static void
build_color_shaders(struct nir_shader **out_vs,
                    struct nir_shader **out_fs,
                    uint32_t frag_output)
{
	nir_builder vs_b;
	nir_builder fs_b;

	nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
	nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);

	vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
	fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");

	const struct glsl_type *position_type = glsl_vec4_type();
	const struct glsl_type *color_type = glsl_vec4_type();

	nir_variable *vs_out_pos =
		nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
				    "gl_Position");
	vs_out_pos->data.location = VARYING_SLOT_POS;

	nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
	nir_intrinsic_set_base(in_color_load, 0);
	nir_intrinsic_set_range(in_color_load, 16);
	in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
	in_color_load->num_components = 4;
	nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 4, 32, "clear color");
	nir_builder_instr_insert(&fs_b, &in_color_load->instr);

	nir_variable *fs_out_color =
		nir_variable_create(fs_b.shader, nir_var_shader_out, color_type,
				    "f_color");
	fs_out_color->data.location = FRAG_RESULT_DATA0 + frag_output;

	nir_store_var(&fs_b, fs_out_color, &in_color_load->dest.ssa, 0xf);

	nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
	nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);

	const struct glsl_type *layer_type = glsl_int_type();
	nir_variable *vs_out_layer =
		nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
				    "v_layer");
	vs_out_layer->data.location = VARYING_SLOT_LAYER;
	vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
	nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0);
	nir_ssa_def *base_instance = nir_load_system_value(&vs_b, nir_intrinsic_load_base_instance, 0);

	nir_ssa_def *layer_id = nir_iadd(&vs_b, inst_id, base_instance);
	nir_store_var(&vs_b, vs_out_layer, layer_id, 0x1);

	*out_vs = vs_b.shader;
	*out_fs = fs_b.shader;
}
Пример #2
0
static nir_shader *
build_buffer_fill_shader(struct radv_device *dev)
{
	nir_builder b;

	nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
	b.shader->info->name = ralloc_strdup(b.shader, "meta_buffer_fill");
	b.shader->info->cs.local_size[0] = 64;
	b.shader->info->cs.local_size[1] = 1;
	b.shader->info->cs.local_size[2] = 1;

	nir_ssa_def *invoc_id = nir_load_system_value(&b, nir_intrinsic_load_local_invocation_id, 0);
	nir_ssa_def *wg_id = nir_load_system_value(&b, nir_intrinsic_load_work_group_id, 0);
	nir_ssa_def *block_size = nir_imm_ivec4(&b,
						b.shader->info->cs.local_size[0],
						b.shader->info->cs.local_size[1],
						b.shader->info->cs.local_size[2], 0);

	nir_ssa_def *global_id = nir_iadd(&b, nir_imul(&b, wg_id, block_size), invoc_id);

	nir_ssa_def *offset = nir_imul(&b, global_id, nir_imm_int(&b, 16));
	offset = nir_swizzle(&b, offset, (unsigned[]) {0, 0, 0, 0}, 1, false);
Пример #3
0
static nir_shader *
build_resolve_compute_shader(struct radv_device *dev, bool is_integer, int samples)
{
	nir_builder b;
	char name[64];
	nir_if *outer_if = NULL;
	const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
								 false,
								 false,
								 GLSL_TYPE_FLOAT);
	const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
							     false,
							     false,
							     GLSL_TYPE_FLOAT);
	snprintf(name, 64, "meta_resolve_cs-%d-%s", samples, is_integer ? "int" : "float");
	nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
	b.shader->info->name = ralloc_strdup(b.shader, name);
	b.shader->info->cs.local_size[0] = 16;
	b.shader->info->cs.local_size[1] = 16;
	b.shader->info->cs.local_size[2] = 1;

	nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
						      sampler_type, "s_tex");
	input_img->data.descriptor_set = 0;
	input_img->data.binding = 0;

	nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform,
						       img_type, "out_img");
	output_img->data.descriptor_set = 0;
	output_img->data.binding = 1;
	nir_ssa_def *invoc_id = nir_load_system_value(&b, nir_intrinsic_load_local_invocation_id, 0);
	nir_ssa_def *wg_id = nir_load_system_value(&b, nir_intrinsic_load_work_group_id, 0);
	nir_ssa_def *block_size = nir_imm_ivec4(&b,
						b.shader->info->cs.local_size[0],
						b.shader->info->cs.local_size[1],
						b.shader->info->cs.local_size[2], 0);

	nir_ssa_def *global_id = nir_iadd(&b, nir_imul(&b, wg_id, block_size), invoc_id);

	nir_intrinsic_instr *src_offset = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
	src_offset->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
	src_offset->num_components = 2;
	nir_ssa_dest_init(&src_offset->instr, &src_offset->dest, 2, 32, "src_offset");
	nir_builder_instr_insert(&b, &src_offset->instr);

	nir_intrinsic_instr *dst_offset = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
	dst_offset->src[0] = nir_src_for_ssa(nir_imm_int(&b, 8));
	dst_offset->num_components = 2;
	nir_ssa_dest_init(&dst_offset->instr, &dst_offset->dest, 2, 32, "dst_offset");
	nir_builder_instr_insert(&b, &dst_offset->instr);

	nir_ssa_def *img_coord = nir_iadd(&b, global_id, &src_offset->dest.ssa);
	/* do a txf_ms on each sample */
	nir_ssa_def *tmp;

	nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2);
	tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
	tex->op = nir_texop_txf_ms;
	tex->src[0].src_type = nir_tex_src_coord;
	tex->src[0].src = nir_src_for_ssa(img_coord);
	tex->src[1].src_type = nir_tex_src_ms_index;
	tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
	tex->dest_type = nir_type_float;
	tex->is_array = false;
	tex->coord_components = 2;
	tex->texture = nir_deref_var_create(tex, input_img);
	tex->sampler = NULL;

	nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
	nir_builder_instr_insert(&b, &tex->instr);

	tmp = &tex->dest.ssa;
	nir_variable *color =
		nir_local_variable_create(b.impl, glsl_vec4_type(), "color");

	if (!is_integer && samples > 1) {
		nir_tex_instr *tex_all_same = nir_tex_instr_create(b.shader, 1);
		tex_all_same->sampler_dim = GLSL_SAMPLER_DIM_MS;
		tex_all_same->op = nir_texop_samples_identical;
		tex_all_same->src[0].src_type = nir_tex_src_coord;
		tex_all_same->src[0].src = nir_src_for_ssa(img_coord);
		tex_all_same->dest_type = nir_type_float;
		tex_all_same->is_array = false;
		tex_all_same->coord_components = 2;
		tex_all_same->texture = nir_deref_var_create(tex_all_same, input_img);
		tex_all_same->sampler = NULL;

		nir_ssa_dest_init(&tex_all_same->instr, &tex_all_same->dest, 1, 32, "tex");
		nir_builder_instr_insert(&b, &tex_all_same->instr);

		nir_ssa_def *all_same = nir_ine(&b, &tex_all_same->dest.ssa, nir_imm_int(&b, 0));
		nir_if *if_stmt = nir_if_create(b.shader);
		if_stmt->condition = nir_src_for_ssa(all_same);
		nir_cf_node_insert(b.cursor, &if_stmt->cf_node);

		b.cursor = nir_after_cf_list(&if_stmt->then_list);
		for (int i = 1; i < samples; i++) {
			nir_tex_instr *tex_add = nir_tex_instr_create(b.shader, 2);
			tex_add->sampler_dim = GLSL_SAMPLER_DIM_MS;
			tex_add->op = nir_texop_txf_ms;
			tex_add->src[0].src_type = nir_tex_src_coord;
			tex_add->src[0].src = nir_src_for_ssa(img_coord);
			tex_add->src[1].src_type = nir_tex_src_ms_index;
			tex_add->src[1].src = nir_src_for_ssa(nir_imm_int(&b, i));
			tex_add->dest_type = nir_type_float;
			tex_add->is_array = false;
			tex_add->coord_components = 2;
			tex_add->texture = nir_deref_var_create(tex_add, input_img);
			tex_add->sampler = NULL;

			nir_ssa_dest_init(&tex_add->instr, &tex_add->dest, 4, 32, "tex");
			nir_builder_instr_insert(&b, &tex_add->instr);

			tmp = nir_fadd(&b, tmp, &tex_add->dest.ssa);
		}

		tmp = nir_fdiv(&b, tmp, nir_imm_float(&b, samples));
		nir_store_var(&b, color, tmp, 0xf);
		b.cursor = nir_after_cf_list(&if_stmt->else_list);
		outer_if = if_stmt;
	}
	nir_store_var(&b, color, &tex->dest.ssa, 0xf);

	if (outer_if)
		b.cursor = nir_after_cf_node(&outer_if->cf_node);

	nir_ssa_def *newv = nir_load_var(&b, color);
	nir_ssa_def *coord = nir_iadd(&b, global_id, &dst_offset->dest.ssa);
	nir_intrinsic_instr *store = nir_intrinsic_instr_create(b.shader, nir_intrinsic_image_store);
	store->src[0] = nir_src_for_ssa(coord);
	store->src[1] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
	store->src[2] = nir_src_for_ssa(newv);
	store->variables[0] = nir_deref_var_create(store, output_img);
	nir_builder_instr_insert(&b, &store->instr);
	return b.shader;
}
Пример #4
0
static nir_shader *
create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
                       const nir_shader_compiler_options *options,
                       const struct brw_tcs_prog_key *key)
{
   nir_builder b;
   nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
                                  options);
   nir_shader *nir = b.shader;
   nir_variable *var;
   nir_intrinsic_instr *load;
   nir_intrinsic_instr *store;
   nir_ssa_def *zero = nir_imm_int(&b, 0);
   nir_ssa_def *invoc_id =
      nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);

   nir->info->inputs_read = key->outputs_written;
   nir->info->outputs_written = key->outputs_written;
   nir->info->tcs.vertices_out = key->input_vertices;
   nir->info->name = ralloc_strdup(nir, "passthrough");
   nir->num_uniforms = 8 * sizeof(uint32_t);

   var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
   var->data.location = 0;
   var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
   var->data.location = 1;

   /* Write the patch URB header. */
   for (int i = 0; i <= 1; i++) {
      load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
      load->num_components = 4;
      load->src[0] = nir_src_for_ssa(zero);
      nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
      nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
      nir_builder_instr_insert(&b, &load->instr);

      store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
      store->num_components = 4;
      store->src[0] = nir_src_for_ssa(&load->dest.ssa);
      store->src[1] = nir_src_for_ssa(zero);
      nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
      nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
      nir_builder_instr_insert(&b, &store->instr);
   }

   /* Copy inputs to outputs. */
   uint64_t varyings = key->outputs_written;

   while (varyings != 0) {
      const int varying = ffsll(varyings) - 1;

      load = nir_intrinsic_instr_create(nir,
                                        nir_intrinsic_load_per_vertex_input);
      load->num_components = 4;
      load->src[0] = nir_src_for_ssa(invoc_id);
      load->src[1] = nir_src_for_ssa(zero);
      nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
      nir_intrinsic_set_base(load, varying);
      nir_builder_instr_insert(&b, &load->instr);

      store = nir_intrinsic_instr_create(nir,
                                         nir_intrinsic_store_per_vertex_output);
      store->num_components = 4;
      store->src[0] = nir_src_for_ssa(&load->dest.ssa);
      store->src[1] = nir_src_for_ssa(invoc_id);
      store->src[2] = nir_src_for_ssa(zero);
      nir_intrinsic_set_base(store, varying);
      nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
      nir_builder_instr_insert(&b, &store->instr);

      varyings &= ~BITFIELD64_BIT(varying);
   }

   nir_validate_shader(nir);

   nir = brw_preprocess_nir(compiler, nir);

   return nir;
}
Пример #5
0
static nir_shader *
build_nir_itob_compute_shader(struct radv_device *dev)
{
    nir_builder b;
    const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
                                           false,
                                           false,
                                           GLSL_TYPE_FLOAT);
    const struct glsl_type *img_type = glsl_sampler_type(GLSL_SAMPLER_DIM_BUF,
                                       false,
                                       false,
                                       GLSL_TYPE_FLOAT);
    nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
    b.shader->info->name = ralloc_strdup(b.shader, "meta_itob_cs");
    b.shader->info->cs.local_size[0] = 16;
    b.shader->info->cs.local_size[1] = 16;
    b.shader->info->cs.local_size[2] = 1;
    nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
                              sampler_type, "s_tex");
    input_img->data.descriptor_set = 0;
    input_img->data.binding = 0;

    nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform,
                               img_type, "out_img");
    output_img->data.descriptor_set = 0;
    output_img->data.binding = 1;

    nir_ssa_def *invoc_id = nir_load_system_value(&b, nir_intrinsic_load_local_invocation_id, 0);
    nir_ssa_def *wg_id = nir_load_system_value(&b, nir_intrinsic_load_work_group_id, 0);
    nir_ssa_def *block_size = nir_imm_ivec4(&b,
                                            b.shader->info->cs.local_size[0],
                                            b.shader->info->cs.local_size[1],
                                            b.shader->info->cs.local_size[2], 0);

    nir_ssa_def *global_id = nir_iadd(&b, nir_imul(&b, wg_id, block_size), invoc_id);



    nir_intrinsic_instr *offset = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
    offset->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
    offset->num_components = 2;
    nir_ssa_dest_init(&offset->instr, &offset->dest, 2, 32, "offset");
    nir_builder_instr_insert(&b, &offset->instr);

    nir_intrinsic_instr *stride = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
    stride->src[0] = nir_src_for_ssa(nir_imm_int(&b, 8));
    stride->num_components = 1;
    nir_ssa_dest_init(&stride->instr, &stride->dest, 1, 32, "stride");
    nir_builder_instr_insert(&b, &stride->instr);

    nir_ssa_def *img_coord = nir_iadd(&b, global_id, &offset->dest.ssa);

    nir_tex_instr *tex = nir_tex_instr_create(b.shader, 2);
    tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
    tex->op = nir_texop_txf;
    tex->src[0].src_type = nir_tex_src_coord;
    tex->src[0].src = nir_src_for_ssa(img_coord);
    tex->src[1].src_type = nir_tex_src_lod;
    tex->src[1].src = nir_src_for_ssa(nir_imm_int(&b, 0));
    tex->dest_type = nir_type_float;
    tex->is_array = false;
    tex->coord_components = 2;
    tex->texture = nir_deref_var_create(tex, input_img);
    tex->sampler = NULL;

    nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
    nir_builder_instr_insert(&b, &tex->instr);

    nir_ssa_def *pos_x = nir_channel(&b, global_id, 0);
    nir_ssa_def *pos_y = nir_channel(&b, global_id, 1);

    nir_ssa_def *tmp = nir_imul(&b, pos_y, &stride->dest.ssa);
    tmp = nir_iadd(&b, tmp, pos_x);

    nir_ssa_def *coord = nir_vec4(&b, tmp, tmp, tmp, tmp);

    nir_ssa_def *outval = &tex->dest.ssa;
    nir_intrinsic_instr *store = nir_intrinsic_instr_create(b.shader, nir_intrinsic_image_store);
    store->src[0] = nir_src_for_ssa(coord);
    store->src[1] = nir_src_for_ssa(nir_ssa_undef(&b, 1, 32));
    store->src[2] = nir_src_for_ssa(outval);
    store->variables[0] = nir_deref_var_create(store, output_img);

    nir_builder_instr_insert(&b, &store->instr);
    return b.shader;
}