anv/gen12: Lower VK_KHR_multiview using Primitive Replication

Identify if view_index is used only for position calculation, and use
Primitive Replication to implement Multiview in Gen12.  This feature
allows storing per-view position information in a single execution of
the shader, treating position as an array.

The shader is transformed by adding a for-loop around it, that have an
iteration per active view (in the view_mask).  Stores to the position
now store into the position array for the current index in the loop,
and load_view_index() will return the view index corresponding to the
current index in the loop.

The feature is controlled by setting the environment variable
ANV_PRIMITIVE_REPLICATION_MAX_VIEWS, which defaults to 2 if unset.
For pipelines with view counts larger than that, the regular
instancing will be used instead of Primitive Replication.  To disable
it completely set the variable to 0.

v2: Don't assume position is set in vertex shader; remove only stores
    for position; don't apply optimizations since other passes will
    do; clone shader body without extract/reinsert; don't use
    last_block (potentially stale). (Jason)

    Fix view_index immediate to contain the view index, not its order.
    Check for maximum number of views supported.
    Add guard for gen12.

v3: Clone the entire shader function and change it before reinsert;
    disable optimization when shader has memory writes. (Jason)

    Use a single environment variable with _DEBUG on the name.

v4: Change to use new nir_deref_instr.
    When removing stores, look for mode nir_var_shader_out instead
    of the walking the list of outputs.
    Ensure unused derefs are removed in the non-position part of the
    shader.
    Remove dead control flow when identifying if can use or not
    primitive replication.

v5: Consider all the active shaders (including fragment) when deciding
    that Primitive Replication can be used.
    Change environment variable to ANV_PRIMITIVE_REPLICATION.
    Squash the emission of 3DSTATE_PRIMITIVE_REPLICATION into this patch.
    Disable Prim Rep in blorp_exec_3d.

v6: Use a loop around the shader, instead of manually unrolling, since
    the regular unroll pass will kick in.
    Document that we don't expect to see copy_deref or load_deref
    involving the position variable.
    Recover use_primitive_replication value when loading pipeline from
    the cache.
    Set VARYING_SLOT_LAYER to 0 in the shader.  Earlier versions were
    relying on ForceZeroRTAIndexEnable but that might not be
    sufficient.
    Disable Prim Rep in cmd_buffer_so_memcpy.

v7: Don't use Primitive Replication if position is not set, fallback
    to instancing; change environment variable to be
    ANV_PRIMITVE_REPLICATION_MAX_VIEWS and default it to 2 based on
    experiments.

Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
This commit is contained in:
Caio Marcelo de Oliveira Filho
2018-03-27 10:10:34 -07:00
committed by Marge Bot
parent 395de69b1f
commit cf54785239
8 changed files with 471 additions and 16 deletions

View File

@@ -1350,6 +1350,11 @@ blorp_emit_pipeline(struct blorp_batch *batch,
blorp_emit_ps_config(batch, params);
blorp_emit_cc_viewport(batch);
#if GEN_GEN >= 12
/* Disable Primitive Replication. */
blorp_emit(batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
#endif
}
/******** This is the end of the pipeline setup code ********/

View File

@@ -31,7 +31,11 @@
extern "C" {
#endif
bool anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask);
bool anv_check_for_primitive_replication(nir_shader **shaders,
struct anv_graphics_pipeline *pipeline);
bool anv_nir_lower_multiview(nir_shader *shader,
struct anv_graphics_pipeline *pipeline);
bool anv_nir_lower_ycbcr_textures(nir_shader *shader,
const struct anv_pipeline_layout *layout);

View File

@@ -23,13 +23,18 @@
#include "anv_nir.h"
#include "nir/nir_builder.h"
#include "util/debug.h"
/**
* This file implements the lowering required for VK_KHR_multiview. We
* implement multiview using instanced rendering. The number of instances in
* each draw call is multiplied by the number of views in the subpass. Then,
* in the shader, we divide gl_InstanceId by the number of views and use
* gl_InstanceId % view_count to compute the actual ViewIndex.
* This file implements the lowering required for VK_KHR_multiview.
*
* When possible, Primitive Replication is used and the shader is modified to
* make gl_Position an array and fill it with values for each view.
*
* Otherwise we implement multiview using instanced rendering. The number of
* instances in each draw call is multiplied by the number of views in the
* subpass. Then, in the shader, we divide gl_InstanceId by the number of
* views and use gl_InstanceId % view_count to compute the actual ViewIndex.
*/
struct lower_multiview_state {
@@ -145,15 +150,180 @@ build_view_index(struct lower_multiview_state *state)
return state->view_index;
}
/* Primitive Replication allows a shader to write different positions for each
* view in the same execution. If only the position depends on the view, then
* it is possible to use the feature instead of instancing to implement
* multiview.
*/
static bool
lower_multiview_with_primitive_replication(nir_shader *shader,
struct anv_graphics_pipeline *pipeline)
{
if (shader->info.stage == MESA_SHADER_FRAGMENT)
return false;
assert(shader->info.stage == MESA_SHADER_VERTEX);
uint32_t view_mask = pipeline->subpass->view_mask;
int view_count = util_bitcount(view_mask);
assert(view_count > 1 && view_count <= MAX_VIEWS_FOR_PRIMITIVE_REPLICATION);
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
/* Update position to refer to an array. */
nir_variable *pos_var = NULL;
nir_foreach_variable(var, &shader->outputs) {
if (var->data.location == VARYING_SLOT_POS) {
assert(var->type == glsl_vec4_type());
var->type = glsl_array_type(glsl_vec4_type(), view_count, 0);
var->data.per_view = true;
pos_var = var;
break;
}
}
assert(pos_var);
nir_cf_list body;
nir_cf_list_extract(&body, &entrypoint->body);
nir_builder b;
nir_builder_init(&b, entrypoint);
b.cursor = nir_after_cf_list(&entrypoint->body);
/* Fill Layer ID with zero. Replication will use that as base to apply the
* RTAI offsets.
*/
nir_variable *layer_id_out =
nir_variable_create(shader, nir_var_shader_out,
glsl_int_type(), "layer ID");
layer_id_out->data.location = VARYING_SLOT_LAYER;
nir_store_var(&b, layer_id_out, nir_imm_zero(&b, 1, 32), 0x1);
/* Loop Index will go from 0 to view_count. */
nir_variable *loop_index_var =
nir_local_variable_create(entrypoint, glsl_uint_type(), "loop_index");
nir_deref_instr *loop_index_deref = nir_build_deref_var(&b, loop_index_var);
nir_store_deref(&b, loop_index_deref, nir_imm_int(&b, 0), 1);
/* Array of view index values that are active in the loop. Note that the
* loop index only matches the view index if there are no gaps in the
* view_mask.
*/
nir_variable *view_index_var = nir_local_variable_create(
entrypoint, glsl_array_type(glsl_uint_type(), view_count, 0), "view_index");
nir_deref_instr *view_index_deref = nir_build_deref_var(&b, view_index_var);
{
int array_position = 0;
uint32_t view_index;
for_each_bit(view_index, view_mask) {
nir_store_deref(&b, nir_build_deref_array_imm(&b, view_index_deref, array_position),
nir_imm_int(&b, view_index), 1);
array_position++;
}
}
/* Create the equivalent of
*
* while (true):
* if (loop_index >= view_count):
* break
*
* view_index = active_indices[loop_index]
* pos_deref = &pos[loop_index]
*
* # Placeholder for the body to be reinserted.
*
* loop_index += 1
*
* Later both `view_index` and `pos_deref` will be used to rewrite the
* original shader body.
*/
nir_loop* loop = nir_push_loop(&b);
nir_ssa_def *loop_index = nir_load_deref(&b, loop_index_deref);
nir_ssa_def *cmp = nir_ige(&b, loop_index, nir_imm_int(&b, view_count));
nir_if *loop_check = nir_push_if(&b, cmp);
nir_jump(&b, nir_jump_break);
nir_pop_if(&b, loop_check);
nir_ssa_def *view_index =
nir_load_deref(&b, nir_build_deref_array(&b, view_index_deref, loop_index));
nir_deref_instr *pos_deref =
nir_build_deref_array(&b, nir_build_deref_var(&b, pos_var), loop_index);
nir_store_deref(&b, loop_index_deref, nir_iadd_imm(&b, loop_index, 1), 1);
nir_pop_loop(&b, loop);
/* Reinsert the body. */
b.cursor = nir_after_instr(&pos_deref->instr);
nir_cf_reinsert(&body, b.cursor);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_view_index: {
assert(intrin->dest.is_ssa);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(view_index));
break;
}
case nir_intrinsic_store_deref: {
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
if (var == pos_var) {
nir_deref_instr *old_deref = nir_src_as_deref(intrin->src[0]);
nir_instr_rewrite_src(instr, &intrin->src[0],
nir_src_for_ssa(&pos_deref->dest.ssa));
/* Remove old deref since it has the wrong type. */
nir_deref_instr_remove_if_unused(old_deref);
}
break;
}
case nir_intrinsic_load_deref:
if (nir_intrinsic_get_var(intrin, 0) == pos_var) {
unreachable("Should have lowered I/O to temporaries "
"so no load_deref on position output is expected.");
}
break;
case nir_intrinsic_copy_deref:
unreachable("Should have lowered copy_derefs at this point");
break;
default:
/* Do nothing. */
break;
}
}
}
nir_metadata_preserve(entrypoint, nir_metadata_none);
return true;
}
bool
anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
anv_nir_lower_multiview(nir_shader *shader,
struct anv_graphics_pipeline *pipeline)
{
assert(shader->info.stage != MESA_SHADER_COMPUTE);
uint32_t view_mask = pipeline->subpass->view_mask;
/* If multiview isn't enabled, we have nothing to do. */
if (view_mask == 0)
return false;
if (pipeline->use_primitive_replication)
return lower_multiview_with_primitive_replication(shader, pipeline);
struct lower_multiview_state state = {
.view_mask = view_mask,
};
@@ -230,3 +400,189 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
return progress;
}
static bool
shader_writes_to_memory(nir_shader *shader)
{
/* With multiview, we would need to ensure that memory writes happen either
* once or once per view. Since combination of multiview and memory writes
* is not expected, we'll just skip this optimization in this case.
*/
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_deref_atomic_add:
case nir_intrinsic_deref_atomic_imin:
case nir_intrinsic_deref_atomic_umin:
case nir_intrinsic_deref_atomic_imax:
case nir_intrinsic_deref_atomic_umax:
case nir_intrinsic_deref_atomic_and:
case nir_intrinsic_deref_atomic_or:
case nir_intrinsic_deref_atomic_xor:
case nir_intrinsic_deref_atomic_exchange:
case nir_intrinsic_deref_atomic_comp_swap:
case nir_intrinsic_store_ssbo:
case nir_intrinsic_ssbo_atomic_add:
case nir_intrinsic_ssbo_atomic_imin:
case nir_intrinsic_ssbo_atomic_umin:
case nir_intrinsic_ssbo_atomic_imax:
case nir_intrinsic_ssbo_atomic_umax:
case nir_intrinsic_ssbo_atomic_and:
case nir_intrinsic_ssbo_atomic_or:
case nir_intrinsic_ssbo_atomic_xor:
case nir_intrinsic_ssbo_atomic_exchange:
case nir_intrinsic_ssbo_atomic_comp_swap:
case nir_intrinsic_store_shared:
case nir_intrinsic_shared_atomic_add:
case nir_intrinsic_shared_atomic_imin:
case nir_intrinsic_shared_atomic_umin:
case nir_intrinsic_shared_atomic_imax:
case nir_intrinsic_shared_atomic_umax:
case nir_intrinsic_shared_atomic_and:
case nir_intrinsic_shared_atomic_or:
case nir_intrinsic_shared_atomic_xor:
case nir_intrinsic_shared_atomic_exchange:
case nir_intrinsic_shared_atomic_comp_swap:
case nir_intrinsic_image_deref_store:
case nir_intrinsic_image_deref_atomic_add:
case nir_intrinsic_image_deref_atomic_umin:
case nir_intrinsic_image_deref_atomic_umax:
case nir_intrinsic_image_deref_atomic_imin:
case nir_intrinsic_image_deref_atomic_imax:
case nir_intrinsic_image_deref_atomic_and:
case nir_intrinsic_image_deref_atomic_or:
case nir_intrinsic_image_deref_atomic_xor:
case nir_intrinsic_image_deref_atomic_exchange:
case nir_intrinsic_image_deref_atomic_comp_swap:
return true;
default:
/* Keep walking. */
break;
}
}
}
return false;
}
static bool
shader_uses_view_index(nir_shader *shader)
{
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_view_index)
return true;
}
}
return false;
}
static bool
shader_only_position_uses_view_index(nir_shader *shader)
{
nir_shader *shader_no_position = nir_shader_clone(NULL, shader);
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader_no_position);
/* Remove the store position from a cloned shader. */
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *store = nir_instr_as_intrinsic(instr);
if (store->intrinsic != nir_intrinsic_store_deref)
continue;
nir_variable *var = nir_intrinsic_get_var(store, 0);
if (var->data.location != VARYING_SLOT_POS)
continue;
nir_instr_remove(&store->instr);
}
}
/* Clean up shader so unused load_view_index intrinsics are removed. */
bool progress;
do {
progress = false;
progress |= nir_opt_dead_cf(shader_no_position);
/* Peephole select will drop if-blocks that have then and else empty,
* which will remove the usage of an SSA in the condition.
*/
progress |= nir_opt_peephole_select(shader_no_position, 0, false, false);
progress |= nir_opt_dce(shader_no_position);
} while (progress);
bool uses_view_index = shader_uses_view_index(shader_no_position);
ralloc_free(shader_no_position);
return !uses_view_index;
}
bool
anv_check_for_primitive_replication(nir_shader **shaders,
struct anv_graphics_pipeline *pipeline)
{
assert(pipeline->base.device->info.gen >= 12);
static int primitive_replication_max_views = -1;
if (primitive_replication_max_views < 0) {
/* TODO: Figure out why we are not getting same benefits for larger than
* 2 views. For now use Primitive Replication just for the 2-view case
* by default.
*/
const unsigned default_max_views = 2;
primitive_replication_max_views =
MIN2(MAX_VIEWS_FOR_PRIMITIVE_REPLICATION,
env_var_as_unsigned("ANV_PRIMITIVE_REPLICATION_MAX_VIEWS",
default_max_views));
}
/* TODO: We should be able to support replication at 'geometry' stages
* later than Vertex. In that case only the last stage can refer to
* gl_ViewIndex.
*/
if (pipeline->active_stages != (VK_SHADER_STAGE_VERTEX_BIT |
VK_SHADER_STAGE_FRAGMENT_BIT)) {
return false;
}
uint32_t view_mask = pipeline->subpass->view_mask;
int view_count = util_bitcount(view_mask);
if (view_count == 1 || view_count > primitive_replication_max_views)
return false;
bool vs_writes_position = false;
nir_foreach_variable(var, &shaders[MESA_SHADER_VERTEX]->outputs) {
if (var->data.location == VARYING_SLOT_POS) {
vs_writes_position = true;
break;
}
}
/* Don't bother handling this edge case with Primitive Replication. */
if (!vs_writes_position)
return false;
return !shader_uses_view_index(shaders[MESA_SHADER_FRAGMENT]) &&
!shader_writes_to_memory(shaders[MESA_SHADER_VERTEX]) &&
shader_only_position_uses_view_index(shaders[MESA_SHADER_VERTEX]);
}

View File

@@ -687,7 +687,7 @@ anv_pipeline_lower_nir(struct anv_pipeline *pipeline,
if (pipeline->type == ANV_PIPELINE_GRAPHICS) {
NIR_PASS_V(nir, anv_nir_lower_multiview,
anv_pipeline_to_graphics(pipeline)->subpass->view_mask);
anv_pipeline_to_graphics(pipeline));
}
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
@@ -735,16 +735,23 @@ anv_pipeline_link_vs(const struct brw_compiler *compiler,
static void
anv_pipeline_compile_vs(const struct brw_compiler *compiler,
void *mem_ctx,
struct anv_device *device,
struct anv_graphics_pipeline *pipeline,
struct anv_pipeline_stage *vs_stage)
{
/* When using Primitive Replication for multiview, each view gets its own
* position slot.
*/
uint32_t pos_slots = pipeline->use_primitive_replication ?
anv_subpass_view_count(pipeline->subpass) : 1;
brw_compute_vue_map(compiler->devinfo,
&vs_stage->prog_data.vs.base.vue_map,
vs_stage->nir->info.outputs_written,
vs_stage->nir->info.separate_shader, 1);
vs_stage->nir->info.separate_shader,
pos_slots);
vs_stage->num_stats = 1;
vs_stage->code = brw_compile_vs(compiler, device, mem_ctx,
vs_stage->code = brw_compile_vs(compiler, pipeline->base.device, mem_ctx,
&vs_stage->key.vs,
&vs_stage->prog_data.vs,
vs_stage->nir, -1,
@@ -1167,6 +1174,27 @@ anv_pipeline_add_executables(struct anv_pipeline *pipeline,
}
}
static void
anv_pipeline_init_from_cached_graphics(struct anv_graphics_pipeline *pipeline)
{
/* TODO: Cache this pipeline-wide information. */
/* Primitive replication depends on information from all the shaders.
* Recover this bit from the fact that we have more than one position slot
* in the vertex shader when using it.
*/
assert(pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT);
int pos_slots = 0;
const struct brw_vue_prog_data *vue_prog_data =
(const void *) pipeline->shaders[MESA_SHADER_VERTEX]->prog_data;
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
for (int i = 0; i < vue_map->num_slots; i++) {
if (vue_map->slot_to_varying[i] == VARYING_SLOT_POS)
pos_slots++;
}
pipeline->use_primitive_replication = pos_slots > 1;
}
static VkResult
anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
struct anv_pipeline_cache *cache,
@@ -1295,6 +1323,7 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
anv_pipeline_add_executables(&pipeline->base, &stages[s],
pipeline->shaders[s]);
}
anv_pipeline_init_from_cached_graphics(pipeline);
goto done;
} else if (found > 0) {
/* We found some but not all of our shaders. This shouldn't happen
@@ -1383,6 +1412,23 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
next_stage = &stages[s];
}
if (pipeline->base.device->info.gen >= 12 &&
pipeline->subpass->view_mask != 0) {
/* For some pipelines HW Primitive Replication can be used instead of
* instancing to implement Multiview. This depend on how viewIndex is
* used in all the active shaders, so this check can't be done per
* individual shaders.
*/
nir_shader *shaders[MESA_SHADER_STAGES] = {};
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++)
shaders[s] = stages[s].nir;
pipeline->use_primitive_replication =
anv_check_for_primitive_replication(shaders, pipeline);
} else {
pipeline->use_primitive_replication = false;
}
struct anv_pipeline_stage *prev_stage = NULL;
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
if (!stages[s].entrypoint)
@@ -1402,7 +1448,7 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
switch (s) {
case MESA_SHADER_VERTEX:
anv_pipeline_compile_vs(compiler, stage_ctx, pipeline->base.device,
anv_pipeline_compile_vs(compiler, stage_ctx, pipeline,
&stages[s]);
break;
case MESA_SHADER_TESS_CTRL:
@@ -2015,7 +2061,7 @@ anv_pipeline_init(struct anv_graphics_pipeline *pipeline,
* the instance divisor by the number of views ensure that we repeat the
* client's per-instance data once for each view.
*/
if (pipeline->subpass->view_mask) {
if (pipeline->subpass->view_mask && !pipeline->use_primitive_replication) {
const uint32_t view_count = anv_subpass_view_count(pipeline->subpass);
for (uint32_t vb = 0; vb < MAX_VBS; vb++) {
if (pipeline->vb[vb].instanced)

View File

@@ -174,6 +174,7 @@ struct gen_perf_config;
#define MAX_INLINE_UNIFORM_BLOCK_DESCRIPTORS 32
#define ANV_UBO_BOUNDS_CHECK_ALIGNMENT 32
#define ANV_SSBO_BOUNDS_CHECK_ALIGNMENT 4
#define MAX_VIEWS_FOR_PRIMITIVE_REPLICATION 16
/* From the Skylake PRM Vol. 7 "Binding Table Surface State Model":
*
@@ -3207,6 +3208,11 @@ struct anv_graphics_pipeline {
bool kill_pixel;
bool depth_bounds_test_enable;
/* When primitive replication is used, subpass->view_mask will describe what
* views to replicate.
*/
bool use_primitive_replication;
struct anv_state blend_state;
uint32_t vb_used;

View File

@@ -3516,7 +3516,8 @@ void genX(CmdDraw)(
/* Our implementation of VK_KHR_multiview uses instancing to draw the
* different views. We need to multiply instanceCount by the view count.
*/
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
if (!pipeline->use_primitive_replication)
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
prim.PredicateEnable = cmd_buffer->state.conditional_render_enabled;
@@ -3566,7 +3567,8 @@ void genX(CmdDrawIndexed)(
/* Our implementation of VK_KHR_multiview uses instancing to draw the
* different views. We need to multiply instanceCount by the view count.
*/
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
if (!pipeline->use_primitive_replication)
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
prim.PredicateEnable = cmd_buffer->state.conditional_render_enabled;
@@ -3627,7 +3629,8 @@ void genX(CmdDrawIndirectByteCountEXT)(
/* Our implementation of VK_KHR_multiview uses instancing to draw the
* different views. We need to multiply instanceCount by the view count.
*/
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
if (!pipeline->use_primitive_replication)
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
struct gen_mi_builder b;
gen_mi_builder_init(&b, &cmd_buffer->batch);

View File

@@ -220,6 +220,11 @@ genX(cmd_buffer_so_memcpy)(struct anv_cmd_buffer *cmd_buffer,
vf.StatisticsEnable = false;
}
#if GEN_GEN >= 12
/* Disable Primitive Replication. */
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
#endif
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
prim.VertexAccessType = SEQUENTIAL;
prim.PrimitiveTopologyType = _3DPRIM_POINTLIST;

View File

@@ -2106,6 +2106,32 @@ compute_kill_pixel(struct anv_graphics_pipeline *pipeline,
(ms_info && ms_info->alphaToCoverageEnable);
}
#if GEN_GEN == 12
static void
emit_3dstate_primitive_replication(struct anv_graphics_pipeline *pipeline)
{
if (!pipeline->use_primitive_replication) {
anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
return;
}
uint32_t view_mask = pipeline->subpass->view_mask;
int view_count = util_bitcount(view_mask);
assert(view_count > 1 && view_count <= MAX_VIEWS_FOR_PRIMITIVE_REPLICATION);
anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr) {
pr.ReplicaMask = (1 << view_count) - 1;
pr.ReplicationCount = view_count - 1;
int i = 0, view_index;
for_each_bit(view_index, view_mask) {
pr.RTAIOffset[i] = view_index;
i++;
}
}
}
#endif
static VkResult
genX(graphics_pipeline_create)(
VkDevice _device,
@@ -2181,6 +2207,10 @@ genX(graphics_pipeline_create)(
pCreateInfo->pRasterizationState);
emit_3dstate_streamout(pipeline, pCreateInfo->pRasterizationState);
#if GEN_GEN == 12
emit_3dstate_primitive_replication(pipeline);
#endif
#if 0
/* From gen7_vs_state.c */