1/*
2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22 * IN THE SOFTWARE.
23 */
24
25#ifndef V3D_RESOURCE_H
26#define V3D_RESOURCE_H
27
28#include "v3d_screen.h"
29#include "util/u_transfer.h"
30
31#include "broadcom/common/v3d_tiling.h"
32
33struct v3d_transfer {
34        struct pipe_transfer base;
35        void *map;
36};
37
38struct v3d_resource_slice {
39        uint32_t offset;
40        uint32_t stride;
41        uint32_t padded_height;
42        /* Size of a single pane of the slice.  For 3D textures, there will be
43         * a number of panes equal to the minified, power-of-two-aligned
44         * depth.
45         */
46        uint32_t size;
47        uint8_t ub_pad;
48        enum v3d_tiling_mode tiling;
49};
50
51struct v3d_surface {
52        struct pipe_surface base;
53        uint32_t offset;
54        enum v3d_tiling_mode tiling;
55        /**
56         * Output image format for TILE_RENDERING_MODE_CONFIGURATION
57         */
58        uint8_t format;
59
60        /**
61         * Internal format of the tile buffer for
62         * TILE_RENDERING_MODE_CONFIGURATION.
63         */
64        uint8_t internal_type;
65
66        /**
67         * internal bpp value (0=32bpp, 2=128bpp) for color buffers in
68         * TILE_RENDERING_MODE_CONFIGURATION.
69         */
70        uint8_t internal_bpp;
71
72        /**
73         * If the R and B channels should be swapped.  On V3D 3.x, we do it in
74         * the shader and the blend equation.  On V3D 4.1+, we can use the new
75         * TLB load/store flags instead of recompiling.
76         */
77        bool swap_rb;
78
79        uint32_t padded_height_of_output_image_in_uif_blocks;
80
81        /* If the resource being referenced is separate stencil, then this is
82         * the surface to use when reading/writing stencil.
83         */
84        struct pipe_surface *separate_stencil;
85};
86
87struct v3d_resource {
88        struct pipe_resource base;
89        struct v3d_bo *bo;
90        struct renderonly_scanout *scanout;
91        struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
92        uint32_t cube_map_stride;
93        uint32_t sand_col128_stride;
94        uint32_t size;
95        int cpp;
96        bool tiled;
97
98        /**
99         * Indicates if the CS has written the resource
100         */
101        bool compute_written;
102
103        /**
104         * Number of times the resource has been written to.
105         *
106         * This is used to track whether we need to load the surface on first
107         * rendering.
108         */
109        uint64_t writes;
110
111        /**
112         * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
113         * for which parts of the resource are defined.
114         *
115         * Used for avoiding fallback to quad clears for clearing just depth,
116         * when the stencil contents have never been initialized.  Note that
117         * we're lazy and fields not present in the buffer (DEPTH in a color
118         * buffer) may get marked.
119         */
120        uint32_t initialized_buffers;
121
122        /**
123         * A serial ID that is incremented every time a new BO is bound to a
124         * resource. We use this to track scenarios where we might need to
125         * update other resources to point to the new BO (like sampler states
126         * when a texture BO changes).
127         */
128        uint32_t serial_id;
129
130        enum pipe_format internal_format;
131
132        /* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
133        struct v3d_resource *separate_stencil;
134};
135
136static inline struct v3d_resource *
137v3d_resource(struct pipe_resource *prsc)
138{
139        return (struct v3d_resource *)prsc;
140}
141
142static inline struct v3d_surface *
143v3d_surface(struct pipe_surface *psurf)
144{
145        return (struct v3d_surface *)psurf;
146}
147
148static inline struct v3d_transfer *
149v3d_transfer(struct pipe_transfer *ptrans)
150{
151        return (struct v3d_transfer *)ptrans;
152}
153
154void v3d_resource_screen_init(struct pipe_screen *pscreen);
155void v3d_resource_context_init(struct pipe_context *pctx);
156struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
157                                          const struct pipe_resource *tmpl);
158void v3d_update_shadow_texture(struct pipe_context *pctx,
159                               struct pipe_sampler_view *view);
160uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
161                          uint32_t layer);
162
163
164#endif /* V3D_RESOURCE_H */
165