/* * Copyright (C) 2019 Collabora, Ltd. * Copyright (C) 2019-2020 Collabora, Ltd. * * 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. * * Authors (Collabora): * Alyssa Rosenzweig */ #include "compiler.h" /* Derivatives in Midgard are implemented on the texture pipe, rather than the * ALU pipe as suggested by NIR. The rationale is that normal texture * instructions require (implicit) derivatives to be calculated anyway, so it * makes sense to reuse the derivative logic. Thus, in addition to the usual * texturing ops that calculate derivatives, there are two explicit texture ops * dFdx/dFdy that perform differencing across helper invocations in either * horizontal or vertical directions. * * One major caveat is that derivatives can only be calculated on up to a vec2 * at a time. This restriction presumably is to save some silicon, as 99% of * derivatives will be vec2 (autocalculating mip levels of 2D texture * coordinates). Admittedly I'm not sure why 3D textures can have their levels * calculated automatically, umm... Pressing on. * * This caveat is handled in two steps. During the first pass (code * generation), we generate texture ops 1:1 to the incoming NIR derivatives. * This works for float/vec2 but not for vec3/vec4. A later lowering pass will * scan for vec3/vec4 derivatives and lower (split) to multiple instructions. * This pass is separated as we'll have to rewrite th e destination into a * register (rather than SSA) and we'd rather do this after we have the whole * IR in front of us to do it at once. */ static unsigned mir_derivative_mode(nir_op op) { switch (op) { case nir_op_fddx: case nir_op_fddx_fine: case nir_op_fddx_coarse: return TEXTURE_DFDX; case nir_op_fddy: case nir_op_fddy_fine: case nir_op_fddy_coarse: return TEXTURE_DFDY; default: unreachable("Invalid derivative op"); } } /* Returns true if a texturing op computes derivatives either explicitly or * implicitly */ bool mir_op_computes_derivatives(gl_shader_stage stage, unsigned op) { /* Only fragment shaders may compute derivatives, but the sense of * "normal" changes in vertex shaders on certain GPUs */ if (op == TEXTURE_OP_NORMAL && stage != MESA_SHADER_FRAGMENT) return false; switch (op) { case TEXTURE_OP_NORMAL: case TEXTURE_OP_DERIVATIVE: assert(stage == MESA_SHADER_FRAGMENT); return true; default: return false; } } void midgard_emit_derivatives(compiler_context *ctx, nir_alu_instr *instr) { /* Create texture instructions */ unsigned nr_components = nir_dest_num_components(instr->dest.dest); midgard_instruction ins = { .type = TAG_TEXTURE_4, .mask = mask_of(nr_components), .dest = nir_dest_index(&instr->dest.dest), .dest_type = nir_type_float32, .src = { ~0, nir_src_index(ctx, &instr->src[0].src), ~0, ~0 }, .swizzle = SWIZZLE_IDENTITY_4, .src_types = { nir_type_float32, nir_type_float32 }, .op = TEXTURE_OP_DERIVATIVE, .texture = { .mode = mir_derivative_mode(instr->op), .format = 2, .in_reg_full = 1, .out_full = 1, .sampler_type = MALI_SAMPLER_FLOAT, } }; if (!instr->dest.dest.is_ssa) ins.mask &= instr->dest.write_mask; emit_mir_instruction(ctx, ins); } void midgard_lower_derivatives(compiler_context *ctx, midgard_block *block) { mir_foreach_instr_in_block_safe(block, ins) { if (ins->type != TAG_TEXTURE_4) continue; if (ins->op != TEXTURE_OP_DERIVATIVE) continue; /* Check if we need to split */ bool upper = ins->mask & 0b1100; bool lower = ins->mask & 0b0011; if (!(upper && lower)) continue; /* Duplicate for dedicated upper instruction */ midgard_instruction dup; memcpy(&dup, ins, sizeof(dup)); /* Fixup masks. Make original just lower and dupe just upper */ ins->mask &= 0b0011; dup.mask &= 0b1100; /* Fixup swizzles */ dup.swizzle[0][0] = dup.swizzle[0][1] = dup.swizzle[0][2] = COMPONENT_X; dup.swizzle[0][3] = COMPONENT_Y; dup.swizzle[1][0] = COMPONENT_Z; dup.swizzle[1][1] = dup.swizzle[1][2] = dup.swizzle[1][3] = COMPONENT_W; /* Insert the new instruction */ mir_insert_instruction_before(ctx, mir_next_op(ins), dup); /* We'll need both instructions to write to the same index, so * rewrite to use a register */ unsigned new = make_compiler_temp_reg(ctx); mir_rewrite_index(ctx, ins->dest, new); } }