intel/blorp: Refactor the HiZ op interface
[mesa.git] / src / intel / blorp / blorp.c
index 8905cfa387357181ff45a600eb02cebf62a0ffb4..fe5dccdeb5904f4713bfb8364205d53f64567cfa 100644 (file)
@@ -26,8 +26,8 @@
 #include "program/prog_instruction.h"
 
 #include "blorp_priv.h"
-#include "brw_compiler.h"
-#include "brw_nir.h"
+#include "compiler/brw_compiler.h"
+#include "compiler/brw_nir.h"
 
 void
 blorp_init(struct blorp_context *blorp, void *driver_ctx,
@@ -81,11 +81,6 @@ brw_blorp_surface_info_init(struct blorp_context *blorp,
        * map it as 8-bit BGRA.
        */
       format = ISL_FORMAT_B8G8R8A8_UNORM;
-   } else if (surf->surf->usage & ISL_SURF_USAGE_STENCIL_BIT) {
-      assert(surf->surf->format == ISL_FORMAT_R8_UINT);
-      /* Prior to Broadwell, we can't render to R8_UINT */
-      if (blorp->isl_dev->info->gen < 8)
-         format = ISL_FORMAT_R8_UNORM;
    }
 
    info->surf = *surf->surf;
@@ -129,10 +124,10 @@ brw_blorp_surface_info_init(struct blorp_context *blorp,
       info->z_offset = 0;
    }
 
-   /* Sandy Bridge has a limit of a maximum of 512 layers for layered
-    * rendering.
+   /* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
+    * layered rendering.
     */
-   if (is_render_target && blorp->isl_dev->info->gen == 6)
+   if (is_render_target && blorp->isl_dev->info->gen <= 6)
       info->view.array_len = MIN2(info->view.array_len, 512);
 }
 
@@ -141,6 +136,7 @@ void
 blorp_params_init(struct blorp_params *params)
 {
    memset(params, 0, sizeof(*params));
+   params->num_samples = 1;
    params->num_draw_buffers = 1;
    params->num_layers = 1;
 }
@@ -154,137 +150,202 @@ brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
       wm_key->tex.swizzles[i] = SWIZZLE_XYZW;
 }
 
-static int
-nir_uniform_type_size(const struct glsl_type *type)
-{
-   /* Only very basic types are allowed */
-   assert(glsl_type_is_vector_or_scalar(type));
-   assert(glsl_get_bit_size(type) == 32);
-
-   return glsl_get_vector_elements(type) * 4;
-}
-
 const unsigned *
-brw_blorp_compile_nir_shader(struct blorp_context *blorp, struct nir_shader *nir,
-                             const struct brw_wm_prog_key *wm_key,
-                             bool use_repclear,
-                             struct brw_blorp_prog_data *prog_data,
-                             unsigned *program_size)
+blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
+                 struct nir_shader *nir,
+                 struct brw_wm_prog_key *wm_key,
+                 bool use_repclear,
+                 struct brw_wm_prog_data *wm_prog_data,
+                 unsigned *program_size)
 {
    const struct brw_compiler *compiler = blorp->compiler;
 
-   void *mem_ctx = ralloc_context(NULL);
-
-   /* Calling brw_preprocess_nir and friends is destructive and, if cloning is
-    * enabled, may end up completely replacing the nir_shader.  Therefore, we
-    * own it and might as well put it in our context for easy cleanup.
-    */
-   ralloc_steal(mem_ctx, nir);
    nir->options =
       compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions;
 
-   struct brw_wm_prog_data wm_prog_data;
-   memset(&wm_prog_data, 0, sizeof(wm_prog_data));
+   memset(wm_prog_data, 0, sizeof(*wm_prog_data));
 
-   wm_prog_data.base.nr_params = 0;
-   wm_prog_data.base.param = NULL;
+   assert(exec_list_is_empty(&nir->uniforms));
+   wm_prog_data->base.nr_params = 0;
+   wm_prog_data->base.param = NULL;
 
    /* BLORP always just uses the first two binding table entries */
-   wm_prog_data.binding_table.render_target_start = BLORP_RENDERBUFFER_BT_INDEX;
-   wm_prog_data.base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
+   wm_prog_data->binding_table.render_target_start = BLORP_RENDERBUFFER_BT_INDEX;
+   wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
 
    nir = brw_preprocess_nir(compiler, nir);
    nir_remove_dead_variables(nir, nir_var_shader_in);
    nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
 
-   /* Uniforms are required to be lowered before going into compile_fs.  For
-    * BLORP, we'll assume that whoever builds the shader sets the location
-    * they want so we just need to lower them and figure out how many we have
-    * in total.
-    */
-   nir->num_uniforms = 0;
-   nir_foreach_variable(var, &nir->uniforms) {
-      var->data.driver_location = var->data.location;
-      unsigned end = var->data.location + nir_uniform_type_size(var->type);
-      nir->num_uniforms = MAX2(nir->num_uniforms, end);
+   if (blorp->compiler->devinfo->gen < 6) {
+      if (nir->info.fs.uses_discard)
+         wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
+
+      wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
    }
-   nir_lower_io(nir, nir_var_uniform, nir_uniform_type_size, 0);
 
    const unsigned *program =
       brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
-                     &wm_prog_data, nir, NULL, -1, -1, false, use_repclear,
+                     wm_prog_data, nir, NULL, -1, -1, false, use_repclear,
                      NULL, program_size, NULL);
 
-   /* Copy the relavent bits of wm_prog_data over into the blorp prog data */
-   prog_data->dispatch_8 = wm_prog_data.dispatch_8;
-   prog_data->dispatch_16 = wm_prog_data.dispatch_16;
-   prog_data->first_curbe_grf_0 = wm_prog_data.base.dispatch_grf_start_reg;
-   prog_data->first_curbe_grf_2 = wm_prog_data.dispatch_grf_start_reg_2;
-   prog_data->ksp_offset_2 = wm_prog_data.prog_offset_2;
-   prog_data->persample_msaa_dispatch = wm_prog_data.persample_dispatch;
-   prog_data->flat_inputs = wm_prog_data.flat_inputs;
-   prog_data->num_varying_inputs = wm_prog_data.num_varying_inputs;
-   prog_data->inputs_read = nir->info->inputs_read;
+   return program;
+}
 
-   assert(wm_prog_data.base.nr_params == 0);
+const unsigned *
+blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
+                 struct nir_shader *nir,
+                 struct brw_vs_prog_data *vs_prog_data,
+                 unsigned *program_size)
+{
+   const struct brw_compiler *compiler = blorp->compiler;
+
+   nir->options =
+      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
+
+   nir = brw_preprocess_nir(compiler, nir);
+   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+
+   vs_prog_data->inputs_read = nir->info.inputs_read;
+
+   brw_compute_vue_map(compiler->devinfo,
+                       &vs_prog_data->base.vue_map,
+                       nir->info.outputs_written,
+                       nir->info.separate_shader);
+
+   struct brw_vs_prog_key vs_key = { 0, };
+
+   const unsigned *program =
+      brw_compile_vs(compiler, blorp->driver_ctx, mem_ctx,
+                     &vs_key, vs_prog_data, nir,
+                     NULL, false, -1, program_size, NULL);
 
    return program;
 }
 
+struct blorp_sf_key {
+   enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_GEN4_SF */
+
+   struct brw_sf_prog_key key;
+};
+
+bool
+blorp_ensure_sf_program(struct blorp_context *blorp,
+                        struct blorp_params *params)
+{
+   const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
+   assert(params->wm_prog_data);
+
+   /* Gen6+ doesn't need a strips and fans program */
+   if (blorp->compiler->devinfo->gen >= 6)
+      return true;
+
+   struct blorp_sf_key key = {
+      .shader_type = BLORP_SHADER_TYPE_GEN4_SF,
+   };
+
+   /* Everything gets compacted in vertex setup, so we just need a
+    * pass-through for the correct number of input varyings.
+    */
+   const uint64_t slots_valid = VARYING_BIT_POS |
+      ((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
+
+   key.key.attrs = slots_valid;
+   key.key.primitive = BRW_SF_PRIM_TRIANGLES;
+   key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
+
+   STATIC_ASSERT(sizeof(key.key.interp_mode) ==
+                 sizeof(wm_prog_data->interp_mode));
+   memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
+          sizeof(key.key.interp_mode));
+
+   if (blorp->lookup_shader(blorp, &key, sizeof(key),
+                            &params->sf_prog_kernel, &params->sf_prog_data))
+      return true;
+
+   void *mem_ctx = ralloc_context(NULL);
+
+   const unsigned *program;
+   unsigned program_size;
+
+   struct brw_vue_map vue_map;
+   brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false);
+
+   struct brw_sf_prog_data prog_data_tmp;
+   program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
+                            &prog_data_tmp, &vue_map, &program_size);
+
+   bool result =
+      blorp->upload_shader(blorp, &key, sizeof(key), program, program_size,
+                           (void *)&prog_data_tmp, sizeof(prog_data_tmp),
+                           &params->sf_prog_kernel, &params->sf_prog_data);
+
+   ralloc_free(mem_ctx);
+
+   return result;
+}
+
 void
-blorp_gen6_hiz_op(struct blorp_batch *batch,
-                  struct blorp_surf *surf, unsigned level, unsigned layer,
-                  enum blorp_hiz_op op)
+blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
+             uint32_t level, uint32_t start_layer, uint32_t num_layers,
+             enum blorp_hiz_op op)
 {
    struct blorp_params params;
    blorp_params_init(&params);
 
    params.hiz_op = op;
 
-   brw_blorp_surface_info_init(batch->blorp, &params.depth, surf, level, layer,
-                               surf->surf->format, true);
-
-   /* Align the rectangle primitive to 8x4 pixels.
-    *
-    * During fast depth clears, the emitted rectangle primitive  must be
-    * aligned to 8x4 pixels.  From the Ivybridge PRM, Vol 2 Part 1 Section
-    * 11.5.3.1 Depth Buffer Clear (and the matching section in the Sandybridge
-    * PRM):
-    *     If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
-    *     aligned to an 8x4 pixel block relative to the upper left corner
-    *     of the depth buffer [...]
-    *
-    * For hiz resolves, the rectangle must also be 8x4 aligned. Item
-    * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
-    * Ivybridge simulator require the alignment.
-    *
-    * To be safe, let's just align the rect for all hiz operations and all
-    * hardware generations.
-    *
-    * However, for some miptree slices of a Z24 texture, emitting an 8x4
-    * aligned rectangle that covers the slice may clobber adjacent slices if
-    * we strictly adhered to the texture alignments specified in the PRM.  The
-    * Ivybridge PRM, Section "Alignment Unit Size", states that
-    * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24 surfaces,
-    * not 8. But commit 1f112cc increased the alignment from 4 to 8, which
-    * prevents the clobbering.
-    */
-   params.x1 = minify(params.depth.surf.logical_level0_px.width,
-                      params.depth.view.base_level);
-   params.y1 = minify(params.depth.surf.logical_level0_px.height,
-                      params.depth.view.base_level);
-   params.x1 = ALIGN(params.x1, 8);
-   params.y1 = ALIGN(params.y1, 4);
-
-   if (params.depth.view.base_level == 0) {
-      /* TODO: What about MSAA? */
-      params.depth.surf.logical_level0_px.width = params.x1;
-      params.depth.surf.logical_level0_px.height = params.y1;
+   for (uint32_t a = 0; a < num_layers; a++) {
+      const uint32_t layer = start_layer + a;
+
+      brw_blorp_surface_info_init(batch->blorp, &params.depth, surf, level,
+                                  layer, surf->surf->format, true);
+
+      /* Align the rectangle primitive to 8x4 pixels.
+       *
+       * During fast depth clears, the emitted rectangle primitive  must be
+       * aligned to 8x4 pixels.  From the Ivybridge PRM, Vol 2 Part 1 Section
+       * 11.5.3.1 Depth Buffer Clear (and the matching section in the
+       * Sandybridge PRM):
+       *
+       *     If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
+       *     aligned to an 8x4 pixel block relative to the upper left corner
+       *     of the depth buffer [...]
+       *
+       * For hiz resolves, the rectangle must also be 8x4 aligned. Item
+       * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
+       * Ivybridge simulator require the alignment.
+       *
+       * To be safe, let's just align the rect for all hiz operations and all
+       * hardware generations.
+       *
+       * However, for some miptree slices of a Z24 texture, emitting an 8x4
+       * aligned rectangle that covers the slice may clobber adjacent slices
+       * if we strictly adhered to the texture alignments specified in the
+       * PRM.  The Ivybridge PRM, Section "Alignment Unit Size", states that
+       * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
+       * surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
+       * 8, which prevents the clobbering.
+       */
+      params.x1 = minify(params.depth.surf.logical_level0_px.width,
+                         params.depth.view.base_level);
+      params.y1 = minify(params.depth.surf.logical_level0_px.height,
+                         params.depth.view.base_level);
+      params.x1 = ALIGN(params.x1, 8);
+      params.y1 = ALIGN(params.y1, 4);
+
+      if (params.depth.view.base_level == 0) {
+         /* TODO: What about MSAA? */
+         params.depth.surf.logical_level0_px.width = params.x1;
+         params.depth.surf.logical_level0_px.height = params.y1;
+      }
+
+      params.dst.surf.samples = params.depth.surf.samples;
+      params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
+      params.depth_format =
+         isl_format_get_depth_format(surf->surf->format, false);
+      params.num_samples = params.depth.surf.samples;
+
+      batch->blorp->exec(batch, &params);
    }
-
-   params.dst.surf.samples = params.depth.surf.samples;
-   params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
-   params.depth_format = isl_format_get_depth_format(surf->surf->format, false);
-
-   batch->blorp->exec(batch, &params);
 }