| /* |
| * Copyright © 2013 Intel Corporation |
| * |
| * 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. |
| */ |
| |
| /** |
| * \file brw_vec4_gs.c |
| * |
| * State atom for client-programmable geometry shaders, and support code. |
| */ |
| |
| #include "brw_gs.h" |
| #include "brw_context.h" |
| #include "brw_vec4_gs_visitor.h" |
| #include "brw_state.h" |
| #include "brw_ff_gs.h" |
| #include "brw_nir.h" |
| #include "brw_program.h" |
| #include "compiler/glsl/ir_uniform.h" |
| |
| static void |
| brw_gs_debug_recompile(struct brw_context *brw, |
| struct gl_shader_program *shader_prog, |
| const struct brw_gs_prog_key *key) |
| { |
| struct brw_cache_item *c = NULL; |
| const struct brw_gs_prog_key *old_key = NULL; |
| bool found = false; |
| |
| perf_debug("Recompiling geometry shader for program %d\n", |
| shader_prog->Name); |
| |
| for (unsigned int i = 0; i < brw->cache.size; i++) { |
| for (c = brw->cache.items[i]; c; c = c->next) { |
| if (c->cache_id == BRW_CACHE_GS_PROG) { |
| old_key = c->key; |
| |
| if (old_key->program_string_id == key->program_string_id) |
| break; |
| } |
| } |
| if (c) |
| break; |
| } |
| |
| if (!c) { |
| perf_debug(" Didn't find previous compile in the shader cache for " |
| "debug\n"); |
| return; |
| } |
| |
| found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex); |
| |
| if (!found) { |
| perf_debug(" Something else\n"); |
| } |
| } |
| |
| static void |
| assign_gs_binding_table_offsets(const struct gen_device_info *devinfo, |
| const struct gl_shader_program *shader_prog, |
| const struct gl_program *prog, |
| struct brw_gs_prog_data *prog_data) |
| { |
| /* In gen6 we reserve the first BRW_MAX_SOL_BINDINGS entries for transform |
| * feedback surfaces. |
| */ |
| uint32_t reserved = devinfo->gen == 6 ? BRW_MAX_SOL_BINDINGS : 0; |
| |
| brw_assign_common_binding_table_offsets(MESA_SHADER_GEOMETRY, devinfo, |
| shader_prog, prog, |
| &prog_data->base.base, |
| reserved); |
| } |
| |
| bool |
| brw_codegen_gs_prog(struct brw_context *brw, |
| struct gl_shader_program *prog, |
| struct brw_program *gp, |
| struct brw_gs_prog_key *key) |
| { |
| struct brw_compiler *compiler = brw->screen->compiler; |
| const struct gen_device_info *devinfo = &brw->screen->devinfo; |
| struct brw_stage_state *stage_state = &brw->gs.base; |
| struct brw_gs_prog_data prog_data; |
| bool start_busy = false; |
| double start_time = 0; |
| |
| memset(&prog_data, 0, sizeof(prog_data)); |
| |
| assign_gs_binding_table_offsets(devinfo, prog, &gp->program, &prog_data); |
| |
| /* Allocate the references to the uniforms that will end up in the |
| * prog_data associated with the compiled program, and which will be freed |
| * by the state cache. |
| * |
| * Note: param_count needs to be num_uniform_components * 4, since we add |
| * padding around uniform values below vec4 size, so the worst case is that |
| * every uniform is a float which gets padded to the size of a vec4. |
| */ |
| struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; |
| struct brw_shader *bgs = (struct brw_shader *) gs; |
| int param_count = gp->program.nir->num_uniforms / 4; |
| |
| prog_data.base.base.param = |
| rzalloc_array(NULL, const gl_constant_value *, param_count); |
| prog_data.base.base.pull_param = |
| rzalloc_array(NULL, const gl_constant_value *, param_count); |
| prog_data.base.base.image_param = |
| rzalloc_array(NULL, struct brw_image_param, |
| gp->program.info.num_images); |
| prog_data.base.base.nr_params = param_count; |
| prog_data.base.base.nr_image_params = gp->program.info.num_images; |
| |
| brw_nir_setup_glsl_uniforms(gp->program.nir, prog, &gp->program, |
| &prog_data.base.base, |
| compiler->scalar_stage[MESA_SHADER_GEOMETRY]); |
| |
| uint64_t outputs_written = gp->program.info.outputs_written; |
| |
| brw_compute_vue_map(devinfo, |
| &prog_data.base.vue_map, outputs_written, |
| prog->SeparateShader); |
| |
| int st_index = -1; |
| if (INTEL_DEBUG & DEBUG_SHADER_TIME) |
| st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS); |
| |
| if (unlikely(brw->perf_debug)) { |
| start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo); |
| start_time = get_time(); |
| } |
| |
| void *mem_ctx = ralloc_context(NULL); |
| unsigned program_size; |
| char *error_str; |
| const unsigned *program = |
| brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key, |
| &prog_data, gs->Program->nir, prog, |
| st_index, &program_size, &error_str); |
| if (program == NULL) { |
| ralloc_strcat(&prog->data->InfoLog, error_str); |
| _mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str); |
| |
| ralloc_free(mem_ctx); |
| return false; |
| } |
| |
| if (unlikely(brw->perf_debug)) { |
| if (bgs->compiled_once) { |
| brw_gs_debug_recompile(brw, prog, key); |
| } |
| if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { |
| perf_debug("GS compile took %.03f ms and stalled the GPU\n", |
| (get_time() - start_time) * 1000); |
| } |
| bgs->compiled_once = true; |
| } |
| |
| /* Scratch space is used for register spilling */ |
| brw_alloc_stage_scratch(brw, stage_state, |
| prog_data.base.base.total_scratch, |
| devinfo->max_gs_threads); |
| |
| brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG, |
| key, sizeof(*key), |
| program, program_size, |
| &prog_data, sizeof(prog_data), |
| &stage_state->prog_offset, &brw->gs.base.prog_data); |
| ralloc_free(mem_ctx); |
| |
| return true; |
| } |
| |
| static bool |
| brw_gs_state_dirty(const struct brw_context *brw) |
| { |
| return brw_state_dirty(brw, |
| _NEW_TEXTURE, |
| BRW_NEW_GEOMETRY_PROGRAM | |
| BRW_NEW_TRANSFORM_FEEDBACK); |
| } |
| |
| void |
| brw_gs_populate_key(struct brw_context *brw, |
| struct brw_gs_prog_key *key) |
| { |
| struct gl_context *ctx = &brw->ctx; |
| struct brw_program *gp = (struct brw_program *) brw->geometry_program; |
| |
| memset(key, 0, sizeof(*key)); |
| |
| key->program_string_id = gp->id; |
| |
| /* _NEW_TEXTURE */ |
| brw_populate_sampler_prog_key_data(ctx, &gp->program, &key->tex); |
| } |
| |
| void |
| brw_upload_gs_prog(struct brw_context *brw) |
| { |
| struct gl_context *ctx = &brw->ctx; |
| struct gl_shader_program **current = ctx->_Shader->CurrentProgram; |
| struct brw_stage_state *stage_state = &brw->gs.base; |
| struct brw_gs_prog_key key; |
| /* BRW_NEW_GEOMETRY_PROGRAM */ |
| struct brw_program *gp = (struct brw_program *) brw->geometry_program; |
| |
| if (!brw_gs_state_dirty(brw)) |
| return; |
| |
| if (gp == NULL) { |
| /* No geometry shader. Vertex data just passes straight through. */ |
| if (brw->gen == 6 && |
| (brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) { |
| gen6_brw_upload_ff_gs_prog(brw); |
| return; |
| } |
| |
| /* Other state atoms had better not try to access prog_data, since |
| * there's no GS program. |
| */ |
| brw->gs.base.prog_data = NULL; |
| |
| return; |
| } |
| |
| brw_gs_populate_key(brw, &key); |
| |
| if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG, |
| &key, sizeof(key), |
| &stage_state->prog_offset, |
| &brw->gs.base.prog_data)) { |
| bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY], |
| gp, &key); |
| assert(success); |
| (void)success; |
| } |
| } |
| |
| bool |
| brw_gs_precompile(struct gl_context *ctx, |
| struct gl_shader_program *shader_prog, |
| struct gl_program *prog) |
| { |
| struct brw_context *brw = brw_context(ctx); |
| struct brw_gs_prog_key key; |
| uint32_t old_prog_offset = brw->gs.base.prog_offset; |
| struct brw_stage_prog_data *old_prog_data = brw->gs.base.prog_data; |
| bool success; |
| |
| struct brw_program *bgp = brw_program(prog); |
| |
| memset(&key, 0, sizeof(key)); |
| |
| brw_setup_tex_for_precompile(brw, &key.tex, prog); |
| key.program_string_id = bgp->id; |
| |
| success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key); |
| |
| brw->gs.base.prog_offset = old_prog_offset; |
| brw->gs.base.prog_data = old_prog_data; |
| |
| return success; |
| } |