[Mesa-dev] [PATCH 56/61] radeonsi: get InstanceID from VGPR1 (or VGPR2 for tess) instead of VGPR3

Nicolai Hähnle nhaehnle at gmail.com
Fri Apr 28 11:54:43 UTC 2017


On 24.04.2017 10:45, Marek Olšák wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1
> ---
>  src/gallium/drivers/radeonsi/si_shader.c        | 20 ++++++++++++++------
>  src/gallium/drivers/radeonsi/si_shader.h        |  1 +
>  src/gallium/drivers/radeonsi/si_state.c         |  1 +
>  src/gallium/drivers/radeonsi/si_state_shaders.c | 24 +++++++++++++++++-------
>  4 files changed, 33 insertions(+), 13 deletions(-)
>
> diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c
> index edb50a3..ce509af 100644
> --- a/src/gallium/drivers/radeonsi/si_shader.c
> +++ b/src/gallium/drivers/radeonsi/si_shader.c
> @@ -5838,23 +5838,28 @@ static void declare_vs_specific_input_sgprs(struct si_shader_context *ctx,
>  	params[ctx->param_vs_state_bits = (*num_params)++] = ctx->i32;
>  }
>
>  static void declare_vs_input_vgprs(struct si_shader_context *ctx,
>  				   LLVMTypeRef *params, unsigned *num_params,
>  				   unsigned *num_prolog_vgprs)
>  {
>  	struct si_shader *shader = ctx->shader;
>
>  	params[ctx->param_vertex_id = (*num_params)++] = ctx->i32;
> -	params[ctx->param_rel_auto_id = (*num_params)++] = ctx->i32;
> -	params[ctx->param_vs_prim_id = (*num_params)++] = ctx->i32;
> -	params[ctx->param_instance_id = (*num_params)++] = ctx->i32;
> +	if (shader->key.as_ls) {
> +		params[ctx->param_rel_auto_id = (*num_params)++] = ctx->i32;
> +		params[ctx->param_instance_id = (*num_params)++] = ctx->i32;
> +	} else {
> +		params[ctx->param_instance_id = (*num_params)++] = ctx->i32;
> +		params[ctx->param_vs_prim_id = (*num_params)++] = ctx->i32;
> +	}
> +	params[(*num_params)++] = ctx->i32; /* unused */
>
>  	if (!shader->is_gs_copy_shader) {
>  		/* Vertex load indices. */
>  		ctx->param_vertex_index0 = (*num_params);
>  		for (unsigned i = 0; i < shader->selector->info.num_inputs; i++)
>  			params[(*num_params)++] = ctx->i32;
>  		*num_prolog_vgprs += shader->selector->info.num_inputs;
>  	}
>  }
>
> @@ -7497,25 +7502,28 @@ static bool si_compile_tgsi_main(struct si_shader_context *ctx,
>  static void si_get_vs_prolog_key(const struct tgsi_shader_info *info,
>  				 unsigned num_input_sgprs,
>  				 const struct si_vs_prolog_bits *prolog_key,
>  				 struct si_shader *shader_out,
>  				 union si_shader_part_key *key)
>  {
>  	memset(key, 0, sizeof(*key));
>  	key->vs_prolog.states = *prolog_key;
>  	key->vs_prolog.num_input_sgprs = num_input_sgprs;
>  	key->vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
> +	key->vs_prolog.as_ls = shader_out->key.as_ls;
>
> -	if (shader_out->selector->type == PIPE_SHADER_TESS_CTRL)
> +	if (shader_out->selector->type == PIPE_SHADER_TESS_CTRL) {
> +		key->vs_prolog.as_ls = 1;
>  		key->vs_prolog.num_merged_next_stage_vgprs = 2;
> -	else if (shader_out->selector->type == PIPE_SHADER_GEOMETRY)
> +	} else if (shader_out->selector->type == PIPE_SHADER_GEOMETRY) {
>  		key->vs_prolog.num_merged_next_stage_vgprs = 5;
> +	}
>
>  	/* Set the instanceID flag. */
>  	for (unsigned i = 0; i < info->num_inputs; i++)
>  		if (key->vs_prolog.states.instance_divisors[i])
>  			shader_out->info.uses_instanceid = true;
>  }
>
>  /**
>   * Compute the VS epilog key, which contains all the information needed to
>   * build the VS epilog function, and set the PrimitiveID output offset.
> @@ -8508,21 +8516,21 @@ static void si_build_vs_prolog_function(struct si_shader_context *ctx,
>  	LLVMValueRef ret, func;
>  	int last_sgpr, num_params, num_returns, i;
>  	unsigned first_vs_vgpr = key->vs_prolog.num_input_sgprs +
>  				 key->vs_prolog.num_merged_next_stage_vgprs;
>  	unsigned num_input_vgprs = key->vs_prolog.num_merged_next_stage_vgprs + 4;
>  	unsigned num_all_input_regs = key->vs_prolog.num_input_sgprs +
>  				      num_input_vgprs;
>  	unsigned user_sgpr_base = key->vs_prolog.num_merged_next_stage_vgprs ? 8 : 0;
>
>  	ctx->param_vertex_id = first_vs_vgpr;
> -	ctx->param_instance_id = first_vs_vgpr + 3;
> +	ctx->param_instance_id = first_vs_vgpr + (key->vs_prolog.as_ls ? 2 : 1);
>
>  	/* 4 preloaded VGPRs + vertex load indices as prolog outputs */
>  	params = alloca(num_all_input_regs * sizeof(LLVMTypeRef));
>  	returns = alloca((num_all_input_regs + key->vs_prolog.last_input + 1) *
>  			 sizeof(LLVMTypeRef));
>  	num_params = 0;
>  	num_returns = 0;
>
>  	/* Declare input and output SGPRs. */
>  	num_params = 0;
> diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h
> index 57685e0..6bca7f8 100644
> --- a/src/gallium/drivers/radeonsi/si_shader.h
> +++ b/src/gallium/drivers/radeonsi/si_shader.h
> @@ -430,20 +430,21 @@ struct si_ps_epilog_bits {
>  	unsigned	clamp_color:1;
>  };
>
>  union si_shader_part_key {
>  	struct {
>  		struct si_vs_prolog_bits states;
>  		unsigned	num_input_sgprs:6;
>  		/* For merged stages such as LS-HS, HS input VGPRs are first. */
>  		unsigned	num_merged_next_stage_vgprs:3;
>  		unsigned	last_input:4;
> +		unsigned	as_ls:1;
>  		/* Prologs for monolithic shaders shouldn't set EXEC. */
>  		unsigned	is_monolithic:1;
>  	} vs_prolog;
>  	struct {
>  		struct si_vs_epilog_bits states;
>  		unsigned	prim_id_param_offset:5;
>  	} vs_epilog;
>  	struct {
>  		struct si_tcs_epilog_bits states;
>  	} tcs_epilog;
> diff --git a/src/gallium/drivers/radeonsi/si_state.c b/src/gallium/drivers/radeonsi/si_state.c
> index 39494cc..938e7fb 100644
> --- a/src/gallium/drivers/radeonsi/si_state.c
> +++ b/src/gallium/drivers/radeonsi/si_state.c
> @@ -4334,20 +4334,21 @@ static void si_init_config(struct si_context *sctx)
>  	if (sctx->b.chip_class <= VI) {
>  		si_pm4_set_reg(pm4, R_028A54_VGT_GS_PER_ES, SI_GS_PER_ES);
>  		si_pm4_set_reg(pm4, R_028A58_VGT_ES_PER_GS, 0x40);
>  	}
>  	si_pm4_set_reg(pm4, R_028A5C_VGT_GS_PER_VS, 0x2);
>
>  	si_pm4_set_reg(pm4, R_028A8C_VGT_PRIMITIVEID_RESET, 0x0);
>  	si_pm4_set_reg(pm4, R_028B28_VGT_STRMOUT_DRAW_OPAQUE_OFFSET, 0);
>
>  	si_pm4_set_reg(pm4, R_028B98_VGT_STRMOUT_BUFFER_CONFIG, 0x0);
> +	si_pm4_set_reg(pm4, R_028AA0_VGT_INSTANCE_STEP_RATE_0, 1);
>  	si_pm4_set_reg(pm4, R_028AB8_VGT_VTX_CNT_EN, 0x0);
>  	if (sctx->b.chip_class < CIK)
>  		si_pm4_set_reg(pm4, R_008A14_PA_CL_ENHANCE, S_008A14_NUM_CLIP_SEQ(3) |
>  			       S_008A14_CLIP_VTX_REORDER_ENA(1));
>
>  	si_pm4_set_reg(pm4, R_028BD4_PA_SC_CENTROID_PRIORITY_0, 0x76543210);
>  	si_pm4_set_reg(pm4, R_028BD8_PA_SC_CENTROID_PRIORITY_1, 0xfedcba98);
>
>  	si_pm4_set_reg(pm4, R_02882C_PA_SU_PRIM_FILTER_CNTL, 0);
>
> diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
> index 5bbc037..0c997e8 100644
> --- a/src/gallium/drivers/radeonsi/si_state_shaders.c
> +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
> @@ -450,22 +450,24 @@ static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
>  	assert(sscreen->b.chip_class <= VI);
>
>  	pm4 = si_get_shader_pm4_state(shader);
>  	if (!pm4)
>  		return;
>
>  	va = shader->bo->gpu_address;
>  	si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
>
>  	/* We need at least 2 components for LS.
> -	 * VGPR0-3: (VertexID, RelAutoindex, ???, InstanceID). */
> -	vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : 1;
> +	 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
> +	 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
> +	 */
> +	vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
>
>  	si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
>  	si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, va >> 40);
>
>  	shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
>  			   S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
>  		           S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
>  			   S_00B528_DX10_CLAMP(1) |
>  			   S_00B528_FLOAT_MODE(shader->config.float_mode);
>  	shader->config.rsrc2 = S_00B52C_USER_SGPR(SI_VS_NUM_USER_SGPR) |
> @@ -483,22 +485,24 @@ static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
>  		return;
>
>  	va = shader->bo->gpu_address;
>  	si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
>
>  	if (sscreen->b.chip_class >= GFX9) {
>  		si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
>  		si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, va >> 40);
>
>  		/* We need at least 2 components for LS.
> -		 * VGPR0-3: (VertexID, RelAutoindex, ???, InstanceID). */
> -		ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : 1;
> +		 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
> +		 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
> +		 */
> +		ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
>
>  		if (shader->config.scratch_bytes_per_wave) {
>  			fprintf(stderr, "HS: scratch buffer unsupported");
>  			abort();
>  		}
>
>  		shader->config.rsrc2 =
>  			S_00B42C_USER_SGPR(GFX9_TCS_NUM_USER_SGPR) |
>  			S_00B42C_USER_SGPR_MSB(GFX9_TCS_NUM_USER_SGPR >> 5) |
>  			S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
> @@ -536,21 +540,22 @@ static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
>  	assert(sscreen->b.chip_class <= VI);
>
>  	pm4 = si_get_shader_pm4_state(shader);
>  	if (!pm4)
>  		return;
>
>  	va = shader->bo->gpu_address;
>  	si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
>
>  	if (shader->selector->type == PIPE_SHADER_VERTEX) {
> -		vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : 0;
> +		/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
> +		vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
>  		num_user_sgprs = SI_VS_NUM_USER_SGPR;
>  	} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
>  		vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
>  		num_user_sgprs = SI_TES_NUM_USER_SGPR;
>  	} else
>  		unreachable("invalid shader selector type");
>
>  	oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
>
>  	si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
> @@ -751,21 +756,22 @@ static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
>  	va = shader->bo->gpu_address;
>  	si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
>
>  	if (sscreen->b.chip_class >= GFX9) {
>  		unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
>  		unsigned es_type = shader->key.part.gs.es->type;
>  		unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
>  		struct gfx9_gs_info gs_info;
>
>  		if (es_type == PIPE_SHADER_VERTEX)
> -			es_vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : 0;
> +			/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
> +			es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
>  		else if (es_type == PIPE_SHADER_TESS_EVAL)
>  			es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
>  		else
>  			unreachable("invalid shader selector type");
>
>  		/* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
>  		 * VGPR[0:4] are always loaded.
>  		 */
>  		if (sel->info.uses_invocationid)
>  			gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
> @@ -868,21 +874,25 @@ static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
>  		si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0);
>  	}
>
>  	va = shader->bo->gpu_address;
>  	si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
>
>  	if (gs) {
>  		vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
>  		num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
>  	} else if (shader->selector->type == PIPE_SHADER_VERTEX) {
> -		vgpr_comp_cnt = shader->info.uses_instanceid ? 3 : (enable_prim_id ? 2 : 0);
> +		/* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
> +		 * If PrimID is disabled. InstanceID / StepRate1 is loaded instead.

StepRate0.

Cheers,
Nicolai


> +		 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
> +		 */
> +		vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
>  		num_user_sgprs = SI_VS_NUM_USER_SGPR;
>  	} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
>  		vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
>  		num_user_sgprs = SI_TES_NUM_USER_SGPR;
>  	} else
>  		unreachable("invalid shader selector type");
>
>  	/* VS is required to export at least one param. */
>  	nparams = MAX2(shader->info.nr_param_exports, 1);
>  	si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
>


-- 
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Aber vergiss niemals, wie sie sein sollte.


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