broadcom/vc4: Add an accelerated path to turn raster R8/RG88 into tiled.
Drawing a 1080p YV12 video stream generated by MMAL goes from 10.5 FPS to 36.
This commit is contained in:
@@ -24,6 +24,7 @@
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#include "util/u_format.h"
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#include "util/u_format.h"
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#include "util/u_surface.h"
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#include "util/u_surface.h"
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#include "util/u_blitter.h"
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#include "util/u_blitter.h"
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#include "nir_builder.h"
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#include "vc4_context.h"
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#include "vc4_context.h"
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static struct pipe_surface *
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static struct pipe_surface *
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@@ -183,9 +184,139 @@ vc4_blitter_save(struct vc4_context *vc4)
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vc4->fragtex.num_textures, vc4->fragtex.textures);
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vc4->fragtex.num_textures, vc4->fragtex.textures);
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}
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}
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static void *vc4_get_yuv_vs(struct pipe_context *pctx)
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{
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struct vc4_context *vc4 = vc4_context(pctx);
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struct pipe_screen *pscreen = pctx->screen;
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if (vc4->yuv_linear_blit_vs)
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return vc4->yuv_linear_blit_vs;
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const struct nir_shader_compiler_options *options =
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pscreen->get_compiler_options(pscreen,
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PIPE_SHADER_IR_NIR,
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PIPE_SHADER_VERTEX);
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
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b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "pos");
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "gl_Position");
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pos_out->data.location = VARYING_SLOT_POS;
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nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
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struct pipe_shader_state shader_tmpl = {
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.type = PIPE_SHADER_IR_NIR,
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.ir.nir = b.shader,
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};
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vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
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return vc4->yuv_linear_blit_vs;
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}
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static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
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{
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struct vc4_context *vc4 = vc4_context(pctx);
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struct pipe_screen *pscreen = pctx->screen;
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struct pipe_shader_state **cached_shader;
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const char *name;
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if (cpp == 1) {
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cached_shader = &vc4->yuv_linear_blit_fs_8bit;
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name = "linear_blit_8bit_fs";
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} else {
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cached_shader = &vc4->yuv_linear_blit_fs_16bit;
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name = "linear_blit_16bit_fs";
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}
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if (*cached_shader)
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return *cached_shader;
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const struct nir_shader_compiler_options *options =
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pscreen->get_compiler_options(pscreen,
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PIPE_SHADER_IR_NIR,
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PIPE_SHADER_FRAGMENT);
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
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b.shader->info.name = ralloc_strdup(b.shader, name);
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *glsl_int = glsl_int_type();
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nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "f_color");
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color_out->data.location = FRAG_RESULT_COLOR;
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nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "pos");
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pos_in->data.location = VARYING_SLOT_POS;
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nir_ssa_def *pos = nir_load_var(&b, pos_in);
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nir_ssa_def *one = nir_imm_int(&b, 1);
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nir_ssa_def *two = nir_imm_int(&b, 2);
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nir_ssa_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
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nir_ssa_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));
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nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform,
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glsl_int, "stride");
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nir_ssa_def *stride = nir_load_var(&b, stride_in);
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nir_ssa_def *x_offset;
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nir_ssa_def *y_offset;
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if (cpp == 1) {
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nir_ssa_def *intra_utile_x_offset =
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nir_ishl(&b, nir_iand(&b, x, one), two);
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nir_ssa_def *inter_utile_x_offset =
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nir_ishl(&b, nir_iand(&b, x, nir_imm_int(&b, ~3)), one);
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x_offset = nir_iadd(&b,
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intra_utile_x_offset,
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inter_utile_x_offset);
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y_offset = nir_imul(&b,
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nir_iadd(&b,
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nir_ishl(&b, y, one),
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nir_ushr(&b, nir_iand(&b, x, two), one)),
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stride);
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} else {
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x_offset = nir_ishl(&b, x, two);
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y_offset = nir_imul(&b, y, stride);
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}
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nir_intrinsic_instr *load =
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nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_ubo);
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load->num_components = 1;
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nir_ssa_dest_init(&load->instr, &load->dest, load->num_components, 32, NULL);
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load->src[0] = nir_src_for_ssa(one);
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load->src[1] = nir_src_for_ssa(nir_iadd(&b, x_offset, y_offset));
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nir_builder_instr_insert(&b, &load->instr);
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nir_store_var(&b, color_out,
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nir_unpack_unorm_4x8(&b, &load->dest.ssa),
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0xf);
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struct pipe_shader_state shader_tmpl = {
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.type = PIPE_SHADER_IR_NIR,
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.ir.nir = b.shader,
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};
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*cached_shader = pctx->create_fs_state(pctx, &shader_tmpl);
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return *cached_shader;
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}
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static bool
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static bool
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vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
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vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
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{
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{
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struct vc4_context *vc4 = vc4_context(pctx);
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struct vc4_resource *src = vc4_resource(info->src.resource);
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struct vc4_resource *src = vc4_resource(info->src.resource);
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struct vc4_resource *dst = vc4_resource(info->dst.resource);
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struct vc4_resource *dst = vc4_resource(info->dst.resource);
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bool ok;
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bool ok;
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@@ -200,6 +331,75 @@ vc4_yuv_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
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assert(dst->base.format == src->base.format);
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assert(dst->base.format == src->base.format);
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assert(dst->tiled);
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assert(dst->tiled);
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/* Always 1:1 and at the origin */
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assert(info->src.box.x == 0 && info->dst.box.x == 0);
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assert(info->src.box.y == 0 && info->dst.box.y == 0);
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assert(info->src.box.width == info->dst.box.width);
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assert(info->src.box.height == info->dst.box.height);
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if ((src->slices[info->src.level].offset & 3) ||
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(src->slices[info->src.level].stride & 3)) {
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perf_debug("YUV-blit src texture offset/stride misaligned: 0x%08x/%d\n",
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src->slices[info->src.level].offset,
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src->slices[info->src.level].stride);
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goto fallback;
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}
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vc4_blitter_save(vc4);
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/* Create a renderable surface mapping the T-tiled shadow buffer.
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*/
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struct pipe_surface dst_tmpl;
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util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
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info->dst.level, info->dst.box.z);
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dst_tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
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struct pipe_surface *dst_surf =
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pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
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if (!dst_surf) {
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fprintf(stderr, "Failed to create YUV dst surface\n");
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util_blitter_unset_running_flag(vc4->blitter);
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return false;
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}
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dst_surf->width /= 2;
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if (dst->cpp == 1)
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dst_surf->height /= 2;
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/* Set the constant buffer. */
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uint32_t stride = src->slices[info->src.level].stride;
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struct pipe_constant_buffer cb_uniforms = {
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.user_buffer = &stride,
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.buffer_size = sizeof(stride),
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};
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pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb_uniforms);
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struct pipe_constant_buffer cb_src = {
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.buffer = info->src.resource,
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.buffer_offset = src->slices[info->src.level].offset,
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.buffer_size = (src->bo->size -
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src->slices[info->src.level].offset),
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};
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pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_src);
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/* Unbind the textures, to make sure we don't try to recurse into the
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* shadow blit.
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*/
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pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
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pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
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util_blitter_custom_shader(vc4->blitter, dst_surf,
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vc4_get_yuv_vs(pctx),
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vc4_get_yuv_fs(pctx, src->cpp));
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util_blitter_restore_textures(vc4->blitter);
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util_blitter_restore_constant_buffer_state(vc4->blitter);
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/* Restore cb1 (util_blitter doesn't handle this one). */
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struct pipe_constant_buffer cb_disabled = { 0 };
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pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, &cb_disabled);
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pipe_surface_reference(&dst_surf, NULL);
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return true;
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fallback:
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/* Do an immediate SW fallback, since the render blit path
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/* Do an immediate SW fallback, since the render blit path
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* would just recurse.
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* would just recurse.
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*/
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*/
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@@ -115,6 +115,13 @@ vc4_context_destroy(struct pipe_context *pctx)
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pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
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pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
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pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
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pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
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if (vc4->yuv_linear_blit_vs)
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pctx->delete_vs_state(pctx, vc4->yuv_linear_blit_vs);
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if (vc4->yuv_linear_blit_fs_8bit)
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pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_8bit);
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if (vc4->yuv_linear_blit_fs_16bit)
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pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_16bit);
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vc4_program_fini(pctx);
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vc4_program_fini(pctx);
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ralloc_free(vc4);
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ralloc_free(vc4);
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@@ -377,6 +377,10 @@ struct vc4_context {
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struct u_upload_mgr *uploader;
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struct u_upload_mgr *uploader;
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struct pipe_shader_state *yuv_linear_blit_vs;
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struct pipe_shader_state *yuv_linear_blit_fs_8bit;
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struct pipe_shader_state *yuv_linear_blit_fs_16bit;
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/** @{ Current pipeline state objects */
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/** @{ Current pipeline state objects */
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struct pipe_scissor_state scissor;
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struct pipe_scissor_state scissor;
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struct pipe_blend_state *blend;
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struct pipe_blend_state *blend;
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Block a user