blob: f8b0a01b72c80f78d0cc744e6ce7dc860771b981 [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_state.h"
#include "util/format/u_format.h"
#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_half.h"
#include "util/u_helpers.h"
#include "util/u_upload_mgr.h"
#include "v3d_context.h"
#include "v3d_tiling.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/compiler/v3d_compiler.h"
#include "broadcom/cle/v3dx_pack.h"
static void
v3d_generic_cso_state_delete(struct pipe_context *pctx, void *hwcso)
{
free(hwcso);
}
static void
v3d_set_blend_color(struct pipe_context *pctx,
const struct pipe_blend_color *blend_color)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->blend_color.f = *blend_color;
for (int i = 0; i < 4; i++) {
v3d->blend_color.hf[i] =
util_float_to_half(blend_color->color[i]);
}
v3d->dirty |= VC5_DIRTY_BLEND_COLOR;
}
static void
v3d_set_stencil_ref(struct pipe_context *pctx,
const struct pipe_stencil_ref *stencil_ref)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->stencil_ref = *stencil_ref;
v3d->dirty |= VC5_DIRTY_STENCIL_REF;
}
static void
v3d_set_clip_state(struct pipe_context *pctx,
const struct pipe_clip_state *clip)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->clip = *clip;
v3d->dirty |= VC5_DIRTY_CLIP;
}
static void
v3d_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->sample_mask = sample_mask & ((1 << V3D_MAX_SAMPLES) - 1);
v3d->dirty |= VC5_DIRTY_SAMPLE_STATE;
}
static void *
v3d_create_rasterizer_state(struct pipe_context *pctx,
const struct pipe_rasterizer_state *cso)
{
struct v3d_rasterizer_state *so;
so = CALLOC_STRUCT(v3d_rasterizer_state);
if (!so)
return NULL;
so->base = *cso;
/* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
* BCM21553).
*/
so->point_size = MAX2(cso->point_size, .125f);
STATIC_ASSERT(sizeof(so->depth_offset) >=
cl_packet_length(DEPTH_OFFSET));
v3dx_pack(&so->depth_offset, DEPTH_OFFSET, depth) {
depth.depth_offset_factor = cso->offset_scale;
depth.depth_offset_units = cso->offset_units;
}
/* The HW treats polygon offset units based on a Z24 buffer, so we
* need to scale up offset_units if we're only Z16.
*/
v3dx_pack(&so->depth_offset_z16, DEPTH_OFFSET, depth) {
depth.depth_offset_factor = cso->offset_scale;
depth.depth_offset_units = cso->offset_units * 256.0;
}
return so;
}
/* Blend state is baked into shaders. */
static void *
v3d_create_blend_state(struct pipe_context *pctx,
const struct pipe_blend_state *cso)
{
struct v3d_blend_state *so;
so = CALLOC_STRUCT(v3d_blend_state);
if (!so)
return NULL;
so->base = *cso;
if (cso->independent_blend_enable) {
for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
so->blend_enables |= cso->rt[i].blend_enable << i;
/* V3D 4.x is when we got independent blend enables. */
assert(V3D_VERSION >= 40 ||
cso->rt[i].blend_enable == cso->rt[0].blend_enable);
}
} else {
if (cso->rt[0].blend_enable)
so->blend_enables = (1 << V3D_MAX_DRAW_BUFFERS) - 1;
}
return so;
}
static uint32_t
translate_stencil_op(enum pipe_stencil_op op)
{
switch (op) {
case PIPE_STENCIL_OP_KEEP: return V3D_STENCIL_OP_KEEP;
case PIPE_STENCIL_OP_ZERO: return V3D_STENCIL_OP_ZERO;
case PIPE_STENCIL_OP_REPLACE: return V3D_STENCIL_OP_REPLACE;
case PIPE_STENCIL_OP_INCR: return V3D_STENCIL_OP_INCR;
case PIPE_STENCIL_OP_DECR: return V3D_STENCIL_OP_DECR;
case PIPE_STENCIL_OP_INCR_WRAP: return V3D_STENCIL_OP_INCWRAP;
case PIPE_STENCIL_OP_DECR_WRAP: return V3D_STENCIL_OP_DECWRAP;
case PIPE_STENCIL_OP_INVERT: return V3D_STENCIL_OP_INVERT;
}
unreachable("bad stencil op");
}
static void *
v3d_create_depth_stencil_alpha_state(struct pipe_context *pctx,
const struct pipe_depth_stencil_alpha_state *cso)
{
struct v3d_depth_stencil_alpha_state *so;
so = CALLOC_STRUCT(v3d_depth_stencil_alpha_state);
if (!so)
return NULL;
so->base = *cso;
if (cso->depth.enabled) {
switch (cso->depth.func) {
case PIPE_FUNC_LESS:
case PIPE_FUNC_LEQUAL:
so->ez_state = VC5_EZ_LT_LE;
break;
case PIPE_FUNC_GREATER:
case PIPE_FUNC_GEQUAL:
so->ez_state = VC5_EZ_GT_GE;
break;
case PIPE_FUNC_NEVER:
case PIPE_FUNC_EQUAL:
so->ez_state = VC5_EZ_UNDECIDED;
break;
default:
so->ez_state = VC5_EZ_DISABLED;
break;
}
/* If stencil is enabled and it's not a no-op, then it would
* break EZ updates.
*/
if (cso->stencil[0].enabled &&
(cso->stencil[0].zfail_op != PIPE_STENCIL_OP_KEEP ||
cso->stencil[0].func != PIPE_FUNC_ALWAYS ||
(cso->stencil[1].enabled &&
(cso->stencil[1].zfail_op != PIPE_STENCIL_OP_KEEP &&
cso->stencil[1].func != PIPE_FUNC_ALWAYS)))) {
so->ez_state = VC5_EZ_DISABLED;
}
}
const struct pipe_stencil_state *front = &cso->stencil[0];
const struct pipe_stencil_state *back = &cso->stencil[1];
if (front->enabled) {
STATIC_ASSERT(sizeof(so->stencil_front) >=
cl_packet_length(STENCIL_CFG));
v3dx_pack(&so->stencil_front, STENCIL_CFG, config) {
config.front_config = true;
/* If !back->enabled, then the front values should be
* used for both front and back-facing primitives.
*/
config.back_config = !back->enabled;
config.stencil_write_mask = front->writemask;
config.stencil_test_mask = front->valuemask;
config.stencil_test_function = front->func;
config.stencil_pass_op =
translate_stencil_op(front->zpass_op);
config.depth_test_fail_op =
translate_stencil_op(front->zfail_op);
config.stencil_test_fail_op =
translate_stencil_op(front->fail_op);
}
}
if (back->enabled) {
STATIC_ASSERT(sizeof(so->stencil_back) >=
cl_packet_length(STENCIL_CFG));
v3dx_pack(&so->stencil_back, STENCIL_CFG, config) {
config.front_config = false;
config.back_config = true;
config.stencil_write_mask = back->writemask;
config.stencil_test_mask = back->valuemask;
config.stencil_test_function = back->func;
config.stencil_pass_op =
translate_stencil_op(back->zpass_op);
config.depth_test_fail_op =
translate_stencil_op(back->zfail_op);
config.stencil_test_fail_op =
translate_stencil_op(back->fail_op);
}
}
return so;
}
static void
v3d_set_polygon_stipple(struct pipe_context *pctx,
const struct pipe_poly_stipple *stipple)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->stipple = *stipple;
v3d->dirty |= VC5_DIRTY_STIPPLE;
}
static void
v3d_set_scissor_states(struct pipe_context *pctx,
unsigned start_slot,
unsigned num_scissors,
const struct pipe_scissor_state *scissor)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->scissor = *scissor;
v3d->dirty |= VC5_DIRTY_SCISSOR;
}
static void
v3d_set_viewport_states(struct pipe_context *pctx,
unsigned start_slot,
unsigned num_viewports,
const struct pipe_viewport_state *viewport)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->viewport = *viewport;
v3d->dirty |= VC5_DIRTY_VIEWPORT;
}
static void
v3d_set_vertex_buffers(struct pipe_context *pctx,
unsigned start_slot, unsigned count,
const struct pipe_vertex_buffer *vb)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_vertexbuf_stateobj *so = &v3d->vertexbuf;
util_set_vertex_buffers_mask(so->vb, &so->enabled_mask, vb,
start_slot, count);
so->count = util_last_bit(so->enabled_mask);
v3d->dirty |= VC5_DIRTY_VTXBUF;
}
static void
v3d_blend_state_bind(struct pipe_context *pctx, void *hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->blend = hwcso;
v3d->dirty |= VC5_DIRTY_BLEND;
}
static void
v3d_rasterizer_state_bind(struct pipe_context *pctx, void *hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->rasterizer = hwcso;
v3d->dirty |= VC5_DIRTY_RASTERIZER;
}
static void
v3d_zsa_state_bind(struct pipe_context *pctx, void *hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->zsa = hwcso;
v3d->dirty |= VC5_DIRTY_ZSA;
}
static void *
v3d_vertex_state_create(struct pipe_context *pctx, unsigned num_elements,
const struct pipe_vertex_element *elements)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_vertex_stateobj *so = CALLOC_STRUCT(v3d_vertex_stateobj);
if (!so)
return NULL;
memcpy(so->pipe, elements, sizeof(*elements) * num_elements);
so->num_elements = num_elements;
for (int i = 0; i < so->num_elements; i++) {
const struct pipe_vertex_element *elem = &elements[i];
const struct util_format_description *desc =
util_format_description(elem->src_format);
uint32_t r_size = desc->channel[0].size;
const uint32_t size =
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
v3dx_pack(&so->attrs[i * size],
GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
/* vec_size == 0 means 4 */
attr.vec_size = desc->nr_channels & 3;
attr.signed_int_type = (desc->channel[0].type ==
UTIL_FORMAT_TYPE_SIGNED);
attr.normalized_int_type = desc->channel[0].normalized;
attr.read_as_int_uint = desc->channel[0].pure_integer;
attr.instance_divisor = MIN2(elem->instance_divisor,
0xffff);
switch (desc->channel[0].type) {
case UTIL_FORMAT_TYPE_FLOAT:
if (r_size == 32) {
attr.type = ATTRIBUTE_FLOAT;
} else {
assert(r_size == 16);
attr.type = ATTRIBUTE_HALF_FLOAT;
}
break;
case UTIL_FORMAT_TYPE_SIGNED:
case UTIL_FORMAT_TYPE_UNSIGNED:
switch (r_size) {
case 32:
attr.type = ATTRIBUTE_INT;
break;
case 16:
attr.type = ATTRIBUTE_SHORT;
break;
case 10:
attr.type = ATTRIBUTE_INT2_10_10_10;
break;
case 8:
attr.type = ATTRIBUTE_BYTE;
break;
default:
fprintf(stderr,
"format %s unsupported\n",
desc->name);
attr.type = ATTRIBUTE_BYTE;
abort();
}
break;
default:
fprintf(stderr,
"format %s unsupported\n",
desc->name);
abort();
}
}
}
/* Set up the default attribute values in case any of the vertex
* elements use them.
*/
uint32_t *attrs;
u_upload_alloc(v3d->state_uploader, 0,
V3D_MAX_VS_INPUTS * sizeof(float), 16,
&so->defaults_offset, &so->defaults, (void **)&attrs);
for (int i = 0; i < V3D_MAX_VS_INPUTS / 4; i++) {
attrs[i * 4 + 0] = 0;
attrs[i * 4 + 1] = 0;
attrs[i * 4 + 2] = 0;
if (i < so->num_elements &&
util_format_is_pure_integer(so->pipe[i].src_format)) {
attrs[i * 4 + 3] = 1;
} else {
attrs[i * 4 + 3] = fui(1.0);
}
}
u_upload_unmap(v3d->state_uploader);
return so;
}
static void
v3d_vertex_state_delete(struct pipe_context *pctx, void *hwcso)
{
struct v3d_vertex_stateobj *so = hwcso;
pipe_resource_reference(&so->defaults, NULL);
free(so);
}
static void
v3d_vertex_state_bind(struct pipe_context *pctx, void *hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d->vtx = hwcso;
v3d->dirty |= VC5_DIRTY_VTXSTATE;
}
static void
v3d_set_constant_buffer(struct pipe_context *pctx, uint shader, uint index,
const struct pipe_constant_buffer *cb)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_constbuf_stateobj *so = &v3d->constbuf[shader];
util_copy_constant_buffer(&so->cb[index], cb);
/* Note that the gallium frontend can unbind constant buffers by
* passing NULL here.
*/
if (unlikely(!cb)) {
so->enabled_mask &= ~(1 << index);
so->dirty_mask &= ~(1 << index);
return;
}
so->enabled_mask |= 1 << index;
so->dirty_mask |= 1 << index;
v3d->dirty |= VC5_DIRTY_CONSTBUF;
}
static void
v3d_set_framebuffer_state(struct pipe_context *pctx,
const struct pipe_framebuffer_state *framebuffer)
{
struct v3d_context *v3d = v3d_context(pctx);
struct pipe_framebuffer_state *cso = &v3d->framebuffer;
v3d->job = NULL;
util_copy_framebuffer_state(cso, framebuffer);
v3d->swap_color_rb = 0;
v3d->blend_dst_alpha_one = 0;
for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
if (!cbuf)
continue;
struct v3d_surface *v3d_cbuf = v3d_surface(cbuf);
const struct util_format_description *desc =
util_format_description(cbuf->format);
/* For BGRA8 formats (DRI window system default format), we
* need to swap R and B, since the HW's format is RGBA8. On
* V3D 4.1+, the RCL can swap R and B on load/store.
*/
if (v3d->screen->devinfo.ver < 41 && v3d_cbuf->swap_rb)
v3d->swap_color_rb |= 1 << i;
if (desc->swizzle[3] == PIPE_SWIZZLE_1)
v3d->blend_dst_alpha_one |= 1 << i;
}
v3d->dirty |= VC5_DIRTY_FRAMEBUFFER;
}
static enum V3DX(Wrap_Mode)
translate_wrap(uint32_t pipe_wrap, bool using_nearest)
{
switch (pipe_wrap) {
case PIPE_TEX_WRAP_REPEAT:
return V3D_WRAP_MODE_REPEAT;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
return V3D_WRAP_MODE_CLAMP;
case PIPE_TEX_WRAP_MIRROR_REPEAT:
return V3D_WRAP_MODE_MIRROR;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
return V3D_WRAP_MODE_BORDER;
case PIPE_TEX_WRAP_CLAMP:
return (using_nearest ?
V3D_WRAP_MODE_CLAMP :
V3D_WRAP_MODE_BORDER);
default:
unreachable("Unknown wrap mode");
}
}
#if V3D_VERSION >= 40
static void
v3d_upload_sampler_state_variant(void *map,
const struct pipe_sampler_state *cso,
enum v3d_sampler_state_variant variant,
bool either_nearest)
{
v3dx_pack(map, SAMPLER_STATE, sampler) {
sampler.wrap_i_border = false;
sampler.wrap_s = translate_wrap(cso->wrap_s, either_nearest);
sampler.wrap_t = translate_wrap(cso->wrap_t, either_nearest);
sampler.wrap_r = translate_wrap(cso->wrap_r, either_nearest);
sampler.fixed_bias = cso->lod_bias;
sampler.depth_compare_function = cso->compare_func;
sampler.min_filter_nearest =
cso->min_img_filter == PIPE_TEX_FILTER_NEAREST;
sampler.mag_filter_nearest =
cso->mag_img_filter == PIPE_TEX_FILTER_NEAREST;
sampler.mip_filter_nearest =
cso->min_mip_filter != PIPE_TEX_MIPFILTER_LINEAR;
sampler.min_level_of_detail = MIN2(MAX2(0, cso->min_lod),
15);
sampler.max_level_of_detail = MIN2(cso->max_lod, 15);
/* If we're not doing inter-miplevel filtering, we need to
* clamp the LOD so that we only sample from baselevel.
* However, we need to still allow the calculated LOD to be
* fractionally over the baselevel, so that the HW can decide
* between the min and mag filters.
*/
if (cso->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
sampler.min_level_of_detail =
MIN2(sampler.min_level_of_detail, 1.0 / 256.0);
sampler.max_level_of_detail =
MIN2(sampler.max_level_of_detail, 1.0 / 256.0);
}
if (cso->max_anisotropy) {
sampler.anisotropy_enable = true;
if (cso->max_anisotropy > 8)
sampler.maximum_anisotropy = 3;
else if (cso->max_anisotropy > 4)
sampler.maximum_anisotropy = 2;
else if (cso->max_anisotropy > 2)
sampler.maximum_anisotropy = 1;
}
if (variant == V3D_SAMPLER_STATE_BORDER_0) {
sampler.border_color_mode = V3D_BORDER_COLOR_0000;
} else {
sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
union pipe_color_union border;
/* First, reswizzle the border color for any
* mismatching we're doing between the texture's
* channel order in hardware (R) versus what it is at
* the GL level (ALPHA)
*/
switch (variant) {
case V3D_SAMPLER_STATE_F16_BGRA:
case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
border.i[0] = cso->border_color.i[2];
border.i[1] = cso->border_color.i[1];
border.i[2] = cso->border_color.i[0];
border.i[3] = cso->border_color.i[3];
break;
case V3D_SAMPLER_STATE_F16_A:
case V3D_SAMPLER_STATE_F16_A_UNORM:
case V3D_SAMPLER_STATE_F16_A_SNORM:
case V3D_SAMPLER_STATE_32_A:
case V3D_SAMPLER_STATE_32_A_UNORM:
case V3D_SAMPLER_STATE_32_A_SNORM:
border.i[0] = cso->border_color.i[3];
border.i[1] = 0;
border.i[2] = 0;
border.i[3] = 0;
break;
case V3D_SAMPLER_STATE_F16_LA:
case V3D_SAMPLER_STATE_F16_LA_UNORM:
case V3D_SAMPLER_STATE_F16_LA_SNORM:
border.i[0] = cso->border_color.i[0];
border.i[1] = cso->border_color.i[3];
border.i[2] = 0;
border.i[3] = 0;
break;
default:
border = cso->border_color;
}
/* Perform any clamping. */
switch (variant) {
case V3D_SAMPLER_STATE_F16_UNORM:
case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
case V3D_SAMPLER_STATE_F16_A_UNORM:
case V3D_SAMPLER_STATE_F16_LA_UNORM:
case V3D_SAMPLER_STATE_32_UNORM:
case V3D_SAMPLER_STATE_32_A_UNORM:
for (int i = 0; i < 4; i++)
border.f[i] = CLAMP(border.f[i], 0, 1);
break;
case V3D_SAMPLER_STATE_F16_SNORM:
case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
case V3D_SAMPLER_STATE_F16_A_SNORM:
case V3D_SAMPLER_STATE_F16_LA_SNORM:
case V3D_SAMPLER_STATE_32_SNORM:
case V3D_SAMPLER_STATE_32_A_SNORM:
for (int i = 0; i < 4; i++)
border.f[i] = CLAMP(border.f[i], -1, 1);
break;
case V3D_SAMPLER_STATE_1010102U:
border.ui[0] = CLAMP(border.ui[0],
0, (1 << 10) - 1);
border.ui[1] = CLAMP(border.ui[1],
0, (1 << 10) - 1);
border.ui[2] = CLAMP(border.ui[2],
0, (1 << 10) - 1);
border.ui[3] = CLAMP(border.ui[3],
0, 3);
break;
case V3D_SAMPLER_STATE_16U:
for (int i = 0; i < 4; i++)
border.ui[i] = CLAMP(border.ui[i],
0, 0xffff);
break;
case V3D_SAMPLER_STATE_16I:
for (int i = 0; i < 4; i++)
border.i[i] = CLAMP(border.i[i],
-32768, 32767);
break;
case V3D_SAMPLER_STATE_8U:
for (int i = 0; i < 4; i++)
border.ui[i] = CLAMP(border.ui[i],
0, 0xff);
break;
case V3D_SAMPLER_STATE_8I:
for (int i = 0; i < 4; i++)
border.i[i] = CLAMP(border.i[i],
-128, 127);
break;
default:
break;
}
if (variant >= V3D_SAMPLER_STATE_32) {
sampler.border_color_word_0 = border.ui[0];
sampler.border_color_word_1 = border.ui[1];
sampler.border_color_word_2 = border.ui[2];
sampler.border_color_word_3 = border.ui[3];
} else {
sampler.border_color_word_0 =
util_float_to_half(border.f[0]);
sampler.border_color_word_1 =
util_float_to_half(border.f[1]);
sampler.border_color_word_2 =
util_float_to_half(border.f[2]);
sampler.border_color_word_3 =
util_float_to_half(border.f[3]);
}
}
}
}
#endif
static void *
v3d_create_sampler_state(struct pipe_context *pctx,
const struct pipe_sampler_state *cso)
{
UNUSED struct v3d_context *v3d = v3d_context(pctx);
struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
if (!so)
return NULL;
memcpy(so, cso, sizeof(*cso));
bool either_nearest =
(cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
enum V3DX(Wrap_Mode) wrap_s = translate_wrap(cso->wrap_s,
either_nearest);
enum V3DX(Wrap_Mode) wrap_t = translate_wrap(cso->wrap_t,
either_nearest);
enum V3DX(Wrap_Mode) wrap_r = translate_wrap(cso->wrap_r,
either_nearest);
bool uses_border_color = (wrap_s == V3D_WRAP_MODE_BORDER ||
wrap_t == V3D_WRAP_MODE_BORDER ||
wrap_r == V3D_WRAP_MODE_BORDER);
so->border_color_variants = (uses_border_color &&
(cso->border_color.ui[0] != 0 ||
cso->border_color.ui[1] != 0 ||
cso->border_color.ui[2] != 0 ||
cso->border_color.ui[3] != 0));
#if V3D_VERSION >= 40
void *map;
int sampler_align = so->border_color_variants ? 32 : 8;
int sampler_size = align(cl_packet_length(SAMPLER_STATE), sampler_align);
int num_variants = (so->border_color_variants ? ARRAY_SIZE(so->sampler_state_offset) : 1);
u_upload_alloc(v3d->state_uploader, 0,
sampler_size * num_variants,
sampler_align,
&so->sampler_state_offset[0],
&so->sampler_state,
&map);
for (int i = 0; i < num_variants; i++) {
so->sampler_state_offset[i] =
so->sampler_state_offset[0] + i * sampler_size;
v3d_upload_sampler_state_variant(map + i * sampler_size,
cso, i, either_nearest);
}
#else /* V3D_VERSION < 40 */
v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
p0.s_wrap_mode = wrap_s;
p0.t_wrap_mode = wrap_t;
p0.r_wrap_mode = wrap_r;
}
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
tex.depth_compare_function = cso->compare_func;
tex.fixed_bias = cso->lod_bias;
}
#endif /* V3D_VERSION < 40 */
return so;
}
static void
v3d_sampler_states_bind(struct pipe_context *pctx,
enum pipe_shader_type shader, unsigned start,
unsigned nr, void **hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
assert(start == 0);
unsigned i;
unsigned new_nr = 0;
for (i = 0; i < nr; i++) {
if (hwcso[i])
new_nr = i + 1;
stage_tex->samplers[i] = hwcso[i];
}
for (; i < stage_tex->num_samplers; i++) {
stage_tex->samplers[i] = NULL;
}
stage_tex->num_samplers = new_nr;
v3d_flag_dirty_sampler_state(v3d, shader);
}
static void
v3d_sampler_state_delete(struct pipe_context *pctx,
void *hwcso)
{
struct pipe_sampler_state *psampler = hwcso;
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
pipe_resource_reference(&sampler->sampler_state, NULL);
free(psampler);
}
#if V3D_VERSION >= 40
static uint32_t
translate_swizzle(unsigned char pipe_swizzle)
{
switch (pipe_swizzle) {
case PIPE_SWIZZLE_0:
return 0;
case PIPE_SWIZZLE_1:
return 1;
case PIPE_SWIZZLE_X:
case PIPE_SWIZZLE_Y:
case PIPE_SWIZZLE_Z:
case PIPE_SWIZZLE_W:
return 2 + pipe_swizzle;
default:
unreachable("unknown swizzle");
}
}
#endif
static void
v3d_setup_texture_shader_state(struct V3DX(TEXTURE_SHADER_STATE) *tex,
struct pipe_resource *prsc,
int base_level, int last_level,
int first_layer, int last_layer)
{
struct v3d_resource *rsc = v3d_resource(prsc);
int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
tex->image_width = prsc->width0 * msaa_scale;
tex->image_height = prsc->height0 * msaa_scale;
#if V3D_VERSION >= 40
/* On 4.x, the height of a 1D texture is redefined to be the
* upper 14 bits of the width (which is only usable with txf).
*/
if (prsc->target == PIPE_TEXTURE_1D ||
prsc->target == PIPE_TEXTURE_1D_ARRAY) {
tex->image_height = tex->image_width >> 14;
}
tex->image_width &= (1 << 14) - 1;
tex->image_height &= (1 << 14) - 1;
#endif
if (prsc->target == PIPE_TEXTURE_3D) {
tex->image_depth = prsc->depth0;
} else {
tex->image_depth = (last_layer - first_layer) + 1;
}
tex->base_level = base_level;
#if V3D_VERSION >= 40
tex->max_level = last_level;
/* Note that we don't have a job to reference the texture's sBO
* at state create time, so any time this sampler view is used
* we need to add the texture to the job.
*/
tex->texture_base_pointer =
cl_address(NULL,
rsc->bo->offset +
v3d_layer_offset(prsc, 0, first_layer));
#endif
tex->array_stride_64_byte_aligned = rsc->cube_map_stride / 64;
/* Since other platform devices may produce UIF images even
* when they're not big enough for V3D to assume they're UIF,
* we force images with level 0 as UIF to be always treated
* that way.
*/
tex->level_0_is_strictly_uif =
(rsc->slices[0].tiling == VC5_TILING_UIF_XOR ||
rsc->slices[0].tiling == VC5_TILING_UIF_NO_XOR);
tex->level_0_xor_enable = (rsc->slices[0].tiling == VC5_TILING_UIF_XOR);
if (tex->level_0_is_strictly_uif)
tex->level_0_ub_pad = rsc->slices[0].ub_pad;
#if V3D_VERSION >= 40
if (tex->uif_xor_disable ||
tex->level_0_is_strictly_uif) {
tex->extended = true;
}
#endif /* V3D_VERSION >= 40 */
}
void
v3dX(create_texture_shader_state_bo)(struct v3d_context *v3d,
struct v3d_sampler_view *so)
{
struct pipe_resource *prsc = so->texture;
const struct pipe_sampler_view *cso = &so->base;
struct v3d_screen *screen = v3d->screen;
void *map;
#if V3D_VERSION >= 40
v3d_bo_unreference(&so->bo);
so->bo = v3d_bo_alloc(v3d->screen,
cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
map = v3d_bo_map(so->bo);
#else /* V3D_VERSION < 40 */
STATIC_ASSERT(sizeof(so->texture_shader_state) >=
cl_packet_length(TEXTURE_SHADER_STATE));
map = &so->texture_shader_state;
#endif
v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
v3d_setup_texture_shader_state(&tex, prsc,
cso->u.tex.first_level,
cso->u.tex.last_level,
cso->u.tex.first_layer,
cso->u.tex.last_layer);
tex.srgb = util_format_is_srgb(cso->format);
#if V3D_VERSION >= 40
tex.swizzle_r = translate_swizzle(so->swizzle[0]);
tex.swizzle_g = translate_swizzle(so->swizzle[1]);
tex.swizzle_b = translate_swizzle(so->swizzle[2]);
tex.swizzle_a = translate_swizzle(so->swizzle[3]);
#endif
if (prsc->nr_samples > 1 && V3D_VERSION < 40) {
/* Using texture views to reinterpret formats on our
* MSAA textures won't work, because we don't lay out
* the bits in memory as it's expected -- for example,
* RGBA8 and RGB10_A2 are compatible in the
* ARB_texture_view spec, but in HW we lay them out as
* 32bpp RGBA8 and 64bpp RGBA16F. Just assert for now
* to catch failures.
*
* We explicitly allow remapping S8Z24 to RGBA8888 for
* v3d_blit.c's stencil blits.
*/
assert((util_format_linear(cso->format) ==
util_format_linear(prsc->format)) ||
(prsc->format == PIPE_FORMAT_S8_UINT_Z24_UNORM &&
cso->format == PIPE_FORMAT_R8G8B8A8_UNORM));
uint32_t output_image_format =
v3d_get_rt_format(&screen->devinfo, cso->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_type) {
case V3D_INTERNAL_TYPE_8:
tex.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
break;
case V3D_INTERNAL_TYPE_16F:
tex.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
break;
default:
unreachable("Bad MSAA texture type");
}
/* sRGB was stored in the tile buffer as linear and
* would have been encoded to sRGB on resolved tile
* buffer store. Note that this means we would need
* shader code if we wanted to read an MSAA sRGB
* texture without sRGB decode.
*/
tex.srgb = false;
} else {
tex.texture_type = v3d_get_tex_format(&screen->devinfo,
cso->format);
}
};
}
static struct pipe_sampler_view *
v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
const struct pipe_sampler_view *cso)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
struct v3d_sampler_view *so = CALLOC_STRUCT(v3d_sampler_view);
struct v3d_resource *rsc = v3d_resource(prsc);
if (!so)
return NULL;
so->base = *cso;
pipe_reference(NULL, &prsc->reference);
/* Compute the sampler view's swizzle up front. This will be plugged
* into either the sampler (for 16-bit returns) or the shader's
* texture key (for 32)
*/
uint8_t view_swizzle[4] = {
cso->swizzle_r,
cso->swizzle_g,
cso->swizzle_b,
cso->swizzle_a
};
const uint8_t *fmt_swizzle =
v3d_get_format_swizzle(&screen->devinfo, so->base.format);
util_format_compose_swizzles(fmt_swizzle, view_swizzle, so->swizzle);
so->base.texture = prsc;
so->base.reference.count = 1;
so->base.context = pctx;
if (rsc->separate_stencil &&
cso->format == PIPE_FORMAT_X32_S8X24_UINT) {
rsc = rsc->separate_stencil;
prsc = &rsc->base;
}
/* If we're sampling depth from depth/stencil, demote the format to
* just depth. u_format will end up giving the answers for the
* stencil channel, otherwise.
*/
enum pipe_format sample_format = cso->format;
if (sample_format == PIPE_FORMAT_S8_UINT_Z24_UNORM)
sample_format = PIPE_FORMAT_X8Z24_UNORM;
#if V3D_VERSION >= 40
const struct util_format_description *desc =
util_format_description(sample_format);
if (util_format_is_pure_integer(sample_format) &&
!util_format_has_depth(desc)) {
int chan = util_format_get_first_non_void_channel(sample_format);
if (util_format_is_pure_uint(sample_format)) {
switch (desc->channel[chan].size) {
case 32:
so->sampler_variant = V3D_SAMPLER_STATE_32;
break;
case 16:
so->sampler_variant = V3D_SAMPLER_STATE_16U;
break;
case 10:
so->sampler_variant = V3D_SAMPLER_STATE_1010102U;
break;
case 8:
so->sampler_variant = V3D_SAMPLER_STATE_8U;
break;
}
} else {
switch (desc->channel[chan].size) {
case 32:
so->sampler_variant = V3D_SAMPLER_STATE_32;
break;
case 16:
so->sampler_variant = V3D_SAMPLER_STATE_16I;
break;
case 8:
so->sampler_variant = V3D_SAMPLER_STATE_8I;
break;
}
}
} else {
if (v3d_get_tex_return_size(&screen->devinfo, sample_format,
PIPE_TEX_COMPARE_NONE) == 32) {
if (util_format_is_alpha(sample_format))
so->sampler_variant = V3D_SAMPLER_STATE_32_A;
else
so->sampler_variant = V3D_SAMPLER_STATE_32;
} else {
if (util_format_is_luminance_alpha(sample_format))
so->sampler_variant = V3D_SAMPLER_STATE_F16_LA;
else if (util_format_is_alpha(sample_format))
so->sampler_variant = V3D_SAMPLER_STATE_F16_A;
else if (fmt_swizzle[0] == PIPE_SWIZZLE_Z)
so->sampler_variant = V3D_SAMPLER_STATE_F16_BGRA;
else
so->sampler_variant = V3D_SAMPLER_STATE_F16;
}
if (util_format_is_unorm(sample_format)) {
so->sampler_variant += (V3D_SAMPLER_STATE_F16_UNORM -
V3D_SAMPLER_STATE_F16);
} else if (util_format_is_snorm(sample_format)){
so->sampler_variant += (V3D_SAMPLER_STATE_F16_SNORM -
V3D_SAMPLER_STATE_F16);
}
}
#endif
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/
if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
struct v3d_resource *shadow_parent = rsc;
struct pipe_resource tmpl = {
.target = prsc->target,
.format = prsc->format,
.width0 = u_minify(prsc->width0,
cso->u.tex.first_level),
.height0 = u_minify(prsc->height0,
cso->u.tex.first_level),
.depth0 = 1,
.array_size = 1,
.bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET,
.last_level = cso->u.tex.last_level - cso->u.tex.first_level,
.nr_samples = prsc->nr_samples,
};
/* Create the shadow texture. The rest of the sampler view
* setup will use the shadow.
*/
prsc = v3d_resource_create(pctx->screen, &tmpl);
if (!prsc) {
free(so);
return NULL;
}
rsc = v3d_resource(prsc);
/* Flag it as needing update of the contents from the parent. */
rsc->writes = shadow_parent->writes - 1;
assert(rsc->tiled);
so->texture = prsc;
} else {
pipe_resource_reference(&so->texture, prsc);
}
v3d_create_texture_shader_state_bo(v3d, so);
return &so->base;
}
static void
v3d_sampler_view_destroy(struct pipe_context *pctx,
struct pipe_sampler_view *psview)
{
struct v3d_sampler_view *sview = v3d_sampler_view(psview);
v3d_bo_unreference(&sview->bo);
pipe_resource_reference(&psview->texture, NULL);
pipe_resource_reference(&sview->texture, NULL);
free(psview);
}
static void
v3d_set_sampler_views(struct pipe_context *pctx,
enum pipe_shader_type shader,
unsigned start, unsigned nr,
struct pipe_sampler_view **views)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
unsigned i;
unsigned new_nr = 0;
assert(start == 0);
for (i = 0; i < nr; i++) {
if (views[i])
new_nr = i + 1;
pipe_sampler_view_reference(&stage_tex->textures[i], views[i]);
}
for (; i < stage_tex->num_textures; i++) {
pipe_sampler_view_reference(&stage_tex->textures[i], NULL);
}
stage_tex->num_textures = new_nr;
v3d_flag_dirty_sampler_state(v3d, shader);
}
static struct pipe_stream_output_target *
v3d_create_stream_output_target(struct pipe_context *pctx,
struct pipe_resource *prsc,
unsigned buffer_offset,
unsigned buffer_size)
{
struct v3d_stream_output_target *target;
target = CALLOC_STRUCT(v3d_stream_output_target);
if (!target)
return NULL;
pipe_reference_init(&target->base.reference, 1);
pipe_resource_reference(&target->base.buffer, prsc);
target->base.context = pctx;
target->base.buffer_offset = buffer_offset;
target->base.buffer_size = buffer_size;
return &target->base;
}
static void
v3d_stream_output_target_destroy(struct pipe_context *pctx,
struct pipe_stream_output_target *target)
{
pipe_resource_reference(&target->buffer, NULL);
free(target);
}
static void
v3d_set_stream_output_targets(struct pipe_context *pctx,
unsigned num_targets,
struct pipe_stream_output_target **targets,
const unsigned *offsets)
{
struct v3d_context *ctx = v3d_context(pctx);
struct v3d_streamout_stateobj *so = &ctx->streamout;
unsigned i;
assert(num_targets <= ARRAY_SIZE(so->targets));
/* Update recorded vertex counts when we are ending the recording of
* transform feedback. We do this when we switch primitive types
* at draw time, but if we haven't switched primitives in our last
* draw we need to do it here as well.
*/
if (num_targets == 0 && so->num_targets > 0)
v3d_update_primitive_counters(ctx);
for (i = 0; i < num_targets; i++) {
if (offsets[i] != -1)
so->offsets[i] = offsets[i];
pipe_so_target_reference(&so->targets[i], targets[i]);
}
for (; i < so->num_targets; i++)
pipe_so_target_reference(&so->targets[i], NULL);
so->num_targets = num_targets;
/* Create primitive counters BO if needed */
if (num_targets > 0 && !ctx->prim_counts) {
/* Init all 7 counters and 1 padding to 0 */
uint32_t zeroes[8] = { 0 };
u_upload_data(ctx->uploader,
0, sizeof(zeroes), 32, zeroes,
&ctx->prim_counts_offset,
&ctx->prim_counts);
}
ctx->dirty |= VC5_DIRTY_STREAMOUT;
}
static void
v3d_set_shader_buffers(struct pipe_context *pctx,
enum pipe_shader_type shader,
unsigned start, unsigned count,
const struct pipe_shader_buffer *buffers,
unsigned writable_bitmask)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_ssbo_stateobj *so = &v3d->ssbo[shader];
unsigned mask = 0;
if (buffers) {
for (unsigned i = 0; i < count; i++) {
unsigned n = i + start;
struct pipe_shader_buffer *buf = &so->sb[n];
if ((buf->buffer == buffers[i].buffer) &&
(buf->buffer_offset == buffers[i].buffer_offset) &&
(buf->buffer_size == buffers[i].buffer_size))
continue;
mask |= 1 << n;
buf->buffer_offset = buffers[i].buffer_offset;
buf->buffer_size = buffers[i].buffer_size;
pipe_resource_reference(&buf->buffer, buffers[i].buffer);
if (buf->buffer)
so->enabled_mask |= 1 << n;
else
so->enabled_mask &= ~(1 << n);
}
} else {
mask = ((1 << count) - 1) << start;
for (unsigned i = 0; i < count; i++) {
unsigned n = i + start;
struct pipe_shader_buffer *buf = &so->sb[n];
pipe_resource_reference(&buf->buffer, NULL);
}
so->enabled_mask &= ~mask;
}
v3d->dirty |= VC5_DIRTY_SSBO;
}
static void
v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
struct v3d_shaderimg_stateobj *so,
int img)
{
#if V3D_VERSION >= 40
struct v3d_image_view *iview = &so->si[img];
void *map;
u_upload_alloc(v3d->uploader, 0, cl_packet_length(TEXTURE_SHADER_STATE),
32,
&iview->tex_state_offset,
&iview->tex_state,
&map);
struct pipe_resource *prsc = iview->base.resource;
v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
v3d_setup_texture_shader_state(&tex, prsc,
iview->base.u.tex.level,
iview->base.u.tex.level,
iview->base.u.tex.first_layer,
iview->base.u.tex.last_layer);
tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
tex.texture_type = v3d_get_tex_format(&v3d->screen->devinfo,
iview->base.format);
};
#else /* V3D_VERSION < 40 */
/* V3D 3.x doesn't use support shader image load/store operations on
* textures, so it would get lowered in the shader to general memory
* acceses.
*/
#endif
}
static void
v3d_set_shader_images(struct pipe_context *pctx,
enum pipe_shader_type shader,
unsigned start, unsigned count,
const struct pipe_image_view *images)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_shaderimg_stateobj *so = &v3d->shaderimg[shader];
if (images) {
for (unsigned i = 0; i < count; i++) {
unsigned n = i + start;
struct v3d_image_view *iview = &so->si[n];
if ((iview->base.resource == images[i].resource) &&
(iview->base.format == images[i].format) &&
(iview->base.access == images[i].access) &&
!memcmp(&iview->base.u, &images[i].u,
sizeof(iview->base.u)))
continue;
util_copy_image_view(&iview->base, &images[i]);
if (iview->base.resource) {
so->enabled_mask |= 1 << n;
v3d_create_image_view_texture_shader_state(v3d,
so,
n);
} else {
so->enabled_mask &= ~(1 << n);
pipe_resource_reference(&iview->tex_state, NULL);
}
}
} else {
for (unsigned i = 0; i < count; i++) {
unsigned n = i + start;
struct v3d_image_view *iview = &so->si[n];
pipe_resource_reference(&iview->base.resource, NULL);
pipe_resource_reference(&iview->tex_state, NULL);
}
if (count == 32)
so->enabled_mask = 0;
else
so->enabled_mask &= ~(((1 << count) - 1) << start);
}
v3d->dirty |= VC5_DIRTY_SHADER_IMAGE;
}
void
v3dX(state_init)(struct pipe_context *pctx)
{
pctx->set_blend_color = v3d_set_blend_color;
pctx->set_stencil_ref = v3d_set_stencil_ref;
pctx->set_clip_state = v3d_set_clip_state;
pctx->set_sample_mask = v3d_set_sample_mask;
pctx->set_constant_buffer = v3d_set_constant_buffer;
pctx->set_framebuffer_state = v3d_set_framebuffer_state;
pctx->set_polygon_stipple = v3d_set_polygon_stipple;
pctx->set_scissor_states = v3d_set_scissor_states;
pctx->set_viewport_states = v3d_set_viewport_states;
pctx->set_vertex_buffers = v3d_set_vertex_buffers;
pctx->create_blend_state = v3d_create_blend_state;
pctx->bind_blend_state = v3d_blend_state_bind;
pctx->delete_blend_state = v3d_generic_cso_state_delete;
pctx->create_rasterizer_state = v3d_create_rasterizer_state;
pctx->bind_rasterizer_state = v3d_rasterizer_state_bind;
pctx->delete_rasterizer_state = v3d_generic_cso_state_delete;
pctx->create_depth_stencil_alpha_state = v3d_create_depth_stencil_alpha_state;
pctx->bind_depth_stencil_alpha_state = v3d_zsa_state_bind;
pctx->delete_depth_stencil_alpha_state = v3d_generic_cso_state_delete;
pctx->create_vertex_elements_state = v3d_vertex_state_create;
pctx->delete_vertex_elements_state = v3d_vertex_state_delete;
pctx->bind_vertex_elements_state = v3d_vertex_state_bind;
pctx->create_sampler_state = v3d_create_sampler_state;
pctx->delete_sampler_state = v3d_sampler_state_delete;
pctx->bind_sampler_states = v3d_sampler_states_bind;
pctx->create_sampler_view = v3d_create_sampler_view;
pctx->sampler_view_destroy = v3d_sampler_view_destroy;
pctx->set_sampler_views = v3d_set_sampler_views;
pctx->set_shader_buffers = v3d_set_shader_buffers;
pctx->set_shader_images = v3d_set_shader_images;
pctx->create_stream_output_target = v3d_create_stream_output_target;
pctx->stream_output_target_destroy = v3d_stream_output_target_destroy;
pctx->set_stream_output_targets = v3d_set_stream_output_targets;
}