mesa/src/intel/vulkan/genX_shader.c
Lionel Landwerlin faa857a061
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intel: rework push constant handling
nr_params & params array are gone.

brw_ubo_range is not stored on the prog_data structure anymore (Anv
already stored a copy of that with its own additional information)

The backend now only deals with load_push_data_intel. load_uniform &
load_push_constant have to be lowered by the driver.

Pre Gfx12.5 platforms have to provide a subgroup_id_param to specify
where the subgroup_id value is located in the push constants.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38975>
2026-01-09 14:19:52 +00:00

1493 lines
58 KiB
C

/* Copyright © 2024 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "anv_private.h"
#include "anv_shader.h"
#include "genxml/gen_macros.h"
#include "genxml/genX_pack.h"
#include "genxml/genX_rt_pack.h"
#include "common/intel_compute_slm.h"
#include "nir/nir_xfb_info.h"
#define device_needs_protected(device) \
((device)->vk.enabled_features.protectedMemory)
#define anv_gfx_pack(dest, cmd, name) \
for (struct cmd name = (struct cmd) { __anv_cmd_header(cmd) }, \
*_dst = (struct cmd *)dest; \
__builtin_expect(_dst != NULL, 1); \
({ \
assert(sizeof(dest) >= 4 * __anv_cmd_length(cmd)); \
__anv_cmd_pack(cmd)(NULL, _dst, &name); \
_dst = NULL; \
}))
static uint32_t
get_sampler_count(const struct anv_shader *shader)
{
uint32_t count_by_4 = DIV_ROUND_UP(shader->bind_map.sampler_count, 4);
/* We can potentially have way more than 32 samplers and that's ok.
* However, the 3DSTATE_XS packets only have 3 bits to specify how
* many to pre-fetch and all values above 4 are marked reserved.
*/
return MIN2(count_by_4, 4);
}
static UNUSED struct anv_address
get_scratch_address(struct anv_device *device, struct anv_shader *shader)
{
return (struct anv_address) {
.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
shader->vk.stage,
shader->prog_data->total_scratch),
.offset = 0,
};
}
static UNUSED uint32_t
get_scratch_space(const struct anv_shader *shader)
{
return ffs(shader->prog_data->total_scratch / 2048);
}
static UNUSED uint32_t
get_scratch_surf(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader,
bool protected)
{
if (shader->prog_data->total_scratch == 0)
return 0;
struct anv_scratch_pool *pool = protected ?
&device->protected_scratch_pool : &device->scratch_pool;
struct anv_bo *bo =
anv_scratch_pool_alloc(device, pool, shader->vk.stage,
shader->prog_data->total_scratch);
anv_reloc_list_add_bo(batch->relocs, bo);
return anv_scratch_pool_get_surf(
device, pool, shader->prog_data->total_scratch) >>
ANV_SCRATCH_SPACE_SHIFT(GFX_VER);
}
/* Streamout (can be used by several shaders) */
static void
emit_3dstate_streamout(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
if (shader->xfb_info == NULL) {
anv_shader_emit(batch, shader, so, GENX(3DSTATE_STREAMOUT), so);
return;
}
const struct nir_xfb_info *xfb_info = shader->xfb_info;
const struct intel_vue_map *vue_map =
&brw_vue_prog_data_const(shader->prog_data)->vue_map;
struct GENX(SO_DECL) so_decl[MAX_XFB_STREAMS][128];
int next_offset[MAX_XFB_BUFFERS] = {0, 0, 0, 0};
int decls[MAX_XFB_STREAMS] = {0, 0, 0, 0};
memset(so_decl, 0, sizeof(so_decl));
for (unsigned i = 0; i < xfb_info->output_count; i++) {
const nir_xfb_output_info *output = &xfb_info->outputs[i];
unsigned buffer = output->buffer;
unsigned stream = xfb_info->buffer_to_stream[buffer];
/* Our hardware is unusual in that it requires us to program SO_DECLs
* for fake "hole" components, rather than simply taking the offset for
* each real varying. Each hole can have size 1, 2, 3, or 4; we program
* as many size = 4 holes as we can, then a final hole to accommodate
* the final 1, 2, or 3 remaining.
*/
int hole_dwords = (output->offset - next_offset[buffer]) / 4;
while (hole_dwords > 0) {
so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
.HoleFlag = 1,
.OutputBufferSlot = buffer,
.ComponentMask = (1 << MIN2(hole_dwords, 4)) - 1,
};
hole_dwords -= 4;
}
int varying = output->location;
uint8_t component_mask = output->component_mask;
/* VARYING_SLOT_PSIZ contains four scalar fields packed together:
* - VARYING_SLOT_PRIMITIVE_SHADING_RATE in VARYING_SLOT_PSIZ.x
* - VARYING_SLOT_LAYER in VARYING_SLOT_PSIZ.y
* - VARYING_SLOT_VIEWPORT in VARYING_SLOT_PSIZ.z
* - VARYING_SLOT_PSIZ in VARYING_SLOT_PSIZ.w
*/
if (varying == VARYING_SLOT_PRIMITIVE_SHADING_RATE) {
varying = VARYING_SLOT_PSIZ;
component_mask = 1 << 0; // SO_DECL_COMPMASK_X
} else if (varying == VARYING_SLOT_LAYER) {
varying = VARYING_SLOT_PSIZ;
component_mask = 1 << 1; // SO_DECL_COMPMASK_Y
} else if (varying == VARYING_SLOT_VIEWPORT) {
varying = VARYING_SLOT_PSIZ;
component_mask = 1 << 2; // SO_DECL_COMPMASK_Z
} else if (varying == VARYING_SLOT_PSIZ) {
component_mask = 1 << 3; // SO_DECL_COMPMASK_W
}
next_offset[buffer] = output->offset +
__builtin_popcount(component_mask) * 4;
const int slot = vue_map->varying_to_slot[varying];
if (slot < 0) {
/* This can happen if the shader never writes to the varying. Insert
* a hole instead of actual varying data.
*/
so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
.HoleFlag = true,
.OutputBufferSlot = buffer,
.ComponentMask = component_mask,
};
} else {
so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
.OutputBufferSlot = buffer,
.RegisterIndex = slot,
.ComponentMask = component_mask,
};
}
}
int max_decls = 0;
for (unsigned s = 0; s < MAX_XFB_STREAMS; s++)
max_decls = MAX2(max_decls, decls[s]);
uint8_t sbs[MAX_XFB_STREAMS] = { };
for (unsigned b = 0; b < MAX_XFB_BUFFERS; b++) {
if (xfb_info->buffers_written & (1 << b))
sbs[xfb_info->buffer_to_stream[b]] |= 1 << b;
}
uint32_t *dw = anv_shader_emitn(batch, shader, so_decl_list,
3 + 2 * max_decls,
GENX(3DSTATE_SO_DECL_LIST),
.StreamtoBufferSelects0 = sbs[0],
.StreamtoBufferSelects1 = sbs[1],
.StreamtoBufferSelects2 = sbs[2],
.StreamtoBufferSelects3 = sbs[3],
.NumEntries0 = decls[0],
.NumEntries1 = decls[1],
.NumEntries2 = decls[2],
.NumEntries3 = decls[3]);
for (int i = 0; i < max_decls; i++) {
GENX(SO_DECL_ENTRY_pack)(NULL, dw + 3 + i * 2,
&(struct GENX(SO_DECL_ENTRY)) {
.Stream0Decl = so_decl[0][i],
.Stream1Decl = so_decl[1][i],
.Stream2Decl = so_decl[2][i],
.Stream3Decl = so_decl[3][i],
});
}
anv_shader_emit(batch, shader, so, GENX(3DSTATE_STREAMOUT), so) {
so.SOFunctionEnable = true;
so.SOStatisticsEnable = true;
so.Buffer0SurfacePitch = xfb_info->buffers[0].stride;
so.Buffer1SurfacePitch = xfb_info->buffers[1].stride;
so.Buffer2SurfacePitch = xfb_info->buffers[2].stride;
so.Buffer3SurfacePitch = xfb_info->buffers[3].stride;
int urb_entry_read_offset = 0;
int urb_entry_read_length =
(vue_map->num_slots + 1) / 2 - urb_entry_read_offset;
/* We always read the whole vertex. This could be reduced at some point
* by reading less and offsetting the register index in the SO_DECLs.
*/
so.Stream0VertexReadOffset = urb_entry_read_offset;
so.Stream0VertexReadLength = urb_entry_read_length - 1;
so.Stream1VertexReadOffset = urb_entry_read_offset;
so.Stream1VertexReadLength = urb_entry_read_length - 1;
so.Stream2VertexReadOffset = urb_entry_read_offset;
so.Stream2VertexReadLength = urb_entry_read_length - 1;
so.Stream3VertexReadOffset = urb_entry_read_offset;
so.Stream3VertexReadLength = urb_entry_read_length - 1;
}
}
/* Stage specific packing */
static uint32_t
get_vs_input_elements(const struct brw_vs_prog_data *vs_prog_data)
{
/* 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 & 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;
return __builtin_popcount(elements) -
__builtin_popcount(elements_double) / 2;
}
static uint32_t
vertex_element_comp_control(enum isl_format format, unsigned comp)
{
uint8_t bits;
switch (comp) {
case 0: bits = isl_format_layouts[format].channels.r.bits; break;
case 1: bits = isl_format_layouts[format].channels.g.bits; break;
case 2: bits = isl_format_layouts[format].channels.b.bits; break;
case 3: bits = isl_format_layouts[format].channels.a.bits; break;
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 >= 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) {
assert(comp == 3);
return VFCOMP_STORE_1_INT;
} else {
assert(comp == 3);
return VFCOMP_STORE_1_FP;
}
}
static void
emit_ves_vf_instancing(struct anv_batch *batch,
uint32_t *vertex_element_dws,
struct anv_device *device,
struct anv_shader *shader,
const struct vk_vertex_input_state *vi)
{
const struct brw_vs_prog_data *vs_prog_data =
get_shader_vs_prog_data(shader);
const uint64_t inputs_read = vs_prog_data->inputs_read;
const uint64_t double_inputs_read =
vs_prog_data->double_inputs_read & 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;
for (uint32_t i = 0; i < shader->vs.input_elements; i++) {
/* The SKL docs for VERTEX_ELEMENT_STATE say:
*
* "All elements must be valid from Element[0] to the last valid
* element. (I.e. if Element[2] is valid then Element[1] and
* Element[0] must also be valid)."
*
* The SKL docs for 3D_Vertex_Component_Control say:
*
* "Don't store this component. (Not valid for Component 0, but can
* be used for Component 1-3)."
*
* So we can't just leave a vertex element blank and hope for the best.
* We have to tell the VF hardware to put something in it; so we just
* store a bunch of zero.
*
* TODO: Compact vertex elements so we never end up with holes.
*/
struct GENX(VERTEX_ELEMENT_STATE) element = {
.Valid = true,
.Component0Control = VFCOMP_STORE_0,
.Component1Control = VFCOMP_STORE_0,
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
&vertex_element_dws[i * 2],
&element);
}
u_foreach_bit(a, vi->attributes_valid) {
enum isl_format format = anv_get_vbo_format(
device->physical, vi->attributes[a].format);
assume(format < ISL_NUM_FORMATS);
uint32_t binding = vi->attributes[a].binding;
assert(binding < get_max_vbs(device->info));
if ((elements & (1 << a)) == 0)
continue; /* Binding unused */
uint32_t slot =
__builtin_popcount(elements & ((1 << a) - 1)) -
DIV_ROUND_UP(__builtin_popcount(elements_double &
((1 << a) -1)), 2);
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = vi->attributes[a].binding,
.Valid = true,
.SourceElementFormat = format,
.EdgeFlagEnable = false,
.SourceElementOffset = vi->attributes[a].offset,
.Component0Control = vertex_element_comp_control(format, 0),
.Component1Control = vertex_element_comp_control(format, 1),
.Component2Control = vertex_element_comp_control(format, 2),
.Component3Control = vertex_element_comp_control(format, 3),
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
&vertex_element_dws[slot * 2],
&element);
/* On Broadwell and later, we have a separate VF_INSTANCING packet
* that controls instancing. On Haswell and prior, that's part of
* VERTEX_BUFFER_STATE which we emit later.
*/
anv_batch_emit(batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
bool per_instance = vi->bindings[binding].input_rate ==
VK_VERTEX_INPUT_RATE_INSTANCE;
uint32_t divisor = vi->bindings[binding].divisor *
shader->instance_multiplier;
vfi.InstancingEnable = per_instance;
vfi.VertexElementIndex = slot;
vfi.InstanceDataStepRate = per_instance ? divisor : 1;
}
}
}
void
genX(batch_emit_vertex_input)(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader,
const struct vk_vertex_input_state *vi)
{
const uint32_t ve_count = shader == NULL ? 0 :
(shader->vs.input_elements + shader->vs.sgvs_count);
const uint32_t num_dwords = 1 + 2 * MAX2(1, ve_count);
uint32_t *p = anv_batch_emitn(batch, num_dwords,
GENX(3DSTATE_VERTEX_ELEMENTS));
if (p == NULL)
return;
if (ve_count == 0) {
memcpy(p + 1, device->physical->gfx_default.empty_vs_input,
sizeof(device->physical->gfx_default.empty_vs_input));
} else {
/* Use dyn->vi to emit the dynamic VERTEX_ELEMENT_STATE input. */
emit_ves_vf_instancing(batch, p + 1, device, shader, vi);
/* Then append the VERTEX_ELEMENT_STATE for the draw parameters */
memcpy(p + 1 + 2 * shader->vs.input_elements,
shader->vs.sgvs_elements,
4 * 2 * shader->vs.sgvs_count);
}
}
static void
emit_vs_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_vs_prog_data *vs_prog_data =
get_shader_vs_prog_data(shader);
shader->vs.input_elements = get_vs_input_elements(vs_prog_data);
shader->vs.sgvs_count =
(vs_prog_data->uses_vertexid ||
vs_prog_data->uses_instanceid ||
vs_prog_data->uses_firstvertex ||
vs_prog_data->uses_baseinstance) + vs_prog_data->uses_drawid;
const bool needs_sgvs_elem = shader->vs.sgvs_count > 1 ||
!vs_prog_data->uses_drawid;
const uint32_t id_slot = shader->vs.input_elements;
const uint32_t drawid_slot = id_slot + needs_sgvs_elem;
if (shader->vs.sgvs_count > 0) {
uint32_t slot_offset = 0;
if (needs_sgvs_elem) {
#if GFX_VER < 11
/* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
* "Within a VERTEX_ELEMENT_STATE structure, if a Component
* Control field is set to something other than VFCOMP_STORE_SRC,
* no higher-numbered Component Control fields may be set to
* VFCOMP_STORE_SRC"
*
* This means, that if we have BaseInstance, we need BaseVertex as
* well. Just do all or nothing.
*/
uint32_t base_ctrl = (vs_prog_data->uses_firstvertex ||
vs_prog_data->uses_baseinstance) ?
VFCOMP_STORE_SRC : VFCOMP_STORE_0;
#endif
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = ANV_SVGS_VB_INDEX,
.Valid = true,
.SourceElementFormat = ISL_FORMAT_R32G32_UINT,
#if GFX_VER >= 11
/* On gen11, these are taken care of by extra parameter slots */
.Component0Control = VFCOMP_STORE_0,
.Component1Control = VFCOMP_STORE_0,
#else
.Component0Control = base_ctrl,
.Component1Control = base_ctrl,
#endif
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
&shader->vs.sgvs_elements[slot_offset * 2],
&element);
slot_offset++;
anv_shader_emit(batch, shader, vs.vf_sgvs_instancing,
GENX(3DSTATE_VF_INSTANCING), vfi) {
vfi.VertexElementIndex = id_slot;
}
}
if (vs_prog_data->uses_drawid) {
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = ANV_DRAWID_VB_INDEX,
.Valid = true,
.SourceElementFormat = ISL_FORMAT_R32_UINT,
#if GFX_VER >= 11
/* On gen11, this is taken care of by extra parameter slots */
.Component0Control = VFCOMP_STORE_0,
#else
.Component0Control = VFCOMP_STORE_SRC,
#endif
.Component1Control = VFCOMP_STORE_0,
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
&shader->vs.sgvs_elements[slot_offset * 2],
&element);
slot_offset++;
anv_shader_emit(batch, shader, vs.vf_sgvs_instancing,
GENX(3DSTATE_VF_INSTANCING), vfi) {
vfi.VertexElementIndex = drawid_slot;
}
}
}
anv_shader_emit(batch, shader, vs.vf_sgvs, GENX(3DSTATE_VF_SGVS), sgvs) {
sgvs.VertexIDEnable = vs_prog_data->uses_vertexid;
sgvs.VertexIDComponentNumber = 2;
sgvs.VertexIDElementOffset = id_slot;
sgvs.InstanceIDEnable = vs_prog_data->uses_instanceid;
sgvs.InstanceIDComponentNumber = 3;
sgvs.InstanceIDElementOffset = id_slot;
}
#if GFX_VER >= 11
anv_shader_emit(batch, shader, vs.vf_sgvs_2, GENX(3DSTATE_VF_SGVS_2), sgvs) {
/* gl_BaseVertex */
sgvs.XP0Enable = vs_prog_data->uses_firstvertex;
sgvs.XP0SourceSelect = XP0_PARAMETER;
sgvs.XP0ComponentNumber = 0;
sgvs.XP0ElementOffset = id_slot;
/* gl_BaseInstance */
sgvs.XP1Enable = vs_prog_data->uses_baseinstance;
sgvs.XP1SourceSelect = StartingInstanceLocation;
sgvs.XP1ComponentNumber = 1;
sgvs.XP1ElementOffset = id_slot;
/* gl_DrawID */
sgvs.XP2Enable = vs_prog_data->uses_drawid;
sgvs.XP2ComponentNumber = 0;
sgvs.XP2ElementOffset = drawid_slot;
}
#endif
if (device->physical->instance->vf_component_packing) {
anv_shader_emit(batch, shader, vs.vf_component_packing,
GENX(3DSTATE_VF_COMPONENT_PACKING), vfc) {
vfc.VertexElementEnablesDW[0] = vs_prog_data->vf_component_packing[0];
vfc.VertexElementEnablesDW[1] = vs_prog_data->vf_component_packing[1];
vfc.VertexElementEnablesDW[2] = vs_prog_data->vf_component_packing[2];
vfc.VertexElementEnablesDW[3] = vs_prog_data->vf_component_packing[3];
}
}
uint32_t vs_dwords[GENX(3DSTATE_VS_length)];
anv_shader_emit_tmp(batch, vs_dwords, GENX(3DSTATE_VS), vs) {
vs.Enable = true;
vs.StatisticsEnable = true;
vs.KernelStartPointer = shader->kernel.offset;
#if GFX_VER < 20
vs.SIMD8DispatchEnable =
vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
#endif
assert(!vs_prog_data->base.base.use_alt_mode);
#if GFX_VER < 11
vs.SingleVertexDispatch = false;
#endif
vs.VectorMaskEnable = false;
/* Wa_1606682166:
* Incorrect TDL's SSP address shift in SARB for 16:6 & 18:8 modes.
* Disable the Sampler state prefetch functionality in the SARB by
* programming 0xB000[30] to '1'.
*/
vs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader);
vs.BindingTableEntryCount = shader->bind_map.surface_count;
vs.FloatingPointMode = IEEE754;
vs.IllegalOpcodeExceptionEnable = false;
vs.SoftwareExceptionEnable = false;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
vs.UserClipDistanceClipTestEnableBitmask =
vs_prog_data->base.clip_distance_mask;
vs.UserClipDistanceCullTestEnableBitmask =
vs_prog_data->base.cull_distance_mask;
#if GFX_VER >= 30
vs.RegistersPerThread = ptl_register_blocks(vs_prog_data->base.base.grf_used);
#endif
}
anv_shader_emit_merge(batch, shader, vs.vs, vs_dwords, GENX(3DSTATE_VS), vs) {
#if GFX_VERx10 >= 125
vs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
vs.PerThreadScratchSpace = get_scratch_space(shader);
vs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, vs.vs_protected,
vs_dwords, GENX(3DSTATE_VS), vs) {
#if GFX_VERx10 >= 125
vs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
#else
vs.PerThreadScratchSpace = get_scratch_space(shader);
vs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
}
}
static void
emit_hs_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_tcs_prog_data *tcs_prog_data =
get_shader_tcs_prog_data(shader);
uint32_t hs_dwords[GENX(3DSTATE_HS_length)];
anv_shader_emit_tmp(batch, hs_dwords, GENX(3DSTATE_HS), hs) {
hs.Enable = true;
hs.StatisticsEnable = true;
hs.KernelStartPointer = shader->kernel.offset;
/* Wa_1606682166 */
hs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader);
hs.BindingTableEntryCount = shader->bind_map.surface_count;
#if GFX_VER >= 12
/* Wa_1604578095:
*
* Hang occurs when the number of max threads is less than 2 times
* the number of instance count. The number of max threads must be
* more than 2 times the number of instance count.
*/
assert((devinfo->max_tcs_threads / 2) > tcs_prog_data->instances);
#endif
hs.MaximumNumberofThreads = devinfo->max_tcs_threads - 1;
hs.IncludeVertexHandles = true;
hs.InstanceCount = tcs_prog_data->instances - 1;
hs.VertexURBEntryReadLength = 0;
hs.VertexURBEntryReadOffset = 0;
hs.DispatchGRFStartRegisterForURBData =
tcs_prog_data->base.base.dispatch_grf_start_reg & 0x1f;
#if GFX_VER >= 12
hs.DispatchGRFStartRegisterForURBData5 =
tcs_prog_data->base.base.dispatch_grf_start_reg >> 5;
#endif
#if GFX_VER == 12
/* Patch Count threshold specifies the maximum number of patches that
* will be accumulated before a thread dispatch is forced.
*/
hs.PatchCountThreshold = tcs_prog_data->patch_count_threshold;
#endif
#if GFX_VER < 20
hs.DispatchMode = tcs_prog_data->base.dispatch_mode;
#endif
hs.IncludePrimitiveID = tcs_prog_data->include_primitive_id;
#if GFX_VER >= 30
hs.RegistersPerThread = ptl_register_blocks(tcs_prog_data->base.base.grf_used);
#endif
};
anv_shader_emit_merge(batch, shader, hs.hs, hs_dwords, GENX(3DSTATE_HS), hs) {
#if GFX_VERx10 >= 125
hs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
hs.PerThreadScratchSpace = get_scratch_space(shader);
hs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, hs.hs_protected,
hs_dwords, GENX(3DSTATE_HS), hs) {
#if GFX_VERx10 >= 125
hs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
hs.PerThreadScratchSpace = get_scratch_space(shader);
hs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
}
}
static void
emit_ds_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_tes_prog_data *tes_prog_data =
get_shader_tes_prog_data(shader);
anv_shader_emit(batch, shader, ds.te, GENX(3DSTATE_TE), te) {
te.TEEnable = true;
te.MaximumTessellationFactorOdd = 63.0;
te.MaximumTessellationFactorNotOdd = 64.0;
#if GFX_VERx10 >= 125
#if GFX_VER >= 20
if (intel_needs_workaround(device->info, 16025857284))
te.TessellationDistributionLevel = TEDLEVEL_PATCH;
else
te.TessellationDistributionLevel = TEDLEVEL_REGION;
#else
te.TessellationDistributionLevel = TEDLEVEL_PATCH;
#endif
/* 64_TRIANGLES */
te.SmallPatchThreshold = 3;
/* 1K_TRIANGLES */
te.TargetBlockSize = 8;
/* 1K_TRIANGLES */
te.LocalBOPAccumulatorThreshold = 1;
#endif
#if GFX_VER >= 20
te.NumberOfRegionsPerPatch = 2;
#endif
}
uint32_t ds_dwords[GENX(3DSTATE_DS_length)];
anv_shader_emit_tmp(batch, ds_dwords, GENX(3DSTATE_DS), ds) {
ds.Enable = true;
ds.StatisticsEnable = true;
ds.KernelStartPointer = shader->kernel.offset;
/* Wa_1606682166 */
ds.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader);
ds.BindingTableEntryCount = shader->bind_map.surface_count;
ds.MaximumNumberofThreads = devinfo->max_tes_threads - 1;
ds.PatchURBEntryReadLength = tes_prog_data->base.urb_read_length;
ds.PatchURBEntryReadOffset = 0;
ds.DispatchGRFStartRegisterForURBData =
tes_prog_data->base.base.dispatch_grf_start_reg;
#if GFX_VER < 11
ds.DispatchMode =
tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8 ?
DISPATCH_MODE_SIMD8_SINGLE_PATCH :
DISPATCH_MODE_SIMD4X2;
#else
assert(tes_prog_data->base.dispatch_mode == INTEL_DISPATCH_MODE_SIMD8);
ds.DispatchMode = DISPATCH_MODE_SIMD8_SINGLE_PATCH;
#endif
ds.UserClipDistanceClipTestEnableBitmask =
tes_prog_data->base.clip_distance_mask;
ds.UserClipDistanceCullTestEnableBitmask =
tes_prog_data->base.cull_distance_mask;
#if GFX_VER >= 12
ds.PrimitiveIDNotRequired = !tes_prog_data->include_primitive_id;
#endif
#if GFX_VER >= 30
ds.RegistersPerThread = ptl_register_blocks(tes_prog_data->base.base.grf_used);
#endif
}
anv_shader_emit_merge(batch, shader, ds.ds, ds_dwords, GENX(3DSTATE_DS), ds) {
#if GFX_VERx10 >= 125
ds.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
ds.PerThreadScratchSpace = get_scratch_space(shader);
ds.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, ds.ds_protected,
ds_dwords, GENX(3DSTATE_DS), ds) {
#if GFX_VERx10 >= 125
ds.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
#else
ds.PerThreadScratchSpace = get_scratch_space(shader);
ds.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
}
}
static void
emit_gs_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_gs_prog_data *gs_prog_data =
get_shader_gs_prog_data(shader);
uint32_t gs_dwords[GENX(3DSTATE_GS_length)];
anv_shader_emit_tmp(batch, gs_dwords, GENX(3DSTATE_GS), gs) {
gs.Enable = true;
gs.StatisticsEnable = true;
gs.KernelStartPointer = shader->kernel.offset;
#if GFX_VER < 20
gs.DispatchMode = gs_prog_data->base.dispatch_mode;
#endif
gs.SingleProgramFlow = false;
gs.VectorMaskEnable = false;
/* Wa_1606682166 */
gs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader);
gs.BindingTableEntryCount = shader->bind_map.surface_count;
gs.IncludeVertexHandles = gs_prog_data->base.include_vue_handles;
gs.IncludePrimitiveID = gs_prog_data->include_primitive_id;
gs.MaximumNumberofThreads = devinfo->max_gs_threads - 1;
gs.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1;
gs.OutputTopology = gs_prog_data->output_topology;
gs.ControlDataFormat = gs_prog_data->control_data_format;
gs.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords;
gs.InstanceControl = MAX2(gs_prog_data->invocations, 1) - 1;
gs.ExpectedVertexCount = gs_prog_data->vertices_in;
gs.StaticOutput = gs_prog_data->static_vertex_count >= 0;
gs.StaticOutputVertexCount = gs_prog_data->static_vertex_count >= 0 ?
gs_prog_data->static_vertex_count : 0;
gs.VertexURBEntryReadOffset = 0;
gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
gs.DispatchGRFStartRegisterForURBData =
gs_prog_data->base.base.dispatch_grf_start_reg;
gs.UserClipDistanceClipTestEnableBitmask =
gs_prog_data->base.clip_distance_mask;
gs.UserClipDistanceCullTestEnableBitmask =
gs_prog_data->base.cull_distance_mask;
#if GFX_VER >= 30
gs.RegistersPerThread = ptl_register_blocks(gs_prog_data->base.base.grf_used);
#endif
}
anv_shader_emit_merge(batch, shader, gs.gs, gs_dwords, GENX(3DSTATE_GS), gs) {
#if GFX_VERx10 >= 125
gs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
gs.PerThreadScratchSpace = get_scratch_space(shader);
gs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, gs.gs_protected,
gs_dwords, GENX(3DSTATE_GS), gs) {
#if GFX_VERx10 >= 125
gs.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
#else
gs.PerThreadScratchSpace = get_scratch_space(shader);
gs.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
}
}
#if GFX_VERx10 >= 125
static void
emit_task_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_task_prog_data *task_prog_data =
get_shader_task_prog_data(shader);
const struct intel_cs_dispatch_info task_dispatch =
brw_cs_get_dispatch_info(devinfo, &task_prog_data->base, NULL);
uint32_t task_control_dwords[GENX(3DSTATE_TASK_CONTROL_length)];
anv_shader_emit_tmp(batch, task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
tc.TaskShaderEnable = true;
tc.StatisticsEnable = true;
tc.MaximumNumberofThreadGroups = 511;
}
anv_shader_emit_merge(batch, shader, ts.control,
task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
tc.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, ts.control_protected,
task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
tc.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
}
}
anv_shader_emit(batch, shader, ts.shader, GENX(3DSTATE_TASK_SHADER), task) {
task.KernelStartPointer = shader->kernel.offset;
task.SIMDSize = task_dispatch.simd_size / 16;
task.MessageSIMD = task.SIMDSize;
task.NumberofThreadsinGPGPUThreadGroup = task_dispatch.threads;
task.ExecutionMask = task_dispatch.right_mask;
task.LocalXMaximum = task_dispatch.group_size - 1;
task.EmitLocalIDX = true;
task.NumberofBarriers = task_prog_data->base.uses_barrier;
task.SharedLocalMemorySize =
intel_compute_slm_encode_size(GFX_VER, task_prog_data->base.base.total_shared);
task.PreferredSLMAllocationSize =
intel_compute_preferred_slm_calc_encode_size(devinfo,
task_prog_data->base.base.total_shared,
task_dispatch.group_size,
task_dispatch.simd_size);
/*
* 3DSTATE_TASK_SHADER_DATA.InlineData[0:1] will be used for an address
* of a buffer with push constants and descriptor set table and
* InlineData[2:7] will be used for first few push constants.
*/
task.EmitInlineParameter = true;
task.IndirectDataLength = align(shader->bind_map.push_ranges[0].length * 32, 64);
task.XP0Required = task_prog_data->uses_drawid;
#if GFX_VER >= 30
task.RegistersPerThread = ptl_register_blocks(task_prog_data->base.base.grf_used);
#endif
}
/* Recommended values from "Task and Mesh Distribution Programming". */
anv_shader_emit(batch, shader, ts.redistrib,
GENX(3DSTATE_TASK_REDISTRIB), redistrib) {
redistrib.LocalBOTAccumulatorThreshold = MULTIPLIER_1;
redistrib.SmallTaskThreshold = 1; /* 2^N */
redistrib.TargetMeshBatchSize = devinfo->num_slices > 2 ? 3 : 5; /* 2^N */
redistrib.TaskRedistributionLevel = TASKREDISTRIB_BOM;
redistrib.TaskRedistributionMode = TASKREDISTRIB_RR_STRICT;
}
}
static void
emit_mesh_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_mesh_prog_data *mesh_prog_data =
get_shader_mesh_prog_data(shader);
const struct intel_cs_dispatch_info mesh_dispatch =
brw_cs_get_dispatch_info(devinfo, &mesh_prog_data->base, NULL);
uint32_t mesh_control_dwords[GENX(3DSTATE_MESH_CONTROL_length)];
anv_shader_emit_tmp(batch, mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
mc.MeshShaderEnable = true;
mc.StatisticsEnable = true;
mc.MaximumNumberofThreadGroups = 511;
#if GFX_VER >= 20
mc.VPandRTAIndexAutostripEnable = mesh_prog_data->autostrip_enable;
#endif
}
anv_shader_emit_merge(batch, shader, ms.control,
mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
mc.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, ms.control_protected,
mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
mc.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
}
}
const unsigned output_topology =
mesh_prog_data->primitive_type == MESA_PRIM_POINTS ? OUTPUT_POINT :
mesh_prog_data->primitive_type == MESA_PRIM_LINES ? OUTPUT_LINE :
OUTPUT_TRI;
uint32_t index_format;
switch (mesh_prog_data->index_format) {
case BRW_INDEX_FORMAT_U32:
index_format = INDEX_U32;
break;
case BRW_INDEX_FORMAT_U888X:
index_format = INDEX_U888X;
break;
default:
UNREACHABLE("invalid index format");
}
anv_shader_emit(batch, shader, ms.shader, GENX(3DSTATE_MESH_SHADER), mesh) {
mesh.KernelStartPointer = shader->kernel.offset;
mesh.SIMDSize = mesh_dispatch.simd_size / 16;
mesh.MessageSIMD = mesh.SIMDSize;
mesh.NumberofThreadsinGPGPUThreadGroup = mesh_dispatch.threads;
mesh.ExecutionMask = mesh_dispatch.right_mask;
mesh.LocalXMaximum = mesh_dispatch.group_size - 1;
mesh.EmitLocalIDX = true;
mesh.MaximumPrimitiveCount = MAX2(mesh_prog_data->map.max_primitives, 1) - 1;
mesh.OutputTopology = output_topology;
mesh.PerVertexDataPitch = mesh_prog_data->map.per_vertex_stride / 32;
mesh.PerPrimitiveDataPresent = mesh_prog_data->map.per_primitive_stride > 0;
mesh.PerPrimitiveDataPitch = mesh_prog_data->map.per_primitive_stride / 32;
mesh.IndexFormat = index_format;
mesh.NumberofBarriers = mesh_prog_data->base.uses_barrier;
mesh.SharedLocalMemorySize =
intel_compute_slm_encode_size(GFX_VER, mesh_prog_data->base.base.total_shared);
mesh.PreferredSLMAllocationSize =
intel_compute_preferred_slm_calc_encode_size(devinfo,
mesh_prog_data->base.base.total_shared,
mesh_dispatch.group_size,
mesh_dispatch.simd_size);
/*
* 3DSTATE_MESH_SHADER_DATA.InlineData[0:1] will be used for an address
* of a buffer with push constants and descriptor set table and
* InlineData[2:7] will be used for first few push constants.
*/
mesh.EmitInlineParameter = true;
mesh.IndirectDataLength = align(shader->bind_map.push_ranges[0].length * 32, 64);
mesh.XP0Required = mesh_prog_data->uses_drawid;
#if GFX_VER >= 30
mesh.RegistersPerThread = ptl_register_blocks(mesh_prog_data->base.base.grf_used);
#endif
}
/* Recommended values from "Task and Mesh Distribution Programming". */
anv_shader_emit(batch, shader, ms.distrib, GENX(3DSTATE_MESH_DISTRIB), distrib) {
distrib.DistributionMode = MESH_RR_FREE;
distrib.TaskDistributionBatchSize = devinfo->num_slices > 2 ? 4 : 9; /* 2^N thread groups */
distrib.MeshDistributionBatchSize = devinfo->num_slices > 2 ? 3 : 3; /* 2^N thread groups */
}
anv_shader_emit(batch, shader, ms.clip, GENX(3DSTATE_CLIP_MESH), clip_mesh) {
clip_mesh.PrimitiveHeaderEnable = mesh_prog_data->map.has_per_primitive_header;
clip_mesh.UserClipDistanceClipTestEnableBitmask = mesh_prog_data->clip_distance_mask;
clip_mesh.UserClipDistanceCullTestEnableBitmask = mesh_prog_data->cull_distance_mask;
}
/* Disable streamout */
anv_shader_emit(batch, shader, so, GENX(3DSTATE_STREAMOUT), so);
}
#endif /* GFX_VERx10 >= 125 */
static void
emit_ps_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_wm_prog_data *wm_prog_data =
get_shader_wm_prog_data(shader);
uint32_t ps_dwords[GENX(3DSTATE_PS_length)];
anv_shader_emit_tmp(batch, ps_dwords, GENX(3DSTATE_PS), ps) {
#if GFX_VER == 12
assert(wm_prog_data->dispatch_multi == 0 ||
(wm_prog_data->dispatch_multi == 16 && wm_prog_data->max_polygons == 2));
ps.DualSIMD8DispatchEnable = wm_prog_data->dispatch_multi;
/* XXX - No major improvement observed from enabling
* overlapping subspans, but it could be helpful
* in theory when the requirements listed on the
* BSpec page for 3DSTATE_PS_BODY are met.
*/
ps.OverlappingSubspansEnable = false;
#endif
ps.SingleProgramFlow = false;
ps.VectorMaskEnable = wm_prog_data->uses_vmask;
/* Wa_1606682166 */
ps.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader);
ps.BindingTableEntryCount = shader->bind_map.surface_count;
#if GFX_VER < 20
ps.PushConstantEnable = wm_prog_data->base.push_sizes[0] > 0;
#endif
ps.MaximumNumberofThreadsPerPSD = devinfo->max_threads_per_psd - 1;
#if GFX_VER >= 30
ps.RegistersPerThread = ptl_register_blocks(wm_prog_data->base.grf_used);
#endif
}
anv_shader_emit_merge(batch, shader, ps.ps, ps_dwords, GENX(3DSTATE_PS), ps) {
#if GFX_VERx10 >= 125
ps.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, false);
#else
ps.PerThreadScratchSpace = get_scratch_space(shader);
ps.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
if (device_needs_protected(device)) {
anv_shader_emit_merge(batch, shader, ps.ps_protected,
ps_dwords, GENX(3DSTATE_PS), ps) {
#if GFX_VERx10 >= 125
ps.ScratchSpaceBuffer = get_scratch_surf(batch, device, shader, true);
#else
ps.PerThreadScratchSpace = get_scratch_space(shader);
ps.ScratchSpaceBasePointer = get_scratch_address(device, shader);
#endif
}
}
anv_shader_emit(batch, shader, ps.ps_extra, GENX(3DSTATE_PS_EXTRA), ps) {
ps.PixelShaderValid = true;
#if GFX_VER < 20
ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
#endif
ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
#if GFX_VER >= 20
assert(!wm_prog_data->pulls_bary);
#else
ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
#endif
#if GFX_VER >= 11
ps.PixelShaderRequiresSubpixelSampleOffsets =
wm_prog_data->uses_sample_offsets;
ps.PixelShaderRequiresNonPerspectiveBaryPlaneCoefficients =
wm_prog_data->uses_npc_bary_coefficients;
ps.PixelShaderRequiresPerspectiveBaryPlaneCoefficients =
wm_prog_data->uses_pc_bary_coefficients;
ps.PixelShaderRequiresSourceDepthandorWPlaneCoefficients =
wm_prog_data->uses_depth_w_coefficients;
#endif
}
anv_shader_emit(batch, shader, ps.wm, GENX(3DSTATE_WM), wm) {
wm.StatisticsEnable = true;
wm.LineEndCapAntialiasingRegionWidth = _05pixels;
wm.LineAntialiasingRegionWidth = _10pixels;
wm.PointRasterizationRule = RASTRULE_UPPER_LEFT;
if (wm_prog_data->early_fragment_tests) {
wm.EarlyDepthStencilControl = EDSC_PREPS;
} else if (wm_prog_data->has_side_effects) {
wm.EarlyDepthStencilControl = EDSC_PSEXEC;
} else {
wm.EarlyDepthStencilControl = EDSC_NORMAL;
}
}
}
static void
emit_cs_shader(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
const struct intel_device_info *devinfo = device->info;
const struct brw_cs_prog_data *cs_prog_data =
get_shader_cs_prog_data(shader);
const struct intel_cs_dispatch_info dispatch =
brw_cs_get_dispatch_info(devinfo, cs_prog_data, NULL);
#if GFX_VERx10 >= 125
struct GENX(COMPUTE_WALKER_BODY) walker = {
/* HSD 14016252163: Use of Morton walk order (and batching using a batch
* size of 4) is expected to increase sampler cache hit rates by
* increasing sample address locality within a subslice.
*/
#if GFX_VER >= 30
.DispatchWalkOrder = cs_prog_data->uses_sampler ?
MortonWalk : LinearWalk,
.ThreadGroupBatchSize = cs_prog_data->uses_sampler ?
TG_BATCH_4 : TG_BATCH_1,
#endif
.SIMDSize = dispatch.simd_size / 16,
.MessageSIMD = dispatch.simd_size / 16,
.GenerateLocalID = cs_prog_data->generate_local_id != 0,
.EmitLocal = cs_prog_data->generate_local_id,
.WalkOrder = cs_prog_data->walk_order,
.TileLayout = cs_prog_data->walk_order == INTEL_WALK_ORDER_YXZ ?
TileY32bpe : Linear,
.LocalXMaximum = cs_prog_data->local_size[0] - 1,
.LocalYMaximum = cs_prog_data->local_size[1] - 1,
.LocalZMaximum = cs_prog_data->local_size[2] - 1,
.PostSync = {
.MOCS = anv_mocs(device, NULL, 0),
},
.InterfaceDescriptor = {
.KernelStartPointer = shader->kernel.offset,
.SamplerCount = DIV_ROUND_UP(
CLAMP(shader->bind_map.sampler_count, 0, 16), 4),
/* Typically set to 0 to avoid prefetching on every thread dispatch. */
.BindingTableEntryCount = devinfo->verx10 == 125 ?
0 : 1 + MIN2(shader->bind_map.surface_count, 30),
.NumberofThreadsinGPGPUThreadGroup = dispatch.threads,
.SharedLocalMemorySize = intel_compute_slm_encode_size(
GFX_VER, cs_prog_data->base.total_shared),
.PreferredSLMAllocationSize = intel_compute_preferred_slm_calc_encode_size(
devinfo, cs_prog_data->base.total_shared,
dispatch.group_size, dispatch.simd_size),
.NumberOfBarriers = cs_prog_data->uses_barrier,
#if GFX_VER >= 30
.RegistersPerThread = ptl_register_blocks(cs_prog_data->base.grf_used),
#endif
},
.EmitInlineParameter = cs_prog_data->uses_inline_push_addr,
};
assert(ARRAY_SIZE(shader->cs.gfx125.compute_walker_body) >=
GENX(COMPUTE_WALKER_BODY_length));
GENX(COMPUTE_WALKER_BODY_pack)(NULL,
shader->cs.gfx125.compute_walker_body,
&walker);
#else
const uint32_t vfe_curbe_allocation =
align(cs_prog_data->push.per_thread.regs * dispatch.threads +
cs_prog_data->push.cross_thread.regs, 2);
anv_shader_emit(batch, shader, cs.gfx9.vfe, GENX(MEDIA_VFE_STATE), vfe) {
vfe.StackSize = 0;
vfe.MaximumNumberofThreads =
devinfo->max_cs_threads * devinfo->subslice_total - 1;
vfe.NumberofURBEntries = 2;
#if GFX_VER < 11
vfe.ResetGatewayTimer = true;
#endif
vfe.URBEntryAllocationSize = 2;
vfe.CURBEAllocationSize = vfe_curbe_allocation;
if (cs_prog_data->base.total_scratch) {
/* Broadwell's Per Thread Scratch Space is in the range [0, 11]
* where 0 = 1k, 1 = 2k, 2 = 4k, ..., 11 = 2M.
*/
vfe.PerThreadScratchSpace = ffs(cs_prog_data->base.total_scratch) - 11;
vfe.ScratchSpaceBasePointer = get_scratch_address(device, shader);
}
}
struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = {
.KernelStartPointer =
shader->kernel.offset +
brw_cs_prog_data_prog_offset(cs_prog_data, dispatch.simd_size),
/* Wa_1606682166 */
.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(shader),
/* We add 1 because the CS indirect parameters buffer isn't accounted
* for in bind_map.surface_count.
*
* Typically set to 0 to avoid prefetching on every thread dispatch.
*/
.BindingTableEntryCount = devinfo->verx10 == 125 ?
0 : MIN2(shader->bind_map.surface_count, 30),
.BarrierEnable = cs_prog_data->uses_barrier,
.SharedLocalMemorySize =
intel_compute_slm_encode_size(GFX_VER, cs_prog_data->base.total_shared),
.ConstantURBEntryReadOffset = 0,
.ConstantURBEntryReadLength = cs_prog_data->push.per_thread.regs,
.CrossThreadConstantDataReadLength =
cs_prog_data->push.cross_thread.regs,
#if GFX_VER >= 12
/* TODO: Check if we are missing workarounds and enable mid-thread
* preemption.
*
* We still have issues with mid-thread preemption (it was already
* disabled by the kernel on gfx11, due to missing workarounds). It's
* possible that we are just missing some workarounds, and could enable
* it later, but for now let's disable it to fix a GPU in compute in Car
* Chase (and possibly more).
*/
.ThreadPreemptionDisable = true,
#endif
#if GFX_VERx10 >= 125
.ThreadGroupDispatchSize =
intel_compute_threads_group_dispatch_size(dispatch.threads),
#endif
.NumberofThreadsinGPGPUThreadGroup = dispatch.threads,
};
GENX(INTERFACE_DESCRIPTOR_DATA_pack)(batch,
shader->cs.gfx9.idd,
&desc);
#endif
}
void
genX(init_instructions)(struct anv_physical_device *device)
{
struct GENX(VERTEX_ELEMENT_STATE) empty_ve = {
.Valid = true,
.Component0Control = VFCOMP_STORE_0,
.Component1Control = VFCOMP_STORE_0,
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
};
GENX(VERTEX_ELEMENT_STATE_pack)(
NULL, device->gfx_default.empty_vs_input, &empty_ve);
anv_gfx_pack(device->gfx_default.vs, GENX(3DSTATE_VS), vs);
anv_gfx_pack(device->gfx_default.hs, GENX(3DSTATE_HS), hs);
anv_gfx_pack(device->gfx_default.ds, GENX(3DSTATE_DS), ds);
anv_gfx_pack(device->gfx_default.gs, GENX(3DSTATE_GS), gs);
anv_gfx_pack(device->gfx_default.te, GENX(3DSTATE_TE), te);
anv_gfx_pack(device->gfx_default.so, GENX(3DSTATE_STREAMOUT), so);
anv_gfx_pack(device->gfx_default.wm, GENX(3DSTATE_WM), wm) {
wm.StatisticsEnable = true;
}
anv_gfx_pack(device->gfx_default.ps, GENX(3DSTATE_PS), ps);
anv_gfx_pack(device->gfx_default.ps_extra, GENX(3DSTATE_PS_EXTRA), pse);
anv_gfx_pack(device->gfx_default.ps_extra_dep, GENX(3DSTATE_PS_EXTRA), pse) {
#if GFX_VERx10 >= 125
pse.EnablePSDependencyOnCPsizeChange = true;
#endif
}
#if GFX_VERx10 >= 125
anv_gfx_pack(device->gfx_default.task_control, GENX(3DSTATE_TASK_CONTROL), ts);
anv_gfx_pack(device->gfx_default.mesh_control, GENX(3DSTATE_MESH_CONTROL), ms);
#endif
}
void
genX(shader_emit)(struct anv_batch *batch,
struct anv_device *device,
struct anv_shader *shader)
{
switch (shader->vk.stage) {
case MESA_SHADER_VERTEX:
emit_vs_shader(batch, device, shader);
emit_3dstate_streamout(batch, device, shader);
break;
case MESA_SHADER_TESS_CTRL:
emit_hs_shader(batch, device, shader);
break;
case MESA_SHADER_TESS_EVAL:
emit_ds_shader(batch, device, shader);
emit_3dstate_streamout(batch, device, shader);
break;
case MESA_SHADER_GEOMETRY:
emit_gs_shader(batch, device, shader);
emit_3dstate_streamout(batch, device, shader);
break;
#if GFX_VERx10 >= 125
case MESA_SHADER_TASK:
emit_task_shader(batch, device, shader);
break;
case MESA_SHADER_MESH:
emit_mesh_shader(batch, device, shader);
break;
#endif /* GFX_VERx10 >= 125 */
case MESA_SHADER_FRAGMENT:
emit_ps_shader(batch, device, shader);
break;
case MESA_SHADER_COMPUTE:
emit_cs_shader(batch, device, shader);
break;
case MESA_SHADER_RAYGEN:
case MESA_SHADER_ANY_HIT:
case MESA_SHADER_CLOSEST_HIT:
case MESA_SHADER_MISS:
case MESA_SHADER_INTERSECTION:
case MESA_SHADER_CALLABLE:
/* Nothing to do */
break;
default:
UNREACHABLE("Invalid stage");
}
}
void
genX(write_rt_shader_group)(struct anv_device *device,
VkRayTracingShaderGroupTypeKHR type,
const struct vk_shader **shaders,
uint32_t shader_count,
void *output)
{
#if GFX_VERx10 >= 125
switch (type) {
case VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR: {
assert(shader_count == 1);
struct anv_shader *shader = container_of(shaders[0], struct anv_shader, vk);
struct GENX(RT_GENERAL_SBT_HANDLE) sh = {};
sh.General = anv_shader_get_bsr(shader, 32);
GENX(RT_GENERAL_SBT_HANDLE_pack)(NULL, output, &sh);
break;
}
case VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR: {
assert(shader_count <= 2);
struct GENX(RT_TRIANGLES_SBT_HANDLE) sh = {};
bool anyhit_seen = false;
for (uint32_t i = 0; i < shader_count; i++) {
struct anv_shader *shader = container_of(shaders[i], struct anv_shader, vk);
if (shader->vk.stage == MESA_SHADER_CLOSEST_HIT) {
sh.ClosestHit = anv_shader_get_bsr(shader, 32);
} else if (shader->vk.stage == MESA_SHADER_ANY_HIT) {
sh.AnyHit = anv_shader_get_bsr(shader, 24);
anyhit_seen = true;
}
}
if (!anyhit_seen)
sh.AnyHit = anv_shader_internal_get_bsr(device->rt_null_ahs, 24);
GENX(RT_TRIANGLES_SBT_HANDLE_pack)(NULL, output, &sh);
break;
}
case VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR: {
assert(shader_count <= 3);
struct GENX(RT_PROCEDURAL_SBT_HANDLE) sh = {};
for (uint32_t i = 0; i < shader_count; i++) {
struct anv_shader *shader = container_of(shaders[i], struct anv_shader, vk);
/* Skip any-hit shader as it should have been fused into the
* intersection one and the intersection shader is a requirement for
* this shader groupe type.
*/
if (shader->vk.stage == MESA_SHADER_CLOSEST_HIT)
sh.ClosestHit = anv_shader_get_bsr(shader, 32);
else if (shader->vk.stage == MESA_SHADER_INTERSECTION)
sh.Intersection = anv_shader_get_bsr(shader, 24);
else
assert(shader->vk.stage == MESA_SHADER_ANY_HIT);
}
GENX(RT_PROCEDURAL_SBT_HANDLE_pack)(NULL, output, &sh);
break;
}
default:
UNREACHABLE("Invalid shader group type");
}
#else
UNREACHABLE("No RT support");
#endif
}
uint32_t
genX(shader_cmd_size)(struct anv_device *device,
mesa_shader_stage stage)
{
const uint32_t protected_multiplier =
device_needs_protected(device) ? 2 : 1;
const uint32_t streamout_dwords =
GENX(3DSTATE_STREAMOUT_length) +
3 /* GENX(3DSTATE_SO_DECL_LIST_length) */ +
GENX(SO_DECL_ENTRY_length) * 128;
switch (stage) {
case MESA_SHADER_VERTEX:
return
GENX(3DSTATE_VS_length) * protected_multiplier +
GENX(3DSTATE_VF_COMPONENT_PACKING_length) +
GENX(3DSTATE_VF_SGVS_length) +
#if GFX_VER >= 11
GENX(3DSTATE_VF_SGVS_2_length) +
#endif
2 * GENX(3DSTATE_VF_INSTANCING_length) +
streamout_dwords;
case MESA_SHADER_TESS_CTRL:
return GENX(3DSTATE_HS_length) * protected_multiplier;
case MESA_SHADER_TESS_EVAL:
return GENX(3DSTATE_DS_length) * protected_multiplier +
GENX(3DSTATE_TE_length) +
streamout_dwords;
case MESA_SHADER_GEOMETRY:
return GENX(3DSTATE_GS_length) * protected_multiplier +
streamout_dwords;
#if GFX_VERx10 >= 125
case MESA_SHADER_TASK:
return
GENX(3DSTATE_TASK_CONTROL_length) +
GENX(3DSTATE_TASK_SHADER_length) * protected_multiplier +
GENX(3DSTATE_TASK_REDISTRIB_length);
case MESA_SHADER_MESH:
return
GENX(3DSTATE_MESH_CONTROL_length) +
GENX(3DSTATE_MESH_SHADER_length) * protected_multiplier +
GENX(3DSTATE_MESH_DISTRIB_length) +
GENX(3DSTATE_CLIP_MESH_length) +
GENX(3DSTATE_STREAMOUT_length);
#endif
case MESA_SHADER_FRAGMENT:
return
GENX(3DSTATE_PS_length) * protected_multiplier +
GENX(3DSTATE_PS_EXTRA_length) +
GENX(3DSTATE_WM_length);
case MESA_SHADER_COMPUTE:
#if GFX_VERx10 >= 125
return 0;
#else
return GENX(MEDIA_VFE_STATE_length);
#endif
default:
return 0;
}
}