/* * Copyright © 2011 Intel Corporation * SPDX-License-Identifier: MIT */ #include "brw_fs.h" #include "brw_eu.h" #include "brw_nir.h" #include "brw_private.h" #include "dev/intel_debug.h" using namespace brw; extern "C" const unsigned * brw_compile_vs(const struct brw_compiler *compiler, struct brw_compile_vs_params *params) { struct nir_shader *nir = params->base.nir; const struct brw_vs_prog_key *key = params->key; struct brw_vs_prog_data *prog_data = params->prog_data; const bool debug_enabled = brw_should_print_shader(nir, params->base.debug_flag ? params->base.debug_flag : DEBUG_VS); prog_data->base.base.stage = MESA_SHADER_VERTEX; prog_data->base.base.ray_queries = nir->info.ray_queries; prog_data->base.base.total_scratch = 0; brw_nir_apply_key(nir, compiler, &key->base, 8); prog_data->inputs_read = nir->info.inputs_read; prog_data->double_inputs_read = nir->info.vs.double_inputs; brw_nir_lower_vs_inputs(nir); 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; unsigned nr_attribute_slots = util_bitcount64(prog_data->inputs_read); /* gl_VertexID and gl_InstanceID are system values, but arrive via an * incoming vertex attribute. So, add an extra slot. */ if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX) || BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE) || BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) || BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) { nr_attribute_slots++; } /* gl_DrawID and IsIndexedDraw share its very own vec4 */ if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID) || BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) { nr_attribute_slots++; } if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_IS_INDEXED_DRAW)) prog_data->uses_is_indexed_draw = true; if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_FIRST_VERTEX)) prog_data->uses_firstvertex = true; if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_BASE_INSTANCE)) prog_data->uses_baseinstance = true; if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE)) prog_data->uses_vertexid = true; if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID)) prog_data->uses_instanceid = true; if (BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID)) prog_data->uses_drawid = true; prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attribute_slots, 2); prog_data->nr_attribute_slots = nr_attribute_slots; /* Since vertex shaders reuse the same VUE entry for inputs and outputs * (overwriting the original contents), we need to make sure the size is * the larger of the two. */ const unsigned vue_entries = MAX2(nr_attribute_slots, (unsigned)prog_data->base.vue_map.num_slots); prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4); if (unlikely(debug_enabled)) { fprintf(stderr, "VS Output "); brw_print_vue_map(stderr, &prog_data->base.vue_map, MESA_SHADER_VERTEX); } const unsigned dispatch_width = compiler->devinfo->ver >= 20 ? 16 : 8; prog_data->base.dispatch_mode = INTEL_DISPATCH_MODE_SIMD8; fs_visitor v(compiler, ¶ms->base, &key->base, &prog_data->base.base, nir, dispatch_width, params->base.stats != NULL, debug_enabled); if (!v.run_vs()) { params->base.error_str = ralloc_strdup(params->base.mem_ctx, v.fail_msg); return NULL; } 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); fs_generator g(compiler, ¶ms->base, &prog_data->base.base, MESA_SHADER_VERTEX); if (unlikely(debug_enabled)) { const char *debug_name = ralloc_asprintf(params->base.mem_ctx, "%s vertex shader %s", nir->info.label ? nir->info.label : "unnamed", nir->info.name); g.enable_debug(debug_name); } g.generate_code(v.cfg, 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(); }