freedreno: Introduce a resource layout header.
This will be used for sharing resource layout code between freedreno and tu. Mostly copied from a commit by Rob, with a new location and the slice struct renamed for consistency. Acked-by: Rob Clark <robdclark@chromium.org>
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/*
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* Copyright © 2019 Google, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef FREEDRENO_LAYOUT_H_
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#define FREEDRENO_LAYOUT_H_
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/* Shared freedreno mipmap layout helper
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*
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* It does *not* attempt to track surface transitions, in particular
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* about UBWC state. Possibly it should, but
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* (a) I'm not sure if in all cases we can transparently do in-
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* place transitions (ie. a5xx textures with interleaved
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* meta and pixel data
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* (b) Even if we can, we probably can't assume that we have
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* figured out yet how to do in-place transition for every
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* generation.
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*/
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/* Texture Layout on a3xx:
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* -----------------------
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*
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* Each mipmap-level contains all of it's layers (ie. all cubmap
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* faces, all 1d/2d array elements, etc). The texture sampler is
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* programmed with the start address of each mipmap level, and hw
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* derives the layer offset within the level.
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*
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*
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* Texture Layout on a4xx+:
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* -----------------------
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*
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* For cubemap and 2d array, each layer contains all of it's mipmap
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* levels (layer_first layout).
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*
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* 3d textures are laid out as on a3xx.
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*
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* In either case, the slice represents the per-miplevel information,
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* but in layer_first layout it only includes the first layer, and
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* an additional offset of (rsc->layer_size * layer) must be added.
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*
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*
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* UBWC Color Compressions (a5xx+):
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* -------------------------------
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*
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* Color compression is only supported for tiled layouts. In general
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* the meta "flag" buffer (ie. what holds the compression state for
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* each block) can be separate from the color data, except for textures
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* on a5xx where it needs to be interleaved with layers/levels of a
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* texture.
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*/
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struct fdl_slice {
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uint32_t offset; /* offset of first layer in slice */
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uint32_t pitch;
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uint32_t size0; /* size of first layer in slice */
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};
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/**
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* Encapsulates the layout of a resource, including position of given 2d
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* surface (layer, level) within. Or rather all the information needed
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* to derive this.
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*/
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struct fdl_layout {
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struct fdl_slice slices[MAX_MIP_LEVELS];
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uint32_t layer_size;
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bool layer_first : 1; /* see above description */
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/* Note that for tiled textures, beyond a certain mipmap level (ie.
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* when width is less than block size) things switch to linear. In
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* general you should not directly look at fdl_layout::tile_mode,
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* but instead use fdl_surface::tile_mode which will correctly take
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* this into account.
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*/
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uint32_t tile_mode : 2;
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/* Bytes per pixel (where a "pixel" is a single row of a block in the case
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* of compression), including each sample in the case of multisample
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* layouts.
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*/
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uint8_t cpp;
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uint32_t width0, height0, depth0;
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/* UBWC specific fields: */
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uint32_t offset; /* offset to start of pixel data */
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uint32_t ubwc_offset; /* offset to UBWC meta data */
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uint32_t ubwc_pitch;
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uint32_t ubwc_size;
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};
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static inline uint32_t
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fdl_layer_stride(const struct fdl_layout *layout, unsigned level)
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{
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if (layout->layer_first)
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return layout->layer_size;
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else
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return layout->slices[level].size0;
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}
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static inline uint32_t
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fdl_surface_offset(const struct fdl_layout *layout, unsigned level, unsigned layer)
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{
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const struct fdl_slice *slice = &layout->slices[level];
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unsigned offset = slice->offset;
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offset += fdl_layer_stride(layout, level) * layer;
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return offset + layout->offset;
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}
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static inline uint32_t
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fdl_ubwc_offset(const struct fdl_layout *layout, unsigned level, unsigned layer)
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{
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/* for now this doesn't do anything clever, but when UBWC is enabled
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* for multi layer/level images, it will.
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*/
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if (layout->ubwc_size) {
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debug_assert(level == 0);
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debug_assert(layer == 0);
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}
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return layout->ubwc_offset;
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}
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static inline bool
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fdl_level_linear(const struct fdl_layout *layout, int level)
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{
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unsigned w = u_minify(layout->width0, level);
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if (w < 16)
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return true;
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return false;
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}
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static inline uint32_t
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fdl_tile_mode(const struct fdl_layout *layout, int level)
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{
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if (layout->tile_mode && fdl_level_linear(layout, level))
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return 0; /* linear */
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else
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return layout->tile_mode;
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}
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static inline bool
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fdl_ubwc_enabled(const struct fdl_layout *layout, int level)
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{
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return layout->ubwc_size && fdl_tile_mode(layout, level);
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}
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#endif /* FREEDRENO_LAYOUT_H_ */
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