#include "intel_fbo.h"
#include "brw_blorp.h"
+#include "brw_compiler.h"
+#include "brw_nir.h"
#include "brw_state.h"
#define FILE_DEBUG_FLAG DEBUG_BLORP
params->num_layers = 1;
}
+void
+brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
+{
+ memset(wm_key, 0, sizeof(*wm_key));
+ wm_key->nr_color_regions = 1;
+ for (int i = 0; i < MAX_SAMPLERS; i++)
+ 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 brw_context *brw, 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)
+{
+ const struct brw_compiler *compiler = brw->intelScreen->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));
+
+ /* We set up the params array but instead of making them point at actual
+ * GL constant values, they just store an index. This is just fine as the
+ * backend compiler never looks at the contents of the pointers, it just
+ * re-arranges them for us.
+ */
+ const union gl_constant_value *param[BRW_BLORP_NUM_PUSH_CONSTANT_DWORDS];
+ for (unsigned i = 0; i < ARRAY_SIZE(param); i++)
+ param[i] = (const union gl_constant_value *)(intptr_t)i;
+
+ wm_prog_data.base.nr_params = BRW_BLORP_NUM_PUSH_CONSTANT_DWORDS;
+ wm_prog_data.base.param = param;
+
+ /* BLORP always just uses the first two binding table entries */
+ wm_prog_data.binding_table.render_target_start = 0;
+ wm_prog_data.base.binding_table.texture_start = 1;
+
+ 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)->impl);
+
+ /* 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);
+ }
+ nir_lower_io(nir, nir_var_uniform, nir_uniform_type_size);
+
+ const unsigned *program =
+ brw_compile_fs(compiler, brw, mem_ctx, wm_key, &wm_prog_data, nir,
+ NULL, -1, -1, use_repclear, 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->nr_params = wm_prog_data.base.nr_params;
+ for (unsigned i = 0; i < ARRAY_SIZE(param); i++)
+ prog_data->param[i] = (uintptr_t)wm_prog_data.base.param[i];
+
+ return program;
+}
+
/**
* Perform a HiZ or depth resolve operation.
*