/* * Copyright © 2021 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. */ #include #include #include "brw_compiler.h" #include "brw_shader.h" #include "brw_builder.h" #include "brw_generator.h" #include "brw_nir.h" #include "brw_private.h" #include "compiler/nir/nir_builder.h" #include "dev/intel_debug.h" #include static inline int type_size_scalar_dwords(const struct glsl_type *type, bool bindless) { return glsl_count_dword_slots(type, bindless); } /* TODO(mesh): Make this a common function. */ static void shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align) { assert(glsl_type_is_vector_or_scalar(type)); uint32_t comp_size = glsl_type_is_boolean(type) ? 4 : glsl_get_bit_size(type) / 8; unsigned length = glsl_get_vector_elements(type); *size = comp_size * length, *align = comp_size * (length == 3 ? 4 : length); } static bool brw_nir_lower_launch_mesh_workgroups_instr(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { if (intrin->intrinsic != nir_intrinsic_launch_mesh_workgroups) return false; b->cursor = nir_before_instr(&intrin->instr); nir_def *local_invocation_index = nir_load_local_invocation_index(b); /* Make sure that the mesh workgroup size is taken from the first invocation * (nir_intrinsic_launch_mesh_workgroups requirement) */ nir_def *cmp = nir_ieq_imm(b, local_invocation_index, 0); nir_if *if_stmt = nir_push_if(b, cmp); { /* TUE header contains 4 words: * * - Word 0 for Task Count. * * - Words 1-3 used for "Dispatch Dimensions" feature, to allow mapping a * 3D dispatch into the 1D dispatch supported by HW. */ nir_def *x = nir_channel(b, intrin->src[0].ssa, 0); nir_def *y = nir_channel(b, intrin->src[0].ssa, 1); nir_def *z = nir_channel(b, intrin->src[0].ssa, 2); nir_def *task_count = nir_imul(b, x, nir_imul(b, y, z)); nir_def *tue_header = nir_vec4(b, task_count, x, y, z); nir_store_task_payload(b, tue_header, nir_imm_int(b, 0)); } nir_pop_if(b, if_stmt); nir_instr_remove(&intrin->instr); return true; } static bool brw_nir_lower_launch_mesh_workgroups(nir_shader *nir) { return nir_shader_intrinsics_pass(nir, brw_nir_lower_launch_mesh_workgroups_instr, nir_metadata_none, NULL); } static void brw_nir_lower_tue_outputs(nir_shader *nir, brw_tue_map *map) { memset(map, 0, sizeof(*map)); NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_scalar_dwords, nir_lower_io_lower_64bit_to_32); /* From bspec: "It is suggested that SW reserve the 16 bytes following the * TUE Header, and therefore start the SW-defined data structure at 32B * alignment. This allows the TUE Header to always be written as 32 bytes * with 32B alignment, the most optimal write performance case." */ map->per_task_data_start_dw = 8; /* Lowering to explicit types will start offsets from task_payload_size, so * set it to start after the header. */ nir->info.task_payload_size = map->per_task_data_start_dw * 4; NIR_PASS(_, nir, nir_lower_vars_to_explicit_types, nir_var_mem_task_payload, shared_type_info); NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_task_payload, nir_address_format_32bit_offset); map->size_dw = ALIGN(DIV_ROUND_UP(nir->info.task_payload_size, 4), 8); } static void brw_print_tue_map(FILE *fp, const struct brw_tue_map *map) { fprintf(fp, "TUE (%d dwords)\n\n", map->size_dw); } static bool brw_nir_adjust_task_payload_offsets_instr(struct nir_builder *b, nir_intrinsic_instr *intrin, void *data) { switch (intrin->intrinsic) { case nir_intrinsic_store_task_payload: case nir_intrinsic_load_task_payload: { nir_src *offset_src = nir_get_io_offset_src(intrin); if (nir_src_is_const(*offset_src)) assert(nir_src_as_uint(*offset_src) % 4 == 0); b->cursor = nir_before_instr(&intrin->instr); /* Regular I/O uses dwords while explicit I/O used for task payload uses * bytes. Normalize it to dwords. * * TODO(mesh): Figure out how to handle 8-bit, 16-bit. */ nir_def *offset = nir_ishr_imm(b, offset_src->ssa, 2); nir_src_rewrite(offset_src, offset); unsigned base = nir_intrinsic_base(intrin); assert(base % 4 == 0); nir_intrinsic_set_base(intrin, base / 4); return true; } default: return false; } } static bool brw_nir_adjust_task_payload_offsets(nir_shader *nir) { return nir_shader_intrinsics_pass(nir, brw_nir_adjust_task_payload_offsets_instr, nir_metadata_control_flow, NULL); } void brw_nir_adjust_payload(nir_shader *shader) { /* Adjustment of task payload offsets must be performed *after* last pass * which interprets them as bytes, because it changes their unit. */ bool adjusted = false; NIR_PASS(adjusted, shader, brw_nir_adjust_task_payload_offsets); if (adjusted) /* clean up the mess created by offset adjustments */ NIR_PASS(_, shader, nir_opt_constant_folding); } static bool brw_nir_align_launch_mesh_workgroups_instr(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { if (intrin->intrinsic != nir_intrinsic_launch_mesh_workgroups) return false; /* nir_lower_task_shader uses "range" as task payload size. */ unsigned range = nir_intrinsic_range(intrin); /* This will avoid special case in nir_lower_task_shader dealing with * not vec4-aligned payload when payload_in_shared workaround is enabled. */ nir_intrinsic_set_range(intrin, ALIGN(range, 16)); return true; } static bool brw_nir_align_launch_mesh_workgroups(nir_shader *nir) { return nir_shader_intrinsics_pass(nir, brw_nir_align_launch_mesh_workgroups_instr, nir_metadata_control_flow, NULL); } static bool lower_set_vtx_and_prim_to_temp_write(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { if (intrin->intrinsic != nir_intrinsic_set_vertex_and_primitive_count) return false; /* Detect some cases of invalid primitive count. They might lead to URB * memory corruption, where workgroups overwrite each other output memory. */ if (nir_src_is_const(intrin->src[1]) && nir_src_as_uint(intrin->src[1]) > b->shader->info.mesh.max_primitives_out) unreachable("number of primitives bigger than max specified"); b->cursor = nir_instr_remove(&intrin->instr); nir_variable *temporary_primitive_count = (nir_variable *)data; nir_store_var(b, temporary_primitive_count, intrin->src[1].ssa, 0x1); return true; } static bool brw_nir_lower_mesh_primitive_count(nir_shader *nir) { nir_function_impl *impl = nir_shader_get_entrypoint(nir); nir_variable *temporary_primitive_count = nir_local_variable_create(impl, glsl_uint_type(), "__temp_primitive_count"); nir_shader_intrinsics_pass(nir, lower_set_vtx_and_prim_to_temp_write, nir_metadata_control_flow, temporary_primitive_count); nir_builder _b = nir_builder_at(nir_before_impl(impl)), *b = &_b; nir_store_var(b, temporary_primitive_count, nir_imm_int(b, 0), 0x1); b->cursor = nir_after_impl(impl); /* Have a single lane write the primitive count */ nir_def *local_invocation_index = nir_load_local_invocation_index(b); nir_push_if(b, nir_ieq_imm(b, local_invocation_index, 0)); { nir_variable *final_primitive_count = nir_create_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_PRIMITIVE_COUNT, glsl_uint_type()); final_primitive_count->name = ralloc_strdup(final_primitive_count, "gl_PrimitiveCountNV"); final_primitive_count->data.interpolation = INTERP_MODE_NONE; nir_store_var(b, final_primitive_count, nir_load_var(b, temporary_primitive_count), 0x1); } nir_pop_if(b, NULL); nir_progress(true, impl, nir_metadata_none); nir->info.outputs_written |= VARYING_BIT_PRIMITIVE_COUNT; return true; } static void brw_emit_urb_fence(brw_shader &s) { const brw_builder bld1 = brw_builder(&s).uniform(); brw_reg dst = bld1.vgrf(BRW_TYPE_UD); brw_inst *fence = bld1.emit(SHADER_OPCODE_MEMORY_FENCE, dst, brw_vec8_grf(0, 0), brw_imm_ud(true)); fence->size_written = REG_SIZE * reg_unit(s.devinfo); fence->sfid = BRW_SFID_URB; /* The logical thing here would likely be a THREADGROUP fence but that's * still failing some tests like in dEQP-VK.mesh_shader.ext.query.* * * Gfx12.5 has a comment about this on BSpec 53533 : * * "If fence scope is Local or Threadgroup, HW ignores the flush type * and operates as if it was set to None (no flush)" * * Software workaround from HSD-22014129519 indicates that a GPU fence * resolves the issue. */ fence->desc = lsc_fence_msg_desc(s.devinfo, LSC_FENCE_GPU, LSC_FLUSH_TYPE_NONE, true); bld1.emit(FS_OPCODE_SCHEDULING_FENCE, bld1.null_reg_ud(), &dst, 1); } static bool run_task_mesh(brw_shader &s, bool allow_spilling) { assert(s.stage == MESA_SHADER_TASK || s.stage == MESA_SHADER_MESH); s.payload_ = new brw_task_mesh_thread_payload(s); brw_from_nir(&s); if (s.failed) return false; brw_emit_urb_fence(s); s.emit_cs_terminate(); brw_calculate_cfg(s); brw_optimize(s); s.assign_curb_setup(); brw_lower_3src_null_dest(s); brw_workaround_emit_dummy_mov_instruction(s); brw_allocate_registers(s, allow_spilling); brw_workaround_source_arf_before_eot(s); return !s.failed; } const unsigned * brw_compile_task(const struct brw_compiler *compiler, struct brw_compile_task_params *params) { const struct intel_device_info *devinfo = compiler->devinfo; struct nir_shader *nir = params->base.nir; const struct brw_task_prog_key *key = params->key; struct brw_task_prog_data *prog_data = params->prog_data; const bool debug_enabled = brw_should_print_shader(nir, DEBUG_TASK, params->base.source_hash); brw_nir_lower_tue_outputs(nir, &prog_data->map); NIR_PASS(_, nir, brw_nir_align_launch_mesh_workgroups); nir_lower_task_shader_options lower_ts_opt = { .payload_to_shared_for_atomics = true, .payload_to_shared_for_small_types = true, /* The actual payload data starts after the TUE header and padding, * so skip those when copying. */ .payload_offset_in_bytes = prog_data->map.per_task_data_start_dw * 4, }; NIR_PASS(_, nir, nir_lower_task_shader, lower_ts_opt); NIR_PASS(_, nir, brw_nir_lower_launch_mesh_workgroups); brw_prog_data_init(&prog_data->base.base, ¶ms->base); prog_data->base.local_size[0] = nir->info.workgroup_size[0]; prog_data->base.local_size[1] = nir->info.workgroup_size[1]; prog_data->base.local_size[2] = nir->info.workgroup_size[2]; prog_data->uses_drawid = BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID); prog_data->base.uses_inline_data = brw_nir_uses_inline_data(nir) || key->base.uses_inline_push_addr; brw_simd_selection_state simd_state{ .devinfo = compiler->devinfo, .prog_data = &prog_data->base, .required_width = brw_required_dispatch_width(&nir->info), }; std::unique_ptr v[3]; for (unsigned i = 0; i < 3; i++) { const unsigned simd = devinfo->ver >= 30 ? 2 - i : i; if (!brw_simd_should_compile(simd_state, simd)) continue; const unsigned dispatch_width = 8 << simd; nir_shader *shader = nir_shader_clone(params->base.mem_ctx, nir); brw_nir_apply_key(shader, compiler, &key->base, dispatch_width); NIR_PASS(_, shader, brw_nir_lower_simd, dispatch_width); brw_postprocess_nir(shader, compiler, debug_enabled, key->base.robust_flags); v[simd] = std::make_unique(compiler, ¶ms->base, &key->base, &prog_data->base.base, shader, dispatch_width, params->base.stats != NULL, debug_enabled); if (prog_data->base.prog_mask) { unsigned first = ffs(prog_data->base.prog_mask) - 1; v[simd]->import_uniforms(v[first].get()); } const bool allow_spilling = simd == 0 || (!simd_state.compiled[simd - 1] && !brw_simd_should_compile(simd_state, simd - 1)); if (run_task_mesh(*v[simd], allow_spilling)) { brw_simd_mark_compiled(simd_state, simd, v[simd]->spilled_any_registers); if (devinfo->ver >= 30 && !v[simd]->spilled_any_registers) break; } else { simd_state.error[simd] = ralloc_strdup(params->base.mem_ctx, v[simd]->fail_msg); } } int selected_simd = brw_simd_select(simd_state); if (selected_simd < 0) { params->base.error_str = ralloc_asprintf(params->base.mem_ctx, "Can't compile shader: " "SIMD8 '%s', SIMD16 '%s' and SIMD32 '%s'.\n", simd_state.error[0], simd_state.error[1], simd_state.error[2]); return NULL; } brw_shader *selected = v[selected_simd].get(); prog_data->base.prog_mask = 1 << selected_simd; prog_data->base.base.grf_used = MAX2(prog_data->base.base.grf_used, selected->grf_used); if (unlikely(debug_enabled)) { fprintf(stderr, "Task Output "); brw_print_tue_map(stderr, &prog_data->map); } brw_generator g(compiler, ¶ms->base, &prog_data->base.base, MESA_SHADER_TASK); if (unlikely(debug_enabled)) { g.enable_debug(ralloc_asprintf(params->base.mem_ctx, "%s task shader %s", nir->info.label ? nir->info.label : "unnamed", nir->info.name)); } g.generate_code(selected->cfg, selected->dispatch_width, selected->shader_stats, selected->performance_analysis.require(), params->base.stats); g.add_const_data(nir->constant_data, nir->constant_data_size); return g.get_assembly(); } static void brw_nir_lower_tue_inputs(nir_shader *nir, const brw_tue_map *map) { if (!map) return; nir->info.task_payload_size = map->per_task_data_start_dw * 4; bool progress = false; NIR_PASS(progress, nir, nir_lower_vars_to_explicit_types, nir_var_mem_task_payload, shared_type_info); if (progress) { /* The types for Task Output and Mesh Input should match, so their sizes * should also match. */ assert(map->size_dw == ALIGN(DIV_ROUND_UP(nir->info.task_payload_size, 4), 8)); } else { /* Mesh doesn't read any input, to make it clearer set the * task_payload_size to zero instead of keeping an incomplete size that * just includes the header. */ nir->info.task_payload_size = 0; } NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_task_payload, nir_address_format_32bit_offset); } /* Attribute types. Flat attributes have to be a separate class because * flat and interpolated attributes can't share the same vec4 slot * (see 3DSTATE_SBE.ConstantInterpolationEnable). */ enum { PRIM, /* per primitive */ VERT, /* per vertex interpolated */ VERT_FLAT, /* per vertex flat */ }; struct attr_desc { int location; const struct glsl_type *type; unsigned dwords; unsigned slots; }; static void brw_compute_mue_map(const struct brw_compiler *compiler, nir_shader *nir, struct brw_mue_map *map, enum brw_mesh_index_format index_format, enum intel_vue_layout vue_layout, int *wa_18019110168_mapping) { memset(map, 0, sizeof(*map)); map->max_primitives = nir->info.mesh.max_primitives_out; map->max_vertices = nir->info.mesh.max_vertices_out; /* NumPrimitives */ map->size += 4; /* PrimX indices */ const unsigned vertices_per_primitive = mesa_vertices_per_prim(nir->info.mesh.primitive_type); switch (index_format) { case BRW_INDEX_FORMAT_U32: map->per_primitive_indices_stride = 4 * vertices_per_primitive; break; case BRW_INDEX_FORMAT_U888X: map->per_primitive_indices_stride = 4; break; default: unreachable("invalid index format"); } map->size += map->per_primitive_indices_stride * map->max_primitives; /* Per primitive blocks */ map->size = align(map->size, 32); map->per_primitive_offset = map->size; const uint64_t count_indices_bits = VARYING_BIT_PRIMITIVE_COUNT | VARYING_BIT_PRIMITIVE_INDICES; const uint64_t per_primitive_header_bits = VARYING_BIT_PRIMITIVE_SHADING_RATE | VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_CULL_PRIMITIVE; /* Do we need a header? */ map->has_per_primitive_header = (nir->info.outputs_written & nir->info.per_primitive_outputs & per_primitive_header_bits) != 0; uint32_t first_per_prim_offset; brw_compute_per_primitive_map(map->per_primitive_offsets, &map->per_primitive_stride, &first_per_prim_offset, map->has_per_primitive_header ? 32 : 0, nir, nir_var_shader_out, nir->info.outputs_written & nir->info.per_primitive_outputs, vue_layout != INTEL_VUE_LAYOUT_FIXED); map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_COUNT] = 0; map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_INDICES] = 4; if (map->has_per_primitive_header) { /* Setup all the fields in the header */ map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_SHADING_RATE] = 0; map->per_primitive_offsets[VARYING_SLOT_LAYER] = 4; map->per_primitive_offsets[VARYING_SLOT_VIEWPORT] = 8; map->per_primitive_offsets[VARYING_SLOT_CULL_PRIMITIVE] = 12; } /* If Wa_18019110168 is active, store the remapping in the * per_primitive_offsets array. */ if (wa_18019110168_mapping) { map->wa_18019110168_active = true; for (uint32_t i = 0; i < ARRAY_SIZE(map->per_primitive_offsets); i++) { if (i == VARYING_SLOT_PRIMITIVE_COUNT || i == VARYING_SLOT_PRIMITIVE_INDICES || i == VARYING_SLOT_PRIMITIVE_SHADING_RATE || i == VARYING_SLOT_LAYER || i == VARYING_SLOT_VIEWPORT || i == VARYING_SLOT_CULL_PRIMITIVE) continue; map->per_primitive_offsets[i] = wa_18019110168_mapping[i]; } } map->per_primitive_stride = align(map->per_primitive_stride, 32); map->size += map->per_primitive_stride * map->max_primitives; assert(map->size % 32 == 0); assert((nir->info.outputs_written & VARYING_BIT_PRIMITIVE_ID) == 0 || (nir->info.outputs_written & nir->info.per_primitive_outputs) != 0); /* Per vertex blocks: * * For some selected bit that can appear either as per-primitive or * per-vertex inputs to the fragment shader, we need to add them to the * per-vertex block as well so that the layouts match. Even though they're * not written. */ const uint64_t per_primitive_outputs = nir->info.outputs_written & nir->info.per_primitive_outputs; const uint64_t per_vertex_outputs = (nir->info.outputs_written & ~(per_primitive_outputs | count_indices_bits | per_primitive_header_bits)); map->per_vertex_offset = map->size; brw_compute_vue_map(compiler->devinfo, &map->vue_map, per_vertex_outputs, vue_layout, 1 /* pos_slots, TODO: multiview */); map->per_vertex_stride = align(map->vue_map.num_slots * 16, 32); map->size += map->per_vertex_stride * map->max_vertices; assert(map->size % 32 == 0); } static void brw_print_mue_map(FILE *fp, const struct brw_mue_map *map, struct nir_shader *nir) { fprintf(fp, "MUE map (%d bytes, %d primitives, %d vertices):\n", map->size, map->max_primitives, map->max_vertices); fprintf(fp, " indices_stride: %d\n", map->per_primitive_indices_stride); fprintf(fp, " primitive_header: %d\n", map->has_per_primitive_header); fprintf(fp, " primitive_offset: %d\n", map->per_primitive_offset); fprintf(fp, " primitive_stride: %d\n", map->per_primitive_stride); fprintf(fp, " vertex_offset: %d\n", map->per_vertex_offset); fprintf(fp, " vertex_stride: %d\n", map->per_vertex_stride); fprintf(fp, " primitive offsets:\n"); fprintf(fp, " %s: %d\n", gl_varying_slot_name_for_stage(VARYING_SLOT_PRIMITIVE_COUNT, MESA_SHADER_MESH), map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_COUNT]); fprintf(fp, " %s: %d\n", gl_varying_slot_name_for_stage(VARYING_SLOT_PRIMITIVE_INDICES, MESA_SHADER_MESH), map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_INDICES]); for (uint32_t i = 0; i < VARYING_SLOT_MAX; i++) { if (map->per_primitive_offsets[i] < 0 || i == VARYING_SLOT_PRIMITIVE_COUNT || i == VARYING_SLOT_PRIMITIVE_INDICES) continue; fprintf(fp, " %s: %d (relative %d)\n", gl_varying_slot_name_for_stage((gl_varying_slot)i, MESA_SHADER_MESH), map->per_primitive_offset + map->per_primitive_offsets[i], map->per_primitive_offsets[i]); } brw_print_vue_map(fp, &map->vue_map, MESA_SHADER_MESH); } static bool remap_io_to_dwords(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { if (intrin->intrinsic != nir_intrinsic_load_per_vertex_output && intrin->intrinsic != nir_intrinsic_load_per_primitive_output && intrin->intrinsic != nir_intrinsic_store_per_vertex_output && intrin->intrinsic != nir_intrinsic_store_per_primitive_output) return false; nir_io_semantics io_sem = nir_intrinsic_io_semantics(intrin); if (io_sem.location == VARYING_SLOT_PRIMITIVE_INDICES || io_sem.location == VARYING_SLOT_PRIMITIVE_COUNT) return false; nir_intrinsic_set_base(intrin, nir_intrinsic_base(intrin) * 4); if (nir_intrinsic_has_range(intrin)) nir_intrinsic_set_range(intrin, nir_intrinsic_range(intrin) * 4); b->cursor = nir_before_instr(&intrin->instr); nir_src *offset = nir_get_io_offset_src(intrin); assert(offset != NULL); nir_src_rewrite(offset, nir_ishl_imm(b, offset->ssa, 2)); return true; } static void brw_nir_lower_mue_outputs(nir_shader *nir, const struct brw_mue_map *map) { nir_foreach_shader_out_variable(var, nir) { int location = var->data.location; assert(location >= 0); switch (location) { case VARYING_SLOT_PRIMITIVE_COUNT: case VARYING_SLOT_PRIMITIVE_INDICES: /* Primitive count & indices are not part of the per-primitive block, * they have there own spot just before. We saved their offset in the * the per-primitive array, we just don't need to add the block * offset. */ var->data.driver_location = map->per_primitive_offsets[location] / 4; break; case VARYING_SLOT_PRIMITIVE_SHADING_RATE: var->data.driver_location = map->per_primitive_offset / 16; var->data.location_frac = 0; break; case VARYING_SLOT_LAYER: var->data.driver_location = map->per_primitive_offset / 16; var->data.location_frac = 1; break; case VARYING_SLOT_VIEWPORT: var->data.driver_location = map->per_primitive_offset / 16; var->data.location_frac = 2; break; case VARYING_SLOT_CULL_PRIMITIVE: var->data.driver_location = map->per_primitive_offset / 16; var->data.location_frac = 3; break; case VARYING_SLOT_PSIZ: var->data.driver_location = map->per_vertex_offset / 16; var->data.location_frac = 3; break; default: if (nir->info.per_primitive_outputs & BITFIELD64_BIT(location)) { assert(map->per_primitive_offsets[location] != -1); var->data.driver_location = (map->per_primitive_offset + map->per_primitive_offsets[location]) / 16; } else { /* Each per vertex location has its own slot/vec4 (16B) of data, use * map->vue_map.varying_to_slot[] to get the 16B offset and add the * per-vertex block offset. */ assert(map->vue_map.varying_to_slot[location] != -1); var->data.driver_location = map->per_vertex_offset / 16 + map->vue_map.varying_to_slot[location]; } break; } } NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_vec4, nir_lower_io_lower_64bit_to_32); /* Everythings works with slots in terms if IO, but our backend deals with * dwords. Apply remapping. */ NIR_PASS(_, nir, nir_shader_intrinsics_pass, remap_io_to_dwords, nir_metadata_control_flow, NULL); } static void brw_nir_initialize_mue(nir_shader *nir, const struct brw_mue_map *map, unsigned dispatch_width) { nir_builder b; nir_function_impl *entrypoint = nir_shader_get_entrypoint(nir); b = nir_builder_at(nir_before_impl(entrypoint)); nir_def *dw_off = nir_imm_int(&b, 0); nir_def *zerovec = nir_imm_vec4(&b, 0, 0, 0, 0); /* TODO(mesh): can we write in bigger batches, generating fewer SENDs? */ assert(!nir->info.workgroup_size_variable); const unsigned workgroup_size = nir->info.workgroup_size[0] * nir->info.workgroup_size[1] * nir->info.workgroup_size[2]; /* Invocations from a single workgroup will cooperate in zeroing MUE. */ /* How many prims each invocation needs to cover without checking its index? */ unsigned prims_per_inv = map->max_primitives / workgroup_size; /* Zero first 4 dwords of MUE Primitive Header: * Reserved, RTAIndex, ViewportIndex, CullPrimitiveMask. */ nir_def *local_invocation_index = nir_load_local_invocation_index(&b); /* Zero primitive headers distanced by workgroup_size, starting from * invocation index. */ for (unsigned prim_in_inv = 0; prim_in_inv < prims_per_inv; ++prim_in_inv) { nir_def *prim = nir_iadd_imm(&b, local_invocation_index, prim_in_inv * workgroup_size); nir_store_per_primitive_output(&b, zerovec, prim, dw_off, .base = (int)map->per_primitive_offset / 4, .write_mask = WRITEMASK_XYZW, .component = 0, .src_type = nir_type_uint32); } /* How many prims are left? */ unsigned remaining = map->max_primitives % workgroup_size; if (remaining) { /* Zero "remaining" primitive headers starting from the last one covered * by the loop above + workgroup_size. */ nir_def *cmp = nir_ilt_imm(&b, local_invocation_index, remaining); nir_if *if_stmt = nir_push_if(&b, cmp); { nir_def *prim = nir_iadd_imm(&b, local_invocation_index, prims_per_inv * workgroup_size); nir_store_per_primitive_output(&b, zerovec, prim, dw_off, .base = (int)map->per_primitive_offset / 4, .write_mask = WRITEMASK_XYZW, .component = 0, .src_type = nir_type_uint32); } nir_pop_if(&b, if_stmt); } /* If there's more than one subgroup, then we need to wait for all of them * to finish initialization before we can proceed. Otherwise some subgroups * may start filling MUE before other finished initializing. */ if (workgroup_size > dispatch_width) { nir_barrier(&b, SCOPE_WORKGROUP, SCOPE_WORKGROUP, NIR_MEMORY_ACQ_REL, nir_var_shader_out); } if (remaining) { nir_progress(true, entrypoint, nir_metadata_none); } else { nir_progress(true, entrypoint, nir_metadata_control_flow); } } static void brw_nir_adjust_offset(nir_builder *b, nir_intrinsic_instr *intrin, uint32_t pitch) { nir_src *index_src = nir_get_io_arrayed_index_src(intrin); nir_src *offset_src = nir_get_io_offset_src(intrin); b->cursor = nir_before_instr(&intrin->instr); nir_def *offset = nir_iadd(b, offset_src->ssa, nir_imul_imm(b, index_src->ssa, pitch)); nir_src_rewrite(offset_src, offset); } static bool brw_nir_adjust_offset_for_arrayed_indices_instr(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { const struct brw_mue_map *map = (const struct brw_mue_map *) data; /* Remap per_vertex and per_primitive offsets using the extra source and * the pitch. */ switch (intrin->intrinsic) { case nir_intrinsic_load_per_vertex_output: case nir_intrinsic_store_per_vertex_output: brw_nir_adjust_offset(b, intrin, map->per_vertex_stride / 4); return true; case nir_intrinsic_load_per_primitive_output: case nir_intrinsic_store_per_primitive_output: { struct nir_io_semantics sem = nir_intrinsic_io_semantics(intrin); uint32_t pitch; if (sem.location == VARYING_SLOT_PRIMITIVE_INDICES) pitch = map->per_primitive_indices_stride; else pitch = map->per_primitive_stride; brw_nir_adjust_offset(b, intrin, pitch / 4); return true; } default: return false; } } static bool brw_nir_adjust_offset_for_arrayed_indices(nir_shader *nir, const struct brw_mue_map *map) { return nir_shader_intrinsics_pass(nir, brw_nir_adjust_offset_for_arrayed_indices_instr, nir_metadata_control_flow, (void *)map); } struct index_packing_state { unsigned vertices_per_primitive; nir_variable *original_prim_indices; nir_variable *packed_prim_indices; }; static bool brw_can_pack_primitive_indices(nir_shader *nir, struct index_packing_state *state) { /* can single index fit into one byte of U888X format? */ if (nir->info.mesh.max_vertices_out > 255) return false; state->vertices_per_primitive = mesa_vertices_per_prim(nir->info.mesh.primitive_type); /* packing point indices doesn't help */ if (state->vertices_per_primitive == 1) return false; state->original_prim_indices = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_PRIMITIVE_INDICES); /* no indices = no changes to the shader, but it's still worth it, * because less URB space will be used */ if (!state->original_prim_indices) return true; ASSERTED const struct glsl_type *type = state->original_prim_indices->type; assert(glsl_type_is_array(type)); assert(glsl_type_is_vector(glsl_without_array(type))); assert(glsl_without_array(type)->vector_elements == state->vertices_per_primitive); nir_foreach_function_impl(impl, nir) { 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_store_deref) { /* any unknown deref operation on primitive indices -> don't pack */ unsigned num_srcs = nir_intrinsic_infos[intrin->intrinsic].num_srcs; for (unsigned i = 0; i < num_srcs; i++) { nir_deref_instr *deref = nir_src_as_deref(intrin->src[i]); if (!deref) continue; nir_variable *var = nir_deref_instr_get_variable(deref); if (var == state->original_prim_indices) return false; } continue; } nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!deref) continue; nir_variable *var = nir_deref_instr_get_variable(deref); if (var != state->original_prim_indices) continue; if (deref->deref_type != nir_deref_type_array) return false; /* unknown chain of derefs */ nir_deref_instr *var_deref = nir_src_as_deref(deref->parent); if (!var_deref || var_deref->deref_type != nir_deref_type_var) return false; /* unknown chain of derefs */ assert (var_deref->var == state->original_prim_indices); unsigned write_mask = nir_intrinsic_write_mask(intrin); /* If only some components are written, then we can't easily pack. * In theory we could, by loading current dword value, bitmasking * one byte and storing back the whole dword, but it would be slow * and could actually decrease performance. TODO: reevaluate this * once there will be something hitting this. */ if (write_mask != BITFIELD_MASK(state->vertices_per_primitive)) return false; } } } return true; } static bool brw_pack_primitive_indices_instr(nir_builder *b, nir_intrinsic_instr *intrin, void *data) { if (intrin->intrinsic != nir_intrinsic_store_deref) return false; nir_deref_instr *array_deref = nir_src_as_deref(intrin->src[0]); if (!array_deref || array_deref->deref_type != nir_deref_type_array) return false; nir_deref_instr *var_deref = nir_src_as_deref(array_deref->parent); if (!var_deref || var_deref->deref_type != nir_deref_type_var) return false; struct index_packing_state *state = (struct index_packing_state *)data; nir_variable *var = var_deref->var; if (var != state->original_prim_indices) return false; unsigned vertices_per_primitive = state->vertices_per_primitive; b->cursor = nir_before_instr(&intrin->instr); nir_deref_instr *new_var_deref = nir_build_deref_var(b, state->packed_prim_indices); nir_deref_instr *new_array_deref = nir_build_deref_array(b, new_var_deref, array_deref->arr.index.ssa); nir_src *data_src = &intrin->src[1]; nir_def *data_def = data_src->ssa; nir_def *new_data = nir_ior(b, nir_ishl_imm(b, nir_channel(b, data_def, 0), 0), nir_ishl_imm(b, nir_channel(b, data_def, 1), 8)); if (vertices_per_primitive >= 3) { new_data = nir_ior(b, new_data, nir_ishl_imm(b, nir_channel(b, data_def, 2), 16)); } nir_build_store_deref(b, &new_array_deref->def, new_data); nir_instr_remove(&intrin->instr); return true; } static bool brw_pack_primitive_indices(nir_shader *nir, void *data) { struct index_packing_state *state = (struct index_packing_state *)data; const struct glsl_type *new_type = glsl_array_type(glsl_uint_type(), nir->info.mesh.max_primitives_out, 0); state->packed_prim_indices = nir_variable_create(nir, nir_var_shader_out, new_type, "gl_PrimitiveIndicesPacked"); state->packed_prim_indices->data.location = VARYING_SLOT_PRIMITIVE_INDICES; state->packed_prim_indices->data.interpolation = INTERP_MODE_NONE; state->packed_prim_indices->data.per_primitive = 1; return nir_shader_intrinsics_pass(nir, brw_pack_primitive_indices_instr, nir_metadata_control_flow, data); } static bool brw_mesh_autostrip_enable(const struct brw_compiler *compiler, struct nir_shader *nir, struct brw_mue_map *map) { /* Auto-striping can be enabled when shader either doesn't write to * RTA Index and VP Index or writes the same values for all primitives. * Since determining whether shader writes the same value across the whole * workgroup (not just subgroup!) is tricky, we do the simplest possible * thing - say yes only when shader writes const values and they all match. * * TODO: improve this */ if (compiler->devinfo->ver < 20) return false; const uint64_t outputs_written = nir->info.outputs_written; /* Wa_16020916187 * We've allocated slots for layer/viewport in brw_compute_mue_map() if this * workaround is needed and will let brw_nir_initialize_mue() initialize * those to 0. The workaround also requires disabling autostrip. */ if (intel_needs_workaround(compiler->devinfo, 16020916187) && (VARYING_BIT_PRIMITIVE_SHADING_RATE & outputs_written)) return false; /* Values not written */ if ((outputs_written & (VARYING_BIT_VIEWPORT | VARYING_BIT_LAYER)) == 0) return true; nir_def *vp = NULL; nir_def *layer = NULL; nir_foreach_function(function, nir) { if (!function->impl) continue; nir_foreach_block(block, function->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_store_per_primitive_output) continue; struct nir_io_semantics io = nir_intrinsic_io_semantics(intrin); bool is_vp = io.location == VARYING_SLOT_VIEWPORT; bool is_layer = io.location == VARYING_SLOT_LAYER; if (!is_vp && !is_layer) continue; nir_src *src = &intrin->src[0]; if (!nir_src_is_const(*src)) return false; nir_def **cmp; if (is_vp) cmp = &vp; else cmp = &layer; if (*cmp == NULL) *cmp = src->ssa; else if (*cmp != src->ssa) return false; } } } return true; } const unsigned * brw_compile_mesh(const struct brw_compiler *compiler, struct brw_compile_mesh_params *params) { const struct intel_device_info *devinfo = compiler->devinfo; struct nir_shader *nir = params->base.nir; const struct brw_mesh_prog_key *key = params->key; struct brw_mesh_prog_data *prog_data = params->prog_data; const bool debug_enabled = brw_should_print_shader(nir, DEBUG_MESH, params->base.source_hash); brw_prog_data_init(&prog_data->base.base, ¶ms->base); prog_data->base.local_size[0] = nir->info.workgroup_size[0]; prog_data->base.local_size[1] = nir->info.workgroup_size[1]; prog_data->base.local_size[2] = nir->info.workgroup_size[2]; prog_data->clip_distance_mask = (1 << nir->info.clip_distance_array_size) - 1; prog_data->cull_distance_mask = ((1 << nir->info.cull_distance_array_size) - 1) << nir->info.clip_distance_array_size; prog_data->primitive_type = nir->info.mesh.primitive_type; /* Apply this workaround before trying to pack indices because this can * increase the number of vertices and therefore change the decision about * packing. */ const bool apply_wa_18019110168 = brw_nir_mesh_shader_needs_wa_18019110168(devinfo, nir); int wa_18019110168_mapping[VARYING_SLOT_MAX]; memset(wa_18019110168_mapping, -1, sizeof(wa_18019110168_mapping)); if (apply_wa_18019110168) { brw_nir_mesh_convert_attrs_prim_to_vert(nir, params, wa_18019110168_mapping); } struct index_packing_state index_packing_state = {}; if (brw_can_pack_primitive_indices(nir, &index_packing_state)) { if (index_packing_state.original_prim_indices) NIR_PASS(_, nir, brw_pack_primitive_indices, &index_packing_state); prog_data->index_format = BRW_INDEX_FORMAT_U888X; } else { prog_data->index_format = BRW_INDEX_FORMAT_U32; } prog_data->uses_drawid = BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID); brw_nir_lower_tue_inputs(nir, params->tue_map); NIR_PASS(_, nir, brw_nir_lower_mesh_primitive_count); NIR_PASS(_, nir, nir_opt_dce); NIR_PASS(_, nir, nir_remove_dead_variables, nir_var_shader_out, NULL); brw_compute_mue_map(compiler, nir, &prog_data->map, prog_data->index_format, key->base.vue_layout, apply_wa_18019110168 ? wa_18019110168_mapping : NULL); brw_nir_lower_mue_outputs(nir, &prog_data->map); prog_data->autostrip_enable = brw_mesh_autostrip_enable(compiler, nir, &prog_data->map); prog_data->base.uses_inline_data = brw_nir_uses_inline_data(nir) || key->base.uses_inline_push_addr; brw_simd_selection_state simd_state{ .devinfo = compiler->devinfo, .prog_data = &prog_data->base, .required_width = brw_required_dispatch_width(&nir->info), }; std::unique_ptr v[3]; for (unsigned i = 0; i < 3; i++) { const unsigned simd = devinfo->ver >= 30 ? 2 - i : i; if (!brw_simd_should_compile(simd_state, simd)) continue; const unsigned dispatch_width = 8 << simd; nir_shader *shader = nir_shader_clone(params->base.mem_ctx, nir); /* * When Primitive Header is enabled, we may not generates writes to all * fields, so let's initialize everything. */ if (prog_data->map.has_per_primitive_header) NIR_PASS_V(shader, brw_nir_initialize_mue, &prog_data->map, dispatch_width); brw_nir_apply_key(shader, compiler, &key->base, dispatch_width); NIR_PASS(_, shader, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map); /* Load uniforms can do a better job for constants, so fold before it. */ NIR_PASS(_, shader, nir_opt_constant_folding); NIR_PASS(_, shader, brw_nir_lower_simd, dispatch_width); brw_postprocess_nir(shader, compiler, debug_enabled, key->base.robust_flags); v[simd] = std::make_unique(compiler, ¶ms->base, &key->base, &prog_data->base.base, shader, dispatch_width, params->base.stats != NULL, debug_enabled); if (prog_data->base.prog_mask) { unsigned first = ffs(prog_data->base.prog_mask) - 1; v[simd]->import_uniforms(v[first].get()); } const bool allow_spilling = simd == 0 || (!simd_state.compiled[simd - 1] && !brw_simd_should_compile(simd_state, simd - 1)); if (run_task_mesh(*v[simd], allow_spilling)) { brw_simd_mark_compiled(simd_state, simd, v[simd]->spilled_any_registers); if (devinfo->ver >= 30 && !v[simd]->spilled_any_registers) break; } else { simd_state.error[simd] = ralloc_strdup(params->base.mem_ctx, v[simd]->fail_msg); } } int selected_simd = brw_simd_select(simd_state); if (selected_simd < 0) { params->base.error_str = ralloc_asprintf(params->base.mem_ctx, "Can't compile shader: " "SIMD8 '%s', SIMD16 '%s' and SIMD32 '%s'.\n", simd_state.error[0], simd_state.error[1], simd_state.error[2]); return NULL; } brw_shader *selected = v[selected_simd].get(); prog_data->base.prog_mask = 1 << selected_simd; prog_data->base.base.grf_used = MAX2(prog_data->base.base.grf_used, selected->grf_used); if (unlikely(debug_enabled)) { if (params->tue_map) { fprintf(stderr, "Mesh Input "); brw_print_tue_map(stderr, params->tue_map); } fprintf(stderr, "Mesh Output "); brw_print_mue_map(stderr, &prog_data->map, nir); } brw_generator g(compiler, ¶ms->base, &prog_data->base.base, MESA_SHADER_MESH); if (unlikely(debug_enabled)) { g.enable_debug(ralloc_asprintf(params->base.mem_ctx, "%s mesh shader %s", nir->info.label ? nir->info.label : "unnamed", nir->info.name)); } g.generate_code(selected->cfg, selected->dispatch_width, selected->shader_stats, selected->performance_analysis.require(), params->base.stats); g.add_const_data(nir->constant_data, nir->constant_data_size); return g.get_assembly(); }