipe_format format,
404                      unsigned level,
405                      int16_t layer)
406 {
407         struct pipe_surface tmpl;
408 
409         tmpl.format = format;
410         tmpl.u.tex.level = level;
411         tmpl.u.tex.first_layer = layer;
412         tmpl.u.tex.last_layer = layer;
413 
414         return pctx->create_surface(pctx, prsc, &tmpl);
415 }
416 
417 static bool
is_tile_unaligned(unsigned size,unsigned tile_size)418 is_tile_unaligned(unsigned size, unsigned tile_size)
419 {
420         return size & (tile_size - 1);
421 }
422 
423 static void
v3d_tlb_blit(struct pipe_context * pctx,struct pipe_blit_info * info)424 v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
425 {
426         struct v3d_context *v3d = v3d_context(pctx);
427         struct v3d_screen *screen = v3d->screen;
428 
429         if (screen->devinfo.ver < 40 || !info->mask)
430                 return;
431 
432         bool is_color_blit = info->mask & PIPE_MASK_RGBA;
433         bool is_depth_blit = info->mask & PIPE_MASK_Z;
434         bool is_stencil_blit = info->mask & PIPE_MASK_S;
435 
436         /* We should receive either a depth/stencil blit, or color blit, but
437          * not both.
438          */
439         assert ((is_color_blit && !is_depth_blit && !is_stencil_blit) ||
440                 (!is_color_blit && (is_depth_blit || is_stencil_blit)));
441 
442         if (info->scissor_enable)
443                 return;
444 
445         if (info->src.box.x != info->dst.box.x ||
446             info->src.box.y != info->dst.box.y ||
447             info->src.box.width != info->dst.box.width ||
448             info->src.box.height != info->dst.box.height)
449                 return;
450 
451         if (is_color_blit &&
452             util_format_is_depth_or_stencil(info->dst.format))
453                 return;
454 
455         if (!v3d_rt_format_supported(&screen->devinfo, info->src.format))
456                 return;
457 
458         if (v3d_get_rt_format(&screen->devinfo, info->src.format) !=
459             v3d_get_rt_format(&screen->devinfo, info->dst.format))
460                 return;
461 
462         bool msaa = (info->src.resource->nr_samples > 1 ||
463                      info->dst.resource->nr_samples > 1);
464         bool is_msaa_resolve = (info->src.resource->nr_samples > 1 &&
465                                 info->dst.resource->nr_samples < 2);
466 
467         if (is_msaa_resolve &&
468             !v3d_format_supports_tlb_msaa_resolve(&screen->devinfo, info->src.format))
469                 return;
470 
471         v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
472 
473         struct pipe_surface *dst_surf =
474            v3d_get_blit_surface(pctx, info->dst.resource, info->dst.format, info->dst.level, info->dst.box.z);
475         struct pipe_surface *src_surf =
476            v3d_get_blit_surface(pctx, info->src.resource, info->src.format, info->src.level, info->src.box.z);
477 
478         struct pipe_surface *surfaces[V3D_MAX_DRAW_BUFFERS] = { 0 };
479         if (is_color_blit)
480                 surfaces[0] = dst_surf;
481 
482         bool double_buffer =
483                  unlikely(V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !msaa;
484 
485         uint32_t tile_width, tile_height, max_bpp;
486         v3d_get_tile_buffer_size(msaa, double_buffer,
487                                  is_color_blit ? 1 : 0, surfaces, src_surf,
488                                  &tile_width, &tile_height, &max_bpp);
489 
490         int dst_surface_width = u_minify(info->dst.resource->width0,
491                                          info->dst.level);
492         int dst_surface_height = u_minify(info->dst.resource->height0,
493                                          info->dst.level);
494         if (is_tile_unaligned(info->dst.box.x, tile_width) ||
495             is_tile_unaligned(info->dst.box.y, tile_height) ||
496             (is_tile_unaligned(info->dst.box.width, tile_width) &&
497              info->dst.box.x + info->dst.box.width != dst_surface_width) ||
498             (is_tile_unaligned(info->dst.box.height, tile_height) &&
499              info->dst.box.y + info->dst.box.height != dst_surface_height)) {
500                 pipe_surface_reference(&dst_surf, NULL);
501                 pipe_surface_reference(&src_surf, NULL);
502                 return;
503         }
504 
505         struct v3d_job *job = v3d_get_job(v3d,
506                                           is_color_blit ? 1u : 0u,
507                                           surfaces,
508                                           is_color_blit ? NULL : dst_surf,
509                                           src_surf);
510         job->msaa = msaa;
511         job->double_buffer = double_buffer;
512         job->tile_width = tile_width;
513         job->tile_height = tile_height;
514         job->internal_bpp = max_bpp;
515         job->draw_min_x = info->dst.box.x;
516         job->draw_min_y = info->dst.box.y;
517         job->draw_max_x = info->dst.box.x + info->dst.box.width;
518         job->draw_max_y = info->dst.box.y + info->dst.box.height;
519         job->scissor.disabled = false;
520 
521         /* The simulator complains if we do a TLB load from a source with a
522          * stride that is smaller than the destination's, so we program the
523          * 'frame region' to match the smallest dimensions of the two surfaces.
524          * This should be fine because we only get here if the src and dst boxes
525          * match, so we know the blit involves the same tiles on both surfaces.
526          */
527         job->draw_width = MIN2(dst_surf->width, src_surf->width);
528         job->draw_height = MIN2(dst_surf->height, src_surf->height);
529         job->draw_tiles_x = DIV_ROUND_UP(job->draw_width,
530                                          job->tile_width);
531         job->draw_tiles_y = DIV_ROUND_UP(job->draw_height,
532                                          job->tile_height);
533 
534         job->needs_flush = true;
535         job->num_layers = info->dst.box.depth;
536 
537         job->store = 0;
538         if (is_color_blit) {
539                 job->store |= PIPE_CLEAR_COLOR0;
540                 info->mask &= ~PIPE_MASK_RGBA;
541         }
542         if (is_depth_blit) {
543                 job->store |= PIPE_CLEAR_DEPTH;
544                 info->mask &= ~PIPE_MASK_Z;
545         }
546         if (is_stencil_blit){
547                 job->store |= PIPE_CLEAR_STENCIL;
548                 info->mask &= ~PIPE_MASK_S;
549         }
550 
551         v3d41_start_binning(v3d, job);
552 
553         v3d_job_submit(v3d, job);
554 
555         pipe_surface_reference(&dst_surf, NULL);
556         pipe_surface_reference(&src_surf, NULL);
557 }
558 
559 /**
560  * Creates the VS of the custom blit shader to convert YUV plane from
561  * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
562  * This vertex shader is mostly a pass-through VS.
563  */
564 static void *
v3d_get_sand8_vs(struct pipe_context * pctx)565 v3d_get_sand8_vs(struct pipe_context *pctx)
566 {
567         struct v3d_context *v3d = v3d_context(pctx);
568         struct pipe_screen *pscreen = pctx->screen;
569 
570         if (v3d->sand8_blit_vs)
571                 return v3d->sand8_blit_vs;
572 
573         const struct nir_shader_compiler_options *options =
574                 pscreen->get_compiler_options(pscreen,
575                                               PIPE_SHADER_IR_NIR,
576                                               PIPE_SHADER_VERTEX);
577 
578         nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
579                                                        options,
580                                                        "sand8_blit_vs");
581 
582         const struct glsl_type *vec4 = glsl_vec4_type();
583         nir_variable *pos_in = nir_variable_create(b.shader,
584                                                    nir_var_shader_in,
585                                                    vec4, "pos");
586 
587         nir_variable *pos_out = nir_variable_create(b.shader,
588                                                     nir_var_shader_out,
589                                                     vec4, "gl_Position");
590         pos_out->data.location = VARYING_SLOT_POS;
591         nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
592 
593         struct pipe_shader_state shader_tmpl = {
594                 .type = PIPE_SHADER_IR_NIR,
595                 .ir.nir = b.shader,
596         };
597 
598         v3d->sand8_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
599 
600         return v3d->sand8_blit_vs;
601 }
602 /**
603  * Creates the FS of the custom blit shader to convert YUV plane from
604  * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
605  * The result texture is equivalent to a chroma (cpp=2) or luma (cpp=1)
606  * plane for a NV12 format without the SAND modifier.
607  */
608 static void *
v3d_get_sand8_fs(struct pipe_context * pctx,int cpp)609 v3d_get_sand8_fs(struct pipe_context *pctx, int cpp)
610 {
611         struct v3d_context *v3d = v3d_context(pctx);
612         struct pipe_screen *pscreen = pctx->screen;
613         struct pipe_shader_state **cached_shader;
614         const char *name;
615 
616         if (cpp == 1) {
617                 cached_shader = &v3d->sand8_blit_fs_luma;
618                 name = "sand8_blit_fs_luma";
619         } else {
620                 cached_shader = &v3d->sand8_blit_fs_chroma;
621                 name = "sand8_blit_fs_chroma";
622         }
623 
624         if (*cached_shader)
625                 return *cached_shader;
626 
627         const struct nir_shader_compiler_options *options =
628                 pscreen->get_compiler_options(pscreen,
629                                               PIPE_SHADER_IR_NIR,
630                                               PIPE_SHADER_FRAGMENT);
631 
632         nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
633                                                        options, "%s", name);
634         const struct glsl_type *vec4 = glsl_vec4_type();
635 
636         const struct glsl_type *glsl_int = glsl_int_type();
637 
638         nir_variable *color_out =
639                 nir_variable_create(b.shader, nir_var_shader_out,
640                                     vec4, "f_color");
641         color_out->data.location = FRAG_RESULT_COLOR;
642 
643         nir_variable *pos_in =
644                 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos");
645         pos_in->data.location = VARYING_SLOT_POS;
646         nir_ssa_def *pos = nir_load_var(&b, pos_in);
647 
648         nir_ssa_def *zero = nir_imm_int(&b, 0);
649         nir_ssa_def *one = nir_imm_int(&b, 1);
650         nir_ssa_def *two = nir_imm_int(&b, 2);
651         nir_ssa_def *six = nir_imm_int(&b, 6);
652         nir_ssa_def *seven = nir_imm_int(&b, 7);
653         nir_ssa_def *eight = nir_imm_int(&b, 8);
654 
655         nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
656         nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
657 
658         nir_variable *stride_in =
659                 nir_variable_create(b.shader, nir_var_uniform, glsl_int,
660                                     "sand8_stride");
661         nir_ssa_def *stride =
662                 nir_load_uniform(&b, 1, 32, zero,
663                                  .base = stride_in->data.driver_location,
664                                  .range = 1,
665                                  .dest_type = nir_type_int32);
666 
667         nir_ssa_def *x_offset;
668         nir_ssa_def *y_offset;
669 
670         /* UIF tiled format is composed by UIF blocks, Each block has
671          * four 64 byte microtiles. Inside each microtile pixels are stored
672          * in raster format. But microtiles have different dimensions
673          * based in the bits per pixel of the image.
674          *
675          *   8bpp microtile dimensions are 8x8
676          *  16bpp microtile dimensions are 8x4
677          *  32bpp microtile dimensions are 4x4
678          *
679          * As we are reading and writing with 32bpp to optimize
680          * the number of texture operations during the blit. We need
681          * to adjust the offsets were we read and write as data will
682          * be later read using 8bpp (luma) and 16bpp (chroma).
683          *
684          * For chroma 8x4 16bpp raster order is compatible with 4x4
685          * 32bpp. In both layouts each line has 8*2 == 4*4 == 16 bytes.
686          * But luma 8x8 8bpp raster order is not compatible
687          * with 4x4 32bpp. 8bpp has 8 bytes per line, and 32bpp has
688          * 16 bytes per line. So if we read a 8bpp texture that was
689          * written as 32bpp texture. Bytes would be misplaced.
690          *
691          * inter/intra_utile_x_offests takes care of mapping the offsets
692          * between microtiles to deal with this issue for luma planes.
693          */
694         if (cpp == 1) {
695                 nir_ssa_def *intra_utile_x_offset =
696                         nir_ishl(&b, nir_iand_imm(&b, x, 1), two);
697                 nir_ssa_def *inter_utile_x_offset =
698                         nir_ishl(&b, nir_iand_imm(&b, x, 60), one);
699                 nir_ssa_def *stripe_offset=
700                         nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 6),
701                                              stride),
702                                  seven);
703 
704                 x_offset = nir_iadd(&b, stripe_offset,
705                                         nir_iadd(&b, intra_utile_x_offset,
706                                                      inter_utile_x_offset));
707                 y_offset = nir_iadd(&b,
708                                     nir_ishl(&b, nir_iand_imm(&b, x, 2), six),
709                                     nir_ishl(&b, y, eight));
710         } else  {
711                 nir_ssa_def *stripe_offset=
712                         nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 5),
713                                                 stride),
714                                  seven);
715                 x_offset = nir_iadd(&b, stripe_offset,
716                                nir_ishl(&b, nir_iand_imm(&b, x, 31), two));
717                 y_offset = nir_ishl(&b, y, seven);
718         }
719         nir_ssa_def *ubo_offset = nir_iadd(&b, x_offset, y_offset);
720         nir_ssa_def *load =
721         nir_load_ubo(&b, 1, 32, one, ubo_offset,
722                     .align_mul = 4,
723                     .align_offset = 0,
724                     .range_base = 0,
725                     .range = ~0);
726 
727         nir_ssa_def *output = nir_unpack_unorm_4x8(&b, load);
728 
729         nir_store_var(&b, color_out,
730                       output,
731                       0xF);
732 
733         struct pipe_shader_state shader_tmpl = {
734                 .type = PIPE_SHADER_IR_NIR,
735                 .ir.nir = b.shader,
736         };
737 
738         *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
739 
740         return *cached_shader;
741 }
742 
743 /**
744  * Turns NV12 with SAND8 format modifier from raster-order with interleaved
745  * luma and chroma 128-byte-wide-columns to tiled format for luma and chroma.
746  *
747  * This implementation is based on vc4_yuv_blit.
748  */
749 static void
v3d_sand8_blit(struct pipe_context * pctx,struct pipe_blit_info * info)750 v3d_sand8_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
751 {
752         struct v3d_context *v3d = v3d_context(pctx);
753         struct v3d_resource *src = v3d_resource(info->src.resource);
754         ASSERTED struct v3d_resource *dst = v3d_resource(info->dst.resource);
755 
756         if (!src->sand_col128_stride)
757                 return;
758         if (src->tiled)
759                 return;
760         if (src->base.format != PIPE_FORMAT_R8_UNORM &&
761             src->base.format != PIPE_FORMAT_R8G8_UNORM)
762                 return;
763         if (!(info->mask & PIPE_MASK_RGBA))
764                 return;
765 
766         assert(dst->base.format == src->base.format);
767         assert(dst->tiled);
768 
769         assert(info->src.box.x == 0 && info->dst.box.x == 0);
770         assert(info->src.box.y == 0 && info->dst.box.y == 0);
771         assert(info->src.box.width == info->dst.box.width);
772         assert(info->src.box.height == info->dst.box.height);
773 
774         v3d_blitter_save(v3d, true);
775 
776         struct pipe_surface dst_tmpl;
777         util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
778                                          info->dst.level, info->dst.box.z);
779         /* Although the src textures are cpp=1 or cpp=2, the dst texture
780          * uses a cpp=4 dst texture. So, all read/write texture ops will
781          * be done using 32-bit read and writes.
782          */
783         dst_tmpl.format = PIPE_FORMAT_R8G8B8A8_UNORM;
784         struct pipe_surface *dst_surf =
785                 pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
786         if (!dst_surf) {
787                 fprintf(stderr, "Failed to create YUV dst surface\n");
788                 util_blitter_unset_running_flag(v3d->blitter);
789                 return;
790         }
791 
792         uint32_t sand8_stride = src->sand_col128_stride;
793 
794         /* Adjust the dimensions of dst luma/chroma to match src
795          * size now we are using a cpp=4 format. Next dimension take into
796          * account the UIF microtile layouts.
797          */
798         dst_surf->width = align(dst_surf->width, 8) / 2;
799         if (src->cpp == 1)
800                 dst_surf->height /= 2;
801 
802         /* Set the constant buffer. */
803         struct pipe_constant_buffer cb_uniforms = {
804                 .user_buffer = &sand8_stride,
805                 .buffer_size = sizeof(sand8_stride),
806         };
807 
808         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false,
809                                   &cb_uniforms);
810         struct pipe_constant_buffer cb_src = {
811                 .buffer = info->src.resource,
812                 .buffer_offset = src->slices[info->src.level].offset,
813                 .buffer_size = (src->bo->size -
814                                 src->slices[info->src.level].offset),
815         };
816         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 2, false,
817                                   &cb_src);
818         /* Unbind the textures, to make sure we don't try to recurse into the
819          * shadow blit.
820          */
821         pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, false, NULL);
822         pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
823 
824         util_blitter_custom_shader(v3d->blitter, dst_surf,
825                                    v3d_get_sand8_vs(pctx),
826                                    v3d_get_sand8_fs(pctx, src->cpp));
827 
828         util_blitter_restore_textures(v3d->blitter);
829         util_blitter_restore_constant_buffer_state(v3d->blitter);
830 
831         /* Restore cb1 (util_blitter doesn't handle this one). */
832         struct pipe_constant_buffer cb_disabled = { 0 };
833         pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false,
834                                   &cb_disabled);
835 
836         pipe_surface_reference(&dst_surf, NULL);
837 
838         info->mask &= ~PIPE_MASK_RGBA;
839         return;
840 }
841 
842 
843 /* Optimal hardware path for blitting pixels.
844  * Scaling, format conversion, up- and downsampling (resolve) are allowed.
845  */
846 void
v3d_blit(struct pipe_context * pctx,const struct pipe_blit_info * blit_info)847 v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
848 {
849         struct v3d_context *v3d = v3d_context(pctx);
850         struct pipe_blit_info info = *blit_info;
851 
852         v3d_sand8_blit(pctx, &info);
853 
854         v3d_tfu_blit(pctx, &info);
855 
856         v3d_tlb_blit(pctx, &info);
857 
858         v3d_stencil_blit(pctx, &info);
859 
860         v3d_render_blit(pctx, &info);
861 
862         /* Flush our blit jobs immediately.  They're unlikely to get reused by
863          * normal drawing or other blits, and without flushing we can easily
864          * run into unexpected OOMs when blits are used for a large series of
865          * texture uploads before using the textures.
866          */
867         v3d_flush_jobs_writing_resource(v3d, info.dst.resource,
868                                         V3D_FLUSH_DEFAULT, false);
869 }
870