v3d: Add a "precompile" debug flag for shader-db.

I've been using my apitrace-based shader-db so far, but it's slow
(apitrace decompression), intrusive (apitrace windows spamming the
screen), and doesn't have much coverage.  The original shader-db provides
a lot more coverage and compiles faster, at the expense of not having the
actual runtime variant key.  As v3d has a lot less runtime variation than
vc4 did, this tradeoff makes more sense.
This commit is contained in:
Eric Anholt 2018-12-19 17:22:41 -08:00
parent 9ec6a3d621
commit 87b251a940
3 changed files with 78 additions and 0 deletions

View file

@ -54,6 +54,7 @@ static const struct debug_control debug_control[] = {
{ "vs", V3D_DEBUG_VS},
{ "cs", V3D_DEBUG_CS},
{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
{ "precompile", V3D_DEBUG_PRECOMPILE},
{ NULL, 0 }
};

View file

@ -55,6 +55,7 @@ extern uint32_t V3D_DEBUG;
#define V3D_DEBUG_NORAST (1 << 11)
#define V3D_DEBUG_ALWAYS_FLUSH (1 << 12)
#define V3D_DEBUG_CLIF (1 << 13)
#define V3D_DEBUG_PRECOMPILE (1 << 14)
#ifdef HAVE_ANDROID_PLATFORM
#define LOG_TAG "BROADCOM-MESA"

View file

@ -38,6 +38,12 @@
#include "broadcom/cle/v3d_packet_v33_pack.h"
#include "mesa/state_tracker/st_glsl_types.h"
static struct v3d_compiled_shader *
v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key);
static void
v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
struct v3d_key *key);
static gl_varying_slot
v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
{
@ -175,6 +181,56 @@ uniforms_type_size(const struct glsl_type *type)
return st_glsl_storage_type_size(type, false);
}
/**
* Precompiles a shader variant at shader state creation time if
* V3D_DEBUG=precompile is set. Used for shader-db
* (https://gitlab.freedesktop.org/mesa/shader-db)
*/
static void
v3d_shader_precompile(struct v3d_context *v3d,
struct v3d_uncompiled_shader *so)
{
nir_shader *s = so->base.ir.nir;
if (s->info.stage == MESA_SHADER_FRAGMENT) {
struct v3d_fs_key key = {
.base.shader_state = so,
};
v3d_setup_shared_precompile_key(so, &key.base);
v3d_get_compiled_shader(v3d, &key.base);
} else {
struct v3d_vs_key key = {
.base.shader_state = so,
};
v3d_setup_shared_precompile_key(so, &key.base);
/* Compile VS: All outputs */
for (int vary = 0; vary < 64; vary++) {
if (!(s->info.outputs_written & (1ull << vary)))
continue;
for (int i = 0; i < 4; i++) {
key.fs_inputs[key.num_fs_inputs++] =
v3d_slot_from_slot_and_component(vary,
i);
}
}
v3d_get_compiled_shader(v3d, &key.base);
/* Compile VS bin shader: only position (XXX: include TF) */
key.is_coord = true;
key.num_fs_inputs = 0;
for (int i = 0; i < 4; i++) {
key.fs_inputs[key.num_fs_inputs++] =
v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
i);
}
v3d_get_compiled_shader(v3d, &key.base);
}
}
static void *
v3d_shader_state_create(struct pipe_context *pctx,
const struct pipe_shader_state *cso)
@ -245,6 +301,9 @@ v3d_shader_state_create(struct pipe_context *pctx,
fprintf(stderr, "\n");
}
if (V3D_DEBUG & V3D_DEBUG_PRECOMPILE)
v3d_shader_precompile(v3d, so);
return so;
}
@ -398,6 +457,23 @@ v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
key->ucp_enables = v3d->rasterizer->base.clip_plane_enable;
}
static void
v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
struct v3d_key *key)
{
nir_shader *s = uncompiled->base.ir.nir;
for (int i = 0; i < s->info.num_textures; i++) {
key->tex[i].return_size = 16;
key->tex[i].return_channels = 2;
key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
}
}
static void
v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
{