freedreno/ir3: add generic get_barycentric()
[mesa.git] / src / freedreno / ir3 / ir3_shader.c
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #include "util/u_atomic.h"
28 #include "util/u_string.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/format/u_format.h"
32
33 #include "drm/freedreno_drmif.h"
34
35 #include "ir3_shader.h"
36 #include "ir3_compiler.h"
37 #include "ir3_nir.h"
38
39 int
40 ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
41 {
42 return glsl_count_attribute_slots(type, false);
43 }
44
45 /* for vertex shader, the inputs are loaded into registers before the shader
46 * is executed, so max_regs from the shader instructions might not properly
47 * reflect the # of registers actually used, especially in case passthrough
48 * varyings.
49 *
50 * Likewise, for fragment shader, we can have some regs which are passed
51 * input values but never touched by the resulting shader (ie. as result
52 * of dead code elimination or simply because we don't know how to turn
53 * the reg off.
54 */
55 static void
56 fixup_regfootprint(struct ir3_shader_variant *v)
57 {
58 unsigned i;
59
60 for (i = 0; i < v->inputs_count; i++) {
61 /* skip frag inputs fetch via bary.f since their reg's are
62 * not written by gpu before shader starts (and in fact the
63 * regid's might not even be valid)
64 */
65 if (v->inputs[i].bary)
66 continue;
67
68 /* ignore high regs that are global to all threads in a warp
69 * (they exist by default) (a5xx+)
70 */
71 if (v->inputs[i].regid >= regid(48,0))
72 continue;
73
74 if (v->inputs[i].compmask) {
75 unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
76 int32_t regid = v->inputs[i].regid + n;
77 if (v->inputs[i].half) {
78 if (!v->mergedregs) {
79 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
80 } else {
81 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
82 }
83 } else {
84 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
85 }
86 }
87 }
88
89 for (i = 0; i < v->outputs_count; i++) {
90 /* for ex, VS shaders with tess don't have normal varying outs: */
91 if (!VALIDREG(v->outputs[i].regid))
92 continue;
93 int32_t regid = v->outputs[i].regid + 3;
94 if (v->outputs[i].half) {
95 if (!v->mergedregs) {
96 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
97 } else {
98 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
99 }
100 } else {
101 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
102 }
103 }
104
105 for (i = 0; i < v->num_sampler_prefetch; i++) {
106 unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
107 int32_t regid = v->sampler_prefetch[i].dst + n;
108 if (v->sampler_prefetch[i].half_precision) {
109 if (!v->mergedregs) {
110 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
111 } else {
112 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
113 }
114 } else {
115 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
116 }
117 }
118 }
119
120 /* wrapper for ir3_assemble() which does some info fixup based on
121 * shader state. Non-static since used by ir3_cmdline too.
122 */
123 void * ir3_shader_assemble(struct ir3_shader_variant *v)
124 {
125 unsigned gpu_id = v->shader->compiler->gpu_id;
126 void *bin;
127
128 bin = ir3_assemble(v);
129 if (!bin)
130 return NULL;
131
132 if (gpu_id >= 400) {
133 v->instrlen = v->info.sizedwords / (2 * 16);
134 } else {
135 v->instrlen = v->info.sizedwords / (2 * 4);
136 }
137
138 /* NOTE: if relative addressing is used, we set constlen in
139 * the compiler (to worst-case value) since we don't know in
140 * the assembler what the max addr reg value can be:
141 */
142 v->constlen = MAX2(v->constlen, v->info.max_const + 1);
143
144 /* On a4xx and newer, constlen must be a multiple of 16 dwords even though
145 * uploads are in units of 4 dwords. Round it up here to make calculations
146 * regarding the shared constlen simpler.
147 */
148 if (gpu_id >= 400)
149 v->constlen = align(v->constlen, 4);
150
151 fixup_regfootprint(v);
152
153 return bin;
154 }
155
156 static void
157 assemble_variant(struct ir3_shader_variant *v)
158 {
159 v->bin = ir3_shader_assemble(v);
160
161 if (shader_debug_enabled(v->shader->type)) {
162 fprintf(stdout, "Native code for unnamed %s shader %s:\n",
163 ir3_shader_stage(v), v->shader->nir->info.name);
164 if (v->shader->type == MESA_SHADER_FRAGMENT)
165 fprintf(stdout, "SIMD0\n");
166 ir3_shader_disasm(v, v->bin, stdout);
167 }
168
169 /* no need to keep the ir around beyond this point: */
170 ir3_destroy(v->ir);
171 v->ir = NULL;
172 }
173
174 static bool
175 compile_variant(struct ir3_shader_variant *v)
176 {
177 int ret = ir3_compile_shader_nir(v->shader->compiler, v);
178 if (ret) {
179 debug_error("compile failed!");
180 return false;
181 }
182
183 assemble_variant(v);
184 if (!v->bin) {
185 debug_error("assemble failed!");
186 return false;
187 }
188
189 return true;
190 }
191
192 /*
193 * For creating normal shader variants, 'nonbinning' is NULL. For
194 * creating binning pass shader, it is link to corresponding normal
195 * (non-binning) variant.
196 */
197 static struct ir3_shader_variant *
198 alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
199 struct ir3_shader_variant *nonbinning)
200 {
201 void *mem_ctx = shader;
202 /* hang the binning variant off it's non-binning counterpart instead
203 * of the shader, to simplify the error cleanup paths
204 */
205 if (nonbinning)
206 mem_ctx = nonbinning;
207 struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v));
208
209 if (!v)
210 return NULL;
211
212 v->id = ++shader->variant_count;
213 v->shader = shader;
214 v->binning_pass = !!nonbinning;
215 v->nonbinning = nonbinning;
216 v->key = *key;
217 v->type = shader->type;
218 v->mergedregs = shader->compiler->gpu_id >= 600;
219
220 if (!v->binning_pass)
221 v->const_state = rzalloc_size(v, sizeof(*v->const_state));
222
223 return v;
224 }
225
226 static bool
227 needs_binning_variant(struct ir3_shader_variant *v)
228 {
229 if ((v->type == MESA_SHADER_VERTEX) && ir3_has_binning_vs(&v->key))
230 return true;
231 return false;
232 }
233
234 static struct ir3_shader_variant *
235 create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
236 {
237 struct ir3_shader_variant *v = alloc_variant(shader, key, NULL);
238
239 if (!v)
240 goto fail;
241
242 if (needs_binning_variant(v)) {
243 v->binning = alloc_variant(shader, key, v);
244 if (!v->binning)
245 goto fail;
246 }
247
248 if (ir3_disk_cache_retrieve(shader->compiler, v))
249 return v;
250
251 if (!shader->nir_finalized) {
252 ir3_nir_post_finalize(shader->compiler, shader->nir);
253
254 if (ir3_shader_debug & IR3_DBG_DISASM) {
255 printf("dump nir%d: type=%d", shader->id, shader->type);
256 nir_print_shader(shader->nir, stdout);
257 }
258
259 shader->nir_finalized = true;
260 }
261
262 if (!compile_variant(v))
263 goto fail;
264
265 if (needs_binning_variant(v) && !compile_variant(v->binning))
266 goto fail;
267
268 ir3_disk_cache_store(shader->compiler, v);
269
270 return v;
271
272 fail:
273 ralloc_free(v);
274 return NULL;
275 }
276
277 static inline struct ir3_shader_variant *
278 shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
279 {
280 struct ir3_shader_variant *v;
281
282 for (v = shader->variants; v; v = v->next)
283 if (ir3_shader_key_equal(key, &v->key))
284 return v;
285
286 return NULL;
287 }
288
289 struct ir3_shader_variant *
290 ir3_shader_get_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
291 bool binning_pass, bool *created)
292 {
293 mtx_lock(&shader->variants_lock);
294 struct ir3_shader_variant *v = shader_variant(shader, key);
295
296 if (!v) {
297 /* compile new variant if it doesn't exist already: */
298 v = create_variant(shader, key);
299 if (v) {
300 v->next = shader->variants;
301 shader->variants = v;
302 *created = true;
303 }
304 }
305
306 if (v && binning_pass) {
307 v = v->binning;
308 assert(v);
309 }
310
311 mtx_unlock(&shader->variants_lock);
312
313 return v;
314 }
315
316 void
317 ir3_shader_destroy(struct ir3_shader *shader)
318 {
319 ralloc_free(shader->nir);
320 mtx_destroy(&shader->variants_lock);
321 ralloc_free(shader);
322 }
323
324 /**
325 * Creates a bitmask of the used bits of the shader key by this particular
326 * shader. Used by the gallium driver to skip state-dependent recompiles when
327 * possible.
328 */
329 static void
330 ir3_setup_used_key(struct ir3_shader *shader)
331 {
332 nir_shader *nir = shader->nir;
333 struct shader_info *info = &nir->info;
334 struct ir3_shader_key *key = &shader->key_mask;
335
336 /* This key flag is just used to make for a cheaper ir3_shader_key_equal
337 * check in the common case.
338 */
339 key->has_per_samp = true;
340
341 key->safe_constlen = true;
342
343 if (info->stage == MESA_SHADER_FRAGMENT) {
344 key->fsaturate_s = ~0;
345 key->fsaturate_t = ~0;
346 key->fsaturate_r = ~0;
347 key->fastc_srgb = ~0;
348 key->fsamples = ~0;
349
350 if (info->inputs_read & VARYING_BITS_COLOR) {
351 key->rasterflat = true;
352 key->color_two_side = true;
353 }
354
355 if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
356 FRAG_RESULT_STENCIL |
357 FRAG_RESULT_SAMPLE_MASK)) != 0) {
358 key->fclamp_color = true;
359 }
360
361 /* Only used for deciding on behavior of
362 * nir_intrinsic_load_barycentric_sample
363 */
364 key->msaa = info->fs.uses_sample_qualifier;
365 } else {
366 key->tessellation = ~0;
367 key->has_gs = true;
368
369 if (info->outputs_written & VARYING_BITS_COLOR)
370 key->vclamp_color = true;
371
372 if (info->stage == MESA_SHADER_VERTEX) {
373 key->vsaturate_s = ~0;
374 key->vsaturate_t = ~0;
375 key->vsaturate_r = ~0;
376 key->vastc_srgb = ~0;
377 key->vsamples = ~0;
378 }
379 }
380 }
381
382
383 /* Given an array of constlen's, decrease some of them so that the sum stays
384 * within "combined_limit" while trying to fairly share the reduction. Returns
385 * a bitfield of which stages should be trimmed.
386 */
387 static uint32_t
388 trim_constlens(unsigned *constlens,
389 unsigned first_stage, unsigned last_stage,
390 unsigned combined_limit, unsigned safe_limit)
391 {
392 unsigned cur_total = 0;
393 for (unsigned i = first_stage; i <= last_stage; i++) {
394 cur_total += constlens[i];
395 }
396
397 unsigned max_stage;
398 unsigned max_const = 0;
399 uint32_t trimmed = 0;
400
401 while (cur_total > combined_limit) {
402 for (unsigned i = first_stage; i <= last_stage; i++) {
403 if (constlens[i] >= max_const) {
404 max_stage = i;
405 max_const = constlens[i];
406 }
407 }
408
409 assert(max_const > safe_limit);
410 trimmed |= 1 << max_stage;
411 cur_total = cur_total - max_const + safe_limit;
412 constlens[max_stage] = safe_limit;
413 }
414
415 return trimmed;
416 }
417
418 /* Figures out which stages in the pipeline to use the "safe" constlen for, in
419 * order to satisfy all shared constlen limits.
420 */
421 uint32_t
422 ir3_trim_constlen(struct ir3_shader_variant **variants,
423 const struct ir3_compiler *compiler)
424 {
425 unsigned constlens[MESA_SHADER_STAGES] = {};
426
427 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
428 if (variants[i])
429 constlens[i] = variants[i]->constlen;
430 }
431
432 uint32_t trimmed = 0;
433 STATIC_ASSERT(MESA_SHADER_STAGES <= 8 * sizeof(trimmed));
434
435 /* There are two shared limits to take into account, the geometry limit on
436 * a6xx and the total limit. The frag limit on a6xx only matters for a
437 * single stage, so it's always satisfied with the first variant.
438 */
439 if (compiler->gpu_id >= 600) {
440 trimmed |=
441 trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_GEOMETRY,
442 compiler->max_const_geom, compiler->max_const_safe);
443 }
444 trimmed |=
445 trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_FRAGMENT,
446 compiler->max_const_pipeline, compiler->max_const_safe);
447
448 return trimmed;
449 }
450
451 struct ir3_shader *
452 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
453 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output)
454 {
455 struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
456
457 mtx_init(&shader->variants_lock, mtx_plain);
458 shader->compiler = compiler;
459 shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
460 shader->type = nir->info.stage;
461 if (stream_output)
462 memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
463 shader->num_reserved_user_consts = reserved_user_consts;
464 shader->nir = nir;
465
466 ir3_disk_cache_init_shader_key(compiler, shader);
467
468 ir3_setup_used_key(shader);
469
470 return shader;
471 }
472
473 static void dump_reg(FILE *out, const char *name, uint32_t r)
474 {
475 if (r != regid(63,0)) {
476 const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
477 fprintf(out, "; %s: %s%d.%c\n", name, reg_type,
478 (r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]);
479 }
480 }
481
482 static void dump_output(FILE *out, struct ir3_shader_variant *so,
483 unsigned slot, const char *name)
484 {
485 uint32_t regid;
486 regid = ir3_find_output_regid(so, slot);
487 dump_reg(out, name, regid);
488 }
489
490 static const char *
491 input_name(struct ir3_shader_variant *so, int i)
492 {
493 if (so->inputs[i].sysval) {
494 return gl_system_value_name(so->inputs[i].slot);
495 } else if (so->type == MESA_SHADER_VERTEX) {
496 return gl_vert_attrib_name(so->inputs[i].slot);
497 } else {
498 return gl_varying_slot_name(so->inputs[i].slot);
499 }
500 }
501
502 static const char *
503 output_name(struct ir3_shader_variant *so, int i)
504 {
505 if (so->type == MESA_SHADER_FRAGMENT) {
506 return gl_frag_result_name(so->outputs[i].slot);
507 } else {
508 switch (so->outputs[i].slot) {
509 case VARYING_SLOT_GS_HEADER_IR3:
510 return "GS_HEADER";
511 case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
512 return "GS_VERTEX_FLAGS";
513 case VARYING_SLOT_TCS_HEADER_IR3:
514 return "TCS_HEADER";
515 default:
516 return gl_varying_slot_name(so->outputs[i].slot);
517 }
518 }
519 }
520
521 void
522 ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
523 {
524 struct ir3 *ir = so->ir;
525 struct ir3_register *reg;
526 const char *type = ir3_shader_stage(so);
527 uint8_t regid;
528 unsigned i;
529
530 foreach_input_n (instr, i, ir) {
531 reg = instr->regs[0];
532 regid = reg->num;
533 fprintf(out, "@in(%sr%d.%c)\tin%d",
534 (reg->flags & IR3_REG_HALF) ? "h" : "",
535 (regid >> 2), "xyzw"[regid & 0x3], i);
536
537 if (reg->wrmask > 0x1)
538 fprintf(out, " (wrmask=0x%x)", reg->wrmask);
539 fprintf(out, "\n");
540 }
541
542 /* print pre-dispatch texture fetches: */
543 for (i = 0; i < so->num_sampler_prefetch; i++) {
544 const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
545 fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
546 fetch->half_precision ? "h" : "",
547 fetch->dst >> 2, "xyzw"[fetch->dst & 0x3],
548 fetch->src, fetch->samp_id, fetch->tex_id,
549 fetch->wrmask, fetch->cmd);
550 }
551
552 foreach_output_n (instr, i, ir) {
553 reg = instr->regs[0];
554 regid = reg->num;
555 fprintf(out, "@out(%sr%d.%c)\tout%d",
556 (reg->flags & IR3_REG_HALF) ? "h" : "",
557 (regid >> 2), "xyzw"[regid & 0x3], i);
558 if (reg->wrmask > 0x1)
559 fprintf(out, " (wrmask=0x%x)", reg->wrmask);
560 fprintf(out, "\n");
561 }
562
563 const struct ir3_const_state *const_state = ir3_const_state(so);
564 for (i = 0; i < const_state->immediates_count; i++) {
565 fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
566 fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
567 const_state->immediates[i].val[0],
568 const_state->immediates[i].val[1],
569 const_state->immediates[i].val[2],
570 const_state->immediates[i].val[3]);
571 }
572
573 disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
574
575 fprintf(out, "; %s: outputs:", type);
576 for (i = 0; i < so->outputs_count; i++) {
577 uint8_t regid = so->outputs[i].regid;
578 const char *reg_type = so->outputs[i].half ? "hr" : "r";
579 fprintf(out, " %s%d.%c (%s)",
580 reg_type, (regid >> 2), "xyzw"[regid & 0x3],
581 output_name(so, i));
582 }
583 fprintf(out, "\n");
584
585 fprintf(out, "; %s: inputs:", type);
586 for (i = 0; i < so->inputs_count; i++) {
587 uint8_t regid = so->inputs[i].regid;
588 fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
589 (regid >> 2), "xyzw"[regid & 0x3],
590 input_name(so, i),
591 so->inputs[i].slot,
592 so->inputs[i].compmask,
593 so->inputs[i].inloc,
594 so->inputs[i].bary);
595 }
596 fprintf(out, "\n");
597
598 /* print generic shader info: */
599 fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
600 type, so->shader->id, so->id,
601 so->info.instrs_count,
602 so->info.nops_count,
603 so->info.instrs_count - so->info.nops_count,
604 so->info.mov_count, so->info.cov_count,
605 so->info.sizedwords);
606
607 fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
608 type, so->shader->id, so->id,
609 so->info.last_baryf,
610 so->info.max_half_reg + 1,
611 so->info.max_reg + 1,
612 so->constlen);
613
614 fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
615 type, so->shader->id, so->id,
616 so->info.sstall,
617 so->info.ss,
618 so->info.sy,
619 so->max_sun,
620 so->loops);
621
622 /* print shader type specific info: */
623 switch (so->type) {
624 case MESA_SHADER_VERTEX:
625 dump_output(out, so, VARYING_SLOT_POS, "pos");
626 dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
627 break;
628 case MESA_SHADER_FRAGMENT:
629 dump_reg(out, "pos (ij_pixel)",
630 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
631 dump_reg(out, "pos (ij_centroid)",
632 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
633 dump_reg(out, "pos (ij_size)",
634 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
635 dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
636 if (so->color0_mrt) {
637 dump_output(out, so, FRAG_RESULT_COLOR, "color");
638 } else {
639 dump_output(out, so, FRAG_RESULT_DATA0, "data0");
640 dump_output(out, so, FRAG_RESULT_DATA1, "data1");
641 dump_output(out, so, FRAG_RESULT_DATA2, "data2");
642 dump_output(out, so, FRAG_RESULT_DATA3, "data3");
643 dump_output(out, so, FRAG_RESULT_DATA4, "data4");
644 dump_output(out, so, FRAG_RESULT_DATA5, "data5");
645 dump_output(out, so, FRAG_RESULT_DATA6, "data6");
646 dump_output(out, so, FRAG_RESULT_DATA7, "data7");
647 }
648 dump_reg(out, "fragcoord",
649 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
650 dump_reg(out, "fragface",
651 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
652 break;
653 default:
654 /* TODO */
655 break;
656 }
657
658 fprintf(out, "\n");
659 }
660
661 uint64_t
662 ir3_shader_outputs(const struct ir3_shader *so)
663 {
664 return so->nir->info.outputs_written;
665 }