nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes

So far, input_reads was a bitmap tracking which vertex input locations
were being used.

In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.

But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.

To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.

As example, if in our GLSL/IR shader we have three attributes:

layout(location = 0) vec3  attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;

then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.

Checking carefully, basically we are using slots rather than locations
in NIR.

When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.

v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.

v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Juan A. Suarez Romero
2016-12-16 10:24:43 +01:00
parent 3551a2d3ad
commit c2acf97fcc
9 changed files with 107 additions and 60 deletions

View File

@@ -42,9 +42,35 @@ vertex_element_comp_control(enum isl_format format, unsigned comp)
default: unreachable("Invalid component");
}
/*
* Take in account hardware restrictions when dealing with 64-bit floats.
*
* From Broadwell spec, command reference structures, page 586:
* "When SourceElementFormat is set to one of the *64*_PASSTHRU formats,
* 64-bit components are stored * in the URB without any conversion. In
* this case, vertex elements must be written as 128 or 256 bits, with
* VFCOMP_STORE_0 being used to pad the output as required. E.g., if
* R64_PASSTHRU is used to copy a 64-bit Red component into the URB,
* Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3
* set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or
* Components 1-3 must be specified as VFCOMP_STORE_0 in order to output
* a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires
* Component 3 to be specified as VFCOMP_STORE_0 in order to output a
* 256-bit vertex element."
*/
if (bits) {
return VFCOMP_STORE_SRC;
} else if (comp < 3) {
} else if (comp >= 2 &&
!isl_format_layouts[format].channels.b.bits &&
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* When emitting 64-bit attributes, we need to write either 128 or 256
* bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and
* VFCOMP_STORE_0 to pad the written chunk */
return VFCOMP_NOSTORE;
} else if (comp < 3 ||
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* Note we need to pad with value 0, not 1, due hardware restrictions
* (see comment above) */
return VFCOMP_STORE_0;
} else if (isl_format_layouts[format].channels.r.type == ISL_UINT ||
isl_format_layouts[format].channels.r.type == ISL_SINT) {
@@ -64,8 +90,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,
/* Pull inputs_read out of the VS prog data */
const uint64_t inputs_read = vs_prog_data->inputs_read;
const uint64_t double_inputs_read = vs_prog_data->double_inputs_read;
assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;
const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;
#if GEN_GEN >= 8
/* On BDW+, we only need to allocate space for base ids. Setting up
@@ -83,13 +111,16 @@ emit_vertex_input(struct anv_pipeline *pipeline,
vs_prog_data->uses_baseinstance;
#endif
uint32_t elem_count = __builtin_popcount(elements) + needs_svgs_elem;
if (elem_count == 0)
uint32_t elem_count = __builtin_popcount(elements) -
__builtin_popcount(elements_double) / 2;
uint32_t total_elems = elem_count + needs_svgs_elem;
if (total_elems == 0)
return;
uint32_t *p;
const uint32_t num_dwords = 1 + elem_count * 2;
const uint32_t num_dwords = 1 + total_elems * 2;
p = anv_batch_emitn(&pipeline->batch, num_dwords,
GENX(3DSTATE_VERTEX_ELEMENTS));
memset(p + 1, 0, (num_dwords - 1) * 4);
@@ -107,7 +138,10 @@ emit_vertex_input(struct anv_pipeline *pipeline,
if ((elements & (1 << desc->location)) == 0)
continue; /* Binding unused */
uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1));
uint32_t slot =
__builtin_popcount(elements & ((1 << desc->location) - 1)) -
DIV_ROUND_UP(__builtin_popcount(elements_double &
((1 << desc->location) -1)), 2);
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = desc->binding,
@@ -137,7 +171,7 @@ emit_vertex_input(struct anv_pipeline *pipeline,
#endif
}
const uint32_t id_slot = __builtin_popcount(elements);
const uint32_t id_slot = elem_count;
if (needs_svgs_elem) {
/* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
* "Within a VERTEX_ELEMENT_STATE structure, if a Component