}
static void
-vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t *vpm_index)
+vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t vpm_index)
{
if (c->devinfo->ver >= 40) {
- vir_STVPMV(c, vir_uniform_ui(c, *vpm_index), val);
- *vpm_index = *vpm_index + 1;
+ vir_STVPMV(c, vir_uniform_ui(c, vpm_index), val);
} else {
+ /* XXX: v3d33_vir_vpm_write_setup(c); */
vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val);
}
-
- c->num_vpm_writes++;
-}
-
-static void
-emit_scaled_viewport_write(struct v3d_compile *c, struct qreg rcp_w,
- uint32_t *vpm_index)
-{
- for (int i = 0; i < 2; i++) {
- struct qreg coord = c->outputs[c->output_position_index + i];
- coord = vir_FMUL(c, coord,
- vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE + i,
- 0));
- coord = vir_FMUL(c, coord, rcp_w);
- vir_VPM_WRITE(c, vir_FTOIN(c, coord), vpm_index);
- }
-
-}
-
-static void
-emit_zs_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
-{
- struct qreg zscale = vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0);
- struct qreg zoffset = vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0);
-
- struct qreg z = c->outputs[c->output_position_index + 2];
- z = vir_FMUL(c, z, zscale);
- z = vir_FMUL(c, z, rcp_w);
- z = vir_FADD(c, z, zoffset);
- vir_VPM_WRITE(c, z, vpm_index);
-}
-
-static void
-emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
-{
- vir_VPM_WRITE(c, rcp_w, vpm_index);
-}
-
-static void
-emit_point_size_write(struct v3d_compile *c, uint32_t *vpm_index)
-{
- struct qreg point_size;
-
- if (c->output_point_size_index != -1)
- point_size = c->outputs[c->output_point_size_index];
- else
- point_size = vir_uniform_f(c, 1.0);
-
- /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
- * BCM21553).
- */
- point_size = vir_FMAX(c, point_size, vir_uniform_f(c, .125));
-
- vir_VPM_WRITE(c, point_size, vpm_index);
-}
-
-static void
-emit_vpm_write_setup(struct v3d_compile *c)
-{
- if (c->devinfo->ver >= 40)
- return;
-
- v3d33_vir_vpm_write_setup(c);
-}
-
-/**
- * Sets up c->outputs[c->output_position_index] for the vertex shader
- * epilogue, if an output vertex position wasn't specified in the user's
- * shader. This may be the case for transform feedback with rasterizer
- * discard enabled.
- */
-static void
-setup_default_position(struct v3d_compile *c)
-{
- if (c->output_position_index != -1)
- return;
-
- c->output_position_index = c->outputs_array_size;
- for (int i = 0; i < 4; i++) {
- add_output(c,
- c->output_position_index + i,
- VARYING_SLOT_POS, i);
- }
}
static void
emit_vert_end(struct v3d_compile *c)
{
- setup_default_position(c);
-
- uint32_t vpm_index = 0;
- struct qreg rcp_w = vir_RECIP(c,
- c->outputs[c->output_position_index + 3]);
-
- emit_vpm_write_setup(c);
-
- if (c->vs_key->is_coord) {
- for (int i = 0; i < 4; i++)
- vir_VPM_WRITE(c, c->outputs[c->output_position_index + i],
- &vpm_index);
- emit_scaled_viewport_write(c, rcp_w, &vpm_index);
- if (c->vs_key->per_vertex_point_size) {
- emit_point_size_write(c, &vpm_index);
- /* emit_rcp_wc_write(c, rcp_w); */
- }
- /* XXX: Z-only rendering */
- if (0)
- emit_zs_write(c, rcp_w, &vpm_index);
- } else {
- emit_scaled_viewport_write(c, rcp_w, &vpm_index);
- emit_zs_write(c, rcp_w, &vpm_index);
- emit_rcp_wc_write(c, rcp_w, &vpm_index);
- if (c->vs_key->per_vertex_point_size)
- emit_point_size_write(c, &vpm_index);
- }
-
- for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
- struct v3d_varying_slot input = c->vs_key->fs_inputs[i];
- int j;
-
- for (j = 0; j < c->num_outputs; j++) {
- struct v3d_varying_slot output = c->output_slots[j];
-
- if (!memcmp(&input, &output, sizeof(input))) {
- vir_VPM_WRITE(c, c->outputs[j],
- &vpm_index);
- break;
- }
- }
- /* Emit padding if we didn't find a declared VS output for
- * this FS input.
- */
- if (j == c->num_outputs)
- vir_VPM_WRITE(c, vir_uniform_f(c, 0.0),
- &vpm_index);
- }
-
/* GFXH-1684: VPM writes need to be complete by the end of the shader.
*/
if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
static void
ntq_setup_outputs(struct v3d_compile *c)
{
+ if (c->s->info.stage != MESA_SHADER_FRAGMENT)
+ return;
+
nir_foreach_variable(var, &c->s->outputs) {
unsigned array_len = MAX2(glsl_get_length(var->type), 1);
unsigned loc = var->data.driver_location * 4;
var->data.location_frac + i);
}
- if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
- switch (var->data.location) {
- case FRAG_RESULT_COLOR:
- c->output_color_var[0] = var;
- c->output_color_var[1] = var;
- c->output_color_var[2] = var;
- c->output_color_var[3] = var;
- break;
- case FRAG_RESULT_DATA0:
- case FRAG_RESULT_DATA1:
- case FRAG_RESULT_DATA2:
- case FRAG_RESULT_DATA3:
- c->output_color_var[var->data.location -
- FRAG_RESULT_DATA0] = var;
- break;
- case FRAG_RESULT_DEPTH:
- c->output_position_index = loc;
- break;
- case FRAG_RESULT_SAMPLE_MASK:
- c->output_sample_mask_index = loc;
- break;
- }
- } else {
- switch (var->data.location) {
- case VARYING_SLOT_POS:
- c->output_position_index = loc;
- break;
- case VARYING_SLOT_PSIZ:
- c->output_point_size_index = loc;
- break;
- }
+ switch (var->data.location) {
+ case FRAG_RESULT_COLOR:
+ c->output_color_var[0] = var;
+ c->output_color_var[1] = var;
+ c->output_color_var[2] = var;
+ c->output_color_var[3] = var;
+ break;
+ case FRAG_RESULT_DATA0:
+ case FRAG_RESULT_DATA1:
+ case FRAG_RESULT_DATA2:
+ case FRAG_RESULT_DATA3:
+ c->output_color_var[var->data.location -
+ FRAG_RESULT_DATA0] = var;
+ break;
+ case FRAG_RESULT_DEPTH:
+ c->output_position_index = loc;
+ break;
+ case FRAG_RESULT_SAMPLE_MASK:
+ c->output_sample_mask_index = loc;
+ break;
}
}
}
}
break;
+ case nir_intrinsic_load_viewport_x_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_y_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Y_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_z_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_z_offset:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0));
+ break;
+
case nir_intrinsic_load_alpha_ref_float:
ntq_store_dest(c, &instr->dest, 0,
vir_uniform(c, QUNIFORM_ALPHA_REF, 0));
break;
case nir_intrinsic_store_output:
- offset = ((nir_intrinsic_base(instr) +
- nir_src_as_uint(instr->src[1])) * 4 +
- nir_intrinsic_component(instr));
+ if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
+ offset = ((nir_intrinsic_base(instr) +
+ nir_src_as_uint(instr->src[1])) * 4 +
+ nir_intrinsic_component(instr));
+ for (int i = 0; i < instr->num_components; i++) {
+ c->outputs[offset + i] =
+ vir_MOV(c,
+ ntq_get_src(c,
+ instr->src[0], i));
+ }
+ } else {
+ assert(instr->num_components == 1);
- for (int i = 0; i < instr->num_components; i++) {
- c->outputs[offset + i] =
- vir_MOV(c, ntq_get_src(c, instr->src[0], i));
+ vir_VPM_WRITE(c,
+ ntq_get_src(c, instr->src[0], 0),
+ nir_intrinsic_base(instr));
}
- c->num_outputs = MAX2(c->num_outputs,
- offset + instr->num_components);
break;
case nir_intrinsic_image_deref_size:
int local_invocation_index_bits;
uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
- uint32_t num_vpm_writes;
+ uint32_t vpm_output_size;
/* Size in bytes of registers that have been spilled. This is how much
* space needs to be available in the spill BO per thread per QPU.
enum quniform_contents *uniform_contents;
uint32_t uniform_array_size;
uint32_t num_uniforms;
- uint32_t num_outputs;
uint32_t output_position_index;
nir_variable *output_color_var[4];
- uint32_t output_point_size_index;
uint32_t output_sample_mask_index;
struct qreg undef;
* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
* intrinsics into something amenable to the V3D architecture.
*
- * After moving more and more logic to NIR, all that's left here is fixing up
- * addressing on uniform loads. FS input and VS output scalarization is
- * handled by nir_lower_io_to_scalar().
+ * Most of the work is turning the VS's store_output intrinsics from working
+ * on a base representing the gallium-level vec4 driver_location to an offset
+ * within the VPM, and emitting the header that's read by the fixed function
+ * hardware between the VS and FS.
+ *
+ * We also adjust the offsets on uniform loads to be in bytes, since that's
+ * what we need for indirect addressing with general TMU access.
*/
+struct v3d_nir_lower_io_state {
+ int pos_vpm_offset;
+ int vp_vpm_offset;
+ int zs_vpm_offset;
+ int rcp_wc_vpm_offset;
+ int psiz_vpm_offset;
+ int varyings_vpm_offset;
+
+ BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+
+ nir_ssa_def *pos[4];
+};
+
+static void
+v3d_nir_store_output(nir_builder *b, int base, nir_ssa_def *chan)
+{
+ nir_intrinsic_instr *intr =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
+ nir_ssa_dest_init(&intr->instr, &intr->dest,
+ 1, intr->dest.ssa.bit_size, NULL);
+ intr->num_components = 1;
+
+ intr->src[0] = nir_src_for_ssa(chan);
+ intr->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
+
+ nir_intrinsic_set_base(intr, base);
+ nir_intrinsic_set_write_mask(intr, 0x1);
+ nir_intrinsic_set_component(intr, 0);
+
+ nir_builder_instr_insert(b, &intr->instr);
+}
+
/* Convert the uniform offset to bytes. If it happens to be a constant,
* constant-folding will clean up the shift for us.
*/
nir_imm_int(b, 4))));
}
+static int
+v3d_varying_slot_vpm_offset(struct v3d_compile *c, nir_variable *var, int chan)
+{
+ int component = var->data.location_frac + chan;
+
+ for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
+ struct v3d_varying_slot slot = c->vs_key->fs_inputs[i];
+
+ if (v3d_slot_get_slot(slot) == var->data.location &&
+ v3d_slot_get_component(slot) == component) {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+/* Lowers a store_output(gallium driver location) to a series of store_outputs
+ * with a driver_location equal to the offset in the VPM.
+ */
+static void
+v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
+ nir_intrinsic_instr *intr,
+ struct v3d_nir_lower_io_state *state)
+{
+ b->cursor = nir_before_instr(&intr->instr);
+
+ int start_comp = nir_intrinsic_component(intr);
+ nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0],
+ intr->num_components);
+
+ nir_variable *var = NULL;
+ nir_foreach_variable(scan_var, &c->s->outputs) {
+ if (scan_var->data.driver_location != nir_intrinsic_base(intr) ||
+ start_comp < scan_var->data.location_frac ||
+ start_comp >= scan_var->data.location_frac +
+ glsl_get_components(scan_var->type)) {
+ continue;
+ }
+ var = scan_var;
+ }
+
+ /* Save off the components of the position for the setup of VPM inputs
+ * read by fixed function HW.
+ */
+ if (var->data.location == VARYING_SLOT_POS) {
+ for (int i = 0; i < intr->num_components; i++) {
+ state->pos[start_comp + i] = nir_channel(b, src, i);
+ }
+ }
+
+ /* Just psiz to the position in the FF header right now. */
+ if (var->data.location == VARYING_SLOT_PSIZ &&
+ state->psiz_vpm_offset != -1) {
+ v3d_nir_store_output(b, state->psiz_vpm_offset, src);
+ }
+
+ /* Scalarize outputs if it hasn't happened already, since we want to
+ * schedule each VPM write individually. We can skip any outut
+ * components not read by the FS.
+ */
+ for (int i = 0; i < intr->num_components; i++) {
+ int vpm_offset =
+ v3d_varying_slot_vpm_offset(c, var,
+ i +
+ start_comp -
+ var->data.location_frac);
+
+ if (vpm_offset == -1)
+ continue;
+
+ BITSET_SET(state->varyings_stored, vpm_offset);
+
+ v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset,
+ nir_channel(b, src, i));
+ }
+
+ nir_instr_remove(&intr->instr);
+}
+
static void
v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
- struct nir_instr *instr)
+ struct nir_instr *instr,
+ struct v3d_nir_lower_io_state *state)
{
if (instr->type != nir_instr_type_intrinsic)
return;
v3d_nir_lower_uniform(c, b, intr);
break;
+ case nir_intrinsic_store_output:
+ if (c->s->info.stage == MESA_SHADER_VERTEX)
+ v3d_nir_lower_vpm_output(c, b, intr, state);
+ break;
+
default:
break;
}
}
-static bool
-v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
+/* Remap the output var's .driver_location. This is purely for
+ * nir_print_shader() so that store_output can map back to a variable name.
+ */
+static void
+v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
+ struct v3d_nir_lower_io_state *state)
+{
+ nir_foreach_variable_safe(var, &c->s->outputs) {
+ if (var->data.location == VARYING_SLOT_POS &&
+ state->pos_vpm_offset != -1) {
+ var->data.driver_location = state->pos_vpm_offset;
+ continue;
+ }
+
+ if (var->data.location == VARYING_SLOT_PSIZ &&
+ state->psiz_vpm_offset != -1) {
+ var->data.driver_location = state->psiz_vpm_offset;
+ continue;
+ }
+
+ int vpm_offset = v3d_varying_slot_vpm_offset(c, var, 0);
+ if (vpm_offset != -1) {
+ var->data.driver_location =
+ state->varyings_vpm_offset + vpm_offset;
+ } else {
+ /* If we couldn't find a mapping for the var, delete
+ * it so that its old .driver_location doesn't confuse
+ * nir_print_shader().
+ */
+ exec_node_remove(&var->node);
+ }
+ }
+}
+
+static void
+v3d_nir_setup_vpm_layout(struct v3d_compile *c,
+ struct v3d_nir_lower_io_state *state)
+{
+ uint32_t vpm_offset = 0;
+
+ if (c->vs_key->is_coord) {
+ state->pos_vpm_offset = vpm_offset;
+ vpm_offset += 4;
+ } else {
+ state->pos_vpm_offset = -1;
+ }
+
+ state->vp_vpm_offset = vpm_offset;
+ vpm_offset += 2;
+
+ if (!c->vs_key->is_coord) {
+ state->zs_vpm_offset = vpm_offset++;
+ state->rcp_wc_vpm_offset = vpm_offset++;
+ } else {
+ state->zs_vpm_offset = -1;
+ state->rcp_wc_vpm_offset = -1;
+ }
+
+ if (c->vs_key->per_vertex_point_size)
+ state->psiz_vpm_offset = vpm_offset++;
+ else
+ state->psiz_vpm_offset = -1;
+
+ state->varyings_vpm_offset = vpm_offset;
+
+ c->vpm_output_size = vpm_offset + c->vs_key->num_fs_inputs;
+}
+
+static void
+v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
+ struct v3d_nir_lower_io_state *state)
{
- nir_builder b;
- nir_builder_init(&b, impl);
+ for (int i = 0; i < 4; i++) {
+ if (!state->pos[i])
+ state->pos[i] = nir_ssa_undef(b, 1, 32);
+ }
+
+ nir_ssa_def *rcp_wc = nir_frcp(b, state->pos[3]);
+
+ if (state->pos_vpm_offset != -1) {
+ for (int i = 0; i < 4; i++) {
+ v3d_nir_store_output(b, state->pos_vpm_offset + i,
+ state->pos[i]);
+ }
+ }
- nir_foreach_block(block, impl) {
- nir_foreach_instr_safe(instr, block)
- v3d_nir_lower_io_instr(c, &b, instr);
+ for (int i = 0; i < 2; i++) {
+ nir_ssa_def *pos;
+ nir_ssa_def *scale;
+ pos = state->pos[i];
+ if (i == 0)
+ scale = nir_load_viewport_x_scale(b);
+ else
+ scale = nir_load_viewport_y_scale(b);
+ pos = nir_fmul(b, pos, scale);
+ pos = nir_fmul(b, pos, rcp_wc);
+ pos = nir_f2i32(b, nir_fround_even(b, pos));
+ v3d_nir_store_output(b, state->vp_vpm_offset + i,
+ pos);
}
- nir_metadata_preserve(impl, nir_metadata_block_index |
- nir_metadata_dominance);
+ if (state->zs_vpm_offset != -1) {
+ nir_ssa_def *z = state->pos[2];
+ z = nir_fmul(b, z, nir_load_viewport_z_scale(b));
+ z = nir_fmul(b, z, rcp_wc);
+ z = nir_fadd(b, z, nir_load_viewport_z_offset(b));
+ v3d_nir_store_output(b, state->zs_vpm_offset, z);
+ }
+
+ if (state->rcp_wc_vpm_offset != -1)
+ v3d_nir_store_output(b, state->rcp_wc_vpm_offset, rcp_wc);
- return true;
+ /* Store 0 to varyings requested by the FS but not stored in the VS.
+ * This should be undefined behavior, but glsl-routing seems to rely
+ * on it.
+ */
+ for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
+ if (!BITSET_TEST(state->varyings_stored, i)) {
+ v3d_nir_store_output(b, state->varyings_vpm_offset + i,
+ nir_imm_int(b, 0));
+ }
+ }
}
void
v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
{
+ struct v3d_nir_lower_io_state state = { 0 };
+
+ /* Set up the layout of the VPM outputs. */
+ if (s->info.stage == MESA_SHADER_VERTEX)
+ v3d_nir_setup_vpm_layout(c, &state);
+
nir_foreach_function(function, s) {
- if (function->impl)
- v3d_nir_lower_io_impl(c, function->impl);
+ if (function->impl) {
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr_safe(instr, block)
+ v3d_nir_lower_io_instr(c, &b, instr,
+ &state);
+ }
+
+ nir_block *last = nir_impl_last_block(function->impl);
+ b.cursor = nir_after_block(last);
+ if (s->info.stage == MESA_SHADER_VERTEX)
+ v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
+
+ nir_metadata_preserve(function->impl,
+ nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
}
+
+ if (s->info.stage == MESA_SHADER_VERTEX)
+ v3d_nir_lower_io_update_output_var_base(c, &state);
}
vir_set_emit_block(c, vir_new_block(c));
c->output_position_index = -1;
- c->output_point_size_index = -1;
c->output_sample_mask_index = -1;
c->def_ht = _mesa_hash_table_create(c, _mesa_hash_pointer,
* channel).
*/
prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
- prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
+ prog_data->vpm_output_size = align(c->vpm_output_size, 8) / 8;
/* Set us up for shared input/output segments. This is apparently
* necessary for our VCM setup to avoid varying corruption.
system_value("local_group_size", 3)
system_value("global_invocation_id", 3)
system_value("work_dim", 1)
+# Driver-specific viewport scale/offset parameters.
+#
+# VC4 and V3D need to emit a scaled version of the position in the vertex
+# shaders for binning, and having system values lets us move the math for that
+# into NIR.
+system_value("viewport_x_scale", 1)
+system_value("viewport_y_scale", 1)
+system_value("viewport_z_scale", 1)
+system_value("viewport_z_offset", 1)
# Blend constant color values. Float values are clamped.#
system_value("blend_const_color_r_float", 1)