mesa/src/amd/vulkan/nir/radv_meta_nir.c

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/* Based on anv:
* Copyright © 2015 Intel Corporation
*
* Copyright © 2016 Red Hat Inc.
* Copyright © 2018 Valve Corporation
*
* SPDX-License-Identifier: MIT
*/
#include "../meta/radv_meta.h"
#include "nir_builder.h"
nir_shader *
radv_meta_nir_build_buffer_fill_shader(struct radv_device *dev)
{
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_COMPUTE, "meta_buffer_fill");
b.shader->info.workgroup_size[0] = 64;
nir_def *pconst = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *buffer_addr = nir_pack_64_2x32(&b, nir_channels(&b, pconst, 0b0011));
nir_def *max_offset = nir_channel(&b, pconst, 2);
nir_def *data = nir_swizzle(&b, nir_channel(&b, pconst, 3), (unsigned[]){0, 0, 0, 0}, 4);
nir_def *global_id =
nir_iadd(&b, nir_imul_imm(&b, nir_channel(&b, nir_load_workgroup_id(&b), 0), b.shader->info.workgroup_size[0]),
nir_load_local_invocation_index(&b));
nir_def *offset = nir_imin(&b, nir_imul_imm(&b, global_id, 16), max_offset);
nir_def *dst_addr = nir_iadd(&b, buffer_addr, nir_u2u64(&b, offset));
nir_build_store_global(&b, data, dst_addr, .align_mul = 4);
return b.shader;
}
nir_shader *
radv_meta_nir_build_buffer_copy_shader(struct radv_device *dev)
{
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_COMPUTE, "meta_buffer_copy");
b.shader->info.workgroup_size[0] = 64;
nir_def *pconst = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *max_offset = nir_load_push_constant(&b, 1, 32, nir_imm_int(&b, 0), .base = 16, .range = 4);
nir_def *src_addr = nir_pack_64_2x32(&b, nir_channels(&b, pconst, 0b0011));
nir_def *dst_addr = nir_pack_64_2x32(&b, nir_channels(&b, pconst, 0b1100));
nir_def *global_id =
nir_iadd(&b, nir_imul_imm(&b, nir_channel(&b, nir_load_workgroup_id(&b), 0), b.shader->info.workgroup_size[0]),
nir_load_local_invocation_index(&b));
nir_def *offset = nir_u2u64(&b, nir_imin(&b, nir_imul_imm(&b, global_id, 16), max_offset));
nir_def *data = nir_build_load_global(&b, 4, 32, nir_iadd(&b, src_addr, offset), .align_mul = 4);
nir_build_store_global(&b, data, nir_iadd(&b, dst_addr, offset), .align_mul = 4);
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit_vertex_shader(struct radv_device *dev)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_VERTEX, "meta_blit_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "v_tex_pos");
tex_pos_out->data.location = VARYING_SLOT_VAR0;
tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_def *outvec = nir_gen_rect_vertices(&b, NULL, NULL);
nir_store_var(&b, pos_out, outvec, 0xf);
nir_def *src_box = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *src0_z = nir_load_push_constant(&b, 1, 32, nir_imm_int(&b, 0), .base = 16, .range = 4);
nir_def *vertex_id = nir_load_vertex_id_zero_base(&b);
/* vertex 0 - src0_x, src0_y, src0_z */
/* vertex 1 - src0_x, src1_y, src0_z*/
/* vertex 2 - src1_x, src0_y, src0_z */
/* so channel 0 is vertex_id != 2 ? src_x : src_x + w
channel 1 is vertex id != 1 ? src_y : src_y + w */
nir_def *c0cmp = nir_ine_imm(&b, vertex_id, 2);
nir_def *c1cmp = nir_ine_imm(&b, vertex_id, 1);
nir_def *comp[4];
comp[0] = nir_bcsel(&b, c0cmp, nir_channel(&b, src_box, 0), nir_channel(&b, src_box, 2));
comp[1] = nir_bcsel(&b, c1cmp, nir_channel(&b, src_box, 1), nir_channel(&b, src_box, 3));
comp[2] = src0_z;
comp[3] = nir_imm_float(&b, 1.0);
nir_def *out_tex_vec = nir_vec(&b, comp, 4);
nir_store_var(&b, tex_pos_out, out_tex_vec, 0xf);
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit_copy_fragment_shader(struct radv_device *dev, enum glsl_sampler_dim tex_dim)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_blit_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
/* Swizzle the array index which comes in as Z coordinate into the right
* position.
*/
unsigned swz[] = {0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2};
nir_def *const tex_pos =
nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3));
const struct glsl_type *sampler_type =
glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_deref_instr *tex_deref = nir_build_deref_var(&b, sampler);
nir_def *color = nir_tex_deref(&b, tex_deref, tex_deref, tex_pos);
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_store_var(&b, color_out, color, 0xf);
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit_copy_fragment_shader_depth(struct radv_device *dev, enum glsl_sampler_dim tex_dim)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_blit_depth_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
/* Swizzle the array index which comes in as Z coordinate into the right
* position.
*/
unsigned swz[] = {0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2};
nir_def *const tex_pos =
nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3));
const struct glsl_type *sampler_type =
glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_deref_instr *tex_deref = nir_build_deref_var(&b, sampler);
nir_def *color = nir_tex_deref(&b, tex_deref, tex_deref, tex_pos);
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DEPTH;
nir_store_var(&b, color_out, color, 0x1);
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit_copy_fragment_shader_stencil(struct radv_device *dev, enum glsl_sampler_dim tex_dim)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_blit_stencil_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
/* Swizzle the array index which comes in as Z coordinate into the right
* position.
*/
unsigned swz[] = {0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2};
nir_def *const tex_pos =
nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3));
const struct glsl_type *sampler_type =
glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_deref_instr *tex_deref = nir_build_deref_var(&b, sampler);
nir_def *color = nir_tex_deref(&b, tex_deref, tex_deref, tex_pos);
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_STENCIL;
nir_store_var(&b, color_out, color, 0x1);
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_vertex_shader(struct radv_device *device)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_VERTEX, "meta_blit2d_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos");
tex_pos_out->data.location = VARYING_SLOT_VAR0;
tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_def *outvec = nir_gen_rect_vertices(&b, NULL, NULL);
nir_store_var(&b, pos_out, outvec, 0xf);
nir_def *src_box = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .range = 16);
nir_def *vertex_id = nir_load_vertex_id_zero_base(&b);
/* vertex 0 - src_x, src_y */
/* vertex 1 - src_x, src_y+h */
/* vertex 2 - src_x+w, src_y */
/* so channel 0 is vertex_id != 2 ? src_x : src_x + w
channel 1 is vertex id != 1 ? src_y : src_y + w */
nir_def *c0cmp = nir_ine_imm(&b, vertex_id, 2);
nir_def *c1cmp = nir_ine_imm(&b, vertex_id, 1);
nir_def *comp[2];
comp[0] = nir_bcsel(&b, c0cmp, nir_channel(&b, src_box, 0), nir_channel(&b, src_box, 2));
comp[1] = nir_bcsel(&b, c1cmp, nir_channel(&b, src_box, 1), nir_channel(&b, src_box, 3));
nir_def *out_tex_vec = nir_vec(&b, comp, 2);
nir_store_var(&b, tex_pos_out, out_tex_vec, 0x3);
return b.shader;
}
nir_def *
radv_meta_nir_build_blit2d_texel_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
enum glsl_sampler_dim dim = is_3d ? GLSL_SAMPLER_DIM_3D
: is_multisampled ? GLSL_SAMPLER_DIM_MS
: GLSL_SAMPLER_DIM_2D;
const struct glsl_type *sampler_type = glsl_sampler_type(dim, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *tex_pos_3d = NULL;
nir_def *sample_idx = NULL;
if (is_3d) {
nir_def *layer = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *chans[3];
chans[0] = nir_channel(b, tex_pos, 0);
chans[1] = nir_channel(b, tex_pos, 1);
chans[2] = layer;
tex_pos_3d = nir_vec(b, chans, 3);
}
if (is_multisampled) {
sample_idx = nir_load_sample_id(b);
}
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
if (is_multisampled) {
return nir_txf_ms_deref(b, tex_deref, tex_pos, sample_idx);
} else {
return nir_txf_deref(b, tex_deref, is_3d ? tex_pos_3d : tex_pos, NULL);
}
}
nir_def *
radv_meta_nir_build_blit2d_buffer_fetch(struct nir_builder *b, struct radv_device *device, nir_def *tex_pos, bool is_3d,
bool is_multisampled)
{
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
sampler->data.binding = 0;
nir_def *width = nir_load_push_constant(b, 1, 32, nir_imm_int(b, 0), .base = 16, .range = 4);
nir_def *pos_x = nir_channel(b, tex_pos, 0);
nir_def *pos_y = nir_channel(b, tex_pos, 1);
pos_y = nir_imul(b, pos_y, width);
pos_x = nir_iadd(b, pos_x, pos_y);
nir_deref_instr *tex_deref = nir_build_deref_var(b, sampler);
return nir_txf_deref(b, tex_deref, pos_x, NULL);
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0xf);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader_depth(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_DEPTH;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}
nir_shader *
radv_meta_nir_build_blit2d_copy_fragment_shader_stencil(struct radv_device *device,
radv_meta_nir_texel_fetch_build_func txf_func, const char *name,
bool is_3d, bool is_multisampled)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = radv_meta_init_shader(device, MESA_SHADER_FRAGMENT, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color");
color_out->data.location = FRAG_RESULT_STENCIL;
nir_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
nir_def *tex_pos = nir_trim_vector(&b, pos_int, 2);
nir_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled);
nir_store_var(&b, color_out, color, 0x1);
b.shader->info.fs.uses_sample_shading = is_multisampled;
return b.shader;
}