broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.
The HW has no native sampler support for multisample textures, but since we only need to support txf_ms and the layout is UIF, we just need to scale up the texcoords and then add in the sample. This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating MSAA textures as textures, rather than basically texbos like VC4 had to.
This commit is contained in:
@@ -29,6 +29,7 @@ BROADCOM_FILES = \
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compiler/qpu_validate.c \
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compiler/qpu_validate.c \
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compiler/v3d_compiler.h \
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compiler/v3d_compiler.h \
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compiler/v3d_nir_lower_io.c \
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compiler/v3d_nir_lower_io.c \
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compiler/v3d_nir_lower_txf_ms.c \
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qpu/qpu_disasm.c \
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qpu/qpu_disasm.c \
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qpu/qpu_disasm.h \
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qpu/qpu_disasm.h \
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qpu/qpu_instr.c \
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qpu/qpu_instr.c \
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@@ -32,6 +32,7 @@ libbroadcom_compiler_files = files(
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'qpu_validate.c',
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'qpu_validate.c',
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'v3d_compiler.h',
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'v3d_compiler.h',
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'v3d_nir_lower_io.c',
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'v3d_nir_lower_io.c',
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'v3d_nir_lower_txf_ms.c',
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)
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)
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libbroadcom_compiler = static_library(
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libbroadcom_compiler = static_library(
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@@ -229,8 +229,6 @@ enum quniform_contents {
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QUNIFORM_TEXTURE_ARRAY_SIZE,
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QUNIFORM_TEXTURE_ARRAY_SIZE,
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QUNIFORM_TEXTURE_LEVELS,
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QUNIFORM_TEXTURE_LEVELS,
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QUNIFORM_TEXTURE_MSAA_ADDR,
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QUNIFORM_UBO_ADDR,
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QUNIFORM_UBO_ADDR,
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QUNIFORM_TEXRECT_SCALE_X,
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QUNIFORM_TEXRECT_SCALE_X,
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93
src/broadcom/compiler/v3d_nir_lower_txf_ms.c
Normal file
93
src/broadcom/compiler/v3d_nir_lower_txf_ms.c
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@@ -0,0 +1,93 @@
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/*
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* Copyright © 2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "v3d_compiler.h"
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#include "compiler/nir/nir_builder.h"
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/** @file v3d_nir_lower_txf_ms.c
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*
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* V3D's MSAA surfaces are laid out in UIF textures where each pixel is a 2x2
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* quad in the texture. This pass lowers the txf_ms with a ms_index source to
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* a plain txf with the sample_index pulling out the correct texel from the
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* 2x2 quad.
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*/
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#define V3D_MAX_SAMPLES 4
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static void
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vc4_nir_lower_txf_ms_instr(struct v3d_compile *c, nir_builder *b,
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nir_tex_instr *instr)
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{
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if (instr->op != nir_texop_txf_ms)
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return;
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b->cursor = nir_before_instr(&instr->instr);
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int coord_index = nir_tex_instr_src_index(instr, nir_tex_src_coord);
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int sample_index = nir_tex_instr_src_index(instr, nir_tex_src_ms_index);
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nir_ssa_def *coord = instr->src[coord_index].src.ssa;
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nir_ssa_def *sample = instr->src[sample_index].src.ssa;
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nir_ssa_def *one = nir_imm_int(b, 1);
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coord = nir_ishl(b, coord, nir_imm_int(b, 1));
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coord = nir_vec2(b,
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nir_iadd(b,
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nir_channel(b, coord, 0),
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nir_iand(b, sample, one)),
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nir_iadd(b,
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nir_channel(b, coord, 1),
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nir_iand(b, nir_ushr(b, sample, one), one)));
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nir_instr_rewrite_src(&instr->instr,
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&instr->src[nir_tex_src_coord].src,
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nir_src_for_ssa(coord));
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nir_tex_instr_remove_src(instr, sample_index);
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instr->op = nir_texop_txf;
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instr->sampler_dim = GLSL_SAMPLER_DIM_2D;
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}
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void
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v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c)
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{
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nir_foreach_function(function, s) {
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if (!function->impl)
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continue;
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nir_builder b;
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nir_builder_init(&b, function->impl);
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_tex)
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continue;
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vc4_nir_lower_txf_ms_instr(c, &b,
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nir_instr_as_tex(instr));
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}
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}
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nir_metadata_preserve(function->impl,
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nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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@@ -569,6 +569,7 @@ static void
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v3d_lower_nir_late(struct v3d_compile *c)
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v3d_lower_nir_late(struct v3d_compile *c)
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{
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{
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NIR_PASS_V(c->s, v3d_nir_lower_io, c);
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NIR_PASS_V(c->s, v3d_nir_lower_io, c);
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NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c);
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NIR_PASS_V(c->s, nir_lower_idiv);
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NIR_PASS_V(c->s, nir_lower_idiv);
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}
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}
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@@ -324,7 +324,6 @@ vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
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break;
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break;
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXTURE_MSAA_ADDR:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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/* XXX */
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/* XXX */
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break;
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break;
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@@ -382,7 +381,6 @@ vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
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case QUNIFORM_TEXTURE_CONFIG_P1:
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case QUNIFORM_TEXTURE_CONFIG_P1:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXTURE_MSAA_ADDR:
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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case QUNIFORM_TEXRECT_SCALE_Y:
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case QUNIFORM_TEXTURE_WIDTH:
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case QUNIFORM_TEXTURE_WIDTH:
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