anv/compiler: Get rid of GS support.

The geometry shader support is currently completely untested.  As I go
through and re-factor the compiler, I'd rather not refactor dead code that
I don't have a way to know if I broke.  Let's just remove it for now.  We
can put it back in easily enough later and then we'll do it properly.
This commit is contained in:
Jason Ekstrand
2015-10-19 17:05:40 -07:00
parent 5f5224f256
commit b3a344db30
+3 -276
View File
@@ -371,265 +371,6 @@ really_do_wm_prog(struct brw_context *brw,
return true;
}
bool
anv_codegen_gs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_geometry_program *gp,
struct brw_gs_prog_key *key,
struct anv_pipeline *pipeline)
{
struct brw_gs_compile c;
memset(&c, 0, sizeof(c));
c.key = *key;
c.gp = gp;
c.prog_data.include_primitive_id =
(gp->program.Base.InputsRead & VARYING_BIT_PRIMITIVE_ID) != 0;
c.prog_data.invocations = gp->program.Invocations;
set_binding_table_layout(&c.prog_data.base.base,
pipeline, VK_SHADER_STAGE_GEOMETRY);
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* by the state cache.
*
* Note: param_count needs to be num_uniform_components * 4, since we add
* padding around uniform values below vec4 size, so the worst case is that
* every uniform is a float which gets padded to the size of a vec4.
*/
struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
int param_count = gp->program.Base.nir->num_uniforms * 4;
c.prog_data.base.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
c.prog_data.base.base.pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
c.prog_data.base.base.image_param =
rzalloc_array(NULL, struct brw_image_param, gs->NumImages);
c.prog_data.base.base.nr_params = param_count;
c.prog_data.base.base.nr_image_params = gs->NumImages;
brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
&c.prog_data.base.base, false);
if (brw->gen >= 8) {
c.prog_data.static_vertex_count = !gp->program.Base.nir ? -1 :
nir_gs_count_vertices(gp->program.Base.nir);
}
if (brw->gen >= 7) {
if (gp->program.OutputType == GL_POINTS) {
/* When the output type is points, the geometry shader may output data
* to multiple streams, and EndPrimitive() has no effect. So we
* configure the hardware to interpret the control data as stream ID.
*/
c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
/* We only have to emit control bits if we are using streams */
if (prog->Geom.UsesStreams)
c.control_data_bits_per_vertex = 2;
else
c.control_data_bits_per_vertex = 0;
} else {
/* When the output type is triangle_strip or line_strip, EndPrimitive()
* may be used to terminate the current strip and start a new one
* (similar to primitive restart), and outputting data to multiple
* streams is not supported. So we configure the hardware to interpret
* the control data as EndPrimitive information (a.k.a. "cut bits").
*/
c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT;
/* We only need to output control data if the shader actually calls
* EndPrimitive().
*/
c.control_data_bits_per_vertex = gp->program.UsesEndPrimitive ? 1 : 0;
}
} else {
/* There are no control data bits in gen6. */
c.control_data_bits_per_vertex = 0;
/* If it is using transform feedback, enable it */
if (prog->TransformFeedback.NumVarying)
c.prog_data.gen6_xfb_enabled = true;
else
c.prog_data.gen6_xfb_enabled = false;
}
c.control_data_header_size_bits =
gp->program.VerticesOut * c.control_data_bits_per_vertex;
/* 1 HWORD = 32 bytes = 256 bits */
c.prog_data.control_data_header_size_hwords =
ALIGN(c.control_data_header_size_bits, 256) / 256;
GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
brw_compute_vue_map(brw->intelScreen->devinfo,
&c.prog_data.base.vue_map, outputs_written,
prog ? prog->SeparateShader : false);
/* Compute the output vertex size.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex
* Size (p168):
*
* [0,62] indicating [1,63] 16B units
*
* Specifies the size of each vertex stored in the GS output entry
* (following any Control Header data) as a number of 128-bit units
* (minus one).
*
* Programming Restrictions: The vertex size must be programmed as a
* multiple of 32B units with the following exception: Rendering is
* disabled (as per SOL stage state) and the vertex size output by the
* GS thread is 16B.
*
* If rendering is enabled (as per SOL state) the vertex size must be
* programmed as a multiple of 32B units. In other words, the only time
* software can program a vertex size with an odd number of 16B units
* is when rendering is disabled.
*
* Note: B=bytes in the above text.
*
* It doesn't seem worth the extra trouble to optimize the case where the
* vertex size is 16B (especially since this would require special-casing
* the GEN assembly that writes to the URB). So we just set the vertex
* size to a multiple of 32B (2 vec4's) in all cases.
*
* The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We
* budget that as follows:
*
* 512 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryOutputComponents = 128)
* 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes)
* 16 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 16 bytes overhead since the VUE size must be a multiple of 32 bytes
* (see below)--this causes up to 1 VUE slot to be wasted
* 400 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes)
* per interpolation type, so this is plenty.
*
*/
unsigned output_vertex_size_bytes = c.prog_data.base.vue_map.num_slots * 16;
assert(brw->gen == 6 ||
output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
c.prog_data.output_vertex_size_hwords =
ALIGN(output_vertex_size_bytes, 32) / 32;
/* Compute URB entry size. The maximum allowed URB entry size is 32k.
* That divides up as follows:
*
* 64 bytes for the control data header (cut indices or StreamID bits)
* 4096 bytes for varyings (a varying component is 4 bytes and
* gl_MaxGeometryTotalOutputComponents = 1024)
* 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
* bytes/vertex and gl_MaxGeometryOutputVertices is 256)
* 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE
* even if it's not used)
* 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
* whenever clip planes are enabled, even if the shader doesn't
* write to gl_ClipDistance)
* 4096 bytes overhead since the VUE size must be a multiple of 32
* bytes (see above)--this causes up to 1 VUE slot to be wasted
* 8128 bytes available for varying packing overhead
*
* Worst-case varying packing overhead is 3/4 of a varying slot per
* interpolation type, which works out to 3072 bytes, so this would allow
* us to accommodate 2 interpolation types without any danger of running
* out of URB space.
*
* In practice, the risk of running out of URB space is very small, since
* the above figures are all worst-case, and most of them scale with the
* number of output vertices. So we'll just calculate the amount of space
* we need, and if it's too large, fail to compile.
*
* The above is for gen7+ where we have a single URB entry that will hold
* all the output. In gen6, we will have to allocate URB entries for every
* vertex we emit, so our URB entries only need to be large enough to hold
* a single vertex. Also, gen6 does not have a control data header.
*/
unsigned output_size_bytes;
if (brw->gen >= 7) {
output_size_bytes =
c.prog_data.output_vertex_size_hwords * 32 * gp->program.VerticesOut;
output_size_bytes += 32 * c.prog_data.control_data_header_size_hwords;
} else {
output_size_bytes = c.prog_data.output_vertex_size_hwords * 32;
}
/* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
* which comes before the control header.
*/
if (brw->gen >= 8)
output_size_bytes += 32;
assert(output_size_bytes >= 1);
int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (brw->gen == 6)
max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES;
if (output_size_bytes > max_output_size_bytes)
return false;
/* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and
* a multiple of 128 bytes in gen6.
*/
if (brw->gen >= 7)
c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
else
c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128;
/* FIXME: Need to pull this from nir shader. */
c.prog_data.output_topology = _3DPRIM_TRISTRIP;
/* 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 =
gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(brw->intelScreen->devinfo,
&c.input_vue_map, inputs_read,
prog->SeparateShader);
/* 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).
*/
c.prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
void *mem_ctx = ralloc_context(NULL);
unsigned program_size;
const unsigned *program =
brw_compile_gs(brw->intelScreen->compiler, brw, &c, gp->program.Base.nir,
prog, mem_ctx, -1, &program_size, NULL);
if (program == NULL) {
ralloc_free(mem_ctx);
return false;
}
pipeline->gs_vec4 = upload_kernel(pipeline, program, program_size);
pipeline->gs_vertex_count = gp->program.VerticesIn;
ralloc_free(mem_ctx);
return true;
}
static bool
brw_codegen_cs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
@@ -1103,23 +844,9 @@ anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline)
pipeline->vs_vec4 = NO_KERNEL;
}
if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) {
struct brw_gs_prog_key gs_key;
struct gl_geometry_program *gp = (struct gl_geometry_program *)
program->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
struct brw_geometry_program *bgp = brw_geometry_program(gp);
success = anv_codegen_gs_prog(brw, program, bgp, &gs_key, pipeline);
fail_if(!success, "do_gs_prog failed\n");
add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
&pipeline->gs_prog_data.base.base);
if (gp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
pipeline->writes_point_size = true;
} else {
pipeline->gs_vec4 = NO_KERNEL;
}
/* Geometry shaders not yet supported */
anv_assert(pipeline->shaders[VK_SHADER_STAGE_GEOMETRY] == NULL);
pipeline->gs_vec4 = NO_KERNEL;
if (pipeline->shaders[VK_SHADER_STAGE_FRAGMENT]) {
struct brw_wm_prog_key wm_key;