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