intel/fs/gen12: Work around dual-source blending hangs in combination with SIMD32.
[mesa.git] / src / intel / compiler / brw_fs_visitor.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /** @file brw_fs_visitor.cpp
25 *
26 * This file supports generating the FS LIR from the GLSL IR. The LIR
27 * makes it easier to do backend-specific optimizations than doing so
28 * in the GLSL IR or in the native code.
29 */
30 #include "brw_fs.h"
31 #include "compiler/glsl_types.h"
32
33 using namespace brw;
34
35 /* Sample from the MCS surface attached to this multisample texture. */
36 fs_reg
37 fs_visitor::emit_mcs_fetch(const fs_reg &coordinate, unsigned components,
38 const fs_reg &texture,
39 const fs_reg &texture_handle)
40 {
41 const fs_reg dest = vgrf(glsl_type::uvec4_type);
42
43 fs_reg srcs[TEX_LOGICAL_NUM_SRCS];
44 srcs[TEX_LOGICAL_SRC_COORDINATE] = coordinate;
45 srcs[TEX_LOGICAL_SRC_SURFACE] = texture;
46 srcs[TEX_LOGICAL_SRC_SAMPLER] = brw_imm_ud(0);
47 srcs[TEX_LOGICAL_SRC_SURFACE_HANDLE] = texture_handle;
48 srcs[TEX_LOGICAL_SRC_COORD_COMPONENTS] = brw_imm_d(components);
49 srcs[TEX_LOGICAL_SRC_GRAD_COMPONENTS] = brw_imm_d(0);
50
51 fs_inst *inst = bld.emit(SHADER_OPCODE_TXF_MCS_LOGICAL, dest, srcs,
52 ARRAY_SIZE(srcs));
53
54 /* We only care about one or two regs of response, but the sampler always
55 * writes 4/8.
56 */
57 inst->size_written = 4 * dest.component_size(inst->exec_size);
58
59 return dest;
60 }
61
62 /**
63 * Apply workarounds for Gen6 gather with UINT/SINT
64 */
65 void
66 fs_visitor::emit_gen6_gather_wa(uint8_t wa, fs_reg dst)
67 {
68 if (!wa)
69 return;
70
71 int width = (wa & WA_8BIT) ? 8 : 16;
72
73 for (int i = 0; i < 4; i++) {
74 fs_reg dst_f = retype(dst, BRW_REGISTER_TYPE_F);
75 /* Convert from UNORM to UINT */
76 bld.MUL(dst_f, dst_f, brw_imm_f((1 << width) - 1));
77 bld.MOV(dst, dst_f);
78
79 if (wa & WA_SIGN) {
80 /* Reinterpret the UINT value as a signed INT value by
81 * shifting the sign bit into place, then shifting back
82 * preserving sign.
83 */
84 bld.SHL(dst, dst, brw_imm_d(32 - width));
85 bld.ASR(dst, dst, brw_imm_d(32 - width));
86 }
87
88 dst = offset(dst, bld, 1);
89 }
90 }
91
92 /** Emits a dummy fragment shader consisting of magenta for bringup purposes. */
93 void
94 fs_visitor::emit_dummy_fs()
95 {
96 int reg_width = dispatch_width / 8;
97
98 /* Everyone's favorite color. */
99 const float color[4] = { 1.0, 0.0, 1.0, 0.0 };
100 for (int i = 0; i < 4; i++) {
101 bld.MOV(fs_reg(MRF, 2 + i * reg_width, BRW_REGISTER_TYPE_F),
102 brw_imm_f(color[i]));
103 }
104
105 fs_inst *write;
106 write = bld.emit(FS_OPCODE_FB_WRITE);
107 write->eot = true;
108 write->last_rt = true;
109 if (devinfo->gen >= 6) {
110 write->base_mrf = 2;
111 write->mlen = 4 * reg_width;
112 } else {
113 write->header_size = 2;
114 write->base_mrf = 0;
115 write->mlen = 2 + 4 * reg_width;
116 }
117
118 /* Tell the SF we don't have any inputs. Gen4-5 require at least one
119 * varying to avoid GPU hangs, so set that.
120 */
121 struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(this->prog_data);
122 wm_prog_data->num_varying_inputs = devinfo->gen < 6 ? 1 : 0;
123 memset(wm_prog_data->urb_setup, -1,
124 sizeof(wm_prog_data->urb_setup[0]) * VARYING_SLOT_MAX);
125 brw_compute_urb_setup_index(wm_prog_data);
126
127 /* We don't have any uniforms. */
128 stage_prog_data->nr_params = 0;
129 stage_prog_data->nr_pull_params = 0;
130 stage_prog_data->curb_read_length = 0;
131 stage_prog_data->dispatch_grf_start_reg = 2;
132 wm_prog_data->dispatch_grf_start_reg_16 = 2;
133 wm_prog_data->dispatch_grf_start_reg_32 = 2;
134 grf_used = 1; /* Gen4-5 don't allow zero GRF blocks */
135
136 calculate_cfg();
137 }
138
139 /* The register location here is relative to the start of the URB
140 * data. It will get adjusted to be a real location before
141 * generate_code() time.
142 */
143 fs_reg
144 fs_visitor::interp_reg(int location, int channel)
145 {
146 assert(stage == MESA_SHADER_FRAGMENT);
147 struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
148 int regnr = prog_data->urb_setup[location] * 4 + channel;
149 assert(prog_data->urb_setup[location] != -1);
150
151 return fs_reg(ATTR, regnr, BRW_REGISTER_TYPE_F);
152 }
153
154 /** Emits the interpolation for the varying inputs. */
155 void
156 fs_visitor::emit_interpolation_setup_gen4()
157 {
158 struct brw_reg g1_uw = retype(brw_vec1_grf(1, 0), BRW_REGISTER_TYPE_UW);
159
160 fs_builder abld = bld.annotate("compute pixel centers");
161 this->pixel_x = vgrf(glsl_type::uint_type);
162 this->pixel_y = vgrf(glsl_type::uint_type);
163 this->pixel_x.type = BRW_REGISTER_TYPE_UW;
164 this->pixel_y.type = BRW_REGISTER_TYPE_UW;
165 abld.ADD(this->pixel_x,
166 fs_reg(stride(suboffset(g1_uw, 4), 2, 4, 0)),
167 fs_reg(brw_imm_v(0x10101010)));
168 abld.ADD(this->pixel_y,
169 fs_reg(stride(suboffset(g1_uw, 5), 2, 4, 0)),
170 fs_reg(brw_imm_v(0x11001100)));
171
172 abld = bld.annotate("compute pixel deltas from v0");
173
174 this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL] =
175 vgrf(glsl_type::vec2_type);
176 const fs_reg &delta_xy = this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL];
177 const fs_reg xstart(negate(brw_vec1_grf(1, 0)));
178 const fs_reg ystart(negate(brw_vec1_grf(1, 1)));
179
180 if (devinfo->has_pln) {
181 for (unsigned i = 0; i < dispatch_width / 8; i++) {
182 abld.half(i).ADD(half(offset(delta_xy, abld, 0), i),
183 half(this->pixel_x, i), xstart);
184 abld.half(i).ADD(half(offset(delta_xy, abld, 1), i),
185 half(this->pixel_y, i), ystart);
186 }
187 } else {
188 abld.ADD(offset(delta_xy, abld, 0), this->pixel_x, xstart);
189 abld.ADD(offset(delta_xy, abld, 1), this->pixel_y, ystart);
190 }
191
192 abld = bld.annotate("compute pos.w and 1/pos.w");
193 /* Compute wpos.w. It's always in our setup, since it's needed to
194 * interpolate the other attributes.
195 */
196 this->wpos_w = vgrf(glsl_type::float_type);
197 abld.emit(FS_OPCODE_LINTERP, wpos_w, delta_xy,
198 component(interp_reg(VARYING_SLOT_POS, 3), 0));
199 /* Compute the pixel 1/W value from wpos.w. */
200 this->pixel_w = vgrf(glsl_type::float_type);
201 abld.emit(SHADER_OPCODE_RCP, this->pixel_w, wpos_w);
202 }
203
204 static unsigned
205 brw_rnd_mode_from_nir(unsigned mode, unsigned *mask)
206 {
207 unsigned brw_mode = 0;
208 *mask = 0;
209
210 if ((FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 |
211 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 |
212 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64) &
213 mode) {
214 brw_mode |= BRW_RND_MODE_RTZ << BRW_CR0_RND_MODE_SHIFT;
215 *mask |= BRW_CR0_RND_MODE_MASK;
216 }
217 if ((FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 |
218 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 |
219 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64) &
220 mode) {
221 brw_mode |= BRW_RND_MODE_RTNE << BRW_CR0_RND_MODE_SHIFT;
222 *mask |= BRW_CR0_RND_MODE_MASK;
223 }
224 if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP16) {
225 brw_mode |= BRW_CR0_FP16_DENORM_PRESERVE;
226 *mask |= BRW_CR0_FP16_DENORM_PRESERVE;
227 }
228 if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP32) {
229 brw_mode |= BRW_CR0_FP32_DENORM_PRESERVE;
230 *mask |= BRW_CR0_FP32_DENORM_PRESERVE;
231 }
232 if (mode & FLOAT_CONTROLS_DENORM_PRESERVE_FP64) {
233 brw_mode |= BRW_CR0_FP64_DENORM_PRESERVE;
234 *mask |= BRW_CR0_FP64_DENORM_PRESERVE;
235 }
236 if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16)
237 *mask |= BRW_CR0_FP16_DENORM_PRESERVE;
238 if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32)
239 *mask |= BRW_CR0_FP32_DENORM_PRESERVE;
240 if (mode & FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64)
241 *mask |= BRW_CR0_FP64_DENORM_PRESERVE;
242 if (mode == FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE)
243 *mask |= BRW_CR0_FP_MODE_MASK;
244
245 return brw_mode;
246 }
247
248 void
249 fs_visitor::emit_shader_float_controls_execution_mode()
250 {
251 unsigned execution_mode = this->nir->info.float_controls_execution_mode;
252 if (execution_mode == FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE)
253 return;
254
255 fs_builder abld = bld.annotate("shader floats control execution mode");
256 unsigned mask = 0;
257 unsigned mode = brw_rnd_mode_from_nir(execution_mode, &mask);
258 abld.emit(SHADER_OPCODE_FLOAT_CONTROL_MODE, bld.null_reg_ud(),
259 brw_imm_d(mode), brw_imm_d(mask));
260 }
261
262 /** Emits the interpolation for the varying inputs. */
263 void
264 fs_visitor::emit_interpolation_setup_gen6()
265 {
266 fs_builder abld = bld.annotate("compute pixel centers");
267
268 this->pixel_x = vgrf(glsl_type::float_type);
269 this->pixel_y = vgrf(glsl_type::float_type);
270
271 for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
272 const fs_builder hbld = abld.group(MIN2(16, dispatch_width), i);
273 struct brw_reg gi_uw = retype(brw_vec1_grf(1 + i, 0), BRW_REGISTER_TYPE_UW);
274
275 if (devinfo->gen >= 8 || dispatch_width == 8) {
276 /* The "Register Region Restrictions" page says for BDW (and newer,
277 * presumably):
278 *
279 * "When destination spans two registers, the source may be one or
280 * two registers. The destination elements must be evenly split
281 * between the two registers."
282 *
283 * Thus we can do a single add(16) in SIMD8 or an add(32) in SIMD16
284 * to compute our pixel centers.
285 */
286 const fs_builder dbld =
287 abld.exec_all().group(hbld.dispatch_width() * 2, 0);
288 fs_reg int_pixel_xy = dbld.vgrf(BRW_REGISTER_TYPE_UW);
289
290 dbld.ADD(int_pixel_xy,
291 fs_reg(stride(suboffset(gi_uw, 4), 1, 4, 0)),
292 fs_reg(brw_imm_v(0x11001010)));
293
294 hbld.emit(FS_OPCODE_PIXEL_X, offset(pixel_x, hbld, i), int_pixel_xy);
295 hbld.emit(FS_OPCODE_PIXEL_Y, offset(pixel_y, hbld, i), int_pixel_xy);
296 } else {
297 /* The "Register Region Restrictions" page says for SNB, IVB, HSW:
298 *
299 * "When destination spans two registers, the source MUST span
300 * two registers."
301 *
302 * Since the GRF source of the ADD will only read a single register,
303 * we must do two separate ADDs in SIMD16.
304 */
305 const fs_reg int_pixel_x = hbld.vgrf(BRW_REGISTER_TYPE_UW);
306 const fs_reg int_pixel_y = hbld.vgrf(BRW_REGISTER_TYPE_UW);
307
308 hbld.ADD(int_pixel_x,
309 fs_reg(stride(suboffset(gi_uw, 4), 2, 4, 0)),
310 fs_reg(brw_imm_v(0x10101010)));
311 hbld.ADD(int_pixel_y,
312 fs_reg(stride(suboffset(gi_uw, 5), 2, 4, 0)),
313 fs_reg(brw_imm_v(0x11001100)));
314
315 /* As of gen6, we can no longer mix float and int sources. We have
316 * to turn the integer pixel centers into floats for their actual
317 * use.
318 */
319 hbld.MOV(offset(pixel_x, hbld, i), int_pixel_x);
320 hbld.MOV(offset(pixel_y, hbld, i), int_pixel_y);
321 }
322 }
323
324 abld = bld.annotate("compute pos.w");
325 this->pixel_w = fetch_payload_reg(abld, payload.source_w_reg);
326 this->wpos_w = vgrf(glsl_type::float_type);
327 abld.emit(SHADER_OPCODE_RCP, this->wpos_w, this->pixel_w);
328
329 struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(prog_data);
330
331 for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
332 this->delta_xy[i] = fetch_barycentric_reg(
333 bld, payload.barycentric_coord_reg[i]);
334 }
335
336 uint32_t centroid_modes = wm_prog_data->barycentric_interp_modes &
337 (1 << BRW_BARYCENTRIC_PERSPECTIVE_CENTROID |
338 1 << BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID);
339
340 if (devinfo->needs_unlit_centroid_workaround && centroid_modes) {
341 /* Get the pixel/sample mask into f0 so that we know which
342 * pixels are lit. Then, for each channel that is unlit,
343 * replace the centroid data with non-centroid data.
344 */
345 for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
346 bld.exec_all().group(1, 0)
347 .MOV(retype(brw_flag_reg(0, i), BRW_REGISTER_TYPE_UW),
348 retype(brw_vec1_grf(1 + i, 7), BRW_REGISTER_TYPE_UW));
349 }
350
351 for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
352 if (!(centroid_modes & (1 << i)))
353 continue;
354
355 const fs_reg centroid_delta_xy = delta_xy[i];
356 const fs_reg &pixel_delta_xy = delta_xy[i - 1];
357
358 delta_xy[i] = bld.vgrf(BRW_REGISTER_TYPE_F, 2);
359
360 for (unsigned c = 0; c < 2; c++) {
361 for (unsigned q = 0; q < dispatch_width / 8; q++) {
362 set_predicate(BRW_PREDICATE_NORMAL,
363 bld.half(q).SEL(half(offset(delta_xy[i], bld, c), q),
364 half(offset(centroid_delta_xy, bld, c), q),
365 half(offset(pixel_delta_xy, bld, c), q)));
366 }
367 }
368 }
369 }
370 }
371
372 static enum brw_conditional_mod
373 cond_for_alpha_func(GLenum func)
374 {
375 switch(func) {
376 case GL_GREATER:
377 return BRW_CONDITIONAL_G;
378 case GL_GEQUAL:
379 return BRW_CONDITIONAL_GE;
380 case GL_LESS:
381 return BRW_CONDITIONAL_L;
382 case GL_LEQUAL:
383 return BRW_CONDITIONAL_LE;
384 case GL_EQUAL:
385 return BRW_CONDITIONAL_EQ;
386 case GL_NOTEQUAL:
387 return BRW_CONDITIONAL_NEQ;
388 default:
389 unreachable("Not reached");
390 }
391 }
392
393 /**
394 * Alpha test support for when we compile it into the shader instead
395 * of using the normal fixed-function alpha test.
396 */
397 void
398 fs_visitor::emit_alpha_test()
399 {
400 assert(stage == MESA_SHADER_FRAGMENT);
401 brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
402 const fs_builder abld = bld.annotate("Alpha test");
403
404 fs_inst *cmp;
405 if (key->alpha_test_func == GL_ALWAYS)
406 return;
407
408 if (key->alpha_test_func == GL_NEVER) {
409 /* f0.1 = 0 */
410 fs_reg some_reg = fs_reg(retype(brw_vec8_grf(0, 0),
411 BRW_REGISTER_TYPE_UW));
412 cmp = abld.CMP(bld.null_reg_f(), some_reg, some_reg,
413 BRW_CONDITIONAL_NEQ);
414 } else {
415 /* RT0 alpha */
416 fs_reg color = offset(outputs[0], bld, 3);
417
418 /* f0.1 &= func(color, ref) */
419 cmp = abld.CMP(bld.null_reg_f(), color, brw_imm_f(key->alpha_test_ref),
420 cond_for_alpha_func(key->alpha_test_func));
421 }
422 cmp->predicate = BRW_PREDICATE_NORMAL;
423 cmp->flag_subreg = 1;
424 }
425
426 fs_inst *
427 fs_visitor::emit_single_fb_write(const fs_builder &bld,
428 fs_reg color0, fs_reg color1,
429 fs_reg src0_alpha, unsigned components)
430 {
431 assert(stage == MESA_SHADER_FRAGMENT);
432 struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
433
434 /* Hand over gl_FragDepth or the payload depth. */
435 const fs_reg dst_depth = fetch_payload_reg(bld, payload.dest_depth_reg);
436 fs_reg src_depth, src_stencil;
437
438 if (source_depth_to_render_target) {
439 if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
440 src_depth = frag_depth;
441 else
442 src_depth = fetch_payload_reg(bld, payload.source_depth_reg);
443 }
444
445 if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL))
446 src_stencil = frag_stencil;
447
448 const fs_reg sources[] = {
449 color0, color1, src0_alpha, src_depth, dst_depth, src_stencil,
450 (prog_data->uses_omask ? sample_mask : fs_reg()),
451 brw_imm_ud(components)
452 };
453 assert(ARRAY_SIZE(sources) - 1 == FB_WRITE_LOGICAL_SRC_COMPONENTS);
454 fs_inst *write = bld.emit(FS_OPCODE_FB_WRITE_LOGICAL, fs_reg(),
455 sources, ARRAY_SIZE(sources));
456
457 if (prog_data->uses_kill) {
458 write->predicate = BRW_PREDICATE_NORMAL;
459 write->flag_subreg = sample_mask_flag_subreg(this);
460 }
461
462 return write;
463 }
464
465 void
466 fs_visitor::emit_fb_writes()
467 {
468 assert(stage == MESA_SHADER_FRAGMENT);
469 struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
470 brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
471
472 fs_inst *inst = NULL;
473
474 if (source_depth_to_render_target && devinfo->gen == 6) {
475 /* For outputting oDepth on gen6, SIMD8 writes have to be used. This
476 * would require SIMD8 moves of each half to message regs, e.g. by using
477 * the SIMD lowering pass. Unfortunately this is more difficult than it
478 * sounds because the SIMD8 single-source message lacks channel selects
479 * for the second and third subspans.
480 */
481 limit_dispatch_width(8, "Depth writes unsupported in SIMD16+ mode.\n");
482 }
483
484 if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) {
485 /* From the 'Render Target Write message' section of the docs:
486 * "Output Stencil is not supported with SIMD16 Render Target Write
487 * Messages."
488 */
489 limit_dispatch_width(8, "gl_FragStencilRefARB unsupported "
490 "in SIMD16+ mode.\n");
491 }
492
493 /* ANV doesn't know about sample mask output during the wm key creation
494 * so we compute if we need replicate alpha and emit alpha to coverage
495 * workaround here.
496 */
497 const bool replicate_alpha = key->alpha_test_replicate_alpha ||
498 (key->nr_color_regions > 1 && key->alpha_to_coverage &&
499 (sample_mask.file == BAD_FILE || devinfo->gen == 6));
500
501 for (int target = 0; target < key->nr_color_regions; target++) {
502 /* Skip over outputs that weren't written. */
503 if (this->outputs[target].file == BAD_FILE)
504 continue;
505
506 const fs_builder abld = bld.annotate(
507 ralloc_asprintf(this->mem_ctx, "FB write target %d", target));
508
509 fs_reg src0_alpha;
510 if (devinfo->gen >= 6 && replicate_alpha && target != 0)
511 src0_alpha = offset(outputs[0], bld, 3);
512
513 inst = emit_single_fb_write(abld, this->outputs[target],
514 this->dual_src_output, src0_alpha, 4);
515 inst->target = target;
516 }
517
518 prog_data->dual_src_blend = (this->dual_src_output.file != BAD_FILE &&
519 this->outputs[0].file != BAD_FILE);
520 assert(!prog_data->dual_src_blend || key->nr_color_regions == 1);
521
522 if (inst == NULL) {
523 /* Even if there's no color buffers enabled, we still need to send
524 * alpha out the pipeline to our null renderbuffer to support
525 * alpha-testing, alpha-to-coverage, and so on.
526 */
527 /* FINISHME: Factor out this frequently recurring pattern into a
528 * helper function.
529 */
530 const fs_reg srcs[] = { reg_undef, reg_undef,
531 reg_undef, offset(this->outputs[0], bld, 3) };
532 const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 4);
533 bld.LOAD_PAYLOAD(tmp, srcs, 4, 0);
534
535 inst = emit_single_fb_write(bld, tmp, reg_undef, reg_undef, 4);
536 inst->target = 0;
537 }
538
539 inst->last_rt = true;
540 inst->eot = true;
541
542 if (devinfo->gen >= 11 && devinfo->gen <= 12 &&
543 prog_data->dual_src_blend) {
544 /* The dual-source RT write messages fail to release the thread
545 * dependency on ICL and TGL with SIMD32 dispatch, leading to hangs.
546 *
547 * XXX - Emit an extra single-source NULL RT-write marked LastRT in
548 * order to release the thread dependency without disabling
549 * SIMD32.
550 */
551 limit_dispatch_width(16, "Dual source blending unsupported "
552 "in SIMD32 mode.\n");
553 }
554 }
555
556 void
557 fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
558 {
559 int slot, urb_offset, length;
560 int starting_urb_offset = 0;
561 const struct brw_vue_prog_data *vue_prog_data =
562 brw_vue_prog_data(this->prog_data);
563 const struct brw_vs_prog_key *vs_key =
564 (const struct brw_vs_prog_key *) this->key;
565 const GLbitfield64 psiz_mask =
566 VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
567 const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
568 bool flush;
569 fs_reg sources[8];
570 fs_reg urb_handle;
571
572 if (stage == MESA_SHADER_TESS_EVAL)
573 urb_handle = fs_reg(retype(brw_vec8_grf(4, 0), BRW_REGISTER_TYPE_UD));
574 else
575 urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
576
577 opcode opcode = SHADER_OPCODE_URB_WRITE_SIMD8;
578 int header_size = 1;
579 fs_reg per_slot_offsets;
580
581 if (stage == MESA_SHADER_GEOMETRY) {
582 const struct brw_gs_prog_data *gs_prog_data =
583 brw_gs_prog_data(this->prog_data);
584
585 /* We need to increment the Global Offset to skip over the control data
586 * header and the extra "Vertex Count" field (1 HWord) at the beginning
587 * of the VUE. We're counting in OWords, so the units are doubled.
588 */
589 starting_urb_offset = 2 * gs_prog_data->control_data_header_size_hwords;
590 if (gs_prog_data->static_vertex_count == -1)
591 starting_urb_offset += 2;
592
593 /* We also need to use per-slot offsets. The per-slot offset is the
594 * Vertex Count. SIMD8 mode processes 8 different primitives at a
595 * time; each may output a different number of vertices.
596 */
597 opcode = SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT;
598 header_size++;
599
600 /* The URB offset is in 128-bit units, so we need to multiply by 2 */
601 const int output_vertex_size_owords =
602 gs_prog_data->output_vertex_size_hwords * 2;
603
604 if (gs_vertex_count.file == IMM) {
605 per_slot_offsets = brw_imm_ud(output_vertex_size_owords *
606 gs_vertex_count.ud);
607 } else {
608 per_slot_offsets = vgrf(glsl_type::uint_type);
609 bld.MUL(per_slot_offsets, gs_vertex_count,
610 brw_imm_ud(output_vertex_size_owords));
611 }
612 }
613
614 length = 0;
615 urb_offset = starting_urb_offset;
616 flush = false;
617
618 /* SSO shaders can have VUE slots allocated which are never actually
619 * written to, so ignore them when looking for the last (written) slot.
620 */
621 int last_slot = vue_map->num_slots - 1;
622 while (last_slot > 0 &&
623 (vue_map->slot_to_varying[last_slot] == BRW_VARYING_SLOT_PAD ||
624 outputs[vue_map->slot_to_varying[last_slot]].file == BAD_FILE)) {
625 last_slot--;
626 }
627
628 bool urb_written = false;
629 for (slot = 0; slot < vue_map->num_slots; slot++) {
630 int varying = vue_map->slot_to_varying[slot];
631 switch (varying) {
632 case VARYING_SLOT_PSIZ: {
633 /* The point size varying slot is the vue header and is always in the
634 * vue map. But often none of the special varyings that live there
635 * are written and in that case we can skip writing to the vue
636 * header, provided the corresponding state properly clamps the
637 * values further down the pipeline. */
638 if ((vue_map->slots_valid & psiz_mask) == 0) {
639 assert(length == 0);
640 urb_offset++;
641 break;
642 }
643
644 fs_reg zero(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
645 bld.MOV(zero, brw_imm_ud(0u));
646
647 sources[length++] = zero;
648 if (vue_map->slots_valid & VARYING_BIT_LAYER)
649 sources[length++] = this->outputs[VARYING_SLOT_LAYER];
650 else
651 sources[length++] = zero;
652
653 if (vue_map->slots_valid & VARYING_BIT_VIEWPORT)
654 sources[length++] = this->outputs[VARYING_SLOT_VIEWPORT];
655 else
656 sources[length++] = zero;
657
658 if (vue_map->slots_valid & VARYING_BIT_PSIZ)
659 sources[length++] = this->outputs[VARYING_SLOT_PSIZ];
660 else
661 sources[length++] = zero;
662 break;
663 }
664 case BRW_VARYING_SLOT_NDC:
665 case VARYING_SLOT_EDGE:
666 unreachable("unexpected scalar vs output");
667 break;
668
669 default:
670 /* gl_Position is always in the vue map, but isn't always written by
671 * the shader. Other varyings (clip distances) get added to the vue
672 * map but don't always get written. In those cases, the
673 * corresponding this->output[] slot will be invalid we and can skip
674 * the urb write for the varying. If we've already queued up a vue
675 * slot for writing we flush a mlen 5 urb write, otherwise we just
676 * advance the urb_offset.
677 */
678 if (varying == BRW_VARYING_SLOT_PAD ||
679 this->outputs[varying].file == BAD_FILE) {
680 if (length > 0)
681 flush = true;
682 else
683 urb_offset++;
684 break;
685 }
686
687 if (stage == MESA_SHADER_VERTEX && vs_key->clamp_vertex_color &&
688 (varying == VARYING_SLOT_COL0 ||
689 varying == VARYING_SLOT_COL1 ||
690 varying == VARYING_SLOT_BFC0 ||
691 varying == VARYING_SLOT_BFC1)) {
692 /* We need to clamp these guys, so do a saturating MOV into a
693 * temp register and use that for the payload.
694 */
695 for (int i = 0; i < 4; i++) {
696 fs_reg reg = fs_reg(VGRF, alloc.allocate(1), outputs[varying].type);
697 fs_reg src = offset(this->outputs[varying], bld, i);
698 set_saturate(true, bld.MOV(reg, src));
699 sources[length++] = reg;
700 }
701 } else {
702 int slot_offset = 0;
703
704 /* When using Primitive Replication, there may be multiple slots
705 * assigned to POS.
706 */
707 if (varying == VARYING_SLOT_POS)
708 slot_offset = slot - vue_map->varying_to_slot[VARYING_SLOT_POS];
709
710 for (unsigned i = 0; i < 4; i++) {
711 sources[length++] = offset(this->outputs[varying], bld,
712 i + (slot_offset * 4));
713 }
714 }
715 break;
716 }
717
718 const fs_builder abld = bld.annotate("URB write");
719
720 /* If we've queued up 8 registers of payload (2 VUE slots), if this is
721 * the last slot or if we need to flush (see BAD_FILE varying case
722 * above), emit a URB write send now to flush out the data.
723 */
724 if (length == 8 || (length > 0 && slot == last_slot))
725 flush = true;
726 if (flush) {
727 fs_reg *payload_sources =
728 ralloc_array(mem_ctx, fs_reg, length + header_size);
729 fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
730 BRW_REGISTER_TYPE_F);
731 payload_sources[0] = urb_handle;
732
733 if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
734 payload_sources[1] = per_slot_offsets;
735
736 memcpy(&payload_sources[header_size], sources,
737 length * sizeof sources[0]);
738
739 abld.LOAD_PAYLOAD(payload, payload_sources, length + header_size,
740 header_size);
741
742 fs_inst *inst = abld.emit(opcode, reg_undef, payload);
743
744 /* For ICL WA 1805992985 one needs additional write in the end. */
745 if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL)
746 inst->eot = false;
747 else
748 inst->eot = slot == last_slot && stage != MESA_SHADER_GEOMETRY;
749
750 inst->mlen = length + header_size;
751 inst->offset = urb_offset;
752 urb_offset = starting_urb_offset + slot + 1;
753 length = 0;
754 flush = false;
755 urb_written = true;
756 }
757 }
758
759 /* If we don't have any valid slots to write, just do a minimal urb write
760 * send to terminate the shader. This includes 1 slot of undefined data,
761 * because it's invalid to write 0 data:
762 *
763 * From the Broadwell PRM, Volume 7: 3D Media GPGPU, Shared Functions -
764 * Unified Return Buffer (URB) > URB_SIMD8_Write and URB_SIMD8_Read >
765 * Write Data Payload:
766 *
767 * "The write data payload can be between 1 and 8 message phases long."
768 */
769 if (!urb_written) {
770 /* For GS, just turn EmitVertex() into a no-op. We don't want it to
771 * end the thread, and emit_gs_thread_end() already emits a SEND with
772 * EOT at the end of the program for us.
773 */
774 if (stage == MESA_SHADER_GEOMETRY)
775 return;
776
777 fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
778 bld.exec_all().MOV(payload, urb_handle);
779
780 fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
781 inst->eot = true;
782 inst->mlen = 2;
783 inst->offset = 1;
784 return;
785 }
786
787 /* ICL WA 1805992985:
788 *
789 * ICLLP GPU hangs on one of tessellation vkcts tests with DS not done. The
790 * send cycle, which is a urb write with an eot must be 4 phases long and
791 * all 8 lanes must valid.
792 */
793 if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL) {
794 fs_reg payload = fs_reg(VGRF, alloc.allocate(6), BRW_REGISTER_TYPE_UD);
795
796 /* Workaround requires all 8 channels (lanes) to be valid. This is
797 * understood to mean they all need to be alive. First trick is to find
798 * a live channel and copy its urb handle for all the other channels to
799 * make sure all handles are valid.
800 */
801 bld.exec_all().MOV(payload, bld.emit_uniformize(urb_handle));
802
803 /* Second trick is to use masked URB write where one can tell the HW to
804 * actually write data only for selected channels even though all are
805 * active.
806 * Third trick is to take advantage of the must-be-zero (MBZ) area in
807 * the very beginning of the URB.
808 *
809 * One masks data to be written only for the first channel and uses
810 * offset zero explicitly to land data to the MBZ area avoiding trashing
811 * any other part of the URB.
812 *
813 * Since the WA says that the write needs to be 4 phases long one uses
814 * 4 slots data. All are explicitly zeros in order to to keep the MBZ
815 * area written as zeros.
816 */
817 bld.exec_all().MOV(offset(payload, bld, 1), brw_imm_ud(0x10000u));
818 bld.exec_all().MOV(offset(payload, bld, 2), brw_imm_ud(0u));
819 bld.exec_all().MOV(offset(payload, bld, 3), brw_imm_ud(0u));
820 bld.exec_all().MOV(offset(payload, bld, 4), brw_imm_ud(0u));
821 bld.exec_all().MOV(offset(payload, bld, 5), brw_imm_ud(0u));
822
823 fs_inst *inst = bld.exec_all().emit(SHADER_OPCODE_URB_WRITE_SIMD8_MASKED,
824 reg_undef, payload);
825 inst->eot = true;
826 inst->mlen = 6;
827 inst->offset = 0;
828 }
829 }
830
831 void
832 fs_visitor::emit_cs_terminate()
833 {
834 assert(devinfo->gen >= 7);
835
836 /* We are getting the thread ID from the compute shader header */
837 assert(stage == MESA_SHADER_COMPUTE);
838
839 /* We can't directly send from g0, since sends with EOT have to use
840 * g112-127. So, copy it to a virtual register, The register allocator will
841 * make sure it uses the appropriate register range.
842 */
843 struct brw_reg g0 = retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD);
844 fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
845 bld.group(8, 0).exec_all().MOV(payload, g0);
846
847 /* Send a message to the thread spawner to terminate the thread. */
848 fs_inst *inst = bld.exec_all()
849 .emit(CS_OPCODE_CS_TERMINATE, reg_undef, payload);
850 inst->eot = true;
851 }
852
853 void
854 fs_visitor::emit_barrier()
855 {
856 uint32_t barrier_id_mask;
857 switch (devinfo->gen) {
858 case 7:
859 case 8:
860 barrier_id_mask = 0x0f000000u; break;
861 case 9:
862 case 10:
863 barrier_id_mask = 0x8f000000u; break;
864 case 11:
865 case 12:
866 barrier_id_mask = 0x7f000000u; break;
867 default:
868 unreachable("barrier is only available on gen >= 7");
869 }
870
871 /* We are getting the barrier ID from the compute shader header */
872 assert(stage == MESA_SHADER_COMPUTE);
873
874 fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
875
876 /* Clear the message payload */
877 bld.exec_all().group(8, 0).MOV(payload, brw_imm_ud(0u));
878
879 /* Copy the barrier id from r0.2 to the message payload reg.2 */
880 fs_reg r0_2 = fs_reg(retype(brw_vec1_grf(0, 2), BRW_REGISTER_TYPE_UD));
881 bld.exec_all().group(1, 0).AND(component(payload, 2), r0_2,
882 brw_imm_ud(barrier_id_mask));
883
884 /* Emit a gateway "barrier" message using the payload we set up, followed
885 * by a wait instruction.
886 */
887 bld.exec_all().emit(SHADER_OPCODE_BARRIER, reg_undef, payload);
888 }
889
890 fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
891 void *mem_ctx,
892 const brw_base_prog_key *key,
893 struct brw_stage_prog_data *prog_data,
894 const nir_shader *shader,
895 unsigned dispatch_width,
896 int shader_time_index,
897 const struct brw_vue_map *input_vue_map)
898 : backend_shader(compiler, log_data, mem_ctx, shader, prog_data),
899 key(key), gs_compile(NULL), prog_data(prog_data),
900 input_vue_map(input_vue_map),
901 live_analysis(this), regpressure_analysis(this),
902 dispatch_width(dispatch_width),
903 shader_time_index(shader_time_index),
904 bld(fs_builder(this, dispatch_width).at_end())
905 {
906 init();
907 }
908
909 fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
910 void *mem_ctx,
911 struct brw_gs_compile *c,
912 struct brw_gs_prog_data *prog_data,
913 const nir_shader *shader,
914 int shader_time_index)
915 : backend_shader(compiler, log_data, mem_ctx, shader,
916 &prog_data->base.base),
917 key(&c->key.base), gs_compile(c),
918 prog_data(&prog_data->base.base),
919 live_analysis(this), regpressure_analysis(this),
920 dispatch_width(8),
921 shader_time_index(shader_time_index),
922 bld(fs_builder(this, dispatch_width).at_end())
923 {
924 init();
925 }
926
927
928 void
929 fs_visitor::init()
930 {
931 if (key)
932 this->key_tex = &key->tex;
933 else
934 this->key_tex = NULL;
935
936 this->max_dispatch_width = 32;
937 this->prog_data = this->stage_prog_data;
938
939 this->failed = false;
940
941 this->nir_locals = NULL;
942 this->nir_ssa_values = NULL;
943
944 memset(&this->payload, 0, sizeof(this->payload));
945 this->source_depth_to_render_target = false;
946 this->runtime_check_aads_emit = false;
947 this->first_non_payload_grf = 0;
948 this->max_grf = devinfo->gen >= 7 ? GEN7_MRF_HACK_START : BRW_MAX_GRF;
949
950 this->uniforms = 0;
951 this->last_scratch = 0;
952 this->pull_constant_loc = NULL;
953 this->push_constant_loc = NULL;
954
955 this->shader_stats.scheduler_mode = NULL;
956 this->shader_stats.promoted_constants = 0,
957
958 this->grf_used = 0;
959 this->spilled_any_registers = false;
960 }
961
962 fs_visitor::~fs_visitor()
963 {
964 }