panfrost: move #include to fix compilation
[mesa.git] / src / gallium / drivers / panfrost / pan_blend_shaders.c
1 /*
2 * © Copyright 2018 Alyssa Rosenzweig
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 */
24
25 #include <stdio.h>
26 #include "pan_blend_shaders.h"
27 #include "midgard/midgard_compile.h"
28 #include "compiler/nir/nir_builder.h"
29 //#include "gallium/auxiliary/nir/nir_lower_blend.h"
30
31 /*
32 * Implements the command stream portion of programmatic blend shaders.
33 *
34 * On Midgard, common blending operations are accelerated by the fixed-function
35 * blending pipeline. Panfrost supports this fast path via the code in
36 * pan_blending.c. Nevertheless, uncommon blend modes (including some seemingly
37 * simple modes present in ES2) require "blend shaders", a special internal
38 * shader type used for programmable blending.
39 *
40 * Blend shaders operate during the normal blending time, but they bypass the
41 * fixed-function blending pipeline and instead go straight to the Midgard
42 * shader cores. The shaders themselves are essentially just fragment shaders,
43 * making heavy use of uint8 arithmetic to manipulate RGB values for the
44 * framebuffer.
45 *
46 * As is typical with Midgard, shader binaries must be accompanied by
47 * information about the first tag (ORed with the bottom nibble of address,
48 * like usual) and work registers. Work register count is specified in the
49 * blend descriptor, as well as in the coresponding fragment shader's work
50 * count. This suggests that blend shader invocation is tied to fragment shader
51 * execution.
52 *
53 * ---
54 *
55 * As for blend shaders, they use the standard ISA.
56 *
57 * The source pixel colour, including alpha, is preloaded into r0 as a vec4 of
58 * float32.
59 *
60 * The destination pixel colour must be loaded explicitly via load/store ops.
61 * TODO: Investigate.
62 *
63 * They use fragment shader writeout; however, instead of writing a vec4 of
64 * float32 for RGBA encoding, we writeout a vec4 of uint8, using 8-bit imov
65 * instead of 32-bit fmov. The net result is that r0 encodes a single uint32
66 * containing all four channels of the color. Accordingly, the blend shader
67 * epilogue has to scale all four channels by 255 and then type convert to a
68 * uint8.
69 *
70 * ---
71 *
72 * Blend shaders hardcode constants. Naively, this requires recompilation each
73 * time the blend color changes, which is a performance risk. Accordingly, we
74 * 'cheat' a bit: instead of loading the constant, we compile a shader with a
75 * dummy constant, exporting the offset to the immediate in the shader binary,
76 * storing this generic binary and metadata in the CSO itself at CSO create
77 * time.
78 *
79 * We then hot patch in the color into this shader at attachment / color change
80 * time, allowing for CSO create to be the only expensive operation
81 * (compilation).
82 */
83
84 static nir_ssa_def *
85 nir_blending_f(const struct pipe_rt_blend_state *blend, nir_builder *b,
86 nir_ssa_def *s_src, nir_ssa_def *s_dst, nir_ssa_def *s_con)
87 {
88 /* Stub, to be replaced by the real implementation when that is
89 * upstream (pending on a rewrite to be Gallium agnostic) */
90
91 return s_src;
92 }
93
94 void
95 panfrost_make_blend_shader(struct panfrost_context *ctx, struct panfrost_blend_state *cso, const struct pipe_blend_color *blend_color)
96 {
97 const struct pipe_rt_blend_state *blend = &cso->base.rt[0];
98 mali_ptr *out = &cso->blend_shader;
99
100 /* Build the shader */
101
102 nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_FRAGMENT, &midgard_nir_options, NULL);
103 nir_function *fn = nir_function_create(shader, "main");
104 nir_function_impl *impl = nir_function_impl_create(fn);
105
106 /* Create the blend variables */
107
108 nir_variable *c_src = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_Color");
109 nir_variable *c_dst = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_SecondaryColor");
110 nir_variable *c_out = nir_variable_create(shader, nir_var_shader_out, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_FragColor");
111 nir_variable *c_con = nir_variable_create(shader, nir_var_uniform, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "constant");
112
113 c_src->data.location = VARYING_SLOT_COL0;
114 c_dst->data.location = VARYING_SLOT_COL1;
115 c_out->data.location = FRAG_RESULT_COLOR;
116
117 /* Setup nir_builder */
118
119 nir_builder _b;
120 nir_builder *b = &_b;
121 nir_builder_init(b, impl);
122 b->cursor = nir_before_block(nir_start_block(impl));
123
124 /* Setup inputs */
125
126 nir_ssa_def *s_src = nir_load_var(b, c_src);
127 nir_ssa_def *s_dst = nir_load_var(b, c_dst);
128 nir_ssa_def *s_con = nir_load_var(b, c_con);
129
130 /* Build a trivial blend shader */
131 nir_store_var(b, c_out, nir_blending_f(blend, b, s_src, s_dst, s_con), 0xFF);
132
133 nir_print_shader(shader, stdout);
134
135 /* Compile the built shader */
136
137 midgard_program program;
138 midgard_compile_shader_nir(shader, &program, true);
139
140
141 /* Upload the shader */
142
143 int size = program.compiled.size;
144 uint8_t *dst = program.compiled.data;
145
146 /* Hot patch in constant color */
147
148 if (program.blend_patch_offset >= 0) {
149 float *hot_color = (float *) (dst + program.blend_patch_offset);
150
151 for (int c = 0; c < 4; ++c)
152 hot_color[c] = blend_color->color[c];
153 }
154
155 *out = panfrost_upload(&ctx->shaders, dst, size, true) | program.first_tag;
156
157 /* We need to switch to shader mode */
158 cso->has_blend_shader = true;
159
160 /* At least two work registers are needed due to an encoding quirk */
161 cso->blend_work_count = MAX2(program.work_register_count, 2);
162 }