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 */
44enum 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
68struct v3d_transfer {
69        struct pipe_transfer base;
70        void *map;
71};
72
73struct 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
86struct 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
122struct 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         * Number of times the resource has been written to.
134         *
135         * This is used to track whether we need to load the surface on first
136         * rendering.
137         */
138        uint64_t writes;
139
140        /**
141         * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
142         * for which parts of the resource are defined.
143         *
144         * Used for avoiding fallback to quad clears for clearing just depth,
145         * when the stencil contents have never been initialized.  Note that
146         * we're lazy and fields not present in the buffer (DEPTH in a color
147         * buffer) may get marked.
148         */
149        uint32_t initialized_buffers;
150
151        enum pipe_format internal_format;
152
153        /* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
154        struct v3d_resource *separate_stencil;
155};
156
157static inline struct v3d_resource *
158v3d_resource(struct pipe_resource *prsc)
159{
160        return (struct v3d_resource *)prsc;
161}
162
163static inline struct v3d_surface *
164v3d_surface(struct pipe_surface *psurf)
165{
166        return (struct v3d_surface *)psurf;
167}
168
169static inline struct v3d_transfer *
170v3d_transfer(struct pipe_transfer *ptrans)
171{
172        return (struct v3d_transfer *)ptrans;
173}
174
175void v3d_resource_screen_init(struct pipe_screen *pscreen);
176void v3d_resource_context_init(struct pipe_context *pctx);
177struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
178                                          const struct pipe_resource *tmpl);
179void v3d_update_shadow_texture(struct pipe_context *pctx,
180                               struct pipe_sampler_view *view);
181uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
182                          uint32_t layer);
183
184
185#endif /* VC5_RESOURCE_H */
186