urb_start + prog_data->num_varying_inputs * 2;
}
+void
+fs_visitor::assign_vs_urb_setup()
+{
+ brw_vs_prog_data *vs_prog_data = (brw_vs_prog_data *) prog_data;
+ int grf, count, slot, channel, attr;
+
+ assert(stage == MESA_SHADER_VERTEX);
+ count = _mesa_bitcount_64(vs_prog_data->inputs_read);
+ if (vs_prog_data->uses_vertexid || vs_prog_data->uses_instanceid)
+ count++;
+
+ /* Each attribute is 4 regs. */
+ this->first_non_payload_grf =
+ payload.num_regs + prog_data->curb_read_length + count * 4;
+
+ unsigned vue_entries =
+ MAX2(count, vs_prog_data->base.vue_map.num_slots);
+
+ vs_prog_data->base.urb_entry_size = ALIGN(vue_entries, 4) / 4;
+ vs_prog_data->base.urb_read_length = (count + 1) / 2;
+
+ assert(vs_prog_data->base.urb_read_length <= 15);
+
+ /* Rewrite all ATTR file references to the hw grf that they land in. */
+ foreach_block_and_inst(block, fs_inst, inst, cfg) {
+ for (int i = 0; i < inst->sources; i++) {
+ if (inst->src[i].file == ATTR) {
+
+ if (inst->src[i].reg == VERT_ATTRIB_MAX) {
+ slot = count - 1;
+ } else {
+ /* Attributes come in in a contiguous block, ordered by their
+ * gl_vert_attrib value. That means we can compute the slot
+ * number for an attribute by masking out the enabled
+ * attributes before it and counting the bits.
+ */
+ attr = inst->src[i].reg + inst->src[i].reg_offset / 4;
+ slot = _mesa_bitcount_64(vs_prog_data->inputs_read &
+ BITFIELD64_MASK(attr));
+ }
+
+ channel = inst->src[i].reg_offset & 3;
+
+ grf = payload.num_regs +
+ prog_data->curb_read_length +
+ slot * 4 + channel;
+
+ inst->src[i].file = HW_REG;
+ inst->src[i].fixed_hw_reg =
+ retype(brw_vec8_grf(grf, 0), inst->src[i].type);
+ }
+ }
+ }
+}
+
/**
* Split large virtual GRFs into separate components if we can.
*
}
}
+void
+fs_visitor::setup_vs_payload()
+{
+ /* R0: thread header, R1: urb handles */
+ payload.num_regs = 2;
+}
+
void
fs_visitor::assign_binding_table_offsets()
{
void
fs_visitor::optimize()
{
+ const char *stage_name = stage == MESA_SHADER_VERTEX ? "vs" : "fs";
+
calculate_cfg();
split_virtual_grfs();
\
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
char filename[64]; \
- snprintf(filename, 64, "fs%d-%04d-%02d-%02d-" #pass, \
- dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
+ snprintf(filename, 64, "%s%d-%04d-%02d-%02d-" #pass, \
+ stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
\
backend_visitor::dump_instructions(filename); \
} \
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
char filename[64];
- snprintf(filename, 64, "fs%d-%04d-00-start",
- dispatch_width, shader_prog ? shader_prog->Name : 0);
+ snprintf(filename, 64, "%s%d-%04d-00-start",
+ stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0);
backend_visitor::dump_instructions(filename);
}
}
if (!allocated_without_spills) {
+ const char *stage_name = stage == MESA_SHADER_VERTEX ?
+ "Vertex" : "Fragment";
+
/* We assume that any spilling is worse than just dropping back to
* SIMD8. There's probably actually some intermediate point where
* SIMD16 with a couple of spills is still better.
fail("Failure to register allocate. Reduce number of "
"live scalar values to avoid this.");
} else {
- perf_debug("Fragment shader triggered register spilling. "
+ perf_debug("%s shader triggered register spilling. "
"Try reducing the number of live scalar values to "
- "improve performance.\n");
+ "improve performance.\n", stage_name);
}
/* Since we're out of heuristics, just go spill registers until we
prog_data->total_scratch = brw_get_scratch_size(last_scratch);
}
+bool
+fs_visitor::run_vs()
+{
+ assert(stage == MESA_SHADER_VERTEX);
+
+ assign_common_binding_table_offsets(0);
+ setup_vs_payload();
+
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ emit_shader_time_begin();
+
+ foreach_in_list(ir_instruction, ir, shader->base.ir) {
+ base_ir = ir;
+ this->result = reg_undef;
+ ir->accept(this);
+ }
+ base_ir = NULL;
+ if (failed)
+ return false;
+
+ emit_urb_writes();
+
+ optimize();
+
+ assign_curb_setup();
+ assign_vs_urb_setup();
+
+ allocate_registers();
+
+ return !failed;
+}
+
bool
fs_visitor::run()
{
struct gl_shader_program *shader_prog,
struct gl_fragment_program *fp,
unsigned dispatch_width);
+
+ fs_visitor(struct brw_context *brw,
+ void *mem_ctx,
+ const struct brw_vs_prog_key *key,
+ struct brw_vs_prog_data *prog_data,
+ struct gl_shader_program *shader_prog,
+ struct gl_vertex_program *cp,
+ unsigned dispatch_width);
+
~fs_visitor();
void init();
fs_reg *variable_storage(ir_variable *var);
int virtual_grf_alloc(int size);
void import_uniforms(fs_visitor *v);
+ void setup_uniform_clipplane_values();
+ void compute_clip_distance();
void visit(ir_variable *ir);
void visit(ir_assignment *ir);
uint32_t const_offset);
bool run();
+ bool run_vs();
void optimize();
void allocate_registers();
void assign_binding_table_offsets();
void setup_payload_gen4();
void setup_payload_gen6();
+ void setup_vs_payload();
void assign_curb_setup();
void calculate_urb_setup();
void assign_urb_setup();
+ void assign_vs_urb_setup();
bool assign_regs(bool allow_spilling);
void assign_regs_trivial();
void get_used_mrfs(bool *mrf_used);
fs_reg *emit_samplepos_setup();
fs_reg *emit_sampleid_setup();
fs_reg *emit_general_interpolation(ir_variable *ir);
+ fs_reg *emit_vs_system_value(enum brw_reg_type type, int location);
void emit_interpolation_setup_gen4();
void emit_interpolation_setup_gen6();
void compute_sample_position(fs_reg dst, fs_reg int_sample_pos);
fs_inst *emit_single_fb_write(fs_reg color1, fs_reg color2,
fs_reg src0_alpha, unsigned components);
void emit_fb_writes();
+ void emit_urb_writes();
void emit_shader_time_begin();
void emit_shader_time_end();
struct hash_table *variable_ht;
fs_reg frag_depth;
fs_reg sample_mask;
- fs_reg outputs[BRW_MAX_DRAW_BUFFERS];
- unsigned output_components[BRW_MAX_DRAW_BUFFERS];
+ fs_reg outputs[VARYING_SLOT_MAX];
+ unsigned output_components[VARYING_SLOT_MAX];
fs_reg dual_src_output;
bool do_dual_src;
int first_non_payload_grf;
fs_reg delta_x[BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT];
fs_reg delta_y[BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT];
fs_reg shader_start_time;
+ fs_reg userplane[MAX_CLIP_PLANES];
int grf_used;
bool spilled_any_registers;
#include "brw_eu.h"
#include "brw_wm.h"
}
+#include "brw_vec4.h"
#include "brw_fs.h"
#include "main/uniforms.h"
#include "glsl/glsl_types.h"
#include "glsl/ir_optimization.h"
+fs_reg *
+fs_visitor::emit_vs_system_value(enum brw_reg_type type, int location)
+{
+ fs_reg *reg = new(this->mem_ctx)
+ fs_reg(ATTR, VERT_ATTRIB_MAX, type);
+ brw_vs_prog_data *vs_prog_data = (brw_vs_prog_data *) prog_data;
+
+ switch (location) {
+ case SYSTEM_VALUE_BASE_VERTEX:
+ reg->reg_offset = 0;
+ vs_prog_data->uses_vertexid = true;
+ break;
+ case SYSTEM_VALUE_VERTEX_ID:
+ case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
+ reg->reg_offset = 2;
+ vs_prog_data->uses_vertexid = true;
+ break;
+ case SYSTEM_VALUE_INSTANCE_ID:
+ reg->reg_offset = 3;
+ vs_prog_data->uses_instanceid = true;
+ break;
+ default:
+ unreachable("not reached");
+ }
+
+ return reg;
+}
+
void
fs_visitor::visit(ir_variable *ir)
{
if (ir->data.mode == ir_var_shader_in) {
assert(ir->data.location != -1);
- if (!strcmp(ir->name, "gl_FragCoord")) {
+ if (stage == MESA_SHADER_VERTEX) {
+ reg = new(this->mem_ctx)
+ fs_reg(ATTR, ir->data.location,
+ brw_type_for_base_type(ir->type->get_scalar_type()));
+ } else if (!strcmp(ir->name, "gl_FragCoord")) {
reg = emit_fragcoord_interpolation(ir);
} else if (!strcmp(ir->name, "gl_FrontFacing")) {
reg = emit_frontfacing_interpolation();
} else if (ir->data.mode == ir_var_shader_out) {
reg = new(this->mem_ctx) fs_reg(this, ir->type);
- if (ir->data.index > 0) {
+ if (stage == MESA_SHADER_VERTEX) {
+ int vector_elements =
+ ir->type->is_array() ? ir->type->fields.array->vector_elements
+ : ir->type->vector_elements;
+
+ for (int i = 0; i < (type_size(ir->type) + 3) / 4; i++) {
+ int output = ir->data.location + i;
+ this->outputs[output] = *reg;
+ this->outputs[output].reg_offset = i * 4;
+ this->output_components[output] = vector_elements;
+ }
+
+ } else if (ir->data.index > 0) {
assert(ir->data.location == FRAG_RESULT_DATA0);
assert(ir->data.index == 1);
this->dual_src_output = *reg;
reg->type = brw_type_for_base_type(ir->type);
} else if (ir->data.mode == ir_var_system_value) {
- if (ir->data.location == SYSTEM_VALUE_SAMPLE_POS) {
+ switch (ir->data.location) {
+ case SYSTEM_VALUE_BASE_VERTEX:
+ case SYSTEM_VALUE_VERTEX_ID:
+ case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
+ case SYSTEM_VALUE_INSTANCE_ID:
+ reg = emit_vs_system_value(brw_type_for_base_type(ir->type),
+ ir->data.location);
+ break;
+ case SYSTEM_VALUE_SAMPLE_POS:
reg = emit_samplepos_setup();
- } else if (ir->data.location == SYSTEM_VALUE_SAMPLE_ID) {
+ break;
+ case SYSTEM_VALUE_SAMPLE_ID:
reg = emit_sampleid_setup();
- } else if (ir->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN) {
+ break;
+ case SYSTEM_VALUE_SAMPLE_MASK_IN:
assert(brw->gen >= 7);
reg = new(mem_ctx)
fs_reg(retype(brw_vec8_grf(payload.sample_mask_in_reg, 0),
BRW_REGISTER_TYPE_D));
+ break;
}
}
switch (stage) {
case MESA_SHADER_FRAGMENT:
return &((brw_wm_prog_key*) key)->tex;
+ case MESA_SHADER_VERTEX:
+ return &((brw_vue_prog_key*) key)->tex;
default:
unreachable("unhandled shader stage");
}
this->current_annotation = NULL;
}
+void
+fs_visitor::setup_uniform_clipplane_values()
+{
+ gl_clip_plane *clip_planes = brw_select_clip_planes(ctx);
+ const struct brw_vue_prog_key *key =
+ (const struct brw_vue_prog_key *) this->key;
+
+ for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
+ this->userplane[i] = fs_reg(UNIFORM, uniforms);
+ for (int j = 0; j < 4; ++j) {
+ stage_prog_data->param[uniforms + j] =
+ (gl_constant_value *) &clip_planes[i][j];
+ }
+ uniforms += 4;
+ }
+}
+
+void fs_visitor::compute_clip_distance()
+{
+ struct brw_vue_prog_data *vue_prog_data =
+ (struct brw_vue_prog_data *) prog_data;
+ const struct brw_vue_prog_key *key =
+ (const struct brw_vue_prog_key *) this->key;
+
+ /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
+ *
+ * "If a linked set of shaders forming the vertex stage contains no
+ * static write to gl_ClipVertex or gl_ClipDistance, but the
+ * application has requested clipping against user clip planes through
+ * the API, then the coordinate written to gl_Position is used for
+ * comparison against the user clip planes."
+ *
+ * This function is only called if the shader didn't write to
+ * gl_ClipDistance. Accordingly, we use gl_ClipVertex to perform clipping
+ * if the user wrote to it; otherwise we use gl_Position.
+ */
+
+ gl_varying_slot clip_vertex = VARYING_SLOT_CLIP_VERTEX;
+ if (!(vue_prog_data->vue_map.slots_valid & VARYING_BIT_CLIP_VERTEX))
+ clip_vertex = VARYING_SLOT_POS;
+
+ /* If the clip vertex isn't written, skip this. Typically this means
+ * the GS will set up clipping. */
+ if (outputs[clip_vertex].file == BAD_FILE)
+ return;
+
+ setup_uniform_clipplane_values();
+
+ current_annotation = "user clip distances";
+
+ this->outputs[VARYING_SLOT_CLIP_DIST0] = fs_reg(this, glsl_type::vec4_type);
+ this->outputs[VARYING_SLOT_CLIP_DIST1] = fs_reg(this, glsl_type::vec4_type);
+
+ for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
+ fs_reg u = userplane[i];
+ fs_reg output = outputs[VARYING_SLOT_CLIP_DIST0 + i / 4];
+ output.reg_offset = i & 3;
+
+ emit(MUL(output, outputs[clip_vertex], u));
+ for (int j = 1; j < 4; j++) {
+ u.reg = userplane[i].reg + j;
+ emit(MAD(output, output, offset(outputs[clip_vertex], j), u));
+ }
+ }
+}
+
+void
+fs_visitor::emit_urb_writes()
+{
+ int slot, urb_offset, length;
+ struct brw_vs_prog_data *vs_prog_data =
+ (struct brw_vs_prog_data *) prog_data;
+ const struct brw_vs_prog_key *key =
+ (const struct brw_vs_prog_key *) this->key;
+ const GLbitfield64 psiz_mask =
+ VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
+ const struct brw_vue_map *vue_map = &vs_prog_data->base.vue_map;
+ bool flush;
+ fs_reg sources[8];
+
+ /* Lower legacy ff and ClipVertex clipping to clip distances */
+ if (key->base.userclip_active && !prog->UsesClipDistanceOut)
+ compute_clip_distance();
+
+ /* If we don't have any valid slots to write, just do a minimal urb write
+ * send to terminate the shader. */
+ if (vue_map->slots_valid == 0) {
+
+ fs_reg payload = fs_reg(GRF, virtual_grf_alloc(1), BRW_REGISTER_TYPE_UD);
+ fs_inst *inst = emit(MOV(payload, fs_reg(retype(brw_vec8_grf(1, 0),
+ BRW_REGISTER_TYPE_UD))));
+ inst->force_writemask_all = true;
+
+ inst = emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
+ inst->eot = true;
+ inst->mlen = 1;
+ inst->offset = 1;
+ return;
+ }
+
+ length = 0;
+ urb_offset = 0;
+ flush = false;
+ for (slot = 0; slot < vue_map->num_slots; slot++) {
+ fs_reg reg, src, zero;
+
+ int varying = vue_map->slot_to_varying[slot];
+ switch (varying) {
+ case VARYING_SLOT_PSIZ:
+
+ /* The point size varying slot is the vue header and is always in the
+ * vue map. But often none of the special varyings that live there
+ * are written and in that case we can skip writing to the vue
+ * header, provided the corresponding state properly clamps the
+ * values further down the pipeline. */
+ if ((vue_map->slots_valid & psiz_mask) == 0) {
+ assert(length == 0);
+ urb_offset++;
+ break;
+ }
+
+ zero = fs_reg(GRF, virtual_grf_alloc(1), BRW_REGISTER_TYPE_UD);
+ emit(MOV(zero, fs_reg(0u)));
+
+ sources[length++] = zero;
+ if (vue_map->slots_valid & VARYING_BIT_LAYER)
+ sources[length++] = this->outputs[VARYING_SLOT_LAYER];
+ else
+ sources[length++] = zero;
+
+ if (vue_map->slots_valid & VARYING_BIT_VIEWPORT)
+ sources[length++] = this->outputs[VARYING_SLOT_VIEWPORT];
+ else
+ sources[length++] = zero;
+
+ if (vue_map->slots_valid & VARYING_BIT_PSIZ)
+ sources[length++] = this->outputs[VARYING_SLOT_PSIZ];
+ else
+ sources[length++] = zero;
+ break;
+
+ case BRW_VARYING_SLOT_NDC:
+ case VARYING_SLOT_EDGE:
+ unreachable("unexpected scalar vs output");
+ break;
+
+ case BRW_VARYING_SLOT_PAD:
+ break;
+
+ default:
+ /* gl_Position is always in the vue map, but isn't always written by
+ * the shader. Other varyings (clip distances) get added to the vue
+ * map but don't always get written. In those cases, the
+ * corresponding this->output[] slot will be invalid we and can skip
+ * the urb write for the varying. If we've already queued up a vue
+ * slot for writing we flush a mlen 5 urb write, otherwise we just
+ * advance the urb_offset.
+ */
+ if (this->outputs[varying].file == BAD_FILE) {
+ if (length > 0)
+ flush = true;
+ else
+ urb_offset++;
+ break;
+ }
+
+ if ((varying == VARYING_SLOT_COL0 ||
+ varying == VARYING_SLOT_COL1 ||
+ varying == VARYING_SLOT_BFC0 ||
+ varying == VARYING_SLOT_BFC1) &&
+ key->clamp_vertex_color) {
+ /* We need to clamp these guys, so do a saturating MOV into a
+ * temp register and use that for the payload.
+ */
+ for (int i = 0; i < 4; i++) {
+ reg = fs_reg(GRF, virtual_grf_alloc(1), outputs[varying].type);
+ src = offset(this->outputs[varying], i);
+ fs_inst *inst = emit(MOV(reg, src));
+ inst->saturate = true;
+ sources[length++] = reg;
+ }
+ } else {
+ for (int i = 0; i < 4; i++)
+ sources[length++] = offset(this->outputs[varying], i);
+ }
+ break;
+ }
+
+ current_annotation = "URB write";
+
+ /* If we've queued up 8 registers of payload (2 VUE slots), if this is
+ * the last slot or if we need to flush (see BAD_FILE varying case
+ * above), emit a URB write send now to flush out the data.
+ */
+ int last = slot == vue_map->num_slots - 1;
+ if (length == 8 || last)
+ flush = true;
+ if (flush) {
+ if (last && (INTEL_DEBUG & DEBUG_SHADER_TIME))
+ emit_shader_time_end();
+
+ fs_reg *payload_sources = ralloc_array(mem_ctx, fs_reg, length + 1);
+ fs_reg payload = fs_reg(GRF, virtual_grf_alloc(length + 1),
+ BRW_REGISTER_TYPE_F);
+
+ /* We need WE_all on the MOV for the message header (the URB handles)
+ * so do a MOV to a dummy register and set force_writemask_all on the
+ * MOV. LOAD_PAYLOAD will preserve that.
+ */
+ fs_reg dummy = fs_reg(GRF, virtual_grf_alloc(1),
+ BRW_REGISTER_TYPE_UD);
+ fs_inst *inst = emit(MOV(dummy, fs_reg(retype(brw_vec8_grf(1, 0),
+ BRW_REGISTER_TYPE_UD))));
+ inst->force_writemask_all = true;
+ payload_sources[0] = dummy;
+
+ memcpy(&payload_sources[1], sources, length * sizeof sources[0]);
+ emit(LOAD_PAYLOAD(payload, payload_sources, length + 1));
+
+ inst = emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
+ inst->eot = last;
+ inst->mlen = length + 1;
+ inst->offset = urb_offset;
+ urb_offset = slot + 1;
+ length = 0;
+ flush = false;
+ }
+ }
+}
+
void
fs_visitor::resolve_ud_negate(fs_reg *reg)
{
init();
}
+fs_visitor::fs_visitor(struct brw_context *brw,
+ void *mem_ctx,
+ const struct brw_vs_prog_key *key,
+ struct brw_vs_prog_data *prog_data,
+ struct gl_shader_program *shader_prog,
+ struct gl_vertex_program *cp,
+ unsigned dispatch_width)
+ : backend_visitor(brw, shader_prog, &cp->Base, &prog_data->base.base,
+ MESA_SHADER_VERTEX),
+ reg_null_f(retype(brw_null_vec(dispatch_width), BRW_REGISTER_TYPE_F)),
+ reg_null_d(retype(brw_null_vec(dispatch_width), BRW_REGISTER_TYPE_D)),
+ reg_null_ud(retype(brw_null_vec(dispatch_width), BRW_REGISTER_TYPE_UD)),
+ key(key), prog_data(&prog_data->base.base),
+ dispatch_width(dispatch_width)
+{
+ this->mem_ctx = mem_ctx;
+ init();
+}
+
void
fs_visitor::init()
{