vc4: Add support for laying out MSAA resources.
For MSAA, we store full resolution tile buffer contents, which have their own tiling format. Since they're full resolution buffers, we have to align their size to full tiles.
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@@ -283,7 +283,13 @@ vc4_setup_slices(struct vc4_resource *rsc)
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if (!rsc->tiled) {
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slice->tiling = VC4_TILING_FORMAT_LINEAR;
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level_width = align(level_width, utile_w);
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if (prsc->nr_samples) {
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/* MSAA (4x) surfaces are stored as raw tile buffer contents. */
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level_width = align(level_width, 32);
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level_height = align(level_height, 32);
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} else {
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level_width = align(level_width, utile_w);
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}
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} else {
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if (vc4_size_is_lt(level_width, level_height,
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rsc->cpp)) {
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@@ -300,7 +306,8 @@ vc4_setup_slices(struct vc4_resource *rsc)
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}
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slice->offset = offset;
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slice->stride = level_width * rsc->cpp;
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slice->stride = (level_width * rsc->cpp *
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MAX2(prsc->nr_samples, 1));
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slice->size = level_height * slice->stride;
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offset += slice->size;
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@@ -357,7 +364,10 @@ vc4_resource_setup(struct pipe_screen *pscreen,
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prsc->screen = pscreen;
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rsc->base.vtbl = &vc4_resource_vtbl;
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rsc->cpp = util_format_get_blocksize(tmpl->format);
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if (prsc->nr_samples == 0)
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rsc->cpp = util_format_get_blocksize(tmpl->format);
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else
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rsc->cpp = sizeof(uint32_t);
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assert(rsc->cpp);
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@@ -371,8 +381,12 @@ get_resource_texture_format(struct pipe_resource *prsc)
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uint8_t format = vc4_get_tex_format(prsc->format);
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if (!rsc->tiled) {
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assert(format == VC4_TEXTURE_TYPE_RGBA8888);
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return VC4_TEXTURE_TYPE_RGBA32R;
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if (prsc->nr_samples) {
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return ~0;
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} else {
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assert(format == VC4_TEXTURE_TYPE_RGBA8888);
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return VC4_TEXTURE_TYPE_RGBA32R;
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}
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}
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return format;
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@@ -389,6 +403,7 @@ vc4_resource_create(struct pipe_screen *pscreen,
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* communicate metadata about tiling currently.
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*/
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if (tmpl->target == PIPE_BUFFER ||
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tmpl->nr_samples ||
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(tmpl->bind & (PIPE_BIND_SCANOUT |
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PIPE_BIND_LINEAR |
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PIPE_BIND_SHARED |
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