blob: 82b6c59d5af3b9d1a5555db13fd2e25870551b89 [file] [log] [blame]
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* 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 (including the next
* paragraph) 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 OR COPYRIGHT HOLDERS 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "util/u_atomic.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/format/u_format.h"
#include "drm/freedreno_drmif.h"
#include "ir3_shader.h"
#include "ir3_compiler.h"
#include "ir3_nir.h"
int
ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_attribute_slots(type, false);
}
/* for vertex shader, the inputs are loaded into registers before the shader
* is executed, so max_regs from the shader instructions might not properly
* reflect the # of registers actually used, especially in case passthrough
* varyings.
*
* Likewise, for fragment shader, we can have some regs which are passed
* input values but never touched by the resulting shader (ie. as result
* of dead code elimination or simply because we don't know how to turn
* the reg off.
*/
static void
fixup_regfootprint(struct ir3_shader_variant *v)
{
unsigned i;
for (i = 0; i < v->inputs_count; i++) {
/* skip frag inputs fetch via bary.f since their reg's are
* not written by gpu before shader starts (and in fact the
* regid's might not even be valid)
*/
if (v->inputs[i].bary)
continue;
/* ignore high regs that are global to all threads in a warp
* (they exist by default) (a5xx+)
*/
if (v->inputs[i].regid >= regid(48,0))
continue;
if (v->inputs[i].compmask) {
unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
int32_t regid = v->inputs[i].regid + n;
if (v->inputs[i].half) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
}
for (i = 0; i < v->outputs_count; i++) {
/* for ex, VS shaders with tess don't have normal varying outs: */
if (!VALIDREG(v->outputs[i].regid))
continue;
int32_t regid = v->outputs[i].regid + 3;
if (v->outputs[i].half) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
for (i = 0; i < v->num_sampler_prefetch; i++) {
unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
int32_t regid = v->sampler_prefetch[i].dst + n;
if (v->sampler_prefetch[i].half_precision) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
}
/* wrapper for ir3_assemble() which does some info fixup based on
* shader state. Non-static since used by ir3_cmdline too.
*/
void * ir3_shader_assemble(struct ir3_shader_variant *v)
{
unsigned gpu_id = v->shader->compiler->gpu_id;
void *bin;
bin = ir3_assemble(v);
if (!bin)
return NULL;
if (gpu_id >= 400) {
v->instrlen = v->info.sizedwords / (2 * 16);
} else {
v->instrlen = v->info.sizedwords / (2 * 4);
}
/* NOTE: if relative addressing is used, we set constlen in
* the compiler (to worst-case value) since we don't know in
* the assembler what the max addr reg value can be:
*/
v->constlen = MAX2(v->constlen, v->info.max_const + 1);
fixup_regfootprint(v);
return bin;
}
static void
assemble_variant(struct ir3_shader_variant *v)
{
v->bin = ir3_shader_assemble(v);
if (shader_debug_enabled(v->shader->type)) {
fprintf(stdout, "Native code for unnamed %s shader %s:\n",
ir3_shader_stage(v), v->shader->nir->info.name);
if (v->shader->type == MESA_SHADER_FRAGMENT)
fprintf(stdout, "SIMD0\n");
ir3_shader_disasm(v, v->bin, stdout);
}
/* no need to keep the ir around beyond this point: */
ir3_destroy(v->ir);
v->ir = NULL;
}
/*
* For creating normal shader variants, 'nonbinning' is NULL. For
* creating binning pass shader, it is link to corresponding normal
* (non-binning) variant.
*/
static struct ir3_shader_variant *
create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
struct ir3_shader_variant *nonbinning)
{
struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
int ret;
if (!v)
return NULL;
v->id = ++shader->variant_count;
v->shader = shader;
v->binning_pass = !!nonbinning;
v->nonbinning = nonbinning;
v->key = *key;
v->type = shader->type;
if (shader->compiler->gpu_id >= 600) {
switch (v->type) {
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
v->mergedregs = false;
break;
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
/* For VS/GS, normally do mergedregs, but if there is tess
* we need to not used MERGEDREGS
*/
v->mergedregs = !key->tessellation;
break;
default:
v->mergedregs = true;
}
} else {
v->mergedregs = false;
}
ret = ir3_compile_shader_nir(shader->compiler, v);
if (ret) {
debug_error("compile failed!");
goto fail;
}
assemble_variant(v);
if (!v->bin) {
debug_error("assemble failed!");
goto fail;
}
return v;
fail:
ralloc_free(v);
return NULL;
}
static inline struct ir3_shader_variant *
shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
bool *created)
{
struct ir3_shader_variant *v;
*created = false;
for (v = shader->variants; v; v = v->next)
if (ir3_shader_key_equal(key, &v->key))
return v;
/* compile new variant if it doesn't exist already: */
v = create_variant(shader, key, NULL);
if (v) {
v->next = shader->variants;
shader->variants = v;
*created = true;
}
return v;
}
struct ir3_shader_variant *
ir3_shader_get_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
struct ir3_shader_variant *v =
shader_variant(shader, key, created);
if (v && binning_pass) {
if (!v->binning) {
v->binning = create_variant(shader, key, v);
*created = true;
}
mtx_unlock(&shader->variants_lock);
return v->binning;
}
mtx_unlock(&shader->variants_lock);
return v;
}
void
ir3_shader_destroy(struct ir3_shader *shader)
{
free(shader->const_state.immediates);
ralloc_free(shader->nir);
mtx_destroy(&shader->variants_lock);
ralloc_free(shader);
}
/**
* Creates a bitmask of the used bits of the shader key by this particular
* shader. Used by the gallium driver to skip state-dependent recompiles when
* possible.
*/
static void
ir3_setup_used_key(struct ir3_shader *shader)
{
nir_shader *nir = shader->nir;
struct shader_info *info = &nir->info;
struct ir3_shader_key *key = &shader->key_mask;
/* This key flag is just used to make for a cheaper ir3_shader_key_equal
* check in the common case.
*/
key->has_per_samp = true;
if (info->stage == MESA_SHADER_FRAGMENT) {
key->fsaturate_s = ~0;
key->fsaturate_t = ~0;
key->fsaturate_r = ~0;
key->fastc_srgb = ~0;
key->fsamples = ~0;
if (info->inputs_read & VARYING_BITS_COLOR) {
key->rasterflat = true;
key->color_two_side = true;
}
if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
FRAG_RESULT_STENCIL |
FRAG_RESULT_SAMPLE_MASK)) != 0) {
key->fclamp_color = true;
}
/* Only used for deciding on behavior of
* nir_intrinsic_load_barycentric_sample
*/
key->msaa = info->fs.uses_sample_qualifier;
} else {
key->tessellation = ~0;
key->has_gs = true;
if (info->outputs_written & VARYING_BITS_COLOR)
key->vclamp_color = true;
if (info->stage == MESA_SHADER_VERTEX) {
key->vsaturate_s = ~0;
key->vsaturate_t = ~0;
key->vsaturate_r = ~0;
key->vastc_srgb = ~0;
key->vsamples = ~0;
}
}
}
struct ir3_shader *
ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output)
{
struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
mtx_init(&shader->variants_lock, mtx_plain);
shader->compiler = compiler;
shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
shader->type = nir->info.stage;
if (stream_output)
memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
shader->const_state.num_reserved_user_consts = reserved_user_consts;
if (nir->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(nir, ir3_nir_lower_gs);
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
(nir_lower_io_options)0);
if (compiler->gpu_id >= 600 &&
nir->info.stage == MESA_SHADER_FRAGMENT &&
!(ir3_shader_debug & IR3_DBG_NOFP16))
NIR_PASS_V(nir, nir_lower_mediump_outputs);
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
}
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
/* do first pass optimization, ignoring the key: */
ir3_optimize_nir(shader, nir);
shader->nir = nir;
if (ir3_shader_debug & IR3_DBG_DISASM) {
printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);
}
ir3_setup_used_key(shader);
return shader;
}
static void dump_reg(FILE *out, const char *name, uint32_t r)
{
if (r != regid(63,0)) {
const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
fprintf(out, "; %s: %s%d.%c\n", name, reg_type,
(r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]);
}
}
static void dump_output(FILE *out, struct ir3_shader_variant *so,
unsigned slot, const char *name)
{
uint32_t regid;
regid = ir3_find_output_regid(so, slot);
dump_reg(out, name, regid);
}
static const char *
input_name(struct ir3_shader_variant *so, int i)
{
if (so->inputs[i].sysval) {
return gl_system_value_name(so->inputs[i].slot);
} else if (so->type == MESA_SHADER_VERTEX) {
return gl_vert_attrib_name(so->inputs[i].slot);
} else {
return gl_varying_slot_name(so->inputs[i].slot);
}
}
static const char *
output_name(struct ir3_shader_variant *so, int i)
{
if (so->type == MESA_SHADER_FRAGMENT) {
return gl_frag_result_name(so->outputs[i].slot);
} else {
switch (so->outputs[i].slot) {
case VARYING_SLOT_GS_HEADER_IR3:
return "GS_HEADER";
case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
return "GS_VERTEX_FLAGS";
case VARYING_SLOT_TCS_HEADER_IR3:
return "TCS_HEADER";
default:
return gl_varying_slot_name(so->outputs[i].slot);
}
}
}
void
ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
{
struct ir3 *ir = so->ir;
struct ir3_register *reg;
const char *type = ir3_shader_stage(so);
uint8_t regid;
unsigned i;
foreach_input_n (instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
fprintf(out, "@in(%sr%d.%c)\tin%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
if (reg->wrmask > 0x1)
fprintf(out, " (wrmask=0x%x)", reg->wrmask);
fprintf(out, "\n");
}
/* print pre-dispatch texture fetches: */
for (i = 0; i < so->num_sampler_prefetch; i++) {
const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
fetch->half_precision ? "h" : "",
fetch->dst >> 2, "xyzw"[fetch->dst & 0x3],
fetch->src, fetch->samp_id, fetch->tex_id,
fetch->wrmask, fetch->cmd);
}
foreach_output_n (instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
fprintf(out, "@out(%sr%d.%c)\tout%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
if (reg->wrmask > 0x1)
fprintf(out, " (wrmask=0x%x)", reg->wrmask);
fprintf(out, "\n");
}
const struct ir3_const_state *const_state = ir3_const_state(so);
for (i = 0; i < const_state->immediates_count; i++) {
fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
const_state->immediates[i].val[0],
const_state->immediates[i].val[1],
const_state->immediates[i].val[2],
const_state->immediates[i].val[3]);
}
disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
fprintf(out, "; %s: outputs:", type);
for (i = 0; i < so->outputs_count; i++) {
uint8_t regid = so->outputs[i].regid;
const char *reg_type = so->outputs[i].half ? "hr" : "r";
fprintf(out, " %s%d.%c (%s)",
reg_type, (regid >> 2), "xyzw"[regid & 0x3],
output_name(so, i));
}
fprintf(out, "\n");
fprintf(out, "; %s: inputs:", type);
for (i = 0; i < so->inputs_count; i++) {
uint8_t regid = so->inputs[i].regid;
fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
(regid >> 2), "xyzw"[regid & 0x3],
input_name(so, i),
so->inputs[i].slot,
so->inputs[i].compmask,
so->inputs[i].inloc,
so->inputs[i].bary);
}
fprintf(out, "\n");
/* print generic shader info: */
fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
type, so->shader->id, so->id,
so->info.instrs_count,
so->info.nops_count,
so->info.instrs_count - so->info.nops_count,
so->info.mov_count, so->info.cov_count,
so->info.sizedwords);
fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
type, so->shader->id, so->id,
so->info.last_baryf,
so->info.max_half_reg + 1,
so->info.max_reg + 1,
so->constlen);
fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
type, so->shader->id, so->id,
so->info.sstall,
so->info.ss,
so->info.sy,
so->max_sun,
so->loops);
/* print shader type specific info: */
switch (so->type) {
case MESA_SHADER_VERTEX:
dump_output(out, so, VARYING_SLOT_POS, "pos");
dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
break;
case MESA_SHADER_FRAGMENT:
dump_reg(out, "pos (ij_pixel)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
dump_reg(out, "pos (ij_centroid)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
dump_reg(out, "pos (ij_size)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
if (so->color0_mrt) {
dump_output(out, so, FRAG_RESULT_COLOR, "color");
} else {
dump_output(out, so, FRAG_RESULT_DATA0, "data0");
dump_output(out, so, FRAG_RESULT_DATA1, "data1");
dump_output(out, so, FRAG_RESULT_DATA2, "data2");
dump_output(out, so, FRAG_RESULT_DATA3, "data3");
dump_output(out, so, FRAG_RESULT_DATA4, "data4");
dump_output(out, so, FRAG_RESULT_DATA5, "data5");
dump_output(out, so, FRAG_RESULT_DATA6, "data6");
dump_output(out, so, FRAG_RESULT_DATA7, "data7");
}
dump_reg(out, "fragcoord",
ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
dump_reg(out, "fragface",
ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
break;
default:
/* TODO */
break;
}
fprintf(out, "\n");
}
uint64_t
ir3_shader_outputs(const struct ir3_shader *so)
{
return so->nir->info.outputs_written;
}