On Tue, May 10, 2016 at 04:16:41PM -0700, Jason Ekstrand wrote: > Many of the more complex cases still fall back to the old shader builder. > --- > src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 425 > +++++++++++++++++++++++++-- > 1 file changed, 401 insertions(+), 24 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > index ea64b11..f94dd6f 100644 > --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > @@ -25,6 +25,8 @@ > #include "main/teximage.h" > #include "main/fbobject.h" > > +#include "compiler/nir/nir_builder.h" > + > #include "intel_fbo.h" > > #include "brw_blorp.h" > @@ -332,6 +334,226 @@ enum sampler_message_arg > SAMPLER_MESSAGE_ARG_ZERO_INT, > }; > > +struct brw_blorp_blit_vars { > + /* Uniforms values from brw_blorp_wm_push_constants */ > + nir_variable *u_dst_x0; > + nir_variable *u_dst_x1; > + nir_variable *u_dst_y0; > + nir_variable *u_dst_y1; > + nir_variable *u_rect_grid_x1; > + nir_variable *u_rect_grid_y1; > + struct { > + nir_variable *multiplier; > + nir_variable *offset; > + } u_x_transform, u_y_transform; > + nir_variable *u_src_z; > + > + /* gl_FragCoord */ > + nir_variable *frag_coord; > + > + /* gl_FragColor */ > + nir_variable *color_out; > +}; > + > +static void > +brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v, > + const struct brw_blorp_blit_prog_key *key) > +{ > +#define LOAD_UNIFORM(name, type)\ > + v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, > #name); \ > + v->u_##name->data.location = \ > + offsetof(struct brw_blorp_wm_push_constants, name); > + > + LOAD_UNIFORM(dst_x0, glsl_uint_type()) > + LOAD_UNIFORM(dst_x1, glsl_uint_type()) > + LOAD_UNIFORM(dst_y0, glsl_uint_type()) > + LOAD_UNIFORM(dst_y1, glsl_uint_type()) > + LOAD_UNIFORM(rect_grid_x1, glsl_float_type()) > + LOAD_UNIFORM(rect_grid_y1, glsl_float_type()) > + LOAD_UNIFORM(x_transform.multiplier, glsl_float_type()) > + LOAD_UNIFORM(x_transform.offset, glsl_float_type()) > + LOAD_UNIFORM(y_transform.multiplier, glsl_float_type()) > + LOAD_UNIFORM(y_transform.offset, glsl_float_type()) > + LOAD_UNIFORM(src_z, glsl_uint_type()) > + > +#undef DECL_UNIFORM > + > + v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in, > + glsl_vec4_type(), "gl_FragCoord"); > + v->frag_coord->data.location = VARYING_SLOT_POS; > + v->frag_coord->data.origin_upper_left = true; > + > + v->color_out = nir_variable_create(b->shader, nir_var_shader_out, > + glsl_vec4_type(), "gl_FragColor"); > + v->color_out->data.location = FRAG_RESULT_COLOR; > +} > + > +nir_ssa_def * > +blorp_blit_get_frag_coords(nir_builder *b, > + const struct brw_blorp_blit_prog_key *key, > + struct brw_blorp_blit_vars *v) > +{ > + nir_ssa_def *coord = nir_f2i(b, nir_load_var(b, v->frag_coord)); > + > + if (key->persample_msaa_dispatch) { > + return nir_vec3(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1), > + nir_load_system_value(b, nir_intrinsic_load_sample_id, 0)); > + } else { > + return nir_vec2(b, nir_channel(b, coord, 0), nir_channel(b, coord, 1)); > + } > +} > +
We could keep the original comment here: /** * Emit code to translate from destination (X, Y) coordinates to source (X, Y) * coordinates. */ Otherwise this looks really nice, readability alone is improved a lot. There is no question that the original was written as clearly as it can be but now we are able to leave some many details into the generic compiler backend. > +nir_ssa_def * > +blorp_blit_apply_transform(nir_builder *b, nir_ssa_def *src_pos, > + struct brw_blorp_blit_vars *v) > +{ > + nir_ssa_def *offset = nir_vec2(b, nir_load_var(b, > v->u_x_transform.offset), > + nir_load_var(b, > v->u_y_transform.offset)); > + nir_ssa_def *mul = nir_vec2(b, nir_load_var(b, > v->u_x_transform.multiplier), > + nir_load_var(b, > v->u_y_transform.multiplier)); > + > + nir_ssa_def *pos = nir_ffma(b, src_pos, mul, offset); > + > + if (src_pos->num_components == 3) { > + /* Leave the sample id alone */ > + pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), > + nir_channel(b, src_pos, 2)); > + } > + > + return pos; > +} > + > +static nir_tex_instr * > +blorp_create_nir_tex_instr(nir_shader *shader, nir_texop op, > + nir_ssa_def *pos, unsigned num_srcs, > + enum brw_reg_type dst_type) > +{ > + nir_tex_instr *tex = nir_tex_instr_create(shader, num_srcs); > + > + tex->op = op; > + > + switch (dst_type) { > + case BRW_REGISTER_TYPE_F: > + tex->dest_type = nir_type_float; > + break; > + case BRW_REGISTER_TYPE_D: > + tex->dest_type = nir_type_int; > + break; > + case BRW_REGISTER_TYPE_UD: > + tex->dest_type = nir_type_uint; > + break; > + default: > + unreachable("Invalid texture return type"); > + } > + > + tex->is_array = false; > + tex->is_shadow = false; > + > + /* Blorp only has one texture and it's bound at unit 0 */ > + tex->texture = NULL; > + tex->sampler = NULL; > + tex->texture_index = 0; > + tex->sampler_index = 0; > + > + nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); > + > + return tex; > +} > + > +static nir_ssa_def * > +blorp_nir_tex(nir_builder *b, nir_ssa_def *pos, enum brw_reg_type dst_type) > +{ > + nir_tex_instr *tex = > + blorp_create_nir_tex_instr(b->shader, nir_texop_tex, pos, 2, dst_type); > + > + assert(pos->num_components == 2); > + tex->sampler_dim = GLSL_SAMPLER_DIM_2D; > + tex->coord_components = 2; > + tex->src[0].src_type = nir_tex_src_coord; > + tex->src[0].src = nir_src_for_ssa(pos); > + tex->src[1].src_type = nir_tex_src_lod; > + tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0)); > + > + nir_builder_instr_insert(b, &tex->instr); > + > + return &tex->dest.ssa; > +} > + > +static nir_ssa_def * > +blorp_nir_txf(nir_builder *b, struct brw_blorp_blit_vars *v, > + nir_ssa_def *pos, enum brw_reg_type dst_type) > +{ > + nir_tex_instr *tex = > + blorp_create_nir_tex_instr(b->shader, nir_texop_txf, pos, 2, dst_type); > + > + /* In order to properly handle 3-D textures, we pull the Z component from > + * a uniform. TODO: This is a bit magic; we should probably make this > + * more explicit in the future. > + */ > + assert(pos->num_components == 2); > + pos = nir_vec3(b, nir_channel(b, pos, 0), nir_channel(b, pos, 1), > + nir_load_var(b, v->u_src_z)); > + > + tex->sampler_dim = GLSL_SAMPLER_DIM_3D; > + tex->coord_components = 3; > + tex->src[0].src_type = nir_tex_src_coord; > + tex->src[0].src = nir_src_for_ssa(pos); > + tex->src[1].src_type = nir_tex_src_lod; > + tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0)); > + > + nir_builder_instr_insert(b, &tex->instr); > + > + return &tex->dest.ssa; > +} > + > +static nir_ssa_def * > +blorp_nir_txf_ms(nir_builder *b, nir_ssa_def *pos, nir_ssa_def *mcs, > + enum brw_reg_type dst_type) > +{ > + nir_tex_instr *tex = > + blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms, pos, > + mcs != NULL ? 3 : 2, dst_type); > + > + tex->sampler_dim = GLSL_SAMPLER_DIM_MS; > + tex->coord_components = 2; > + tex->src[0].src_type = nir_tex_src_coord; > + tex->src[0].src = nir_src_for_ssa(pos); > + > + tex->src[1].src_type = nir_tex_src_ms_index; > + if (pos->num_components == 2) { > + tex->src[1].src = nir_src_for_ssa(nir_imm_int(b, 0)); > + } else { > + assert(pos->num_components == 3); > + tex->src[1].src = nir_src_for_ssa(nir_channel(b, pos, 2)); > + } > + > + if (mcs) { > + tex->src[2].src_type = nir_tex_src_ms_mcs; > + tex->src[2].src = nir_src_for_ssa(mcs); > + } > + > + nir_builder_instr_insert(b, &tex->instr); > + > + return &tex->dest.ssa; > +} > + > +static nir_ssa_def * > +blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *pos) > +{ > + nir_tex_instr *tex = > + blorp_create_nir_tex_instr(b->shader, nir_texop_txf_ms_mcs, > + pos, 1, BRW_REGISTER_TYPE_D); > + > + tex->sampler_dim = GLSL_SAMPLER_DIM_MS; > + tex->coord_components = 2; > + tex->src[0].src_type = nir_tex_src_coord; > + tex->src[0].src = nir_src_for_ssa(pos); > + > + nir_builder_instr_insert(b, &tex->instr); > + > + return &tex->dest.ssa; > +} > + > /** > * Generator for WM programs used in BLORP blits. > * > @@ -471,6 +693,161 @@ enum sampler_message_arg > * (In these formulas, pitch is the number of bytes occupied by a single row > * of samples). > */ > +static nir_shader * > +brw_blorp_build_nir_shader(struct brw_context *brw, > + const brw_blorp_blit_prog_key *key, > + struct brw_blorp_prog_data *prog_data) > +{ > + nir_ssa_def *src_pos, *dst_pos, *color; > + > + /* Sanity checks */ > + if (key->dst_tiled_w && key->rt_samples > 0) { > + /* If the destination image is W tiled and multisampled, then the > thread > + * must be dispatched once per sample, not once per pixel. This is > + * necessary because after conversion between W and Y tiling, there's > no > + * guarantee that all samples corresponding to a single pixel will > still > + * be together. > + */ > + assert(key->persample_msaa_dispatch); > + } > + > + if (key->blend) { > + /* We are blending, which means we won't have an opportunity to > + * translate the tiling and sample count for the texture surface. So > + * the surface state for the texture must be configured with the > correct > + * tiling and sample count. > + */ > + assert(!key->src_tiled_w); > + assert(key->tex_samples == key->src_samples); > + assert(key->tex_layout == key->src_layout); > + assert(key->tex_samples > 0); > + } > + > + if (key->persample_msaa_dispatch) { > + /* It only makes sense to do persample dispatch if the render target is > + * configured as multisampled. > + */ > + assert(key->rt_samples > 0); > + } > + > + /* Make sure layout is consistent with sample count */ > + assert((key->tex_layout == INTEL_MSAA_LAYOUT_NONE) == > + (key->tex_samples == 0)); > + assert((key->rt_layout == INTEL_MSAA_LAYOUT_NONE) == > + (key->rt_samples == 0)); > + assert((key->src_layout == INTEL_MSAA_LAYOUT_NONE) == > + (key->src_samples == 0)); > + assert((key->dst_layout == INTEL_MSAA_LAYOUT_NONE) == > + (key->dst_samples == 0)); > + > + /* Set up prog_data */ > + brw_blorp_prog_data_init(prog_data); > + > + nir_builder b; > + nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); > + > + struct brw_blorp_blit_vars v; > + brw_blorp_blit_vars_init(&b, &v, key); > + > + dst_pos = blorp_blit_get_frag_coords(&b, key, &v); > + > + /* Render target and texture hardware don't support W tiling until Gen8. > */ > + const bool rt_tiled_w = false; > + const bool tex_tiled_w = brw->gen >= 8 && key->src_tiled_w; > + > + /* The address that data will be written to is determined by the > + * coordinates supplied to the WM thread and the tiling and sample count > of > + * the render target, according to the formula: > + * > + * (X, Y, S) = decode_msaa(rt_samples, detile(rt_tiling, offset)) > + * > + * If the actual tiling and sample count of the destination surface are > not > + * the same as the configuration of the render target, then these > + * coordinates are wrong and we have to adjust them to compensate for the > + * difference. > + */ > + if (rt_tiled_w != key->dst_tiled_w || > + key->rt_samples != key->dst_samples || > + key->rt_layout != key->dst_layout) { > + goto fail; > + } > + > + /* Now (X, Y, S) = decode_msaa(dst_samples, detile(dst_tiling, offset)). > + * > + * That is: X, Y and S now contain the true coordinates and sample index > of > + * the data that the WM thread should output. > + * > + * If we need to kill pixels that are outside the destination rectangle, > + * now is the time to do it. > + */ > + if (key->use_kill) > + goto fail; > + > + src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v); > + > + if (key->blit_scaled && key->blend) { > + goto fail; > + } else if (!key->bilinear_filter) { > + /* We're going to use a texelFetch, so we need integers */ > + src_pos = nir_f2i(&b, src_pos); > + } > + > + /* X, Y, and S are now the coordinates of the pixel in the source image > + * that we want to texture from. Exception: if we are blending, then S is > + * irrelevant, because we are going to fetch all samples. > + */ > + if (key->blend && !key->blit_scaled) { > + goto fail; > + } else if (key->blend && key->blit_scaled) { > + goto fail; > + } else { > + /* We aren't blending, which means we just want to fetch a single > sample > + * from the source surface. The address that we want to fetch from is > + * related to the X, Y and S values according to the formula: > + * > + * (X, Y, S) = decode_msaa(src_samples, detile(src_tiling, offset)). > + * > + * If the actual tiling and sample count of the source surface are not > + * the same as the configuration of the texture, then we need to adjust > + * the coordinates to compensate for the difference. > + */ > + if ((tex_tiled_w != key->src_tiled_w || > + key->tex_samples != key->src_samples || > + key->tex_layout != key->src_layout) && > + !key->bilinear_filter) { > + goto fail; > + } > + > + if (key->bilinear_filter) { > + color = blorp_nir_tex(&b, src_pos, key->texture_data_type); > + } else { > + /* Now (X, Y, S) = decode_msaa(tex_samples, detile(tex_tiling, > offset)). > + * > + * In other words: X, Y, and S now contain values which, when > passed to > + * the texturing unit, will cause data to be read from the correct > + * memory location. So we can fetch the texel now. > + */ > + if (key->src_samples == 0) { Hmm, src_samples can be one also, right? It get its value directly from the miptree. I think we will end up with lossless compression to take the mcs fetch path. Should we instead use: if (key->src_samples <= 1) { Other than that: Reviewed-by: Topi Pohjolainen <topi.pohjolai...@intel.com> > + color = blorp_nir_txf(&b, &v, src_pos, key->texture_data_type); > + } else { > + nir_ssa_def *mcs = NULL; > + if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS) > + mcs = blorp_nir_txf_ms_mcs(&b, src_pos); > + > + color = blorp_nir_txf_ms(&b, src_pos, mcs, > key->texture_data_type); > + } > + } > + } > + > + nir_store_var(&b, v.color_out, color, 0xf); > + > + return b.shader; > + > +fail: > + ralloc_free(b.shader); > + return NULL; > +} > + > class brw_blorp_blit_program : public brw_blorp_eu_emitter > { > public: > @@ -1307,25 +1684,6 @@ brw_blorp_blit_program::clamp_tex_coords(struct > brw_reg regX, > emit_min(regY, regY, clampY1); > } > > -/** > - * Emit code to transform the X and Y coordinates as needed for blending > - * together the different samples in an MSAA texture. > - */ > -void > -brw_blorp_blit_program::single_to_blend() > -{ > - /* When looking up samples in an MSAA texture using the SAMPLE message, > - * Gen6 requires the texture coordinates to be odd integers (so that they > - * correspond to the center of a 2x2 block representing the four samples > - * that maxe up a pixel). So we need to multiply our X and Y coordinates > - * each by 2 and then add 1. > - */ > - emit_shl(t1, X, brw_imm_w(1)); > - emit_shl(t2, Y, brw_imm_w(1)); > - emit_add(Xp, t1, brw_imm_w(1)); > - emit_add(Yp, t2, brw_imm_w(1)); > - SWAP_XY_AND_XPYP(); > -} > > > /** > @@ -1747,14 +2105,33 @@ brw_blorp_get_blit_kernel(struct brw_context *brw, > ¶ms->wm_prog_kernel, ¶ms->wm_prog_data)) > return; > > - brw_blorp_blit_program prog(brw, prog_key); > - GLuint program_size; > - const GLuint *program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP, > - &program_size); > + const unsigned *program; > + unsigned program_size; > + struct brw_blorp_prog_data prog_data; > + > + /* Try and compile with NIR first. If that fails, fall back to the old > + * method of building shaders manually. > + */ > + nir_shader *nir = brw_blorp_build_nir_shader(brw, prog_key, &prog_data); > + if (nir) { > + struct brw_wm_prog_key wm_key; > + brw_blorp_init_wm_prog_key(&wm_key); > + wm_key.tex.compressed_multisample_layout_mask = > + prog_key->tex_layout == INTEL_MSAA_LAYOUT_CMS; > + wm_key.multisample_fbo = prog_key->rt_samples > 1; > + > + program = brw_blorp_compile_nir_shader(brw, nir, &wm_key, false, > + &prog_data, &program_size); > + } else { > + brw_blorp_blit_program prog(brw, prog_key); > + program = prog.compile(brw, INTEL_DEBUG & DEBUG_BLORP, &program_size); > + prog_data = prog.prog_data; > + } > + > brw_upload_cache(&brw->cache, BRW_CACHE_BLORP_PROG, > prog_key, sizeof(*prog_key), > program, program_size, > - &prog.prog_data, sizeof(prog.prog_data), > + &prog_data, sizeof(prog_data), > ¶ms->wm_prog_kernel, ¶ms->wm_prog_data); > } > > -- > 2.5.0.400.gff86faf > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev