i965/blorp: Add support for W-[de]tiling to the NIR path

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand
2016-05-02 11:50:06 -07:00
parent 6adb8d6d3a
commit df8c2936cd
+123 -2
View File
@@ -575,6 +575,116 @@ blorp_nir_txf_ms_mcs(nir_builder *b, nir_ssa_def *pos)
return &tex->dest.ssa;
}
static nir_ssa_def *
nir_mask_shift_or(struct nir_builder *b, nir_ssa_def *dst, nir_ssa_def *src,
uint32_t src_mask, int src_left_shift)
{
nir_ssa_def *masked = nir_iand(b, src, nir_imm_int(b, src_mask));
nir_ssa_def *shifted;
if (src_left_shift > 0) {
shifted = nir_ishl(b, masked, nir_imm_int(b, src_left_shift));
} else if (src_left_shift < 0) {
shifted = nir_ushr(b, masked, nir_imm_int(b, -src_left_shift));
} else {
assert(src_left_shift == 0);
shifted = masked;
}
return nir_ior(b, dst, shifted);
}
/**
* Emit code to compensate for the difference between Y and W tiling.
*
* This code modifies the X and Y coordinates according to the formula:
*
* (X', Y', S') = detile(W-MAJOR, tile(Y-MAJOR, X, Y, S))
*
* (See brw_blorp_build_nir_shader).
*/
static inline nir_ssa_def *
blorp_nir_retile_y_to_w(nir_builder *b, nir_ssa_def *pos)
{
assert(pos->num_components == 2);
nir_ssa_def *x_Y = nir_channel(b, pos, 0);
nir_ssa_def *y_Y = nir_channel(b, pos, 1);
/* Given X and Y coordinates that describe an address using Y tiling,
* translate to the X and Y coordinates that describe the same address
* using W tiling.
*
* If we break down the low order bits of X and Y, using a
* single letter to represent each low-order bit:
*
* X = A << 7 | 0bBCDEFGH
* Y = J << 5 | 0bKLMNP (1)
*
* Then we can apply the Y tiling formula to see the memory offset being
* addressed:
*
* offset = (J * tile_pitch + A) << 12 | 0bBCDKLMNPEFGH (2)
*
* If we apply the W detiling formula to this memory location, that the
* corresponding X' and Y' coordinates are:
*
* X' = A << 6 | 0bBCDPFH (3)
* Y' = J << 6 | 0bKLMNEG
*
* Combining (1) and (3), we see that to transform (X, Y) to (X', Y'),
* we need to make the following computation:
*
* X' = (X & ~0b1011) >> 1 | (Y & 0b1) << 2 | X & 0b1 (4)
* Y' = (Y & ~0b1) << 1 | (X & 0b1000) >> 2 | (X & 0b10) >> 1
*/
nir_ssa_def *x_W = nir_imm_int(b, 0);
x_W = nir_mask_shift_or(b, x_W, x_Y, 0xfffffff4, -1);
x_W = nir_mask_shift_or(b, x_W, y_Y, 0x1, 2);
x_W = nir_mask_shift_or(b, x_W, x_Y, 0x1, 0);
nir_ssa_def *y_W = nir_imm_int(b, 0);
y_W = nir_mask_shift_or(b, y_W, y_Y, 0xfffffffe, 1);
y_W = nir_mask_shift_or(b, y_W, x_Y, 0x8, -2);
y_W = nir_mask_shift_or(b, y_W, x_Y, 0x2, -1);
return nir_vec2(b, x_W, y_W);
}
/**
* Emit code to compensate for the difference between Y and W tiling.
*
* This code modifies the X and Y coordinates according to the formula:
*
* (X', Y', S') = detile(Y-MAJOR, tile(W-MAJOR, X, Y, S))
*
* (See brw_blorp_build_nir_shader).
*/
static inline nir_ssa_def *
blorp_nir_retile_w_to_y(nir_builder *b, nir_ssa_def *pos)
{
assert(pos->num_components == 2);
nir_ssa_def *x_W = nir_channel(b, pos, 0);
nir_ssa_def *y_W = nir_channel(b, pos, 1);
/* Applying the same logic as above, but in reverse, we obtain the
* formulas:
*
* X' = (X & ~0b101) << 1 | (Y & 0b10) << 2 | (Y & 0b1) << 1 | X & 0b1
* Y' = (Y & ~0b11) >> 1 | (X & 0b100) >> 2
*/
nir_ssa_def *x_Y = nir_imm_int(b, 0);
x_Y = nir_mask_shift_or(b, x_Y, x_W, 0xfffffffa, 1);
x_Y = nir_mask_shift_or(b, x_Y, y_W, 0x2, 2);
x_Y = nir_mask_shift_or(b, x_Y, y_W, 0x1, 1);
x_Y = nir_mask_shift_or(b, x_Y, x_W, 0x1, 0);
nir_ssa_def *y_Y = nir_imm_int(b, 0);
y_Y = nir_mask_shift_or(b, y_Y, y_W, 0xfffffffc, -1);
y_Y = nir_mask_shift_or(b, y_Y, x_W, 0x4, -2);
return nir_vec2(b, x_Y, y_Y);
}
/**
* Generator for WM programs used in BLORP blits.
*
@@ -790,7 +900,12 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
if (rt_tiled_w != key->dst_tiled_w ||
key->rt_samples != key->dst_samples ||
key->rt_layout != key->dst_layout) {
goto fail;
if (key->rt_samples != key->dst_samples ||
key->rt_layout != key->dst_layout ||
key->rt_samples != 0)
goto fail;
if (rt_tiled_w != key->dst_tiled_w)
dst_pos = blorp_nir_retile_y_to_w(&b, dst_pos);
}
/* Now (X, Y, S) = decode_msaa(dst_samples, detile(dst_tiling, offset)).
@@ -836,7 +951,13 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
key->tex_samples != key->src_samples ||
key->tex_layout != key->src_layout) &&
!key->bilinear_filter) {
goto fail;
if (key->tex_samples != key->src_samples ||
key->tex_layout != key->src_layout ||
key->tex_samples != 0)
goto fail;
if (tex_tiled_w != key->src_tiled_w)
src_pos = blorp_nir_retile_w_to_y(&b, src_pos);
}
if (key->bilinear_filter) {