blob: 06a904d671a612d7fdc5c247fc549825db29eca2 [file]
/*
* 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);
}