--- /dev/null
- brw_process_intel_debug_variable(compiler->brw);
+/*
+ * Copyright © 2015 Intel Corporation
+ *
+ * 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.
+ */
+
+#include <sys/stat.h>
+#include <unistd.h>
+#include <fcntl.h>
+
+#include "private.h"
+
+#include <brw_context.h>
+#include <brw_wm.h> /* brw_new_shader_program is here */
+
+#include <brw_vs.h>
+#include <brw_gs.h>
+#include <brw_cs.h>
+
+#include <mesa/main/shaderobj.h>
+#include <mesa/main/fbobject.h>
+#include <mesa/main/context.h>
+#include <mesa/program/program.h>
+#include <glsl/program.h>
+
+#define SPIR_V_MAGIC_NUMBER 0x07230203
+
+static void
+fail_if(int cond, const char *format, ...)
+{
+ va_list args;
+
+ if (!cond)
+ return;
+
+ va_start(args, format);
+ vfprintf(stderr, format, args);
+ va_end(args);
+
+ exit(1);
+}
+
+static VkResult
+set_binding_table_layout(struct brw_stage_prog_data *prog_data,
+ struct anv_pipeline *pipeline, uint32_t stage)
+{
+ uint32_t bias, count, k, *map;
+ struct anv_pipeline_layout *layout = pipeline->layout;
+
+ /* No layout is valid for shaders that don't bind any resources. */
+ if (pipeline->layout == NULL)
+ return VK_SUCCESS;
+
+ if (stage == VK_SHADER_STAGE_FRAGMENT)
+ bias = MAX_RTS;
+ else
+ bias = 0;
+
+ count = layout->stage[stage].surface_count;
+ prog_data->map_entries =
+ (uint32_t *) malloc(count * sizeof(prog_data->map_entries[0]));
+ if (prog_data->map_entries == NULL)
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+
+ k = bias;
+ map = prog_data->map_entries;
+ for (uint32_t i = 0; i < layout->num_sets; i++) {
+ prog_data->bind_map[i].index = map;
+ for (uint32_t j = 0; j < layout->set[i].layout->stage[stage].surface_count; j++)
+ *map++ = k++;
+
+ prog_data->bind_map[i].index_count =
+ layout->set[i].layout->stage[stage].surface_count;
+ }
+
+ return VK_SUCCESS;
+}
+
+static void
+brw_vs_populate_key(struct brw_context *brw,
+ struct brw_vertex_program *vp,
+ struct brw_vs_prog_key *key)
+{
+ struct gl_context *ctx = &brw->ctx;
+ /* BRW_NEW_VERTEX_PROGRAM */
+ struct gl_program *prog = (struct gl_program *) vp;
+
+ memset(key, 0, sizeof(*key));
+
+ /* Just upload the program verbatim for now. Always send it all
+ * the inputs it asks for, whether they are varying or not.
+ */
+ key->base.program_string_id = vp->id;
+ brw_setup_vue_key_clip_info(brw, &key->base,
+ vp->program.Base.UsesClipDistanceOut);
+
+ /* _NEW_POLYGON */
+ if (brw->gen < 6) {
+ key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL);
+ }
+
+ if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
+ VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
+ /* _NEW_LIGHT | _NEW_BUFFERS */
+ key->clamp_vertex_color = ctx->Light._ClampVertexColor;
+ }
+
+ /* _NEW_POINT */
+ if (brw->gen < 6 && ctx->Point.PointSprite) {
+ for (int i = 0; i < 8; i++) {
+ if (ctx->Point.CoordReplace[i])
+ key->point_coord_replace |= (1 << i);
+ }
+ }
+
+ /* _NEW_TEXTURE */
+ brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
+ &key->base.tex);
+}
+
+static bool
+really_do_vs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_vertex_program *vp,
+ struct brw_vs_prog_key *key, struct anv_pipeline *pipeline)
+{
+ GLuint program_size;
+ const GLuint *program;
+ struct brw_vs_compile c;
+ struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
+ struct brw_stage_prog_data *stage_prog_data = &prog_data->base.base;
+ void *mem_ctx;
+ struct gl_shader *vs = NULL;
+
+ if (prog)
+ vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
+
+ memset(&c, 0, sizeof(c));
+ memcpy(&c.key, key, sizeof(*key));
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ mem_ctx = ralloc_context(NULL);
+
+ c.vp = vp;
+
+ /* 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.
+ */
+ int param_count;
+ if (vs) {
+ /* We add padding around uniform values below vec4 size, with the worst
+ * case being a float value that gets blown up to a vec4, so be
+ * conservative here.
+ */
+ param_count = vs->num_uniform_components * 4;
+
+ } else {
+ param_count = vp->program.Base.Parameters->NumParameters * 4;
+ }
+ /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
+ * planes as uniforms.
+ */
+ param_count += c.key.base.nr_userclip_plane_consts * 4;
+
+ /* Setting nr_params here NOT to the size of the param and pull_param
+ * arrays, but to the number of uniform components vec4_visitor
+ * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
+ */
+ stage_prog_data->nr_params = ALIGN(param_count, 4) / 4;
+ if (vs) {
+ stage_prog_data->nr_params += vs->num_samplers;
+ }
+
+ GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
+ prog_data->inputs_read = vp->program.Base.InputsRead;
+
+ if (c.key.copy_edgeflag) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
+ prog_data->inputs_read |= VERT_BIT_EDGEFLAG;
+ }
+
+ if (brw->gen < 6) {
+ /* Put dummy slots into the VUE for the SF to put the replaced
+ * point sprite coords in. We shouldn't need these dummy slots,
+ * which take up precious URB space, but it would mean that the SF
+ * doesn't get nice aligned pairs of input coords into output
+ * coords, which would be a pain to handle.
+ */
+ for (int i = 0; i < 8; i++) {
+ if (c.key.point_coord_replace & (1 << i))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
+ }
+
+ /* if back colors are written, allocate slots for front colors too */
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
+ }
+
+ /* In order for legacy clipping to work, we need to populate the clip
+ * distance varying slots whenever clipping is enabled, even if the vertex
+ * shader doesn't write to gl_ClipDistance.
+ */
+ if (c.key.base.userclip_active) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
+ }
+
+ brw_compute_vue_map(brw->intelScreen->devinfo,
+ &prog_data->base.vue_map, outputs_written);
+\
+ set_binding_table_layout(&prog_data->base.base, pipeline,
+ VK_SHADER_STAGE_VERTEX);
+
+ /* Emit GEN4 code.
+ */
+ program = brw_vs_emit(brw, prog, &c, prog_data, mem_ctx, &program_size);
+ if (program == NULL) {
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ struct anv_state vs_state = anv_state_stream_alloc(&pipeline->program_stream,
+ program_size, 64);
+ memcpy(vs_state.map, program, program_size);
+
+ pipeline->vs_simd8 = vs_state.offset;
+
+ ralloc_free(mem_ctx);
+
+ return true;
+}
+
+void brw_wm_populate_key(struct brw_context *brw,
+ struct brw_fragment_program *fp,
+ struct brw_wm_prog_key *key)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_program *prog = (struct gl_program *) brw->fragment_program;
+ GLuint lookup = 0;
+ GLuint line_aa;
+ bool program_uses_dfdy = fp->program.UsesDFdy;
+ struct gl_framebuffer draw_buffer;
+ bool multisample_fbo;
+
+ memset(key, 0, sizeof(*key));
+
+ for (int i = 0; i < MAX_SAMPLERS; i++) {
+ /* Assume color sampler, no swizzling. */
+ key->tex.swizzles[i] = SWIZZLE_XYZW;
+ }
+
+ /* A non-zero framebuffer name indicates that the framebuffer was created by
+ * the user rather than the window system. */
+ draw_buffer.Name = 1;
+ draw_buffer.Visual.samples = 1;
+ draw_buffer._NumColorDrawBuffers = 1;
+ draw_buffer._NumColorDrawBuffers = 1;
+ draw_buffer.Width = 400;
+ draw_buffer.Height = 400;
+ ctx->DrawBuffer = &draw_buffer;
+
+ multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
+
+ /* Build the index for table lookup
+ */
+ if (brw->gen < 6) {
+ /* _NEW_COLOR */
+ if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
+ lookup |= IZ_PS_KILL_ALPHATEST_BIT;
+
+ if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
+ lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
+
+ /* _NEW_DEPTH */
+ if (ctx->Depth.Test)
+ lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
+
+ if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
+ lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
+
+ /* _NEW_STENCIL | _NEW_BUFFERS */
+ if (ctx->Stencil._Enabled) {
+ lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
+
+ if (ctx->Stencil.WriteMask[0] ||
+ ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
+ lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
+ }
+ key->iz_lookup = lookup;
+ }
+
+ line_aa = AA_NEVER;
+
+ /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
+ if (ctx->Line.SmoothFlag) {
+ if (brw->reduced_primitive == GL_LINES) {
+ line_aa = AA_ALWAYS;
+ }
+ else if (brw->reduced_primitive == GL_TRIANGLES) {
+ if (ctx->Polygon.FrontMode == GL_LINE) {
+ line_aa = AA_SOMETIMES;
+
+ if (ctx->Polygon.BackMode == GL_LINE ||
+ (ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_BACK))
+ line_aa = AA_ALWAYS;
+ }
+ else if (ctx->Polygon.BackMode == GL_LINE) {
+ line_aa = AA_SOMETIMES;
+
+ if ((ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_FRONT))
+ line_aa = AA_ALWAYS;
+ }
+ }
+ }
+
+ key->line_aa = line_aa;
+
+ /* _NEW_HINT */
+ key->high_quality_derivatives =
+ ctx->Hint.FragmentShaderDerivative == GL_NICEST;
+
+ if (brw->gen < 6)
+ key->stats_wm = brw->stats_wm;
+
+ /* _NEW_LIGHT */
+ key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
+
+ /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
+ key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
+
+ /* _NEW_TEXTURE */
+ brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
+ &key->tex);
+
+ /* _NEW_BUFFERS */
+ /*
+ * Include the draw buffer origin and height so that we can calculate
+ * fragment position values relative to the bottom left of the drawable,
+ * from the incoming screen origin relative position we get as part of our
+ * payload.
+ *
+ * This is only needed for the WM_WPOSXY opcode when the fragment program
+ * uses the gl_FragCoord input.
+ *
+ * We could avoid recompiling by including this as a constant referenced by
+ * our program, but if we were to do that it would also be nice to handle
+ * getting that constant updated at batchbuffer submit time (when we
+ * hold the lock and know where the buffer really is) rather than at emit
+ * time when we don't hold the lock and are just guessing. We could also
+ * just avoid using this as key data if the program doesn't use
+ * fragment.position.
+ *
+ * For DRI2 the origin_x/y will always be (0,0) but we still need the
+ * drawable height in order to invert the Y axis.
+ */
+ if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
+ key->drawable_height = ctx->DrawBuffer->Height;
+ }
+
+ if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
+ key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
+ }
+
+ /* _NEW_BUFFERS */
+ key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
+
+ /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
+ key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
+ (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
+
+ /* _NEW_BUFFERS _NEW_MULTISAMPLE */
+ /* Ignore sample qualifier while computing this flag. */
+ key->persample_shading =
+ _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
+ if (key->persample_shading)
+ key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
+
+ key->compute_pos_offset =
+ _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
+ fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
+
+ key->compute_sample_id =
+ multisample_fbo &&
+ ctx->Multisample.Enabled &&
+ (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
+
+ /* BRW_NEW_VUE_MAP_GEOM_OUT */
+ if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
+ BRW_FS_VARYING_INPUT_MASK) > 16)
+ key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
+
+
+ /* _NEW_COLOR | _NEW_BUFFERS */
+ /* Pre-gen6, the hardware alpha test always used each render
+ * target's alpha to do alpha test, as opposed to render target 0's alpha
+ * like GL requires. Fix that by building the alpha test into the
+ * shader, and we'll skip enabling the fixed function alpha test.
+ */
+ if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
+ key->alpha_test_func = ctx->Color.AlphaFunc;
+ key->alpha_test_ref = ctx->Color.AlphaRef;
+ }
+
+ /* The unique fragment program ID */
+ key->program_string_id = fp->id;
+
+ ctx->DrawBuffer = NULL;
+}
+
+static uint8_t
+computed_depth_mode(struct gl_fragment_program *fp)
+{
+ if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ switch (fp->FragDepthLayout) {
+ case FRAG_DEPTH_LAYOUT_NONE:
+ case FRAG_DEPTH_LAYOUT_ANY:
+ return BRW_PSCDEPTH_ON;
+ case FRAG_DEPTH_LAYOUT_GREATER:
+ return BRW_PSCDEPTH_ON_GE;
+ case FRAG_DEPTH_LAYOUT_LESS:
+ return BRW_PSCDEPTH_ON_LE;
+ case FRAG_DEPTH_LAYOUT_UNCHANGED:
+ return BRW_PSCDEPTH_OFF;
+ }
+ }
+ return BRW_PSCDEPTH_OFF;
+}
+
+static bool
+really_do_wm_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_fragment_program *fp,
+ struct brw_wm_prog_key *key, struct anv_pipeline *pipeline)
+{
+ struct gl_context *ctx = &brw->ctx;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
+ struct gl_shader *fs = NULL;
+ unsigned int program_size;
+ const uint32_t *program;
+
+ if (prog)
+ fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ /* key->alpha_test_func means simulating alpha testing via discards,
+ * so the shader definitely kills pixels.
+ */
+ prog_data->uses_kill = fp->program.UsesKill || key->alpha_test_func;
+
+ prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
+
+ /* 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.
+ */
+ int param_count;
+ if (fs) {
+ param_count = fs->num_uniform_components;
+ } else {
+ param_count = fp->program.Base.Parameters->NumParameters * 4;
+ }
+ /* The backend also sometimes adds params for texture size. */
+ param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
+ prog_data->base.param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data->base.pull_param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data->base.nr_params = param_count;
+
+ prog_data->barycentric_interp_modes =
+ brw_compute_barycentric_interp_modes(brw, key->flat_shade,
+ key->persample_shading,
+ &fp->program);
+
+ set_binding_table_layout(&prog_data->base, pipeline,
+ VK_SHADER_STAGE_FRAGMENT);
+ /* This needs to come after shader time and pull constant entries, but we
+ * don't have those set up now, so just put it after the layout entries.
+ */
+ prog_data->binding_table.render_target_start = 0;
+
+ program = brw_wm_fs_emit(brw, mem_ctx, key, prog_data,
+ &fp->program, prog, &program_size);
+ if (program == NULL) {
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ struct anv_state ps_state = anv_state_stream_alloc(&pipeline->program_stream,
+ program_size, 64);
+ memcpy(ps_state.map, program, program_size);
+
+ if (prog_data->no_8)
+ pipeline->ps_simd8 = NO_KERNEL;
+ else
+ pipeline->ps_simd8 = ps_state.offset;
+
+ if (prog_data->no_8 || prog_data->prog_offset_16) {
+ pipeline->ps_simd16 = ps_state.offset + prog_data->prog_offset_16;
+ } else {
+ pipeline->ps_simd16 = NO_KERNEL;
+ }
+
+ ralloc_free(mem_ctx);
+
+ return true;
+}
+
+static void
+brw_gs_populate_key(struct brw_context *brw,
+ struct anv_pipeline *pipeline,
+ struct brw_geometry_program *gp,
+ struct brw_gs_prog_key *key)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct brw_stage_state *stage_state = &brw->gs.base;
+ struct gl_program *prog = &gp->program.Base;
+
+ memset(key, 0, sizeof(*key));
+
+ key->base.program_string_id = gp->id;
+ brw_setup_vue_key_clip_info(brw, &key->base,
+ gp->program.Base.UsesClipDistanceOut);
+
+ /* _NEW_TEXTURE */
+ brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
+ &key->base.tex);
+
+ struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
+
+ /* BRW_NEW_VUE_MAP_VS */
+ key->input_varyings = prog_data->base.vue_map.slots_valid;
+}
+
+static bool
+really_do_gs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_geometry_program *gp,
+ struct brw_gs_prog_key *key, struct anv_pipeline *pipeline)
+{
+ struct brw_gs_compile_output output;
+
+ /* FIXME: We pass the bind map to the compile in the output struct. Need
+ * something better. */
+ set_binding_table_layout(&output.prog_data.base.base,
+ pipeline, VK_SHADER_STAGE_GEOMETRY);
+
+ brw_compile_gs_prog(brw, prog, gp, key, &output);
+
+ struct anv_state gs_state = anv_state_stream_alloc(&pipeline->program_stream,
+ output.program_size, 64);
+ memcpy(gs_state.map, output.program, output.program_size);
+
+ pipeline->gs_vec4 = gs_state.offset;
+ pipeline->gs_vertex_count = gp->program.VerticesIn;
+
+ ralloc_free(output.mem_ctx);
+
+ return true;
+}
+
+static bool
+brw_codegen_cs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_compute_program *cp,
+ struct brw_cs_prog_key *key, struct anv_pipeline *pipeline)
+{
+ struct gl_context *ctx = &brw->ctx;
+ const GLuint *program;
+ void *mem_ctx = ralloc_context(NULL);
+ GLuint program_size;
+ struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data;
+
+ struct gl_shader *cs = prog->_LinkedShaders[MESA_SHADER_COMPUTE];
+ assert (cs);
+
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ set_binding_table_layout(&prog_data->base, pipeline, VK_SHADER_STAGE_COMPUTE);
+
+ /* 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.
+ */
+ int param_count = cs->num_uniform_components;
+
+ /* The backend also sometimes adds params for texture size. */
+ param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
+ prog_data->base.param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data->base.pull_param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data->base.nr_params = param_count;
+
+ program = brw_cs_emit(brw, mem_ctx, key, prog_data,
+ &cp->program, prog, &program_size);
+ if (program == NULL) {
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ if (unlikely(INTEL_DEBUG & DEBUG_CS))
+ fprintf(stderr, "\n");
+
+ struct anv_state cs_state = anv_state_stream_alloc(&pipeline->program_stream,
+ program_size, 64);
+ memcpy(cs_state.map, program, program_size);
+
+ pipeline->cs_simd = cs_state.offset;
+
+ ralloc_free(mem_ctx);
+
+ return true;
+}
+
+static void
+brw_cs_populate_key(struct brw_context *brw,
+ struct brw_compute_program *bcp, struct brw_cs_prog_key *key)
+{
+ memset(key, 0, sizeof(*key));
+
+ /* The unique compute program ID */
+ key->program_string_id = bcp->id;
+}
+
+static void
+fail_on_compile_error(int status, const char *msg)
+{
+ int source, line, column;
+ char error[256];
+
+ if (status)
+ return;
+
+ if (sscanf(msg, "%d:%d(%d): error: %255[^\n]", &source, &line, &column, error) == 4)
+ fail_if(!status, "%d:%s\n", line, error);
+ else
+ fail_if(!status, "%s\n", msg);
+}
+
+struct anv_compiler {
+ struct anv_device *device;
+ struct intel_screen *screen;
+ struct brw_context *brw;
+ struct gl_pipeline_object pipeline;
+};
+
+extern "C" {
+
+struct anv_compiler *
+anv_compiler_create(struct anv_device *device)
+{
+ const struct brw_device_info *devinfo = &device->info;
+ struct anv_compiler *compiler;
+ struct gl_context *ctx;
+
+ compiler = rzalloc(NULL, struct anv_compiler);
+ if (compiler == NULL)
+ return NULL;
+
+ compiler->screen = rzalloc(compiler, struct intel_screen);
+ if (compiler->screen == NULL)
+ goto fail;
+
+ compiler->brw = rzalloc(compiler, struct brw_context);
+ if (compiler->brw == NULL)
+ goto fail;
+
+ compiler->device = device;
+
+ compiler->brw->optionCache.info = NULL;
+ compiler->brw->bufmgr = NULL;
+ compiler->brw->gen = devinfo->gen;
+ compiler->brw->is_g4x = devinfo->is_g4x;
+ compiler->brw->is_baytrail = devinfo->is_baytrail;
+ compiler->brw->is_haswell = devinfo->is_haswell;
+ compiler->brw->is_cherryview = devinfo->is_cherryview;
+
+ /* We need this at least for CS, which will check brw->max_cs_threads
+ * against the work group size. */
+ compiler->brw->max_vs_threads = devinfo->max_vs_threads;
+ compiler->brw->max_hs_threads = devinfo->max_hs_threads;
+ compiler->brw->max_ds_threads = devinfo->max_ds_threads;
+ compiler->brw->max_gs_threads = devinfo->max_gs_threads;
+ compiler->brw->max_wm_threads = devinfo->max_wm_threads;
+ compiler->brw->max_cs_threads = devinfo->max_cs_threads;
+ compiler->brw->urb.size = devinfo->urb.size;
+ compiler->brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
+ compiler->brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
+ compiler->brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
+ compiler->brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
+ compiler->brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
+
+ compiler->brw->intelScreen = compiler->screen;
+ compiler->screen->devinfo = &device->info;
+
- if (device->info.gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
- compiler->brw->scalar_vs = true;
++ brw_process_intel_debug_variable(compiler->screen);
+
- compiler->screen->compiler = brw_compiler_create(compiler, &device->info);
++ compiler->screen->compiler = brw_compiler_create(compiler, &device->info);
+
+ ctx = &compiler->brw->ctx;
+ _mesa_init_shader_object_functions(&ctx->Driver);
+
+ _mesa_init_constants(&ctx->Const, API_OPENGL_CORE);
+
+ brw_initialize_context_constants(compiler->brw);
+
+ intelInitExtensions(ctx);
+
+ /* Set dd::NewShader */
+ brwInitFragProgFuncs(&ctx->Driver);
+
+ ctx->_Shader = &compiler->pipeline;
+
+ compiler->brw->precompile = false;
+
+ return compiler;
+
+ fail:
+ ralloc_free(compiler);
+ return NULL;
+}
+
+void
+anv_compiler_destroy(struct anv_compiler *compiler)
+{
+ _mesa_free_errors_data(&compiler->brw->ctx);
+ ralloc_free(compiler);
+}
+
+/* From gen7_urb.c */
+
+/* FIXME: Add to struct intel_device_info */
+
+static const int gen8_push_size = 32 * 1024;
+
+static void
+gen7_compute_urb_partition(struct anv_pipeline *pipeline)
+{
+ const struct brw_device_info *devinfo = &pipeline->device->info;
+ bool vs_present = pipeline->vs_simd8 != NO_KERNEL;
+ unsigned vs_size = vs_present ? pipeline->vs_prog_data.base.urb_entry_size : 1;
+ unsigned vs_entry_size_bytes = vs_size * 64;
+ bool gs_present = pipeline->gs_vec4 != NO_KERNEL;
+ unsigned gs_size = gs_present ? pipeline->gs_prog_data.base.urb_entry_size : 1;
+ unsigned gs_entry_size_bytes = gs_size * 64;
+
+ /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
+ *
+ * VS Number of URB Entries must be divisible by 8 if the VS URB Entry
+ * Allocation Size is less than 9 512-bit URB entries.
+ *
+ * Similar text exists for GS.
+ */
+ unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
+ unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
+
+ /* URB allocations must be done in 8k chunks. */
+ unsigned chunk_size_bytes = 8192;
+
+ /* Determine the size of the URB in chunks. */
+ unsigned urb_chunks = devinfo->urb.size * 1024 / chunk_size_bytes;
+
+ /* Reserve space for push constants */
+ unsigned push_constant_bytes = gen8_push_size;
+ unsigned push_constant_chunks =
+ push_constant_bytes / chunk_size_bytes;
+
+ /* Initially, assign each stage the minimum amount of URB space it needs,
+ * and make a note of how much additional space it "wants" (the amount of
+ * additional space it could actually make use of).
+ */
+
+ /* VS has a lower limit on the number of URB entries */
+ unsigned vs_chunks =
+ ALIGN(devinfo->urb.min_vs_entries * vs_entry_size_bytes,
+ chunk_size_bytes) / chunk_size_bytes;
+ unsigned vs_wants =
+ ALIGN(devinfo->urb.max_vs_entries * vs_entry_size_bytes,
+ chunk_size_bytes) / chunk_size_bytes - vs_chunks;
+
+ unsigned gs_chunks = 0;
+ unsigned gs_wants = 0;
+ if (gs_present) {
+ /* There are two constraints on the minimum amount of URB space we can
+ * allocate:
+ *
+ * (1) We need room for at least 2 URB entries, since we always operate
+ * the GS in DUAL_OBJECT mode.
+ *
+ * (2) We can't allocate less than nr_gs_entries_granularity.
+ */
+ gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
+ chunk_size_bytes) / chunk_size_bytes;
+ gs_wants =
+ ALIGN(devinfo->urb.max_gs_entries * gs_entry_size_bytes,
+ chunk_size_bytes) / chunk_size_bytes - gs_chunks;
+ }
+
+ /* There should always be enough URB space to satisfy the minimum
+ * requirements of each stage.
+ */
+ unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
+ assert(total_needs <= urb_chunks);
+
+ /* Mete out remaining space (if any) in proportion to "wants". */
+ unsigned total_wants = vs_wants + gs_wants;
+ unsigned remaining_space = urb_chunks - total_needs;
+ if (remaining_space > total_wants)
+ remaining_space = total_wants;
+ if (remaining_space > 0) {
+ unsigned vs_additional = (unsigned)
+ round(vs_wants * (((double) remaining_space) / total_wants));
+ vs_chunks += vs_additional;
+ remaining_space -= vs_additional;
+ gs_chunks += remaining_space;
+ }
+
+ /* Sanity check that we haven't over-allocated. */
+ assert(push_constant_chunks + vs_chunks + gs_chunks <= urb_chunks);
+
+ /* Finally, compute the number of entries that can fit in the space
+ * allocated to each stage.
+ */
+ unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
+ unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
+
+ /* Since we rounded up when computing *_wants, this may be slightly more
+ * than the maximum allowed amount, so correct for that.
+ */
+ nr_vs_entries = MIN2(nr_vs_entries, devinfo->urb.max_vs_entries);
+ nr_gs_entries = MIN2(nr_gs_entries, devinfo->urb.max_gs_entries);
+
+ /* Ensure that we program a multiple of the granularity. */
+ nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
+ nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
+
+ /* Finally, sanity check to make sure we have at least the minimum number
+ * of entries needed for each stage.
+ */
+ assert(nr_vs_entries >= devinfo->urb.min_vs_entries);
+ if (gs_present)
+ assert(nr_gs_entries >= 2);
+
+ /* Lay out the URB in the following order:
+ * - push constants
+ * - VS
+ * - GS
+ */
+ pipeline->urb.vs_start = push_constant_chunks;
+ pipeline->urb.vs_size = vs_size;
+ pipeline->urb.nr_vs_entries = nr_vs_entries;
+
+ pipeline->urb.gs_start = push_constant_chunks + vs_chunks;
+ pipeline->urb.gs_size = gs_size;
+ pipeline->urb.nr_gs_entries = nr_gs_entries;
+}
+
+static const struct {
+ uint32_t token;
+ const char *name;
+} stage_info[] = {
+ { GL_VERTEX_SHADER, "vertex" },
+ { GL_TESS_CONTROL_SHADER, "tess control" },
+ { GL_TESS_EVALUATION_SHADER, "tess evaluation" },
+ { GL_GEOMETRY_SHADER, "geometry" },
+ { GL_FRAGMENT_SHADER, "fragment" },
+ { GL_COMPUTE_SHADER, "compute" },
+};
+
+struct spirv_header{
+ uint32_t magic;
+ uint32_t version;
+ uint32_t gen_magic;
+};
+
+static const char *
+src_as_glsl(const char *data)
+{
+ const struct spirv_header *as_spirv = (const struct spirv_header *)data;
+
+ /* Check alignment */
+ if ((intptr_t)data & 0x3) {
+ return data;
+ }
+
+ if (as_spirv->magic == SPIR_V_MAGIC_NUMBER) {
+ /* LunarG back-door */
+ if (as_spirv->version == 0)
+ return data + 12;
+ else
+ return NULL;
+ } else {
+ return data;
+ }
+}
+
+static void
+anv_compile_shader_glsl(struct anv_compiler *compiler,
+ struct gl_shader_program *program,
+ struct anv_pipeline *pipeline, uint32_t stage)
+{
+ struct brw_context *brw = compiler->brw;
+ struct gl_shader *shader;
+ int name = 0;
+
+ shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
+ fail_if(shader == NULL, "failed to create %s shader\n", stage_info[stage].name);
+
+ shader->Source = strdup(src_as_glsl(pipeline->shaders[stage]->data));
+ _mesa_glsl_compile_shader(&brw->ctx, shader, false, false);
+ fail_on_compile_error(shader->CompileStatus, shader->InfoLog);
+
+ program->Shaders[program->NumShaders] = shader;
+ program->NumShaders++;
+}
+
+static void
+anv_compile_shader_spirv(struct anv_compiler *compiler,
+ struct gl_shader_program *program,
+ struct anv_pipeline *pipeline, uint32_t stage)
+{
+ unreachable("SPIR-V is not supported yet!");
+}
+
+static void
+add_compiled_stage(struct anv_pipeline *pipeline, uint32_t stage,
+ struct brw_stage_prog_data *prog_data)
+{
+ struct brw_device_info *devinfo = &pipeline->device->info;
+ uint32_t max_threads[] = {
+ [VK_SHADER_STAGE_VERTEX] = devinfo->max_vs_threads,
+ [VK_SHADER_STAGE_TESS_CONTROL] = 0,
+ [VK_SHADER_STAGE_TESS_EVALUATION] = 0,
+ [VK_SHADER_STAGE_GEOMETRY] = devinfo->max_gs_threads,
+ [VK_SHADER_STAGE_FRAGMENT] = devinfo->max_wm_threads,
+ [VK_SHADER_STAGE_COMPUTE] = devinfo->max_cs_threads,
+ };
+
+ pipeline->prog_data[stage] = prog_data;
+ pipeline->active_stages |= 1 << stage;
+ pipeline->scratch_start[stage] = pipeline->total_scratch;
+ pipeline->total_scratch =
+ ALIGN_U32(pipeline->total_scratch, 1024) +
+ prog_data->total_scratch * max_threads[stage];
+}
+
+int
+anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline)
+{
+ struct gl_shader_program *program;
+ int name = 0;
+ struct brw_context *brw = compiler->brw;
+
+ /* When we free the pipeline, we detect stages based on the NULL status
+ * of various prog_data pointers. Make them NULL by default.
+ */
+ memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
+ memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
+
+ brw->use_rep_send = pipeline->use_repclear;
+ brw->no_simd8 = pipeline->use_repclear;
+
+ program = brw->ctx.Driver.NewShaderProgram(name);
+ program->Shaders = (struct gl_shader **)
+ calloc(VK_NUM_SHADER_STAGE, sizeof(struct gl_shader *));
+ fail_if(program == NULL || program->Shaders == NULL,
+ "failed to create program\n");
+
+ bool all_spirv = true;
+ for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) {
+ if (pipeline->shaders[i] == NULL)
+ continue;
+
+ /* You need at least this much for "void main() { }" anyway */
+ assert(pipeline->shaders[i]->size >= 12);
+
+ if (src_as_glsl(pipeline->shaders[i]->data)) {
+ all_spirv = false;
+ break;
+ }
+
+ assert(pipeline->shaders[i]->size % 4 == 0);
+ }
+
+ if (all_spirv) {
+ for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) {
+ if (pipeline->shaders[i])
+ anv_compile_shader_spirv(compiler, program, pipeline, i);
+ }
+
+ /* TODO: nir_link_shader? */
+ } else {
+ for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) {
+ if (pipeline->shaders[i])
+ anv_compile_shader_glsl(compiler, program, pipeline, i);
+ }
+
+ _mesa_glsl_link_shader(&brw->ctx, program);
+ fail_on_compile_error(program->LinkStatus,
+ program->InfoLog);
+ }
+
+ bool success;
+ pipeline->active_stages = 0;
+ pipeline->total_scratch = 0;
+
+ if (pipeline->shaders[VK_SHADER_STAGE_VERTEX]) {
+ struct brw_vs_prog_key vs_key;
+ struct gl_vertex_program *vp = (struct gl_vertex_program *)
+ program->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ struct brw_vertex_program *bvp = brw_vertex_program(vp);
+
+ brw_vs_populate_key(brw, bvp, &vs_key);
+
+ success = really_do_vs_prog(brw, program, bvp, &vs_key, pipeline);
+ fail_if(!success, "do_wm_prog failed\n");
+ add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
+ &pipeline->vs_prog_data.base.base);
+ } else {
+ memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
+ pipeline->vs_simd8 = NO_KERNEL;
+ }
+
+
+ if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) {
+ struct brw_gs_prog_key gs_key;
+ struct gl_geometry_program *gp = (struct gl_geometry_program *)
+ program->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
+ struct brw_geometry_program *bgp = brw_geometry_program(gp);
+
+ brw_gs_populate_key(brw, pipeline, bgp, &gs_key);
+
+ success = really_do_gs_prog(brw, program, bgp, &gs_key, pipeline);
+ fail_if(!success, "do_gs_prog failed\n");
+ add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
+ &pipeline->gs_prog_data.base.base);
+ } else {
+ pipeline->gs_vec4 = NO_KERNEL;
+ }
+
+ if (pipeline->shaders[VK_SHADER_STAGE_FRAGMENT]) {
+ struct brw_wm_prog_key wm_key;
+ struct gl_fragment_program *fp = (struct gl_fragment_program *)
+ program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
+ struct brw_fragment_program *bfp = brw_fragment_program(fp);
+
+ brw_wm_populate_key(brw, bfp, &wm_key);
+
+ success = really_do_wm_prog(brw, program, bfp, &wm_key, pipeline);
+ fail_if(!success, "do_wm_prog failed\n");
+ add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
+ &pipeline->wm_prog_data.base);
+ }
+
+ if (pipeline->shaders[VK_SHADER_STAGE_COMPUTE]) {
+ struct brw_cs_prog_key cs_key;
+ struct gl_compute_program *cp = (struct gl_compute_program *)
+ program->_LinkedShaders[MESA_SHADER_COMPUTE]->Program;
+ struct brw_compute_program *bcp = brw_compute_program(cp);
+
+ brw_cs_populate_key(brw, bcp, &cs_key);
+
+ success = brw_codegen_cs_prog(brw, program, bcp, &cs_key, pipeline);
+ fail_if(!success, "brw_codegen_cs_prog failed\n");
+ add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
+ &pipeline->cs_prog_data.base);
+ }
+
+ brw->ctx.Driver.DeleteShaderProgram(&brw->ctx, program);
+
+ struct anv_device *device = compiler->device;
+ while (device->scratch_block_pool.bo.size < pipeline->total_scratch)
+ anv_block_pool_alloc(&device->scratch_block_pool);
+
+ gen7_compute_urb_partition(pipeline);
+
+ return 0;
+}
+
+/* This badly named function frees the struct anv_pipeline data that the compiler
+ * allocates. Currently just the prog_data structs.
+ */
+void
+anv_compiler_free(struct anv_pipeline *pipeline)
+{
+ for (uint32_t stage = 0; stage < VK_NUM_SHADER_STAGE; stage++) {
+ if (pipeline->prog_data[stage]) {
+ free(pipeline->prog_data[stage]->map_entries);
+ ralloc_free(pipeline->prog_data[stage]->param);
+ ralloc_free(pipeline->prog_data[stage]->pull_param);
+ }
+ }
+}
+
+}