glsl: use NIR function inlining for drivers that use glsl_to_nir()
[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
58 #include "main/shaderapi.h"
59 #include "main/shaderobj.h"
60
61 static bool
62 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
63 {
64 if (is_scalar) {
65 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
66 type_size_scalar_bytes);
67 return nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
68 } else {
69 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
70 type_size_vec4_bytes);
71 return nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
72 }
73 }
74
75 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
76 GLuint id, bool is_arb_asm);
77
78 nir_shader *
79 brw_create_nir(struct brw_context *brw,
80 const struct gl_shader_program *shader_prog,
81 struct gl_program *prog,
82 gl_shader_stage stage,
83 bool is_scalar)
84 {
85 const struct gen_device_info *devinfo = &brw->screen->devinfo;
86 struct gl_context *ctx = &brw->ctx;
87 const nir_shader_compiler_options *options =
88 ctx->Const.ShaderCompilerOptions[stage].NirOptions;
89 nir_shader *nir;
90
91 /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
92 if (shader_prog) {
93 if (shader_prog->data->spirv) {
94 nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
95 } else {
96 nir = glsl_to_nir(ctx, shader_prog, stage, options);
97 }
98 assert (nir);
99
100 nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
101 nir_lower_returns(nir);
102 nir_validate_shader(nir, "after glsl_to_nir or spirv_to_nir and "
103 "return lowering");
104 NIR_PASS_V(nir, nir_lower_io_to_temporaries,
105 nir_shader_get_entrypoint(nir), true, false);
106 } else {
107 nir = prog_to_nir(prog, options);
108 NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
109 NIR_PASS_V(nir, gl_nir_lower_samplers, NULL);
110 }
111 nir_validate_shader(nir, "before brw_preprocess_nir");
112
113 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
114
115 nir_shader *softfp64 = NULL;
116 if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
117 nir->info.uses_64bit) {
118 softfp64 = glsl_float64_funcs_to_nir(ctx, options);
119 ralloc_steal(ralloc_parent(nir), softfp64);
120 }
121
122 nir = brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
123
124 NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
125
126 if (stage == MESA_SHADER_TESS_CTRL) {
127 /* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
128 static const gl_state_index16 tokens[STATE_LENGTH] =
129 { STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN };
130 nir_lower_patch_vertices(nir, 0, devinfo->gen >= 8 ? tokens : NULL);
131 }
132
133 if (stage == MESA_SHADER_TESS_EVAL) {
134 /* Lower gl_PatchVerticesIn to a constant if we have a TCS, or
135 * a uniform if we don't.
136 */
137 struct gl_linked_shader *tcs =
138 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
139 uint32_t static_patch_vertices =
140 tcs ? tcs->Program->nir->info.tess.tcs_vertices_out : 0;
141 static const gl_state_index16 tokens[STATE_LENGTH] =
142 { STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN };
143 nir_lower_patch_vertices(nir, static_patch_vertices, tokens);
144 }
145
146 if (stage == MESA_SHADER_FRAGMENT) {
147 static const struct nir_lower_wpos_ytransform_options wpos_options = {
148 .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
149 .fs_coord_pixel_center_integer = 1,
150 .fs_coord_origin_upper_left = 1,
151 };
152
153 bool progress = false;
154 NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options);
155 if (progress) {
156 _mesa_add_state_reference(prog->Parameters,
157 wpos_options.state_tokens);
158 }
159 }
160
161 NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
162
163 return nir;
164 }
165
166 void
167 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
168 {
169 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
170
171 /* Copy the info we just generated back into the gl_program */
172 const char *prog_name = prog->info.name;
173 const char *prog_label = prog->info.label;
174 prog->info = nir->info;
175 prog->info.name = prog_name;
176 prog->info.label = prog_label;
177 }
178
179 static unsigned
180 get_new_program_id(struct intel_screen *screen)
181 {
182 return p_atomic_inc_return(&screen->program_id);
183 }
184
185 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
186 GLuint id, bool is_arb_asm)
187 {
188 struct brw_context *brw = brw_context(ctx);
189 struct brw_program *prog = rzalloc(NULL, struct brw_program);
190
191 if (prog) {
192 prog->id = get_new_program_id(brw->screen);
193
194 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm);
195 }
196
197 return NULL;
198 }
199
200 static void brwDeleteProgram( struct gl_context *ctx,
201 struct gl_program *prog )
202 {
203 struct brw_context *brw = brw_context(ctx);
204
205 /* Beware! prog's refcount has reached zero, and it's about to be freed.
206 *
207 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
208 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
209 * pointer has changed.
210 *
211 * We cannot leave brw->programs[i] as a dangling pointer to the dead
212 * program. malloc() may allocate the same memory for a new gl_program,
213 * causing us to see matching pointers...but totally different programs.
214 *
215 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
216 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
217 * would cause us to see matching pointers (NULL == NULL), and fail to
218 * detect that a program has changed since our last draw.
219 *
220 * So, set it to a bogus gl_program pointer that will never match,
221 * causing us to properly reevaluate the state on our next draw.
222 *
223 * Getting this wrong causes heisenbugs which are very hard to catch,
224 * as you need a very specific allocation pattern to hit the problem.
225 */
226 static const struct gl_program deleted_program;
227
228 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
229 if (brw->programs[i] == prog)
230 brw->programs[i] = (struct gl_program *) &deleted_program;
231 }
232
233 _mesa_delete_program( ctx, prog );
234 }
235
236
237 static GLboolean
238 brwProgramStringNotify(struct gl_context *ctx,
239 GLenum target,
240 struct gl_program *prog)
241 {
242 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);
243
244 struct brw_context *brw = brw_context(ctx);
245 const struct brw_compiler *compiler = brw->screen->compiler;
246
247 switch (target) {
248 case GL_FRAGMENT_PROGRAM_ARB: {
249 struct brw_program *newFP = brw_program(prog);
250 const struct brw_program *curFP =
251 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]);
252
253 if (newFP == curFP)
254 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
255 newFP->id = get_new_program_id(brw->screen);
256
257 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
258
259 brw_shader_gather_info(prog->nir, prog);
260
261 brw_fs_precompile(ctx, prog);
262 break;
263 }
264 case GL_VERTEX_PROGRAM_ARB: {
265 struct brw_program *newVP = brw_program(prog);
266 const struct brw_program *curVP =
267 brw_program_const(brw->programs[MESA_SHADER_VERTEX]);
268
269 if (newVP == curVP)
270 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
271 if (newVP->program.arb.IsPositionInvariant) {
272 _mesa_insert_mvp_code(ctx, &newVP->program);
273 }
274 newVP->id = get_new_program_id(brw->screen);
275
276 /* Also tell tnl about it:
277 */
278 _tnl_program_string(ctx, target, prog);
279
280 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
281 compiler->scalar_stage[MESA_SHADER_VERTEX]);
282
283 brw_shader_gather_info(prog->nir, prog);
284
285 brw_vs_precompile(ctx, prog);
286 break;
287 }
288 default:
289 /*
290 * driver->ProgramStringNotify is only called for ARB programs, fixed
291 * function vertex programs, and ir_to_mesa (which isn't used by the
292 * i965 back-end). Therefore, even after geometry shaders are added,
293 * this function should only ever be called with a target of
294 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
295 */
296 unreachable("Unexpected target in brwProgramStringNotify");
297 }
298
299 return true;
300 }
301
302 static void
303 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers)
304 {
305 struct brw_context *brw = brw_context(ctx);
306 const struct gen_device_info *devinfo = &brw->screen->devinfo;
307 unsigned bits = PIPE_CONTROL_DATA_CACHE_FLUSH | PIPE_CONTROL_CS_STALL;
308 assert(devinfo->gen >= 7 && devinfo->gen <= 11);
309
310 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
311 GL_ELEMENT_ARRAY_BARRIER_BIT |
312 GL_COMMAND_BARRIER_BIT))
313 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE;
314
315 if (barriers & GL_UNIFORM_BARRIER_BIT)
316 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
317 PIPE_CONTROL_CONST_CACHE_INVALIDATE);
318
319 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT)
320 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE;
321
322 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT |
323 GL_PIXEL_BUFFER_BARRIER_BIT))
324 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
325 PIPE_CONTROL_RENDER_TARGET_FLUSH);
326
327 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT)
328 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
329 PIPE_CONTROL_RENDER_TARGET_FLUSH);
330
331 /* Typed surface messages are handled by the render cache on IVB, so we
332 * need to flush it too.
333 */
334 if (devinfo->gen == 7 && !devinfo->is_haswell)
335 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
336
337 brw_emit_pipe_control_flush(brw, bits);
338 }
339
340 static void
341 brw_framebuffer_fetch_barrier(struct gl_context *ctx)
342 {
343 struct brw_context *brw = brw_context(ctx);
344 const struct gen_device_info *devinfo = &brw->screen->devinfo;
345
346 if (!ctx->Extensions.EXT_shader_framebuffer_fetch) {
347 if (devinfo->gen >= 6) {
348 brw_emit_pipe_control_flush(brw,
349 PIPE_CONTROL_RENDER_TARGET_FLUSH |
350 PIPE_CONTROL_CS_STALL);
351 brw_emit_pipe_control_flush(brw,
352 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
353 } else {
354 brw_emit_pipe_control_flush(brw,
355 PIPE_CONTROL_RENDER_TARGET_FLUSH);
356 }
357 }
358 }
359
360 void
361 brw_get_scratch_bo(struct brw_context *brw,
362 struct brw_bo **scratch_bo, int size)
363 {
364 struct brw_bo *old_bo = *scratch_bo;
365
366 if (old_bo && old_bo->size < size) {
367 brw_bo_unreference(old_bo);
368 old_bo = NULL;
369 }
370
371 if (!old_bo) {
372 *scratch_bo =
373 brw_bo_alloc(brw->bufmgr, "scratch bo", size, BRW_MEMZONE_SCRATCH);
374 }
375 }
376
377 /**
378 * Reserve enough scratch space for the given stage to hold \p per_thread_size
379 * bytes times the given \p thread_count.
380 */
381 void
382 brw_alloc_stage_scratch(struct brw_context *brw,
383 struct brw_stage_state *stage_state,
384 unsigned per_thread_size)
385 {
386 if (stage_state->per_thread_scratch >= per_thread_size)
387 return;
388
389 stage_state->per_thread_scratch = per_thread_size;
390
391 if (stage_state->scratch_bo)
392 brw_bo_unreference(stage_state->scratch_bo);
393
394 const struct gen_device_info *devinfo = &brw->screen->devinfo;
395 unsigned thread_count;
396 switch(stage_state->stage) {
397 case MESA_SHADER_VERTEX:
398 thread_count = devinfo->max_vs_threads;
399 break;
400 case MESA_SHADER_TESS_CTRL:
401 thread_count = devinfo->max_tcs_threads;
402 break;
403 case MESA_SHADER_TESS_EVAL:
404 thread_count = devinfo->max_tes_threads;
405 break;
406 case MESA_SHADER_GEOMETRY:
407 thread_count = devinfo->max_gs_threads;
408 break;
409 case MESA_SHADER_FRAGMENT:
410 thread_count = devinfo->max_wm_threads;
411 break;
412 case MESA_SHADER_COMPUTE: {
413 unsigned subslices = MAX2(brw->screen->subslice_total, 1);
414
415 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
416 *
417 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
418 * allocate scratch space enough so that each slice has 4 slices
419 * allowed."
420 *
421 * According to the other driver team, this applies to compute shaders
422 * as well. This is not currently documented at all.
423 *
424 * brw->screen->subslice_total is the TOTAL number of subslices
425 * and we wish to view that there are 4 subslices per slice
426 * instead of the actual number of subslices per slice.
427 */
428 if (devinfo->gen >= 9 && devinfo->gen < 11)
429 subslices = 4 * brw->screen->devinfo.num_slices;
430
431 unsigned scratch_ids_per_subslice;
432 if (devinfo->is_haswell) {
433 /* WaCSScratchSize:hsw
434 *
435 * Haswell's scratch space address calculation appears to be sparse
436 * rather than tightly packed. The Thread ID has bits indicating
437 * which subslice, EU within a subslice, and thread within an EU it
438 * is. There's a maximum of two slices and two subslices, so these
439 * can be stored with a single bit. Even though there are only 10 EUs
440 * per subslice, this is stored in 4 bits, so there's an effective
441 * maximum value of 16 EUs. Similarly, although there are only 7
442 * threads per EU, this is stored in a 3 bit number, giving an
443 * effective maximum value of 8 threads per EU.
444 *
445 * This means that we need to use 16 * 8 instead of 10 * 7 for the
446 * number of threads per subslice.
447 */
448 scratch_ids_per_subslice = 16 * 8;
449 } else if (devinfo->is_cherryview) {
450 /* Cherryview devices have either 6 or 8 EUs per subslice, and each
451 * EU has 7 threads. The 6 EU devices appear to calculate thread IDs
452 * as if it had 8 EUs.
453 */
454 scratch_ids_per_subslice = 8 * 7;
455 } else {
456 scratch_ids_per_subslice = devinfo->max_cs_threads;
457 }
458
459 thread_count = scratch_ids_per_subslice * subslices;
460 break;
461 }
462 default:
463 unreachable("Unsupported stage!");
464 }
465
466 stage_state->scratch_bo =
467 brw_bo_alloc(brw->bufmgr, "shader scratch space",
468 per_thread_size * thread_count, BRW_MEMZONE_SCRATCH);
469 }
470
471 void brwInitFragProgFuncs( struct dd_function_table *functions )
472 {
473 assert(functions->ProgramStringNotify == _tnl_program_string);
474
475 functions->NewProgram = brwNewProgram;
476 functions->DeleteProgram = brwDeleteProgram;
477 functions->ProgramStringNotify = brwProgramStringNotify;
478
479 functions->LinkShader = brw_link_shader;
480
481 functions->MemoryBarrier = brw_memory_barrier;
482 functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier;
483 }
484
485 struct shader_times {
486 uint64_t time;
487 uint64_t written;
488 uint64_t reset;
489 };
490
491 void
492 brw_init_shader_time(struct brw_context *brw)
493 {
494 const int max_entries = 2048;
495 brw->shader_time.bo =
496 brw_bo_alloc(brw->bufmgr, "shader time",
497 max_entries * BRW_SHADER_TIME_STRIDE * 3,
498 BRW_MEMZONE_OTHER);
499 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries);
500 brw->shader_time.ids = rzalloc_array(brw, int, max_entries);
501 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type,
502 max_entries);
503 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times,
504 max_entries);
505 brw->shader_time.max_entries = max_entries;
506 }
507
508 static int
509 compare_time(const void *a, const void *b)
510 {
511 uint64_t * const *a_val = a;
512 uint64_t * const *b_val = b;
513
514 /* We don't just subtract because we're turning the value to an int. */
515 if (**a_val < **b_val)
516 return -1;
517 else if (**a_val == **b_val)
518 return 0;
519 else
520 return 1;
521 }
522
523 static void
524 print_shader_time_line(const char *stage, const char *name,
525 int shader_num, uint64_t time, uint64_t total)
526 {
527 fprintf(stderr, "%-6s%-18s", stage, name);
528
529 if (shader_num != 0)
530 fprintf(stderr, "%4d: ", shader_num);
531 else
532 fprintf(stderr, " : ");
533
534 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n",
535 (long long)time,
536 (double)time / 1000000000.0,
537 (double)time / total * 100.0);
538 }
539
540 static void
541 brw_report_shader_time(struct brw_context *brw)
542 {
543 if (!brw->shader_time.bo || !brw->shader_time.num_entries)
544 return;
545
546 uint64_t scaled[brw->shader_time.num_entries];
547 uint64_t *sorted[brw->shader_time.num_entries];
548 uint64_t total_by_type[ST_CS + 1];
549 memset(total_by_type, 0, sizeof(total_by_type));
550 double total = 0;
551 for (int i = 0; i < brw->shader_time.num_entries; i++) {
552 uint64_t written = 0, reset = 0;
553 enum shader_time_shader_type type = brw->shader_time.types[i];
554
555 sorted[i] = &scaled[i];
556
557 switch (type) {
558 case ST_VS:
559 case ST_TCS:
560 case ST_TES:
561 case ST_GS:
562 case ST_FS8:
563 case ST_FS16:
564 case ST_FS32:
565 case ST_CS:
566 written = brw->shader_time.cumulative[i].written;
567 reset = brw->shader_time.cumulative[i].reset;
568 break;
569
570 default:
571 /* I sometimes want to print things that aren't the 3 shader times.
572 * Just print the sum in that case.
573 */
574 written = 1;
575 reset = 0;
576 break;
577 }
578
579 uint64_t time = brw->shader_time.cumulative[i].time;
580 if (written) {
581 scaled[i] = time / written * (written + reset);
582 } else {
583 scaled[i] = time;
584 }
585
586 switch (type) {
587 case ST_VS:
588 case ST_TCS:
589 case ST_TES:
590 case ST_GS:
591 case ST_FS8:
592 case ST_FS16:
593 case ST_FS32:
594 case ST_CS:
595 total_by_type[type] += scaled[i];
596 break;
597 default:
598 break;
599 }
600
601 total += scaled[i];
602 }
603
604 if (total == 0) {
605 fprintf(stderr, "No shader time collected yet\n");
606 return;
607 }
608
609 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time);
610
611 fprintf(stderr, "\n");
612 fprintf(stderr, "type ID cycles spent %% of total\n");
613 for (int s = 0; s < brw->shader_time.num_entries; s++) {
614 const char *stage;
615 /* Work back from the sorted pointers times to a time to print. */
616 int i = sorted[s] - scaled;
617
618 if (scaled[i] == 0)
619 continue;
620
621 int shader_num = brw->shader_time.ids[i];
622 const char *shader_name = brw->shader_time.names[i];
623
624 switch (brw->shader_time.types[i]) {
625 case ST_VS:
626 stage = "vs";
627 break;
628 case ST_TCS:
629 stage = "tcs";
630 break;
631 case ST_TES:
632 stage = "tes";
633 break;
634 case ST_GS:
635 stage = "gs";
636 break;
637 case ST_FS8:
638 stage = "fs8";
639 break;
640 case ST_FS16:
641 stage = "fs16";
642 break;
643 case ST_FS32:
644 stage = "fs32";
645 break;
646 case ST_CS:
647 stage = "cs";
648 break;
649 default:
650 stage = "other";
651 break;
652 }
653
654 print_shader_time_line(stage, shader_name, shader_num,
655 scaled[i], total);
656 }
657
658 fprintf(stderr, "\n");
659 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total);
660 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total);
661 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total);
662 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total);
663 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total);
664 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total);
665 print_shader_time_line("total", "fs32", 0, total_by_type[ST_FS32], total);
666 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total);
667 }
668
669 static void
670 brw_collect_shader_time(struct brw_context *brw)
671 {
672 if (!brw->shader_time.bo)
673 return;
674
675 /* This probably stalls on the last rendering. We could fix that by
676 * delaying reading the reports, but it doesn't look like it's a big
677 * overhead compared to the cost of tracking the time in the first place.
678 */
679 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE);
680
681 for (int i = 0; i < brw->shader_time.num_entries; i++) {
682 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE;
683
684 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4];
685 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4];
686 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4];
687 }
688
689 /* Zero the BO out to clear it out for our next collection.
690 */
691 memset(bo_map, 0, brw->shader_time.bo->size);
692 brw_bo_unmap(brw->shader_time.bo);
693 }
694
695 void
696 brw_collect_and_report_shader_time(struct brw_context *brw)
697 {
698 brw_collect_shader_time(brw);
699
700 if (brw->shader_time.report_time == 0 ||
701 get_time() - brw->shader_time.report_time >= 1.0) {
702 brw_report_shader_time(brw);
703 brw->shader_time.report_time = get_time();
704 }
705 }
706
707 /**
708 * Chooses an index in the shader_time buffer and sets up tracking information
709 * for our printouts.
710 *
711 * Note that this holds on to references to the underlying programs, which may
712 * change their lifetimes compared to normal operation.
713 */
714 int
715 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog,
716 enum shader_time_shader_type type, bool is_glsl_sh)
717 {
718 int shader_time_index = brw->shader_time.num_entries++;
719 assert(shader_time_index < brw->shader_time.max_entries);
720 brw->shader_time.types[shader_time_index] = type;
721
722 const char *name;
723 if (prog->Id == 0) {
724 name = "ff";
725 } else if (is_glsl_sh) {
726 name = prog->info.label ?
727 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl";
728 } else {
729 name = "prog";
730 }
731
732 brw->shader_time.names[shader_time_index] = name;
733 brw->shader_time.ids[shader_time_index] = prog->Id;
734
735 return shader_time_index;
736 }
737
738 void
739 brw_destroy_shader_time(struct brw_context *brw)
740 {
741 brw_bo_unreference(brw->shader_time.bo);
742 brw->shader_time.bo = NULL;
743 }
744
745 void
746 brw_stage_prog_data_free(const void *p)
747 {
748 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p;
749
750 ralloc_free(prog_data->param);
751 ralloc_free(prog_data->pull_param);
752 }
753
754 void
755 brw_dump_arb_asm(const char *stage, struct gl_program *prog)
756 {
757 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n",
758 stage, prog->Id, stage);
759 _mesa_print_program(prog);
760 }
761
762 void
763 brw_setup_tex_for_precompile(const struct gen_device_info *devinfo,
764 struct brw_sampler_prog_key_data *tex,
765 struct gl_program *prog)
766 {
767 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8;
768 unsigned sampler_count = util_last_bit(prog->SamplersUsed);
769 for (unsigned i = 0; i < sampler_count; i++) {
770 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) {
771 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
772 tex->swizzles[i] =
773 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
774 } else {
775 /* Color sampler: assume no swizzling. */
776 tex->swizzles[i] = SWIZZLE_XYZW;
777 }
778 }
779 }
780
781 /**
782 * Sets up the starting offsets for the groups of binding table entries
783 * common to all pipeline stages.
784 *
785 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
786 * unused but also make sure that addition of small offsets to them will
787 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
788 */
789 uint32_t
790 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
791 const struct gl_program *prog,
792 struct brw_stage_prog_data *stage_prog_data,
793 uint32_t next_binding_table_offset)
794 {
795 int num_textures = util_last_bit(prog->SamplersUsed);
796
797 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
798 next_binding_table_offset += num_textures;
799
800 if (prog->info.num_ubos) {
801 assert(prog->info.num_ubos <= BRW_MAX_UBO);
802 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
803 next_binding_table_offset += prog->info.num_ubos;
804 } else {
805 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
806 }
807
808 if (prog->info.num_ssbos || prog->info.num_abos) {
809 assert(prog->info.num_abos <= BRW_MAX_ABO);
810 assert(prog->info.num_ssbos <= BRW_MAX_SSBO);
811 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
812 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos;
813 } else {
814 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
815 }
816
817 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
818 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
819 next_binding_table_offset++;
820 } else {
821 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
822 }
823
824 if (prog->info.uses_texture_gather) {
825 if (devinfo->gen >= 8) {
826 stage_prog_data->binding_table.gather_texture_start =
827 stage_prog_data->binding_table.texture_start;
828 } else {
829 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
830 next_binding_table_offset += num_textures;
831 }
832 } else {
833 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
834 }
835
836 if (prog->info.num_images) {
837 stage_prog_data->binding_table.image_start = next_binding_table_offset;
838 next_binding_table_offset += prog->info.num_images;
839 } else {
840 stage_prog_data->binding_table.image_start = 0xd0d0d0d0;
841 }
842
843 /* This may or may not be used depending on how the compile goes. */
844 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
845 next_binding_table_offset++;
846
847 /* Plane 0 is just the regular texture section */
848 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start;
849
850 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset;
851 next_binding_table_offset += num_textures;
852
853 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset;
854 next_binding_table_offset += num_textures;
855
856 /* Set the binding table size. Some callers may append new entries
857 * and increase this accordingly.
858 */
859 stage_prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
860
861 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
862 return next_binding_table_offset;
863 }
864
865 void
866 brw_prog_key_set_id(union brw_any_prog_key *key, gl_shader_stage stage,
867 unsigned id)
868 {
869 static const unsigned stage_offsets[] = {
870 offsetof(struct brw_vs_prog_key, program_string_id),
871 offsetof(struct brw_tcs_prog_key, program_string_id),
872 offsetof(struct brw_tes_prog_key, program_string_id),
873 offsetof(struct brw_gs_prog_key, program_string_id),
874 offsetof(struct brw_wm_prog_key, program_string_id),
875 offsetof(struct brw_cs_prog_key, program_string_id),
876 };
877 assert((int)stage >= 0 && stage < ARRAY_SIZE(stage_offsets));
878 *(unsigned*)((uint8_t*)key + stage_offsets[stage]) = id;
879 }
880
881 void
882 brw_populate_default_key(const struct gen_device_info *devinfo,
883 union brw_any_prog_key *prog_key,
884 struct gl_shader_program *sh_prog,
885 struct gl_program *prog)
886 {
887 switch (prog->info.stage) {
888 case MESA_SHADER_VERTEX:
889 brw_vs_populate_default_key(devinfo, &prog_key->vs, prog);
890 break;
891 case MESA_SHADER_TESS_CTRL:
892 brw_tcs_populate_default_key(devinfo, &prog_key->tcs, sh_prog, prog);
893 break;
894 case MESA_SHADER_TESS_EVAL:
895 brw_tes_populate_default_key(devinfo, &prog_key->tes, sh_prog, prog);
896 break;
897 case MESA_SHADER_GEOMETRY:
898 brw_gs_populate_default_key(devinfo, &prog_key->gs, prog);
899 break;
900 case MESA_SHADER_FRAGMENT:
901 brw_wm_populate_default_key(devinfo, &prog_key->wm, prog);
902 break;
903 case MESA_SHADER_COMPUTE:
904 brw_cs_populate_default_key(devinfo, &prog_key->cs, prog);
905 break;
906 default:
907 unreachable("Unsupported stage!");
908 }
909 }