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i965/blorp: Add initial support for NIR-based blit shaders
Many of the more complex cases still fall back to the old shader builder. Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
parent
b0275ad0c9
commit
4bdace0791
1 changed files with 405 additions and 24 deletions
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@ -25,6 +25,8 @@
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#include "main/teximage.h"
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#include "main/fbobject.h"
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#include "compiler/nir/nir_builder.h"
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#include "intel_fbo.h"
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#include "brw_blorp.h"
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@ -332,6 +334,230 @@ enum sampler_message_arg
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SAMPLER_MESSAGE_ARG_ZERO_INT,
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};
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struct brw_blorp_blit_vars {
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/* Uniforms values from brw_blorp_wm_push_constants */
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nir_variable *u_dst_x0;
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nir_variable *u_dst_x1;
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nir_variable *u_dst_y0;
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nir_variable *u_dst_y1;
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nir_variable *u_rect_grid_x1;
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nir_variable *u_rect_grid_y1;
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struct {
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nir_variable *multiplier;
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nir_variable *offset;
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} u_x_transform, u_y_transform;
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nir_variable *u_src_z;
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/* gl_FragCoord */
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nir_variable *frag_coord;
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/* gl_FragColor */
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nir_variable *color_out;
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};
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static void
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brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
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const struct brw_blorp_blit_prog_key *key)
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{
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#define LOAD_UNIFORM(name, type)\
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v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
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v->u_##name->data.location = \
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offsetof(struct brw_blorp_wm_push_constants, name);
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LOAD_UNIFORM(dst_x0, glsl_uint_type())
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LOAD_UNIFORM(dst_x1, glsl_uint_type())
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LOAD_UNIFORM(dst_y0, glsl_uint_type())
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LOAD_UNIFORM(dst_y1, glsl_uint_type())
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LOAD_UNIFORM(rect_grid_x1, glsl_float_type())
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LOAD_UNIFORM(rect_grid_y1, glsl_float_type())
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LOAD_UNIFORM(x_transform.multiplier, glsl_float_type())
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LOAD_UNIFORM(x_transform.offset, glsl_float_type())
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LOAD_UNIFORM(y_transform.multiplier, glsl_float_type())
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LOAD_UNIFORM(y_transform.offset, glsl_float_type())
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LOAD_UNIFORM(src_z, glsl_uint_type())
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#undef DECL_UNIFORM
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v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in,
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glsl_vec4_type(), "gl_FragCoord");
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v->frag_coord->data.location = VARYING_SLOT_POS;
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v->frag_coord->data.origin_upper_left = true;
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v->color_out = nir_variable_create(b->shader, nir_var_shader_out,
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glsl_vec4_type(), "gl_FragColor");
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v->color_out->data.location = FRAG_RESULT_COLOR;
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}
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nir_ssa_def *
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blorp_blit_get_frag_coords(nir_builder *b,
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const struct brw_blorp_blit_prog_key *key,
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struct brw_blorp_blit_vars *v)
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{
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nir_ssa_def *coord = nir_f2i(b, nir_load_var(b, v->frag_coord));
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if (key->persample_msaa_dispatch) {
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return nir_vec3(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1),
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nir_load_system_value(b, nir_intrinsic_load_sample_id, 0));
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} else {
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return nir_vec2(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1));
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}
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}
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/**
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* Emit code to translate from destination (X, Y) coordinates to source (X, Y)
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* coordinates.
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*/
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nir_ssa_def *
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blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos,
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struct brw_blorp_blit_vars *v)
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{
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nir_ssa_def *offset = nir_vec2(b, nir_load_var(b, v->u_x_transform.offset),
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nir_load_var(b, v->u_y_transform.offset));
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nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier),
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nir_load_var(b, v->u_y_transform.multiplier));
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nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset);
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if (src_pos->num_components == 3) {
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/* Leave the sample id alone */
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pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
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nir_channel(b, src_pos, 2));
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}
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return pos;
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}
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static nir_tex_instr *
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blorp_create_nir_tex_instr(nir_shader *shader, nir_texop op,
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nir_ssa_def *pos, unsigned num_srcs,
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enum brw_reg_type dst_type)
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{
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nir_tex_instr *tex = nir_tex_instr_create(shader, num_srcs);
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tex->op = op;
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switch (dst_type) {
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case BRW_REGISTER_TYPE_F:
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tex->dest_type = nir_type_float;
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break;
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case BRW_REGISTER_TYPE_D:
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tex->dest_type = nir_type_int;
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break;
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case BRW_REGISTER_TYPE_UD:
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tex->dest_type = nir_type_uint;
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break;
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default:
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unreachable("Invalid texture return type");
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}
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tex->is_array = false;
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tex->is_shadow = false;
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/* Blorp only has one texture and it's bound at unit 0 */
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tex->texture = NULL;
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tex->sampler = NULL;
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tex->texture_index = 0;
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tex->sampler_index = 0;
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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return tex;
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}
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static nir_ssa_def *
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blorp_nir_tex(nir_builder *b, nir_ssa_def *pos, enum brw_reg_type dst_type)
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{
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nir_tex_instr *tex =
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blorp_create_nir_tex_instr(b->shader, nir_texop_tex, pos, 2, dst_type);
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assert(pos->num_components == 2);
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tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
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tex->coord_components = 2;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(pos);
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
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nir_builder_instr_insert(b, &tex->instr);
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return &tex->dest.ssa;
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}
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static nir_ssa_def *
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blorp_nir_txf(nir_builder *b, struct brw_blorp_blit_vars *v,
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nir_ssa_def *pos, enum brw_reg_type dst_type)
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{
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nir_tex_instr *tex =
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blorp_create_nir_tex_instr(b->shader, nir_texop_txf, pos, 2, dst_type);
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/* In order to properly handle 3-D textures, we pull the Z component from
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* a uniform. TODO: This is a bit magic; we should probably make this
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* more explicit in the future.
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*/
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assert(pos->num_components == 2);
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pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
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nir_load_var(b, v->u_src_z));
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tex->sampler_dim = GLSL_SAMPLER_DIM_3D;
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tex->coord_components = 3;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(pos);
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tex->src[1].src_type = nir_tex_src_lod;
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
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nir_builder_instr_insert(b, &tex->instr);
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return &tex->dest.ssa;
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}
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static nir_ssa_def *
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blorp_nir_txf_ms(nir_builder *b, nir_ssa_def *pos, nir_ssa_def *mcs,
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enum brw_reg_type dst_type)
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{
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nir_tex_instr *tex =
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blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms, pos,
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mcs != NULL ? 3 : 2, dst_type);
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tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
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tex->coord_components = 2;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(pos);
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tex->src[1].src_type = nir_tex_src_ms_index;
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if (pos->num_components == 2) {
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tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
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} else {
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assert(pos->num_components == 3);
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tex->src[1].src = nir_src_for_ssa(nir_channel(b, pos, 2));
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}
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if (mcs) {
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tex->src[2].src_type = nir_tex_src_ms_mcs;
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tex->src[2].src = nir_src_for_ssa(mcs);
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}
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nir_builder_instr_insert(b, &tex->instr);
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return &tex->dest.ssa;
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}
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static nir_ssa_def *
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blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *pos)
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{
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nir_tex_instr *tex =
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blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms_mcs,
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pos, 1, BRW_REGISTER_TYPE_D);
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tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
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tex->coord_components = 2;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(pos);
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nir_builder_instr_insert(b, &tex->instr);
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return &tex->dest.ssa;
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}
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/**
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* Generator for WM programs used in BLORP blits.
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*
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@ -471,6 +697,161 @@ enum sampler_message_arg
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* (In these formulas, pitch is the number of bytes occupied by a single row
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* of samples).
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*/
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static nir_shader *
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brw_blorp_build_nir_shader(struct brw_context *brw,
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const brw_blorp_blit_prog_key *key,
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struct brw_blorp_prog_data *prog_data)
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{
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nir_ssa_def *src_pos, *dst_pos, *color;
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/* Sanity checks */
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if (key->dst_tiled_w && key->rt_samples > 0) {
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/* If the destination image is W tiled and multisampled, then the thread
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* must be dispatched once per sample, not once per pixel. This is
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* necessary because after conversion between W and Y tiling, there's no
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* guarantee that all samples corresponding to a single pixel will still
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* be together.
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*/
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assert(key->persample_msaa_dispatch);
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}
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if (key->blend) {
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/* We are blending, which means we won't have an opportunity to
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* translate the tiling and sample count for the texture surface. So
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* the surface state for the texture must be configured with the correct
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* tiling and sample count.
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*/
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assert(!key->src_tiled_w);
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assert(key->tex_samples == key->src_samples);
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assert(key->tex_layout == key->src_layout);
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assert(key->tex_samples > 0);
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}
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if (key->persample_msaa_dispatch) {
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/* It only makes sense to do persample dispatch if the render target is
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* configured as multisampled.
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*/
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assert(key->rt_samples > 0);
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}
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/* Make sure layout is consistent with sample count */
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assert((key->tex_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->tex_samples == 0));
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assert((key->rt_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->rt_samples == 0));
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assert((key->src_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->src_samples == 0));
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assert((key->dst_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->dst_samples == 0));
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/* Set up prog_data */
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brw_blorp_prog_data_init(prog_data);
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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struct brw_blorp_blit_vars v;
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brw_blorp_blit_vars_init(&b, &v, key);
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dst_pos = blorp_blit_get_frag_coords(&b, key, &v);
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/* Render target and texture hardware don't support W tiling until Gen8. */
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const bool rt_tiled_w = false;
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const bool tex_tiled_w = brw->gen >= 8 && key->src_tiled_w;
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/* The address that data will be written to is determined by the
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* coordinates supplied to the WM thread and the tiling and sample count of
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* the render target, according to the formula:
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*
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* (X, Y, S) = decode_msaa(rt_samples, detile(rt_tiling, offset))
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*
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* If the actual tiling and sample count of the destination surface are not
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* the same as the configuration of the render target, then these
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* coordinates are wrong and we have to adjust them to compensate for the
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* difference.
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*/
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if (rt_tiled_w != key->dst_tiled_w ||
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key->rt_samples != key->dst_samples ||
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key->rt_layout != key->dst_layout) {
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goto fail;
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}
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/* Now (X, Y, S) = decode_msaa(dst_samples, detile(dst_tiling, offset)).
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*
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* That is: X, Y and S now contain the true coordinates and sample index of
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* the data that the WM thread should output.
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*
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* If we need to kill pixels that are outside the destination rectangle,
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* now is the time to do it.
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*/
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if (key->use_kill)
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goto fail;
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src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
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if (key->blit_scaled && key->blend) {
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goto fail;
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} else if (!key->bilinear_filter) {
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/* We're going to use a texelFetch, so we need integers */
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src_pos = nir_f2i(&b, src_pos);
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}
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/* X, Y, and S are now the coordinates of the pixel in the source image
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* that we want to texture from. Exception: if we are blending, then S is
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* irrelevant, because we are going to fetch all samples.
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*/
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if (key->blend && !key->blit_scaled) {
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goto fail;
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} else if (key->blend && key->blit_scaled) {
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goto fail;
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} else {
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/* We aren't blending, which means we just want to fetch a single sample
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* from the source surface. The address that we want to fetch from is
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* related to the X, Y and S values according to the formula:
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*
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* (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)).
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*
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* If the actual tiling and sample count of the source surface are not
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* the same as the configuration of the texture, then we need to adjust
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* the coordinates to compensate for the difference.
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*/
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if ((tex_tiled_w != key->src_tiled_w ||
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key->tex_samples != key->src_samples ||
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key->tex_layout != key->src_layout) &&
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!key->bilinear_filter) {
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goto fail;
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}
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if (key->bilinear_filter) {
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color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
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} else {
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/* Now (X, Y, S) = decode_msaa(tex_samples, detile(tex_tiling, offset)).
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*
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* In other words: X, Y, and S now contain values which, when passed to
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* the texturing unit, will cause data to be read from the correct
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* memory location. So we can fetch the texel now.
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*/
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if (key->src_samples == 0) {
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color = blorp_nir_txf(&b, &v, src_pos, key->texture_data_type);
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} else {
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nir_ssa_def *mcs = NULL;
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if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
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mcs = blorp_nir_txf_ms_mcs(&b, src_pos);
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color = blorp_nir_txf_ms(&b, src_pos, mcs, key->texture_data_type);
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}
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}
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}
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nir_store_var(&b, v.color_out, color, 0xf);
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return b.shader;
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fail:
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ralloc_free(b.shader);
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return NULL;
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}
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class brw_blorp_blit_program : public brw_blorp_eu_emitter
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{
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public:
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@ -1307,25 +1688,6 @@ brw_blorp_blit_program::clamp_tex_coords(struct brw_reg regX,
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emit_min(regY, regY, clampY1);
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}
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/**
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* Emit code to transform the X and Y coordinates as needed for blending
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* together the different samples in an MSAA texture.
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*/
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void
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brw_blorp_blit_program::single_to_blend()
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{
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/* When looking up samples in an MSAA texture using the SAMPLE message,
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||||
* Gen6 requires the texture coordinates to be odd integers (so that they
|
||||
* correspond to the center of a 2x2 block representing the four samples
|
||||
* that maxe up a pixel). So we need to multiply our X and Y coordinates
|
||||
* each by 2 and then add 1.
|
||||
*/
|
||||
emit_shl(t1, X, brw_imm_w(1));
|
||||
emit_shl(t2, Y, brw_imm_w(1));
|
||||
emit_add(Xp, t1, brw_imm_w(1));
|
||||
emit_add(Yp, t2, brw_imm_w(1));
|
||||
SWAP_XY_AND_XPYP();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
|
|
@ -1747,14 +2109,33 @@ brw_blorp_get_blit_kernel(struct brw_context *brw,
|
|||
¶ms->wm_prog_kernel, ¶ms->wm_prog_data))
|
||||
return;
|
||||
|
||||
brw_blorp_blit_program prog(brw, prog_key);
|
||||
GLuint program_size;
|
||||
const GLuint *program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP,
|
||||
&program_size);
|
||||
const unsigned *program;
|
||||
unsigned program_size;
|
||||
struct brw_blorp_prog_data prog_data;
|
||||
|
||||
/* Try and compile with NIR first. If that fails, fall back to the old
|
||||
* method of building shaders manually.
|
||||
*/
|
||||
nir_shader *nir = brw_blorp_build_nir_shader(brw, prog_key, &prog_data);
|
||||
if (nir) {
|
||||
struct brw_wm_prog_key wm_key;
|
||||
brw_blorp_init_wm_prog_key(&wm_key);
|
||||
wm_key.tex.compressed_multisample_layout_mask =
|
||||
prog_key->tex_layout == INTEL_MSAA_LAYOUT_CMS;
|
||||
wm_key.multisample_fbo = prog_key->rt_samples > 1;
|
||||
|
||||
program = brw_blorp_compile_nir_shader(brw, nir, &wm_key, false,
|
||||
&prog_data, &program_size);
|
||||
} else {
|
||||
brw_blorp_blit_program prog(brw, prog_key);
|
||||
program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP, &program_size);
|
||||
prog_data = prog.prog_data;
|
||||
}
|
||||
|
||||
brw_upload_cache(&brw->cache, BRW_CACHE_BLORP_PROG,
|
||||
prog_key, sizeof(*prog_key),
|
||||
program, program_size,
|
||||
&prog.prog_data, sizeof(prog.prog_data),
|
||||
&prog_data, sizeof(prog_data),
|
||||
¶ms->wm_prog_kernel, ¶ms->wm_prog_data);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue