intel: Use a system value for gl_FragCoord
[mesa.git] / src / mesa / drivers / dri / i965 / brw_program.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include <pthread.h>
33 #include "main/imports.h"
34 #include "main/glspirv.h"
35 #include "program/prog_parameter.h"
36 #include "program/prog_print.h"
37 #include "program/prog_to_nir.h"
38 #include "program/program.h"
39 #include "program/programopt.h"
40 #include "tnl/tnl.h"
41 #include "util/ralloc.h"
42 #include "compiler/glsl/ir.h"
43 #include "compiler/glsl/program.h"
44 #include "compiler/glsl/gl_nir.h"
45 #include "compiler/glsl/glsl_to_nir.h"
46
47 #include "brw_program.h"
48 #include "brw_context.h"
49 #include "compiler/brw_nir.h"
50 #include "brw_defines.h"
51 #include "intel_batchbuffer.h"
52
53 #include "brw_cs.h"
54 #include "brw_gs.h"
55 #include "brw_vs.h"
56 #include "brw_wm.h"
57 #include "brw_state.h"
58
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61
62 static bool
63 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
64 {
65 if (is_scalar) {
66 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
67 type_size_scalar_bytes);
68 return nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
69 } else {
70 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
71 type_size_vec4_bytes);
72 return nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
73 }
74 }
75
76 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
77 GLuint id, bool is_arb_asm);
78
79 nir_shader *
80 brw_create_nir(struct brw_context *brw,
81 const struct gl_shader_program *shader_prog,
82 struct gl_program *prog,
83 gl_shader_stage stage,
84 bool is_scalar)
85 {
86 const struct gen_device_info *devinfo = &brw->screen->devinfo;
87 struct gl_context *ctx = &brw->ctx;
88 const nir_shader_compiler_options *options =
89 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
90 nir_shader *nir;
91
92 /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
93 if (shader_prog) {
94 if (shader_prog->data->spirv) {
95 nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
96 } else {
97 nir = glsl_to_nir(ctx, shader_prog, stage, options);
98 }
99 assert (nir);
100
101 nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
102 nir_validate_shader(nir, "after glsl_to_nir or spirv_to_nir");
103 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
104 nir_shader_get_entrypoint(nir), true, false);
105 } else {
106 nir = prog_to_nir(prog, options);
107 NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
108 }
109 nir_validate_shader(nir, "before brw_preprocess_nir");
110
111 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
112
113 if (!ctx->SoftFP64 && nir->info.uses_64bit &&
114 (options->lower_doubles_options & nir_lower_fp64_full_software)) {
115 ctx->SoftFP64 = glsl_float64_funcs_to_nir(ctx, options);
116 }
117
118 brw_preprocess_nir(brw->screen->compiler, nir, ctx->SoftFP64);
119
120 if (stage == MESA_SHADER_TESS_CTRL) {
121 /* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
122 static const gl_state_index16 tokens[STATE_LENGTH] =
123 { STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN };
124 nir_lower_patch_vertices(nir, 0, devinfo->gen >= 8 ? tokens : NULL);
125 }
126
127 if (stage == MESA_SHADER_TESS_EVAL) {
128 /* Lower gl_PatchVerticesIn to a constant if we have a TCS, or
129 * a uniform if we don't.
130 */
131 struct gl_linked_shader *tcs =
132 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
133 uint32_t static_patch_vertices =
134 tcs ? tcs->Program->nir->info.tess.tcs_vertices_out : 0;
135 static const gl_state_index16 tokens[STATE_LENGTH] =
136 { STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN };
137 nir_lower_patch_vertices(nir, static_patch_vertices, tokens);
138 }
139
140 if (stage == MESA_SHADER_FRAGMENT) {
141 static const struct nir_lower_wpos_ytransform_options wpos_options = {
142 .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
143 .fs_coord_pixel_center_integer = 1,
144 .fs_coord_origin_upper_left = 1,
145 };
146
147 bool progress = false;
148 NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options);
149 if (progress) {
150 _mesa_add_state_reference(prog->Parameters,
151 wpos_options.state_tokens);
152 }
153 }
154
155 NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
156
157 return nir;
158 }
159
160 void
161 brw_nir_lower_resources(nir_shader *nir, struct gl_shader_program *shader_prog,
162 struct gl_program *prog,
163 const struct gen_device_info *devinfo)
164 {
165 NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shader_prog);
166 prog->info.textures_used = prog->nir->info.textures_used;
167 prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
168
169 NIR_PASS_V(prog->nir, brw_nir_lower_image_load_store, devinfo);
170
171 NIR_PASS_V(prog->nir, gl_nir_lower_buffers, shader_prog);
172 /* Do a round of constant folding to clean up address calculations */
173 NIR_PASS_V(prog->nir, nir_opt_constant_folding);
174 }
175
176 void
177 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
178 {
179 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
180
181 /* Copy the info we just generated back into the gl_program */
182 const char *prog_name = prog->info.name;
183 const char *prog_label = prog->info.label;
184 prog->info = nir->info;
185 prog->info.name = prog_name;
186 prog->info.label = prog_label;
187 }
188
189 static unsigned
190 get_new_program_id(struct intel_screen *screen)
191 {
192 return p_atomic_inc_return(&screen->program_id);
193 }
194
195 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
196 GLuint id, bool is_arb_asm)
197 {
198 struct brw_context *brw = brw_context(ctx);
199 struct brw_program *prog = rzalloc(NULL, struct brw_program);
200
201 if (prog) {
202 prog->id = get_new_program_id(brw->screen);
203
204 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm);
205 }
206
207 return NULL;
208 }
209
210 static void brwDeleteProgram( struct gl_context *ctx,
211 struct gl_program *prog )
212 {
213 struct brw_context *brw = brw_context(ctx);
214
215 /* Beware! prog's refcount has reached zero, and it's about to be freed.
216 *
217 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
218 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
219 * pointer has changed.
220 *
221 * We cannot leave brw->programs[i] as a dangling pointer to the dead
222 * program. malloc() may allocate the same memory for a new gl_program,
223 * causing us to see matching pointers...but totally different programs.
224 *
225 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
226 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
227 * would cause us to see matching pointers (NULL == NULL), and fail to
228 * detect that a program has changed since our last draw.
229 *
230 * So, set it to a bogus gl_program pointer that will never match,
231 * causing us to properly reevaluate the state on our next draw.
232 *
233 * Getting this wrong causes heisenbugs which are very hard to catch,
234 * as you need a very specific allocation pattern to hit the problem.
235 */
236 static const struct gl_program deleted_program;
237
238 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
239 if (brw->programs[i] == prog)
240 brw->programs[i] = (struct gl_program *) &deleted_program;
241 }
242
243 _mesa_delete_program( ctx, prog );
244 }
245
246
247 static GLboolean
248 brwProgramStringNotify(struct gl_context *ctx,
249 GLenum target,
250 struct gl_program *prog)
251 {
252 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);
253
254 struct brw_context *brw = brw_context(ctx);
255 const struct brw_compiler *compiler = brw->screen->compiler;
256
257 switch (target) {
258 case GL_FRAGMENT_PROGRAM_ARB: {
259 struct brw_program *newFP = brw_program(prog);
260 const struct brw_program *curFP =
261 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]);
262
263 if (newFP == curFP)
264 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
265 _mesa_program_fragment_position_to_sysval(&newFP->program);
266 newFP->id = get_new_program_id(brw->screen);
267
268 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
269
270 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
271
272 brw_shader_gather_info(prog->nir, prog);
273
274 brw_fs_precompile(ctx, prog);
275 break;
276 }
277 case GL_VERTEX_PROGRAM_ARB: {
278 struct brw_program *newVP = brw_program(prog);
279 const struct brw_program *curVP =
280 brw_program_const(brw->programs[MESA_SHADER_VERTEX]);
281
282 if (newVP == curVP)
283 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
284 if (newVP->program.arb.IsPositionInvariant) {
285 _mesa_insert_mvp_code(ctx, &newVP->program);
286 }
287 newVP->id = get_new_program_id(brw->screen);
288
289 /* Also tell tnl about it:
290 */
291 _tnl_program_string(ctx, target, prog);
292
293 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
294 compiler->scalar_stage[MESA_SHADER_VERTEX]);
295
296 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
297
298 brw_shader_gather_info(prog->nir, prog);
299
300 brw_vs_precompile(ctx, prog);
301 break;
302 }
303 default:
304 /*
305 * driver->ProgramStringNotify is only called for ARB programs, fixed
306 * function vertex programs, and ir_to_mesa (which isn't used by the
307 * i965 back-end). Therefore, even after geometry shaders are added,
308 * this function should only ever be called with a target of
309 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
310 */
311 unreachable("Unexpected target in brwProgramStringNotify");
312 }
313
314 return true;
315 }
316
317 static void
318 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers)
319 {
320 struct brw_context *brw = brw_context(ctx);
321 const struct gen_device_info *devinfo = &brw->screen->devinfo;
322 unsigned bits = PIPE_CONTROL_DATA_CACHE_FLUSH | PIPE_CONTROL_CS_STALL;
323 assert(devinfo->gen >= 7 && devinfo->gen <= 11);
324
325 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
326 GL_ELEMENT_ARRAY_BARRIER_BIT |
327 GL_COMMAND_BARRIER_BIT))
328 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE;
329
330 if (barriers & GL_UNIFORM_BARRIER_BIT)
331 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
332 PIPE_CONTROL_CONST_CACHE_INVALIDATE);
333
334 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT)
335 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE;
336
337 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT |
338 GL_PIXEL_BUFFER_BARRIER_BIT))
339 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
340 PIPE_CONTROL_RENDER_TARGET_FLUSH);
341
342 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT)
343 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
344 PIPE_CONTROL_RENDER_TARGET_FLUSH);
345
346 /* Typed surface messages are handled by the render cache on IVB, so we
347 * need to flush it too.
348 */
349 if (devinfo->gen == 7 && !devinfo->is_haswell)
350 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
351
352 brw_emit_pipe_control_flush(brw, bits);
353 }
354
355 static void
356 brw_framebuffer_fetch_barrier(struct gl_context *ctx)
357 {
358 struct brw_context *brw = brw_context(ctx);
359 const struct gen_device_info *devinfo = &brw->screen->devinfo;
360
361 if (!ctx->Extensions.EXT_shader_framebuffer_fetch) {
362 if (devinfo->gen >= 6) {
363 brw_emit_pipe_control_flush(brw,
364 PIPE_CONTROL_RENDER_TARGET_FLUSH |
365 PIPE_CONTROL_CS_STALL);
366 brw_emit_pipe_control_flush(brw,
367 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
368 } else {
369 brw_emit_pipe_control_flush(brw,
370 PIPE_CONTROL_RENDER_TARGET_FLUSH);
371 }
372 }
373 }
374
375 void
376 brw_get_scratch_bo(struct brw_context *brw,
377 struct brw_bo **scratch_bo, int size)
378 {
379 struct brw_bo *old_bo = *scratch_bo;
380
381 if (old_bo && old_bo->size < size) {
382 brw_bo_unreference(old_bo);
383 old_bo = NULL;
384 }
385
386 if (!old_bo) {
387 *scratch_bo =
388 brw_bo_alloc(brw->bufmgr, "scratch bo", size, BRW_MEMZONE_SCRATCH);
389 }
390 }
391
392 /**
393 * Reserve enough scratch space for the given stage to hold \p per_thread_size
394 * bytes times the given \p thread_count.
395 */
396 void
397 brw_alloc_stage_scratch(struct brw_context *brw,
398 struct brw_stage_state *stage_state,
399 unsigned per_thread_size)
400 {
401 if (stage_state->per_thread_scratch >= per_thread_size)
402 return;
403
404 stage_state->per_thread_scratch = per_thread_size;
405
406 if (stage_state->scratch_bo)
407 brw_bo_unreference(stage_state->scratch_bo);
408
409 const struct gen_device_info *devinfo = &brw->screen->devinfo;
410 unsigned thread_count;
411 switch(stage_state->stage) {
412 case MESA_SHADER_VERTEX:
413 thread_count = devinfo->max_vs_threads;
414 break;
415 case MESA_SHADER_TESS_CTRL:
416 thread_count = devinfo->max_tcs_threads;
417 break;
418 case MESA_SHADER_TESS_EVAL:
419 thread_count = devinfo->max_tes_threads;
420 break;
421 case MESA_SHADER_GEOMETRY:
422 thread_count = devinfo->max_gs_threads;
423 break;
424 case MESA_SHADER_FRAGMENT:
425 thread_count = devinfo->max_wm_threads;
426 break;
427 case MESA_SHADER_COMPUTE: {
428 unsigned subslices = MAX2(brw->screen->subslice_total, 1);
429
430 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
431 *
432 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
433 * allocate scratch space enough so that each slice has 4 slices
434 * allowed."
435 *
436 * According to the other driver team, this applies to compute shaders
437 * as well. This is not currently documented at all.
438 *
439 * brw->screen->subslice_total is the TOTAL number of subslices
440 * and we wish to view that there are 4 subslices per slice
441 * instead of the actual number of subslices per slice.
442 */
443 if (devinfo->gen >= 9 && devinfo->gen < 11)
444 subslices = 4 * brw->screen->devinfo.num_slices;
445
446 unsigned scratch_ids_per_subslice;
447 if (devinfo->is_haswell) {
448 /* WaCSScratchSize:hsw
449 *
450 * Haswell's scratch space address calculation appears to be sparse
451 * rather than tightly packed. The Thread ID has bits indicating
452 * which subslice, EU within a subslice, and thread within an EU it
453 * is. There's a maximum of two slices and two subslices, so these
454 * can be stored with a single bit. Even though there are only 10 EUs
455 * per subslice, this is stored in 4 bits, so there's an effective
456 * maximum value of 16 EUs. Similarly, although there are only 7
457 * threads per EU, this is stored in a 3 bit number, giving an
458 * effective maximum value of 8 threads per EU.
459 *
460 * This means that we need to use 16 * 8 instead of 10 * 7 for the
461 * number of threads per subslice.
462 */
463 scratch_ids_per_subslice = 16 * 8;
464 } else if (devinfo->is_cherryview) {
465 /* Cherryview devices have either 6 or 8 EUs per subslice, and each
466 * EU has 7 threads. The 6 EU devices appear to calculate thread IDs
467 * as if it had 8 EUs.
468 */
469 scratch_ids_per_subslice = 8 * 7;
470 } else {
471 scratch_ids_per_subslice = devinfo->max_cs_threads;
472 }
473
474 thread_count = scratch_ids_per_subslice * subslices;
475 break;
476 }
477 default:
478 unreachable("Unsupported stage!");
479 }
480
481 stage_state->scratch_bo =
482 brw_bo_alloc(brw->bufmgr, "shader scratch space",
483 per_thread_size * thread_count, BRW_MEMZONE_SCRATCH);
484 }
485
486 void brwInitFragProgFuncs( struct dd_function_table *functions )
487 {
488 assert(functions->ProgramStringNotify == _tnl_program_string);
489
490 functions->NewProgram = brwNewProgram;
491 functions->DeleteProgram = brwDeleteProgram;
492 functions->ProgramStringNotify = brwProgramStringNotify;
493
494 functions->LinkShader = brw_link_shader;
495
496 functions->MemoryBarrier = brw_memory_barrier;
497 functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier;
498 }
499
500 struct shader_times {
501 uint64_t time;
502 uint64_t written;
503 uint64_t reset;
504 };
505
506 void
507 brw_init_shader_time(struct brw_context *brw)
508 {
509 const int max_entries = 2048;
510 brw->shader_time.bo =
511 brw_bo_alloc(brw->bufmgr, "shader time",
512 max_entries * BRW_SHADER_TIME_STRIDE * 3,
513 BRW_MEMZONE_OTHER);
514 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries);
515 brw->shader_time.ids = rzalloc_array(brw, int, max_entries);
516 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type,
517 max_entries);
518 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times,
519 max_entries);
520 brw->shader_time.max_entries = max_entries;
521 }
522
523 static int
524 compare_time(const void *a, const void *b)
525 {
526 uint64_t * const *a_val = a;
527 uint64_t * const *b_val = b;
528
529 /* We don't just subtract because we're turning the value to an int. */
530 if (**a_val < **b_val)
531 return -1;
532 else if (**a_val == **b_val)
533 return 0;
534 else
535 return 1;
536 }
537
538 static void
539 print_shader_time_line(const char *stage, const char *name,
540 int shader_num, uint64_t time, uint64_t total)
541 {
542 fprintf(stderr, "%-6s%-18s", stage, name);
543
544 if (shader_num != 0)
545 fprintf(stderr, "%4d: ", shader_num);
546 else
547 fprintf(stderr, " : ");
548
549 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n",
550 (long long)time,
551 (double)time / 1000000000.0,
552 (double)time / total * 100.0);
553 }
554
555 static void
556 brw_report_shader_time(struct brw_context *brw)
557 {
558 if (!brw->shader_time.bo || !brw->shader_time.num_entries)
559 return;
560
561 uint64_t scaled[brw->shader_time.num_entries];
562 uint64_t *sorted[brw->shader_time.num_entries];
563 uint64_t total_by_type[ST_CS + 1];
564 memset(total_by_type, 0, sizeof(total_by_type));
565 double total = 0;
566 for (int i = 0; i < brw->shader_time.num_entries; i++) {
567 uint64_t written = 0, reset = 0;
568 enum shader_time_shader_type type = brw->shader_time.types[i];
569
570 sorted[i] = &scaled[i];
571
572 switch (type) {
573 case ST_VS:
574 case ST_TCS:
575 case ST_TES:
576 case ST_GS:
577 case ST_FS8:
578 case ST_FS16:
579 case ST_FS32:
580 case ST_CS:
581 written = brw->shader_time.cumulative[i].written;
582 reset = brw->shader_time.cumulative[i].reset;
583 break;
584
585 default:
586 /* I sometimes want to print things that aren't the 3 shader times.
587 * Just print the sum in that case.
588 */
589 written = 1;
590 reset = 0;
591 break;
592 }
593
594 uint64_t time = brw->shader_time.cumulative[i].time;
595 if (written) {
596 scaled[i] = time / written * (written + reset);
597 } else {
598 scaled[i] = time;
599 }
600
601 switch (type) {
602 case ST_VS:
603 case ST_TCS:
604 case ST_TES:
605 case ST_GS:
606 case ST_FS8:
607 case ST_FS16:
608 case ST_FS32:
609 case ST_CS:
610 total_by_type[type] += scaled[i];
611 break;
612 default:
613 break;
614 }
615
616 total += scaled[i];
617 }
618
619 if (total == 0) {
620 fprintf(stderr, "No shader time collected yet\n");
621 return;
622 }
623
624 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time);
625
626 fprintf(stderr, "\n");
627 fprintf(stderr, "type ID cycles spent %% of total\n");
628 for (int s = 0; s < brw->shader_time.num_entries; s++) {
629 const char *stage;
630 /* Work back from the sorted pointers times to a time to print. */
631 int i = sorted[s] - scaled;
632
633 if (scaled[i] == 0)
634 continue;
635
636 int shader_num = brw->shader_time.ids[i];
637 const char *shader_name = brw->shader_time.names[i];
638
639 switch (brw->shader_time.types[i]) {
640 case ST_VS:
641 stage = "vs";
642 break;
643 case ST_TCS:
644 stage = "tcs";
645 break;
646 case ST_TES:
647 stage = "tes";
648 break;
649 case ST_GS:
650 stage = "gs";
651 break;
652 case ST_FS8:
653 stage = "fs8";
654 break;
655 case ST_FS16:
656 stage = "fs16";
657 break;
658 case ST_FS32:
659 stage = "fs32";
660 break;
661 case ST_CS:
662 stage = "cs";
663 break;
664 default:
665 stage = "other";
666 break;
667 }
668
669 print_shader_time_line(stage, shader_name, shader_num,
670 scaled[i], total);
671 }
672
673 fprintf(stderr, "\n");
674 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total);
675 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total);
676 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total);
677 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total);
678 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total);
679 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total);
680 print_shader_time_line("total", "fs32", 0, total_by_type[ST_FS32], total);
681 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total);
682 }
683
684 static void
685 brw_collect_shader_time(struct brw_context *brw)
686 {
687 if (!brw->shader_time.bo)
688 return;
689
690 /* This probably stalls on the last rendering. We could fix that by
691 * delaying reading the reports, but it doesn't look like it's a big
692 * overhead compared to the cost of tracking the time in the first place.
693 */
694 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE);
695
696 for (int i = 0; i < brw->shader_time.num_entries; i++) {
697 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE;
698
699 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4];
700 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4];
701 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4];
702 }
703
704 /* Zero the BO out to clear it out for our next collection.
705 */
706 memset(bo_map, 0, brw->shader_time.bo->size);
707 brw_bo_unmap(brw->shader_time.bo);
708 }
709
710 void
711 brw_collect_and_report_shader_time(struct brw_context *brw)
712 {
713 brw_collect_shader_time(brw);
714
715 if (brw->shader_time.report_time == 0 ||
716 get_time() - brw->shader_time.report_time >= 1.0) {
717 brw_report_shader_time(brw);
718 brw->shader_time.report_time = get_time();
719 }
720 }
721
722 /**
723 * Chooses an index in the shader_time buffer and sets up tracking information
724 * for our printouts.
725 *
726 * Note that this holds on to references to the underlying programs, which may
727 * change their lifetimes compared to normal operation.
728 */
729 int
730 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog,
731 enum shader_time_shader_type type, bool is_glsl_sh)
732 {
733 int shader_time_index = brw->shader_time.num_entries++;
734 assert(shader_time_index < brw->shader_time.max_entries);
735 brw->shader_time.types[shader_time_index] = type;
736
737 const char *name;
738 if (prog->Id == 0) {
739 name = "ff";
740 } else if (is_glsl_sh) {
741 name = prog->info.label ?
742 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl";
743 } else {
744 name = "prog";
745 }
746
747 brw->shader_time.names[shader_time_index] = name;
748 brw->shader_time.ids[shader_time_index] = prog->Id;
749
750 return shader_time_index;
751 }
752
753 void
754 brw_destroy_shader_time(struct brw_context *brw)
755 {
756 brw_bo_unreference(brw->shader_time.bo);
757 brw->shader_time.bo = NULL;
758 }
759
760 void
761 brw_stage_prog_data_free(const void *p)
762 {
763 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p;
764
765 ralloc_free(prog_data->param);
766 ralloc_free(prog_data->pull_param);
767 }
768
769 void
770 brw_dump_arb_asm(const char *stage, struct gl_program *prog)
771 {
772 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n",
773 stage, prog->Id, stage);
774 _mesa_print_program(prog);
775 }
776
777 void
778 brw_setup_tex_for_precompile(const struct gen_device_info *devinfo,
779 struct brw_sampler_prog_key_data *tex,
780 const struct gl_program *prog)
781 {
782 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8;
783 unsigned sampler_count = util_last_bit(prog->SamplersUsed);
784 for (unsigned i = 0; i < sampler_count; i++) {
785 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) {
786 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
787 tex->swizzles[i] =
788 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
789 } else {
790 /* Color sampler: assume no swizzling. */
791 tex->swizzles[i] = SWIZZLE_XYZW;
792 }
793 }
794 }
795
796 /**
797 * Sets up the starting offsets for the groups of binding table entries
798 * common to all pipeline stages.
799 *
800 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
801 * unused but also make sure that addition of small offsets to them will
802 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
803 */
804 uint32_t
805 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
806 const struct gl_program *prog,
807 struct brw_stage_prog_data *stage_prog_data,
808 uint32_t next_binding_table_offset)
809 {
810 int num_textures = util_last_bit(prog->SamplersUsed);
811
812 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
813 next_binding_table_offset += num_textures;
814
815 if (prog->info.num_ubos) {
816 assert(prog->info.num_ubos <= BRW_MAX_UBO);
817 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
818 next_binding_table_offset += prog->info.num_ubos;
819 } else {
820 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
821 }
822
823 if (prog->info.num_ssbos || prog->info.num_abos) {
824 assert(prog->info.num_abos <= BRW_MAX_ABO);
825 assert(prog->info.num_ssbos <= BRW_MAX_SSBO);
826 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
827 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos;
828 } else {
829 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
830 }
831
832 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
833 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
834 next_binding_table_offset++;
835 } else {
836 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
837 }
838
839 if (prog->info.uses_texture_gather) {
840 if (devinfo->gen >= 8) {
841 stage_prog_data->binding_table.gather_texture_start =
842 stage_prog_data->binding_table.texture_start;
843 } else {
844 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
845 next_binding_table_offset += num_textures;
846 }
847 } else {
848 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
849 }
850
851 if (prog->info.num_images) {
852 stage_prog_data->binding_table.image_start = next_binding_table_offset;
853 next_binding_table_offset += prog->info.num_images;
854 } else {
855 stage_prog_data->binding_table.image_start = 0xd0d0d0d0;
856 }
857
858 /* This may or may not be used depending on how the compile goes. */
859 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
860 next_binding_table_offset++;
861
862 /* Plane 0 is just the regular texture section */
863 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start;
864
865 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset;
866 next_binding_table_offset += num_textures;
867
868 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset;
869 next_binding_table_offset += num_textures;
870
871 /* Set the binding table size. Some callers may append new entries
872 * and increase this accordingly.
873 */
874 stage_prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
875
876 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
877 return next_binding_table_offset;
878 }
879
880 void
881 brw_populate_default_key(const struct brw_compiler *compiler,
882 union brw_any_prog_key *prog_key,
883 struct gl_shader_program *sh_prog,
884 struct gl_program *prog)
885 {
886 switch (prog->info.stage) {
887 case MESA_SHADER_VERTEX:
888 brw_vs_populate_default_key(compiler, &prog_key->vs, prog);
889 break;
890 case MESA_SHADER_TESS_CTRL:
891 brw_tcs_populate_default_key(compiler, &prog_key->tcs, sh_prog, prog);
892 break;
893 case MESA_SHADER_TESS_EVAL:
894 brw_tes_populate_default_key(compiler, &prog_key->tes, sh_prog, prog);
895 break;
896 case MESA_SHADER_GEOMETRY:
897 brw_gs_populate_default_key(compiler, &prog_key->gs, prog);
898 break;
899 case MESA_SHADER_FRAGMENT:
900 brw_wm_populate_default_key(compiler, &prog_key->wm, prog);
901 break;
902 case MESA_SHADER_COMPUTE:
903 brw_cs_populate_default_key(compiler, &prog_key->cs, prog);
904 break;
905 default:
906 unreachable("Unsupported stage!");
907 }
908 }
909
910 void
911 brw_debug_recompile(struct brw_context *brw,
912 gl_shader_stage stage,
913 unsigned api_id,
914 struct brw_base_prog_key *key)
915 {
916 const struct brw_compiler *compiler = brw->screen->compiler;
917 enum brw_cache_id cache_id = brw_stage_cache_id(stage);
918
919 compiler->shader_perf_log(brw, "Recompiling %s shader for program %d\n",
920 _mesa_shader_stage_to_string(stage), api_id);
921
922 const void *old_key =
923 brw_find_previous_compile(&brw->cache, cache_id, key->program_string_id);
924
925 brw_debug_key_recompile(compiler, brw, stage, old_key, key);
926 }