* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
- * on the rights to use, copy, modify, merge, publish, distribute, sub
- * license, and/or sell copies of the Software, and to permit persons to whom
- * the Software is furnished to do so, subject to the following conditions:
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
*
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
*
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
- * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
- * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
- * USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
*/
+
+/**
+ * @file iris_program.c
+ *
+ * This file contains the driver interface for compiling shaders.
+ *
+ * See iris_program_cache.c for the in-memory program cache where the
+ * compiled shaders are stored.
+ */
+
#include <stdio.h>
#include <errno.h>
#include "pipe/p_defines.h"
#include "intel/compiler/brw_nir.h"
#include "iris_context.h"
+#define ALL_SAMPLERS_XYZW .tex.swizzles[0 ... MAX_SAMPLERS - 1] = 0x688
+#define KEY_INIT .program_string_id = ish->program_id, ALL_SAMPLERS_XYZW
+
+static struct iris_compiled_shader *
+iris_compile_vs(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_vs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_tcs(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_tcs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_tes(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_tes_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_gs(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_gs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_fs(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_wm_prog_key *, struct brw_vue_map *);
+static struct iris_compiled_shader *
+iris_compile_cs(struct iris_context *, struct iris_uncompiled_shader *,
+ const struct brw_cs_prog_key *);
+
+
static unsigned
get_new_program_id(struct iris_screen *screen)
{
return p_atomic_inc_return(&screen->program_id);
}
+/**
+ * An uncompiled, API-facing shader. This is the Gallium CSO for shaders.
+ * It primarily contains the NIR for the shader.
+ *
+ * Each API-facing shader can be compiled into multiple shader variants,
+ * based on non-orthogonal state dependencies, recorded in the shader key.
+ *
+ * See iris_compiled_shader, which represents a compiled shader variant.
+ */
struct iris_uncompiled_shader {
- struct pipe_shader_state base;
+ nir_shader *nir;
+
+ struct pipe_stream_output_info stream_output;
+
unsigned program_id;
+
+ /** Bitfield of (1 << IRIS_NOS_*) flags. */
+ unsigned nos;
+
+ /** Have any shader variants been compiled yet? */
+ bool compiled_once;
};
+static nir_ssa_def *
+get_aoa_deref_offset(nir_builder *b,
+ nir_deref_instr *deref,
+ unsigned elem_size)
+{
+ unsigned array_size = elem_size;
+ nir_ssa_def *offset = nir_imm_int(b, 0);
+
+ while (deref->deref_type != nir_deref_type_var) {
+ assert(deref->deref_type == nir_deref_type_array);
+
+ /* This level's element size is the previous level's array size */
+ nir_ssa_def *index = nir_ssa_for_src(b, deref->arr.index, 1);
+ assert(deref->arr.index.ssa);
+ offset = nir_iadd(b, offset,
+ nir_imul(b, index, nir_imm_int(b, array_size)));
+
+ deref = nir_deref_instr_parent(deref);
+ assert(glsl_type_is_array(deref->type));
+ array_size *= glsl_get_length(deref->type);
+ }
+
+ /* Accessing an invalid surface index with the dataport can result in a
+ * hang. According to the spec "if the index used to select an individual
+ * element is negative or greater than or equal to the size of the array,
+ * the results of the operation are undefined but may not lead to
+ * termination" -- which is one of the possible outcomes of the hang.
+ * Clamp the index to prevent access outside of the array bounds.
+ */
+ return nir_umin(b, offset, nir_imm_int(b, array_size - elem_size));
+}
+
+static void
+iris_lower_storage_image_derefs(nir_shader *nir)
+{
+ nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+
+ nir_builder b;
+ nir_builder_init(&b, impl);
+
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ switch (intrin->intrinsic) {
+ case nir_intrinsic_image_deref_load:
+ case nir_intrinsic_image_deref_store:
+ case nir_intrinsic_image_deref_atomic_add:
+ case nir_intrinsic_image_deref_atomic_min:
+ case nir_intrinsic_image_deref_atomic_max:
+ case nir_intrinsic_image_deref_atomic_and:
+ case nir_intrinsic_image_deref_atomic_or:
+ case nir_intrinsic_image_deref_atomic_xor:
+ case nir_intrinsic_image_deref_atomic_exchange:
+ case nir_intrinsic_image_deref_atomic_comp_swap:
+ case nir_intrinsic_image_deref_size:
+ case nir_intrinsic_image_deref_samples:
+ case nir_intrinsic_image_deref_load_raw_intel:
+ case nir_intrinsic_image_deref_store_raw_intel: {
+ nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
+ nir_variable *var = nir_deref_instr_get_variable(deref);
+
+ b.cursor = nir_before_instr(&intrin->instr);
+ nir_ssa_def *index =
+ nir_iadd(&b, nir_imm_int(&b, var->data.driver_location),
+ get_aoa_deref_offset(&b, deref, 1));
+ brw_nir_rewrite_image_intrinsic(intrin, index);
+ break;
+ }
+
+ default:
+ break;
+ }
+ }
+ }
+}
+
// XXX: need unify_interfaces() at link time...
-static void *
-iris_create_shader_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
+static void
+update_so_info(struct pipe_stream_output_info *so_info)
{
- //struct iris_context *ice = (struct iris_context *)ctx;
- struct iris_screen *screen = (struct iris_screen *)ctx->screen;
+ for (unsigned i = 0; i < so_info->num_outputs; i++) {
+ struct pipe_stream_output *output = &so_info->output[i];
+
+ /* The VUE header contains three scalar fields packed together:
+ * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
+ * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
+ * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
+ */
+ switch (output->register_index) {
+ case VARYING_SLOT_LAYER:
+ assert(output->num_components == 1);
+ output->register_index = VARYING_SLOT_PSIZ;
+ output->start_component = 1;
+ break;
+ case VARYING_SLOT_VIEWPORT:
+ assert(output->num_components == 1);
+ output->register_index = VARYING_SLOT_PSIZ;
+ output->start_component = 2;
+ break;
+ case VARYING_SLOT_PSIZ:
+ assert(output->num_components == 1);
+ output->start_component = 3;
+ break;
+ }
- assert(state->type == PIPE_SHADER_IR_NIR);
+ //info->outputs_written |= 1ull << output->register_index;
+ }
+}
- nir_shader *nir = state->ir.nir;
+/**
+ * The pipe->create_[stage]_state() driver hooks.
+ *
+ * Performs basic NIR preprocessing, records any state dependencies, and
+ * returns an iris_uncompiled_shader as the Gallium CSO.
+ *
+ * Actual shader compilation to assembly happens later, at first use.
+ */
+static void *
+iris_create_uncompiled_shader(struct pipe_context *ctx,
+ nir_shader *nir,
+ const struct pipe_stream_output_info *so_info)
+{
+ struct iris_screen *screen = (struct iris_screen *)ctx->screen;
+ const struct gen_device_info *devinfo = &screen->devinfo;
struct iris_uncompiled_shader *ish =
calloc(1, sizeof(struct iris_uncompiled_shader));
nir = brw_preprocess_nir(screen->compiler, nir);
-#if 0
- /* Reassign uniform locations using type_size_scalar_bytes instead of
- * the slot based calculation that st_nir uses.
- */
- nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
- type_size_scalar_bytes);
- nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
-#endif
- nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
+ NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
+ NIR_PASS_V(nir, iris_lower_storage_image_derefs);
ish->program_id = get_new_program_id(screen);
- ish->base.type = PIPE_SHADER_IR_NIR;
- ish->base.ir.nir = nir;
+ ish->nir = nir;
+ if (so_info) {
+ memcpy(&ish->stream_output, so_info, sizeof(*so_info));
+ update_so_info(&ish->stream_output);
+ }
+
+ return ish;
+}
+
+static struct iris_uncompiled_shader *
+iris_create_shader_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ assert(state->type == PIPE_SHADER_IR_NIR);
+
+ return iris_create_uncompiled_shader(ctx, state->ir.nir,
+ &state->stream_output);
+}
+
+static void *
+iris_create_vs_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+
+ /* User clip planes */
+ if (ish->nir->info.clip_distance_array_size == 0)
+ ish->nos |= (1ull << IRIS_NOS_RASTERIZER);
+
+ if (screen->precompile) {
+ struct brw_vs_prog_key key = { KEY_INIT };
+
+ iris_compile_vs(ice, ish, &key);
+ }
+
+ return ish;
+}
+
+static void *
+iris_create_tcs_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+ struct shader_info *info = &ish->nir->info;
+
+ // XXX: NOS?
+
+ if (screen->precompile) {
+ const unsigned _GL_TRIANGLES = 0x0004;
+ struct brw_tcs_prog_key key = {
+ KEY_INIT,
+ // XXX: make sure the linker fills this out from the TES...
+ .tes_primitive_mode =
+ info->tess.primitive_mode ? info->tess.primitive_mode
+ : _GL_TRIANGLES,
+ .outputs_written = info->outputs_written,
+ .patch_outputs_written = info->patch_outputs_written,
+ };
+
+ iris_compile_tcs(ice, ish, &key);
+ }
+
+ return ish;
+}
+
+static void *
+iris_create_tes_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+ struct shader_info *info = &ish->nir->info;
+
+ // XXX: NOS?
+
+ if (screen->precompile) {
+ struct brw_tes_prog_key key = {
+ KEY_INIT,
+ // XXX: not ideal, need TCS output/TES input unification
+ .inputs_read = info->inputs_read,
+ .patch_inputs_read = info->patch_inputs_read,
+ };
+
+ iris_compile_tes(ice, ish, &key);
+ }
+
+ return ish;
+}
+
+static void *
+iris_create_gs_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+
+ // XXX: NOS?
+
+ if (screen->precompile) {
+ struct brw_gs_prog_key key = { KEY_INIT };
+
+ iris_compile_gs(ice, ish, &key);
+ }
+
+ return ish;
+}
+
+static void *
+iris_create_fs_state(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
+{
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+ struct shader_info *info = &ish->nir->info;
+
+ ish->nos |= (1ull << IRIS_NOS_FRAMEBUFFER) |
+ (1ull << IRIS_NOS_DEPTH_STENCIL_ALPHA) |
+ (1ull << IRIS_NOS_RASTERIZER) |
+ (1ull << IRIS_NOS_BLEND);
+
+ /* The program key needs the VUE map if there are > 16 inputs */
+ if (util_bitcount64(ish->nir->info.inputs_read &
+ BRW_FS_VARYING_INPUT_MASK) > 16) {
+ ish->nos |= (1ull << IRIS_NOS_LAST_VUE_MAP);
+ }
+
+ if (screen->precompile) {
+ const uint64_t color_outputs = info->outputs_written &
+ ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
+ BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
+ BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
+
+ bool can_rearrange_varyings =
+ util_bitcount64(info->inputs_read & BRW_FS_VARYING_INPUT_MASK) <= 16;
+
+ struct brw_wm_prog_key key = {
+ KEY_INIT,
+ .nr_color_regions = util_bitcount(color_outputs),
+ .coherent_fb_fetch = true,
+ .input_slots_valid =
+ can_rearrange_varyings ? 0 : info->inputs_read | VARYING_BIT_POS,
+ };
+
+ iris_compile_fs(ice, ish, &key, NULL);
+ }
+
+ return ish;
+}
+
+static void *
+iris_create_compute_state(struct pipe_context *ctx,
+ const struct pipe_compute_state *state)
+{
+ assert(state->ir_type == PIPE_SHADER_IR_NIR);
+
+ struct iris_context *ice = (void *) ctx;
+ struct iris_screen *screen = (void *) ctx->screen;
+ struct iris_uncompiled_shader *ish =
+ iris_create_uncompiled_shader(ctx, (void *) state->prog, NULL);
+
+ // XXX: disallow more than 64KB of shared variables
+
+ if (screen->precompile) {
+ struct brw_cs_prog_key key = { KEY_INIT };
+
+ iris_compile_cs(ice, ish, &key);
+ }
return ish;
}
+/**
+ * The pipe->delete_[stage]_state() driver hooks.
+ *
+ * Frees the iris_uncompiled_shader.
+ */
static void
-iris_delete_shader_state(struct pipe_context *ctx, void *hwcso)
+iris_delete_shader_state(struct pipe_context *ctx, void *state)
{
- struct iris_uncompiled_shader *ish = hwcso;
+ struct iris_uncompiled_shader *ish = state;
- ralloc_free(ish->base.ir.nir);
+ ralloc_free(ish->nir);
free(ish);
}
+/**
+ * The pipe->bind_[stage]_state() driver hook.
+ *
+ * Binds an uncompiled shader as the current one for a particular stage.
+ * Updates dirty tracking to account for the shader's NOS.
+ */
static void
-iris_bind_vs_state(struct pipe_context *ctx, void *hwcso)
+bind_state(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish,
+ gl_shader_stage stage)
{
- struct iris_context *ice = (struct iris_context *)ctx;
+ uint64_t dirty_bit = IRIS_DIRTY_UNCOMPILED_VS << stage;
+ const uint64_t nos = ish ? ish->nos : 0;
+
+ ice->shaders.uncompiled[stage] = ish;
+ ice->state.dirty |= dirty_bit;
- ice->shaders.uncompiled[MESA_SHADER_VERTEX] = hwcso;
- ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_VS;
+ /* Record that CSOs need to mark IRIS_DIRTY_UNCOMPILED_XS when they change
+ * (or that they no longer need to do so).
+ */
+ for (int i = 0; i < IRIS_NOS_COUNT; i++) {
+ if (nos & (1 << i))
+ ice->state.dirty_for_nos[i] |= dirty_bit;
+ else
+ ice->state.dirty_for_nos[i] &= ~dirty_bit;
+ }
}
static void
-iris_bind_tcs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_vs_state(struct pipe_context *ctx, void *state)
{
- struct iris_context *ice = (struct iris_context *)ctx;
+ bind_state((void *) ctx, state, MESA_SHADER_VERTEX);
+}
- ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL] = hwcso;
- ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TCS;
+static void
+iris_bind_tcs_state(struct pipe_context *ctx, void *state)
+{
+ bind_state((void *) ctx, state, MESA_SHADER_TESS_CTRL);
}
static void
-iris_bind_tes_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_tes_state(struct pipe_context *ctx, void *state)
{
struct iris_context *ice = (struct iris_context *)ctx;
- if (!!hwcso != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
+ /* Enabling/disabling optional stages requires a URB reconfiguration. */
+ if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
ice->state.dirty |= IRIS_DIRTY_URB;
- ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL] = hwcso;
- ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TES;
+ bind_state((void *) ctx, state, MESA_SHADER_TESS_EVAL);
}
static void
-iris_bind_gs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_gs_state(struct pipe_context *ctx, void *state)
{
struct iris_context *ice = (struct iris_context *)ctx;
- if (!!hwcso != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
+ /* Enabling/disabling optional stages requires a URB reconfiguration. */
+ if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
ice->state.dirty |= IRIS_DIRTY_URB;
- ice->shaders.uncompiled[MESA_SHADER_GEOMETRY] = hwcso;
- ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_GS;
+ bind_state((void *) ctx, state, MESA_SHADER_GEOMETRY);
}
static void
-iris_bind_fs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_fs_state(struct pipe_context *ctx, void *state)
{
- struct iris_context *ice = (struct iris_context *)ctx;
+ bind_state((void *) ctx, state, MESA_SHADER_FRAGMENT);
+}
- ice->shaders.uncompiled[MESA_SHADER_FRAGMENT] = hwcso;
- ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_FS;
+static void
+iris_bind_cs_state(struct pipe_context *ctx, void *state)
+{
+ bind_state((void *) ctx, state, MESA_SHADER_COMPUTE);
}
/**
*/
static uint32_t
assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
- const struct shader_info *info,
+ const struct nir_shader *nir,
struct brw_stage_prog_data *prog_data,
- uint32_t next_binding_table_offset)
+ uint32_t next_binding_table_offset,
+ unsigned num_system_values,
+ unsigned num_cbufs)
{
- prog_data->binding_table.texture_start = next_binding_table_offset;
- prog_data->binding_table.gather_texture_start = next_binding_table_offset;
- next_binding_table_offset += info->num_textures;
+ const struct shader_info *info = &nir->info;
+
+ if (info->num_textures) {
+ prog_data->binding_table.texture_start = next_binding_table_offset;
+ prog_data->binding_table.gather_texture_start = next_binding_table_offset;
+ next_binding_table_offset += info->num_textures;
+ } else {
+ prog_data->binding_table.texture_start = 0xd0d0d0d0;
+ prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
+ }
- if (info->num_ubos) {
+ if (info->num_images) {
+ prog_data->binding_table.image_start = next_binding_table_offset;
+ next_binding_table_offset += info->num_images;
+ } else {
+ prog_data->binding_table.image_start = 0xd0d0d0d0;
+ }
+
+ if (num_cbufs) {
//assert(info->num_ubos <= BRW_MAX_UBO);
prog_data->binding_table.ubo_start = next_binding_table_offset;
- next_binding_table_offset += info->num_ubos;
+ next_binding_table_offset += num_cbufs;
} else {
prog_data->binding_table.ubo_start = 0xd0d0d0d0;
}
if (info->num_ssbos || info->num_abos) {
- //assert(info->num_abos <= BRW_MAX_ABO);
- //assert(info->num_ssbos <= BRW_MAX_SSBO);
prog_data->binding_table.ssbo_start = next_binding_table_offset;
- next_binding_table_offset += info->num_abos + info->num_ssbos;
+ // XXX: see iris_state "wasting 16 binding table slots for ABOs" comment
+ next_binding_table_offset += IRIS_MAX_ABOS + info->num_ssbos;
} else {
prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
}
prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
- if (info->num_images) {
- prog_data->binding_table.image_start = next_binding_table_offset;
- next_binding_table_offset += info->num_images;
- } else {
- prog_data->binding_table.image_start = 0xd0d0d0d0;
- }
-
- /* This may or may not be used depending on how the compile goes. */
- prog_data->binding_table.pull_constants_start = next_binding_table_offset;
- next_binding_table_offset++;
-
/* Plane 0 is just the regular texture section */
prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start;
prog_data->binding_table.plane_start[2] = next_binding_table_offset;
next_binding_table_offset += info->num_textures;
- /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
+ /* Set the binding table size */
+ prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
- //assert(next_binding_table_offset <= BRW_MAX_SURFACES);
return next_binding_table_offset;
}
static void
-iris_setup_uniforms(void *mem_ctx,
+setup_vec4_image_sysval(uint32_t *sysvals, uint32_t idx,
+ unsigned offset, unsigned n)
+{
+ assert(offset % sizeof(uint32_t) == 0);
+
+ for (unsigned i = 0; i < n; ++i)
+ sysvals[i] = BRW_PARAM_IMAGE(idx, offset / sizeof(uint32_t) + i);
+
+ for (unsigned i = n; i < 4; ++i)
+ sysvals[i] = BRW_PARAM_BUILTIN_ZERO;
+}
+
+/**
+ * Associate NIR uniform variables with the prog_data->param[] mechanism
+ * used by the backend. Also, decide which UBOs we'd like to push in an
+ * ideal situation (though the backend can reduce this).
+ */
+static void
+iris_setup_uniforms(const struct brw_compiler *compiler,
+ void *mem_ctx,
nir_shader *nir,
- struct brw_stage_prog_data *prog_data)
+ struct brw_stage_prog_data *prog_data,
+ enum brw_param_builtin **out_system_values,
+ unsigned *out_num_system_values,
+ unsigned *out_num_cbufs)
{
- prog_data->nr_params = nir->num_uniforms * 4;
- prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
+ const struct gen_device_info *devinfo = compiler->devinfo;
+
+ /* The intel compiler assumes that num_uniforms is in bytes. For
+ * scalar that means 4 bytes per uniform slot.
+ *
+ * Ref: brw_nir_lower_uniforms, type_size_scalar_bytes.
+ */
+ nir->num_uniforms *= 4;
+
+ const unsigned IRIS_MAX_SYSTEM_VALUES =
+ PIPE_MAX_SHADER_IMAGES * BRW_IMAGE_PARAM_SIZE;
+ enum brw_param_builtin *system_values =
+ rzalloc_array(mem_ctx, enum brw_param_builtin, IRIS_MAX_SYSTEM_VALUES);
+ unsigned num_system_values = 0;
+
+ unsigned patch_vert_idx = -1;
+ unsigned ucp_idx[IRIS_MAX_CLIP_PLANES];
+ unsigned img_idx[PIPE_MAX_SHADER_IMAGES];
+ memset(ucp_idx, -1, sizeof(ucp_idx));
+ memset(img_idx, -1, sizeof(img_idx));
+
+ nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+
+ nir_builder b;
+ nir_builder_init(&b, impl);
+
+ b.cursor = nir_before_block(nir_start_block(impl));
+ nir_ssa_def *temp_ubo_name = nir_ssa_undef(&b, 1, 32);
+
+ /* Turn system value intrinsics into uniforms */
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
- nir->num_uniforms *= 16;
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ nir_ssa_def *offset;
- nir_foreach_variable(var, &nir->uniforms) {
- /* UBO's, atomics and samplers don't take up space */
- //if (var->interface_type != NULL || var->type->contains_atomic())
- //continue;
+ switch (intrin->intrinsic) {
+ case nir_intrinsic_load_user_clip_plane: {
+ unsigned ucp = nir_intrinsic_ucp_id(intrin);
- const unsigned components = glsl_get_components(var->type);
+ if (ucp_idx[ucp] == -1) {
+ ucp_idx[ucp] = num_system_values;
+ num_system_values += 4;
+ }
- for (unsigned i = 0; i < 4; i++) {
- prog_data->param[var->data.driver_location] =
- i < components ? BRW_PARAM_PARAMETER(var->data.driver_location, i)
- : BRW_PARAM_BUILTIN_ZERO;
+ for (int i = 0; i < 4; i++) {
+ system_values[ucp_idx[ucp] + i] =
+ BRW_PARAM_BUILTIN_CLIP_PLANE(ucp, i);
+ }
+
+ b.cursor = nir_before_instr(instr);
+ offset = nir_imm_int(&b, ucp_idx[ucp] * sizeof(uint32_t));
+ break;
+ }
+ case nir_intrinsic_load_patch_vertices_in:
+ if (patch_vert_idx == -1)
+ patch_vert_idx = num_system_values++;
+
+ system_values[patch_vert_idx] =
+ BRW_PARAM_BUILTIN_PATCH_VERTICES_IN;
+
+ b.cursor = nir_before_instr(instr);
+ offset = nir_imm_int(&b, patch_vert_idx * sizeof(uint32_t));
+ break;
+ case nir_intrinsic_image_deref_load_param_intel: {
+ assert(devinfo->gen < 9);
+ nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
+ nir_variable *var = nir_deref_instr_get_variable(deref);
+
+ /* XXX: var->data.binding is not set properly. We need to run
+ * some form of gl_nir_lower_samplers_as_deref() to get it.
+ * This breaks tests which use more than one image.
+ */
+ if (img_idx[var->data.binding] == -1) {
+ /* GL only allows arrays of arrays of images. */
+ assert(glsl_type_is_image(glsl_without_array(var->type)));
+ unsigned num_images = MAX2(1, glsl_get_aoa_size(var->type));
+
+ for (int i = 0; i < num_images; i++) {
+ const unsigned img = var->data.binding + i;
+
+ img_idx[img] = num_system_values;
+ num_system_values += BRW_IMAGE_PARAM_SIZE;
+
+ uint32_t *img_sv = &system_values[img_idx[img]];
+
+ setup_vec4_image_sysval(
+ img_sv + BRW_IMAGE_PARAM_OFFSET_OFFSET, img,
+ offsetof(struct brw_image_param, offset), 2);
+ setup_vec4_image_sysval(
+ img_sv + BRW_IMAGE_PARAM_SIZE_OFFSET, img,
+ offsetof(struct brw_image_param, size), 3);
+ setup_vec4_image_sysval(
+ img_sv + BRW_IMAGE_PARAM_STRIDE_OFFSET, img,
+ offsetof(struct brw_image_param, stride), 4);
+ setup_vec4_image_sysval(
+ img_sv + BRW_IMAGE_PARAM_TILING_OFFSET, img,
+ offsetof(struct brw_image_param, tiling), 3);
+ setup_vec4_image_sysval(
+ img_sv + BRW_IMAGE_PARAM_SWIZZLING_OFFSET, img,
+ offsetof(struct brw_image_param, swizzling), 2);
+ }
+ }
+
+ b.cursor = nir_before_instr(instr);
+ offset = nir_iadd(&b,
+ get_aoa_deref_offset(&b, deref, BRW_IMAGE_PARAM_SIZE * 4),
+ nir_imm_int(&b, img_idx[var->data.binding] * 4 +
+ nir_intrinsic_base(intrin) * 16));
+ break;
+ }
+ default:
+ continue;
+ }
+
+ unsigned comps = nir_intrinsic_dest_components(intrin);
+
+ nir_intrinsic_instr *load =
+ nir_intrinsic_instr_create(nir, nir_intrinsic_load_ubo);
+ load->num_components = comps;
+ load->src[0] = nir_src_for_ssa(temp_ubo_name);
+ load->src[1] = nir_src_for_ssa(offset);
+ nir_ssa_dest_init(&load->instr, &load->dest, comps, 32, NULL);
+ nir_builder_instr_insert(&b, &load->instr);
+ nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
+ nir_src_for_ssa(&load->dest.ssa));
+ nir_instr_remove(instr);
}
}
+
+ nir_validate_shader(nir, "before remapping");
+
+ /* Place the new params at the front of constant buffer 0. */
+ if (num_system_values > 0) {
+ nir->num_uniforms += num_system_values * sizeof(uint32_t);
+
+ system_values = reralloc(mem_ctx, system_values, enum brw_param_builtin,
+ num_system_values);
+
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
+
+ if (load->intrinsic != nir_intrinsic_load_ubo)
+ continue;
+
+ b.cursor = nir_before_instr(instr);
+
+ assert(load->src[0].is_ssa);
+
+ if (load->src[0].ssa == temp_ubo_name) {
+ nir_instr_rewrite_src(instr, &load->src[0],
+ nir_src_for_ssa(nir_imm_int(&b, 0)));
+ } else if (nir_src_as_uint(load->src[0]) == 0) {
+ nir_ssa_def *offset =
+ nir_iadd(&b, load->src[1].ssa,
+ nir_imm_int(&b, 4 * num_system_values));
+ nir_instr_rewrite_src(instr, &load->src[1],
+ nir_src_for_ssa(offset));
+ }
+ }
+ }
+
+ /* We need to fold the new iadds for brw_nir_analyze_ubo_ranges */
+ nir_opt_constant_folding(nir);
+ } else {
+ ralloc_free(system_values);
+ system_values = NULL;
+ }
+
+ nir_validate_shader(nir, "after remap");
+
+ if (nir->info.stage != MESA_SHADER_COMPUTE)
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
+ /* We don't use params[], but fs_visitor::nir_setup_uniforms() asserts
+ * about it for compute shaders, so go ahead and make some fake ones
+ * which the backend will dead code eliminate.
+ */
+ prog_data->nr_params = nir->num_uniforms / 4;
+ prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
+
+ /* System values and uniforms are stored in constant buffer 0, the
+ * user-facing UBOs are indexed by one. So if any constant buffer is
+ * needed, the constant buffer 0 will be needed, so account for it.
+ */
+ unsigned num_cbufs = nir->info.num_ubos;
+ if (num_cbufs || num_system_values || nir->num_uniforms)
+ num_cbufs++;
+
+ *out_system_values = system_values;
+ *out_num_system_values = num_system_values;
+ *out_num_cbufs = num_cbufs;
}
-static bool
+/**
+ * Compile a vertex shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
iris_compile_vs(struct iris_context *ice,
struct iris_uncompiled_shader *ish,
const struct brw_vs_prog_key *key)
rzalloc(mem_ctx, struct brw_vs_prog_data);
struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base;
struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+ enum brw_param_builtin *system_values;
+ unsigned num_system_values;
+ unsigned num_cbufs;
+
+ nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+ if (key->nr_userclip_plane_consts) {
+ nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+ nir_lower_clip_vs(nir, (1 << key->nr_userclip_plane_consts) - 1, true);
+ nir_lower_io_to_temporaries(nir, impl, true, false);
+ nir_lower_global_vars_to_local(nir);
+ nir_lower_vars_to_ssa(nir);
+ nir_shader_gather_info(nir, impl);
+ }
+
+ // XXX: alt mode
- assert(ish->base.type == PIPE_SHADER_IR_NIR);
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
- nir_shader *nir = ish->base.ir.nir;
+ assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+ num_system_values, num_cbufs);
- // XXX: alt mode
- assign_common_binding_table_offsets(devinfo, &nir->info, prog_data, 0);
brw_compute_vue_map(devinfo,
&vue_prog_data->vue_map, nir->info.outputs_written,
nir->info.separate_shader);
+ /* Don't tell the backend about our clip plane constants, we've already
+ * lowered them in NIR and we don't want it doing it again.
+ */
+ struct brw_vs_prog_key key_no_ucp = *key;
+ key_no_ucp.nr_userclip_plane_consts = 0;
+
char *error_str = NULL;
const unsigned *program =
- brw_compile_vs(compiler, &ice->dbg, mem_ctx, key, vs_prog_data,
+ brw_compile_vs(compiler, &ice->dbg, mem_ctx, &key_no_ucp, vs_prog_data,
nir, -1, &error_str);
if (program == NULL) {
dbg_printf("Failed to compile vertex shader: %s\n", error_str);
return false;
}
- iris_upload_and_bind_shader(ice, IRIS_CACHE_VS, key, program, prog_data);
+ uint32_t *so_decls =
+ ice->vtbl.create_so_decl_list(&ish->stream_output,
+ &vue_prog_data->vue_map);
+
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_VS, sizeof(*key), key, program,
+ prog_data, so_decls, system_values, num_system_values,
+ num_cbufs);
+
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling vertex shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
ralloc_free(mem_ctx);
- return true;
+ return shader;
}
+/**
+ * Update the current vertex shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
static void
iris_update_compiled_vs(struct iris_context *ice)
{
- struct brw_vs_prog_key key;
- ice->state.populate_vs_key(ice, &key);
+ struct iris_uncompiled_shader *ish =
+ ice->shaders.uncompiled[MESA_SHADER_VERTEX];
+
+ struct brw_vs_prog_key key = { KEY_INIT };
+ ice->vtbl.populate_vs_key(ice, &ish->nir->info, &key);
+
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_VS];
+ struct iris_compiled_shader *shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_VS, sizeof(key), &key);
- if (iris_bind_cached_shader(ice, IRIS_CACHE_VS, &key))
- return;
+ if (!shader)
+ shader = iris_compile_vs(ice, ish, &key);
- UNUSED bool success =
- iris_compile_vs(ice, ice->shaders.uncompiled[MESA_SHADER_VERTEX], &key);
+ if (old != shader) {
+ ice->shaders.prog[IRIS_CACHE_VS] = shader;
+ ice->state.dirty |= IRIS_DIRTY_VS |
+ IRIS_DIRTY_BINDINGS_VS |
+ IRIS_DIRTY_CONSTANTS_VS |
+ IRIS_DIRTY_VF_SGVS;
+ }
}
+/**
+ * Get the shader_info for a given stage, or NULL if the stage is disabled.
+ */
+const struct shader_info *
+iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
+{
+ const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
+
+ if (!ish)
+ return NULL;
+
+ const nir_shader *nir = ish->nir;
+ return &nir->info;
+}
+
+/**
+ * Get the union of TCS output and TES input slots.
+ *
+ * TCS and TES need to agree on a common URB entry layout. In particular,
+ * the data for all patch vertices is stored in a single URB entry (unlike
+ * GS which has one entry per input vertex). This means that per-vertex
+ * array indexing needs a stride.
+ *
+ * SSO requires locations to match, but doesn't require the number of
+ * outputs/inputs to match (in fact, the TCS often has extra outputs).
+ * So, we need to take the extra step of unifying these on the fly.
+ */
+static void
+get_unified_tess_slots(const struct iris_context *ice,
+ uint64_t *per_vertex_slots,
+ uint32_t *per_patch_slots)
+{
+ const struct shader_info *tcs =
+ iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
+ const struct shader_info *tes =
+ iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+
+ *per_vertex_slots = tes->inputs_read;
+ *per_patch_slots = tes->patch_inputs_read;
+
+ if (tcs) {
+ *per_vertex_slots |= tcs->outputs_written;
+ *per_patch_slots |= tcs->patch_outputs_written;
+ }
+}
+
+/**
+ * Compile a tessellation control shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
+iris_compile_tcs(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish,
+ const struct brw_tcs_prog_key *key)
+{
+ struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+ const struct brw_compiler *compiler = screen->compiler;
+ const struct nir_shader_compiler_options *options =
+ compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions;
+ const struct gen_device_info *devinfo = &screen->devinfo;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_tcs_prog_data *tcs_prog_data =
+ rzalloc(mem_ctx, struct brw_tcs_prog_data);
+ struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base;
+ struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+ enum brw_param_builtin *system_values = NULL;
+ unsigned num_system_values = 0;
+ unsigned num_cbufs;
+
+ nir_shader *nir;
+
+ if (ish) {
+ nir = nir_shader_clone(mem_ctx, ish->nir);
+
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
+ assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+ num_system_values, num_cbufs);
+ } else {
+ nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
+
+ /* Reserve space for passing the default tess levels as constants. */
+ prog_data->param = rzalloc_array(mem_ctx, uint32_t, 8);
+ prog_data->nr_params = 8;
+ prog_data->ubo_ranges[0].length = 1;
+ }
+
+ char *error_str = NULL;
+ const unsigned *program =
+ brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir,
+ -1, &error_str);
+ if (program == NULL) {
+ dbg_printf("Failed to compile control shader: %s\n", error_str);
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_TCS, sizeof(*key), key, program,
+ prog_data, NULL, system_values, num_system_values,
+ num_cbufs);
+
+ if (ish) {
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling tessellation control shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
+ }
+
+ ralloc_free(mem_ctx);
+ return shader;
+}
+
+/**
+ * Update the current tessellation control shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
static void
iris_update_compiled_tcs(struct iris_context *ice)
{
- // XXX: TCS
+ struct iris_uncompiled_shader *tcs =
+ ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL];
+
+ const struct shader_info *tes_info =
+ iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+ struct brw_tcs_prog_key key = {
+ ALL_SAMPLERS_XYZW,
+ .program_string_id = tcs ? tcs->program_id : 0,
+ .tes_primitive_mode = tes_info->tess.primitive_mode,
+ .input_vertices = ice->state.vertices_per_patch,
+ };
+ get_unified_tess_slots(ice, &key.outputs_written,
+ &key.patch_outputs_written);
+ ice->vtbl.populate_tcs_key(ice, &key);
+
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TCS];
+ struct iris_compiled_shader *shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_TCS, sizeof(key), &key);
+
+ if (!shader)
+ shader = iris_compile_tcs(ice, tcs, &key);
+
+ if (old != shader) {
+ ice->shaders.prog[IRIS_CACHE_TCS] = shader;
+ ice->state.dirty |= IRIS_DIRTY_TCS |
+ IRIS_DIRTY_BINDINGS_TCS |
+ IRIS_DIRTY_CONSTANTS_TCS;
+ }
}
-static bool
+/**
+ * Compile a tessellation evaluation shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
iris_compile_tes(struct iris_context *ice,
struct iris_uncompiled_shader *ish,
const struct brw_tes_prog_key *key)
rzalloc(mem_ctx, struct brw_tes_prog_data);
struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base;
struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+ enum brw_param_builtin *system_values;
+ unsigned num_system_values;
+ unsigned num_cbufs;
- assert(ish->base.type == PIPE_SHADER_IR_NIR);
+ nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
- nir_shader *nir = ish->base.ir.nir;
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
- assign_common_binding_table_offsets(devinfo, &nir->info, prog_data, 0);
+ assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+ num_system_values, num_cbufs);
struct brw_vue_map input_vue_map;
brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map,
tes_prog_data, nir, NULL, -1, &error_str);
if (program == NULL) {
- dbg_printf("Failed to compile vertex shader: %s\n", error_str);
+ dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
ralloc_free(mem_ctx);
return false;
}
- iris_upload_and_bind_shader(ice, IRIS_CACHE_TES, key, program, prog_data);
+ uint32_t *so_decls =
+ ice->vtbl.create_so_decl_list(&ish->stream_output,
+ &vue_prog_data->vue_map);
+
+
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_TES, sizeof(*key), key, program,
+ prog_data, so_decls, system_values, num_system_values,
+ num_cbufs);
+
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling tessellation evaluation shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
ralloc_free(mem_ctx);
- return true;
+ return shader;
}
-
+/**
+ * Update the current tessellation evaluation shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
static void
iris_update_compiled_tes(struct iris_context *ice)
{
struct iris_uncompiled_shader *ish =
ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
- if (!ish)
- return;
+ struct brw_tes_prog_key key = { KEY_INIT };
+ get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read);
+ ice->vtbl.populate_tes_key(ice, &key);
+
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TES];
+ struct iris_compiled_shader *shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_TES, sizeof(key), &key);
+
+ if (!shader)
+ shader = iris_compile_tes(ice, ish, &key);
+
+ if (old != shader) {
+ ice->shaders.prog[IRIS_CACHE_TES] = shader;
+ ice->state.dirty |= IRIS_DIRTY_TES |
+ IRIS_DIRTY_BINDINGS_TES |
+ IRIS_DIRTY_CONSTANTS_TES;
+ }
+}
+
+/**
+ * Compile a geometry shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
+iris_compile_gs(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish,
+ const struct brw_gs_prog_key *key)
+{
+ struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+ const struct brw_compiler *compiler = screen->compiler;
+ const struct gen_device_info *devinfo = &screen->devinfo;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_gs_prog_data *gs_prog_data =
+ rzalloc(mem_ctx, struct brw_gs_prog_data);
+ struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base;
+ struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+ enum brw_param_builtin *system_values;
+ unsigned num_system_values;
+ unsigned num_cbufs;
+
+ nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
+
+ assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+ num_system_values, num_cbufs);
+
+ brw_compute_vue_map(devinfo,
+ &vue_prog_data->vue_map, nir->info.outputs_written,
+ nir->info.separate_shader);
+
+ char *error_str = NULL;
+ const unsigned *program =
+ brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir,
+ NULL, -1, &error_str);
+ if (program == NULL) {
+ dbg_printf("Failed to compile geometry shader: %s\n", error_str);
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ uint32_t *so_decls =
+ ice->vtbl.create_so_decl_list(&ish->stream_output,
+ &vue_prog_data->vue_map);
- struct brw_tes_prog_key key;
- ice->state.populate_tes_key(ice, &key);
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_GS, sizeof(*key), key, program,
+ prog_data, so_decls, system_values, num_system_values,
+ num_cbufs);
- if (iris_bind_cached_shader(ice, IRIS_CACHE_TES, &key))
- return;
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling geometry shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
- UNUSED bool success = iris_compile_tes(ice, ish, &key);
+ ralloc_free(mem_ctx);
+ return shader;
}
+/**
+ * Update the current geometry shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
static void
iris_update_compiled_gs(struct iris_context *ice)
{
- // XXX: GS
+ struct iris_uncompiled_shader *ish =
+ ice->shaders.uncompiled[MESA_SHADER_GEOMETRY];
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_GS];
+ struct iris_compiled_shader *shader = NULL;
+
+ if (ish) {
+ struct brw_gs_prog_key key = { KEY_INIT };
+ ice->vtbl.populate_gs_key(ice, &key);
+
+ shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_GS, sizeof(key), &key);
+
+ if (!shader)
+ shader = iris_compile_gs(ice, ish, &key);
+ }
+
+ if (old != shader) {
+ ice->shaders.prog[IRIS_CACHE_GS] = shader;
+ ice->state.dirty |= IRIS_DIRTY_GS |
+ IRIS_DIRTY_BINDINGS_GS |
+ IRIS_DIRTY_CONSTANTS_GS;
+ }
}
-static bool
+/**
+ * Compile a fragment (pixel) shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
iris_compile_fs(struct iris_context *ice,
struct iris_uncompiled_shader *ish,
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *fs_prog_data =
rzalloc(mem_ctx, struct brw_wm_prog_data);
struct brw_stage_prog_data *prog_data = &fs_prog_data->base;
+ enum brw_param_builtin *system_values;
+ unsigned num_system_values;
+ unsigned num_cbufs;
- assert(ish->base.type == PIPE_SHADER_IR_NIR);
-
- nir_shader *nir = ish->base.ir.nir;
+ nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
// XXX: alt mode
- assign_common_binding_table_offsets(devinfo, &nir->info, prog_data,
- MAX2(key->nr_color_regions, 1));
- iris_setup_uniforms(mem_ctx, nir, prog_data);
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
+ assign_common_binding_table_offsets(devinfo, nir, prog_data,
+ MAX2(key->nr_color_regions, 1),
+ num_system_values, num_cbufs);
char *error_str = NULL;
const unsigned *program =
brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,
return false;
}
- //brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch);
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_FS, sizeof(*key), key, program,
+ prog_data, NULL, system_values, num_system_values,
+ num_cbufs);
- iris_upload_and_bind_shader(ice, IRIS_CACHE_FS, key, program, prog_data);
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling fragment shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
ralloc_free(mem_ctx);
- return true;
+ return shader;
}
+/**
+ * Update the current fragment shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
static void
iris_update_compiled_fs(struct iris_context *ice)
{
- struct brw_wm_prog_key key;
- ice->state.populate_fs_key(ice, &key);
+ struct iris_uncompiled_shader *ish =
+ ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
+ struct brw_wm_prog_key key = { KEY_INIT };
+ ice->vtbl.populate_fs_key(ice, &key);
+
+ if (ish->nos & (1ull << IRIS_NOS_LAST_VUE_MAP))
+ key.input_slots_valid = ice->shaders.last_vue_map->slots_valid;
+
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_FS];
+ struct iris_compiled_shader *shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_FS, sizeof(key), &key);
+
+ if (!shader)
+ shader = iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map);
+
+ if (old != shader) {
+ // XXX: only need to flag CLIP if barycentric has NONPERSPECTIVE
+ // toggles. might be able to avoid flagging SBE too.
+ ice->shaders.prog[IRIS_CACHE_FS] = shader;
+ ice->state.dirty |= IRIS_DIRTY_FS |
+ IRIS_DIRTY_BINDINGS_FS |
+ IRIS_DIRTY_CONSTANTS_FS |
+ IRIS_DIRTY_WM |
+ IRIS_DIRTY_CLIP |
+ IRIS_DIRTY_SBE;
+ }
+}
+
+/**
+ * Get the compiled shader for the last enabled geometry stage.
+ *
+ * This stage is the one which will feed stream output and the rasterizer.
+ */
+static gl_shader_stage
+last_vue_stage(struct iris_context *ice)
+{
+ if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
+ return MESA_SHADER_GEOMETRY;
- if (iris_bind_cached_shader(ice, IRIS_CACHE_FS, &key))
- return;
+ if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
+ return MESA_SHADER_TESS_EVAL;
- UNUSED bool success =
- iris_compile_fs(ice, ice->shaders.uncompiled[MESA_SHADER_FRAGMENT], &key,
- ice->shaders.last_vue_map);
+ return MESA_SHADER_VERTEX;
}
+/**
+ * Update the last enabled stage's VUE map.
+ *
+ * When the shader feeding the rasterizer's output interface changes, we
+ * need to re-emit various packets.
+ */
static void
-update_last_vue_map(struct iris_context *ice)
+update_last_vue_map(struct iris_context *ice,
+ struct brw_stage_prog_data *prog_data)
{
- struct brw_stage_prog_data *prog_data;
+ struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
+ struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
+ struct brw_vue_map *old_map = ice->shaders.last_vue_map;
+ const uint64_t changed_slots =
+ (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid;
+
+ if (changed_slots & VARYING_BIT_VIEWPORT) {
+ // XXX: could use ctx->Const.MaxViewports for old API efficiency
+ ice->state.num_viewports =
+ (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1;
+ ice->state.dirty |= IRIS_DIRTY_CLIP |
+ IRIS_DIRTY_SF_CL_VIEWPORT |
+ IRIS_DIRTY_CC_VIEWPORT |
+ IRIS_DIRTY_SCISSOR_RECT |
+ IRIS_DIRTY_UNCOMPILED_FS |
+ ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP];
+ // XXX: CC_VIEWPORT?
+ }
- if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
- prog_data = ice->shaders.prog[MESA_SHADER_GEOMETRY]->prog_data;
- else if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
- prog_data = ice->shaders.prog[MESA_SHADER_TESS_EVAL]->prog_data;
- else
- prog_data = ice->shaders.prog[MESA_SHADER_VERTEX]->prog_data;
+ if (changed_slots || (old_map && old_map->separate != vue_map->separate)) {
+ ice->state.dirty |= IRIS_DIRTY_SBE;
+ }
- struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
ice->shaders.last_vue_map = &vue_prog_data->vue_map;
}
+/**
+ * Get the prog_data for a given stage, or NULL if the stage is disabled.
+ */
static struct brw_vue_prog_data *
get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
{
return (void *) ice->shaders.prog[stage]->prog_data;
}
+// XXX: iris_compiled_shaders are space-leaking :(
+// XXX: do remember to unbind them if deleting them.
+
+/**
+ * Update the current shader variants for the given state.
+ *
+ * This should be called on every draw call to ensure that the correct
+ * shaders are bound. It will also flag any dirty state triggered by
+ * swapping out those shaders.
+ */
void
iris_update_compiled_shaders(struct iris_context *ice)
{
+ const uint64_t dirty = ice->state.dirty;
+
struct brw_vue_prog_data *old_prog_datas[4];
- if (!(ice->state.dirty & IRIS_DIRTY_URB)) {
+ if (!(dirty & IRIS_DIRTY_URB)) {
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++)
old_prog_datas[i] = get_vue_prog_data(ice, i);
}
- iris_update_compiled_vs(ice);
- iris_update_compiled_tcs(ice);
- iris_update_compiled_tes(ice);
- iris_update_compiled_gs(ice);
- update_last_vue_map(ice);
- iris_update_compiled_fs(ice);
+ if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) {
+ struct iris_uncompiled_shader *tes =
+ ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
+ if (tes) {
+ iris_update_compiled_tcs(ice);
+ iris_update_compiled_tes(ice);
+ } else {
+ ice->shaders.prog[IRIS_CACHE_TCS] = NULL;
+ ice->shaders.prog[IRIS_CACHE_TES] = NULL;
+ ice->state.dirty |=
+ IRIS_DIRTY_TCS | IRIS_DIRTY_TES |
+ IRIS_DIRTY_BINDINGS_TCS | IRIS_DIRTY_BINDINGS_TES |
+ IRIS_DIRTY_CONSTANTS_TCS | IRIS_DIRTY_CONSTANTS_TES;
+ }
+ }
+
+ if (dirty & IRIS_DIRTY_UNCOMPILED_VS)
+ iris_update_compiled_vs(ice);
+ if (dirty & IRIS_DIRTY_UNCOMPILED_GS)
+ iris_update_compiled_gs(ice);
+
+ gl_shader_stage last_stage = last_vue_stage(ice);
+ struct iris_compiled_shader *shader = ice->shaders.prog[last_stage];
+ struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[last_stage];
+ update_last_vue_map(ice, shader->prog_data);
+ if (ice->state.streamout != shader->streamout) {
+ ice->state.streamout = shader->streamout;
+ ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT;
+ }
+
+ if (ice->state.streamout_active) {
+ for (int i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
+ struct iris_stream_output_target *so =
+ (void *) ice->state.so_target[i];
+ if (so)
+ so->stride = ish->stream_output.stride[i];
+ }
+ }
+
+ if (dirty & IRIS_DIRTY_UNCOMPILED_FS)
+ iris_update_compiled_fs(ice);
// ...
- if (!(ice->state.dirty & IRIS_DIRTY_URB)) {
+ /* Changing shader interfaces may require a URB configuration. */
+ if (!(dirty & IRIS_DIRTY_URB)) {
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
struct brw_vue_prog_data *old = old_prog_datas[i];
struct brw_vue_prog_data *new = get_vue_prog_data(ice, i);
}
}
+static struct iris_compiled_shader *
+iris_compile_cs(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish,
+ const struct brw_cs_prog_key *key)
+{
+ struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+ const struct brw_compiler *compiler = screen->compiler;
+ const struct gen_device_info *devinfo = &screen->devinfo;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_cs_prog_data *cs_prog_data =
+ rzalloc(mem_ctx, struct brw_cs_prog_data);
+ struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
+ enum brw_param_builtin *system_values;
+ unsigned num_system_values;
+ unsigned num_cbufs;
+
+ nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+ cs_prog_data->binding_table.work_groups_start = 0;
+
+ prog_data->total_shared = nir->info.cs.shared_size;
+
+ iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+ &num_system_values, &num_cbufs);
+
+ assign_common_binding_table_offsets(devinfo, nir, prog_data, 1,
+ num_system_values, num_cbufs);
+
+ char *error_str = NULL;
+ const unsigned *program =
+ brw_compile_cs(compiler, &ice->dbg, mem_ctx, key, cs_prog_data,
+ nir, -1, &error_str);
+ if (program == NULL) {
+ dbg_printf("Failed to compile compute shader: %s\n", error_str);
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, IRIS_CACHE_CS, sizeof(*key), key, program,
+ prog_data, NULL, system_values, num_system_values,
+ num_cbufs);
+
+ if (ish->compiled_once) {
+ perf_debug(&ice->dbg, "Recompiling compute shader\n");
+ } else {
+ ish->compiled_once = true;
+ }
+
+ ralloc_free(mem_ctx);
+ return shader;
+}
+
+void
+iris_update_compiled_compute_shader(struct iris_context *ice)
+{
+ struct iris_uncompiled_shader *ish =
+ ice->shaders.uncompiled[MESA_SHADER_COMPUTE];
+
+ struct brw_cs_prog_key key = { KEY_INIT };
+ ice->vtbl.populate_cs_key(ice, &key);
+
+ struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_CS];
+ struct iris_compiled_shader *shader =
+ iris_find_cached_shader(ice, IRIS_CACHE_CS, sizeof(key), &key);
+
+ if (!shader)
+ shader = iris_compile_cs(ice, ish, &key);
+
+ if (old != shader) {
+ ice->shaders.prog[IRIS_CACHE_CS] = shader;
+ ice->state.dirty |= IRIS_DIRTY_CS |
+ IRIS_DIRTY_BINDINGS_CS |
+ IRIS_DIRTY_CONSTANTS_CS;
+ }
+}
+
+void
+iris_fill_cs_push_const_buffer(struct brw_cs_prog_data *cs_prog_data,
+ uint32_t *dst)
+{
+ struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
+ assert(cs_prog_data->push.total.size > 0);
+ assert(cs_prog_data->push.cross_thread.size == 0);
+ assert(cs_prog_data->push.per_thread.dwords == 1);
+ assert(prog_data->param[0] == BRW_PARAM_BUILTIN_SUBGROUP_ID);
+ for (unsigned t = 0; t < cs_prog_data->threads; t++)
+ dst[8 * t] = t;
+}
+
+/**
+ * Allocate scratch BOs as needed for the given per-thread size and stage.
+ */
+struct iris_bo *
+iris_get_scratch_space(struct iris_context *ice,
+ unsigned per_thread_scratch,
+ gl_shader_stage stage)
+{
+ struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+ struct iris_bufmgr *bufmgr = screen->bufmgr;
+ const struct gen_device_info *devinfo = &screen->devinfo;
+
+ unsigned encoded_size = ffs(per_thread_scratch) - 11;
+ assert(encoded_size < (1 << 16));
+
+ struct iris_bo **bop = &ice->shaders.scratch_bos[encoded_size][stage];
+
+ /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
+ *
+ * "Scratch Space per slice is computed based on 4 sub-slices. SW
+ * must allocate scratch space enough so that each slice has 4
+ * slices allowed."
+ *
+ * According to the other driver team, this applies to compute shaders
+ * as well. This is not currently documented at all.
+ *
+ * This hack is no longer necessary on Gen11+.
+ */
+ unsigned subslice_total = screen->subslice_total;
+ if (devinfo->gen < 11)
+ subslice_total = 4 * devinfo->num_slices;
+ assert(subslice_total >= screen->subslice_total);
+
+ if (!*bop) {
+ unsigned scratch_ids_per_subslice = devinfo->max_cs_threads;
+ uint32_t max_threads[] = {
+ [MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
+ [MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads,
+ [MESA_SHADER_TESS_EVAL] = devinfo->max_tes_threads,
+ [MESA_SHADER_GEOMETRY] = devinfo->max_gs_threads,
+ [MESA_SHADER_FRAGMENT] = devinfo->max_wm_threads,
+ [MESA_SHADER_COMPUTE] = scratch_ids_per_subslice * subslice_total,
+ };
+
+ uint32_t size = per_thread_scratch * max_threads[stage];
+
+ *bop = iris_bo_alloc(bufmgr, "scratch", size, IRIS_MEMZONE_SHADER);
+ }
+
+ return *bop;
+}
+
void
iris_init_program_functions(struct pipe_context *ctx)
{
- ctx->create_vs_state = iris_create_shader_state;
- ctx->create_tcs_state = iris_create_shader_state;
- ctx->create_tes_state = iris_create_shader_state;
- ctx->create_gs_state = iris_create_shader_state;
- ctx->create_fs_state = iris_create_shader_state;
+ ctx->create_vs_state = iris_create_vs_state;
+ ctx->create_tcs_state = iris_create_tcs_state;
+ ctx->create_tes_state = iris_create_tes_state;
+ ctx->create_gs_state = iris_create_gs_state;
+ ctx->create_fs_state = iris_create_fs_state;
+ ctx->create_compute_state = iris_create_compute_state;
ctx->delete_vs_state = iris_delete_shader_state;
ctx->delete_tcs_state = iris_delete_shader_state;
ctx->delete_tes_state = iris_delete_shader_state;
ctx->delete_gs_state = iris_delete_shader_state;
ctx->delete_fs_state = iris_delete_shader_state;
+ ctx->delete_compute_state = iris_delete_shader_state;
ctx->bind_vs_state = iris_bind_vs_state;
ctx->bind_tcs_state = iris_bind_tcs_state;
ctx->bind_tes_state = iris_bind_tes_state;
ctx->bind_gs_state = iris_bind_gs_state;
ctx->bind_fs_state = iris_bind_fs_state;
+ ctx->bind_compute_state = iris_bind_cs_state;
}