| /* |
| * Copyright © 2013 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_vec4_gs_visitor.cpp |
| * |
| * Geometry-shader-specific code derived from the vec4_visitor class. |
| */ |
| |
| #include "brw_vec4_gs_visitor.h" |
| #include "gen6_gs_visitor.h" |
| #include "brw_fs.h" |
| #include "brw_nir.h" |
| |
| namespace brw { |
| |
| vec4_gs_visitor::vec4_gs_visitor(const struct brw_compiler *compiler, |
| void *log_data, |
| struct brw_gs_compile *c, |
| struct brw_gs_prog_data *prog_data, |
| const nir_shader *shader, |
| void *mem_ctx, |
| bool no_spills, |
| int shader_time_index) |
| : vec4_visitor(compiler, log_data, &c->key.tex, |
| &prog_data->base, shader, mem_ctx, |
| no_spills, shader_time_index), |
| c(c), |
| gs_prog_data(prog_data) |
| { |
| } |
| |
| |
| dst_reg * |
| vec4_gs_visitor::make_reg_for_system_value(int location) |
| { |
| dst_reg *reg = new(mem_ctx) dst_reg(this, glsl_type::int_type); |
| |
| switch (location) { |
| case SYSTEM_VALUE_INVOCATION_ID: |
| this->current_annotation = "initialize gl_InvocationID"; |
| if (gs_prog_data->invocations > 1) |
| emit(GS_OPCODE_GET_INSTANCE_ID, *reg); |
| else |
| emit(MOV(*reg, brw_imm_ud(0))); |
| break; |
| default: |
| unreachable("not reached"); |
| } |
| |
| return reg; |
| } |
| |
| |
| int |
| vec4_gs_visitor::setup_varying_inputs(int payload_reg, int *attribute_map, |
| int attributes_per_reg) |
| { |
| /* For geometry shaders there are N copies of the input attributes, where N |
| * is the number of input vertices. attribute_map[BRW_VARYING_SLOT_COUNT * |
| * i + j] represents attribute j for vertex i. |
| * |
| * Note that GS inputs are read from the VUE 256 bits (2 vec4's) at a time, |
| * so the total number of input slots that will be delivered to the GS (and |
| * thus the stride of the input arrays) is urb_read_length * 2. |
| */ |
| const unsigned num_input_vertices = nir->info->gs.vertices_in; |
| assert(num_input_vertices <= MAX_GS_INPUT_VERTICES); |
| unsigned input_array_stride = prog_data->urb_read_length * 2; |
| |
| for (int slot = 0; slot < c->input_vue_map.num_slots; slot++) { |
| int varying = c->input_vue_map.slot_to_varying[slot]; |
| for (unsigned vertex = 0; vertex < num_input_vertices; vertex++) { |
| attribute_map[BRW_VARYING_SLOT_COUNT * vertex + varying] = |
| attributes_per_reg * payload_reg + input_array_stride * vertex + |
| slot; |
| } |
| } |
| |
| int regs_used = ALIGN(input_array_stride * num_input_vertices, |
| attributes_per_reg) / attributes_per_reg; |
| return payload_reg + regs_used; |
| } |
| |
| |
| void |
| vec4_gs_visitor::setup_payload() |
| { |
| int attribute_map[BRW_VARYING_SLOT_COUNT * MAX_GS_INPUT_VERTICES]; |
| |
| /* If we are in dual instanced or single mode, then attributes are going |
| * to be interleaved, so one register contains two attribute slots. |
| */ |
| int attributes_per_reg = |
| prog_data->dispatch_mode == DISPATCH_MODE_4X2_DUAL_OBJECT ? 1 : 2; |
| |
| /* If a geometry shader tries to read from an input that wasn't written by |
| * the vertex shader, that produces undefined results, but it shouldn't |
| * crash anything. So initialize attribute_map to zeros--that ensures that |
| * these undefined results are read from r0. |
| */ |
| memset(attribute_map, 0, sizeof(attribute_map)); |
| |
| int reg = 0; |
| |
| /* The payload always contains important data in r0, which contains |
| * the URB handles that are passed on to the URB write at the end |
| * of the thread. |
| */ |
| reg++; |
| |
| /* If the shader uses gl_PrimitiveIDIn, that goes in r1. */ |
| if (gs_prog_data->include_primitive_id) |
| attribute_map[VARYING_SLOT_PRIMITIVE_ID] = attributes_per_reg * reg++; |
| |
| reg = setup_uniforms(reg); |
| |
| reg = setup_varying_inputs(reg, attribute_map, attributes_per_reg); |
| |
| lower_attributes_to_hw_regs(attribute_map, attributes_per_reg > 1); |
| |
| this->first_non_payload_grf = reg; |
| } |
| |
| |
| void |
| vec4_gs_visitor::emit_prolog() |
| { |
| /* In vertex shaders, r0.2 is guaranteed to be initialized to zero. In |
| * geometry shaders, it isn't (it contains a bunch of information we don't |
| * need, like the input primitive type). We need r0.2 to be zero in order |
| * to build scratch read/write messages correctly (otherwise this value |
| * will be interpreted as a global offset, causing us to do our scratch |
| * reads/writes to garbage memory). So just set it to zero at the top of |
| * the shader. |
| */ |
| this->current_annotation = "clear r0.2"; |
| dst_reg r0(retype(brw_vec4_grf(0, 0), BRW_REGISTER_TYPE_UD)); |
| vec4_instruction *inst = emit(GS_OPCODE_SET_DWORD_2, r0, brw_imm_ud(0u)); |
| inst->force_writemask_all = true; |
| |
| /* Create a virtual register to hold the vertex count */ |
| this->vertex_count = src_reg(this, glsl_type::uint_type); |
| |
| /* Initialize the vertex_count register to 0 */ |
| this->current_annotation = "initialize vertex_count"; |
| inst = emit(MOV(dst_reg(this->vertex_count), brw_imm_ud(0u))); |
| inst->force_writemask_all = true; |
| |
| if (c->control_data_header_size_bits > 0) { |
| /* Create a virtual register to hold the current set of control data |
| * bits. |
| */ |
| this->control_data_bits = src_reg(this, glsl_type::uint_type); |
| |
| /* If we're outputting more than 32 control data bits, then EmitVertex() |
| * will set control_data_bits to 0 after emitting the first vertex. |
| * Otherwise, we need to initialize it to 0 here. |
| */ |
| if (c->control_data_header_size_bits <= 32) { |
| this->current_annotation = "initialize control data bits"; |
| inst = emit(MOV(dst_reg(this->control_data_bits), brw_imm_ud(0u))); |
| inst->force_writemask_all = true; |
| } |
| } |
| |
| this->current_annotation = NULL; |
| } |
| |
| void |
| vec4_gs_visitor::emit_thread_end() |
| { |
| if (c->control_data_header_size_bits > 0) { |
| /* During shader execution, we only ever call emit_control_data_bits() |
| * just prior to outputting a vertex. Therefore, the control data bits |
| * corresponding to the most recently output vertex still need to be |
| * emitted. |
| */ |
| current_annotation = "thread end: emit control data bits"; |
| emit_control_data_bits(); |
| } |
| |
| /* MRF 0 is reserved for the debugger, so start with message header |
| * in MRF 1. |
| */ |
| int base_mrf = 1; |
| |
| bool static_vertex_count = gs_prog_data->static_vertex_count != -1; |
| |
| /* If the previous instruction was a URB write, we don't need to issue |
| * a second one - we can just set the EOT bit on the previous write. |
| * |
| * Skip this on Gen8+ unless there's a static vertex count, as we also |
| * need to write the vertex count out, and combining the two may not be |
| * possible (or at least not straightforward). |
| */ |
| vec4_instruction *last = (vec4_instruction *) instructions.get_tail(); |
| if (last && last->opcode == GS_OPCODE_URB_WRITE && |
| !(INTEL_DEBUG & DEBUG_SHADER_TIME) && |
| devinfo->gen >= 8 && static_vertex_count) { |
| last->urb_write_flags = BRW_URB_WRITE_EOT | last->urb_write_flags; |
| return; |
| } |
| |
| current_annotation = "thread end"; |
| dst_reg mrf_reg(MRF, base_mrf); |
| src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD)); |
| vec4_instruction *inst = emit(MOV(mrf_reg, r0)); |
| inst->force_writemask_all = true; |
| if (devinfo->gen < 8 || !static_vertex_count) |
| emit(GS_OPCODE_SET_VERTEX_COUNT, mrf_reg, this->vertex_count); |
| if (INTEL_DEBUG & DEBUG_SHADER_TIME) |
| emit_shader_time_end(); |
| inst = emit(GS_OPCODE_THREAD_END); |
| inst->base_mrf = base_mrf; |
| inst->mlen = devinfo->gen >= 8 && !static_vertex_count ? 2 : 1; |
| } |
| |
| |
| void |
| vec4_gs_visitor::emit_urb_write_header(int mrf) |
| { |
| /* The SEND instruction that writes the vertex data to the VUE will use |
| * per_slot_offset=true, which means that DWORDs 3 and 4 of the message |
| * header specify an offset (in multiples of 256 bits) into the URB entry |
| * at which the write should take place. |
| * |
| * So we have to prepare a message header with the appropriate offset |
| * values. |
| */ |
| dst_reg mrf_reg(MRF, mrf); |
| src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD)); |
| this->current_annotation = "URB write header"; |
| vec4_instruction *inst = emit(MOV(mrf_reg, r0)); |
| inst->force_writemask_all = true; |
| emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, this->vertex_count, |
| brw_imm_ud(gs_prog_data->output_vertex_size_hwords)); |
| } |
| |
| |
| vec4_instruction * |
| vec4_gs_visitor::emit_urb_write_opcode(bool complete) |
| { |
| /* We don't care whether the vertex is complete, because in general |
| * geometry shaders output multiple vertices, and we don't terminate the |
| * thread until all vertices are complete. |
| */ |
| (void) complete; |
| |
| vec4_instruction *inst = emit(GS_OPCODE_URB_WRITE); |
| inst->offset = gs_prog_data->control_data_header_size_hwords; |
| |
| /* We need to increment Global Offset by 1 to make room for Broadwell's |
| * extra "Vertex Count" payload at the beginning of the URB entry. |
| */ |
| if (devinfo->gen >= 8 && gs_prog_data->static_vertex_count == -1) |
| inst->offset++; |
| |
| inst->urb_write_flags = BRW_URB_WRITE_PER_SLOT_OFFSET; |
| return inst; |
| } |
| |
| |
| /** |
| * Write out a batch of 32 control data bits from the control_data_bits |
| * register to the URB. |
| * |
| * The current value of the vertex_count register determines which DWORD in |
| * the URB receives the control data bits. The control_data_bits register is |
| * assumed to contain the correct data for the vertex that was most recently |
| * output, and all previous vertices that share the same DWORD. |
| * |
| * This function takes care of ensuring that if no vertices have been output |
| * yet, no control bits are emitted. |
| */ |
| void |
| vec4_gs_visitor::emit_control_data_bits() |
| { |
| assert(c->control_data_bits_per_vertex != 0); |
| |
| /* Since the URB_WRITE_OWORD message operates with 128-bit (vec4 sized) |
| * granularity, we need to use two tricks to ensure that the batch of 32 |
| * control data bits is written to the appropriate DWORD in the URB. To |
| * select which vec4 we are writing to, we use the "slot {0,1} offset" |
| * fields of the message header. To select which DWORD in the vec4 we are |
| * writing to, we use the channel mask fields of the message header. To |
| * avoid penalizing geometry shaders that emit a small number of vertices |
| * with extra bookkeeping, we only do each of these tricks when |
| * c->prog_data.control_data_header_size_bits is large enough to make it |
| * necessary. |
| * |
| * Note: this means that if we're outputting just a single DWORD of control |
| * data bits, we'll actually replicate it four times since we won't do any |
| * channel masking. But that's not a problem since in this case the |
| * hardware only pays attention to the first DWORD. |
| */ |
| enum brw_urb_write_flags urb_write_flags = BRW_URB_WRITE_OWORD; |
| if (c->control_data_header_size_bits > 32) |
| urb_write_flags = urb_write_flags | BRW_URB_WRITE_USE_CHANNEL_MASKS; |
| if (c->control_data_header_size_bits > 128) |
| urb_write_flags = urb_write_flags | BRW_URB_WRITE_PER_SLOT_OFFSET; |
| |
| /* If we are using either channel masks or a per-slot offset, then we |
| * need to figure out which DWORD we are trying to write to, using the |
| * formula: |
| * |
| * dword_index = (vertex_count - 1) * bits_per_vertex / 32 |
| * |
| * Since bits_per_vertex is a power of two, and is known at compile |
| * time, this can be optimized to: |
| * |
| * dword_index = (vertex_count - 1) >> (6 - log2(bits_per_vertex)) |
| */ |
| src_reg dword_index(this, glsl_type::uint_type); |
| if (urb_write_flags) { |
| src_reg prev_count(this, glsl_type::uint_type); |
| emit(ADD(dst_reg(prev_count), this->vertex_count, |
| brw_imm_ud(0xffffffffu))); |
| unsigned log2_bits_per_vertex = |
| util_last_bit(c->control_data_bits_per_vertex); |
| emit(SHR(dst_reg(dword_index), prev_count, |
| brw_imm_ud(6 - log2_bits_per_vertex))); |
| } |
| |
| /* Start building the URB write message. The first MRF gets a copy of |
| * R0. |
| */ |
| int base_mrf = 1; |
| dst_reg mrf_reg(MRF, base_mrf); |
| src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD)); |
| vec4_instruction *inst = emit(MOV(mrf_reg, r0)); |
| inst->force_writemask_all = true; |
| |
| if (urb_write_flags & BRW_URB_WRITE_PER_SLOT_OFFSET) { |
| /* Set the per-slot offset to dword_index / 4, to that we'll write to |
| * the appropriate OWORD within the control data header. |
| */ |
| src_reg per_slot_offset(this, glsl_type::uint_type); |
| emit(SHR(dst_reg(per_slot_offset), dword_index, brw_imm_ud(2u))); |
| emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, per_slot_offset, |
| brw_imm_ud(1u)); |
| } |
| |
| if (urb_write_flags & BRW_URB_WRITE_USE_CHANNEL_MASKS) { |
| /* Set the channel masks to 1 << (dword_index % 4), so that we'll |
| * write to the appropriate DWORD within the OWORD. We need to do |
| * this computation with force_writemask_all, otherwise garbage data |
| * from invocation 0 might clobber the mask for invocation 1 when |
| * GS_OPCODE_PREPARE_CHANNEL_MASKS tries to OR the two masks |
| * together. |
| */ |
| src_reg channel(this, glsl_type::uint_type); |
| inst = emit(AND(dst_reg(channel), dword_index, brw_imm_ud(3u))); |
| inst->force_writemask_all = true; |
| src_reg one(this, glsl_type::uint_type); |
| inst = emit(MOV(dst_reg(one), brw_imm_ud(1u))); |
| inst->force_writemask_all = true; |
| src_reg channel_mask(this, glsl_type::uint_type); |
| inst = emit(SHL(dst_reg(channel_mask), one, channel)); |
| inst->force_writemask_all = true; |
| emit(GS_OPCODE_PREPARE_CHANNEL_MASKS, dst_reg(channel_mask), |
| channel_mask); |
| emit(GS_OPCODE_SET_CHANNEL_MASKS, mrf_reg, channel_mask); |
| } |
| |
| /* Store the control data bits in the message payload and send it. */ |
| dst_reg mrf_reg2(MRF, base_mrf + 1); |
| inst = emit(MOV(mrf_reg2, this->control_data_bits)); |
| inst->force_writemask_all = true; |
| inst = emit(GS_OPCODE_URB_WRITE); |
| inst->urb_write_flags = urb_write_flags; |
| /* We need to increment Global Offset by 256-bits to make room for |
| * Broadwell's extra "Vertex Count" payload at the beginning of the |
| * URB entry. Since this is an OWord message, Global Offset is counted |
| * in 128-bit units, so we must set it to 2. |
| */ |
| if (devinfo->gen >= 8 && gs_prog_data->static_vertex_count == -1) |
| inst->offset = 2; |
| inst->base_mrf = base_mrf; |
| inst->mlen = 2; |
| } |
| |
| void |
| vec4_gs_visitor::set_stream_control_data_bits(unsigned stream_id) |
| { |
| /* control_data_bits |= stream_id << ((2 * (vertex_count - 1)) % 32) */ |
| |
| /* Note: we are calling this *before* increasing vertex_count, so |
| * this->vertex_count == vertex_count - 1 in the formula above. |
| */ |
| |
| /* Stream mode uses 2 bits per vertex */ |
| assert(c->control_data_bits_per_vertex == 2); |
| |
| /* Must be a valid stream */ |
| assert(stream_id >= 0 && stream_id < MAX_VERTEX_STREAMS); |
| |
| /* Control data bits are initialized to 0 so we don't have to set any |
| * bits when sending vertices to stream 0. |
| */ |
| if (stream_id == 0) |
| return; |
| |
| /* reg::sid = stream_id */ |
| src_reg sid(this, glsl_type::uint_type); |
| emit(MOV(dst_reg(sid), brw_imm_ud(stream_id))); |
| |
| /* reg:shift_count = 2 * (vertex_count - 1) */ |
| src_reg shift_count(this, glsl_type::uint_type); |
| emit(SHL(dst_reg(shift_count), this->vertex_count, brw_imm_ud(1u))); |
| |
| /* Note: we're relying on the fact that the GEN SHL instruction only pays |
| * attention to the lower 5 bits of its second source argument, so on this |
| * architecture, stream_id << 2 * (vertex_count - 1) is equivalent to |
| * stream_id << ((2 * (vertex_count - 1)) % 32). |
| */ |
| src_reg mask(this, glsl_type::uint_type); |
| emit(SHL(dst_reg(mask), sid, shift_count)); |
| emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask)); |
| } |
| |
| void |
| vec4_gs_visitor::gs_emit_vertex(int stream_id) |
| { |
| this->current_annotation = "emit vertex: safety check"; |
| |
| /* Haswell and later hardware ignores the "Render Stream Select" bits |
| * from the 3DSTATE_STREAMOUT packet when the SOL stage is disabled, |
| * and instead sends all primitives down the pipeline for rasterization. |
| * If the SOL stage is enabled, "Render Stream Select" is honored and |
| * primitives bound to non-zero streams are discarded after stream output. |
| * |
| * Since the only purpose of primives sent to non-zero streams is to |
| * be recorded by transform feedback, we can simply discard all geometry |
| * bound to these streams when transform feedback is disabled. |
| */ |
| if (stream_id > 0 && !nir->info->has_transform_feedback_varyings) |
| return; |
| |
| /* If we're outputting 32 control data bits or less, then we can wait |
| * until the shader is over to output them all. Otherwise we need to |
| * output them as we go. Now is the time to do it, since we're about to |
| * output the vertex_count'th vertex, so it's guaranteed that the |
| * control data bits associated with the (vertex_count - 1)th vertex are |
| * correct. |
| */ |
| if (c->control_data_header_size_bits > 32) { |
| this->current_annotation = "emit vertex: emit control data bits"; |
| /* Only emit control data bits if we've finished accumulating a batch |
| * of 32 bits. This is the case when: |
| * |
| * (vertex_count * bits_per_vertex) % 32 == 0 |
| * |
| * (in other words, when the last 5 bits of vertex_count * |
| * bits_per_vertex are 0). Assuming bits_per_vertex == 2^n for some |
| * integer n (which is always the case, since bits_per_vertex is |
| * always 1 or 2), this is equivalent to requiring that the last 5-n |
| * bits of vertex_count are 0: |
| * |
| * vertex_count & (2^(5-n) - 1) == 0 |
| * |
| * 2^(5-n) == 2^5 / 2^n == 32 / bits_per_vertex, so this is |
| * equivalent to: |
| * |
| * vertex_count & (32 / bits_per_vertex - 1) == 0 |
| */ |
| vec4_instruction *inst = |
| emit(AND(dst_null_ud(), this->vertex_count, |
| brw_imm_ud(32 / c->control_data_bits_per_vertex - 1))); |
| inst->conditional_mod = BRW_CONDITIONAL_Z; |
| |
| emit(IF(BRW_PREDICATE_NORMAL)); |
| { |
| /* If vertex_count is 0, then no control data bits have been |
| * accumulated yet, so we skip emitting them. |
| */ |
| emit(CMP(dst_null_ud(), this->vertex_count, brw_imm_ud(0u), |
| BRW_CONDITIONAL_NEQ)); |
| emit(IF(BRW_PREDICATE_NORMAL)); |
| emit_control_data_bits(); |
| emit(BRW_OPCODE_ENDIF); |
| |
| /* Reset control_data_bits to 0 so we can start accumulating a new |
| * batch. |
| * |
| * Note: in the case where vertex_count == 0, this neutralizes the |
| * effect of any call to EndPrimitive() that the shader may have |
| * made before outputting its first vertex. |
| */ |
| inst = emit(MOV(dst_reg(this->control_data_bits), brw_imm_ud(0u))); |
| inst->force_writemask_all = true; |
| } |
| emit(BRW_OPCODE_ENDIF); |
| } |
| |
| this->current_annotation = "emit vertex: vertex data"; |
| emit_vertex(); |
| |
| /* In stream mode we have to set control data bits for all vertices |
| * unless we have disabled control data bits completely (which we do |
| * do for GL_POINTS outputs that don't use streams). |
| */ |
| if (c->control_data_header_size_bits > 0 && |
| gs_prog_data->control_data_format == |
| GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID) { |
| this->current_annotation = "emit vertex: Stream control data bits"; |
| set_stream_control_data_bits(stream_id); |
| } |
| |
| this->current_annotation = NULL; |
| } |
| |
| void |
| vec4_gs_visitor::gs_end_primitive() |
| { |
| /* We can only do EndPrimitive() functionality when the control data |
| * consists of cut bits. Fortunately, the only time it isn't is when the |
| * output type is points, in which case EndPrimitive() is a no-op. |
| */ |
| if (gs_prog_data->control_data_format != |
| GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT) { |
| return; |
| } |
| |
| if (c->control_data_header_size_bits == 0) |
| return; |
| |
| /* Cut bits use one bit per vertex. */ |
| assert(c->control_data_bits_per_vertex == 1); |
| |
| /* Cut bit n should be set to 1 if EndPrimitive() was called after emitting |
| * vertex n, 0 otherwise. So all we need to do here is mark bit |
| * (vertex_count - 1) % 32 in the cut_bits register to indicate that |
| * EndPrimitive() was called after emitting vertex (vertex_count - 1); |
| * vec4_gs_visitor::emit_control_data_bits() will take care of the rest. |
| * |
| * Note that if EndPrimitve() is called before emitting any vertices, this |
| * will cause us to set bit 31 of the control_data_bits register to 1. |
| * That's fine because: |
| * |
| * - If max_vertices < 32, then vertex number 31 (zero-based) will never be |
| * output, so the hardware will ignore cut bit 31. |
| * |
| * - If max_vertices == 32, then vertex number 31 is guaranteed to be the |
| * last vertex, so setting cut bit 31 has no effect (since the primitive |
| * is automatically ended when the GS terminates). |
| * |
| * - If max_vertices > 32, then the ir_emit_vertex visitor will reset the |
| * control_data_bits register to 0 when the first vertex is emitted. |
| */ |
| |
| /* control_data_bits |= 1 << ((vertex_count - 1) % 32) */ |
| src_reg one(this, glsl_type::uint_type); |
| emit(MOV(dst_reg(one), brw_imm_ud(1u))); |
| src_reg prev_count(this, glsl_type::uint_type); |
| emit(ADD(dst_reg(prev_count), this->vertex_count, brw_imm_ud(0xffffffffu))); |
| src_reg mask(this, glsl_type::uint_type); |
| /* Note: we're relying on the fact that the GEN SHL instruction only pays |
| * attention to the lower 5 bits of its second source argument, so on this |
| * architecture, 1 << (vertex_count - 1) is equivalent to 1 << |
| * ((vertex_count - 1) % 32). |
| */ |
| emit(SHL(dst_reg(mask), one, prev_count)); |
| emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask)); |
| } |
| |
| extern "C" const unsigned * |
| brw_compile_gs(const struct brw_compiler *compiler, void *log_data, |
| void *mem_ctx, |
| const struct brw_gs_prog_key *key, |
| struct brw_gs_prog_data *prog_data, |
| const nir_shader *src_shader, |
| struct gl_shader_program *shader_prog, |
| int shader_time_index, |
| unsigned *final_assembly_size, |
| char **error_str) |
| { |
| struct brw_gs_compile c; |
| memset(&c, 0, sizeof(c)); |
| c.key = *key; |
| |
| const bool is_scalar = compiler->scalar_stage[MESA_SHADER_GEOMETRY]; |
| nir_shader *shader = nir_shader_clone(mem_ctx, src_shader); |
| |
| /* 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. |
| */ |
| GLbitfield64 inputs_read = shader->info->inputs_read; |
| brw_compute_vue_map(compiler->devinfo, |
| &c.input_vue_map, inputs_read, |
| shader->info->separate_shader); |
| |
| shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, is_scalar); |
| brw_nir_lower_vue_inputs(shader, is_scalar, &c.input_vue_map); |
| brw_nir_lower_vue_outputs(shader, is_scalar); |
| shader = brw_postprocess_nir(shader, compiler, is_scalar); |
| |
| prog_data->base.clip_distance_mask = |
| ((1 << shader->info->clip_distance_array_size) - 1); |
| prog_data->base.cull_distance_mask = |
| ((1 << shader->info->cull_distance_array_size) - 1) << |
| shader->info->clip_distance_array_size; |
| |
| prog_data->include_primitive_id = |
| (shader->info->system_values_read & (1 << SYSTEM_VALUE_PRIMITIVE_ID)) != 0; |
| |
| prog_data->invocations = shader->info->gs.invocations; |
| |
| if (compiler->devinfo->gen >= 8) |
| prog_data->static_vertex_count = nir_gs_count_vertices(shader); |
| |
| if (compiler->devinfo->gen >= 7) { |
| if (shader->info->gs.output_primitive == 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. |
| */ |
| 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 (shader_prog && shader_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"). |
| */ |
| 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 = |
| shader->info->gs.uses_end_primitive ? 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 (shader->info->has_transform_feedback_varyings) |
| prog_data->gen6_xfb_enabled = true; |
| else |
| prog_data->gen6_xfb_enabled = false; |
| } |
| c.control_data_header_size_bits = |
| shader->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->gen == 6 || |
| output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES); |
| prog_data->output_vertex_size_hwords = |
| ALIGN(output_vertex_size_bytes, 32) / 32; |
| |
| /* Compute URB entry size. The maximum allowed URB entry size is 32k. |
| * That divides up as follows: |
| * |
| * 64 bytes for the control data header (cut indices or StreamID bits) |
| * 4096 bytes for varyings (a varying component is 4 bytes and |
| * gl_MaxGeometryTotalOutputComponents = 1024) |
| * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 |
| * bytes/vertex and gl_MaxGeometryOutputVertices is 256) |
| * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE |
| * even if it's not used) |
| * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots |
| * whenever clip planes are enabled, even if the shader doesn't |
| * write to gl_ClipDistance) |
| * 4096 bytes overhead since the VUE size must be a multiple of 32 |
| * bytes (see above)--this causes up to 1 VUE slot to be wasted |
| * 8128 bytes available for varying packing overhead |
| * |
| * Worst-case varying packing overhead is 3/4 of a varying slot per |
| * interpolation type, which works out to 3072 bytes, so this would allow |
| * us to accommodate 2 interpolation types without any danger of running |
| * out of URB space. |
| * |
| * In practice, the risk of running out of URB space is very small, since |
| * the above figures are all worst-case, and most of them scale with the |
| * number of output vertices. So we'll just calculate the amount of space |
| * we need, and if it's too large, fail to compile. |
| * |
| * The above is for gen7+ where we have a single URB entry that will hold |
| * all the output. In gen6, we will have to allocate URB entries for every |
| * vertex we emit, so our URB entries only need to be large enough to hold |
| * a single vertex. Also, gen6 does not have a control data header. |
| */ |
| unsigned output_size_bytes; |
| if (compiler->devinfo->gen >= 7) { |
| output_size_bytes = |
| prog_data->output_vertex_size_hwords * 32 * shader->info->gs.vertices_out; |
| output_size_bytes += 32 * prog_data->control_data_header_size_hwords; |
| } else { |
| output_size_bytes = prog_data->output_vertex_size_hwords * 32; |
| } |
| |
| /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output, |
| * which comes before the control header. |
| */ |
| if (compiler->devinfo->gen >= 8) |
| output_size_bytes += 32; |
| |
| /* 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 = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES; |
| if (compiler->devinfo->gen == 6) |
| max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES; |
| if (output_size_bytes > max_output_size_bytes) |
| return NULL; |
| |
| |
| /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and |
| * a multiple of 128 bytes in gen6. |
| */ |
| if (compiler->devinfo->gen >= 7) |
| prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64; |
| else |
| prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128; |
| |
| prog_data->output_topology = |
| get_hw_prim_for_gl_prim(shader->info->gs.output_primitive); |
| |
| prog_data->vertices_in = shader->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(INTEL_DEBUG & DEBUG_GS)) { |
| fprintf(stderr, "GS Input "); |
| brw_print_vue_map(stderr, &c.input_vue_map); |
| fprintf(stderr, "GS Output "); |
| brw_print_vue_map(stderr, &prog_data->base.vue_map); |
| } |
| |
| if (is_scalar) { |
| fs_visitor v(compiler, log_data, mem_ctx, &c, prog_data, shader, |
| shader_time_index); |
| if (v.run_gs()) { |
| prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8; |
| prog_data->base.base.dispatch_grf_start_reg = v.payload.num_regs; |
| |
| fs_generator g(compiler, log_data, mem_ctx, &c.key, |
| &prog_data->base.base, v.promoted_constants, |
| false, MESA_SHADER_GEOMETRY); |
| if (unlikely(INTEL_DEBUG & DEBUG_GS)) { |
| const char *label = |
| shader->info->label ? shader->info->label : "unnamed"; |
| char *name = ralloc_asprintf(mem_ctx, "%s geometry shader %s", |
| label, shader->info->name); |
| g.enable_debug(name); |
| } |
| g.generate_code(v.cfg, 8); |
| return g.get_assembly(final_assembly_size); |
| } |
| } |
| |
| if (compiler->devinfo->gen >= 7) { |
| /* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do |
| * so without spilling. If the GS invocations count > 1, then we can't use |
| * dual object mode. |
| */ |
| if (prog_data->invocations <= 1 && |
| likely(!(INTEL_DEBUG & DEBUG_NO_DUAL_OBJECT_GS))) { |
| prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT; |
| |
| vec4_gs_visitor v(compiler, log_data, &c, prog_data, shader, |
| mem_ctx, true /* no_spills */, shader_time_index); |
| if (v.run()) { |
| return brw_vec4_generate_assembly(compiler, log_data, mem_ctx, |
| shader, &prog_data->base, v.cfg, |
| final_assembly_size); |
| } |
| } |
| } |
| |
| /* 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. Gen6 only supports |
| * SINGLE mode. |
| */ |
| if (prog_data->invocations <= 1 || compiler->devinfo->gen < 7) |
| prog_data->base.dispatch_mode = DISPATCH_MODE_4X1_SINGLE; |
| else |
| prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_INSTANCE; |
| |
| vec4_gs_visitor *gs = NULL; |
| const unsigned *ret = NULL; |
| |
| if (compiler->devinfo->gen >= 7) |
| gs = new vec4_gs_visitor(compiler, log_data, &c, prog_data, |
| shader, mem_ctx, false /* no_spills */, |
| shader_time_index); |
| else |
| gs = new gen6_gs_visitor(compiler, log_data, &c, prog_data, shader_prog, |
| shader, mem_ctx, false /* no_spills */, |
| shader_time_index); |
| |
| if (!gs->run()) { |
| if (error_str) |
| *error_str = ralloc_strdup(mem_ctx, gs->fail_msg); |
| } else { |
| ret = brw_vec4_generate_assembly(compiler, log_data, mem_ctx, shader, |
| &prog_data->base, gs->cfg, |
| final_assembly_size); |
| } |
| |
| delete gs; |
| return ret; |
| } |
| |
| |
| } /* namespace brw */ |