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-rw-r--r--src/intel/blorp/blorp.h6
-rw-r--r--src/intel/blorp/blorp_clear.c105
-rw-r--r--src/intel/blorp/blorp_nir_builder.h102
-rw-r--r--src/intel/blorp/blorp_priv.h1
4 files changed, 213 insertions, 1 deletions
diff --git a/src/intel/blorp/blorp.h b/src/intel/blorp/blorp.h
index 1e96fb42b06..d19920e87f4 100644
--- a/src/intel/blorp/blorp.h
+++ b/src/intel/blorp/blorp.h
@@ -205,6 +205,12 @@ blorp_ccs_resolve_attachment(struct blorp_batch *batch,
const enum isl_format format,
const enum blorp_fast_clear_op resolve_op);
+void
+blorp_mcs_partial_resolve(struct blorp_batch *batch,
+ struct blorp_surf *surf,
+ enum isl_format format,
+ uint32_t start_layer, uint32_t num_layers);
+
/**
* For an overview of the HiZ operations, see the following sections of the
* Sandy Bridge PRM, Volume 1, Part2:
diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c
index 581cf63c49f..0feebefc575 100644
--- a/src/intel/blorp/blorp_clear.c
+++ b/src/intel/blorp/blorp_clear.c
@@ -29,7 +29,7 @@
#include "blorp_priv.h"
#include "compiler/brw_eu_defines.h"
-#include "compiler/nir/nir_builder.h"
+#include "blorp_nir_builder.h"
#define FILE_DEBUG_FLAG DEBUG_BLORP
@@ -794,3 +794,106 @@ blorp_ccs_resolve_attachment(struct blorp_batch *batch,
batch->blorp->exec(batch, &params);
}
+
+struct blorp_mcs_partial_resolve_key
+{
+ enum blorp_shader_type shader_type;
+ uint32_t num_samples;
+};
+
+static bool
+blorp_params_get_mcs_partial_resolve_kernel(struct blorp_context *blorp,
+ struct blorp_params *params)
+{
+ const struct blorp_mcs_partial_resolve_key blorp_key = {
+ .shader_type = BLORP_SHADER_TYPE_MCS_PARTIAL_RESOLVE,
+ .num_samples = params->num_samples,
+ };
+
+ if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key),
+ &params->wm_prog_kernel, &params->wm_prog_data))
+ return true;
+
+ void *mem_ctx = ralloc_context(NULL);
+
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_FRAGMENT, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "BLORP-mcs-partial-resolve");
+
+ nir_variable *v_color =
+ BLORP_CREATE_NIR_INPUT(b.shader, clear_color, glsl_vec4_type());
+
+ nir_variable *frag_color =
+ nir_variable_create(b.shader, nir_var_shader_out,
+ glsl_vec4_type(), "gl_FragColor");
+ frag_color->data.location = FRAG_RESULT_COLOR;
+
+ /* Do an MCS fetch and check if it is equal to the magic clear value */
+ nir_ssa_def *mcs =
+ blorp_nir_txf_ms_mcs(&b, nir_f2i32(&b, blorp_nir_frag_coord(&b)),
+ nir_load_layer_id(&b));
+ nir_ssa_def *is_clear =
+ blorp_nir_mcs_is_clear_color(&b, mcs, blorp_key.num_samples);
+
+ /* If we aren't the clear value, discard. */
+ nir_intrinsic_instr *discard =
+ nir_intrinsic_instr_create(b.shader, nir_intrinsic_discard_if);
+ discard->src[0] = nir_src_for_ssa(nir_inot(&b, is_clear));
+ nir_builder_instr_insert(&b, &discard->instr);
+
+ nir_copy_var(&b, frag_color, v_color);
+
+ struct brw_wm_prog_key wm_key;
+ brw_blorp_init_wm_prog_key(&wm_key);
+ wm_key.tex.compressed_multisample_layout_mask = 1;
+ wm_key.tex.msaa_16 = blorp_key.num_samples == 16;
+ wm_key.multisample_fbo = true;
+
+ struct brw_wm_prog_data prog_data;
+ unsigned program_size;
+ const unsigned *program =
+ blorp_compile_fs(blorp, mem_ctx, b.shader, &wm_key, false,
+ &prog_data, &program_size);
+
+ bool result =
+ blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key),
+ program, program_size,
+ &prog_data.base, sizeof(prog_data),
+ &params->wm_prog_kernel, &params->wm_prog_data);
+
+ ralloc_free(mem_ctx);
+ return result;
+}
+
+void
+blorp_mcs_partial_resolve(struct blorp_batch *batch,
+ struct blorp_surf *surf,
+ enum isl_format format,
+ uint32_t start_layer, uint32_t num_layers)
+{
+ struct blorp_params params;
+ blorp_params_init(&params);
+
+ assert(batch->blorp->isl_dev->info->gen >= 7);
+
+ params.x0 = 0;
+ params.y0 = 0;
+ params.x1 = surf->surf->logical_level0_px.width;
+ params.y1 = surf->surf->logical_level0_px.height;
+
+ brw_blorp_surface_info_init(batch->blorp, &params.src, surf, 0,
+ start_layer, format, false);
+ brw_blorp_surface_info_init(batch->blorp, &params.dst, surf, 0,
+ start_layer, format, true);
+
+ params.num_samples = params.dst.surf.samples;
+ params.num_layers = num_layers;
+
+ memcpy(&params.wm_inputs.clear_color,
+ surf->clear_color.f32, sizeof(float) * 4);
+
+ if (!blorp_params_get_mcs_partial_resolve_kernel(batch->blorp, &params))
+ return;
+
+ batch->blorp->exec(batch, &params);
+}
diff --git a/src/intel/blorp/blorp_nir_builder.h b/src/intel/blorp/blorp_nir_builder.h
new file mode 100644
index 00000000000..7f23abdef4d
--- /dev/null
+++ b/src/intel/blorp/blorp_nir_builder.h
@@ -0,0 +1,102 @@
+/*
+ * Copyright © 2017 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 "compiler/nir/nir_builder.h"
+
+static inline nir_ssa_def *
+blorp_nir_frag_coord(nir_builder *b)
+{
+ nir_variable *frag_coord =
+ nir_variable_create(b->shader, nir_var_shader_in,
+ glsl_vec4_type(), "gl_FragCoord");
+
+ frag_coord->data.location = VARYING_SLOT_POS;
+ frag_coord->data.origin_upper_left = true;
+
+ return nir_load_var(b, frag_coord);
+}
+
+static inline nir_ssa_def *
+blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *xy_pos, nir_ssa_def *layer)
+{
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 1);
+ tex->op = nir_texop_txf_ms_mcs;
+ tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
+ tex->dest_type = nir_type_int;
+
+ nir_ssa_def *coord;
+ if (layer) {
+ tex->is_array = true;
+ tex->coord_components = 3;
+ coord = nir_vec3(b, nir_channel(b, xy_pos, 0),
+ nir_channel(b, xy_pos, 1),
+ layer);
+ } else {
+ tex->is_array = false;
+ tex->coord_components = 2;
+ coord = nir_channels(b, xy_pos, 0x3);
+ }
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(coord);
+
+ /* Blorp only has one texture and it's bound at unit 0 */
+ tex->texture_index = 0;
+ tex->sampler_index = 0;
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+ nir_builder_instr_insert(b, &tex->instr);
+
+ return &tex->dest.ssa;
+}
+
+static inline nir_ssa_def *
+blorp_nir_mcs_is_clear_color(nir_builder *b,
+ nir_ssa_def *mcs,
+ uint32_t samples)
+{
+ switch (samples) {
+ case 2:
+ /* Empirical evidence suggests that the value returned from the
+ * sampler is not always 0x3 for clear color so we need to mask it.
+ */
+ return nir_ieq(b, nir_iand(b, nir_channel(b, mcs, 0),
+ nir_imm_int(b, 0x3)),
+ nir_imm_int(b, 0x3));
+
+ case 4:
+ return nir_ieq(b, nir_channel(b, mcs, 0), nir_imm_int(b, 0xff));
+
+ case 8:
+ return nir_ieq(b, nir_channel(b, mcs, 0), nir_imm_int(b, ~0));
+
+ case 16:
+ /* For 16x MSAA, the MCS is actually an ivec2 */
+ return nir_iand(b, nir_ieq(b, nir_channel(b, mcs, 0),
+ nir_imm_int(b, ~0)),
+ nir_ieq(b, nir_channel(b, mcs, 1),
+ nir_imm_int(b, ~0)));
+
+ default:
+ unreachable("Invalid sample count");
+ }
+}
diff --git a/src/intel/blorp/blorp_priv.h b/src/intel/blorp/blorp_priv.h
index b265362f9b1..81bf8c66c66 100644
--- a/src/intel/blorp/blorp_priv.h
+++ b/src/intel/blorp/blorp_priv.h
@@ -209,6 +209,7 @@ void blorp_params_init(struct blorp_params *params);
enum blorp_shader_type {
BLORP_SHADER_TYPE_BLIT,
BLORP_SHADER_TYPE_CLEAR,
+ BLORP_SHADER_TYPE_MCS_PARTIAL_RESOLVE,
BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
BLORP_SHADER_TYPE_GEN4_SF,
};