i965/program_cache: Cast the key to char * before adding key_size
[mesa.git] / src / mesa / drivers / dri / i965 / brw_program.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include <pthread.h>
33 #include "main/imports.h"
34 #include "main/glspirv.h"
35 #include "program/prog_parameter.h"
36 #include "program/prog_print.h"
37 #include "program/prog_to_nir.h"
38 #include "program/program.h"
39 #include "program/programopt.h"
40 #include "tnl/tnl.h"
41 #include "util/ralloc.h"
42 #include "compiler/glsl/ir.h"
43 #include "compiler/glsl/program.h"
44 #include "compiler/glsl/gl_nir.h"
45 #include "compiler/glsl/glsl_to_nir.h"
46
47 #include "brw_program.h"
48 #include "brw_context.h"
49 #include "compiler/brw_nir.h"
50 #include "brw_defines.h"
51 #include "intel_batchbuffer.h"
52
53 #include "brw_cs.h"
54 #include "brw_gs.h"
55 #include "brw_vs.h"
56 #include "brw_wm.h"
57 #include "brw_state.h"
58
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61
62 static bool
63 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
64 {
65 if (is_scalar) {
66 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
67 type_size_scalar_bytes);
68 return nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
69 } else {
70 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
71 type_size_vec4_bytes);
72 return nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
73 }
74 }
75
76 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
77 GLuint id, bool is_arb_asm);
78
79 nir_shader *
80 brw_create_nir(struct brw_context *brw,
81 const struct gl_shader_program *shader_prog,
82 struct gl_program *prog,
83 gl_shader_stage stage,
84 bool is_scalar)
85 {
86 const struct gen_device_info *devinfo = &brw->screen->devinfo;
87 struct gl_context *ctx = &brw->ctx;
88 const nir_shader_compiler_options *options =
89 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
90 nir_shader *nir;
91
92 /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
93 if (shader_prog) {
94 if (shader_prog->data->spirv) {
95 nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
96 } else {
97 nir = glsl_to_nir(ctx, shader_prog, stage, options);
98 }
99 assert (nir);
100
101 nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
102 nir_validate_shader(nir, "after glsl_to_nir or spirv_to_nir");
103 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
104 nir_shader_get_entrypoint(nir), true, false);
105 } else {
106 nir = prog_to_nir(prog, options);
107 NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
108 }
109 nir_validate_shader(nir, "before brw_preprocess_nir");
110
111 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
112
113 nir_shader *softfp64 = NULL;
114 if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
115 nir->info.uses_64bit) {
116 softfp64 = glsl_float64_funcs_to_nir(ctx, options);
117 ralloc_steal(ralloc_parent(nir), softfp64);
118 }
119
120 brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
121
122 if (stage == MESA_SHADER_TESS_CTRL) {
123 /* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
124 static const gl_state_index16 tokens[STATE_LENGTH] =
125 { STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN };
126 nir_lower_patch_vertices(nir, 0, devinfo->gen >= 8 ? tokens : NULL);
127 }
128
129 if (stage == MESA_SHADER_TESS_EVAL) {
130 /* Lower gl_PatchVerticesIn to a constant if we have a TCS, or
131 * a uniform if we don't.
132 */
133 struct gl_linked_shader *tcs =
134 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
135 uint32_t static_patch_vertices =
136 tcs ? tcs->Program->nir->info.tess.tcs_vertices_out : 0;
137 static const gl_state_index16 tokens[STATE_LENGTH] =
138 { STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN };
139 nir_lower_patch_vertices(nir, static_patch_vertices, tokens);
140 }
141
142 if (stage == MESA_SHADER_FRAGMENT) {
143 static const struct nir_lower_wpos_ytransform_options wpos_options = {
144 .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
145 .fs_coord_pixel_center_integer = 1,
146 .fs_coord_origin_upper_left = 1,
147 };
148
149 bool progress = false;
150 NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options);
151 if (progress) {
152 _mesa_add_state_reference(prog->Parameters,
153 wpos_options.state_tokens);
154 }
155 }
156
157 NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
158
159 return nir;
160 }
161
162 void
163 brw_nir_lower_resources(nir_shader *nir, struct gl_shader_program *shader_prog,
164 struct gl_program *prog,
165 const struct gen_device_info *devinfo)
166 {
167 NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shader_prog);
168 prog->info.textures_used = prog->nir->info.textures_used;
169 prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
170
171 NIR_PASS_V(prog->nir, brw_nir_lower_image_load_store, devinfo);
172
173 NIR_PASS_V(prog->nir, gl_nir_lower_buffers, shader_prog);
174 /* Do a round of constant folding to clean up address calculations */
175 NIR_PASS_V(prog->nir, nir_opt_constant_folding);
176 }
177
178 void
179 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
180 {
181 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
182
183 /* Copy the info we just generated back into the gl_program */
184 const char *prog_name = prog->info.name;
185 const char *prog_label = prog->info.label;
186 prog->info = nir->info;
187 prog->info.name = prog_name;
188 prog->info.label = prog_label;
189 }
190
191 static unsigned
192 get_new_program_id(struct intel_screen *screen)
193 {
194 return p_atomic_inc_return(&screen->program_id);
195 }
196
197 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
198 GLuint id, bool is_arb_asm)
199 {
200 struct brw_context *brw = brw_context(ctx);
201 struct brw_program *prog = rzalloc(NULL, struct brw_program);
202
203 if (prog) {
204 prog->id = get_new_program_id(brw->screen);
205
206 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm);
207 }
208
209 return NULL;
210 }
211
212 static void brwDeleteProgram( struct gl_context *ctx,
213 struct gl_program *prog )
214 {
215 struct brw_context *brw = brw_context(ctx);
216
217 /* Beware! prog's refcount has reached zero, and it's about to be freed.
218 *
219 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
220 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
221 * pointer has changed.
222 *
223 * We cannot leave brw->programs[i] as a dangling pointer to the dead
224 * program. malloc() may allocate the same memory for a new gl_program,
225 * causing us to see matching pointers...but totally different programs.
226 *
227 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
228 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
229 * would cause us to see matching pointers (NULL == NULL), and fail to
230 * detect that a program has changed since our last draw.
231 *
232 * So, set it to a bogus gl_program pointer that will never match,
233 * causing us to properly reevaluate the state on our next draw.
234 *
235 * Getting this wrong causes heisenbugs which are very hard to catch,
236 * as you need a very specific allocation pattern to hit the problem.
237 */
238 static const struct gl_program deleted_program;
239
240 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
241 if (brw->programs[i] == prog)
242 brw->programs[i] = (struct gl_program *) &deleted_program;
243 }
244
245 _mesa_delete_program( ctx, prog );
246 }
247
248
249 static GLboolean
250 brwProgramStringNotify(struct gl_context *ctx,
251 GLenum target,
252 struct gl_program *prog)
253 {
254 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);
255
256 struct brw_context *brw = brw_context(ctx);
257 const struct brw_compiler *compiler = brw->screen->compiler;
258
259 switch (target) {
260 case GL_FRAGMENT_PROGRAM_ARB: {
261 struct brw_program *newFP = brw_program(prog);
262 const struct brw_program *curFP =
263 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]);
264
265 if (newFP == curFP)
266 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
267 newFP->id = get_new_program_id(brw->screen);
268
269 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
270
271 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
272
273 brw_shader_gather_info(prog->nir, prog);
274
275 brw_fs_precompile(ctx, prog);
276 break;
277 }
278 case GL_VERTEX_PROGRAM_ARB: {
279 struct brw_program *newVP = brw_program(prog);
280 const struct brw_program *curVP =
281 brw_program_const(brw->programs[MESA_SHADER_VERTEX]);
282
283 if (newVP == curVP)
284 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
285 if (newVP->program.arb.IsPositionInvariant) {
286 _mesa_insert_mvp_code(ctx, &newVP->program);
287 }
288 newVP->id = get_new_program_id(brw->screen);
289
290 /* Also tell tnl about it:
291 */
292 _tnl_program_string(ctx, target, prog);
293
294 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
295 compiler->scalar_stage[MESA_SHADER_VERTEX]);
296
297 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
298
299 brw_shader_gather_info(prog->nir, prog);
300
301 brw_vs_precompile(ctx, prog);
302 break;
303 }
304 default:
305 /*
306 * driver->ProgramStringNotify is only called for ARB programs, fixed
307 * function vertex programs, and ir_to_mesa (which isn't used by the
308 * i965 back-end). Therefore, even after geometry shaders are added,
309 * this function should only ever be called with a target of
310 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
311 */
312 unreachable("Unexpected target in brwProgramStringNotify");
313 }
314
315 return true;
316 }
317
318 static void
319 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers)
320 {
321 struct brw_context *brw = brw_context(ctx);
322 const struct gen_device_info *devinfo = &brw->screen->devinfo;
323 unsigned bits = PIPE_CONTROL_DATA_CACHE_FLUSH | PIPE_CONTROL_CS_STALL;
324 assert(devinfo->gen >= 7 && devinfo->gen <= 11);
325
326 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
327 GL_ELEMENT_ARRAY_BARRIER_BIT |
328 GL_COMMAND_BARRIER_BIT))
329 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE;
330
331 if (barriers & GL_UNIFORM_BARRIER_BIT)
332 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
333 PIPE_CONTROL_CONST_CACHE_INVALIDATE);
334
335 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT)
336 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE;
337
338 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT |
339 GL_PIXEL_BUFFER_BARRIER_BIT))
340 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
341 PIPE_CONTROL_RENDER_TARGET_FLUSH);
342
343 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT)
344 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
345 PIPE_CONTROL_RENDER_TARGET_FLUSH);
346
347 /* Typed surface messages are handled by the render cache on IVB, so we
348 * need to flush it too.
349 */
350 if (devinfo->gen == 7 && !devinfo->is_haswell)
351 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
352
353 brw_emit_pipe_control_flush(brw, bits);
354 }
355
356 static void
357 brw_framebuffer_fetch_barrier(struct gl_context *ctx)
358 {
359 struct brw_context *brw = brw_context(ctx);
360 const struct gen_device_info *devinfo = &brw->screen->devinfo;
361
362 if (!ctx->Extensions.EXT_shader_framebuffer_fetch) {
363 if (devinfo->gen >= 6) {
364 brw_emit_pipe_control_flush(brw,
365 PIPE_CONTROL_RENDER_TARGET_FLUSH |
366 PIPE_CONTROL_CS_STALL);
367 brw_emit_pipe_control_flush(brw,
368 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
369 } else {
370 brw_emit_pipe_control_flush(brw,
371 PIPE_CONTROL_RENDER_TARGET_FLUSH);
372 }
373 }
374 }
375
376 void
377 brw_get_scratch_bo(struct brw_context *brw,
378 struct brw_bo **scratch_bo, int size)
379 {
380 struct brw_bo *old_bo = *scratch_bo;
381
382 if (old_bo && old_bo->size < size) {
383 brw_bo_unreference(old_bo);
384 old_bo = NULL;
385 }
386
387 if (!old_bo) {
388 *scratch_bo =
389 brw_bo_alloc(brw->bufmgr, "scratch bo", size, BRW_MEMZONE_SCRATCH);
390 }
391 }
392
393 /**
394 * Reserve enough scratch space for the given stage to hold \p per_thread_size
395 * bytes times the given \p thread_count.
396 */
397 void
398 brw_alloc_stage_scratch(struct brw_context *brw,
399 struct brw_stage_state *stage_state,
400 unsigned per_thread_size)
401 {
402 if (stage_state->per_thread_scratch >= per_thread_size)
403 return;
404
405 stage_state->per_thread_scratch = per_thread_size;
406
407 if (stage_state->scratch_bo)
408 brw_bo_unreference(stage_state->scratch_bo);
409
410 const struct gen_device_info *devinfo = &brw->screen->devinfo;
411 unsigned thread_count;
412 switch(stage_state->stage) {
413 case MESA_SHADER_VERTEX:
414 thread_count = devinfo->max_vs_threads;
415 break;
416 case MESA_SHADER_TESS_CTRL:
417 thread_count = devinfo->max_tcs_threads;
418 break;
419 case MESA_SHADER_TESS_EVAL:
420 thread_count = devinfo->max_tes_threads;
421 break;
422 case MESA_SHADER_GEOMETRY:
423 thread_count = devinfo->max_gs_threads;
424 break;
425 case MESA_SHADER_FRAGMENT:
426 thread_count = devinfo->max_wm_threads;
427 break;
428 case MESA_SHADER_COMPUTE: {
429 unsigned subslices = MAX2(brw->screen->subslice_total, 1);
430
431 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
432 *
433 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
434 * allocate scratch space enough so that each slice has 4 slices
435 * allowed."
436 *
437 * According to the other driver team, this applies to compute shaders
438 * as well. This is not currently documented at all.
439 *
440 * brw->screen->subslice_total is the TOTAL number of subslices
441 * and we wish to view that there are 4 subslices per slice
442 * instead of the actual number of subslices per slice.
443 */
444 if (devinfo->gen >= 9 && devinfo->gen < 11)
445 subslices = 4 * brw->screen->devinfo.num_slices;
446
447 unsigned scratch_ids_per_subslice;
448 if (devinfo->is_haswell) {
449 /* WaCSScratchSize:hsw
450 *
451 * Haswell's scratch space address calculation appears to be sparse
452 * rather than tightly packed. The Thread ID has bits indicating
453 * which subslice, EU within a subslice, and thread within an EU it
454 * is. There's a maximum of two slices and two subslices, so these
455 * can be stored with a single bit. Even though there are only 10 EUs
456 * per subslice, this is stored in 4 bits, so there's an effective
457 * maximum value of 16 EUs. Similarly, although there are only 7
458 * threads per EU, this is stored in a 3 bit number, giving an
459 * effective maximum value of 8 threads per EU.
460 *
461 * This means that we need to use 16 * 8 instead of 10 * 7 for the
462 * number of threads per subslice.
463 */
464 scratch_ids_per_subslice = 16 * 8;
465 } else if (devinfo->is_cherryview) {
466 /* Cherryview devices have either 6 or 8 EUs per subslice, and each
467 * EU has 7 threads. The 6 EU devices appear to calculate thread IDs
468 * as if it had 8 EUs.
469 */
470 scratch_ids_per_subslice = 8 * 7;
471 } else {
472 scratch_ids_per_subslice = devinfo->max_cs_threads;
473 }
474
475 thread_count = scratch_ids_per_subslice * subslices;
476 break;
477 }
478 default:
479 unreachable("Unsupported stage!");
480 }
481
482 stage_state->scratch_bo =
483 brw_bo_alloc(brw->bufmgr, "shader scratch space",
484 per_thread_size * thread_count, BRW_MEMZONE_SCRATCH);
485 }
486
487 void brwInitFragProgFuncs( struct dd_function_table *functions )
488 {
489 assert(functions->ProgramStringNotify == _tnl_program_string);
490
491 functions->NewProgram = brwNewProgram;
492 functions->DeleteProgram = brwDeleteProgram;
493 functions->ProgramStringNotify = brwProgramStringNotify;
494
495 functions->LinkShader = brw_link_shader;
496
497 functions->MemoryBarrier = brw_memory_barrier;
498 functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier;
499 }
500
501 struct shader_times {
502 uint64_t time;
503 uint64_t written;
504 uint64_t reset;
505 };
506
507 void
508 brw_init_shader_time(struct brw_context *brw)
509 {
510 const int max_entries = 2048;
511 brw->shader_time.bo =
512 brw_bo_alloc(brw->bufmgr, "shader time",
513 max_entries * BRW_SHADER_TIME_STRIDE * 3,
514 BRW_MEMZONE_OTHER);
515 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries);
516 brw->shader_time.ids = rzalloc_array(brw, int, max_entries);
517 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type,
518 max_entries);
519 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times,
520 max_entries);
521 brw->shader_time.max_entries = max_entries;
522 }
523
524 static int
525 compare_time(const void *a, const void *b)
526 {
527 uint64_t * const *a_val = a;
528 uint64_t * const *b_val = b;
529
530 /* We don't just subtract because we're turning the value to an int. */
531 if (**a_val < **b_val)
532 return -1;
533 else if (**a_val == **b_val)
534 return 0;
535 else
536 return 1;
537 }
538
539 static void
540 print_shader_time_line(const char *stage, const char *name,
541 int shader_num, uint64_t time, uint64_t total)
542 {
543 fprintf(stderr, "%-6s%-18s", stage, name);
544
545 if (shader_num != 0)
546 fprintf(stderr, "%4d: ", shader_num);
547 else
548 fprintf(stderr, " : ");
549
550 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n",
551 (long long)time,
552 (double)time / 1000000000.0,
553 (double)time / total * 100.0);
554 }
555
556 static void
557 brw_report_shader_time(struct brw_context *brw)
558 {
559 if (!brw->shader_time.bo || !brw->shader_time.num_entries)
560 return;
561
562 uint64_t scaled[brw->shader_time.num_entries];
563 uint64_t *sorted[brw->shader_time.num_entries];
564 uint64_t total_by_type[ST_CS + 1];
565 memset(total_by_type, 0, sizeof(total_by_type));
566 double total = 0;
567 for (int i = 0; i < brw->shader_time.num_entries; i++) {
568 uint64_t written = 0, reset = 0;
569 enum shader_time_shader_type type = brw->shader_time.types[i];
570
571 sorted[i] = &scaled[i];
572
573 switch (type) {
574 case ST_VS:
575 case ST_TCS:
576 case ST_TES:
577 case ST_GS:
578 case ST_FS8:
579 case ST_FS16:
580 case ST_FS32:
581 case ST_CS:
582 written = brw->shader_time.cumulative[i].written;
583 reset = brw->shader_time.cumulative[i].reset;
584 break;
585
586 default:
587 /* I sometimes want to print things that aren't the 3 shader times.
588 * Just print the sum in that case.
589 */
590 written = 1;
591 reset = 0;
592 break;
593 }
594
595 uint64_t time = brw->shader_time.cumulative[i].time;
596 if (written) {
597 scaled[i] = time / written * (written + reset);
598 } else {
599 scaled[i] = time;
600 }
601
602 switch (type) {
603 case ST_VS:
604 case ST_TCS:
605 case ST_TES:
606 case ST_GS:
607 case ST_FS8:
608 case ST_FS16:
609 case ST_FS32:
610 case ST_CS:
611 total_by_type[type] += scaled[i];
612 break;
613 default:
614 break;
615 }
616
617 total += scaled[i];
618 }
619
620 if (total == 0) {
621 fprintf(stderr, "No shader time collected yet\n");
622 return;
623 }
624
625 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time);
626
627 fprintf(stderr, "\n");
628 fprintf(stderr, "type ID cycles spent %% of total\n");
629 for (int s = 0; s < brw->shader_time.num_entries; s++) {
630 const char *stage;
631 /* Work back from the sorted pointers times to a time to print. */
632 int i = sorted[s] - scaled;
633
634 if (scaled[i] == 0)
635 continue;
636
637 int shader_num = brw->shader_time.ids[i];
638 const char *shader_name = brw->shader_time.names[i];
639
640 switch (brw->shader_time.types[i]) {
641 case ST_VS:
642 stage = "vs";
643 break;
644 case ST_TCS:
645 stage = "tcs";
646 break;
647 case ST_TES:
648 stage = "tes";
649 break;
650 case ST_GS:
651 stage = "gs";
652 break;
653 case ST_FS8:
654 stage = "fs8";
655 break;
656 case ST_FS16:
657 stage = "fs16";
658 break;
659 case ST_FS32:
660 stage = "fs32";
661 break;
662 case ST_CS:
663 stage = "cs";
664 break;
665 default:
666 stage = "other";
667 break;
668 }
669
670 print_shader_time_line(stage, shader_name, shader_num,
671 scaled[i], total);
672 }
673
674 fprintf(stderr, "\n");
675 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total);
676 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total);
677 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total);
678 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total);
679 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total);
680 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total);
681 print_shader_time_line("total", "fs32", 0, total_by_type[ST_FS32], total);
682 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total);
683 }
684
685 static void
686 brw_collect_shader_time(struct brw_context *brw)
687 {
688 if (!brw->shader_time.bo)
689 return;
690
691 /* This probably stalls on the last rendering. We could fix that by
692 * delaying reading the reports, but it doesn't look like it's a big
693 * overhead compared to the cost of tracking the time in the first place.
694 */
695 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE);
696
697 for (int i = 0; i < brw->shader_time.num_entries; i++) {
698 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE;
699
700 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4];
701 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4];
702 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4];
703 }
704
705 /* Zero the BO out to clear it out for our next collection.
706 */
707 memset(bo_map, 0, brw->shader_time.bo->size);
708 brw_bo_unmap(brw->shader_time.bo);
709 }
710
711 void
712 brw_collect_and_report_shader_time(struct brw_context *brw)
713 {
714 brw_collect_shader_time(brw);
715
716 if (brw->shader_time.report_time == 0 ||
717 get_time() - brw->shader_time.report_time >= 1.0) {
718 brw_report_shader_time(brw);
719 brw->shader_time.report_time = get_time();
720 }
721 }
722
723 /**
724 * Chooses an index in the shader_time buffer and sets up tracking information
725 * for our printouts.
726 *
727 * Note that this holds on to references to the underlying programs, which may
728 * change their lifetimes compared to normal operation.
729 */
730 int
731 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog,
732 enum shader_time_shader_type type, bool is_glsl_sh)
733 {
734 int shader_time_index = brw->shader_time.num_entries++;
735 assert(shader_time_index < brw->shader_time.max_entries);
736 brw->shader_time.types[shader_time_index] = type;
737
738 const char *name;
739 if (prog->Id == 0) {
740 name = "ff";
741 } else if (is_glsl_sh) {
742 name = prog->info.label ?
743 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl";
744 } else {
745 name = "prog";
746 }
747
748 brw->shader_time.names[shader_time_index] = name;
749 brw->shader_time.ids[shader_time_index] = prog->Id;
750
751 return shader_time_index;
752 }
753
754 void
755 brw_destroy_shader_time(struct brw_context *brw)
756 {
757 brw_bo_unreference(brw->shader_time.bo);
758 brw->shader_time.bo = NULL;
759 }
760
761 void
762 brw_stage_prog_data_free(const void *p)
763 {
764 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p;
765
766 ralloc_free(prog_data->param);
767 ralloc_free(prog_data->pull_param);
768 }
769
770 void
771 brw_dump_arb_asm(const char *stage, struct gl_program *prog)
772 {
773 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n",
774 stage, prog->Id, stage);
775 _mesa_print_program(prog);
776 }
777
778 void
779 brw_setup_tex_for_precompile(const struct gen_device_info *devinfo,
780 struct brw_sampler_prog_key_data *tex,
781 struct gl_program *prog)
782 {
783 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8;
784 unsigned sampler_count = util_last_bit(prog->SamplersUsed);
785 for (unsigned i = 0; i < sampler_count; i++) {
786 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) {
787 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
788 tex->swizzles[i] =
789 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
790 } else {
791 /* Color sampler: assume no swizzling. */
792 tex->swizzles[i] = SWIZZLE_XYZW;
793 }
794 }
795 }
796
797 /**
798 * Sets up the starting offsets for the groups of binding table entries
799 * common to all pipeline stages.
800 *
801 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
802 * unused but also make sure that addition of small offsets to them will
803 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
804 */
805 uint32_t
806 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
807 const struct gl_program *prog,
808 struct brw_stage_prog_data *stage_prog_data,
809 uint32_t next_binding_table_offset)
810 {
811 int num_textures = util_last_bit(prog->SamplersUsed);
812
813 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
814 next_binding_table_offset += num_textures;
815
816 if (prog->info.num_ubos) {
817 assert(prog->info.num_ubos <= BRW_MAX_UBO);
818 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
819 next_binding_table_offset += prog->info.num_ubos;
820 } else {
821 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
822 }
823
824 if (prog->info.num_ssbos || prog->info.num_abos) {
825 assert(prog->info.num_abos <= BRW_MAX_ABO);
826 assert(prog->info.num_ssbos <= BRW_MAX_SSBO);
827 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
828 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos;
829 } else {
830 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
831 }
832
833 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
834 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
835 next_binding_table_offset++;
836 } else {
837 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
838 }
839
840 if (prog->info.uses_texture_gather) {
841 if (devinfo->gen >= 8) {
842 stage_prog_data->binding_table.gather_texture_start =
843 stage_prog_data->binding_table.texture_start;
844 } else {
845 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
846 next_binding_table_offset += num_textures;
847 }
848 } else {
849 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
850 }
851
852 if (prog->info.num_images) {
853 stage_prog_data->binding_table.image_start = next_binding_table_offset;
854 next_binding_table_offset += prog->info.num_images;
855 } else {
856 stage_prog_data->binding_table.image_start = 0xd0d0d0d0;
857 }
858
859 /* This may or may not be used depending on how the compile goes. */
860 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
861 next_binding_table_offset++;
862
863 /* Plane 0 is just the regular texture section */
864 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start;
865
866 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset;
867 next_binding_table_offset += num_textures;
868
869 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset;
870 next_binding_table_offset += num_textures;
871
872 /* Set the binding table size. Some callers may append new entries
873 * and increase this accordingly.
874 */
875 stage_prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
876
877 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
878 return next_binding_table_offset;
879 }
880
881 void
882 brw_populate_default_key(const struct brw_compiler *compiler,
883 union brw_any_prog_key *prog_key,
884 struct gl_shader_program *sh_prog,
885 struct gl_program *prog)
886 {
887 switch (prog->info.stage) {
888 case MESA_SHADER_VERTEX:
889 brw_vs_populate_default_key(compiler, &prog_key->vs, prog);
890 break;
891 case MESA_SHADER_TESS_CTRL:
892 brw_tcs_populate_default_key(compiler, &prog_key->tcs, sh_prog, prog);
893 break;
894 case MESA_SHADER_TESS_EVAL:
895 brw_tes_populate_default_key(compiler, &prog_key->tes, sh_prog, prog);
896 break;
897 case MESA_SHADER_GEOMETRY:
898 brw_gs_populate_default_key(compiler, &prog_key->gs, prog);
899 break;
900 case MESA_SHADER_FRAGMENT:
901 brw_wm_populate_default_key(compiler, &prog_key->wm, prog);
902 break;
903 case MESA_SHADER_COMPUTE:
904 brw_cs_populate_default_key(compiler, &prog_key->cs, prog);
905 break;
906 default:
907 unreachable("Unsupported stage!");
908 }
909 }
910
911 void
912 brw_debug_recompile(struct brw_context *brw,
913 gl_shader_stage stage,
914 unsigned api_id,
915 unsigned key_program_string_id,
916 void *key)
917 {
918 const struct brw_compiler *compiler = brw->screen->compiler;
919 enum brw_cache_id cache_id = brw_stage_cache_id(stage);
920
921 compiler->shader_perf_log(brw, "Recompiling %s shader for program %d\n",
922 _mesa_shader_stage_to_string(stage), api_id);
923
924 const void *old_key =
925 brw_find_previous_compile(&brw->cache, cache_id, key_program_string_id);
926
927 brw_debug_key_recompile(compiler, brw, stage, old_key, key);
928 }