/* * Copyright © Microsoft 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 "nir.h" #include "nir_builder.h" #include "d3d12_context.h" #include "d3d12_compiler.h" #include "d3d12_nir_passes.h" #include "d3d12_screen.h" static uint32_t hash_tcs_variant_key(const void *key) { return _mesa_hash_data(key, sizeof(struct d3d12_tcs_variant_key)); } static bool equals_tcs_variant_key(const void *a, const void *b) { return memcmp(a, b, sizeof(struct d3d12_tcs_variant_key)) == 0; } void d3d12_tcs_variant_cache_init(struct d3d12_context *ctx) { ctx->tcs_variant_cache = _mesa_hash_table_create(NULL, NULL, equals_tcs_variant_key); } static void delete_entry(struct hash_entry *entry) { d3d12_shader_free((d3d12_shader_selector *)entry->data); } void d3d12_tcs_variant_cache_destroy(struct d3d12_context *ctx) { _mesa_hash_table_destroy(ctx->tcs_variant_cache, delete_entry); } static void copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src) { assert(glsl_get_bare_type(dst->type) == glsl_get_bare_type(src->type)); if (glsl_type_is_struct(dst->type)) { for (unsigned i = 0; i < glsl_get_length(dst->type); ++i) { copy_vars(b, nir_build_deref_struct(b, dst, i), nir_build_deref_struct(b, src, i)); } } else if (glsl_type_is_array_or_matrix(dst->type)) { copy_vars(b, nir_build_deref_array_wildcard(b, dst), nir_build_deref_array_wildcard(b, src)); } else { nir_copy_deref(b, dst, src); } } static struct d3d12_shader_selector * create_tess_ctrl_shader_variant(struct d3d12_context *ctx, struct d3d12_tcs_variant_key *key) { nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, &d3d12_screen(ctx->base.screen)->nir_options, "passthrough"); nir_shader *nir = b.shader; nir_ssa_def *invocation_id = nir_load_invocation_id(&b); uint64_t varying_mask = key->varyings.mask; while(varying_mask) { int var_idx = u_bit_scan64(&varying_mask); auto slot = &key->varyings.slots[var_idx]; unsigned frac_mask = slot->location_frac_mask; while (frac_mask) { int frac = u_bit_scan(&frac_mask); auto var = &slot->vars[frac]; const struct glsl_type *type = glsl_array_type(slot->types[frac], key->vertices_out, 0); char buf[1024]; snprintf(buf, sizeof(buf), "in_%d", var->driver_location); nir_variable *in = nir_variable_create(nir, nir_var_shader_in, type, buf); snprintf(buf, sizeof(buf), "out_%d", var->driver_location); nir_variable *out = nir_variable_create(nir, nir_var_shader_out, type, buf); out->data.location = in->data.location = var_idx; out->data.location_frac = in->data.location_frac = frac; out->data.driver_location = in->data.driver_location = var->driver_location; for (unsigned i = 0; i < key->vertices_out; i++) { nir_if *start_block = nir_push_if(&b, nir_ieq(&b, invocation_id, nir_imm_int(&b, i))); nir_deref_instr *in_array_var = nir_build_deref_array(&b, nir_build_deref_var(&b, in), invocation_id); nir_deref_instr *out_array_var = nir_build_deref_array_imm(&b, nir_build_deref_var(&b, out), i); copy_vars(&b, out_array_var, in_array_var); nir_pop_if(&b, start_block); } } } nir_variable *gl_TessLevelInner = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(glsl_float_type(), 2, 0), "gl_TessLevelInner"); gl_TessLevelInner->data.location = VARYING_SLOT_TESS_LEVEL_INNER; gl_TessLevelInner->data.patch = 1; gl_TessLevelInner->data.compact = 1; nir_variable *gl_TessLevelOuter = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(glsl_float_type(), 4, 0), "gl_TessLevelOuter"); gl_TessLevelOuter->data.location = VARYING_SLOT_TESS_LEVEL_OUTER; gl_TessLevelOuter->data.patch = 1; gl_TessLevelOuter->data.compact = 1; nir_variable *state_var_inner = NULL, *state_var_outer = NULL; nir_ssa_def *load_inner = d3d12_get_state_var(&b, D3D12_STATE_VAR_DEFAULT_INNER_TESS_LEVEL, "d3d12_TessLevelInner", glsl_vec_type(2), &state_var_inner); nir_ssa_def *load_outer = d3d12_get_state_var(&b, D3D12_STATE_VAR_DEFAULT_OUTER_TESS_LEVEL, "d3d12_TessLevelOuter", glsl_vec4_type(), &state_var_outer); for (unsigned i = 0; i < 2; i++) { nir_deref_instr *store_idx = nir_build_deref_array_imm(&b, nir_build_deref_var(&b, gl_TessLevelInner), i); nir_store_deref(&b, store_idx, nir_channel(&b, load_inner, i), 0xff); } for (unsigned i = 0; i < 4; i++) { nir_deref_instr *store_idx = nir_build_deref_array_imm(&b, nir_build_deref_var(&b, gl_TessLevelOuter), i); nir_store_deref(&b, store_idx, nir_channel(&b, load_outer, i), 0xff); } nir->info.tess.tcs_vertices_out = key->vertices_out; nir_validate_shader(nir, "created"); NIR_PASS_V(nir, nir_lower_var_copies); struct pipe_shader_state templ; templ.type = PIPE_SHADER_IR_NIR; templ.ir.nir = nir; templ.stream_output.num_outputs = 0; d3d12_shader_selector *tcs = d3d12_create_shader(ctx, PIPE_SHADER_TESS_CTRL, &templ); if (tcs) { tcs->is_variant = true; memcpy(&tcs->tcs_key, key, sizeof(*key)); } return tcs; } d3d12_shader_selector * d3d12_get_tcs_variant(struct d3d12_context *ctx, struct d3d12_tcs_variant_key *key) { uint32_t hash = hash_tcs_variant_key(key); struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(ctx->tcs_variant_cache, hash, key); if (!entry) { d3d12_shader_selector *tcs = create_tess_ctrl_shader_variant(ctx, key); entry = _mesa_hash_table_insert_pre_hashed(ctx->tcs_variant_cache, hash, &tcs->tcs_key, tcs); assert(entry); } return (d3d12_shader_selector *)entry->data; }