blob: 95d4ce6f194d9c8b60c23aada7acdd92193588e1 [file] [log] [blame]
/*
* 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 "compiler/v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
/**
* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
* intrinsics into something amenable to the V3D architecture.
*
* Most of the work is turning the VS's store_output intrinsics from working
* on a base representing the gallium-level vec4 driver_location to an offset
* within the VPM, and emitting the header that's read by the fixed function
* hardware between the VS and FS.
*
* We also adjust the offsets on uniform loads to be in bytes, since that's
* what we need for indirect addressing with general TMU access.
*/
struct v3d_nir_lower_io_state {
int pos_vpm_offset;
int vp_vpm_offset;
int zs_vpm_offset;
int rcp_wc_vpm_offset;
int psiz_vpm_offset;
int varyings_vpm_offset;
/* Geometry shader state */
struct {
/* VPM offset for the current vertex data output */
nir_variable *output_offset_var;
/* VPM offset for the current vertex header */
nir_variable *header_offset_var;
/* VPM header for the current vertex */
nir_variable *header_var;
/* Size of the complete VPM output header */
uint32_t output_header_size;
/* Size of the output data for a single vertex */
uint32_t output_vertex_data_size;
} gs;
BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_ANY_STAGE_INPUTS)];
nir_def *pos[4];
};
static void
v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
struct v3d_nir_lower_io_state *state);
static void
v3d_nir_store_output(nir_builder *b, int base, nir_def *offset,
nir_def *chan)
{
if (offset) {
/* When generating the VIR instruction, the base and the offset
* are just going to get added together with an ADD instruction
* so we might as well do the add here at the NIR level instead
* and let the constant folding do its magic.
*/
offset = nir_iadd_imm(b, offset, base);
base = 0;
} else {
offset = nir_imm_int(b, 0);
}
nir_store_output(b, chan, offset, .base = base, .write_mask = 0x1, .component = 0,
.src_type = nir_type_uint | chan->bit_size);
}
static int
v3d_varying_slot_vpm_offset(struct v3d_compile *c, unsigned location, unsigned component)
{
uint32_t num_used_outputs = 0;
struct v3d_varying_slot *used_outputs = NULL;
switch (c->s->info.stage) {
case MESA_SHADER_VERTEX:
num_used_outputs = c->vs_key->num_used_outputs;
used_outputs = c->vs_key->used_outputs;
break;
case MESA_SHADER_GEOMETRY:
num_used_outputs = c->gs_key->num_used_outputs;
used_outputs = c->gs_key->used_outputs;
break;
default:
unreachable("Unsupported shader stage");
}
for (int i = 0; i < num_used_outputs; i++) {
struct v3d_varying_slot slot = used_outputs[i];
if (v3d_slot_get_slot(slot) == location &&
v3d_slot_get_component(slot) == component) {
return i;
}
}
return -1;
}
/* Lowers a store_output(gallium driver location) to a series of store_outputs
* with a driver_location equal to the offset in the VPM.
*
* For geometry shaders we need to emit multiple vertices so the VPM offsets
* need to be computed in the shader code based on the current vertex index.
*/
static void
v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr,
struct v3d_nir_lower_io_state *state)
{
b->cursor = nir_before_instr(&intr->instr);
/* If this is a geometry shader we need to emit our outputs
* to the current vertex offset in the VPM.
*/
nir_def *offset_reg =
c->s->info.stage == MESA_SHADER_GEOMETRY ?
nir_load_var(b, state->gs.output_offset_var) : NULL;
int start_comp = nir_intrinsic_component(intr);
unsigned location = nir_intrinsic_io_semantics(intr).location;
nir_def *src = intr->src[0].ssa;
/* Save off the components of the position for the setup of VPM inputs
* read by fixed function HW.
*/
if (location == VARYING_SLOT_POS) {
for (int i = 0; i < intr->num_components; i++) {
state->pos[start_comp + i] = nir_channel(b, src, i);
}
}
/* Just psiz to the position in the FF header right now. */
if (location == VARYING_SLOT_PSIZ &&
state->psiz_vpm_offset != -1) {
v3d_nir_store_output(b, state->psiz_vpm_offset, offset_reg, src);
}
if (location == VARYING_SLOT_LAYER) {
assert(c->s->info.stage == MESA_SHADER_GEOMETRY);
nir_def *header = nir_load_var(b, state->gs.header_var);
header = nir_iand_imm(b, header, 0xff00ffff);
/* From the GLES 3.2 spec:
*
* "When fragments are written to a layered framebuffer, the
* fragment’s layer number selects an image from the array
* of images at each attachment (...). If the fragment’s
* layer number is negative, or greater than or equal to
* the minimum number of layers of any attachment, the
* effects of the fragment on the framebuffer contents are
* undefined."
*
* This suggests we can just ignore that situation, however,
* for V3D an out-of-bounds layer index means that the binner
* might do out-of-bounds writes access to the tile state. The
* simulator has an assert to catch this, so we play safe here
* and we make sure that doesn't happen by setting gl_Layer
* to 0 in that case (we always allocate tile state for at
* least one layer).
*/
nir_def *fb_layers = nir_load_fb_layers_v3d(b, 32);
nir_def *cond = nir_ige(b, src, fb_layers);
nir_def *layer_id =
nir_bcsel(b, cond,
nir_imm_int(b, 0),
nir_ishl_imm(b, src, 16));
header = nir_ior(b, header, layer_id);
nir_store_var(b, state->gs.header_var, header, 0x1);
}
/* Scalarize outputs if it hasn't happened already, since we want to
* schedule each VPM write individually. We can skip any output
* components not read by the FS.
*/
for (int i = 0; i < intr->num_components; i++) {
int vpm_offset =
v3d_varying_slot_vpm_offset(c, location, start_comp + i);
if (!(nir_intrinsic_write_mask(intr) & (1 << i)))
continue;
if (vpm_offset == -1)
continue;
if (nir_src_is_const(intr->src[1]))
vpm_offset += nir_src_as_uint(intr->src[1]) * 4;
/* If this fires it means the shader has too many outputs */
assert(BITSET_BITWORD(vpm_offset) < ARRAY_SIZE(state->varyings_stored));
BITSET_SET(state->varyings_stored, vpm_offset);
v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset,
offset_reg, nir_channel(b, src, i));
}
nir_instr_remove(&intr->instr);
}
static inline void
reset_gs_header(nir_builder *b, struct v3d_nir_lower_io_state *state)
{
const uint8_t NEW_PRIMITIVE_OFFSET = 0;
const uint8_t VERTEX_DATA_LENGTH_OFFSET = 8;
uint32_t vertex_data_size = state->gs.output_vertex_data_size;
assert((vertex_data_size & 0xffffff00) == 0);
uint32_t header;
header = 1 << NEW_PRIMITIVE_OFFSET;
header |= vertex_data_size << VERTEX_DATA_LENGTH_OFFSET;
nir_store_var(b, state->gs.header_var, nir_imm_int(b, header), 0x1);
}
static void
v3d_nir_lower_emit_vertex(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *instr,
struct v3d_nir_lower_io_state *state)
{
b->cursor = nir_before_instr(&instr->instr);
nir_def *header = nir_load_var(b, state->gs.header_var);
nir_def *header_offset = nir_load_var(b, state->gs.header_offset_var);
nir_def *output_offset = nir_load_var(b, state->gs.output_offset_var);
/* Emit fixed function outputs */
v3d_nir_emit_ff_vpm_outputs(c, b, state);
/* Emit vertex header */
v3d_nir_store_output(b, 0, header_offset, header);
/* Update VPM offset for next vertex output data and header */
output_offset =
nir_iadd_imm(b, output_offset,
state->gs.output_vertex_data_size);
header_offset = nir_iadd_imm(b, header_offset, 1);
/* Reset the New Primitive bit */
header = nir_iand_imm(b, header, 0xfffffffe);
nir_store_var(b, state->gs.output_offset_var, output_offset, 0x1);
nir_store_var(b, state->gs.header_offset_var, header_offset, 0x1);
nir_store_var(b, state->gs.header_var, header, 0x1);
nir_instr_remove(&instr->instr);
}
static void
v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *instr,
struct v3d_nir_lower_io_state *state)
{
assert(state->gs.header_var);
b->cursor = nir_before_instr(&instr->instr);
reset_gs_header(b, state);
nir_instr_remove(&instr->instr);
}
/* Some vertex attribute formats may require to apply a swizzle but the hardware
* doesn't provide means to do that, so we need to apply the swizzle in the
* vertex shader.
*
* This is required at least in Vulkan to support mandatory vertex attribute
* format VK_FORMAT_B8G8R8A8_UNORM.
*/
static void
v3d_nir_lower_vertex_input(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *instr)
{
assert(c->s->info.stage == MESA_SHADER_VERTEX);
if (!c->vs_key->va_swap_rb_mask)
return;
const uint32_t location = nir_intrinsic_io_semantics(instr).location;
if (!(c->vs_key->va_swap_rb_mask & (1 << location)))
return;
assert(instr->num_components == 1);
const uint32_t comp = nir_intrinsic_component(instr);
if (comp == 0 || comp == 2)
nir_intrinsic_set_component(instr, (comp + 2) % 4);
}
static void
v3d_nir_lower_load_kernel_input(nir_builder *b, nir_intrinsic_instr *instr)
{
b->cursor = nir_before_instr(&instr->instr);
nir_def *old = &instr->def;
nir_def *load =
nir_load_uniform(b, old->num_components,
old->bit_size, instr->src->ssa,
.base = nir_intrinsic_base(instr),
.range = nir_intrinsic_range(instr),
.dest_type = nir_type_uint | old->bit_size);
nir_def_rewrite_uses(old, load);
nir_instr_remove(&instr->instr);
}
static void
v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
struct nir_instr *instr,
struct v3d_nir_lower_io_state *state)
{
if (instr->type != nir_instr_type_intrinsic)
return;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_input:
if (c->s->info.stage == MESA_SHADER_VERTEX)
v3d_nir_lower_vertex_input(c, b, intr);
break;
case nir_intrinsic_load_kernel_input:
v3d_nir_lower_load_kernel_input(b, intr);
break;
case nir_intrinsic_store_output:
v3d_nir_lower_vpm_output(c, b, intr, state);
break;
case nir_intrinsic_emit_vertex:
v3d_nir_lower_emit_vertex(c, b, intr, state);
break;
case nir_intrinsic_end_primitive:
v3d_nir_lower_end_primitive(c, b, intr, state);
break;
default:
break;
}
}
/* Remap the output var's .driver_location. This is purely for
* nir_print_shader() so that store_output can map back to a variable name.
*/
static void
v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
struct v3d_nir_lower_io_state *state)
{
nir_foreach_shader_out_variable_safe(var, c->s) {
if (var->data.location == VARYING_SLOT_POS &&
state->pos_vpm_offset != -1) {
var->data.driver_location = state->pos_vpm_offset;
continue;
}
if (var->data.location == VARYING_SLOT_PSIZ &&
state->psiz_vpm_offset != -1) {
var->data.driver_location = state->psiz_vpm_offset;
continue;
}
int vpm_offset =
v3d_varying_slot_vpm_offset(c,
var->data.location,
var->data.location_frac);
if (vpm_offset != -1) {
var->data.driver_location =
state->varyings_vpm_offset + vpm_offset;
} else {
/* If we couldn't find a mapping for the var, delete
* it so that its old .driver_location doesn't confuse
* nir_print_shader().
*/
exec_node_remove(&var->node);
}
}
}
static void
v3d_nir_setup_vpm_layout_vs(struct v3d_compile *c,
struct v3d_nir_lower_io_state *state)
{
uint32_t vpm_offset = 0;
state->pos_vpm_offset = -1;
state->vp_vpm_offset = -1;
state->zs_vpm_offset = -1;
state->rcp_wc_vpm_offset = -1;
state->psiz_vpm_offset = -1;
bool needs_ff_outputs = c->vs_key->base.is_last_geometry_stage;
if (needs_ff_outputs) {
if (c->vs_key->is_coord) {
state->pos_vpm_offset = vpm_offset;
vpm_offset += 4;
}
state->vp_vpm_offset = vpm_offset;
vpm_offset += 2;
if (!c->vs_key->is_coord) {
state->zs_vpm_offset = vpm_offset++;
state->rcp_wc_vpm_offset = vpm_offset++;
}
if (c->vs_key->per_vertex_point_size)
state->psiz_vpm_offset = vpm_offset++;
}
state->varyings_vpm_offset = vpm_offset;
c->vpm_output_size = MAX2(1, vpm_offset + c->vs_key->num_used_outputs);
}
static void
v3d_nir_setup_vpm_layout_gs(struct v3d_compile *c,
struct v3d_nir_lower_io_state *state)
{
/* 1 header slot for number of output vertices */
uint32_t vpm_offset = 1;
/* 1 header slot per output vertex */
const uint32_t num_vertices = c->s->info.gs.vertices_out;
vpm_offset += num_vertices;
state->gs.output_header_size = vpm_offset;
/* Vertex data: here we only compute offsets into a generic vertex data
* elements. When it is time to actually write a particular vertex to
* the VPM, we will add the offset for that vertex into the VPM output
* to these offsets.
*
* If geometry shaders are present, they are always the last shader
* stage before rasterization, so we always emit fixed function outputs.
*/
vpm_offset = 0;
if (c->gs_key->is_coord) {
state->pos_vpm_offset = vpm_offset;
vpm_offset += 4;
} else {
state->pos_vpm_offset = -1;
}
state->vp_vpm_offset = vpm_offset;
vpm_offset += 2;
if (!c->gs_key->is_coord) {
state->zs_vpm_offset = vpm_offset++;
state->rcp_wc_vpm_offset = vpm_offset++;
} else {
state->zs_vpm_offset = -1;
state->rcp_wc_vpm_offset = -1;
}
/* Mesa enables OES_geometry_shader_point_size automatically with
* OES_geometry_shader so we always need to handle point size
* writes if present.
*/
if (c->gs_key->per_vertex_point_size)
state->psiz_vpm_offset = vpm_offset++;
state->varyings_vpm_offset = vpm_offset;
state->gs.output_vertex_data_size =
state->varyings_vpm_offset + c->gs_key->num_used_outputs;
c->vpm_output_size =
state->gs.output_header_size +
state->gs.output_vertex_data_size * num_vertices;
}
static void
v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
struct v3d_nir_lower_io_state *state)
{
/* If this is a geometry shader we need to emit our fixed function
* outputs to the current vertex offset in the VPM.
*/
nir_def *offset_reg =
c->s->info.stage == MESA_SHADER_GEOMETRY ?
nir_load_var(b, state->gs.output_offset_var) : NULL;
for (int i = 0; i < 4; i++) {
if (!state->pos[i])
state->pos[i] = nir_undef(b, 1, 32);
}
nir_def *rcp_wc = nir_frcp(b, state->pos[3]);
if (state->pos_vpm_offset != -1) {
for (int i = 0; i < 4; i++) {
v3d_nir_store_output(b, state->pos_vpm_offset + i,
offset_reg, state->pos[i]);
}
}
if (state->vp_vpm_offset != -1) {
for (int i = 0; i < 2; i++) {
nir_def *pos;
nir_def *scale;
pos = state->pos[i];
if (i == 0)
scale = nir_load_viewport_x_scale(b);
else
scale = nir_load_viewport_y_scale(b);
pos = nir_fmul(b, pos, scale);
pos = nir_fmul(b, pos, rcp_wc);
/* Pre-V3D 4.3 hardware has a quirk where it expects XY
* coordinates in .8 fixed-point format, but then it
* will internally round it to .6 fixed-point,
* introducing a double rounding. The double rounding
* can cause very slight differences in triangle
* raterization coverage that can actually be noticed by
* some CTS tests.
*
* The correct fix for this as recommended by Broadcom
* is to convert to .8 fixed-point with ffloor().
*/
if (c->devinfo->ver == 42)
pos = nir_f2i32(b, nir_ffloor(b, pos));
else
pos = nir_f2i32(b, nir_fround_even(b, pos));
v3d_nir_store_output(b, state->vp_vpm_offset + i,
offset_reg, pos);
}
}
if (state->zs_vpm_offset != -1) {
nir_def *z = state->pos[2];
z = nir_fmul(b, z, nir_load_viewport_z_scale(b));
z = nir_fmul(b, z, rcp_wc);
z = nir_fadd(b, z, nir_load_viewport_z_offset(b));
v3d_nir_store_output(b, state->zs_vpm_offset, offset_reg, z);
}
if (state->rcp_wc_vpm_offset != -1) {
v3d_nir_store_output(b, state->rcp_wc_vpm_offset,
offset_reg, rcp_wc);
}
/* Store 0 to varyings requested by the FS but not stored by the
* previous stage. This should be undefined behavior, but
* glsl-routing seems to rely on it.
*/
uint32_t num_used_outputs;
switch (c->s->info.stage) {
case MESA_SHADER_VERTEX:
num_used_outputs = c->vs_key->num_used_outputs;
break;
case MESA_SHADER_GEOMETRY:
num_used_outputs = c->gs_key->num_used_outputs;
break;
default:
unreachable("Unsupported shader stage");
}
for (int i = 0; i < num_used_outputs; i++) {
if (!BITSET_TEST(state->varyings_stored, i)) {
v3d_nir_store_output(b, state->varyings_vpm_offset + i,
offset_reg, nir_imm_int(b, 0));
}
}
}
static void
emit_gs_prolog(struct v3d_compile *c, nir_builder *b,
nir_function_impl *impl,
struct v3d_nir_lower_io_state *state)
{
nir_block *first = nir_start_block(impl);
b->cursor = nir_before_block(first);
const struct glsl_type *uint_type = glsl_uint_type();
assert(!state->gs.output_offset_var);
state->gs.output_offset_var =
nir_local_variable_create(impl, uint_type, "output_offset");
nir_store_var(b, state->gs.output_offset_var,
nir_imm_int(b, state->gs.output_header_size), 0x1);
assert(!state->gs.header_offset_var);
state->gs.header_offset_var =
nir_local_variable_create(impl, uint_type, "header_offset");
nir_store_var(b, state->gs.header_offset_var, nir_imm_int(b, 1), 0x1);
assert(!state->gs.header_var);
state->gs.header_var =
nir_local_variable_create(impl, uint_type, "header");
reset_gs_header(b, state);
}
static void
emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b,
struct v3d_nir_lower_io_state *state)
{
const uint8_t VERTEX_COUNT_OFFSET = 16;
/* Our GS header has 1 generic header slot (at VPM offset 0) and then
* one slot per output vertex after it. This means we don't need to
* have a variable just to keep track of the number of vertices we
* emitted and instead we can just compute it here from the header
* offset variable by removing the one generic header slot that always
* goes at the beginning of out header.
*/
nir_def *header_offset =
nir_load_var(b, state->gs.header_offset_var);
nir_def *vertex_count =
nir_iadd_imm(b, header_offset, -1);
nir_def *header =
nir_ior_imm(b,
nir_ishl_imm(b, vertex_count,
VERTEX_COUNT_OFFSET),
state->gs.output_header_size);
v3d_nir_store_output(b, 0, NULL, header);
}
bool
v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
{
if (s->info.stage != MESA_SHADER_VERTEX &&
s->info.stage != MESA_SHADER_GEOMETRY &&
s->info.stage != MESA_SHADER_COMPUTE) {
return false;
}
struct v3d_nir_lower_io_state state = { 0 };
/* Set up the layout of the VPM outputs. */
if (s->info.stage == MESA_SHADER_VERTEX)
v3d_nir_setup_vpm_layout_vs(c, &state);
else if (s->info.stage == MESA_SHADER_GEOMETRY)
v3d_nir_setup_vpm_layout_gs(c, &state);
nir_foreach_function_impl(impl, s) {
nir_builder b = nir_builder_create(impl);
if (c->s->info.stage == MESA_SHADER_GEOMETRY)
emit_gs_prolog(c, &b, impl, &state);
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block)
v3d_nir_lower_io_instr(c, &b, instr,
&state);
}
nir_block *last = nir_impl_last_block(impl);
b.cursor = nir_after_block(last);
if (s->info.stage == MESA_SHADER_VERTEX) {
v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
} else if (s->info.stage == MESA_SHADER_GEOMETRY) {
emit_gs_vpm_output_header_prolog(c, &b, &state);
}
nir_metadata_preserve(impl,
nir_metadata_control_flow);
}
if (s->info.stage != MESA_SHADER_COMPUTE)
v3d_nir_lower_io_update_output_var_base(c, &state);
/* It is really unlikely that we don't get progress here, and fully
* filtering when not would make code more complex, but we are still
* interested on getting this lowering going through NIR_PASS
*/
return true;
}