diff --git a/src/broadcom/compiler/meson.build b/src/broadcom/compiler/meson.build index 1249af5e8ab..d7af999c321 100644 --- a/src/broadcom/compiler/meson.build +++ b/src/broadcom/compiler/meson.build @@ -37,6 +37,7 @@ libbroadcom_compiler_files = files( 'v3d_compiler.h', 'v3d_nir_lower_io.c', 'v3d_nir_lower_image_load_store.c', + 'v3d_nir_lower_logic_ops.c', 'v3d_nir_lower_scratch.c', 'v3d_nir_lower_txf_ms.c', ) diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index 67c7dd48d8c..288273aac14 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -812,6 +812,7 @@ bool vir_opt_small_immediates(struct v3d_compile *c); bool vir_opt_vpm(struct v3d_compile *c); void v3d_nir_lower_blend(nir_shader *s, struct v3d_compile *c); void v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c); +void v3d_nir_lower_logic_ops(nir_shader *s, struct v3d_compile *c); void v3d_nir_lower_scratch(nir_shader *s); void v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c); void v3d_nir_lower_image_load_store(nir_shader *s); diff --git a/src/broadcom/compiler/v3d_nir_lower_logic_ops.c b/src/broadcom/compiler/v3d_nir_lower_logic_ops.c new file mode 100644 index 00000000000..849e554e8b7 --- /dev/null +++ b/src/broadcom/compiler/v3d_nir_lower_logic_ops.c @@ -0,0 +1,275 @@ +/* + * Copyright © 2019 Broadcom + * + * 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. + */ + +/** + * Implements lowering for logical operations. + * + * V3D doesn't have any hardware support for logic ops. Instead, you read the + * current contents of the destination from the tile buffer, then do math using + * your output color and that destination value, and update the output color + * appropriately. + */ + +#include "util/u_format.h" +#include "compiler/nir/nir_builder.h" +#include "compiler/nir/nir_format_convert.h" +#include "v3d_compiler.h" + +static nir_ssa_def * +v3d_logicop(nir_builder *b, int logicop_func, + nir_ssa_def *src, nir_ssa_def *dst) +{ + switch (logicop_func) { + case PIPE_LOGICOP_CLEAR: + return nir_imm_int(b, 0); + case PIPE_LOGICOP_NOR: + return nir_inot(b, nir_ior(b, src, dst)); + case PIPE_LOGICOP_AND_INVERTED: + return nir_iand(b, nir_inot(b, src), dst); + case PIPE_LOGICOP_COPY_INVERTED: + return nir_inot(b, src); + case PIPE_LOGICOP_AND_REVERSE: + return nir_iand(b, src, nir_inot(b, dst)); + case PIPE_LOGICOP_INVERT: + return nir_inot(b, dst); + case PIPE_LOGICOP_XOR: + return nir_ixor(b, src, dst); + case PIPE_LOGICOP_NAND: + return nir_inot(b, nir_iand(b, src, dst)); + case PIPE_LOGICOP_AND: + return nir_iand(b, src, dst); + case PIPE_LOGICOP_EQUIV: + return nir_inot(b, nir_ixor(b, src, dst)); + case PIPE_LOGICOP_NOOP: + return dst; + case PIPE_LOGICOP_OR_INVERTED: + return nir_ior(b, nir_inot(b, src), dst); + case PIPE_LOGICOP_OR_REVERSE: + return nir_ior(b, src, nir_inot(b, dst)); + case PIPE_LOGICOP_OR: + return nir_ior(b, src, dst); + case PIPE_LOGICOP_SET: + return nir_imm_int(b, ~0); + default: + fprintf(stderr, "Unknown logic op %d\n", logicop_func); + /* FALLTHROUGH */ + case PIPE_LOGICOP_COPY: + return src; + } +} + +static nir_ssa_def * +v3d_nir_get_swizzled_channel(nir_builder *b, nir_ssa_def **srcs, int swiz) +{ + switch (swiz) { + default: + case PIPE_SWIZZLE_NONE: + fprintf(stderr, "warning: unknown swizzle\n"); + /* FALLTHROUGH */ + case PIPE_SWIZZLE_0: + return nir_imm_float(b, 0.0); + case PIPE_SWIZZLE_1: + return nir_imm_float(b, 1.0); + case PIPE_SWIZZLE_X: + case PIPE_SWIZZLE_Y: + case PIPE_SWIZZLE_Z: + case PIPE_SWIZZLE_W: + return srcs[swiz]; + } +} + +static nir_ssa_def * +v3d_nir_swizzle_and_pack(nir_builder *b, nir_ssa_def **chans, + const uint8_t *swiz) +{ + nir_ssa_def *c[4]; + for (int i = 0; i < 4; i++) + c[i] = v3d_nir_get_swizzled_channel(b, chans, swiz[i]); + + return nir_pack_unorm_4x8(b, nir_vec4(b, c[0], c[1], c[2], c[3])); +} + +static nir_ssa_def * +v3d_nir_unpack_and_swizzle(nir_builder *b, nir_ssa_def *packed, + const uint8_t *swiz) +{ + nir_ssa_def *unpacked = nir_unpack_unorm_4x8(b, packed); + + nir_ssa_def *unpacked_chans[4]; + for (int i = 0; i < 4; i++) + unpacked_chans[i] = nir_channel(b, unpacked, i); + + nir_ssa_def *c[4]; + for (int i = 0; i < 4; i++) + c[i] = v3d_nir_get_swizzled_channel(b, unpacked_chans, swiz[i]); + + return nir_vec4(b, c[0], c[1], c[2], c[3]); +} + +static const uint8_t * +v3d_get_format_swizzle_for_rt(struct v3d_compile *c, int rt) +{ + static const uint8_t ident[4] = { 0, 1, 2, 3 }; + + /* We will automatically swap R and B channels for BGRA formats + * on tile loads and stores (see 'swap_rb' field in v3d_resource) so + * we want to treat these surfaces as if they were regular RGBA formats. + */ + if (c->fs_key->color_fmt[rt].swizzle[0] == 2 && + c->fs_key->color_fmt[rt].format != PIPE_FORMAT_B5G6R5_UNORM) { + return ident; + } else { + return c->fs_key->color_fmt[rt].swizzle; + } +} + +static nir_ssa_def * +v3d_nir_get_tlb_color(nir_builder *b, int rt, int sample) +{ + nir_ssa_def *color[4]; + for (int i = 0; i < 4; i++) { + nir_intrinsic_instr *load = + nir_intrinsic_instr_create(b->shader, + nir_intrinsic_load_tlb_color_v3d); + load->num_components = 1; + nir_intrinsic_set_base(load, sample); + nir_intrinsic_set_component(load, i); + load->src[0] = nir_src_for_ssa(nir_imm_int(b, rt)); + nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL); + nir_builder_instr_insert(b, &load->instr); + color[i] = &load->dest.ssa; + } + + return nir_vec4(b, color[0], color[1], color[2], color[3]); +} + +static nir_ssa_def * +v3d_nir_emit_logic_op(struct v3d_compile *c, nir_builder *b, + nir_ssa_def *src, int rt, int sample) +{ + nir_ssa_def *dst = v3d_nir_get_tlb_color(b, rt, sample); + + nir_ssa_def *src_chans[4], *dst_chans[4]; + for (unsigned i = 0; i < 4; i++) { + src_chans[i] = nir_channel(b, src, i); + dst_chans[i] = nir_channel(b, dst, i); + } + + const uint8_t src_swz[4] = { 0, 1, 2, 3 }; + nir_ssa_def *packed_src = + v3d_nir_swizzle_and_pack(b, src_chans, src_swz); + + const uint8_t *fmt_swz = v3d_get_format_swizzle_for_rt(c, rt); + nir_ssa_def *packed_dst = + v3d_nir_swizzle_and_pack(b, dst_chans, fmt_swz); + + nir_ssa_def *packed_result = + v3d_logicop(b, c->fs_key->logicop_func, packed_src, packed_dst); + + return v3d_nir_unpack_and_swizzle(b, packed_result, fmt_swz); +} + +static void +v3d_nir_lower_logic_op_instr(struct v3d_compile *c, + nir_builder *b, + nir_intrinsic_instr *intr, + int rt) +{ + nir_ssa_def *frag_color = intr->src[0].ssa; + + /* XXX: this is not correct for MSAA render targets */ + nir_ssa_def *result = v3d_nir_emit_logic_op(c, b, frag_color, rt, 0); + + nir_instr_rewrite_src(&intr->instr, &intr->src[0], + nir_src_for_ssa(result)); + intr->num_components = result->num_components; +} + +static bool +v3d_nir_lower_logic_ops_block(nir_block *block, struct v3d_compile *c) +{ + nir_foreach_instr_safe(instr, block) { + if (instr->type != nir_instr_type_intrinsic) + continue; + + nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); + if (intr->intrinsic != nir_intrinsic_store_output) + continue; + + nir_foreach_variable(var, &c->s->outputs) { + const int driver_loc = var->data.driver_location; + if (driver_loc != nir_intrinsic_base(intr)) + continue; + + const int loc = var->data.location; + if (loc != FRAG_RESULT_COLOR && + (loc < FRAG_RESULT_DATA0 || + loc >= FRAG_RESULT_DATA0 + V3D_MAX_DRAW_BUFFERS)) { + continue; + } + + /* Logic operations do not apply on floating point or + * sRGB enabled render targets. + */ + const int rt = driver_loc; + assert(rt < V3D_MAX_DRAW_BUFFERS); + + const enum pipe_format format = + c->fs_key->color_fmt[rt].format; + if (util_format_is_float(format) || + util_format_is_srgb(format)) { + continue; + } + + nir_function_impl *impl = + nir_cf_node_get_function(&block->cf_node); + nir_builder b; + nir_builder_init(&b, impl); + b.cursor = nir_before_instr(&intr->instr); + v3d_nir_lower_logic_op_instr(c, &b, intr, rt); + } + } + + return true; +} + +void +v3d_nir_lower_logic_ops(nir_shader *s, struct v3d_compile *c) +{ + /* Nothing to do if logic op is 'copy src to dst' or if logic ops are + * disabled (we set the logic op to copy in that case). + */ + if (c->fs_key->logicop_func == PIPE_LOGICOP_COPY) + return; + + nir_foreach_function(function, s) { + if (function->impl) { + nir_foreach_block(block, function->impl) + v3d_nir_lower_logic_ops_block(block, c); + + nir_metadata_preserve(function->impl, + nir_metadata_block_index | + nir_metadata_dominance); + } + } +} diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index 4f1ee605214..c18318a6295 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -799,6 +799,8 @@ v3d_nir_lower_fs_early(struct v3d_compile *c) if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb) v3d_fixup_fs_output_types(c); + NIR_PASS_V(c->s, v3d_nir_lower_logic_ops, c); + /* If the shader has no non-TLB side effects, we can promote it to * enabling early_fragment_tests even if the user didn't. */