xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/svga/svga_pipe_clear.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright (c) 2008-2024 Broadcom. All Rights Reserved.
3  * The term “Broadcom” refers to Broadcom Inc.
4  * and/or its subsidiaries.
5  * SPDX-License-Identifier: MIT
6  */
7 
8 #include "svga_cmd.h"
9 #include "svga_debug.h"
10 
11 #include "pipe/p_defines.h"
12 #include "util/u_pack_color.h"
13 #include "util/u_surface.h"
14 
15 #include "svga_context.h"
16 #include "svga_state.h"
17 #include "svga_surface.h"
18 
19 
20 /**
21  * Saving blitter states before doing any blitter operation
22  */
23 static void
begin_blit(struct svga_context * svga)24 begin_blit(struct svga_context *svga)
25 {
26    util_blitter_save_vertex_buffers(svga->blitter, svga->curr.vb,
27                                     svga->curr.num_vertex_buffers);
28    util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
29    util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
30    util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
31    util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
32    util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
33    util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
34                      (struct pipe_stream_output_target**)svga->so_targets);
35    util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
36    util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
37    util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
38    util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
39    util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
40    util_blitter_save_depth_stencil_alpha(svga->blitter,
41                                          (void*)svga->curr.depth);
42    util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
43    util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask, 0);
44    util_blitter_save_fragment_constant_buffer_slot(svga->blitter,
45                                                    &svga->curr.constbufs[PIPE_SHADER_FRAGMENT][0]);
46 }
47 
48 
49 /**
50  * Clear the whole color buffer(s) by drawing a quad.  For VGPU10 we use
51  * this when clearing integer render targets.  We'll also clear the
52  * depth and/or stencil buffers if the clear_buffers mask specifies them.
53  */
54 static void
clear_buffers_with_quad(struct svga_context * svga,unsigned clear_buffers,const union pipe_color_union * color,double depth,unsigned stencil)55 clear_buffers_with_quad(struct svga_context *svga,
56                         unsigned clear_buffers,
57                         const union pipe_color_union *color,
58                         double depth, unsigned stencil)
59 {
60    const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
61 
62    begin_blit(svga);
63    util_blitter_clear(svga->blitter,
64                       fb->width, fb->height,
65                       1, /* num_layers */
66                       clear_buffers, color,
67                       depth, stencil,
68                       util_framebuffer_get_num_samples(fb) > 1);
69 }
70 
71 
72 /**
73  * Check if any of the color buffers are integer buffers.
74  */
75 static bool
is_integer_target(struct pipe_framebuffer_state * fb,unsigned buffers)76 is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
77 {
78    unsigned i;
79 
80    for (i = 0; i < fb->nr_cbufs; i++) {
81       if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
82           fb->cbufs[i] &&
83           util_format_is_pure_integer(fb->cbufs[i]->format)) {
84          return true;
85       }
86    }
87    return false;
88 }
89 
90 
91 /**
92  * Check if the integer values in the clear color can be represented
93  * by floats.  If so, we can use the VGPU10 ClearRenderTargetView command.
94  * Otherwise, we need to clear with a quad.
95  */
96 static bool
ints_fit_in_floats(const union pipe_color_union * color)97 ints_fit_in_floats(const union pipe_color_union *color)
98 {
99    const int max = 1 << 24;
100    return (color->i[0] <= max &&
101            color->i[1] <= max &&
102            color->i[2] <= max &&
103            color->i[3] <= max);
104 }
105 
106 
107 static enum pipe_error
try_clear(struct svga_context * svga,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)108 try_clear(struct svga_context *svga,
109           unsigned buffers,
110           const union pipe_color_union *color,
111           double depth,
112           unsigned stencil)
113 {
114    enum pipe_error ret = PIPE_OK;
115    SVGA3dRect rect = { 0, 0, 0, 0 };
116    bool restore_viewport = false;
117    SVGA3dClearFlag flags = 0;
118    struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
119    union util_color uc = {0};
120 
121    ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
122    if (ret != PIPE_OK)
123       return ret;
124 
125    if (svga->rebind.flags.rendertargets) {
126       ret = svga_reemit_framebuffer_bindings(svga);
127       if (ret != PIPE_OK) {
128          return ret;
129       }
130    }
131 
132    if (buffers & PIPE_CLEAR_COLOR) {
133       flags |= SVGA3D_CLEAR_COLOR;
134       util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
135 
136       rect.w = fb->width;
137       rect.h = fb->height;
138    }
139 
140    if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
141       if (buffers & PIPE_CLEAR_DEPTH)
142          flags |= SVGA3D_CLEAR_DEPTH;
143 
144       if (buffers & PIPE_CLEAR_STENCIL)
145          flags |= SVGA3D_CLEAR_STENCIL;
146 
147       rect.w = MAX2(rect.w, fb->zsbuf->width);
148       rect.h = MAX2(rect.h, fb->zsbuf->height);
149    }
150 
151    if (!svga_have_vgpu10(svga) &&
152        !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
153       restore_viewport = true;
154       ret = SVGA3D_SetViewport(svga->swc, &rect);
155       if (ret != PIPE_OK)
156          return ret;
157    }
158 
159    if (svga_have_vgpu10(svga)) {
160       if (flags & SVGA3D_CLEAR_COLOR) {
161          unsigned i;
162          bool int_target = is_integer_target(fb, buffers);
163 
164          if (int_target && !ints_fit_in_floats(color)) {
165             clear_buffers_with_quad(svga, buffers, color, depth, stencil);
166             /* We also cleared depth/stencil, so that's done */
167             flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
168          }
169          else {
170             struct pipe_surface *rtv;
171             float rgba[4];
172 
173             if (int_target) {
174                rgba[0] = (float) color->i[0];
175                rgba[1] = (float) color->i[1];
176                rgba[2] = (float) color->i[2];
177                rgba[3] = (float) color->i[3];
178             }
179             else {
180                rgba[0] = color->f[0];
181                rgba[1] = color->f[1];
182                rgba[2] = color->f[2];
183                rgba[3] = color->f[3];
184             }
185 
186             /* Issue VGPU10 Clear commands */
187             for (i = 0; i < fb->nr_cbufs; i++) {
188                if ((fb->cbufs[i] == NULL) ||
189                    !(buffers & (PIPE_CLEAR_COLOR0 << i)))
190                   continue;
191 
192                rtv = svga_validate_surface_view(svga,
193                                                 svga_surface(fb->cbufs[i]));
194                if (!rtv)
195                   return PIPE_ERROR_OUT_OF_MEMORY;
196 
197                ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, rgba);
198                if (ret != PIPE_OK)
199                   return ret;
200             }
201          }
202       }
203       if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
204          struct pipe_surface *dsv =
205             svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
206          if (!dsv)
207             return PIPE_ERROR_OUT_OF_MEMORY;
208 
209          ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
210                                                    stencil, (float) depth);
211          if (ret != PIPE_OK)
212             return ret;
213       }
214    }
215    else {
216       ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
217                              rect.x, rect.y, rect.w, rect.h);
218       if (ret != PIPE_OK)
219          return ret;
220    }
221 
222    if (restore_viewport) {
223       ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
224    }
225 
226    return ret;
227 }
228 
229 /**
230  * Clear the given surface to the specified value.
231  * No masking, no scissor (clear entire buffer).
232  */
233 static void
svga_clear(struct pipe_context * pipe,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)234 svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
235            const union pipe_color_union *color,
236 	   double depth, unsigned stencil)
237 {
238    struct svga_context *svga = svga_context( pipe );
239    enum pipe_error ret;
240 
241    if (buffers & PIPE_CLEAR_COLOR) {
242       struct svga_winsys_surface *h = NULL;
243       if (svga->curr.framebuffer.cbufs[0]) {
244          h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
245       }
246       SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
247    }
248 
249    /* flush any queued prims (don't want them to appear after the clear!) */
250    svga_hwtnl_flush_retry(svga);
251 
252    SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
253 
254    /*
255     * Mark target surfaces as dirty
256     * TODO Mark only cleared surfaces.
257     */
258    svga_mark_surfaces_dirty(svga);
259 
260    assert (ret == PIPE_OK);
261 }
262 
263 
264 static void
svga_clear_texture(struct pipe_context * pipe,struct pipe_resource * res,unsigned level,const struct pipe_box * box,const void * data)265 svga_clear_texture(struct pipe_context *pipe,
266                    struct pipe_resource *res,
267                    unsigned level,
268                    const struct pipe_box *box,
269                    const void *data)
270 {
271    struct svga_context *svga = svga_context(pipe);
272    struct svga_surface *svga_surface_dst;
273    struct pipe_surface tmpl;
274    struct pipe_surface *surface;
275 
276    memset(&tmpl, 0, sizeof(tmpl));
277    tmpl.format = res->format;
278    tmpl.u.tex.first_layer = box->z;
279    tmpl.u.tex.last_layer = box->z + box->depth - 1;
280    tmpl.u.tex.level = level;
281 
282    surface = pipe->create_surface(pipe, res, &tmpl);
283    if (surface == NULL) {
284       debug_printf("failed to create surface\n");
285       return;
286    }
287    svga_surface_dst = svga_surface(surface);
288 
289    union pipe_color_union color;
290    const struct util_format_description *desc =
291       util_format_description(surface->format);
292 
293    if (util_format_is_depth_or_stencil(surface->format)) {
294       float depth;
295       uint8_t stencil;
296       unsigned clear_flags = 0;
297 
298       /* If data is NULL, then set depthValue and stencilValue to zeros */
299       if (data == NULL) {
300          depth = 0.0;
301          stencil = 0;
302       }
303       else {
304          util_format_unpack_z_float(surface->format, &depth, data, 1);
305          util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
306       }
307 
308       if (util_format_has_depth(desc)) {
309          clear_flags |= PIPE_CLEAR_DEPTH;
310       }
311       if (util_format_has_stencil(desc)) {
312          clear_flags |= PIPE_CLEAR_STENCIL;
313       }
314 
315       /* Setup depth stencil view */
316       struct pipe_surface *dsv =
317          svga_validate_surface_view(svga, svga_surface_dst);
318 
319       if (!dsv) {
320          pipe_surface_reference(&surface, NULL);
321          return;
322       }
323 
324       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
325           box->height == surface->height) {
326          /* clearing whole surface, use direct VGPU10 command */
327          assert(svga_surface(dsv)->view_id != SVGA3D_INVALID_ID);
328 
329          SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
330                                                               clear_flags,
331                                                               stencil, depth));
332       }
333       else {
334          /* To clear subtexture use software fallback */
335 
336          util_blitter_save_framebuffer(svga->blitter,
337                                        &svga->curr.framebuffer);
338          begin_blit(svga);
339          util_blitter_clear_depth_stencil(svga->blitter,
340                                           dsv, clear_flags,
341                                           depth,stencil,
342                                           box->x, box->y,
343                                           box->width, box->height);
344       }
345    }
346    else {
347       /* non depth-stencil formats */
348 
349       if (data == NULL) {
350          /* If data is NULL, the texture image is filled with zeros */
351          color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
352       }
353       else {
354          util_format_unpack_rgba(surface->format, &color, data, 1);
355       }
356 
357       /* Setup render target view */
358       struct pipe_surface *rtv =
359          svga_validate_surface_view(svga, svga_surface_dst);
360 
361       if (!rtv) {
362          pipe_surface_reference(&surface, NULL);
363          return;
364       }
365 
366       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
367           box->height == surface->height) {
368          struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;
369          bool int_target = is_integer_target(curr, PIPE_CLEAR_COLOR);
370 
371          if (int_target && !ints_fit_in_floats(&color)) {
372             /* To clear full texture with integer format */
373             clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
374          }
375          else {
376             float rgba[4];
377 
378             if (int_target) {
379                rgba[0] = (float) color.i[0];
380                rgba[1] = (float) color.i[1];
381                rgba[2] = (float) color.i[2];
382                rgba[3] = (float) color.i[3];
383             }
384             else {
385                rgba[0] = color.f[0];
386                rgba[1] = color.f[1];
387                rgba[2] = color.f[2];
388                rgba[3] = color.f[3];
389             }
390 
391             /* clearing whole surface using VGPU10 command */
392             assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
393             SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
394                                                                  rgba));
395          }
396       }
397       else {
398          /* To clear subtexture use software fallback */
399 
400          /**
401           * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
402           * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
403           * util_clear_render_target() for PIPE_TEXTURE_3D.
404           */
405          if (rtv->texture->target != PIPE_TEXTURE_3D &&
406              pipe->screen->is_format_supported(pipe->screen, rtv->format,
407                                                rtv->texture->target,
408                                                rtv->texture->nr_samples,
409                                                rtv->texture->nr_storage_samples,
410                                                PIPE_BIND_RENDER_TARGET)) {
411             /* clear with quad drawing */
412             util_blitter_save_framebuffer(svga->blitter,
413                                           &svga->curr.framebuffer);
414             begin_blit(svga);
415             util_blitter_clear_render_target(svga->blitter,
416                                              rtv,
417                                              &color,
418                                              box->x, box->y,
419                                              box->width, box->height);
420          }
421          else {
422             /* clear with map/write/unmap */
423 
424             /* store layer values */
425             unsigned first_layer = rtv->u.tex.first_layer;
426             unsigned last_layer = rtv->u.tex.last_layer;
427             unsigned box_depth = last_layer - first_layer + 1;
428 
429             for (unsigned i = 0; i < box_depth; i++) {
430                rtv->u.tex.first_layer = rtv->u.tex.last_layer =
431                   first_layer + i;
432                util_clear_render_target(pipe, rtv, &color, box->x, box->y,
433                                         box->width, box->height);
434             }
435             /* restore layer values */
436             rtv->u.tex.first_layer = first_layer;
437             rtv->u.tex.last_layer = last_layer;
438          }
439       }
440    }
441    pipe_surface_reference(&surface, NULL);
442 }
443 
444 /**
445  * \brief  Clear the whole render target using vgpu10 functionality
446  *
447  * \param svga[in]  The svga context
448  * \param dst[in]  The surface to clear
449  * \param color[in]  Clear color
450  * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
451  * command submission resources.
452  */
453 static enum pipe_error
svga_try_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color)454 svga_try_clear_render_target(struct svga_context *svga,
455                              struct pipe_surface *dst,
456                              const union pipe_color_union *color)
457 {
458    struct pipe_surface *rtv =
459       svga_validate_surface_view(svga, svga_surface(dst));
460 
461    if (!rtv)
462       return PIPE_ERROR_OUT_OF_MEMORY;
463 
464    assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
465    return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
466  }
467 
468 /**
469  * \brief  Clear part of render target using gallium blitter utilities
470  *
471  * \param svga[in]  The svga context
472  * \param dst[in]  The surface to clear
473  * \param color[in]  Clear color
474  * \param dstx[in]  Clear region left
475  * \param dsty[in]  Clear region top
476  * \param width[in]  Clear region width
477  * \param height[in]  Clear region height
478  */
479 static void
svga_blitter_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color,unsigned dstx,unsigned dsty,unsigned width,unsigned height)480 svga_blitter_clear_render_target(struct svga_context *svga,
481                                  struct pipe_surface *dst,
482                                  const union pipe_color_union *color,
483                                  unsigned dstx, unsigned dsty,
484                                  unsigned width, unsigned height)
485 {
486    begin_blit(svga);
487    util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
488 
489    util_blitter_clear_render_target(svga->blitter, dst, color,
490                                     dstx, dsty, width, height);
491 }
492 
493 
494 /**
495  * \brief Clear render target pipe callback
496  *
497  * \param pipe[in]  The pipe context
498  * \param dst[in]  The surface to clear
499  * \param color[in]  Clear color
500  * \param dstx[in]  Clear region left
501  * \param dsty[in]  Clear region top
502  * \param width[in]  Clear region width
503  * \param height[in]  Clear region height
504  * \param render_condition_enabled[in]  Whether to use conditional rendering
505  * to clear (if elsewhere enabled).
506  */
507 static void
svga_clear_render_target(struct pipe_context * pipe,struct pipe_surface * dst,const union pipe_color_union * color,unsigned dstx,unsigned dsty,unsigned width,unsigned height,bool render_condition_enabled)508 svga_clear_render_target(struct pipe_context *pipe,
509                          struct pipe_surface *dst,
510                          const union pipe_color_union *color,
511                          unsigned dstx, unsigned dsty,
512                          unsigned width, unsigned height,
513                          bool render_condition_enabled)
514 {
515     struct svga_context *svga = svga_context( pipe );
516 
517     svga_toggle_render_condition(svga, render_condition_enabled, false);
518     if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
519         width != dst->width || height != dst->height) {
520        svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
521                                         height);
522     } else {
523        enum pipe_error ret;
524 
525        SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
526                                                               color));
527        assert (ret == PIPE_OK);
528     }
529     svga_toggle_render_condition(svga, render_condition_enabled, true);
530 }
531 
svga_init_clear_functions(struct svga_context * svga)532 void svga_init_clear_functions(struct svga_context *svga)
533 {
534    svga->pipe.clear_render_target = svga_clear_render_target;
535    svga->pipe.clear_texture = svga_have_vgpu10(svga) ? svga_clear_texture : NULL;
536    svga->pipe.clear = svga_clear;
537 }
538