diff options
author | Kenneth Graunke <[email protected]> | 2014-10-28 17:27:39 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2014-10-29 12:38:56 -0700 |
commit | 62b07b934ecce1f370f3566ad3613341ff86aba1 (patch) | |
tree | 32d24a815405571caf98e2a8d2f670b69bf7539a /src/mesa/drivers/dri/i965/brw_gs.c | |
parent | 02f8f90cc2261167ea025cbb69f8856c33444007 (diff) |
i965: Rename brw_vec4_gs.[ch] to brw_gs.[ch].
These source files support actual geometry shaders, so using "gs" for
the name makes a lot of sense. We're going to be adding SIMD8 geometry
shader support as well, at which point "vec4_gs" will be a misnomer.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_gs.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_gs.c | 428 |
1 files changed, 428 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_gs.c b/src/mesa/drivers/dri/i965/brw_gs.c new file mode 100644 index 00000000000..f44ac26d580 --- /dev/null +++ b/src/mesa/drivers/dri/i965/brw_gs.c @@ -0,0 +1,428 @@ +/* + * Copyright © 2013 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * \file brw_vec4_gs.c + * + * State atom for client-programmable geometry shaders, and support code. + */ + +#include "brw_gs.h" +#include "brw_context.h" +#include "brw_vec4_gs_visitor.h" +#include "brw_state.h" +#include "brw_ff_gs.h" + + +static bool +do_gs_prog(struct brw_context *brw, + struct gl_shader_program *prog, + struct brw_geometry_program *gp, + struct brw_gs_prog_key *key) +{ + struct brw_stage_state *stage_state = &brw->gs.base; + struct brw_gs_compile c; + memset(&c, 0, sizeof(c)); + c.key = *key; + c.gp = gp; + + c.prog_data.include_primitive_id = + (gp->program.Base.InputsRead & VARYING_BIT_PRIMITIVE_ID) != 0; + + c.prog_data.invocations = gp->program.Invocations; + + /* Allocate the references to the uniforms that will end up in the + * prog_data associated with the compiled program, and which will be freed + * by the state cache. + * + * Note: param_count needs to be num_uniform_components * 4, since we add + * padding around uniform values below vec4 size, so the worst case is that + * every uniform is a float which gets padded to the size of a vec4. + */ + struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; + int param_count = gs->num_uniform_components * 4; + + /* We also upload clip plane data as uniforms */ + param_count += MAX_CLIP_PLANES * 4; + + c.prog_data.base.base.param = + rzalloc_array(NULL, const gl_constant_value *, param_count); + c.prog_data.base.base.pull_param = + rzalloc_array(NULL, const gl_constant_value *, param_count); + /* Setting nr_params here NOT to the size of the param and pull_param + * arrays, but to the number of uniform components vec4_visitor + * needs. vec4_visitor::setup_uniforms() will set it back to a proper value. + */ + c.prog_data.base.base.nr_params = ALIGN(param_count, 4) / 4 + gs->num_samplers; + + if (brw->gen >= 7) { + if (gp->program.OutputType == GL_POINTS) { + /* When the output type is points, the geometry shader may output data + * to multiple streams, and EndPrimitive() has no effect. So we + * configure the hardware to interpret the control data as stream ID. + */ + c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID; + + /* We only have to emit control bits if we are using streams */ + if (prog->Geom.UsesStreams) + c.control_data_bits_per_vertex = 2; + else + c.control_data_bits_per_vertex = 0; + } else { + /* When the output type is triangle_strip or line_strip, EndPrimitive() + * may be used to terminate the current strip and start a new one + * (similar to primitive restart), and outputting data to multiple + * streams is not supported. So we configure the hardware to interpret + * the control data as EndPrimitive information (a.k.a. "cut bits"). + */ + c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT; + + /* We only need to output control data if the shader actually calls + * EndPrimitive(). + */ + c.control_data_bits_per_vertex = gp->program.UsesEndPrimitive ? 1 : 0; + } + } else { + /* There are no control data bits in gen6. */ + c.control_data_bits_per_vertex = 0; + + /* If it is using transform feedback, enable it */ + if (prog->TransformFeedback.NumVarying) + c.prog_data.gen6_xfb_enabled = true; + else + c.prog_data.gen6_xfb_enabled = false; + } + c.control_data_header_size_bits = + gp->program.VerticesOut * c.control_data_bits_per_vertex; + + /* 1 HWORD = 32 bytes = 256 bits */ + c.prog_data.control_data_header_size_hwords = + ALIGN(c.control_data_header_size_bits, 256) / 256; + + GLbitfield64 outputs_written = gp->program.Base.OutputsWritten; + + /* In order for legacy clipping to work, we need to populate the clip + * distance varying slots whenever clipping is enabled, even if the vertex + * shader doesn't write to gl_ClipDistance. + */ + if (c.key.base.userclip_active) { + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0); + outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1); + } + + brw_compute_vue_map(brw, &c.prog_data.base.vue_map, outputs_written); + + /* Compute the output vertex size. + * + * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex + * Size (p168): + * + * [0,62] indicating [1,63] 16B units + * + * Specifies the size of each vertex stored in the GS output entry + * (following any Control Header data) as a number of 128-bit units + * (minus one). + * + * Programming Restrictions: The vertex size must be programmed as a + * multiple of 32B units with the following exception: Rendering is + * disabled (as per SOL stage state) and the vertex size output by the + * GS thread is 16B. + * + * If rendering is enabled (as per SOL state) the vertex size must be + * programmed as a multiple of 32B units. In other words, the only time + * software can program a vertex size with an odd number of 16B units + * is when rendering is disabled. + * + * Note: B=bytes in the above text. + * + * It doesn't seem worth the extra trouble to optimize the case where the + * vertex size is 16B (especially since this would require special-casing + * the GEN assembly that writes to the URB). So we just set the vertex + * size to a multiple of 32B (2 vec4's) in all cases. + * + * The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We + * budget that as follows: + * + * 512 bytes for varyings (a varying component is 4 bytes and + * gl_MaxGeometryOutputComponents = 128) + * 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 + * bytes) + * 16 bytes overhead for gl_Position (we allocate it a slot in the VUE + * even if it's not used) + * 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots + * whenever clip planes are enabled, even if the shader doesn't + * write to gl_ClipDistance) + * 16 bytes overhead since the VUE size must be a multiple of 32 bytes + * (see below)--this causes up to 1 VUE slot to be wasted + * 400 bytes available for varying packing overhead + * + * Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes) + * per interpolation type, so this is plenty. + * + */ + unsigned output_vertex_size_bytes = c.prog_data.base.vue_map.num_slots * 16; + assert(brw->gen == 6 || + output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES); + c.prog_data.output_vertex_size_hwords = + ALIGN(output_vertex_size_bytes, 32) / 32; + + /* Compute URB entry size. The maximum allowed URB entry size is 32k. + * That divides up as follows: + * + * 64 bytes for the control data header (cut indices or StreamID bits) + * 4096 bytes for varyings (a varying component is 4 bytes and + * gl_MaxGeometryTotalOutputComponents = 1024) + * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16 + * bytes/vertex and gl_MaxGeometryOutputVertices is 256) + * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE + * even if it's not used) + * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots + * whenever clip planes are enabled, even if the shader doesn't + * write to gl_ClipDistance) + * 4096 bytes overhead since the VUE size must be a multiple of 32 + * bytes (see above)--this causes up to 1 VUE slot to be wasted + * 8128 bytes available for varying packing overhead + * + * Worst-case varying packing overhead is 3/4 of a varying slot per + * interpolation type, which works out to 3072 bytes, so this would allow + * us to accommodate 2 interpolation types without any danger of running + * out of URB space. + * + * In practice, the risk of running out of URB space is very small, since + * the above figures are all worst-case, and most of them scale with the + * number of output vertices. So we'll just calculate the amount of space + * we need, and if it's too large, fail to compile. + * + * The above is for gen7+ where we have a single URB entry that will hold + * all the output. In gen6, we will have to allocate URB entries for every + * vertex we emit, so our URB entries only need to be large enough to hold + * a single vertex. Also, gen6 does not have a control data header. + */ + unsigned output_size_bytes; + if (brw->gen >= 7) { + output_size_bytes = + c.prog_data.output_vertex_size_hwords * 32 * gp->program.VerticesOut; + output_size_bytes += 32 * c.prog_data.control_data_header_size_hwords; + } else { + output_size_bytes = c.prog_data.output_vertex_size_hwords * 32; + } + + /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output, + * which comes before the control header. + */ + if (brw->gen >= 8) + output_size_bytes += 32; + + assert(output_size_bytes >= 1); + int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES; + if (brw->gen == 6) + max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES; + if (output_size_bytes > max_output_size_bytes) + return false; + + + /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and + * a multiple of 128 bytes in gen6. + */ + if (brw->gen >= 7) + c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64; + else + c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128; + + c.prog_data.output_topology = + get_hw_prim_for_gl_prim(gp->program.OutputType); + + brw_compute_vue_map(brw, &c.input_vue_map, c.key.input_varyings); + + /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we + * need to program a URB read length of ceiling(num_slots / 2). + */ + c.prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2; + + void *mem_ctx = ralloc_context(NULL); + unsigned program_size; + const unsigned *program = + brw_gs_emit(brw, prog, &c, mem_ctx, &program_size); + if (program == NULL) { + ralloc_free(mem_ctx); + return false; + } + + /* Scratch space is used for register spilling */ + if (c.base.last_scratch) { + perf_debug("Geometry shader triggered register spilling. " + "Try reducing the number of live vec4 values to " + "improve performance.\n"); + + c.prog_data.base.base.total_scratch + = brw_get_scratch_size(c.base.last_scratch*REG_SIZE); + + brw_get_scratch_bo(brw, &stage_state->scratch_bo, + c.prog_data.base.base.total_scratch * + brw->max_gs_threads); + } + + brw_upload_cache(&brw->cache, BRW_GS_PROG, + &c.key, sizeof(c.key), + program, program_size, + &c.prog_data, sizeof(c.prog_data), + &stage_state->prog_offset, &brw->gs.prog_data); + ralloc_free(mem_ctx); + + return true; +} + + +static void +brw_upload_gs_prog(struct brw_context *brw) +{ + struct gl_context *ctx = &brw->ctx; + struct brw_stage_state *stage_state = &brw->gs.base; + struct brw_gs_prog_key key; + /* BRW_NEW_GEOMETRY_PROGRAM */ + struct brw_geometry_program *gp = + (struct brw_geometry_program *) brw->geometry_program; + + if (gp == NULL) { + /* No geometry shader. Vertex data just passes straight through. */ + if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) { + brw->vue_map_geom_out = brw->vue_map_vs; + brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT; + } + + if (brw->gen == 6 && + (brw->state.dirty.brw & BRW_NEW_TRANSFORM_FEEDBACK)) { + gen6_brw_upload_ff_gs_prog(brw); + return; + } + + /* Other state atoms had better not try to access prog_data, since + * there's no GS program. + */ + brw->gs.prog_data = NULL; + brw->gs.base.prog_data = NULL; + + return; + } + + struct gl_program *prog = &gp->program.Base; + + memset(&key, 0, sizeof(key)); + + key.base.program_string_id = gp->id; + brw_setup_vec4_key_clip_info(brw, &key.base, + gp->program.Base.UsesClipDistanceOut); + + /* _NEW_LIGHT | _NEW_BUFFERS */ + key.base.clamp_vertex_color = ctx->Light._ClampVertexColor; + + /* _NEW_TEXTURE */ + brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count, + &key.base.tex); + + /* BRW_NEW_VUE_MAP_VS */ + key.input_varyings = brw->vue_map_vs.slots_valid; + + if (!brw_search_cache(&brw->cache, BRW_GS_PROG, + &key, sizeof(key), + &stage_state->prog_offset, &brw->gs.prog_data)) { + bool success = + do_gs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY], gp, + &key); + assert(success); + (void)success; + } + brw->gs.base.prog_data = &brw->gs.prog_data->base.base; + + if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out, + sizeof(brw->vue_map_geom_out)) != 0) { + brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map; + brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT; + } +} + + +const struct brw_tracked_state brw_gs_prog = { + .dirty = { + .mesa = (_NEW_LIGHT | _NEW_BUFFERS | _NEW_TEXTURE), + .brw = (BRW_NEW_GEOMETRY_PROGRAM | + BRW_NEW_VUE_MAP_VS | + BRW_NEW_TRANSFORM_FEEDBACK), + }, + .emit = brw_upload_gs_prog +}; + + +bool +brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *prog) +{ + struct brw_context *brw = brw_context(ctx); + struct brw_gs_prog_key key; + uint32_t old_prog_offset = brw->gs.base.prog_offset; + struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data; + bool success; + + if (!prog->_LinkedShaders[MESA_SHADER_GEOMETRY]) + return true; + + struct gl_geometry_program *gp = (struct gl_geometry_program *) + prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; + struct brw_geometry_program *bgp = brw_geometry_program(gp); + + memset(&key, 0, sizeof(key)); + + brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base); + + /* Assume that the set of varyings coming in from the vertex shader exactly + * matches what the geometry shader requires. + */ + key.input_varyings = gp->Base.InputsRead; + + success = do_gs_prog(brw, prog, bgp, &key); + + brw->gs.base.prog_offset = old_prog_offset; + brw->gs.prog_data = old_prog_data; + + return success; +} + + +bool +brw_gs_prog_data_compare(const void *in_a, const void *in_b) +{ + const struct brw_gs_prog_data *a = in_a; + const struct brw_gs_prog_data *b = in_b; + + /* Compare the base structure. */ + if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base)) + return false; + + /* Compare the rest of the struct. */ + const unsigned offset = sizeof(struct brw_stage_prog_data); + if (memcmp(((char *) a) + offset, ((char *) b) + offset, + sizeof(struct brw_gs_prog_data) - offset)) { + return false; + } + + return true; +} |