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-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp240
-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h2
2 files changed, 241 insertions, 1 deletions
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 37cde6437cd..960f9703252 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
@@ -135,6 +135,23 @@ vec4_gs_visitor::emit_prolog()
vec4_instruction *inst = emit(MOV(dst_reg(this->vertex_count), 0u));
inst->force_writemask_all = true;
+ if (c->control_data_header_size_bits > 0) {
+ /* Create a virtual register to hold the current set of control data
+ * bits.
+ */
+ this->control_data_bits = src_reg(this, 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 (c->control_data_header_size_bits <= 32) {
+ this->current_annotation = "initialize control data bits";
+ inst = emit(MOV(dst_reg(this->control_data_bits), 0u));
+ inst->force_writemask_all = true;
+ }
+ }
+
this->current_annotation = NULL;
}
@@ -150,6 +167,16 @@ vec4_gs_visitor::emit_program_code()
void
vec4_gs_visitor::emit_thread_end()
{
+ if (c->control_data_header_size_bits > 0) {
+ /* During shader execution, we only ever call emit_control_data_bits()
+ * just prior to outputting a vertex. Therefore, the control data bits
+ * corresponding to the most recently output vertex still need to be
+ * emitted.
+ */
+ current_annotation = "thread end: emit control data bits";
+ emit_control_data_bits();
+ }
+
/* MRF 0 is reserved for the debugger, so start with message header
* in MRF 1.
*/
@@ -224,6 +251,124 @@ vec4_gs_visitor::compute_array_stride(ir_dereference_array *ir)
}
+/**
+ * Write out a batch of 32 control data bits from the control_data_bits
+ * register to the URB.
+ *
+ * The current value of the vertex_count register determines which DWORD in
+ * the URB receives the control data bits. The control_data_bits register is
+ * assumed to contain the correct data for the vertex that was most recently
+ * output, and all previous vertices that share the same DWORD.
+ *
+ * This function takes care of ensuring that if no vertices have been output
+ * yet, no control bits are emitted.
+ */
+void
+vec4_gs_visitor::emit_control_data_bits()
+{
+ assert(c->control_data_bits_per_vertex != 0);
+
+ /* Since the URB_WRITE_OWORD message operates with 128-bit (vec4 sized)
+ * granularity, we need to use two tricks to ensure that the batch of 32
+ * control data bits is written to the appropriate DWORD in the URB. To
+ * select which vec4 we are writing to, we use the "slot {0,1} offset"
+ * fields of the message header. To select which DWORD in the vec4 we are
+ * writing to, we use the channel mask fields of the message header. To
+ * avoid penalizing geometry shaders that emit a small number of vertices
+ * with extra bookkeeping, we only do each of these tricks when
+ * c->prog_data.control_data_header_size_bits is large enough to make it
+ * necessary.
+ *
+ * Note: this means that if we're outputting just a single DWORD of control
+ * data bits, we'll actually replicate it four times since we won't do any
+ * channel masking. But that's not a problem since in this case the
+ * hardware only pays attention to the first DWORD.
+ */
+ enum brw_urb_write_flags urb_write_flags = BRW_URB_WRITE_OWORD;
+ if (c->control_data_header_size_bits > 32)
+ urb_write_flags = urb_write_flags | BRW_URB_WRITE_USE_CHANNEL_MASKS;
+ if (c->control_data_header_size_bits > 128)
+ urb_write_flags = urb_write_flags | BRW_URB_WRITE_PER_SLOT_OFFSET;
+
+ /* If vertex_count is 0, then no control data bits have been accumulated
+ * yet, so we should do nothing.
+ */
+ emit(CMP(dst_null_d(), this->vertex_count, 0u, BRW_CONDITIONAL_NEQ));
+ emit(IF(BRW_PREDICATE_NORMAL));
+ {
+ /* If we are using either channel masks or a per-slot offset, then we
+ * need to figure out which DWORD we are 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))
+ */
+ src_reg dword_index(this, glsl_type::uint_type);
+ if (urb_write_flags) {
+ src_reg prev_count(this, glsl_type::uint_type);
+ emit(ADD(dst_reg(prev_count), this->vertex_count, 0xffffffffu));
+ unsigned log2_bits_per_vertex =
+ _mesa_fls(c->control_data_bits_per_vertex);
+ emit(SHR(dst_reg(dword_index), prev_count,
+ (uint32_t) (6 - log2_bits_per_vertex)));
+ }
+
+ /* Start building the URB write message. The first MRF gets a copy of
+ * R0.
+ */
+ int base_mrf = 1;
+ dst_reg mrf_reg(MRF, base_mrf);
+ src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
+ vec4_instruction *inst = emit(MOV(mrf_reg, r0));
+ inst->force_writemask_all = true;
+
+ if (urb_write_flags & BRW_URB_WRITE_PER_SLOT_OFFSET) {
+ /* Set the per-slot offset to dword_index / 4, to that we'll write to
+ * the appropriate OWORD within the control data header.
+ */
+ src_reg per_slot_offset(this, glsl_type::uint_type);
+ emit(SHR(dst_reg(per_slot_offset), dword_index, 2u));
+ emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, per_slot_offset, 1u);
+ }
+
+ if (urb_write_flags & BRW_URB_WRITE_USE_CHANNEL_MASKS) {
+ /* Set the channel masks to 1 << (dword_index % 4), so that we'll
+ * write to the appropriate DWORD within the OWORD. We need to do
+ * this computation with force_writemask_all, otherwise garbage data
+ * from invocation 0 might clobber the mask for invocation 1 when
+ * GS_OPCODE_PREPARE_CHANNEL_MASKS tries to OR the two masks
+ * together.
+ */
+ src_reg channel(this, glsl_type::uint_type);
+ inst = emit(AND(dst_reg(channel), dword_index, 3u));
+ inst->force_writemask_all = true;
+ src_reg one(this, glsl_type::uint_type);
+ inst = emit(MOV(dst_reg(one), 1u));
+ inst->force_writemask_all = true;
+ src_reg channel_mask(this, glsl_type::uint_type);
+ inst = emit(SHL(dst_reg(channel_mask), one, channel));
+ inst->force_writemask_all = true;
+ emit(GS_OPCODE_PREPARE_CHANNEL_MASKS, dst_reg(channel_mask));
+ emit(GS_OPCODE_SET_CHANNEL_MASKS, mrf_reg, channel_mask);
+ }
+
+ /* Store the control data bits in the message payload and send it. */
+ dst_reg mrf_reg2(MRF, base_mrf + 1);
+ inst = emit(MOV(mrf_reg2, this->control_data_bits));
+ inst->force_writemask_all = true;
+ inst = emit(GS_OPCODE_URB_WRITE);
+ inst->urb_write_flags = urb_write_flags;
+ inst->base_mrf = base_mrf;
+ inst->mlen = 2;
+ }
+ emit(BRW_OPCODE_ENDIF);
+}
+
+
void
vec4_gs_visitor::visit(ir_emit_vertex *)
{
@@ -238,6 +383,54 @@ vec4_gs_visitor::visit(ir_emit_vertex *)
src_reg(num_output_vertices), BRW_CONDITIONAL_L));
emit(IF(BRW_PREDICATE_NORMAL));
{
+ /* 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 (c->control_data_header_size_bits > 32) {
+ this->current_annotation = "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
+ */
+ vec4_instruction *inst =
+ emit(AND(dst_null_d(), this->vertex_count,
+ (uint32_t) (32 / c->control_data_bits_per_vertex - 1)));
+ inst->conditional_mod = BRW_CONDITIONAL_Z;
+ emit(IF(BRW_PREDICATE_NORMAL));
+ {
+ emit_control_data_bits();
+
+ /* 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 = emit(MOV(dst_reg(this->control_data_bits), 0u));
+ inst->force_writemask_all = true;
+ }
+ emit(BRW_OPCODE_ENDIF);
+ }
+
this->current_annotation = "emit vertex: vertex data";
emit_vertex();
@@ -253,7 +446,52 @@ vec4_gs_visitor::visit(ir_emit_vertex *)
void
vec4_gs_visitor::visit(ir_end_primitive *)
{
- assert(!"Not implemented yet");
+ /* 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 (c->prog_data.control_data_format !=
+ GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT) {
+ return;
+ }
+
+ /* Cut bits use one bit per vertex. */
+ assert(c->control_data_bits_per_vertex == 1);
+
+ /* 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.
+ */
+
+ /* control_data_bits |= 1 << ((vertex_count - 1) % 32) */
+ src_reg one(this, glsl_type::uint_type);
+ emit(MOV(dst_reg(one), 1u));
+ src_reg prev_count(this, glsl_type::uint_type);
+ emit(ADD(dst_reg(prev_count), this->vertex_count, 0xffffffffu));
+ src_reg mask(this, glsl_type::uint_type);
+ /* 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).
+ */
+ emit(SHL(dst_reg(mask), one, prev_count));
+ emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h
index 1193e28715c..90dd1de7c7a 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.h
@@ -96,8 +96,10 @@ protected:
private:
int setup_varying_inputs(int payload_reg, int *attribute_map);
+ void emit_control_data_bits();
src_reg vertex_count;
+ src_reg control_data_bits;
const struct brw_gs_compile * const c;
};