• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2021 Raspberry Pi Ltd
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 
26 #include "broadcom/common/v3d_macros.h"
27 #include "broadcom/cle/v3dx_pack.h"
28 #include "broadcom/compiler/v3d_compiler.h"
29 #include "util/u_pack_color.h"
30 #include "util/half_float.h"
31 
32 static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
33    [VK_SAMPLER_ADDRESS_MODE_REPEAT]          = V3D_WRAP_MODE_REPEAT,
34    [VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
35    [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE]   = V3D_WRAP_MODE_CLAMP,
36    [VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
37    [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
38 };
39 
40 static const enum V3DX(Compare_Function)
41 vk_to_v3d_compare_func[] = {
42    [VK_COMPARE_OP_NEVER]                        = V3D_COMPARE_FUNC_NEVER,
43    [VK_COMPARE_OP_LESS]                         = V3D_COMPARE_FUNC_LESS,
44    [VK_COMPARE_OP_EQUAL]                        = V3D_COMPARE_FUNC_EQUAL,
45    [VK_COMPARE_OP_LESS_OR_EQUAL]                = V3D_COMPARE_FUNC_LEQUAL,
46    [VK_COMPARE_OP_GREATER]                      = V3D_COMPARE_FUNC_GREATER,
47    [VK_COMPARE_OP_NOT_EQUAL]                    = V3D_COMPARE_FUNC_NOTEQUAL,
48    [VK_COMPARE_OP_GREATER_OR_EQUAL]             = V3D_COMPARE_FUNC_GEQUAL,
49    [VK_COMPARE_OP_ALWAYS]                       = V3D_COMPARE_FUNC_ALWAYS,
50 };
51 
52 
encode_border_color(const VkSamplerCustomBorderColorCreateInfoEXT * bc_info)53 static union pipe_color_union encode_border_color(
54    const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
55 {
56    const struct util_format_description *desc =
57       vk_format_description(bc_info->format);
58 
59    const struct v3dv_format *format = v3dX(get_format)(bc_info->format);
60 
61    /* We use the swizzle in our format table to determine swizzle configuration
62     * for sampling as well as to decide if we need to use the Swap R/B and
63     * Reverse Channels bits for Tile Load/Store operations. The order of the
64     * R/B swap and Reverse operations matters and gives different swizzles.
65     * Our format table assumes that Reverse happens first and R/B Swap second.
66     * This seems to match semantics for texture sampling and Tile load/store,
67     * however, it seems that the semantics are reversed for custom border
68     * colors so we need to fix up the swizzle manually for this case.
69     */
70    uint8_t swizzle[4];
71    if (v3dv_format_swizzle_needs_reverse(format->swizzle) &&
72        v3dv_format_swizzle_needs_rb_swap(format->swizzle)) {
73       swizzle[0] = PIPE_SWIZZLE_W;
74       swizzle[1] = PIPE_SWIZZLE_X;
75       swizzle[2] = PIPE_SWIZZLE_Y;
76       swizzle[3] = PIPE_SWIZZLE_Z;
77    } else {
78       memcpy(swizzle, format->swizzle, sizeof (swizzle));
79    }
80 
81    union pipe_color_union border;
82    for (int i = 0; i < 4; i++) {
83       if (format->swizzle[i] <= 3)
84          border.ui[i] = bc_info->customBorderColor.uint32[swizzle[i]];
85       else
86          border.ui[i] = 0;
87    }
88 
89    /* handle clamping */
90    if (vk_format_has_depth(bc_info->format) &&
91        vk_format_has_stencil(bc_info->format)) {
92       border.f[0] = CLAMP(border.f[0], 0, 1);
93       border.ui[1] = CLAMP(border.ui[1], 0, 0xff);
94    } else if (vk_format_is_unorm(bc_info->format)) {
95       for (int i = 0; i < 4; i++)
96          border.f[i] = CLAMP(border.f[i], 0, 1);
97    } else if (vk_format_is_snorm(bc_info->format)) {
98       for (int i = 0; i < 4; i++)
99          border.f[i] = CLAMP(border.f[i], -1, 1);
100    } else if (vk_format_is_uint(bc_info->format) &&
101               desc->channel[0].size < 32) {
102       for (int i = 0; i < 4; i++)
103          border.ui[i] = CLAMP(border.ui[i], 0, (1 << desc->channel[i].size));
104    } else if (vk_format_is_sint(bc_info->format) &&
105               desc->channel[0].size < 32) {
106       for (int i = 0; i < 4; i++)
107          border.i[i] = CLAMP(border.i[i],
108                              -(1 << (desc->channel[i].size - 1)),
109                              (1 << (desc->channel[i].size - 1)) - 1);
110    }
111 
112    /* convert from float to expected format */
113    if (vk_format_is_srgb(bc_info->format) ||
114        vk_format_is_compressed(bc_info->format)) {
115       for (int i = 0; i < 4; i++)
116          border.ui[i] = _mesa_float_to_half(border.f[i]);
117    } else if (vk_format_is_unorm(bc_info->format)) {
118       for (int i = 0; i < 4; i++) {
119          switch (desc->channel[i].size) {
120          case 8:
121          case 16:
122             /* expect u16 for non depth values */
123             if (!vk_format_has_depth(bc_info->format))
124                border.ui[i] = (uint32_t) (border.f[i] * (float) 0xffff);
125             break;
126          case 24:
127          case 32:
128             /* uses full f32; no conversion needed */
129             break;
130          default:
131             border.ui[i] = _mesa_float_to_half(border.f[i]);
132             break;
133          }
134       }
135    } else if (vk_format_is_snorm(bc_info->format)) {
136       for (int i = 0; i < 4; i++) {
137          switch (desc->channel[i].size) {
138          case 8:
139             border.ui[i] = (int32_t) (border.f[i] * (float) 0x3fff);
140             break;
141          case 16:
142             border.i[i] = (int32_t) (border.f[i] * (float) 0x7fff);
143             break;
144          case 24:
145          case 32:
146             /* uses full f32; no conversion needed */
147             break;
148          default:
149             border.ui[i] = _mesa_float_to_half(border.f[i]);
150             break;
151          }
152       }
153    } else if (vk_format_is_float(bc_info->format)) {
154       for (int i = 0; i < 4; i++) {
155          switch(desc->channel[i].size) {
156          case 16:
157             border.ui[i] = _mesa_float_to_half(border.f[i]);
158             break;
159          default:
160             break;
161          }
162       }
163    }
164 
165    return border;
166 }
167 
168 void
v3dX(pack_sampler_state)169 v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
170                          const VkSamplerCreateInfo *pCreateInfo,
171                          const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
172 {
173    enum V3DX(Border_Color_Mode) border_color_mode;
174 
175    switch (pCreateInfo->borderColor) {
176    case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
177    case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
178       border_color_mode = V3D_BORDER_COLOR_0000;
179       break;
180    case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
181    case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
182       border_color_mode = V3D_BORDER_COLOR_0001;
183       break;
184    case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
185    case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
186       border_color_mode = V3D_BORDER_COLOR_1111;
187       break;
188    case VK_BORDER_COLOR_FLOAT_CUSTOM_EXT:
189    case VK_BORDER_COLOR_INT_CUSTOM_EXT:
190       border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
191       break;
192    default:
193       unreachable("Unknown border color");
194       break;
195    }
196 
197    /* For some texture formats, when clamping to transparent black border the
198     * CTS expects alpha to be set to 1 instead of 0, but the border color mode
199     * will take priority over the texture state swizzle, so the only way to
200     * fix that is to apply a swizzle in the shader. Here we keep track of
201     * whether we are activating that mode and we will decide if we need to
202     * activate the texture swizzle lowering in the shader key at compile time
203     * depending on the actual texture format.
204     */
205    if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
206         pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
207         pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
208        border_color_mode == V3D_BORDER_COLOR_0000) {
209       sampler->clamp_to_transparent_black_border = true;
210    }
211 
212    v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
213       if (pCreateInfo->anisotropyEnable) {
214          s.anisotropy_enable = true;
215          if (pCreateInfo->maxAnisotropy > 8)
216             s.maximum_anisotropy = 3;
217          else if (pCreateInfo->maxAnisotropy > 4)
218             s.maximum_anisotropy = 2;
219          else if (pCreateInfo->maxAnisotropy > 2)
220             s.maximum_anisotropy = 1;
221       }
222 
223       s.border_color_mode = border_color_mode;
224 
225       if (s.border_color_mode == V3D_BORDER_COLOR_FOLLOWS) {
226          union pipe_color_union border = encode_border_color(bc_info);
227 
228          s.border_color_word_0 = border.ui[0];
229          s.border_color_word_1 = border.ui[1];
230          s.border_color_word_2 = border.ui[2];
231          s.border_color_word_3 = border.ui[3];
232       }
233 
234       s.wrap_i_border = false; /* Also hardcoded on v3d */
235       s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
236       s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
237       s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
238       s.fixed_bias = pCreateInfo->mipLodBias;
239       s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
240       s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
241       s.srgb_disable = 0; /* Not even set by v3d */
242       s.depth_compare_function =
243          vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
244                                 pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
245       s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
246       s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
247       s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
248    }
249 }
250 
251 /**
252  * This computes the maximum bpp used by any of the render targets used by
253  * a particular subpass and checks if any of those render targets are
254  * multisampled. If we don't have a subpass (when we are not inside a
255  * render pass), then we assume that all framebuffer attachments are used.
256  */
257 void
v3dX(framebuffer_compute_internal_bpp_msaa)258 v3dX(framebuffer_compute_internal_bpp_msaa)(
259    const struct v3dv_framebuffer *framebuffer,
260    const struct v3dv_cmd_buffer_attachment_state *attachments,
261    const struct v3dv_subpass *subpass,
262    uint8_t *max_bpp,
263    bool *msaa)
264 {
265    STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0);
266    *max_bpp = V3D_INTERNAL_BPP_32;
267    *msaa = false;
268 
269    if (subpass) {
270       for (uint32_t i = 0; i < subpass->color_count; i++) {
271          uint32_t att_idx = subpass->color_attachments[i].attachment;
272          if (att_idx == VK_ATTACHMENT_UNUSED)
273             continue;
274 
275          const struct v3dv_image_view *att = attachments[att_idx].image_view;
276          assert(att);
277 
278          if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT)
279             *max_bpp = MAX2(*max_bpp, att->internal_bpp);
280 
281          if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
282             *msaa = true;
283       }
284 
285       if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
286          const struct v3dv_image_view *att =
287             attachments[subpass->ds_attachment.attachment].image_view;
288          assert(att);
289 
290          if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
291             *msaa = true;
292       }
293 
294       return;
295    }
296 
297    assert(framebuffer->attachment_count <= 4);
298    for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
299       const struct v3dv_image_view *att = attachments[i].image_view;
300       assert(att);
301 
302       if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT)
303          *max_bpp = MAX2(*max_bpp, att->internal_bpp);
304 
305       if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
306          *msaa = true;
307    }
308 
309    return;
310 }
311 
312 uint32_t
v3dX(zs_buffer_from_aspect_bits)313 v3dX(zs_buffer_from_aspect_bits)(VkImageAspectFlags aspects)
314 {
315    const VkImageAspectFlags zs_aspects =
316       VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
317    const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
318 
319    if (filtered_aspects == zs_aspects)
320       return ZSTENCIL;
321    else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
322       return Z;
323    else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
324       return STENCIL;
325    else
326       return NONE;
327 }
328 
329 void
v3dX(get_hw_clear_color)330 v3dX(get_hw_clear_color)(const VkClearColorValue *color,
331                          uint32_t internal_type,
332                          uint32_t internal_size,
333                          uint32_t *hw_color)
334 {
335    union util_color uc;
336    switch (internal_type) {
337    case V3D_INTERNAL_TYPE_8:
338       util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
339       memcpy(hw_color, uc.ui, internal_size);
340    break;
341    case V3D_INTERNAL_TYPE_8I:
342    case V3D_INTERNAL_TYPE_8UI:
343       hw_color[0] = ((color->uint32[0] & 0xff) |
344                      (color->uint32[1] & 0xff) << 8 |
345                      (color->uint32[2] & 0xff) << 16 |
346                      (color->uint32[3] & 0xff) << 24);
347    break;
348    case V3D_INTERNAL_TYPE_16F:
349       util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
350       memcpy(hw_color, uc.ui, internal_size);
351    break;
352    case V3D_INTERNAL_TYPE_16I:
353    case V3D_INTERNAL_TYPE_16UI:
354       hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
355       hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
356    break;
357    case V3D_INTERNAL_TYPE_32F:
358    case V3D_INTERNAL_TYPE_32I:
359    case V3D_INTERNAL_TYPE_32UI:
360       memcpy(hw_color, color->uint32, internal_size);
361       break;
362    }
363 }
364 
365 #ifdef DEBUG
366 void
v3dX(device_check_prepacked_sizes)367 v3dX(device_check_prepacked_sizes)(void)
368 {
369    STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
370                  cl_packet_length(SAMPLER_STATE));
371    STATIC_ASSERT(V3DV_TEXTURE_SHADER_STATE_LENGTH >=
372                  cl_packet_length(TEXTURE_SHADER_STATE));
373    STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
374                  cl_packet_length(SAMPLER_STATE));
375    STATIC_ASSERT(V3DV_BLEND_CFG_LENGTH>=
376                  cl_packet_length(BLEND_CFG));
377    STATIC_ASSERT(V3DV_CFG_BITS_LENGTH>=
378                  cl_packet_length(CFG_BITS));
379    STATIC_ASSERT(V3DV_GL_SHADER_STATE_RECORD_LENGTH >=
380                  cl_packet_length(GL_SHADER_STATE_RECORD));
381    STATIC_ASSERT(V3DV_VCM_CACHE_SIZE_LENGTH>=
382                  cl_packet_length(VCM_CACHE_SIZE));
383    STATIC_ASSERT(V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH >=
384                  cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD));
385    STATIC_ASSERT(V3DV_STENCIL_CFG_LENGTH >=
386                  cl_packet_length(STENCIL_CFG));
387 }
388 #endif
389