/*
 * Copyright © 2015-2017 Broadcom
 *
 * 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 "nir/pipe_nir.h"
#include "util/format/u_format.h"
#include "util/u_surface.h"
#include "util/u_blitter.h"
#include "compiler/nir/nir_builder.h"
#include "v3d_context.h"
#include "broadcom/common/v3d_tiling.h"
#include "broadcom/common/v3d_tfu.h"

/**
 * The param @op_blit is used to tell if we are saving state for blitter_blit
 * (if true) or blitter_clear (if false). If other blitter functions are used
 * that require different state we may need something more elaborated than
 * this.
 */

void
v3d_blitter_save(struct v3d_context *v3d, enum v3d_blitter_op op)
{
        util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
                                                        v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
        util_blitter_save_vertex_buffers(v3d->blitter, v3d->vertexbuf.vb, v3d->vertexbuf.count);
        util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
        util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
        util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
        util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
                                     v3d->streamout.targets);
        util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
        util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
        util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
        util_blitter_save_blend(v3d->blitter, v3d->blend);
        util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
        util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
        util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask, 0);
        util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
                                     v3d->streamout.targets);

        if (op & V3D_SAVE_FRAMEBUFFER)
                util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);

        if (op & V3D_SAVE_TEXTURES) {
                util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
                util_blitter_save_fragment_sampler_states(v3d->blitter,
                                                          v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
                                                          (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
                util_blitter_save_fragment_sampler_views(v3d->blitter,
                                                         v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
                                                         v3d->tex[PIPE_SHADER_FRAGMENT].textures);
        }

        if (!(op & V3D_DISABLE_RENDER_COND)) {
                util_blitter_save_render_condition(v3d->blitter, v3d->cond_query,
                                                   v3d->cond_cond, v3d->cond_mode);
        }
}

static void
v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(ctx);
        struct v3d_resource *src = v3d_resource(info->src.resource);
        struct pipe_resource *tiled = NULL;

        if (!info->mask)
                return;

        if (!src->tiled &&
            info->src.resource->target != PIPE_TEXTURE_1D &&
            info->src.resource->target != PIPE_TEXTURE_1D_ARRAY) {
                struct pipe_box box = {
                        .x = 0,
                        .y = 0,
                        .width = u_minify(info->src.resource->width0,
                                           info->src.level),
                        .height = u_minify(info->src.resource->height0,
                                           info->src.level),
                        .depth = 1,
                };
                struct pipe_resource tmpl = {
                        .target = info->src.resource->target,
                        .format = info->src.resource->format,
                        .width0 = box.width,
                        .height0 = box.height,
                        .depth0 = 1,
                        .array_size = 1,
                };
                tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
                if (!tiled) {
                        fprintf(stderr, "Failed to create tiled blit temp\n");
                        return;
                }
                ctx->resource_copy_region(ctx,
                                          tiled, 0,
                                          0, 0, 0,
                                          info->src.resource, info->src.level,
                                          &box);
                info->src.level = 0;
                info->src.resource = tiled;
        }

        if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
                fprintf(stderr, "blit unsupported %s -> %s\n",
                    util_format_short_name(info->src.format),
                    util_format_short_name(info->dst.format));
                return;
        }

        v3d_blitter_save(v3d, info->render_condition_enable ?
                         V3D_BLIT_COND : V3D_BLIT);
        util_blitter_blit(v3d->blitter, info, NULL);

        pipe_resource_reference(&tiled, NULL);
        info->mask = 0;
}

/* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
 * or R8 texture.
 */
static void
v3d_stencil_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(ctx);
        struct v3d_resource *src = v3d_resource(info->src.resource);
        struct v3d_resource *dst = v3d_resource(info->dst.resource);
        enum pipe_format src_format, dst_format;

        if ((info->mask & PIPE_MASK_S) == 0)
                return;

        if (src->separate_stencil) {
                src = src->separate_stencil;
                src_format = PIPE_FORMAT_R8_UINT;
        } else {
                src_format = PIPE_FORMAT_RGBA8888_UINT;
        }

        if (dst->separate_stencil) {
                dst = dst->separate_stencil;
                dst_format = PIPE_FORMAT_R8_UINT;
        } else {
                dst_format = PIPE_FORMAT_RGBA8888_UINT;
        }

        /* Initialize the surface. */
        struct pipe_surface dst_tmpl = {
                .u.tex = {
                        .level = info->dst.level,
                        .first_layer = info->dst.box.z,
                        .last_layer = info->dst.box.z,
                },
                .format = dst_format,
        };
        struct pipe_surface *dst_surf =
                ctx->create_surface(ctx, &dst->base, &dst_tmpl);

        /* Initialize the sampler view. */
        struct pipe_sampler_view src_tmpl = {
                .target = (src->base.target == PIPE_TEXTURE_CUBE_ARRAY) ?
                          PIPE_TEXTURE_2D_ARRAY :
                          src->base.target,
                .format = src_format,
                .u.tex = {
                        .first_level = info->src.level,
                        .last_level = info->src.level,
                        .first_layer = 0,
                        .last_layer = (PIPE_TEXTURE_3D ?
                                       u_minify(src->base.depth0,
                                                info->src.level) - 1 :
                                       src->base.array_size - 1),
                },
                .swizzle_r = PIPE_SWIZZLE_X,
                .swizzle_g = PIPE_SWIZZLE_Y,
                .swizzle_b = PIPE_SWIZZLE_Z,
                .swizzle_a = PIPE_SWIZZLE_W,
        };
        struct pipe_sampler_view *src_view =
                ctx->create_sampler_view(ctx, &src->base, &src_tmpl);

        v3d_blitter_save(v3d, info->render_condition_enable ?
                         V3D_BLIT_COND : V3D_BLIT);
        util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
                                  src_view, &info->src.box,
                                  src->base.width0, src->base.height0,
                                  PIPE_MASK_R,
                                  PIPE_TEX_FILTER_NEAREST,
                                  info->scissor_enable ? &info->scissor : NULL,
                                  info->alpha_blend, false, 0, NULL);

        pipe_surface_reference(&dst_surf, NULL);
        pipe_sampler_view_reference(&src_view, NULL);

        info->mask &= ~PIPE_MASK_S;
}

bool
v3d_generate_mipmap(struct pipe_context *pctx,
                    struct pipe_resource *prsc,
                    enum pipe_format format,
                    unsigned int base_level,
                    unsigned int last_level,
                    unsigned int first_layer,
                    unsigned int last_layer)
{
        if (format != prsc->format)
                return false;

        /* We could maybe support looping over layers for array textures, but
         * we definitely don't support 3D.
         */
        if (first_layer != last_layer)
                return false;

        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_screen *screen = v3d->screen;
        struct v3d_device_info *devinfo = &screen->devinfo;

        return v3d_X(devinfo, tfu)(pctx,
                                   prsc, prsc,
                                   base_level,
                                   base_level, last_level,
                                   first_layer, first_layer,
                                   true);
}

static void
v3d_tfu_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
        int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
        int dst_height = u_minify(info->dst.resource->height0, info->dst.level);

        if ((info->mask & PIPE_MASK_RGBA) == 0)
                return;

        if (info->scissor_enable ||
            info->dst.box.x != 0 ||
            info->dst.box.y != 0 ||
            info->dst.box.width != dst_width ||
            info->dst.box.height != dst_height ||
            info->dst.box.depth != 1 ||
            info->src.box.x != 0 ||
            info->src.box.y != 0 ||
            info->src.box.width != info->dst.box.width ||
            info->src.box.height != info->dst.box.height ||
            info->src.box.depth != 1) {
                return;
        }

        if (info->dst.format != info->src.format)
                return;

        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_screen *screen = v3d->screen;
        struct v3d_device_info *devinfo = &screen->devinfo;

        if (v3d_X(devinfo, tfu)(pctx, info->dst.resource, info->src.resource,
                                info->src.level,
                                info->dst.level, info->dst.level,
                                info->src.box.z, info->dst.box.z,
                                false)) {
                info->mask &= ~PIPE_MASK_RGBA;
        }
}

static struct pipe_surface *
v3d_get_blit_surface(struct pipe_context *pctx,
                     struct pipe_resource *prsc,
                     enum pipe_format format,
                     unsigned level,
                     int16_t layer)
{
        struct pipe_surface tmpl;

        tmpl.format = format;
        tmpl.u.tex.level = level;
        tmpl.u.tex.first_layer = layer;
        tmpl.u.tex.last_layer = layer;

        return pctx->create_surface(pctx, prsc, &tmpl);
}

static bool
is_tile_unaligned(unsigned size, unsigned tile_size)
{
        return size & (tile_size - 1);
}

static bool
check_tlb_blit_ok(struct v3d_device_info *devinfo, struct pipe_blit_info *info)
{
        if (!info->mask)
                return false;

        bool is_color_blit = info->mask & PIPE_MASK_RGBA;
        bool is_depth_blit = info->mask & PIPE_MASK_Z;
        bool is_stencil_blit = info->mask & PIPE_MASK_S;

        /* We should receive either a depth/stencil blit, or color blit, but
         * not both.
         */
        assert ((is_color_blit && !is_depth_blit && !is_stencil_blit) ||
                (!is_color_blit && (is_depth_blit || is_stencil_blit)));

        if (info->scissor_enable)
                return false;

        if (info->src.box.x != info->dst.box.x ||
            info->src.box.y != info->dst.box.y ||
            info->src.box.width != info->dst.box.width ||
            info->src.box.height != info->dst.box.height)
                return false;

        if (is_color_blit &&
            util_format_is_depth_or_stencil(info->dst.format))
                return false;

        if ((is_depth_blit || is_stencil_blit) &&
            !util_format_is_depth_or_stencil(info->dst.format))
                return false;

        if (!v3d_rt_format_supported(devinfo, info->src.format))
                return false;

        if (v3d_get_rt_format(devinfo, info->src.format) !=
            v3d_get_rt_format(devinfo, info->dst.format))
                return false;

        bool is_msaa_resolve = (info->src.resource->nr_samples > 1 &&
                                info->dst.resource->nr_samples < 2);

        if (is_msaa_resolve &&
            !v3d_format_supports_tlb_msaa_resolve(devinfo, info->src.format))
                return false;

        return true;
}

/* This checks if we can implement the blit straight from a job that we have
 * not yet flushed, including MSAA resolves.
 */
static void
v3d_tlb_blit_fast(struct pipe_context *pctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_screen *screen = v3d->screen;
        struct v3d_device_info *devinfo = &screen->devinfo;

        if (!check_tlb_blit_ok(devinfo, info))
                return;

        /* FIXME: support depth/stencil */
        if (!(info->mask & PIPE_MASK_RGBA))
                return;

        /* Can't blit from 1x to 4x since the render target configuration
         * for the job would not be compatible.
         */
        if (info->src.resource->nr_samples < info->dst.resource->nr_samples)
                return;

        /* Can't blit form RGBX to RGBA since we can't force A=1 on tile
         * stores.
         */
        if (util_format_has_alpha1(info->src.format) &&
            !util_format_has_alpha1(info->dst.format))
            return;

        /* Find the job that writes the blit source */
        struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
                                                           info->src.resource);
        if (!entry)
                return;

        struct v3d_job *job = entry->data;
        assert(job);

        /* The TLB store will involve the same area and tiles as the job
         * writing to the resource, so only do this if we are blitting the
         * full resource and the job is writing the full resource.
         */
        int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
        int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
        if (info->dst.box.x != 0 || info->dst.box.width != dst_width ||
            info->dst.box.y != 0 || info->dst.box.height != dst_height ||
            job->draw_min_x != 0 || job->draw_min_y != 0 ||
            job->draw_max_x != dst_width || job->draw_max_y != dst_height) {
                return;
        }

        /* Blits are specified for single-layered FBOs, if the job that
         * produces the blit source is multilayered we would attempt to
         * blit all layers and write out of bounds on the destination.
         */
        if (job->num_layers > 1)
                return;

        /* Find which color attachment in the job is the blit source  */
        int idx = -1;
        for (int i = 0; i < job->nr_cbufs; i++) {
                if (!job->cbufs[i] ||
                    job->cbufs[i]->texture != info->src.resource) {
                        continue;
                }
                idx = i;
                break;
        }

        if (idx < 0)
                return;

        struct pipe_surface *dbuf =
                v3d_get_blit_surface(pctx, info->dst.resource,
                                     info->dst.format, info->dst.level,
                                     info->dst.box.z);

        /* The job's RT setup must be compatible with the blit buffer. */
        struct v3d_surface *ssurf = v3d_surface(job->cbufs[idx]);
        struct v3d_surface *rsurf = v3d_surface(dbuf);
        if (ssurf->internal_bpp < rsurf->internal_bpp)
                return;
        if (ssurf->internal_type != rsurf->internal_type)
                return;

        /* If we had any other jobs writing to the blit dst we should submit
         * them now before we blit.
         *
         * FIXME: We could just drop these jobs completely if they are
         * rendering a subset of the resource being blit here.
         */
        v3d_flush_jobs_writing_resource(v3d, info->dst.resource,
                                        V3D_FLUSH_DEFAULT, false);

        /* Program the job to blit from the TLB into the destination buffer */
        info->mask &= ~PIPE_MASK_RGBA;
        job->blit_tlb |= PIPE_CLEAR_COLOR0 << idx;
        job->dbuf = dbuf;
        v3d_job_add_write_resource(job, info->dst.resource);

        /* Submit the job immediately, since otherwise we could accumulate
         * draw calls happening after the blit.
         */
        v3d_job_submit(v3d, job);
}

static void
v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_screen *screen = v3d->screen;
        struct v3d_device_info *devinfo = &screen->devinfo;

        if (!check_tlb_blit_ok(devinfo, info))
                return;

        v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);

        struct pipe_surface *dst_surf =
           v3d_get_blit_surface(pctx, info->dst.resource, info->dst.format, info->dst.level, info->dst.box.z);
        struct pipe_surface *src_surf =
           v3d_get_blit_surface(pctx, info->src.resource, info->src.format, info->src.level, info->src.box.z);

        bool is_color_blit = info->mask & PIPE_MASK_RGBA;
        bool is_depth_blit = info->mask & PIPE_MASK_Z;
        bool is_stencil_blit = info->mask & PIPE_MASK_S;

        struct pipe_surface *surfaces[V3D_MAX_DRAW_BUFFERS] = { 0 };
        if (is_color_blit)
                surfaces[0] = dst_surf;

        bool msaa = (info->src.resource->nr_samples > 1 ||
                     info->dst.resource->nr_samples > 1);

        bool double_buffer = V3D_DBG(DOUBLE_BUFFER) && !msaa;

        uint32_t tile_width, tile_height, max_bpp;
        v3d_get_tile_buffer_size(devinfo, msaa, double_buffer,
                                 is_color_blit ? 1 : 0, surfaces, src_surf,
                                 &tile_width, &tile_height, &max_bpp);

        int dst_surface_width = u_minify(info->dst.resource->width0,
                                         info->dst.level);
        int dst_surface_height = u_minify(info->dst.resource->height0,
                                         info->dst.level);
        if (is_tile_unaligned(info->dst.box.x, tile_width) ||
            is_tile_unaligned(info->dst.box.y, tile_height) ||
            (is_tile_unaligned(info->dst.box.width, tile_width) &&
             info->dst.box.x + info->dst.box.width != dst_surface_width) ||
            (is_tile_unaligned(info->dst.box.height, tile_height) &&
             info->dst.box.y + info->dst.box.height != dst_surface_height)) {
                pipe_surface_reference(&dst_surf, NULL);
                pipe_surface_reference(&src_surf, NULL);
                return;
        }

        struct v3d_job *job = v3d_get_job(v3d,
                                          is_color_blit ? 1u : 0u,
                                          surfaces,
                                          is_color_blit ? NULL : dst_surf,
                                          src_surf);
        job->msaa = msaa;
        job->double_buffer = double_buffer;
        job->tile_width = tile_width;
        job->tile_height = tile_height;
        job->internal_bpp = max_bpp;
        job->draw_min_x = info->dst.box.x;
        job->draw_min_y = info->dst.box.y;
        job->draw_max_x = info->dst.box.x + info->dst.box.width;
        job->draw_max_y = info->dst.box.y + info->dst.box.height;
        job->scissor.disabled = false;

        /* The simulator complains if we do a TLB load from a source with a
         * stride that is smaller than the destination's, so we program the
         * 'frame region' to match the smallest dimensions of the two surfaces.
         * This should be fine because we only get here if the src and dst boxes
         * match, so we know the blit involves the same tiles on both surfaces.
         */
        job->draw_width = MIN2(dst_surf->width, src_surf->width);
        job->draw_height = MIN2(dst_surf->height, src_surf->height);
        job->draw_tiles_x = DIV_ROUND_UP(job->draw_width,
                                         job->tile_width);
        job->draw_tiles_y = DIV_ROUND_UP(job->draw_height,
                                         job->tile_height);

        job->needs_flush = true;
        job->num_layers = info->dst.box.depth;

        job->store = 0;
        if (is_color_blit) {
                job->store |= PIPE_CLEAR_COLOR0;
                info->mask &= ~PIPE_MASK_RGBA;
        }
        if (is_depth_blit) {
                job->store |= PIPE_CLEAR_DEPTH;
                info->mask &= ~PIPE_MASK_Z;
        }
        if (is_stencil_blit){
                job->store |= PIPE_CLEAR_STENCIL;
                info->mask &= ~PIPE_MASK_S;
        }

        v3d_X(devinfo, start_binning)(v3d, job);

        v3d_job_submit(v3d, job);

        pipe_surface_reference(&dst_surf, NULL);
        pipe_surface_reference(&src_surf, NULL);
}

/**
 * Creates the VS of the custom blit shader to convert YUV plane from
 * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
 * This vertex shader is mostly a pass-through VS.
 */
static void *
v3d_get_sand8_vs(struct pipe_context *pctx)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_screen *pscreen = pctx->screen;

        if (v3d->sand8_blit_vs)
                return v3d->sand8_blit_vs;

        const struct nir_shader_compiler_options *options =
                pscreen->get_compiler_options(pscreen,
                                              PIPE_SHADER_IR_NIR,
                                              PIPE_SHADER_VERTEX);

        nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
                                                       options,
                                                       "sand8_blit_vs");

        const struct glsl_type *vec4 = glsl_vec4_type();
        nir_variable *pos_in = nir_variable_create(b.shader,
                                                   nir_var_shader_in,
                                                   vec4, "pos");

        nir_variable *pos_out = nir_variable_create(b.shader,
                                                    nir_var_shader_out,
                                                    vec4, "gl_Position");
        pos_out->data.location = VARYING_SLOT_POS;
        nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);

        v3d->sand8_blit_vs = pipe_shader_from_nir(pctx, b.shader);

        return v3d->sand8_blit_vs;
}
/**
 * Creates the FS of the custom blit shader to convert YUV plane from
 * the NV12 format with BROADCOM_SAND_COL128 modifier to UIF tiled format.
 * The result texture is equivalent to a chroma (cpp=2) or luma (cpp=1)
 * plane for a NV12 format without the SAND modifier.
 */
static void *
v3d_get_sand8_fs(struct pipe_context *pctx, int cpp)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_screen *pscreen = pctx->screen;
        struct pipe_shader_state **cached_shader;
        const char *name;

        if (cpp == 1) {
                cached_shader = &v3d->sand8_blit_fs_luma;
                name = "sand8_blit_fs_luma";
        } else {
                cached_shader = &v3d->sand8_blit_fs_chroma;
                name = "sand8_blit_fs_chroma";
        }

        if (*cached_shader)
                return *cached_shader;

        const struct nir_shader_compiler_options *options =
                pscreen->get_compiler_options(pscreen,
                                              PIPE_SHADER_IR_NIR,
                                              PIPE_SHADER_FRAGMENT);

        nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
                                                       options, "%s", name);
        b.shader->info.num_ubos = 1;
        b.shader->num_outputs = 1;
        b.shader->num_inputs = 1;
        b.shader->num_uniforms = 1;

        const struct glsl_type *vec4 = glsl_vec4_type();

        const struct glsl_type *glsl_uint = glsl_uint_type();

        nir_variable *color_out =
                nir_variable_create(b.shader, nir_var_shader_out,
                                    vec4, "f_color");
        color_out->data.location = FRAG_RESULT_COLOR;

        nir_variable *pos_in =
                nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos");
        pos_in->data.location = VARYING_SLOT_POS;
        nir_def *pos = nir_load_var(&b, pos_in);

        nir_def *zero = nir_imm_int(&b, 0);
        nir_def *one = nir_imm_int(&b, 1);
        nir_def *two = nir_imm_int(&b, 2);
        nir_def *six = nir_imm_int(&b, 6);
        nir_def *seven = nir_imm_int(&b, 7);
        nir_def *eight = nir_imm_int(&b, 8);

        nir_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
        nir_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));

        nir_variable *stride_in =
                nir_variable_create(b.shader, nir_var_uniform, glsl_uint,
                                    "sand8_stride");
        nir_def *stride =
                nir_load_uniform(&b, 1, 32, zero,
                                 .base = stride_in->data.driver_location,
                                 .range = 4,
                                 .dest_type = nir_type_uint32);

        nir_def *x_offset;
        nir_def *y_offset;

        /* UIF tiled format is composed by UIF blocks, Each block has
         * four 64 byte microtiles. Inside each microtile pixels are stored
         * in raster format. But microtiles have different dimensions
         * based in the bits per pixel of the image.
         *
         *   8bpp microtile dimensions are 8x8
         *  16bpp microtile dimensions are 8x4
         *  32bpp microtile dimensions are 4x4
         *
         * As we are reading and writing with 32bpp to optimize
         * the number of texture operations during the blit, we need
         * to adjust the offsets were we read and write as data will
         * be later read using 8bpp (luma) and 16bpp (chroma).
         *
         * For chroma 8x4 16bpp raster order is compatible with 4x4
         * 32bpp. In both layouts each line has 8*2 == 4*4 == 16 bytes.
         * But luma 8x8 8bpp raster order is not compatible
         * with 4x4 32bpp. 8bpp has 8 bytes per line, and 32bpp has
         * 16 bytes per line. So if we read a 8bpp texture that was
         * written as 32bpp texture. Bytes would be misplaced.
         *
         * inter/intra_utile_x_offsets takes care of mapping the offsets
         * between microtiles to deal with this issue for luma planes.
         */
        if (cpp == 1) {
                nir_def *intra_utile_x_offset =
                        nir_ishl(&b, nir_iand_imm(&b, x, 1), two);
                nir_def *inter_utile_x_offset =
                        nir_ishl(&b, nir_iand_imm(&b, x, 60), one);
                nir_def *stripe_offset=
                        nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 6),
                                             stride),
                                 seven);

                x_offset = nir_iadd(&b, stripe_offset,
                                        nir_iadd(&b, intra_utile_x_offset,
                                                     inter_utile_x_offset));
                y_offset = nir_iadd(&b,
                                    nir_ishl(&b, nir_iand_imm(&b, x, 2), six),
                                    nir_ishl(&b, y, eight));
        } else  {
                nir_def *stripe_offset=
                        nir_ishl(&b,nir_imul(&b,nir_ishr_imm(&b, x, 5),
                                                stride),
                                 seven);
                x_offset = nir_iadd(&b, stripe_offset,
                               nir_ishl(&b, nir_iand_imm(&b, x, 31), two));
                y_offset = nir_ishl(&b, y, seven);
        }
        nir_def *ubo_offset = nir_iadd(&b, x_offset, y_offset);
        nir_def *load =
        nir_load_ubo(&b, 1, 32, zero, ubo_offset,
                    .align_mul = 4,
                    .align_offset = 0,
                    .range_base = 0,
                    .range = ~0);

        nir_def *output = nir_unpack_unorm_4x8(&b, load);

        nir_store_var(&b, color_out,
                      output,
                      0xF);


        *cached_shader = pipe_shader_from_nir(pctx, b.shader);

        return *cached_shader;
}

/**
 * Turns NV12 with SAND8 format modifier from raster-order with interleaved
 * luma and chroma 128-byte-wide-columns to tiled format for luma and chroma.
 *
 * This implementation is based on vc4_yuv_blit.
 */
static void
v3d_sand8_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_resource *src = v3d_resource(info->src.resource);
        ASSERTED struct v3d_resource *dst = v3d_resource(info->dst.resource);

        if (!src->sand_col128_stride)
                return;
        if (src->tiled)
                return;
        if (src->base.format != PIPE_FORMAT_R8_UNORM &&
            src->base.format != PIPE_FORMAT_R8G8_UNORM)
                return;
        if (!(info->mask & PIPE_MASK_RGBA))
                return;

        assert(dst->base.format == src->base.format);
        assert(dst->tiled);

        assert(info->src.box.x == 0 && info->dst.box.x == 0);
        assert(info->src.box.y == 0 && info->dst.box.y == 0);
        assert(info->src.box.width == info->dst.box.width);
        assert(info->src.box.height == info->dst.box.height);

        v3d_blitter_save(v3d, info->render_condition_enable ?
                         V3D_BLIT_COND : V3D_BLIT);

        struct pipe_surface dst_tmpl;
        util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
                                         info->dst.level, info->dst.box.z);
        /* Although the src textures are cpp=1 or cpp=2, the dst texture
         * uses a cpp=4 dst texture. So, all read/write texture ops will
         * be done using 32-bit read and writes.
         */
        dst_tmpl.format = PIPE_FORMAT_R8G8B8A8_UNORM;
        struct pipe_surface *dst_surf =
                pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
        if (!dst_surf) {
                fprintf(stderr, "Failed to create YUV dst surface\n");
                util_blitter_unset_running_flag(v3d->blitter);
                return;
        }

        uint32_t sand8_stride = src->sand_col128_stride;

        /* Adjust the dimensions of dst luma/chroma to match src
         * size now we are using a cpp=4 format. Next dimension take into
         * account the UIF microtile layouts.
         */
        dst_surf->width = align(dst_surf->width, 8) / 2;
        if (src->cpp == 1)
                dst_surf->height /= 2;

        /* Set the constant buffer. */
        struct pipe_constant_buffer cb_uniforms = {
                .user_buffer = &sand8_stride,
                .buffer_size = sizeof(sand8_stride),
        };

        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false,
                                  &cb_uniforms);
        struct pipe_constant_buffer saved_fs_cb1 = { 0 };
        pipe_resource_reference(&saved_fs_cb1.buffer,
                                v3d->constbuf[PIPE_SHADER_FRAGMENT].cb[1].buffer);
        memcpy(&saved_fs_cb1, &v3d->constbuf[PIPE_SHADER_FRAGMENT].cb[1],
               sizeof(struct pipe_constant_buffer));
        struct pipe_constant_buffer cb_src = {
                .buffer = info->src.resource,
                .buffer_offset = src->slices[info->src.level].offset,
                .buffer_size = (src->bo->size -
                                src->slices[info->src.level].offset),
        };
        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false,
                                  &cb_src);
        /* Unbind the textures, to make sure we don't try to recurse into the
         * shadow blit.
         */
        pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, false, NULL);
        pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);

        util_blitter_custom_shader(v3d->blitter, dst_surf,
                                   v3d_get_sand8_vs(pctx),
                                   v3d_get_sand8_fs(pctx, src->cpp));

        util_blitter_restore_textures(v3d->blitter);
        util_blitter_restore_constant_buffer_state(v3d->blitter);

        /* Restore cb1 (util_blitter doesn't handle this one). */
        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, true,
                                  &saved_fs_cb1);

        pipe_surface_reference(&dst_surf, NULL);

        info->mask &= ~PIPE_MASK_RGBA;
}


/**
 * Creates the VS of the custom blit shader to convert YUV plane from
 * the P030 format with BROADCOM_SAND_COL128 modifier to UIF tiled P010
 * format.
 * This vertex shader is mostly a pass-through VS.
 */
static void *
v3d_get_sand30_vs(struct pipe_context *pctx)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_screen *pscreen = pctx->screen;

        if (v3d->sand30_blit_vs)
                return v3d->sand30_blit_vs;

        const struct nir_shader_compiler_options *options =
                pscreen->get_compiler_options(pscreen,
                                              PIPE_SHADER_IR_NIR,
                                              PIPE_SHADER_VERTEX);

        nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
                                                       options,
                                                       "sand30_blit_vs");

        const struct glsl_type *vec4 = glsl_vec4_type();
        nir_variable *pos_in = nir_variable_create(b.shader,
                                                   nir_var_shader_in,
                                                   vec4, "pos");

        nir_variable *pos_out = nir_variable_create(b.shader,
                                                    nir_var_shader_out,
                                                    vec4, "gl_Position");
        pos_out->data.location = VARYING_SLOT_POS;
        nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);

        v3d->sand30_blit_vs = pipe_shader_from_nir(pctx, b.shader);

        return v3d->sand30_blit_vs;
}

/**
 * Given an uvec2 value with rgb10a2 components, it extracts four 10-bit
 * components, then converts them from unorm10 to unorm16 and returns them
 * in an uvec4. The start parameter defines where the sequence of 4 values
 * begins.
 */
static nir_def *
extract_unorm_2xrgb10a2_component_to_4xunorm16(nir_builder *b,
                                               nir_def *value,
                                               nir_def *start)
{
        const unsigned mask = BITFIELD_MASK(10);

        nir_def *shiftw0 = nir_imul_imm(b, start, 10);
        nir_def *word0 = nir_iand_imm(b, nir_channel(b, value, 0),
                                          BITFIELD_MASK(30));
        nir_def *finalword0 = nir_ushr(b, word0, shiftw0);
        nir_def *word1 = nir_channel(b, value, 1);
        nir_def *shiftw0tow1 = nir_isub_imm(b, 30, shiftw0);
        nir_def *word1toword0 =  nir_ishl(b, word1, shiftw0tow1);
        finalword0 = nir_ior(b, finalword0, word1toword0);
        nir_def *finalword1 = nir_ushr(b, word1, shiftw0);

        nir_def *val0 = nir_ishl_imm(b, nir_iand_imm(b, finalword0,
                                                         mask), 6);
        nir_def *val1 = nir_ishr_imm(b, nir_iand_imm(b, finalword0,
                                                         mask << 10), 4);
        nir_def *val2 = nir_ishr_imm(b, nir_iand_imm(b, finalword0,
                                                         mask << 20), 14);
        nir_def *val3 = nir_ishl_imm(b, nir_iand_imm(b, finalword1,
                                                         mask), 6);

        return nir_vec4(b, val0, val1, val2, val3);
}

/**
 * Creates the FS of the custom blit shader to convert YUV plane from
 * the P030 format with BROADCOM_SAND_COL128 modifier to UIF tiled P10
 * format a 16-bit representation per component.
 *
 * The result texture is equivalent to a chroma (cpp=4) or luma (cpp=2)
 * plane for a P010 format without the SAND128 modifier.
 */
static void *
v3d_get_sand30_fs(struct pipe_context *pctx)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_screen *pscreen = pctx->screen;

        if (v3d->sand30_blit_fs)
                return  v3d->sand30_blit_fs;

        const struct nir_shader_compiler_options *options =
                pscreen->get_compiler_options(pscreen,
                                              PIPE_SHADER_IR_NIR,
                                              PIPE_SHADER_FRAGMENT);

        nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
                                                       options,
                                                       "sand30_blit_fs");
        b.shader->info.num_ubos = 1;
        b.shader->num_outputs = 1;
        b.shader->num_inputs = 1;
        b.shader->num_uniforms = 1;

        const struct glsl_type *vec4 = glsl_vec4_type();

        const struct glsl_type *glsl_uint = glsl_uint_type();
        const struct glsl_type *glsl_uvec4 = glsl_vector_type(GLSL_TYPE_UINT,
                                                              4);

        nir_variable *color_out = nir_variable_create(b.shader,
                                                      nir_var_shader_out,
                                                      glsl_uvec4, "f_color");
        color_out->data.location = FRAG_RESULT_COLOR;

        nir_variable *pos_in =
                nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos");
        pos_in->data.location = VARYING_SLOT_POS;
        nir_def *pos = nir_load_var(&b, pos_in);

        nir_def *zero = nir_imm_int(&b, 0);
        nir_def *three = nir_imm_int(&b, 3);

        /* With a SAND128 stripe, in 128-bytes with rgb10a2 format we have 96
         * 10-bit values. So, it represents 96 pixels for Y plane and 48 pixels
         * for UV frame, but as we are reading 4 10-bit-values at a time we
         * will have 24 groups (pixels) of 4 10-bit values.
         */
        uint32_t pixels_stripe = 24;

        nir_def *x = nir_f2i32(&b, nir_channel(&b, pos, 0));
        nir_def *y = nir_f2i32(&b, nir_channel(&b, pos, 1));

        /* UIF tiled format is composed by UIF blocks. Each block has four 64
         * byte microtiles. Inside each microtile pixels are stored in raster
         * format. But microtiles have different dimensions based in the bits
         * per pixel of the image.
         *
         *  16bpp microtile dimensions are 8x4
         *  32bpp microtile dimensions are 4x4
         *  64bpp microtile dimensions are 4x2
         *
         * As we are reading and writing with 64bpp to optimize the number of
         * texture operations during the blit, we adjust the offsets so when
         * the microtile is sampled using the 16bpp (luma) and the 32bpp
         * (chroma) the expected pixels are in the correct position, that
         * would be different if we were using a 64bpp sampling.
         *
         * For luma 8x4 16bpp and chroma 4x4 32bpp luma raster order is
         * incompatible with 4x2 64bpp. 16bpp has 16 bytes per line, 32bpp has
         * also 16byte per line. But 64bpp has 32 bytes per line. So if we
         * read a 16bpp or 32bpp texture that was written as 64bpp texture,
         * pixels would be misplaced.
         *
         * inter/intra_utile_x_offsets takes care of mapping the offsets
         * between microtiles to deal with this issue for luma and chroma
         * planes.
         *
         * We reduce the luma and chroma planes to the same blit case
         * because 16bpp and 32bpp have compatible microtile raster layout.
         * So just doubling the width of the chroma plane before calling the
         * blit makes them equivalent.
         */
        nir_variable *stride_in =
                nir_variable_create(b.shader, nir_var_uniform,
                                    glsl_uint, "sand30_stride");
        nir_def *stride =
                nir_load_uniform(&b, 1, 32, zero,
                                 .base = stride_in->data.driver_location,
                                 .range = 4,
                                 .dest_type = nir_type_uint32);

        nir_def *real_x = nir_ior(&b, nir_iand_imm(&b, x, 1),
                                      nir_ishl_imm(&b,nir_ushr_imm(&b, x, 2),
                                      1));
        nir_def *x_pos_in_stripe = nir_umod_imm(&b, real_x, pixels_stripe);
        nir_def *component = nir_umod(&b, real_x, three);
        nir_def *intra_utile_x_offset = nir_ishl_imm(&b, component, 2);

        nir_def *inter_utile_x_offset =
                nir_ishl_imm(&b, nir_udiv_imm(&b, x_pos_in_stripe, 3), 4);

        nir_def *stripe_offset=
                nir_ishl_imm(&b,
                             nir_imul(&b,
                                      nir_udiv_imm(&b, real_x, pixels_stripe),
                                      stride),
                             7);

        nir_def *x_offset = nir_iadd(&b, stripe_offset,
                                         nir_iadd(&b, intra_utile_x_offset,
                                                  inter_utile_x_offset));
        nir_def *y_offset =
                nir_iadd(&b, nir_ishl_imm(&b, nir_iand_imm(&b, x, 2), 6),
                         nir_ishl_imm(&b, y, 8));
        nir_def *ubo_offset = nir_iadd(&b, x_offset, y_offset);

        nir_def *load = nir_load_ubo(&b, 2, 32, zero, ubo_offset,
                                         .align_mul = 8,
                                         .align_offset = 0,
                                         .range_base = 0,
                                         .range = ~0);
        nir_def *output =
                extract_unorm_2xrgb10a2_component_to_4xunorm16(&b, load,
                                                               component);
        nir_store_var(&b, color_out,
                      output,
                      0xf);

        v3d->sand30_blit_fs = pipe_shader_from_nir(pctx, b.shader);

        return v3d->sand30_blit_fs;
}

/**
 * Turns P030 with SAND30 format modifier from raster-order with interleaved
 * luma and chroma 128-byte-wide-columns to a P010 UIF tiled format for luma
 * and chroma.
 */
static void
v3d_sand30_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_resource *src = v3d_resource(info->src.resource);
        ASSERTED struct v3d_resource *dst = v3d_resource(info->dst.resource);

        if (!src->sand_col128_stride)
                return;
        if (src->tiled)
                return;
        if (src->base.format != PIPE_FORMAT_R16_UNORM &&
            src->base.format != PIPE_FORMAT_R16G16_UNORM)
                return;
        if (!(info->mask & PIPE_MASK_RGBA))
                return;

        assert(dst->base.format == src->base.format);
        assert(dst->tiled);

        assert(info->src.box.x == 0 && info->dst.box.x == 0);
        assert(info->src.box.y == 0 && info->dst.box.y == 0);
        assert(info->src.box.width == info->dst.box.width);
        assert(info->src.box.height == info->dst.box.height);

        v3d_blitter_save(v3d, info->render_condition_enable ?
                         V3D_BLIT_COND : V3D_BLIT);

        struct pipe_surface dst_tmpl;
        util_blitter_default_dst_texture(&dst_tmpl, info->dst.resource,
                                         info->dst.level, info->dst.box.z);

        dst_tmpl.format = PIPE_FORMAT_R16G16B16A16_UINT;

        struct pipe_surface *dst_surf =
                pctx->create_surface(pctx, info->dst.resource, &dst_tmpl);
        if (!dst_surf) {
                fprintf(stderr, "Failed to create YUV dst surface\n");
                util_blitter_unset_running_flag(v3d->blitter);
                return;
        }

        uint32_t sand30_stride = src->sand_col128_stride;

        /* Adjust the dimensions of dst luma/chroma to match src
         * size now we are using a cpp=8 format. Next dimension take into
         * account the UIF microtile layouts.
         */
        dst_surf->height /= 2;
        dst_surf->width = align(dst_surf->width, 8);
        if (src->cpp == 2)
                dst_surf->width /= 2;
        /* Set the constant buffer. */
        struct pipe_constant_buffer cb_uniforms = {
                .user_buffer = &sand30_stride,
                .buffer_size = sizeof(sand30_stride),
        };

        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, false,
                                  &cb_uniforms);

        struct pipe_constant_buffer saved_fs_cb1 = { 0 };
        pipe_resource_reference(&saved_fs_cb1.buffer,
                                v3d->constbuf[PIPE_SHADER_FRAGMENT].cb[1].buffer);
        memcpy(&saved_fs_cb1, &v3d->constbuf[PIPE_SHADER_FRAGMENT].cb[1],
               sizeof(struct pipe_constant_buffer));
        struct pipe_constant_buffer cb_src = {
                .buffer = info->src.resource,
                .buffer_offset = src->slices[info->src.level].offset,
                .buffer_size = (src->bo->size -
                                src->slices[info->src.level].offset),
        };
        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, false,
                                  &cb_src);
        /* Unbind the textures, to make sure we don't try to recurse into the
         * shadow blit.
         */
        pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 0, 0, false,
                                NULL);
        pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 0, NULL);

        util_blitter_custom_shader(v3d->blitter, dst_surf,
                                   v3d_get_sand30_vs(pctx),
                                   v3d_get_sand30_fs(pctx));

        util_blitter_restore_textures(v3d->blitter);
        util_blitter_restore_constant_buffer_state(v3d->blitter);

        /* Restore cb1 (util_blitter doesn't handle this one). */
        pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 1, true,
                                  &saved_fs_cb1);
        pipe_surface_reference(&dst_surf, NULL);

        info->mask &= ~PIPE_MASK_RGBA;
        return;
}

/* Optimal hardware path for blitting pixels.
 * Scaling, format conversion, up- and downsampling (resolve) are allowed.
 */
void
v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_blit_info info = *blit_info;

        if (info.render_condition_enable && !v3d_render_condition_check(v3d))
                return;

        v3d_sand30_blit(pctx, &info);

        v3d_sand8_blit(pctx, &info);

        v3d_tlb_blit_fast(pctx, &info);

        v3d_tfu_blit(pctx, &info);

        v3d_tlb_blit(pctx, &info);

        v3d_stencil_blit(pctx, &info);

        v3d_render_blit(pctx, &info);

        /* Flush our blit jobs immediately.  They're unlikely to get reused by
         * normal drawing or other blits, and without flushing we can easily
         * run into unexpected OOMs when blits are used for a large series of
         * texture uploads before using the textures.
         */
        v3d_flush_jobs_writing_resource(v3d, info.dst.resource,
                                        V3D_FLUSH_DEFAULT, false);
}
