i965: Free serialized nir after deserializing
[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 "program/prog_parameter.h"
35 #include "program/prog_print.h"
36 #include "program/prog_to_nir.h"
37 #include "program/program.h"
38 #include "program/programopt.h"
39 #include "tnl/tnl.h"
40 #include "util/ralloc.h"
41 #include "compiler/glsl/ir.h"
42 #include "compiler/glsl/glsl_to_nir.h"
43 #include "compiler/nir/nir_serialize.h"
44
45 #include "brw_program.h"
46 #include "brw_context.h"
47 #include "compiler/brw_nir.h"
48 #include "brw_defines.h"
49 #include "intel_batchbuffer.h"
50
51 static bool
52 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
53 {
54 if (is_scalar) {
55 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
56 type_size_scalar_bytes);
57 return nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
58 } else {
59 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
60 type_size_vec4_bytes);
61 return nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
62 }
63 }
64
65 nir_shader *
66 brw_create_nir(struct brw_context *brw,
67 const struct gl_shader_program *shader_prog,
68 struct gl_program *prog,
69 gl_shader_stage stage,
70 bool is_scalar)
71 {
72 struct gl_context *ctx = &brw->ctx;
73 const nir_shader_compiler_options *options =
74 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
75 nir_shader *nir;
76
77 /* First, lower the GLSL IR or Mesa IR to NIR */
78 if (shader_prog) {
79 nir = glsl_to_nir(shader_prog, stage, options);
80 nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
81 nir_lower_returns(nir);
82 nir_validate_shader(nir);
83 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
84 nir_shader_get_entrypoint(nir), true, false);
85 } else {
86 nir = prog_to_nir(prog, options);
87 NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
88 }
89 nir_validate_shader(nir);
90
91 nir = brw_preprocess_nir(brw->screen->compiler, nir);
92
93 if (stage == MESA_SHADER_FRAGMENT) {
94 static const struct nir_lower_wpos_ytransform_options wpos_options = {
95 .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
96 .fs_coord_pixel_center_integer = 1,
97 .fs_coord_origin_upper_left = 1,
98 };
99
100 bool progress = false;
101 NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options);
102 if (progress) {
103 _mesa_add_state_reference(prog->Parameters,
104 (gl_state_index *) wpos_options.state_tokens);
105 }
106 }
107
108 NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
109
110 return nir;
111 }
112
113 void
114 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
115 {
116 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
117
118 /* Copy the info we just generated back into the gl_program */
119 const char *prog_name = prog->info.name;
120 const char *prog_label = prog->info.label;
121 prog->info = nir->info;
122 prog->info.name = prog_name;
123 prog->info.label = prog_label;
124 }
125
126 static unsigned
127 get_new_program_id(struct intel_screen *screen)
128 {
129 return p_atomic_inc_return(&screen->program_id);
130 }
131
132 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
133 GLuint id, bool is_arb_asm)
134 {
135 struct brw_context *brw = brw_context(ctx);
136 struct brw_program *prog = rzalloc(NULL, struct brw_program);
137
138 if (prog) {
139 prog->id = get_new_program_id(brw->screen);
140
141 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm);
142 }
143
144 return NULL;
145 }
146
147 static void brwDeleteProgram( struct gl_context *ctx,
148 struct gl_program *prog )
149 {
150 struct brw_context *brw = brw_context(ctx);
151
152 /* Beware! prog's refcount has reached zero, and it's about to be freed.
153 *
154 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
155 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
156 * pointer has changed.
157 *
158 * We cannot leave brw->programs[i] as a dangling pointer to the dead
159 * program. malloc() may allocate the same memory for a new gl_program,
160 * causing us to see matching pointers...but totally different programs.
161 *
162 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
163 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
164 * would cause us to see matching pointers (NULL == NULL), and fail to
165 * detect that a program has changed since our last draw.
166 *
167 * So, set it to a bogus gl_program pointer that will never match,
168 * causing us to properly reevaluate the state on our next draw.
169 *
170 * Getting this wrong causes heisenbugs which are very hard to catch,
171 * as you need a very specific allocation pattern to hit the problem.
172 */
173 static const struct gl_program deleted_program;
174
175 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
176 if (brw->programs[i] == prog)
177 brw->programs[i] = (struct gl_program *) &deleted_program;
178 }
179
180 _mesa_delete_program( ctx, prog );
181 }
182
183
184 static GLboolean
185 brwProgramStringNotify(struct gl_context *ctx,
186 GLenum target,
187 struct gl_program *prog)
188 {
189 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);
190
191 struct brw_context *brw = brw_context(ctx);
192 const struct brw_compiler *compiler = brw->screen->compiler;
193
194 switch (target) {
195 case GL_FRAGMENT_PROGRAM_ARB: {
196 struct brw_program *newFP = brw_program(prog);
197 const struct brw_program *curFP =
198 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]);
199
200 if (newFP == curFP)
201 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
202 newFP->id = get_new_program_id(brw->screen);
203
204 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
205
206 brw_shader_gather_info(prog->nir, prog);
207
208 brw_fs_precompile(ctx, prog);
209 break;
210 }
211 case GL_VERTEX_PROGRAM_ARB: {
212 struct brw_program *newVP = brw_program(prog);
213 const struct brw_program *curVP =
214 brw_program_const(brw->programs[MESA_SHADER_VERTEX]);
215
216 if (newVP == curVP)
217 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
218 if (newVP->program.arb.IsPositionInvariant) {
219 _mesa_insert_mvp_code(ctx, &newVP->program);
220 }
221 newVP->id = get_new_program_id(brw->screen);
222
223 /* Also tell tnl about it:
224 */
225 _tnl_program_string(ctx, target, prog);
226
227 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
228 compiler->scalar_stage[MESA_SHADER_VERTEX]);
229
230 brw_shader_gather_info(prog->nir, prog);
231
232 brw_vs_precompile(ctx, prog);
233 break;
234 }
235 default:
236 /*
237 * driver->ProgramStringNotify is only called for ARB programs, fixed
238 * function vertex programs, and ir_to_mesa (which isn't used by the
239 * i965 back-end). Therefore, even after geometry shaders are added,
240 * this function should only ever be called with a target of
241 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
242 */
243 unreachable("Unexpected target in brwProgramStringNotify");
244 }
245
246 return true;
247 }
248
249 static void
250 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers)
251 {
252 struct brw_context *brw = brw_context(ctx);
253 const struct gen_device_info *devinfo = &brw->screen->devinfo;
254 unsigned bits = (PIPE_CONTROL_DATA_CACHE_FLUSH |
255 PIPE_CONTROL_NO_WRITE |
256 PIPE_CONTROL_CS_STALL);
257 assert(devinfo->gen >= 7 && devinfo->gen <= 10);
258
259 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
260 GL_ELEMENT_ARRAY_BARRIER_BIT |
261 GL_COMMAND_BARRIER_BIT))
262 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE;
263
264 if (barriers & GL_UNIFORM_BARRIER_BIT)
265 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
266 PIPE_CONTROL_CONST_CACHE_INVALIDATE);
267
268 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT)
269 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE;
270
271 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT |
272 GL_PIXEL_BUFFER_BARRIER_BIT))
273 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
274 PIPE_CONTROL_RENDER_TARGET_FLUSH);
275
276 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT)
277 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
278 PIPE_CONTROL_RENDER_TARGET_FLUSH);
279
280 /* Typed surface messages are handled by the render cache on IVB, so we
281 * need to flush it too.
282 */
283 if (devinfo->gen == 7 && !devinfo->is_haswell)
284 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
285
286 brw_emit_pipe_control_flush(brw, bits);
287 }
288
289 static void
290 brw_blend_barrier(struct gl_context *ctx)
291 {
292 struct brw_context *brw = brw_context(ctx);
293 const struct gen_device_info *devinfo = &brw->screen->devinfo;
294
295 if (!ctx->Extensions.MESA_shader_framebuffer_fetch) {
296 if (devinfo->gen >= 6) {
297 brw_emit_pipe_control_flush(brw,
298 PIPE_CONTROL_RENDER_TARGET_FLUSH |
299 PIPE_CONTROL_CS_STALL);
300 brw_emit_pipe_control_flush(brw,
301 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
302 } else {
303 brw_emit_pipe_control_flush(brw,
304 PIPE_CONTROL_RENDER_TARGET_FLUSH);
305 }
306 }
307 }
308
309 void
310 brw_get_scratch_bo(struct brw_context *brw,
311 struct brw_bo **scratch_bo, int size)
312 {
313 struct brw_bo *old_bo = *scratch_bo;
314
315 if (old_bo && old_bo->size < size) {
316 brw_bo_unreference(old_bo);
317 old_bo = NULL;
318 }
319
320 if (!old_bo) {
321 *scratch_bo = brw_bo_alloc(brw->bufmgr, "scratch bo", size, 4096);
322 }
323 }
324
325 /**
326 * Reserve enough scratch space for the given stage to hold \p per_thread_size
327 * bytes times the given \p thread_count.
328 */
329 void
330 brw_alloc_stage_scratch(struct brw_context *brw,
331 struct brw_stage_state *stage_state,
332 unsigned per_thread_size)
333 {
334 if (stage_state->per_thread_scratch >= per_thread_size)
335 return;
336
337 stage_state->per_thread_scratch = per_thread_size;
338
339 if (stage_state->scratch_bo)
340 brw_bo_unreference(stage_state->scratch_bo);
341
342 const struct gen_device_info *devinfo = &brw->screen->devinfo;
343 unsigned thread_count;
344 switch(stage_state->stage) {
345 case MESA_SHADER_VERTEX:
346 thread_count = devinfo->max_vs_threads;
347 break;
348 case MESA_SHADER_TESS_CTRL:
349 thread_count = devinfo->max_tcs_threads;
350 break;
351 case MESA_SHADER_TESS_EVAL:
352 thread_count = devinfo->max_tes_threads;
353 break;
354 case MESA_SHADER_GEOMETRY:
355 thread_count = devinfo->max_gs_threads;
356 break;
357 case MESA_SHADER_FRAGMENT:
358 thread_count = devinfo->max_wm_threads;
359 break;
360 case MESA_SHADER_COMPUTE: {
361 unsigned subslices = MAX2(brw->screen->subslice_total, 1);
362
363 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
364 *
365 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
366 * allocate scratch space enough so that each slice has 4 slices
367 * allowed."
368 *
369 * According to the other driver team, this applies to compute shaders
370 * as well. This is not currently documented at all.
371 */
372 if (devinfo->gen >= 9)
373 subslices = 4;
374
375 /* WaCSScratchSize:hsw
376 *
377 * Haswell's scratch space address calculation appears to be sparse
378 * rather than tightly packed. The Thread ID has bits indicating
379 * which subslice, EU within a subslice, and thread within an EU
380 * it is. There's a maximum of two slices and two subslices, so these
381 * can be stored with a single bit. Even though there are only 10 EUs
382 * per subslice, this is stored in 4 bits, so there's an effective
383 * maximum value of 16 EUs. Similarly, although there are only 7
384 * threads per EU, this is stored in a 3 bit number, giving an effective
385 * maximum value of 8 threads per EU.
386 *
387 * This means that we need to use 16 * 8 instead of 10 * 7 for the
388 * number of threads per subslice.
389 */
390 const unsigned scratch_ids_per_subslice =
391 devinfo->is_haswell ? 16 * 8 : devinfo->max_cs_threads;
392
393 thread_count = scratch_ids_per_subslice * subslices;
394 break;
395 }
396 default:
397 unreachable("Unsupported stage!");
398 }
399
400 stage_state->scratch_bo =
401 brw_bo_alloc(brw->bufmgr, "shader scratch space",
402 per_thread_size * thread_count, 4096);
403 }
404
405 void brwInitFragProgFuncs( struct dd_function_table *functions )
406 {
407 assert(functions->ProgramStringNotify == _tnl_program_string);
408
409 functions->NewProgram = brwNewProgram;
410 functions->DeleteProgram = brwDeleteProgram;
411 functions->ProgramStringNotify = brwProgramStringNotify;
412
413 functions->LinkShader = brw_link_shader;
414
415 functions->MemoryBarrier = brw_memory_barrier;
416 functions->BlendBarrier = brw_blend_barrier;
417 }
418
419 struct shader_times {
420 uint64_t time;
421 uint64_t written;
422 uint64_t reset;
423 };
424
425 void
426 brw_init_shader_time(struct brw_context *brw)
427 {
428 const int max_entries = 2048;
429 brw->shader_time.bo =
430 brw_bo_alloc(brw->bufmgr, "shader time",
431 max_entries * BRW_SHADER_TIME_STRIDE * 3, 4096);
432 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries);
433 brw->shader_time.ids = rzalloc_array(brw, int, max_entries);
434 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type,
435 max_entries);
436 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times,
437 max_entries);
438 brw->shader_time.max_entries = max_entries;
439 }
440
441 static int
442 compare_time(const void *a, const void *b)
443 {
444 uint64_t * const *a_val = a;
445 uint64_t * const *b_val = b;
446
447 /* We don't just subtract because we're turning the value to an int. */
448 if (**a_val < **b_val)
449 return -1;
450 else if (**a_val == **b_val)
451 return 0;
452 else
453 return 1;
454 }
455
456 static void
457 print_shader_time_line(const char *stage, const char *name,
458 int shader_num, uint64_t time, uint64_t total)
459 {
460 fprintf(stderr, "%-6s%-18s", stage, name);
461
462 if (shader_num != 0)
463 fprintf(stderr, "%4d: ", shader_num);
464 else
465 fprintf(stderr, " : ");
466
467 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n",
468 (long long)time,
469 (double)time / 1000000000.0,
470 (double)time / total * 100.0);
471 }
472
473 static void
474 brw_report_shader_time(struct brw_context *brw)
475 {
476 if (!brw->shader_time.bo || !brw->shader_time.num_entries)
477 return;
478
479 uint64_t scaled[brw->shader_time.num_entries];
480 uint64_t *sorted[brw->shader_time.num_entries];
481 uint64_t total_by_type[ST_CS + 1];
482 memset(total_by_type, 0, sizeof(total_by_type));
483 double total = 0;
484 for (int i = 0; i < brw->shader_time.num_entries; i++) {
485 uint64_t written = 0, reset = 0;
486 enum shader_time_shader_type type = brw->shader_time.types[i];
487
488 sorted[i] = &scaled[i];
489
490 switch (type) {
491 case ST_VS:
492 case ST_TCS:
493 case ST_TES:
494 case ST_GS:
495 case ST_FS8:
496 case ST_FS16:
497 case ST_CS:
498 written = brw->shader_time.cumulative[i].written;
499 reset = brw->shader_time.cumulative[i].reset;
500 break;
501
502 default:
503 /* I sometimes want to print things that aren't the 3 shader times.
504 * Just print the sum in that case.
505 */
506 written = 1;
507 reset = 0;
508 break;
509 }
510
511 uint64_t time = brw->shader_time.cumulative[i].time;
512 if (written) {
513 scaled[i] = time / written * (written + reset);
514 } else {
515 scaled[i] = time;
516 }
517
518 switch (type) {
519 case ST_VS:
520 case ST_TCS:
521 case ST_TES:
522 case ST_GS:
523 case ST_FS8:
524 case ST_FS16:
525 case ST_CS:
526 total_by_type[type] += scaled[i];
527 break;
528 default:
529 break;
530 }
531
532 total += scaled[i];
533 }
534
535 if (total == 0) {
536 fprintf(stderr, "No shader time collected yet\n");
537 return;
538 }
539
540 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time);
541
542 fprintf(stderr, "\n");
543 fprintf(stderr, "type ID cycles spent %% of total\n");
544 for (int s = 0; s < brw->shader_time.num_entries; s++) {
545 const char *stage;
546 /* Work back from the sorted pointers times to a time to print. */
547 int i = sorted[s] - scaled;
548
549 if (scaled[i] == 0)
550 continue;
551
552 int shader_num = brw->shader_time.ids[i];
553 const char *shader_name = brw->shader_time.names[i];
554
555 switch (brw->shader_time.types[i]) {
556 case ST_VS:
557 stage = "vs";
558 break;
559 case ST_TCS:
560 stage = "tcs";
561 break;
562 case ST_TES:
563 stage = "tes";
564 break;
565 case ST_GS:
566 stage = "gs";
567 break;
568 case ST_FS8:
569 stage = "fs8";
570 break;
571 case ST_FS16:
572 stage = "fs16";
573 break;
574 case ST_CS:
575 stage = "cs";
576 break;
577 default:
578 stage = "other";
579 break;
580 }
581
582 print_shader_time_line(stage, shader_name, shader_num,
583 scaled[i], total);
584 }
585
586 fprintf(stderr, "\n");
587 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total);
588 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total);
589 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total);
590 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total);
591 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total);
592 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total);
593 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total);
594 }
595
596 static void
597 brw_collect_shader_time(struct brw_context *brw)
598 {
599 if (!brw->shader_time.bo)
600 return;
601
602 /* This probably stalls on the last rendering. We could fix that by
603 * delaying reading the reports, but it doesn't look like it's a big
604 * overhead compared to the cost of tracking the time in the first place.
605 */
606 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE);
607
608 for (int i = 0; i < brw->shader_time.num_entries; i++) {
609 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE;
610
611 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4];
612 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4];
613 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4];
614 }
615
616 /* Zero the BO out to clear it out for our next collection.
617 */
618 memset(bo_map, 0, brw->shader_time.bo->size);
619 brw_bo_unmap(brw->shader_time.bo);
620 }
621
622 void
623 brw_collect_and_report_shader_time(struct brw_context *brw)
624 {
625 brw_collect_shader_time(brw);
626
627 if (brw->shader_time.report_time == 0 ||
628 get_time() - brw->shader_time.report_time >= 1.0) {
629 brw_report_shader_time(brw);
630 brw->shader_time.report_time = get_time();
631 }
632 }
633
634 /**
635 * Chooses an index in the shader_time buffer and sets up tracking information
636 * for our printouts.
637 *
638 * Note that this holds on to references to the underlying programs, which may
639 * change their lifetimes compared to normal operation.
640 */
641 int
642 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog,
643 enum shader_time_shader_type type, bool is_glsl_sh)
644 {
645 int shader_time_index = brw->shader_time.num_entries++;
646 assert(shader_time_index < brw->shader_time.max_entries);
647 brw->shader_time.types[shader_time_index] = type;
648
649 const char *name;
650 if (prog->Id == 0) {
651 name = "ff";
652 } else if (is_glsl_sh) {
653 name = prog->info.label ?
654 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl";
655 } else {
656 name = "prog";
657 }
658
659 brw->shader_time.names[shader_time_index] = name;
660 brw->shader_time.ids[shader_time_index] = prog->Id;
661
662 return shader_time_index;
663 }
664
665 void
666 brw_destroy_shader_time(struct brw_context *brw)
667 {
668 brw_bo_unreference(brw->shader_time.bo);
669 brw->shader_time.bo = NULL;
670 }
671
672 void
673 brw_stage_prog_data_free(const void *p)
674 {
675 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p;
676
677 ralloc_free(prog_data->param);
678 ralloc_free(prog_data->pull_param);
679 }
680
681 void
682 brw_dump_arb_asm(const char *stage, struct gl_program *prog)
683 {
684 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n",
685 stage, prog->Id, stage);
686 _mesa_print_program(prog);
687 }
688
689 void
690 brw_setup_tex_for_precompile(struct brw_context *brw,
691 struct brw_sampler_prog_key_data *tex,
692 struct gl_program *prog)
693 {
694 const struct gen_device_info *devinfo = &brw->screen->devinfo;
695 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8;
696 unsigned sampler_count = util_last_bit(prog->SamplersUsed);
697 for (unsigned i = 0; i < sampler_count; i++) {
698 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) {
699 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
700 tex->swizzles[i] =
701 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
702 } else {
703 /* Color sampler: assume no swizzling. */
704 tex->swizzles[i] = SWIZZLE_XYZW;
705 }
706 }
707 }
708
709 /**
710 * Sets up the starting offsets for the groups of binding table entries
711 * common to all pipeline stages.
712 *
713 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
714 * unused but also make sure that addition of small offsets to them will
715 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
716 */
717 uint32_t
718 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
719 const struct gl_program *prog,
720 struct brw_stage_prog_data *stage_prog_data,
721 uint32_t next_binding_table_offset)
722 {
723 int num_textures = util_last_bit(prog->SamplersUsed);
724
725 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
726 next_binding_table_offset += num_textures;
727
728 if (prog->info.num_ubos) {
729 assert(prog->info.num_ubos <= BRW_MAX_UBO);
730 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
731 next_binding_table_offset += prog->info.num_ubos;
732 } else {
733 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
734 }
735
736 if (prog->info.num_ssbos || prog->info.num_abos) {
737 assert(prog->info.num_abos <= BRW_MAX_ABO);
738 assert(prog->info.num_ssbos <= BRW_MAX_SSBO);
739 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
740 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos;
741 } else {
742 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
743 }
744
745 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
746 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
747 next_binding_table_offset++;
748 } else {
749 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
750 }
751
752 if (prog->info.uses_texture_gather) {
753 if (devinfo->gen >= 8) {
754 stage_prog_data->binding_table.gather_texture_start =
755 stage_prog_data->binding_table.texture_start;
756 } else {
757 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
758 next_binding_table_offset += num_textures;
759 }
760 } else {
761 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
762 }
763
764 if (prog->info.num_images) {
765 stage_prog_data->binding_table.image_start = next_binding_table_offset;
766 next_binding_table_offset += prog->info.num_images;
767 } else {
768 stage_prog_data->binding_table.image_start = 0xd0d0d0d0;
769 }
770
771 /* This may or may not be used depending on how the compile goes. */
772 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
773 next_binding_table_offset++;
774
775 /* Plane 0 is just the regular texture section */
776 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start;
777
778 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset;
779 next_binding_table_offset += num_textures;
780
781 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset;
782 next_binding_table_offset += num_textures;
783
784 /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
785
786 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
787 return next_binding_table_offset;
788 }
789
790 void
791 brw_program_deserialize_nir(struct gl_context *ctx, struct gl_program *prog,
792 gl_shader_stage stage)
793 {
794 if (!prog->nir) {
795 assert(prog->driver_cache_blob && prog->driver_cache_blob_size > 0);
796 const struct nir_shader_compiler_options *options =
797 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
798 struct blob_reader reader;
799 blob_reader_init(&reader, prog->driver_cache_blob,
800 prog->driver_cache_blob_size);
801 prog->nir = nir_deserialize(NULL, options, &reader);
802 }
803
804 if (prog->driver_cache_blob) {
805 ralloc_free(prog->driver_cache_blob);
806 prog->driver_cache_blob = NULL;
807 prog->driver_cache_blob_size = 0;
808 }
809 }