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/*
* Copyright 2010 Christoph Bumiller
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "nv50_program.h"
#include "nv50_context.h"
#include "codegen/nv50_ir_driver.h"
static INLINE unsigned
bitcount4(const uint32_t val)
{
static const uint8_t cnt[16]
= { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
return cnt[val & 0xf];
}
static int
nv50_vertprog_assign_slots(struct nv50_ir_prog_info *info)
{
struct nv50_program *prog = (struct nv50_program *)info->driverPriv;
unsigned i, n, c;
n = 0;
for (i = 0; i < info->numInputs; ++i) {
prog->in[i].id = i;
prog->in[i].sn = info->in[i].sn;
prog->in[i].si = info->in[i].si;
prog->in[i].hw = n;
prog->in[i].mask = info->in[i].mask;
prog->vp.attrs[(4 * i) / 32] |= info->in[i].mask << ((4 * i) % 32);
for (c = 0; c < 4; ++c)
if (info->in[i].mask & (1 << c))
info->in[i].slot[c] = n++;
}
prog->in_nr = info->numInputs;
for (i = 0; i < info->numSysVals; ++i) {
switch (info->sv[i].sn) {
case TGSI_SEMANTIC_INSTANCEID:
prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_INSTANCE_ID;
continue;
case TGSI_SEMANTIC_VERTEXID:
prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_VERTEX_ID;
prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_UNK12;
continue;
default:
break;
}
}
/*
* Corner case: VP has no inputs, but we will still need to submit data to
* draw it. HW will shout at us and won't draw anything if we don't enable
* any input, so let's just pretend it's the first one.
*/
if (prog->vp.attrs[0] == 0 &&
prog->vp.attrs[1] == 0 &&
prog->vp.attrs[2] == 0)
prog->vp.attrs[0] |= 0xf;
/* VertexID before InstanceID */
if (info->io.vertexId < info->numSysVals)
info->sv[info->io.vertexId].slot[0] = n++;
if (info->io.instanceId < info->numSysVals)
info->sv[info->io.instanceId].slot[0] = n++;
n = 0;
for (i = 0; i < info->numOutputs; ++i) {
switch (info->out[i].sn) {
case TGSI_SEMANTIC_PSIZE:
prog->vp.psiz = i;
break;
case TGSI_SEMANTIC_CLIPDIST:
prog->vp.clpd[info->out[i].si] = n;
break;
case TGSI_SEMANTIC_EDGEFLAG:
prog->vp.edgeflag = i;
break;
case TGSI_SEMANTIC_BCOLOR:
prog->vp.bfc[info->out[i].si] = i;
break;
default:
break;
}
prog->out[i].id = i;
prog->out[i].sn = info->out[i].sn;
prog->out[i].si = info->out[i].si;
prog->out[i].hw = n;
prog->out[i].mask = info->out[i].mask;
for (c = 0; c < 4; ++c)
if (info->out[i].mask & (1 << c))
info->out[i].slot[c] = n++;
}
prog->out_nr = info->numOutputs;
prog->max_out = n;
if (prog->vp.psiz < info->numOutputs)
prog->vp.psiz = prog->out[prog->vp.psiz].hw;
return 0;
}
static int
nv50_fragprog_assign_slots(struct nv50_ir_prog_info *info)
{
struct nv50_program *prog = (struct nv50_program *)info->driverPriv;
unsigned i, n, m, c;
unsigned nvary;
unsigned nflat;
unsigned nintp = 0;
/* count recorded non-flat inputs */
for (m = 0, i = 0; i < info->numInputs; ++i) {
switch (info->in[i].sn) {
case TGSI_SEMANTIC_POSITION:
case TGSI_SEMANTIC_FACE:
continue;
default:
m += info->in[i].flat ? 0 : 1;
break;
}
}
/* careful: id may be != i in info->in[prog->in[i].id] */
/* Fill prog->in[] so that non-flat inputs are first and
* kick out special inputs that don't use the RESULT_MAP.
*/
for (n = 0, i = 0; i < info->numInputs; ++i) {
if (info->in[i].sn == TGSI_SEMANTIC_POSITION) {
prog->fp.interp |= info->in[i].mask << 24;
for (c = 0; c < 4; ++c)
if (info->in[i].mask & (1 << c))
info->in[i].slot[c] = nintp++;
} else
if (info->in[i].sn == TGSI_SEMANTIC_FACE) {
info->in[i].slot[0] = 255;
} else {
unsigned j = info->in[i].flat ? m++ : n++;
if (info->in[i].sn == TGSI_SEMANTIC_COLOR)
prog->vp.bfc[info->in[i].si] = j;
prog->in[j].id = i;
prog->in[j].mask = info->in[i].mask;
prog->in[j].sn = info->in[i].sn;
prog->in[j].si = info->in[i].si;
prog->in[j].linear = info->in[i].linear;
prog->in_nr++;
}
}
if (!(prog->fp.interp & (8 << 24))) {
++nintp;
prog->fp.interp |= 8 << 24;
}
for (i = 0; i < prog->in_nr; ++i) {
int j = prog->in[i].id;
prog->in[i].hw = nintp;
for (c = 0; c < 4; ++c)
if (prog->in[i].mask & (1 << c))
info->in[j].slot[c] = nintp++;
}
/* (n == m) if m never increased, i.e. no flat inputs */
nflat = (n < m) ? (nintp - prog->in[n].hw) : 0;
nintp -= bitcount4(prog->fp.interp >> 24); /* subtract position inputs */
nvary = nintp - nflat;
prog->fp.interp |= nvary << NV50_3D_FP_INTERPOLANT_CTRL_COUNT_NONFLAT__SHIFT;
prog->fp.interp |= nintp << NV50_3D_FP_INTERPOLANT_CTRL_COUNT__SHIFT;
/* put front/back colors right after HPOS */
prog->fp.colors = 4 << NV50_3D_SEMANTIC_COLOR_FFC0_ID__SHIFT;
for (i = 0; i < 2; ++i)
if (prog->vp.bfc[i] < 0xff)
prog->fp.colors += bitcount4(prog->in[prog->vp.bfc[i]].mask) << 16;
/* FP outputs */
if (info->prop.fp.numColourResults > 1)
prog->fp.flags[0] |= NV50_3D_FP_CONTROL_MULTIPLE_RESULTS;
for (i = 0; i < info->numOutputs; ++i) {
prog->out[i].id = i;
prog->out[i].sn = info->out[i].sn;
prog->out[i].si = info->out[i].si;
prog->out[i].mask = info->out[i].mask;
if (i == info->io.fragDepth || i == info->io.sampleMask)
continue;
prog->out[i].hw = info->out[i].si * 4;
for (c = 0; c < 4; ++c)
info->out[i].slot[c] = prog->out[i].hw + c;
prog->max_out = MAX2(prog->max_out, prog->out[i].hw + 4);
}
if (info->io.sampleMask < PIPE_MAX_SHADER_OUTPUTS)
info->out[info->io.sampleMask].slot[0] = prog->max_out++;
if (info->io.fragDepth < PIPE_MAX_SHADER_OUTPUTS)
info->out[info->io.fragDepth].slot[2] = prog->max_out++;
if (!prog->max_out)
prog->max_out = 4;
return 0;
}
static int
nv50_program_assign_varying_slots(struct nv50_ir_prog_info *info)
{
switch (info->type) {
case PIPE_SHADER_VERTEX:
return nv50_vertprog_assign_slots(info);
case PIPE_SHADER_GEOMETRY:
return nv50_vertprog_assign_slots(info);
case PIPE_SHADER_FRAGMENT:
return nv50_fragprog_assign_slots(info);
default:
return -1;
}
}
static struct nv50_stream_output_state *
nv50_program_create_strmout_state(const struct nv50_ir_prog_info *info,
const struct pipe_stream_output_info *pso)
{
struct nv50_stream_output_state *so;
unsigned b, i, c;
unsigned base[4];
so = MALLOC_STRUCT(nv50_stream_output_state);
if (!so)
return NULL;
memset(so->map, 0xff, sizeof(so->map));
for (b = 0; b < 4; ++b)
so->num_attribs[b] = 0;
for (i = 0; i < pso->num_outputs; ++i) {
unsigned end = pso->output[i].dst_offset + pso->output[i].num_components;
b = pso->output[i].output_buffer;
assert(b < 4);
so->num_attribs[b] = MAX2(so->num_attribs[b], end);
}
so->ctrl = NV50_3D_STRMOUT_BUFFERS_CTRL_INTERLEAVED;
so->stride[0] = pso->stride[0] * 4;
base[0] = 0;
for (b = 1; b < 4; ++b) {
assert(!so->num_attribs[b] || so->num_attribs[b] == pso->stride[b]);
so->stride[b] = so->num_attribs[b] * 4;
if (so->num_attribs[b])
so->ctrl = (b + 1) << NV50_3D_STRMOUT_BUFFERS_CTRL_SEPARATE__SHIFT;
base[b] = align(base[b - 1] + so->num_attribs[b - 1], 4);
}
if (so->ctrl & NV50_3D_STRMOUT_BUFFERS_CTRL_INTERLEAVED) {
assert(so->stride[0] < NV50_3D_STRMOUT_BUFFERS_CTRL_STRIDE__MAX);
so->ctrl |= so->stride[0] << NV50_3D_STRMOUT_BUFFERS_CTRL_STRIDE__SHIFT;
}
so->map_size = base[3] + so->num_attribs[3];
for (i = 0; i < pso->num_outputs; ++i) {
const unsigned s = pso->output[i].start_component;
const unsigned p = pso->output[i].dst_offset;
const unsigned r = pso->output[i].register_index;
b = pso->output[i].output_buffer;
for (c = 0; c < pso->output[i].num_components; ++c)
so->map[base[b] + p + c] = info->out[r].slot[s + c];
}
return so;
}
boolean
nv50_program_translate(struct nv50_program *prog, uint16_t chipset)
{
struct nv50_ir_prog_info *info;
int ret;
const uint8_t map_undef = (prog->type == PIPE_SHADER_VERTEX) ? 0x40 : 0x80;
info = CALLOC_STRUCT(nv50_ir_prog_info);
if (!info)
return FALSE;
info->type = prog->type;
info->target = chipset;
info->bin.sourceRep = NV50_PROGRAM_IR_TGSI;
info->bin.source = (void *)prog->pipe.tokens;
info->io.ucpBinding = 15;
info->io.ucpBase = 0;
info->io.genUserClip = prog->vp.clpd_nr;
info->assignSlots = nv50_program_assign_varying_slots;
prog->vp.bfc[0] = 0xff;
prog->vp.bfc[1] = 0xff;
prog->vp.edgeflag = 0xff;
prog->vp.clpd[0] = map_undef;
prog->vp.clpd[1] = map_undef;
prog->vp.psiz = map_undef;
prog->gp.primid = 0x80;
info->driverPriv = prog;
#ifdef DEBUG
info->optLevel = debug_get_num_option("NV50_PROG_OPTIMIZE", 3);
info->dbgFlags = debug_get_num_option("NV50_PROG_DEBUG", 0);
#else
info->optLevel = 3;
#endif
ret = nv50_ir_generate_code(info);
if (ret) {
NOUVEAU_ERR("shader translation failed: %i\n", ret);
goto out;
}
if (info->bin.syms) /* we don't need them yet */
FREE(info->bin.syms);
prog->code = info->bin.code;
prog->code_size = info->bin.codeSize;
prog->fixups = info->bin.relocData;
prog->max_gpr = MAX2(4, (info->bin.maxGPR >> 1) + 1);
prog->tls_space = info->bin.tlsSpace;
if (prog->type == PIPE_SHADER_FRAGMENT) {
if (info->prop.fp.writesDepth) {
prog->fp.flags[0] |= NV50_3D_FP_CONTROL_EXPORTS_Z;
prog->fp.flags[1] = 0x11;
}
if (info->prop.fp.usesDiscard)
prog->fp.flags[0] |= NV50_3D_FP_CONTROL_USES_KIL;
}
if (prog->pipe.stream_output.num_outputs)
prog->so = nv50_program_create_strmout_state(info,
&prog->pipe.stream_output);
out:
FREE(info);
return !ret;
}
boolean
nv50_program_upload_code(struct nv50_context *nv50, struct nv50_program *prog)
{
struct nouveau_heap *heap;
int ret;
uint32_t size = align(prog->code_size, 0x40);
switch (prog->type) {
case PIPE_SHADER_VERTEX: heap = nv50->screen->vp_code_heap; break;
case PIPE_SHADER_GEOMETRY: heap = nv50->screen->fp_code_heap; break;
case PIPE_SHADER_FRAGMENT: heap = nv50->screen->gp_code_heap; break;
default:
assert(!"invalid program type");
return FALSE;
}
ret = nouveau_heap_alloc(heap, size, prog, &prog->mem);
if (ret) {
/* Out of space: evict everything to compactify the code segment, hoping
* the working set is much smaller and drifts slowly. Improve me !
*/
while (heap->next) {
struct nv50_program *evict = heap->next->priv;
if (evict)
nouveau_heap_free(&evict->mem);
}
debug_printf("WARNING: out of code space, evicting all shaders.\n");
}
prog->code_base = prog->mem->start;
ret = nv50_tls_realloc(nv50->screen, prog->tls_space);
if (ret < 0)
return FALSE;
if (ret > 0)
nv50->state.new_tls_space = TRUE;
if (prog->fixups)
nv50_ir_relocate_code(prog->fixups, prog->code, prog->code_base, 0, 0);
nv50_sifc_linear_u8(&nv50->base, nv50->screen->code,
(prog->type << NV50_CODE_BO_SIZE_LOG2) + prog->code_base,
NOUVEAU_BO_VRAM, prog->code_size, prog->code);
BEGIN_NV04(nv50->base.pushbuf, NV50_3D(CODE_CB_FLUSH), 1);
PUSH_DATA (nv50->base.pushbuf, 0);
return TRUE;
}
void
nv50_program_destroy(struct nv50_context *nv50, struct nv50_program *p)
{
const struct pipe_shader_state pipe = p->pipe;
const ubyte type = p->type;
if (p->mem)
nouveau_heap_free(&p->mem);
if (p->code)
FREE(p->code);
if (p->fixups)
FREE(p->fixups);
if (p->so)
FREE(p->so);
memset(p, 0, sizeof(*p));
p->pipe = pipe;
p->type = type;
}