[Mesa-dev] [PATCH 19/30] i965/gs: add GS visitors.

Paul Berry stereotype441 at gmail.com
Tue Aug 20 11:30:34 PDT 2013


This patch introduces the vec4_gs_visitor class, which translates
geometry shaders from GLSL IR to back-end opcodes.

This class is derived from vec4_visitor (which is also the base class
for vec4_vs_visitor), so as a result most of the back end code is
shared.  The only parts that differ are:

- Geometry shaders use a different input payload organization, since
  the inputs need to match up with the outputs of the previous
  pipeline stage (vec4_gs_visitor::setup_payload() and
  vec4_gs_visitor::setup_varying_inputs()).

- Geometry shader input array dereferences need a special stride
  computation, since all geometry shader inputs are interleaved into
  one giant array (vec4_gs_visitor::compute_array_stride()).

- There are no geometry shader system values
  (vec4_gs_visitor::make_reg_for_system_value()).

- At the beginning of a geometry shader, extra data in R0 needs to be
  zeroed out, and a vertex counter needs to be initialized
  (vec4_gs_visitor::emit_prolog()).

- When EmitVertex() appears in the shader, the current contents of
  output variables need to be emitted to the URB, and the vertex
  counter needs to be incremented
  (vec4_gs_visitor::visit(ir_emit_vertex *)).

- When generating a URB_WRITE message to output vertex data, the
  current state of the vertex counter needs to be used to store a
  write offset in the message header
  (vec4_gs_visitor::emit_urb_write_header()).

- The URB_WRITE message that outputs vertex data needs to be sent
  using GS_OPCODE_URB_WRITE, since VS_OPCODE_URB_WRITE would overwrite
  the offsets in the message header
  (vec4_gs_visitor::emit_urb_write_opcode()).

- At the end of a geometry shader, the final vertex count needs to be
  delivered using a URB WRITE message
  (vec4_gs_visitor::emit_thread_end()).

- EndPrimitive() functionality is not implemented yet
  (vec4_gs_visitor::visit(ir_end_primitive *)).

- There is no support for assembly shaders
  (vec4_gs_visitor::emit_program_code()).
---
 src/mesa/drivers/dri/i965/Makefile.sources        |   1 +
 src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp | 258 ++++++++++++++++++++++
 src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h   |  91 ++++++++
 3 files changed, 350 insertions(+)
 create mode 100644 src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
 create mode 100644 src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h

diff --git a/src/mesa/drivers/dri/i965/Makefile.sources b/src/mesa/drivers/dri/i965/Makefile.sources
index 60cd6e0..290cd93 100644
--- a/src/mesa/drivers/dri/i965/Makefile.sources
+++ b/src/mesa/drivers/dri/i965/Makefile.sources
@@ -87,6 +87,7 @@ i965_FILES = \
 	brw_vec4.cpp \
 	brw_vec4_copy_propagation.cpp \
 	brw_vec4_emit.cpp \
+	brw_vec4_gs_visitor.cpp \
 	brw_vec4_live_variables.cpp \
 	brw_vec4_reg_allocate.cpp \
 	brw_vec4_visitor.cpp \
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
new file mode 100644
index 0000000..9af04a2
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
@@ -0,0 +1,258 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file brw_vec4_gs_visitor.cpp
+ *
+ * Geometry-shader-specific code derived from the vec4_visitor class.
+ */
+
+#include "brw_vec4_gs_visitor.h"
+
+const unsigned MAX_GS_INPUT_VERTICES = 6;
+
+namespace brw {
+
+vec4_gs_visitor::vec4_gs_visitor(struct brw_context *brw,
+                                 struct brw_vec4_gs_compile *c,
+                                 struct gl_shader_program *prog,
+                                 struct brw_shader *shader,
+                                 void *mem_ctx)
+   : vec4_visitor(brw, &c->base, &c->gp->program.Base, &c->key.base,
+                  &c->prog_data.base, prog, shader, mem_ctx,
+                  INTEL_DEBUG & DEBUG_GS),
+     c(c)
+{
+}
+
+
+dst_reg *
+vec4_gs_visitor::make_reg_for_system_value(ir_variable *ir)
+{
+   /* Geometry shaders don't use any system values. */
+   assert(!"Unreached");
+   return NULL;
+}
+
+
+int
+vec4_gs_visitor::setup_varying_inputs(int payload_reg, int *attribute_map)
+{
+   /* For geometry shaders there are N copies of the input attributes, where N
+    * is the number of input vertices.  attribute_map[BRW_VARYING_SLOT_COUNT *
+    * i + j] represents attribute j for vertex i.
+    *
+    * Note that GS inputs are read from the VUE 256 bits (2 vec4's) at a time,
+    * so the total number of input slots that will be delivered to the GS (and
+    * thus the stride of the input arrays) is urb_read_length * 2.
+    */
+   unsigned num_input_vertices = c->gp->program.VerticesIn;
+   assert(num_input_vertices <= MAX_GS_INPUT_VERTICES);
+   unsigned input_array_stride = c->prog_data.base.urb_read_length * 2;
+
+   for (int slot = 0; slot < c->key.input_vue_map.num_slots; slot++) {
+      int varying = c->key.input_vue_map.slot_to_varying[slot];
+      for (unsigned vertex = 0; vertex < num_input_vertices; vertex++) {
+         attribute_map[BRW_VARYING_SLOT_COUNT * vertex + varying] =
+            payload_reg + input_array_stride * vertex + slot;
+      }
+   }
+
+   return payload_reg + input_array_stride * num_input_vertices;
+}
+
+
+void
+vec4_gs_visitor::setup_payload()
+{
+   int attribute_map[BRW_VARYING_SLOT_COUNT * MAX_GS_INPUT_VERTICES];
+
+   /* If a geometry shader tries to read from an input that wasn't written by
+    * the vertex shader, that produces undefined results, but it shouldn't
+    * crash anything.  So initialize attribute_map to zeros--that ensures that
+    * these undefined results are read from r0.
+    */
+   memset(attribute_map, 0, sizeof(attribute_map));
+
+   int reg = 0;
+
+   /* The payload always contains important data in g0, which contains
+    * the URB handles that are passed on to the URB write at the end
+    * of the thread.
+    */
+   reg++;
+
+   reg = setup_uniforms(reg);
+
+   reg = setup_varying_inputs(reg, attribute_map);
+
+   lower_attributes_to_hw_regs(attribute_map);
+
+   this->first_non_payload_grf = reg;
+}
+
+
+void
+vec4_gs_visitor::emit_prolog()
+{
+   /* In vertex shaders, r0.2 is guaranteed to be initialized to zero.  In
+    * geometry shaders, it isn't (it contains a bunch of information we don't
+    * need, like the input primitive type).  We need r0.2 to be zero in order
+    * to build scratch read/write messages correctly (otherwise this value
+    * will be interpreted as a global offset, causing us to do our scratch
+    * reads/writes to garbage memory).  So just set it to zero at the top of
+    * the shader.
+    */
+   this->current_annotation = "clear r0.2";
+   dst_reg r0(retype(brw_vec4_grf(0, 0), BRW_REGISTER_TYPE_UD));
+   emit(GS_OPCODE_SET_DWORD_2_IMMED, r0, 0u);
+
+   /* Create a virtual register to hold the vertex count */
+   this->vertex_count = src_reg(this, glsl_type::uint_type);
+
+   /* Initialize the vertex_count register to 0 */
+   this->current_annotation = "initialize vertex_count";
+   vec4_instruction *inst = emit(MOV(dst_reg(this->vertex_count), 0u));
+   inst->force_writemask_all = true;
+
+   this->current_annotation = NULL;
+}
+
+
+void
+vec4_gs_visitor::emit_program_code()
+{
+   /* We don't support NV_geometry_program4. */
+   assert(!"Unreached");
+}
+
+
+void
+vec4_gs_visitor::emit_thread_end()
+{
+   /* MRF 0 is reserved for the debugger, so start with message header
+    * in MRF 1.
+    */
+   int base_mrf = 1;
+
+   current_annotation = "thread end";
+   dst_reg mrf_reg(MRF, base_mrf);
+   src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
+   vec4_instruction *inst = emit(MOV(mrf_reg, r0));
+   inst->force_writemask_all = true;
+   emit(GS_OPCODE_SET_VERTEX_COUNT, mrf_reg, this->vertex_count);
+   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+      emit_shader_time_end();
+   inst = emit(GS_OPCODE_THREAD_END);
+   inst->base_mrf = base_mrf;
+   inst->mlen = 1;
+}
+
+
+void
+vec4_gs_visitor::emit_urb_write_header(int mrf)
+{
+   /* The SEND instruction that writes the vertex data to the VUE will use
+    * per_slot_offset=true, which means that DWORDs 3 and 4 of the message
+    * header specify an offset (in multiples of 256 bits) into the URB entry
+    * at which the write should take place.
+    *
+    * So we have to prepare a message header with the apropriate offset
+    * values.
+    */
+   dst_reg mrf_reg(MRF, mrf);
+   src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
+   this->current_annotation = "URB write header";
+   vec4_instruction *inst = emit(MOV(mrf_reg, r0));
+   inst->force_writemask_all = true;
+   emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, this->vertex_count,
+        (uint32_t) c->prog_data.output_vertex_size_hwords);
+}
+
+
+vec4_instruction *
+vec4_gs_visitor::emit_urb_write_opcode(bool complete)
+{
+   /* We don't care whether the vertex is complete, because in general
+    * geometry shaders output multiple vertices, and we don't terminate the
+    * thread until all vertices are complete.
+    */
+   (void) complete;
+
+   vec4_instruction *inst = emit(GS_OPCODE_URB_WRITE);
+   inst->urb_write_flags = BRW_URB_WRITE_PER_SLOT_OFFSET;
+   return inst;
+}
+
+
+int
+vec4_gs_visitor::compute_array_stride(ir_dereference_array *ir)
+{
+   /* Geometry shader inputs are arrays, but they use an unusual array layout:
+    * instead of all array elements for a given geometry shader input being
+    * stored consecutively, all geometry shader inputs are interleaved into
+    * one giant array.  At this stage of compilation, we assume that the
+    * stride of the array is BRW_VARYING_SLOT_COUNT.  Later,
+    * setup_attributes() will remap our accesses to the actual input array.
+    */
+   ir_dereference_variable *deref_var = ir->array->as_dereference_variable();
+   if (deref_var && deref_var->var->mode == ir_var_shader_in)
+      return BRW_VARYING_SLOT_COUNT;
+   else
+      return vec4_visitor::compute_array_stride(ir);
+}
+
+
+void
+vec4_gs_visitor::visit(ir_emit_vertex *)
+{
+   this->current_annotation = "emit vertex: safety check";
+
+   /* To ensure that the vertex counter doesn't get too big, do the logic
+    * inside a conditional of the form "if (vertex_count < MAX)"
+    */
+   unsigned num_output_vertices = c->gp->program.VerticesOut;
+   emit(CMP(dst_null_d(), this->vertex_count,
+            src_reg(num_output_vertices), BRW_CONDITIONAL_L));
+   emit(IF(BRW_PREDICATE_NORMAL));
+
+   this->current_annotation = "emit vertex: vertex data";
+   emit_vertex();
+
+   this->current_annotation = "emit vertex: increment vertex count";
+   emit(ADD(dst_reg(this->vertex_count), this->vertex_count,
+            src_reg(1u)));
+
+   emit(BRW_OPCODE_ENDIF);
+
+   this->current_annotation = NULL;
+}
+
+void
+vec4_gs_visitor::visit(ir_end_primitive *)
+{
+   assert(!"Not implemented yet");
+}
+
+
+} /* namespace brw */
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h
new file mode 100644
index 0000000..e998666
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h
@@ -0,0 +1,91 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file brw_vec4_gs_visitor.h
+ *
+ * Geometry-shader-specific code derived from the vec4_visitor class.
+ */
+
+#ifndef BRW_VEC4_GS_VISITOR_H
+#define BRW_VEC4_GS_VISITOR_H
+
+#include "brw_vec4.h"
+
+
+struct brw_vec4_gs_prog_key
+{
+   struct brw_vec4_prog_key base;
+
+   struct brw_vue_map input_vue_map;
+};
+
+
+/**
+ * Scratch data used when compiling a GLSL geometry shader.
+ */
+struct brw_vec4_gs_compile
+{
+   struct brw_vec4_compile base;
+   struct brw_vec4_gs_prog_key key;
+   struct brw_vec4_gs_prog_data prog_data;
+
+   struct brw_geometry_program *gp;
+};
+
+
+#ifdef __cplusplus
+namespace brw {
+
+class vec4_gs_visitor : public vec4_visitor
+{
+public:
+   vec4_gs_visitor(struct brw_context *brw,
+                   struct brw_vec4_gs_compile *c,
+                   struct gl_shader_program *prog,
+                   struct brw_shader *shader,
+                   void *mem_ctx);
+
+protected:
+   virtual dst_reg *make_reg_for_system_value(ir_variable *ir);
+   virtual void setup_payload();
+   virtual void emit_prolog();
+   virtual void emit_program_code();
+   virtual void emit_thread_end();
+   virtual void emit_urb_write_header(int mrf);
+   virtual vec4_instruction *emit_urb_write_opcode(bool complete);
+   virtual int compute_array_stride(ir_dereference_array *ir);
+   virtual void visit(ir_emit_vertex *);
+   virtual void visit(ir_end_primitive *);
+
+private:
+   int setup_varying_inputs(int payload_reg, int *attribute_map);
+
+   src_reg vertex_count;
+   const struct brw_vec4_gs_compile * const c;
+};
+
+} /* namespace brw */
+#endif /* __cplusplus */
+
+#endif /* BRW_VEC4_GS_VISITOR_H */
-- 
1.8.3.4



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