This has a subtle interaction with page-aligned layers. Written while debugging
dEQP-GLES3.functional.texture.filtering.cube.combinations.nearest_nearest_repeat_clamp
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
The mipmapped_z = true case is checked against Metal, the false case is smoke
testing the old behaviour (which is still used for 2D arrays).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
For 3D images, the full miptree depends on the depth of the image, in contrast
to 2D arrays. We need to account for this to calculate the correct layer
strides.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
See 0afd691f29 ("panfrost: clang-format the tree") for why I'm doing this.
Asahi already mostly follows Mesa style so this doesn't do much. But this means
we can all stop thinking about formatting and trust the robot poets to do that
for us.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20434>
There are no outstanding commits to these files in any branch, so they don't
need to be considered for the rebasing script. That said, they are massive and
bottleneck the rebasing script, so we'll want to split them out to keep rebasing
efficient.
(Nominally I should make the rebasing script less stupid but with these files
ignored it works pretty well.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20434>
Layer strides are based on the full miptree, and even for single-layer
images macOS always allocates a full one (possibly relevant for
compression). Make sure we do the same, regardless of how many mip
levels the user asked for.
Fixes Darwinia.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20365>
Although the metadata is possibly one byte per 8x4 block, the
logical block size for compression/allocation is a 16x16 block,
so align to that. Also align the initial dimensions to that size,
and change the minification to a simple DIV_ROUND_UP.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20031>
The main buffer is twiddled as before, but there's now also an auxiliary
compression buffer that we need to reserve space for.
With compression, the main buffer is aligned less. The macOS logic seems to be
to align to the page size only if the texture is both 3D and mipmapped, *and*
the layer stride is greater than the page size.
That's gated on compression being enabled. Page alignment seems to be needed for
uncompressed twiddled cube maps.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19999>
It appears that multisampled textures on AGX have all samples of the same pixel
contiguous in memory, effectively using the layout of a single-sampled texture
with a larger block size. Handle in ail.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19871>
Centralize the logic around WSI strides, which are a software convention made
into UAPI rather than something set in silicon.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19606>
pot_level can be greater than the number of levels actually included --
don't overallocate. Fix the issue and add a representative unit test.
Fixes:
dEQP-GLES2.functional.texture.size.cube.512x512_rgb888
Fixes: 6ff75da8aa ("ail: Introduce image layout module")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380>
The equations for calculating miptree offsets are complicated,
nonobvious, and full of subtle footguns. Worse, the driver doesn't
control the offsets -- it must simply agree with the offsets
implicitly calculated in the hardware. The CTS doesn't adequately
exercise all the corner cases. Make sure we have unit tests that do.
The tests themselves are generated by instrumenting agxdecode to scan
GPU memory after uploading test patterns in a variety of layout with a
Metal application.
Thank you to Asahi Lina and Dougall Johnson for the reverse-engineering
that led to this. The tests selected here are a subset of those used for
the reverse-engineering. The full set may be found in Lina's tilecalc
repo:
https://github.com/asahilina/tilecalc
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
Move tiling.c into ail, using ail data structures and helpers to manage
the tiling. This fixes a staggering number of issues with the tiling
routines:
* NPOT block sizes defeatured. The hardware only supports POT block
sizes. There's no need to handle anything else.
* Use ail to determine tile sizes, instead of the broken
agx_select_tile_shift routine that didn't work for non-square tile
sizes (for instance).
* Handle up to 128x128 tiles, as required by 8bpp textures.
* Handle non-square tiles. If the block size is not a multiple of 4, the
tile size will be of the form 2n x n. This is easy with the ail_tile
data structure, but not possible architecturally with
agx_select_tile_shift. This is required for 16bpp and 64bpp textures.
* Express in terms of elements instead of pixels, using unit
suffixes to make the dimensional analysis obvious. In particular this
handles tiling of block-compressed textures by tiling the blocks
themselves. This is required for block-compressed textures (internally handled
like smaller 64bpp textures).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>
Introduce ail, a small library for working with the image (and buffer)
layouts encountered with AGX hardware. Its design is inspired by isl. In
particular, ail strives to use isl unit suffixes and to represent
quantities in a canonical, API-agnostic fashion [1].
ail replaces the old miptree code (based on some ad hoc heuristics that
passed a few dEQP tests). It is based on a thorough reverse-engineering
of AGX's twiddled format, courtesy of Asahi Lina, Dougall Johnson, and
me. This corrects our handling of many common cases that were totally
wrong in the old code, leading to GPU faults.
Unlike the code, ail differentiates between pixels and elements
consistently, allowing block-compressed formats like ETC2 to be
supported correctly. These formats will be enabled later in the series.
This commit fixes Inochi2D, glmark2 -brefract and -bterrain, and who
knows what else.
ail stands for { Asahi, AGX } Image { Layout, Library } at your
convenience. ail is best served warm.
Liberal use of ail is recommended. Yum!
[1] https://docs.mesa3d.org/isl/units.html
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18167>