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-rw-r--r--src/intel/blorp/blorp.c292
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diff --git a/src/intel/blorp/blorp.c 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);
+}