freedreno/ir3: add helpers to move instructions
[mesa.git] / src / freedreno / ir3 / ir3_shader.c
index 228c7609f505d59da849c6a689ac70c73ed51d9d..ddb2c997baf6071d8498476f5505c9f5ef6c4b53 100644 (file)
  *    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"
+#include "util/format/u_format.h"
 
 #include "drm/freedreno_drmif.h"
 
@@ -45,8 +46,10 @@ delete_variant(struct ir3_shader_variant *v)
 {
        if (v->ir)
                ir3_destroy(v->ir);
-       if (v->bo)
-               fd_bo_del(v->bo);
+       assert(!v->bo);
+       if (v->binning)
+               delete_variant(v->binning);
+       free(v->bin);
        free(v);
 }
 
@@ -95,6 +98,9 @@ fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id)
        }
 
        for (i = 0; i < v->outputs_count; i++) {
+               /* for ex, VS shaders with tess don't have normal varying outs: */
+               if (!VALIDREG(v->outputs[i].regid))
+                       continue;
                int32_t regid = v->outputs[i].regid + 3;
                if (v->outputs[i].half) {
                        if (gpu_id < 500) {
@@ -106,6 +112,20 @@ fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id)
                        v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
                }
        }
+
+       for (i = 0; i < v->num_sampler_prefetch; i++) {
+               unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
+               int32_t regid = v->sampler_prefetch[i].dst + n;
+               if (v->sampler_prefetch[i].half_precision) {
+                       if (gpu_id < 500) {
+                               v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
+                       } else {
+                               v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
+                       }
+               } else {
+                       v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
+               }
+       }
 }
 
 /* wrapper for ir3_assemble() which does some info fixup based on
@@ -140,46 +160,31 @@ static void
 assemble_variant(struct ir3_shader_variant *v)
 {
        struct ir3_compiler *compiler = v->shader->compiler;
-       struct shader_info *info = &v->shader->nir->info;
        uint32_t gpu_id = compiler->gpu_id;
-       uint32_t sz, *bin;
-
-       bin = ir3_shader_assemble(v, gpu_id);
-       sz = v->info.sizedwords * 4;
-
-       v->bo = fd_bo_new(compiler->dev, sz,
-                       DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
-                       DRM_FREEDRENO_GEM_TYPE_KMEM,
-                       "%s:%s", ir3_shader_stage(v->shader), info->name);
-
-       memcpy(fd_bo_map(v->bo), bin, sz);
 
-       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}\n", v->type,
-                       v->binning_pass, key.color_two_side, key.half_precision);
-               ir3_shader_disasm(v, bin, stdout);
-       }
+       v->bin = ir3_shader_assemble(v, gpu_id);
 
        if (shader_debug_enabled(v->shader->type)) {
-               fprintf(stderr, "Native code for unnamed %s shader %s:\n",
-                       _mesa_shader_stage_to_string(v->shader->type),
-                       v->shader->nir->info.name);
+               fprintf(stdout, "Native code for unnamed %s shader %s:\n",
+                       ir3_shader_stage(v), v->shader->nir->info.name);
                if (v->shader->type == MESA_SHADER_FRAGMENT)
-                       fprintf(stderr, "SIMD0\n");
-               ir3_shader_disasm(v, bin, stderr);
+                       fprintf(stdout, "SIMD0\n");
+               ir3_shader_disasm(v, v->bin, stdout);
        }
 
-       free(bin);
-
        /* no need to keep the ir around beyond this point: */
        ir3_destroy(v->ir);
        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;
@@ -189,7 +194,8 @@ create_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
 
        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;
 
@@ -200,7 +206,7 @@ create_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
        }
 
        assemble_variant(v);
-       if (!v->bo) {
+       if (!v->bin) {
                debug_error("assemble failed!");
                goto fail;
        }
@@ -225,7 +231,7 @@ shader_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
                        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;
@@ -239,16 +245,19 @@ struct ir3_shader_variant *
 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);
+                       v->binning = create_variant(shader, key, v);
                        *created = true;
                }
+               mtx_unlock(&shader->variants_lock);
                return v->binning;
        }
+       mtx_unlock(&shader->variants_lock);
 
        return v;
 }
@@ -264,21 +273,90 @@ ir3_shader_destroy(struct ir3_shader *shader)
        }
        free(shader->const_state.immediates);
        ralloc_free(shader->nir);
+       mtx_destroy(&shader->variants_lock);
        free(shader);
 }
 
+/**
+ * Creates a bitmask of the used bits of the shader key by this particular
+ * shader.  Used by the gallium driver to skip state-dependent recompiles when
+ * possible.
+ */
+static void
+ir3_setup_used_key(struct ir3_shader *shader)
+{
+       nir_shader *nir = shader->nir;
+       struct shader_info *info = &nir->info;
+       struct ir3_shader_key *key = &shader->key_mask;
+
+       /* This key flag is just used to make for a cheaper ir3_shader_key_equal
+        * check in the common case.
+        */
+       key->has_per_samp = true;
+
+       if (info->stage == MESA_SHADER_FRAGMENT) {
+               key->fsaturate_s = ~0;
+               key->fsaturate_t = ~0;
+               key->fsaturate_r = ~0;
+               key->fastc_srgb = ~0;
+               key->fsamples = ~0;
+
+               if (info->inputs_read & VARYING_BITS_COLOR) {
+                       key->rasterflat = true;
+                       key->color_two_side = true;
+               }
+
+               if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
+                                                               FRAG_RESULT_STENCIL |
+                                                               FRAG_RESULT_SAMPLE_MASK)) != 0) {
+                       key->fclamp_color = true;
+               }
+
+               /* Only used for deciding on behavior of
+                * nir_intrinsic_load_barycentric_sample
+                */
+               key->msaa = info->fs.uses_sample_qualifier;
+       } else {
+               key->tessellation = ~0;
+               key->has_gs = true;
+
+               if (info->outputs_written & VARYING_BITS_COLOR)
+                       key->vclamp_color = true;
+
+               if (info->stage == MESA_SHADER_VERTEX) {
+                       key->vsaturate_s = ~0;
+                       key->vsaturate_t = ~0;
+                       key->vsaturate_r = ~0;
+                       key->vastc_srgb = ~0;
+                       key->vsamples = ~0;
+               }
+       }
+}
+
 struct ir3_shader *
-ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir)
+ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
+               struct ir3_stream_output_info *stream_output)
 {
        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;
+       if (stream_output)
+               memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
+
+       if (nir->info.stage == MESA_SHADER_GEOMETRY)
+               NIR_PASS_V(nir, ir3_nir_lower_gs);
 
        NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
                           (nir_lower_io_options)0);
 
+       if (compiler->gpu_id >= 600 &&
+                       nir->info.stage == MESA_SHADER_FRAGMENT &&
+                       !(ir3_shader_debug & IR3_DBG_NOFP16))
+               NIR_PASS_V(nir, nir_lower_mediump_outputs);
+
        if (nir->info.stage == MESA_SHADER_FRAGMENT) {
                /* NOTE: lower load_barycentric_at_sample first, since it
                 * produces load_barycentric_at_offset:
@@ -291,13 +369,19 @@ ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir)
 
        NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
 
+       NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
+
        /* 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);
        }
 
+       ir3_setup_used_key(shader);
+
        return shader;
 }
 
@@ -336,7 +420,16 @@ 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);
+               switch (so->outputs[i].slot) {
+               case VARYING_SLOT_GS_HEADER_IR3:
+                       return "GS_HEADER";
+               case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
+                       return "GS_VERTEX_FLAGS";
+               case VARYING_SLOT_TCS_HEADER_IR3:
+                       return "TCS_HEADER";
+               default:
+                       return gl_varying_slot_name(so->outputs[i].slot);
+               }
        }
 }
 
@@ -345,35 +438,41 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
 {
        struct ir3 *ir = so->ir;
        struct ir3_register *reg;
-       const char *type = ir3_shader_stage(so->shader);
+       const char *type = ir3_shader_stage(so);
        uint8_t regid;
        unsigned i;
 
-       for (i = 0; i < ir->ninputs; i++) {
-               if (!ir->inputs[i]) {
-                       fprintf(out, "; in%d unused\n", i);
-                       continue;
-               }
-               reg = ir->inputs[i]->regs[0];
+       foreach_input_n (instr, i, ir) {
+               reg = instr->regs[0];
                regid = reg->num;
-               fprintf(out, "@in(%sr%d.%c)\tin%d\n",
+               fprintf(out, "@in(%sr%d.%c)\tin%d",
                                (reg->flags & IR3_REG_HALF) ? "h" : "",
                                (regid >> 2), "xyzw"[regid & 0x3], i);
+
+               if (reg->wrmask > 0x1)
+                       fprintf(out, " (wrmask=0x%x)", reg->wrmask);
+               fprintf(out, "\n");
        }
 
-       for (i = 0; i < ir->noutputs; i++) {
-               if (!ir->outputs[i]) {
-                       fprintf(out, "; out%d unused\n", i);
-                       continue;
-               }
-               /* kill shows up as a virtual output.. skip it! */
-               if (is_kill(ir->outputs[i]))
-                       continue;
-               reg = ir->outputs[i]->regs[0];
+       /* print pre-dispatch texture fetches: */
+       for (i = 0; i < so->num_sampler_prefetch; i++) {
+               const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
+               fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
+                               fetch->half_precision ? "h" : "",
+                               fetch->dst >> 2, "xyzw"[fetch->dst & 0x3],
+                               fetch->src, fetch->samp_id, fetch->tex_id,
+                               fetch->wrmask, fetch->cmd);
+       }
+
+       foreach_output_n (instr, i, ir) {
+               reg = instr->regs[0];
                regid = reg->num;
-               fprintf(out, "@out(%sr%d.%c)\tout%d\n",
+               fprintf(out, "@out(%sr%d.%c)\tout%d",
                                (reg->flags & IR3_REG_HALF) ? "h" : "",
                                (regid >> 2), "xyzw"[regid & 0x3], i);
+               if (reg->wrmask > 0x1)
+                       fprintf(out, " (wrmask=0x%x)", reg->wrmask);
+               fprintf(out, "\n");
        }
 
        struct ir3_const_state *const_state = &so->shader->const_state;
@@ -391,8 +490,9 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
        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],
+               const char *reg_type = so->outputs[i].half ? "hr" : "r";
+               fprintf(out, " %s%d.%c (%s)",
+                               reg_type, (regid >> 2), "xyzw"[regid & 0x3],
                                output_name(so, i));
        }
        fprintf(out, "\n");
@@ -411,17 +511,28 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
        fprintf(out, "\n");
 
        /* print generic shader info: */
-       fprintf(out, "; %s prog %d/%d: %u instructions, %d half, %d full\n",
+       fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
                        type, so->shader->id, so->id,
                        so->info.instrs_count,
-                       so->info.max_half_reg + 1,
-                       so->info.max_reg + 1);
-
-       fprintf(out, "; %u constlen\n", so->constlen);
+                       so->info.nops_count,
+                       so->info.instrs_count - so->info.nops_count,
+                       so->info.mov_count, so->info.cov_count,
+                       so->info.sizedwords);
 
-       fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy);
+       fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
+                       type, so->shader->id, so->id,
+                       so->info.last_baryf,
+                       so->info.max_half_reg + 1,
+                       so->info.max_reg + 1,
+                       so->constlen);
 
-       fprintf(out, "; max_sun=%u\n", ir->max_sun);
+       fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
+                       type, so->shader->id, so->id,
+                       so->info.sstall,
+                       so->info.ss,
+                       so->info.sy,
+                       so->max_sun,
+                       so->loops);
 
        /* print shader type specific info: */
        switch (so->type) {
@@ -431,11 +542,11 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
                break;
        case MESA_SHADER_FRAGMENT:
                dump_reg(out, "pos (ij_pixel)",
-                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PIXEL));
+                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
                dump_reg(out, "pos (ij_centroid)",
-                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_CENTROID));
+                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
                dump_reg(out, "pos (ij_size)",
-                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_SIZE));
+                       ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
                dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
                if (so->color0_mrt) {
                        dump_output(out, so, FRAG_RESULT_COLOR, "color");
@@ -449,13 +560,10 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
                        dump_output(out, so, FRAG_RESULT_DATA6, "data6");
                        dump_output(out, so, FRAG_RESULT_DATA7, "data7");
                }
-               /* these two are hard-coded since we don't know how to
-                * program them to anything but all 0's...
-                */
-               if (so->frag_coord)
-                       fprintf(out, "; fragcoord: r0.x\n");
-               if (so->frag_face)
-                       fprintf(out, "; fragface: hr0.x\n");
+               dump_reg(out, "fragcoord",
+                       ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
+               dump_reg(out, "fragface",
+                       ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
                break;
        default:
                /* TODO */