radeonsi: add VS blit shader creation

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Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2017-10-05 20:05:44 +02:00
parent f3fe6afba8
commit 6a8401a94e
7 changed files with 217 additions and 2 deletions

View file

@ -84,6 +84,16 @@ static void si_destroy_context(struct pipe_context *context)
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_eliminate_fastclear);
if (sctx->custom_blend_dcc_decompress)
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_dcc_decompress);
if (sctx->vs_blit_pos)
sctx->b.b.delete_vs_state(&sctx->b.b, sctx->vs_blit_pos);
if (sctx->vs_blit_pos_layered)
sctx->b.b.delete_vs_state(&sctx->b.b, sctx->vs_blit_pos_layered);
if (sctx->vs_blit_color)
sctx->b.b.delete_vs_state(&sctx->b.b, sctx->vs_blit_color);
if (sctx->vs_blit_color_layered)
sctx->b.b.delete_vs_state(&sctx->b.b, sctx->vs_blit_color_layered);
if (sctx->vs_blit_texcoord)
sctx->b.b.delete_vs_state(&sctx->b.b, sctx->vs_blit_texcoord);
if (sctx->blitter)
util_blitter_destroy(sctx->blitter);

View file

@ -320,6 +320,11 @@ struct si_context {
void *custom_blend_fmask_decompress;
void *custom_blend_eliminate_fastclear;
void *custom_blend_dcc_decompress;
void *vs_blit_pos;
void *vs_blit_pos_layered;
void *vs_blit_color;
void *vs_blit_color_layered;
void *vs_blit_texcoord;
struct si_screen *screen;
LLVMTargetMachineRef tm; /* only non-threaded compilation */
struct si_shader_ctx_state fixed_func_tcs_shader;

View file

@ -454,11 +454,97 @@ static LLVMValueRef extract_double_to_float(struct si_shader_context *ctx,
return LLVMBuildFPTrunc(builder, value, ctx->f32, "");
}
static LLVMValueRef unpack_sint16(struct si_shader_context *ctx,
LLVMValueRef i32, unsigned index)
{
assert(index <= 1);
if (index == 1)
return LLVMBuildAShr(ctx->ac.builder, i32,
LLVMConstInt(ctx->i32, 16, 0), "");
return LLVMBuildSExt(ctx->ac.builder,
LLVMBuildTrunc(ctx->ac.builder, i32,
ctx->ac.i16, ""),
ctx->i32, "");
}
void si_llvm_load_input_vs(
struct si_shader_context *ctx,
unsigned input_index,
LLVMValueRef out[4])
{
unsigned vs_blit_property =
ctx->shader->selector->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
if (vs_blit_property) {
LLVMValueRef vertex_id = ctx->abi.vertex_id;
LLVMValueRef sel_x1 = LLVMBuildICmp(ctx->ac.builder,
LLVMIntULE, vertex_id,
ctx->i32_1, "");
/* Use LLVMIntNE, because we have 3 vertices and only
* the middle one should use y2.
*/
LLVMValueRef sel_y1 = LLVMBuildICmp(ctx->ac.builder,
LLVMIntNE, vertex_id,
ctx->i32_1, "");
if (input_index == 0) {
/* Position: */
LLVMValueRef x1y1 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs);
LLVMValueRef x2y2 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 1);
LLVMValueRef x1 = unpack_sint16(ctx, x1y1, 0);
LLVMValueRef y1 = unpack_sint16(ctx, x1y1, 1);
LLVMValueRef x2 = unpack_sint16(ctx, x2y2, 0);
LLVMValueRef y2 = unpack_sint16(ctx, x2y2, 1);
LLVMValueRef x = LLVMBuildSelect(ctx->ac.builder, sel_x1,
x1, x2, "");
LLVMValueRef y = LLVMBuildSelect(ctx->ac.builder, sel_y1,
y1, y2, "");
out[0] = LLVMBuildSIToFP(ctx->ac.builder, x, ctx->f32, "");
out[1] = LLVMBuildSIToFP(ctx->ac.builder, y, ctx->f32, "");
out[2] = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 2);
out[3] = ctx->ac.f32_1;
return;
}
/* Color or texture coordinates: */
assert(input_index == 1);
if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_COLOR) {
for (int i = 0; i < 4; i++) {
out[i] = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 3 + i);
}
} else {
assert(vs_blit_property == SI_VS_BLIT_SGPRS_POS_TEXCOORD);
LLVMValueRef x1 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 3);
LLVMValueRef y1 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 4);
LLVMValueRef x2 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 5);
LLVMValueRef y2 = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 6);
out[0] = LLVMBuildSelect(ctx->ac.builder, sel_x1,
x1, x2, "");
out[1] = LLVMBuildSelect(ctx->ac.builder, sel_y1,
y1, y2, "");
out[2] = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 7);
out[3] = LLVMGetParam(ctx->main_fn,
ctx->param_vs_blit_inputs + 8);
}
return;
}
unsigned chan;
unsigned fix_fetch;
unsigned num_fetches;
@ -4256,6 +4342,8 @@ static void create_function(struct si_shader_context *ctx)
unsigned num_returns = 0;
unsigned num_prolog_vgprs = 0;
unsigned type = ctx->type;
unsigned vs_blit_property =
shader->selector->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
si_init_function_info(&fninfo);
@ -4272,6 +4360,32 @@ static void create_function(struct si_shader_context *ctx)
switch (type) {
case PIPE_SHADER_VERTEX:
declare_global_desc_pointers(ctx, &fninfo);
if (vs_blit_property) {
ctx->param_vs_blit_inputs = fninfo.num_params;
add_arg(&fninfo, ARG_SGPR, ctx->i32); /* i16 x1, y1 */
add_arg(&fninfo, ARG_SGPR, ctx->i32); /* i16 x2, y2 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* depth */
if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_COLOR) {
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* color0 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* color1 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* color2 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* color3 */
} else if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_TEXCOORD) {
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.x1 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.y1 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.x2 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.y2 */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.z */
add_arg(&fninfo, ARG_SGPR, ctx->f32); /* texcoord.w */
}
/* VGPRs */
declare_vs_input_vgprs(ctx, &fninfo, &num_prolog_vgprs);
break;
}
declare_per_stage_desc_pointers(ctx, &fninfo, true);
declare_vs_specific_input_sgprs(ctx, &fninfo);

View file

@ -176,6 +176,8 @@ enum {
SI_SGPR_VS_STATE_BITS,
SI_VS_NUM_USER_SGPR,
SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
/* TES */
SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
@ -263,6 +265,16 @@ enum {
TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
};
enum {
/* Use a property enum that VS wouldn't use. */
TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
/* These represent the number of SGPRs the shader uses. */
SI_VS_BLIT_SGPRS_POS = 3,
SI_VS_BLIT_SGPRS_POS_COLOR = 7,
SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
};
/* For VS shader key fix_fetch. */
enum {
SI_FIX_FETCH_NONE = 0,

View file

@ -134,6 +134,7 @@ struct si_shader_context {
* max = 32*4
*/
int param_vs_state_bits;
int param_vs_blit_inputs;
/* HW VS */
int param_streamout_config;
int param_streamout_write_index;

View file

@ -402,6 +402,8 @@ void si_destroy_shader_cache(struct si_screen *sscreen);
void si_get_active_slot_masks(const struct tgsi_shader_info *info,
uint32_t *const_and_shader_buffers,
uint64_t *samplers_and_images);
void *si_get_blit_vs(struct si_context *sctx, enum blitter_attrib_type type,
unsigned num_layers);
/* si_state_draw.c */
void si_init_ia_multi_vgt_param_table(struct si_context *sctx);

View file

@ -891,7 +891,13 @@ static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
num_user_sgprs = SI_VS_NUM_USER_SGPR;
if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS]) {
num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
} else {
num_user_sgprs = SI_VS_NUM_USER_SGPR;
}
} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
vgpr_comp_cnt = enable_prim_id ? 3 : 2;
num_user_sgprs = SI_TES_NUM_USER_SGPR;
@ -2043,7 +2049,8 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
/* The prolog is a no-op if there are no inputs. */
sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
sel->info.num_inputs;
sel->info.num_inputs &&
!sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
/* Set which opcode uses which (i,j) pair. */
if (sel->info.uses_persp_opcode_interp_centroid)
@ -3397,6 +3404,70 @@ static void si_emit_scratch_state(struct si_context *sctx,
}
}
void *si_get_blit_vs(struct si_context *sctx, enum blitter_attrib_type type,
unsigned num_layers)
{
struct pipe_context *pipe = &sctx->b.b;
unsigned vs_blit_property;
void **vs;
switch (type) {
case UTIL_BLITTER_ATTRIB_NONE:
vs = num_layers > 1 ? &sctx->vs_blit_pos_layered :
&sctx->vs_blit_pos;
vs_blit_property = SI_VS_BLIT_SGPRS_POS;
break;
case UTIL_BLITTER_ATTRIB_COLOR:
vs = num_layers > 1 ? &sctx->vs_blit_color_layered :
&sctx->vs_blit_color;
vs_blit_property = SI_VS_BLIT_SGPRS_POS_COLOR;
break;
case UTIL_BLITTER_ATTRIB_TEXCOORD_XY:
case UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW:
assert(num_layers == 1);
vs = &sctx->vs_blit_texcoord;
vs_blit_property = SI_VS_BLIT_SGPRS_POS_TEXCOORD;
break;
default:
assert(0);
return NULL;
}
if (*vs)
return *vs;
struct ureg_program *ureg = ureg_create(PIPE_SHADER_VERTEX);
if (!ureg)
return NULL;
/* Tell the shader to load VS inputs from SGPRs: */
ureg_property(ureg, TGSI_PROPERTY_VS_BLIT_SGPRS, vs_blit_property);
/* This is just a pass-through shader with 1-3 MOV instructions. */
ureg_MOV(ureg,
ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0),
ureg_DECL_vs_input(ureg, 0));
if (type != UTIL_BLITTER_ATTRIB_NONE) {
ureg_MOV(ureg,
ureg_DECL_output(ureg, TGSI_SEMANTIC_GENERIC, 0),
ureg_DECL_vs_input(ureg, 1));
}
if (num_layers > 1) {
struct ureg_src instance_id =
ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
struct ureg_dst layer =
ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
ureg_scalar(instance_id, TGSI_SWIZZLE_X));
}
ureg_END(ureg);
*vs = ureg_create_shader_and_destroy(ureg, pipe);
return *vs;
}
void si_init_shader_functions(struct si_context *sctx)
{
si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);