radeonsi: use shader_info::cs::local_size_variable to clean up some code
[mesa.git] / src / gallium / drivers / v3d / v3d_resource.h
1 /*
2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22 * IN THE SOFTWARE.
23 */
24
25 #ifndef VC5_RESOURCE_H
26 #define VC5_RESOURCE_H
27
28 #include "v3d_screen.h"
29 #include "util/u_transfer.h"
30
31 /* A UIFblock is a 256-byte region of memory that's 256-byte aligned. These
32 * will be grouped in 4x4 blocks (left-to-right, then top-to-bottom) in a 4KB
33 * page. Those pages are then arranged left-to-right, top-to-bottom, to cover
34 * an image.
35 *
36 * The inside of a UIFblock, for packed pixels, will be split into 4 64-byte
37 * utiles. Utiles may be 8x8 (8bpp), 8x4(16bpp) or 4x4 (32bpp).
38 */
39
40 /**
41 * Tiling mode enum used for v3d_resource.c, which maps directly to the Memory
42 * Format field of render target and Z/Stencil config.
43 */
44 enum v3d_tiling_mode {
45 /* Untiled resources. Not valid as texture inputs. */
46 VC5_TILING_RASTER,
47
48 /* Single line of u-tiles. */
49 VC5_TILING_LINEARTILE,
50
51 /* Departure from standard 4-UIF block column format. */
52 VC5_TILING_UBLINEAR_1_COLUMN,
53
54 /* Departure from standard 4-UIF block column format. */
55 VC5_TILING_UBLINEAR_2_COLUMN,
56
57 /* Normal tiling format: grouped in 4x4 UIFblocks, each of which is
58 * split 2x2 into utiles.
59 */
60 VC5_TILING_UIF_NO_XOR,
61
62 /* Normal tiling format: grouped in 4x4 UIFblocks, each of which is
63 * split 2x2 into utiles.
64 */
65 VC5_TILING_UIF_XOR,
66 };
67
68 struct v3d_transfer {
69 struct pipe_transfer base;
70 void *map;
71 };
72
73 struct v3d_resource_slice {
74 uint32_t offset;
75 uint32_t stride;
76 uint32_t padded_height;
77 /* Size of a single pane of the slice. For 3D textures, there will be
78 * a number of panes equal to the minified, power-of-two-aligned
79 * depth.
80 */
81 uint32_t size;
82 uint8_t ub_pad;
83 enum v3d_tiling_mode tiling;
84 };
85
86 struct v3d_surface {
87 struct pipe_surface base;
88 uint32_t offset;
89 enum v3d_tiling_mode tiling;
90 /**
91 * Output image format for TILE_RENDERING_MODE_CONFIGURATION
92 */
93 uint8_t format;
94
95 /**
96 * Internal format of the tile buffer for
97 * TILE_RENDERING_MODE_CONFIGURATION.
98 */
99 uint8_t internal_type;
100
101 /**
102 * internal bpp value (0=32bpp, 2=128bpp) for color buffers in
103 * TILE_RENDERING_MODE_CONFIGURATION.
104 */
105 uint8_t internal_bpp;
106
107 /**
108 * If the R and B channels should be swapped. On V3D 3.x, we do it in
109 * the shader and the blend equation. On V3D 4.1+, we can use the new
110 * TLB load/store flags instead of recompiling.
111 */
112 bool swap_rb;
113
114 uint32_t padded_height_of_output_image_in_uif_blocks;
115
116 /* If the resource being referenced is separate stencil, then this is
117 * the surface to use when reading/writing stencil.
118 */
119 struct pipe_surface *separate_stencil;
120 };
121
122 struct v3d_resource {
123 struct pipe_resource base;
124 struct v3d_bo *bo;
125 struct renderonly_scanout *scanout;
126 struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
127 uint32_t cube_map_stride;
128 uint32_t size;
129 int cpp;
130 bool tiled;
131
132 /**
133 * Indicates if the CS has written the resource
134 */
135 bool compute_written;
136
137 /**
138 * Number of times the resource has been written to.
139 *
140 * This is used to track whether we need to load the surface on first
141 * rendering.
142 */
143 uint64_t writes;
144
145 /**
146 * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
147 * for which parts of the resource are defined.
148 *
149 * Used for avoiding fallback to quad clears for clearing just depth,
150 * when the stencil contents have never been initialized. Note that
151 * we're lazy and fields not present in the buffer (DEPTH in a color
152 * buffer) may get marked.
153 */
154 uint32_t initialized_buffers;
155
156 enum pipe_format internal_format;
157
158 /* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
159 struct v3d_resource *separate_stencil;
160 };
161
162 static inline struct v3d_resource *
163 v3d_resource(struct pipe_resource *prsc)
164 {
165 return (struct v3d_resource *)prsc;
166 }
167
168 static inline struct v3d_surface *
169 v3d_surface(struct pipe_surface *psurf)
170 {
171 return (struct v3d_surface *)psurf;
172 }
173
174 static inline struct v3d_transfer *
175 v3d_transfer(struct pipe_transfer *ptrans)
176 {
177 return (struct v3d_transfer *)ptrans;
178 }
179
180 void v3d_resource_screen_init(struct pipe_screen *pscreen);
181 void v3d_resource_context_init(struct pipe_context *pctx);
182 struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
183 const struct pipe_resource *tmpl);
184 void v3d_update_shadow_texture(struct pipe_context *pctx,
185 struct pipe_sampler_view *view);
186 uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
187 uint32_t layer);
188
189
190 #endif /* VC5_RESOURCE_H */