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 "pipe/p_state.h"
28 #include "pipe/p_screen.h"
29 #include "util/u_string.h"
30 #include "util/u_memory.h"
31 #include "util/u_inlines.h"
32 #include "util/format/u_format.h"
33 #include "tgsi/tgsi_dump.h"
34 #include "tgsi/tgsi_parse.h"
36 #include "nir/tgsi_to_nir.h"
38 #include "freedreno_context.h"
39 #include "freedreno_util.h"
41 #include "ir3/ir3_shader.h"
42 #include "ir3/ir3_gallium.h"
43 #include "ir3/ir3_compiler.h"
44 #include "ir3/ir3_nir.h"
47 dump_shader_info(struct ir3_shader_variant
*v
, bool binning_pass
,
48 struct pipe_debug_callback
*debug
)
50 if (!unlikely(fd_mesa_debug
& FD_DBG_SHADERDB
))
53 pipe_debug_message(debug
, SHADER_INFO
,
54 "%s shader: %u inst, %u nops, %u non-nops, %u mov, %u cov, "
55 "%u dwords, %u last-baryf, %u half, %u full, %u constlen, "
56 "%u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
60 v
->info
.instrs_count
- v
->info
.nops_count
,
65 v
->info
.max_half_reg
+ 1,
69 v
->info
.ss
, v
->info
.sy
,
70 v
->max_sun
, v
->loops
);
73 struct ir3_shader_variant
*
74 ir3_shader_variant(struct ir3_shader
*shader
, struct ir3_shader_key key
,
75 bool binning_pass
, struct pipe_debug_callback
*debug
)
77 struct ir3_shader_variant
*v
;
80 /* some shader key values only apply to vertex or frag shader,
81 * so normalize the key to avoid constructing multiple identical
84 ir3_normalize_key(&key
, shader
->type
);
86 v
= ir3_shader_get_variant(shader
, &key
, binning_pass
, &created
);
89 dump_shader_info(v
, binning_pass
, debug
);
96 copy_stream_out(struct ir3_stream_output_info
*i
,
97 const struct pipe_stream_output_info
*p
)
99 STATIC_ASSERT(ARRAY_SIZE(i
->stride
) == ARRAY_SIZE(p
->stride
));
100 STATIC_ASSERT(ARRAY_SIZE(i
->output
) == ARRAY_SIZE(p
->output
));
102 i
->num_outputs
= p
->num_outputs
;
103 for (int n
= 0; n
< ARRAY_SIZE(i
->stride
); n
++)
104 i
->stride
[n
] = p
->stride
[n
];
106 for (int n
= 0; n
< ARRAY_SIZE(i
->output
); n
++) {
107 i
->output
[n
].register_index
= p
->output
[n
].register_index
;
108 i
->output
[n
].start_component
= p
->output
[n
].start_component
;
109 i
->output
[n
].num_components
= p
->output
[n
].num_components
;
110 i
->output
[n
].output_buffer
= p
->output
[n
].output_buffer
;
111 i
->output
[n
].dst_offset
= p
->output
[n
].dst_offset
;
112 i
->output
[n
].stream
= p
->output
[n
].stream
;
117 ir3_shader_create(struct ir3_compiler
*compiler
,
118 const struct pipe_shader_state
*cso
,
119 struct pipe_debug_callback
*debug
,
120 struct pipe_screen
*screen
)
123 if (cso
->type
== PIPE_SHADER_IR_NIR
) {
124 /* we take ownership of the reference: */
127 debug_assert(cso
->type
== PIPE_SHADER_IR_TGSI
);
128 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
129 tgsi_dump(cso
->tokens
, 0);
131 nir
= tgsi_to_nir(cso
->tokens
, screen
);
134 struct ir3_stream_output_info stream_output
;
135 copy_stream_out(&stream_output
, &cso
->stream_output
);
137 struct ir3_shader
*shader
= ir3_shader_from_nir(compiler
, nir
, &stream_output
);
139 if (fd_mesa_debug
& FD_DBG_SHADERDB
) {
140 /* if shader-db run, create a standard variant immediately
141 * (as otherwise nothing will trigger the shader to be
144 struct ir3_shader_key key
= {
145 .tessellation
= IR3_TESS_NONE
,
148 switch (nir
->info
.stage
) {
149 case MESA_SHADER_TESS_EVAL
:
150 key
.tessellation
= ir3_tess_mode(nir
->info
.tess
.primitive_mode
);
153 case MESA_SHADER_TESS_CTRL
:
154 /* The primitive_mode field, while it exists for TCS, is not
155 * populated (since separable shaders between TCS/TES are legal,
156 * so TCS wouldn't have access to TES's declaration). Make a
157 * guess so that we shader-db something plausible for TCS.
159 if (nir
->info
.outputs_written
& VARYING_BIT_TESS_LEVEL_INNER
)
160 key
.tessellation
= IR3_TESS_TRIANGLES
;
162 key
.tessellation
= IR3_TESS_ISOLINES
;
165 case MESA_SHADER_GEOMETRY
:
173 ir3_shader_variant(shader
, key
, false, debug
);
175 if (nir
->info
.stage
== MESA_SHADER_VERTEX
)
176 ir3_shader_variant(shader
, key
, true, debug
);
182 /* a bit annoying that compute-shader and normal shader state objects
183 * aren't a bit more aligned.
186 ir3_shader_create_compute(struct ir3_compiler
*compiler
,
187 const struct pipe_compute_state
*cso
,
188 struct pipe_debug_callback
*debug
,
189 struct pipe_screen
*screen
)
192 if (cso
->ir_type
== PIPE_SHADER_IR_NIR
) {
193 /* we take ownership of the reference: */
194 nir
= (nir_shader
*)cso
->prog
;
196 debug_assert(cso
->ir_type
== PIPE_SHADER_IR_TGSI
);
197 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
198 tgsi_dump(cso
->prog
, 0);
200 nir
= tgsi_to_nir(cso
->prog
, screen
);
203 struct ir3_shader
*shader
= ir3_shader_from_nir(compiler
, nir
, NULL
);
205 if (fd_mesa_debug
& FD_DBG_SHADERDB
) {
206 /* if shader-db run, create a standard variant immediately
207 * (as otherwise nothing will trigger the shader to be
210 static struct ir3_shader_key key
; /* static is implicitly zeroed */
211 ir3_shader_variant(shader
, key
, false, debug
);
218 ir3_shader_state_create(struct pipe_context
*pctx
, const struct pipe_shader_state
*cso
)
220 struct fd_context
*ctx
= fd_context(pctx
);
221 struct ir3_compiler
*compiler
= ctx
->screen
->compiler
;
222 return ir3_shader_create(compiler
, cso
, &ctx
->debug
, pctx
->screen
);
226 ir3_shader_state_delete(struct pipe_context
*pctx
, void *hwcso
)
228 struct ir3_shader
*so
= hwcso
;
229 ir3_shader_destroy(so
);
233 ir3_prog_init(struct pipe_context
*pctx
)
235 pctx
->create_vs_state
= ir3_shader_state_create
;
236 pctx
->delete_vs_state
= ir3_shader_state_delete
;
238 pctx
->create_tcs_state
= ir3_shader_state_create
;
239 pctx
->delete_tcs_state
= ir3_shader_state_delete
;
241 pctx
->create_tes_state
= ir3_shader_state_create
;
242 pctx
->delete_tes_state
= ir3_shader_state_delete
;
244 pctx
->create_gs_state
= ir3_shader_state_create
;
245 pctx
->delete_gs_state
= ir3_shader_state_delete
;
247 pctx
->create_fs_state
= ir3_shader_state_create
;
248 pctx
->delete_fs_state
= ir3_shader_state_delete
;