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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/radeonsi/si_shaderlib_nir.c
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/*
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* Copyright 2018 Advanced Micro Devices, Inc.
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* All Rights Reserved.
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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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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the 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 NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#define AC_SURFACE_INCLUDE_NIR
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#include "ac_surface.h"
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#include "si_pipe.h"
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static void *create_nir_cs(struct si_context *sctx, nir_builder *b)
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{
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nir_shader_gather_info(b->shader, nir_shader_get_entrypoint(b->shader));
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struct pipe_compute_state state = {0};
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state.ir_type = PIPE_SHADER_IR_NIR;
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state.prog = b->shader;
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sctx->b.screen->finalize_nir(sctx->b.screen, (void*)state.prog, false);
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return sctx->b.create_compute_state(&sctx->b, &state);
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}
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static nir_ssa_def *get_global_ids(nir_builder *b, unsigned num_components)
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{
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unsigned mask = BITFIELD_MASK(num_components);
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nir_ssa_def *local_ids = nir_channels(b, nir_load_local_invocation_id(b), mask);
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nir_ssa_def *block_ids = nir_channels(b, nir_load_workgroup_id(b, 32), mask);
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nir_ssa_def *block_size = nir_channels(b, nir_load_workgroup_size(b), mask);
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return nir_iadd(b, nir_imul(b, block_ids, block_size), local_ids);
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}
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static void unpack_2x16(nir_builder *b, nir_ssa_def *src, nir_ssa_def **x, nir_ssa_def **y)
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{
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*x = nir_iand(b, src, nir_imm_int(b, 0xffff));
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*y = nir_ushr(b, src, nir_imm_int(b, 16));
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}
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void *si_create_dcc_retile_cs(struct si_context *sctx, struct radeon_surf *surf)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "dcc_retile");
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b.shader->info.workgroup_size[0] = 8;
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b.shader->info.workgroup_size[1] = 8;
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b.shader->info.workgroup_size[2] = 1;
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b.shader->info.cs.user_data_components_amd = 3;
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b.shader->info.num_ssbos = 1;
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/* Get user data SGPRs. */
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nir_ssa_def *user_sgprs = nir_load_user_data_amd(&b);
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/* Relative offset from the displayable DCC to the non-displayable DCC in the same buffer. */
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nir_ssa_def *src_dcc_offset = nir_channel(&b, user_sgprs, 0);
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nir_ssa_def *src_dcc_pitch, *dst_dcc_pitch, *src_dcc_height, *dst_dcc_height;
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 1), &src_dcc_pitch, &src_dcc_height);
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 2), &dst_dcc_pitch, &dst_dcc_height);
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/* Get the 2D coordinates. */
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nir_ssa_def *coord = get_global_ids(&b, 2);
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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/* Multiply the coordinates by the DCC block size (they are DCC block coordinates). */
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coord = nir_imul(&b, coord, nir_imm_ivec2(&b, surf->u.gfx9.color.dcc_block_width,
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surf->u.gfx9.color.dcc_block_height));
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nir_ssa_def *src_offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, surf->bpe, &surf->u.gfx9.color.dcc_equation,
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src_dcc_pitch, src_dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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zero, zero, zero); /* z, sample, pipe_xor */
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src_offset = nir_iadd(&b, src_offset, src_dcc_offset);
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nir_ssa_def *value = nir_load_ssbo(&b, 1, 8, zero, src_offset, .align_mul=1);
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nir_ssa_def *dst_offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, surf->bpe, &surf->u.gfx9.color.display_dcc_equation,
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dst_dcc_pitch, dst_dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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zero, zero, zero); /* z, sample, pipe_xor */
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nir_store_ssbo(&b, value, zero, dst_offset, .write_mask=0x1, .align_mul=1);
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return create_nir_cs(sctx, &b);
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}
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void *gfx9_create_clear_dcc_msaa_cs(struct si_context *sctx, struct si_texture *tex)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "clear_dcc_msaa");
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b.shader->info.workgroup_size[0] = 8;
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b.shader->info.workgroup_size[1] = 8;
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b.shader->info.workgroup_size[2] = 1;
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b.shader->info.cs.user_data_components_amd = 2;
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b.shader->info.num_ssbos = 1;
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/* Get user data SGPRs. */
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nir_ssa_def *user_sgprs = nir_load_user_data_amd(&b);
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nir_ssa_def *dcc_pitch, *dcc_height, *clear_value, *pipe_xor;
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 0), &dcc_pitch, &dcc_height);
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 1), &clear_value, &pipe_xor);
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clear_value = nir_u2u16(&b, clear_value);
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/* Get the 2D coordinates. */
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nir_ssa_def *coord = get_global_ids(&b, 3);
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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/* Multiply the coordinates by the DCC block size (they are DCC block coordinates). */
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coord = nir_imul(&b, coord,
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nir_channels(&b, nir_imm_ivec4(&b, tex->surface.u.gfx9.color.dcc_block_width,
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tex->surface.u.gfx9.color.dcc_block_height,
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tex->surface.u.gfx9.color.dcc_block_depth, 0), 0x7));
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nir_ssa_def *offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, tex->surface.bpe,
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&tex->surface.u.gfx9.color.dcc_equation,
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dcc_pitch, dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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tex->buffer.b.b.array_size > 1 ? nir_channel(&b, coord, 2) : zero, /* z */
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zero, pipe_xor); /* sample, pipe_xor */
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/* The trick here is that DCC elements for an even and the next odd sample are next to each other
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* in memory, so we only need to compute the address for sample 0 and the next DCC byte is always
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* sample 1. That's why the clear value has 2 bytes - we're clearing 2 samples at the same time.
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*/
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nir_store_ssbo(&b, clear_value, zero, offset, .write_mask=0x1, .align_mul=2);
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return create_nir_cs(sctx, &b);
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}
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