i965/fs: Manually generate the meta fast-clear shader

Previously, we were generating the fast-clear shader from GLSL.  The
problem is that fast clears require that we use a replicated write rather
than a regular write instruction.  In order to get this we had a
complicated and somewhat fragile optimization pass that looked for places
where we can use a replicated write and used it.  Since replicated writes
have a lot of restrictions, we only ever use them for fast-clear
operations.

This commit replaces the optimization pass with a function that just
generates the shader we want.  This is a) less code, b) less fragile than
the optimization pass, and c) generates a more efficient shader.

Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2014-09-26 14:47:03 -07:00
parent 61128d7507
commit 75afe17b79
2 changed files with 36 additions and 91 deletions
+35 -89
View File
@@ -2329,98 +2329,44 @@ fs_visitor::compute_to_mrf()
* instructions to FS_OPCODE_REP_FB_WRITE.
*/
void
fs_visitor::try_rep_send()
fs_visitor::emit_repclear_shader()
{
int i, count;
fs_inst *start = NULL;
bblock_t *mov_block;
int base_mrf = 1;
int color_mrf = base_mrf + 2;
/* From the Ivybridge PRM, Volume 4 Part 1, section 3.9.11.2
* ("Message Descriptor - Render Target Write"):
*
* "SIMD16_REPDATA message must not be used in SIMD8 pixel-shaders."
*/
if (dispatch_width != 16)
return;
fs_inst *mov = emit(MOV(vec4(brw_message_reg(color_mrf)),
fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F)));
mov->force_writemask_all = true;
mov->force_uncompressed = true;
/* The constant color write message can't handle anything but the 4 color
* values. We could do MRT, but the loops below would need to understand
* handling the header being enabled or disabled on different messages. It
* also requires that the render target be tiled, which might not be the
* case for some EGLImage paths or if we some day do rendering to PBOs.
*/
if (prog->OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH) ||
payload.aa_dest_stencil_reg ||
payload.dest_depth_reg ||
dual_src_output.file != BAD_FILE)
return;
/* The optimization is implemented as one pass through the instruction
* list. We keep track of the most recent block of MOVs into sequential
* MRFs from single, sequential float registers (ie uniforms). Then when
* we find an FB_WRITE opcode, we see if the payload registers match the
* destination registers in our block of MOVs.
*/
count = 0;
foreach_block_and_inst_safe(block, fs_inst, inst, cfg) {
if (count == 0) {
start = inst;
mov_block = block;
}
if (inst->opcode == BRW_OPCODE_MOV &&
inst->dst.file == MRF &&
inst->dst.reg == start->dst.reg + 2 * count &&
inst->src[0].file == HW_REG &&
inst->src[0].reg_offset == start->src[0].reg_offset + count) {
if (count == 0) {
start = inst;
mov_block = block;
}
count++;
}
if (inst->opcode == FS_OPCODE_FB_WRITE &&
count == 4 &&
(inst->base_mrf == start->dst.reg ||
(inst->base_mrf + 2 == start->dst.reg && inst->header_present))) {
fs_inst *mov = MOV(start->dst, start->src[0]);
/* Make a MOV that moves the four floats into the replicated write
* payload. Since we're running at the very end of code generation
* we can use hw registers and generate the stride and offsets we
* need for this MOV. We use the first of the eight registers
* allocated for the SIMD16 payload for the four floats.
*/
mov->dst.fixed_hw_reg =
brw_vec4_reg(BRW_MESSAGE_REGISTER_FILE,
start->dst.reg, 0);
mov->dst.file = HW_REG;
mov->dst.type = mov->dst.fixed_hw_reg.type;
mov->src[0].fixed_hw_reg =
brw_vec4_grf(mov->src[0].fixed_hw_reg.nr, 0);
mov->src[0].file = HW_REG;
mov->src[0].type = mov->src[0].fixed_hw_reg.type;
mov->force_writemask_all = true;
mov->dst.type = BRW_REGISTER_TYPE_F;
/* Replace the four MOVs with the new vec4 MOV. */
start->insert_before(mov_block, mov);
for (i = 0; i < 4; i++)
((fs_inst *) mov->next)->remove(mov_block);
/* Finally, adjust the message length and set the opcode to
* REP_FB_WRITE for the send, so that the generator will use the
* replicated data mesage type. Then reset count so we'll start
* looking for a new block in case we're in a MRT shader.
*/
inst->opcode = FS_OPCODE_REP_FB_WRITE;
inst->mlen -= 7;
count = 0;
fs_inst *write;
if (key->nr_color_regions == 1) {
write = emit(FS_OPCODE_REP_FB_WRITE);
write->saturate = key->clamp_fragment_color;
write->base_mrf = color_mrf;
write->target = 0;
write->header_present = false;
write->mlen = 1;
} else {
for (int i = 0; i < key->nr_color_regions; ++i) {
write = emit(FS_OPCODE_REP_FB_WRITE);
write->saturate = key->clamp_fragment_color;
write->base_mrf = base_mrf;
write->target = i;
write->header_present = true;
write->mlen = 3;
}
}
write->eot = true;
return;
calculate_cfg();
assign_constant_locations();
assign_curb_setup();
/* Now that we have the uniform assigned, go ahead and force it to a vec4. */
assert(mov->src[0].file == HW_REG);
mov->src[0] = brw_vec4_grf(mov->src[0].fixed_hw_reg.nr, 0);
}
/**
@@ -3199,6 +3145,9 @@ fs_visitor::run()
if (0) {
emit_dummy_fs();
} else if (brw->use_rep_send && dispatch_width == 16) {
emit_repclear_shader();
allocated_without_spills = true;
} else {
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
emit_shader_time_begin();
@@ -3379,9 +3328,6 @@ fs_visitor::run()
prog_data->total_scratch = brw_get_scratch_size(last_scratch);
}
if (brw->use_rep_send)
try_rep_send();
if (stage == MESA_SHADER_FRAGMENT) {
brw_wm_prog_data *prog_data = (brw_wm_prog_data*) this->prog_data;
if (dispatch_width == 8)
+1 -2
View File
@@ -358,12 +358,11 @@ public:
void lower_uniform_pull_constant_loads();
bool lower_load_payload();
void try_rep_send();
void push_force_uncompressed();
void pop_force_uncompressed();
void emit_dummy_fs();
void emit_repclear_shader();
fs_reg *emit_fragcoord_interpolation(ir_variable *ir);
fs_inst *emit_linterp(const fs_reg &attr, const fs_reg &interp,
glsl_interp_qualifier interpolation_mode,