/* * Copyright © 2012 Intel Corporation * * 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. */ #ifndef BLORP_PRIV_H #define BLORP_PRIV_H #include #include "compiler/nir/nir.h" #include "compiler/brw_compiler.h" #include "blorp.h" #ifdef __cplusplus extern "C" { #endif /** * Binding table indices used by BLORP. */ enum { BLORP_RENDERBUFFER_BT_INDEX, BLORP_TEXTURE_BT_INDEX, BLORP_NUM_BT_ENTRIES }; struct brw_blorp_surface_info { bool enabled; struct isl_surf surf; struct blorp_address addr; struct isl_surf aux_surf; struct blorp_address aux_addr; enum isl_aux_usage aux_usage; union isl_color_value clear_color; struct isl_view view; /* Z offset into a 3-D texture or slice of a 2-D array texture. */ uint32_t z_offset; uint32_t tile_x_sa, tile_y_sa; }; void brw_blorp_surface_info_init(struct blorp_context *blorp, struct brw_blorp_surface_info *info, const struct blorp_surf *surf, unsigned int level, unsigned int layer, enum isl_format format, bool is_render_target); void blorp_surf_convert_to_single_slice(const struct isl_device *isl_dev, struct brw_blorp_surface_info *info); struct brw_blorp_coord_transform { float multiplier; float offset; }; /** * Bounding rectangle telling pixel discard which pixels are not to be * touched. This is needed in when surfaces are configured as something else * what they really are: * * - writing W-tiled stencil as Y-tiled * - writing interleaved multisampled as single sampled. * * See blorp_nir_discard_if_outside_rect(). */ struct brw_blorp_discard_rect { uint32_t x0; uint32_t x1; uint32_t y0; uint32_t y1; }; /** * Grid needed for blended and scaled blits of integer formats, see * blorp_nir_manual_blend_bilinear(). */ struct brw_blorp_rect_grid { float x1; float y1; float pad[2]; }; struct blorp_surf_offset { uint32_t x; uint32_t y; }; struct brw_blorp_wm_inputs { uint32_t clear_color[4]; struct brw_blorp_discard_rect discard_rect; struct brw_blorp_rect_grid rect_grid; struct brw_blorp_coord_transform coord_transform[2]; struct blorp_surf_offset src_offset; struct blorp_surf_offset dst_offset; /* (1/width, 1/height) for the source surface */ float src_inv_size[2]; /* Minimum layer setting works for all the textures types but texture_3d * for which the setting has no effect. Use the z-coordinate instead. */ uint32_t src_z; /* Pad out to an integral number of registers */ uint32_t pad[1]; }; #define BLORP_CREATE_NIR_INPUT(shader, name, type) ({ \ nir_variable *input = nir_variable_create((shader), nir_var_shader_in, \ type, #name); \ if ((shader)->stage == MESA_SHADER_FRAGMENT) \ input->data.interpolation = INTERP_MODE_FLAT; \ input->data.location = VARYING_SLOT_VAR0 + \ offsetof(struct brw_blorp_wm_inputs, name) / (4 * sizeof(float)); \ input->data.location_frac = \ (offsetof(struct brw_blorp_wm_inputs, name) / sizeof(float)) % 4; \ input; \ }) struct blorp_vs_inputs { uint32_t base_layer; uint32_t _instance_id; /* Set in hardware by SGVS */ uint32_t pad[2]; }; static inline unsigned brw_blorp_get_urb_length(const struct brw_wm_prog_data *prog_data) { if (prog_data == NULL) return 1; /* From the BSpec: 3D Pipeline - Strips and Fans - 3DSTATE_SBE * * read_length = ceiling((max_source_attr+1)/2) */ return MAX2((prog_data->num_varying_inputs + 1) / 2, 1); } struct blorp_params { uint32_t x0; uint32_t y0; uint32_t x1; uint32_t y1; float z; uint8_t stencil_mask; uint8_t stencil_ref; struct brw_blorp_surface_info depth; struct brw_blorp_surface_info stencil; uint32_t depth_format; struct brw_blorp_surface_info src; struct brw_blorp_surface_info dst; enum blorp_hiz_op hiz_op; bool full_surface_hiz_op; enum blorp_fast_clear_op fast_clear_op; bool color_write_disable[4]; struct brw_blorp_wm_inputs wm_inputs; struct blorp_vs_inputs vs_inputs; unsigned num_samples; unsigned num_draw_buffers; unsigned num_layers; uint32_t vs_prog_kernel; struct brw_vs_prog_data *vs_prog_data; uint32_t sf_prog_kernel; struct brw_sf_prog_data *sf_prog_data; uint32_t wm_prog_kernel; struct brw_wm_prog_data *wm_prog_data; bool use_pre_baked_binding_table; uint32_t pre_baked_binding_table_offset; }; void blorp_params_init(struct blorp_params *params); enum blorp_shader_type { BLORP_SHADER_TYPE_BLIT, BLORP_SHADER_TYPE_CLEAR, BLORP_SHADER_TYPE_MCS_PARTIAL_RESOLVE, BLORP_SHADER_TYPE_LAYER_OFFSET_VS, BLORP_SHADER_TYPE_GEN4_SF, }; struct brw_blorp_blit_prog_key { enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_BLIT */ /* Number of samples per pixel that have been configured in the surface * state for texturing from. */ unsigned tex_samples; /* MSAA layout that has been configured in the surface state for texturing * from. */ enum isl_msaa_layout tex_layout; enum isl_aux_usage tex_aux_usage; /* Actual number of samples per pixel in the source image. */ unsigned src_samples; /* Actual MSAA layout used by the source image. */ enum isl_msaa_layout src_layout; /* Number of bits per channel in the source image. */ uint8_t src_bpc; /* True if the source requires normalized coordinates */ bool src_coords_normalized; /* Number of samples per pixel that have been configured in the render * target. */ unsigned rt_samples; /* MSAA layout that has been configured in the render target. */ enum isl_msaa_layout rt_layout; /* Actual number of samples per pixel in the destination image. */ unsigned dst_samples; /* Actual MSAA layout used by the destination image. */ enum isl_msaa_layout dst_layout; /* Number of bits per channel in the destination image. */ uint8_t dst_bpc; /* Type of the data to be read from the texture (one of * nir_type_(int|uint|float)). */ nir_alu_type texture_data_type; /* True if the source image is W tiled. If true, the surface state for the * source image must be configured as Y tiled, and tex_samples must be 0. */ bool src_tiled_w; /* True if the destination image is W tiled. If true, the surface state * for the render target must be configured as Y tiled, and rt_samples must * be 0. */ bool dst_tiled_w; /* True if the destination is an RGB format. If true, the surface state * for the render target must be configured as red with three times the * normal width. We need to do this because you cannot render to * non-power-of-two formats. */ bool dst_rgb; /* True if all source samples should be blended together to produce each * destination pixel. If true, src_tiled_w must be false, tex_samples must * equal src_samples, and tex_samples must be nonzero. */ bool blend; /* True if the rectangle being sent through the rendering pipeline might be * larger than the destination rectangle, so the WM program should kill any * pixels that are outside the destination rectangle. */ bool use_kill; /** * True if the WM program should be run in MSDISPMODE_PERSAMPLE with more * than one sample per pixel. */ bool persample_msaa_dispatch; /* True for scaled blitting. */ bool blit_scaled; /* True if this blit operation may involve intratile offsets on the source. * In this case, we need to add the offset before texturing. */ bool need_src_offset; /* True if this blit operation may involve intratile offsets on the * destination. In this case, we need to add the offset to gl_FragCoord. */ bool need_dst_offset; /* Scale factors between the pixel grid and the grid of samples. We're * using grid of samples for bilinear filetring in multisample scaled blits. */ float x_scale; float y_scale; /* True for blits with filter = GL_LINEAR. */ bool bilinear_filter; }; /** * \name BLORP internals * \{ * * Used internally by gen6_blorp_exec() and gen7_blorp_exec(). */ void brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key); const unsigned * blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx, struct nir_shader *nir, struct brw_wm_prog_key *wm_key, bool use_repclear, struct brw_wm_prog_data *wm_prog_data, unsigned *program_size); const unsigned * blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx, struct nir_shader *nir, struct brw_vs_prog_data *vs_prog_data, unsigned *program_size); bool blorp_ensure_sf_program(struct blorp_context *blorp, struct blorp_params *params); /** \} */ #ifdef __cplusplus } /* end extern "C" */ #endif /* __cplusplus */ #endif /* BLORP_PRIV_H */