mesa/src/intel/compiler/brw_compile_vs.cpp

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/*
* Copyright © 2011 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_fs.h"
#include "brw_eu.h"
#include "brw_nir.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
using namespace brw;
static void
brw_assign_vs_urb_setup(fs_visitor &s)
{
struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(s.prog_data);
assert(s.stage == MESA_SHADER_VERTEX);
/* Each attribute is 4 regs. */
s.first_non_payload_grf += 4 * vs_prog_data->nr_attribute_slots;
assert(vs_prog_data->base.urb_read_length <= 15);
/* Rewrite all ATTR file references to the hw grf that they land in. */
foreach_block_and_inst(block, fs_inst, inst, s.cfg) {
s.convert_attr_sources_to_hw_regs(inst);
}
}
static bool
run_vs(fs_visitor &s)
{
assert(s.stage == MESA_SHADER_VERTEX);
s.payload_ = new vs_thread_payload(s);
nir_to_brw(&s);
if (s.failed)
return false;
s.emit_urb_writes();
s.calculate_cfg();
brw_fs_optimize(s);
s.assign_curb_setup();
brw_assign_vs_urb_setup(s);
brw_fs_lower_3src_null_dest(s);
brw_fs_workaround_memory_fence_before_eot(s);
brw_fs_workaround_emit_dummy_mov_instruction(s);
s.allocate_registers(true /* allow_spilling */);
return !s.failed;
}
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;
brw_nir_apply_key(nir, compiler, &key->base,
brw_geometry_stage_dispatch_width(compiler->devinfo));
prog_data->inputs_read = nir->info.inputs_read;
prog_data->double_inputs_read = nir->info.vs.double_inputs;
brw_nir_lower_vs_inputs(nir);
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;
prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attribute_slots, 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);
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);
}
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 (!run_vs(v)) {
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,
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);
return g.get_assembly();
}