blob: 985fd7605104d4944d177763d19bb881f3d9a3e2 [file] [log] [blame]
/*
* XGL
*
* Copyright (C) 2014 LunarG, Inc.
*
* 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 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:
* Chia-I Wu <olv@lunarg.com>
*/
#include "shader.h"
#include "pipeline_priv.h"
static struct intel_pipeline_rmap_slot *rmap_get_slot(struct intel_pipeline_rmap *rmap,
XGL_DESCRIPTOR_SET_SLOT_TYPE type,
XGL_UINT index)
{
const XGL_UINT resource_offset = rmap->rt_count;
const XGL_UINT uav_offset = resource_offset + rmap->resource_count;
const XGL_UINT sampler_offset = uav_offset + rmap->uav_count;
struct intel_pipeline_rmap_slot *slot;
switch (type) {
case XGL_SLOT_UNUSED:
slot = NULL;
break;
case XGL_SLOT_SHADER_RESOURCE:
slot = &rmap->slots[resource_offset + index];
break;
case XGL_SLOT_SHADER_UAV:
slot = &rmap->slots[uav_offset + index];
break;
case XGL_SLOT_SHADER_SAMPLER:
slot = &rmap->slots[sampler_offset + index];
break;
default:
assert(!"unknown rmap slot type");
slot = NULL;
break;
}
return slot;
}
static bool rmap_init_slots_with_path(struct intel_pipeline_rmap *rmap,
const XGL_DESCRIPTOR_SET_MAPPING *mapping,
XGL_UINT *nest_path,
XGL_UINT nest_level)
{
XGL_UINT i;
for (i = 0; i < mapping->descriptorCount; i++) {
const XGL_DESCRIPTOR_SLOT_INFO *info = &mapping->pDescriptorInfo[i];
struct intel_pipeline_rmap_slot *slot;
if (info->slotObjectType == XGL_SLOT_NEXT_DESCRIPTOR_SET) {
nest_path[nest_level] = i;
if (!rmap_init_slots_with_path(rmap, info->pNextLevelSet,
nest_path, nest_level + 1))
return false;
continue;
}
slot = rmap_get_slot(rmap, info->slotObjectType,
info->shaderEntityIndex);
if (!slot)
continue;
assert(!slot->path_len);
slot->path_len = nest_level + 1;
if (nest_level) {
slot->u.path = icd_alloc(sizeof(slot->u.path[0]) *
slot->path_len, 0, XGL_SYSTEM_ALLOC_INTERNAL);
if (!slot->u.path) {
slot->path_len = 0;
return false;
}
memcpy(slot->u.path, nest_path,
sizeof(slot->u.path[0]) * nest_level);
slot->u.path[nest_level] = i;
} else {
slot->u.index = i;
}
}
return true;
}
static bool rmap_init_slots(struct intel_pipeline_rmap *rmap,
const XGL_DESCRIPTOR_SET_MAPPING *mapping,
XGL_UINT depth)
{
XGL_UINT *nest_path;
bool ok;
if (depth) {
nest_path = icd_alloc(sizeof(nest_path[0]) * depth,
0, XGL_SYSTEM_ALLOC_INTERNAL_TEMP);
if (!nest_path)
return false;
} else {
nest_path = NULL;
}
ok = rmap_init_slots_with_path(rmap, mapping, nest_path, 0);
if (nest_path)
icd_free(nest_path);
return ok;
}
static void rmap_update_count(struct intel_pipeline_rmap *rmap,
XGL_DESCRIPTOR_SET_SLOT_TYPE type,
XGL_UINT index)
{
switch (type) {
case XGL_SLOT_UNUSED:
break;
case XGL_SLOT_SHADER_RESOURCE:
if (rmap->resource_count < index + 1)
rmap->resource_count = index + 1;
break;
case XGL_SLOT_SHADER_UAV:
if (rmap->uav_count < index + 1)
rmap->uav_count = index + 1;
break;
case XGL_SLOT_SHADER_SAMPLER:
if (rmap->sampler_count < index + 1)
rmap->sampler_count = index + 1;
break;
default:
assert(!"unknown rmap slot type");
break;
}
}
static XGL_UINT rmap_init_counts(struct intel_pipeline_rmap *rmap,
const XGL_DESCRIPTOR_SET_MAPPING *mapping)
{
XGL_UINT depth = 0;
XGL_UINT i;
for (i = 0; i < mapping->descriptorCount; i++) {
const XGL_DESCRIPTOR_SLOT_INFO *info = &mapping->pDescriptorInfo[i];
if (info->slotObjectType == XGL_SLOT_NEXT_DESCRIPTOR_SET) {
const XGL_UINT d = rmap_init_counts(rmap,
info->pNextLevelSet);
if (depth < d + 1)
depth = d + 1;
continue;
}
rmap_update_count(rmap, info->slotObjectType,
info->shaderEntityIndex);
}
return depth;
}
static void rmap_destroy(struct intel_pipeline_rmap *rmap)
{
XGL_UINT i;
for (i = 0; i < rmap->slot_count; i++) {
struct intel_pipeline_rmap_slot *slot = &rmap->slots[i];
switch (slot->path_len) {
case 0:
case 1:
case INTEL_PIPELINE_RMAP_SLOT_RT:
case INTEL_PIPELINE_RMAP_SLOT_DYN:
break;
default:
icd_free(slot->u.path);
break;
}
}
icd_free(rmap->slots);
icd_free(rmap);
}
static struct intel_pipeline_rmap *rmap_create(struct intel_dev *dev,
const XGL_DESCRIPTOR_SET_MAPPING *mapping,
const XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO *dyn,
XGL_UINT rt_count)
{
struct intel_pipeline_rmap *rmap;
struct intel_pipeline_rmap_slot *slot;
XGL_UINT depth, rt;
rmap = icd_alloc(sizeof(*rmap), 0, XGL_SYSTEM_ALLOC_INTERNAL);
if (!rmap)
return NULL;
memset(rmap, 0, sizeof(*rmap));
depth = rmap_init_counts(rmap, mapping);
/* add RTs and the dynamic memory view */
rmap_update_count(rmap, dyn->slotObjectType, dyn->shaderEntityIndex);
rmap->rt_count = rt_count;
rmap->slot_count = rmap->rt_count + rmap->resource_count +
rmap->uav_count + rmap->sampler_count;
rmap->slots = icd_alloc(sizeof(rmap->slots[0]) * rmap->slot_count,
0, XGL_SYSTEM_ALLOC_INTERNAL);
if (!rmap->slots) {
icd_free(rmap);
return NULL;
}
memset(rmap->slots, 0, sizeof(rmap->slots[0]) * rmap->slot_count);
if (!rmap_init_slots(rmap, mapping, depth)) {
rmap_destroy(rmap);
return NULL;
}
/* add RTs and the dynamic memory view */
slot = rmap_get_slot(rmap, dyn->slotObjectType, dyn->shaderEntityIndex);
if (slot) {
slot->path_len = INTEL_PIPELINE_RMAP_SLOT_DYN;
slot->u.index = 0;
}
for (rt = 0; rt < rmap->rt_count; rt++) {
slot = &rmap->slots[rt];
slot->path_len = INTEL_PIPELINE_RMAP_SLOT_RT;
slot->u.index = rt;
}
return rmap;
}
static XGL_RESULT pipeline_shader_copy_pcb(struct intel_pipeline_shader *sh,
const XGL_LINK_CONST_BUFFER *buffers,
XGL_UINT buffer_count)
{
XGL_SIZE pcb_size = 0;
XGL_UINT i;
/*
* XXX This is not enough. We need a mapping from buffer id to pcb
* offset, and we need to check against hardware limits.
*/
for (i = 0; i < buffer_count; i++) {
const XGL_LINK_CONST_BUFFER *buf = &buffers[i];
pcb_size += buf->bufferSize;
}
sh->pcb = icd_alloc(pcb_size, 0, XGL_SYSTEM_ALLOC_INTERNAL);
if (!sh->pcb)
return XGL_ERROR_OUT_OF_MEMORY;
pcb_size = 0;
for (i = 0; i < buffer_count; i++) {
const XGL_LINK_CONST_BUFFER *buf = &buffers[i];
memcpy((char *) sh->pcb + pcb_size, buf->pBufferData, buf->bufferSize);
pcb_size += buf->bufferSize;
}
sh->pcb_size = pcb_size;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_shader_copy_ir(struct intel_pipeline_shader *sh,
const struct intel_shader *ir)
{
sh->pCode = icd_alloc(ir->ir->size, 0, XGL_SYSTEM_ALLOC_INTERNAL_SHADER);
if (!sh->pCode)
return XGL_ERROR_OUT_OF_MEMORY;
memcpy(sh->pCode, ir->ir->kernel, ir->ir->size);
sh->codeSize = ir->ir->size;
sh->uses = ir->uses;
sh->in_count = ir->in_count;
sh->out_count = ir->out_count;
sh->sampler_count = ir->sampler_count;
sh->surface_count = ir->surface_count;
sh->urb_grf_start = ir->urb_grf_start;
sh->barycentric_interps = ir->barycentric_interps;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_vs(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *vs = &pipeline->vs;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(vs, intel_shader(info->vs.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(vs, info->vs.pLinkConstBufferInfo,
info->vs.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(vs->pCode);
return ret;
}
vs->rmap = rmap_create(pipeline->dev,
&info->vs.descriptorSetMapping[0],
&info->vs.dynamicMemoryViewMapping, 0);
if (!vs->rmap) {
icd_free(vs->pCode);
icd_free(vs->pcb);
return XGL_ERROR_OUT_OF_MEMORY;
}
pipeline->active_shaders |= SHADER_VERTEX_FLAG;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_tcs(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *tcs = &pipeline->tcs;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(tcs, intel_shader(info->tcs.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(tcs, info->tcs.pLinkConstBufferInfo,
info->tcs.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(tcs->pCode);
return ret;
}
pipeline->active_shaders |= SHADER_TESS_CONTROL_FLAG;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_tes(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *tes = &pipeline->tes;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(tes, intel_shader(info->tes.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(tes, info->tes.pLinkConstBufferInfo,
info->tes.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(tes->pCode);
return ret;
}
pipeline->active_shaders |= SHADER_TESS_EVAL_FLAG;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_gs(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *gs = &pipeline->gs;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(gs, intel_shader(info->gs.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(gs, info->gs.pLinkConstBufferInfo,
info->gs.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(gs->pCode);
return ret;
}
pipeline->active_shaders |= SHADER_GEOMETRY_FLAG;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_fs(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *fs = &pipeline->fs;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(fs, intel_shader(info->fs.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(fs, info->fs.pLinkConstBufferInfo,
info->fs.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(fs->pCode);
return ret;
}
/* assuming one RT; need to parse the shader */
fs->rmap = rmap_create(pipeline->dev,
&info->fs.descriptorSetMapping[0],
&info->fs.dynamicMemoryViewMapping, 1);
if (!fs->rmap) {
icd_free(fs->pcb);
icd_free(fs->pCode);
return XGL_ERROR_OUT_OF_MEMORY;
}
pipeline->active_shaders |= SHADER_FRAGMENT_FLAG;
return XGL_SUCCESS;
}
static XGL_RESULT pipeline_build_cs(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
struct intel_pipeline_shader *cs = &pipeline->cs;
XGL_RESULT ret;
ret = pipeline_shader_copy_ir(cs, intel_shader(info->compute.cs.shader));
if (ret != XGL_SUCCESS)
return ret;
ret = pipeline_shader_copy_pcb(cs, info->compute.cs.pLinkConstBufferInfo,
info->compute.cs.linkConstBufferCount);
if (ret != XGL_SUCCESS) {
icd_free(cs->pCode);
return ret;
}
pipeline->active_shaders |= SHADER_COMPUTE_FLAG;
return XGL_SUCCESS;
}
XGL_RESULT pipeline_build_shaders(struct intel_pipeline *pipeline,
const struct intel_pipeline_create_info *info)
{
XGL_RESULT ret = XGL_SUCCESS;
if (ret == XGL_SUCCESS && info->vs.shader)
ret = pipeline_build_vs(pipeline, info);
if (ret == XGL_SUCCESS && info->tcs.shader)
ret = pipeline_build_tcs(pipeline, info);
if (ret == XGL_SUCCESS && info->tes.shader)
ret = pipeline_build_tes(pipeline, info);
if (ret == XGL_SUCCESS && info->gs.shader)
ret = pipeline_build_gs(pipeline, info);
if (ret == XGL_SUCCESS && info->fs.shader)
ret = pipeline_build_fs(pipeline, info);
if (ret == XGL_SUCCESS && info->compute.cs.shader)
ret = pipeline_build_cs(pipeline, info);
return ret;
}
static void pipeline_tear_shader(struct intel_pipeline_shader *sh)
{
icd_free(sh->pCode);
if (sh->pcb)
icd_free(sh->pcb);
if (sh->rmap)
rmap_destroy(sh->rmap);
}
void pipeline_tear_shaders(struct intel_pipeline *pipeline)
{
if (pipeline->active_shaders & SHADER_VERTEX_FLAG) {
pipeline_tear_shader(&pipeline->vs);
}
if (pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) {
pipeline_tear_shader(&pipeline->tcs);
}
if (pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) {
pipeline_tear_shader(&pipeline->tes);
}
if (pipeline->active_shaders & SHADER_GEOMETRY_FLAG) {
pipeline_tear_shader(&pipeline->gs);
}
if (pipeline->active_shaders & SHADER_FRAGMENT_FLAG) {
pipeline_tear_shader(&pipeline->fs);
}
if (pipeline->active_shaders & SHADER_COMPUTE_FLAG) {
pipeline_tear_shader(&pipeline->cs);
}
}