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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/v3d/v3d_blit.c
4570 views
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/*
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* Copyright © 2015-2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "util/format/u_format.h"
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#include "util/u_surface.h"
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#include "util/u_blitter.h"
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#include "compiler/nir/nir_builder.h"
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#include "v3d_context.h"
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#include "broadcom/common/v3d_tiling.h"
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void
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v3d_blitter_save(struct v3d_context *v3d)
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{
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util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
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v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
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util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
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util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
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util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
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util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
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util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
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v3d->streamout.targets);
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util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
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util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
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util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
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util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
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util_blitter_save_blend(v3d->blitter, v3d->blend);
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util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
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util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
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util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
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util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
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util_blitter_save_fragment_sampler_states(v3d->blitter,
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v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
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(void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
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util_blitter_save_fragment_sampler_views(v3d->blitter,
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v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
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v3d->tex[PIPE_SHADER_FRAGMENT].textures);
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util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
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v3d->streamout.targets);
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}
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static void
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v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
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{
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struct v3d_context *v3d = v3d_context(ctx);
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struct v3d_resource *src = v3d_resource(info->src.resource);
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struct pipe_resource *tiled = NULL;
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if (!info->mask)
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return;
70
71
if (!src->tiled) {
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struct pipe_box box = {
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.x = 0,
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.y = 0,
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.width = u_minify(info->src.resource->width0,
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info->src.level),
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.height = u_minify(info->src.resource->height0,
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info->src.level),
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.depth = 1,
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};
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struct pipe_resource tmpl = {
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.target = info->src.resource->target,
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.format = info->src.resource->format,
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.width0 = box.width,
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.height0 = box.height,
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.depth0 = 1,
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.array_size = 1,
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};
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tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
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if (!tiled) {
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fprintf(stderr, "Failed to create tiled blit temp\n");
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return;
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}
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ctx->resource_copy_region(ctx,
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tiled, 0,
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0, 0, 0,
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info->src.resource, info->src.level,
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&box);
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info->src.level = 0;
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info->src.resource = tiled;
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}
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if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
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fprintf(stderr, "blit unsupported %s -> %s\n",
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util_format_short_name(info->src.resource->format),
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util_format_short_name(info->dst.resource->format));
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return;
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}
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v3d_blitter_save(v3d);
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util_blitter_blit(v3d->blitter, info);
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pipe_resource_reference(&tiled, NULL);
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info->mask = 0;
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}
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/* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
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* or R8 texture.
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*/
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static void
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v3d_stencil_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
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{
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struct v3d_context *v3d = v3d_context(ctx);
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struct v3d_resource *src = v3d_resource(info->src.resource);
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struct v3d_resource *dst = v3d_resource(info->dst.resource);
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enum pipe_format src_format, dst_format;
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if ((info->mask & PIPE_MASK_S) == 0)
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return;
130
131
if (src->separate_stencil) {
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src = src->separate_stencil;
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src_format = PIPE_FORMAT_R8_UINT;
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} else {
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src_format = PIPE_FORMAT_RGBA8888_UINT;
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}
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if (dst->separate_stencil) {
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dst = dst->separate_stencil;
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dst_format = PIPE_FORMAT_R8_UINT;
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} else {
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dst_format = PIPE_FORMAT_RGBA8888_UINT;
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}
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/* Initialize the surface. */
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struct pipe_surface dst_tmpl = {
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.u.tex = {
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.level = info->dst.level,
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.first_layer = info->dst.box.z,
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.last_layer = info->dst.box.z,
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},
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.format = dst_format,
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};
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struct pipe_surface *dst_surf =
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ctx->create_surface(ctx, &dst->base, &dst_tmpl);
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/* Initialize the sampler view. */
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struct pipe_sampler_view src_tmpl = {
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.target = src->base.target,
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.format = src_format,
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.u.tex = {
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.first_level = info->src.level,
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.last_level = info->src.level,
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.first_layer = 0,
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.last_layer = (PIPE_TEXTURE_3D ?
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u_minify(src->base.depth0,
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info->src.level) - 1 :
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src->base.array_size - 1),
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},
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.swizzle_r = PIPE_SWIZZLE_X,
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.swizzle_g = PIPE_SWIZZLE_Y,
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.swizzle_b = PIPE_SWIZZLE_Z,
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.swizzle_a = PIPE_SWIZZLE_W,
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};
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struct pipe_sampler_view *src_view =
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ctx->create_sampler_view(ctx, &src->base, &src_tmpl);
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v3d_blitter_save(v3d);
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util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
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src_view, &info->src.box,
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src->base.width0, src->base.height0,
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PIPE_MASK_R,
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PIPE_TEX_FILTER_NEAREST,
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info->scissor_enable ? &info->scissor : NULL,
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info->alpha_blend);
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pipe_surface_reference(&dst_surf, NULL);
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pipe_sampler_view_reference(&src_view, NULL);
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info->mask &= ~PIPE_MASK_S;
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}
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/* Disable level 0 write, just write following mipmaps */
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#define V3D_TFU_IOA_DIMTW (1 << 0)
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#define V3D_TFU_IOA_FORMAT_SHIFT 3
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#define V3D_TFU_IOA_FORMAT_LINEARTILE 3
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#define V3D_TFU_IOA_FORMAT_UBLINEAR_1_COLUMN 4
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#define V3D_TFU_IOA_FORMAT_UBLINEAR_2_COLUMN 5
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#define V3D_TFU_IOA_FORMAT_UIF_NO_XOR 6
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#define V3D_TFU_IOA_FORMAT_UIF_XOR 7
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#define V3D_TFU_ICFG_NUMMM_SHIFT 5
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#define V3D_TFU_ICFG_TTYPE_SHIFT 9
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#define V3D_TFU_ICFG_OPAD_SHIFT 22
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#define V3D_TFU_ICFG_FORMAT_SHIFT 18
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#define V3D_TFU_ICFG_FORMAT_RASTER 0
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#define V3D_TFU_ICFG_FORMAT_SAND_128 1
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#define V3D_TFU_ICFG_FORMAT_SAND_256 2
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#define V3D_TFU_ICFG_FORMAT_LINEARTILE 11
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#define V3D_TFU_ICFG_FORMAT_UBLINEAR_1_COLUMN 12
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#define V3D_TFU_ICFG_FORMAT_UBLINEAR_2_COLUMN 13
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#define V3D_TFU_ICFG_FORMAT_UIF_NO_XOR 14
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#define V3D_TFU_ICFG_FORMAT_UIF_XOR 15
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static bool
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v3d_tfu(struct pipe_context *pctx,
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struct pipe_resource *pdst,
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struct pipe_resource *psrc,
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unsigned int src_level,
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unsigned int base_level,
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unsigned int last_level,
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unsigned int src_layer,
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unsigned int dst_layer,
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bool for_mipmap)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct v3d_screen *screen = v3d->screen;
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struct v3d_resource *src = v3d_resource(psrc);
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struct v3d_resource *dst = v3d_resource(pdst);
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struct v3d_resource_slice *src_base_slice = &src->slices[src_level];
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struct v3d_resource_slice *dst_base_slice = &dst->slices[base_level];
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int msaa_scale = pdst->nr_samples > 1 ? 2 : 1;
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int width = u_minify(pdst->width0, base_level) * msaa_scale;
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int height = u_minify(pdst->height0, base_level) * msaa_scale;
237
enum pipe_format pformat;
238
239
if (psrc->format != pdst->format)
240
return false;
241
if (psrc->nr_samples != pdst->nr_samples)
242
return false;
243
244
if (pdst->target != PIPE_TEXTURE_2D || psrc->target != PIPE_TEXTURE_2D)
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return false;
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247
/* Can't write to raster. */
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if (dst_base_slice->tiling == V3D_TILING_RASTER)
249
return false;
250
251
/* When using TFU for blit, we are doing exact copies (both input and
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* output format must be the same, no scaling, etc), so there is no
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* pixel format conversions. Thus we can rewrite the format to use one
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* that is TFU compatible based on its texel size.
255
*/
256
if (for_mipmap) {
257
pformat = pdst->format;
258
} else {
259
switch (dst->cpp) {
260
case 16: pformat = PIPE_FORMAT_R32G32B32A32_FLOAT; break;
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case 8: pformat = PIPE_FORMAT_R16G16B16A16_FLOAT; break;
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case 4: pformat = PIPE_FORMAT_R32_FLOAT; break;
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case 2: pformat = PIPE_FORMAT_R16_FLOAT; break;
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case 1: pformat = PIPE_FORMAT_R8_UNORM; break;
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default: unreachable("unsupported format bit-size"); break;
266
};
267
}
268
269
uint32_t tex_format = v3d_get_tex_format(&screen->devinfo, pformat);
270
271
if (!v3d_tfu_supports_tex_format(&screen->devinfo, tex_format, for_mipmap)) {
272
assert(for_mipmap);
273
return false;
274
}
275
276
v3d_flush_jobs_writing_resource(v3d, psrc, V3D_FLUSH_DEFAULT, false);
277
v3d_flush_jobs_reading_resource(v3d, pdst, V3D_FLUSH_DEFAULT, false);
278
279
struct drm_v3d_submit_tfu tfu = {
280
.ios = (height << 16) | width,
281
.bo_handles = {
282
dst->bo->handle,
283
src != dst ? src->bo->handle : 0
284
},
285
.in_sync = v3d->out_sync,
286
.out_sync = v3d->out_sync,
287
};
288
uint32_t src_offset = (src->bo->offset +
289
v3d_layer_offset(psrc, src_level, src_layer));
290
tfu.iia |= src_offset;
291
if (src_base_slice->tiling == V3D_TILING_RASTER) {
292
tfu.icfg |= (V3D_TFU_ICFG_FORMAT_RASTER <<
293
V3D_TFU_ICFG_FORMAT_SHIFT);
294
} else {
295
tfu.icfg |= ((V3D_TFU_ICFG_FORMAT_LINEARTILE +
296
(src_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
297
V3D_TFU_ICFG_FORMAT_SHIFT);
298
}
299
300
uint32_t dst_offset = (dst->bo->offset +
301
v3d_layer_offset(pdst, base_level, dst_layer));
302
tfu.ioa |= dst_offset;
303
if (last_level != base_level)
304
tfu.ioa |= V3D_TFU_IOA_DIMTW;
305
tfu.ioa |= ((V3D_TFU_IOA_FORMAT_LINEARTILE +
306
(dst_base_slice->tiling - V3D_TILING_LINEARTILE)) <<
307
V3D_TFU_IOA_FORMAT_SHIFT);
308
309
tfu.icfg |= tex_format << V3D_TFU_ICFG_TTYPE_SHIFT;
310
tfu.icfg |= (last_level - base_level) << V3D_TFU_ICFG_NUMMM_SHIFT;
311
312
switch (src_base_slice->tiling) {
313
case V3D_TILING_UIF_NO_XOR:
314
case V3D_TILING_UIF_XOR:
315
tfu.iis |= (src_base_slice->padded_height /
316
(2 * v3d_utile_height(src->cpp)));
317
break;
318
case V3D_TILING_RASTER:
319
tfu.iis |= src_base_slice->stride / src->cpp;
320
break;
321
case V3D_TILING_LINEARTILE:
322
case V3D_TILING_UBLINEAR_1_COLUMN:
323
case V3D_TILING_UBLINEAR_2_COLUMN:
324
break;
325
}
326
327
/* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
328
* OPAD field for the destination (how many extra UIF blocks beyond
329
* those necessary to cover the height). When filling mipmaps, the
330
* miplevel 1+ tiling state is inferred.
331
*/
332
if (dst_base_slice->tiling == V3D_TILING_UIF_NO_XOR ||
333
dst_base_slice->tiling == V3D_TILING_UIF_XOR) {
334
int uif_block_h = 2 * v3d_utile_height(dst->cpp);
335
int implicit_padded_height = align(height, uif_block_h);
336
337
tfu.icfg |= (((dst_base_slice->padded_height -
338
implicit_padded_height) / uif_block_h) <<
339
V3D_TFU_ICFG_OPAD_SHIFT);
340
}
341
342
int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_TFU, &tfu);
343
if (ret != 0) {
344
fprintf(stderr, "Failed to submit TFU job: %d\n", ret);
345
return false;
346
}
347
348
dst->writes++;
349
350
return true;
351
}
352
353
bool
354
v3d_generate_mipmap(struct pipe_context *pctx,
355
struct pipe_resource *prsc,
356
enum pipe_format format,
357
unsigned int base_level,
358
unsigned int last_level,
359
unsigned int first_layer,
360
unsigned int last_layer)
361
{
362
if (format != prsc->format)
363
return false;
364
365
/* We could maybe support looping over layers for array textures, but
366
* we definitely don't support 3D.
367
*/
368
if (first_layer != last_layer)
369
return false;
370
371
return v3d_tfu(pctx,
372
prsc, prsc,
373
base_level,
374
base_level, last_level,
375
first_layer, first_layer,
376
true);
377
}
378
379
static void
380
v3d_tfu_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
381
{
382
int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
383
int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
384
385
if ((info->mask & PIPE_MASK_RGBA) == 0)
386
return;
387
388
if (info->scissor_enable ||
389
info->dst.box.x != 0 ||
390
info->dst.box.y != 0 ||
391
info->dst.box.width != dst_width ||
392
info->dst.box.height != dst_height ||
393
info->src.box.x != 0 ||
394
info->src.box.y != 0 ||
395
info->src.box.width != info->dst.box.width ||
396
info->src.box.height != info->dst.box.height) {
397
return;
398
}
399
400
if (info->dst.format != info->src.format)
401
return;
402
403
if (v3d_tfu(pctx, info->dst.resource, info->src.resource,
404
info->src.level,
405
info->dst.level, info->dst.level,
406
info->src.box.z, info->dst.box.z,
407
false)) {
408
info->mask &= ~PIPE_MASK_RGBA;
409
}
410
}
411
412
static struct pipe_surface *
413
v3d_get_blit_surface(struct pipe_context *pctx,
414
struct pipe_resource *prsc,
415
unsigned level,
416
int16_t layer)
417
{
418
struct pipe_surface tmpl;
419
420
tmpl.format = prsc->format;
421
tmpl.u.tex.level = level;
422
tmpl.u.tex.first_layer = layer;
423
tmpl.u.tex.last_layer = layer;
424
425
return pctx->create_surface(pctx, prsc, &tmpl);
426
}
427
428
static bool
429
is_tile_unaligned(unsigned size, unsigned tile_size)
430
{
431
return size & (tile_size - 1);
432
}
433
434
static void
435
v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
436
{
437
struct v3d_context *v3d = v3d_context(pctx);
438
struct v3d_screen *screen = v3d->screen;
439
440
if (screen->devinfo.ver < 40 || !info->mask)
441
return;
442
443
bool is_color_blit = info->mask & PIPE_MASK_RGBA;
444
bool is_depth_blit = info->mask & PIPE_MASK_Z;
445
bool is_stencil_blit = info->mask & PIPE_MASK_S;
446
447
/* We should receive either a depth/stencil blit, or color blit, but
448
* not both.
449
*/
450
assert ((is_color_blit && !is_depth_blit && !is_stencil_blit) ||
451
(!is_color_blit && (is_depth_blit || is_stencil_blit)));
452
453
if (info->scissor_enable)
454
return;
455
456
if (info->src.box.x != info->dst.box.x ||
457
info->src.box.y != info->dst.box.y ||
458
info->src.box.width != info->dst.box.width ||
459
info->src.box.height != info->dst.box.height)
460
return;
461
462
if (is_color_blit &&
463
util_format_is_depth_or_stencil(info->dst.resource->format))
464
return;
465
466
if (!v3d_rt_format_supported(&screen->devinfo, info->src.resource->format))
467
return;
468
469
if (v3d_get_rt_format(&screen->devinfo, info->src.resource->format) !=
470
v3d_get_rt_format(&screen->devinfo, info->dst.resource->format))
471
return;
472
473
bool msaa = (info->src.resource->nr_samples > 1 ||
474
info->dst.resource->nr_samples > 1);
475
bool is_msaa_resolve = (info->src.resource->nr_samples > 1 &&
476
info->dst.resource->nr_samples < 2);
477
478
if (is_msaa_resolve &&
479
!v3d_format_supports_tlb_msaa_resolve(&screen->devinfo, info->src.resource->format))
480
return;
481
482
v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
483
484
struct pipe_surface *dst_surf =
485
v3d_get_blit_surface(pctx, info->dst.resource, info->dst.level, info->dst.box.z);
486
struct pipe_surface *src_surf =
487
v3d_get_blit_surface(pctx, info->src.resource, info->src.level, info->src.box.z);
488
489
struct pipe_surface *surfaces[V3D_MAX_DRAW_BUFFERS] = { 0 };
490
if (is_color_blit)
491
surfaces[0] = dst_surf;
492
493
uint32_t tile_width, tile_height, max_bpp;
494
v3d_get_tile_buffer_size(msaa, is_color_blit ? 1 : 0, surfaces, src_surf, &tile_width, &tile_height, &max_bpp);
495
496
int dst_surface_width = u_minify(info->dst.resource->width0,
497
info->dst.level);
498
int dst_surface_height = u_minify(info->dst.resource->height0,
499
info->dst.level);
500
if (is_tile_unaligned(info->dst.box.x, tile_width) ||
501
is_tile_unaligned(info->dst.box.y, tile_height) ||
502
(is_tile_unaligned(info->dst.box.width, tile_width) &&
503
info->dst.box.x + info->dst.box.width != dst_surface_width) ||
504
(is_tile_unaligned(info->dst.box.height, tile_height) &&
505
info->dst.box.y + info->dst.box.height != dst_surface_height)) {
506
pipe_surface_reference(&dst_surf, NULL);
507
pipe_surface_reference(&src_surf, NULL);
508
return;
509
}
510
511
struct v3d_job *job = v3d_get_job(v3d,
512
is_color_blit ? 1u : 0u,
513
surfaces,
514
is_color_blit ? NULL : dst_surf,
515
src_surf);
516
job->msaa = msaa;
517
job->tile_width = tile_width;
518
job->tile_height = tile_height;
519
job->internal_bpp = max_bpp;
520
job->draw_min_x = info->dst.box.x;
521
job->draw_min_y = info->dst.box.y;
522
job->draw_max_x = info->dst.box.x + info->dst.box.width;
523
job->draw_max_y = info->dst.box.y + info->dst.box.height;
524
job->scissor.disabled = false;
525
526
/* The simulator complains if we do a TLB load from a source with a
527
* stride that is smaller than the destination's, so we program the
528
* 'frame region' to match the smallest dimensions of the two surfaces.
529
* This should be fine because we only get here if the src and dst boxes
530
* match, so we know the blit involves the same tiles on both surfaces.
531
*/
532
job->draw_width = MIN2(dst_surf->width, src_surf->width);
533
job->draw_height = MIN2(dst_surf->height, src_surf->height);
534
job->draw_tiles_x = DIV_ROUND_UP(job->draw_width,
535
job->tile_width);
536
job->draw_tiles_y = DIV_ROUND_UP(job->draw_height,
537
job->tile_height);
538
539
job->needs_flush = true;
540
job->num_layers = info->dst.box.depth;
541
542
job->store = 0;
543
if (is_color_blit) {
544
job->store |= PIPE_CLEAR_COLOR0;
545
info->mask &= ~PIPE_MASK_RGBA;
546
}
547
if (is_depth_blit) {
548
job->store |= PIPE_CLEAR_DEPTH;
549
info->mask &= ~PIPE_MASK_Z;
550
}
551
if (is_stencil_blit){
552
job->store |= PIPE_CLEAR_STENCIL;
553
info->mask &= ~PIPE_MASK_S;
554
}
555
556
v3d41_start_binning(v3d, job);
557
558
v3d_job_submit(v3d, job);
559
560
pipe_surface_reference(&dst_surf, NULL);
561
pipe_surface_reference(&src_surf, NULL);
562
}
563
564
/**
565
* Creates the VS of the custom blit shader to convert YUV plane from
566
* the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
567
* This vertex shader is mostly a pass-through VS.
568
*/
569
static void *
570
v3d_get_sand8_vs(struct pipe_context *pctx)
571
{
572
struct v3d_context *v3d = v3d_context(pctx);
573
struct pipe_screen *pscreen = pctx->screen;
574
575
if (v3d->sand8_blit_vs)
576
return v3d->sand8_blit_vs;
577
578
const struct nir_shader_compiler_options *options =
579
pscreen->get_compiler_options(pscreen,
580
PIPE_SHADER_IR_NIR,
581
PIPE_SHADER_VERTEX);
582
583
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
584
options,
585
"sand8_blit_vs");
586
587
const struct glsl_type *vec4 = glsl_vec4_type();
588
nir_variable *pos_in = nir_variable_create(b.shader,
589
nir_var_shader_in,
590
vec4, "pos");
591
592
nir_variable *pos_out = nir_variable_create(b.shader,
593
nir_var_shader_out,
594
vec4, "gl_Position");
595
pos_out->data.location = VARYING_SLOT_POS;
596
nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
597
598
struct pipe_shader_state shader_tmpl = {
599
.type = PIPE_SHADER_IR_NIR,
600
.ir.nir = b.shader,
601
};
602
603
v3d->sand8_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
604
605
return v3d->sand8_blit_vs;
606
}
607
/**
608
* Creates the FS of the custom blit shader to convert YUV plane from
609
* the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
610
* The result texture is equivalent to a chroma (cpp=2) or luma (cpp=1)
611
* plane for a NV12 format without the SAND modifier.
612
*/
613
static void *
614
v3d_get_sand8_fs(struct pipe_context *pctx, int cpp)
615
{
616
struct v3d_context *v3d = v3d_context(pctx);
617
struct pipe_screen *pscreen = pctx->screen;
618
struct pipe_shader_state **cached_shader;
619
const char *name;
620
621
if (cpp == 1) {
622
cached_shader = &v3d->sand8_blit_fs_luma;
623
name = "sand8_blit_fs_luma";
624
} else {
625
cached_shader = &v3d->sand8_blit_fs_chroma;
626
name = "sand8_blit_fs_chroma";
627
}
628
629
if (*cached_shader)
630
return *cached_shader;
631
632
const struct nir_shader_compiler_options *options =
633
pscreen->get_compiler_options(pscreen,
634
PIPE_SHADER_IR_NIR,
635
PIPE_SHADER_FRAGMENT);
636
637
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
638
options, "%s", name);
639
const struct glsl_type *vec4 = glsl_vec4_type();
640
641
const struct glsl_type *glsl_int = glsl_int_type();
642
643
nir_variable *color_out =
644
nir_variable_create(b.shader, nir_var_shader_out,
645
vec4, "f_color");
646
color_out->data.location = FRAG_RESULT_COLOR;
647
648
nir_variable *pos_in =
649
nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos");
650
pos_in->data.location = VARYING_SLOT_POS;
651
nir_ssa_def *pos = nir_load_var(&b, pos_in);
652
653
nir_ssa_def *zero = nir_imm_int(&b, 0);
654
nir_ssa_def *one = nir_imm_int(&b, 1);
655
nir_ssa_def *two = nir_imm_int(&b, 2);
656
nir_ssa_def *six = nir_imm_int(&b, 6);
657
nir_ssa_def *seven = nir_imm_int(&b, 7);
658
nir_ssa_def *eight = nir_imm_int(&b, 8);
659
660
nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
661
nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
662
663
nir_variable *stride_in =
664
nir_variable_create(b.shader, nir_var_uniform, glsl_int,
665
"sand8_stride");
666
nir_ssa_def *stride =
667
nir_load_uniform(&b, 1, 32, zero,
668
.base = stride_in->data.driver_location,
669
.range = 1,
670
.dest_type = nir_type_int32);
671
672
nir_ssa_def *x_offset;
673
nir_ssa_def *y_offset;
674
675
/* UIF tiled format is composed by UIF blocks, Each block has
676
* four 64 byte microtiles. Inside each microtile pixels are stored
677
* in raster format. But microtiles have different dimensions
678
* based in the bits per pixel of the image.
679
*
680
* 8bpp microtile dimensions are 8x8
681
* 16bpp microtile dimensions are 8x4
682
* 32bpp microtile dimensions are 4x4
683
*
684
* As we are reading and writing with 32bpp to optimize
685
* the number of texture operations during the blit. We need
686
* to adjust the offsets were we read and write as data will
687
* be later read using 8bpp (luma) and 16bpp (chroma).
688
*
689
* For chroma 8x4 16bpp raster order is compatible with 4x4
690
* 32bpp. In both layouts each line has 8*2 == 4*4 == 16 bytes.
691
* But luma 8x8 8bpp raster order is not compatible
692
* with 4x4 32bpp. 8bpp has 8 bytes per line, and 32bpp has
693
* 16 bytes per line. So if we read a 8bpp texture that was
694
* written as 32bpp texture. Bytes would be misplaced.
695
*
696
* inter/intra_utile_x_offests takes care of mapping the offsets
697
* between microtiles to deal with this issue for luma planes.
698
*/
699
if (cpp == 1) {
700
nir_ssa_def *intra_utile_x_offset =
701
nir_ishl(&b, nir_iand_imm(&b, x, 1), two);
702
nir_ssa_def *inter_utile_x_offset =
703
nir_ishl(&b, nir_iand_imm(&b, x, 60), one);
704
nir_ssa_def *stripe_offset=
705
nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 6),
706
stride),
707
seven);
708
709
x_offset = nir_iadd(&b, stripe_offset,
710
nir_iadd(&b, intra_utile_x_offset,
711
inter_utile_x_offset));
712
y_offset = nir_iadd(&b,
713
nir_ishl(&b, nir_iand_imm(&b, x, 2), six),
714
nir_ishl(&b, y, eight));
715
} else {
716
nir_ssa_def *stripe_offset=
717
nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 5),
718
stride),
719
seven);
720
x_offset = nir_iadd(&b, stripe_offset,
721
nir_ishl(&b, nir_iand_imm(&b, x, 31), two));
722
y_offset = nir_ishl(&b, y, seven);
723
}
724
nir_ssa_def *ubo_offset = nir_iadd(&b, x_offset, y_offset);
725
nir_ssa_def *load =
726
nir_load_ubo(&b, 1, 32, one, ubo_offset,
727
.align_mul = 4,
728
.align_offset = 0,
729
.range_base = 0,
730
.range = ~0);
731
732
nir_ssa_def *output = nir_unpack_unorm_4x8(&b, load);
733
734
nir_store_var(&b, color_out,
735
output,
736
0xF);
737
738
struct pipe_shader_state shader_tmpl = {
739
.type = PIPE_SHADER_IR_NIR,
740
.ir.nir = b.shader,
741
};
742
743
*cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
744
745
return *cached_shader;
746
}
747
748
/**
749
* Turns NV12 with SAND8 format modifier from raster-order with interleaved
750
* luma and chroma 128-byte-wide-columns to tiled format for luma and chroma.
751
*
752
* This implementation is based on vc4_yuv_blit.
753
*/
754
static void
755
v3d_sand8_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
756
{
757
struct v3d_context *v3d = v3d_context(pctx);
758
struct v3d_resource *src = v3d_resource(info->src.resource);
759
ASSERTED struct v3d_resource *dst = v3d_resource(info->dst.resource);
760
761
if (!src->sand_col128_stride)
762
return;
763
if (src->tiled)
764
return;
765
if (src->base.format != PIPE_FORMAT_R8_UNORM &&
766
src->base.format != PIPE_FORMAT_R8G8_UNORM)
767
return;
768
if (!(info->mask & PIPE_MASK_RGBA))
769
return;
770
771
assert(dst->base.format == src->base.format);
772
assert(dst->tiled);
773
774
assert(info->src.box.x == 0 && info->dst.box.x == 0);
775
assert(info->src.box.y == 0 && info->dst.box.y == 0);
776
assert(info->src.box.width == info->dst.box.width);
777
assert(info->src.box.height == info->dst.box.height);
778
779
v3d_blitter_save(v3d);
780
781
struct pipe_surface dst_tmpl;
782
util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
783
info->dst.level, info->dst.box.z);
784
/* Although the src textures are cpp=1 or cpp=2, the dst texture
785
* uses a cpp=4 dst texture. So, all read/write texture ops will
786
* be done using 32-bit read and writes.
787
*/
788
dst_tmpl.format = PIPE_FORMAT_R8G8B8A8_UNORM;
789
struct pipe_surface *dst_surf =
790
pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
791
if (!dst_surf) {
792
fprintf(stderr, "Failed to create YUV dst surface\n");
793
util_blitter_unset_running_flag(v3d->blitter);
794
return;
795
}
796
797
uint32_t sand8_stride = src->sand_col128_stride;
798
799
/* Adjust the dimensions of dst luma/chroma to match src
800
* size now we are using a cpp=4 format. Next dimension take into
801
* account the UIF microtile layouts.
802
*/
803
dst_surf->width = align(dst_surf->width, 8) / 2;
804
if (src->cpp == 1)
805
dst_surf->height /= 2;
806
807
/* Set the constant buffer. */
808
struct pipe_constant_buffer cb_uniforms = {
809
.user_buffer = &sand8_stride,
810
.buffer_size = sizeof(sand8_stride),
811
};
812
813
pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false,
814
&cb_uniforms);
815
struct pipe_constant_buffer cb_src = {
816
.buffer = info->src.resource,
817
.buffer_offset = src->slices[info->src.level].offset,
818
.buffer_size = (src->bo->size -
819
src->slices[info->src.level].offset),
820
};
821
pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 2, false,
822
&cb_src);
823
/* Unbind the textures, to make sure we don't try to recurse into the
824
* shadow blit.
825
*/
826
pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, NULL);
827
pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
828
829
util_blitter_custom_shader(v3d->blitter, dst_surf,
830
v3d_get_sand8_vs(pctx),
831
v3d_get_sand8_fs(pctx, src->cpp));
832
833
util_blitter_restore_textures(v3d->blitter);
834
util_blitter_restore_constant_buffer_state(v3d->blitter);
835
836
/* Restore cb1 (util_blitter doesn't handle this one). */
837
struct pipe_constant_buffer cb_disabled = { 0 };
838
pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false,
839
&cb_disabled);
840
841
pipe_surface_reference(&dst_surf, NULL);
842
843
info->mask &= ~PIPE_MASK_RGBA;
844
return;
845
}
846
847
848
/* Optimal hardware path for blitting pixels.
849
* Scaling, format conversion, up- and downsampling (resolve) are allowed.
850
*/
851
void
852
v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
853
{
854
struct v3d_context *v3d = v3d_context(pctx);
855
struct pipe_blit_info info = *blit_info;
856
857
v3d_sand8_blit(pctx, &info);
858
859
v3d_tfu_blit(pctx, &info);
860
861
v3d_tlb_blit(pctx, &info);
862
863
v3d_stencil_blit(pctx, &info);
864
865
v3d_render_blit(pctx, &info);
866
867
/* Flush our blit jobs immediately. They're unlikely to get reused by
868
* normal drawing or other blits, and without flushing we can easily
869
* run into unexpected OOMs when blits are used for a large series of
870
* texture uploads before using the textures.
871
*/
872
v3d_flush_jobs_writing_resource(v3d, info.dst.resource,
873
V3D_FLUSH_DEFAULT, false);
874
}
875
876