0fe51e9378ad24e3e5a2ceb57c5e7281fdc97182
[mesa.git] / src / freedreno / ir3 / ir3_shader.c
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #include "util/u_atomic.h"
28 #include "util/u_string.h"
29 #include "util/u_memory.h"
30 #include "util/format/u_format.h"
31
32 #include "drm/freedreno_drmif.h"
33
34 #include "ir3_shader.h"
35 #include "ir3_compiler.h"
36 #include "ir3_nir.h"
37
38 int
39 ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
40 {
41 return glsl_count_attribute_slots(type, false);
42 }
43
44 /* for vertex shader, the inputs are loaded into registers before the shader
45 * is executed, so max_regs from the shader instructions might not properly
46 * reflect the # of registers actually used, especially in case passthrough
47 * varyings.
48 *
49 * Likewise, for fragment shader, we can have some regs which are passed
50 * input values but never touched by the resulting shader (ie. as result
51 * of dead code elimination or simply because we don't know how to turn
52 * the reg off.
53 */
54 static void
55 fixup_regfootprint(struct ir3_shader_variant *v)
56 {
57 unsigned i;
58
59 for (i = 0; i < v->inputs_count; i++) {
60 /* skip frag inputs fetch via bary.f since their reg's are
61 * not written by gpu before shader starts (and in fact the
62 * regid's might not even be valid)
63 */
64 if (v->inputs[i].bary)
65 continue;
66
67 /* ignore high regs that are global to all threads in a warp
68 * (they exist by default) (a5xx+)
69 */
70 if (v->inputs[i].regid >= regid(48,0))
71 continue;
72
73 if (v->inputs[i].compmask) {
74 unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
75 int32_t regid = v->inputs[i].regid + n;
76 if (v->inputs[i].half) {
77 if (!v->mergedregs) {
78 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
79 } else {
80 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
81 }
82 } else {
83 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
84 }
85 }
86 }
87
88 for (i = 0; i < v->outputs_count; i++) {
89 /* for ex, VS shaders with tess don't have normal varying outs: */
90 if (!VALIDREG(v->outputs[i].regid))
91 continue;
92 int32_t regid = v->outputs[i].regid + 3;
93 if (v->outputs[i].half) {
94 if (!v->mergedregs) {
95 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
96 } else {
97 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
98 }
99 } else {
100 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
101 }
102 }
103
104 for (i = 0; i < v->num_sampler_prefetch; i++) {
105 unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
106 int32_t regid = v->sampler_prefetch[i].dst + n;
107 if (v->sampler_prefetch[i].half_precision) {
108 if (!v->mergedregs) {
109 v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
110 } else {
111 v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
112 }
113 } else {
114 v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
115 }
116 }
117 }
118
119 /* wrapper for ir3_assemble() which does some info fixup based on
120 * shader state. Non-static since used by ir3_cmdline too.
121 */
122 void * ir3_shader_assemble(struct ir3_shader_variant *v)
123 {
124 unsigned gpu_id = v->shader->compiler->gpu_id;
125 void *bin;
126
127 bin = ir3_assemble(v);
128 if (!bin)
129 return NULL;
130
131 if (gpu_id >= 400) {
132 v->instrlen = v->info.sizedwords / (2 * 16);
133 } else {
134 v->instrlen = v->info.sizedwords / (2 * 4);
135 }
136
137 /* NOTE: if relative addressing is used, we set constlen in
138 * the compiler (to worst-case value) since we don't know in
139 * the assembler what the max addr reg value can be:
140 */
141 v->constlen = MAX2(v->constlen, v->info.max_const + 1);
142
143 fixup_regfootprint(v);
144
145 return bin;
146 }
147
148 static void
149 assemble_variant(struct ir3_shader_variant *v)
150 {
151 v->bin = ir3_shader_assemble(v);
152
153 if (shader_debug_enabled(v->shader->type)) {
154 fprintf(stdout, "Native code for unnamed %s shader %s:\n",
155 ir3_shader_stage(v), v->shader->nir->info.name);
156 if (v->shader->type == MESA_SHADER_FRAGMENT)
157 fprintf(stdout, "SIMD0\n");
158 ir3_shader_disasm(v, v->bin, stdout);
159 }
160
161 /* no need to keep the ir around beyond this point: */
162 ir3_destroy(v->ir);
163 v->ir = NULL;
164 }
165
166 /*
167 * For creating normal shader variants, 'nonbinning' is NULL. For
168 * creating binning pass shader, it is link to corresponding normal
169 * (non-binning) variant.
170 */
171 static struct ir3_shader_variant *
172 create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
173 struct ir3_shader_variant *nonbinning)
174 {
175 struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
176 int ret;
177
178 if (!v)
179 return NULL;
180
181 v->id = ++shader->variant_count;
182 v->shader = shader;
183 v->binning_pass = !!nonbinning;
184 v->nonbinning = nonbinning;
185 v->key = *key;
186 v->type = shader->type;
187 v->mergedregs = shader->compiler->gpu_id >= 600;
188
189 if (!v->binning_pass)
190 v->const_state = rzalloc_size(v, sizeof(*v->const_state));
191
192 ret = ir3_compile_shader_nir(shader->compiler, v);
193 if (ret) {
194 debug_error("compile failed!");
195 goto fail;
196 }
197
198 assemble_variant(v);
199 if (!v->bin) {
200 debug_error("assemble failed!");
201 goto fail;
202 }
203
204 return v;
205
206 fail:
207 ralloc_free(v);
208 return NULL;
209 }
210
211 static inline struct ir3_shader_variant *
212 shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
213 bool *created)
214 {
215 struct ir3_shader_variant *v;
216
217 *created = false;
218
219 for (v = shader->variants; v; v = v->next)
220 if (ir3_shader_key_equal(key, &v->key))
221 return v;
222
223 /* compile new variant if it doesn't exist already: */
224 v = create_variant(shader, key, NULL);
225 if (v) {
226 v->next = shader->variants;
227 shader->variants = v;
228 *created = true;
229 }
230
231 return v;
232 }
233
234 struct ir3_shader_variant *
235 ir3_shader_get_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
236 bool binning_pass, bool *created)
237 {
238 mtx_lock(&shader->variants_lock);
239 struct ir3_shader_variant *v =
240 shader_variant(shader, key, created);
241
242 if (v && binning_pass) {
243 if (!v->binning) {
244 v->binning = create_variant(shader, key, v);
245 *created = true;
246 }
247 mtx_unlock(&shader->variants_lock);
248 return v->binning;
249 }
250 mtx_unlock(&shader->variants_lock);
251
252 return v;
253 }
254
255 void
256 ir3_shader_destroy(struct ir3_shader *shader)
257 {
258 ralloc_free(shader->nir);
259 mtx_destroy(&shader->variants_lock);
260 ralloc_free(shader);
261 }
262
263 /**
264 * Creates a bitmask of the used bits of the shader key by this particular
265 * shader. Used by the gallium driver to skip state-dependent recompiles when
266 * possible.
267 */
268 static void
269 ir3_setup_used_key(struct ir3_shader *shader)
270 {
271 nir_shader *nir = shader->nir;
272 struct shader_info *info = &nir->info;
273 struct ir3_shader_key *key = &shader->key_mask;
274
275 /* This key flag is just used to make for a cheaper ir3_shader_key_equal
276 * check in the common case.
277 */
278 key->has_per_samp = true;
279
280 if (info->stage == MESA_SHADER_FRAGMENT) {
281 key->fsaturate_s = ~0;
282 key->fsaturate_t = ~0;
283 key->fsaturate_r = ~0;
284 key->fastc_srgb = ~0;
285 key->fsamples = ~0;
286
287 if (info->inputs_read & VARYING_BITS_COLOR) {
288 key->rasterflat = true;
289 key->color_two_side = true;
290 }
291
292 if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
293 FRAG_RESULT_STENCIL |
294 FRAG_RESULT_SAMPLE_MASK)) != 0) {
295 key->fclamp_color = true;
296 }
297
298 /* Only used for deciding on behavior of
299 * nir_intrinsic_load_barycentric_sample
300 */
301 key->msaa = info->fs.uses_sample_qualifier;
302 } else {
303 key->tessellation = ~0;
304 key->has_gs = true;
305
306 if (info->outputs_written & VARYING_BITS_COLOR)
307 key->vclamp_color = true;
308
309 if (info->stage == MESA_SHADER_VERTEX) {
310 key->vsaturate_s = ~0;
311 key->vsaturate_t = ~0;
312 key->vsaturate_r = ~0;
313 key->vastc_srgb = ~0;
314 key->vsamples = ~0;
315 }
316 }
317 }
318
319 struct ir3_shader *
320 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
321 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output)
322 {
323 struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
324
325 mtx_init(&shader->variants_lock, mtx_plain);
326 shader->compiler = compiler;
327 shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
328 shader->type = nir->info.stage;
329 if (stream_output)
330 memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
331 shader->num_reserved_user_consts = reserved_user_consts;
332
333 if (nir->info.stage == MESA_SHADER_GEOMETRY)
334 NIR_PASS_V(nir, ir3_nir_lower_gs);
335
336 NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
337 (nir_lower_io_options)0);
338
339 if (compiler->gpu_id >= 600 &&
340 nir->info.stage == MESA_SHADER_FRAGMENT &&
341 !(ir3_shader_debug & IR3_DBG_NOFP16))
342 NIR_PASS_V(nir, nir_lower_mediump_outputs);
343
344 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
345 /* NOTE: lower load_barycentric_at_sample first, since it
346 * produces load_barycentric_at_offset:
347 */
348 NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
349 NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
350
351 NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
352 }
353
354 NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
355
356 NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
357
358 /* do first pass optimization, ignoring the key: */
359 ir3_optimize_nir(shader, nir);
360
361 shader->nir = nir;
362 if (ir3_shader_debug & IR3_DBG_DISASM) {
363 printf("dump nir%d: type=%d", shader->id, shader->type);
364 nir_print_shader(shader->nir, stdout);
365 }
366
367 ir3_setup_used_key(shader);
368
369 return shader;
370 }
371
372 static void dump_reg(FILE *out, const char *name, uint32_t r)
373 {
374 if (r != regid(63,0)) {
375 const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
376 fprintf(out, "; %s: %s%d.%c\n", name, reg_type,
377 (r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]);
378 }
379 }
380
381 static void dump_output(FILE *out, struct ir3_shader_variant *so,
382 unsigned slot, const char *name)
383 {
384 uint32_t regid;
385 regid = ir3_find_output_regid(so, slot);
386 dump_reg(out, name, regid);
387 }
388
389 static const char *
390 input_name(struct ir3_shader_variant *so, int i)
391 {
392 if (so->inputs[i].sysval) {
393 return gl_system_value_name(so->inputs[i].slot);
394 } else if (so->type == MESA_SHADER_VERTEX) {
395 return gl_vert_attrib_name(so->inputs[i].slot);
396 } else {
397 return gl_varying_slot_name(so->inputs[i].slot);
398 }
399 }
400
401 static const char *
402 output_name(struct ir3_shader_variant *so, int i)
403 {
404 if (so->type == MESA_SHADER_FRAGMENT) {
405 return gl_frag_result_name(so->outputs[i].slot);
406 } else {
407 switch (so->outputs[i].slot) {
408 case VARYING_SLOT_GS_HEADER_IR3:
409 return "GS_HEADER";
410 case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
411 return "GS_VERTEX_FLAGS";
412 case VARYING_SLOT_TCS_HEADER_IR3:
413 return "TCS_HEADER";
414 default:
415 return gl_varying_slot_name(so->outputs[i].slot);
416 }
417 }
418 }
419
420 void
421 ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
422 {
423 struct ir3 *ir = so->ir;
424 struct ir3_register *reg;
425 const char *type = ir3_shader_stage(so);
426 uint8_t regid;
427 unsigned i;
428
429 foreach_input_n (instr, i, ir) {
430 reg = instr->regs[0];
431 regid = reg->num;
432 fprintf(out, "@in(%sr%d.%c)\tin%d",
433 (reg->flags & IR3_REG_HALF) ? "h" : "",
434 (regid >> 2), "xyzw"[regid & 0x3], i);
435
436 if (reg->wrmask > 0x1)
437 fprintf(out, " (wrmask=0x%x)", reg->wrmask);
438 fprintf(out, "\n");
439 }
440
441 /* print pre-dispatch texture fetches: */
442 for (i = 0; i < so->num_sampler_prefetch; i++) {
443 const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
444 fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
445 fetch->half_precision ? "h" : "",
446 fetch->dst >> 2, "xyzw"[fetch->dst & 0x3],
447 fetch->src, fetch->samp_id, fetch->tex_id,
448 fetch->wrmask, fetch->cmd);
449 }
450
451 foreach_output_n (instr, i, ir) {
452 reg = instr->regs[0];
453 regid = reg->num;
454 fprintf(out, "@out(%sr%d.%c)\tout%d",
455 (reg->flags & IR3_REG_HALF) ? "h" : "",
456 (regid >> 2), "xyzw"[regid & 0x3], i);
457 if (reg->wrmask > 0x1)
458 fprintf(out, " (wrmask=0x%x)", reg->wrmask);
459 fprintf(out, "\n");
460 }
461
462 const struct ir3_const_state *const_state = ir3_const_state(so);
463 for (i = 0; i < const_state->immediates_count; i++) {
464 fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
465 fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
466 const_state->immediates[i].val[0],
467 const_state->immediates[i].val[1],
468 const_state->immediates[i].val[2],
469 const_state->immediates[i].val[3]);
470 }
471
472 disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
473
474 fprintf(out, "; %s: outputs:", type);
475 for (i = 0; i < so->outputs_count; i++) {
476 uint8_t regid = so->outputs[i].regid;
477 const char *reg_type = so->outputs[i].half ? "hr" : "r";
478 fprintf(out, " %s%d.%c (%s)",
479 reg_type, (regid >> 2), "xyzw"[regid & 0x3],
480 output_name(so, i));
481 }
482 fprintf(out, "\n");
483
484 fprintf(out, "; %s: inputs:", type);
485 for (i = 0; i < so->inputs_count; i++) {
486 uint8_t regid = so->inputs[i].regid;
487 fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
488 (regid >> 2), "xyzw"[regid & 0x3],
489 input_name(so, i),
490 so->inputs[i].slot,
491 so->inputs[i].compmask,
492 so->inputs[i].inloc,
493 so->inputs[i].bary);
494 }
495 fprintf(out, "\n");
496
497 /* print generic shader info: */
498 fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
499 type, so->shader->id, so->id,
500 so->info.instrs_count,
501 so->info.nops_count,
502 so->info.instrs_count - so->info.nops_count,
503 so->info.mov_count, so->info.cov_count,
504 so->info.sizedwords);
505
506 fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
507 type, so->shader->id, so->id,
508 so->info.last_baryf,
509 so->info.max_half_reg + 1,
510 so->info.max_reg + 1,
511 so->constlen);
512
513 fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
514 type, so->shader->id, so->id,
515 so->info.sstall,
516 so->info.ss,
517 so->info.sy,
518 so->max_sun,
519 so->loops);
520
521 /* print shader type specific info: */
522 switch (so->type) {
523 case MESA_SHADER_VERTEX:
524 dump_output(out, so, VARYING_SLOT_POS, "pos");
525 dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
526 break;
527 case MESA_SHADER_FRAGMENT:
528 dump_reg(out, "pos (ij_pixel)",
529 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
530 dump_reg(out, "pos (ij_centroid)",
531 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
532 dump_reg(out, "pos (ij_size)",
533 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
534 dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
535 if (so->color0_mrt) {
536 dump_output(out, so, FRAG_RESULT_COLOR, "color");
537 } else {
538 dump_output(out, so, FRAG_RESULT_DATA0, "data0");
539 dump_output(out, so, FRAG_RESULT_DATA1, "data1");
540 dump_output(out, so, FRAG_RESULT_DATA2, "data2");
541 dump_output(out, so, FRAG_RESULT_DATA3, "data3");
542 dump_output(out, so, FRAG_RESULT_DATA4, "data4");
543 dump_output(out, so, FRAG_RESULT_DATA5, "data5");
544 dump_output(out, so, FRAG_RESULT_DATA6, "data6");
545 dump_output(out, so, FRAG_RESULT_DATA7, "data7");
546 }
547 dump_reg(out, "fragcoord",
548 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
549 dump_reg(out, "fragface",
550 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
551 break;
552 default:
553 /* TODO */
554 break;
555 }
556
557 fprintf(out, "\n");
558 }
559
560 uint64_t
561 ir3_shader_outputs(const struct ir3_shader *so)
562 {
563 return so->nir->info.outputs_written;
564 }