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_memory.h"
30 #include "util/u_format.h"
32 #include "drm/freedreno_drmif.h"
34 #include "ir3_shader.h"
35 #include "ir3_compiler.h"
39 ir3_glsl_type_size(const struct glsl_type
*type
, bool bindless
)
41 return glsl_count_attribute_slots(type
, false);
45 delete_variant(struct ir3_shader_variant
*v
)
54 /* for vertex shader, the inputs are loaded into registers before the shader
55 * is executed, so max_regs from the shader instructions might not properly
56 * reflect the # of registers actually used, especially in case passthrough
59 * Likewise, for fragment shader, we can have some regs which are passed
60 * input values but never touched by the resulting shader (ie. as result
61 * of dead code elimination or simply because we don't know how to turn
65 fixup_regfootprint(struct ir3_shader_variant
*v
, uint32_t gpu_id
)
69 for (i
= 0; i
< v
->inputs_count
; i
++) {
70 /* skip frag inputs fetch via bary.f since their reg's are
71 * not written by gpu before shader starts (and in fact the
72 * regid's might not even be valid)
74 if (v
->inputs
[i
].bary
)
77 /* ignore high regs that are global to all threads in a warp
78 * (they exist by default) (a5xx+)
80 if (v
->inputs
[i
].regid
>= regid(48,0))
83 if (v
->inputs
[i
].compmask
) {
84 unsigned n
= util_last_bit(v
->inputs
[i
].compmask
) - 1;
85 int32_t regid
= v
->inputs
[i
].regid
+ n
;
86 if (v
->inputs
[i
].half
) {
88 v
->info
.max_half_reg
= MAX2(v
->info
.max_half_reg
, regid
>> 2);
90 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 3);
93 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 2);
98 for (i
= 0; i
< v
->outputs_count
; i
++) {
99 int32_t regid
= v
->outputs
[i
].regid
+ 3;
100 if (v
->outputs
[i
].half
) {
102 v
->info
.max_half_reg
= MAX2(v
->info
.max_half_reg
, regid
>> 2);
104 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 3);
107 v
->info
.max_reg
= MAX2(v
->info
.max_reg
, regid
>> 2);
112 /* wrapper for ir3_assemble() which does some info fixup based on
113 * shader state. Non-static since used by ir3_cmdline too.
115 void * ir3_shader_assemble(struct ir3_shader_variant
*v
, uint32_t gpu_id
)
119 bin
= ir3_assemble(v
->ir
, &v
->info
, gpu_id
);
124 v
->instrlen
= v
->info
.sizedwords
/ (2 * 16);
126 v
->instrlen
= v
->info
.sizedwords
/ (2 * 4);
129 /* NOTE: if relative addressing is used, we set constlen in
130 * the compiler (to worst-case value) since we don't know in
131 * the assembler what the max addr reg value can be:
133 v
->constlen
= MAX2(v
->constlen
, v
->info
.max_const
+ 1);
135 fixup_regfootprint(v
, gpu_id
);
141 assemble_variant(struct ir3_shader_variant
*v
)
143 struct ir3_compiler
*compiler
= v
->shader
->compiler
;
144 struct shader_info
*info
= &v
->shader
->nir
->info
;
145 uint32_t gpu_id
= compiler
->gpu_id
;
148 bin
= ir3_shader_assemble(v
, gpu_id
);
149 sz
= v
->info
.sizedwords
* 4;
151 v
->bo
= fd_bo_new(compiler
->dev
, sz
,
152 DRM_FREEDRENO_GEM_CACHE_WCOMBINE
|
153 DRM_FREEDRENO_GEM_TYPE_KMEM
,
154 "%s:%s", ir3_shader_stage(v
->shader
), info
->name
);
156 memcpy(fd_bo_map(v
->bo
), bin
, sz
);
158 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
159 struct ir3_shader_key key
= v
->key
;
160 printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}\n", v
->type
,
161 v
->binning_pass
, key
.color_two_side
, key
.half_precision
);
162 ir3_shader_disasm(v
, bin
, stdout
);
165 if (shader_debug_enabled(v
->shader
->type
)) {
166 fprintf(stderr
, "Native code for unnamed %s shader %s:\n",
167 _mesa_shader_stage_to_string(v
->shader
->type
),
168 v
->shader
->nir
->info
.name
);
169 if (v
->shader
->type
== MESA_SHADER_FRAGMENT
)
170 fprintf(stderr
, "SIMD0\n");
171 ir3_shader_disasm(v
, bin
, stderr
);
176 /* no need to keep the ir around beyond this point: */
182 * For creating normal shader variants, 'nonbinning' is NULL. For
183 * creating binning pass shader, it is link to corresponding normal
184 * (non-binning) variant.
186 static struct ir3_shader_variant
*
187 create_variant(struct ir3_shader
*shader
, struct ir3_shader_key
*key
,
188 struct ir3_shader_variant
*nonbinning
)
190 struct ir3_shader_variant
*v
= CALLOC_STRUCT(ir3_shader_variant
);
196 v
->id
= ++shader
->variant_count
;
198 v
->binning_pass
= !!nonbinning
;
199 v
->nonbinning
= nonbinning
;
201 v
->type
= shader
->type
;
203 ret
= ir3_compile_shader_nir(shader
->compiler
, v
);
205 debug_error("compile failed!");
211 debug_error("assemble failed!");
222 static inline struct ir3_shader_variant
*
223 shader_variant(struct ir3_shader
*shader
, struct ir3_shader_key
*key
,
226 struct ir3_shader_variant
*v
;
230 for (v
= shader
->variants
; v
; v
= v
->next
)
231 if (ir3_shader_key_equal(key
, &v
->key
))
234 /* compile new variant if it doesn't exist already: */
235 v
= create_variant(shader
, key
, NULL
);
237 v
->next
= shader
->variants
;
238 shader
->variants
= v
;
245 struct ir3_shader_variant
*
246 ir3_shader_get_variant(struct ir3_shader
*shader
, struct ir3_shader_key
*key
,
247 bool binning_pass
, bool *created
)
249 mtx_lock(&shader
->variants_lock
);
250 struct ir3_shader_variant
*v
=
251 shader_variant(shader
, key
, created
);
253 if (v
&& binning_pass
) {
255 v
->binning
= create_variant(shader
, key
, v
);
258 mtx_unlock(&shader
->variants_lock
);
261 mtx_unlock(&shader
->variants_lock
);
267 ir3_shader_destroy(struct ir3_shader
*shader
)
269 struct ir3_shader_variant
*v
, *t
;
270 for (v
= shader
->variants
; v
; ) {
275 free(shader
->const_state
.immediates
);
276 ralloc_free(shader
->nir
);
277 mtx_destroy(&shader
->variants_lock
);
282 ir3_shader_from_nir(struct ir3_compiler
*compiler
, nir_shader
*nir
)
284 struct ir3_shader
*shader
= CALLOC_STRUCT(ir3_shader
);
286 mtx_init(&shader
->variants_lock
, mtx_plain
);
287 shader
->compiler
= compiler
;
288 shader
->id
= p_atomic_inc_return(&shader
->compiler
->shader_count
);
289 shader
->type
= nir
->info
.stage
;
291 NIR_PASS_V(nir
, nir_lower_io
, nir_var_all
, ir3_glsl_type_size
,
292 (nir_lower_io_options
)0);
294 if (nir
->info
.stage
== MESA_SHADER_FRAGMENT
) {
295 /* NOTE: lower load_barycentric_at_sample first, since it
296 * produces load_barycentric_at_offset:
298 NIR_PASS_V(nir
, ir3_nir_lower_load_barycentric_at_sample
);
299 NIR_PASS_V(nir
, ir3_nir_lower_load_barycentric_at_offset
);
301 NIR_PASS_V(nir
, ir3_nir_move_varying_inputs
);
304 NIR_PASS_V(nir
, nir_lower_io_arrays_to_elements_no_indirects
, false);
306 /* do first pass optimization, ignoring the key: */
307 ir3_optimize_nir(shader
, nir
, NULL
);
310 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
311 printf("dump nir%d: type=%d", shader
->id
, shader
->type
);
312 nir_print_shader(shader
->nir
, stdout
);
318 static void dump_reg(FILE *out
, const char *name
, uint32_t r
)
320 if (r
!= regid(63,0)) {
321 const char *reg_type
= (r
& HALF_REG_ID
) ? "hr" : "r";
322 fprintf(out
, "; %s: %s%d.%c\n", name
, reg_type
,
323 (r
& ~HALF_REG_ID
) >> 2, "xyzw"[r
& 0x3]);
327 static void dump_output(FILE *out
, struct ir3_shader_variant
*so
,
328 unsigned slot
, const char *name
)
331 regid
= ir3_find_output_regid(so
, slot
);
332 dump_reg(out
, name
, regid
);
336 input_name(struct ir3_shader_variant
*so
, int i
)
338 if (so
->inputs
[i
].sysval
) {
339 return gl_system_value_name(so
->inputs
[i
].slot
);
340 } else if (so
->type
== MESA_SHADER_VERTEX
) {
341 return gl_vert_attrib_name(so
->inputs
[i
].slot
);
343 return gl_varying_slot_name(so
->inputs
[i
].slot
);
348 output_name(struct ir3_shader_variant
*so
, int i
)
350 if (so
->type
== MESA_SHADER_FRAGMENT
) {
351 return gl_frag_result_name(so
->outputs
[i
].slot
);
353 switch (so
->outputs
[i
].slot
) {
354 case VARYING_SLOT_GS_HEADER_IR3
:
356 case VARYING_SLOT_GS_VERTEX_FLAGS_IR3
:
357 return "GS_VERTEX_FLAGS";
359 return gl_varying_slot_name(so
->outputs
[i
].slot
);
365 ir3_shader_disasm(struct ir3_shader_variant
*so
, uint32_t *bin
, FILE *out
)
367 struct ir3
*ir
= so
->ir
;
368 struct ir3_register
*reg
;
369 const char *type
= ir3_shader_stage(so
->shader
);
373 for (i
= 0; i
< ir
->ninputs
; i
++) {
374 if (!ir
->inputs
[i
]) {
375 fprintf(out
, "; in%d unused\n", i
);
378 reg
= ir
->inputs
[i
]->regs
[0];
380 fprintf(out
, "@in(%sr%d.%c)\tin%d\n",
381 (reg
->flags
& IR3_REG_HALF
) ? "h" : "",
382 (regid
>> 2), "xyzw"[regid
& 0x3], i
);
385 for (i
= 0; i
< ir
->noutputs
; i
++) {
386 if (!ir
->outputs
[i
]) {
387 fprintf(out
, "; out%d unused\n", i
);
390 /* kill shows up as a virtual output.. skip it! */
391 if (is_kill(ir
->outputs
[i
]))
393 reg
= ir
->outputs
[i
]->regs
[0];
395 fprintf(out
, "@out(%sr%d.%c)\tout%d\n",
396 (reg
->flags
& IR3_REG_HALF
) ? "h" : "",
397 (regid
>> 2), "xyzw"[regid
& 0x3], i
);
400 struct ir3_const_state
*const_state
= &so
->shader
->const_state
;
401 for (i
= 0; i
< const_state
->immediates_count
; i
++) {
402 fprintf(out
, "@const(c%d.x)\t", const_state
->offsets
.immediate
+ i
);
403 fprintf(out
, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
404 const_state
->immediates
[i
].val
[0],
405 const_state
->immediates
[i
].val
[1],
406 const_state
->immediates
[i
].val
[2],
407 const_state
->immediates
[i
].val
[3]);
410 disasm_a3xx(bin
, so
->info
.sizedwords
, 0, out
, ir
->compiler
->gpu_id
);
412 fprintf(out
, "; %s: outputs:", type
);
413 for (i
= 0; i
< so
->outputs_count
; i
++) {
414 uint8_t regid
= so
->outputs
[i
].regid
;
415 fprintf(out
, " r%d.%c (%s)",
416 (regid
>> 2), "xyzw"[regid
& 0x3],
421 fprintf(out
, "; %s: inputs:", type
);
422 for (i
= 0; i
< so
->inputs_count
; i
++) {
423 uint8_t regid
= so
->inputs
[i
].regid
;
424 fprintf(out
, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
425 (regid
>> 2), "xyzw"[regid
& 0x3],
428 so
->inputs
[i
].compmask
,
434 /* print generic shader info: */
435 fprintf(out
, "; %s prog %d/%d: %u instructions, %d half, %d full\n",
436 type
, so
->shader
->id
, so
->id
,
437 so
->info
.instrs_count
,
438 so
->info
.max_half_reg
+ 1,
439 so
->info
.max_reg
+ 1);
441 fprintf(out
, "; %u constlen\n", so
->constlen
);
443 fprintf(out
, "; %u (ss), %u (sy)\n", so
->info
.ss
, so
->info
.sy
);
445 fprintf(out
, "; max_sun=%u\n", ir
->max_sun
);
447 /* print shader type specific info: */
449 case MESA_SHADER_VERTEX
:
450 dump_output(out
, so
, VARYING_SLOT_POS
, "pos");
451 dump_output(out
, so
, VARYING_SLOT_PSIZ
, "psize");
453 case MESA_SHADER_FRAGMENT
:
454 dump_reg(out
, "pos (ij_pixel)",
455 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_PIXEL
));
456 dump_reg(out
, "pos (ij_centroid)",
457 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_CENTROID
));
458 dump_reg(out
, "pos (ij_size)",
459 ir3_find_sysval_regid(so
, SYSTEM_VALUE_BARYCENTRIC_SIZE
));
460 dump_output(out
, so
, FRAG_RESULT_DEPTH
, "posz");
461 if (so
->color0_mrt
) {
462 dump_output(out
, so
, FRAG_RESULT_COLOR
, "color");
464 dump_output(out
, so
, FRAG_RESULT_DATA0
, "data0");
465 dump_output(out
, so
, FRAG_RESULT_DATA1
, "data1");
466 dump_output(out
, so
, FRAG_RESULT_DATA2
, "data2");
467 dump_output(out
, so
, FRAG_RESULT_DATA3
, "data3");
468 dump_output(out
, so
, FRAG_RESULT_DATA4
, "data4");
469 dump_output(out
, so
, FRAG_RESULT_DATA5
, "data5");
470 dump_output(out
, so
, FRAG_RESULT_DATA6
, "data6");
471 dump_output(out
, so
, FRAG_RESULT_DATA7
, "data7");
473 /* these two are hard-coded since we don't know how to
474 * program them to anything but all 0's...
477 fprintf(out
, "; fragcoord: r0.x\n");
479 fprintf(out
, "; fragface: hr0.x\n");
490 ir3_shader_outputs(const struct ir3_shader
*so
)
492 return so
->nir
->info
.outputs_written
;