mesa/src/intel/compiler/jay/jay_prog_data.c
Alyssa Rosenzweig cebc45af43 brw,jay: add use_src_xy prog data field
to complete the xy/z/w fragcoord set for accurate calculations in jay without
introducing a secondary sideband just for this boolean.

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41808>
2026-05-28 16:23:26 +00:00

578 lines
21 KiB
C

/*
* Copyright 2026 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "compiler/brw/brw_compiler.h"
#include "compiler/brw/brw_nir.h"
#include "compiler/intel_nir.h"
#include "jay_private.h"
#include "nir.h"
static inline enum intel_barycentric_mode
brw_barycentric_mode(const struct brw_fs_prog_key *key,
nir_intrinsic_instr *intr)
{
const enum glsl_interp_mode mode = nir_intrinsic_interp_mode(intr);
/* Barycentric modes don't make sense for flat inputs. */
assert(mode != INTERP_MODE_FLAT);
unsigned bary;
switch (intr->intrinsic) {
case nir_intrinsic_load_barycentric_pixel:
case nir_intrinsic_load_barycentric_at_offset:
/* When per sample interpolation is dynamic, assume sample interpolation.
* We'll dynamically remap things so that the FS payload is not affected.
*
* TODO: Implement this mechanism properly, this is a hack for now.
*/
bary = // key->persample_interp == INTEL_SOMETIMES ?
// INTEL_BARYCENTRIC_PERSPECTIVE_SAMPLE :
INTEL_BARYCENTRIC_PERSPECTIVE_PIXEL;
break;
case nir_intrinsic_load_barycentric_centroid:
bary = INTEL_BARYCENTRIC_PERSPECTIVE_CENTROID;
break;
case nir_intrinsic_load_barycentric_sample:
case nir_intrinsic_load_barycentric_at_sample:
bary = INTEL_BARYCENTRIC_PERSPECTIVE_SAMPLE;
break;
default:
UNREACHABLE("invalid intrinsic");
}
if (mode == INTERP_MODE_NOPERSPECTIVE)
bary += 3;
return (enum intel_barycentric_mode) bary;
}
struct fs_info_ctx {
const struct brw_fs_prog_key *key;
struct brw_fs_prog_data *prog_data;
const struct intel_device_info *devinfo;
};
static bool
gather_fs_info(nir_builder *b, nir_intrinsic_instr *intr, void *data)
{
struct fs_info_ctx *ctx = data;
struct brw_fs_prog_data *prog_data = ctx->prog_data;
switch (intr->intrinsic) {
case nir_intrinsic_load_barycentric_pixel:
case nir_intrinsic_load_barycentric_centroid:
case nir_intrinsic_load_barycentric_sample:
prog_data->barycentric_interp_modes |=
1 << brw_barycentric_mode(ctx->key, intr);
break;
case nir_intrinsic_load_barycentric_at_sample:
case nir_intrinsic_load_barycentric_at_offset: {
unsigned mode = brw_barycentric_mode(ctx->key, intr);
prog_data->barycentric_interp_modes |= 1 << mode;
prog_data->uses_sample_offsets |=
mode == INTEL_BARYCENTRIC_PERSPECTIVE_SAMPLE ||
mode == INTEL_BARYCENTRIC_NONPERSPECTIVE_SAMPLE;
if ((1 << mode) & INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS)
prog_data->uses_npc_bary_coefficients = true;
else
prog_data->uses_pc_bary_coefficients = true;
break;
}
case nir_intrinsic_load_frag_coord_z:
prog_data->uses_src_depth = true;
break;
case nir_intrinsic_load_frag_coord_w_rcp:
prog_data->uses_src_w = true;
break;
case nir_intrinsic_load_coverage_mask_intel:
prog_data->uses_sample_mask = true;
break;
case nir_intrinsic_load_pixel_coord_intel:
prog_data->uses_src_xy = true;
break;
default:
break;
}
return false;
}
static void
brw_compute_flat_inputs(struct brw_fs_prog_data *prog_data,
const nir_shader *shader)
{
prog_data->flat_inputs = 0;
nir_foreach_shader_in_variable(var, shader) {
if (var->data.interpolation != INTERP_MODE_FLAT ||
var->data.per_primitive)
continue;
unsigned slots = glsl_count_attribute_slots(var->type, false);
for (unsigned s = 0; s < slots; s++) {
int input_index = prog_data->urb_setup[var->data.location + s];
if (input_index >= 0)
prog_data->flat_inputs |= 1 << input_index;
}
}
}
static uint8_t
computed_depth_mode(const nir_shader *shader)
{
if (shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
switch (shader->info.fs.depth_layout) {
case FRAG_DEPTH_LAYOUT_NONE:
case FRAG_DEPTH_LAYOUT_ANY:
return BRW_PSCDEPTH_ON;
case FRAG_DEPTH_LAYOUT_GREATER:
return BRW_PSCDEPTH_ON_GE;
case FRAG_DEPTH_LAYOUT_LESS:
return BRW_PSCDEPTH_ON_LE;
case FRAG_DEPTH_LAYOUT_UNCHANGED:
/* We initially set this to OFF, but having the shader write the
* depth means we allocate register space in the SEND message. The
* difference between the SEND register count and the OFF state
* programming makes the HW hang.
*
* Removing the depth writes also leads to test failures. So use
* LesserThanOrEqual, which fits writing the same value
* (unchanged/equal).
*
*/
return BRW_PSCDEPTH_ON_LE;
}
}
return BRW_PSCDEPTH_OFF;
}
/*
* Build up an array of indices into the urb_setup array that
* references the active entries of the urb_setup array.
* Used to accelerate walking the active entries of the urb_setup array
* on each upload.
*/
static void
brw_compute_urb_setup_index(struct brw_fs_prog_data *fs_prog_data)
{
/* TODO(mesh): Review usage of this in the context of Mesh, we may want to
* skip per-primitive attributes here.
*/
/* Make sure uint8_t is sufficient */
static_assert(VARYING_SLOT_MAX <= 0xff);
uint8_t index = 0;
for (uint8_t attr = 0; attr < VARYING_SLOT_MAX; attr++) {
if (fs_prog_data->urb_setup[attr] >= 0) {
fs_prog_data->urb_setup_attribs[index++] = attr;
}
}
fs_prog_data->urb_setup_attribs_count = index;
}
static void
calculate_urb_setup(const struct intel_device_info *devinfo,
const struct brw_fs_prog_key *key,
struct brw_fs_prog_data *prog_data,
nir_shader *nir,
const struct brw_mue_map *mue_map,
int *per_primitive_offsets)
{
memset(prog_data->urb_setup, -1, sizeof(prog_data->urb_setup));
int urb_next = 0; /* in vec4s */
/* Figure out where the PrimitiveID lives, either in the per-vertex block
* or in the per-primitive block or both.
*/
const uint64_t per_vert_primitive_id =
key->mesh_input == INTEL_ALWAYS ? 0 : VARYING_BIT_PRIMITIVE_ID;
const uint64_t per_prim_primitive_id =
key->mesh_input == INTEL_NEVER ? 0 : VARYING_BIT_PRIMITIVE_ID;
const uint64_t inputs_read =
nir->info.inputs_read &
(~nir->info.per_primitive_inputs | per_vert_primitive_id);
const uint64_t per_primitive_header_bits =
VARYING_BIT_PRIMITIVE_SHADING_RATE |
VARYING_BIT_LAYER |
VARYING_BIT_VIEWPORT |
VARYING_BIT_CULL_PRIMITIVE;
const uint64_t per_primitive_inputs =
nir->info.inputs_read &
(nir->info.per_primitive_inputs | per_prim_primitive_id) &
~per_primitive_header_bits;
struct intel_vue_map vue_map;
uint32_t per_primitive_stride = 0, first_read_offset = UINT32_MAX;
if (mue_map != NULL) {
memcpy(&vue_map, &mue_map->vue_map, sizeof(vue_map));
memcpy(per_primitive_offsets, mue_map->per_primitive_offsets,
sizeof(mue_map->per_primitive_offsets));
if (!mue_map->wa_18019110168_active) {
u_foreach_bit64(location, per_primitive_inputs) {
assert(per_primitive_offsets[location] != -1);
first_read_offset =
MIN2(first_read_offset,
(uint32_t) per_primitive_offsets[location]);
per_primitive_stride =
MAX2((uint32_t) per_primitive_offsets[location] + 16,
per_primitive_stride);
}
} else {
first_read_offset = per_primitive_stride = 0;
}
} else {
brw_compute_vue_map(devinfo, &vue_map, inputs_read, key->base.vue_layout,
1 /* pos_slots, TODO */);
brw_compute_per_primitive_map(per_primitive_offsets,
&per_primitive_stride, &first_read_offset,
0, nir, nir_var_shader_in,
per_primitive_inputs,
true /* separate_shader */);
}
if (per_primitive_stride > first_read_offset) {
first_read_offset = ROUND_DOWN_TO(first_read_offset, 32);
/* Remove the first few unused registers */
for (uint32_t i = 0; i < VARYING_SLOT_MAX; i++) {
if (per_primitive_offsets[i] == -1)
continue;
per_primitive_offsets[i] -= first_read_offset;
}
prog_data->num_per_primitive_inputs =
2 * DIV_ROUND_UP(per_primitive_stride - first_read_offset, 32);
} else {
prog_data->num_per_primitive_inputs = 0;
}
/* Now do the per-vertex stuff (what used to be legacy pipeline) */
/* If Mesh is involved, we cannot do any packing. Documentation doesn't say
* anything about this but 3DSTATE_SBE_SWIZ does not appear to work when
* using Mesh.
*/
if (util_bitcount64(inputs_read) <= 16 && key->mesh_input == INTEL_NEVER) {
/* When not in Mesh pipeline mode, the SF/SBE pipeline stage can do
* arbitrary rearrangement of the first 16 varying inputs, so we can put
* them wherever we want. Just put them in order.
*
* This is useful because it means that (a) inputs not used by the
* fragment shader won't take up valuable register space, and (b) we
* won't have to recompile the fragment shader if it gets paired with a
* different vertex (or geometry) shader.
*/
for (unsigned int i = 0; i < VARYING_SLOT_MAX; i++) {
if (inputs_read & BITFIELD64_BIT(i)) {
prog_data->urb_setup[i] = urb_next++;
}
}
} else {
/* We have enough input varyings that the SF/SBE pipeline stage can't
* arbitrarily rearrange them to suit our whim; we have to put them in
* an order that matches the output of the previous pipeline stage
* (geometry or vertex shader).
*/
int first_slot = 0;
for (int i = 0; i < vue_map.num_slots; i++) {
int varying = vue_map.slot_to_varying[i];
if (varying > 0 && (inputs_read & BITFIELD64_BIT(varying)) != 0) {
first_slot = ROUND_DOWN_TO(i, 2);
break;
}
}
for (int slot = first_slot; slot < vue_map.num_slots; slot++) {
int varying = vue_map.slot_to_varying[slot];
if (varying > 0 && (inputs_read & BITFIELD64_BIT(varying))) {
prog_data->urb_setup[varying] = slot - first_slot;
}
}
urb_next = vue_map.num_slots - first_slot;
}
prog_data->num_varying_inputs = urb_next;
prog_data->inputs = inputs_read;
prog_data->per_primitive_inputs = per_primitive_inputs;
brw_compute_urb_setup_index(prog_data);
}
static void
populate_fs_prog_data(nir_shader *shader,
const struct intel_device_info *devinfo,
const struct brw_fs_prog_key *key,
struct brw_fs_prog_data *prog_data,
const struct brw_mue_map *mue_map,
int *per_primitive_offsets)
{
struct fs_info_ctx ctx = {
.key = key,
.prog_data = prog_data,
.devinfo = devinfo,
};
nir_shader_intrinsics_pass(shader, gather_fs_info, nir_metadata_all, &ctx);
prog_data->uses_kill = shader->info.fs.uses_discard;
prog_data->uses_omask =
!key->ignore_sample_mask_out &&
(shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
prog_data->max_polygons = 1;
prog_data->computed_depth_mode = computed_depth_mode(shader);
prog_data->computed_stencil =
shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL);
prog_data->sample_shading = shader->info.fs.uses_sample_shading;
prog_data->api_sample_shading = key->api_sample_shading;
prog_data->min_sample_shading = key->min_sample_shading;
assert(key->multisample_fbo != INTEL_NEVER ||
key->persample_interp == INTEL_NEVER);
prog_data->persample_dispatch = key->persample_interp;
if (prog_data->sample_shading)
prog_data->persample_dispatch = INTEL_ALWAYS;
/* We can only persample dispatch if we have a multisample FBO */
prog_data->persample_dispatch =
MIN2(prog_data->persample_dispatch, key->multisample_fbo);
/* Currently only the Vulkan API allows alpha_to_coverage to be dynamic. If
* persample_dispatch & multisample_fbo are not dynamic, Anv should be able
* to definitively tell whether alpha_to_coverage is on or off.
*/
prog_data->alpha_to_coverage = key->alpha_to_coverage;
assert(devinfo->verx10 >= 125 || key->mesh_input == INTEL_NEVER);
prog_data->mesh_input = key->mesh_input;
assert(devinfo->verx10 >= 200 || key->provoking_vertex_last == INTEL_NEVER);
prog_data->provoking_vertex_last = key->provoking_vertex_last;
/* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
*
* "MSDISPMODE_PERSAMPLE is required in order to select
* POSOFFSET_SAMPLE"
*
* So we can only really get sample positions if we are doing real
* per-sample dispatch. If we need gl_SamplePosition and we don't have
* persample dispatch, we hard-code it to 0.5.
*/
prog_data->uses_pos_offset =
prog_data->persample_dispatch != INTEL_NEVER &&
(BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_SAMPLE_POS) ||
BITSET_TEST(shader->info.system_values_read,
SYSTEM_VALUE_SAMPLE_POS_OR_CENTER));
prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
prog_data->post_depth_coverage = shader->info.fs.post_depth_coverage;
prog_data->inner_coverage = shader->info.fs.inner_coverage;
/* From the BDW PRM documentation for 3DSTATE_WM:
*
* "MSDISPMODE_PERSAMPLE is required in order to select Perspective
* Sample or Non- perspective Sample barycentric coordinates."
*
* So cleanup any potentially set sample barycentric mode when not in per
* sample dispatch.
*/
if (prog_data->persample_dispatch == INTEL_NEVER) {
prog_data->barycentric_interp_modes &=
~BITFIELD_BIT(INTEL_BARYCENTRIC_PERSPECTIVE_SAMPLE);
}
if (devinfo->ver >= 20) {
prog_data->vertex_attributes_bypass =
brw_needs_vertex_attributes_bypass(shader);
}
prog_data->uses_nonperspective_interp_modes =
(prog_data->barycentric_interp_modes &
INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS) ||
prog_data->uses_npc_bary_coefficients;
/* The current VK_EXT_graphics_pipeline_library specification requires
* coarse to specified at compile time. But per sample interpolation can be
* dynamic. So we should never be in a situation where coarse &
* persample_interp are both respectively true & INTEL_ALWAYS.
*
* Coarse will dynamically turned off when persample_interp is active.
*/
assert(!key->coarse_pixel || key->persample_interp != INTEL_ALWAYS);
prog_data->coarse_pixel_dispatch =
intel_sometimes_invert(prog_data->persample_dispatch);
if (!key->coarse_pixel ||
/* DG2 should support this, but Wa_22012766191 says there are issues
* with CPS 1x1 + MSAA + FS writing to oMask.
*/
(devinfo->verx10 < 200 &&
(prog_data->uses_omask || prog_data->uses_sample_mask)) ||
prog_data->sample_shading ||
(prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF) ||
prog_data->computed_stencil ||
devinfo->ver < 11) {
prog_data->coarse_pixel_dispatch = INTEL_NEVER;
}
/* ICL PRMs, Volume 9: Render Engine, Shared Functions Pixel Interpolater,
* Message Descriptor :
*
* "Message Type. Specifies the type of message being sent when
* pixel-rate evaluation is requested :
*
* Format = U2
* 0: Per Message Offset (eval_snapped with immediate offset)
* 1: Sample Position Offset (eval_sindex)
* 2: Centroid Position Offset (eval_centroid)
* 3: Per Slot Offset (eval_snapped with register offset)
*
* Message Type. Specifies the type of message being sent when
* coarse-rate evaluation is requested :
*
* Format = U2
* 0: Coarse to Pixel Mapping Message (internal message)
* 1: Reserved
* 2: Coarse Centroid Position (eval_centroid)
* 3: Per Slot Coarse Pixel Offset (eval_snapped with register offset)"
*
* The Sample Position Offset is marked as reserved for coarse rate
* evaluation and leads to hangs if we try to use it. So disable coarse
* pixel shading if we have any intrinsic that will result in a pixel
* interpolater message at sample.
*/
if (intel_nir_pulls_at_sample(shader))
prog_data->coarse_pixel_dispatch = INTEL_NEVER;
/* We choose to always enable VMask prior to XeHP, as it would cause
* us to lose out on the eliminate_find_live_channel() optimization.
*/
prog_data->uses_vmask =
devinfo->verx10 < 125 ||
shader->info.fs.needs_coarse_quad_helper_invocations ||
shader->info.uses_wide_subgroup_intrinsics ||
prog_data->coarse_pixel_dispatch != INTEL_NEVER;
prog_data->uses_depth_w_coefficients = prog_data->uses_pc_bary_coefficients;
if (prog_data->coarse_pixel_dispatch != INTEL_NEVER) {
assert(false && "TODO: coarse pixel shading");
prog_data->uses_depth_w_coefficients |= prog_data->uses_src_depth;
prog_data->uses_src_depth = false;
}
calculate_urb_setup(devinfo, key, prog_data, shader, mue_map,
per_primitive_offsets);
brw_compute_flat_inputs(prog_data, shader);
prog_data->has_side_effects = shader->info.writes_memory;
}
static void
populate_vs_prog_data(nir_shader *nir,
const struct intel_device_info *devinfo,
const struct brw_vs_prog_key *key,
struct brw_vs_prog_data *prog_data,
unsigned nr_packed_regs)
{
unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read);
BITSET_WORD *sysvals = nir->info.system_values_read;
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (BITSET_TEST(sysvals, SYSTEM_VALUE_FIRST_VERTEX) ||
BITSET_TEST(sysvals, SYSTEM_VALUE_BASE_INSTANCE) ||
BITSET_TEST(sysvals, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) ||
BITSET_TEST(sysvals, SYSTEM_VALUE_INSTANCE_ID)) {
nr_attribute_slots++;
}
/* gl_DrawID and IsIndexedDraw share its very own vec4 */
if (BITSET_TEST(sysvals, SYSTEM_VALUE_DRAW_ID) ||
BITSET_TEST(sysvals, SYSTEM_VALUE_IS_INDEXED_DRAW)) {
nr_attribute_slots++;
}
const struct {
bool *data;
gl_system_value val;
} bool_sysvals[] = {
{ &prog_data->uses_is_indexed_draw, SYSTEM_VALUE_IS_INDEXED_DRAW },
{ &prog_data->uses_firstvertex, SYSTEM_VALUE_FIRST_VERTEX },
{ &prog_data->uses_baseinstance, SYSTEM_VALUE_BASE_INSTANCE },
{ &prog_data->uses_vertexid, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE },
{ &prog_data->uses_instanceid, SYSTEM_VALUE_INSTANCE_ID },
{ &prog_data->uses_drawid, SYSTEM_VALUE_DRAW_ID },
};
for (unsigned i = 0; i < ARRAY_SIZE(bool_sysvals); ++i) {
*bool_sysvals[i].data = BITSET_TEST(sysvals, bool_sysvals[i].val);
}
unsigned nr_attribute_regs;
if (key->vf_component_packing) {
prog_data->base.urb_read_length = DIV_ROUND_UP(nr_packed_regs, 8);
nr_attribute_regs = nr_packed_regs;
} else {
prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attribute_slots, 2);
nr_attribute_regs = 4 * nr_attribute_slots;
}
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
* the larger of the two.
*/
const unsigned vue_entries = MAX2(DIV_ROUND_UP(nr_attribute_regs, 4),
prog_data->base.vue_map.num_slots);
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
}
void
jay_populate_prog_data(const struct intel_device_info *devinfo,
nir_shader *nir,
union brw_any_prog_data *prog_data,
union brw_any_prog_key *key,
unsigned nr_packed_regs)
{
if (nir->info.stage == MESA_SHADER_VERTEX) {
populate_vs_prog_data(nir, devinfo, &key->vs, &prog_data->vs,
nr_packed_regs);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
int per_primitive_offsets[VARYING_SLOT_MAX];
memset(per_primitive_offsets, -1, sizeof(per_primitive_offsets));
populate_fs_prog_data(nir, devinfo, &key->fs, &prog_data->fs,
NULL /* TODO: mue_map */, per_primitive_offsets);
}
if (nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_TESS_EVAL ||
nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_MESH) {
uint32_t clip_mask = BITFIELD_MASK(nir->info.clip_distance_array_size);
uint32_t cull_mask = BITFIELD_RANGE(nir->info.clip_distance_array_size,
nir->info.cull_distance_array_size);
if (nir->info.stage == MESA_SHADER_MESH) {
prog_data->mesh.clip_distance_mask = clip_mask;
prog_data->mesh.cull_distance_mask = cull_mask;
} else {
prog_data->vue.clip_distance_mask = clip_mask;
prog_data->vue.cull_distance_mask = cull_mask;
}
}
}