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#include "broadcom/common/v3d_macros.h" 26#include "broadcom/cle/v3dx_pack.h" 27#include "broadcom/compiler/v3d_compiler.h" 28 29/* 30 * Packs and ensure bo for the shader state (the latter can be temporal). 31 */ 32static void 33pack_texture_shader_state_helper(struct v3dv_device *device, 34 struct v3dv_image_view *image_view, 35 bool for_cube_map_array_storage) 36{ 37 assert(!for_cube_map_array_storage || 38 image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY); 39 const uint32_t index = for_cube_map_array_storage ? 1 : 0; 40 41 assert(image_view->vk.image); 42 const struct v3dv_image *image = (struct v3dv_image *) image_view->vk.image; 43 44 assert(image->vk.samples == VK_SAMPLE_COUNT_1_BIT || 45 image->vk.samples == VK_SAMPLE_COUNT_4_BIT); 46 const uint32_t msaa_scale = image->vk.samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2; 47 48 v3dvx_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) { 49 50 tex.level_0_is_strictly_uif = 51 (image->slices[0].tiling == V3D_TILING_UIF_XOR || 52 image->slices[0].tiling == V3D_TILING_UIF_NO_XOR); 53 54 tex.level_0_xor_enable = (image->slices[0].tiling == V3D_TILING_UIF_XOR); 55 56 if (tex.level_0_is_strictly_uif) 57 tex.level_0_ub_pad = image->slices[0].ub_pad; 58 59 /* FIXME: v3d never sets uif_xor_disable, but uses it on the following 60 * check so let's set the default value 61 */ 62 tex.uif_xor_disable = false; 63 if (tex.uif_xor_disable || 64 tex.level_0_is_strictly_uif) { 65 tex.extended = true; 66 } 67 68 tex.base_level = image_view->vk.base_mip_level; 69 tex.max_level = image_view->vk.base_mip_level + 70 image_view->vk.level_count - 1; 71 72 tex.swizzle_r = v3d_translate_pipe_swizzle(image_view->swizzle[0]); 73 tex.swizzle_g = v3d_translate_pipe_swizzle(image_view->swizzle[1]); 74 tex.swizzle_b = v3d_translate_pipe_swizzle(image_view->swizzle[2]); 75 tex.swizzle_a = v3d_translate_pipe_swizzle(image_view->swizzle[3]); 76 77 tex.reverse_standard_border_color = image_view->channel_reverse; 78 79 tex.texture_type = image_view->format->tex_type; 80 81 if (image->vk.image_type == VK_IMAGE_TYPE_3D) { 82 tex.image_depth = image->vk.extent.depth; 83 } else { 84 tex.image_depth = image_view->vk.layer_count; 85 } 86 87 /* Empirical testing with CTS shows that when we are sampling from cube 88 * arrays we want to set image depth to layers / 6, but not when doing 89 * image load/store. 90 */ 91 if (image_view->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY && 92 !for_cube_map_array_storage) { 93 assert(tex.image_depth % 6 == 0); 94 tex.image_depth /= 6; 95 } 96 97 tex.image_height = image->vk.extent.height * msaa_scale; 98 tex.image_width = image->vk.extent.width * msaa_scale; 99 100 /* On 4.x, the height of a 1D texture is redefined to be the 101 * upper 14 bits of the width (which is only usable with txf). 102 */ 103 if (image->vk.image_type == VK_IMAGE_TYPE_1D) { 104 tex.image_height = tex.image_width >> 14; 105 } 106 tex.image_width &= (1 << 14) - 1; 107 tex.image_height &= (1 << 14) - 1; 108 109 tex.array_stride_64_byte_aligned = image->cube_map_stride / 64; 110 111 tex.srgb = vk_format_is_srgb(image_view->vk.view_format); 112 113 /* At this point we don't have the job. That's the reason the first 114 * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to 115 * add the bo to the job. This also means that we need to add manually 116 * the image bo to the job using the texture. 117 */ 118 const uint32_t base_offset = 119 image->mem->bo->offset + 120 v3dv_layer_offset(image, 0, image_view->vk.base_array_layer); 121 tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset); 122 } 123} 124 125void 126v3dX(pack_texture_shader_state)(struct v3dv_device *device, 127 struct v3dv_image_view *iview) 128{ 129 pack_texture_shader_state_helper(device, iview, false); 130 if (iview->vk.view_type == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY) 131 pack_texture_shader_state_helper(device, iview, true); 132} 133 134void 135v3dX(pack_texture_shader_state_from_buffer_view)(struct v3dv_device *device, 136 struct v3dv_buffer_view *buffer_view) 137{ 138 assert(buffer_view->buffer); 139 const struct v3dv_buffer *buffer = buffer_view->buffer; 140 141 v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) { 142 tex.swizzle_r = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_X); 143 tex.swizzle_g = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Y); 144 tex.swizzle_b = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Z); 145 tex.swizzle_a = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_W); 146 147 tex.image_depth = 1; 148 149 /* On 4.x, the height of a 1D texture is redefined to be the upper 14 150 * bits of the width (which is only usable with txf) (or in other words, 151 * we are providing a 28 bit field for size, but split on the usual 152 * 14bit height/width). 153 */ 154 tex.image_width = buffer_view->num_elements; 155 tex.image_height = tex.image_width >> 14; 156 tex.image_width &= (1 << 14) - 1; 157 tex.image_height &= (1 << 14) - 1; 158 159 tex.texture_type = buffer_view->format->tex_type; 160 tex.srgb = vk_format_is_srgb(buffer_view->vk_format); 161 162 /* At this point we don't have the job. That's the reason the first 163 * parameter is NULL, to avoid a crash when cl_pack_emit_reloc tries to 164 * add the bo to the job. This also means that we need to add manually 165 * the image bo to the job using the texture. 166 */ 167 const uint32_t base_offset = 168 buffer->mem->bo->offset + 169 buffer->mem_offset + 170 buffer_view->offset; 171 172 tex.texture_base_pointer = v3dv_cl_address(NULL, base_offset); 173 } 174} 175