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/*
* 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);
}