From: Eric Anholt Date: Wed, 26 Dec 2018 21:20:25 +0000 (-0800) Subject: v3d: Refactor compiler entrypoints. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d2b899c0ec156b90b84c884c0dcd5a1a6feaa677;p=mesa.git v3d: Refactor compiler entrypoints. Before, I had per-stage entryoints with some helpers shared between them. As I extended for compute shaders and shader-db, it turned out that the other common code in the middle wanted to be shared too. --- diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index 717d85890b0..7068b9029be 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -706,25 +706,15 @@ const struct v3d_compiler *v3d_compiler_init(const struct v3d_device_info *devin void v3d_compiler_free(const struct v3d_compiler *compiler); void v3d_optimize_nir(struct nir_shader *s); -uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, - struct v3d_vs_key *key, - struct v3d_vs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size); - -uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, - struct v3d_fs_key *key, - struct v3d_fs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size); +uint64_t *v3d_compile(const struct v3d_compiler *compiler, + struct v3d_key *key, + struct v3d_prog_data **prog_data, + nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, + int program_id, int variant_id, + uint32_t *final_assembly_size); void v3d_nir_to_vir(struct v3d_compile *c); diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index c553e724616..8cf45630c4b 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -625,14 +625,6 @@ v3d_lower_nir(struct v3d_compile *c) NIR_PASS_V(c->s, nir_lower_tex, &tex_options); } -static void -v3d_lower_nir_late(struct v3d_compile *c) -{ - NIR_PASS_V(c->s, v3d_nir_lower_io, c); - NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c); - NIR_PASS_V(c->s, nir_lower_idiv); -} - static void v3d_set_prog_data_uniforms(struct v3d_compile *c, struct v3d_prog_data *prog_data) @@ -685,109 +677,9 @@ v3d_set_prog_data_ubo(struct v3d_compile *c, } static void -v3d_set_prog_data(struct v3d_compile *c, - struct v3d_prog_data *prog_data) -{ - prog_data->threads = c->threads; - prog_data->single_seg = !c->last_thrsw; - prog_data->spill_size = c->spill_size; - - v3d_set_prog_data_uniforms(c, prog_data); - v3d_set_prog_data_ubo(c, prog_data); -} - -static uint64_t * -v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size) -{ - *final_assembly_size = c->qpu_inst_count * sizeof(uint64_t); - - uint64_t *qpu_insts = malloc(*final_assembly_size); - if (!qpu_insts) - return NULL; - - memcpy(qpu_insts, c->qpu_insts, *final_assembly_size); - - char *shaderdb; - int ret = asprintf(&shaderdb, - "%s shader: %d inst, %d threads, %d loops, " - "%d uniforms, %d:%d spills:fills", - vir_get_stage_name(c), - c->qpu_inst_count, - c->threads, - c->loops, - c->num_uniforms, - c->spills, - c->fills); - if (ret >= 0) { - c->debug_output(shaderdb, c->debug_output_data); - free(shaderdb); - } - - vir_compile_destroy(c); - - return qpu_insts; -} - -uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, - struct v3d_vs_key *key, - struct v3d_vs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size) +v3d_vs_set_prog_data(struct v3d_compile *c, + struct v3d_vs_prog_data *prog_data) { - struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, - debug_output, debug_output_data, - program_id, variant_id); - - c->vs_key = key; - - /* Split our I/O vars and dead code eliminate the unused - * components. - */ - NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, - nir_var_shader_in | nir_var_shader_out); - uint64_t used_outputs[4] = {0}; - for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { - int slot = v3d_slot_get_slot(c->vs_key->fs_inputs[i]); - int comp = v3d_slot_get_component(c->vs_key->fs_inputs[i]); - used_outputs[comp] |= 1ull << slot; - } - NIR_PASS_V(c->s, nir_remove_unused_io_vars, - &c->s->outputs, used_outputs, NULL); /* demotes to globals */ - NIR_PASS_V(c->s, nir_lower_global_vars_to_local); - v3d_optimize_nir(c->s); - NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in); - NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out, - type_size_vec4, - (nir_lower_io_options)0); - - v3d_lower_nir(c); - - if (key->clamp_color) - NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - - if (key->base.ucp_enables) { - NIR_PASS_V(c->s, nir_lower_clip_vs, key->base.ucp_enables, - false); - NIR_PASS_V(c->s, nir_lower_io_to_scalar, - nir_var_shader_out); - } - - /* Note: VS output scalarizing must happen after nir_lower_clip_vs. */ - NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_out); - - v3d_lower_nir_late(c); - v3d_optimize_nir(c->s); - NIR_PASS_V(c->s, nir_lower_bool_to_int32); - NIR_PASS_V(c->s, nir_convert_from_ssa, true); - - v3d_nir_to_vir(c); - - v3d_set_prog_data(c, &prog_data->base); - prog_data->base.num_inputs = c->num_inputs; /* The vertex data gets format converted by the VPM so that @@ -799,9 +691,9 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, prog_data->vpm_input_size += c->vattr_sizes[i]; } - prog_data->uses_vid = (s->info.system_values_read & + prog_data->uses_vid = (c->s->info.system_values_read & (1ull << SYSTEM_VALUE_VERTEX_ID)); - prog_data->uses_iid = (s->info.system_values_read & + prog_data->uses_iid = (c->s->info.system_values_read & (1ull << SYSTEM_VALUE_INSTANCE_ID)); if (prog_data->uses_vid) @@ -839,8 +731,6 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, int vpm_output_batches = vpm_output_sectors / prog_data->vpm_output_size; assert(vpm_output_batches >= 2); prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4); - - return v3d_return_qpu_insts(c, final_assembly_size); } static void @@ -865,6 +755,77 @@ v3d_set_fs_prog_data_inputs(struct v3d_compile *c, } } +static void +v3d_fs_set_prog_data(struct v3d_compile *c, + struct v3d_fs_prog_data *prog_data) +{ + v3d_set_fs_prog_data_inputs(c, prog_data); + prog_data->writes_z = (c->s->info.outputs_written & + (1 << FRAG_RESULT_DEPTH)); + prog_data->discard = (c->s->info.fs.uses_discard || + c->fs_key->sample_alpha_to_coverage); + prog_data->uses_center_w = c->uses_center_w; +} + +static void +v3d_set_prog_data(struct v3d_compile *c, + struct v3d_prog_data *prog_data) +{ + prog_data->threads = c->threads; + prog_data->single_seg = !c->last_thrsw; + prog_data->spill_size = c->spill_size; + + v3d_set_prog_data_uniforms(c, prog_data); + v3d_set_prog_data_ubo(c, prog_data); + + if (c->s->info.stage == MESA_SHADER_VERTEX) { + v3d_vs_set_prog_data(c, (struct v3d_vs_prog_data *)prog_data); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_fs_set_prog_data(c, (struct v3d_fs_prog_data *)prog_data); + } +} + +static uint64_t * +v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size) +{ + *final_assembly_size = c->qpu_inst_count * sizeof(uint64_t); + + uint64_t *qpu_insts = malloc(*final_assembly_size); + if (!qpu_insts) + return NULL; + + memcpy(qpu_insts, c->qpu_insts, *final_assembly_size); + + vir_compile_destroy(c); + + return qpu_insts; +} + +static void +v3d_nir_lower_vs_early(struct v3d_compile *c) +{ + /* Split our I/O vars and dead code eliminate the unused + * components. + */ + NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, + nir_var_shader_in | nir_var_shader_out); + uint64_t used_outputs[4] = {0}; + for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { + int slot = v3d_slot_get_slot(c->vs_key->fs_inputs[i]); + int comp = v3d_slot_get_component(c->vs_key->fs_inputs[i]); + used_outputs[comp] |= 1ull << slot; + } + NIR_PASS_V(c->s, nir_remove_unused_io_vars, + &c->s->outputs, used_outputs, NULL); /* demotes to globals */ + NIR_PASS_V(c->s, nir_lower_global_vars_to_local); + v3d_optimize_nir(c->s); + NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in); + NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out, + type_size_vec4, + (nir_lower_io_options)0); +} + static void v3d_fixup_fs_output_types(struct v3d_compile *c) { @@ -895,61 +856,111 @@ v3d_fixup_fs_output_types(struct v3d_compile *c) } } -uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, - struct v3d_fs_key *key, - struct v3d_fs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size) +static void +v3d_nir_lower_fs_early(struct v3d_compile *c) { - struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, - debug_output, debug_output_data, - program_id, variant_id); + if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb) + v3d_fixup_fs_output_types(c); +} - c->fs_key = key; +static void +v3d_nir_lower_vs_late(struct v3d_compile *c) +{ + if (c->vs_key->clamp_color) + NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - if (key->int_color_rb || key->uint_color_rb) - v3d_fixup_fs_output_types(c); + if (c->key->ucp_enables) { + NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables, + false); + NIR_PASS_V(c->s, nir_lower_io_to_scalar, + nir_var_shader_out); + } - v3d_lower_nir(c); + /* Note: VS output scalarizing must happen after nir_lower_clip_vs. */ + NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_out); +} - if (key->light_twoside) +static void +v3d_nir_lower_fs_late(struct v3d_compile *c) +{ + if (c->fs_key->light_twoside) NIR_PASS_V(c->s, nir_lower_two_sided_color); - if (key->clamp_color) + if (c->fs_key->clamp_color) NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - if (key->alpha_test) { - NIR_PASS_V(c->s, nir_lower_alpha_test, key->alpha_test_func, + if (c->fs_key->alpha_test) { + NIR_PASS_V(c->s, nir_lower_alpha_test, + c->fs_key->alpha_test_func, false); } - if (key->base.ucp_enables) - NIR_PASS_V(c->s, nir_lower_clip_fs, key->base.ucp_enables); + if (c->key->ucp_enables) + NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables); /* Note: FS input scalarizing must happen after * nir_lower_two_sided_color, which only handles a vec4 at a time. */ NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in); +} + +uint64_t *v3d_compile(const struct v3d_compiler *compiler, + struct v3d_key *key, + struct v3d_prog_data **out_prog_data, + nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, + int program_id, int variant_id, + uint32_t *final_assembly_size) +{ + struct v3d_prog_data *prog_data; + struct v3d_compile *c = vir_compile_init(compiler, key, s, + debug_output, debug_output_data, + program_id, variant_id); + + switch (c->s->info.stage) { + case MESA_SHADER_VERTEX: + c->vs_key = (struct v3d_vs_key *)key; + prog_data = rzalloc_size(NULL, sizeof(struct v3d_vs_prog_data)); + break; + case MESA_SHADER_FRAGMENT: + c->fs_key = (struct v3d_fs_key *)key; + prog_data = rzalloc_size(NULL, sizeof(struct v3d_fs_prog_data)); + break; + default: + unreachable("unsupported shader stage"); + } + + if (c->s->info.stage == MESA_SHADER_VERTEX) { + v3d_nir_lower_vs_early(c); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_nir_lower_fs_early(c); + } + + v3d_lower_nir(c); + + if (c->s->info.stage == MESA_SHADER_VERTEX) { + v3d_nir_lower_vs_late(c); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_nir_lower_fs_late(c); + } + + NIR_PASS_V(c->s, v3d_nir_lower_io, c); + NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c); + NIR_PASS_V(c->s, nir_lower_idiv); - v3d_lower_nir_late(c); v3d_optimize_nir(c->s); NIR_PASS_V(c->s, nir_lower_bool_to_int32); NIR_PASS_V(c->s, nir_convert_from_ssa, true); v3d_nir_to_vir(c); - v3d_set_prog_data(c, &prog_data->base); - v3d_set_fs_prog_data_inputs(c, prog_data); - prog_data->writes_z = (c->s->info.outputs_written & - (1 << FRAG_RESULT_DEPTH)); - prog_data->discard = (c->s->info.fs.uses_discard || - c->fs_key->sample_alpha_to_coverage); - prog_data->uses_center_w = c->uses_center_w; + v3d_set_prog_data(c, prog_data); + *out_prog_data = prog_data; return v3d_return_qpu_insts(c, final_assembly_size); } diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c index ec9d0339528..e0a77847880 100644 --- a/src/gallium/drivers/v3d/v3d_program.c +++ b/src/gallium/drivers/v3d/v3d_program.c @@ -354,32 +354,12 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key) uint64_t *qpu_insts; uint32_t shader_size; - switch (s->info.stage) { - case MESA_SHADER_VERTEX: - shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data); - - qpu_insts = v3d_compile_vs(v3d->screen->compiler, - (struct v3d_vs_key *)key, - shader->prog_data.vs, s, - v3d_shader_debug_output, - v3d, - program_id, variant_id, - &shader_size); - break; - case MESA_SHADER_FRAGMENT: - shader->prog_data.fs = rzalloc(shader, struct v3d_fs_prog_data); - - qpu_insts = v3d_compile_fs(v3d->screen->compiler, - (struct v3d_fs_key *)key, - shader->prog_data.fs, s, - v3d_shader_debug_output, - v3d, - program_id, variant_id, - &shader_size); - break; - default: - unreachable("bad stage"); - } + qpu_insts = v3d_compile(v3d->screen->compiler, key, + &shader->prog_data.base, s, + v3d_shader_debug_output, + v3d, + program_id, variant_id, &shader_size); + ralloc_steal(shader, shader->prog_data.base); v3d_set_shader_uniform_dirty_flags(shader);