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/*
* Copyright (C) 2021 Collabora, Ltd.
*
* 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.
*
*/
#ifndef __PAN_SHADER_H__
#define __PAN_SHADER_H__
#include "compiler/nir/nir.h"
#include "panfrost/util/pan_ir.h"
#include "pan_device.h"
#include "midgard_pack.h"
struct panfrost_device;
const nir_shader_compiler_options *
pan_shader_get_compiler_options(const struct panfrost_device *dev);
void
pan_shader_compile(const struct panfrost_device *dev,
nir_shader *nir,
const struct panfrost_compile_inputs *inputs,
struct util_dynarray *binary,
struct pan_shader_info *info);
static inline void
pan_shader_prepare_midgard_rsd(const struct pan_shader_info *info,
struct MALI_RENDERER_STATE *rsd)
{
assert((info->push.count & 3) == 0);
rsd->properties.midgard.uniform_count = info->push.count / 4;
rsd->properties.midgard.shader_has_side_effects = info->writes_global;
rsd->properties.midgard.fp_mode = MALI_FP_MODE_GL_INF_NAN_ALLOWED;
/* For fragment shaders, work register count, early-z, reads at draw-time */
if (info->stage != MESA_SHADER_FRAGMENT)
rsd->properties.midgard.work_register_count = info->work_reg_count;
}
/* Classify a shader into the following pixel kill categories:
*
* (force early, strong early): no side effects/depth/stencil/coverage writes (force)
* (weak early, weak early): no side effects/depth/stencil/coverage writes
* (weak early, force late): no side effects/depth/stencil writes
* (force late, weak early): side effects but no depth/stencil/coverage writes
* (force late, force early): only run for side effects
* (force late, force late): depth/stencil writes
*
* Note that discard is considered a coverage write. TODO: what about
* alpha-to-coverage?
* */
#define SET_PIXEL_KILL(kill, update) do { \
rsd->properties.bifrost.pixel_kill_operation = MALI_PIXEL_KILL_## kill; \
rsd->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_## update; \
} while(0)
static inline void
pan_shader_classify_pixel_kill_coverage(const struct pan_shader_info *info,
struct MALI_RENDERER_STATE *rsd)
{
bool force_early = info->fs.early_fragment_tests;
bool sidefx = info->writes_global;
bool coverage = info->fs.writes_coverage || info->fs.can_discard;
bool depth = info->fs.writes_depth;
bool stencil = info->fs.writes_stencil;
rsd->properties.bifrost.shader_modifies_coverage = coverage;
if (force_early)
SET_PIXEL_KILL(FORCE_EARLY, STRONG_EARLY);
else if (depth || stencil || (sidefx && coverage))
SET_PIXEL_KILL(FORCE_LATE, FORCE_LATE);
else if (sidefx)
SET_PIXEL_KILL(FORCE_LATE, WEAK_EARLY);
else if (coverage)
SET_PIXEL_KILL(WEAK_EARLY, FORCE_LATE);
else
SET_PIXEL_KILL(WEAK_EARLY, WEAK_EARLY);
}
#undef SET_PIXEL_KILL
static inline void
pan_shader_prepare_bifrost_rsd(const struct pan_shader_info *info,
struct MALI_RENDERER_STATE *rsd)
{
unsigned fau_count = DIV_ROUND_UP(info->push.count, 2);
rsd->preload.uniform_count = fau_count;
switch (info->stage) {
case MESA_SHADER_VERTEX:
rsd->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_STRONG_EARLY;
rsd->preload.vertex.vertex_id = true;
rsd->preload.vertex.instance_id = true;
break;
case MESA_SHADER_FRAGMENT:
pan_shader_classify_pixel_kill_coverage(info, rsd);
rsd->properties.bifrost.shader_wait_dependency_6 = info->bifrost.wait_6;
rsd->properties.bifrost.shader_wait_dependency_7 = info->bifrost.wait_7;
rsd->preload.fragment.fragment_position = info->fs.reads_frag_coord;
rsd->preload.fragment.coverage = true;
rsd->preload.fragment.primitive_flags = info->fs.reads_face;
/* Contains sample ID and sample mask. Sample position and
* helper invocation are expressed in terms of the above, so
* preload for those too */
rsd->preload.fragment.sample_mask_id =
info->fs.reads_sample_id |
info->fs.reads_sample_pos |
info->fs.reads_sample_mask_in |
info->fs.reads_helper_invocation |
info->fs.sample_shading;
break;
case MESA_SHADER_COMPUTE:
rsd->preload.compute.local_invocation_xy = true;
rsd->preload.compute.local_invocation_z = true;
rsd->preload.compute.work_group_x = true;
rsd->preload.compute.work_group_y = true;
rsd->preload.compute.work_group_z = true;
rsd->preload.compute.global_invocation_x = true;
rsd->preload.compute.global_invocation_y = true;
rsd->preload.compute.global_invocation_z = true;
break;
default:
unreachable("TODO");
}
}
static inline void
pan_shader_prepare_rsd(const struct panfrost_device *dev,
const struct pan_shader_info *shader_info,
mali_ptr shader_ptr,
struct MALI_RENDERER_STATE *rsd)
{
if (!pan_is_bifrost(dev))
shader_ptr |= shader_info->midgard.first_tag;
rsd->shader.shader = shader_ptr;
rsd->shader.attribute_count = shader_info->attribute_count;
rsd->shader.varying_count = shader_info->varyings.input_count +
shader_info->varyings.output_count;
rsd->shader.texture_count = shader_info->texture_count;
rsd->shader.sampler_count = shader_info->sampler_count;
rsd->properties.shader_contains_barrier = shader_info->contains_barrier;
rsd->properties.uniform_buffer_count = shader_info->ubo_count;
if (shader_info->stage == MESA_SHADER_FRAGMENT) {
rsd->properties.shader_contains_barrier |=
shader_info->fs.helper_invocations;
rsd->properties.stencil_from_shader =
shader_info->fs.writes_stencil;
rsd->properties.depth_source =
shader_info->fs.writes_depth ?
MALI_DEPTH_SOURCE_SHADER :
MALI_DEPTH_SOURCE_FIXED_FUNCTION;
} else {
rsd->properties.depth_source =
MALI_DEPTH_SOURCE_FIXED_FUNCTION;
}
if (pan_is_bifrost(dev))
pan_shader_prepare_bifrost_rsd(shader_info, rsd);
else
pan_shader_prepare_midgard_rsd(shader_info, rsd);
}
#endif