#include "main/teximage.h"
#include "main/fbobject.h"
+#include "compiler/nir/nir_builder.h"
+
#include "intel_fbo.h"
#include "brw_blorp.h"
SAMPLER_MESSAGE_ARG_ZERO_INT,
};
+struct brw_blorp_blit_vars {
+ /* Uniforms values from brw_blorp_wm_push_constants */
+ nir_variable *u_dst_x0;
+ nir_variable *u_dst_x1;
+ nir_variable *u_dst_y0;
+ nir_variable *u_dst_y1;
+ nir_variable *u_rect_grid_x1;
+ nir_variable *u_rect_grid_y1;
+ struct {
+ nir_variable *multiplier;
+ nir_variable *offset;
+ } u_x_transform, u_y_transform;
+ nir_variable *u_src_z;
+
+ /* gl_FragCoord */
+ nir_variable *frag_coord;
+
+ /* gl_FragColor */
+ nir_variable *color_out;
+};
+
+static void
+brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
+ const struct brw_blorp_blit_prog_key *key)
+{
+#define LOAD_UNIFORM(name, type)\
+ v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
+ v->u_##name->data.location = \
+ offsetof(struct brw_blorp_wm_push_constants, name);
+
+ LOAD_UNIFORM(dst_x0, glsl_uint_type())
+ LOAD_UNIFORM(dst_x1, glsl_uint_type())
+ LOAD_UNIFORM(dst_y0, glsl_uint_type())
+ LOAD_UNIFORM(dst_y1, glsl_uint_type())
+ LOAD_UNIFORM(rect_grid_x1, glsl_float_type())
+ LOAD_UNIFORM(rect_grid_y1, glsl_float_type())
+ LOAD_UNIFORM(x_transform.multiplier, glsl_float_type())
+ LOAD_UNIFORM(x_transform.offset, glsl_float_type())
+ LOAD_UNIFORM(y_transform.multiplier, glsl_float_type())
+ LOAD_UNIFORM(y_transform.offset, glsl_float_type())
+ LOAD_UNIFORM(src_z, glsl_uint_type())
+
+#undef DECL_UNIFORM
+
+ v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in,
+ glsl_vec4_type(), "gl_FragCoord");
+ v->frag_coord->data.location = VARYING_SLOT_POS;
+ v->frag_coord->data.origin_upper_left = true;
+
+ v->color_out = nir_variable_create(b->shader, nir_var_shader_out,
+ glsl_vec4_type(), "gl_FragColor");
+ v->color_out->data.location = FRAG_RESULT_COLOR;
+}
+
+nir_ssa_def *
+blorp_blit_get_frag_coords(nir_builder *b,
+ const struct brw_blorp_blit_prog_key *key,
+ struct brw_blorp_blit_vars *v)
+{
+ nir_ssa_def *coord = nir_f2i(b, nir_load_var(b, v->frag_coord));
+
+ if (key->persample_msaa_dispatch) {
+ return nir_vec3(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1),
+ nir_load_system_value(b, nir_intrinsic_load_sample_id, 0));
+ } else {
+ return nir_vec2(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1));
+ }
+}
+
+/**
+ * Emit code to translate from destination (X, Y) coordinates to source (X, Y)
+ * coordinates.
+ */
+nir_ssa_def *
+blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos,
+ struct brw_blorp_blit_vars *v)
+{
+ nir_ssa_def *offset = nir_vec2(b, nir_load_var(b, v->u_x_transform.offset),
+ nir_load_var(b, v->u_y_transform.offset));
+ nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, v->u_x_transform.multiplier),
+ nir_load_var(b, v->u_y_transform.multiplier));
+
+ nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset);
+
+ if (src_pos->num_components == 3) {
+ /* Leave the sample id alone */
+ pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
+ nir_channel(b, src_pos, 2));
+ }
+
+ return pos;
+}
+
+static nir_tex_instr *
+blorp_create_nir_tex_instr(nir_shader *shader, nir_texop op,
+ nir_ssa_def *pos, unsigned num_srcs,
+ enum brw_reg_type dst_type)
+{
+ nir_tex_instr *tex = nir_tex_instr_create(shader, num_srcs);
+
+ tex->op = op;
+
+ switch (dst_type) {
+ case BRW_REGISTER_TYPE_F:
+ tex->dest_type = nir_type_float;
+ break;
+ case BRW_REGISTER_TYPE_D:
+ tex->dest_type = nir_type_int;
+ break;
+ case BRW_REGISTER_TYPE_UD:
+ tex->dest_type = nir_type_uint;
+ break;
+ default:
+ unreachable("Invalid texture return type");
+ }
+
+ tex->is_array = false;
+ tex->is_shadow = false;
+
+ /* Blorp only has one texture and it's bound at unit 0 */
+ tex->texture = NULL;
+ tex->sampler = NULL;
+ tex->texture_index = 0;
+ tex->sampler_index = 0;
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+
+ return tex;
+}
+
+static nir_ssa_def *
+blorp_nir_tex(nir_builder *b, nir_ssa_def *pos, enum brw_reg_type dst_type)
+{
+ nir_tex_instr *tex =
+ blorp_create_nir_tex_instr(b->shader, nir_texop_tex, pos, 2, dst_type);
+
+ assert(pos->num_components == 2);
+ tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
+ tex->coord_components = 2;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(pos);
+ tex->src[1].src_type = nir_tex_src_lod;
+ tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
+
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
+static nir_ssa_def *
+blorp_nir_txf(nir_builder *b, struct brw_blorp_blit_vars *v,
+ nir_ssa_def *pos, enum brw_reg_type dst_type)
+{
+ nir_tex_instr *tex =
+ blorp_create_nir_tex_instr(b->shader, nir_texop_txf, pos, 2, dst_type);
+
+ /* In order to properly handle 3-D textures, we pull the Z component from
+ * a uniform. TODO: This is a bit magic; we should probably make this
+ * more explicit in the future.
+ */
+ assert(pos->num_components == 2);
+ pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1),
+ nir_load_var(b, v->u_src_z));
+
+ tex->sampler_dim = GLSL_SAMPLER_DIM_3D;
+ tex->coord_components = 3;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(pos);
+ tex->src[1].src_type = nir_tex_src_lod;
+ tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
+
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
+static nir_ssa_def *
+blorp_nir_txf_ms(nir_builder *b, nir_ssa_def *pos, nir_ssa_def *mcs,
+ enum brw_reg_type dst_type)
+{
+ nir_tex_instr *tex =
+ blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms, pos,
+ mcs != NULL ? 3 : 2, dst_type);
+
+ tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
+ tex->coord_components = 2;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(pos);
+
+ tex->src[1].src_type = nir_tex_src_ms_index;
+ if (pos->num_components == 2) {
+ tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0));
+ } else {
+ assert(pos->num_components == 3);
+ tex->src[1].src = nir_src_for_ssa(nir_channel(b, pos, 2));
+ }
+
+ if (mcs) {
+ tex->src[2].src_type = nir_tex_src_ms_mcs;
+ tex->src[2].src = nir_src_for_ssa(mcs);
+ }
+
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
+static nir_ssa_def *
+blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *pos)
+{
+ nir_tex_instr *tex =
+ blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms_mcs,
+ pos, 1, BRW_REGISTER_TYPE_D);
+
+ tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
+ tex->coord_components = 2;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(pos);
+
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
/**
* Generator for WM programs used in BLORP blits.
*
* (In these formulas, pitch is the number of bytes occupied by a single row
* of samples).
*/
+static nir_shader *
+brw_blorp_build_nir_shader(struct brw_context *brw,
+ const brw_blorp_blit_prog_key *key,
+ struct brw_blorp_prog_data *prog_data)
+{
+ nir_ssa_def *src_pos, *dst_pos, *color;
+
+ /* Sanity checks */
+ if (key->dst_tiled_w && key->rt_samples > 0) {
+ /* If the destination image is W tiled and multisampled, then the thread
+ * must be dispatched once per sample, not once per pixel. This is
+ * necessary because after conversion between W and Y tiling, there's no
+ * guarantee that all samples corresponding to a single pixel will still
+ * be together.
+ */
+ assert(key->persample_msaa_dispatch);
+ }
+
+ if (key->blend) {
+ /* We are blending, which means we won't have an opportunity to
+ * translate the tiling and sample count for the texture surface. So
+ * the surface state for the texture must be configured with the correct
+ * tiling and sample count.
+ */
+ assert(!key->src_tiled_w);
+ assert(key->tex_samples == key->src_samples);
+ assert(key->tex_layout == key->src_layout);
+ assert(key->tex_samples > 0);
+ }
+
+ if (key->persample_msaa_dispatch) {
+ /* It only makes sense to do persample dispatch if the render target is
+ * configured as multisampled.
+ */
+ assert(key->rt_samples > 0);
+ }
+
+ /* Make sure layout is consistent with sample count */
+ assert((key->tex_layout == INTEL_MSAA_LAYOUT_NONE) ==
+ (key->tex_samples == 0));
+ assert((key->rt_layout == INTEL_MSAA_LAYOUT_NONE) ==
+ (key->rt_samples == 0));
+ assert((key->src_layout == INTEL_MSAA_LAYOUT_NONE) ==
+ (key->src_samples == 0));
+ assert((key->dst_layout == INTEL_MSAA_LAYOUT_NONE) ==
+ (key->dst_samples == 0));
+
+ /* Set up prog_data */
+ brw_blorp_prog_data_init(prog_data);
+
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
+
+ struct brw_blorp_blit_vars v;
+ brw_blorp_blit_vars_init(&b, &v, key);
+
+ dst_pos = blorp_blit_get_frag_coords(&b, key, &v);
+
+ /* Render target and texture hardware don't support W tiling until Gen8. */
+ const bool rt_tiled_w = false;
+ const bool tex_tiled_w = brw->gen >= 8 && key->src_tiled_w;
+
+ /* The address that data will be written to is determined by the
+ * coordinates supplied to the WM thread and the tiling and sample count of
+ * the render target, according to the formula:
+ *
+ * (X, Y, S) = decode_msaa(rt_samples, detile(rt_tiling, offset))
+ *
+ * If the actual tiling and sample count of the destination surface are not
+ * the same as the configuration of the render target, then these
+ * coordinates are wrong and we have to adjust them to compensate for the
+ * difference.
+ */
+ if (rt_tiled_w != key->dst_tiled_w ||
+ key->rt_samples != key->dst_samples ||
+ key->rt_layout != key->dst_layout) {
+ goto fail;
+ }
+
+ /* Now (X, Y, S) = decode_msaa(dst_samples, detile(dst_tiling, offset)).
+ *
+ * That is: X, Y and S now contain the true coordinates and sample index of
+ * the data that the WM thread should output.
+ *
+ * If we need to kill pixels that are outside the destination rectangle,
+ * now is the time to do it.
+ */
+ if (key->use_kill)
+ goto fail;
+
+ src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v);
+
+ if (key->blit_scaled && key->blend) {
+ goto fail;
+ } else if (!key->bilinear_filter) {
+ /* We're going to use a texelFetch, so we need integers */
+ src_pos = nir_f2i(&b, src_pos);
+ }
+
+ /* X, Y, and S are now the coordinates of the pixel in the source image
+ * that we want to texture from. Exception: if we are blending, then S is
+ * irrelevant, because we are going to fetch all samples.
+ */
+ if (key->blend && !key->blit_scaled) {
+ goto fail;
+ } else if (key->blend && key->blit_scaled) {
+ goto fail;
+ } else {
+ /* We aren't blending, which means we just want to fetch a single sample
+ * from the source surface. The address that we want to fetch from is
+ * related to the X, Y and S values according to the formula:
+ *
+ * (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)).
+ *
+ * If the actual tiling and sample count of the source surface are not
+ * the same as the configuration of the texture, then we need to adjust
+ * the coordinates to compensate for the difference.
+ */
+ if ((tex_tiled_w != key->src_tiled_w ||
+ key->tex_samples != key->src_samples ||
+ key->tex_layout != key->src_layout) &&
+ !key->bilinear_filter) {
+ goto fail;
+ }
+
+ if (key->bilinear_filter) {
+ color = blorp_nir_tex(&b, src_pos, key->texture_data_type);
+ } else {
+ /* Now (X, Y, S) = decode_msaa(tex_samples, detile(tex_tiling, offset)).
+ *
+ * In other words: X, Y, and S now contain values which, when passed to
+ * the texturing unit, will cause data to be read from the correct
+ * memory location. So we can fetch the texel now.
+ */
+ if (key->src_samples == 0) {
+ color = blorp_nir_txf(&b, &v, src_pos, key->texture_data_type);
+ } else {
+ nir_ssa_def *mcs = NULL;
+ if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
+ mcs = blorp_nir_txf_ms_mcs(&b, src_pos);
+
+ color = blorp_nir_txf_ms(&b, src_pos, mcs, key->texture_data_type);
+ }
+ }
+ }
+
+ nir_store_var(&b, v.color_out, color, 0xf);
+
+ return b.shader;
+
+fail:
+ ralloc_free(b.shader);
+ return NULL;
+}
+
class brw_blorp_blit_program : public brw_blorp_eu_emitter
{
public:
emit_min(regY, regY, clampY1);
}
-/**
- * Emit code to transform the X and Y coordinates as needed for blending
- * together the different samples in an MSAA texture.
- */
-void
-brw_blorp_blit_program::single_to_blend()
-{
- /* When looking up samples in an MSAA texture using the SAMPLE message,
- * Gen6 requires the texture coordinates to be odd integers (so that they
- * correspond to the center of a 2x2 block representing the four samples
- * that maxe up a pixel). So we need to multiply our X and Y coordinates
- * each by 2 and then add 1.
- */
- emit_shl(t1, X, brw_imm_w(1));
- emit_shl(t2, Y, brw_imm_w(1));
- emit_add(Xp, t1, brw_imm_w(1));
- emit_add(Yp, t2, brw_imm_w(1));
- SWAP_XY_AND_XPYP();
-}
/**
¶ms->wm_prog_kernel, ¶ms->wm_prog_data))
return;
- brw_blorp_blit_program prog(brw, prog_key);
- GLuint program_size;
- const GLuint *program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP,
- &program_size);
+ const unsigned *program;
+ unsigned program_size;
+ struct brw_blorp_prog_data prog_data;
+
+ /* Try and compile with NIR first. If that fails, fall back to the old
+ * method of building shaders manually.
+ */
+ nir_shader *nir = brw_blorp_build_nir_shader(brw, prog_key, &prog_data);
+ if (nir) {
+ struct brw_wm_prog_key wm_key;
+ brw_blorp_init_wm_prog_key(&wm_key);
+ wm_key.tex.compressed_multisample_layout_mask =
+ prog_key->tex_layout == INTEL_MSAA_LAYOUT_CMS;
+ wm_key.multisample_fbo = prog_key->rt_samples > 1;
+
+ program = brw_blorp_compile_nir_shader(brw, nir, &wm_key, false,
+ &prog_data, &program_size);
+ } else {
+ brw_blorp_blit_program prog(brw, prog_key);
+ program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP, &program_size);
+ prog_data = prog.prog_data;
+ }
+
brw_upload_cache(&brw->cache, BRW_CACHE_BLORP_PROG,
prog_key, sizeof(*prog_key),
program, program_size,
- &prog.prog_data, sizeof(prog.prog_data),
+ &prog_data, sizeof(prog_data),
¶ms->wm_prog_kernel, ¶ms->wm_prog_data);
}