diff options
author | Jason Ekstrand <[email protected]> | 2016-04-29 12:52:00 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-05-14 13:34:53 -0700 |
commit | 4bdace079143c8fec152bda30ca996dc6e4482f3 (patch) | |
tree | 5934e3ceb7563706c8e189fd939b83b1b1891b09 /src/mesa | |
parent | b0275ad0c9a5ee74b06c7ad48549f8dd6e40bbc8 (diff) |
i965/blorp: Add initial support for NIR-based blit shaders
Many of the more complex cases still fall back to the old shader builder.
Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 429 |
1 files changed, 405 insertions, 24 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index a3ebdb87486..40b8b947adb 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -25,6 +25,8 @@ #include "main/teximage.h" #include "main/fbobject.h" +#include "compiler/nir/nir_builder.h" + #include "intel_fbo.h" #include "brw_blorp.h" @@ -332,6 +334,230 @@ enum sampler_message_arg 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. * @@ -471,6 +697,161 @@ enum sampler_message_arg * (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: @@ -1307,25 +1688,6 @@ brw_blorp_blit_program::clamp_tex_coords(struct brw_reg regX, 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(); -} /** @@ -1747,14 +2109,33 @@ brw_blorp_get_blit_kernel(struct brw_context *brw, ¶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); } |