1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Copyright © 2015 Intel Corporation
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker *
11*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker * Software.
14*61046927SAndroid Build Coastguard Worker *
15*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*61046927SAndroid Build Coastguard Worker * IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker */
23*61046927SAndroid Build Coastguard Worker
24*61046927SAndroid Build Coastguard Worker #include "anv_private.h"
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker #include "genxml/gen_macros.h"
27*61046927SAndroid Build Coastguard Worker #include "genxml/genX_pack.h"
28*61046927SAndroid Build Coastguard Worker #include "genxml/genX_rt_pack.h"
29*61046927SAndroid Build Coastguard Worker
30*61046927SAndroid Build Coastguard Worker #include "common/intel_compute_slm.h"
31*61046927SAndroid Build Coastguard Worker #include "common/intel_genX_state_brw.h"
32*61046927SAndroid Build Coastguard Worker #include "common/intel_l3_config.h"
33*61046927SAndroid Build Coastguard Worker #include "common/intel_sample_positions.h"
34*61046927SAndroid Build Coastguard Worker #include "nir/nir_xfb_info.h"
35*61046927SAndroid Build Coastguard Worker #include "vk_util.h"
36*61046927SAndroid Build Coastguard Worker #include "vk_format.h"
37*61046927SAndroid Build Coastguard Worker #include "vk_log.h"
38*61046927SAndroid Build Coastguard Worker #include "vk_render_pass.h"
39*61046927SAndroid Build Coastguard Worker
40*61046927SAndroid Build Coastguard Worker static inline struct anv_batch *
anv_gfx_pipeline_add(struct anv_graphics_pipeline * pipeline,struct anv_gfx_state_ptr * ptr,uint32_t n_dwords)41*61046927SAndroid Build Coastguard Worker anv_gfx_pipeline_add(struct anv_graphics_pipeline *pipeline,
42*61046927SAndroid Build Coastguard Worker struct anv_gfx_state_ptr *ptr,
43*61046927SAndroid Build Coastguard Worker uint32_t n_dwords)
44*61046927SAndroid Build Coastguard Worker {
45*61046927SAndroid Build Coastguard Worker struct anv_batch *batch = &pipeline->base.base.batch;
46*61046927SAndroid Build Coastguard Worker
47*61046927SAndroid Build Coastguard Worker assert(ptr->len == 0 ||
48*61046927SAndroid Build Coastguard Worker (batch->next - batch->start) / 4 == (ptr->offset + ptr->len));
49*61046927SAndroid Build Coastguard Worker if (ptr->len == 0)
50*61046927SAndroid Build Coastguard Worker ptr->offset = (batch->next - batch->start) / 4;
51*61046927SAndroid Build Coastguard Worker ptr->len += n_dwords;
52*61046927SAndroid Build Coastguard Worker
53*61046927SAndroid Build Coastguard Worker return batch;
54*61046927SAndroid Build Coastguard Worker }
55*61046927SAndroid Build Coastguard Worker
56*61046927SAndroid Build Coastguard Worker #define anv_pipeline_emit_tmp(pipeline, field, cmd, name) \
57*61046927SAndroid Build Coastguard Worker for (struct cmd name = { __anv_cmd_header(cmd) }, \
58*61046927SAndroid Build Coastguard Worker *_dst = (void *) field; \
59*61046927SAndroid Build Coastguard Worker __builtin_expect(_dst != NULL, 1); \
60*61046927SAndroid Build Coastguard Worker ({ __anv_cmd_pack(cmd)(&(pipeline)->base.base.batch, \
61*61046927SAndroid Build Coastguard Worker _dst, &name); \
62*61046927SAndroid Build Coastguard Worker VG(VALGRIND_CHECK_MEM_IS_DEFINED(_dst, __anv_cmd_length(cmd) * 4)); \
63*61046927SAndroid Build Coastguard Worker _dst = NULL; \
64*61046927SAndroid Build Coastguard Worker }))
65*61046927SAndroid Build Coastguard Worker
66*61046927SAndroid Build Coastguard Worker #define anv_pipeline_emit(pipeline, state, cmd, name) \
67*61046927SAndroid Build Coastguard Worker for (struct cmd name = { __anv_cmd_header(cmd) }, \
68*61046927SAndroid Build Coastguard Worker *_dst = anv_batch_emit_dwords( \
69*61046927SAndroid Build Coastguard Worker anv_gfx_pipeline_add(pipeline, \
70*61046927SAndroid Build Coastguard Worker &(pipeline)->state, \
71*61046927SAndroid Build Coastguard Worker __anv_cmd_length(cmd)), \
72*61046927SAndroid Build Coastguard Worker __anv_cmd_length(cmd)); \
73*61046927SAndroid Build Coastguard Worker __builtin_expect(_dst != NULL, 1); \
74*61046927SAndroid Build Coastguard Worker ({ __anv_cmd_pack(cmd)(&(pipeline)->base.base.batch, \
75*61046927SAndroid Build Coastguard Worker _dst, &name); \
76*61046927SAndroid Build Coastguard Worker VG(VALGRIND_CHECK_MEM_IS_DEFINED(_dst, __anv_cmd_length(cmd) * 4)); \
77*61046927SAndroid Build Coastguard Worker _dst = NULL; \
78*61046927SAndroid Build Coastguard Worker }))
79*61046927SAndroid Build Coastguard Worker
80*61046927SAndroid Build Coastguard Worker #define anv_pipeline_emit_merge(pipeline, state, dwords, cmd, name) \
81*61046927SAndroid Build Coastguard Worker for (struct cmd name = { 0 }, \
82*61046927SAndroid Build Coastguard Worker *_dst = anv_batch_emit_dwords( \
83*61046927SAndroid Build Coastguard Worker anv_gfx_pipeline_add(pipeline, \
84*61046927SAndroid Build Coastguard Worker &(pipeline)->state, \
85*61046927SAndroid Build Coastguard Worker __anv_cmd_length(cmd)), \
86*61046927SAndroid Build Coastguard Worker __anv_cmd_length(cmd)); \
87*61046927SAndroid Build Coastguard Worker __builtin_expect(_dst != NULL, 1); \
88*61046927SAndroid Build Coastguard Worker ({ uint32_t _partial[__anv_cmd_length(cmd)]; \
89*61046927SAndroid Build Coastguard Worker assert((pipeline)->state.len == __anv_cmd_length(cmd)); \
90*61046927SAndroid Build Coastguard Worker __anv_cmd_pack(cmd)(&(pipeline)->base.base.batch, \
91*61046927SAndroid Build Coastguard Worker _partial, &name); \
92*61046927SAndroid Build Coastguard Worker for (uint32_t i = 0; i < __anv_cmd_length(cmd); i++) { \
93*61046927SAndroid Build Coastguard Worker ((uint32_t *)_dst)[i] = _partial[i] | dwords[i]; \
94*61046927SAndroid Build Coastguard Worker } \
95*61046927SAndroid Build Coastguard Worker VG(VALGRIND_CHECK_MEM_IS_DEFINED(_dst, __anv_cmd_length(cmd) * 4)); \
96*61046927SAndroid Build Coastguard Worker _dst = NULL; \
97*61046927SAndroid Build Coastguard Worker }))
98*61046927SAndroid Build Coastguard Worker
99*61046927SAndroid Build Coastguard Worker #define anv_pipeline_emitn(pipeline, state, n, cmd, ...) ({ \
100*61046927SAndroid Build Coastguard Worker void *__dst = anv_batch_emit_dwords( \
101*61046927SAndroid Build Coastguard Worker anv_gfx_pipeline_add(pipeline, &(pipeline)->state, n), n); \
102*61046927SAndroid Build Coastguard Worker if (__dst) { \
103*61046927SAndroid Build Coastguard Worker struct cmd __template = { \
104*61046927SAndroid Build Coastguard Worker __anv_cmd_header(cmd), \
105*61046927SAndroid Build Coastguard Worker .DWordLength = n - __anv_cmd_length_bias(cmd), \
106*61046927SAndroid Build Coastguard Worker __VA_ARGS__ \
107*61046927SAndroid Build Coastguard Worker }; \
108*61046927SAndroid Build Coastguard Worker __anv_cmd_pack(cmd)(&pipeline->base.base.batch, \
109*61046927SAndroid Build Coastguard Worker __dst, &__template); \
110*61046927SAndroid Build Coastguard Worker } \
111*61046927SAndroid Build Coastguard Worker __dst; \
112*61046927SAndroid Build Coastguard Worker })
113*61046927SAndroid Build Coastguard Worker
114*61046927SAndroid Build Coastguard Worker #define pipeline_needs_protected(pipeline) \
115*61046927SAndroid Build Coastguard Worker ((pipeline)->device->vk.enabled_features.protectedMemory)
116*61046927SAndroid Build Coastguard Worker
117*61046927SAndroid Build Coastguard Worker static uint32_t
vertex_element_comp_control(enum isl_format format,unsigned comp)118*61046927SAndroid Build Coastguard Worker vertex_element_comp_control(enum isl_format format, unsigned comp)
119*61046927SAndroid Build Coastguard Worker {
120*61046927SAndroid Build Coastguard Worker uint8_t bits;
121*61046927SAndroid Build Coastguard Worker switch (comp) {
122*61046927SAndroid Build Coastguard Worker case 0: bits = isl_format_layouts[format].channels.r.bits; break;
123*61046927SAndroid Build Coastguard Worker case 1: bits = isl_format_layouts[format].channels.g.bits; break;
124*61046927SAndroid Build Coastguard Worker case 2: bits = isl_format_layouts[format].channels.b.bits; break;
125*61046927SAndroid Build Coastguard Worker case 3: bits = isl_format_layouts[format].channels.a.bits; break;
126*61046927SAndroid Build Coastguard Worker default: unreachable("Invalid component");
127*61046927SAndroid Build Coastguard Worker }
128*61046927SAndroid Build Coastguard Worker
129*61046927SAndroid Build Coastguard Worker /*
130*61046927SAndroid Build Coastguard Worker * Take in account hardware restrictions when dealing with 64-bit floats.
131*61046927SAndroid Build Coastguard Worker *
132*61046927SAndroid Build Coastguard Worker * From Broadwell spec, command reference structures, page 586:
133*61046927SAndroid Build Coastguard Worker * "When SourceElementFormat is set to one of the *64*_PASSTHRU formats,
134*61046927SAndroid Build Coastguard Worker * 64-bit components are stored * in the URB without any conversion. In
135*61046927SAndroid Build Coastguard Worker * this case, vertex elements must be written as 128 or 256 bits, with
136*61046927SAndroid Build Coastguard Worker * VFCOMP_STORE_0 being used to pad the output as required. E.g., if
137*61046927SAndroid Build Coastguard Worker * R64_PASSTHRU is used to copy a 64-bit Red component into the URB,
138*61046927SAndroid Build Coastguard Worker * Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3
139*61046927SAndroid Build Coastguard Worker * set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or
140*61046927SAndroid Build Coastguard Worker * Components 1-3 must be specified as VFCOMP_STORE_0 in order to output
141*61046927SAndroid Build Coastguard Worker * a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires
142*61046927SAndroid Build Coastguard Worker * Component 3 to be specified as VFCOMP_STORE_0 in order to output a
143*61046927SAndroid Build Coastguard Worker * 256-bit vertex element."
144*61046927SAndroid Build Coastguard Worker */
145*61046927SAndroid Build Coastguard Worker if (bits) {
146*61046927SAndroid Build Coastguard Worker return VFCOMP_STORE_SRC;
147*61046927SAndroid Build Coastguard Worker } else if (comp >= 2 &&
148*61046927SAndroid Build Coastguard Worker !isl_format_layouts[format].channels.b.bits &&
149*61046927SAndroid Build Coastguard Worker isl_format_layouts[format].channels.r.type == ISL_RAW) {
150*61046927SAndroid Build Coastguard Worker /* When emitting 64-bit attributes, we need to write either 128 or 256
151*61046927SAndroid Build Coastguard Worker * bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and
152*61046927SAndroid Build Coastguard Worker * VFCOMP_STORE_0 to pad the written chunk */
153*61046927SAndroid Build Coastguard Worker return VFCOMP_NOSTORE;
154*61046927SAndroid Build Coastguard Worker } else if (comp < 3 ||
155*61046927SAndroid Build Coastguard Worker isl_format_layouts[format].channels.r.type == ISL_RAW) {
156*61046927SAndroid Build Coastguard Worker /* Note we need to pad with value 0, not 1, due hardware restrictions
157*61046927SAndroid Build Coastguard Worker * (see comment above) */
158*61046927SAndroid Build Coastguard Worker return VFCOMP_STORE_0;
159*61046927SAndroid Build Coastguard Worker } else if (isl_format_layouts[format].channels.r.type == ISL_UINT ||
160*61046927SAndroid Build Coastguard Worker isl_format_layouts[format].channels.r.type == ISL_SINT) {
161*61046927SAndroid Build Coastguard Worker assert(comp == 3);
162*61046927SAndroid Build Coastguard Worker return VFCOMP_STORE_1_INT;
163*61046927SAndroid Build Coastguard Worker } else {
164*61046927SAndroid Build Coastguard Worker assert(comp == 3);
165*61046927SAndroid Build Coastguard Worker return VFCOMP_STORE_1_FP;
166*61046927SAndroid Build Coastguard Worker }
167*61046927SAndroid Build Coastguard Worker }
168*61046927SAndroid Build Coastguard Worker
169*61046927SAndroid Build Coastguard Worker void
genX(emit_vertex_input)170*61046927SAndroid Build Coastguard Worker genX(emit_vertex_input)(struct anv_batch *batch,
171*61046927SAndroid Build Coastguard Worker uint32_t *vertex_element_dws,
172*61046927SAndroid Build Coastguard Worker struct anv_graphics_pipeline *pipeline,
173*61046927SAndroid Build Coastguard Worker const struct vk_vertex_input_state *vi,
174*61046927SAndroid Build Coastguard Worker bool emit_in_pipeline)
175*61046927SAndroid Build Coastguard Worker {
176*61046927SAndroid Build Coastguard Worker const struct anv_device *device = pipeline->base.base.device;
177*61046927SAndroid Build Coastguard Worker const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
178*61046927SAndroid Build Coastguard Worker const uint64_t inputs_read = vs_prog_data->inputs_read;
179*61046927SAndroid Build Coastguard Worker const uint64_t double_inputs_read =
180*61046927SAndroid Build Coastguard Worker vs_prog_data->double_inputs_read & inputs_read;
181*61046927SAndroid Build Coastguard Worker assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
182*61046927SAndroid Build Coastguard Worker const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;
183*61046927SAndroid Build Coastguard Worker const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;
184*61046927SAndroid Build Coastguard Worker
185*61046927SAndroid Build Coastguard Worker for (uint32_t i = 0; i < pipeline->vs_input_elements; i++) {
186*61046927SAndroid Build Coastguard Worker /* The SKL docs for VERTEX_ELEMENT_STATE say:
187*61046927SAndroid Build Coastguard Worker *
188*61046927SAndroid Build Coastguard Worker * "All elements must be valid from Element[0] to the last valid
189*61046927SAndroid Build Coastguard Worker * element. (I.e. if Element[2] is valid then Element[1] and
190*61046927SAndroid Build Coastguard Worker * Element[0] must also be valid)."
191*61046927SAndroid Build Coastguard Worker *
192*61046927SAndroid Build Coastguard Worker * The SKL docs for 3D_Vertex_Component_Control say:
193*61046927SAndroid Build Coastguard Worker *
194*61046927SAndroid Build Coastguard Worker * "Don't store this component. (Not valid for Component 0, but can
195*61046927SAndroid Build Coastguard Worker * be used for Component 1-3)."
196*61046927SAndroid Build Coastguard Worker *
197*61046927SAndroid Build Coastguard Worker * So we can't just leave a vertex element blank and hope for the best.
198*61046927SAndroid Build Coastguard Worker * We have to tell the VF hardware to put something in it; so we just
199*61046927SAndroid Build Coastguard Worker * store a bunch of zero.
200*61046927SAndroid Build Coastguard Worker *
201*61046927SAndroid Build Coastguard Worker * TODO: Compact vertex elements so we never end up with holes.
202*61046927SAndroid Build Coastguard Worker */
203*61046927SAndroid Build Coastguard Worker struct GENX(VERTEX_ELEMENT_STATE) element = {
204*61046927SAndroid Build Coastguard Worker .Valid = true,
205*61046927SAndroid Build Coastguard Worker .Component0Control = VFCOMP_STORE_0,
206*61046927SAndroid Build Coastguard Worker .Component1Control = VFCOMP_STORE_0,
207*61046927SAndroid Build Coastguard Worker .Component2Control = VFCOMP_STORE_0,
208*61046927SAndroid Build Coastguard Worker .Component3Control = VFCOMP_STORE_0,
209*61046927SAndroid Build Coastguard Worker };
210*61046927SAndroid Build Coastguard Worker GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
211*61046927SAndroid Build Coastguard Worker &vertex_element_dws[i * 2],
212*61046927SAndroid Build Coastguard Worker &element);
213*61046927SAndroid Build Coastguard Worker }
214*61046927SAndroid Build Coastguard Worker
215*61046927SAndroid Build Coastguard Worker u_foreach_bit(a, vi->attributes_valid) {
216*61046927SAndroid Build Coastguard Worker enum isl_format format = anv_get_isl_format(device->info,
217*61046927SAndroid Build Coastguard Worker vi->attributes[a].format,
218*61046927SAndroid Build Coastguard Worker VK_IMAGE_ASPECT_COLOR_BIT,
219*61046927SAndroid Build Coastguard Worker VK_IMAGE_TILING_LINEAR);
220*61046927SAndroid Build Coastguard Worker assume(format < ISL_NUM_FORMATS);
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker uint32_t binding = vi->attributes[a].binding;
223*61046927SAndroid Build Coastguard Worker assert(binding < MAX_VBS);
224*61046927SAndroid Build Coastguard Worker
225*61046927SAndroid Build Coastguard Worker if ((elements & (1 << a)) == 0)
226*61046927SAndroid Build Coastguard Worker continue; /* Binding unused */
227*61046927SAndroid Build Coastguard Worker
228*61046927SAndroid Build Coastguard Worker uint32_t slot =
229*61046927SAndroid Build Coastguard Worker __builtin_popcount(elements & ((1 << a) - 1)) -
230*61046927SAndroid Build Coastguard Worker DIV_ROUND_UP(__builtin_popcount(elements_double &
231*61046927SAndroid Build Coastguard Worker ((1 << a) -1)), 2);
232*61046927SAndroid Build Coastguard Worker
233*61046927SAndroid Build Coastguard Worker struct GENX(VERTEX_ELEMENT_STATE) element = {
234*61046927SAndroid Build Coastguard Worker .VertexBufferIndex = vi->attributes[a].binding,
235*61046927SAndroid Build Coastguard Worker .Valid = true,
236*61046927SAndroid Build Coastguard Worker .SourceElementFormat = format,
237*61046927SAndroid Build Coastguard Worker .EdgeFlagEnable = false,
238*61046927SAndroid Build Coastguard Worker .SourceElementOffset = vi->attributes[a].offset,
239*61046927SAndroid Build Coastguard Worker .Component0Control = vertex_element_comp_control(format, 0),
240*61046927SAndroid Build Coastguard Worker .Component1Control = vertex_element_comp_control(format, 1),
241*61046927SAndroid Build Coastguard Worker .Component2Control = vertex_element_comp_control(format, 2),
242*61046927SAndroid Build Coastguard Worker .Component3Control = vertex_element_comp_control(format, 3),
243*61046927SAndroid Build Coastguard Worker };
244*61046927SAndroid Build Coastguard Worker GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
245*61046927SAndroid Build Coastguard Worker &vertex_element_dws[slot * 2],
246*61046927SAndroid Build Coastguard Worker &element);
247*61046927SAndroid Build Coastguard Worker
248*61046927SAndroid Build Coastguard Worker /* On Broadwell and later, we have a separate VF_INSTANCING packet
249*61046927SAndroid Build Coastguard Worker * that controls instancing. On Haswell and prior, that's part of
250*61046927SAndroid Build Coastguard Worker * VERTEX_BUFFER_STATE which we emit later.
251*61046927SAndroid Build Coastguard Worker */
252*61046927SAndroid Build Coastguard Worker if (emit_in_pipeline) {
253*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_instancing, GENX(3DSTATE_VF_INSTANCING), vfi) {
254*61046927SAndroid Build Coastguard Worker bool per_instance = vi->bindings[binding].input_rate ==
255*61046927SAndroid Build Coastguard Worker VK_VERTEX_INPUT_RATE_INSTANCE;
256*61046927SAndroid Build Coastguard Worker uint32_t divisor = vi->bindings[binding].divisor *
257*61046927SAndroid Build Coastguard Worker pipeline->instance_multiplier;
258*61046927SAndroid Build Coastguard Worker
259*61046927SAndroid Build Coastguard Worker vfi.InstancingEnable = per_instance;
260*61046927SAndroid Build Coastguard Worker vfi.VertexElementIndex = slot;
261*61046927SAndroid Build Coastguard Worker vfi.InstanceDataStepRate = per_instance ? divisor : 1;
262*61046927SAndroid Build Coastguard Worker }
263*61046927SAndroid Build Coastguard Worker } else {
264*61046927SAndroid Build Coastguard Worker anv_batch_emit(batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
265*61046927SAndroid Build Coastguard Worker bool per_instance = vi->bindings[binding].input_rate ==
266*61046927SAndroid Build Coastguard Worker VK_VERTEX_INPUT_RATE_INSTANCE;
267*61046927SAndroid Build Coastguard Worker uint32_t divisor = vi->bindings[binding].divisor *
268*61046927SAndroid Build Coastguard Worker pipeline->instance_multiplier;
269*61046927SAndroid Build Coastguard Worker
270*61046927SAndroid Build Coastguard Worker vfi.InstancingEnable = per_instance;
271*61046927SAndroid Build Coastguard Worker vfi.VertexElementIndex = slot;
272*61046927SAndroid Build Coastguard Worker vfi.InstanceDataStepRate = per_instance ? divisor : 1;
273*61046927SAndroid Build Coastguard Worker }
274*61046927SAndroid Build Coastguard Worker }
275*61046927SAndroid Build Coastguard Worker }
276*61046927SAndroid Build Coastguard Worker }
277*61046927SAndroid Build Coastguard Worker
278*61046927SAndroid Build Coastguard Worker static void
emit_vertex_input(struct anv_graphics_pipeline * pipeline,const struct vk_graphics_pipeline_state * state,const struct vk_vertex_input_state * vi)279*61046927SAndroid Build Coastguard Worker emit_vertex_input(struct anv_graphics_pipeline *pipeline,
280*61046927SAndroid Build Coastguard Worker const struct vk_graphics_pipeline_state *state,
281*61046927SAndroid Build Coastguard Worker const struct vk_vertex_input_state *vi)
282*61046927SAndroid Build Coastguard Worker {
283*61046927SAndroid Build Coastguard Worker /* Only pack the VERTEX_ELEMENT_STATE if not dynamic so we can just memcpy
284*61046927SAndroid Build Coastguard Worker * everything in gfx8_cmd_buffer.c
285*61046927SAndroid Build Coastguard Worker */
286*61046927SAndroid Build Coastguard Worker if (!BITSET_TEST(state->dynamic, MESA_VK_DYNAMIC_VI)) {
287*61046927SAndroid Build Coastguard Worker genX(emit_vertex_input)(NULL,
288*61046927SAndroid Build Coastguard Worker pipeline->vertex_input_data,
289*61046927SAndroid Build Coastguard Worker pipeline, vi, true /* emit_in_pipeline */);
290*61046927SAndroid Build Coastguard Worker }
291*61046927SAndroid Build Coastguard Worker
292*61046927SAndroid Build Coastguard Worker const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
293*61046927SAndroid Build Coastguard Worker const bool needs_svgs_elem = pipeline->svgs_count > 1 ||
294*61046927SAndroid Build Coastguard Worker !vs_prog_data->uses_drawid;
295*61046927SAndroid Build Coastguard Worker const uint32_t id_slot = pipeline->vs_input_elements;
296*61046927SAndroid Build Coastguard Worker const uint32_t drawid_slot = id_slot + needs_svgs_elem;
297*61046927SAndroid Build Coastguard Worker if (pipeline->svgs_count > 0) {
298*61046927SAndroid Build Coastguard Worker assert(pipeline->vertex_input_elems >= pipeline->svgs_count);
299*61046927SAndroid Build Coastguard Worker uint32_t slot_offset =
300*61046927SAndroid Build Coastguard Worker pipeline->vertex_input_elems - pipeline->svgs_count;
301*61046927SAndroid Build Coastguard Worker
302*61046927SAndroid Build Coastguard Worker if (needs_svgs_elem) {
303*61046927SAndroid Build Coastguard Worker #if GFX_VER < 11
304*61046927SAndroid Build Coastguard Worker /* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
305*61046927SAndroid Build Coastguard Worker * "Within a VERTEX_ELEMENT_STATE structure, if a Component
306*61046927SAndroid Build Coastguard Worker * Control field is set to something other than VFCOMP_STORE_SRC,
307*61046927SAndroid Build Coastguard Worker * no higher-numbered Component Control fields may be set to
308*61046927SAndroid Build Coastguard Worker * VFCOMP_STORE_SRC"
309*61046927SAndroid Build Coastguard Worker *
310*61046927SAndroid Build Coastguard Worker * This means, that if we have BaseInstance, we need BaseVertex as
311*61046927SAndroid Build Coastguard Worker * well. Just do all or nothing.
312*61046927SAndroid Build Coastguard Worker */
313*61046927SAndroid Build Coastguard Worker uint32_t base_ctrl = (vs_prog_data->uses_firstvertex ||
314*61046927SAndroid Build Coastguard Worker vs_prog_data->uses_baseinstance) ?
315*61046927SAndroid Build Coastguard Worker VFCOMP_STORE_SRC : VFCOMP_STORE_0;
316*61046927SAndroid Build Coastguard Worker #endif
317*61046927SAndroid Build Coastguard Worker
318*61046927SAndroid Build Coastguard Worker struct GENX(VERTEX_ELEMENT_STATE) element = {
319*61046927SAndroid Build Coastguard Worker .VertexBufferIndex = ANV_SVGS_VB_INDEX,
320*61046927SAndroid Build Coastguard Worker .Valid = true,
321*61046927SAndroid Build Coastguard Worker .SourceElementFormat = ISL_FORMAT_R32G32_UINT,
322*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 11
323*61046927SAndroid Build Coastguard Worker /* On gen11, these are taken care of by extra parameter slots */
324*61046927SAndroid Build Coastguard Worker .Component0Control = VFCOMP_STORE_0,
325*61046927SAndroid Build Coastguard Worker .Component1Control = VFCOMP_STORE_0,
326*61046927SAndroid Build Coastguard Worker #else
327*61046927SAndroid Build Coastguard Worker .Component0Control = base_ctrl,
328*61046927SAndroid Build Coastguard Worker .Component1Control = base_ctrl,
329*61046927SAndroid Build Coastguard Worker #endif
330*61046927SAndroid Build Coastguard Worker .Component2Control = VFCOMP_STORE_0,
331*61046927SAndroid Build Coastguard Worker .Component3Control = VFCOMP_STORE_0,
332*61046927SAndroid Build Coastguard Worker };
333*61046927SAndroid Build Coastguard Worker GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
334*61046927SAndroid Build Coastguard Worker &pipeline->vertex_input_data[slot_offset * 2],
335*61046927SAndroid Build Coastguard Worker &element);
336*61046927SAndroid Build Coastguard Worker slot_offset++;
337*61046927SAndroid Build Coastguard Worker
338*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs_instancing,
339*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_VF_INSTANCING), vfi) {
340*61046927SAndroid Build Coastguard Worker vfi.VertexElementIndex = id_slot;
341*61046927SAndroid Build Coastguard Worker }
342*61046927SAndroid Build Coastguard Worker }
343*61046927SAndroid Build Coastguard Worker
344*61046927SAndroid Build Coastguard Worker if (vs_prog_data->uses_drawid) {
345*61046927SAndroid Build Coastguard Worker struct GENX(VERTEX_ELEMENT_STATE) element = {
346*61046927SAndroid Build Coastguard Worker .VertexBufferIndex = ANV_DRAWID_VB_INDEX,
347*61046927SAndroid Build Coastguard Worker .Valid = true,
348*61046927SAndroid Build Coastguard Worker .SourceElementFormat = ISL_FORMAT_R32_UINT,
349*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 11
350*61046927SAndroid Build Coastguard Worker /* On gen11, this is taken care of by extra parameter slots */
351*61046927SAndroid Build Coastguard Worker .Component0Control = VFCOMP_STORE_0,
352*61046927SAndroid Build Coastguard Worker #else
353*61046927SAndroid Build Coastguard Worker .Component0Control = VFCOMP_STORE_SRC,
354*61046927SAndroid Build Coastguard Worker #endif
355*61046927SAndroid Build Coastguard Worker .Component1Control = VFCOMP_STORE_0,
356*61046927SAndroid Build Coastguard Worker .Component2Control = VFCOMP_STORE_0,
357*61046927SAndroid Build Coastguard Worker .Component3Control = VFCOMP_STORE_0,
358*61046927SAndroid Build Coastguard Worker };
359*61046927SAndroid Build Coastguard Worker GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
360*61046927SAndroid Build Coastguard Worker &pipeline->vertex_input_data[slot_offset * 2],
361*61046927SAndroid Build Coastguard Worker &element);
362*61046927SAndroid Build Coastguard Worker slot_offset++;
363*61046927SAndroid Build Coastguard Worker
364*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs_instancing,
365*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_VF_INSTANCING), vfi) {
366*61046927SAndroid Build Coastguard Worker vfi.VertexElementIndex = drawid_slot;
367*61046927SAndroid Build Coastguard Worker }
368*61046927SAndroid Build Coastguard Worker }
369*61046927SAndroid Build Coastguard Worker }
370*61046927SAndroid Build Coastguard Worker
371*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs, GENX(3DSTATE_VF_SGVS), sgvs) {
372*61046927SAndroid Build Coastguard Worker sgvs.VertexIDEnable = vs_prog_data->uses_vertexid;
373*61046927SAndroid Build Coastguard Worker sgvs.VertexIDComponentNumber = 2;
374*61046927SAndroid Build Coastguard Worker sgvs.VertexIDElementOffset = id_slot;
375*61046927SAndroid Build Coastguard Worker sgvs.InstanceIDEnable = vs_prog_data->uses_instanceid;
376*61046927SAndroid Build Coastguard Worker sgvs.InstanceIDComponentNumber = 3;
377*61046927SAndroid Build Coastguard Worker sgvs.InstanceIDElementOffset = id_slot;
378*61046927SAndroid Build Coastguard Worker }
379*61046927SAndroid Build Coastguard Worker
380*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 11
381*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs_2, GENX(3DSTATE_VF_SGVS_2), sgvs) {
382*61046927SAndroid Build Coastguard Worker /* gl_BaseVertex */
383*61046927SAndroid Build Coastguard Worker sgvs.XP0Enable = vs_prog_data->uses_firstvertex;
384*61046927SAndroid Build Coastguard Worker sgvs.XP0SourceSelect = XP0_PARAMETER;
385*61046927SAndroid Build Coastguard Worker sgvs.XP0ComponentNumber = 0;
386*61046927SAndroid Build Coastguard Worker sgvs.XP0ElementOffset = id_slot;
387*61046927SAndroid Build Coastguard Worker
388*61046927SAndroid Build Coastguard Worker /* gl_BaseInstance */
389*61046927SAndroid Build Coastguard Worker sgvs.XP1Enable = vs_prog_data->uses_baseinstance;
390*61046927SAndroid Build Coastguard Worker sgvs.XP1SourceSelect = StartingInstanceLocation;
391*61046927SAndroid Build Coastguard Worker sgvs.XP1ComponentNumber = 1;
392*61046927SAndroid Build Coastguard Worker sgvs.XP1ElementOffset = id_slot;
393*61046927SAndroid Build Coastguard Worker
394*61046927SAndroid Build Coastguard Worker /* gl_DrawID */
395*61046927SAndroid Build Coastguard Worker sgvs.XP2Enable = vs_prog_data->uses_drawid;
396*61046927SAndroid Build Coastguard Worker sgvs.XP2ComponentNumber = 0;
397*61046927SAndroid Build Coastguard Worker sgvs.XP2ElementOffset = drawid_slot;
398*61046927SAndroid Build Coastguard Worker }
399*61046927SAndroid Build Coastguard Worker #endif
400*61046927SAndroid Build Coastguard Worker }
401*61046927SAndroid Build Coastguard Worker
402*61046927SAndroid Build Coastguard Worker void
genX(emit_urb_setup)403*61046927SAndroid Build Coastguard Worker genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
404*61046927SAndroid Build Coastguard Worker const struct intel_l3_config *l3_config,
405*61046927SAndroid Build Coastguard Worker VkShaderStageFlags active_stages,
406*61046927SAndroid Build Coastguard Worker const struct intel_urb_config *urb_cfg_in,
407*61046927SAndroid Build Coastguard Worker struct intel_urb_config *urb_cfg_out,
408*61046927SAndroid Build Coastguard Worker enum intel_urb_deref_block_size *deref_block_size)
409*61046927SAndroid Build Coastguard Worker {
410*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = device->info;
411*61046927SAndroid Build Coastguard Worker
412*61046927SAndroid Build Coastguard Worker bool constrained;
413*61046927SAndroid Build Coastguard Worker intel_get_urb_config(devinfo, l3_config,
414*61046927SAndroid Build Coastguard Worker active_stages &
415*61046927SAndroid Build Coastguard Worker VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
416*61046927SAndroid Build Coastguard Worker active_stages & VK_SHADER_STAGE_GEOMETRY_BIT,
417*61046927SAndroid Build Coastguard Worker urb_cfg_out, deref_block_size,
418*61046927SAndroid Build Coastguard Worker &constrained);
419*61046927SAndroid Build Coastguard Worker
420*61046927SAndroid Build Coastguard Worker #if INTEL_NEEDS_WA_16014912113
421*61046927SAndroid Build Coastguard Worker if (intel_urb_setup_changed(urb_cfg_in, urb_cfg_out,
422*61046927SAndroid Build Coastguard Worker MESA_SHADER_TESS_EVAL) && urb_cfg_in->size[0] != 0) {
423*61046927SAndroid Build Coastguard Worker for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
424*61046927SAndroid Build Coastguard Worker anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
425*61046927SAndroid Build Coastguard Worker urb._3DCommandSubOpcode += i;
426*61046927SAndroid Build Coastguard Worker urb.VSURBStartingAddress = urb_cfg_in->start[i];
427*61046927SAndroid Build Coastguard Worker urb.VSURBEntryAllocationSize = urb_cfg_in->size[i] - 1;
428*61046927SAndroid Build Coastguard Worker urb.VSNumberofURBEntries = i == 0 ? 256 : 0;
429*61046927SAndroid Build Coastguard Worker }
430*61046927SAndroid Build Coastguard Worker }
431*61046927SAndroid Build Coastguard Worker genx_batch_emit_pipe_control(batch, device->info, _3D,
432*61046927SAndroid Build Coastguard Worker ANV_PIPE_HDC_PIPELINE_FLUSH_BIT);
433*61046927SAndroid Build Coastguard Worker }
434*61046927SAndroid Build Coastguard Worker #endif
435*61046927SAndroid Build Coastguard Worker
436*61046927SAndroid Build Coastguard Worker for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
437*61046927SAndroid Build Coastguard Worker anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
438*61046927SAndroid Build Coastguard Worker urb._3DCommandSubOpcode += i;
439*61046927SAndroid Build Coastguard Worker urb.VSURBStartingAddress = urb_cfg_out->start[i];
440*61046927SAndroid Build Coastguard Worker urb.VSURBEntryAllocationSize = urb_cfg_out->size[i] - 1;
441*61046927SAndroid Build Coastguard Worker urb.VSNumberofURBEntries = urb_cfg_out->entries[i];
442*61046927SAndroid Build Coastguard Worker }
443*61046927SAndroid Build Coastguard Worker }
444*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
445*61046927SAndroid Build Coastguard Worker if (device->vk.enabled_extensions.EXT_mesh_shader) {
446*61046927SAndroid Build Coastguard Worker anv_batch_emit(batch, GENX(3DSTATE_URB_ALLOC_MESH), zero);
447*61046927SAndroid Build Coastguard Worker anv_batch_emit(batch, GENX(3DSTATE_URB_ALLOC_TASK), zero);
448*61046927SAndroid Build Coastguard Worker }
449*61046927SAndroid Build Coastguard Worker #endif
450*61046927SAndroid Build Coastguard Worker }
451*61046927SAndroid Build Coastguard Worker
452*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
453*61046927SAndroid Build Coastguard Worker static void
emit_urb_setup_mesh(struct anv_graphics_pipeline * pipeline,enum intel_urb_deref_block_size * deref_block_size)454*61046927SAndroid Build Coastguard Worker emit_urb_setup_mesh(struct anv_graphics_pipeline *pipeline,
455*61046927SAndroid Build Coastguard Worker enum intel_urb_deref_block_size *deref_block_size)
456*61046927SAndroid Build Coastguard Worker {
457*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
458*61046927SAndroid Build Coastguard Worker
459*61046927SAndroid Build Coastguard Worker const struct brw_task_prog_data *task_prog_data =
460*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_TASK) ?
461*61046927SAndroid Build Coastguard Worker get_task_prog_data(pipeline) : NULL;
462*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
463*61046927SAndroid Build Coastguard Worker
464*61046927SAndroid Build Coastguard Worker const struct intel_mesh_urb_allocation alloc =
465*61046927SAndroid Build Coastguard Worker intel_get_mesh_urb_config(devinfo, pipeline->base.base.l3_config,
466*61046927SAndroid Build Coastguard Worker task_prog_data ? task_prog_data->map.size_dw : 0,
467*61046927SAndroid Build Coastguard Worker mesh_prog_data->map.size_dw);
468*61046927SAndroid Build Coastguard Worker
469*61046927SAndroid Build Coastguard Worker /* Zero out the primitive pipeline URB allocations. */
470*61046927SAndroid Build Coastguard Worker for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
471*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_VS), urb) {
472*61046927SAndroid Build Coastguard Worker urb._3DCommandSubOpcode += i;
473*61046927SAndroid Build Coastguard Worker }
474*61046927SAndroid Build Coastguard Worker }
475*61046927SAndroid Build Coastguard Worker
476*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_ALLOC_TASK), urb) {
477*61046927SAndroid Build Coastguard Worker if (task_prog_data) {
478*61046927SAndroid Build Coastguard Worker urb.TASKURBEntryAllocationSize = alloc.task_entry_size_64b - 1;
479*61046927SAndroid Build Coastguard Worker urb.TASKNumberofURBEntriesSlice0 = alloc.task_entries;
480*61046927SAndroid Build Coastguard Worker urb.TASKNumberofURBEntriesSliceN = alloc.task_entries;
481*61046927SAndroid Build Coastguard Worker urb.TASKURBStartingAddressSlice0 = alloc.task_starting_address_8kb;
482*61046927SAndroid Build Coastguard Worker urb.TASKURBStartingAddressSliceN = alloc.task_starting_address_8kb;
483*61046927SAndroid Build Coastguard Worker }
484*61046927SAndroid Build Coastguard Worker }
485*61046927SAndroid Build Coastguard Worker
486*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_ALLOC_MESH), urb) {
487*61046927SAndroid Build Coastguard Worker urb.MESHURBEntryAllocationSize = alloc.mesh_entry_size_64b - 1;
488*61046927SAndroid Build Coastguard Worker urb.MESHNumberofURBEntriesSlice0 = alloc.mesh_entries;
489*61046927SAndroid Build Coastguard Worker urb.MESHNumberofURBEntriesSliceN = alloc.mesh_entries;
490*61046927SAndroid Build Coastguard Worker urb.MESHURBStartingAddressSlice0 = alloc.mesh_starting_address_8kb;
491*61046927SAndroid Build Coastguard Worker urb.MESHURBStartingAddressSliceN = alloc.mesh_starting_address_8kb;
492*61046927SAndroid Build Coastguard Worker }
493*61046927SAndroid Build Coastguard Worker
494*61046927SAndroid Build Coastguard Worker *deref_block_size = alloc.deref_block_size;
495*61046927SAndroid Build Coastguard Worker }
496*61046927SAndroid Build Coastguard Worker #endif
497*61046927SAndroid Build Coastguard Worker
498*61046927SAndroid Build Coastguard Worker static void
emit_urb_setup(struct anv_graphics_pipeline * pipeline,enum intel_urb_deref_block_size * deref_block_size)499*61046927SAndroid Build Coastguard Worker emit_urb_setup(struct anv_graphics_pipeline *pipeline,
500*61046927SAndroid Build Coastguard Worker enum intel_urb_deref_block_size *deref_block_size)
501*61046927SAndroid Build Coastguard Worker {
502*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
503*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_mesh(pipeline)) {
504*61046927SAndroid Build Coastguard Worker emit_urb_setup_mesh(pipeline, deref_block_size);
505*61046927SAndroid Build Coastguard Worker return;
506*61046927SAndroid Build Coastguard Worker }
507*61046927SAndroid Build Coastguard Worker #endif
508*61046927SAndroid Build Coastguard Worker for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
509*61046927SAndroid Build Coastguard Worker const struct brw_vue_prog_data *prog_data =
510*61046927SAndroid Build Coastguard Worker !anv_pipeline_has_stage(pipeline, i) ? NULL :
511*61046927SAndroid Build Coastguard Worker (const struct brw_vue_prog_data *) pipeline->base.shaders[i]->prog_data;
512*61046927SAndroid Build Coastguard Worker
513*61046927SAndroid Build Coastguard Worker pipeline->urb_cfg.size[i] = prog_data ? prog_data->urb_entry_size : 1;
514*61046927SAndroid Build Coastguard Worker }
515*61046927SAndroid Build Coastguard Worker
516*61046927SAndroid Build Coastguard Worker struct anv_device *device = pipeline->base.base.device;
517*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = device->info;
518*61046927SAndroid Build Coastguard Worker
519*61046927SAndroid Build Coastguard Worker
520*61046927SAndroid Build Coastguard Worker bool constrained;
521*61046927SAndroid Build Coastguard Worker intel_get_urb_config(devinfo,
522*61046927SAndroid Build Coastguard Worker pipeline->base.base.l3_config,
523*61046927SAndroid Build Coastguard Worker pipeline->base.base.active_stages &
524*61046927SAndroid Build Coastguard Worker VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
525*61046927SAndroid Build Coastguard Worker pipeline->base.base.active_stages &
526*61046927SAndroid Build Coastguard Worker VK_SHADER_STAGE_GEOMETRY_BIT,
527*61046927SAndroid Build Coastguard Worker &pipeline->urb_cfg, deref_block_size,
528*61046927SAndroid Build Coastguard Worker &constrained);
529*61046927SAndroid Build Coastguard Worker
530*61046927SAndroid Build Coastguard Worker for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
531*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_VS), urb) {
532*61046927SAndroid Build Coastguard Worker urb._3DCommandSubOpcode += i;
533*61046927SAndroid Build Coastguard Worker urb.VSURBStartingAddress = pipeline->urb_cfg.start[i];
534*61046927SAndroid Build Coastguard Worker urb.VSURBEntryAllocationSize = pipeline->urb_cfg.size[i] - 1;
535*61046927SAndroid Build Coastguard Worker urb.VSNumberofURBEntries = pipeline->urb_cfg.entries[i];
536*61046927SAndroid Build Coastguard Worker }
537*61046927SAndroid Build Coastguard Worker }
538*61046927SAndroid Build Coastguard Worker
539*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
540*61046927SAndroid Build Coastguard Worker if (device->vk.enabled_extensions.EXT_mesh_shader) {
541*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_ALLOC_TASK), zero);
542*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.urb, GENX(3DSTATE_URB_ALLOC_MESH), zero);
543*61046927SAndroid Build Coastguard Worker }
544*61046927SAndroid Build Coastguard Worker #endif
545*61046927SAndroid Build Coastguard Worker
546*61046927SAndroid Build Coastguard Worker }
547*61046927SAndroid Build Coastguard Worker
548*61046927SAndroid Build Coastguard Worker static bool
sbe_primitive_id_override(struct anv_graphics_pipeline * pipeline)549*61046927SAndroid Build Coastguard Worker sbe_primitive_id_override(struct anv_graphics_pipeline *pipeline)
550*61046927SAndroid Build Coastguard Worker {
551*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
552*61046927SAndroid Build Coastguard Worker if (!wm_prog_data)
553*61046927SAndroid Build Coastguard Worker return false;
554*61046927SAndroid Build Coastguard Worker
555*61046927SAndroid Build Coastguard Worker const struct intel_vue_map *fs_input_map =
556*61046927SAndroid Build Coastguard Worker &anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map;
557*61046927SAndroid Build Coastguard Worker
558*61046927SAndroid Build Coastguard Worker return (wm_prog_data->inputs & VARYING_BIT_PRIMITIVE_ID) &&
559*61046927SAndroid Build Coastguard Worker fs_input_map->varying_to_slot[VARYING_SLOT_PRIMITIVE_ID] == -1;
560*61046927SAndroid Build Coastguard Worker }
561*61046927SAndroid Build Coastguard Worker
562*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_sbe(struct anv_graphics_pipeline * pipeline)563*61046927SAndroid Build Coastguard Worker emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
564*61046927SAndroid Build Coastguard Worker {
565*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
566*61046927SAndroid Build Coastguard Worker
567*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
568*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe, GENX(3DSTATE_SBE), sbe);
569*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe_swiz, GENX(3DSTATE_SBE_SWIZ), sbe);
570*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
571*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_mesh(pipeline))
572*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe_mesh, GENX(3DSTATE_SBE_MESH), sbe);
573*61046927SAndroid Build Coastguard Worker #endif
574*61046927SAndroid Build Coastguard Worker return;
575*61046927SAndroid Build Coastguard Worker }
576*61046927SAndroid Build Coastguard Worker
577*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe, GENX(3DSTATE_SBE), sbe) {
578*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe_swiz, GENX(3DSTATE_SBE_SWIZ), swiz) {
579*61046927SAndroid Build Coastguard Worker
580*61046927SAndroid Build Coastguard Worker /* TODO(mesh): Figure out cases where we need attribute swizzling. See also
581*61046927SAndroid Build Coastguard Worker * calculate_urb_setup() and related functions.
582*61046927SAndroid Build Coastguard Worker */
583*61046927SAndroid Build Coastguard Worker sbe.AttributeSwizzleEnable = anv_pipeline_is_primitive(pipeline);
584*61046927SAndroid Build Coastguard Worker sbe.PointSpriteTextureCoordinateOrigin = UPPERLEFT;
585*61046927SAndroid Build Coastguard Worker sbe.NumberofSFOutputAttributes = wm_prog_data->num_varying_inputs;
586*61046927SAndroid Build Coastguard Worker sbe.ConstantInterpolationEnable = wm_prog_data->flat_inputs;
587*61046927SAndroid Build Coastguard Worker
588*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < 32; i++)
589*61046927SAndroid Build Coastguard Worker sbe.AttributeActiveComponentFormat[i] = ACF_XYZW;
590*61046927SAndroid Build Coastguard Worker
591*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_primitive(pipeline)) {
592*61046927SAndroid Build Coastguard Worker const struct intel_vue_map *fs_input_map =
593*61046927SAndroid Build Coastguard Worker &anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map;
594*61046927SAndroid Build Coastguard Worker
595*61046927SAndroid Build Coastguard Worker int first_slot =
596*61046927SAndroid Build Coastguard Worker brw_compute_first_urb_slot_required(wm_prog_data->inputs,
597*61046927SAndroid Build Coastguard Worker fs_input_map);
598*61046927SAndroid Build Coastguard Worker assert(first_slot % 2 == 0);
599*61046927SAndroid Build Coastguard Worker unsigned urb_entry_read_offset = first_slot / 2;
600*61046927SAndroid Build Coastguard Worker int max_source_attr = 0;
601*61046927SAndroid Build Coastguard Worker for (uint8_t idx = 0; idx < wm_prog_data->urb_setup_attribs_count; idx++) {
602*61046927SAndroid Build Coastguard Worker uint8_t attr = wm_prog_data->urb_setup_attribs[idx];
603*61046927SAndroid Build Coastguard Worker int input_index = wm_prog_data->urb_setup[attr];
604*61046927SAndroid Build Coastguard Worker
605*61046927SAndroid Build Coastguard Worker assert(0 <= input_index);
606*61046927SAndroid Build Coastguard Worker
607*61046927SAndroid Build Coastguard Worker /* gl_Viewport, gl_Layer and FragmentShadingRateKHR are stored in the
608*61046927SAndroid Build Coastguard Worker * VUE header
609*61046927SAndroid Build Coastguard Worker */
610*61046927SAndroid Build Coastguard Worker if (attr == VARYING_SLOT_VIEWPORT ||
611*61046927SAndroid Build Coastguard Worker attr == VARYING_SLOT_LAYER ||
612*61046927SAndroid Build Coastguard Worker attr == VARYING_SLOT_PRIMITIVE_SHADING_RATE) {
613*61046927SAndroid Build Coastguard Worker continue;
614*61046927SAndroid Build Coastguard Worker }
615*61046927SAndroid Build Coastguard Worker
616*61046927SAndroid Build Coastguard Worker if (attr == VARYING_SLOT_PNTC) {
617*61046927SAndroid Build Coastguard Worker sbe.PointSpriteTextureCoordinateEnable = 1 << input_index;
618*61046927SAndroid Build Coastguard Worker continue;
619*61046927SAndroid Build Coastguard Worker }
620*61046927SAndroid Build Coastguard Worker
621*61046927SAndroid Build Coastguard Worker const int slot = fs_input_map->varying_to_slot[attr];
622*61046927SAndroid Build Coastguard Worker
623*61046927SAndroid Build Coastguard Worker if (slot == -1) {
624*61046927SAndroid Build Coastguard Worker /* This attribute does not exist in the VUE--that means that
625*61046927SAndroid Build Coastguard Worker * the vertex shader did not write to it. It could be that it's
626*61046927SAndroid Build Coastguard Worker * a regular varying read by the fragment shader but not
627*61046927SAndroid Build Coastguard Worker * written by the vertex shader or it's gl_PrimitiveID. In the
628*61046927SAndroid Build Coastguard Worker * first case the value is undefined, in the second it needs to
629*61046927SAndroid Build Coastguard Worker * be gl_PrimitiveID.
630*61046927SAndroid Build Coastguard Worker */
631*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].ConstantSource = PRIM_ID;
632*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].ComponentOverrideX = true;
633*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].ComponentOverrideY = true;
634*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].ComponentOverrideZ = true;
635*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].ComponentOverrideW = true;
636*61046927SAndroid Build Coastguard Worker continue;
637*61046927SAndroid Build Coastguard Worker }
638*61046927SAndroid Build Coastguard Worker
639*61046927SAndroid Build Coastguard Worker /* We have to subtract two slots to account for the URB entry
640*61046927SAndroid Build Coastguard Worker * output read offset in the VS and GS stages.
641*61046927SAndroid Build Coastguard Worker */
642*61046927SAndroid Build Coastguard Worker const int source_attr = slot - 2 * urb_entry_read_offset;
643*61046927SAndroid Build Coastguard Worker assert(source_attr >= 0 && source_attr < 32);
644*61046927SAndroid Build Coastguard Worker max_source_attr = MAX2(max_source_attr, source_attr);
645*61046927SAndroid Build Coastguard Worker /* The hardware can only do overrides on 16 overrides at a time,
646*61046927SAndroid Build Coastguard Worker * and the other up to 16 have to be lined up so that the input
647*61046927SAndroid Build Coastguard Worker * index = the output index. We'll need to do some tweaking to
648*61046927SAndroid Build Coastguard Worker * make sure that's the case.
649*61046927SAndroid Build Coastguard Worker */
650*61046927SAndroid Build Coastguard Worker if (input_index < 16)
651*61046927SAndroid Build Coastguard Worker swiz.Attribute[input_index].SourceAttribute = source_attr;
652*61046927SAndroid Build Coastguard Worker else
653*61046927SAndroid Build Coastguard Worker assert(source_attr == input_index);
654*61046927SAndroid Build Coastguard Worker }
655*61046927SAndroid Build Coastguard Worker
656*61046927SAndroid Build Coastguard Worker sbe.VertexURBEntryReadOffset = urb_entry_read_offset;
657*61046927SAndroid Build Coastguard Worker sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
658*61046927SAndroid Build Coastguard Worker sbe.ForceVertexURBEntryReadOffset = true;
659*61046927SAndroid Build Coastguard Worker sbe.ForceVertexURBEntryReadLength = true;
660*61046927SAndroid Build Coastguard Worker
661*61046927SAndroid Build Coastguard Worker /* Ask the hardware to supply PrimitiveID if the fragment shader
662*61046927SAndroid Build Coastguard Worker * reads it but a previous stage didn't write one.
663*61046927SAndroid Build Coastguard Worker */
664*61046927SAndroid Build Coastguard Worker if (sbe_primitive_id_override(pipeline)) {
665*61046927SAndroid Build Coastguard Worker sbe.PrimitiveIDOverrideAttributeSelect =
666*61046927SAndroid Build Coastguard Worker wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID];
667*61046927SAndroid Build Coastguard Worker sbe.PrimitiveIDOverrideComponentX = true;
668*61046927SAndroid Build Coastguard Worker sbe.PrimitiveIDOverrideComponentY = true;
669*61046927SAndroid Build Coastguard Worker sbe.PrimitiveIDOverrideComponentZ = true;
670*61046927SAndroid Build Coastguard Worker sbe.PrimitiveIDOverrideComponentW = true;
671*61046927SAndroid Build Coastguard Worker }
672*61046927SAndroid Build Coastguard Worker } else {
673*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_is_mesh(pipeline));
674*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
675*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
676*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe_mesh,
677*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_SBE_MESH), sbe_mesh) {
678*61046927SAndroid Build Coastguard Worker const struct brw_mue_map *mue = &mesh_prog_data->map;
679*61046927SAndroid Build Coastguard Worker
680*61046927SAndroid Build Coastguard Worker assert(mue->per_vertex_header_size_dw % 8 == 0);
681*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadOffset = mue->per_vertex_header_size_dw / 8;
682*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadLength = DIV_ROUND_UP(mue->per_vertex_data_size_dw, 8);
683*61046927SAndroid Build Coastguard Worker
684*61046927SAndroid Build Coastguard Worker /* Clip distance array is passed in the per-vertex header so that
685*61046927SAndroid Build Coastguard Worker * it can be consumed by the HW. If user wants to read it in the
686*61046927SAndroid Build Coastguard Worker * FS, adjust the offset and length to cover it. Conveniently it
687*61046927SAndroid Build Coastguard Worker * is at the end of the per-vertex header, right before per-vertex
688*61046927SAndroid Build Coastguard Worker * attributes.
689*61046927SAndroid Build Coastguard Worker *
690*61046927SAndroid Build Coastguard Worker * Note that FS attribute reading must be aware that the clip
691*61046927SAndroid Build Coastguard Worker * distances have fixed position.
692*61046927SAndroid Build Coastguard Worker */
693*61046927SAndroid Build Coastguard Worker if (mue->per_vertex_header_size_dw > 8 &&
694*61046927SAndroid Build Coastguard Worker (wm_prog_data->urb_setup[VARYING_SLOT_CLIP_DIST0] >= 0 ||
695*61046927SAndroid Build Coastguard Worker wm_prog_data->urb_setup[VARYING_SLOT_CLIP_DIST1] >= 0)) {
696*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadOffset -= 1;
697*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadLength += 1;
698*61046927SAndroid Build Coastguard Worker }
699*61046927SAndroid Build Coastguard Worker
700*61046927SAndroid Build Coastguard Worker if (mue->user_data_in_vertex_header) {
701*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadOffset -= 1;
702*61046927SAndroid Build Coastguard Worker sbe_mesh.PerVertexURBEntryOutputReadLength += 1;
703*61046927SAndroid Build Coastguard Worker }
704*61046927SAndroid Build Coastguard Worker
705*61046927SAndroid Build Coastguard Worker assert(mue->per_primitive_header_size_dw % 8 == 0);
706*61046927SAndroid Build Coastguard Worker sbe_mesh.PerPrimitiveURBEntryOutputReadOffset =
707*61046927SAndroid Build Coastguard Worker mue->per_primitive_header_size_dw / 8;
708*61046927SAndroid Build Coastguard Worker sbe_mesh.PerPrimitiveURBEntryOutputReadLength =
709*61046927SAndroid Build Coastguard Worker DIV_ROUND_UP(mue->per_primitive_data_size_dw, 8);
710*61046927SAndroid Build Coastguard Worker
711*61046927SAndroid Build Coastguard Worker /* Just like with clip distances, if Primitive Shading Rate,
712*61046927SAndroid Build Coastguard Worker * Viewport Index or Layer is read back in the FS, adjust the
713*61046927SAndroid Build Coastguard Worker * offset and length to cover the Primitive Header, where PSR,
714*61046927SAndroid Build Coastguard Worker * Viewport Index & Layer are stored.
715*61046927SAndroid Build Coastguard Worker */
716*61046927SAndroid Build Coastguard Worker if (wm_prog_data->urb_setup[VARYING_SLOT_VIEWPORT] >= 0 ||
717*61046927SAndroid Build Coastguard Worker wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_SHADING_RATE] >= 0 ||
718*61046927SAndroid Build Coastguard Worker wm_prog_data->urb_setup[VARYING_SLOT_LAYER] >= 0 ||
719*61046927SAndroid Build Coastguard Worker mue->user_data_in_primitive_header) {
720*61046927SAndroid Build Coastguard Worker assert(sbe_mesh.PerPrimitiveURBEntryOutputReadOffset > 0);
721*61046927SAndroid Build Coastguard Worker sbe_mesh.PerPrimitiveURBEntryOutputReadOffset -= 1;
722*61046927SAndroid Build Coastguard Worker sbe_mesh.PerPrimitiveURBEntryOutputReadLength += 1;
723*61046927SAndroid Build Coastguard Worker }
724*61046927SAndroid Build Coastguard Worker }
725*61046927SAndroid Build Coastguard Worker #endif
726*61046927SAndroid Build Coastguard Worker }
727*61046927SAndroid Build Coastguard Worker }
728*61046927SAndroid Build Coastguard Worker }
729*61046927SAndroid Build Coastguard Worker }
730*61046927SAndroid Build Coastguard Worker
731*61046927SAndroid Build Coastguard Worker /** Returns the final polygon mode for rasterization
732*61046927SAndroid Build Coastguard Worker *
733*61046927SAndroid Build Coastguard Worker * This function takes into account polygon mode, primitive topology and the
734*61046927SAndroid Build Coastguard Worker * different shader stages which might generate their own type of primitives.
735*61046927SAndroid Build Coastguard Worker */
736*61046927SAndroid Build Coastguard Worker VkPolygonMode
genX(raster_polygon_mode)737*61046927SAndroid Build Coastguard Worker genX(raster_polygon_mode)(const struct anv_graphics_pipeline *pipeline,
738*61046927SAndroid Build Coastguard Worker VkPolygonMode polygon_mode,
739*61046927SAndroid Build Coastguard Worker VkPrimitiveTopology primitive_topology)
740*61046927SAndroid Build Coastguard Worker {
741*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_mesh(pipeline)) {
742*61046927SAndroid Build Coastguard Worker switch (get_mesh_prog_data(pipeline)->primitive_type) {
743*61046927SAndroid Build Coastguard Worker case MESA_PRIM_POINTS:
744*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_POINT;
745*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINES:
746*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_LINE;
747*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLES:
748*61046927SAndroid Build Coastguard Worker return polygon_mode;
749*61046927SAndroid Build Coastguard Worker default:
750*61046927SAndroid Build Coastguard Worker unreachable("invalid primitive type for mesh");
751*61046927SAndroid Build Coastguard Worker }
752*61046927SAndroid Build Coastguard Worker } else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) {
753*61046927SAndroid Build Coastguard Worker switch (get_gs_prog_data(pipeline)->output_topology) {
754*61046927SAndroid Build Coastguard Worker case _3DPRIM_POINTLIST:
755*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_POINT;
756*61046927SAndroid Build Coastguard Worker
757*61046927SAndroid Build Coastguard Worker case _3DPRIM_LINELIST:
758*61046927SAndroid Build Coastguard Worker case _3DPRIM_LINESTRIP:
759*61046927SAndroid Build Coastguard Worker case _3DPRIM_LINELOOP:
760*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_LINE;
761*61046927SAndroid Build Coastguard Worker
762*61046927SAndroid Build Coastguard Worker case _3DPRIM_TRILIST:
763*61046927SAndroid Build Coastguard Worker case _3DPRIM_TRIFAN:
764*61046927SAndroid Build Coastguard Worker case _3DPRIM_TRISTRIP:
765*61046927SAndroid Build Coastguard Worker case _3DPRIM_RECTLIST:
766*61046927SAndroid Build Coastguard Worker case _3DPRIM_QUADLIST:
767*61046927SAndroid Build Coastguard Worker case _3DPRIM_QUADSTRIP:
768*61046927SAndroid Build Coastguard Worker case _3DPRIM_POLYGON:
769*61046927SAndroid Build Coastguard Worker return polygon_mode;
770*61046927SAndroid Build Coastguard Worker }
771*61046927SAndroid Build Coastguard Worker unreachable("Unsupported GS output topology");
772*61046927SAndroid Build Coastguard Worker } else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
773*61046927SAndroid Build Coastguard Worker switch (get_tes_prog_data(pipeline)->output_topology) {
774*61046927SAndroid Build Coastguard Worker case INTEL_TESS_OUTPUT_TOPOLOGY_POINT:
775*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_POINT;
776*61046927SAndroid Build Coastguard Worker
777*61046927SAndroid Build Coastguard Worker case INTEL_TESS_OUTPUT_TOPOLOGY_LINE:
778*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_LINE;
779*61046927SAndroid Build Coastguard Worker
780*61046927SAndroid Build Coastguard Worker case INTEL_TESS_OUTPUT_TOPOLOGY_TRI_CW:
781*61046927SAndroid Build Coastguard Worker case INTEL_TESS_OUTPUT_TOPOLOGY_TRI_CCW:
782*61046927SAndroid Build Coastguard Worker return polygon_mode;
783*61046927SAndroid Build Coastguard Worker }
784*61046927SAndroid Build Coastguard Worker unreachable("Unsupported TCS output topology");
785*61046927SAndroid Build Coastguard Worker } else {
786*61046927SAndroid Build Coastguard Worker switch (primitive_topology) {
787*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_POINT_LIST:
788*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_POINT;
789*61046927SAndroid Build Coastguard Worker
790*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_LIST:
791*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_STRIP:
792*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY:
793*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY:
794*61046927SAndroid Build Coastguard Worker return VK_POLYGON_MODE_LINE;
795*61046927SAndroid Build Coastguard Worker
796*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST:
797*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP:
798*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN:
799*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY:
800*61046927SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY:
801*61046927SAndroid Build Coastguard Worker return polygon_mode;
802*61046927SAndroid Build Coastguard Worker
803*61046927SAndroid Build Coastguard Worker default:
804*61046927SAndroid Build Coastguard Worker unreachable("Unsupported primitive topology");
805*61046927SAndroid Build Coastguard Worker }
806*61046927SAndroid Build Coastguard Worker }
807*61046927SAndroid Build Coastguard Worker }
808*61046927SAndroid Build Coastguard Worker
809*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_cullmode)[] = {
810*61046927SAndroid Build Coastguard Worker [VK_CULL_MODE_NONE] = CULLMODE_NONE,
811*61046927SAndroid Build Coastguard Worker [VK_CULL_MODE_FRONT_BIT] = CULLMODE_FRONT,
812*61046927SAndroid Build Coastguard Worker [VK_CULL_MODE_BACK_BIT] = CULLMODE_BACK,
813*61046927SAndroid Build Coastguard Worker [VK_CULL_MODE_FRONT_AND_BACK] = CULLMODE_BOTH
814*61046927SAndroid Build Coastguard Worker };
815*61046927SAndroid Build Coastguard Worker
816*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_fillmode)[] = {
817*61046927SAndroid Build Coastguard Worker [VK_POLYGON_MODE_FILL] = FILL_MODE_SOLID,
818*61046927SAndroid Build Coastguard Worker [VK_POLYGON_MODE_LINE] = FILL_MODE_WIREFRAME,
819*61046927SAndroid Build Coastguard Worker [VK_POLYGON_MODE_POINT] = FILL_MODE_POINT,
820*61046927SAndroid Build Coastguard Worker };
821*61046927SAndroid Build Coastguard Worker
822*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_front_face)[] = {
823*61046927SAndroid Build Coastguard Worker [VK_FRONT_FACE_COUNTER_CLOCKWISE] = 1,
824*61046927SAndroid Build Coastguard Worker [VK_FRONT_FACE_CLOCKWISE] = 0
825*61046927SAndroid Build Coastguard Worker };
826*61046927SAndroid Build Coastguard Worker
827*61046927SAndroid Build Coastguard Worker static void
emit_rs_state(struct anv_graphics_pipeline * pipeline,const struct vk_input_assembly_state * ia,const struct vk_rasterization_state * rs,const struct vk_multisample_state * ms,const struct vk_render_pass_state * rp,enum intel_urb_deref_block_size urb_deref_block_size)828*61046927SAndroid Build Coastguard Worker emit_rs_state(struct anv_graphics_pipeline *pipeline,
829*61046927SAndroid Build Coastguard Worker const struct vk_input_assembly_state *ia,
830*61046927SAndroid Build Coastguard Worker const struct vk_rasterization_state *rs,
831*61046927SAndroid Build Coastguard Worker const struct vk_multisample_state *ms,
832*61046927SAndroid Build Coastguard Worker const struct vk_render_pass_state *rp,
833*61046927SAndroid Build Coastguard Worker enum intel_urb_deref_block_size urb_deref_block_size)
834*61046927SAndroid Build Coastguard Worker {
835*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.sf, GENX(3DSTATE_SF), sf) {
836*61046927SAndroid Build Coastguard Worker sf.ViewportTransformEnable = true;
837*61046927SAndroid Build Coastguard Worker sf.StatisticsEnable = true;
838*61046927SAndroid Build Coastguard Worker sf.VertexSubPixelPrecisionSelect = _8Bit;
839*61046927SAndroid Build Coastguard Worker sf.AALineDistanceMode = true;
840*61046927SAndroid Build Coastguard Worker
841*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
842*61046927SAndroid Build Coastguard Worker sf.DerefBlockSize = urb_deref_block_size;
843*61046927SAndroid Build Coastguard Worker #endif
844*61046927SAndroid Build Coastguard Worker
845*61046927SAndroid Build Coastguard Worker bool point_from_shader;
846*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_primitive(pipeline)) {
847*61046927SAndroid Build Coastguard Worker const struct brw_vue_prog_data *last_vue_prog_data =
848*61046927SAndroid Build Coastguard Worker anv_pipeline_get_last_vue_prog_data(pipeline);
849*61046927SAndroid Build Coastguard Worker point_from_shader = last_vue_prog_data->vue_map.slots_valid & VARYING_BIT_PSIZ;
850*61046927SAndroid Build Coastguard Worker } else {
851*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_is_mesh(pipeline));
852*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
853*61046927SAndroid Build Coastguard Worker point_from_shader = mesh_prog_data->map.start_dw[VARYING_SLOT_PSIZ] >= 0;
854*61046927SAndroid Build Coastguard Worker }
855*61046927SAndroid Build Coastguard Worker
856*61046927SAndroid Build Coastguard Worker if (point_from_shader) {
857*61046927SAndroid Build Coastguard Worker sf.PointWidthSource = Vertex;
858*61046927SAndroid Build Coastguard Worker } else {
859*61046927SAndroid Build Coastguard Worker sf.PointWidthSource = State;
860*61046927SAndroid Build Coastguard Worker sf.PointWidth = 1.0;
861*61046927SAndroid Build Coastguard Worker }
862*61046927SAndroid Build Coastguard Worker }
863*61046927SAndroid Build Coastguard Worker
864*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.raster, GENX(3DSTATE_RASTER), raster) {
865*61046927SAndroid Build Coastguard Worker /* For details on 3DSTATE_RASTER multisample state, see the BSpec table
866*61046927SAndroid Build Coastguard Worker * "Multisample Modes State".
867*61046927SAndroid Build Coastguard Worker */
868*61046927SAndroid Build Coastguard Worker /* NOTE: 3DSTATE_RASTER::ForcedSampleCount affects the BDW and SKL PMA fix
869*61046927SAndroid Build Coastguard Worker * computations. If we ever set this bit to a different value, they will
870*61046927SAndroid Build Coastguard Worker * need to be updated accordingly.
871*61046927SAndroid Build Coastguard Worker */
872*61046927SAndroid Build Coastguard Worker raster.ForcedSampleCount = FSC_NUMRASTSAMPLES_0;
873*61046927SAndroid Build Coastguard Worker raster.ForceMultisampling = false;
874*61046927SAndroid Build Coastguard Worker
875*61046927SAndroid Build Coastguard Worker raster.ScissorRectangleEnable = true;
876*61046927SAndroid Build Coastguard Worker }
877*61046927SAndroid Build Coastguard Worker }
878*61046927SAndroid Build Coastguard Worker
879*61046927SAndroid Build Coastguard Worker static void
emit_ms_state(struct anv_graphics_pipeline * pipeline,const struct vk_multisample_state * ms)880*61046927SAndroid Build Coastguard Worker emit_ms_state(struct anv_graphics_pipeline *pipeline,
881*61046927SAndroid Build Coastguard Worker const struct vk_multisample_state *ms)
882*61046927SAndroid Build Coastguard Worker {
883*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.ms, GENX(3DSTATE_MULTISAMPLE), ms) {
884*61046927SAndroid Build Coastguard Worker ms.PixelLocation = CENTER;
885*61046927SAndroid Build Coastguard Worker
886*61046927SAndroid Build Coastguard Worker /* The PRM says that this bit is valid only for DX9:
887*61046927SAndroid Build Coastguard Worker *
888*61046927SAndroid Build Coastguard Worker * SW can choose to set this bit only for DX9 API. DX10/OGL API's
889*61046927SAndroid Build Coastguard Worker * should not have any effect by setting or not setting this bit.
890*61046927SAndroid Build Coastguard Worker */
891*61046927SAndroid Build Coastguard Worker ms.PixelPositionOffsetEnable = false;
892*61046927SAndroid Build Coastguard Worker }
893*61046927SAndroid Build Coastguard Worker }
894*61046927SAndroid Build Coastguard Worker
895*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_logic_op)[] = {
896*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_COPY] = LOGICOP_COPY,
897*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_CLEAR] = LOGICOP_CLEAR,
898*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_AND] = LOGICOP_AND,
899*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_AND_REVERSE] = LOGICOP_AND_REVERSE,
900*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_AND_INVERTED] = LOGICOP_AND_INVERTED,
901*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_NO_OP] = LOGICOP_NOOP,
902*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_XOR] = LOGICOP_XOR,
903*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_OR] = LOGICOP_OR,
904*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_NOR] = LOGICOP_NOR,
905*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_EQUIVALENT] = LOGICOP_EQUIV,
906*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_INVERT] = LOGICOP_INVERT,
907*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_OR_REVERSE] = LOGICOP_OR_REVERSE,
908*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_COPY_INVERTED] = LOGICOP_COPY_INVERTED,
909*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_OR_INVERTED] = LOGICOP_OR_INVERTED,
910*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_NAND] = LOGICOP_NAND,
911*61046927SAndroid Build Coastguard Worker [VK_LOGIC_OP_SET] = LOGICOP_SET,
912*61046927SAndroid Build Coastguard Worker };
913*61046927SAndroid Build Coastguard Worker
914*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_compare_op)[] = {
915*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_NEVER] = PREFILTEROP_NEVER,
916*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_LESS] = PREFILTEROP_LESS,
917*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_EQUAL] = PREFILTEROP_EQUAL,
918*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_LESS_OR_EQUAL] = PREFILTEROP_LEQUAL,
919*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_GREATER] = PREFILTEROP_GREATER,
920*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_NOT_EQUAL] = PREFILTEROP_NOTEQUAL,
921*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_GREATER_OR_EQUAL] = PREFILTEROP_GEQUAL,
922*61046927SAndroid Build Coastguard Worker [VK_COMPARE_OP_ALWAYS] = PREFILTEROP_ALWAYS,
923*61046927SAndroid Build Coastguard Worker };
924*61046927SAndroid Build Coastguard Worker
925*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_stencil_op)[] = {
926*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_KEEP] = STENCILOP_KEEP,
927*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_ZERO] = STENCILOP_ZERO,
928*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_REPLACE] = STENCILOP_REPLACE,
929*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_INCREMENT_AND_CLAMP] = STENCILOP_INCRSAT,
930*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_DECREMENT_AND_CLAMP] = STENCILOP_DECRSAT,
931*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_INVERT] = STENCILOP_INVERT,
932*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_INCREMENT_AND_WRAP] = STENCILOP_INCR,
933*61046927SAndroid Build Coastguard Worker [VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR,
934*61046927SAndroid Build Coastguard Worker };
935*61046927SAndroid Build Coastguard Worker
936*61046927SAndroid Build Coastguard Worker const uint32_t genX(vk_to_intel_primitive_type)[] = {
937*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_POINT_LIST] = _3DPRIM_POINTLIST,
938*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_LINE_LIST] = _3DPRIM_LINELIST,
939*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP] = _3DPRIM_LINESTRIP,
940*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST] = _3DPRIM_TRILIST,
941*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
942*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
943*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
944*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
945*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
946*61046927SAndroid Build Coastguard Worker [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
947*61046927SAndroid Build Coastguard Worker };
948*61046927SAndroid Build Coastguard Worker
949*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_clip(struct anv_graphics_pipeline * pipeline,const struct vk_input_assembly_state * ia,const struct vk_viewport_state * vp,const struct vk_rasterization_state * rs)950*61046927SAndroid Build Coastguard Worker emit_3dstate_clip(struct anv_graphics_pipeline *pipeline,
951*61046927SAndroid Build Coastguard Worker const struct vk_input_assembly_state *ia,
952*61046927SAndroid Build Coastguard Worker const struct vk_viewport_state *vp,
953*61046927SAndroid Build Coastguard Worker const struct vk_rasterization_state *rs)
954*61046927SAndroid Build Coastguard Worker {
955*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
956*61046927SAndroid Build Coastguard Worker (void) wm_prog_data;
957*61046927SAndroid Build Coastguard Worker
958*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.clip, GENX(3DSTATE_CLIP), clip) {
959*61046927SAndroid Build Coastguard Worker clip.ClipEnable = true;
960*61046927SAndroid Build Coastguard Worker clip.StatisticsEnable = true;
961*61046927SAndroid Build Coastguard Worker clip.EarlyCullEnable = true;
962*61046927SAndroid Build Coastguard Worker clip.GuardbandClipTestEnable = true;
963*61046927SAndroid Build Coastguard Worker
964*61046927SAndroid Build Coastguard Worker clip.VertexSubPixelPrecisionSelect = _8Bit;
965*61046927SAndroid Build Coastguard Worker clip.ClipMode = CLIPMODE_NORMAL;
966*61046927SAndroid Build Coastguard Worker
967*61046927SAndroid Build Coastguard Worker clip.MinimumPointWidth = 0.125;
968*61046927SAndroid Build Coastguard Worker clip.MaximumPointWidth = 255.875;
969*61046927SAndroid Build Coastguard Worker
970*61046927SAndroid Build Coastguard Worker /* TODO(mesh): Multiview. */
971*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_primitive(pipeline)) {
972*61046927SAndroid Build Coastguard Worker const struct brw_vue_prog_data *last =
973*61046927SAndroid Build Coastguard Worker anv_pipeline_get_last_vue_prog_data(pipeline);
974*61046927SAndroid Build Coastguard Worker
975*61046927SAndroid Build Coastguard Worker /* From the Vulkan 1.0.45 spec:
976*61046927SAndroid Build Coastguard Worker *
977*61046927SAndroid Build Coastguard Worker * "If the last active vertex processing stage shader entry point's
978*61046927SAndroid Build Coastguard Worker * interface does not include a variable decorated with Layer, then
979*61046927SAndroid Build Coastguard Worker * the first layer is used."
980*61046927SAndroid Build Coastguard Worker */
981*61046927SAndroid Build Coastguard Worker clip.ForceZeroRTAIndexEnable =
982*61046927SAndroid Build Coastguard Worker !(last->vue_map.slots_valid & VARYING_BIT_LAYER);
983*61046927SAndroid Build Coastguard Worker
984*61046927SAndroid Build Coastguard Worker } else if (anv_pipeline_is_mesh(pipeline)) {
985*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
986*61046927SAndroid Build Coastguard Worker
987*61046927SAndroid Build Coastguard Worker clip.ForceZeroRTAIndexEnable =
988*61046927SAndroid Build Coastguard Worker mesh_prog_data->map.start_dw[VARYING_SLOT_LAYER] < 0;
989*61046927SAndroid Build Coastguard Worker }
990*61046927SAndroid Build Coastguard Worker
991*61046927SAndroid Build Coastguard Worker clip.NonPerspectiveBarycentricEnable = wm_prog_data ?
992*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_nonperspective_interp_modes : 0;
993*61046927SAndroid Build Coastguard Worker }
994*61046927SAndroid Build Coastguard Worker
995*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
996*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_mesh(pipeline)) {
997*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
998*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.clip_mesh,
999*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_CLIP_MESH), clip_mesh) {
1000*61046927SAndroid Build Coastguard Worker clip_mesh.PrimitiveHeaderEnable = mesh_prog_data->map.per_primitive_header_size_dw > 0;
1001*61046927SAndroid Build Coastguard Worker clip_mesh.UserClipDistanceClipTestEnableBitmask = mesh_prog_data->clip_distance_mask;
1002*61046927SAndroid Build Coastguard Worker clip_mesh.UserClipDistanceCullTestEnableBitmask = mesh_prog_data->cull_distance_mask;
1003*61046927SAndroid Build Coastguard Worker }
1004*61046927SAndroid Build Coastguard Worker }
1005*61046927SAndroid Build Coastguard Worker #endif
1006*61046927SAndroid Build Coastguard Worker }
1007*61046927SAndroid Build Coastguard Worker
1008*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_streamout(struct anv_graphics_pipeline * pipeline,const struct vk_rasterization_state * rs)1009*61046927SAndroid Build Coastguard Worker emit_3dstate_streamout(struct anv_graphics_pipeline *pipeline,
1010*61046927SAndroid Build Coastguard Worker const struct vk_rasterization_state *rs)
1011*61046927SAndroid Build Coastguard Worker {
1012*61046927SAndroid Build Coastguard Worker const struct brw_vue_prog_data *prog_data =
1013*61046927SAndroid Build Coastguard Worker anv_pipeline_get_last_vue_prog_data(pipeline);
1014*61046927SAndroid Build Coastguard Worker const struct intel_vue_map *vue_map = &prog_data->vue_map;
1015*61046927SAndroid Build Coastguard Worker
1016*61046927SAndroid Build Coastguard Worker nir_xfb_info *xfb_info;
1017*61046927SAndroid Build Coastguard Worker if (anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY))
1018*61046927SAndroid Build Coastguard Worker xfb_info = pipeline->base.shaders[MESA_SHADER_GEOMETRY]->xfb_info;
1019*61046927SAndroid Build Coastguard Worker else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL))
1020*61046927SAndroid Build Coastguard Worker xfb_info = pipeline->base.shaders[MESA_SHADER_TESS_EVAL]->xfb_info;
1021*61046927SAndroid Build Coastguard Worker else
1022*61046927SAndroid Build Coastguard Worker xfb_info = pipeline->base.shaders[MESA_SHADER_VERTEX]->xfb_info;
1023*61046927SAndroid Build Coastguard Worker
1024*61046927SAndroid Build Coastguard Worker if (xfb_info) {
1025*61046927SAndroid Build Coastguard Worker struct GENX(SO_DECL) so_decl[MAX_XFB_STREAMS][128];
1026*61046927SAndroid Build Coastguard Worker int next_offset[MAX_XFB_BUFFERS] = {0, 0, 0, 0};
1027*61046927SAndroid Build Coastguard Worker int decls[MAX_XFB_STREAMS] = {0, 0, 0, 0};
1028*61046927SAndroid Build Coastguard Worker
1029*61046927SAndroid Build Coastguard Worker memset(so_decl, 0, sizeof(so_decl));
1030*61046927SAndroid Build Coastguard Worker
1031*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < xfb_info->output_count; i++) {
1032*61046927SAndroid Build Coastguard Worker const nir_xfb_output_info *output = &xfb_info->outputs[i];
1033*61046927SAndroid Build Coastguard Worker unsigned buffer = output->buffer;
1034*61046927SAndroid Build Coastguard Worker unsigned stream = xfb_info->buffer_to_stream[buffer];
1035*61046927SAndroid Build Coastguard Worker
1036*61046927SAndroid Build Coastguard Worker /* Our hardware is unusual in that it requires us to program SO_DECLs
1037*61046927SAndroid Build Coastguard Worker * for fake "hole" components, rather than simply taking the offset
1038*61046927SAndroid Build Coastguard Worker * for each real varying. Each hole can have size 1, 2, 3, or 4; we
1039*61046927SAndroid Build Coastguard Worker * program as many size = 4 holes as we can, then a final hole to
1040*61046927SAndroid Build Coastguard Worker * accommodate the final 1, 2, or 3 remaining.
1041*61046927SAndroid Build Coastguard Worker */
1042*61046927SAndroid Build Coastguard Worker int hole_dwords = (output->offset - next_offset[buffer]) / 4;
1043*61046927SAndroid Build Coastguard Worker while (hole_dwords > 0) {
1044*61046927SAndroid Build Coastguard Worker so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
1045*61046927SAndroid Build Coastguard Worker .HoleFlag = 1,
1046*61046927SAndroid Build Coastguard Worker .OutputBufferSlot = buffer,
1047*61046927SAndroid Build Coastguard Worker .ComponentMask = (1 << MIN2(hole_dwords, 4)) - 1,
1048*61046927SAndroid Build Coastguard Worker };
1049*61046927SAndroid Build Coastguard Worker hole_dwords -= 4;
1050*61046927SAndroid Build Coastguard Worker }
1051*61046927SAndroid Build Coastguard Worker
1052*61046927SAndroid Build Coastguard Worker int varying = output->location;
1053*61046927SAndroid Build Coastguard Worker uint8_t component_mask = output->component_mask;
1054*61046927SAndroid Build Coastguard Worker /* VARYING_SLOT_PSIZ contains four scalar fields packed together:
1055*61046927SAndroid Build Coastguard Worker * - VARYING_SLOT_PRIMITIVE_SHADING_RATE in VARYING_SLOT_PSIZ.x
1056*61046927SAndroid Build Coastguard Worker * - VARYING_SLOT_LAYER in VARYING_SLOT_PSIZ.y
1057*61046927SAndroid Build Coastguard Worker * - VARYING_SLOT_VIEWPORT in VARYING_SLOT_PSIZ.z
1058*61046927SAndroid Build Coastguard Worker * - VARYING_SLOT_PSIZ in VARYING_SLOT_PSIZ.w
1059*61046927SAndroid Build Coastguard Worker */
1060*61046927SAndroid Build Coastguard Worker if (varying == VARYING_SLOT_PRIMITIVE_SHADING_RATE) {
1061*61046927SAndroid Build Coastguard Worker varying = VARYING_SLOT_PSIZ;
1062*61046927SAndroid Build Coastguard Worker component_mask = 1 << 0; // SO_DECL_COMPMASK_X
1063*61046927SAndroid Build Coastguard Worker } else if (varying == VARYING_SLOT_LAYER) {
1064*61046927SAndroid Build Coastguard Worker varying = VARYING_SLOT_PSIZ;
1065*61046927SAndroid Build Coastguard Worker component_mask = 1 << 1; // SO_DECL_COMPMASK_Y
1066*61046927SAndroid Build Coastguard Worker } else if (varying == VARYING_SLOT_VIEWPORT) {
1067*61046927SAndroid Build Coastguard Worker varying = VARYING_SLOT_PSIZ;
1068*61046927SAndroid Build Coastguard Worker component_mask = 1 << 2; // SO_DECL_COMPMASK_Z
1069*61046927SAndroid Build Coastguard Worker } else if (varying == VARYING_SLOT_PSIZ) {
1070*61046927SAndroid Build Coastguard Worker component_mask = 1 << 3; // SO_DECL_COMPMASK_W
1071*61046927SAndroid Build Coastguard Worker }
1072*61046927SAndroid Build Coastguard Worker
1073*61046927SAndroid Build Coastguard Worker next_offset[buffer] = output->offset +
1074*61046927SAndroid Build Coastguard Worker __builtin_popcount(component_mask) * 4;
1075*61046927SAndroid Build Coastguard Worker
1076*61046927SAndroid Build Coastguard Worker const int slot = vue_map->varying_to_slot[varying];
1077*61046927SAndroid Build Coastguard Worker if (slot < 0) {
1078*61046927SAndroid Build Coastguard Worker /* This can happen if the shader never writes to the varying.
1079*61046927SAndroid Build Coastguard Worker * Insert a hole instead of actual varying data.
1080*61046927SAndroid Build Coastguard Worker */
1081*61046927SAndroid Build Coastguard Worker so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
1082*61046927SAndroid Build Coastguard Worker .HoleFlag = true,
1083*61046927SAndroid Build Coastguard Worker .OutputBufferSlot = buffer,
1084*61046927SAndroid Build Coastguard Worker .ComponentMask = component_mask,
1085*61046927SAndroid Build Coastguard Worker };
1086*61046927SAndroid Build Coastguard Worker } else {
1087*61046927SAndroid Build Coastguard Worker so_decl[stream][decls[stream]++] = (struct GENX(SO_DECL)) {
1088*61046927SAndroid Build Coastguard Worker .OutputBufferSlot = buffer,
1089*61046927SAndroid Build Coastguard Worker .RegisterIndex = slot,
1090*61046927SAndroid Build Coastguard Worker .ComponentMask = component_mask,
1091*61046927SAndroid Build Coastguard Worker };
1092*61046927SAndroid Build Coastguard Worker }
1093*61046927SAndroid Build Coastguard Worker }
1094*61046927SAndroid Build Coastguard Worker
1095*61046927SAndroid Build Coastguard Worker int max_decls = 0;
1096*61046927SAndroid Build Coastguard Worker for (unsigned s = 0; s < MAX_XFB_STREAMS; s++)
1097*61046927SAndroid Build Coastguard Worker max_decls = MAX2(max_decls, decls[s]);
1098*61046927SAndroid Build Coastguard Worker
1099*61046927SAndroid Build Coastguard Worker uint8_t sbs[MAX_XFB_STREAMS] = { };
1100*61046927SAndroid Build Coastguard Worker for (unsigned b = 0; b < MAX_XFB_BUFFERS; b++) {
1101*61046927SAndroid Build Coastguard Worker if (xfb_info->buffers_written & (1 << b))
1102*61046927SAndroid Build Coastguard Worker sbs[xfb_info->buffer_to_stream[b]] |= 1 << b;
1103*61046927SAndroid Build Coastguard Worker }
1104*61046927SAndroid Build Coastguard Worker
1105*61046927SAndroid Build Coastguard Worker uint32_t *dw = anv_pipeline_emitn(pipeline, final.so_decl_list,
1106*61046927SAndroid Build Coastguard Worker 3 + 2 * max_decls,
1107*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_SO_DECL_LIST),
1108*61046927SAndroid Build Coastguard Worker .StreamtoBufferSelects0 = sbs[0],
1109*61046927SAndroid Build Coastguard Worker .StreamtoBufferSelects1 = sbs[1],
1110*61046927SAndroid Build Coastguard Worker .StreamtoBufferSelects2 = sbs[2],
1111*61046927SAndroid Build Coastguard Worker .StreamtoBufferSelects3 = sbs[3],
1112*61046927SAndroid Build Coastguard Worker .NumEntries0 = decls[0],
1113*61046927SAndroid Build Coastguard Worker .NumEntries1 = decls[1],
1114*61046927SAndroid Build Coastguard Worker .NumEntries2 = decls[2],
1115*61046927SAndroid Build Coastguard Worker .NumEntries3 = decls[3]);
1116*61046927SAndroid Build Coastguard Worker
1117*61046927SAndroid Build Coastguard Worker for (int i = 0; i < max_decls; i++) {
1118*61046927SAndroid Build Coastguard Worker GENX(SO_DECL_ENTRY_pack)(NULL, dw + 3 + i * 2,
1119*61046927SAndroid Build Coastguard Worker &(struct GENX(SO_DECL_ENTRY)) {
1120*61046927SAndroid Build Coastguard Worker .Stream0Decl = so_decl[0][i],
1121*61046927SAndroid Build Coastguard Worker .Stream1Decl = so_decl[1][i],
1122*61046927SAndroid Build Coastguard Worker .Stream2Decl = so_decl[2][i],
1123*61046927SAndroid Build Coastguard Worker .Stream3Decl = so_decl[3][i],
1124*61046927SAndroid Build Coastguard Worker });
1125*61046927SAndroid Build Coastguard Worker }
1126*61046927SAndroid Build Coastguard Worker }
1127*61046927SAndroid Build Coastguard Worker
1128*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.so, GENX(3DSTATE_STREAMOUT), so) {
1129*61046927SAndroid Build Coastguard Worker if (xfb_info) {
1130*61046927SAndroid Build Coastguard Worker pipeline->uses_xfb = true;
1131*61046927SAndroid Build Coastguard Worker
1132*61046927SAndroid Build Coastguard Worker so.SOFunctionEnable = true;
1133*61046927SAndroid Build Coastguard Worker so.SOStatisticsEnable = true;
1134*61046927SAndroid Build Coastguard Worker
1135*61046927SAndroid Build Coastguard Worker so.Buffer0SurfacePitch = xfb_info->buffers[0].stride;
1136*61046927SAndroid Build Coastguard Worker so.Buffer1SurfacePitch = xfb_info->buffers[1].stride;
1137*61046927SAndroid Build Coastguard Worker so.Buffer2SurfacePitch = xfb_info->buffers[2].stride;
1138*61046927SAndroid Build Coastguard Worker so.Buffer3SurfacePitch = xfb_info->buffers[3].stride;
1139*61046927SAndroid Build Coastguard Worker
1140*61046927SAndroid Build Coastguard Worker int urb_entry_read_offset = 0;
1141*61046927SAndroid Build Coastguard Worker int urb_entry_read_length =
1142*61046927SAndroid Build Coastguard Worker (prog_data->vue_map.num_slots + 1) / 2 - urb_entry_read_offset;
1143*61046927SAndroid Build Coastguard Worker
1144*61046927SAndroid Build Coastguard Worker /* We always read the whole vertex. This could be reduced at some
1145*61046927SAndroid Build Coastguard Worker * point by reading less and offsetting the register index in the
1146*61046927SAndroid Build Coastguard Worker * SO_DECLs.
1147*61046927SAndroid Build Coastguard Worker */
1148*61046927SAndroid Build Coastguard Worker so.Stream0VertexReadOffset = urb_entry_read_offset;
1149*61046927SAndroid Build Coastguard Worker so.Stream0VertexReadLength = urb_entry_read_length - 1;
1150*61046927SAndroid Build Coastguard Worker so.Stream1VertexReadOffset = urb_entry_read_offset;
1151*61046927SAndroid Build Coastguard Worker so.Stream1VertexReadLength = urb_entry_read_length - 1;
1152*61046927SAndroid Build Coastguard Worker so.Stream2VertexReadOffset = urb_entry_read_offset;
1153*61046927SAndroid Build Coastguard Worker so.Stream2VertexReadLength = urb_entry_read_length - 1;
1154*61046927SAndroid Build Coastguard Worker so.Stream3VertexReadOffset = urb_entry_read_offset;
1155*61046927SAndroid Build Coastguard Worker so.Stream3VertexReadLength = urb_entry_read_length - 1;
1156*61046927SAndroid Build Coastguard Worker }
1157*61046927SAndroid Build Coastguard Worker }
1158*61046927SAndroid Build Coastguard Worker }
1159*61046927SAndroid Build Coastguard Worker
1160*61046927SAndroid Build Coastguard Worker static inline uint32_t
get_sampler_count(const struct anv_shader_bin * bin)1161*61046927SAndroid Build Coastguard Worker get_sampler_count(const struct anv_shader_bin *bin)
1162*61046927SAndroid Build Coastguard Worker {
1163*61046927SAndroid Build Coastguard Worker /* We can potentially have way more than 32 samplers and that's ok.
1164*61046927SAndroid Build Coastguard Worker * However, the 3DSTATE_XS packets only have 3 bits to specify how
1165*61046927SAndroid Build Coastguard Worker * many to pre-fetch and all values above 4 are marked reserved.
1166*61046927SAndroid Build Coastguard Worker */
1167*61046927SAndroid Build Coastguard Worker return DIV_ROUND_UP(CLAMP(bin->bind_map.sampler_count, 0, 16), 4);
1168*61046927SAndroid Build Coastguard Worker }
1169*61046927SAndroid Build Coastguard Worker
1170*61046927SAndroid Build Coastguard Worker static UNUSED struct anv_address
get_scratch_address(struct anv_pipeline * pipeline,gl_shader_stage stage,const struct anv_shader_bin * bin)1171*61046927SAndroid Build Coastguard Worker get_scratch_address(struct anv_pipeline *pipeline,
1172*61046927SAndroid Build Coastguard Worker gl_shader_stage stage,
1173*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *bin)
1174*61046927SAndroid Build Coastguard Worker {
1175*61046927SAndroid Build Coastguard Worker return (struct anv_address) {
1176*61046927SAndroid Build Coastguard Worker .bo = anv_scratch_pool_alloc(pipeline->device,
1177*61046927SAndroid Build Coastguard Worker &pipeline->device->scratch_pool,
1178*61046927SAndroid Build Coastguard Worker stage, bin->prog_data->total_scratch),
1179*61046927SAndroid Build Coastguard Worker .offset = 0,
1180*61046927SAndroid Build Coastguard Worker };
1181*61046927SAndroid Build Coastguard Worker }
1182*61046927SAndroid Build Coastguard Worker
1183*61046927SAndroid Build Coastguard Worker static UNUSED uint32_t
get_scratch_space(const struct anv_shader_bin * bin)1184*61046927SAndroid Build Coastguard Worker get_scratch_space(const struct anv_shader_bin *bin)
1185*61046927SAndroid Build Coastguard Worker {
1186*61046927SAndroid Build Coastguard Worker return ffs(bin->prog_data->total_scratch / 2048);
1187*61046927SAndroid Build Coastguard Worker }
1188*61046927SAndroid Build Coastguard Worker
1189*61046927SAndroid Build Coastguard Worker static UNUSED uint32_t
get_scratch_surf(struct anv_pipeline * pipeline,gl_shader_stage stage,const struct anv_shader_bin * bin,bool protected)1190*61046927SAndroid Build Coastguard Worker get_scratch_surf(struct anv_pipeline *pipeline,
1191*61046927SAndroid Build Coastguard Worker gl_shader_stage stage,
1192*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *bin,
1193*61046927SAndroid Build Coastguard Worker bool protected)
1194*61046927SAndroid Build Coastguard Worker {
1195*61046927SAndroid Build Coastguard Worker if (bin->prog_data->total_scratch == 0)
1196*61046927SAndroid Build Coastguard Worker return 0;
1197*61046927SAndroid Build Coastguard Worker
1198*61046927SAndroid Build Coastguard Worker struct anv_scratch_pool *pool = protected ?
1199*61046927SAndroid Build Coastguard Worker &pipeline->device->protected_scratch_pool :
1200*61046927SAndroid Build Coastguard Worker &pipeline->device->scratch_pool;
1201*61046927SAndroid Build Coastguard Worker struct anv_bo *bo =
1202*61046927SAndroid Build Coastguard Worker anv_scratch_pool_alloc(pipeline->device, pool,
1203*61046927SAndroid Build Coastguard Worker stage, bin->prog_data->total_scratch);
1204*61046927SAndroid Build Coastguard Worker anv_reloc_list_add_bo(pipeline->batch.relocs, bo);
1205*61046927SAndroid Build Coastguard Worker return anv_scratch_pool_get_surf(pipeline->device, pool,
1206*61046927SAndroid Build Coastguard Worker bin->prog_data->total_scratch) >> ANV_SCRATCH_SPACE_SHIFT(GFX_VER);
1207*61046927SAndroid Build Coastguard Worker }
1208*61046927SAndroid Build Coastguard Worker
1209*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_vs(struct anv_graphics_pipeline * pipeline)1210*61046927SAndroid Build Coastguard Worker emit_3dstate_vs(struct anv_graphics_pipeline *pipeline)
1211*61046927SAndroid Build Coastguard Worker {
1212*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
1213*61046927SAndroid Build Coastguard Worker const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
1214*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *vs_bin =
1215*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_VERTEX];
1216*61046927SAndroid Build Coastguard Worker
1217*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
1218*61046927SAndroid Build Coastguard Worker
1219*61046927SAndroid Build Coastguard Worker uint32_t vs_dwords[GENX(3DSTATE_VS_length)];
1220*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, vs_dwords, GENX(3DSTATE_VS), vs) {
1221*61046927SAndroid Build Coastguard Worker vs.Enable = true;
1222*61046927SAndroid Build Coastguard Worker vs.StatisticsEnable = true;
1223*61046927SAndroid Build Coastguard Worker vs.KernelStartPointer = vs_bin->kernel.offset;
1224*61046927SAndroid Build Coastguard Worker #if GFX_VER < 20
1225*61046927SAndroid Build Coastguard Worker vs.SIMD8DispatchEnable =
1226*61046927SAndroid Build Coastguard Worker vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
1227*61046927SAndroid Build Coastguard Worker #endif
1228*61046927SAndroid Build Coastguard Worker
1229*61046927SAndroid Build Coastguard Worker assert(!vs_prog_data->base.base.use_alt_mode);
1230*61046927SAndroid Build Coastguard Worker #if GFX_VER < 11
1231*61046927SAndroid Build Coastguard Worker vs.SingleVertexDispatch = false;
1232*61046927SAndroid Build Coastguard Worker #endif
1233*61046927SAndroid Build Coastguard Worker vs.VectorMaskEnable = false;
1234*61046927SAndroid Build Coastguard Worker /* Wa_1606682166:
1235*61046927SAndroid Build Coastguard Worker * Incorrect TDL's SSP address shift in SARB for 16:6 & 18:8 modes.
1236*61046927SAndroid Build Coastguard Worker * Disable the Sampler state prefetch functionality in the SARB by
1237*61046927SAndroid Build Coastguard Worker * programming 0xB000[30] to '1'.
1238*61046927SAndroid Build Coastguard Worker */
1239*61046927SAndroid Build Coastguard Worker vs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(vs_bin);
1240*61046927SAndroid Build Coastguard Worker vs.BindingTableEntryCount = vs_bin->bind_map.surface_count;
1241*61046927SAndroid Build Coastguard Worker vs.FloatingPointMode = IEEE754;
1242*61046927SAndroid Build Coastguard Worker vs.IllegalOpcodeExceptionEnable = false;
1243*61046927SAndroid Build Coastguard Worker vs.SoftwareExceptionEnable = false;
1244*61046927SAndroid Build Coastguard Worker vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
1245*61046927SAndroid Build Coastguard Worker
1246*61046927SAndroid Build Coastguard Worker if (GFX_VER == 9 && devinfo->gt == 4 &&
1247*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
1248*61046927SAndroid Build Coastguard Worker /* On Sky Lake GT4, we have experienced some hangs related to the VS
1249*61046927SAndroid Build Coastguard Worker * cache and tessellation. It is unknown exactly what is happening
1250*61046927SAndroid Build Coastguard Worker * but the Haswell docs for the "VS Reference Count Full Force Miss
1251*61046927SAndroid Build Coastguard Worker * Enable" field of the "Thread Mode" register refer to a HSW bug in
1252*61046927SAndroid Build Coastguard Worker * which the VUE handle reference count would overflow resulting in
1253*61046927SAndroid Build Coastguard Worker * internal reference counting bugs. My (Faith's) best guess is that
1254*61046927SAndroid Build Coastguard Worker * this bug cropped back up on SKL GT4 when we suddenly had more
1255*61046927SAndroid Build Coastguard Worker * threads in play than any previous gfx9 hardware.
1256*61046927SAndroid Build Coastguard Worker *
1257*61046927SAndroid Build Coastguard Worker * What we do know for sure is that setting this bit when
1258*61046927SAndroid Build Coastguard Worker * tessellation shaders are in use fixes a GPU hang in Batman: Arkham
1259*61046927SAndroid Build Coastguard Worker * City when playing with DXVK (https://bugs.freedesktop.org/107280).
1260*61046927SAndroid Build Coastguard Worker * Disabling the vertex cache with tessellation shaders should only
1261*61046927SAndroid Build Coastguard Worker * have a minor performance impact as the tessellation shaders are
1262*61046927SAndroid Build Coastguard Worker * likely generating and processing far more geometry than the vertex
1263*61046927SAndroid Build Coastguard Worker * stage.
1264*61046927SAndroid Build Coastguard Worker */
1265*61046927SAndroid Build Coastguard Worker vs.VertexCacheDisable = true;
1266*61046927SAndroid Build Coastguard Worker }
1267*61046927SAndroid Build Coastguard Worker
1268*61046927SAndroid Build Coastguard Worker vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
1269*61046927SAndroid Build Coastguard Worker vs.VertexURBEntryReadOffset = 0;
1270*61046927SAndroid Build Coastguard Worker vs.DispatchGRFStartRegisterForURBData =
1271*61046927SAndroid Build Coastguard Worker vs_prog_data->base.base.dispatch_grf_start_reg;
1272*61046927SAndroid Build Coastguard Worker
1273*61046927SAndroid Build Coastguard Worker vs.UserClipDistanceClipTestEnableBitmask =
1274*61046927SAndroid Build Coastguard Worker vs_prog_data->base.clip_distance_mask;
1275*61046927SAndroid Build Coastguard Worker vs.UserClipDistanceCullTestEnableBitmask =
1276*61046927SAndroid Build Coastguard Worker vs_prog_data->base.cull_distance_mask;
1277*61046927SAndroid Build Coastguard Worker
1278*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 < 125
1279*61046927SAndroid Build Coastguard Worker vs.PerThreadScratchSpace = get_scratch_space(vs_bin);
1280*61046927SAndroid Build Coastguard Worker vs.ScratchSpaceBasePointer =
1281*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base.base, MESA_SHADER_VERTEX, vs_bin);
1282*61046927SAndroid Build Coastguard Worker #endif
1283*61046927SAndroid Build Coastguard Worker }
1284*61046927SAndroid Build Coastguard Worker
1285*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.vs, vs_dwords, GENX(3DSTATE_VS), vs) {
1286*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1287*61046927SAndroid Build Coastguard Worker vs.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1288*61046927SAndroid Build Coastguard Worker MESA_SHADER_VERTEX,
1289*61046927SAndroid Build Coastguard Worker vs_bin, false);
1290*61046927SAndroid Build Coastguard Worker #endif
1291*61046927SAndroid Build Coastguard Worker }
1292*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1293*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.vs_protected,
1294*61046927SAndroid Build Coastguard Worker vs_dwords, GENX(3DSTATE_VS), vs) {
1295*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1296*61046927SAndroid Build Coastguard Worker vs.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1297*61046927SAndroid Build Coastguard Worker MESA_SHADER_VERTEX,
1298*61046927SAndroid Build Coastguard Worker vs_bin, true);
1299*61046927SAndroid Build Coastguard Worker #endif
1300*61046927SAndroid Build Coastguard Worker }
1301*61046927SAndroid Build Coastguard Worker }
1302*61046927SAndroid Build Coastguard Worker }
1303*61046927SAndroid Build Coastguard Worker
1304*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_hs_ds(struct anv_graphics_pipeline * pipeline,const struct vk_tessellation_state * ts)1305*61046927SAndroid Build Coastguard Worker emit_3dstate_hs_ds(struct anv_graphics_pipeline *pipeline,
1306*61046927SAndroid Build Coastguard Worker const struct vk_tessellation_state *ts)
1307*61046927SAndroid Build Coastguard Worker {
1308*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
1309*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.hs, GENX(3DSTATE_HS), hs);
1310*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.hs_protected, GENX(3DSTATE_HS), hs);
1311*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.ds, GENX(3DSTATE_DS), ds);
1312*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.ds_protected, GENX(3DSTATE_DS), ds);
1313*61046927SAndroid Build Coastguard Worker return;
1314*61046927SAndroid Build Coastguard Worker }
1315*61046927SAndroid Build Coastguard Worker
1316*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
1317*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *tcs_bin =
1318*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_TESS_CTRL];
1319*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *tes_bin =
1320*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_TESS_EVAL];
1321*61046927SAndroid Build Coastguard Worker
1322*61046927SAndroid Build Coastguard Worker const struct brw_tcs_prog_data *tcs_prog_data = get_tcs_prog_data(pipeline);
1323*61046927SAndroid Build Coastguard Worker const struct brw_tes_prog_data *tes_prog_data = get_tes_prog_data(pipeline);
1324*61046927SAndroid Build Coastguard Worker
1325*61046927SAndroid Build Coastguard Worker uint32_t hs_dwords[GENX(3DSTATE_HS_length)];
1326*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, hs_dwords, GENX(3DSTATE_HS), hs) {
1327*61046927SAndroid Build Coastguard Worker hs.Enable = true;
1328*61046927SAndroid Build Coastguard Worker hs.StatisticsEnable = true;
1329*61046927SAndroid Build Coastguard Worker hs.KernelStartPointer = tcs_bin->kernel.offset;
1330*61046927SAndroid Build Coastguard Worker /* Wa_1606682166 */
1331*61046927SAndroid Build Coastguard Worker hs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(tcs_bin);
1332*61046927SAndroid Build Coastguard Worker hs.BindingTableEntryCount = tcs_bin->bind_map.surface_count;
1333*61046927SAndroid Build Coastguard Worker
1334*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
1335*61046927SAndroid Build Coastguard Worker /* Wa_1604578095:
1336*61046927SAndroid Build Coastguard Worker *
1337*61046927SAndroid Build Coastguard Worker * Hang occurs when the number of max threads is less than 2 times
1338*61046927SAndroid Build Coastguard Worker * the number of instance count. The number of max threads must be
1339*61046927SAndroid Build Coastguard Worker * more than 2 times the number of instance count.
1340*61046927SAndroid Build Coastguard Worker */
1341*61046927SAndroid Build Coastguard Worker assert((devinfo->max_tcs_threads / 2) > tcs_prog_data->instances);
1342*61046927SAndroid Build Coastguard Worker #endif
1343*61046927SAndroid Build Coastguard Worker
1344*61046927SAndroid Build Coastguard Worker hs.MaximumNumberofThreads = devinfo->max_tcs_threads - 1;
1345*61046927SAndroid Build Coastguard Worker hs.IncludeVertexHandles = true;
1346*61046927SAndroid Build Coastguard Worker hs.InstanceCount = tcs_prog_data->instances - 1;
1347*61046927SAndroid Build Coastguard Worker
1348*61046927SAndroid Build Coastguard Worker hs.VertexURBEntryReadLength = 0;
1349*61046927SAndroid Build Coastguard Worker hs.VertexURBEntryReadOffset = 0;
1350*61046927SAndroid Build Coastguard Worker hs.DispatchGRFStartRegisterForURBData =
1351*61046927SAndroid Build Coastguard Worker tcs_prog_data->base.base.dispatch_grf_start_reg & 0x1f;
1352*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
1353*61046927SAndroid Build Coastguard Worker hs.DispatchGRFStartRegisterForURBData5 =
1354*61046927SAndroid Build Coastguard Worker tcs_prog_data->base.base.dispatch_grf_start_reg >> 5;
1355*61046927SAndroid Build Coastguard Worker #endif
1356*61046927SAndroid Build Coastguard Worker
1357*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 < 125
1358*61046927SAndroid Build Coastguard Worker hs.PerThreadScratchSpace = get_scratch_space(tcs_bin);
1359*61046927SAndroid Build Coastguard Worker hs.ScratchSpaceBasePointer =
1360*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base.base, MESA_SHADER_TESS_CTRL, tcs_bin);
1361*61046927SAndroid Build Coastguard Worker #endif
1362*61046927SAndroid Build Coastguard Worker
1363*61046927SAndroid Build Coastguard Worker #if GFX_VER == 12
1364*61046927SAndroid Build Coastguard Worker /* Patch Count threshold specifies the maximum number of patches that
1365*61046927SAndroid Build Coastguard Worker * will be accumulated before a thread dispatch is forced.
1366*61046927SAndroid Build Coastguard Worker */
1367*61046927SAndroid Build Coastguard Worker hs.PatchCountThreshold = tcs_prog_data->patch_count_threshold;
1368*61046927SAndroid Build Coastguard Worker #endif
1369*61046927SAndroid Build Coastguard Worker
1370*61046927SAndroid Build Coastguard Worker #if GFX_VER < 20
1371*61046927SAndroid Build Coastguard Worker hs.DispatchMode = tcs_prog_data->base.dispatch_mode;
1372*61046927SAndroid Build Coastguard Worker #endif
1373*61046927SAndroid Build Coastguard Worker hs.IncludePrimitiveID = tcs_prog_data->include_primitive_id;
1374*61046927SAndroid Build Coastguard Worker };
1375*61046927SAndroid Build Coastguard Worker
1376*61046927SAndroid Build Coastguard Worker uint32_t ds_dwords[GENX(3DSTATE_DS_length)];
1377*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, ds_dwords, GENX(3DSTATE_DS), ds) {
1378*61046927SAndroid Build Coastguard Worker ds.Enable = true;
1379*61046927SAndroid Build Coastguard Worker ds.StatisticsEnable = true;
1380*61046927SAndroid Build Coastguard Worker ds.KernelStartPointer = tes_bin->kernel.offset;
1381*61046927SAndroid Build Coastguard Worker /* Wa_1606682166 */
1382*61046927SAndroid Build Coastguard Worker ds.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(tes_bin);
1383*61046927SAndroid Build Coastguard Worker ds.BindingTableEntryCount = tes_bin->bind_map.surface_count;
1384*61046927SAndroid Build Coastguard Worker ds.MaximumNumberofThreads = devinfo->max_tes_threads - 1;
1385*61046927SAndroid Build Coastguard Worker
1386*61046927SAndroid Build Coastguard Worker ds.ComputeWCoordinateEnable =
1387*61046927SAndroid Build Coastguard Worker tes_prog_data->domain == INTEL_TESS_DOMAIN_TRI;
1388*61046927SAndroid Build Coastguard Worker
1389*61046927SAndroid Build Coastguard Worker ds.PatchURBEntryReadLength = tes_prog_data->base.urb_read_length;
1390*61046927SAndroid Build Coastguard Worker ds.PatchURBEntryReadOffset = 0;
1391*61046927SAndroid Build Coastguard Worker ds.DispatchGRFStartRegisterForURBData =
1392*61046927SAndroid Build Coastguard Worker tes_prog_data->base.base.dispatch_grf_start_reg;
1393*61046927SAndroid Build Coastguard Worker
1394*61046927SAndroid Build Coastguard Worker #if GFX_VER < 11
1395*61046927SAndroid Build Coastguard Worker ds.DispatchMode =
1396*61046927SAndroid Build Coastguard Worker tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8 ?
1397*61046927SAndroid Build Coastguard Worker DISPATCH_MODE_SIMD8_SINGLE_PATCH :
1398*61046927SAndroid Build Coastguard Worker DISPATCH_MODE_SIMD4X2;
1399*61046927SAndroid Build Coastguard Worker #else
1400*61046927SAndroid Build Coastguard Worker assert(tes_prog_data->base.dispatch_mode == INTEL_DISPATCH_MODE_SIMD8);
1401*61046927SAndroid Build Coastguard Worker ds.DispatchMode = DISPATCH_MODE_SIMD8_SINGLE_PATCH;
1402*61046927SAndroid Build Coastguard Worker #endif
1403*61046927SAndroid Build Coastguard Worker
1404*61046927SAndroid Build Coastguard Worker ds.UserClipDistanceClipTestEnableBitmask =
1405*61046927SAndroid Build Coastguard Worker tes_prog_data->base.clip_distance_mask;
1406*61046927SAndroid Build Coastguard Worker ds.UserClipDistanceCullTestEnableBitmask =
1407*61046927SAndroid Build Coastguard Worker tes_prog_data->base.cull_distance_mask;
1408*61046927SAndroid Build Coastguard Worker
1409*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
1410*61046927SAndroid Build Coastguard Worker ds.PrimitiveIDNotRequired = !tes_prog_data->include_primitive_id;
1411*61046927SAndroid Build Coastguard Worker #endif
1412*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 < 125
1413*61046927SAndroid Build Coastguard Worker ds.PerThreadScratchSpace = get_scratch_space(tes_bin);
1414*61046927SAndroid Build Coastguard Worker ds.ScratchSpaceBasePointer =
1415*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base.base, MESA_SHADER_TESS_EVAL, tes_bin);
1416*61046927SAndroid Build Coastguard Worker #endif
1417*61046927SAndroid Build Coastguard Worker }
1418*61046927SAndroid Build Coastguard Worker
1419*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.hs, hs_dwords, GENX(3DSTATE_HS), hs) {
1420*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1421*61046927SAndroid Build Coastguard Worker hs.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1422*61046927SAndroid Build Coastguard Worker MESA_SHADER_TESS_CTRL,
1423*61046927SAndroid Build Coastguard Worker tcs_bin, false);
1424*61046927SAndroid Build Coastguard Worker #endif
1425*61046927SAndroid Build Coastguard Worker }
1426*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.ds, ds_dwords, GENX(3DSTATE_DS), ds) {
1427*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1428*61046927SAndroid Build Coastguard Worker ds.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1429*61046927SAndroid Build Coastguard Worker MESA_SHADER_TESS_EVAL,
1430*61046927SAndroid Build Coastguard Worker tes_bin, false);
1431*61046927SAndroid Build Coastguard Worker #endif
1432*61046927SAndroid Build Coastguard Worker }
1433*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1434*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.hs_protected,
1435*61046927SAndroid Build Coastguard Worker hs_dwords, GENX(3DSTATE_HS), hs) {
1436*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1437*61046927SAndroid Build Coastguard Worker hs.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1438*61046927SAndroid Build Coastguard Worker MESA_SHADER_TESS_CTRL,
1439*61046927SAndroid Build Coastguard Worker tcs_bin, true);
1440*61046927SAndroid Build Coastguard Worker #endif
1441*61046927SAndroid Build Coastguard Worker }
1442*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.ds_protected,
1443*61046927SAndroid Build Coastguard Worker ds_dwords, GENX(3DSTATE_DS), ds) {
1444*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1445*61046927SAndroid Build Coastguard Worker ds.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1446*61046927SAndroid Build Coastguard Worker MESA_SHADER_TESS_EVAL,
1447*61046927SAndroid Build Coastguard Worker tes_bin, true);
1448*61046927SAndroid Build Coastguard Worker #endif
1449*61046927SAndroid Build Coastguard Worker }
1450*61046927SAndroid Build Coastguard Worker }
1451*61046927SAndroid Build Coastguard Worker }
1452*61046927SAndroid Build Coastguard Worker
1453*61046927SAndroid Build Coastguard Worker static UNUSED bool
geom_or_tess_prim_id_used(struct anv_graphics_pipeline * pipeline)1454*61046927SAndroid Build Coastguard Worker geom_or_tess_prim_id_used(struct anv_graphics_pipeline *pipeline)
1455*61046927SAndroid Build Coastguard Worker {
1456*61046927SAndroid Build Coastguard Worker const struct brw_tcs_prog_data *tcs_prog_data =
1457*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_CTRL) ?
1458*61046927SAndroid Build Coastguard Worker get_tcs_prog_data(pipeline) : NULL;
1459*61046927SAndroid Build Coastguard Worker const struct brw_tes_prog_data *tes_prog_data =
1460*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL) ?
1461*61046927SAndroid Build Coastguard Worker get_tes_prog_data(pipeline) : NULL;
1462*61046927SAndroid Build Coastguard Worker const struct brw_gs_prog_data *gs_prog_data =
1463*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY) ?
1464*61046927SAndroid Build Coastguard Worker get_gs_prog_data(pipeline) : NULL;
1465*61046927SAndroid Build Coastguard Worker
1466*61046927SAndroid Build Coastguard Worker return (tcs_prog_data && tcs_prog_data->include_primitive_id) ||
1467*61046927SAndroid Build Coastguard Worker (tes_prog_data && tes_prog_data->include_primitive_id) ||
1468*61046927SAndroid Build Coastguard Worker (gs_prog_data && gs_prog_data->include_primitive_id);
1469*61046927SAndroid Build Coastguard Worker }
1470*61046927SAndroid Build Coastguard Worker
1471*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_te(struct anv_graphics_pipeline * pipeline)1472*61046927SAndroid Build Coastguard Worker emit_3dstate_te(struct anv_graphics_pipeline *pipeline)
1473*61046927SAndroid Build Coastguard Worker {
1474*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.te, GENX(3DSTATE_TE), te) {
1475*61046927SAndroid Build Coastguard Worker if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
1476*61046927SAndroid Build Coastguard Worker const struct brw_tes_prog_data *tes_prog_data =
1477*61046927SAndroid Build Coastguard Worker get_tes_prog_data(pipeline);
1478*61046927SAndroid Build Coastguard Worker
1479*61046927SAndroid Build Coastguard Worker te.Partitioning = tes_prog_data->partitioning;
1480*61046927SAndroid Build Coastguard Worker te.TEDomain = tes_prog_data->domain;
1481*61046927SAndroid Build Coastguard Worker te.TEEnable = true;
1482*61046927SAndroid Build Coastguard Worker te.MaximumTessellationFactorOdd = 63.0;
1483*61046927SAndroid Build Coastguard Worker te.MaximumTessellationFactorNotOdd = 64.0;
1484*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1485*61046927SAndroid Build Coastguard Worker const struct anv_device *device = pipeline->base.base.device;
1486*61046927SAndroid Build Coastguard Worker if (intel_needs_workaround(device->info, 22012699309))
1487*61046927SAndroid Build Coastguard Worker te.TessellationDistributionMode = TEDMODE_RR_STRICT;
1488*61046927SAndroid Build Coastguard Worker else
1489*61046927SAndroid Build Coastguard Worker te.TessellationDistributionMode = TEDMODE_RR_FREE;
1490*61046927SAndroid Build Coastguard Worker
1491*61046927SAndroid Build Coastguard Worker if (intel_needs_workaround(device->info, 14015055625)) {
1492*61046927SAndroid Build Coastguard Worker /* Wa_14015055625:
1493*61046927SAndroid Build Coastguard Worker *
1494*61046927SAndroid Build Coastguard Worker * Disable Tessellation Distribution when primitive Id is enabled.
1495*61046927SAndroid Build Coastguard Worker */
1496*61046927SAndroid Build Coastguard Worker if (sbe_primitive_id_override(pipeline) ||
1497*61046927SAndroid Build Coastguard Worker geom_or_tess_prim_id_used(pipeline))
1498*61046927SAndroid Build Coastguard Worker te.TessellationDistributionMode = TEDMODE_OFF;
1499*61046927SAndroid Build Coastguard Worker }
1500*61046927SAndroid Build Coastguard Worker
1501*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 20
1502*61046927SAndroid Build Coastguard Worker te.TessellationDistributionLevel = TEDLEVEL_REGION;
1503*61046927SAndroid Build Coastguard Worker #else
1504*61046927SAndroid Build Coastguard Worker te.TessellationDistributionLevel = TEDLEVEL_PATCH;
1505*61046927SAndroid Build Coastguard Worker #endif
1506*61046927SAndroid Build Coastguard Worker /* 64_TRIANGLES */
1507*61046927SAndroid Build Coastguard Worker te.SmallPatchThreshold = 3;
1508*61046927SAndroid Build Coastguard Worker /* 1K_TRIANGLES */
1509*61046927SAndroid Build Coastguard Worker te.TargetBlockSize = 8;
1510*61046927SAndroid Build Coastguard Worker /* 1K_TRIANGLES */
1511*61046927SAndroid Build Coastguard Worker te.LocalBOPAccumulatorThreshold = 1;
1512*61046927SAndroid Build Coastguard Worker #endif
1513*61046927SAndroid Build Coastguard Worker
1514*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 20
1515*61046927SAndroid Build Coastguard Worker te.NumberOfRegionsPerPatch = 2;
1516*61046927SAndroid Build Coastguard Worker #endif
1517*61046927SAndroid Build Coastguard Worker }
1518*61046927SAndroid Build Coastguard Worker }
1519*61046927SAndroid Build Coastguard Worker }
1520*61046927SAndroid Build Coastguard Worker
1521*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_gs(struct anv_graphics_pipeline * pipeline)1522*61046927SAndroid Build Coastguard Worker emit_3dstate_gs(struct anv_graphics_pipeline *pipeline)
1523*61046927SAndroid Build Coastguard Worker {
1524*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) {
1525*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.gs, GENX(3DSTATE_GS), gs);
1526*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.gs_protected, GENX(3DSTATE_GS), gs);
1527*61046927SAndroid Build Coastguard Worker return;
1528*61046927SAndroid Build Coastguard Worker }
1529*61046927SAndroid Build Coastguard Worker
1530*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
1531*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *gs_bin =
1532*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_GEOMETRY];
1533*61046927SAndroid Build Coastguard Worker const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
1534*61046927SAndroid Build Coastguard Worker
1535*61046927SAndroid Build Coastguard Worker uint32_t gs_dwords[GENX(3DSTATE_GS_length)];
1536*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, gs_dwords, GENX(3DSTATE_GS), gs) {
1537*61046927SAndroid Build Coastguard Worker gs.Enable = true;
1538*61046927SAndroid Build Coastguard Worker gs.StatisticsEnable = true;
1539*61046927SAndroid Build Coastguard Worker gs.KernelStartPointer = gs_bin->kernel.offset;
1540*61046927SAndroid Build Coastguard Worker #if GFX_VER < 20
1541*61046927SAndroid Build Coastguard Worker gs.DispatchMode = gs_prog_data->base.dispatch_mode;
1542*61046927SAndroid Build Coastguard Worker #endif
1543*61046927SAndroid Build Coastguard Worker
1544*61046927SAndroid Build Coastguard Worker gs.SingleProgramFlow = false;
1545*61046927SAndroid Build Coastguard Worker gs.VectorMaskEnable = false;
1546*61046927SAndroid Build Coastguard Worker /* Wa_1606682166 */
1547*61046927SAndroid Build Coastguard Worker gs.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(gs_bin);
1548*61046927SAndroid Build Coastguard Worker gs.BindingTableEntryCount = gs_bin->bind_map.surface_count;
1549*61046927SAndroid Build Coastguard Worker gs.IncludeVertexHandles = gs_prog_data->base.include_vue_handles;
1550*61046927SAndroid Build Coastguard Worker gs.IncludePrimitiveID = gs_prog_data->include_primitive_id;
1551*61046927SAndroid Build Coastguard Worker
1552*61046927SAndroid Build Coastguard Worker gs.MaximumNumberofThreads = devinfo->max_gs_threads - 1;
1553*61046927SAndroid Build Coastguard Worker
1554*61046927SAndroid Build Coastguard Worker gs.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1;
1555*61046927SAndroid Build Coastguard Worker gs.OutputTopology = gs_prog_data->output_topology;
1556*61046927SAndroid Build Coastguard Worker gs.ControlDataFormat = gs_prog_data->control_data_format;
1557*61046927SAndroid Build Coastguard Worker gs.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords;
1558*61046927SAndroid Build Coastguard Worker gs.InstanceControl = MAX2(gs_prog_data->invocations, 1) - 1;
1559*61046927SAndroid Build Coastguard Worker
1560*61046927SAndroid Build Coastguard Worker gs.ExpectedVertexCount = gs_prog_data->vertices_in;
1561*61046927SAndroid Build Coastguard Worker gs.StaticOutput = gs_prog_data->static_vertex_count >= 0;
1562*61046927SAndroid Build Coastguard Worker gs.StaticOutputVertexCount = gs_prog_data->static_vertex_count >= 0 ?
1563*61046927SAndroid Build Coastguard Worker gs_prog_data->static_vertex_count : 0;
1564*61046927SAndroid Build Coastguard Worker
1565*61046927SAndroid Build Coastguard Worker gs.VertexURBEntryReadOffset = 0;
1566*61046927SAndroid Build Coastguard Worker gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
1567*61046927SAndroid Build Coastguard Worker gs.DispatchGRFStartRegisterForURBData =
1568*61046927SAndroid Build Coastguard Worker gs_prog_data->base.base.dispatch_grf_start_reg;
1569*61046927SAndroid Build Coastguard Worker
1570*61046927SAndroid Build Coastguard Worker gs.UserClipDistanceClipTestEnableBitmask =
1571*61046927SAndroid Build Coastguard Worker gs_prog_data->base.clip_distance_mask;
1572*61046927SAndroid Build Coastguard Worker gs.UserClipDistanceCullTestEnableBitmask =
1573*61046927SAndroid Build Coastguard Worker gs_prog_data->base.cull_distance_mask;
1574*61046927SAndroid Build Coastguard Worker
1575*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 < 125
1576*61046927SAndroid Build Coastguard Worker gs.PerThreadScratchSpace = get_scratch_space(gs_bin);
1577*61046927SAndroid Build Coastguard Worker gs.ScratchSpaceBasePointer =
1578*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base.base, MESA_SHADER_GEOMETRY, gs_bin);
1579*61046927SAndroid Build Coastguard Worker #endif
1580*61046927SAndroid Build Coastguard Worker }
1581*61046927SAndroid Build Coastguard Worker
1582*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, partial.gs, gs_dwords, GENX(3DSTATE_GS), gs) {
1583*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1584*61046927SAndroid Build Coastguard Worker gs.ScratchSpaceBuffer =
1585*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_GEOMETRY, gs_bin, false);
1586*61046927SAndroid Build Coastguard Worker #endif
1587*61046927SAndroid Build Coastguard Worker }
1588*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1589*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, partial.gs_protected,
1590*61046927SAndroid Build Coastguard Worker gs_dwords, GENX(3DSTATE_GS), gs) {
1591*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1592*61046927SAndroid Build Coastguard Worker gs.ScratchSpaceBuffer = get_scratch_surf(&pipeline->base.base,
1593*61046927SAndroid Build Coastguard Worker MESA_SHADER_GEOMETRY,
1594*61046927SAndroid Build Coastguard Worker gs_bin, true);
1595*61046927SAndroid Build Coastguard Worker #endif
1596*61046927SAndroid Build Coastguard Worker }
1597*61046927SAndroid Build Coastguard Worker }
1598*61046927SAndroid Build Coastguard Worker }
1599*61046927SAndroid Build Coastguard Worker
1600*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_wm(struct anv_graphics_pipeline * pipeline,const struct vk_input_assembly_state * ia,const struct vk_rasterization_state * rs,const struct vk_multisample_state * ms,const struct vk_color_blend_state * cb,const struct vk_render_pass_state * rp)1601*61046927SAndroid Build Coastguard Worker emit_3dstate_wm(struct anv_graphics_pipeline *pipeline,
1602*61046927SAndroid Build Coastguard Worker const struct vk_input_assembly_state *ia,
1603*61046927SAndroid Build Coastguard Worker const struct vk_rasterization_state *rs,
1604*61046927SAndroid Build Coastguard Worker const struct vk_multisample_state *ms,
1605*61046927SAndroid Build Coastguard Worker const struct vk_color_blend_state *cb,
1606*61046927SAndroid Build Coastguard Worker const struct vk_render_pass_state *rp)
1607*61046927SAndroid Build Coastguard Worker {
1608*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
1609*61046927SAndroid Build Coastguard Worker
1610*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.wm, GENX(3DSTATE_WM), wm) {
1611*61046927SAndroid Build Coastguard Worker wm.StatisticsEnable = true;
1612*61046927SAndroid Build Coastguard Worker wm.LineEndCapAntialiasingRegionWidth = _05pixels;
1613*61046927SAndroid Build Coastguard Worker wm.LineAntialiasingRegionWidth = _10pixels;
1614*61046927SAndroid Build Coastguard Worker wm.PointRasterizationRule = RASTRULE_UPPER_LEFT;
1615*61046927SAndroid Build Coastguard Worker
1616*61046927SAndroid Build Coastguard Worker if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
1617*61046927SAndroid Build Coastguard Worker if (wm_prog_data->early_fragment_tests) {
1618*61046927SAndroid Build Coastguard Worker wm.EarlyDepthStencilControl = EDSC_PREPS;
1619*61046927SAndroid Build Coastguard Worker } else if (wm_prog_data->has_side_effects) {
1620*61046927SAndroid Build Coastguard Worker wm.EarlyDepthStencilControl = EDSC_PSEXEC;
1621*61046927SAndroid Build Coastguard Worker } else {
1622*61046927SAndroid Build Coastguard Worker wm.EarlyDepthStencilControl = EDSC_NORMAL;
1623*61046927SAndroid Build Coastguard Worker }
1624*61046927SAndroid Build Coastguard Worker }
1625*61046927SAndroid Build Coastguard Worker }
1626*61046927SAndroid Build Coastguard Worker }
1627*61046927SAndroid Build Coastguard Worker
1628*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_ps(struct anv_graphics_pipeline * pipeline,const struct vk_multisample_state * ms,const struct vk_color_blend_state * cb)1629*61046927SAndroid Build Coastguard Worker emit_3dstate_ps(struct anv_graphics_pipeline *pipeline,
1630*61046927SAndroid Build Coastguard Worker const struct vk_multisample_state *ms,
1631*61046927SAndroid Build Coastguard Worker const struct vk_color_blend_state *cb)
1632*61046927SAndroid Build Coastguard Worker {
1633*61046927SAndroid Build Coastguard Worker UNUSED const struct intel_device_info *devinfo =
1634*61046927SAndroid Build Coastguard Worker pipeline->base.base.device->info;
1635*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *fs_bin =
1636*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_FRAGMENT];
1637*61046927SAndroid Build Coastguard Worker
1638*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
1639*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.ps, GENX(3DSTATE_PS), ps);
1640*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.ps_protected, GENX(3DSTATE_PS), ps);
1641*61046927SAndroid Build Coastguard Worker return;
1642*61046927SAndroid Build Coastguard Worker }
1643*61046927SAndroid Build Coastguard Worker
1644*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
1645*61046927SAndroid Build Coastguard Worker
1646*61046927SAndroid Build Coastguard Worker uint32_t ps_dwords[GENX(3DSTATE_PS_length)];
1647*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, ps_dwords, GENX(3DSTATE_PS), ps) {
1648*61046927SAndroid Build Coastguard Worker #if GFX_VER == 12
1649*61046927SAndroid Build Coastguard Worker assert(wm_prog_data->dispatch_multi == 0 ||
1650*61046927SAndroid Build Coastguard Worker (wm_prog_data->dispatch_multi == 16 && wm_prog_data->max_polygons == 2));
1651*61046927SAndroid Build Coastguard Worker ps.DualSIMD8DispatchEnable = wm_prog_data->dispatch_multi;
1652*61046927SAndroid Build Coastguard Worker /* XXX - No major improvement observed from enabling
1653*61046927SAndroid Build Coastguard Worker * overlapping subspans, but it could be helpful
1654*61046927SAndroid Build Coastguard Worker * in theory when the requirements listed on the
1655*61046927SAndroid Build Coastguard Worker * BSpec page for 3DSTATE_PS_BODY are met.
1656*61046927SAndroid Build Coastguard Worker */
1657*61046927SAndroid Build Coastguard Worker ps.OverlappingSubspansEnable = false;
1658*61046927SAndroid Build Coastguard Worker #endif
1659*61046927SAndroid Build Coastguard Worker
1660*61046927SAndroid Build Coastguard Worker ps.SingleProgramFlow = false;
1661*61046927SAndroid Build Coastguard Worker ps.VectorMaskEnable = wm_prog_data->uses_vmask;
1662*61046927SAndroid Build Coastguard Worker /* Wa_1606682166 */
1663*61046927SAndroid Build Coastguard Worker ps.SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(fs_bin);
1664*61046927SAndroid Build Coastguard Worker ps.BindingTableEntryCount = fs_bin->bind_map.surface_count;
1665*61046927SAndroid Build Coastguard Worker #if GFX_VER < 20
1666*61046927SAndroid Build Coastguard Worker ps.PushConstantEnable =
1667*61046927SAndroid Build Coastguard Worker devinfo->needs_null_push_constant_tbimr_workaround ||
1668*61046927SAndroid Build Coastguard Worker wm_prog_data->base.nr_params > 0 ||
1669*61046927SAndroid Build Coastguard Worker wm_prog_data->base.ubo_ranges[0].length;
1670*61046927SAndroid Build Coastguard Worker #endif
1671*61046927SAndroid Build Coastguard Worker
1672*61046927SAndroid Build Coastguard Worker ps.MaximumNumberofThreadsPerPSD = devinfo->max_threads_per_psd - 1;
1673*61046927SAndroid Build Coastguard Worker
1674*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 < 125
1675*61046927SAndroid Build Coastguard Worker ps.PerThreadScratchSpace = get_scratch_space(fs_bin);
1676*61046927SAndroid Build Coastguard Worker ps.ScratchSpaceBasePointer =
1677*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base.base, MESA_SHADER_FRAGMENT, fs_bin);
1678*61046927SAndroid Build Coastguard Worker #endif
1679*61046927SAndroid Build Coastguard Worker }
1680*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, partial.ps, ps_dwords, GENX(3DSTATE_PS), ps) {
1681*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1682*61046927SAndroid Build Coastguard Worker ps.ScratchSpaceBuffer =
1683*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_FRAGMENT, fs_bin, false);
1684*61046927SAndroid Build Coastguard Worker #endif
1685*61046927SAndroid Build Coastguard Worker }
1686*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1687*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, partial.ps_protected,
1688*61046927SAndroid Build Coastguard Worker ps_dwords, GENX(3DSTATE_PS), ps) {
1689*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1690*61046927SAndroid Build Coastguard Worker ps.ScratchSpaceBuffer =
1691*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_FRAGMENT, fs_bin, true);
1692*61046927SAndroid Build Coastguard Worker #endif
1693*61046927SAndroid Build Coastguard Worker }
1694*61046927SAndroid Build Coastguard Worker }
1695*61046927SAndroid Build Coastguard Worker }
1696*61046927SAndroid Build Coastguard Worker
1697*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_ps_extra(struct anv_graphics_pipeline * pipeline,const struct vk_rasterization_state * rs,const struct vk_graphics_pipeline_state * state)1698*61046927SAndroid Build Coastguard Worker emit_3dstate_ps_extra(struct anv_graphics_pipeline *pipeline,
1699*61046927SAndroid Build Coastguard Worker const struct vk_rasterization_state *rs,
1700*61046927SAndroid Build Coastguard Worker const struct vk_graphics_pipeline_state *state)
1701*61046927SAndroid Build Coastguard Worker {
1702*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
1703*61046927SAndroid Build Coastguard Worker
1704*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
1705*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.ps_extra, GENX(3DSTATE_PS_EXTRA), ps);
1706*61046927SAndroid Build Coastguard Worker return;
1707*61046927SAndroid Build Coastguard Worker }
1708*61046927SAndroid Build Coastguard Worker
1709*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.ps_extra, GENX(3DSTATE_PS_EXTRA), ps) {
1710*61046927SAndroid Build Coastguard Worker ps.PixelShaderValid = true;
1711*61046927SAndroid Build Coastguard Worker #if GFX_VER < 20
1712*61046927SAndroid Build Coastguard Worker ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
1713*61046927SAndroid Build Coastguard Worker #endif
1714*61046927SAndroid Build Coastguard Worker ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
1715*61046927SAndroid Build Coastguard Worker ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
1716*61046927SAndroid Build Coastguard Worker ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
1717*61046927SAndroid Build Coastguard Worker ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
1718*61046927SAndroid Build Coastguard Worker
1719*61046927SAndroid Build Coastguard Worker ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
1720*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 20
1721*61046927SAndroid Build Coastguard Worker assert(!wm_prog_data->pulls_bary);
1722*61046927SAndroid Build Coastguard Worker #else
1723*61046927SAndroid Build Coastguard Worker ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
1724*61046927SAndroid Build Coastguard Worker #endif
1725*61046927SAndroid Build Coastguard Worker
1726*61046927SAndroid Build Coastguard Worker ps.InputCoverageMaskState = ICMS_NONE;
1727*61046927SAndroid Build Coastguard Worker assert(!wm_prog_data->inner_coverage); /* Not available in SPIR-V */
1728*61046927SAndroid Build Coastguard Worker if (!wm_prog_data->uses_sample_mask)
1729*61046927SAndroid Build Coastguard Worker ps.InputCoverageMaskState = ICMS_NONE;
1730*61046927SAndroid Build Coastguard Worker else if (brw_wm_prog_data_is_coarse(wm_prog_data, 0))
1731*61046927SAndroid Build Coastguard Worker ps.InputCoverageMaskState = ICMS_NORMAL;
1732*61046927SAndroid Build Coastguard Worker else if (wm_prog_data->post_depth_coverage)
1733*61046927SAndroid Build Coastguard Worker ps.InputCoverageMaskState = ICMS_DEPTH_COVERAGE;
1734*61046927SAndroid Build Coastguard Worker else
1735*61046927SAndroid Build Coastguard Worker ps.InputCoverageMaskState = ICMS_NORMAL;
1736*61046927SAndroid Build Coastguard Worker
1737*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 11
1738*61046927SAndroid Build Coastguard Worker ps.PixelShaderRequiresSubpixelSampleOffsets =
1739*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_sample_offsets;
1740*61046927SAndroid Build Coastguard Worker ps.PixelShaderRequiresNonPerspectiveBaryPlaneCoefficients =
1741*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_npc_bary_coefficients;
1742*61046927SAndroid Build Coastguard Worker ps.PixelShaderRequiresPerspectiveBaryPlaneCoefficients =
1743*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_pc_bary_coefficients;
1744*61046927SAndroid Build Coastguard Worker ps.PixelShaderRequiresSourceDepthandorWPlaneCoefficients =
1745*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_depth_w_coefficients;
1746*61046927SAndroid Build Coastguard Worker #endif
1747*61046927SAndroid Build Coastguard Worker }
1748*61046927SAndroid Build Coastguard Worker }
1749*61046927SAndroid Build Coastguard Worker
1750*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_vf_statistics(struct anv_graphics_pipeline * pipeline)1751*61046927SAndroid Build Coastguard Worker emit_3dstate_vf_statistics(struct anv_graphics_pipeline *pipeline)
1752*61046927SAndroid Build Coastguard Worker {
1753*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_statistics,
1754*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_VF_STATISTICS), vfs) {
1755*61046927SAndroid Build Coastguard Worker vfs.StatisticsEnable = true;
1756*61046927SAndroid Build Coastguard Worker }
1757*61046927SAndroid Build Coastguard Worker }
1758*61046927SAndroid Build Coastguard Worker
1759*61046927SAndroid Build Coastguard Worker static void
compute_kill_pixel(struct anv_graphics_pipeline * pipeline,const struct vk_multisample_state * ms,const struct vk_graphics_pipeline_state * state)1760*61046927SAndroid Build Coastguard Worker compute_kill_pixel(struct anv_graphics_pipeline *pipeline,
1761*61046927SAndroid Build Coastguard Worker const struct vk_multisample_state *ms,
1762*61046927SAndroid Build Coastguard Worker const struct vk_graphics_pipeline_state *state)
1763*61046927SAndroid Build Coastguard Worker {
1764*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
1765*61046927SAndroid Build Coastguard Worker pipeline->kill_pixel = false;
1766*61046927SAndroid Build Coastguard Worker return;
1767*61046927SAndroid Build Coastguard Worker }
1768*61046927SAndroid Build Coastguard Worker
1769*61046927SAndroid Build Coastguard Worker const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
1770*61046927SAndroid Build Coastguard Worker
1771*61046927SAndroid Build Coastguard Worker /* This computes the KillPixel portion of the computation for whether or
1772*61046927SAndroid Build Coastguard Worker * not we want to enable the PMA fix on gfx8 or gfx9. It's given by this
1773*61046927SAndroid Build Coastguard Worker * chunk of the giant formula:
1774*61046927SAndroid Build Coastguard Worker *
1775*61046927SAndroid Build Coastguard Worker * (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
1776*61046927SAndroid Build Coastguard Worker * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
1777*61046927SAndroid Build Coastguard Worker * 3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
1778*61046927SAndroid Build Coastguard Worker * 3DSTATE_PS_BLEND::AlphaTestEnable ||
1779*61046927SAndroid Build Coastguard Worker * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable)
1780*61046927SAndroid Build Coastguard Worker *
1781*61046927SAndroid Build Coastguard Worker * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false and so is
1782*61046927SAndroid Build Coastguard Worker * 3DSTATE_PS_BLEND::AlphaTestEnable since Vulkan doesn't have a concept
1783*61046927SAndroid Build Coastguard Worker * of an alpha test.
1784*61046927SAndroid Build Coastguard Worker */
1785*61046927SAndroid Build Coastguard Worker pipeline->rp_has_ds_self_dep =
1786*61046927SAndroid Build Coastguard Worker (state->pipeline_flags &
1787*61046927SAndroid Build Coastguard Worker VK_PIPELINE_CREATE_2_DEPTH_STENCIL_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT) != 0;
1788*61046927SAndroid Build Coastguard Worker pipeline->kill_pixel =
1789*61046927SAndroid Build Coastguard Worker pipeline->rp_has_ds_self_dep ||
1790*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_kill ||
1791*61046927SAndroid Build Coastguard Worker wm_prog_data->uses_omask ||
1792*61046927SAndroid Build Coastguard Worker (ms && ms->alpha_to_coverage_enable);
1793*61046927SAndroid Build Coastguard Worker }
1794*61046927SAndroid Build Coastguard Worker
1795*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
1796*61046927SAndroid Build Coastguard Worker static void
emit_3dstate_primitive_replication(struct anv_graphics_pipeline * pipeline,const struct vk_render_pass_state * rp)1797*61046927SAndroid Build Coastguard Worker emit_3dstate_primitive_replication(struct anv_graphics_pipeline *pipeline,
1798*61046927SAndroid Build Coastguard Worker const struct vk_render_pass_state *rp)
1799*61046927SAndroid Build Coastguard Worker {
1800*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_mesh(pipeline)) {
1801*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.primitive_replication,
1802*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
1803*61046927SAndroid Build Coastguard Worker return;
1804*61046927SAndroid Build Coastguard Worker }
1805*61046927SAndroid Build Coastguard Worker
1806*61046927SAndroid Build Coastguard Worker const int replication_count =
1807*61046927SAndroid Build Coastguard Worker anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map.num_pos_slots;
1808*61046927SAndroid Build Coastguard Worker
1809*61046927SAndroid Build Coastguard Worker assert(replication_count >= 1);
1810*61046927SAndroid Build Coastguard Worker if (replication_count == 1) {
1811*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.primitive_replication,
1812*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
1813*61046927SAndroid Build Coastguard Worker return;
1814*61046927SAndroid Build Coastguard Worker }
1815*61046927SAndroid Build Coastguard Worker
1816*61046927SAndroid Build Coastguard Worker assert(replication_count == util_bitcount(rp->view_mask));
1817*61046927SAndroid Build Coastguard Worker assert(replication_count <= MAX_VIEWS_FOR_PRIMITIVE_REPLICATION);
1818*61046927SAndroid Build Coastguard Worker
1819*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.primitive_replication,
1820*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_PRIMITIVE_REPLICATION), pr) {
1821*61046927SAndroid Build Coastguard Worker pr.ReplicaMask = (1 << replication_count) - 1;
1822*61046927SAndroid Build Coastguard Worker pr.ReplicationCount = replication_count - 1;
1823*61046927SAndroid Build Coastguard Worker
1824*61046927SAndroid Build Coastguard Worker int i = 0;
1825*61046927SAndroid Build Coastguard Worker u_foreach_bit(view_index, rp->view_mask) {
1826*61046927SAndroid Build Coastguard Worker pr.RTAIOffset[i] = view_index;
1827*61046927SAndroid Build Coastguard Worker i++;
1828*61046927SAndroid Build Coastguard Worker }
1829*61046927SAndroid Build Coastguard Worker }
1830*61046927SAndroid Build Coastguard Worker }
1831*61046927SAndroid Build Coastguard Worker #endif
1832*61046927SAndroid Build Coastguard Worker
1833*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
1834*61046927SAndroid Build Coastguard Worker static void
emit_task_state(struct anv_graphics_pipeline * pipeline)1835*61046927SAndroid Build Coastguard Worker emit_task_state(struct anv_graphics_pipeline *pipeline)
1836*61046927SAndroid Build Coastguard Worker {
1837*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_is_mesh(pipeline));
1838*61046927SAndroid Build Coastguard Worker
1839*61046927SAndroid Build Coastguard Worker if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_TASK)) {
1840*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_control,
1841*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_CONTROL), zero);
1842*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_control_protected,
1843*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_CONTROL), zero);
1844*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_shader,
1845*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_SHADER), zero);
1846*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_redistrib,
1847*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_REDISTRIB), zero);
1848*61046927SAndroid Build Coastguard Worker return;
1849*61046927SAndroid Build Coastguard Worker }
1850*61046927SAndroid Build Coastguard Worker
1851*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *task_bin =
1852*61046927SAndroid Build Coastguard Worker pipeline->base.shaders[MESA_SHADER_TASK];
1853*61046927SAndroid Build Coastguard Worker
1854*61046927SAndroid Build Coastguard Worker uint32_t task_control_dwords[GENX(3DSTATE_TASK_CONTROL_length)];
1855*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
1856*61046927SAndroid Build Coastguard Worker tc.TaskShaderEnable = true;
1857*61046927SAndroid Build Coastguard Worker tc.StatisticsEnable = true;
1858*61046927SAndroid Build Coastguard Worker tc.MaximumNumberofThreadGroups = 511;
1859*61046927SAndroid Build Coastguard Worker }
1860*61046927SAndroid Build Coastguard Worker
1861*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.task_control,
1862*61046927SAndroid Build Coastguard Worker task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
1863*61046927SAndroid Build Coastguard Worker tc.ScratchSpaceBuffer =
1864*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_TASK, task_bin, false);
1865*61046927SAndroid Build Coastguard Worker }
1866*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1867*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.task_control_protected,
1868*61046927SAndroid Build Coastguard Worker task_control_dwords, GENX(3DSTATE_TASK_CONTROL), tc) {
1869*61046927SAndroid Build Coastguard Worker tc.ScratchSpaceBuffer =
1870*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_TASK, task_bin, true);
1871*61046927SAndroid Build Coastguard Worker }
1872*61046927SAndroid Build Coastguard Worker }
1873*61046927SAndroid Build Coastguard Worker
1874*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
1875*61046927SAndroid Build Coastguard Worker const struct brw_task_prog_data *task_prog_data = get_task_prog_data(pipeline);
1876*61046927SAndroid Build Coastguard Worker const struct intel_cs_dispatch_info task_dispatch =
1877*61046927SAndroid Build Coastguard Worker brw_cs_get_dispatch_info(devinfo, &task_prog_data->base, NULL);
1878*61046927SAndroid Build Coastguard Worker
1879*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_shader,
1880*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_SHADER), task) {
1881*61046927SAndroid Build Coastguard Worker task.KernelStartPointer = task_bin->kernel.offset;
1882*61046927SAndroid Build Coastguard Worker task.SIMDSize = task_dispatch.simd_size / 16;
1883*61046927SAndroid Build Coastguard Worker task.MessageSIMD = task.SIMDSize;
1884*61046927SAndroid Build Coastguard Worker task.NumberofThreadsinGPGPUThreadGroup = task_dispatch.threads;
1885*61046927SAndroid Build Coastguard Worker task.ExecutionMask = task_dispatch.right_mask;
1886*61046927SAndroid Build Coastguard Worker task.LocalXMaximum = task_dispatch.group_size - 1;
1887*61046927SAndroid Build Coastguard Worker task.EmitLocalIDX = true;
1888*61046927SAndroid Build Coastguard Worker
1889*61046927SAndroid Build Coastguard Worker task.NumberofBarriers = task_prog_data->base.uses_barrier;
1890*61046927SAndroid Build Coastguard Worker task.SharedLocalMemorySize =
1891*61046927SAndroid Build Coastguard Worker intel_compute_slm_encode_size(GFX_VER, task_prog_data->base.base.total_shared);
1892*61046927SAndroid Build Coastguard Worker task.PreferredSLMAllocationSize =
1893*61046927SAndroid Build Coastguard Worker intel_compute_preferred_slm_calc_encode_size(devinfo,
1894*61046927SAndroid Build Coastguard Worker task_prog_data->base.base.total_shared,
1895*61046927SAndroid Build Coastguard Worker task_dispatch.group_size,
1896*61046927SAndroid Build Coastguard Worker task_dispatch.simd_size);
1897*61046927SAndroid Build Coastguard Worker
1898*61046927SAndroid Build Coastguard Worker /*
1899*61046927SAndroid Build Coastguard Worker * 3DSTATE_TASK_SHADER_DATA.InlineData[0:1] will be used for an address
1900*61046927SAndroid Build Coastguard Worker * of a buffer with push constants and descriptor set table and
1901*61046927SAndroid Build Coastguard Worker * InlineData[2:7] will be used for first few push constants.
1902*61046927SAndroid Build Coastguard Worker */
1903*61046927SAndroid Build Coastguard Worker task.EmitInlineParameter = true;
1904*61046927SAndroid Build Coastguard Worker
1905*61046927SAndroid Build Coastguard Worker task.XP0Required = task_prog_data->uses_drawid;
1906*61046927SAndroid Build Coastguard Worker }
1907*61046927SAndroid Build Coastguard Worker
1908*61046927SAndroid Build Coastguard Worker /* Recommended values from "Task and Mesh Distribution Programming". */
1909*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_redistrib,
1910*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_REDISTRIB), redistrib) {
1911*61046927SAndroid Build Coastguard Worker redistrib.LocalBOTAccumulatorThreshold = MULTIPLIER_1;
1912*61046927SAndroid Build Coastguard Worker redistrib.SmallTaskThreshold = 1; /* 2^N */
1913*61046927SAndroid Build Coastguard Worker redistrib.TargetMeshBatchSize = devinfo->num_slices > 2 ? 3 : 5; /* 2^N */
1914*61046927SAndroid Build Coastguard Worker redistrib.TaskRedistributionLevel = TASKREDISTRIB_BOM;
1915*61046927SAndroid Build Coastguard Worker redistrib.TaskRedistributionMode = TASKREDISTRIB_RR_STRICT;
1916*61046927SAndroid Build Coastguard Worker }
1917*61046927SAndroid Build Coastguard Worker }
1918*61046927SAndroid Build Coastguard Worker
1919*61046927SAndroid Build Coastguard Worker static void
emit_mesh_state(struct anv_graphics_pipeline * pipeline)1920*61046927SAndroid Build Coastguard Worker emit_mesh_state(struct anv_graphics_pipeline *pipeline)
1921*61046927SAndroid Build Coastguard Worker {
1922*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_is_mesh(pipeline));
1923*61046927SAndroid Build Coastguard Worker
1924*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *mesh_bin = pipeline->base.shaders[MESA_SHADER_MESH];
1925*61046927SAndroid Build Coastguard Worker const struct brw_mesh_prog_data *mesh_prog_data = get_mesh_prog_data(pipeline);
1926*61046927SAndroid Build Coastguard Worker
1927*61046927SAndroid Build Coastguard Worker uint32_t mesh_control_dwords[GENX(3DSTATE_MESH_CONTROL_length)];
1928*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_tmp(pipeline, mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
1929*61046927SAndroid Build Coastguard Worker mc.MeshShaderEnable = true;
1930*61046927SAndroid Build Coastguard Worker mc.StatisticsEnable = true;
1931*61046927SAndroid Build Coastguard Worker mc.MaximumNumberofThreadGroups = 511;
1932*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 20
1933*61046927SAndroid Build Coastguard Worker mc.VPandRTAIndexAutostripEnable = mesh_prog_data->autostrip_enable;
1934*61046927SAndroid Build Coastguard Worker #endif
1935*61046927SAndroid Build Coastguard Worker }
1936*61046927SAndroid Build Coastguard Worker
1937*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.mesh_control,
1938*61046927SAndroid Build Coastguard Worker mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
1939*61046927SAndroid Build Coastguard Worker mc.ScratchSpaceBuffer =
1940*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_MESH, mesh_bin, false);
1941*61046927SAndroid Build Coastguard Worker }
1942*61046927SAndroid Build Coastguard Worker if (pipeline_needs_protected(&pipeline->base.base)) {
1943*61046927SAndroid Build Coastguard Worker anv_pipeline_emit_merge(pipeline, final.mesh_control_protected,
1944*61046927SAndroid Build Coastguard Worker mesh_control_dwords, GENX(3DSTATE_MESH_CONTROL), mc) {
1945*61046927SAndroid Build Coastguard Worker mc.ScratchSpaceBuffer =
1946*61046927SAndroid Build Coastguard Worker get_scratch_surf(&pipeline->base.base, MESA_SHADER_MESH, mesh_bin, true);
1947*61046927SAndroid Build Coastguard Worker }
1948*61046927SAndroid Build Coastguard Worker }
1949*61046927SAndroid Build Coastguard Worker
1950*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = pipeline->base.base.device->info;
1951*61046927SAndroid Build Coastguard Worker const struct intel_cs_dispatch_info mesh_dispatch =
1952*61046927SAndroid Build Coastguard Worker brw_cs_get_dispatch_info(devinfo, &mesh_prog_data->base, NULL);
1953*61046927SAndroid Build Coastguard Worker
1954*61046927SAndroid Build Coastguard Worker const unsigned output_topology =
1955*61046927SAndroid Build Coastguard Worker mesh_prog_data->primitive_type == MESA_PRIM_POINTS ? OUTPUT_POINT :
1956*61046927SAndroid Build Coastguard Worker mesh_prog_data->primitive_type == MESA_PRIM_LINES ? OUTPUT_LINE :
1957*61046927SAndroid Build Coastguard Worker OUTPUT_TRI;
1958*61046927SAndroid Build Coastguard Worker
1959*61046927SAndroid Build Coastguard Worker uint32_t index_format;
1960*61046927SAndroid Build Coastguard Worker switch (mesh_prog_data->index_format) {
1961*61046927SAndroid Build Coastguard Worker case BRW_INDEX_FORMAT_U32:
1962*61046927SAndroid Build Coastguard Worker index_format = INDEX_U32;
1963*61046927SAndroid Build Coastguard Worker break;
1964*61046927SAndroid Build Coastguard Worker case BRW_INDEX_FORMAT_U888X:
1965*61046927SAndroid Build Coastguard Worker index_format = INDEX_U888X;
1966*61046927SAndroid Build Coastguard Worker break;
1967*61046927SAndroid Build Coastguard Worker default:
1968*61046927SAndroid Build Coastguard Worker unreachable("invalid index format");
1969*61046927SAndroid Build Coastguard Worker }
1970*61046927SAndroid Build Coastguard Worker
1971*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_shader,
1972*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_SHADER), mesh) {
1973*61046927SAndroid Build Coastguard Worker mesh.KernelStartPointer = mesh_bin->kernel.offset;
1974*61046927SAndroid Build Coastguard Worker mesh.SIMDSize = mesh_dispatch.simd_size / 16;
1975*61046927SAndroid Build Coastguard Worker mesh.MessageSIMD = mesh.SIMDSize;
1976*61046927SAndroid Build Coastguard Worker mesh.NumberofThreadsinGPGPUThreadGroup = mesh_dispatch.threads;
1977*61046927SAndroid Build Coastguard Worker mesh.ExecutionMask = mesh_dispatch.right_mask;
1978*61046927SAndroid Build Coastguard Worker mesh.LocalXMaximum = mesh_dispatch.group_size - 1;
1979*61046927SAndroid Build Coastguard Worker mesh.EmitLocalIDX = true;
1980*61046927SAndroid Build Coastguard Worker
1981*61046927SAndroid Build Coastguard Worker mesh.MaximumPrimitiveCount = MAX2(mesh_prog_data->map.max_primitives, 1) - 1;
1982*61046927SAndroid Build Coastguard Worker mesh.OutputTopology = output_topology;
1983*61046927SAndroid Build Coastguard Worker mesh.PerVertexDataPitch = mesh_prog_data->map.per_vertex_pitch_dw / 8;
1984*61046927SAndroid Build Coastguard Worker mesh.PerPrimitiveDataPresent = mesh_prog_data->map.per_primitive_pitch_dw > 0;
1985*61046927SAndroid Build Coastguard Worker mesh.PerPrimitiveDataPitch = mesh_prog_data->map.per_primitive_pitch_dw / 8;
1986*61046927SAndroid Build Coastguard Worker mesh.IndexFormat = index_format;
1987*61046927SAndroid Build Coastguard Worker
1988*61046927SAndroid Build Coastguard Worker mesh.NumberofBarriers = mesh_prog_data->base.uses_barrier;
1989*61046927SAndroid Build Coastguard Worker mesh.SharedLocalMemorySize =
1990*61046927SAndroid Build Coastguard Worker intel_compute_slm_encode_size(GFX_VER, mesh_prog_data->base.base.total_shared);
1991*61046927SAndroid Build Coastguard Worker mesh.PreferredSLMAllocationSize =
1992*61046927SAndroid Build Coastguard Worker intel_compute_preferred_slm_calc_encode_size(devinfo,
1993*61046927SAndroid Build Coastguard Worker mesh_prog_data->base.base.total_shared,
1994*61046927SAndroid Build Coastguard Worker mesh_dispatch.group_size,
1995*61046927SAndroid Build Coastguard Worker mesh_dispatch.simd_size);
1996*61046927SAndroid Build Coastguard Worker
1997*61046927SAndroid Build Coastguard Worker /*
1998*61046927SAndroid Build Coastguard Worker * 3DSTATE_MESH_SHADER_DATA.InlineData[0:1] will be used for an address
1999*61046927SAndroid Build Coastguard Worker * of a buffer with push constants and descriptor set table and
2000*61046927SAndroid Build Coastguard Worker * InlineData[2:7] will be used for first few push constants.
2001*61046927SAndroid Build Coastguard Worker */
2002*61046927SAndroid Build Coastguard Worker mesh.EmitInlineParameter = true;
2003*61046927SAndroid Build Coastguard Worker
2004*61046927SAndroid Build Coastguard Worker mesh.XP0Required = mesh_prog_data->uses_drawid;
2005*61046927SAndroid Build Coastguard Worker }
2006*61046927SAndroid Build Coastguard Worker
2007*61046927SAndroid Build Coastguard Worker /* Recommended values from "Task and Mesh Distribution Programming". */
2008*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_distrib,
2009*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_DISTRIB), distrib) {
2010*61046927SAndroid Build Coastguard Worker distrib.DistributionMode = MESH_RR_FREE;
2011*61046927SAndroid Build Coastguard Worker distrib.TaskDistributionBatchSize = devinfo->num_slices > 2 ? 4 : 9; /* 2^N thread groups */
2012*61046927SAndroid Build Coastguard Worker distrib.MeshDistributionBatchSize = devinfo->num_slices > 2 ? 3 : 3; /* 2^N thread groups */
2013*61046927SAndroid Build Coastguard Worker }
2014*61046927SAndroid Build Coastguard Worker }
2015*61046927SAndroid Build Coastguard Worker #endif
2016*61046927SAndroid Build Coastguard Worker
2017*61046927SAndroid Build Coastguard Worker void
genX(graphics_pipeline_emit)2018*61046927SAndroid Build Coastguard Worker genX(graphics_pipeline_emit)(struct anv_graphics_pipeline *pipeline,
2019*61046927SAndroid Build Coastguard Worker const struct vk_graphics_pipeline_state *state)
2020*61046927SAndroid Build Coastguard Worker {
2021*61046927SAndroid Build Coastguard Worker enum intel_urb_deref_block_size urb_deref_block_size;
2022*61046927SAndroid Build Coastguard Worker emit_urb_setup(pipeline, &urb_deref_block_size);
2023*61046927SAndroid Build Coastguard Worker
2024*61046927SAndroid Build Coastguard Worker emit_rs_state(pipeline, state->ia, state->rs, state->ms, state->rp,
2025*61046927SAndroid Build Coastguard Worker urb_deref_block_size);
2026*61046927SAndroid Build Coastguard Worker emit_ms_state(pipeline, state->ms);
2027*61046927SAndroid Build Coastguard Worker compute_kill_pixel(pipeline, state->ms, state);
2028*61046927SAndroid Build Coastguard Worker
2029*61046927SAndroid Build Coastguard Worker emit_3dstate_clip(pipeline, state->ia, state->vp, state->rs);
2030*61046927SAndroid Build Coastguard Worker
2031*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
2032*61046927SAndroid Build Coastguard Worker emit_3dstate_primitive_replication(pipeline, state->rp);
2033*61046927SAndroid Build Coastguard Worker #endif
2034*61046927SAndroid Build Coastguard Worker
2035*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
2036*61046927SAndroid Build Coastguard Worker bool needs_instance_granularity =
2037*61046927SAndroid Build Coastguard Worker intel_needs_workaround(pipeline->base.base.device->info, 14019166699) &&
2038*61046927SAndroid Build Coastguard Worker (sbe_primitive_id_override(pipeline) ||
2039*61046927SAndroid Build Coastguard Worker geom_or_tess_prim_id_used(pipeline));
2040*61046927SAndroid Build Coastguard Worker
2041*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.vfg, GENX(3DSTATE_VFG), vfg) {
2042*61046927SAndroid Build Coastguard Worker /* If 3DSTATE_TE: TE Enable == 1 then RR_STRICT else RR_FREE*/
2043*61046927SAndroid Build Coastguard Worker vfg.DistributionMode =
2044*61046927SAndroid Build Coastguard Worker anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL) ? RR_STRICT :
2045*61046927SAndroid Build Coastguard Worker RR_FREE;
2046*61046927SAndroid Build Coastguard Worker vfg.DistributionGranularity = needs_instance_granularity ?
2047*61046927SAndroid Build Coastguard Worker InstanceLevelGranularity : BatchLevelGranularity;
2048*61046927SAndroid Build Coastguard Worker #if INTEL_WA_14014851047_GFX_VER
2049*61046927SAndroid Build Coastguard Worker vfg.GranularityThresholdDisable =
2050*61046927SAndroid Build Coastguard Worker intel_needs_workaround(pipeline->base.base.device->info, 14014851047);
2051*61046927SAndroid Build Coastguard Worker #endif
2052*61046927SAndroid Build Coastguard Worker /* 192 vertices for TRILIST_ADJ */
2053*61046927SAndroid Build Coastguard Worker vfg.ListNBatchSizeScale = 0;
2054*61046927SAndroid Build Coastguard Worker /* Batch size of 384 vertices */
2055*61046927SAndroid Build Coastguard Worker vfg.List3BatchSizeScale = 2;
2056*61046927SAndroid Build Coastguard Worker /* Batch size of 128 vertices */
2057*61046927SAndroid Build Coastguard Worker vfg.List2BatchSizeScale = 1;
2058*61046927SAndroid Build Coastguard Worker /* Batch size of 128 vertices */
2059*61046927SAndroid Build Coastguard Worker vfg.List1BatchSizeScale = 2;
2060*61046927SAndroid Build Coastguard Worker /* Batch size of 256 vertices for STRIP topologies */
2061*61046927SAndroid Build Coastguard Worker vfg.StripBatchSizeScale = 3;
2062*61046927SAndroid Build Coastguard Worker /* 192 control points for PATCHLIST_3 */
2063*61046927SAndroid Build Coastguard Worker vfg.PatchBatchSizeScale = 1;
2064*61046927SAndroid Build Coastguard Worker /* 192 control points for PATCHLIST_3 */
2065*61046927SAndroid Build Coastguard Worker vfg.PatchBatchSizeMultiplier = 31;
2066*61046927SAndroid Build Coastguard Worker }
2067*61046927SAndroid Build Coastguard Worker #endif
2068*61046927SAndroid Build Coastguard Worker
2069*61046927SAndroid Build Coastguard Worker emit_3dstate_vf_statistics(pipeline);
2070*61046927SAndroid Build Coastguard Worker
2071*61046927SAndroid Build Coastguard Worker if (anv_pipeline_is_primitive(pipeline)) {
2072*61046927SAndroid Build Coastguard Worker emit_vertex_input(pipeline, state, state->vi);
2073*61046927SAndroid Build Coastguard Worker
2074*61046927SAndroid Build Coastguard Worker emit_3dstate_vs(pipeline);
2075*61046927SAndroid Build Coastguard Worker emit_3dstate_hs_ds(pipeline, state->ts);
2076*61046927SAndroid Build Coastguard Worker emit_3dstate_te(pipeline);
2077*61046927SAndroid Build Coastguard Worker emit_3dstate_gs(pipeline);
2078*61046927SAndroid Build Coastguard Worker
2079*61046927SAndroid Build Coastguard Worker emit_3dstate_streamout(pipeline, state->rs);
2080*61046927SAndroid Build Coastguard Worker
2081*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
2082*61046927SAndroid Build Coastguard Worker const struct anv_device *device = pipeline->base.base.device;
2083*61046927SAndroid Build Coastguard Worker /* Disable Mesh. */
2084*61046927SAndroid Build Coastguard Worker if (device->vk.enabled_extensions.EXT_mesh_shader) {
2085*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_control,
2086*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_CONTROL), zero);
2087*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_control_protected,
2088*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_CONTROL), zero);
2089*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_shader,
2090*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_SHADER), zero);
2091*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.mesh_distrib,
2092*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_MESH_DISTRIB), zero);
2093*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.clip_mesh,
2094*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_CLIP_MESH), zero);
2095*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.sbe_mesh,
2096*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_SBE_MESH), zero);
2097*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_control,
2098*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_CONTROL), zero);
2099*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_control_protected,
2100*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_CONTROL), zero);
2101*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_shader,
2102*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_SHADER), zero);
2103*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.task_redistrib,
2104*61046927SAndroid Build Coastguard Worker GENX(3DSTATE_TASK_REDISTRIB), zero);
2105*61046927SAndroid Build Coastguard Worker }
2106*61046927SAndroid Build Coastguard Worker #endif
2107*61046927SAndroid Build Coastguard Worker } else {
2108*61046927SAndroid Build Coastguard Worker assert(anv_pipeline_is_mesh(pipeline));
2109*61046927SAndroid Build Coastguard Worker
2110*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs, GENX(3DSTATE_VF_SGVS), sgvs);
2111*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 11
2112*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vf_sgvs_2, GENX(3DSTATE_VF_SGVS_2), sgvs);
2113*61046927SAndroid Build Coastguard Worker #endif
2114*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vs, GENX(3DSTATE_VS), vs);
2115*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.hs, GENX(3DSTATE_HS), hs);
2116*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.ds, GENX(3DSTATE_DS), ds);
2117*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.te, GENX(3DSTATE_TE), te);
2118*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.gs, GENX(3DSTATE_GS), gs);
2119*61046927SAndroid Build Coastguard Worker
2120*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.vs_protected, GENX(3DSTATE_VS), vs);
2121*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.hs_protected, GENX(3DSTATE_HS), hs);
2122*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, final.ds_protected, GENX(3DSTATE_DS), ds);
2123*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.gs_protected, GENX(3DSTATE_GS), gs);
2124*61046927SAndroid Build Coastguard Worker
2125*61046927SAndroid Build Coastguard Worker /* BSpec 46303 forbids both 3DSTATE_MESH_CONTROL.MeshShaderEnable
2126*61046927SAndroid Build Coastguard Worker * and 3DSTATE_STREAMOUT.SOFunctionEnable to be 1.
2127*61046927SAndroid Build Coastguard Worker */
2128*61046927SAndroid Build Coastguard Worker anv_pipeline_emit(pipeline, partial.so, GENX(3DSTATE_STREAMOUT), so);
2129*61046927SAndroid Build Coastguard Worker
2130*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
2131*61046927SAndroid Build Coastguard Worker emit_task_state(pipeline);
2132*61046927SAndroid Build Coastguard Worker emit_mesh_state(pipeline);
2133*61046927SAndroid Build Coastguard Worker #endif
2134*61046927SAndroid Build Coastguard Worker }
2135*61046927SAndroid Build Coastguard Worker
2136*61046927SAndroid Build Coastguard Worker emit_3dstate_sbe(pipeline);
2137*61046927SAndroid Build Coastguard Worker emit_3dstate_wm(pipeline, state->ia, state->rs,
2138*61046927SAndroid Build Coastguard Worker state->ms, state->cb, state->rp);
2139*61046927SAndroid Build Coastguard Worker emit_3dstate_ps(pipeline, state->ms, state->cb);
2140*61046927SAndroid Build Coastguard Worker emit_3dstate_ps_extra(pipeline, state->rs, state);
2141*61046927SAndroid Build Coastguard Worker }
2142*61046927SAndroid Build Coastguard Worker
2143*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
2144*61046927SAndroid Build Coastguard Worker
2145*61046927SAndroid Build Coastguard Worker void
genX(compute_pipeline_emit)2146*61046927SAndroid Build Coastguard Worker genX(compute_pipeline_emit)(struct anv_compute_pipeline *pipeline)
2147*61046927SAndroid Build Coastguard Worker {
2148*61046927SAndroid Build Coastguard Worker const struct brw_cs_prog_data *cs_prog_data = get_cs_prog_data(pipeline);
2149*61046927SAndroid Build Coastguard Worker anv_pipeline_setup_l3_config(&pipeline->base, cs_prog_data->base.total_shared > 0);
2150*61046927SAndroid Build Coastguard Worker }
2151*61046927SAndroid Build Coastguard Worker
2152*61046927SAndroid Build Coastguard Worker #else /* #if GFX_VERx10 >= 125 */
2153*61046927SAndroid Build Coastguard Worker
2154*61046927SAndroid Build Coastguard Worker void
genX(compute_pipeline_emit)2155*61046927SAndroid Build Coastguard Worker genX(compute_pipeline_emit)(struct anv_compute_pipeline *pipeline)
2156*61046927SAndroid Build Coastguard Worker {
2157*61046927SAndroid Build Coastguard Worker struct anv_device *device = pipeline->base.device;
2158*61046927SAndroid Build Coastguard Worker const struct intel_device_info *devinfo = device->info;
2159*61046927SAndroid Build Coastguard Worker const struct brw_cs_prog_data *cs_prog_data = get_cs_prog_data(pipeline);
2160*61046927SAndroid Build Coastguard Worker
2161*61046927SAndroid Build Coastguard Worker anv_pipeline_setup_l3_config(&pipeline->base, cs_prog_data->base.total_shared > 0);
2162*61046927SAndroid Build Coastguard Worker
2163*61046927SAndroid Build Coastguard Worker const struct intel_cs_dispatch_info dispatch =
2164*61046927SAndroid Build Coastguard Worker brw_cs_get_dispatch_info(devinfo, cs_prog_data, NULL);
2165*61046927SAndroid Build Coastguard Worker const uint32_t vfe_curbe_allocation =
2166*61046927SAndroid Build Coastguard Worker ALIGN(cs_prog_data->push.per_thread.regs * dispatch.threads +
2167*61046927SAndroid Build Coastguard Worker cs_prog_data->push.cross_thread.regs, 2);
2168*61046927SAndroid Build Coastguard Worker
2169*61046927SAndroid Build Coastguard Worker const struct anv_shader_bin *cs_bin = pipeline->cs;
2170*61046927SAndroid Build Coastguard Worker
2171*61046927SAndroid Build Coastguard Worker anv_batch_emit(&pipeline->base.batch, GENX(MEDIA_VFE_STATE), vfe) {
2172*61046927SAndroid Build Coastguard Worker vfe.StackSize = 0;
2173*61046927SAndroid Build Coastguard Worker vfe.MaximumNumberofThreads =
2174*61046927SAndroid Build Coastguard Worker devinfo->max_cs_threads * devinfo->subslice_total - 1;
2175*61046927SAndroid Build Coastguard Worker vfe.NumberofURBEntries = 2;
2176*61046927SAndroid Build Coastguard Worker #if GFX_VER < 11
2177*61046927SAndroid Build Coastguard Worker vfe.ResetGatewayTimer = true;
2178*61046927SAndroid Build Coastguard Worker #endif
2179*61046927SAndroid Build Coastguard Worker vfe.URBEntryAllocationSize = 2;
2180*61046927SAndroid Build Coastguard Worker vfe.CURBEAllocationSize = vfe_curbe_allocation;
2181*61046927SAndroid Build Coastguard Worker
2182*61046927SAndroid Build Coastguard Worker if (cs_prog_data->base.total_scratch) {
2183*61046927SAndroid Build Coastguard Worker /* Broadwell's Per Thread Scratch Space is in the range [0, 11]
2184*61046927SAndroid Build Coastguard Worker * where 0 = 1k, 1 = 2k, 2 = 4k, ..., 11 = 2M.
2185*61046927SAndroid Build Coastguard Worker */
2186*61046927SAndroid Build Coastguard Worker vfe.PerThreadScratchSpace = ffs(cs_prog_data->base.total_scratch) - 11;
2187*61046927SAndroid Build Coastguard Worker vfe.ScratchSpaceBasePointer =
2188*61046927SAndroid Build Coastguard Worker get_scratch_address(&pipeline->base, MESA_SHADER_COMPUTE, cs_bin);
2189*61046927SAndroid Build Coastguard Worker }
2190*61046927SAndroid Build Coastguard Worker }
2191*61046927SAndroid Build Coastguard Worker
2192*61046927SAndroid Build Coastguard Worker struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = {
2193*61046927SAndroid Build Coastguard Worker .KernelStartPointer =
2194*61046927SAndroid Build Coastguard Worker cs_bin->kernel.offset +
2195*61046927SAndroid Build Coastguard Worker brw_cs_prog_data_prog_offset(cs_prog_data, dispatch.simd_size),
2196*61046927SAndroid Build Coastguard Worker
2197*61046927SAndroid Build Coastguard Worker /* Wa_1606682166 */
2198*61046927SAndroid Build Coastguard Worker .SamplerCount = GFX_VER == 11 ? 0 : get_sampler_count(cs_bin),
2199*61046927SAndroid Build Coastguard Worker /* We add 1 because the CS indirect parameters buffer isn't accounted
2200*61046927SAndroid Build Coastguard Worker * for in bind_map.surface_count.
2201*61046927SAndroid Build Coastguard Worker *
2202*61046927SAndroid Build Coastguard Worker * Typically set to 0 to avoid prefetching on every thread dispatch.
2203*61046927SAndroid Build Coastguard Worker */
2204*61046927SAndroid Build Coastguard Worker .BindingTableEntryCount = devinfo->verx10 == 125 ?
2205*61046927SAndroid Build Coastguard Worker 0 : 1 + MIN2(pipeline->cs->bind_map.surface_count, 30),
2206*61046927SAndroid Build Coastguard Worker .BarrierEnable = cs_prog_data->uses_barrier,
2207*61046927SAndroid Build Coastguard Worker .SharedLocalMemorySize =
2208*61046927SAndroid Build Coastguard Worker intel_compute_slm_encode_size(GFX_VER, cs_prog_data->base.total_shared),
2209*61046927SAndroid Build Coastguard Worker
2210*61046927SAndroid Build Coastguard Worker .ConstantURBEntryReadOffset = 0,
2211*61046927SAndroid Build Coastguard Worker .ConstantURBEntryReadLength = cs_prog_data->push.per_thread.regs,
2212*61046927SAndroid Build Coastguard Worker .CrossThreadConstantDataReadLength =
2213*61046927SAndroid Build Coastguard Worker cs_prog_data->push.cross_thread.regs,
2214*61046927SAndroid Build Coastguard Worker #if GFX_VER >= 12
2215*61046927SAndroid Build Coastguard Worker /* TODO: Check if we are missing workarounds and enable mid-thread
2216*61046927SAndroid Build Coastguard Worker * preemption.
2217*61046927SAndroid Build Coastguard Worker *
2218*61046927SAndroid Build Coastguard Worker * We still have issues with mid-thread preemption (it was already
2219*61046927SAndroid Build Coastguard Worker * disabled by the kernel on gfx11, due to missing workarounds). It's
2220*61046927SAndroid Build Coastguard Worker * possible that we are just missing some workarounds, and could enable
2221*61046927SAndroid Build Coastguard Worker * it later, but for now let's disable it to fix a GPU in compute in Car
2222*61046927SAndroid Build Coastguard Worker * Chase (and possibly more).
2223*61046927SAndroid Build Coastguard Worker */
2224*61046927SAndroid Build Coastguard Worker .ThreadPreemptionDisable = true,
2225*61046927SAndroid Build Coastguard Worker #endif
2226*61046927SAndroid Build Coastguard Worker
2227*61046927SAndroid Build Coastguard Worker .NumberofThreadsinGPGPUThreadGroup = dispatch.threads,
2228*61046927SAndroid Build Coastguard Worker };
2229*61046927SAndroid Build Coastguard Worker GENX(INTERFACE_DESCRIPTOR_DATA_pack)(NULL,
2230*61046927SAndroid Build Coastguard Worker pipeline->interface_descriptor_data,
2231*61046927SAndroid Build Coastguard Worker &desc);
2232*61046927SAndroid Build Coastguard Worker }
2233*61046927SAndroid Build Coastguard Worker
2234*61046927SAndroid Build Coastguard Worker #endif /* #if GFX_VERx10 >= 125 */
2235*61046927SAndroid Build Coastguard Worker
2236*61046927SAndroid Build Coastguard Worker #if GFX_VERx10 >= 125
2237*61046927SAndroid Build Coastguard Worker
2238*61046927SAndroid Build Coastguard Worker void
genX(ray_tracing_pipeline_emit)2239*61046927SAndroid Build Coastguard Worker genX(ray_tracing_pipeline_emit)(struct anv_ray_tracing_pipeline *pipeline)
2240*61046927SAndroid Build Coastguard Worker {
2241*61046927SAndroid Build Coastguard Worker for (uint32_t i = 0; i < pipeline->group_count; i++) {
2242*61046927SAndroid Build Coastguard Worker struct anv_rt_shader_group *group = &pipeline->groups[i];
2243*61046927SAndroid Build Coastguard Worker
2244*61046927SAndroid Build Coastguard Worker switch (group->type) {
2245*61046927SAndroid Build Coastguard Worker case VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR: {
2246*61046927SAndroid Build Coastguard Worker struct GENX(RT_GENERAL_SBT_HANDLE) sh = {};
2247*61046927SAndroid Build Coastguard Worker sh.General = anv_shader_bin_get_bsr(group->general, 32);
2248*61046927SAndroid Build Coastguard Worker GENX(RT_GENERAL_SBT_HANDLE_pack)(NULL, group->handle, &sh);
2249*61046927SAndroid Build Coastguard Worker break;
2250*61046927SAndroid Build Coastguard Worker }
2251*61046927SAndroid Build Coastguard Worker
2252*61046927SAndroid Build Coastguard Worker case VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR: {
2253*61046927SAndroid Build Coastguard Worker struct GENX(RT_TRIANGLES_SBT_HANDLE) sh = {};
2254*61046927SAndroid Build Coastguard Worker if (group->closest_hit)
2255*61046927SAndroid Build Coastguard Worker sh.ClosestHit = anv_shader_bin_get_bsr(group->closest_hit, 32);
2256*61046927SAndroid Build Coastguard Worker if (group->any_hit)
2257*61046927SAndroid Build Coastguard Worker sh.AnyHit = anv_shader_bin_get_bsr(group->any_hit, 24);
2258*61046927SAndroid Build Coastguard Worker GENX(RT_TRIANGLES_SBT_HANDLE_pack)(NULL, group->handle, &sh);
2259*61046927SAndroid Build Coastguard Worker break;
2260*61046927SAndroid Build Coastguard Worker }
2261*61046927SAndroid Build Coastguard Worker
2262*61046927SAndroid Build Coastguard Worker case VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR: {
2263*61046927SAndroid Build Coastguard Worker struct GENX(RT_PROCEDURAL_SBT_HANDLE) sh = {};
2264*61046927SAndroid Build Coastguard Worker if (group->closest_hit)
2265*61046927SAndroid Build Coastguard Worker sh.ClosestHit = anv_shader_bin_get_bsr(group->closest_hit, 32);
2266*61046927SAndroid Build Coastguard Worker sh.Intersection = anv_shader_bin_get_bsr(group->intersection, 24);
2267*61046927SAndroid Build Coastguard Worker GENX(RT_PROCEDURAL_SBT_HANDLE_pack)(NULL, group->handle, &sh);
2268*61046927SAndroid Build Coastguard Worker break;
2269*61046927SAndroid Build Coastguard Worker }
2270*61046927SAndroid Build Coastguard Worker
2271*61046927SAndroid Build Coastguard Worker default:
2272*61046927SAndroid Build Coastguard Worker unreachable("Invalid shader group type");
2273*61046927SAndroid Build Coastguard Worker }
2274*61046927SAndroid Build Coastguard Worker }
2275*61046927SAndroid Build Coastguard Worker }
2276*61046927SAndroid Build Coastguard Worker
2277*61046927SAndroid Build Coastguard Worker #else
2278*61046927SAndroid Build Coastguard Worker
2279*61046927SAndroid Build Coastguard Worker void
genX(ray_tracing_pipeline_emit)2280*61046927SAndroid Build Coastguard Worker genX(ray_tracing_pipeline_emit)(struct anv_ray_tracing_pipeline *pipeline)
2281*61046927SAndroid Build Coastguard Worker {
2282*61046927SAndroid Build Coastguard Worker unreachable("Ray tracing not supported");
2283*61046927SAndroid Build Coastguard Worker }
2284*61046927SAndroid Build Coastguard Worker
2285*61046927SAndroid Build Coastguard Worker #endif /* GFX_VERx10 >= 125 */
2286