ac/nir/ngg: Clarify mesh shader scratch ring.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21409>
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@@ -154,7 +154,7 @@ enum {
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/* Potential location for Mesh Shader outputs. */
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typedef enum {
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ms_out_mode_lds,
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ms_out_mode_vram,
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ms_out_mode_scratch_ring,
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ms_out_mode_var,
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} ms_out_mode;
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@@ -175,11 +175,15 @@ typedef struct
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uint32_t cull_flags_addr;
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uint32_t total_size;
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} lds;
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/* VRAM "mesh shader scratch ring" layout for outputs that don't fit into the LDS. */
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/* VRAM "mesh shader scratch ring" layout for outputs that don't fit into the LDS.
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* Not to be confused with scratch memory.
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*/
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struct {
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ms_out_part vtx_attr;
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ms_out_part prm_attr;
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} vram;
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} scratch_ring;
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/* Outputs without cross-invocation access can be stored in variables. */
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struct {
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ms_out_part vtx_attr;
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@@ -3685,9 +3689,9 @@ ms_get_out_layout_part(unsigned location,
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if (mask & s->layout.lds.prm_attr.mask) {
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*out_mode = ms_out_mode_lds;
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return &s->layout.lds.prm_attr;
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} else if (mask & s->layout.vram.prm_attr.mask) {
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*out_mode = ms_out_mode_vram;
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return &s->layout.vram.prm_attr;
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} else if (mask & s->layout.scratch_ring.prm_attr.mask) {
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*out_mode = ms_out_mode_scratch_ring;
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return &s->layout.scratch_ring.prm_attr;
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} else if (mask & s->layout.var.prm_attr.mask) {
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*out_mode = ms_out_mode_var;
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return &s->layout.var.prm_attr;
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@@ -3696,9 +3700,9 @@ ms_get_out_layout_part(unsigned location,
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if (mask & s->layout.lds.vtx_attr.mask) {
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*out_mode = ms_out_mode_lds;
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return &s->layout.lds.vtx_attr;
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} else if (mask & s->layout.vram.vtx_attr.mask) {
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*out_mode = ms_out_mode_vram;
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return &s->layout.vram.vtx_attr;
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} else if (mask & s->layout.scratch_ring.vtx_attr.mask) {
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*out_mode = ms_out_mode_scratch_ring;
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return &s->layout.scratch_ring.vtx_attr;
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} else if (mask & s->layout.var.vtx_attr.mask) {
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*out_mode = ms_out_mode_var;
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return &s->layout.var.vtx_attr;
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@@ -3773,7 +3777,7 @@ ms_store_arrayed_output_intrin(nir_builder *b,
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nir_store_shared(b, store_val, addr, .base = const_off,
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.write_mask = write_mask, .align_mul = 16,
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.align_offset = const_off % 16);
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} else if (out_mode == ms_out_mode_vram) {
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} else if (out_mode == ms_out_mode_scratch_ring) {
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nir_ssa_def *ring = nir_load_ring_mesh_scratch_amd(b);
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nir_ssa_def *off = nir_load_ring_mesh_scratch_offset_amd(b);
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nir_ssa_def *zero = nir_imm_int(b, 0);
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@@ -3828,7 +3832,7 @@ ms_load_arrayed_output(nir_builder *b,
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return nir_load_shared(b, num_components, load_bit_size, addr, .align_mul = 16,
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.align_offset = component_addr_off % 16,
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.base = const_off);
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} else if (out_mode == ms_out_mode_vram) {
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} else if (out_mode == ms_out_mode_scratch_ring) {
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nir_ssa_def *ring = nir_load_ring_mesh_scratch_amd(b);
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nir_ssa_def *off = nir_load_ring_mesh_scratch_offset_amd(b);
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nir_ssa_def *zero = nir_imm_int(b, 0);
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@@ -4509,8 +4513,10 @@ ms_calculate_arrayed_output_layout(ms_out_mem_layout *l,
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l->lds.prm_attr.addr = ALIGN(l->lds.vtx_attr.addr + lds_vtx_attr_size, 16);
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l->lds.total_size = l->lds.prm_attr.addr + lds_prm_attr_size;
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uint32_t vram_vtx_attr_size = util_bitcount64(l->vram.vtx_attr.mask) * max_vertices * 16;
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l->vram.prm_attr.addr = ALIGN(l->vram.vtx_attr.addr + vram_vtx_attr_size, 16);
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uint32_t scratch_ring_vtx_attr_size =
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util_bitcount64(l->scratch_ring.vtx_attr.mask) * max_vertices * 16;
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l->scratch_ring.prm_attr.addr =
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ALIGN(l->scratch_ring.vtx_attr.addr + scratch_ring_vtx_attr_size, 16);
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}
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static ms_out_mem_layout
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@@ -4564,9 +4570,9 @@ ms_calculate_output_layout(unsigned api_shared_size,
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(cross_invocation_cull_primitive || cross_invocation_indices) ? 30 : 31;
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while (l.lds.total_size >= usable_lds_kbytes * 1024) {
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if (l.lds.prm_attr.mask)
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ms_move_output(&l.lds.prm_attr, &l.vram.prm_attr);
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ms_move_output(&l.lds.prm_attr, &l.scratch_ring.prm_attr);
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else if (l.lds.vtx_attr.mask)
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ms_move_output(&l.lds.vtx_attr, &l.vram.vtx_attr);
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ms_move_output(&l.lds.vtx_attr, &l.scratch_ring.vtx_attr);
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else
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unreachable("API shader uses too much shared memory.");
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@@ -4627,7 +4633,7 @@ ac_nir_lower_ngg_ms(nir_shader *shader,
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cross_invocation_access, max_vertices, max_primitives, vertices_per_prim);
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shader->info.shared_size = layout.lds.total_size;
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*out_needs_scratch_ring = layout.vram.vtx_attr.mask || layout.vram.prm_attr.mask;
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*out_needs_scratch_ring = layout.scratch_ring.vtx_attr.mask || layout.scratch_ring.prm_attr.mask;
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/* The workgroup size that is specified by the API shader may be different
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* from the size of the workgroup that actually runs on the HW, due to the
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