blob: d2edc5782fdd90f9d4ddeeeba13e978ba8d9e20c [file] [log] [blame]
/*
* Copyright © 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file brw_vec4_gs_visitor.cpp
*
* Geometry-shader-specific code derived from the vec4_visitor class.
*/
#include "brw_vec4_gs_visitor.h"
#include "gen6_gs_visitor.h"
const unsigned MAX_GS_INPUT_VERTICES = 6;
namespace brw {
vec4_gs_visitor::vec4_gs_visitor(const struct brw_compiler *compiler,
void *log_data,
struct brw_gs_compile *c,
struct gl_shader_program *prog,
void *mem_ctx,
bool no_spills,
int shader_time_index)
: vec4_visitor(compiler, log_data,
&c->gp->program.Base, &c->key.tex,
&c->prog_data.base, prog, MESA_SHADER_GEOMETRY, mem_ctx,
no_spills, shader_time_index),
c(c)
{
}
dst_reg *
vec4_gs_visitor::make_reg_for_system_value(int location,
const glsl_type *type)
{
dst_reg *reg = new(mem_ctx) dst_reg(this, type);
switch (location) {
case SYSTEM_VALUE_INVOCATION_ID:
this->current_annotation = "initialize gl_InvocationID";
emit(GS_OPCODE_GET_INSTANCE_ID, *reg);
break;
default:
unreachable("not reached");
}
return reg;
}
int
vec4_gs_visitor::setup_varying_inputs(int payload_reg, int *attribute_map,
int attributes_per_reg)
{
/* For geometry shaders there are N copies of the input attributes, where N
* is the number of input vertices. attribute_map[BRW_VARYING_SLOT_COUNT *
* i + j] represents attribute j for vertex i.
*
* Note that GS inputs are read from the VUE 256 bits (2 vec4's) at a time,
* so the total number of input slots that will be delivered to the GS (and
* thus the stride of the input arrays) is urb_read_length * 2.
*/
const unsigned num_input_vertices = c->gp->program.VerticesIn;
assert(num_input_vertices <= MAX_GS_INPUT_VERTICES);
unsigned input_array_stride = c->prog_data.base.urb_read_length * 2;
for (int slot = 0; slot < c->input_vue_map.num_slots; slot++) {
int varying = c->input_vue_map.slot_to_varying[slot];
for (unsigned vertex = 0; vertex < num_input_vertices; vertex++) {
attribute_map[BRW_VARYING_SLOT_COUNT * vertex + varying] =
attributes_per_reg * payload_reg + input_array_stride * vertex +
slot;
}
}
int regs_used = ALIGN(input_array_stride * num_input_vertices,
attributes_per_reg) / attributes_per_reg;
return payload_reg + regs_used;
}
void
vec4_gs_visitor::setup_payload()
{
int attribute_map[BRW_VARYING_SLOT_COUNT * MAX_GS_INPUT_VERTICES];
/* If we are in dual instanced or single mode, then attributes are going
* to be interleaved, so one register contains two attribute slots.
*/
int attributes_per_reg =
c->prog_data.base.dispatch_mode == DISPATCH_MODE_4X2_DUAL_OBJECT ? 1 : 2;
/* If a geometry shader tries to read from an input that wasn't written by
* the vertex shader, that produces undefined results, but it shouldn't
* crash anything. So initialize attribute_map to zeros--that ensures that
* these undefined results are read from r0.
*/
memset(attribute_map, 0, sizeof(attribute_map));
int reg = 0;
/* The payload always contains important data in r0, which contains
* the URB handles that are passed on to the URB write at the end
* of the thread.
*/
reg++;
/* If the shader uses gl_PrimitiveIDIn, that goes in r1. */
if (c->prog_data.include_primitive_id)
attribute_map[VARYING_SLOT_PRIMITIVE_ID] = attributes_per_reg * reg++;
reg = setup_uniforms(reg);
reg = setup_varying_inputs(reg, attribute_map, attributes_per_reg);
lower_attributes_to_hw_regs(attribute_map, attributes_per_reg > 1);
this->first_non_payload_grf = reg;
}
void
vec4_gs_visitor::emit_prolog()
{
/* In vertex shaders, r0.2 is guaranteed to be initialized to zero. In
* geometry shaders, it isn't (it contains a bunch of information we don't
* need, like the input primitive type). We need r0.2 to be zero in order
* to build scratch read/write messages correctly (otherwise this value
* will be interpreted as a global offset, causing us to do our scratch
* reads/writes to garbage memory). So just set it to zero at the top of
* the shader.
*/
this->current_annotation = "clear r0.2";
dst_reg r0(retype(brw_vec4_grf(0, 0), BRW_REGISTER_TYPE_UD));
vec4_instruction *inst = emit(GS_OPCODE_SET_DWORD_2, r0, 0u);
inst->force_writemask_all = true;
/* Create a virtual register to hold the vertex count */
this->vertex_count = src_reg(this, glsl_type::uint_type);
/* Initialize the vertex_count register to 0 */
this->current_annotation = "initialize vertex_count";
inst = emit(MOV(dst_reg(this->vertex_count), 0u));
inst->force_writemask_all = true;
if (c->control_data_header_size_bits > 0) {
/* Create a virtual register to hold the current set of control data
* bits.
*/
this->control_data_bits = src_reg(this, glsl_type::uint_type);
/* If we're outputting more than 32 control data bits, then EmitVertex()
* will set control_data_bits to 0 after emitting the first vertex.
* Otherwise, we need to initialize it to 0 here.
*/
if (c->control_data_header_size_bits <= 32) {
this->current_annotation = "initialize control data bits";
inst = emit(MOV(dst_reg(this->control_data_bits), 0u));
inst->force_writemask_all = true;
}
}
/* If the geometry shader uses the gl_PointSize input, we need to fix it up
* to account for the fact that the vertex shader stored it in the w
* component of VARYING_SLOT_PSIZ.
*/
if (c->gp->program.Base.InputsRead & VARYING_BIT_PSIZ) {
this->current_annotation = "swizzle gl_PointSize input";
for (int vertex = 0; vertex < c->gp->program.VerticesIn; vertex++) {
dst_reg dst(ATTR,
BRW_VARYING_SLOT_COUNT * vertex + VARYING_SLOT_PSIZ);
dst.type = BRW_REGISTER_TYPE_F;
src_reg src(dst);
dst.writemask = WRITEMASK_X;
src.swizzle = BRW_SWIZZLE_WWWW;
inst = emit(MOV(dst, src));
/* In dual instanced dispatch mode, dst has a width of 4, so we need
* to make sure the MOV happens regardless of which channels are
* enabled.
*/
inst->force_writemask_all = true;
}
}
this->current_annotation = NULL;
}
void
vec4_gs_visitor::emit_program_code()
{
/* We don't support NV_geometry_program4. */
unreachable("Unreached");
}
void
vec4_gs_visitor::emit_thread_end()
{
if (c->control_data_header_size_bits > 0) {
/* During shader execution, we only ever call emit_control_data_bits()
* just prior to outputting a vertex. Therefore, the control data bits
* corresponding to the most recently output vertex still need to be
* emitted.
*/
current_annotation = "thread end: emit control data bits";
emit_control_data_bits();
}
/* MRF 0 is reserved for the debugger, so start with message header
* in MRF 1.
*/
int base_mrf = 1;
bool static_vertex_count = c->prog_data.static_vertex_count != -1;
/* If the previous instruction was a URB write, we don't need to issue
* a second one - we can just set the EOT bit on the previous write.
*
* Skip this on Gen8+ unless there's a static vertex count, as we also
* need to write the vertex count out, and combining the two may not be
* possible (or at least not straightforward).
*/
vec4_instruction *last = (vec4_instruction *) instructions.get_tail();
if (last && last->opcode == GS_OPCODE_URB_WRITE &&
!(INTEL_DEBUG & DEBUG_SHADER_TIME) &&
devinfo->gen >= 8 && static_vertex_count) {
last->urb_write_flags = BRW_URB_WRITE_EOT | last->urb_write_flags;
return;
}
current_annotation = "thread end";
dst_reg mrf_reg(MRF, base_mrf);
src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
vec4_instruction *inst = emit(MOV(mrf_reg, r0));
inst->force_writemask_all = true;
if (devinfo->gen < 8 || !static_vertex_count)
emit(GS_OPCODE_SET_VERTEX_COUNT, mrf_reg, this->vertex_count);
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
emit_shader_time_end();
inst = emit(GS_OPCODE_THREAD_END);
inst->base_mrf = base_mrf;
inst->mlen = devinfo->gen >= 8 && !static_vertex_count ? 2 : 1;
}
void
vec4_gs_visitor::emit_urb_write_header(int mrf)
{
/* The SEND instruction that writes the vertex data to the VUE will use
* per_slot_offset=true, which means that DWORDs 3 and 4 of the message
* header specify an offset (in multiples of 256 bits) into the URB entry
* at which the write should take place.
*
* So we have to prepare a message header with the appropriate offset
* values.
*/
dst_reg mrf_reg(MRF, mrf);
src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
this->current_annotation = "URB write header";
vec4_instruction *inst = emit(MOV(mrf_reg, r0));
inst->force_writemask_all = true;
emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, this->vertex_count,
(uint32_t) c->prog_data.output_vertex_size_hwords);
}
vec4_instruction *
vec4_gs_visitor::emit_urb_write_opcode(bool complete)
{
/* We don't care whether the vertex is complete, because in general
* geometry shaders output multiple vertices, and we don't terminate the
* thread until all vertices are complete.
*/
(void) complete;
vec4_instruction *inst = emit(GS_OPCODE_URB_WRITE);
inst->offset = c->prog_data.control_data_header_size_hwords;
/* We need to increment Global Offset by 1 to make room for Broadwell's
* extra "Vertex Count" payload at the beginning of the URB entry.
*/
if (devinfo->gen >= 8 && c->prog_data.static_vertex_count == -1)
inst->offset++;
inst->urb_write_flags = BRW_URB_WRITE_PER_SLOT_OFFSET;
return inst;
}
int
vec4_gs_visitor::compute_array_stride(ir_dereference_array *ir)
{
/* Geometry shader inputs are arrays, but they use an unusual array layout:
* instead of all array elements for a given geometry shader input being
* stored consecutively, all geometry shader inputs are interleaved into
* one giant array. At this stage of compilation, we assume that the
* stride of the array is BRW_VARYING_SLOT_COUNT. Later,
* setup_attributes() will remap our accesses to the actual input array.
*/
ir_dereference_variable *deref_var = ir->array->as_dereference_variable();
if (deref_var && deref_var->var->data.mode == ir_var_shader_in)
return BRW_VARYING_SLOT_COUNT;
else
return vec4_visitor::compute_array_stride(ir);
}
/**
* Write out a batch of 32 control data bits from the control_data_bits
* register to the URB.
*
* The current value of the vertex_count register determines which DWORD in
* the URB receives the control data bits. The control_data_bits register is
* assumed to contain the correct data for the vertex that was most recently
* output, and all previous vertices that share the same DWORD.
*
* This function takes care of ensuring that if no vertices have been output
* yet, no control bits are emitted.
*/
void
vec4_gs_visitor::emit_control_data_bits()
{
assert(c->control_data_bits_per_vertex != 0);
/* Since the URB_WRITE_OWORD message operates with 128-bit (vec4 sized)
* granularity, we need to use two tricks to ensure that the batch of 32
* control data bits is written to the appropriate DWORD in the URB. To
* select which vec4 we are writing to, we use the "slot {0,1} offset"
* fields of the message header. To select which DWORD in the vec4 we are
* writing to, we use the channel mask fields of the message header. To
* avoid penalizing geometry shaders that emit a small number of vertices
* with extra bookkeeping, we only do each of these tricks when
* c->prog_data.control_data_header_size_bits is large enough to make it
* necessary.
*
* Note: this means that if we're outputting just a single DWORD of control
* data bits, we'll actually replicate it four times since we won't do any
* channel masking. But that's not a problem since in this case the
* hardware only pays attention to the first DWORD.
*/
enum brw_urb_write_flags urb_write_flags = BRW_URB_WRITE_OWORD;
if (c->control_data_header_size_bits > 32)
urb_write_flags = urb_write_flags | BRW_URB_WRITE_USE_CHANNEL_MASKS;
if (c->control_data_header_size_bits > 128)
urb_write_flags = urb_write_flags | BRW_URB_WRITE_PER_SLOT_OFFSET;
/* If we are using either channel masks or a per-slot offset, then we
* need to figure out which DWORD we are trying to write to, using the
* formula:
*
* dword_index = (vertex_count - 1) * bits_per_vertex / 32
*
* Since bits_per_vertex is a power of two, and is known at compile
* time, this can be optimized to:
*
* dword_index = (vertex_count - 1) >> (6 - log2(bits_per_vertex))
*/
src_reg dword_index(this, glsl_type::uint_type);
if (urb_write_flags) {
src_reg prev_count(this, glsl_type::uint_type);
emit(ADD(dst_reg(prev_count), this->vertex_count, 0xffffffffu));
unsigned log2_bits_per_vertex =
_mesa_fls(c->control_data_bits_per_vertex);
emit(SHR(dst_reg(dword_index), prev_count,
(uint32_t) (6 - log2_bits_per_vertex)));
}
/* Start building the URB write message. The first MRF gets a copy of
* R0.
*/
int base_mrf = 1;
dst_reg mrf_reg(MRF, base_mrf);
src_reg r0(retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD));
vec4_instruction *inst = emit(MOV(mrf_reg, r0));
inst->force_writemask_all = true;
if (urb_write_flags & BRW_URB_WRITE_PER_SLOT_OFFSET) {
/* Set the per-slot offset to dword_index / 4, to that we'll write to
* the appropriate OWORD within the control data header.
*/
src_reg per_slot_offset(this, glsl_type::uint_type);
emit(SHR(dst_reg(per_slot_offset), dword_index, 2u));
emit(GS_OPCODE_SET_WRITE_OFFSET, mrf_reg, per_slot_offset, 1u);
}
if (urb_write_flags & BRW_URB_WRITE_USE_CHANNEL_MASKS) {
/* Set the channel masks to 1 << (dword_index % 4), so that we'll
* write to the appropriate DWORD within the OWORD. We need to do
* this computation with force_writemask_all, otherwise garbage data
* from invocation 0 might clobber the mask for invocation 1 when
* GS_OPCODE_PREPARE_CHANNEL_MASKS tries to OR the two masks
* together.
*/
src_reg channel(this, glsl_type::uint_type);
inst = emit(AND(dst_reg(channel), dword_index, 3u));
inst->force_writemask_all = true;
src_reg one(this, glsl_type::uint_type);
inst = emit(MOV(dst_reg(one), 1u));
inst->force_writemask_all = true;
src_reg channel_mask(this, glsl_type::uint_type);
inst = emit(SHL(dst_reg(channel_mask), one, channel));
inst->force_writemask_all = true;
emit(GS_OPCODE_PREPARE_CHANNEL_MASKS, dst_reg(channel_mask),
channel_mask);
emit(GS_OPCODE_SET_CHANNEL_MASKS, mrf_reg, channel_mask);
}
/* Store the control data bits in the message payload and send it. */
dst_reg mrf_reg2(MRF, base_mrf + 1);
inst = emit(MOV(mrf_reg2, this->control_data_bits));
inst->force_writemask_all = true;
inst = emit(GS_OPCODE_URB_WRITE);
inst->urb_write_flags = urb_write_flags;
/* We need to increment Global Offset by 256-bits to make room for
* Broadwell's extra "Vertex Count" payload at the beginning of the
* URB entry. Since this is an OWord message, Global Offset is counted
* in 128-bit units, so we must set it to 2.
*/
if (devinfo->gen >= 8 && c->prog_data.static_vertex_count == -1)
inst->offset = 2;
inst->base_mrf = base_mrf;
inst->mlen = 2;
}
void
vec4_gs_visitor::set_stream_control_data_bits(unsigned stream_id)
{
/* control_data_bits |= stream_id << ((2 * (vertex_count - 1)) % 32) */
/* Note: we are calling this *before* increasing vertex_count, so
* this->vertex_count == vertex_count - 1 in the formula above.
*/
/* Stream mode uses 2 bits per vertex */
assert(c->control_data_bits_per_vertex == 2);
/* Must be a valid stream */
assert(stream_id >= 0 && stream_id < MAX_VERTEX_STREAMS);
/* Control data bits are initialized to 0 so we don't have to set any
* bits when sending vertices to stream 0.
*/
if (stream_id == 0)
return;
/* reg::sid = stream_id */
src_reg sid(this, glsl_type::uint_type);
emit(MOV(dst_reg(sid), stream_id));
/* reg:shift_count = 2 * (vertex_count - 1) */
src_reg shift_count(this, glsl_type::uint_type);
emit(SHL(dst_reg(shift_count), this->vertex_count, 1u));
/* Note: we're relying on the fact that the GEN SHL instruction only pays
* attention to the lower 5 bits of its second source argument, so on this
* architecture, stream_id << 2 * (vertex_count - 1) is equivalent to
* stream_id << ((2 * (vertex_count - 1)) % 32).
*/
src_reg mask(this, glsl_type::uint_type);
emit(SHL(dst_reg(mask), sid, shift_count));
emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
void
vec4_gs_visitor::gs_emit_vertex(int stream_id)
{
this->current_annotation = "emit vertex: safety check";
/* Haswell and later hardware ignores the "Render Stream Select" bits
* from the 3DSTATE_STREAMOUT packet when the SOL stage is disabled,
* and instead sends all primitives down the pipeline for rasterization.
* If the SOL stage is enabled, "Render Stream Select" is honored and
* primitives bound to non-zero streams are discarded after stream output.
*
* Since the only purpose of primives sent to non-zero streams is to
* be recorded by transform feedback, we can simply discard all geometry
* bound to these streams when transform feedback is disabled.
*/
if (stream_id > 0 && shader_prog->TransformFeedback.NumVarying == 0)
return;
/* If we're outputting 32 control data bits or less, then we can wait
* until the shader is over to output them all. Otherwise we need to
* output them as we go. Now is the time to do it, since we're about to
* output the vertex_count'th vertex, so it's guaranteed that the
* control data bits associated with the (vertex_count - 1)th vertex are
* correct.
*/
if (c->control_data_header_size_bits > 32) {
this->current_annotation = "emit vertex: emit control data bits";
/* Only emit control data bits if we've finished accumulating a batch
* of 32 bits. This is the case when:
*
* (vertex_count * bits_per_vertex) % 32 == 0
*
* (in other words, when the last 5 bits of vertex_count *
* bits_per_vertex are 0). Assuming bits_per_vertex == 2^n for some
* integer n (which is always the case, since bits_per_vertex is
* always 1 or 2), this is equivalent to requiring that the last 5-n
* bits of vertex_count are 0:
*
* vertex_count & (2^(5-n) - 1) == 0
*
* 2^(5-n) == 2^5 / 2^n == 32 / bits_per_vertex, so this is
* equivalent to:
*
* vertex_count & (32 / bits_per_vertex - 1) == 0
*/
vec4_instruction *inst =
emit(AND(dst_null_d(), this->vertex_count,
(uint32_t) (32 / c->control_data_bits_per_vertex - 1)));
inst->conditional_mod = BRW_CONDITIONAL_Z;
emit(IF(BRW_PREDICATE_NORMAL));
{
/* If vertex_count is 0, then no control data bits have been
* accumulated yet, so we skip emitting them.
*/
emit(CMP(dst_null_d(), this->vertex_count, 0u,
BRW_CONDITIONAL_NEQ));
emit(IF(BRW_PREDICATE_NORMAL));
emit_control_data_bits();
emit(BRW_OPCODE_ENDIF);
/* Reset control_data_bits to 0 so we can start accumulating a new
* batch.
*
* Note: in the case where vertex_count == 0, this neutralizes the
* effect of any call to EndPrimitive() that the shader may have
* made before outputting its first vertex.
*/
inst = emit(MOV(dst_reg(this->control_data_bits), 0u));
inst->force_writemask_all = true;
}
emit(BRW_OPCODE_ENDIF);
}
this->current_annotation = "emit vertex: vertex data";
emit_vertex();
/* In stream mode we have to set control data bits for all vertices
* unless we have disabled control data bits completely (which we do
* do for GL_POINTS outputs that don't use streams).
*/
if (c->control_data_header_size_bits > 0 &&
c->prog_data.control_data_format ==
GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID) {
this->current_annotation = "emit vertex: Stream control data bits";
set_stream_control_data_bits(stream_id);
}
this->current_annotation = NULL;
}
void
vec4_gs_visitor::visit(ir_emit_vertex *ir)
{
/* To ensure that we don't output more vertices than the shader specified
* using max_vertices, do the logic inside a conditional of the form "if
* (vertex_count < MAX)"
*/
unsigned num_output_vertices = c->gp->program.VerticesOut;
emit(CMP(dst_null_d(), this->vertex_count,
src_reg(num_output_vertices), BRW_CONDITIONAL_L));
emit(IF(BRW_PREDICATE_NORMAL));
gs_emit_vertex(ir->stream_id());
this->current_annotation = "emit vertex: increment vertex count";
emit(ADD(dst_reg(this->vertex_count), this->vertex_count,
src_reg(1u)));
emit(BRW_OPCODE_ENDIF);
}
void
vec4_gs_visitor::gs_end_primitive()
{
/* We can only do EndPrimitive() functionality when the control data
* consists of cut bits. Fortunately, the only time it isn't is when the
* output type is points, in which case EndPrimitive() is a no-op.
*/
if (c->prog_data.control_data_format !=
GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT) {
return;
}
/* Cut bits use one bit per vertex. */
assert(c->control_data_bits_per_vertex == 1);
/* Cut bit n should be set to 1 if EndPrimitive() was called after emitting
* vertex n, 0 otherwise. So all we need to do here is mark bit
* (vertex_count - 1) % 32 in the cut_bits register to indicate that
* EndPrimitive() was called after emitting vertex (vertex_count - 1);
* vec4_gs_visitor::emit_control_data_bits() will take care of the rest.
*
* Note that if EndPrimitve() is called before emitting any vertices, this
* will cause us to set bit 31 of the control_data_bits register to 1.
* That's fine because:
*
* - If max_vertices < 32, then vertex number 31 (zero-based) will never be
* output, so the hardware will ignore cut bit 31.
*
* - If max_vertices == 32, then vertex number 31 is guaranteed to be the
* last vertex, so setting cut bit 31 has no effect (since the primitive
* is automatically ended when the GS terminates).
*
* - If max_vertices > 32, then the ir_emit_vertex visitor will reset the
* control_data_bits register to 0 when the first vertex is emitted.
*/
/* control_data_bits |= 1 << ((vertex_count - 1) % 32) */
src_reg one(this, glsl_type::uint_type);
emit(MOV(dst_reg(one), 1u));
src_reg prev_count(this, glsl_type::uint_type);
emit(ADD(dst_reg(prev_count), this->vertex_count, 0xffffffffu));
src_reg mask(this, glsl_type::uint_type);
/* Note: we're relying on the fact that the GEN SHL instruction only pays
* attention to the lower 5 bits of its second source argument, so on this
* architecture, 1 << (vertex_count - 1) is equivalent to 1 <<
* ((vertex_count - 1) % 32).
*/
emit(SHL(dst_reg(mask), one, prev_count));
emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
void
vec4_gs_visitor::visit(ir_end_primitive *)
{
gs_end_primitive();
}
static const unsigned *
generate_assembly(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
struct brw_vue_prog_data *prog_data,
void *mem_ctx,
const cfg_t *cfg,
unsigned *final_assembly_size)
{
vec4_generator g(brw->intelScreen->compiler, brw,
shader_prog, prog, prog_data, mem_ctx,
INTEL_DEBUG & DEBUG_GS, "geometry", "GS");
return g.generate_assembly(cfg, final_assembly_size);
}
extern "C" const unsigned *
brw_gs_emit(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_gs_compile *c,
void *mem_ctx,
unsigned *final_assembly_size)
{
if (unlikely(INTEL_DEBUG & DEBUG_GS)) {
struct brw_shader *shader =
(brw_shader *) prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
brw_dump_ir("geometry", prog, &shader->base, NULL);
}
int st_index = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS);
if (brw->gen >= 7) {
/* Compile the geometry shader in DUAL_OBJECT dispatch mode, if we can do
* so without spilling. If the GS invocations count > 1, then we can't use
* dual object mode.
*/
if (c->prog_data.invocations <= 1 &&
likely(!(INTEL_DEBUG & DEBUG_NO_DUAL_OBJECT_GS))) {
c->prog_data.base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
vec4_gs_visitor v(brw->intelScreen->compiler, brw,
c, prog, mem_ctx, true /* no_spills */, st_index);
if (v.run()) {
return generate_assembly(brw, prog, &c->gp->program.Base,
&c->prog_data.base, mem_ctx, v.cfg,
final_assembly_size);
}
}
}
/* Either we failed to compile in DUAL_OBJECT mode (probably because it
* would have required spilling) or DUAL_OBJECT mode is disabled. So fall
* back to DUAL_INSTANCED or SINGLE mode, which consumes fewer registers.
*
* FIXME: Single dispatch mode requires that the driver can handle
* interleaving of input registers, but this is already supported (dual
* instance mode has the same requirement). However, to take full advantage
* of single dispatch mode to reduce register pressure we would also need to
* do interleaved outputs, but currently, the vec4 visitor and generator
* classes do not support this, so at the moment register pressure in
* single and dual instance modes is the same.
*
* From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 "3DSTATE_GS"
* "If InstanceCount>1, DUAL_OBJECT mode is invalid. Software will likely
* want to use DUAL_INSTANCE mode for higher performance, but SINGLE mode
* is also supported. When InstanceCount=1 (one instance per object) software
* can decide which dispatch mode to use. DUAL_OBJECT mode would likely be
* the best choice for performance, followed by SINGLE mode."
*
* So SINGLE mode is more performant when invocations == 1 and DUAL_INSTANCE
* mode is more performant when invocations > 1. Gen6 only supports
* SINGLE mode.
*/
if (c->prog_data.invocations <= 1 || brw->gen < 7)
c->prog_data.base.dispatch_mode = DISPATCH_MODE_4X1_SINGLE;
else
c->prog_data.base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_INSTANCE;
vec4_gs_visitor *gs = NULL;
const unsigned *ret = NULL;
if (brw->gen >= 7)
gs = new vec4_gs_visitor(brw->intelScreen->compiler, brw,
c, prog, mem_ctx, false /* no_spills */,
st_index);
else
gs = new gen6_gs_visitor(brw->intelScreen->compiler, brw,
c, prog, mem_ctx, false /* no_spills */,
st_index);
if (!gs->run()) {
prog->LinkStatus = false;
ralloc_strcat(&prog->InfoLog, gs->fail_msg);
} else {
ret = generate_assembly(brw, prog, &c->gp->program.Base,
&c->prog_data.base, mem_ctx, gs->cfg,
final_assembly_size);
}
delete gs;
return ret;
}
} /* namespace brw */