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