/* * Copyright © 2016 Intel Corporation * * 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. */ #include "compiler/nir/nir_builder.h" #include "brw_nir.h" /** * Implements the WaPreventHSTessLevelsInterference workaround (for Gen7-8). * * From the Broadwell PRM, Volume 7 (3D-Media-GPGPU), Page 494 (below the * definition of the patch header layouts): * * "HW Bug: The Tessellation stage will incorrectly add domain points * along patch edges under the following conditions, which may result * in conformance failures and/or cracking artifacts: * * * QUAD domain * * INTEGER partitioning * * All three TessFactors in a given U or V direction (e.g., V * direction: UEQ0, InsideV, UEQ1) are all exactly 1.0 * * All three TessFactors in the other direction are > 1.0 and all * round up to the same integer value (e.g, U direction: * VEQ0 = 3.1, InsideU = 3.7, VEQ1 = 3.4) * * The suggested workaround (to be implemented as part of the postamble * to the HS shader in the HS kernel) is: * * if ( * (TF[UEQ0] > 1.0) || * (TF[VEQ0] > 1.0) || * (TF[UEQ1] > 1.0) || * (TF[VEQ1] > 1.0) || * (TF[INSIDE_U] > 1.0) || * (TF[INSIDE_V] > 1.0) ) * { * TF[INSIDE_U] = (TF[INSIDE_U] == 1.0) ? 2.0 : TF[INSIDE_U]; * TF[INSIDE_V] = (TF[INSIDE_V] == 1.0) ? 2.0 : TF[INSIDE_V]; * }" * * There's a subtlety here. Intel internal HSD-ES bug 1208668495 notes * that the above workaround fails to fix certain GL/ES CTS tests which * have inside tessellation factors of -1.0. This can be explained by * a quote from the ARB_tessellation_shader specification: * * "If "equal_spacing" is used, the floating-point tessellation level is * first clamped to the range [1,], where is implementation- * dependent maximum tessellation level (MAX_TESS_GEN_LEVEL)." * * In other words, the actual inner tessellation factor used is * clamp(TF[INSIDE_*], 1.0, 64.0). So we want to compare the clamped * value against 1.0. To accomplish this, we change the comparison from * (TF[INSIDE_*] == 1.0) to (TF[INSIDE_*] <= 1.0). */ static inline nir_ssa_def * load_output(nir_builder *b, int num_components, int offset, int component) { nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_output); nir_ssa_dest_init(&load->instr, &load->dest, num_components, 32, NULL); load->num_components = num_components; load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0)); nir_intrinsic_set_base(load, offset); nir_intrinsic_set_component(load, component); nir_builder_instr_insert(b, &load->instr); return &load->dest.ssa; } static void emit_quads_workaround(nir_builder *b, nir_block *block) { b->cursor = nir_after_block_before_jump(block); nir_ssa_def *inner = load_output(b, 2, 0, 2); nir_ssa_def *outer = load_output(b, 4, 1, 0); nir_ssa_def *any_greater_than_1 = nir_ior(b, nir_bany(b, nir_flt(b, nir_imm_float(b, 1.0f), outer)), nir_bany(b, nir_flt(b, nir_imm_float(b, 1.0f), inner))); nir_push_if(b, any_greater_than_1); inner = nir_bcsel(b, nir_fge(b, nir_imm_float(b, 1.0f), inner), nir_imm_float(b, 2.0f), inner); nir_intrinsic_instr *store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output); store->num_components = 2; nir_intrinsic_set_write_mask(store, WRITEMASK_XY); nir_intrinsic_set_component(store, 2); store->src[0] = nir_src_for_ssa(inner); store->src[1] = nir_src_for_ssa(nir_imm_int(b, 0)); nir_builder_instr_insert(b, &store->instr); nir_pop_if(b, NULL); } void brw_nir_apply_tcs_quads_workaround(nir_shader *nir) { assert(nir->info.stage == MESA_SHADER_TESS_CTRL); nir_function_impl *impl = nir_shader_get_entrypoint(nir); nir_builder b; nir_builder_init(&b, impl); /* emit_quads_workaround() inserts an if statement into each block, * which splits it in two. This changes the set of predecessors of * the end block. We want to process the original set, so to be safe, * save it off to an array first. */ const unsigned num_end_preds = impl->end_block->predecessors->entries; nir_block *end_preds[num_end_preds]; unsigned i = 0; set_foreach(impl->end_block->predecessors, entry) { end_preds[i++] = (nir_block *) entry->key; } for (i = 0; i < num_end_preds; i++) { emit_quads_workaround(&b, end_preds[i]); } nir_metadata_preserve(impl, 0); }