i965/spirv: Lower shared memory later
[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 static void
161 shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
162 {
163 assert(glsl_type_is_vector_or_scalar(type));
164
165 uint32_t comp_size = glsl_type_is_boolean(type)
166 ? 4 : glsl_get_bit_size(type) / 8;
167 unsigned length = glsl_get_vector_elements(type);
168 *size = comp_size * length,
169 *align = comp_size * (length == 3 ? 4 : length);
170 }
171
172 void
173 brw_nir_lower_resources(nir_shader *nir, struct gl_shader_program *shader_prog,
174 struct gl_program *prog,
175 const struct gen_device_info *devinfo)
176 {
177 NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shader_prog);
178 prog->info.textures_used = prog->nir->info.textures_used;
179 prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
180
181 NIR_PASS_V(prog->nir, brw_nir_lower_image_load_store, devinfo);
182
183 if (prog->nir->info.stage == MESA_SHADER_COMPUTE &&
184 shader_prog->data->spirv) {
185 NIR_PASS_V(prog->nir, nir_lower_vars_to_explicit_types,
186 nir_var_mem_shared, shared_type_info);
187 NIR_PASS_V(prog->nir, nir_lower_explicit_io,
188 nir_var_mem_shared, nir_address_format_32bit_offset);
189 }
190
191 NIR_PASS_V(prog->nir, gl_nir_lower_buffers, shader_prog);
192 /* Do a round of constant folding to clean up address calculations */
193 NIR_PASS_V(prog->nir, nir_opt_constant_folding);
194 }
195
196 void
197 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
198 {
199 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
200
201 /* Copy the info we just generated back into the gl_program */
202 const char *prog_name = prog->info.name;
203 const char *prog_label = prog->info.label;
204 prog->info = nir->info;
205 prog->info.name = prog_name;
206 prog->info.label = prog_label;
207 }
208
209 static unsigned
210 get_new_program_id(struct intel_screen *screen)
211 {
212 return p_atomic_inc_return(&screen->program_id);
213 }
214
215 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
216 GLuint id, bool is_arb_asm)
217 {
218 struct brw_context *brw = brw_context(ctx);
219 struct brw_program *prog = rzalloc(NULL, struct brw_program);
220
221 if (prog) {
222 prog->id = get_new_program_id(brw->screen);
223
224 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm);
225 }
226
227 return NULL;
228 }
229
230 static void brwDeleteProgram( struct gl_context *ctx,
231 struct gl_program *prog )
232 {
233 struct brw_context *brw = brw_context(ctx);
234
235 /* Beware! prog's refcount has reached zero, and it's about to be freed.
236 *
237 * In brw_upload_pipeline_state(), we compare brw->programs[i] to
238 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the
239 * pointer has changed.
240 *
241 * We cannot leave brw->programs[i] as a dangling pointer to the dead
242 * program. malloc() may allocate the same memory for a new gl_program,
243 * causing us to see matching pointers...but totally different programs.
244 *
245 * We cannot set brw->programs[i] to NULL, either. If we've deleted the
246 * active program, Mesa may set ctx->FooProgram._Current to NULL. That
247 * would cause us to see matching pointers (NULL == NULL), and fail to
248 * detect that a program has changed since our last draw.
249 *
250 * So, set it to a bogus gl_program pointer that will never match,
251 * causing us to properly reevaluate the state on our next draw.
252 *
253 * Getting this wrong causes heisenbugs which are very hard to catch,
254 * as you need a very specific allocation pattern to hit the problem.
255 */
256 static const struct gl_program deleted_program;
257
258 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
259 if (brw->programs[i] == prog)
260 brw->programs[i] = (struct gl_program *) &deleted_program;
261 }
262
263 _mesa_delete_program( ctx, prog );
264 }
265
266
267 static GLboolean
268 brwProgramStringNotify(struct gl_context *ctx,
269 GLenum target,
270 struct gl_program *prog)
271 {
272 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant);
273
274 struct brw_context *brw = brw_context(ctx);
275 const struct brw_compiler *compiler = brw->screen->compiler;
276
277 switch (target) {
278 case GL_FRAGMENT_PROGRAM_ARB: {
279 struct brw_program *newFP = brw_program(prog);
280 const struct brw_program *curFP =
281 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]);
282
283 if (newFP == curFP)
284 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
285 _mesa_program_fragment_position_to_sysval(&newFP->program);
286 newFP->id = get_new_program_id(brw->screen);
287
288 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
289
290 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
291
292 brw_shader_gather_info(prog->nir, prog);
293
294 brw_fs_precompile(ctx, prog);
295 break;
296 }
297 case GL_VERTEX_PROGRAM_ARB: {
298 struct brw_program *newVP = brw_program(prog);
299 const struct brw_program *curVP =
300 brw_program_const(brw->programs[MESA_SHADER_VERTEX]);
301
302 if (newVP == curVP)
303 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM;
304 if (newVP->program.arb.IsPositionInvariant) {
305 _mesa_insert_mvp_code(ctx, &newVP->program);
306 }
307 newVP->id = get_new_program_id(brw->screen);
308
309 /* Also tell tnl about it:
310 */
311 _tnl_program_string(ctx, target, prog);
312
313 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
314 compiler->scalar_stage[MESA_SHADER_VERTEX]);
315
316 brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
317
318 brw_shader_gather_info(prog->nir, prog);
319
320 brw_vs_precompile(ctx, prog);
321 break;
322 }
323 default:
324 /*
325 * driver->ProgramStringNotify is only called for ARB programs, fixed
326 * function vertex programs, and ir_to_mesa (which isn't used by the
327 * i965 back-end). Therefore, even after geometry shaders are added,
328 * this function should only ever be called with a target of
329 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB.
330 */
331 unreachable("Unexpected target in brwProgramStringNotify");
332 }
333
334 return true;
335 }
336
337 static void
338 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers)
339 {
340 struct brw_context *brw = brw_context(ctx);
341 const struct gen_device_info *devinfo = &brw->screen->devinfo;
342 unsigned bits = PIPE_CONTROL_DATA_CACHE_FLUSH | PIPE_CONTROL_CS_STALL;
343 assert(devinfo->gen >= 7 && devinfo->gen <= 11);
344
345 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT |
346 GL_ELEMENT_ARRAY_BARRIER_BIT |
347 GL_COMMAND_BARRIER_BIT))
348 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE;
349
350 if (barriers & GL_UNIFORM_BARRIER_BIT)
351 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
352 PIPE_CONTROL_CONST_CACHE_INVALIDATE);
353
354 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT)
355 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE;
356
357 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT |
358 GL_PIXEL_BUFFER_BARRIER_BIT))
359 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
360 PIPE_CONTROL_RENDER_TARGET_FLUSH);
361
362 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT)
363 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
364 PIPE_CONTROL_RENDER_TARGET_FLUSH);
365
366 /* Typed surface messages are handled by the render cache on IVB, so we
367 * need to flush it too.
368 */
369 if (devinfo->gen == 7 && !devinfo->is_haswell)
370 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
371
372 brw_emit_pipe_control_flush(brw, bits);
373 }
374
375 static void
376 brw_framebuffer_fetch_barrier(struct gl_context *ctx)
377 {
378 struct brw_context *brw = brw_context(ctx);
379 const struct gen_device_info *devinfo = &brw->screen->devinfo;
380
381 if (!ctx->Extensions.EXT_shader_framebuffer_fetch) {
382 if (devinfo->gen >= 6) {
383 brw_emit_pipe_control_flush(brw,
384 PIPE_CONTROL_RENDER_TARGET_FLUSH |
385 PIPE_CONTROL_CS_STALL);
386 brw_emit_pipe_control_flush(brw,
387 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE);
388 } else {
389 brw_emit_pipe_control_flush(brw,
390 PIPE_CONTROL_RENDER_TARGET_FLUSH);
391 }
392 }
393 }
394
395 void
396 brw_get_scratch_bo(struct brw_context *brw,
397 struct brw_bo **scratch_bo, int size)
398 {
399 struct brw_bo *old_bo = *scratch_bo;
400
401 if (old_bo && old_bo->size < size) {
402 brw_bo_unreference(old_bo);
403 old_bo = NULL;
404 }
405
406 if (!old_bo) {
407 *scratch_bo =
408 brw_bo_alloc(brw->bufmgr, "scratch bo", size, BRW_MEMZONE_SCRATCH);
409 }
410 }
411
412 /**
413 * Reserve enough scratch space for the given stage to hold \p per_thread_size
414 * bytes times the given \p thread_count.
415 */
416 void
417 brw_alloc_stage_scratch(struct brw_context *brw,
418 struct brw_stage_state *stage_state,
419 unsigned per_thread_size)
420 {
421 if (stage_state->per_thread_scratch >= per_thread_size)
422 return;
423
424 stage_state->per_thread_scratch = per_thread_size;
425
426 if (stage_state->scratch_bo)
427 brw_bo_unreference(stage_state->scratch_bo);
428
429 const struct gen_device_info *devinfo = &brw->screen->devinfo;
430 unsigned thread_count;
431 switch(stage_state->stage) {
432 case MESA_SHADER_VERTEX:
433 thread_count = devinfo->max_vs_threads;
434 break;
435 case MESA_SHADER_TESS_CTRL:
436 thread_count = devinfo->max_tcs_threads;
437 break;
438 case MESA_SHADER_TESS_EVAL:
439 thread_count = devinfo->max_tes_threads;
440 break;
441 case MESA_SHADER_GEOMETRY:
442 thread_count = devinfo->max_gs_threads;
443 break;
444 case MESA_SHADER_FRAGMENT:
445 thread_count = devinfo->max_wm_threads;
446 break;
447 case MESA_SHADER_COMPUTE: {
448 unsigned subslices = MAX2(brw->screen->subslice_total, 1);
449
450 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
451 *
452 * "Scratch Space per slice is computed based on 4 sub-slices. SW must
453 * allocate scratch space enough so that each slice has 4 slices
454 * allowed."
455 *
456 * According to the other driver team, this applies to compute shaders
457 * as well. This is not currently documented at all.
458 *
459 * brw->screen->subslice_total is the TOTAL number of subslices
460 * and we wish to view that there are 4 subslices per slice
461 * instead of the actual number of subslices per slice.
462 */
463 if (devinfo->gen >= 9 && devinfo->gen < 11)
464 subslices = 4 * brw->screen->devinfo.num_slices;
465
466 unsigned scratch_ids_per_subslice;
467 if (devinfo->is_haswell) {
468 /* WaCSScratchSize:hsw
469 *
470 * Haswell's scratch space address calculation appears to be sparse
471 * rather than tightly packed. The Thread ID has bits indicating
472 * which subslice, EU within a subslice, and thread within an EU it
473 * is. There's a maximum of two slices and two subslices, so these
474 * can be stored with a single bit. Even though there are only 10 EUs
475 * per subslice, this is stored in 4 bits, so there's an effective
476 * maximum value of 16 EUs. Similarly, although there are only 7
477 * threads per EU, this is stored in a 3 bit number, giving an
478 * effective maximum value of 8 threads per EU.
479 *
480 * This means that we need to use 16 * 8 instead of 10 * 7 for the
481 * number of threads per subslice.
482 */
483 scratch_ids_per_subslice = 16 * 8;
484 } else if (devinfo->is_cherryview) {
485 /* Cherryview devices have either 6 or 8 EUs per subslice, and each
486 * EU has 7 threads. The 6 EU devices appear to calculate thread IDs
487 * as if it had 8 EUs.
488 */
489 scratch_ids_per_subslice = 8 * 7;
490 } else {
491 scratch_ids_per_subslice = devinfo->max_cs_threads;
492 }
493
494 thread_count = scratch_ids_per_subslice * subslices;
495 break;
496 }
497 default:
498 unreachable("Unsupported stage!");
499 }
500
501 stage_state->scratch_bo =
502 brw_bo_alloc(brw->bufmgr, "shader scratch space",
503 per_thread_size * thread_count, BRW_MEMZONE_SCRATCH);
504 }
505
506 void brwInitFragProgFuncs( struct dd_function_table *functions )
507 {
508 assert(functions->ProgramStringNotify == _tnl_program_string);
509
510 functions->NewProgram = brwNewProgram;
511 functions->DeleteProgram = brwDeleteProgram;
512 functions->ProgramStringNotify = brwProgramStringNotify;
513
514 functions->LinkShader = brw_link_shader;
515
516 functions->MemoryBarrier = brw_memory_barrier;
517 functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier;
518 }
519
520 struct shader_times {
521 uint64_t time;
522 uint64_t written;
523 uint64_t reset;
524 };
525
526 void
527 brw_init_shader_time(struct brw_context *brw)
528 {
529 const int max_entries = 2048;
530 brw->shader_time.bo =
531 brw_bo_alloc(brw->bufmgr, "shader time",
532 max_entries * BRW_SHADER_TIME_STRIDE * 3,
533 BRW_MEMZONE_OTHER);
534 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries);
535 brw->shader_time.ids = rzalloc_array(brw, int, max_entries);
536 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type,
537 max_entries);
538 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times,
539 max_entries);
540 brw->shader_time.max_entries = max_entries;
541 }
542
543 static int
544 compare_time(const void *a, const void *b)
545 {
546 uint64_t * const *a_val = a;
547 uint64_t * const *b_val = b;
548
549 /* We don't just subtract because we're turning the value to an int. */
550 if (**a_val < **b_val)
551 return -1;
552 else if (**a_val == **b_val)
553 return 0;
554 else
555 return 1;
556 }
557
558 static void
559 print_shader_time_line(const char *stage, const char *name,
560 int shader_num, uint64_t time, uint64_t total)
561 {
562 fprintf(stderr, "%-6s%-18s", stage, name);
563
564 if (shader_num != 0)
565 fprintf(stderr, "%4d: ", shader_num);
566 else
567 fprintf(stderr, " : ");
568
569 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n",
570 (long long)time,
571 (double)time / 1000000000.0,
572 (double)time / total * 100.0);
573 }
574
575 static void
576 brw_report_shader_time(struct brw_context *brw)
577 {
578 if (!brw->shader_time.bo || !brw->shader_time.num_entries)
579 return;
580
581 uint64_t scaled[brw->shader_time.num_entries];
582 uint64_t *sorted[brw->shader_time.num_entries];
583 uint64_t total_by_type[ST_CS + 1];
584 memset(total_by_type, 0, sizeof(total_by_type));
585 double total = 0;
586 for (int i = 0; i < brw->shader_time.num_entries; i++) {
587 uint64_t written = 0, reset = 0;
588 enum shader_time_shader_type type = brw->shader_time.types[i];
589
590 sorted[i] = &scaled[i];
591
592 switch (type) {
593 case ST_VS:
594 case ST_TCS:
595 case ST_TES:
596 case ST_GS:
597 case ST_FS8:
598 case ST_FS16:
599 case ST_FS32:
600 case ST_CS:
601 written = brw->shader_time.cumulative[i].written;
602 reset = brw->shader_time.cumulative[i].reset;
603 break;
604
605 default:
606 /* I sometimes want to print things that aren't the 3 shader times.
607 * Just print the sum in that case.
608 */
609 written = 1;
610 reset = 0;
611 break;
612 }
613
614 uint64_t time = brw->shader_time.cumulative[i].time;
615 if (written) {
616 scaled[i] = time / written * (written + reset);
617 } else {
618 scaled[i] = time;
619 }
620
621 switch (type) {
622 case ST_VS:
623 case ST_TCS:
624 case ST_TES:
625 case ST_GS:
626 case ST_FS8:
627 case ST_FS16:
628 case ST_FS32:
629 case ST_CS:
630 total_by_type[type] += scaled[i];
631 break;
632 default:
633 break;
634 }
635
636 total += scaled[i];
637 }
638
639 if (total == 0) {
640 fprintf(stderr, "No shader time collected yet\n");
641 return;
642 }
643
644 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time);
645
646 fprintf(stderr, "\n");
647 fprintf(stderr, "type ID cycles spent %% of total\n");
648 for (int s = 0; s < brw->shader_time.num_entries; s++) {
649 const char *stage;
650 /* Work back from the sorted pointers times to a time to print. */
651 int i = sorted[s] - scaled;
652
653 if (scaled[i] == 0)
654 continue;
655
656 int shader_num = brw->shader_time.ids[i];
657 const char *shader_name = brw->shader_time.names[i];
658
659 switch (brw->shader_time.types[i]) {
660 case ST_VS:
661 stage = "vs";
662 break;
663 case ST_TCS:
664 stage = "tcs";
665 break;
666 case ST_TES:
667 stage = "tes";
668 break;
669 case ST_GS:
670 stage = "gs";
671 break;
672 case ST_FS8:
673 stage = "fs8";
674 break;
675 case ST_FS16:
676 stage = "fs16";
677 break;
678 case ST_FS32:
679 stage = "fs32";
680 break;
681 case ST_CS:
682 stage = "cs";
683 break;
684 default:
685 stage = "other";
686 break;
687 }
688
689 print_shader_time_line(stage, shader_name, shader_num,
690 scaled[i], total);
691 }
692
693 fprintf(stderr, "\n");
694 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total);
695 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total);
696 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total);
697 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total);
698 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total);
699 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total);
700 print_shader_time_line("total", "fs32", 0, total_by_type[ST_FS32], total);
701 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total);
702 }
703
704 static void
705 brw_collect_shader_time(struct brw_context *brw)
706 {
707 if (!brw->shader_time.bo)
708 return;
709
710 /* This probably stalls on the last rendering. We could fix that by
711 * delaying reading the reports, but it doesn't look like it's a big
712 * overhead compared to the cost of tracking the time in the first place.
713 */
714 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE);
715
716 for (int i = 0; i < brw->shader_time.num_entries; i++) {
717 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE;
718
719 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4];
720 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4];
721 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4];
722 }
723
724 /* Zero the BO out to clear it out for our next collection.
725 */
726 memset(bo_map, 0, brw->shader_time.bo->size);
727 brw_bo_unmap(brw->shader_time.bo);
728 }
729
730 void
731 brw_collect_and_report_shader_time(struct brw_context *brw)
732 {
733 brw_collect_shader_time(brw);
734
735 if (brw->shader_time.report_time == 0 ||
736 get_time() - brw->shader_time.report_time >= 1.0) {
737 brw_report_shader_time(brw);
738 brw->shader_time.report_time = get_time();
739 }
740 }
741
742 /**
743 * Chooses an index in the shader_time buffer and sets up tracking information
744 * for our printouts.
745 *
746 * Note that this holds on to references to the underlying programs, which may
747 * change their lifetimes compared to normal operation.
748 */
749 int
750 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog,
751 enum shader_time_shader_type type, bool is_glsl_sh)
752 {
753 int shader_time_index = brw->shader_time.num_entries++;
754 assert(shader_time_index < brw->shader_time.max_entries);
755 brw->shader_time.types[shader_time_index] = type;
756
757 const char *name;
758 if (prog->Id == 0) {
759 name = "ff";
760 } else if (is_glsl_sh) {
761 name = prog->info.label ?
762 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl";
763 } else {
764 name = "prog";
765 }
766
767 brw->shader_time.names[shader_time_index] = name;
768 brw->shader_time.ids[shader_time_index] = prog->Id;
769
770 return shader_time_index;
771 }
772
773 void
774 brw_destroy_shader_time(struct brw_context *brw)
775 {
776 brw_bo_unreference(brw->shader_time.bo);
777 brw->shader_time.bo = NULL;
778 }
779
780 void
781 brw_stage_prog_data_free(const void *p)
782 {
783 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p;
784
785 ralloc_free(prog_data->param);
786 ralloc_free(prog_data->pull_param);
787 }
788
789 void
790 brw_dump_arb_asm(const char *stage, struct gl_program *prog)
791 {
792 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n",
793 stage, prog->Id, stage);
794 _mesa_print_program(prog);
795 }
796
797 void
798 brw_setup_tex_for_precompile(const struct gen_device_info *devinfo,
799 struct brw_sampler_prog_key_data *tex,
800 const struct gl_program *prog)
801 {
802 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8;
803 unsigned sampler_count = util_last_bit(prog->SamplersUsed);
804 for (unsigned i = 0; i < sampler_count; i++) {
805 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) {
806 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
807 tex->swizzles[i] =
808 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
809 } else {
810 /* Color sampler: assume no swizzling. */
811 tex->swizzles[i] = SWIZZLE_XYZW;
812 }
813 }
814 }
815
816 /**
817 * Sets up the starting offsets for the groups of binding table entries
818 * common to all pipeline stages.
819 *
820 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
821 * unused but also make sure that addition of small offsets to them will
822 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
823 */
824 uint32_t
825 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
826 const struct gl_program *prog,
827 struct brw_stage_prog_data *stage_prog_data,
828 uint32_t next_binding_table_offset)
829 {
830 int num_textures = util_last_bit(prog->SamplersUsed);
831
832 stage_prog_data->binding_table.texture_start = next_binding_table_offset;
833 next_binding_table_offset += num_textures;
834
835 if (prog->info.num_ubos) {
836 assert(prog->info.num_ubos <= BRW_MAX_UBO);
837 stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
838 next_binding_table_offset += prog->info.num_ubos;
839 } else {
840 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0;
841 }
842
843 if (prog->info.num_ssbos || prog->info.num_abos) {
844 assert(prog->info.num_abos <= BRW_MAX_ABO);
845 assert(prog->info.num_ssbos <= BRW_MAX_SSBO);
846 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
847 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos;
848 } else {
849 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
850 }
851
852 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
853 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset;
854 next_binding_table_offset++;
855 } else {
856 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
857 }
858
859 if (prog->info.uses_texture_gather) {
860 if (devinfo->gen >= 8) {
861 stage_prog_data->binding_table.gather_texture_start =
862 stage_prog_data->binding_table.texture_start;
863 } else {
864 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset;
865 next_binding_table_offset += num_textures;
866 }
867 } else {
868 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
869 }
870
871 if (prog->info.num_images) {
872 stage_prog_data->binding_table.image_start = next_binding_table_offset;
873 next_binding_table_offset += prog->info.num_images;
874 } else {
875 stage_prog_data->binding_table.image_start = 0xd0d0d0d0;
876 }
877
878 /* This may or may not be used depending on how the compile goes. */
879 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset;
880 next_binding_table_offset++;
881
882 /* Plane 0 is just the regular texture section */
883 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start;
884
885 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset;
886 next_binding_table_offset += num_textures;
887
888 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset;
889 next_binding_table_offset += num_textures;
890
891 /* Set the binding table size. Some callers may append new entries
892 * and increase this accordingly.
893 */
894 stage_prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
895
896 assert(next_binding_table_offset <= BRW_MAX_SURFACES);
897 return next_binding_table_offset;
898 }
899
900 void
901 brw_populate_default_key(const struct brw_compiler *compiler,
902 union brw_any_prog_key *prog_key,
903 struct gl_shader_program *sh_prog,
904 struct gl_program *prog)
905 {
906 switch (prog->info.stage) {
907 case MESA_SHADER_VERTEX:
908 brw_vs_populate_default_key(compiler, &prog_key->vs, prog);
909 break;
910 case MESA_SHADER_TESS_CTRL:
911 brw_tcs_populate_default_key(compiler, &prog_key->tcs, sh_prog, prog);
912 break;
913 case MESA_SHADER_TESS_EVAL:
914 brw_tes_populate_default_key(compiler, &prog_key->tes, sh_prog, prog);
915 break;
916 case MESA_SHADER_GEOMETRY:
917 brw_gs_populate_default_key(compiler, &prog_key->gs, prog);
918 break;
919 case MESA_SHADER_FRAGMENT:
920 brw_wm_populate_default_key(compiler, &prog_key->wm, prog);
921 break;
922 case MESA_SHADER_COMPUTE:
923 brw_cs_populate_default_key(compiler, &prog_key->cs, prog);
924 break;
925 default:
926 unreachable("Unsupported stage!");
927 }
928 }
929
930 void
931 brw_debug_recompile(struct brw_context *brw,
932 gl_shader_stage stage,
933 unsigned api_id,
934 struct brw_base_prog_key *key)
935 {
936 const struct brw_compiler *compiler = brw->screen->compiler;
937 enum brw_cache_id cache_id = brw_stage_cache_id(stage);
938
939 compiler->shader_perf_log(brw, "Recompiling %s shader for program %d\n",
940 _mesa_shader_stage_to_string(stage), api_id);
941
942 const void *old_key =
943 brw_find_previous_compile(&brw->cache, cache_id, key->program_string_id);
944
945 brw_debug_key_recompile(compiler, brw, stage, old_key, key);
946 }