The brw_shader::uniforms now is derived from the nir_shader. The
only exception is compute shaders for older Gfx versions, so we
move the adjust logic for that.
The benefit here is untangling the code for compilation variants,
that before needed to keep track of the first that compiled to,
in most cases, copy an integer.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33541>
And unify the initialization code for brw_shader. Avoid passing
brw_compile_params since for a single compilation we might have
multiple shaders (the case for BS stage).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33541>
Unfortunately we cannot use the indirect descriptor on Gfx11, it
appears to just drop writes. Other platforms appear to be fine.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36883>
This introduces enums for SHADER_OPCODE_SEND[_GATHER] sources, similar
similar to what we've done for most of the newer logical opcodes. This
allows us to use actual names for sources rather than remembering their
order, or leaving ourselves comments like /* ex_desc */ all over. It
will also make it easier to add or reorder sources in the future.
While we're at it, we also standardize on the number of sources.
Previously, we allowed SHADER_OPCODE_SEND to have either 3 (monosend) or
4 (split send) sources, but this is mostly for haphazard historical
reasons. We now specify all sources every time, eliminating the need
for careful inst->source checks before accessing the last source.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34040>
The vulkan runtime doesn´t store this parameter in the dynamic state
(since it's not a dynamic state). Just capture it at compile time and
leave on the wm_prog_data.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36665>
The delivered values in the coarse pixel size are 0 when coarse pixel
dispatch is disabled and that is screwing up our half pixel offset
adjustment.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36457>
We simplify the implementation by assuming the worse case, copying
entire per-vertex regions if necessary.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35103>
The formula uses scalar indices (4bytes), not slots (16bytes).
We also incorrectly passed a scalar (vertex case) & slot (mesh case)
offset in the push constants. Use slots instead so that the value is
smaller and we can pack more stuff into fs_msaa_flags.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 18bbcf9a63 ("intel: introduce new VUE layout for separate compiled shader with mesh")
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35103>
This was leftover dead code from 4bb6e6817e ("intel: Use a system value
for gl_FragCoord") -- the sysval doesn't do any interpolation and doesn't
have sources that could use a barycentric.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25190>
This will be necessary to select the right value for flat inputs in
fragment shaders when fragment shader barycentrics are in use.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34445>
I always thought there was a massive issue with pipeline libraries &
mesh shaders. Indeed recent CTS tests have exposed a number of issues.
Some values delivered to the fragment shader are coming from different
places depending on whether the preceding shader is Mesh or not. For
example PrimitiveID is delivered in the per-primitive block in Mesh
pipelines whereas for other pipelines it's coming as a VUE slot (which
is per-vertex). Those are 2 different locations in the payload.
We have to find a layout for fragment shaders that is compatible with
everything. Leaving gaps here and there in the thread payload.
Fixes the following test pattern :
dEQP-VK.mesh_shader.ext.smoke.fast_lib.shared_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
Mesh shaders have per vertex block in URB pretty much identical to the
VUE format. Let's just reuse that concept to do all of our layout in
the payload attribute registers. This will ensure that we have
consistent VUE layout between Mesh & non-Mesh pipelines.
We need a new way of laying out the VUE though as we have to
accomodate a HW constraint of maximum (per-primitive + per-vertex) of
32 varying. This means we cannot have 2 locations in the payload for
things like PrimitiveID which can come from either the per-primitive
or the per-vertex block. The new layout places the PrimitiveID at the
end of the per-vertex attributes and shrinks the delivery dynamically
if the mesh stage is active. The shader is compiled with a
MOV_INDIRECT to read the PrimitiveID from the right location in the
attributes.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34109>
This currently treats coarse and fine derivatives the same, but Qualcomm
needs to know whether just coarse derivatives are used or fine
derivatives/quad ops are also used. Rename this to
needs_coarse_quad_helper_invocations make clear the difference from the
new field, needs_full_quad_helper_invocations.
Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Fixes: 264d8a6766 ("ir3: Set need_full_quad depending on info.fs.require_full_quads")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33862>
This was only needed on Sandybridge. We can delete the brw code,
and replace the generic devinfo bit with a helper inside the elk
compiler itself.
Thanks to Iván Briano for noticing we still had dead brw code for this.
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33764>
All remaining uses of that constructor would also use at_end(),
and vice-versa. So just implement that behavior in the constructor
itself.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33815>
Our name for this enum was brw_message_target, but it's better known as
shared function ID or SFID. Call it brw_sfid to make it easier to find.
Now that brw only supports Gfx9+, we don't particularly care whether
SFIDs were introduced on Gfx4, Gfx6, or Gfx7.5. Also, the LSC SFIDs
were confusingly tagged "GFX12" but aren't available on Gfx12.0; they
were introduced with Alchemist/Meteorlake.
GFX6_SFID_DATAPORT_SAMPLER_CACHE in particular was confusing. It sounds
like the SFID to use for the sampler on Gfx6+, however it has nothing to
do with the sampler at all. BRW_SFID_SAMPLER remains the sampler SFID.
On Haswell, we ran out of messages on the main data cache data port, and
so they introduced two additional ones, for more messages. The modern
Tigerlake PRMs simply call these DP_DC0, DP_DC1, and DP_DC2. I think
the "sampler" name came from some idea about reorganizing messages that
never materialized (instead, the LSC came as a much larger cleanup).
Recently we've adopted the term "HDC" for the legacy data cluster, as
opposed to "LSC" for the modern Load/Store Cache. To make clear which
SFIDs target the legacy HDC dataports, we use BRW_SFID_HDC0/1/2.
We were also citing the G45, Sandybridge, and Ivybridge PRMs for a
compiler that supports none of those platforms. Cite modern docs.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33650>
We can just specify this as a source to the logical FB read/write
opcodes. Notably FB reads had no sources before; now they have one.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33297>
Rather than using a bit in the generic fs_inst data structure, we can
simply set a source on our logical FB write messages. (We already do
so for many other cases.)
In the repclear shader, setting this wasn't actually having an effect,
as we were setting it on a SHADER_OPCODE_SEND message which ignored it.
(We had already correctly set the bit in the message descriptor.)
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33297>
This was used for legacy depth passthrough on older hardware. Gfx9+
doesn't actually have dst depth as part of the message, which is the
only hardware brw supports these days.
It sure looks like we were setting it though...
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33297>
This is similar to what we used to do on pre-SNB platforms, the number
of GRF registers used by the shader will be used on Xe3+ to adjust the
trade-off between thread-level parallelism and size of the GRF file.
Plumb the value through prog_data so the driver can set up the
hardware state accordingly.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32664>
This reworks the implementation of brw_compile_fs() to reduce compile
time and take advantage of wider dispatch modes more aggressively than
the original logic.
The new "optimistic" PS compilation logic starts with the SIMD width
that is potentially highest performance and only compiles additional
narrower variants if that fails (typically due to spilling or hardware
restrictions), while the old "pessimistic" logic did the opposite: It
started with the narrowest SIMD width and compiled additional variants
with increasing register pressure until one of them failed to compile.
The main disadvantage of this is that selectively throwing away some
of the compiled variants based on the static analysis of their
performance behavior will no longer be possible, however this is
expected to be less useful on Xe3+ since the GRF space allocated to a
thread can be scaled up or down, which leads to less dramatic
differences in scheduling between SIMD variants.
In typical non-spilling cases where we formerly compiled SIMD16 and
SIMD32 variants of the same fragment shader, this change will halve
the number of backend compilations required to build a shader. With
multi-polygon PS dispatch enabled (which is disabled by default right
now) this has an even more dramatic effect since the number of
compiler iterations can be reduced down to a fifth in the best case
scenario.
Even though in most cases we will only attempt to return a single
binary from the pixel shader compilation, the hardware allows a pair
of PS kernels to be specified, and we'll still take advantage of this
when the multi-polygon PS kernel has the potential to have worse
performance than the single-polygon shader because only the latter
register-allocates successfully at SIMD32 -- Only in such case
(SIMD2x8 multi-polygon, SIMD32 single-polygon) we'll continue
programming both so the hardware will chose one or the other at
runtime depending on the SIMD fullness and number of polygons it can
buffer at runtime.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32664>