+++ /dev/null
-/*
- * 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 "anv_private.h"
-#include "anv_nir.h"
-
-#include <brw_context.h>
-#include <brw_wm.h> /* brw_new_shader_program is here */
-#include <brw_nir.h>
-
-#include <brw_vs.h>
-#include <brw_gs.h>
-#include <brw_cs.h>
-#include "brw_vec4_gs_visitor.h"
-#include <brw_compiler.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>
-
-/* XXX: We need this to keep symbols in nir.h from conflicting with the
- * generated GEN command packing headers. We need to fix *both* to not
- * define something as generic as LOAD.
- */
-#undef LOAD
-
-#include <glsl/nir/nir_spirv.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)
-{
- unsigned bias;
- if (stage == VK_SHADER_STAGE_FRAGMENT)
- bias = MAX_RTS;
- else
- bias = 0;
-
- prog_data->binding_table.size_bytes = 0;
- prog_data->binding_table.texture_start = bias;
- prog_data->binding_table.ubo_start = bias;
- prog_data->binding_table.image_start = bias;
-
- return VK_SUCCESS;
-}
-
-static uint32_t
-upload_kernel(struct anv_pipeline *pipeline, const void *data, size_t size)
-{
- struct anv_state state =
- anv_state_stream_alloc(&pipeline->program_stream, size, 64);
-
- assert(size < pipeline->program_stream.block_pool->block_size);
-
- memcpy(state.map, data, size);
-
- return state.offset;
-}
-
-static void
-create_params_array(struct anv_pipeline *pipeline,
- struct gl_shader *shader,
- struct brw_stage_prog_data *prog_data)
-{
- VkShaderStage stage = anv_vk_shader_stage_for_mesa_stage(shader->Stage);
- unsigned num_params = 0;
-
- if (shader->num_uniform_components) {
- /* If the shader uses any push constants at all, we'll just give
- * them the maximum possible number
- */
- num_params += MAX_PUSH_CONSTANTS_SIZE / sizeof(float);
- }
-
- if (pipeline->layout && pipeline->layout->stage[stage].has_dynamic_offsets)
- num_params += MAX_DYNAMIC_BUFFERS;
-
- if (num_params == 0)
- return;
-
- prog_data->param = (const gl_constant_value **)
- anv_device_alloc(pipeline->device,
- num_params * sizeof(gl_constant_value *),
- 8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
-
- /* We now set the param values to be offsets into a
- * anv_push_constant_data structure. Since the compiler doesn't
- * actually dereference any of the gl_constant_value pointers in the
- * params array, it doesn't really matter what we put here.
- */
- struct anv_push_constants *null_data = NULL;
- for (unsigned i = 0; i < num_params; i++)
- prog_data->param[i] =
- (const gl_constant_value *)&null_data->client_data[i * sizeof(float)];
-}
-
-static void
-brw_vs_populate_key(struct brw_context *brw,
- struct brw_vertex_program *vp,
- struct brw_vs_prog_key *key)
-{
- memset(key, 0, sizeof(*key));
-
- /* XXX: Handle vertex input work-arounds */
-
- /* XXX: Handle sampler_prog_key */
-}
-
-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_prog_data *prog_data = &pipeline->vs_prog_data;
- void *mem_ctx;
- struct gl_shader *vs = NULL;
-
- if (prog)
- vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
-
- memset(prog_data, 0, sizeof(*prog_data));
-
- mem_ctx = ralloc_context(NULL);
-
- create_params_array(pipeline, vs, &prog_data->base.base);
- anv_nir_apply_dynamic_offsets(pipeline, vs->Program->nir,
- &prog_data->base.base);
- anv_nir_apply_pipeline_layout(vs->Program->nir, pipeline->layout);
-
- prog_data->inputs_read = vp->program.Base.InputsRead;
-
- brw_compute_vue_map(brw->intelScreen->devinfo,
- &prog_data->base.vue_map,
- vp->program.Base.OutputsWritten,
- prog ? prog->SeparateShader : false);
-
- set_binding_table_layout(&prog_data->base.base, pipeline,
- VK_SHADER_STAGE_VERTEX);
-
- /* Emit GEN4 code.
- */
- program = brw_compile_vs(brw->intelScreen->compiler, brw, mem_ctx,
- key, prog_data, vs->Program->nir, NULL, false, -1,
- &program_size, NULL);
- if (program == NULL) {
- ralloc_free(mem_ctx);
- return false;
- }
-
- const uint32_t offset = upload_kernel(pipeline, program, program_size);
- if (prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8) {
- pipeline->vs_simd8 = offset;
- pipeline->vs_vec4 = NO_KERNEL;
- } else {
- pipeline->vs_simd8 = NO_KERNEL;
- pipeline->vs_vec4 = 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;
- 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;
-
- /* _NEW_HINT */
- key->high_quality_derivatives =
- ctx->Hint.FragmentShaderDerivative == GL_NICEST;
-
- /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
- key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
-
- /* _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);
-
- /* The unique fragment program ID */
- key->program_string_id = fp->id;
-
- ctx->DrawBuffer = NULL;
-}
-
-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)
-{
- 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));
-
- create_params_array(pipeline, fs, &prog_data->base);
- anv_nir_apply_dynamic_offsets(pipeline, fs->Program->nir, &prog_data->base);
- anv_nir_apply_pipeline_layout(fs->Program->nir, pipeline->layout);
-
- 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_compile_fs(brw->intelScreen->compiler, brw, mem_ctx, key,
- prog_data, fp->program.Base.nir, fs->Program,
- -1, -1, brw->use_rep_send, &program_size, NULL);
- if (program == NULL) {
- ralloc_free(mem_ctx);
- return false;
- }
-
- uint32_t offset = upload_kernel(pipeline, program, program_size);
-
- if (prog_data->no_8)
- pipeline->ps_simd8 = NO_KERNEL;
- else
- pipeline->ps_simd8 = offset;
-
- if (prog_data->no_8 || prog_data->prog_offset_16) {
- pipeline->ps_simd16 = offset + prog_data->prog_offset_16;
- } else {
- pipeline->ps_simd16 = NO_KERNEL;
- }
-
- ralloc_free(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)
-{
- 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);
-
- create_params_array(pipeline, cs, &prog_data->base);
- anv_nir_apply_dynamic_offsets(pipeline, cs->Program->nir, &prog_data->base);
- anv_nir_apply_pipeline_layout(cs->Program->nir, pipeline->layout);
-
- program = brw_compile_cs(brw->intelScreen->compiler, brw, mem_ctx, key,
- prog_data, cs->Program->nir, -1,
- &program_size, NULL);
- if (program == NULL) {
- ralloc_free(mem_ctx);
- return false;
- }
-
- if (unlikely(INTEL_DEBUG & DEBUG_CS))
- fprintf(stderr, "\n");
-
- pipeline->cs_simd = upload_kernel(pipeline, program, program_size);
-
- 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;
-}
-
-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->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;
-
- brw_process_intel_debug_variable();
-
- compiler->screen->compiler = device->instance->physicalDevice.compiler;
-
- ctx = &compiler->brw->ctx;
- _mesa_init_shader_object_functions(&ctx->Driver);
-
- /* brw_select_clip_planes() needs this for bogus reasons. */
- ctx->_Shader = &compiler->pipeline;
-
- 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;
- gl_shader_stage stage;
- const char *name;
-} stage_info[] = {
- { GL_VERTEX_SHADER, MESA_SHADER_VERTEX, "vertex" },
- { GL_TESS_CONTROL_SHADER, (gl_shader_stage)-1,"tess control" },
- { GL_TESS_EVALUATION_SHADER, (gl_shader_stage)-1, "tess evaluation" },
- { GL_GEOMETRY_SHADER, MESA_SHADER_GEOMETRY, "geometry" },
- { GL_FRAGMENT_SHADER, MESA_SHADER_FRAGMENT, "fragment" },
- { GL_COMPUTE_SHADER, MESA_SHADER_COMPUTE, "compute" },
-};
-
-struct spirv_header{
- uint32_t magic;
- uint32_t version;
- uint32_t gen_magic;
-};
-
-static void
-setup_nir_io(struct gl_shader *mesa_shader,
- nir_shader *shader)
-{
- struct gl_program *prog = mesa_shader->Program;
- foreach_list_typed(nir_variable, var, node, &shader->inputs) {
- prog->InputsRead |= BITFIELD64_BIT(var->data.location);
- if (shader->stage == MESA_SHADER_FRAGMENT) {
- struct gl_fragment_program *fprog = (struct gl_fragment_program *)prog;
-
- fprog->InterpQualifier[var->data.location] =
- (glsl_interp_qualifier)var->data.interpolation;
- if (var->data.centroid)
- fprog->IsCentroid |= BITFIELD64_BIT(var->data.location);
- if (var->data.sample)
- fprog->IsSample |= BITFIELD64_BIT(var->data.location);
- }
- }
-
- foreach_list_typed(nir_variable, var, node, &shader->outputs) {
- prog->OutputsWritten |= BITFIELD64_BIT(var->data.location);
- }
-
- shader->info.system_values_read = 0;
- foreach_list_typed(nir_variable, var, node, &shader->system_values) {
- shader->info.system_values_read |= BITFIELD64_BIT(var->data.location);
- }
-
- shader->info.inputs_read = prog->InputsRead;
- shader->info.outputs_written = prog->OutputsWritten;
-}
-
-static void
-anv_compile_shader_spirv(struct anv_compiler *compiler,
- struct gl_shader_program *program,
- struct anv_pipeline *pipeline, uint32_t stage)
-{
- struct brw_context *brw = compiler->brw;
- struct anv_shader *shader = pipeline->shaders[stage];
- struct gl_shader *mesa_shader;
- int name = 0;
-
- mesa_shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
- fail_if(mesa_shader == NULL,
- "failed to create %s shader\n", stage_info[stage].name);
-
-#define CREATE_PROGRAM(stage) \
- &ralloc(mesa_shader, struct brw_##stage##_program)->program.Base
-
- bool is_scalar;
- struct gl_program *prog;
- switch (stage) {
- case VK_SHADER_STAGE_VERTEX:
- prog = CREATE_PROGRAM(vertex);
- is_scalar = compiler->screen->compiler->scalar_vs;
- break;
- case VK_SHADER_STAGE_GEOMETRY:
- prog = CREATE_PROGRAM(geometry);
- is_scalar = false;
- break;
- case VK_SHADER_STAGE_FRAGMENT:
- prog = CREATE_PROGRAM(fragment);
- is_scalar = true;
- break;
- case VK_SHADER_STAGE_COMPUTE:
- prog = CREATE_PROGRAM(compute);
- is_scalar = true;
- break;
- default:
- unreachable("Unsupported shader stage");
- }
- _mesa_init_gl_program(prog, 0, 0);
- _mesa_reference_program(&brw->ctx, &mesa_shader->Program, prog);
-
- mesa_shader->Program->Parameters =
- rzalloc(mesa_shader, struct gl_program_parameter_list);
-
- mesa_shader->Type = stage_info[stage].token;
- mesa_shader->Stage = stage_info[stage].stage;
-
- struct gl_shader_compiler_options *glsl_options =
- &compiler->screen->compiler->glsl_compiler_options[stage_info[stage].stage];
-
- if (shader->module->nir) {
- /* Some things such as our meta clear/blit code will give us a NIR
- * shader directly. In that case, we just ignore the SPIR-V entirely
- * and just use the NIR shader */
- mesa_shader->Program->nir = shader->module->nir;
- mesa_shader->Program->nir->options = glsl_options->NirOptions;
- } else {
- uint32_t *spirv = (uint32_t *) shader->module->data;
- assert(spirv[0] == SPIR_V_MAGIC_NUMBER);
- assert(shader->module->size % 4 == 0);
-
- mesa_shader->Program->nir =
- spirv_to_nir(spirv, shader->module->size / 4,
- stage_info[stage].stage, glsl_options->NirOptions);
- }
- nir_validate_shader(mesa_shader->Program->nir);
-
- brw_preprocess_nir(mesa_shader->Program->nir,
- compiler->screen->devinfo, is_scalar);
-
- setup_nir_io(mesa_shader, mesa_shader->Program->nir);
-
- brw_postprocess_nir(mesa_shader->Program->nir,
- compiler->screen->devinfo, is_scalar);
-
- mesa_shader->num_uniform_components =
- mesa_shader->Program->nir->num_uniforms;
-
- fail_if(mesa_shader->Program->nir == NULL,
- "failed to translate SPIR-V to NIR\n");
-
- _mesa_reference_shader(&brw->ctx, &program->Shaders[program->NumShaders],
- mesa_shader);
- program->NumShaders++;
-}
-
-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;
-
- pipeline->writes_point_size = false;
-
- /* 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 = _mesa_new_shader_program(name);
- program->Shaders = (struct gl_shader **)
- calloc(VK_SHADER_STAGE_NUM, sizeof(struct gl_shader *));
- fail_if(program == NULL || program->Shaders == NULL,
- "failed to create program\n");
-
- for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
- if (pipeline->shaders[i])
- anv_compile_shader_spirv(compiler, program, pipeline, i);
- }
-
- for (unsigned i = 0; i < program->NumShaders; i++) {
- struct gl_shader *shader = program->Shaders[i];
- program->_LinkedShaders[shader->Stage] = shader;
- }
-
- 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);
-
- if (vp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
- pipeline->writes_point_size = true;
- } else {
- memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
- pipeline->vs_simd8 = NO_KERNEL;
- pipeline->vs_vec4 = NO_KERNEL;
- }
-
- /* Geometry shaders not yet supported */
- anv_assert(pipeline->shaders[VK_SHADER_STAGE_GEOMETRY] == NULL);
- 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);
- }
-
- _mesa_delete_shader_program(&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_SHADER_STAGE_NUM; stage++) {
- if (pipeline->prog_data[stage]) {
- /* We only ever set up the params array because we don't do
- * non-UBO pull constants
- */
- anv_device_free(pipeline->device, pipeline->prog_data[stage]->param);
- }
- }
-}
-
-}
#include <fcntl.h>
#include "anv_private.h"
+#include "brw_nir.h"
+#include "anv_nir.h"
+#include "glsl/nir/nir_spirv.h"
+
+/* Needed for SWIZZLE macros */
+#include "program/prog_instruction.h"
// Shader functions
const char *name = pCreateInfo->pName ? pCreateInfo->pName : "main";
size_t name_len = strlen(name);
- if (strcmp(name, "main") != 0) {
- anv_finishme("Multiple shaders per module not really supported");
- }
-
shader = anv_device_alloc(device, sizeof(*shader) + name_len + 1, 8,
VK_SYSTEM_ALLOC_TYPE_API_OBJECT);
if (shader == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
- shader->module = module;
+ shader->module = module,
memcpy(shader->entrypoint, name, name_len + 1);
*pShader = anv_shader_to_handle(shader);
anv_device_free(device, shader);
}
+#define SPIR_V_MAGIC_NUMBER 0x07230203
+
+static const gl_shader_stage vk_shader_stage_to_mesa_stage[] = {
+ [VK_SHADER_STAGE_VERTEX] = MESA_SHADER_VERTEX,
+ [VK_SHADER_STAGE_TESS_CONTROL] = -1,
+ [VK_SHADER_STAGE_TESS_EVALUATION] = -1,
+ [VK_SHADER_STAGE_GEOMETRY] = MESA_SHADER_GEOMETRY,
+ [VK_SHADER_STAGE_FRAGMENT] = MESA_SHADER_FRAGMENT,
+ [VK_SHADER_STAGE_COMPUTE] = MESA_SHADER_COMPUTE,
+};
+
+static bool
+is_scalar_shader_stage(const struct brw_compiler *compiler, VkShaderStage stage)
+{
+ switch (stage) {
+ case VK_SHADER_STAGE_VERTEX:
+ return compiler->scalar_vs;
+ case VK_SHADER_STAGE_GEOMETRY:
+ return false;
+ case VK_SHADER_STAGE_FRAGMENT:
+ case VK_SHADER_STAGE_COMPUTE:
+ return true;
+ default:
+ unreachable("Unsupported shader stage");
+ }
+}
+
+/* Eventually, this will become part of anv_CreateShader. Unfortunately,
+ * we can't do that yet because we don't have the ability to copy nir.
+ */
+static nir_shader *
+anv_shader_compile_to_nir(struct anv_device *device,
+ struct anv_shader *shader, VkShaderStage vk_stage)
+{
+ if (strcmp(shader->entrypoint, "main") != 0) {
+ anv_finishme("Multiple shaders per module not really supported");
+ }
+
+ gl_shader_stage stage = vk_shader_stage_to_mesa_stage[vk_stage];
+ const struct brw_compiler *compiler =
+ device->instance->physicalDevice.compiler;
+ const nir_shader_compiler_options *nir_options =
+ compiler->glsl_compiler_options[stage].NirOptions;
+
+ nir_shader *nir;
+ if (shader->module->nir) {
+ /* Some things such as our meta clear/blit code will give us a NIR
+ * shader directly. In that case, we just ignore the SPIR-V entirely
+ * and just use the NIR shader */
+ nir = shader->module->nir;
+ nir->options = nir_options;
+ } else {
+ uint32_t *spirv = (uint32_t *) shader->module->data;
+ assert(spirv[0] == SPIR_V_MAGIC_NUMBER);
+ assert(shader->module->size % 4 == 0);
+
+ nir = spirv_to_nir(spirv, shader->module->size / 4, stage, nir_options);
+ }
+ nir_validate_shader(nir);
+
+ /* Make sure the provided shader has exactly one entrypoint and that the
+ * name matches the name that came in from the VkShader.
+ */
+ nir_function_impl *entrypoint = NULL;
+ nir_foreach_overload(nir, overload) {
+ if (strcmp(shader->entrypoint, overload->function->name) == 0 &&
+ overload->impl) {
+ assert(entrypoint == NULL);
+ entrypoint = overload->impl;
+ }
+ }
+ assert(entrypoint != NULL);
+
+ brw_preprocess_nir(nir, &device->info,
+ is_scalar_shader_stage(compiler, vk_stage));
+
+ nir_shader_gather_info(nir, entrypoint);
+
+ return nir;
+}
VkResult anv_CreatePipelineCache(
VkDevice device,
ANV_FROM_HANDLE(anv_device, device, _device);
ANV_FROM_HANDLE(anv_pipeline, pipeline, _pipeline);
- anv_compiler_free(pipeline);
anv_reloc_list_finish(&pipeline->batch_relocs, pipeline->device);
anv_state_stream_finish(&pipeline->program_stream);
anv_state_pool_free(&device->dynamic_state_pool, pipeline->blend_state);
[VK_PRIMITIVE_TOPOLOGY_PATCH] = _3DPRIM_PATCHLIST_1
};
+static void
+populate_sampler_prog_key(const struct brw_device_info *devinfo,
+ struct brw_sampler_prog_key_data *key)
+{
+ /* XXX: Handle texture swizzle on HSW- */
+ for (int i = 0; i < MAX_SAMPLERS; i++) {
+ /* Assume color sampler, no swizzling. (Works for BDW+) */
+ key->swizzles[i] = SWIZZLE_XYZW;
+ }
+}
+
+static void
+populate_vs_prog_key(const struct brw_device_info *devinfo,
+ struct brw_vs_prog_key *key)
+{
+ memset(key, 0, sizeof(*key));
+
+ populate_sampler_prog_key(devinfo, &key->tex);
+
+ /* XXX: Handle vertex input work-arounds */
+
+ /* XXX: Handle sampler_prog_key */
+}
+
+static void
+populate_wm_prog_key(const struct brw_device_info *devinfo,
+ const VkGraphicsPipelineCreateInfo *info,
+ struct brw_wm_prog_key *key)
+{
+ ANV_FROM_HANDLE(anv_render_pass, render_pass, info->renderPass);
+
+ memset(key, 0, sizeof(*key));
+
+ populate_sampler_prog_key(devinfo, &key->tex);
+
+ /* Vulkan doesn't specify a default */
+ key->high_quality_derivatives = false;
+
+ /* XXX Vulkan doesn't appear to specify */
+ key->clamp_fragment_color = false;
+
+ /* XXX: These are needed for flipping the coordinates. Do we need to do
+ * this in Vulkan?
+ */
+ key->drawable_height = 0;
+ key->render_to_fbo = true; /* XXX really? */
+
+ key->nr_color_regions = render_pass->subpasses[info->subpass].color_count;
+
+ key->replicate_alpha = key->nr_color_regions > 1 &&
+ info->pColorBlendState->alphaToCoverageEnable;
+
+ if (info->pMultisampleState && info->pMultisampleState->rasterSamples > 1) {
+ /* We should probably pull this out of the shader, but it's fairly
+ * harmless to compute it and then let dead-code take care of it.
+ */
+ key->compute_sample_id = true;
+ key->persample_shading = info->pMultisampleState->sampleShadingEnable;
+ if (key->persample_shading)
+ key->persample_2x = info->pMultisampleState->rasterSamples == 2;
+
+ key->compute_pos_offset = info->pMultisampleState->sampleShadingEnable;
+ key->compute_sample_id = info->pMultisampleState->sampleShadingEnable;
+ }
+}
+
+static void
+populate_cs_prog_key(const struct brw_device_info *devinfo,
+ struct brw_cs_prog_key *key)
+{
+ memset(key, 0, sizeof(*key));
+
+ populate_sampler_prog_key(devinfo, &key->tex);
+}
+
+static nir_shader *
+anv_pipeline_compile(struct anv_pipeline *pipeline,
+ struct anv_shader *shader,
+ VkShaderStage stage,
+ struct brw_stage_prog_data *prog_data)
+{
+ const struct brw_compiler *compiler =
+ pipeline->device->instance->physicalDevice.compiler;
+
+ nir_shader *nir = anv_shader_compile_to_nir(pipeline->device, shader, stage);
+ if (nir == NULL)
+ return NULL;
+
+ bool have_push_constants = false;
+ nir_foreach_variable(var, &nir->uniforms) {
+ if (!glsl_type_is_sampler(var->type)) {
+ have_push_constants = true;
+ break;
+ }
+ }
+
+ /* Figure out the number of parameters */
+ prog_data->nr_params = 0;
+
+ if (have_push_constants) {
+ /* If the shader uses any push constants at all, we'll just give
+ * them the maximum possible number
+ */
+ prog_data->nr_params += MAX_PUSH_CONSTANTS_SIZE / sizeof(float);
+ }
+
+ if (pipeline->layout && pipeline->layout->stage[stage].has_dynamic_offsets)
+ prog_data->nr_params += MAX_DYNAMIC_BUFFERS;
+
+ if (prog_data->nr_params > 0) {
+ prog_data->param = (const gl_constant_value **)
+ anv_device_alloc(pipeline->device,
+ prog_data->nr_params * sizeof(gl_constant_value *),
+ 8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
+
+ /* We now set the param values to be offsets into a
+ * anv_push_constant_data structure. Since the compiler doesn't
+ * actually dereference any of the gl_constant_value pointers in the
+ * params array, it doesn't really matter what we put here.
+ */
+ struct anv_push_constants *null_data = NULL;
+ if (have_push_constants) {
+ /* Fill out the push constants section of the param array */
+ for (unsigned i = 0; i < MAX_PUSH_CONSTANTS_SIZE / sizeof(float); i++)
+ prog_data->param[i] = (const gl_constant_value *)
+ &null_data->client_data[i * sizeof(float)];
+ }
+ }
+
+ /* Set up dynamic offsets */
+ anv_nir_apply_dynamic_offsets(pipeline, nir, prog_data);
+
+ /* Apply the actual pipeline layout to UBOs, SSBOs, and textures */
+ anv_nir_apply_pipeline_layout(nir, pipeline->layout);
+
+ /* All binding table offsets provided by apply_pipeline_layout() are
+ * relative to the start of the bindint table (plus MAX_RTS for VS).
+ */
+ unsigned bias = stage == VK_SHADER_STAGE_FRAGMENT ? MAX_RTS : 0;
+ prog_data->binding_table.size_bytes = 0;
+ prog_data->binding_table.texture_start = bias;
+ prog_data->binding_table.ubo_start = bias;
+ prog_data->binding_table.image_start = bias;
+
+ /* Finish the optimization and compilation process */
+ brw_postprocess_nir(nir, &pipeline->device->info,
+ is_scalar_shader_stage(compiler, stage));
+
+ /* nir_lower_io will only handle the push constants; we need to set this
+ * to the full number of possible uniforms.
+ */
+ nir->num_uniforms = prog_data->nr_params;
+
+ return nir;
+}
+
+static uint32_t
+anv_pipeline_upload_kernel(struct anv_pipeline *pipeline,
+ const void *data, size_t size)
+{
+ struct anv_state state =
+ anv_state_stream_alloc(&pipeline->program_stream, size, 64);
+
+ assert(size < pipeline->program_stream.block_pool->block_size);
+
+ memcpy(state.map, data, size);
+
+ return state.offset;
+}
+static void
+anv_pipeline_add_compiled_stage(struct anv_pipeline *pipeline,
+ VkShaderStage 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];
+}
+
+static VkResult
+anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
+ const VkGraphicsPipelineCreateInfo *info,
+ struct anv_shader *shader)
+{
+ const struct brw_compiler *compiler =
+ pipeline->device->instance->physicalDevice.compiler;
+ struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
+ struct brw_vs_prog_key key;
+
+ populate_vs_prog_key(&pipeline->device->info, &key);
+
+ /* TODO: Look up shader in cache */
+
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ nir_shader *nir = anv_pipeline_compile(pipeline, shader,
+ VK_SHADER_STAGE_VERTEX,
+ &prog_data->base.base);
+ if (nir == NULL)
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+
+ void *mem_ctx = ralloc_context(NULL);
+
+ if (shader->module->nir == NULL)
+ ralloc_steal(mem_ctx, nir);
+
+ prog_data->inputs_read = nir->info.inputs_read;
+ pipeline->writes_point_size = nir->info.outputs_written & VARYING_SLOT_PSIZ;
+
+ brw_compute_vue_map(&pipeline->device->info,
+ &prog_data->base.vue_map,
+ nir->info.outputs_written,
+ false /* XXX: Do SSO? */);
+
+ unsigned code_size;
+ const unsigned *shader_code =
+ brw_compile_vs(compiler, NULL, mem_ctx, &key, prog_data, nir,
+ NULL, false, -1, &code_size, NULL);
+ if (shader_code == NULL) {
+ ralloc_free(mem_ctx);
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+ }
+
+ const uint32_t offset =
+ anv_pipeline_upload_kernel(pipeline, shader_code, code_size);
+ if (prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8) {
+ pipeline->vs_simd8 = offset;
+ pipeline->vs_vec4 = NO_KERNEL;
+ } else {
+ pipeline->vs_simd8 = NO_KERNEL;
+ pipeline->vs_vec4 = offset;
+ }
+
+ ralloc_free(mem_ctx);
+
+ anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
+ &prog_data->base.base);
+
+ return VK_SUCCESS;
+}
+
+static VkResult
+anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
+ const VkGraphicsPipelineCreateInfo *info,
+ struct anv_shader *shader)
+{
+ const struct brw_compiler *compiler =
+ pipeline->device->instance->physicalDevice.compiler;
+ struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
+ struct brw_wm_prog_key key;
+
+ populate_wm_prog_key(&pipeline->device->info, info, &key);
+
+ if (pipeline->use_repclear)
+ key.nr_color_regions = 1;
+
+ /* TODO: Look up shader in cache */
+
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ prog_data->binding_table.render_target_start = 0;
+
+ nir_shader *nir = anv_pipeline_compile(pipeline, shader,
+ VK_SHADER_STAGE_FRAGMENT,
+ &prog_data->base);
+ if (nir == NULL)
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+
+ void *mem_ctx = ralloc_context(NULL);
+
+ if (shader->module->nir == NULL)
+ ralloc_steal(mem_ctx, nir);
+
+ unsigned code_size;
+ const unsigned *shader_code =
+ brw_compile_fs(compiler, NULL, mem_ctx, &key, prog_data, nir,
+ NULL, -1, -1, pipeline->use_repclear, &code_size, NULL);
+ if (shader_code == NULL) {
+ ralloc_free(mem_ctx);
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+ }
+
+ uint32_t offset = anv_pipeline_upload_kernel(pipeline,
+ shader_code, code_size);
+ if (prog_data->no_8)
+ pipeline->ps_simd8 = NO_KERNEL;
+ else
+ pipeline->ps_simd8 = offset;
+
+ if (prog_data->no_8 || prog_data->prog_offset_16) {
+ pipeline->ps_simd16 = offset + prog_data->prog_offset_16;
+ } else {
+ pipeline->ps_simd16 = NO_KERNEL;
+ }
+
+ pipeline->ps_ksp2 = 0;
+ pipeline->ps_grf_start2 = 0;
+ if (pipeline->ps_simd8 != NO_KERNEL) {
+ pipeline->ps_ksp0 = pipeline->ps_simd8;
+ pipeline->ps_grf_start0 = prog_data->base.dispatch_grf_start_reg;
+ if (pipeline->ps_simd16 != NO_KERNEL) {
+ pipeline->ps_ksp2 = pipeline->ps_simd16;
+ pipeline->ps_grf_start2 = prog_data->dispatch_grf_start_reg_16;
+ }
+ } else if (pipeline->ps_simd16 != NO_KERNEL) {
+ pipeline->ps_ksp0 = pipeline->ps_simd16;
+ pipeline->ps_grf_start0 = prog_data->dispatch_grf_start_reg_16;
+ }
+
+ ralloc_free(mem_ctx);
+
+ anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
+ &prog_data->base);
+
+ return VK_SUCCESS;
+}
+
+VkResult
+anv_pipeline_compile_cs(struct anv_pipeline *pipeline,
+ const VkComputePipelineCreateInfo *info,
+ struct anv_shader *shader)
+{
+ const struct brw_compiler *compiler =
+ pipeline->device->instance->physicalDevice.compiler;
+ struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data;
+ struct brw_cs_prog_key key;
+
+ populate_cs_prog_key(&pipeline->device->info, &key);
+
+ /* TODO: Look up shader in cache */
+
+ memset(prog_data, 0, sizeof(*prog_data));
+
+ nir_shader *nir = anv_pipeline_compile(pipeline, shader,
+ VK_SHADER_STAGE_COMPUTE,
+ &prog_data->base);
+ if (nir == NULL)
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+
+ void *mem_ctx = ralloc_context(NULL);
+
+ if (shader->module->nir == NULL)
+ ralloc_steal(mem_ctx, nir);
+
+ unsigned code_size;
+ const unsigned *shader_code =
+ brw_compile_cs(compiler, NULL, mem_ctx, &key, prog_data, nir,
+ -1, &code_size, NULL);
+ if (shader_code == NULL) {
+ ralloc_free(mem_ctx);
+ return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
+ }
+
+ pipeline->cs_simd = anv_pipeline_upload_kernel(pipeline,
+ shader_code, code_size);
+ ralloc_free(mem_ctx);
+
+ anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
+ &prog_data->base);
+
+ return VK_SUCCESS;
+}
+
+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->active_stages & VK_SHADER_STAGE_VERTEX_BIT;
+ 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->active_stages & VK_SHADER_STAGE_GEOMETRY_BIT;
+ 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 void
anv_pipeline_init_dynamic_state(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *pCreateInfo)
pipeline->device = device;
pipeline->layout = anv_pipeline_layout_from_handle(pCreateInfo->layout);
- memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
result = anv_reloc_list_init(&pipeline->batch_relocs, device);
if (result != VK_SUCCESS) {
anv_state_stream_init(&pipeline->program_stream,
&device->instruction_block_pool);
- for (uint32_t i = 0; i < pCreateInfo->stageCount; i++) {
- pipeline->shaders[pCreateInfo->pStages[i].stage] =
- anv_shader_from_handle(pCreateInfo->pStages[i].shader);
- }
-
anv_pipeline_init_dynamic_state(pipeline, pCreateInfo);
if (pCreateInfo->pTessellationState)
anv_finishme("VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO");
pipeline->use_repclear = extra && extra->use_repclear;
+ pipeline->writes_point_size = false;
- anv_compiler_run(device->compiler, pipeline);
+ /* 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));
- const struct brw_wm_prog_data *wm_prog_data = &pipeline->wm_prog_data;
+ pipeline->vs_simd8 = NO_KERNEL;
+ pipeline->vs_vec4 = NO_KERNEL;
+ pipeline->gs_vec4 = NO_KERNEL;
- pipeline->ps_ksp2 = 0;
- pipeline->ps_grf_start2 = 0;
- if (pipeline->ps_simd8 != NO_KERNEL) {
- pipeline->ps_ksp0 = pipeline->ps_simd8;
- pipeline->ps_grf_start0 = wm_prog_data->base.dispatch_grf_start_reg;
- if (pipeline->ps_simd16 != NO_KERNEL) {
- pipeline->ps_ksp2 = pipeline->ps_simd16;
- pipeline->ps_grf_start2 = wm_prog_data->dispatch_grf_start_reg_16;
+ pipeline->active_stages = 0;
+ pipeline->total_scratch = 0;
+
+ for (uint32_t i = 0; i < pCreateInfo->stageCount; i++) {
+ ANV_FROM_HANDLE(anv_shader, shader, pCreateInfo->pStages[i].shader);
+
+ switch (pCreateInfo->pStages[i].stage) {
+ case VK_SHADER_STAGE_VERTEX:
+ anv_pipeline_compile_vs(pipeline, pCreateInfo, shader);
+ break;
+ case VK_SHADER_STAGE_FRAGMENT:
+ anv_pipeline_compile_fs(pipeline, pCreateInfo, shader);
+ break;
+ default:
+ anv_finishme("Unsupported shader stage");
}
- } else if (pipeline->ps_simd16 != NO_KERNEL) {
- pipeline->ps_ksp0 = pipeline->ps_simd16;
- pipeline->ps_grf_start0 = wm_prog_data->dispatch_grf_start_reg_16;
- } else {
- unreachable("no ps shader");
}
+ if (!(pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT)) {
+ /* Vertex is only optional if disable_vs is set */
+ assert(extra->disable_vs);
+ memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
+ }
+
+ gen7_compute_urb_partition(pipeline);
+
const VkPipelineVertexInputStateCreateInfo *vi_info =
pCreateInfo->pVertexInputState;
pipeline->vb_used = 0;