mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
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Needed for dropping GLSL's frontend lowering. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22083>
1037 lines
39 KiB
C
1037 lines
39 KiB
C
/*
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* Copyright © 2014-2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <inttypes.h>
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#include "util/format/u_format.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/ralloc.h"
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#include "util/hash_table.h"
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#include "util/u_upload_mgr.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_parse.h"
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#include "compiler/nir/nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "nir/tgsi_to_nir.h"
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#include "compiler/v3d_compiler.h"
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#include "v3d_context.h"
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#include "broadcom/cle/v3d_packet_v33_pack.h"
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static struct v3d_compiled_shader *
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v3d_get_compiled_shader(struct v3d_context *v3d,
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struct v3d_key *key, size_t key_size);
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static void
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v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
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struct v3d_key *key);
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static gl_varying_slot
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v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
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{
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nir_foreach_shader_out_variable(var, s) {
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if (var->data.driver_location == driver_location) {
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return var->data.location;
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}
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}
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return -1;
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}
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/**
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* Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader.
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*
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* A shader can have 16 of these specs, and each one of them can write up to
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* 16 dwords. Since we allow a total of 64 transform feedback output
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* components (not 16 vectors), we have to group the writes of multiple
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* varyings together in a single data spec.
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*/
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static void
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v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so,
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const struct pipe_stream_output_info *stream_output)
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{
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if (!stream_output->num_outputs)
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return;
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struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4];
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int slot_count = 0;
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for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) {
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uint32_t buffer_offset = 0;
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uint32_t vpm_start = slot_count;
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for (int i = 0; i < stream_output->num_outputs; i++) {
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const struct pipe_stream_output *output =
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&stream_output->output[i];
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if (output->output_buffer != buffer)
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continue;
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/* We assume that the SO outputs appear in increasing
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* order in the buffer.
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*/
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assert(output->dst_offset >= buffer_offset);
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/* Pad any undefined slots in the output */
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for (int j = buffer_offset; j < output->dst_offset; j++) {
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slots[slot_count] =
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v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0);
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slot_count++;
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buffer_offset++;
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}
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/* Set the coordinate shader up to output the
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* components of this varying.
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*/
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for (int j = 0; j < output->num_components; j++) {
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gl_varying_slot slot =
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v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
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slots[slot_count] =
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v3d_slot_from_slot_and_component(slot,
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output->start_component + j);
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slot_count++;
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buffer_offset++;
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}
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}
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uint32_t vpm_size = slot_count - vpm_start;
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if (!vpm_size)
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continue;
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uint32_t vpm_start_offset = vpm_start + 6;
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while (vpm_size) {
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uint32_t write_size = MIN2(vpm_size, 1 << 4);
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struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = {
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/* We need the offset from the coordinate shader's VPM
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* output block, which has the [X, Y, Z, W, Xs, Ys]
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* values at the start.
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*/
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.first_shaded_vertex_value_to_output = vpm_start_offset,
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.number_of_consecutive_vertex_values_to_output_as_32_bit_values = write_size,
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.output_buffer_to_write_to = buffer,
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};
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/* GFXH-1559 */
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assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
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so->num_tf_specs != 0);
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assert(so->num_tf_specs != ARRAY_SIZE(so->tf_specs));
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V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
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(void *)&so->tf_specs[so->num_tf_specs],
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&unpacked);
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/* If point size is being written by the shader, then
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* all the VPM start offsets are shifted up by one.
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* We won't know that until the variant is compiled,
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* though.
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*/
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unpacked.first_shaded_vertex_value_to_output++;
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/* GFXH-1559 */
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assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
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so->num_tf_specs != 0);
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V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
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(void *)&so->tf_specs_psiz[so->num_tf_specs],
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&unpacked);
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so->num_tf_specs++;
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vpm_start_offset += write_size;
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vpm_size -= write_size;
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}
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so->base.stream_output.stride[buffer] =
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stream_output->stride[buffer];
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}
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so->num_tf_outputs = slot_count;
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so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot,
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slot_count);
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memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count);
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}
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static int
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type_size(const struct glsl_type *type, bool bindless)
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{
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return glsl_count_attribute_slots(type, false);
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}
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static void
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precompile_all_outputs(nir_shader *s,
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struct v3d_varying_slot *outputs,
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uint8_t *num_outputs)
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{
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nir_foreach_shader_out_variable(var, s) {
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const int array_len = MAX2(glsl_get_length(var->type), 1);
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for (int j = 0; j < array_len; j++) {
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const int slot = var->data.location + j;
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const int num_components =
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glsl_get_components(var->type);
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for (int i = 0; i < num_components; i++) {
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const int swiz = var->data.location_frac + i;
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outputs[(*num_outputs)++] =
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v3d_slot_from_slot_and_component(slot,
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swiz);
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}
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}
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}
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}
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/**
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* Precompiles a shader variant at shader state creation time if
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* V3D_DEBUG=precompile is set. Used for shader-db
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* (https://gitlab.freedesktop.org/mesa/shader-db)
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*/
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static void
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v3d_shader_precompile(struct v3d_context *v3d,
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struct v3d_uncompiled_shader *so)
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{
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nir_shader *s = so->base.ir.nir;
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if (s->info.stage == MESA_SHADER_FRAGMENT) {
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struct v3d_fs_key key = {
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.base.shader_state = so,
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};
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nir_foreach_shader_out_variable(var, s) {
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if (var->data.location == FRAG_RESULT_COLOR) {
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key.cbufs |= 1 << 0;
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} else if (var->data.location >= FRAG_RESULT_DATA0) {
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key.cbufs |= 1 << (var->data.location -
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FRAG_RESULT_DATA0);
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}
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}
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key.logicop_func = PIPE_LOGICOP_COPY;
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v3d_setup_shared_precompile_key(so, &key.base);
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v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
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} else if (s->info.stage == MESA_SHADER_GEOMETRY) {
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struct v3d_gs_key key = {
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.base.shader_state = so,
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.base.is_last_geometry_stage = true,
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};
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v3d_setup_shared_precompile_key(so, &key.base);
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precompile_all_outputs(s,
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key.used_outputs,
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&key.num_used_outputs);
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v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
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/* Compile GS bin shader: only position (XXX: include TF) */
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key.is_coord = true;
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key.num_used_outputs = 0;
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for (int i = 0; i < 4; i++) {
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key.used_outputs[key.num_used_outputs++] =
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v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
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i);
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}
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v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
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} else {
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assert(s->info.stage == MESA_SHADER_VERTEX);
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struct v3d_vs_key key = {
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.base.shader_state = so,
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/* Emit fixed function outputs */
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.base.is_last_geometry_stage = true,
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};
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v3d_setup_shared_precompile_key(so, &key.base);
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precompile_all_outputs(s,
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key.used_outputs,
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&key.num_used_outputs);
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v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
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/* Compile VS bin shader: only position (XXX: include TF) */
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key.is_coord = true;
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key.num_used_outputs = 0;
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for (int i = 0; i < 4; i++) {
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key.used_outputs[key.num_used_outputs++] =
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v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
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i);
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}
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v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
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}
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}
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static void *
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v3d_uncompiled_shader_create(struct pipe_context *pctx,
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enum pipe_shader_ir type, void *ir)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader);
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if (!so)
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return NULL;
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so->program_id = v3d->next_uncompiled_program_id++;
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nir_shader *s;
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if (type == PIPE_SHADER_IR_NIR) {
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/* The backend takes ownership of the NIR shader on state
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* creation.
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*/
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s = ir;
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} else {
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assert(type == PIPE_SHADER_IR_TGSI);
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if (V3D_DBG(TGSI)) {
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fprintf(stderr, "prog %d TGSI:\n",
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so->program_id);
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tgsi_dump(ir, 0);
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fprintf(stderr, "\n");
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}
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s = tgsi_to_nir(ir, pctx->screen, false);
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}
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if (s->info.stage != MESA_SHADER_VERTEX &&
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s->info.stage != MESA_SHADER_GEOMETRY) {
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NIR_PASS(_, s, nir_lower_io,
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nir_var_shader_in | nir_var_shader_out,
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type_size, (nir_lower_io_options)0);
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}
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NIR_PASS(_, s, nir_lower_regs_to_ssa);
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NIR_PASS(_, s, nir_normalize_cubemap_coords);
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NIR_PASS(_, s, nir_lower_load_const_to_scalar);
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v3d_optimize_nir(NULL, s);
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NIR_PASS(_, s, nir_lower_var_copies);
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/* Get rid of split copies */
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v3d_optimize_nir(NULL, s);
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NIR_PASS(_, s, nir_remove_dead_variables, nir_var_function_temp, NULL);
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NIR_PASS(_, s, nir_lower_frexp);
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/* Garbage collect dead instructions */
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nir_sweep(s);
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so->base.type = PIPE_SHADER_IR_NIR;
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so->base.ir.nir = s;
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if (V3D_DBG(NIR) || v3d_debug_flag_for_shader_stage(s->info.stage)) {
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fprintf(stderr, "%s prog %d NIR:\n",
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gl_shader_stage_name(s->info.stage),
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so->program_id);
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nir_print_shader(s, stderr);
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fprintf(stderr, "\n");
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}
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if (V3D_DBG(PRECOMPILE))
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v3d_shader_precompile(v3d, so);
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return so;
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}
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static void
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v3d_shader_debug_output(const char *message, void *data)
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{
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struct pipe_context *ctx = data;
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util_debug_message(&ctx->debug, SHADER_INFO, "%s", message);
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}
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static void *
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v3d_shader_state_create(struct pipe_context *pctx,
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const struct pipe_shader_state *cso)
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{
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struct v3d_uncompiled_shader *so =
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v3d_uncompiled_shader_create(pctx,
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cso->type,
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(cso->type == PIPE_SHADER_IR_TGSI ?
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(void *)cso->tokens :
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cso->ir.nir));
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v3d_set_transform_feedback_outputs(so, &cso->stream_output);
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return so;
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}
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struct v3d_compiled_shader *
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v3d_get_compiled_shader(struct v3d_context *v3d,
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struct v3d_key *key,
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size_t key_size)
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{
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struct v3d_uncompiled_shader *shader_state = key->shader_state;
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nir_shader *s = shader_state->base.ir.nir;
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struct hash_table *ht = v3d->prog.cache[s->info.stage];
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struct hash_entry *entry = _mesa_hash_table_search(ht, key);
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if (entry)
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return entry->data;
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int variant_id =
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p_atomic_inc_return(&shader_state->compiled_variant_count);
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struct v3d_compiled_shader *shader = NULL;
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#ifdef ENABLE_SHADER_CACHE
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shader = v3d_disk_cache_retrieve(v3d, key);
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#endif
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if (!shader) {
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shader = rzalloc(NULL, struct v3d_compiled_shader);
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int program_id = shader_state->program_id;
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uint64_t *qpu_insts;
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uint32_t shader_size;
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qpu_insts = v3d_compile(v3d->screen->compiler, key,
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&shader->prog_data.base, s,
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v3d_shader_debug_output,
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v3d,
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program_id, variant_id, &shader_size);
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ralloc_steal(shader, shader->prog_data.base);
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if (shader_size) {
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u_upload_data(v3d->state_uploader, 0, shader_size, 8,
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qpu_insts, &shader->offset, &shader->resource);
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}
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#ifdef ENABLE_SHADER_CACHE
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v3d_disk_cache_store(v3d, key, shader, qpu_insts, shader_size);
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#endif
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free(qpu_insts);
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}
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v3d_set_shader_uniform_dirty_flags(shader);
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if (ht) {
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struct v3d_key *dup_key;
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dup_key = ralloc_size(shader, key_size);
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memcpy(dup_key, key, key_size);
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_mesa_hash_table_insert(ht, dup_key, shader);
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}
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if (shader->prog_data.base->spill_size >
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v3d->prog.spill_size_per_thread) {
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/* The TIDX register we use for choosing the area to access
|
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* for scratch space is: (core << 6) | (qpu << 2) | thread.
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* Even at minimum threadcount in a particular shader, that
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* means we still multiply by qpus by 4.
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*/
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int total_spill_size = (v3d->screen->devinfo.qpu_count * 4 *
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shader->prog_data.base->spill_size);
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v3d_bo_unreference(&v3d->prog.spill_bo);
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v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
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total_spill_size, "spill");
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v3d->prog.spill_size_per_thread =
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shader->prog_data.base->spill_size;
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}
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return shader;
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}
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|
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static void
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v3d_free_compiled_shader(struct v3d_compiled_shader *shader)
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{
|
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pipe_resource_reference(&shader->resource, NULL);
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ralloc_free(shader);
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}
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|
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static void
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v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
|
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struct v3d_texture_stateobj *texstate)
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{
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const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
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key->num_tex_used = texstate->num_textures;
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key->num_samplers_used = texstate->num_textures;
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assert(key->num_tex_used == key->num_samplers_used);
|
|
for (int i = 0; i < texstate->num_textures; i++) {
|
|
struct pipe_sampler_view *sampler = texstate->textures[i];
|
|
struct v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler);
|
|
|
|
if (!sampler)
|
|
continue;
|
|
|
|
key->sampler[i].return_size =
|
|
v3d_get_tex_return_size(devinfo, sampler->format);
|
|
|
|
/* For 16-bit, we set up the sampler to always return 2
|
|
* channels (meaning no recompiles for most statechanges),
|
|
* while for 32 we actually scale the returns with channels.
|
|
*/
|
|
if (key->sampler[i].return_size == 16) {
|
|
key->sampler[i].return_channels = 2;
|
|
} else if (devinfo->ver > 40) {
|
|
key->sampler[i].return_channels = 4;
|
|
} else {
|
|
key->sampler[i].return_channels =
|
|
v3d_get_tex_return_channels(devinfo,
|
|
sampler->format);
|
|
}
|
|
|
|
if (key->sampler[i].return_size == 32 && devinfo->ver < 40) {
|
|
memcpy(key->tex[i].swizzle,
|
|
v3d_sampler->swizzle,
|
|
sizeof(v3d_sampler->swizzle));
|
|
} else {
|
|
/* For 16-bit returns, we let the sampler state handle
|
|
* the swizzle.
|
|
*/
|
|
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_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
|
|
struct v3d_key *key)
|
|
{
|
|
nir_shader *s = uncompiled->base.ir.nir;
|
|
|
|
/* Note that below we access they key's texture and sampler fields
|
|
* using the same index. On OpenGL they are the same (they are
|
|
* combined)
|
|
*/
|
|
key->num_tex_used = s->info.num_textures;
|
|
key->num_samplers_used = s->info.num_textures;
|
|
for (int i = 0; i < s->info.num_textures; i++) {
|
|
key->sampler[i].return_size = 16;
|
|
key->sampler[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)
|
|
{
|
|
struct v3d_job *job = v3d->job;
|
|
struct v3d_fs_key local_key;
|
|
struct v3d_fs_key *key = &local_key;
|
|
nir_shader *s = v3d->prog.bind_fs->base.ir.nir;
|
|
|
|
if (!(v3d->dirty & (V3D_DIRTY_PRIM_MODE |
|
|
V3D_DIRTY_BLEND |
|
|
V3D_DIRTY_FRAMEBUFFER |
|
|
V3D_DIRTY_ZSA |
|
|
V3D_DIRTY_RASTERIZER |
|
|
V3D_DIRTY_SAMPLE_STATE |
|
|
V3D_DIRTY_FRAGTEX |
|
|
V3D_DIRTY_UNCOMPILED_FS))) {
|
|
return;
|
|
}
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
|
|
key->base.shader_state = v3d->prog.bind_fs;
|
|
key->base.ucp_enables = v3d->rasterizer->base.clip_plane_enable;
|
|
key->is_points = (prim_mode == PIPE_PRIM_POINTS);
|
|
key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
|
|
prim_mode <= PIPE_PRIM_LINE_STRIP);
|
|
key->line_smoothing = (key->is_lines &&
|
|
v3d_line_smoothing_enabled(v3d));
|
|
key->has_gs = v3d->prog.bind_gs != NULL;
|
|
if (v3d->blend->base.logicop_enable) {
|
|
key->logicop_func = v3d->blend->base.logicop_func;
|
|
} else {
|
|
key->logicop_func = PIPE_LOGICOP_COPY;
|
|
}
|
|
if (job->msaa) {
|
|
key->msaa = v3d->rasterizer->base.multisample;
|
|
key->sample_alpha_to_coverage = v3d->blend->base.alpha_to_coverage;
|
|
key->sample_alpha_to_one = v3d->blend->base.alpha_to_one;
|
|
}
|
|
|
|
key->swap_color_rb = v3d->swap_color_rb;
|
|
|
|
for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
|
|
struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
|
|
if (!cbuf)
|
|
continue;
|
|
|
|
/* gl_FragColor's propagation to however many bound color
|
|
* buffers there are means that the shader compile needs to
|
|
* know what buffers are present.
|
|
*/
|
|
key->cbufs |= 1 << i;
|
|
|
|
/* If logic operations are enabled then we might emit color
|
|
* reads and we need to know the color buffer format and
|
|
* swizzle for that.
|
|
*/
|
|
if (key->logicop_func != PIPE_LOGICOP_COPY) {
|
|
key->color_fmt[i].format = cbuf->format;
|
|
memcpy(key->color_fmt[i].swizzle,
|
|
v3d_get_format_swizzle(&v3d->screen->devinfo,
|
|
cbuf->format),
|
|
sizeof(key->color_fmt[i].swizzle));
|
|
}
|
|
|
|
const struct util_format_description *desc =
|
|
util_format_description(cbuf->format);
|
|
|
|
if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT &&
|
|
desc->channel[0].size == 32) {
|
|
key->f32_color_rb |= 1 << i;
|
|
}
|
|
|
|
if (s->info.fs.untyped_color_outputs) {
|
|
if (util_format_is_pure_uint(cbuf->format))
|
|
key->uint_color_rb |= 1 << i;
|
|
else if (util_format_is_pure_sint(cbuf->format))
|
|
key->int_color_rb |= 1 << i;
|
|
}
|
|
}
|
|
|
|
if (key->is_points) {
|
|
key->point_sprite_mask =
|
|
v3d->rasterizer->base.sprite_coord_enable;
|
|
/* this is handled by lower_wpos_pntc */
|
|
key->point_coord_upper_left = false;
|
|
}
|
|
|
|
struct v3d_compiled_shader *old_fs = v3d->prog.fs;
|
|
v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
|
|
if (v3d->prog.fs == old_fs)
|
|
return;
|
|
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_FS;
|
|
|
|
if (old_fs) {
|
|
if (v3d->prog.fs->prog_data.fs->flat_shade_flags !=
|
|
old_fs->prog_data.fs->flat_shade_flags) {
|
|
v3d->dirty |= V3D_DIRTY_FLAT_SHADE_FLAGS;
|
|
}
|
|
|
|
if (v3d->prog.fs->prog_data.fs->noperspective_flags !=
|
|
old_fs->prog_data.fs->noperspective_flags) {
|
|
v3d->dirty |= V3D_DIRTY_NOPERSPECTIVE_FLAGS;
|
|
}
|
|
|
|
if (v3d->prog.fs->prog_data.fs->centroid_flags !=
|
|
old_fs->prog_data.fs->centroid_flags) {
|
|
v3d->dirty |= V3D_DIRTY_CENTROID_FLAGS;
|
|
}
|
|
}
|
|
|
|
if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots,
|
|
old_fs->prog_data.fs->input_slots,
|
|
sizeof(v3d->prog.fs->prog_data.fs->input_slots))) {
|
|
v3d->dirty |= V3D_DIRTY_FS_INPUTS;
|
|
}
|
|
}
|
|
|
|
static void
|
|
v3d_update_compiled_gs(struct v3d_context *v3d, uint8_t prim_mode)
|
|
{
|
|
struct v3d_gs_key local_key;
|
|
struct v3d_gs_key *key = &local_key;
|
|
|
|
if (!(v3d->dirty & (V3D_DIRTY_GEOMTEX |
|
|
V3D_DIRTY_RASTERIZER |
|
|
V3D_DIRTY_UNCOMPILED_GS |
|
|
V3D_DIRTY_PRIM_MODE |
|
|
V3D_DIRTY_FS_INPUTS))) {
|
|
return;
|
|
}
|
|
|
|
if (!v3d->prog.bind_gs) {
|
|
v3d->prog.gs = NULL;
|
|
v3d->prog.gs_bin = NULL;
|
|
return;
|
|
}
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_GEOMETRY]);
|
|
key->base.shader_state = v3d->prog.bind_gs;
|
|
key->base.ucp_enables = v3d->rasterizer->base.clip_plane_enable;
|
|
key->base.is_last_geometry_stage = true;
|
|
key->num_used_outputs = v3d->prog.fs->prog_data.fs->num_inputs;
|
|
STATIC_ASSERT(sizeof(key->used_outputs) ==
|
|
sizeof(v3d->prog.fs->prog_data.fs->input_slots));
|
|
memcpy(key->used_outputs, v3d->prog.fs->prog_data.fs->input_slots,
|
|
sizeof(key->used_outputs));
|
|
|
|
key->per_vertex_point_size =
|
|
(prim_mode == PIPE_PRIM_POINTS &&
|
|
v3d->rasterizer->base.point_size_per_vertex);
|
|
|
|
struct v3d_compiled_shader *gs =
|
|
v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
|
|
if (gs != v3d->prog.gs) {
|
|
v3d->prog.gs = gs;
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_GS;
|
|
}
|
|
|
|
key->is_coord = true;
|
|
|
|
/* The last bin-mode shader in the geometry pipeline only outputs
|
|
* varyings used by transform feedback.
|
|
*/
|
|
struct v3d_uncompiled_shader *shader_state = key->base.shader_state;
|
|
memcpy(key->used_outputs, shader_state->tf_outputs,
|
|
sizeof(*key->used_outputs) * shader_state->num_tf_outputs);
|
|
if (shader_state->num_tf_outputs < key->num_used_outputs) {
|
|
uint32_t size = sizeof(*key->used_outputs) *
|
|
(key->num_used_outputs -
|
|
shader_state->num_tf_outputs);
|
|
memset(&key->used_outputs[shader_state->num_tf_outputs],
|
|
0, size);
|
|
}
|
|
key->num_used_outputs = shader_state->num_tf_outputs;
|
|
|
|
struct v3d_compiled_shader *old_gs = v3d->prog.gs;
|
|
struct v3d_compiled_shader *gs_bin =
|
|
v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
|
|
if (gs_bin != old_gs) {
|
|
v3d->prog.gs_bin = gs_bin;
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_GS_BIN;
|
|
}
|
|
|
|
if (old_gs && memcmp(v3d->prog.gs->prog_data.gs->input_slots,
|
|
old_gs->prog_data.gs->input_slots,
|
|
sizeof(v3d->prog.gs->prog_data.gs->input_slots))) {
|
|
v3d->dirty |= V3D_DIRTY_GS_INPUTS;
|
|
}
|
|
}
|
|
|
|
static void
|
|
v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
|
|
{
|
|
struct v3d_vs_key local_key;
|
|
struct v3d_vs_key *key = &local_key;
|
|
|
|
if (!(v3d->dirty & (V3D_DIRTY_VERTTEX |
|
|
V3D_DIRTY_VTXSTATE |
|
|
V3D_DIRTY_UNCOMPILED_VS |
|
|
(v3d->prog.bind_gs ? 0 : V3D_DIRTY_RASTERIZER) |
|
|
(v3d->prog.bind_gs ? 0 : V3D_DIRTY_PRIM_MODE) |
|
|
(v3d->prog.bind_gs ? V3D_DIRTY_GS_INPUTS :
|
|
V3D_DIRTY_FS_INPUTS)))) {
|
|
return;
|
|
}
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
|
|
key->base.shader_state = v3d->prog.bind_vs;
|
|
key->base.ucp_enables = v3d->rasterizer->base.clip_plane_enable;
|
|
key->base.is_last_geometry_stage = !v3d->prog.bind_gs;
|
|
|
|
if (!v3d->prog.bind_gs) {
|
|
key->num_used_outputs = v3d->prog.fs->prog_data.fs->num_inputs;
|
|
STATIC_ASSERT(sizeof(key->used_outputs) ==
|
|
sizeof(v3d->prog.fs->prog_data.fs->input_slots));
|
|
memcpy(key->used_outputs, v3d->prog.fs->prog_data.fs->input_slots,
|
|
sizeof(key->used_outputs));
|
|
} else {
|
|
key->num_used_outputs = v3d->prog.gs->prog_data.gs->num_inputs;
|
|
STATIC_ASSERT(sizeof(key->used_outputs) ==
|
|
sizeof(v3d->prog.gs->prog_data.gs->input_slots));
|
|
memcpy(key->used_outputs, v3d->prog.gs->prog_data.gs->input_slots,
|
|
sizeof(key->used_outputs));
|
|
}
|
|
|
|
key->per_vertex_point_size =
|
|
(prim_mode == PIPE_PRIM_POINTS &&
|
|
v3d->rasterizer->base.point_size_per_vertex);
|
|
|
|
nir_shader *s = v3d->prog.bind_vs->base.ir.nir;
|
|
uint64_t inputs_read = s->info.inputs_read;
|
|
assert(util_bitcount(inputs_read) <= v3d->vtx->num_elements);
|
|
|
|
while (inputs_read) {
|
|
int location = u_bit_scan64(&inputs_read);
|
|
nir_variable *var =
|
|
nir_find_variable_with_location(s, nir_var_shader_in, location);
|
|
assert (var != NULL);
|
|
int driver_location = var->data.driver_location;
|
|
switch (v3d->vtx->pipe[driver_location].src_format) {
|
|
case PIPE_FORMAT_B8G8R8A8_UNORM:
|
|
case PIPE_FORMAT_B10G10R10A2_UNORM:
|
|
case PIPE_FORMAT_B10G10R10A2_SNORM:
|
|
case PIPE_FORMAT_B10G10R10A2_USCALED:
|
|
case PIPE_FORMAT_B10G10R10A2_SSCALED:
|
|
key->va_swap_rb_mask |= 1 << location;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
struct v3d_compiled_shader *vs =
|
|
v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
|
|
if (vs != v3d->prog.vs) {
|
|
v3d->prog.vs = vs;
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_VS;
|
|
}
|
|
|
|
key->is_coord = true;
|
|
|
|
/* Coord shaders only output varyings used by transform feedback,
|
|
* unless they are linked to other shaders in the geometry side
|
|
* of the pipeline, since in that case any of the output varyings
|
|
* could be required in later geometry stages to compute
|
|
* gl_Position or TF outputs.
|
|
*/
|
|
if (!v3d->prog.bind_gs) {
|
|
struct v3d_uncompiled_shader *shader_state =
|
|
key->base.shader_state;
|
|
memcpy(key->used_outputs, shader_state->tf_outputs,
|
|
sizeof(*key->used_outputs) *
|
|
shader_state->num_tf_outputs);
|
|
if (shader_state->num_tf_outputs < key->num_used_outputs) {
|
|
uint32_t tail_bytes =
|
|
sizeof(*key->used_outputs) *
|
|
(key->num_used_outputs -
|
|
shader_state->num_tf_outputs);
|
|
memset(&key->used_outputs[shader_state->num_tf_outputs],
|
|
0, tail_bytes);
|
|
}
|
|
key->num_used_outputs = shader_state->num_tf_outputs;
|
|
} else {
|
|
key->num_used_outputs = v3d->prog.gs_bin->prog_data.gs->num_inputs;
|
|
STATIC_ASSERT(sizeof(key->used_outputs) ==
|
|
sizeof(v3d->prog.gs_bin->prog_data.gs->input_slots));
|
|
memcpy(key->used_outputs, v3d->prog.gs_bin->prog_data.gs->input_slots,
|
|
sizeof(key->used_outputs));
|
|
}
|
|
|
|
struct v3d_compiled_shader *cs =
|
|
v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
|
|
if (cs != v3d->prog.cs) {
|
|
v3d->prog.cs = cs;
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_CS;
|
|
}
|
|
}
|
|
|
|
void
|
|
v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode)
|
|
{
|
|
v3d_update_compiled_fs(v3d, prim_mode);
|
|
v3d_update_compiled_gs(v3d, prim_mode);
|
|
v3d_update_compiled_vs(v3d, prim_mode);
|
|
}
|
|
|
|
void
|
|
v3d_update_compiled_cs(struct v3d_context *v3d)
|
|
{
|
|
struct v3d_key local_key;
|
|
struct v3d_key *key = &local_key;
|
|
|
|
if (!(v3d->dirty & (V3D_DIRTY_UNCOMPILED_CS |
|
|
V3D_DIRTY_COMPTEX))) {
|
|
return;
|
|
}
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
v3d_setup_shared_key(v3d, key, &v3d->tex[PIPE_SHADER_COMPUTE]);
|
|
key->shader_state = v3d->prog.bind_compute;
|
|
|
|
struct v3d_compiled_shader *cs =
|
|
v3d_get_compiled_shader(v3d, key, sizeof(*key));
|
|
if (cs != v3d->prog.compute) {
|
|
v3d->prog.compute = cs;
|
|
v3d->dirty |= V3D_DIRTY_COMPILED_CS; /* XXX */
|
|
}
|
|
}
|
|
|
|
static uint32_t
|
|
fs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_fs_key));
|
|
}
|
|
|
|
static uint32_t
|
|
gs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_gs_key));
|
|
}
|
|
|
|
static uint32_t
|
|
vs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_vs_key));
|
|
}
|
|
|
|
static uint32_t
|
|
cs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_key));
|
|
}
|
|
|
|
static bool
|
|
fs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0;
|
|
}
|
|
|
|
static bool
|
|
gs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_gs_key)) == 0;
|
|
}
|
|
|
|
static bool
|
|
vs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0;
|
|
}
|
|
|
|
static bool
|
|
cs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_key)) == 0;
|
|
}
|
|
|
|
static void
|
|
v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
struct v3d_uncompiled_shader *so = hwcso;
|
|
nir_shader *s = so->base.ir.nir;
|
|
|
|
hash_table_foreach(v3d->prog.cache[s->info.stage], entry) {
|
|
const struct v3d_key *key = entry->key;
|
|
struct v3d_compiled_shader *shader = entry->data;
|
|
|
|
if (key->shader_state != so)
|
|
continue;
|
|
|
|
if (v3d->prog.fs == shader)
|
|
v3d->prog.fs = NULL;
|
|
if (v3d->prog.vs == shader)
|
|
v3d->prog.vs = NULL;
|
|
if (v3d->prog.cs == shader)
|
|
v3d->prog.cs = NULL;
|
|
if (v3d->prog.compute == shader)
|
|
v3d->prog.compute = NULL;
|
|
|
|
_mesa_hash_table_remove(v3d->prog.cache[s->info.stage], entry);
|
|
v3d_free_compiled_shader(shader);
|
|
}
|
|
|
|
ralloc_free(so->base.ir.nir);
|
|
free(so);
|
|
}
|
|
|
|
static void
|
|
v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
v3d->prog.bind_fs = hwcso;
|
|
v3d->dirty |= V3D_DIRTY_UNCOMPILED_FS;
|
|
}
|
|
|
|
static void
|
|
v3d_gp_state_bind(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
v3d->prog.bind_gs = hwcso;
|
|
v3d->dirty |= V3D_DIRTY_UNCOMPILED_GS;
|
|
}
|
|
|
|
static void
|
|
v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
v3d->prog.bind_vs = hwcso;
|
|
v3d->dirty |= V3D_DIRTY_UNCOMPILED_VS;
|
|
}
|
|
|
|
static void
|
|
v3d_compute_state_bind(struct pipe_context *pctx, void *state)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
|
|
v3d->prog.bind_compute = state;
|
|
v3d->dirty |= V3D_DIRTY_UNCOMPILED_CS;
|
|
}
|
|
|
|
static void *
|
|
v3d_create_compute_state(struct pipe_context *pctx,
|
|
const struct pipe_compute_state *cso)
|
|
{
|
|
return v3d_uncompiled_shader_create(pctx, cso->ir_type,
|
|
(void *)cso->prog);
|
|
}
|
|
|
|
void
|
|
v3d_program_init(struct pipe_context *pctx)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
|
|
pctx->create_vs_state = v3d_shader_state_create;
|
|
pctx->delete_vs_state = v3d_shader_state_delete;
|
|
|
|
pctx->create_gs_state = v3d_shader_state_create;
|
|
pctx->delete_gs_state = v3d_shader_state_delete;
|
|
|
|
pctx->create_fs_state = v3d_shader_state_create;
|
|
pctx->delete_fs_state = v3d_shader_state_delete;
|
|
|
|
pctx->bind_fs_state = v3d_fp_state_bind;
|
|
pctx->bind_gs_state = v3d_gp_state_bind;
|
|
pctx->bind_vs_state = v3d_vp_state_bind;
|
|
|
|
if (v3d->screen->has_csd) {
|
|
pctx->create_compute_state = v3d_create_compute_state;
|
|
pctx->delete_compute_state = v3d_shader_state_delete;
|
|
pctx->bind_compute_state = v3d_compute_state_bind;
|
|
}
|
|
|
|
v3d->prog.cache[MESA_SHADER_VERTEX] =
|
|
_mesa_hash_table_create(pctx, vs_cache_hash, vs_cache_compare);
|
|
v3d->prog.cache[MESA_SHADER_GEOMETRY] =
|
|
_mesa_hash_table_create(pctx, gs_cache_hash, gs_cache_compare);
|
|
v3d->prog.cache[MESA_SHADER_FRAGMENT] =
|
|
_mesa_hash_table_create(pctx, fs_cache_hash, fs_cache_compare);
|
|
v3d->prog.cache[MESA_SHADER_COMPUTE] =
|
|
_mesa_hash_table_create(pctx, cs_cache_hash, cs_cache_compare);
|
|
}
|
|
|
|
void
|
|
v3d_program_fini(struct pipe_context *pctx)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
|
|
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct hash_table *cache = v3d->prog.cache[i];
|
|
if (!cache)
|
|
continue;
|
|
|
|
hash_table_foreach(cache, entry) {
|
|
struct v3d_compiled_shader *shader = entry->data;
|
|
v3d_free_compiled_shader(shader);
|
|
_mesa_hash_table_remove(cache, entry);
|
|
}
|
|
}
|
|
|
|
v3d_bo_unreference(&v3d->prog.spill_bo);
|
|
}
|