| /* |
| * 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; |
| } |