i965/gs: Do prog_data setup and other calculations in brw_compile_gs

This commit moves the large pile of setup calculations we have to do for
geometry shaders out of brw_gs_emit and into brw_compile_gs.  This has a
couple of nice implications.  First, it's less work that the caller of
brw_compile_gs has to do.  Second, it's consistent with the vertex and
fragment stages.  Finally, it allows us to put brw_gs_compile back behind
the API boundary where it belongs.

v2 (Jason Ekstrand):
 - Pull the changes to use nir info into a separate patch
 - Put brw_gs_compile into brw_shader.h rather than brw_vec4_gs_visitor.h
   so that we can use it for scalar GS.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2015-10-21 12:03:21 -07:00
parent f3bc73073a
commit 0e57694745
4 changed files with 222 additions and 220 deletions
+1 -13
View File
@@ -593,18 +593,6 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
unsigned *final_assembly_size,
char **error_str);
/**
* Scratch data used when compiling a GLSL geometry shader.
*/
struct brw_gs_compile
{
struct brw_gs_prog_key key;
struct brw_vue_map input_vue_map;
unsigned control_data_bits_per_vertex;
unsigned control_data_header_size_bits;
};
/**
* Compile a vertex shader.
*
@@ -613,7 +601,7 @@ struct brw_gs_compile
const unsigned *
brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
struct brw_gs_compile *c,
const struct brw_gs_prog_key *key,
struct brw_gs_prog_data *prog_data,
const struct nir_shader *shader,
struct gl_shader_program *shader_prog,
+2 -203
View File
@@ -58,18 +58,9 @@ brw_codegen_gs_prog(struct brw_context *brw,
struct brw_gs_prog_key *key)
{
struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
nir_shader *nir = gp->program.Base.nir;
struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_prog_data prog_data;
struct brw_gs_compile c;
memset(&prog_data, 0, sizeof(prog_data));
memset(&c, 0, sizeof(c));
c.key = *key;
prog_data.include_primitive_id =
(nir->info.inputs_read & VARYING_BIT_PRIMITIVE_ID) != 0;
prog_data.invocations = nir->info.gs.invocations;
assign_gs_binding_table_offsets(brw->intelScreen->devinfo, prog,
&gp->program.Base, &prog_data);
@@ -97,204 +88,12 @@ brw_codegen_gs_prog(struct brw_context *brw,
brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
&prog_data.base.base, false);
if (brw->gen >= 8) {
prog_data.static_vertex_count =
nir_gs_count_vertices(gp->program.Base.nir);
}
if (brw->gen >= 7) {
if (nir->info.gs.output_primitive == GL_POINTS) {
/* When the output type is points, the geometry shader may output data
* to multiple streams, and EndPrimitive() has no effect. So we
* configure the hardware to interpret the control data as stream ID.
*/
prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
/* We only have to emit control bits if we are using streams */
if (nir->info.gs.uses_streams)
c.control_data_bits_per_vertex = 2;
else
c.control_data_bits_per_vertex = 0;
} else {
/* When the output type is triangle_strip or line_strip, EndPrimitive()
* may be used to terminate the current strip and start a new one
* (similar to primitive restart), and outputting data to multiple
* streams is not supported. So we configure the hardware to interpret
* the control data as EndPrimitive information (a.k.a. "cut bits").
*/
prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT;
/* We only need to output control data if the shader actually calls
* EndPrimitive().
*/
c.control_data_bits_per_vertex =
nir->info.gs.uses_end_primitive ? 1 : 0;
}
} else {
/* There are no control data bits in gen6. */
c.control_data_bits_per_vertex = 0;
/* If it is using transform feedback, enable it */
if (nir->info.has_transform_feedback_varyings)
prog_data.gen6_xfb_enabled = true;
else
prog_data.gen6_xfb_enabled = false;
}
c.control_data_header_size_bits =
nir->info.gs.vertices_out * c.control_data_bits_per_vertex;
/* 1 HWORD = 32 bytes = 256 bits */
prog_data.control_data_header_size_hwords =
ALIGN(c.control_data_header_size_bits, 256) / 256;
GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data.base.vue_map, outputs_written,
prog ? prog->SeparateShader : false);
/* Compute the output vertex size.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex
* Size (p168):
*
* [0,62] indicating [1,63] 16B units
*
* Specifies the size of each vertex stored in the GS output entry
* (following any Control Header data) as a number of 128-bit units
* (minus one).
*
* Programming Restrictions: The vertex size must be programmed as a
* multiple of 32B units with the following exception: Rendering is
* disabled (as per SOL stage state) and the vertex size output by the
* GS thread is 16B.
*
* If rendering is enabled (as per SOL state) the vertex size must be
* programmed as a multiple of 32B units. In other words, the only time
* software can program a vertex size with an odd number of 16B units
* is when rendering is disabled.
*
* Note: B=bytes in the above text.
*
* It doesn't seem worth the extra trouble to optimize the case where the
* vertex size is 16B (especially since this would require special-casing
* the GEN assembly that writes to the URB). So we just set the vertex
* size to a multiple of 32B (2 vec4's) in all cases.
*
* The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We
* budget that as follows:
*
* 512 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryOutputComponents = 128)
* 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes)
* 16 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 16 bytes overhead since the VUE size must be a multiple of 32 bytes
* (see below)--this causes up to 1 VUE slot to be wasted
* 400 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes)
* per interpolation type, so this is plenty.
*
*/
unsigned output_vertex_size_bytes = prog_data.base.vue_map.num_slots * 16;
assert(brw->gen == 6 ||
output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
prog_data.output_vertex_size_hwords =
ALIGN(output_vertex_size_bytes, 32) / 32;
/* Compute URB entry size. The maximum allowed URB entry size is 32k.
* That divides up as follows:
*
* 64 bytes for the control data header (cut indices or StreamID bits)
* 4096 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryTotalOutputComponents = 1024)
* 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes/vertex and gl_MaxGeometryOutputVertices is 256)
* 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 4096 bytes overhead since the VUE size must be a multiple of 32
* bytes (see above)--this causes up to 1 VUE slot to be wasted
* 8128 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot per
* interpolation type, which works out to 3072 bytes, so this would allow
* us to accommodate 2 interpolation types without any danger of running
* out of URB space.
*
* In practice, the risk of running out of URB space is very small, since
* the above figures are all worst-case, and most of them scale with the
* number of output vertices. So we'll just calculate the amount of space
* we need, and if it's too large, fail to compile.
*
* The above is for gen7+ where we have a single URB entry that will hold
* all the output. In gen6, we will have to allocate URB entries for every
* vertex we emit, so our URB entries only need to be large enough to hold
* a single vertex. Also, gen6 does not have a control data header.
*/
unsigned output_size_bytes;
if (brw->gen >= 7) {
output_size_bytes =
prog_data.output_vertex_size_hwords * 32 * nir->info.gs.vertices_out;
output_size_bytes += 32 * prog_data.control_data_header_size_hwords;
} else {
output_size_bytes = prog_data.output_vertex_size_hwords * 32;
}
/* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
* which comes before the control header.
*/
if (brw->gen >= 8)
output_size_bytes += 32;
assert(output_size_bytes >= 1);
int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (brw->gen == 6)
max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (output_size_bytes > max_output_size_bytes)
return false;
/* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and
* a multiple of 128 bytes in gen6.
*/
if (brw->gen >= 7)
prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
else
prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128;
prog_data.output_topology =
get_hw_prim_for_gl_prim(nir->info.gs.output_primitive);
/* The GLSL linker will have already matched up GS inputs and the outputs
* of prior stages. The driver does extend VS outputs in some cases, but
* only for legacy OpenGL or Gen4-5 hardware, neither of which offer
* geometry shader support. So we can safely ignore that.
*
* For SSO pipelines, we use a fixed VUE map layout based on variable
* locations, so we can rely on rendezvous-by-location making this work.
*
* However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
* written by previous stages and shows up via payload magic.
*/
GLbitfield64 inputs_read =
nir->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(brw->intelScreen->devinfo,
&c.input_vue_map, inputs_read,
nir->info.separate_shader);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
* need to program a URB read length of ceiling(num_slots / 2).
*/
prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
if (unlikely(INTEL_DEBUG & DEBUG_GS))
brw_dump_ir("geometry", prog, gs, NULL);
@@ -306,7 +105,7 @@ brw_codegen_gs_prog(struct brw_context *brw,
unsigned program_size;
char *error_str;
const unsigned *program =
brw_compile_gs(brw->intelScreen->compiler, brw, mem_ctx, &c,
brw_compile_gs(brw->intelScreen->compiler, brw, mem_ctx, key,
&prog_data, shader->Program->nir, prog,
st_index, &program_size, &error_str);
if (program == NULL) {
@@ -322,7 +121,7 @@ brw_codegen_gs_prog(struct brw_context *brw,
}
brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
&c.key, sizeof(c.key),
key, sizeof(*key),
program, program_size,
&prog_data, sizeof(prog_data),
&stage_state->prog_offset, &brw->gs.prog_data);
+12
View File
@@ -233,6 +233,18 @@ bool opt_predicated_break(struct backend_shader *s);
extern "C" {
#endif
/**
* Scratch data used when compiling a GLSL geometry shader.
*/
struct brw_gs_compile
{
struct brw_gs_prog_key key;
struct brw_vue_map input_vue_map;
unsigned control_data_bits_per_vertex;
unsigned control_data_header_size_bits;
};
struct brw_compiler *
brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo);
@@ -601,7 +601,7 @@ vec4_gs_visitor::gs_end_primitive()
extern "C" const unsigned *
brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
struct brw_gs_compile *c,
const struct brw_gs_prog_key *key,
struct brw_gs_prog_data *prog_data,
const nir_shader *shader,
struct gl_shader_program *shader_prog,
@@ -609,6 +609,209 @@ brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
unsigned *final_assembly_size,
char **error_str)
{
struct brw_gs_compile c;
memset(&c, 0, sizeof(c));
c.key = *key;
prog_data->include_primitive_id =
(shader->info.inputs_read & VARYING_BIT_PRIMITIVE_ID) != 0;
prog_data->invocations = shader->info.gs.invocations;
if (compiler->devinfo->gen >= 8)
prog_data->static_vertex_count = nir_gs_count_vertices(shader);
if (compiler->devinfo->gen >= 7) {
if (shader->info.gs.output_primitive == GL_POINTS) {
/* When the output type is points, the geometry shader may output data
* to multiple streams, and EndPrimitive() has no effect. So we
* configure the hardware to interpret the control data as stream ID.
*/
prog_data->control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
/* We only have to emit control bits if we are using streams */
if (shader_prog && shader_prog->Geom.UsesStreams)
c.control_data_bits_per_vertex = 2;
else
c.control_data_bits_per_vertex = 0;
} else {
/* When the output type is triangle_strip or line_strip, EndPrimitive()
* may be used to terminate the current strip and start a new one
* (similar to primitive restart), and outputting data to multiple
* streams is not supported. So we configure the hardware to interpret
* the control data as EndPrimitive information (a.k.a. "cut bits").
*/
prog_data->control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT;
/* We only need to output control data if the shader actually calls
* EndPrimitive().
*/
c.control_data_bits_per_vertex =
shader->info.gs.uses_end_primitive ? 1 : 0;
}
} else {
/* There are no control data bits in gen6. */
c.control_data_bits_per_vertex = 0;
/* If it is using transform feedback, enable it */
if (shader->info.has_transform_feedback_varyings)
prog_data->gen6_xfb_enabled = true;
else
prog_data->gen6_xfb_enabled = false;
}
c.control_data_header_size_bits =
shader->info.gs.vertices_out * c.control_data_bits_per_vertex;
/* 1 HWORD = 32 bytes = 256 bits */
prog_data->control_data_header_size_hwords =
ALIGN(c.control_data_header_size_bits, 256) / 256;
/* Compute the output vertex size.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex
* Size (p168):
*
* [0,62] indicating [1,63] 16B units
*
* Specifies the size of each vertex stored in the GS output entry
* (following any Control Header data) as a number of 128-bit units
* (minus one).
*
* Programming Restrictions: The vertex size must be programmed as a
* multiple of 32B units with the following exception: Rendering is
* disabled (as per SOL stage state) and the vertex size output by the
* GS thread is 16B.
*
* If rendering is enabled (as per SOL state) the vertex size must be
* programmed as a multiple of 32B units. In other words, the only time
* software can program a vertex size with an odd number of 16B units
* is when rendering is disabled.
*
* Note: B=bytes in the above text.
*
* It doesn't seem worth the extra trouble to optimize the case where the
* vertex size is 16B (especially since this would require special-casing
* the GEN assembly that writes to the URB). So we just set the vertex
* size to a multiple of 32B (2 vec4's) in all cases.
*
* The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We
* budget that as follows:
*
* 512 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryOutputComponents = 128)
* 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes)
* 16 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 16 bytes overhead since the VUE size must be a multiple of 32 bytes
* (see below)--this causes up to 1 VUE slot to be wasted
* 400 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes)
* per interpolation type, so this is plenty.
*
*/
unsigned output_vertex_size_bytes = prog_data->base.vue_map.num_slots * 16;
assert(compiler->devinfo->gen == 6 ||
output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
prog_data->output_vertex_size_hwords =
ALIGN(output_vertex_size_bytes, 32) / 32;
/* Compute URB entry size. The maximum allowed URB entry size is 32k.
* That divides up as follows:
*
* 64 bytes for the control data header (cut indices or StreamID bits)
* 4096 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryTotalOutputComponents = 1024)
* 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes/vertex and gl_MaxGeometryOutputVertices is 256)
* 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 4096 bytes overhead since the VUE size must be a multiple of 32
* bytes (see above)--this causes up to 1 VUE slot to be wasted
* 8128 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot per
* interpolation type, which works out to 3072 bytes, so this would allow
* us to accommodate 2 interpolation types without any danger of running
* out of URB space.
*
* In practice, the risk of running out of URB space is very small, since
* the above figures are all worst-case, and most of them scale with the
* number of output vertices. So we'll just calculate the amount of space
* we need, and if it's too large, fail to compile.
*
* The above is for gen7+ where we have a single URB entry that will hold
* all the output. In gen6, we will have to allocate URB entries for every
* vertex we emit, so our URB entries only need to be large enough to hold
* a single vertex. Also, gen6 does not have a control data header.
*/
unsigned output_size_bytes;
if (compiler->devinfo->gen >= 7) {
output_size_bytes =
prog_data->output_vertex_size_hwords * 32 * shader->info.gs.vertices_out;
output_size_bytes += 32 * prog_data->control_data_header_size_hwords;
} else {
output_size_bytes = prog_data->output_vertex_size_hwords * 32;
}
/* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
* which comes before the control header.
*/
if (compiler->devinfo->gen >= 8)
output_size_bytes += 32;
assert(output_size_bytes >= 1);
int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (compiler->devinfo->gen == 6)
max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (output_size_bytes > max_output_size_bytes)
return false;
/* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and
* a multiple of 128 bytes in gen6.
*/
if (compiler->devinfo->gen >= 7)
prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
else
prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128;
prog_data->output_topology =
get_hw_prim_for_gl_prim(shader->info.gs.output_primitive);
/* The GLSL linker will have already matched up GS inputs and the outputs
* of prior stages. The driver does extend VS outputs in some cases, but
* only for legacy OpenGL or Gen4-5 hardware, neither of which offer
* geometry shader support. So we can safely ignore that.
*
* For SSO pipelines, we use a fixed VUE map layout based on variable
* locations, so we can rely on rendezvous-by-location making this work.
*
* However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
* written by previous stages and shows up via payload magic.
*/
GLbitfield64 inputs_read =
shader->info.inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(compiler->devinfo,
&c.input_vue_map, inputs_read,
shader->info.separate_shader);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
* need to program a URB read length of ceiling(num_slots / 2).
*/
prog_data->base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
/* Now that prog_data setup is done, we are ready to actually compile the
* program.
*/
if (compiler->devinfo->gen >= 7) {
/* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do
* so without spilling. If the GS invocations count > 1, then we can't use
@@ -618,7 +821,7 @@ brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
likely(!(INTEL_DEBUG & DEBUG_NO_DUAL_OBJECT_GS))) {
prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
vec4_gs_visitor v(compiler, log_data, c, prog_data, shader,
vec4_gs_visitor v(compiler, log_data, &c, prog_data, shader,
mem_ctx, true /* no_spills */, shader_time_index);
if (v.run()) {
vec4_generator g(compiler, log_data, &prog_data->base, mem_ctx,
@@ -660,11 +863,11 @@ brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
const unsigned *ret = NULL;
if (compiler->devinfo->gen >= 7)
gs = new vec4_gs_visitor(compiler, log_data, c, prog_data,
gs = new vec4_gs_visitor(compiler, log_data, &c, prog_data,
shader, mem_ctx, false /* no_spills */,
shader_time_index);
else
gs = new gen6_gs_visitor(compiler, log_data, c, prog_data, shader_prog,
gs = new gen6_gs_visitor(compiler, log_data, &c, prog_data, shader_prog,
shader, mem_ctx, false /* no_spills */,
shader_time_index);