*/
#include "brw_context.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "brw_program.h"
-#include "brw_shader.h"
#include "brw_state.h"
#include "program/prog_parameter.h"
#include "nir_builder.h"
-static nir_shader *
-create_passthrough_tcs(const struct brw_compiler *compiler,
- const nir_shader_compiler_options *options,
- const struct brw_tcs_prog_key *key)
-{
- nir_builder b;
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_TESS_CTRL, options);
- nir_shader *nir = b.shader;
- nir_variable *var;
- nir_intrinsic_instr *load;
- nir_intrinsic_instr *store;
- nir_ssa_def *zero = nir_imm_int(&b, 0);
- nir_ssa_def *invoc_id =
- nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);
-
- nir->info.inputs_read = key->outputs_written;
- nir->info.outputs_written = key->outputs_written;
- nir->info.tcs.vertices_out = key->input_vertices;
- nir->info.name = ralloc_strdup(nir, "passthrough");
- nir->num_uniforms = 8 * sizeof(uint32_t);
-
- var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
- var->data.location = 0;
- var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
- var->data.location = 1;
-
- /* Write the patch URB header. */
- for (int i = 0; i <= 1; i++) {
- load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
- load->num_components = 4;
- load->src[0] = nir_src_for_ssa(zero);
- nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
- nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
- nir_builder_instr_insert(&b, &load->instr);
-
- store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
- store->num_components = 4;
- store->src[0] = nir_src_for_ssa(&load->dest.ssa);
- store->src[1] = nir_src_for_ssa(zero);
- nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
- nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
- nir_builder_instr_insert(&b, &store->instr);
- }
-
- /* Copy inputs to outputs. */
- uint64_t varyings = key->outputs_written;
-
- while (varyings != 0) {
- const int varying = ffsll(varyings) - 1;
-
- load = nir_intrinsic_instr_create(nir,
- nir_intrinsic_load_per_vertex_input);
- load->num_components = 4;
- load->src[0] = nir_src_for_ssa(invoc_id);
- load->src[1] = nir_src_for_ssa(zero);
- nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
- nir_intrinsic_set_base(load, varying);
- nir_builder_instr_insert(&b, &load->instr);
-
- store = nir_intrinsic_instr_create(nir,
- nir_intrinsic_store_per_vertex_output);
- store->num_components = 4;
- store->src[0] = nir_src_for_ssa(&load->dest.ssa);
- store->src[1] = nir_src_for_ssa(invoc_id);
- store->src[2] = nir_src_for_ssa(zero);
- nir_intrinsic_set_base(store, varying);
- nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
- nir_builder_instr_insert(&b, &store->instr);
-
- varyings &= ~BITFIELD64_BIT(varying);
- }
-
- nir_validate_shader(nir);
-
- nir = brw_preprocess_nir(compiler, nir);
-
- return nir;
-}
-
-static void
-brw_tcs_debug_recompile(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
- const struct brw_tcs_prog_key *key)
-{
- struct brw_cache_item *c = NULL;
- const struct brw_tcs_prog_key *old_key = NULL;
- bool found = false;
-
- perf_debug("Recompiling tessellation control 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_TCS_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 |= key_debug(brw, "input vertices", old_key->input_vertices,
- key->input_vertices);
- found |= key_debug(brw, "outputs written", old_key->outputs_written,
- key->outputs_written);
- found |= key_debug(brw, "patch outputs written", old_key->patch_outputs_written,
- key->patch_outputs_written);
- found |= key_debug(brw, "TES primitive mode", old_key->tes_primitive_mode,
- key->tes_primitive_mode);
- found |= key_debug(brw, "quads and equal_spacing workaround",
- old_key->quads_workaround, key->quads_workaround);
- found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
-
- if (!found) {
- perf_debug(" Something else\n");
- }
-}
-
static bool
-brw_codegen_tcs_prog(struct brw_context *brw,
- struct gl_shader_program *shader_prog,
- struct brw_tess_ctrl_program *tcp,
- struct brw_tcs_prog_key *key)
+brw_codegen_tcs_prog(struct brw_context *brw, struct brw_program *tcp,
+ struct brw_program *tep, struct brw_tcs_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
const struct brw_compiler *compiler = brw->screen->compiler;
bool start_busy = false;
double start_time = 0;
+ void *mem_ctx = ralloc_context(NULL);
if (tcp) {
- nir = tcp->program.Base.nir;
+ nir = nir_shader_clone(mem_ctx, tcp->program.nir);
} else {
- /* Create a dummy nir_shader. We won't actually use NIR code to
- * generate assembly (it's easier to generate assembly directly),
- * but the whole compiler assumes one of these exists.
- */
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_CTRL].NirOptions;
- nir = create_passthrough_tcs(compiler, options, key);
+ nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
}
memset(&prog_data, 0, sizeof(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
- * 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 *tcs = shader_prog ?
- shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL;
- int param_count = 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.nr_params = param_count;
-
- if (tcs) {
- brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_CTRL, devinfo,
- shader_prog, &tcp->program.Base,
+ if (tcp) {
+ brw_assign_common_binding_table_offsets(devinfo, &tcp->program,
&prog_data.base.base, 0);
- prog_data.base.base.image_param =
- rzalloc_array(NULL, struct brw_image_param, tcs->NumImages);
- prog_data.base.base.nr_image_params = tcs->NumImages;
-
- brw_nir_setup_glsl_uniforms(nir, shader_prog, &tcp->program.Base,
+ brw_nir_setup_glsl_uniforms(mem_ctx, nir, &tcp->program,
&prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_TESS_CTRL]);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL,
+ prog_data.base.base.ubo_ranges);
} else {
/* Upload the Patch URB Header as the first two uniforms.
* Do the annoying scrambling so the shader doesn't have to.
*/
- const float **param = (const float **) prog_data.base.base.param;
- static float zero = 0.0f;
+ assert(nir->num_uniforms == 32);
+ prog_data.base.base.param = rzalloc_array(mem_ctx, uint32_t, 8);
+ prog_data.base.base.nr_params = 8;
+
+ uint32_t *param = prog_data.base.base.param;
for (int i = 0; i < 8; i++)
- param[i] = &zero;
+ param[i] = BRW_PARAM_BUILTIN_ZERO;
if (key->tes_primitive_mode == GL_QUADS) {
for (int i = 0; i < 4; i++)
- param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+ param[7 - i] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X + i;
- param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
- param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1];
+ param[3] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X;
+ param[2] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_Y;
} else if (key->tes_primitive_mode == GL_TRIANGLES) {
for (int i = 0; i < 3; i++)
- param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+ param[7 - i] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X + i;
- param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
+ param[4] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X;
} else {
assert(key->tes_primitive_mode == GL_ISOLINES);
- param[7] = &ctx->TessCtrlProgram.patch_default_outer_level[1];
- param[6] = &ctx->TessCtrlProgram.patch_default_outer_level[0];
+ param[7] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_Y;
+ param[6] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X;
}
}
- if (unlikely(INTEL_DEBUG & DEBUG_TCS) && tcs)
- brw_dump_ir("tessellation control", shader_prog, tcs, NULL);
-
int st_index = -1;
- if (unlikely(INTEL_DEBUG & DEBUG_SHADER_TIME))
- st_index = brw_get_shader_time_index(brw, shader_prog, NULL, ST_TCS);
+ if (unlikely((INTEL_DEBUG & DEBUG_SHADER_TIME) && tep))
+ st_index = brw_get_shader_time_index(brw, &tep->program, ST_TCS, 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_tcs(compiler, brw, mem_ctx, key, &prog_data, nir, st_index,
- &program_size, &error_str);
+ NULL, &error_str);
if (program == NULL) {
- if (shader_prog) {
- shader_prog->LinkStatus = false;
- ralloc_strcat(&shader_prog->InfoLog, error_str);
- } else {
- ralloc_free(nir);
+ if (tep) {
+ tep->program.sh.data->LinkStatus = LINKING_FAILURE;
+ ralloc_strcat(&tep->program.sh.data->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile tessellation control shader: "
}
if (unlikely(brw->perf_debug)) {
- struct brw_shader *btcs = (struct brw_shader *) tcs;
- if (btcs) {
- if (btcs->compiled_once) {
- brw_tcs_debug_recompile(brw, shader_prog, key);
+ if (tcp) {
+ if (tcp->compiled_once) {
+ brw_debug_recompile(brw, MESA_SHADER_TESS_CTRL, tcp->program.Id,
+ &key->base);
}
- btcs->compiled_once = true;
+ tcp->compiled_once = true;
}
- if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+
+ if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
perf_debug("TCS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
/* Scratch space is used for register spilling */
brw_alloc_stage_scratch(brw, stage_state,
- prog_data.base.base.total_scratch,
- brw->max_hs_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_TCS_PROG,
key, sizeof(*key),
- program, program_size,
+ program, prog_data.base.base.program_size,
&prog_data, sizeof(prog_data),
- &stage_state->prog_offset, &brw->tcs.prog_data);
+ &stage_state->prog_offset, &brw->tcs.base.prog_data);
ralloc_free(mem_ctx);
- if (!tcs)
- ralloc_free(nir);
return true;
}
+void
+brw_tcs_populate_key(struct brw_context *brw,
+ struct brw_tcs_prog_key *key)
+{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+ const struct brw_compiler *compiler = brw->screen->compiler;
+ struct brw_program *tcp =
+ (struct brw_program *) brw->programs[MESA_SHADER_TESS_CTRL];
+ struct brw_program *tep =
+ (struct brw_program *) brw->programs[MESA_SHADER_TESS_EVAL];
+ struct gl_program *tes_prog = &tep->program;
+
+ uint64_t per_vertex_slots = tes_prog->info.inputs_read;
+ uint32_t per_patch_slots = tes_prog->info.patch_inputs_read;
+
+ memset(key, 0, sizeof(*key));
+
+ if (tcp) {
+ struct gl_program *prog = &tcp->program;
+ per_vertex_slots |= prog->info.outputs_written;
+ per_patch_slots |= prog->info.patch_outputs_written;
+ }
+
+ if (devinfo->gen < 8 || !tcp || compiler->use_tcs_8_patch)
+ key->input_vertices = brw->ctx.TessCtrlProgram.patch_vertices;
+ key->outputs_written = per_vertex_slots;
+ key->patch_outputs_written = per_patch_slots;
+
+ /* We need to specialize our code generation for tessellation levels
+ * based on the domain the DS is expecting to tessellate.
+ */
+ key->tes_primitive_mode = tep->program.info.tess.primitive_mode;
+ key->quads_workaround = devinfo->gen < 9 &&
+ tep->program.info.tess.primitive_mode == GL_QUADS &&
+ tep->program.info.tess.spacing == TESS_SPACING_EQUAL;
+
+ if (tcp) {
+ /* _NEW_TEXTURE */
+ brw_populate_base_prog_key(&brw->ctx, tcp, &key->base);
+ }
+}
void
-brw_upload_tcs_prog(struct brw_context *brw,
- uint64_t per_vertex_slots,
- uint32_t per_patch_slots)
+brw_upload_tcs_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->tcs.base;
struct brw_tcs_prog_key key;
/* BRW_NEW_TESS_PROGRAMS */
- struct brw_tess_ctrl_program *tcp =
- (struct brw_tess_ctrl_program *) brw->tess_ctrl_program;
- struct brw_tess_eval_program *tep =
- (struct brw_tess_eval_program *) brw->tess_eval_program;
+ struct brw_program *tcp =
+ (struct brw_program *) brw->programs[MESA_SHADER_TESS_CTRL];
+ ASSERTED struct brw_program *tep =
+ (struct brw_program *) brw->programs[MESA_SHADER_TESS_EVAL];
assert(tep);
if (!brw_state_dirty(brw,
BRW_NEW_TESS_PROGRAMS))
return;
- struct gl_program *prog = &tcp->program.Base;
+ brw_tcs_populate_key(brw, &key);
- memset(&key, 0, sizeof(key));
+ if (brw_search_cache(&brw->cache, BRW_CACHE_TCS_PROG, &key, sizeof(key),
+ &stage_state->prog_offset, &brw->tcs.base.prog_data,
+ true))
+ return;
- if (brw->gen < 8 || !tcp)
- key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
- key.outputs_written = per_vertex_slots;
- key.patch_outputs_written = per_patch_slots;
+ if (brw_disk_cache_upload_program(brw, MESA_SHADER_TESS_CTRL))
+ return;
- /* We need to specialize our code generation for tessellation levels
- * based on the domain the DS is expecting to tessellate.
- */
- key.tes_primitive_mode = tep->program.PrimitiveMode;
- key.quads_workaround = brw->gen < 9 &&
- tep->program.PrimitiveMode == GL_QUADS &&
- tep->program.Spacing == GL_EQUAL;
+ tcp = (struct brw_program *) brw->programs[MESA_SHADER_TESS_CTRL];
+ if (tcp)
+ tcp->id = key.base.program_string_id;
- if (tcp) {
- key.program_string_id = tcp->id;
+ ASSERTED bool success = brw_codegen_tcs_prog(brw, tcp, tep, &key);
+ assert(success);
+}
- /* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);
- } else {
- key.outputs_written = tep->program.Base.InputsRead;
- }
+void
+brw_tcs_populate_default_key(const struct brw_compiler *compiler,
+ struct brw_tcs_prog_key *key,
+ struct gl_shader_program *sh_prog,
+ struct gl_program *prog)
+{
+ const struct gen_device_info *devinfo = compiler->devinfo;
+ struct brw_program *btcp = brw_program(prog);
+ const struct gl_linked_shader *tes =
+ sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+
+ memset(key, 0, sizeof(*key));
+ brw_populate_default_base_prog_key(devinfo, btcp, &key->base);
- if (!brw_search_cache(&brw->cache, BRW_CACHE_TCS_PROG,
- &key, sizeof(key),
- &stage_state->prog_offset, &brw->tcs.prog_data)) {
- bool success = brw_codegen_tcs_prog(brw, current[MESA_SHADER_TESS_CTRL],
- tcp, &key);
- assert(success);
- (void)success;
+ /* Guess that the input and output patches have the same dimensionality. */
+ if (devinfo->gen < 8 || compiler->use_tcs_8_patch)
+ key->input_vertices = prog->info.tess.tcs_vertices_out;
+
+ if (tes) {
+ key->tes_primitive_mode = tes->Program->info.tess.primitive_mode;
+ key->quads_workaround = devinfo->gen < 9 &&
+ tes->Program->info.tess.primitive_mode == GL_QUADS &&
+ tes->Program->info.tess.spacing == TESS_SPACING_EQUAL;
+ } else {
+ key->tes_primitive_mode = GL_TRIANGLES;
}
- brw->tcs.base.prog_data = &brw->tcs.prog_data->base.base;
-}
+ key->outputs_written = prog->nir->info.outputs_written;
+ key->patch_outputs_written = prog->nir->info.patch_outputs_written;
+}
bool
brw_tcs_precompile(struct gl_context *ctx,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
+ const struct brw_compiler *compiler = brw->screen->compiler;
struct brw_tcs_prog_key key;
uint32_t old_prog_offset = brw->tcs.base.prog_offset;
- struct brw_tcs_prog_data *old_prog_data = brw->tcs.prog_data;
+ struct brw_stage_prog_data *old_prog_data = brw->tcs.base.prog_data;
bool success;
- struct gl_tess_ctrl_program *tcp = (struct gl_tess_ctrl_program *)prog;
- struct brw_tess_ctrl_program *btcp = brw_tess_ctrl_program(tcp);
+ struct brw_program *btcp = brw_program(prog);
const struct gl_linked_shader *tes =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+ struct brw_program *btep = tes ? brw_program(tes->Program) : NULL;
- memset(&key, 0, sizeof(key));
-
- key.program_string_id = btcp->id;
- brw_setup_tex_for_precompile(brw, &key.tex, prog);
-
- /* Guess that the input and output patches have the same dimensionality. */
- if (brw->gen < 8) {
- key.input_vertices = shader_prog->
- _LinkedShaders[MESA_SHADER_TESS_CTRL]->info.TessCtrl.VerticesOut;
- }
-
- if (tes) {
- key.tes_primitive_mode = tes->info.TessEval.PrimitiveMode;
- key.quads_workaround = brw->gen < 9 &&
- tes->info.TessEval.PrimitiveMode == GL_QUADS &&
- tes->info.TessEval.Spacing == GL_EQUAL;
- } else {
- key.tes_primitive_mode = GL_TRIANGLES;
- }
-
- key.outputs_written = prog->OutputsWritten;
- key.patch_outputs_written = prog->PatchOutputsWritten;
+ brw_tcs_populate_default_key(compiler, &key, shader_prog, prog);
- success = brw_codegen_tcs_prog(brw, shader_prog, btcp, &key);
+ success = brw_codegen_tcs_prog(brw, btcp, btep, &key);
brw->tcs.base.prog_offset = old_prog_offset;
- brw->tcs.prog_data = old_prog_data;
+ brw->tcs.base.prog_data = old_prog_data;
return success;
}