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