radv: Move resolve NIR fragment shaders to radv_meta_nir.c

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33494>
This commit is contained in:
Timur Kristóf 2025-02-11 14:03:30 +01:00 committed by Marge Bot
parent 16f6123c1e
commit b360474821
3 changed files with 110 additions and 124 deletions

View file

@ -337,6 +337,10 @@ nir_shader *radv_meta_nir_build_resolve_compute_shader(struct radv_device *dev,
nir_shader *radv_meta_nir_build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
enum radv_meta_resolve_type index,
VkResolveModeFlagBits resolve_mode);
nir_shader *radv_meta_nir_build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples);
nir_shader *radv_meta_nir_build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples,
enum radv_meta_resolve_type index,
VkResolveModeFlagBits resolve_mode);
uint32_t radv_fill_buffer(struct radv_cmd_buffer *cmd_buffer, const struct radv_image *image,
struct radeon_winsys_bo *bo, uint64_t va, uint64_t size, uint32_t value);

View file

@ -7,45 +7,11 @@
#include <assert.h>
#include <stdbool.h>
#include "nir/nir_builder.h"
#include "radv_entrypoints.h"
#include "radv_meta.h"
#include "sid.h"
#include "vk_common_entrypoints.h"
#include "vk_format.h"
static nir_shader *
build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples)
{
enum glsl_base_type img_base_type = is_integer ? GLSL_TYPE_UINT : GLSL_TYPE_FLOAT;
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false, img_base_type);
nir_builder b =
radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
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_in = nir_trim_vector(&b, nir_load_frag_coord(&b), 2);
nir_def *src_offset = nir_load_push_constant(&b, 2, 32, nir_imm_int(&b, 0), .range = 8);
nir_def *pos_int = nir_f2i32(&b, pos_in);
nir_def *img_coord = nir_trim_vector(&b, nir_iadd(&b, pos_int, src_offset), 2);
nir_variable *color = nir_local_variable_create(b.impl, glsl_vec4_type(), "color");
radv_meta_build_resolve_shader_core(dev, &b, is_integer, samples, input_img, color, img_coord);
nir_def *outval = nir_load_var(&b, color);
nir_store_var(&b, color_out, outval, 0xf);
return b.shader;
}
static VkResult
create_layout(struct radv_device *device, VkPipelineLayout *layout_out)
{
@ -72,88 +38,6 @@ create_layout(struct radv_device *device, VkPipelineLayout *layout_out)
layout_out);
}
enum { DEPTH_RESOLVE, STENCIL_RESOLVE };
static const char *
get_resolve_mode_str(VkResolveModeFlagBits resolve_mode)
{
switch (resolve_mode) {
case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT:
return "zero";
case VK_RESOLVE_MODE_AVERAGE_BIT:
return "average";
case VK_RESOLVE_MODE_MIN_BIT:
return "min";
case VK_RESOLVE_MODE_MAX_BIT:
return "max";
default:
unreachable("invalid resolve mode");
}
}
static nir_shader *
build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples, int index,
VkResolveModeFlagBits resolve_mode)
{
enum glsl_base_type img_base_type = index == DEPTH_RESOLVE ? GLSL_TYPE_FLOAT : GLSL_TYPE_UINT;
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false, img_base_type);
nir_builder b =
radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_resolve_fs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil", get_resolve_mode_str(resolve_mode), samples);
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
nir_variable *fs_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_out");
fs_out->data.location = index == DEPTH_RESOLVE ? FRAG_RESULT_DEPTH : FRAG_RESULT_STENCIL;
nir_def *pos_in = nir_trim_vector(&b, nir_load_frag_coord(&b), 2);
nir_def *pos_int = nir_f2i32(&b, pos_in);
nir_def *img_coord = nir_trim_vector(&b, pos_int, 2);
nir_deref_instr *input_img_deref = nir_build_deref_var(&b, input_img);
nir_def *outval = nir_txf_ms_deref(&b, input_img_deref, img_coord, nir_imm_int(&b, 0));
if (resolve_mode != VK_RESOLVE_MODE_SAMPLE_ZERO_BIT) {
for (int i = 1; i < samples; i++) {
nir_def *si = nir_txf_ms_deref(&b, input_img_deref, img_coord, nir_imm_int(&b, i));
switch (resolve_mode) {
case VK_RESOLVE_MODE_AVERAGE_BIT:
assert(index == DEPTH_RESOLVE);
outval = nir_fadd(&b, outval, si);
break;
case VK_RESOLVE_MODE_MIN_BIT:
if (index == DEPTH_RESOLVE)
outval = nir_fmin(&b, outval, si);
else
outval = nir_umin(&b, outval, si);
break;
case VK_RESOLVE_MODE_MAX_BIT:
if (index == DEPTH_RESOLVE)
outval = nir_fmax(&b, outval, si);
else
outval = nir_umax(&b, outval, si);
break;
default:
unreachable("invalid resolve mode");
}
}
if (resolve_mode == VK_RESOLVE_MODE_AVERAGE_BIT)
outval = nir_fdiv_imm(&b, outval, samples);
}
nir_store_var(&b, fs_out, outval, 0x1);
return b.shader;
}
struct radv_resolve_ds_fs_key {
enum radv_meta_object_key_type type;
uint32_t samples;
@ -166,7 +50,8 @@ get_depth_stencil_resolve_pipeline(struct radv_device *device, int samples, VkIm
VkResolveModeFlagBits resolve_mode, VkPipeline *pipeline_out,
VkPipelineLayout *layout_out)
{
const int index = aspects == VK_IMAGE_ASPECT_DEPTH_BIT ? DEPTH_RESOLVE : STENCIL_RESOLVE;
const enum radv_meta_resolve_type index =
aspects == VK_IMAGE_ASPECT_DEPTH_BIT ? RADV_META_DEPTH_RESOLVE : RADV_META_STENCIL_RESOLVE;
struct radv_resolve_ds_fs_key key;
VkResult result;
@ -186,10 +71,11 @@ get_depth_stencil_resolve_pipeline(struct radv_device *device, int samples, VkIm
return VK_SUCCESS;
}
nir_shader *fs_module = build_depth_stencil_resolve_fragment_shader(device, samples, index, resolve_mode);
nir_shader *fs_module =
radv_meta_nir_build_depth_stencil_resolve_fragment_shader(device, samples, index, resolve_mode);
nir_shader *vs_module = radv_meta_build_nir_vs_generate_vertices(device);
const VkStencilOp stencil_op = index == DEPTH_RESOLVE ? VK_STENCIL_OP_KEEP : VK_STENCIL_OP_REPLACE;
const VkStencilOp stencil_op = index == RADV_META_DEPTH_RESOLVE ? VK_STENCIL_OP_KEEP : VK_STENCIL_OP_REPLACE;
const VkGraphicsPipelineCreateInfo pipeline_create_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
@ -229,8 +115,8 @@ get_depth_stencil_resolve_pipeline(struct radv_device *device, int samples, VkIm
.pDepthStencilState =
&(VkPipelineDepthStencilStateCreateInfo){.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = true,
.depthWriteEnable = index == DEPTH_RESOLVE,
.stencilTestEnable = index == STENCIL_RESOLVE,
.depthWriteEnable = index == RADV_META_DEPTH_RESOLVE,
.stencilTestEnable = index == RADV_META_STENCIL_RESOLVE,
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
.front =
{
@ -295,8 +181,8 @@ get_depth_stencil_resolve_pipeline(struct radv_device *device, int samples, VkIm
};
struct vk_meta_rendering_info render = {
.depth_attachment_format = index == DEPTH_RESOLVE ? VK_FORMAT_D32_SFLOAT : VK_FORMAT_UNDEFINED,
.stencil_attachment_format = index == STENCIL_RESOLVE ? VK_FORMAT_S8_UINT : VK_FORMAT_UNDEFINED,
.depth_attachment_format = index == RADV_META_DEPTH_RESOLVE ? VK_FORMAT_D32_SFLOAT : VK_FORMAT_UNDEFINED,
.stencil_attachment_format = index == RADV_META_STENCIL_RESOLVE ? VK_FORMAT_S8_UINT : VK_FORMAT_UNDEFINED,
};
result = vk_meta_create_graphics_pipeline(&device->vk, &device->meta_state.device, &pipeline_create_info, &render,
@ -340,7 +226,7 @@ get_color_resolve_pipeline(struct radv_device *device, struct radv_image_view *s
}
nir_shader *vs_module = radv_meta_build_nir_vs_generate_vertices(device);
nir_shader *fs_module = build_resolve_fragment_shader(device, is_integer, samples);
nir_shader *fs_module = radv_meta_nir_build_resolve_fragment_shader(device, is_integer, samples);
const VkGraphicsPipelineCreateInfo pipeline_create_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,

View file

@ -1290,3 +1290,99 @@ radv_meta_nir_build_depth_stencil_resolve_compute_shader(struct radv_device *dev
nir_imm_int(&b, 0), .image_dim = GLSL_SAMPLER_DIM_2D, .image_array = true);
return b.shader;
}
nir_shader *
radv_meta_nir_build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples)
{
enum glsl_base_type img_base_type = is_integer ? GLSL_TYPE_UINT : GLSL_TYPE_FLOAT;
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false, img_base_type);
nir_builder b =
radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
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_in = nir_trim_vector(&b, nir_load_frag_coord(&b), 2);
nir_def *src_offset = nir_load_push_constant(&b, 2, 32, nir_imm_int(&b, 0), .range = 8);
nir_def *pos_int = nir_f2i32(&b, pos_in);
nir_def *img_coord = nir_trim_vector(&b, nir_iadd(&b, pos_int, src_offset), 2);
nir_variable *color = nir_local_variable_create(b.impl, glsl_vec4_type(), "color");
radv_meta_build_resolve_shader_core(dev, &b, is_integer, samples, input_img, color, img_coord);
nir_def *outval = nir_load_var(&b, color);
nir_store_var(&b, color_out, outval, 0xf);
return b.shader;
}
nir_shader *
radv_meta_nir_build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples,
enum radv_meta_resolve_type index,
VkResolveModeFlagBits resolve_mode)
{
enum glsl_base_type img_base_type = index == RADV_META_DEPTH_RESOLVE ? GLSL_TYPE_FLOAT : GLSL_TYPE_UINT;
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false, img_base_type);
nir_builder b = radv_meta_init_shader(dev, MESA_SHADER_FRAGMENT, "meta_resolve_fs_%s-%s-%d",
index == RADV_META_DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
nir_variable *fs_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_out");
fs_out->data.location = index == RADV_META_DEPTH_RESOLVE ? FRAG_RESULT_DEPTH : FRAG_RESULT_STENCIL;
nir_def *pos_in = nir_trim_vector(&b, nir_load_frag_coord(&b), 2);
nir_def *pos_int = nir_f2i32(&b, pos_in);
nir_def *img_coord = nir_trim_vector(&b, pos_int, 2);
nir_deref_instr *input_img_deref = nir_build_deref_var(&b, input_img);
nir_def *outval = nir_txf_ms_deref(&b, input_img_deref, img_coord, nir_imm_int(&b, 0));
if (resolve_mode != VK_RESOLVE_MODE_SAMPLE_ZERO_BIT) {
for (int i = 1; i < samples; i++) {
nir_def *si = nir_txf_ms_deref(&b, input_img_deref, img_coord, nir_imm_int(&b, i));
switch (resolve_mode) {
case VK_RESOLVE_MODE_AVERAGE_BIT:
assert(index == RADV_META_DEPTH_RESOLVE);
outval = nir_fadd(&b, outval, si);
break;
case VK_RESOLVE_MODE_MIN_BIT:
if (index == RADV_META_DEPTH_RESOLVE)
outval = nir_fmin(&b, outval, si);
else
outval = nir_umin(&b, outval, si);
break;
case VK_RESOLVE_MODE_MAX_BIT:
if (index == RADV_META_DEPTH_RESOLVE)
outval = nir_fmax(&b, outval, si);
else
outval = nir_umax(&b, outval, si);
break;
default:
unreachable("invalid resolve mode");
}
}
if (resolve_mode == VK_RESOLVE_MODE_AVERAGE_BIT)
outval = nir_fdiv_imm(&b, outval, samples);
}
nir_store_var(&b, fs_out, outval, 0x1);
return b.shader;
}