mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
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Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6326>
362 lines
15 KiB
C
362 lines
15 KiB
C
/*
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* Copyright (C) 2020 Collabora, Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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*/
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#include <math.h>
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#include <stdio.h>
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#include "pan_encoder.h"
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#include "pan_pool.h"
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#include "pan_scoreboard.h"
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#include "pan_texture.h"
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#include "panfrost-quirks.h"
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#include "../midgard/midgard_compile.h"
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#include "compiler/nir/nir_builder.h"
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#include "util/u_math.h"
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/* On Midgard, the native blit infrastructure (via MFBD preloads) is broken or
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* missing in many cases. We instead use software paths as fallbacks to
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* implement blits, which are done as TILER jobs. No vertex shader is
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* necessary since we can supply screen-space coordinates directly.
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*
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* This is primarily designed as a fallback for preloads but could be extended
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* for other clears/blits if needed in the future. */
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static void
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panfrost_build_blit_shader(panfrost_program *program, unsigned gpu_id, gl_frag_result loc, nir_alu_type T, bool ms)
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{
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bool is_colour = loc >= FRAG_RESULT_DATA0;
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nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_FRAGMENT, &midgard_nir_options, NULL);
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nir_function *fn = nir_function_create(shader, "main");
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nir_function_impl *impl = nir_function_impl_create(fn);
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nir_variable *c_src = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 2), "coord");
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nir_variable *c_out = nir_variable_create(shader, nir_var_shader_out, glsl_vector_type(
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GLSL_TYPE_FLOAT, is_colour ? 4 : 1), "out");
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c_src->data.location = VARYING_SLOT_TEX0;
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c_out->data.location = loc;
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nir_builder _b;
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nir_builder *b = &_b;
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nir_builder_init(b, impl);
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b->cursor = nir_before_block(nir_start_block(impl));
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nir_ssa_def *coord = nir_load_var(b, c_src);
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nir_tex_instr *tex = nir_tex_instr_create(shader, ms ? 3 : 1);
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tex->dest_type = T;
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if (ms) {
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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(nir_f2i32(b, coord));
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tex->coord_components = 2;
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tex->src[1].src_type = nir_tex_src_ms_index;
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tex->src[1].src = nir_src_for_ssa(nir_load_sample_id(b));
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tex->src[2].src_type = nir_tex_src_lod;
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tex->src[2].src = nir_src_for_ssa(nir_imm_int(b, 0));
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tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
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tex->op = nir_texop_txf_ms;
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} else {
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tex->op = nir_texop_tex;
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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(coord);
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tex->coord_components = 2;
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tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
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}
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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nir_builder_instr_insert(b, &tex->instr);
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if (is_colour)
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nir_store_var(b, c_out, &tex->dest.ssa, 0xFF);
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else
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nir_store_var(b, c_out, nir_channel(b, &tex->dest.ssa, 0), 0xFF);
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midgard_compile_shader_nir(shader, program, false, 0, gpu_id, false, true);
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}
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/* Compile and upload all possible blit shaders ahead-of-time to reduce draw
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* time overhead. There's only ~30 of them at the moment, so this is fine */
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void
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panfrost_init_blit_shaders(struct panfrost_device *dev)
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{
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static const struct {
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gl_frag_result loc;
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unsigned types;
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} shader_descs[] = {
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{ FRAG_RESULT_DEPTH, 1 << PAN_BLIT_FLOAT },
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{ FRAG_RESULT_STENCIL, 1 << PAN_BLIT_UINT },
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{ FRAG_RESULT_DATA0, ~0 },
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{ FRAG_RESULT_DATA1, ~0 },
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{ FRAG_RESULT_DATA2, ~0 },
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{ FRAG_RESULT_DATA3, ~0 },
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{ FRAG_RESULT_DATA4, ~0 },
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{ FRAG_RESULT_DATA5, ~0 },
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{ FRAG_RESULT_DATA6, ~0 },
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{ FRAG_RESULT_DATA7, ~0 }
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};
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nir_alu_type nir_types[PAN_BLIT_NUM_TYPES] = {
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nir_type_float,
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nir_type_uint,
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nir_type_int
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};
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/* Total size = # of shaders * bytes per shader. There are
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* shaders for each RT (so up to DATA7 -- overestimate is
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* okay) and up to NUM_TYPES variants of each, * 2 for multisampling
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* variants. These shaders are simple enough that they should be less
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* than 8 quadwords each (again, overestimate is fine). */
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unsigned offset = 0;
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unsigned total_size = (FRAG_RESULT_DATA7 * PAN_BLIT_NUM_TYPES)
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* (8 * 16) * 2;
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dev->blit_shaders.bo = panfrost_bo_create(dev, total_size, PAN_BO_EXECUTE);
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/* Don't bother generating multisampling variants if we don't actually
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* support multisampling */
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bool has_ms = !(dev->quirks & MIDGARD_SFBD);
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for (unsigned ms = 0; ms <= has_ms; ++ms) {
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for (unsigned i = 0; i < ARRAY_SIZE(shader_descs); ++i) {
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unsigned loc = shader_descs[i].loc;
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for (enum pan_blit_type T = 0; T < PAN_BLIT_NUM_TYPES; ++T) {
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if (!(shader_descs[i].types & (1 << T)))
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continue;
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panfrost_program program;
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panfrost_build_blit_shader(&program, dev->gpu_id, loc,
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nir_types[T], ms);
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assert(offset + program.compiled.size < total_size);
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memcpy(dev->blit_shaders.bo->cpu + offset, program.compiled.data, program.compiled.size);
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dev->blit_shaders.loads[loc][T][ms] = (dev->blit_shaders.bo->gpu + offset) | program.first_tag;
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offset += ALIGN_POT(program.compiled.size, 64);
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util_dynarray_fini(&program.compiled);
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}
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}
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}
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}
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/* Add a shader-based load on Midgard (draw-time for GL). Shaders are
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* precached */
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void
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panfrost_load_midg(
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struct pan_pool *pool,
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struct pan_scoreboard *scoreboard,
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mali_ptr blend_shader,
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mali_ptr fbd,
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mali_ptr coordinates, unsigned vertex_count,
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struct pan_image *image,
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unsigned loc)
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{
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unsigned width = u_minify(image->width0, image->first_level);
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unsigned height = u_minify(image->height0, image->first_level);
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struct panfrost_transfer viewport = panfrost_pool_alloc(pool, MALI_VIEWPORT_LENGTH);
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struct panfrost_transfer sampler = panfrost_pool_alloc(pool, MALI_MIDGARD_SAMPLER_LENGTH);
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struct panfrost_transfer varying = panfrost_pool_alloc(pool, MALI_ATTRIBUTE_LENGTH);
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struct panfrost_transfer varying_buffer = panfrost_pool_alloc(pool, MALI_ATTRIBUTE_BUFFER_LENGTH);
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pan_pack(viewport.cpu, VIEWPORT, cfg) {
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cfg.scissor_maximum_x = width - 1; /* Inclusive */
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cfg.scissor_maximum_y = height - 1;
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}
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pan_pack(varying_buffer.cpu, ATTRIBUTE_BUFFER, cfg) {
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cfg.pointer = coordinates;
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cfg.stride = 4 * sizeof(float);
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cfg.size = cfg.stride * vertex_count;
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}
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pan_pack(varying.cpu, ATTRIBUTE, cfg) {
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cfg.buffer_index = 0;
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cfg.format = (MALI_CHANNEL_R << 0) | (MALI_CHANNEL_G << 3) | (MALI_RGBA32F << 12);
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}
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struct mali_stencil_packed stencil;
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pan_pack(&stencil, STENCIL, cfg) {
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cfg.compare_function = MALI_FUNC_ALWAYS;
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cfg.stencil_fail = MALI_STENCIL_OP_REPLACE;
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cfg.depth_fail = MALI_STENCIL_OP_REPLACE;
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cfg.depth_pass = MALI_STENCIL_OP_REPLACE;
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};
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union midgard_blend replace = {
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.equation = {
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.rgb_mode = 0x122,
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.alpha_mode = 0x122,
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.color_mask = MALI_MASK_R | MALI_MASK_G | MALI_MASK_B | MALI_MASK_A,
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}
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};
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if (blend_shader)
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replace.shader = blend_shader;
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/* Determine the sampler type needed. Stencil is always sampled as
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* UINT. Pure (U)INT is always (U)INT. Everything else is FLOAT. */
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enum pan_blit_type T =
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(loc == FRAG_RESULT_STENCIL) ? PAN_BLIT_UINT :
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(util_format_is_pure_uint(image->format)) ? PAN_BLIT_UINT :
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(util_format_is_pure_sint(image->format)) ? PAN_BLIT_INT :
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PAN_BLIT_FLOAT;
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bool ms = image->nr_samples > 1;
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struct mali_shader_meta shader_meta = {
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.shader = pool->dev->blit_shaders.loads[loc][T][ms],
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.sampler_count = 1,
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.texture_count = 1,
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.varying_count = 1,
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.midgard1 = {
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.flags_lo = 0x20,
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.work_count = 4,
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},
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.coverage_mask = ~0,
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.unknown2_3 = MALI_DEPTH_FUNC(MALI_FUNC_ALWAYS) | 0x10,
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.unknown2_4 = 0x4e0,
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.stencil_mask_front = ~0,
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.stencil_mask_back = ~0,
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.stencil_front = stencil,
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.stencil_back = stencil,
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.blend = {
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.shader = blend_shader
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}
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};
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if (ms)
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shader_meta.unknown2_3 |= MALI_HAS_MSAA | MALI_PER_SAMPLE;
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else
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shader_meta.unknown2_4 |= MALI_NO_MSAA;
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assert(shader_meta.shader);
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if (pool->dev->quirks & MIDGARD_SFBD) {
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shader_meta.unknown2_4 |= (0x10 | MALI_NO_DITHER);
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shader_meta.blend = replace;
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if (loc < FRAG_RESULT_DATA0)
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shader_meta.blend.equation.color_mask = 0x0;
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}
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if (loc == FRAG_RESULT_DEPTH) {
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shader_meta.midgard1.flags_lo |= MALI_WRITES_Z;
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shader_meta.unknown2_3 |= MALI_DEPTH_WRITEMASK;
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} else if (loc == FRAG_RESULT_STENCIL) {
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shader_meta.midgard1.flags_hi |= MALI_WRITES_S;
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shader_meta.unknown2_4 |= MALI_STENCIL_TEST;
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} else {
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shader_meta.midgard1.flags_lo |= MALI_EARLY_Z;
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}
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/* Create the texture descriptor. We partially compute the base address
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* ourselves to account for layer, such that the texture descriptor
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* itself is for a 2D texture with array size 1 even for 3D/array
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* textures, removing the need to separately key the blit shaders for
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* 2D and 3D variants */
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struct panfrost_transfer texture_t = panfrost_pool_alloc(pool, MALI_MIDGARD_TEXTURE_LENGTH + sizeof(mali_ptr) * 2 * MAX2(image->nr_samples, 1));
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panfrost_new_texture(texture_t.cpu,
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image->width0, image->height0,
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MAX2(image->nr_samples, 1), 1,
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image->format, MALI_TEXTURE_DIMENSION_2D,
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image->modifier,
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image->first_level, image->last_level,
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0, 0,
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image->nr_samples,
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0,
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(MALI_CHANNEL_R << 0) | (MALI_CHANNEL_G << 3) | (MALI_CHANNEL_B << 6) | (MALI_CHANNEL_A << 9),
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image->bo->gpu + image->first_layer *
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panfrost_get_layer_stride(image->slices,
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image->dim == MALI_TEXTURE_DIMENSION_3D,
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image->cubemap_stride, image->first_level),
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image->slices);
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pan_pack(sampler.cpu, MIDGARD_SAMPLER, cfg)
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cfg.normalized_coordinates = false;
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struct panfrost_transfer shader_meta_t = panfrost_pool_alloc(pool, sizeof(shader_meta) + 8 * sizeof(struct midgard_blend_rt));
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memcpy(shader_meta_t.cpu, &shader_meta, sizeof(shader_meta));
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for (unsigned i = 0; i < 8; ++i) {
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void *dest = shader_meta_t.cpu + sizeof(shader_meta) + sizeof(struct midgard_blend_rt) * i;
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if (loc == (FRAG_RESULT_DATA0 + i)) {
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struct midgard_blend_rt blend_rt = {
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.flags = 0x200 | MALI_BLEND_NO_DITHER,
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.blend = replace,
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};
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if (util_format_is_srgb(image->format))
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blend_rt.flags |= MALI_BLEND_SRGB;
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if (blend_shader) {
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blend_rt.flags |= MALI_BLEND_MRT_SHADER;
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blend_rt.blend.shader = blend_shader;
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}
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memcpy(dest, &blend_rt, sizeof(struct midgard_blend_rt));
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} else {
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memset(dest, 0x0, sizeof(struct midgard_blend_rt));
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}
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}
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struct midgard_payload_vertex_tiler payload = {
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.prefix = {
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.draw_mode = MALI_DRAW_MODE_TRIANGLES,
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.unknown_draw = 0x3000,
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.index_count = MALI_POSITIVE(vertex_count)
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},
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.postfix = {
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.gl_enables = 0x7,
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.position_varying = coordinates,
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.textures = panfrost_pool_upload(pool, &texture_t.gpu, sizeof(texture_t.gpu)),
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.sampler_descriptor = sampler.gpu,
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.shader = shader_meta_t.gpu,
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.varyings = varying_buffer.gpu,
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.varying_meta = varying.gpu,
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.viewport = viewport.gpu,
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.shared_memory = fbd
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}
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};
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panfrost_pack_work_groups_compute(&payload.prefix, 1, vertex_count, 1, 1, 1, 1, true);
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payload.prefix.workgroups_x_shift_3 = 6;
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panfrost_new_job(pool, scoreboard, MALI_JOB_TYPE_TILER, false, 0, &payload, sizeof(payload), true);
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}
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