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CL makes this too easy, lmao Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26614>
155 lines
4.8 KiB
C
155 lines
4.8 KiB
C
/*
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* Copyright 2023 Alyssa Rosenzweig
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* Copyright 2023 Valve Corporation
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* SPDX-License-Identifier: MIT
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*/
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#include "libagx.h"
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#include <agx_pack.h>
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uint3
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libagx_txs(constant struct agx_texture_packed *ptr, uint16_t lod,
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unsigned nr_comps, bool is_buffer, bool is_1d, bool is_2d,
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bool is_cube, bool is_array)
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{
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agx_unpack(NULL, ptr, TEXTURE, d);
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/* From the Vulkan spec:
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*
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* OpImageQuery*... return 0 if the bound descriptor is a null descriptor
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*/
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if (d.null)
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return 0;
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/* Buffer textures are lowered to 2D so the original size is irrecoverable.
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* Instead, we stash it in the software-defined section.
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*/
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if (is_buffer)
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return d.software_defined;
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/* Load standard dimensions */
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uint3 size = (uint3)(d.width, d.height, d.depth);
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lod += d.first_level;
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/* Linear 2D arrays are special.
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*
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* TODO: Optimize this, since linear 2D arrays aren't needed for APIs and
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* this just gets used internally for blits.
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*/
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if (is_2d && is_array && d.layout == AGX_LAYOUT_LINEAR)
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size.z = d.depth_linear;
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/* 1D Arrays have their second component as the layer count */
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if (is_1d && is_array)
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size.y = size.z;
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/* Adjust for LOD, do not adjust array size */
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for (uint c = 0; c < (nr_comps - (uint)is_array); ++c)
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size[c] = max(size[c] >> lod, 1u);
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/* Cube maps have equal width and height, we save some instructions by only
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* reading one. Dead code elimination will remove the redundant instructions.
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*/
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if (is_cube)
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size.y = size.x;
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return size;
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}
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uint
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libagx_texture_samples(constant struct agx_texture_packed *ptr)
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{
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agx_unpack(NULL, ptr, TEXTURE, d);
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/* As above */
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if (d.null)
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return 0;
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/* We may assume the input is multisampled, so just check the samples */
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return (d.samples == AGX_SAMPLE_COUNT_2) ? 2 : 4;
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}
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static uint32_t
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calculate_twiddled_coordinates(ushort2 coord, uint16_t tile_w_px,
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uint16_t tile_h_px, uint32_t width_tl)
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{
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/* Modulo by the tile width/height to get the offsets within the tile */
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ushort2 tile_mask_vec = (ushort2)(tile_w_px - 1, tile_h_px - 1);
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uint32_t tile_mask = upsample(tile_mask_vec.y, tile_mask_vec.x);
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uint32_t coord_xy = upsample(coord.y, coord.x);
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ushort2 offs_px = as_ushort2(coord_xy & tile_mask);
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uint32_t offset_within_tile_px = nir_interleave_agx(offs_px.x, offs_px.y);
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/* Get the coordinates of the corner of the tile */
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ushort2 tile_px = as_ushort2(coord_xy & ~tile_mask);
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/* tile row start (px) =
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* (y // tile height) * (# of tiles/row) * (# of pix/tile) =
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* align_down(y, tile height) / tile height * width_tl *tile width *
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* tile height =
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* align_down(y, tile height) * width_tl * tile width
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*/
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uint32_t tile_row_start_px = tile_px.y * width_tl * tile_w_px;
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/* tile column start (px) =
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* (x // tile width) * (# of pix/tile) =
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* align_down(x, tile width) / tile width * tile width * tile height =
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* align_down(x, tile width) * tile height
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*/
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uint32_t tile_col_start_px = tile_px.x * tile_h_px;
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/* Get the total offset */
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return tile_row_start_px + tile_col_start_px + offset_within_tile_px;
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}
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uint64_t
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libagx_image_texel_address(constant const struct agx_atomic_software_packed *ptr,
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uint4 coord, uint sample_idx,
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uint bytes_per_sample_B, bool is_msaa,
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bool is_layered, bool return_index)
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{
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agx_unpack(NULL, ptr, ATOMIC_SOFTWARE, d);
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/* We do not allow atomics on linear 2D or linear 2D arrays, as there are no
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* known use cases. So we're twiddled in this path.
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*/
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uint total_px = calculate_twiddled_coordinates(
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convert_ushort2(coord.xy), d.tile_width, d.tile_height, d.tiles_per_row);
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if (is_layered)
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total_px += coord.z * d.layer_stride_pixels;
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uint sample_count = is_msaa ? d.sample_count : 1;
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uint total_sa = (total_px * d.sample_count) + sample_idx;
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if (return_index)
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return total_sa;
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else
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return d.base + (uint64_t)(total_sa * bytes_per_sample_B);
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}
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uint64_t
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libagx_buffer_texel_address(
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constant const struct agx_pbe_buffer_software_packed *ptr, uint4 coord,
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uint bytes_per_pixel_B)
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{
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agx_unpack(NULL, ptr, PBE_BUFFER_SOFTWARE, d);
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return d.base + (uint64_t)(coord.x * bytes_per_pixel_B);
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}
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/* Buffer texture lowerings */
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bool
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libagx_texture_is_rgb32(constant struct agx_texture_packed *ptr)
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{
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agx_unpack(NULL, ptr, TEXTURE, d);
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return d.channels == AGX_CHANNELS_R32G32B32_EMULATED;
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}
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uint4
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libagx_texture_load_rgb32(constant struct agx_texture_packed *ptr, uint coord,
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bool is_float)
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{
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agx_unpack(NULL, ptr, TEXTURE, d);
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global uint3 *data = (global uint3 *)(d.address + 12 * coord);
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return (uint4)(*data, is_float ? as_uint(1.0f) : 1);
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}
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