#include "brw_gs.h"
#include "brw_context.h"
-#include "brw_vec4_gs_visitor.h"
#include "brw_state.h"
#include "brw_ff_gs.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "brw_program.h"
#include "compiler/glsl/ir_uniform.h"
-static void
-brw_gs_debug_recompile(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
- const struct brw_gs_prog_key *key)
-{
- struct brw_cache_item *c = NULL;
- const struct brw_gs_prog_key *old_key = NULL;
- bool found = false;
-
- perf_debug("Recompiling geometry shader for program %d\n",
- shader_prog->Name);
-
- for (unsigned int i = 0; i < brw->cache.size; i++) {
- for (c = brw->cache.items[i]; c; c = c->next) {
- if (c->cache_id == BRW_CACHE_GS_PROG) {
- old_key = c->key;
-
- if (old_key->program_string_id == key->program_string_id)
- break;
- }
- }
- if (c)
- break;
- }
-
- if (!c) {
- perf_debug(" Didn't find previous compile in the shader cache for "
- "debug\n");
- return;
- }
-
- found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
-
- if (!found) {
- perf_debug(" Something else\n");
- }
-}
-
static void
assign_gs_binding_table_offsets(const struct gen_device_info *devinfo,
- const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
struct brw_gs_prog_data *prog_data)
{
*/
uint32_t reserved = devinfo->gen == 6 ? BRW_MAX_SOL_BINDINGS : 0;
- brw_assign_common_binding_table_offsets(MESA_SHADER_GEOMETRY, devinfo,
- shader_prog, prog,
- &prog_data->base.base,
- reserved);
+ brw_assign_common_binding_table_offsets(devinfo, prog,
+ &prog_data->base.base, reserved);
}
-bool
+static bool
brw_codegen_gs_prog(struct brw_context *brw,
- struct gl_shader_program *prog,
struct brw_program *gp,
struct brw_gs_prog_key *key)
{
memset(&prog_data, 0, sizeof(prog_data));
- assign_gs_binding_table_offsets(devinfo, prog, &gp->program, &prog_data);
+ void *mem_ctx = ralloc_context(NULL);
- /* Allocate the references to the uniforms that will end up in the
- * prog_data associated with the compiled program, and which will be freed
- * by the state cache.
- *
- * Note: param_count needs to be num_uniform_components * 4, since we add
- * padding around uniform values below vec4 size, so the worst case is that
- * every uniform is a float which gets padded to the size of a vec4.
- */
- struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
- struct brw_shader *bgs = (struct brw_shader *) gs;
- int param_count = gp->program.nir->num_uniforms / 4;
-
- prog_data.base.base.param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data.base.base.pull_param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data.base.base.image_param =
- rzalloc_array(NULL, struct brw_image_param,
- gp->program.info.num_images);
- prog_data.base.base.nr_params = param_count;
- prog_data.base.base.nr_image_params = gp->program.info.num_images;
-
- brw_nir_setup_glsl_uniforms(gp->program.nir, prog, &gp->program,
+ nir_shader *nir = nir_shader_clone(mem_ctx, gp->program.nir);
+
+ assign_gs_binding_table_offsets(devinfo, &gp->program, &prog_data);
+
+ brw_nir_setup_glsl_uniforms(mem_ctx, nir, &gp->program,
&prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_GEOMETRY]);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL,
+ prog_data.base.base.ubo_ranges);
- uint64_t outputs_written = gp->program.info.outputs_written;
-
- prog_data.base.cull_distance_mask =
- ((1 << gp->program.CullDistanceArraySize) - 1) <<
- gp->program.ClipDistanceArraySize;
+ uint64_t outputs_written = nir->info.outputs_written;
brw_compute_vue_map(devinfo,
&prog_data.base.vue_map, outputs_written,
- prog->SeparateShader);
+ gp->program.info.separate_shader);
int st_index = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
- st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS);
+ st_index = brw_get_shader_time_index(brw, &gp->program, ST_GS, true);
if (unlikely(brw->perf_debug)) {
- start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo);
+ start_busy = brw->batch.last_bo && brw_bo_busy(brw->batch.last_bo);
start_time = get_time();
}
- void *mem_ctx = ralloc_context(NULL);
- unsigned program_size;
char *error_str;
const unsigned *program =
brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key,
- &prog_data, gs->Program->nir, prog,
- st_index, &program_size, &error_str);
+ &prog_data, nir, &gp->program, st_index, &error_str);
if (program == NULL) {
- ralloc_strcat(&prog->InfoLog, error_str);
+ ralloc_strcat(&gp->program.sh.data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);
ralloc_free(mem_ctx);
}
if (unlikely(brw->perf_debug)) {
- if (bgs->compiled_once) {
- brw_gs_debug_recompile(brw, prog, key);
+ if (gp->compiled_once) {
+ brw_debug_recompile(brw, MESA_SHADER_GEOMETRY, gp->program.Id,
+ &key->base);
}
- if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+ if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
perf_debug("GS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
- bgs->compiled_once = true;
+ gp->compiled_once = true;
}
/* Scratch space is used for register spilling */
brw_alloc_stage_scratch(brw, stage_state,
- prog_data.base.base.total_scratch,
- devinfo->max_gs_threads);
+ prog_data.base.base.total_scratch);
+ /* The param and pull_param arrays will be freed by the shader cache. */
+ ralloc_steal(NULL, prog_data.base.base.param);
+ ralloc_steal(NULL, prog_data.base.base.pull_param);
brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
key, sizeof(*key),
- program, program_size,
+ program, prog_data.base.base.program_size,
&prog_data, sizeof(prog_data),
&stage_state->prog_offset, &brw->gs.base.prog_data);
ralloc_free(mem_ctx);
struct brw_gs_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
- struct brw_program *gp = (struct brw_program *) brw->geometry_program;
+ struct brw_program *gp =
+ (struct brw_program *) brw->programs[MESA_SHADER_GEOMETRY];
memset(key, 0, sizeof(*key));
- key->program_string_id = gp->id;
-
- /* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, &gp->program, &key->tex);
+ brw_populate_base_prog_key(ctx, gp, &key->base);
}
void
brw_upload_gs_prog(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->ctx;
- struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_prog_key key;
/* BRW_NEW_GEOMETRY_PROGRAM */
- struct brw_program *gp = (struct brw_program *) brw->geometry_program;
+ struct brw_program *gp =
+ (struct brw_program *) brw->programs[MESA_SHADER_GEOMETRY];
if (!brw_gs_state_dirty(brw))
return;
- if (gp == NULL) {
- /* No geometry shader. Vertex data just passes straight through. */
- if (brw->gen == 6 &&
- (brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) {
- gen6_brw_upload_ff_gs_prog(brw);
- return;
- }
+ brw_gs_populate_key(brw, &key);
- /* Other state atoms had better not try to access prog_data, since
- * there's no GS program.
- */
- brw->gs.base.prog_data = NULL;
+ if (brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG, &key, sizeof(key),
+ &stage_state->prog_offset, &brw->gs.base.prog_data,
+ true))
+ return;
+ if (brw_disk_cache_upload_program(brw, MESA_SHADER_GEOMETRY))
return;
- }
- brw_gs_populate_key(brw, &key);
+ gp = (struct brw_program *) brw->programs[MESA_SHADER_GEOMETRY];
+ gp->id = key.base.program_string_id;
- if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
- &key, sizeof(key),
- &stage_state->prog_offset,
- &brw->gs.base.prog_data)) {
- bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
- gp, &key);
- assert(success);
- (void)success;
- }
+ ASSERTED bool success = brw_codegen_gs_prog(brw, gp, &key);
+ assert(success);
+}
+
+void
+brw_gs_populate_default_key(const struct brw_compiler *compiler,
+ struct brw_gs_prog_key *key,
+ struct gl_program *prog)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+
+ memset(key, 0, sizeof(*key));
+
+ brw_populate_default_base_prog_key(devinfo, brw_program(prog),
+ &key->base);
}
bool
-brw_gs_precompile(struct gl_context *ctx,
- struct gl_shader_program *shader_prog,
- struct gl_program *prog)
+brw_gs_precompile(struct gl_context *ctx, struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_gs_prog_key key;
struct brw_program *bgp = brw_program(prog);
- memset(&key, 0, sizeof(key));
-
- brw_setup_tex_for_precompile(brw, &key.tex, prog);
- key.program_string_id = bgp->id;
+ brw_gs_populate_default_key(brw->screen->compiler, &key, prog);
- success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
+ success = brw_codegen_gs_prog(brw, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;
brw->gs.base.prog_data = old_prog_data;