From: Juan A. Suarez Romero Date: Fri, 16 Dec 2016 09:24:43 +0000 (+0100) Subject: nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c2acf97fcc9b32eaa9778771282758e5652a8ad4;p=mesa.git nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes So far, input_reads was a bitmap tracking which vertex input locations were being used. In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4) consumes just one location, any other small attribute. So we mark the proper bit in inputs_read, and also the same bit in double_inputs_read if the attribute is a dvec3/dvec4. But in Vulkan, this is slightly different: a dvec3/dvec4 attribute consumes two locations, not just one. And hence two bits would be marked in inputs_read for the same vertex input attribute. To avoid handling two different situations in NIR, we just choose the latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4 vertex input attribute is marked with two bits in the inputs_read bitmap (and also in the double_inputs_read), and following attributes are adjusted accordingly. As example, if in our GLSL/IR shader we have three attributes: layout(location = 0) vec3 attr0; layout(location = 1) dvec4 attr1; layout(location = 2) dvec3 attr2; then in our NIR shader we put attr0 in location 0, attr1 in locations 1 and 2, and attr2 in location 3 and 4. Checking carefully, basically we are using slots rather than locations in NIR. When emitting the vertices, we do a inverse map to know the corresponding location for each slot. v2 (Jason): - use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR. v3 (Jason): - Fix commit log error. - Use ladder ifs and fix braces. - elements_double is divisible by 2, don't need DIV_ROUND_UP(). - Use if ladder instead of a switch. - Add comment about hardware restriction in 64bit vertex attributes. Reviewed-by: Jason Ekstrand --- diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp index 69d4c2b20c6..33f71bf416a 100644 --- a/src/compiler/glsl/glsl_to_nir.cpp +++ b/src/compiler/glsl/glsl_to_nir.cpp @@ -129,6 +129,19 @@ private: } /* end of anonymous namespace */ +static void +nir_remap_attributes(nir_shader *shader) +{ + nir_foreach_variable(var, &shader->inputs) { + var->data.location += _mesa_bitcount_64(shader->info->double_inputs_read & + BITFIELD64_MASK(var->data.location)); + } + + /* Once the remap is done, reset double_inputs_read, so later it will have + * which location/slots are doubles */ + shader->info->double_inputs_read = 0; +} + nir_shader * glsl_to_nir(const struct gl_shader_program *shader_prog, gl_shader_stage stage, @@ -146,6 +159,13 @@ glsl_to_nir(const struct gl_shader_program *shader_prog, nir_lower_constant_initializers(shader, (nir_variable_mode)~0); + /* Remap the locations to slots so those requiring two slots will occupy + * two locations. For instance, if we have in the IR code a dvec3 attr0 in + * location 0 and vec4 attr1 in location 1, in NIR attr0 will use + * locations/slots 0 and 1, and attr1 will use location/slot 2 */ + if (shader->stage == MESA_SHADER_VERTEX) + nir_remap_attributes(shader); + shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name); if (shader_prog->Label) shader->info->label = ralloc_strdup(shader, shader_prog->Label); @@ -322,6 +342,14 @@ nir_visitor::visit(ir_variable *ir) var->data.compact = ir->type->without_array()->is_scalar(); } } + + /* Mark all the locations that require two slots */ + if (glsl_type_is_dual_slot(glsl_without_array(var->type))) { + for (uint i = 0; i < glsl_count_attribute_slots(var->type, true); i++) { + uint64_t bitfield = BITFIELD64_BIT(var->data.location + i); + shader->info->double_inputs_read |= bitfield; + } + } break; case ir_var_shader_out: diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c index 07c99497146..35a1ce4dec6 100644 --- a/src/compiler/nir/nir_gather_info.c +++ b/src/compiler/nir/nir_gather_info.c @@ -53,11 +53,6 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len) else shader->info->inputs_read |= bitfield; - /* double inputs read is only for vertex inputs */ - if (shader->stage == MESA_SHADER_VERTEX && - glsl_type_is_dual_slot(glsl_without_array(var->type))) - shader->info->double_inputs_read |= bitfield; - if (shader->stage == MESA_SHADER_FRAGMENT) { shader->info->fs.uses_sample_qualifier |= var->data.sample; } @@ -83,26 +78,21 @@ static void mark_whole_variable(nir_shader *shader, nir_variable *var) { const struct glsl_type *type = var->type; - bool is_vertex_input = false; if (nir_is_per_vertex_io(var, shader->stage)) { assert(glsl_type_is_array(type)); type = glsl_get_array_element(type); } - if (shader->stage == MESA_SHADER_VERTEX && - var->data.mode == nir_var_shader_in) - is_vertex_input = true; - const unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4) - : glsl_count_attribute_slots(type, is_vertex_input); + : glsl_count_attribute_slots(type, false); set_io_mask(shader, var, 0, slots); } static unsigned -get_io_offset(nir_deref_var *deref, bool is_vertex_input) +get_io_offset(nir_deref_var *deref) { unsigned offset = 0; @@ -117,7 +107,7 @@ get_io_offset(nir_deref_var *deref, bool is_vertex_input) return -1; } - offset += glsl_count_attribute_slots(tail->type, is_vertex_input) * + offset += glsl_count_attribute_slots(tail->type, false) * deref_array->base_offset; } /* TODO: we can get the offset for structs here see nir_lower_io() */ @@ -163,12 +153,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref) return false; } - bool is_vertex_input = false; - if (shader->stage == MESA_SHADER_VERTEX && - var->data.mode == nir_var_shader_in) - is_vertex_input = true; - - unsigned offset = get_io_offset(deref, is_vertex_input); + unsigned offset = get_io_offset(deref); if (offset == -1) return false; @@ -184,8 +169,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref) } /* double element width for double types that takes two slots */ - if (!is_vertex_input && - glsl_type_is_dual_slot(glsl_without_array(type))) { + if (glsl_type_is_dual_slot(glsl_without_array(type))) { elem_width *= 2; } @@ -220,13 +204,27 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader) case nir_intrinsic_interp_var_at_sample: case nir_intrinsic_interp_var_at_offset: case nir_intrinsic_load_var: - case nir_intrinsic_store_var: - if (instr->variables[0]->var->data.mode == nir_var_shader_in || - instr->variables[0]->var->data.mode == nir_var_shader_out) { + case nir_intrinsic_store_var: { + nir_variable *var = instr->variables[0]->var; + + if (var->data.mode == nir_var_shader_in || + var->data.mode == nir_var_shader_out) { if (!try_mask_partial_io(shader, instr->variables[0])) - mark_whole_variable(shader, instr->variables[0]->var); + mark_whole_variable(shader, var); + + /* We need to track which input_reads bits correspond to a + * dvec3/dvec4 input attribute */ + if (shader->stage == MESA_SHADER_VERTEX && + var->data.mode == nir_var_shader_in && + glsl_type_is_dual_slot(glsl_without_array(var->type))) { + for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) { + int idx = var->data.location + i; + shader->info->double_inputs_read |= BITFIELD64_BIT(idx); + } + } } break; + } case nir_intrinsic_load_draw_id: case nir_intrinsic_load_front_face: diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 9ff84cd2921..c3feb115bb2 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -42,9 +42,35 @@ vertex_element_comp_control(enum isl_format format, unsigned comp) default: unreachable("Invalid component"); } + /* + * Take in account hardware restrictions when dealing with 64-bit floats. + * + * From Broadwell spec, command reference structures, page 586: + * "When SourceElementFormat is set to one of the *64*_PASSTHRU formats, + * 64-bit components are stored * in the URB without any conversion. In + * this case, vertex elements must be written as 128 or 256 bits, with + * VFCOMP_STORE_0 being used to pad the output as required. E.g., if + * R64_PASSTHRU is used to copy a 64-bit Red component into the URB, + * Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3 + * set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or + * Components 1-3 must be specified as VFCOMP_STORE_0 in order to output + * a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires + * Component 3 to be specified as VFCOMP_STORE_0 in order to output a + * 256-bit vertex element." + */ if (bits) { return VFCOMP_STORE_SRC; - } else if (comp < 3) { + } else if (comp >= 2 && + !isl_format_layouts[format].channels.b.bits && + isl_format_layouts[format].channels.r.type == ISL_RAW) { + /* When emitting 64-bit attributes, we need to write either 128 or 256 + * bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and + * VFCOMP_STORE_0 to pad the written chunk */ + return VFCOMP_NOSTORE; + } else if (comp < 3 || + isl_format_layouts[format].channels.r.type == ISL_RAW) { + /* Note we need to pad with value 0, not 1, due hardware restrictions + * (see comment above) */ return VFCOMP_STORE_0; } else if (isl_format_layouts[format].channels.r.type == ISL_UINT || isl_format_layouts[format].channels.r.type == ISL_SINT) { @@ -64,8 +90,10 @@ emit_vertex_input(struct anv_pipeline *pipeline, /* Pull inputs_read out of the VS prog data */ const uint64_t inputs_read = vs_prog_data->inputs_read; + const uint64_t double_inputs_read = vs_prog_data->double_inputs_read; assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0); const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0; + const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0; #if GEN_GEN >= 8 /* On BDW+, we only need to allocate space for base ids. Setting up @@ -83,13 +111,16 @@ emit_vertex_input(struct anv_pipeline *pipeline, vs_prog_data->uses_baseinstance; #endif - uint32_t elem_count = __builtin_popcount(elements) + needs_svgs_elem; - if (elem_count == 0) + uint32_t elem_count = __builtin_popcount(elements) - + __builtin_popcount(elements_double) / 2; + + uint32_t total_elems = elem_count + needs_svgs_elem; + if (total_elems == 0) return; uint32_t *p; - const uint32_t num_dwords = 1 + elem_count * 2; + const uint32_t num_dwords = 1 + total_elems * 2; p = anv_batch_emitn(&pipeline->batch, num_dwords, GENX(3DSTATE_VERTEX_ELEMENTS)); memset(p + 1, 0, (num_dwords - 1) * 4); @@ -107,7 +138,10 @@ emit_vertex_input(struct anv_pipeline *pipeline, if ((elements & (1 << desc->location)) == 0) continue; /* Binding unused */ - uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1)); + uint32_t slot = + __builtin_popcount(elements & ((1 << desc->location) - 1)) - + DIV_ROUND_UP(__builtin_popcount(elements_double & + ((1 << desc->location) -1)), 2); struct GENX(VERTEX_ELEMENT_STATE) element = { .VertexBufferIndex = desc->binding, @@ -137,7 +171,7 @@ emit_vertex_input(struct anv_pipeline *pipeline, #endif } - const uint32_t id_slot = __builtin_popcount(elements); + const uint32_t id_slot = elem_count; if (needs_svgs_elem) { /* From the Broadwell PRM for the 3D_Vertex_Component_Control enum: * "Within a VERTEX_ELEMENT_STATE structure, if a Component diff --git a/src/mesa/drivers/dri/i965/brw_draw_upload.c b/src/mesa/drivers/dri/i965/brw_draw_upload.c index 57815645924..b7527f2cd9b 100644 --- a/src/mesa/drivers/dri/i965/brw_draw_upload.c +++ b/src/mesa/drivers/dri/i965/brw_draw_upload.c @@ -481,11 +481,16 @@ brw_prepare_vertices(struct brw_context *brw) /* Accumulate the list of enabled arrays. */ brw->vb.nr_enabled = 0; while (vs_inputs) { - GLuint index = ffsll(vs_inputs) - 1; + GLuint first = ffsll(vs_inputs) - 1; + GLuint index = + first - DIV_ROUND_UP(_mesa_bitcount_64(vs_prog_data->double_inputs_read & + BITFIELD64_MASK(first)), 2); struct brw_vertex_element *input = &brw->vb.inputs[index]; input->is_dual_slot = brw->gen >= 8 && - (vs_prog_data->double_inputs_read & BITFIELD64_BIT(index)) != 0; - vs_inputs &= ~BITFIELD64_BIT(index); + (vs_prog_data->double_inputs_read & BITFIELD64_BIT(first)) != 0; + vs_inputs &= ~BITFIELD64_BIT(first); + if (input->is_dual_slot) + vs_inputs &= ~BITFIELD64_BIT(first + 1); brw->vb.enabled[brw->vb.nr_enabled++] = input; } diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index c8a069386dd..03f9c24d151 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -492,19 +492,6 @@ type_size_scalar(const struct glsl_type *type) return 0; } -/* Attribute arrays are loaded as one vec4 per element (or matrix column), - * except for double-precision types, which are loaded as one dvec4. - */ -extern "C" int -type_size_vs_input(const struct glsl_type *type) -{ - if (type->is_double()) { - return type_size_dvec4(type); - } else { - return type_size_vec4(type); - } -} - /** * Create a MOV to read the timestamp register. * diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp index 3775e6c4a09..cea38d86237 100644 --- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp @@ -36,8 +36,7 @@ fs_reg * fs_visitor::emit_vs_system_value(int location) { fs_reg *reg = new(this->mem_ctx) - fs_reg(ATTR, 4 * (_mesa_bitcount_64(nir->info->inputs_read) + - _mesa_bitcount_64(nir->info->double_inputs_read)), + fs_reg(ATTR, 4 * _mesa_bitcount_64(nir->info->inputs_read), BRW_REGISTER_TYPE_D); struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(prog_data); diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index 3645f48777a..2d2fce28eef 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -113,9 +113,7 @@ remap_vs_attrs(nir_block *block, shader_info *nir_info) int attr = intrin->const_index[0]; int slot = _mesa_bitcount_64(nir_info->inputs_read & BITFIELD64_MASK(attr)); - int dslot = _mesa_bitcount_64(nir_info->double_inputs_read & - BITFIELD64_MASK(attr)); - intrin->const_index[0] = 4 * (slot + dslot); + intrin->const_index[0] = 4 * slot; } } return true; @@ -268,7 +266,7 @@ brw_nir_lower_vs_inputs(nir_shader *nir, * loaded as one vec4 or dvec4 per element (or matrix column), depending on * whether it is a double-precision type or not. */ - nir_lower_io(nir, nir_var_shader_in, type_size_vs_input, 0); + nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0); /* This pass needs actual constants */ nir_opt_constant_folding(nir); diff --git a/src/mesa/drivers/dri/i965/brw_nir.h b/src/mesa/drivers/dri/i965/brw_nir.h index f713d47b40e..ecb41189806 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.h +++ b/src/mesa/drivers/dri/i965/brw_nir.h @@ -34,7 +34,6 @@ extern "C" { int type_size_scalar(const struct glsl_type *type); int type_size_vec4(const struct glsl_type *type); int type_size_dvec4(const struct glsl_type *type); -int type_size_vs_input(const struct glsl_type *type); static inline int type_size_scalar_bytes(const struct glsl_type *type) diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp index b5e846d7cf5..5ddbe580d5a 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp @@ -2737,7 +2737,7 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data, ((1 << shader->info->cull_distance_array_size) - 1) << shader->info->clip_distance_array_size; - unsigned nr_attributes = _mesa_bitcount_64(prog_data->inputs_read); + unsigned nr_attribute_slots = _mesa_bitcount_64(prog_data->inputs_read); /* gl_VertexID and gl_InstanceID are system values, but arrive via an * incoming vertex attribute. So, add an extra slot. @@ -2747,18 +2747,17 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data, BITFIELD64_BIT(SYSTEM_VALUE_BASE_INSTANCE) | BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) | BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) { - nr_attributes++; + nr_attribute_slots++; } /* gl_DrawID has its very own vec4 */ if (shader->info->system_values_read & BITFIELD64_BIT(SYSTEM_VALUE_DRAW_ID)) { - nr_attributes++; + nr_attribute_slots++; } - unsigned nr_attribute_slots = - nr_attributes + - _mesa_bitcount_64(shader->info->double_inputs_read); + unsigned nr_attributes = nr_attribute_slots - + DIV_ROUND_UP(_mesa_bitcount_64(shader->info->double_inputs_read), 2); /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry * Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in