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