* IN THE SOFTWARE.
*/
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "util/u_surface.h"
#include "util/u_blitter.h"
+#include "compiler/nir/nir_builder.h"
#include "vc4_context.h"
static struct pipe_surface *
vc4_tile_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
- bool old_msaa = vc4->msaa;
- int old_tile_width = vc4->tile_width;
- int old_tile_height = vc4->tile_height;
- bool msaa = (info->src.resource->nr_samples ||
- info->dst.resource->nr_samples);
+ bool msaa = (info->src.resource->nr_samples > 1 ||
+ info->dst.resource->nr_samples > 1);
int tile_width = msaa ? 32 : 64;
int tile_height = msaa ? 32 : 64;
return false;
}
- if (info->dst.resource->format != info->src.resource->format)
+ /* VC4_PACKET_LOAD_TILE_BUFFER_GENERAL uses the
+ * VC4_PACKET_TILE_RENDERING_MODE_CONFIG's width (determined by our
+ * destination surface) to determine the stride. This may be wrong
+ * when reading from texture miplevels > 0, which are stored in
+ * POT-sized areas. For MSAA, the tile addresses are computed
+ * explicitly by the RCL, but still use the destination width to
+ * determine the stride (which could be fixed by explicitly supplying
+ * it in the ABI).
+ */
+ struct vc4_resource *rsc = vc4_resource(info->src.resource);
+
+ uint32_t stride;
+
+ if (info->src.resource->nr_samples > 1)
+ stride = align(dst_surface_width, 32) * 4 * rsc->cpp;
+ else if (rsc->slices[info->src.level].tiling == VC4_TILING_FORMAT_T)
+ stride = align(dst_surface_width * rsc->cpp, 128);
+ else
+ stride = align(dst_surface_width * rsc->cpp, 16);
+
+ if (stride != rsc->slices[info->src.level].stride)
return false;
- vc4_flush(pctx);
+ if (info->dst.resource->format != info->src.resource->format)
+ return false;
if (false) {
fprintf(stderr, "RCL blit from %d,%d to %d,%d (%d,%d)\n",
struct pipe_surface *src_surf =
vc4_get_blit_surface(pctx, info->src.resource, info->src.level);
- pipe_surface_reference(&vc4->color_read, src_surf);
- pipe_surface_reference(&vc4->color_write,
- dst_surf->texture->nr_samples ? NULL : dst_surf);
- pipe_surface_reference(&vc4->msaa_color_write,
- dst_surf->texture->nr_samples ? dst_surf : NULL);
- pipe_surface_reference(&vc4->zs_read, NULL);
- pipe_surface_reference(&vc4->zs_write, NULL);
- pipe_surface_reference(&vc4->msaa_zs_write, NULL);
-
- vc4->draw_min_x = info->dst.box.x;
- vc4->draw_min_y = info->dst.box.y;
- vc4->draw_max_x = info->dst.box.x + info->dst.box.width;
- vc4->draw_max_y = info->dst.box.y + info->dst.box.height;
- vc4->draw_width = dst_surf->width;
- vc4->draw_height = dst_surf->height;
-
- vc4->tile_width = tile_width;
- vc4->tile_height = tile_height;
- vc4->msaa = msaa;
- vc4->needs_flush = true;
-
- vc4_job_submit(vc4);
-
- vc4->msaa = old_msaa;
- vc4->tile_width = old_tile_width;
- vc4->tile_height = old_tile_height;
+ vc4_flush_jobs_reading_resource(vc4, info->src.resource);
+
+ struct vc4_job *job = vc4_get_job(vc4, dst_surf, NULL);
+ pipe_surface_reference(&job->color_read, src_surf);
+
+ /* If we're resolving from MSAA to single sample, we still need to run
+ * the engine in MSAA mode for the load.
+ */
+ if (!job->msaa && info->src.resource->nr_samples > 1) {
+ job->msaa = true;
+ job->tile_width = 32;
+ job->tile_height = 32;
+ }
+
+ job->draw_min_x = info->dst.box.x;
+ job->draw_min_y = info->dst.box.y;
+ job->draw_max_x = info->dst.box.x + info->dst.box.width;
+ job->draw_max_y = info->dst.box.y + info->dst.box.height;
+ job->draw_width = dst_surf->width;
+ job->draw_height = dst_surf->height;
+
+ job->tile_width = tile_width;
+ job->tile_height = tile_height;
+ job->msaa = msaa;
+ job->needs_flush = true;
+ job->resolve |= PIPE_CLEAR_COLOR;
+
+ vc4_job_submit(vc4, job);
pipe_surface_reference(&dst_surf, NULL);
pipe_surface_reference(&src_surf, NULL);
return true;
}
-static bool
-vc4_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
+void
+vc4_blitter_save(struct vc4_context *vc4)
{
- struct vc4_context *vc4 = vc4_context(ctx);
-
- if (!util_blitter_is_blit_supported(vc4->blitter, info)) {
- fprintf(stderr, "blit unsupported %s -> %s\n",
- util_format_short_name(info->src.resource->format),
- util_format_short_name(info->dst.resource->format));
- return false;
- }
-
+ util_blitter_save_fragment_constant_buffer_slot(vc4->blitter,
+ vc4->constbuf[PIPE_SHADER_FRAGMENT].cb);
util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb);
util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx);
util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs);
(void **)vc4->fragtex.samplers);
util_blitter_save_fragment_sampler_views(vc4->blitter,
vc4->fragtex.num_textures, vc4->fragtex.textures);
+}
+
+static void *vc4_get_yuv_vs(struct pipe_context *pctx)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct pipe_screen *pscreen = pctx->screen;
+
+ if (vc4->yuv_linear_blit_vs)
+ return vc4->yuv_linear_blit_vs;
+
+ const struct nir_shader_compiler_options *options =
+ pscreen->get_compiler_options(pscreen,
+ PIPE_SHADER_IR_NIR,
+ PIPE_SHADER_VERTEX);
+
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
+ b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
+
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "pos");
+
+ nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "gl_Position");
+ pos_out->data.location = VARYING_SLOT_POS;
+
+ nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
+
+ struct pipe_shader_state shader_tmpl = {
+ .type = PIPE_SHADER_IR_NIR,
+ .ir.nir = b.shader,
+ };
+
+ vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
+
+ return vc4->yuv_linear_blit_vs;
+}
+
+static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct pipe_screen *pscreen = pctx->screen;
+ struct pipe_shader_state **cached_shader;
+ const char *name;
+
+ if (cpp == 1) {
+ cached_shader = &vc4->yuv_linear_blit_fs_8bit;
+ name = "linear_blit_8bit_fs";
+ } else {
+ cached_shader = &vc4->yuv_linear_blit_fs_16bit;
+ name = "linear_blit_16bit_fs";
+ }
+
+ if (*cached_shader)
+ return *cached_shader;
+
+ const struct nir_shader_compiler_options *options =
+ pscreen->get_compiler_options(pscreen,
+ PIPE_SHADER_IR_NIR,
+ PIPE_SHADER_FRAGMENT);
+
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
+ b.shader->info.name = ralloc_strdup(b.shader, name);
+
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ const struct glsl_type *glsl_int = glsl_int_type();
+
+ nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "f_color");
+ color_out->data.location = FRAG_RESULT_COLOR;
+
+ nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "pos");
+ pos_in->data.location = VARYING_SLOT_POS;
+ nir_ssa_def *pos = nir_load_var(&b, pos_in);
+
+ nir_ssa_def *one = nir_imm_int(&b, 1);
+ nir_ssa_def *two = nir_imm_int(&b, 2);
+
+ nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
+ nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
+
+ nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform,
+ glsl_int, "stride");
+ nir_ssa_def *stride = nir_load_var(&b, stride_in);
+
+ nir_ssa_def *x_offset;
+ nir_ssa_def *y_offset;
+ if (cpp == 1) {
+ nir_ssa_def *intra_utile_x_offset =
+ nir_ishl(&b, nir_iand(&b, x, one), two);
+ nir_ssa_def *inter_utile_x_offset =
+ nir_ishl(&b, nir_iand(&b, x, nir_imm_int(&b, ~3)), one);
+
+ x_offset = nir_iadd(&b,
+ intra_utile_x_offset,
+ inter_utile_x_offset);
+ y_offset = nir_imul(&b,
+ nir_iadd(&b,
+ nir_ishl(&b, y, one),
+ nir_ushr(&b, nir_iand(&b, x, two), one)),
+ stride);
+ } else {
+ x_offset = nir_ishl(&b, x, two);
+ y_offset = nir_imul(&b, y, stride);
+ }
+
+ nir_intrinsic_instr *load =
+ nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_ubo);
+ load->num_components = 1;
+ nir_ssa_dest_init(&load->instr, &load->dest, load->num_components, 32, NULL);
+ load->src[0] = nir_src_for_ssa(one);
+ load->src[1] = nir_src_for_ssa(nir_iadd(&b, x_offset, y_offset));
+ nir_builder_instr_insert(&b, &load->instr);
+
+ nir_store_var(&b, color_out,
+ nir_unpack_unorm_4x8(&b, &load->dest.ssa),
+ 0xf);
+
+ struct pipe_shader_state shader_tmpl = {
+ .type = PIPE_SHADER_IR_NIR,
+ .ir.nir = b.shader,
+ };
+
+ *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
+
+ return *cached_shader;
+}
+
+static bool
+vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct vc4_resource *src = vc4_resource(info->src.resource);
+ struct vc4_resource *dst = vc4_resource(info->dst.resource);
+ bool ok;
+ if (src->tiled)
+ return false;
+ if (src->base.format != PIPE_FORMAT_R8_UNORM &&
+ src->base.format != PIPE_FORMAT_R8G8_UNORM)
+ return false;
+
+ /* YUV blits always turn raster-order to tiled */
+ assert(dst->base.format == src->base.format);
+ assert(dst->tiled);
+
+ /* Always 1:1 and at the origin */
+ assert(info->src.box.x == 0 && info->dst.box.x == 0);
+ assert(info->src.box.y == 0 && info->dst.box.y == 0);
+ assert(info->src.box.width == info->dst.box.width);
+ assert(info->src.box.height == info->dst.box.height);
+
+ if ((src->slices[info->src.level].offset & 3) ||
+ (src->slices[info->src.level].stride & 3)) {
+ perf_debug("YUV-blit src texture offset/stride misaligned: 0x%08x/%d\n",
+ src->slices[info->src.level].offset,
+ src->slices[info->src.level].stride);
+ goto fallback;
+ }
+
+ vc4_blitter_save(vc4);
+
+ /* Create a renderable surface mapping the T-tiled shadow buffer.
+ */
+ struct pipe_surface dst_tmpl;
+ util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
+ info->dst.level, info->dst.box.z);
+ dst_tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
+ struct pipe_surface *dst_surf =
+ pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
+ if (!dst_surf) {
+ fprintf(stderr, "Failed to create YUV dst surface\n");
+ util_blitter_unset_running_flag(vc4->blitter);
+ return false;
+ }
+ dst_surf->width = align(dst_surf->width, 8) / 2;
+ if (dst->cpp == 1)
+ dst_surf->height /= 2;
+
+ /* Set the constant buffer. */
+ uint32_t stride = src->slices[info->src.level].stride;
+ struct pipe_constant_buffer cb_uniforms = {
+ .user_buffer = &stride,
+ .buffer_size = sizeof(stride),
+ };
+ pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb_uniforms);
+ struct pipe_constant_buffer cb_src = {
+ .buffer = info->src.resource,
+ .buffer_offset = src->slices[info->src.level].offset,
+ .buffer_size = (src->bo->size -
+ src->slices[info->src.level].offset),
+ };
+ pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_src);
+
+ /* Unbind the textures, to make sure we don't try to recurse into the
+ * shadow blit.
+ */
+ pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
+ pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
+
+ util_blitter_custom_shader(vc4->blitter, dst_surf,
+ vc4_get_yuv_vs(pctx),
+ vc4_get_yuv_fs(pctx, src->cpp));
+
+ util_blitter_restore_textures(vc4->blitter);
+ util_blitter_restore_constant_buffer_state(vc4->blitter);
+ /* Restore cb1 (util_blitter doesn't handle this one). */
+ struct pipe_constant_buffer cb_disabled = { 0 };
+ pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_disabled);
+
+ pipe_surface_reference(&dst_surf, NULL);
+
+ return true;
+
+fallback:
+ /* Do an immediate SW fallback, since the render blit path
+ * would just recurse.
+ */
+ ok = util_try_blit_via_copy_region(pctx, info);
+ assert(ok); (void)ok;
+
+ return true;
+}
+
+static bool
+vc4_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
+{
+ struct vc4_context *vc4 = vc4_context(ctx);
+
+ if (!util_blitter_is_blit_supported(vc4->blitter, info)) {
+ fprintf(stderr, "blit unsupported %s -> %s\n",
+ util_format_short_name(info->src.resource->format),
+ util_format_short_name(info->dst.resource->format));
+ return false;
+ }
+
+ /* Enable the scissor, so we get a minimal set of tiles rendered. */
+ if (!info->scissor_enable) {
+ info->scissor_enable = true;
+ info->scissor.minx = info->dst.box.x;
+ info->scissor.miny = info->dst.box.y;
+ info->scissor.maxx = info->dst.box.x + info->dst.box.width;
+ info->scissor.maxy = info->dst.box.y + info->dst.box.height;
+ }
+
+ vc4_blitter_save(vc4);
util_blitter_blit(vc4->blitter, info);
return true;
{
struct pipe_blit_info info = *blit_info;
- if (vc4_tile_blit(pctx, blit_info))
+ if (vc4_yuv_blit(pctx, blit_info))
return;
- if (util_try_blit_via_copy_region(pctx, &info)) {
- return; /* done */
- }
+ if (vc4_tile_blit(pctx, blit_info))
+ return;
if (info.mask & PIPE_MASK_S) {
- fprintf(stderr, "cannot blit stencil, skipping\n");
+ if (util_try_blit_via_copy_region(pctx, &info))
+ return;
+
info.mask &= ~PIPE_MASK_S;
+ fprintf(stderr, "cannot blit stencil, skipping\n");
}
- vc4_render_blit(pctx, &info);
+ if (vc4_render_blit(pctx, &info))
+ return;
+
+ fprintf(stderr, "Unsupported blit\n");
}