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
32static 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
40static const enum V3DX(Compare_Function)
41vk_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
53static 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
168void
169v3dX(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 */
257void
258v3dX(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
312uint32_t
313v3dX(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
329void
330v3dX(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
366void
367v3dX(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