xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/v3d/v3d_resource.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2014-2017 Broadcom
3  * Copyright (C) 2012 Rob Clark <[email protected]>
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 V3D_RESOURCE_H
26 #define V3D_RESOURCE_H
27 
28 #include "v3d_screen.h"
29 #include "util/u_transfer.h"
30 
31 #include "broadcom/common/v3d_tiling.h"
32 
33 struct v3d_transfer {
34         struct pipe_transfer base;
35         void *map;
36 };
37 
38 struct v3d_resource_slice {
39         uint32_t offset;
40         uint32_t stride;
41         uint32_t padded_height;
42         /* Size of a single pane of the slice.  For 3D textures, there will be
43          * a number of panes equal to the minified, power-of-two-aligned
44          * depth.
45          */
46         uint32_t size;
47         uint8_t ub_pad;
48         enum v3d_tiling_mode tiling;
49 };
50 
51 struct v3d_surface {
52         struct pipe_surface base;
53         uint32_t offset;
54         enum v3d_tiling_mode tiling;
55         /**
56          * Output image format for TILE_RENDERING_MODE_CONFIGURATION
57          */
58         uint8_t format;
59 
60         /**
61          * Internal format of the tile buffer for
62          * TILE_RENDERING_MODE_CONFIGURATION.
63          */
64         uint8_t internal_type;
65 
66         /**
67          * internal bpp value (0=32bpp, 2=128bpp) for color buffers in
68          * TILE_RENDERING_MODE_CONFIGURATION.
69          */
70         uint8_t internal_bpp;
71 
72         /**
73          * If the R and B channels should be swapped.  On V3D 3.x, we do it in
74          * the shader and the blend equation.  On V3D 4.1+, we can use the new
75          * TLB load/store flags instead of recompiling.
76          */
77         bool swap_rb;
78 
79         uint32_t padded_height_of_output_image_in_uif_blocks;
80 
81         /* If the resource being referenced is separate stencil, then this is
82          * the surface to use when reading/writing stencil.
83          */
84         struct pipe_surface *separate_stencil;
85 };
86 
87 struct v3d_resource {
88         struct pipe_resource base;
89         struct v3d_bo *bo;
90         struct renderonly_scanout *scanout;
91         struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
92         uint32_t cube_map_stride;
93         uint32_t sand_col128_stride;
94         uint32_t size;
95         int cpp;
96         bool tiled;
97 
98         /**
99          * Indicates if the CS has written the resource
100          */
101         bool compute_written;
102 
103         /**
104          * Indicates if the Graphics pipeline has written the resource
105          */
106         bool graphics_written;
107 
108         /**
109          * Number of times the resource has been written to.
110          *
111          * This is used to track whether we need to load the surface on first
112          * rendering.
113          */
114         uint64_t writes;
115 
116         /**
117          * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
118          * for which parts of the resource are defined.
119          *
120          * Used for avoiding fallback to quad clears for clearing just depth,
121          * when the stencil contents have never been initialized.  Note that
122          * we're lazy and fields not present in the buffer (DEPTH in a color
123          * buffer) may get marked.
124          */
125         uint32_t initialized_buffers;
126 
127         /**
128          * The resource has been invalidated by glInvalidateFramebuffer so
129          * it doesn't need to be loaded until another job writes to it.
130          */
131         bool invalidated;
132 
133         /**
134          * A serial ID that is incremented every time a new BO is bound to a
135          * resource. We use this to track scenarios where we might need to
136          * update other resources to point to the new BO (like sampler states
137          * when a texture BO changes).
138          */
139         uint32_t serial_id;
140 
141         enum pipe_format internal_format;
142 
143         /* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
144         struct v3d_resource *separate_stencil;
145 };
146 
147 static inline struct v3d_resource *
v3d_resource(struct pipe_resource * prsc)148 v3d_resource(struct pipe_resource *prsc)
149 {
150         return (struct v3d_resource *)prsc;
151 }
152 
153 static inline struct v3d_surface *
v3d_surface(struct pipe_surface * psurf)154 v3d_surface(struct pipe_surface *psurf)
155 {
156         return (struct v3d_surface *)psurf;
157 }
158 
159 static inline struct v3d_transfer *
v3d_transfer(struct pipe_transfer * ptrans)160 v3d_transfer(struct pipe_transfer *ptrans)
161 {
162         return (struct v3d_transfer *)ptrans;
163 }
164 
165 void v3d_resource_screen_init(struct pipe_screen *pscreen);
166 void v3d_resource_context_init(struct pipe_context *pctx);
167 struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
168                                           const struct pipe_resource *tmpl);
169 void v3d_update_shadow_texture(struct pipe_context *pctx,
170                                struct pipe_sampler_view *view);
171 uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
172                           uint32_t layer);
173 
174 
175 #endif /* V3D_RESOURCE_H */
176