* Rob Clark <robclark@freedesktop.org>
*/
+#include "util/u_atomic.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/u_format.h"
ir3_destroy(v->ir);
if (v->bo)
fd_bo_del(v->bo);
- if (v->immediates)
- free(v->immediates);
free(v);
}
if (ir3_shader_debug & IR3_DBG_DISASM) {
struct ir3_shader_key key = v->key;
- printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type,
+ printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}\n", v->type,
v->binning_pass, key.color_two_side, key.half_precision);
ir3_shader_disasm(v, bin, stdout);
}
v->ir = NULL;
}
+/*
+ * 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, struct ir3_shader_key *key,
- bool binning_pass)
+ struct ir3_shader_variant *nonbinning)
{
struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
int ret;
v->id = ++shader->variant_count;
v->shader = shader;
- v->binning_pass = binning_pass;
+ v->binning_pass = !!nonbinning;
+ v->nonbinning = nonbinning;
v->key = *key;
v->type = shader->type;
return v;
/* compile new variant if it doesn't exist already: */
- v = create_variant(shader, key, false);
+ v = create_variant(shader, key, NULL);
if (v) {
v->next = shader->variants;
shader->variants = v;
ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
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, true);
+ if (!v->binning) {
+ v->binning = create_variant(shader, key, v);
+ *created = true;
+ }
+ mtx_unlock(&shader->variants_lock);
return v->binning;
}
+ mtx_unlock(&shader->variants_lock);
return v;
}
v = v->next;
delete_variant(t);
}
+ free(shader->const_state.immediates);
ralloc_free(shader->nir);
+ mtx_destroy(&shader->variants_lock);
free(shader);
}
{
struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
+ mtx_init(&shader->variants_lock, mtx_plain);
shader->compiler = compiler;
- shader->id = ++shader->compiler->shader_count;
+ shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
shader->type = nir->info.stage;
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
/* do first pass optimization, ignoring the key: */
- shader->nir = ir3_optimize_nir(shader, nir, NULL);
+ ir3_optimize_nir(shader, nir, NULL);
+
+ 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);
static void dump_reg(FILE *out, const char *name, uint32_t r)
{
- if (r != regid(63,0))
- fprintf(out, "; %s: r%d.%c\n", name, r >> 2, "xyzw"[r & 0x3]);
+ if (r != regid(63,0)) {
+ const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
+ fprintf(out, "; %s: %s%d.%c\n", name, reg_type,
+ (r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]);
+ }
}
static void dump_output(FILE *out, struct ir3_shader_variant *so,
dump_reg(out, name, regid);
}
+static const char *
+input_name(struct ir3_shader_variant *so, int i)
+{
+ if (so->inputs[i].sysval) {
+ return gl_system_value_name(so->inputs[i].slot);
+ } else if (so->type == MESA_SHADER_VERTEX) {
+ return gl_vert_attrib_name(so->inputs[i].slot);
+ } else {
+ return gl_varying_slot_name(so->inputs[i].slot);
+ }
+}
+
+static const char *
+output_name(struct ir3_shader_variant *so, int i)
+{
+ if (so->type == MESA_SHADER_FRAGMENT) {
+ return gl_frag_result_name(so->outputs[i].slot);
+ } else {
+ return gl_varying_slot_name(so->outputs[i].slot);
+ }
+}
+
void
ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
{
(regid >> 2), "xyzw"[regid & 0x3], i);
}
- for (i = 0; i < so->immediates_count; i++) {
- fprintf(out, "@const(c%d.x)\t", so->constbase.immediate + i);
+ struct ir3_const_state *const_state = &so->shader->const_state;
+ for (i = 0; i < const_state->immediates_count; i++) {
+ fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
- so->immediates[i].val[0],
- so->immediates[i].val[1],
- so->immediates[i].val[2],
- so->immediates[i].val[3]);
+ const_state->immediates[i].val[0],
+ const_state->immediates[i].val[1],
+ const_state->immediates[i].val[2],
+ const_state->immediates[i].val[3]);
}
disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
- switch (so->type) {
- case MESA_SHADER_VERTEX:
- fprintf(out, "; %s: outputs:", type);
- for (i = 0; i < so->outputs_count; i++) {
- uint8_t regid = so->outputs[i].regid;
- fprintf(out, " r%d.%c (%s)",
- (regid >> 2), "xyzw"[regid & 0x3],
- gl_varying_slot_name(so->outputs[i].slot));
- }
- fprintf(out, "\n");
- fprintf(out, "; %s: inputs:", type);
- for (i = 0; i < so->inputs_count; i++) {
- uint8_t regid = so->inputs[i].regid;
- fprintf(out, " r%d.%c (cm=%x,il=%u,b=%u)",
- (regid >> 2), "xyzw"[regid & 0x3],
- so->inputs[i].compmask,
- so->inputs[i].inloc,
- so->inputs[i].bary);
- }
- fprintf(out, "\n");
- break;
- case MESA_SHADER_FRAGMENT:
- fprintf(out, "; %s: outputs:", type);
- for (i = 0; i < so->outputs_count; i++) {
- uint8_t regid = so->outputs[i].regid;
- fprintf(out, " r%d.%c (%s)",
- (regid >> 2), "xyzw"[regid & 0x3],
- gl_frag_result_name(so->outputs[i].slot));
- }
- fprintf(out, "\n");
- fprintf(out, "; %s: inputs:", type);
- for (i = 0; i < so->inputs_count; i++) {
- uint8_t regid = so->inputs[i].regid;
- fprintf(out, " r%d.%c (%s,cm=%x,il=%u,b=%u)",
- (regid >> 2), "xyzw"[regid & 0x3],
- gl_varying_slot_name(so->inputs[i].slot),
- so->inputs[i].compmask,
- so->inputs[i].inloc,
- so->inputs[i].bary);
- }
- fprintf(out, "\n");
- break;
- default:
- /* TODO */
- break;
+ fprintf(out, "; %s: outputs:", type);
+ for (i = 0; i < so->outputs_count; i++) {
+ uint8_t regid = so->outputs[i].regid;
+ fprintf(out, " r%d.%c (%s)",
+ (regid >> 2), "xyzw"[regid & 0x3],
+ output_name(so, i));
}
+ fprintf(out, "\n");
+
+ fprintf(out, "; %s: inputs:", type);
+ for (i = 0; i < so->inputs_count; i++) {
+ uint8_t regid = so->inputs[i].regid;
+ fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
+ (regid >> 2), "xyzw"[regid & 0x3],
+ input_name(so, i),
+ so->inputs[i].slot,
+ so->inputs[i].compmask,
+ so->inputs[i].inloc,
+ so->inputs[i].bary);
+ }
+ fprintf(out, "\n");
/* print generic shader info: */
fprintf(out, "; %s prog %d/%d: %u instructions, %d half, %d full\n",
so->info.max_half_reg + 1,
so->info.max_reg + 1);
- fprintf(out, "; %d const, %u constlen\n",
- so->info.max_const + 1,
- so->constlen);
+ fprintf(out, "; %u constlen\n", so->constlen);
fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy);