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