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Diffstat (limited to 'src/broadcom/vulkan/v3dvx_meta_copy.c')
-rw-r--r--src/broadcom/vulkan/v3dvx_meta_copy.c1353
1 files changed, 1353 insertions, 0 deletions
diff --git a/src/broadcom/vulkan/v3dvx_meta_copy.c b/src/broadcom/vulkan/v3dvx_meta_copy.c
new file mode 100644
index 00000000000..d1f629ff140
--- /dev/null
+++ b/src/broadcom/vulkan/v3dvx_meta_copy.c
@@ -0,0 +1,1353 @@
+/*
+ * Copyright © 2021 Raspberry Pi
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "v3dv_private.h"
+#include "v3dv_meta_copy.h"
+#include "broadcom/common/v3d_macros.h"
+#include "broadcom/cle/v3dx_pack.h"
+#include "broadcom/compiler/v3d_compiler.h"
+
+#include "vk_format_info.h"
+
+struct rcl_clear_info {
+ const union v3dv_clear_value *clear_value;
+ struct v3dv_image *image;
+ VkImageAspectFlags aspects;
+ uint32_t layer;
+ uint32_t level;
+};
+
+static struct v3dv_cl *
+emit_rcl_prologue(struct v3dv_job *job,
+ struct framebuffer_data *fb,
+ const struct rcl_clear_info *clear_info)
+{
+ const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
+
+ struct v3dv_cl *rcl = &job->rcl;
+ v3dv_cl_ensure_space_with_branch(rcl, 200 +
+ tiling->layers * 256 *
+ cl_packet_length(SUPERTILE_COORDINATES));
+ if (job->cmd_buffer->state.oom)
+ return NULL;
+
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
+ config.early_z_disable = true;
+ config.image_width_pixels = tiling->width;
+ config.image_height_pixels = tiling->height;
+ config.number_of_render_targets = 1;
+ config.multisample_mode_4x = tiling->msaa;
+ config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
+ config.internal_depth_type = fb->internal_depth_type;
+ }
+
+ if (clear_info && (clear_info->aspects & VK_IMAGE_ASPECT_COLOR_BIT)) {
+ uint32_t clear_pad = 0;
+ if (clear_info->image) {
+ const struct v3dv_image *image = clear_info->image;
+ const struct v3d_resource_slice *slice =
+ &image->slices[clear_info->level];
+ if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
+ slice->tiling == V3D_TILING_UIF_XOR) {
+ int uif_block_height = v3d_utile_height(image->cpp) * 2;
+
+ uint32_t implicit_padded_height =
+ align(tiling->height, uif_block_height) / uif_block_height;
+
+ if (slice->padded_height_of_output_image_in_uif_blocks -
+ implicit_padded_height >= 15) {
+ clear_pad = slice->padded_height_of_output_image_in_uif_blocks;
+ }
+ }
+ }
+
+ const uint32_t *color = &clear_info->clear_value->color[0];
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1, clear) {
+ clear.clear_color_low_32_bits = color[0];
+ clear.clear_color_next_24_bits = color[1] & 0x00ffffff;
+ clear.render_target_number = 0;
+ };
+
+ if (tiling->internal_bpp >= V3D_INTERNAL_BPP_64) {
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2, clear) {
+ clear.clear_color_mid_low_32_bits =
+ ((color[1] >> 24) | (color[2] << 8));
+ clear.clear_color_mid_high_24_bits =
+ ((color[2] >> 24) | ((color[3] & 0xffff) << 8));
+ clear.render_target_number = 0;
+ };
+ }
+
+ if (tiling->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3, clear) {
+ clear.uif_padded_height_in_uif_blocks = clear_pad;
+ clear.clear_color_high_16_bits = color[3] >> 16;
+ clear.render_target_number = 0;
+ };
+ }
+ }
+
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
+ rt.render_target_0_internal_bpp = tiling->internal_bpp;
+ rt.render_target_0_internal_type = fb->internal_type;
+ rt.render_target_0_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
+ }
+
+ cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
+ clear.z_clear_value = clear_info ? clear_info->clear_value->z : 1.0f;
+ clear.stencil_clear_value = clear_info ? clear_info->clear_value->s : 0;
+ };
+
+ cl_emit(rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
+ init.use_auto_chained_tile_lists = true;
+ init.size_of_first_block_in_chained_tile_lists =
+ TILE_ALLOCATION_BLOCK_SIZE_64B;
+ }
+
+ return rcl;
+}
+
+static void
+emit_frame_setup(struct v3dv_job *job,
+ uint32_t layer,
+ const union v3dv_clear_value *clear_value)
+{
+ v3dv_return_if_oom(NULL, job);
+
+ const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
+
+ struct v3dv_cl *rcl = &job->rcl;
+
+ const uint32_t tile_alloc_offset =
+ 64 * layer * tiling->draw_tiles_x * tiling->draw_tiles_y;
+ cl_emit(rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
+ list.address = v3dv_cl_address(job->tile_alloc, tile_alloc_offset);
+ }
+
+ cl_emit(rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
+ config.number_of_bin_tile_lists = 1;
+ config.total_frame_width_in_tiles = tiling->draw_tiles_x;
+ config.total_frame_height_in_tiles = tiling->draw_tiles_y;
+
+ config.supertile_width_in_tiles = tiling->supertile_width;
+ config.supertile_height_in_tiles = tiling->supertile_height;
+
+ config.total_frame_width_in_supertiles =
+ tiling->frame_width_in_supertiles;
+ config.total_frame_height_in_supertiles =
+ tiling->frame_height_in_supertiles;
+ }
+
+ /* Implement GFXH-1742 workaround. Also, if we are clearing we have to do
+ * it here.
+ */
+ for (int i = 0; i < 2; i++) {
+ cl_emit(rcl, TILE_COORDINATES, coords);
+ cl_emit(rcl, END_OF_LOADS, end);
+ cl_emit(rcl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = NONE;
+ }
+ if (clear_value && i == 0) {
+ cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) {
+ clear.clear_z_stencil_buffer = true;
+ clear.clear_all_render_targets = true;
+ }
+ }
+ cl_emit(rcl, END_OF_TILE_MARKER, end);
+ }
+
+ cl_emit(rcl, FLUSH_VCD_CACHE, flush);
+}
+
+static void
+emit_supertile_coordinates(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer)
+{
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl *rcl = &job->rcl;
+
+ const uint32_t min_y = framebuffer->min_y_supertile;
+ const uint32_t max_y = framebuffer->max_y_supertile;
+ const uint32_t min_x = framebuffer->min_x_supertile;
+ const uint32_t max_x = framebuffer->max_x_supertile;
+
+ for (int y = min_y; y <= max_y; y++) {
+ for (int x = min_x; x <= max_x; x++) {
+ cl_emit(rcl, SUPERTILE_COORDINATES, coords) {
+ coords.column_number_in_supertiles = x;
+ coords.row_number_in_supertiles = y;
+ }
+ }
+ }
+}
+
+static void
+emit_linear_load(struct v3dv_cl *cl,
+ uint32_t buffer,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ uint32_t stride,
+ uint32_t format)
+{
+ cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
+ load.buffer_to_load = buffer;
+ load.address = v3dv_cl_address(bo, offset);
+ load.input_image_format = format;
+ load.memory_format = V3D_TILING_RASTER;
+ load.height_in_ub_or_stride = stride;
+ load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
+ }
+}
+
+static void
+emit_linear_store(struct v3dv_cl *cl,
+ uint32_t buffer,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ uint32_t stride,
+ bool msaa,
+ uint32_t format)
+{
+ cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = RENDER_TARGET_0;
+ store.address = v3dv_cl_address(bo, offset);
+ store.clear_buffer_being_stored = false;
+ store.output_image_format = format;
+ store.memory_format = V3D_TILING_RASTER;
+ store.height_in_ub_or_stride = stride;
+ store.decimate_mode = msaa ? V3D_DECIMATE_MODE_ALL_SAMPLES :
+ V3D_DECIMATE_MODE_SAMPLE_0;
+ }
+}
+
+/* This chooses a tile buffer format that is appropriate for the copy operation.
+ * Typically, this is the image render target type, however, if we are copying
+ * depth/stencil to/from a buffer the hardware can't do raster loads/stores, so
+ * we need to load and store to/from a tile color buffer using a compatible
+ * color format.
+ */
+static uint32_t
+choose_tlb_format(struct framebuffer_data *framebuffer,
+ VkImageAspectFlags aspect,
+ bool for_store,
+ bool is_copy_to_buffer,
+ bool is_copy_from_buffer)
+{
+ if (is_copy_to_buffer || is_copy_from_buffer) {
+ switch (framebuffer->vk_format) {
+ case VK_FORMAT_D16_UNORM:
+ return V3D_OUTPUT_IMAGE_FORMAT_R16UI;
+ case VK_FORMAT_D32_SFLOAT:
+ return V3D_OUTPUT_IMAGE_FORMAT_R32F;
+ case VK_FORMAT_X8_D24_UNORM_PACK32:
+ return V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI;
+ case VK_FORMAT_D24_UNORM_S8_UINT:
+ /* When storing the stencil aspect of a combined depth/stencil image
+ * to a buffer, the Vulkan spec states that the output buffer must
+ * have packed stencil values, so we choose an R8UI format for our
+ * store outputs. For the load input we still want RGBA8UI since the
+ * source image contains 4 channels (including the 3 channels
+ * containing the 24-bit depth value).
+ *
+ * When loading the stencil aspect of a combined depth/stencil image
+ * from a buffer, we read packed 8-bit stencil values from the buffer
+ * that we need to put into the LSB of the 32-bit format (the R
+ * channel), so we use R8UI. For the store, if we used R8UI then we
+ * would write 8-bit stencil values consecutively over depth channels,
+ * so we need to use RGBA8UI. This will write each stencil value in
+ * its correct position, but will overwrite depth values (channels G
+ * B,A) with undefined values. To fix this, we will have to restore
+ * the depth aspect from the Z tile buffer, which we should pre-load
+ * from the image before the store).
+ */
+ if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ return V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI;
+ } else {
+ assert(aspect & VK_IMAGE_ASPECT_STENCIL_BIT);
+ if (is_copy_to_buffer) {
+ return for_store ? V3D_OUTPUT_IMAGE_FORMAT_R8UI :
+ V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI;
+ } else {
+ assert(is_copy_from_buffer);
+ return for_store ? V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI :
+ V3D_OUTPUT_IMAGE_FORMAT_R8UI;
+ }
+ }
+ default: /* Color formats */
+ return framebuffer->format->rt_type;
+ break;
+ }
+ } else {
+ return framebuffer->format->rt_type;
+ }
+}
+
+static inline bool
+format_needs_rb_swap(struct v3dv_device *device,
+ VkFormat format)
+{
+ const uint8_t *swizzle = v3dv_get_format_swizzle(device, format);
+ return swizzle[0] == PIPE_SWIZZLE_Z;
+}
+
+static void
+emit_image_load(struct v3dv_device *device,
+ struct v3dv_cl *cl,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *image,
+ VkImageAspectFlags aspect,
+ uint32_t layer,
+ uint32_t mip_level,
+ bool is_copy_to_buffer,
+ bool is_copy_from_buffer)
+{
+ uint32_t layer_offset = v3dv_layer_offset(image, mip_level, layer);
+
+ /* For image to/from buffer copies we always load to and store from RT0,
+ * even for depth/stencil aspects, because the hardware can't do raster
+ * stores or loads from/to the depth/stencil tile buffers.
+ */
+ bool load_to_color_tlb = is_copy_to_buffer || is_copy_from_buffer ||
+ aspect == VK_IMAGE_ASPECT_COLOR_BIT;
+
+ const struct v3d_resource_slice *slice = &image->slices[mip_level];
+ cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
+ load.buffer_to_load = load_to_color_tlb ?
+ RENDER_TARGET_0 : v3dX(zs_buffer_from_aspect_bits)(aspect);
+
+ load.address = v3dv_cl_address(image->mem->bo, layer_offset);
+
+ load.input_image_format = choose_tlb_format(framebuffer, aspect, false,
+ is_copy_to_buffer,
+ is_copy_from_buffer);
+ load.memory_format = slice->tiling;
+
+ /* When copying depth/stencil images to a buffer, for D24 formats Vulkan
+ * expects the depth value in the LSB bits of each 32-bit pixel.
+ * Unfortunately, the hardware seems to put the S8/X8 bits there and the
+ * depth bits on the MSB. To work around that we can reverse the channel
+ * order and then swap the R/B channels to get what we want.
+ *
+ * NOTE: reversing and swapping only gets us the behavior we want if the
+ * operations happen in that exact order, which seems to be the case when
+ * done on the tile buffer load operations. On the store, it seems the
+ * order is not the same. The order on the store is probably reversed so
+ * that reversing and swapping on both the load and the store preserves
+ * the original order of the channels in memory.
+ *
+ * Notice that we only need to do this when copying to a buffer, where
+ * depth and stencil aspects are copied as separate regions and
+ * the spec expects them to be tightly packed.
+ */
+ bool needs_rb_swap = false;
+ bool needs_chan_reverse = false;
+ if (is_copy_to_buffer &&
+ (framebuffer->vk_format == VK_FORMAT_X8_D24_UNORM_PACK32 ||
+ (framebuffer->vk_format == VK_FORMAT_D24_UNORM_S8_UINT &&
+ (aspect & VK_IMAGE_ASPECT_DEPTH_BIT)))) {
+ needs_rb_swap = true;
+ needs_chan_reverse = true;
+ } else if (!is_copy_from_buffer && !is_copy_to_buffer &&
+ (aspect & VK_IMAGE_ASPECT_COLOR_BIT)) {
+ /* This is not a raw data copy (i.e. we are clearing the image),
+ * so we need to make sure we respect the format swizzle.
+ */
+ needs_rb_swap = format_needs_rb_swap(device, framebuffer->vk_format);
+ }
+
+ load.r_b_swap = needs_rb_swap;
+ load.channel_reverse = needs_chan_reverse;
+
+ if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
+ slice->tiling == V3D_TILING_UIF_XOR) {
+ load.height_in_ub_or_stride =
+ slice->padded_height_of_output_image_in_uif_blocks;
+ } else if (slice->tiling == V3D_TILING_RASTER) {
+ load.height_in_ub_or_stride = slice->stride;
+ }
+
+ if (image->samples > VK_SAMPLE_COUNT_1_BIT)
+ load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
+ else
+ load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
+ }
+}
+
+static void
+emit_image_store(struct v3dv_device *device,
+ struct v3dv_cl *cl,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *image,
+ VkImageAspectFlags aspect,
+ uint32_t layer,
+ uint32_t mip_level,
+ bool is_copy_to_buffer,
+ bool is_copy_from_buffer,
+ bool is_multisample_resolve)
+{
+ uint32_t layer_offset = v3dv_layer_offset(image, mip_level, layer);
+
+ bool store_from_color_tlb = is_copy_to_buffer || is_copy_from_buffer ||
+ aspect == VK_IMAGE_ASPECT_COLOR_BIT;
+
+ const struct v3d_resource_slice *slice = &image->slices[mip_level];
+ cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = store_from_color_tlb ?
+ RENDER_TARGET_0 : v3dX(zs_buffer_from_aspect_bits)(aspect);
+
+ store.address = v3dv_cl_address(image->mem->bo, layer_offset);
+ store.clear_buffer_being_stored = false;
+
+ /* See rationale in emit_image_load() */
+ bool needs_rb_swap = false;
+ bool needs_chan_reverse = false;
+ if (is_copy_from_buffer &&
+ (framebuffer->vk_format == VK_FORMAT_X8_D24_UNORM_PACK32 ||
+ (framebuffer->vk_format == VK_FORMAT_D24_UNORM_S8_UINT &&
+ (aspect & VK_IMAGE_ASPECT_DEPTH_BIT)))) {
+ needs_rb_swap = true;
+ needs_chan_reverse = true;
+ } else if (!is_copy_from_buffer && !is_copy_to_buffer &&
+ (aspect & VK_IMAGE_ASPECT_COLOR_BIT)) {
+ needs_rb_swap = format_needs_rb_swap(device, framebuffer->vk_format);
+ }
+
+ store.r_b_swap = needs_rb_swap;
+ store.channel_reverse = needs_chan_reverse;
+
+ store.output_image_format = choose_tlb_format(framebuffer, aspect, true,
+ is_copy_to_buffer,
+ is_copy_from_buffer);
+ store.memory_format = slice->tiling;
+ if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
+ slice->tiling == V3D_TILING_UIF_XOR) {
+ store.height_in_ub_or_stride =
+ slice->padded_height_of_output_image_in_uif_blocks;
+ } else if (slice->tiling == V3D_TILING_RASTER) {
+ store.height_in_ub_or_stride = slice->stride;
+ }
+
+ if (image->samples > VK_SAMPLE_COUNT_1_BIT)
+ store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
+ else if (is_multisample_resolve)
+ store.decimate_mode = V3D_DECIMATE_MODE_4X;
+ else
+ store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
+ }
+}
+
+static void
+emit_copy_layer_to_buffer_per_tile_list(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_buffer *buffer,
+ struct v3dv_image *image,
+ uint32_t layer_offset,
+ const VkBufferImageCopy2KHR *region)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ /* Load image to TLB */
+ assert((image->type != VK_IMAGE_TYPE_3D &&
+ layer_offset < region->imageSubresource.layerCount) ||
+ layer_offset < image->extent.depth);
+
+ const uint32_t image_layer = image->type != VK_IMAGE_TYPE_3D ?
+ region->imageSubresource.baseArrayLayer + layer_offset :
+ region->imageOffset.z + layer_offset;
+
+ emit_image_load(job->device, cl, framebuffer, image,
+ region->imageSubresource.aspectMask,
+ image_layer,
+ region->imageSubresource.mipLevel,
+ true, false);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ /* Store TLB to buffer */
+ uint32_t width, height;
+ if (region->bufferRowLength == 0)
+ width = region->imageExtent.width;
+ else
+ width = region->bufferRowLength;
+
+ if (region->bufferImageHeight == 0)
+ height = region->imageExtent.height;
+ else
+ height = region->bufferImageHeight;
+
+ /* Handle copy from compressed format */
+ width = DIV_ROUND_UP(width, vk_format_get_blockwidth(image->vk_format));
+ height = DIV_ROUND_UP(height, vk_format_get_blockheight(image->vk_format));
+
+ /* If we are storing stencil from a combined depth/stencil format the
+ * Vulkan spec states that the output buffer must have packed stencil
+ * values, where each stencil value is 1 byte.
+ */
+ uint32_t cpp =
+ region->imageSubresource.aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT ?
+ 1 : image->cpp;
+ uint32_t buffer_stride = width * cpp;
+ uint32_t buffer_offset = buffer->mem_offset + region->bufferOffset +
+ height * buffer_stride * layer_offset;
+
+ uint32_t format = choose_tlb_format(framebuffer,
+ region->imageSubresource.aspectMask,
+ true, true, false);
+ bool msaa = image->samples > VK_SAMPLE_COUNT_1_BIT;
+
+ emit_linear_store(cl, RENDER_TARGET_0, buffer->mem->bo,
+ buffer_offset, buffer_stride, msaa, format);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_copy_layer_to_buffer(struct v3dv_job *job,
+ struct v3dv_buffer *buffer,
+ struct v3dv_image *image,
+ struct framebuffer_data *framebuffer,
+ uint32_t layer,
+ const VkBufferImageCopy2KHR *region)
+{
+ emit_frame_setup(job, layer, NULL);
+ emit_copy_layer_to_buffer_per_tile_list(job, framebuffer, buffer,
+ image, layer, region);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_copy_image_to_buffer_rcl)(struct v3dv_job *job,
+ struct v3dv_buffer *buffer,
+ struct v3dv_image *image,
+ struct framebuffer_data *framebuffer,
+ const VkBufferImageCopy2KHR *region)
+{
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, NULL);
+ v3dv_return_if_oom(NULL, job);
+
+ for (int layer = 0; layer < job->frame_tiling.layers; layer++)
+ emit_copy_layer_to_buffer(job, buffer, image, framebuffer, layer, region);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+static void
+emit_resolve_image_layer_per_tile_list(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ uint32_t layer_offset,
+ const VkImageResolve2KHR *region)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ assert((src->type != VK_IMAGE_TYPE_3D &&
+ layer_offset < region->srcSubresource.layerCount) ||
+ layer_offset < src->extent.depth);
+
+ const uint32_t src_layer = src->type != VK_IMAGE_TYPE_3D ?
+ region->srcSubresource.baseArrayLayer + layer_offset :
+ region->srcOffset.z + layer_offset;
+
+ emit_image_load(job->device, cl, framebuffer, src,
+ region->srcSubresource.aspectMask,
+ src_layer,
+ region->srcSubresource.mipLevel,
+ false, false);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ assert((dst->type != VK_IMAGE_TYPE_3D &&
+ layer_offset < region->dstSubresource.layerCount) ||
+ layer_offset < dst->extent.depth);
+
+ const uint32_t dst_layer = dst->type != VK_IMAGE_TYPE_3D ?
+ region->dstSubresource.baseArrayLayer + layer_offset :
+ region->dstOffset.z + layer_offset;
+
+ emit_image_store(job->device, cl, framebuffer, dst,
+ region->dstSubresource.aspectMask,
+ dst_layer,
+ region->dstSubresource.mipLevel,
+ false, false, true);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_resolve_image_layer(struct v3dv_job *job,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ struct framebuffer_data *framebuffer,
+ uint32_t layer,
+ const VkImageResolve2KHR *region)
+{
+ emit_frame_setup(job, layer, NULL);
+ emit_resolve_image_layer_per_tile_list(job, framebuffer,
+ dst, src, layer, region);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_resolve_image_rcl)(struct v3dv_job *job,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ struct framebuffer_data *framebuffer,
+ const VkImageResolve2KHR *region)
+{
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, NULL);
+ v3dv_return_if_oom(NULL, job);
+
+ for (int layer = 0; layer < job->frame_tiling.layers; layer++)
+ emit_resolve_image_layer(job, dst, src, framebuffer, layer, region);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+static void
+emit_copy_buffer_per_tile_list(struct v3dv_job *job,
+ struct v3dv_bo *dst,
+ struct v3dv_bo *src,
+ uint32_t dst_offset,
+ uint32_t src_offset,
+ uint32_t stride,
+ uint32_t format)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ emit_linear_load(cl, RENDER_TARGET_0, src, src_offset, stride, format);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ emit_linear_store(cl, RENDER_TARGET_0,
+ dst, dst_offset, stride, false, format);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+void
+v3dX(job_emit_copy_buffer)(struct v3dv_job *job,
+ struct v3dv_bo *dst,
+ struct v3dv_bo *src,
+ uint32_t dst_offset,
+ uint32_t src_offset,
+ struct framebuffer_data *framebuffer,
+ uint32_t format,
+ uint32_t item_size)
+{
+ const uint32_t stride = job->frame_tiling.width * item_size;
+ emit_copy_buffer_per_tile_list(job, dst, src,
+ dst_offset, src_offset,
+ stride, format);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_copy_buffer_rcl)(struct v3dv_job *job,
+ struct v3dv_bo *dst,
+ struct v3dv_bo *src,
+ uint32_t dst_offset,
+ uint32_t src_offset,
+ struct framebuffer_data *framebuffer,
+ uint32_t format,
+ uint32_t item_size)
+{
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, NULL);
+ v3dv_return_if_oom(NULL, job);
+
+ emit_frame_setup(job, 0, NULL);
+
+ v3dX(job_emit_copy_buffer)(job, dst, src, dst_offset, src_offset,
+ framebuffer, format, item_size);
+
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+static void
+emit_copy_image_layer_per_tile_list(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ uint32_t layer_offset,
+ const VkImageCopy2KHR *region)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ assert((src->type != VK_IMAGE_TYPE_3D &&
+ layer_offset < region->srcSubresource.layerCount) ||
+ layer_offset < src->extent.depth);
+
+ const uint32_t src_layer = src->type != VK_IMAGE_TYPE_3D ?
+ region->srcSubresource.baseArrayLayer + layer_offset :
+ region->srcOffset.z + layer_offset;
+
+ emit_image_load(job->device, cl, framebuffer, src,
+ region->srcSubresource.aspectMask,
+ src_layer,
+ region->srcSubresource.mipLevel,
+ false, false);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ assert((dst->type != VK_IMAGE_TYPE_3D &&
+ layer_offset < region->dstSubresource.layerCount) ||
+ layer_offset < dst->extent.depth);
+
+ const uint32_t dst_layer = dst->type != VK_IMAGE_TYPE_3D ?
+ region->dstSubresource.baseArrayLayer + layer_offset :
+ region->dstOffset.z + layer_offset;
+
+ emit_image_store(job->device, cl, framebuffer, dst,
+ region->dstSubresource.aspectMask,
+ dst_layer,
+ region->dstSubresource.mipLevel,
+ false, false, false);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_copy_image_layer(struct v3dv_job *job,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ struct framebuffer_data *framebuffer,
+ uint32_t layer,
+ const VkImageCopy2KHR *region)
+{
+ emit_frame_setup(job, layer, NULL);
+ emit_copy_image_layer_per_tile_list(job, framebuffer, dst, src, layer, region);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_copy_image_rcl)(struct v3dv_job *job,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ struct framebuffer_data *framebuffer,
+ const VkImageCopy2KHR *region)
+{
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, NULL);
+ v3dv_return_if_oom(NULL, job);
+
+ for (int layer = 0; layer < job->frame_tiling.layers; layer++)
+ emit_copy_image_layer(job, dst, src, framebuffer, layer, region);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+void
+v3dX(cmd_buffer_emit_tfu_job)(struct v3dv_cmd_buffer *cmd_buffer,
+ struct v3dv_image *dst,
+ uint32_t dst_mip_level,
+ uint32_t dst_layer,
+ struct v3dv_image *src,
+ uint32_t src_mip_level,
+ uint32_t src_layer,
+ uint32_t width,
+ uint32_t height,
+ const struct v3dv_format *format)
+{
+ const struct v3d_resource_slice *src_slice = &src->slices[src_mip_level];
+ const struct v3d_resource_slice *dst_slice = &dst->slices[dst_mip_level];
+
+ assert(dst->mem && dst->mem->bo);
+ const struct v3dv_bo *dst_bo = dst->mem->bo;
+
+ assert(src->mem && src->mem->bo);
+ const struct v3dv_bo *src_bo = src->mem->bo;
+
+ struct drm_v3d_submit_tfu tfu = {
+ .ios = (height << 16) | width,
+ .bo_handles = {
+ dst_bo->handle,
+ src_bo->handle != dst_bo->handle ? src_bo->handle : 0
+ },
+ };
+
+ const uint32_t src_offset =
+ src_bo->offset + v3dv_layer_offset(src, src_mip_level, src_layer);
+ tfu.iia |= src_offset;
+
+ uint32_t icfg;
+ if (src_slice->tiling == V3D_TILING_RASTER) {
+ icfg = V3D_TFU_ICFG_FORMAT_RASTER;
+ } else {
+ icfg = V3D_TFU_ICFG_FORMAT_LINEARTILE +
+ (src_slice->tiling - V3D_TILING_LINEARTILE);
+ }
+ tfu.icfg |= icfg << V3D_TFU_ICFG_FORMAT_SHIFT;
+
+ const uint32_t dst_offset =
+ dst_bo->offset + v3dv_layer_offset(dst, dst_mip_level, dst_layer);
+ tfu.ioa |= dst_offset;
+
+ tfu.ioa |= (V3D_TFU_IOA_FORMAT_LINEARTILE +
+ (dst_slice->tiling - V3D_TILING_LINEARTILE)) <<
+ V3D_TFU_IOA_FORMAT_SHIFT;
+ tfu.icfg |= format->tex_type << V3D_TFU_ICFG_TTYPE_SHIFT;
+
+ switch (src_slice->tiling) {
+ case V3D_TILING_UIF_NO_XOR:
+ case V3D_TILING_UIF_XOR:
+ tfu.iis |= src_slice->padded_height / (2 * v3d_utile_height(src->cpp));
+ break;
+ case V3D_TILING_RASTER:
+ tfu.iis |= src_slice->stride / src->cpp;
+ break;
+ default:
+ break;
+ }
+
+ /* If we're writing level 0 (!IOA_DIMTW), then we need to supply the
+ * OPAD field for the destination (how many extra UIF blocks beyond
+ * those necessary to cover the height).
+ */
+ if (dst_slice->tiling == V3D_TILING_UIF_NO_XOR ||
+ dst_slice->tiling == V3D_TILING_UIF_XOR) {
+ uint32_t uif_block_h = 2 * v3d_utile_height(dst->cpp);
+ uint32_t implicit_padded_height = align(height, uif_block_h);
+ uint32_t icfg =
+ (dst_slice->padded_height - implicit_padded_height) / uif_block_h;
+ tfu.icfg |= icfg << V3D_TFU_ICFG_OPAD_SHIFT;
+ }
+
+ v3dv_cmd_buffer_add_tfu_job(cmd_buffer, &tfu);
+}
+
+static void
+emit_clear_image_per_tile_list(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *image,
+ VkImageAspectFlags aspects,
+ uint32_t layer,
+ uint32_t level)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ emit_image_store(job->device, cl, framebuffer, image, aspects,
+ layer, level, false, false, false);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_clear_image(struct v3dv_job *job,
+ struct v3dv_image *image,
+ struct framebuffer_data *framebuffer,
+ VkImageAspectFlags aspects,
+ uint32_t layer,
+ uint32_t level)
+{
+ emit_clear_image_per_tile_list(job, framebuffer, image, aspects, layer, level);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_clear_image_rcl)(struct v3dv_job *job,
+ struct v3dv_image *image,
+ struct framebuffer_data *framebuffer,
+ const union v3dv_clear_value *clear_value,
+ VkImageAspectFlags aspects,
+ uint32_t layer,
+ uint32_t level)
+{
+ const struct rcl_clear_info clear_info = {
+ .clear_value = clear_value,
+ .image = image,
+ .aspects = aspects,
+ .layer = layer,
+ .level = level,
+ };
+
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, &clear_info);
+ v3dv_return_if_oom(NULL, job);
+
+ emit_frame_setup(job, 0, clear_value);
+ emit_clear_image(job, image, framebuffer, aspects, layer, level);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+static void
+emit_fill_buffer_per_tile_list(struct v3dv_job *job,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ uint32_t stride)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ emit_linear_store(cl, RENDER_TARGET_0, bo, offset, stride, false,
+ V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI);
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_fill_buffer(struct v3dv_job *job,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ struct framebuffer_data *framebuffer)
+{
+ const uint32_t stride = job->frame_tiling.width * 4;
+ emit_fill_buffer_per_tile_list(job, bo, offset, stride);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_fill_buffer_rcl)(struct v3dv_job *job,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ struct framebuffer_data *framebuffer,
+ uint32_t data)
+{
+ const union v3dv_clear_value clear_value = {
+ .color = { data, 0, 0, 0 },
+ };
+
+ const struct rcl_clear_info clear_info = {
+ .clear_value = &clear_value,
+ .image = NULL,
+ .aspects = VK_IMAGE_ASPECT_COLOR_BIT,
+ .layer = 0,
+ .level = 0,
+ };
+
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, &clear_info);
+ v3dv_return_if_oom(NULL, job);
+
+ emit_frame_setup(job, 0, &clear_value);
+ emit_fill_buffer(job, bo, offset, framebuffer);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+
+static void
+emit_copy_buffer_to_layer_per_tile_list(struct v3dv_job *job,
+ struct framebuffer_data *framebuffer,
+ struct v3dv_image *image,
+ struct v3dv_buffer *buffer,
+ uint32_t layer,
+ const VkBufferImageCopy2KHR *region)
+{
+ struct v3dv_cl *cl = &job->indirect;
+ v3dv_cl_ensure_space(cl, 200, 1);
+ v3dv_return_if_oom(NULL, job);
+
+ struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
+
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ const VkImageSubresourceLayers *imgrsc = &region->imageSubresource;
+ assert((image->type != VK_IMAGE_TYPE_3D && layer < imgrsc->layerCount) ||
+ layer < image->extent.depth);
+
+ /* Load TLB from buffer */
+ uint32_t width, height;
+ if (region->bufferRowLength == 0)
+ width = region->imageExtent.width;
+ else
+ width = region->bufferRowLength;
+
+ if (region->bufferImageHeight == 0)
+ height = region->imageExtent.height;
+ else
+ height = region->bufferImageHeight;
+
+ /* Handle copy to compressed format using a compatible format */
+ width = DIV_ROUND_UP(width, vk_format_get_blockwidth(image->vk_format));
+ height = DIV_ROUND_UP(height, vk_format_get_blockheight(image->vk_format));
+
+ uint32_t cpp = imgrsc->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT ?
+ 1 : image->cpp;
+ uint32_t buffer_stride = width * cpp;
+ uint32_t buffer_offset =
+ buffer->mem_offset + region->bufferOffset + height * buffer_stride * layer;
+
+ uint32_t format = choose_tlb_format(framebuffer, imgrsc->aspectMask,
+ false, false, true);
+
+ emit_linear_load(cl, RENDER_TARGET_0, buffer->mem->bo,
+ buffer_offset, buffer_stride, format);
+
+ /* Because we can't do raster loads/stores of Z/S formats we need to
+ * use a color tile buffer with a compatible RGBA color format instead.
+ * However, when we are uploading a single aspect to a combined
+ * depth/stencil image we have the problem that our tile buffer stores don't
+ * allow us to mask out the other aspect, so we always write all four RGBA
+ * channels to the image and we end up overwriting that other aspect with
+ * undefined values. To work around that, we first load the aspect we are
+ * not copying from the image memory into a proper Z/S tile buffer. Then we
+ * do our store from the color buffer for the aspect we are copying, and
+ * after that, we do another store from the Z/S tile buffer to restore the
+ * other aspect to its original value.
+ */
+ if (framebuffer->vk_format == VK_FORMAT_D24_UNORM_S8_UINT) {
+ if (imgrsc->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ emit_image_load(job->device, cl, framebuffer, image,
+ VK_IMAGE_ASPECT_STENCIL_BIT,
+ imgrsc->baseArrayLayer + layer, imgrsc->mipLevel,
+ false, false);
+ } else {
+ assert(imgrsc->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT);
+ emit_image_load(job->device, cl, framebuffer, image,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ imgrsc->baseArrayLayer + layer, imgrsc->mipLevel,
+ false, false);
+ }
+ }
+
+ cl_emit(cl, END_OF_LOADS, end);
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ /* Store TLB to image */
+ emit_image_store(job->device, cl, framebuffer, image, imgrsc->aspectMask,
+ imgrsc->baseArrayLayer + layer, imgrsc->mipLevel,
+ false, true, false);
+
+ if (framebuffer->vk_format == VK_FORMAT_D24_UNORM_S8_UINT) {
+ if (imgrsc->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ emit_image_store(job->device, cl, framebuffer, image,
+ VK_IMAGE_ASPECT_STENCIL_BIT,
+ imgrsc->baseArrayLayer + layer, imgrsc->mipLevel,
+ false, false, false);
+ } else {
+ assert(imgrsc->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT);
+ emit_image_store(job->device, cl, framebuffer, image,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ imgrsc->baseArrayLayer + layer, imgrsc->mipLevel,
+ false, false, false);
+ }
+ }
+
+ cl_emit(cl, END_OF_TILE_MARKER, end);
+
+ cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
+
+ cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
+ branch.start = tile_list_start;
+ branch.end = v3dv_cl_get_address(cl);
+ }
+}
+
+static void
+emit_copy_buffer_to_layer(struct v3dv_job *job,
+ struct v3dv_image *image,
+ struct v3dv_buffer *buffer,
+ struct framebuffer_data *framebuffer,
+ uint32_t layer,
+ const VkBufferImageCopy2KHR *region)
+{
+ emit_frame_setup(job, layer, NULL);
+ emit_copy_buffer_to_layer_per_tile_list(job, framebuffer, image, buffer,
+ layer, region);
+ emit_supertile_coordinates(job, framebuffer);
+}
+
+void
+v3dX(job_emit_copy_buffer_to_image_rcl)(struct v3dv_job *job,
+ struct v3dv_image *image,
+ struct v3dv_buffer *buffer,
+ struct framebuffer_data *framebuffer,
+ const VkBufferImageCopy2KHR *region)
+{
+ struct v3dv_cl *rcl = emit_rcl_prologue(job, framebuffer, NULL);
+ v3dv_return_if_oom(NULL, job);
+
+ for (int layer = 0; layer < job->frame_tiling.layers; layer++)
+ emit_copy_buffer_to_layer(job, image, buffer, framebuffer, layer, region);
+ cl_emit(rcl, END_OF_RENDERING, end);
+}
+
+/* Figure out a TLB size configuration for a number of pixels to process.
+ * Beware that we can't "render" more than 4096x4096 pixels in a single job,
+ * if the pixel count is larger than this, the caller might need to split
+ * the job and call this function multiple times.
+ */
+static void
+framebuffer_size_for_pixel_count(uint32_t num_pixels,
+ uint32_t *width,
+ uint32_t *height)
+{
+ assert(num_pixels > 0);
+
+ const uint32_t max_dim_pixels = 4096;
+ const uint32_t max_pixels = max_dim_pixels * max_dim_pixels;
+
+ uint32_t w, h;
+ if (num_pixels > max_pixels) {
+ w = max_dim_pixels;
+ h = max_dim_pixels;
+ } else {
+ w = num_pixels;
+ h = 1;
+ while (w > max_dim_pixels || ((w % 2) == 0 && w > 2 * h)) {
+ w >>= 1;
+ h <<= 1;
+ }
+ }
+ assert(w <= max_dim_pixels && h <= max_dim_pixels);
+ assert(w * h <= num_pixels);
+ assert(w > 0 && h > 0);
+
+ *width = w;
+ *height = h;
+}
+
+struct v3dv_job *
+v3dX(cmd_buffer_copy_buffer)(struct v3dv_cmd_buffer *cmd_buffer,
+ struct v3dv_bo *dst,
+ uint32_t dst_offset,
+ struct v3dv_bo *src,
+ uint32_t src_offset,
+ const VkBufferCopy2KHR *region)
+{
+ const uint32_t internal_bpp = V3D_INTERNAL_BPP_32;
+ const uint32_t internal_type = V3D_INTERNAL_TYPE_8UI;
+
+ /* Select appropriate pixel format for the copy operation based on the
+ * size to copy and the alignment of the source and destination offsets.
+ */
+ src_offset += region->srcOffset;
+ dst_offset += region->dstOffset;
+ uint32_t item_size = 4;
+ while (item_size > 1 &&
+ (src_offset % item_size != 0 || dst_offset % item_size != 0)) {
+ item_size /= 2;
+ }
+
+ while (item_size > 1 && region->size % item_size != 0)
+ item_size /= 2;
+
+ assert(region->size % item_size == 0);
+ uint32_t num_items = region->size / item_size;
+ assert(num_items > 0);
+
+ uint32_t format;
+ VkFormat vk_format;
+ switch (item_size) {
+ case 4:
+ format = V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI;
+ vk_format = VK_FORMAT_R8G8B8A8_UINT;
+ break;
+ case 2:
+ format = V3D_OUTPUT_IMAGE_FORMAT_RG8UI;
+ vk_format = VK_FORMAT_R8G8_UINT;
+ break;
+ default:
+ format = V3D_OUTPUT_IMAGE_FORMAT_R8UI;
+ vk_format = VK_FORMAT_R8_UINT;
+ break;
+ }
+
+ struct v3dv_job *job = NULL;
+ while (num_items > 0) {
+ job = v3dv_cmd_buffer_start_job(cmd_buffer, -1, V3DV_JOB_TYPE_GPU_CL);
+ if (!job)
+ return NULL;
+
+ uint32_t width, height;
+ framebuffer_size_for_pixel_count(num_items, &width, &height);
+
+ v3dv_job_start_frame(job, width, height, 1, 1, internal_bpp, false);
+
+ struct framebuffer_data framebuffer;
+ v3dX(setup_framebuffer_data)(&framebuffer, vk_format, internal_type,
+ &job->frame_tiling);
+
+ v3dX(job_emit_binning_flush)(job);
+
+ v3dX(job_emit_copy_buffer_rcl)(job, dst, src, dst_offset, src_offset,
+ &framebuffer, format, item_size);
+
+ v3dv_cmd_buffer_finish_job(cmd_buffer);
+
+ const uint32_t items_copied = width * height;
+ const uint32_t bytes_copied = items_copied * item_size;
+ num_items -= items_copied;
+ src_offset += bytes_copied;
+ dst_offset += bytes_copied;
+ }
+
+ return job;
+}
+
+void
+v3dX(cmd_buffer_fill_buffer)(struct v3dv_cmd_buffer *cmd_buffer,
+ struct v3dv_bo *bo,
+ uint32_t offset,
+ uint32_t size,
+ uint32_t data)
+{
+ assert(size > 0 && size % 4 == 0);
+ assert(offset + size <= bo->size);
+
+ const uint32_t internal_bpp = V3D_INTERNAL_BPP_32;
+ const uint32_t internal_type = V3D_INTERNAL_TYPE_8UI;
+ uint32_t num_items = size / 4;
+
+ while (num_items > 0) {
+ struct v3dv_job *job =
+ v3dv_cmd_buffer_start_job(cmd_buffer, -1, V3DV_JOB_TYPE_GPU_CL);
+ if (!job)
+ return;
+
+ uint32_t width, height;
+ framebuffer_size_for_pixel_count(num_items, &width, &height);
+
+ v3dv_job_start_frame(job, width, height, 1, 1, internal_bpp, false);
+
+ struct framebuffer_data framebuffer;
+ v3dX(setup_framebuffer_data)(&framebuffer, VK_FORMAT_R8G8B8A8_UINT,
+ internal_type, &job->frame_tiling);
+
+ v3dX(job_emit_binning_flush)(job);
+
+ v3dX(job_emit_fill_buffer_rcl)(job, bo, offset, &framebuffer, data);
+
+ v3dv_cmd_buffer_finish_job(cmd_buffer);
+
+ const uint32_t items_copied = width * height;
+ const uint32_t bytes_copied = items_copied * 4;
+ num_items -= items_copied;
+ offset += bytes_copied;
+ }
+}
+
+void
+v3dX(setup_framebuffer_data)(struct framebuffer_data *fb,
+ VkFormat vk_format,
+ uint32_t internal_type,
+ const struct v3dv_frame_tiling *tiling)
+{
+ fb->internal_type = internal_type;
+
+ /* Supertile coverage always starts at 0,0 */
+ uint32_t supertile_w_in_pixels =
+ tiling->tile_width * tiling->supertile_width;
+ uint32_t supertile_h_in_pixels =
+ tiling->tile_height * tiling->supertile_height;
+
+ fb->min_x_supertile = 0;
+ fb->min_y_supertile = 0;
+ fb->max_x_supertile = (tiling->width - 1) / supertile_w_in_pixels;
+ fb->max_y_supertile = (tiling->height - 1) / supertile_h_in_pixels;
+
+ fb->vk_format = vk_format;
+ fb->format = v3dX(get_format)(vk_format);
+
+ fb->internal_depth_type = V3D_INTERNAL_TYPE_DEPTH_32F;
+ if (vk_format_is_depth_or_stencil(vk_format))
+ fb->internal_depth_type = v3dX(get_internal_depth_type)(vk_format);
+}