2 * Copyright © 2014 Intel Corporation
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9 * Software is furnished to do so, subject to the following conditions:
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
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
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21 * DEALINGS IN THE SOFTWARE.
27 * Tessellation control shader state upload code.
30 #include "brw_context.h"
32 #include "brw_program.h"
33 #include "brw_shader.h"
34 #include "brw_state.h"
35 #include "program/prog_parameter.h"
36 #include "nir_builder.h"
39 create_passthrough_tcs(void *mem_ctx
, const struct brw_compiler
*compiler
,
40 const nir_shader_compiler_options
*options
,
41 const struct brw_tcs_prog_key
*key
)
44 nir_builder_init_simple_shader(&b
, mem_ctx
, MESA_SHADER_TESS_CTRL
,
46 nir_shader
*nir
= b
.shader
;
48 nir_intrinsic_instr
*load
;
49 nir_intrinsic_instr
*store
;
50 nir_ssa_def
*zero
= nir_imm_int(&b
, 0);
51 nir_ssa_def
*invoc_id
=
52 nir_load_system_value(&b
, nir_intrinsic_load_invocation_id
, 0);
54 nir
->info
->inputs_read
= key
->outputs_written
;
55 nir
->info
->outputs_written
= key
->outputs_written
;
56 nir
->info
->tcs
.vertices_out
= key
->input_vertices
;
57 nir
->info
->name
= ralloc_strdup(nir
, "passthrough");
58 nir
->num_uniforms
= 8 * sizeof(uint32_t);
60 var
= nir_variable_create(nir
, nir_var_uniform
, glsl_vec4_type(), "hdr_0");
61 var
->data
.location
= 0;
62 var
= nir_variable_create(nir
, nir_var_uniform
, glsl_vec4_type(), "hdr_1");
63 var
->data
.location
= 1;
65 /* Write the patch URB header. */
66 for (int i
= 0; i
<= 1; i
++) {
67 load
= nir_intrinsic_instr_create(nir
, nir_intrinsic_load_uniform
);
68 load
->num_components
= 4;
69 load
->src
[0] = nir_src_for_ssa(zero
);
70 nir_ssa_dest_init(&load
->instr
, &load
->dest
, 4, 32, NULL
);
71 nir_intrinsic_set_base(load
, i
* 4 * sizeof(uint32_t));
72 nir_builder_instr_insert(&b
, &load
->instr
);
74 store
= nir_intrinsic_instr_create(nir
, nir_intrinsic_store_output
);
75 store
->num_components
= 4;
76 store
->src
[0] = nir_src_for_ssa(&load
->dest
.ssa
);
77 store
->src
[1] = nir_src_for_ssa(zero
);
78 nir_intrinsic_set_base(store
, VARYING_SLOT_TESS_LEVEL_INNER
- i
);
79 nir_intrinsic_set_write_mask(store
, WRITEMASK_XYZW
);
80 nir_builder_instr_insert(&b
, &store
->instr
);
83 /* Copy inputs to outputs. */
84 uint64_t varyings
= key
->outputs_written
;
86 while (varyings
!= 0) {
87 const int varying
= ffsll(varyings
) - 1;
89 load
= nir_intrinsic_instr_create(nir
,
90 nir_intrinsic_load_per_vertex_input
);
91 load
->num_components
= 4;
92 load
->src
[0] = nir_src_for_ssa(invoc_id
);
93 load
->src
[1] = nir_src_for_ssa(zero
);
94 nir_ssa_dest_init(&load
->instr
, &load
->dest
, 4, 32, NULL
);
95 nir_intrinsic_set_base(load
, varying
);
96 nir_builder_instr_insert(&b
, &load
->instr
);
98 store
= nir_intrinsic_instr_create(nir
,
99 nir_intrinsic_store_per_vertex_output
);
100 store
->num_components
= 4;
101 store
->src
[0] = nir_src_for_ssa(&load
->dest
.ssa
);
102 store
->src
[1] = nir_src_for_ssa(invoc_id
);
103 store
->src
[2] = nir_src_for_ssa(zero
);
104 nir_intrinsic_set_base(store
, varying
);
105 nir_intrinsic_set_write_mask(store
, WRITEMASK_XYZW
);
106 nir_builder_instr_insert(&b
, &store
->instr
);
108 varyings
&= ~BITFIELD64_BIT(varying
);
111 nir_validate_shader(nir
);
113 nir
= brw_preprocess_nir(compiler
, nir
);
119 brw_tcs_debug_recompile(struct brw_context
*brw
,
120 struct gl_shader_program
*shader_prog
,
121 const struct brw_tcs_prog_key
*key
)
123 struct brw_cache_item
*c
= NULL
;
124 const struct brw_tcs_prog_key
*old_key
= NULL
;
127 perf_debug("Recompiling tessellation control shader for program %d\n",
130 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
131 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
132 if (c
->cache_id
== BRW_CACHE_TCS_PROG
) {
135 if (old_key
->program_string_id
== key
->program_string_id
)
144 perf_debug(" Didn't find previous compile in the shader cache for "
149 found
|= key_debug(brw
, "input vertices", old_key
->input_vertices
,
150 key
->input_vertices
);
151 found
|= key_debug(brw
, "outputs written", old_key
->outputs_written
,
152 key
->outputs_written
);
153 found
|= key_debug(brw
, "patch outputs written", old_key
->patch_outputs_written
,
154 key
->patch_outputs_written
);
155 found
|= key_debug(brw
, "TES primitive mode", old_key
->tes_primitive_mode
,
156 key
->tes_primitive_mode
);
157 found
|= key_debug(brw
, "quads and equal_spacing workaround",
158 old_key
->quads_workaround
, key
->quads_workaround
);
159 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
162 perf_debug(" Something else\n");
167 brw_codegen_tcs_prog(struct brw_context
*brw
,
168 struct gl_shader_program
*shader_prog
,
169 struct brw_program
*tcp
,
170 struct brw_tcs_prog_key
*key
)
172 struct gl_context
*ctx
= &brw
->ctx
;
173 const struct brw_compiler
*compiler
= brw
->screen
->compiler
;
174 const struct gen_device_info
*devinfo
= compiler
->devinfo
;
175 struct brw_stage_state
*stage_state
= &brw
->tcs
.base
;
177 struct brw_tcs_prog_data prog_data
;
178 bool start_busy
= false;
179 double start_time
= 0;
181 void *mem_ctx
= ralloc_context(NULL
);
183 nir
= tcp
->program
.nir
;
185 /* Create a dummy nir_shader. We won't actually use NIR code to
186 * generate assembly (it's easier to generate assembly directly),
187 * but the whole compiler assumes one of these exists.
189 const nir_shader_compiler_options
*options
=
190 ctx
->Const
.ShaderCompilerOptions
[MESA_SHADER_TESS_CTRL
].NirOptions
;
191 nir
= create_passthrough_tcs(mem_ctx
, compiler
, options
, key
);
194 memset(&prog_data
, 0, sizeof(prog_data
));
196 /* Allocate the references to the uniforms that will end up in the
197 * prog_data associated with the compiled program, and which will be freed
198 * by the state cache.
200 * Note: param_count needs to be num_uniform_components * 4, since we add
201 * padding around uniform values below vec4 size, so the worst case is that
202 * every uniform is a float which gets padded to the size of a vec4.
204 int param_count
= nir
->num_uniforms
/ 4;
206 prog_data
.base
.base
.param
=
207 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
208 prog_data
.base
.base
.pull_param
=
209 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
210 prog_data
.base
.base
.nr_params
= param_count
;
213 brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_CTRL
, devinfo
,
214 shader_prog
, &tcp
->program
,
215 &prog_data
.base
.base
, 0);
217 prog_data
.base
.base
.image_param
=
218 rzalloc_array(NULL
, struct brw_image_param
,
219 tcp
->program
.info
.num_images
);
220 prog_data
.base
.base
.nr_image_params
= tcp
->program
.info
.num_images
;
222 brw_nir_setup_glsl_uniforms(nir
, shader_prog
, &tcp
->program
,
223 &prog_data
.base
.base
,
224 compiler
->scalar_stage
[MESA_SHADER_TESS_CTRL
]);
226 /* Upload the Patch URB Header as the first two uniforms.
227 * Do the annoying scrambling so the shader doesn't have to.
229 const float **param
= (const float **) prog_data
.base
.base
.param
;
230 static float zero
= 0.0f
;
231 for (int i
= 0; i
< 8; i
++)
234 if (key
->tes_primitive_mode
== GL_QUADS
) {
235 for (int i
= 0; i
< 4; i
++)
236 param
[7 - i
] = &ctx
->TessCtrlProgram
.patch_default_outer_level
[i
];
238 param
[3] = &ctx
->TessCtrlProgram
.patch_default_inner_level
[0];
239 param
[2] = &ctx
->TessCtrlProgram
.patch_default_inner_level
[1];
240 } else if (key
->tes_primitive_mode
== GL_TRIANGLES
) {
241 for (int i
= 0; i
< 3; i
++)
242 param
[7 - i
] = &ctx
->TessCtrlProgram
.patch_default_outer_level
[i
];
244 param
[4] = &ctx
->TessCtrlProgram
.patch_default_inner_level
[0];
246 assert(key
->tes_primitive_mode
== GL_ISOLINES
);
247 param
[7] = &ctx
->TessCtrlProgram
.patch_default_outer_level
[1];
248 param
[6] = &ctx
->TessCtrlProgram
.patch_default_outer_level
[0];
253 if (unlikely(INTEL_DEBUG
& DEBUG_SHADER_TIME
))
254 st_index
= brw_get_shader_time_index(brw
, shader_prog
, NULL
, ST_TCS
);
256 if (unlikely(brw
->perf_debug
)) {
257 start_busy
= brw
->batch
.last_bo
&& drm_intel_bo_busy(brw
->batch
.last_bo
);
258 start_time
= get_time();
261 unsigned program_size
;
263 const unsigned *program
=
264 brw_compile_tcs(compiler
, brw
, mem_ctx
, key
, &prog_data
, nir
, st_index
,
265 &program_size
, &error_str
);
266 if (program
== NULL
) {
268 shader_prog
->data
->LinkStatus
= false;
269 ralloc_strcat(&shader_prog
->data
->InfoLog
, error_str
);
272 _mesa_problem(NULL
, "Failed to compile tessellation control shader: "
275 ralloc_free(mem_ctx
);
279 if (unlikely(brw
->perf_debug
)) {
281 if (tcp
->compiled_once
) {
282 brw_tcs_debug_recompile(brw
, shader_prog
, key
);
284 tcp
->compiled_once
= true;
287 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
288 perf_debug("TCS compile took %.03f ms and stalled the GPU\n",
289 (get_time() - start_time
) * 1000);
293 /* Scratch space is used for register spilling */
294 brw_alloc_stage_scratch(brw
, stage_state
,
295 prog_data
.base
.base
.total_scratch
,
296 devinfo
->max_tcs_threads
);
298 brw_upload_cache(&brw
->cache
, BRW_CACHE_TCS_PROG
,
300 program
, program_size
,
301 &prog_data
, sizeof(prog_data
),
302 &stage_state
->prog_offset
, &brw
->tcs
.base
.prog_data
);
303 ralloc_free(mem_ctx
);
309 brw_tcs_populate_key(struct brw_context
*brw
,
310 struct brw_tcs_prog_key
*key
)
312 struct brw_program
*tcp
= (struct brw_program
*) brw
->tess_ctrl_program
;
313 struct brw_program
*tep
= (struct brw_program
*) brw
->tess_eval_program
;
314 struct gl_program
*tes_prog
= &tep
->program
;
316 uint64_t per_vertex_slots
= tes_prog
->info
.inputs_read
;
317 uint32_t per_patch_slots
= tes_prog
->info
.patch_inputs_read
;
319 memset(key
, 0, sizeof(*key
));
322 struct gl_program
*prog
= &tcp
->program
;
323 per_vertex_slots
|= prog
->info
.outputs_written
;
324 per_patch_slots
|= prog
->info
.patch_outputs_written
;
327 if (brw
->gen
< 8 || !tcp
)
328 key
->input_vertices
= brw
->ctx
.TessCtrlProgram
.patch_vertices
;
329 key
->outputs_written
= per_vertex_slots
;
330 key
->patch_outputs_written
= per_patch_slots
;
332 /* We need to specialize our code generation for tessellation levels
333 * based on the domain the DS is expecting to tessellate.
335 key
->tes_primitive_mode
= tep
->program
.info
.tes
.primitive_mode
;
336 key
->quads_workaround
= brw
->gen
< 9 &&
337 tep
->program
.info
.tes
.primitive_mode
== GL_QUADS
&&
338 tep
->program
.info
.tes
.spacing
== GL_EQUAL
;
341 key
->program_string_id
= tcp
->id
;
344 brw_populate_sampler_prog_key_data(&brw
->ctx
, &tcp
->program
, &key
->tex
);
349 brw_upload_tcs_prog(struct brw_context
*brw
)
351 struct gl_shader_program
**current
= brw
->ctx
._Shader
->CurrentProgram
;
352 struct brw_stage_state
*stage_state
= &brw
->tcs
.base
;
353 struct brw_tcs_prog_key key
;
354 /* BRW_NEW_TESS_PROGRAMS */
355 struct brw_program
*tcp
= (struct brw_program
*) brw
->tess_ctrl_program
;
356 MAYBE_UNUSED
struct brw_program
*tep
=
357 (struct brw_program
*) brw
->tess_eval_program
;
360 if (!brw_state_dirty(brw
,
362 BRW_NEW_PATCH_PRIMITIVE
|
363 BRW_NEW_TESS_PROGRAMS
))
366 brw_tcs_populate_key(brw
, &key
);
368 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_TCS_PROG
,
370 &stage_state
->prog_offset
,
371 &brw
->tcs
.base
.prog_data
)) {
372 bool success
= brw_codegen_tcs_prog(brw
, current
[MESA_SHADER_TESS_CTRL
],
381 brw_tcs_precompile(struct gl_context
*ctx
,
382 struct gl_shader_program
*shader_prog
,
383 struct gl_program
*prog
)
385 struct brw_context
*brw
= brw_context(ctx
);
386 struct brw_tcs_prog_key key
;
387 uint32_t old_prog_offset
= brw
->tcs
.base
.prog_offset
;
388 struct brw_stage_prog_data
*old_prog_data
= brw
->tcs
.base
.prog_data
;
391 struct brw_program
*btcp
= brw_program(prog
);
392 const struct gl_linked_shader
*tes
=
393 shader_prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
];
395 memset(&key
, 0, sizeof(key
));
397 key
.program_string_id
= btcp
->id
;
398 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
400 /* Guess that the input and output patches have the same dimensionality. */
402 key
.input_vertices
= shader_prog
->
403 _LinkedShaders
[MESA_SHADER_TESS_CTRL
]->info
.TessCtrl
.VerticesOut
;
407 key
.tes_primitive_mode
= tes
->info
.TessEval
.PrimitiveMode
;
408 key
.quads_workaround
= brw
->gen
< 9 &&
409 tes
->info
.TessEval
.PrimitiveMode
== GL_QUADS
&&
410 tes
->info
.TessEval
.Spacing
== GL_EQUAL
;
412 key
.tes_primitive_mode
= GL_TRIANGLES
;
415 key
.outputs_written
= prog
->nir
->info
->outputs_written
;
416 key
.patch_outputs_written
= prog
->nir
->info
->patch_outputs_written
;
418 success
= brw_codegen_tcs_prog(brw
, shader_prog
, btcp
, &key
);
420 brw
->tcs
.base
.prog_offset
= old_prog_offset
;
421 brw
->tcs
.base
.prog_data
= old_prog_data
;