freedreno/ir3: add some ubo range related asserts
[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_string.h"
28 #include "util/u_memory.h"
29 #include "util/u_format.h"
30
31 #include "drm/freedreno_drmif.h"
32
33 #include "ir3_shader.h"
34 #include "ir3_compiler.h"
35 #include "ir3_nir.h"
36
37 int
38 ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
39 {
40 return glsl_count_attribute_slots(type, false);
41 }
42
43 static void
44 delete_variant(struct ir3_shader_variant *v)
45 {
46 if (v->ir)
47 ir3_destroy(v->ir);
48 if (v->bo)
49 fd_bo_del(v->bo);
50 if (v->immediates)
51 free(v->immediates);
52 free(v);
53 }
54
55 /* for vertex shader, the inputs are loaded into registers before the shader
56 * is executed, so max_regs from the shader instructions might not properly
57 * reflect the # of registers actually used, especially in case passthrough
58 * varyings.
59 *
60 * Likewise, for fragment shader, we can have some regs which are passed
61 * input values but never touched by the resulting shader (ie. as result
62 * of dead code elimination or simply because we don't know how to turn
63 * the reg off.
64 */
65 static void
66 fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id)
67 {
68 unsigned i;
69
70 for (i = 0; i < v->inputs_count; i++) {
71 /* skip frag inputs fetch via bary.f since their reg's are
72 * not written by gpu before shader starts (and in fact the
73 * regid's might not even be valid)
74 */
75 if (v->inputs[i].bary)
76 continue;
77
78 /* ignore high regs that are global to all threads in a warp
79 * (they exist by default) (a5xx+)
80 */
81 if (v->inputs[i].regid >= regid(48,0))
82 continue;
83
84 if (v->inputs[i].compmask) {
85 unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
86 int32_t regid = v->inputs[i].regid + n;
87 if (v->inputs[i].half) {
88 if (gpu_id < 500) {
89 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
90 } else {
91 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
92 }
93 } else {
94 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
95 }
96 }
97 }
98
99 for (i = 0; i < v->outputs_count; i++) {
100 int32_t regid = v->outputs[i].regid + 3;
101 if (v->outputs[i].half) {
102 if (gpu_id < 500) {
103 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
104 } else {
105 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
106 }
107 } else {
108 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
109 }
110 }
111 }
112
113 /* wrapper for ir3_assemble() which does some info fixup based on
114 * shader state. Non-static since used by ir3_cmdline too.
115 */
116 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id)
117 {
118 void *bin;
119
120 bin = ir3_assemble(v->ir, &v->info, gpu_id);
121 if (!bin)
122 return NULL;
123
124 if (gpu_id >= 400) {
125 v->instrlen = v->info.sizedwords / (2 * 16);
126 } else {
127 v->instrlen = v->info.sizedwords / (2 * 4);
128 }
129
130 /* NOTE: if relative addressing is used, we set constlen in
131 * the compiler (to worst-case value) since we don't know in
132 * the assembler what the max addr reg value can be:
133 */
134 v->constlen = MAX2(v->constlen, v->info.max_const + 1);
135 debug_assert(v->constlen < 256);
136
137 fixup_regfootprint(v, gpu_id);
138
139 return bin;
140 }
141
142 static void
143 assemble_variant(struct ir3_shader_variant *v)
144 {
145 struct ir3_compiler *compiler = v->shader->compiler;
146 struct shader_info *info = &v->shader->nir->info;
147 uint32_t gpu_id = compiler->gpu_id;
148 uint32_t sz, *bin;
149
150 bin = ir3_shader_assemble(v, gpu_id);
151 sz = v->info.sizedwords * 4;
152
153 v->bo = fd_bo_new(compiler->dev, sz,
154 DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
155 DRM_FREEDRENO_GEM_TYPE_KMEM,
156 "%s:%s", ir3_shader_stage(v->shader), info->name);
157
158 memcpy(fd_bo_map(v->bo), bin, sz);
159
160 if (ir3_shader_debug & IR3_DBG_DISASM) {
161 struct ir3_shader_key key = v->key;
162 printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type,
163 v->binning_pass, key.color_two_side, key.half_precision);
164 ir3_shader_disasm(v, bin, stdout);
165 }
166
167 if (shader_debug_enabled(v->shader->type)) {
168 fprintf(stderr, "Native code for unnamed %s shader %s:\n",
169 _mesa_shader_stage_to_string(v->shader->type),
170 v->shader->nir->info.name);
171 if (v->shader->type == MESA_SHADER_FRAGMENT)
172 fprintf(stderr, "SIMD0\n");
173 ir3_shader_disasm(v, bin, stderr);
174 }
175
176 free(bin);
177
178 /* no need to keep the ir around beyond this point: */
179 ir3_destroy(v->ir);
180 v->ir = NULL;
181 }
182
183 static struct ir3_shader_variant *
184 create_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
185 bool binning_pass)
186 {
187 struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
188 int ret;
189
190 if (!v)
191 return NULL;
192
193 v->id = ++shader->variant_count;
194 v->shader = shader;
195 v->binning_pass = binning_pass;
196 v->key = *key;
197 v->type = shader->type;
198
199 ret = ir3_compile_shader_nir(shader->compiler, v);
200 if (ret) {
201 debug_error("compile failed!");
202 goto fail;
203 }
204
205 assemble_variant(v);
206 if (!v->bo) {
207 debug_error("assemble failed!");
208 goto fail;
209 }
210
211 return v;
212
213 fail:
214 delete_variant(v);
215 return NULL;
216 }
217
218 static inline struct ir3_shader_variant *
219 shader_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
220 bool *created)
221 {
222 struct ir3_shader_variant *v;
223
224 *created = false;
225
226 for (v = shader->variants; v; v = v->next)
227 if (ir3_shader_key_equal(key, &v->key))
228 return v;
229
230 /* compile new variant if it doesn't exist already: */
231 v = create_variant(shader, key, false);
232 if (v) {
233 v->next = shader->variants;
234 shader->variants = v;
235 *created = true;
236 }
237
238 return v;
239 }
240
241 struct ir3_shader_variant *
242 ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
243 bool binning_pass, bool *created)
244 {
245 struct ir3_shader_variant *v =
246 shader_variant(shader, key, created);
247
248 if (v && binning_pass) {
249 if (!v->binning)
250 v->binning = create_variant(shader, key, true);
251 return v->binning;
252 }
253
254 return v;
255 }
256
257 void
258 ir3_shader_destroy(struct ir3_shader *shader)
259 {
260 struct ir3_shader_variant *v, *t;
261 for (v = shader->variants; v; ) {
262 t = v;
263 v = v->next;
264 delete_variant(t);
265 }
266 ralloc_free(shader->nir);
267 free(shader);
268 }
269
270 struct ir3_shader *
271 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir)
272 {
273 struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
274
275 shader->compiler = compiler;
276 shader->id = ++shader->compiler->shader_count;
277 shader->type = nir->info.stage;
278
279 NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
280 (nir_lower_io_options)0);
281
282 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
283 /* NOTE: lower load_barycentric_at_sample first, since it
284 * produces load_barycentric_at_offset:
285 */
286 NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
287 NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
288
289 NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
290 }
291
292 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
293
294 /* do first pass optimization, ignoring the key: */
295 shader->nir = ir3_optimize_nir(shader, nir, NULL);
296 if (ir3_shader_debug & IR3_DBG_DISASM) {
297 printf("dump nir%d: type=%d", shader->id, shader->type);
298 nir_print_shader(shader->nir, stdout);
299 }
300
301 return shader;
302 }
303
304 static void dump_reg(FILE *out, const char *name, uint32_t r)
305 {
306 if (r != regid(63,0))
307 fprintf(out, "; %s: r%d.%c\n", name, r >> 2, "xyzw"[r & 0x3]);
308 }
309
310 static void dump_output(FILE *out, struct ir3_shader_variant *so,
311 unsigned slot, const char *name)
312 {
313 uint32_t regid;
314 regid = ir3_find_output_regid(so, slot);
315 dump_reg(out, name, regid);
316 }
317
318 void
319 ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
320 {
321 struct ir3 *ir = so->ir;
322 struct ir3_register *reg;
323 const char *type = ir3_shader_stage(so->shader);
324 uint8_t regid;
325 unsigned i;
326
327 for (i = 0; i < ir->ninputs; i++) {
328 if (!ir->inputs[i]) {
329 fprintf(out, "; in%d unused\n", i);
330 continue;
331 }
332 reg = ir->inputs[i]->regs[0];
333 regid = reg->num;
334 fprintf(out, "@in(%sr%d.%c)\tin%d\n",
335 (reg->flags & IR3_REG_HALF) ? "h" : "",
336 (regid >> 2), "xyzw"[regid & 0x3], i);
337 }
338
339 for (i = 0; i < ir->noutputs; i++) {
340 if (!ir->outputs[i]) {
341 fprintf(out, "; out%d unused\n", i);
342 continue;
343 }
344 /* kill shows up as a virtual output.. skip it! */
345 if (is_kill(ir->outputs[i]))
346 continue;
347 reg = ir->outputs[i]->regs[0];
348 regid = reg->num;
349 fprintf(out, "@out(%sr%d.%c)\tout%d\n",
350 (reg->flags & IR3_REG_HALF) ? "h" : "",
351 (regid >> 2), "xyzw"[regid & 0x3], i);
352 }
353
354 for (i = 0; i < so->immediates_count; i++) {
355 fprintf(out, "@const(c%d.x)\t", so->constbase.immediate + i);
356 fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
357 so->immediates[i].val[0],
358 so->immediates[i].val[1],
359 so->immediates[i].val[2],
360 so->immediates[i].val[3]);
361 }
362
363 disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
364
365 switch (so->type) {
366 case MESA_SHADER_VERTEX:
367 fprintf(out, "; %s: outputs:", type);
368 for (i = 0; i < so->outputs_count; i++) {
369 uint8_t regid = so->outputs[i].regid;
370 fprintf(out, " r%d.%c (%s)",
371 (regid >> 2), "xyzw"[regid & 0x3],
372 gl_varying_slot_name(so->outputs[i].slot));
373 }
374 fprintf(out, "\n");
375 fprintf(out, "; %s: inputs:", type);
376 for (i = 0; i < so->inputs_count; i++) {
377 uint8_t regid = so->inputs[i].regid;
378 fprintf(out, " r%d.%c (cm=%x,il=%u,b=%u)",
379 (regid >> 2), "xyzw"[regid & 0x3],
380 so->inputs[i].compmask,
381 so->inputs[i].inloc,
382 so->inputs[i].bary);
383 }
384 fprintf(out, "\n");
385 break;
386 case MESA_SHADER_FRAGMENT:
387 fprintf(out, "; %s: outputs:", type);
388 for (i = 0; i < so->outputs_count; i++) {
389 uint8_t regid = so->outputs[i].regid;
390 fprintf(out, " r%d.%c (%s)",
391 (regid >> 2), "xyzw"[regid & 0x3],
392 gl_frag_result_name(so->outputs[i].slot));
393 }
394 fprintf(out, "\n");
395 fprintf(out, "; %s: inputs:", type);
396 for (i = 0; i < so->inputs_count; i++) {
397 uint8_t regid = so->inputs[i].regid;
398 fprintf(out, " r%d.%c (%s,cm=%x,il=%u,b=%u)",
399 (regid >> 2), "xyzw"[regid & 0x3],
400 gl_varying_slot_name(so->inputs[i].slot),
401 so->inputs[i].compmask,
402 so->inputs[i].inloc,
403 so->inputs[i].bary);
404 }
405 fprintf(out, "\n");
406 break;
407 default:
408 /* TODO */
409 break;
410 }
411
412 /* print generic shader info: */
413 fprintf(out, "; %s prog %d/%d: %u instructions, %d half, %d full\n",
414 type, so->shader->id, so->id,
415 so->info.instrs_count,
416 so->info.max_half_reg + 1,
417 so->info.max_reg + 1);
418
419 fprintf(out, "; %d const, %u constlen\n",
420 so->info.max_const + 1,
421 so->constlen);
422
423 fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy);
424
425 fprintf(out, "; max_sun=%u\n", ir->max_sun);
426
427 /* print shader type specific info: */
428 switch (so->type) {
429 case MESA_SHADER_VERTEX:
430 dump_output(out, so, VARYING_SLOT_POS, "pos");
431 dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
432 break;
433 case MESA_SHADER_FRAGMENT:
434 dump_reg(out, "pos (ij_pixel)",
435 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PIXEL));
436 dump_reg(out, "pos (ij_centroid)",
437 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_CENTROID));
438 dump_reg(out, "pos (ij_size)",
439 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_SIZE));
440 dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
441 if (so->color0_mrt) {
442 dump_output(out, so, FRAG_RESULT_COLOR, "color");
443 } else {
444 dump_output(out, so, FRAG_RESULT_DATA0, "data0");
445 dump_output(out, so, FRAG_RESULT_DATA1, "data1");
446 dump_output(out, so, FRAG_RESULT_DATA2, "data2");
447 dump_output(out, so, FRAG_RESULT_DATA3, "data3");
448 dump_output(out, so, FRAG_RESULT_DATA4, "data4");
449 dump_output(out, so, FRAG_RESULT_DATA5, "data5");
450 dump_output(out, so, FRAG_RESULT_DATA6, "data6");
451 dump_output(out, so, FRAG_RESULT_DATA7, "data7");
452 }
453 /* these two are hard-coded since we don't know how to
454 * program them to anything but all 0's...
455 */
456 if (so->frag_coord)
457 fprintf(out, "; fragcoord: r0.x\n");
458 if (so->frag_face)
459 fprintf(out, "; fragface: hr0.x\n");
460 break;
461 default:
462 /* TODO */
463 break;
464 }
465
466 fprintf(out, "\n");
467 }
468
469 uint64_t
470 ir3_shader_outputs(const struct ir3_shader *so)
471 {
472 return so->nir->info.outputs_written;
473 }