anv,i965,radv,st,ir3: Call nir_lower_deref_instrs
[mesa.git] / src / intel / blorp / blorp.c
1 /*
2 * Copyright © 2012 Intel Corporation
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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include <errno.h>
25
26 #include "program/prog_instruction.h"
27
28 #include "blorp_priv.h"
29 #include "compiler/brw_compiler.h"
30 #include "compiler/brw_nir.h"
31
32 void
33 blorp_init(struct blorp_context *blorp, void *driver_ctx,
34 struct isl_device *isl_dev)
35 {
36 blorp->driver_ctx = driver_ctx;
37 blorp->isl_dev = isl_dev;
38 }
39
40 void
41 blorp_finish(struct blorp_context *blorp)
42 {
43 blorp->driver_ctx = NULL;
44 }
45
46 void
47 blorp_batch_init(struct blorp_context *blorp,
48 struct blorp_batch *batch, void *driver_batch,
49 enum blorp_batch_flags flags)
50 {
51 batch->blorp = blorp;
52 batch->driver_batch = driver_batch;
53 batch->flags = flags;
54 }
55
56 void
57 blorp_batch_finish(struct blorp_batch *batch)
58 {
59 batch->blorp = NULL;
60 }
61
62 void
63 brw_blorp_surface_info_init(struct blorp_context *blorp,
64 struct brw_blorp_surface_info *info,
65 const struct blorp_surf *surf,
66 unsigned int level, unsigned int layer,
67 enum isl_format format, bool is_render_target)
68 {
69 assert(level < surf->surf->levels);
70 assert(layer < MAX2(surf->surf->logical_level0_px.depth >> level,
71 surf->surf->logical_level0_px.array_len));
72
73 info->enabled = true;
74
75 if (format == ISL_FORMAT_UNSUPPORTED)
76 format = surf->surf->format;
77
78 if (format == ISL_FORMAT_R24_UNORM_X8_TYPELESS) {
79 /* Unfortunately, ISL_FORMAT_R24_UNORM_X8_TYPELESS it isn't supported as
80 * a render target, which would prevent us from blitting to 24-bit
81 * depth. The miptree consists of 32 bits per pixel, arranged as 24-bit
82 * depth values interleaved with 8 "don't care" bits. Since depth
83 * values don't require any blending, it doesn't matter how we interpret
84 * the bit pattern as long as we copy the right amount of data, so just
85 * map it as 8-bit BGRA.
86 */
87 format = ISL_FORMAT_B8G8R8A8_UNORM;
88 }
89
90 info->surf = *surf->surf;
91 info->addr = surf->addr;
92
93 info->aux_usage = surf->aux_usage;
94 if (info->aux_usage != ISL_AUX_USAGE_NONE) {
95 info->aux_surf = *surf->aux_surf;
96 info->aux_addr = surf->aux_addr;
97 assert(level < info->aux_surf.levels);
98 assert(layer < MAX2(info->aux_surf.logical_level0_px.depth >> level,
99 info->aux_surf.logical_level0_px.array_len));
100 }
101
102 info->clear_color = surf->clear_color;
103 info->clear_color_addr = surf->clear_color_addr;
104
105 info->view = (struct isl_view) {
106 .usage = is_render_target ? ISL_SURF_USAGE_RENDER_TARGET_BIT :
107 ISL_SURF_USAGE_TEXTURE_BIT,
108 .format = format,
109 .base_level = level,
110 .levels = 1,
111 .swizzle = ISL_SWIZZLE_IDENTITY,
112 };
113
114 info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
115 info->surf.logical_level0_px.array_len);
116
117 if (!is_render_target &&
118 (info->surf.dim == ISL_SURF_DIM_3D ||
119 info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
120 /* 3-D textures don't support base_array layer and neither do 2-D
121 * multisampled textures on IVB so we need to pass it through the
122 * sampler in those cases. These are also two cases where we are
123 * guaranteed that we won't be doing any funny surface hacks.
124 */
125 info->view.base_array_layer = 0;
126 info->z_offset = layer;
127 } else {
128 info->view.base_array_layer = layer;
129
130 assert(info->view.array_len >= info->view.base_array_layer);
131 info->view.array_len -= info->view.base_array_layer;
132 info->z_offset = 0;
133 }
134
135 /* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
136 * layered rendering.
137 */
138 if (is_render_target && blorp->isl_dev->info->gen <= 6)
139 info->view.array_len = MIN2(info->view.array_len, 512);
140
141 if (surf->tile_x_sa || surf->tile_y_sa) {
142 /* This is only allowed on simple 2D surfaces without MSAA */
143 assert(info->surf.dim == ISL_SURF_DIM_2D);
144 assert(info->surf.samples == 1);
145 assert(info->surf.levels == 1);
146 assert(info->surf.logical_level0_px.array_len == 1);
147 assert(info->aux_usage == ISL_AUX_USAGE_NONE);
148
149 info->tile_x_sa = surf->tile_x_sa;
150 info->tile_y_sa = surf->tile_y_sa;
151
152 /* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
153 * place the image at the tile boundary and offset our sampling or
154 * rendering. For this reason, we need to grow the image by the offset
155 * to ensure that the hardware doesn't think we've gone past the edge.
156 */
157 info->surf.logical_level0_px.w += surf->tile_x_sa;
158 info->surf.logical_level0_px.h += surf->tile_y_sa;
159 info->surf.phys_level0_sa.w += surf->tile_x_sa;
160 info->surf.phys_level0_sa.h += surf->tile_y_sa;
161 }
162 }
163
164
165 void
166 blorp_params_init(struct blorp_params *params)
167 {
168 memset(params, 0, sizeof(*params));
169 params->num_samples = 1;
170 params->num_draw_buffers = 1;
171 params->num_layers = 1;
172 }
173
174 void
175 brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
176 {
177 memset(wm_key, 0, sizeof(*wm_key));
178 wm_key->nr_color_regions = 1;
179 for (int i = 0; i < MAX_SAMPLERS; i++)
180 wm_key->tex.swizzles[i] = SWIZZLE_XYZW;
181 }
182
183 const unsigned *
184 blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
185 struct nir_shader *nir,
186 struct brw_wm_prog_key *wm_key,
187 bool use_repclear,
188 struct brw_wm_prog_data *wm_prog_data)
189 {
190 const struct brw_compiler *compiler = blorp->compiler;
191
192 nir->options =
193 compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions;
194
195 memset(wm_prog_data, 0, sizeof(*wm_prog_data));
196
197 assert(exec_list_is_empty(&nir->uniforms));
198 wm_prog_data->base.nr_params = 0;
199 wm_prog_data->base.param = NULL;
200
201 /* BLORP always uses the first two binding table entries:
202 * - Surface 0 is the render target (which always start from 0)
203 * - Surface 1 is the source texture
204 */
205 wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
206
207 nir_lower_deref_instrs(nir, ~0);
208 nir = brw_preprocess_nir(compiler, nir);
209 nir_remove_dead_variables(nir, nir_var_shader_in);
210 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
211
212 if (blorp->compiler->devinfo->gen < 6) {
213 if (nir->info.fs.uses_discard)
214 wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
215
216 wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
217 }
218
219 const unsigned *program =
220 brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
221 wm_prog_data, nir, NULL, -1, -1, false, use_repclear,
222 NULL, NULL);
223
224 return program;
225 }
226
227 const unsigned *
228 blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
229 struct nir_shader *nir,
230 struct brw_vs_prog_data *vs_prog_data)
231 {
232 const struct brw_compiler *compiler = blorp->compiler;
233
234 nir->options =
235 compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
236
237 nir_lower_deref_instrs(nir, ~0);
238 nir = brw_preprocess_nir(compiler, nir);
239 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
240
241 vs_prog_data->inputs_read = nir->info.inputs_read;
242
243 brw_compute_vue_map(compiler->devinfo,
244 &vs_prog_data->base.vue_map,
245 nir->info.outputs_written,
246 nir->info.separate_shader);
247
248 struct brw_vs_prog_key vs_key = { 0, };
249
250 const unsigned *program =
251 brw_compile_vs(compiler, blorp->driver_ctx, mem_ctx,
252 &vs_key, vs_prog_data, nir, -1, NULL);
253
254 return program;
255 }
256
257 struct blorp_sf_key {
258 enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_GEN4_SF */
259
260 struct brw_sf_prog_key key;
261 };
262
263 bool
264 blorp_ensure_sf_program(struct blorp_context *blorp,
265 struct blorp_params *params)
266 {
267 const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
268 assert(params->wm_prog_data);
269
270 /* Gen6+ doesn't need a strips and fans program */
271 if (blorp->compiler->devinfo->gen >= 6)
272 return true;
273
274 struct blorp_sf_key key = {
275 .shader_type = BLORP_SHADER_TYPE_GEN4_SF,
276 };
277
278 /* Everything gets compacted in vertex setup, so we just need a
279 * pass-through for the correct number of input varyings.
280 */
281 const uint64_t slots_valid = VARYING_BIT_POS |
282 ((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
283
284 key.key.attrs = slots_valid;
285 key.key.primitive = BRW_SF_PRIM_TRIANGLES;
286 key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
287
288 STATIC_ASSERT(sizeof(key.key.interp_mode) ==
289 sizeof(wm_prog_data->interp_mode));
290 memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
291 sizeof(key.key.interp_mode));
292
293 if (blorp->lookup_shader(blorp, &key, sizeof(key),
294 &params->sf_prog_kernel, &params->sf_prog_data))
295 return true;
296
297 void *mem_ctx = ralloc_context(NULL);
298
299 const unsigned *program;
300 unsigned program_size;
301
302 struct brw_vue_map vue_map;
303 brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false);
304
305 struct brw_sf_prog_data prog_data_tmp;
306 program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
307 &prog_data_tmp, &vue_map, &program_size);
308
309 bool result =
310 blorp->upload_shader(blorp, &key, sizeof(key), program, program_size,
311 (void *)&prog_data_tmp, sizeof(prog_data_tmp),
312 &params->sf_prog_kernel, &params->sf_prog_data);
313
314 ralloc_free(mem_ctx);
315
316 return result;
317 }
318
319 void
320 blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
321 uint32_t level, uint32_t start_layer, uint32_t num_layers,
322 enum isl_aux_op op)
323 {
324 struct blorp_params params;
325 blorp_params_init(&params);
326
327 params.hiz_op = op;
328 params.full_surface_hiz_op = true;
329
330 for (uint32_t a = 0; a < num_layers; a++) {
331 const uint32_t layer = start_layer + a;
332
333 brw_blorp_surface_info_init(batch->blorp, &params.depth, surf, level,
334 layer, surf->surf->format, true);
335
336 /* Align the rectangle primitive to 8x4 pixels.
337 *
338 * During fast depth clears, the emitted rectangle primitive must be
339 * aligned to 8x4 pixels. From the Ivybridge PRM, Vol 2 Part 1 Section
340 * 11.5.3.1 Depth Buffer Clear (and the matching section in the
341 * Sandybridge PRM):
342 *
343 * If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
344 * aligned to an 8x4 pixel block relative to the upper left corner
345 * of the depth buffer [...]
346 *
347 * For hiz resolves, the rectangle must also be 8x4 aligned. Item
348 * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
349 * Ivybridge simulator require the alignment.
350 *
351 * To be safe, let's just align the rect for all hiz operations and all
352 * hardware generations.
353 *
354 * However, for some miptree slices of a Z24 texture, emitting an 8x4
355 * aligned rectangle that covers the slice may clobber adjacent slices
356 * if we strictly adhered to the texture alignments specified in the
357 * PRM. The Ivybridge PRM, Section "Alignment Unit Size", states that
358 * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
359 * surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
360 * 8, which prevents the clobbering.
361 */
362 params.x1 = minify(params.depth.surf.logical_level0_px.width,
363 params.depth.view.base_level);
364 params.y1 = minify(params.depth.surf.logical_level0_px.height,
365 params.depth.view.base_level);
366 params.x1 = ALIGN(params.x1, 8);
367 params.y1 = ALIGN(params.y1, 4);
368
369 if (params.depth.view.base_level == 0) {
370 /* TODO: What about MSAA? */
371 params.depth.surf.logical_level0_px.width = params.x1;
372 params.depth.surf.logical_level0_px.height = params.y1;
373 }
374
375 params.dst.surf.samples = params.depth.surf.samples;
376 params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
377 params.depth_format =
378 isl_format_get_depth_format(surf->surf->format, false);
379 params.num_samples = params.depth.surf.samples;
380
381 batch->blorp->exec(batch, &params);
382 }
383 }