#include "ir3/ir3_nir.h"
static void
-dump_shader_info(struct ir3_shader_variant *v, bool binning_pass,
- struct pipe_debug_callback *debug)
+dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
{
if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
return;
pipe_debug_message(debug, SHADER_INFO,
"%s shader: %u inst, %u nops, %u non-nops, %u mov, %u cov, "
"%u dwords, %u last-baryf, %u half, %u full, %u constlen, "
+ "%u cat0, %u cat1, %u cat2, %u cat3, %u cat4, %u cat5, %u cat6, %u cat7, "
"%u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
ir3_shader_stage(v),
v->info.instrs_count,
v->info.max_half_reg + 1,
v->info.max_reg + 1,
v->constlen,
+ v->info.instrs_per_cat[0],
+ v->info.instrs_per_cat[1],
+ v->info.instrs_per_cat[2],
+ v->info.instrs_per_cat[3],
+ v->info.instrs_per_cat[4],
+ v->info.instrs_per_cat[5],
+ v->info.instrs_per_cat[6],
+ v->info.instrs_per_cat[7],
v->info.sstall,
v->info.ss, v->info.sy,
v->max_sun, v->loops);
}
+static void
+upload_shader_variant(struct ir3_shader_variant *v)
+{
+ struct shader_info *info = &v->shader->nir->info;
+ struct ir3_compiler *compiler = v->shader->compiler;
+
+ assert(!v->bo);
+
+ unsigned 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), info->name);
+
+ /* Always include shaders in kernel crash dumps. */
+ fd_bo_mark_for_dump(v->bo);
+
+ memcpy(fd_bo_map(v->bo), v->bin, sz);
+}
+
struct ir3_shader_variant *
ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
bool binning_pass, struct pipe_debug_callback *debug)
struct ir3_shader_variant *v;
bool created = false;
- /* some shader key values only apply to vertex or frag shader,
- * so normalize the key to avoid constructing multiple identical
- * variants:
+ /* Some shader key values may not be used by a given ir3_shader (for
+ * example, fragment shader saturates in the vertex shader), so clean out
+ * those flags to avoid recompiling.
*/
- ir3_normalize_key(&key, shader->type);
+ ir3_key_clear_unused(&key, shader);
v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
if (created) {
- dump_shader_info(v, binning_pass, debug);
+ if (shader->initial_variants_done) {
+ pipe_debug_message(debug, SHADER_INFO,
+ "%s shader: recompiling at draw time: global 0x%08x, vsats %x/%x/%x, fsats %x/%x/%x, vfsamples %x/%x, astc %x/%x\n",
+ ir3_shader_stage(v),
+ key.global,
+ key.vsaturate_s, key.vsaturate_t, key.vsaturate_r,
+ key.fsaturate_s, key.fsaturate_t, key.fsaturate_r,
+ key.vsamples, key.fsamples,
+ key.vastc_srgb, key.fastc_srgb);
+
+ }
+
+ dump_shader_info(v, debug);
+ upload_shader_variant(v);
+
+ if (v->binning) {
+ upload_shader_variant(v->binning);
+ dump_shader_info(v->binning, debug);
+ }
}
return v;
if (ir3_shader_debug & IR3_DBG_DISASM) {
tgsi_dump(cso->tokens, 0);
}
- nir = tgsi_to_nir(cso->tokens, screen);
+ nir = tgsi_to_nir(cso->tokens, screen, false);
}
struct ir3_stream_output_info stream_output;
copy_stream_out(&stream_output, &cso->stream_output);
- struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, &stream_output);
+ struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, 0, &stream_output);
+
+ /* Compile standard variants immediately to try to avoid draw-time stalls
+ * to run the compiler.
+ */
+ struct ir3_shader_key key = {
+ .tessellation = IR3_TESS_NONE,
+ .msaa = true,
+ };
+
+ switch (nir->info.stage) {
+ case MESA_SHADER_TESS_EVAL:
+ key.tessellation = ir3_tess_mode(nir->info.tess.primitive_mode);
+ break;
- if (fd_mesa_debug & FD_DBG_SHADERDB) {
- /* if shader-db run, create a standard variant immediately
- * (as otherwise nothing will trigger the shader to be
- * actually compiled)
+ case MESA_SHADER_TESS_CTRL:
+ /* The primitive_mode field, while it exists for TCS, is not
+ * populated (since separable shaders between TCS/TES are legal,
+ * so TCS wouldn't have access to TES's declaration). Make a
+ * guess so that we shader-db something plausible for TCS.
*/
- static struct ir3_shader_key key; /* static is implicitly zeroed */
+ if (nir->info.outputs_written & VARYING_BIT_TESS_LEVEL_INNER)
+ key.tessellation = IR3_TESS_TRIANGLES;
+ else
+ key.tessellation = IR3_TESS_ISOLINES;
+ break;
+
+ case MESA_SHADER_GEOMETRY:
+ key.has_gs = true;
+ break;
+
+ default:
+ break;
+ }
+
+ key.safe_constlen = false;
+ struct ir3_shader_variant *v = ir3_shader_variant(shader, key, false, debug);
+ if (!v)
+ return NULL;
+
+ if (v->constlen > compiler->max_const_safe) {
+ key.safe_constlen = true;
ir3_shader_variant(shader, key, false, debug);
+ }
+
+ if (nir->info.stage == MESA_SHADER_VERTEX) {
+ key.safe_constlen = false;
+ v = ir3_shader_variant(shader, key, true, debug);
+ if (!v)
+ return NULL;
- if (nir->info.stage == MESA_SHADER_VERTEX)
+ if (v->constlen > compiler->max_const_safe) {
+ key.safe_constlen = true;
ir3_shader_variant(shader, key, true, debug);
+ }
}
+ shader->initial_variants_done = true;
+
return shader;
}
if (ir3_shader_debug & IR3_DBG_DISASM) {
tgsi_dump(cso->prog, 0);
}
- nir = tgsi_to_nir(cso->prog, screen);
+ nir = tgsi_to_nir(cso->prog, screen, false);
}
- struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, NULL);
+ struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, 0, NULL);
- if (fd_mesa_debug & FD_DBG_SHADERDB) {
- /* if shader-db run, create a standard variant immediately
- * (as otherwise nothing will trigger the shader to be
- * actually compiled)
- */
- static struct ir3_shader_key key; /* static is implicitly zeroed */
- ir3_shader_variant(shader, key, false, debug);
- }
+ /* Immediately compile a standard variant. We have so few variants in our
+ * shaders, that doing so almost eliminates draw-time recompiles. (This
+ * is also how we get data from shader-db's ./run)
+ */
+ static struct ir3_shader_key key; /* static is implicitly zeroed */
+ ir3_shader_variant(shader, key, false, debug);
+
+ shader->initial_variants_done = true;
return shader;
}
-static void *
+void *
ir3_shader_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso)
{
struct fd_context *ctx = fd_context(pctx);
return ir3_shader_create(compiler, cso, &ctx->debug, pctx->screen);
}
-static void
+void
ir3_shader_state_delete(struct pipe_context *pctx, void *hwcso)
{
struct ir3_shader *so = hwcso;
+
+ /* free the uploaded shaders, since this is handled outside of the
+ * shared ir3 code (ie. not used by turnip):
+ */
+ for (struct ir3_shader_variant *v = so->variants; v; v = v->next) {
+ fd_bo_del(v->bo);
+ v->bo = NULL;
+
+ if (v->binning && v->binning->bo) {
+ fd_bo_del(v->binning->bo);
+ v->binning->bo = NULL;
+ }
+ }
+
ir3_shader_destroy(so);
}
+static void
+ir3_screen_finalize_nir(struct pipe_screen *pscreen, void *nir, bool optimize)
+{
+ struct fd_screen *screen = fd_screen(pscreen);
+
+ ir3_finalize_nir(screen->compiler, nir);
+}
+
void
ir3_prog_init(struct pipe_context *pctx)
{
pctx->create_fs_state = ir3_shader_state_create;
pctx->delete_fs_state = ir3_shader_state_delete;
}
+
+void
+ir3_screen_init(struct pipe_screen *pscreen)
+{
+ pscreen->finalize_nir = ir3_screen_finalize_nir;
+}