vc4_blit.c revision 7ec681f3
1/*
2 * Copyright © 2015 Broadcom
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 "util/format/u_format.h"
25#include "util/u_surface.h"
26#include "util/u_blitter.h"
27#include "compiler/nir/nir_builder.h"
28#include "vc4_context.h"
29
30static struct pipe_surface *
31vc4_get_blit_surface(struct pipe_context *pctx,
32                     struct pipe_resource *prsc, unsigned level)
33{
34        struct pipe_surface tmpl;
35
36        memset(&tmpl, 0, sizeof(tmpl));
37        tmpl.format = prsc->format;
38        tmpl.u.tex.level = level;
39        tmpl.u.tex.first_layer = 0;
40        tmpl.u.tex.last_layer = 0;
41
42        return pctx->create_surface(pctx, prsc, &tmpl);
43}
44
45static bool
46is_tile_unaligned(unsigned size, unsigned tile_size)
47{
48        return size & (tile_size - 1);
49}
50
51static bool
52vc4_tile_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
53{
54        struct vc4_context *vc4 = vc4_context(pctx);
55        bool msaa = (info->src.resource->nr_samples > 1 ||
56                     info->dst.resource->nr_samples > 1);
57        int tile_width = msaa ? 32 : 64;
58        int tile_height = msaa ? 32 : 64;
59
60        if (util_format_is_depth_or_stencil(info->dst.resource->format))
61                return false;
62
63        if (info->scissor_enable)
64                return false;
65
66        if ((info->mask & PIPE_MASK_RGBA) == 0)
67                return false;
68
69        if (info->dst.box.x != info->src.box.x ||
70            info->dst.box.y != info->src.box.y ||
71            info->dst.box.width != info->src.box.width ||
72            info->dst.box.height != info->src.box.height) {
73                return false;
74        }
75
76        int dst_surface_width = u_minify(info->dst.resource->width0,
77                                         info->dst.level);
78        int dst_surface_height = u_minify(info->dst.resource->height0,
79                                         info->dst.level);
80        if (is_tile_unaligned(info->dst.box.x, tile_width) ||
81            is_tile_unaligned(info->dst.box.y, tile_height) ||
82            (is_tile_unaligned(info->dst.box.width, tile_width) &&
83             info->dst.box.x + info->dst.box.width != dst_surface_width) ||
84            (is_tile_unaligned(info->dst.box.height, tile_height) &&
85             info->dst.box.y + info->dst.box.height != dst_surface_height)) {
86                return false;
87        }
88
89        /* VC4_PACKET_LOAD_TILE_BUFFER_GENERAL uses the
90         * VC4_PACKET_TILE_RENDERING_MODE_CONFIG's width (determined by our
91         * destination surface) to determine the stride.  This may be wrong
92         * when reading from texture miplevels > 0, which are stored in
93         * POT-sized areas.  For MSAA, the tile addresses are computed
94         * explicitly by the RCL, but still use the destination width to
95         * determine the stride (which could be fixed by explicitly supplying
96         * it in the ABI).
97         */
98        struct vc4_resource *rsc = vc4_resource(info->src.resource);
99
100        uint32_t stride;
101
102        if (info->src.resource->nr_samples > 1)
103                stride = align(dst_surface_width, 32) * 4 * rsc->cpp;
104        else if (rsc->slices[info->src.level].tiling == VC4_TILING_FORMAT_T)
105                stride = align(dst_surface_width * rsc->cpp, 128);
106        else
107                stride = align(dst_surface_width * rsc->cpp, 16);
108
109        if (stride != rsc->slices[info->src.level].stride)
110                return false;
111
112        if (info->dst.resource->format != info->src.resource->format)
113                return false;
114
115        if (false) {
116                fprintf(stderr, "RCL blit from %d,%d to %d,%d (%d,%d)\n",
117                        info->src.box.x,
118                        info->src.box.y,
119                        info->dst.box.x,
120                        info->dst.box.y,
121                        info->dst.box.width,
122                        info->dst.box.height);
123        }
124
125        struct pipe_surface *dst_surf =
126                vc4_get_blit_surface(pctx, info->dst.resource, info->dst.level);
127        struct pipe_surface *src_surf =
128                vc4_get_blit_surface(pctx, info->src.resource, info->src.level);
129
130        vc4_flush_jobs_reading_resource(vc4, info->src.resource);
131
132        struct vc4_job *job = vc4_get_job(vc4, dst_surf, NULL);
133        pipe_surface_reference(&job->color_read, src_surf);
134
135        /* If we're resolving from MSAA to single sample, we still need to run
136         * the engine in MSAA mode for the load.
137         */
138        if (!job->msaa && info->src.resource->nr_samples > 1) {
139                job->msaa = true;
140                job->tile_width = 32;
141                job->tile_height = 32;
142        }
143
144        job->draw_min_x = info->dst.box.x;
145        job->draw_min_y = info->dst.box.y;
146        job->draw_max_x = info->dst.box.x + info->dst.box.width;
147        job->draw_max_y = info->dst.box.y + info->dst.box.height;
148        job->draw_width = dst_surf->width;
149        job->draw_height = dst_surf->height;
150
151        job->tile_width = tile_width;
152        job->tile_height = tile_height;
153        job->msaa = msaa;
154        job->needs_flush = true;
155        job->resolve |= PIPE_CLEAR_COLOR;
156
157        vc4_job_submit(vc4, job);
158
159        pipe_surface_reference(&dst_surf, NULL);
160        pipe_surface_reference(&src_surf, NULL);
161
162        return true;
163}
164
165void
166vc4_blitter_save(struct vc4_context *vc4)
167{
168        util_blitter_save_fragment_constant_buffer_slot(vc4->blitter,
169                                                        vc4->constbuf[PIPE_SHADER_FRAGMENT].cb);
170        util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb);
171        util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx);
172        util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs);
173        util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer);
174        util_blitter_save_viewport(vc4->blitter, &vc4->viewport);
175        util_blitter_save_scissor(vc4->blitter, &vc4->scissor);
176        util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs);
177        util_blitter_save_blend(vc4->blitter, vc4->blend);
178        util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa);
179        util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref);
180        util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask);
181        util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer);
182        util_blitter_save_fragment_sampler_states(vc4->blitter,
183                        vc4->fragtex.num_samplers,
184                        (void **)vc4->fragtex.samplers);
185        util_blitter_save_fragment_sampler_views(vc4->blitter,
186                        vc4->fragtex.num_textures, vc4->fragtex.textures);
187}
188
189static void *vc4_get_yuv_vs(struct pipe_context *pctx)
190{
191   struct vc4_context *vc4 = vc4_context(pctx);
192   struct pipe_screen *pscreen = pctx->screen;
193
194   if (vc4->yuv_linear_blit_vs)
195           return vc4->yuv_linear_blit_vs;
196
197   const struct nir_shader_compiler_options *options =
198           pscreen->get_compiler_options(pscreen,
199                                         PIPE_SHADER_IR_NIR,
200                                         PIPE_SHADER_VERTEX);
201
202   nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
203                                                  "linear_blit_vs");
204
205   const struct glsl_type *vec4 = glsl_vec4_type();
206   nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
207                                              vec4, "pos");
208
209   nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
210                                               vec4, "gl_Position");
211   pos_out->data.location = VARYING_SLOT_POS;
212
213   nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
214
215   struct pipe_shader_state shader_tmpl = {
216           .type = PIPE_SHADER_IR_NIR,
217           .ir.nir = b.shader,
218   };
219
220   vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
221
222   return vc4->yuv_linear_blit_vs;
223}
224
225static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
226{
227   struct vc4_context *vc4 = vc4_context(pctx);
228   struct pipe_screen *pscreen = pctx->screen;
229   struct pipe_shader_state **cached_shader;
230   const char *name;
231
232   if (cpp == 1) {
233           cached_shader = &vc4->yuv_linear_blit_fs_8bit;
234           name = "linear_blit_8bit_fs";
235   } else {
236           cached_shader = &vc4->yuv_linear_blit_fs_16bit;
237           name = "linear_blit_16bit_fs";
238   }
239
240   if (*cached_shader)
241           return *cached_shader;
242
243   const struct nir_shader_compiler_options *options =
244           pscreen->get_compiler_options(pscreen,
245                                         PIPE_SHADER_IR_NIR,
246                                         PIPE_SHADER_FRAGMENT);
247
248   nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
249                                                  options, "%s", name);
250
251   const struct glsl_type *vec4 = glsl_vec4_type();
252   const struct glsl_type *glsl_int = glsl_int_type();
253
254   nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
255                                                 vec4, "f_color");
256   color_out->data.location = FRAG_RESULT_COLOR;
257
258   nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
259                                              vec4, "pos");
260   pos_in->data.location = VARYING_SLOT_POS;
261   nir_ssa_def *pos = nir_load_var(&b, pos_in);
262
263   nir_ssa_def *one = nir_imm_int(&b, 1);
264   nir_ssa_def *two = nir_imm_int(&b, 2);
265
266   nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
267   nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
268
269   nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform,
270                                                 glsl_int, "stride");
271   nir_ssa_def *stride = nir_load_var(&b, stride_in);
272
273   nir_ssa_def *x_offset;
274   nir_ssa_def *y_offset;
275   if (cpp == 1) {
276           nir_ssa_def *intra_utile_x_offset =
277                   nir_ishl(&b, nir_iand(&b, x, one), two);
278           nir_ssa_def *inter_utile_x_offset =
279                   nir_ishl(&b, nir_iand(&b, x, nir_imm_int(&b, ~3)), one);
280
281           x_offset = nir_iadd(&b,
282                               intra_utile_x_offset,
283                               inter_utile_x_offset);
284           y_offset = nir_imul(&b,
285                               nir_iadd(&b,
286                                        nir_ishl(&b, y, one),
287                                        nir_ushr(&b, nir_iand(&b, x, two), one)),
288                               stride);
289   } else {
290           x_offset = nir_ishl(&b, x, two);
291           y_offset = nir_imul(&b, y, stride);
292   }
293
294   nir_ssa_def *load =
295      nir_load_ubo(&b, 1, 32, one, nir_iadd(&b, x_offset, y_offset),
296                   .align_mul = 4,
297                   .align_offset = 0,
298                   .range_base = 0,
299                   .range = ~0);
300
301   nir_store_var(&b, color_out,
302                 nir_unpack_unorm_4x8(&b, load),
303                 0xf);
304
305   struct pipe_shader_state shader_tmpl = {
306           .type = PIPE_SHADER_IR_NIR,
307           .ir.nir = b.shader,
308   };
309
310   *cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
311
312   return *cached_shader;
313}
314
315static bool
316vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
317{
318        struct vc4_context *vc4 = vc4_context(pctx);
319        struct vc4_resource *src = vc4_resource(info->src.resource);
320        struct vc4_resource *dst = vc4_resource(info->dst.resource);
321        bool ok;
322
323        if (src->tiled)
324                return false;
325        if (src->base.format != PIPE_FORMAT_R8_UNORM &&
326            src->base.format != PIPE_FORMAT_R8G8_UNORM)
327                return false;
328
329        /* YUV blits always turn raster-order to tiled */
330        assert(dst->base.format == src->base.format);
331        assert(dst->tiled);
332
333        /* Always 1:1 and at the origin */
334        assert(info->src.box.x == 0 && info->dst.box.x == 0);
335        assert(info->src.box.y == 0 && info->dst.box.y == 0);
336        assert(info->src.box.width == info->dst.box.width);
337        assert(info->src.box.height == info->dst.box.height);
338
339        if ((src->slices[info->src.level].offset & 3) ||
340            (src->slices[info->src.level].stride & 3)) {
341                perf_debug("YUV-blit src texture offset/stride misaligned: 0x%08x/%d\n",
342                           src->slices[info->src.level].offset,
343                           src->slices[info->src.level].stride);
344                goto fallback;
345        }
346
347        vc4_blitter_save(vc4);
348
349        /* Create a renderable surface mapping the T-tiled shadow buffer.
350         */
351        struct pipe_surface dst_tmpl;
352        util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
353                                         info->dst.level, info->dst.box.z);
354        dst_tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
355        struct pipe_surface *dst_surf =
356                pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
357        if (!dst_surf) {
358                fprintf(stderr, "Failed to create YUV dst surface\n");
359                util_blitter_unset_running_flag(vc4->blitter);
360                return false;
361        }
362        dst_surf->width = align(dst_surf->width, 8) / 2;
363        if (dst->cpp == 1)
364                dst_surf->height /= 2;
365
366        /* Set the constant buffer. */
367        uint32_t stride = src->slices[info->src.level].stride;
368        struct pipe_constant_buffer cb_uniforms = {
369                .user_buffer = &stride,
370                .buffer_size = sizeof(stride),
371        };
372        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false, &cb_uniforms);
373        struct pipe_constant_buffer cb_src = {
374                .buffer = info->src.resource,
375                .buffer_offset = src->slices[info->src.level].offset,
376                .buffer_size = (src->bo->size -
377                                src->slices[info->src.level].offset),
378        };
379        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false, &cb_src);
380
381        /* Unbind the textures, to make sure we don't try to recurse into the
382         * shadow blit.
383         */
384        pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, false, NULL);
385        pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
386
387        util_blitter_custom_shader(vc4->blitter, dst_surf,
388                                   vc4_get_yuv_vs(pctx),
389                                   vc4_get_yuv_fs(pctx, src->cpp));
390
391        util_blitter_restore_textures(vc4->blitter);
392        util_blitter_restore_constant_buffer_state(vc4->blitter);
393        /* Restore cb1 (util_blitter doesn't handle this one). */
394        struct pipe_constant_buffer cb_disabled = { 0 };
395        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false, &cb_disabled);
396
397        pipe_surface_reference(&dst_surf, NULL);
398
399        return true;
400
401fallback:
402        /* Do an immediate SW fallback, since the render blit path
403         * would just recurse.
404         */
405        ok = util_try_blit_via_copy_region(pctx, info);
406        assert(ok); (void)ok;
407
408        return true;
409}
410
411static bool
412vc4_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
413{
414        struct vc4_context *vc4 = vc4_context(ctx);
415
416        if (!util_blitter_is_blit_supported(vc4->blitter, info)) {
417                fprintf(stderr, "blit unsupported %s -> %s\n",
418                    util_format_short_name(info->src.resource->format),
419                    util_format_short_name(info->dst.resource->format));
420                return false;
421        }
422
423        /* Enable the scissor, so we get a minimal set of tiles rendered. */
424        if (!info->scissor_enable) {
425                info->scissor_enable = true;
426                info->scissor.minx = info->dst.box.x;
427                info->scissor.miny = info->dst.box.y;
428                info->scissor.maxx = info->dst.box.x + info->dst.box.width;
429                info->scissor.maxy = info->dst.box.y + info->dst.box.height;
430        }
431
432        vc4_blitter_save(vc4);
433        util_blitter_blit(vc4->blitter, info);
434
435        return true;
436}
437
438/* Optimal hardware path for blitting pixels.
439 * Scaling, format conversion, up- and downsampling (resolve) are allowed.
440 */
441void
442vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
443{
444        struct pipe_blit_info info = *blit_info;
445
446        if (vc4_yuv_blit(pctx, blit_info))
447                return;
448
449        if (vc4_tile_blit(pctx, blit_info))
450                return;
451
452        if (info.mask & PIPE_MASK_S) {
453                if (util_try_blit_via_copy_region(pctx, &info))
454                        return;
455
456                info.mask &= ~PIPE_MASK_S;
457                fprintf(stderr, "cannot blit stencil, skipping\n");
458        }
459
460        if (vc4_render_blit(pctx, &info))
461                return;
462
463        fprintf(stderr, "Unsupported blit\n");
464}
465