
Reviewed-by: Ivan Briano <ivan.briano@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24071>
597 lines
24 KiB
C
597 lines
24 KiB
C
/*
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* Copyright © 2023 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef GENX_SIMPLE_SHADER_H
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#define GENX_SIMPLE_SHADER_H
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#include <assert.h>
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#include <stdbool.h>
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#include "util/macros.h"
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#include "common/intel_genX_state.h"
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#include "anv_private.h"
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static void
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genX(emit_simpler_shader_init_fragment)(struct anv_simple_shader *state)
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{
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assert(state->cmd_buffer->state.current_pipeline == _3D);
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struct anv_batch *batch = state->batch;
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struct anv_device *device = state->cmd_buffer->device;
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const struct brw_wm_prog_data *prog_data =
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brw_wm_prog_data_const(state->kernel->prog_data);
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uint32_t *dw = anv_batch_emitn(batch,
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1 + 2 * GENX(VERTEX_ELEMENT_STATE_length),
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GENX(3DSTATE_VERTEX_ELEMENTS));
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/* You might think there is some shady stuff going here and you would be
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* right. We're setting up 2 VERTEX_ELEMENT_STATE yet we're only providing
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* 1 (positions) VERTEX_BUFFER_STATE later.
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*
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* Find more about how to set up a 3D pipeline with a fragment shader but
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* without a vertex shader in blorp_emit_vertex_elements() in
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* blorp_genX_exec.h.
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*/
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GENX(VERTEX_ELEMENT_STATE_pack)(
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batch, dw + 1, &(struct GENX(VERTEX_ELEMENT_STATE)) {
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.VertexBufferIndex = 1,
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.Valid = true,
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.SourceElementFormat = ISL_FORMAT_R32G32B32A32_FLOAT,
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.SourceElementOffset = 0,
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.Component0Control = VFCOMP_STORE_SRC,
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.Component1Control = VFCOMP_STORE_0,
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.Component2Control = VFCOMP_STORE_0,
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.Component3Control = VFCOMP_STORE_0,
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});
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GENX(VERTEX_ELEMENT_STATE_pack)(
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batch, dw + 3, &(struct GENX(VERTEX_ELEMENT_STATE)) {
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.VertexBufferIndex = 0,
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.Valid = true,
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.SourceElementFormat = ISL_FORMAT_R32G32B32_FLOAT,
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.SourceElementOffset = 0,
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.Component0Control = VFCOMP_STORE_SRC,
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.Component1Control = VFCOMP_STORE_SRC,
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.Component2Control = VFCOMP_STORE_SRC,
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.Component3Control = VFCOMP_STORE_1_FP,
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});
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anv_batch_emit(batch, GENX(3DSTATE_VF_STATISTICS), vf);
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anv_batch_emit(batch, GENX(3DSTATE_VF_SGVS), sgvs) {
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sgvs.InstanceIDEnable = true;
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sgvs.InstanceIDComponentNumber = COMP_1;
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sgvs.InstanceIDElementOffset = 0;
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}
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#if GFX_VER >= 11
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anv_batch_emit(batch, GENX(3DSTATE_VF_SGVS_2), sgvs);
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#endif
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anv_batch_emit(batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
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vfi.InstancingEnable = false;
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vfi.VertexElementIndex = 0;
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}
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anv_batch_emit(batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
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vfi.InstancingEnable = false;
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vfi.VertexElementIndex = 1;
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}
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anv_batch_emit(batch, GENX(3DSTATE_VF_TOPOLOGY), topo) {
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topo.PrimitiveTopologyType = _3DPRIM_RECTLIST;
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}
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/* Emit URB setup. We tell it that the VS is active because we want it to
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* allocate space for the VS. Even though one isn't run, we need VUEs to
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* store the data that VF is going to pass to SOL.
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*/
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const unsigned entry_size[4] = { DIV_ROUND_UP(32, 64), 1, 1, 1 };
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genX(emit_l3_config)(batch, device, state->l3_config);
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state->cmd_buffer->state.current_l3_config = state->l3_config;
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enum intel_urb_deref_block_size deref_block_size;
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genX(emit_urb_setup)(device, batch, state->l3_config,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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entry_size, &deref_block_size);
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anv_batch_emit(batch, GENX(3DSTATE_PS_BLEND), ps_blend) {
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ps_blend.HasWriteableRT = true;
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}
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anv_batch_emit(batch, GENX(3DSTATE_WM_DEPTH_STENCIL), wm);
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#if GFX_VER >= 12
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anv_batch_emit(batch, GENX(3DSTATE_DEPTH_BOUNDS), db) {
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db.DepthBoundsTestEnable = false;
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db.DepthBoundsTestMinValue = 0.0;
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db.DepthBoundsTestMaxValue = 1.0;
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}
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#endif
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anv_batch_emit(batch, GENX(3DSTATE_MULTISAMPLE), ms);
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anv_batch_emit(batch, GENX(3DSTATE_SAMPLE_MASK), sm) {
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sm.SampleMask = 0x1;
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}
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anv_batch_emit(batch, GENX(3DSTATE_VS), vs);
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anv_batch_emit(batch, GENX(3DSTATE_HS), hs);
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anv_batch_emit(batch, GENX(3DSTATE_TE), te);
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anv_batch_emit(batch, GENX(3DSTATE_DS), DS);
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#if GFX_VERx10 >= 125
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if (device->vk.enabled_extensions.EXT_mesh_shader) {
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anv_batch_emit(batch, GENX(3DSTATE_MESH_CONTROL), mesh);
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anv_batch_emit(batch, GENX(3DSTATE_TASK_CONTROL), task);
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}
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#endif
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anv_batch_emit(batch, GENX(3DSTATE_STREAMOUT), so);
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anv_batch_emit(batch, GENX(3DSTATE_GS), gs);
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anv_batch_emit(batch, GENX(3DSTATE_CLIP), clip) {
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clip.PerspectiveDivideDisable = true;
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}
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anv_batch_emit(batch, GENX(3DSTATE_SF), sf) {
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#if GFX_VER >= 12
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sf.DerefBlockSize = deref_block_size;
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#endif
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}
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anv_batch_emit(batch, GENX(3DSTATE_RASTER), raster) {
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raster.CullMode = CULLMODE_NONE;
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}
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anv_batch_emit(batch, GENX(3DSTATE_SBE), sbe) {
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sbe.VertexURBEntryReadOffset = 1;
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sbe.NumberofSFOutputAttributes = prog_data->num_varying_inputs;
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sbe.VertexURBEntryReadLength = MAX2((prog_data->num_varying_inputs + 1) / 2, 1);
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sbe.ConstantInterpolationEnable = prog_data->flat_inputs;
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sbe.ForceVertexURBEntryReadLength = true;
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sbe.ForceVertexURBEntryReadOffset = true;
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for (unsigned i = 0; i < 32; i++)
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sbe.AttributeActiveComponentFormat[i] = ACF_XYZW;
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}
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anv_batch_emit(batch, GENX(3DSTATE_WM), wm);
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anv_batch_emit(batch, GENX(3DSTATE_PS), ps) {
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intel_set_ps_dispatch_state(&ps, device->info, prog_data,
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1 /* rasterization_samples */,
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0 /* msaa_flags */);
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ps.VectorMaskEnable = prog_data->uses_vmask;
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ps.BindingTableEntryCount = GFX_VER == 9 ? 1 : 0;
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ps.PushConstantEnable = prog_data->base.nr_params > 0 ||
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prog_data->base.ubo_ranges[0].length;
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ps.DispatchGRFStartRegisterForConstantSetupData0 =
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brw_wm_prog_data_dispatch_grf_start_reg(prog_data, ps, 0);
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ps.DispatchGRFStartRegisterForConstantSetupData1 =
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brw_wm_prog_data_dispatch_grf_start_reg(prog_data, ps, 1);
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ps.DispatchGRFStartRegisterForConstantSetupData2 =
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brw_wm_prog_data_dispatch_grf_start_reg(prog_data, ps, 2);
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ps.KernelStartPointer0 = state->kernel->kernel.offset +
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brw_wm_prog_data_prog_offset(prog_data, ps, 0);
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ps.KernelStartPointer1 = state->kernel->kernel.offset +
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brw_wm_prog_data_prog_offset(prog_data, ps, 1);
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ps.KernelStartPointer2 = state->kernel->kernel.offset +
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brw_wm_prog_data_prog_offset(prog_data, ps, 2);
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ps.MaximumNumberofThreadsPerPSD = device->info->max_threads_per_psd - 1;
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}
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anv_batch_emit(batch, GENX(3DSTATE_PS_EXTRA), psx) {
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psx.PixelShaderValid = true;
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psx.AttributeEnable = prog_data->num_varying_inputs > 0;
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psx.PixelShaderIsPerSample = prog_data->persample_dispatch;
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psx.PixelShaderComputedDepthMode = prog_data->computed_depth_mode;
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psx.PixelShaderComputesStencil = prog_data->computed_stencil;
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}
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anv_batch_emit(batch, GENX(3DSTATE_VIEWPORT_STATE_POINTERS_CC), cc) {
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struct anv_state cc_state =
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anv_cmd_buffer_alloc_dynamic_state(state->cmd_buffer,
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4 * GENX(CC_VIEWPORT_length), 32);
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struct GENX(CC_VIEWPORT) cc_viewport = {
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.MinimumDepth = 0.0f,
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.MaximumDepth = 1.0f,
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};
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GENX(CC_VIEWPORT_pack)(NULL, cc_state.map, &cc_viewport);
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cc.CCViewportPointer = cc_state.offset;
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}
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#if GFX_VER >= 12
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/* Disable Primitive Replication. */
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anv_batch_emit(batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
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#endif
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anv_batch_emit(batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_VS), alloc);
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anv_batch_emit(batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_HS), alloc);
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anv_batch_emit(batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_DS), alloc);
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anv_batch_emit(batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_GS), alloc);
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anv_batch_emit(batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_PS), alloc) {
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alloc.ConstantBufferOffset = 0;
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alloc.ConstantBufferSize = device->info->max_constant_urb_size_kb;
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}
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#if GFX_VERx10 == 125
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/* DG2: Wa_22011440098
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* MTL: Wa_18022330953
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*
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* In 3D mode, after programming push constant alloc command immediately
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* program push constant command(ZERO length) without any commit between
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* them.
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*
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* Note that Wa_16011448509 isn't needed here as all address bits are zero.
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*/
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anv_batch_emit(batch, GENX(3DSTATE_CONSTANT_ALL), c) {
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/* Update empty push constants for all stages (bitmask = 11111b) */
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c.ShaderUpdateEnable = 0x1f;
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c.MOCS = anv_mocs(device, NULL, 0);
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}
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#endif
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#if GFX_VER == 9
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/* Allocate a binding table for Gfx9 for 2 reason :
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*
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* 1. we need a to emit a 3DSTATE_BINDING_TABLE_POINTERS_PS to make the
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* HW apply the preceeding 3DSTATE_CONSTANT_PS
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*
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* 2. Emitting an empty 3DSTATE_BINDING_TABLE_POINTERS_PS would cause RT
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* writes (even though they're empty) to disturb later writes
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* (probably due to RT cache)
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*
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* Our binding table only has one entry to the null surface.
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*/
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uint32_t bt_offset;
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state->bt_state =
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anv_cmd_buffer_alloc_binding_table(state->cmd_buffer, 1, &bt_offset);
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if (state->bt_state.map == NULL) {
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VkResult result = anv_cmd_buffer_new_binding_table_block(state->cmd_buffer);
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if (result != VK_SUCCESS)
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return;
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/* Re-emit state base addresses so we get the new surface state base
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* address before we start emitting binding tables etc.
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*/
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genX(cmd_buffer_emit_state_base_address)(state->cmd_buffer);
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state->bt_state =
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anv_cmd_buffer_alloc_binding_table(state->cmd_buffer, 1, &bt_offset);
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assert(state->bt_state.map != NULL);
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}
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uint32_t *bt_map = state->bt_state.map;
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bt_map[0] = anv_bindless_state_for_binding_table(
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device,
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device->null_surface_state).offset + bt_offset;
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state->cmd_buffer->state.descriptors_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT;
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#endif
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state->cmd_buffer->state.gfx.vb_dirty = BITFIELD_BIT(0);
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state->cmd_buffer->state.gfx.dirty |= ~(ANV_CMD_DIRTY_INDEX_BUFFER |
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ANV_CMD_DIRTY_XFB_ENABLE);
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state->cmd_buffer->state.push_constants_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT;
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state->cmd_buffer->state.gfx.push_constant_stages = VK_SHADER_STAGE_FRAGMENT_BIT;
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vk_dynamic_graphics_state_dirty_all(&state->cmd_buffer->vk.dynamic_graphics_state);
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}
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static void
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genX(emit_simpler_shader_init_compute)(struct anv_simple_shader *state)
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{
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assert(state->cmd_buffer->state.current_pipeline == GPGPU);
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#if GFX_VERx10 >= 125
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struct anv_shader_bin *cs_bin = state->kernel;
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const struct brw_cs_prog_data *prog_data =
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(const struct brw_cs_prog_data *) cs_bin->prog_data;
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genX(cmd_buffer_ensure_cfe_state)(state->cmd_buffer, prog_data->base.total_scratch);
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#endif
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}
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static void
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genX(emit_simple_shader_init)(struct anv_simple_shader *state)
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{
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assert(state->kernel->stage == MESA_SHADER_FRAGMENT ||
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state->kernel->stage == MESA_SHADER_COMPUTE);
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if (state->kernel->stage == MESA_SHADER_FRAGMENT)
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genX(emit_simpler_shader_init_fragment)(state);
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else
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genX(emit_simpler_shader_init_compute)(state);
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}
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static struct anv_state
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genX(simple_shader_alloc_push)(struct anv_simple_shader *state, uint32_t size)
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{
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if (state->kernel->stage == MESA_SHADER_FRAGMENT) {
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return anv_cmd_buffer_alloc_dynamic_state(state->cmd_buffer,
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size,
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ANV_UBO_ALIGNMENT);
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} else {
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#if GFX_VERx10 >= 125
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return anv_state_stream_alloc(&state->cmd_buffer->general_state_stream,
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size, 64);
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#else
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return anv_cmd_buffer_alloc_dynamic_state(state->cmd_buffer, size, 64);
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#endif
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}
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}
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static struct anv_address
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genX(simple_shader_push_state_address)(struct anv_simple_shader *state,
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struct anv_state push_state)
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{
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if (state->kernel->stage == MESA_SHADER_FRAGMENT) {
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return anv_state_pool_state_address(
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&state->cmd_buffer->device->dynamic_state_pool,
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push_state);
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} else {
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#if GFX_VERx10 >= 125
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return anv_state_pool_state_address(
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&state->cmd_buffer->device->general_state_pool,
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push_state);
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#else
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return anv_state_pool_state_address(
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&state->cmd_buffer->device->dynamic_state_pool,
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push_state);
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#endif
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}
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}
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static void
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genX(emit_simple_shader_dispatch)(struct anv_simple_shader *state,
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uint32_t num_threads,
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struct anv_state push_state)
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{
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struct anv_device *device = state->cmd_buffer->device;
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struct anv_batch *batch = state->batch;
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struct anv_address push_addr =
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anv_state_pool_state_address(&device->dynamic_state_pool, push_state);
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if (state->kernel->stage == MESA_SHADER_FRAGMENT) {
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struct anv_state vs_data_state =
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anv_cmd_buffer_alloc_dynamic_state(
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state->cmd_buffer, 9 * sizeof(uint32_t), 32);
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float x0 = 0.0f, x1 = MIN2(num_threads, 8192);
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float y0 = 0.0f, y1 = DIV_ROUND_UP(num_threads, 8192);
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float z = 0.0f;
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float *vertices = vs_data_state.map;
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vertices[0] = x1; vertices[1] = y1; vertices[2] = z; /* v0 */
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vertices[3] = x0; vertices[4] = y1; vertices[5] = z; /* v1 */
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vertices[6] = x0; vertices[7] = y0; vertices[8] = z; /* v2 */
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uint32_t *dw = anv_batch_emitn(batch,
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1 + GENX(VERTEX_BUFFER_STATE_length),
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GENX(3DSTATE_VERTEX_BUFFERS));
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GENX(VERTEX_BUFFER_STATE_pack)(batch, dw + 1,
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&(struct GENX(VERTEX_BUFFER_STATE)) {
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.VertexBufferIndex = 0,
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.AddressModifyEnable = true,
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.BufferStartingAddress = (struct anv_address) {
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.bo = device->dynamic_state_pool.block_pool.bo,
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.offset = vs_data_state.offset,
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},
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.BufferPitch = 3 * sizeof(float),
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.BufferSize = 9 * sizeof(float),
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.MOCS = anv_mocs(device, NULL, 0),
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#if GFX_VER >= 12
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.L3BypassDisable = true,
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#endif
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});
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#if GFX_VERx10 > 120
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dw =
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anv_batch_emitn(batch,
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GENX(3DSTATE_CONSTANT_ALL_length) +
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GENX(3DSTATE_CONSTANT_ALL_DATA_length),
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GENX(3DSTATE_CONSTANT_ALL),
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.ShaderUpdateEnable = BITFIELD_BIT(MESA_SHADER_FRAGMENT),
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.PointerBufferMask = 0x1,
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.MOCS = anv_mocs(device, NULL, 0));
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GENX(3DSTATE_CONSTANT_ALL_DATA_pack)(
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batch, dw + GENX(3DSTATE_CONSTANT_ALL_length),
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&(struct GENX(3DSTATE_CONSTANT_ALL_DATA)) {
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.PointerToConstantBuffer = push_addr,
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.ConstantBufferReadLength = DIV_ROUND_UP(push_state.alloc_size, 32),
|
|
});
|
|
#else
|
|
/* The Skylake PRM contains the following restriction:
|
|
*
|
|
* "The driver must ensure The following case does not occur
|
|
* without a flush to the 3D engine: 3DSTATE_CONSTANT_* with
|
|
* buffer 3 read length equal to zero committed followed by a
|
|
* 3DSTATE_CONSTANT_* with buffer 0 read length not equal to
|
|
* zero committed."
|
|
*
|
|
* To avoid this, we program the highest slot.
|
|
*/
|
|
anv_batch_emit(batch, GENX(3DSTATE_CONSTANT_PS), c) {
|
|
c.MOCS = anv_mocs(device, NULL, 0);
|
|
c.ConstantBody.ReadLength[3] = DIV_ROUND_UP(push_state.alloc_size, 32);
|
|
c.ConstantBody.Buffer[3] = push_addr;
|
|
}
|
|
#endif
|
|
|
|
#if GFX_VER == 9
|
|
/* Why are the push constants not flushed without a binding table
|
|
* update??
|
|
*/
|
|
anv_batch_emit(batch, GENX(3DSTATE_BINDING_TABLE_POINTERS_PS), btp) {
|
|
btp.PointertoPSBindingTable = state->bt_state.offset;
|
|
}
|
|
#endif
|
|
|
|
anv_batch_emit(batch, GENX(3DPRIMITIVE), prim) {
|
|
prim.VertexAccessType = SEQUENTIAL;
|
|
prim.PrimitiveTopologyType = _3DPRIM_RECTLIST;
|
|
prim.VertexCountPerInstance = 3;
|
|
prim.InstanceCount = 1;
|
|
}
|
|
} else {
|
|
const struct intel_device_info *devinfo = device->info;
|
|
const struct brw_cs_prog_data *prog_data =
|
|
(const struct brw_cs_prog_data *) state->kernel->prog_data;
|
|
const struct brw_cs_dispatch_info dispatch =
|
|
brw_cs_get_dispatch_info(devinfo, prog_data, NULL);
|
|
|
|
#if GFX_VERx10 >= 125
|
|
anv_batch_emit(batch, GENX(COMPUTE_WALKER), cw) {
|
|
cw.SIMDSize = dispatch.simd_size / 16;
|
|
cw.IndirectDataStartAddress = push_state.offset;
|
|
cw.IndirectDataLength = push_state.alloc_size;
|
|
cw.LocalXMaximum = prog_data->local_size[0] - 1;
|
|
cw.LocalYMaximum = prog_data->local_size[1] - 1;
|
|
cw.LocalZMaximum = prog_data->local_size[2] - 1;
|
|
cw.ThreadGroupIDXDimension = DIV_ROUND_UP(num_threads,
|
|
dispatch.simd_size);
|
|
cw.ThreadGroupIDYDimension = 1;
|
|
cw.ThreadGroupIDZDimension = 1;
|
|
cw.ExecutionMask = dispatch.right_mask;
|
|
cw.PostSync.MOCS = anv_mocs(device, NULL, 0);
|
|
|
|
cw.InterfaceDescriptor = (struct GENX(INTERFACE_DESCRIPTOR_DATA)) {
|
|
.KernelStartPointer = state->kernel->kernel.offset +
|
|
brw_cs_prog_data_prog_offset(prog_data,
|
|
dispatch.simd_size),
|
|
.SamplerStatePointer = 0,
|
|
.BindingTablePointer = 0,
|
|
.BindingTableEntryCount = 0,
|
|
.NumberofThreadsinGPGPUThreadGroup = dispatch.threads,
|
|
.SharedLocalMemorySize = encode_slm_size(GFX_VER,
|
|
prog_data->base.total_shared),
|
|
.NumberOfBarriers = prog_data->uses_barrier,
|
|
};
|
|
}
|
|
#else
|
|
const uint32_t vfe_curbe_allocation =
|
|
ALIGN(prog_data->push.per_thread.regs * dispatch.threads +
|
|
prog_data->push.cross_thread.regs, 2);
|
|
|
|
/* From the Sky Lake PRM Vol 2a, MEDIA_VFE_STATE:
|
|
*
|
|
* "A stalling PIPE_CONTROL is required before MEDIA_VFE_STATE unless
|
|
* the only bits that are changed are scoreboard related: Scoreboard
|
|
* Enable, Scoreboard Type, Scoreboard Mask, Scoreboard * Delta. For
|
|
* these scoreboard related states, a MEDIA_STATE_FLUSH is
|
|
* sufficient."
|
|
*/
|
|
enum anv_pipe_bits emitted_bits = 0;
|
|
genX(emit_apply_pipe_flushes)(batch, device, GPGPU, ANV_PIPE_CS_STALL_BIT,
|
|
&emitted_bits);
|
|
anv_cmd_buffer_update_pending_query_bits(state->cmd_buffer, emitted_bits);
|
|
|
|
anv_batch_emit(batch, GENX(MEDIA_VFE_STATE), vfe) {
|
|
vfe.StackSize = 0;
|
|
vfe.MaximumNumberofThreads =
|
|
devinfo->max_cs_threads * devinfo->subslice_total - 1;
|
|
vfe.NumberofURBEntries = 2;
|
|
#if GFX_VER < 11
|
|
vfe.ResetGatewayTimer = true;
|
|
#endif
|
|
vfe.URBEntryAllocationSize = 2;
|
|
vfe.CURBEAllocationSize = vfe_curbe_allocation;
|
|
|
|
if (prog_data->base.total_scratch) {
|
|
/* Broadwell's Per Thread Scratch Space is in the range [0, 11]
|
|
* where 0 = 1k, 1 = 2k, 2 = 4k, ..., 11 = 2M.
|
|
*/
|
|
vfe.PerThreadScratchSpace =
|
|
ffs(prog_data->base.total_scratch) - 11;
|
|
vfe.ScratchSpaceBasePointer =
|
|
(struct anv_address) {
|
|
.bo = anv_scratch_pool_alloc(device,
|
|
&device->scratch_pool,
|
|
MESA_SHADER_COMPUTE,
|
|
prog_data->base.total_scratch),
|
|
.offset = 0,
|
|
};
|
|
}
|
|
}
|
|
struct anv_state iface_desc_state =
|
|
anv_cmd_buffer_alloc_dynamic_state(state->cmd_buffer,
|
|
GENX(INTERFACE_DESCRIPTOR_DATA_length) * 4,
|
|
64);
|
|
struct GENX(INTERFACE_DESCRIPTOR_DATA) iface_desc = {
|
|
.KernelStartPointer = state->kernel->kernel.offset +
|
|
brw_cs_prog_data_prog_offset(prog_data,
|
|
dispatch.simd_size),
|
|
|
|
.SamplerCount = 0,
|
|
.BindingTableEntryCount = 0,
|
|
.BarrierEnable = prog_data->uses_barrier,
|
|
.SharedLocalMemorySize = encode_slm_size(GFX_VER,
|
|
prog_data->base.total_shared),
|
|
|
|
.ConstantURBEntryReadOffset = 0,
|
|
.ConstantURBEntryReadLength = prog_data->push.per_thread.regs,
|
|
.CrossThreadConstantDataReadLength = prog_data->push.cross_thread.regs,
|
|
#if GFX_VER >= 12
|
|
/* TODO: Check if we are missing workarounds and enable mid-thread
|
|
* preemption.
|
|
*
|
|
* We still have issues with mid-thread preemption (it was already
|
|
* disabled by the kernel on gfx11, due to missing workarounds). It's
|
|
* possible that we are just missing some workarounds, and could
|
|
* enable it later, but for now let's disable it to fix a GPU in
|
|
* compute in Car Chase (and possibly more).
|
|
*/
|
|
.ThreadPreemptionDisable = true,
|
|
#endif
|
|
.NumberofThreadsinGPGPUThreadGroup = dispatch.threads,
|
|
};
|
|
GENX(INTERFACE_DESCRIPTOR_DATA_pack)(batch, iface_desc_state.map, &iface_desc);
|
|
anv_batch_emit(batch, GENX(MEDIA_INTERFACE_DESCRIPTOR_LOAD), mid) {
|
|
mid.InterfaceDescriptorTotalLength = iface_desc_state.alloc_size;
|
|
mid.InterfaceDescriptorDataStartAddress = iface_desc_state.offset;
|
|
}
|
|
anv_batch_emit(batch, GENX(MEDIA_CURBE_LOAD), curbe) {
|
|
curbe.CURBEDataStartAddress = push_state.offset;
|
|
curbe.CURBETotalDataLength = push_state.alloc_size;
|
|
}
|
|
anv_batch_emit(batch, GENX(GPGPU_WALKER), ggw) {
|
|
ggw.SIMDSize = dispatch.simd_size / 16;
|
|
ggw.ThreadDepthCounterMaximum = 0;
|
|
ggw.ThreadHeightCounterMaximum = 0;
|
|
ggw.ThreadWidthCounterMaximum = dispatch.threads - 1;
|
|
ggw.ThreadGroupIDXDimension = DIV_ROUND_UP(num_threads,
|
|
dispatch.simd_size);
|
|
ggw.ThreadGroupIDYDimension = 1;
|
|
ggw.ThreadGroupIDZDimension = 1;
|
|
ggw.RightExecutionMask = dispatch.right_mask;
|
|
ggw.BottomExecutionMask = 0xffffffff;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif /* GENX_SIMPLE_SHADER_H */
|