/* * © Copyright 2018 Alyssa Rosenzweig * * 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 "pan_wallpaper.h" #include "pan_context.h" #include "pan_screen.h" #include "pan_util.h" //#include "include/panfrost-job.h" #include "midgard/midgard_compile.h" #include "compiler/nir/nir_builder.h" /* Creates the special-purpose fragment shader for wallpapering. A * pseudo-vertex shader sets us up for a fullscreen quad render, with a texture * coordinate varying */ static nir_shader * panfrost_build_wallpaper_program() { nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_FRAGMENT, &midgard_nir_options, NULL); nir_function *fn = nir_function_create(shader, "main"); nir_function_impl *impl = nir_function_impl_create(fn); /* Create the variables variables */ nir_variable *c_texcoord = nir_variable_create(shader, nir_var_shader_in, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_TexCoord"); nir_variable *c_out = nir_variable_create(shader, nir_var_shader_out, glsl_vector_type(GLSL_TYPE_FLOAT, 4), "gl_FragColor"); c_texcoord->data.location = VARYING_SLOT_VAR0; c_out->data.location = FRAG_RESULT_COLOR; /* Setup nir_builder */ nir_builder _b; nir_builder *b = &_b; nir_builder_init(b, impl); b->cursor = nir_before_block(nir_start_block(impl)); /* Setup inputs */ nir_ssa_def *s_src = nir_load_var(b, c_texcoord); /* Build the passthrough texture shader */ nir_tex_instr *tx = nir_tex_instr_create(shader, 1); tx->op = nir_texop_tex; tx->texture_index = tx->sampler_index = 0; tx->sampler_dim = GLSL_SAMPLER_DIM_2D; tx->dest_type = nir_type_float; nir_src src = nir_src_for_ssa(s_src); nir_src_copy(&tx->src[0].src, &src, tx); tx->src[0].src_type = nir_tex_src_coord; nir_ssa_dest_init(&tx->instr, &tx->dest, nir_tex_instr_dest_size(tx), 32, NULL); nir_builder_instr_insert(b, &tx->instr); nir_ssa_def *texel = &tx->dest.ssa; nir_store_var(b, c_out, texel, 0xFF); return shader; } /* Creates the CSO corresponding to the wallpaper program */ static struct panfrost_shader_variants * panfrost_create_wallpaper_program(struct pipe_context *pctx) { nir_shader *built_nir_shader = panfrost_build_wallpaper_program(); struct pipe_shader_state so = { .type = PIPE_SHADER_IR_NIR, .ir = { .nir = built_nir_shader } }; return pctx->create_fs_state(pctx, &so); } static struct panfrost_shader_variants *wallpaper_program = NULL; static struct panfrost_shader_variants *wallpaper_saved_program = NULL; static void panfrost_enable_wallpaper_program(struct pipe_context *pctx) { struct panfrost_context *ctx = pan_context(pctx); if (!wallpaper_program) { wallpaper_program = panfrost_create_wallpaper_program(pctx); } /* Push the shader state */ wallpaper_saved_program = ctx->fs; /* Bind the program */ pctx->bind_fs_state(pctx, wallpaper_program); } static void panfrost_disable_wallpaper_program(struct pipe_context *pctx) { /* Pop off the shader state */ pctx->bind_fs_state(pctx, wallpaper_saved_program); } /* Essentially, we insert a fullscreen textured quad, reading from the * previous frame's framebuffer */ void panfrost_draw_wallpaper(struct pipe_context *pipe) { /* Disable wallpapering for now, but still exercise the shader generation to minimise bit rot */ panfrost_enable_wallpaper_program(pipe); panfrost_disable_wallpaper_program(pipe); return; #if 0 struct panfrost_context *ctx = pan_context(pipe); /* Setup payload for elided quad. TODO: Refactor draw_vbo so this can * be a little more DRY */ ctx->payload_tiler.draw_start = 0; ctx->payload_tiler.prefix.draw_mode = MALI_TRIANGLE_STRIP; ctx->vertex_count = 4; ctx->payload_tiler.prefix.invocation_count = MALI_POSITIVE(4); ctx->payload_tiler.prefix.unknown_draw &= ~(0x3000 | 0x18000); ctx->payload_tiler.prefix.unknown_draw |= 0x18000; ctx->payload_tiler.prefix.negative_start = 0; ctx->payload_tiler.prefix.index_count = MALI_POSITIVE(4); ctx->payload_tiler.prefix.unknown_draw &= ~MALI_DRAW_INDEXED_UINT32; ctx->payload_tiler.prefix.indices = (uintptr_t) NULL; /* Setup the wallpapering program. We need to build the program via * NIR. */ panfrost_enable_wallpaper_program(pipe); /* Setup the texture/sampler pair */ struct pipe_sampler_view tmpl = { .target = PIPE_TEXTURE_2D, .swizzle_r = PIPE_SWIZZLE_X, .swizzle_g = PIPE_SWIZZLE_Y, .swizzle_b = PIPE_SWIZZLE_Z, .swizzle_a = PIPE_SWIZZLE_W }; struct pipe_sampler_state state = { .min_mip_filter = PIPE_TEX_MIPFILTER_NONE, .min_img_filter = PIPE_TEX_MIPFILTER_LINEAR, .mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR, .wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE, .wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE, .wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE, .normalized_coords = 1 }; struct pipe_resource *rsrc = pan_screen(pipe->screen)->display_target; struct pipe_sampler_state *sampler_state = pipe->create_sampler_state(pipe, &state); struct pipe_sampler_view *sampler_view = pipe->create_sampler_view(pipe, rsrc, &tmpl); /* Bind texture/sampler. TODO: push/pop */ pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, 1, &sampler_state); pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, 1, &sampler_view); panfrost_emit_for_draw(ctx, false); /* Elision occurs by essential precomputing the results of the * implied vertex shader. Insert these results for fullscreen. The * first two channels are ~screenspace coordinates, whereas the latter * two are fixed 0.0/1.0 after perspective division. See the vertex * shader epilogue for more context */ float implied_position_varying[] = { /* The following is correct for scissored clears whose scissor deals with cutoff appropriately */ // -1.0, -1.0, 0.0, 1.0, // -1.0, 65535.0, 0.0, 1.0, // 65536.0, 1.0, 0.0, 1.0, // 65536.0, 65536.0, 0.0, 1.0 /* The following output is correct for a fullscreen quad with screen size 2048x1600 */ 0.0, 0.0, 0.0, 1.0, 0.0, 1600.0, 0.0, 1.0, 2048.0, 0.0, 0.0, 1.0, 2048.0, 1280.0, 0.0, 1.0, }; ctx->payload_tiler.postfix.position_varying = panfrost_upload_transient(ctx, implied_position_varying, sizeof(implied_position_varying)); /* Similarly, setup the texture coordinate varying, hardcoded to match * the corners of the screen */ float texture_coordinates[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0 }; union mali_attr varyings[1] = { { .elements = panfrost_upload_transient(ctx, texture_coordinates, sizeof(texture_coordinates)) | 1, .stride = sizeof(float) * 4, .size = sizeof(texture_coordinates) } }; ctx->payload_tiler.postfix.varyings = panfrost_upload_transient(ctx, varyings, sizeof(varyings)); struct mali_attr_meta varying_meta[1] = { { .type = MALI_ATYPE_FLOAT, .nr_components = MALI_POSITIVE(4), .not_normalised = 1, .unknown1 = /*0x2c22 - nr_comp=2*/ 0x2a22, .unknown2 = 0x1 } }; mali_ptr saved_varying_meta = ctx->payload_tiler.postfix.varying_meta; ctx->payload_tiler.postfix.varying_meta = panfrost_upload_transient(ctx, varying_meta, sizeof(varying_meta)); /* Emit the tiler job */ struct panfrost_transfer tiler = panfrost_vertex_tiler_job(ctx, true, true); struct mali_job_descriptor_header *jd = (struct mali_job_descriptor_header *) tiler.cpu; ctx->u_tiler_jobs[ctx->tiler_job_count] = jd; ctx->tiler_jobs[ctx->tiler_job_count++] = tiler.gpu; ctx->draw_count++; /* Okay, so we have the tiler job emitted. Since we set elided_tiler * mode, no dependencies will be set automatically. We don't actually * want any dependencies, since we go first and we don't need a vertex * first. That said, we do need the first tiler job to depend on us. * Its second dep slot will be free (see the panfrost_vertex_tiler_job * dependency setting algorithm), so fill us in with that */ if (ctx->tiler_job_count > 1) { ctx->u_tiler_jobs[0]->job_dependency_index_2 = jd->job_index; } printf("Wallpaper boop\n"); /* Cleanup */ panfrost_disable_wallpaper_program(pipe); ctx->payload_tiler.postfix.varying_meta = saved_varying_meta; #endif }