/* * Copyright (C) 2021 Alyssa Rosenzweig * Copyright (C) 2020-2021 Collabora, Ltd. * Copyright (C) 2014 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 "agx_state.h" #include "compiler/nir/nir_builder.h" #include "asahi/compiler/agx_compile.h" #include "gallium/auxiliary/util/u_blitter.h" static void agx_build_reload_shader(struct agx_device *dev) { nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, &agx_nir_options, "agx_reload"); b.shader->info.internal = true; nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "output"); out->data.location = FRAG_RESULT_DATA0; nir_ssa_def *fragcoord = nir_load_frag_coord(&b); nir_ssa_def *coord = nir_channels(&b, fragcoord, 0x3); nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1); tex->dest_type = nir_type_float32; tex->sampler_dim = GLSL_SAMPLER_DIM_RECT; tex->op = nir_texop_tex; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(coord); tex->coord_components = 2; nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL); nir_builder_instr_insert(&b, &tex->instr); nir_store_var(&b, out, &tex->dest.ssa, 0xFF); unsigned offset = 0; unsigned bo_size = 4096; struct agx_bo *bo = agx_bo_create(dev, bo_size, AGX_MEMORY_TYPE_SHADER); dev->reload.bo = bo; for (unsigned i = 0; i < AGX_NUM_FORMATS; ++i) { struct util_dynarray binary; util_dynarray_init(&binary, NULL); nir_shader *s = nir_shader_clone(NULL, b.shader); struct agx_shader_info info; struct agx_shader_key key = { .fs.tib_formats[0] = i }; agx_compile_shader_nir(s, &key, &binary, &info); assert(offset + binary.size < bo_size); memcpy(((uint8_t *) bo->ptr.cpu) + offset, binary.data, binary.size); dev->reload.format[i] = bo->ptr.gpu + offset; offset += ALIGN_POT(binary.size, 128); util_dynarray_fini(&binary); } } static void agx_blitter_save(struct agx_context *ctx, struct blitter_context *blitter, bool render_cond) { util_blitter_save_vertex_buffer_slot(blitter, ctx->vertex_buffers); util_blitter_save_vertex_elements(blitter, ctx->attributes); util_blitter_save_vertex_shader(blitter, ctx->stage[PIPE_SHADER_VERTEX].shader); util_blitter_save_rasterizer(blitter, ctx->rast); util_blitter_save_viewport(blitter, &ctx->viewport); util_blitter_save_scissor(blitter, &ctx->scissor); util_blitter_save_fragment_shader(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].shader); util_blitter_save_blend(blitter, ctx->blend); util_blitter_save_depth_stencil_alpha(blitter, &ctx->zs); util_blitter_save_stencil_ref(blitter, &ctx->stencil_ref); util_blitter_save_so_targets(blitter, 0, NULL); util_blitter_save_sample_mask(blitter, ctx->sample_mask); util_blitter_save_framebuffer(blitter, &ctx->framebuffer); util_blitter_save_fragment_sampler_states(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].sampler_count, (void **)(ctx->stage[PIPE_SHADER_FRAGMENT].samplers)); util_blitter_save_fragment_sampler_views(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].texture_count, (struct pipe_sampler_view **)ctx->stage[PIPE_SHADER_FRAGMENT].textures); util_blitter_save_fragment_constant_buffer_slot(blitter, ctx->stage[PIPE_SHADER_FRAGMENT].cb); if (!render_cond) { util_blitter_save_render_condition(blitter, (struct pipe_query *) ctx->cond_query, ctx->cond_cond, ctx->cond_mode); } } void agx_blit(struct pipe_context *pipe, const struct pipe_blit_info *info) { //if (info->render_condition_enable && // !agx_render_condition_check(pan_context(pipe))) // return; struct agx_context *ctx = agx_context(pipe); if (!util_blitter_is_blit_supported(ctx->blitter, info)) unreachable("Unsupported blit\n"); agx_blitter_save(ctx, ctx->blitter, info->render_condition_enable); util_blitter_blit(ctx->blitter, info); } /* We need some fixed shaders for common rendering tasks. When colour buffer * reload is not in use, a shader is used to clear a particular colour. At the * end of rendering a tile, a shader is used to write it out. These shaders are * too trivial to go through the compiler at this stage. */ #define AGX_STOP \ 0x88, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, \ 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00, 0x08, 0x00 \ #define AGX_BLEND \ 0x09, 0x00, 0x00, 0x04, 0xf0, 0xfc, 0x80, 0x03 /* Clears the tilebuffer, where u6-u7 are preloaded with the FP16 clear colour 0: 7e018c098040 bitop_mov r0, u6 6: 7e058e098000 bitop_mov r1, u7 c: 09000004f0fc8003 TODO.blend */ static uint8_t shader_clear[] = { 0x7e, 0x01, 0x8c, 0x09, 0x80, 0x40, 0x7e, 0x05, 0x8e, 0x09, 0x80, 0x00, AGX_BLEND, AGX_STOP }; static uint8_t shader_store[] = { 0x7e, 0x00, 0x04, 0x09, 0x80, 0x00, 0xb1, 0x80, 0x00, 0x80, 0x00, 0x4a, 0x00, 0x00, 0x0a, 0x00, AGX_STOP }; void agx_internal_shaders(struct agx_device *dev) { unsigned clear_offset = 0; unsigned store_offset = 1024; struct agx_bo *bo = agx_bo_create(dev, 4096, AGX_MEMORY_TYPE_SHADER); memcpy(((uint8_t *) bo->ptr.cpu) + clear_offset, shader_clear, sizeof(shader_clear)); memcpy(((uint8_t *) bo->ptr.cpu) + store_offset, shader_store, sizeof(shader_store)); dev->internal.bo = bo; dev->internal.clear = bo->ptr.gpu + clear_offset; dev->internal.store = bo->ptr.gpu + store_offset; agx_build_reload_shader(dev); }