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third_party_mesa3d/src/intel/compiler/brw_fs_visitor.cpp

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/*
* Copyright © 2010 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_fs_visitor.cpp
*
* This file supports generating the FS LIR from the GLSL IR. The LIR
* makes it easier to do backend-specific optimizations than doing so
* in the GLSL IR or in the native code.
*/
#include "brw_fs.h"
#include "compiler/glsl_types.h"
using namespace brw;
/* Sample from the MCS surface attached to this multisample texture. */
fs_reg
fs_visitor::emit_mcs_fetch(const fs_reg &coordinate, unsigned components,
const fs_reg &texture,
const fs_reg &texture_handle)
{
const fs_reg dest = vgrf(glsl_type::uvec4_type);
fs_reg srcs[TEX_LOGICAL_NUM_SRCS];
srcs[TEX_LOGICAL_SRC_COORDINATE] = coordinate;
srcs[TEX_LOGICAL_SRC_SURFACE] = texture;
srcs[TEX_LOGICAL_SRC_SAMPLER] = brw_imm_ud(0);
srcs[TEX_LOGICAL_SRC_SURFACE_HANDLE] = texture_handle;
srcs[TEX_LOGICAL_SRC_COORD_COMPONENTS] = brw_imm_d(components);
srcs[TEX_LOGICAL_SRC_GRAD_COMPONENTS] = brw_imm_d(0);
fs_inst *inst = bld.emit(SHADER_OPCODE_TXF_MCS_LOGICAL, dest, srcs,
ARRAY_SIZE(srcs));
/* We only care about one or two regs of response, but the sampler always
* writes 4/8.
*/
inst->size_written = 4 * dest.component_size(inst->exec_size);
return dest;
}
/**
* Apply workarounds for Gen6 gather with UINT/SINT
*/
void
fs_visitor::emit_gen6_gather_wa(uint8_t wa, fs_reg dst)
{
if (!wa)
return;
int width = (wa & WA_8BIT) ? 8 : 16;
for (int i = 0; i < 4; i++) {
fs_reg dst_f = retype(dst, BRW_REGISTER_TYPE_F);
/* Convert from UNORM to UINT */
bld.MUL(dst_f, dst_f, brw_imm_f((1 << width) - 1));
bld.MOV(dst, dst_f);
if (wa & WA_SIGN) {
/* Reinterpret the UINT value as a signed INT value by
* shifting the sign bit into place, then shifting back
* preserving sign.
*/
bld.SHL(dst, dst, brw_imm_d(32 - width));
bld.ASR(dst, dst, brw_imm_d(32 - width));
}
dst = offset(dst, bld, 1);
}
}
/** Emits a dummy fragment shader consisting of magenta for bringup purposes. */
void
fs_visitor::emit_dummy_fs()
{
int reg_width = dispatch_width / 8;
/* Everyone's favorite color. */
const float color[4] = { 1.0, 0.0, 1.0, 0.0 };
for (int i = 0; i < 4; i++) {
bld.MOV(fs_reg(MRF, 2 + i * reg_width, BRW_REGISTER_TYPE_F),
brw_imm_f(color[i]));
}
fs_inst *write;
write = bld.emit(FS_OPCODE_FB_WRITE);
write->eot = true;
write->last_rt = true;
if (devinfo->gen >= 6) {
write->base_mrf = 2;
write->mlen = 4 * reg_width;
} else {
write->header_size = 2;
write->base_mrf = 0;
write->mlen = 2 + 4 * reg_width;
}
/* Tell the SF we don't have any inputs. Gen4-5 require at least one
* varying to avoid GPU hangs, so set that.
*/
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(this->prog_data);
wm_prog_data->num_varying_inputs = devinfo->gen < 6 ? 1 : 0;
memset(wm_prog_data->urb_setup, -1,
sizeof(wm_prog_data->urb_setup[0]) * VARYING_SLOT_MAX);
/* We don't have any uniforms. */
stage_prog_data->nr_params = 0;
stage_prog_data->nr_pull_params = 0;
stage_prog_data->curb_read_length = 0;
stage_prog_data->dispatch_grf_start_reg = 2;
wm_prog_data->dispatch_grf_start_reg_16 = 2;
wm_prog_data->dispatch_grf_start_reg_32 = 2;
grf_used = 1; /* Gen4-5 don't allow zero GRF blocks */
calculate_cfg();
}
/* The register location here is relative to the start of the URB
* data. It will get adjusted to be a real location before
* generate_code() time.
*/
fs_reg
fs_visitor::interp_reg(int location, int channel)
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
int regnr = prog_data->urb_setup[location] * 4 + channel;
assert(prog_data->urb_setup[location] != -1);
return fs_reg(ATTR, regnr, BRW_REGISTER_TYPE_F);
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen4()
{
struct brw_reg g1_uw = retype(brw_vec1_grf(1, 0), BRW_REGISTER_TYPE_UW);
fs_builder abld = bld.annotate("compute pixel centers");
this->pixel_x = vgrf(glsl_type::uint_type);
this->pixel_y = vgrf(glsl_type::uint_type);
this->pixel_x.type = BRW_REGISTER_TYPE_UW;
this->pixel_y.type = BRW_REGISTER_TYPE_UW;
abld.ADD(this->pixel_x,
fs_reg(stride(suboffset(g1_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
abld.ADD(this->pixel_y,
fs_reg(stride(suboffset(g1_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
abld = bld.annotate("compute pixel deltas from v0");
this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL] =
vgrf(glsl_type::vec2_type);
const fs_reg &delta_xy = this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL];
const fs_reg xstart(negate(brw_vec1_grf(1, 0)));
const fs_reg ystart(negate(brw_vec1_grf(1, 1)));
if (devinfo->has_pln && dispatch_width == 16) {
for (unsigned i = 0; i < 2; i++) {
abld.half(i).ADD(half(offset(delta_xy, abld, i), 0),
half(this->pixel_x, i), xstart);
abld.half(i).ADD(half(offset(delta_xy, abld, i), 1),
half(this->pixel_y, i), ystart);
}
} else {
abld.ADD(offset(delta_xy, abld, 0), this->pixel_x, xstart);
abld.ADD(offset(delta_xy, abld, 1), this->pixel_y, ystart);
}
abld = bld.annotate("compute pos.w and 1/pos.w");
/* Compute wpos.w. It's always in our setup, since it's needed to
* interpolate the other attributes.
*/
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(FS_OPCODE_LINTERP, wpos_w, delta_xy,
interp_reg(VARYING_SLOT_POS, 3));
/* Compute the pixel 1/W value from wpos.w. */
this->pixel_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->pixel_w, wpos_w);
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen6()
{
fs_builder abld = bld.annotate("compute pixel centers");
this->pixel_x = vgrf(glsl_type::float_type);
this->pixel_y = vgrf(glsl_type::float_type);
for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
const fs_builder hbld = abld.group(MIN2(16, dispatch_width), i);
struct brw_reg gi_uw = retype(brw_vec1_grf(1 + i, 0), BRW_REGISTER_TYPE_UW);
if (devinfo->gen >= 8 || dispatch_width == 8) {
/* The "Register Region Restrictions" page says for BDW (and newer,
* presumably):
*
* "When destination spans two registers, the source may be one or
* two registers. The destination elements must be evenly split
* between the two registers."
*
* Thus we can do a single add(16) in SIMD8 or an add(32) in SIMD16
* to compute our pixel centers.
*/
const fs_builder dbld =
abld.exec_all().group(hbld.dispatch_width() * 2, 0);
fs_reg int_pixel_xy = dbld.vgrf(BRW_REGISTER_TYPE_UW);
dbld.ADD(int_pixel_xy,
fs_reg(stride(suboffset(gi_uw, 4), 1, 4, 0)),
fs_reg(brw_imm_v(0x11001010)));
hbld.emit(FS_OPCODE_PIXEL_X, offset(pixel_x, hbld, i), int_pixel_xy);
hbld.emit(FS_OPCODE_PIXEL_Y, offset(pixel_y, hbld, i), int_pixel_xy);
} else {
/* The "Register Region Restrictions" page says for SNB, IVB, HSW:
*
* "When destination spans two registers, the source MUST span
* two registers."
*
* Since the GRF source of the ADD will only read a single register,
* we must do two separate ADDs in SIMD16.
*/
const fs_reg int_pixel_x = hbld.vgrf(BRW_REGISTER_TYPE_UW);
const fs_reg int_pixel_y = hbld.vgrf(BRW_REGISTER_TYPE_UW);
hbld.ADD(int_pixel_x,
fs_reg(stride(suboffset(gi_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
hbld.ADD(int_pixel_y,
fs_reg(stride(suboffset(gi_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
/* As of gen6, we can no longer mix float and int sources. We have
* to turn the integer pixel centers into floats for their actual
* use.
*/
hbld.MOV(offset(pixel_x, hbld, i), int_pixel_x);
hbld.MOV(offset(pixel_y, hbld, i), int_pixel_y);
}
}
abld = bld.annotate("compute pos.w");
this->pixel_w = fetch_payload_reg(abld, payload.source_w_reg);
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->wpos_w, this->pixel_w);
struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(prog_data);
for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
this->delta_xy[i] = fetch_payload_reg(
bld, payload.barycentric_coord_reg[i], BRW_REGISTER_TYPE_F, 2);
}
uint32_t centroid_modes = wm_prog_data->barycentric_interp_modes &
(1 << BRW_BARYCENTRIC_PERSPECTIVE_CENTROID |
1 << BRW_BARYCENTRIC_NONPERSPECTIVE_CENTROID);
if (devinfo->needs_unlit_centroid_workaround && centroid_modes) {
/* Get the pixel/sample mask into f0 so that we know which
* pixels are lit. Then, for each channel that is unlit,
* replace the centroid data with non-centroid data.
*/
for (unsigned i = 0; i < DIV_ROUND_UP(dispatch_width, 16); i++) {
bld.exec_all().group(1, 0)
.MOV(retype(brw_flag_reg(0, i), BRW_REGISTER_TYPE_UW),
retype(brw_vec1_grf(1 + i, 7), BRW_REGISTER_TYPE_UW));
}
for (int i = 0; i < BRW_BARYCENTRIC_MODE_COUNT; ++i) {
if (!(centroid_modes & (1 << i)))
continue;
const fs_reg &pixel_delta_xy = delta_xy[i - 1];
for (unsigned q = 0; q < dispatch_width / 8; q++) {
for (unsigned c = 0; c < 2; c++) {
const unsigned idx = c + (q & 2) + (q & 1) * dispatch_width / 8;
set_predicate_inv(
BRW_PREDICATE_NORMAL, true,
bld.half(q).MOV(horiz_offset(delta_xy[i], idx * 8),
horiz_offset(pixel_delta_xy, idx * 8)));
}
}
}
}
}
static enum brw_conditional_mod
cond_for_alpha_func(GLenum func)
{
switch(func) {
case GL_GREATER:
return BRW_CONDITIONAL_G;
case GL_GEQUAL:
return BRW_CONDITIONAL_GE;
case GL_LESS:
return BRW_CONDITIONAL_L;
case GL_LEQUAL:
return BRW_CONDITIONAL_LE;
case GL_EQUAL:
return BRW_CONDITIONAL_EQ;
case GL_NOTEQUAL:
return BRW_CONDITIONAL_NEQ;
default:
unreachable("Not reached");
}
}
/**
* Alpha test support for when we compile it into the shader instead
* of using the normal fixed-function alpha test.
*/
void
fs_visitor::emit_alpha_test()
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
const fs_builder abld = bld.annotate("Alpha test");
fs_inst *cmp;
if (key->alpha_test_func == GL_ALWAYS)
return;
if (key->alpha_test_func == GL_NEVER) {
/* f0.1 = 0 */
fs_reg some_reg = fs_reg(retype(brw_vec8_grf(0, 0),
BRW_REGISTER_TYPE_UW));
cmp = abld.CMP(bld.null_reg_f(), some_reg, some_reg,
BRW_CONDITIONAL_NEQ);
} else {
/* RT0 alpha */
fs_reg color = offset(outputs[0], bld, 3);
/* f0.1 &= func(color, ref) */
cmp = abld.CMP(bld.null_reg_f(), color, brw_imm_f(key->alpha_test_ref),
cond_for_alpha_func(key->alpha_test_func));
}
cmp->predicate = BRW_PREDICATE_NORMAL;
cmp->flag_subreg = 1;
}
fs_inst *
fs_visitor::emit_single_fb_write(const fs_builder &bld,
fs_reg color0, fs_reg color1,
fs_reg src0_alpha, unsigned components)
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
/* Hand over gl_FragDepth or the payload depth. */
const fs_reg dst_depth = fetch_payload_reg(bld, payload.dest_depth_reg);
fs_reg src_depth, src_stencil;
if (source_depth_to_render_target) {
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
src_depth = frag_depth;
else
src_depth = fetch_payload_reg(bld, payload.source_depth_reg);
}
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL))
src_stencil = frag_stencil;
const fs_reg sources[] = {
color0, color1, src0_alpha, src_depth, dst_depth, src_stencil,
(prog_data->uses_omask ? sample_mask : fs_reg()),
brw_imm_ud(components)
};
assert(ARRAY_SIZE(sources) - 1 == FB_WRITE_LOGICAL_SRC_COMPONENTS);
fs_inst *write = bld.emit(FS_OPCODE_FB_WRITE_LOGICAL, fs_reg(),
sources, ARRAY_SIZE(sources));
if (prog_data->uses_kill) {
write->predicate = BRW_PREDICATE_NORMAL;
write->flag_subreg = 1;
}
return write;
}
i965,iris,anv: Make alpha to coverage work with sample mask From "Alpha Coverage" section of SKL PRM Volume 7: "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in hardware, regardless of the state setting for this feature." From OpenGL spec 4.6, "15.2 Shader Execution": "The built-in integer array gl_SampleMask can be used to change the sample coverage for a fragment from within the shader." From OpenGL spec 4.6, "17.3.1 Alpha To Coverage": "If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value is generated where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value to generate a new fragment coverage value." Similar wording could be found in Vulkan spec 1.1.100 "25.6. Multisample Coverage" Thus we need to compute alpha to coverage dithering manually in shader and replace sample mask store with the bitwise-AND of sample mask and alpha to coverage dithering. The following formula is used to compute final sample mask: m = int(16.0 * clamp(src0_alpha, 0.0, 1.0)) dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) | 0x0808 * (m & 2) | 0x0100 * (m & 1) sample_mask = sample_mask & dither_mask Credits to Francisco Jerez <currojerez@riseup.net> for creating it. It gives a number of ones proportional to the alpha for 2, 4, 8 or 16 least significant bits of the result. GEN6 hardware does not have issue with simultaneous usage of sample mask and alpha to coverage however due to the wrong sending order of oMask and src0_alpha it is still affected by it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2019-02-20 19:39:18 +02:00
void
fs_visitor::emit_alpha_to_coverage_workaround(const fs_reg &src0_alpha)
{
/* We need to compute alpha to coverage dithering manually in shader
* and replace sample mask store with the bitwise-AND of sample mask and
* alpha to coverage dithering.
*
* The following formula is used to compute final sample mask:
* m = int(16.0 * clamp(src0_alpha, 0.0, 1.0))
* dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) |
* 0x0808 * (m & 2) | 0x0100 * (m & 1)
* sample_mask = sample_mask & dither_mask
*
* It gives a number of ones proportional to the alpha for 2, 4, 8 or 16
* least significant bits of the result:
* 0.0000 0000000000000000
* 0.0625 0000000100000000
* 0.1250 0001000000010000
* 0.1875 0001000100010000
* 0.2500 1000100010001000
* 0.3125 1000100110001000
* 0.3750 1001100010011000
* 0.4375 1001100110011000
* 0.5000 1010101010101010
* 0.5625 1010101110101010
* 0.6250 1011101010111010
* 0.6875 1011101110111010
* 0.7500 1110111011101110
* 0.8125 1110111111101110
* 0.8750 1111111011111110
* 0.9375 1111111111111110
* 1.0000 1111111111111111
*/
const fs_builder abld = bld.annotate("compute alpha_to_coverage & "
"sample_mask");
/* clamp(src0_alpha, 0.f, 1.f) */
const fs_reg float_tmp = abld.vgrf(BRW_REGISTER_TYPE_F);
set_saturate(true, abld.MOV(float_tmp, src0_alpha));
/* 16.0 * clamp(src0_alpha, 0.0, 1.0) */
abld.MUL(float_tmp, float_tmp, brw_imm_f(16.0));
/* m = int(16.0 * clamp(src0_alpha, 0.0, 1.0)) */
const fs_reg m = abld.vgrf(BRW_REGISTER_TYPE_UW);
abld.MOV(m, float_tmp);
/* 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) */
const fs_reg int_tmp_1 = abld.vgrf(BRW_REGISTER_TYPE_UW);
const fs_reg shift_const = abld.vgrf(BRW_REGISTER_TYPE_UD);
abld.MOV(shift_const, brw_imm_d(0xfea80));
abld.AND(int_tmp_1, m, brw_imm_uw(~3));
abld.SHR(int_tmp_1, shift_const, int_tmp_1);
abld.AND(int_tmp_1, int_tmp_1, brw_imm_uw(0xf));
abld.MUL(int_tmp_1, int_tmp_1, brw_imm_uw(0x1111));
/* 0x0808 * (m & 2) */
const fs_reg int_tmp_2 = abld.vgrf(BRW_REGISTER_TYPE_UW);
abld.AND(int_tmp_2, m, brw_imm_uw(2));
abld.MUL(int_tmp_2, int_tmp_2, brw_imm_uw(0x0808));
abld.OR(int_tmp_1, int_tmp_1, int_tmp_2);
/* 0x0100 * (m & 1) */
const fs_reg int_tmp_3 = abld.vgrf(BRW_REGISTER_TYPE_UW);
abld.AND(int_tmp_3, m, brw_imm_uw(1));
abld.MUL(int_tmp_3, int_tmp_3, brw_imm_uw(0x0100));
abld.OR(int_tmp_1, int_tmp_1, int_tmp_3);
/* sample_mask = sample_mask & dither_mask */
const fs_reg mask = abld.vgrf(BRW_REGISTER_TYPE_UD);
abld.AND(mask, sample_mask, int_tmp_1);
sample_mask = mask;
}
void
fs_visitor::emit_fb_writes()
{
assert(stage == MESA_SHADER_FRAGMENT);
struct brw_wm_prog_data *prog_data = brw_wm_prog_data(this->prog_data);
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
fs_inst *inst = NULL;
if (source_depth_to_render_target && devinfo->gen == 6) {
/* For outputting oDepth on gen6, SIMD8 writes have to be used. This
* would require SIMD8 moves of each half to message regs, e.g. by using
* the SIMD lowering pass. Unfortunately this is more difficult than it
* sounds because the SIMD8 single-source message lacks channel selects
* for the second and third subspans.
*/
limit_dispatch_width(8, "Depth writes unsupported in SIMD16+ mode.\n");
}
if (nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) {
/* From the 'Render Target Write message' section of the docs:
* "Output Stencil is not supported with SIMD16 Render Target Write
* Messages."
*/
limit_dispatch_width(8, "gl_FragStencilRefARB unsupported "
"in SIMD16+ mode.\n");
}
i965,iris,anv: Make alpha to coverage work with sample mask From "Alpha Coverage" section of SKL PRM Volume 7: "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in hardware, regardless of the state setting for this feature." From OpenGL spec 4.6, "15.2 Shader Execution": "The built-in integer array gl_SampleMask can be used to change the sample coverage for a fragment from within the shader." From OpenGL spec 4.6, "17.3.1 Alpha To Coverage": "If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value is generated where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value to generate a new fragment coverage value." Similar wording could be found in Vulkan spec 1.1.100 "25.6. Multisample Coverage" Thus we need to compute alpha to coverage dithering manually in shader and replace sample mask store with the bitwise-AND of sample mask and alpha to coverage dithering. The following formula is used to compute final sample mask: m = int(16.0 * clamp(src0_alpha, 0.0, 1.0)) dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) | 0x0808 * (m & 2) | 0x0100 * (m & 1) sample_mask = sample_mask & dither_mask Credits to Francisco Jerez <currojerez@riseup.net> for creating it. It gives a number of ones proportional to the alpha for 2, 4, 8 or 16 least significant bits of the result. GEN6 hardware does not have issue with simultaneous usage of sample mask and alpha to coverage however due to the wrong sending order of oMask and src0_alpha it is still affected by it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2019-02-20 19:39:18 +02:00
/* ANV doesn't know about sample mask output during the wm key creation
* so we compute if we need replicate alpha and emit alpha to coverage
* workaround here.
*/
prog_data->replicate_alpha = key->alpha_test_replicate_alpha ||
(key->nr_color_regions > 1 && key->alpha_to_coverage &&
(sample_mask.file == BAD_FILE || devinfo->gen == 6));
/* From the SKL PRM, Volume 7, "Alpha Coverage":
* "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in
* hardware, regardless of the state setting for this feature."
*/
if (devinfo->gen > 6 && key->alpha_to_coverage &&
sample_mask.file != BAD_FILE && this->outputs[0].file != BAD_FILE)
emit_alpha_to_coverage_workaround(offset(this->outputs[0], bld, 3));
for (int target = 0; target < key->nr_color_regions; target++) {
/* Skip over outputs that weren't written. */
if (this->outputs[target].file == BAD_FILE)
continue;
const fs_builder abld = bld.annotate(
ralloc_asprintf(this->mem_ctx, "FB write target %d", target));
fs_reg src0_alpha;
i965,iris,anv: Make alpha to coverage work with sample mask From "Alpha Coverage" section of SKL PRM Volume 7: "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in hardware, regardless of the state setting for this feature." From OpenGL spec 4.6, "15.2 Shader Execution": "The built-in integer array gl_SampleMask can be used to change the sample coverage for a fragment from within the shader." From OpenGL spec 4.6, "17.3.1 Alpha To Coverage": "If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value is generated where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value to generate a new fragment coverage value." Similar wording could be found in Vulkan spec 1.1.100 "25.6. Multisample Coverage" Thus we need to compute alpha to coverage dithering manually in shader and replace sample mask store with the bitwise-AND of sample mask and alpha to coverage dithering. The following formula is used to compute final sample mask: m = int(16.0 * clamp(src0_alpha, 0.0, 1.0)) dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) | 0x0808 * (m & 2) | 0x0100 * (m & 1) sample_mask = sample_mask & dither_mask Credits to Francisco Jerez <currojerez@riseup.net> for creating it. It gives a number of ones proportional to the alpha for 2, 4, 8 or 16 least significant bits of the result. GEN6 hardware does not have issue with simultaneous usage of sample mask and alpha to coverage however due to the wrong sending order of oMask and src0_alpha it is still affected by it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2019-02-20 19:39:18 +02:00
if (devinfo->gen >= 6 && prog_data->replicate_alpha && target != 0)
src0_alpha = offset(outputs[0], bld, 3);
inst = emit_single_fb_write(abld, this->outputs[target],
this->dual_src_output, src0_alpha, 4);
inst->target = target;
}
prog_data->dual_src_blend = (this->dual_src_output.file != BAD_FILE &&
this->outputs[0].file != BAD_FILE);
assert(!prog_data->dual_src_blend || key->nr_color_regions == 1);
if (inst == NULL) {
/* Even if there's no color buffers enabled, we still need to send
* alpha out the pipeline to our null renderbuffer to support
* alpha-testing, alpha-to-coverage, and so on.
*/
/* FINISHME: Factor out this frequently recurring pattern into a
* helper function.
*/
const fs_reg srcs[] = { reg_undef, reg_undef,
reg_undef, offset(this->outputs[0], bld, 3) };
const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 4);
bld.LOAD_PAYLOAD(tmp, srcs, 4, 0);
inst = emit_single_fb_write(bld, tmp, reg_undef, reg_undef, 4);
inst->target = 0;
}
inst->last_rt = true;
inst->eot = true;
}
void
fs_visitor::setup_uniform_clipplane_values()
{
const struct brw_vs_prog_key *key =
(const struct brw_vs_prog_key *) this->key;
if (key->nr_userclip_plane_consts == 0)
return;
assert(stage_prog_data->nr_params == uniforms);
brw_stage_prog_data_add_params(stage_prog_data,
key->nr_userclip_plane_consts * 4);
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
this->userplane[i] = fs_reg(UNIFORM, uniforms);
for (int j = 0; j < 4; ++j) {
stage_prog_data->param[uniforms + j] =
BRW_PARAM_BUILTIN_CLIP_PLANE(i, j);
}
uniforms += 4;
}
}
/**
* Lower legacy fixed-function and gl_ClipVertex clipping to clip distances.
*
* This does nothing if the shader uses gl_ClipDistance or user clipping is
* disabled altogether.
*/
void fs_visitor::compute_clip_distance()
{
struct brw_vue_prog_data *vue_prog_data = brw_vue_prog_data(prog_data);
const struct brw_vs_prog_key *key =
(const struct brw_vs_prog_key *) this->key;
/* Bail unless some sort of legacy clipping is enabled */
if (key->nr_userclip_plane_consts == 0)
return;
/* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
*
* "If a linked set of shaders forming the vertex stage contains no
* static write to gl_ClipVertex or gl_ClipDistance, but the
* application has requested clipping against user clip planes through
* the API, then the coordinate written to gl_Position is used for
* comparison against the user clip planes."
*
* This function is only called if the shader didn't write to
* gl_ClipDistance. Accordingly, we use gl_ClipVertex to perform clipping
* if the user wrote to it; otherwise we use gl_Position.
*/
gl_varying_slot clip_vertex = VARYING_SLOT_CLIP_VERTEX;
if (!(vue_prog_data->vue_map.slots_valid & VARYING_BIT_CLIP_VERTEX))
clip_vertex = VARYING_SLOT_POS;
/* If the clip vertex isn't written, skip this. Typically this means
* the GS will set up clipping. */
if (outputs[clip_vertex].file == BAD_FILE)
return;
setup_uniform_clipplane_values();
const fs_builder abld = bld.annotate("user clip distances");
this->outputs[VARYING_SLOT_CLIP_DIST0] = vgrf(glsl_type::vec4_type);
this->outputs[VARYING_SLOT_CLIP_DIST1] = vgrf(glsl_type::vec4_type);
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
fs_reg u = userplane[i];
const fs_reg output = offset(outputs[VARYING_SLOT_CLIP_DIST0 + i / 4],
bld, i & 3);
abld.MUL(output, outputs[clip_vertex], u);
for (int j = 1; j < 4; j++) {
u.nr = userplane[i].nr + j;
abld.MAD(output, output, offset(outputs[clip_vertex], bld, j), u);
}
}
}
void
fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
{
int slot, urb_offset, length;
int starting_urb_offset = 0;
const struct brw_vue_prog_data *vue_prog_data =
brw_vue_prog_data(this->prog_data);
const struct brw_vs_prog_key *vs_key =
(const struct brw_vs_prog_key *) this->key;
const GLbitfield64 psiz_mask =
VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
fs_reg urb_handle;
if (stage == MESA_SHADER_TESS_EVAL)
urb_handle = fs_reg(retype(brw_vec8_grf(4, 0), BRW_REGISTER_TYPE_UD));
else
urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
opcode opcode = SHADER_OPCODE_URB_WRITE_SIMD8;
int header_size = 1;
fs_reg per_slot_offsets;
if (stage == MESA_SHADER_GEOMETRY) {
const struct brw_gs_prog_data *gs_prog_data =
brw_gs_prog_data(this->prog_data);
/* We need to increment the Global Offset to skip over the control data
* header and the extra "Vertex Count" field (1 HWord) at the beginning
* of the VUE. We're counting in OWords, so the units are doubled.
*/
starting_urb_offset = 2 * gs_prog_data->control_data_header_size_hwords;
if (gs_prog_data->static_vertex_count == -1)
starting_urb_offset += 2;
/* We also need to use per-slot offsets. The per-slot offset is the
* Vertex Count. SIMD8 mode processes 8 different primitives at a
* time; each may output a different number of vertices.
*/
opcode = SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT;
header_size++;
/* The URB offset is in 128-bit units, so we need to multiply by 2 */
const int output_vertex_size_owords =
gs_prog_data->output_vertex_size_hwords * 2;
if (gs_vertex_count.file == IMM) {
per_slot_offsets = brw_imm_ud(output_vertex_size_owords *
gs_vertex_count.ud);
} else {
per_slot_offsets = vgrf(glsl_type::uint_type);
bld.MUL(per_slot_offsets, gs_vertex_count,
brw_imm_ud(output_vertex_size_owords));
}
}
length = 0;
urb_offset = starting_urb_offset;
flush = false;
/* SSO shaders can have VUE slots allocated which are never actually
* written to, so ignore them when looking for the last (written) slot.
*/
int last_slot = vue_map->num_slots - 1;
while (last_slot > 0 &&
(vue_map->slot_to_varying[last_slot] == BRW_VARYING_SLOT_PAD ||
outputs[vue_map->slot_to_varying[last_slot]].file == BAD_FILE)) {
last_slot--;
}
bool urb_written = false;
for (slot = 0; slot < vue_map->num_slots; slot++) {
int varying = vue_map->slot_to_varying[slot];
switch (varying) {
2015-10-15 16:01:11 -07:00
case VARYING_SLOT_PSIZ: {
/* The point size varying slot is the vue header and is always in the
* vue map. But often none of the special varyings that live there
* are written and in that case we can skip writing to the vue
* header, provided the corresponding state properly clamps the
* values further down the pipeline. */
if ((vue_map->slots_valid & psiz_mask) == 0) {
assert(length == 0);
urb_offset++;
break;
}
fs_reg zero(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.MOV(zero, brw_imm_ud(0u));
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_LAYER)
sources[length++] = this->outputs[VARYING_SLOT_LAYER];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_VIEWPORT)
sources[length++] = this->outputs[VARYING_SLOT_VIEWPORT];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_PSIZ)
sources[length++] = this->outputs[VARYING_SLOT_PSIZ];
else
sources[length++] = zero;
break;
2015-10-15 16:01:11 -07:00
}
case BRW_VARYING_SLOT_NDC:
case VARYING_SLOT_EDGE:
unreachable("unexpected scalar vs output");
break;
default:
/* gl_Position is always in the vue map, but isn't always written by
* the shader. Other varyings (clip distances) get added to the vue
* map but don't always get written. In those cases, the
* corresponding this->output[] slot will be invalid we and can skip
* the urb write for the varying. If we've already queued up a vue
* slot for writing we flush a mlen 5 urb write, otherwise we just
* advance the urb_offset.
*/
if (varying == BRW_VARYING_SLOT_PAD ||
this->outputs[varying].file == BAD_FILE) {
if (length > 0)
flush = true;
else
urb_offset++;
break;
}
if (stage == MESA_SHADER_VERTEX && vs_key->clamp_vertex_color &&
(varying == VARYING_SLOT_COL0 ||
varying == VARYING_SLOT_COL1 ||
varying == VARYING_SLOT_BFC0 ||
varying == VARYING_SLOT_BFC1)) {
/* We need to clamp these guys, so do a saturating MOV into a
* temp register and use that for the payload.
*/
for (int i = 0; i < 4; i++) {
fs_reg reg = fs_reg(VGRF, alloc.allocate(1), outputs[varying].type);
2015-10-15 16:01:11 -07:00
fs_reg src = offset(this->outputs[varying], bld, i);
set_saturate(true, bld.MOV(reg, src));
sources[length++] = reg;
}
} else {
for (unsigned i = 0; i < 4; i++)
sources[length++] = offset(this->outputs[varying], bld, i);
}
break;
}
const fs_builder abld = bld.annotate("URB write");
/* If we've queued up 8 registers of payload (2 VUE slots), if this is
* the last slot or if we need to flush (see BAD_FILE varying case
* above), emit a URB write send now to flush out the data.
*/
if (length == 8 || (length > 0 && slot == last_slot))
flush = true;
if (flush) {
fs_reg *payload_sources =
ralloc_array(mem_ctx, fs_reg, length + header_size);
fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
BRW_REGISTER_TYPE_F);
payload_sources[0] = urb_handle;
if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
payload_sources[1] = per_slot_offsets;
memcpy(&payload_sources[header_size], sources,
length * sizeof sources[0]);
abld.LOAD_PAYLOAD(payload, payload_sources, length + header_size,
header_size);
fs_inst *inst = abld.emit(opcode, reg_undef, payload);
/* For ICL WA 1805992985 one needs additional write in the end. */
if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL)
inst->eot = false;
else
inst->eot = slot == last_slot && stage != MESA_SHADER_GEOMETRY;
inst->mlen = length + header_size;
inst->offset = urb_offset;
urb_offset = starting_urb_offset + slot + 1;
length = 0;
flush = false;
urb_written = true;
}
}
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
* because it's invalid to write 0 data:
*
* From the Broadwell PRM, Volume 7: 3D Media GPGPU, Shared Functions -
* Unified Return Buffer (URB) > URB_SIMD8_Write and URB_SIMD8_Read >
* Write Data Payload:
*
* "The write data payload can be between 1 and 8 message phases long."
*/
if (!urb_written) {
/* For GS, just turn EmitVertex() into a no-op. We don't want it to
* end the thread, and emit_gs_thread_end() already emits a SEND with
* EOT at the end of the program for us.
*/
if (stage == MESA_SHADER_GEOMETRY)
return;
fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
bld.exec_all().MOV(payload, urb_handle);
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
inst->mlen = 2;
inst->offset = 1;
return;
}
/* ICL WA 1805992985:
*
* ICLLP GPU hangs on one of tessellation vkcts tests with DS not done. The
* send cycle, which is a urb write with an eot must be 4 phases long and
* all 8 lanes must valid.
*/
if (devinfo->gen == 11 && stage == MESA_SHADER_TESS_EVAL) {
fs_reg payload = fs_reg(VGRF, alloc.allocate(6), BRW_REGISTER_TYPE_UD);
/* Workaround requires all 8 channels (lanes) to be valid. This is
* understood to mean they all need to be alive. First trick is to find
* a live channel and copy its urb handle for all the other channels to
* make sure all handles are valid.
*/
bld.exec_all().MOV(payload, bld.emit_uniformize(urb_handle));
/* Second trick is to use masked URB write where one can tell the HW to
* actually write data only for selected channels even though all are
* active.
* Third trick is to take advantage of the must-be-zero (MBZ) area in
* the very beginning of the URB.
*
* One masks data to be written only for the first channel and uses
* offset zero explicitly to land data to the MBZ area avoiding trashing
* any other part of the URB.
*
* Since the WA says that the write needs to be 4 phases long one uses
* 4 slots data. All are explicitly zeros in order to to keep the MBZ
* area written as zeros.
*/
bld.exec_all().MOV(offset(payload, bld, 1), brw_imm_ud(0x10000u));
bld.exec_all().MOV(offset(payload, bld, 2), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 3), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 4), brw_imm_ud(0u));
bld.exec_all().MOV(offset(payload, bld, 5), brw_imm_ud(0u));
fs_inst *inst = bld.exec_all().emit(SHADER_OPCODE_URB_WRITE_SIMD8_MASKED,
reg_undef, payload);
inst->eot = true;
inst->mlen = 6;
inst->offset = 0;
}
}
void
fs_visitor::emit_cs_terminate()
{
assert(devinfo->gen >= 7);
/* We are getting the thread ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
/* We can't directly send from g0, since sends with EOT have to use
* g112-127. So, copy it to a virtual register, The register allocator will
* make sure it uses the appropriate register range.
*/
struct brw_reg g0 = retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD);
fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.group(8, 0).exec_all().MOV(payload, g0);
/* Send a message to the thread spawner to terminate the thread. */
fs_inst *inst = bld.exec_all()
.emit(CS_OPCODE_CS_TERMINATE, reg_undef, payload);
inst->eot = true;
}
void
fs_visitor::emit_barrier()
{
uint32_t barrier_id_mask;
switch (devinfo->gen) {
case 7:
case 8:
barrier_id_mask = 0x0f000000u; break;
case 9:
case 10:
barrier_id_mask = 0x8f000000u; break;
case 11:
barrier_id_mask = 0x7f000000u; break;
default:
unreachable("barrier is only available on gen >= 7");
}
/* We are getting the barrier ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
fs_reg payload = fs_reg(VGRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
/* Clear the message payload */
bld.exec_all().group(8, 0).MOV(payload, brw_imm_ud(0u));
/* Copy the barrier id from r0.2 to the message payload reg.2 */
fs_reg r0_2 = fs_reg(retype(brw_vec1_grf(0, 2), BRW_REGISTER_TYPE_UD));
bld.exec_all().group(1, 0).AND(component(payload, 2), r0_2,
brw_imm_ud(barrier_id_mask));
/* Emit a gateway "barrier" message using the payload we set up, followed
* by a wait instruction.
*/
bld.exec_all().emit(SHADER_OPCODE_BARRIER, reg_undef, payload);
}
fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
const void *key,
struct brw_stage_prog_data *prog_data,
struct gl_program *prog,
const nir_shader *shader,
unsigned dispatch_width,
int shader_time_index,
const struct brw_vue_map *input_vue_map)
: backend_shader(compiler, log_data, mem_ctx, shader, prog_data),
key(key), gs_compile(NULL), prog_data(prog_data), prog(prog),
input_vue_map(input_vue_map),
dispatch_width(dispatch_width),
shader_time_index(shader_time_index),
bld(fs_builder(this, dispatch_width).at_end())
{
init();
}
fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
struct brw_gs_compile *c,
struct brw_gs_prog_data *prog_data,
const nir_shader *shader,
int shader_time_index)
: backend_shader(compiler, log_data, mem_ctx, shader,
&prog_data->base.base),
key(&c->key), gs_compile(c),
prog_data(&prog_data->base.base), prog(NULL),
dispatch_width(8),
shader_time_index(shader_time_index),
bld(fs_builder(this, dispatch_width).at_end())
{
init();
}
void
fs_visitor::init()
{
switch (stage) {
case MESA_SHADER_FRAGMENT:
key_tex = &((const brw_wm_prog_key *) key)->tex;
break;
case MESA_SHADER_VERTEX:
key_tex = &((const brw_vs_prog_key *) key)->tex;
break;
case MESA_SHADER_TESS_CTRL:
key_tex = &((const brw_tcs_prog_key *) key)->tex;
break;
case MESA_SHADER_TESS_EVAL:
key_tex = &((const brw_tes_prog_key *) key)->tex;
break;
case MESA_SHADER_GEOMETRY:
key_tex = &((const brw_gs_prog_key *) key)->tex;
break;
case MESA_SHADER_COMPUTE:
key_tex = &((const brw_cs_prog_key*) key)->tex;
break;
default:
unreachable("unhandled shader stage");
}
this->max_dispatch_width = 32;
this->prog_data = this->stage_prog_data;
this->failed = false;
this->nir_locals = NULL;
this->nir_ssa_values = NULL;
memset(&this->payload, 0, sizeof(this->payload));
this->source_depth_to_render_target = false;
this->runtime_check_aads_emit = false;
this->first_non_payload_grf = 0;
this->max_grf = devinfo->gen >= 7 ? GEN7_MRF_HACK_START : BRW_MAX_GRF;
this->virtual_grf_start = NULL;
this->virtual_grf_end = NULL;
this->live_intervals = NULL;
this->regs_live_at_ip = NULL;
this->uniforms = 0;
this->last_scratch = 0;
this->pull_constant_loc = NULL;
this->push_constant_loc = NULL;
this->promoted_constants = 0,
this->grf_used = 0;
this->spilled_any_registers = false;
}
fs_visitor::~fs_visitor()
{
}