nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes

So far, input_reads was a bitmap tracking which vertex input locations
were being used.

In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.

But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.

To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.

As example, if in our GLSL/IR shader we have three attributes:

layout(location = 0) vec3  attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;

then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.

Checking carefully, basically we are using slots rather than locations
in NIR.

When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.

v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.

v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Juan A. Suarez Romero 2016-12-16 10:24:43 +01:00
parent 3551a2d3ad
commit c2acf97fcc
9 changed files with 107 additions and 60 deletions

View file

@ -129,6 +129,19 @@ private:
} /* end of anonymous namespace */
static void
nir_remap_attributes(nir_shader *shader)
{
nir_foreach_variable(var, &shader->inputs) {
var->data.location += _mesa_bitcount_64(shader->info->double_inputs_read &
BITFIELD64_MASK(var->data.location));
}
/* Once the remap is done, reset double_inputs_read, so later it will have
* which location/slots are doubles */
shader->info->double_inputs_read = 0;
}
nir_shader *
glsl_to_nir(const struct gl_shader_program *shader_prog,
gl_shader_stage stage,
@ -146,6 +159,13 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
nir_lower_constant_initializers(shader, (nir_variable_mode)~0);
/* Remap the locations to slots so those requiring two slots will occupy
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2 */
if (shader->stage == MESA_SHADER_VERTEX)
nir_remap_attributes(shader);
shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
shader->info->label = ralloc_strdup(shader, shader_prog->Label);
@ -322,6 +342,14 @@ nir_visitor::visit(ir_variable *ir)
var->data.compact = ir->type->without_array()->is_scalar();
}
}
/* Mark all the locations that require two slots */
if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
for (uint i = 0; i < glsl_count_attribute_slots(var->type, true); i++) {
uint64_t bitfield = BITFIELD64_BIT(var->data.location + i);
shader->info->double_inputs_read |= bitfield;
}
}
break;
case ir_var_shader_out:

View file

@ -53,11 +53,6 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len)
else
shader->info->inputs_read |= bitfield;
/* double inputs read is only for vertex inputs */
if (shader->stage == MESA_SHADER_VERTEX &&
glsl_type_is_dual_slot(glsl_without_array(var->type)))
shader->info->double_inputs_read |= bitfield;
if (shader->stage == MESA_SHADER_FRAGMENT) {
shader->info->fs.uses_sample_qualifier |= var->data.sample;
}
@ -83,26 +78,21 @@ static void
mark_whole_variable(nir_shader *shader, nir_variable *var)
{
const struct glsl_type *type = var->type;
bool is_vertex_input = false;
if (nir_is_per_vertex_io(var, shader->stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
if (shader->stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in)
is_vertex_input = true;
const unsigned slots =
var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
: glsl_count_attribute_slots(type, is_vertex_input);
: glsl_count_attribute_slots(type, false);
set_io_mask(shader, var, 0, slots);
}
static unsigned
get_io_offset(nir_deref_var *deref, bool is_vertex_input)
get_io_offset(nir_deref_var *deref)
{
unsigned offset = 0;
@ -117,7 +107,7 @@ get_io_offset(nir_deref_var *deref, bool is_vertex_input)
return -1;
}
offset += glsl_count_attribute_slots(tail->type, is_vertex_input) *
offset += glsl_count_attribute_slots(tail->type, false) *
deref_array->base_offset;
}
/* TODO: we can get the offset for structs here see nir_lower_io() */
@ -163,12 +153,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)
return false;
}
bool is_vertex_input = false;
if (shader->stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in)
is_vertex_input = true;
unsigned offset = get_io_offset(deref, is_vertex_input);
unsigned offset = get_io_offset(deref);
if (offset == -1)
return false;
@ -184,8 +169,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)
}
/* double element width for double types that takes two slots */
if (!is_vertex_input &&
glsl_type_is_dual_slot(glsl_without_array(type))) {
if (glsl_type_is_dual_slot(glsl_without_array(type))) {
elem_width *= 2;
}
@ -220,13 +204,27 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
case nir_intrinsic_interp_var_at_sample:
case nir_intrinsic_interp_var_at_offset:
case nir_intrinsic_load_var:
case nir_intrinsic_store_var:
if (instr->variables[0]->var->data.mode == nir_var_shader_in ||
instr->variables[0]->var->data.mode == nir_var_shader_out) {
case nir_intrinsic_store_var: {
nir_variable *var = instr->variables[0]->var;
if (var->data.mode == nir_var_shader_in ||
var->data.mode == nir_var_shader_out) {
if (!try_mask_partial_io(shader, instr->variables[0]))
mark_whole_variable(shader, instr->variables[0]->var);
mark_whole_variable(shader, var);
/* We need to track which input_reads bits correspond to a
* dvec3/dvec4 input attribute */
if (shader->stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in &&
glsl_type_is_dual_slot(glsl_without_array(var->type))) {
for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
int idx = var->data.location + i;
shader->info->double_inputs_read |= BITFIELD64_BIT(idx);
}
}
}
break;
}
case nir_intrinsic_load_draw_id:
case nir_intrinsic_load_front_face:

View file

@ -42,9 +42,35 @@ vertex_element_comp_control(enum isl_format format, unsigned comp)
default: unreachable("Invalid component");
}
/*
* Take in account hardware restrictions when dealing with 64-bit floats.
*
* From Broadwell spec, command reference structures, page 586:
* "When SourceElementFormat is set to one of the *64*_PASSTHRU formats,
* 64-bit components are stored * in the URB without any conversion. In
* this case, vertex elements must be written as 128 or 256 bits, with
* VFCOMP_STORE_0 being used to pad the output as required. E.g., if
* R64_PASSTHRU is used to copy a 64-bit Red component into the URB,
* Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3
* set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or
* Components 1-3 must be specified as VFCOMP_STORE_0 in order to output
* a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires
* Component 3 to be specified as VFCOMP_STORE_0 in order to output a
* 256-bit vertex element."
*/
if (bits) {
return VFCOMP_STORE_SRC;
} else if (comp < 3) {
} else if (comp >= 2 &&
!isl_format_layouts[format].channels.b.bits &&
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* When emitting 64-bit attributes, we need to write either 128 or 256
* bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and
* VFCOMP_STORE_0 to pad the written chunk */
return VFCOMP_NOSTORE;
} else if (comp < 3 ||
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* Note we need to pad with value 0, not 1, due hardware restrictions
* (see comment above) */
return VFCOMP_STORE_0;
} else if (isl_format_layouts[format].channels.r.type == ISL_UINT ||
isl_format_layouts[format].channels.r.type == ISL_SINT) {
@ -64,8 +90,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,
/* Pull inputs_read out of the VS prog data */
const uint64_t inputs_read = vs_prog_data->inputs_read;
const uint64_t double_inputs_read = vs_prog_data->double_inputs_read;
assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;
const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;
#if GEN_GEN >= 8
/* On BDW+, we only need to allocate space for base ids. Setting up
@ -83,13 +111,16 @@ emit_vertex_input(struct anv_pipeline *pipeline,
vs_prog_data->uses_baseinstance;
#endif
uint32_t elem_count = __builtin_popcount(elements) + needs_svgs_elem;
if (elem_count == 0)
uint32_t elem_count = __builtin_popcount(elements) -
__builtin_popcount(elements_double) / 2;
uint32_t total_elems = elem_count + needs_svgs_elem;
if (total_elems == 0)
return;
uint32_t *p;
const uint32_t num_dwords = 1 + elem_count * 2;
const uint32_t num_dwords = 1 + total_elems * 2;
p = anv_batch_emitn(&pipeline->batch, num_dwords,
GENX(3DSTATE_VERTEX_ELEMENTS));
memset(p + 1, 0, (num_dwords - 1) * 4);
@ -107,7 +138,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,
if ((elements & (1 << desc->location)) == 0)
continue; /* Binding unused */
uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1));
uint32_t slot =
__builtin_popcount(elements & ((1 << desc->location) - 1)) -
DIV_ROUND_UP(__builtin_popcount(elements_double &
((1 << desc->location) -1)), 2);
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = desc->binding,
@ -137,7 +171,7 @@ emit_vertex_input(struct anv_pipeline *pipeline,
#endif
}
const uint32_t id_slot = __builtin_popcount(elements);
const uint32_t id_slot = elem_count;
if (needs_svgs_elem) {
/* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
* "Within a VERTEX_ELEMENT_STATE structure, if a Component

View file

@ -481,11 +481,16 @@ brw_prepare_vertices(struct brw_context *brw)
/* Accumulate the list of enabled arrays. */
brw->vb.nr_enabled = 0;
while (vs_inputs) {
GLuint index = ffsll(vs_inputs) - 1;
GLuint first = ffsll(vs_inputs) - 1;
GLuint index =
first - DIV_ROUND_UP(_mesa_bitcount_64(vs_prog_data->double_inputs_read &
BITFIELD64_MASK(first)), 2);
struct brw_vertex_element *input = &brw->vb.inputs[index];
input->is_dual_slot = brw->gen >= 8 &&
(vs_prog_data->double_inputs_read & BITFIELD64_BIT(index)) != 0;
vs_inputs &= ~BITFIELD64_BIT(index);
(vs_prog_data->double_inputs_read & BITFIELD64_BIT(first)) != 0;
vs_inputs &= ~BITFIELD64_BIT(first);
if (input->is_dual_slot)
vs_inputs &= ~BITFIELD64_BIT(first + 1);
brw->vb.enabled[brw->vb.nr_enabled++] = input;
}

View file

@ -492,19 +492,6 @@ type_size_scalar(const struct glsl_type *type)
return 0;
}
/* Attribute arrays are loaded as one vec4 per element (or matrix column),
* except for double-precision types, which are loaded as one dvec4.
*/
extern "C" int
type_size_vs_input(const struct glsl_type *type)
{
if (type->is_double()) {
return type_size_dvec4(type);
} else {
return type_size_vec4(type);
}
}
/**
* Create a MOV to read the timestamp register.
*

View file

@ -36,8 +36,7 @@ fs_reg *
fs_visitor::emit_vs_system_value(int location)
{
fs_reg *reg = new(this->mem_ctx)
fs_reg(ATTR, 4 * (_mesa_bitcount_64(nir->info->inputs_read) +
_mesa_bitcount_64(nir->info->double_inputs_read)),
fs_reg(ATTR, 4 * _mesa_bitcount_64(nir->info->inputs_read),
BRW_REGISTER_TYPE_D);
struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(prog_data);

View file

@ -113,9 +113,7 @@ remap_vs_attrs(nir_block *block, shader_info *nir_info)
int attr = intrin->const_index[0];
int slot = _mesa_bitcount_64(nir_info->inputs_read &
BITFIELD64_MASK(attr));
int dslot = _mesa_bitcount_64(nir_info->double_inputs_read &
BITFIELD64_MASK(attr));
intrin->const_index[0] = 4 * (slot + dslot);
intrin->const_index[0] = 4 * slot;
}
}
return true;
@ -268,7 +266,7 @@ brw_nir_lower_vs_inputs(nir_shader *nir,
* loaded as one vec4 or dvec4 per element (or matrix column), depending on
* whether it is a double-precision type or not.
*/
nir_lower_io(nir, nir_var_shader_in, type_size_vs_input, 0);
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);

View file

@ -34,7 +34,6 @@ extern "C" {
int type_size_scalar(const struct glsl_type *type);
int type_size_vec4(const struct glsl_type *type);
int type_size_dvec4(const struct glsl_type *type);
int type_size_vs_input(const struct glsl_type *type);
static inline int
type_size_scalar_bytes(const struct glsl_type *type)

View file

@ -2737,7 +2737,7 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
((1 << shader->info->cull_distance_array_size) - 1) <<
shader->info->clip_distance_array_size;
unsigned nr_attributes = _mesa_bitcount_64(prog_data->inputs_read);
unsigned nr_attribute_slots = _mesa_bitcount_64(prog_data->inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
@ -2747,18 +2747,17 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) |
BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) |
BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) {
nr_attributes++;
nr_attribute_slots++;
}
/* gl_DrawID has its very own vec4 */
if (shader->info->system_values_read &
BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID)) {
nr_attributes++;
nr_attribute_slots++;
}
unsigned nr_attribute_slots =
nr_attributes +
_mesa_bitcount_64(shader->info->double_inputs_read);
unsigned nr_attributes = nr_attribute_slots -
DIV_ROUND_UP(_mesa_bitcount_64(shader->info->double_inputs_read), 2);
/* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
* Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in