diff options
author | Jason Ekstrand <[email protected]> | 2017-02-28 09:10:43 -0800 |
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committer | Emil Velikov <[email protected]> | 2017-03-13 11:16:34 +0000 |
commit | 700bebb958e93f4d472c383de62ced9db8e64bec (patch) | |
tree | 0075c098c56c338f38ba0db80b9dba3e7e268a17 /src/intel/compiler/brw_vue_map.c | |
parent | d0d4a5f43b4dd79bd7bfff7c7deaade10bfebf7c (diff) |
i965: Move the back-end compiler to src/intel/compiler
Mostly a dummy git mv with a couple of noticable parts:
- With the earlier header cleanups, nothing in src/intel depends
files from src/mesa/drivers/dri/i965/
- Both Autoconf and Android builds are addressed. Thanks to Mauro and
Tapani for the fixups in the latter
- brw_util.[ch] is not really compiler specific, so it's moved to i965.
v2:
- move brw_eu_defines.h instead of brw_defines.h
- remove no-longer applicable includes
- add missing vulkan/ prefix in the Android build (thanks Tapani)
v3:
- don't list brw_defines.h in src/intel/Makefile.sources (Jason)
- rebase on top of the oa patches
[Emil Velikov: commit message, various small fixes througout]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/compiler/brw_vue_map.c')
-rw-r--r-- | src/intel/compiler/brw_vue_map.c | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_vue_map.c b/src/intel/compiler/brw_vue_map.c new file mode 100644 index 00000000000..e14cba8f67d --- /dev/null +++ b/src/intel/compiler/brw_vue_map.c @@ -0,0 +1,307 @@ +/* + * Copyright © 2011 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_vue_map.c + * + * This file computes the "VUE map" for a (non-fragment) shader stage, which + * describes the layout of its output varyings. The VUE map is used to match + * outputs from one stage with the inputs of the next. + * + * Largely, varyings can be placed however we like - producers/consumers simply + * have to agree on the layout. However, there is also a "VUE Header" that + * prescribes a fixed-layout for items that interact with fixed function + * hardware, such as the clipper and rasterizer. + * + * Authors: + * Paul Berry <[email protected]> + * Chris Forbes <[email protected]> + * Eric Anholt <[email protected]> + */ + + +#include "brw_compiler.h" +#include "common/gen_debug.h" + +static inline void +assign_vue_slot(struct brw_vue_map *vue_map, int varying, int slot) +{ + /* Make sure this varying hasn't been assigned a slot already */ + assert (vue_map->varying_to_slot[varying] == -1); + + vue_map->varying_to_slot[varying] = slot; + vue_map->slot_to_varying[slot] = varying; +} + +/** + * Compute the VUE map for a shader stage. + */ +void +brw_compute_vue_map(const struct gen_device_info *devinfo, + struct brw_vue_map *vue_map, + uint64_t slots_valid, + bool separate) +{ + /* Keep using the packed/contiguous layout on old hardware - we only need + * the SSO layout when using geometry/tessellation shaders or 32 FS input + * varyings, which only exist on Gen >= 6. It's also a bit more efficient. + */ + if (devinfo->gen < 6) + separate = false; + + if (separate) { + /* In SSO mode, we don't know whether the adjacent stage will + * read/write gl_ClipDistance, which has a fixed slot location. + * We have to assume the worst and reserve a slot for it, or else + * the rest of our varyings will be off by a slot. + * + * Note that we don't have to worry about COL/BFC, as those built-in + * variables only exist in legacy GL, which only supports VS and FS. + */ + slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0); + slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1); + } + + vue_map->slots_valid = slots_valid; + vue_map->separate = separate; + + /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they + * are stored in the first VUE slot (VARYING_SLOT_PSIZ). + */ + slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT); + + /* Make sure that the values we store in vue_map->varying_to_slot and + * vue_map->slot_to_varying won't overflow the signed chars that are used + * to store them. Note that since vue_map->slot_to_varying sometimes holds + * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that + * BRW_VARYING_SLOT_COUNT is <= 127, not 128. + */ + STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127); + + for (int i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) { + vue_map->varying_to_slot[i] = -1; + vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD; + } + + int slot = 0; + + /* VUE header: format depends on chip generation and whether clipping is + * enabled. + * + * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30), + * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout. + */ + if (devinfo->gen < 6) { + /* There are 8 dwords in VUE header pre-Ironlake: + * dword 0-3 is indices, point width, clip flags. + * dword 4-7 is ndc position + * dword 8-11 is the first vertex data. + * + * On Ironlake the VUE header is nominally 20 dwords, but the hardware + * will accept the same header layout as Gen4 [and should be a bit faster] + */ + assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++); + assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++); + assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++); + } else { + /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge: + * dword 0-3 of the header is indices, point width, clip flags. + * dword 4-7 is the 4D space position + * dword 8-15 of the vertex header is the user clip distance if + * enabled. + * dword 8-11 or 16-19 is the first vertex element data we fill. + */ + assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++); + assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++); + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)) + assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++); + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)) + assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++); + + /* front and back colors need to be consecutive so that we can use + * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing + * two-sided color. + */ + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0)) + assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++); + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0)) + assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++); + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1)) + assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++); + if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1)) + assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++); + } + + /* The hardware doesn't care about the rest of the vertex outputs, so we + * can assign them however we like. For normal programs, we simply assign + * them contiguously. + * + * For separate shader pipelines, we first assign built-in varyings + * contiguous slots. This works because ARB_separate_shader_objects + * requires that all shaders have matching built-in varying interface + * blocks. Next, we assign generic varyings based on their location + * (either explicit or linker assigned). This guarantees a fixed layout. + * + * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX, + * since it's encoded as the clip distances by emit_clip_distances(). + * However, it may be output by transform feedback, and we'd rather not + * recompute state when TF changes, so we just always include it. + */ + uint64_t builtins = slots_valid & BITFIELD64_MASK(VARYING_SLOT_VAR0); + while (builtins != 0) { + const int varying = ffsll(builtins) - 1; + if (vue_map->varying_to_slot[varying] == -1) { + assign_vue_slot(vue_map, varying, slot++); + } + builtins &= ~BITFIELD64_BIT(varying); + } + + const int first_generic_slot = slot; + uint64_t generics = slots_valid & ~BITFIELD64_MASK(VARYING_SLOT_VAR0); + while (generics != 0) { + const int varying = ffsll(generics) - 1; + if (separate) { + slot = first_generic_slot + varying - VARYING_SLOT_VAR0; + } + assign_vue_slot(vue_map, varying, slot++); + generics &= ~BITFIELD64_BIT(varying); + } + + vue_map->num_slots = slot; + vue_map->num_per_vertex_slots = 0; + vue_map->num_per_patch_slots = 0; +} + +/** + * Compute the VUE map for tessellation control shader outputs and + * tessellation evaluation shader inputs. + */ +void +brw_compute_tess_vue_map(struct brw_vue_map *vue_map, + uint64_t vertex_slots, + uint32_t patch_slots) +{ + /* I don't think anything actually uses this... */ + vue_map->slots_valid = vertex_slots; + + /* separate isn't really meaningful, but make sure it's initialized */ + vue_map->separate = false; + + vertex_slots &= ~(VARYING_BIT_TESS_LEVEL_OUTER | + VARYING_BIT_TESS_LEVEL_INNER); + + /* Make sure that the values we store in vue_map->varying_to_slot and + * vue_map->slot_to_varying won't overflow the signed chars that are used + * to store them. Note that since vue_map->slot_to_varying sometimes holds + * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that + * VARYING_SLOT_TESS_MAX is <= 127, not 128. + */ + STATIC_ASSERT(VARYING_SLOT_TESS_MAX <= 127); + + for (int i = 0; i < VARYING_SLOT_TESS_MAX ; ++i) { + vue_map->varying_to_slot[i] = -1; + vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD; + } + + int slot = 0; + + /* The first 8 DWords are reserved for the "Patch Header". + * + * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout + * depends on the domain type. They might not be in slots 0 and 1 as + * described here, but pretending they're separate allows us to uniquely + * identify them by distinct slot locations. + */ + assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++); + assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++); + + /* first assign per-patch varyings */ + while (patch_slots != 0) { + const int varying = ffsll(patch_slots) - 1; + if (vue_map->varying_to_slot[varying + VARYING_SLOT_PATCH0] == -1) { + assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++); + } + patch_slots &= ~BITFIELD64_BIT(varying); + } + + /* apparently, including the patch header... */ + vue_map->num_per_patch_slots = slot; + + /* then assign per-vertex varyings for each vertex in our patch */ + while (vertex_slots != 0) { + const int varying = ffsll(vertex_slots) - 1; + if (vue_map->varying_to_slot[varying] == -1) { + assign_vue_slot(vue_map, varying, slot++); + } + vertex_slots &= ~BITFIELD64_BIT(varying); + } + + vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots; + vue_map->num_slots = slot; +} + +static const char * +varying_name(brw_varying_slot slot) +{ + assume(slot < BRW_VARYING_SLOT_COUNT); + + if (slot < VARYING_SLOT_MAX) + return gl_varying_slot_name(slot); + + static const char *brw_names[] = { + [BRW_VARYING_SLOT_NDC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_NDC", + [BRW_VARYING_SLOT_PAD - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PAD", + [BRW_VARYING_SLOT_PNTC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PNTC", + }; + + return brw_names[slot - VARYING_SLOT_MAX]; +} + +void +brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map) +{ + if (vue_map->num_per_vertex_slots > 0 || vue_map->num_per_patch_slots > 0) { + fprintf(fp, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n", + vue_map->num_slots, + vue_map->num_per_patch_slots, + vue_map->num_per_vertex_slots, + vue_map->separate ? "SSO" : "non-SSO"); + for (int i = 0; i < vue_map->num_slots; i++) { + if (vue_map->slot_to_varying[i] >= VARYING_SLOT_PATCH0) { + fprintf(fp, " [%d] VARYING_SLOT_PATCH%d\n", i, + vue_map->slot_to_varying[i] - VARYING_SLOT_PATCH0); + } else { + fprintf(fp, " [%d] %s\n", i, + varying_name(vue_map->slot_to_varying[i])); + } + } + } else { + fprintf(fp, "VUE map (%d slots, %s)\n", + vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO"); + for (int i = 0; i < vue_map->num_slots; i++) { + fprintf(fp, " [%d] %s\n", i, + varying_name(vue_map->slot_to_varying[i])); + } + } + fprintf(fp, "\n"); +} |