blob: 5e06f10a0f40942297e4d9db558c7934b3ed193f [file] [log] [blame]
/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/** @file brw_fs_visitor.cpp
*
* This file supports generating the FS LIR from the GLSL IR. The LIR
* makes it easier to do backend-specific optimizations than doing so
* in the GLSL IR or in the native code.
*/
#include "brw_fs.h"
#include "compiler/glsl_types.h"
using namespace brw;
/* Sample from the MCS surface attached to this multisample texture. */
fs_reg
fs_visitor::emit_mcs_fetch(const fs_reg &coordinate, unsigned components,
const fs_reg &texture,
const fs_reg &texture_handle)
{
const fs_reg dest = vgrf(glsl_type::uvec4_type);
fs_reg srcs[TEX_LOGICAL_NUM_SRCS];
srcs[TEX_LOGICAL_SRC_COORDINATE] = coordinate;
srcs[TEX_LOGICAL_SRC_SURFACE] = texture;
srcs[TEX_LOGICAL_SRC_SAMPLER] = brw_imm_ud(0);
srcs[TEX_LOGICAL_SRC_SURFACE_HANDLE] = texture_handle;
srcs[TEX_LOGICAL_SRC_COORD_COMPONENTS] = brw_imm_d(components);
srcs[TEX_LOGICAL_SRC_GRAD_COMPONENTS] = brw_imm_d(0);
fs_inst *inst = bld.emit(SHADER_OPCODE_TXF_MCS_LOGICAL, dest, srcs,
ARRAY_SIZE(srcs));
/* We only care about one or two regs of response, but the sampler always
* writes 4/8.
*/
inst->size_written = 4 * dest.component_size(inst->exec_size);
return dest;
}
/**
* Apply workarounds for Gen6 gather with UINT/SINT
*/
void
fs_visitor::emit_gen6_gather_wa(uint8_t wa, fs_reg dst)
{
if (!wa)
return;
int width = (wa & WA_8BIT) ? 8 : 16;
for (int i = 0; i < 4; i++) {
fs_reg dst_f = retype(dst, BRW_REGISTER_TYPE_F);
/* Convert from UNORM to UINT */
bld.MUL(dst_f, dst_f, brw_imm_f((1 << width) - 1));
bld.MOV(dst, dst_f);
if (wa & WA_SIGN) {
/* Reinterpret the UINT value as a signed INT value by
* shifting the sign bit into place, then shifting back
* preserving sign.
*/
bld.SHL(dst, dst, brw_imm_d(32 - width));
bld.ASR(dst, dst, brw_imm_d(32 - width));
}
dst = offset(dst, bld, 1);
}
}
/** Emits a dummy fragment shader consisting of magenta for bringup purposes. */
void
fs_visitor::emit_dummy_fs()
{
int reg_width = dispatch_width / 8;
/* Everyone's favorite color. */
const float color[4] = { 1.0, 0.0, 1.0, 0.0 };
for (int i = 0; i < 4; i++) {
bld.MOV(fs_reg(MRF, 2 + i * reg_width, BRW_REGISTER_TYPE_F),
brw_imm_f(color[i]));
}
fs_inst *write;
write = bld.emit(FS_OPCODE_FB_WRITE);
write->eot = true;
write->last_rt = true;
if (devinfo->gen >= 6) {
write->base_mrf = 2;
write->mlen = 4 * reg_width;
} else {
write->header_size = 2;
write->base_mrf = 0;
write->mlen = 2 + 4 * reg_width;
}
/* Tell the SF we don't have any inputs. Gen4-5 require at least one
* varying to avoid GPU hangs, so set that.
*/
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(this->prog_data);
wm_prog_data->num_varying_inputs = devinfo->gen < 6 ? 1 : 0;
memset(wm_prog_data->urb_setup, -1,
sizeof(wm_prog_data->urb_setup[0]) * VARYING_SLOT_MAX);
brw_compute_urb_setup_index(wm_prog_data);
/* We don't have any uniforms. */
stage_prog_data->nr_params = 0;
stage_prog_data->nr_pull_params = 0;
stage_prog_data->curb_read_length = 0;
stage_prog_data->dispatch_grf_start_reg = 2;
wm_prog_data->dispatch_grf_start_reg_16 = 2;
wm_prog_data->dispatch_grf_start_reg_32 = 2;
grf_used = 1; /* Gen4-5 don't allow zero GRF blocks */
calculate_cfg();
}
/* The register location here is relative to the start of the URB
* data. It will get adjusted to be a real location before
* generate_code() time.
*/
fs_reg
fs_visitor::interp_reg(int location, int channel)
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
int regnr = prog_data->urb_setup[location] * 4 + channel;
assert(prog_data->urb_setup[location] != -1);
return fs_reg(ATTR, regnr, BRW_REGISTER_TYPE_F);
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen4()
{
struct brw_reg g1_uw = retype(brw_vec1_grf(1, 0), BRW_REGISTER_TYPE_UW);
fs_builder abld = bld.annotate("compute pixel centers");
this->pixel_x = vgrf(glsl_type::uint_type);
this->pixel_y = vgrf(glsl_type::uint_type);
this->pixel_x.type = BRW_REGISTER_TYPE_UW;
this->pixel_y.type = BRW_REGISTER_TYPE_UW;
abld.ADD(this->pixel_x,
fs_reg(stride(suboffset(g1_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
abld.ADD(this->pixel_y,
fs_reg(stride(suboffset(g1_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
abld = bld.annotate("compute pixel deltas from v0");
this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL] =
vgrf(glsl_type::vec2_type);
const fs_reg &delta_xy = this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL];
const fs_reg xstart(negate(brw_vec1_grf(1, 0)));
const fs_reg ystart(negate(brw_vec1_grf(1, 1)));
if (devinfo->has_pln) {
for (unsigned i = 0; i < dispatch_width / 8; i++) {
abld.quarter(i).ADD(quarter(offset(delta_xy, abld, 0), i),
quarter(this->pixel_x, i), xstart);
abld.quarter(i).ADD(quarter(offset(delta_xy, abld, 1), i),
quarter(this->pixel_y, i), ystart);
}
} else {
abld.ADD(offset(delta_xy, abld, 0), this->pixel_x, xstart);
abld.ADD(offset(delta_xy, abld, 1), this->pixel_y, ystart);
}
abld = bld.annotate("compute pos.w and 1/pos.w");
/* Compute wpos.w. It's always in our setup, since it's needed to
* interpolate the other attributes.
*/
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(FS_OPCODE_LINTERP, wpos_w, delta_xy,
component(interp_reg(VARYING_SLOT_POS, 3), 0));
/* Compute the pixel 1/W value from wpos.w. */
this->pixel_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->pixel_w, wpos_w);
}
static unsigned
brw_rnd_mode_from_nir(unsigned mode, unsigned *mask)
{
unsigned brw_mode = 0;
*mask = 0;
if ((FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 |
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 |
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64) &
mode) {
brw_mode |= BRW_RND_MODE_RTZ << BRW_CR0_RND_MODE_SHIFT;
*mask |= BRW_CR0_RND_MODE_MASK;
}
if ((FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 |
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 |
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64) &
mode) {
brw_mode |= BRW_RND_MODE_RTNE << BRW_CR0_RND_MODE_SHIFT;
*mask |= BRW_CR0_RND_MODE_MASK;
}
if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP16) {
brw_mode |= BRW_CR0_FP16_DENORM_PRESERVE;
*mask |= BRW_CR0_FP16_DENORM_PRESERVE;
}
if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP32) {
brw_mode |= BRW_CR0_FP32_DENORM_PRESERVE;
*mask |= BRW_CR0_FP32_DENORM_PRESERVE;
}
if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP64) {
brw_mode |= BRW_CR0_FP64_DENORM_PRESERVE;
*mask |= BRW_CR0_FP64_DENORM_PRESERVE;
}
if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16)
*mask |= BRW_CR0_FP16_DENORM_PRESERVE;
if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32)
*mask |= BRW_CR0_FP32_DENORM_PRESERVE;
if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64)
*mask |= BRW_CR0_FP64_DENORM_PRESERVE;
if (mode == FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE)
*mask |= BRW_CR0_FP_MODE_MASK;
if (*mask != 0)
assert((*mask & brw_mode) == brw_mode);
return brw_mode;
}
void
fs_visitor::emit_shader_float_controls_execution_mode()
{
unsigned execution_mode = this->nir->info.float_controls_execution_mode;
if (execution_mode == FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE)
return;
fs_builder abld = bld.annotate("shader floats control execution mode");
unsigned mask, mode = brw_rnd_mode_from_nir(execution_mode, &mask);
if (mask == 0)
return;
abld.emit(SHADER_OPCODE_FLOAT_CONTROL_MODE, bld.null_reg_ud(),
brw_imm_d(mode), brw_imm_d(mask));
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen6()
{
fs_builder abld = bld.annotate("compute pixel centers");
this->pixel_x = vgrf(glsl_type::float_type);
this->pixel_y = vgrf(glsl_type::float_type);
for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
const fs_builder hbld = abld.group(MIN2(16, dispatch_width), i);
struct brw_reg gi_uw = retype(brw_vec1_grf(1 + i, 0), BRW_REGISTER_TYPE_UW);
if (devinfo->gen >= 8 || dispatch_width == 8) {
/* The "Register Region Restrictions" page says for BDW (and newer,
* presumably):
*
* "When destination spans two registers, the source may be one or
* two registers. The destination elements must be evenly split
* between the two registers."
*
* Thus we can do a single add(16) in SIMD8 or an add(32) in SIMD16
* to compute our pixel centers.
*/
const fs_builder dbld =
abld.exec_all().group(hbld.dispatch_width() * 2, 0);
fs_reg int_pixel_xy = dbld.vgrf(BRW_REGISTER_TYPE_UW);
dbld.ADD(int_pixel_xy,
fs_reg(stride(suboffset(gi_uw, 4), 1, 4, 0)),
fs_reg(brw_imm_v(0x11001010)));
hbld.emit(FS_OPCODE_PIXEL_X, offset(pixel_x, hbld, i), int_pixel_xy);
hbld.emit(FS_OPCODE_PIXEL_Y, offset(pixel_y, hbld, i), int_pixel_xy);
} else {
/* The "Register Region Restrictions" page says for SNB, IVB, HSW:
*
* "When destination spans two registers, the source MUST span
* two registers."
*
* Since the GRF source of the ADD will only read a single register,
* we must do two separate ADDs in SIMD16.
*/
const fs_reg int_pixel_x = hbld.vgrf(BRW_REGISTER_TYPE_UW);
const fs_reg int_pixel_y = hbld.vgrf(BRW_REGISTER_TYPE_UW);
hbld.ADD(int_pixel_x,
fs_reg(stride(suboffset(gi_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
hbld.ADD(int_pixel_y,
fs_reg(stride(suboffset(gi_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
/* As of gen6, we can no longer mix float and int sources. We have
* to turn the integer pixel centers into floats for their actual
* use.
*/
hbld.MOV(offset(pixel_x, hbld, i), int_pixel_x);
hbld.MOV(offset(pixel_y, hbld, i), int_pixel_y);
}
}
abld = bld.annotate("compute pos.w");
this->pixel_w = fetch_payload_reg(abld, payload.source_w_reg);
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->wpos_w, this->pixel_w);
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(prog_data);
for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
this->delta_xy[i] = fetch_barycentric_reg(
bld, payload.barycentric_coord_reg[i]);
}
uint32_t centroid_modes = wm_prog_data->barycentric_interp_modes &
(1 << BRW_BARYCENTRIC_PERSPECTIVE_CENTROID |
1 << BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID);
if (devinfo->needs_unlit_centroid_workaround && centroid_modes) {
/* Get the pixel/sample mask into f0 so that we know which
* pixels are lit. Then, for each channel that is unlit,
* replace the centroid data with non-centroid data.
*/
for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
bld.exec_all().group(1, 0)
.MOV(retype(brw_flag_reg(0, i), BRW_REGISTER_TYPE_UW),
retype(brw_vec1_grf(1 + i, 7), BRW_REGISTER_TYPE_UW));
}
for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
if (!(centroid_modes & (1 << i)))
continue;
const fs_reg centroid_delta_xy = delta_xy[i];
const fs_reg &pixel_delta_xy = delta_xy[i - 1];
delta_xy[i] = bld.vgrf(BRW_REGISTER_TYPE_F, 2);
for (unsigned c = 0; c < 2; c++) {
for (unsigned q = 0; q < dispatch_width / 8; q++) {
set_predicate(BRW_PREDICATE_NORMAL,
bld.quarter(q).SEL(
quarter(offset(delta_xy[i], bld, c), q),
quarter(offset(centroid_delta_xy, bld, c), q),
quarter(offset(pixel_delta_xy, bld, c), q)));
}
}
}
}
}
static enum brw_conditional_mod
cond_for_alpha_func(GLenum func)
{
switch(func) {
case GL_GREATER:
return BRW_CONDITIONAL_G;
case GL_GEQUAL:
return BRW_CONDITIONAL_GE;
case GL_LESS:
return BRW_CONDITIONAL_L;
case GL_LEQUAL:
return BRW_CONDITIONAL_LE;
case GL_EQUAL:
return BRW_CONDITIONAL_EQ;
case GL_NOTEQUAL:
return BRW_CONDITIONAL_NEQ;
default:
unreachable("Not reached");
}
}
/**
* Alpha test support for when we compile it into the shader instead
* of using the normal fixed-function alpha test.
*/
void
fs_visitor::emit_alpha_test()
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
const fs_builder abld = bld.annotate("Alpha test");
fs_inst *cmp;
if (key->alpha_test_func == GL_ALWAYS)
return;
if (key->alpha_test_func == GL_NEVER) {
/* f0.1 = 0 */
fs_reg some_reg = fs_reg(retype(brw_vec8_grf(0, 0),
BRW_REGISTER_TYPE_UW));
cmp = abld.CMP(bld.null_reg_f(), some_reg, some_reg,
BRW_CONDITIONAL_NEQ);
} else {
/* RT0 alpha */
fs_reg color = offset(outputs[0], bld, 3);
/* f0.1 &= func(color, ref) */
cmp = abld.CMP(bld.null_reg_f(), color, brw_imm_f(key->alpha_test_ref),
cond_for_alpha_func(key->alpha_test_func));
}
cmp->predicate = BRW_PREDICATE_NORMAL;
cmp->flag_subreg = 1;
}
fs_inst *
fs_visitor::emit_single_fb_write(const fs_builder &bld,
fs_reg color0, fs_reg color1,
fs_reg src0_alpha, unsigned components)
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
/* Hand over gl_FragDepth or the payload depth. */
const fs_reg dst_depth = fetch_payload_reg(bld, payload.dest_depth_reg);
fs_reg src_depth, src_stencil;
if (source_depth_to_render_target) {
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
src_depth = frag_depth;
else
src_depth = fetch_payload_reg(bld, payload.source_depth_reg);
}
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL))
src_stencil = frag_stencil;
const fs_reg sources[] = {
color0, color1, src0_alpha, src_depth, dst_depth, src_stencil,
(prog_data->uses_omask ? sample_mask : fs_reg()),
brw_imm_ud(components)
};
assert(ARRAY_SIZE(sources) - 1 == FB_WRITE_LOGICAL_SRC_COMPONENTS);
fs_inst *write = bld.emit(FS_OPCODE_FB_WRITE_LOGICAL, fs_reg(),
sources, ARRAY_SIZE(sources));
if (prog_data->uses_kill) {
write->predicate = BRW_PREDICATE_NORMAL;
write->flag_subreg = sample_mask_flag_subreg(this);
}
return write;
}
void
fs_visitor::emit_fb_writes()
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
fs_inst *inst = NULL;
if (source_depth_to_render_target && devinfo->gen == 6) {
/* For outputting oDepth on gen6, SIMD8 writes have to be used. This
* would require SIMD8 moves of each half to message regs, e.g. by using
* the SIMD lowering pass. Unfortunately this is more difficult than it
* sounds because the SIMD8 single-source message lacks channel selects
* for the second and third subspans.
*/
limit_dispatch_width(8, "Depth writes unsupported in SIMD16+ mode.\n");
}
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) {
/* From the 'Render Target Write message' section of the docs:
* "Output Stencil is not supported with SIMD16 Render Target Write
* Messages."
*/
limit_dispatch_width(8, "gl_FragStencilRefARB unsupported "
"in SIMD16+ mode.\n");
}
/* ANV doesn't know about sample mask output during the wm key creation
* so we compute if we need replicate alpha and emit alpha to coverage
* workaround here.
*/
const bool replicate_alpha = key->alpha_test_replicate_alpha ||
(key->nr_color_regions > 1 && key->alpha_to_coverage &&
(sample_mask.file == BAD_FILE || devinfo->gen == 6));
for (int target = 0; target < key->nr_color_regions; target++) {
/* Skip over outputs that weren't written. */
if (this->outputs[target].file == BAD_FILE)
continue;
const fs_builder abld = bld.annotate(
ralloc_asprintf(this->mem_ctx, "FB write target %d", target));
fs_reg src0_alpha;
if (devinfo->gen >= 6 && replicate_alpha && target != 0)
src0_alpha = offset(outputs[0], bld, 3);
inst = emit_single_fb_write(abld, this->outputs[target],
this->dual_src_output, src0_alpha, 4);
inst->target = target;
}
prog_data->dual_src_blend = (this->dual_src_output.file != BAD_FILE &&
this->outputs[0].file != BAD_FILE);
assert(!prog_data->dual_src_blend || key->nr_color_regions == 1);
if (inst == NULL) {
/* Even if there's no color buffers enabled, we still need to send
* alpha out the pipeline to our null renderbuffer to support
* alpha-testing, alpha-to-coverage, and so on.
*/
/* FINISHME: Factor out this frequently recurring pattern into a
* helper function.
*/
const fs_reg srcs[] = { reg_undef, reg_undef,
reg_undef, offset(this->outputs[0], bld, 3) };
const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 4);
bld.LOAD_PAYLOAD(tmp, srcs, 4, 0);
inst = emit_single_fb_write(bld, tmp, reg_undef, reg_undef, 4);
inst->target = 0;
}
inst->last_rt = true;
inst->eot = true;
if (devinfo->gen >= 11 && devinfo->gen <= 12 &&
prog_data->dual_src_blend) {
/* The dual-source RT write messages fail to release the thread
* dependency on ICL and TGL with SIMD32 dispatch, leading to hangs.
*
* XXX - Emit an extra single-source NULL RT-write marked LastRT in
* order to release the thread dependency without disabling
* SIMD32.
*
* The dual-source RT write messages may lead to hangs with SIMD16
* dispatch on ICL due some unknown reasons, see
* https://gitlab.freedesktop.org/mesa/mesa/-/issues/2183
*/
limit_dispatch_width(8, "Dual source blending unsupported "
"in SIMD16 and SIMD32 modes.\n");
}
}
void
fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
{
int slot, urb_offset, length;
int starting_urb_offset = 0;
const struct brw_vue_prog_data *vue_prog_data =
brw_vue_prog_data(this->prog_data);
const struct brw_vs_prog_key *vs_key =
(const struct brw_vs_prog_key *) this->key;
const GLbitfield64 psiz_mask =
VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
fs_reg urb_handle;
if (stage == MESA_SHADER_TESS_EVAL)
urb_handle = fs_reg(retype(brw_vec8_grf(4, 0), BRW_REGISTER_TYPE_UD));
else
urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
opcode opcode = SHADER_OPCODE_URB_WRITE_SIMD8;
int header_size = 1;
fs_reg per_slot_offsets;
if (stage == MESA_SHADER_GEOMETRY) {
const struct brw_gs_prog_data *gs_prog_data =
brw_gs_prog_data(this->prog_data);
/* We need to increment the Global Offset to skip over the control data
* header and the extra "Vertex Count" field (1 HWord) at the beginning
* of the VUE. We're counting in OWords, so the units are doubled.
*/
starting_urb_offset = 2 * gs_prog_data->control_data_header_size_hwords;
if (gs_prog_data->static_vertex_count == -1)
starting_urb_offset += 2;
/* We also need to use per-slot offsets. The per-slot offset is the
* Vertex Count. SIMD8 mode processes 8 different primitives at a
* time; each may output a different number of vertices.
*/
opcode = SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT;
header_size++;
/* The URB offset is in 128-bit units, so we need to multiply by 2 */
const int output_vertex_size_owords =
gs_prog_data->output_vertex_size_hwords * 2;
if (gs_vertex_count.file == IMM) {
per_slot_offsets = brw_imm_ud(output_vertex_size_owords *
gs_vertex_count.ud);
} else {
per_slot_offsets = vgrf(glsl_type::uint_type);
bld.MUL(per_slot_offsets, gs_vertex_count,
brw_imm_ud(output_vertex_size_owords));
}
}
length = 0;
urb_offset = starting_urb_offset;
flush = false;
/* SSO shaders can have VUE slots allocated which are never actually
* written to, so ignore them when looking for the last (written) slot.
*/
int last_slot = vue_map->num_slots - 1;
while (last_slot > 0 &&
(vue_map->slot_to_varying[last_slot] == BRW_VARYING_SLOT_PAD ||
outputs[vue_map->slot_to_varying[last_slot]].file == BAD_FILE)) {
last_slot--;
}
bool urb_written = false;
for (slot = 0; slot < vue_map->num_slots; slot++) {
int varying = vue_map->slot_to_varying[slot];
switch (varying) {
case VARYING_SLOT_PSIZ: {
/* The point size varying slot is the vue header and is always in the
* vue map. But often none of the special varyings that live there
* are written and in that case we can skip writing to the vue
* header, provided the corresponding state properly clamps the
* values further down the pipeline. */
if ((vue_map->slots_valid & psiz_mask) == 0) {
assert(length == 0);
urb_offset++;
break;
}
fs_reg zero(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.MOV(zero, brw_imm_ud(0u));
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_LAYER)
sources[length++] = this->outputs[VARYING_SLOT_LAYER];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_VIEWPORT)
sources[length++] = this->outputs[VARYING_SLOT_VIEWPORT];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_PSIZ)
sources[length++] = this->outputs[VARYING_SLOT_PSIZ];
else
sources[length++] = zero;
break;
}
case BRW_VARYING_SLOT_NDC:
case VARYING_SLOT_EDGE:
unreachable("unexpected scalar vs output");
break;
default:
/* gl_Position is always in the vue map, but isn't always written by
* the shader. Other varyings (clip distances) get added to the vue
* map but don't always get written. In those cases, the
* corresponding this->output[] slot will be invalid we and can skip
* the urb write for the varying. If we've already queued up a vue
* slot for writing we flush a mlen 5 urb write, otherwise we just
* advance the urb_offset.
*/
if (varying == BRW_VARYING_SLOT_PAD ||
this->outputs[varying].file == BAD_FILE) {
if (length > 0)
flush = true;
else
urb_offset++;
break;
}
if (stage == MESA_SHADER_VERTEX && vs_key->clamp_vertex_color &&
(varying == VARYING_SLOT_COL0 ||
varying == VARYING_SLOT_COL1 ||
varying == VARYING_SLOT_BFC0 ||
varying == VARYING_SLOT_BFC1)) {
/* We need to clamp these guys, so do a saturating MOV into a
* temp register and use that for the payload.
*/
for (int i = 0; i < 4; i++) {
fs_reg reg = fs_reg(VGRF, alloc.allocate(1), outputs[varying].type);
fs_reg src = offset(this->outputs[varying], bld, i);
set_saturate(true, bld.MOV(reg, src));
sources[length++] = reg;
}
} else {
int slot_offset = 0;
/* When using Primitive Replication, there may be multiple slots
* assigned to POS.
*/
if (varying == VARYING_SLOT_POS)
slot_offset = slot - vue_map->varying_to_slot[VARYING_SLOT_POS];
for (unsigned i = 0; i < 4; i++) {
sources[length++] = offset(this->outputs[varying], bld,
i + (slot_offset * 4));
}
}
break;
}
const fs_builder abld = bld.annotate("URB write");
/* If we've queued up 8 registers of payload (2 VUE slots), if this is
* the last slot or if we need to flush (see BAD_FILE varying case
* above), emit a URB write send now to flush out the data.
*/
if (length == 8 || (length > 0 && slot == last_slot))
flush = true;
if (flush) {
fs_reg *payload_sources =
ralloc_array(mem_ctx, fs_reg, length + header_size);
fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
BRW_REGISTER_TYPE_F);
payload_sources[0] = urb_handle;
if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
payload_sources[1] = per_slot_offsets;
memcpy(&payload_sources[header_size], sources,
length * sizeof sources[0]);
abld.LOAD_PAYLOAD(payload, payload_sources, length + header_size,
header_size);
fs_inst *inst = abld.emit(opcode, reg_undef, payload);
/* For ICL WA 1805992985 one needs additional write in the end. */
if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL)
inst->eot = false;
else
inst->eot = slot == last_slot && stage != MESA_SHADER_GEOMETRY;
inst->mlen = length + header_size;
inst->offset = urb_offset;
urb_offset = starting_urb_offset + slot + 1;
length = 0;
flush = false;
urb_written = true;
}
}
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
* because it's invalid to write 0 data:
*
* From the Broadwell PRM, Volume 7: 3D Media GPGPU, Shared Functions -
* Unified Return Buffer (URB) > URB_SIMD8_Write and URB_SIMD8_Read >
* Write Data Payload:
*
* "The write data payload can be between 1 and 8 message phases long."
*/
if (!urb_written) {
/* For GS, just turn EmitVertex() into a no-op. We don't want it to
* end the thread, and emit_gs_thread_end() already emits a SEND with
* EOT at the end of the program for us.
*/
if (stage == MESA_SHADER_GEOMETRY)
return;
fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
bld.exec_all().MOV(payload, urb_handle);
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
inst->mlen = 2;
inst->offset = 1;
return;
}
/* ICL WA 1805992985:
*
* ICLLP GPU hangs on one of tessellation vkcts tests with DS not done. The
* send cycle, which is a urb write with an eot must be 4 phases long and
* all 8 lanes must valid.
*/
if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL) {
fs_reg payload = fs_reg(VGRF, alloc.allocate(6), BRW_REGISTER_TYPE_UD);
/* Workaround requires all 8 channels (lanes) to be valid. This is
* understood to mean they all need to be alive. First trick is to find
* a live channel and copy its urb handle for all the other channels to
* make sure all handles are valid.
*/
bld.exec_all().MOV(payload, bld.emit_uniformize(urb_handle));
/* Second trick is to use masked URB write where one can tell the HW to
* actually write data only for selected channels even though all are
* active.
* Third trick is to take advantage of the must-be-zero (MBZ) area in
* the very beginning of the URB.
*
* One masks data to be written only for the first channel and uses
* offset zero explicitly to land data to the MBZ area avoiding trashing
* any other part of the URB.
*
* Since the WA says that the write needs to be 4 phases long one uses
* 4 slots data. All are explicitly zeros in order to to keep the MBZ
* area written as zeros.
*/
bld.exec_all().MOV(offset(payload, bld, 1), brw_imm_ud(0x10000u));
bld.exec_all().MOV(offset(payload, bld, 2), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 3), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 4), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 5), brw_imm_ud(0u));
fs_inst *inst = bld.exec_all().emit(SHADER_OPCODE_URB_WRITE_SIMD8_MASKED,
reg_undef, payload);
inst->eot = true;
inst->mlen = 6;
inst->offset = 0;
}
}
void
fs_visitor::emit_cs_terminate()
{
assert(devinfo->gen >= 7);
/* We are getting the thread ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
/* We can't directly send from g0, since sends with EOT have to use
* g112-127. So, copy it to a virtual register, The register allocator will
* make sure it uses the appropriate register range.
*/
struct brw_reg g0 = retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD);
fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.group(8, 0).exec_all().MOV(payload, g0);
/* Send a message to the thread spawner to terminate the thread. */
fs_inst *inst = bld.exec_all()
.emit(CS_OPCODE_CS_TERMINATE, reg_undef, payload);
inst->eot = true;
}
void
fs_visitor::emit_barrier()
{
uint32_t barrier_id_mask;
switch (devinfo->gen) {
case 7:
case 8:
barrier_id_mask = 0x0f000000u; break;
case 9:
case 10:
barrier_id_mask = 0x8f000000u; break;
case 11:
case 12:
barrier_id_mask = 0x7f000000u; break;
default:
unreachable("barrier is only available on gen >= 7");
}
/* We are getting the barrier ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
/* Clear the message payload */
bld.exec_all().group(8, 0).MOV(payload, brw_imm_ud(0u));
/* Copy the barrier id from r0.2 to the message payload reg.2 */
fs_reg r0_2 = fs_reg(retype(brw_vec1_grf(0, 2), BRW_REGISTER_TYPE_UD));
bld.exec_all().group(1, 0).AND(component(payload, 2), r0_2,
brw_imm_ud(barrier_id_mask));
/* Emit a gateway "barrier" message using the payload we set up, followed
* by a wait instruction.
*/
bld.exec_all().emit(SHADER_OPCODE_BARRIER, reg_undef, payload);
}
fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
const brw_base_prog_key *key,
struct brw_stage_prog_data *prog_data,
const nir_shader *shader,
unsigned dispatch_width,
int shader_time_index,
const struct brw_vue_map *input_vue_map)
: backend_shader(compiler, log_data, mem_ctx, shader, prog_data),
key(key), gs_compile(NULL), prog_data(prog_data),
input_vue_map(input_vue_map),
live_analysis(this), regpressure_analysis(this),
performance_analysis(this),
dispatch_width(dispatch_width),
shader_time_index(shader_time_index),
bld(fs_builder(this, dispatch_width).at_end())
{
init();
}
fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
struct brw_gs_compile *c,
struct brw_gs_prog_data *prog_data,
const nir_shader *shader,
int shader_time_index)
: backend_shader(compiler, log_data, mem_ctx, shader,
&prog_data->base.base),
key(&c->key.base), gs_compile(c),
prog_data(&prog_data->base.base),
live_analysis(this), regpressure_analysis(this),
performance_analysis(this),
dispatch_width(8),
shader_time_index(shader_time_index),
bld(fs_builder(this, dispatch_width).at_end())
{
init();
}
void
fs_visitor::init()
{
if (key)
this->key_tex = &key->tex;
else
this->key_tex = NULL;
this->max_dispatch_width = 32;
this->prog_data = this->stage_prog_data;
this->failed = false;
this->nir_locals = NULL;
this->nir_ssa_values = NULL;
memset(&this->payload, 0, sizeof(this->payload));
this->source_depth_to_render_target = false;
this->runtime_check_aads_emit = false;
this->first_non_payload_grf = 0;
this->max_grf = devinfo->gen >= 7 ? GEN7_MRF_HACK_START : BRW_MAX_GRF;
this->uniforms = 0;
this->last_scratch = 0;
this->pull_constant_loc = NULL;
this->push_constant_loc = NULL;
this->shader_stats.scheduler_mode = NULL;
this->shader_stats.promoted_constants = 0,
this->grf_used = 0;
this->spilled_any_registers = false;
}
fs_visitor::~fs_visitor()
{
}