nir_lower_io_lower_64bit_to_32);
}
+/* Mesh URB Entry consists of an initial section
+ *
+ * - Primitive Count
+ * - Primitive Indices (from 0 to Max-1)
+ * - Padding to 32B if needed
+ *
+ * optionally followed by a section for per-primitive data,
+ * in which each primitive (from 0 to Max-1) gets
+ *
+ * - Primitive Header (e.g. ViewportIndex)
+ * - Primitive Custom Attributes
+ *
+ * then followed by a section for per-vertex data
+ *
+ * - Vertex Header (e.g. Position)
+ * - Vertex Custom Attributes
+ *
+ * Each per-element section has a pitch and a starting offset. All the
+ * individual attributes offsets in start_dw are considering the first entry
+ * of the section (i.e. where the Position for first vertex, or ViewportIndex
+ * for first primitive). Attributes for other elements are calculated using
+ * the pitch.
+ */
+static void
+brw_compute_mue_map(struct nir_shader *nir, struct brw_mue_map *map)
+{
+ memset(map, 0, sizeof(*map));
+
+ for (int i = 0; i < VARYING_SLOT_MAX; i++)
+ map->start_dw[i] = -1;
+
+ unsigned vertices_per_primitive = 0;
+ switch (nir->info.mesh.primitive_type) {
+ case GL_POINTS:
+ vertices_per_primitive = 1;
+ break;
+ case GL_LINES:
+ vertices_per_primitive = 2;
+ break;
+ case GL_TRIANGLES:
+ vertices_per_primitive = 3;
+ break;
+ default:
+ unreachable("invalid primitive type");
+ }
+
+ map->max_primitives = nir->info.mesh.max_primitives_out;
+ map->max_vertices = nir->info.mesh.max_vertices_out;
+
+ uint64_t outputs_written = nir->info.outputs_written;
+
+ /* Assign initial section. */
+ if (BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_COUNT) & outputs_written) {
+ map->start_dw[VARYING_SLOT_PRIMITIVE_COUNT] = 0;
+ outputs_written &= ~BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_COUNT);
+ }
+ if (BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_INDICES) & outputs_written) {
+ map->start_dw[VARYING_SLOT_PRIMITIVE_INDICES] = 1;
+ outputs_written &= ~BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_INDICES);
+ }
+
+ /* One dword for primitives count then K extra dwords for each
+ * primitive. Note this should change when we implement other index types.
+ */
+ const unsigned primitive_list_size_dw = 1 + vertices_per_primitive * map->max_primitives;
+
+ /* TODO(mesh): Multiview. */
+ map->per_primitive_header_size_dw = 0;
+
+ map->per_primitive_start_dw = ALIGN(primitive_list_size_dw, 8);
+
+ unsigned next_primitive = map->per_primitive_start_dw +
+ map->per_primitive_header_size_dw;
+ u_foreach_bit64(location, outputs_written & nir->info.per_primitive_outputs) {
+ assert(map->start_dw[location] == -1);
+
+ assert(location >= VARYING_SLOT_VAR0);
+ map->start_dw[location] = next_primitive;
+ next_primitive += 4;
+ }
+
+ map->per_primitive_data_size_dw = next_primitive -
+ map->per_primitive_start_dw -
+ map->per_primitive_header_size_dw;
+ map->per_primitive_pitch_dw = ALIGN(map->per_primitive_header_size_dw +
+ map->per_primitive_data_size_dw, 8);
+
+ /* TODO(mesh): Multiview. */
+ map->per_vertex_header_size_dw = 8;
+ map->per_vertex_start_dw = ALIGN(map->per_primitive_start_dw +
+ map->per_primitive_pitch_dw * map->max_primitives, 8);
+
+ unsigned next_vertex = map->per_vertex_start_dw +
+ map->per_vertex_header_size_dw;
+ u_foreach_bit64(location, outputs_written & ~nir->info.per_primitive_outputs) {
+ assert(map->start_dw[location] == -1);
+
+ unsigned start;
+ switch (location) {
+ case VARYING_SLOT_PSIZ:
+ start = map->per_vertex_start_dw + 3;
+ break;
+ case VARYING_SLOT_POS:
+ start = map->per_vertex_start_dw + 4;
+ break;
+ default:
+ assert(location >= VARYING_SLOT_VAR0);
+ start = next_vertex;
+ next_vertex += 4;
+ break;
+ }
+ map->start_dw[location] = start;
+ }
+
+ map->per_vertex_data_size_dw = next_vertex -
+ map->per_vertex_start_dw -
+ map->per_vertex_header_size_dw;
+ map->per_vertex_pitch_dw = ALIGN(map->per_vertex_header_size_dw +
+ map->per_vertex_data_size_dw, 8);
+
+ map->size_dw =
+ map->per_vertex_start_dw + map->per_vertex_pitch_dw * map->max_vertices;
+
+ assert(map->size_dw % 8 == 0);
+}
+
+static void
+brw_print_mue_map(FILE *fp, const struct brw_mue_map *map)
+{
+ fprintf(fp, "MUE map (%d dwords, %d primitives, %d vertices)\n",
+ map->size_dw, map->max_primitives, map->max_vertices);
+ fprintf(fp, " %4d: VARYING_SLOT_PRIMITIVE_COUNT\n",
+ map->start_dw[VARYING_SLOT_PRIMITIVE_COUNT]);
+ fprintf(fp, " %4d: VARYING_SLOT_PRIMITIVE_INDICES\n",
+ map->start_dw[VARYING_SLOT_PRIMITIVE_INDICES]);
+
+ fprintf(fp, " ----- per primitive (start %d, header_size %d, data_size %d, pitch %d)\n",
+ map->per_primitive_start_dw,
+ map->per_primitive_header_size_dw,
+ map->per_primitive_data_size_dw,
+ map->per_primitive_pitch_dw);
+
+ for (unsigned i = 0; i < VARYING_SLOT_MAX; i++) {
+ if (map->start_dw[i] < 0)
+ continue;
+ const unsigned offset = map->start_dw[i];
+ if (offset >= map->per_primitive_start_dw &&
+ offset < map->per_primitive_start_dw + map->per_primitive_pitch_dw) {
+ fprintf(fp, " %4d: %s\n", offset,
+ gl_varying_slot_name_for_stage((gl_varying_slot)i,
+ MESA_SHADER_MESH));
+ }
+ }
+
+ fprintf(fp, " ----- per vertex (start %d, header_size %d, data_size %d, pitch %d)\n",
+ map->per_vertex_start_dw,
+ map->per_vertex_header_size_dw,
+ map->per_vertex_data_size_dw,
+ map->per_vertex_pitch_dw);
+
+ for (unsigned i = 0; i < VARYING_SLOT_MAX; i++) {
+ if (map->start_dw[i] < 0)
+ continue;
+ const unsigned offset = map->start_dw[i];
+ if (offset >= map->per_vertex_start_dw &&
+ offset < map->per_vertex_start_dw + map->per_vertex_pitch_dw) {
+ fprintf(fp, " %4d: %s\n", offset,
+ gl_varying_slot_name_for_stage((gl_varying_slot)i,
+ MESA_SHADER_MESH));
+ }
+ }
+
+ fprintf(fp, "\n");
+}
+
+static void
+brw_nir_lower_mue_outputs(nir_shader *nir, const struct brw_mue_map *map)
+{
+ nir_foreach_shader_out_variable(var, nir) {
+ int location = var->data.location;
+ assert(location >= 0);
+ assert(map->start_dw[location] != -1);
+ var->data.driver_location = map->start_dw[location];
+ }
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
+ nir_lower_io_lower_64bit_to_32);
+}
+
+static void
+brw_nir_adjust_offset_for_arrayed_indices(nir_shader *nir, const struct brw_mue_map *map)
+{
+ /* TODO(mesh): Check if we need to inject extra vertex header / primitive
+ * setup. If so, we should add them together some required value for
+ * vertex/primitive.
+ */
+
+ /* Remap per_vertex and per_primitive offsets using the extra source and the pitch. */
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+
+ nir_foreach_block(block, function->impl) {
+ 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_load_per_vertex_output:
+ case nir_intrinsic_store_per_vertex_output: {
+ const bool is_load = intrin->intrinsic == nir_intrinsic_load_per_vertex_output;
+ nir_src *index_src = &intrin->src[is_load ? 0 : 1];
+ nir_src *offset_src = &intrin->src[is_load ? 1 : 2];
+
+ assert(index_src->is_ssa);
+ b.cursor = nir_before_instr(&intrin->instr);
+ nir_ssa_def *offset =
+ nir_iadd(&b,
+ offset_src->ssa,
+ nir_imul_imm(&b, index_src->ssa, map->per_vertex_pitch_dw));
+ nir_instr_rewrite_src(&intrin->instr, offset_src, nir_src_for_ssa(offset));
+ break;
+ }
+
+ case nir_intrinsic_load_per_primitive_output:
+ case nir_intrinsic_store_per_primitive_output: {
+ const bool is_load = intrin->intrinsic == nir_intrinsic_load_per_primitive_output;
+ nir_src *index_src = &intrin->src[is_load ? 0 : 1];
+ nir_src *offset_src = &intrin->src[is_load ? 1 : 2];
+
+ assert(index_src->is_ssa);
+ b.cursor = nir_before_instr(&intrin->instr);
+
+ assert(index_src->is_ssa);
+ nir_ssa_def *offset =
+ nir_iadd(&b,
+ offset_src->ssa,
+ nir_imul_imm(&b, index_src->ssa, map->per_primitive_pitch_dw));
+ nir_instr_rewrite_src(&intrin->instr, offset_src, nir_src_for_ssa(offset));
+ break;
+ }
+
+ default:
+ /* Nothing to do. */
+ break;
+ }
+ }
+ }
+ nir_metadata_preserve(function->impl, nir_metadata_none);
+ }
+ }
+}
+
const unsigned *
brw_compile_mesh(const struct brw_compiler *compiler,
void *mem_ctx,
/* TODO(mesh): Use other index formats (that are more compact) for optimization. */
prog_data->index_format = BRW_INDEX_FORMAT_U32;
+ brw_compute_mue_map(nir, &prog_data->map);
+
const unsigned required_dispatch_width =
brw_required_dispatch_width(&nir->info, key->base.subgroup_size_type);
brw_nir_apply_key(shader, compiler, &key->base, dispatch_width, true /* is_scalar */);
NIR_PASS_V(shader, brw_nir_lower_tue_inputs, params->tue_map);
+ NIR_PASS_V(shader, brw_nir_lower_mue_outputs, &prog_data->map);
+ NIR_PASS_V(shader, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map);
NIR_PASS_V(shader, brw_nir_lower_simd, dispatch_width);
brw_postprocess_nir(shader, compiler, true /* is_scalar */, debug_enabled,
fprintf(stderr, "Mesh Input ");
brw_print_tue_map(stderr, params->tue_map);
}
+ fprintf(stderr, "Mesh Output ");
+ brw_print_mue_map(stderr, &prog_data->map);
}
fs_generator g(compiler, params->log_data, mem_ctx,
fs_reg src = get_nir_src(instr->src[0]);
nir_src *offset_nir_src = nir_get_io_offset_src(instr);
+ /* TODO(mesh): for per_vertex and per_primitive, if we could keep around
+ * the non-array-index offset, we could use to decide if we can perform
+ * either one or (at most) two writes instead one per component.
+ */
+
if (nir_src_is_const(*offset_nir_src))
emit_urb_direct_writes(bld, instr, src);
else
fs_reg dest = get_nir_dest(instr->dest);
nir_src *offset_nir_src = nir_get_io_offset_src(instr);
+ /* TODO(mesh): for per_vertex and per_primitive, if we could keep around
+ * the non-array-index offset, we could use to decide if we can perform
+ * a single large aligned read instead one per component.
+ */
+
if (nir_src_is_const(*offset_nir_src))
emit_urb_direct_reads(bld, instr, dest);
else
case nir_intrinsic_store_per_primitive_output:
case nir_intrinsic_store_per_vertex_output:
case nir_intrinsic_store_output:
- case nir_intrinsic_load_per_vertex_output:
- case nir_intrinsic_load_per_primitive_output:
- case nir_intrinsic_load_output:
- /* TODO(mesh): Mesh Output. */
+ emit_task_mesh_store(bld, instr);
break;
case nir_intrinsic_load_input:
+ case nir_intrinsic_load_per_vertex_output:
+ case nir_intrinsic_load_per_primitive_output:
+ case nir_intrinsic_load_output:
emit_task_mesh_load(bld, instr);
break;