freedreno/layout: layout simplifications and pitch from level 0 pitch
[mesa.git] / src / freedreno / fdl / fd5_layout.c
index da74b18fe59ad0374f8bfd404e6c05a53f065237..159773fff617b80bba8bbac7dff3c26938795b53 100644 (file)
 
 #include "freedreno_layout.h"
 
-/* indexed by cpp: */
-static const struct {
-       unsigned pitchalign;
-       unsigned heightalign;
-} tile_alignment[] = {
-       [1]  = { 128, 32 },
-       [2]  = { 128, 16 },
-       [3]  = { 128, 16 },
-       [4]  = {  64, 16 },
-       [8]  = {  64, 16 },
-       [12] = {  64, 16 },
-       [16] = {  64, 16 },
-};
-
 void
 fdl5_layout(struct fdl_layout *layout,
                enum pipe_format format, uint32_t nr_samples,
                uint32_t width0, uint32_t height0, uint32_t depth0,
                uint32_t mip_levels, uint32_t array_size, bool is_3d)
 {
-       const struct util_format_description *format_desc =
-               util_format_description(format);
-
        assert(nr_samples > 0);
        layout->width0 = width0;
        layout->height0 = height0;
@@ -65,30 +48,27 @@ fdl5_layout(struct fdl_layout *layout,
        layout->nr_samples = nr_samples;
        layout->layer_first = !is_3d;
 
-       uint32_t pitchalign;
-       uint32_t heightalign;
-       uint32_t width = width0;
-       uint32_t height = height0;
-       uint32_t depth = depth0;
+       uint32_t heightalign = layout->cpp == 1 ? 32 : 16;
        /* in layer_first layout, the level (slice) contains just one
         * layer (since in fact the layer contains the slices)
         */
        uint32_t layers_in_level = layout->layer_first ? 1 : array_size;
 
-       heightalign = tile_alignment[layout->cpp].heightalign;
+       /* use 128 pixel alignment for cpp=1 and cpp=2 */
+       if (layout->cpp < 4 && layout->tile_mode)
+               fdl_set_pitchalign(layout, fdl_cpp_shift(layout) + 7);
+       else
+               fdl_set_pitchalign(layout, fdl_cpp_shift(layout) + 6);
 
        for (uint32_t level = 0; level < mip_levels; level++) {
                struct fdl_slice *slice = &layout->slices[level];
                uint32_t tile_mode = fdl_tile_mode(layout, level);
-               uint32_t aligned_height = height;
-               uint32_t blocks;
+               uint32_t pitch = fdl_pitch(layout, level);
+               uint32_t nblocksy = util_format_get_nblocksy(format, u_minify(height0, level));
 
                if (tile_mode) {
-                       pitchalign = tile_alignment[layout->cpp].pitchalign;
-                       aligned_height = align(aligned_height, heightalign);
+                       nblocksy = align(nblocksy, heightalign);
                } else {
-                       pitchalign = 64;
-
                        /* The blits used for mem<->gmem work at a granularity of
                         * 32x32, which can cause faults due to over-fetch on the
                         * last level.  The simple solution is to over-allocate a
@@ -97,20 +77,10 @@ fdl5_layout(struct fdl_layout *layout,
                         * may not be:
                         */
                        if (level == mip_levels - 1)
-                               aligned_height = align(aligned_height, 32);
+                               nblocksy = align(nblocksy, 32);
                }
 
-               unsigned pitch_pixels;
-               if (format_desc->layout == UTIL_FORMAT_LAYOUT_ASTC)
-                       pitch_pixels =
-                               util_align_npot(width, pitchalign * util_format_get_blockwidth(format));
-               else
-                       pitch_pixels = align(width, pitchalign);
-
                slice->offset = layout->size;
-               blocks = util_format_get_nblocks(format, pitch_pixels, aligned_height);
-               slice->pitch = util_format_get_nblocksx(format, pitch_pixels) *
-                       layout->cpp;
 
                const int alignment = is_3d ? 4096 : 1;
 
@@ -123,17 +93,13 @@ fdl5_layout(struct fdl_layout *layout,
                if (is_3d && (
                                        level == 1 ||
                                        (level > 1 && layout->slices[level - 1].size0 > 0xf000)))
-                       slice->size0 = align(blocks * layout->cpp, alignment);
+                       slice->size0 = align(nblocksy * pitch, alignment);
                else if (level == 0 || layout->layer_first || alignment == 1)
-                       slice->size0 = align(blocks * layout->cpp, alignment);
+                       slice->size0 = align(nblocksy * pitch, alignment);
                else
                        slice->size0 = layout->slices[level - 1].size0;
 
-               layout->size += slice->size0 * depth * layers_in_level;
-
-               width = u_minify(width, 1);
-               height = u_minify(height, 1);
-               depth = u_minify(depth, 1);
+               layout->size += slice->size0 * u_minify(depth0, level) * layers_in_level;
        }
 }