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It has a lot of options for efficiency. Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28917>
166 lines
6.9 KiB
C
166 lines
6.9 KiB
C
/*
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* Copyright 2024 Advanced Micro Devices, Inc.
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*
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* SPDX-License-Identifier: MIT
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*/
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#include "ac_nir_meta.h"
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#include "ac_nir_helpers.h"
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#include "nir_builder.h"
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#include "compiler/aco_interface.h"
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static nir_def *
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build_tex_load_ms(nir_builder *b, unsigned num_components, unsigned bit_size,
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nir_deref_instr *tex_deref, nir_def *coord, nir_def *sample_index)
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{
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nir_tex_src srcs[] = {
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nir_tex_src_for_ssa(nir_tex_src_coord, coord),
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nir_tex_src_for_ssa(nir_tex_src_ms_index, sample_index),
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};
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nir_def *result = nir_build_tex_deref_instr(b, nir_texop_txf_ms, tex_deref, tex_deref,
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ARRAY_SIZE(srcs), srcs);
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nir_tex_instr *tex = nir_instr_as_tex(result->parent_instr);
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assert(bit_size == 32 || bit_size == 16);
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if (bit_size == 16) {
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tex->dest_type = nir_type_float16;
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tex->def.bit_size = 16;
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}
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return nir_trim_vector(b, result, num_components);
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}
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nir_shader *
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ac_create_resolve_ps(const struct ac_ps_resolve_options *options,
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const union ac_ps_resolve_key *key)
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{
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if (options->print_key) {
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fprintf(stderr, "Internal shader: resolve_ps\n");
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fprintf(stderr, " key.use_aco = %u\n", key->use_aco);
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fprintf(stderr, " key.src_is_array = %u\n", key->src_is_array);
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fprintf(stderr, " key.log_samples = %u\n", key->log_samples);
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fprintf(stderr, " key.last_src_channel = %u\n", key->last_src_channel);
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fprintf(stderr, " key.x_clamp_to_edge = %u\n", key->x_clamp_to_edge);
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fprintf(stderr, " key.y_clamp_to_edge = %u\n", key->y_clamp_to_edge);
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fprintf(stderr, " key.d16 = %u\n", key->d16);
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fprintf(stderr, " key.a16 = %u\n", key->a16);
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fprintf(stderr, "\n");
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}
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nir_builder b =
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nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options->nir_options, "ac_resolve_ps");
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b.shader->info.use_aco_amd = options->use_aco ||
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(key->use_aco && aco_is_gpu_supported(options->info));
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BITSET_SET(b.shader->info.textures_used, 1);
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const struct glsl_type *sampler_type =
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glsl_sampler_type(GLSL_SAMPLER_DIM_MS, /*shadow*/ false, /*is_array*/ key->src_is_array,
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GLSL_TYPE_FLOAT);
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nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "samp0");
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sampler->data.binding = 0;
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nir_deref_instr *deref = nir_build_deref_var(&b, sampler);
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nir_def *zero = nir_imm_int(&b, 0);
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nir_def *baryc = nir_load_barycentric_pixel(&b, 32, .interp_mode = INTERP_MODE_SMOOTH);
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nir_def *coord = nir_load_interpolated_input(&b, 2 + key->src_is_array, 32, baryc, zero,
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.dest_type = nir_type_float32,
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.io_semantics = (nir_io_semantics){
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.location = VARYING_SLOT_VAR0,
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.num_slots = 1});
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/* Nearest filtering floors and then converts to integer, and then
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* applies clamp to edge as clamp(coord, 0, dim - 1).
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*/
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coord = nir_vector_insert_imm(&b, coord, nir_ffloor(&b, nir_channel(&b, coord, 0)), 0);
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coord = nir_vector_insert_imm(&b, coord, nir_ffloor(&b, nir_channel(&b, coord, 1)), 1);
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coord = nir_f2iN(&b, coord, key->a16 ? 16 : 32);
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/* Clamp to edge only for X and Y because Z can't be out of bounds. */
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nir_def *resinfo = NULL;
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for (unsigned chan = 0; chan < 2; chan++) {
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if (chan ? key->y_clamp_to_edge : key->x_clamp_to_edge) {
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if (!resinfo) {
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resinfo = nir_build_tex_deref_instr(&b, nir_texop_txs, deref, deref, 0, NULL);
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if (key->a16) {
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resinfo = nir_umin_imm(&b, resinfo, INT16_MAX);
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resinfo = nir_i2i16(&b, resinfo);
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}
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}
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nir_def *tmp = nir_channel(&b, coord, chan);
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tmp = nir_imax_imm(&b, tmp, 0);
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tmp = nir_imin(&b, tmp, nir_iadd_imm(&b, nir_channel(&b, resinfo, chan), -1));
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coord = nir_vector_insert_imm(&b, coord, tmp, chan);
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}
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}
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/* Use samples_identical if it's supported. */
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bool uses_samples_identical = options->info->gfx_level < GFX11 && !options->no_fmask;
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nir_def *sample0 = NULL;
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nir_if *if_identical = NULL;
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assert(key->last_src_channel <= key->last_dst_channel);
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if (uses_samples_identical) {
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nir_tex_src iden_srcs[] = {
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nir_tex_src_for_ssa(nir_tex_src_coord, coord),
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};
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nir_def *samples_identical =
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nir_build_tex_deref_instr(&b, nir_texop_samples_identical, deref, deref,
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ARRAY_SIZE(iden_srcs), iden_srcs);
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/* If all samples are identical, load only sample 0. */
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if_identical = nir_push_if(&b, samples_identical);
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{
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sample0 = build_tex_load_ms(&b, key->last_src_channel + 1, key->d16 ? 16 : 32,
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deref, coord, nir_imm_intN_t(&b, 0, coord->bit_size));
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}
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nir_push_else(&b, if_identical);
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}
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/* Insert the sample index into the coordinates. */
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unsigned num_src_coords = 2 + key->src_is_array + 1;
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unsigned num_samples = 1 << key->log_samples;
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nir_def *coord_src[16] = {0};
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for (unsigned i = 0; i < num_samples; i++) {
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coord_src[i] = nir_pad_vector(&b, coord, num_src_coords);
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coord_src[i] = nir_vector_insert_imm(&b, coord_src[i],
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nir_imm_intN_t(&b, i, coord->bit_size),
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num_src_coords - 1);
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}
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/* We need this because LLVM interleaves coordinate computations with image loads, which breaks
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* VMEM clauses.
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*/
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ac_optimization_barrier_vgpr_array(options->info, &b, coord_src, num_samples, num_src_coords);
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nir_def *samples[16] = {0};
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for (unsigned i = 0; i < num_samples; i++) {
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samples[i] = build_tex_load_ms(&b, key->last_src_channel + 1, key->d16 ? 16 : 32,
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deref, nir_trim_vector(&b, coord_src[i], num_src_coords - 1),
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nir_channel(&b, coord_src[i], num_src_coords - 1));
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}
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nir_def *result = ac_average_samples(&b, samples, num_samples);
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if (uses_samples_identical) {
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nir_pop_if(&b, if_identical);
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result = nir_if_phi(&b, sample0, result);
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}
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result = nir_pad_vector(&b, result, key->last_dst_channel + 1);
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for (unsigned i = key->last_src_channel + 1; i <= key->last_dst_channel; i++) {
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result = nir_vector_insert_imm(&b, result,
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nir_imm_floatN_t(&b, i == 3 ? 1 : 0, result->bit_size), i);
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}
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nir_store_output(&b, result, zero,
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.write_mask = BITFIELD_MASK(key->last_dst_channel + 1),
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.src_type = key->d16 ? nir_type_float16 : nir_type_float32,
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.io_semantics = (nir_io_semantics){
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.location = FRAG_RESULT_DATA0,
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.num_slots = 1});
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return b.shader;
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}
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