util: Move gallium's PIPE_FORMAT utils to /util/format/
[mesa.git] / src / gallium / drivers / vc4 / vc4_blit.c
1 /*
2 * Copyright © 2015 Broadcom
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 "util/format/u_format.h"
25 #include "util/u_surface.h"
26 #include "util/u_blitter.h"
27 #include "compiler/nir/nir_builder.h"
28 #include "vc4_context.h"
29
30 static struct pipe_surface *
31 vc4_get_blit_surface(struct pipe_context *pctx,
32 struct pipe_resource *prsc, unsigned level)
33 {
34 struct pipe_surface tmpl;
35
36 memset(&tmpl, 0, sizeof(tmpl));
37 tmpl.format = prsc->format;
38 tmpl.u.tex.level = level;
39 tmpl.u.tex.first_layer = 0;
40 tmpl.u.tex.last_layer = 0;
41
42 return pctx->create_surface(pctx, prsc, &tmpl);
43 }
44
45 static bool
46 is_tile_unaligned(unsigned size, unsigned tile_size)
47 {
48 return size & (tile_size - 1);
49 }
50
51 static bool
52 vc4_tile_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
53 {
54 struct vc4_context *vc4 = vc4_context(pctx);
55 bool msaa = (info->src.resource->nr_samples > 1 ||
56 info->dst.resource->nr_samples > 1);
57 int tile_width = msaa ? 32 : 64;
58 int tile_height = msaa ? 32 : 64;
59
60 if (util_format_is_depth_or_stencil(info->dst.resource->format))
61 return false;
62
63 if (info->scissor_enable)
64 return false;
65
66 if ((info->mask & PIPE_MASK_RGBA) == 0)
67 return false;
68
69 if (info->dst.box.x != info->src.box.x ||
70 info->dst.box.y != info->src.box.y ||
71 info->dst.box.width != info->src.box.width ||
72 info->dst.box.height != info->src.box.height) {
73 return false;
74 }
75
76 int dst_surface_width = u_minify(info->dst.resource->width0,
77 info->dst.level);
78 int dst_surface_height = u_minify(info->dst.resource->height0,
79 info->dst.level);
80 if (is_tile_unaligned(info->dst.box.x, tile_width) ||
81 is_tile_unaligned(info->dst.box.y, tile_height) ||
82 (is_tile_unaligned(info->dst.box.width, tile_width) &&
83 info->dst.box.x + info->dst.box.width != dst_surface_width) ||
84 (is_tile_unaligned(info->dst.box.height, tile_height) &&
85 info->dst.box.y + info->dst.box.height != dst_surface_height)) {
86 return false;
87 }
88
89 /* VC4_PACKET_LOAD_TILE_BUFFER_GENERAL uses the
90 * VC4_PACKET_TILE_RENDERING_MODE_CONFIG's width (determined by our
91 * destination surface) to determine the stride. This may be wrong
92 * when reading from texture miplevels > 0, which are stored in
93 * POT-sized areas. For MSAA, the tile addresses are computed
94 * explicitly by the RCL, but still use the destination width to
95 * determine the stride (which could be fixed by explicitly supplying
96 * it in the ABI).
97 */
98 struct vc4_resource *rsc = vc4_resource(info->src.resource);
99
100 uint32_t stride;
101
102 if (info->src.resource->nr_samples > 1)
103 stride = align(dst_surface_width, 32) * 4 * rsc->cpp;
104 else if (rsc->slices[info->src.level].tiling == VC4_TILING_FORMAT_T)
105 stride = align(dst_surface_width * rsc->cpp, 128);
106 else
107 stride = align(dst_surface_width * rsc->cpp, 16);
108
109 if (stride != rsc->slices[info->src.level].stride)
110 return false;
111
112 if (info->dst.resource->format != info->src.resource->format)
113 return false;
114
115 if (false) {
116 fprintf(stderr, "RCL blit from %d,%d to %d,%d (%d,%d)\n",
117 info->src.box.x,
118 info->src.box.y,
119 info->dst.box.x,
120 info->dst.box.y,
121 info->dst.box.width,
122 info->dst.box.height);
123 }
124
125 struct pipe_surface *dst_surf =
126 vc4_get_blit_surface(pctx, info->dst.resource, info->dst.level);
127 struct pipe_surface *src_surf =
128 vc4_get_blit_surface(pctx, info->src.resource, info->src.level);
129
130 vc4_flush_jobs_reading_resource(vc4, info->src.resource);
131
132 struct vc4_job *job = vc4_get_job(vc4, dst_surf, NULL);
133 pipe_surface_reference(&job->color_read, src_surf);
134
135 /* If we're resolving from MSAA to single sample, we still need to run
136 * the engine in MSAA mode for the load.
137 */
138 if (!job->msaa && info->src.resource->nr_samples > 1) {
139 job->msaa = true;
140 job->tile_width = 32;
141 job->tile_height = 32;
142 }
143
144 job->draw_min_x = info->dst.box.x;
145 job->draw_min_y = info->dst.box.y;
146 job->draw_max_x = info->dst.box.x + info->dst.box.width;
147 job->draw_max_y = info->dst.box.y + info->dst.box.height;
148 job->draw_width = dst_surf->width;
149 job->draw_height = dst_surf->height;
150
151 job->tile_width = tile_width;
152 job->tile_height = tile_height;
153 job->msaa = msaa;
154 job->needs_flush = true;
155 job->resolve |= PIPE_CLEAR_COLOR;
156
157 vc4_job_submit(vc4, job);
158
159 pipe_surface_reference(&dst_surf, NULL);
160 pipe_surface_reference(&src_surf, NULL);
161
162 return true;
163 }
164
165 void
166 vc4_blitter_save(struct vc4_context *vc4)
167 {
168 util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb);
169 util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx);
170 util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs);
171 util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer);
172 util_blitter_save_viewport(vc4->blitter, &vc4->viewport);
173 util_blitter_save_scissor(vc4->blitter, &vc4->scissor);
174 util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs);
175 util_blitter_save_blend(vc4->blitter, vc4->blend);
176 util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa);
177 util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref);
178 util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask);
179 util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer);
180 util_blitter_save_fragment_sampler_states(vc4->blitter,
181 vc4->fragtex.num_samplers,
182 (void **)vc4->fragtex.samplers);
183 util_blitter_save_fragment_sampler_views(vc4->blitter,
184 vc4->fragtex.num_textures, vc4->fragtex.textures);
185 }
186
187 static void *vc4_get_yuv_vs(struct pipe_context *pctx)
188 {
189 struct vc4_context *vc4 = vc4_context(pctx);
190 struct pipe_screen *pscreen = pctx->screen;
191
192 if (vc4->yuv_linear_blit_vs)
193 return vc4->yuv_linear_blit_vs;
194
195 const struct nir_shader_compiler_options *options =
196 pscreen->get_compiler_options(pscreen,
197 PIPE_SHADER_IR_NIR,
198 PIPE_SHADER_VERTEX);
199
200 nir_builder b;
201 nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
202 b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
203
204 const struct glsl_type *vec4 = glsl_vec4_type();
205 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
206 vec4, "pos");
207
208 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
209 vec4, "gl_Position");
210 pos_out->data.location = VARYING_SLOT_POS;
211
212 nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
213
214 struct pipe_shader_state shader_tmpl = {
215 .type = PIPE_SHADER_IR_NIR,
216 .ir.nir = b.shader,
217 };
218
219 vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
220
221 return vc4->yuv_linear_blit_vs;
222 }
223
224 static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
225 {
226 struct vc4_context *vc4 = vc4_context(pctx);
227 struct pipe_screen *pscreen = pctx->screen;
228 struct pipe_shader_state **cached_shader;
229 const char *name;
230
231 if (cpp == 1) {
232 cached_shader = &vc4->yuv_linear_blit_fs_8bit;
233 name = "linear_blit_8bit_fs";
234 } else {
235 cached_shader = &vc4->yuv_linear_blit_fs_16bit;
236 name = "linear_blit_16bit_fs";
237 }
238
239 if (*cached_shader)
240 return *cached_shader;
241
242 const struct nir_shader_compiler_options *options =
243 pscreen->get_compiler_options(pscreen,
244 PIPE_SHADER_IR_NIR,
245 PIPE_SHADER_FRAGMENT);
246
247 nir_builder b;
248 nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
249 b.shader->info.name = ralloc_strdup(b.shader, name);
250
251 const struct glsl_type *vec4 = glsl_vec4_type();
252 const struct glsl_type *glsl_int = glsl_int_type();
253
254 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
255 vec4, "f_color");
256 color_out->data.location = FRAG_RESULT_COLOR;
257
258 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
259 vec4, "pos");
260 pos_in->data.location = VARYING_SLOT_POS;
261 nir_ssa_def *pos = nir_load_var(&b, pos_in);
262
263 nir_ssa_def *one = nir_imm_int(&b, 1);
264 nir_ssa_def *two = nir_imm_int(&b, 2);
265
266 nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
267 nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
268
269 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform,
270 glsl_int, "stride");
271 nir_ssa_def *stride = nir_load_var(&b, stride_in);
272
273 nir_ssa_def *x_offset;
274 nir_ssa_def *y_offset;
275 if (cpp == 1) {
276 nir_ssa_def *intra_utile_x_offset =
277 nir_ishl(&b, nir_iand(&b, x, one), two);
278 nir_ssa_def *inter_utile_x_offset =
279 nir_ishl(&b, nir_iand(&b, x, nir_imm_int(&b, ~3)), one);
280
281 x_offset = nir_iadd(&b,
282 intra_utile_x_offset,
283 inter_utile_x_offset);
284 y_offset = nir_imul(&b,
285 nir_iadd(&b,
286 nir_ishl(&b, y, one),
287 nir_ushr(&b, nir_iand(&b, x, two), one)),
288 stride);
289 } else {
290 x_offset = nir_ishl(&b, x, two);
291 y_offset = nir_imul(&b, y, stride);
292 }
293
294 nir_intrinsic_instr *load =
295 nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_ubo);
296 load->num_components = 1;
297 nir_ssa_dest_init(&load->instr, &load->dest, load->num_components, 32, NULL);
298 load->src[0] = nir_src_for_ssa(one);
299 load->src[1] = nir_src_for_ssa(nir_iadd(&b, x_offset, y_offset));
300 nir_builder_instr_insert(&b, &load->instr);
301
302 nir_store_var(&b, color_out,
303 nir_unpack_unorm_4x8(&b, &load->dest.ssa),
304 0xf);
305
306 struct pipe_shader_state shader_tmpl = {
307 .type = PIPE_SHADER_IR_NIR,
308 .ir.nir = b.shader,
309 };
310
311 *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
312
313 return *cached_shader;
314 }
315
316 static bool
317 vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
318 {
319 struct vc4_context *vc4 = vc4_context(pctx);
320 struct vc4_resource *src = vc4_resource(info->src.resource);
321 struct vc4_resource *dst = vc4_resource(info->dst.resource);
322 bool ok;
323
324 if (src->tiled)
325 return false;
326 if (src->base.format != PIPE_FORMAT_R8_UNORM &&
327 src->base.format != PIPE_FORMAT_R8G8_UNORM)
328 return false;
329
330 /* YUV blits always turn raster-order to tiled */
331 assert(dst->base.format == src->base.format);
332 assert(dst->tiled);
333
334 /* Always 1:1 and at the origin */
335 assert(info->src.box.x == 0 && info->dst.box.x == 0);
336 assert(info->src.box.y == 0 && info->dst.box.y == 0);
337 assert(info->src.box.width == info->dst.box.width);
338 assert(info->src.box.height == info->dst.box.height);
339
340 if ((src->slices[info->src.level].offset & 3) ||
341 (src->slices[info->src.level].stride & 3)) {
342 perf_debug("YUV-blit src texture offset/stride misaligned: 0x%08x/%d\n",
343 src->slices[info->src.level].offset,
344 src->slices[info->src.level].stride);
345 goto fallback;
346 }
347
348 vc4_blitter_save(vc4);
349
350 /* Create a renderable surface mapping the T-tiled shadow buffer.
351 */
352 struct pipe_surface dst_tmpl;
353 util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
354 info->dst.level, info->dst.box.z);
355 dst_tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
356 struct pipe_surface *dst_surf =
357 pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
358 if (!dst_surf) {
359 fprintf(stderr, "Failed to create YUV dst surface\n");
360 util_blitter_unset_running_flag(vc4->blitter);
361 return false;
362 }
363 dst_surf->width = align(dst_surf->width, 8) / 2;
364 if (dst->cpp == 1)
365 dst_surf->height /= 2;
366
367 /* Set the constant buffer. */
368 uint32_t stride = src->slices[info->src.level].stride;
369 struct pipe_constant_buffer cb_uniforms = {
370 .user_buffer = &stride,
371 .buffer_size = sizeof(stride),
372 };
373 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb_uniforms);
374 struct pipe_constant_buffer cb_src = {
375 .buffer = info->src.resource,
376 .buffer_offset = src->slices[info->src.level].offset,
377 .buffer_size = (src->bo->size -
378 src->slices[info->src.level].offset),
379 };
380 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_src);
381
382 /* Unbind the textures, to make sure we don't try to recurse into the
383 * shadow blit.
384 */
385 pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
386 pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
387
388 util_blitter_custom_shader(vc4->blitter, dst_surf,
389 vc4_get_yuv_vs(pctx),
390 vc4_get_yuv_fs(pctx, src->cpp));
391
392 util_blitter_restore_textures(vc4->blitter);
393 util_blitter_restore_constant_buffer_state(vc4->blitter);
394 /* Restore cb1 (util_blitter doesn't handle this one). */
395 struct pipe_constant_buffer cb_disabled = { 0 };
396 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_disabled);
397
398 pipe_surface_reference(&dst_surf, NULL);
399
400 return true;
401
402 fallback:
403 /* Do an immediate SW fallback, since the render blit path
404 * would just recurse.
405 */
406 ok = util_try_blit_via_copy_region(pctx, info);
407 assert(ok); (void)ok;
408
409 return true;
410 }
411
412 static bool
413 vc4_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
414 {
415 struct vc4_context *vc4 = vc4_context(ctx);
416
417 if (!util_blitter_is_blit_supported(vc4->blitter, info)) {
418 fprintf(stderr, "blit unsupported %s -> %s\n",
419 util_format_short_name(info->src.resource->format),
420 util_format_short_name(info->dst.resource->format));
421 return false;
422 }
423
424 /* Enable the scissor, so we get a minimal set of tiles rendered. */
425 if (!info->scissor_enable) {
426 info->scissor_enable = true;
427 info->scissor.minx = info->dst.box.x;
428 info->scissor.miny = info->dst.box.y;
429 info->scissor.maxx = info->dst.box.x + info->dst.box.width;
430 info->scissor.maxy = info->dst.box.y + info->dst.box.height;
431 }
432
433 vc4_blitter_save(vc4);
434 util_blitter_blit(vc4->blitter, info);
435
436 return true;
437 }
438
439 /* Optimal hardware path for blitting pixels.
440 * Scaling, format conversion, up- and downsampling (resolve) are allowed.
441 */
442 void
443 vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
444 {
445 struct pipe_blit_info info = *blit_info;
446
447 if (vc4_yuv_blit(pctx, blit_info))
448 return;
449
450 if (vc4_tile_blit(pctx, blit_info))
451 return;
452
453 if (info.mask & PIPE_MASK_S) {
454 if (util_try_blit_via_copy_region(pctx, &info))
455 return;
456
457 info.mask &= ~PIPE_MASK_S;
458 fprintf(stderr, "cannot blit stencil, skipping\n");
459 }
460
461 if (vc4_render_blit(pctx, &info))
462 return;
463
464 fprintf(stderr, "Unsupported blit\n");
465 }