i965: only try print GLSL IR once when using INTEL_DEBUG to dump ir
[mesa.git] / src / mesa / drivers / dri / i965 / brw_cs.c
1 /*
2 * Copyright (c) 2014 - 2015 Intel Corporation
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
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 #include "util/ralloc.h"
25 #include "brw_context.h"
26 #include "brw_cs.h"
27 #include "brw_eu.h"
28 #include "brw_wm.h"
29 #include "brw_shader.h"
30 #include "intel_mipmap_tree.h"
31 #include "brw_state.h"
32 #include "intel_batchbuffer.h"
33 #include "brw_nir.h"
34 #include "brw_program.h"
35 #include "compiler/glsl/ir_uniform.h"
36
37 static void
38 assign_cs_binding_table_offsets(const struct gen_device_info *devinfo,
39 const struct gl_shader_program *shader_prog,
40 const struct gl_program *prog,
41 struct brw_cs_prog_data *prog_data)
42 {
43 uint32_t next_binding_table_offset = 0;
44
45 /* May not be used if the gl_NumWorkGroups variable is not accessed. */
46 prog_data->binding_table.work_groups_start = next_binding_table_offset;
47 next_binding_table_offset++;
48
49 brw_assign_common_binding_table_offsets(MESA_SHADER_COMPUTE, devinfo,
50 shader_prog, prog, &prog_data->base,
51 next_binding_table_offset);
52 }
53
54 static bool
55 brw_codegen_cs_prog(struct brw_context *brw,
56 struct gl_shader_program *prog,
57 struct brw_program *cp,
58 struct brw_cs_prog_key *key)
59 {
60 const struct gen_device_info *devinfo = &brw->screen->devinfo;
61 struct gl_context *ctx = &brw->ctx;
62 const GLuint *program;
63 void *mem_ctx = ralloc_context(NULL);
64 GLuint program_size;
65 struct brw_cs_prog_data prog_data;
66 bool start_busy = false;
67 double start_time = 0;
68
69 struct brw_shader *cs =
70 (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_COMPUTE];
71 assert (cs);
72
73 memset(&prog_data, 0, sizeof(prog_data));
74
75 if (prog->Comp.SharedSize > 64 * 1024) {
76 prog->LinkStatus = false;
77 const char *error_str =
78 "Compute shader used more than 64KB of shared variables";
79 ralloc_strcat(&prog->InfoLog, error_str);
80 _mesa_problem(NULL, "Failed to link compute shader: %s\n", error_str);
81
82 ralloc_free(mem_ctx);
83 return false;
84 } else {
85 prog_data.base.total_shared = prog->Comp.SharedSize;
86 }
87
88 assign_cs_binding_table_offsets(devinfo, prog, &cp->program, &prog_data);
89
90 /* Allocate the references to the uniforms that will end up in the
91 * prog_data associated with the compiled program, and which will be freed
92 * by the state cache.
93 */
94 int param_count = cp->program.nir->num_uniforms / 4;
95
96 /* The backend also sometimes add a param for the thread local id. */
97 prog_data.thread_local_id_index = param_count++;
98
99 /* The backend also sometimes adds params for texture size. */
100 param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
101 prog_data.base.param =
102 rzalloc_array(NULL, const gl_constant_value *, param_count);
103 prog_data.base.pull_param =
104 rzalloc_array(NULL, const gl_constant_value *, param_count);
105 prog_data.base.image_param =
106 rzalloc_array(NULL, struct brw_image_param, cs->base.NumImages);
107 prog_data.base.nr_params = param_count;
108 prog_data.base.nr_image_params = cs->base.NumImages;
109
110 brw_nir_setup_glsl_uniforms(cp->program.nir, prog, &cp->program,
111 &prog_data.base, true);
112
113 if (unlikely(brw->perf_debug)) {
114 start_busy = (brw->batch.last_bo &&
115 drm_intel_bo_busy(brw->batch.last_bo));
116 start_time = get_time();
117 }
118
119 int st_index = -1;
120 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
121 st_index = brw_get_shader_time_index(brw, prog, &cp->program, ST_CS);
122
123 char *error_str;
124 program = brw_compile_cs(brw->screen->compiler, brw, mem_ctx, key,
125 &prog_data, cp->program.nir, st_index,
126 &program_size, &error_str);
127 if (program == NULL) {
128 prog->LinkStatus = false;
129 ralloc_strcat(&prog->InfoLog, error_str);
130 _mesa_problem(NULL, "Failed to compile compute shader: %s\n", error_str);
131
132 ralloc_free(mem_ctx);
133 return false;
134 }
135
136 if (unlikely(brw->perf_debug) && cs) {
137 if (cs->compiled_once) {
138 _mesa_problem(&brw->ctx, "CS programs shouldn't need recompiles");
139 }
140 cs->compiled_once = true;
141
142 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
143 perf_debug("CS compile took %.03f ms and stalled the GPU\n",
144 (get_time() - start_time) * 1000);
145 }
146 }
147
148 const unsigned subslices = MAX2(brw->screen->subslice_total, 1);
149
150 /* WaCSScratchSize:hsw
151 *
152 * Haswell's scratch space address calculation appears to be sparse
153 * rather than tightly packed. The Thread ID has bits indicating
154 * which subslice, EU within a subslice, and thread within an EU
155 * it is. There's a maximum of two slices and two subslices, so these
156 * can be stored with a single bit. Even though there are only 10 EUs
157 * per subslice, this is stored in 4 bits, so there's an effective
158 * maximum value of 16 EUs. Similarly, although there are only 7
159 * threads per EU, this is stored in a 3 bit number, giving an effective
160 * maximum value of 8 threads per EU.
161 *
162 * This means that we need to use 16 * 8 instead of 10 * 7 for the
163 * number of threads per subslice.
164 */
165 const unsigned scratch_ids_per_subslice =
166 brw->is_haswell ? 16 * 8 : devinfo->max_cs_threads;
167
168 brw_alloc_stage_scratch(brw, &brw->cs.base,
169 prog_data.base.total_scratch,
170 scratch_ids_per_subslice * subslices);
171
172 brw_upload_cache(&brw->cache, BRW_CACHE_CS_PROG,
173 key, sizeof(*key),
174 program, program_size,
175 &prog_data, sizeof(prog_data),
176 &brw->cs.base.prog_offset, &brw->cs.base.prog_data);
177 ralloc_free(mem_ctx);
178
179 return true;
180 }
181
182
183 static void
184 brw_cs_populate_key(struct brw_context *brw, struct brw_cs_prog_key *key)
185 {
186 struct gl_context *ctx = &brw->ctx;
187 /* BRW_NEW_COMPUTE_PROGRAM */
188 const struct brw_program *cp = (struct brw_program *) brw->compute_program;
189 const struct gl_program *prog = (struct gl_program *) cp;
190
191 memset(key, 0, sizeof(*key));
192
193 /* _NEW_TEXTURE */
194 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
195
196 /* The unique compute program ID */
197 key->program_string_id = cp->id;
198 }
199
200
201 void
202 brw_upload_cs_prog(struct brw_context *brw)
203 {
204 struct gl_context *ctx = &brw->ctx;
205 struct brw_cs_prog_key key;
206 struct brw_program *cp = (struct brw_program *) brw->compute_program;
207
208 if (!cp)
209 return;
210
211 if (!brw_state_dirty(brw, _NEW_TEXTURE, BRW_NEW_COMPUTE_PROGRAM))
212 return;
213
214 brw->cs.base.sampler_count =
215 util_last_bit(ctx->ComputeProgram._Current->SamplersUsed);
216
217 brw_cs_populate_key(brw, &key);
218
219 if (!brw_search_cache(&brw->cache, BRW_CACHE_CS_PROG,
220 &key, sizeof(key),
221 &brw->cs.base.prog_offset,
222 &brw->cs.base.prog_data)) {
223 bool success =
224 brw_codegen_cs_prog(brw,
225 ctx->Shader.CurrentProgram[MESA_SHADER_COMPUTE],
226 cp, &key);
227 (void) success;
228 assert(success);
229 }
230 }
231
232
233 bool
234 brw_cs_precompile(struct gl_context *ctx,
235 struct gl_shader_program *shader_prog,
236 struct gl_program *prog)
237 {
238 struct brw_context *brw = brw_context(ctx);
239 struct brw_cs_prog_key key;
240
241 struct brw_program *bcp = brw_program(prog);
242
243 memset(&key, 0, sizeof(key));
244 key.program_string_id = bcp->id;
245
246 brw_setup_tex_for_precompile(brw, &key.tex, prog);
247
248 uint32_t old_prog_offset = brw->cs.base.prog_offset;
249 struct brw_stage_prog_data *old_prog_data = brw->cs.base.prog_data;
250
251 bool success = brw_codegen_cs_prog(brw, shader_prog, bcp, &key);
252
253 brw->cs.base.prog_offset = old_prog_offset;
254 brw->cs.base.prog_data = old_prog_data;
255
256 return success;
257 }