nir: Use a single list for all shader variables
[mesa.git] / src / intel / blorp / blorp.c
1 /*
2 * Copyright © 2012 Intel Corporation
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 <errno.h>
25
26 #include "program/prog_instruction.h"
27
28 #include "blorp_priv.h"
29 #include "compiler/brw_compiler.h"
30 #include "compiler/brw_nir.h"
31
32 void
33 blorp_init(struct blorp_context *blorp, void *driver_ctx,
34 struct isl_device *isl_dev)
35 {
36 blorp->driver_ctx = driver_ctx;
37 blorp->isl_dev = isl_dev;
38 }
39
40 void
41 blorp_finish(struct blorp_context *blorp)
42 {
43 blorp->driver_ctx = NULL;
44 }
45
46 void
47 blorp_batch_init(struct blorp_context *blorp,
48 struct blorp_batch *batch, void *driver_batch,
49 enum blorp_batch_flags flags)
50 {
51 batch->blorp = blorp;
52 batch->driver_batch = driver_batch;
53 batch->flags = flags;
54 }
55
56 void
57 blorp_batch_finish(struct blorp_batch *batch)
58 {
59 batch->blorp = NULL;
60 }
61
62 void
63 brw_blorp_surface_info_init(struct blorp_context *blorp,
64 struct brw_blorp_surface_info *info,
65 const struct blorp_surf *surf,
66 unsigned int level, unsigned int layer,
67 enum isl_format format, bool is_render_target)
68 {
69 memset(info, 0, sizeof(*info));
70 assert(level < surf->surf->levels);
71 assert(layer < MAX2(surf->surf->logical_level0_px.depth >> level,
72 surf->surf->logical_level0_px.array_len));
73
74 info->enabled = true;
75
76 if (format == ISL_FORMAT_UNSUPPORTED)
77 format = surf->surf->format;
78
79 info->surf = *surf->surf;
80 info->addr = surf->addr;
81
82 info->aux_usage = surf->aux_usage;
83 if (info->aux_usage != ISL_AUX_USAGE_NONE) {
84 info->aux_surf = *surf->aux_surf;
85 info->aux_addr = surf->aux_addr;
86 }
87
88 info->clear_color = surf->clear_color;
89 info->clear_color_addr = surf->clear_color_addr;
90
91 info->view = (struct isl_view) {
92 .usage = is_render_target ? ISL_SURF_USAGE_RENDER_TARGET_BIT :
93 ISL_SURF_USAGE_TEXTURE_BIT,
94 .format = format,
95 .base_level = level,
96 .levels = 1,
97 .swizzle = ISL_SWIZZLE_IDENTITY,
98 };
99
100 info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
101 info->surf.logical_level0_px.array_len);
102
103 if (!is_render_target &&
104 (info->surf.dim == ISL_SURF_DIM_3D ||
105 info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
106 /* 3-D textures don't support base_array layer and neither do 2-D
107 * multisampled textures on IVB so we need to pass it through the
108 * sampler in those cases. These are also two cases where we are
109 * guaranteed that we won't be doing any funny surface hacks.
110 */
111 info->view.base_array_layer = 0;
112 info->z_offset = layer;
113 } else {
114 info->view.base_array_layer = layer;
115
116 assert(info->view.array_len >= info->view.base_array_layer);
117 info->view.array_len -= info->view.base_array_layer;
118 info->z_offset = 0;
119 }
120
121 /* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
122 * layered rendering.
123 */
124 if (is_render_target && blorp->isl_dev->info->gen <= 6)
125 info->view.array_len = MIN2(info->view.array_len, 512);
126
127 if (surf->tile_x_sa || surf->tile_y_sa) {
128 /* This is only allowed on simple 2D surfaces without MSAA */
129 assert(info->surf.dim == ISL_SURF_DIM_2D);
130 assert(info->surf.samples == 1);
131 assert(info->surf.levels == 1);
132 assert(info->surf.logical_level0_px.array_len == 1);
133 assert(info->aux_usage == ISL_AUX_USAGE_NONE);
134
135 info->tile_x_sa = surf->tile_x_sa;
136 info->tile_y_sa = surf->tile_y_sa;
137
138 /* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
139 * place the image at the tile boundary and offset our sampling or
140 * rendering. For this reason, we need to grow the image by the offset
141 * to ensure that the hardware doesn't think we've gone past the edge.
142 */
143 info->surf.logical_level0_px.w += surf->tile_x_sa;
144 info->surf.logical_level0_px.h += surf->tile_y_sa;
145 info->surf.phys_level0_sa.w += surf->tile_x_sa;
146 info->surf.phys_level0_sa.h += surf->tile_y_sa;
147 }
148 }
149
150
151 void
152 blorp_params_init(struct blorp_params *params)
153 {
154 memset(params, 0, sizeof(*params));
155 params->num_samples = 1;
156 params->num_draw_buffers = 1;
157 params->num_layers = 1;
158 }
159
160 void
161 brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
162 {
163 memset(wm_key, 0, sizeof(*wm_key));
164 wm_key->nr_color_regions = 1;
165 for (int i = 0; i < MAX_SAMPLERS; i++)
166 wm_key->base.tex.swizzles[i] = SWIZZLE_XYZW;
167 }
168
169 const unsigned *
170 blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
171 struct nir_shader *nir,
172 struct brw_wm_prog_key *wm_key,
173 bool use_repclear,
174 struct brw_wm_prog_data *wm_prog_data)
175 {
176 const struct brw_compiler *compiler = blorp->compiler;
177
178 nir->options =
179 compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions;
180
181 memset(wm_prog_data, 0, sizeof(*wm_prog_data));
182
183 wm_prog_data->base.nr_params = 0;
184 wm_prog_data->base.param = NULL;
185
186 /* BLORP always uses the first two binding table entries:
187 * - Surface 0 is the render target (which always start from 0)
188 * - Surface 1 is the source texture
189 */
190 wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
191
192 brw_preprocess_nir(compiler, nir, NULL);
193 nir_remove_dead_variables(nir, nir_var_shader_in, NULL);
194 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
195
196 if (blorp->compiler->devinfo->gen < 6) {
197 if (nir->info.fs.uses_discard)
198 wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
199
200 wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
201 }
202
203 const unsigned *program =
204 brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
205 wm_prog_data, nir, -1, -1, -1, false, use_repclear,
206 NULL, NULL, NULL);
207
208 return program;
209 }
210
211 const unsigned *
212 blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
213 struct nir_shader *nir,
214 struct brw_vs_prog_data *vs_prog_data)
215 {
216 const struct brw_compiler *compiler = blorp->compiler;
217
218 nir->options =
219 compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
220
221 brw_preprocess_nir(compiler, nir, NULL);
222 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
223
224 vs_prog_data->inputs_read = nir->info.inputs_read;
225
226 brw_compute_vue_map(compiler->devinfo,
227 &vs_prog_data->base.vue_map,
228 nir->info.outputs_written,
229 nir->info.separate_shader,
230 1);
231
232 struct brw_vs_prog_key vs_key = { 0, };
233
234 const unsigned *program =
235 brw_compile_vs(compiler, blorp->driver_ctx, mem_ctx,
236 &vs_key, vs_prog_data, nir, -1, NULL, NULL);
237
238 return program;
239 }
240
241 struct blorp_sf_key {
242 enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_GEN4_SF */
243
244 struct brw_sf_prog_key key;
245 };
246
247 bool
248 blorp_ensure_sf_program(struct blorp_batch *batch,
249 struct blorp_params *params)
250 {
251 struct blorp_context *blorp = batch->blorp;
252 const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
253 assert(params->wm_prog_data);
254
255 /* Gen6+ doesn't need a strips and fans program */
256 if (blorp->compiler->devinfo->gen >= 6)
257 return true;
258
259 struct blorp_sf_key key = {
260 .shader_type = BLORP_SHADER_TYPE_GEN4_SF,
261 };
262
263 /* Everything gets compacted in vertex setup, so we just need a
264 * pass-through for the correct number of input varyings.
265 */
266 const uint64_t slots_valid = VARYING_BIT_POS |
267 ((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
268
269 key.key.attrs = slots_valid;
270 key.key.primitive = BRW_SF_PRIM_TRIANGLES;
271 key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
272
273 STATIC_ASSERT(sizeof(key.key.interp_mode) ==
274 sizeof(wm_prog_data->interp_mode));
275 memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
276 sizeof(key.key.interp_mode));
277
278 if (blorp->lookup_shader(batch, &key, sizeof(key),
279 &params->sf_prog_kernel, &params->sf_prog_data))
280 return true;
281
282 void *mem_ctx = ralloc_context(NULL);
283
284 const unsigned *program;
285 unsigned program_size;
286
287 struct brw_vue_map vue_map;
288 brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false, 1);
289
290 struct brw_sf_prog_data prog_data_tmp;
291 program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
292 &prog_data_tmp, &vue_map, &program_size);
293
294 bool result =
295 blorp->upload_shader(batch, MESA_SHADER_NONE,
296 &key, sizeof(key), program, program_size,
297 (void *)&prog_data_tmp, sizeof(prog_data_tmp),
298 &params->sf_prog_kernel, &params->sf_prog_data);
299
300 ralloc_free(mem_ctx);
301
302 return result;
303 }
304
305 void
306 blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
307 uint32_t level, uint32_t start_layer, uint32_t num_layers,
308 enum isl_aux_op op)
309 {
310 struct blorp_params params;
311 blorp_params_init(&params);
312
313 params.hiz_op = op;
314 params.full_surface_hiz_op = true;
315
316 for (uint32_t a = 0; a < num_layers; a++) {
317 const uint32_t layer = start_layer + a;
318
319 brw_blorp_surface_info_init(batch->blorp, &params.depth, surf, level,
320 layer, surf->surf->format, true);
321
322 /* Align the rectangle primitive to 8x4 pixels.
323 *
324 * During fast depth clears, the emitted rectangle primitive must be
325 * aligned to 8x4 pixels. From the Ivybridge PRM, Vol 2 Part 1 Section
326 * 11.5.3.1 Depth Buffer Clear (and the matching section in the
327 * Sandybridge PRM):
328 *
329 * If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
330 * aligned to an 8x4 pixel block relative to the upper left corner
331 * of the depth buffer [...]
332 *
333 * For hiz resolves, the rectangle must also be 8x4 aligned. Item
334 * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
335 * Ivybridge simulator require the alignment.
336 *
337 * To be safe, let's just align the rect for all hiz operations and all
338 * hardware generations.
339 *
340 * However, for some miptree slices of a Z24 texture, emitting an 8x4
341 * aligned rectangle that covers the slice may clobber adjacent slices
342 * if we strictly adhered to the texture alignments specified in the
343 * PRM. The Ivybridge PRM, Section "Alignment Unit Size", states that
344 * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
345 * surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
346 * 8, which prevents the clobbering.
347 */
348 params.x1 = minify(params.depth.surf.logical_level0_px.width,
349 params.depth.view.base_level);
350 params.y1 = minify(params.depth.surf.logical_level0_px.height,
351 params.depth.view.base_level);
352 params.x1 = ALIGN(params.x1, 8);
353 params.y1 = ALIGN(params.y1, 4);
354
355 if (params.depth.view.base_level == 0) {
356 /* TODO: What about MSAA? */
357 params.depth.surf.logical_level0_px.width = params.x1;
358 params.depth.surf.logical_level0_px.height = params.y1;
359 }
360
361 params.dst.surf.samples = params.depth.surf.samples;
362 params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
363 params.depth_format =
364 isl_format_get_depth_format(surf->surf->format, false);
365 params.num_samples = params.depth.surf.samples;
366
367 batch->blorp->exec(batch, &params);
368 }
369 }
370
371 void
372 blorp_hiz_stencil_op(struct blorp_batch *batch, struct blorp_surf *stencil,
373 uint32_t level, uint32_t start_layer,
374 uint32_t num_layers, enum isl_aux_op op)
375 {
376 struct blorp_params params;
377 blorp_params_init(&params);
378
379 params.hiz_op = op;
380 params.full_surface_hiz_op = true;
381
382 for (uint32_t a = 0; a < num_layers; a++) {
383 const uint32_t layer = start_layer + a;
384
385 brw_blorp_surface_info_init(batch->blorp, &params.stencil, stencil, level,
386 layer, stencil->surf->format, true);
387 params.x1 = minify(params.stencil.surf.logical_level0_px.width,
388 params.stencil.view.base_level);
389 params.y1 = minify(params.stencil.surf.logical_level0_px.height,
390 params.stencil.view.base_level);
391 params.dst.surf.samples = params.stencil.surf.samples;
392 params.dst.surf.logical_level0_px =
393 params.stencil.surf.logical_level0_px;
394 params.dst.view = params.stencil.view;
395 params.num_samples = params.stencil.surf.samples;
396
397 batch->blorp->exec(batch, &params);
398 }
399 }