350 lines
15 KiB
C
350 lines
15 KiB
C
/*
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* Copyright 2018 Advanced Micro Devices, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#define AC_SURFACE_INCLUDE_NIR
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#include "ac_surface.h"
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#include "si_pipe.h"
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static void *create_shader_state(struct si_context *sctx, nir_shader *nir)
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{
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sctx->b.screen->finalize_nir(sctx->b.screen, (void*)nir);
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struct pipe_shader_state state = {0};
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state.type = PIPE_SHADER_IR_NIR;
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state.ir.nir = nir;
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switch (nir->info.stage) {
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case MESA_SHADER_VERTEX:
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return sctx->b.create_vs_state(&sctx->b, &state);
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case MESA_SHADER_TESS_CTRL:
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return sctx->b.create_tcs_state(&sctx->b, &state);
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case MESA_SHADER_TESS_EVAL:
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return sctx->b.create_tes_state(&sctx->b, &state);
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case MESA_SHADER_FRAGMENT:
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return sctx->b.create_fs_state(&sctx->b, &state);
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case MESA_SHADER_COMPUTE: {
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struct pipe_compute_state cs_state = {0};
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cs_state.ir_type = PIPE_SHADER_IR_NIR;
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cs_state.prog = nir;
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return sctx->b.create_compute_state(&sctx->b, &cs_state);
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}
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default:
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unreachable("invalid shader stage");
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return NULL;
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}
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}
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static nir_ssa_def *get_global_ids(nir_builder *b, unsigned num_components)
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{
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unsigned mask = BITFIELD_MASK(num_components);
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nir_ssa_def *local_ids = nir_channels(b, nir_load_local_invocation_id(b), mask);
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nir_ssa_def *block_ids = nir_channels(b, nir_load_workgroup_id(b, 32), mask);
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nir_ssa_def *block_size = nir_channels(b, nir_load_workgroup_size(b), mask);
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return nir_iadd(b, nir_imul(b, block_ids, block_size), local_ids);
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}
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static void unpack_2x16(nir_builder *b, nir_ssa_def *src, nir_ssa_def **x, nir_ssa_def **y)
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{
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*x = nir_iand(b, src, nir_imm_int(b, 0xffff));
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*y = nir_ushr(b, src, nir_imm_int(b, 16));
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}
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static nir_ssa_def *
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deref_ssa(nir_builder *b, nir_variable *var)
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{
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return &nir_build_deref_var(b, var)->dest.ssa;
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}
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/* Create a NIR compute shader implementing copy_image.
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*
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* This shader can handle 1D and 2D, linear and non-linear images.
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* It expects the source and destination (x,y,z) coords as user_data_amd,
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* packed into 3 SGPRs as 2x16bits per component.
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*/
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void *si_create_copy_image_cs(struct si_context *sctx, bool src_is_1d_array, bool dst_is_1d_array)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "copy_image_cs");
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b.shader->info.num_images = 2;
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/* The workgroup size is either 8x8 for normal (non-linear) 2D images,
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* or 64x1 for 1D and linear-2D images.
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*/
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b.shader->info.workgroup_size_variable = true;
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b.shader->info.cs.user_data_components_amd = 3;
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nir_ssa_def *ids = get_global_ids(&b, 3);
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nir_ssa_def *coord_src = NULL, *coord_dst = NULL;
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unpack_2x16(&b, nir_load_user_data_amd(&b), &coord_src, &coord_dst);
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coord_src = nir_iadd(&b, coord_src, ids);
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coord_dst = nir_iadd(&b, coord_dst, ids);
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static unsigned swizzle_xz[] = {0, 2, 0, 0};
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if (src_is_1d_array)
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coord_src = nir_swizzle(&b, coord_src, swizzle_xz, 4);
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if (dst_is_1d_array)
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coord_dst = nir_swizzle(&b, coord_dst, swizzle_xz, 4);
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const struct glsl_type *src_img_type = glsl_image_type(src_is_1d_array ? GLSL_SAMPLER_DIM_1D
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: GLSL_SAMPLER_DIM_2D,
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/*is_array*/ true, GLSL_TYPE_FLOAT);
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const struct glsl_type *dst_img_type = glsl_image_type(dst_is_1d_array ? GLSL_SAMPLER_DIM_1D
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: GLSL_SAMPLER_DIM_2D,
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/*is_array*/ true, GLSL_TYPE_FLOAT);
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nir_variable *img_src = nir_variable_create(b.shader, nir_var_image, src_img_type, "img_src");
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img_src->data.binding = 0;
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nir_variable *img_dst = nir_variable_create(b.shader, nir_var_image, dst_img_type, "img_dst");
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img_dst->data.binding = 1;
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nir_ssa_def *undef32 = nir_ssa_undef(&b, 1, 32);
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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nir_ssa_def *data = nir_image_deref_load(&b, /*num_components*/ 4, /*bit_size*/ 32,
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deref_ssa(&b, img_src), coord_src, undef32, zero);
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nir_image_deref_store(&b, deref_ssa(&b, img_dst), coord_dst, undef32, data, zero);
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return create_shader_state(sctx, b.shader);
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}
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void *si_create_dcc_retile_cs(struct si_context *sctx, struct radeon_surf *surf)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "dcc_retile");
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b.shader->info.workgroup_size[0] = 8;
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b.shader->info.workgroup_size[1] = 8;
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b.shader->info.workgroup_size[2] = 1;
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b.shader->info.cs.user_data_components_amd = 3;
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b.shader->info.num_ssbos = 1;
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/* Get user data SGPRs. */
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nir_ssa_def *user_sgprs = nir_load_user_data_amd(&b);
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/* Relative offset from the displayable DCC to the non-displayable DCC in the same buffer. */
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nir_ssa_def *src_dcc_offset = nir_channel(&b, user_sgprs, 0);
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nir_ssa_def *src_dcc_pitch, *dst_dcc_pitch, *src_dcc_height, *dst_dcc_height;
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 1), &src_dcc_pitch, &src_dcc_height);
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 2), &dst_dcc_pitch, &dst_dcc_height);
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/* Get the 2D coordinates. */
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nir_ssa_def *coord = get_global_ids(&b, 2);
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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/* Multiply the coordinates by the DCC block size (they are DCC block coordinates). */
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coord = nir_imul(&b, coord, nir_imm_ivec2(&b, surf->u.gfx9.color.dcc_block_width,
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surf->u.gfx9.color.dcc_block_height));
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nir_ssa_def *src_offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, surf->bpe, &surf->u.gfx9.color.dcc_equation,
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src_dcc_pitch, src_dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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zero, zero, zero); /* z, sample, pipe_xor */
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src_offset = nir_iadd(&b, src_offset, src_dcc_offset);
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nir_ssa_def *value = nir_load_ssbo(&b, 1, 8, zero, src_offset, .align_mul=1);
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nir_ssa_def *dst_offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, surf->bpe, &surf->u.gfx9.color.display_dcc_equation,
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dst_dcc_pitch, dst_dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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zero, zero, zero); /* z, sample, pipe_xor */
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nir_store_ssbo(&b, value, zero, dst_offset, .write_mask=0x1, .align_mul=1);
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return create_shader_state(sctx, b.shader);
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}
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void *gfx9_create_clear_dcc_msaa_cs(struct si_context *sctx, struct si_texture *tex)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "clear_dcc_msaa");
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b.shader->info.workgroup_size[0] = 8;
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b.shader->info.workgroup_size[1] = 8;
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b.shader->info.workgroup_size[2] = 1;
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b.shader->info.cs.user_data_components_amd = 2;
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b.shader->info.num_ssbos = 1;
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/* Get user data SGPRs. */
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nir_ssa_def *user_sgprs = nir_load_user_data_amd(&b);
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nir_ssa_def *dcc_pitch, *dcc_height, *clear_value, *pipe_xor;
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 0), &dcc_pitch, &dcc_height);
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unpack_2x16(&b, nir_channel(&b, user_sgprs, 1), &clear_value, &pipe_xor);
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clear_value = nir_u2u16(&b, clear_value);
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/* Get the 2D coordinates. */
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nir_ssa_def *coord = get_global_ids(&b, 3);
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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/* Multiply the coordinates by the DCC block size (they are DCC block coordinates). */
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coord = nir_imul(&b, coord,
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nir_channels(&b, nir_imm_ivec4(&b, tex->surface.u.gfx9.color.dcc_block_width,
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tex->surface.u.gfx9.color.dcc_block_height,
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tex->surface.u.gfx9.color.dcc_block_depth, 0), 0x7));
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nir_ssa_def *offset =
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ac_nir_dcc_addr_from_coord(&b, &sctx->screen->info, tex->surface.bpe,
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&tex->surface.u.gfx9.color.dcc_equation,
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dcc_pitch, dcc_height, zero, /* DCC slice size */
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nir_channel(&b, coord, 0), nir_channel(&b, coord, 1), /* x, y */
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tex->buffer.b.b.array_size > 1 ? nir_channel(&b, coord, 2) : zero, /* z */
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zero, pipe_xor); /* sample, pipe_xor */
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/* The trick here is that DCC elements for an even and the next odd sample are next to each other
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* in memory, so we only need to compute the address for sample 0 and the next DCC byte is always
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* sample 1. That's why the clear value has 2 bytes - we're clearing 2 samples at the same time.
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*/
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nir_store_ssbo(&b, clear_value, zero, offset, .write_mask=0x1, .align_mul=2);
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return create_shader_state(sctx, b.shader);
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}
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/* Create a compute shader implementing clear_buffer or copy_buffer. */
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void *si_create_clear_buffer_rmw_cs(struct si_context *sctx)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR, PIPE_SHADER_COMPUTE);
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nir_builder b =
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nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, options, "clear_buffer_rmw_cs");
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b.shader->info.workgroup_size[0] = 64;
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b.shader->info.workgroup_size[1] = 1;
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b.shader->info.workgroup_size[2] = 1;
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b.shader->info.cs.user_data_components_amd = 2;
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b.shader->info.num_ssbos = 1;
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/* address = blockID * 64 + threadID; */
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nir_ssa_def *address = get_global_ids(&b, 1);
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/* address = address * 16; (byte offset, loading one vec4 per thread) */
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address = nir_ishl(&b, address, nir_imm_int(&b, 4));
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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nir_ssa_def *data = nir_load_ssbo(&b, 4, 32, zero, address, .align_mul = 4);
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/* Get user data SGPRs. */
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nir_ssa_def *user_sgprs = nir_load_user_data_amd(&b);
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/* data &= inverted_writemask; */
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data = nir_iand(&b, data, nir_channel(&b, user_sgprs, 1));
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/* data |= clear_value_masked; */
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data = nir_ior(&b, data, nir_channel(&b, user_sgprs, 0));
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nir_store_ssbo(&b, data, zero, address,
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.access = SI_COMPUTE_DST_CACHE_POLICY != L2_LRU ? ACCESS_STREAM_CACHE_POLICY : 0,
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.align_mul = 4);
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return create_shader_state(sctx, b.shader);
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}
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/* This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
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* VS passes its outputs to TES directly, so the fixed-function shader only
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* has to write TESSOUTER and TESSINNER.
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*/
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void *si_create_passthrough_tcs(struct si_context *sctx)
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{
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const nir_shader_compiler_options *options =
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR,
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PIPE_SHADER_TESS_CTRL);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, options,
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"tcs passthrough");
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unsigned num_inputs = 0;
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unsigned num_outputs = 0;
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nir_variable *in_inner =
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nir_variable_create(b.shader, nir_var_system_value, glsl_vec_type(2),
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"tess inner default");
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in_inner->data.location = SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT;
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nir_variable *out_inner =
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nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(2),
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"tess inner");
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out_inner->data.location = VARYING_SLOT_TESS_LEVEL_INNER;
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out_inner->data.driver_location = num_outputs++;
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nir_ssa_def *inner = nir_load_var(&b, in_inner);
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nir_store_var(&b, out_inner, inner, 0x3);
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nir_variable *in_outer =
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nir_variable_create(b.shader, nir_var_system_value, glsl_vec4_type(),
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"tess outer default");
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in_outer->data.location = SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT;
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nir_variable *out_outer =
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nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(),
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"tess outer");
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out_outer->data.location = VARYING_SLOT_TESS_LEVEL_OUTER;
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out_outer->data.driver_location = num_outputs++;
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nir_ssa_def *outer = nir_load_var(&b, in_outer);
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nir_store_var(&b, out_outer, outer, 0xf);
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nir_ssa_def *id = nir_load_invocation_id(&b);
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struct si_shader_info *info = &sctx->shader.vs.cso->info;
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for (unsigned i = 0; i < info->num_outputs; i++) {
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const struct glsl_type *type;
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unsigned semantic = info->output_semantic[i];
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if (semantic < VARYING_SLOT_VAR31 && semantic != VARYING_SLOT_EDGE)
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type = glsl_array_type(glsl_vec4_type(), 0, 0);
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else if (semantic >= VARYING_SLOT_VAR0_16BIT)
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type = glsl_array_type(glsl_vector_type(GLSL_TYPE_FLOAT16, 4), 0, 0);
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else
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continue;
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char name[10];
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snprintf(name, sizeof(name), "in_%u", i);
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nir_variable *in = nir_variable_create(b.shader, nir_var_shader_in, type, name);
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in->data.location = semantic;
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in->data.driver_location = num_inputs++;
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snprintf(name, sizeof(name), "out_%u", i);
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nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, type, name);
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out->data.location = semantic;
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out->data.driver_location = num_outputs++;
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/* no need to use copy_var to save a lower pass */
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nir_ssa_def *value = nir_load_array_var(&b, in, id);
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nir_store_array_var(&b, out, id, value, 0xf);
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}
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b.shader->num_inputs = num_inputs;
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b.shader->num_outputs = num_outputs;
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b.shader->info.tess.tcs_vertices_out = sctx->patch_vertices;
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return create_shader_state(sctx, b.shader);
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}
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