[Mesa-dev] [PATCH v2 12/11] i965: Add scalar geometry shader support.
Kristian Høgsberg
krh at bitplanet.net
Tue Oct 27 16:40:19 PDT 2015
On Mon, Oct 12, 2015 at 02:55:32PM -0700, Kenneth Graunke wrote:
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/drivers/dri/i965/brw_fs.cpp | 174 ++++++++++
> src/mesa/drivers/dri/i965/brw_fs.h | 16 +-
> src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 378 ++++++++++++++++++++++
> src/mesa/drivers/dri/i965/brw_fs_visitor.cpp | 49 ++-
> src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp | 21 ++
> 5 files changed, 628 insertions(+), 10 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
> index dde8c45..778237a 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
> @@ -43,6 +43,7 @@
> #include "brw_wm.h"
> #include "brw_fs.h"
> #include "brw_cs.h"
> +#include "brw_vec4_gs_visitor.h"
> #include "brw_cfg.h"
> #include "brw_dead_control_flow.h"
> #include "main/uniforms.h"
> @@ -1347,6 +1348,47 @@ fs_visitor::emit_discard_jump()
> }
>
> void
> +fs_visitor::emit_gs_thread_end()
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> +
> + if (gs_compile->control_data_header_size_bits > 0) {
> + emit_gs_control_data_bits(this->final_gs_vertex_count);
> + }
> +
> + const fs_builder abld = bld.annotate("thread end");
> + fs_inst *inst;
> +
> + if (gs_compile->prog_data.static_vertex_count != -1) {
> + foreach_in_list_reverse(fs_inst, prev, &this->instructions) {
> + if (prev->opcode == SHADER_OPCODE_URB_WRITE_SIMD8 ||
> + prev->opcode == SHADER_OPCODE_URB_WRITE_SIMD8_MASKED ||
> + prev->opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT ||
> + prev->opcode == SHADER_OPCODE_URB_WRITE_SIMD8_MASKED_PER_SLOT) {
> + prev->eot = true;
> + return;
> + } else if (prev->is_control_flow() || prev->has_side_effects()) {
> + break;
> + }
> + }
> + fs_reg hdr = abld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.MOV(hdr, fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD)));
> + inst = abld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, hdr);
> + inst->mlen = 1;
> + } else {
> + fs_reg payload = abld.vgrf(BRW_REGISTER_TYPE_UD, 2);
> + fs_reg *sources = ralloc_array(mem_ctx, fs_reg, 2);
> + sources[0] = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
> + sources[1] = this->final_gs_vertex_count;
> + abld.LOAD_PAYLOAD(payload, sources, 2, 2);
> + inst = abld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
> + inst->mlen = 2;
> + }
> + inst->eot = true;
> + inst->offset = 0;
> +}
> +
> +void
> fs_visitor::assign_curb_setup()
> {
> if (dispatch_width == 8) {
> @@ -1550,6 +1592,53 @@ fs_visitor::assign_vs_urb_setup()
> }
> }
>
> +void
> +fs_visitor::assign_gs_urb_setup()
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> +
> + const gl_geometry_program *gp = &gs_compile->gp->program;
> + brw_vue_prog_data *vue_prog_data = (brw_vue_prog_data *) prog_data;
> +
> + first_non_payload_grf +=
> + 8 * vue_prog_data->urb_read_length * gp->VerticesIn;
Where does the 8 * come from here?
> +
> + const unsigned first_icp_handle = payload.num_regs -
> + (vue_prog_data->include_vue_handles ? gp->VerticesIn : 0);
> +
> + foreach_block_and_inst(block, fs_inst, inst, cfg) {
> + /* Lower URB_READ_SIMD8 opcodes into real messages. */
> + if (inst->opcode == SHADER_OPCODE_URB_READ_SIMD8) {
> + assert(inst->src[0].file == IMM);
> + inst->src[0] = retype(brw_vec8_grf(first_icp_handle +
> + inst->src[0].fixed_hw_reg.dw1.ud,
> + 0), BRW_REGISTER_TYPE_UD);
> + /* for now, assume constant - we can do per-slot offsets later */
> + assert(inst->src[1].file == IMM);
> + inst->offset = inst->src[1].fixed_hw_reg.dw1.ud;
> + inst->src[1] = fs_reg();
> + inst->mlen = 1;
> + inst->base_mrf = -1;
> + }
> +
> + /* Rewrite all ATTR file references to a real HW_REG. */
> + for (int i = 0; i < inst->sources; i++) {
> + if (inst->src[i].file != ATTR)
> + continue;
> +
> + int grf = payload.num_regs +
> + prog_data->curb_read_length +
> + inst->src[i].reg +
> + inst->src[i].reg_offset;
> +
> + 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.
> *
> @@ -4733,6 +4822,46 @@ fs_visitor::setup_vs_payload()
> *
> */
> void
> +fs_visitor::setup_gs_payload()
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> +
> + const gl_geometry_program *gp = &gs_compile->gp->program;
> + struct brw_gs_prog_data *gs_prog_data =
> + (struct brw_gs_prog_data *) prog_data;
> + struct brw_vue_prog_data *vue_prog_data =
> + (struct brw_vue_prog_data *) prog_data;
> +
> + /* R0: thread header, R1: output URB handles */
> + payload.num_regs = 2;
> +
> + if (gs_prog_data->include_primitive_id) {
> + /* R2: Primitive ID 0..7 */
> + payload.num_regs++;
> + }
> +
> + /* Use a maximum of 32 registers for push-model inputs. */
> + const unsigned max_push_components = 32;
> +
> + /* If pushing our inputs would take too many registers, reduce the URB read
> + * length (which is in HWords, or 8 registers), and resort to pulling.
> + *
> + * Note that the GS reads <URB Read Length> HWords for every vertex - so we
> + * have to multiply by VerticesIn to obtain the total storage requirement.
> + */
> + if (8 * vue_prog_data->urb_read_length * gp->VerticesIn >
> + max_push_components) {
> + gs_prog_data->base.include_vue_handles = true;
> +
> + /* R3..RN: ICP Handles for each incoming vertex (when using pull model) */
> + payload.num_regs += gp->VerticesIn;
> +
> + vue_prog_data->urb_read_length =
> + ROUND_DOWN_TO(max_push_components / gp->VerticesIn, 8) / 8;
> + }
> +}
> +
> +void
> fs_visitor::setup_cs_payload()
> {
> assert(devinfo->gen >= 7);
> @@ -4990,6 +5119,51 @@ fs_visitor::run_vs(gl_clip_plane *clip_planes)
> }
>
> bool
> +fs_visitor::run_gs()
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> +
> + setup_gs_payload();
> +
> + this->final_gs_vertex_count = vgrf(glsl_type::uint_type);
> +
> + if (gs_compile->control_data_header_size_bits > 0) {
> + /* Create a VGRF to store accumulated control data bits. */
> + this->control_data_bits = vgrf(glsl_type::uint_type);
> +
> + /* If we're outputting more than 32 control data bits, then EmitVertex()
> + * will set control_data_bits to 0 after emitting the first vertex.
> + * Otherwise, we need to initialize it to 0 here.
> + */
> + if (gs_compile->control_data_header_size_bits <= 32) {
> + const fs_builder abld = bld.annotate("initialize control data bits");
> + abld.MOV(this->control_data_bits, fs_reg(0u));
> + }
> + }
> +
> + if (INTEL_DEBUG & DEBUG_SHADER_TIME)
> + emit_shader_time_begin();
> +
> + emit_nir_code();
> + emit_gs_thread_end();
> +
> + if (failed)
> + return false;
> +
> + calculate_cfg();
> +
> + optimize();
> +
> + assign_curb_setup();
> + assign_gs_urb_setup();
> +
> + fixup_3src_null_dest();
> + allocate_registers();
> +
> + return !failed;
> +}
> +
> +bool
> fs_visitor::run_fs(bool do_rep_send)
> {
> brw_wm_prog_data *wm_prog_data = (brw_wm_prog_data *) this->prog_data;
> diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
> index e049608..aa5ff70 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs.h
> +++ b/src/mesa/drivers/dri/i965/brw_fs.h
> @@ -130,18 +130,21 @@ public:
>
> bool run_fs(bool do_rep_send);
> bool run_vs(gl_clip_plane *clip_planes);
> + bool run_gs();
> bool run_cs();
> void optimize();
> void allocate_registers();
> void setup_payload_gen4();
> void setup_payload_gen6();
> void setup_vs_payload();
> + void setup_gs_payload();
> void setup_cs_payload();
> void fixup_3src_null_dest();
> void assign_curb_setup();
> void calculate_urb_setup();
> void assign_urb_setup();
> void assign_vs_urb_setup();
> + void assign_gs_urb_setup();
> bool assign_regs(bool allow_spilling);
> void assign_regs_trivial();
> void setup_payload_interference(struct ra_graph *g, int payload_reg_count,
> @@ -277,7 +280,16 @@ public:
> fs_reg color1, fs_reg color2,
> fs_reg src0_alpha, unsigned components);
> void emit_fb_writes();
> - void emit_urb_writes();
> + void emit_urb_writes(const fs_reg &gs_vertex_count = fs_reg());
> + void set_gs_stream_control_data_bits(const fs_reg &vertex_count,
> + unsigned stream_id);
> + void emit_gs_control_data_bits(const fs_reg &vertex_count);
> + void emit_gs_end_primitive(const nir_src &vertex_count_nir_src);
> + void emit_gs_vertex(const nir_src &vertex_count_nir_src,
> + unsigned stream_id);
> + void emit_gs_thread_end();
> + void emit_gs_input_load(const fs_reg &dst, const nir_src &vertex_src,
> + unsigned offset, unsigned num_components);
> void emit_cs_terminate();
> fs_reg *emit_cs_local_invocation_id_setup();
> fs_reg *emit_cs_work_group_id_setup();
> @@ -384,6 +396,8 @@ public:
> fs_reg delta_xy[BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT];
> fs_reg shader_start_time;
> fs_reg userplane[MAX_CLIP_PLANES];
> + fs_reg final_gs_vertex_count;
> + fs_reg control_data_bits;
>
> unsigned grf_used;
> bool spilled_any_registers;
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> index 70ddf59..f86645b 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> @@ -28,6 +28,7 @@
> #include "program/prog_to_nir.h"
> #include "brw_fs.h"
> #include "brw_fs_surface_builder.h"
> +#include "brw_vec4_gs_visitor.h"
> #include "brw_nir.h"
> #include "brw_fs_surface_builder.h"
> #include "brw_vec4_gs_visitor.h"
> @@ -96,6 +97,7 @@ fs_visitor::nir_setup_outputs()
>
> switch (stage) {
> case MESA_SHADER_VERTEX:
> + case MESA_SHADER_GEOMETRY:
> for (unsigned int i = 0; i < ALIGN(type_size_scalar(var->type), 4) / 4; i++) {
> int output = var->data.location + i;
> this->outputs[output] = offset(reg, bld, 4 * i);
> @@ -1187,6 +1189,362 @@ emit_pixel_interpolater_send(const fs_builder &bld,
> return inst;
> }
>
> +/**
> + * Computes 1 << x, given a D/UD register containing some value x.
> + */
> +static fs_reg
> +intexp2(const fs_builder &bld, const fs_reg &x)
> +{
> + assert(x.type == BRW_REGISTER_TYPE_UD || x.type == BRW_REGISTER_TYPE_D);
> +
> + fs_reg result = bld.vgrf(x.type, 1);
> + fs_reg one = bld.vgrf(x.type, 1);
> +
> + bld.MOV(one, fs_reg(1u));
> + bld.SHL(result, one, x);
> + return result;
> +}
> +
> +void
> +fs_visitor::emit_gs_end_primitive(const nir_src &vertex_count_nir_src)
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> +
> + /* We can only do EndPrimitive() functionality when the control data
> + * consists of cut bits. Fortunately, the only time it isn't is when the
> + * output type is points, in which case EndPrimitive() is a no-op.
> + */
> + if (gs_compile->prog_data.control_data_format !=
> + GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT) {
> + return;
> + }
> +
> + /* Cut bits use one bit per vertex. */
> + assert(gs_compile->control_data_bits_per_vertex == 1);
> +
> + fs_reg vertex_count = get_nir_src(vertex_count_nir_src);
> + vertex_count.type = BRW_REGISTER_TYPE_UD;
> +
> + /* Cut bit n should be set to 1 if EndPrimitive() was called after emitting
> + * vertex n, 0 otherwise. So all we need to do here is mark bit
> + * (vertex_count - 1) % 32 in the cut_bits register to indicate that
> + * EndPrimitive() was called after emitting vertex (vertex_count - 1);
> + * vec4_gs_visitor::emit_control_data_bits() will take care of the rest.
> + *
> + * Note that if EndPrimitve() is called before emitting any vertices, this
> + * will cause us to set bit 31 of the control_data_bits register to 1.
> + * That's fine because:
> + *
> + * - If max_vertices < 32, then vertex number 31 (zero-based) will never be
> + * output, so the hardware will ignore cut bit 31.
> + *
> + * - If max_vertices == 32, then vertex number 31 is guaranteed to be the
> + * last vertex, so setting cut bit 31 has no effect (since the primitive
> + * is automatically ended when the GS terminates).
> + *
> + * - If max_vertices > 32, then the ir_emit_vertex visitor will reset the
> + * control_data_bits register to 0 when the first vertex is emitted.
> + */
> +
> + const fs_builder abld = bld.annotate("end primitive");
> +
> + /* control_data_bits |= 1 << ((vertex_count - 1) % 32) */
> + fs_reg prev_count = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.ADD(prev_count, vertex_count, fs_reg(0xffffffffu));
> + fs_reg mask = intexp2(abld, prev_count);
> + /* Note: we're relying on the fact that the GEN SHL instruction only pays
> + * attention to the lower 5 bits of its second source argument, so on this
> + * architecture, 1 << (vertex_count - 1) is equivalent to 1 <<
> + * ((vertex_count - 1) % 32).
> + */
> + abld.OR(this->control_data_bits, this->control_data_bits, mask);
> +}
> +
> +void
> +fs_visitor::emit_gs_control_data_bits(const fs_reg &vertex_count)
> +{
> + assert(stage == MESA_SHADER_GEOMETRY);
> + assert(gs_compile->control_data_bits_per_vertex != 0);
> +
> + const fs_builder abld = bld.annotate("emit control data bits");
> + const fs_builder fwa_bld = bld.exec_all();
> +
> + /* We use a single UD register to accumulate control data bits (32 bits
> + * for each of the SIMD8 channels). So we need to write a DWord (32 bits)
> + * at a time.
> + *
> + * Unfortunately, the URB_WRITE_SIMD8 message uses 128-bit (OWord) offsets.
> + * We have select a 128-bit group via the Global and Per-Slot Offsets, then
> + * use the Channel Mask phase to enable/disable which DWord within that
> + * group to write. (Remember, different SIMD8 channels may have emitted
> + * different numbers of vertices, so we may need per-slot offsets.)
> + *
> + * Channel masking presents an annoying problem: we may have to replicate
> + * the data up to 4 times:
> + *
> + * Msg = Handles, Per-Slot Offsets, Channel Masks, Data, Data, Data, Data.
> + *
> + * To avoid penalizing shaders that emit a small number of vertices, we
> + * can avoid these sometimes: if the size of the control data header is
> + * <= 128 bits, then there is only 1 OWord. All SIMD8 channels will land
> + * land in the same 128-bit group, so we can skip per-slot offsets.
> + *
> + * Similarly, if the control data header is <= 32 bits, there is only one
> + * DWord, so we can skip channel masks.
> + */
> + enum opcode opcode = SHADER_OPCODE_URB_WRITE_SIMD8;
> +
> + fs_reg channel_mask, per_slot_offset;
> +
> + if (gs_compile->control_data_header_size_bits > 32) {
> + opcode = SHADER_OPCODE_URB_WRITE_SIMD8_MASKED;
> + channel_mask = vgrf(glsl_type::uint_type);
> + }
> +
> + if (gs_compile->control_data_header_size_bits > 128) {
> + opcode = SHADER_OPCODE_URB_WRITE_SIMD8_MASKED_PER_SLOT;
> + per_slot_offset = vgrf(glsl_type::uint_type);
> + }
> +
> + /* Figure out which DWord we're trying to write to using the formula:
> + *
> + * dword_index = (vertex_count - 1) * bits_per_vertex / 32
> + *
> + * Since bits_per_vertex is a power of two, and is known at compile
> + * time, this can be optimized to:
> + *
> + * dword_index = (vertex_count - 1) >> (6 - log2(bits_per_vertex))
> + */
> + if (opcode != SHADER_OPCODE_URB_WRITE_SIMD8) {
> + fs_reg dword_index = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + fs_reg prev_count = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.ADD(prev_count, vertex_count, fs_reg(0xffffffffu));
> + unsigned log2_bits_per_vertex =
> + _mesa_fls(gs_compile->control_data_bits_per_vertex);
> + abld.SHR(dword_index, prev_count, fs_reg(6u - log2_bits_per_vertex));
> +
> + if (per_slot_offset.file != BAD_FILE) {
> + /* Set the per-slot offset to dword_index / 4, to that we'll write to
> + * the appropriate OWord within the control data header.
> + */
> + abld.SHR(per_slot_offset, dword_index, fs_reg(2u));
> + }
> +
> + /* Set the channel masks to 1 << (dword_index % 4), so that we'll
> + * write to the appropriate DWORD within the OWORD.
> + */
> + fs_reg channel = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + fwa_bld.AND(channel, dword_index, fs_reg(3u));
> + channel_mask = intexp2(fwa_bld, channel);
> + /* Then the channel masks need to be in bits 23:16. */
> + fwa_bld.SHL(channel_mask, channel_mask, fs_reg(16u));
> + }
> +
> + /* Store the control data bits in the message payload and send it. */
> + int mlen = 2;
> + if (channel_mask.file != BAD_FILE)
> + mlen += 4; /* channel masks, plus 3 extra copies of the data */
> + if (per_slot_offset.file != BAD_FILE)
> + mlen++;
> +
> + fs_reg payload = bld.vgrf(BRW_REGISTER_TYPE_UD, mlen);
> + fs_reg *sources = ralloc_array(mem_ctx, fs_reg, mlen);
> + int i = 0;
> + sources[i++] = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
> + if (per_slot_offset.file != BAD_FILE)
> + sources[i++] = per_slot_offset;
> + if (channel_mask.file != BAD_FILE)
> + sources[i++] = channel_mask;
> + while (i < mlen) {
> + sources[i++] = this->control_data_bits;
> + }
> +
> + abld.LOAD_PAYLOAD(payload, sources, mlen, mlen);
> + fs_inst *inst = abld.emit(opcode, reg_undef, payload);
> + inst->mlen = mlen;
> + /* We need to increment Global Offset by 256-bits to make room for
> + * Broadwell's extra "Vertex Count" payload at the beginning of the
> + * URB entry. Since this is an OWord message, Global Offset is counted
> + * in 128-bit units, so we must set it to 2.
> + */
> + if (gs_compile->prog_data.static_vertex_count == -1)
> + inst->offset = 2;
> +}
> +
> +void
> +fs_visitor::set_gs_stream_control_data_bits(const fs_reg &vertex_count,
> + unsigned stream_id)
> +{
> + /* control_data_bits |= stream_id << ((2 * (vertex_count - 1)) % 32) */
> +
> + /* Note: we are calling this *before* increasing vertex_count, so
> + * this->vertex_count == vertex_count - 1 in the formula above.
> + */
> +
> + /* Stream mode uses 2 bits per vertex */
> + assert(gs_compile->control_data_bits_per_vertex == 2);
> +
> + /* Must be a valid stream */
> + assert(stream_id >= 0 && stream_id < MAX_VERTEX_STREAMS);
> +
> + /* Control data bits are initialized to 0 so we don't have to set any
> + * bits when sending vertices to stream 0.
> + */
> + if (stream_id == 0)
> + return;
> +
> + const fs_builder abld = bld.annotate("set stream control data bits", NULL);
> +
> + /* reg::sid = stream_id */
> + fs_reg sid = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.MOV(sid, fs_reg(stream_id));
> +
> + /* reg:shift_count = 2 * (vertex_count - 1) */
> + fs_reg shift_count = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.SHL(shift_count, vertex_count, fs_reg(1u));
> +
> + /* Note: we're relying on the fact that the GEN SHL instruction only pays
> + * attention to the lower 5 bits of its second source argument, so on this
> + * architecture, stream_id << 2 * (vertex_count - 1) is equivalent to
> + * stream_id << ((2 * (vertex_count - 1)) % 32).
> + */
> + fs_reg mask = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
> + abld.SHL(mask, sid, shift_count);
> + abld.OR(this->control_data_bits, this->control_data_bits, mask);
> +}
> +
> +void
> +fs_visitor::emit_gs_vertex(const nir_src &vertex_count_nir_src,
> + unsigned stream_id)
> +{
> + fs_reg vertex_count = get_nir_src(vertex_count_nir_src);
> + vertex_count.type = BRW_REGISTER_TYPE_UD;
> +
> + /* Haswell and later hardware ignores the "Render Stream Select" bits
> + * from the 3DSTATE_STREAMOUT packet when the SOL stage is disabled,
> + * and instead sends all primitives down the pipeline for rasterization.
> + * If the SOL stage is enabled, "Render Stream Select" is honored and
> + * primitives bound to non-zero streams are discarded after stream output.
> + *
> + * Since the only purpose of primives sent to non-zero streams is to
> + * be recorded by transform feedback, we can simply discard all geometry
> + * bound to these streams when transform feedback is disabled.
> + */
> + if (stream_id > 0 && !nir->info.has_transform_feedback_varyings)
> + return;
> +
> + /* If we're outputting 32 control data bits or less, then we can wait
> + * until the shader is over to output them all. Otherwise we need to
> + * output them as we go. Now is the time to do it, since we're about to
> + * output the vertex_count'th vertex, so it's guaranteed that the
> + * control data bits associated with the (vertex_count - 1)th vertex are
> + * correct.
> + */
> + if (gs_compile->control_data_header_size_bits > 32) {
> + const fs_builder abld =
> + bld.annotate("emit vertex: emit control data bits");
> +
> + /* Only emit control data bits if we've finished accumulating a batch
> + * of 32 bits. This is the case when:
> + *
> + * (vertex_count * bits_per_vertex) % 32 == 0
> + *
> + * (in other words, when the last 5 bits of vertex_count *
> + * bits_per_vertex are 0). Assuming bits_per_vertex == 2^n for some
> + * integer n (which is always the case, since bits_per_vertex is
> + * always 1 or 2), this is equivalent to requiring that the last 5-n
> + * bits of vertex_count are 0:
> + *
> + * vertex_count & (2^(5-n) - 1) == 0
> + *
> + * 2^(5-n) == 2^5 / 2^n == 32 / bits_per_vertex, so this is
> + * equivalent to:
> + *
> + * vertex_count & (32 / bits_per_vertex - 1) == 0
> + */
> + // XXX: check immediates.
> + fs_inst *inst =
> + abld.AND(bld.null_reg_d(), vertex_count,
> + fs_reg(32u / gs_compile->control_data_bits_per_vertex - 1u));
> + inst->conditional_mod = BRW_CONDITIONAL_Z;
> +
> + abld.IF(BRW_PREDICATE_NORMAL);
> + /* If vertex_count is 0, then no control data bits have been
> + * accumulated yet, so we can skip emitting them.
> + */
> + abld.CMP(bld.null_reg_d(), vertex_count, fs_reg(0u),
> + BRW_CONDITIONAL_NEQ);
> + abld.IF(BRW_PREDICATE_NORMAL);
> + emit_gs_control_data_bits(vertex_count);
> + abld.emit(BRW_OPCODE_ENDIF);
> +
> + /* Reset control_data_bits to 0 so we can start accumulating a new
> + * batch.
> + *
> + * Note: in the case where vertex_count == 0, this neutralizes the
> + * effect of any call to EndPrimitive() that the shader may have
> + * made before outputting its first vertex.
> + */
> + inst = abld.MOV(this->control_data_bits, fs_reg(0u));
> + inst->force_writemask_all = true;
> + abld.emit(BRW_OPCODE_ENDIF);
> + }
> +
> + emit_urb_writes(vertex_count);
> +
> + /* In stream mode we have to set control data bits for all vertices
> + * unless we have disabled control data bits completely (which we do
> + * do for GL_POINTS outputs that don't use streams).
> + */
> + if (gs_compile->control_data_header_size_bits > 0 &&
> + gs_compile->prog_data.control_data_format ==
> + GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID) {
> + set_gs_stream_control_data_bits(vertex_count, stream_id);
> + }
> +}
> +
> +void
> +fs_visitor::emit_gs_input_load(const fs_reg &dst,
> + const nir_src &vertex_src,
> + unsigned input_offset,
> + unsigned num_components)
> +{
> + const brw_vue_prog_data *vue_prog_data = (const brw_vue_prog_data *) prog_data;
> + const unsigned vertex = nir_src_as_const_value(vertex_src)->u[0];
> +
> + const unsigned array_stride = vue_prog_data->urb_read_length * 8;
> +
> + const bool pushed = 4 * input_offset < array_stride;
> +
> + if (input_offset == 0) {
> + /* This is the VUE header, containing VARYING_SLOT_LAYER [.y],
> + * VARYING_SLOT_VIEWPORT [.z], and VARYING_SLOT_PSIZ [.w].
> + * Only gl_PointSize is available as a GS input, so they must
> + * be asking for that input.
> + */
> + if (pushed) {
> + bld.MOV(dst, fs_reg(ATTR, array_stride * vertex + 3, dst.type));
> + } else {
> + fs_reg tmp = bld.vgrf(dst.type, 4);
> + fs_inst *inst = bld.emit(SHADER_OPCODE_URB_READ_SIMD8, tmp,
> + fs_reg(vertex), fs_reg(0));
> + inst->regs_written = 4;
> + bld.MOV(dst, offset(tmp, bld, 3));
> + }
> + } else {
> + if (pushed) {
> + int index = vertex * array_stride + 4 * input_offset;
> + for (unsigned i = 0; i < num_components; i++) {
> + bld.MOV(offset(dst, bld, i), fs_reg(ATTR, index + i, dst.type));
> + }
> + } else {
> + fs_inst *inst = bld.emit(SHADER_OPCODE_URB_READ_SIMD8, dst,
> + fs_reg(vertex), fs_reg(input_offset));
> + inst->regs_written = num_components;
> + }
> + }
> +}
> +
> void
> fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr)
> {
> @@ -1577,6 +1935,14 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr
> break;
> }
>
> + case nir_intrinsic_load_per_vertex_input_indirect:
> + assert(!"Not allowed");
> + /* fallthrough */
> + case nir_intrinsic_load_per_vertex_input:
> + emit_gs_input_load(dest, instr->src[0], instr->const_index[0],
> + instr->num_components);
> + break;
> +
> /* Handle ARB_gpu_shader5 interpolation intrinsics
> *
> * It's worth a quick word of explanation as to why we handle the full
> @@ -1933,6 +2299,18 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr
> break;
> }
>
> + case nir_intrinsic_emit_vertex_with_counter:
> + emit_gs_vertex(instr->src[0], instr->const_index[0]);
> + break;
> +
> + case nir_intrinsic_end_primitive_with_counter:
> + emit_gs_end_primitive(instr->src[0]);
> + break;
> +
> + case nir_intrinsic_set_vertex_count:
> + bld.MOV(this->final_gs_vertex_count, get_nir_src(instr->src[0]));
> + break;
> +
> default:
> unreachable("unknown intrinsic");
> }
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
> index dc7fa9d..76f592f 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
> @@ -866,7 +866,7 @@ void fs_visitor::compute_clip_distance(gl_clip_plane *clip_planes)
> }
>
> void
> -fs_visitor::emit_urb_writes()
> +fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
> {
> int slot, urb_offset, length;
> int starting_urb_offset = 0;
> @@ -902,9 +902,13 @@ fs_visitor::emit_urb_writes()
> return;
> }
>
> + opcode opcode = SHADER_OPCODE_URB_WRITE_SIMD8;
> + int header_size = 1;
> + fs_reg per_slot_offsets;
> +
> if (stage == MESA_SHADER_GEOMETRY) {
> const struct brw_gs_prog_data *gs_prog_data =
> - (const struct brw_gs_prog_data *) prog_data;
> + (const struct brw_gs_prog_data *) this->prog_data;
>
> /* We need to increment the Global Offset to skip over the control data
> * header and the extra "Vertex Count" field (1 HWord) at the beginning
> @@ -913,6 +917,27 @@ fs_visitor::emit_urb_writes()
> starting_urb_offset = 2 * gs_prog_data->control_data_header_size_hwords;
> if (gs_prog_data->static_vertex_count == -1)
> starting_urb_offset += 2;
> +
> + /* We also need to use per-slot offsets. The per-slot offset is the
> + * Vertex Count. SIMD8 mode processes 8 different primitives at a
> + * time; each may output a different number of vertices.
> + */
> + opcode = SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT;
> + header_size++;
> +
> + /* The URB offset is in 128-bit units, so we need to multiply by 2 */
> + const int output_vertex_size_owords =
> + gs_prog_data->output_vertex_size_hwords * 2;
> +
> + fs_reg offset;
> + if (gs_vertex_count.file == IMM) {
> + per_slot_offsets = fs_reg(output_vertex_size_owords *
> + gs_vertex_count.fixed_hw_reg.dw1.ud);
> + } else {
> + per_slot_offsets = vgrf(glsl_type::int_type);
> + bld.MUL(per_slot_offsets, gs_vertex_count,
> + fs_reg(output_vertex_size_owords));
> + }
> }
>
> length = 0;
> @@ -1012,19 +1037,25 @@ fs_visitor::emit_urb_writes()
> if (length == 8 || last)
> flush = true;
> if (flush) {
> - fs_reg *payload_sources = ralloc_array(mem_ctx, fs_reg, length + 1);
> - fs_reg payload = fs_reg(GRF, alloc.allocate(length + 1),
> + fs_reg *payload_sources =
> + ralloc_array(mem_ctx, fs_reg, length + header_size);
> + fs_reg payload = fs_reg(GRF, alloc.allocate(length + header_size),
> BRW_REGISTER_TYPE_F);
> payload_sources[0] =
> fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
>
> - memcpy(&payload_sources[1], sources, length * sizeof sources[0]);
> - abld.LOAD_PAYLOAD(payload, payload_sources, length + 1, 1);
> + if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
> + payload_sources[1] = per_slot_offsets;
> +
> + memcpy(&payload_sources[header_size], sources,
> + length * sizeof sources[0]);
> +
> + abld.LOAD_PAYLOAD(payload, payload_sources, length + header_size,
> + header_size);
>
> - fs_inst *inst =
> - abld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
> + fs_inst *inst = abld.emit(opcode, reg_undef, payload);
> inst->eot = last && stage == MESA_SHADER_VERTEX;
> - inst->mlen = length + 1;
> + inst->mlen = length + header_size;
> inst->offset = urb_offset;
> urb_offset = starting_urb_offset + slot + 1;
> length = 0;
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
> index 775f64d..246ecff 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
> @@ -29,6 +29,7 @@
>
> #include "brw_vec4_gs_visitor.h"
> #include "gen6_gs_visitor.h"
> +#include "brw_fs.h"
>
> namespace brw {
>
> @@ -620,6 +621,26 @@ brw_gs_emit(struct brw_context *brw,
> unsigned *final_assembly_size)
> {
> struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
> + const struct brw_compiler *compiler = brw->intelScreen->compiler;
> +
> + if (compiler->scalar_gs) {
> + fs_visitor v(compiler, brw, mem_ctx, c, shader->Program->nir);
> + if (v.run_gs()) {
> + c->prog_data.base.dispatch_mode = DISPATCH_MODE_SIMD8;
> +
> + fs_generator g(compiler, brw, mem_ctx, &c->key,
> + &c->prog_data.base.base, &c->gp->program.Base,
> + v.promoted_constants, false, "GS");
> + if (INTEL_DEBUG & DEBUG_GS) {
> + char *name = ralloc_asprintf(mem_ctx, "%s geometry shader %d",
> + prog->Label ? prog->Label : "unnamed",
> + prog->Name);
> + g.enable_debug(name);
> + }
> + g.generate_code(v.cfg, 8);
> + return g.get_assembly(final_assembly_size);
> + }
> + }
>
> if (brw->gen >= 7) {
> /* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do
> --
> 2.6.1
>
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