freedreno/ir3: fix crash in fail path
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.c
1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2
3 /*
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 * SOFTWARE.
24 *
25 * Authors:
26 * Rob Clark <robclark@freedesktop.org>
27 */
28
29 #include "pipe/p_state.h"
30 #include "util/u_string.h"
31 #include "util/u_memory.h"
32 #include "util/u_inlines.h"
33 #include "util/u_format.h"
34 #include "tgsi/tgsi_dump.h"
35 #include "tgsi/tgsi_parse.h"
36
37 #include "freedreno_context.h"
38 #include "freedreno_util.h"
39
40 #include "ir3_shader.h"
41 #include "ir3_compiler.h"
42
43
44 static void
45 delete_variant(struct ir3_shader_variant *v)
46 {
47 if (v->ir)
48 ir3_destroy(v->ir);
49 if (v->bo)
50 fd_bo_del(v->bo);
51 free(v);
52 }
53
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
57 * varyings.
58 *
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
62 * the reg off.
63 */
64 static void
65 fixup_regfootprint(struct ir3_shader_variant *v)
66 {
67 if (v->type == SHADER_VERTEX) {
68 unsigned i;
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)
73 */
74 if (v->inputs[i].bary)
75 continue;
76
77 if (v->inputs[i].compmask) {
78 int32_t regid = (v->inputs[i].regid + 3) >> 2;
79 v->info.max_reg = MAX2(v->info.max_reg, regid);
80 }
81 }
82 for (i = 0; i < v->outputs_count; i++) {
83 int32_t regid = (v->outputs[i].regid + 3) >> 2;
84 v->info.max_reg = MAX2(v->info.max_reg, regid);
85 }
86 } else if (v->type == SHADER_FRAGMENT) {
87 /* NOTE: not sure how to turn pos_regid off.. but this could
88 * be, for example, r1.x while max reg used by the shader is
89 * r0.*, in which case we need to fixup the reg footprint:
90 */
91 v->info.max_reg = MAX2(v->info.max_reg, v->pos_regid >> 2);
92 if (v->frag_coord)
93 debug_assert(v->info.max_reg >= 0); /* hard coded r0.x */
94 if (v->frag_face)
95 debug_assert(v->info.max_half_reg >= 0); /* hr0.x */
96 }
97 }
98
99 /* wrapper for ir3_assemble() which does some info fixup based on
100 * shader state. Non-static since used by ir3_cmdline too.
101 */
102 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id)
103 {
104 void *bin;
105
106 bin = ir3_assemble(v->ir, &v->info, gpu_id);
107 if (!bin)
108 return NULL;
109
110 if (gpu_id >= 400) {
111 v->instrlen = v->info.sizedwords / (2 * 16);
112 } else {
113 v->instrlen = v->info.sizedwords / (2 * 4);
114 }
115
116 /* NOTE: if relative addressing is used, we set constlen in
117 * the compiler (to worst-case value) since we don't know in
118 * the assembler what the max addr reg value can be:
119 */
120 v->constlen = MIN2(255, MAX2(v->constlen, v->info.max_const + 1));
121
122 fixup_regfootprint(v);
123
124 return bin;
125 }
126
127 static void
128 assemble_variant(struct ir3_shader_variant *v)
129 {
130 struct fd_context *ctx = fd_context(v->shader->pctx);
131 uint32_t gpu_id = v->shader->compiler->gpu_id;
132 uint32_t sz, *bin;
133
134 bin = ir3_shader_assemble(v, gpu_id);
135 sz = v->info.sizedwords * 4;
136
137 v->bo = fd_bo_new(ctx->dev, sz,
138 DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
139 DRM_FREEDRENO_GEM_TYPE_KMEM);
140
141 memcpy(fd_bo_map(v->bo), bin, sz);
142
143 free(bin);
144
145 /* no need to keep the ir around beyond this point: */
146 ir3_destroy(v->ir);
147 v->ir = NULL;
148 }
149
150 static struct ir3_shader_variant *
151 create_variant(struct ir3_shader *shader, struct ir3_shader_key key)
152 {
153 struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
154 const struct tgsi_token *tokens = shader->tokens;
155 int ret;
156
157 if (!v)
158 return NULL;
159
160 v->shader = shader;
161 v->key = key;
162 v->type = shader->type;
163
164 if (fd_mesa_debug & FD_DBG_DISASM) {
165 DBG("dump tgsi: type=%d, k={bp=%u,cts=%u,hp=%u}", shader->type,
166 key.binning_pass, key.color_two_side, key.half_precision);
167 tgsi_dump(tokens, 0);
168 }
169
170 ret = ir3_compile_shader_nir(shader->compiler, v, tokens, key);
171 if (ret) {
172 debug_error("compile failed!");
173 goto fail;
174 }
175
176 assemble_variant(v);
177 if (!v->bo) {
178 debug_error("assemble failed!");
179 goto fail;
180 }
181
182 if (fd_mesa_debug & FD_DBG_DISASM) {
183 DBG("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type,
184 key.binning_pass, key.color_two_side, key.half_precision);
185 disasm_a3xx(fd_bo_map(v->bo), v->info.sizedwords, 0, v->type);
186 }
187
188 return v;
189
190 fail:
191 delete_variant(v);
192 return NULL;
193 }
194
195 struct ir3_shader_variant *
196 ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
197 {
198 struct ir3_shader_variant *v;
199
200 /* some shader key values only apply to vertex or frag shader,
201 * so normalize the key to avoid constructing multiple identical
202 * variants:
203 */
204 switch (shader->type) {
205 case SHADER_FRAGMENT:
206 case SHADER_COMPUTE:
207 key.binning_pass = false;
208 if (key.has_per_samp) {
209 key.vsaturate_s = 0;
210 key.vsaturate_t = 0;
211 key.vsaturate_r = 0;
212 }
213 break;
214 case SHADER_VERTEX:
215 key.color_two_side = false;
216 key.half_precision = false;
217 key.rasterflat = false;
218 if (key.has_per_samp) {
219 key.fsaturate_s = 0;
220 key.fsaturate_t = 0;
221 key.fsaturate_r = 0;
222 }
223 break;
224 }
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);
232 if (v) {
233 v->next = shader->variants;
234 shader->variants = v;
235 }
236
237 return v;
238 }
239
240
241 void
242 ir3_shader_destroy(struct ir3_shader *shader)
243 {
244 struct ir3_shader_variant *v, *t;
245 for (v = shader->variants; v; ) {
246 t = v;
247 v = v->next;
248 delete_variant(t);
249 }
250 free((void *)shader->tokens);
251 free(shader);
252 }
253
254 struct ir3_shader *
255 ir3_shader_create(struct pipe_context *pctx, const struct tgsi_token *tokens,
256 enum shader_t type)
257 {
258 struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
259 shader->compiler = fd_context(pctx)->screen->compiler;
260 shader->pctx = pctx;
261 shader->type = type;
262 shader->tokens = tgsi_dup_tokens(tokens);
263 return shader;
264 }