1/*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include <errno.h>
25
26#include "program/prog_instruction.h"
27
28#include "blorp_priv.h"
29#include "compiler/brw_compiler.h"
30#include "compiler/brw_nir.h"
31#include "dev/intel_debug.h"
32
33const char *
34blorp_shader_type_to_name(enum blorp_shader_type type)
35{
36   static const char *shader_name[] = {
37      [BLORP_SHADER_TYPE_COPY]                = "BLORP-copy",
38      [BLORP_SHADER_TYPE_BLIT]                = "BLORP-blit",
39      [BLORP_SHADER_TYPE_CLEAR]               = "BLORP-clear",
40      [BLORP_SHADER_TYPE_MCS_PARTIAL_RESOLVE] = "BLORP-mcs-partial-resolve",
41      [BLORP_SHADER_TYPE_LAYER_OFFSET_VS]     = "BLORP-layer-offset-vs",
42      [BLORP_SHADER_TYPE_GFX4_SF]             = "BLORP-gfx4-sf",
43   };
44   assert(type < ARRAY_SIZE(shader_name));
45
46   return shader_name[type];
47}
48
49void
50blorp_init(struct blorp_context *blorp, void *driver_ctx,
51           struct isl_device *isl_dev)
52{
53   blorp->driver_ctx = driver_ctx;
54   blorp->isl_dev = isl_dev;
55}
56
57void
58blorp_finish(struct blorp_context *blorp)
59{
60   blorp->driver_ctx = NULL;
61}
62
63void
64blorp_batch_init(struct blorp_context *blorp,
65                 struct blorp_batch *batch, void *driver_batch,
66                 enum blorp_batch_flags flags)
67{
68   batch->blorp = blorp;
69   batch->driver_batch = driver_batch;
70   batch->flags = flags;
71}
72
73void
74blorp_batch_finish(struct blorp_batch *batch)
75{
76   batch->blorp = NULL;
77}
78
79void
80brw_blorp_surface_info_init(struct blorp_batch *batch,
81                            struct brw_blorp_surface_info *info,
82                            const struct blorp_surf *surf,
83                            unsigned int level, float layer,
84                            enum isl_format format, bool is_dest)
85{
86   struct blorp_context *blorp = batch->blorp;
87   memset(info, 0, sizeof(*info));
88   assert(level < surf->surf->levels);
89   assert(layer < MAX2(surf->surf->logical_level0_px.depth >> level,
90                       surf->surf->logical_level0_px.array_len));
91
92   info->enabled = true;
93
94   if (format == ISL_FORMAT_UNSUPPORTED)
95      format = surf->surf->format;
96
97   info->surf = *surf->surf;
98   info->addr = surf->addr;
99
100   info->aux_usage = surf->aux_usage;
101   if (info->aux_usage != ISL_AUX_USAGE_NONE) {
102      info->aux_surf = *surf->aux_surf;
103      info->aux_addr = surf->aux_addr;
104   }
105
106   info->clear_color = surf->clear_color;
107   info->clear_color_addr = surf->clear_color_addr;
108
109   isl_surf_usage_flags_t view_usage;
110   if (is_dest) {
111      if (batch->flags & BLORP_BATCH_USE_COMPUTE)
112         view_usage = ISL_SURF_USAGE_STORAGE_BIT;
113      else
114         view_usage = ISL_SURF_USAGE_RENDER_TARGET_BIT;
115   } else {
116      view_usage = ISL_SURF_USAGE_TEXTURE_BIT;
117   }
118
119   info->view = (struct isl_view) {
120      .usage = view_usage,
121      .format = format,
122      .base_level = level,
123      .levels = 1,
124      .swizzle = ISL_SWIZZLE_IDENTITY,
125   };
126
127   info->view.array_len = MAX2(info->surf.logical_level0_px.depth,
128                               info->surf.logical_level0_px.array_len);
129
130   if (!is_dest &&
131       (info->surf.dim == ISL_SURF_DIM_3D ||
132        info->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY)) {
133      /* 3-D textures don't support base_array layer and neither do 2-D
134       * multisampled textures on IVB so we need to pass it through the
135       * sampler in those cases.  These are also two cases where we are
136       * guaranteed that we won't be doing any funny surface hacks.
137       */
138      info->view.base_array_layer = 0;
139      info->z_offset = layer;
140   } else {
141      info->view.base_array_layer = layer;
142
143      assert(info->view.array_len >= info->view.base_array_layer);
144      info->view.array_len -= info->view.base_array_layer;
145      info->z_offset = 0;
146   }
147
148   /* Sandy Bridge and earlier have a limit of a maximum of 512 layers for
149    * layered rendering.
150    */
151   if (is_dest && blorp->isl_dev->info->ver <= 6)
152      info->view.array_len = MIN2(info->view.array_len, 512);
153
154   if (surf->tile_x_sa || surf->tile_y_sa) {
155      /* This is only allowed on simple 2D surfaces without MSAA */
156      assert(info->surf.dim == ISL_SURF_DIM_2D);
157      assert(info->surf.samples == 1);
158      assert(info->surf.levels == 1);
159      assert(info->surf.logical_level0_px.array_len == 1);
160      assert(info->aux_usage == ISL_AUX_USAGE_NONE);
161
162      info->tile_x_sa = surf->tile_x_sa;
163      info->tile_y_sa = surf->tile_y_sa;
164
165      /* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
166       * place the image at the tile boundary and offset our sampling or
167       * rendering.  For this reason, we need to grow the image by the offset
168       * to ensure that the hardware doesn't think we've gone past the edge.
169       */
170      info->surf.logical_level0_px.w += surf->tile_x_sa;
171      info->surf.logical_level0_px.h += surf->tile_y_sa;
172      info->surf.phys_level0_sa.w += surf->tile_x_sa;
173      info->surf.phys_level0_sa.h += surf->tile_y_sa;
174   }
175}
176
177
178void
179blorp_params_init(struct blorp_params *params)
180{
181   memset(params, 0, sizeof(*params));
182   params->num_samples = 1;
183   params->num_draw_buffers = 1;
184   params->num_layers = 1;
185}
186
187static void
188blorp_init_base_prog_key(struct brw_base_prog_key *key)
189{
190   for (int i = 0; i < MAX_SAMPLERS; i++)
191      key->tex.swizzles[i] = SWIZZLE_XYZW;
192}
193
194void
195brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
196{
197   memset(wm_key, 0, sizeof(*wm_key));
198   wm_key->nr_color_regions = 1;
199   blorp_init_base_prog_key(&wm_key->base);
200}
201
202void
203brw_blorp_init_cs_prog_key(struct brw_cs_prog_key *cs_key)
204{
205   memset(cs_key, 0, sizeof(*cs_key));
206   blorp_init_base_prog_key(&cs_key->base);
207}
208
209const unsigned *
210blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
211                 struct nir_shader *nir,
212                 struct brw_wm_prog_key *wm_key,
213                 bool use_repclear,
214                 struct brw_wm_prog_data *wm_prog_data)
215{
216   const struct brw_compiler *compiler = blorp->compiler;
217
218   nir->options =
219      compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions;
220
221   memset(wm_prog_data, 0, sizeof(*wm_prog_data));
222
223   wm_prog_data->base.nr_params = 0;
224   wm_prog_data->base.param = NULL;
225
226   /* BLORP always uses the first two binding table entries:
227    * - Surface 0 is the render target (which always start from 0)
228    * - Surface 1 is the source texture
229    */
230   wm_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
231
232   brw_preprocess_nir(compiler, nir, NULL);
233   nir_remove_dead_variables(nir, nir_var_shader_in, NULL);
234   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
235
236   if (blorp->compiler->devinfo->ver < 6) {
237      if (nir->info.fs.uses_discard)
238         wm_key->iz_lookup |= BRW_WM_IZ_PS_KILL_ALPHATEST_BIT;
239
240      wm_key->input_slots_valid = nir->info.inputs_read | VARYING_BIT_POS;
241   }
242
243   struct brw_compile_fs_params params = {
244      .nir = nir,
245      .key = wm_key,
246      .prog_data = wm_prog_data,
247
248      .use_rep_send = use_repclear,
249      .log_data = blorp->driver_ctx,
250
251      .debug_flag = DEBUG_BLORP,
252   };
253
254   return brw_compile_fs(compiler, mem_ctx, &params);
255}
256
257const unsigned *
258blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
259                 struct nir_shader *nir,
260                 struct brw_vs_prog_data *vs_prog_data)
261{
262   const struct brw_compiler *compiler = blorp->compiler;
263
264   nir->options =
265      compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
266
267   brw_preprocess_nir(compiler, nir, NULL);
268   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
269
270   vs_prog_data->inputs_read = nir->info.inputs_read;
271
272   brw_compute_vue_map(compiler->devinfo,
273                       &vs_prog_data->base.vue_map,
274                       nir->info.outputs_written,
275                       nir->info.separate_shader,
276                       1);
277
278   struct brw_vs_prog_key vs_key = { 0, };
279
280   struct brw_compile_vs_params params = {
281      .nir = nir,
282      .key = &vs_key,
283      .prog_data = vs_prog_data,
284      .log_data = blorp->driver_ctx,
285
286      .debug_flag = DEBUG_BLORP,
287   };
288
289   return brw_compile_vs(compiler, mem_ctx, &params);
290}
291
292const unsigned *
293blorp_compile_cs(struct blorp_context *blorp, void *mem_ctx,
294                 struct nir_shader *nir,
295                 struct brw_cs_prog_key *cs_key,
296                 struct brw_cs_prog_data *cs_prog_data)
297{
298   const struct brw_compiler *compiler = blorp->compiler;
299
300   nir->options =
301      compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions;
302
303   memset(cs_prog_data, 0, sizeof(*cs_prog_data));
304
305   /* BLORP always uses the first two binding table entries:
306    * - Surface 0 is the destination image (which always start from 0)
307    * - Surface 1 is the source texture
308    */
309   cs_prog_data->base.binding_table.texture_start = BLORP_TEXTURE_BT_INDEX;
310
311   brw_preprocess_nir(compiler, nir, NULL);
312   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
313
314   NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, type_size_scalar_bytes,
315              (nir_lower_io_options)0);
316
317   STATIC_ASSERT(offsetof(struct brw_blorp_wm_inputs, subgroup_id) + 4 ==
318                 sizeof(struct brw_blorp_wm_inputs));
319   nir->num_uniforms = offsetof(struct brw_blorp_wm_inputs, subgroup_id);
320   unsigned nr_params = nir->num_uniforms / 4;
321   cs_prog_data->base.nr_params = nr_params;
322   cs_prog_data->base.param = rzalloc_array(NULL, uint32_t, nr_params);
323
324   NIR_PASS_V(nir, brw_nir_lower_cs_intrinsics);
325
326   struct brw_compile_cs_params params = {
327      .nir = nir,
328      .key = cs_key,
329      .prog_data = cs_prog_data,
330      .log_data = blorp->driver_ctx,
331      .debug_flag = DEBUG_BLORP,
332   };
333
334   const unsigned *program = brw_compile_cs(compiler, mem_ctx, &params);
335
336   ralloc_free(cs_prog_data->base.param);
337   cs_prog_data->base.param = NULL;
338
339   return program;
340}
341
342struct blorp_sf_key {
343   struct brw_blorp_base_key base;
344   struct brw_sf_prog_key key;
345};
346
347bool
348blorp_ensure_sf_program(struct blorp_batch *batch,
349                        struct blorp_params *params)
350{
351   struct blorp_context *blorp = batch->blorp;
352   const struct brw_wm_prog_data *wm_prog_data = params->wm_prog_data;
353   assert(params->wm_prog_data);
354
355   /* Gfx6+ doesn't need a strips and fans program */
356   if (blorp->compiler->devinfo->ver >= 6)
357      return true;
358
359   struct blorp_sf_key key = {
360      .base = BRW_BLORP_BASE_KEY_INIT(BLORP_SHADER_TYPE_GFX4_SF),
361   };
362
363   /* Everything gets compacted in vertex setup, so we just need a
364    * pass-through for the correct number of input varyings.
365    */
366   const uint64_t slots_valid = VARYING_BIT_POS |
367      ((1ull << wm_prog_data->num_varying_inputs) - 1) << VARYING_SLOT_VAR0;
368
369   key.key.attrs = slots_valid;
370   key.key.primitive = BRW_SF_PRIM_TRIANGLES;
371   key.key.contains_flat_varying = wm_prog_data->contains_flat_varying;
372
373   STATIC_ASSERT(sizeof(key.key.interp_mode) ==
374                 sizeof(wm_prog_data->interp_mode));
375   memcpy(key.key.interp_mode, wm_prog_data->interp_mode,
376          sizeof(key.key.interp_mode));
377
378   if (blorp->lookup_shader(batch, &key, sizeof(key),
379                            &params->sf_prog_kernel, &params->sf_prog_data))
380      return true;
381
382   void *mem_ctx = ralloc_context(NULL);
383
384   const unsigned *program;
385   unsigned program_size;
386
387   struct brw_vue_map vue_map;
388   brw_compute_vue_map(blorp->compiler->devinfo, &vue_map, slots_valid, false, 1);
389
390   struct brw_sf_prog_data prog_data_tmp;
391   program = brw_compile_sf(blorp->compiler, mem_ctx, &key.key,
392                            &prog_data_tmp, &vue_map, &program_size);
393
394   bool result =
395      blorp->upload_shader(batch, MESA_SHADER_NONE,
396                           &key, sizeof(key), program, program_size,
397                           (void *)&prog_data_tmp, sizeof(prog_data_tmp),
398                           &params->sf_prog_kernel, &params->sf_prog_data);
399
400   ralloc_free(mem_ctx);
401
402   return result;
403}
404
405void
406blorp_hiz_op(struct blorp_batch *batch, struct blorp_surf *surf,
407             uint32_t level, uint32_t start_layer, uint32_t num_layers,
408             enum isl_aux_op op)
409{
410   const struct intel_device_info *devinfo = batch->blorp->isl_dev->info;
411
412   struct blorp_params params;
413   blorp_params_init(&params);
414
415   params.hiz_op = op;
416   params.full_surface_hiz_op = true;
417   switch (op) {
418   case ISL_AUX_OP_FULL_RESOLVE:
419      params.snapshot_type = INTEL_SNAPSHOT_HIZ_RESOLVE;
420      break;
421   case ISL_AUX_OP_AMBIGUATE:
422      params.snapshot_type = INTEL_SNAPSHOT_HIZ_AMBIGUATE;
423      break;
424   case ISL_AUX_OP_FAST_CLEAR:
425      params.snapshot_type = INTEL_SNAPSHOT_HIZ_CLEAR;
426      break;
427   case ISL_AUX_OP_PARTIAL_RESOLVE:
428   case ISL_AUX_OP_NONE:
429      unreachable("Invalid HiZ op");
430   }
431
432   for (uint32_t a = 0; a < num_layers; a++) {
433      const uint32_t layer = start_layer + a;
434
435      brw_blorp_surface_info_init(batch, &params.depth, surf, level,
436                                  layer, surf->surf->format, true);
437
438      /* Align the rectangle primitive to 8x4 pixels.
439       *
440       * During fast depth clears, the emitted rectangle primitive  must be
441       * aligned to 8x4 pixels.  From the Ivybridge PRM, Vol 2 Part 1 Section
442       * 11.5.3.1 Depth Buffer Clear (and the matching section in the
443       * Sandybridge PRM):
444       *
445       *     If Number of Multisamples is NUMSAMPLES_1, the rectangle must be
446       *     aligned to an 8x4 pixel block relative to the upper left corner
447       *     of the depth buffer [...]
448       *
449       * For hiz resolves, the rectangle must also be 8x4 aligned. Item
450       * WaHizAmbiguate8x4Aligned from the Haswell workarounds page and the
451       * Ivybridge simulator require the alignment.
452       *
453       * To be safe, let's just align the rect for all hiz operations and all
454       * hardware generations.
455       *
456       * However, for some miptree slices of a Z24 texture, emitting an 8x4
457       * aligned rectangle that covers the slice may clobber adjacent slices
458       * if we strictly adhered to the texture alignments specified in the
459       * PRM.  The Ivybridge PRM, Section "Alignment Unit Size", states that
460       * SURFACE_STATE.Surface_Horizontal_Alignment should be 4 for Z24
461       * surfaces, not 8. But commit 1f112cc increased the alignment from 4 to
462       * 8, which prevents the clobbering.
463       */
464      params.x1 = minify(params.depth.surf.logical_level0_px.width,
465                         params.depth.view.base_level);
466      params.y1 = minify(params.depth.surf.logical_level0_px.height,
467                         params.depth.view.base_level);
468      params.x1 = ALIGN(params.x1, 8);
469      params.y1 = ALIGN(params.y1, 4);
470
471      if (params.depth.view.base_level == 0) {
472         /* TODO: What about MSAA? */
473         params.depth.surf.logical_level0_px.width = params.x1;
474         params.depth.surf.logical_level0_px.height = params.y1;
475      } else if (devinfo->ver >= 8 && devinfo->ver <= 9 &&
476                 op == ISL_AUX_OP_AMBIGUATE) {
477         /* On some platforms, it's not enough to just adjust the clear
478          * rectangle when the LOD is greater than 0.
479          *
480          * From the BDW and SKL PRMs, Vol 7, "Optimized Hierarchical Depth
481          * Buffer Resolve":
482          *
483          *    The following is required when performing a hierarchical depth
484          *    buffer resolve:
485          *
486          *    - A rectangle primitive covering the full render target must be
487          *      programmed on Xmin, Ymin, Xmax, and Ymax in the
488          *      3DSTATE_WM_HZ_OP command.
489          *
490          *    - The rectangle primitive size must be aligned to 8x4 pixels.
491          *
492          * And from the Clear Rectangle programming note in 3DSTATE_WM_HZ_OP
493          * (Vol 2a):
494          *
495          *    Hence the max values must be less than or equal to: ( Surface
496          *    Width » LOD ) and ( Surface Height » LOD ) for X Max and Y Max
497          *    respectively.
498          *
499          * This means that the extent of the LOD must be naturally
500          * 8x4-aligned after minification of the base LOD. Since the base LOD
501          * dimensions affect the placement of smaller LODs, it's not trivial
502          * (nor possible, at times) to satisfy the requirement by adjusting
503          * the base LOD extent. Just assert that the caller is accessing an
504          * LOD that satisfies this requirement.
505          */
506         assert(minify(params.depth.surf.logical_level0_px.width,
507                       params.depth.view.base_level) == params.x1);
508         assert(minify(params.depth.surf.logical_level0_px.height,
509                       params.depth.view.base_level) == params.y1);
510      }
511
512      params.dst.surf.samples = params.depth.surf.samples;
513      params.dst.surf.logical_level0_px = params.depth.surf.logical_level0_px;
514      params.depth_format =
515         isl_format_get_depth_format(surf->surf->format, false);
516      params.num_samples = params.depth.surf.samples;
517
518      batch->blorp->exec(batch, &params);
519   }
520}
521