mesa/src/intel/compiler/brw_compile_fs.cpp

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/*
* Copyright © 2010 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_eu.h"
#include "brw_fs.h"
#include "brw_fs_live_variables.h"
#include "brw_nir.h"
#include "brw_cfg.h"
#include "brw_private.h"
#include "intel_nir.h"
#include "shader_enums.h"
#include "dev/intel_debug.h"
#include "dev/intel_wa.h"
#include <memory>
using namespace brw;
/**
* Turn one of the two CENTROID barycentric modes into PIXEL mode.
*/
static enum brw_barycentric_mode
centroid_to_pixel(enum brw_barycentric_mode bary)
{
assert(bary == BRW_BARYCENTRIC_PERSPECTIVE_CENTROID ||
bary == BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID);
return (enum brw_barycentric_mode) ((unsigned) bary - 1);
}
static void
calculate_urb_setup(const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data,
const nir_shader *nir,
const struct brw_mue_map *mue_map)
{
memset(prog_data->urb_setup, -1, sizeof(prog_data->urb_setup));
memset(prog_data->urb_setup_channel, 0, sizeof(prog_data->urb_setup_channel));
int urb_next = 0; /* in vec4s */
const uint64_t inputs_read =
nir->info.inputs_read & ~nir->info.per_primitive_inputs;
/* Figure out where each of the incoming setup attributes lands. */
if (key->mesh_input != BRW_NEVER) {
/* Per-Primitive Attributes are laid out by Hardware before the regular
* attributes, so order them like this to make easy later to map setup
* into real HW registers.
*/
if (nir->info.per_primitive_inputs) {
uint64_t per_prim_inputs_read =
nir->info.inputs_read & nir->info.per_primitive_inputs;
/* In Mesh, PRIMITIVE_SHADING_RATE, VIEWPORT and LAYER slots
* are always at the beginning, because they come from MUE
* Primitive Header, not Per-Primitive Attributes.
*/
const uint64_t primitive_header_bits = VARYING_BIT_VIEWPORT |
VARYING_BIT_LAYER |
VARYING_BIT_PRIMITIVE_SHADING_RATE;
if (mue_map) {
unsigned per_prim_start_dw = mue_map->per_primitive_start_dw;
unsigned per_prim_size_dw = mue_map->per_primitive_pitch_dw;
bool reads_header = (per_prim_inputs_read & primitive_header_bits) != 0;
if (reads_header || mue_map->user_data_in_primitive_header) {
/* Primitive Shading Rate, Layer and Viewport live in the same
* 4-dwords slot (psr is dword 0, layer is dword 1, and viewport
* is dword 2).
*/
if (per_prim_inputs_read & VARYING_BIT_PRIMITIVE_SHADING_RATE)
prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_SHADING_RATE] = 0;
if (per_prim_inputs_read & VARYING_BIT_LAYER)
prog_data->urb_setup[VARYING_SLOT_LAYER] = 0;
if (per_prim_inputs_read & VARYING_BIT_VIEWPORT)
prog_data->urb_setup[VARYING_SLOT_VIEWPORT] = 0;
per_prim_inputs_read &= ~primitive_header_bits;
} else {
/* If fs doesn't need primitive header, then it won't be made
* available through SBE_MESH, so we have to skip them when
* calculating offset from start of per-prim data.
*/
per_prim_start_dw += mue_map->per_primitive_header_size_dw;
per_prim_size_dw -= mue_map->per_primitive_header_size_dw;
}
u_foreach_bit64(i, per_prim_inputs_read) {
int start = mue_map->start_dw[i];
assert(start >= 0);
assert(mue_map->len_dw[i] > 0);
assert(unsigned(start) >= per_prim_start_dw);
unsigned pos_dw = unsigned(start) - per_prim_start_dw;
prog_data->urb_setup[i] = urb_next + pos_dw / 4;
prog_data->urb_setup_channel[i] = pos_dw % 4;
}
urb_next = per_prim_size_dw / 4;
} else {
/* With no MUE map, we never read the primitive header, and
* per-primitive attributes won't be packed either, so just lay
* them in varying order.
*/
per_prim_inputs_read &= ~primitive_header_bits;
for (unsigned i = 0; i < VARYING_SLOT_MAX; i++) {
if (per_prim_inputs_read & BITFIELD64_BIT(i)) {
prog_data->urb_setup[i] = urb_next++;
}
}
/* The actual setup attributes later must be aligned to a full GRF. */
urb_next = ALIGN(urb_next, 2);
}
prog_data->num_per_primitive_inputs = urb_next;
}
const uint64_t clip_dist_bits = VARYING_BIT_CLIP_DIST0 |
VARYING_BIT_CLIP_DIST1;
uint64_t unique_fs_attrs = inputs_read & BRW_FS_VARYING_INPUT_MASK;
if (inputs_read & clip_dist_bits) {
assert(!mue_map || mue_map->per_vertex_header_size_dw > 8);
unique_fs_attrs &= ~clip_dist_bits;
}
if (mue_map) {
unsigned per_vertex_start_dw = mue_map->per_vertex_start_dw;
unsigned per_vertex_size_dw = mue_map->per_vertex_pitch_dw;
/* Per-Vertex header is available to fragment shader only if there's
* user data there.
*/
if (!mue_map->user_data_in_vertex_header) {
per_vertex_start_dw += 8;
per_vertex_size_dw -= 8;
}
/* In Mesh, CLIP_DIST slots are always at the beginning, because
* they come from MUE Vertex Header, not Per-Vertex Attributes.
*/
if (inputs_read & clip_dist_bits) {
prog_data->urb_setup[VARYING_SLOT_CLIP_DIST0] = urb_next;
prog_data->urb_setup[VARYING_SLOT_CLIP_DIST1] = urb_next + 1;
} else if (mue_map && mue_map->per_vertex_header_size_dw > 8) {
/* Clip distances are in MUE, but we are not reading them in FS. */
per_vertex_start_dw += 8;
per_vertex_size_dw -= 8;
}
/* Per-Vertex attributes are laid out ordered. Because we always link
* Mesh and Fragment shaders, the which slots are written and read by
* each of them will match. */
u_foreach_bit64(i, unique_fs_attrs) {
int start = mue_map->start_dw[i];
assert(start >= 0);
assert(mue_map->len_dw[i] > 0);
assert(unsigned(start) >= per_vertex_start_dw);
unsigned pos_dw = unsigned(start) - per_vertex_start_dw;
prog_data->urb_setup[i] = urb_next + pos_dw / 4;
prog_data->urb_setup_channel[i] = pos_dw % 4;
}
urb_next += per_vertex_size_dw / 4;
} else {
/* If we don't have an MUE map, just lay down the inputs the FS reads
* in varying order, as we do for the legacy pipeline.
*/
if (inputs_read & clip_dist_bits) {
prog_data->urb_setup[VARYING_SLOT_CLIP_DIST0] = urb_next++;
prog_data->urb_setup[VARYING_SLOT_CLIP_DIST1] = urb_next++;
}
for (unsigned int i = 0; i < VARYING_SLOT_MAX; i++) {
if (unique_fs_attrs & BITFIELD64_BIT(i))
prog_data->urb_setup[i] = urb_next++;
}
}
} else {
assert(!nir->info.per_primitive_inputs);
uint64_t vue_header_bits =
VARYING_BIT_PSIZ | VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT;
uint64_t unique_fs_attrs = inputs_read & BRW_FS_VARYING_INPUT_MASK;
/* VUE header fields all live in the same URB slot, so we pass them
* as a single FS input attribute. We want to only count them once.
*/
if (inputs_read & vue_header_bits) {
unique_fs_attrs &= ~vue_header_bits;
unique_fs_attrs |= VARYING_BIT_PSIZ;
}
if (util_bitcount64(unique_fs_attrs) <= 16) {
/* The SF/SBE pipeline stage can do arbitrary rearrangement of the
* first 16 varying inputs, so we can put them wherever we want.
* Just put them in order.
*
* This is useful because it means that (a) inputs not used by the
* fragment shader won't take up valuable register space, and (b) we
* won't have to recompile the fragment shader if it gets paired with
* a different vertex (or geometry) shader.
*
* VUE header fields share the same FS input attribute.
*/
if (inputs_read & vue_header_bits) {
if (inputs_read & VARYING_BIT_PSIZ)
prog_data->urb_setup[VARYING_SLOT_PSIZ] = urb_next;
if (inputs_read & VARYING_BIT_LAYER)
prog_data->urb_setup[VARYING_SLOT_LAYER] = urb_next;
if (inputs_read & VARYING_BIT_VIEWPORT)
prog_data->urb_setup[VARYING_SLOT_VIEWPORT] = urb_next;
urb_next++;
}
for (unsigned int i = 0; i < VARYING_SLOT_MAX; i++) {
if (inputs_read & BRW_FS_VARYING_INPUT_MASK & ~vue_header_bits &
BITFIELD64_BIT(i)) {
prog_data->urb_setup[i] = urb_next++;
}
}
} else {
/* We have enough input varyings that the SF/SBE pipeline stage can't
* arbitrarily rearrange them to suit our whim; we have to put them
* in an order that matches the output of the previous pipeline stage
* (geometry or vertex shader).
*/
/* Re-compute the VUE map here in the case that the one coming from
* geometry has more than one position slot (used for Primitive
* Replication).
*/
struct intel_vue_map prev_stage_vue_map;
brw_compute_vue_map(devinfo, &prev_stage_vue_map,
key->input_slots_valid,
nir->info.separate_shader, 1);
int first_slot =
brw_compute_first_urb_slot_required(inputs_read,
&prev_stage_vue_map);
assert(prev_stage_vue_map.num_slots <= first_slot + 32);
for (int slot = first_slot; slot < prev_stage_vue_map.num_slots;
slot++) {
int varying = prev_stage_vue_map.slot_to_varying[slot];
if (varying != BRW_VARYING_SLOT_PAD &&
(inputs_read & BRW_FS_VARYING_INPUT_MASK &
BITFIELD64_BIT(varying))) {
prog_data->urb_setup[varying] = slot - first_slot;
}
}
urb_next = prev_stage_vue_map.num_slots - first_slot;
}
}
prog_data->num_varying_inputs = urb_next - prog_data->num_per_primitive_inputs;
prog_data->inputs = inputs_read;
brw_compute_urb_setup_index(prog_data);
}
static bool
is_used_in_not_interp_frag_coord(nir_def *def)
{
nir_foreach_use_including_if(src, def) {
if (nir_src_is_if(src))
return true;
if (nir_src_parent_instr(src)->type != nir_instr_type_intrinsic)
return true;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(nir_src_parent_instr(src));
if (intrin->intrinsic != nir_intrinsic_load_frag_coord)
return true;
}
return false;
}
/**
* Return a bitfield where bit n is set if barycentric interpolation mode n
* (see enum brw_barycentric_mode) is needed by the fragment shader.
*
* We examine the load_barycentric intrinsics rather than looking at input
* variables so that we catch interpolateAtCentroid() messages too, which
* also need the BRW_BARYCENTRIC_[NON]PERSPECTIVE_CENTROID mode set up.
*/
static unsigned
brw_compute_barycentric_interp_modes(const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
const nir_shader *shader)
{
unsigned barycentric_interp_modes = 0;
nir_foreach_function_impl(impl, shader) {
nir_foreach_block(block, impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_barycentric_pixel:
case nir_intrinsic_load_barycentric_centroid:
case nir_intrinsic_load_barycentric_sample:
case nir_intrinsic_load_barycentric_at_sample:
case nir_intrinsic_load_barycentric_at_offset:
break;
default:
continue;
}
/* Ignore WPOS; it doesn't require interpolation. */
if (!is_used_in_not_interp_frag_coord(&intrin->def))
continue;
nir_intrinsic_op bary_op = intrin->intrinsic;
enum brw_barycentric_mode bary =
brw_barycentric_mode(key, intrin);
barycentric_interp_modes |= 1 << bary;
if (devinfo->needs_unlit_centroid_workaround &&
bary_op == nir_intrinsic_load_barycentric_centroid)
barycentric_interp_modes |= 1 << centroid_to_pixel(bary);
}
}
}
return barycentric_interp_modes;
}
/**
* Return a bitfield where bit n is set if barycentric interpolation
* mode n (see enum brw_barycentric_mode) is needed by the fragment
* shader barycentric intrinsics that take an explicit offset or
* sample as argument.
*/
static unsigned
brw_compute_offset_barycentric_interp_modes(const struct brw_wm_prog_key *key,
const nir_shader *shader)
{
unsigned barycentric_interp_modes = 0;
nir_foreach_function_impl(impl, shader) {
nir_foreach_block(block, impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_barycentric_at_offset ||
intrin->intrinsic == nir_intrinsic_load_barycentric_at_sample)
barycentric_interp_modes |= 1 << brw_barycentric_mode(key, intrin);
}
}
}
return barycentric_interp_modes;
}
static void
brw_compute_flat_inputs(struct brw_wm_prog_data *prog_data,
const nir_shader *shader)
{
prog_data->flat_inputs = 0;
nir_foreach_shader_in_variable(var, shader) {
/* flat shading */
if (var->data.interpolation != INTERP_MODE_FLAT)
continue;
if (var->data.per_primitive)
continue;
unsigned slots = glsl_count_attribute_slots(var->type, false);
for (unsigned s = 0; s < slots; s++) {
int input_index = prog_data->urb_setup[var->data.location + s];
if (input_index >= 0)
prog_data->flat_inputs |= 1 << input_index;
}
}
}
static uint8_t
computed_depth_mode(const nir_shader *shader)
{
if (shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
switch (shader->info.fs.depth_layout) {
case FRAG_DEPTH_LAYOUT_NONE:
case FRAG_DEPTH_LAYOUT_ANY:
return BRW_PSCDEPTH_ON;
case FRAG_DEPTH_LAYOUT_GREATER:
return BRW_PSCDEPTH_ON_GE;
case FRAG_DEPTH_LAYOUT_LESS:
return BRW_PSCDEPTH_ON_LE;
case FRAG_DEPTH_LAYOUT_UNCHANGED:
/* We initially set this to OFF, but having the shader write the
* depth means we allocate register space in the SEND message. The
* difference between the SEND register count and the OFF state
* programming makes the HW hang.
*
* Removing the depth writes also leads to test failures. So use
* LesserThanOrEqual, which fits writing the same value
* (unchanged/equal).
*
*/
return BRW_PSCDEPTH_ON_LE;
}
}
return BRW_PSCDEPTH_OFF;
}
static void
brw_nir_populate_wm_prog_data(nir_shader *shader,
const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data,
const struct brw_mue_map *mue_map)
{
prog_data->uses_kill = shader->info.fs.uses_discard;
prog_data->uses_omask = !key->ignore_sample_mask_out &&
(shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
prog_data->max_polygons = 1;
prog_data->computed_depth_mode = computed_depth_mode(shader);
prog_data->computed_stencil =
shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL);
prog_data->sample_shading =
shader->info.fs.uses_sample_shading ||
shader->info.outputs_read;
assert(key->multisample_fbo != BRW_NEVER ||
key->persample_interp == BRW_NEVER);
prog_data->persample_dispatch = key->persample_interp;
if (prog_data->sample_shading)
prog_data->persample_dispatch = BRW_ALWAYS;
/* We can only persample dispatch if we have a multisample FBO */
prog_data->persample_dispatch = MIN2(prog_data->persample_dispatch,
key->multisample_fbo);
/* Currently only the Vulkan API allows alpha_to_coverage to be dynamic. If
* persample_dispatch & multisample_fbo are not dynamic, Anv should be able
* to definitively tell whether alpha_to_coverage is on or off.
*/
prog_data->alpha_to_coverage = key->alpha_to_coverage;
prog_data->uses_sample_mask =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_SAMPLE_MASK_IN);
/* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
*
* "MSDISPMODE_PERSAMPLE is required in order to select
* POSOFFSET_SAMPLE"
*
* So we can only really get sample positions if we are doing real
* per-sample dispatch. If we need gl_SamplePosition and we don't have
* persample dispatch, we hard-code it to 0.5.
*/
prog_data->uses_pos_offset =
prog_data->persample_dispatch != BRW_NEVER &&
(BITSET_TEST(shader->info.system_values_read,
SYSTEM_VALUE_SAMPLE_POS) ||
BITSET_TEST(shader->info.system_values_read,
SYSTEM_VALUE_SAMPLE_POS_OR_CENTER));
prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
prog_data->post_depth_coverage = shader->info.fs.post_depth_coverage;
prog_data->inner_coverage = shader->info.fs.inner_coverage;
prog_data->barycentric_interp_modes =
brw_compute_barycentric_interp_modes(devinfo, key, shader);
/* From the BDW PRM documentation for 3DSTATE_WM:
*
* "MSDISPMODE_PERSAMPLE is required in order to select Perspective
* Sample or Non- perspective Sample barycentric coordinates."
*
* So cleanup any potentially set sample barycentric mode when not in per
* sample dispatch.
*/
if (prog_data->persample_dispatch == BRW_NEVER) {
prog_data->barycentric_interp_modes &=
~BITFIELD_BIT(BRW_BARYCENTRIC_PERSPECTIVE_SAMPLE);
}
if (devinfo->ver >= 20) {
const unsigned offset_bary_modes =
brw_compute_offset_barycentric_interp_modes(key, shader);
prog_data->uses_npc_bary_coefficients =
offset_bary_modes & BRW_BARYCENTRIC_NONPERSPECTIVE_BITS;
prog_data->uses_pc_bary_coefficients =
offset_bary_modes & ~BRW_BARYCENTRIC_NONPERSPECTIVE_BITS;
prog_data->uses_sample_offsets =
offset_bary_modes & ((1 << BRW_BARYCENTRIC_PERSPECTIVE_SAMPLE) |
(1 << BRW_BARYCENTRIC_NONPERSPECTIVE_SAMPLE));
}
prog_data->uses_nonperspective_interp_modes =
(prog_data->barycentric_interp_modes & BRW_BARYCENTRIC_NONPERSPECTIVE_BITS) ||
prog_data->uses_npc_bary_coefficients;
/* The current VK_EXT_graphics_pipeline_library specification requires
* coarse to specified at compile time. But per sample interpolation can be
* dynamic. So we should never be in a situation where coarse &
* persample_interp are both respectively true & BRW_ALWAYS.
*
* Coarse will dynamically turned off when persample_interp is active.
*/
assert(!key->coarse_pixel || key->persample_interp != BRW_ALWAYS);
prog_data->coarse_pixel_dispatch =
brw_sometimes_invert(prog_data->persample_dispatch);
if (!key->coarse_pixel ||
prog_data->uses_omask ||
prog_data->sample_shading ||
prog_data->uses_sample_mask ||
(prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF) ||
prog_data->computed_stencil) {
prog_data->coarse_pixel_dispatch = BRW_NEVER;
}
/* ICL PRMs, Volume 9: Render Engine, Shared Functions Pixel Interpolater,
* Message Descriptor :
*
* "Message Type. Specifies the type of message being sent when
* pixel-rate evaluation is requested :
*
* Format = U2
* 0: Per Message Offset (eval_snapped with immediate offset)
* 1: Sample Position Offset (eval_sindex)
* 2: Centroid Position Offset (eval_centroid)
* 3: Per Slot Offset (eval_snapped with register offset)
*
* Message Type. Specifies the type of message being sent when
* coarse-rate evaluation is requested :
*
* Format = U2
* 0: Coarse to Pixel Mapping Message (internal message)
* 1: Reserved
* 2: Coarse Centroid Position (eval_centroid)
* 3: Per Slot Coarse Pixel Offset (eval_snapped with register offset)"
*
* The Sample Position Offset is marked as reserved for coarse rate
* evaluation and leads to hangs if we try to use it. So disable coarse
* pixel shading if we have any intrinsic that will result in a pixel
* interpolater message at sample.
*/
if (intel_nir_pulls_at_sample(shader))
prog_data->coarse_pixel_dispatch = BRW_NEVER;
/* We choose to always enable VMask prior to XeHP, as it would cause
* us to lose out on the eliminate_find_live_channel() optimization.
*/
prog_data->uses_vmask = devinfo->verx10 < 125 ||
shader->info.fs.needs_quad_helper_invocations ||
shader->info.uses_wide_subgroup_intrinsics ||
prog_data->coarse_pixel_dispatch != BRW_NEVER;
prog_data->uses_src_w =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD);
prog_data->uses_src_depth =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD) &&
prog_data->coarse_pixel_dispatch != BRW_ALWAYS;
prog_data->uses_depth_w_coefficients = prog_data->uses_pc_bary_coefficients ||
(BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD) &&
prog_data->coarse_pixel_dispatch != BRW_NEVER);
calculate_urb_setup(devinfo, key, prog_data, shader, mue_map);
brw_compute_flat_inputs(prog_data, shader);
}
const unsigned *
brw_compile_fs(const struct brw_compiler *compiler,
struct brw_compile_fs_params *params)
{
struct nir_shader *nir = params->base.nir;
const struct brw_wm_prog_key *key = params->key;
struct brw_wm_prog_data *prog_data = params->prog_data;
bool allow_spilling = params->allow_spilling;
const bool debug_enabled =
brw_should_print_shader(nir, params->base.debug_flag ?
params->base.debug_flag : DEBUG_WM);
prog_data->base.stage = MESA_SHADER_FRAGMENT;
prog_data->base.ray_queries = nir->info.ray_queries;
prog_data->base.total_scratch = 0;
const struct intel_device_info *devinfo = compiler->devinfo;
const unsigned max_subgroup_size = 32;
brw_nir_apply_key(nir, compiler, &key->base, max_subgroup_size);
brw_nir_lower_fs_inputs(nir, devinfo, key);
brw_nir_lower_fs_outputs(nir);
/* From the SKL PRM, Volume 7, "Alpha Coverage":
* "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in
* hardware, regardless of the state setting for this feature."
*/
if (key->alpha_to_coverage != BRW_NEVER) {
/* Run constant fold optimization in order to get the correct source
* offset to determine render target 0 store instruction in
* emit_alpha_to_coverage pass.
*/
NIR_PASS(_, nir, nir_opt_constant_folding);
NIR_PASS(_, nir, brw_nir_lower_alpha_to_coverage, key, prog_data);
}
NIR_PASS(_, nir, brw_nir_move_interpolation_to_top);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
brw_nir_populate_wm_prog_data(nir, compiler->devinfo, key, prog_data,
params->mue_map);
std::unique_ptr<fs_visitor> v8, v16, v32, vmulti;
cfg_t *simd8_cfg = NULL, *simd16_cfg = NULL, *simd32_cfg = NULL,
*multi_cfg = NULL;
float throughput = 0;
bool has_spilled = false;
if (devinfo->ver < 20) {
v8 = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 8, 1,
params->base.stats != NULL,
debug_enabled);
if (!v8->run_fs(allow_spilling, false /* do_rep_send */)) {
params->base.error_str = ralloc_strdup(params->base.mem_ctx,
v8->fail_msg);
return NULL;
} else if (INTEL_SIMD(FS, 8)) {
simd8_cfg = v8->cfg;
assert(v8->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.dispatch_grf_start_reg = v8->payload().num_regs / reg_unit(devinfo);
const performance &perf = v8->performance_analysis.require();
throughput = MAX2(throughput, perf.throughput);
has_spilled = v8->spilled_any_registers;
allow_spilling = false;
}
}
if (key->coarse_pixel && devinfo->ver < 20) {
if (prog_data->dual_src_blend) {
v8->limit_dispatch_width(8, "SIMD16 coarse pixel shading cannot"
" use SIMD8 messages.\n");
}
v8->limit_dispatch_width(16, "SIMD32 not supported with coarse"
" pixel shading.\n");
}
if (!has_spilled &&
(!v8 || v8->max_dispatch_width >= 16) &&
(INTEL_SIMD(FS, 16) || params->use_rep_send)) {
/* Try a SIMD16 compile */
v16 = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 16, 1,
params->base.stats != NULL,
debug_enabled);
if (v8)
v16->import_uniforms(v8.get());
if (!v16->run_fs(allow_spilling, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD16 shader failed to compile: %s\n",
v16->fail_msg);
} else {
simd16_cfg = v16->cfg;
assert(v16->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_16 = v16->payload().num_regs / reg_unit(devinfo);
const performance &perf = v16->performance_analysis.require();
throughput = MAX2(throughput, perf.throughput);
has_spilled = v16->spilled_any_registers;
allow_spilling = false;
}
}
const bool simd16_failed = v16 && !simd16_cfg;
/* Currently, the compiler only supports SIMD32 on SNB+ */
if (!has_spilled &&
(!v8 || v8->max_dispatch_width >= 32) &&
(!v16 || v16->max_dispatch_width >= 32) && !params->use_rep_send &&
!simd16_failed &&
INTEL_SIMD(FS, 32)) {
/* Try a SIMD32 compile */
v32 = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 32, 1,
params->base.stats != NULL,
debug_enabled);
if (v8)
v32->import_uniforms(v8.get());
else if (v16)
v32->import_uniforms(v16.get());
if (!v32->run_fs(allow_spilling, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD32 shader failed to compile: %s\n",
v32->fail_msg);
} else {
const performance &perf = v32->performance_analysis.require();
if (!INTEL_DEBUG(DEBUG_DO32) && throughput >= perf.throughput) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD32 shader inefficient\n");
} else {
simd32_cfg = v32->cfg;
assert(v32->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_32 = v32->payload().num_regs / reg_unit(devinfo);
throughput = MAX2(throughput, perf.throughput);
}
}
}
if (devinfo->ver >= 12 && !has_spilled &&
params->max_polygons >= 2 && !key->coarse_pixel) {
fs_visitor *vbase = v8 ? v8.get() : v16 ? v16.get() : v32.get();
assert(vbase);
if (devinfo->ver >= 20 &&
params->max_polygons >= 4 &&
vbase->max_dispatch_width >= 32 &&
4 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 4X8)) {
/* Try a quad-SIMD8 compile */
vmulti = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 32, 4,
params->base.stats != NULL,
debug_enabled);
vmulti->import_uniforms(vbase);
if (!vmulti->run_fs(false, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Quad-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!multi_cfg && devinfo->ver >= 20 &&
vbase->max_dispatch_width >= 32 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X16)) {
/* Try a dual-SIMD16 compile */
vmulti = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 32, 2,
params->base.stats != NULL,
debug_enabled);
vmulti->import_uniforms(vbase);
if (!vmulti->run_fs(false, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD16 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!multi_cfg && vbase->max_dispatch_width >= 16 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X8)) {
/* Try a dual-SIMD8 compile */
vmulti = std::make_unique<fs_visitor>(compiler, &params->base, key,
prog_data, nir, 16, 2,
params->base.stats != NULL,
debug_enabled);
vmulti->import_uniforms(vbase);
if (!vmulti->run_fs(allow_spilling, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
}
}
if (multi_cfg) {
assert(vmulti->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.dispatch_grf_start_reg = vmulti->payload().num_regs / reg_unit(devinfo);
}
}
/* When the caller requests a repclear shader, they want SIMD16-only */
if (params->use_rep_send)
simd8_cfg = NULL;
fs_generator g(compiler, &params->base, &prog_data->base,
MESA_SHADER_FRAGMENT);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s fragment shader %s",
nir->info.label ?
nir->info.label : "unnamed",
nir->info.name));
}
struct brw_compile_stats *stats = params->base.stats;
uint32_t max_dispatch_width = 0;
if (multi_cfg) {
prog_data->dispatch_multi = vmulti->dispatch_width;
prog_data->max_polygons = vmulti->max_polygons;
g.generate_code(multi_cfg, vmulti->dispatch_width, vmulti->shader_stats,
vmulti->performance_analysis.require(),
stats, vmulti->max_polygons);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = vmulti->dispatch_width;
} else if (simd8_cfg) {
prog_data->dispatch_8 = true;
g.generate_code(simd8_cfg, 8, v8->shader_stats,
v8->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 8;
}
if (simd16_cfg) {
prog_data->dispatch_16 = true;
prog_data->prog_offset_16 = g.generate_code(
simd16_cfg, 16, v16->shader_stats,
v16->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 16;
}
if (simd32_cfg) {
prog_data->dispatch_32 = true;
prog_data->prog_offset_32 = g.generate_code(
simd32_cfg, 32, v32->shader_stats,
v32->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 32;
}
for (struct brw_compile_stats *s = params->base.stats; s != NULL && s != stats; s++)
s->max_dispatch_width = max_dispatch_width;
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}