v3d: don't emit point coordinates varyings if the FS doesn't read them
[mesa.git] / src / gallium / drivers / v3d / v3d_blit.c
index 1a0406a6ed97802060cf0c91681fea555bad6b2c..d42e8fd0e6979f2345e41f5df93c190eaaf74b0c 100644 (file)
@@ -25,6 +25,7 @@
 #include "util/u_surface.h"
 #include "util/u_blitter.h"
 #include "v3d_context.h"
+#include "v3d_tiling.h"
 
 #if 0
 static struct pipe_surface *
@@ -183,10 +184,11 @@ v3d_blitter_save(struct v3d_context *v3d)
         util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
         util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
         util_blitter_save_fragment_sampler_states(v3d->blitter,
-                        v3d->fragtex.num_samplers,
-                        (void **)v3d->fragtex.samplers);
+                        v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
+                        (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
         util_blitter_save_fragment_sampler_views(v3d->blitter,
-                        v3d->fragtex.num_textures, v3d->fragtex.textures);
+                        v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
+                        v3d->tex[PIPE_SHADER_FRAGMENT].textures);
         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
                                      v3d->streamout.targets);
 }
@@ -316,12 +318,207 @@ v3d_stencil_blit(struct pipe_context *ctx, const struct pipe_blit_info *info)
         pipe_sampler_view_reference(&src_view, NULL);
 }
 
+/* Disable level 0 write, just write following mipmaps */
+#define V3D_TFU_IOA_DIMTW (1 << 0)
+#define V3D_TFU_IOA_FORMAT_SHIFT 3
+#define V3D_TFU_IOA_FORMAT_LINEARTILE 3
+#define V3D_TFU_IOA_FORMAT_UBLINEAR_1_COLUMN 4
+#define V3D_TFU_IOA_FORMAT_UBLINEAR_2_COLUMN 5
+#define V3D_TFU_IOA_FORMAT_UIF_NO_XOR 6
+#define V3D_TFU_IOA_FORMAT_UIF_XOR 7
+
+#define V3D_TFU_ICFG_NUMMM_SHIFT 5
+#define V3D_TFU_ICFG_TTYPE_SHIFT 9
+
+#define V3D_TFU_ICFG_OPAD_SHIFT 22
+
+#define V3D_TFU_ICFG_FORMAT_SHIFT 18
+#define V3D_TFU_ICFG_FORMAT_RASTER 0
+#define V3D_TFU_ICFG_FORMAT_SAND_128 1
+#define V3D_TFU_ICFG_FORMAT_SAND_256 2
+#define V3D_TFU_ICFG_FORMAT_LINEARTILE 11
+#define V3D_TFU_ICFG_FORMAT_UBLINEAR_1_COLUMN 12
+#define V3D_TFU_ICFG_FORMAT_UBLINEAR_2_COLUMN 13
+#define V3D_TFU_ICFG_FORMAT_UIF_NO_XOR 14
+#define V3D_TFU_ICFG_FORMAT_UIF_XOR 15
+
+static bool
+v3d_tfu(struct pipe_context *pctx,
+        struct pipe_resource *pdst,
+        struct pipe_resource *psrc,
+        unsigned int src_level,
+        unsigned int base_level,
+        unsigned int last_level,
+        unsigned int src_layer,
+        unsigned int dst_layer)
+{
+        struct v3d_context *v3d = v3d_context(pctx);
+        struct v3d_screen *screen = v3d->screen;
+        struct v3d_resource *src = v3d_resource(psrc);
+        struct v3d_resource *dst = v3d_resource(pdst);
+        struct v3d_resource_slice *src_base_slice = &src->slices[src_level];
+        struct v3d_resource_slice *dst_base_slice = &dst->slices[base_level];
+        int msaa_scale = pdst->nr_samples > 1 ? 2 : 1;
+        int width = u_minify(pdst->width0, base_level) * msaa_scale;
+        int height = u_minify(pdst->height0, base_level) * msaa_scale;
+
+        if (psrc->format != pdst->format)
+                return false;
+        if (psrc->nr_samples != pdst->nr_samples)
+                return false;
+
+        uint32_t tex_format = v3d_get_tex_format(&screen->devinfo,
+                                                 pdst->format);
+
+        if (!v3d_tfu_supports_tex_format(&screen->devinfo, tex_format))
+                return false;
+
+        if (pdst->target != PIPE_TEXTURE_2D || psrc->target != PIPE_TEXTURE_2D)
+                return false;
+
+        /* Can't write to raster. */
+        if (dst_base_slice->tiling == VC5_TILING_RASTER)
+                return false;
+
+        v3d_flush_jobs_writing_resource(v3d, psrc);
+        v3d_flush_jobs_reading_resource(v3d, pdst);
+
+        struct drm_v3d_submit_tfu tfu = {
+                .ios = (height << 16) | width,
+                .bo_handles = {
+                        dst->bo->handle,
+                        src != dst ? src->bo->handle : 0
+                },
+                .in_sync = v3d->out_sync,
+                .out_sync = v3d->out_sync,
+        };
+        uint32_t src_offset = (src->bo->offset +
+                               v3d_layer_offset(psrc, src_level, src_layer));
+        tfu.iia |= src_offset;
+        if (src_base_slice->tiling == VC5_TILING_RASTER) {
+                tfu.icfg |= (V3D_TFU_ICFG_FORMAT_RASTER <<
+                             V3D_TFU_ICFG_FORMAT_SHIFT);
+        } else {
+                tfu.icfg |= ((V3D_TFU_ICFG_FORMAT_LINEARTILE +
+                              (src_base_slice->tiling - VC5_TILING_LINEARTILE)) <<
+                             V3D_TFU_ICFG_FORMAT_SHIFT);
+        }
+
+        uint32_t dst_offset = (dst->bo->offset +
+                               v3d_layer_offset(pdst, src_level, dst_layer));
+        tfu.ioa |= dst_offset;
+        if (last_level != base_level)
+                tfu.ioa |= V3D_TFU_IOA_DIMTW;
+        tfu.ioa |= ((V3D_TFU_IOA_FORMAT_LINEARTILE +
+                     (dst_base_slice->tiling - VC5_TILING_LINEARTILE)) <<
+                    V3D_TFU_IOA_FORMAT_SHIFT);
+
+        tfu.icfg |= tex_format << V3D_TFU_ICFG_TTYPE_SHIFT;
+        tfu.icfg |= (last_level - base_level) << V3D_TFU_ICFG_NUMMM_SHIFT;
+
+        switch (src_base_slice->tiling) {
+        case VC5_TILING_UIF_NO_XOR:
+        case VC5_TILING_UIF_XOR:
+                tfu.iis |= (src_base_slice->padded_height /
+                            (2 * v3d_utile_height(src->cpp)));
+                break;
+        case VC5_TILING_RASTER:
+                tfu.iis |= src_base_slice->stride / src->cpp;
+                break;
+        case VC5_TILING_LINEARTILE:
+        case VC5_TILING_UBLINEAR_1_COLUMN:
+        case VC5_TILING_UBLINEAR_2_COLUMN:
+                break;
+       }
+
+        /* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
+         * OPAD field for the destination (how many extra UIF blocks beyond
+         * those necessary to cover the height).  When filling mipmaps, the
+         * miplevel 1+ tiling state is inferred.
+         */
+        if (dst_base_slice->tiling == VC5_TILING_UIF_NO_XOR ||
+            dst_base_slice->tiling == VC5_TILING_UIF_XOR) {
+                int uif_block_h = 2 * v3d_utile_height(dst->cpp);
+                int implicit_padded_height = align(height, uif_block_h);
+
+                tfu.icfg |= (((dst_base_slice->padded_height -
+                               implicit_padded_height) / uif_block_h) <<
+                             V3D_TFU_ICFG_OPAD_SHIFT);
+        }
+
+        int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_TFU, &tfu);
+        if (ret != 0) {
+                fprintf(stderr, "Failed to submit TFU job: %d\n", ret);
+                return false;
+        }
+
+        dst->writes++;
+
+        return true;
+}
+
+boolean
+v3d_generate_mipmap(struct pipe_context *pctx,
+                    struct pipe_resource *prsc,
+                    enum pipe_format format,
+                    unsigned int base_level,
+                    unsigned int last_level,
+                    unsigned int first_layer,
+                    unsigned int last_layer)
+{
+        if (format != prsc->format)
+                return false;
+
+        /* We could maybe support looping over layers for array textures, but
+         * we definitely don't support 3D.
+         */
+        if (first_layer != last_layer)
+                return false;
+
+        return v3d_tfu(pctx,
+                       prsc, prsc,
+                       base_level,
+                       base_level, last_level,
+                       first_layer, first_layer);
+}
+
+static bool
+v3d_tfu_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
+{
+        int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
+        int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
+
+        if ((info->mask & PIPE_MASK_RGBA) == 0)
+                return false;
+
+        if (info->scissor_enable ||
+            info->dst.box.x != 0 ||
+            info->dst.box.y != 0 ||
+            info->dst.box.width != dst_width ||
+            info->dst.box.height != dst_height ||
+            info->src.box.x != 0 ||
+            info->src.box.y != 0 ||
+            info->src.box.width != info->dst.box.width ||
+            info->src.box.height != info->dst.box.height) {
+                return false;
+        }
+
+        if (info->dst.format != info->src.format)
+                return false;
+
+        return v3d_tfu(pctx, info->dst.resource, info->src.resource,
+                       info->src.level,
+                       info->dst.level, info->dst.level,
+                       info->src.box.z, info->dst.box.z);
+}
+
 /* Optimal hardware path for blitting pixels.
  * Scaling, format conversion, up- and downsampling (resolve) are allowed.
  */
 void
 v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
 {
+        struct v3d_context *v3d = v3d_context(pctx);
         struct pipe_blit_info info = *blit_info;
 
         if (info.mask & PIPE_MASK_S) {
@@ -329,10 +526,16 @@ v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
                 info.mask &= ~PIPE_MASK_S;
         }
 
-#if 0
-        if (v3d_tile_blit(pctx, blit_info))
-                return;
-#endif
+        if (v3d_tfu_blit(pctx, blit_info))
+                info.mask &= ~PIPE_MASK_RGBA;
+
+        if (info.mask)
+                v3d_render_blit(pctx, &info);
 
-        v3d_render_blit(pctx, &info);
+        /* Flush our blit jobs immediately.  They're unlikely to get reused by
+         * normal drawing or other blits, and without flushing we can easily
+         * run into unexpected OOMs when blits are used for a large series of
+         * texture uploads before using the textures.
+         */
+        v3d_flush_jobs_writing_resource(v3d, info.dst.resource);
 }