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Instead of trusting the caller to already have created a softfp64 function shader and added all its functions to our shader, we simply take the softfp64 shader as an argument and do the function inlining ouselves. This means that there's no more nasty functions lying around that the caller needs to worry about cleaning up. Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
370 lines
13 KiB
C
370 lines
13 KiB
C
/*
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* Copyright © 2012 Intel Corporation
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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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <errno.h>
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#include "program/prog_instruction.h"
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#include "blorp_priv.h"
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#include "compiler/brw_compiler.h"
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#include "compiler/brw_nir.h"
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void
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blorp_init(struct blorp_context *blorp, void *driver_ctx,
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struct isl_device *isl_dev)
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{
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blorp->driver_ctx = driver_ctx;
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blorp->isl_dev = isl_dev;
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}
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void
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blorp_finish(struct blorp_context *blorp)
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{
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blorp->driver_ctx = NULL;
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}
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void
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blorp_batch_init(struct blorp_context *blorp,
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struct blorp_batch *batch, void *driver_batch,
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enum blorp_batch_flags flags)
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{
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batch->blorp = blorp;
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batch->driver_batch = driver_batch;
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batch->flags = flags;
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}
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void
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blorp_batch_finish(struct blorp_batch *batch)
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{
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batch->blorp = NULL;
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}
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void
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brw_blorp_surface_info_init(struct blorp_context *blorp,
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struct brw_blorp_surface_info *info,
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const struct blorp_surf *surf,
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unsigned int level, unsigned int layer,
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enum isl_format format, bool is_render_target)
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{
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assert(level < surf->surf->levels);
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assert(layer < MAX2(surf->surf->logical_level0_px.depth >> level,
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surf->surf->logical_level0_px.array_len));
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info->enabled = true;
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if (format == ISL_FORMAT_UNSUPPORTED)
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format = surf->surf->format;
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info->surf = *surf->surf;
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info->addr = surf->addr;
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info->aux_usage = surf->aux_usage;
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if (info->aux_usage != ISL_AUX_USAGE_NONE) {
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info->aux_surf = *surf->aux_surf;
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info->aux_addr = surf->aux_addr;
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assert(level < info->aux_surf.levels);
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assert(layer < MAX2(info->aux_surf.logical_level0_px.depth >> level,
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info->aux_surf.logical_level0_px.array_len));
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}
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info->clear_color = surf->clear_color;
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info->clear_color_addr = surf->clear_color_addr;
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info->view = (struct isl_view) {
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.usage = is_render_target ? ISL_SURF_USAGE_RENDER_TARGET_BIT :
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ISL_SURF_USAGE_TEXTURE_BIT,
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.format = format,
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.base_level = level,
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.levels = 1,
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.swizzle = ISL_SWIZZLE_IDENTITY,
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};
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info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
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info->surf.logical_level0_px.array_len);
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if (!is_render_target &&
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(info->surf.dim == ISL_SURF_DIM_3D ||
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info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
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/* 3-D textures don't support base_array layer and neither do 2-D
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* multisampled textures on IVB so we need to pass it through the
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* sampler in those cases. These are also two cases where we are
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* guaranteed that we won't be doing any funny surface hacks.
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*/
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info->view.base_array_layer = 0;
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info->z_offset = layer;
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} else {
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info->view.base_array_layer = layer;
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assert(info->view.array_len >= info->view.base_array_layer);
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info->view.array_len -= info->view.base_array_layer;
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info->z_offset = 0;
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}
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/* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
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* layered rendering.
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*/
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if (is_render_target && blorp->isl_dev->info->gen <= 6)
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info->view.array_len = MIN2(info->view.array_len, 512);
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if (surf->tile_x_sa || surf->tile_y_sa) {
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/* This is only allowed on simple 2D surfaces without MSAA */
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assert(info->surf.dim == ISL_SURF_DIM_2D);
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assert(info->surf.samples == 1);
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assert(info->surf.levels == 1);
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assert(info->surf.logical_level0_px.array_len == 1);
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assert(info->aux_usage == ISL_AUX_USAGE_NONE);
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info->tile_x_sa = surf->tile_x_sa;
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info->tile_y_sa = surf->tile_y_sa;
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/* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
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* place the image at the tile boundary and offset our sampling or
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* rendering. For this reason, we need to grow the image by the offset
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* to ensure that the hardware doesn't think we've gone past the edge.
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*/
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info->surf.logical_level0_px.w += surf->tile_x_sa;
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info->surf.logical_level0_px.h += surf->tile_y_sa;
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info->surf.phys_level0_sa.w += surf->tile_x_sa;
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info->surf.phys_level0_sa.h += surf->tile_y_sa;
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}
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}
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void
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blorp_params_init(struct blorp_params *params)
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{
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memset(params, 0, sizeof(*params));
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params->num_samples = 1;
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params->num_draw_buffers = 1;
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params->num_layers = 1;
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}
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void
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brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
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{
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memset(wm_key, 0, sizeof(*wm_key));
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wm_key->nr_color_regions = 1;
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for (int i = 0; i < MAX_SAMPLERS; i++)
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wm_key->tex.swizzles[i] = SWIZZLE_XYZW;
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}
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const unsigned *
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blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
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struct nir_shader *nir,
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struct brw_wm_prog_key *wm_key,
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bool use_repclear,
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struct brw_wm_prog_data *wm_prog_data)
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{
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const struct brw_compiler *compiler = blorp->compiler;
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nir->options =
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compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions;
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memset(wm_prog_data, 0, sizeof(*wm_prog_data));
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assert(exec_list_is_empty(&nir->uniforms));
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wm_prog_data->base.nr_params = 0;
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wm_prog_data->base.param = NULL;
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/* BLORP always uses the first two binding table entries:
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* - Surface 0 is the render target (which always start from 0)
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* - Surface 1 is the source texture
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*/
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wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
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nir = brw_preprocess_nir(compiler, nir, NULL);
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nir_remove_dead_variables(nir, nir_var_shader_in);
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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if (blorp->compiler->devinfo->gen < 6) {
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if (nir->info.fs.uses_discard)
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wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
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wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
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}
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const unsigned *program =
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brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
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wm_prog_data, nir, NULL, -1, -1, -1, false, use_repclear,
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NULL, NULL);
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return program;
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}
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const unsigned *
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blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
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struct nir_shader *nir,
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struct brw_vs_prog_data *vs_prog_data)
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{
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const struct brw_compiler *compiler = blorp->compiler;
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nir->options =
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compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
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nir = brw_preprocess_nir(compiler, nir, NULL);
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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vs_prog_data->inputs_read = nir->info.inputs_read;
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brw_compute_vue_map(compiler->devinfo,
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&vs_prog_data->base.vue_map,
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nir->info.outputs_written,
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nir->info.separate_shader);
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struct brw_vs_prog_key vs_key = { 0, };
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const unsigned *program =
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brw_compile_vs(compiler, blorp->driver_ctx, mem_ctx,
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&vs_key, vs_prog_data, nir, -1, NULL);
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return program;
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}
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struct blorp_sf_key {
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enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_GEN4_SF */
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struct brw_sf_prog_key key;
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};
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bool
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blorp_ensure_sf_program(struct blorp_batch *batch,
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struct blorp_params *params)
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{
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struct blorp_context *blorp = batch->blorp;
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const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
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assert(params->wm_prog_data);
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/* Gen6+ doesn't need a strips and fans program */
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if (blorp->compiler->devinfo->gen >= 6)
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return true;
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struct blorp_sf_key key = {
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.shader_type = BLORP_SHADER_TYPE_GEN4_SF,
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};
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/* Everything gets compacted in vertex setup, so we just need a
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* pass-through for the correct number of input varyings.
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*/
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const uint64_t slots_valid = VARYING_BIT_POS |
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((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
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key.key.attrs = slots_valid;
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key.key.primitive = BRW_SF_PRIM_TRIANGLES;
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key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
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STATIC_ASSERT(sizeof(key.key.interp_mode) ==
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sizeof(wm_prog_data->interp_mode));
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memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
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sizeof(key.key.interp_mode));
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if (blorp->lookup_shader(batch, &key, sizeof(key),
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¶ms->sf_prog_kernel, ¶ms->sf_prog_data))
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return true;
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void *mem_ctx = ralloc_context(NULL);
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const unsigned *program;
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unsigned program_size;
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struct brw_vue_map vue_map;
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brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false);
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struct brw_sf_prog_data prog_data_tmp;
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program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
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&prog_data_tmp, &vue_map, &program_size);
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bool result =
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blorp->upload_shader(batch, &key, sizeof(key), program, program_size,
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(void *)&prog_data_tmp, sizeof(prog_data_tmp),
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¶ms->sf_prog_kernel, ¶ms->sf_prog_data);
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ralloc_free(mem_ctx);
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return result;
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}
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void
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blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
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uint32_t level, uint32_t start_layer, uint32_t num_layers,
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enum isl_aux_op op)
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{
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struct blorp_params params;
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blorp_params_init(¶ms);
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params.hiz_op = op;
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params.full_surface_hiz_op = true;
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for (uint32_t a = 0; a < num_layers; a++) {
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const uint32_t layer = start_layer + a;
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brw_blorp_surface_info_init(batch->blorp, ¶ms.depth, surf, level,
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layer, surf->surf->format, true);
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/* Align the rectangle primitive to 8x4 pixels.
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*
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* During fast depth clears, the emitted rectangle primitive must be
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* aligned to 8x4 pixels. From the Ivybridge PRM, Vol 2 Part 1 Section
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* 11.5.3.1 Depth Buffer Clear (and the matching section in the
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* Sandybridge PRM):
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*
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* If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
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* aligned to an 8x4 pixel block relative to the upper left corner
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* of the depth buffer [...]
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*
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* For hiz resolves, the rectangle must also be 8x4 aligned. Item
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* WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
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* Ivybridge simulator require the alignment.
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*
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* To be safe, let's just align the rect for all hiz operations and all
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* hardware generations.
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*
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* However, for some miptree slices of a Z24 texture, emitting an 8x4
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* aligned rectangle that covers the slice may clobber adjacent slices
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* if we strictly adhered to the texture alignments specified in the
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* PRM. The Ivybridge PRM, Section "Alignment Unit Size", states that
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* SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
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* surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
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* 8, which prevents the clobbering.
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*/
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params.x1 = minify(params.depth.surf.logical_level0_px.width,
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params.depth.view.base_level);
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params.y1 = minify(params.depth.surf.logical_level0_px.height,
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params.depth.view.base_level);
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params.x1 = ALIGN(params.x1, 8);
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params.y1 = ALIGN(params.y1, 4);
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if (params.depth.view.base_level == 0) {
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/* TODO: What about MSAA? */
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params.depth.surf.logical_level0_px.width = params.x1;
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params.depth.surf.logical_level0_px.height = params.y1;
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}
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params.dst.surf.samples = params.depth.surf.samples;
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params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
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params.depth_format =
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isl_format_get_depth_format(surf->surf->format, false);
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params.num_samples = params.depth.surf.samples;
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batch->blorp->exec(batch, ¶ms);
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}
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}
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