2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
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:
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
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
24 * Rob Clark <robclark@freedesktop.org>
27 #include "pipe/p_state.h"
28 #include "pipe/p_screen.h"
29 #include "util/u_string.h"
30 #include "util/u_memory.h"
31 #include "util/u_inlines.h"
32 #include "util/format/u_format.h"
33 #include "tgsi/tgsi_dump.h"
34 #include "tgsi/tgsi_parse.h"
36 #include "nir/tgsi_to_nir.h"
38 #include "freedreno_context.h"
39 #include "freedreno_util.h"
41 #include "ir3/ir3_shader.h"
42 #include "ir3/ir3_gallium.h"
43 #include "ir3/ir3_compiler.h"
44 #include "ir3/ir3_nir.h"
47 dump_shader_info(struct ir3_shader_variant
*v
, bool binning_pass
,
48 struct pipe_debug_callback
*debug
)
50 if (!unlikely(fd_mesa_debug
& FD_DBG_SHADERDB
))
53 pipe_debug_message(debug
, SHADER_INFO
,
54 "%s shader: %u inst, %u nops, %u non-nops, %u mov, %u cov, "
55 "%u dwords, %u last-baryf, %u half, %u full, %u constlen, "
56 "%u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
60 v
->info
.instrs_count
- v
->info
.nops_count
,
65 v
->info
.max_half_reg
+ 1,
69 v
->info
.ss
, v
->info
.sy
,
70 v
->max_sun
, v
->loops
);
73 struct ir3_shader_variant
*
74 ir3_shader_variant(struct ir3_shader
*shader
, struct ir3_shader_key key
,
75 bool binning_pass
, struct pipe_debug_callback
*debug
)
77 struct ir3_shader_variant
*v
;
80 /* Some shader key values may not be used by a given ir3_shader (for
81 * example, fragment shader saturates in the vertex shader), so clean out
82 * those flags to avoid recompiling.
84 ir3_key_clear_unused(&key
, shader
);
86 v
= ir3_shader_get_variant(shader
, &key
, binning_pass
, &created
);
89 if (shader
->initial_variants_done
) {
90 pipe_debug_message(debug
, SHADER_INFO
,
91 "%s shader: recompiling at draw time: global 0x%08x, vsats %x/%x/%x, fsats %x/%x/%x, vfsamples %x/%x, astc %x/%x\n",
94 key
.vsaturate_s
, key
.vsaturate_t
, key
.vsaturate_r
,
95 key
.fsaturate_s
, key
.fsaturate_t
, key
.fsaturate_r
,
96 key
.vsamples
, key
.fsamples
,
97 key
.vastc_srgb
, key
.fastc_srgb
);
100 dump_shader_info(v
, binning_pass
, debug
);
107 copy_stream_out(struct ir3_stream_output_info
*i
,
108 const struct pipe_stream_output_info
*p
)
110 STATIC_ASSERT(ARRAY_SIZE(i
->stride
) == ARRAY_SIZE(p
->stride
));
111 STATIC_ASSERT(ARRAY_SIZE(i
->output
) == ARRAY_SIZE(p
->output
));
113 i
->num_outputs
= p
->num_outputs
;
114 for (int n
= 0; n
< ARRAY_SIZE(i
->stride
); n
++)
115 i
->stride
[n
] = p
->stride
[n
];
117 for (int n
= 0; n
< ARRAY_SIZE(i
->output
); n
++) {
118 i
->output
[n
].register_index
= p
->output
[n
].register_index
;
119 i
->output
[n
].start_component
= p
->output
[n
].start_component
;
120 i
->output
[n
].num_components
= p
->output
[n
].num_components
;
121 i
->output
[n
].output_buffer
= p
->output
[n
].output_buffer
;
122 i
->output
[n
].dst_offset
= p
->output
[n
].dst_offset
;
123 i
->output
[n
].stream
= p
->output
[n
].stream
;
128 ir3_shader_create(struct ir3_compiler
*compiler
,
129 const struct pipe_shader_state
*cso
,
130 struct pipe_debug_callback
*debug
,
131 struct pipe_screen
*screen
)
134 if (cso
->type
== PIPE_SHADER_IR_NIR
) {
135 /* we take ownership of the reference: */
138 debug_assert(cso
->type
== PIPE_SHADER_IR_TGSI
);
139 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
140 tgsi_dump(cso
->tokens
, 0);
142 nir
= tgsi_to_nir(cso
->tokens
, screen
, false);
145 struct ir3_stream_output_info stream_output
;
146 copy_stream_out(&stream_output
, &cso
->stream_output
);
148 struct ir3_shader
*shader
= ir3_shader_from_nir(compiler
, nir
, &stream_output
);
150 /* Compile standard variants immediately to try to avoid draw-time stalls
151 * to run the compiler.
153 struct ir3_shader_key key
= {
154 .tessellation
= IR3_TESS_NONE
,
158 switch (nir
->info
.stage
) {
159 case MESA_SHADER_TESS_EVAL
:
160 key
.tessellation
= ir3_tess_mode(nir
->info
.tess
.primitive_mode
);
163 case MESA_SHADER_TESS_CTRL
:
164 /* The primitive_mode field, while it exists for TCS, is not
165 * populated (since separable shaders between TCS/TES are legal,
166 * so TCS wouldn't have access to TES's declaration). Make a
167 * guess so that we shader-db something plausible for TCS.
169 if (nir
->info
.outputs_written
& VARYING_BIT_TESS_LEVEL_INNER
)
170 key
.tessellation
= IR3_TESS_TRIANGLES
;
172 key
.tessellation
= IR3_TESS_ISOLINES
;
175 case MESA_SHADER_GEOMETRY
:
183 ir3_shader_variant(shader
, key
, false, debug
);
185 if (nir
->info
.stage
== MESA_SHADER_VERTEX
)
186 ir3_shader_variant(shader
, key
, true, debug
);
188 shader
->initial_variants_done
= true;
193 /* a bit annoying that compute-shader and normal shader state objects
194 * aren't a bit more aligned.
197 ir3_shader_create_compute(struct ir3_compiler
*compiler
,
198 const struct pipe_compute_state
*cso
,
199 struct pipe_debug_callback
*debug
,
200 struct pipe_screen
*screen
)
203 if (cso
->ir_type
== PIPE_SHADER_IR_NIR
) {
204 /* we take ownership of the reference: */
205 nir
= (nir_shader
*)cso
->prog
;
207 debug_assert(cso
->ir_type
== PIPE_SHADER_IR_TGSI
);
208 if (ir3_shader_debug
& IR3_DBG_DISASM
) {
209 tgsi_dump(cso
->prog
, 0);
211 nir
= tgsi_to_nir(cso
->prog
, screen
, false);
214 struct ir3_shader
*shader
= ir3_shader_from_nir(compiler
, nir
, NULL
);
216 /* Immediately compile a standard variant. We have so few variants in our
217 * shaders, that doing so almost eliminates draw-time recompiles. (This
218 * is also how we get data from shader-db's ./run)
220 static struct ir3_shader_key key
; /* static is implicitly zeroed */
221 ir3_shader_variant(shader
, key
, false, debug
);
223 shader
->initial_variants_done
= true;
229 ir3_shader_state_create(struct pipe_context
*pctx
, const struct pipe_shader_state
*cso
)
231 struct fd_context
*ctx
= fd_context(pctx
);
232 struct ir3_compiler
*compiler
= ctx
->screen
->compiler
;
233 return ir3_shader_create(compiler
, cso
, &ctx
->debug
, pctx
->screen
);
237 ir3_shader_state_delete(struct pipe_context
*pctx
, void *hwcso
)
239 struct ir3_shader
*so
= hwcso
;
240 ir3_shader_destroy(so
);
244 ir3_prog_init(struct pipe_context
*pctx
)
246 pctx
->create_vs_state
= ir3_shader_state_create
;
247 pctx
->delete_vs_state
= ir3_shader_state_delete
;
249 pctx
->create_tcs_state
= ir3_shader_state_create
;
250 pctx
->delete_tcs_state
= ir3_shader_state_delete
;
252 pctx
->create_tes_state
= ir3_shader_state_create
;
253 pctx
->delete_tes_state
= ir3_shader_state_delete
;
255 pctx
->create_gs_state
= ir3_shader_state_create
;
256 pctx
->delete_gs_state
= ir3_shader_state_delete
;
258 pctx
->create_fs_state
= ir3_shader_state_create
;
259 pctx
->delete_fs_state
= ir3_shader_state_delete
;