mesa/src/gallium/drivers/iris/iris_program_cache.c
Caio Oliveira 4c3b65ccf9 iris: Rename screen->compiler to screen->brw
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27563>
2024-02-24 00:24:31 +00:00

437 lines
14 KiB
C

/*
* 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
* 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 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 iris_program_cache.c
*
* The in-memory program cache. This is basically a hash table mapping
* API-specified shaders and a state key to a compiled variant. It also
* takes care of uploading shader assembly into a BO for use on the GPU.
*/
#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 "util/u_upload_mgr.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"
#include "iris_resource.h"
struct keybox {
uint16_t size;
enum iris_program_cache_id cache_id;
uint8_t data[0];
};
static struct keybox *
make_keybox(void *mem_ctx,
enum iris_program_cache_id cache_id,
const void *key,
uint32_t key_size)
{
struct keybox *keybox =
ralloc_size(mem_ctx, sizeof(struct keybox) + key_size);
keybox->cache_id = cache_id;
keybox->size = key_size;
memcpy(keybox->data, key, key_size);
return keybox;
}
static uint32_t
keybox_hash(const void *void_key)
{
const struct keybox *key = void_key;
return _mesa_hash_data(&key->cache_id, key->size + sizeof(key->cache_id));
}
static bool
keybox_equals(const void *void_a, const void *void_b)
{
const struct keybox *a = void_a, *b = void_b;
if (a->size != b->size)
return false;
return memcmp(a->data, b->data, a->size) == 0;
}
struct iris_compiled_shader *
iris_find_cached_shader(struct iris_context *ice,
enum iris_program_cache_id cache_id,
uint32_t key_size,
const void *key)
{
struct keybox *keybox = make_keybox(NULL, cache_id, key, key_size);
struct hash_entry *entry =
_mesa_hash_table_search(ice->shaders.cache, keybox);
ralloc_free(keybox);
return entry ? entry->data : NULL;
}
void
iris_delete_shader_variant(struct iris_compiled_shader *shader)
{
pipe_resource_reference(&shader->assembly.res, NULL);
util_queue_fence_destroy(&shader->ready);
ralloc_free(shader);
}
struct iris_compiled_shader *
iris_create_shader_variant(const struct iris_screen *screen,
void *mem_ctx,
gl_shader_stage stage,
enum iris_program_cache_id cache_id,
uint32_t key_size,
const void *key)
{
#ifndef NDEBUG
if (cache_id == IRIS_CACHE_BLORP) {
/* Blorp shader must have a mem_ctx. */
assert(mem_ctx != NULL);
} else if (cache_id == IRIS_CACHE_TCS) {
/* Pass-through tessellation control shaders (generated by the driver)
* will have a mem_ctx, and other tessellation control shaders will not.
*/
} else {
/* Shaders that are neither blorp nor tessellation control must not have
* a mem_ctx.
*/
assert(mem_ctx == NULL);
}
#endif
struct iris_compiled_shader *shader =
rzalloc_size(mem_ctx, sizeof(struct iris_compiled_shader) +
screen->vtbl.derived_program_state_size(cache_id));
pipe_reference_init(&shader->ref, 1);
util_queue_fence_init(&shader->ready);
util_queue_fence_reset(&shader->ready);
if (cache_id != IRIS_CACHE_BLORP) {
assert(key_size <= sizeof(union iris_any_prog_key));
memcpy(&shader->key, key, key_size);
}
shader->stage = stage;
return shader;
}
void
iris_upload_shader(struct iris_screen *screen,
struct iris_uncompiled_shader *ish,
struct iris_compiled_shader *shader,
struct hash_table *driver_shaders,
struct u_upload_mgr *uploader,
enum iris_program_cache_id cache_id,
uint32_t key_size,
const void *key,
const void *assembly)
{
const struct intel_device_info *devinfo = screen->devinfo;
u_upload_alloc(uploader, 0, shader->program_size, 64,
&shader->assembly.offset, &shader->assembly.res,
&shader->map);
memcpy(shader->map, assembly, shader->program_size);
struct iris_resource *res = (void *) shader->assembly.res;
uint64_t shader_data_addr = res->bo->address +
shader->assembly.offset +
shader->const_data_offset;
struct brw_shader_reloc_value reloc_values[] = {
{
.id = BRW_SHADER_RELOC_CONST_DATA_ADDR_LOW,
.value = shader_data_addr,
},
{
.id = BRW_SHADER_RELOC_CONST_DATA_ADDR_HIGH,
.value = shader_data_addr >> 32,
},
};
brw_write_shader_relocs(&screen->brw->isa, shader->map,
shader->brw_prog_data, reloc_values,
ARRAY_SIZE(reloc_values));
/* Store the 3DSTATE shader packets and other derived state. */
screen->vtbl.store_derived_program_state(devinfo, cache_id, shader);
util_queue_fence_signal(&shader->ready);
if (!ish) {
struct keybox *keybox = make_keybox(shader, cache_id, key, key_size);
_mesa_hash_table_insert(driver_shaders, keybox, shader);
}
}
bool
iris_blorp_lookup_shader(struct blorp_batch *blorp_batch,
const void *key, uint32_t key_size,
uint32_t *kernel_out, void *prog_data_out)
{
struct blorp_context *blorp = blorp_batch->blorp;
struct iris_context *ice = blorp->driver_ctx;
struct iris_batch *batch = blorp_batch->driver_batch;
struct iris_compiled_shader *shader =
iris_find_cached_shader(ice, IRIS_CACHE_BLORP, key_size, key);
if (!shader)
return false;
struct iris_bo *bo = iris_resource_bo(shader->assembly.res);
*kernel_out =
iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->brw_prog_data;
iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}
bool
iris_blorp_upload_shader(struct blorp_batch *blorp_batch, uint32_t stage,
const void *key, uint32_t key_size,
const void *kernel, UNUSED uint32_t kernel_size,
const void *prog_data_templ,
UNUSED uint32_t prog_data_size,
uint32_t *kernel_out, void *prog_data_out)
{
struct blorp_context *blorp = blorp_batch->blorp;
struct iris_context *ice = blorp->driver_ctx;
struct iris_batch *batch = blorp_batch->driver_batch;
struct iris_screen *screen = batch->screen;
void *prog_data = ralloc_size(NULL, prog_data_size);
memcpy(prog_data, prog_data_templ, prog_data_size);
struct iris_binding_table bt;
memset(&bt, 0, sizeof(bt));
struct iris_compiled_shader *shader =
iris_create_shader_variant(screen, ice->shaders.cache, stage,
IRIS_CACHE_BLORP, key_size, key);
iris_apply_brw_prog_data(shader, prog_data);
iris_finalize_program(shader, NULL, NULL, 0, 0, 0, &bt);
iris_upload_shader(screen, NULL, shader, ice->shaders.cache,
ice->shaders.uploader_driver,
IRIS_CACHE_BLORP, key_size, key, kernel);
struct iris_bo *bo = iris_resource_bo(shader->assembly.res);
*kernel_out =
iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->brw_prog_data;
iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}
void
iris_init_program_cache(struct iris_context *ice)
{
ice->shaders.cache =
_mesa_hash_table_create(ice, keybox_hash, keybox_equals);
ice->shaders.uploader_driver =
u_upload_create(&ice->ctx, 64 * 1024,
PIPE_BIND_CUSTOM, PIPE_USAGE_IMMUTABLE,
IRIS_RESOURCE_FLAG_SHADER_MEMZONE |
IRIS_RESOURCE_FLAG_DEVICE_MEM);
ice->shaders.uploader_unsync =
u_upload_create(&ice->ctx, 64 * 1024,
PIPE_BIND_CUSTOM, PIPE_USAGE_IMMUTABLE,
IRIS_RESOURCE_FLAG_SHADER_MEMZONE |
IRIS_RESOURCE_FLAG_DEVICE_MEM);
}
void
iris_destroy_program_cache(struct iris_context *ice)
{
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
iris_shader_variant_reference(&ice->shaders.prog[i], NULL);
}
iris_shader_variant_reference(&ice->shaders.last_vue_shader, NULL);
hash_table_foreach(ice->shaders.cache, entry) {
struct iris_compiled_shader *shader = entry->data;
iris_delete_shader_variant(shader);
}
u_upload_destroy(ice->shaders.uploader_driver);
u_upload_destroy(ice->shaders.uploader_unsync);
ralloc_free(ice->shaders.cache);
}
static void
link_libintel_shaders(nir_shader *nir, const nir_shader *libintel)
{
nir_link_shader_functions(nir, libintel);
NIR_PASS_V(nir, nir_inline_functions);
NIR_PASS_V(nir, nir_remove_non_entrypoints);
NIR_PASS_V(nir, nir_lower_vars_to_explicit_types, nir_var_function_temp,
glsl_get_cl_type_size_align);
NIR_PASS_V(nir, nir_opt_deref);
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
NIR_PASS_V(nir, nir_lower_explicit_io,
nir_var_shader_temp | nir_var_function_temp | nir_var_mem_shared |
nir_var_mem_global,
nir_address_format_62bit_generic);
}
void
iris_ensure_indirect_generation_shader(struct iris_batch *batch)
{
struct iris_context *ice = batch->ice;
if (ice->draw.generation.shader)
return;
struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
const struct {
char name[40];
} key = {
.name = "iris-generation-shader",
};
ice->draw.generation.shader =
iris_find_cached_shader(ice, IRIS_CACHE_BLORP, sizeof(key), &key);
if (ice->draw.generation.shader != NULL)
return;
struct brw_compiler *compiler = screen->brw;
const nir_shader_compiler_options *nir_options =
compiler->nir_options[MESA_SHADER_FRAGMENT];
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
nir_options,
"iris-indirect-generate");
uint32_t uniform_size =
screen->vtbl.call_generation_shader(screen, &b);
nir_shader *nir = b.shader;
void *mem_ctx = ralloc_context(NULL);
link_libintel_shaders(nir, screen->vtbl.load_shader_lib(screen, mem_ctx));
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
NIR_PASS_V(nir, nir_opt_cse);
NIR_PASS_V(nir, nir_opt_gcm, true);
NIR_PASS_V(nir, nir_opt_peephole_select, 1, false, false);
NIR_PASS_V(nir, nir_lower_variable_initializers, ~0);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_split_per_member_structs);
struct brw_nir_compiler_opts opts = {};
brw_preprocess_nir(compiler, nir, &opts);
NIR_PASS_V(nir, nir_propagate_invariant, false);
NIR_PASS_V(nir, nir_lower_input_attachments,
&(nir_input_attachment_options) {
.use_fragcoord_sysval = true,
.use_layer_id_sysval = true,
});
/* Reset sizes before gathering information */
nir->global_mem_size = 0;
nir->scratch_size = 0;
nir->info.shared_size = 0;
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
NIR_PASS_V(nir, nir_copy_prop);
NIR_PASS_V(nir, nir_opt_constant_folding);
NIR_PASS_V(nir, nir_opt_dce);
/* Do vectorizing here. For some reason when trying to do it in the back
* this just isn't working.
*/
nir_load_store_vectorize_options options = {
.modes = nir_var_mem_ubo | nir_var_mem_ssbo | nir_var_mem_global,
.callback = brw_nir_should_vectorize_mem,
.robust_modes = (nir_variable_mode)0,
};
NIR_PASS_V(nir, nir_opt_load_store_vectorize, &options);
nir->num_uniforms = uniform_size;
union brw_any_prog_key prog_key;
memset(&prog_key, 0, sizeof(prog_key));
struct brw_wm_prog_data *prog_data = ralloc_size(NULL, sizeof(*prog_data));
memset(prog_data, 0, sizeof(*prog_data));
prog_data->base.nr_params = nir->num_uniforms / 4;
brw_nir_analyze_ubo_ranges(compiler, nir, prog_data->base.ubo_ranges);
struct brw_compile_stats stats[3];
struct brw_compile_fs_params params = {
.base = {
.nir = nir,
.log_data = &ice->dbg,
.debug_flag = DEBUG_WM,
.stats = stats,
.mem_ctx = mem_ctx,
},
.key = &prog_key.wm,
.prog_data = prog_data,
};
const unsigned *program = brw_compile_fs(compiler, &params);
struct iris_binding_table bt;
memset(&bt, 0, sizeof(bt));
struct iris_compiled_shader *shader =
iris_create_shader_variant(screen, ice->shaders.cache,
MESA_SHADER_FRAGMENT,
IRIS_CACHE_BLORP,
sizeof(key), &key);
iris_apply_brw_prog_data(shader, &prog_data->base);
iris_finalize_program(shader, NULL, NULL, 0, 0, 0, &bt);
iris_upload_shader(screen, NULL, shader, ice->shaders.cache,
ice->shaders.uploader_driver,
IRIS_CACHE_BLORP, sizeof(key), &key, program);
ralloc_free(mem_ctx);
struct iris_bo *bo = iris_resource_bo(shader->assembly.res);
iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
ice->draw.generation.shader = shader;
}