radeonsi: apply a mask to gl_SampleMaskIn in the PS prolog
[mesa.git] / src / gallium / drivers / etnaviv / etnaviv_shader.c
1 /*
2 * Copyright (c) 2012-2015 Etnaviv Project
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, sub license,
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
12 * next paragraph) shall be included in all copies or substantial portions
13 * of the 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 NON-INFRINGEMENT. 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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 *
23 * Authors:
24 * Wladimir J. van der Laan <laanwj@gmail.com>
25 */
26
27 #include "etnaviv_shader.h"
28
29 #include "etnaviv_compiler.h"
30 #include "etnaviv_context.h"
31 #include "etnaviv_debug.h"
32 #include "etnaviv_screen.h"
33 #include "etnaviv_util.h"
34
35 #include "tgsi/tgsi_parse.h"
36 #include "util/u_math.h"
37 #include "util/u_memory.h"
38
39 /* Upload shader code to bo, if not already done */
40 static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shader_variant *v)
41 {
42 if (v->bo)
43 return true;
44 v->bo = etna_bo_new(ctx->screen->dev, v->code_size*4, DRM_ETNA_GEM_CACHE_UNCACHED);
45 if (!v->bo)
46 return false;
47
48 void *buf = etna_bo_map(v->bo);
49 etna_bo_cpu_prep(v->bo, DRM_ETNA_PREP_WRITE);
50 memcpy(buf, v->code, v->code_size*4);
51 etna_bo_cpu_fini(v->bo);
52 DBG("Uploaded %s of %u words to bo %p", v->processor == PIPE_SHADER_FRAGMENT ? "fs":"vs", v->code_size, v->bo);
53 return true;
54 }
55
56 /* Link vs and fs together: fill in shader_state from vs and fs
57 * as this function is called every time a new fs or vs is bound, the goal is to
58 * do little processing as possible here, and to precompute as much as possible in
59 * the vs/fs shader_object.
60 *
61 * XXX we could cache the link result for a certain set of VS/PS; usually a pair
62 * of VS and PS will be used together anyway.
63 */
64 static bool
65 etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs,
66 struct etna_shader_variant *vs, struct etna_shader_variant *fs)
67 {
68 struct etna_shader_link_info link = { };
69
70 assert(vs->processor == PIPE_SHADER_VERTEX);
71 assert(fs->processor == PIPE_SHADER_FRAGMENT);
72
73 #ifdef DEBUG
74 if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
75 etna_dump_shader(vs);
76 etna_dump_shader(fs);
77 }
78 #endif
79
80 if (etna_link_shader(&link, vs, fs)) {
81 /* linking failed: some fs inputs do not have corresponding
82 * vs outputs */
83 assert(0);
84
85 return false;
86 }
87
88 if (DBG_ENABLED(ETNA_DBG_LINKER_MSGS)) {
89 debug_printf("link result:\n");
90 debug_printf(" vs -> fs comps use pa_attr\n");
91
92 for (int idx = 0; idx < link.num_varyings; ++idx)
93 debug_printf(" t%-2u -> t%-2u %-5.*s %u,%u,%u,%u 0x%08x\n",
94 link.varyings[idx].reg, idx + 1,
95 link.varyings[idx].num_components, "xyzw",
96 link.varyings[idx].use[0], link.varyings[idx].use[1],
97 link.varyings[idx].use[2], link.varyings[idx].use[3],
98 link.varyings[idx].pa_attributes);
99 }
100
101 /* set last_varying_2x flag if the last varying has 1 or 2 components */
102 bool last_varying_2x = false;
103 if (link.num_varyings > 0 && link.varyings[link.num_varyings - 1].num_components <= 2)
104 last_varying_2x = true;
105
106 cs->RA_CONTROL = VIVS_RA_CONTROL_UNK0 |
107 COND(last_varying_2x, VIVS_RA_CONTROL_LAST_VARYING_2X);
108
109 cs->PA_ATTRIBUTE_ELEMENT_COUNT = VIVS_PA_ATTRIBUTE_ELEMENT_COUNT_COUNT(link.num_varyings);
110 for (int idx = 0; idx < link.num_varyings; ++idx)
111 cs->PA_SHADER_ATTRIBUTES[idx] = link.varyings[idx].pa_attributes;
112
113 cs->VS_END_PC = vs->code_size / 4;
114 cs->VS_OUTPUT_COUNT = 1 + link.num_varyings; /* position + varyings */
115
116 /* vs outputs (varyings) */
117 DEFINE_ETNA_BITARRAY(vs_output, 16, 8) = {0};
118 int varid = 0;
119 etna_bitarray_set(vs_output, 8, varid++, vs->vs_pos_out_reg);
120 for (int idx = 0; idx < link.num_varyings; ++idx)
121 etna_bitarray_set(vs_output, 8, varid++, link.varyings[idx].reg);
122 if (vs->vs_pointsize_out_reg >= 0)
123 etna_bitarray_set(vs_output, 8, varid++, vs->vs_pointsize_out_reg); /* pointsize is last */
124
125 for (int idx = 0; idx < ARRAY_SIZE(cs->VS_OUTPUT); ++idx)
126 cs->VS_OUTPUT[idx] = vs_output[idx];
127
128 if (vs->vs_pointsize_out_reg != -1) {
129 /* vertex shader outputs point coordinate, provide extra output and make
130 * sure PA config is
131 * not masked */
132 cs->PA_CONFIG = ~0;
133 cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT + 1;
134 } else {
135 /* vertex shader does not output point coordinate, make sure thate
136 * POINT_SIZE_ENABLE is masked
137 * and no extra output is given */
138 cs->PA_CONFIG = ~VIVS_PA_CONFIG_POINT_SIZE_ENABLE;
139 cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT;
140 }
141
142 cs->VS_LOAD_BALANCING = vs->vs_load_balancing;
143 cs->VS_START_PC = 0;
144
145 cs->PS_END_PC = fs->code_size / 4;
146 cs->PS_OUTPUT_REG = fs->ps_color_out_reg;
147 cs->PS_INPUT_COUNT =
148 VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 1) | /* Number of inputs plus position */
149 VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
150 cs->PS_TEMP_REGISTER_CONTROL =
151 VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 1));
152 cs->PS_CONTROL = VIVS_PS_CONTROL_UNK1; /* XXX when can we set BYPASS? */
153 cs->PS_START_PC = 0;
154
155 /* Precompute PS_INPUT_COUNT and TEMP_REGISTER_CONTROL in the case of MSAA
156 * mode, avoids some fumbling in sync_context. */
157 cs->PS_INPUT_COUNT_MSAA =
158 VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 2) | /* MSAA adds another input */
159 VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
160 cs->PS_TEMP_REGISTER_CONTROL_MSAA =
161 VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 2));
162
163 uint32_t total_components = 0;
164 DEFINE_ETNA_BITARRAY(num_components, ETNA_NUM_VARYINGS, 4) = {0};
165 DEFINE_ETNA_BITARRAY(component_use, 4 * ETNA_NUM_VARYINGS, 2) = {0};
166 for (int idx = 0; idx < link.num_varyings; ++idx) {
167 const struct etna_varying *varying = &link.varyings[idx];
168
169 etna_bitarray_set(num_components, 4, idx, varying->num_components);
170 for (int comp = 0; comp < varying->num_components; ++comp) {
171 etna_bitarray_set(component_use, 2, total_components, varying->use[comp]);
172 total_components += 1;
173 }
174 }
175
176 cs->GL_VARYING_TOTAL_COMPONENTS =
177 VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(align(total_components, 2));
178 cs->GL_VARYING_NUM_COMPONENTS = num_components[0];
179 cs->GL_VARYING_COMPONENT_USE[0] = component_use[0];
180 cs->GL_VARYING_COMPONENT_USE[1] = component_use[1];
181
182 /* reference instruction memory */
183 cs->vs_inst_mem_size = vs->code_size;
184 cs->VS_INST_MEM = vs->code;
185
186 cs->ps_inst_mem_size = fs->code_size;
187 cs->PS_INST_MEM = fs->code;
188
189 if (vs->needs_icache | fs->needs_icache) {
190 /* If either of the shaders needs ICACHE, we use it for both. It is
191 * either switched on or off for the entire shader processor.
192 */
193 if (!etna_icache_upload_shader(ctx, vs) ||
194 !etna_icache_upload_shader(ctx, fs)) {
195 assert(0);
196 return false;
197 }
198
199 cs->VS_INST_ADDR.bo = vs->bo;
200 cs->VS_INST_ADDR.offset = 0;
201 cs->VS_INST_ADDR.flags = ETNA_RELOC_READ;
202 cs->PS_INST_ADDR.bo = fs->bo;
203 cs->PS_INST_ADDR.offset = 0;
204 cs->PS_INST_ADDR.flags = ETNA_RELOC_READ;
205 } else {
206 /* clear relocs */
207 memset(&cs->VS_INST_ADDR, 0, sizeof(cs->VS_INST_ADDR));
208 memset(&cs->PS_INST_ADDR, 0, sizeof(cs->PS_INST_ADDR));
209 }
210
211 return true;
212 }
213
214 bool
215 etna_shader_link(struct etna_context *ctx)
216 {
217 if (!ctx->shader.vs || !ctx->shader.fs)
218 return false;
219
220 /* re-link vs and fs if needed */
221 return etna_link_shaders(ctx, &ctx->shader_state, ctx->shader.vs, ctx->shader.fs);
222 }
223
224 static bool
225 etna_shader_update_vs_inputs(struct etna_context *ctx,
226 struct compiled_shader_state *cs,
227 const struct etna_shader_variant *vs,
228 const struct compiled_vertex_elements_state *ves)
229 {
230 unsigned num_temps, cur_temp, num_vs_inputs;
231
232 if (!vs)
233 return false;
234
235 /* Number of vertex elements determines number of VS inputs. Otherwise,
236 * the GPU crashes. Allocate any unused vertex elements to VS temporary
237 * registers. */
238 num_vs_inputs = MAX2(ves->num_elements, vs->infile.num_reg);
239 if (num_vs_inputs != ves->num_elements) {
240 BUG("Number of elements %u does not match the number of VS inputs %zu",
241 ctx->vertex_elements->num_elements, ctx->shader.vs->infile.num_reg);
242 return false;
243 }
244
245 cur_temp = vs->num_temps;
246 num_temps = num_vs_inputs - vs->infile.num_reg + cur_temp;
247
248 cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs) |
249 VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8);
250 cs->VS_TEMP_REGISTER_CONTROL =
251 VIVS_VS_TEMP_REGISTER_CONTROL_NUM_TEMPS(num_temps);
252
253 /* vs inputs (attributes) */
254 DEFINE_ETNA_BITARRAY(vs_input, 16, 8) = {0};
255 for (int idx = 0; idx < num_vs_inputs; ++idx) {
256 if (idx < vs->infile.num_reg)
257 etna_bitarray_set(vs_input, 8, idx, vs->infile.reg[idx].reg);
258 else
259 etna_bitarray_set(vs_input, 8, idx, cur_temp++);
260 }
261
262 for (int idx = 0; idx < ARRAY_SIZE(cs->VS_INPUT); ++idx)
263 cs->VS_INPUT[idx] = vs_input[idx];
264
265 return true;
266 }
267
268 static inline const char *
269 etna_shader_stage(struct etna_shader_variant *shader)
270 {
271 switch (shader->processor) {
272 case PIPE_SHADER_VERTEX: return "VERT";
273 case PIPE_SHADER_FRAGMENT: return "FRAG";
274 case PIPE_SHADER_COMPUTE: return "CL";
275 default:
276 unreachable("invalid type");
277 return NULL;
278 }
279 }
280
281 static void
282 dump_shader_info(struct etna_shader_variant *v, struct pipe_debug_callback *debug)
283 {
284 if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB))
285 return;
286
287 pipe_debug_message(debug, SHADER_INFO, "\n"
288 "SHADER-DB: %s prog %d/%d: %u instructions %u temps\n"
289 "SHADER-DB: %s prog %d/%d: %u immediates %u consts\n"
290 "SHADER-DB: %s prog %d/%d: %u loops\n",
291 etna_shader_stage(v),
292 v->shader->id, v->id,
293 v->code_size,
294 v->num_temps,
295 etna_shader_stage(v),
296 v->shader->id, v->id,
297 v->uniforms.imm_count,
298 v->uniforms.const_count,
299 etna_shader_stage(v),
300 v->shader->id, v->id,
301 v->num_loops);
302 }
303
304 bool
305 etna_shader_update_vertex(struct etna_context *ctx)
306 {
307 return etna_shader_update_vs_inputs(ctx, &ctx->shader_state, ctx->shader.vs,
308 ctx->vertex_elements);
309 }
310
311 static struct etna_shader_variant *
312 create_variant(struct etna_shader *shader, struct etna_shader_key key)
313 {
314 struct etna_shader_variant *v = CALLOC_STRUCT(etna_shader_variant);
315 int ret;
316
317 if (!v)
318 return NULL;
319
320 v->shader = shader;
321 v->key = key;
322
323 ret = etna_compile_shader(v);
324 if (!ret) {
325 debug_error("compile failed!");
326 goto fail;
327 }
328
329 v->id = ++shader->variant_count;
330
331 return v;
332
333 fail:
334 FREE(v);
335 return NULL;
336 }
337
338 struct etna_shader_variant *
339 etna_shader_variant(struct etna_shader *shader, struct etna_shader_key key,
340 struct pipe_debug_callback *debug)
341 {
342 struct etna_shader_variant *v;
343
344 for (v = shader->variants; v; v = v->next)
345 if (etna_shader_key_equal(&key, &v->key))
346 return v;
347
348 /* compile new variant if it doesn't exist already */
349 v = create_variant(shader, key);
350 if (v) {
351 v->next = shader->variants;
352 shader->variants = v;
353 dump_shader_info(v, debug);
354 }
355
356 return v;
357 }
358
359 static void *
360 etna_create_shader_state(struct pipe_context *pctx,
361 const struct pipe_shader_state *pss)
362 {
363 struct etna_context *ctx = etna_context(pctx);
364 struct etna_shader *shader = CALLOC_STRUCT(etna_shader);
365
366 if (!shader)
367 return NULL;
368
369 static uint32_t id;
370 shader->id = id++;
371 shader->specs = &ctx->specs;
372 shader->tokens = tgsi_dup_tokens(pss->tokens);
373
374 if (etna_mesa_debug & ETNA_DBG_SHADERDB) {
375 /* if shader-db run, create a standard variant immediately
376 * (as otherwise nothing will trigger the shader to be
377 * actually compiled).
378 */
379 struct etna_shader_key key = {};
380 etna_shader_variant(shader, key, &ctx->debug);
381 }
382
383 return shader;
384 }
385
386 static void
387 etna_delete_shader_state(struct pipe_context *pctx, void *ss)
388 {
389 struct etna_shader *shader = ss;
390 struct etna_shader_variant *v, *t;
391
392 v = shader->variants;
393 while (v) {
394 t = v;
395 v = v->next;
396 if (t->bo)
397 etna_bo_del(t->bo);
398 etna_destroy_shader(t);
399 }
400
401 FREE(shader->tokens);
402 FREE(shader);
403 }
404
405 static void
406 etna_bind_fs_state(struct pipe_context *pctx, void *hwcso)
407 {
408 struct etna_context *ctx = etna_context(pctx);
409
410 ctx->shader.bind_fs = hwcso;
411 ctx->dirty |= ETNA_DIRTY_SHADER;
412 }
413
414 static void
415 etna_bind_vs_state(struct pipe_context *pctx, void *hwcso)
416 {
417 struct etna_context *ctx = etna_context(pctx);
418
419 ctx->shader.bind_vs = hwcso;
420 ctx->dirty |= ETNA_DIRTY_SHADER;
421 }
422
423 void
424 etna_shader_init(struct pipe_context *pctx)
425 {
426 pctx->create_fs_state = etna_create_shader_state;
427 pctx->bind_fs_state = etna_bind_fs_state;
428 pctx->delete_fs_state = etna_delete_shader_state;
429 pctx->create_vs_state = etna_create_shader_state;
430 pctx->bind_vs_state = etna_bind_vs_state;
431 pctx->delete_vs_state = etna_delete_shader_state;
432 }