#include "util/u_surface.h"
#include "util/u_blitter.h"
#include "v3d_context.h"
+#include "v3d_tiling.h"
#if 0
static struct pipe_surface *
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);
}
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) {
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);
}