mesa/src/intel/compiler/brw/brw_compile_vs.cpp
Lionel Landwerlin fab6f84126 brw: make the program key available on pass_tracker
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40631>
2026-04-03 12:17:01 +00:00

213 lines
7.2 KiB
C++

/*
* Copyright © 2011 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "brw_shader.h"
#include "brw_generator.h"
#include "brw_eu.h"
#include "brw_nir.h"
#include "brw_private.h"
#include "dev/intel_debug.h"
static bool
run_vs(brw_shader &s)
{
assert(s.stage == MESA_SHADER_VERTEX);
s.payload_ = new brw_vs_thread_payload(s);
brw_from_nir(&s);
if (s.failed)
return false;
brw_calculate_cfg(s);
ASSERTED bool eot = s.mark_last_urb_write_with_eot();
assert(eot);
brw_optimize(s);
s.assign_curb_setup();
brw_assign_urb_setup(s);
brw_lower_3src_null_dest(s);
brw_workaround_emit_dummy_mov_instruction(s);
brw_allocate_registers(s, true /* allow_spilling */);
brw_workaround_source_arf_before_eot(s);
return !s.failed;
}
extern "C" const unsigned *
brw_compile_vs(const struct brw_compiler *compiler,
struct brw_compile_vs_params *params)
{
struct nir_shader *nir = params->base.nir;
const struct brw_vs_prog_key *key = params->key;
struct brw_vs_prog_data *prog_data = params->prog_data;
const bool debug_enabled =
brw_should_print_shader(nir, params->base.debug_flag ?
params->base.debug_flag : DEBUG_VS,
params->base.source_hash);
const unsigned dispatch_width = brw_geometry_stage_dispatch_width(compiler->devinfo);
/* We only expect slot compaction to be disabled when using device
* generated commands, to provide an independent 3DSTATE_VERTEX_ELEMENTS
* programming. This should always be enabled together with VF component
* packing to minimize the size of the payload.
*/
assert(!key->no_vf_slot_compaction || key->vf_component_packing);
brw_pass_tracker pt_ = {
.nir = nir,
.dispatch_width = dispatch_width,
.compiler = compiler,
.key = &key->base,
.archiver = params->base.archiver,
}, *pt = &pt_;
BRW_NIR_SNAPSHOT("first");
brw_prog_data_init(&prog_data->base.base, &params->base);
/* When using Primitive Replication for multiview, each view gets its own
* position slot.
*/
const uint32_t pos_slots =
(nir->info.per_view_outputs & VARYING_BIT_POS) ?
MAX2(1, util_bitcount(key->base.view_mask)) : 1;
/* Only position is allowed to be per-view */
assert(!(nir->info.per_view_outputs & ~VARYING_BIT_POS));
brw_compute_vue_map(compiler->devinfo,
&prog_data->base.vue_map, nir->info.outputs_written,
key->base.vue_layout, pos_slots);
brw_nir_apply_key(pt, &key->base, dispatch_width);
prog_data->inputs_read = nir->info.inputs_read;
prog_data->double_inputs_read = nir->info.vs.double_inputs;
prog_data->no_vf_slot_compaction = key->no_vf_slot_compaction;
brw_nir_lower_vs_inputs(nir);
brw_nir_lower_vue_outputs(nir);
BRW_NIR_SNAPSHOT("after_lower_io");
memset(prog_data->vf_component_packing, 0,
sizeof(prog_data->vf_component_packing));
unsigned nr_packed_regs = 0;
if (key->vf_component_packing)
nr_packed_regs = brw_nir_pack_vs_input(nir, prog_data);
brw_postprocess_nir(pt, debug_enabled);
BRW_NIR_PASS(brw_nir_lower_deferred_urb_writes, compiler->devinfo,
&prog_data->base.vue_map, 0, 0);
unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read);
/* gl_VertexID and gl_InstanceID are system values, but arrive via an
* incoming vertex attribute. So, add an extra slot.
*/
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) {
nr_attribute_slots++;
}
/* gl_DrawID and IsIndexedDraw share its very own vec4 */
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID) ||
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) {
nr_attribute_slots++;
}
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW))
prog_data->uses_is_indexed_draw = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX))
prog_data->uses_firstvertex = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE))
prog_data->uses_baseinstance = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE))
prog_data->uses_vertexid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID))
prog_data->uses_instanceid = true;
if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
prog_data->uses_drawid = true;
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),
(unsigned)prog_data->base.vue_map.num_slots);
prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
if (unlikely(debug_enabled)) {
fprintf(stderr, "VS Output ");
brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_VERTEX);
}
prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
const brw_shader_params shader_params = {
.compiler = compiler,
.mem_ctx = params->base.mem_ctx,
.nir = nir,
.key = &key->base,
.prog_data = &prog_data->base.base,
.dispatch_width = dispatch_width,
.needs_register_pressure = params->base.stats != NULL,
.log_data = params->base.log_data,
.debug_enabled = debug_enabled,
.archiver = params->base.archiver,
};
brw_shader v(&shader_params);
if (!run_vs(v)) {
params->base.error_str =
ralloc_strdup(params->base.mem_ctx, v.fail_msg);
return NULL;
}
assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
prog_data->base.base.dispatch_grf_start_reg =
v.payload().num_regs / reg_unit(compiler->devinfo);
prog_data->base.base.grf_used = v.grf_used;
brw_generator g(compiler, &params->base,
&prog_data->base.base,
MESA_SHADER_VERTEX);
if (unlikely(debug_enabled)) {
const char *debug_name =
ralloc_asprintf(params->base.mem_ctx, "%s vertex shader %s",
nir->info.label ? nir->info.label :
"unnamed",
nir->info.name);
g.enable_debug(debug_name);
}
g.generate_code(v, params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}