2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
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:
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
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
24 * Rob Clark <robclark@freedesktop.org>
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"
33 #include "drm/freedreno_drmif.h"
35 #include "ir3_shader.h"
36 #include "ir3_compiler.h"
40 ir3_glsl_type_size(const struct glsl_type
*type
, bool bindless
)
42 return glsl_count_attribute_slots(type
, false);
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
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
56 fixup_regfootprint(struct ir3_shader_variant
*v
)
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)
65 if (v
->inputs
[i
].bary
)
68 /* ignore high regs that are global to all threads in a warp
69 * (they exist by default) (a5xx+)
71 if (v
->inputs
[i
].regid
>= regid(48,0))
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
) {
79 v
->info
.max_half_reg
= MAX2(v
->info
.max_half_reg
, regid
>> 2);
81 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 3);
84 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 2);
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
))
93 int32_t regid
= v
->outputs
[i
].regid
+ 3;
94 if (v
->outputs
[i
].half
) {
96 v
->info
.max_half_reg
= MAX2(v
->info
.max_half_reg
, regid
>> 2);
98 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 3);
101 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 2);
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);
112 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 3);
115 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 2);
120 /* wrapper for ir3_assemble() which does some info fixup based on
121 * shader state. Non-static since used by ir3_cmdline too.
123 void * ir3_shader_assemble(struct ir3_shader_variant
*v
)
125 unsigned gpu_id
= v
->shader
->compiler
->gpu_id
;
128 bin
= ir3_assemble(v
);
133 v
->instrlen
= v
->info
.sizedwords
/ (2 * 16);
135 v
->instrlen
= v
->info
.sizedwords
/ (2 * 4);
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:
142 v
->constlen
= MAX2(v
->constlen
, v
->info
.max_const
+ 1);
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.
149 v
->constlen
= align(v
->constlen
, 4);
151 fixup_regfootprint(v
);
157 assemble_variant(struct ir3_shader_variant
*v
)
159 v
->bin
= ir3_shader_assemble(v
);
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
);
169 /* no need to keep the ir around beyond this point: */
175 * For creating normal shader variants, 'nonbinning' is NULL. For
176 * creating binning pass shader, it is link to corresponding normal
177 * (non-binning) variant.
179 static struct ir3_shader_variant
*
180 create_variant(struct ir3_shader
*shader
, const struct ir3_shader_key
*key
,
181 struct ir3_shader_variant
*nonbinning
)
183 struct ir3_shader_variant
*v
= rzalloc_size(shader
, sizeof(*v
));
189 v
->id
= ++shader
->variant_count
;
191 v
->binning_pass
= !!nonbinning
;
192 v
->nonbinning
= nonbinning
;
194 v
->type
= shader
->type
;
195 v
->mergedregs
= shader
->compiler
->gpu_id
>= 600;
197 if (!v
->binning_pass
)
198 v
->const_state
= rzalloc_size(v
, sizeof(*v
->const_state
));
200 ret
= ir3_compile_shader_nir(shader
->compiler
, v
);
202 debug_error("compile failed!");
208 debug_error("assemble failed!");
219 static inline struct ir3_shader_variant
*
220 shader_variant(struct ir3_shader
*shader
, const struct ir3_shader_key
*key
,
223 struct ir3_shader_variant
*v
;
227 for (v
= shader
->variants
; v
; v
= v
->next
)
228 if (ir3_shader_key_equal(key
, &v
->key
))
231 /* compile new variant if it doesn't exist already: */
232 v
= create_variant(shader
, key
, NULL
);
234 v
->next
= shader
->variants
;
235 shader
->variants
= v
;
242 struct ir3_shader_variant
*
243 ir3_shader_get_variant(struct ir3_shader
*shader
, const struct ir3_shader_key
*key
,
244 bool binning_pass
, bool *created
)
246 mtx_lock(&shader
->variants_lock
);
247 struct ir3_shader_variant
*v
=
248 shader_variant(shader
, key
, created
);
250 if (v
&& binning_pass
) {
252 v
->binning
= create_variant(shader
, key
, v
);
255 mtx_unlock(&shader
->variants_lock
);
258 mtx_unlock(&shader
->variants_lock
);
264 ir3_shader_destroy(struct ir3_shader
*shader
)
266 ralloc_free(shader
->nir
);
267 mtx_destroy(&shader
->variants_lock
);
272 * Creates a bitmask of the used bits of the shader key by this particular
273 * shader. Used by the gallium driver to skip state-dependent recompiles when
277 ir3_setup_used_key(struct ir3_shader
*shader
)
279 nir_shader
*nir
= shader
->nir
;
280 struct shader_info
*info
= &nir
->info
;
281 struct ir3_shader_key
*key
= &shader
->key_mask
;
283 /* This key flag is just used to make for a cheaper ir3_shader_key_equal
284 * check in the common case.
286 key
->has_per_samp
= true;
288 key
->safe_constlen
= true;
290 if (info
->stage
== MESA_SHADER_FRAGMENT
) {
291 key
->fsaturate_s
= ~0;
292 key
->fsaturate_t
= ~0;
293 key
->fsaturate_r
= ~0;
294 key
->fastc_srgb
= ~0;
297 if (info
->inputs_read
& VARYING_BITS_COLOR
) {
298 key
->rasterflat
= true;
299 key
->color_two_side
= true;
302 if ((info
->outputs_written
& ~(FRAG_RESULT_DEPTH
|
303 FRAG_RESULT_STENCIL
|
304 FRAG_RESULT_SAMPLE_MASK
)) != 0) {
305 key
->fclamp_color
= true;
308 /* Only used for deciding on behavior of
309 * nir_intrinsic_load_barycentric_sample
311 key
->msaa
= info
->fs
.uses_sample_qualifier
;
313 key
->tessellation
= ~0;
316 if (info
->outputs_written
& VARYING_BITS_COLOR
)
317 key
->vclamp_color
= true;
319 if (info
->stage
== MESA_SHADER_VERTEX
) {
320 key
->vsaturate_s
= ~0;
321 key
->vsaturate_t
= ~0;
322 key
->vsaturate_r
= ~0;
323 key
->vastc_srgb
= ~0;
330 /* Given an array of constlen's, decrease some of them so that the sum stays
331 * within "combined_limit" while trying to fairly share the reduction. Returns
332 * a bitfield of which stages should be trimmed.
335 trim_constlens(unsigned *constlens
,
336 unsigned first_stage
, unsigned last_stage
,
337 unsigned combined_limit
, unsigned safe_limit
)
339 unsigned cur_total
= 0;
340 for (unsigned i
= first_stage
; i
<= last_stage
; i
++) {
341 cur_total
+= constlens
[i
];
345 unsigned max_const
= 0;
346 uint32_t trimmed
= 0;
348 while (cur_total
> combined_limit
) {
349 for (unsigned i
= first_stage
; i
<= last_stage
; i
++) {
350 if (constlens
[i
] >= max_const
) {
352 max_const
= constlens
[i
];
356 assert(max_const
> safe_limit
);
357 trimmed
|= 1 << max_stage
;
358 cur_total
= cur_total
- max_const
+ safe_limit
;
359 constlens
[max_stage
] = safe_limit
;
365 /* Figures out which stages in the pipeline to use the "safe" constlen for, in
366 * order to satisfy all shared constlen limits.
369 ir3_trim_constlen(struct ir3_shader_variant
**variants
,
370 const struct ir3_compiler
*compiler
)
372 unsigned constlens
[MESA_SHADER_STAGES
] = {};
374 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
376 constlens
[i
] = variants
[i
]->constlen
;
379 uint32_t trimmed
= 0;
380 STATIC_ASSERT(MESA_SHADER_STAGES
<= 8 * sizeof(trimmed
));
382 /* There are two shared limits to take into account, the geometry limit on
383 * a6xx and the total limit. The frag limit on a6xx only matters for a
384 * single stage, so it's always satisfied with the first variant.
386 if (compiler
->gpu_id
>= 600) {
388 trim_constlens(constlens
, MESA_SHADER_VERTEX
, MESA_SHADER_GEOMETRY
,
389 compiler
->max_const_geom
, compiler
->max_const_safe
);
392 trim_constlens(constlens
, MESA_SHADER_VERTEX
, MESA_SHADER_FRAGMENT
,
393 compiler
->max_const_pipeline
, compiler
->max_const_safe
);
399 ir3_shader_from_nir(struct ir3_compiler
*compiler
, nir_shader
*nir
,
400 unsigned reserved_user_consts
, struct ir3_stream_output_info
*stream_output
)
402 struct ir3_shader
*shader
= rzalloc_size(NULL
, sizeof(*shader
));
404 mtx_init(&shader
->variants_lock
, mtx_plain
);
405 shader
->compiler
= compiler
;
406 shader
->id
= p_atomic_inc_return(&shader
->compiler
->shader_count
);
407 shader
->type
= nir
->info
.stage
;
409 memcpy(&shader
->stream_output
, stream_output
, sizeof(shader
->stream_output
));
410 shader
->num_reserved_user_consts
= reserved_user_consts
;
412 ir3_nir_post_finalize(compiler
, nir
);
416 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
417 printf("dump nir%d: type=%d", shader
->id
, shader
->type
);
418 nir_print_shader(shader
->nir
, stdout
);
421 ir3_setup_used_key(shader
);
426 static void dump_reg(FILE *out
, const char *name
, uint32_t r
)
428 if (r
!= regid(63,0)) {
429 const char *reg_type
= (r
& HALF_REG_ID
) ? "hr" : "r";
430 fprintf(out
, "; %s: %s%d.%c\n", name
, reg_type
,
431 (r
& ~HALF_REG_ID
) >> 2, "xyzw"[r
& 0x3]);
435 static void dump_output(FILE *out
, struct ir3_shader_variant
*so
,
436 unsigned slot
, const char *name
)
439 regid
= ir3_find_output_regid(so
, slot
);
440 dump_reg(out
, name
, regid
);
444 input_name(struct ir3_shader_variant
*so
, int i
)
446 if (so
->inputs
[i
].sysval
) {
447 return gl_system_value_name(so
->inputs
[i
].slot
);
448 } else if (so
->type
== MESA_SHADER_VERTEX
) {
449 return gl_vert_attrib_name(so
->inputs
[i
].slot
);
451 return gl_varying_slot_name(so
->inputs
[i
].slot
);
456 output_name(struct ir3_shader_variant
*so
, int i
)
458 if (so
->type
== MESA_SHADER_FRAGMENT
) {
459 return gl_frag_result_name(so
->outputs
[i
].slot
);
461 switch (so
->outputs
[i
].slot
) {
462 case VARYING_SLOT_GS_HEADER_IR3
:
464 case VARYING_SLOT_GS_VERTEX_FLAGS_IR3
:
465 return "GS_VERTEX_FLAGS";
466 case VARYING_SLOT_TCS_HEADER_IR3
:
469 return gl_varying_slot_name(so
->outputs
[i
].slot
);
475 ir3_shader_disasm(struct ir3_shader_variant
*so
, uint32_t *bin
, FILE *out
)
477 struct ir3
*ir
= so
->ir
;
478 struct ir3_register
*reg
;
479 const char *type
= ir3_shader_stage(so
);
483 foreach_input_n (instr
, i
, ir
) {
484 reg
= instr
->regs
[0];
486 fprintf(out
, "@in(%sr%d.%c)\tin%d",
487 (reg
->flags
& IR3_REG_HALF
) ? "h" : "",
488 (regid
>> 2), "xyzw"[regid
& 0x3], i
);
490 if (reg
->wrmask
> 0x1)
491 fprintf(out
, " (wrmask=0x%x)", reg
->wrmask
);
495 /* print pre-dispatch texture fetches: */
496 for (i
= 0; i
< so
->num_sampler_prefetch
; i
++) {
497 const struct ir3_sampler_prefetch
*fetch
= &so
->sampler_prefetch
[i
];
498 fprintf(out
, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
499 fetch
->half_precision
? "h" : "",
500 fetch
->dst
>> 2, "xyzw"[fetch
->dst
& 0x3],
501 fetch
->src
, fetch
->samp_id
, fetch
->tex_id
,
502 fetch
->wrmask
, fetch
->cmd
);
505 foreach_output_n (instr
, i
, ir
) {
506 reg
= instr
->regs
[0];
508 fprintf(out
, "@out(%sr%d.%c)\tout%d",
509 (reg
->flags
& IR3_REG_HALF
) ? "h" : "",
510 (regid
>> 2), "xyzw"[regid
& 0x3], i
);
511 if (reg
->wrmask
> 0x1)
512 fprintf(out
, " (wrmask=0x%x)", reg
->wrmask
);
516 const struct ir3_const_state
*const_state
= ir3_const_state(so
);
517 for (i
= 0; i
< const_state
->immediates_count
; i
++) {
518 fprintf(out
, "@const(c%d.x)\t", const_state
->offsets
.immediate
+ i
);
519 fprintf(out
, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
520 const_state
->immediates
[i
].val
[0],
521 const_state
->immediates
[i
].val
[1],
522 const_state
->immediates
[i
].val
[2],
523 const_state
->immediates
[i
].val
[3]);
526 disasm_a3xx(bin
, so
->info
.sizedwords
, 0, out
, ir
->compiler
->gpu_id
);
528 fprintf(out
, "; %s: outputs:", type
);
529 for (i
= 0; i
< so
->outputs_count
; i
++) {
530 uint8_t regid
= so
->outputs
[i
].regid
;
531 const char *reg_type
= so
->outputs
[i
].half
? "hr" : "r";
532 fprintf(out
, " %s%d.%c (%s)",
533 reg_type
, (regid
>> 2), "xyzw"[regid
& 0x3],
538 fprintf(out
, "; %s: inputs:", type
);
539 for (i
= 0; i
< so
->inputs_count
; i
++) {
540 uint8_t regid
= so
->inputs
[i
].regid
;
541 fprintf(out
, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
542 (regid
>> 2), "xyzw"[regid
& 0x3],
545 so
->inputs
[i
].compmask
,
551 /* print generic shader info: */
552 fprintf(out
, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
553 type
, so
->shader
->id
, so
->id
,
554 so
->info
.instrs_count
,
556 so
->info
.instrs_count
- so
->info
.nops_count
,
557 so
->info
.mov_count
, so
->info
.cov_count
,
558 so
->info
.sizedwords
);
560 fprintf(out
, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
561 type
, so
->shader
->id
, so
->id
,
563 so
->info
.max_half_reg
+ 1,
564 so
->info
.max_reg
+ 1,
567 fprintf(out
, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
568 type
, so
->shader
->id
, so
->id
,
575 /* print shader type specific info: */
577 case MESA_SHADER_VERTEX
:
578 dump_output(out
, so
, VARYING_SLOT_POS
, "pos");
579 dump_output(out
, so
, VARYING_SLOT_PSIZ
, "psize");
581 case MESA_SHADER_FRAGMENT
:
582 dump_reg(out
, "pos (ij_pixel)",
583 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL
));
584 dump_reg(out
, "pos (ij_centroid)",
585 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID
));
586 dump_reg(out
, "pos (ij_size)",
587 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE
));
588 dump_output(out
, so
, FRAG_RESULT_DEPTH
, "posz");
589 if (so
->color0_mrt
) {
590 dump_output(out
, so
, FRAG_RESULT_COLOR
, "color");
592 dump_output(out
, so
, FRAG_RESULT_DATA0
, "data0");
593 dump_output(out
, so
, FRAG_RESULT_DATA1
, "data1");
594 dump_output(out
, so
, FRAG_RESULT_DATA2
, "data2");
595 dump_output(out
, so
, FRAG_RESULT_DATA3
, "data3");
596 dump_output(out
, so
, FRAG_RESULT_DATA4
, "data4");
597 dump_output(out
, so
, FRAG_RESULT_DATA5
, "data5");
598 dump_output(out
, so
, FRAG_RESULT_DATA6
, "data6");
599 dump_output(out
, so
, FRAG_RESULT_DATA7
, "data7");
601 dump_reg(out
, "fragcoord",
602 ir3_find_sysval_regid(so
, SYSTEM_VALUE_FRAG_COORD
));
603 dump_reg(out
, "fragface",
604 ir3_find_sysval_regid(so
, SYSTEM_VALUE_FRONT_FACE
));
615 ir3_shader_outputs(const struct ir3_shader
*so
)
617 return so
->nir
->info
.outputs_written
;