mesa/src/intel/compiler/brw_compile_fs.cpp
Caleb Callaway e7454f5318
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intel/debug: shader dump filter
v2: Fixes filtering for various brw shader dump logic

Reviewed-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35061>
2025-05-23 19:57:02 +00:00

2000 lines
80 KiB
C++

/*
* Copyright © 2010 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_eu.h"
#include "brw_shader.h"
#include "brw_analysis.h"
#include "brw_builder.h"
#include "brw_generator.h"
#include "brw_nir.h"
#include "brw_cfg.h"
#include "brw_private.h"
#include "intel_nir.h"
#include "shader_enums.h"
#include "dev/intel_debug.h"
#include "dev/intel_wa.h"
#include <memory>
static brw_inst *
brw_emit_single_fb_write(brw_shader &s, const brw_builder &bld,
brw_reg color0, brw_reg color1,
brw_reg src0_alpha,
unsigned target, unsigned components,
bool null_rt)
{
assert(s.stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(s.prog_data);
brw_reg sources[FB_WRITE_LOGICAL_NUM_SRCS];
sources[FB_WRITE_LOGICAL_SRC_COLOR0] = color0;
sources[FB_WRITE_LOGICAL_SRC_COLOR1] = color1;
sources[FB_WRITE_LOGICAL_SRC_SRC0_ALPHA] = src0_alpha;
sources[FB_WRITE_LOGICAL_SRC_TARGET] = brw_imm_ud(target);
sources[FB_WRITE_LOGICAL_SRC_COMPONENTS] = brw_imm_ud(components);
sources[FB_WRITE_LOGICAL_SRC_NULL_RT] = brw_imm_ud(null_rt);
sources[FB_WRITE_LOGICAL_SRC_LAST_RT] = brw_imm_ud(false);
if (prog_data->uses_omask)
sources[FB_WRITE_LOGICAL_SRC_OMASK] = s.sample_mask;
if (s.nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
sources[FB_WRITE_LOGICAL_SRC_SRC_DEPTH] = s.frag_depth;
if (s.nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL))
sources[FB_WRITE_LOGICAL_SRC_SRC_STENCIL] = s.frag_stencil;
brw_inst *write = bld.emit(FS_OPCODE_FB_WRITE_LOGICAL, brw_reg(),
sources, ARRAY_SIZE(sources));
if (prog_data->uses_kill) {
write->predicate = BRW_PREDICATE_NORMAL;
write->flag_subreg = sample_mask_flag_subreg(s);
}
return write;
}
static void
brw_do_emit_fb_writes(brw_shader &s, int nr_color_regions, bool replicate_alpha)
{
const brw_builder bld = brw_builder(&s);
brw_inst *inst = NULL;
for (int target = 0; target < nr_color_regions; target++) {
/* Skip over outputs that weren't written. */
if (s.outputs[target].file == BAD_FILE)
continue;
const brw_builder abld = bld.annotate(
ralloc_asprintf(s.mem_ctx, "FB write target %d", target));
brw_reg src0_alpha;
if (replicate_alpha && target != 0)
src0_alpha = offset(s.outputs[0], bld, 3);
inst = brw_emit_single_fb_write(s, abld, s.outputs[target],
s.dual_src_output, src0_alpha, target, 4,
false);
}
if (inst == NULL) {
struct brw_wm_prog_key *key = (brw_wm_prog_key*) s.key;
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(s.prog_data);
/* Disable null_rt if any non color output is written or if
* alpha_to_coverage can be enabled. Since the alpha_to_coverage bit is
* coming from the BLEND_STATE structure and the HW will avoid reading
* it if null_rt is enabled.
*/
const bool use_null_rt =
key->alpha_to_coverage == INTEL_NEVER &&
!prog_data->uses_omask;
/* Even if there's no color buffers enabled, we still need to send
* alpha out the pipeline to our null renderbuffer to support
* alpha-testing, alpha-to-coverage, and so on.
*/
/* FINISHME: Factor out this frequently recurring pattern into a
* helper function.
*/
const brw_reg srcs[] = { reg_undef, reg_undef,
reg_undef, offset(s.outputs[0], bld, 3) };
const brw_reg tmp = bld.vgrf(BRW_TYPE_UD, 4);
bld.LOAD_PAYLOAD(tmp, srcs, 4, 0);
inst = brw_emit_single_fb_write(s, bld, tmp, reg_undef, reg_undef,
0, 4, use_null_rt);
}
inst->src[FB_WRITE_LOGICAL_SRC_LAST_RT] = brw_imm_ud(true);
inst->eot = true;
}
static void
brw_emit_fb_writes(brw_shader &s)
{
const struct intel_device_info *devinfo = s.devinfo;
assert(s.stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(s.prog_data);
brw_wm_prog_key *key = (brw_wm_prog_key*) s.key;
if (s.nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) {
/* From the 'Render Target Write message' section of the docs:
* "Output Stencil is not supported with SIMD16 Render Target Write
* Messages."
*/
if (devinfo->ver >= 20)
s.limit_dispatch_width(16, "gl_FragStencilRefARB unsupported "
"in SIMD32+ mode.\n");
else
s.limit_dispatch_width(8, "gl_FragStencilRefARB unsupported "
"in SIMD16+ mode.\n");
}
/* ANV doesn't know about sample mask output during the wm key creation
* so we compute if we need replicate alpha and emit alpha to coverage
* workaround here.
*/
const bool replicate_alpha = key->alpha_test_replicate_alpha ||
(key->nr_color_regions > 1 && key->alpha_to_coverage &&
s.sample_mask.file == BAD_FILE);
prog_data->dual_src_blend = (s.dual_src_output.file != BAD_FILE &&
s.outputs[0].file != BAD_FILE);
assert(!prog_data->dual_src_blend || key->nr_color_regions == 1);
/* Following condition implements Wa_14017468336:
*
* "If dual source blend is enabled do not enable SIMD32 dispatch" and
* "For a thread dispatched as SIMD32, must not issue SIMD8 message with Last
* Render Target Select set."
*/
if (devinfo->ver >= 11 && devinfo->ver <= 12 &&
prog_data->dual_src_blend) {
/* The dual-source RT write messages fail to release the thread
* dependency on ICL and TGL with SIMD32 dispatch, leading to hangs.
*
* XXX - Emit an extra single-source NULL RT-write marked LastRT in
* order to release the thread dependency without disabling
* SIMD32.
*
* The dual-source RT write messages may lead to hangs with SIMD16
* dispatch on ICL due some unknown reasons, see
* https://gitlab.freedesktop.org/mesa/mesa/-/issues/2183
*/
if (devinfo->ver >= 20)
s.limit_dispatch_width(16, "Dual source blending unsupported "
"in SIMD32 mode.\n");
else
s.limit_dispatch_width(8, "Dual source blending unsupported "
"in SIMD16 and SIMD32 modes.\n");
}
brw_do_emit_fb_writes(s, key->nr_color_regions, replicate_alpha);
}
/** Emits the interpolation for the varying inputs. */
static void
brw_emit_interpolation_setup(brw_shader &s)
{
const struct intel_device_info *devinfo = s.devinfo;
const brw_builder bld = brw_builder(&s);
brw_builder abld = bld.annotate("compute pixel centers");
s.pixel_x = bld.vgrf(BRW_TYPE_F);
s.pixel_y = bld.vgrf(BRW_TYPE_F);
const struct brw_wm_prog_key *wm_key = (brw_wm_prog_key*) s.key;
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(s.prog_data);
brw_fs_thread_payload &payload = s.fs_payload();
brw_reg int_sample_offset_x, int_sample_offset_y; /* Used on Gen12HP+ */
brw_reg int_sample_offset_xy; /* Used on Gen8+ */
brw_reg half_int_sample_offset_x, half_int_sample_offset_y;
if (wm_prog_data->coarse_pixel_dispatch != INTEL_ALWAYS) {
/* The thread payload only delivers subspan locations (ss0, ss1,
* ss2, ...). Since subspans covers 2x2 pixels blocks, we need to
* generate 4 pixel coordinates out of each subspan location. We do this
* by replicating a subspan coordinate 4 times and adding an offset of 1
* in each direction from the initial top left (tl) location to generate
* top right (tr = +1 in x), bottom left (bl = +1 in y) and bottom right
* (br = +1 in x, +1 in y).
*
* The locations we build look like this in SIMD8 :
*
* ss0.tl ss0.tr ss0.bl ss0.br ss1.tl ss1.tr ss1.bl ss1.br
*
* The value 0x11001010 is a vector of 8 half byte vector. It adds
* following to generate the 4 pixels coordinates out of the subspan0:
*
* 0x
* 1 : ss0.y + 1 -> ss0.br.y
* 1 : ss0.y + 1 -> ss0.bl.y
* 0 : ss0.y + 0 -> ss0.tr.y
* 0 : ss0.y + 0 -> ss0.tl.y
* 1 : ss0.x + 1 -> ss0.br.x
* 0 : ss0.x + 0 -> ss0.bl.x
* 1 : ss0.x + 1 -> ss0.tr.x
* 0 : ss0.x + 0 -> ss0.tl.x
*
* By doing a SIMD16 add in a SIMD8 shader, we can generate the 8 pixels
* coordinates out of 2 subspans coordinates in a single ADD instruction
* (twice the operation above).
*/
int_sample_offset_xy = brw_reg(brw_imm_v(0x11001010));
half_int_sample_offset_x = brw_reg(brw_imm_uw(0));
half_int_sample_offset_y = brw_reg(brw_imm_uw(0));
/* On Gfx12.5, because of regioning restrictions, the interpolation code
* is slightly different and works off X & Y only inputs. The ordering
* of the half bytes here is a bit odd, with each subspan replicated
* twice and every other element is discarded :
*
* ss0.tl ss0.tl ss0.tr ss0.tr ss0.bl ss0.bl ss0.br ss0.br
* X offset: 0 0 1 0 0 0 1 0
* Y offset: 0 0 0 0 1 0 1 0
*/
int_sample_offset_x = brw_reg(brw_imm_v(0x01000100));
int_sample_offset_y = brw_reg(brw_imm_v(0x01010000));
}
brw_reg int_coarse_offset_x, int_coarse_offset_y; /* Used on Gen12HP+ */
brw_reg int_coarse_offset_xy; /* Used on Gen8+ */
brw_reg half_int_coarse_offset_x, half_int_coarse_offset_y;
if (wm_prog_data->coarse_pixel_dispatch != INTEL_NEVER) {
/* In coarse pixel dispatch we have to do the same ADD instruction that
* we do in normal per pixel dispatch, except this time we're not adding
* 1 in each direction, but instead the coarse pixel size.
*
* The coarse pixel size is delivered as 2 u8 in r1.0
*/
struct brw_reg r1_0 = retype(brw_vec1_reg(FIXED_GRF, 1, 0), BRW_TYPE_UB);
const brw_builder dbld =
abld.exec_all().group(MIN2(16, s.dispatch_width) * 2, 0);
if (devinfo->verx10 >= 125) {
/* To build the array of half bytes we do and AND operation with the
* right mask in X.
*/
int_coarse_offset_x = dbld.vgrf(BRW_TYPE_UW);
dbld.AND(int_coarse_offset_x, byte_offset(r1_0, 0), brw_imm_v(0x0f000f00));
/* And the right mask in Y. */
int_coarse_offset_y = dbld.vgrf(BRW_TYPE_UW);
dbld.AND(int_coarse_offset_y, byte_offset(r1_0, 1), brw_imm_v(0x0f0f0000));
} else {
/* To build the array of half bytes we do and AND operation with the
* right mask in X.
*/
int_coarse_offset_x = dbld.vgrf(BRW_TYPE_UW);
dbld.AND(int_coarse_offset_x, byte_offset(r1_0, 0), brw_imm_v(0x0000f0f0));
/* And the right mask in Y. */
int_coarse_offset_y = dbld.vgrf(BRW_TYPE_UW);
dbld.AND(int_coarse_offset_y, byte_offset(r1_0, 1), brw_imm_v(0xff000000));
/* Finally OR the 2 registers. */
int_coarse_offset_xy = dbld.vgrf(BRW_TYPE_UW);
dbld.OR(int_coarse_offset_xy, int_coarse_offset_x, int_coarse_offset_y);
}
/* Also compute the half coarse size used to center coarses. */
half_int_coarse_offset_x = bld.vgrf(BRW_TYPE_UW);
half_int_coarse_offset_y = bld.vgrf(BRW_TYPE_UW);
bld.SHR(half_int_coarse_offset_x, suboffset(r1_0, 0), brw_imm_ud(1));
bld.SHR(half_int_coarse_offset_y, suboffset(r1_0, 1), brw_imm_ud(1));
}
brw_reg int_pixel_offset_x, int_pixel_offset_y; /* Used on Gen12HP+ */
brw_reg int_pixel_offset_xy; /* Used on Gen8+ */
brw_reg half_int_pixel_offset_x, half_int_pixel_offset_y;
switch (wm_prog_data->coarse_pixel_dispatch) {
case INTEL_NEVER:
int_pixel_offset_x = int_sample_offset_x;
int_pixel_offset_y = int_sample_offset_y;
int_pixel_offset_xy = int_sample_offset_xy;
half_int_pixel_offset_x = half_int_sample_offset_x;
half_int_pixel_offset_y = half_int_sample_offset_y;
break;
case INTEL_SOMETIMES: {
const brw_builder dbld =
abld.exec_all().group(MIN2(16, s.dispatch_width) * 2, 0);
brw_check_dynamic_msaa_flag(dbld, wm_prog_data,
INTEL_MSAA_FLAG_COARSE_RT_WRITES);
int_pixel_offset_x = dbld.vgrf(BRW_TYPE_UW);
set_predicate(BRW_PREDICATE_NORMAL,
dbld.SEL(int_pixel_offset_x,
int_coarse_offset_x,
int_sample_offset_x));
int_pixel_offset_y = dbld.vgrf(BRW_TYPE_UW);
set_predicate(BRW_PREDICATE_NORMAL,
dbld.SEL(int_pixel_offset_y,
int_coarse_offset_y,
int_sample_offset_y));
int_pixel_offset_xy = dbld.vgrf(BRW_TYPE_UW);
set_predicate(BRW_PREDICATE_NORMAL,
dbld.SEL(int_pixel_offset_xy,
int_coarse_offset_xy,
int_sample_offset_xy));
half_int_pixel_offset_x = bld.vgrf(BRW_TYPE_UW);
set_predicate(BRW_PREDICATE_NORMAL,
bld.SEL(half_int_pixel_offset_x,
half_int_coarse_offset_x,
half_int_sample_offset_x));
half_int_pixel_offset_y = bld.vgrf(BRW_TYPE_UW);
set_predicate(BRW_PREDICATE_NORMAL,
bld.SEL(half_int_pixel_offset_y,
half_int_coarse_offset_y,
half_int_sample_offset_y));
break;
}
case INTEL_ALWAYS:
int_pixel_offset_x = int_coarse_offset_x;
int_pixel_offset_y = int_coarse_offset_y;
int_pixel_offset_xy = int_coarse_offset_xy;
half_int_pixel_offset_x = half_int_coarse_offset_x;
half_int_pixel_offset_y = half_int_coarse_offset_y;
break;
}
for (unsigned i = 0; i < DIV_ROUND_UP(s.dispatch_width, 16); i++) {
const brw_builder hbld = abld.group(MIN2(16, s.dispatch_width), i);
/* According to the "PS Thread Payload for Normal Dispatch"
* pages on the BSpec, subspan X/Y coordinates are stored in
* R1.2-R1.5/R2.2-R2.5 on gfx6+, and on R0.10-R0.13/R1.10-R1.13
* on gfx20+. gi_reg is the 32B section of the GRF that
* contains the subspan coordinates.
*/
const struct brw_reg gi_reg = devinfo->ver >= 20 ? xe2_vec1_grf(i, 8) :
brw_vec1_grf(i + 1, 0);
const struct brw_reg gi_uw = retype(gi_reg, BRW_TYPE_UW);
if (devinfo->verx10 >= 125) {
const brw_builder dbld =
abld.exec_all().group(hbld.dispatch_width() * 2, 0);
const brw_reg int_pixel_x = dbld.vgrf(BRW_TYPE_UW);
const brw_reg int_pixel_y = dbld.vgrf(BRW_TYPE_UW);
dbld.ADD(int_pixel_x,
brw_reg(stride(suboffset(gi_uw, 4), 2, 8, 0)),
int_pixel_offset_x);
dbld.ADD(int_pixel_y,
brw_reg(stride(suboffset(gi_uw, 5), 2, 8, 0)),
int_pixel_offset_y);
if (wm_prog_data->coarse_pixel_dispatch != INTEL_NEVER) {
brw_inst *addx = dbld.ADD(int_pixel_x, int_pixel_x,
horiz_stride(half_int_pixel_offset_x, 0));
brw_inst *addy = dbld.ADD(int_pixel_y, int_pixel_y,
horiz_stride(half_int_pixel_offset_y, 0));
if (wm_prog_data->coarse_pixel_dispatch != INTEL_ALWAYS) {
addx->predicate = BRW_PREDICATE_NORMAL;
addy->predicate = BRW_PREDICATE_NORMAL;
}
}
hbld.MOV(offset(s.pixel_x, hbld, i), horiz_stride(int_pixel_x, 2));
hbld.MOV(offset(s.pixel_y, hbld, i), horiz_stride(int_pixel_y, 2));
} else {
/* The "Register Region Restrictions" page says for BDW (and newer,
* presumably):
*
* "When destination spans two registers, the source may be one or
* two registers. The destination elements must be evenly split
* between the two registers."
*
* Thus we can do a single add(16) in SIMD8 or an add(32) in SIMD16
* to compute our pixel centers.
*/
const brw_builder dbld =
abld.exec_all().group(hbld.dispatch_width() * 2, 0);
brw_reg int_pixel_xy = dbld.vgrf(BRW_TYPE_UW);
dbld.ADD(int_pixel_xy,
brw_reg(stride(suboffset(gi_uw, 4), 1, 4, 0)),
int_pixel_offset_xy);
hbld.emit(FS_OPCODE_PIXEL_X, offset(s.pixel_x, hbld, i), int_pixel_xy,
horiz_stride(half_int_pixel_offset_x, 0));
hbld.emit(FS_OPCODE_PIXEL_Y, offset(s.pixel_y, hbld, i), int_pixel_xy,
horiz_stride(half_int_pixel_offset_y, 0));
}
}
abld = bld.annotate("compute pos.z");
brw_reg coarse_z;
if (wm_prog_data->coarse_pixel_dispatch != INTEL_NEVER &&
wm_prog_data->uses_depth_w_coefficients) {
/* In coarse pixel mode, the HW doesn't interpolate Z coordinate
* properly. In the same way we have to add the coarse pixel size to
* pixels locations, here we recompute the Z value with 2 coefficients
* in X & Y axis.
*/
brw_reg coef_payload = brw_vec8_grf(payload.depth_w_coef_reg, 0);
const brw_reg x_start = devinfo->ver >= 20 ?
brw_vec1_grf(coef_payload.nr, 6) :
brw_vec1_grf(coef_payload.nr, 2);
const brw_reg y_start = devinfo->ver >= 20 ?
brw_vec1_grf(coef_payload.nr, 7) :
brw_vec1_grf(coef_payload.nr, 6);
const brw_reg z_cx = devinfo->ver >= 20 ?
brw_vec1_grf(coef_payload.nr + 1, 1) :
brw_vec1_grf(coef_payload.nr, 1);
const brw_reg z_cy = devinfo->ver >= 20 ?
brw_vec1_grf(coef_payload.nr + 1, 0) :
brw_vec1_grf(coef_payload.nr, 0);
const brw_reg z_c0 = devinfo->ver >= 20 ?
brw_vec1_grf(coef_payload.nr + 1, 2) :
brw_vec1_grf(coef_payload.nr, 3);
const brw_reg float_pixel_x = abld.vgrf(BRW_TYPE_F);
const brw_reg float_pixel_y = abld.vgrf(BRW_TYPE_F);
abld.ADD(float_pixel_x, s.pixel_x, negate(x_start));
abld.ADD(float_pixel_y, s.pixel_y, negate(y_start));
/* r1.0 - 0:7 ActualCoarsePixelShadingSize.X */
const brw_reg u8_cps_width = brw_reg(retype(brw_vec1_grf(1, 0), BRW_TYPE_UB));
/* r1.0 - 15:8 ActualCoarsePixelShadingSize.Y */
const brw_reg u8_cps_height = byte_offset(u8_cps_width, 1);
const brw_reg u32_cps_width = abld.vgrf(BRW_TYPE_UD);
const brw_reg u32_cps_height = abld.vgrf(BRW_TYPE_UD);
abld.MOV(u32_cps_width, u8_cps_width);
abld.MOV(u32_cps_height, u8_cps_height);
const brw_reg f_cps_width = abld.vgrf(BRW_TYPE_F);
const brw_reg f_cps_height = abld.vgrf(BRW_TYPE_F);
abld.MOV(f_cps_width, u32_cps_width);
abld.MOV(f_cps_height, u32_cps_height);
/* Center in the middle of the coarse pixel. */
abld.MAD(float_pixel_x, float_pixel_x, f_cps_width, brw_imm_f(0.5f));
abld.MAD(float_pixel_y, float_pixel_y, f_cps_height, brw_imm_f(0.5f));
coarse_z = abld.vgrf(BRW_TYPE_F);
abld.MAD(coarse_z, z_c0, z_cx, float_pixel_x);
abld.MAD(coarse_z, coarse_z, z_cy, float_pixel_y);
}
if (wm_prog_data->uses_src_depth)
s.pixel_z = brw_fetch_payload_reg(bld, payload.source_depth_reg);
if (wm_prog_data->uses_depth_w_coefficients ||
wm_prog_data->uses_src_depth) {
brw_reg sample_z = s.pixel_z;
switch (wm_prog_data->coarse_pixel_dispatch) {
case INTEL_NEVER:
break;
case INTEL_SOMETIMES:
assert(wm_prog_data->uses_src_depth);
assert(wm_prog_data->uses_depth_w_coefficients);
s.pixel_z = abld.vgrf(BRW_TYPE_F);
/* We re-use the check_dynamic_msaa_flag() call from above */
set_predicate(BRW_PREDICATE_NORMAL,
abld.SEL(s.pixel_z, coarse_z, sample_z));
break;
case INTEL_ALWAYS:
assert(!wm_prog_data->uses_src_depth);
assert(wm_prog_data->uses_depth_w_coefficients);
s.pixel_z = coarse_z;
break;
}
}
if (wm_prog_data->uses_src_w) {
abld = bld.annotate("compute pos.w");
s.pixel_w = brw_fetch_payload_reg(abld, payload.source_w_reg);
s.wpos_w = bld.vgrf(BRW_TYPE_F);
abld.emit(SHADER_OPCODE_RCP, s.wpos_w, s.pixel_w);
}
if (wm_key->persample_interp == INTEL_SOMETIMES) {
const brw_builder ubld = bld.exec_all().group(16, 0);
bool loaded_flag = false;
for (int i = 0; i < INTEL_BARYCENTRIC_MODE_COUNT; ++i) {
if (!(wm_prog_data->barycentric_interp_modes & BITFIELD_BIT(i)))
continue;
/* The sample mode will always be the top bit set in the perspective
* or non-perspective section. In the case where no SAMPLE mode was
* requested, wm_prog_data_barycentric_modes() will swap out the top
* mode for SAMPLE so this works regardless of whether SAMPLE was
* requested or not.
*/
int sample_mode;
if (BITFIELD_BIT(i) & INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS) {
sample_mode = util_last_bit(wm_prog_data->barycentric_interp_modes &
INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS) - 1;
} else {
sample_mode = util_last_bit(wm_prog_data->barycentric_interp_modes &
INTEL_BARYCENTRIC_PERSPECTIVE_BITS) - 1;
}
assert(wm_prog_data->barycentric_interp_modes &
BITFIELD_BIT(sample_mode));
if (i == sample_mode)
continue;
uint8_t *barys = payload.barycentric_coord_reg[i];
uint8_t *sample_barys = payload.barycentric_coord_reg[sample_mode];
assert(barys[0] && sample_barys[0]);
if (!loaded_flag) {
brw_check_dynamic_msaa_flag(ubld, wm_prog_data,
INTEL_MSAA_FLAG_PERSAMPLE_INTERP);
}
for (unsigned j = 0; j < s.dispatch_width / 8; j++) {
set_predicate(
BRW_PREDICATE_NORMAL,
ubld.MOV(brw_vec8_grf(barys[j / 2] + (j % 2) * 2, 0),
brw_vec8_grf(sample_barys[j / 2] + (j % 2) * 2, 0)));
}
}
}
for (int i = 0; i < INTEL_BARYCENTRIC_MODE_COUNT; ++i) {
s.delta_xy[i] = brw_fetch_barycentric_reg(
bld, payload.barycentric_coord_reg[i]);
}
}
/**
* Once we've generated code, try to convert normal FS_OPCODE_FB_WRITE
* instructions to FS_OPCODE_REP_FB_WRITE.
*/
static void
brw_emit_repclear_shader(brw_shader &s)
{
brw_wm_prog_key *key = (brw_wm_prog_key*) s.key;
brw_inst *write = NULL;
assert(s.devinfo->ver < 20);
assert(s.uniforms == 0);
assume(key->nr_color_regions > 0);
brw_reg color_output = retype(brw_vec4_grf(127, 0), BRW_TYPE_UD);
brw_reg header = retype(brw_vec8_grf(125, 0), BRW_TYPE_UD);
/* We pass the clear color as a flat input. Copy it to the output. */
brw_reg color_input =
brw_make_reg(FIXED_GRF, 2, 3, 0, 0, BRW_TYPE_UD,
BRW_VERTICAL_STRIDE_8, BRW_WIDTH_2, BRW_HORIZONTAL_STRIDE_4,
BRW_SWIZZLE_XYZW, WRITEMASK_XYZW);
const brw_builder bld = brw_builder(&s);
bld.exec_all().group(4, 0).MOV(color_output, color_input);
if (key->nr_color_regions > 1) {
/* Copy g0..g1 as the message header */
bld.exec_all().group(16, 0)
.MOV(header, retype(brw_vec8_grf(0, 0), BRW_TYPE_UD));
}
for (int i = 0; i < key->nr_color_regions; ++i) {
if (i > 0)
bld.uniform().MOV(component(header, 2), brw_imm_ud(i));
write = bld.emit(SHADER_OPCODE_SEND);
write->resize_sources(3);
/* We can use a headerless message for the first render target */
write->header_size = i == 0 ? 0 : 2;
write->mlen = 1 + write->header_size;
write->sfid = BRW_SFID_RENDER_CACHE;
write->src[0] = brw_imm_ud(
brw_fb_write_desc(
s.devinfo, i,
BRW_DATAPORT_RENDER_TARGET_WRITE_SIMD16_SINGLE_SOURCE_REPLICATED,
i == key->nr_color_regions - 1, false) |
brw_message_desc(s.devinfo, write->mlen,
0 /* rlen */, write->header_size));
write->src[1] = brw_imm_ud(0);
write->src[2] = i == 0 ? color_output : header;
write->check_tdr = true;
write->send_has_side_effects = true;
/* We can use a headerless message for the first render target */
write->header_size = i == 0 ? 0 : 2;
write->mlen = 1 + write->header_size;
}
write->eot = true;
brw_calculate_cfg(s);
s.first_non_payload_grf = s.payload().num_regs;
brw_lower_scoreboard(s);
}
static void
calculate_urb_setup(const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
struct brw_wm_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));
memset(prog_data->urb_setup_channel, 0, sizeof(prog_data->urb_setup_channel));
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;
uint64_t unique_fs_attrs =
inputs_read & BRW_FS_VARYING_INPUT_MASK;
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));
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 {
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) */
const uint64_t vue_header_bits = BRW_VUE_HEADER_VARYING_MASK;
unique_fs_attrs &= ~vue_header_bits;
/* 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(unique_fs_attrs) <= 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 & BRW_FS_VARYING_INPUT_MASK & ~vue_header_bits &
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 != BRW_VARYING_SLOT_PAD && 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 != BRW_VARYING_SLOT_PAD &&
(inputs_read & BRW_FS_VARYING_INPUT_MASK &
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 bool
is_used_in_not_interp_frag_coord(nir_def *def)
{
nir_foreach_use_including_if(src, def) {
if (nir_src_is_if(src))
return true;
if (nir_src_parent_instr(src)->type != nir_instr_type_intrinsic)
return true;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(nir_src_parent_instr(src));
if (intrin->intrinsic != nir_intrinsic_load_frag_coord)
return true;
}
return false;
}
/**
* Return a bitfield where bit n is set if barycentric interpolation mode n
* (see enum intel_barycentric_mode) is needed by the fragment shader.
*
* We examine the load_barycentric intrinsics rather than looking at input
* variables so that we catch interpolateAtCentroid() messages too, which
* also need the INTEL_BARYCENTRIC_[NON]PERSPECTIVE_CENTROID mode set up.
*/
static unsigned
brw_compute_barycentric_interp_modes(const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
const nir_shader *shader)
{
unsigned barycentric_interp_modes = 0;
nir_foreach_function_impl(impl, shader) {
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);
switch (intrin->intrinsic) {
case nir_intrinsic_load_barycentric_pixel:
case nir_intrinsic_load_barycentric_centroid:
case nir_intrinsic_load_barycentric_sample:
case nir_intrinsic_load_barycentric_at_sample:
case nir_intrinsic_load_barycentric_at_offset:
break;
default:
continue;
}
/* Ignore WPOS; it doesn't require interpolation. */
if (!is_used_in_not_interp_frag_coord(&intrin->def))
continue;
enum intel_barycentric_mode bary =
brw_barycentric_mode(key, intrin);
barycentric_interp_modes |= 1 << bary;
}
}
}
return barycentric_interp_modes;
}
/**
* Return a bitfield where bit n is set if barycentric interpolation
* mode n (see enum intel_barycentric_mode) is needed by the fragment
* shader barycentric intrinsics that take an explicit offset or
* sample as argument.
*/
static unsigned
brw_compute_offset_barycentric_interp_modes(const struct brw_wm_prog_key *key,
const nir_shader *shader)
{
unsigned barycentric_interp_modes = 0;
nir_foreach_function_impl(impl, shader) {
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_load_barycentric_at_offset ||
intrin->intrinsic == nir_intrinsic_load_barycentric_at_sample)
barycentric_interp_modes |= 1 << brw_barycentric_mode(key, intrin);
}
}
}
return barycentric_interp_modes;
}
static void
brw_compute_flat_inputs(struct brw_wm_prog_data *prog_data,
const nir_shader *shader)
{
prog_data->flat_inputs = 0;
nir_foreach_shader_in_variable(var, shader) {
/* flat shading */
if (var->data.interpolation != INTERP_MODE_FLAT)
continue;
if (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;
}
static void
brw_nir_populate_wm_prog_data(nir_shader *shader,
const struct intel_device_info *devinfo,
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data,
const struct brw_mue_map *mue_map,
int *per_primitive_offsets)
{
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 ||
shader->info.outputs_read;
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;
prog_data->uses_sample_mask =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_SAMPLE_MASK_IN);
/* 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;
prog_data->barycentric_interp_modes =
brw_compute_barycentric_interp_modes(devinfo, key, shader);
/* 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) {
const unsigned offset_bary_modes =
brw_compute_offset_barycentric_interp_modes(key, shader);
prog_data->vertex_attributes_bypass = brw_needs_vertex_attributes_bypass(shader);
prog_data->uses_npc_bary_coefficients =
offset_bary_modes & INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS;
prog_data->uses_pc_bary_coefficients =
offset_bary_modes & ~INTEL_BARYCENTRIC_NONPERSPECTIVE_BITS;
prog_data->uses_sample_offsets =
offset_bary_modes & ((1 << INTEL_BARYCENTRIC_PERSPECTIVE_SAMPLE) |
(1 << INTEL_BARYCENTRIC_NONPERSPECTIVE_SAMPLE));
}
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 ||
prog_data->uses_omask ||
prog_data->sample_shading ||
prog_data->uses_sample_mask ||
(prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF) ||
prog_data->computed_stencil) {
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_src_w =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD);
prog_data->uses_src_depth =
BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD) &&
prog_data->coarse_pixel_dispatch != INTEL_ALWAYS;
prog_data->uses_depth_w_coefficients = prog_data->uses_pc_bary_coefficients ||
(BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_FRAG_COORD) &&
prog_data->coarse_pixel_dispatch != INTEL_NEVER);
calculate_urb_setup(devinfo, key, prog_data, shader, mue_map, per_primitive_offsets);
brw_compute_flat_inputs(prog_data, shader);
}
/* From the SKL PRM, Volume 16, Workarounds:
*
* 0877 3D Pixel Shader Hang possible when pixel shader dispatched with
* only header phases (R0-R2)
*
* WA: Enable a non-header phase (e.g. push constant) when dispatch would
* have been header only.
*
* Instead of enabling push constants one can alternatively enable one of the
* inputs. Here one simply chooses "layer" which shouldn't impose much
* overhead.
*/
static void
gfx9_ps_header_only_workaround(struct brw_wm_prog_data *wm_prog_data)
{
if (wm_prog_data->num_varying_inputs)
return;
if (wm_prog_data->base.curb_read_length)
return;
wm_prog_data->urb_setup[VARYING_SLOT_LAYER] = 0;
wm_prog_data->num_varying_inputs = 1;
brw_compute_urb_setup_index(wm_prog_data);
}
static void
brw_assign_urb_setup(brw_shader &s)
{
assert(s.stage == MESA_SHADER_FRAGMENT);
const struct intel_device_info *devinfo = s.devinfo;
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(s.prog_data);
int urb_start = s.payload().num_regs + prog_data->base.curb_read_length;
bool read_attribute_payload = false;
/* Offset all the urb_setup[] index by the actual position of the
* setup regs, now that the location of the constants has been chosen.
*/
foreach_block_and_inst(block, brw_inst, inst, s.cfg) {
if (inst->opcode == FS_OPCODE_READ_ATTRIBUTE_PAYLOAD) {
brw_reg offset = inst->src[0];
inst->resize_sources(3);
inst->opcode = SHADER_OPCODE_MOV_INDIRECT;
inst->src[0] = retype(brw_vec8_grf(urb_start, 0), BRW_TYPE_UD);
inst->src[1] = offset;
inst->src[2] = brw_imm_ud(REG_SIZE * 2 * 32);
read_attribute_payload = true;
continue;
}
for (int i = 0; i < inst->sources; i++) {
if (inst->src[i].file == ATTR) {
/* ATTR brw_reg::nr in the FS is in units of logical scalar
* inputs each of which consumes 16B on Gfx4-Gfx12. In
* single polygon mode this leads to the following layout
* of the vertex setup plane parameters in the ATTR
* register file:
*
* brw_reg::nr Input Comp0 Comp1 Comp2 Comp3
* 0 Attr0.x a1-a0 a2-a0 N/A a0
* 1 Attr0.y a1-a0 a2-a0 N/A a0
* 2 Attr0.z a1-a0 a2-a0 N/A a0
* 3 Attr0.w a1-a0 a2-a0 N/A a0
* 4 Attr1.x a1-a0 a2-a0 N/A a0
* ...
*
* In multipolygon mode that no longer works since
* different channels may be processing polygons with
* different plane parameters, so each parameter above is
* represented as a dispatch_width-wide vector:
*
* brw_reg::nr brw_reg::offset Input Comp0 ... CompN
* 0 0 Attr0.x a1[0]-a0[0] ... a1[N]-a0[N]
* 0 4 * dispatch_width Attr0.x a2[0]-a0[0] ... a2[N]-a0[N]
* 0 8 * dispatch_width Attr0.x N/A ... N/A
* 0 12 * dispatch_width Attr0.x a0[0] ... a0[N]
* 1 0 Attr0.y a1[0]-a0[0] ... a1[N]-a0[N]
* ...
*
* Note that many of the components on a single row above
* are likely to be replicated multiple times (if, say, a
* single SIMD thread is only processing 2 different
* polygons), so plane parameters aren't actually stored
* in GRF memory with that layout to avoid wasting space.
* Instead we compose ATTR register regions with a 2D
* region that walks through the parameters of each
* polygon with the correct stride, reading the parameter
* corresponding to each channel directly from the PS
* thread payload.
*
* The latter layout corresponds to a param_width equal to
* dispatch_width, while the former (scalar parameter)
* layout has a param_width of 1.
*
* Gfx20+ represent plane parameters in a format similar
* to the above, except the parameters are packed in 12B
* and ordered like "a0, a1-a0, a2-a0" instead of the
* above vec4 representation with a missing component.
*
* First documented in the TGL PRMs, Volume 9: Render Engine, PS
* Thread Payload for Normal Dispatch.
*
* Pre Xe2 : BSpec 47024
* Xe2+ : BSpec 56480
*/
const unsigned param_width = (s.max_polygons > 1 ? s.dispatch_width : 1);
/* Size of a single scalar component of a plane parameter
* in bytes.
*/
const unsigned chan_sz = 4;
struct brw_reg reg;
assert(s.max_polygons > 0);
/* Calculate the base register on the thread payload of
* either the block of vertex setup data or the block of
* per-primitive constant data depending on whether we're
* accessing a primitive or vertex input. Also calculate
* the index of the input within that block.
*/
const bool per_prim = inst->src[i].nr < prog_data->num_per_primitive_inputs;
const unsigned base = urb_start +
(per_prim ? 0 :
ALIGN(prog_data->num_per_primitive_inputs / 2,
reg_unit(devinfo)) * s.max_polygons);
const unsigned idx = per_prim ? inst->src[i].nr :
inst->src[i].nr - prog_data->num_per_primitive_inputs;
/* Translate the offset within the param_width-wide
* representation described above into an offset and a
* grf, which contains the plane parameters for the first
* polygon processed by the thread.
*/
if (devinfo->ver >= 20 && !per_prim) {
/* Gfx20+ is able to pack 5 logical input components
* per 64B register for vertex setup data.
*/
const unsigned grf = base + idx / 5 * 2 * s.max_polygons;
assert(inst->src[i].offset / param_width < 12);
const unsigned delta = idx % 5 * 12 +
inst->src[i].offset / (param_width * chan_sz) * chan_sz +
inst->src[i].offset % chan_sz;
reg = byte_offset(retype(brw_vec8_grf(grf, 0), inst->src[i].type),
delta);
} else {
/* Earlier platforms and per-primitive block pack 2 logical
* input components per 32B register.
*/
const unsigned grf = base + idx / 2 * s.max_polygons;
assert(inst->src[i].offset / param_width < REG_SIZE / 2);
const unsigned delta = (idx % 2) * (REG_SIZE / 2) +
inst->src[i].offset / (param_width * chan_sz) * chan_sz +
inst->src[i].offset % chan_sz;
reg = byte_offset(retype(brw_vec8_grf(grf, 0), inst->src[i].type),
delta);
}
if (s.max_polygons > 1) {
assert(devinfo->ver >= 12);
/* Misaligned channel strides that would lead to
* cross-channel access in the representation above are
* disallowed.
*/
assert(inst->src[i].stride * brw_type_size_bytes(inst->src[i].type) == chan_sz);
/* Number of channels processing the same polygon. */
const unsigned poly_width = s.dispatch_width / s.max_polygons;
assert(s.dispatch_width % s.max_polygons == 0);
/* Accessing a subset of channels of a parameter vector
* starting from "chan" is necessary to handle
* SIMD-lowered instructions though.
*/
const unsigned chan = inst->src[i].offset %
(param_width * chan_sz) / chan_sz;
assert(chan < s.dispatch_width);
assert(chan % poly_width == 0);
const unsigned reg_size = reg_unit(devinfo) * REG_SIZE;
reg = byte_offset(reg, chan / poly_width * reg_size);
if (inst->exec_size > poly_width) {
/* Accessing the parameters for multiple polygons.
* Corresponding parameters for different polygons
* are stored a GRF apart on the thread payload, so
* use that as vertical stride.
*/
const unsigned vstride = reg_size / brw_type_size_bytes(inst->src[i].type);
assert(vstride <= 32);
assert(chan % poly_width == 0);
reg = stride(reg, vstride, poly_width, 0);
} else {
/* Accessing one parameter for a single polygon --
* Translate to a scalar region.
*/
assert(chan % poly_width + inst->exec_size <= poly_width);
reg = stride(reg, 0, 1, 0);
}
} else {
const unsigned width = inst->src[i].stride == 0 ?
1 : MIN2(inst->exec_size, 8);
reg = stride(reg, width * inst->src[i].stride,
width, inst->src[i].stride);
}
reg.abs = inst->src[i].abs;
reg.negate = inst->src[i].negate;
inst->src[i] = reg;
}
}
}
if (read_attribute_payload) {
s.invalidate_analysis(BRW_DEPENDENCY_INSTRUCTIONS |
BRW_DEPENDENCY_VARIABLES);
}
/* Each attribute is 4 setup channels, each of which is half a reg,
* but they may be replicated multiple times for multipolygon
* dispatch.
*/
s.first_non_payload_grf +=
(read_attribute_payload ? 32 : prog_data->num_varying_inputs) *
2 * s.max_polygons;
/* Unlike regular attributes, per-primitive attributes have all 4 channels
* in the same slot, so each GRF can store two slots.
*/
assert(prog_data->num_per_primitive_inputs % 2 == 0);
s.first_non_payload_grf += prog_data->num_per_primitive_inputs / 2 * s.max_polygons;
}
static bool
run_fs(brw_shader &s, bool allow_spilling, bool do_rep_send)
{
const struct intel_device_info *devinfo = s.devinfo;
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(s.prog_data);
brw_wm_prog_key *wm_key = (brw_wm_prog_key *) s.key;
const brw_builder bld = brw_builder(&s);
const nir_shader *nir = s.nir;
assert(s.stage == MESA_SHADER_FRAGMENT);
s.payload_ = new brw_fs_thread_payload(s, s.source_depth_to_render_target);
if (nir->info.ray_queries > 0)
s.limit_dispatch_width(16, "SIMD32 not supported with ray queries.\n");
if (do_rep_send) {
assert(s.dispatch_width == 16);
brw_emit_repclear_shader(s);
} else {
if (nir->info.inputs_read > 0 ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FRAG_COORD) ||
(nir->info.outputs_read > 0 && !wm_key->coherent_fb_fetch)) {
brw_emit_interpolation_setup(s);
}
/* We handle discards by keeping track of the still-live pixels in f0.1.
* Initialize it with the dispatched pixels.
*/
if (devinfo->ver >= 20 || wm_prog_data->uses_kill) {
const unsigned lower_width = MIN2(s.dispatch_width, 16);
for (unsigned i = 0; i < s.dispatch_width / lower_width; i++) {
/* According to the "PS Thread Payload for Normal
* Dispatch" pages on the BSpec, the dispatch mask is
* stored in R0.15/R1.15 on gfx20+ and in R1.7/R2.7 on
* gfx6+.
*/
const brw_reg dispatch_mask =
devinfo->ver >= 20 ? xe2_vec1_grf(i, 15) :
brw_vec1_grf(i + 1, 7);
bld.uniform().MOV(brw_sample_mask_reg(bld.group(lower_width, i)),
retype(dispatch_mask, BRW_TYPE_UW));
}
}
if (nir->info.writes_memory)
wm_prog_data->has_side_effects = true;
brw_from_nir(&s);
if (s.failed)
return false;
brw_emit_fb_writes(s);
if (s.failed)
return false;
brw_calculate_cfg(s);
brw_optimize(s);
s.assign_curb_setup();
if (devinfo->ver == 9)
gfx9_ps_header_only_workaround(wm_prog_data);
brw_assign_urb_setup(s);
s.debug_optimizer(nir, "urb_setup", 89, 0);
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;
}
static void
brw_print_fs_urb_setup(FILE *fp, const struct brw_wm_prog_data *prog_data,
int *per_primitive_offsets)
{
fprintf(fp, "FS URB (inputs=0x%016" PRIx64 ", flat_inputs=0x%08x):\n",
prog_data->inputs, prog_data->flat_inputs);
fprintf(fp, " URB setup:\n");
for (uint32_t i = 0; i < ARRAY_SIZE(prog_data->urb_setup); i++) {
if (prog_data->urb_setup[i] >= 0) {
fprintf(fp, " [%02d]: %i channel=%u (%s)\n",
i, prog_data->urb_setup[i], prog_data->urb_setup_channel[i],
gl_varying_slot_name_for_stage((gl_varying_slot)i,
MESA_SHADER_FRAGMENT));
}
}
fprintf(fp, " URB setup attributes:\n");
for (uint32_t i = 0; i < prog_data->urb_setup_attribs_count; i++) {
fprintf(fp, " [%02d]: %i (%s)\n",
i, prog_data->urb_setup_attribs[i],
gl_varying_slot_name_for_stage(
(gl_varying_slot)prog_data->urb_setup_attribs[i],
MESA_SHADER_FRAGMENT));
}
if (per_primitive_offsets) {
fprintf(fp, " Per Primitive URB setup:\n");
for (uint32_t i = 0; i < VARYING_SLOT_MAX; i++) {
if (per_primitive_offsets[i] == -1 ||
i == VARYING_SLOT_PRIMITIVE_COUNT ||
i == VARYING_SLOT_PRIMITIVE_INDICES)
continue;
fprintf(fp, " [%02d]: %i (%s)\n",
i, per_primitive_offsets[i],
gl_varying_slot_name_for_stage((gl_varying_slot)i,
MESA_SHADER_FRAGMENT));
}
}
}
const unsigned *
brw_compile_fs(const struct brw_compiler *compiler,
struct brw_compile_fs_params *params)
{
struct nir_shader *nir = params->base.nir;
const struct brw_wm_prog_key *key = params->key;
struct brw_wm_prog_data *prog_data = params->prog_data;
bool allow_spilling = params->allow_spilling;
const bool debug_enabled =
brw_should_print_shader(nir, params->base.debug_flag ?
params->base.debug_flag : DEBUG_WM,
params->base.source_hash);
brw_prog_data_init(&prog_data->base, &params->base);
const struct intel_device_info *devinfo = compiler->devinfo;
const unsigned max_subgroup_size = 32;
brw_nir_apply_key(nir, compiler, &key->base, max_subgroup_size);
brw_nir_lower_fs_inputs(nir, devinfo, key);
brw_nir_lower_fs_outputs(nir);
/* From the SKL PRM, Volume 7, "Alpha Coverage":
* "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in
* hardware, regardless of the state setting for this feature."
*/
if (key->alpha_to_coverage != INTEL_NEVER) {
/* Run constant fold optimization in order to get the correct source
* offset to determine render target 0 store instruction in
* emit_alpha_to_coverage pass.
*/
NIR_PASS(_, nir, nir_opt_constant_folding);
NIR_PASS(_, nir, brw_nir_lower_alpha_to_coverage);
}
NIR_PASS(_, nir, brw_nir_move_interpolation_to_top);
NIR_PASS(_, nir, brw_nir_lower_fs_msaa, key);
brw_postprocess_nir(nir, compiler, debug_enabled,
key->base.robust_flags);
int per_primitive_offsets[VARYING_SLOT_MAX];
memset(per_primitive_offsets, -1, sizeof(per_primitive_offsets));
brw_nir_populate_wm_prog_data(nir, compiler->devinfo, key, prog_data,
params->mue_map,
per_primitive_offsets);
if (unlikely(debug_enabled))
brw_print_fs_urb_setup(stderr, prog_data, per_primitive_offsets);
/* Either an unrestricted or a fixed SIMD16 subgroup size are
* allowed -- The latter is needed for fast clear and replicated
* data clear shaders.
*/
const unsigned reqd_dispatch_width = brw_required_dispatch_width(&nir->info);
assert(reqd_dispatch_width == SUBGROUP_SIZE_VARYING ||
reqd_dispatch_width == SUBGROUP_SIZE_REQUIRE_16);
std::unique_ptr<brw_shader> v8, v16, v32, vmulti;
cfg_t *simd8_cfg = NULL, *simd16_cfg = NULL, *simd32_cfg = NULL,
*multi_cfg = NULL;
float throughput = 0;
bool has_spilled = false;
if (devinfo->ver < 20) {
v8 = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 8, 1,
params->base.stats != NULL,
debug_enabled);
v8->import_per_primitive_offsets(per_primitive_offsets);
if (!run_fs(*v8, allow_spilling, false /* do_rep_send */)) {
params->base.error_str = ralloc_strdup(params->base.mem_ctx,
v8->fail_msg);
return NULL;
} else if (INTEL_SIMD(FS, 8)) {
simd8_cfg = v8->cfg;
assert(v8->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.dispatch_grf_start_reg = v8->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
v8->grf_used);
const brw_performance &perf = v8->performance_analysis.require();
throughput = MAX2(throughput, perf.throughput);
has_spilled = v8->spilled_any_registers;
allow_spilling = false;
}
if (key->coarse_pixel) {
if (prog_data->dual_src_blend) {
v8->limit_dispatch_width(8, "SIMD16 coarse pixel shading cannot"
" use SIMD8 messages.\n");
}
v8->limit_dispatch_width(16, "SIMD32 not supported with coarse"
" pixel shading.\n");
}
}
if (devinfo->ver >= 30) {
unsigned max_dispatch_width = reqd_dispatch_width ? reqd_dispatch_width : 32;
brw_shader *vbase = NULL;
if (params->max_polygons >= 2 && !key->coarse_pixel) {
if (params->max_polygons >= 4 && max_dispatch_width >= 32 &&
4 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 4X8)) {
/* Try a quad-SIMD8 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 4,
params->base.stats != NULL,
debug_enabled);
max_dispatch_width = std::min(max_dispatch_width, vmulti->dispatch_width);
if (!run_fs(*vmulti, false, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Quad-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
vbase = vmulti.get();
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!vbase && max_dispatch_width >= 32 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X16)) {
/* Try a dual-SIMD16 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 2,
params->base.stats != NULL,
debug_enabled);
max_dispatch_width = std::min(max_dispatch_width, vmulti->dispatch_width);
if (!run_fs(*vmulti, false, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD16 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
vbase = vmulti.get();
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!vbase && max_dispatch_width >= 16 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X8)) {
/* Try a dual-SIMD8 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 16, 2,
params->base.stats != NULL,
debug_enabled);
max_dispatch_width = std::min(max_dispatch_width, vmulti->dispatch_width);
if (!run_fs(*vmulti, false, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
vbase = vmulti.get();
multi_cfg = vmulti->cfg;
}
}
}
if ((!vbase || vbase->dispatch_width < 32) &&
max_dispatch_width >= 32 &&
INTEL_SIMD(FS, 32) &&
!prog_data->base.ray_queries) {
/* Try a SIMD32 compile */
v32 = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 1,
params->base.stats != NULL,
debug_enabled);
v32->import_per_primitive_offsets(per_primitive_offsets);
if (vbase)
v32->import_uniforms(vbase);
if (!run_fs(*v32, false, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD32 shader failed to compile: %s\n",
v32->fail_msg);
} else {
if (!vbase)
vbase = v32.get();
simd32_cfg = v32->cfg;
assert(v32->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_32 = v32->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
v32->grf_used);
}
}
if (!vbase && INTEL_SIMD(FS, 16)) {
/* Try a SIMD16 compile */
v16 = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 16, 1,
params->base.stats != NULL,
debug_enabled);
v16->import_per_primitive_offsets(per_primitive_offsets);
if (!run_fs(*v16, allow_spilling, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD16 shader failed to compile: %s\n",
v16->fail_msg);
} else {
simd16_cfg = v16->cfg;
assert(v16->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_16 = v16->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
v16->grf_used);
}
}
} else {
if ((!has_spilled && (!v8 || v8->max_dispatch_width >= 16) &&
INTEL_SIMD(FS, 16)) ||
reqd_dispatch_width == SUBGROUP_SIZE_REQUIRE_16) {
/* Try a SIMD16 compile */
v16 = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 16, 1,
params->base.stats != NULL,
debug_enabled);
v16->import_per_primitive_offsets(per_primitive_offsets);
if (v8)
v16->import_uniforms(v8.get());
if (!run_fs(*v16, allow_spilling, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD16 shader failed to compile: %s\n",
v16->fail_msg);
} else {
simd16_cfg = v16->cfg;
assert(v16->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_16 = v16->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
v16->grf_used);
const brw_performance &perf = v16->performance_analysis.require();
throughput = MAX2(throughput, perf.throughput);
has_spilled = v16->spilled_any_registers;
allow_spilling = false;
}
}
const bool simd16_failed = v16 && !simd16_cfg;
/* Currently, the compiler only supports SIMD32 on SNB+ */
if (!has_spilled &&
(!v8 || v8->max_dispatch_width >= 32) &&
(!v16 || v16->max_dispatch_width >= 32) &&
reqd_dispatch_width == SUBGROUP_SIZE_VARYING &&
!simd16_failed && INTEL_SIMD(FS, 32)) {
/* Try a SIMD32 compile */
v32 = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 1,
params->base.stats != NULL,
debug_enabled);
v32->import_per_primitive_offsets(per_primitive_offsets);
if (v8)
v32->import_uniforms(v8.get());
else if (v16)
v32->import_uniforms(v16.get());
if (!run_fs(*v32, allow_spilling, false)) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD32 shader failed to compile: %s\n",
v32->fail_msg);
} else {
const brw_performance &perf = v32->performance_analysis.require();
if (!INTEL_DEBUG(DEBUG_DO32) && throughput >= perf.throughput) {
brw_shader_perf_log(compiler, params->base.log_data,
"SIMD32 shader inefficient\n");
} else {
simd32_cfg = v32->cfg;
assert(v32->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->dispatch_grf_start_reg_32 = v32->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
v32->grf_used);
throughput = MAX2(throughput, perf.throughput);
}
}
}
if (devinfo->ver >= 12 && !has_spilled &&
params->max_polygons >= 2 && !key->coarse_pixel &&
reqd_dispatch_width == SUBGROUP_SIZE_VARYING) {
brw_shader *vbase = v8 ? v8.get() : v16 ? v16.get() : v32.get();
assert(vbase);
if (devinfo->ver >= 20 &&
params->max_polygons >= 4 &&
vbase->max_dispatch_width >= 32 &&
4 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 4X8)) {
/* Try a quad-SIMD8 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 4,
params->base.stats != NULL,
debug_enabled);
vmulti->import_per_primitive_offsets(per_primitive_offsets);
vmulti->import_uniforms(vbase);
if (!run_fs(*vmulti, false, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Quad-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!multi_cfg && devinfo->ver >= 20 &&
vbase->max_dispatch_width >= 32 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X16)) {
/* Try a dual-SIMD16 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 32, 2,
params->base.stats != NULL,
debug_enabled);
vmulti->import_per_primitive_offsets(per_primitive_offsets);
vmulti->import_uniforms(vbase);
if (!run_fs(*vmulti, false, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD16 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
assert(!vmulti->spilled_any_registers);
}
}
if (!multi_cfg && vbase->max_dispatch_width >= 16 &&
2 * prog_data->num_varying_inputs <= MAX_VARYING &&
INTEL_SIMD(FS, 2X8)) {
/* Try a dual-SIMD8 compile */
vmulti = std::make_unique<brw_shader>(compiler, &params->base, key,
prog_data, nir, 16, 2,
params->base.stats != NULL,
debug_enabled);
vmulti->import_per_primitive_offsets(per_primitive_offsets);
vmulti->import_uniforms(vbase);
if (!run_fs(*vmulti, allow_spilling, params->use_rep_send)) {
brw_shader_perf_log(compiler, params->base.log_data,
"Dual-SIMD8 shader failed to compile: %s\n",
vmulti->fail_msg);
} else {
multi_cfg = vmulti->cfg;
}
}
}
}
if (multi_cfg) {
assert(vmulti->payload().num_regs % reg_unit(devinfo) == 0);
prog_data->base.dispatch_grf_start_reg = vmulti->payload().num_regs / reg_unit(devinfo);
prog_data->base.grf_used = MAX2(prog_data->base.grf_used,
vmulti->grf_used);
}
/* When the caller compiles a repclear or fast clear shader, they
* want SIMD16-only.
*/
if (reqd_dispatch_width == SUBGROUP_SIZE_REQUIRE_16)
simd8_cfg = NULL;
brw_generator g(compiler, &params->base, &prog_data->base,
MESA_SHADER_FRAGMENT);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s fragment shader %s",
nir->info.label ?
nir->info.label : "unnamed",
nir->info.name));
}
struct brw_compile_stats *stats = params->base.stats;
uint32_t max_dispatch_width = 0;
if (multi_cfg) {
prog_data->dispatch_multi = vmulti->dispatch_width;
prog_data->max_polygons = vmulti->max_polygons;
g.generate_code(multi_cfg, vmulti->dispatch_width, vmulti->shader_stats,
vmulti->performance_analysis.require(),
stats, vmulti->max_polygons);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = vmulti->dispatch_width;
} else if (simd8_cfg) {
prog_data->dispatch_8 = true;
g.generate_code(simd8_cfg, 8, v8->shader_stats,
v8->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 8;
}
if (simd16_cfg) {
prog_data->dispatch_16 = true;
prog_data->prog_offset_16 = g.generate_code(
simd16_cfg, 16, v16->shader_stats,
v16->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 16;
}
if (simd32_cfg) {
prog_data->dispatch_32 = true;
prog_data->prog_offset_32 = g.generate_code(
simd32_cfg, 32, v32->shader_stats,
v32->performance_analysis.require(), stats, 1);
stats = stats ? stats + 1 : NULL;
max_dispatch_width = 32;
}
for (struct brw_compile_stats *s = params->base.stats; s != NULL && s != stats; s++)
s->max_dispatch_width = max_dispatch_width;
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}
extern "C" void
brw_compute_sbe_per_vertex_urb_read(const struct intel_vue_map *prev_stage_vue_map,
bool mesh,
const struct brw_wm_prog_data *wm_prog_data,
uint32_t *out_read_offset,
uint32_t *out_read_length,
uint32_t *out_num_varyings,
uint32_t *out_primitive_id_offset)
{
int first_slot = INT32_MAX, last_slot = -1;
/* Ignore PrimitiveID in mesh pipelines, this value is coming from the
* per-primitive block.
*/
uint64_t inputs_read = wm_prog_data->inputs;
if (mesh)
inputs_read &= ~VARYING_BIT_PRIMITIVE_ID;
for (int _i = 0; _i < prev_stage_vue_map->num_slots; _i++) {
uint32_t i = prev_stage_vue_map->num_slots - 1 - _i;
int varying = prev_stage_vue_map->slot_to_varying[i];
if (varying < 0)
continue;
if (varying == BRW_VARYING_SLOT_PAD ||
(inputs_read & BITFIELD64_BIT(varying)) == 0)
continue;
last_slot = i;
break;
}
for (int i = 0; i < prev_stage_vue_map->num_slots; i++) {
int varying = prev_stage_vue_map->slot_to_varying[i];
if (varying != BRW_VARYING_SLOT_PAD && varying > 0 &&
(inputs_read & BITFIELD64_BIT(varying)) != 0) {
first_slot = i;
break;
}
}
assert((first_slot == INT32_MAX && last_slot == -1) ||
(first_slot >= 0 && last_slot >= 0 && last_slot >= first_slot));
uint32_t num_varyings = wm_prog_data->num_varying_inputs;
/* When using INTEL_VUE_LAYOUT_SEPARATE_MESH, the location of the
* PrimitiveID is unknown at compile time, here we compute the offset
* inside the attribute registers which will be read with MOV_INDIRECT in
* the shader.
*/
*out_primitive_id_offset = 0;
if (prev_stage_vue_map->layout == INTEL_VUE_LAYOUT_SEPARATE_MESH) {
if (mesh) {
/* When using Mesh, the PrimitiveID is in the per-primitive block. */
if (wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID] >= 0)
num_varyings--;
*out_primitive_id_offset = INTEL_MSAA_FLAG_PRIMITIVE_ID_INDEX_MESH;
} else if (inputs_read & VARYING_BIT_PRIMITIVE_ID) {
int primitive_id_slot;
if (prev_stage_vue_map->varying_to_slot[VARYING_SLOT_PRIMITIVE_ID] < 0) {
/* If the previous stage doesn't write PrimitiveID, we can have
* the HW generate a value (except if GS is enabled but in that
* case that's undefined).
*
* If the FS shader already has a slot of the PrimitiveID value,
* use that.
*/
if (wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID] >= 0) {
if (first_slot == INT32_MAX)
first_slot = 0;
primitive_id_slot =
first_slot + wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID];
} else {
primitive_id_slot = ++last_slot;
}
} else {
primitive_id_slot =
prev_stage_vue_map->varying_to_slot[VARYING_SLOT_PRIMITIVE_ID];
}
last_slot = MAX2(primitive_id_slot, last_slot);
*out_primitive_id_offset = 4 * (primitive_id_slot - first_slot);
}
}
/* Compute the read parameters for SBE (those have to be 32B aligned) */
if (last_slot == -1) {
*out_read_offset = 0;
*out_read_length = DIV_ROUND_UP(num_varyings, 2);
*out_num_varyings = num_varyings;
} else {
first_slot = ROUND_DOWN_TO(first_slot, 2);
*out_read_offset = first_slot / 2;
*out_read_length = DIV_ROUND_UP(last_slot - first_slot + 1, 2);
*out_num_varyings = num_varyings;
}
}
extern "C" void
brw_compute_sbe_per_primitive_urb_read(uint64_t inputs_read,
uint32_t num_varyings,
const struct brw_mue_map *mue_map,
uint32_t *out_read_offset,
uint32_t *out_read_length)
{
/* The header slots are irrelevant for the URB varying slots. They are
* delivered somewhere else in the thread payload.
*
* For example on DG2:
* - PRIMITIVE_SHADING_RATE : R1.0, ActualCoarsePixelShadingSize.(X|Y)
* - LAYER : R1.1, Render Target Array Index
* - VIEWPORT : R1.1, Viewport Index
* - PSIZ : not available in fragment shaders
* - FACE : R1.1, Front/Back Facing
*/
inputs_read &= ~(BRW_VUE_HEADER_VARYING_MASK | VARYING_BIT_FACE);
uint32_t first_read = UINT32_MAX;
u_foreach_bit64(varying, inputs_read) {
if (mue_map->per_primitive_offsets[varying] < 0)
continue;
first_read = mue_map->per_primitive_offsets[varying];
break;
}
*out_read_offset = DIV_ROUND_UP(first_read, 32);
*out_read_length = DIV_ROUND_UP(num_varyings, 2);
}