xref: /third_party/mesa3d/src/intel/blorp/blorp.c (revision bf215546)
1/*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include <errno.h>
25
26#include "program/prog_instruction.h"
27
28#include "blorp_priv.h"
29#include "compiler/brw_compiler.h"
30#include "compiler/brw_nir.h"
31#include "dev/intel_debug.h"
32
33const char *
34blorp_shader_type_to_name(enum blorp_shader_type type)
35{
36   static const char *shader_name[] = {
37      [BLORP_SHADER_TYPE_COPY]                = "BLORP-copy",
38      [BLORP_SHADER_TYPE_BLIT]                = "BLORP-blit",
39      [BLORP_SHADER_TYPE_CLEAR]               = "BLORP-clear",
40      [BLORP_SHADER_TYPE_MCS_PARTIAL_RESOLVE] = "BLORP-mcs-partial-resolve",
41      [BLORP_SHADER_TYPE_LAYER_OFFSET_VS]     = "BLORP-layer-offset-vs",
42      [BLORP_SHADER_TYPE_GFX4_SF]             = "BLORP-gfx4-sf",
43   };
44   assert(type < ARRAY_SIZE(shader_name));
45
46   return shader_name[type];
47}
48
49const char *
50blorp_shader_pipeline_to_name(enum blorp_shader_pipeline pipe)
51{
52   static const char *pipeline_name[] = {
53      [BLORP_SHADER_PIPELINE_RENDER]  = "render",
54      [BLORP_SHADER_PIPELINE_COMPUTE] = "compute",
55   };
56   assert(pipe < ARRAY_SIZE(pipeline_name));
57
58   return pipeline_name[pipe];
59}
60
61void
62blorp_init(struct blorp_context *blorp, void *driver_ctx,
63           struct isl_device *isl_dev, const struct blorp_config *config)
64{
65   memset(blorp, 0, sizeof(*blorp));
66
67   blorp->driver_ctx = driver_ctx;
68   blorp->isl_dev = isl_dev;
69   if (config)
70      blorp->config = *config;
71}
72
73void
74blorp_finish(struct blorp_context *blorp)
75{
76   blorp->driver_ctx = NULL;
77}
78
79void
80blorp_batch_init(struct blorp_context *blorp,
81                 struct blorp_batch *batch, void *driver_batch,
82                 enum blorp_batch_flags flags)
83{
84   batch->blorp = blorp;
85   batch->driver_batch = driver_batch;
86   batch->flags = flags;
87}
88
89void
90blorp_batch_finish(struct blorp_batch *batch)
91{
92   batch->blorp = NULL;
93}
94
95void
96brw_blorp_surface_info_init(struct blorp_batch *batch,
97                            struct brw_blorp_surface_info *info,
98                            const struct blorp_surf *surf,
99                            unsigned int level, float layer,
100                            enum isl_format format, bool is_dest)
101{
102   struct blorp_context *blorp = batch->blorp;
103   memset(info, 0, sizeof(*info));
104   assert(level < surf->surf->levels);
105   assert(layer < MAX2(surf->surf->logical_level0_px.depth >> level,
106                       surf->surf->logical_level0_px.array_len));
107
108   info->enabled = true;
109
110   if (format == ISL_FORMAT_UNSUPPORTED)
111      format = surf->surf->format;
112
113   info->surf = *surf->surf;
114   info->addr = surf->addr;
115
116   info->aux_usage = surf->aux_usage;
117   if (info->aux_usage != ISL_AUX_USAGE_NONE) {
118      info->aux_surf = *surf->aux_surf;
119      info->aux_addr = surf->aux_addr;
120   }
121
122   info->clear_color = surf->clear_color;
123   info->clear_color_addr = surf->clear_color_addr;
124
125   isl_surf_usage_flags_t view_usage;
126   if (is_dest) {
127      if (batch->flags & BLORP_BATCH_USE_COMPUTE)
128         view_usage = ISL_SURF_USAGE_STORAGE_BIT;
129      else
130         view_usage = ISL_SURF_USAGE_RENDER_TARGET_BIT;
131   } else {
132      view_usage = ISL_SURF_USAGE_TEXTURE_BIT;
133   }
134
135   info->view = (struct isl_view) {
136      .usage = view_usage,
137      .format = format,
138      .base_level = level,
139      .levels = 1,
140      .swizzle = ISL_SWIZZLE_IDENTITY,
141   };
142
143   info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
144                               info->surf.logical_level0_px.array_len);
145
146   if (!is_dest &&
147       (info->surf.dim == ISL_SURF_DIM_3D ||
148        info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
149      /* 3-D textures don't support base_array layer and neither do 2-D
150       * multisampled textures on IVB so we need to pass it through the
151       * sampler in those cases.  These are also two cases where we are
152       * guaranteed that we won't be doing any funny surface hacks.
153       */
154      info->view.base_array_layer = 0;
155      info->z_offset = layer;
156   } else {
157      info->view.base_array_layer = layer;
158
159      assert(info->view.array_len >= info->view.base_array_layer);
160      info->view.array_len -= info->view.base_array_layer;
161      info->z_offset = 0;
162   }
163
164   /* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
165    * layered rendering.
166    */
167   if (is_dest && blorp->isl_dev->info->ver <= 6)
168      info->view.array_len = MIN2(info->view.array_len, 512);
169
170   if (surf->tile_x_sa || surf->tile_y_sa) {
171      /* This is only allowed on simple 2D surfaces without MSAA */
172      assert(info->surf.dim == ISL_SURF_DIM_2D);
173      assert(info->surf.samples == 1);
174      assert(info->surf.levels == 1);
175      assert(info->surf.logical_level0_px.array_len == 1);
176      assert(info->aux_usage == ISL_AUX_USAGE_NONE);
177
178      info->tile_x_sa = surf->tile_x_sa;
179      info->tile_y_sa = surf->tile_y_sa;
180
181      /* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
182       * place the image at the tile boundary and offset our sampling or
183       * rendering.  For this reason, we need to grow the image by the offset
184       * to ensure that the hardware doesn't think we've gone past the edge.
185       */
186      info->surf.logical_level0_px.w += surf->tile_x_sa;
187      info->surf.logical_level0_px.h += surf->tile_y_sa;
188      info->surf.phys_level0_sa.w += surf->tile_x_sa;
189      info->surf.phys_level0_sa.h += surf->tile_y_sa;
190   }
191}
192
193
194void
195blorp_params_init(struct blorp_params *params)
196{
197   memset(params, 0, sizeof(*params));
198   params->num_samples = 1;
199   params->num_draw_buffers = 1;
200   params->num_layers = 1;
201}
202
203static void
204blorp_init_base_prog_key(struct brw_base_prog_key *key)
205{
206   for (int i = 0; i < BRW_MAX_SAMPLERS; i++)
207      key->tex.swizzles[i] = SWIZZLE_XYZW;
208}
209
210void
211brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
212{
213   memset(wm_key, 0, sizeof(*wm_key));
214   wm_key->nr_color_regions = 1;
215   blorp_init_base_prog_key(&wm_key->base);
216}
217
218void
219brw_blorp_init_cs_prog_key(struct brw_cs_prog_key *cs_key)
220{
221   memset(cs_key, 0, sizeof(*cs_key));
222   blorp_init_base_prog_key(&cs_key->base);
223}
224
225const unsigned *
226blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
227                 struct nir_shader *nir,
228                 struct brw_wm_prog_key *wm_key,
229                 bool use_repclear,
230                 struct brw_wm_prog_data *wm_prog_data)
231{
232   const struct brw_compiler *compiler = blorp->compiler;
233
234   nir->options = compiler->nir_options[MESA_SHADER_FRAGMENT];
235
236   memset(wm_prog_data, 0, sizeof(*wm_prog_data));
237
238   wm_prog_data->base.nr_params = 0;
239   wm_prog_data->base.param = NULL;
240
241   brw_preprocess_nir(compiler, nir, NULL);
242   nir_remove_dead_variables(nir, nir_var_shader_in, NULL);
243   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
244
245   if (blorp->compiler->devinfo->ver < 6) {
246      if (nir->info.fs.uses_discard)
247         wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
248
249      wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
250   }
251
252   struct brw_compile_fs_params params = {
253      .nir = nir,
254      .key = wm_key,
255      .prog_data = wm_prog_data,
256
257      .use_rep_send = use_repclear,
258      .log_data = blorp->driver_ctx,
259
260      .debug_flag = DEBUG_BLORP,
261   };
262
263   return brw_compile_fs(compiler, mem_ctx, &params);
264}
265
266const unsigned *
267blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
268                 struct nir_shader *nir,
269                 struct brw_vs_prog_data *vs_prog_data)
270{
271   const struct brw_compiler *compiler = blorp->compiler;
272
273   nir->options = compiler->nir_options[MESA_SHADER_VERTEX];
274
275   brw_preprocess_nir(compiler, nir, NULL);
276   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
277
278   vs_prog_data->inputs_read = nir->info.inputs_read;
279
280   brw_compute_vue_map(compiler->devinfo,
281                       &vs_prog_data->base.vue_map,
282                       nir->info.outputs_written,
283                       nir->info.separate_shader,
284                       1);
285
286   struct brw_vs_prog_key vs_key = { 0, };
287
288   struct brw_compile_vs_params params = {
289      .nir = nir,
290      .key = &vs_key,
291      .prog_data = vs_prog_data,
292      .log_data = blorp->driver_ctx,
293
294      .debug_flag = DEBUG_BLORP,
295   };
296
297   return brw_compile_vs(compiler, mem_ctx, &params);
298}
299
300const unsigned *
301blorp_compile_cs(struct blorp_context *blorp, void *mem_ctx,
302                 struct nir_shader *nir,
303                 struct brw_cs_prog_key *cs_key,
304                 struct brw_cs_prog_data *cs_prog_data)
305{
306   const struct brw_compiler *compiler = blorp->compiler;
307
308   nir->options = compiler->nir_options[MESA_SHADER_COMPUTE];
309
310   memset(cs_prog_data, 0, sizeof(*cs_prog_data));
311
312   brw_preprocess_nir(compiler, nir, NULL);
313   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
314
315   NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, type_size_scalar_bytes,
316              (nir_lower_io_options)0);
317
318   STATIC_ASSERT(offsetof(struct brw_blorp_wm_inputs, subgroup_id) + 4 ==
319                 sizeof(struct brw_blorp_wm_inputs));
320   nir->num_uniforms = offsetof(struct brw_blorp_wm_inputs, subgroup_id);
321   unsigned nr_params = nir->num_uniforms / 4;
322   cs_prog_data->base.nr_params = nr_params;
323   cs_prog_data->base.param = rzalloc_array(NULL, uint32_t, nr_params);
324
325   NIR_PASS_V(nir, brw_nir_lower_cs_intrinsics);
326
327   struct brw_compile_cs_params params = {
328      .nir = nir,
329      .key = cs_key,
330      .prog_data = cs_prog_data,
331      .log_data = blorp->driver_ctx,
332      .debug_flag = DEBUG_BLORP,
333   };
334
335   const unsigned *program = brw_compile_cs(compiler, mem_ctx, &params);
336
337   ralloc_free(cs_prog_data->base.param);
338   cs_prog_data->base.param = NULL;
339
340   return program;
341}
342
343struct blorp_sf_key {
344   struct brw_blorp_base_key base;
345   struct brw_sf_prog_key key;
346};
347
348bool
349blorp_ensure_sf_program(struct blorp_batch *batch,
350                        struct blorp_params *params)
351{
352   struct blorp_context *blorp = batch->blorp;
353   const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
354   assert(params->wm_prog_data);
355
356   /* Gfx6+ doesn't need a strips and fans program */
357   if (blorp->compiler->devinfo->ver >= 6)
358      return true;
359
360   struct blorp_sf_key key = {
361      .base = BRW_BLORP_BASE_KEY_INIT(BLORP_SHADER_TYPE_GFX4_SF),
362   };
363
364   /* Everything gets compacted in vertex setup, so we just need a
365    * pass-through for the correct number of input varyings.
366    */
367   const uint64_t slots_valid = VARYING_BIT_POS |
368      ((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
369
370   key.key.attrs = slots_valid;
371   key.key.primitive = BRW_SF_PRIM_TRIANGLES;
372   key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
373
374   STATIC_ASSERT(sizeof(key.key.interp_mode) ==
375                 sizeof(wm_prog_data->interp_mode));
376   memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
377          sizeof(key.key.interp_mode));
378
379   if (blorp->lookup_shader(batch, &key, sizeof(key),
380                            &params->sf_prog_kernel, &params->sf_prog_data))
381      return true;
382
383   void *mem_ctx = ralloc_context(NULL);
384
385   const unsigned *program;
386   unsigned program_size;
387
388   struct brw_vue_map vue_map;
389   brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false, 1);
390
391   struct brw_sf_prog_data prog_data_tmp;
392   program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
393                            &prog_data_tmp, &vue_map, &program_size);
394
395   bool result =
396      blorp->upload_shader(batch, MESA_SHADER_NONE,
397                           &key, sizeof(key), program, program_size,
398                           (void *)&prog_data_tmp, sizeof(prog_data_tmp),
399                           &params->sf_prog_kernel, &params->sf_prog_data);
400
401   ralloc_free(mem_ctx);
402
403   return result;
404}
405
406void
407blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
408             uint32_t level, uint32_t start_layer, uint32_t num_layers,
409             enum isl_aux_op op)
410{
411   const struct intel_device_info *devinfo = batch->blorp->isl_dev->info;
412
413   struct blorp_params params;
414   blorp_params_init(&params);
415
416   params.hiz_op = op;
417   params.full_surface_hiz_op = true;
418   switch (op) {
419   case ISL_AUX_OP_FULL_RESOLVE:
420      params.snapshot_type = INTEL_SNAPSHOT_HIZ_RESOLVE;
421      break;
422   case ISL_AUX_OP_AMBIGUATE:
423      params.snapshot_type = INTEL_SNAPSHOT_HIZ_AMBIGUATE;
424      break;
425   case ISL_AUX_OP_FAST_CLEAR:
426      params.snapshot_type = INTEL_SNAPSHOT_HIZ_CLEAR;
427      break;
428   case ISL_AUX_OP_PARTIAL_RESOLVE:
429   case ISL_AUX_OP_NONE:
430      unreachable("Invalid HiZ op");
431   }
432
433   for (uint32_t a = 0; a < num_layers; a++) {
434      const uint32_t layer = start_layer + a;
435
436      brw_blorp_surface_info_init(batch, &params.depth, surf, level,
437                                  layer, surf->surf->format, true);
438
439      /* Align the rectangle primitive to 8x4 pixels.
440       *
441       * During fast depth clears, the emitted rectangle primitive  must be
442       * aligned to 8x4 pixels.  From the Ivybridge PRM, Vol 2 Part 1 Section
443       * 11.5.3.1 Depth Buffer Clear (and the matching section in the
444       * Sandybridge PRM):
445       *
446       *     If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
447       *     aligned to an 8x4 pixel block relative to the upper left corner
448       *     of the depth buffer [...]
449       *
450       * For hiz resolves, the rectangle must also be 8x4 aligned. Item
451       * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
452       * Ivybridge simulator require the alignment.
453       *
454       * To be safe, let's just align the rect for all hiz operations and all
455       * hardware generations.
456       *
457       * However, for some miptree slices of a Z24 texture, emitting an 8x4
458       * aligned rectangle that covers the slice may clobber adjacent slices
459       * if we strictly adhered to the texture alignments specified in the
460       * PRM.  The Ivybridge PRM, Section "Alignment Unit Size", states that
461       * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
462       * surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
463       * 8, which prevents the clobbering.
464       */
465      params.x1 = u_minify(params.depth.surf.logical_level0_px.width,
466                           params.depth.view.base_level);
467      params.y1 = u_minify(params.depth.surf.logical_level0_px.height,
468                           params.depth.view.base_level);
469      params.x1 = ALIGN(params.x1, 8);
470      params.y1 = ALIGN(params.y1, 4);
471
472      if (params.depth.view.base_level == 0) {
473         /* TODO: What about MSAA? */
474         params.depth.surf.logical_level0_px.width = params.x1;
475         params.depth.surf.logical_level0_px.height = params.y1;
476      } else if (devinfo->ver >= 8 && devinfo->ver <= 9 &&
477                 op == ISL_AUX_OP_AMBIGUATE) {
478         /* On some platforms, it's not enough to just adjust the clear
479          * rectangle when the LOD is greater than 0.
480          *
481          * From the BDW and SKL PRMs, Vol 7, "Optimized Hierarchical Depth
482          * Buffer Resolve":
483          *
484          *    The following is required when performing a hierarchical depth
485          *    buffer resolve:
486          *
487          *    - A rectangle primitive covering the full render target must be
488          *      programmed on Xmin, Ymin, Xmax, and Ymax in the
489          *      3DSTATE_WM_HZ_OP command.
490          *
491          *    - The rectangle primitive size must be aligned to 8x4 pixels.
492          *
493          * And from the Clear Rectangle programming note in 3DSTATE_WM_HZ_OP
494          * (Vol 2a):
495          *
496          *    Hence the max values must be less than or equal to: ( Surface
497          *    Width » LOD ) and ( Surface Height » LOD ) for X Max and Y Max
498          *    respectively.
499          *
500          * This means that the extent of the LOD must be naturally
501          * 8x4-aligned after minification of the base LOD. Since the base LOD
502          * dimensions affect the placement of smaller LODs, it's not trivial
503          * (nor possible, at times) to satisfy the requirement by adjusting
504          * the base LOD extent. Just assert that the caller is accessing an
505          * LOD that satisfies this requirement.
506          */
507         assert(u_minify(params.depth.surf.logical_level0_px.width,
508                         params.depth.view.base_level) == params.x1);
509         assert(u_minify(params.depth.surf.logical_level0_px.height,
510                         params.depth.view.base_level) == params.y1);
511      }
512
513      params.dst.surf.samples = params.depth.surf.samples;
514      params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
515      params.depth_format =
516         isl_format_get_depth_format(surf->surf->format, false);
517      params.num_samples = params.depth.surf.samples;
518
519      batch->blorp->exec(batch, &params);
520   }
521}
522