mesa/src/gallium/drivers/vc4/vc4_nir_lower_txf_ms.c

143 lines
6.3 KiB
C

/*
* 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 "vc4_qir.h"
#include "kernel/vc4_packet.h"
#include "compiler/nir/nir_builder.h"
/** @file vc4_nir_lower_txf_ms.c
* Walks the NIR generated by TGSI-to-NIR to lower its nir_texop_txf_ms
* coordinates to do the math necessary and use a plain nir_texop_txf instead.
*
* MSAA textures are laid out as 32x32-aligned blocks of RGBA8888 or Z24S8.
* We can't load them through the normal sampler path because of the lack of
* linear support in the hardware. So, we treat MSAA textures as a giant UBO
* and do the math in the shader.
*/
static nir_ssa_def *
vc4_nir_lower_txf_ms_instr(nir_builder *b, nir_instr *instr, void *data)
{
nir_tex_instr *txf_ms = nir_instr_as_tex(instr);
const struct vc4_compile *c = data;
nir_tex_instr *txf = nir_tex_instr_create(c->s, 1);
txf->op = nir_texop_txf;
txf->texture_index = txf_ms->texture_index;
txf->coord_components = txf_ms->coord_components;
txf->is_shadow = txf_ms->is_shadow;
txf->is_new_style_shadow = txf_ms->is_new_style_shadow;
txf->dest_type = txf_ms->dest_type;
nir_ssa_def *coord = NULL, *sample_index = NULL;
for (int i = 0; i < txf_ms->num_srcs; i++) {
assert(txf_ms->src[i].src.is_ssa);
switch (txf_ms->src[i].src_type) {
case nir_tex_src_coord:
coord = txf_ms->src[i].src.ssa;
break;
case nir_tex_src_ms_index:
sample_index = txf_ms->src[i].src.ssa;
break;
default:
unreachable("Unknown txf_ms src\n");
}
}
assert(coord);
assert(sample_index);
nir_ssa_def *x = nir_channel(b, coord, 0);
nir_ssa_def *y = nir_channel(b, coord, 1);
uint32_t tile_w = 32;
uint32_t tile_h = 32;
uint32_t tile_w_shift = 5;
uint32_t tile_h_shift = 5;
uint32_t tile_size = (tile_h * tile_w *
VC4_MAX_SAMPLES * sizeof(uint32_t));
unsigned unit = txf_ms->texture_index;
uint32_t w = align(c->key->tex[unit].msaa_width, tile_w);
uint32_t w_tiles = w / tile_w;
nir_ssa_def *x_tile = nir_ushr(b, x, nir_imm_int(b, tile_w_shift));
nir_ssa_def *y_tile = nir_ushr(b, y, nir_imm_int(b, tile_h_shift));
nir_ssa_def *tile_addr = nir_iadd(b,
nir_imul(b, x_tile,
nir_imm_int(b, tile_size)),
nir_imul(b, y_tile,
nir_imm_int(b, (w_tiles *
tile_size))));
nir_ssa_def *x_subspan = nir_iand(b, x,
nir_imm_int(b, (tile_w - 1) & ~1));
nir_ssa_def *y_subspan = nir_iand(b, y,
nir_imm_int(b, (tile_h - 1) & ~1));
nir_ssa_def *subspan_addr = nir_iadd(b,
nir_imul(b, x_subspan,
nir_imm_int(b, 2 * VC4_MAX_SAMPLES * sizeof(uint32_t))),
nir_imul(b, y_subspan,
nir_imm_int(b,
tile_w *
VC4_MAX_SAMPLES *
sizeof(uint32_t))));
nir_ssa_def *pixel_addr = nir_ior(b,
nir_iand(b,
nir_ishl(b, x,
nir_imm_int(b, 2)),
nir_imm_int(b, (1 << 2))),
nir_iand(b,
nir_ishl(b, y,
nir_imm_int(b, 3)),
nir_imm_int(b, (1 << 3))));
nir_ssa_def *sample_addr = nir_ishl(b, sample_index, nir_imm_int(b, 4));
nir_ssa_def *addr = nir_iadd(b,
nir_ior(b, sample_addr, pixel_addr),
nir_iadd(b, subspan_addr, tile_addr));
txf->src[0].src_type = nir_tex_src_coord;
txf->src[0].src = nir_src_for_ssa(nir_vec2(b, addr, nir_imm_int(b, 0)));
nir_ssa_dest_init(&txf->instr, &txf->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &txf->instr);
return &txf->dest.ssa;
}
static bool
vc4_nir_lower_txf_ms_filter(const nir_instr *instr, const void *data)
{
return (instr->type == nir_instr_type_tex &&
nir_instr_as_tex(instr)->op == nir_texop_txf_ms);
}
void
vc4_nir_lower_txf_ms(nir_shader *s, struct vc4_compile *c)
{
nir_shader_lower_instructions(s,
vc4_nir_lower_txf_ms_filter,
vc4_nir_lower_txf_ms_instr,
c);
}