2 * Copyright © 2014-2017 Broadcom
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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
25 #include "util/u_format.h"
26 #include "util/u_math.h"
27 #include "util/u_memory.h"
28 #include "util/ralloc.h"
29 #include "util/hash_table.h"
30 #include "util/u_upload_mgr.h"
31 #include "tgsi/tgsi_dump.h"
32 #include "tgsi/tgsi_parse.h"
33 #include "compiler/nir/nir.h"
34 #include "compiler/nir/nir_builder.h"
35 #include "nir/tgsi_to_nir.h"
36 #include "compiler/v3d_compiler.h"
37 #include "v3d_context.h"
38 #include "broadcom/cle/v3d_packet_v33_pack.h"
39 #include "mesa/state_tracker/st_glsl_types.h"
41 static struct v3d_compiled_shader
*
42 v3d_get_compiled_shader(struct v3d_context
*v3d
, struct v3d_key
*key
);
44 v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader
*uncompiled
,
47 static gl_varying_slot
48 v3d_get_slot_for_driver_location(nir_shader
*s
, uint32_t driver_location
)
50 nir_foreach_variable(var
, &s
->outputs
) {
51 if (var
->data
.driver_location
== driver_location
) {
52 return var
->data
.location
;
60 * Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader.
62 * A shader can have 16 of these specs, and each one of them can write up to
63 * 16 dwords. Since we allow a total of 64 transform feedback output
64 * components (not 16 vectors), we have to group the writes of multiple
65 * varyings together in a single data spec.
68 v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader
*so
,
69 const struct pipe_stream_output_info
*stream_output
)
71 if (!stream_output
->num_outputs
)
74 struct v3d_varying_slot slots
[PIPE_MAX_SO_OUTPUTS
* 4];
77 for (int buffer
= 0; buffer
< PIPE_MAX_SO_BUFFERS
; buffer
++) {
78 uint32_t buffer_offset
= 0;
79 uint32_t vpm_start
= slot_count
;
81 for (int i
= 0; i
< stream_output
->num_outputs
; i
++) {
82 const struct pipe_stream_output
*output
=
83 &stream_output
->output
[i
];
85 if (output
->output_buffer
!= buffer
)
88 /* We assume that the SO outputs appear in increasing
89 * order in the buffer.
91 assert(output
->dst_offset
>= buffer_offset
);
93 /* Pad any undefined slots in the output */
94 for (int j
= buffer_offset
; j
< output
->dst_offset
; j
++) {
96 v3d_slot_from_slot_and_component(VARYING_SLOT_POS
, 0);
101 /* Set the coordinate shader up to output the
102 * components of this varying.
104 for (int j
= 0; j
< output
->num_components
; j
++) {
105 gl_varying_slot slot
=
106 v3d_get_slot_for_driver_location(so
->base
.ir
.nir
, output
->register_index
);
109 v3d_slot_from_slot_and_component(slot
,
110 output
->start_component
+ j
);
116 uint32_t vpm_size
= slot_count
- vpm_start
;
120 uint32_t vpm_start_offset
= vpm_start
+ 6;
123 uint32_t write_size
= MIN2(vpm_size
, 1 << 4);
125 struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked
= {
126 /* We need the offset from the coordinate shader's VPM
127 * output block, which has the [X, Y, Z, W, Xs, Ys]
128 * values at the start.
130 .first_shaded_vertex_value_to_output
= vpm_start_offset
,
131 .number_of_consecutive_vertex_values_to_output_as_32_bit_values
= write_size
,
132 .output_buffer_to_write_to
= buffer
,
136 assert(unpacked
.first_shaded_vertex_value_to_output
!= 8 ||
137 so
->num_tf_specs
!= 0);
139 assert(so
->num_tf_specs
!= ARRAY_SIZE(so
->tf_specs
));
140 V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL
,
141 (void *)&so
->tf_specs
[so
->num_tf_specs
],
144 /* If point size is being written by the shader, then
145 * all the VPM start offsets are shifted up by one.
146 * We won't know that until the variant is compiled,
149 unpacked
.first_shaded_vertex_value_to_output
++;
152 assert(unpacked
.first_shaded_vertex_value_to_output
!= 8 ||
153 so
->num_tf_specs
!= 0);
155 V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL
,
156 (void *)&so
->tf_specs_psiz
[so
->num_tf_specs
],
159 vpm_start_offset
+= write_size
;
160 vpm_size
-= write_size
;
162 so
->base
.stream_output
.stride
[buffer
] =
163 stream_output
->stride
[buffer
];
166 so
->num_tf_outputs
= slot_count
;
167 so
->tf_outputs
= ralloc_array(so
->base
.ir
.nir
, struct v3d_varying_slot
,
169 memcpy(so
->tf_outputs
, slots
, sizeof(*slots
) * slot_count
);
173 type_size(const struct glsl_type
*type
)
175 return glsl_count_attribute_slots(type
, false);
179 uniforms_type_size(const struct glsl_type
*type
)
181 return st_glsl_storage_type_size(type
, false);
185 * Precompiles a shader variant at shader state creation time if
186 * V3D_DEBUG=precompile is set. Used for shader-db
187 * (https://gitlab.freedesktop.org/mesa/shader-db)
190 v3d_shader_precompile(struct v3d_context
*v3d
,
191 struct v3d_uncompiled_shader
*so
)
193 nir_shader
*s
= so
->base
.ir
.nir
;
195 if (s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
196 struct v3d_fs_key key
= {
197 .base
.shader_state
= so
,
200 nir_foreach_variable(var
, &s
->outputs
) {
201 if (var
->data
.location
== FRAG_RESULT_COLOR
) {
203 } else if (var
->data
.location
== FRAG_RESULT_DATA0
) {
204 key
.nr_cbufs
= MAX2(key
.nr_cbufs
,
206 FRAG_RESULT_DATA0
+ 1);
210 v3d_setup_shared_precompile_key(so
, &key
.base
);
211 v3d_get_compiled_shader(v3d
, &key
.base
);
213 struct v3d_vs_key key
= {
214 .base
.shader_state
= so
,
217 v3d_setup_shared_precompile_key(so
, &key
.base
);
219 /* Compile VS: All outputs */
220 for (int vary
= 0; vary
< 64; vary
++) {
221 if (!(s
->info
.outputs_written
& (1ull << vary
)))
223 for (int i
= 0; i
< 4; i
++) {
224 key
.fs_inputs
[key
.num_fs_inputs
++] =
225 v3d_slot_from_slot_and_component(vary
,
230 v3d_get_compiled_shader(v3d
, &key
.base
);
232 /* Compile VS bin shader: only position (XXX: include TF) */
234 key
.num_fs_inputs
= 0;
235 for (int i
= 0; i
< 4; i
++) {
236 key
.fs_inputs
[key
.num_fs_inputs
++] =
237 v3d_slot_from_slot_and_component(VARYING_SLOT_POS
,
240 v3d_get_compiled_shader(v3d
, &key
.base
);
245 v3d_shader_state_create(struct pipe_context
*pctx
,
246 const struct pipe_shader_state
*cso
)
248 struct v3d_context
*v3d
= v3d_context(pctx
);
249 struct v3d_uncompiled_shader
*so
= CALLOC_STRUCT(v3d_uncompiled_shader
);
253 so
->program_id
= v3d
->next_uncompiled_program_id
++;
257 if (cso
->type
== PIPE_SHADER_IR_NIR
) {
258 /* The backend takes ownership of the NIR shader on state
263 NIR_PASS_V(s
, nir_lower_io
, nir_var_uniform
,
265 (nir_lower_io_options
)0);
267 assert(cso
->type
== PIPE_SHADER_IR_TGSI
);
269 if (V3D_DEBUG
& V3D_DEBUG_TGSI
) {
270 fprintf(stderr
, "prog %d TGSI:\n",
272 tgsi_dump(cso
->tokens
, 0);
273 fprintf(stderr
, "\n");
275 s
= tgsi_to_nir(cso
->tokens
, &v3d_nir_options
);
280 nir_variable_mode lower_mode
= nir_var_all
& ~nir_var_uniform
;
281 if (s
->info
.stage
== MESA_SHADER_VERTEX
)
282 lower_mode
&= ~(nir_var_shader_in
| nir_var_shader_out
);
283 NIR_PASS_V(s
, nir_lower_io
, lower_mode
,
285 (nir_lower_io_options
)0);
287 NIR_PASS_V(s
, nir_opt_global_to_local
);
288 NIR_PASS_V(s
, nir_lower_regs_to_ssa
);
289 NIR_PASS_V(s
, nir_normalize_cubemap_coords
);
291 NIR_PASS_V(s
, nir_lower_load_const_to_scalar
);
295 NIR_PASS_V(s
, nir_remove_dead_variables
, nir_var_local
);
297 /* Garbage collect dead instructions */
300 so
->base
.type
= PIPE_SHADER_IR_NIR
;
303 v3d_set_transform_feedback_outputs(so
, &cso
->stream_output
);
305 if (V3D_DEBUG
& (V3D_DEBUG_NIR
|
306 v3d_debug_flag_for_shader_stage(s
->info
.stage
))) {
307 fprintf(stderr
, "%s prog %d NIR:\n",
308 gl_shader_stage_name(s
->info
.stage
),
310 nir_print_shader(s
, stderr
);
311 fprintf(stderr
, "\n");
314 if (V3D_DEBUG
& V3D_DEBUG_PRECOMPILE
)
315 v3d_shader_precompile(v3d
, so
);
321 v3d_shader_debug_output(const char *message
, void *data
)
323 struct v3d_context
*v3d
= data
;
325 pipe_debug_message(&v3d
->debug
, SHADER_INFO
, "%s", message
);
328 static struct v3d_compiled_shader
*
329 v3d_get_compiled_shader(struct v3d_context
*v3d
, struct v3d_key
*key
)
331 struct v3d_uncompiled_shader
*shader_state
= key
->shader_state
;
332 nir_shader
*s
= shader_state
->base
.ir
.nir
;
334 struct hash_table
*ht
;
336 if (s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
338 key_size
= sizeof(struct v3d_fs_key
);
341 key_size
= sizeof(struct v3d_vs_key
);
344 struct hash_entry
*entry
= _mesa_hash_table_search(ht
, key
);
348 struct v3d_compiled_shader
*shader
=
349 rzalloc(NULL
, struct v3d_compiled_shader
);
351 int program_id
= shader_state
->program_id
;
353 p_atomic_inc_return(&shader_state
->compiled_variant_count
);
355 uint32_t shader_size
;
357 qpu_insts
= v3d_compile(v3d
->screen
->compiler
, key
,
358 &shader
->prog_data
.base
, s
,
359 v3d_shader_debug_output
,
361 program_id
, variant_id
, &shader_size
);
362 ralloc_steal(shader
, shader
->prog_data
.base
);
364 v3d_set_shader_uniform_dirty_flags(shader
);
367 u_upload_data(v3d
->state_uploader
, 0, shader_size
, 8,
368 qpu_insts
, &shader
->offset
, &shader
->resource
);
373 struct v3d_key
*dup_key
;
374 dup_key
= ralloc_size(shader
, key_size
);
375 memcpy(dup_key
, key
, key_size
);
376 _mesa_hash_table_insert(ht
, dup_key
, shader
);
378 if (shader
->prog_data
.base
->spill_size
>
379 v3d
->prog
.spill_size_per_thread
) {
380 /* Max 4 QPUs per slice, 3 slices per core. We only do single
381 * core so far. This overallocates memory on smaller cores.
383 int total_spill_size
=
384 4 * 3 * shader
->prog_data
.base
->spill_size
;
386 v3d_bo_unreference(&v3d
->prog
.spill_bo
);
387 v3d
->prog
.spill_bo
= v3d_bo_alloc(v3d
->screen
,
388 total_spill_size
, "spill");
389 v3d
->prog
.spill_size_per_thread
=
390 shader
->prog_data
.base
->spill_size
;
397 v3d_free_compiled_shader(struct v3d_compiled_shader
*shader
)
399 pipe_resource_reference(&shader
->resource
, NULL
);
404 v3d_setup_shared_key(struct v3d_context
*v3d
, struct v3d_key
*key
,
405 struct v3d_texture_stateobj
*texstate
)
407 const struct v3d_device_info
*devinfo
= &v3d
->screen
->devinfo
;
409 for (int i
= 0; i
< texstate
->num_textures
; i
++) {
410 struct pipe_sampler_view
*sampler
= texstate
->textures
[i
];
411 struct v3d_sampler_view
*v3d_sampler
= v3d_sampler_view(sampler
);
412 struct pipe_sampler_state
*sampler_state
=
413 texstate
->samplers
[i
];
418 key
->tex
[i
].return_size
=
419 v3d_get_tex_return_size(devinfo
,
421 sampler_state
->compare_mode
);
423 /* For 16-bit, we set up the sampler to always return 2
424 * channels (meaning no recompiles for most statechanges),
425 * while for 32 we actually scale the returns with channels.
427 if (key
->tex
[i
].return_size
== 16) {
428 key
->tex
[i
].return_channels
= 2;
429 } else if (devinfo
->ver
> 40) {
430 key
->tex
[i
].return_channels
= 4;
432 key
->tex
[i
].return_channels
=
433 v3d_get_tex_return_channels(devinfo
,
437 if (key
->tex
[i
].return_size
== 32 && devinfo
->ver
< 40) {
438 memcpy(key
->tex
[i
].swizzle
,
439 v3d_sampler
->swizzle
,
440 sizeof(v3d_sampler
->swizzle
));
442 /* For 16-bit returns, we let the sampler state handle
445 key
->tex
[i
].swizzle
[0] = PIPE_SWIZZLE_X
;
446 key
->tex
[i
].swizzle
[1] = PIPE_SWIZZLE_Y
;
447 key
->tex
[i
].swizzle
[2] = PIPE_SWIZZLE_Z
;
448 key
->tex
[i
].swizzle
[3] = PIPE_SWIZZLE_W
;
452 key
->tex
[i
].clamp_s
=
453 sampler_state
->wrap_s
== PIPE_TEX_WRAP_CLAMP
;
454 key
->tex
[i
].clamp_t
=
455 sampler_state
->wrap_t
== PIPE_TEX_WRAP_CLAMP
;
456 key
->tex
[i
].clamp_r
=
457 sampler_state
->wrap_r
== PIPE_TEX_WRAP_CLAMP
;
461 key
->ucp_enables
= v3d
->rasterizer
->base
.clip_plane_enable
;
465 v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader
*uncompiled
,
468 nir_shader
*s
= uncompiled
->base
.ir
.nir
;
470 for (int i
= 0; i
< s
->info
.num_textures
; i
++) {
471 key
->tex
[i
].return_size
= 16;
472 key
->tex
[i
].return_channels
= 2;
474 key
->tex
[i
].swizzle
[0] = PIPE_SWIZZLE_X
;
475 key
->tex
[i
].swizzle
[1] = PIPE_SWIZZLE_Y
;
476 key
->tex
[i
].swizzle
[2] = PIPE_SWIZZLE_Z
;
477 key
->tex
[i
].swizzle
[3] = PIPE_SWIZZLE_W
;
482 v3d_update_compiled_fs(struct v3d_context
*v3d
, uint8_t prim_mode
)
484 struct v3d_job
*job
= v3d
->job
;
485 struct v3d_fs_key local_key
;
486 struct v3d_fs_key
*key
= &local_key
;
488 if (!(v3d
->dirty
& (VC5_DIRTY_PRIM_MODE
|
490 VC5_DIRTY_FRAMEBUFFER
|
492 VC5_DIRTY_RASTERIZER
|
493 VC5_DIRTY_SAMPLE_STATE
|
495 VC5_DIRTY_UNCOMPILED_FS
))) {
499 memset(key
, 0, sizeof(*key
));
500 v3d_setup_shared_key(v3d
, &key
->base
, &v3d
->tex
[PIPE_SHADER_FRAGMENT
]);
501 key
->base
.shader_state
= v3d
->prog
.bind_fs
;
502 key
->is_points
= (prim_mode
== PIPE_PRIM_POINTS
);
503 key
->is_lines
= (prim_mode
>= PIPE_PRIM_LINES
&&
504 prim_mode
<= PIPE_PRIM_LINE_STRIP
);
505 key
->clamp_color
= v3d
->rasterizer
->base
.clamp_fragment_color
;
506 if (v3d
->blend
->base
.logicop_enable
) {
507 key
->logicop_func
= v3d
->blend
->base
.logicop_func
;
509 key
->logicop_func
= PIPE_LOGICOP_COPY
;
512 key
->msaa
= v3d
->rasterizer
->base
.multisample
;
513 key
->sample_coverage
= (v3d
->rasterizer
->base
.multisample
&&
514 v3d
->sample_mask
!= (1 << VC5_MAX_SAMPLES
) - 1);
515 key
->sample_alpha_to_coverage
= v3d
->blend
->base
.alpha_to_coverage
;
516 key
->sample_alpha_to_one
= v3d
->blend
->base
.alpha_to_one
;
519 key
->depth_enabled
= (v3d
->zsa
->base
.depth
.enabled
||
520 v3d
->zsa
->base
.stencil
[0].enabled
);
521 if (v3d
->zsa
->base
.alpha
.enabled
) {
522 key
->alpha_test
= true;
523 key
->alpha_test_func
= v3d
->zsa
->base
.alpha
.func
;
526 /* gl_FragColor's propagation to however many bound color buffers
527 * there are means that the buffer count needs to be in the key.
529 key
->nr_cbufs
= v3d
->framebuffer
.nr_cbufs
;
530 key
->swap_color_rb
= v3d
->swap_color_rb
;
532 for (int i
= 0; i
< key
->nr_cbufs
; i
++) {
533 struct pipe_surface
*cbuf
= v3d
->framebuffer
.cbufs
[i
];
537 const struct util_format_description
*desc
=
538 util_format_description(cbuf
->format
);
540 if (desc
->channel
[0].type
== UTIL_FORMAT_TYPE_FLOAT
&&
541 desc
->channel
[0].size
== 32) {
542 key
->f32_color_rb
|= 1 << i
;
545 if (v3d
->prog
.bind_fs
->was_tgsi
) {
546 if (util_format_is_pure_uint(cbuf
->format
))
547 key
->uint_color_rb
|= 1 << i
;
548 else if (util_format_is_pure_sint(cbuf
->format
))
549 key
->int_color_rb
|= 1 << i
;
553 if (key
->is_points
) {
554 key
->point_sprite_mask
=
555 v3d
->rasterizer
->base
.sprite_coord_enable
;
556 key
->point_coord_upper_left
=
557 (v3d
->rasterizer
->base
.sprite_coord_mode
==
558 PIPE_SPRITE_COORD_UPPER_LEFT
);
561 key
->light_twoside
= v3d
->rasterizer
->base
.light_twoside
;
562 key
->shade_model_flat
= v3d
->rasterizer
->base
.flatshade
;
564 struct v3d_compiled_shader
*old_fs
= v3d
->prog
.fs
;
565 v3d
->prog
.fs
= v3d_get_compiled_shader(v3d
, &key
->base
);
566 if (v3d
->prog
.fs
== old_fs
)
569 v3d
->dirty
|= VC5_DIRTY_COMPILED_FS
;
572 if (v3d
->prog
.fs
->prog_data
.fs
->flat_shade_flags
!=
573 old_fs
->prog_data
.fs
->flat_shade_flags
) {
574 v3d
->dirty
|= VC5_DIRTY_FLAT_SHADE_FLAGS
;
577 if (v3d
->prog
.fs
->prog_data
.fs
->noperspective_flags
!=
578 old_fs
->prog_data
.fs
->noperspective_flags
) {
579 v3d
->dirty
|= VC5_DIRTY_NOPERSPECTIVE_FLAGS
;
582 if (v3d
->prog
.fs
->prog_data
.fs
->centroid_flags
!=
583 old_fs
->prog_data
.fs
->centroid_flags
) {
584 v3d
->dirty
|= VC5_DIRTY_CENTROID_FLAGS
;
588 if (old_fs
&& memcmp(v3d
->prog
.fs
->prog_data
.fs
->input_slots
,
589 old_fs
->prog_data
.fs
->input_slots
,
590 sizeof(v3d
->prog
.fs
->prog_data
.fs
->input_slots
))) {
591 v3d
->dirty
|= VC5_DIRTY_FS_INPUTS
;
596 v3d_update_compiled_vs(struct v3d_context
*v3d
, uint8_t prim_mode
)
598 struct v3d_vs_key local_key
;
599 struct v3d_vs_key
*key
= &local_key
;
601 if (!(v3d
->dirty
& (VC5_DIRTY_PRIM_MODE
|
602 VC5_DIRTY_RASTERIZER
|
605 VC5_DIRTY_UNCOMPILED_VS
|
606 VC5_DIRTY_FS_INPUTS
))) {
610 memset(key
, 0, sizeof(*key
));
611 v3d_setup_shared_key(v3d
, &key
->base
, &v3d
->tex
[PIPE_SHADER_VERTEX
]);
612 key
->base
.shader_state
= v3d
->prog
.bind_vs
;
613 key
->num_fs_inputs
= v3d
->prog
.fs
->prog_data
.fs
->base
.num_inputs
;
614 STATIC_ASSERT(sizeof(key
->fs_inputs
) ==
615 sizeof(v3d
->prog
.fs
->prog_data
.fs
->input_slots
));
616 memcpy(key
->fs_inputs
, v3d
->prog
.fs
->prog_data
.fs
->input_slots
,
617 sizeof(key
->fs_inputs
));
618 key
->clamp_color
= v3d
->rasterizer
->base
.clamp_vertex_color
;
620 key
->per_vertex_point_size
=
621 (prim_mode
== PIPE_PRIM_POINTS
&&
622 v3d
->rasterizer
->base
.point_size_per_vertex
);
624 struct v3d_compiled_shader
*vs
=
625 v3d_get_compiled_shader(v3d
, &key
->base
);
626 if (vs
!= v3d
->prog
.vs
) {
628 v3d
->dirty
|= VC5_DIRTY_COMPILED_VS
;
631 key
->is_coord
= true;
632 /* Coord shaders only output varyings used by transform feedback. */
633 struct v3d_uncompiled_shader
*shader_state
= key
->base
.shader_state
;
634 memcpy(key
->fs_inputs
, shader_state
->tf_outputs
,
635 sizeof(*key
->fs_inputs
) * shader_state
->num_tf_outputs
);
636 if (shader_state
->num_tf_outputs
< key
->num_fs_inputs
) {
637 memset(&key
->fs_inputs
[shader_state
->num_tf_outputs
],
639 sizeof(*key
->fs_inputs
) * (key
->num_fs_inputs
-
640 shader_state
->num_tf_outputs
));
642 key
->num_fs_inputs
= shader_state
->num_tf_outputs
;
644 struct v3d_compiled_shader
*cs
=
645 v3d_get_compiled_shader(v3d
, &key
->base
);
646 if (cs
!= v3d
->prog
.cs
) {
648 v3d
->dirty
|= VC5_DIRTY_COMPILED_CS
;
653 v3d_update_compiled_shaders(struct v3d_context
*v3d
, uint8_t prim_mode
)
655 v3d_update_compiled_fs(v3d
, prim_mode
);
656 v3d_update_compiled_vs(v3d
, prim_mode
);
660 fs_cache_hash(const void *key
)
662 return _mesa_hash_data(key
, sizeof(struct v3d_fs_key
));
666 vs_cache_hash(const void *key
)
668 return _mesa_hash_data(key
, sizeof(struct v3d_vs_key
));
672 fs_cache_compare(const void *key1
, const void *key2
)
674 return memcmp(key1
, key2
, sizeof(struct v3d_fs_key
)) == 0;
678 vs_cache_compare(const void *key1
, const void *key2
)
680 return memcmp(key1
, key2
, sizeof(struct v3d_vs_key
)) == 0;
684 delete_from_cache_if_matches(struct hash_table
*ht
,
685 struct v3d_compiled_shader
**last_compile
,
686 struct hash_entry
*entry
,
687 struct v3d_uncompiled_shader
*so
)
689 const struct v3d_key
*key
= entry
->key
;
691 if (key
->shader_state
== so
) {
692 struct v3d_compiled_shader
*shader
= entry
->data
;
693 _mesa_hash_table_remove(ht
, entry
);
695 if (shader
== *last_compile
)
696 *last_compile
= NULL
;
698 v3d_free_compiled_shader(shader
);
703 v3d_shader_state_delete(struct pipe_context
*pctx
, void *hwcso
)
705 struct v3d_context
*v3d
= v3d_context(pctx
);
706 struct v3d_uncompiled_shader
*so
= hwcso
;
708 hash_table_foreach(v3d
->fs_cache
, entry
) {
709 delete_from_cache_if_matches(v3d
->fs_cache
, &v3d
->prog
.fs
,
712 hash_table_foreach(v3d
->vs_cache
, entry
) {
713 delete_from_cache_if_matches(v3d
->vs_cache
, &v3d
->prog
.vs
,
717 ralloc_free(so
->base
.ir
.nir
);
722 v3d_fp_state_bind(struct pipe_context
*pctx
, void *hwcso
)
724 struct v3d_context
*v3d
= v3d_context(pctx
);
725 v3d
->prog
.bind_fs
= hwcso
;
726 v3d
->dirty
|= VC5_DIRTY_UNCOMPILED_FS
;
730 v3d_vp_state_bind(struct pipe_context
*pctx
, void *hwcso
)
732 struct v3d_context
*v3d
= v3d_context(pctx
);
733 v3d
->prog
.bind_vs
= hwcso
;
734 v3d
->dirty
|= VC5_DIRTY_UNCOMPILED_VS
;
738 v3d_program_init(struct pipe_context
*pctx
)
740 struct v3d_context
*v3d
= v3d_context(pctx
);
742 pctx
->create_vs_state
= v3d_shader_state_create
;
743 pctx
->delete_vs_state
= v3d_shader_state_delete
;
745 pctx
->create_fs_state
= v3d_shader_state_create
;
746 pctx
->delete_fs_state
= v3d_shader_state_delete
;
748 pctx
->bind_fs_state
= v3d_fp_state_bind
;
749 pctx
->bind_vs_state
= v3d_vp_state_bind
;
751 v3d
->fs_cache
= _mesa_hash_table_create(pctx
, fs_cache_hash
,
753 v3d
->vs_cache
= _mesa_hash_table_create(pctx
, vs_cache_hash
,
758 v3d_program_fini(struct pipe_context
*pctx
)
760 struct v3d_context
*v3d
= v3d_context(pctx
);
762 hash_table_foreach(v3d
->fs_cache
, entry
) {
763 struct v3d_compiled_shader
*shader
= entry
->data
;
764 v3d_free_compiled_shader(shader
);
765 _mesa_hash_table_remove(v3d
->fs_cache
, entry
);
768 hash_table_foreach(v3d
->vs_cache
, entry
) {
769 struct v3d_compiled_shader
*shader
= entry
->data
;
770 v3d_free_compiled_shader(shader
);
771 _mesa_hash_table_remove(v3d
->vs_cache
, entry
);
774 v3d_bo_unreference(&v3d
->prog
.spill_bo
);