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authorJason Ekstrand <[email protected]>2016-08-19 04:27:18 -0700
committerJason Ekstrand <[email protected]>2016-08-29 12:17:34 -0700
commit348509269ead23cb7f953c174d400e6e3d17d723 (patch)
treeb72ea058928189d5f56b605ca21447206df23834 /src/intel/blorp/blorp.c
parent8bd35d8bd2bff51b39baf559efd9f3a0e20fd2b0 (diff)
i965: Move blorp into src/intel/blorp
At this point, blorp is completely driver agnostic and can be safely moved into its own folder. Soon, we hope to start using it for doing blits in the Vulkan driver. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src/intel/blorp/blorp.c')
-rw-r--r--src/intel/blorp/blorp.c292
1 files changed, 292 insertions, 0 deletions
diff --git a/src/intel/blorp/blorp.c b/src/intel/blorp/blorp.c
new file mode 100644
index 00000000000..4dbba017489
--- /dev/null
+++ b/src/intel/blorp/blorp.c
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+/*
+ * Copyright © 2012 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include <errno.h>
+
+#include "program/prog_instruction.h"
+
+#include "blorp_priv.h"
+#include "brw_compiler.h"
+#include "brw_nir.h"
+
+void
+blorp_init(struct blorp_context *blorp, void *driver_ctx,
+ struct isl_device *isl_dev)
+{
+ blorp->driver_ctx = driver_ctx;
+ blorp->isl_dev = isl_dev;
+}
+
+void
+blorp_finish(struct blorp_context *blorp)
+{
+ blorp->driver_ctx = NULL;
+}
+
+void
+blorp_batch_init(struct blorp_context *blorp,
+ struct blorp_batch *batch, void *driver_batch)
+{
+ batch->blorp = blorp;
+ batch->driver_batch = driver_batch;
+}
+
+void
+blorp_batch_finish(struct blorp_batch *batch)
+{
+ batch->blorp = NULL;
+}
+
+void
+brw_blorp_surface_info_init(struct blorp_context *blorp,
+ struct brw_blorp_surface_info *info,
+ const struct blorp_surf *surf,
+ unsigned int level, unsigned int layer,
+ enum isl_format format, bool is_render_target)
+{
+ /* Layer is a physical layer, so if this is a 2D multisample array texture
+ * using INTEL_MSAA_LAYOUT_UMS or INTEL_MSAA_LAYOUT_CMS, then it had better
+ * be a multiple of num_samples.
+ */
+ unsigned layer_multiplier = 1;
+ if (surf->surf->msaa_layout == ISL_MSAA_LAYOUT_ARRAY) {
+ assert(layer % surf->surf->samples == 0);
+ layer_multiplier = surf->surf->samples;
+ }
+
+ if (format == ISL_FORMAT_UNSUPPORTED)
+ format = surf->surf->format;
+
+ if (format == ISL_FORMAT_R24_UNORM_X8_TYPELESS) {
+ /* Unfortunately, ISL_FORMAT_R24_UNORM_X8_TYPELESS it isn't supported as
+ * a render target, which would prevent us from blitting to 24-bit
+ * depth. The miptree consists of 32 bits per pixel, arranged as 24-bit
+ * depth values interleaved with 8 "don't care" bits. Since depth
+ * values don't require any blending, it doesn't matter how we interpret
+ * the bit pattern as long as we copy the right amount of data, so just
+ * map it as 8-bit BGRA.
+ */
+ format = ISL_FORMAT_B8G8R8A8_UNORM;
+ } else if (surf->surf->usage & ISL_SURF_USAGE_STENCIL_BIT) {
+ assert(surf->surf->format == ISL_FORMAT_R8_UINT);
+ /* Prior to Broadwell, we can't render to R8_UINT */
+ if (blorp->isl_dev->info->gen < 8)
+ format = ISL_FORMAT_R8_UNORM;
+ }
+
+ info->surf = *surf->surf;
+ info->addr = surf->addr;
+
+ info->aux_usage = surf->aux_usage;
+ if (info->aux_usage != ISL_AUX_USAGE_NONE) {
+ info->aux_surf = *surf->aux_surf;
+ info->aux_addr = surf->aux_addr;
+ }
+
+ info->clear_color = surf->clear_color;
+
+ info->view = (struct isl_view) {
+ .usage = is_render_target ? ISL_SURF_USAGE_RENDER_TARGET_BIT :
+ ISL_SURF_USAGE_TEXTURE_BIT,
+ .format = format,
+ .base_level = level,
+ .levels = 1,
+ .channel_select = {
+ ISL_CHANNEL_SELECT_RED,
+ ISL_CHANNEL_SELECT_GREEN,
+ ISL_CHANNEL_SELECT_BLUE,
+ ISL_CHANNEL_SELECT_ALPHA,
+ },
+ };
+
+ if (!is_render_target &&
+ (info->surf.dim == ISL_SURF_DIM_3D ||
+ info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
+ /* 3-D textures don't support base_array layer and neither do 2-D
+ * multisampled textures on IVB so we need to pass it through the
+ * sampler in those cases. These are also two cases where we are
+ * guaranteed that we won't be doing any funny surface hacks.
+ */
+ info->view.base_array_layer = 0;
+ info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
+ info->surf.logical_level0_px.array_len);
+ info->z_offset = layer / layer_multiplier;
+ } else {
+ info->view.base_array_layer = layer / layer_multiplier;
+ info->view.array_len = 1;
+ info->z_offset = 0;
+ }
+}
+
+
+void
+blorp_params_init(struct blorp_params *params)
+{
+ memset(params, 0, sizeof(*params));
+ params->num_draw_buffers = 1;
+ 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 blorp_context *blorp, 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 = blorp->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));
+
+ wm_prog_data.base.nr_params = 0;
+ wm_prog_data.base.param = NULL;
+
+ /* BLORP always just uses the first two binding table entries */
+ wm_prog_data.binding_table.render_target_start = BLORP_RENDERBUFFER_BT_INDEX;
+ wm_prog_data.base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
+
+ 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));
+
+ /* 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, blorp->driver_ctx, mem_ctx,
+ wm_key, &wm_prog_data, nir,
+ NULL, -1, -1, false, 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->flat_inputs = wm_prog_data.flat_inputs;
+ prog_data->num_varying_inputs = wm_prog_data.num_varying_inputs;
+ prog_data->inputs_read = nir->info.inputs_read;
+
+ assert(wm_prog_data.base.nr_params == 0);
+
+ return program;
+}
+
+void
+blorp_gen6_hiz_op(struct blorp_batch *batch,
+ struct blorp_surf *surf, unsigned level, unsigned layer,
+ enum blorp_hiz_op op)
+{
+ struct blorp_params params;
+ blorp_params_init(&params);
+
+ params.hiz_op = op;
+
+ brw_blorp_surface_info_init(batch->blorp, &params.depth, surf, level, layer,
+ surf->surf->format, true);
+
+ /* Align the rectangle primitive to 8x4 pixels.
+ *
+ * During fast depth clears, the emitted rectangle primitive must be
+ * aligned to 8x4 pixels. From the Ivybridge PRM, Vol 2 Part 1 Section
+ * 11.5.3.1 Depth Buffer Clear (and the matching section in the Sandybridge
+ * PRM):
+ * If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
+ * aligned to an 8x4 pixel block relative to the upper left corner
+ * of the depth buffer [...]
+ *
+ * For hiz resolves, the rectangle must also be 8x4 aligned. Item
+ * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
+ * Ivybridge simulator require the alignment.
+ *
+ * To be safe, let's just align the rect for all hiz operations and all
+ * hardware generations.
+ *
+ * However, for some miptree slices of a Z24 texture, emitting an 8x4
+ * aligned rectangle that covers the slice may clobber adjacent slices if
+ * we strictly adhered to the texture alignments specified in the PRM. The
+ * Ivybridge PRM, Section "Alignment Unit Size", states that
+ * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24 surfaces,
+ * not 8. But commit 1f112cc increased the alignment from 4 to 8, which
+ * prevents the clobbering.
+ */
+ params.x1 = minify(params.depth.surf.logical_level0_px.width,
+ params.depth.view.base_level);
+ params.y1 = minify(params.depth.surf.logical_level0_px.height,
+ params.depth.view.base_level);
+ params.x1 = ALIGN(params.x1, 8);
+ params.y1 = ALIGN(params.y1, 4);
+
+ if (params.depth.view.base_level == 0) {
+ /* TODO: What about MSAA? */
+ params.depth.surf.logical_level0_px.width = params.x1;
+ params.depth.surf.logical_level0_px.height = params.y1;
+ }
+
+ params.dst.surf.samples = params.depth.surf.samples;
+ params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
+ params.depth_format = isl_format_get_depth_format(surf->surf->format, false);
+
+ batch->blorp->exec(batch, &params);
+}