mesa/src/intel/compiler/brw_compiler.h

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/*
* Copyright © 2010 - 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef BRW_COMPILER_H
#define BRW_COMPILER_H
#include <stdio.h>
#include "c11/threads.h"
#include "dev/intel_device_info.h"
#include "util/macros.h"
#include "util/ralloc.h"
#include "util/u_math.h"
#include "brw_isa_info.h"
#ifdef __cplusplus
extern "C" {
#endif
struct ra_regs;
struct nir_shader;
struct brw_program;
struct shader_info;
struct nir_shader_compiler_options;
typedef struct nir_shader nir_shader;
struct brw_compiler {
const struct intel_device_info *devinfo;
/* This lock must be taken if the compiler is to be modified in any way,
* including adding something to the ralloc child list.
*/
mtx_t mutex;
struct brw_isa_info isa;
struct {
struct ra_regs *regs;
/**
* Array of the ra classes for the unaligned contiguous register
* block sizes used.
*/
struct ra_class **classes;
} vec4_reg_set;
struct {
struct ra_regs *regs;
/**
* Array of the ra classes for the unaligned contiguous register
* block sizes used, indexed by register size.
*/
struct ra_class *classes[16];
/**
* ra class for the aligned barycentrics we use for PLN, which doesn't
* appear in *classes.
*/
struct ra_class *aligned_bary_class;
} fs_reg_sets[3];
void (*shader_debug_log)(void *, unsigned *id, const char *str, ...) PRINTFLIKE(3, 4);
void (*shader_perf_log)(void *, unsigned *id, const char *str, ...) PRINTFLIKE(3, 4);
bool scalar_stage[MESA_ALL_SHADER_STAGES];
intel/compiler: Implement TCS 8_PATCH mode and INTEL_DEBUG=tcs8 Our tessellation control shaders can be dispatched in several modes. - SINGLE_PATCH (Gen7+) processes a single patch per thread, with each channel corresponding to a different patch vertex. PATCHLIST_N will launch (N / 8) threads. If N is less than 8, some channels will be disabled, leaving some untapped hardware capabilities. Conditionals based on gl_InvocationID are non-uniform, which means that they'll often have to execute both paths. However, if there are fewer than 8 vertices, all invocations will happen within a single thread, so barriers can become no-ops, which is nice. We also burn a maximum of 4 registers for ICP handles, so we can compile without regard for the value of N. It also works in all cases. - DUAL_PATCH mode processes up to two patches at a time, where the first four channels come from patch 1, and the second group of four come from patch 2. This tries to provide better EU utilization for small patches (N <= 4). It cannot be used in all cases. - 8_PATCH mode processes 8 patches at a time, with a thread launched per vertex in the patch. Each channel corresponds to the same vertex, but in each of the 8 patches. This utilizes all channels even for small patches. It also makes conditions on gl_InvocationID uniform, leading to proper jumps. Barriers, unfortunately, become real. Worse, for PATCHLIST_N, the thread payload burns N registers for ICP handles. This can burn up to 32 registers, or 1/4 of our register file, for URB handles. For Vulkan (and DX), we know the number of vertices at compile time, so we can limit the amount of waste. In GL, the patch dimension is dynamic state, so we either would have to waste all 32 (not reasonable) or guess (badly) and recompile. This is unfortunate. Because we can only spawn 16 thread instances, we can only use this mode for PATCHLIST_16 and smaller. The rest must use SINGLE_PATCH. This patch implements the new 8_PATCH TCS mode, but leaves us using SINGLE_PATCH by default. A new INTEL_DEBUG=tcs8 flag will switch to using 8_PATCH mode for testing and benchmarking purposes. We may want to consider using 8_PATCH mode in Vulkan in some cases. The data I've seen shows that 8_PATCH mode can be more efficient in some cases, but SINGLE_PATCH mode (the one we use today) is faster in other cases. Ultimately, the TES matters much more than the TCS for performance, so the decision may not matter much. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-05-03 22:57:54 +01:00
bool use_tcs_8_patch;
struct nir_shader_compiler_options *nir_options[MESA_ALL_SHADER_STAGES];
/**
* Apply workarounds for SIN and COS output range problems.
* This can negatively impact performance.
*/
bool precise_trig;
/**
* Is 3DSTATE_CONSTANT_*'s Constant Buffer 0 relative to Dynamic State
* Base Address? (If not, it's a normal GPU address.)
*/
bool constant_buffer_0_is_relative;
/**
* Whether or not the driver supports NIR shader constants. This controls
* whether nir_opt_large_constants will be run.
*/
bool supports_shader_constants;
/**
* Whether or not the driver wants variable group size to be lowered by the
* back-end compiler.
*/
bool lower_variable_group_size;
/**
* Whether indirect UBO loads should use the sampler or go through the
* data/constant cache. For the sampler, UBO surface states have to be set
* up with VK_FORMAT_R32G32B32A32_FLOAT whereas if it's going through the
* constant or data cache, UBOs must use VK_FORMAT_RAW.
*/
bool indirect_ubos_use_sampler;
struct nir_shader *clc_shader;
};
#define brw_shader_debug_log(compiler, data, fmt, ... ) do { \
static unsigned id = 0; \
compiler->shader_debug_log(data, &id, fmt, ##__VA_ARGS__); \
} while (0)
#define brw_shader_perf_log(compiler, data, fmt, ... ) do { \
static unsigned id = 0; \
compiler->shader_perf_log(data, &id, fmt, ##__VA_ARGS__); \
} while (0)
/**
* We use a constant subgroup size of 32. It really only needs to be a
* maximum and, since we do SIMD32 for compute shaders in some cases, it
* needs to be at least 32. SIMD8 and SIMD16 shaders will still claim a
* subgroup size of 32 but will act as if 16 or 24 of those channels are
* disabled.
*/
#define BRW_SUBGROUP_SIZE 32
static inline bool
brw_shader_stage_is_bindless(gl_shader_stage stage)
{
return stage >= MESA_SHADER_RAYGEN &&
stage <= MESA_SHADER_CALLABLE;
}
static inline bool
brw_shader_stage_requires_bindless_resources(gl_shader_stage stage)
{
return brw_shader_stage_is_bindless(stage) || gl_shader_stage_is_mesh(stage);
}
/**
* Program key structures.
*
* When drawing, we look for the currently bound shaders in the program
* cache. This is essentially a hash table lookup, and these are the keys.
*
* Sometimes OpenGL features specified as state need to be simulated via
* shader code, due to a mismatch between the API and the hardware. This
* is often referred to as "non-orthagonal state" or "NOS". We store NOS
* in the program key so it's considered when searching for a program. If
* we haven't seen a particular combination before, we have to recompile a
* new specialized version.
*
* Shader compilation should not look up state in gl_context directly, but
* instead use the copy in the program key. This guarantees recompiles will
* happen correctly.
*
* @{
*/
enum PACKED gfx6_gather_sampler_wa {
WA_SIGN = 1, /* whether we need to sign extend */
WA_8BIT = 2, /* if we have an 8bit format needing wa */
WA_16BIT = 4, /* if we have a 16bit format needing wa */
};
#define BRW_MAX_SAMPLERS 32
/* Provide explicit padding for each member, to ensure that the compiler
* initializes every bit in the shader cache keys. The keys will be compared
* with memcmp.
*/
PRAGMA_DIAGNOSTIC_PUSH
PRAGMA_DIAGNOSTIC_ERROR(-Wpadded)
/**
* Sampler information needed by VS, WM, and GS program cache keys.
*/
struct brw_sampler_prog_key_data {
/**
* EXT_texture_swizzle and DEPTH_TEXTURE_MODE swizzles.
*/
uint16_t swizzles[BRW_MAX_SAMPLERS];
uint32_t gl_clamp_mask[3];
/**
* For RG32F, gather4's channel select is broken.
*/
uint32_t gather_channel_quirk_mask;
/**
* Whether this sampler uses the compressed multisample surface layout.
*/
uint32_t compressed_multisample_layout_mask;
/**
* Whether this sampler is using 16x multisampling. If so fetching from
* this sampler will be handled with a different instruction, ld2dms_w
* instead of ld2dms.
*/
uint32_t msaa_16;
/**
* For Sandybridge, which shader w/a we need for gather quirks.
*/
enum gfx6_gather_sampler_wa gfx6_gather_wa[BRW_MAX_SAMPLERS];
/**
* Texture units that have a YUV image bound.
*/
uint32_t y_u_v_image_mask;
uint32_t y_uv_image_mask;
uint32_t yx_xuxv_image_mask;
uint32_t xy_uxvx_image_mask;
uint32_t ayuv_image_mask;
uint32_t xyuv_image_mask;
uint32_t bt709_mask;
uint32_t bt2020_mask;
/* Scale factor for each texture. */
float scale_factors[BRW_MAX_SAMPLERS];
};
struct brw_base_prog_key {
unsigned program_string_id;
bool robust_buffer_access;
/**
* Apply workarounds for SIN and COS input range problems.
* This limits input range for SIN and COS to [-2p : 2p] to
* avoid precision issues.
*/
bool limit_trig_input_range;
unsigned padding:16;
struct brw_sampler_prog_key_data tex;
};
/**
* The VF can't natively handle certain types of attributes, such as GL_FIXED
* or most 10_10_10_2 types. These flags enable various VS workarounds to
* "fix" attributes at the beginning of shaders.
*/
#define BRW_ATTRIB_WA_COMPONENT_MASK 7 /* mask for GL_FIXED scale channel count */
#define BRW_ATTRIB_WA_NORMALIZE 8 /* normalize in shader */
#define BRW_ATTRIB_WA_BGRA 16 /* swap r/b channels in shader */
#define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */
#define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */
/**
* OpenGL attribute slots fall in [0, VERT_ATTRIB_MAX - 1] with the range
* [VERT_ATTRIB_GENERIC0, VERT_ATTRIB_MAX - 1] reserved for up to 16 user
* input vertex attributes. In Vulkan, we expose up to 28 user vertex input
* attributes that are mapped to slots also starting at VERT_ATTRIB_GENERIC0.
*/
#define MAX_GL_VERT_ATTRIB VERT_ATTRIB_MAX
#define MAX_VK_VERT_ATTRIB (VERT_ATTRIB_GENERIC0 + 28)
/**
* Max number of binding table entries used for stream output.
*
* From the OpenGL 3.0 spec, table 6.44 (Transform Feedback State), the
* minimum value of MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS is 64.
*
* On Gfx6, the size of transform feedback data is limited not by the number
* of components but by the number of binding table entries we set aside. We
* use one binding table entry for a float, one entry for a vector, and one
* entry per matrix column. Since the only way we can communicate our
* transform feedback capabilities to the client is via
* MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, we need to plan for the
* worst case, in which all the varyings are floats, so we use up one binding
* table entry per component. Therefore we need to set aside at least 64
* binding table entries for use by transform feedback.
*
* Note: since we don't currently pack varyings, it is currently impossible
* for the client to actually use up all of these binding table entries--if
* all of their varyings were floats, they would run out of varying slots and
* fail to link. But that's a bug, so it seems prudent to go ahead and
* allocate the number of binding table entries we will need once the bug is
* fixed.
*/
#define BRW_MAX_SOL_BINDINGS 64
/** The program key for Vertex Shaders. */
struct brw_vs_prog_key {
struct brw_base_prog_key base;
/**
* Per-attribute workaround flags
*
* For each attribute, a combination of BRW_ATTRIB_WA_*.
*
* For OpenGL, where we expose a maximum of 16 user input attributes
* we only need up to VERT_ATTRIB_MAX slots, however, in Vulkan
* slots preceding VERT_ATTRIB_GENERIC0 are unused and we can
* expose up to 28 user input vertex attributes that are mapped to slots
* starting at VERT_ATTRIB_GENERIC0, so this array needs to be large
* enough to hold this many slots.
*/
uint8_t gl_attrib_wa_flags[MAX2(MAX_GL_VERT_ATTRIB, MAX_VK_VERT_ATTRIB)];
bool copy_edgeflag:1;
bool clamp_vertex_color:1;
/**
* How many user clipping planes are being uploaded to the vertex shader as
* push constants.
*
* These are used for lowering legacy gl_ClipVertex/gl_Position clipping to
* clip distances.
*/
unsigned nr_userclip_plane_consts:4;
/**
* For pre-Gfx6 hardware, a bitfield indicating which texture coordinates
* are going to be replaced with point coordinates (as a consequence of a
* call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
* our SF thread requires exact matching between VS outputs and FS inputs,
* these texture coordinates will need to be unconditionally included in
* the VUE, even if they aren't written by the vertex shader.
*/
unsigned clamp_pointsize:1;
unsigned padding_1: 1;
uint8_t point_coord_replace;
unsigned padding_2: 24;
};
/** The program key for Tessellation Control Shaders. */
struct brw_tcs_prog_key
{
struct brw_base_prog_key base;
enum tess_primitive_mode _tes_primitive_mode;
unsigned input_vertices;
i965: Handle mix-and-match TCS/TES with separate shader objects. GL_ARB_separate_shader_objects allows the application to mix-and-match TCS and TES programs separately. This means that the interface between the two stages isn't known until the final SSO pipeline is in place. This isn't a great match for our hardware: the TCS and TES have to agree on the Patch URB entry layout. Since we store data as per-patch slots followed by per-vertex slots, changing the number of per-patch slots can significantly alter the layout. This can easily happen with SSO. To handle this, we store the [Patch]OutputsWritten and [Patch]InputsRead bitfields in the TCS/TES program keys, introducing program recompiles. brw_upload_programs() decides the layout for both TCS and TES, and passes it to brw_upload_tcs/tes(), which store it in the key. When creating the NIR for a shader specialization, we override nir->info.inputs_read (and friends) to the program key's values. Since everything uses those, no further compiler changes are needed. This also replaces the hack in brw_create_nir(). To avoid recompiles, brw_precompile_tes() looks to see if there's a TCS in the linked shader. If so, it accounts for the TCS outputs, just as brw_upload_programs() would. This eliminates all recompiles in the non-SSO case. In the SSO case, there should only be recompiles when using a TCS and TES that have different input/output interfaces. Fixes Piglit's mix-and-match-tcs-tes test. v2: Pull the brw_upload_programs code into a brw_upload_tess_programs() helper function (requested by Jordan Justen). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-08 04:18:42 +00:00
/** A bitfield of per-patch outputs written. */
uint32_t patch_outputs_written;
unsigned padding_1:32;
i965: Handle mix-and-match TCS/TES with separate shader objects. GL_ARB_separate_shader_objects allows the application to mix-and-match TCS and TES programs separately. This means that the interface between the two stages isn't known until the final SSO pipeline is in place. This isn't a great match for our hardware: the TCS and TES have to agree on the Patch URB entry layout. Since we store data as per-patch slots followed by per-vertex slots, changing the number of per-patch slots can significantly alter the layout. This can easily happen with SSO. To handle this, we store the [Patch]OutputsWritten and [Patch]InputsRead bitfields in the TCS/TES program keys, introducing program recompiles. brw_upload_programs() decides the layout for both TCS and TES, and passes it to brw_upload_tcs/tes(), which store it in the key. When creating the NIR for a shader specialization, we override nir->info.inputs_read (and friends) to the program key's values. Since everything uses those, no further compiler changes are needed. This also replaces the hack in brw_create_nir(). To avoid recompiles, brw_precompile_tes() looks to see if there's a TCS in the linked shader. If so, it accounts for the TCS outputs, just as brw_upload_programs() would. This eliminates all recompiles in the non-SSO case. In the SSO case, there should only be recompiles when using a TCS and TES that have different input/output interfaces. Fixes Piglit's mix-and-match-tcs-tes test. v2: Pull the brw_upload_programs code into a brw_upload_tess_programs() helper function (requested by Jordan Justen). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-08 04:18:42 +00:00
/** A bitfield of per-vertex outputs written. */
uint64_t outputs_written;
bool quads_workaround;
uint64_t padding_2:56;
};
/** The program key for Tessellation Evaluation Shaders. */
struct brw_tes_prog_key
{
struct brw_base_prog_key base;
i965: Handle mix-and-match TCS/TES with separate shader objects. GL_ARB_separate_shader_objects allows the application to mix-and-match TCS and TES programs separately. This means that the interface between the two stages isn't known until the final SSO pipeline is in place. This isn't a great match for our hardware: the TCS and TES have to agree on the Patch URB entry layout. Since we store data as per-patch slots followed by per-vertex slots, changing the number of per-patch slots can significantly alter the layout. This can easily happen with SSO. To handle this, we store the [Patch]OutputsWritten and [Patch]InputsRead bitfields in the TCS/TES program keys, introducing program recompiles. brw_upload_programs() decides the layout for both TCS and TES, and passes it to brw_upload_tcs/tes(), which store it in the key. When creating the NIR for a shader specialization, we override nir->info.inputs_read (and friends) to the program key's values. Since everything uses those, no further compiler changes are needed. This also replaces the hack in brw_create_nir(). To avoid recompiles, brw_precompile_tes() looks to see if there's a TCS in the linked shader. If so, it accounts for the TCS outputs, just as brw_upload_programs() would. This eliminates all recompiles in the non-SSO case. In the SSO case, there should only be recompiles when using a TCS and TES that have different input/output interfaces. Fixes Piglit's mix-and-match-tcs-tes test. v2: Pull the brw_upload_programs code into a brw_upload_tess_programs() helper function (requested by Jordan Justen). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-08 04:18:42 +00:00
/** A bitfield of per-patch inputs read. */
uint32_t patch_inputs_read;
unsigned padding_1:32;
i965: Handle mix-and-match TCS/TES with separate shader objects. GL_ARB_separate_shader_objects allows the application to mix-and-match TCS and TES programs separately. This means that the interface between the two stages isn't known until the final SSO pipeline is in place. This isn't a great match for our hardware: the TCS and TES have to agree on the Patch URB entry layout. Since we store data as per-patch slots followed by per-vertex slots, changing the number of per-patch slots can significantly alter the layout. This can easily happen with SSO. To handle this, we store the [Patch]OutputsWritten and [Patch]InputsRead bitfields in the TCS/TES program keys, introducing program recompiles. brw_upload_programs() decides the layout for both TCS and TES, and passes it to brw_upload_tcs/tes(), which store it in the key. When creating the NIR for a shader specialization, we override nir->info.inputs_read (and friends) to the program key's values. Since everything uses those, no further compiler changes are needed. This also replaces the hack in brw_create_nir(). To avoid recompiles, brw_precompile_tes() looks to see if there's a TCS in the linked shader. If so, it accounts for the TCS outputs, just as brw_upload_programs() would. This eliminates all recompiles in the non-SSO case. In the SSO case, there should only be recompiles when using a TCS and TES that have different input/output interfaces. Fixes Piglit's mix-and-match-tcs-tes test. v2: Pull the brw_upload_programs code into a brw_upload_tess_programs() helper function (requested by Jordan Justen). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-12-08 04:18:42 +00:00
/** A bitfield of per-vertex inputs read. */
uint64_t inputs_read;
/**
* How many user clipping planes are being uploaded to the tessellation
* evaluation shader as push constants.
*
* These are used for lowering legacy gl_ClipVertex/gl_Position clipping to
* clip distances.
*/
unsigned nr_userclip_plane_consts:4;
unsigned clamp_pointsize:1;
uint64_t padding_2:59;
};
/** The program key for Geometry Shaders. */
struct brw_gs_prog_key
{
struct brw_base_prog_key base;
/**
* How many user clipping planes are being uploaded to the geometry shader
* as push constants.
*
* These are used for lowering legacy gl_ClipVertex/gl_Position clipping to
* clip distances.
*/
unsigned nr_userclip_plane_consts:4;
unsigned clamp_pointsize:1;
unsigned padding:27;
};
struct brw_task_prog_key
{
struct brw_base_prog_key base;
};
struct brw_mesh_prog_key
{
struct brw_base_prog_key base;
};
enum brw_sf_primitive {
BRW_SF_PRIM_POINTS = 0,
BRW_SF_PRIM_LINES = 1,
BRW_SF_PRIM_TRIANGLES = 2,
BRW_SF_PRIM_UNFILLED_TRIS = 3,
};
struct brw_sf_prog_key {
uint64_t attrs;
bool contains_flat_varying;
unsigned char interp_mode[65]; /* BRW_VARYING_SLOT_COUNT */
uint8_t point_sprite_coord_replace;
enum brw_sf_primitive primitive:2;
bool do_twoside_color:1;
bool frontface_ccw:1;
bool do_point_sprite:1;
bool do_point_coord:1;
bool sprite_origin_lower_left:1;
bool userclip_active:1;
unsigned padding: 32;
};
enum brw_clip_mode {
BRW_CLIP_MODE_NORMAL = 0,
BRW_CLIP_MODE_CLIP_ALL = 1,
BRW_CLIP_MODE_CLIP_NON_REJECTED = 2,
BRW_CLIP_MODE_REJECT_ALL = 3,
BRW_CLIP_MODE_ACCEPT_ALL = 4,
BRW_CLIP_MODE_KERNEL_CLIP = 5,
};
enum brw_clip_fill_mode {
BRW_CLIP_FILL_MODE_LINE = 0,
BRW_CLIP_FILL_MODE_POINT = 1,
BRW_CLIP_FILL_MODE_FILL = 2,
BRW_CLIP_FILL_MODE_CULL = 3,
};
/* Note that if unfilled primitives are being emitted, we have to fix
* up polygon offset and flatshading at this point:
*/
struct brw_clip_prog_key {
uint64_t attrs;
bool contains_flat_varying;
bool contains_noperspective_varying;
unsigned char interp_mode[65]; /* BRW_VARYING_SLOT_COUNT */
unsigned primitive:4;
unsigned nr_userclip:4;
bool pv_first:1;
bool do_unfilled:1;
enum brw_clip_fill_mode fill_cw:2; /* includes cull information */
enum brw_clip_fill_mode fill_ccw:2; /* includes cull information */
bool offset_cw:1;
bool offset_ccw:1;
bool copy_bfc_cw:1;
bool copy_bfc_ccw:1;
enum brw_clip_mode clip_mode:3;
unsigned padding_1:19;
float offset_factor;
float offset_units;
float offset_clamp;
unsigned padding_2:32;
};
/* A big lookup table is used to figure out which and how many
* additional regs will inserted before the main payload in the WM
* program execution. These mainly relate to depth and stencil
* processing and the early-depth-test optimization.
*/
enum brw_wm_iz_bits {
BRW_WM_IZ_PS_KILL_ALPHATEST_BIT = 0x1,
BRW_WM_IZ_PS_COMPUTES_DEPTH_BIT = 0x2,
BRW_WM_IZ_DEPTH_WRITE_ENABLE_BIT = 0x4,
BRW_WM_IZ_DEPTH_TEST_ENABLE_BIT = 0x8,
BRW_WM_IZ_STENCIL_WRITE_ENABLE_BIT = 0x10,
BRW_WM_IZ_STENCIL_TEST_ENABLE_BIT = 0x20,
BRW_WM_IZ_BIT_MAX = 0x40
};
enum brw_wm_aa_enable {
BRW_WM_AA_NEVER,
BRW_WM_AA_SOMETIMES,
BRW_WM_AA_ALWAYS
};
/** The program key for Fragment/Pixel Shaders. */
struct brw_wm_prog_key {
struct brw_base_prog_key base;
/* Some collection of BRW_WM_IZ_* */
uint8_t iz_lookup;
bool stats_wm:1;
bool flat_shade:1;
unsigned nr_color_regions:5;
bool emit_alpha_test:1;
enum compare_func alpha_test_func:3; /* < For Gfx4/5 MRT alpha test */
i965,iris,anv: Make alpha to coverage work with sample mask From "Alpha Coverage" section of SKL PRM Volume 7: "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in hardware, regardless of the state setting for this feature." From OpenGL spec 4.6, "15.2 Shader Execution": "The built-in integer array gl_SampleMask can be used to change the sample coverage for a fragment from within the shader." From OpenGL spec 4.6, "17.3.1 Alpha To Coverage": "If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value is generated where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value to generate a new fragment coverage value." Similar wording could be found in Vulkan spec 1.1.100 "25.6. Multisample Coverage" Thus we need to compute alpha to coverage dithering manually in shader and replace sample mask store with the bitwise-AND of sample mask and alpha to coverage dithering. The following formula is used to compute final sample mask: m = int(16.0 * clamp(src0_alpha, 0.0, 1.0)) dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) | 0x0808 * (m & 2) | 0x0100 * (m & 1) sample_mask = sample_mask & dither_mask Credits to Francisco Jerez <currojerez@riseup.net> for creating it. It gives a number of ones proportional to the alpha for 2, 4, 8 or 16 least significant bits of the result. GEN6 hardware does not have issue with simultaneous usage of sample mask and alpha to coverage however due to the wrong sending order of oMask and src0_alpha it is still affected by it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2019-02-20 17:39:18 +00:00
bool alpha_test_replicate_alpha:1;
bool alpha_to_coverage:1;
bool clamp_fragment_color:1;
bool persample_interp:1;
bool multisample_fbo:1;
enum brw_wm_aa_enable line_aa:2;
i965: Implement a drirc workaround for broken dual color blending. OpenGL's dual color blending feature was specified so that an implementation could support both multiple render targets (MRT) and dual source blending. Fragment shader outputs specify both "location" (the render target number) and "index" (either color 0 or 1). I believe DirectX only has the notion of "location" - if using dual color blending, location 0 or 1 will specify the operands. If not, then location means the render target index. The two features can't be used together. As such, some applications mistakenly try to use <loc = 0, index = 0> and <loc = 1, index = 0> in a shader used for dual color blending with a single render target, rather than the correct <loc = 0, index = 0> and <loc = 0, index = 1>. In particular, Unigine Heaven 4.0 and Valley 1.0 suffer from this bug. Unigine is aware of the problem, and quickly developed a fix, but has not bothered to change the download link on their website to a working copy in over a year. People were still using the broken version and complaining. We tried working around this by disabling dual color blending, but that apparently hurts performance, and people were once again unhappy. On i965, dual source blending is achieved by using different framebuffer write messages than normal rendering. So, we have to compile different code for the two cases. We're not being pedantic: we actually have to know in order to function. Normally, dual source blending is detectable in the shader: if a shader has an output with index = 1, then it's meant for blending, not MRT. With the broken inputs, they're indistinguishable, so we can only tell by looking at the current GL state. This patch implements a new drirc workaround: export dual_color_blend_by_location=true which makes the i965 driver detect when OpenGL state is configured for dual source blending, and recompile the fragment shader to use the right messages. In that case, we allow either location = 1 or index = 1 to specify the second source for the blending equations. It also re-enables GL_ARB_blend_func_extended for Unigine. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92233 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-01-21 01:33:14 +00:00
bool force_dual_color_blend:1;
bool coherent_fb_fetch:1;
bool ignore_sample_mask_out:1;
bool coarse_pixel:1;
unsigned padding_1:2;
uint8_t color_outputs_valid;
unsigned padding_2:24;
uint64_t input_slots_valid;
float alpha_test_ref;
unsigned padding_3:32;
};
struct brw_cs_prog_key {
struct brw_base_prog_key base;
};
struct brw_bs_prog_key {
struct brw_base_prog_key base;
};
struct brw_ff_gs_prog_key {
uint64_t attrs;
/**
* Hardware primitive type being drawn, e.g. _3DPRIM_TRILIST.
*/
unsigned primitive:8;
unsigned pv_first:1;
unsigned need_gs_prog:1;
/**
* Number of varyings that are output to transform feedback.
*/
unsigned num_transform_feedback_bindings:7; /* 0-BRW_MAX_SOL_BINDINGS */
/**
* Map from the index of a transform feedback binding table entry to the
* gl_varying_slot that should be streamed out through that binding table
* entry.
*/
unsigned padding_1:7;
unsigned char transform_feedback_bindings[BRW_MAX_SOL_BINDINGS];
/**
* Map from the index of a transform feedback binding table entry to the
* swizzles that should be used when streaming out data through that
* binding table entry.
*/
unsigned char transform_feedback_swizzles[BRW_MAX_SOL_BINDINGS];
unsigned padding_2:32;
};
/* brw_any_prog_key is any of the keys that map to an API stage */
union brw_any_prog_key {
struct brw_base_prog_key base;
struct brw_vs_prog_key vs;
struct brw_tcs_prog_key tcs;
struct brw_tes_prog_key tes;
struct brw_gs_prog_key gs;
struct brw_wm_prog_key wm;
struct brw_cs_prog_key cs;
struct brw_bs_prog_key bs;
struct brw_task_prog_key task;
struct brw_mesh_prog_key mesh;
};
PRAGMA_DIAGNOSTIC_POP
/*
* Image metadata structure as laid out in the shader parameter
* buffer. Entries have to be 16B-aligned for the vec4 back-end to be
* able to use them. That's okay because the padding and any unused
* entries [most of them except when we're doing untyped surface
* access] will be removed by the uniform packing pass.
*/
#define BRW_IMAGE_PARAM_OFFSET_OFFSET 0
#define BRW_IMAGE_PARAM_SIZE_OFFSET 4
#define BRW_IMAGE_PARAM_STRIDE_OFFSET 8
#define BRW_IMAGE_PARAM_TILING_OFFSET 12
#define BRW_IMAGE_PARAM_SWIZZLING_OFFSET 16
#define BRW_IMAGE_PARAM_SIZE 20
struct brw_image_param {
/** Offset applied to the X and Y surface coordinates. */
uint32_t offset[2];
/** Surface X, Y and Z dimensions. */
uint32_t size[3];
/** X-stride in bytes, Y-stride in pixels, horizontal slice stride in
* pixels, vertical slice stride in pixels.
*/
uint32_t stride[4];
/** Log2 of the tiling modulus in the X, Y and Z dimension. */
uint32_t tiling[3];
/**
* Right shift to apply for bit 6 address swizzling. Two different
* swizzles can be specified and will be applied one after the other. The
* resulting address will be:
*
* addr' = addr ^ ((1 << 6) & ((addr >> swizzling[0]) ^
* (addr >> swizzling[1])))
*
* Use \c 0xff if any of the swizzles is not required.
*/
uint32_t swizzling[2];
};
/** Max number of render targets in a shader */
#define BRW_MAX_DRAW_BUFFERS 8
/**
* Binding table index for the first gfx6 SOL binding.
*/
#define BRW_GFX6_SOL_BINDING_START 0
struct brw_ubo_range
{
uint16_t block;
uint8_t start;
uint8_t length;
};
/* We reserve the first 2^16 values for builtins */
#define BRW_PARAM_IS_BUILTIN(param) (((param) & 0xffff0000) == 0)
enum brw_param_builtin {
BRW_PARAM_BUILTIN_ZERO,
BRW_PARAM_BUILTIN_CLIP_PLANE_0_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_0_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_0_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_0_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_1_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_1_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_1_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_1_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_2_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_2_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_2_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_2_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_3_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_3_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_3_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_3_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_4_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_4_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_4_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_4_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_5_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_5_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_5_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_5_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_6_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_6_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_6_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_6_W,
BRW_PARAM_BUILTIN_CLIP_PLANE_7_X,
BRW_PARAM_BUILTIN_CLIP_PLANE_7_Y,
BRW_PARAM_BUILTIN_CLIP_PLANE_7_Z,
BRW_PARAM_BUILTIN_CLIP_PLANE_7_W,
BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X,
BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_Y,
BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_Z,
BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_W,
BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X,
BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_Y,
BRW_PARAM_BUILTIN_PATCH_VERTICES_IN,
BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_X,
BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Y,
BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Z,
BRW_PARAM_BUILTIN_SUBGROUP_ID,
BRW_PARAM_BUILTIN_WORK_GROUP_SIZE_X,
BRW_PARAM_BUILTIN_WORK_GROUP_SIZE_Y,
BRW_PARAM_BUILTIN_WORK_GROUP_SIZE_Z,
BRW_PARAM_BUILTIN_WORK_DIM,
};
#define BRW_PARAM_BUILTIN_CLIP_PLANE(idx, comp) \
(BRW_PARAM_BUILTIN_CLIP_PLANE_0_X + ((idx) << 2) + (comp))
#define BRW_PARAM_BUILTIN_IS_CLIP_PLANE(param) \
((param) >= BRW_PARAM_BUILTIN_CLIP_PLANE_0_X && \
(param) <= BRW_PARAM_BUILTIN_CLIP_PLANE_7_W)
#define BRW_PARAM_BUILTIN_CLIP_PLANE_IDX(param) \
(((param) - BRW_PARAM_BUILTIN_CLIP_PLANE_0_X) >> 2)
#define BRW_PARAM_BUILTIN_CLIP_PLANE_COMP(param) \
(((param) - BRW_PARAM_BUILTIN_CLIP_PLANE_0_X) & 0x3)
enum brw_shader_reloc_id {
BRW_SHADER_RELOC_CONST_DATA_ADDR_LOW,
BRW_SHADER_RELOC_CONST_DATA_ADDR_HIGH,
BRW_SHADER_RELOC_SHADER_START_OFFSET,
BRW_SHADER_RELOC_RESUME_SBT_ADDR_LOW,
BRW_SHADER_RELOC_RESUME_SBT_ADDR_HIGH,
};
enum brw_shader_reloc_type {
/** An arbitrary 32-bit value */
BRW_SHADER_RELOC_TYPE_U32,
/** A MOV instruction with an immediate source */
BRW_SHADER_RELOC_TYPE_MOV_IMM,
};
/** Represents a code relocation
*
* Relocatable constants are immediates in the code which we want to be able
* to replace post-compile with the actual value.
*/
struct brw_shader_reloc {
/** The 32-bit ID of the relocatable constant */
uint32_t id;
/** Type of this relocation */
enum brw_shader_reloc_type type;
/** The offset in the shader to the relocated value
*
* For MOV_IMM relocs, this is an offset to the MOV instruction. This
* allows us to do some sanity checking while we update the value.
*/
uint32_t offset;
/** Value to be added to the relocated value before it is written */
uint32_t delta;
};
/** A value to write to a relocation */
struct brw_shader_reloc_value {
/** The 32-bit ID of the relocatable constant */
uint32_t id;
/** The value with which to replace the relocated immediate */
uint32_t value;
};
struct brw_stage_prog_data {
struct brw_ubo_range ubo_ranges[4];
unsigned nr_params; /**< number of float params/constants */
gl_shader_stage stage;
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-04 02:20:53 +01:00
/* zero_push_reg is a bitfield which indicates what push registers (if any)
* should be zeroed by SW at the start of the shader. The corresponding
* push_reg_mask_param specifies the param index (in 32-bit units) where
* the actual runtime 64-bit mask will be pushed. The shader will zero
* push reg i if
*
* reg_used & zero_push_reg & ~*push_reg_mask_param & (1ull << i)
*
* If this field is set, brw_compiler::compact_params must be false.
*/
uint64_t zero_push_reg;
unsigned push_reg_mask_param;
unsigned curb_read_length;
unsigned total_scratch;
unsigned total_shared;
unsigned program_size;
unsigned const_data_size;
unsigned const_data_offset;
unsigned num_relocs;
const struct brw_shader_reloc *relocs;
/** Does this program pull from any UBO or other constant buffers? */
bool has_ubo_pull;
/** How many ray queries objects in this shader. */
unsigned ray_queries;
/**
* Register where the thread expects to find input data from the URB
* (typically uniforms, followed by vertex or fragment attributes).
*/
unsigned dispatch_grf_start_reg;
bool use_alt_mode; /**< Use ALT floating point mode? Otherwise, IEEE. */
/* 32-bit identifiers for all push/pull parameters. These can be anything
* the driver wishes them to be; the core of the back-end compiler simply
* re-arranges them. The one restriction is that the bottom 2^16 values
* are reserved for builtins defined in the brw_param_builtin enum defined
* above.
*/
uint32_t *param;
/* Whether shader uses atomic operations. */
bool uses_atomic_load_store;
};
static inline uint32_t *
brw_stage_prog_data_add_params(struct brw_stage_prog_data *prog_data,
unsigned nr_new_params)
{
unsigned old_nr_params = prog_data->nr_params;
prog_data->nr_params += nr_new_params;
prog_data->param = reralloc(ralloc_parent(prog_data->param),
prog_data->param, uint32_t,
prog_data->nr_params);
return prog_data->param + old_nr_params;
}
enum brw_barycentric_mode {
BRW_BARYCENTRIC_PERSPECTIVE_PIXEL = 0,
BRW_BARYCENTRIC_PERSPECTIVE_CENTROID = 1,
BRW_BARYCENTRIC_PERSPECTIVE_SAMPLE = 2,
BRW_BARYCENTRIC_NONPERSPECTIVE_PIXEL = 3,
BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID = 4,
BRW_BARYCENTRIC_NONPERSPECTIVE_SAMPLE = 5,
BRW_BARYCENTRIC_MODE_COUNT = 6
};
#define BRW_BARYCENTRIC_NONPERSPECTIVE_BITS \
((1 << BRW_BARYCENTRIC_NONPERSPECTIVE_PIXEL) | \
(1 << BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID) | \
(1 << BRW_BARYCENTRIC_NONPERSPECTIVE_SAMPLE))
enum brw_pixel_shader_computed_depth_mode {
BRW_PSCDEPTH_OFF = 0, /* PS does not compute depth */
BRW_PSCDEPTH_ON = 1, /* PS computes depth; no guarantee about value */
BRW_PSCDEPTH_ON_GE = 2, /* PS guarantees output depth >= source depth */
BRW_PSCDEPTH_ON_LE = 3, /* PS guarantees output depth <= source depth */
};
/* Data about a particular attempt to compile a program. Note that
* there can be many of these, each in a different GL state
* corresponding to a different brw_wm_prog_key struct, with different
* compiled programs.
*/
struct brw_wm_prog_data {
struct brw_stage_prog_data base;
unsigned num_per_primitive_inputs;
unsigned num_varying_inputs;
uint8_t reg_blocks_8;
uint8_t reg_blocks_16;
uint8_t reg_blocks_32;
uint8_t dispatch_grf_start_reg_16;
uint8_t dispatch_grf_start_reg_32;
uint32_t prog_offset_16;
uint32_t prog_offset_32;
struct {
/** @{
* surface indices the WM-specific surfaces
*/
uint32_t render_target_read_start;
/** @} */
} binding_table;
uint8_t color_outputs_written;
uint8_t computed_depth_mode;
bool computed_stencil;
bool early_fragment_tests;
bool post_depth_coverage;
bool inner_coverage;
bool dispatch_8;
bool dispatch_16;
bool dispatch_32;
bool dual_src_blend;
bool persample_dispatch;
bool uses_pos_offset;
bool uses_omask;
bool uses_kill;
bool uses_src_depth;
bool uses_src_w;
bool uses_depth_w_coefficients;
bool uses_sample_mask;
bool uses_vmask;
bool has_render_target_reads;
bool has_side_effects;
bool pulls_bary;
bool contains_flat_varying;
bool contains_noperspective_varying;
/**
* Shader is ran at the coarse pixel shading dispatch rate (3DSTATE_CPS).
*/
bool per_coarse_pixel_dispatch;
/**
* Mask of which interpolation modes are required by the fragment shader.
* Those interpolations are delivered as part of the thread payload. Used
* in hardware setup on gfx6+.
*/
uint32_t barycentric_interp_modes;
/**
* Whether nonperspective interpolation modes are used by the
* barycentric_interp_modes or fragment shader through interpolator messages.
*/
bool uses_nonperspective_interp_modes;
/**
* Mask of which FS inputs are marked flat by the shader source. This is
* needed for setting up 3DSTATE_SF/SBE.
*/
uint32_t flat_inputs;
/**
* The FS inputs
*/
uint64_t inputs;
/* Mapping of VUE slots to interpolation modes.
* Used by the Gfx4-5 clip/sf/wm stages.
*/
unsigned char interp_mode[65]; /* BRW_VARYING_SLOT_COUNT */
/**
* Map from gl_varying_slot to the position within the FS setup data
* payload where the varying's attribute vertex deltas should be delivered.
* For varying slots that are not used by the FS, the value is -1.
*/
int urb_setup[VARYING_SLOT_MAX];
/**
* Cache structure into the urb_setup array above that contains the
* attribute numbers of active varyings out of urb_setup.
* The actual count is stored in urb_setup_attribs_count.
*/
uint8_t urb_setup_attribs[VARYING_SLOT_MAX];
uint8_t urb_setup_attribs_count;
};
/** Returns the SIMD width corresponding to a given KSP index
*
* The "Variable Pixel Dispatch" table in the PRM (which can be found, for
* example in Vol. 7 of the SKL PRM) has a mapping from dispatch widths to
* kernel start pointer (KSP) indices that is based on what dispatch widths
* are enabled. This function provides, effectively, the reverse mapping.
*
* If the given KSP is valid with respect to the SIMD8/16/32 enables, a SIMD
* width of 8, 16, or 32 is returned. If the KSP is invalid, 0 is returned.
*/
static inline unsigned
brw_fs_simd_width_for_ksp(unsigned ksp_idx, bool simd8_enabled,
bool simd16_enabled, bool simd32_enabled)
{
/* This function strictly ignores contiguous dispatch */
switch (ksp_idx) {
case 0:
return simd8_enabled ? 8 :
(simd16_enabled && !simd32_enabled) ? 16 :
(simd32_enabled && !simd16_enabled) ? 32 : 0;
case 1:
return (simd32_enabled && (simd16_enabled || simd8_enabled)) ? 32 : 0;
case 2:
return (simd16_enabled && (simd32_enabled || simd8_enabled)) ? 16 : 0;
default:
unreachable("Invalid KSP index");
}
}
#define brw_wm_state_simd_width_for_ksp(wm_state, ksp_idx) \
brw_fs_simd_width_for_ksp((ksp_idx), (wm_state)._8PixelDispatchEnable, \
(wm_state)._16PixelDispatchEnable, \
(wm_state)._32PixelDispatchEnable)
#define brw_wm_state_has_ksp(wm_state, ksp_idx) \
(brw_wm_state_simd_width_for_ksp((wm_state), (ksp_idx)) != 0)
static inline uint32_t
_brw_wm_prog_data_prog_offset(const struct brw_wm_prog_data *prog_data,
unsigned simd_width)
{
switch (simd_width) {
case 8: return 0;
case 16: return prog_data->prog_offset_16;
case 32: return prog_data->prog_offset_32;
default: return 0;
}
}
#define brw_wm_prog_data_prog_offset(prog_data, wm_state, ksp_idx) \
_brw_wm_prog_data_prog_offset(prog_data, \
brw_wm_state_simd_width_for_ksp(wm_state, ksp_idx))
static inline uint8_t
_brw_wm_prog_data_dispatch_grf_start_reg(const struct brw_wm_prog_data *prog_data,
unsigned simd_width)
{
switch (simd_width) {
case 8: return prog_data->base.dispatch_grf_start_reg;
case 16: return prog_data->dispatch_grf_start_reg_16;
case 32: return prog_data->dispatch_grf_start_reg_32;
default: return 0;
}
}
#define brw_wm_prog_data_dispatch_grf_start_reg(prog_data, wm_state, ksp_idx) \
_brw_wm_prog_data_dispatch_grf_start_reg(prog_data, \
brw_wm_state_simd_width_for_ksp(wm_state, ksp_idx))
static inline uint8_t
_brw_wm_prog_data_reg_blocks(const struct brw_wm_prog_data *prog_data,
unsigned simd_width)
{
switch (simd_width) {
case 8: return prog_data->reg_blocks_8;
case 16: return prog_data->reg_blocks_16;
case 32: return prog_data->reg_blocks_32;
default: return 0;
}
}
#define brw_wm_prog_data_reg_blocks(prog_data, wm_state, ksp_idx) \
_brw_wm_prog_data_reg_blocks(prog_data, \
brw_wm_state_simd_width_for_ksp(wm_state, ksp_idx))
struct brw_push_const_block {
unsigned dwords; /* Dword count, not reg aligned */
unsigned regs;
unsigned size; /* Bytes, register aligned */
};
struct brw_cs_prog_data {
struct brw_stage_prog_data base;
unsigned local_size[3];
/* Program offsets for the 8/16/32 SIMD variants. Multiple variants are
* kept when using variable group size, and the right one can only be
* decided at dispatch time.
*/
unsigned prog_offset[3];
/* Bitmask indicating which program offsets are valid. */
unsigned prog_mask;
/* Bitmask indicating which programs have spilled. */
unsigned prog_spilled;
bool uses_barrier;
bool uses_num_work_groups;
bool uses_inline_data;
bool uses_btd_stack_ids;
struct {
struct brw_push_const_block cross_thread;
struct brw_push_const_block per_thread;
} push;
struct {
/** @{
* surface indices the CS-specific surfaces
*/
uint32_t work_groups_start;
/** @} */
} binding_table;
};
static inline uint32_t
brw_cs_prog_data_prog_offset(const struct brw_cs_prog_data *prog_data,
unsigned dispatch_width)
{
assert(dispatch_width == 8 ||
dispatch_width == 16 ||
dispatch_width == 32);
const unsigned index = dispatch_width / 16;
assert(prog_data->prog_mask & (1 << index));
return prog_data->prog_offset[index];
}
struct brw_bs_prog_data {
struct brw_stage_prog_data base;
/** SIMD size of the root shader */
uint8_t simd_size;
/** Maximum stack size of all shaders */
uint32_t max_stack_size;
/** Offset into the shader where the resume SBT is located */
uint32_t resume_sbt_offset;
};
struct brw_ff_gs_prog_data {
unsigned urb_read_length;
unsigned total_grf;
/**
* Gfx6 transform feedback: Amount by which the streaming vertex buffer
* indices should be incremented each time the GS is invoked.
*/
unsigned svbi_postincrement_value;
};
/**
* Enum representing the i965-specific vertex results that don't correspond
* exactly to any element of gl_varying_slot. The values of this enum are
* assigned such that they don't conflict with gl_varying_slot.
*/
typedef enum
{
BRW_VARYING_SLOT_NDC = VARYING_SLOT_MAX,
BRW_VARYING_SLOT_PAD,
/**
* Technically this is not a varying but just a placeholder that
* compile_sf_prog() inserts into its VUE map to cause the gl_PointCoord
* builtin variable to be compiled correctly. see compile_sf_prog() for
* more info.
*/
BRW_VARYING_SLOT_PNTC,
BRW_VARYING_SLOT_COUNT
} brw_varying_slot;
/**
* We always program SF to start reading at an offset of 1 (2 varying slots)
* from the start of the vertex URB entry. This causes it to skip:
* - VARYING_SLOT_PSIZ and BRW_VARYING_SLOT_NDC on gfx4-5
* - VARYING_SLOT_PSIZ and VARYING_SLOT_POS on gfx6+
*/
#define BRW_SF_URB_ENTRY_READ_OFFSET 1
/**
* Bitmask indicating which fragment shader inputs represent varyings (and
* hence have to be delivered to the fragment shader by the SF/SBE stage).
*/
#define BRW_FS_VARYING_INPUT_MASK \
(BITFIELD64_RANGE(0, VARYING_SLOT_MAX) & \
~VARYING_BIT_POS & ~VARYING_BIT_FACE)
/**
* Data structure recording the relationship between the gl_varying_slot enum
* and "slots" within the vertex URB entry (VUE). A "slot" is defined as a
* single octaword within the VUE (128 bits).
*
* Note that each BRW register contains 256 bits (2 octawords), so when
* accessing the VUE in URB_NOSWIZZLE mode, each register corresponds to two
* consecutive VUE slots. When accessing the VUE in URB_INTERLEAVED mode (as
* in a vertex shader), each register corresponds to a single VUE slot, since
* it contains data for two separate vertices.
*/
struct brw_vue_map {
/**
* Bitfield representing all varying slots that are (a) stored in this VUE
* map, and (b) actually written by the shader. Does not include any of
* the additional varying slots defined in brw_varying_slot.
*/
uint64_t slots_valid;
/**
* Is this VUE map for a separate shader pipeline?
*
* Separable programs (GL_ARB_separate_shader_objects) can be mixed and matched
* without the linker having a chance to dead code eliminate unused varyings.
*
* This means that we have to use a fixed slot layout, based on the output's
* location field, rather than assigning slots in a compact contiguous block.
*/
bool separate;
/**
* Map from gl_varying_slot value to VUE slot. For gl_varying_slots that are
* not stored in a slot (because they are not written, or because
* additional processing is applied before storing them in the VUE), the
* value is -1.
*/
signed char varying_to_slot[VARYING_SLOT_TESS_MAX];
/**
* Map from VUE slot to gl_varying_slot value. For slots that do not
* directly correspond to a gl_varying_slot, the value comes from
* brw_varying_slot.
*
* For slots that are not in use, the value is BRW_VARYING_SLOT_PAD.
*/
signed char slot_to_varying[VARYING_SLOT_TESS_MAX];
/**
* Total number of VUE slots in use
*/
int num_slots;
/**
* Number of per-patch VUE slots. Only valid for tessellation control
* shader outputs and tessellation evaluation shader inputs.
*/
int num_per_patch_slots;
/**
* Number of per-vertex VUE slots. Only valid for tessellation control
* shader outputs and tessellation evaluation shader inputs.
*/
int num_per_vertex_slots;
};
void brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map,
gl_shader_stage stage);
/**
* Convert a VUE slot number into a byte offset within the VUE.
*/
static inline unsigned brw_vue_slot_to_offset(unsigned slot)
{
return 16*slot;
}
/**
* Convert a vertex output (brw_varying_slot) into a byte offset within the
* VUE.
*/
static inline unsigned
brw_varying_to_offset(const struct brw_vue_map *vue_map, unsigned varying)
{
return brw_vue_slot_to_offset(vue_map->varying_to_slot[varying]);
}
void brw_compute_vue_map(const struct intel_device_info *devinfo,
struct brw_vue_map *vue_map,
uint64_t slots_valid,
bool separate_shader,
uint32_t pos_slots);
void brw_compute_tess_vue_map(struct brw_vue_map *const vue_map,
uint64_t slots_valid,
uint32_t is_patch);
2016-10-19 23:59:00 +01:00
/* brw_interpolation_map.c */
void brw_setup_vue_interpolation(const struct brw_vue_map *vue_map,
2016-10-19 23:59:00 +01:00
struct nir_shader *nir,
struct brw_wm_prog_data *prog_data);
2016-10-19 23:59:00 +01:00
enum shader_dispatch_mode {
DISPATCH_MODE_4X1_SINGLE = 0,
DISPATCH_MODE_4X2_DUAL_INSTANCE = 1,
DISPATCH_MODE_4X2_DUAL_OBJECT = 2,
DISPATCH_MODE_SIMD8 = 3,
intel/compiler: Implement TCS 8_PATCH mode and INTEL_DEBUG=tcs8 Our tessellation control shaders can be dispatched in several modes. - SINGLE_PATCH (Gen7+) processes a single patch per thread, with each channel corresponding to a different patch vertex. PATCHLIST_N will launch (N / 8) threads. If N is less than 8, some channels will be disabled, leaving some untapped hardware capabilities. Conditionals based on gl_InvocationID are non-uniform, which means that they'll often have to execute both paths. However, if there are fewer than 8 vertices, all invocations will happen within a single thread, so barriers can become no-ops, which is nice. We also burn a maximum of 4 registers for ICP handles, so we can compile without regard for the value of N. It also works in all cases. - DUAL_PATCH mode processes up to two patches at a time, where the first four channels come from patch 1, and the second group of four come from patch 2. This tries to provide better EU utilization for small patches (N <= 4). It cannot be used in all cases. - 8_PATCH mode processes 8 patches at a time, with a thread launched per vertex in the patch. Each channel corresponds to the same vertex, but in each of the 8 patches. This utilizes all channels even for small patches. It also makes conditions on gl_InvocationID uniform, leading to proper jumps. Barriers, unfortunately, become real. Worse, for PATCHLIST_N, the thread payload burns N registers for ICP handles. This can burn up to 32 registers, or 1/4 of our register file, for URB handles. For Vulkan (and DX), we know the number of vertices at compile time, so we can limit the amount of waste. In GL, the patch dimension is dynamic state, so we either would have to waste all 32 (not reasonable) or guess (badly) and recompile. This is unfortunate. Because we can only spawn 16 thread instances, we can only use this mode for PATCHLIST_16 and smaller. The rest must use SINGLE_PATCH. This patch implements the new 8_PATCH TCS mode, but leaves us using SINGLE_PATCH by default. A new INTEL_DEBUG=tcs8 flag will switch to using 8_PATCH mode for testing and benchmarking purposes. We may want to consider using 8_PATCH mode in Vulkan in some cases. The data I've seen shows that 8_PATCH mode can be more efficient in some cases, but SINGLE_PATCH mode (the one we use today) is faster in other cases. Ultimately, the TES matters much more than the TCS for performance, so the decision may not matter much. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-05-03 22:57:54 +01:00
DISPATCH_MODE_TCS_SINGLE_PATCH = 0,
DISPATCH_MODE_TCS_8_PATCH = 2,
};
/**
* @defgroup Tessellator parameter enumerations.
*
* These correspond to the hardware values in 3DSTATE_TE, and are provided
* as part of the tessellation evaluation shader.
*
* @{
*/
enum brw_tess_partitioning {
BRW_TESS_PARTITIONING_INTEGER = 0,
BRW_TESS_PARTITIONING_ODD_FRACTIONAL = 1,
BRW_TESS_PARTITIONING_EVEN_FRACTIONAL = 2,
};
enum brw_tess_output_topology {
BRW_TESS_OUTPUT_TOPOLOGY_POINT = 0,
BRW_TESS_OUTPUT_TOPOLOGY_LINE = 1,
BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW = 2,
BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW = 3,
};
enum brw_tess_domain {
BRW_TESS_DOMAIN_QUAD = 0,
BRW_TESS_DOMAIN_TRI = 1,
BRW_TESS_DOMAIN_ISOLINE = 2,
};
/** @} */
struct brw_vue_prog_data {
struct brw_stage_prog_data base;
struct brw_vue_map vue_map;
/** Should the hardware deliver input VUE handles for URB pull loads? */
bool include_vue_handles;
unsigned urb_read_length;
unsigned total_grf;
uint32_t clip_distance_mask;
uint32_t cull_distance_mask;
/* Used for calculating urb partitions. In the VS, this is the size of the
* URB entry used for both input and output to the thread. In the GS, this
* is the size of the URB entry used for output.
*/
unsigned urb_entry_size;
enum shader_dispatch_mode dispatch_mode;
};
struct brw_vs_prog_data {
struct brw_vue_prog_data base;
uint64_t inputs_read;
uint64_t double_inputs_read;
unsigned nr_attribute_slots;
bool uses_vertexid;
bool uses_instanceid;
bool uses_is_indexed_draw;
bool uses_firstvertex;
bool uses_baseinstance;
bool uses_drawid;
};
struct brw_tcs_prog_data
{
struct brw_vue_prog_data base;
intel/compiler: Implement TCS 8_PATCH mode and INTEL_DEBUG=tcs8 Our tessellation control shaders can be dispatched in several modes. - SINGLE_PATCH (Gen7+) processes a single patch per thread, with each channel corresponding to a different patch vertex. PATCHLIST_N will launch (N / 8) threads. If N is less than 8, some channels will be disabled, leaving some untapped hardware capabilities. Conditionals based on gl_InvocationID are non-uniform, which means that they'll often have to execute both paths. However, if there are fewer than 8 vertices, all invocations will happen within a single thread, so barriers can become no-ops, which is nice. We also burn a maximum of 4 registers for ICP handles, so we can compile without regard for the value of N. It also works in all cases. - DUAL_PATCH mode processes up to two patches at a time, where the first four channels come from patch 1, and the second group of four come from patch 2. This tries to provide better EU utilization for small patches (N <= 4). It cannot be used in all cases. - 8_PATCH mode processes 8 patches at a time, with a thread launched per vertex in the patch. Each channel corresponds to the same vertex, but in each of the 8 patches. This utilizes all channels even for small patches. It also makes conditions on gl_InvocationID uniform, leading to proper jumps. Barriers, unfortunately, become real. Worse, for PATCHLIST_N, the thread payload burns N registers for ICP handles. This can burn up to 32 registers, or 1/4 of our register file, for URB handles. For Vulkan (and DX), we know the number of vertices at compile time, so we can limit the amount of waste. In GL, the patch dimension is dynamic state, so we either would have to waste all 32 (not reasonable) or guess (badly) and recompile. This is unfortunate. Because we can only spawn 16 thread instances, we can only use this mode for PATCHLIST_16 and smaller. The rest must use SINGLE_PATCH. This patch implements the new 8_PATCH TCS mode, but leaves us using SINGLE_PATCH by default. A new INTEL_DEBUG=tcs8 flag will switch to using 8_PATCH mode for testing and benchmarking purposes. We may want to consider using 8_PATCH mode in Vulkan in some cases. The data I've seen shows that 8_PATCH mode can be more efficient in some cases, but SINGLE_PATCH mode (the one we use today) is faster in other cases. Ultimately, the TES matters much more than the TCS for performance, so the decision may not matter much. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-05-03 22:57:54 +01:00
/** Should the non-SINGLE_PATCH payload provide primitive ID? */
bool include_primitive_id;
/** Number vertices in output patch */
int instances;
/** Track patch count threshold */
int patch_count_threshold;
};
struct brw_tes_prog_data
{
struct brw_vue_prog_data base;
enum brw_tess_partitioning partitioning;
enum brw_tess_output_topology output_topology;
enum brw_tess_domain domain;
bool include_primitive_id;
};
struct brw_gs_prog_data
{
struct brw_vue_prog_data base;
unsigned vertices_in;
/**
* Size of an output vertex, measured in HWORDS (32 bytes).
*/
unsigned output_vertex_size_hwords;
unsigned output_topology;
/**
* Size of the control data (cut bits or StreamID bits), in hwords (32
* bytes). 0 if there is no control data.
*/
unsigned control_data_header_size_hwords;
/**
* Format of the control data (either GFX7_GS_CONTROL_DATA_FORMAT_GSCTL_SID
* if the control data is StreamID bits, or
* GFX7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT if the control data is cut bits).
* Ignored if control_data_header_size is 0.
*/
unsigned control_data_format;
bool include_primitive_id;
/**
* The number of vertices emitted, if constant - otherwise -1.
*/
int static_vertex_count;
int invocations;
/**
* Gfx6: Provoking vertex convention for odd-numbered triangles
* in tristrips.
*/
unsigned pv_first:1;
/**
* Gfx6: Number of varyings that are output to transform feedback.
*/
unsigned num_transform_feedback_bindings:7; /* 0-BRW_MAX_SOL_BINDINGS */
/**
* Gfx6: Map from the index of a transform feedback binding table entry to the
* gl_varying_slot that should be streamed out through that binding table
* entry.
*/
unsigned char transform_feedback_bindings[64 /* BRW_MAX_SOL_BINDINGS */];
/**
* Gfx6: Map from the index of a transform feedback binding table entry to the
* swizzles that should be used when streaming out data through that
* binding table entry.
*/
unsigned char transform_feedback_swizzles[64 /* BRW_MAX_SOL_BINDINGS */];
};
struct brw_sf_prog_data {
uint32_t urb_read_length;
uint32_t total_grf;
/* Each vertex may have up to 12 attributes, 4 components each,
* except WPOS which requires only 2. (11*4 + 2) == 44 ==> 11
* rows.
*
* Actually we use 4 for each, so call it 12 rows.
*/
unsigned urb_entry_size;
};
struct brw_clip_prog_data {
uint32_t curb_read_length; /* user planes? */
uint32_t clip_mode;
uint32_t urb_read_length;
uint32_t total_grf;
};
struct brw_tue_map {
uint32_t size_dw;
uint32_t per_task_data_start_dw;
};
struct brw_mue_map {
int32_t start_dw[VARYING_SLOT_MAX];
uint32_t size_dw;
uint32_t max_primitives;
uint32_t per_primitive_start_dw;
uint32_t per_primitive_header_size_dw;
uint32_t per_primitive_data_size_dw;
uint32_t per_primitive_pitch_dw;
uint32_t max_vertices;
uint32_t per_vertex_start_dw;
uint32_t per_vertex_header_size_dw;
uint32_t per_vertex_data_size_dw;
uint32_t per_vertex_pitch_dw;
};
struct brw_task_prog_data {
struct brw_cs_prog_data base;
struct brw_tue_map map;
bool uses_drawid;
};
enum brw_mesh_index_format {
BRW_INDEX_FORMAT_U32,
};
struct brw_mesh_prog_data {
struct brw_cs_prog_data base;
struct brw_mue_map map;
uint32_t clip_distance_mask;
uint32_t cull_distance_mask;
uint16_t primitive_type;
enum brw_mesh_index_format index_format;
bool uses_drawid;
};
/* brw_any_prog_data is prog_data for any stage that maps to an API stage */
union brw_any_prog_data {
struct brw_stage_prog_data base;
struct brw_vue_prog_data vue;
struct brw_vs_prog_data vs;
struct brw_tcs_prog_data tcs;
struct brw_tes_prog_data tes;
struct brw_gs_prog_data gs;
struct brw_wm_prog_data wm;
struct brw_cs_prog_data cs;
struct brw_bs_prog_data bs;
struct brw_task_prog_data task;
struct brw_mesh_prog_data mesh;
};
#define DEFINE_PROG_DATA_DOWNCAST(STAGE, CHECK) \
static inline struct brw_##STAGE##_prog_data * \
brw_##STAGE##_prog_data(struct brw_stage_prog_data *prog_data) \
{ \
if (prog_data) \
assert(CHECK); \
return (struct brw_##STAGE##_prog_data *) prog_data; \
} \
static inline const struct brw_##STAGE##_prog_data * \
brw_##STAGE##_prog_data_const(const struct brw_stage_prog_data *prog_data) \
{ \
if (prog_data) \
assert(CHECK); \
return (const struct brw_##STAGE##_prog_data *) prog_data; \
}
DEFINE_PROG_DATA_DOWNCAST(vs, prog_data->stage == MESA_SHADER_VERTEX)
DEFINE_PROG_DATA_DOWNCAST(tcs, prog_data->stage == MESA_SHADER_TESS_CTRL)
DEFINE_PROG_DATA_DOWNCAST(tes, prog_data->stage == MESA_SHADER_TESS_EVAL)
DEFINE_PROG_DATA_DOWNCAST(gs, prog_data->stage == MESA_SHADER_GEOMETRY)
DEFINE_PROG_DATA_DOWNCAST(wm, prog_data->stage == MESA_SHADER_FRAGMENT)
DEFINE_PROG_DATA_DOWNCAST(cs, gl_shader_stage_uses_workgroup(prog_data->stage))
DEFINE_PROG_DATA_DOWNCAST(bs, brw_shader_stage_is_bindless(prog_data->stage))
DEFINE_PROG_DATA_DOWNCAST(vue, prog_data->stage == MESA_SHADER_VERTEX ||
prog_data->stage == MESA_SHADER_TESS_CTRL ||
prog_data->stage == MESA_SHADER_TESS_EVAL ||
prog_data->stage == MESA_SHADER_GEOMETRY)
DEFINE_PROG_DATA_DOWNCAST(task, prog_data->stage == MESA_SHADER_TASK)
DEFINE_PROG_DATA_DOWNCAST(mesh, prog_data->stage == MESA_SHADER_MESH)
/* These are not really brw_stage_prog_data. */
DEFINE_PROG_DATA_DOWNCAST(ff_gs, true)
DEFINE_PROG_DATA_DOWNCAST(clip, true)
DEFINE_PROG_DATA_DOWNCAST(sf, true)
#undef DEFINE_PROG_DATA_DOWNCAST
struct brw_compile_stats {
uint32_t dispatch_width; /**< 0 for vec4 */
uint32_t instructions;
uint32_t sends;
uint32_t loops;
uint32_t cycles;
uint32_t spills;
uint32_t fills;
};
/** @} */
struct brw_compiler *
brw_compiler_create(void *mem_ctx, const struct intel_device_info *devinfo);
/**
* Returns a compiler configuration for use with disk shader cache
*
* This value only needs to change for settings that can cause different
* program generation between two runs on the same hardware.
*
* For example, it doesn't need to be different for gen 8 and gen 9 hardware,
* but it does need to be different if INTEL_DEBUG=nocompact is or isn't used.
*/
uint64_t
brw_get_compiler_config_value(const struct brw_compiler *compiler);
unsigned
brw_prog_data_size(gl_shader_stage stage);
unsigned
brw_prog_key_size(gl_shader_stage stage);
void
brw_prog_key_set_id(union brw_any_prog_key *key, gl_shader_stage, unsigned id);
/**
* Parameters for compiling a vertex shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_vs_params {
nir_shader *nir;
const struct brw_vs_prog_key *key;
struct brw_vs_prog_data *prog_data;
bool edgeflag_is_last; /* true for gallium */
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
/* If unset, DEBUG_VS is used. */
uint64_t debug_flag;
};
/**
* Compile a vertex shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_vs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_vs_params *params);
/**
* Parameters for compiling a tessellation control shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_tcs_params {
nir_shader *nir;
const struct brw_tcs_prog_key *key;
struct brw_tcs_prog_data *prog_data;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
};
/**
* Compile a tessellation control shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_tcs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_tcs_params *params);
/**
* Parameters for compiling a tessellation evaluation shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_tes_params {
nir_shader *nir;
const struct brw_tes_prog_key *key;
struct brw_tes_prog_data *prog_data;
const struct brw_vue_map *input_vue_map;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
};
/**
* Compile a tessellation evaluation shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_tes(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_tes_params *params);
/**
* Parameters for compiling a geometry shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_gs_params {
nir_shader *nir;
const struct brw_gs_prog_key *key;
struct brw_gs_prog_data *prog_data;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
};
/**
* Compile a geometry shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_gs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_gs_params *params);
/**
* Compile a strips and fans shader.
*
* This is a fixed-function shader determined entirely by the shader key and
* a VUE map.
*
* Returns the final assembly and the program's size.
*/
const unsigned *
brw_compile_sf(const struct brw_compiler *compiler,
void *mem_ctx,
const struct brw_sf_prog_key *key,
struct brw_sf_prog_data *prog_data,
struct brw_vue_map *vue_map,
unsigned *final_assembly_size);
/**
* Compile a clipper shader.
*
* This is a fixed-function shader determined entirely by the shader key and
* a VUE map.
*
* Returns the final assembly and the program's size.
*/
const unsigned *
brw_compile_clip(const struct brw_compiler *compiler,
void *mem_ctx,
const struct brw_clip_prog_key *key,
struct brw_clip_prog_data *prog_data,
struct brw_vue_map *vue_map,
unsigned *final_assembly_size);
struct brw_compile_task_params {
struct nir_shader *nir;
const struct brw_task_prog_key *key;
struct brw_task_prog_data *prog_data;
struct brw_compile_stats *stats;
char *error_str;
void *log_data;
};
const unsigned *
brw_compile_task(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_task_params *params);
struct brw_compile_mesh_params {
struct nir_shader *nir;
const struct brw_mesh_prog_key *key;
struct brw_mesh_prog_data *prog_data;
const struct brw_tue_map *tue_map;
struct brw_compile_stats *stats;
char *error_str;
void *log_data;
};
const unsigned *
brw_compile_mesh(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_mesh_params *params);
/**
* Parameters for compiling a fragment shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_fs_params {
nir_shader *nir;
const struct brw_wm_prog_key *key;
struct brw_wm_prog_data *prog_data;
const struct brw_vue_map *vue_map;
const struct brw_mue_map *mue_map;
bool allow_spilling;
bool use_rep_send;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
/* If unset, DEBUG_WM is used. */
uint64_t debug_flag;
};
/**
* Compile a fragment shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_fs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_fs_params *params);
/**
* Parameters for compiling a compute shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_cs_params {
nir_shader *nir;
const struct brw_cs_prog_key *key;
struct brw_cs_prog_data *prog_data;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
/* If unset, DEBUG_CS is used. */
uint64_t debug_flag;
};
/**
* Compile a compute shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_cs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_cs_params *params);
/**
* Parameters for compiling a Bindless shader.
*
* Some of these will be modified during the shader compilation.
*/
struct brw_compile_bs_params {
nir_shader *nir;
const struct brw_bs_prog_key *key;
struct brw_bs_prog_data *prog_data;
unsigned num_resume_shaders;
struct nir_shader **resume_shaders;
struct brw_compile_stats *stats;
void *log_data;
char *error_str;
};
/**
* Compile a Bindless shader.
*
* Returns the final assembly and updates the parameters structure.
*/
const unsigned *
brw_compile_bs(const struct brw_compiler *compiler,
void *mem_ctx,
struct brw_compile_bs_params *params);
/**
* Compile a fixed function geometry shader.
*
* Returns the final assembly and the program's size.
*/
const unsigned *
brw_compile_ff_gs_prog(struct brw_compiler *compiler,
void *mem_ctx,
const struct brw_ff_gs_prog_key *key,
struct brw_ff_gs_prog_data *prog_data,
struct brw_vue_map *vue_map,
unsigned *final_assembly_size);
void brw_debug_key_recompile(const struct brw_compiler *c, void *log,
gl_shader_stage stage,
const struct brw_base_prog_key *old_key,
const struct brw_base_prog_key *key);
/* Shared Local Memory Size is specified as powers of two,
* and also have a Gen-dependent minimum value if not zero.
*/
static inline uint32_t
intel_calculate_slm_size(unsigned gen, uint32_t bytes)
{
assert(bytes <= 64 * 1024);
if (bytes > 0)
return MAX2(util_next_power_of_two(bytes), gen >= 9 ? 1024 : 4096);
else
return 0;
}
static inline uint32_t
encode_slm_size(unsigned gen, uint32_t bytes)
{
uint32_t slm_size = 0;
/* Shared Local Memory is specified as powers of two, and encoded in
* INTERFACE_DESCRIPTOR_DATA with the following representations:
*
* Size | 0 kB | 1 kB | 2 kB | 4 kB | 8 kB | 16 kB | 32 kB | 64 kB |
* -------------------------------------------------------------------
* Gfx7-8 | 0 | none | none | 1 | 2 | 4 | 8 | 16 |
* -------------------------------------------------------------------
* Gfx9+ | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
*/
if (bytes > 0) {
slm_size = intel_calculate_slm_size(gen, bytes);
assert(util_is_power_of_two_nonzero(slm_size));
if (gen >= 9) {
/* Turn an exponent of 10 (1024 kB) into 1. */
assert(slm_size >= 1024);
slm_size = ffs(slm_size) - 10;
} else {
assert(slm_size >= 4096);
/* Convert to the pre-Gfx9 representation. */
slm_size = slm_size / 4096;
}
}
return slm_size;
}
unsigned
brw_cs_push_const_total_size(const struct brw_cs_prog_data *cs_prog_data,
unsigned threads);
void
brw_write_shader_relocs(const struct brw_isa_info *isa,
void *program,
const struct brw_stage_prog_data *prog_data,
struct brw_shader_reloc_value *values,
unsigned num_values);
struct brw_cs_dispatch_info {
uint32_t group_size;
uint32_t simd_size;
uint32_t threads;
/* RightExecutionMask field used in GPGPU_WALKER. */
uint32_t right_mask;
};
/**
* Get the dispatch information for a shader to be used with GPGPU_WALKER and
* similar instructions.
*
* If override_local_size is not NULL, it must to point to a 3-element that
* will override the value from prog_data->local_size. This is used by
* ARB_compute_variable_group_size, where the size is set only at dispatch
* time (so prog_data is outdated).
*/
struct brw_cs_dispatch_info
brw_cs_get_dispatch_info(const struct intel_device_info *devinfo,
const struct brw_cs_prog_data *prog_data,
const unsigned *override_local_size);
/**
* Return true if the given shader stage is dispatched contiguously by the
* relevant fixed function starting from channel 0 of the SIMD thread, which
* implies that the dispatch mask of a thread can be assumed to have the form
* '2^n - 1' for some n.
*/
static inline bool
brw_stage_has_packed_dispatch(ASSERTED const struct intel_device_info *devinfo,
gl_shader_stage stage,
const struct brw_stage_prog_data *prog_data)
{
/* The code below makes assumptions about the hardware's thread dispatch
* behavior that could be proven wrong in future generations -- Make sure
* to do a full test run with brw_fs_test_dispatch_packing() hooked up to
* the NIR front-end before changing this assertion.
*/
assert(devinfo->ver <= 12);
switch (stage) {
case MESA_SHADER_FRAGMENT: {
/* The PSD discards subspans coming in with no lit samples, which in the
* per-pixel shading case implies that each subspan will either be fully
* lit (due to the VMask being used to allow derivative computations),
* or not dispatched at all. In per-sample dispatch mode individual
* samples from the same subspan have a fixed relative location within
* the SIMD thread, so dispatch of unlit samples cannot be avoided in
* general and we should return false.
*/
const struct brw_wm_prog_data *wm_prog_data =
(const struct brw_wm_prog_data *)prog_data;
return devinfo->verx10 < 125 &&
!wm_prog_data->persample_dispatch &&
wm_prog_data->uses_vmask;
}
case MESA_SHADER_COMPUTE:
/* Compute shaders will be spawned with either a fully enabled dispatch
* mask or with whatever bottom/right execution mask was given to the
* GPGPU walker command to be used along the workgroup edges -- In both
* cases the dispatch mask is required to be tightly packed for our
* invocation index calculations to work.
*/
return true;
default:
/* Most remaining fixed functions are limited to use a packed dispatch
* mask due to the hardware representation of the dispatch mask as a
* single counter representing the number of enabled channels.
*/
return true;
}
}
i965: skip reading unused slots at the begining of the URB for the FS We can start reading the URB at the first offset that contains varyings that are actually read in the URB. We still need to make sure that we read at least one varying to honor hardware requirements. This helps alleviate a problem introduced with 99df02ca26f61 for separate shader objects: without separate shader objects we assign locations sequentially, however, since that commit we have changed the method for SSO so that the VUE slot assigned depends on the number of builtin slots plus the location assigned to the varying. This fixed layout is intended to help SSO programs by avoiding on-the-fly recompiles when swapping out shaders, however, it also means that if a varying uses a large location number close to the maximum allowed by the SF/FS units (31), then the offset introduced by the number of builtin slots can push the location outside the range and trigger an assertion. This problem is affecting at least the following CTS tests for enhanced layouts: KHR-GL45.enhanced_layouts.varying_array_components KHR-GL45.enhanced_layouts.varying_array_locations KHR-GL45.enhanced_layouts.varying_components KHR-GL45.enhanced_layouts.varying_locations which use SSO and the the location layout qualifier to select such location numbers explicitly. This change helps these tests because for SSO we always have to include things such as VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is very unlikely to read them, so by doing this we free builtin slots from the fixed VUE layout and we avoid the tests to crash in this scenario. Of course, this is not a proper fix, we'd still run into problems if someone tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or gl_CullDistancein in the FS, but that would be a much less common bug and we can probably wait to see if anyone actually runs into that situation in a real world scenario before making the decision that more aggresive changes are required to support this without reverting 99df02ca26f61. v2: - Add a debug message when we skip clip distances (Ilia) - we also need to account for this when we compute the urb setup for the fragment shader stage, so add a compiler util to compute the first slot that we need to read from the URB instead of replicating the logic in both places. v3: - Make the util more generic so it can account for all unused slots at the beginning of the URB, that will make it more useful (Ken). - Drop the debug message, it was not what Ilia was asking for. Suggested-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-09-20 08:22:51 +01:00
/**
* Computes the first varying slot in the URB produced by the previous stage
* that is used in the next stage. We do this by testing the varying slots in
* the previous stage's vue map against the inputs read in the next stage.
*
* Note that:
*
* - Each URB offset contains two varying slots and we can only skip a
* full offset if both slots are unused, so the value we return here is always
* rounded down to the closest multiple of two.
*
* - gl_Layer and gl_ViewportIndex don't have their own varying slots, they are
* part of the vue header, so if these are read we can't skip anything.
*/
static inline int
brw_compute_first_urb_slot_required(uint64_t inputs_read,
const struct brw_vue_map *prev_stage_vue_map)
{
if ((inputs_read & (VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PRIMITIVE_SHADING_RATE)) == 0) {
i965: skip reading unused slots at the begining of the URB for the FS We can start reading the URB at the first offset that contains varyings that are actually read in the URB. We still need to make sure that we read at least one varying to honor hardware requirements. This helps alleviate a problem introduced with 99df02ca26f61 for separate shader objects: without separate shader objects we assign locations sequentially, however, since that commit we have changed the method for SSO so that the VUE slot assigned depends on the number of builtin slots plus the location assigned to the varying. This fixed layout is intended to help SSO programs by avoiding on-the-fly recompiles when swapping out shaders, however, it also means that if a varying uses a large location number close to the maximum allowed by the SF/FS units (31), then the offset introduced by the number of builtin slots can push the location outside the range and trigger an assertion. This problem is affecting at least the following CTS tests for enhanced layouts: KHR-GL45.enhanced_layouts.varying_array_components KHR-GL45.enhanced_layouts.varying_array_locations KHR-GL45.enhanced_layouts.varying_components KHR-GL45.enhanced_layouts.varying_locations which use SSO and the the location layout qualifier to select such location numbers explicitly. This change helps these tests because for SSO we always have to include things such as VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is very unlikely to read them, so by doing this we free builtin slots from the fixed VUE layout and we avoid the tests to crash in this scenario. Of course, this is not a proper fix, we'd still run into problems if someone tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or gl_CullDistancein in the FS, but that would be a much less common bug and we can probably wait to see if anyone actually runs into that situation in a real world scenario before making the decision that more aggresive changes are required to support this without reverting 99df02ca26f61. v2: - Add a debug message when we skip clip distances (Ilia) - we also need to account for this when we compute the urb setup for the fragment shader stage, so add a compiler util to compute the first slot that we need to read from the URB instead of replicating the logic in both places. v3: - Make the util more generic so it can account for all unused slots at the beginning of the URB, that will make it more useful (Ken). - Drop the debug message, it was not what Ilia was asking for. Suggested-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-09-20 08:22:51 +01:00
for (int i = 0; i < prev_stage_vue_map->num_slots; i++) {
int varying = prev_stage_vue_map->slot_to_varying[i];
if (varying > 0 && (inputs_read & BITFIELD64_BIT(varying)) != 0)
return ROUND_DOWN_TO(i, 2);
}
}
return 0;
}
/* From InlineData in 3DSTATE_TASK_SHADER_DATA and 3DSTATE_MESH_SHADER_DATA. */
#define BRW_TASK_MESH_INLINE_DATA_SIZE_DW 8
/* InlineData[0-1] is used for Vulkan descriptor. */
#define BRW_TASK_MESH_PUSH_CONSTANTS_START_DW 2
#define BRW_TASK_MESH_PUSH_CONSTANTS_SIZE_DW \
(BRW_TASK_MESH_INLINE_DATA_SIZE_DW - BRW_TASK_MESH_PUSH_CONSTANTS_START_DW)
/**
* This enum is used as the base indice of the nir_load_topology_id_intel
* intrinsic. This is used to return different values based on some aspect of
* the topology of the device.
*/
enum brw_topology_id
{
/* A value based of the DSS identifier the shader is currently running on.
* Be mindful that the DSS ID can be higher than the total number of DSS on
* the device. This is because of the fusing that can occur on different
* parts.
*/
BRW_TOPOLOGY_ID_DSS,
/* A value composed of EU ID, thread ID & SIMD lane ID. */
BRW_TOPOLOGY_ID_EU_THREAD_SIMD,
};
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* BRW_COMPILER_H */