v3dv: split v3dv_device hw version dependant code to a new source file

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
This commit is contained in:
Alejandro Piñeiro 2021-06-14 23:36:08 +02:00
parent f526f92043
commit 76634f9b8a
6 changed files with 199 additions and 161 deletions

View file

@ -54,6 +54,7 @@ libv3dv_files = files(
)
files_per_version = files(
'v3dvx_device.c',
'v3dvx_formats.c',
'v3dvx_image.c',
'v3dvx_pipeline.c',

View file

@ -2473,8 +2473,8 @@ cmd_buffer_subpass_create_job(struct v3dv_cmd_buffer *cmd_buffer,
uint8_t internal_bpp;
bool msaa;
v3dv_framebuffer_compute_internal_bpp_msaa(framebuffer, subpass,
&internal_bpp, &msaa);
v3dv_X(job->device, framebuffer_compute_internal_bpp_msaa)
(framebuffer, subpass, &internal_bpp, &msaa);
v3dv_job_start_frame(job,
framebuffer->width,

View file

@ -34,8 +34,6 @@
#include "common/v3d_debug.h"
#include "broadcom/cle/v3dx_pack.h"
#include "compiler/v3d_compiler.h"
#include "drm-uapi/v3d_drm.h"
@ -2303,66 +2301,6 @@ v3dv_DestroyBuffer(VkDevice _device,
vk_object_free(&device->vk, pAllocator, buffer);
}
/**
* This computes the maximum bpp used by any of the render targets used by
* a particular subpass and checks if any of those render targets are
* multisampled. If we don't have a subpass (when we are not inside a
* render pass), then we assume that all framebuffer attachments are used.
*/
void
v3dv_framebuffer_compute_internal_bpp_msaa(
const struct v3dv_framebuffer *framebuffer,
const struct v3dv_subpass *subpass,
uint8_t *max_bpp,
bool *msaa)
{
STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
*max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
*msaa = false;
if (subpass) {
for (uint32_t i = 0; i < subpass->color_count; i++) {
uint32_t att_idx = subpass->color_attachments[i].attachment;
if (att_idx == VK_ATTACHMENT_UNUSED)
continue;
const struct v3dv_image_view *att = framebuffer->attachments[att_idx];
assert(att);
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
const struct v3dv_image_view *att =
framebuffer->attachments[subpass->ds_attachment.attachment];
assert(att);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
return;
}
assert(framebuffer->attachment_count <= 4);
for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
const struct v3dv_image_view *att = framebuffer->attachments[i];
assert(att);
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
return;
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateFramebuffer(VkDevice _device,
const VkFramebufferCreateInfo *pCreateInfo,
@ -2514,100 +2452,6 @@ v3dv_ResetEvent(VkDevice _device, VkEvent _event)
return VK_SUCCESS;
}
static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
[VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT,
[VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP,
[VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
};
static const enum V3DX(Compare_Function)
vk_to_v3d_compare_func[] = {
[VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER,
[VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS,
[VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL,
[VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL,
[VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER,
[VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL,
[VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL,
[VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS,
};
static void
pack_sampler_state(struct v3dv_sampler *sampler,
const VkSamplerCreateInfo *pCreateInfo)
{
enum V3DX(Border_Color_Mode) border_color_mode;
/* For now we only support the preset Vulkan border color modes. If we
* want to implement VK_EXT_custom_border_color in the future we would have
* to use V3D_BORDER_COLOR_FOLLOWS, and fill up border_color_word_[0/1/2/3]
* SAMPLER_STATE.
*/
switch (pCreateInfo->borderColor) {
case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
border_color_mode = V3D_BORDER_COLOR_0000;
break;
case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
border_color_mode = V3D_BORDER_COLOR_0001;
break;
case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
border_color_mode = V3D_BORDER_COLOR_1111;
break;
default:
unreachable("Unknown border color");
break;
}
/* For some texture formats, when clamping to transparent black border the
* CTS expects alpha to be set to 1 instead of 0, but the border color mode
* will take priority over the texture state swizzle, so the only way to
* fix that is to apply a swizzle in the shader. Here we keep track of
* whether we are activating that mode and we will decide if we need to
* activate the texture swizzle lowering in the shader key at compile time
* depending on the actual texture format.
*/
if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
border_color_mode == V3D_BORDER_COLOR_0000) {
sampler->clamp_to_transparent_black_border = true;
}
v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
if (pCreateInfo->anisotropyEnable) {
s.anisotropy_enable = true;
if (pCreateInfo->maxAnisotropy > 8)
s.maximum_anisotropy = 3;
else if (pCreateInfo->maxAnisotropy > 4)
s.maximum_anisotropy = 2;
else if (pCreateInfo->maxAnisotropy > 2)
s.maximum_anisotropy = 1;
}
s.border_color_mode = border_color_mode;
s.wrap_i_border = false; /* Also hardcoded on v3d */
s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
s.fixed_bias = pCreateInfo->mipLodBias;
s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
s.srgb_disable = 0; /* Not even set by v3d */
s.depth_compare_function =
vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
}
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateSampler(VkDevice _device,
const VkSamplerCreateInfo *pCreateInfo,
@ -2626,7 +2470,7 @@ v3dv_CreateSampler(VkDevice _device,
sampler->compare_enable = pCreateInfo->compareEnable;
sampler->unnormalized_coordinates = pCreateInfo->unnormalizedCoordinates;
pack_sampler_state(sampler, pCreateInfo);
v3dv_X(device, pack_sampler_state)(sampler, pCreateInfo);
*pSampler = v3dv_sampler_to_handle(sampler);

View file

@ -1372,8 +1372,8 @@ emit_tlb_clear_job(struct v3dv_cmd_buffer *cmd_buffer,
uint8_t internal_bpp;
bool msaa;
v3dv_framebuffer_compute_internal_bpp_msaa(framebuffer, subpass,
&internal_bpp, &msaa);
v3dv_X(job->device, framebuffer_compute_internal_bpp_msaa)
(framebuffer, subpass, &internal_bpp, &msaa);
v3dv_job_start_frame(job,
framebuffer->width,

View file

@ -0,0 +1,182 @@
/*
* Copyright © 2021 Raspberry Pi
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3dv_private.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
#include "broadcom/compiler/v3d_compiler.h"
static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
[VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT,
[VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP,
[VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
};
static const enum V3DX(Compare_Function)
vk_to_v3d_compare_func[] = {
[VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER,
[VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS,
[VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL,
[VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL,
[VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER,
[VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL,
[VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL,
[VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS,
};
void
v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
const VkSamplerCreateInfo *pCreateInfo)
{
enum V3DX(Border_Color_Mode) border_color_mode;
/* For now we only support the preset Vulkan border color modes. If we
* want to implement VK_EXT_custom_border_color in the future we would have
* to use V3D_BORDER_COLOR_FOLLOWS, and fill up border_color_word_[0/1/2/3]
* SAMPLER_STATE.
*/
switch (pCreateInfo->borderColor) {
case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
border_color_mode = V3D_BORDER_COLOR_0000;
break;
case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
border_color_mode = V3D_BORDER_COLOR_0001;
break;
case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
border_color_mode = V3D_BORDER_COLOR_1111;
break;
default:
unreachable("Unknown border color");
break;
}
/* For some texture formats, when clamping to transparent black border the
* CTS expects alpha to be set to 1 instead of 0, but the border color mode
* will take priority over the texture state swizzle, so the only way to
* fix that is to apply a swizzle in the shader. Here we keep track of
* whether we are activating that mode and we will decide if we need to
* activate the texture swizzle lowering in the shader key at compile time
* depending on the actual texture format.
*/
if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
border_color_mode == V3D_BORDER_COLOR_0000) {
sampler->clamp_to_transparent_black_border = true;
}
v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
if (pCreateInfo->anisotropyEnable) {
s.anisotropy_enable = true;
if (pCreateInfo->maxAnisotropy > 8)
s.maximum_anisotropy = 3;
else if (pCreateInfo->maxAnisotropy > 4)
s.maximum_anisotropy = 2;
else if (pCreateInfo->maxAnisotropy > 2)
s.maximum_anisotropy = 1;
}
s.border_color_mode = border_color_mode;
s.wrap_i_border = false; /* Also hardcoded on v3d */
s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
s.fixed_bias = pCreateInfo->mipLodBias;
s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
s.srgb_disable = 0; /* Not even set by v3d */
s.depth_compare_function =
vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
}
}
/**
* This computes the maximum bpp used by any of the render targets used by
* a particular subpass and checks if any of those render targets are
* multisampled. If we don't have a subpass (when we are not inside a
* render pass), then we assume that all framebuffer attachments are used.
*/
void
v3dX(framebuffer_compute_internal_bpp_msaa)(
const struct v3dv_framebuffer *framebuffer,
const struct v3dv_subpass *subpass,
uint8_t *max_bpp,
bool *msaa)
{
STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
*max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
*msaa = false;
if (subpass) {
for (uint32_t i = 0; i < subpass->color_count; i++) {
uint32_t att_idx = subpass->color_attachments[i].attachment;
if (att_idx == VK_ATTACHMENT_UNUSED)
continue;
const struct v3dv_image_view *att = framebuffer->attachments[att_idx];
assert(att);
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
const struct v3dv_image_view *att =
framebuffer->attachments[subpass->ds_attachment.attachment];
assert(att);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
return;
}
assert(framebuffer->attachment_count <= 4);
for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
const struct v3dv_image_view *att = framebuffer->attachments[i];
assert(att);
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
*msaa = true;
}
return;
}

View file

@ -29,6 +29,17 @@
#error This file is included by means other than v3dv_private.h
#endif
/* Used at v3dv_device */
void
v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
const VkSamplerCreateInfo *pCreateInfo);
void
v3dX(framebuffer_compute_internal_bpp_msaa)(const struct v3dv_framebuffer *framebuffer,
const struct v3dv_subpass *subpass,
uint8_t *max_bpp, bool *msaa);
/* Used at v3dv_format */
const struct v3dv_format *
v3dX(get_format)(VkFormat);