mesa/src/gallium/drivers/iris/iris_program.c

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/*
* Copyright © 2017 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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 <stdio.h>
#include <errno.h>
#include "pipe/p_defines.h"
#include "pipe/p_state.h"
#include "pipe/p_context.h"
#include "pipe/p_screen.h"
#include "util/u_atomic.h"
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "intel/compiler/brw_compiler.h"
#include "intel/compiler/brw_nir.h"
#include "iris_context.h"
static unsigned
get_new_program_id(struct iris_screen *screen)
{
return p_atomic_inc_return(&screen->program_id);
}
struct iris_uncompiled_shader {
struct pipe_shader_state base;
unsigned program_id;
};
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// XXX: need unify_interfaces() at link time...
static void *
iris_create_shader_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
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//struct iris_context *ice = (struct iris_context *)ctx;
struct iris_screen *screen = (struct iris_screen *)ctx->screen;
assert(state->type == PIPE_SHADER_IR_NIR);
nir_shader *nir = state->ir.nir;
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struct iris_uncompiled_shader *ish =
calloc(1, sizeof(struct iris_uncompiled_shader));
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if (!ish)
return NULL;
nir = brw_preprocess_nir(screen->compiler, nir);
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//NIR_PASS_V(nir, brw_nir_lower_uniforms, true);
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ish->program_id = get_new_program_id(screen);
ish->base.type = PIPE_SHADER_IR_NIR;
ish->base.ir.nir = nir;
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return ish;
}
static void
iris_delete_shader_state(struct pipe_context *ctx, void *hwcso)
{
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struct iris_uncompiled_shader *ish = hwcso;
ralloc_free(ish->base.ir.nir);
free(ish);
}
static void
iris_bind_vs_state(struct pipe_context *ctx, void *hwcso)
{
struct iris_context *ice = (struct iris_context *)ctx;
ice->progs[MESA_SHADER_VERTEX] = hwcso;
ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_VS;
}
static void
iris_bind_tcs_state(struct pipe_context *ctx, void *hwcso)
{
struct iris_context *ice = (struct iris_context *)ctx;
ice->progs[MESA_SHADER_TESS_CTRL] = hwcso;
ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TCS;
}
static void
iris_bind_tes_state(struct pipe_context *ctx, void *hwcso)
{
struct iris_context *ice = (struct iris_context *)ctx;
ice->progs[MESA_SHADER_TESS_EVAL] = hwcso;
ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TES;
}
static void
iris_bind_gs_state(struct pipe_context *ctx, void *hwcso)
{
struct iris_context *ice = (struct iris_context *)ctx;
ice->progs[MESA_SHADER_GEOMETRY] = hwcso;
ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_GS;
}
static void
iris_bind_fs_state(struct pipe_context *ctx, void *hwcso)
{
struct iris_context *ice = (struct iris_context *)ctx;
ice->progs[MESA_SHADER_FRAGMENT] = hwcso;
ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_FS;
}
/**
* Sets up the starting offsets for the groups of binding table entries
* common to all pipeline stages.
*
* Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
* unused but also make sure that addition of small offsets to them will
* trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
*/
static uint32_t
assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
const struct shader_info *info,
struct brw_stage_prog_data *prog_data,
uint32_t next_binding_table_offset)
{
prog_data->binding_table.texture_start = next_binding_table_offset;
prog_data->binding_table.gather_texture_start = next_binding_table_offset;
next_binding_table_offset += info->num_textures;
if (info->num_ubos) {
//assert(info->num_ubos <= BRW_MAX_UBO);
prog_data->binding_table.ubo_start = next_binding_table_offset;
next_binding_table_offset += info->num_ubos;
} else {
prog_data->binding_table.ubo_start = 0xd0d0d0d0;
}
if (info->num_ssbos || info->num_abos) {
//assert(info->num_abos <= BRW_MAX_ABO);
//assert(info->num_ssbos <= BRW_MAX_SSBO);
prog_data->binding_table.ssbo_start = next_binding_table_offset;
next_binding_table_offset += info->num_abos + info->num_ssbos;
} else {
prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
}
prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
if (info->num_images) {
prog_data->binding_table.image_start = next_binding_table_offset;
next_binding_table_offset += info->num_images;
} else {
prog_data->binding_table.image_start = 0xd0d0d0d0;
}
/* This may or may not be used depending on how the compile goes. */
prog_data->binding_table.pull_constants_start = next_binding_table_offset;
next_binding_table_offset++;
/* Plane 0 is just the regular texture section */
prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start;
prog_data->binding_table.plane_start[1] = next_binding_table_offset;
next_binding_table_offset += info->num_textures;
prog_data->binding_table.plane_start[2] = next_binding_table_offset;
next_binding_table_offset += info->num_textures;
/* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
//assert(next_binding_table_offset <= BRW_MAX_SURFACES);
return next_binding_table_offset;
}
static bool
iris_compile_vs(struct iris_context *ice,
struct iris_uncompiled_shader *ish,
const struct brw_vs_prog_key *key)
{
struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
const struct brw_compiler *compiler = screen->compiler;
const struct gen_device_info *devinfo = &screen->devinfo;
const unsigned *program;
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx = ralloc_context(NULL);
assert(ish->base.type == PIPE_SHADER_IR_NIR);
nir_shader *nir = ish->base.ir.nir;
memset(&prog_data, 0, sizeof(prog_data));
// XXX: alt mode
assign_common_binding_table_offsets(devinfo, &nir->info,
&prog_data.base.base, 0);
brw_compute_vue_map(devinfo,
&prog_data.base.vue_map, nir->info.outputs_written,
nir->info.separate_shader);
char *error_str;
program = brw_compile_vs(compiler, ice, mem_ctx, key, &prog_data,
nir, -1, &error_str);
if (program == NULL) {
fprintf(stderr, "Failed to compile vertex shader: %s\n", error_str);
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ralloc_free(mem_ctx);
return false;
}
/* The param and pull_param arrays will be freed by the shader cache. */
ralloc_steal(NULL, prog_data.base.base.param);
ralloc_steal(NULL, prog_data.base.base.pull_param);
//brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
//key, sizeof(struct brw_vs_prog_key),
//program, prog_data.base.base.program_size,
//&prog_data, sizeof(prog_data),
//&brw->vs.base.prog_offset, &brw->vs.base.prog_data);
ralloc_free(mem_ctx);
return true;
}
static void
iris_populate_vs_key(struct iris_context *ice, struct brw_vs_prog_key *key)
{
memset(key, 0, sizeof(*key));
}
static void
iris_update_compiled_vs(struct iris_context *ice)
{
struct brw_vs_prog_key key;
iris_populate_vs_key(ice, &key);
UNUSED bool success =
iris_compile_vs(ice, ice->progs[MESA_SHADER_VERTEX], &key);
}
void
iris_update_compiled_shaders(struct iris_context *ice)
{
iris_update_compiled_vs(ice);
// ...
}
void
iris_init_program_functions(struct pipe_context *ctx)
{
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ctx->create_vs_state = iris_create_shader_state;
ctx->create_tcs_state = iris_create_shader_state;
ctx->create_tes_state = iris_create_shader_state;
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ctx->create_gs_state = iris_create_shader_state;
ctx->create_fs_state = iris_create_shader_state;
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ctx->delete_vs_state = iris_delete_shader_state;
ctx->delete_tcs_state = iris_delete_shader_state;
ctx->delete_tes_state = iris_delete_shader_state;
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ctx->delete_gs_state = iris_delete_shader_state;
ctx->delete_fs_state = iris_delete_shader_state;
ctx->bind_vs_state = iris_bind_vs_state;
ctx->bind_tcs_state = iris_bind_tcs_state;
ctx->bind_tes_state = iris_bind_tes_state;
ctx->bind_gs_state = iris_bind_gs_state;
ctx->bind_fs_state = iris_bind_fs_state;
}