v->ir = NULL;
}
+static bool
+compile_variant(struct ir3_shader_variant *v)
+{
+ int ret = ir3_compile_shader_nir(v->shader->compiler, v);
+ if (ret) {
+ _debug_printf("compile failed! (%s:%s)", v->shader->nir->info.name,
+ v->shader->nir->info.label);
+ return false;
+ }
+
+ assemble_variant(v);
+ if (!v->bin) {
+ _debug_printf("assemble failed! (%s:%s)", v->shader->nir->info.name,
+ v->shader->nir->info.label);
+ return false;
+ }
+
+ return true;
+}
+
/*
* For creating normal shader variants, 'nonbinning' is NULL. For
* creating binning pass shader, it is link to corresponding normal
* (non-binning) variant.
*/
static struct ir3_shader_variant *
-create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
+alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
struct ir3_shader_variant *nonbinning)
{
- struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
- int ret;
+ void *mem_ctx = shader;
+ /* hang the binning variant off it's non-binning counterpart instead
+ * of the shader, to simplify the error cleanup paths
+ */
+ if (nonbinning)
+ mem_ctx = nonbinning;
+ struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v));
if (!v)
return NULL;
if (!v->binning_pass)
v->const_state = rzalloc_size(v, sizeof(*v->const_state));
- ret = ir3_compile_shader_nir(shader->compiler, v);
- if (ret) {
- debug_error("compile failed!");
+ return v;
+}
+
+static bool
+needs_binning_variant(struct ir3_shader_variant *v)
+{
+ if ((v->type == MESA_SHADER_VERTEX) && ir3_has_binning_vs(&v->key))
+ return true;
+ return false;
+}
+
+static struct ir3_shader_variant *
+create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
+{
+ struct ir3_shader_variant *v = alloc_variant(shader, key, NULL);
+
+ if (!v)
goto fail;
+
+ if (needs_binning_variant(v)) {
+ v->binning = alloc_variant(shader, key, v);
+ if (!v->binning)
+ goto fail;
}
- assemble_variant(v);
- if (!v->bin) {
- debug_error("assemble failed!");
- goto fail;
+ if (ir3_disk_cache_retrieve(shader->compiler, v))
+ return v;
+
+ if (!shader->nir_finalized) {
+ ir3_nir_post_finalize(shader->compiler, shader->nir);
+
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ printf("dump nir%d: type=%d", shader->id, shader->type);
+ nir_print_shader(shader->nir, stdout);
+ }
+
+ shader->nir_finalized = true;
}
+ if (!compile_variant(v))
+ goto fail;
+
+ if (needs_binning_variant(v) && !compile_variant(v->binning))
+ goto fail;
+
+ ir3_disk_cache_store(shader->compiler, v);
+
return v;
fail:
}
static inline struct ir3_shader_variant *
-shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
- bool *created)
+shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
{
struct ir3_shader_variant *v;
- *created = false;
-
for (v = shader->variants; v; v = v->next)
if (ir3_shader_key_equal(key, &v->key))
return v;
- /* compile new variant if it doesn't exist already: */
- v = create_variant(shader, key, NULL);
- if (v) {
- v->next = shader->variants;
- shader->variants = v;
- *created = true;
- }
-
- return v;
+ return NULL;
}
struct ir3_shader_variant *
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
- struct ir3_shader_variant *v =
- shader_variant(shader, key, created);
-
- if (v && binning_pass) {
- if (!v->binning) {
- v->binning = create_variant(shader, key, v);
+ struct ir3_shader_variant *v = shader_variant(shader, key);
+
+ if (!v) {
+ /* compile new variant if it doesn't exist already: */
+ v = create_variant(shader, key);
+ if (v) {
+ v->next = shader->variants;
+ shader->variants = v;
*created = true;
}
- mtx_unlock(&shader->variants_lock);
- return v->binning;
}
+
+ if (v && binning_pass) {
+ v = v->binning;
+ assert(v);
+ }
+
mtx_unlock(&shader->variants_lock);
return v;
key->safe_constlen = true;
+ key->ucp_enables = 0xff;
+
if (info->stage == MESA_SHADER_FRAGMENT) {
key->fsaturate_s = ~0;
key->fsaturate_t = ~0;
key->color_two_side = true;
}
+ if (info->inputs_read & VARYING_BIT_LAYER) {
+ key->layer_zero = true;
+ }
+
if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
FRAG_RESULT_STENCIL |
FRAG_RESULT_SAMPLE_MASK)) != 0) {
cur_total += constlens[i];
}
- unsigned max_stage;
+ unsigned max_stage = 0;
unsigned max_const = 0;
uint32_t trimmed = 0;
if (stream_output)
memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
shader->num_reserved_user_consts = reserved_user_consts;
-
- ir3_nir_post_finalize(compiler, nir);
-
shader->nir = nir;
- if (ir3_shader_debug & IR3_DBG_DISASM) {
- printf("dump nir%d: type=%d", shader->id, shader->type);
- nir_print_shader(shader->nir, stdout);
- }
+ ir3_disk_cache_init_shader_key(compiler, shader);
ir3_setup_used_key(shader);