ir3/ir3_compiler.h \
ir3/ir3_cp.c \
ir3/ir3_depth.c \
+ ir3/ir3_gallium.c \
+ ir3/ir3_gallium.h \
ir3/ir3_group.c \
ir3/ir3.h \
ir3/ir3_legalize.c \
#include "freedreno_context.h"
#include "fd3_format.h"
#include "fd3_program.h"
-#include "ir3_shader.h"
+#include "ir3_gallium.h"
struct fd_ringbuffer;
#include "freedreno_context.h"
#include "fd4_format.h"
#include "fd4_program.h"
-#include "ir3_shader.h"
+#include "ir3_gallium.h"
struct fd_ringbuffer;
#include "fd5_format.h"
#include "fd5_program.h"
#include "fd5_screen.h"
-#include "ir3_shader.h"
+#include "ir3_gallium.h"
struct fd_ringbuffer;
#include "fd6_context.h"
#include "fd6_format.h"
#include "fd6_program.h"
-#include "ir3_shader.h"
+#include "ir3_gallium.h"
struct fd_ringbuffer;
-/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
-
/*
* Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
*
#include "util/hash_table.h"
#include "ir3_cache.h"
-#include "ir3_shader.h"
+#include "ir3_gallium.h"
static uint32_t
#include "tgsi/tgsi_dump.h"
#include "ir3_compiler.h"
+#include "ir3_gallium.h"
#include "ir3_nir.h"
#include "instr-a3xx.h"
#include "ir3.h"
if (ir3_shader_debug & IR3_DBG_OPTMSGS)
tgsi_dump(toks, 0);
- nir = ir3_tgsi_to_nir(toks);
+ nir = ir3_tgsi_to_nir(compiler, toks);
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
} else if (from_spirv) {
nir = load_spirv(filenames[0], entry, stage);
--- /dev/null
+/*
+ * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Authors:
+ * Rob Clark <robclark@freedesktop.org>
+ */
+
+#include "pipe/p_state.h"
+#include "util/u_string.h"
+#include "util/u_memory.h"
+#include "util/u_inlines.h"
+#include "util/u_format.h"
+#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_parse.h"
+
+#include "nir/tgsi_to_nir.h"
+
+#include "freedreno_context.h"
+#include "freedreno_util.h"
+
+#include "ir3_shader.h"
+#include "ir3_gallium.h"
+#include "ir3_compiler.h"
+#include "ir3_nir.h"
+
+static void
+dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
+{
+ if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
+ return;
+
+ pipe_debug_message(debug, SHADER_INFO, "\n"
+ "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n"
+ "SHADER-DB: %s prog %d/%d: %u half, %u full\n"
+ "SHADER-DB: %s prog %d/%d: %u const, %u constlen\n"
+ "SHADER-DB: %s prog %d/%d: %u (ss), %u (sy)\n",
+ ir3_shader_stage(v->shader),
+ v->shader->id, v->id,
+ v->info.instrs_count,
+ v->info.sizedwords,
+ ir3_shader_stage(v->shader),
+ v->shader->id, v->id,
+ v->info.max_half_reg + 1,
+ v->info.max_reg + 1,
+ ir3_shader_stage(v->shader),
+ v->shader->id, v->id,
+ v->info.max_const + 1,
+ v->constlen,
+ ir3_shader_stage(v->shader),
+ v->shader->id, v->id,
+ v->info.ss, v->info.sy);
+}
+
+struct ir3_shader_variant *
+ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
+ bool binning_pass, struct pipe_debug_callback *debug)
+{
+ struct ir3_shader_variant *v;
+ bool created = false;
+
+ /* some shader key values only apply to vertex or frag shader,
+ * so normalize the key to avoid constructing multiple identical
+ * variants:
+ */
+ ir3_normalize_key(&key, shader->type);
+
+ v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
+
+ if (created) {
+ dump_shader_info(v, debug);
+ }
+
+ return v;
+}
+
+static void
+copy_stream_out(struct ir3_stream_output_info *i,
+ const struct pipe_stream_output_info *p)
+{
+ STATIC_ASSERT(ARRAY_SIZE(i->stride) == ARRAY_SIZE(p->stride));
+ STATIC_ASSERT(ARRAY_SIZE(i->output) == ARRAY_SIZE(p->output));
+
+ i->num_outputs = p->num_outputs;
+ for (int n = 0; n < ARRAY_SIZE(i->stride); n++)
+ i->stride[n] = p->stride[n];
+
+ for (int n = 0; n < ARRAY_SIZE(i->output); n++) {
+ i->output[n].register_index = p->output[n].register_index;
+ i->output[n].start_component = p->output[n].start_component;
+ i->output[n].num_components = p->output[n].num_components;
+ i->output[n].output_buffer = p->output[n].output_buffer;
+ i->output[n].dst_offset = p->output[n].dst_offset;
+ i->output[n].stream = p->output[n].stream;
+ }
+}
+
+struct ir3_shader *
+ir3_shader_create(struct ir3_compiler *compiler,
+ const struct pipe_shader_state *cso, gl_shader_stage type,
+ struct pipe_debug_callback *debug)
+{
+ nir_shader *nir;
+ if (cso->type == PIPE_SHADER_IR_NIR) {
+ /* we take ownership of the reference: */
+ nir = cso->ir.nir;
+ } else {
+ debug_assert(cso->type == PIPE_SHADER_IR_TGSI);
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ tgsi_dump(cso->tokens, 0);
+ }
+ nir = ir3_tgsi_to_nir(compiler, cso->tokens);
+ }
+
+ struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir);
+
+ copy_stream_out(&shader->stream_output, &cso->stream_output);
+
+ if (fd_mesa_debug & FD_DBG_SHADERDB) {
+ /* if shader-db run, create a standard variant immediately
+ * (as otherwise nothing will trigger the shader to be
+ * actually compiled)
+ */
+ static struct ir3_shader_key key;
+ memset(&key, 0, sizeof(key));
+ ir3_shader_variant(shader, key, false, debug);
+ }
+ return shader;
+}
+
+/* a bit annoying that compute-shader and normal shader state objects
+ * aren't a bit more aligned.
+ */
+struct ir3_shader *
+ir3_shader_create_compute(struct ir3_compiler *compiler,
+ const struct pipe_compute_state *cso,
+ struct pipe_debug_callback *debug)
+{
+ nir_shader *nir;
+ if (cso->ir_type == PIPE_SHADER_IR_NIR) {
+ /* we take ownership of the reference: */
+ nir = (nir_shader *)cso->prog;
+ } else {
+ debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI);
+ if (ir3_shader_debug & IR3_DBG_DISASM) {
+ tgsi_dump(cso->prog, 0);
+ }
+ nir = ir3_tgsi_to_nir(compiler, cso->prog);
+ }
+
+ struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir);
+
+ return shader;
+}
+
+struct nir_shader *
+ir3_tgsi_to_nir(struct ir3_compiler *compiler, const struct tgsi_token *tokens)
+{
+ return tgsi_to_nir(tokens, ir3_get_compiler_options(compiler));
+}
+
+/* This has to reach into the fd_context a bit more than the rest of
+ * ir3, but it needs to be aligned with the compiler, so both agree
+ * on which const regs hold what. And the logic is identical between
+ * a3xx/a4xx, the only difference is small details in the actual
+ * CP_LOAD_STATE packets (which is handled inside the generation
+ * specific ctx->emit_const(_bo)() fxns)
+ */
+
+#include "freedreno_resource.h"
+
+static inline bool
+is_stateobj(struct fd_ringbuffer *ring)
+{
+ /* XXX this is an ugly way to differentiate.. */
+ return !!(ring->flags & FD_RINGBUFFER_STREAMING);
+}
+
+static inline void
+ring_wfi(struct fd_batch *batch, struct fd_ringbuffer *ring)
+{
+ /* when we emit const state via ring (IB2) we need a WFI, but when
+ * it is emit'd via stateobj, we don't
+ */
+ if (is_stateobj(ring))
+ return;
+
+ fd_wfi(batch, ring);
+}
+
+static void
+emit_user_consts(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
+{
+ const unsigned index = 0; /* user consts are index 0 */
+
+ if (constbuf->enabled_mask & (1 << index)) {
+ struct pipe_constant_buffer *cb = &constbuf->cb[index];
+ unsigned size = align(cb->buffer_size, 4) / 4; /* size in dwords */
+
+ /* in particular, with binning shader we may end up with
+ * unused consts, ie. we could end up w/ constlen that is
+ * smaller than first_driver_param. In that case truncate
+ * the user consts early to avoid HLSQ lockup caused by
+ * writing too many consts
+ */
+ uint32_t max_const = MIN2(v->num_uniforms, v->constlen);
+
+ // I expect that size should be a multiple of vec4's:
+ assert(size == align(size, 4));
+
+ /* and even if the start of the const buffer is before
+ * first_immediate, the end may not be:
+ */
+ size = MIN2(size, 4 * max_const);
+
+ if (size > 0) {
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const(ring, v->type, 0,
+ cb->buffer_offset, size,
+ cb->user_buffer, cb->buffer);
+ }
+ }
+}
+
+static void
+emit_ubos(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
+{
+ uint32_t offset = v->constbase.ubo;
+ if (v->constlen > offset) {
+ uint32_t params = v->num_ubos;
+ uint32_t offsets[params];
+ struct pipe_resource *prscs[params];
+
+ for (uint32_t i = 0; i < params; i++) {
+ const uint32_t index = i + 1; /* UBOs start at index 1 */
+ struct pipe_constant_buffer *cb = &constbuf->cb[index];
+ assert(!cb->user_buffer);
+
+ if ((constbuf->enabled_mask & (1 << index)) && cb->buffer) {
+ offsets[i] = cb->buffer_offset;
+ prscs[i] = cb->buffer;
+ } else {
+ offsets[i] = 0;
+ prscs[i] = NULL;
+ }
+ }
+
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const_bo(ring, v->type, false, offset * 4, params, prscs, offsets);
+ }
+}
+
+static void
+emit_ssbo_sizes(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring, struct fd_shaderbuf_stateobj *sb)
+{
+ uint32_t offset = v->constbase.ssbo_sizes;
+ if (v->constlen > offset) {
+ uint32_t sizes[align(v->const_layout.ssbo_size.count, 4)];
+ unsigned mask = v->const_layout.ssbo_size.mask;
+
+ while (mask) {
+ unsigned index = u_bit_scan(&mask);
+ unsigned off = v->const_layout.ssbo_size.off[index];
+ sizes[off] = sb->sb[index].buffer_size;
+ }
+
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const(ring, v->type, offset * 4,
+ 0, ARRAY_SIZE(sizes), sizes, NULL);
+ }
+}
+
+static void
+emit_image_dims(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring, struct fd_shaderimg_stateobj *si)
+{
+ uint32_t offset = v->constbase.image_dims;
+ if (v->constlen > offset) {
+ uint32_t dims[align(v->const_layout.image_dims.count, 4)];
+ unsigned mask = v->const_layout.image_dims.mask;
+
+ while (mask) {
+ struct pipe_image_view *img;
+ struct fd_resource *rsc;
+ unsigned index = u_bit_scan(&mask);
+ unsigned off = v->const_layout.image_dims.off[index];
+
+ img = &si->si[index];
+ rsc = fd_resource(img->resource);
+
+ dims[off + 0] = util_format_get_blocksize(img->format);
+ if (img->resource->target != PIPE_BUFFER) {
+ unsigned lvl = img->u.tex.level;
+ /* note for 2d/cube/etc images, even if re-interpreted
+ * as a different color format, the pixel size should
+ * be the same, so use original dimensions for y and z
+ * stride:
+ */
+ dims[off + 1] = rsc->slices[lvl].pitch * rsc->cpp;
+ /* see corresponding logic in fd_resource_offset(): */
+ if (rsc->layer_first) {
+ dims[off + 2] = rsc->layer_size;
+ } else {
+ dims[off + 2] = rsc->slices[lvl].size0;
+ }
+ } else {
+ /* For buffer-backed images, the log2 of the format's
+ * bytes-per-pixel is placed on the 2nd slot. This is useful
+ * when emitting image_size instructions, for which we need
+ * to divide by bpp for image buffers. Since the bpp
+ * can only be power-of-two, the division is implemented
+ * as a SHR, and for that it is handy to have the log2 of
+ * bpp as a constant. (log2 = first-set-bit - 1)
+ */
+ dims[off + 1] = ffs(dims[off + 0]) - 1;
+ }
+ }
+
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const(ring, v->type, offset * 4,
+ 0, ARRAY_SIZE(dims), dims, NULL);
+ }
+}
+
+static void
+emit_immediates(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring)
+{
+ int size = v->immediates_count;
+ uint32_t base = v->constbase.immediate;
+
+ /* truncate size to avoid writing constants that shader
+ * does not use:
+ */
+ size = MIN2(size + base, v->constlen) - base;
+
+ /* convert out of vec4: */
+ base *= 4;
+ size *= 4;
+
+ if (size > 0) {
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const(ring, v->type, base,
+ 0, size, v->immediates[0].val, NULL);
+ }
+}
+
+/* emit stream-out buffers: */
+static void
+emit_tfbos(struct fd_context *ctx, const struct ir3_shader_variant *v,
+ struct fd_ringbuffer *ring)
+{
+ /* streamout addresses after driver-params: */
+ uint32_t offset = v->constbase.tfbo;
+ if (v->constlen > offset) {
+ struct fd_streamout_stateobj *so = &ctx->streamout;
+ struct ir3_stream_output_info *info = &v->shader->stream_output;
+ uint32_t params = 4;
+ uint32_t offsets[params];
+ struct pipe_resource *prscs[params];
+
+ for (uint32_t i = 0; i < params; i++) {
+ struct pipe_stream_output_target *target = so->targets[i];
+
+ if (target) {
+ offsets[i] = (so->offsets[i] * info->stride[i] * 4) +
+ target->buffer_offset;
+ prscs[i] = target->buffer;
+ } else {
+ offsets[i] = 0;
+ prscs[i] = NULL;
+ }
+ }
+
+ ring_wfi(ctx->batch, ring);
+ ctx->emit_const_bo(ring, v->type, true, offset * 4, params, prscs, offsets);
+ }
+}
+
+static uint32_t
+max_tf_vtx(struct fd_context *ctx, const struct ir3_shader_variant *v)
+{
+ struct fd_streamout_stateobj *so = &ctx->streamout;
+ struct ir3_stream_output_info *info = &v->shader->stream_output;
+ uint32_t maxvtxcnt = 0x7fffffff;
+
+ if (ctx->screen->gpu_id >= 500)
+ return 0;
+ if (v->binning_pass)
+ return 0;
+ if (v->shader->stream_output.num_outputs == 0)
+ return 0;
+ if (so->num_targets == 0)
+ return 0;
+
+ /* offset to write to is:
+ *
+ * total_vtxcnt = vtxcnt + offsets[i]
+ * offset = total_vtxcnt * stride[i]
+ *
+ * offset = vtxcnt * stride[i] ; calculated in shader
+ * + offsets[i] * stride[i] ; calculated at emit_tfbos()
+ *
+ * assuming for each vtx, each target buffer will have data written
+ * up to 'offset + stride[i]', that leaves maxvtxcnt as:
+ *
+ * buffer_size = (maxvtxcnt * stride[i]) + stride[i]
+ * maxvtxcnt = (buffer_size - stride[i]) / stride[i]
+ *
+ * but shader is actually doing a less-than (rather than less-than-
+ * equal) check, so we can drop the -stride[i].
+ *
+ * TODO is assumption about `offset + stride[i]` legit?
+ */
+ for (unsigned i = 0; i < so->num_targets; i++) {
+ struct pipe_stream_output_target *target = so->targets[i];
+ unsigned stride = info->stride[i] * 4; /* convert dwords->bytes */
+ if (target) {
+ uint32_t max = target->buffer_size / stride;
+ maxvtxcnt = MIN2(maxvtxcnt, max);
+ }
+ }
+
+ return maxvtxcnt;
+}
+
+static void
+emit_common_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, enum pipe_shader_type t)
+{
+ enum fd_dirty_shader_state dirty = ctx->dirty_shader[t];
+
+ /* When we use CP_SET_DRAW_STATE objects to emit constant state,
+ * if we emit any of it we need to emit all. This is because
+ * we are using the same state-group-id each time for uniform
+ * state, and if previous update is never evaluated (due to no
+ * visible primitives in the current tile) then the new stateobj
+ * completely replaces the old one.
+ *
+ * Possibly if we split up different parts of the const state to
+ * different state-objects we could avoid this.
+ */
+ if (dirty && is_stateobj(ring))
+ dirty = ~0;
+
+ if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_CONST)) {
+ struct fd_constbuf_stateobj *constbuf;
+ bool shader_dirty;
+
+ constbuf = &ctx->constbuf[t];
+ shader_dirty = !!(dirty & FD_DIRTY_SHADER_PROG);
+
+ emit_user_consts(ctx, v, ring, constbuf);
+ emit_ubos(ctx, v, ring, constbuf);
+ if (shader_dirty)
+ emit_immediates(ctx, v, ring);
+ }
+
+ if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_SSBO)) {
+ struct fd_shaderbuf_stateobj *sb = &ctx->shaderbuf[t];
+ emit_ssbo_sizes(ctx, v, ring, sb);
+ }
+
+ if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_IMAGE)) {
+ struct fd_shaderimg_stateobj *si = &ctx->shaderimg[t];
+ emit_image_dims(ctx, v, ring, si);
+ }
+}
+
+void
+ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, const struct pipe_draw_info *info)
+{
+ debug_assert(v->type == MESA_SHADER_VERTEX);
+
+ emit_common_consts(v, ring, ctx, PIPE_SHADER_VERTEX);
+
+ /* emit driver params every time: */
+ /* TODO skip emit if shader doesn't use driver params to avoid WFI.. */
+ if (info) {
+ uint32_t offset = v->constbase.driver_param;
+ if (v->constlen > offset) {
+ uint32_t vertex_params[IR3_DP_VS_COUNT] = {
+ [IR3_DP_VTXID_BASE] = info->index_size ?
+ info->index_bias : info->start,
+ [IR3_DP_VTXCNT_MAX] = max_tf_vtx(ctx, v),
+ };
+ /* if no user-clip-planes, we don't need to emit the
+ * entire thing:
+ */
+ uint32_t vertex_params_size = 4;
+
+ if (v->key.ucp_enables) {
+ struct pipe_clip_state *ucp = &ctx->ucp;
+ unsigned pos = IR3_DP_UCP0_X;
+ for (unsigned i = 0; pos <= IR3_DP_UCP7_W; i++) {
+ for (unsigned j = 0; j < 4; j++) {
+ vertex_params[pos] = fui(ucp->ucp[i][j]);
+ pos++;
+ }
+ }
+ vertex_params_size = ARRAY_SIZE(vertex_params);
+ }
+
+ ring_wfi(ctx->batch, ring);
+
+ bool needs_vtxid_base =
+ ir3_find_sysval_regid(v, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) != regid(63, 0);
+
+ /* for indirect draw, we need to copy VTXID_BASE from
+ * indirect-draw parameters buffer.. which is annoying
+ * and means we can't easily emit these consts in cmd
+ * stream so need to copy them to bo.
+ */
+ if (info->indirect && needs_vtxid_base) {
+ struct pipe_draw_indirect_info *indirect = info->indirect;
+ struct pipe_resource *vertex_params_rsc =
+ pipe_buffer_create(&ctx->screen->base,
+ PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STREAM,
+ vertex_params_size * 4);
+ unsigned src_off = info->indirect->offset;;
+ void *ptr;
+
+ ptr = fd_bo_map(fd_resource(vertex_params_rsc)->bo);
+ memcpy(ptr, vertex_params, vertex_params_size * 4);
+
+ if (info->index_size) {
+ /* indexed draw, index_bias is 4th field: */
+ src_off += 3 * 4;
+ } else {
+ /* non-indexed draw, start is 3rd field: */
+ src_off += 2 * 4;
+ }
+
+ /* copy index_bias or start from draw params: */
+ ctx->mem_to_mem(ring, vertex_params_rsc, 0,
+ indirect->buffer, src_off, 1);
+
+ ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0,
+ vertex_params_size, NULL, vertex_params_rsc);
+
+ pipe_resource_reference(&vertex_params_rsc, NULL);
+ } else {
+ ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0,
+ vertex_params_size, vertex_params, NULL);
+ }
+
+ /* if needed, emit stream-out buffer addresses: */
+ if (vertex_params[IR3_DP_VTXCNT_MAX] > 0) {
+ emit_tfbos(ctx, v, ring);
+ }
+ }
+ }
+}
+
+void
+ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx)
+{
+ debug_assert(v->type == MESA_SHADER_FRAGMENT);
+
+ emit_common_consts(v, ring, ctx, PIPE_SHADER_FRAGMENT);
+}
+
+/* emit compute-shader consts: */
+void
+ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, const struct pipe_grid_info *info)
+{
+ debug_assert(v->type == MESA_SHADER_COMPUTE);
+
+ emit_common_consts(v, ring, ctx, PIPE_SHADER_COMPUTE);
+
+ /* emit compute-shader driver-params: */
+ uint32_t offset = v->constbase.driver_param;
+ if (v->constlen > offset) {
+ ring_wfi(ctx->batch, ring);
+
+ if (info->indirect) {
+ struct pipe_resource *indirect = NULL;
+ unsigned indirect_offset;
+
+ /* This is a bit awkward, but CP_LOAD_STATE.EXT_SRC_ADDR needs
+ * to be aligned more strongly than 4 bytes. So in this case
+ * we need a temporary buffer to copy NumWorkGroups.xyz to.
+ *
+ * TODO if previous compute job is writing to info->indirect,
+ * we might need a WFI.. but since we currently flush for each
+ * compute job, we are probably ok for now.
+ */
+ if (info->indirect_offset & 0xf) {
+ indirect = pipe_buffer_create(&ctx->screen->base,
+ PIPE_BIND_COMMAND_ARGS_BUFFER, PIPE_USAGE_STREAM,
+ 0x1000);
+ indirect_offset = 0;
+
+ ctx->mem_to_mem(ring, indirect, 0, info->indirect,
+ info->indirect_offset, 3);
+ } else {
+ pipe_resource_reference(&indirect, info->indirect);
+ indirect_offset = info->indirect_offset;
+ }
+
+ ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4,
+ indirect_offset, 4, NULL, indirect);
+
+ pipe_resource_reference(&indirect, NULL);
+ } else {
+ uint32_t compute_params[IR3_DP_CS_COUNT] = {
+ [IR3_DP_NUM_WORK_GROUPS_X] = info->grid[0],
+ [IR3_DP_NUM_WORK_GROUPS_Y] = info->grid[1],
+ [IR3_DP_NUM_WORK_GROUPS_Z] = info->grid[2],
+ [IR3_DP_LOCAL_GROUP_SIZE_X] = info->block[0],
+ [IR3_DP_LOCAL_GROUP_SIZE_Y] = info->block[1],
+ [IR3_DP_LOCAL_GROUP_SIZE_Z] = info->block[2],
+ };
+
+ ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4, 0,
+ ARRAY_SIZE(compute_params), compute_params, NULL);
+ }
+ }
+}
--- /dev/null
+/*
+ * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Authors:
+ * Rob Clark <robclark@freedesktop.org>
+ */
+
+#ifndef IR3_GALLIUM_H_
+#define IR3_GALLIUM_H_
+
+#include "pipe/p_state.h"
+#include "ir3_shader.h"
+
+struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
+ const struct pipe_shader_state *cso, gl_shader_stage type,
+ struct pipe_debug_callback *debug);
+struct ir3_shader *
+ir3_shader_create_compute(struct ir3_compiler *compiler,
+ const struct pipe_compute_state *cso,
+ struct pipe_debug_callback *debug);
+struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
+ struct ir3_shader_key key, bool binning_pass,
+ struct pipe_debug_callback *debug);
+struct nir_shader * ir3_tgsi_to_nir(struct ir3_compiler *compiler,
+ const struct tgsi_token *tokens);
+
+struct fd_ringbuffer;
+struct fd_context;
+void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, const struct pipe_draw_info *info);
+void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx);
+void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, const struct pipe_grid_info *info);
+
+#endif /* IR3_GALLIUM_H_ */
#include "ir3_compiler.h"
#include "ir3_shader.h"
-#include "nir/tgsi_to_nir.h"
-
-
static const nir_shader_compiler_options options = {
.lower_fpow = true,
.lower_scmp = true,
.lower_helper_invocation = true,
};
-struct nir_shader *
-ir3_tgsi_to_nir(const struct tgsi_token *tokens)
-{
- return tgsi_to_nir(tokens, &options);
-}
-
const nir_shader_compiler_options *
ir3_get_compiler_options(struct ir3_compiler *compiler)
{
bool ir3_nir_apply_trig_workarounds(nir_shader *shader);
bool ir3_nir_lower_tg4_to_tex(nir_shader *shader);
-struct nir_shader * ir3_tgsi_to_nir(const struct tgsi_token *tokens);
const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler);
bool ir3_key_lowers_nir(const struct ir3_shader_key *key);
struct nir_shader * ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
* Rob Clark <robclark@freedesktop.org>
*/
-#include "pipe/p_state.h"
#include "util/u_string.h"
#include "util/u_memory.h"
-#include "util/u_inlines.h"
#include "util/u_format.h"
-#include "tgsi/tgsi_dump.h"
-#include "tgsi/tgsi_parse.h"
-#include "freedreno_context.h"
#include "freedreno_util.h"
#include "ir3_shader.h"
v->ir = NULL;
}
-static void
-dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
-{
- if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
- return;
-
- pipe_debug_message(debug, SHADER_INFO, "\n"
- "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n"
- "SHADER-DB: %s prog %d/%d: %u half, %u full\n"
- "SHADER-DB: %s prog %d/%d: %u const, %u constlen\n"
- "SHADER-DB: %s prog %d/%d: %u (ss), %u (sy)\n",
- ir3_shader_stage(v->shader),
- v->shader->id, v->id,
- v->info.instrs_count,
- v->info.sizedwords,
- ir3_shader_stage(v->shader),
- v->shader->id, v->id,
- v->info.max_half_reg + 1,
- v->info.max_reg + 1,
- ir3_shader_stage(v->shader),
- v->shader->id, v->id,
- v->info.max_const + 1,
- v->constlen,
- ir3_shader_stage(v->shader),
- v->shader->id, v->id,
- v->info.ss, v->info.sy);
-}
-
static struct ir3_shader_variant *
-create_variant(struct ir3_shader *shader, struct ir3_shader_key key,
+create_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
bool binning_pass)
{
struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
v->id = ++shader->variant_count;
v->shader = shader;
v->binning_pass = binning_pass;
- v->key = key;
+ v->key = *key;
v->type = shader->type;
ret = ir3_compile_shader_nir(shader->compiler, v);
}
static inline struct ir3_shader_variant *
-shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
- struct pipe_debug_callback *debug)
+shader_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
+ bool *created)
{
struct ir3_shader_variant *v;
- /* some shader key values only apply to vertex or frag shader,
- * so normalize the key to avoid constructing multiple identical
- * variants:
- */
- switch (shader->type) {
- case MESA_SHADER_FRAGMENT:
- if (key.has_per_samp) {
- key.vsaturate_s = 0;
- key.vsaturate_t = 0;
- key.vsaturate_r = 0;
- key.vastc_srgb = 0;
- key.vsamples = 0;
- }
- break;
- case MESA_SHADER_VERTEX:
- key.color_two_side = false;
- key.half_precision = false;
- key.rasterflat = false;
- if (key.has_per_samp) {
- key.fsaturate_s = 0;
- key.fsaturate_t = 0;
- key.fsaturate_r = 0;
- key.fastc_srgb = 0;
- key.fsamples = 0;
- }
- break;
- default:
- /* TODO */
- break;
- }
+ *created = false;
for (v = shader->variants; v; v = v->next)
- if (ir3_shader_key_equal(&key, &v->key))
+ if (ir3_shader_key_equal(key, &v->key))
return v;
/* compile new variant if it doesn't exist already: */
if (v) {
v->next = shader->variants;
shader->variants = v;
- dump_shader_info(v, debug);
+ *created = true;
}
return v;
}
-
struct ir3_shader_variant *
-ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
- bool binning_pass, struct pipe_debug_callback *debug)
+ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
+ bool binning_pass, bool *created)
{
struct ir3_shader_variant *v =
- shader_variant(shader, key, debug);
+ shader_variant(shader, key, created);
if (binning_pass) {
if (!v->binning)
free(shader);
}
-static void
-copy_stream_out(struct ir3_stream_output_info *i,
- const struct pipe_stream_output_info *p)
-{
- STATIC_ASSERT(ARRAY_SIZE(i->stride) == ARRAY_SIZE(p->stride));
- STATIC_ASSERT(ARRAY_SIZE(i->output) == ARRAY_SIZE(p->output));
-
- i->num_outputs = p->num_outputs;
- for (int n = 0; n < ARRAY_SIZE(i->stride); n++)
- i->stride[n] = p->stride[n];
-
- for (int n = 0; n < ARRAY_SIZE(i->output); n++) {
- i->output[n].register_index = p->output[n].register_index;
- i->output[n].start_component = p->output[n].start_component;
- i->output[n].num_components = p->output[n].num_components;
- i->output[n].output_buffer = p->output[n].output_buffer;
- i->output[n].dst_offset = p->output[n].dst_offset;
- i->output[n].stream = p->output[n].stream;
- }
-}
-
-struct ir3_shader *
-ir3_shader_create(struct ir3_compiler *compiler,
- const struct pipe_shader_state *cso, gl_shader_stage type,
- struct pipe_debug_callback *debug)
-{
- struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
- shader->compiler = compiler;
- shader->id = ++shader->compiler->shader_count;
- shader->type = type;
-
- nir_shader *nir;
- if (cso->type == PIPE_SHADER_IR_NIR) {
- /* we take ownership of the reference: */
- nir = cso->ir.nir;
- } else {
- debug_assert(cso->type == PIPE_SHADER_IR_TGSI);
- if (ir3_shader_debug & IR3_DBG_DISASM) {
- DBG("dump tgsi: type=%d", shader->type);
- tgsi_dump(cso->tokens, 0);
- }
- nir = ir3_tgsi_to_nir(cso->tokens);
- }
- NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
- (nir_lower_io_options)0);
- /* do first pass optimization, ignoring the key: */
- shader->nir = ir3_optimize_nir(shader, nir, NULL);
- if (ir3_shader_debug & IR3_DBG_DISASM) {
- DBG("dump nir%d: type=%d", shader->id, shader->type);
- nir_print_shader(shader->nir, stdout);
- }
-
- copy_stream_out(&shader->stream_output, &cso->stream_output);
-
- if (fd_mesa_debug & FD_DBG_SHADERDB) {
- /* if shader-db run, create a standard variant immediately
- * (as otherwise nothing will trigger the shader to be
- * actually compiled)
- */
- static struct ir3_shader_key key;
- memset(&key, 0, sizeof(key));
- ir3_shader_variant(shader, key, false, debug);
- }
- return shader;
-}
-
-/* a bit annoying that compute-shader and normal shader state objects
- * aren't a bit more aligned.
- */
struct ir3_shader *
-ir3_shader_create_compute(struct ir3_compiler *compiler,
- const struct pipe_compute_state *cso,
- struct pipe_debug_callback *debug)
+ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir)
{
struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
shader->compiler = compiler;
shader->id = ++shader->compiler->shader_count;
- shader->type = MESA_SHADER_COMPUTE;
-
- nir_shader *nir;
- if (cso->ir_type == PIPE_SHADER_IR_NIR) {
- /* we take ownership of the reference: */
- nir = (nir_shader *)cso->prog;
+ shader->type = nir->info.stage;
- NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
+ NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
(nir_lower_io_options)0);
- } else {
- debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI);
- if (ir3_shader_debug & IR3_DBG_DISASM) {
- DBG("dump tgsi: type=%d", shader->type);
- tgsi_dump(cso->prog, 0);
- }
- nir = ir3_tgsi_to_nir(cso->prog);
- }
/* 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\n", shader->id, shader->type);
+ printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);
}
{
return so->nir->info.outputs_written;
}
-
-/* This has to reach into the fd_context a bit more than the rest of
- * ir3, but it needs to be aligned with the compiler, so both agree
- * on which const regs hold what. And the logic is identical between
- * a3xx/a4xx, the only difference is small details in the actual
- * CP_LOAD_STATE packets (which is handled inside the generation
- * specific ctx->emit_const(_bo)() fxns)
- */
-
-#include "freedreno_resource.h"
-
-static inline bool
-is_stateobj(struct fd_ringbuffer *ring)
-{
- /* XXX this is an ugly way to differentiate.. */
- return !!(ring->flags & FD_RINGBUFFER_STREAMING);
-}
-
-static inline void
-ring_wfi(struct fd_batch *batch, struct fd_ringbuffer *ring)
-{
- /* when we emit const state via ring (IB2) we need a WFI, but when
- * it is emit'd via stateobj, we don't
- */
- if (is_stateobj(ring))
- return;
-
- fd_wfi(batch, ring);
-}
-
-static void
-emit_user_consts(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
-{
- const unsigned index = 0; /* user consts are index 0 */
-
- if (constbuf->enabled_mask & (1 << index)) {
- struct pipe_constant_buffer *cb = &constbuf->cb[index];
- unsigned size = align(cb->buffer_size, 4) / 4; /* size in dwords */
-
- /* in particular, with binning shader we may end up with
- * unused consts, ie. we could end up w/ constlen that is
- * smaller than first_driver_param. In that case truncate
- * the user consts early to avoid HLSQ lockup caused by
- * writing too many consts
- */
- uint32_t max_const = MIN2(v->num_uniforms, v->constlen);
-
- // I expect that size should be a multiple of vec4's:
- assert(size == align(size, 4));
-
- /* and even if the start of the const buffer is before
- * first_immediate, the end may not be:
- */
- size = MIN2(size, 4 * max_const);
-
- if (size > 0) {
- ring_wfi(ctx->batch, ring);
- ctx->emit_const(ring, v->type, 0,
- cb->buffer_offset, size,
- cb->user_buffer, cb->buffer);
- }
- }
-}
-
-static void
-emit_ubos(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
-{
- uint32_t offset = v->constbase.ubo;
- if (v->constlen > offset) {
- uint32_t params = v->num_ubos;
- uint32_t offsets[params];
- struct pipe_resource *prscs[params];
-
- for (uint32_t i = 0; i < params; i++) {
- const uint32_t index = i + 1; /* UBOs start at index 1 */
- struct pipe_constant_buffer *cb = &constbuf->cb[index];
- assert(!cb->user_buffer);
-
- if ((constbuf->enabled_mask & (1 << index)) && cb->buffer) {
- offsets[i] = cb->buffer_offset;
- prscs[i] = cb->buffer;
- } else {
- offsets[i] = 0;
- prscs[i] = NULL;
- }
- }
-
- ring_wfi(ctx->batch, ring);
- ctx->emit_const_bo(ring, v->type, false, offset * 4, params, prscs, offsets);
- }
-}
-
-static void
-emit_ssbo_sizes(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring, struct fd_shaderbuf_stateobj *sb)
-{
- uint32_t offset = v->constbase.ssbo_sizes;
- if (v->constlen > offset) {
- uint32_t sizes[align(v->const_layout.ssbo_size.count, 4)];
- unsigned mask = v->const_layout.ssbo_size.mask;
-
- while (mask) {
- unsigned index = u_bit_scan(&mask);
- unsigned off = v->const_layout.ssbo_size.off[index];
- sizes[off] = sb->sb[index].buffer_size;
- }
-
- ring_wfi(ctx->batch, ring);
- ctx->emit_const(ring, v->type, offset * 4,
- 0, ARRAY_SIZE(sizes), sizes, NULL);
- }
-}
-
-static void
-emit_image_dims(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring, struct fd_shaderimg_stateobj *si)
-{
- uint32_t offset = v->constbase.image_dims;
- if (v->constlen > offset) {
- uint32_t dims[align(v->const_layout.image_dims.count, 4)];
- unsigned mask = v->const_layout.image_dims.mask;
-
- while (mask) {
- struct pipe_image_view *img;
- struct fd_resource *rsc;
- unsigned index = u_bit_scan(&mask);
- unsigned off = v->const_layout.image_dims.off[index];
-
- img = &si->si[index];
- rsc = fd_resource(img->resource);
-
- dims[off + 0] = util_format_get_blocksize(img->format);
- if (img->resource->target != PIPE_BUFFER) {
- unsigned lvl = img->u.tex.level;
- /* note for 2d/cube/etc images, even if re-interpreted
- * as a different color format, the pixel size should
- * be the same, so use original dimensions for y and z
- * stride:
- */
- dims[off + 1] = rsc->slices[lvl].pitch * rsc->cpp;
- /* see corresponding logic in fd_resource_offset(): */
- if (rsc->layer_first) {
- dims[off + 2] = rsc->layer_size;
- } else {
- dims[off + 2] = rsc->slices[lvl].size0;
- }
- } else {
- /* For buffer-backed images, the log2 of the format's
- * bytes-per-pixel is placed on the 2nd slot. This is useful
- * when emitting image_size instructions, for which we need
- * to divide by bpp for image buffers. Since the bpp
- * can only be power-of-two, the division is implemented
- * as a SHR, and for that it is handy to have the log2 of
- * bpp as a constant. (log2 = first-set-bit - 1)
- */
- dims[off + 1] = ffs(dims[off + 0]) - 1;
- }
- }
-
- ring_wfi(ctx->batch, ring);
- ctx->emit_const(ring, v->type, offset * 4,
- 0, ARRAY_SIZE(dims), dims, NULL);
- }
-}
-
-static void
-emit_immediates(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring)
-{
- int size = v->immediates_count;
- uint32_t base = v->constbase.immediate;
-
- /* truncate size to avoid writing constants that shader
- * does not use:
- */
- size = MIN2(size + base, v->constlen) - base;
-
- /* convert out of vec4: */
- base *= 4;
- size *= 4;
-
- if (size > 0) {
- ring_wfi(ctx->batch, ring);
- ctx->emit_const(ring, v->type, base,
- 0, size, v->immediates[0].val, NULL);
- }
-}
-
-/* emit stream-out buffers: */
-static void
-emit_tfbos(struct fd_context *ctx, const struct ir3_shader_variant *v,
- struct fd_ringbuffer *ring)
-{
- /* streamout addresses after driver-params: */
- uint32_t offset = v->constbase.tfbo;
- if (v->constlen > offset) {
- struct fd_streamout_stateobj *so = &ctx->streamout;
- struct ir3_stream_output_info *info = &v->shader->stream_output;
- uint32_t params = 4;
- uint32_t offsets[params];
- struct pipe_resource *prscs[params];
-
- for (uint32_t i = 0; i < params; i++) {
- struct pipe_stream_output_target *target = so->targets[i];
-
- if (target) {
- offsets[i] = (so->offsets[i] * info->stride[i] * 4) +
- target->buffer_offset;
- prscs[i] = target->buffer;
- } else {
- offsets[i] = 0;
- prscs[i] = NULL;
- }
- }
-
- ring_wfi(ctx->batch, ring);
- ctx->emit_const_bo(ring, v->type, true, offset * 4, params, prscs, offsets);
- }
-}
-
-static uint32_t
-max_tf_vtx(struct fd_context *ctx, const struct ir3_shader_variant *v)
-{
- struct fd_streamout_stateobj *so = &ctx->streamout;
- struct ir3_stream_output_info *info = &v->shader->stream_output;
- uint32_t maxvtxcnt = 0x7fffffff;
-
- if (ctx->screen->gpu_id >= 500)
- return 0;
- if (v->binning_pass)
- return 0;
- if (v->shader->stream_output.num_outputs == 0)
- return 0;
- if (so->num_targets == 0)
- return 0;
-
- /* offset to write to is:
- *
- * total_vtxcnt = vtxcnt + offsets[i]
- * offset = total_vtxcnt * stride[i]
- *
- * offset = vtxcnt * stride[i] ; calculated in shader
- * + offsets[i] * stride[i] ; calculated at emit_tfbos()
- *
- * assuming for each vtx, each target buffer will have data written
- * up to 'offset + stride[i]', that leaves maxvtxcnt as:
- *
- * buffer_size = (maxvtxcnt * stride[i]) + stride[i]
- * maxvtxcnt = (buffer_size - stride[i]) / stride[i]
- *
- * but shader is actually doing a less-than (rather than less-than-
- * equal) check, so we can drop the -stride[i].
- *
- * TODO is assumption about `offset + stride[i]` legit?
- */
- for (unsigned i = 0; i < so->num_targets; i++) {
- struct pipe_stream_output_target *target = so->targets[i];
- unsigned stride = info->stride[i] * 4; /* convert dwords->bytes */
- if (target) {
- uint32_t max = target->buffer_size / stride;
- maxvtxcnt = MIN2(maxvtxcnt, max);
- }
- }
-
- return maxvtxcnt;
-}
-
-static void
-emit_common_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx, enum pipe_shader_type t)
-{
- enum fd_dirty_shader_state dirty = ctx->dirty_shader[t];
-
- /* When we use CP_SET_DRAW_STATE objects to emit constant state,
- * if we emit any of it we need to emit all. This is because
- * we are using the same state-group-id each time for uniform
- * state, and if previous update is never evaluated (due to no
- * visible primitives in the current tile) then the new stateobj
- * completely replaces the old one.
- *
- * Possibly if we split up different parts of the const state to
- * different state-objects we could avoid this.
- */
- if (dirty && is_stateobj(ring))
- dirty = ~0;
-
- if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_CONST)) {
- struct fd_constbuf_stateobj *constbuf;
- bool shader_dirty;
-
- constbuf = &ctx->constbuf[t];
- shader_dirty = !!(dirty & FD_DIRTY_SHADER_PROG);
-
- emit_user_consts(ctx, v, ring, constbuf);
- emit_ubos(ctx, v, ring, constbuf);
- if (shader_dirty)
- emit_immediates(ctx, v, ring);
- }
-
- if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_SSBO)) {
- struct fd_shaderbuf_stateobj *sb = &ctx->shaderbuf[t];
- emit_ssbo_sizes(ctx, v, ring, sb);
- }
-
- if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_IMAGE)) {
- struct fd_shaderimg_stateobj *si = &ctx->shaderimg[t];
- emit_image_dims(ctx, v, ring, si);
- }
-}
-
-void
-ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx, const struct pipe_draw_info *info)
-{
- debug_assert(v->type == MESA_SHADER_VERTEX);
-
- emit_common_consts(v, ring, ctx, PIPE_SHADER_VERTEX);
-
- /* emit driver params every time: */
- /* TODO skip emit if shader doesn't use driver params to avoid WFI.. */
- if (info) {
- uint32_t offset = v->constbase.driver_param;
- if (v->constlen > offset) {
- uint32_t vertex_params[IR3_DP_VS_COUNT] = {
- [IR3_DP_VTXID_BASE] = info->index_size ?
- info->index_bias : info->start,
- [IR3_DP_VTXCNT_MAX] = max_tf_vtx(ctx, v),
- };
- /* if no user-clip-planes, we don't need to emit the
- * entire thing:
- */
- uint32_t vertex_params_size = 4;
-
- if (v->key.ucp_enables) {
- struct pipe_clip_state *ucp = &ctx->ucp;
- unsigned pos = IR3_DP_UCP0_X;
- for (unsigned i = 0; pos <= IR3_DP_UCP7_W; i++) {
- for (unsigned j = 0; j < 4; j++) {
- vertex_params[pos] = fui(ucp->ucp[i][j]);
- pos++;
- }
- }
- vertex_params_size = ARRAY_SIZE(vertex_params);
- }
-
- ring_wfi(ctx->batch, ring);
-
- bool needs_vtxid_base =
- ir3_find_sysval_regid(v, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) != regid(63, 0);
-
- /* for indirect draw, we need to copy VTXID_BASE from
- * indirect-draw parameters buffer.. which is annoying
- * and means we can't easily emit these consts in cmd
- * stream so need to copy them to bo.
- */
- if (info->indirect && needs_vtxid_base) {
- struct pipe_draw_indirect_info *indirect = info->indirect;
- struct pipe_resource *vertex_params_rsc =
- pipe_buffer_create(&ctx->screen->base,
- PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STREAM,
- vertex_params_size * 4);
- unsigned src_off = info->indirect->offset;;
- void *ptr;
-
- ptr = fd_bo_map(fd_resource(vertex_params_rsc)->bo);
- memcpy(ptr, vertex_params, vertex_params_size * 4);
-
- if (info->index_size) {
- /* indexed draw, index_bias is 4th field: */
- src_off += 3 * 4;
- } else {
- /* non-indexed draw, start is 3rd field: */
- src_off += 2 * 4;
- }
-
- /* copy index_bias or start from draw params: */
- ctx->mem_to_mem(ring, vertex_params_rsc, 0,
- indirect->buffer, src_off, 1);
-
- ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0,
- vertex_params_size, NULL, vertex_params_rsc);
-
- pipe_resource_reference(&vertex_params_rsc, NULL);
- } else {
- ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0,
- vertex_params_size, vertex_params, NULL);
- }
-
- /* if needed, emit stream-out buffer addresses: */
- if (vertex_params[IR3_DP_VTXCNT_MAX] > 0) {
- emit_tfbos(ctx, v, ring);
- }
- }
- }
-}
-
-void
-ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx)
-{
- debug_assert(v->type == MESA_SHADER_FRAGMENT);
-
- emit_common_consts(v, ring, ctx, PIPE_SHADER_FRAGMENT);
-}
-
-/* emit compute-shader consts: */
-void
-ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx, const struct pipe_grid_info *info)
-{
- debug_assert(v->type == MESA_SHADER_COMPUTE);
-
- emit_common_consts(v, ring, ctx, PIPE_SHADER_COMPUTE);
-
- /* emit compute-shader driver-params: */
- uint32_t offset = v->constbase.driver_param;
- if (v->constlen > offset) {
- ring_wfi(ctx->batch, ring);
-
- if (info->indirect) {
- struct pipe_resource *indirect = NULL;
- unsigned indirect_offset;
-
- /* This is a bit awkward, but CP_LOAD_STATE.EXT_SRC_ADDR needs
- * to be aligned more strongly than 4 bytes. So in this case
- * we need a temporary buffer to copy NumWorkGroups.xyz to.
- *
- * TODO if previous compute job is writing to info->indirect,
- * we might need a WFI.. but since we currently flush for each
- * compute job, we are probably ok for now.
- */
- if (info->indirect_offset & 0xf) {
- indirect = pipe_buffer_create(&ctx->screen->base,
- PIPE_BIND_COMMAND_ARGS_BUFFER, PIPE_USAGE_STREAM,
- 0x1000);
- indirect_offset = 0;
-
- ctx->mem_to_mem(ring, indirect, 0, info->indirect,
- info->indirect_offset, 3);
- } else {
- pipe_resource_reference(&indirect, info->indirect);
- indirect_offset = info->indirect_offset;
- }
-
- ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4,
- indirect_offset, 4, NULL, indirect);
-
- pipe_resource_reference(&indirect, NULL);
- } else {
- uint32_t compute_params[IR3_DP_CS_COUNT] = {
- [IR3_DP_NUM_WORK_GROUPS_X] = info->grid[0],
- [IR3_DP_NUM_WORK_GROUPS_Y] = info->grid[1],
- [IR3_DP_NUM_WORK_GROUPS_Z] = info->grid[2],
- [IR3_DP_LOCAL_GROUP_SIZE_X] = info->block[0],
- [IR3_DP_LOCAL_GROUP_SIZE_Y] = info->block[1],
- [IR3_DP_LOCAL_GROUP_SIZE_Z] = info->block[2],
- };
-
- ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4, 0,
- ARRAY_SIZE(compute_params), compute_params, NULL);
- }
- }
-}
#include <stdio.h>
-#include "pipe/p_state.h"
#include "compiler/shader_enums.h"
+#include "compiler/nir/nir.h"
#include "util/bitscan.h"
#include "ir3.h"
IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
};
+#define IR3_MAX_SHADER_BUFFERS 32
+#define IR3_MAX_SHADER_IMAGES 32
#define IR3_MAX_SO_BUFFERS 4
#define IR3_MAX_SO_OUTPUTS 64
* ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
* consts:
*/
- uint32_t off[PIPE_MAX_SHADER_BUFFERS];
+ uint32_t off[IR3_MAX_SHADER_BUFFERS];
} ssbo_size;
struct {
* + pitch (y pitch)
* + array_pitch (z pitch)
*/
- uint32_t off[PIPE_MAX_SHADER_IMAGES];
+ uint32_t off[IR3_MAX_SHADER_IMAGES];
} image_dims;
};
return false;
}
+/* clears shader-key flags which don't apply to the given shader
+ * stage
+ */
+static inline void
+ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
+{
+ switch (type) {
+ case MESA_SHADER_FRAGMENT:
+ if (key->has_per_samp) {
+ key->vsaturate_s = 0;
+ key->vsaturate_t = 0;
+ key->vsaturate_r = 0;
+ key->vastc_srgb = 0;
+ key->vsamples = 0;
+ }
+ break;
+ case MESA_SHADER_VERTEX:
+ key->color_two_side = false;
+ key->half_precision = false;
+ key->rasterflat = false;
+ if (key->has_per_samp) {
+ key->fsaturate_s = 0;
+ key->fsaturate_t = 0;
+ key->fsaturate_r = 0;
+ key->fastc_srgb = 0;
+ key->fsamples = 0;
+ }
+ break;
+ default:
+ /* TODO */
+ break;
+ }
+
+}
+
struct ir3_shader_variant {
struct fd_bo *bo;
};
void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
-
-struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
- const struct pipe_shader_state *cso, gl_shader_stage type,
- struct pipe_debug_callback *debug);
-struct ir3_shader *
-ir3_shader_create_compute(struct ir3_compiler *compiler,
- const struct pipe_compute_state *cso,
- struct pipe_debug_callback *debug);
+struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
+ struct ir3_shader_key *key, bool binning_pass, bool *created);
+struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
void ir3_shader_destroy(struct ir3_shader *shader);
-struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
- struct ir3_shader_key key, bool binning_pass,
- struct pipe_debug_callback *debug);
void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
uint64_t ir3_shader_outputs(const struct ir3_shader *so);
-struct fd_ringbuffer;
-struct fd_context;
-void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx, const struct pipe_draw_info *info);
-void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx);
-void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- struct fd_context *ctx, const struct pipe_grid_info *info);
-
int
ir3_glsl_type_size(const struct glsl_type *type);
'ir3/ir3_compiler.h',
'ir3/ir3_cp.c',
'ir3/ir3_depth.c',
+ 'ir3/ir3_gallium.c',
+ 'ir3/ir3_gallium.h',
'ir3/ir3_group.c',
'ir3/ir3.h',
'ir3/ir3_legalize.c',