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* Copyright © 2021 Raspberry Pi Ltd
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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#include "v3dv_private.h"
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#include "broadcom/common/v3d_macros.h"
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#include "broadcom/cle/v3dx_pack.h"
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#include "broadcom/compiler/v3d_compiler.h"
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#include "util/u_pack_color.h"
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#include "util/half_float.h"
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static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
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[VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT,
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[VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP,
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[VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
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static const enum V3DX(Compare_Function)
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vk_to_v3d_compare_func[] = {
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[VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER,
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[VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS,
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[VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL,
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[VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL,
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[VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER,
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[VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL,
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[VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL,
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[VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS,
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static union pipe_color_union encode_border_color(
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const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
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const struct util_format_description *desc =
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vk_format_description(bc_info->format);
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const struct v3dv_format *format = v3dX(get_format)(bc_info->format);
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/* We use the swizzle in our format table to determine swizzle configuration
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* for sampling as well as to decide if we need to use the Swap R/B and
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* Reverse Channels bits for Tile Load/Store operations. The order of the
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* R/B swap and Reverse operations matters and gives different swizzles.
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* Our format table assumes that Reverse happens first and R/B Swap second.
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* This seems to match semantics for texture sampling and Tile load/store,
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* however, it seems that the semantics are reversed for custom border
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* colors so we need to fix up the swizzle manually for this case.
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if (v3dv_format_swizzle_needs_reverse(format->swizzle) &&
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v3dv_format_swizzle_needs_rb_swap(format->swizzle)) {
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swizzle[0] = PIPE_SWIZZLE_W;
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swizzle[1] = PIPE_SWIZZLE_X;
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swizzle[2] = PIPE_SWIZZLE_Y;
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swizzle[3] = PIPE_SWIZZLE_Z;
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memcpy(swizzle, format->swizzle, sizeof (swizzle));
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union pipe_color_union border;
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for (int i = 0; i < 4; i++) {
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if (format->swizzle[i] <= 3)
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border.ui[i] = bc_info->customBorderColor.uint32[swizzle[i]];
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if (vk_format_has_depth(bc_info->format) &&
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vk_format_has_stencil(bc_info->format)) {
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border.f[0] = CLAMP(border.f[0], 0, 1);
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border.ui[1] = CLAMP(border.ui[1], 0, 0xff);
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} else if (vk_format_is_unorm(bc_info->format)) {
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for (int i = 0; i < 4; i++)
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border.f[i] = CLAMP(border.f[i], 0, 1);
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} else if (vk_format_is_snorm(bc_info->format)) {
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for (int i = 0; i < 4; i++)
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border.f[i] = CLAMP(border.f[i], -1, 1);
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} else if (vk_format_is_uint(bc_info->format) &&
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desc->channel[0].size < 32) {
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for (int i = 0; i < 4; i++)
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border.ui[i] = CLAMP(border.ui[i], 0, (1 << desc->channel[i].size));
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} else if (vk_format_is_sint(bc_info->format) &&
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desc->channel[0].size < 32) {
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for (int i = 0; i < 4; i++)
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border.i[i] = CLAMP(border.i[i],
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-(1 << (desc->channel[i].size - 1)),
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(1 << (desc->channel[i].size - 1)) - 1);
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/* convert from float to expected format */
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if (vk_format_is_srgb(bc_info->format) ||
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vk_format_is_compressed(bc_info->format)) {
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for (int i = 0; i < 4; i++)
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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} else if (vk_format_is_unorm(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch (desc->channel[i].size) {
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/* expect u16 for non depth values */
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if (!vk_format_has_depth(bc_info->format))
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border.ui[i] = (uint32_t) (border.f[i] * (float) 0xffff);
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/* uses full f32; no conversion needed */
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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} else if (vk_format_is_snorm(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch (desc->channel[i].size) {
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border.ui[i] = (int32_t) (border.f[i] * (float) 0x3fff);
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border.i[i] = (int32_t) (border.f[i] * (float) 0x7fff);
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/* uses full f32; no conversion needed */
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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} else if (vk_format_is_float(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch(desc->channel[i].size) {
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
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const VkSamplerCreateInfo *pCreateInfo,
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const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
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enum V3DX(Border_Color_Mode) border_color_mode;
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switch (pCreateInfo->borderColor) {
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case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
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case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0000;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
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case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0001;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
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case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
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border_color_mode = V3D_BORDER_COLOR_1111;
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case VK_BORDER_COLOR_FLOAT_CUSTOM_EXT:
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case VK_BORDER_COLOR_INT_CUSTOM_EXT:
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border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
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unreachable("Unknown border color");
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/* For some texture formats, when clamping to transparent black border the
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* CTS expects alpha to be set to 1 instead of 0, but the border color mode
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* will take priority over the texture state swizzle, so the only way to
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* fix that is to apply a swizzle in the shader. Here we keep track of
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* whether we are activating that mode and we will decide if we need to
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* activate the texture swizzle lowering in the shader key at compile time
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* depending on the actual texture format.
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if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
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border_color_mode == V3D_BORDER_COLOR_0000) {
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sampler->clamp_to_transparent_black_border = true;
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v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
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if (pCreateInfo->anisotropyEnable) {
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s.anisotropy_enable = true;
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if (pCreateInfo->maxAnisotropy > 8)
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s.maximum_anisotropy = 3;
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else if (pCreateInfo->maxAnisotropy > 4)
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s.maximum_anisotropy = 2;
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else if (pCreateInfo->maxAnisotropy > 2)
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s.maximum_anisotropy = 1;
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s.border_color_mode = border_color_mode;
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if (s.border_color_mode == V3D_BORDER_COLOR_FOLLOWS) {
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union pipe_color_union border = encode_border_color(bc_info);
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s.border_color_word_0 = border.ui[0];
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s.border_color_word_1 = border.ui[1];
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s.border_color_word_2 = border.ui[2];
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s.border_color_word_3 = border.ui[3];
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s.wrap_i_border = false; /* Also hardcoded on v3d */
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s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
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s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
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s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
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s.fixed_bias = pCreateInfo->mipLodBias;
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s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
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s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
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s.srgb_disable = 0; /* Not even set by v3d */
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s.depth_compare_function =
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vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
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pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
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s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
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s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
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s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
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* This computes the maximum bpp used by any of the render targets used by
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* a particular subpass and checks if any of those render targets are
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* multisampled. If we don't have a subpass (when we are not inside a
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* render pass), then we assume that all framebuffer attachments are used.
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v3dX(framebuffer_compute_internal_bpp_msaa)(
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const struct v3dv_framebuffer *framebuffer,
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const struct v3dv_cmd_buffer_attachment_state *attachments,
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const struct v3dv_subpass *subpass,
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STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0);
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*max_bpp = V3D_INTERNAL_BPP_32;
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for (uint32_t i = 0; i < subpass->color_count; i++) {
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uint32_t att_idx = subpass->color_attachments[i].attachment;
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if (att_idx == VK_ATTACHMENT_UNUSED)
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const struct v3dv_image_view *att = attachments[att_idx].image_view;
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if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT)
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*max_bpp = MAX2(*max_bpp, att->internal_bpp);
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if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
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if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
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const struct v3dv_image_view *att =
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attachments[subpass->ds_attachment.attachment].image_view;
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if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
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assert(framebuffer->attachment_count <= 4);
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for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
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const struct v3dv_image_view *att = attachments[i].image_view;
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if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT)
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*max_bpp = MAX2(*max_bpp, att->internal_bpp);
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if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
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v3dX(zs_buffer_from_aspect_bits)(VkImageAspectFlags aspects)
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const VkImageAspectFlags zs_aspects =
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
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if (filtered_aspects == zs_aspects)
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else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
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else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
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v3dX(get_hw_clear_color)(const VkClearColorValue *color,
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uint32_t internal_type,
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uint32_t internal_size,
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switch (internal_type) {
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case V3D_INTERNAL_TYPE_8:
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util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
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memcpy(hw_color, uc.ui, internal_size);
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case V3D_INTERNAL_TYPE_8I:
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case V3D_INTERNAL_TYPE_8UI:
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hw_color[0] = ((color->uint32[0] & 0xff) |
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(color->uint32[1] & 0xff) << 8 |
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(color->uint32[2] & 0xff) << 16 |
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(color->uint32[3] & 0xff) << 24);
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case V3D_INTERNAL_TYPE_16F:
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util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
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memcpy(hw_color, uc.ui, internal_size);
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case V3D_INTERNAL_TYPE_16I:
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case V3D_INTERNAL_TYPE_16UI:
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hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
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hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
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case V3D_INTERNAL_TYPE_32F:
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case V3D_INTERNAL_TYPE_32I:
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case V3D_INTERNAL_TYPE_32UI:
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memcpy(hw_color, color->uint32, internal_size);
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v3dX(device_check_prepacked_sizes)(void)
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STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
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cl_packet_length(SAMPLER_STATE));
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STATIC_ASSERT(V3DV_TEXTURE_SHADER_STATE_LENGTH >=
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cl_packet_length(TEXTURE_SHADER_STATE));
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STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
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cl_packet_length(SAMPLER_STATE));
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STATIC_ASSERT(V3DV_BLEND_CFG_LENGTH>=
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cl_packet_length(BLEND_CFG));
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STATIC_ASSERT(V3DV_CFG_BITS_LENGTH>=
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cl_packet_length(CFG_BITS));
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STATIC_ASSERT(V3DV_GL_SHADER_STATE_RECORD_LENGTH >=
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cl_packet_length(GL_SHADER_STATE_RECORD));
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STATIC_ASSERT(V3DV_VCM_CACHE_SIZE_LENGTH>=
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cl_packet_length(VCM_CACHE_SIZE));
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STATIC_ASSERT(V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH >=
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cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD));
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STATIC_ASSERT(V3DV_STENCIL_CFG_LENGTH >=
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cl_packet_length(STENCIL_CFG));