blob: cb28ed559cf8b0536e19a87a9f484d4e89121687 [file] [log] [blame]
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "pipe/p_state.h"
#include "pipe/p_screen.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/u_inlines.h"
#include "util/format/u_format.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
#include "nir/tgsi_to_nir.h"
#include "freedreno_context.h"
#include "freedreno_util.h"
#include "ir3/ir3_shader.h"
#include "ir3/ir3_gallium.h"
#include "ir3/ir3_compiler.h"
#include "ir3/ir3_nir.h"
static void
dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
{
if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
return;
pipe_debug_message(debug, SHADER_INFO,
"%s shader: %u inst, %u nops, %u non-nops, %u mov, %u cov, "
"%u dwords, %u last-baryf, %u half, %u full, %u constlen, "
"%u cat0, %u cat1, %u cat2, %u cat3, %u cat4, %u cat5, %u cat6, %u cat7, "
"%u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
ir3_shader_stage(v),
v->info.instrs_count,
v->info.nops_count,
v->info.instrs_count - v->info.nops_count,
v->info.mov_count,
v->info.cov_count,
v->info.sizedwords,
v->info.last_baryf,
v->info.max_half_reg + 1,
v->info.max_reg + 1,
v->constlen,
v->info.instrs_per_cat[0],
v->info.instrs_per_cat[1],
v->info.instrs_per_cat[2],
v->info.instrs_per_cat[3],
v->info.instrs_per_cat[4],
v->info.instrs_per_cat[5],
v->info.instrs_per_cat[6],
v->info.instrs_per_cat[7],
v->info.sstall,
v->info.ss, v->info.sy,
v->max_sun, v->loops);
}
static void
upload_shader_variant(struct ir3_shader_variant *v)
{
struct shader_info *info = &v->shader->nir->info;
struct ir3_compiler *compiler = v->shader->compiler;
assert(!v->bo);
unsigned sz = v->info.sizedwords * 4;
v->bo = fd_bo_new(compiler->dev, sz,
DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
DRM_FREEDRENO_GEM_TYPE_KMEM,
"%s:%s", ir3_shader_stage(v), info->name);
/* Always include shaders in kernel crash dumps. */
fd_bo_mark_for_dump(v->bo);
memcpy(fd_bo_map(v->bo), v->bin, sz);
}
struct ir3_shader_variant *
ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
bool binning_pass, struct pipe_debug_callback *debug)
{
struct ir3_shader_variant *v;
bool created = false;
/* Some shader key values may not be used by a given ir3_shader (for
* example, fragment shader saturates in the vertex shader), so clean out
* those flags to avoid recompiling.
*/
ir3_key_clear_unused(&key, shader);
v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
if (created) {
if (shader->initial_variants_done) {
pipe_debug_message(debug, SHADER_INFO,
"%s shader: recompiling at draw time: global 0x%08x, vsats %x/%x/%x, fsats %x/%x/%x, vfsamples %x/%x, astc %x/%x\n",
ir3_shader_stage(v),
key.global,
key.vsaturate_s, key.vsaturate_t, key.vsaturate_r,
key.fsaturate_s, key.fsaturate_t, key.fsaturate_r,
key.vsamples, key.fsamples,
key.vastc_srgb, key.fastc_srgb);
}
dump_shader_info(v, debug);
upload_shader_variant(v);
if (v->binning) {
upload_shader_variant(v->binning);
dump_shader_info(v->binning, debug);
}
}
return v;
}
static void
copy_stream_out(struct ir3_stream_output_info *i,
const struct pipe_stream_output_info *p)
{
STATIC_ASSERT(ARRAY_SIZE(i->stride) == ARRAY_SIZE(p->stride));
STATIC_ASSERT(ARRAY_SIZE(i->output) == ARRAY_SIZE(p->output));
i->num_outputs = p->num_outputs;
for (int n = 0; n < ARRAY_SIZE(i->stride); n++)
i->stride[n] = p->stride[n];
for (int n = 0; n < ARRAY_SIZE(i->output); n++) {
i->output[n].register_index = p->output[n].register_index;
i->output[n].start_component = p->output[n].start_component;
i->output[n].num_components = p->output[n].num_components;
i->output[n].output_buffer = p->output[n].output_buffer;
i->output[n].dst_offset = p->output[n].dst_offset;
i->output[n].stream = p->output[n].stream;
}
}
struct ir3_shader *
ir3_shader_create(struct ir3_compiler *compiler,
const struct pipe_shader_state *cso,
struct pipe_debug_callback *debug,
struct pipe_screen *screen)
{
nir_shader *nir;
if (cso->type == PIPE_SHADER_IR_NIR) {
/* we take ownership of the reference: */
nir = cso->ir.nir;
} else {
debug_assert(cso->type == PIPE_SHADER_IR_TGSI);
if (ir3_shader_debug & IR3_DBG_DISASM) {
tgsi_dump(cso->tokens, 0);
}
nir = tgsi_to_nir(cso->tokens, screen, false);
}
struct ir3_stream_output_info stream_output;
copy_stream_out(&stream_output, &cso->stream_output);
struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, 0, &stream_output);
/* Compile standard variants immediately to try to avoid draw-time stalls
* to run the compiler.
*/
struct ir3_shader_key key = {
.tessellation = IR3_TESS_NONE,
.ucp_enables = MASK(nir->info.clip_distance_array_size),
.msaa = true,
};
switch (nir->info.stage) {
case MESA_SHADER_TESS_EVAL:
key.tessellation = ir3_tess_mode(nir->info.tess.primitive_mode);
break;
case MESA_SHADER_TESS_CTRL:
/* The primitive_mode field, while it exists for TCS, is not
* populated (since separable shaders between TCS/TES are legal,
* so TCS wouldn't have access to TES's declaration). Make a
* guess so that we shader-db something plausible for TCS.
*/
if (nir->info.outputs_written & VARYING_BIT_TESS_LEVEL_INNER)
key.tessellation = IR3_TESS_TRIANGLES;
else
key.tessellation = IR3_TESS_ISOLINES;
break;
case MESA_SHADER_GEOMETRY:
key.has_gs = true;
break;
default:
break;
}
key.safe_constlen = false;
struct ir3_shader_variant *v = ir3_shader_variant(shader, key, false, debug);
if (!v)
return NULL;
if (v->constlen > compiler->max_const_safe) {
key.safe_constlen = true;
ir3_shader_variant(shader, key, false, debug);
}
if (nir->info.stage == MESA_SHADER_VERTEX) {
key.safe_constlen = false;
v = ir3_shader_variant(shader, key, true, debug);
if (!v)
return NULL;
if (v->constlen > compiler->max_const_safe) {
key.safe_constlen = true;
ir3_shader_variant(shader, key, true, debug);
}
}
shader->initial_variants_done = true;
return shader;
}
/* a bit annoying that compute-shader and normal shader state objects
* aren't a bit more aligned.
*/
struct ir3_shader *
ir3_shader_create_compute(struct ir3_compiler *compiler,
const struct pipe_compute_state *cso,
struct pipe_debug_callback *debug,
struct pipe_screen *screen)
{
nir_shader *nir;
if (cso->ir_type == PIPE_SHADER_IR_NIR) {
/* we take ownership of the reference: */
nir = (nir_shader *)cso->prog;
} else {
debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI);
if (ir3_shader_debug & IR3_DBG_DISASM) {
tgsi_dump(cso->prog, 0);
}
nir = tgsi_to_nir(cso->prog, screen, false);
}
struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, 0, NULL);
/* Immediately compile a standard variant. We have so few variants in our
* shaders, that doing so almost eliminates draw-time recompiles. (This
* is also how we get data from shader-db's ./run)
*/
static struct ir3_shader_key key; /* static is implicitly zeroed */
ir3_shader_variant(shader, key, false, debug);
shader->initial_variants_done = true;
return shader;
}
void *
ir3_shader_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso)
{
struct fd_context *ctx = fd_context(pctx);
struct ir3_compiler *compiler = ctx->screen->compiler;
return ir3_shader_create(compiler, cso, &ctx->debug, pctx->screen);
}
void
ir3_shader_state_delete(struct pipe_context *pctx, void *hwcso)
{
struct ir3_shader *so = hwcso;
/* free the uploaded shaders, since this is handled outside of the
* shared ir3 code (ie. not used by turnip):
*/
for (struct ir3_shader_variant *v = so->variants; v; v = v->next) {
fd_bo_del(v->bo);
v->bo = NULL;
if (v->binning && v->binning->bo) {
fd_bo_del(v->binning->bo);
v->binning->bo = NULL;
}
}
ir3_shader_destroy(so);
}
static void
ir3_screen_finalize_nir(struct pipe_screen *pscreen, void *nir, bool optimize)
{
struct fd_screen *screen = fd_screen(pscreen);
ir3_finalize_nir(screen->compiler, nir);
}
void
ir3_prog_init(struct pipe_context *pctx)
{
pctx->create_vs_state = ir3_shader_state_create;
pctx->delete_vs_state = ir3_shader_state_delete;
pctx->create_tcs_state = ir3_shader_state_create;
pctx->delete_tcs_state = ir3_shader_state_delete;
pctx->create_tes_state = ir3_shader_state_create;
pctx->delete_tes_state = ir3_shader_state_delete;
pctx->create_gs_state = ir3_shader_state_create;
pctx->delete_gs_state = ir3_shader_state_delete;
pctx->create_fs_state = ir3_shader_state_create;
pctx->delete_fs_state = ir3_shader_state_delete;
}
void
ir3_screen_init(struct pipe_screen *pscreen)
{
pscreen->finalize_nir = ir3_screen_finalize_nir;
}