| /* |
| * Copyright (C) 2021 Alyssa Rosenzweig |
| * Copyright (C) 2020-2021 Collabora, Ltd. |
| * Copyright (C) 2014 Broadcom |
| * |
| * 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 "agx_state.h" |
| #include "compiler/nir/nir_builder.h" |
| #include "asahi/compiler/agx_compile.h" |
| #include "gallium/auxiliary/util/u_blitter.h" |
| |
| static void |
| agx_build_reload_shader(struct agx_device *dev) |
| { |
| nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, |
| &agx_nir_options, "agx_reload"); |
| |
| nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, |
| glsl_vector_type(GLSL_TYPE_FLOAT, 4), "output"); |
| out->data.location = FRAG_RESULT_DATA0; |
| |
| nir_ssa_def *fragcoord = nir_load_frag_coord(&b); |
| nir_ssa_def *coord = nir_channels(&b, fragcoord, 0x3); |
| |
| nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1); |
| tex->dest_type = nir_type_float32; |
| tex->sampler_dim = GLSL_SAMPLER_DIM_RECT; |
| tex->op = nir_texop_tex; |
| tex->src[0].src_type = nir_tex_src_coord; |
| tex->src[0].src = nir_src_for_ssa(coord); |
| tex->coord_components = 2; |
| nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); |
| nir_builder_instr_insert(&b, &tex->instr); |
| nir_store_var(&b, out, &tex->dest.ssa, 0xFF); |
| |
| unsigned offset = 0; |
| unsigned bo_size = 4096; |
| |
| struct agx_bo *bo = agx_bo_create(dev, bo_size, AGX_MEMORY_TYPE_SHADER); |
| dev->reload.bo = bo; |
| |
| for (unsigned i = 0; i < AGX_NUM_FORMATS; ++i) { |
| struct util_dynarray binary; |
| util_dynarray_init(&binary, NULL); |
| |
| nir_shader *s = nir_shader_clone(NULL, b.shader); |
| struct agx_shader_info info; |
| |
| struct agx_shader_key key = { |
| .fs.tib_formats[0] = i, |
| .fs.ignore_tib_dependencies = true, |
| }; |
| |
| agx_compile_shader_nir(s, &key, NULL, &binary, &info); |
| |
| assert(offset + binary.size < bo_size); |
| memcpy(((uint8_t *) bo->ptr.cpu) + offset, binary.data, binary.size); |
| |
| dev->reload.format[i] = bo->ptr.gpu + offset; |
| offset += ALIGN_POT(binary.size, 128); |
| |
| util_dynarray_fini(&binary); |
| } |
| } |
| |
| void |
| agx_blitter_save(struct agx_context *ctx, struct blitter_context *blitter, |
| bool render_cond) |
| { |
| util_blitter_save_vertex_buffer_slot(blitter, ctx->vertex_buffers); |
| util_blitter_save_vertex_elements(blitter, ctx->attributes); |
| util_blitter_save_vertex_shader(blitter, ctx->stage[PIPE_SHADER_VERTEX].shader); |
| util_blitter_save_rasterizer(blitter, ctx->rast); |
| util_blitter_save_viewport(blitter, &ctx->viewport); |
| util_blitter_save_scissor(blitter, &ctx->scissor); |
| util_blitter_save_fragment_shader(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].shader); |
| util_blitter_save_blend(blitter, ctx->blend); |
| util_blitter_save_depth_stencil_alpha(blitter, ctx->zs); |
| util_blitter_save_stencil_ref(blitter, &ctx->stencil_ref); |
| util_blitter_save_so_targets(blitter, 0, NULL); |
| util_blitter_save_sample_mask(blitter, ctx->sample_mask, 0); |
| |
| util_blitter_save_framebuffer(blitter, &ctx->framebuffer); |
| util_blitter_save_fragment_sampler_states(blitter, |
| ctx->stage[PIPE_SHADER_FRAGMENT].sampler_count, |
| (void **)(ctx->stage[PIPE_SHADER_FRAGMENT].samplers)); |
| util_blitter_save_fragment_sampler_views(blitter, |
| ctx->stage[PIPE_SHADER_FRAGMENT].texture_count, |
| (struct pipe_sampler_view **)ctx->stage[PIPE_SHADER_FRAGMENT].textures); |
| util_blitter_save_fragment_constant_buffer_slot(blitter, |
| ctx->stage[PIPE_SHADER_FRAGMENT].cb); |
| |
| if (!render_cond) { |
| util_blitter_save_render_condition(blitter, |
| (struct pipe_query *) ctx->cond_query, |
| ctx->cond_cond, ctx->cond_mode); |
| } |
| } |
| |
| void |
| agx_blit(struct pipe_context *pipe, |
| const struct pipe_blit_info *info) |
| { |
| //if (info->render_condition_enable && |
| // !agx_render_condition_check(pan_context(pipe))) |
| // return; |
| |
| struct agx_context *ctx = agx_context(pipe); |
| |
| if (!util_blitter_is_blit_supported(ctx->blitter, info)) |
| unreachable("Unsupported blit\n"); |
| |
| agx_blitter_save(ctx, ctx->blitter, info->render_condition_enable); |
| util_blitter_blit(ctx->blitter, info); |
| } |
| |
| /* We need some fixed shaders for common rendering tasks. When colour buffer |
| * reload is not in use, a shader is used to clear a particular colour. At the |
| * end of rendering a tile, a shader is used to write it out. These shaders are |
| * too trivial to go through the compiler at this stage. */ |
| #define AGX_STOP \ |
| 0x88, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, \ |
| 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00 \ |
| |
| #define AGX_BLEND \ |
| 0x09, 0x00, 0x00, 0x04, 0xf0, 0xfc, 0x80, 0x03 |
| |
| /* Clears the tilebuffer, where u6-u7 are preloaded with the FP16 clear colour |
| |
| 0: 7e018c098040 bitop_mov r0, u6 |
| 6: 7e058e098000 bitop_mov r1, u7 |
| c: 09000004f0fc8003 TODO.blend |
| */ |
| |
| static uint8_t shader_clear[] = { |
| 0x7e, 0x01, 0x8c, 0x09, 0x80, 0x40, |
| 0x7e, 0x05, 0x8e, 0x09, 0x80, 0x00, |
| AGX_BLEND, |
| AGX_STOP |
| }; |
| |
| static uint8_t shader_store[] = { |
| 0x7e, 0x00, 0x04, 0x09, 0x80, 0x00, |
| 0xb1, 0x80, 0x00, 0x80, 0x00, 0x4a, 0x00, 0x00, 0x0a, 0x00, |
| AGX_STOP |
| }; |
| |
| void |
| agx_internal_shaders(struct agx_device *dev) |
| { |
| unsigned clear_offset = 0; |
| unsigned store_offset = 1024; |
| |
| struct agx_bo *bo = agx_bo_create(dev, 4096, AGX_MEMORY_TYPE_SHADER); |
| memcpy(((uint8_t *) bo->ptr.cpu) + clear_offset, shader_clear, sizeof(shader_clear)); |
| memcpy(((uint8_t *) bo->ptr.cpu) + store_offset, shader_store, sizeof(shader_store)); |
| |
| dev->internal.bo = bo; |
| dev->internal.clear = bo->ptr.gpu + clear_offset; |
| dev->internal.store = bo->ptr.gpu + store_offset; |
| |
| agx_build_reload_shader(dev); |
| } |