2a68efb7b6b9dd68ede88406e4269c47c3772e27
[mesa.git] / src / broadcom / compiler / v3d_nir_lower_io.c
1 /*
2 * Copyright © 2015 Broadcom
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 "compiler/v3d_compiler.h"
25 #include "compiler/nir/nir_builder.h"
26
27 /**
28 * Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
29 * intrinsics into something amenable to the V3D architecture.
30 *
31 * Most of the work is turning the VS's store_output intrinsics from working
32 * on a base representing the gallium-level vec4 driver_location to an offset
33 * within the VPM, and emitting the header that's read by the fixed function
34 * hardware between the VS and FS.
35 *
36 * We also adjust the offsets on uniform loads to be in bytes, since that's
37 * what we need for indirect addressing with general TMU access.
38 */
39
40 struct v3d_nir_lower_io_state {
41 int pos_vpm_offset;
42 int vp_vpm_offset;
43 int zs_vpm_offset;
44 int rcp_wc_vpm_offset;
45 int psiz_vpm_offset;
46 int varyings_vpm_offset;
47
48 BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
49
50 nir_ssa_def *pos[4];
51 };
52
53 static void
54 v3d_nir_store_output(nir_builder *b, int base, nir_ssa_def *chan)
55 {
56 nir_intrinsic_instr *intr =
57 nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
58 nir_ssa_dest_init(&intr->instr, &intr->dest,
59 1, intr->dest.ssa.bit_size, NULL);
60 intr->num_components = 1;
61
62 intr->src[0] = nir_src_for_ssa(chan);
63 intr->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
64
65 nir_intrinsic_set_base(intr, base);
66 nir_intrinsic_set_write_mask(intr, 0x1);
67 nir_intrinsic_set_component(intr, 0);
68
69 nir_builder_instr_insert(b, &intr->instr);
70 }
71
72 /* Convert the uniform offset to bytes. If it happens to be a constant,
73 * constant-folding will clean up the shift for us.
74 */
75 static void
76 v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
77 nir_intrinsic_instr *intr)
78 {
79 b->cursor = nir_before_instr(&intr->instr);
80
81 nir_intrinsic_set_base(intr, nir_intrinsic_base(intr) * 16);
82
83 nir_instr_rewrite_src(&intr->instr,
84 &intr->src[0],
85 nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
86 nir_imm_int(b, 4))));
87 }
88
89 static int
90 v3d_varying_slot_vpm_offset(struct v3d_compile *c, nir_variable *var, int chan)
91 {
92 int component = var->data.location_frac + chan;
93
94 for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
95 struct v3d_varying_slot slot = c->vs_key->fs_inputs[i];
96
97 if (v3d_slot_get_slot(slot) == var->data.location &&
98 v3d_slot_get_component(slot) == component) {
99 return i;
100 }
101 }
102
103 return -1;
104 }
105
106 /* Lowers a store_output(gallium driver location) to a series of store_outputs
107 * with a driver_location equal to the offset in the VPM.
108 */
109 static void
110 v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
111 nir_intrinsic_instr *intr,
112 struct v3d_nir_lower_io_state *state)
113 {
114 b->cursor = nir_before_instr(&intr->instr);
115
116 int start_comp = nir_intrinsic_component(intr);
117 nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0],
118 intr->num_components);
119
120 nir_variable *var = NULL;
121 nir_foreach_variable(scan_var, &c->s->outputs) {
122 if (scan_var->data.driver_location != nir_intrinsic_base(intr) ||
123 start_comp < scan_var->data.location_frac ||
124 start_comp >= scan_var->data.location_frac +
125 glsl_get_components(scan_var->type)) {
126 continue;
127 }
128 var = scan_var;
129 }
130
131 /* Save off the components of the position for the setup of VPM inputs
132 * read by fixed function HW.
133 */
134 if (var->data.location == VARYING_SLOT_POS) {
135 for (int i = 0; i < intr->num_components; i++) {
136 state->pos[start_comp + i] = nir_channel(b, src, i);
137 }
138 }
139
140 /* Just psiz to the position in the FF header right now. */
141 if (var->data.location == VARYING_SLOT_PSIZ &&
142 state->psiz_vpm_offset != -1) {
143 v3d_nir_store_output(b, state->psiz_vpm_offset, src);
144 }
145
146 /* Scalarize outputs if it hasn't happened already, since we want to
147 * schedule each VPM write individually. We can skip any outut
148 * components not read by the FS.
149 */
150 for (int i = 0; i < intr->num_components; i++) {
151 int vpm_offset =
152 v3d_varying_slot_vpm_offset(c, var,
153 i +
154 start_comp -
155 var->data.location_frac);
156
157 if (vpm_offset == -1)
158 continue;
159
160 BITSET_SET(state->varyings_stored, vpm_offset);
161
162 v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset,
163 nir_channel(b, src, i));
164 }
165
166 nir_instr_remove(&intr->instr);
167 }
168
169 static void
170 v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
171 struct nir_instr *instr,
172 struct v3d_nir_lower_io_state *state)
173 {
174 if (instr->type != nir_instr_type_intrinsic)
175 return;
176 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
177
178 switch (intr->intrinsic) {
179 case nir_intrinsic_load_uniform:
180 v3d_nir_lower_uniform(c, b, intr);
181 break;
182
183 case nir_intrinsic_store_output:
184 if (c->s->info.stage == MESA_SHADER_VERTEX)
185 v3d_nir_lower_vpm_output(c, b, intr, state);
186 break;
187
188 default:
189 break;
190 }
191 }
192
193 /* Remap the output var's .driver_location. This is purely for
194 * nir_print_shader() so that store_output can map back to a variable name.
195 */
196 static void
197 v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
198 struct v3d_nir_lower_io_state *state)
199 {
200 nir_foreach_variable_safe(var, &c->s->outputs) {
201 if (var->data.location == VARYING_SLOT_POS &&
202 state->pos_vpm_offset != -1) {
203 var->data.driver_location = state->pos_vpm_offset;
204 continue;
205 }
206
207 if (var->data.location == VARYING_SLOT_PSIZ &&
208 state->psiz_vpm_offset != -1) {
209 var->data.driver_location = state->psiz_vpm_offset;
210 continue;
211 }
212
213 int vpm_offset = v3d_varying_slot_vpm_offset(c, var, 0);
214 if (vpm_offset != -1) {
215 var->data.driver_location =
216 state->varyings_vpm_offset + vpm_offset;
217 } else {
218 /* If we couldn't find a mapping for the var, delete
219 * it so that its old .driver_location doesn't confuse
220 * nir_print_shader().
221 */
222 exec_node_remove(&var->node);
223 }
224 }
225 }
226
227 static void
228 v3d_nir_setup_vpm_layout(struct v3d_compile *c,
229 struct v3d_nir_lower_io_state *state)
230 {
231 uint32_t vpm_offset = 0;
232
233 if (c->vs_key->is_coord) {
234 state->pos_vpm_offset = vpm_offset;
235 vpm_offset += 4;
236 } else {
237 state->pos_vpm_offset = -1;
238 }
239
240 state->vp_vpm_offset = vpm_offset;
241 vpm_offset += 2;
242
243 if (!c->vs_key->is_coord) {
244 state->zs_vpm_offset = vpm_offset++;
245 state->rcp_wc_vpm_offset = vpm_offset++;
246 } else {
247 state->zs_vpm_offset = -1;
248 state->rcp_wc_vpm_offset = -1;
249 }
250
251 if (c->vs_key->per_vertex_point_size)
252 state->psiz_vpm_offset = vpm_offset++;
253 else
254 state->psiz_vpm_offset = -1;
255
256 state->varyings_vpm_offset = vpm_offset;
257
258 c->vpm_output_size = vpm_offset + c->vs_key->num_fs_inputs;
259 }
260
261 static void
262 v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
263 struct v3d_nir_lower_io_state *state)
264 {
265 for (int i = 0; i < 4; i++) {
266 if (!state->pos[i])
267 state->pos[i] = nir_ssa_undef(b, 1, 32);
268 }
269
270 nir_ssa_def *rcp_wc = nir_frcp(b, state->pos[3]);
271
272 if (state->pos_vpm_offset != -1) {
273 for (int i = 0; i < 4; i++) {
274 v3d_nir_store_output(b, state->pos_vpm_offset + i,
275 state->pos[i]);
276 }
277 }
278
279 for (int i = 0; i < 2; i++) {
280 nir_ssa_def *pos;
281 nir_ssa_def *scale;
282 pos = state->pos[i];
283 if (i == 0)
284 scale = nir_load_viewport_x_scale(b);
285 else
286 scale = nir_load_viewport_y_scale(b);
287 pos = nir_fmul(b, pos, scale);
288 pos = nir_fmul(b, pos, rcp_wc);
289 pos = nir_f2i32(b, nir_fround_even(b, pos));
290 v3d_nir_store_output(b, state->vp_vpm_offset + i,
291 pos);
292 }
293
294 if (state->zs_vpm_offset != -1) {
295 nir_ssa_def *z = state->pos[2];
296 z = nir_fmul(b, z, nir_load_viewport_z_scale(b));
297 z = nir_fmul(b, z, rcp_wc);
298 z = nir_fadd(b, z, nir_load_viewport_z_offset(b));
299 v3d_nir_store_output(b, state->zs_vpm_offset, z);
300 }
301
302 if (state->rcp_wc_vpm_offset != -1)
303 v3d_nir_store_output(b, state->rcp_wc_vpm_offset, rcp_wc);
304
305 /* Store 0 to varyings requested by the FS but not stored in the VS.
306 * This should be undefined behavior, but glsl-routing seems to rely
307 * on it.
308 */
309 for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
310 if (!BITSET_TEST(state->varyings_stored, i)) {
311 v3d_nir_store_output(b, state->varyings_vpm_offset + i,
312 nir_imm_int(b, 0));
313 }
314 }
315 }
316
317 void
318 v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
319 {
320 struct v3d_nir_lower_io_state state = { 0 };
321
322 /* Set up the layout of the VPM outputs. */
323 if (s->info.stage == MESA_SHADER_VERTEX)
324 v3d_nir_setup_vpm_layout(c, &state);
325
326 nir_foreach_function(function, s) {
327 if (function->impl) {
328 nir_builder b;
329 nir_builder_init(&b, function->impl);
330
331 nir_foreach_block(block, function->impl) {
332 nir_foreach_instr_safe(instr, block)
333 v3d_nir_lower_io_instr(c, &b, instr,
334 &state);
335 }
336
337 nir_block *last = nir_impl_last_block(function->impl);
338 b.cursor = nir_after_block(last);
339 if (s->info.stage == MESA_SHADER_VERTEX)
340 v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
341
342 nir_metadata_preserve(function->impl,
343 nir_metadata_block_index |
344 nir_metadata_dominance);
345 }
346 }
347
348 if (s->info.stage == MESA_SHADER_VERTEX)
349 v3d_nir_lower_io_update_output_var_base(c, &state);
350 }