| /* |
| * Copyright © 2015 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 "compiler/v3d_compiler.h" |
| #include "compiler/nir/nir_builder.h" |
| |
| /** |
| * Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io |
| * intrinsics into something amenable to the V3D architecture. |
| * |
| * Most of the work is turning the VS's store_output intrinsics from working |
| * on a base representing the gallium-level vec4 driver_location to an offset |
| * within the VPM, and emitting the header that's read by the fixed function |
| * hardware between the VS and FS. |
| * |
| * We also adjust the offsets on uniform loads to be in bytes, since that's |
| * what we need for indirect addressing with general TMU access. |
| */ |
| |
| struct v3d_nir_lower_io_state { |
| int pos_vpm_offset; |
| int vp_vpm_offset; |
| int zs_vpm_offset; |
| int rcp_wc_vpm_offset; |
| int psiz_vpm_offset; |
| int varyings_vpm_offset; |
| |
| BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; |
| |
| nir_ssa_def *pos[4]; |
| }; |
| |
| static void |
| v3d_nir_store_output(nir_builder *b, int base, nir_ssa_def *chan) |
| { |
| nir_intrinsic_instr *intr = |
| nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output); |
| nir_ssa_dest_init(&intr->instr, &intr->dest, |
| 1, intr->dest.ssa.bit_size, NULL); |
| intr->num_components = 1; |
| |
| intr->src[0] = nir_src_for_ssa(chan); |
| intr->src[1] = nir_src_for_ssa(nir_imm_int(b, 0)); |
| |
| nir_intrinsic_set_base(intr, base); |
| nir_intrinsic_set_write_mask(intr, 0x1); |
| nir_intrinsic_set_component(intr, 0); |
| |
| nir_builder_instr_insert(b, &intr->instr); |
| } |
| |
| /* Convert the uniform offset to bytes. If it happens to be a constant, |
| * constant-folding will clean up the shift for us. |
| */ |
| static void |
| v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b, |
| nir_intrinsic_instr *intr) |
| { |
| b->cursor = nir_before_instr(&intr->instr); |
| |
| nir_intrinsic_set_base(intr, nir_intrinsic_base(intr) * 16); |
| |
| nir_instr_rewrite_src(&intr->instr, |
| &intr->src[0], |
| nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa, |
| nir_imm_int(b, 4)))); |
| } |
| |
| static int |
| v3d_varying_slot_vpm_offset(struct v3d_compile *c, nir_variable *var, int chan) |
| { |
| int component = var->data.location_frac + chan; |
| |
| for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { |
| struct v3d_varying_slot slot = c->vs_key->fs_inputs[i]; |
| |
| if (v3d_slot_get_slot(slot) == var->data.location && |
| v3d_slot_get_component(slot) == component) { |
| return i; |
| } |
| } |
| |
| return -1; |
| } |
| |
| /* Lowers a store_output(gallium driver location) to a series of store_outputs |
| * with a driver_location equal to the offset in the VPM. |
| */ |
| static void |
| v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b, |
| nir_intrinsic_instr *intr, |
| struct v3d_nir_lower_io_state *state) |
| { |
| b->cursor = nir_before_instr(&intr->instr); |
| |
| int start_comp = nir_intrinsic_component(intr); |
| nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0], |
| intr->num_components); |
| |
| nir_variable *var = NULL; |
| nir_foreach_variable(scan_var, &c->s->outputs) { |
| if (scan_var->data.driver_location != nir_intrinsic_base(intr) || |
| start_comp < scan_var->data.location_frac || |
| start_comp >= scan_var->data.location_frac + |
| glsl_get_components(scan_var->type)) { |
| continue; |
| } |
| var = scan_var; |
| } |
| |
| /* Save off the components of the position for the setup of VPM inputs |
| * read by fixed function HW. |
| */ |
| if (var->data.location == VARYING_SLOT_POS) { |
| for (int i = 0; i < intr->num_components; i++) { |
| state->pos[start_comp + i] = nir_channel(b, src, i); |
| } |
| } |
| |
| /* Just psiz to the position in the FF header right now. */ |
| if (var->data.location == VARYING_SLOT_PSIZ && |
| state->psiz_vpm_offset != -1) { |
| v3d_nir_store_output(b, state->psiz_vpm_offset, src); |
| } |
| |
| /* Scalarize outputs if it hasn't happened already, since we want to |
| * schedule each VPM write individually. We can skip any outut |
| * components not read by the FS. |
| */ |
| for (int i = 0; i < intr->num_components; i++) { |
| int vpm_offset = |
| v3d_varying_slot_vpm_offset(c, var, |
| i + |
| start_comp - |
| var->data.location_frac); |
| |
| if (vpm_offset == -1) |
| continue; |
| |
| BITSET_SET(state->varyings_stored, vpm_offset); |
| |
| v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset, |
| nir_channel(b, src, i)); |
| } |
| |
| nir_instr_remove(&intr->instr); |
| } |
| |
| static void |
| v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b, |
| struct nir_instr *instr, |
| struct v3d_nir_lower_io_state *state) |
| { |
| if (instr->type != nir_instr_type_intrinsic) |
| return; |
| nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); |
| |
| switch (intr->intrinsic) { |
| case nir_intrinsic_load_uniform: |
| v3d_nir_lower_uniform(c, b, intr); |
| break; |
| |
| case nir_intrinsic_store_output: |
| if (c->s->info.stage == MESA_SHADER_VERTEX) |
| v3d_nir_lower_vpm_output(c, b, intr, state); |
| break; |
| |
| default: |
| break; |
| } |
| } |
| |
| /* Remap the output var's .driver_location. This is purely for |
| * nir_print_shader() so that store_output can map back to a variable name. |
| */ |
| static void |
| v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c, |
| struct v3d_nir_lower_io_state *state) |
| { |
| nir_foreach_variable_safe(var, &c->s->outputs) { |
| if (var->data.location == VARYING_SLOT_POS && |
| state->pos_vpm_offset != -1) { |
| var->data.driver_location = state->pos_vpm_offset; |
| continue; |
| } |
| |
| if (var->data.location == VARYING_SLOT_PSIZ && |
| state->psiz_vpm_offset != -1) { |
| var->data.driver_location = state->psiz_vpm_offset; |
| continue; |
| } |
| |
| int vpm_offset = v3d_varying_slot_vpm_offset(c, var, 0); |
| if (vpm_offset != -1) { |
| var->data.driver_location = |
| state->varyings_vpm_offset + vpm_offset; |
| } else { |
| /* If we couldn't find a mapping for the var, delete |
| * it so that its old .driver_location doesn't confuse |
| * nir_print_shader(). |
| */ |
| exec_node_remove(&var->node); |
| } |
| } |
| } |
| |
| static void |
| v3d_nir_setup_vpm_layout(struct v3d_compile *c, |
| struct v3d_nir_lower_io_state *state) |
| { |
| uint32_t vpm_offset = 0; |
| |
| if (c->vs_key->is_coord) { |
| state->pos_vpm_offset = vpm_offset; |
| vpm_offset += 4; |
| } else { |
| state->pos_vpm_offset = -1; |
| } |
| |
| state->vp_vpm_offset = vpm_offset; |
| vpm_offset += 2; |
| |
| if (!c->vs_key->is_coord) { |
| state->zs_vpm_offset = vpm_offset++; |
| state->rcp_wc_vpm_offset = vpm_offset++; |
| } else { |
| state->zs_vpm_offset = -1; |
| state->rcp_wc_vpm_offset = -1; |
| } |
| |
| if (c->vs_key->per_vertex_point_size) |
| state->psiz_vpm_offset = vpm_offset++; |
| else |
| state->psiz_vpm_offset = -1; |
| |
| state->varyings_vpm_offset = vpm_offset; |
| |
| c->vpm_output_size = vpm_offset + c->vs_key->num_fs_inputs; |
| } |
| |
| static void |
| v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b, |
| struct v3d_nir_lower_io_state *state) |
| { |
| for (int i = 0; i < 4; i++) { |
| if (!state->pos[i]) |
| state->pos[i] = nir_ssa_undef(b, 1, 32); |
| } |
| |
| nir_ssa_def *rcp_wc = nir_frcp(b, state->pos[3]); |
| |
| if (state->pos_vpm_offset != -1) { |
| for (int i = 0; i < 4; i++) { |
| v3d_nir_store_output(b, state->pos_vpm_offset + i, |
| state->pos[i]); |
| } |
| } |
| |
| for (int i = 0; i < 2; i++) { |
| nir_ssa_def *pos; |
| nir_ssa_def *scale; |
| pos = state->pos[i]; |
| if (i == 0) |
| scale = nir_load_viewport_x_scale(b); |
| else |
| scale = nir_load_viewport_y_scale(b); |
| pos = nir_fmul(b, pos, scale); |
| pos = nir_fmul(b, pos, rcp_wc); |
| pos = nir_f2i32(b, nir_fround_even(b, pos)); |
| v3d_nir_store_output(b, state->vp_vpm_offset + i, |
| pos); |
| } |
| |
| if (state->zs_vpm_offset != -1) { |
| nir_ssa_def *z = state->pos[2]; |
| z = nir_fmul(b, z, nir_load_viewport_z_scale(b)); |
| z = nir_fmul(b, z, rcp_wc); |
| z = nir_fadd(b, z, nir_load_viewport_z_offset(b)); |
| v3d_nir_store_output(b, state->zs_vpm_offset, z); |
| } |
| |
| if (state->rcp_wc_vpm_offset != -1) |
| v3d_nir_store_output(b, state->rcp_wc_vpm_offset, rcp_wc); |
| |
| /* Store 0 to varyings requested by the FS but not stored in the VS. |
| * This should be undefined behavior, but glsl-routing seems to rely |
| * on it. |
| */ |
| for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { |
| if (!BITSET_TEST(state->varyings_stored, i)) { |
| v3d_nir_store_output(b, state->varyings_vpm_offset + i, |
| nir_imm_int(b, 0)); |
| } |
| } |
| } |
| |
| void |
| v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c) |
| { |
| struct v3d_nir_lower_io_state state = { 0 }; |
| |
| /* Set up the layout of the VPM outputs. */ |
| if (s->info.stage == MESA_SHADER_VERTEX) |
| v3d_nir_setup_vpm_layout(c, &state); |
| |
| nir_foreach_function(function, s) { |
| if (function->impl) { |
| nir_builder b; |
| nir_builder_init(&b, function->impl); |
| |
| nir_foreach_block(block, function->impl) { |
| nir_foreach_instr_safe(instr, block) |
| v3d_nir_lower_io_instr(c, &b, instr, |
| &state); |
| } |
| |
| nir_block *last = nir_impl_last_block(function->impl); |
| b.cursor = nir_after_block(last); |
| if (s->info.stage == MESA_SHADER_VERTEX) |
| v3d_nir_emit_ff_vpm_outputs(c, &b, &state); |
| |
| nir_metadata_preserve(function->impl, |
| nir_metadata_block_index | |
| nir_metadata_dominance); |
| } |
| } |
| |
| if (s->info.stage == MESA_SHADER_VERTEX) |
| v3d_nir_lower_io_update_output_var_base(c, &state); |
| } |