xref: /aosp_15_r20/external/mesa3d/src/broadcom/vulkan/v3dvx_device.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2021 Raspberry Pi Ltd
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 "v3dv_private.h"
25 
26 #include "broadcom/common/v3d_macros.h"
27 #include "broadcom/cle/v3dx_pack.h"
28 #include "broadcom/compiler/v3d_compiler.h"
29 #include "util/u_pack_color.h"
30 #include "util/half_float.h"
31 
32 static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
33    [VK_SAMPLER_ADDRESS_MODE_REPEAT]          = V3D_WRAP_MODE_REPEAT,
34    [VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
35    [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE]   = V3D_WRAP_MODE_CLAMP,
36    [VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
37    [VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
38 };
39 
40 static const enum V3DX(Compare_Function)
41 vk_to_v3d_compare_func[] = {
42    [VK_COMPARE_OP_NEVER]                        = V3D_COMPARE_FUNC_NEVER,
43    [VK_COMPARE_OP_LESS]                         = V3D_COMPARE_FUNC_LESS,
44    [VK_COMPARE_OP_EQUAL]                        = V3D_COMPARE_FUNC_EQUAL,
45    [VK_COMPARE_OP_LESS_OR_EQUAL]                = V3D_COMPARE_FUNC_LEQUAL,
46    [VK_COMPARE_OP_GREATER]                      = V3D_COMPARE_FUNC_GREATER,
47    [VK_COMPARE_OP_NOT_EQUAL]                    = V3D_COMPARE_FUNC_NOTEQUAL,
48    [VK_COMPARE_OP_GREATER_OR_EQUAL]             = V3D_COMPARE_FUNC_GEQUAL,
49    [VK_COMPARE_OP_ALWAYS]                       = V3D_COMPARE_FUNC_ALWAYS,
50 };
51 
encode_border_color(const struct v3dv_device * device,const VkSamplerCustomBorderColorCreateInfoEXT * bc_info)52 static union pipe_color_union encode_border_color(
53    const struct v3dv_device *device,
54    const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
55 {
56    const struct util_format_description *desc =
57       vk_format_description(bc_info->format);
58 
59    const struct v3dv_format *format = v3dX(get_format)(bc_info->format);
60 
61    /* YCbCr doesn't interact with border color at all. From spec:
62     *
63     *   "If sampler YCBCR conversion is enabled, addressModeU, addressModeV,
64     *    and addressModeW must be VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
65     *    anisotropyEnable must be VK_FALSE, and unnormalizedCoordinates must
66     *    be VK_FALSE"
67     */
68    assert(format->plane_count == 1);
69 
70    /* We use the swizzle in our format table to determine swizzle configuration
71     * for sampling as well as to decide if we need to use the Swap R/B and
72     * Reverse Channels bits for Tile Load/Store operations. The order of the
73     * R/B swap and Reverse operations matters and gives different swizzles.
74     * Our format table assumes that Reverse happens first and R/B Swap second.
75     * This seems to match semantics for texture sampling and Tile load/store,
76     * however, it seems that the semantics are reversed for custom border
77     * colors so we need to fix up the swizzle manually for this case.
78     */
79    uint8_t swizzle[4];
80    const bool v3d_has_reverse_swap_rb_bits =
81       v3dv_texture_shader_state_has_rb_swap_reverse_bits(device);
82    if (!v3d_has_reverse_swap_rb_bits &&
83        v3dv_format_swizzle_needs_reverse(format->planes[0].swizzle) &&
84        v3dv_format_swizzle_needs_rb_swap(format->planes[0].swizzle)) {
85       swizzle[0] = PIPE_SWIZZLE_W;
86       swizzle[1] = PIPE_SWIZZLE_X;
87       swizzle[2] = PIPE_SWIZZLE_Y;
88       swizzle[3] = PIPE_SWIZZLE_Z;
89    }
90    /* In v3d 7.x we no longer have a reverse flag for the border color. Instead
91     * we have to use the new reverse and swap_r/b flags in the texture shader
92     * state which will apply the format swizzle automatically when sampling
93     * the border color too and we should not apply it manually here.
94     */
95    else if (v3d_has_reverse_swap_rb_bits &&
96             (v3dv_format_swizzle_needs_rb_swap(format->planes[0].swizzle) ||
97              v3dv_format_swizzle_needs_reverse(format->planes[0].swizzle))) {
98       swizzle[0] = PIPE_SWIZZLE_X;
99       swizzle[1] = PIPE_SWIZZLE_Y;
100       swizzle[2] = PIPE_SWIZZLE_Z;
101       swizzle[3] = PIPE_SWIZZLE_W;
102    } else {
103       memcpy(swizzle, format->planes[0].swizzle, sizeof (swizzle));
104    }
105 
106    union pipe_color_union border;
107    for (int i = 0; i < 4; i++) {
108       if (format->planes[0].swizzle[i] <= 3)
109          border.ui[i] = bc_info->customBorderColor.uint32[swizzle[i]];
110       else
111          border.ui[i] = 0;
112    }
113 
114    /* handle clamping */
115    if (vk_format_has_depth(bc_info->format) &&
116        vk_format_has_stencil(bc_info->format)) {
117       border.f[0] = CLAMP(border.f[0], 0, 1);
118       border.ui[1] = CLAMP(border.ui[1], 0, 0xff);
119    } else if (vk_format_is_unorm(bc_info->format)) {
120       for (int i = 0; i < desc->nr_channels; i++)
121          border.f[i] = CLAMP(border.f[i], 0, 1);
122    } else if (vk_format_is_snorm(bc_info->format)) {
123       for (int i = 0; i < desc->nr_channels; i++)
124          border.f[i] = CLAMP(border.f[i], -1, 1);
125    } else if (vk_format_is_uint(bc_info->format) &&
126               desc->channel[0].size < 32) {
127       for (int i = 0; i < desc->nr_channels; i++)
128          border.ui[i] = CLAMP(border.ui[i], 0, (1 << desc->channel[i].size));
129    } else if (vk_format_is_sint(bc_info->format) &&
130               desc->channel[0].size < 32) {
131       for (int i = 0; i < desc->nr_channels; i++)
132          border.i[i] = CLAMP(border.i[i],
133                              -(1 << (desc->channel[i].size - 1)),
134                              (1 << (desc->channel[i].size - 1)) - 1);
135    }
136 
137 #if V3D_VERSION <= 42
138    /* The TMU in V3D 7.x always takes 32-bit floats and handles conversions
139     * for us. In V3D 4.x we need to manually convert floating point color
140     * values to the expected format.
141     */
142    if (vk_format_is_srgb(bc_info->format) ||
143        vk_format_is_compressed(bc_info->format)) {
144       for (int i = 0; i < 4; i++)
145          border.ui[i] = _mesa_float_to_half(border.f[i]);
146    } else if (vk_format_is_unorm(bc_info->format)) {
147       for (int i = 0; i < 4; i++) {
148          switch (desc->channel[i].size) {
149          case 8:
150          case 16:
151             /* expect u16 for non depth values */
152             if (!vk_format_has_depth(bc_info->format))
153                border.ui[i] = (uint32_t) (border.f[i] * (float) 0xffff);
154             break;
155          case 24:
156          case 32:
157             /* uses full f32; no conversion needed */
158             break;
159          default:
160             border.ui[i] = _mesa_float_to_half(border.f[i]);
161             break;
162          }
163       }
164    } else if (vk_format_is_snorm(bc_info->format)) {
165       for (int i = 0; i < 4; i++) {
166          switch (desc->channel[i].size) {
167          case 8:
168             border.ui[i] = (int32_t) (border.f[i] * (float) 0x3fff);
169             break;
170          case 16:
171             border.i[i] = (int32_t) (border.f[i] * (float) 0x7fff);
172             break;
173          case 24:
174          case 32:
175             /* uses full f32; no conversion needed */
176             break;
177          default:
178             border.ui[i] = _mesa_float_to_half(border.f[i]);
179             break;
180          }
181       }
182    } else if (vk_format_is_float(bc_info->format)) {
183       for (int i = 0; i < 4; i++) {
184          switch(desc->channel[i].size) {
185          case 16:
186             border.ui[i] = _mesa_float_to_half(border.f[i]);
187             break;
188          default:
189             break;
190          }
191       }
192    }
193 #endif
194 
195    return border;
196 }
197 
198 void
v3dX(pack_sampler_state)199 v3dX(pack_sampler_state)(const struct v3dv_device *device,
200                          struct v3dv_sampler *sampler,
201                          const VkSamplerCreateInfo *pCreateInfo,
202                          const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
203 {
204    enum V3DX(Border_Color_Mode) border_color_mode;
205 
206    switch (pCreateInfo->borderColor) {
207    case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
208    case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
209       border_color_mode = V3D_BORDER_COLOR_0000;
210       break;
211    case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
212    case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
213       border_color_mode = V3D_BORDER_COLOR_0001;
214       break;
215    case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
216    case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
217       border_color_mode = V3D_BORDER_COLOR_1111;
218       break;
219    case VK_BORDER_COLOR_FLOAT_CUSTOM_EXT:
220    case VK_BORDER_COLOR_INT_CUSTOM_EXT:
221       border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
222       break;
223    default:
224       unreachable("Unknown border color");
225       break;
226    }
227 
228    v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
229       if (pCreateInfo->anisotropyEnable) {
230          s.anisotropy_enable = true;
231          if (pCreateInfo->maxAnisotropy > 8)
232             s.maximum_anisotropy = 3;
233          else if (pCreateInfo->maxAnisotropy > 4)
234             s.maximum_anisotropy = 2;
235          else if (pCreateInfo->maxAnisotropy > 2)
236             s.maximum_anisotropy = 1;
237       }
238 
239       s.border_color_mode = border_color_mode;
240 
241       if (s.border_color_mode == V3D_BORDER_COLOR_FOLLOWS) {
242          union pipe_color_union border = encode_border_color(device, bc_info);
243 
244          s.border_color_word_0 = border.ui[0];
245          s.border_color_word_1 = border.ui[1];
246          s.border_color_word_2 = border.ui[2];
247          s.border_color_word_3 = border.ui[3];
248       }
249 
250       s.wrap_i_border = false; /* Also hardcoded on v3d */
251       s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
252       s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
253       s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
254       s.fixed_bias = pCreateInfo->mipLodBias;
255       s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
256       s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
257       s.srgb_disable = 0; /* Not even set by v3d */
258       s.depth_compare_function =
259          vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
260                                 pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
261       s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
262       s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
263       s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
264    }
265 }
266 
267 /**
268  * This computes the maximum bpp used by any of the render targets used by
269  * a particular subpass and checks if any of those render targets are
270  * multisampled. If we don't have a subpass (when we are not inside a
271  * render pass), then we assume that all framebuffer attachments are used.
272  */
273 void
v3dX(framebuffer_compute_internal_bpp_msaa)274 v3dX(framebuffer_compute_internal_bpp_msaa)(
275    const struct v3dv_framebuffer *framebuffer,
276    const struct v3dv_cmd_buffer_attachment_state *attachments,
277    const struct v3dv_subpass *subpass,
278    uint8_t *max_internal_bpp,
279    uint8_t *total_color_bpp,
280    bool *msaa)
281 {
282    STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0);
283    *max_internal_bpp = V3D_INTERNAL_BPP_32;
284    *total_color_bpp = 0;
285    *msaa = false;
286 
287    if (subpass) {
288       for (uint32_t i = 0; i < subpass->color_count; i++) {
289          uint32_t att_idx = subpass->color_attachments[i].attachment;
290          if (att_idx == VK_ATTACHMENT_UNUSED)
291             continue;
292 
293          const struct v3dv_image_view *att = attachments[att_idx].image_view;
294          assert(att);
295          assert(att->plane_count == 1);
296 
297          if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
298             const uint32_t internal_bpp = att->planes[0].internal_bpp;
299             *max_internal_bpp = MAX2(*max_internal_bpp, internal_bpp);
300             *total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
301          }
302 
303          if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
304             *msaa = true;
305       }
306 
307       if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
308          const struct v3dv_image_view *att =
309             attachments[subpass->ds_attachment.attachment].image_view;
310          assert(att);
311 
312          if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
313             *msaa = true;
314       }
315       return;
316    }
317 
318    assert(framebuffer->attachment_count <= 4);
319    for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
320       const struct v3dv_image_view *att = attachments[i].image_view;
321       assert(att);
322       assert(att->plane_count == 1);
323 
324       if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
325          const uint32_t internal_bpp = att->planes[0].internal_bpp;
326          *max_internal_bpp = MAX2(*max_internal_bpp, internal_bpp);
327          *total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
328       }
329 
330       if (att->vk.image->samples > VK_SAMPLE_COUNT_1_BIT)
331          *msaa = true;
332    }
333 
334    return;
335 }
336 
337 uint32_t
v3dX(zs_buffer_from_aspect_bits)338 v3dX(zs_buffer_from_aspect_bits)(VkImageAspectFlags aspects)
339 {
340    const VkImageAspectFlags zs_aspects =
341       VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
342    const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
343 
344    if (filtered_aspects == zs_aspects)
345       return ZSTENCIL;
346    else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
347       return Z;
348    else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
349       return STENCIL;
350    else
351       return NONE;
352 }
353 
354 void
v3dX(get_hw_clear_color)355 v3dX(get_hw_clear_color)(const VkClearColorValue *color,
356                          uint32_t internal_type,
357                          uint32_t internal_size,
358                          uint32_t *hw_color)
359 {
360    union util_color uc;
361    switch (internal_type) {
362    case V3D_INTERNAL_TYPE_8:
363       util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
364       memcpy(hw_color, uc.ui, internal_size);
365    break;
366    case V3D_INTERNAL_TYPE_8I:
367    case V3D_INTERNAL_TYPE_8UI:
368       hw_color[0] = ((color->uint32[0] & 0xff) |
369                      (color->uint32[1] & 0xff) << 8 |
370                      (color->uint32[2] & 0xff) << 16 |
371                      (color->uint32[3] & 0xff) << 24);
372    break;
373    case V3D_INTERNAL_TYPE_16F:
374       util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
375       memcpy(hw_color, uc.ui, internal_size);
376    break;
377    case V3D_INTERNAL_TYPE_16I:
378    case V3D_INTERNAL_TYPE_16UI:
379       hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
380       hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
381    break;
382    case V3D_INTERNAL_TYPE_32F:
383    case V3D_INTERNAL_TYPE_32I:
384    case V3D_INTERNAL_TYPE_32UI:
385       memcpy(hw_color, color->uint32, internal_size);
386       break;
387    }
388 }
389 
390 #if MESA_DEBUG
391 void
v3dX(device_check_prepacked_sizes)392 v3dX(device_check_prepacked_sizes)(void)
393 {
394    STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
395                  cl_packet_length(SAMPLER_STATE));
396    STATIC_ASSERT(V3DV_TEXTURE_SHADER_STATE_LENGTH >=
397                  cl_packet_length(TEXTURE_SHADER_STATE));
398    STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
399                  cl_packet_length(SAMPLER_STATE));
400    STATIC_ASSERT(V3DV_BLEND_CFG_LENGTH>=
401                  cl_packet_length(BLEND_CFG));
402    STATIC_ASSERT(V3DV_CFG_BITS_LENGTH>=
403                  cl_packet_length(CFG_BITS));
404    STATIC_ASSERT(V3DV_GL_SHADER_STATE_RECORD_LENGTH >=
405                  cl_packet_length(GL_SHADER_STATE_RECORD));
406    STATIC_ASSERT(V3DV_VCM_CACHE_SIZE_LENGTH>=
407                  cl_packet_length(VCM_CACHE_SIZE));
408    STATIC_ASSERT(V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH >=
409                  cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD));
410    STATIC_ASSERT(V3DV_STENCIL_CFG_LENGTH >=
411                  cl_packet_length(STENCIL_CFG));
412 }
413 #endif
414