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IABSD.fr/xenocara/lib/mesa/src/intel/compiler/brw_compile_gs.cpp

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  • Author : jsg
    Date : 2025-06-05 11:23:11
    Hash : 67d6f117
    Message : Import Mesa 25.0.7

  • lib/mesa/src/intel/compiler/brw_compile_gs.cpp
  • /*
     * Copyright © 2013 Intel Corporation
     * SPDX-License-Identifier: MIT
     */
    
    #include "brw_eu.h"
    #include "brw_fs.h"
    #include "brw_builder.h"
    #include "brw_generator.h"
    #include "brw_prim.h"
    #include "brw_nir.h"
    #include "brw_private.h"
    #include "dev/intel_debug.h"
    
    using namespace brw;
    
    static const GLuint gl_prim_to_hw_prim[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY+1] = {
       [MESA_PRIM_POINTS] =_3DPRIM_POINTLIST,
       [MESA_PRIM_LINES] = _3DPRIM_LINELIST,
       [MESA_PRIM_LINE_LOOP] = _3DPRIM_LINELOOP,
       [MESA_PRIM_LINE_STRIP] = _3DPRIM_LINESTRIP,
       [MESA_PRIM_TRIANGLES] = _3DPRIM_TRILIST,
       [MESA_PRIM_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
       [MESA_PRIM_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
       [MESA_PRIM_QUADS] = _3DPRIM_QUADLIST,
       [MESA_PRIM_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
       [MESA_PRIM_POLYGON] = _3DPRIM_POLYGON,
       [MESA_PRIM_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
       [MESA_PRIM_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
       [MESA_PRIM_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
       [MESA_PRIM_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
    };
    
    static void
    brw_emit_gs_thread_end(fs_visitor &s)
    {
       assert(s.stage == MESA_SHADER_GEOMETRY);
    
       struct brw_gs_prog_data *gs_prog_data = brw_gs_prog_data(s.prog_data);
    
       if (s.gs_compile->control_data_header_size_bits > 0) {
          s.emit_gs_control_data_bits(s.final_gs_vertex_count);
       }
    
       const brw_builder abld = brw_builder(&s).at_end().annotate("thread end");
       fs_inst *inst;
    
       if (gs_prog_data->static_vertex_count != -1) {
          /* Try and tag the last URB write with EOT instead of emitting a whole
           * separate write just to finish the thread.
           */
          if (s.mark_last_urb_write_with_eot())
             return;
    
          brw_reg srcs[URB_LOGICAL_NUM_SRCS];
          srcs[URB_LOGICAL_SRC_HANDLE] = s.gs_payload().urb_handles;
          srcs[URB_LOGICAL_SRC_COMPONENTS] = brw_imm_ud(0);
          inst = abld.emit(SHADER_OPCODE_URB_WRITE_LOGICAL, reg_undef,
                           srcs, ARRAY_SIZE(srcs));
       } else {
          brw_reg srcs[URB_LOGICAL_NUM_SRCS];
          srcs[URB_LOGICAL_SRC_HANDLE] = s.gs_payload().urb_handles;
          srcs[URB_LOGICAL_SRC_DATA] = s.final_gs_vertex_count;
          srcs[URB_LOGICAL_SRC_COMPONENTS] = brw_imm_ud(1);
          inst = abld.emit(SHADER_OPCODE_URB_WRITE_LOGICAL, reg_undef,
                           srcs, ARRAY_SIZE(srcs));
       }
       inst->eot = true;
       inst->offset = 0;
    }
    
    static void
    brw_assign_gs_urb_setup(fs_visitor &s)
    {
       assert(s.stage == MESA_SHADER_GEOMETRY);
    
       struct brw_vue_prog_data *vue_prog_data = brw_vue_prog_data(s.prog_data);
    
       s.first_non_payload_grf +=
          8 * vue_prog_data->urb_read_length * s.nir->info.gs.vertices_in;
    
       foreach_block_and_inst(block, fs_inst, inst, s.cfg) {
          /* Rewrite all ATTR file references to GRFs. */
          s.convert_attr_sources_to_hw_regs(inst);
       }
    }
    
    static bool
    run_gs(fs_visitor &s)
    {
       assert(s.stage == MESA_SHADER_GEOMETRY);
    
       s.payload_ = new gs_thread_payload(s);
    
       const brw_builder bld = brw_builder(&s).at_end();
    
       s.final_gs_vertex_count = bld.vgrf(BRW_TYPE_UD);
    
       if (s.gs_compile->control_data_header_size_bits > 0) {
          /* Create a VGRF to store accumulated control data bits. */
          s.control_data_bits = bld.vgrf(BRW_TYPE_UD);
    
          /* 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 (s.gs_compile->control_data_header_size_bits <= 32) {
             const brw_builder abld = bld.annotate("initialize control data bits");
             abld.MOV(s.control_data_bits, brw_imm_ud(0u));
          }
       }
    
       nir_to_brw(&s);
    
       brw_emit_gs_thread_end(s);
    
       if (s.failed)
          return false;
    
       brw_calculate_cfg(s);
    
       brw_optimize(s);
    
       s.assign_curb_setup();
       brw_assign_gs_urb_setup(s);
    
       brw_lower_3src_null_dest(s);
       brw_workaround_emit_dummy_mov_instruction(s);
    
       brw_allocate_registers(s, true /* allow_spilling */);
    
       brw_workaround_source_arf_before_eot(s);
    
       return !s.failed;
    }
    
    extern "C" const unsigned *
    brw_compile_gs(const struct brw_compiler *compiler,
                   struct brw_compile_gs_params *params)
    {
       nir_shader *nir = params->base.nir;
       const struct brw_gs_prog_key *key = params->key;
       struct brw_gs_prog_data *prog_data = params->prog_data;
       const unsigned dispatch_width = brw_geometry_stage_dispatch_width(compiler->devinfo);
    
       struct brw_gs_compile c;
       memset(&c, 0, sizeof(c));
       c.key = *key;
    
       const bool debug_enabled = brw_should_print_shader(nir, DEBUG_GS);
    
       prog_data->base.base.stage = MESA_SHADER_GEOMETRY;
       prog_data->base.base.ray_queries = nir->info.ray_queries;
       prog_data->base.base.total_scratch = 0;
    
       /* The GLSL linker will have already matched up GS inputs and the outputs
        * of prior stages.  The driver does extend VS outputs in some cases, but
        * only for legacy OpenGL or Gfx4-5 hardware, neither of which offer
        * geometry shader support.  So we can safely ignore that.
        *
        * For SSO pipelines, we use a fixed VUE map layout based on variable
        * locations, so we can rely on rendezvous-by-location making this work.
        */
       GLbitfield64 inputs_read = nir->info.inputs_read;
       brw_compute_vue_map(compiler->devinfo,
                           &c.input_vue_map, inputs_read,
                           nir->info.separate_shader, 1);
    
       brw_nir_apply_key(nir, compiler, &key->base, dispatch_width);
       brw_nir_lower_vue_inputs(nir, &c.input_vue_map);
       brw_nir_lower_vue_outputs(nir);
       brw_postprocess_nir(nir, compiler, debug_enabled,
                           key->base.robust_flags);
    
       prog_data->base.clip_distance_mask =
          ((1 << nir->info.clip_distance_array_size) - 1);
       prog_data->base.cull_distance_mask =
          ((1 << nir->info.cull_distance_array_size) - 1) <<
          nir->info.clip_distance_array_size;
    
       prog_data->include_primitive_id =
          BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_PRIMITIVE_ID);
    
       prog_data->invocations = nir->info.gs.invocations;
    
       nir_gs_count_vertices_and_primitives(
          nir, &prog_data->static_vertex_count, nullptr, nullptr, 1u);
    
       if (nir->info.gs.output_primitive == MESA_PRIM_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.
           */
          prog_data->control_data_format = GFX7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
    
          /* We only have to emit control bits if we are using non-zero streams */
          if (nir->info.gs.active_stream_mask != (1 << 0))
             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").
           */
          prog_data->control_data_format = GFX7_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 =
             nir->info.gs.uses_end_primitive ? 1 : 0;
       }
    
       c.control_data_header_size_bits =
          nir->info.gs.vertices_out * c.control_data_bits_per_vertex;
    
       /* 1 HWORD = 32 bytes = 256 bits */
       prog_data->control_data_header_size_hwords =
          ALIGN(c.control_data_header_size_bits, 256) / 256;
    
       /* 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 = prog_data->base.vue_map.num_slots * 16;
       assert(output_vertex_size_bytes <= GFX7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
       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 gfx7+ where we have a single URB entry that will hold
        * all the output.
        */
       unsigned output_size_bytes =
          prog_data->output_vertex_size_hwords * 32 * nir->info.gs.vertices_out;
       output_size_bytes += 32 * prog_data->control_data_header_size_hwords;
    
       /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
        * which comes before the control header.
        */
       output_size_bytes += 32;
    
       /* Shaders can technically set max_vertices = 0, at which point we
        * may have a URB size of 0 bytes.  Nothing good can come from that,
        * so enforce a minimum size.
        */
       if (output_size_bytes == 0)
          output_size_bytes = 1;
    
       unsigned max_output_size_bytes = GFX7_MAX_GS_URB_ENTRY_SIZE_BYTES;
       if (output_size_bytes > max_output_size_bytes)
          return NULL;
    
    
       /* URB entry sizes are stored as a multiple of 64 bytes in gfx7+. */
       prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
    
       assert(nir->info.gs.output_primitive < ARRAY_SIZE(gl_prim_to_hw_prim));
       prog_data->output_topology =
          gl_prim_to_hw_prim[nir->info.gs.output_primitive];
    
       prog_data->vertices_in = nir->info.gs.vertices_in;
    
       /* 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).
        */
       prog_data->base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
    
       /* Now that prog_data setup is done, we are ready to actually compile the
        * program.
        */
       if (unlikely(debug_enabled)) {
          fprintf(stderr, "GS Input ");
          brw_print_vue_map(stderr, &c.input_vue_map, MESA_SHADER_GEOMETRY);
          fprintf(stderr, "GS Output ");
          brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_GEOMETRY);
       }
    
       fs_visitor v(compiler, &params->base, &c, prog_data, nir,
                    params->base.stats != NULL, debug_enabled);
       if (run_gs(v)) {
          prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8;
    
          assert(v.payload().num_regs % reg_unit(compiler->devinfo) == 0);
          prog_data->base.base.dispatch_grf_start_reg =
             v.payload().num_regs / reg_unit(compiler->devinfo);
          prog_data->base.base.grf_used = v.grf_used;
    
          brw_generator g(compiler, &params->base,
                         &prog_data->base.base, MESA_SHADER_GEOMETRY);
          if (unlikely(debug_enabled)) {
             const char *label =
                nir->info.label ? nir->info.label : "unnamed";
             char *name = ralloc_asprintf(params->base.mem_ctx,
                                          "%s geometry shader %s",
                                          label, nir->info.name);
             g.enable_debug(name);
          }
          g.generate_code(v.cfg, v.dispatch_width, v.shader_stats,
                          v.performance_analysis.require(), params->base.stats);
          g.add_const_data(nir->constant_data, nir->constant_data_size);
          return g.get_assembly();
       }
    
       params->base.error_str = ralloc_strdup(params->base.mem_ctx, v.fail_msg);
    
       return NULL;
    }