X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Ffreedreno%2Fir3%2Fir3_shader.c;h=99cacbf3301308dc8f0b536a99d62244520e46f4;hb=f7bd3456d79aaeccb5f5e8d1408e85ad198f4f38;hp=92e3e7b251d5d1a91993a950f6e1bc77ecbddb86;hpb=8c97b3c5466e45f5139040e17c136d62fdd31c8a;p=mesa.git diff --git a/src/freedreno/ir3/ir3_shader.c b/src/freedreno/ir3/ir3_shader.c index 92e3e7b251d..99cacbf3301 100644 --- a/src/freedreno/ir3/ir3_shader.c +++ b/src/freedreno/ir3/ir3_shader.c @@ -24,9 +24,11 @@ * Rob Clark */ +#include "util/u_atomic.h" #include "util/u_string.h" +#include "util/u_math.h" #include "util/u_memory.h" -#include "util/u_format.h" +#include "util/format/u_format.h" #include "drm/freedreno_drmif.h" @@ -34,24 +36,14 @@ #include "ir3_compiler.h" #include "ir3_nir.h" +#include "disasm.h" + int ir3_glsl_type_size(const struct glsl_type *type, bool bindless) { return glsl_count_attribute_slots(type, false); } -static void -delete_variant(struct ir3_shader_variant *v) -{ - if (v->ir) - ir3_destroy(v->ir); - if (v->bo) - fd_bo_del(v->bo); - if (v->immediates) - free(v->immediates); - free(v); -} - /* for vertex shader, the inputs are loaded into registers before the shader * is executed, so max_regs from the shader instructions might not properly * reflect the # of registers actually used, especially in case passthrough @@ -63,7 +55,7 @@ delete_variant(struct ir3_shader_variant *v) * the reg off. */ static void -fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id) +fixup_regfootprint(struct ir3_shader_variant *v) { unsigned i; @@ -85,7 +77,7 @@ fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id) unsigned n = util_last_bit(v->inputs[i].compmask) - 1; int32_t regid = v->inputs[i].regid + n; if (v->inputs[i].half) { - if (gpu_id < 500) { + if (!v->mergedregs) { v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2); } else { v->info.max_reg = MAX2(v->info.max_reg, regid >> 3); @@ -97,9 +89,26 @@ fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id) } for (i = 0; i < v->outputs_count; i++) { + /* for ex, VS shaders with tess don't have normal varying outs: */ + if (!VALIDREG(v->outputs[i].regid)) + continue; int32_t regid = v->outputs[i].regid + 3; if (v->outputs[i].half) { - if (gpu_id < 500) { + if (!v->mergedregs) { + v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2); + } else { + v->info.max_reg = MAX2(v->info.max_reg, regid >> 3); + } + } else { + v->info.max_reg = MAX2(v->info.max_reg, regid >> 2); + } + } + + for (i = 0; i < v->num_sampler_prefetch; i++) { + unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1; + int32_t regid = v->sampler_prefetch[i].dst + n; + if (v->sampler_prefetch[i].half_precision) { + if (!v->mergedregs) { v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2); } else { v->info.max_reg = MAX2(v->info.max_reg, regid >> 3); @@ -113,11 +122,12 @@ fixup_regfootprint(struct ir3_shader_variant *v, uint32_t gpu_id) /* wrapper for ir3_assemble() which does some info fixup based on * shader state. Non-static since used by ir3_cmdline too. */ -void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id) +void * ir3_shader_assemble(struct ir3_shader_variant *v) { + unsigned gpu_id = v->shader->compiler->gpu_id; void *bin; - bin = ir3_assemble(v->ir, &v->info, gpu_id); + bin = ir3_assemble(v); if (!bin) return NULL; @@ -133,7 +143,14 @@ void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id) */ v->constlen = MAX2(v->constlen, v->info.max_const + 1); - fixup_regfootprint(v, gpu_id); + /* On a4xx and newer, constlen must be a multiple of 16 dwords even though + * uploads are in units of 4 dwords. Round it up here to make calculations + * regarding the shared constlen simpler. + */ + if (gpu_id >= 400) + v->constlen = align(v->constlen, 4); + + fixup_regfootprint(v); return bin; } @@ -141,169 +158,335 @@ void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id) static void assemble_variant(struct ir3_shader_variant *v) { - struct ir3_compiler *compiler = v->shader->compiler; - struct shader_info *info = &v->shader->nir->info; - uint32_t gpu_id = compiler->gpu_id; - uint32_t sz, *bin; - - bin = ir3_shader_assemble(v, gpu_id); - sz = v->info.sizedwords * 4; - - v->bo = fd_bo_new(compiler->dev, sz, - DRM_FREEDRENO_GEM_CACHE_WCOMBINE | - DRM_FREEDRENO_GEM_TYPE_KMEM, - "%s:%s", ir3_shader_stage(v->shader), info->name); - - memcpy(fd_bo_map(v->bo), bin, sz); - - if (ir3_shader_debug & IR3_DBG_DISASM) { - struct ir3_shader_key key = v->key; - printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type, - v->binning_pass, key.color_two_side, key.half_precision); - ir3_shader_disasm(v, bin, stdout); - } + v->bin = ir3_shader_assemble(v); if (shader_debug_enabled(v->shader->type)) { - fprintf(stderr, "Native code for unnamed %s shader %s:\n", - _mesa_shader_stage_to_string(v->shader->type), - v->shader->nir->info.name); + fprintf(stdout, "Native code for unnamed %s shader %s:\n", + ir3_shader_stage(v), v->shader->nir->info.name); if (v->shader->type == MESA_SHADER_FRAGMENT) - fprintf(stderr, "SIMD0\n"); - ir3_shader_disasm(v, bin, stderr); + fprintf(stdout, "SIMD0\n"); + ir3_shader_disasm(v, v->bin, stdout); } - free(bin); - /* no need to keep the ir around beyond this point: */ ir3_destroy(v->ir); v->ir = NULL; } +static bool +compile_variant(struct ir3_shader_variant *v) +{ + int ret = ir3_compile_shader_nir(v->shader->compiler, v); + if (ret) { + _debug_printf("compile failed! (%s:%s)", v->shader->nir->info.name, + v->shader->nir->info.label); + return false; + } + + assemble_variant(v); + if (!v->bin) { + _debug_printf("assemble failed! (%s:%s)", v->shader->nir->info.name, + v->shader->nir->info.label); + return false; + } + + return true; +} + +/* + * For creating normal shader variants, 'nonbinning' is NULL. For + * creating binning pass shader, it is link to corresponding normal + * (non-binning) variant. + */ static struct ir3_shader_variant * -create_variant(struct ir3_shader *shader, struct ir3_shader_key *key, - bool binning_pass) +alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key, + struct ir3_shader_variant *nonbinning) { - struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant); - int ret; + void *mem_ctx = shader; + /* hang the binning variant off it's non-binning counterpart instead + * of the shader, to simplify the error cleanup paths + */ + if (nonbinning) + mem_ctx = nonbinning; + struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v)); if (!v) return NULL; v->id = ++shader->variant_count; v->shader = shader; - v->binning_pass = binning_pass; + v->binning_pass = !!nonbinning; + v->nonbinning = nonbinning; v->key = *key; v->type = shader->type; + v->mergedregs = shader->compiler->gpu_id >= 600; - ret = ir3_compile_shader_nir(shader->compiler, v); - if (ret) { - debug_error("compile failed!"); + if (!v->binning_pass) + v->const_state = rzalloc_size(v, sizeof(*v->const_state)); + + return v; +} + +static bool +needs_binning_variant(struct ir3_shader_variant *v) +{ + if ((v->type == MESA_SHADER_VERTEX) && ir3_has_binning_vs(&v->key)) + return true; + return false; +} + +static struct ir3_shader_variant * +create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key) +{ + struct ir3_shader_variant *v = alloc_variant(shader, key, NULL); + + if (!v) goto fail; + + if (needs_binning_variant(v)) { + v->binning = alloc_variant(shader, key, v); + if (!v->binning) + goto fail; } - assemble_variant(v); - if (!v->bo) { - debug_error("assemble failed!"); - goto fail; + if (ir3_disk_cache_retrieve(shader->compiler, v)) + return v; + + if (!shader->nir_finalized) { + ir3_nir_post_finalize(shader->compiler, shader->nir); + + if (ir3_shader_debug & IR3_DBG_DISASM) { + printf("dump nir%d: type=%d", shader->id, shader->type); + nir_print_shader(shader->nir, stdout); + } + + shader->nir_finalized = true; } + if (!compile_variant(v)) + goto fail; + + if (needs_binning_variant(v) && !compile_variant(v->binning)) + goto fail; + + ir3_disk_cache_store(shader->compiler, v); + return v; fail: - delete_variant(v); + ralloc_free(v); return NULL; } static inline struct ir3_shader_variant * -shader_variant(struct ir3_shader *shader, struct ir3_shader_key *key, - bool *created) +shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key) { struct ir3_shader_variant *v; - *created = false; - for (v = shader->variants; v; v = v->next) if (ir3_shader_key_equal(key, &v->key)) return v; - /* compile new variant if it doesn't exist already: */ - v = create_variant(shader, key, false); - if (v) { - v->next = shader->variants; - shader->variants = v; - *created = true; - } - - return v; + return NULL; } struct ir3_shader_variant * -ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key, +ir3_shader_get_variant(struct ir3_shader *shader, const struct ir3_shader_key *key, bool binning_pass, bool *created) { - struct ir3_shader_variant *v = - shader_variant(shader, key, created); + mtx_lock(&shader->variants_lock); + struct ir3_shader_variant *v = shader_variant(shader, key); + + if (!v) { + /* compile new variant if it doesn't exist already: */ + v = create_variant(shader, key); + if (v) { + v->next = shader->variants; + shader->variants = v; + *created = true; + } + } if (v && binning_pass) { - if (!v->binning) - v->binning = create_variant(shader, key, true); - return v->binning; + v = v->binning; + assert(v); } + mtx_unlock(&shader->variants_lock); + return v; } void ir3_shader_destroy(struct ir3_shader *shader) { - struct ir3_shader_variant *v, *t; - for (v = shader->variants; v; ) { - t = v; - v = v->next; - delete_variant(t); - } ralloc_free(shader->nir); - free(shader); + mtx_destroy(&shader->variants_lock); + ralloc_free(shader); } -struct ir3_shader * -ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir) +/** + * Creates a bitmask of the used bits of the shader key by this particular + * shader. Used by the gallium driver to skip state-dependent recompiles when + * possible. + */ +static void +ir3_setup_used_key(struct ir3_shader *shader) { - struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader); + nir_shader *nir = shader->nir; + struct shader_info *info = &nir->info; + struct ir3_shader_key *key = &shader->key_mask; - shader->compiler = compiler; - shader->id = ++shader->compiler->shader_count; - shader->type = nir->info.stage; + /* This key flag is just used to make for a cheaper ir3_shader_key_equal + * check in the common case. + */ + key->has_per_samp = true; - NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, - (nir_lower_io_options)0); + key->safe_constlen = true; + + key->ucp_enables = 0xff; + + if (info->stage == MESA_SHADER_FRAGMENT) { + key->fsaturate_s = ~0; + key->fsaturate_t = ~0; + key->fsaturate_r = ~0; + key->fastc_srgb = ~0; + key->fsamples = ~0; + + if (info->inputs_read & VARYING_BITS_COLOR) { + key->rasterflat = true; + key->color_two_side = true; + } - if (nir->info.stage == MESA_SHADER_FRAGMENT) { - /* NOTE: lower load_barycentric_at_sample first, since it - * produces load_barycentric_at_offset: + if (info->inputs_read & VARYING_BIT_LAYER) { + key->layer_zero = true; + } + + if ((info->outputs_written & ~(FRAG_RESULT_DEPTH | + FRAG_RESULT_STENCIL | + FRAG_RESULT_SAMPLE_MASK)) != 0) { + key->fclamp_color = true; + } + + /* Only used for deciding on behavior of + * nir_intrinsic_load_barycentric_sample */ - NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample); - NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset); + key->msaa = info->fs.uses_sample_qualifier; + } else { + key->tessellation = ~0; + key->has_gs = true; + + if (info->outputs_written & VARYING_BITS_COLOR) + key->vclamp_color = true; + + if (info->stage == MESA_SHADER_VERTEX) { + key->vsaturate_s = ~0; + key->vsaturate_t = ~0; + key->vsaturate_r = ~0; + key->vastc_srgb = ~0; + key->vsamples = ~0; + } + } +} - NIR_PASS_V(nir, ir3_nir_move_varying_inputs); + +/* Given an array of constlen's, decrease some of them so that the sum stays + * within "combined_limit" while trying to fairly share the reduction. Returns + * a bitfield of which stages should be trimmed. + */ +static uint32_t +trim_constlens(unsigned *constlens, + unsigned first_stage, unsigned last_stage, + unsigned combined_limit, unsigned safe_limit) +{ + unsigned cur_total = 0; + for (unsigned i = first_stage; i <= last_stage; i++) { + cur_total += constlens[i]; + } + + unsigned max_stage = 0; + unsigned max_const = 0; + uint32_t trimmed = 0; + + while (cur_total > combined_limit) { + for (unsigned i = first_stage; i <= last_stage; i++) { + if (constlens[i] >= max_const) { + max_stage = i; + max_const = constlens[i]; + } + } + + assert(max_const > safe_limit); + trimmed |= 1 << max_stage; + cur_total = cur_total - max_const + safe_limit; + constlens[max_stage] = safe_limit; + } + + return trimmed; +} + +/* Figures out which stages in the pipeline to use the "safe" constlen for, in + * order to satisfy all shared constlen limits. + */ +uint32_t +ir3_trim_constlen(struct ir3_shader_variant **variants, + const struct ir3_compiler *compiler) +{ + unsigned constlens[MESA_SHADER_STAGES] = {}; + + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + if (variants[i]) + constlens[i] = variants[i]->constlen; } - NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false); + uint32_t trimmed = 0; + STATIC_ASSERT(MESA_SHADER_STAGES <= 8 * sizeof(trimmed)); - /* do first pass optimization, ignoring the key: */ - shader->nir = ir3_optimize_nir(shader, nir, NULL); - if (ir3_shader_debug & IR3_DBG_DISASM) { - printf("dump nir%d: type=%d", shader->id, shader->type); - nir_print_shader(shader->nir, stdout); + /* There are two shared limits to take into account, the geometry limit on + * a6xx and the total limit. The frag limit on a6xx only matters for a + * single stage, so it's always satisfied with the first variant. + */ + if (compiler->gpu_id >= 600) { + trimmed |= + trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_GEOMETRY, + compiler->max_const_geom, compiler->max_const_safe); } + trimmed |= + trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_FRAGMENT, + compiler->max_const_pipeline, compiler->max_const_safe); + + return trimmed; +} + +struct ir3_shader * +ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir, + unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output) +{ + struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader)); + + mtx_init(&shader->variants_lock, mtx_plain); + shader->compiler = compiler; + shader->id = p_atomic_inc_return(&shader->compiler->shader_count); + shader->type = nir->info.stage; + if (stream_output) + memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output)); + shader->num_reserved_user_consts = reserved_user_consts; + shader->nir = nir; + + ir3_disk_cache_init_shader_key(compiler, shader); + + ir3_setup_used_key(shader); return shader; } static void dump_reg(FILE *out, const char *name, uint32_t r) { - if (r != regid(63,0)) - fprintf(out, "; %s: r%d.%c\n", name, r >> 2, "xyzw"[r & 0x3]); + if (r != regid(63,0)) { + const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r"; + fprintf(out, "; %s: %s%d.%c\n", name, reg_type, + (r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]); + } } static void dump_output(FILE *out, struct ir3_shader_variant *so, @@ -314,114 +497,137 @@ static void dump_output(FILE *out, struct ir3_shader_variant *so, dump_reg(out, name, regid); } +static const char * +input_name(struct ir3_shader_variant *so, int i) +{ + if (so->inputs[i].sysval) { + return gl_system_value_name(so->inputs[i].slot); + } else if (so->type == MESA_SHADER_VERTEX) { + return gl_vert_attrib_name(so->inputs[i].slot); + } else { + return gl_varying_slot_name(so->inputs[i].slot); + } +} + +static const char * +output_name(struct ir3_shader_variant *so, int i) +{ + if (so->type == MESA_SHADER_FRAGMENT) { + return gl_frag_result_name(so->outputs[i].slot); + } else { + switch (so->outputs[i].slot) { + case VARYING_SLOT_GS_HEADER_IR3: + return "GS_HEADER"; + case VARYING_SLOT_GS_VERTEX_FLAGS_IR3: + return "GS_VERTEX_FLAGS"; + case VARYING_SLOT_TCS_HEADER_IR3: + return "TCS_HEADER"; + default: + return gl_varying_slot_name(so->outputs[i].slot); + } + } +} + void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out) { struct ir3 *ir = so->ir; struct ir3_register *reg; - const char *type = ir3_shader_stage(so->shader); + const char *type = ir3_shader_stage(so); uint8_t regid; unsigned i; - for (i = 0; i < ir->ninputs; i++) { - if (!ir->inputs[i]) { - fprintf(out, "; in%d unused\n", i); - continue; - } - reg = ir->inputs[i]->regs[0]; + foreach_input_n (instr, i, ir) { + reg = instr->regs[0]; regid = reg->num; - fprintf(out, "@in(%sr%d.%c)\tin%d\n", + fprintf(out, "@in(%sr%d.%c)\tin%d", (reg->flags & IR3_REG_HALF) ? "h" : "", (regid >> 2), "xyzw"[regid & 0x3], i); + + if (reg->wrmask > 0x1) + fprintf(out, " (wrmask=0x%x)", reg->wrmask); + fprintf(out, "\n"); } - for (i = 0; i < ir->noutputs; i++) { - if (!ir->outputs[i]) { - fprintf(out, "; out%d unused\n", i); - continue; - } - /* kill shows up as a virtual output.. skip it! */ - if (is_kill(ir->outputs[i])) - continue; - reg = ir->outputs[i]->regs[0]; + /* print pre-dispatch texture fetches: */ + for (i = 0; i < so->num_sampler_prefetch; i++) { + const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i]; + fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n", + fetch->half_precision ? "h" : "", + fetch->dst >> 2, "xyzw"[fetch->dst & 0x3], + fetch->src, fetch->samp_id, fetch->tex_id, + fetch->wrmask, fetch->cmd); + } + + foreach_output_n (instr, i, ir) { + reg = instr->regs[0]; regid = reg->num; - fprintf(out, "@out(%sr%d.%c)\tout%d\n", + fprintf(out, "@out(%sr%d.%c)\tout%d", (reg->flags & IR3_REG_HALF) ? "h" : "", (regid >> 2), "xyzw"[regid & 0x3], i); + if (reg->wrmask > 0x1) + fprintf(out, " (wrmask=0x%x)", reg->wrmask); + fprintf(out, "\n"); } - for (i = 0; i < so->immediates_count; i++) { - fprintf(out, "@const(c%d.x)\t", so->constbase.immediate + i); + const struct ir3_const_state *const_state = ir3_const_state(so); + for (i = 0; i < const_state->immediates_count; i++) { + fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i); fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n", - so->immediates[i].val[0], - so->immediates[i].val[1], - so->immediates[i].val[2], - so->immediates[i].val[3]); + const_state->immediates[i].val[0], + const_state->immediates[i].val[1], + const_state->immediates[i].val[2], + const_state->immediates[i].val[3]); } disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id); - switch (so->type) { - case MESA_SHADER_VERTEX: - fprintf(out, "; %s: outputs:", type); - for (i = 0; i < so->outputs_count; i++) { - uint8_t regid = so->outputs[i].regid; - fprintf(out, " r%d.%c (%s)", - (regid >> 2), "xyzw"[regid & 0x3], - gl_varying_slot_name(so->outputs[i].slot)); - } - fprintf(out, "\n"); - fprintf(out, "; %s: inputs:", type); - for (i = 0; i < so->inputs_count; i++) { - uint8_t regid = so->inputs[i].regid; - fprintf(out, " r%d.%c (cm=%x,il=%u,b=%u)", - (regid >> 2), "xyzw"[regid & 0x3], - so->inputs[i].compmask, - so->inputs[i].inloc, - so->inputs[i].bary); - } - fprintf(out, "\n"); - break; - case MESA_SHADER_FRAGMENT: - fprintf(out, "; %s: outputs:", type); - for (i = 0; i < so->outputs_count; i++) { - uint8_t regid = so->outputs[i].regid; - fprintf(out, " r%d.%c (%s)", - (regid >> 2), "xyzw"[regid & 0x3], - gl_frag_result_name(so->outputs[i].slot)); - } - fprintf(out, "\n"); - fprintf(out, "; %s: inputs:", type); - for (i = 0; i < so->inputs_count; i++) { - uint8_t regid = so->inputs[i].regid; - fprintf(out, " r%d.%c (%s,cm=%x,il=%u,b=%u)", - (regid >> 2), "xyzw"[regid & 0x3], - gl_varying_slot_name(so->inputs[i].slot), - so->inputs[i].compmask, - so->inputs[i].inloc, - so->inputs[i].bary); - } - fprintf(out, "\n"); - break; - default: - /* TODO */ - break; + fprintf(out, "; %s: outputs:", type); + for (i = 0; i < so->outputs_count; i++) { + uint8_t regid = so->outputs[i].regid; + const char *reg_type = so->outputs[i].half ? "hr" : "r"; + fprintf(out, " %s%d.%c (%s)", + reg_type, (regid >> 2), "xyzw"[regid & 0x3], + output_name(so, i)); + } + fprintf(out, "\n"); + + fprintf(out, "; %s: inputs:", type); + for (i = 0; i < so->inputs_count; i++) { + uint8_t regid = so->inputs[i].regid; + fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)", + (regid >> 2), "xyzw"[regid & 0x3], + input_name(so, i), + so->inputs[i].slot, + so->inputs[i].compmask, + so->inputs[i].inloc, + so->inputs[i].bary); } + fprintf(out, "\n"); /* print generic shader info: */ - fprintf(out, "; %s prog %d/%d: %u instructions, %d half, %d full\n", + fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n", type, so->shader->id, so->id, so->info.instrs_count, - so->info.max_half_reg + 1, - so->info.max_reg + 1); + so->info.nops_count, + so->info.instrs_count - so->info.nops_count, + so->info.mov_count, so->info.cov_count, + so->info.sizedwords); - fprintf(out, "; %d const, %u constlen\n", - so->info.max_const + 1, + fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n", + type, so->shader->id, so->id, + so->info.last_baryf, + so->info.max_half_reg + 1, + so->info.max_reg + 1, so->constlen); - fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy); - - fprintf(out, "; max_sun=%u\n", ir->max_sun); + fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n", + type, so->shader->id, so->id, + so->info.sstall, + so->info.ss, + so->info.sy, + so->max_sun, + so->loops); /* print shader type specific info: */ switch (so->type) { @@ -431,11 +637,11 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out) break; case MESA_SHADER_FRAGMENT: dump_reg(out, "pos (ij_pixel)", - ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PIXEL)); + ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL)); dump_reg(out, "pos (ij_centroid)", - ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_CENTROID)); + ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID)); dump_reg(out, "pos (ij_size)", - ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_SIZE)); + ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE)); dump_output(out, so, FRAG_RESULT_DEPTH, "posz"); if (so->color0_mrt) { dump_output(out, so, FRAG_RESULT_COLOR, "color"); @@ -449,13 +655,10 @@ ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out) dump_output(out, so, FRAG_RESULT_DATA6, "data6"); dump_output(out, so, FRAG_RESULT_DATA7, "data7"); } - /* these two are hard-coded since we don't know how to - * program them to anything but all 0's... - */ - if (so->frag_coord) - fprintf(out, "; fragcoord: r0.x\n"); - if (so->frag_face) - fprintf(out, "; fragface: hr0.x\n"); + dump_reg(out, "fragcoord", + ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD)); + dump_reg(out, "fragface", + ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE)); break; default: /* TODO */