#include "brw_state.h"
#include "brw_ff_gs.h"
#include "brw_nir.h"
+#include "brw_program.h"
+#include "compiler/glsl/ir_uniform.h"
static void
-assign_gs_binding_table_offsets(const struct brw_device_info *devinfo,
+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)
struct brw_geometry_program *gp,
struct brw_gs_prog_key *key)
{
- struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct brw_compiler *compiler = brw->screen->compiler;
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct brw_stage_state *stage_state = &brw->gs.base;
- struct brw_gs_compile c;
- memset(&c, 0, sizeof(c));
- c.key = *key;
- c.gp = gp;
+ struct brw_gs_prog_data prog_data;
+ bool start_busy = false;
+ double start_time = 0;
- c.prog_data.include_primitive_id =
- (gp->program.Base.InputsRead & VARYING_BIT_PRIMITIVE_ID) != 0;
+ memset(&prog_data, 0, sizeof(prog_data));
- c.prog_data.invocations = gp->program.Invocations;
-
- assign_gs_binding_table_offsets(brw->intelScreen->devinfo, prog,
- &gp->program.Base, &c.prog_data);
+ assign_gs_binding_table_offsets(devinfo, prog,
+ &gp->program.Base, &prog_data);
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* 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_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
- int param_count = gp->program.Base.nir->num_uniforms * 4;
+ struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct brw_shader *bgs = (struct brw_shader *) gs;
+ int param_count = gp->program.Base.nir->num_uniforms / 4;
- c.prog_data.base.base.param =
+ prog_data.base.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
- c.prog_data.base.base.pull_param =
+ prog_data.base.base.pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
- c.prog_data.base.base.image_param =
+ prog_data.base.base.image_param =
rzalloc_array(NULL, struct brw_image_param, gs->NumImages);
- c.prog_data.base.base.nr_params = param_count;
- c.prog_data.base.base.nr_image_params = gs->NumImages;
+ prog_data.base.base.nr_params = param_count;
+ prog_data.base.base.nr_image_params = gs->NumImages;
brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
- &c.prog_data.base.base, false);
-
- if (brw->gen >= 8) {
- c.prog_data.static_vertex_count = !gp->program.Base.nir ? -1 :
- nir_gs_count_vertices(gp->program.Base.nir);
- }
-
- if (brw->gen >= 7) {
- if (gp->program.OutputType == GL_POINTS) {
- /* When the output type is points, the geometry shader may output data
- * to multiple streams, and EndPrimitive() has no effect. So we
- * configure the hardware to interpret the control data as stream ID.
- */
- c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
-
- /* We only have to emit control bits if we are using streams */
- if (prog->Geom.UsesStreams)
- c.control_data_bits_per_vertex = 2;
- else
- c.control_data_bits_per_vertex = 0;
- } else {
- /* When the output type is triangle_strip or line_strip, EndPrimitive()
- * may be used to terminate the current strip and start a new one
- * (similar to primitive restart), and outputting data to multiple
- * streams is not supported. So we configure the hardware to interpret
- * the control data as EndPrimitive information (a.k.a. "cut bits").
- */
- c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT;
-
- /* We only need to output control data if the shader actually calls
- * EndPrimitive().
- */
- c.control_data_bits_per_vertex = gp->program.UsesEndPrimitive ? 1 : 0;
- }
- } else {
- /* There are no control data bits in gen6. */
- c.control_data_bits_per_vertex = 0;
-
- /* If it is using transform feedback, enable it */
- if (prog->TransformFeedback.NumVarying)
- c.prog_data.gen6_xfb_enabled = true;
- else
- c.prog_data.gen6_xfb_enabled = false;
- }
- c.control_data_header_size_bits =
- gp->program.VerticesOut * c.control_data_bits_per_vertex;
-
- /* 1 HWORD = 32 bytes = 256 bits */
- c.prog_data.control_data_header_size_hwords =
- ALIGN(c.control_data_header_size_bits, 256) / 256;
+ &prog_data.base.base,
+ compiler->scalar_stage[MESA_SHADER_GEOMETRY]);
GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
- brw_compute_vue_map(brw->intelScreen->devinfo,
- &c.prog_data.base.vue_map, outputs_written,
- prog ? prog->SeparateShader : false);
-
- /* Compute the output vertex size.
- *
- * From the Ivy Bridge PRM, Vol2 Part1 7.2.1.1 STATE_GS - Output Vertex
- * Size (p168):
- *
- * [0,62] indicating [1,63] 16B units
- *
- * Specifies the size of each vertex stored in the GS output entry
- * (following any Control Header data) as a number of 128-bit units
- * (minus one).
- *
- * Programming Restrictions: The vertex size must be programmed as a
- * multiple of 32B units with the following exception: Rendering is
- * disabled (as per SOL stage state) and the vertex size output by the
- * GS thread is 16B.
- *
- * If rendering is enabled (as per SOL state) the vertex size must be
- * programmed as a multiple of 32B units. In other words, the only time
- * software can program a vertex size with an odd number of 16B units
- * is when rendering is disabled.
- *
- * Note: B=bytes in the above text.
- *
- * It doesn't seem worth the extra trouble to optimize the case where the
- * vertex size is 16B (especially since this would require special-casing
- * the GEN assembly that writes to the URB). So we just set the vertex
- * size to a multiple of 32B (2 vec4's) in all cases.
- *
- * The maximum output vertex size is 62*16 = 992 bytes (31 hwords). We
- * budget that as follows:
- *
- * 512 bytes for varyings (a varying component is 4 bytes and
- * gl_MaxGeometryOutputComponents = 128)
- * 16 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
- * bytes)
- * 16 bytes overhead for gl_Position (we allocate it a slot in the VUE
- * even if it's not used)
- * 32 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
- * whenever clip planes are enabled, even if the shader doesn't
- * write to gl_ClipDistance)
- * 16 bytes overhead since the VUE size must be a multiple of 32 bytes
- * (see below)--this causes up to 1 VUE slot to be wasted
- * 400 bytes available for varying packing overhead
- *
- * Worst-case varying packing overhead is 3/4 of a varying slot (12 bytes)
- * per interpolation type, so this is plenty.
- *
- */
- unsigned output_vertex_size_bytes = c.prog_data.base.vue_map.num_slots * 16;
- assert(brw->gen == 6 ||
- output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
- c.prog_data.output_vertex_size_hwords =
- ALIGN(output_vertex_size_bytes, 32) / 32;
-
- /* Compute URB entry size. The maximum allowed URB entry size is 32k.
- * That divides up as follows:
- *
- * 64 bytes for the control data header (cut indices or StreamID bits)
- * 4096 bytes for varyings (a varying component is 4 bytes and
- * gl_MaxGeometryTotalOutputComponents = 1024)
- * 4096 bytes overhead for VARYING_SLOT_PSIZ (each varying slot is 16
- * bytes/vertex and gl_MaxGeometryOutputVertices is 256)
- * 4096 bytes overhead for gl_Position (we allocate it a slot in the VUE
- * even if it's not used)
- * 8192 bytes overhead for gl_ClipDistance (we allocate it 2 VUE slots
- * whenever clip planes are enabled, even if the shader doesn't
- * write to gl_ClipDistance)
- * 4096 bytes overhead since the VUE size must be a multiple of 32
- * bytes (see above)--this causes up to 1 VUE slot to be wasted
- * 8128 bytes available for varying packing overhead
- *
- * Worst-case varying packing overhead is 3/4 of a varying slot per
- * interpolation type, which works out to 3072 bytes, so this would allow
- * us to accommodate 2 interpolation types without any danger of running
- * out of URB space.
- *
- * In practice, the risk of running out of URB space is very small, since
- * the above figures are all worst-case, and most of them scale with the
- * number of output vertices. So we'll just calculate the amount of space
- * we need, and if it's too large, fail to compile.
- *
- * The above is for gen7+ where we have a single URB entry that will hold
- * all the output. In gen6, we will have to allocate URB entries for every
- * vertex we emit, so our URB entries only need to be large enough to hold
- * a single vertex. Also, gen6 does not have a control data header.
- */
- unsigned output_size_bytes;
- if (brw->gen >= 7) {
- output_size_bytes =
- c.prog_data.output_vertex_size_hwords * 32 * gp->program.VerticesOut;
- output_size_bytes += 32 * c.prog_data.control_data_header_size_hwords;
- } else {
- output_size_bytes = c.prog_data.output_vertex_size_hwords * 32;
- }
-
- /* Broadwell stores "Vertex Count" as a full 8 DWord (32 byte) URB output,
- * which comes before the control header.
- */
- if (brw->gen >= 8)
- output_size_bytes += 32;
-
- assert(output_size_bytes >= 1);
- int max_output_size_bytes = GEN7_MAX_GS_URB_ENTRY_SIZE_BYTES;
- if (brw->gen == 6)
- max_output_size_bytes = GEN6_MAX_GS_URB_ENTRY_SIZE_BYTES;
- if (output_size_bytes > max_output_size_bytes)
- return false;
-
+ prog_data.base.cull_distance_mask =
+ ((1 << gp->program.Base.CullDistanceArraySize) - 1) <<
+ gp->program.Base.ClipDistanceArraySize;
- /* URB entry sizes are stored as a multiple of 64 bytes in gen7+ and
- * a multiple of 128 bytes in gen6.
- */
- if (brw->gen >= 7)
- c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 64) / 64;
- else
- c.prog_data.base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128;
-
- c.prog_data.output_topology =
- get_hw_prim_for_gl_prim(gp->program.OutputType);
-
- /* The GLSL linker will have already matched up GS inputs and the outputs
- * of prior stages. The driver does extend VS outputs in some cases, but
- * only for legacy OpenGL or Gen4-5 hardware, neither of which offer
- * geometry shader support. So we can safely ignore that.
- *
- * For SSO pipelines, we use a fixed VUE map layout based on variable
- * locations, so we can rely on rendezvous-by-location making this work.
- *
- * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
- * written by previous stages and shows up via payload magic.
- */
- GLbitfield64 inputs_read =
- gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
- brw_compute_vue_map(brw->intelScreen->devinfo,
- &c.input_vue_map, inputs_read,
+ brw_compute_vue_map(devinfo,
+ &prog_data.base.vue_map, outputs_written,
prog->SeparateShader);
- /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
- * need to program a URB read length of ceiling(num_slots / 2).
- */
- c.prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
-
if (unlikely(INTEL_DEBUG & DEBUG_GS))
brw_dump_ir("geometry", prog, gs, NULL);
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS);
+ if (unlikely(brw->perf_debug)) {
+ start_busy = brw->batch.last_bo && drm_intel_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->intelScreen->compiler, brw, &c,
- shader->Program->nir, prog,
- mem_ctx, st_index, &program_size, &error_str);
+ brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key,
+ &prog_data, gs->Program->nir, prog,
+ st_index, &program_size, &error_str);
if (program == NULL) {
+ ralloc_strcat(&prog->InfoLog, error_str);
+ _mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);
+
ralloc_free(mem_ctx);
return false;
}
- /* Scratch space is used for register spilling */
- if (c.prog_data.base.base.total_scratch) {
- brw_get_scratch_bo(brw, &stage_state->scratch_bo,
- c.prog_data.base.base.total_scratch *
- brw->max_gs_threads);
+ if (unlikely(brw->perf_debug)) {
+ if (bgs->compiled_once) {
+ brw_gs_debug_recompile(brw, prog, key);
+ }
+ if (start_busy && !drm_intel_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;
}
+ /* Scratch space is used for register spilling */
+ brw_alloc_stage_scratch(brw, stage_state,
+ prog_data.base.base.total_scratch,
+ devinfo->max_gs_threads);
+
brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
- &c.key, sizeof(c.key),
+ key, sizeof(*key),
program, program_size,
- &c.prog_data, sizeof(c.prog_data),
+ &prog_data, sizeof(prog_data),
&stage_state->prog_offset, &brw->gs.prog_data);
ralloc_free(mem_ctx);
}
static bool
-brw_gs_state_dirty(struct brw_context *brw)
+brw_gs_state_dirty(const struct brw_context *brw)
{
return brw_state_dirty(brw,
_NEW_TEXTURE,
struct brw_gs_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
- struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_geometry_program *gp =
(struct brw_geometry_program *) brw->geometry_program;
struct gl_program *prog = &gp->program.Base;
key->program_string_id = gp->id;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
- &key->tex);
+ brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
}
void