Compressed textures have two additional quirks that affect the tiling
code (but not the mip offsets): they get extra stride padding in some
cases for the large miptree, and the tile size is based on the POT size
and not the real size for the small miptree.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
For compressed textures, mip levels > 0 can have additional stride
padding. This (in some cases) affects the tile stride calculation, so it
cannot be implicitly represented with the existing members.
Add an explicit array containing the stride, in elements, of each
miptree level. The tiling code uses this instead of the minified and
element-aligned width when computing tile addressing.
This commit should be a functional no-op.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
For compressed textures, the POT miptree starting size is calculated
backwards (POT then minify instead of minify then POT).
In addition, the existing POT miptree start level code does not work for
compressed textures. Due to the extra block alignment requirement each
step of the way, we can no longer get away with nice log-based O(1)
math. Switch to a loop. This should be equivalent for uncompressed
textures, but yields different results with compression (element size >
1x1).
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
When rendering to a layered depth/stencil attachment, we specify the layer
stride in pages. That means that depth/stencil targets must be page-aligned to
be rendered to correctly.
If we're merely sampling, not rendering, we do not need the extra alignment. So
we add a flag to handle this case so we keep passing the generated ail tests.
Fixes KHR-GLES31.core.texture_cube_map_array.color_depth_attachments
Similarly, we page-align colour attachments. I don't have a good theoretical
justification for this part, but it seems to be necessary and layered rendering
fails otherwise. Possibly the PBE requires page-aligned layers unconditionally?
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
We need to support up to 16 bytes/sample * 4 samples/pixel = 64 bytes/pixel for
multisampling to work with formats like RGBA32F.
Fixes dEQP-GLES3.functional.fbo.msaa.4_samples.rgba32f
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22971>
For multisampled textures, the decision about whether to compress or not
is based on the effective width and height in samples, not pixels.
Introduce ail_can_compress() to encode this logic in ail, so the driver
can use it to decide whether to compress or not before the full layout
is determined.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22971>
Also drop my email address in the copyright lines and fix some "Copyright 208
Alyssa Rosenzweig" lines, I'm not *that* old. Together this drops a lot of
boilerplate without losing any meaningful licensing information. SPDX is already
in use for the MIT-licensed code in turnip, venus, and a few other scattered
parts of the tree, so this should be ok from a Mesa licensing standpoint.
This reduces friction to create new files, by parsing the copy/paste boilerplate
and being short enough you can easily type it out if you want. It makes new
files seem less daunting: 20 lines of header for 30 lines of code is
discouraging, but 2 lines of header for 30 lines of code is reasonable for a
simple compiler pass. This has technical effects, as lowering the barrier to
making new files should encourage people to split code into more modular files
with (hopefully positive) effects on project compile time.
This helps with consistency between files. Across the tree we have at least a
half dozen variants of the MIT license text (probably more), plus code that uses
SPDX headers instead. I've already been using SPDX headers in Asahi manually, so
you can tell old vs new code based on the headers.
Finally, it means less for reviewers to scroll through adding files. Minimal
actual cognitive burden for reviewers thanks to banner blindness, but the big
headers still bloat diffs that add/delete files.
I originally proposed this in December (for much more of the tree) but someone
requested I wait until January to discuss. I've been trying to get in touch with
them since then. It is now almost April and, with still no response, I'd like to
press forward with this. So with a joint sign-off from the major authors of the
code in question, let's do this.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Emma Anholt <emma@anholt.net>
Acked-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Rose Hudson <rose@krx.sh>
Acked-by: Lyude Paul [over IRC: "yes I'm fine with that"]
Meh'd-by: Rob Clark <robdclark@chromium.org>
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22062>
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>
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>
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>
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>