iris: only bother with params if there are any...
[mesa.git] / src / gallium / drivers / iris / iris_program.c
1 /*
2 * Copyright © 2017 Intel Corporation
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 shall be included
12 * in all copies or substantial portions of the Software.
13 *
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
17 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20 * DEALINGS IN THE SOFTWARE.
21 */
22
23 /**
24 * @file iris_program.c
25 *
26 * This file contains the driver interface for compiling shaders.
27 *
28 * See iris_program_cache.c for the in-memory program cache where the
29 * compiled shaders are stored.
30 */
31
32 #include <stdio.h>
33 #include <errno.h>
34 #include "pipe/p_defines.h"
35 #include "pipe/p_state.h"
36 #include "pipe/p_context.h"
37 #include "pipe/p_screen.h"
38 #include "util/u_atomic.h"
39 #include "compiler/nir/nir.h"
40 #include "compiler/nir/nir_builder.h"
41 #include "intel/compiler/brw_compiler.h"
42 #include "intel/compiler/brw_nir.h"
43 #include "iris_context.h"
44
45 static unsigned
46 get_new_program_id(struct iris_screen *screen)
47 {
48 return p_atomic_inc_return(&screen->program_id);
49 }
50
51 /**
52 * An uncompiled, API-facing shader. This is the Gallium CSO for shaders.
53 * It primarily contains the NIR for the shader.
54 *
55 * Each API-facing shader can be compiled into multiple shader variants,
56 * based on non-orthogonal state dependencies, recorded in the shader key.
57 *
58 * See iris_compiled_shader, which represents a compiled shader variant.
59 */
60 struct iris_uncompiled_shader {
61 nir_shader *nir;
62
63 struct pipe_stream_output_info stream_output;
64
65 unsigned program_id;
66
67 /** Bitfield of (1 << IRIS_NOS_*) flags. */
68 unsigned nos;
69 };
70
71 static nir_ssa_def *
72 get_aoa_deref_offset(nir_builder *b,
73 nir_deref_instr *deref,
74 unsigned elem_size)
75 {
76 unsigned array_size = elem_size;
77 nir_ssa_def *offset = nir_imm_int(b, 0);
78
79 while (deref->deref_type != nir_deref_type_var) {
80 assert(deref->deref_type == nir_deref_type_array);
81
82 /* This level's element size is the previous level's array size */
83 nir_ssa_def *index = nir_ssa_for_src(b, deref->arr.index, 1);
84 assert(deref->arr.index.ssa);
85 offset = nir_iadd(b, offset,
86 nir_imul(b, index, nir_imm_int(b, array_size)));
87
88 deref = nir_deref_instr_parent(deref);
89 assert(glsl_type_is_array(deref->type));
90 array_size *= glsl_get_length(deref->type);
91 }
92
93 /* Accessing an invalid surface index with the dataport can result in a
94 * hang. According to the spec "if the index used to select an individual
95 * element is negative or greater than or equal to the size of the array,
96 * the results of the operation are undefined but may not lead to
97 * termination" -- which is one of the possible outcomes of the hang.
98 * Clamp the index to prevent access outside of the array bounds.
99 */
100 return nir_umin(b, offset, nir_imm_int(b, array_size - elem_size));
101 }
102
103 static void
104 iris_lower_storage_image_derefs(nir_shader *nir)
105 {
106 nir_function_impl *impl = nir_shader_get_entrypoint(nir);
107
108 nir_builder b;
109 nir_builder_init(&b, impl);
110
111 nir_foreach_block(block, impl) {
112 nir_foreach_instr_safe(instr, block) {
113 if (instr->type != nir_instr_type_intrinsic)
114 continue;
115
116 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
117 switch (intrin->intrinsic) {
118 case nir_intrinsic_image_deref_load:
119 case nir_intrinsic_image_deref_store:
120 case nir_intrinsic_image_deref_atomic_add:
121 case nir_intrinsic_image_deref_atomic_min:
122 case nir_intrinsic_image_deref_atomic_max:
123 case nir_intrinsic_image_deref_atomic_and:
124 case nir_intrinsic_image_deref_atomic_or:
125 case nir_intrinsic_image_deref_atomic_xor:
126 case nir_intrinsic_image_deref_atomic_exchange:
127 case nir_intrinsic_image_deref_atomic_comp_swap:
128 case nir_intrinsic_image_deref_size:
129 case nir_intrinsic_image_deref_samples: {
130 nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
131 nir_variable *var = nir_deref_instr_get_variable(deref);
132
133 b.cursor = nir_before_instr(&intrin->instr);
134 nir_ssa_def *index =
135 nir_iadd(&b, nir_imm_int(&b, var->data.driver_location),
136 get_aoa_deref_offset(&b, deref, 1));
137 brw_nir_rewrite_image_intrinsic(intrin, index);
138 break;
139 }
140
141 default:
142 break;
143 }
144 }
145 }
146 }
147
148
149
150 // XXX: need unify_interfaces() at link time...
151
152 /**
153 * The pipe->create_[stage]_state() driver hooks.
154 *
155 * Performs basic NIR preprocessing, records any state dependencies, and
156 * returns an iris_uncompiled_shader as the Gallium CSO.
157 *
158 * Actual shader compilation to assembly happens later, at first use.
159 */
160 static void *
161 iris_create_uncompiled_shader(struct pipe_context *ctx,
162 nir_shader *nir,
163 const struct pipe_stream_output_info *so_info)
164 {
165 //struct iris_context *ice = (struct iris_context *)ctx;
166 struct iris_screen *screen = (struct iris_screen *)ctx->screen;
167 const struct gen_device_info *devinfo = &screen->devinfo;
168
169 struct iris_uncompiled_shader *ish =
170 calloc(1, sizeof(struct iris_uncompiled_shader));
171 if (!ish)
172 return NULL;
173
174 nir = brw_preprocess_nir(screen->compiler, nir);
175
176 NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
177 NIR_PASS_V(nir, iris_lower_storage_image_derefs);
178
179 ish->program_id = get_new_program_id(screen);
180 ish->nir = nir;
181 if (so_info)
182 memcpy(&ish->stream_output, so_info, sizeof(*so_info));
183
184 switch (nir->info.stage) {
185 case MESA_SHADER_VERTEX:
186 // XXX: NOS
187 break;
188 case MESA_SHADER_TESS_CTRL:
189 // XXX: NOS
190 break;
191 case MESA_SHADER_TESS_EVAL:
192 // XXX: NOS
193 break;
194 case MESA_SHADER_GEOMETRY:
195 // XXX: NOS
196 break;
197 case MESA_SHADER_FRAGMENT:
198 ish->nos |= IRIS_NOS_FRAMEBUFFER |
199 IRIS_NOS_DEPTH_STENCIL_ALPHA |
200 IRIS_NOS_RASTERIZER |
201 IRIS_NOS_BLEND;
202
203 /* The program key needs the VUE map if there are > 16 inputs */
204 if (util_bitcount64(ish->nir->info.inputs_read &
205 BRW_FS_VARYING_INPUT_MASK) > 16) {
206 ish->nos |= IRIS_NOS_LAST_VUE_MAP;
207 }
208 break;
209 case MESA_SHADER_COMPUTE:
210 // XXX: NOS
211 break;
212 default:
213 break;
214 }
215
216 // XXX: precompile!
217 // XXX: disallow more than 64KB of shared variables
218
219 return ish;
220 }
221
222 /**
223 * The pipe->delete_[stage]_state() driver hooks.
224 *
225 * Frees the iris_uncompiled_shader.
226 */
227 static void *
228 iris_create_shader_state(struct pipe_context *ctx,
229 const struct pipe_shader_state *state)
230 {
231 assert(state->type == PIPE_SHADER_IR_NIR);
232
233 return iris_create_uncompiled_shader(ctx, state->ir.nir,
234 &state->stream_output);
235 }
236
237 static void *
238 iris_create_compute_state(struct pipe_context *ctx,
239 const struct pipe_compute_state *state)
240 {
241 assert(state->ir_type == PIPE_SHADER_IR_NIR);
242
243 return iris_create_uncompiled_shader(ctx, (void *) state->prog, NULL);
244 }
245
246 static void
247 iris_delete_shader_state(struct pipe_context *ctx, void *state)
248 {
249 struct iris_uncompiled_shader *ish = state;
250
251 ralloc_free(ish->nir);
252 free(ish);
253 }
254
255 /**
256 * The pipe->bind_[stage]_state() driver hook.
257 *
258 * Binds an uncompiled shader as the current one for a particular stage.
259 * Updates dirty tracking to account for the shader's NOS.
260 */
261 static void
262 bind_state(struct iris_context *ice,
263 struct iris_uncompiled_shader *ish,
264 gl_shader_stage stage)
265 {
266 uint64_t dirty_bit = IRIS_DIRTY_UNCOMPILED_VS << stage;
267 const uint64_t nos = ish ? ish->nos : 0;
268
269 ice->shaders.uncompiled[stage] = ish;
270 ice->state.dirty |= dirty_bit;
271
272 /* Record that CSOs need to mark IRIS_DIRTY_UNCOMPILED_XS when they change
273 * (or that they no longer need to do so).
274 */
275 for (int i = 0; i < IRIS_NOS_COUNT; i++) {
276 if (nos & (1 << i))
277 ice->state.dirty_for_nos[i] |= dirty_bit;
278 else
279 ice->state.dirty_for_nos[i] &= ~dirty_bit;
280 }
281 }
282
283 static void
284 iris_bind_vs_state(struct pipe_context *ctx, void *state)
285 {
286 bind_state((void *) ctx, state, MESA_SHADER_VERTEX);
287 }
288
289 static void
290 iris_bind_tcs_state(struct pipe_context *ctx, void *state)
291 {
292 bind_state((void *) ctx, state, MESA_SHADER_TESS_CTRL);
293 }
294
295 static void
296 iris_bind_tes_state(struct pipe_context *ctx, void *state)
297 {
298 struct iris_context *ice = (struct iris_context *)ctx;
299
300 /* Enabling/disabling optional stages requires a URB reconfiguration. */
301 if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
302 ice->state.dirty |= IRIS_DIRTY_URB;
303
304 bind_state((void *) ctx, state, MESA_SHADER_TESS_EVAL);
305 }
306
307 static void
308 iris_bind_gs_state(struct pipe_context *ctx, void *state)
309 {
310 struct iris_context *ice = (struct iris_context *)ctx;
311
312 /* Enabling/disabling optional stages requires a URB reconfiguration. */
313 if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
314 ice->state.dirty |= IRIS_DIRTY_URB;
315
316 bind_state((void *) ctx, state, MESA_SHADER_GEOMETRY);
317 }
318
319 static void
320 iris_bind_fs_state(struct pipe_context *ctx, void *state)
321 {
322 bind_state((void *) ctx, state, MESA_SHADER_FRAGMENT);
323 }
324
325 static void
326 iris_bind_cs_state(struct pipe_context *ctx, void *state)
327 {
328 bind_state((void *) ctx, state, MESA_SHADER_COMPUTE);
329 }
330
331 /**
332 * Sets up the starting offsets for the groups of binding table entries
333 * common to all pipeline stages.
334 *
335 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
336 * unused but also make sure that addition of small offsets to them will
337 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
338 */
339 static uint32_t
340 assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
341 const struct nir_shader *nir,
342 struct brw_stage_prog_data *prog_data,
343 uint32_t next_binding_table_offset)
344 {
345 const struct shader_info *info = &nir->info;
346
347 if (info->num_textures) {
348 prog_data->binding_table.texture_start = next_binding_table_offset;
349 prog_data->binding_table.gather_texture_start = next_binding_table_offset;
350 next_binding_table_offset += info->num_textures;
351 } else {
352 prog_data->binding_table.texture_start = 0xd0d0d0d0;
353 prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
354 }
355
356 if (info->num_images) {
357 prog_data->binding_table.image_start = next_binding_table_offset;
358 next_binding_table_offset += info->num_images;
359 } else {
360 prog_data->binding_table.image_start = 0xd0d0d0d0;
361 }
362
363 int num_ubos = info->num_ubos + (nir->num_uniforms > 0 ? 1 : 0);
364
365 if (num_ubos) {
366 //assert(info->num_ubos <= BRW_MAX_UBO);
367 prog_data->binding_table.ubo_start = next_binding_table_offset;
368 next_binding_table_offset += num_ubos;
369 } else {
370 prog_data->binding_table.ubo_start = 0xd0d0d0d0;
371 }
372
373 if (info->num_ssbos || info->num_abos) {
374 prog_data->binding_table.ssbo_start = next_binding_table_offset;
375 // XXX: see iris_state "wasting 16 binding table slots for ABOs" comment
376 next_binding_table_offset += IRIS_MAX_ABOS + info->num_ssbos;
377 } else {
378 prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
379 }
380
381 prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
382
383 /* This may or may not be used depending on how the compile goes. */
384 prog_data->binding_table.pull_constants_start = next_binding_table_offset;
385 next_binding_table_offset++;
386
387 /* Plane 0 is just the regular texture section */
388 prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start;
389
390 prog_data->binding_table.plane_start[1] = next_binding_table_offset;
391 next_binding_table_offset += info->num_textures;
392
393 prog_data->binding_table.plane_start[2] = next_binding_table_offset;
394 next_binding_table_offset += info->num_textures;
395
396 /* Set the binding table size */
397 prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
398
399 return next_binding_table_offset;
400 }
401
402 /**
403 * Associate NIR uniform variables with the prog_data->param[] mechanism
404 * used by the backend. Also, decide which UBOs we'd like to push in an
405 * ideal situation (though the backend can reduce this).
406 */
407 static void
408 iris_setup_uniforms(const struct brw_compiler *compiler,
409 void *mem_ctx,
410 nir_shader *nir,
411 struct brw_stage_prog_data *prog_data)
412 {
413 /* The intel compiler assumes that num_uniforms is in bytes. For
414 * scalar that means 4 bytes per uniform slot.
415 *
416 * Ref: brw_nir_lower_uniforms, type_size_scalar_bytes.
417 */
418 nir->num_uniforms *= 4;
419
420 prog_data->nr_params = 0;
421 prog_data->param = rzalloc_array(mem_ctx, uint32_t, 1);
422
423 nir_function_impl *impl = nir_shader_get_entrypoint(nir);
424
425 nir_builder b;
426 nir_builder_init(&b, impl);
427
428 b.cursor = nir_before_block(nir_start_block(impl));
429 nir_ssa_def *temp_ubo_name = nir_ssa_undef(&b, 1, 32);
430
431 nir_foreach_block(block, impl) {
432 nir_foreach_instr_safe(instr, block) {
433 if (instr->type != nir_instr_type_intrinsic)
434 continue;
435
436 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
437
438 unsigned param_idx = prog_data->nr_params;
439 uint32_t *param = NULL;
440
441 switch (intrin->intrinsic) {
442 case nir_intrinsic_load_user_clip_plane: {
443 unsigned ucp = nir_intrinsic_ucp_id(intrin);
444 param = brw_stage_prog_data_add_params(prog_data, 4);
445 for (int i = 0; i < 4; i++) {
446 param[i] =
447 IRIS_PARAM(BUILTIN, BRW_PARAM_BUILTIN_CLIP_PLANE(ucp, i));
448 }
449 break;
450 }
451 default:
452 continue;
453 }
454
455 b.cursor = nir_before_instr(instr);
456
457 unsigned comps = nir_intrinsic_dest_components(intrin);
458 nir_ssa_def *offset = nir_imm_int(&b, param_idx * sizeof(uint32_t));
459
460 nir_intrinsic_instr *load =
461 nir_intrinsic_instr_create(nir, nir_intrinsic_load_ubo);
462 load->num_components = comps;
463 load->src[0] = nir_src_for_ssa(temp_ubo_name);
464 load->src[1] = nir_src_for_ssa(offset);
465 nir_ssa_dest_init(&load->instr, &load->dest, comps, 32, NULL);
466 nir_builder_instr_insert(&b, &load->instr);
467 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
468 nir_src_for_ssa(&load->dest.ssa));
469 nir_instr_remove(instr);
470 }
471 }
472
473 if (prog_data->nr_params > 0) {
474 nir_foreach_block(block, impl) {
475 nir_foreach_instr_safe(instr, block) {
476 if (instr->type != nir_instr_type_intrinsic)
477 continue;
478
479 nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
480
481 if (load->intrinsic != nir_intrinsic_load_ubo)
482 continue;
483
484 b.cursor = nir_before_instr(instr);
485
486 if (load->src[0].ssa == temp_ubo_name) {
487 load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
488 } else if (nir_src_as_uint(load->src[0]) == 0) {
489 nir_ssa_def *offset =
490 nir_iadd(&b, load->src[1].ssa,
491 nir_imm_int(&b, prog_data->nr_params));
492 load->src[1] = nir_src_for_ssa(offset);
493 }
494 }
495 }
496 }
497
498 // XXX: vs clip planes?
499 if (nir->info.stage != MESA_SHADER_COMPUTE)
500 brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
501 }
502
503 /**
504 * If we still have regular uniforms as push constants after the backend
505 * compilation, set up a UBO range for them. This will be used to fill
506 * out the 3DSTATE_CONSTANT_* packets which cause the data to be pushed.
507 */
508 static void
509 iris_setup_push_uniform_range(const struct brw_compiler *compiler,
510 struct brw_stage_prog_data *prog_data)
511 {
512 if (prog_data->nr_params) {
513 for (int i = 3; i > 0; i--)
514 prog_data->ubo_ranges[i] = prog_data->ubo_ranges[i - 1];
515
516 prog_data->ubo_ranges[0] = (struct brw_ubo_range) {
517 .block = 0,
518 .start = 0,
519 .length = DIV_ROUND_UP(prog_data->nr_params, 8),
520 };
521 }
522 }
523
524 /**
525 * Compile a vertex shader, and upload the assembly.
526 */
527 static bool
528 iris_compile_vs(struct iris_context *ice,
529 struct iris_uncompiled_shader *ish,
530 const struct brw_vs_prog_key *key)
531 {
532 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
533 const struct brw_compiler *compiler = screen->compiler;
534 const struct gen_device_info *devinfo = &screen->devinfo;
535 void *mem_ctx = ralloc_context(NULL);
536 struct brw_vs_prog_data *vs_prog_data =
537 rzalloc(mem_ctx, struct brw_vs_prog_data);
538 struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base;
539 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
540
541 nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
542
543 // XXX: alt mode
544 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
545
546 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
547
548 brw_compute_vue_map(devinfo,
549 &vue_prog_data->vue_map, nir->info.outputs_written,
550 nir->info.separate_shader);
551
552 char *error_str = NULL;
553 const unsigned *program =
554 brw_compile_vs(compiler, &ice->dbg, mem_ctx, key, vs_prog_data,
555 nir, -1, &error_str);
556 if (program == NULL) {
557 dbg_printf("Failed to compile vertex shader: %s\n", error_str);
558 ralloc_free(mem_ctx);
559 return false;
560 }
561
562 iris_setup_push_uniform_range(compiler, prog_data);
563
564 uint32_t *so_decls =
565 ice->vtbl.create_so_decl_list(&ish->stream_output,
566 &vue_prog_data->vue_map);
567
568 iris_upload_and_bind_shader(ice, IRIS_CACHE_VS, key, program, prog_data,
569 so_decls);
570
571 ralloc_free(mem_ctx);
572 return true;
573 }
574
575 /**
576 * Update the current vertex shader variant.
577 *
578 * Fill out the key, look in the cache, compile and bind if needed.
579 */
580 static void
581 iris_update_compiled_vs(struct iris_context *ice)
582 {
583 struct iris_uncompiled_shader *ish =
584 ice->shaders.uncompiled[MESA_SHADER_VERTEX];
585
586 struct brw_vs_prog_key key = { .program_string_id = ish->program_id };
587 ice->vtbl.populate_vs_key(ice, &key);
588
589 if (iris_bind_cached_shader(ice, IRIS_CACHE_VS, &key))
590 return;
591
592 UNUSED bool success = iris_compile_vs(ice, ish, &key);
593 }
594
595 /**
596 * Get the shader_info for a given stage, or NULL if the stage is disabled.
597 */
598 const struct shader_info *
599 iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
600 {
601 const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
602
603 if (!ish)
604 return NULL;
605
606 const nir_shader *nir = ish->nir;
607 return &nir->info;
608 }
609
610 // XXX: this function is gross
611 unsigned
612 iris_get_shader_num_ubos(const struct iris_context *ice, gl_shader_stage stage)
613 {
614 const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
615
616 if (ish) {
617 const nir_shader *nir = ish->nir;
618 /* see assign_common_binding_table_offsets */
619 return nir->info.num_ubos + (nir->num_uniforms > 0 ? 1 : 0);
620 }
621 return 0;
622 }
623
624 /**
625 * Get the union of TCS output and TES input slots.
626 *
627 * TCS and TES need to agree on a common URB entry layout. In particular,
628 * the data for all patch vertices is stored in a single URB entry (unlike
629 * GS which has one entry per input vertex). This means that per-vertex
630 * array indexing needs a stride.
631 *
632 * SSO requires locations to match, but doesn't require the number of
633 * outputs/inputs to match (in fact, the TCS often has extra outputs).
634 * So, we need to take the extra step of unifying these on the fly.
635 */
636 static void
637 get_unified_tess_slots(const struct iris_context *ice,
638 uint64_t *per_vertex_slots,
639 uint32_t *per_patch_slots)
640 {
641 const struct shader_info *tcs =
642 iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
643 const struct shader_info *tes =
644 iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
645
646 *per_vertex_slots = tes->inputs_read;
647 *per_patch_slots = tes->patch_inputs_read;
648
649 if (tcs) {
650 *per_vertex_slots |= tcs->inputs_read;
651 *per_patch_slots |= tcs->patch_inputs_read;
652 }
653 }
654
655 /**
656 * Compile a tessellation control shader, and upload the assembly.
657 */
658 static bool
659 iris_compile_tcs(struct iris_context *ice,
660 struct iris_uncompiled_shader *ish,
661 const struct brw_tcs_prog_key *key)
662 {
663 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
664 const struct brw_compiler *compiler = screen->compiler;
665 const struct nir_shader_compiler_options *options =
666 compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions;
667 const struct gen_device_info *devinfo = &screen->devinfo;
668 void *mem_ctx = ralloc_context(NULL);
669 struct brw_tcs_prog_data *tcs_prog_data =
670 rzalloc(mem_ctx, struct brw_tcs_prog_data);
671 struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base;
672 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
673
674 nir_shader *nir;
675
676 if (ish) {
677 nir = nir_shader_clone(mem_ctx, ish->nir);
678
679 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
680 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
681 } else {
682 nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
683
684 /* Reserve space for passing the default tess levels as constants. */
685 prog_data->param = rzalloc_array(mem_ctx, uint32_t, 8);
686 prog_data->nr_params = 8;
687 prog_data->ubo_ranges[0].length = 1;
688 }
689
690 char *error_str = NULL;
691 const unsigned *program =
692 brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir,
693 -1, &error_str);
694 if (program == NULL) {
695 dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
696 ralloc_free(mem_ctx);
697 return false;
698 }
699
700 iris_setup_push_uniform_range(compiler, prog_data);
701
702 iris_upload_and_bind_shader(ice, IRIS_CACHE_TCS, key, program, prog_data,
703 NULL);
704
705 ralloc_free(mem_ctx);
706 return true;
707 }
708
709 /**
710 * Update the current tessellation control shader variant.
711 *
712 * Fill out the key, look in the cache, compile and bind if needed.
713 */
714 static void
715 iris_update_compiled_tcs(struct iris_context *ice)
716 {
717 struct iris_uncompiled_shader *tcs =
718 ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL];
719
720 const struct shader_info *tes_info =
721 iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
722 struct brw_tcs_prog_key key = {
723 .program_string_id = tcs ? tcs->program_id : 0,
724 .tes_primitive_mode = tes_info->tess.primitive_mode,
725 .input_vertices = ice->state.vertices_per_patch,
726 };
727 get_unified_tess_slots(ice, &key.outputs_written,
728 &key.patch_outputs_written);
729 ice->vtbl.populate_tcs_key(ice, &key);
730
731 if (iris_bind_cached_shader(ice, IRIS_CACHE_TCS, &key))
732 return;
733
734 UNUSED bool success = iris_compile_tcs(ice, tcs, &key);
735 }
736
737 /**
738 * Compile a tessellation evaluation shader, and upload the assembly.
739 */
740 static bool
741 iris_compile_tes(struct iris_context *ice,
742 struct iris_uncompiled_shader *ish,
743 const struct brw_tes_prog_key *key)
744 {
745 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
746 const struct brw_compiler *compiler = screen->compiler;
747 const struct gen_device_info *devinfo = &screen->devinfo;
748 void *mem_ctx = ralloc_context(NULL);
749 struct brw_tes_prog_data *tes_prog_data =
750 rzalloc(mem_ctx, struct brw_tes_prog_data);
751 struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base;
752 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
753
754 nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
755
756 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
757
758 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
759
760 struct brw_vue_map input_vue_map;
761 brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
762 key->patch_inputs_read);
763
764 char *error_str = NULL;
765 const unsigned *program =
766 brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map,
767 tes_prog_data, nir, NULL, -1, &error_str);
768 if (program == NULL) {
769 dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
770 ralloc_free(mem_ctx);
771 return false;
772 }
773
774 iris_setup_push_uniform_range(compiler, prog_data);
775
776 uint32_t *so_decls =
777 ice->vtbl.create_so_decl_list(&ish->stream_output,
778 &vue_prog_data->vue_map);
779
780 iris_upload_and_bind_shader(ice, IRIS_CACHE_TES, key, program, prog_data,
781 so_decls);
782
783 ralloc_free(mem_ctx);
784 return true;
785 }
786
787 /**
788 * Update the current tessellation evaluation shader variant.
789 *
790 * Fill out the key, look in the cache, compile and bind if needed.
791 */
792 static void
793 iris_update_compiled_tes(struct iris_context *ice)
794 {
795 struct iris_uncompiled_shader *ish =
796 ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
797
798 struct brw_tes_prog_key key = { .program_string_id = ish->program_id };
799 get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read);
800 ice->vtbl.populate_tes_key(ice, &key);
801
802 if (iris_bind_cached_shader(ice, IRIS_CACHE_TES, &key))
803 return;
804
805 UNUSED bool success = iris_compile_tes(ice, ish, &key);
806 }
807
808 /**
809 * Compile a geometry shader, and upload the assembly.
810 */
811 static bool
812 iris_compile_gs(struct iris_context *ice,
813 struct iris_uncompiled_shader *ish,
814 const struct brw_gs_prog_key *key)
815 {
816 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
817 const struct brw_compiler *compiler = screen->compiler;
818 const struct gen_device_info *devinfo = &screen->devinfo;
819 void *mem_ctx = ralloc_context(NULL);
820 struct brw_gs_prog_data *gs_prog_data =
821 rzalloc(mem_ctx, struct brw_gs_prog_data);
822 struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base;
823 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
824
825 nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
826
827 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
828
829 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
830
831 brw_compute_vue_map(devinfo,
832 &vue_prog_data->vue_map, nir->info.outputs_written,
833 nir->info.separate_shader);
834
835 char *error_str = NULL;
836 const unsigned *program =
837 brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir,
838 NULL, -1, &error_str);
839 if (program == NULL) {
840 dbg_printf("Failed to compile geometry shader: %s\n", error_str);
841 ralloc_free(mem_ctx);
842 return false;
843 }
844
845 iris_setup_push_uniform_range(compiler, prog_data);
846
847 uint32_t *so_decls =
848 ice->vtbl.create_so_decl_list(&ish->stream_output,
849 &vue_prog_data->vue_map);
850
851 iris_upload_and_bind_shader(ice, IRIS_CACHE_GS, key, program, prog_data,
852 so_decls);
853
854 ralloc_free(mem_ctx);
855 return true;
856 }
857
858 /**
859 * Update the current geometry shader variant.
860 *
861 * Fill out the key, look in the cache, compile and bind if needed.
862 */
863 static void
864 iris_update_compiled_gs(struct iris_context *ice)
865 {
866 struct iris_uncompiled_shader *ish =
867 ice->shaders.uncompiled[MESA_SHADER_GEOMETRY];
868
869 if (!ish) {
870 iris_unbind_shader(ice, IRIS_CACHE_GS);
871 return;
872 }
873
874 struct brw_gs_prog_key key = { .program_string_id = ish->program_id };
875 ice->vtbl.populate_gs_key(ice, &key);
876
877 if (iris_bind_cached_shader(ice, IRIS_CACHE_GS, &key))
878 return;
879
880 UNUSED bool success = iris_compile_gs(ice, ish, &key);
881 }
882
883 /**
884 * Compile a fragment (pixel) shader, and upload the assembly.
885 */
886 static bool
887 iris_compile_fs(struct iris_context *ice,
888 struct iris_uncompiled_shader *ish,
889 const struct brw_wm_prog_key *key,
890 struct brw_vue_map *vue_map)
891 {
892 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
893 const struct brw_compiler *compiler = screen->compiler;
894 const struct gen_device_info *devinfo = &screen->devinfo;
895 void *mem_ctx = ralloc_context(NULL);
896 struct brw_wm_prog_data *fs_prog_data =
897 rzalloc(mem_ctx, struct brw_wm_prog_data);
898 struct brw_stage_prog_data *prog_data = &fs_prog_data->base;
899
900 nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
901
902 // XXX: alt mode
903 assign_common_binding_table_offsets(devinfo, nir, prog_data,
904 MAX2(key->nr_color_regions, 1));
905
906 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
907
908 char *error_str = NULL;
909 const unsigned *program =
910 brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,
911 nir, NULL, -1, -1, -1, true, false, vue_map, &error_str);
912 if (program == NULL) {
913 dbg_printf("Failed to compile fragment shader: %s\n", error_str);
914 ralloc_free(mem_ctx);
915 return false;
916 }
917
918 //brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch);
919
920 iris_setup_push_uniform_range(compiler, prog_data);
921
922 iris_upload_and_bind_shader(ice, IRIS_CACHE_FS, key, program, prog_data,
923 NULL);
924
925 ralloc_free(mem_ctx);
926 return true;
927 }
928
929 /**
930 * Update the current fragment shader variant.
931 *
932 * Fill out the key, look in the cache, compile and bind if needed.
933 */
934 static void
935 iris_update_compiled_fs(struct iris_context *ice)
936 {
937 struct iris_uncompiled_shader *ish =
938 ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
939 struct brw_wm_prog_key key = { .program_string_id = ish->program_id };
940 ice->vtbl.populate_fs_key(ice, &key);
941
942 if (ish->nos & IRIS_NOS_LAST_VUE_MAP)
943 key.input_slots_valid = ice->shaders.last_vue_map->slots_valid;
944
945 if (iris_bind_cached_shader(ice, IRIS_CACHE_FS, &key))
946 return;
947
948 UNUSED bool success =
949 iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map);
950 }
951
952 /**
953 * Get the compiled shader for the last enabled geometry stage.
954 *
955 * This stage is the one which will feed stream output and the rasterizer.
956 */
957 static struct iris_compiled_shader *
958 last_vue_shader(struct iris_context *ice)
959 {
960 if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
961 return ice->shaders.prog[MESA_SHADER_GEOMETRY];
962
963 if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
964 return ice->shaders.prog[MESA_SHADER_TESS_EVAL];
965
966 return ice->shaders.prog[MESA_SHADER_VERTEX];
967 }
968
969 /**
970 * Update the last enabled stage's VUE map.
971 *
972 * When the shader feeding the rasterizer's output interface changes, we
973 * need to re-emit various packets.
974 */
975 static void
976 update_last_vue_map(struct iris_context *ice,
977 struct brw_stage_prog_data *prog_data)
978 {
979 struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
980 struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
981 struct brw_vue_map *old_map = ice->shaders.last_vue_map;
982 const uint64_t changed_slots =
983 (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid;
984
985 if (changed_slots & VARYING_BIT_VIEWPORT) {
986 // XXX: could use ctx->Const.MaxViewports for old API efficiency
987 ice->state.num_viewports =
988 (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1;
989 ice->state.dirty |= IRIS_DIRTY_CLIP |
990 IRIS_DIRTY_SF_CL_VIEWPORT |
991 IRIS_DIRTY_CC_VIEWPORT |
992 IRIS_DIRTY_SCISSOR_RECT |
993 IRIS_DIRTY_UNCOMPILED_FS |
994 ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP];
995 // XXX: CC_VIEWPORT?
996 }
997
998 if (changed_slots || (old_map && old_map->separate != vue_map->separate)) {
999 ice->state.dirty |= IRIS_DIRTY_SBE;
1000 }
1001
1002 ice->shaders.last_vue_map = &vue_prog_data->vue_map;
1003 }
1004
1005 /**
1006 * Get the prog_data for a given stage, or NULL if the stage is disabled.
1007 */
1008 static struct brw_vue_prog_data *
1009 get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
1010 {
1011 if (!ice->shaders.prog[stage])
1012 return NULL;
1013
1014 return (void *) ice->shaders.prog[stage]->prog_data;
1015 }
1016
1017 /**
1018 * Update the current shader variants for the given state.
1019 *
1020 * This should be called on every draw call to ensure that the correct
1021 * shaders are bound. It will also flag any dirty state triggered by
1022 * swapping out those shaders.
1023 */
1024 void
1025 iris_update_compiled_shaders(struct iris_context *ice)
1026 {
1027 const uint64_t dirty = ice->state.dirty;
1028
1029 struct brw_vue_prog_data *old_prog_datas[4];
1030 if (!(dirty & IRIS_DIRTY_URB)) {
1031 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++)
1032 old_prog_datas[i] = get_vue_prog_data(ice, i);
1033 }
1034
1035 if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) {
1036 struct iris_uncompiled_shader *tes =
1037 ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
1038 if (tes) {
1039 iris_update_compiled_tcs(ice);
1040 iris_update_compiled_tes(ice);
1041 } else {
1042 iris_unbind_shader(ice, IRIS_CACHE_TCS);
1043 iris_unbind_shader(ice, IRIS_CACHE_TES);
1044 }
1045 }
1046
1047 if (dirty & IRIS_DIRTY_UNCOMPILED_VS)
1048 iris_update_compiled_vs(ice);
1049 if (dirty & IRIS_DIRTY_UNCOMPILED_GS)
1050 iris_update_compiled_gs(ice);
1051
1052 struct iris_compiled_shader *shader = last_vue_shader(ice);
1053 update_last_vue_map(ice, shader->prog_data);
1054 if (ice->state.streamout != shader->streamout) {
1055 ice->state.streamout = shader->streamout;
1056 ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT;
1057 }
1058
1059 if (dirty & IRIS_DIRTY_UNCOMPILED_FS)
1060 iris_update_compiled_fs(ice);
1061 // ...
1062
1063 /* Changing shader interfaces may require a URB configuration. */
1064 if (!(dirty & IRIS_DIRTY_URB)) {
1065 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
1066 struct brw_vue_prog_data *old = old_prog_datas[i];
1067 struct brw_vue_prog_data *new = get_vue_prog_data(ice, i);
1068 if (!!old != !!new ||
1069 (new && new->urb_entry_size != old->urb_entry_size)) {
1070 ice->state.dirty |= IRIS_DIRTY_URB;
1071 break;
1072 }
1073 }
1074 }
1075 }
1076
1077 static bool
1078 iris_compile_cs(struct iris_context *ice,
1079 struct iris_uncompiled_shader *ish,
1080 const struct brw_cs_prog_key *key)
1081 {
1082 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1083 const struct brw_compiler *compiler = screen->compiler;
1084 const struct gen_device_info *devinfo = &screen->devinfo;
1085 void *mem_ctx = ralloc_context(NULL);
1086 struct brw_cs_prog_data *cs_prog_data =
1087 rzalloc(mem_ctx, struct brw_cs_prog_data);
1088 struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
1089
1090 nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
1091
1092 cs_prog_data->binding_table.work_groups_start = 0;
1093 assign_common_binding_table_offsets(devinfo, nir, prog_data, 1);
1094
1095 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
1096
1097 char *error_str = NULL;
1098 const unsigned *program =
1099 brw_compile_cs(compiler, &ice->dbg, mem_ctx, key, cs_prog_data,
1100 nir, -1, &error_str);
1101 if (program == NULL) {
1102 dbg_printf("Failed to compile compute shader: %s\n", error_str);
1103 ralloc_free(mem_ctx);
1104 return false;
1105 }
1106
1107 iris_upload_and_bind_shader(ice, IRIS_CACHE_CS, key, program, prog_data,
1108 NULL);
1109
1110 ralloc_free(mem_ctx);
1111 return true;
1112 }
1113
1114 void
1115 iris_update_compiled_compute_shader(struct iris_context *ice)
1116 {
1117 struct iris_uncompiled_shader *ish =
1118 ice->shaders.uncompiled[MESA_SHADER_COMPUTE];
1119
1120 struct brw_cs_prog_key key = { .program_string_id = ish->program_id };
1121 ice->vtbl.populate_cs_key(ice, &key);
1122
1123 if (iris_bind_cached_shader(ice, IRIS_CACHE_CS, &key))
1124 return;
1125
1126 UNUSED bool success = iris_compile_cs(ice, ish, &key);
1127 }
1128
1129 void
1130 iris_fill_cs_push_const_buffer(struct brw_cs_prog_data *cs_prog_data,
1131 uint32_t *dst)
1132 {
1133 struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
1134 assert(cs_prog_data->push.total.size > 0);
1135 assert(cs_prog_data->push.cross_thread.size == 0);
1136 assert(cs_prog_data->push.per_thread.dwords == 1);
1137 assert(prog_data->param[0] == BRW_PARAM_BUILTIN_SUBGROUP_ID);
1138 for (unsigned t = 0; t < cs_prog_data->threads; t++)
1139 dst[8 * t] = t;
1140 }
1141
1142 /**
1143 * Allocate scratch BOs as needed for the given per-thread size and stage.
1144 *
1145 * Returns the 32-bit "Scratch Space Base Pointer" value.
1146 */
1147 uint32_t
1148 iris_get_scratch_space(struct iris_context *ice,
1149 unsigned per_thread_scratch,
1150 gl_shader_stage stage)
1151 {
1152 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1153 struct iris_bufmgr *bufmgr = screen->bufmgr;
1154 const struct gen_device_info *devinfo = &screen->devinfo;
1155
1156 unsigned encoded_size = ffs(per_thread_scratch) - 11;
1157 assert(encoded_size < (1 << 16));
1158
1159 struct iris_bo **bop = &ice->shaders.scratch_bos[encoded_size][stage];
1160
1161 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
1162 *
1163 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
1164 * allocate scratch space enough so that each slice has 4 slices
1165 * allowed."
1166 *
1167 * According to the other driver team, this applies to compute shaders
1168 * as well. This is not currently documented at all.
1169 */
1170 unsigned subslice_total = 4 * devinfo->num_slices;
1171 assert(subslice_total >= screen->subslice_total);
1172
1173 if (!*bop) {
1174 unsigned scratch_ids_per_subslice = devinfo->max_cs_threads;
1175 uint32_t max_threads[] = {
1176 [MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
1177 [MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads,
1178 [MESA_SHADER_TESS_EVAL] = devinfo->max_tes_threads,
1179 [MESA_SHADER_GEOMETRY] = devinfo->max_gs_threads,
1180 [MESA_SHADER_FRAGMENT] = devinfo->max_wm_threads,
1181 [MESA_SHADER_COMPUTE] = scratch_ids_per_subslice * subslice_total,
1182 };
1183
1184 uint32_t size = per_thread_scratch * max_threads[stage];
1185
1186 *bop = iris_bo_alloc(bufmgr, "scratch", size, IRIS_MEMZONE_SHADER);
1187 }
1188
1189 return (*bop)->gtt_offset;
1190 }
1191
1192 void
1193 iris_init_program_functions(struct pipe_context *ctx)
1194 {
1195 ctx->create_vs_state = iris_create_shader_state;
1196 ctx->create_tcs_state = iris_create_shader_state;
1197 ctx->create_tes_state = iris_create_shader_state;
1198 ctx->create_gs_state = iris_create_shader_state;
1199 ctx->create_fs_state = iris_create_shader_state;
1200 ctx->create_compute_state = iris_create_compute_state;
1201
1202 ctx->delete_vs_state = iris_delete_shader_state;
1203 ctx->delete_tcs_state = iris_delete_shader_state;
1204 ctx->delete_tes_state = iris_delete_shader_state;
1205 ctx->delete_gs_state = iris_delete_shader_state;
1206 ctx->delete_fs_state = iris_delete_shader_state;
1207 ctx->delete_compute_state = iris_delete_shader_state;
1208
1209 ctx->bind_vs_state = iris_bind_vs_state;
1210 ctx->bind_tcs_state = iris_bind_tcs_state;
1211 ctx->bind_tes_state = iris_bind_tes_state;
1212 ctx->bind_gs_state = iris_bind_gs_state;
1213 ctx->bind_fs_state = iris_bind_fs_state;
1214 ctx->bind_compute_state = iris_bind_cs_state;
1215 }