blob: d07f07fab763b06875deebdaf61d70013c01b96d [file] [log] [blame]
/*
* Copyright © 2014-2017 Broadcom
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "pipe/p_defines.h"
#include "util/u_memory.h"
#include "util/format/u_format.h"
#include "util/u_inlines.h"
#include "util/u_surface.h"
#include "util/u_transfer_helper.h"
#include "util/u_upload_mgr.h"
#include "util/format/u_format_zs.h"
#include "util/u_drm.h"
#include "drm-uapi/drm_fourcc.h"
#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
#include "broadcom/cle/v3d_packet_v33_pack.h"
static void
v3d_debug_resource_layout(struct v3d_resource *rsc, const char *caller)
{
if (!V3D_DBG(SURFACE))
return;
struct pipe_resource *prsc = &rsc->base;
if (prsc->target == PIPE_BUFFER) {
fprintf(stderr,
"rsc %s %p (format %s), %dx%d buffer @0x%08x-0x%08x\n",
caller, rsc,
util_format_short_name(prsc->format),
prsc->width0, prsc->height0,
rsc->bo->offset,
rsc->bo->offset + rsc->bo->size - 1);
return;
}
static const char *const tiling_descriptions[] = {
[V3D_TILING_RASTER] = "R",
[V3D_TILING_LINEARTILE] = "LT",
[V3D_TILING_UBLINEAR_1_COLUMN] = "UB1",
[V3D_TILING_UBLINEAR_2_COLUMN] = "UB2",
[V3D_TILING_UIF_NO_XOR] = "UIF",
[V3D_TILING_UIF_XOR] = "UIF^",
};
for (int i = 0; i <= prsc->last_level; i++) {
struct v3d_resource_slice *slice = &rsc->slices[i];
int level_width = slice->stride / rsc->cpp;
int level_height = slice->padded_height;
int level_depth =
u_minify(util_next_power_of_two(prsc->depth0), i);
fprintf(stderr,
"rsc %s %p (format %s), %dx%d: "
"level %d (%s) %dx%dx%d -> %dx%dx%d, stride %d@0x%08x\n",
caller, rsc,
util_format_short_name(prsc->format),
prsc->width0, prsc->height0,
i, tiling_descriptions[slice->tiling],
u_minify(prsc->width0, i),
u_minify(prsc->height0, i),
u_minify(prsc->depth0, i),
level_width,
level_height,
level_depth,
slice->stride,
rsc->bo->offset + slice->offset);
}
}
static bool
v3d_resource_bo_alloc(struct v3d_resource *rsc)
{
struct pipe_resource *prsc = &rsc->base;
struct pipe_screen *pscreen = prsc->screen;
struct v3d_bo *bo;
bo = v3d_bo_alloc(v3d_screen(pscreen), rsc->size, "resource");
if (bo) {
v3d_bo_unreference(&rsc->bo);
rsc->bo = bo;
rsc->serial_id++;
v3d_debug_resource_layout(rsc, "alloc");
return true;
} else {
return false;
}
}
static void
v3d_resource_transfer_unmap(struct pipe_context *pctx,
struct pipe_transfer *ptrans)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_transfer *trans = v3d_transfer(ptrans);
if (trans->map) {
struct v3d_resource *rsc = v3d_resource(ptrans->resource);
struct v3d_resource_slice *slice = &rsc->slices[ptrans->level];
if (ptrans->usage & PIPE_MAP_WRITE) {
for (int z = 0; z < ptrans->box.depth; z++) {
void *dst = rsc->bo->map +
v3d_layer_offset(&rsc->base,
ptrans->level,
ptrans->box.z + z);
v3d_store_tiled_image(dst,
slice->stride,
(trans->map +
ptrans->stride *
ptrans->box.height * z),
ptrans->stride,
slice->tiling, rsc->cpp,
slice->padded_height,
&ptrans->box);
}
}
free(trans->map);
}
pipe_resource_reference(&ptrans->resource, NULL);
slab_free(&v3d->transfer_pool, ptrans);
}
static void
rebind_sampler_views(struct v3d_context *v3d,
struct v3d_resource *rsc)
{
for (int st = 0; st < PIPE_SHADER_TYPES; st++) {
struct v3d_texture_stateobj *tex = v3d->tex + st;
for (unsigned i = 0; i < tex->num_textures; i++) {
struct pipe_sampler_view *psview = tex->textures[i];
if (psview->texture != &rsc->base)
continue;
struct v3d_sampler_view *sview =
v3d_sampler_view(psview);
v3d_create_texture_shader_state_bo(v3d, sview);
v3d_flag_dirty_sampler_state(v3d, st);
}
}
}
static void
v3d_map_usage_prep(struct pipe_context *pctx,
struct pipe_resource *prsc,
unsigned usage)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_resource *rsc = v3d_resource(prsc);
if (usage & PIPE_MAP_DISCARD_WHOLE_RESOURCE) {
if (v3d_resource_bo_alloc(rsc)) {
/* If it might be bound as one of our vertex buffers
* or UBOs, make sure we re-emit vertex buffer state
* or uniforms.
*/
if (prsc->bind & PIPE_BIND_VERTEX_BUFFER)
v3d->dirty |= V3D_DIRTY_VTXBUF;
if (prsc->bind & PIPE_BIND_CONSTANT_BUFFER)
v3d->dirty |= V3D_DIRTY_CONSTBUF;
/* Since we are changing the texture BO we need to
* update any bound samplers to point to the new
* BO. Notice we can have samplers that are not
* currently bound to the state that won't be
* updated. These will be fixed when they are bound in
* v3d_set_sampler_views.
*/
if (prsc->bind & PIPE_BIND_SAMPLER_VIEW)
rebind_sampler_views(v3d, rsc);
} else {
/* If we failed to reallocate, flush users so that we
* don't violate any syncing requirements.
*/
v3d_flush_jobs_reading_resource(v3d, prsc,
V3D_FLUSH_DEFAULT,
false);
}
} else if (!(usage & PIPE_MAP_UNSYNCHRONIZED)) {
/* If we're writing and the buffer is being used by the CL, we
* have to flush the CL first. If we're only reading, we need
* to flush if the CL has written our buffer.
*/
if (usage & PIPE_MAP_WRITE) {
v3d_flush_jobs_reading_resource(v3d, prsc,
V3D_FLUSH_ALWAYS,
false);
} else {
v3d_flush_jobs_writing_resource(v3d, prsc,
V3D_FLUSH_ALWAYS,
false);
}
}
if (usage & PIPE_MAP_WRITE) {
rsc->writes++;
rsc->initialized_buffers = ~0;
}
}
static void *
v3d_resource_transfer_map(struct pipe_context *pctx,
struct pipe_resource *prsc,
unsigned level, unsigned usage,
const struct pipe_box *box,
struct pipe_transfer **pptrans)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_resource *rsc = v3d_resource(prsc);
struct v3d_transfer *trans;
struct pipe_transfer *ptrans;
enum pipe_format format = prsc->format;
char *buf;
/* MSAA maps should have been handled by u_transfer_helper. */
assert(prsc->nr_samples <= 1);
/* Upgrade DISCARD_RANGE to WHOLE_RESOURCE if the whole resource is
* being mapped.
*/
if ((usage & PIPE_MAP_DISCARD_RANGE) &&
!(usage & PIPE_MAP_UNSYNCHRONIZED) &&
!(prsc->flags & PIPE_RESOURCE_FLAG_MAP_PERSISTENT) &&
prsc->last_level == 0 &&
prsc->width0 == box->width &&
prsc->height0 == box->height &&
prsc->depth0 == box->depth &&
prsc->array_size == 1 &&
rsc->bo->private) {
usage |= PIPE_MAP_DISCARD_WHOLE_RESOURCE;
}
v3d_map_usage_prep(pctx, prsc, usage);
trans = slab_zalloc(&v3d->transfer_pool);
if (!trans)
return NULL;
/* XXX: Handle DONTBLOCK, DISCARD_RANGE, PERSISTENT, COHERENT. */
ptrans = &trans->base;
pipe_resource_reference(&ptrans->resource, prsc);
ptrans->level = level;
ptrans->usage = usage;
ptrans->box = *box;
/* Note that the current kernel implementation is synchronous, so no
* need to do syncing stuff here yet.
*/
if (usage & PIPE_MAP_UNSYNCHRONIZED)
buf = v3d_bo_map_unsynchronized(rsc->bo);
else
buf = v3d_bo_map(rsc->bo);
if (!buf) {
fprintf(stderr, "Failed to map bo\n");
goto fail;
}
*pptrans = ptrans;
/* Our load/store routines work on entire compressed blocks. */
u_box_pixels_to_blocks(&ptrans->box, &ptrans->box, format);
struct v3d_resource_slice *slice = &rsc->slices[level];
if (rsc->tiled) {
/* No direct mappings of tiled, since we need to manually
* tile/untile.
*/
if (usage & PIPE_MAP_DIRECTLY)
return NULL;
ptrans->stride = ptrans->box.width * rsc->cpp;
ptrans->layer_stride = ptrans->stride * ptrans->box.height;
trans->map = malloc(ptrans->layer_stride * ptrans->box.depth);
if (usage & PIPE_MAP_READ) {
for (int z = 0; z < ptrans->box.depth; z++) {
void *src = rsc->bo->map +
v3d_layer_offset(&rsc->base,
ptrans->level,
ptrans->box.z + z);
v3d_load_tiled_image((trans->map +
ptrans->stride *
ptrans->box.height * z),
ptrans->stride,
src,
slice->stride,
slice->tiling, rsc->cpp,
slice->padded_height,
&ptrans->box);
}
}
return trans->map;
} else {
ptrans->stride = slice->stride;
ptrans->layer_stride = rsc->cube_map_stride;
return buf + slice->offset +
ptrans->box.y * ptrans->stride +
ptrans->box.x * rsc->cpp +
ptrans->box.z * rsc->cube_map_stride;
}
fail:
v3d_resource_transfer_unmap(pctx, ptrans);
return NULL;
}
static void
v3d_texture_subdata(struct pipe_context *pctx,
struct pipe_resource *prsc,
unsigned level,
unsigned usage,
const struct pipe_box *box,
const void *data,
unsigned stride,
unsigned layer_stride)
{
struct v3d_resource *rsc = v3d_resource(prsc);
struct v3d_resource_slice *slice = &rsc->slices[level];
/* For a direct mapping, we can just take the u_transfer path. */
if (!rsc->tiled) {
return u_default_texture_subdata(pctx, prsc, level, usage, box,
data, stride, layer_stride);
}
/* Otherwise, map and store the texture data directly into the tiled
* texture. Note that gallium's texture_subdata may be called with
* obvious usage flags missing!
*/
v3d_map_usage_prep(pctx, prsc, usage | (PIPE_MAP_WRITE |
PIPE_MAP_DISCARD_RANGE));
void *buf;
if (usage & PIPE_MAP_UNSYNCHRONIZED)
buf = v3d_bo_map_unsynchronized(rsc->bo);
else
buf = v3d_bo_map(rsc->bo);
for (int i = 0; i < box->depth; i++) {
v3d_store_tiled_image(buf +
v3d_layer_offset(&rsc->base,
level,
box->z + i),
slice->stride,
(void *)data + layer_stride * i,
stride,
slice->tiling, rsc->cpp, slice->padded_height,
box);
}
}
static void
v3d_resource_destroy(struct pipe_screen *pscreen,
struct pipe_resource *prsc)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_resource *rsc = v3d_resource(prsc);
if (rsc->scanout)
renderonly_scanout_destroy(rsc->scanout, screen->ro);
v3d_bo_unreference(&rsc->bo);
free(rsc);
}
static uint64_t
v3d_resource_modifier(struct v3d_resource *rsc)
{
if (rsc->tiled) {
/* A shared tiled buffer should always be allocated as UIF,
* not UBLINEAR or LT.
*/
assert(rsc->slices[0].tiling == V3D_TILING_UIF_XOR ||
rsc->slices[0].tiling == V3D_TILING_UIF_NO_XOR);
return DRM_FORMAT_MOD_BROADCOM_UIF;
} else {
return DRM_FORMAT_MOD_LINEAR;
}
}
static bool
v3d_resource_get_handle(struct pipe_screen *pscreen,
struct pipe_context *pctx,
struct pipe_resource *prsc,
struct winsys_handle *whandle,
unsigned usage)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_resource *rsc = v3d_resource(prsc);
struct v3d_bo *bo = rsc->bo;
whandle->stride = rsc->slices[0].stride;
whandle->offset = 0;
whandle->modifier = v3d_resource_modifier(rsc);
/* If we're passing some reference to our BO out to some other part of
* the system, then we can't do any optimizations about only us being
* the ones seeing it (like BO caching).
*/
bo->private = false;
switch (whandle->type) {
case WINSYS_HANDLE_TYPE_SHARED:
return v3d_bo_flink(bo, &whandle->handle);
case WINSYS_HANDLE_TYPE_KMS:
if (screen->ro) {
if (renderonly_get_handle(rsc->scanout, whandle)) {
whandle->stride = rsc->slices[0].stride;
return true;
}
return false;
}
whandle->handle = bo->handle;
return true;
case WINSYS_HANDLE_TYPE_FD:
whandle->handle = v3d_bo_get_dmabuf(bo);
return whandle->handle != -1;
}
return false;
}
static bool
v3d_resource_get_param(struct pipe_screen *pscreen,
struct pipe_context *pctx, struct pipe_resource *prsc,
unsigned plane, unsigned layer, unsigned level,
enum pipe_resource_param param,
unsigned usage, uint64_t *value)
{
struct v3d_resource *rsc = v3d_resource(prsc);
switch (param) {
case PIPE_RESOURCE_PARAM_STRIDE:
*value = rsc->slices[level].stride;
return true;
case PIPE_RESOURCE_PARAM_OFFSET:
*value = 0;
return true;
case PIPE_RESOURCE_PARAM_MODIFIER:
*value = v3d_resource_modifier(rsc);
return true;
default:
return false;
}
}
#define PAGE_UB_ROWS (V3D_UIFCFG_PAGE_SIZE / V3D_UIFBLOCK_ROW_SIZE)
#define PAGE_UB_ROWS_TIMES_1_5 ((PAGE_UB_ROWS * 3) >> 1)
#define PAGE_CACHE_UB_ROWS (V3D_PAGE_CACHE_SIZE / V3D_UIFBLOCK_ROW_SIZE)
#define PAGE_CACHE_MINUS_1_5_UB_ROWS (PAGE_CACHE_UB_ROWS - PAGE_UB_ROWS_TIMES_1_5)
/**
* Computes the HW's UIFblock padding for a given height/cpp.
*
* The goal of the padding is to keep pages of the same color (bank number) at
* least half a page away from each other vertically when crossing between
* between columns of UIF blocks.
*/
static uint32_t
v3d_get_ub_pad(struct v3d_resource *rsc, uint32_t height)
{
uint32_t utile_h = v3d_utile_height(rsc->cpp);
uint32_t uif_block_h = utile_h * 2;
uint32_t height_ub = height / uif_block_h;
uint32_t height_offset_in_pc = height_ub % PAGE_CACHE_UB_ROWS;
/* For the perfectly-aligned-for-UIF-XOR case, don't add any pad. */
if (height_offset_in_pc == 0)
return 0;
/* Try padding up to where we're offset by at least half a page. */
if (height_offset_in_pc < PAGE_UB_ROWS_TIMES_1_5) {
/* If we fit entirely in the page cache, don't pad. */
if (height_ub < PAGE_CACHE_UB_ROWS)
return 0;
else
return PAGE_UB_ROWS_TIMES_1_5 - height_offset_in_pc;
}
/* If we're close to being aligned to page cache size, then round up
* and rely on XOR.
*/
if (height_offset_in_pc > PAGE_CACHE_MINUS_1_5_UB_ROWS)
return PAGE_CACHE_UB_ROWS - height_offset_in_pc;
/* Otherwise, we're far enough away (top and bottom) to not need any
* padding.
*/
return 0;
}
static void
v3d_setup_slices(struct v3d_resource *rsc, uint32_t winsys_stride,
bool uif_top)
{
struct pipe_resource *prsc = &rsc->base;
uint32_t width = prsc->width0;
uint32_t height = prsc->height0;
uint32_t depth = prsc->depth0;
/* Note that power-of-two padding is based on level 1. These are not
* equivalent to just util_next_power_of_two(dimension), because at a
* level 0 dimension of 9, the level 1 power-of-two padded value is 4,
* not 8.
*/
uint32_t pot_width = 2 * util_next_power_of_two(u_minify(width, 1));
uint32_t pot_height = 2 * util_next_power_of_two(u_minify(height, 1));
uint32_t pot_depth = 2 * util_next_power_of_two(u_minify(depth, 1));
uint32_t offset = 0;
uint32_t utile_w = v3d_utile_width(rsc->cpp);
uint32_t utile_h = v3d_utile_height(rsc->cpp);
uint32_t uif_block_w = utile_w * 2;
uint32_t uif_block_h = utile_h * 2;
uint32_t block_width = util_format_get_blockwidth(prsc->format);
uint32_t block_height = util_format_get_blockheight(prsc->format);
bool msaa = prsc->nr_samples > 1;
/* MSAA textures/renderbuffers are always laid out as single-level
* UIF.
*/
uif_top |= msaa;
/* Check some easy mistakes to make in a resource_create() call that
* will break our setup.
*/
assert(prsc->array_size != 0);
assert(prsc->depth0 != 0);
for (int i = prsc->last_level; i >= 0; i--) {
struct v3d_resource_slice *slice = &rsc->slices[i];
uint32_t level_width, level_height, level_depth;
if (i < 2) {
level_width = u_minify(width, i);
level_height = u_minify(height, i);
} else {
level_width = u_minify(pot_width, i);
level_height = u_minify(pot_height, i);
}
if (i < 1)
level_depth = u_minify(depth, i);
else
level_depth = u_minify(pot_depth, i);
if (msaa) {
level_width *= 2;
level_height *= 2;
}
level_width = DIV_ROUND_UP(level_width, block_width);
level_height = DIV_ROUND_UP(level_height, block_height);
if (!rsc->tiled) {
slice->tiling = V3D_TILING_RASTER;
if (prsc->target == PIPE_TEXTURE_1D)
level_width = align(level_width, 64 / rsc->cpp);
} else {
if ((i != 0 || !uif_top) &&
(level_width <= utile_w ||
level_height <= utile_h)) {
slice->tiling = V3D_TILING_LINEARTILE;
level_width = align(level_width, utile_w);
level_height = align(level_height, utile_h);
} else if ((i != 0 || !uif_top) &&
level_width <= uif_block_w) {
slice->tiling = V3D_TILING_UBLINEAR_1_COLUMN;
level_width = align(level_width, uif_block_w);
level_height = align(level_height, uif_block_h);
} else if ((i != 0 || !uif_top) &&
level_width <= 2 * uif_block_w) {
slice->tiling = V3D_TILING_UBLINEAR_2_COLUMN;
level_width = align(level_width, 2 * uif_block_w);
level_height = align(level_height, uif_block_h);
} else {
/* We align the width to a 4-block column of
* UIF blocks, but we only align height to UIF
* blocks.
*/
level_width = align(level_width,
4 * uif_block_w);
level_height = align(level_height,
uif_block_h);
slice->ub_pad = v3d_get_ub_pad(rsc,
level_height);
level_height += slice->ub_pad * uif_block_h;
/* If the padding set us to to be aligned to
* the page cache size, then the HW will use
* the XOR bit on odd columns to get us
* perfectly misaligned
*/
if ((level_height / uif_block_h) %
(V3D_PAGE_CACHE_SIZE /
V3D_UIFBLOCK_ROW_SIZE) == 0) {
slice->tiling = V3D_TILING_UIF_XOR;
} else {
slice->tiling = V3D_TILING_UIF_NO_XOR;
}
}
}
slice->offset = offset;
if (winsys_stride)
slice->stride = winsys_stride;
else
slice->stride = level_width * rsc->cpp;
slice->padded_height = level_height;
slice->size = level_height * slice->stride;
uint32_t slice_total_size = slice->size * level_depth;
/* The HW aligns level 1's base to a page if any of level 1 or
* below could be UIF XOR. The lower levels then inherit the
* alignment for as long as necessary, thanks to being power of
* two aligned.
*/
if (i == 1 &&
level_width > 4 * uif_block_w &&
level_height > PAGE_CACHE_MINUS_1_5_UB_ROWS * uif_block_h) {
slice_total_size = align(slice_total_size,
V3D_UIFCFG_PAGE_SIZE);
}
offset += slice_total_size;
}
rsc->size = offset;
/* UIF/UBLINEAR levels need to be aligned to UIF-blocks, and LT only
* needs to be aligned to utile boundaries. Since tiles are laid out
* from small to big in memory, we need to align the later UIF slices
* to UIF blocks, if they were preceded by non-UIF-block-aligned LT
* slices.
*
* We additionally align to 4k, which improves UIF XOR performance.
*/
uint32_t page_align_offset = (align(rsc->slices[0].offset, 4096) -
rsc->slices[0].offset);
if (page_align_offset) {
rsc->size += page_align_offset;
for (int i = 0; i <= prsc->last_level; i++)
rsc->slices[i].offset += page_align_offset;
}
/* Arrays and cube textures have a stride which is the distance from
* one full mipmap tree to the next (64b aligned). For 3D textures,
* we need to program the stride between slices of miplevel 0.
*/
if (prsc->target != PIPE_TEXTURE_3D) {
rsc->cube_map_stride = align(rsc->slices[0].offset +
rsc->slices[0].size, 64);
rsc->size += rsc->cube_map_stride * (prsc->array_size - 1);
} else {
rsc->cube_map_stride = rsc->slices[0].size;
}
}
uint32_t
v3d_layer_offset(struct pipe_resource *prsc, uint32_t level, uint32_t layer)
{
struct v3d_resource *rsc = v3d_resource(prsc);
struct v3d_resource_slice *slice = &rsc->slices[level];
if (prsc->target == PIPE_TEXTURE_3D)
return slice->offset + layer * slice->size;
else
return slice->offset + layer * rsc->cube_map_stride;
}
static struct v3d_resource *
v3d_resource_setup(struct pipe_screen *pscreen,
const struct pipe_resource *tmpl)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_resource *rsc = CALLOC_STRUCT(v3d_resource);
if (!rsc)
return NULL;
struct pipe_resource *prsc = &rsc->base;
*prsc = *tmpl;
pipe_reference_init(&prsc->reference, 1);
prsc->screen = pscreen;
if (prsc->nr_samples <= 1 ||
screen->devinfo.ver >= 40 ||
util_format_is_depth_or_stencil(prsc->format)) {
rsc->cpp = util_format_get_blocksize(prsc->format);
if (screen->devinfo.ver < 40 && prsc->nr_samples > 1)
rsc->cpp *= prsc->nr_samples;
} else {
assert(v3d_rt_format_supported(&screen->devinfo, prsc->format));
uint32_t output_image_format =
v3d_get_rt_format(&screen->devinfo, prsc->format);
uint32_t internal_type;
uint32_t internal_bpp;
v3d_get_internal_type_bpp_for_output_format(&screen->devinfo,
output_image_format,
&internal_type,
&internal_bpp);
switch (internal_bpp) {
case V3D_INTERNAL_BPP_32:
rsc->cpp = 4;
break;
case V3D_INTERNAL_BPP_64:
rsc->cpp = 8;
break;
case V3D_INTERNAL_BPP_128:
rsc->cpp = 16;
break;
}
}
rsc->serial_id++;
assert(rsc->cpp);
return rsc;
}
static struct pipe_resource *
v3d_resource_create_with_modifiers(struct pipe_screen *pscreen,
const struct pipe_resource *tmpl,
const uint64_t *modifiers,
int count)
{
struct v3d_screen *screen = v3d_screen(pscreen);
bool linear_ok = drm_find_modifier(DRM_FORMAT_MOD_LINEAR, modifiers, count);
struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl);
struct pipe_resource *prsc = &rsc->base;
/* Use a tiled layout if we can, for better 3D performance. */
bool should_tile = true;
assert(tmpl->target != PIPE_BUFFER ||
(tmpl->format == PIPE_FORMAT_NONE ||
util_format_get_blocksize(tmpl->format) == 1));
/* VBOs/PBOs/Texture Buffer Objects are untiled (and 1 height). */
if (tmpl->target == PIPE_BUFFER)
should_tile = false;
/* Cursors are always linear, and the user can request linear as well.
*/
if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR))
should_tile = false;
/* 1D and 1D_ARRAY textures are always raster-order. */
if (tmpl->target == PIPE_TEXTURE_1D ||
tmpl->target == PIPE_TEXTURE_1D_ARRAY)
should_tile = false;
/* Scanout BOs for simulator need to be linear for interaction with
* i965.
*/
if (using_v3d_simulator &&
tmpl->bind & (PIPE_BIND_SHARED | PIPE_BIND_SCANOUT))
should_tile = false;
/* If using the old-school SCANOUT flag, we don't know what the screen
* might support other than linear. Just force linear.
*/
if (tmpl->bind & PIPE_BIND_SCANOUT)
should_tile = false;
/* No user-specified modifier; determine our own. */
if (count == 1 && modifiers[0] == DRM_FORMAT_MOD_INVALID) {
linear_ok = true;
rsc->tiled = should_tile;
} else if (should_tile &&
drm_find_modifier(DRM_FORMAT_MOD_BROADCOM_UIF,
modifiers, count)) {
rsc->tiled = true;
} else if (linear_ok) {
rsc->tiled = false;
} else {
fprintf(stderr, "Unsupported modifier requested\n");
goto fail;
}
rsc->internal_format = prsc->format;
v3d_setup_slices(rsc, 0, tmpl->bind & PIPE_BIND_SHARED);
if (screen->ro && (tmpl->bind & PIPE_BIND_SCANOUT)) {
struct winsys_handle handle;
struct pipe_resource scanout_tmpl = {
.target = prsc->target,
.format = PIPE_FORMAT_RGBA8888_UNORM,
.width0 = 1024, /* one page */
.height0 = align(rsc->size, 4096) / 4096,
.depth0 = 1,
.array_size = 1,
};
rsc->scanout =
renderonly_scanout_for_resource(&scanout_tmpl,
screen->ro,
&handle);
if (!rsc->scanout) {
fprintf(stderr, "Failed to create scanout resource\n");
goto fail;
}
assert(handle.type == WINSYS_HANDLE_TYPE_FD);
rsc->bo = v3d_bo_open_dmabuf(screen, handle.handle);
close(handle.handle);
if (!rsc->bo)
goto fail;
v3d_debug_resource_layout(rsc, "renderonly");
return prsc;
} else {
if (!v3d_resource_bo_alloc(rsc))
goto fail;
}
return prsc;
fail:
v3d_resource_destroy(pscreen, prsc);
return NULL;
}
struct pipe_resource *
v3d_resource_create(struct pipe_screen *pscreen,
const struct pipe_resource *tmpl)
{
const uint64_t mod = DRM_FORMAT_MOD_INVALID;
return v3d_resource_create_with_modifiers(pscreen, tmpl, &mod, 1);
}
static struct pipe_resource *
v3d_resource_from_handle(struct pipe_screen *pscreen,
const struct pipe_resource *tmpl,
struct winsys_handle *whandle,
unsigned usage)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl);
struct pipe_resource *prsc = &rsc->base;
struct v3d_resource_slice *slice = &rsc->slices[0];
if (!rsc)
return NULL;
switch (whandle->modifier) {
case DRM_FORMAT_MOD_LINEAR:
rsc->tiled = false;
break;
case DRM_FORMAT_MOD_BROADCOM_UIF:
rsc->tiled = true;
break;
case DRM_FORMAT_MOD_INVALID:
rsc->tiled = screen->ro == NULL;
break;
default:
switch(fourcc_mod_broadcom_mod(whandle->modifier)) {
case DRM_FORMAT_MOD_BROADCOM_SAND128:
rsc->tiled = false;
rsc->sand_col128_stride =
fourcc_mod_broadcom_param(whandle->modifier);
break;
default:
fprintf(stderr,
"Attempt to import unsupported modifier 0x%llx\n",
(long long)whandle->modifier);
goto fail;
}
}
switch (whandle->type) {
case WINSYS_HANDLE_TYPE_SHARED:
rsc->bo = v3d_bo_open_name(screen, whandle->handle);
break;
case WINSYS_HANDLE_TYPE_FD:
rsc->bo = v3d_bo_open_dmabuf(screen, whandle->handle);
break;
default:
fprintf(stderr,
"Attempt to import unsupported handle type %d\n",
whandle->type);
goto fail;
}
if (!rsc->bo)
goto fail;
rsc->internal_format = prsc->format;
v3d_setup_slices(rsc, whandle->stride, true);
v3d_debug_resource_layout(rsc, "import");
if (whandle->offset != 0) {
if (rsc->tiled) {
fprintf(stderr,
"Attempt to import unsupported winsys offset %u\n",
whandle->offset);
goto fail;
}
rsc->slices[0].offset += whandle->offset;
if (rsc->slices[0].offset + rsc->slices[0].size >
rsc->bo->size) {
fprintf(stderr, "Attempt to import "
"with overflowing offset (%d + %d > %d)\n",
whandle->offset,
rsc->slices[0].size,
rsc->bo->size);
goto fail;
}
}
if (screen->ro) {
/* Make sure that renderonly has a handle to our buffer in the
* display's fd, so that a later renderonly_get_handle()
* returns correct handles or GEM names.
*/
rsc->scanout =
renderonly_create_gpu_import_for_resource(prsc,
screen->ro,
NULL);
}
if (rsc->tiled && whandle->stride != slice->stride) {
static bool warned = false;
if (!warned) {
warned = true;
fprintf(stderr,
"Attempting to import %dx%d %s with "
"unsupported stride %d instead of %d\n",
prsc->width0, prsc->height0,
util_format_short_name(prsc->format),
whandle->stride,
slice->stride);
}
goto fail;
} else if (!rsc->tiled) {
slice->stride = whandle->stride;
}
return prsc;
fail:
v3d_resource_destroy(pscreen, prsc);
return NULL;
}
void
v3d_update_shadow_texture(struct pipe_context *pctx,
struct pipe_sampler_view *pview)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_sampler_view *view = v3d_sampler_view(pview);
struct v3d_resource *shadow = v3d_resource(view->texture);
struct v3d_resource *orig = v3d_resource(pview->texture);
assert(view->texture != pview->texture);
if (shadow->writes == orig->writes && orig->bo->private)
return;
perf_debug("Updating %dx%d@%d shadow for linear texture\n",
orig->base.width0, orig->base.height0,
pview->u.tex.first_level);
for (int i = 0; i <= shadow->base.last_level; i++) {
unsigned width = u_minify(shadow->base.width0, i);
unsigned height = u_minify(shadow->base.height0, i);
struct pipe_blit_info info = {
.dst = {
.resource = &shadow->base,
.level = i,
.box = {
.x = 0,
.y = 0,
.z = 0,
.width = width,
.height = height,
.depth = 1,
},
.format = shadow->base.format,
},
.src = {
.resource = &orig->base,
.level = pview->u.tex.first_level + i,
.box = {
.x = 0,
.y = 0,
.z = 0,
.width = width,
.height = height,
.depth = 1,
},
.format = orig->base.format,
},
.mask = util_format_get_mask(orig->base.format),
};
pctx->blit(pctx, &info);
}
shadow->writes = orig->writes;
}
static struct pipe_surface *
v3d_create_surface(struct pipe_context *pctx,
struct pipe_resource *ptex,
const struct pipe_surface *surf_tmpl)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
struct v3d_surface *surface = CALLOC_STRUCT(v3d_surface);
struct v3d_resource *rsc = v3d_resource(ptex);
if (!surface)
return NULL;
struct pipe_surface *psurf = &surface->base;
unsigned level = surf_tmpl->u.tex.level;
struct v3d_resource_slice *slice = &rsc->slices[level];
pipe_reference_init(&psurf->reference, 1);
pipe_resource_reference(&psurf->texture, ptex);
psurf->context = pctx;
psurf->format = surf_tmpl->format;
psurf->width = u_minify(ptex->width0, level);
psurf->height = u_minify(ptex->height0, level);
psurf->u.tex.level = level;
psurf->u.tex.first_layer = surf_tmpl->u.tex.first_layer;
psurf->u.tex.last_layer = surf_tmpl->u.tex.last_layer;
surface->offset = v3d_layer_offset(ptex, level,
psurf->u.tex.first_layer);
surface->tiling = slice->tiling;
surface->format = v3d_get_rt_format(&screen->devinfo, psurf->format);
const struct util_format_description *desc =
util_format_description(psurf->format);
surface->swap_rb = (desc->swizzle[0] == PIPE_SWIZZLE_Z &&
psurf->format != PIPE_FORMAT_B5G6R5_UNORM);
if (util_format_is_depth_or_stencil(psurf->format)) {
switch (psurf->format) {
case PIPE_FORMAT_Z16_UNORM:
surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_16;
break;
case PIPE_FORMAT_Z32_FLOAT:
case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_32F;
break;
default:
surface->internal_type = V3D_INTERNAL_TYPE_DEPTH_24;
}
} else {
uint32_t bpp, type;
v3d_get_internal_type_bpp_for_output_format(&screen->devinfo,
surface->format,
&type, &bpp);
surface->internal_type = type;
surface->internal_bpp = bpp;
}
if (surface->tiling == V3D_TILING_UIF_NO_XOR ||
surface->tiling == V3D_TILING_UIF_XOR) {
surface->padded_height_of_output_image_in_uif_blocks =
(slice->padded_height /
(2 * v3d_utile_height(rsc->cpp)));
}
if (rsc->separate_stencil) {
surface->separate_stencil =
v3d_create_surface(pctx, &rsc->separate_stencil->base,
surf_tmpl);
}
return &surface->base;
}
static void
v3d_surface_destroy(struct pipe_context *pctx, struct pipe_surface *psurf)
{
struct v3d_surface *surf = v3d_surface(psurf);
if (surf->separate_stencil)
pipe_surface_reference(&surf->separate_stencil, NULL);
pipe_resource_reference(&psurf->texture, NULL);
FREE(psurf);
}
static void
v3d_flush_resource(struct pipe_context *pctx, struct pipe_resource *resource)
{
/* All calls to flush_resource are followed by a flush of the context,
* so there's nothing to do.
*/
}
static enum pipe_format
v3d_resource_get_internal_format(struct pipe_resource *prsc)
{
return v3d_resource(prsc)->internal_format;
}
static void
v3d_resource_set_stencil(struct pipe_resource *prsc,
struct pipe_resource *stencil)
{
v3d_resource(prsc)->separate_stencil = v3d_resource(stencil);
}
static struct pipe_resource *
v3d_resource_get_stencil(struct pipe_resource *prsc)
{
struct v3d_resource *rsc = v3d_resource(prsc);
return &rsc->separate_stencil->base;
}
static const struct u_transfer_vtbl transfer_vtbl = {
.resource_create = v3d_resource_create,
.resource_destroy = v3d_resource_destroy,
.transfer_map = v3d_resource_transfer_map,
.transfer_unmap = v3d_resource_transfer_unmap,
.transfer_flush_region = u_default_transfer_flush_region,
.get_internal_format = v3d_resource_get_internal_format,
.set_stencil = v3d_resource_set_stencil,
.get_stencil = v3d_resource_get_stencil,
};
void
v3d_resource_screen_init(struct pipe_screen *pscreen)
{
pscreen->resource_create_with_modifiers =
v3d_resource_create_with_modifiers;
pscreen->resource_create = u_transfer_helper_resource_create;
pscreen->resource_from_handle = v3d_resource_from_handle;
pscreen->resource_get_handle = v3d_resource_get_handle;
pscreen->resource_get_param = v3d_resource_get_param;
pscreen->resource_destroy = u_transfer_helper_resource_destroy;
pscreen->transfer_helper = u_transfer_helper_create(&transfer_vtbl,
U_TRANSFER_HELPER_SEPARATE_Z32S8 |
U_TRANSFER_HELPER_MSAA_MAP);
}
void
v3d_resource_context_init(struct pipe_context *pctx)
{
pctx->buffer_map = u_transfer_helper_transfer_map;
pctx->texture_map = u_transfer_helper_transfer_map;
pctx->transfer_flush_region = u_transfer_helper_transfer_flush_region;
pctx->buffer_unmap = u_transfer_helper_transfer_unmap;
pctx->texture_unmap = u_transfer_helper_transfer_unmap;
pctx->buffer_subdata = u_default_buffer_subdata;
pctx->texture_subdata = v3d_texture_subdata;
pctx->create_surface = v3d_create_surface;
pctx->surface_destroy = v3d_surface_destroy;
pctx->resource_copy_region = util_resource_copy_region;
pctx->blit = v3d_blit;
pctx->generate_mipmap = v3d_generate_mipmap;
pctx->flush_resource = v3d_flush_resource;
}