From f8bbf44ca4d32889232ced844a1b939b8a86f727 Mon Sep 17 00:00:00 2001 From: Jonathan Marek Date: Sun, 15 Mar 2020 18:53:36 -0400 Subject: [PATCH] etnaviv: nir: add compile_check_limits To match TGSI compiler behaviour in glmark terrain scene for example. Signed-off-by: Jonathan Marek Reviewed-by: Lucas Stach Reviewed-by: Christian Gmeiner Tested-by: Marge Bot Part-of: --- .../drivers/etnaviv/etnaviv_compiler_nir.c | 111 ++++++++++++------ 1 file changed, 73 insertions(+), 38 deletions(-) diff --git a/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c b/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c index 8a71f62a07d..c731067f542 100644 --- a/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c +++ b/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c @@ -685,6 +685,75 @@ copy_uniform_state_to_shader(struct etna_shader_variant *sobj, uint64_t *consts, #include "etnaviv_compiler_nir_emit.h" +static bool +etna_compile_check_limits(struct etna_shader_variant *v) +{ + const struct etna_specs *specs = v->shader->specs; + int max_uniforms = (v->stage == MESA_SHADER_VERTEX) + ? specs->max_vs_uniforms + : specs->max_ps_uniforms; + + if (!specs->has_icache && v->needs_icache) { + DBG("Number of instructions (%d) exceeds maximum %d", v->code_size / 4, + specs->max_instructions); + return false; + } + + if (v->num_temps > specs->max_registers) { + DBG("Number of registers (%d) exceeds maximum %d", v->num_temps, + specs->max_registers); + return false; + } + + if (v->uniforms.imm_count / 4 > max_uniforms) { + DBG("Number of uniforms (%d) exceeds maximum %d", + v->uniforms.imm_count / 4, max_uniforms); + return false; + } + + return true; +} + +static void +fill_vs_mystery(struct etna_shader_variant *v) +{ + const struct etna_specs *specs = v->shader->specs; + + v->input_count_unk8 = DIV_ROUND_UP(v->infile.num_reg + 4, 16); /* XXX what is this */ + + /* fill in "mystery meat" load balancing value. This value determines how + * work is scheduled between VS and PS + * in the unified shader architecture. More precisely, it is determined from + * the number of VS outputs, as well as chip-specific + * vertex output buffer size, vertex cache size, and the number of shader + * cores. + * + * XXX this is a conservative estimate, the "optimal" value is only known for + * sure at link time because some + * outputs may be unused and thus unmapped. Then again, in the general use + * case with GLSL the vertex and fragment + * shaders are linked already before submitting to Gallium, thus all outputs + * are used. + * + * note: TGSI compiler counts all outputs (including position and pointsize), here + * v->outfile.num_reg only counts varyings, +1 to compensate for the position output + * TODO: might have a problem that we don't count pointsize when it is used + */ + + int half_out = v->outfile.num_reg / 2 + 1; + assert(half_out); + + uint32_t b = ((20480 / (specs->vertex_output_buffer_size - + 2 * half_out * specs->vertex_cache_size)) + + 9) / + 10; + uint32_t a = (b + 256 / (specs->shader_core_count * half_out)) / 2; + v->vs_load_balancing = VIVS_VS_LOAD_BALANCING_A(MIN2(a, 255)) | + VIVS_VS_LOAD_BALANCING_B(MIN2(b, 255)) | + VIVS_VS_LOAD_BALANCING_C(0x3f) | + VIVS_VS_LOAD_BALANCING_D(0x0f); +} + bool etna_compile_shader_nir(struct etna_shader_variant *v) { @@ -819,48 +888,14 @@ etna_compile_shader_nir(struct etna_shader_variant *v) if (s->info.stage == MESA_SHADER_FRAGMENT) { v->input_count_unk8 = 31; /* XXX what is this */ assert(v->ps_depth_out_reg <= 0); - ralloc_free(c->nir); - FREE(c); - return true; + } else { + fill_vs_mystery(v); } - v->input_count_unk8 = DIV_ROUND_UP(v->infile.num_reg + 4, 16); /* XXX what is this */ - - /* fill in "mystery meat" load balancing value. This value determines how - * work is scheduled between VS and PS - * in the unified shader architecture. More precisely, it is determined from - * the number of VS outputs, as well as chip-specific - * vertex output buffer size, vertex cache size, and the number of shader - * cores. - * - * XXX this is a conservative estimate, the "optimal" value is only known for - * sure at link time because some - * outputs may be unused and thus unmapped. Then again, in the general use - * case with GLSL the vertex and fragment - * shaders are linked already before submitting to Gallium, thus all outputs - * are used. - * - * note: TGSI compiler counts all outputs (including position and pointsize), here - * v->outfile.num_reg only counts varyings, +1 to compensate for the position output - * TODO: might have a problem that we don't count pointsize when it is used - */ - - int half_out = v->outfile.num_reg / 2 + 1; - assert(half_out); - - uint32_t b = ((20480 / (specs->vertex_output_buffer_size - - 2 * half_out * specs->vertex_cache_size)) + - 9) / - 10; - uint32_t a = (b + 256 / (specs->shader_core_count * half_out)) / 2; - v->vs_load_balancing = VIVS_VS_LOAD_BALANCING_A(MIN2(a, 255)) | - VIVS_VS_LOAD_BALANCING_B(MIN2(b, 255)) | - VIVS_VS_LOAD_BALANCING_C(0x3f) | - VIVS_VS_LOAD_BALANCING_D(0x0f); - + bool result = etna_compile_check_limits(v); ralloc_free(c->nir); FREE(c); - return true; + return result; } void -- 2.30.2