/* * Copyright © 2015 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 "anv_private.h" #include "genxml/gen_macros.h" #include "genxml/genX_pack.h" #include "common/gen_l3_config.h" #include "common/gen_sample_positions.h" #include "nir/nir_xfb_info.h" #include "vk_util.h" #include "vk_format_info.h" static uint32_t vertex_element_comp_control(enum isl_format format, unsigned comp) { uint8_t bits; switch (comp) { case 0: bits = isl_format_layouts[format].channels.r.bits; break; case 1: bits = isl_format_layouts[format].channels.g.bits; break; case 2: bits = isl_format_layouts[format].channels.b.bits; break; case 3: bits = isl_format_layouts[format].channels.a.bits; break; default: unreachable("Invalid component"); } /* * Take in account hardware restrictions when dealing with 64-bit floats. * * From Broadwell spec, command reference structures, page 586: * "When SourceElementFormat is set to one of the *64*_PASSTHRU formats, * 64-bit components are stored * in the URB without any conversion. In * this case, vertex elements must be written as 128 or 256 bits, with * VFCOMP_STORE_0 being used to pad the output as required. E.g., if * R64_PASSTHRU is used to copy a 64-bit Red component into the URB, * Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3 * set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or * Components 1-3 must be specified as VFCOMP_STORE_0 in order to output * a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires * Component 3 to be specified as VFCOMP_STORE_0 in order to output a * 256-bit vertex element." */ if (bits) { return VFCOMP_STORE_SRC; } else if (comp >= 2 && !isl_format_layouts[format].channels.b.bits && isl_format_layouts[format].channels.r.type == ISL_RAW) { /* When emitting 64-bit attributes, we need to write either 128 or 256 * bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and * VFCOMP_STORE_0 to pad the written chunk */ return VFCOMP_NOSTORE; } else if (comp < 3 || isl_format_layouts[format].channels.r.type == ISL_RAW) { /* Note we need to pad with value 0, not 1, due hardware restrictions * (see comment above) */ return VFCOMP_STORE_0; } else if (isl_format_layouts[format].channels.r.type == ISL_UINT || isl_format_layouts[format].channels.r.type == ISL_SINT) { assert(comp == 3); return VFCOMP_STORE_1_INT; } else { assert(comp == 3); return VFCOMP_STORE_1_FP; } } static void emit_vertex_input(struct anv_pipeline *pipeline, const VkPipelineVertexInputStateCreateInfo *info) { const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline); /* Pull inputs_read out of the VS prog data */ const uint64_t inputs_read = vs_prog_data->inputs_read; const uint64_t double_inputs_read = vs_prog_data->double_inputs_read & inputs_read; assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0); const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0; const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0; const bool needs_svgs_elem = vs_prog_data->uses_vertexid || vs_prog_data->uses_instanceid || vs_prog_data->uses_firstvertex || vs_prog_data->uses_baseinstance; uint32_t elem_count = __builtin_popcount(elements) - __builtin_popcount(elements_double) / 2; const uint32_t total_elems = MAX2(1, elem_count + needs_svgs_elem + vs_prog_data->uses_drawid); uint32_t *p; const uint32_t num_dwords = 1 + total_elems * 2; p = anv_batch_emitn(&pipeline->batch, num_dwords, GENX(3DSTATE_VERTEX_ELEMENTS)); if (!p) return; for (uint32_t i = 0; i < total_elems; i++) { /* The SKL docs for VERTEX_ELEMENT_STATE say: * * "All elements must be valid from Element[0] to the last valid * element. (I.e. if Element[2] is valid then Element[1] and * Element[0] must also be valid)." * * The SKL docs for 3D_Vertex_Component_Control say: * * "Don't store this component. (Not valid for Component 0, but can * be used for Component 1-3)." * * So we can't just leave a vertex element blank and hope for the best. * We have to tell the VF hardware to put something in it; so we just * store a bunch of zero. * * TODO: Compact vertex elements so we never end up with holes. */ struct GENX(VERTEX_ELEMENT_STATE) element = { .Valid = true, .Component0Control = VFCOMP_STORE_0, .Component1Control = VFCOMP_STORE_0, .Component2Control = VFCOMP_STORE_0, .Component3Control = VFCOMP_STORE_0, }; GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + i * 2], &element); } for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++) { const VkVertexInputAttributeDescription *desc = &info->pVertexAttributeDescriptions[i]; enum isl_format format = anv_get_isl_format(&pipeline->device->info, desc->format, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_TILING_LINEAR); assert(desc->binding < MAX_VBS); if ((elements & (1 << desc->location)) == 0) continue; /* Binding unused */ uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1)) - DIV_ROUND_UP(__builtin_popcount(elements_double & ((1 << desc->location) -1)), 2); struct GENX(VERTEX_ELEMENT_STATE) element = { .VertexBufferIndex = desc->binding, .Valid = true, .SourceElementFormat = format, .EdgeFlagEnable = false, .SourceElementOffset = desc->offset, .Component0Control = vertex_element_comp_control(format, 0), .Component1Control = vertex_element_comp_control(format, 1), .Component2Control = vertex_element_comp_control(format, 2), .Component3Control = vertex_element_comp_control(format, 3), }; GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + slot * 2], &element); #if GEN_GEN >= 8 /* On Broadwell and later, we have a separate VF_INSTANCING packet * that controls instancing. On Haswell and prior, that's part of * VERTEX_BUFFER_STATE which we emit later. */ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) { vfi.InstancingEnable = pipeline->vb[desc->binding].instanced; vfi.VertexElementIndex = slot; vfi.InstanceDataStepRate = pipeline->vb[desc->binding].instance_divisor; } #endif } const uint32_t id_slot = elem_count; if (needs_svgs_elem) { /* From the Broadwell PRM for the 3D_Vertex_Component_Control enum: * "Within a VERTEX_ELEMENT_STATE structure, if a Component * Control field is set to something other than VFCOMP_STORE_SRC, * no higher-numbered Component Control fields may be set to * VFCOMP_STORE_SRC" * * This means, that if we have BaseInstance, we need BaseVertex as * well. Just do all or nothing. */ uint32_t base_ctrl = (vs_prog_data->uses_firstvertex || vs_prog_data->uses_baseinstance) ? VFCOMP_STORE_SRC : VFCOMP_STORE_0; struct GENX(VERTEX_ELEMENT_STATE) element = { .VertexBufferIndex = ANV_SVGS_VB_INDEX, .Valid = true, .SourceElementFormat = ISL_FORMAT_R32G32_UINT, .Component0Control = base_ctrl, .Component1Control = base_ctrl, #if GEN_GEN >= 8 .Component2Control = VFCOMP_STORE_0, .Component3Control = VFCOMP_STORE_0, #else .Component2Control = VFCOMP_STORE_VID, .Component3Control = VFCOMP_STORE_IID, #endif }; GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + id_slot * 2], &element); } #if GEN_GEN >= 8 anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_SGVS), sgvs) { sgvs.VertexIDEnable = vs_prog_data->uses_vertexid; sgvs.VertexIDComponentNumber = 2; sgvs.VertexIDElementOffset = id_slot; sgvs.InstanceIDEnable = vs_prog_data->uses_instanceid; sgvs.InstanceIDComponentNumber = 3; sgvs.InstanceIDElementOffset = id_slot; } #endif const uint32_t drawid_slot = elem_count + needs_svgs_elem; if (vs_prog_data->uses_drawid) { struct GENX(VERTEX_ELEMENT_STATE) element = { .VertexBufferIndex = ANV_DRAWID_VB_INDEX, .Valid = true, .SourceElementFormat = ISL_FORMAT_R32_UINT, .Component0Control = VFCOMP_STORE_SRC, .Component1Control = VFCOMP_STORE_0, .Component2Control = VFCOMP_STORE_0, .Component3Control = VFCOMP_STORE_0, }; GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + drawid_slot * 2], &element); #if GEN_GEN >= 8 anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) { vfi.VertexElementIndex = drawid_slot; } #endif } } void genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch, const struct gen_l3_config *l3_config, VkShaderStageFlags active_stages, const unsigned entry_size[4]) { const struct gen_device_info *devinfo = &device->info; #if GEN_IS_HASWELL const unsigned push_constant_kb = devinfo->gt == 3 ? 32 : 16; #else const unsigned push_constant_kb = GEN_GEN >= 8 ? 32 : 16; #endif const unsigned urb_size_kb = gen_get_l3_config_urb_size(devinfo, l3_config); unsigned entries[4]; unsigned start[4]; gen_get_urb_config(devinfo, 1024 * push_constant_kb, 1024 * urb_size_kb, active_stages & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, active_stages & VK_SHADER_STAGE_GEOMETRY_BIT, entry_size, entries, start); #if GEN_GEN == 7 && !GEN_IS_HASWELL /* From the IVB PRM Vol. 2, Part 1, Section 3.2.1: * * "A PIPE_CONTROL with Post-Sync Operation set to 1h and a depth stall * needs to be sent just prior to any 3DSTATE_VS, 3DSTATE_URB_VS, * 3DSTATE_CONSTANT_VS, 3DSTATE_BINDING_TABLE_POINTER_VS, * 3DSTATE_SAMPLER_STATE_POINTER_VS command. Only one PIPE_CONTROL * needs to be sent before any combination of VS associated 3DSTATE." */ anv_batch_emit(batch, GEN7_PIPE_CONTROL, pc) { pc.DepthStallEnable = true; pc.PostSyncOperation = WriteImmediateData; pc.Address = (struct anv_address) { &device->workaround_bo, 0 }; } #endif for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) { anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) { urb._3DCommandSubOpcode += i; urb.VSURBStartingAddress = start[i]; urb.VSURBEntryAllocationSize = entry_size[i] - 1; urb.VSNumberofURBEntries = entries[i]; } } } static void emit_urb_setup(struct anv_pipeline *pipeline) { unsigned entry_size[4]; for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { const struct brw_vue_prog_data *prog_data = !anv_pipeline_has_stage(pipeline, i) ? NULL : (const struct brw_vue_prog_data *) pipeline->shaders[i]->prog_data; entry_size[i] = prog_data ? prog_data->urb_entry_size : 1; } genX(emit_urb_setup)(pipeline->device, &pipeline->batch, pipeline->urb.l3_config, pipeline->active_stages, entry_size); } static void emit_3dstate_sbe(struct anv_pipeline *pipeline) { const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE), sbe); #if GEN_GEN >= 8 anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ), sbe); #endif return; } const struct brw_vue_map *fs_input_map = &anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map; struct GENX(3DSTATE_SBE) sbe = { GENX(3DSTATE_SBE_header), .AttributeSwizzleEnable = true, .PointSpriteTextureCoordinateOrigin = UPPERLEFT, .NumberofSFOutputAttributes = wm_prog_data->num_varying_inputs, .ConstantInterpolationEnable = wm_prog_data->flat_inputs, }; #if GEN_GEN >= 9 for (unsigned i = 0; i < 32; i++) sbe.AttributeActiveComponentFormat[i] = ACF_XYZW; #endif #if GEN_GEN >= 8 /* On Broadwell, they broke 3DSTATE_SBE into two packets */ struct GENX(3DSTATE_SBE_SWIZ) swiz = { GENX(3DSTATE_SBE_SWIZ_header), }; #else # define swiz sbe #endif /* Skip the VUE header and position slots by default */ unsigned urb_entry_read_offset = 1; int max_source_attr = 0; for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) { int input_index = wm_prog_data->urb_setup[attr]; if (input_index < 0) continue; /* gl_Layer is stored in the VUE header */ if (attr == VARYING_SLOT_LAYER) { urb_entry_read_offset = 0; continue; } if (attr == VARYING_SLOT_PNTC) { sbe.PointSpriteTextureCoordinateEnable = 1 << input_index; continue; } const int slot = fs_input_map->varying_to_slot[attr]; if (input_index >= 16) continue; if (slot == -1) { /* This attribute does not exist in the VUE--that means that the * vertex shader did not write to it. It could be that it's a * regular varying read by the fragment shader but not written by * the vertex shader or it's gl_PrimitiveID. In the first case the * value is undefined, in the second it needs to be * gl_PrimitiveID. */ swiz.Attribute[input_index].ConstantSource = PRIM_ID; swiz.Attribute[input_index].ComponentOverrideX = true; swiz.Attribute[input_index].ComponentOverrideY = true; swiz.Attribute[input_index].ComponentOverrideZ = true; swiz.Attribute[input_index].ComponentOverrideW = true; } else { /* We have to subtract two slots to accout for the URB entry output * read offset in the VS and GS stages. */ const int source_attr = slot - 2 * urb_entry_read_offset; assert(source_attr >= 0 && source_attr < 32); max_source_attr = MAX2(max_source_attr, source_attr); swiz.Attribute[input_index].SourceAttribute = source_attr; } } sbe.VertexURBEntryReadOffset = urb_entry_read_offset; sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2); #if GEN_GEN >= 8 sbe.ForceVertexURBEntryReadOffset = true; sbe.ForceVertexURBEntryReadLength = true; #endif uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_length)); if (!dw) return; GENX(3DSTATE_SBE_pack)(&pipeline->batch, dw, &sbe); #if GEN_GEN >= 8 dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ_length)); if (!dw) return; GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz); #endif } static const uint32_t vk_to_gen_cullmode[] = { [VK_CULL_MODE_NONE] = CULLMODE_NONE, [VK_CULL_MODE_FRONT_BIT] = CULLMODE_FRONT, [VK_CULL_MODE_BACK_BIT] = CULLMODE_BACK, [VK_CULL_MODE_FRONT_AND_BACK] = CULLMODE_BOTH }; static const uint32_t vk_to_gen_fillmode[] = { [VK_POLYGON_MODE_FILL] = FILL_MODE_SOLID, [VK_POLYGON_MODE_LINE] = FILL_MODE_WIREFRAME, [VK_POLYGON_MODE_POINT] = FILL_MODE_POINT, }; static const uint32_t vk_to_gen_front_face[] = { [VK_FRONT_FACE_COUNTER_CLOCKWISE] = 1, [VK_FRONT_FACE_CLOCKWISE] = 0 }; static void emit_rs_state(struct anv_pipeline *pipeline, const VkPipelineRasterizationStateCreateInfo *rs_info, const VkPipelineMultisampleStateCreateInfo *ms_info, const struct anv_render_pass *pass, const struct anv_subpass *subpass) { struct GENX(3DSTATE_SF) sf = { GENX(3DSTATE_SF_header), }; sf.ViewportTransformEnable = true; sf.StatisticsEnable = true; sf.TriangleStripListProvokingVertexSelect = 0; sf.LineStripListProvokingVertexSelect = 0; sf.TriangleFanProvokingVertexSelect = 1; sf.VertexSubPixelPrecisionSelect = _8Bit; const struct brw_vue_prog_data *last_vue_prog_data = anv_pipeline_get_last_vue_prog_data(pipeline); if (last_vue_prog_data->vue_map.slots_valid & VARYING_BIT_PSIZ) { sf.PointWidthSource = Vertex; } else { sf.PointWidthSource = State; sf.PointWidth = 1.0; } #if GEN_GEN >= 8 struct GENX(3DSTATE_RASTER) raster = { GENX(3DSTATE_RASTER_header), }; #else # define raster sf #endif /* For details on 3DSTATE_RASTER multisample state, see the BSpec table * "Multisample Modes State". */ #if GEN_GEN >= 8 raster.DXMultisampleRasterizationEnable = true; /* NOTE: 3DSTATE_RASTER::ForcedSampleCount affects the BDW and SKL PMA fix * computations. If we ever set this bit to a different value, they will * need to be updated accordingly. */ raster.ForcedSampleCount = FSC_NUMRASTSAMPLES_0; raster.ForceMultisampling = false; #else raster.MultisampleRasterizationMode = (ms_info && ms_info->rasterizationSamples > 1) ? MSRASTMODE_ON_PATTERN : MSRASTMODE_OFF_PIXEL; #endif raster.FrontWinding = vk_to_gen_front_face[rs_info->frontFace]; raster.CullMode = vk_to_gen_cullmode[rs_info->cullMode]; raster.FrontFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode]; raster.BackFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode]; raster.ScissorRectangleEnable = true; #if GEN_GEN >= 9 /* GEN9+ splits ViewportZClipTestEnable into near and far enable bits */ raster.ViewportZFarClipTestEnable = pipeline->depth_clip_enable; raster.ViewportZNearClipTestEnable = pipeline->depth_clip_enable; #elif GEN_GEN >= 8 raster.ViewportZClipTestEnable = pipeline->depth_clip_enable; #endif raster.GlobalDepthOffsetEnableSolid = rs_info->depthBiasEnable; raster.GlobalDepthOffsetEnableWireframe = rs_info->depthBiasEnable; raster.GlobalDepthOffsetEnablePoint = rs_info->depthBiasEnable; #if GEN_GEN == 7 /* Gen7 requires that we provide the depth format in 3DSTATE_SF so that it * can get the depth offsets correct. */ if (subpass->depth_stencil_attachment) { VkFormat vk_format = pass->attachments[subpass->depth_stencil_attachment->attachment].format; assert(vk_format_is_depth_or_stencil(vk_format)); if (vk_format_aspects(vk_format) & VK_IMAGE_ASPECT_DEPTH_BIT) { enum isl_format isl_format = anv_get_isl_format(&pipeline->device->info, vk_format, VK_IMAGE_ASPECT_DEPTH_BIT, VK_IMAGE_TILING_OPTIMAL); sf.DepthBufferSurfaceFormat = isl_format_get_depth_format(isl_format, false); } } #endif #if GEN_GEN >= 8 GENX(3DSTATE_SF_pack)(NULL, pipeline->gen8.sf, &sf); GENX(3DSTATE_RASTER_pack)(NULL, pipeline->gen8.raster, &raster); #else # undef raster GENX(3DSTATE_SF_pack)(NULL, &pipeline->gen7.sf, &sf); #endif } static void emit_ms_state(struct anv_pipeline *pipeline, const VkPipelineMultisampleStateCreateInfo *info) { uint32_t samples = 1; uint32_t log2_samples = 0; /* From the Vulkan 1.0 spec: * If pSampleMask is NULL, it is treated as if the mask has all bits * enabled, i.e. no coverage is removed from fragments. * * 3DSTATE_SAMPLE_MASK.SampleMask is 16 bits. */ #if GEN_GEN >= 8 uint32_t sample_mask = 0xffff; #else uint32_t sample_mask = 0xff; #endif if (info) { samples = info->rasterizationSamples; log2_samples = __builtin_ffs(samples) - 1; } if (info && info->pSampleMask) sample_mask &= info->pSampleMask[0]; anv_batch_emit(&pipeline->batch, GENX(3DSTATE_MULTISAMPLE), ms) { ms.NumberofMultisamples = log2_samples; ms.PixelLocation = CENTER; #if GEN_GEN >= 8 /* The PRM says that this bit is valid only for DX9: * * SW can choose to set this bit only for DX9 API. DX10/OGL API's * should not have any effect by setting or not setting this bit. */ ms.PixelPositionOffsetEnable = false; #else switch (samples) { case 1: GEN_SAMPLE_POS_1X(ms.Sample); break; case 2: GEN_SAMPLE_POS_2X(ms.Sample); break; case 4: GEN_SAMPLE_POS_4X(ms.Sample); break; case 8: GEN_SAMPLE_POS_8X(ms.Sample); break; default: break; } #endif } anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SAMPLE_MASK), sm) { sm.SampleMask = sample_mask; } } static const uint32_t vk_to_gen_logic_op[] = { [VK_LOGIC_OP_COPY] = LOGICOP_COPY, [VK_LOGIC_OP_CLEAR] = LOGICOP_CLEAR, [VK_LOGIC_OP_AND] = LOGICOP_AND, [VK_LOGIC_OP_AND_REVERSE] = LOGICOP_AND_REVERSE, [VK_LOGIC_OP_AND_INVERTED] = LOGICOP_AND_INVERTED, [VK_LOGIC_OP_NO_OP] = LOGICOP_NOOP, [VK_LOGIC_OP_XOR] = LOGICOP_XOR, [VK_LOGIC_OP_OR] = LOGICOP_OR, [VK_LOGIC_OP_NOR] = LOGICOP_NOR, [VK_LOGIC_OP_EQUIVALENT] = LOGICOP_EQUIV, [VK_LOGIC_OP_INVERT] = LOGICOP_INVERT, [VK_LOGIC_OP_OR_REVERSE] = LOGICOP_OR_REVERSE, [VK_LOGIC_OP_COPY_INVERTED] = LOGICOP_COPY_INVERTED, [VK_LOGIC_OP_OR_INVERTED] = LOGICOP_OR_INVERTED, [VK_LOGIC_OP_NAND] = LOGICOP_NAND, [VK_LOGIC_OP_SET] = LOGICOP_SET, }; static const uint32_t vk_to_gen_blend[] = { [VK_BLEND_FACTOR_ZERO] = BLENDFACTOR_ZERO, [VK_BLEND_FACTOR_ONE] = BLENDFACTOR_ONE, [VK_BLEND_FACTOR_SRC_COLOR] = BLENDFACTOR_SRC_COLOR, [VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR] = BLENDFACTOR_INV_SRC_COLOR, [VK_BLEND_FACTOR_DST_COLOR] = BLENDFACTOR_DST_COLOR, [VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR] = BLENDFACTOR_INV_DST_COLOR, [VK_BLEND_FACTOR_SRC_ALPHA] = BLENDFACTOR_SRC_ALPHA, [VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA] = BLENDFACTOR_INV_SRC_ALPHA, [VK_BLEND_FACTOR_DST_ALPHA] = BLENDFACTOR_DST_ALPHA, [VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA] = BLENDFACTOR_INV_DST_ALPHA, [VK_BLEND_FACTOR_CONSTANT_COLOR] = BLENDFACTOR_CONST_COLOR, [VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR]= BLENDFACTOR_INV_CONST_COLOR, [VK_BLEND_FACTOR_CONSTANT_ALPHA] = BLENDFACTOR_CONST_ALPHA, [VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA]= BLENDFACTOR_INV_CONST_ALPHA, [VK_BLEND_FACTOR_SRC_ALPHA_SATURATE] = BLENDFACTOR_SRC_ALPHA_SATURATE, [VK_BLEND_FACTOR_SRC1_COLOR] = BLENDFACTOR_SRC1_COLOR, [VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR] = BLENDFACTOR_INV_SRC1_COLOR, [VK_BLEND_FACTOR_SRC1_ALPHA] = BLENDFACTOR_SRC1_ALPHA, [VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA] = BLENDFACTOR_INV_SRC1_ALPHA, }; static const uint32_t vk_to_gen_blend_op[] = { [VK_BLEND_OP_ADD] = BLENDFUNCTION_ADD, [VK_BLEND_OP_SUBTRACT] = BLENDFUNCTION_SUBTRACT, [VK_BLEND_OP_REVERSE_SUBTRACT] = BLENDFUNCTION_REVERSE_SUBTRACT, [VK_BLEND_OP_MIN] = BLENDFUNCTION_MIN, [VK_BLEND_OP_MAX] = BLENDFUNCTION_MAX, }; static const uint32_t vk_to_gen_compare_op[] = { [VK_COMPARE_OP_NEVER] = PREFILTEROPNEVER, [VK_COMPARE_OP_LESS] = PREFILTEROPLESS, [VK_COMPARE_OP_EQUAL] = PREFILTEROPEQUAL, [VK_COMPARE_OP_LESS_OR_EQUAL] = PREFILTEROPLEQUAL, [VK_COMPARE_OP_GREATER] = PREFILTEROPGREATER, [VK_COMPARE_OP_NOT_EQUAL] = PREFILTEROPNOTEQUAL, [VK_COMPARE_OP_GREATER_OR_EQUAL] = PREFILTEROPGEQUAL, [VK_COMPARE_OP_ALWAYS] = PREFILTEROPALWAYS, }; static const uint32_t vk_to_gen_stencil_op[] = { [VK_STENCIL_OP_KEEP] = STENCILOP_KEEP, [VK_STENCIL_OP_ZERO] = STENCILOP_ZERO, [VK_STENCIL_OP_REPLACE] = STENCILOP_REPLACE, [VK_STENCIL_OP_INCREMENT_AND_CLAMP] = STENCILOP_INCRSAT, [VK_STENCIL_OP_DECREMENT_AND_CLAMP] = STENCILOP_DECRSAT, [VK_STENCIL_OP_INVERT] = STENCILOP_INVERT, [VK_STENCIL_OP_INCREMENT_AND_WRAP] = STENCILOP_INCR, [VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR, }; /* This function sanitizes the VkStencilOpState by looking at the compare ops * and trying to determine whether or not a given stencil op can ever actually * occur. Stencil ops which can never occur are set to VK_STENCIL_OP_KEEP. * This function returns true if, after sanitation, any of the stencil ops are * set to something other than VK_STENCIL_OP_KEEP. */ static bool sanitize_stencil_face(VkStencilOpState *face, VkCompareOp depthCompareOp) { /* If compareOp is ALWAYS then the stencil test will never fail and failOp * will never happen. Set failOp to KEEP in this case. */ if (face->compareOp == VK_COMPARE_OP_ALWAYS) face->failOp = VK_STENCIL_OP_KEEP; /* If compareOp is NEVER or depthCompareOp is NEVER then one of the depth * or stencil tests will fail and passOp will never happen. */ if (face->compareOp == VK_COMPARE_OP_NEVER || depthCompareOp == VK_COMPARE_OP_NEVER) face->passOp = VK_STENCIL_OP_KEEP; /* If compareOp is NEVER or depthCompareOp is ALWAYS then either the * stencil test will fail or the depth test will pass. In either case, * depthFailOp will never happen. */ if (face->compareOp == VK_COMPARE_OP_NEVER || depthCompareOp == VK_COMPARE_OP_ALWAYS) face->depthFailOp = VK_STENCIL_OP_KEEP; return face->failOp != VK_STENCIL_OP_KEEP || face->depthFailOp != VK_STENCIL_OP_KEEP || face->passOp != VK_STENCIL_OP_KEEP; } /* Intel hardware is fairly sensitive to whether or not depth/stencil writes * are enabled. In the presence of discards, it's fairly easy to get into the * non-promoted case which means a fairly big performance hit. From the Iron * Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases": * * "Non-promoted depth (N) is active whenever the depth test can be done * early but it cannot determine whether or not to write source depth to * the depth buffer, therefore the depth write must be performed post pixel * shader. This includes cases where the pixel shader can kill pixels, * including via sampler chroma key, as well as cases where the alpha test * function is enabled, which kills pixels based on a programmable alpha * test. In this case, even if the depth test fails, the pixel cannot be * killed if a stencil write is indicated. Whether or not the stencil write * happens depends on whether or not the pixel is killed later. In these * cases if stencil test fails and stencil writes are off, the pixels can * also be killed early. If stencil writes are enabled, the pixels must be * treated as Computed depth (described above)." * * The same thing as mentioned in the stencil case can happen in the depth * case as well if it thinks it writes depth but, thanks to the depth test * being GL_EQUAL, the write doesn't actually matter. A little extra work * up-front to try and disable depth and stencil writes can make a big * difference. * * Unfortunately, the way depth and stencil testing is specified, there are * many case where, regardless of depth/stencil writes being enabled, nothing * actually gets written due to some other bit of state being set. This * function attempts to "sanitize" the depth stencil state and disable writes * and sometimes even testing whenever possible. */ static void sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state, bool *stencilWriteEnable, VkImageAspectFlags ds_aspects) { *stencilWriteEnable = state->stencilTestEnable; /* If the depth test is disabled, we won't be writing anything. Make sure we * treat the test as always passing later on as well. * * Also, the Vulkan spec requires that if either depth or stencil is not * present, the pipeline is to act as if the test silently passes. In that * case we won't write either. */ if (!state->depthTestEnable || !(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) { state->depthWriteEnable = false; state->depthCompareOp = VK_COMPARE_OP_ALWAYS; } if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) { *stencilWriteEnable = false; state->front.compareOp = VK_COMPARE_OP_ALWAYS; state->back.compareOp = VK_COMPARE_OP_ALWAYS; } /* If the stencil test is enabled and always fails, then we will never get * to the depth test so we can just disable the depth test entirely. */ if (state->stencilTestEnable && state->front.compareOp == VK_COMPARE_OP_NEVER && state->back.compareOp == VK_COMPARE_OP_NEVER) { state->depthTestEnable = false; state->depthWriteEnable = false; } /* If depthCompareOp is EQUAL then the value we would be writing to the * depth buffer is the same as the value that's already there so there's no * point in writing it. */ if (state->depthCompareOp == VK_COMPARE_OP_EQUAL) state->depthWriteEnable = false; /* If the stencil ops are such that we don't actually ever modify the * stencil buffer, we should disable writes. */ if (!sanitize_stencil_face(&state->front, state->depthCompareOp) && !sanitize_stencil_face(&state->back, state->depthCompareOp)) *stencilWriteEnable = false; /* If the depth test always passes and we never write out depth, that's the * same as if the depth test is disabled entirely. */ if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS && !state->depthWriteEnable) state->depthTestEnable = false; /* If the stencil test always passes and we never write out stencil, that's * the same as if the stencil test is disabled entirely. */ if (state->front.compareOp == VK_COMPARE_OP_ALWAYS && state->back.compareOp == VK_COMPARE_OP_ALWAYS && !*stencilWriteEnable) state->stencilTestEnable = false; } static void emit_ds_state(struct anv_pipeline *pipeline, const VkPipelineDepthStencilStateCreateInfo *pCreateInfo, const struct anv_render_pass *pass, const struct anv_subpass *subpass) { #if GEN_GEN == 7 # define depth_stencil_dw pipeline->gen7.depth_stencil_state #elif GEN_GEN == 8 # define depth_stencil_dw pipeline->gen8.wm_depth_stencil #else # define depth_stencil_dw pipeline->gen9.wm_depth_stencil #endif if (pCreateInfo == NULL) { /* We're going to OR this together with the dynamic state. We need * to make sure it's initialized to something useful. */ pipeline->writes_stencil = false; pipeline->stencil_test_enable = false; pipeline->writes_depth = false; pipeline->depth_test_enable = false; memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw)); return; } VkImageAspectFlags ds_aspects = 0; if (subpass->depth_stencil_attachment) { VkFormat depth_stencil_format = pass->attachments[subpass->depth_stencil_attachment->attachment].format; ds_aspects = vk_format_aspects(depth_stencil_format); } VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo; sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects); pipeline->stencil_test_enable = info.stencilTestEnable; pipeline->writes_depth = info.depthWriteEnable; pipeline->depth_test_enable = info.depthTestEnable; /* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */ #if GEN_GEN <= 7 struct GENX(DEPTH_STENCIL_STATE) depth_stencil = { #else struct GENX(3DSTATE_WM_DEPTH_STENCIL) depth_stencil = { #endif .DepthTestEnable = info.depthTestEnable, .DepthBufferWriteEnable = info.depthWriteEnable, .DepthTestFunction = vk_to_gen_compare_op[info.depthCompareOp], .DoubleSidedStencilEnable = true, .StencilTestEnable = info.stencilTestEnable, .StencilFailOp = vk_to_gen_stencil_op[info.front.failOp], .StencilPassDepthPassOp = vk_to_gen_stencil_op[info.front.passOp], .StencilPassDepthFailOp = vk_to_gen_stencil_op[info.front.depthFailOp], .StencilTestFunction = vk_to_gen_compare_op[info.front.compareOp], .BackfaceStencilFailOp = vk_to_gen_stencil_op[info.back.failOp], .BackfaceStencilPassDepthPassOp = vk_to_gen_stencil_op[info.back.passOp], .BackfaceStencilPassDepthFailOp =vk_to_gen_stencil_op[info.back.depthFailOp], .BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp], }; #if GEN_GEN <= 7 GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil); #else GENX(3DSTATE_WM_DEPTH_STENCIL_pack)(NULL, depth_stencil_dw, &depth_stencil); #endif } MAYBE_UNUSED static bool is_dual_src_blend_factor(VkBlendFactor factor) { return factor == VK_BLEND_FACTOR_SRC1_COLOR || factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR || factor == VK_BLEND_FACTOR_SRC1_ALPHA || factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA; } static void emit_cb_state(struct anv_pipeline *pipeline, const VkPipelineColorBlendStateCreateInfo *info, const VkPipelineMultisampleStateCreateInfo *ms_info) { struct anv_device *device = pipeline->device; const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); struct GENX(BLEND_STATE) blend_state = { #if GEN_GEN >= 8 .AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable, .AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable, #endif }; uint32_t surface_count = 0; struct anv_pipeline_bind_map *map; if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { map = &pipeline->shaders[MESA_SHADER_FRAGMENT]->bind_map; surface_count = map->surface_count; } const uint32_t num_dwords = GENX(BLEND_STATE_length) + GENX(BLEND_STATE_ENTRY_length) * surface_count; pipeline->blend_state = anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64); bool has_writeable_rt = false; uint32_t *state_pos = pipeline->blend_state.map; state_pos += GENX(BLEND_STATE_length); #if GEN_GEN >= 8 struct GENX(BLEND_STATE_ENTRY) bs0 = { 0 }; #endif for (unsigned i = 0; i < surface_count; i++) { struct anv_pipeline_binding *binding = &map->surface_to_descriptor[i]; /* All color attachments are at the beginning of the binding table */ if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS) break; /* We can have at most 8 attachments */ assert(i < 8); if (info == NULL || binding->index >= info->attachmentCount) { /* Default everything to disabled */ struct GENX(BLEND_STATE_ENTRY) entry = { .WriteDisableAlpha = true, .WriteDisableRed = true, .WriteDisableGreen = true, .WriteDisableBlue = true, }; GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry); state_pos += GENX(BLEND_STATE_ENTRY_length); continue; } assert(binding->binding == 0); const VkPipelineColorBlendAttachmentState *a = &info->pAttachments[binding->index]; struct GENX(BLEND_STATE_ENTRY) entry = { #if GEN_GEN < 8 .AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable, .AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable, #endif .LogicOpEnable = info->logicOpEnable, .LogicOpFunction = vk_to_gen_logic_op[info->logicOp], .ColorBufferBlendEnable = a->blendEnable, .ColorClampRange = COLORCLAMP_RTFORMAT, .PreBlendColorClampEnable = true, .PostBlendColorClampEnable = true, .SourceBlendFactor = vk_to_gen_blend[a->srcColorBlendFactor], .DestinationBlendFactor = vk_to_gen_blend[a->dstColorBlendFactor], .ColorBlendFunction = vk_to_gen_blend_op[a->colorBlendOp], .SourceAlphaBlendFactor = vk_to_gen_blend[a->srcAlphaBlendFactor], .DestinationAlphaBlendFactor = vk_to_gen_blend[a->dstAlphaBlendFactor], .AlphaBlendFunction = vk_to_gen_blend_op[a->alphaBlendOp], .WriteDisableAlpha = !(a->colorWriteMask & VK_COLOR_COMPONENT_A_BIT), .WriteDisableRed = !(a->colorWriteMask & VK_COLOR_COMPONENT_R_BIT), .WriteDisableGreen = !(a->colorWriteMask & VK_COLOR_COMPONENT_G_BIT), .WriteDisableBlue = !(a->colorWriteMask & VK_COLOR_COMPONENT_B_BIT), }; if (a->srcColorBlendFactor != a->srcAlphaBlendFactor || a->dstColorBlendFactor != a->dstAlphaBlendFactor || a->colorBlendOp != a->alphaBlendOp) { #if GEN_GEN >= 8 blend_state.IndependentAlphaBlendEnable = true; #else entry.IndependentAlphaBlendEnable = true; #endif } /* The Dual Source Blending documentation says: * * "If SRC1 is included in a src/dst blend factor and * a DualSource RT Write message is not used, results * are UNDEFINED. (This reflects the same restriction in DX APIs, * where undefined results are produced if “o1” is not written * by a PS – there are no default values defined)." * * There is no way to gracefully fix this undefined situation * so we just disable the blending to prevent possible issues. */ if (!wm_prog_data->dual_src_blend && (is_dual_src_blend_factor(a->srcColorBlendFactor) || is_dual_src_blend_factor(a->dstColorBlendFactor) || is_dual_src_blend_factor(a->srcAlphaBlendFactor) || is_dual_src_blend_factor(a->dstAlphaBlendFactor))) { vk_debug_report(&device->instance->debug_report_callbacks, VK_DEBUG_REPORT_WARNING_BIT_EXT, VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_EXT, (uint64_t)(uintptr_t)device, 0, 0, "anv", "Enabled dual-src blend factors without writing both targets " "in the shader. Disabling blending to avoid GPU hangs."); entry.ColorBufferBlendEnable = false; } if (a->colorWriteMask != 0) has_writeable_rt = true; /* Our hardware applies the blend factor prior to the blend function * regardless of what function is used. Technically, this means the * hardware can do MORE than GL or Vulkan specify. However, it also * means that, for MIN and MAX, we have to stomp the blend factor to * ONE to make it a no-op. */ if (a->colorBlendOp == VK_BLEND_OP_MIN || a->colorBlendOp == VK_BLEND_OP_MAX) { entry.SourceBlendFactor = BLENDFACTOR_ONE; entry.DestinationBlendFactor = BLENDFACTOR_ONE; } if (a->alphaBlendOp == VK_BLEND_OP_MIN || a->alphaBlendOp == VK_BLEND_OP_MAX) { entry.SourceAlphaBlendFactor = BLENDFACTOR_ONE; entry.DestinationAlphaBlendFactor = BLENDFACTOR_ONE; } GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry); state_pos += GENX(BLEND_STATE_ENTRY_length); #if GEN_GEN >= 8 if (i == 0) bs0 = entry; #endif } #if GEN_GEN >= 8 anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_BLEND), blend) { blend.AlphaToCoverageEnable = blend_state.AlphaToCoverageEnable; blend.HasWriteableRT = has_writeable_rt; blend.ColorBufferBlendEnable = bs0.ColorBufferBlendEnable; blend.SourceAlphaBlendFactor = bs0.SourceAlphaBlendFactor; blend.DestinationAlphaBlendFactor = bs0.DestinationAlphaBlendFactor; blend.SourceBlendFactor = bs0.SourceBlendFactor; blend.DestinationBlendFactor = bs0.DestinationBlendFactor; blend.AlphaTestEnable = false; blend.IndependentAlphaBlendEnable = blend_state.IndependentAlphaBlendEnable; } #else (void)has_writeable_rt; #endif GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) { bsp.BlendStatePointer = pipeline->blend_state.offset; #if GEN_GEN >= 8 bsp.BlendStatePointerValid = true; #endif } } static void emit_3dstate_clip(struct anv_pipeline *pipeline, const VkPipelineViewportStateCreateInfo *vp_info, const VkPipelineRasterizationStateCreateInfo *rs_info) { const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); (void) wm_prog_data; anv_batch_emit(&pipeline->batch, GENX(3DSTATE_CLIP), clip) { clip.ClipEnable = true; clip.StatisticsEnable = true; clip.EarlyCullEnable = true; clip.APIMode = APIMODE_D3D, clip.ViewportXYClipTestEnable = true; clip.GuardbandClipTestEnable = true; #if GEN_GEN >= 8 clip.VertexSubPixelPrecisionSelect = _8Bit; #endif clip.ClipMode = CLIPMODE_NORMAL; clip.TriangleStripListProvokingVertexSelect = 0; clip.LineStripListProvokingVertexSelect = 0; clip.TriangleFanProvokingVertexSelect = 1; clip.MinimumPointWidth = 0.125; clip.MaximumPointWidth = 255.875; const struct brw_vue_prog_data *last = anv_pipeline_get_last_vue_prog_data(pipeline); /* From the Vulkan 1.0.45 spec: * * "If the last active vertex processing stage shader entry point's * interface does not include a variable decorated with * ViewportIndex, then the first viewport is used." */ if (vp_info && (last->vue_map.slots_valid & VARYING_BIT_VIEWPORT)) { clip.MaximumVPIndex = vp_info->viewportCount - 1; } else { clip.MaximumVPIndex = 0; } /* From the Vulkan 1.0.45 spec: * * "If the last active vertex processing stage shader entry point's * interface does not include a variable decorated with Layer, then * the first layer is used." */ clip.ForceZeroRTAIndexEnable = !(last->vue_map.slots_valid & VARYING_BIT_LAYER); #if GEN_GEN == 7 clip.FrontWinding = vk_to_gen_front_face[rs_info->frontFace]; clip.CullMode = vk_to_gen_cullmode[rs_info->cullMode]; clip.ViewportZClipTestEnable = pipeline->depth_clip_enable; clip.UserClipDistanceClipTestEnableBitmask = last->clip_distance_mask; clip.UserClipDistanceCullTestEnableBitmask = last->cull_distance_mask; #else clip.NonPerspectiveBarycentricEnable = wm_prog_data ? (wm_prog_data->barycentric_interp_modes & BRW_BARYCENTRIC_NONPERSPECTIVE_BITS) != 0 : 0; #endif } } static void emit_3dstate_streamout(struct anv_pipeline *pipeline, const VkPipelineRasterizationStateCreateInfo *rs_info) { #if GEN_GEN >= 8 const struct brw_vue_prog_data *prog_data = anv_pipeline_get_last_vue_prog_data(pipeline); const struct brw_vue_map *vue_map = &prog_data->vue_map; #endif nir_xfb_info *xfb_info; if (anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) xfb_info = pipeline->shaders[MESA_SHADER_GEOMETRY]->xfb_info; else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) xfb_info = pipeline->shaders[MESA_SHADER_TESS_EVAL]->xfb_info; else xfb_info = pipeline->shaders[MESA_SHADER_VERTEX]->xfb_info; pipeline->xfb_used = xfb_info ? xfb_info->buffers_written : 0; anv_batch_emit(&pipeline->batch, GENX(3DSTATE_STREAMOUT), so) { so.RenderingDisable = rs_info->rasterizerDiscardEnable; #if GEN_GEN >= 8 if (xfb_info) { so.SOFunctionEnable = true; so.SOStatisticsEnable = true; const VkPipelineRasterizationStateStreamCreateInfoEXT *stream_info = vk_find_struct_const(rs_info, PIPELINE_RASTERIZATION_STATE_STREAM_CREATE_INFO_EXT); so.RenderStreamSelect = stream_info ? stream_info->rasterizationStream : 0; so.Buffer0SurfacePitch = xfb_info->buffers[0].stride; so.Buffer1SurfacePitch = xfb_info->buffers[1].stride; so.Buffer2SurfacePitch = xfb_info->buffers[2].stride; so.Buffer3SurfacePitch = xfb_info->buffers[3].stride; int urb_entry_read_offset = 0; int urb_entry_read_length = (prog_data->vue_map.num_slots + 1) / 2 - urb_entry_read_offset; /* We always read the whole vertex. This could be reduced at some * point by reading less and offsetting the register index in the * SO_DECLs. */ so.Stream0VertexReadOffset = urb_entry_read_offset; so.Stream0VertexReadLength = urb_entry_read_length - 1; so.Stream1VertexReadOffset = urb_entry_read_offset; so.Stream1VertexReadLength = urb_entry_read_length - 1; so.Stream2VertexReadOffset = urb_entry_read_offset; so.Stream2VertexReadLength = urb_entry_read_length - 1; so.Stream3VertexReadOffset = urb_entry_read_offset; so.Stream3VertexReadLength = urb_entry_read_length - 1; } #endif /* GEN_GEN >= 8 */ } #if GEN_GEN >= 8 if (xfb_info) { struct GENX(SO_DECL) so_decl[MAX_XFB_STREAMS][128]; int next_offset[MAX_XFB_BUFFERS] = {0, 0, 0, 0}; int decls[MAX_XFB_STREAMS] = {0, 0, 0, 0}; memset(so_decl, 0, sizeof(so_decl)); for (unsigned i = 0; i < xfb_info->output_count; i++) { const nir_xfb_output_info *output = &xfb_info->outputs[i]; unsigned buffer = output->buffer; unsigned stream = xfb_info->buffer_to_stream[buffer]; /* Our hardware is unusual in that it requires us to program SO_DECLs * for fake "hole" components, rather than simply taking the offset * for each real varying. Each hole can have size 1, 2, 3, or 4; we * program as many size = 4 holes as we can, then a final hole to * accommodate the final 1, 2, or 3 remaining. */ int hole_dwords = (output->offset - next_offset[buffer]) / 4; while (hole_dwords > 0) { so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) { .HoleFlag = 1, .OutputBufferSlot = buffer, .ComponentMask = (1 << MIN2(hole_dwords, 4)) - 1, }; hole_dwords -= 4; } int varying = output->location; uint8_t component_mask = output->component_mask; /* VARYING_SLOT_PSIZ contains three scalar fields packed together: * - VARYING_SLOT_LAYER in VARYING_SLOT_PSIZ.y * - VARYING_SLOT_VIEWPORT in VARYING_SLOT_PSIZ.z * - VARYING_SLOT_PSIZ in VARYING_SLOT_PSIZ.w */ if (varying == VARYING_SLOT_LAYER) { varying = VARYING_SLOT_PSIZ; component_mask = 1 << 1; // SO_DECL_COMPMASK_Y } else if (varying == VARYING_SLOT_VIEWPORT) { varying = VARYING_SLOT_PSIZ; component_mask = 1 << 2; // SO_DECL_COMPMASK_Z } else if (varying == VARYING_SLOT_PSIZ) { component_mask = 1 << 3; // SO_DECL_COMPMASK_W } next_offset[buffer] = output->offset + __builtin_popcount(component_mask) * 4; so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) { .OutputBufferSlot = buffer, .RegisterIndex = vue_map->varying_to_slot[varying], .ComponentMask = component_mask, }; } int max_decls = 0; for (unsigned s = 0; s < MAX_XFB_STREAMS; s++) max_decls = MAX2(max_decls, decls[s]); uint8_t sbs[MAX_XFB_STREAMS] = { }; for (unsigned b = 0; b < MAX_XFB_BUFFERS; b++) { if (xfb_info->buffers_written & (1 << b)) sbs[xfb_info->buffer_to_stream[b]] |= 1 << b; } uint32_t *dw = anv_batch_emitn(&pipeline->batch, 3 + 2 * max_decls, GENX(3DSTATE_SO_DECL_LIST), .StreamtoBufferSelects0 = sbs[0], .StreamtoBufferSelects1 = sbs[1], .StreamtoBufferSelects2 = sbs[2], .StreamtoBufferSelects3 = sbs[3], .NumEntries0 = decls[0], .NumEntries1 = decls[1], .NumEntries2 = decls[2], .NumEntries3 = decls[3]); for (int i = 0; i < max_decls; i++) { GENX(SO_DECL_ENTRY_pack)(NULL, dw + 3 + i * 2, &(struct GENX(SO_DECL_ENTRY)) { .Stream0Decl = so_decl[0][i], .Stream1Decl = so_decl[1][i], .Stream2Decl = so_decl[2][i], .Stream3Decl = so_decl[3][i], }); } } #endif /* GEN_GEN >= 8 */ } static uint32_t get_sampler_count(const struct anv_shader_bin *bin) { uint32_t count_by_4 = DIV_ROUND_UP(bin->bind_map.sampler_count, 4); /* We can potentially have way more than 32 samplers and that's ok. * However, the 3DSTATE_XS packets only have 3 bits to specify how * many to pre-fetch and all values above 4 are marked reserved. */ return MIN2(count_by_4, 4); } static uint32_t get_binding_table_entry_count(const struct anv_shader_bin *bin) { return DIV_ROUND_UP(bin->bind_map.surface_count, 32); } static struct anv_address get_scratch_address(struct anv_pipeline *pipeline, gl_shader_stage stage, const struct anv_shader_bin *bin) { return (struct anv_address) { .bo = anv_scratch_pool_alloc(pipeline->device, &pipeline->device->scratch_pool, stage, bin->prog_data->total_scratch), .offset = 0, }; } static uint32_t get_scratch_space(const struct anv_shader_bin *bin) { return ffs(bin->prog_data->total_scratch / 2048); } static void emit_3dstate_vs(struct anv_pipeline *pipeline) { const struct gen_device_info *devinfo = &pipeline->device->info; const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline); const struct anv_shader_bin *vs_bin = pipeline->shaders[MESA_SHADER_VERTEX]; assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) { vs.Enable = true; vs.StatisticsEnable = true; vs.KernelStartPointer = vs_bin->kernel.offset; #if GEN_GEN >= 8 vs.SIMD8DispatchEnable = vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8; #endif assert(!vs_prog_data->base.base.use_alt_mode); #if GEN_GEN < 11 vs.SingleVertexDispatch = false; #endif vs.VectorMaskEnable = false; /* WA_1606682166: * Incorrect TDL's SSP address shift in SARB for 16:6 & 18:8 modes. * Disable the Sampler state prefetch functionality in the SARB by * programming 0xB000[30] to '1'. */ vs.SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(vs_bin); /* Gen 11 workarounds table #2056 WABTPPrefetchDisable suggests to * disable prefetching of binding tables on A0 and B0 steppings. * TODO: Revisit this WA on newer steppings. */ vs.BindingTableEntryCount = GEN_GEN == 11 ? 0 : get_binding_table_entry_count(vs_bin); vs.FloatingPointMode = IEEE754; vs.IllegalOpcodeExceptionEnable = false; vs.SoftwareExceptionEnable = false; vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1; if (GEN_GEN == 9 && devinfo->gt == 4 && anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) { /* On Sky Lake GT4, we have experienced some hangs related to the VS * cache and tessellation. It is unknown exactly what is happening * but the Haswell docs for the "VS Reference Count Full Force Miss * Enable" field of the "Thread Mode" register refer to a HSW bug in * which the VUE handle reference count would overflow resulting in * internal reference counting bugs. My (Jason's) best guess is that * this bug cropped back up on SKL GT4 when we suddenly had more * threads in play than any previous gen9 hardware. * * What we do know for sure is that setting this bit when * tessellation shaders are in use fixes a GPU hang in Batman: Arkham * City when playing with DXVK (https://bugs.freedesktop.org/107280). * Disabling the vertex cache with tessellation shaders should only * have a minor performance impact as the tessellation shaders are * likely generating and processing far more geometry than the vertex * stage. */ vs.VertexCacheDisable = true; } vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length; vs.VertexURBEntryReadOffset = 0; vs.DispatchGRFStartRegisterForURBData = vs_prog_data->base.base.dispatch_grf_start_reg; #if GEN_GEN >= 8 vs.UserClipDistanceClipTestEnableBitmask = vs_prog_data->base.clip_distance_mask; vs.UserClipDistanceCullTestEnableBitmask = vs_prog_data->base.cull_distance_mask; #endif vs.PerThreadScratchSpace = get_scratch_space(vs_bin); vs.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_VERTEX, vs_bin); } } static void emit_3dstate_hs_te_ds(struct anv_pipeline *pipeline, const VkPipelineTessellationStateCreateInfo *tess_info) { if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds); return; } const struct gen_device_info *devinfo = &pipeline->device->info; const struct anv_shader_bin *tcs_bin = pipeline->shaders[MESA_SHADER_TESS_CTRL]; const struct anv_shader_bin *tes_bin = pipeline->shaders[MESA_SHADER_TESS_EVAL]; const struct brw_tcs_prog_data *tcs_prog_data = get_tcs_prog_data(pipeline); const struct brw_tes_prog_data *tes_prog_data = get_tes_prog_data(pipeline); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs) { hs.Enable = true; hs.StatisticsEnable = true; hs.KernelStartPointer = tcs_bin->kernel.offset; /* WA_1606682166 */ hs.SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(tcs_bin); /* Gen 11 workarounds table #2056 WABTPPrefetchDisable */ hs.BindingTableEntryCount = GEN_GEN == 11 ? 0 : get_binding_table_entry_count(tcs_bin); hs.MaximumNumberofThreads = devinfo->max_tcs_threads - 1; hs.IncludeVertexHandles = true; hs.InstanceCount = tcs_prog_data->instances - 1; hs.VertexURBEntryReadLength = 0; hs.VertexURBEntryReadOffset = 0; hs.DispatchGRFStartRegisterForURBData = tcs_prog_data->base.base.dispatch_grf_start_reg; hs.PerThreadScratchSpace = get_scratch_space(tcs_bin); hs.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_TESS_CTRL, tcs_bin); #if GEN_GEN >= 9 hs.DispatchMode = tcs_prog_data->base.dispatch_mode; hs.IncludePrimitiveID = tcs_prog_data->include_primitive_id; #endif } const VkPipelineTessellationDomainOriginStateCreateInfo *domain_origin_state = tess_info ? vk_find_struct_const(tess_info, PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO) : NULL; VkTessellationDomainOrigin uv_origin = domain_origin_state ? domain_origin_state->domainOrigin : VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT; anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te) { te.Partitioning = tes_prog_data->partitioning; if (uv_origin == VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT) { te.OutputTopology = tes_prog_data->output_topology; } else { /* When the origin is upper-left, we have to flip the winding order */ if (tes_prog_data->output_topology == OUTPUT_TRI_CCW) { te.OutputTopology = OUTPUT_TRI_CW; } else if (tes_prog_data->output_topology == OUTPUT_TRI_CW) { te.OutputTopology = OUTPUT_TRI_CCW; } else { te.OutputTopology = tes_prog_data->output_topology; } } te.TEDomain = tes_prog_data->domain; te.TEEnable = true; te.MaximumTessellationFactorOdd = 63.0; te.MaximumTessellationFactorNotOdd = 64.0; } anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds) { ds.Enable = true; ds.StatisticsEnable = true; ds.KernelStartPointer = tes_bin->kernel.offset; /* WA_1606682166 */ ds.SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(tes_bin); /* Gen 11 workarounds table #2056 WABTPPrefetchDisable */ ds.BindingTableEntryCount = GEN_GEN == 11 ? 0 : get_binding_table_entry_count(tes_bin); ds.MaximumNumberofThreads = devinfo->max_tes_threads - 1; ds.ComputeWCoordinateEnable = tes_prog_data->domain == BRW_TESS_DOMAIN_TRI; ds.PatchURBEntryReadLength = tes_prog_data->base.urb_read_length; ds.PatchURBEntryReadOffset = 0; ds.DispatchGRFStartRegisterForURBData = tes_prog_data->base.base.dispatch_grf_start_reg; #if GEN_GEN >= 8 #if GEN_GEN < 11 ds.DispatchMode = tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8 ? DISPATCH_MODE_SIMD8_SINGLE_PATCH : DISPATCH_MODE_SIMD4X2; #else assert(tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8); ds.DispatchMode = DISPATCH_MODE_SIMD8_SINGLE_PATCH; #endif ds.UserClipDistanceClipTestEnableBitmask = tes_prog_data->base.clip_distance_mask; ds.UserClipDistanceCullTestEnableBitmask = tes_prog_data->base.cull_distance_mask; #endif ds.PerThreadScratchSpace = get_scratch_space(tes_bin); ds.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_TESS_EVAL, tes_bin); } } static void emit_3dstate_gs(struct anv_pipeline *pipeline) { const struct gen_device_info *devinfo = &pipeline->device->info; const struct anv_shader_bin *gs_bin = pipeline->shaders[MESA_SHADER_GEOMETRY]; if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs); return; } const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline); anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs) { gs.Enable = true; gs.StatisticsEnable = true; gs.KernelStartPointer = gs_bin->kernel.offset; gs.DispatchMode = gs_prog_data->base.dispatch_mode; gs.SingleProgramFlow = false; gs.VectorMaskEnable = false; /* WA_1606682166 */ gs.SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(gs_bin); /* Gen 11 workarounds table #2056 WABTPPrefetchDisable */ gs.BindingTableEntryCount = GEN_GEN == 11 ? 0 : get_binding_table_entry_count(gs_bin); gs.IncludeVertexHandles = gs_prog_data->base.include_vue_handles; gs.IncludePrimitiveID = gs_prog_data->include_primitive_id; if (GEN_GEN == 8) { /* Broadwell is weird. It needs us to divide by 2. */ gs.MaximumNumberofThreads = devinfo->max_gs_threads / 2 - 1; } else { gs.MaximumNumberofThreads = devinfo->max_gs_threads - 1; } gs.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1; gs.OutputTopology = gs_prog_data->output_topology; gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length; gs.ControlDataFormat = gs_prog_data->control_data_format; gs.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords; gs.InstanceControl = MAX2(gs_prog_data->invocations, 1) - 1; gs.ReorderMode = TRAILING; #if GEN_GEN >= 8 gs.ExpectedVertexCount = gs_prog_data->vertices_in; gs.StaticOutput = gs_prog_data->static_vertex_count >= 0; gs.StaticOutputVertexCount = gs_prog_data->static_vertex_count >= 0 ? gs_prog_data->static_vertex_count : 0; #endif gs.VertexURBEntryReadOffset = 0; gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length; gs.DispatchGRFStartRegisterForURBData = gs_prog_data->base.base.dispatch_grf_start_reg; #if GEN_GEN >= 8 gs.UserClipDistanceClipTestEnableBitmask = gs_prog_data->base.clip_distance_mask; gs.UserClipDistanceCullTestEnableBitmask = gs_prog_data->base.cull_distance_mask; #endif gs.PerThreadScratchSpace = get_scratch_space(gs_bin); gs.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_GEOMETRY, gs_bin); } } static bool has_color_buffer_write_enabled(const struct anv_pipeline *pipeline, const VkPipelineColorBlendStateCreateInfo *blend) { const struct anv_shader_bin *shader_bin = pipeline->shaders[MESA_SHADER_FRAGMENT]; if (!shader_bin) return false; const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map; for (int i = 0; i < bind_map->surface_count; i++) { struct anv_pipeline_binding *binding = &bind_map->surface_to_descriptor[i]; if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS) continue; if (binding->index == UINT32_MAX) continue; if (blend && blend->pAttachments[binding->index].colorWriteMask != 0) return true; } return false; } static void emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass, const VkPipelineColorBlendStateCreateInfo *blend, const VkPipelineMultisampleStateCreateInfo *multisample) { const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); MAYBE_UNUSED uint32_t samples = multisample ? multisample->rasterizationSamples : 1; anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM), wm) { wm.StatisticsEnable = true; wm.LineEndCapAntialiasingRegionWidth = _05pixels; wm.LineAntialiasingRegionWidth = _10pixels; wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT; if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { if (wm_prog_data->early_fragment_tests) { wm.EarlyDepthStencilControl = EDSC_PREPS; } else if (wm_prog_data->has_side_effects) { wm.EarlyDepthStencilControl = EDSC_PSEXEC; } else { wm.EarlyDepthStencilControl = EDSC_NORMAL; } #if GEN_GEN >= 8 /* Gen8 hardware tries to compute ThreadDispatchEnable for us but * doesn't take into account KillPixels when no depth or stencil * writes are enabled. In order for occlusion queries to work * correctly with no attachments, we need to force-enable PS thread * dispatch. * * The BDW docs are pretty clear that that this bit isn't validated * and probably shouldn't be used in production: * * "This must always be set to Normal. This field should not be * tested for functional validation." * * Unfortunately, however, the other mechanism we have for doing this * is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW. * Given two bad options, we choose the one which works. */ if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) && !has_color_buffer_write_enabled(pipeline, blend)) wm.ForceThreadDispatchEnable = ForceON; #endif wm.BarycentricInterpolationMode = wm_prog_data->barycentric_interp_modes; #if GEN_GEN < 8 wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode; wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth; wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w; wm.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask; /* If the subpass has a depth or stencil self-dependency, then we * need to force the hardware to do the depth/stencil write *after* * fragment shader execution. Otherwise, the writes may hit memory * before we get around to fetching from the input attachment and we * may get the depth or stencil value from the current draw rather * than the previous one. */ wm.PixelShaderKillsPixel = subpass->has_ds_self_dep || wm_prog_data->uses_kill; if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF || wm_prog_data->has_side_effects || wm.PixelShaderKillsPixel || has_color_buffer_write_enabled(pipeline, blend)) wm.ThreadDispatchEnable = true; if (samples > 1) { wm.MultisampleRasterizationMode = MSRASTMODE_ON_PATTERN; if (wm_prog_data->persample_dispatch) { wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE; } else { wm.MultisampleDispatchMode = MSDISPMODE_PERPIXEL; } } else { wm.MultisampleRasterizationMode = MSRASTMODE_OFF_PIXEL; wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE; } #endif } } } static void emit_3dstate_ps(struct anv_pipeline *pipeline, const VkPipelineColorBlendStateCreateInfo *blend, const VkPipelineMultisampleStateCreateInfo *multisample) { MAYBE_UNUSED const struct gen_device_info *devinfo = &pipeline->device->info; const struct anv_shader_bin *fs_bin = pipeline->shaders[MESA_SHADER_FRAGMENT]; if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) { #if GEN_GEN == 7 /* Even if no fragments are ever dispatched, gen7 hardware hangs if * we don't at least set the maximum number of threads. */ ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1; #endif } return; } const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); #if GEN_GEN < 8 /* The hardware wedges if you have this bit set but don't turn on any dual * source blend factors. */ bool dual_src_blend = false; if (wm_prog_data->dual_src_blend && blend) { for (uint32_t i = 0; i < blend->attachmentCount; i++) { const VkPipelineColorBlendAttachmentState *bstate = &blend->pAttachments[i]; if (bstate->blendEnable && (is_dual_src_blend_factor(bstate->srcColorBlendFactor) || is_dual_src_blend_factor(bstate->dstColorBlendFactor) || is_dual_src_blend_factor(bstate->srcAlphaBlendFactor) || is_dual_src_blend_factor(bstate->dstAlphaBlendFactor))) { dual_src_blend = true; break; } } } #endif anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) { ps._8PixelDispatchEnable = wm_prog_data->dispatch_8; ps._16PixelDispatchEnable = wm_prog_data->dispatch_16; ps._32PixelDispatchEnable = wm_prog_data->dispatch_32; /* From the Sky Lake PRM 3DSTATE_PS::32 Pixel Dispatch Enable: * * "When NUM_MULTISAMPLES = 16 or FORCE_SAMPLE_COUNT = 16, SIMD32 * Dispatch must not be enabled for PER_PIXEL dispatch mode." * * Since 16x MSAA is first introduced on SKL, we don't need to apply * the workaround on any older hardware. */ if (GEN_GEN >= 9 && !wm_prog_data->persample_dispatch && multisample && multisample->rasterizationSamples == 16) { assert(ps._8PixelDispatchEnable || ps._16PixelDispatchEnable); ps._32PixelDispatchEnable = false; } ps.KernelStartPointer0 = fs_bin->kernel.offset + brw_wm_prog_data_prog_offset(wm_prog_data, ps, 0); ps.KernelStartPointer1 = fs_bin->kernel.offset + brw_wm_prog_data_prog_offset(wm_prog_data, ps, 1); ps.KernelStartPointer2 = fs_bin->kernel.offset + brw_wm_prog_data_prog_offset(wm_prog_data, ps, 2); ps.SingleProgramFlow = false; ps.VectorMaskEnable = GEN_GEN >= 8; /* WA_1606682166 */ ps.SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(fs_bin); /* Gen 11 workarounds table #2056 WABTPPrefetchDisable */ ps.BindingTableEntryCount = GEN_GEN == 11 ? 0 : get_binding_table_entry_count(fs_bin); ps.PushConstantEnable = wm_prog_data->base.nr_params > 0 || wm_prog_data->base.ubo_ranges[0].length; ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ? POSOFFSET_SAMPLE: POSOFFSET_NONE; #if GEN_GEN < 8 ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0; ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask; ps.DualSourceBlendEnable = dual_src_blend; #endif #if GEN_IS_HASWELL /* Haswell requires the sample mask to be set in this packet as well * as in 3DSTATE_SAMPLE_MASK; the values should match. */ ps.SampleMask = 0xff; #endif #if GEN_GEN >= 9 ps.MaximumNumberofThreadsPerPSD = 64 - 1; #elif GEN_GEN >= 8 ps.MaximumNumberofThreadsPerPSD = 64 - 2; #else ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1; #endif ps.DispatchGRFStartRegisterForConstantSetupData0 = brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 0); ps.DispatchGRFStartRegisterForConstantSetupData1 = brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 1); ps.DispatchGRFStartRegisterForConstantSetupData2 = brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 2); ps.PerThreadScratchSpace = get_scratch_space(fs_bin); ps.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_FRAGMENT, fs_bin); } } #if GEN_GEN >= 8 static void emit_3dstate_ps_extra(struct anv_pipeline *pipeline, struct anv_subpass *subpass, const VkPipelineColorBlendStateCreateInfo *blend) { const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps); return; } anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps) { ps.PixelShaderValid = true; ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0; ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask; ps.PixelShaderIsPerSample = wm_prog_data->persample_dispatch; ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode; ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth; ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w; /* If the subpass has a depth or stencil self-dependency, then we need * to force the hardware to do the depth/stencil write *after* fragment * shader execution. Otherwise, the writes may hit memory before we get * around to fetching from the input attachment and we may get the depth * or stencil value from the current draw rather than the previous one. */ ps.PixelShaderKillsPixel = subpass->has_ds_self_dep || wm_prog_data->uses_kill; #if GEN_GEN >= 9 ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil; ps.PixelShaderPullsBary = wm_prog_data->pulls_bary; ps.InputCoverageMaskState = ICMS_NONE; if (wm_prog_data->uses_sample_mask) { if (wm_prog_data->post_depth_coverage) ps.InputCoverageMaskState = ICMS_DEPTH_COVERAGE; else ps.InputCoverageMaskState = ICMS_INNER_CONSERVATIVE; } #else ps.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask; #endif } } static void emit_3dstate_vf_topology(struct anv_pipeline *pipeline) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_TOPOLOGY), vft) { vft.PrimitiveTopologyType = pipeline->topology; } } #endif static void emit_3dstate_vf_statistics(struct anv_pipeline *pipeline) { anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_STATISTICS), vfs) { vfs.StatisticsEnable = true; } } static void compute_kill_pixel(struct anv_pipeline *pipeline, const VkPipelineMultisampleStateCreateInfo *ms_info, const struct anv_subpass *subpass) { if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) { pipeline->kill_pixel = false; return; } const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); /* This computes the KillPixel portion of the computation for whether or * not we want to enable the PMA fix on gen8 or gen9. It's given by this * chunk of the giant formula: * * (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || * 3DSTATE_PS_BLEND::AlphaTestEnable || * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) * * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false and so is * 3DSTATE_PS_BLEND::AlphaTestEnable since Vulkan doesn't have a concept * of an alpha test. */ pipeline->kill_pixel = subpass->has_ds_self_dep || wm_prog_data->uses_kill || wm_prog_data->uses_omask || (ms_info && ms_info->alphaToCoverageEnable); } static VkResult genX(graphics_pipeline_create)( VkDevice _device, struct anv_pipeline_cache * cache, const VkGraphicsPipelineCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipeline) { ANV_FROM_HANDLE(anv_device, device, _device); ANV_FROM_HANDLE(anv_render_pass, pass, pCreateInfo->renderPass); struct anv_subpass *subpass = &pass->subpasses[pCreateInfo->subpass]; struct anv_pipeline *pipeline; VkResult result; assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO); /* Use the default pipeline cache if none is specified */ if (cache == NULL && device->instance->pipeline_cache_enabled) cache = &device->default_pipeline_cache; pipeline = vk_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8, VK_SYSTEM_ALLOCATION_SCOPE_OBJECT); if (pipeline == NULL) return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY); result = anv_pipeline_init(pipeline, device, cache, pCreateInfo, pAllocator); if (result != VK_SUCCESS) { vk_free2(&device->alloc, pAllocator, pipeline); return result; } assert(pCreateInfo->pVertexInputState); emit_vertex_input(pipeline, pCreateInfo->pVertexInputState); assert(pCreateInfo->pRasterizationState); emit_rs_state(pipeline, pCreateInfo->pRasterizationState, pCreateInfo->pMultisampleState, pass, subpass); emit_ms_state(pipeline, pCreateInfo->pMultisampleState); emit_ds_state(pipeline, pCreateInfo->pDepthStencilState, pass, subpass); emit_cb_state(pipeline, pCreateInfo->pColorBlendState, pCreateInfo->pMultisampleState); compute_kill_pixel(pipeline, pCreateInfo->pMultisampleState, subpass); emit_urb_setup(pipeline); emit_3dstate_clip(pipeline, pCreateInfo->pViewportState, pCreateInfo->pRasterizationState); emit_3dstate_streamout(pipeline, pCreateInfo->pRasterizationState); #if 0 /* From gen7_vs_state.c */ /** * From Graphics BSpec: 3D-Media-GPGPU Engine > 3D Pipeline Stages > * Geometry > Geometry Shader > State: * * "Note: Because of corruption in IVB:GT2, software needs to flush the * whole fixed function pipeline when the GS enable changes value in * the 3DSTATE_GS." * * The hardware architects have clarified that in this context "flush the * whole fixed function pipeline" means to emit a PIPE_CONTROL with the "CS * Stall" bit set. */ if (!device->info.is_haswell && !device->info.is_baytrail) gen7_emit_vs_workaround_flush(brw); #endif emit_3dstate_vs(pipeline); emit_3dstate_hs_te_ds(pipeline, pCreateInfo->pTessellationState); emit_3dstate_gs(pipeline); emit_3dstate_sbe(pipeline); emit_3dstate_wm(pipeline, subpass, pCreateInfo->pColorBlendState, pCreateInfo->pMultisampleState); emit_3dstate_ps(pipeline, pCreateInfo->pColorBlendState, pCreateInfo->pMultisampleState); #if GEN_GEN >= 8 emit_3dstate_ps_extra(pipeline, subpass, pCreateInfo->pColorBlendState); emit_3dstate_vf_topology(pipeline); #endif emit_3dstate_vf_statistics(pipeline); *pPipeline = anv_pipeline_to_handle(pipeline); return pipeline->batch.status; } static VkResult compute_pipeline_create( VkDevice _device, struct anv_pipeline_cache * cache, const VkComputePipelineCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipeline) { ANV_FROM_HANDLE(anv_device, device, _device); const struct anv_physical_device *physical_device = &device->instance->physicalDevice; const struct gen_device_info *devinfo = &physical_device->info; struct anv_pipeline *pipeline; VkResult result; assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO); /* Use the default pipeline cache if none is specified */ if (cache == NULL && device->instance->pipeline_cache_enabled) cache = &device->default_pipeline_cache; pipeline = vk_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8, VK_SYSTEM_ALLOCATION_SCOPE_OBJECT); if (pipeline == NULL) return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY); pipeline->device = device; pipeline->blend_state.map = NULL; result = anv_reloc_list_init(&pipeline->batch_relocs, pAllocator ? pAllocator : &device->alloc); if (result != VK_SUCCESS) { vk_free2(&device->alloc, pAllocator, pipeline); return result; } pipeline->batch.next = pipeline->batch.start = pipeline->batch_data; pipeline->batch.end = pipeline->batch.start + sizeof(pipeline->batch_data); pipeline->batch.relocs = &pipeline->batch_relocs; pipeline->batch.status = VK_SUCCESS; /* When we free the pipeline, we detect stages based on the NULL status * of various prog_data pointers. Make them NULL by default. */ memset(pipeline->shaders, 0, sizeof(pipeline->shaders)); pipeline->needs_data_cache = false; assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT); pipeline->active_stages |= VK_SHADER_STAGE_COMPUTE_BIT; ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->stage.module); result = anv_pipeline_compile_cs(pipeline, cache, pCreateInfo, module, pCreateInfo->stage.pName, pCreateInfo->stage.pSpecializationInfo); if (result != VK_SUCCESS) { vk_free2(&device->alloc, pAllocator, pipeline); return result; } const struct brw_cs_prog_data *cs_prog_data = get_cs_prog_data(pipeline); anv_pipeline_setup_l3_config(pipeline, cs_prog_data->base.total_shared > 0); uint32_t group_size = cs_prog_data->local_size[0] * cs_prog_data->local_size[1] * cs_prog_data->local_size[2]; uint32_t remainder = group_size & (cs_prog_data->simd_size - 1); if (remainder > 0) pipeline->cs_right_mask = ~0u >> (32 - remainder); else pipeline->cs_right_mask = ~0u >> (32 - cs_prog_data->simd_size); const uint32_t vfe_curbe_allocation = ALIGN(cs_prog_data->push.per_thread.regs * cs_prog_data->threads + cs_prog_data->push.cross_thread.regs, 2); const uint32_t subslices = MAX2(physical_device->subslice_total, 1); const struct anv_shader_bin *cs_bin = pipeline->shaders[MESA_SHADER_COMPUTE]; anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE), vfe) { #if GEN_GEN > 7 vfe.StackSize = 0; #else vfe.GPGPUMode = true; #endif vfe.MaximumNumberofThreads = devinfo->max_cs_threads * subslices - 1; vfe.NumberofURBEntries = GEN_GEN <= 7 ? 0 : 2; #if GEN_GEN < 11 vfe.ResetGatewayTimer = true; #endif #if GEN_GEN <= 8 vfe.BypassGatewayControl = true; #endif vfe.URBEntryAllocationSize = GEN_GEN <= 7 ? 0 : 2; vfe.CURBEAllocationSize = vfe_curbe_allocation; if (cs_bin->prog_data->total_scratch) { if (GEN_GEN >= 8) { /* Broadwell's Per Thread Scratch Space is in the range [0, 11] * where 0 = 1k, 1 = 2k, 2 = 4k, ..., 11 = 2M. */ vfe.PerThreadScratchSpace = ffs(cs_bin->prog_data->total_scratch) - 11; } else if (GEN_IS_HASWELL) { /* Haswell's Per Thread Scratch Space is in the range [0, 10] * where 0 = 2k, 1 = 4k, 2 = 8k, ..., 10 = 2M. */ vfe.PerThreadScratchSpace = ffs(cs_bin->prog_data->total_scratch) - 12; } else { /* IVB and BYT use the range [0, 11] to mean [1kB, 12kB] * where 0 = 1kB, 1 = 2kB, 2 = 3kB, ..., 11 = 12kB. */ vfe.PerThreadScratchSpace = cs_bin->prog_data->total_scratch / 1024 - 1; } vfe.ScratchSpaceBasePointer = get_scratch_address(pipeline, MESA_SHADER_COMPUTE, cs_bin); } } struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = { .KernelStartPointer = cs_bin->kernel.offset, /* WA_1606682166 */ .SamplerCount = GEN_GEN == 11 ? 0 : get_sampler_count(cs_bin), /* Gen 11 workarounds table #2056 WABTPPrefetchDisable * * We add 1 because the CS indirect parameters buffer isn't accounted * for in bind_map.surface_count. */ .BindingTableEntryCount = GEN_GEN == 11 ? 0 : 1 + MIN2(cs_bin->bind_map.surface_count, 30), .BarrierEnable = cs_prog_data->uses_barrier, .SharedLocalMemorySize = encode_slm_size(GEN_GEN, cs_prog_data->base.total_shared), #if !GEN_IS_HASWELL .ConstantURBEntryReadOffset = 0, #endif .ConstantURBEntryReadLength = cs_prog_data->push.per_thread.regs, #if GEN_GEN >= 8 || GEN_IS_HASWELL .CrossThreadConstantDataReadLength = cs_prog_data->push.cross_thread.regs, #endif .NumberofThreadsinGPGPUThreadGroup = cs_prog_data->threads, }; GENX(INTERFACE_DESCRIPTOR_DATA_pack)(NULL, pipeline->interface_descriptor_data, &desc); *pPipeline = anv_pipeline_to_handle(pipeline); return pipeline->batch.status; } VkResult genX(CreateGraphicsPipelines)( VkDevice _device, VkPipelineCache pipelineCache, uint32_t count, const VkGraphicsPipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines) { ANV_FROM_HANDLE(anv_pipeline_cache, pipeline_cache, pipelineCache); VkResult result = VK_SUCCESS; unsigned i; for (i = 0; i < count; i++) { result = genX(graphics_pipeline_create)(_device, pipeline_cache, &pCreateInfos[i], pAllocator, &pPipelines[i]); /* Bail out on the first error as it is not obvious what error should be * report upon 2 different failures. */ if (result != VK_SUCCESS) break; } for (; i < count; i++) pPipelines[i] = VK_NULL_HANDLE; return result; } VkResult genX(CreateComputePipelines)( VkDevice _device, VkPipelineCache pipelineCache, uint32_t count, const VkComputePipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines) { ANV_FROM_HANDLE(anv_pipeline_cache, pipeline_cache, pipelineCache); VkResult result = VK_SUCCESS; unsigned i; for (i = 0; i < count; i++) { result = compute_pipeline_create(_device, pipeline_cache, &pCreateInfos[i], pAllocator, &pPipelines[i]); /* Bail out on the first error as it is not obvious what error should be * report upon 2 different failures. */ if (result != VK_SUCCESS) break; } for (; i < count; i++) pPipelines[i] = VK_NULL_HANDLE; return result; }