xref: /aosp_15_r20/external/mesa3d/src/intel/compiler/brw_compile_vs.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2011 Intel Corporation
3  * SPDX-License-Identifier: MIT
4  */
5 
6 #include "brw_fs.h"
7 #include "brw_eu.h"
8 #include "brw_nir.h"
9 #include "brw_private.h"
10 #include "dev/intel_debug.h"
11 
12 using namespace brw;
13 
14 static void
brw_assign_vs_urb_setup(fs_visitor & s)15 brw_assign_vs_urb_setup(fs_visitor &s)
16 {
17    struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(s.prog_data);
18 
19    assert(s.stage == MESA_SHADER_VERTEX);
20 
21    /* Each attribute is 4 regs. */
22    s.first_non_payload_grf += 4 * vs_prog_data->nr_attribute_slots;
23 
24    assert(vs_prog_data->base.urb_read_length <= 15);
25 
26    /* Rewrite all ATTR file references to the hw grf that they land in. */
27    foreach_block_and_inst(block, fs_inst, inst, s.cfg) {
28       s.convert_attr_sources_to_hw_regs(inst);
29    }
30 }
31 
32 static bool
run_vs(fs_visitor & s)33 run_vs(fs_visitor &s)
34 {
35    assert(s.stage == MESA_SHADER_VERTEX);
36 
37    s.payload_ = new vs_thread_payload(s);
38 
39    nir_to_brw(&s);
40 
41    if (s.failed)
42       return false;
43 
44    s.emit_urb_writes();
45 
46    brw_calculate_cfg(s);
47 
48    brw_fs_optimize(s);
49 
50    s.assign_curb_setup();
51    brw_assign_vs_urb_setup(s);
52 
53    brw_fs_lower_3src_null_dest(s);
54    brw_fs_workaround_memory_fence_before_eot(s);
55    brw_fs_workaround_emit_dummy_mov_instruction(s);
56 
57    brw_allocate_registers(s, true /* allow_spilling */);
58 
59    return !s.failed;
60 }
61 
62 extern "C" const unsigned *
brw_compile_vs(const struct brw_compiler * compiler,struct brw_compile_vs_params * params)63 brw_compile_vs(const struct brw_compiler *compiler,
64                struct brw_compile_vs_params *params)
65 {
66    struct nir_shader *nir = params->base.nir;
67    const struct brw_vs_prog_key *key = params->key;
68    struct brw_vs_prog_data *prog_data = params->prog_data;
69    const bool debug_enabled =
70       brw_should_print_shader(nir, params->base.debug_flag ?
71                                    params->base.debug_flag : DEBUG_VS);
72 
73    prog_data->base.base.stage = MESA_SHADER_VERTEX;
74    prog_data->base.base.ray_queries = nir->info.ray_queries;
75    prog_data->base.base.total_scratch = 0;
76 
77    brw_nir_apply_key(nir, compiler, &key->base,
78                      brw_geometry_stage_dispatch_width(compiler->devinfo));
79 
80    prog_data->inputs_read = nir->info.inputs_read;
81    prog_data->double_inputs_read = nir->info.vs.double_inputs;
82 
83    brw_nir_lower_vs_inputs(nir);
84    brw_nir_lower_vue_outputs(nir);
85    brw_postprocess_nir(nir, compiler, debug_enabled,
86                        key->base.robust_flags);
87 
88    prog_data->base.clip_distance_mask =
89       ((1 << nir->info.clip_distance_array_size) - 1);
90    prog_data->base.cull_distance_mask =
91       ((1 << nir->info.cull_distance_array_size) - 1) <<
92       nir->info.clip_distance_array_size;
93 
94    unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read);
95 
96    /* gl_VertexID and gl_InstanceID are system values, but arrive via an
97     * incoming vertex attribute.  So, add an extra slot.
98     */
99    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) ||
100        BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) ||
101        BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) ||
102        BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) {
103       nr_attribute_slots++;
104    }
105 
106    /* gl_DrawID and IsIndexedDraw share its very own vec4 */
107    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID) ||
108        BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) {
109       nr_attribute_slots++;
110    }
111 
112    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW))
113       prog_data->uses_is_indexed_draw = true;
114 
115    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX))
116       prog_data->uses_firstvertex = true;
117 
118    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE))
119       prog_data->uses_baseinstance = true;
120 
121    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE))
122       prog_data->uses_vertexid = true;
123 
124    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID))
125       prog_data->uses_instanceid = true;
126 
127    if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
128           prog_data->uses_drawid = true;
129 
130    prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attribute_slots, 2);
131    prog_data->nr_attribute_slots = nr_attribute_slots;
132 
133    /* Since vertex shaders reuse the same VUE entry for inputs and outputs
134     * (overwriting the original contents), we need to make sure the size is
135     * the larger of the two.
136     */
137    const unsigned vue_entries =
138       MAX2(nr_attribute_slots, (unsigned)prog_data->base.vue_map.num_slots);
139 
140    prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4);
141 
142    if (unlikely(debug_enabled)) {
143       fprintf(stderr, "VS Output ");
144       brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_VERTEX);
145    }
146 
147    const unsigned dispatch_width = compiler->devinfo->ver >= 20 ? 16 : 8;
148    prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
149 
150    fs_visitor v(compiler, &params->base, &key->base,
151                 &prog_data->base.base, nir, dispatch_width,
152                 params->base.stats != NULL, debug_enabled);
153    if (!run_vs(v)) {
154       params->base.error_str =
155          ralloc_strdup(params->base.mem_ctx, v.fail_msg);
156       return NULL;
157    }
158 
159    assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
160    prog_data->base.base.dispatch_grf_start_reg =
161       v.payload().num_regs / reg_unit(compiler->devinfo);
162 
163    fs_generator g(compiler, &params->base,
164                   &prog_data->base.base,
165                   MESA_SHADER_VERTEX);
166    if (unlikely(debug_enabled)) {
167       const char *debug_name =
168          ralloc_asprintf(params->base.mem_ctx, "%s vertex shader %s",
169                          nir->info.label ? nir->info.label :
170                             "unnamed",
171                          nir->info.name);
172 
173       g.enable_debug(debug_name);
174    }
175    g.generate_code(v.cfg, dispatch_width, v.shader_stats,
176                    v.performance_analysis.require(), params->base.stats);
177    g.add_const_data(nir->constant_data, nir->constant_data_size);
178 
179    return g.get_assembly();
180 }
181