/* * Copyright © 2021 Raspberry Pi Ltd * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "v3dv_private.h" #include "broadcom/common/v3d_macros.h" #include "broadcom/cle/v3dx_pack.h" #include "broadcom/compiler/v3d_compiler.h" /* * Packs and ensure bo for the shader state (the latter can be temporal). */ static void pack_texture_shader_state_helper(struct v3dv_device *device, struct v3dv_image_view *image_view, bool for_cube_map_array_storage) { assert(!for_cube_map_array_storage || image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY); const uint32_t index = for_cube_map_array_storage ? 1 : 0; assert(image_view->vk.image); const struct v3dv_image *image = (struct v3dv_image *) image_view->vk.image; assert(image->vk.samples == VK_SAMPLE_COUNT_1_BIT || image->vk.samples == VK_SAMPLE_COUNT_4_BIT); const uint32_t msaa_scale = image->vk.samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2; for (uint8_t plane = 0; plane < image_view->plane_count; plane++) { uint8_t iplane = image_view->planes[plane].image_plane; v3dvx_pack(image_view->planes[plane].texture_shader_state[index], TEXTURE_SHADER_STATE, tex) { tex.level_0_is_strictly_uif = (image->planes[iplane].slices[0].tiling == V3D_TILING_UIF_XOR || image->planes[iplane].slices[0].tiling == V3D_TILING_UIF_NO_XOR); tex.level_0_xor_enable = (image->planes[iplane].slices[0].tiling == V3D_TILING_UIF_XOR); if (tex.level_0_is_strictly_uif) tex.level_0_ub_pad = image->planes[iplane].slices[0].ub_pad; /* FIXME: v3d never sets uif_xor_disable, but uses it on the following * check so let's set the default value */ tex.uif_xor_disable = false; if (tex.uif_xor_disable || tex.level_0_is_strictly_uif) { tex.extended = true; } tex.base_level = image_view->vk.base_mip_level; tex.max_level = image_view->vk.base_mip_level + image_view->vk.level_count - 1; tex.swizzle_r = v3d_translate_pipe_swizzle(image_view->planes[plane].swizzle[0]); tex.swizzle_g = v3d_translate_pipe_swizzle(image_view->planes[plane].swizzle[1]); tex.swizzle_b = v3d_translate_pipe_swizzle(image_view->planes[plane].swizzle[2]); tex.swizzle_a = v3d_translate_pipe_swizzle(image_view->planes[plane].swizzle[3]); tex.texture_type = image_view->format->planes[plane].tex_type; if (image->vk.image_type == VK_IMAGE_TYPE_3D) { tex.image_depth = image->vk.extent.depth; } else { tex.image_depth = image_view->vk.layer_count; } /* Empirical testing with CTS shows that when we are sampling from cube * arrays we want to set image depth to layers / 6, but not when doing * image load/store. */ if (image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY && !for_cube_map_array_storage) { assert(tex.image_depth % 6 == 0); tex.image_depth /= 6; } tex.image_height = image->planes[iplane].height * msaa_scale; tex.image_width = image->planes[iplane].width * msaa_scale; /* On 4.x, the height of a 1D texture is redefined to be the * upper 14 bits of the width (which is only usable with txf). */ if (image->vk.image_type == VK_IMAGE_TYPE_1D) tex.image_height = tex.image_width >> 14; tex.image_width &= (1 << 14) - 1; tex.image_height &= (1 << 14) - 1; tex.array_stride_64_byte_aligned = image->planes[iplane].cube_map_stride / 64; /* At this point we don't have the job. That's the reason the first * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to * add the bo to the job. This also means that we need to add manually * the image bo to the job using the texture. */ const uint32_t base_offset = image->planes[iplane].mem->bo->offset + v3dv_layer_offset(image, 0, image_view->vk.base_array_layer, iplane); tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset); bool is_srgb = vk_format_is_srgb(image_view->vk.format); /* V3D 4.x doesn't have the reverse and swap_r/b bits, so we compose * the reverse and/or swap_r/b swizzle from the format table with the * image view swizzle. This, however, doesn't work for border colors, * for that there is the reverse_standard_border_color. * * In v3d 7.x, however, there is no reverse_standard_border_color bit, * since the reverse and swap_r/b bits also affect border colors. It is * because of this that we absolutely need to use these bits with * reversed and swpaped formats, since that's the only way to ensure * correct border colors. In that case we don't want to program the * swizzle to the composition of the format swizzle and the view * swizzle like we do in v3d 4.x, since the format swizzle is applied * via the reverse and swap_r/b bits. */ #if V3D_VERSION == 42 tex.srgb = is_srgb; tex.reverse_standard_border_color = image_view->planes[plane].channel_reverse; #endif #if V3D_VERSION >= 71 tex.transfer_func = is_srgb ? TRANSFER_FUNC_SRGB : TRANSFER_FUNC_NONE; tex.reverse = image_view->planes[plane].channel_reverse; tex.r_b_swap = image_view->planes[plane].swap_rb; if (tex.reverse || tex.r_b_swap) { tex.swizzle_r = v3d_translate_pipe_swizzle(image_view->view_swizzle[0]); tex.swizzle_g = v3d_translate_pipe_swizzle(image_view->view_swizzle[1]); tex.swizzle_b = v3d_translate_pipe_swizzle(image_view->view_swizzle[2]); tex.swizzle_a = v3d_translate_pipe_swizzle(image_view->view_swizzle[3]); } tex.chroma_offset_x = 1; tex.chroma_offset_y = 1; /* See comment in XML field definition for rationale of the shifts */ tex.texture_base_pointer_cb = base_offset >> 6; tex.texture_base_pointer_cr = base_offset >> 6; #endif } } } void v3dX(pack_texture_shader_state)(struct v3dv_device *device, struct v3dv_image_view *iview) { pack_texture_shader_state_helper(device, iview, false); if (iview->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY) pack_texture_shader_state_helper(device, iview, true); } void v3dX(pack_texture_shader_state_from_buffer_view)(struct v3dv_device *device, struct v3dv_buffer_view *buffer_view) { assert(buffer_view->buffer); const struct v3dv_buffer *buffer = buffer_view->buffer; v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) { tex.swizzle_r = v3d_translate_pipe_swizzle(buffer_view->format->planes[0].swizzle[0]); tex.swizzle_g = v3d_translate_pipe_swizzle(buffer_view->format->planes[0].swizzle[1]); tex.swizzle_b = v3d_translate_pipe_swizzle(buffer_view->format->planes[0].swizzle[2]); tex.swizzle_a = v3d_translate_pipe_swizzle(buffer_view->format->planes[0].swizzle[3]); tex.image_depth = 1; /* On 4.x, the height of a 1D texture is redefined to be the upper 14 * bits of the width (which is only usable with txf) (or in other words, * we are providing a 28 bit field for size, but split on the usual * 14bit height/width). */ tex.image_width = buffer_view->num_elements; tex.image_height = tex.image_width >> 14; tex.image_width &= (1 << 14) - 1; tex.image_height &= (1 << 14) - 1; assert(buffer_view->format->plane_count == 1); tex.texture_type = buffer_view->format->planes[0].tex_type; bool is_srgb = vk_format_is_srgb(buffer_view->vk_format); #if V3D_VERSION == 42 tex.srgb = is_srgb; #endif #if V3D_VERSION >= 71 tex.transfer_func = is_srgb ? TRANSFER_FUNC_SRGB : TRANSFER_FUNC_NONE; #endif /* At this point we don't have the job. That's the reason the first * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to * add the bo to the job. This also means that we need to add manually * the image bo to the job using the texture. */ const uint32_t base_offset = buffer->mem->bo->offset + buffer->mem_offset + buffer_view->offset; tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset); #if V3D_VERSION >= 71 tex.chroma_offset_x = 1; tex.chroma_offset_y = 1; /* See comment in XML field definition for rationale of the shifts */ tex.texture_base_pointer_cb = base_offset >> 6; tex.texture_base_pointer_cr = base_offset >> 6; #endif } }