iris: little bits of compute basics
[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 prog_data->nr_params = nir->num_uniforms;
414 /* The intel compiler assumes that num_uniforms is in bytes. For
415 * scalar that means 4 bytes per uniform slot.
416 *
417 * Ref: brw_nir_lower_uniforms, type_size_scalar_bytes.
418 */
419 nir->num_uniforms *= 4;
420 prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
421
422 nir_foreach_variable(var, &nir->uniforms) {
423 const unsigned components = glsl_get_components(var->type);
424
425 for (unsigned i = 0; i < components; i++) {
426 prog_data->param[var->data.driver_location] =
427 var->data.driver_location;
428 }
429 }
430
431 // XXX: vs clip planes?
432 brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
433 }
434
435 /**
436 * If we still have regular uniforms as push constants after the backend
437 * compilation, set up a UBO range for them. This will be used to fill
438 * out the 3DSTATE_CONSTANT_* packets which cause the data to be pushed.
439 */
440 static void
441 iris_setup_push_uniform_range(const struct brw_compiler *compiler,
442 struct brw_stage_prog_data *prog_data)
443 {
444 if (prog_data->nr_params) {
445 for (int i = 3; i > 0; i--)
446 prog_data->ubo_ranges[i] = prog_data->ubo_ranges[i - 1];
447
448 prog_data->ubo_ranges[0] = (struct brw_ubo_range) {
449 .block = 0,
450 .start = 0,
451 .length = DIV_ROUND_UP(prog_data->nr_params, 8),
452 };
453 }
454 }
455
456 /**
457 * Compile a vertex shader, and upload the assembly.
458 */
459 static bool
460 iris_compile_vs(struct iris_context *ice,
461 struct iris_uncompiled_shader *ish,
462 const struct brw_vs_prog_key *key)
463 {
464 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
465 const struct brw_compiler *compiler = screen->compiler;
466 const struct gen_device_info *devinfo = &screen->devinfo;
467 void *mem_ctx = ralloc_context(NULL);
468 struct brw_vs_prog_data *vs_prog_data =
469 rzalloc(mem_ctx, struct brw_vs_prog_data);
470 struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base;
471 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
472
473 nir_shader *nir = ish->nir;
474
475 // XXX: alt mode
476 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
477
478 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
479
480 brw_compute_vue_map(devinfo,
481 &vue_prog_data->vue_map, nir->info.outputs_written,
482 nir->info.separate_shader);
483
484 char *error_str = NULL;
485 const unsigned *program =
486 brw_compile_vs(compiler, &ice->dbg, mem_ctx, key, vs_prog_data,
487 nir, -1, &error_str);
488 if (program == NULL) {
489 dbg_printf("Failed to compile vertex shader: %s\n", error_str);
490 ralloc_free(mem_ctx);
491 return false;
492 }
493
494 iris_setup_push_uniform_range(compiler, prog_data);
495
496 uint32_t *so_decls =
497 ice->vtbl.create_so_decl_list(&ish->stream_output,
498 &vue_prog_data->vue_map);
499
500 iris_upload_and_bind_shader(ice, IRIS_CACHE_VS, key, program, prog_data,
501 so_decls);
502
503 ralloc_free(mem_ctx);
504 return true;
505 }
506
507 /**
508 * Update the current vertex shader variant.
509 *
510 * Fill out the key, look in the cache, compile and bind if needed.
511 */
512 static void
513 iris_update_compiled_vs(struct iris_context *ice)
514 {
515 struct iris_uncompiled_shader *ish =
516 ice->shaders.uncompiled[MESA_SHADER_VERTEX];
517
518 struct brw_vs_prog_key key = { .program_string_id = ish->program_id };
519 ice->vtbl.populate_vs_key(ice, &key);
520
521 if (iris_bind_cached_shader(ice, IRIS_CACHE_VS, &key))
522 return;
523
524 UNUSED bool success = iris_compile_vs(ice, ish, &key);
525 }
526
527 /**
528 * Get the shader_info for a given stage, or NULL if the stage is disabled.
529 */
530 const struct shader_info *
531 iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
532 {
533 const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
534
535 if (!ish)
536 return NULL;
537
538 const nir_shader *nir = ish->nir;
539 return &nir->info;
540 }
541
542 // XXX: this function is gross
543 unsigned
544 iris_get_shader_num_ubos(const struct iris_context *ice, gl_shader_stage stage)
545 {
546 const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
547
548 if (ish) {
549 const nir_shader *nir = ish->nir;
550 /* see assign_common_binding_table_offsets */
551 return nir->info.num_ubos + (nir->num_uniforms > 0 ? 1 : 0);
552 }
553 return 0;
554 }
555
556 /**
557 * Get the union of TCS output and TES input slots.
558 *
559 * TCS and TES need to agree on a common URB entry layout. In particular,
560 * the data for all patch vertices is stored in a single URB entry (unlike
561 * GS which has one entry per input vertex). This means that per-vertex
562 * array indexing needs a stride.
563 *
564 * SSO requires locations to match, but doesn't require the number of
565 * outputs/inputs to match (in fact, the TCS often has extra outputs).
566 * So, we need to take the extra step of unifying these on the fly.
567 */
568 static void
569 get_unified_tess_slots(const struct iris_context *ice,
570 uint64_t *per_vertex_slots,
571 uint32_t *per_patch_slots)
572 {
573 const struct shader_info *tcs =
574 iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
575 const struct shader_info *tes =
576 iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
577
578 *per_vertex_slots = tes->inputs_read;
579 *per_patch_slots = tes->patch_inputs_read;
580
581 if (tcs) {
582 *per_vertex_slots |= tcs->inputs_read;
583 *per_patch_slots |= tcs->patch_inputs_read;
584 }
585 }
586
587 /**
588 * Compile a tessellation control shader, and upload the assembly.
589 */
590 static bool
591 iris_compile_tcs(struct iris_context *ice,
592 struct iris_uncompiled_shader *ish,
593 const struct brw_tcs_prog_key *key)
594 {
595 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
596 const struct brw_compiler *compiler = screen->compiler;
597 const struct nir_shader_compiler_options *options =
598 compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions;
599 const struct gen_device_info *devinfo = &screen->devinfo;
600 void *mem_ctx = ralloc_context(NULL);
601 struct brw_tcs_prog_data *tcs_prog_data =
602 rzalloc(mem_ctx, struct brw_tcs_prog_data);
603 struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base;
604 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
605
606 nir_shader *nir;
607
608 if (ish) {
609 nir = ish->nir;
610
611 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
612 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
613 } else {
614 nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
615
616 /* Reserve space for passing the default tess levels as constants. */
617 prog_data->param = rzalloc_array(mem_ctx, uint32_t, 8);
618 prog_data->nr_params = 8;
619 prog_data->ubo_ranges[0].length = 1;
620 }
621
622 char *error_str = NULL;
623 const unsigned *program =
624 brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir,
625 -1, &error_str);
626 if (program == NULL) {
627 dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
628 ralloc_free(mem_ctx);
629 return false;
630 }
631
632 iris_setup_push_uniform_range(compiler, prog_data);
633
634 iris_upload_and_bind_shader(ice, IRIS_CACHE_TCS, key, program, prog_data,
635 NULL);
636
637 ralloc_free(mem_ctx);
638 return true;
639 }
640
641 /**
642 * Update the current tessellation control shader variant.
643 *
644 * Fill out the key, look in the cache, compile and bind if needed.
645 */
646 static void
647 iris_update_compiled_tcs(struct iris_context *ice)
648 {
649 struct iris_uncompiled_shader *tcs =
650 ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL];
651
652 const struct shader_info *tes_info =
653 iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
654 struct brw_tcs_prog_key key = {
655 .program_string_id = tcs ? tcs->program_id : 0,
656 .tes_primitive_mode = tes_info->tess.primitive_mode,
657 .input_vertices = ice->state.vertices_per_patch,
658 };
659 get_unified_tess_slots(ice, &key.outputs_written,
660 &key.patch_outputs_written);
661 ice->vtbl.populate_tcs_key(ice, &key);
662
663 if (iris_bind_cached_shader(ice, IRIS_CACHE_TCS, &key))
664 return;
665
666 UNUSED bool success = iris_compile_tcs(ice, tcs, &key);
667 }
668
669 /**
670 * Compile a tessellation evaluation shader, and upload the assembly.
671 */
672 static bool
673 iris_compile_tes(struct iris_context *ice,
674 struct iris_uncompiled_shader *ish,
675 const struct brw_tes_prog_key *key)
676 {
677 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
678 const struct brw_compiler *compiler = screen->compiler;
679 const struct gen_device_info *devinfo = &screen->devinfo;
680 void *mem_ctx = ralloc_context(NULL);
681 struct brw_tes_prog_data *tes_prog_data =
682 rzalloc(mem_ctx, struct brw_tes_prog_data);
683 struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base;
684 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
685
686 nir_shader *nir = ish->nir;
687
688 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
689
690 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
691
692 struct brw_vue_map input_vue_map;
693 brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
694 key->patch_inputs_read);
695
696 char *error_str = NULL;
697 const unsigned *program =
698 brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map,
699 tes_prog_data, nir, NULL, -1, &error_str);
700 if (program == NULL) {
701 dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
702 ralloc_free(mem_ctx);
703 return false;
704 }
705
706 iris_setup_push_uniform_range(compiler, prog_data);
707
708 uint32_t *so_decls =
709 ice->vtbl.create_so_decl_list(&ish->stream_output,
710 &vue_prog_data->vue_map);
711
712 iris_upload_and_bind_shader(ice, IRIS_CACHE_TES, key, program, prog_data,
713 so_decls);
714
715 ralloc_free(mem_ctx);
716 return true;
717 }
718
719 /**
720 * Update the current tessellation evaluation shader variant.
721 *
722 * Fill out the key, look in the cache, compile and bind if needed.
723 */
724 static void
725 iris_update_compiled_tes(struct iris_context *ice)
726 {
727 struct iris_uncompiled_shader *ish =
728 ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
729
730 struct brw_tes_prog_key key = { .program_string_id = ish->program_id };
731 get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read);
732 ice->vtbl.populate_tes_key(ice, &key);
733
734 if (iris_bind_cached_shader(ice, IRIS_CACHE_TES, &key))
735 return;
736
737 UNUSED bool success = iris_compile_tes(ice, ish, &key);
738 }
739
740 /**
741 * Compile a geometry shader, and upload the assembly.
742 */
743 static bool
744 iris_compile_gs(struct iris_context *ice,
745 struct iris_uncompiled_shader *ish,
746 const struct brw_gs_prog_key *key)
747 {
748 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
749 const struct brw_compiler *compiler = screen->compiler;
750 const struct gen_device_info *devinfo = &screen->devinfo;
751 void *mem_ctx = ralloc_context(NULL);
752 struct brw_gs_prog_data *gs_prog_data =
753 rzalloc(mem_ctx, struct brw_gs_prog_data);
754 struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base;
755 struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
756
757 nir_shader *nir = ish->nir;
758
759 assign_common_binding_table_offsets(devinfo, nir, prog_data, 0);
760
761 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
762
763 brw_compute_vue_map(devinfo,
764 &vue_prog_data->vue_map, nir->info.outputs_written,
765 nir->info.separate_shader);
766
767 char *error_str = NULL;
768 const unsigned *program =
769 brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir,
770 NULL, -1, &error_str);
771 if (program == NULL) {
772 dbg_printf("Failed to compile geometry shader: %s\n", error_str);
773 ralloc_free(mem_ctx);
774 return false;
775 }
776
777 iris_setup_push_uniform_range(compiler, prog_data);
778
779 uint32_t *so_decls =
780 ice->vtbl.create_so_decl_list(&ish->stream_output,
781 &vue_prog_data->vue_map);
782
783 iris_upload_and_bind_shader(ice, IRIS_CACHE_GS, key, program, prog_data,
784 so_decls);
785
786 ralloc_free(mem_ctx);
787 return true;
788 }
789
790 /**
791 * Update the current geometry shader variant.
792 *
793 * Fill out the key, look in the cache, compile and bind if needed.
794 */
795 static void
796 iris_update_compiled_gs(struct iris_context *ice)
797 {
798 struct iris_uncompiled_shader *ish =
799 ice->shaders.uncompiled[MESA_SHADER_GEOMETRY];
800
801 if (!ish) {
802 iris_unbind_shader(ice, IRIS_CACHE_GS);
803 return;
804 }
805
806 struct brw_gs_prog_key key = { .program_string_id = ish->program_id };
807 ice->vtbl.populate_gs_key(ice, &key);
808
809 if (iris_bind_cached_shader(ice, IRIS_CACHE_GS, &key))
810 return;
811
812 UNUSED bool success = iris_compile_gs(ice, ish, &key);
813 }
814
815 /**
816 * Compile a fragment (pixel) shader, and upload the assembly.
817 */
818 static bool
819 iris_compile_fs(struct iris_context *ice,
820 struct iris_uncompiled_shader *ish,
821 const struct brw_wm_prog_key *key,
822 struct brw_vue_map *vue_map)
823 {
824 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
825 const struct brw_compiler *compiler = screen->compiler;
826 const struct gen_device_info *devinfo = &screen->devinfo;
827 void *mem_ctx = ralloc_context(NULL);
828 struct brw_wm_prog_data *fs_prog_data =
829 rzalloc(mem_ctx, struct brw_wm_prog_data);
830 struct brw_stage_prog_data *prog_data = &fs_prog_data->base;
831
832 nir_shader *nir = ish->nir;
833
834 // XXX: alt mode
835 assign_common_binding_table_offsets(devinfo, nir, prog_data,
836 MAX2(key->nr_color_regions, 1));
837
838 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
839
840 char *error_str = NULL;
841 const unsigned *program =
842 brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,
843 nir, NULL, -1, -1, -1, true, false, vue_map, &error_str);
844 if (program == NULL) {
845 dbg_printf("Failed to compile fragment shader: %s\n", error_str);
846 ralloc_free(mem_ctx);
847 return false;
848 }
849
850 //brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch);
851
852 iris_setup_push_uniform_range(compiler, prog_data);
853
854 iris_upload_and_bind_shader(ice, IRIS_CACHE_FS, key, program, prog_data,
855 NULL);
856
857 ralloc_free(mem_ctx);
858 return true;
859 }
860
861 /**
862 * Update the current fragment shader variant.
863 *
864 * Fill out the key, look in the cache, compile and bind if needed.
865 */
866 static void
867 iris_update_compiled_fs(struct iris_context *ice)
868 {
869 struct iris_uncompiled_shader *ish =
870 ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
871 struct brw_wm_prog_key key = { .program_string_id = ish->program_id };
872 ice->vtbl.populate_fs_key(ice, &key);
873
874 if (ish->nos & IRIS_NOS_LAST_VUE_MAP)
875 key.input_slots_valid = ice->shaders.last_vue_map->slots_valid;
876
877 if (iris_bind_cached_shader(ice, IRIS_CACHE_FS, &key))
878 return;
879
880 UNUSED bool success =
881 iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map);
882 }
883
884 /**
885 * Get the compiled shader for the last enabled geometry stage.
886 *
887 * This stage is the one which will feed stream output and the rasterizer.
888 */
889 static struct iris_compiled_shader *
890 last_vue_shader(struct iris_context *ice)
891 {
892 if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
893 return ice->shaders.prog[MESA_SHADER_GEOMETRY];
894
895 if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
896 return ice->shaders.prog[MESA_SHADER_TESS_EVAL];
897
898 return ice->shaders.prog[MESA_SHADER_VERTEX];
899 }
900
901 /**
902 * Update the last enabled stage's VUE map.
903 *
904 * When the shader feeding the rasterizer's output interface changes, we
905 * need to re-emit various packets.
906 */
907 static void
908 update_last_vue_map(struct iris_context *ice,
909 struct brw_stage_prog_data *prog_data)
910 {
911 struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
912 struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
913 struct brw_vue_map *old_map = ice->shaders.last_vue_map;
914 const uint64_t changed_slots =
915 (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid;
916
917 if (changed_slots & VARYING_BIT_VIEWPORT) {
918 // XXX: could use ctx->Const.MaxViewports for old API efficiency
919 ice->state.num_viewports =
920 (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1;
921 ice->state.dirty |= IRIS_DIRTY_CLIP |
922 IRIS_DIRTY_SF_CL_VIEWPORT |
923 IRIS_DIRTY_SCISSOR_RECT |
924 IRIS_DIRTY_UNCOMPILED_FS |
925 ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP];
926 // XXX: CC_VIEWPORT?
927 }
928
929 if (changed_slots || (old_map && old_map->separate != vue_map->separate)) {
930 ice->state.dirty |= IRIS_DIRTY_SBE;
931 }
932
933 ice->shaders.last_vue_map = &vue_prog_data->vue_map;
934 }
935
936 /**
937 * Get the prog_data for a given stage, or NULL if the stage is disabled.
938 */
939 static struct brw_vue_prog_data *
940 get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
941 {
942 if (!ice->shaders.prog[stage])
943 return NULL;
944
945 return (void *) ice->shaders.prog[stage]->prog_data;
946 }
947
948 /**
949 * Update the current shader variants for the given state.
950 *
951 * This should be called on every draw call to ensure that the correct
952 * shaders are bound. It will also flag any dirty state triggered by
953 * swapping out those shaders.
954 */
955 void
956 iris_update_compiled_shaders(struct iris_context *ice)
957 {
958 const uint64_t dirty = ice->state.dirty;
959
960 struct brw_vue_prog_data *old_prog_datas[4];
961 if (!(dirty & IRIS_DIRTY_URB)) {
962 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++)
963 old_prog_datas[i] = get_vue_prog_data(ice, i);
964 }
965
966 if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) {
967 struct iris_uncompiled_shader *tes =
968 ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
969 if (tes) {
970 iris_update_compiled_tcs(ice);
971 iris_update_compiled_tes(ice);
972 } else {
973 iris_unbind_shader(ice, IRIS_CACHE_TCS);
974 iris_unbind_shader(ice, IRIS_CACHE_TES);
975 }
976 }
977
978 if (dirty & IRIS_DIRTY_UNCOMPILED_VS)
979 iris_update_compiled_vs(ice);
980 if (dirty & IRIS_DIRTY_UNCOMPILED_GS)
981 iris_update_compiled_gs(ice);
982
983 struct iris_compiled_shader *shader = last_vue_shader(ice);
984 update_last_vue_map(ice, shader->prog_data);
985 if (ice->state.streamout != shader->streamout) {
986 ice->state.streamout = shader->streamout;
987 ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT;
988 }
989
990 if (dirty & IRIS_DIRTY_UNCOMPILED_FS)
991 iris_update_compiled_fs(ice);
992 // ...
993
994 /* Changing shader interfaces may require a URB configuration. */
995 if (!(dirty & IRIS_DIRTY_URB)) {
996 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
997 struct brw_vue_prog_data *old = old_prog_datas[i];
998 struct brw_vue_prog_data *new = get_vue_prog_data(ice, i);
999 if (!!old != !!new ||
1000 (new && new->urb_entry_size != old->urb_entry_size)) {
1001 ice->state.dirty |= IRIS_DIRTY_URB;
1002 break;
1003 }
1004 }
1005 }
1006 }
1007
1008 static bool
1009 iris_compile_cs(struct iris_context *ice,
1010 struct iris_uncompiled_shader *ish,
1011 const struct brw_cs_prog_key *key)
1012 {
1013 struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1014 const struct brw_compiler *compiler = screen->compiler;
1015 const struct gen_device_info *devinfo = &screen->devinfo;
1016 void *mem_ctx = ralloc_context(NULL);
1017 struct brw_cs_prog_data *cs_prog_data =
1018 rzalloc(mem_ctx, struct brw_cs_prog_data);
1019 struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
1020
1021 nir_shader *nir = ish->nir;
1022
1023 cs_prog_data->binding_table.work_groups_start = 0;
1024 assign_common_binding_table_offsets(devinfo, nir, prog_data, 1);
1025
1026 iris_setup_uniforms(compiler, mem_ctx, nir, prog_data);
1027
1028 char *error_str = NULL;
1029 const unsigned *program =
1030 brw_compile_cs(compiler, &ice->dbg, mem_ctx, key, cs_prog_data,
1031 nir, -1, &error_str);
1032 if (program == NULL) {
1033 dbg_printf("Failed to compile compute shader: %s\n", error_str);
1034 ralloc_free(mem_ctx);
1035 return false;
1036 }
1037
1038 iris_upload_and_bind_shader(ice, IRIS_CACHE_CS, key, program, prog_data,
1039 NULL);
1040
1041 ralloc_free(mem_ctx);
1042 return true;
1043 }
1044
1045 void
1046 iris_update_compiled_compute_shader(struct iris_context *ice)
1047 {
1048 struct iris_uncompiled_shader *ish =
1049 ice->shaders.uncompiled[MESA_SHADER_COMPUTE];
1050
1051 struct brw_cs_prog_key key = { .program_string_id = ish->program_id };
1052 ice->vtbl.populate_cs_key(ice, &key);
1053
1054 if (iris_bind_cached_shader(ice, IRIS_CACHE_CS, &key))
1055 return;
1056
1057 UNUSED bool success = iris_compile_cs(ice, ish, &key);
1058 }
1059
1060 void
1061 iris_init_program_functions(struct pipe_context *ctx)
1062 {
1063 ctx->create_vs_state = iris_create_shader_state;
1064 ctx->create_tcs_state = iris_create_shader_state;
1065 ctx->create_tes_state = iris_create_shader_state;
1066 ctx->create_gs_state = iris_create_shader_state;
1067 ctx->create_fs_state = iris_create_shader_state;
1068 ctx->create_compute_state = iris_create_compute_state;
1069
1070 ctx->delete_vs_state = iris_delete_shader_state;
1071 ctx->delete_tcs_state = iris_delete_shader_state;
1072 ctx->delete_tes_state = iris_delete_shader_state;
1073 ctx->delete_gs_state = iris_delete_shader_state;
1074 ctx->delete_fs_state = iris_delete_shader_state;
1075 ctx->delete_compute_state = iris_delete_shader_state;
1076
1077 ctx->bind_vs_state = iris_bind_vs_state;
1078 ctx->bind_tcs_state = iris_bind_tcs_state;
1079 ctx->bind_tes_state = iris_bind_tes_state;
1080 ctx->bind_gs_state = iris_bind_gs_state;
1081 ctx->bind_fs_state = iris_bind_fs_state;
1082 ctx->bind_compute_state = iris_bind_cs_state;
1083 }