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25 * \file brw_vec4_gs_visitor.cpp
27 * Geometry-shader-specific code derived from the vec4_visitor class.
30 #include "brw_vec4_gs_visitor.h"
31 #include "gen6_gs_visitor.h"
37 vec4_gs_visitor::vec4_gs_visitor(const struct brw_compiler
*compiler
,
39 struct brw_gs_compile
*c
,
40 struct brw_gs_prog_data
*prog_data
,
41 const nir_shader
*shader
,
44 int shader_time_index
)
45 : vec4_visitor(compiler
, log_data
, &c
->key
.tex
,
46 &prog_data
->base
, shader
, mem_ctx
,
47 no_spills
, shader_time_index
),
49 gs_prog_data(prog_data
)
55 vec4_gs_visitor::make_reg_for_system_value(int location
)
57 dst_reg
*reg
= new(mem_ctx
) dst_reg(this, glsl_type::int_type
);
60 case SYSTEM_VALUE_INVOCATION_ID
:
61 this->current_annotation
= "initialize gl_InvocationID";
62 if (gs_prog_data
->invocations
> 1)
63 emit(GS_OPCODE_GET_INSTANCE_ID
, *reg
);
65 emit(MOV(*reg
, brw_imm_ud(0)));
68 unreachable("not reached");
76 vec4_gs_visitor::setup_varying_inputs(int payload_reg
, int *attribute_map
,
77 int attributes_per_reg
)
79 /* For geometry shaders there are N copies of the input attributes, where N
80 * is the number of input vertices. attribute_map[BRW_VARYING_SLOT_COUNT *
81 * i + j] represents attribute j for vertex i.
83 * Note that GS inputs are read from the VUE 256 bits (2 vec4's) at a time,
84 * so the total number of input slots that will be delivered to the GS (and
85 * thus the stride of the input arrays) is urb_read_length * 2.
87 const unsigned num_input_vertices
= nir
->info
->gs
.vertices_in
;
88 assert(num_input_vertices
<= MAX_GS_INPUT_VERTICES
);
89 unsigned input_array_stride
= prog_data
->urb_read_length
* 2;
91 for (int slot
= 0; slot
< c
->input_vue_map
.num_slots
; slot
++) {
92 int varying
= c
->input_vue_map
.slot_to_varying
[slot
];
93 for (unsigned vertex
= 0; vertex
< num_input_vertices
; vertex
++) {
94 attribute_map
[BRW_VARYING_SLOT_COUNT
* vertex
+ varying
] =
95 attributes_per_reg
* payload_reg
+ input_array_stride
* vertex
+
100 int regs_used
= ALIGN(input_array_stride
* num_input_vertices
,
101 attributes_per_reg
) / attributes_per_reg
;
102 return payload_reg
+ regs_used
;
107 vec4_gs_visitor::setup_payload()
109 int attribute_map
[BRW_VARYING_SLOT_COUNT
* MAX_GS_INPUT_VERTICES
];
111 /* If we are in dual instanced or single mode, then attributes are going
112 * to be interleaved, so one register contains two attribute slots.
114 int attributes_per_reg
=
115 prog_data
->dispatch_mode
== DISPATCH_MODE_4X2_DUAL_OBJECT
? 1 : 2;
117 /* If a geometry shader tries to read from an input that wasn't written by
118 * the vertex shader, that produces undefined results, but it shouldn't
119 * crash anything. So initialize attribute_map to zeros--that ensures that
120 * these undefined results are read from r0.
122 memset(attribute_map
, 0, sizeof(attribute_map
));
126 /* The payload always contains important data in r0, which contains
127 * the URB handles that are passed on to the URB write at the end
132 /* If the shader uses gl_PrimitiveIDIn, that goes in r1. */
133 if (gs_prog_data
->include_primitive_id
)
134 attribute_map
[VARYING_SLOT_PRIMITIVE_ID
] = attributes_per_reg
* reg
++;
136 reg
= setup_uniforms(reg
);
138 reg
= setup_varying_inputs(reg
, attribute_map
, attributes_per_reg
);
140 lower_attributes_to_hw_regs(attribute_map
, attributes_per_reg
> 1);
142 this->first_non_payload_grf
= reg
;
147 vec4_gs_visitor::emit_prolog()
149 /* In vertex shaders, r0.2 is guaranteed to be initialized to zero. In
150 * geometry shaders, it isn't (it contains a bunch of information we don't
151 * need, like the input primitive type). We need r0.2 to be zero in order
152 * to build scratch read/write messages correctly (otherwise this value
153 * will be interpreted as a global offset, causing us to do our scratch
154 * reads/writes to garbage memory). So just set it to zero at the top of
157 this->current_annotation
= "clear r0.2";
158 dst_reg
r0(retype(brw_vec4_grf(0, 0), BRW_REGISTER_TYPE_UD
));
159 vec4_instruction
*inst
= emit(GS_OPCODE_SET_DWORD_2
, r0
, brw_imm_ud(0u));
160 inst
->force_writemask_all
= true;
162 /* Create a virtual register to hold the vertex count */
163 this->vertex_count
= src_reg(this, glsl_type::uint_type
);
165 /* Initialize the vertex_count register to 0 */
166 this->current_annotation
= "initialize vertex_count";
167 inst
= emit(MOV(dst_reg(this->vertex_count
), brw_imm_ud(0u)));
168 inst
->force_writemask_all
= true;
170 if (c
->control_data_header_size_bits
> 0) {
171 /* Create a virtual register to hold the current set of control data
174 this->control_data_bits
= src_reg(this, glsl_type::uint_type
);
176 /* If we're outputting more than 32 control data bits, then EmitVertex()
177 * will set control_data_bits to 0 after emitting the first vertex.
178 * Otherwise, we need to initialize it to 0 here.
180 if (c
->control_data_header_size_bits
<= 32) {
181 this->current_annotation
= "initialize control data bits";
182 inst
= emit(MOV(dst_reg(this->control_data_bits
), brw_imm_ud(0u)));
183 inst
->force_writemask_all
= true;
187 this->current_annotation
= NULL
;
191 vec4_gs_visitor::emit_thread_end()
193 if (c
->control_data_header_size_bits
> 0) {
194 /* During shader execution, we only ever call emit_control_data_bits()
195 * just prior to outputting a vertex. Therefore, the control data bits
196 * corresponding to the most recently output vertex still need to be
199 current_annotation
= "thread end: emit control data bits";
200 emit_control_data_bits();
203 /* MRF 0 is reserved for the debugger, so start with message header
208 bool static_vertex_count
= gs_prog_data
->static_vertex_count
!= -1;
210 /* If the previous instruction was a URB write, we don't need to issue
211 * a second one - we can just set the EOT bit on the previous write.
213 * Skip this on Gen8+ unless there's a static vertex count, as we also
214 * need to write the vertex count out, and combining the two may not be
215 * possible (or at least not straightforward).
217 vec4_instruction
*last
= (vec4_instruction
*) instructions
.get_tail();
218 if (last
&& last
->opcode
== GS_OPCODE_URB_WRITE
&&
219 !(INTEL_DEBUG
& DEBUG_SHADER_TIME
) &&
220 devinfo
->gen
>= 8 && static_vertex_count
) {
221 last
->urb_write_flags
= BRW_URB_WRITE_EOT
| last
->urb_write_flags
;
225 current_annotation
= "thread end";
226 dst_reg
mrf_reg(MRF
, base_mrf
);
227 src_reg
r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD
));
228 vec4_instruction
*inst
= emit(MOV(mrf_reg
, r0
));
229 inst
->force_writemask_all
= true;
230 if (devinfo
->gen
< 8 || !static_vertex_count
)
231 emit(GS_OPCODE_SET_VERTEX_COUNT
, mrf_reg
, this->vertex_count
);
232 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
233 emit_shader_time_end();
234 inst
= emit(GS_OPCODE_THREAD_END
);
235 inst
->base_mrf
= base_mrf
;
236 inst
->mlen
= devinfo
->gen
>= 8 && !static_vertex_count
? 2 : 1;
241 vec4_gs_visitor::emit_urb_write_header(int mrf
)
243 /* The SEND instruction that writes the vertex data to the VUE will use
244 * per_slot_offset=true, which means that DWORDs 3 and 4 of the message
245 * header specify an offset (in multiples of 256 bits) into the URB entry
246 * at which the write should take place.
248 * So we have to prepare a message header with the appropriate offset
251 dst_reg
mrf_reg(MRF
, mrf
);
252 src_reg
r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD
));
253 this->current_annotation
= "URB write header";
254 vec4_instruction
*inst
= emit(MOV(mrf_reg
, r0
));
255 inst
->force_writemask_all
= true;
256 emit(GS_OPCODE_SET_WRITE_OFFSET
, mrf_reg
, this->vertex_count
,
257 brw_imm_ud(gs_prog_data
->output_vertex_size_hwords
));
262 vec4_gs_visitor::emit_urb_write_opcode(bool complete
)
264 /* We don't care whether the vertex is complete, because in general
265 * geometry shaders output multiple vertices, and we don't terminate the
266 * thread until all vertices are complete.
270 vec4_instruction
*inst
= emit(GS_OPCODE_URB_WRITE
);
271 inst
->offset
= gs_prog_data
->control_data_header_size_hwords
;
273 /* We need to increment Global Offset by 1 to make room for Broadwell's
274 * extra "Vertex Count" payload at the beginning of the URB entry.
276 if (devinfo
->gen
>= 8 && gs_prog_data
->static_vertex_count
== -1)
279 inst
->urb_write_flags
= BRW_URB_WRITE_PER_SLOT_OFFSET
;
285 * Write out a batch of 32 control data bits from the control_data_bits
286 * register to the URB.
288 * The current value of the vertex_count register determines which DWORD in
289 * the URB receives the control data bits. The control_data_bits register is
290 * assumed to contain the correct data for the vertex that was most recently
291 * output, and all previous vertices that share the same DWORD.
293 * This function takes care of ensuring that if no vertices have been output
294 * yet, no control bits are emitted.
297 vec4_gs_visitor::emit_control_data_bits()
299 assert(c
->control_data_bits_per_vertex
!= 0);
301 /* Since the URB_WRITE_OWORD message operates with 128-bit (vec4 sized)
302 * granularity, we need to use two tricks to ensure that the batch of 32
303 * control data bits is written to the appropriate DWORD in the URB. To
304 * select which vec4 we are writing to, we use the "slot {0,1} offset"
305 * fields of the message header. To select which DWORD in the vec4 we are
306 * writing to, we use the channel mask fields of the message header. To
307 * avoid penalizing geometry shaders that emit a small number of vertices
308 * with extra bookkeeping, we only do each of these tricks when
309 * c->prog_data.control_data_header_size_bits is large enough to make it
312 * Note: this means that if we're outputting just a single DWORD of control
313 * data bits, we'll actually replicate it four times since we won't do any
314 * channel masking. But that's not a problem since in this case the
315 * hardware only pays attention to the first DWORD.
317 enum brw_urb_write_flags urb_write_flags
= BRW_URB_WRITE_OWORD
;
318 if (c
->control_data_header_size_bits
> 32)
319 urb_write_flags
= urb_write_flags
| BRW_URB_WRITE_USE_CHANNEL_MASKS
;
320 if (c
->control_data_header_size_bits
> 128)
321 urb_write_flags
= urb_write_flags
| BRW_URB_WRITE_PER_SLOT_OFFSET
;
323 /* If we are using either channel masks or a per-slot offset, then we
324 * need to figure out which DWORD we are trying to write to, using the
327 * dword_index = (vertex_count - 1) * bits_per_vertex / 32
329 * Since bits_per_vertex is a power of two, and is known at compile
330 * time, this can be optimized to:
332 * dword_index = (vertex_count - 1) >> (6 - log2(bits_per_vertex))
334 src_reg
dword_index(this, glsl_type::uint_type
);
335 if (urb_write_flags
) {
336 src_reg
prev_count(this, glsl_type::uint_type
);
337 emit(ADD(dst_reg(prev_count
), this->vertex_count
,
338 brw_imm_ud(0xffffffffu
)));
339 unsigned log2_bits_per_vertex
=
340 util_last_bit(c
->control_data_bits_per_vertex
);
341 emit(SHR(dst_reg(dword_index
), prev_count
,
342 brw_imm_ud(6 - log2_bits_per_vertex
)));
345 /* Start building the URB write message. The first MRF gets a copy of
349 dst_reg
mrf_reg(MRF
, base_mrf
);
350 src_reg
r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD
));
351 vec4_instruction
*inst
= emit(MOV(mrf_reg
, r0
));
352 inst
->force_writemask_all
= true;
354 if (urb_write_flags
& BRW_URB_WRITE_PER_SLOT_OFFSET
) {
355 /* Set the per-slot offset to dword_index / 4, to that we'll write to
356 * the appropriate OWORD within the control data header.
358 src_reg
per_slot_offset(this, glsl_type::uint_type
);
359 emit(SHR(dst_reg(per_slot_offset
), dword_index
, brw_imm_ud(2u)));
360 emit(GS_OPCODE_SET_WRITE_OFFSET
, mrf_reg
, per_slot_offset
,
364 if (urb_write_flags
& BRW_URB_WRITE_USE_CHANNEL_MASKS
) {
365 /* Set the channel masks to 1 << (dword_index % 4), so that we'll
366 * write to the appropriate DWORD within the OWORD. We need to do
367 * this computation with force_writemask_all, otherwise garbage data
368 * from invocation 0 might clobber the mask for invocation 1 when
369 * GS_OPCODE_PREPARE_CHANNEL_MASKS tries to OR the two masks
372 src_reg
channel(this, glsl_type::uint_type
);
373 inst
= emit(AND(dst_reg(channel
), dword_index
, brw_imm_ud(3u)));
374 inst
->force_writemask_all
= true;
375 src_reg
one(this, glsl_type::uint_type
);
376 inst
= emit(MOV(dst_reg(one
), brw_imm_ud(1u)));
377 inst
->force_writemask_all
= true;
378 src_reg
channel_mask(this, glsl_type::uint_type
);
379 inst
= emit(SHL(dst_reg(channel_mask
), one
, channel
));
380 inst
->force_writemask_all
= true;
381 emit(GS_OPCODE_PREPARE_CHANNEL_MASKS
, dst_reg(channel_mask
),
383 emit(GS_OPCODE_SET_CHANNEL_MASKS
, mrf_reg
, channel_mask
);
386 /* Store the control data bits in the message payload and send it. */
387 dst_reg
mrf_reg2(MRF
, base_mrf
+ 1);
388 inst
= emit(MOV(mrf_reg2
, this->control_data_bits
));
389 inst
->force_writemask_all
= true;
390 inst
= emit(GS_OPCODE_URB_WRITE
);
391 inst
->urb_write_flags
= urb_write_flags
;
392 /* We need to increment Global Offset by 256-bits to make room for
393 * Broadwell's extra "Vertex Count" payload at the beginning of the
394 * URB entry. Since this is an OWord message, Global Offset is counted
395 * in 128-bit units, so we must set it to 2.
397 if (devinfo
->gen
>= 8 && gs_prog_data
->static_vertex_count
== -1)
399 inst
->base_mrf
= base_mrf
;
404 vec4_gs_visitor::set_stream_control_data_bits(unsigned stream_id
)
406 /* control_data_bits |= stream_id << ((2 * (vertex_count - 1)) % 32) */
408 /* Note: we are calling this *before* increasing vertex_count, so
409 * this->vertex_count == vertex_count - 1 in the formula above.
412 /* Stream mode uses 2 bits per vertex */
413 assert(c
->control_data_bits_per_vertex
== 2);
415 /* Must be a valid stream */
416 assert(stream_id
>= 0 && stream_id
< MAX_VERTEX_STREAMS
);
418 /* Control data bits are initialized to 0 so we don't have to set any
419 * bits when sending vertices to stream 0.
424 /* reg::sid = stream_id */
425 src_reg
sid(this, glsl_type::uint_type
);
426 emit(MOV(dst_reg(sid
), brw_imm_ud(stream_id
)));
428 /* reg:shift_count = 2 * (vertex_count - 1) */
429 src_reg
shift_count(this, glsl_type::uint_type
);
430 emit(SHL(dst_reg(shift_count
), this->vertex_count
, brw_imm_ud(1u)));
432 /* Note: we're relying on the fact that the GEN SHL instruction only pays
433 * attention to the lower 5 bits of its second source argument, so on this
434 * architecture, stream_id << 2 * (vertex_count - 1) is equivalent to
435 * stream_id << ((2 * (vertex_count - 1)) % 32).
437 src_reg
mask(this, glsl_type::uint_type
);
438 emit(SHL(dst_reg(mask
), sid
, shift_count
));
439 emit(OR(dst_reg(this->control_data_bits
), this->control_data_bits
, mask
));
443 vec4_gs_visitor::gs_emit_vertex(int stream_id
)
445 this->current_annotation
= "emit vertex: safety check";
447 /* Haswell and later hardware ignores the "Render Stream Select" bits
448 * from the 3DSTATE_STREAMOUT packet when the SOL stage is disabled,
449 * and instead sends all primitives down the pipeline for rasterization.
450 * If the SOL stage is enabled, "Render Stream Select" is honored and
451 * primitives bound to non-zero streams are discarded after stream output.
453 * Since the only purpose of primives sent to non-zero streams is to
454 * be recorded by transform feedback, we can simply discard all geometry
455 * bound to these streams when transform feedback is disabled.
457 if (stream_id
> 0 && !nir
->info
->has_transform_feedback_varyings
)
460 /* If we're outputting 32 control data bits or less, then we can wait
461 * until the shader is over to output them all. Otherwise we need to
462 * output them as we go. Now is the time to do it, since we're about to
463 * output the vertex_count'th vertex, so it's guaranteed that the
464 * control data bits associated with the (vertex_count - 1)th vertex are
467 if (c
->control_data_header_size_bits
> 32) {
468 this->current_annotation
= "emit vertex: emit control data bits";
469 /* Only emit control data bits if we've finished accumulating a batch
470 * of 32 bits. This is the case when:
472 * (vertex_count * bits_per_vertex) % 32 == 0
474 * (in other words, when the last 5 bits of vertex_count *
475 * bits_per_vertex are 0). Assuming bits_per_vertex == 2^n for some
476 * integer n (which is always the case, since bits_per_vertex is
477 * always 1 or 2), this is equivalent to requiring that the last 5-n
478 * bits of vertex_count are 0:
480 * vertex_count & (2^(5-n) - 1) == 0
482 * 2^(5-n) == 2^5 / 2^n == 32 / bits_per_vertex, so this is
485 * vertex_count & (32 / bits_per_vertex - 1) == 0
487 vec4_instruction
*inst
=
488 emit(AND(dst_null_ud(), this->vertex_count
,
489 brw_imm_ud(32 / c
->control_data_bits_per_vertex
- 1)));
490 inst
->conditional_mod
= BRW_CONDITIONAL_Z
;
492 emit(IF(BRW_PREDICATE_NORMAL
));
494 /* If vertex_count is 0, then no control data bits have been
495 * accumulated yet, so we skip emitting them.
497 emit(CMP(dst_null_ud(), this->vertex_count
, brw_imm_ud(0u),
498 BRW_CONDITIONAL_NEQ
));
499 emit(IF(BRW_PREDICATE_NORMAL
));
500 emit_control_data_bits();
501 emit(BRW_OPCODE_ENDIF
);
503 /* Reset control_data_bits to 0 so we can start accumulating a new
506 * Note: in the case where vertex_count == 0, this neutralizes the
507 * effect of any call to EndPrimitive() that the shader may have
508 * made before outputting its first vertex.
510 inst
= emit(MOV(dst_reg(this->control_data_bits
), brw_imm_ud(0u)));
511 inst
->force_writemask_all
= true;
513 emit(BRW_OPCODE_ENDIF
);
516 this->current_annotation
= "emit vertex: vertex data";
519 /* In stream mode we have to set control data bits for all vertices
520 * unless we have disabled control data bits completely (which we do
521 * do for GL_POINTS outputs that don't use streams).
523 if (c
->control_data_header_size_bits
> 0 &&
524 gs_prog_data
->control_data_format
==
525 GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID
) {
526 this->current_annotation
= "emit vertex: Stream control data bits";
527 set_stream_control_data_bits(stream_id
);
530 this->current_annotation
= NULL
;
534 vec4_gs_visitor::gs_end_primitive()
536 /* We can only do EndPrimitive() functionality when the control data
537 * consists of cut bits. Fortunately, the only time it isn't is when the
538 * output type is points, in which case EndPrimitive() is a no-op.
540 if (gs_prog_data
->control_data_format
!=
541 GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT
) {
545 if (c
->control_data_header_size_bits
== 0)
548 /* Cut bits use one bit per vertex. */
549 assert(c
->control_data_bits_per_vertex
== 1);
551 /* Cut bit n should be set to 1 if EndPrimitive() was called after emitting
552 * vertex n, 0 otherwise. So all we need to do here is mark bit
553 * (vertex_count - 1) % 32 in the cut_bits register to indicate that
554 * EndPrimitive() was called after emitting vertex (vertex_count - 1);
555 * vec4_gs_visitor::emit_control_data_bits() will take care of the rest.
557 * Note that if EndPrimitve() is called before emitting any vertices, this
558 * will cause us to set bit 31 of the control_data_bits register to 1.
559 * That's fine because:
561 * - If max_vertices < 32, then vertex number 31 (zero-based) will never be
562 * output, so the hardware will ignore cut bit 31.
564 * - If max_vertices == 32, then vertex number 31 is guaranteed to be the
565 * last vertex, so setting cut bit 31 has no effect (since the primitive
566 * is automatically ended when the GS terminates).
568 * - If max_vertices > 32, then the ir_emit_vertex visitor will reset the
569 * control_data_bits register to 0 when the first vertex is emitted.
572 /* control_data_bits |= 1 << ((vertex_count - 1) % 32) */
573 src_reg
one(this, glsl_type::uint_type
);
574 emit(MOV(dst_reg(one
), brw_imm_ud(1u)));
575 src_reg
prev_count(this, glsl_type::uint_type
);
576 emit(ADD(dst_reg(prev_count
), this->vertex_count
, brw_imm_ud(0xffffffffu
)));
577 src_reg
mask(this, glsl_type::uint_type
);
578 /* Note: we're relying on the fact that the GEN SHL instruction only pays
579 * attention to the lower 5 bits of its second source argument, so on this
580 * architecture, 1 << (vertex_count - 1) is equivalent to 1 <<
581 * ((vertex_count - 1) % 32).
583 emit(SHL(dst_reg(mask
), one
, prev_count
));
584 emit(OR(dst_reg(this->control_data_bits
), this->control_data_bits
, mask
));
587 extern "C" const unsigned *
588 brw_compile_gs(const struct brw_compiler
*compiler
, void *log_data
,
590 const struct brw_gs_prog_key
*key
,
591 struct brw_gs_prog_data
*prog_data
,
592 const nir_shader
*src_shader
,
593 struct gl_shader_program
*shader_prog
,
594 int shader_time_index
,
595 unsigned *final_assembly_size
,
598 struct brw_gs_compile c
;
599 memset(&c
, 0, sizeof(c
));
602 const bool is_scalar
= compiler
->scalar_stage
[MESA_SHADER_GEOMETRY
];
603 nir_shader
*shader
= nir_shader_clone(mem_ctx
, src_shader
);
605 /* The GLSL linker will have already matched up GS inputs and the outputs
606 * of prior stages. The driver does extend VS outputs in some cases, but
607 * only for legacy OpenGL or Gen4-5 hardware, neither of which offer
608 * geometry shader support. So we can safely ignore that.
610 * For SSO pipelines, we use a fixed VUE map layout based on variable
611 * locations, so we can rely on rendezvous-by-location making this work.
613 GLbitfield64 inputs_read
= shader
->info
->inputs_read
;
614 brw_compute_vue_map(compiler
->devinfo
,
615 &c
.input_vue_map
, inputs_read
,
616 shader
->info
->separate_shader
);
618 shader
= brw_nir_apply_sampler_key(shader
, compiler
->devinfo
, &key
->tex
,
620 brw_nir_lower_vue_inputs(shader
, is_scalar
, &c
.input_vue_map
);
621 brw_nir_lower_vue_outputs(shader
, is_scalar
);
622 shader
= brw_postprocess_nir(shader
, compiler
->devinfo
, is_scalar
);
624 prog_data
->base
.clip_distance_mask
=
625 ((1 << shader
->info
->clip_distance_array_size
) - 1);
626 prog_data
->base
.cull_distance_mask
=
627 ((1 << shader
->info
->cull_distance_array_size
) - 1) <<
628 shader
->info
->clip_distance_array_size
;
630 prog_data
->include_primitive_id
=
631 (shader
->info
->system_values_read
& (1 << SYSTEM_VALUE_PRIMITIVE_ID
)) != 0;
633 prog_data
->invocations
= shader
->info
->gs
.invocations
;
635 if (compiler
->devinfo
->gen
>= 8)
636 prog_data
->static_vertex_count
= nir_gs_count_vertices(shader
);
638 if (compiler
->devinfo
->gen
>= 7) {
639 if (shader
->info
->gs
.output_primitive
== GL_POINTS
) {
640 /* When the output type is points, the geometry shader may output data
641 * to multiple streams, and EndPrimitive() has no effect. So we
642 * configure the hardware to interpret the control data as stream ID.
644 prog_data
->control_data_format
= GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID
;
646 /* We only have to emit control bits if we are using streams */
647 if (shader_prog
&& shader_prog
->Geom
.UsesStreams
)
648 c
.control_data_bits_per_vertex
= 2;
650 c
.control_data_bits_per_vertex
= 0;
652 /* When the output type is triangle_strip or line_strip, EndPrimitive()
653 * may be used to terminate the current strip and start a new one
654 * (similar to primitive restart), and outputting data to multiple
655 * streams is not supported. So we configure the hardware to interpret
656 * the control data as EndPrimitive information (a.k.a. "cut bits").
658 prog_data
->control_data_format
= GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT
;
660 /* We only need to output control data if the shader actually calls
663 c
.control_data_bits_per_vertex
=
664 shader
->info
->gs
.uses_end_primitive
? 1 : 0;
667 /* There are no control data bits in gen6. */
668 c
.control_data_bits_per_vertex
= 0;
670 /* If it is using transform feedback, enable it */
671 if (shader
->info
->has_transform_feedback_varyings
)
672 prog_data
->gen6_xfb_enabled
= true;
674 prog_data
->gen6_xfb_enabled
= false;
676 c
.control_data_header_size_bits
=
677 shader
->info
->gs
.vertices_out
* c
.control_data_bits_per_vertex
;
679 /* 1 HWORD = 32 bytes = 256 bits */
680 prog_data
->control_data_header_size_hwords
=
681 ALIGN(c
.control_data_header_size_bits
, 256) / 256;
683 /* Compute the output vertex size.
685 * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex
688 * [0,62] indicating [1,63] 16B units
690 * Specifies the size of each vertex stored in the GS output entry
691 * (following any Control Header data) as a number of 128-bit units
694 * Programming Restrictions: The vertex size must be programmed as a
695 * multiple of 32B units with the following exception: Rendering is
696 * disabled (as per SOL stage state) and the vertex size output by the
699 * If rendering is enabled (as per SOL state) the vertex size must be
700 * programmed as a multiple of 32B units. In other words, the only time
701 * software can program a vertex size with an odd number of 16B units
702 * is when rendering is disabled.
704 * Note: B=bytes in the above text.
706 * It doesn't seem worth the extra trouble to optimize the case where the
707 * vertex size is 16B (especially since this would require special-casing
708 * the GEN assembly that writes to the URB). So we just set the vertex
709 * size to a multiple of 32B (2 vec4's) in all cases.
711 * The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We
712 * budget that as follows:
714 * 512 bytes for varyings (a varying component is 4 bytes and
715 * gl_MaxGeometryOutputComponents = 128)
716 * 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
718 * 16 bytes overhead for gl_Position (we allocate it a slot in the VUE
719 * even if it's not used)
720 * 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
721 * whenever clip planes are enabled, even if the shader doesn't
722 * write to gl_ClipDistance)
723 * 16 bytes overhead since the VUE size must be a multiple of 32 bytes
724 * (see below)--this causes up to 1 VUE slot to be wasted
725 * 400 bytes available for varying packing overhead
727 * Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes)
728 * per interpolation type, so this is plenty.
731 unsigned output_vertex_size_bytes
= prog_data
->base
.vue_map
.num_slots
* 16;
732 assert(compiler
->devinfo
->gen
== 6 ||
733 output_vertex_size_bytes
<= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES
);
734 prog_data
->output_vertex_size_hwords
=
735 ALIGN(output_vertex_size_bytes
, 32) / 32;
737 /* Compute URB entry size. The maximum allowed URB entry size is 32k.
738 * That divides up as follows:
740 * 64 bytes for the control data header (cut indices or StreamID bits)
741 * 4096 bytes for varyings (a varying component is 4 bytes and
742 * gl_MaxGeometryTotalOutputComponents = 1024)
743 * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
744 * bytes/vertex and gl_MaxGeometryOutputVertices is 256)
745 * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE
746 * even if it's not used)
747 * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
748 * whenever clip planes are enabled, even if the shader doesn't
749 * write to gl_ClipDistance)
750 * 4096 bytes overhead since the VUE size must be a multiple of 32
751 * bytes (see above)--this causes up to 1 VUE slot to be wasted
752 * 8128 bytes available for varying packing overhead
754 * Worst-case varying packing overhead is 3/4 of a varying slot per
755 * interpolation type, which works out to 3072 bytes, so this would allow
756 * us to accommodate 2 interpolation types without any danger of running
759 * In practice, the risk of running out of URB space is very small, since
760 * the above figures are all worst-case, and most of them scale with the
761 * number of output vertices. So we'll just calculate the amount of space
762 * we need, and if it's too large, fail to compile.
764 * The above is for gen7+ where we have a single URB entry that will hold
765 * all the output. In gen6, we will have to allocate URB entries for every
766 * vertex we emit, so our URB entries only need to be large enough to hold
767 * a single vertex. Also, gen6 does not have a control data header.
769 unsigned output_size_bytes
;
770 if (compiler
->devinfo
->gen
>= 7) {
772 prog_data
->output_vertex_size_hwords
* 32 * shader
->info
->gs
.vertices_out
;
773 output_size_bytes
+= 32 * prog_data
->control_data_header_size_hwords
;
775 output_size_bytes
= prog_data
->output_vertex_size_hwords
* 32;
778 /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
779 * which comes before the control header.
781 if (compiler
->devinfo
->gen
>= 8)
782 output_size_bytes
+= 32;
784 /* Shaders can technically set max_vertices = 0, at which point we
785 * may have a URB size of 0 bytes. Nothing good can come from that,
786 * so enforce a minimum size.
788 if (output_size_bytes
== 0)
789 output_size_bytes
= 1;
791 unsigned max_output_size_bytes
= GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES
;
792 if (compiler
->devinfo
->gen
== 6)
793 max_output_size_bytes
= GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES
;
794 if (output_size_bytes
> max_output_size_bytes
)
798 /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and
799 * a multiple of 128 bytes in gen6.
801 if (compiler
->devinfo
->gen
>= 7)
802 prog_data
->base
.urb_entry_size
= ALIGN(output_size_bytes
, 64) / 64;
804 prog_data
->base
.urb_entry_size
= ALIGN(output_size_bytes
, 128) / 128;
806 prog_data
->output_topology
=
807 get_hw_prim_for_gl_prim(shader
->info
->gs
.output_primitive
);
809 prog_data
->vertices_in
= shader
->info
->gs
.vertices_in
;
811 /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
812 * need to program a URB read length of ceiling(num_slots / 2).
814 prog_data
->base
.urb_read_length
= (c
.input_vue_map
.num_slots
+ 1) / 2;
816 /* Now that prog_data setup is done, we are ready to actually compile the
819 if (unlikely(INTEL_DEBUG
& DEBUG_GS
)) {
820 fprintf(stderr
, "GS Input ");
821 brw_print_vue_map(stderr
, &c
.input_vue_map
);
822 fprintf(stderr
, "GS Output ");
823 brw_print_vue_map(stderr
, &prog_data
->base
.vue_map
);
827 fs_visitor
v(compiler
, log_data
, mem_ctx
, &c
, prog_data
, shader
,
830 prog_data
->base
.dispatch_mode
= DISPATCH_MODE_SIMD8
;
831 prog_data
->base
.base
.dispatch_grf_start_reg
= v
.payload
.num_regs
;
833 fs_generator
g(compiler
, log_data
, mem_ctx
, &c
.key
,
834 &prog_data
->base
.base
, v
.promoted_constants
,
835 false, MESA_SHADER_GEOMETRY
);
836 if (unlikely(INTEL_DEBUG
& DEBUG_GS
)) {
838 shader
->info
->label
? shader
->info
->label
: "unnamed";
839 char *name
= ralloc_asprintf(mem_ctx
, "%s geometry shader %s",
840 label
, shader
->info
->name
);
841 g
.enable_debug(name
);
843 g
.generate_code(v
.cfg
, 8);
844 return g
.get_assembly(final_assembly_size
);
848 if (compiler
->devinfo
->gen
>= 7) {
849 /* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do
850 * so without spilling. If the GS invocations count > 1, then we can't use
853 if (prog_data
->invocations
<= 1 &&
854 likely(!(INTEL_DEBUG
& DEBUG_NO_DUAL_OBJECT_GS
))) {
855 prog_data
->base
.dispatch_mode
= DISPATCH_MODE_4X2_DUAL_OBJECT
;
857 vec4_gs_visitor
v(compiler
, log_data
, &c
, prog_data
, shader
,
858 mem_ctx
, true /* no_spills */, shader_time_index
);
860 return brw_vec4_generate_assembly(compiler
, log_data
, mem_ctx
,
861 shader
, &prog_data
->base
, v
.cfg
,
862 final_assembly_size
);
867 /* Either we failed to compile in DUAL_OBJECT mode (probably because it
868 * would have required spilling) or DUAL_OBJECT mode is disabled. So fall
869 * back to DUAL_INSTANCED or SINGLE mode, which consumes fewer registers.
871 * FIXME: Single dispatch mode requires that the driver can handle
872 * interleaving of input registers, but this is already supported (dual
873 * instance mode has the same requirement). However, to take full advantage
874 * of single dispatch mode to reduce register pressure we would also need to
875 * do interleaved outputs, but currently, the vec4 visitor and generator
876 * classes do not support this, so at the moment register pressure in
877 * single and dual instance modes is the same.
879 * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 "3DSTATE_GS"
880 * "If InstanceCount>1, DUAL_OBJECT mode is invalid. Software will likely
881 * want to use DUAL_INSTANCE mode for higher performance, but SINGLE mode
882 * is also supported. When InstanceCount=1 (one instance per object) software
883 * can decide which dispatch mode to use. DUAL_OBJECT mode would likely be
884 * the best choice for performance, followed by SINGLE mode."
886 * So SINGLE mode is more performant when invocations == 1 and DUAL_INSTANCE
887 * mode is more performant when invocations > 1. Gen6 only supports
890 if (prog_data
->invocations
<= 1 || compiler
->devinfo
->gen
< 7)
891 prog_data
->base
.dispatch_mode
= DISPATCH_MODE_4X1_SINGLE
;
893 prog_data
->base
.dispatch_mode
= DISPATCH_MODE_4X2_DUAL_INSTANCE
;
895 vec4_gs_visitor
*gs
= NULL
;
896 const unsigned *ret
= NULL
;
898 if (compiler
->devinfo
->gen
>= 7)
899 gs
= new vec4_gs_visitor(compiler
, log_data
, &c
, prog_data
,
900 shader
, mem_ctx
, false /* no_spills */,
903 gs
= new gen6_gs_visitor(compiler
, log_data
, &c
, prog_data
, shader_prog
,
904 shader
, mem_ctx
, false /* no_spills */,
909 *error_str
= ralloc_strdup(mem_ctx
, gs
->fail_msg
);
911 ret
= brw_vec4_generate_assembly(compiler
, log_data
, mem_ctx
, shader
,
912 &prog_data
->base
, gs
->cfg
,
913 final_assembly_size
);
921 } /* namespace brw */