/* 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; }