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/*
* Copyright © 2021 Collabora Ltd.
*
* Derived from tu_shader.c which is:
* Copyright © 2019 Google LLC
*
* Also derived from anv_pipeline.c which is
* Copyright © 2015 Intel Corporation
*
* 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 "genxml/gen_macros.h"
#include "panvk_private.h"
#include "nir_builder.h"
#include "nir_deref.h"
#include "nir_lower_blend.h"
#include "nir_conversion_builder.h"
#include "spirv/nir_spirv.h"
#include "util/mesa-sha1.h"
#include "vk_shader_module.h"
#include "pan_shader.h"
#include "util/pan_lower_framebuffer.h"
#include "vk_util.h"
static void
panvk_init_sysvals(struct panfrost_sysvals *sysvals,
gl_shader_stage stage)
{
memset(sysvals, 0, sizeof(*sysvals));
#define SYSVAL_SLOT(name) \
(assert(offsetof(struct panvk_sysvals, name) % 16 == 0), \
offsetof(struct panvk_sysvals, name) / 16)
#define INIT_SYSVAL(name, SYSVAL) \
sysvals->sysvals[SYSVAL_SLOT(name)] = PAN_SYSVAL_##SYSVAL
if (gl_shader_stage_is_compute(stage)) {
INIT_SYSVAL(num_work_groups, NUM_WORK_GROUPS);
INIT_SYSVAL(local_group_size, LOCAL_GROUP_SIZE);
} else {
INIT_SYSVAL(viewport_scale, VIEWPORT_SCALE);
INIT_SYSVAL(viewport_offset, VIEWPORT_OFFSET);
INIT_SYSVAL(vertex_instance_offsets, VERTEX_INSTANCE_OFFSETS);
INIT_SYSVAL(blend_constants, BLEND_CONSTANTS);
}
sysvals->sysval_count = SYSVAL_SLOT(dyn_ssbos);
#undef SYSVAL_SLOT
#undef INIT_SYSVAL
}
static bool
panvk_inline_blend_constants(nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_load_blend_const_color_rgba)
return false;
const nir_const_value *constants = data;
b->cursor = nir_after_instr(instr);
nir_ssa_def *constant = nir_build_imm(b, 4, 32, constants);
nir_ssa_def_rewrite_uses(&intr->dest.ssa, constant);
nir_instr_remove(instr);
return true;
}
static void
panvk_lower_blend(struct panfrost_device *pdev,
nir_shader *nir,
struct panfrost_compile_inputs *inputs,
struct pan_blend_state *blend_state,
bool static_blend_constants)
{
nir_lower_blend_options options = {
.logicop_enable = blend_state->logicop_enable,
.logicop_func = blend_state->logicop_func,
};
bool lower_blend = false;
for (unsigned rt = 0; rt < blend_state->rt_count; rt++) {
struct pan_blend_rt_state *rt_state = &blend_state->rts[rt];
if (!panvk_per_arch(blend_needs_lowering)(pdev, blend_state, rt))
continue;
enum pipe_format fmt = rt_state->format;
options.format[rt] = fmt;
options.rt[rt].colormask = rt_state->equation.color_mask;
if (!rt_state->equation.blend_enable) {
static const nir_lower_blend_channel replace = {
.func = BLEND_FUNC_ADD,
.src_factor = BLEND_FACTOR_ZERO,
.invert_src_factor = true,
.dst_factor = BLEND_FACTOR_ZERO,
.invert_dst_factor = false,
};
options.rt[rt].rgb = replace;
options.rt[rt].alpha = replace;
} else {
options.rt[rt].rgb.func = rt_state->equation.rgb_func;
options.rt[rt].rgb.src_factor = rt_state->equation.rgb_src_factor;
options.rt[rt].rgb.invert_src_factor = rt_state->equation.rgb_invert_src_factor;
options.rt[rt].rgb.dst_factor = rt_state->equation.rgb_dst_factor;
options.rt[rt].rgb.invert_dst_factor = rt_state->equation.rgb_invert_dst_factor;
options.rt[rt].alpha.func = rt_state->equation.alpha_func;
options.rt[rt].alpha.src_factor = rt_state->equation.alpha_src_factor;
options.rt[rt].alpha.invert_src_factor = rt_state->equation.alpha_invert_src_factor;
options.rt[rt].alpha.dst_factor = rt_state->equation.alpha_dst_factor;
options.rt[rt].alpha.invert_dst_factor = rt_state->equation.alpha_invert_dst_factor;
}
/* Update the equation to force a color replacement */
rt_state->equation.color_mask = 0xf;
rt_state->equation.rgb_func = BLEND_FUNC_ADD;
rt_state->equation.rgb_src_factor = BLEND_FACTOR_ZERO;
rt_state->equation.rgb_invert_src_factor = true;
rt_state->equation.rgb_dst_factor = BLEND_FACTOR_ZERO;
rt_state->equation.rgb_invert_dst_factor = false;
rt_state->equation.alpha_func = BLEND_FUNC_ADD;
rt_state->equation.alpha_src_factor = BLEND_FACTOR_ZERO;
rt_state->equation.alpha_invert_src_factor = true;
rt_state->equation.alpha_dst_factor = BLEND_FACTOR_ZERO;
rt_state->equation.alpha_invert_dst_factor = false;
lower_blend = true;
inputs->bifrost.static_rt_conv = true;
inputs->bifrost.rt_conv[rt] =
GENX(pan_blend_get_internal_desc)(pdev, fmt, rt, 32, false) >> 32;
}
if (lower_blend) {
NIR_PASS_V(nir, nir_lower_blend, &options);
if (static_blend_constants) {
const nir_const_value constants[4] = {
{ .f32 = CLAMP(blend_state->constants[0], 0.0f, 1.0f) },
{ .f32 = CLAMP(blend_state->constants[1], 0.0f, 1.0f) },
{ .f32 = CLAMP(blend_state->constants[2], 0.0f, 1.0f) },
{ .f32 = CLAMP(blend_state->constants[3], 0.0f, 1.0f) },
};
NIR_PASS_V(nir, nir_shader_instructions_pass,
panvk_inline_blend_constants,
nir_metadata_block_index |
nir_metadata_dominance,
(void *)constants);
}
}
}
static bool
panvk_lower_load_push_constant(nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_load_push_constant)
return false;
b->cursor = nir_before_instr(instr);
nir_ssa_def *ubo_load =
nir_load_ubo(b, nir_dest_num_components(intr->dest),
nir_dest_bit_size(intr->dest),
nir_imm_int(b, PANVK_PUSH_CONST_UBO_INDEX),
intr->src[0].ssa,
.align_mul = nir_dest_bit_size(intr->dest) / 8,
.align_offset = 0,
.range_base = nir_intrinsic_base(intr),
.range = nir_intrinsic_range(intr));
nir_ssa_def_rewrite_uses(&intr->dest.ssa, ubo_load);
nir_instr_remove(instr);
return true;
}
static void
shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
{
assert(glsl_type_is_vector_or_scalar(type));
uint32_t comp_size = glsl_type_is_boolean(type)
? 4 : glsl_get_bit_size(type) / 8;
unsigned length = glsl_get_vector_elements(type);
*size = comp_size * length,
*align = comp_size * (length == 3 ? 4 : length);
}
struct panvk_shader *
panvk_per_arch(shader_create)(struct panvk_device *dev,
gl_shader_stage stage,
const VkPipelineShaderStageCreateInfo *stage_info,
const struct panvk_pipeline_layout *layout,
unsigned sysval_ubo,
struct pan_blend_state *blend_state,
bool static_blend_constants,
const VkAllocationCallbacks *alloc)
{
VK_FROM_HANDLE(vk_shader_module, module, stage_info->module);
struct panfrost_device *pdev = &dev->physical_device->pdev;
struct panvk_shader *shader;
shader = vk_zalloc2(&dev->vk.alloc, alloc, sizeof(*shader), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!shader)
return NULL;
util_dynarray_init(&shader->binary, NULL);
/* TODO these are made-up */
const struct spirv_to_nir_options spirv_options = {
.caps = {
.variable_pointers = true,
},
.ubo_addr_format = nir_address_format_32bit_index_offset,
.ssbo_addr_format = dev->vk.enabled_features.robustBufferAccess ?
nir_address_format_64bit_bounded_global :
nir_address_format_64bit_global_32bit_offset,
};
nir_shader *nir;
VkResult result = vk_shader_module_to_nir(&dev->vk, module, stage,
stage_info->pName,
stage_info->pSpecializationInfo,
&spirv_options,
GENX(pan_shader_get_compiler_options)(),
NULL, &nir);
if (result != VK_SUCCESS) {
vk_free2(&dev->vk.alloc, alloc, shader);
return NULL;
}
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir), true, true);
struct panfrost_sysvals fixed_sysvals;
panvk_init_sysvals(&fixed_sysvals, stage);
struct panfrost_compile_inputs inputs = {
.gpu_id = pdev->gpu_id,
.no_ubo_to_push = true,
.no_idvs = true, /* TODO */
.fixed_sysval_ubo = sysval_ubo,
.fixed_sysval_layout = &fixed_sysvals,
};
NIR_PASS_V(nir, nir_lower_indirect_derefs,
nir_var_shader_in | nir_var_shader_out,
UINT32_MAX);
NIR_PASS_V(nir, nir_opt_copy_prop_vars);
NIR_PASS_V(nir, nir_opt_combine_stores, nir_var_all);
NIR_PASS_V(nir, nir_opt_trivial_continues);
/* Do texture lowering here. Yes, it's a duplication of the texture
* lowering in bifrost_compile. However, we need to lower texture stuff
* now, before we call panvk_per_arch(nir_lower_descriptors)() because some
* of the texture lowering generates nir_texop_txs which we handle as part
* of descriptor lowering.
*
* TODO: We really should be doing this in common code, not dpulicated in
* panvk. In order to do that, we need to rework the panfrost compile
* flow to look more like the Intel flow:
*
* 1. Compile SPIR-V to NIR and maybe do a tiny bit of lowering that needs
* to be done really early.
*
* 2. bi_preprocess_nir: Does common lowering and runs the optimization
* loop. Nothing here should be API-specific.
*
* 3. Do additional lowering in panvk
*
* 4. bi_postprocess_nir: Does final lowering and runs the optimization
* loop again. This can happen as part of the final compile.
*
* This would give us a better place to do panvk-specific lowering.
*/
nir_lower_tex_options lower_tex_options = {
.lower_txs_lod = true,
.lower_txp = ~0,
.lower_tg4_broadcom_swizzle = true,
.lower_txd = true,
.lower_invalid_implicit_lod = true,
};
NIR_PASS_V(nir, nir_lower_tex, &lower_tex_options);
NIR_PASS_V(nir, panvk_per_arch(nir_lower_descriptors),
dev, layout, &shader->has_img_access);
NIR_PASS_V(nir, nir_lower_explicit_io, nir_var_mem_ubo,
nir_address_format_32bit_index_offset);
NIR_PASS_V(nir, nir_lower_explicit_io, nir_var_mem_ssbo,
spirv_options.ssbo_addr_format);
NIR_PASS_V(nir, nir_lower_explicit_io,
nir_var_mem_push_const,
nir_address_format_32bit_offset);
if (gl_shader_stage_uses_workgroup(stage)) {
if (!nir->info.shared_memory_explicit_layout) {
NIR_PASS_V(nir, nir_lower_vars_to_explicit_types,
nir_var_mem_shared,
shared_type_info);
}
NIR_PASS_V(nir, nir_lower_explicit_io,
nir_var_mem_shared,
nir_address_format_32bit_offset);
}
NIR_PASS_V(nir, nir_shader_instructions_pass,
panvk_lower_load_push_constant,
nir_metadata_block_index |
nir_metadata_dominance,
(void *)layout);
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_compute_system_values, NULL);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
/* We have to run nir_lower_blend() after we've gotten rid of copies (it
* requires load/store) and before we assign output locations.
*/
if (stage == MESA_SHADER_FRAGMENT) {
/* This is required for nir_lower_blend */
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, true);
panvk_lower_blend(pdev, nir, &inputs, blend_state, static_blend_constants);
}
nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, stage);
nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs, stage);
/* Needed to turn shader_temp into function_temp since the backend only
* handles the latter for now.
*/
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
if (unlikely(dev->physical_device->instance->debug_flags & PANVK_DEBUG_NIR)) {
fprintf(stderr, "translated nir:\n");
nir_print_shader(nir, stderr);
}
GENX(pan_shader_compile)(nir, &inputs, &shader->binary, &shader->info);
/* System values shouldn't have changed */
assert(memcmp(&shader->info.sysvals, &fixed_sysvals,
sizeof(fixed_sysvals)) == 0);
/* Patch the descriptor count */
shader->info.ubo_count = PANVK_NUM_BUILTIN_UBOS +
layout->num_ubos + layout->num_dyn_ubos;
shader->info.sampler_count = layout->num_samplers;
shader->info.texture_count = layout->num_textures;
if (shader->has_img_access)
shader->info.attribute_count += layout->num_imgs;
shader->sysval_ubo = sysval_ubo;
shader->local_size.x = nir->info.workgroup_size[0];
shader->local_size.y = nir->info.workgroup_size[1];
shader->local_size.z = nir->info.workgroup_size[2];
ralloc_free(nir);
return shader;
}