blob: 101e2ad2b93d7fd344b6e158858caef99a4a0af7 [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_rmap_slot *rmap_get_slot(struct intel_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_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_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_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_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_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_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_rmap *rmap)
{
XGL_UINT i;
for (i = 0; i < rmap->slot_count; i++) {
struct intel_rmap_slot *slot = &rmap->slots[i];
switch (slot->path_len) {
case 0:
case 1:
case INTEL_RMAP_SLOT_RT:
case INTEL_RMAP_SLOT_DYN:
break;
default:
icd_free(slot->u.path);
break;
}
}
icd_free(rmap->slots);
icd_free(rmap);
}
static struct intel_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_rmap *rmap;
struct intel_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_RMAP_SLOT_DYN;
slot->u.index = 0;
}
for (rt = 0; rt < rmap->rt_count; rt++) {
slot = &rmap->slots[rt];
slot->path_len = INTEL_RMAP_SLOT_RT;
slot->u.index = rt;
}
return rmap;
}
static void intel_pipe_shader_init(struct intel_shader *sh,
struct intel_pipe_shader *pipe_sh)
{
pipe_sh->in_count = sh->in_count;
pipe_sh->out_count = sh->out_count;
pipe_sh->sampler_count = sh->sampler_count;
pipe_sh->surface_count = sh->surface_count;
pipe_sh->barycentric_interps = sh->barycentric_interps;
pipe_sh->urb_read_length = sh->urb_read_length;
pipe_sh->urb_grf_start = sh->urb_grf_start;
pipe_sh->uses = sh->uses;
}
static XGL_RESULT pipeline_shader(struct intel_pipeline *pipeline,
const XGL_PIPELINE_SHADER *info)
{
struct intel_shader *sh = intel_shader(info->shader);
void *kernel;
// TODO: process shader object and include in pipeline
// For now that processing is simply a copy so that the app
// can destroy the original shader object after pipeline creation.
kernel = icd_alloc(sh->ir->size, 0, XGL_SYSTEM_ALLOC_INTERNAL_SHADER);
if (!kernel)
return XGL_ERROR_OUT_OF_MEMORY;
// TODO: This should be a compile step
memcpy(kernel, sh->ir->kernel, sh->ir->size);
switch (info->stage) {
case XGL_SHADER_STAGE_VERTEX:
/*
* TODO: What should we do here?
* shader_state (XGL_PIPELINE_SHADER) contains links
* to application memory in the pLinkConstBufferInfo and
* it's pBufferData pointers. Do we need to bring all that
* into the driver or is it okay to rely on those references
* holding good data. In OpenGL we'd make a driver copy. Not
* as clear for XGL.
* For now, use the app pointers.
*/
pipeline->vs = *info;
/*
* Grab what we need from the intel_shader object as that
* could go away after the pipeline is created.
*/
intel_pipe_shader_init(sh, &pipeline->intel_vs);
pipeline->intel_vs.pCode = kernel;
pipeline->intel_vs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_VERTEX_FLAG;
pipeline->vs_rmap = rmap_create(pipeline->dev,
&info->descriptorSetMapping[0],
&info->dynamicMemoryViewMapping, 0);
if (!pipeline->vs_rmap) {
icd_free(kernel);
return XGL_ERROR_OUT_OF_MEMORY;
}
break;
case XGL_SHADER_STAGE_GEOMETRY:
intel_pipe_shader_init(sh, &pipeline->gs);
pipeline->gs.pCode = kernel;
pipeline->gs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_GEOMETRY_FLAG;
break;
case XGL_SHADER_STAGE_FRAGMENT:
pipeline->fs = *info;
intel_pipe_shader_init(sh, &pipeline->intel_fs);
pipeline->intel_fs.pCode = kernel;
pipeline->intel_fs.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_FRAGMENT_FLAG;
/* assuming one RT; need to parse the shader */
pipeline->fs_rmap = rmap_create(pipeline->dev,
&info->descriptorSetMapping[0],
&info->dynamicMemoryViewMapping, 1);
if (!pipeline->fs_rmap) {
icd_free(kernel);
return XGL_ERROR_OUT_OF_MEMORY;
}
break;
case XGL_SHADER_STAGE_TESS_CONTROL:
intel_pipe_shader_init(sh, &pipeline->tess_control);
pipeline->tess_control.pCode = kernel;
pipeline->tess_control.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_TESS_CONTROL_FLAG;
break;
case XGL_SHADER_STAGE_TESS_EVALUATION:
intel_pipe_shader_init(sh, &pipeline->tess_eval);
pipeline->tess_eval.pCode = kernel;
pipeline->tess_eval.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_TESS_EVAL_FLAG;
break;
case XGL_SHADER_STAGE_COMPUTE:
intel_pipe_shader_init(sh, &pipeline->compute);
pipeline->compute.pCode = kernel;
pipeline->compute.codeSize = sh->ir->size;
pipeline->active_shaders |= SHADER_COMPUTE_FLAG;
break;
default:
assert(!"unknown shader stage");
break;
}
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_shader(pipeline, &info->vs);
if (ret == XGL_SUCCESS && info->tcs.shader)
ret = pipeline_shader(pipeline, &info->tcs);
if (ret == XGL_SUCCESS && info->tes.shader)
ret = pipeline_shader(pipeline, &info->tes);
if (ret == XGL_SUCCESS && info->gs.shader)
ret = pipeline_shader(pipeline, &info->gs);
if (ret == XGL_SUCCESS && info->fs.shader)
ret = pipeline_shader(pipeline, &info->fs);
return ret;
}
void pipeline_tear_shaders(struct intel_pipeline *pipeline)
{
if (pipeline->active_shaders & SHADER_VERTEX_FLAG) {
icd_free(pipeline->intel_vs.pCode);
}
if (pipeline->active_shaders & SHADER_GEOMETRY_FLAG) {
icd_free(pipeline->gs.pCode);
}
if (pipeline->active_shaders & SHADER_FRAGMENT_FLAG) {
icd_free(pipeline->intel_fs.pCode);
}
if (pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) {
icd_free(pipeline->tess_control.pCode);
}
if (pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) {
icd_free(pipeline->tess_eval.pCode);
}
if (pipeline->vs_rmap)
rmap_destroy(pipeline->vs_rmap);
if (pipeline->fs_rmap)
rmap_destroy(pipeline->fs_rmap);
}