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 #include "pipe/p_state.h"
26 #include "util/format/u_format.h"
27 #include "util/u_framebuffer.h"
28 #include "util/u_inlines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/half_float.h"
32 #include "util/u_helpers.h"
33 #include "util/u_upload_mgr.h"
34 
35 #include "v3d_context.h"
36 #include "broadcom/common/v3d_tiling.h"
37 #include "broadcom/common/v3d_macros.h"
38 #include "broadcom/compiler/v3d_compiler.h"
39 #include "broadcom/cle/v3dx_pack.h"
40 
41 static void
v3d_generic_cso_state_delete(struct pipe_context * pctx,void * hwcso)42 v3d_generic_cso_state_delete(struct pipe_context *pctx, void *hwcso)
43 {
44         free(hwcso);
45 }
46 
47 static void
v3d_set_blend_color(struct pipe_context * pctx,const struct pipe_blend_color * blend_color)48 v3d_set_blend_color(struct pipe_context *pctx,
49                     const struct pipe_blend_color *blend_color)
50 {
51         struct v3d_context *v3d = v3d_context(pctx);
52         v3d->blend_color.f = *blend_color;
53         for (int i = 0; i < 4; i++) {
54                 v3d->blend_color.hf[i] =
55                         _mesa_float_to_half(blend_color->color[i]);
56         }
57         v3d->dirty |= V3D_DIRTY_BLEND_COLOR;
58 }
59 
60 static void
v3d_set_stencil_ref(struct pipe_context * pctx,const struct pipe_stencil_ref stencil_ref)61 v3d_set_stencil_ref(struct pipe_context *pctx,
62                     const struct pipe_stencil_ref stencil_ref)
63 {
64         struct v3d_context *v3d = v3d_context(pctx);
65         v3d->stencil_ref = stencil_ref;
66         v3d->dirty |= V3D_DIRTY_STENCIL_REF;
67 }
68 
69 static void
v3d_set_clip_state(struct pipe_context * pctx,const struct pipe_clip_state * clip)70 v3d_set_clip_state(struct pipe_context *pctx,
71                    const struct pipe_clip_state *clip)
72 {
73         struct v3d_context *v3d = v3d_context(pctx);
74         v3d->clip = *clip;
75         v3d->dirty |= V3D_DIRTY_CLIP;
76 }
77 
78 static void
v3d_set_sample_mask(struct pipe_context * pctx,unsigned sample_mask)79 v3d_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
80 {
81         struct v3d_context *v3d = v3d_context(pctx);
82         v3d->sample_mask = sample_mask & ((1 << V3D_MAX_SAMPLES) - 1);
83         v3d->dirty |= V3D_DIRTY_SAMPLE_STATE;
84 }
85 
86 static void *
v3d_create_rasterizer_state(struct pipe_context * pctx,const struct pipe_rasterizer_state * cso)87 v3d_create_rasterizer_state(struct pipe_context *pctx,
88                             const struct pipe_rasterizer_state *cso)
89 {
90         struct v3d_rasterizer_state *so;
91 
92         so = CALLOC_STRUCT(v3d_rasterizer_state);
93         if (!so)
94                 return NULL;
95 
96         so->base = *cso;
97 
98         /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
99          * BCM21553).
100          */
101         so->point_size = MAX2(cso->point_size, .125f);
102 
103         STATIC_ASSERT(sizeof(so->depth_offset) >=
104                       cl_packet_length(DEPTH_OFFSET));
105         v3dx_pack(&so->depth_offset, DEPTH_OFFSET, depth) {
106                 depth.depth_offset_factor = cso->offset_scale;
107                 depth.depth_offset_units = cso->offset_units;
108         }
109 
110         /* The HW treats polygon offset units based on a Z24 buffer, so we
111          * need to scale up offset_units if we're only Z16.
112          */
113         v3dx_pack(&so->depth_offset_z16, DEPTH_OFFSET, depth) {
114                 depth.depth_offset_factor = cso->offset_scale;
115                 depth.depth_offset_units = cso->offset_units * 256.0;
116         }
117 
118         return so;
119 }
120 
121 /* Blend state is baked into shaders. */
122 static void *
v3d_create_blend_state(struct pipe_context * pctx,const struct pipe_blend_state * cso)123 v3d_create_blend_state(struct pipe_context *pctx,
124                        const struct pipe_blend_state *cso)
125 {
126         struct v3d_blend_state *so;
127 
128         so = CALLOC_STRUCT(v3d_blend_state);
129         if (!so)
130                 return NULL;
131 
132         so->base = *cso;
133 
134         if (cso->independent_blend_enable) {
135                 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
136                         so->blend_enables |= cso->rt[i].blend_enable << i;
137 
138                         /* V3D 4.x is when we got independent blend enables. */
139                         assert(V3D_VERSION >= 40 ||
140                                cso->rt[i].blend_enable == cso->rt[0].blend_enable);
141                 }
142         } else {
143                 if (cso->rt[0].blend_enable)
144                         so->blend_enables = (1 << V3D_MAX_DRAW_BUFFERS) - 1;
145         }
146 
147         return so;
148 }
149 
150 static uint32_t
translate_stencil_op(enum pipe_stencil_op op)151 translate_stencil_op(enum pipe_stencil_op op)
152 {
153         switch (op) {
154         case PIPE_STENCIL_OP_KEEP:      return V3D_STENCIL_OP_KEEP;
155         case PIPE_STENCIL_OP_ZERO:      return V3D_STENCIL_OP_ZERO;
156         case PIPE_STENCIL_OP_REPLACE:   return V3D_STENCIL_OP_REPLACE;
157         case PIPE_STENCIL_OP_INCR:      return V3D_STENCIL_OP_INCR;
158         case PIPE_STENCIL_OP_DECR:      return V3D_STENCIL_OP_DECR;
159         case PIPE_STENCIL_OP_INCR_WRAP: return V3D_STENCIL_OP_INCWRAP;
160         case PIPE_STENCIL_OP_DECR_WRAP: return V3D_STENCIL_OP_DECWRAP;
161         case PIPE_STENCIL_OP_INVERT:    return V3D_STENCIL_OP_INVERT;
162         }
163         unreachable("bad stencil op");
164 }
165 
166 static void *
v3d_create_depth_stencil_alpha_state(struct pipe_context * pctx,const struct pipe_depth_stencil_alpha_state * cso)167 v3d_create_depth_stencil_alpha_state(struct pipe_context *pctx,
168                                      const struct pipe_depth_stencil_alpha_state *cso)
169 {
170         struct v3d_depth_stencil_alpha_state *so;
171 
172         so = CALLOC_STRUCT(v3d_depth_stencil_alpha_state);
173         if (!so)
174                 return NULL;
175 
176         so->base = *cso;
177 
178         if (cso->depth_enabled) {
179                 switch (cso->depth_func) {
180                 case PIPE_FUNC_LESS:
181                 case PIPE_FUNC_LEQUAL:
182                         so->ez_state = V3D_EZ_LT_LE;
183                         break;
184                 case PIPE_FUNC_GREATER:
185                 case PIPE_FUNC_GEQUAL:
186                         so->ez_state = V3D_EZ_GT_GE;
187                         break;
188                 case PIPE_FUNC_NEVER:
189                 case PIPE_FUNC_EQUAL:
190                         so->ez_state = V3D_EZ_UNDECIDED;
191                         break;
192                 default:
193                         so->ez_state = V3D_EZ_DISABLED;
194                         break;
195                 }
196 
197                 /* If stencil is enabled and it's not a no-op, then it would
198                  * break EZ updates.
199                  */
200                 if (cso->stencil[0].enabled &&
201                     (cso->stencil[0].zfail_op != PIPE_STENCIL_OP_KEEP ||
202                      cso->stencil[0].func != PIPE_FUNC_ALWAYS ||
203                      (cso->stencil[1].enabled &&
204                       (cso->stencil[1].zfail_op != PIPE_STENCIL_OP_KEEP &&
205                        cso->stencil[1].func != PIPE_FUNC_ALWAYS)))) {
206                         so->ez_state = V3D_EZ_DISABLED;
207                 }
208         }
209 
210         const struct pipe_stencil_state *front = &cso->stencil[0];
211         const struct pipe_stencil_state *back = &cso->stencil[1];
212 
213         if (front->enabled) {
214                 STATIC_ASSERT(sizeof(so->stencil_front) >=
215                               cl_packet_length(STENCIL_CFG));
216                 v3dx_pack(&so->stencil_front, STENCIL_CFG, config) {
217                         config.front_config = true;
218                         /* If !back->enabled, then the front values should be
219                          * used for both front and back-facing primitives.
220                          */
221                         config.back_config = !back->enabled;
222 
223                         config.stencil_write_mask = front->writemask;
224                         config.stencil_test_mask = front->valuemask;
225 
226                         config.stencil_test_function = front->func;
227                         config.stencil_pass_op =
228                                 translate_stencil_op(front->zpass_op);
229                         config.depth_test_fail_op =
230                                 translate_stencil_op(front->zfail_op);
231                         config.stencil_test_fail_op =
232                                 translate_stencil_op(front->fail_op);
233                 }
234         }
235         if (back->enabled) {
236                 STATIC_ASSERT(sizeof(so->stencil_back) >=
237                               cl_packet_length(STENCIL_CFG));
238                 v3dx_pack(&so->stencil_back, STENCIL_CFG, config) {
239                         config.front_config = false;
240                         config.back_config = true;
241 
242                         config.stencil_write_mask = back->writemask;
243                         config.stencil_test_mask = back->valuemask;
244 
245                         config.stencil_test_function = back->func;
246                         config.stencil_pass_op =
247                                 translate_stencil_op(back->zpass_op);
248                         config.depth_test_fail_op =
249                                 translate_stencil_op(back->zfail_op);
250                         config.stencil_test_fail_op =
251                                 translate_stencil_op(back->fail_op);
252                 }
253         }
254 
255         return so;
256 }
257 
258 static void
v3d_set_polygon_stipple(struct pipe_context * pctx,const struct pipe_poly_stipple * stipple)259 v3d_set_polygon_stipple(struct pipe_context *pctx,
260                         const struct pipe_poly_stipple *stipple)
261 {
262         struct v3d_context *v3d = v3d_context(pctx);
263         v3d->stipple = *stipple;
264         v3d->dirty |= V3D_DIRTY_STIPPLE;
265 }
266 
267 static void
v3d_set_scissor_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_scissors,const struct pipe_scissor_state * scissor)268 v3d_set_scissor_states(struct pipe_context *pctx,
269                        unsigned start_slot,
270                        unsigned num_scissors,
271                        const struct pipe_scissor_state *scissor)
272 {
273         struct v3d_context *v3d = v3d_context(pctx);
274 
275         v3d->scissor = *scissor;
276         v3d->dirty |= V3D_DIRTY_SCISSOR;
277 }
278 
279 static void
v3d_set_viewport_states(struct pipe_context * pctx,unsigned start_slot,unsigned num_viewports,const struct pipe_viewport_state * viewport)280 v3d_set_viewport_states(struct pipe_context *pctx,
281                         unsigned start_slot,
282                         unsigned num_viewports,
283                         const struct pipe_viewport_state *viewport)
284 {
285         struct v3d_context *v3d = v3d_context(pctx);
286         v3d->viewport = *viewport;
287         v3d->dirty |= V3D_DIRTY_VIEWPORT;
288 }
289 
290 static void
v3d_set_vertex_buffers(struct pipe_context * pctx,unsigned start_slot,unsigned count,unsigned unbind_num_trailing_slots,bool take_ownership,const struct pipe_vertex_buffer * vb)291 v3d_set_vertex_buffers(struct pipe_context *pctx,
292                        unsigned start_slot, unsigned count,
293                        unsigned unbind_num_trailing_slots,
294                        bool take_ownership,
295                        const struct pipe_vertex_buffer *vb)
296 {
297         struct v3d_context *v3d = v3d_context(pctx);
298         struct v3d_vertexbuf_stateobj *so = &v3d->vertexbuf;
299 
300         util_set_vertex_buffers_mask(so->vb, &so->enabled_mask, vb,
301                                      start_slot, count,
302                                      unbind_num_trailing_slots,
303                                      take_ownership);
304         so->count = util_last_bit(so->enabled_mask);
305 
306         v3d->dirty |= V3D_DIRTY_VTXBUF;
307 }
308 
309 static void
v3d_blend_state_bind(struct pipe_context * pctx,void * hwcso)310 v3d_blend_state_bind(struct pipe_context *pctx, void *hwcso)
311 {
312         struct v3d_context *v3d = v3d_context(pctx);
313         v3d->blend = hwcso;
314         v3d->dirty |= V3D_DIRTY_BLEND;
315 }
316 
317 static void
v3d_rasterizer_state_bind(struct pipe_context * pctx,void * hwcso)318 v3d_rasterizer_state_bind(struct pipe_context *pctx, void *hwcso)
319 {
320         struct v3d_context *v3d = v3d_context(pctx);
321         v3d->rasterizer = hwcso;
322         v3d->dirty |= V3D_DIRTY_RASTERIZER;
323 }
324 
325 static void
v3d_zsa_state_bind(struct pipe_context * pctx,void * hwcso)326 v3d_zsa_state_bind(struct pipe_context *pctx, void *hwcso)
327 {
328         struct v3d_context *v3d = v3d_context(pctx);
329         v3d->zsa = hwcso;
330         v3d->dirty |= V3D_DIRTY_ZSA;
331 }
332 
333 static void *
v3d_vertex_state_create(struct pipe_context * pctx,unsigned num_elements,const struct pipe_vertex_element * elements)334 v3d_vertex_state_create(struct pipe_context *pctx, unsigned num_elements,
335                         const struct pipe_vertex_element *elements)
336 {
337         struct v3d_context *v3d = v3d_context(pctx);
338         struct v3d_vertex_stateobj *so = CALLOC_STRUCT(v3d_vertex_stateobj);
339 
340         if (!so)
341                 return NULL;
342 
343         memcpy(so->pipe, elements, sizeof(*elements) * num_elements);
344         so->num_elements = num_elements;
345 
346         for (int i = 0; i < so->num_elements; i++) {
347                 const struct pipe_vertex_element *elem = &elements[i];
348                 const struct util_format_description *desc =
349                         util_format_description(elem->src_format);
350                 uint32_t r_size = desc->channel[0].size;
351 
352                 const uint32_t size =
353                         cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
354 
355                 v3dx_pack(&so->attrs[i * size],
356                           GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
357                         /* vec_size == 0 means 4 */
358                         attr.vec_size = desc->nr_channels & 3;
359                         attr.signed_int_type = (desc->channel[0].type ==
360                                                 UTIL_FORMAT_TYPE_SIGNED);
361 
362                         attr.normalized_int_type = desc->channel[0].normalized;
363                         attr.read_as_int_uint = desc->channel[0].pure_integer;
364                         attr.instance_divisor = MIN2(elem->instance_divisor,
365                                                      0xffff);
366 
367                         switch (desc->channel[0].type) {
368                         case UTIL_FORMAT_TYPE_FLOAT:
369                                 if (r_size == 32) {
370                                         attr.type = ATTRIBUTE_FLOAT;
371                                 } else {
372                                         assert(r_size == 16);
373                                         attr.type = ATTRIBUTE_HALF_FLOAT;
374                                 }
375                                 break;
376 
377                         case UTIL_FORMAT_TYPE_SIGNED:
378                         case UTIL_FORMAT_TYPE_UNSIGNED:
379                                 switch (r_size) {
380                                 case 32:
381                                         attr.type = ATTRIBUTE_INT;
382                                         break;
383                                 case 16:
384                                         attr.type = ATTRIBUTE_SHORT;
385                                         break;
386                                 case 10:
387                                         attr.type = ATTRIBUTE_INT2_10_10_10;
388                                         break;
389                                 case 8:
390                                         attr.type = ATTRIBUTE_BYTE;
391                                         break;
392                                 default:
393                                         fprintf(stderr,
394                                                 "format %s unsupported\n",
395                                                 desc->name);
396                                         attr.type = ATTRIBUTE_BYTE;
397                                         abort();
398                                 }
399                                 break;
400 
401                         default:
402                                 fprintf(stderr,
403                                         "format %s unsupported\n",
404                                         desc->name);
405                                 abort();
406                         }
407                 }
408         }
409 
410         /* Set up the default attribute values in case any of the vertex
411          * elements use them.
412          */
413         uint32_t *attrs;
414         u_upload_alloc(v3d->state_uploader, 0,
415                        V3D_MAX_VS_INPUTS * sizeof(float), 16,
416                        &so->defaults_offset, &so->defaults, (void **)&attrs);
417 
418         for (int i = 0; i < V3D_MAX_VS_INPUTS / 4; i++) {
419                 attrs[i * 4 + 0] = 0;
420                 attrs[i * 4 + 1] = 0;
421                 attrs[i * 4 + 2] = 0;
422                 if (i < so->num_elements &&
423                     util_format_is_pure_integer(so->pipe[i].src_format)) {
424                         attrs[i * 4 + 3] = 1;
425                 } else {
426                         attrs[i * 4 + 3] = fui(1.0);
427                 }
428         }
429 
430         u_upload_unmap(v3d->state_uploader);
431         return so;
432 }
433 
434 static void
v3d_vertex_state_delete(struct pipe_context * pctx,void * hwcso)435 v3d_vertex_state_delete(struct pipe_context *pctx, void *hwcso)
436 {
437         struct v3d_vertex_stateobj *so = hwcso;
438 
439         pipe_resource_reference(&so->defaults, NULL);
440         free(so);
441 }
442 
443 static void
v3d_vertex_state_bind(struct pipe_context * pctx,void * hwcso)444 v3d_vertex_state_bind(struct pipe_context *pctx, void *hwcso)
445 {
446         struct v3d_context *v3d = v3d_context(pctx);
447         v3d->vtx = hwcso;
448         v3d->dirty |= V3D_DIRTY_VTXSTATE;
449 }
450 
451 static void
v3d_set_constant_buffer(struct pipe_context * pctx,uint shader,uint index,bool take_ownership,const struct pipe_constant_buffer * cb)452 v3d_set_constant_buffer(struct pipe_context *pctx, uint shader, uint index,
453                         bool take_ownership,
454                         const struct pipe_constant_buffer *cb)
455 {
456         struct v3d_context *v3d = v3d_context(pctx);
457         struct v3d_constbuf_stateobj *so = &v3d->constbuf[shader];
458 
459         util_copy_constant_buffer(&so->cb[index], cb, take_ownership);
460 
461         /* Note that the gallium frontend can unbind constant buffers by
462          * passing NULL here.
463          */
464         if (unlikely(!cb)) {
465                 so->enabled_mask &= ~(1 << index);
466                 so->dirty_mask &= ~(1 << index);
467                 return;
468         }
469 
470         so->enabled_mask |= 1 << index;
471         so->dirty_mask |= 1 << index;
472         v3d->dirty |= V3D_DIRTY_CONSTBUF;
473 }
474 
475 static void
v3d_set_framebuffer_state(struct pipe_context * pctx,const struct pipe_framebuffer_state * framebuffer)476 v3d_set_framebuffer_state(struct pipe_context *pctx,
477                           const struct pipe_framebuffer_state *framebuffer)
478 {
479         struct v3d_context *v3d = v3d_context(pctx);
480         struct pipe_framebuffer_state *cso = &v3d->framebuffer;
481 
482         v3d->job = NULL;
483 
484         util_copy_framebuffer_state(cso, framebuffer);
485 
486         v3d->swap_color_rb = 0;
487         v3d->blend_dst_alpha_one = 0;
488         for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
489                 struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
490                 if (!cbuf)
491                         continue;
492                 struct v3d_surface *v3d_cbuf = v3d_surface(cbuf);
493 
494                 const struct util_format_description *desc =
495                         util_format_description(cbuf->format);
496 
497                 /* For BGRA8 formats (DRI window system default format), we
498                  * need to swap R and B, since the HW's format is RGBA8.  On
499                  * V3D 4.1+, the RCL can swap R and B on load/store.
500                  */
501                 if (v3d->screen->devinfo.ver < 41 && v3d_cbuf->swap_rb)
502                         v3d->swap_color_rb |= 1 << i;
503 
504                 if (desc->swizzle[3] == PIPE_SWIZZLE_1)
505                         v3d->blend_dst_alpha_one |= 1 << i;
506         }
507 
508         v3d->dirty |= V3D_DIRTY_FRAMEBUFFER;
509 }
510 
V3DX(Wrap_Mode)511 static enum V3DX(Wrap_Mode)
512 translate_wrap(uint32_t pipe_wrap)
513 {
514         switch (pipe_wrap) {
515         case PIPE_TEX_WRAP_REPEAT:
516                 return V3D_WRAP_MODE_REPEAT;
517         case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
518                 return V3D_WRAP_MODE_CLAMP;
519         case PIPE_TEX_WRAP_MIRROR_REPEAT:
520                 return V3D_WRAP_MODE_MIRROR;
521         case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
522                 return V3D_WRAP_MODE_BORDER;
523         case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
524                 return V3D_WRAP_MODE_MIRROR_ONCE;
525         default:
526                 unreachable("Unknown wrap mode");
527         }
528 }
529 
530 #if V3D_VERSION >= 40
531 static void
v3d_upload_sampler_state_variant(void * map,const struct pipe_sampler_state * cso,enum v3d_sampler_state_variant variant)532 v3d_upload_sampler_state_variant(void *map,
533                                  const struct pipe_sampler_state *cso,
534                                  enum v3d_sampler_state_variant variant)
535 {
536         v3dx_pack(map, SAMPLER_STATE, sampler) {
537                 sampler.wrap_i_border = false;
538 
539                 sampler.wrap_s = translate_wrap(cso->wrap_s);
540                 sampler.wrap_t = translate_wrap(cso->wrap_t);
541                 sampler.wrap_r = translate_wrap(cso->wrap_r);
542 
543                 sampler.fixed_bias = cso->lod_bias;
544                 sampler.depth_compare_function = cso->compare_func;
545 
546                 sampler.min_filter_nearest =
547                         cso->min_img_filter == PIPE_TEX_FILTER_NEAREST;
548                 sampler.mag_filter_nearest =
549                         cso->mag_img_filter == PIPE_TEX_FILTER_NEAREST;
550                 sampler.mip_filter_nearest =
551                         cso->min_mip_filter != PIPE_TEX_MIPFILTER_LINEAR;
552 
553                 sampler.min_level_of_detail = MIN2(MAX2(0, cso->min_lod),
554                                                    15);
555                 sampler.max_level_of_detail = MIN2(MAX2(cso->max_lod,
556                                                         cso->min_lod), 15);
557 
558                 /* If we're not doing inter-miplevel filtering, we need to
559                  * clamp the LOD so that we only sample from baselevel.
560                  * However, we need to still allow the calculated LOD to be
561                  * fractionally over the baselevel, so that the HW can decide
562                  * between the min and mag filters.
563                  */
564                 if (cso->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
565                         sampler.min_level_of_detail =
566                                 MIN2(sampler.min_level_of_detail, 1.0 / 256.0);
567                         sampler.max_level_of_detail =
568                                 MIN2(sampler.max_level_of_detail, 1.0 / 256.0);
569                 }
570 
571                 if (cso->max_anisotropy) {
572                         sampler.anisotropy_enable = true;
573 
574                         if (cso->max_anisotropy > 8)
575                                 sampler.maximum_anisotropy = 3;
576                         else if (cso->max_anisotropy > 4)
577                                 sampler.maximum_anisotropy = 2;
578                         else if (cso->max_anisotropy > 2)
579                                 sampler.maximum_anisotropy = 1;
580                 }
581 
582                 if (variant == V3D_SAMPLER_STATE_BORDER_0) {
583                         sampler.border_color_mode = V3D_BORDER_COLOR_0000;
584                 } else {
585                         sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
586 
587                         union pipe_color_union border;
588 
589                         /* First, reswizzle the border color for any
590                          * mismatching we're doing between the texture's
591                          * channel order in hardware (R) versus what it is at
592                          * the GL level (ALPHA)
593                          */
594                         switch (variant) {
595                         case V3D_SAMPLER_STATE_F16_BGRA:
596                         case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
597                         case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
598                                 border.i[0] = cso->border_color.i[2];
599                                 border.i[1] = cso->border_color.i[1];
600                                 border.i[2] = cso->border_color.i[0];
601                                 border.i[3] = cso->border_color.i[3];
602                                 break;
603 
604                         case V3D_SAMPLER_STATE_F16_A:
605                         case V3D_SAMPLER_STATE_F16_A_UNORM:
606                         case V3D_SAMPLER_STATE_F16_A_SNORM:
607                         case V3D_SAMPLER_STATE_32_A:
608                         case V3D_SAMPLER_STATE_32_A_UNORM:
609                         case V3D_SAMPLER_STATE_32_A_SNORM:
610                                 border.i[0] = cso->border_color.i[3];
611                                 border.i[1] = 0;
612                                 border.i[2] = 0;
613                                 border.i[3] = 0;
614                                 break;
615 
616                         case V3D_SAMPLER_STATE_F16_LA:
617                         case V3D_SAMPLER_STATE_F16_LA_UNORM:
618                         case V3D_SAMPLER_STATE_F16_LA_SNORM:
619                                 border.i[0] = cso->border_color.i[0];
620                                 border.i[1] = cso->border_color.i[3];
621                                 border.i[2] = 0;
622                                 border.i[3] = 0;
623                                 break;
624 
625                         default:
626                                 border = cso->border_color;
627                         }
628 
629                         /* Perform any clamping. */
630                         switch (variant) {
631                         case V3D_SAMPLER_STATE_F16_UNORM:
632                         case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
633                         case V3D_SAMPLER_STATE_F16_A_UNORM:
634                         case V3D_SAMPLER_STATE_F16_LA_UNORM:
635                         case V3D_SAMPLER_STATE_32_UNORM:
636                         case V3D_SAMPLER_STATE_32_A_UNORM:
637                                 for (int i = 0; i < 4; i++)
638                                         border.f[i] = CLAMP(border.f[i], 0, 1);
639                                 break;
640 
641                         case V3D_SAMPLER_STATE_F16_SNORM:
642                         case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
643                         case V3D_SAMPLER_STATE_F16_A_SNORM:
644                         case V3D_SAMPLER_STATE_F16_LA_SNORM:
645                         case V3D_SAMPLER_STATE_32_SNORM:
646                         case V3D_SAMPLER_STATE_32_A_SNORM:
647                                 for (int i = 0; i < 4; i++)
648                                         border.f[i] = CLAMP(border.f[i], -1, 1);
649                                 break;
650 
651                         case V3D_SAMPLER_STATE_1010102U:
652                                 border.ui[0] = CLAMP(border.ui[0],
653                                                      0, (1 << 10) - 1);
654                                 border.ui[1] = CLAMP(border.ui[1],
655                                                      0, (1 << 10) - 1);
656                                 border.ui[2] = CLAMP(border.ui[2],
657                                                      0, (1 << 10) - 1);
658                                 border.ui[3] = CLAMP(border.ui[3],
659                                                      0, 3);
660                                 break;
661 
662                         case V3D_SAMPLER_STATE_16U:
663                                 for (int i = 0; i < 4; i++)
664                                         border.ui[i] = CLAMP(border.ui[i],
665                                                              0, 0xffff);
666                                 break;
667 
668                         case V3D_SAMPLER_STATE_16I:
669                                 for (int i = 0; i < 4; i++)
670                                         border.i[i] = CLAMP(border.i[i],
671                                                             -32768, 32767);
672                                 break;
673 
674                         case V3D_SAMPLER_STATE_8U:
675                                 for (int i = 0; i < 4; i++)
676                                         border.ui[i] = CLAMP(border.ui[i],
677                                                              0, 0xff);
678                                 break;
679 
680                         case V3D_SAMPLER_STATE_8I:
681                                 for (int i = 0; i < 4; i++)
682                                         border.i[i] = CLAMP(border.i[i],
683                                                             -128, 127);
684                                 break;
685 
686                         default:
687                                 break;
688                         }
689 
690                         if (variant >= V3D_SAMPLER_STATE_32) {
691                                 sampler.border_color_word_0 = border.ui[0];
692                                 sampler.border_color_word_1 = border.ui[1];
693                                 sampler.border_color_word_2 = border.ui[2];
694                                 sampler.border_color_word_3 = border.ui[3];
695                         } else {
696                                 sampler.border_color_word_0 =
697                                         _mesa_float_to_half(border.f[0]);
698                                 sampler.border_color_word_1 =
699                                         _mesa_float_to_half(border.f[1]);
700                                 sampler.border_color_word_2 =
701                                         _mesa_float_to_half(border.f[2]);
702                                 sampler.border_color_word_3 =
703                                         _mesa_float_to_half(border.f[3]);
704                         }
705                 }
706         }
707 }
708 #endif
709 
710 static void *
v3d_create_sampler_state(struct pipe_context * pctx,const struct pipe_sampler_state * cso)711 v3d_create_sampler_state(struct pipe_context *pctx,
712                          const struct pipe_sampler_state *cso)
713 {
714         UNUSED struct v3d_context *v3d = v3d_context(pctx);
715         struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
716 
717         if (!so)
718                 return NULL;
719 
720         memcpy(so, cso, sizeof(*cso));
721 
722         enum V3DX(Wrap_Mode) wrap_s = translate_wrap(cso->wrap_s);
723         enum V3DX(Wrap_Mode) wrap_t = translate_wrap(cso->wrap_t);
724         enum V3DX(Wrap_Mode) wrap_r = translate_wrap(cso->wrap_r);
725 
726         bool uses_border_color = (wrap_s == V3D_WRAP_MODE_BORDER ||
727                                   wrap_t == V3D_WRAP_MODE_BORDER ||
728                                   wrap_r == V3D_WRAP_MODE_BORDER);
729         so->border_color_variants = (uses_border_color &&
730                                      (cso->border_color.ui[0] != 0 ||
731                                       cso->border_color.ui[1] != 0 ||
732                                       cso->border_color.ui[2] != 0 ||
733                                       cso->border_color.ui[3] != 0));
734 
735 #if V3D_VERSION >= 40
736         void *map;
737         int sampler_align = so->border_color_variants ? 32 : 8;
738         int sampler_size = align(cl_packet_length(SAMPLER_STATE), sampler_align);
739         int num_variants = (so->border_color_variants ? ARRAY_SIZE(so->sampler_state_offset) : 1);
740         u_upload_alloc(v3d->state_uploader, 0,
741                        sampler_size * num_variants,
742                        sampler_align,
743                        &so->sampler_state_offset[0],
744                        &so->sampler_state,
745                        &map);
746 
747         for (int i = 0; i < num_variants; i++) {
748                 so->sampler_state_offset[i] =
749                         so->sampler_state_offset[0] + i * sampler_size;
750                 v3d_upload_sampler_state_variant(map + i * sampler_size,
751                                                  cso, i);
752         }
753 
754 #else /* V3D_VERSION < 40 */
755         v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
756                 p0.s_wrap_mode = wrap_s;
757                 p0.t_wrap_mode = wrap_t;
758                 p0.r_wrap_mode = wrap_r;
759         }
760 
761         v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
762                 tex.depth_compare_function = cso->compare_func;
763                 tex.fixed_bias = cso->lod_bias;
764         }
765 #endif /* V3D_VERSION < 40 */
766         return so;
767 }
768 
769 static void
v3d_sampler_states_bind(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start,unsigned nr,void ** hwcso)770 v3d_sampler_states_bind(struct pipe_context *pctx,
771                         enum pipe_shader_type shader, unsigned start,
772                         unsigned nr, void **hwcso)
773 {
774         struct v3d_context *v3d = v3d_context(pctx);
775         struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
776 
777         assert(start == 0);
778         unsigned i;
779         unsigned new_nr = 0;
780 
781         for (i = 0; i < nr; i++) {
782                 if (hwcso[i])
783                         new_nr = i + 1;
784                 stage_tex->samplers[i] = hwcso[i];
785         }
786 
787         for (; i < stage_tex->num_samplers; i++) {
788                 stage_tex->samplers[i] = NULL;
789         }
790 
791         stage_tex->num_samplers = new_nr;
792 
793         v3d_flag_dirty_sampler_state(v3d, shader);
794 }
795 
796 static void
v3d_sampler_state_delete(struct pipe_context * pctx,void * hwcso)797 v3d_sampler_state_delete(struct pipe_context *pctx,
798                          void *hwcso)
799 {
800         struct pipe_sampler_state *psampler = hwcso;
801         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
802 
803         pipe_resource_reference(&sampler->sampler_state, NULL);
804         free(psampler);
805 }
806 
807 #if V3D_VERSION >= 40
808 static uint32_t
translate_swizzle(unsigned char pipe_swizzle)809 translate_swizzle(unsigned char pipe_swizzle)
810 {
811         switch (pipe_swizzle) {
812         case PIPE_SWIZZLE_0:
813                 return 0;
814         case PIPE_SWIZZLE_1:
815                 return 1;
816         case PIPE_SWIZZLE_X:
817         case PIPE_SWIZZLE_Y:
818         case PIPE_SWIZZLE_Z:
819         case PIPE_SWIZZLE_W:
820                 return 2 + pipe_swizzle;
821         default:
822                 unreachable("unknown swizzle");
823         }
824 }
825 #endif
826 
827 static void
v3d_setup_texture_shader_state(struct V3DX (TEXTURE_SHADER_STATE)* tex,struct pipe_resource * prsc,int base_level,int last_level,int first_layer,int last_layer)828 v3d_setup_texture_shader_state(struct V3DX(TEXTURE_SHADER_STATE) *tex,
829                                struct pipe_resource *prsc,
830                                int base_level, int last_level,
831                                int first_layer, int last_layer)
832 {
833         struct v3d_resource *rsc = v3d_resource(prsc);
834         int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
835 
836         tex->image_width = prsc->width0 * msaa_scale;
837         tex->image_height = prsc->height0 * msaa_scale;
838 
839 #if V3D_VERSION >= 40
840         /* On 4.x, the height of a 1D texture is redefined to be the
841          * upper 14 bits of the width (which is only usable with txf).
842          */
843         if (prsc->target == PIPE_TEXTURE_1D ||
844             prsc->target == PIPE_TEXTURE_1D_ARRAY) {
845                 tex->image_height = tex->image_width >> 14;
846         }
847 
848         tex->image_width &= (1 << 14) - 1;
849         tex->image_height &= (1 << 14) - 1;
850 #endif
851 
852         if (prsc->target == PIPE_TEXTURE_3D) {
853                 tex->image_depth = prsc->depth0;
854         } else {
855                 tex->image_depth = (last_layer - first_layer) + 1;
856         }
857 
858         tex->base_level = base_level;
859 #if V3D_VERSION >= 40
860         tex->max_level = last_level;
861         /* Note that we don't have a job to reference the texture's sBO
862          * at state create time, so any time this sampler view is used
863          * we need to add the texture to the job.
864          */
865         tex->texture_base_pointer =
866                 cl_address(NULL,
867                            rsc->bo->offset +
868                            v3d_layer_offset(prsc, 0, first_layer));
869 #endif
870         tex->array_stride_64_byte_aligned = rsc->cube_map_stride / 64;
871 
872         /* Since other platform devices may produce UIF images even
873          * when they're not big enough for V3D to assume they're UIF,
874          * we force images with level 0 as UIF to be always treated
875          * that way.
876          */
877         tex->level_0_is_strictly_uif =
878                 (rsc->slices[0].tiling == V3D_TILING_UIF_XOR ||
879                  rsc->slices[0].tiling == V3D_TILING_UIF_NO_XOR);
880         tex->level_0_xor_enable = (rsc->slices[0].tiling == V3D_TILING_UIF_XOR);
881 
882         if (tex->level_0_is_strictly_uif)
883                 tex->level_0_ub_pad = rsc->slices[0].ub_pad;
884 
885 #if V3D_VERSION >= 40
886         if (tex->uif_xor_disable ||
887             tex->level_0_is_strictly_uif) {
888                 tex->extended = true;
889         }
890 #endif /* V3D_VERSION >= 40 */
891 }
892 
893 void
v3dX(create_texture_shader_state_bo)894 v3dX(create_texture_shader_state_bo)(struct v3d_context *v3d,
895                                      struct v3d_sampler_view *so)
896 {
897         struct pipe_resource *prsc = so->texture;
898         const struct pipe_sampler_view *cso = &so->base;
899         struct v3d_screen *screen = v3d->screen;
900 
901         void *map;
902 
903 #if V3D_VERSION >= 40
904         v3d_bo_unreference(&so->bo);
905         so->bo = v3d_bo_alloc(v3d->screen,
906                               cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
907         map = v3d_bo_map(so->bo);
908 #else /* V3D_VERSION < 40 */
909         STATIC_ASSERT(sizeof(so->texture_shader_state) >=
910                       cl_packet_length(TEXTURE_SHADER_STATE));
911         map = &so->texture_shader_state;
912 #endif
913 
914         v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
915                 v3d_setup_texture_shader_state(&tex, prsc,
916                                                cso->u.tex.first_level,
917                                                cso->u.tex.last_level,
918                                                cso->u.tex.first_layer,
919                                                cso->u.tex.last_layer);
920 
921                 tex.srgb = util_format_is_srgb(cso->format);
922 
923 #if V3D_VERSION >= 40
924                 tex.swizzle_r = translate_swizzle(so->swizzle[0]);
925                 tex.swizzle_g = translate_swizzle(so->swizzle[1]);
926                 tex.swizzle_b = translate_swizzle(so->swizzle[2]);
927                 tex.swizzle_a = translate_swizzle(so->swizzle[3]);
928 #endif
929 
930                 if (prsc->nr_samples > 1 && V3D_VERSION < 40) {
931                         /* Using texture views to reinterpret formats on our
932                          * MSAA textures won't work, because we don't lay out
933                          * the bits in memory as it's expected -- for example,
934                          * RGBA8 and RGB10_A2 are compatible in the
935                          * ARB_texture_view spec, but in HW we lay them out as
936                          * 32bpp RGBA8 and 64bpp RGBA16F.  Just assert for now
937                          * to catch failures.
938                          *
939                          * We explicitly allow remapping S8Z24 to RGBA8888 for
940                          * v3d_blit.c's stencil blits.
941                          */
942                         assert((util_format_linear(cso->format) ==
943                                 util_format_linear(prsc->format)) ||
944                                (prsc->format == PIPE_FORMAT_S8_UINT_Z24_UNORM &&
945                                 cso->format == PIPE_FORMAT_R8G8B8A8_UNORM));
946                         uint32_t output_image_format =
947                                 v3d_get_rt_format(&screen->devinfo, cso->format);
948                         uint32_t internal_type;
949                         uint32_t internal_bpp;
950                         v3d_get_internal_type_bpp_for_output_format(&screen->devinfo,
951                                                                     output_image_format,
952                                                                     &internal_type,
953                                                                     &internal_bpp);
954 
955                         switch (internal_type) {
956                         case V3D_INTERNAL_TYPE_8:
957                                 tex.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
958                                 break;
959                         case V3D_INTERNAL_TYPE_16F:
960                                 tex.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
961                                 break;
962                         default:
963                                 unreachable("Bad MSAA texture type");
964                         }
965 
966                         /* sRGB was stored in the tile buffer as linear and
967                          * would have been encoded to sRGB on resolved tile
968                          * buffer store.  Note that this means we would need
969                          * shader code if we wanted to read an MSAA sRGB
970                          * texture without sRGB decode.
971                          */
972                         tex.srgb = false;
973                 } else {
974                         tex.texture_type = v3d_get_tex_format(&screen->devinfo,
975                                                               cso->format);
976                 }
977         };
978 }
979 
980 static struct pipe_sampler_view *
v3d_create_sampler_view(struct pipe_context * pctx,struct pipe_resource * prsc,const struct pipe_sampler_view * cso)981 v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
982                         const struct pipe_sampler_view *cso)
983 {
984         struct v3d_context *v3d = v3d_context(pctx);
985         struct v3d_screen *screen = v3d->screen;
986         struct v3d_sampler_view *so = CALLOC_STRUCT(v3d_sampler_view);
987         struct v3d_resource *rsc = v3d_resource(prsc);
988 
989         if (!so)
990                 return NULL;
991 
992         so->base = *cso;
993 
994         pipe_reference(NULL, &prsc->reference);
995 
996         /* Compute the sampler view's swizzle up front. This will be plugged
997          * into either the sampler (for 16-bit returns) or the shader's
998          * texture key (for 32)
999          */
1000         uint8_t view_swizzle[4] = {
1001                 cso->swizzle_r,
1002                 cso->swizzle_g,
1003                 cso->swizzle_b,
1004                 cso->swizzle_a
1005         };
1006         const uint8_t *fmt_swizzle =
1007                 v3d_get_format_swizzle(&screen->devinfo, so->base.format);
1008         util_format_compose_swizzles(fmt_swizzle, view_swizzle, so->swizzle);
1009 
1010         so->base.texture = prsc;
1011         so->base.reference.count = 1;
1012         so->base.context = pctx;
1013 
1014         if (rsc->separate_stencil &&
1015             cso->format == PIPE_FORMAT_X32_S8X24_UINT) {
1016                 rsc = rsc->separate_stencil;
1017                 prsc = &rsc->base;
1018         }
1019 
1020         /* If we're sampling depth from depth/stencil, demote the format to
1021          * just depth.  u_format will end up giving the answers for the
1022          * stencil channel, otherwise.
1023          */
1024         enum pipe_format sample_format = cso->format;
1025         if (sample_format == PIPE_FORMAT_S8_UINT_Z24_UNORM)
1026                 sample_format = PIPE_FORMAT_X8Z24_UNORM;
1027 
1028 #if V3D_VERSION >= 40
1029         const struct util_format_description *desc =
1030                 util_format_description(sample_format);
1031 
1032         if (util_format_is_pure_integer(sample_format) &&
1033             !util_format_has_depth(desc)) {
1034                 int chan = util_format_get_first_non_void_channel(sample_format);
1035                 if (util_format_is_pure_uint(sample_format)) {
1036                         switch (desc->channel[chan].size) {
1037                         case 32:
1038                                 so->sampler_variant = V3D_SAMPLER_STATE_32;
1039                                 break;
1040                         case 16:
1041                                 so->sampler_variant = V3D_SAMPLER_STATE_16U;
1042                                 break;
1043                         case 10:
1044                                 so->sampler_variant = V3D_SAMPLER_STATE_1010102U;
1045                                 break;
1046                         case 8:
1047                                 so->sampler_variant = V3D_SAMPLER_STATE_8U;
1048                                 break;
1049                         }
1050                 } else {
1051                         switch (desc->channel[chan].size) {
1052                         case 32:
1053                                 so->sampler_variant = V3D_SAMPLER_STATE_32;
1054                                 break;
1055                         case 16:
1056                                 so->sampler_variant = V3D_SAMPLER_STATE_16I;
1057                                 break;
1058                         case 8:
1059                                 so->sampler_variant = V3D_SAMPLER_STATE_8I;
1060                                 break;
1061                         }
1062                 }
1063         } else {
1064                 if (v3d_get_tex_return_size(&screen->devinfo, sample_format,
1065                                            PIPE_TEX_COMPARE_NONE) == 32) {
1066                         if (util_format_is_alpha(sample_format))
1067                                 so->sampler_variant = V3D_SAMPLER_STATE_32_A;
1068                         else
1069                                 so->sampler_variant = V3D_SAMPLER_STATE_32;
1070                 } else {
1071                         if (util_format_is_luminance_alpha(sample_format))
1072                                 so->sampler_variant = V3D_SAMPLER_STATE_F16_LA;
1073                         else if (util_format_is_alpha(sample_format))
1074                                 so->sampler_variant = V3D_SAMPLER_STATE_F16_A;
1075                         else if (fmt_swizzle[0] == PIPE_SWIZZLE_Z)
1076                                 so->sampler_variant = V3D_SAMPLER_STATE_F16_BGRA;
1077                         else
1078                                 so->sampler_variant = V3D_SAMPLER_STATE_F16;
1079 
1080                 }
1081 
1082                 if (util_format_is_unorm(sample_format)) {
1083                         so->sampler_variant += (V3D_SAMPLER_STATE_F16_UNORM -
1084                                                 V3D_SAMPLER_STATE_F16);
1085                 } else if (util_format_is_snorm(sample_format)){
1086                         so->sampler_variant += (V3D_SAMPLER_STATE_F16_SNORM -
1087                                                 V3D_SAMPLER_STATE_F16);
1088                 }
1089         }
1090 #endif
1091 
1092         /* V3D still doesn't support sampling from raster textures, so we will
1093          * have to copy to a temporary tiled texture.
1094          */
1095         if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
1096                              prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
1097                 struct v3d_resource *shadow_parent = rsc;
1098                 struct pipe_resource tmpl = {
1099                         .target = prsc->target,
1100                         .format = prsc->format,
1101                         .width0 = u_minify(prsc->width0,
1102                                            cso->u.tex.first_level),
1103                         .height0 = u_minify(prsc->height0,
1104                                             cso->u.tex.first_level),
1105                         .depth0 = 1,
1106                         .array_size = 1,
1107                         .bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET,
1108                         .last_level = cso->u.tex.last_level - cso->u.tex.first_level,
1109                         .nr_samples = prsc->nr_samples,
1110                 };
1111 
1112                 /* Create the shadow texture.  The rest of the sampler view
1113                  * setup will use the shadow.
1114                  */
1115                 prsc = v3d_resource_create(pctx->screen, &tmpl);
1116                 if (!prsc) {
1117                         free(so);
1118                         return NULL;
1119                 }
1120                 rsc = v3d_resource(prsc);
1121 
1122                 /* Flag it as needing update of the contents from the parent. */
1123                 rsc->writes = shadow_parent->writes - 1;
1124                 assert(rsc->tiled);
1125 
1126                 so->texture = prsc;
1127         } else {
1128                 pipe_resource_reference(&so->texture, prsc);
1129         }
1130 
1131         v3d_create_texture_shader_state_bo(v3d, so);
1132 
1133         return &so->base;
1134 }
1135 
1136 static void
v3d_sampler_view_destroy(struct pipe_context * pctx,struct pipe_sampler_view * psview)1137 v3d_sampler_view_destroy(struct pipe_context *pctx,
1138                          struct pipe_sampler_view *psview)
1139 {
1140         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
1141 
1142         v3d_bo_unreference(&sview->bo);
1143         pipe_resource_reference(&psview->texture, NULL);
1144         pipe_resource_reference(&sview->texture, NULL);
1145         free(psview);
1146 }
1147 
1148 static void
v3d_set_sampler_views(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start,unsigned nr,unsigned unbind_num_trailing_slots,bool take_ownership,struct pipe_sampler_view ** views)1149 v3d_set_sampler_views(struct pipe_context *pctx,
1150                       enum pipe_shader_type shader,
1151                       unsigned start, unsigned nr,
1152                       unsigned unbind_num_trailing_slots,
1153                       bool take_ownership,
1154                       struct pipe_sampler_view **views)
1155 {
1156         struct v3d_context *v3d = v3d_context(pctx);
1157         struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
1158         unsigned i;
1159         unsigned new_nr = 0;
1160 
1161         assert(start == 0);
1162 
1163         for (i = 0; i < nr; i++) {
1164                 if (views[i])
1165                         new_nr = i + 1;
1166                 if (take_ownership) {
1167                         pipe_sampler_view_reference(&stage_tex->textures[i], NULL);
1168                         stage_tex->textures[i] = views[i];
1169                 } else {
1170                         pipe_sampler_view_reference(&stage_tex->textures[i], views[i]);
1171                 }
1172         }
1173 
1174         for (; i < stage_tex->num_textures; i++) {
1175                 pipe_sampler_view_reference(&stage_tex->textures[i], NULL);
1176         }
1177 
1178         stage_tex->num_textures = new_nr;
1179 
1180         v3d_flag_dirty_sampler_state(v3d, shader);
1181 }
1182 
1183 static struct pipe_stream_output_target *
v3d_create_stream_output_target(struct pipe_context * pctx,struct pipe_resource * prsc,unsigned buffer_offset,unsigned buffer_size)1184 v3d_create_stream_output_target(struct pipe_context *pctx,
1185                                 struct pipe_resource *prsc,
1186                                 unsigned buffer_offset,
1187                                 unsigned buffer_size)
1188 {
1189         struct v3d_stream_output_target *target;
1190 
1191         target = CALLOC_STRUCT(v3d_stream_output_target);
1192         if (!target)
1193                 return NULL;
1194 
1195         pipe_reference_init(&target->base.reference, 1);
1196         pipe_resource_reference(&target->base.buffer, prsc);
1197 
1198         target->base.context = pctx;
1199         target->base.buffer_offset = buffer_offset;
1200         target->base.buffer_size = buffer_size;
1201 
1202         return &target->base;
1203 }
1204 
1205 static void
v3d_stream_output_target_destroy(struct pipe_context * pctx,struct pipe_stream_output_target * target)1206 v3d_stream_output_target_destroy(struct pipe_context *pctx,
1207                                  struct pipe_stream_output_target *target)
1208 {
1209         pipe_resource_reference(&target->buffer, NULL);
1210         free(target);
1211 }
1212 
1213 static void
v3d_set_stream_output_targets(struct pipe_context * pctx,unsigned num_targets,struct pipe_stream_output_target ** targets,const unsigned * offsets)1214 v3d_set_stream_output_targets(struct pipe_context *pctx,
1215                               unsigned num_targets,
1216                               struct pipe_stream_output_target **targets,
1217                               const unsigned *offsets)
1218 {
1219         struct v3d_context *ctx = v3d_context(pctx);
1220         struct v3d_streamout_stateobj *so = &ctx->streamout;
1221         unsigned i;
1222 
1223         assert(num_targets <= ARRAY_SIZE(so->targets));
1224 
1225         /* Update recorded vertex counts when we are ending the recording of
1226          * transform feedback. We do this when we switch primitive types
1227          * at draw time, but if we haven't switched primitives in our last
1228          * draw we need to do it here as well.
1229          */
1230         if (num_targets == 0 && so->num_targets > 0)
1231                 v3d_update_primitive_counters(ctx);
1232 
1233         for (i = 0; i < num_targets; i++) {
1234                 if (offsets[i] != -1)
1235                         so->offsets[i] = offsets[i];
1236 
1237                 pipe_so_target_reference(&so->targets[i], targets[i]);
1238         }
1239 
1240         for (; i < so->num_targets; i++)
1241                 pipe_so_target_reference(&so->targets[i], NULL);
1242 
1243         so->num_targets = num_targets;
1244 
1245         /* Create primitive counters BO if needed */
1246         if (num_targets > 0)
1247                 v3d_ensure_prim_counts_allocated(ctx);
1248 
1249         ctx->dirty |= V3D_DIRTY_STREAMOUT;
1250 }
1251 
1252 static void
v3d_set_shader_buffers(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start,unsigned count,const struct pipe_shader_buffer * buffers,unsigned writable_bitmask)1253 v3d_set_shader_buffers(struct pipe_context *pctx,
1254                        enum pipe_shader_type shader,
1255                        unsigned start, unsigned count,
1256                        const struct pipe_shader_buffer *buffers,
1257                        unsigned writable_bitmask)
1258 {
1259         struct v3d_context *v3d = v3d_context(pctx);
1260         struct v3d_ssbo_stateobj *so = &v3d->ssbo[shader];
1261         unsigned mask = 0;
1262 
1263         if (buffers) {
1264                 for (unsigned i = 0; i < count; i++) {
1265                         unsigned n = i + start;
1266                         struct pipe_shader_buffer *buf = &so->sb[n];
1267 
1268                         if ((buf->buffer == buffers[i].buffer) &&
1269                             (buf->buffer_offset == buffers[i].buffer_offset) &&
1270                             (buf->buffer_size == buffers[i].buffer_size))
1271                                 continue;
1272 
1273                         mask |= 1 << n;
1274 
1275                         buf->buffer_offset = buffers[i].buffer_offset;
1276                         buf->buffer_size = buffers[i].buffer_size;
1277                         pipe_resource_reference(&buf->buffer, buffers[i].buffer);
1278 
1279                         if (buf->buffer)
1280                                 so->enabled_mask |= 1 << n;
1281                         else
1282                                 so->enabled_mask &= ~(1 << n);
1283                 }
1284         } else {
1285                 mask = ((1 << count) - 1) << start;
1286 
1287                 for (unsigned i = 0; i < count; i++) {
1288                         unsigned n = i + start;
1289                         struct pipe_shader_buffer *buf = &so->sb[n];
1290 
1291                         pipe_resource_reference(&buf->buffer, NULL);
1292                 }
1293 
1294                 so->enabled_mask &= ~mask;
1295         }
1296 
1297         v3d->dirty |= V3D_DIRTY_SSBO;
1298 }
1299 
1300 static void
v3d_create_image_view_texture_shader_state(struct v3d_context * v3d,struct v3d_shaderimg_stateobj * so,int img)1301 v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
1302                                            struct v3d_shaderimg_stateobj *so,
1303                                            int img)
1304 {
1305 #if V3D_VERSION >= 40
1306         struct v3d_image_view *iview = &so->si[img];
1307 
1308         void *map;
1309         u_upload_alloc(v3d->uploader, 0, cl_packet_length(TEXTURE_SHADER_STATE),
1310                        32,
1311                        &iview->tex_state_offset,
1312                        &iview->tex_state,
1313                        &map);
1314 
1315         struct pipe_resource *prsc = iview->base.resource;
1316 
1317         v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
1318                 v3d_setup_texture_shader_state(&tex, prsc,
1319                                                iview->base.u.tex.level,
1320                                                iview->base.u.tex.level,
1321                                                iview->base.u.tex.first_layer,
1322                                                iview->base.u.tex.last_layer);
1323 
1324                 tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
1325                 tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
1326                 tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
1327                 tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
1328 
1329                 tex.texture_type = v3d_get_tex_format(&v3d->screen->devinfo,
1330                                                       iview->base.format);
1331         };
1332 #else /* V3D_VERSION < 40 */
1333         /* V3D 3.x doesn't use support shader image load/store operations on
1334          * textures, so it would get lowered in the shader to general memory
1335          * acceses.
1336          */
1337 #endif
1338 }
1339 
1340 static void
v3d_set_shader_images(struct pipe_context * pctx,enum pipe_shader_type shader,unsigned start,unsigned count,unsigned unbind_num_trailing_slots,const struct pipe_image_view * images)1341 v3d_set_shader_images(struct pipe_context *pctx,
1342                       enum pipe_shader_type shader,
1343                       unsigned start, unsigned count,
1344                       unsigned unbind_num_trailing_slots,
1345                       const struct pipe_image_view *images)
1346 {
1347         struct v3d_context *v3d = v3d_context(pctx);
1348         struct v3d_shaderimg_stateobj *so = &v3d->shaderimg[shader];
1349 
1350         if (images) {
1351                 for (unsigned i = 0; i < count; i++) {
1352                         unsigned n = i + start;
1353                         struct v3d_image_view *iview = &so->si[n];
1354 
1355                         if ((iview->base.resource == images[i].resource) &&
1356                             (iview->base.format == images[i].format) &&
1357                             (iview->base.access == images[i].access) &&
1358                             !memcmp(&iview->base.u, &images[i].u,
1359                                     sizeof(iview->base.u)))
1360                                 continue;
1361 
1362                         util_copy_image_view(&iview->base, &images[i]);
1363 
1364                         if (iview->base.resource) {
1365                                 so->enabled_mask |= 1 << n;
1366                                 v3d_create_image_view_texture_shader_state(v3d,
1367                                                                            so,
1368                                                                            n);
1369                         } else {
1370                                 so->enabled_mask &= ~(1 << n);
1371                                 pipe_resource_reference(&iview->tex_state, NULL);
1372                         }
1373                 }
1374         } else {
1375                 for (unsigned i = 0; i < count; i++) {
1376                         unsigned n = i + start;
1377                         struct v3d_image_view *iview = &so->si[n];
1378 
1379                         pipe_resource_reference(&iview->base.resource, NULL);
1380                         pipe_resource_reference(&iview->tex_state, NULL);
1381                 }
1382 
1383                 if (count == 32)
1384                         so->enabled_mask = 0;
1385                 else
1386                         so->enabled_mask &= ~(((1 << count) - 1) << start);
1387         }
1388 
1389         v3d->dirty |= V3D_DIRTY_SHADER_IMAGE;
1390 
1391         if (unbind_num_trailing_slots) {
1392                 v3d_set_shader_images(pctx, shader, start + count,
1393                                       unbind_num_trailing_slots, 0, NULL);
1394         }
1395 }
1396 
1397 void
v3dX(state_init)1398 v3dX(state_init)(struct pipe_context *pctx)
1399 {
1400         pctx->set_blend_color = v3d_set_blend_color;
1401         pctx->set_stencil_ref = v3d_set_stencil_ref;
1402         pctx->set_clip_state = v3d_set_clip_state;
1403         pctx->set_sample_mask = v3d_set_sample_mask;
1404         pctx->set_constant_buffer = v3d_set_constant_buffer;
1405         pctx->set_framebuffer_state = v3d_set_framebuffer_state;
1406         pctx->set_polygon_stipple = v3d_set_polygon_stipple;
1407         pctx->set_scissor_states = v3d_set_scissor_states;
1408         pctx->set_viewport_states = v3d_set_viewport_states;
1409 
1410         pctx->set_vertex_buffers = v3d_set_vertex_buffers;
1411 
1412         pctx->create_blend_state = v3d_create_blend_state;
1413         pctx->bind_blend_state = v3d_blend_state_bind;
1414         pctx->delete_blend_state = v3d_generic_cso_state_delete;
1415 
1416         pctx->create_rasterizer_state = v3d_create_rasterizer_state;
1417         pctx->bind_rasterizer_state = v3d_rasterizer_state_bind;
1418         pctx->delete_rasterizer_state = v3d_generic_cso_state_delete;
1419 
1420         pctx->create_depth_stencil_alpha_state = v3d_create_depth_stencil_alpha_state;
1421         pctx->bind_depth_stencil_alpha_state = v3d_zsa_state_bind;
1422         pctx->delete_depth_stencil_alpha_state = v3d_generic_cso_state_delete;
1423 
1424         pctx->create_vertex_elements_state = v3d_vertex_state_create;
1425         pctx->delete_vertex_elements_state = v3d_vertex_state_delete;
1426         pctx->bind_vertex_elements_state = v3d_vertex_state_bind;
1427 
1428         pctx->create_sampler_state = v3d_create_sampler_state;
1429         pctx->delete_sampler_state = v3d_sampler_state_delete;
1430         pctx->bind_sampler_states = v3d_sampler_states_bind;
1431 
1432         pctx->create_sampler_view = v3d_create_sampler_view;
1433         pctx->sampler_view_destroy = v3d_sampler_view_destroy;
1434         pctx->set_sampler_views = v3d_set_sampler_views;
1435 
1436         pctx->set_shader_buffers = v3d_set_shader_buffers;
1437         pctx->set_shader_images = v3d_set_shader_images;
1438 
1439         pctx->create_stream_output_target = v3d_create_stream_output_target;
1440         pctx->stream_output_target_destroy = v3d_stream_output_target_destroy;
1441         pctx->set_stream_output_targets = v3d_set_stream_output_targets;
1442 }
1443