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 *
v3d_resource(struct pipe_resource * prsc)163 v3d_resource(struct pipe_resource *prsc)
164 {
165         return (struct v3d_resource *)prsc;
166 }
167 
168 static inline struct v3d_surface *
v3d_surface(struct pipe_surface * psurf)169 v3d_surface(struct pipe_surface *psurf)
170 {
171         return (struct v3d_surface *)psurf;
172 }
173 
174 static inline struct v3d_transfer *
v3d_transfer(struct pipe_transfer * ptrans)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 */
191