util/ra: spiff out select_reg_callback
[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_fragment_constant_buffer_slot(vc4->blitter,
169 vc4->constbuf[PIPE_SHADER_FRAGMENT].cb);
170 util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb);
171 util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx);
172 util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs);
173 util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer);
174 util_blitter_save_viewport(vc4->blitter, &vc4->viewport);
175 util_blitter_save_scissor(vc4->blitter, &vc4->scissor);
176 util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs);
177 util_blitter_save_blend(vc4->blitter, vc4->blend);
178 util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa);
179 util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref);
180 util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask);
181 util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer);
182 util_blitter_save_fragment_sampler_states(vc4->blitter,
183 vc4->fragtex.num_samplers,
184 (void **)vc4->fragtex.samplers);
185 util_blitter_save_fragment_sampler_views(vc4->blitter,
186 vc4->fragtex.num_textures, vc4->fragtex.textures);
187 }
188
189 static void *vc4_get_yuv_vs(struct pipe_context *pctx)
190 {
191 struct vc4_context *vc4 = vc4_context(pctx);
192 struct pipe_screen *pscreen = pctx->screen;
193
194 if (vc4->yuv_linear_blit_vs)
195 return vc4->yuv_linear_blit_vs;
196
197 const struct nir_shader_compiler_options *options =
198 pscreen->get_compiler_options(pscreen,
199 PIPE_SHADER_IR_NIR,
200 PIPE_SHADER_VERTEX);
201
202 nir_builder b;
203 nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
204 b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
205
206 const struct glsl_type *vec4 = glsl_vec4_type();
207 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
208 vec4, "pos");
209
210 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
211 vec4, "gl_Position");
212 pos_out->data.location = VARYING_SLOT_POS;
213
214 nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
215
216 struct pipe_shader_state shader_tmpl = {
217 .type = PIPE_SHADER_IR_NIR,
218 .ir.nir = b.shader,
219 };
220
221 vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
222
223 return vc4->yuv_linear_blit_vs;
224 }
225
226 static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
227 {
228 struct vc4_context *vc4 = vc4_context(pctx);
229 struct pipe_screen *pscreen = pctx->screen;
230 struct pipe_shader_state **cached_shader;
231 const char *name;
232
233 if (cpp == 1) {
234 cached_shader = &vc4->yuv_linear_blit_fs_8bit;
235 name = "linear_blit_8bit_fs";
236 } else {
237 cached_shader = &vc4->yuv_linear_blit_fs_16bit;
238 name = "linear_blit_16bit_fs";
239 }
240
241 if (*cached_shader)
242 return *cached_shader;
243
244 const struct nir_shader_compiler_options *options =
245 pscreen->get_compiler_options(pscreen,
246 PIPE_SHADER_IR_NIR,
247 PIPE_SHADER_FRAGMENT);
248
249 nir_builder b;
250 nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
251 b.shader->info.name = ralloc_strdup(b.shader, name);
252
253 const struct glsl_type *vec4 = glsl_vec4_type();
254 const struct glsl_type *glsl_int = glsl_int_type();
255
256 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
257 vec4, "f_color");
258 color_out->data.location = FRAG_RESULT_COLOR;
259
260 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
261 vec4, "pos");
262 pos_in->data.location = VARYING_SLOT_POS;
263 nir_ssa_def *pos = nir_load_var(&b, pos_in);
264
265 nir_ssa_def *one = nir_imm_int(&b, 1);
266 nir_ssa_def *two = nir_imm_int(&b, 2);
267
268 nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
269 nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
270
271 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform,
272 glsl_int, "stride");
273 nir_ssa_def *stride = nir_load_var(&b, stride_in);
274
275 nir_ssa_def *x_offset;
276 nir_ssa_def *y_offset;
277 if (cpp == 1) {
278 nir_ssa_def *intra_utile_x_offset =
279 nir_ishl(&b, nir_iand(&b, x, one), two);
280 nir_ssa_def *inter_utile_x_offset =
281 nir_ishl(&b, nir_iand(&b, x, nir_imm_int(&b, ~3)), one);
282
283 x_offset = nir_iadd(&b,
284 intra_utile_x_offset,
285 inter_utile_x_offset);
286 y_offset = nir_imul(&b,
287 nir_iadd(&b,
288 nir_ishl(&b, y, one),
289 nir_ushr(&b, nir_iand(&b, x, two), one)),
290 stride);
291 } else {
292 x_offset = nir_ishl(&b, x, two);
293 y_offset = nir_imul(&b, y, stride);
294 }
295
296 nir_intrinsic_instr *load =
297 nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_ubo);
298 load->num_components = 1;
299 nir_ssa_dest_init(&load->instr, &load->dest, load->num_components, 32, NULL);
300 load->src[0] = nir_src_for_ssa(one);
301 load->src[1] = nir_src_for_ssa(nir_iadd(&b, x_offset, y_offset));
302 nir_builder_instr_insert(&b, &load->instr);
303
304 nir_store_var(&b, color_out,
305 nir_unpack_unorm_4x8(&b, &load->dest.ssa),
306 0xf);
307
308 struct pipe_shader_state shader_tmpl = {
309 .type = PIPE_SHADER_IR_NIR,
310 .ir.nir = b.shader,
311 };
312
313 *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
314
315 return *cached_shader;
316 }
317
318 static bool
319 vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
320 {
321 struct vc4_context *vc4 = vc4_context(pctx);
322 struct vc4_resource *src = vc4_resource(info->src.resource);
323 struct vc4_resource *dst = vc4_resource(info->dst.resource);
324 bool ok;
325
326 if (src->tiled)
327 return false;
328 if (src->base.format != PIPE_FORMAT_R8_UNORM &&
329 src->base.format != PIPE_FORMAT_R8G8_UNORM)
330 return false;
331
332 /* YUV blits always turn raster-order to tiled */
333 assert(dst->base.format == src->base.format);
334 assert(dst->tiled);
335
336 /* Always 1:1 and at the origin */
337 assert(info->src.box.x == 0 && info->dst.box.x == 0);
338 assert(info->src.box.y == 0 && info->dst.box.y == 0);
339 assert(info->src.box.width == info->dst.box.width);
340 assert(info->src.box.height == info->dst.box.height);
341
342 if ((src->slices[info->src.level].offset & 3) ||
343 (src->slices[info->src.level].stride & 3)) {
344 perf_debug("YUV-blit src texture offset/stride misaligned: 0x%08x/%d\n",
345 src->slices[info->src.level].offset,
346 src->slices[info->src.level].stride);
347 goto fallback;
348 }
349
350 vc4_blitter_save(vc4);
351
352 /* Create a renderable surface mapping the T-tiled shadow buffer.
353 */
354 struct pipe_surface dst_tmpl;
355 util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
356 info->dst.level, info->dst.box.z);
357 dst_tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
358 struct pipe_surface *dst_surf =
359 pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
360 if (!dst_surf) {
361 fprintf(stderr, "Failed to create YUV dst surface\n");
362 util_blitter_unset_running_flag(vc4->blitter);
363 return false;
364 }
365 dst_surf->width = align(dst_surf->width, 8) / 2;
366 if (dst->cpp == 1)
367 dst_surf->height /= 2;
368
369 /* Set the constant buffer. */
370 uint32_t stride = src->slices[info->src.level].stride;
371 struct pipe_constant_buffer cb_uniforms = {
372 .user_buffer = &stride,
373 .buffer_size = sizeof(stride),
374 };
375 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb_uniforms);
376 struct pipe_constant_buffer cb_src = {
377 .buffer = info->src.resource,
378 .buffer_offset = src->slices[info->src.level].offset,
379 .buffer_size = (src->bo->size -
380 src->slices[info->src.level].offset),
381 };
382 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_src);
383
384 /* Unbind the textures, to make sure we don't try to recurse into the
385 * shadow blit.
386 */
387 pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
388 pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
389
390 util_blitter_custom_shader(vc4->blitter, dst_surf,
391 vc4_get_yuv_vs(pctx),
392 vc4_get_yuv_fs(pctx, src->cpp));
393
394 util_blitter_restore_textures(vc4->blitter);
395 util_blitter_restore_constant_buffer_state(vc4->blitter);
396 /* Restore cb1 (util_blitter doesn't handle this one). */
397 struct pipe_constant_buffer cb_disabled = { 0 };
398 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_disabled);
399
400 pipe_surface_reference(&dst_surf, NULL);
401
402 return true;
403
404 fallback:
405 /* Do an immediate SW fallback, since the render blit path
406 * would just recurse.
407 */
408 ok = util_try_blit_via_copy_region(pctx, info);
409 assert(ok); (void)ok;
410
411 return true;
412 }
413
414 static bool
415 vc4_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
416 {
417 struct vc4_context *vc4 = vc4_context(ctx);
418
419 if (!util_blitter_is_blit_supported(vc4->blitter, info)) {
420 fprintf(stderr, "blit unsupported %s -> %s\n",
421 util_format_short_name(info->src.resource->format),
422 util_format_short_name(info->dst.resource->format));
423 return false;
424 }
425
426 /* Enable the scissor, so we get a minimal set of tiles rendered. */
427 if (!info->scissor_enable) {
428 info->scissor_enable = true;
429 info->scissor.minx = info->dst.box.x;
430 info->scissor.miny = info->dst.box.y;
431 info->scissor.maxx = info->dst.box.x + info->dst.box.width;
432 info->scissor.maxy = info->dst.box.y + info->dst.box.height;
433 }
434
435 vc4_blitter_save(vc4);
436 util_blitter_blit(vc4->blitter, info);
437
438 return true;
439 }
440
441 /* Optimal hardware path for blitting pixels.
442 * Scaling, format conversion, up- and downsampling (resolve) are allowed.
443 */
444 void
445 vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
446 {
447 struct pipe_blit_info info = *blit_info;
448
449 if (vc4_yuv_blit(pctx, blit_info))
450 return;
451
452 if (vc4_tile_blit(pctx, blit_info))
453 return;
454
455 if (info.mask & PIPE_MASK_S) {
456 if (util_try_blit_via_copy_region(pctx, &info))
457 return;
458
459 info.mask &= ~PIPE_MASK_S;
460 fprintf(stderr, "cannot blit stencil, skipping\n");
461 }
462
463 if (vc4_render_blit(pctx, &info))
464 return;
465
466 fprintf(stderr, "Unsupported blit\n");
467 }