blob: 73d46cfbc5c42a9c92b0c3fc229c4d1ac07eb0f9 [file] [log] [blame]
/*
* Copyright © 2021 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.
*/
#include <list>
#include <vector>
#include "brw_compiler.h"
#include "brw_shader.h"
#include "brw_builder.h"
#include "brw_generator.h"
#include "brw_nir.h"
#include "brw_private.h"
#include "compiler/nir/nir_builder.h"
#include "dev/intel_debug.h"
#include <memory>
static inline int
type_size_scalar_dwords(const struct glsl_type *type, bool bindless)
{
return glsl_count_dword_slots(type, bindless);
}
/* TODO(mesh): Make this a common function. */
static void
shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
{
assert(glsl_type_is_vector_or_scalar(type));
uint32_t comp_size = glsl_type_is_boolean(type)
? 4 : glsl_get_bit_size(type) / 8;
unsigned length = glsl_get_vector_elements(type);
*size = comp_size * length,
*align = comp_size * (length == 3 ? 4 : length);
}
static bool
brw_nir_lower_launch_mesh_workgroups_instr(nir_builder *b,
nir_intrinsic_instr *intrin,
void *data)
{
if (intrin->intrinsic != nir_intrinsic_launch_mesh_workgroups)
return false;
b->cursor = nir_before_instr(&intrin->instr);
nir_def *local_invocation_index = nir_load_local_invocation_index(b);
/* Make sure that the mesh workgroup size is taken from the first invocation
* (nir_intrinsic_launch_mesh_workgroups requirement)
*/
nir_def *cmp = nir_ieq_imm(b, local_invocation_index, 0);
nir_if *if_stmt = nir_push_if(b, cmp);
{
/* TUE header contains 4 words:
*
* - Word 0 for Task Count.
*
* - Words 1-3 used for "Dispatch Dimensions" feature, to allow mapping a
* 3D dispatch into the 1D dispatch supported by HW.
*/
nir_def *x = nir_channel(b, intrin->src[0].ssa, 0);
nir_def *y = nir_channel(b, intrin->src[0].ssa, 1);
nir_def *z = nir_channel(b, intrin->src[0].ssa, 2);
nir_def *task_count = nir_imul(b, x, nir_imul(b, y, z));
nir_def *tue_header = nir_vec4(b, task_count, x, y, z);
nir_store_task_payload(b, tue_header, nir_imm_int(b, 0));
}
nir_pop_if(b, if_stmt);
nir_instr_remove(&intrin->instr);
return true;
}
static bool
brw_nir_lower_launch_mesh_workgroups(nir_shader *nir)
{
return nir_shader_intrinsics_pass(nir,
brw_nir_lower_launch_mesh_workgroups_instr,
nir_metadata_none,
NULL);
}
static void
brw_nir_lower_tue_outputs(nir_shader *nir, brw_tue_map *map)
{
memset(map, 0, sizeof(*map));
NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out,
type_size_scalar_dwords, nir_lower_io_lower_64bit_to_32);
/* From bspec: "It is suggested that SW reserve the 16 bytes following the
* TUE Header, and therefore start the SW-defined data structure at 32B
* alignment. This allows the TUE Header to always be written as 32 bytes
* with 32B alignment, the most optimal write performance case."
*/
map->per_task_data_start_dw = 8;
/* Lowering to explicit types will start offsets from task_payload_size, so
* set it to start after the header.
*/
nir->info.task_payload_size = map->per_task_data_start_dw * 4;
NIR_PASS(_, nir, nir_lower_vars_to_explicit_types,
nir_var_mem_task_payload, shared_type_info);
NIR_PASS(_, nir, nir_lower_explicit_io,
nir_var_mem_task_payload, nir_address_format_32bit_offset);
map->size_dw = ALIGN(DIV_ROUND_UP(nir->info.task_payload_size, 4), 8);
}
static void
brw_print_tue_map(FILE *fp, const struct brw_tue_map *map)
{
fprintf(fp, "TUE (%d dwords)\n\n", map->size_dw);
}
static bool
brw_nir_adjust_task_payload_offsets_instr(struct nir_builder *b,
nir_intrinsic_instr *intrin,
void *data)
{
switch (intrin->intrinsic) {
case nir_intrinsic_store_task_payload:
case nir_intrinsic_load_task_payload: {
nir_src *offset_src = nir_get_io_offset_src(intrin);
if (nir_src_is_const(*offset_src))
assert(nir_src_as_uint(*offset_src) % 4 == 0);
b->cursor = nir_before_instr(&intrin->instr);
/* Regular I/O uses dwords while explicit I/O used for task payload uses
* bytes. Normalize it to dwords.
*
* TODO(mesh): Figure out how to handle 8-bit, 16-bit.
*/
nir_def *offset = nir_ishr_imm(b, offset_src->ssa, 2);
nir_src_rewrite(offset_src, offset);
unsigned base = nir_intrinsic_base(intrin);
assert(base % 4 == 0);
nir_intrinsic_set_base(intrin, base / 4);
return true;
}
default:
return false;
}
}
static bool
brw_nir_adjust_task_payload_offsets(nir_shader *nir)
{
return nir_shader_intrinsics_pass(nir,
brw_nir_adjust_task_payload_offsets_instr,
nir_metadata_control_flow,
NULL);
}
void
brw_nir_adjust_payload(nir_shader *shader)
{
/* Adjustment of task payload offsets must be performed *after* last pass
* which interprets them as bytes, because it changes their unit.
*/
bool adjusted = false;
NIR_PASS(adjusted, shader, brw_nir_adjust_task_payload_offsets);
if (adjusted) /* clean up the mess created by offset adjustments */
NIR_PASS(_, shader, nir_opt_constant_folding);
}
static bool
brw_nir_align_launch_mesh_workgroups_instr(nir_builder *b,
nir_intrinsic_instr *intrin,
void *data)
{
if (intrin->intrinsic != nir_intrinsic_launch_mesh_workgroups)
return false;
/* nir_lower_task_shader uses "range" as task payload size. */
unsigned range = nir_intrinsic_range(intrin);
/* This will avoid special case in nir_lower_task_shader dealing with
* not vec4-aligned payload when payload_in_shared workaround is enabled.
*/
nir_intrinsic_set_range(intrin, ALIGN(range, 16));
return true;
}
static bool
brw_nir_align_launch_mesh_workgroups(nir_shader *nir)
{
return nir_shader_intrinsics_pass(nir,
brw_nir_align_launch_mesh_workgroups_instr,
nir_metadata_control_flow,
NULL);
}
static bool
lower_set_vtx_and_prim_to_temp_write(nir_builder *b,
nir_intrinsic_instr *intrin,
void *data)
{
if (intrin->intrinsic != nir_intrinsic_set_vertex_and_primitive_count)
return false;
/* Detect some cases of invalid primitive count. They might lead to URB
* memory corruption, where workgroups overwrite each other output memory.
*/
if (nir_src_is_const(intrin->src[1]) &&
nir_src_as_uint(intrin->src[1]) > b->shader->info.mesh.max_primitives_out)
unreachable("number of primitives bigger than max specified");
b->cursor = nir_instr_remove(&intrin->instr);
nir_variable *temporary_primitive_count = (nir_variable *)data;
nir_store_var(b, temporary_primitive_count, intrin->src[1].ssa, 0x1);
return true;
}
static bool
brw_nir_lower_mesh_primitive_count(nir_shader *nir)
{
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
nir_variable *temporary_primitive_count =
nir_local_variable_create(impl,
glsl_uint_type(),
"__temp_primitive_count");
nir_shader_intrinsics_pass(nir,
lower_set_vtx_and_prim_to_temp_write,
nir_metadata_control_flow,
temporary_primitive_count);
nir_builder _b = nir_builder_at(nir_before_impl(impl)), *b = &_b;
nir_store_var(b, temporary_primitive_count, nir_imm_int(b, 0), 0x1);
b->cursor = nir_after_impl(impl);
/* Have a single lane write the primitive count */
nir_def *local_invocation_index = nir_load_local_invocation_index(b);
nir_push_if(b, nir_ieq_imm(b, local_invocation_index, 0));
{
nir_variable *final_primitive_count =
nir_create_variable_with_location(nir, nir_var_shader_out,
VARYING_SLOT_PRIMITIVE_COUNT,
glsl_uint_type());
final_primitive_count->name = ralloc_strdup(final_primitive_count,
"gl_PrimitiveCountNV");
final_primitive_count->data.interpolation = INTERP_MODE_NONE;
nir_store_var(b, final_primitive_count,
nir_load_var(b, temporary_primitive_count), 0x1);
}
nir_pop_if(b, NULL);
nir_progress(true, impl, nir_metadata_none);
nir->info.outputs_written |= VARYING_BIT_PRIMITIVE_COUNT;
return true;
}
static void
brw_emit_urb_fence(brw_shader &s)
{
const brw_builder bld1 = brw_builder(&s).uniform();
brw_reg dst = bld1.vgrf(BRW_TYPE_UD);
brw_inst *fence = bld1.emit(SHADER_OPCODE_MEMORY_FENCE, dst,
brw_vec8_grf(0, 0),
brw_imm_ud(true));
fence->size_written = REG_SIZE * reg_unit(s.devinfo);
fence->sfid = BRW_SFID_URB;
/* The logical thing here would likely be a THREADGROUP fence but that's
* still failing some tests like in dEQP-VK.mesh_shader.ext.query.*
*
* Gfx12.5 has a comment about this on BSpec 53533 :
*
* "If fence scope is Local or Threadgroup, HW ignores the flush type
* and operates as if it was set to None (no flush)"
*
* Software workaround from HSD-22014129519 indicates that a GPU fence
* resolves the issue.
*/
fence->desc = lsc_fence_msg_desc(s.devinfo, LSC_FENCE_GPU,
LSC_FLUSH_TYPE_NONE, true);
bld1.emit(FS_OPCODE_SCHEDULING_FENCE, bld1.null_reg_ud(), &dst, 1);
}
static bool
run_task_mesh(brw_shader &s, bool allow_spilling)
{
assert(s.stage == MESA_SHADER_TASK ||
s.stage == MESA_SHADER_MESH);
s.payload_ = new brw_task_mesh_thread_payload(s);
brw_from_nir(&s);
if (s.failed)
return false;
brw_emit_urb_fence(s);
s.emit_cs_terminate();
brw_calculate_cfg(s);
brw_optimize(s);
s.assign_curb_setup();
brw_lower_3src_null_dest(s);
brw_workaround_emit_dummy_mov_instruction(s);
brw_allocate_registers(s, allow_spilling);
brw_workaround_source_arf_before_eot(s);
return !s.failed;
}
const unsigned *
brw_compile_task(const struct brw_compiler *compiler,
struct brw_compile_task_params *params)
{
const struct intel_device_info *devinfo = compiler->devinfo;
struct nir_shader *nir = params->base.nir;
const struct brw_task_prog_key *key = params->key;
struct brw_task_prog_data *prog_data = params->prog_data;
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_TASK, params->base.source_hash);
brw_nir_lower_tue_outputs(nir, &prog_data->map);
NIR_PASS(_, nir, brw_nir_align_launch_mesh_workgroups);
nir_lower_task_shader_options lower_ts_opt = {
.payload_to_shared_for_atomics = true,
.payload_to_shared_for_small_types = true,
/* The actual payload data starts after the TUE header and padding,
* so skip those when copying.
*/
.payload_offset_in_bytes = prog_data->map.per_task_data_start_dw * 4,
};
NIR_PASS(_, nir, nir_lower_task_shader, lower_ts_opt);
NIR_PASS(_, nir, brw_nir_lower_launch_mesh_workgroups);
brw_prog_data_init(&prog_data->base.base, &params->base);
prog_data->base.local_size[0] = nir->info.workgroup_size[0];
prog_data->base.local_size[1] = nir->info.workgroup_size[1];
prog_data->base.local_size[2] = nir->info.workgroup_size[2];
prog_data->uses_drawid =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID);
prog_data->base.uses_inline_data = brw_nir_uses_inline_data(nir) ||
key->base.uses_inline_push_addr;
brw_simd_selection_state simd_state{
.devinfo = compiler->devinfo,
.prog_data = &prog_data->base,
.required_width = brw_required_dispatch_width(&nir->info),
};
std::unique_ptr<brw_shader> v[3];
for (unsigned i = 0; i < 3; i++) {
const unsigned simd = devinfo->ver >= 30 ? 2 - i : i;
if (!brw_simd_should_compile(simd_state, simd))
continue;
const unsigned dispatch_width = 8 << simd;
nir_shader *shader = nir_shader_clone(params->base.mem_ctx, nir);
brw_nir_apply_key(shader, compiler, &key->base, dispatch_width);
NIR_PASS(_, shader, brw_nir_lower_simd, dispatch_width);
brw_postprocess_nir(shader, compiler, debug_enabled,
key->base.robust_flags);
v[simd] = std::make_unique<brw_shader>(compiler, &params->base,
&key->base,
&prog_data->base.base,
shader, dispatch_width,
params->base.stats != NULL,
debug_enabled);
if (prog_data->base.prog_mask) {
unsigned first = ffs(prog_data->base.prog_mask) - 1;
v[simd]->import_uniforms(v[first].get());
}
const bool allow_spilling = simd == 0 ||
(!simd_state.compiled[simd - 1] && !brw_simd_should_compile(simd_state, simd - 1));
if (run_task_mesh(*v[simd], allow_spilling)) {
brw_simd_mark_compiled(simd_state, simd, v[simd]->spilled_any_registers);
if (devinfo->ver >= 30 && !v[simd]->spilled_any_registers)
break;
} else {
simd_state.error[simd] = ralloc_strdup(params->base.mem_ctx, v[simd]->fail_msg);
}
}
int selected_simd = brw_simd_select(simd_state);
if (selected_simd < 0) {
params->base.error_str =
ralloc_asprintf(params->base.mem_ctx,
"Can't compile shader: "
"SIMD8 '%s', SIMD16 '%s' and SIMD32 '%s'.\n",
simd_state.error[0], simd_state.error[1],
simd_state.error[2]);
return NULL;
}
brw_shader *selected = v[selected_simd].get();
prog_data->base.prog_mask = 1 << selected_simd;
prog_data->base.base.grf_used = MAX2(prog_data->base.base.grf_used,
selected->grf_used);
if (unlikely(debug_enabled)) {
fprintf(stderr, "Task Output ");
brw_print_tue_map(stderr, &prog_data->map);
}
brw_generator g(compiler, &params->base, &prog_data->base.base,
MESA_SHADER_TASK);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s task shader %s",
nir->info.label ? nir->info.label
: "unnamed",
nir->info.name));
}
g.generate_code(selected->cfg, selected->dispatch_width, selected->shader_stats,
selected->performance_analysis.require(), params->base.stats);
g.add_const_data(nir->constant_data, nir->constant_data_size);
return g.get_assembly();
}
static void
brw_nir_lower_tue_inputs(nir_shader *nir, const brw_tue_map *map)
{
if (!map)
return;
nir->info.task_payload_size = map->per_task_data_start_dw * 4;
bool progress = false;
NIR_PASS(progress, nir, nir_lower_vars_to_explicit_types,
nir_var_mem_task_payload, shared_type_info);
if (progress) {
/* The types for Task Output and Mesh Input should match, so their sizes
* should also match.
*/
assert(map->size_dw == ALIGN(DIV_ROUND_UP(nir->info.task_payload_size, 4), 8));
} else {
/* Mesh doesn't read any input, to make it clearer set the
* task_payload_size to zero instead of keeping an incomplete size that
* just includes the header.
*/
nir->info.task_payload_size = 0;
}
NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_task_payload,
nir_address_format_32bit_offset);
}
/* Attribute types. Flat attributes have to be a separate class because
* flat and interpolated attributes can't share the same vec4 slot
* (see 3DSTATE_SBE.ConstantInterpolationEnable).
*/
enum {
PRIM, /* per primitive */
VERT, /* per vertex interpolated */
VERT_FLAT, /* per vertex flat */
};
struct attr_desc {
int location;
const struct glsl_type *type;
unsigned dwords;
unsigned slots;
};
static void
brw_compute_mue_map(const struct brw_compiler *compiler,
nir_shader *nir, struct brw_mue_map *map,
enum brw_mesh_index_format index_format,
enum intel_vue_layout vue_layout,
int *wa_18019110168_mapping)
{
memset(map, 0, sizeof(*map));
map->max_primitives = nir->info.mesh.max_primitives_out;
map->max_vertices = nir->info.mesh.max_vertices_out;
/* NumPrimitives */
map->size += 4;
/* PrimX indices */
const unsigned vertices_per_primitive =
mesa_vertices_per_prim(nir->info.mesh.primitive_type);
switch (index_format) {
case BRW_INDEX_FORMAT_U32:
map->per_primitive_indices_stride = 4 * vertices_per_primitive;
break;
case BRW_INDEX_FORMAT_U888X:
map->per_primitive_indices_stride = 4;
break;
default:
unreachable("invalid index format");
}
map->size += map->per_primitive_indices_stride * map->max_primitives;
/* Per primitive blocks */
map->size = align(map->size, 32);
map->per_primitive_offset = map->size;
const uint64_t count_indices_bits =
VARYING_BIT_PRIMITIVE_COUNT |
VARYING_BIT_PRIMITIVE_INDICES;
const uint64_t per_primitive_header_bits =
VARYING_BIT_PRIMITIVE_SHADING_RATE |
VARYING_BIT_LAYER |
VARYING_BIT_VIEWPORT |
VARYING_BIT_CULL_PRIMITIVE;
/* Do we need a header? */
map->has_per_primitive_header =
(nir->info.outputs_written &
nir->info.per_primitive_outputs &
per_primitive_header_bits) != 0;
uint32_t first_per_prim_offset;
brw_compute_per_primitive_map(map->per_primitive_offsets,
&map->per_primitive_stride,
&first_per_prim_offset,
map->has_per_primitive_header ? 32 : 0,
nir, nir_var_shader_out,
nir->info.outputs_written &
nir->info.per_primitive_outputs,
vue_layout != INTEL_VUE_LAYOUT_FIXED);
map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_COUNT] = 0;
map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_INDICES] = 4;
if (map->has_per_primitive_header) {
/* Setup all the fields in the header */
map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_SHADING_RATE] = 0;
map->per_primitive_offsets[VARYING_SLOT_LAYER] = 4;
map->per_primitive_offsets[VARYING_SLOT_VIEWPORT] = 8;
map->per_primitive_offsets[VARYING_SLOT_CULL_PRIMITIVE] = 12;
}
/* If Wa_18019110168 is active, store the remapping in the
* per_primitive_offsets array.
*/
if (wa_18019110168_mapping) {
map->wa_18019110168_active = true;
for (uint32_t i = 0; i < ARRAY_SIZE(map->per_primitive_offsets); i++) {
if (i == VARYING_SLOT_PRIMITIVE_COUNT ||
i == VARYING_SLOT_PRIMITIVE_INDICES ||
i == VARYING_SLOT_PRIMITIVE_SHADING_RATE ||
i == VARYING_SLOT_LAYER ||
i == VARYING_SLOT_VIEWPORT ||
i == VARYING_SLOT_CULL_PRIMITIVE)
continue;
map->per_primitive_offsets[i] = wa_18019110168_mapping[i];
}
}
map->per_primitive_stride = align(map->per_primitive_stride, 32);
map->size += map->per_primitive_stride * map->max_primitives;
assert(map->size % 32 == 0);
assert((nir->info.outputs_written & VARYING_BIT_PRIMITIVE_ID) == 0 ||
(nir->info.outputs_written & nir->info.per_primitive_outputs) != 0);
/* Per vertex blocks:
*
* For some selected bit that can appear either as per-primitive or
* per-vertex inputs to the fragment shader, we need to add them to the
* per-vertex block as well so that the layouts match. Even though they're
* not written.
*/
const uint64_t per_primitive_outputs =
nir->info.outputs_written & nir->info.per_primitive_outputs;
const uint64_t per_vertex_outputs =
(nir->info.outputs_written &
~(per_primitive_outputs | count_indices_bits | per_primitive_header_bits));
map->per_vertex_offset = map->size;
brw_compute_vue_map(compiler->devinfo,
&map->vue_map, per_vertex_outputs,
vue_layout, 1 /* pos_slots, TODO: multiview */);
map->per_vertex_stride = align(map->vue_map.num_slots * 16, 32);
map->size += map->per_vertex_stride * map->max_vertices;
assert(map->size % 32 == 0);
}
static void
brw_print_mue_map(FILE *fp, const struct brw_mue_map *map, struct nir_shader *nir)
{
fprintf(fp, "MUE map (%d bytes, %d primitives, %d vertices):\n",
map->size, map->max_primitives, map->max_vertices);
fprintf(fp, " indices_stride: %d\n", map->per_primitive_indices_stride);
fprintf(fp, " primitive_header: %d\n", map->has_per_primitive_header);
fprintf(fp, " primitive_offset: %d\n", map->per_primitive_offset);
fprintf(fp, " primitive_stride: %d\n", map->per_primitive_stride);
fprintf(fp, " vertex_offset: %d\n", map->per_vertex_offset);
fprintf(fp, " vertex_stride: %d\n", map->per_vertex_stride);
fprintf(fp, " primitive offsets:\n");
fprintf(fp, " %s: %d\n",
gl_varying_slot_name_for_stage(VARYING_SLOT_PRIMITIVE_COUNT,
MESA_SHADER_MESH),
map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_COUNT]);
fprintf(fp, " %s: %d\n",
gl_varying_slot_name_for_stage(VARYING_SLOT_PRIMITIVE_INDICES,
MESA_SHADER_MESH),
map->per_primitive_offsets[VARYING_SLOT_PRIMITIVE_INDICES]);
for (uint32_t i = 0; i < VARYING_SLOT_MAX; i++) {
if (map->per_primitive_offsets[i] < 0 ||
i == VARYING_SLOT_PRIMITIVE_COUNT ||
i == VARYING_SLOT_PRIMITIVE_INDICES)
continue;
fprintf(fp, " %s: %d (relative %d)\n",
gl_varying_slot_name_for_stage((gl_varying_slot)i,
MESA_SHADER_MESH),
map->per_primitive_offset + map->per_primitive_offsets[i],
map->per_primitive_offsets[i]);
}
brw_print_vue_map(fp, &map->vue_map, MESA_SHADER_MESH);
}
static bool
remap_io_to_dwords(nir_builder *b, nir_intrinsic_instr *intrin, void *data)
{
if (intrin->intrinsic != nir_intrinsic_load_per_vertex_output &&
intrin->intrinsic != nir_intrinsic_load_per_primitive_output &&
intrin->intrinsic != nir_intrinsic_store_per_vertex_output &&
intrin->intrinsic != nir_intrinsic_store_per_primitive_output)
return false;
nir_io_semantics io_sem = nir_intrinsic_io_semantics(intrin);
if (io_sem.location == VARYING_SLOT_PRIMITIVE_INDICES ||
io_sem.location == VARYING_SLOT_PRIMITIVE_COUNT)
return false;
nir_intrinsic_set_base(intrin, nir_intrinsic_base(intrin) * 4);
if (nir_intrinsic_has_range(intrin))
nir_intrinsic_set_range(intrin, nir_intrinsic_range(intrin) * 4);
b->cursor = nir_before_instr(&intrin->instr);
nir_src *offset = nir_get_io_offset_src(intrin);
assert(offset != NULL);
nir_src_rewrite(offset, nir_ishl_imm(b, offset->ssa, 2));
return true;
}
static void
brw_nir_lower_mue_outputs(nir_shader *nir, const struct brw_mue_map *map)
{
nir_foreach_shader_out_variable(var, nir) {
int location = var->data.location;
assert(location >= 0);
switch (location) {
case VARYING_SLOT_PRIMITIVE_COUNT:
case VARYING_SLOT_PRIMITIVE_INDICES:
/* Primitive count & indices are not part of the per-primitive block,
* they have there own spot just before. We saved their offset in the
* the per-primitive array, we just don't need to add the block
* offset.
*/
var->data.driver_location =
map->per_primitive_offsets[location] / 4;
break;
case VARYING_SLOT_PRIMITIVE_SHADING_RATE:
var->data.driver_location = map->per_primitive_offset / 16;
var->data.location_frac = 0;
break;
case VARYING_SLOT_LAYER:
var->data.driver_location = map->per_primitive_offset / 16;
var->data.location_frac = 1;
break;
case VARYING_SLOT_VIEWPORT:
var->data.driver_location = map->per_primitive_offset / 16;
var->data.location_frac = 2;
break;
case VARYING_SLOT_CULL_PRIMITIVE:
var->data.driver_location = map->per_primitive_offset / 16;
var->data.location_frac = 3;
break;
case VARYING_SLOT_PSIZ:
var->data.driver_location = map->per_vertex_offset / 16;
var->data.location_frac = 3;
break;
default:
if (nir->info.per_primitive_outputs & BITFIELD64_BIT(location)) {
assert(map->per_primitive_offsets[location] != -1);
var->data.driver_location =
(map->per_primitive_offset +
map->per_primitive_offsets[location]) / 16;
} else {
/* Each per vertex location has its own slot/vec4 (16B) of data, use
* map->vue_map.varying_to_slot[] to get the 16B offset and add the
* per-vertex block offset.
*/
assert(map->vue_map.varying_to_slot[location] != -1);
var->data.driver_location =
map->per_vertex_offset / 16 +
map->vue_map.varying_to_slot[location];
}
break;
}
}
NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out,
type_size_vec4,
nir_lower_io_lower_64bit_to_32);
/* Everythings works with slots in terms if IO, but our backend deals with
* dwords. Apply remapping.
*/
NIR_PASS(_, nir, nir_shader_intrinsics_pass,
remap_io_to_dwords, nir_metadata_control_flow, NULL);
}
static bool
brw_nir_initialize_mue(nir_shader *nir,
const struct brw_mue_map *map,
unsigned dispatch_width)
{
nir_builder b;
nir_function_impl *entrypoint = nir_shader_get_entrypoint(nir);
b = nir_builder_at(nir_before_impl(entrypoint));
nir_def *dw_off = nir_imm_int(&b, 0);
nir_def *zerovec = nir_imm_vec4(&b, 0, 0, 0, 0);
/* TODO(mesh): can we write in bigger batches, generating fewer SENDs? */
assert(!nir->info.workgroup_size_variable);
const unsigned workgroup_size = nir->info.workgroup_size[0] *
nir->info.workgroup_size[1] *
nir->info.workgroup_size[2];
/* Invocations from a single workgroup will cooperate in zeroing MUE. */
/* How many prims each invocation needs to cover without checking its index? */
unsigned prims_per_inv = map->max_primitives / workgroup_size;
/* Zero first 4 dwords of MUE Primitive Header:
* Reserved, RTAIndex, ViewportIndex, CullPrimitiveMask.
*/
nir_def *local_invocation_index = nir_load_local_invocation_index(&b);
/* Zero primitive headers distanced by workgroup_size, starting from
* invocation index.
*/
for (unsigned prim_in_inv = 0; prim_in_inv < prims_per_inv; ++prim_in_inv) {
nir_def *prim = nir_iadd_imm(&b, local_invocation_index,
prim_in_inv * workgroup_size);
nir_store_per_primitive_output(&b, zerovec, prim, dw_off,
.base = (int)map->per_primitive_offset / 4,
.write_mask = WRITEMASK_XYZW,
.component = 0,
.src_type = nir_type_uint32);
}
/* How many prims are left? */
unsigned remaining = map->max_primitives % workgroup_size;
if (remaining) {
/* Zero "remaining" primitive headers starting from the last one covered
* by the loop above + workgroup_size.
*/
nir_def *cmp = nir_ilt_imm(&b, local_invocation_index, remaining);
nir_if *if_stmt = nir_push_if(&b, cmp);
{
nir_def *prim = nir_iadd_imm(&b, local_invocation_index,
prims_per_inv * workgroup_size);
nir_store_per_primitive_output(&b, zerovec, prim, dw_off,
.base = (int)map->per_primitive_offset / 4,
.write_mask = WRITEMASK_XYZW,
.component = 0,
.src_type = nir_type_uint32);
}
nir_pop_if(&b, if_stmt);
}
/* If there's more than one subgroup, then we need to wait for all of them
* to finish initialization before we can proceed. Otherwise some subgroups
* may start filling MUE before other finished initializing.
*/
if (workgroup_size > dispatch_width) {
nir_barrier(&b, SCOPE_WORKGROUP, SCOPE_WORKGROUP,
NIR_MEMORY_ACQ_REL, nir_var_shader_out);
}
if (remaining) {
nir_progress(true, entrypoint, nir_metadata_none);
} else {
nir_progress(true, entrypoint, nir_metadata_control_flow);
}
return true;
}
static void
brw_nir_adjust_offset(nir_builder *b, nir_intrinsic_instr *intrin, uint32_t pitch)
{
nir_src *index_src = nir_get_io_arrayed_index_src(intrin);
nir_src *offset_src = nir_get_io_offset_src(intrin);
b->cursor = nir_before_instr(&intrin->instr);
nir_def *offset =
nir_iadd(b,
offset_src->ssa,
nir_imul_imm(b, index_src->ssa, pitch));
nir_src_rewrite(offset_src, offset);
}
static bool
brw_nir_adjust_offset_for_arrayed_indices_instr(nir_builder *b,
nir_intrinsic_instr *intrin,
void *data)
{
const struct brw_mue_map *map = (const struct brw_mue_map *) data;
/* Remap per_vertex and per_primitive offsets using the extra source and
* the pitch.
*/
switch (intrin->intrinsic) {
case nir_intrinsic_load_per_vertex_output:
case nir_intrinsic_store_per_vertex_output:
brw_nir_adjust_offset(b, intrin, map->per_vertex_stride / 4);
return true;
case nir_intrinsic_load_per_primitive_output:
case nir_intrinsic_store_per_primitive_output: {
struct nir_io_semantics sem = nir_intrinsic_io_semantics(intrin);
uint32_t pitch;
if (sem.location == VARYING_SLOT_PRIMITIVE_INDICES)
pitch = map->per_primitive_indices_stride;
else
pitch = map->per_primitive_stride;
brw_nir_adjust_offset(b, intrin, pitch / 4);
return true;
}
default:
return false;
}
}
static bool
brw_nir_adjust_offset_for_arrayed_indices(nir_shader *nir, const struct brw_mue_map *map)
{
return nir_shader_intrinsics_pass(nir,
brw_nir_adjust_offset_for_arrayed_indices_instr,
nir_metadata_control_flow,
(void *)map);
}
struct index_packing_state {
unsigned vertices_per_primitive;
nir_variable *original_prim_indices;
nir_variable *packed_prim_indices;
};
static bool
brw_can_pack_primitive_indices(nir_shader *nir, struct index_packing_state *state)
{
/* can single index fit into one byte of U888X format? */
if (nir->info.mesh.max_vertices_out > 255)
return false;
state->vertices_per_primitive =
mesa_vertices_per_prim(nir->info.mesh.primitive_type);
/* packing point indices doesn't help */
if (state->vertices_per_primitive == 1)
return false;
state->original_prim_indices =
nir_find_variable_with_location(nir,
nir_var_shader_out,
VARYING_SLOT_PRIMITIVE_INDICES);
/* no indices = no changes to the shader, but it's still worth it,
* because less URB space will be used
*/
if (!state->original_prim_indices)
return true;
ASSERTED const struct glsl_type *type = state->original_prim_indices->type;
assert(glsl_type_is_array(type));
assert(glsl_type_is_vector(glsl_without_array(type)));
assert(glsl_without_array(type)->vector_elements == state->vertices_per_primitive);
nir_foreach_function_impl(impl, nir) {
nir_foreach_block(block, impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_deref) {
/* any unknown deref operation on primitive indices -> don't pack */
unsigned num_srcs = nir_intrinsic_infos[intrin->intrinsic].num_srcs;
for (unsigned i = 0; i < num_srcs; i++) {
nir_deref_instr *deref = nir_src_as_deref(intrin->src[i]);
if (!deref)
continue;
nir_variable *var = nir_deref_instr_get_variable(deref);
if (var == state->original_prim_indices)
return false;
}
continue;
}
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
if (!deref)
continue;
nir_variable *var = nir_deref_instr_get_variable(deref);
if (var != state->original_prim_indices)
continue;
if (deref->deref_type != nir_deref_type_array)
return false; /* unknown chain of derefs */
nir_deref_instr *var_deref = nir_src_as_deref(deref->parent);
if (!var_deref || var_deref->deref_type != nir_deref_type_var)
return false; /* unknown chain of derefs */
assert (var_deref->var == state->original_prim_indices);
unsigned write_mask = nir_intrinsic_write_mask(intrin);
/* If only some components are written, then we can't easily pack.
* In theory we could, by loading current dword value, bitmasking
* one byte and storing back the whole dword, but it would be slow
* and could actually decrease performance. TODO: reevaluate this
* once there will be something hitting this.
*/
if (write_mask != BITFIELD_MASK(state->vertices_per_primitive))
return false;
}
}
}
return true;
}
static bool
brw_pack_primitive_indices_instr(nir_builder *b, nir_intrinsic_instr *intrin,
void *data)
{
if (intrin->intrinsic != nir_intrinsic_store_deref)
return false;
nir_deref_instr *array_deref = nir_src_as_deref(intrin->src[0]);
if (!array_deref || array_deref->deref_type != nir_deref_type_array)
return false;
nir_deref_instr *var_deref = nir_src_as_deref(array_deref->parent);
if (!var_deref || var_deref->deref_type != nir_deref_type_var)
return false;
struct index_packing_state *state =
(struct index_packing_state *)data;
nir_variable *var = var_deref->var;
if (var != state->original_prim_indices)
return false;
unsigned vertices_per_primitive = state->vertices_per_primitive;
b->cursor = nir_before_instr(&intrin->instr);
nir_deref_instr *new_var_deref =
nir_build_deref_var(b, state->packed_prim_indices);
nir_deref_instr *new_array_deref =
nir_build_deref_array(b, new_var_deref, array_deref->arr.index.ssa);
nir_src *data_src = &intrin->src[1];
nir_def *data_def =
data_src->ssa;
nir_def *new_data =
nir_ior(b, nir_ishl_imm(b, nir_channel(b, data_def, 0), 0),
nir_ishl_imm(b, nir_channel(b, data_def, 1), 8));
if (vertices_per_primitive >= 3) {
new_data =
nir_ior(b, new_data,
nir_ishl_imm(b, nir_channel(b, data_def, 2), 16));
}
nir_build_store_deref(b, &new_array_deref->def, new_data);
nir_instr_remove(&intrin->instr);
return true;
}
static bool
brw_pack_primitive_indices(nir_shader *nir, void *data)
{
struct index_packing_state *state = (struct index_packing_state *)data;
const struct glsl_type *new_type =
glsl_array_type(glsl_uint_type(),
nir->info.mesh.max_primitives_out,
0);
state->packed_prim_indices =
nir_variable_create(nir, nir_var_shader_out,
new_type, "gl_PrimitiveIndicesPacked");
state->packed_prim_indices->data.location = VARYING_SLOT_PRIMITIVE_INDICES;
state->packed_prim_indices->data.interpolation = INTERP_MODE_NONE;
state->packed_prim_indices->data.per_primitive = 1;
return nir_shader_intrinsics_pass(nir, brw_pack_primitive_indices_instr,
nir_metadata_control_flow,
data);
}
static bool
brw_mesh_autostrip_enable(const struct brw_compiler *compiler, struct nir_shader *nir,
struct brw_mue_map *map)
{
/* Auto-striping can be enabled when shader either doesn't write to
* RTA Index and VP Index or writes the same values for all primitives.
* Since determining whether shader writes the same value across the whole
* workgroup (not just subgroup!) is tricky, we do the simplest possible
* thing - say yes only when shader writes const values and they all match.
*
* TODO: improve this
*/
if (compiler->devinfo->ver < 20)
return false;
const uint64_t outputs_written = nir->info.outputs_written;
/* Wa_16020916187
* We've allocated slots for layer/viewport in brw_compute_mue_map() if this
* workaround is needed and will let brw_nir_initialize_mue() initialize
* those to 0. The workaround also requires disabling autostrip.
*/
if (intel_needs_workaround(compiler->devinfo, 16020916187) &&
(VARYING_BIT_PRIMITIVE_SHADING_RATE & outputs_written))
return false;
/* Values not written */
if ((outputs_written & (VARYING_BIT_VIEWPORT |
VARYING_BIT_LAYER)) == 0)
return true;
nir_def *vp = NULL;
nir_def *layer = NULL;
nir_foreach_function(function, nir) {
if (!function->impl)
continue;
nir_foreach_block(block, function->impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_per_primitive_output)
continue;
struct nir_io_semantics io = nir_intrinsic_io_semantics(intrin);
bool is_vp = io.location == VARYING_SLOT_VIEWPORT;
bool is_layer = io.location == VARYING_SLOT_LAYER;
if (!is_vp && !is_layer)
continue;
nir_src *src = &intrin->src[0];
if (!nir_src_is_const(*src))
return false;
nir_def **cmp;
if (is_vp)
cmp = &vp;
else
cmp = &layer;
if (*cmp == NULL)
*cmp = src->ssa;
else if (*cmp != src->ssa)
return false;
}
}
}
return true;
}
const unsigned *
brw_compile_mesh(const struct brw_compiler *compiler,
struct brw_compile_mesh_params *params)
{
const struct intel_device_info *devinfo = compiler->devinfo;
struct nir_shader *nir = params->base.nir;
const struct brw_mesh_prog_key *key = params->key;
struct brw_mesh_prog_data *prog_data = params->prog_data;
const bool debug_enabled = brw_should_print_shader(nir, DEBUG_MESH, params->base.source_hash);
brw_prog_data_init(&prog_data->base.base, &params->base);
prog_data->base.local_size[0] = nir->info.workgroup_size[0];
prog_data->base.local_size[1] = nir->info.workgroup_size[1];
prog_data->base.local_size[2] = nir->info.workgroup_size[2];
const bool has_clip_cull_dist =
nir->info.outputs_written & (VARYING_BIT_CLIP_DIST0 |
VARYING_BIT_CLIP_DIST1 |
VARYING_BIT_CULL_DIST0 |
VARYING_BIT_CULL_DIST1);
prog_data->clip_distance_mask = has_clip_cull_dist ?
(1 << nir->info.clip_distance_array_size) - 1 : 0;
prog_data->cull_distance_mask =
(has_clip_cull_dist ?
((1 << nir->info.cull_distance_array_size) - 1) : 0) <<
nir->info.clip_distance_array_size;
prog_data->primitive_type = nir->info.mesh.primitive_type;
/* Apply this workaround before trying to pack indices because this can
* increase the number of vertices and therefore change the decision about
* packing.
*/
const bool apply_wa_18019110168 =
brw_nir_mesh_shader_needs_wa_18019110168(devinfo, nir);
int wa_18019110168_mapping[VARYING_SLOT_MAX];
memset(wa_18019110168_mapping, -1, sizeof(wa_18019110168_mapping));
if (apply_wa_18019110168) {
brw_nir_mesh_convert_attrs_prim_to_vert(nir, params,
wa_18019110168_mapping);
}
struct index_packing_state index_packing_state = {};
if (brw_can_pack_primitive_indices(nir, &index_packing_state)) {
if (index_packing_state.original_prim_indices)
NIR_PASS(_, nir, brw_pack_primitive_indices, &index_packing_state);
prog_data->index_format = BRW_INDEX_FORMAT_U888X;
} else {
prog_data->index_format = BRW_INDEX_FORMAT_U32;
}
prog_data->uses_drawid =
BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID);
brw_nir_lower_tue_inputs(nir, params->tue_map);
NIR_PASS(_, nir, brw_nir_lower_mesh_primitive_count);
NIR_PASS(_, nir, nir_opt_dce);
NIR_PASS(_, nir, nir_remove_dead_variables, nir_var_shader_out, NULL);
brw_compute_mue_map(compiler, nir, &prog_data->map,
prog_data->index_format,
key->base.vue_layout,
apply_wa_18019110168 ? wa_18019110168_mapping : NULL);
brw_nir_lower_mue_outputs(nir, &prog_data->map);
prog_data->autostrip_enable = brw_mesh_autostrip_enable(compiler, nir, &prog_data->map);
prog_data->base.uses_inline_data = brw_nir_uses_inline_data(nir) ||
key->base.uses_inline_push_addr;
brw_simd_selection_state simd_state{
.devinfo = compiler->devinfo,
.prog_data = &prog_data->base,
.required_width = brw_required_dispatch_width(&nir->info),
};
std::unique_ptr<brw_shader> v[3];
for (unsigned i = 0; i < 3; i++) {
const unsigned simd = devinfo->ver >= 30 ? 2 - i : i;
if (!brw_simd_should_compile(simd_state, simd))
continue;
const unsigned dispatch_width = 8 << simd;
nir_shader *shader = nir_shader_clone(params->base.mem_ctx, nir);
/*
* When Primitive Header is enabled, we may not generates writes to all
* fields, so let's initialize everything.
*/
if (prog_data->map.has_per_primitive_header)
NIR_PASS(_, shader, brw_nir_initialize_mue, &prog_data->map, dispatch_width);
brw_nir_apply_key(shader, compiler, &key->base, dispatch_width);
NIR_PASS(_, shader, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map);
/* Load uniforms can do a better job for constants, so fold before it. */
NIR_PASS(_, shader, nir_opt_constant_folding);
NIR_PASS(_, shader, brw_nir_lower_simd, dispatch_width);
brw_postprocess_nir(shader, compiler, debug_enabled,
key->base.robust_flags);
v[simd] = std::make_unique<brw_shader>(compiler, &params->base,
&key->base,
&prog_data->base.base,
shader, dispatch_width,
params->base.stats != NULL,
debug_enabled);
if (prog_data->base.prog_mask) {
unsigned first = ffs(prog_data->base.prog_mask) - 1;
v[simd]->import_uniforms(v[first].get());
}
const bool allow_spilling = simd == 0 ||
(!simd_state.compiled[simd - 1] && !brw_simd_should_compile(simd_state, simd - 1));
if (run_task_mesh(*v[simd], allow_spilling)) {
brw_simd_mark_compiled(simd_state, simd, v[simd]->spilled_any_registers);
if (devinfo->ver >= 30 && !v[simd]->spilled_any_registers)
break;
} else {
simd_state.error[simd] = ralloc_strdup(params->base.mem_ctx, v[simd]->fail_msg);
}
}
int selected_simd = brw_simd_select(simd_state);
if (selected_simd < 0) {
params->base.error_str =
ralloc_asprintf(params->base.mem_ctx,
"Can't compile shader: "
"SIMD8 '%s', SIMD16 '%s' and SIMD32 '%s'.\n",
simd_state.error[0], simd_state.error[1],
simd_state.error[2]);
return NULL;
}
brw_shader *selected = v[selected_simd].get();
prog_data->base.prog_mask = 1 << selected_simd;
prog_data->base.base.grf_used = MAX2(prog_data->base.base.grf_used,
selected->grf_used);
if (unlikely(debug_enabled)) {
if (params->tue_map) {
fprintf(stderr, "Mesh Input ");
brw_print_tue_map(stderr, params->tue_map);
}
fprintf(stderr, "Mesh Output ");
brw_print_mue_map(stderr, &prog_data->map, nir);
}
brw_generator g(compiler, &params->base, &prog_data->base.base,
MESA_SHADER_MESH);
if (unlikely(debug_enabled)) {
g.enable_debug(ralloc_asprintf(params->base.mem_ctx,
"%s mesh shader %s",
nir->info.label ? nir->info.label
: "unnamed",
nir->info.name));
}
g.generate_code(selected->cfg, selected->dispatch_width, selected->shader_stats,
selected->performance_analysis.require(), params->base.stats);
if (prog_data->map.wa_18019110168_active) {
int8_t remap_table[VARYING_SLOT_TESS_MAX];
memset(remap_table, -1, sizeof(remap_table));
for (uint32_t i = 0; i < ARRAY_SIZE(wa_18019110168_mapping); i++) {
if (wa_18019110168_mapping[i] != -1)
remap_table[i] = prog_data->map.vue_map.varying_to_slot[wa_18019110168_mapping[i]];
}
uint8_t *const_data =
(uint8_t *) rzalloc_size(params->base.mem_ctx,
nir->constant_data_size + sizeof(remap_table));
memcpy(const_data, nir->constant_data, nir->constant_data_size);
memcpy(const_data + nir->constant_data_size, remap_table, sizeof(remap_table));
g.add_const_data(const_data, nir->constant_data_size + sizeof(remap_table));
prog_data->wa_18019110168_mapping_offset =
prog_data->base.base.const_data_offset + nir->constant_data_size;
} else {
g.add_const_data(nir->constant_data, nir->constant_data_size);
}
return g.get_assembly();
}