nir: Move V3D's "the shader was TGSI, ignore FS output types" flag to NIR.
[mesa.git] / src / gallium / drivers / v3d / v3d_program.c
1 /*
2 * Copyright © 2014-2017 Broadcom
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 (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * 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 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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include <inttypes.h>
25 #include "util/u_format.h"
26 #include "util/u_math.h"
27 #include "util/u_memory.h"
28 #include "util/ralloc.h"
29 #include "util/hash_table.h"
30 #include "util/u_upload_mgr.h"
31 #include "tgsi/tgsi_dump.h"
32 #include "tgsi/tgsi_parse.h"
33 #include "compiler/nir/nir.h"
34 #include "compiler/nir/nir_builder.h"
35 #include "nir/tgsi_to_nir.h"
36 #include "compiler/v3d_compiler.h"
37 #include "v3d_context.h"
38 #include "broadcom/cle/v3d_packet_v33_pack.h"
39 #include "mesa/state_tracker/st_glsl_types.h"
40
41 static struct v3d_compiled_shader *
42 v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key);
43 static void
44 v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
45 struct v3d_key *key);
46
47 static gl_varying_slot
48 v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
49 {
50 nir_foreach_variable(var, &s->outputs) {
51 if (var->data.driver_location == driver_location) {
52 return var->data.location;
53 }
54 }
55
56 return -1;
57 }
58
59 /**
60 * Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader.
61 *
62 * A shader can have 16 of these specs, and each one of them can write up to
63 * 16 dwords. Since we allow a total of 64 transform feedback output
64 * components (not 16 vectors), we have to group the writes of multiple
65 * varyings together in a single data spec.
66 */
67 static void
68 v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so,
69 const struct pipe_stream_output_info *stream_output)
70 {
71 if (!stream_output->num_outputs)
72 return;
73
74 struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4];
75 int slot_count = 0;
76
77 for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) {
78 uint32_t buffer_offset = 0;
79 uint32_t vpm_start = slot_count;
80
81 for (int i = 0; i < stream_output->num_outputs; i++) {
82 const struct pipe_stream_output *output =
83 &stream_output->output[i];
84
85 if (output->output_buffer != buffer)
86 continue;
87
88 /* We assume that the SO outputs appear in increasing
89 * order in the buffer.
90 */
91 assert(output->dst_offset >= buffer_offset);
92
93 /* Pad any undefined slots in the output */
94 for (int j = buffer_offset; j < output->dst_offset; j++) {
95 slots[slot_count] =
96 v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0);
97 slot_count++;
98 buffer_offset++;
99 }
100
101 /* Set the coordinate shader up to output the
102 * components of this varying.
103 */
104 for (int j = 0; j < output->num_components; j++) {
105 gl_varying_slot slot =
106 v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
107
108 slots[slot_count] =
109 v3d_slot_from_slot_and_component(slot,
110 output->start_component + j);
111 slot_count++;
112 buffer_offset++;
113 }
114 }
115
116 uint32_t vpm_size = slot_count - vpm_start;
117 if (!vpm_size)
118 continue;
119
120 uint32_t vpm_start_offset = vpm_start + 6;
121
122 while (vpm_size) {
123 uint32_t write_size = MIN2(vpm_size, 1 << 4);
124
125 struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = {
126 /* We need the offset from the coordinate shader's VPM
127 * output block, which has the [X, Y, Z, W, Xs, Ys]
128 * values at the start.
129 */
130 .first_shaded_vertex_value_to_output = vpm_start_offset,
131 .number_of_consecutive_vertex_values_to_output_as_32_bit_values = write_size,
132 .output_buffer_to_write_to = buffer,
133 };
134
135 /* GFXH-1559 */
136 assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
137 so->num_tf_specs != 0);
138
139 assert(so->num_tf_specs != ARRAY_SIZE(so->tf_specs));
140 V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
141 (void *)&so->tf_specs[so->num_tf_specs],
142 &unpacked);
143
144 /* If point size is being written by the shader, then
145 * all the VPM start offsets are shifted up by one.
146 * We won't know that until the variant is compiled,
147 * though.
148 */
149 unpacked.first_shaded_vertex_value_to_output++;
150
151 /* GFXH-1559 */
152 assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
153 so->num_tf_specs != 0);
154
155 V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
156 (void *)&so->tf_specs_psiz[so->num_tf_specs],
157 &unpacked);
158 so->num_tf_specs++;
159 vpm_start_offset += write_size;
160 vpm_size -= write_size;
161 }
162 so->base.stream_output.stride[buffer] =
163 stream_output->stride[buffer];
164 }
165
166 so->num_tf_outputs = slot_count;
167 so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot,
168 slot_count);
169 memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count);
170 }
171
172 static int
173 type_size(const struct glsl_type *type)
174 {
175 return glsl_count_attribute_slots(type, false);
176 }
177
178 static int
179 uniforms_type_size(const struct glsl_type *type)
180 {
181 return st_glsl_storage_type_size(type, false);
182 }
183
184 /**
185 * Precompiles a shader variant at shader state creation time if
186 * V3D_DEBUG=precompile is set. Used for shader-db
187 * (https://gitlab.freedesktop.org/mesa/shader-db)
188 */
189 static void
190 v3d_shader_precompile(struct v3d_context *v3d,
191 struct v3d_uncompiled_shader *so)
192 {
193 nir_shader *s = so->base.ir.nir;
194
195 if (s->info.stage == MESA_SHADER_FRAGMENT) {
196 struct v3d_fs_key key = {
197 .base.shader_state = so,
198 };
199
200 nir_foreach_variable(var, &s->outputs) {
201 if (var->data.location == FRAG_RESULT_COLOR) {
202 key.nr_cbufs = 1;
203 } else if (var->data.location == FRAG_RESULT_DATA0) {
204 key.nr_cbufs = MAX2(key.nr_cbufs,
205 var->data.location -
206 FRAG_RESULT_DATA0 + 1);
207 }
208 }
209
210 v3d_setup_shared_precompile_key(so, &key.base);
211 v3d_get_compiled_shader(v3d, &key.base);
212 } else {
213 struct v3d_vs_key key = {
214 .base.shader_state = so,
215 };
216
217 v3d_setup_shared_precompile_key(so, &key.base);
218
219 /* Compile VS: All outputs */
220 nir_foreach_variable(var, &s->outputs) {
221 unsigned array_len = MAX2(glsl_get_length(var->type), 1);
222 assert(array_len == 1);
223 (void)array_len;
224
225 int slot = var->data.location;
226 for (int i = 0; i < glsl_get_components(var->type); i++) {
227 int swiz = var->data.location_frac + i;
228 key.fs_inputs[key.num_fs_inputs++] =
229 v3d_slot_from_slot_and_component(slot,
230 swiz);
231 }
232 }
233
234 v3d_get_compiled_shader(v3d, &key.base);
235
236 /* Compile VS bin shader: only position (XXX: include TF) */
237 key.is_coord = true;
238 key.num_fs_inputs = 0;
239 for (int i = 0; i < 4; i++) {
240 key.fs_inputs[key.num_fs_inputs++] =
241 v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
242 i);
243 }
244 v3d_get_compiled_shader(v3d, &key.base);
245 }
246 }
247
248 static void *
249 v3d_shader_state_create(struct pipe_context *pctx,
250 const struct pipe_shader_state *cso)
251 {
252 struct v3d_context *v3d = v3d_context(pctx);
253 struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader);
254 if (!so)
255 return NULL;
256
257 so->program_id = v3d->next_uncompiled_program_id++;
258
259 nir_shader *s;
260
261 if (cso->type == PIPE_SHADER_IR_NIR) {
262 /* The backend takes ownership of the NIR shader on state
263 * creation.
264 */
265 s = cso->ir.nir;
266
267 NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
268 uniforms_type_size,
269 (nir_lower_io_options)0);
270 } else {
271 assert(cso->type == PIPE_SHADER_IR_TGSI);
272
273 if (V3D_DEBUG & V3D_DEBUG_TGSI) {
274 fprintf(stderr, "prog %d TGSI:\n",
275 so->program_id);
276 tgsi_dump(cso->tokens, 0);
277 fprintf(stderr, "\n");
278 }
279 s = tgsi_to_nir(cso->tokens, &v3d_nir_options);
280 }
281
282 nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
283 if (s->info.stage == MESA_SHADER_VERTEX)
284 lower_mode &= ~(nir_var_shader_in | nir_var_shader_out);
285 NIR_PASS_V(s, nir_lower_io, lower_mode,
286 type_size,
287 (nir_lower_io_options)0);
288
289 NIR_PASS_V(s, nir_opt_global_to_local);
290 NIR_PASS_V(s, nir_lower_regs_to_ssa);
291 NIR_PASS_V(s, nir_normalize_cubemap_coords);
292
293 NIR_PASS_V(s, nir_lower_load_const_to_scalar);
294
295 v3d_optimize_nir(s);
296
297 NIR_PASS_V(s, nir_remove_dead_variables, nir_var_function_temp);
298
299 /* Garbage collect dead instructions */
300 nir_sweep(s);
301
302 so->base.type = PIPE_SHADER_IR_NIR;
303 so->base.ir.nir = s;
304
305 v3d_set_transform_feedback_outputs(so, &cso->stream_output);
306
307 if (V3D_DEBUG & (V3D_DEBUG_NIR |
308 v3d_debug_flag_for_shader_stage(s->info.stage))) {
309 fprintf(stderr, "%s prog %d NIR:\n",
310 gl_shader_stage_name(s->info.stage),
311 so->program_id);
312 nir_print_shader(s, stderr);
313 fprintf(stderr, "\n");
314 }
315
316 if (V3D_DEBUG & V3D_DEBUG_PRECOMPILE)
317 v3d_shader_precompile(v3d, so);
318
319 return so;
320 }
321
322 static void
323 v3d_shader_debug_output(const char *message, void *data)
324 {
325 struct v3d_context *v3d = data;
326
327 pipe_debug_message(&v3d->debug, SHADER_INFO, "%s", message);
328 }
329
330 static struct v3d_compiled_shader *
331 v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
332 {
333 struct v3d_uncompiled_shader *shader_state = key->shader_state;
334 nir_shader *s = shader_state->base.ir.nir;
335
336 struct hash_table *ht;
337 uint32_t key_size;
338 if (s->info.stage == MESA_SHADER_FRAGMENT) {
339 ht = v3d->fs_cache;
340 key_size = sizeof(struct v3d_fs_key);
341 } else {
342 ht = v3d->vs_cache;
343 key_size = sizeof(struct v3d_vs_key);
344 }
345
346 struct hash_entry *entry = _mesa_hash_table_search(ht, key);
347 if (entry)
348 return entry->data;
349
350 struct v3d_compiled_shader *shader =
351 rzalloc(NULL, struct v3d_compiled_shader);
352
353 int program_id = shader_state->program_id;
354 int variant_id =
355 p_atomic_inc_return(&shader_state->compiled_variant_count);
356 uint64_t *qpu_insts;
357 uint32_t shader_size;
358
359 qpu_insts = v3d_compile(v3d->screen->compiler, key,
360 &shader->prog_data.base, s,
361 v3d_shader_debug_output,
362 v3d,
363 program_id, variant_id, &shader_size);
364 ralloc_steal(shader, shader->prog_data.base);
365
366 v3d_set_shader_uniform_dirty_flags(shader);
367
368 if (shader_size) {
369 u_upload_data(v3d->state_uploader, 0, shader_size, 8,
370 qpu_insts, &shader->offset, &shader->resource);
371 }
372
373 free(qpu_insts);
374
375 struct v3d_key *dup_key;
376 dup_key = ralloc_size(shader, key_size);
377 memcpy(dup_key, key, key_size);
378 _mesa_hash_table_insert(ht, dup_key, shader);
379
380 if (shader->prog_data.base->spill_size >
381 v3d->prog.spill_size_per_thread) {
382 /* Max 4 QPUs per slice, 3 slices per core. We only do single
383 * core so far. This overallocates memory on smaller cores.
384 */
385 int total_spill_size =
386 4 * 3 * shader->prog_data.base->spill_size;
387
388 v3d_bo_unreference(&v3d->prog.spill_bo);
389 v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
390 total_spill_size, "spill");
391 v3d->prog.spill_size_per_thread =
392 shader->prog_data.base->spill_size;
393 }
394
395 return shader;
396 }
397
398 static void
399 v3d_free_compiled_shader(struct v3d_compiled_shader *shader)
400 {
401 pipe_resource_reference(&shader->resource, NULL);
402 ralloc_free(shader);
403 }
404
405 static void
406 v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
407 struct v3d_texture_stateobj *texstate)
408 {
409 const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
410
411 for (int i = 0; i < texstate->num_textures; i++) {
412 struct pipe_sampler_view *sampler = texstate->textures[i];
413 struct v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler);
414 struct pipe_sampler_state *sampler_state =
415 texstate->samplers[i];
416
417 if (!sampler)
418 continue;
419
420 key->tex[i].return_size =
421 v3d_get_tex_return_size(devinfo,
422 sampler->format,
423 sampler_state->compare_mode);
424
425 /* For 16-bit, we set up the sampler to always return 2
426 * channels (meaning no recompiles for most statechanges),
427 * while for 32 we actually scale the returns with channels.
428 */
429 if (key->tex[i].return_size == 16) {
430 key->tex[i].return_channels = 2;
431 } else if (devinfo->ver > 40) {
432 key->tex[i].return_channels = 4;
433 } else {
434 key->tex[i].return_channels =
435 v3d_get_tex_return_channels(devinfo,
436 sampler->format);
437 }
438
439 if (key->tex[i].return_size == 32 && devinfo->ver < 40) {
440 memcpy(key->tex[i].swizzle,
441 v3d_sampler->swizzle,
442 sizeof(v3d_sampler->swizzle));
443 } else {
444 /* For 16-bit returns, we let the sampler state handle
445 * the swizzle.
446 */
447 key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
448 key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
449 key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
450 key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
451 }
452
453 if (sampler) {
454 key->tex[i].clamp_s =
455 sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP;
456 key->tex[i].clamp_t =
457 sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP;
458 key->tex[i].clamp_r =
459 sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP;
460 }
461 }
462
463 key->ucp_enables = v3d->rasterizer->base.clip_plane_enable;
464 }
465
466 static void
467 v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
468 struct v3d_key *key)
469 {
470 nir_shader *s = uncompiled->base.ir.nir;
471
472 for (int i = 0; i < s->info.num_textures; i++) {
473 key->tex[i].return_size = 16;
474 key->tex[i].return_channels = 2;
475
476 key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
477 key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
478 key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
479 key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
480 }
481 }
482
483 static void
484 v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
485 {
486 struct v3d_job *job = v3d->job;
487 struct v3d_fs_key local_key;
488 struct v3d_fs_key *key = &local_key;
489 nir_shader *s = v3d->prog.bind_fs->base.ir.nir;
490
491 if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
492 VC5_DIRTY_BLEND |
493 VC5_DIRTY_FRAMEBUFFER |
494 VC5_DIRTY_ZSA |
495 VC5_DIRTY_RASTERIZER |
496 VC5_DIRTY_SAMPLE_STATE |
497 VC5_DIRTY_FRAGTEX |
498 VC5_DIRTY_UNCOMPILED_FS))) {
499 return;
500 }
501
502 memset(key, 0, sizeof(*key));
503 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
504 key->base.shader_state = v3d->prog.bind_fs;
505 key->is_points = (prim_mode == PIPE_PRIM_POINTS);
506 key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
507 prim_mode <= PIPE_PRIM_LINE_STRIP);
508 key->clamp_color = v3d->rasterizer->base.clamp_fragment_color;
509 if (v3d->blend->base.logicop_enable) {
510 key->logicop_func = v3d->blend->base.logicop_func;
511 } else {
512 key->logicop_func = PIPE_LOGICOP_COPY;
513 }
514 if (job->msaa) {
515 key->msaa = v3d->rasterizer->base.multisample;
516 key->sample_coverage = (v3d->rasterizer->base.multisample &&
517 v3d->sample_mask != (1 << V3D_MAX_SAMPLES) - 1);
518 key->sample_alpha_to_coverage = v3d->blend->base.alpha_to_coverage;
519 key->sample_alpha_to_one = v3d->blend->base.alpha_to_one;
520 }
521
522 key->depth_enabled = (v3d->zsa->base.depth.enabled ||
523 v3d->zsa->base.stencil[0].enabled);
524 if (v3d->zsa->base.alpha.enabled) {
525 key->alpha_test = true;
526 key->alpha_test_func = v3d->zsa->base.alpha.func;
527 }
528
529 /* gl_FragColor's propagation to however many bound color buffers
530 * there are means that the buffer count needs to be in the key.
531 */
532 key->nr_cbufs = v3d->framebuffer.nr_cbufs;
533 key->swap_color_rb = v3d->swap_color_rb;
534
535 for (int i = 0; i < key->nr_cbufs; i++) {
536 struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
537 if (!cbuf)
538 continue;
539
540 const struct util_format_description *desc =
541 util_format_description(cbuf->format);
542
543 if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT &&
544 desc->channel[0].size == 32) {
545 key->f32_color_rb |= 1 << i;
546 }
547
548 if (s->info.fs.untyped_color_outputs) {
549 if (util_format_is_pure_uint(cbuf->format))
550 key->uint_color_rb |= 1 << i;
551 else if (util_format_is_pure_sint(cbuf->format))
552 key->int_color_rb |= 1 << i;
553 }
554 }
555
556 if (key->is_points) {
557 key->point_sprite_mask =
558 v3d->rasterizer->base.sprite_coord_enable;
559 key->point_coord_upper_left =
560 (v3d->rasterizer->base.sprite_coord_mode ==
561 PIPE_SPRITE_COORD_UPPER_LEFT);
562 }
563
564 key->light_twoside = v3d->rasterizer->base.light_twoside;
565 key->shade_model_flat = v3d->rasterizer->base.flatshade;
566
567 struct v3d_compiled_shader *old_fs = v3d->prog.fs;
568 v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base);
569 if (v3d->prog.fs == old_fs)
570 return;
571
572 v3d->dirty |= VC5_DIRTY_COMPILED_FS;
573
574 if (old_fs) {
575 if (v3d->prog.fs->prog_data.fs->flat_shade_flags !=
576 old_fs->prog_data.fs->flat_shade_flags) {
577 v3d->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
578 }
579
580 if (v3d->prog.fs->prog_data.fs->noperspective_flags !=
581 old_fs->prog_data.fs->noperspective_flags) {
582 v3d->dirty |= VC5_DIRTY_NOPERSPECTIVE_FLAGS;
583 }
584
585 if (v3d->prog.fs->prog_data.fs->centroid_flags !=
586 old_fs->prog_data.fs->centroid_flags) {
587 v3d->dirty |= VC5_DIRTY_CENTROID_FLAGS;
588 }
589 }
590
591 if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots,
592 old_fs->prog_data.fs->input_slots,
593 sizeof(v3d->prog.fs->prog_data.fs->input_slots))) {
594 v3d->dirty |= VC5_DIRTY_FS_INPUTS;
595 }
596 }
597
598 static void
599 v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
600 {
601 struct v3d_vs_key local_key;
602 struct v3d_vs_key *key = &local_key;
603
604 if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
605 VC5_DIRTY_RASTERIZER |
606 VC5_DIRTY_VERTTEX |
607 VC5_DIRTY_VTXSTATE |
608 VC5_DIRTY_UNCOMPILED_VS |
609 VC5_DIRTY_FS_INPUTS))) {
610 return;
611 }
612
613 memset(key, 0, sizeof(*key));
614 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
615 key->base.shader_state = v3d->prog.bind_vs;
616 key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
617 STATIC_ASSERT(sizeof(key->fs_inputs) ==
618 sizeof(v3d->prog.fs->prog_data.fs->input_slots));
619 memcpy(key->fs_inputs, v3d->prog.fs->prog_data.fs->input_slots,
620 sizeof(key->fs_inputs));
621 key->clamp_color = v3d->rasterizer->base.clamp_vertex_color;
622
623 key->per_vertex_point_size =
624 (prim_mode == PIPE_PRIM_POINTS &&
625 v3d->rasterizer->base.point_size_per_vertex);
626
627 struct v3d_compiled_shader *vs =
628 v3d_get_compiled_shader(v3d, &key->base);
629 if (vs != v3d->prog.vs) {
630 v3d->prog.vs = vs;
631 v3d->dirty |= VC5_DIRTY_COMPILED_VS;
632 }
633
634 key->is_coord = true;
635 /* Coord shaders only output varyings used by transform feedback. */
636 struct v3d_uncompiled_shader *shader_state = key->base.shader_state;
637 memcpy(key->fs_inputs, shader_state->tf_outputs,
638 sizeof(*key->fs_inputs) * shader_state->num_tf_outputs);
639 if (shader_state->num_tf_outputs < key->num_fs_inputs) {
640 memset(&key->fs_inputs[shader_state->num_tf_outputs],
641 0,
642 sizeof(*key->fs_inputs) * (key->num_fs_inputs -
643 shader_state->num_tf_outputs));
644 }
645 key->num_fs_inputs = shader_state->num_tf_outputs;
646
647 struct v3d_compiled_shader *cs =
648 v3d_get_compiled_shader(v3d, &key->base);
649 if (cs != v3d->prog.cs) {
650 v3d->prog.cs = cs;
651 v3d->dirty |= VC5_DIRTY_COMPILED_CS;
652 }
653 }
654
655 void
656 v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode)
657 {
658 v3d_update_compiled_fs(v3d, prim_mode);
659 v3d_update_compiled_vs(v3d, prim_mode);
660 }
661
662 static uint32_t
663 fs_cache_hash(const void *key)
664 {
665 return _mesa_hash_data(key, sizeof(struct v3d_fs_key));
666 }
667
668 static uint32_t
669 vs_cache_hash(const void *key)
670 {
671 return _mesa_hash_data(key, sizeof(struct v3d_vs_key));
672 }
673
674 static bool
675 fs_cache_compare(const void *key1, const void *key2)
676 {
677 return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0;
678 }
679
680 static bool
681 vs_cache_compare(const void *key1, const void *key2)
682 {
683 return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0;
684 }
685
686 static void
687 delete_from_cache_if_matches(struct hash_table *ht,
688 struct v3d_compiled_shader **last_compile,
689 struct hash_entry *entry,
690 struct v3d_uncompiled_shader *so)
691 {
692 const struct v3d_key *key = entry->key;
693
694 if (key->shader_state == so) {
695 struct v3d_compiled_shader *shader = entry->data;
696 _mesa_hash_table_remove(ht, entry);
697
698 if (shader == *last_compile)
699 *last_compile = NULL;
700
701 v3d_free_compiled_shader(shader);
702 }
703 }
704
705 static void
706 v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso)
707 {
708 struct v3d_context *v3d = v3d_context(pctx);
709 struct v3d_uncompiled_shader *so = hwcso;
710
711 hash_table_foreach(v3d->fs_cache, entry) {
712 delete_from_cache_if_matches(v3d->fs_cache, &v3d->prog.fs,
713 entry, so);
714 }
715 hash_table_foreach(v3d->vs_cache, entry) {
716 delete_from_cache_if_matches(v3d->vs_cache, &v3d->prog.vs,
717 entry, so);
718 }
719
720 ralloc_free(so->base.ir.nir);
721 free(so);
722 }
723
724 static void
725 v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso)
726 {
727 struct v3d_context *v3d = v3d_context(pctx);
728 v3d->prog.bind_fs = hwcso;
729 v3d->dirty |= VC5_DIRTY_UNCOMPILED_FS;
730 }
731
732 static void
733 v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso)
734 {
735 struct v3d_context *v3d = v3d_context(pctx);
736 v3d->prog.bind_vs = hwcso;
737 v3d->dirty |= VC5_DIRTY_UNCOMPILED_VS;
738 }
739
740 void
741 v3d_program_init(struct pipe_context *pctx)
742 {
743 struct v3d_context *v3d = v3d_context(pctx);
744
745 pctx->create_vs_state = v3d_shader_state_create;
746 pctx->delete_vs_state = v3d_shader_state_delete;
747
748 pctx->create_fs_state = v3d_shader_state_create;
749 pctx->delete_fs_state = v3d_shader_state_delete;
750
751 pctx->bind_fs_state = v3d_fp_state_bind;
752 pctx->bind_vs_state = v3d_vp_state_bind;
753
754 v3d->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash,
755 fs_cache_compare);
756 v3d->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
757 vs_cache_compare);
758 }
759
760 void
761 v3d_program_fini(struct pipe_context *pctx)
762 {
763 struct v3d_context *v3d = v3d_context(pctx);
764
765 hash_table_foreach(v3d->fs_cache, entry) {
766 struct v3d_compiled_shader *shader = entry->data;
767 v3d_free_compiled_shader(shader);
768 _mesa_hash_table_remove(v3d->fs_cache, entry);
769 }
770
771 hash_table_foreach(v3d->vs_cache, entry) {
772 struct v3d_compiled_shader *shader = entry->data;
773 v3d_free_compiled_shader(shader);
774 _mesa_hash_table_remove(v3d->vs_cache, entry);
775 }
776
777 v3d_bo_unreference(&v3d->prog.spill_bo);
778 }