intel/brw: Move brw_compile_* functions out of vec4-specific files

These contain code that is both fs and vec4.  Will make easier later to
delete vec4 files.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27691>
This commit is contained in:
Caio Oliveira
2024-02-14 18:17:59 -08:00
committed by Marge Bot
parent c11d7743b3
commit 9bfccc1935
7 changed files with 762 additions and 736 deletions

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/*
* Copyright © 2013 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_vec4_gs_visitor.h"
#include "gfx6_gs_visitor.h"
#include "brw_eu.h"
#include "brw_fs.h"
#include "brw_prim.h"
#include "brw_nir.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
static const GLuint gl_prim_to_hw_prim[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY+1] = {
[MESA_PRIM_POINTS] =_3DPRIM_POINTLIST,
[MESA_PRIM_LINES] = _3DPRIM_LINELIST,
[MESA_PRIM_LINE_LOOP] = _3DPRIM_LINELOOP,
[MESA_PRIM_LINE_STRIP] = _3DPRIM_LINESTRIP,
[MESA_PRIM_TRIANGLES] = _3DPRIM_TRILIST,
[MESA_PRIM_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
[MESA_PRIM_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
[MESA_PRIM_QUADS] = _3DPRIM_QUADLIST,
[MESA_PRIM_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
[MESA_PRIM_POLYGON] = _3DPRIM_POLYGON,
[MESA_PRIM_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
[MESA_PRIM_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
[MESA_PRIM_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
};
extern "C" const unsigned *
brw_compile_gs(const struct brw_compiler *compiler,
struct brw_compile_gs_params *params)
{
nir_shader *nir = params->base.nir;
const struct brw_gs_prog_key *key = params->key;
struct brw_gs_prog_data *prog_data = params->prog_data;
struct brw_gs_compile c;
memset(&c, 0, sizeof(c));
c.key = *key;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_GEOMETRY];
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_GS);
prog_data->base.base.stage = MESA_SHADER_GEOMETRY;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
/* 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 Gfx4-5 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.
*/
GLbitfield64 inputs_read = nir->info.inputs_read;
brw_compute_vue_map(compiler->devinfo,
&c.input_vue_map, inputs_read,
nir->info.separate_shader, 1);
brw_nir_apply_key(nir, compiler, &key->base, 8);
brw_nir_lower_vue_inputs(nir, &c.input_vue_map);
brw_nir_lower_vue_outputs(nir);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
prog_data->base.clip_distance_mask =
((1 << nir->info.clip_distance_array_size) - 1);
prog_data->base.cull_distance_mask =
((1 << nir->info.cull_distance_array_size) - 1) <<
nir->info.clip_distance_array_size;
prog_data->include_primitive_id =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_PRIMITIVE_ID);
prog_data->invocations = nir->info.gs.invocations;
if (compiler->devinfo->ver >= 8)
nir_gs_count_vertices_and_primitives(
nir, &prog_data->static_vertex_count, nullptr, nullptr, 1u);
if (compiler->devinfo->ver >= 7) {
if (nir->info.gs.output_primitive == MESA_PRIM_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 = GFX7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
/* We only have to emit control bits if we are using non-zero streams */
if (nir->info.gs.active_stream_mask != (1 << 0))
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 = GFX7_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 gfx6. */
c.control_data_bits_per_vertex = 0;
}
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;
/* 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->ver == 6 ||
output_vertex_size_bytes <= GFX7_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 gfx7+ where we have a single URB entry that will hold
* all the output. In gfx6, 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, gfx6 does not have a control data header.
*/
unsigned output_size_bytes;
if (compiler->devinfo->ver >= 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 (compiler->devinfo->ver >= 8)
output_size_bytes += 32;
/* Shaders can technically set max_vertices = 0, at which point we
* may have a URB size of 0 bytes. Nothing good can come from that,
* so enforce a minimum size.
*/
if (output_size_bytes == 0)
output_size_bytes = 1;
unsigned max_output_size_bytes = GFX7_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (compiler->devinfo->ver == 6)
max_output_size_bytes = GFX6_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (output_size_bytes > max_output_size_bytes)
return NULL;
/* URB entry sizes are stored as a multiple of 64 bytes in gfx7+ and
* a multiple of 128 bytes in gfx6.
*/
if (compiler->devinfo->ver >= 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;
}
assert(nir->info.gs.output_primitive < ARRAY_SIZE(gl_prim_to_hw_prim));
prog_data->output_topology =
gl_prim_to_hw_prim[nir->info.gs.output_primitive];
prog_data->vertices_in = nir->info.gs.vertices_in;
/* 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 (unlikely(debug_enabled)) {
fprintf(stderr, "GS Input ");
brw_print_vue_map(stderr, &c.input_vue_map, MESA_SHADER_GEOMETRY);
fprintf(stderr, "GS Output ");
brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_GEOMETRY);
}
if (is_scalar) {
fs_visitor v(compiler, &params->base, &c, prog_data, nir,
params->base.stats != NULL, debug_enabled);
if (v.run_gs()) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg =
v.payload().num_regs / reg_unit(compiler->devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, false, MESA_SHADER_GEOMETRY);
if (unlikely(debug_enabled)) {
const char *label =
nir->info.label ? nir->info.label : "unnamed";
char *name = ralloc_asprintf(params->base.mem_ctx,
"%s geometry shader %s",
label, nir->info.name);
g.enable_debug(name);
}
g.generate_code(v.cfg, v.dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}
params->base.error_str = ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
if (compiler->devinfo->ver >= 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
* dual object mode.
*/
if (prog_data->invocations <= 1 &&
!INTEL_DEBUG(DEBUG_NO_DUAL_OBJECT_GS)) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_OBJECT;
brw::vec4_gs_visitor v(compiler, &params->base, &c, prog_data, nir,
true /* no_spills */,
debug_enabled);
/* Backup 'nr_params' and 'param' as they can be modified by the
* the DUAL_OBJECT visitor. If it fails, we will run the fallback
* (DUAL_INSTANCED or SINGLE mode) and we need to restore original
* values.
*/
const unsigned param_count = prog_data->base.base.nr_params;
uint32_t *param = ralloc_array(NULL, uint32_t, param_count);
memcpy(param, prog_data->base.base.param,
sizeof(uint32_t) * param_count);
if (v.run()) {
/* Success! Backup is not needed */
ralloc_free(param);
return brw_vec4_generate_assembly(compiler, &params->base,
nir, &prog_data->base,
v.cfg,
v.performance_analysis.require(),
debug_enabled);
} else {
/* These variables could be modified by the execution of the GS
* visitor if it packed the uniforms in the push constant buffer.
* As it failed, we need restore them so we can start again with
* DUAL_INSTANCED or SINGLE mode.
*
* FIXME: Could more variables be modified by this execution?
*/
memcpy(prog_data->base.base.param, param,
sizeof(uint32_t) * param_count);
prog_data->base.base.nr_params = param_count;
ralloc_free(param);
}
}
}
/* Either we failed to compile in DUAL_OBJECT mode (probably because it
* would have required spilling) or DUAL_OBJECT mode is disabled. So fall
* back to DUAL_INSTANCED or SINGLE mode, which consumes fewer registers.
*
* FIXME: Single dispatch mode requires that the driver can handle
* interleaving of input registers, but this is already supported (dual
* instance mode has the same requirement). However, to take full advantage
* of single dispatch mode to reduce register pressure we would also need to
* do interleaved outputs, but currently, the vec4 visitor and generator
* classes do not support this, so at the moment register pressure in
* single and dual instance modes is the same.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 "3DSTATE_GS"
* "If InstanceCount>1, DUAL_OBJECT mode is invalid. Software will likely
* want to use DUAL_INSTANCE mode for higher performance, but SINGLE mode
* is also supported. When InstanceCount=1 (one instance per object) software
* can decide which dispatch mode to use. DUAL_OBJECT mode would likely be
* the best choice for performance, followed by SINGLE mode."
*
* So SINGLE mode is more performant when invocations == 1 and DUAL_INSTANCE
* mode is more performant when invocations > 1. Gfx6 only supports
* SINGLE mode.
*/
if (prog_data->invocations <= 1 || compiler->devinfo->ver < 7)
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X1_SINGLE;
else
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_INSTANCE;
brw::vec4_gs_visitor *gs = NULL;
const unsigned *ret = NULL;
if (compiler->devinfo->ver >= 7)
gs = new brw::vec4_gs_visitor(compiler, &params->base, &c, prog_data,
nir, false /* no_spills */,
debug_enabled);
else
gs = new brw::gfx6_gs_visitor(compiler, &params->base, &c, prog_data,
nir, false /* no_spills */,
debug_enabled);
if (!gs->run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, gs->fail_msg);
} else {
ret = brw_vec4_generate_assembly(compiler, &params->base, nir,
&prog_data->base, gs->cfg,
gs->performance_analysis.require(),
debug_enabled);
}
delete gs;
return ret;
}

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/*
* Copyright © 2013 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "intel_nir.h"
#include "brw_nir.h"
#include "brw_vec4_tcs.h"
#include "brw_fs.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
/**
* Return the number of patches to accumulate before a MULTI_PATCH mode thread is
* launched. In cases with a large number of input control points and a large
* amount of VS outputs, the VS URB space needed to store an entire 8 patches
* worth of data can be prohibitive, so it can be beneficial to launch threads
* early.
*
* See the 3DSTATE_HS::Patch Count Threshold documentation for the recommended
* values. Note that 0 means to "disable" early dispatch, meaning to wait for
* a full 8 patches as normal.
*/
static int
get_patch_count_threshold(int input_control_points)
{
if (input_control_points <= 4)
return 0;
else if (input_control_points <= 6)
return 5;
else if (input_control_points <= 8)
return 4;
else if (input_control_points <= 10)
return 3;
else if (input_control_points <= 14)
return 2;
/* Return patch count 1 for PATCHLIST_15 - PATCHLIST_32 */
return 1;
}
extern "C" const unsigned *
brw_compile_tcs(const struct brw_compiler *compiler,
struct brw_compile_tcs_params *params)
{
const struct intel_device_info *devinfo = compiler->devinfo;
nir_shader *nir = params->base.nir;
const struct brw_tcs_prog_key *key = params->key;
struct brw_tcs_prog_data *prog_data = params->prog_data;
struct brw_vue_prog_data *vue_prog_data = &prog_data->base;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_TESS_CTRL];
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_TCS);
const unsigned *assembly;
vue_prog_data->base.stage = MESA_SHADER_TESS_CTRL;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
nir->info.outputs_written = key->outputs_written;
nir->info.patch_outputs_written = key->patch_outputs_written;
struct intel_vue_map input_vue_map;
brw_compute_vue_map(devinfo, &input_vue_map, nir->info.inputs_read,
nir->info.separate_shader, 1);
brw_compute_tess_vue_map(&vue_prog_data->vue_map,
nir->info.outputs_written,
nir->info.patch_outputs_written);
brw_nir_apply_key(nir, compiler, &key->base, 8);
brw_nir_lower_vue_inputs(nir, &input_vue_map);
brw_nir_lower_tcs_outputs(nir, &vue_prog_data->vue_map,
key->_tes_primitive_mode);
if (key->quads_workaround)
intel_nir_apply_tcs_quads_workaround(nir);
if (key->input_vertices > 0)
intel_nir_lower_patch_vertices_in(nir, key->input_vertices);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
bool has_primitive_id =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_PRIMITIVE_ID);
prog_data->patch_count_threshold = get_patch_count_threshold(key->input_vertices);
if (compiler->use_tcs_multi_patch) {
vue_prog_data->dispatch_mode = INTEL_DISPATCH_MODE_TCS_MULTI_PATCH;
prog_data->instances = nir->info.tess.tcs_vertices_out;
prog_data->include_primitive_id = has_primitive_id;
} else {
unsigned verts_per_thread = is_scalar ? 8 : 2;
vue_prog_data->dispatch_mode = INTEL_DISPATCH_MODE_TCS_SINGLE_PATCH;
prog_data->instances =
DIV_ROUND_UP(nir->info.tess.tcs_vertices_out, verts_per_thread);
}
/* Compute URB entry size. The maximum allowed URB entry size is 32k.
* That divides up as follows:
*
* 32 bytes for the patch header (tessellation factors)
* 480 bytes for per-patch varyings (a varying component is 4 bytes and
* gl_MaxTessPatchComponents = 120)
* 16384 bytes for per-vertex varyings (a varying component is 4 bytes,
* gl_MaxPatchVertices = 32 and
* gl_MaxTessControlOutputComponents = 128)
*
* 15808 bytes left for varying packing overhead
*/
const int num_per_patch_slots = vue_prog_data->vue_map.num_per_patch_slots;
const int num_per_vertex_slots = vue_prog_data->vue_map.num_per_vertex_slots;
unsigned output_size_bytes = 0;
/* Note that the patch header is counted in num_per_patch_slots. */
output_size_bytes += num_per_patch_slots * 16;
output_size_bytes += nir->info.tess.tcs_vertices_out *
num_per_vertex_slots * 16;
assert(output_size_bytes >= 1);
if (output_size_bytes > GFX7_MAX_HS_URB_ENTRY_SIZE_BYTES)
return NULL;
/* URB entry sizes are stored as a multiple of 64 bytes. */
vue_prog_data->urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
/* HS does not use the usual payload pushing from URB to GRFs,
* because we don't have enough registers for a full-size payload, and
* the hardware is broken on Haswell anyway.
*/
vue_prog_data->urb_read_length = 0;
if (unlikely(debug_enabled)) {
fprintf(stderr, "TCS Input ");
brw_print_vue_map(stderr, &input_vue_map, MESA_SHADER_TESS_CTRL);
fprintf(stderr, "TCS Output ");
brw_print_vue_map(stderr, &vue_prog_data->vue_map, MESA_SHADER_TESS_CTRL);
}
if (is_scalar) {
const unsigned dispatch_width = devinfo->ver >= 20 ? 16 : 8;
fs_visitor v(compiler, &params->base, &key->base,
&prog_data->base.base, nir, dispatch_width,
params->base.stats != NULL, debug_enabled);
if (!v.run_tcs()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assert(v.payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg = v.payload().num_regs / reg_unit(devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, false, MESA_SHADER_TESS_CTRL);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s tessellation control shader %s",
nir->info.label ? nir->info.label
: "unnamed",
nir->info.name));
}
g.generate_code(v.cfg, dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
assembly = g.get_assembly();
} else {
brw::vec4_tcs_visitor v(compiler, &params->base, key, prog_data,
nir, debug_enabled);
if (!v.run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
if (INTEL_DEBUG(DEBUG_TCS))
v.dump_instructions();
assembly = brw_vec4_generate_assembly(compiler, &params->base, nir,
&prog_data->base, v.cfg,
v.performance_analysis.require(),
debug_enabled);
}
return assembly;
}

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/*
* Copyright © 2011 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_vec4.h"
#include "brw_fs.h"
#include "brw_eu.h"
#include "brw_nir.h"
#include "brw_vec4_vs.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
using namespace brw;
extern "C" const unsigned *
brw_compile_vs(const struct brw_compiler *compiler,
struct brw_compile_vs_params *params)
{
struct nir_shader *nir = params->base.nir;
const struct brw_vs_prog_key *key = params->key;
struct brw_vs_prog_data *prog_data = params->prog_data;
const bool debug_enabled =
brw_should_print_shader(nir, params->base.debug_flag ?
params->base.debug_flag : DEBUG_VS);
prog_data->base.base.stage = MESA_SHADER_VERTEX;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_VERTEX];
brw_nir_apply_key(nir, compiler, &key->base, 8);
const unsigned *assembly = NULL;
prog_data->inputs_read = nir->info.inputs_read;
prog_data->double_inputs_read = nir->info.vs.double_inputs;
brw_nir_lower_vs_inputs(nir, params->edgeflag_is_last, key->gl_attrib_wa_flags);
brw_nir_lower_vue_outputs(nir);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
prog_data->base.clip_distance_mask =
((1 << nir->info.clip_distance_array_size) - 1);
prog_data->base.cull_distance_mask =
((1 << nir->info.cull_distance_array_size) - 1) <<
nir->info.clip_distance_array_size;
unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) {
nr_attribute_slots++;
}
/* gl_DrawID and IsIndexedDraw share its very own vec4 */
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) {
nr_attribute_slots++;
}
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW))
prog_data->uses_is_indexed_draw = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX))
prog_data->uses_firstvertex = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE))
prog_data->uses_baseinstance = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE))
prog_data->uses_vertexid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID))
prog_data->uses_instanceid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
prog_data->uses_drawid = true;
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in
* vec4 mode, the hardware appears to wedge unless we read something.
*/
if (is_scalar)
prog_data->base.urb_read_length =
DIV_ROUND_UP(nr_attribute_slots, 2);
else
prog_data->base.urb_read_length =
DIV_ROUND_UP(MAX2(nr_attribute_slots, 1), 2);
prog_data->nr_attribute_slots = nr_attribute_slots;
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
* the larger of the two.
*/
const unsigned vue_entries =
MAX2(nr_attribute_slots, (unsigned)prog_data->base.vue_map.num_slots);
if (compiler->devinfo->ver == 6) {
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
} else {
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
}
if (unlikely(debug_enabled)) {
fprintf(stderr, "VS Output ");
brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_VERTEX);
}
if (is_scalar) {
const unsigned dispatch_width = compiler->devinfo->ver >= 20 ? 16 : 8;
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
fs_visitor v(compiler, &params->base, &key->base,
&prog_data->base.base, nir, dispatch_width,
params->base.stats != NULL, debug_enabled);
if (!v.run_vs()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg =
v.payload().num_regs / reg_unit(compiler->devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, v.runtime_check_aads_emit,
MESA_SHADER_VERTEX);
if (unlikely(debug_enabled)) {
const char *debug_name =
ralloc_asprintf(params->base.mem_ctx, "%s vertex shader %s",
nir->info.label ? nir->info.label :
"unnamed",
nir->info.name);
g.enable_debug(debug_name);
}
g.generate_code(v.cfg, dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
assembly = g.get_assembly();
}
if (!assembly) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_OBJECT;
vec4_vs_visitor v(compiler, &params->base, key, prog_data,
nir, debug_enabled);
if (!v.run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assembly = brw_vec4_generate_assembly(compiler, &params->base,
nir, &prog_data->base,
v.cfg,
v.performance_analysis.require(),
debug_enabled);
}
return assembly;
}

View File

@@ -22,16 +22,11 @@
*/
#include "brw_vec4.h"
#include "brw_fs.h"
#include "brw_eu.h"
#include "brw_cfg.h"
#include "brw_nir.h"
#include "brw_vec4_builder.h"
#include "brw_vec4_vs.h"
#include "brw_dead_control_flow.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
#include "util/u_math.h"
#define MAX_INSTRUCTION (1 << 30)
@@ -2545,163 +2540,3 @@ vec4_visitor::run()
} /* namespace brw */
extern "C" {
const unsigned *
brw_compile_vs(const struct brw_compiler *compiler,
struct brw_compile_vs_params *params)
{
struct nir_shader *nir = params->base.nir;
const struct brw_vs_prog_key *key = params->key;
struct brw_vs_prog_data *prog_data = params->prog_data;
const bool debug_enabled =
brw_should_print_shader(nir, params->base.debug_flag ?
params->base.debug_flag : DEBUG_VS);
prog_data->base.base.stage = MESA_SHADER_VERTEX;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_VERTEX];
brw_nir_apply_key(nir, compiler, &key->base, 8);
const unsigned *assembly = NULL;
prog_data->inputs_read = nir->info.inputs_read;
prog_data->double_inputs_read = nir->info.vs.double_inputs;
brw_nir_lower_vs_inputs(nir, params->edgeflag_is_last, key->gl_attrib_wa_flags);
brw_nir_lower_vue_outputs(nir);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
prog_data->base.clip_distance_mask =
((1 << nir->info.clip_distance_array_size) - 1);
prog_data->base.cull_distance_mask =
((1 << nir->info.cull_distance_array_size) - 1) <<
nir->info.clip_distance_array_size;
unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) {
nr_attribute_slots++;
}
/* gl_DrawID and IsIndexedDraw share its very own vec4 */
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) {
nr_attribute_slots++;
}
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW))
prog_data->uses_is_indexed_draw = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX))
prog_data->uses_firstvertex = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE))
prog_data->uses_baseinstance = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE))
prog_data->uses_vertexid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID))
prog_data->uses_instanceid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
prog_data->uses_drawid = true;
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in
* vec4 mode, the hardware appears to wedge unless we read something.
*/
if (is_scalar)
prog_data->base.urb_read_length =
DIV_ROUND_UP(nr_attribute_slots, 2);
else
prog_data->base.urb_read_length =
DIV_ROUND_UP(MAX2(nr_attribute_slots, 1), 2);
prog_data->nr_attribute_slots = nr_attribute_slots;
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
* the larger of the two.
*/
const unsigned vue_entries =
MAX2(nr_attribute_slots, (unsigned)prog_data->base.vue_map.num_slots);
if (compiler->devinfo->ver == 6) {
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8);
} else {
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
}
if (unlikely(debug_enabled)) {
fprintf(stderr, "VS Output ");
brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_VERTEX);
}
if (is_scalar) {
const unsigned dispatch_width = compiler->devinfo->ver >= 20 ? 16 : 8;
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
fs_visitor v(compiler, &params->base, &key->base,
&prog_data->base.base, nir, dispatch_width,
params->base.stats != NULL, debug_enabled);
if (!v.run_vs()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg =
v.payload().num_regs / reg_unit(compiler->devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, v.runtime_check_aads_emit,
MESA_SHADER_VERTEX);
if (unlikely(debug_enabled)) {
const char *debug_name =
ralloc_asprintf(params->base.mem_ctx, "%s vertex shader %s",
nir->info.label ? nir->info.label :
"unnamed",
nir->info.name);
g.enable_debug(debug_name);
}
g.generate_code(v.cfg, dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
assembly = g.get_assembly();
}
if (!assembly) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_OBJECT;
vec4_vs_visitor v(compiler, &params->base, key, prog_data,
nir, debug_enabled);
if (!v.run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assembly = brw_vec4_generate_assembly(compiler, &params->base,
nir, &prog_data->base,
v.cfg,
v.performance_analysis.require(),
debug_enabled);
}
return assembly;
}
} /* extern "C" */

View File

@@ -28,14 +28,8 @@
*/
#include "brw_vec4_gs_visitor.h"
#include "gfx6_gs_visitor.h"
#include "brw_eu.h"
#include "brw_cfg.h"
#include "brw_fs.h"
#include "brw_nir.h"
#include "brw_prim.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
namespace brw {
@@ -562,390 +556,5 @@ vec4_gs_visitor::gs_end_primitive()
emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
static const GLuint gl_prim_to_hw_prim[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY+1] = {
[MESA_PRIM_POINTS] =_3DPRIM_POINTLIST,
[MESA_PRIM_LINES] = _3DPRIM_LINELIST,
[MESA_PRIM_LINE_LOOP] = _3DPRIM_LINELOOP,
[MESA_PRIM_LINE_STRIP] = _3DPRIM_LINESTRIP,
[MESA_PRIM_TRIANGLES] = _3DPRIM_TRILIST,
[MESA_PRIM_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
[MESA_PRIM_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
[MESA_PRIM_QUADS] = _3DPRIM_QUADLIST,
[MESA_PRIM_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
[MESA_PRIM_POLYGON] = _3DPRIM_POLYGON,
[MESA_PRIM_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
[MESA_PRIM_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
[MESA_PRIM_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
};
} /* namespace brw */
extern "C" const unsigned *
brw_compile_gs(const struct brw_compiler *compiler,
struct brw_compile_gs_params *params)
{
nir_shader *nir = params->base.nir;
const struct brw_gs_prog_key *key = params->key;
struct brw_gs_prog_data *prog_data = params->prog_data;
struct brw_gs_compile c;
memset(&c, 0, sizeof(c));
c.key = *key;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_GEOMETRY];
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_GS);
prog_data->base.base.stage = MESA_SHADER_GEOMETRY;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
/* 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 Gfx4-5 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.
*/
GLbitfield64 inputs_read = nir->info.inputs_read;
brw_compute_vue_map(compiler->devinfo,
&c.input_vue_map, inputs_read,
nir->info.separate_shader, 1);
brw_nir_apply_key(nir, compiler, &key->base, 8);
brw_nir_lower_vue_inputs(nir, &c.input_vue_map);
brw_nir_lower_vue_outputs(nir);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
prog_data->base.clip_distance_mask =
((1 << nir->info.clip_distance_array_size) - 1);
prog_data->base.cull_distance_mask =
((1 << nir->info.cull_distance_array_size) - 1) <<
nir->info.clip_distance_array_size;
prog_data->include_primitive_id =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_PRIMITIVE_ID);
prog_data->invocations = nir->info.gs.invocations;
if (compiler->devinfo->ver >= 8)
nir_gs_count_vertices_and_primitives(
nir, &prog_data->static_vertex_count, nullptr, nullptr, 1u);
if (compiler->devinfo->ver >= 7) {
if (nir->info.gs.output_primitive == MESA_PRIM_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 = GFX7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
/* We only have to emit control bits if we are using non-zero streams */
if (nir->info.gs.active_stream_mask != (1 << 0))
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 = GFX7_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 gfx6. */
c.control_data_bits_per_vertex = 0;
}
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;
/* 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->ver == 6 ||
output_vertex_size_bytes <= GFX7_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 gfx7+ where we have a single URB entry that will hold
* all the output. In gfx6, 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, gfx6 does not have a control data header.
*/
unsigned output_size_bytes;
if (compiler->devinfo->ver >= 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 (compiler->devinfo->ver >= 8)
output_size_bytes += 32;
/* Shaders can technically set max_vertices = 0, at which point we
* may have a URB size of 0 bytes. Nothing good can come from that,
* so enforce a minimum size.
*/
if (output_size_bytes == 0)
output_size_bytes = 1;
unsigned max_output_size_bytes = GFX7_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (compiler->devinfo->ver == 6)
max_output_size_bytes = GFX6_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (output_size_bytes > max_output_size_bytes)
return NULL;
/* URB entry sizes are stored as a multiple of 64 bytes in gfx7+ and
* a multiple of 128 bytes in gfx6.
*/
if (compiler->devinfo->ver >= 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;
}
assert(nir->info.gs.output_primitive < ARRAY_SIZE(brw::gl_prim_to_hw_prim));
prog_data->output_topology =
brw::gl_prim_to_hw_prim[nir->info.gs.output_primitive];
prog_data->vertices_in = nir->info.gs.vertices_in;
/* 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 (unlikely(debug_enabled)) {
fprintf(stderr, "GS Input ");
brw_print_vue_map(stderr, &c.input_vue_map, MESA_SHADER_GEOMETRY);
fprintf(stderr, "GS Output ");
brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_GEOMETRY);
}
if (is_scalar) {
fs_visitor v(compiler, &params->base, &c, prog_data, nir,
params->base.stats != NULL, debug_enabled);
if (v.run_gs()) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg =
v.payload().num_regs / reg_unit(compiler->devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, false, MESA_SHADER_GEOMETRY);
if (unlikely(debug_enabled)) {
const char *label =
nir->info.label ? nir->info.label : "unnamed";
char *name = ralloc_asprintf(params->base.mem_ctx,
"%s geometry shader %s",
label, nir->info.name);
g.enable_debug(name);
}
g.generate_code(v.cfg, v.dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}
params->base.error_str = ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
if (compiler->devinfo->ver >= 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
* dual object mode.
*/
if (prog_data->invocations <= 1 &&
!INTEL_DEBUG(DEBUG_NO_DUAL_OBJECT_GS)) {
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_OBJECT;
brw::vec4_gs_visitor v(compiler, &params->base, &c, prog_data, nir,
true /* no_spills */,
debug_enabled);
/* Backup 'nr_params' and 'param' as they can be modified by the
* the DUAL_OBJECT visitor. If it fails, we will run the fallback
* (DUAL_INSTANCED or SINGLE mode) and we need to restore original
* values.
*/
const unsigned param_count = prog_data->base.base.nr_params;
uint32_t *param = ralloc_array(NULL, uint32_t, param_count);
memcpy(param, prog_data->base.base.param,
sizeof(uint32_t) * param_count);
if (v.run()) {
/* Success! Backup is not needed */
ralloc_free(param);
return brw_vec4_generate_assembly(compiler, &params->base,
nir, &prog_data->base,
v.cfg,
v.performance_analysis.require(),
debug_enabled);
} else {
/* These variables could be modified by the execution of the GS
* visitor if it packed the uniforms in the push constant buffer.
* As it failed, we need restore them so we can start again with
* DUAL_INSTANCED or SINGLE mode.
*
* FIXME: Could more variables be modified by this execution?
*/
memcpy(prog_data->base.base.param, param,
sizeof(uint32_t) * param_count);
prog_data->base.base.nr_params = param_count;
ralloc_free(param);
}
}
}
/* Either we failed to compile in DUAL_OBJECT mode (probably because it
* would have required spilling) or DUAL_OBJECT mode is disabled. So fall
* back to DUAL_INSTANCED or SINGLE mode, which consumes fewer registers.
*
* FIXME: Single dispatch mode requires that the driver can handle
* interleaving of input registers, but this is already supported (dual
* instance mode has the same requirement). However, to take full advantage
* of single dispatch mode to reduce register pressure we would also need to
* do interleaved outputs, but currently, the vec4 visitor and generator
* classes do not support this, so at the moment register pressure in
* single and dual instance modes is the same.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 "3DSTATE_GS"
* "If InstanceCount>1, DUAL_OBJECT mode is invalid. Software will likely
* want to use DUAL_INSTANCE mode for higher performance, but SINGLE mode
* is also supported. When InstanceCount=1 (one instance per object) software
* can decide which dispatch mode to use. DUAL_OBJECT mode would likely be
* the best choice for performance, followed by SINGLE mode."
*
* So SINGLE mode is more performant when invocations == 1 and DUAL_INSTANCE
* mode is more performant when invocations > 1. Gfx6 only supports
* SINGLE mode.
*/
if (prog_data->invocations <= 1 || compiler->devinfo->ver < 7)
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X1_SINGLE;
else
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_4X2_DUAL_INSTANCE;
brw::vec4_gs_visitor *gs = NULL;
const unsigned *ret = NULL;
if (compiler->devinfo->ver >= 7)
gs = new brw::vec4_gs_visitor(compiler, &params->base, &c, prog_data,
nir, false /* no_spills */,
debug_enabled);
else
gs = new brw::gfx6_gs_visitor(compiler, &params->base, &c, prog_data,
nir, false /* no_spills */,
debug_enabled);
if (!gs->run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, gs->fail_msg);
} else {
ret = brw_vec4_generate_assembly(compiler, &params->base, nir,
&prog_data->base, gs->cfg,
gs->performance_analysis.require(),
debug_enabled);
}
delete gs;
return ret;
}

View File

@@ -28,11 +28,7 @@
*/
#include "intel_nir.h"
#include "brw_nir.h"
#include "brw_vec4_tcs.h"
#include "brw_fs.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
namespace brw {
@@ -320,181 +316,5 @@ vec4_tcs_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr)
}
}
/**
* Return the number of patches to accumulate before a MULTI_PATCH mode thread is
* launched. In cases with a large number of input control points and a large
* amount of VS outputs, the VS URB space needed to store an entire 8 patches
* worth of data can be prohibitive, so it can be beneficial to launch threads
* early.
*
* See the 3DSTATE_HS::Patch Count Threshold documentation for the recommended
* values. Note that 0 means to "disable" early dispatch, meaning to wait for
* a full 8 patches as normal.
*/
static int
get_patch_count_threshold(int input_control_points)
{
if (input_control_points <= 4)
return 0;
else if (input_control_points <= 6)
return 5;
else if (input_control_points <= 8)
return 4;
else if (input_control_points <= 10)
return 3;
else if (input_control_points <= 14)
return 2;
/* Return patch count 1 for PATCHLIST_15 - PATCHLIST_32 */
return 1;
}
} /* namespace brw */
extern "C" const unsigned *
brw_compile_tcs(const struct brw_compiler *compiler,
struct brw_compile_tcs_params *params)
{
const struct intel_device_info *devinfo = compiler->devinfo;
nir_shader *nir = params->base.nir;
const struct brw_tcs_prog_key *key = params->key;
struct brw_tcs_prog_data *prog_data = params->prog_data;
struct brw_vue_prog_data *vue_prog_data = &prog_data->base;
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_TESS_CTRL];
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_TCS);
const unsigned *assembly;
vue_prog_data->base.stage = MESA_SHADER_TESS_CTRL;
prog_data->base.base.ray_queries = nir->info.ray_queries;
prog_data->base.base.total_scratch = 0;
nir->info.outputs_written = key->outputs_written;
nir->info.patch_outputs_written = key->patch_outputs_written;
struct intel_vue_map input_vue_map;
brw_compute_vue_map(devinfo, &input_vue_map, nir->info.inputs_read,
nir->info.separate_shader, 1);
brw_compute_tess_vue_map(&vue_prog_data->vue_map,
nir->info.outputs_written,
nir->info.patch_outputs_written);
brw_nir_apply_key(nir, compiler, &key->base, 8);
brw_nir_lower_vue_inputs(nir, &input_vue_map);
brw_nir_lower_tcs_outputs(nir, &vue_prog_data->vue_map,
key->_tes_primitive_mode);
if (key->quads_workaround)
intel_nir_apply_tcs_quads_workaround(nir);
if (key->input_vertices > 0)
intel_nir_lower_patch_vertices_in(nir, key->input_vertices);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
bool has_primitive_id =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_PRIMITIVE_ID);
prog_data->patch_count_threshold = brw::get_patch_count_threshold(key->input_vertices);
if (compiler->use_tcs_multi_patch) {
vue_prog_data->dispatch_mode = INTEL_DISPATCH_MODE_TCS_MULTI_PATCH;
prog_data->instances = nir->info.tess.tcs_vertices_out;
prog_data->include_primitive_id = has_primitive_id;
} else {
unsigned verts_per_thread = is_scalar ? 8 : 2;
vue_prog_data->dispatch_mode = INTEL_DISPATCH_MODE_TCS_SINGLE_PATCH;
prog_data->instances =
DIV_ROUND_UP(nir->info.tess.tcs_vertices_out, verts_per_thread);
}
/* Compute URB entry size. The maximum allowed URB entry size is 32k.
* That divides up as follows:
*
* 32 bytes for the patch header (tessellation factors)
* 480 bytes for per-patch varyings (a varying component is 4 bytes and
* gl_MaxTessPatchComponents = 120)
* 16384 bytes for per-vertex varyings (a varying component is 4 bytes,
* gl_MaxPatchVertices = 32 and
* gl_MaxTessControlOutputComponents = 128)
*
* 15808 bytes left for varying packing overhead
*/
const int num_per_patch_slots = vue_prog_data->vue_map.num_per_patch_slots;
const int num_per_vertex_slots = vue_prog_data->vue_map.num_per_vertex_slots;
unsigned output_size_bytes = 0;
/* Note that the patch header is counted in num_per_patch_slots. */
output_size_bytes += num_per_patch_slots * 16;
output_size_bytes += nir->info.tess.tcs_vertices_out *
num_per_vertex_slots * 16;
assert(output_size_bytes >= 1);
if (output_size_bytes > GFX7_MAX_HS_URB_ENTRY_SIZE_BYTES)
return NULL;
/* URB entry sizes are stored as a multiple of 64 bytes. */
vue_prog_data->urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
/* HS does not use the usual payload pushing from URB to GRFs,
* because we don't have enough registers for a full-size payload, and
* the hardware is broken on Haswell anyway.
*/
vue_prog_data->urb_read_length = 0;
if (unlikely(debug_enabled)) {
fprintf(stderr, "TCS Input ");
brw_print_vue_map(stderr, &input_vue_map, MESA_SHADER_TESS_CTRL);
fprintf(stderr, "TCS Output ");
brw_print_vue_map(stderr, &vue_prog_data->vue_map, MESA_SHADER_TESS_CTRL);
}
if (is_scalar) {
const unsigned dispatch_width = devinfo->ver >= 20 ? 16 : 8;
fs_visitor v(compiler, &params->base, &key->base,
&prog_data->base.base, nir, dispatch_width,
params->base.stats != NULL, debug_enabled);
if (!v.run_tcs()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assert(v.payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg = v.payload().num_regs / reg_unit(devinfo);
fs_generator g(compiler, &params->base,
&prog_data->base.base, false, MESA_SHADER_TESS_CTRL);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s tessellation control shader %s",
nir->info.label ? nir->info.label
: "unnamed",
nir->info.name));
}
g.generate_code(v.cfg, dispatch_width, v.shader_stats,
v.performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
assembly = g.get_assembly();
} else {
brw::vec4_tcs_visitor v(compiler, &params->base, key, prog_data,
nir, debug_enabled);
if (!v.run()) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
if (INTEL_DEBUG(DEBUG_TCS))
v.dump_instructions();
assembly = brw_vec4_generate_assembly(compiler, &params->base, nir,
&prog_data->base, v.cfg,
v.performance_analysis.require(),
debug_enabled);
}
return assembly;
}

View File

@@ -47,7 +47,10 @@ libintel_compiler_brw_files = files(
'brw_clip_util.c',
'brw_compile_clip.c',
'brw_compile_ff_gs.c',
'brw_compile_gs.cpp',
'brw_compile_sf.c',
'brw_compile_tcs.cpp',
'brw_compile_vs.cpp',
'brw_compiler.c',
'brw_compiler.h',
'brw_dead_control_flow.cpp',