For shader-cache, we are going to want to serialize them together.
Which is awkward if the two related variants are not compiled together.
This also decouples allocation and compile, which will simplify adding
shader-cache (which still needs to allocate, but can skip compile).
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5372>
+static bool
+compile_variant(struct ir3_shader_variant *v)
+{
+ int ret = ir3_compile_shader_nir(v->shader->compiler, v);
+ if (ret) {
+ debug_error("compile failed!");
+ return false;
+ }
+
+ assemble_variant(v);
+ if (!v->bin) {
+ debug_error("assemble failed!");
+ 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 *
/*
* 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, const struct ir3_shader_key *key,
+alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
struct ir3_shader_variant *nonbinning)
{
struct ir3_shader_variant *nonbinning)
{
- struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
- 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->binning_pass)
v->const_state = rzalloc_size(v, sizeof(*v->const_state));
if (!v->binning_pass)
v->const_state = rzalloc_size(v, sizeof(*v->const_state));
- ret = ir3_compile_shader_nir(shader->compiler, v);
- if (ret) {
- debug_error("compile failed!");
+ 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)
+
+ if (needs_binning_variant(v)) {
+ v->binning = alloc_variant(shader, key, v);
+ if (!v->binning)
+ goto fail;
- assemble_variant(v);
- if (!v->bin) {
- debug_error("assemble failed!");
+ if (!compile_variant(v))
+ goto fail;
+
+ if (needs_binning_variant(v) && !compile_variant(v->binning))
}
static inline struct ir3_shader_variant *
}
static inline struct ir3_shader_variant *
-shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
- bool *created)
+shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
{
struct ir3_shader_variant *v;
{
struct ir3_shader_variant *v;
for (v = shader->variants; v; v = v->next)
if (ir3_shader_key_equal(key, &v->key))
return v;
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, NULL);
- if (v) {
- v->next = shader->variants;
- shader->variants = v;
- *created = true;
- }
-
- return v;
}
struct ir3_shader_variant *
}
struct ir3_shader_variant *
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
- struct ir3_shader_variant *v =
- shader_variant(shader, key, created);
-
- if (v && binning_pass) {
- if (!v->binning) {
- v->binning = create_variant(shader, key, v);
+ 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;
- mtx_unlock(&shader->variants_lock);
- return v->binning;
+
+ if (v && binning_pass) {
+ v = v->binning;
+ assert(v);
+ }
+
mtx_unlock(&shader->variants_lock);
return v;
mtx_unlock(&shader->variants_lock);
return v;
#include "ir3/ir3_nir.h"
static void
#include "ir3/ir3_nir.h"
static void
-dump_shader_info(struct ir3_shader_variant *v, bool binning_pass,
- struct pipe_debug_callback *debug)
+dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
{
if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
return;
{
if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
return;
key.vastc_srgb, key.fastc_srgb);
}
key.vastc_srgb, key.fastc_srgb);
}
- dump_shader_info(v, binning_pass, debug);
+ dump_shader_info(v, debug);
upload_shader_variant(v);
upload_shader_variant(v);
+
+ if (v->binning) {
+ upload_shader_variant(v->binning);
+ dump_shader_info(v->binning, debug);
+ }
fd_bo_del(v->bo);
v->bo = NULL;
fd_bo_del(v->bo);
v->bo = NULL;
+ if (v->binning && v->binning->bo) {
fd_bo_del(v->binning->bo);
v->binning->bo = NULL;
}
fd_bo_del(v->binning->bo);
v->binning->bo = NULL;
}