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/*
* XGL
*
* Copyright (C) 2014 LunarG, Inc.
*
* 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 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 "shader.h"
#include "pipeline_priv.h"
#include "genhw/genhw.h"
#include "genhw/gen_render_3d.xml.h"
struct intel_pipeline_builder {
const struct intel_gpu *gpu;
XGL_GRAPHICS_PIPELINE_CREATE_INFO graphics;
XGL_PIPELINE_IA_STATE_CREATE_INFO ia;
XGL_PIPELINE_DB_STATE_CREATE_INFO db;
XGL_PIPELINE_CB_STATE cb;
XGL_PIPELINE_RS_STATE_CREATE_INFO rs;
XGL_PIPELINE_TESS_STATE_CREATE_INFO tess;
XGL_PIPELINE_SHADER vs;
XGL_PIPELINE_SHADER tcs;
XGL_PIPELINE_SHADER tes;
XGL_PIPELINE_SHADER gs;
XGL_PIPELINE_SHADER fs;
XGL_COMPUTE_PIPELINE_CREATE_INFO compute;
XGL_PIPELINE_SHADER cs;
};
struct intel_pipeline_builder_create_info {
XGL_STRUCTURE_TYPE struct_type;
XGL_VOID *next;
};
static XGL_RESULT pipeline_ia_state(struct intel_pipeline *pipeline,
const XGL_PIPELINE_IA_STATE_CREATE_INFO* ia_state)
{
pipeline->ia_state = *ia_state;
if (ia_state->provokingVertex == XGL_PROVOKING_VERTEX_FIRST) {
pipeline->provoking_vertex_tri = 0;
pipeline->provoking_vertex_trifan = 1;
pipeline->provoking_vertex_line = 0;
} else {
pipeline->provoking_vertex_tri = 2;
pipeline->provoking_vertex_trifan = 2;
pipeline->provoking_vertex_line = 1;
}
switch (ia_state->topology) {
case XGL_TOPOLOGY_POINT_LIST:
pipeline->prim_type = GEN6_3DPRIM_POINTLIST;
break;
case XGL_TOPOLOGY_LINE_LIST:
pipeline->prim_type = GEN6_3DPRIM_LINELIST;
break;
case XGL_TOPOLOGY_LINE_STRIP:
pipeline->prim_type = GEN6_3DPRIM_LINESTRIP;
break;
case XGL_TOPOLOGY_TRIANGLE_LIST:
pipeline->prim_type = GEN6_3DPRIM_TRILIST;
break;
case XGL_TOPOLOGY_TRIANGLE_STRIP:
pipeline->prim_type = GEN6_3DPRIM_TRISTRIP;
break;
case XGL_TOPOLOGY_RECT_LIST:
/*
* TODO: Rect lists are special in XGL, do we need to do
* something special here?
* XGL Guide:
* The rectangle list is a special geometry primitive type
* that can be used for implementing post-processing techniques
* or efficient copy operations. There are some special limitations
* for rectangle primitives. They cannot be clipped, must
* be axis aligned and cannot have depth gradient.
* Failure to comply with these restrictions results in
* undefined rendering results.
*/
pipeline->prim_type = GEN6_3DPRIM_RECTLIST;
break;
case XGL_TOPOLOGY_QUAD_LIST:
pipeline->prim_type = GEN6_3DPRIM_QUADLIST;
break;
case XGL_TOPOLOGY_QUAD_STRIP:
pipeline->prim_type = GEN6_3DPRIM_QUADSTRIP;
break;
case XGL_TOPOLOGY_LINE_LIST_ADJ:
pipeline->prim_type = GEN6_3DPRIM_LINELIST_ADJ;
break;
case XGL_TOPOLOGY_LINE_STRIP_ADJ:
pipeline->prim_type = GEN6_3DPRIM_LINESTRIP_ADJ;
break;
case XGL_TOPOLOGY_TRIANGLE_LIST_ADJ:
pipeline->prim_type = GEN6_3DPRIM_TRILIST_ADJ;
break;
case XGL_TOPOLOGY_TRIANGLE_STRIP_ADJ:
pipeline->prim_type = GEN6_3DPRIM_TRISTRIP_ADJ;
break;
case XGL_TOPOLOGY_PATCH:
// TODO: implement something here
break;
default:
return XGL_ERROR_BAD_PIPELINE_DATA;
}
if (ia_state->primitiveRestartEnable) {
pipeline->primitive_restart = true;
pipeline->primitive_restart_index = ia_state->primitiveRestartIndex;
} else {
pipeline->primitive_restart = false;
}
if (ia_state->disableVertexReuse) {
// TODO: What do we do to disable vertex reuse?
}
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_rs_state(struct intel_pipeline *pipeline,
const XGL_PIPELINE_RS_STATE_CREATE_INFO* rs_state)
{
pipeline->depthClipEnable = rs_state->depthClipEnable;
pipeline->rasterizerDiscardEnable = rs_state->rasterizerDiscardEnable;
pipeline->pointSize = rs_state->pointSize;
return XGL_SUCCESS;
}
static void pipeline_destroy(struct intel_obj *obj)
{
struct intel_pipeline *pipeline = intel_pipeline_from_obj(obj);
if (pipeline->active_shaders & SHADER_VERTEX_FLAG) {
icd_free(pipeline->intel_vs.pCode);
}
if (pipeline->active_shaders & SHADER_GEOMETRY_FLAG) {
icd_free(pipeline->gs.pCode);
}
if (pipeline->active_shaders & SHADER_FRAGMENT_FLAG) {
icd_free(pipeline->intel_fs.pCode);
}
if (pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) {
icd_free(pipeline->tess_control.pCode);
}
if (pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) {
icd_free(pipeline->tess_eval.pCode);
}
if (pipeline->vs_rmap)
intel_rmap_destroy(pipeline->vs_rmap);
if (pipeline->fs_rmap)
intel_rmap_destroy(pipeline->fs_rmap);
intel_base_destroy(&pipeline->obj.base);
}
static XGL_RESULT pipeline_shader(struct intel_pipeline *pipeline,
const XGL_PIPELINE_SHADER *info)
{
struct intel_shader *sh = intel_shader(info->shader);
void *kernel;
// TODO: process shader object and include in pipeline
// For now that processing is simply a copy so that the app
// can destroy the original shader object after pipeline creation.
kernel = icd_alloc(sh->ir->size, 0, XGL_SYSTEM_ALLOC_INTERNAL_SHADER);
if (!kernel)
return XGL_ERROR_OUT_OF_MEMORY;
switch (info->stage) {
case XGL_SHADER_STAGE_VERTEX:
/*
* TODO: What should we do here?
* shader_state (XGL_PIPELINE_SHADER) contains links
* to application memory in the pLinkConstBufferInfo and
* it's pBufferData pointers. Do we need to bring all that
* into the driver or is it okay to rely on those references
* holding good data. In OpenGL we'd make a driver copy. Not
* as clear for XGL.
* For now, use the app pointers.
*/
pipeline->vs = *info;
pipeline->intel_vs.pCode = kernel;
pipeline->intel_vs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_VERTEX_FLAG;
pipeline->vs_rmap = intel_rmap_create(pipeline->dev,
&info->descriptorSetMapping[0],
&info->dynamicMemoryViewMapping, 0);
if (!pipeline->vs_rmap) {
icd_free(kernel);
return XGL_ERROR_OUT_OF_MEMORY;
}
break;
case XGL_SHADER_STAGE_GEOMETRY:
pipeline->gs.pCode = kernel;
pipeline->gs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_GEOMETRY_FLAG;
break;
case XGL_SHADER_STAGE_FRAGMENT:
pipeline->fs = *info;
pipeline->intel_fs.pCode = kernel;
pipeline->intel_fs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_FRAGMENT_FLAG;
/* assuming one RT; need to parse the shader */
pipeline->fs_rmap = intel_rmap_create(pipeline->dev,
&info->descriptorSetMapping[0],
&info->dynamicMemoryViewMapping, 1);
if (!pipeline->fs_rmap) {
icd_free(kernel);
return XGL_ERROR_OUT_OF_MEMORY;
}
break;
case XGL_SHADER_STAGE_TESS_CONTROL:
pipeline->tess_control.pCode = kernel;
pipeline->tess_control.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_TESS_CONTROL_FLAG;
break;
case XGL_SHADER_STAGE_TESS_EVALUATION:
pipeline->tess_eval.pCode = kernel;
pipeline->tess_eval.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_TESS_EVAL_FLAG;
break;
case XGL_SHADER_STAGE_COMPUTE:
pipeline->compute.pCode = kernel;
pipeline->compute.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_COMPUTE_FLAG;
break;
default:
assert(!"unknown shader stage");
break;
}
return XGL_SUCCESS;
}
static XGL_RESULT builder_validate(const struct intel_pipeline_builder *builder,
const struct intel_pipeline *pipeline)
{
/*
* Validate required elements
*/
if (!(pipeline->active_shaders & SHADER_VERTEX_FLAG)) {
// TODO: Log debug message: Vertex Shader required.
return XGL_ERROR_BAD_PIPELINE_DATA;
}
/*
* Tessalation control and evaluation have to both have a shader defined or
* neither should have a shader defined.
*/
if (((pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) == 0) !=
((pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) == 0) ) {
// TODO: Log debug message: Both Tess control and Tess eval are required to use tessalation
return XGL_ERROR_BAD_PIPELINE_DATA;
}
if ((pipeline->active_shaders & SHADER_COMPUTE_FLAG) &&
(pipeline->active_shaders & (SHADER_VERTEX_FLAG | SHADER_TESS_CONTROL_FLAG |
SHADER_TESS_EVAL_FLAG | SHADER_GEOMETRY_FLAG |
SHADER_FRAGMENT_FLAG))) {
// TODO: Log debug message: Can only specify compute shader when doing compute
return XGL_ERROR_BAD_PIPELINE_DATA;
}
/*
* XGL_TOPOLOGY_PATCH primitive topology is only valid for tessellation pipelines.
* Mismatching primitive topology and tessellation fails graphics pipeline creation.
*/
if (pipeline->active_shaders & (SHADER_TESS_CONTROL_FLAG | SHADER_TESS_EVAL_FLAG) &&
(pipeline->ia_state.topology != XGL_TOPOLOGY_PATCH)) {
// TODO: Log debug message: Invalid topology used with tessalation shader.
return XGL_ERROR_BAD_PIPELINE_DATA;
}
if ((pipeline->ia_state.topology == XGL_TOPOLOGY_PATCH) &&
(pipeline->active_shaders & ~(SHADER_TESS_CONTROL_FLAG | SHADER_TESS_EVAL_FLAG))) {
// TODO: Log debug message: Cannot use TOPOLOGY_PATCH on non-tessalation shader.
return XGL_ERROR_BAD_PIPELINE_DATA;
}
return XGL_SUCCESS;
}
static XGL_RESULT builder_build(struct intel_pipeline_builder *builder,
struct intel_pipeline *pipeline)
{
XGL_RESULT ret;
ret = pipeline_ia_state(pipeline, &builder->ia);
if (ret == XGL_SUCCESS)
ret = pipeline_rs_state(pipeline, &builder->rs);
if (ret == XGL_SUCCESS && builder->vs.shader)
ret = pipeline_shader(pipeline, &builder->vs);
if (ret == XGL_SUCCESS && builder->tcs.shader)
ret = pipeline_shader(pipeline, &builder->tcs);
if (ret == XGL_SUCCESS && builder->tes.shader)
ret = pipeline_shader(pipeline, &builder->tes);
if (ret == XGL_SUCCESS && builder->gs.shader)
ret = pipeline_shader(pipeline, &builder->gs);
if (ret == XGL_SUCCESS && builder->fs.shader)
ret = pipeline_shader(pipeline, &builder->fs);
if (ret == XGL_SUCCESS) {
pipeline->db_format = builder->db.format;
pipeline->cb_state = builder->cb;
pipeline->tess_state = builder->tess;
}
return ret;
}
static XGL_RESULT builder_init(struct intel_pipeline_builder *builder,
const struct intel_gpu *gpu,
const struct intel_pipeline_builder_create_info *info)
{
memset(builder, 0, sizeof(*builder));
builder->gpu = gpu;
while (info) {
const void *src = (const void *) info;
XGL_SIZE size;
void *dst;
switch (info->struct_type) {
case XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO:
size = sizeof(builder->graphics);
dst = &builder->graphics;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO:
size = sizeof(builder->ia);
dst = &builder->ia;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO:
size = sizeof(builder->db);
dst = &builder->db;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO:
size = sizeof(builder->cb);
dst = &builder->cb;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO:
size = sizeof(builder->rs);
dst = &builder->rs;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO:
size = sizeof(builder->tess);
dst = &builder->tess;
break;
case XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO:
{
const XGL_PIPELINE_SHADER *shader = (const XGL_PIPELINE_SHADER *) (info + 1);
src = (const void *) shader;
size = sizeof(*shader);
switch (shader->stage) {
case XGL_SHADER_STAGE_VERTEX:
dst = &builder->vs;
break;
case XGL_SHADER_STAGE_TESS_CONTROL:
dst = &builder->tcs;
break;
case XGL_SHADER_STAGE_TESS_EVALUATION:
dst = &builder->tes;
break;
case XGL_SHADER_STAGE_GEOMETRY:
dst = &builder->gs;
break;
case XGL_SHADER_STAGE_FRAGMENT:
dst = &builder->fs;
break;
case XGL_SHADER_STAGE_COMPUTE:
dst = &builder->cs;
break;
default:
return XGL_ERROR_BAD_PIPELINE_DATA;
break;
}
}
break;
case XGL_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO:
size = sizeof(builder->compute);
dst = &builder->compute;
break;
default:
return XGL_ERROR_BAD_PIPELINE_DATA;
break;
}
memcpy(dst, src, size);
info = info->next;
}
return XGL_SUCCESS;
}
static XGL_RESULT graphics_pipeline_create(struct intel_dev *dev,
const XGL_GRAPHICS_PIPELINE_CREATE_INFO *info,
struct intel_pipeline **pipeline_ret)
{
struct intel_pipeline_builder builder;
struct intel_pipeline *pipeline;
XGL_RESULT ret;
ret = builder_init(&builder, dev->gpu,
(const struct intel_pipeline_builder_create_info *) info);
if (ret != XGL_SUCCESS)
return ret;
pipeline = (struct intel_pipeline *)
intel_base_create(dev, sizeof(*pipeline), dev->base.dbg,
XGL_DBG_OBJECT_GRAPHICS_PIPELINE, info, 0);
if (!pipeline)
return XGL_ERROR_OUT_OF_MEMORY;
pipeline->dev = dev;
pipeline->obj.destroy = pipeline_destroy;
pipeline->total_size = 0;
ret = builder_build(&builder, pipeline);
if (ret == XGL_SUCCESS)
ret = builder_validate(&builder, pipeline);
if (ret != XGL_SUCCESS) {
pipeline_destroy(&pipeline->obj);
return ret;
}
*pipeline_ret = pipeline;
return XGL_SUCCESS;
}
XGL_RESULT XGLAPI intelCreateGraphicsPipeline(
XGL_DEVICE device,
const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo,
XGL_PIPELINE* pPipeline)
{
struct intel_dev *dev = intel_dev(device);
return graphics_pipeline_create(dev, pCreateInfo,
(struct intel_pipeline **) pPipeline);
}
XGL_RESULT XGLAPI intelCreateComputePipeline(
XGL_DEVICE device,
const XGL_COMPUTE_PIPELINE_CREATE_INFO* pCreateInfo,
XGL_PIPELINE* pPipeline)
{
return XGL_ERROR_UNAVAILABLE;
}
XGL_RESULT XGLAPI intelStorePipeline(
XGL_PIPELINE pipeline,
XGL_SIZE* pDataSize,
XGL_VOID* pData)
{
return XGL_ERROR_UNAVAILABLE;
}
XGL_RESULT XGLAPI intelLoadPipeline(
XGL_DEVICE device,
XGL_SIZE dataSize,
const XGL_VOID* pData,
XGL_PIPELINE* pPipeline)
{
return XGL_ERROR_UNAVAILABLE;
}
XGL_RESULT XGLAPI intelCreatePipelineDelta(
XGL_DEVICE device,
XGL_PIPELINE p1,
XGL_PIPELINE p2,
XGL_PIPELINE_DELTA* delta)
{
return XGL_ERROR_UNAVAILABLE;
}