Files
third_party_mesa3d/src/amd/common/ac_nir.h
Rhys Perry d4b211bf1b ac/nir: always round cube array layers
It seems this is still necessary if conformant_trunc_coord=true.

Fixes various dEQP-VK.texture.shadow.cube_array.* and
dEQP-VK.glsl.texture_functions.texture*samplercubearray* failures with
conformant_trunc_coord.

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Cc: 23.2 <mesa-stable>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24137>
2023-07-17 12:17:22 +00:00

347 lines
11 KiB
C

/*
* Copyright © 2021 Valve Corporation
*
* SPDX-License-Identifier: MIT
*/
#ifndef AC_NIR_H
#define AC_NIR_H
#include "ac_hw_stage.h"
#include "ac_shader_args.h"
#include "ac_shader_util.h"
#include "nir.h"
#include "nir_builder.h"
#ifdef __cplusplus
extern "C" {
#endif
enum
{
/* SPI_PS_INPUT_CNTL_i.OFFSET[0:4] */
AC_EXP_PARAM_OFFSET_0 = 0,
AC_EXP_PARAM_OFFSET_31 = 31,
/* SPI_PS_INPUT_CNTL_i.DEFAULT_VAL[0:1] */
AC_EXP_PARAM_DEFAULT_VAL_0000 = 64,
AC_EXP_PARAM_DEFAULT_VAL_0001,
AC_EXP_PARAM_DEFAULT_VAL_1110,
AC_EXP_PARAM_DEFAULT_VAL_1111,
AC_EXP_PARAM_UNDEFINED = 255, /* deprecated, use AC_EXP_PARAM_DEFAULT_VAL_0000 instead */
};
enum {
AC_EXP_FLAG_COMPRESSED = (1 << 0),
AC_EXP_FLAG_DONE = (1 << 1),
AC_EXP_FLAG_VALID_MASK = (1 << 2),
};
/* Maps I/O semantics to the actual location used by the lowering pass. */
typedef unsigned (*ac_nir_map_io_driver_location)(unsigned semantic);
/* Forward declaration of nir_builder so we don't have to include nir_builder.h here */
struct nir_builder;
typedef struct nir_builder nir_builder;
/* Executed by ac_nir_cull when the current primitive is accepted. */
typedef void (*ac_nir_cull_accepted)(nir_builder *b, void *state);
nir_ssa_def *
ac_nir_load_arg_at_offset(nir_builder *b, const struct ac_shader_args *ac_args,
struct ac_arg arg, unsigned relative_index);
static inline nir_ssa_def *
ac_nir_load_arg(nir_builder *b, const struct ac_shader_args *ac_args, struct ac_arg arg)
{
return ac_nir_load_arg_at_offset(b, ac_args, arg, 0);
}
void ac_nir_store_arg(nir_builder *b, const struct ac_shader_args *ac_args, struct ac_arg arg,
nir_ssa_def *val);
nir_ssa_def *
ac_nir_unpack_arg(nir_builder *b, const struct ac_shader_args *ac_args, struct ac_arg arg,
unsigned rshift, unsigned bitwidth);
bool ac_nir_lower_sin_cos(nir_shader *shader);
bool ac_nir_lower_intrinsics_to_args(nir_shader *shader, const enum amd_gfx_level gfx_level,
const enum ac_hw_stage hw_stage,
const struct ac_shader_args *ac_args);
void
ac_nir_store_var_components(nir_builder *b, nir_variable *var, nir_ssa_def *value,
unsigned component, unsigned writemask);
void
ac_nir_export_primitive(nir_builder *b, nir_ssa_def *prim);
void
ac_nir_export_position(nir_builder *b,
enum amd_gfx_level gfx_level,
uint32_t clip_cull_mask,
bool no_param_export,
bool force_vrs,
uint64_t outputs_written,
nir_ssa_def *(*outputs)[4]);
void
ac_nir_export_parameters(nir_builder *b,
const uint8_t *param_offsets,
uint64_t outputs_written,
uint16_t outputs_written_16bit,
nir_ssa_def *(*outputs)[4],
nir_ssa_def *(*outputs_16bit_lo)[4],
nir_ssa_def *(*outputs_16bit_hi)[4]);
nir_ssa_def *
ac_nir_calc_io_offset(nir_builder *b,
nir_intrinsic_instr *intrin,
nir_ssa_def *base_stride,
unsigned component_stride,
ac_nir_map_io_driver_location map_io);
bool ac_nir_optimize_outputs(nir_shader *nir, bool sprite_tex_disallowed,
int8_t slot_remap[NUM_TOTAL_VARYING_SLOTS],
uint8_t param_export_index[NUM_TOTAL_VARYING_SLOTS]);
void
ac_nir_lower_ls_outputs_to_mem(nir_shader *ls,
ac_nir_map_io_driver_location map,
bool tcs_in_out_eq,
uint64_t tcs_temp_only_inputs);
void
ac_nir_lower_hs_inputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
bool tcs_in_out_eq);
void
ac_nir_lower_hs_outputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
enum amd_gfx_level gfx_level,
bool tes_reads_tessfactors,
uint64_t tes_inputs_read,
uint64_t tes_patch_inputs_read,
unsigned num_reserved_tcs_outputs,
unsigned num_reserved_tcs_patch_outputs,
unsigned wave_size,
bool no_inputs_in_lds,
bool pass_tessfactors_by_reg,
bool emit_tess_factor_write);
void
ac_nir_lower_tes_inputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map);
void
ac_nir_lower_es_outputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
enum amd_gfx_level gfx_level,
unsigned esgs_itemsize);
void
ac_nir_lower_gs_inputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
enum amd_gfx_level gfx_level,
bool triangle_strip_adjacency_fix);
bool
ac_nir_lower_indirect_derefs(nir_shader *shader,
enum amd_gfx_level gfx_level);
typedef struct {
enum radeon_family family;
enum amd_gfx_level gfx_level;
unsigned max_workgroup_size;
unsigned wave_size;
uint32_t clipdist_enable_mask;
const uint8_t *vs_output_param_offset; /* GFX11+ */
bool has_param_exports;
bool can_cull;
bool disable_streamout;
bool has_gen_prim_query;
bool has_xfb_prim_query;
bool kill_pointsize;
bool force_vrs;
/* VS */
unsigned num_vertices_per_primitive;
bool early_prim_export;
bool passthrough;
bool use_edgeflags;
bool export_primitive_id;
uint32_t instance_rate_inputs;
uint32_t user_clip_plane_enable_mask;
/* GS */
unsigned gs_out_vtx_bytes;
} ac_nir_lower_ngg_options;
void
ac_nir_lower_ngg_nogs(nir_shader *shader, const ac_nir_lower_ngg_options *options);
void
ac_nir_lower_ngg_gs(nir_shader *shader, const ac_nir_lower_ngg_options *options);
void
ac_nir_lower_ngg_ms(nir_shader *shader,
enum amd_gfx_level gfx_level,
uint32_t clipdist_enable_mask,
const uint8_t *vs_output_param_offset,
bool has_param_exports,
bool *out_needs_scratch_ring,
unsigned wave_size,
bool multiview);
void
ac_nir_lower_task_outputs_to_mem(nir_shader *shader,
unsigned task_payload_entry_bytes,
unsigned task_num_entries);
void
ac_nir_lower_mesh_inputs_to_mem(nir_shader *shader,
unsigned task_payload_entry_bytes,
unsigned task_num_entries);
nir_ssa_def *
ac_nir_cull_primitive(nir_builder *b,
nir_ssa_def *initially_accepted,
nir_ssa_def *pos[3][4],
unsigned num_vertices,
ac_nir_cull_accepted accept_func,
void *state);
bool
ac_nir_lower_global_access(nir_shader *shader);
bool ac_nir_lower_resinfo(nir_shader *nir, enum amd_gfx_level gfx_level);
bool ac_nir_lower_image_opcodes(nir_shader *nir);
typedef struct ac_nir_gs_output_info {
const uint8_t *streams;
const uint8_t *streams_16bit_lo;
const uint8_t *streams_16bit_hi;
const uint8_t *usage_mask;
const uint8_t *usage_mask_16bit_lo;
const uint8_t *usage_mask_16bit_hi;
/* type for each 16bit slot component */
nir_alu_type (*types_16bit_lo)[4];
nir_alu_type (*types_16bit_hi)[4];
} ac_nir_gs_output_info;
nir_shader *
ac_nir_create_gs_copy_shader(const nir_shader *gs_nir,
enum amd_gfx_level gfx_level,
uint32_t clip_cull_mask,
const uint8_t *param_offsets,
bool has_param_exports,
bool disable_streamout,
bool kill_pointsize,
bool force_vrs,
ac_nir_gs_output_info *output_info);
void
ac_nir_lower_legacy_vs(nir_shader *nir,
enum amd_gfx_level gfx_level,
uint32_t clip_cull_mask,
const uint8_t *param_offsets,
bool has_param_exports,
bool export_primitive_id,
bool disable_streamout,
bool kill_pointsize,
bool force_vrs);
bool
ac_nir_gs_shader_query(nir_builder *b,
bool has_gen_prim_query,
bool has_pipeline_stats_query,
unsigned num_vertices_per_primitive,
unsigned wave_size,
nir_ssa_def *vertex_count[4],
nir_ssa_def *primitive_count[4]);
void
ac_nir_lower_legacy_gs(nir_shader *nir,
bool has_gen_prim_query,
bool has_pipeline_stats_query,
ac_nir_gs_output_info *output_info);
typedef struct {
/* Which load instructions to lower depending on whether the number of
* components being loaded is 1 or more than 1.
*/
nir_variable_mode modes_1_comp; /* lower 1-component loads for these */
nir_variable_mode modes_N_comps; /* lower multi-component loads for these */
} ac_nir_lower_subdword_options;
bool ac_nir_lower_subdword_loads(nir_shader *nir, ac_nir_lower_subdword_options options);
typedef struct {
enum radeon_family family;
enum amd_gfx_level gfx_level;
bool use_aco;
bool uses_discard;
bool alpha_to_coverage_via_mrtz;
bool dual_src_blend_swizzle;
unsigned spi_shader_col_format;
unsigned color_is_int8;
unsigned color_is_int10;
bool bc_optimize_for_persp;
bool bc_optimize_for_linear;
bool force_persp_sample_interp;
bool force_linear_sample_interp;
bool force_persp_center_interp;
bool force_linear_center_interp;
unsigned ps_iter_samples;
/* OpenGL only */
bool clamp_color;
bool alpha_to_one;
bool kill_samplemask;
enum compare_func alpha_func;
unsigned broadcast_last_cbuf;
/* Vulkan only */
unsigned enable_mrt_output_nan_fixup;
bool no_color_export;
} ac_nir_lower_ps_options;
void
ac_nir_lower_ps(nir_shader *nir, const ac_nir_lower_ps_options *options);
typedef struct {
enum amd_gfx_level gfx_level;
/* If true, round the layer component of the coordinates source to the nearest
* integer for all array ops. This is always done for cube array ops.
*/
bool lower_array_layer_round_even;
/* Fix derivatives of constants and FS inputs in control flow.
*
* Ignores interpolateAtSample()/interpolateAtOffset(), dynamically indexed input loads,
* pervertexEXT input loads, textureGather() with implicit LOD and 16-bit derivatives and
* texture samples with nir_tex_src_min_lod.
*
* The layer must also be a constant or FS input.
*/
bool fix_derivs_in_divergent_cf;
unsigned max_wqm_vgprs;
} ac_nir_lower_tex_options;
bool
ac_nir_lower_tex(nir_shader *nir, const ac_nir_lower_tex_options *options);
#ifdef __cplusplus
}
#endif
#endif /* AC_NIR_H */