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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/asahi/agx_blit.c
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/*
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* Copyright (C) 2021 Alyssa Rosenzweig
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* Copyright (C) 2020-2021 Collabora, Ltd.
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* Copyright (C) 2014 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "agx_state.h"
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#include "compiler/nir/nir_builder.h"
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#include "asahi/compiler/agx_compile.h"
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#include "gallium/auxiliary/util/u_blitter.h"
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static void
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agx_build_reload_shader(struct agx_device *dev)
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
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&agx_nir_options, "agx_reload");
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b.shader->info.internal = true;
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nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out,
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glsl_vector_type(GLSL_TYPE_FLOAT, 4), "output");
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out->data.location = FRAG_RESULT_DATA0;
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nir_ssa_def *fragcoord = nir_load_frag_coord(&b);
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nir_ssa_def *coord = nir_channels(&b, fragcoord, 0x3);
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nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1);
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tex->dest_type = nir_type_float32;
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tex->sampler_dim = GLSL_SAMPLER_DIM_RECT;
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tex->op = nir_texop_tex;
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tex->src[0].src_type = nir_tex_src_coord;
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tex->src[0].src = nir_src_for_ssa(coord);
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tex->coord_components = 2;
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nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
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nir_builder_instr_insert(&b, &tex->instr);
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nir_store_var(&b, out, &tex->dest.ssa, 0xFF);
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unsigned offset = 0;
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unsigned bo_size = 4096;
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struct agx_bo *bo = agx_bo_create(dev, bo_size, AGX_MEMORY_TYPE_SHADER);
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dev->reload.bo = bo;
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for (unsigned i = 0; i < AGX_NUM_FORMATS; ++i) {
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struct util_dynarray binary;
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util_dynarray_init(&binary, NULL);
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nir_shader *s = nir_shader_clone(NULL, b.shader);
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struct agx_shader_info info;
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struct agx_shader_key key = {
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.fs.tib_formats[0] = i
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};
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agx_compile_shader_nir(s, &key, &binary, &info);
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assert(offset + binary.size < bo_size);
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memcpy(((uint8_t *) bo->ptr.cpu) + offset, binary.data, binary.size);
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dev->reload.format[i] = bo->ptr.gpu + offset;
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offset += ALIGN_POT(binary.size, 128);
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util_dynarray_fini(&binary);
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}
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}
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static void
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agx_blitter_save(struct agx_context *ctx, struct blitter_context *blitter,
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bool render_cond)
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{
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util_blitter_save_vertex_buffer_slot(blitter, ctx->vertex_buffers);
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util_blitter_save_vertex_elements(blitter, ctx->attributes);
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util_blitter_save_vertex_shader(blitter, ctx->stage[PIPE_SHADER_VERTEX].shader);
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util_blitter_save_rasterizer(blitter, ctx->rast);
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util_blitter_save_viewport(blitter, &ctx->viewport);
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util_blitter_save_scissor(blitter, &ctx->scissor);
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util_blitter_save_fragment_shader(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].shader);
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util_blitter_save_blend(blitter, ctx->blend);
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util_blitter_save_depth_stencil_alpha(blitter, &ctx->zs);
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util_blitter_save_stencil_ref(blitter, &ctx->stencil_ref);
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util_blitter_save_so_targets(blitter, 0, NULL);
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util_blitter_save_sample_mask(blitter, ctx->sample_mask);
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util_blitter_save_framebuffer(blitter, &ctx->framebuffer);
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util_blitter_save_fragment_sampler_states(blitter,
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ctx->stage[PIPE_SHADER_FRAGMENT].sampler_count,
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(void **)(ctx->stage[PIPE_SHADER_FRAGMENT].samplers));
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util_blitter_save_fragment_sampler_views(blitter,
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ctx->stage[PIPE_SHADER_FRAGMENT].texture_count,
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(struct pipe_sampler_view **)ctx->stage[PIPE_SHADER_FRAGMENT].textures);
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util_blitter_save_fragment_constant_buffer_slot(blitter,
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ctx->stage[PIPE_SHADER_FRAGMENT].cb);
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if (!render_cond) {
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util_blitter_save_render_condition(blitter,
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(struct pipe_query *) ctx->cond_query,
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ctx->cond_cond, ctx->cond_mode);
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}
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}
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void
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agx_blit(struct pipe_context *pipe,
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const struct pipe_blit_info *info)
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{
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//if (info->render_condition_enable &&
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// !agx_render_condition_check(pan_context(pipe)))
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// return;
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struct agx_context *ctx = agx_context(pipe);
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if (!util_blitter_is_blit_supported(ctx->blitter, info))
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unreachable("Unsupported blit\n");
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agx_blitter_save(ctx, ctx->blitter, info->render_condition_enable);
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util_blitter_blit(ctx->blitter, info);
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}
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/* We need some fixed shaders for common rendering tasks. When colour buffer
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* reload is not in use, a shader is used to clear a particular colour. At the
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* end of rendering a tile, a shader is used to write it out. These shaders are
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* too trivial to go through the compiler at this stage. */
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#define AGX_STOP \
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0x88, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, \
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0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00 \
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#define AGX_BLEND \
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0x09, 0x00, 0x00, 0x04, 0xf0, 0xfc, 0x80, 0x03
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/* Clears the tilebuffer, where u6-u7 are preloaded with the FP16 clear colour
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0: 7e018c098040 bitop_mov r0, u6
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6: 7e058e098000 bitop_mov r1, u7
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c: 09000004f0fc8003 TODO.blend
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*/
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static uint8_t shader_clear[] = {
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0x7e, 0x01, 0x8c, 0x09, 0x80, 0x40,
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0x7e, 0x05, 0x8e, 0x09, 0x80, 0x00,
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AGX_BLEND,
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AGX_STOP
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};
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static uint8_t shader_store[] = {
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0x7e, 0x00, 0x04, 0x09, 0x80, 0x00,
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0xb1, 0x80, 0x00, 0x80, 0x00, 0x4a, 0x00, 0x00, 0x0a, 0x00,
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AGX_STOP
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};
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void
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agx_internal_shaders(struct agx_device *dev)
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{
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unsigned clear_offset = 0;
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unsigned store_offset = 1024;
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struct agx_bo *bo = agx_bo_create(dev, 4096, AGX_MEMORY_TYPE_SHADER);
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memcpy(((uint8_t *) bo->ptr.cpu) + clear_offset, shader_clear, sizeof(shader_clear));
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memcpy(((uint8_t *) bo->ptr.cpu) + store_offset, shader_store, sizeof(shader_store));
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dev->internal.bo = bo;
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dev->internal.clear = bo->ptr.gpu + clear_offset;
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dev->internal.store = bo->ptr.gpu + store_offset;
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agx_build_reload_shader(dev);
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}
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