diff options
author | Rob Clark <[email protected]> | 2018-11-10 12:05:59 -0500 |
---|---|---|
committer | Rob Clark <[email protected]> | 2018-11-27 15:44:02 -0500 |
commit | aa0fed10d3574aec8c129bace78018ae060484c0 (patch) | |
tree | 2fee64028d47f6112f881903848a126da35eb5ea /src/freedreno/ir3/ir3_shader.c | |
parent | 556eec249d6d81be88389784ce5f2583712d85d5 (diff) |
freedreno: move ir3 to common location
Move (most of) the ir3 compiler to src/freedreno/ir3 so that it can be
re-used by some future vulkan driver. The parts that are gallium
specific have been refactored out and remain in the gallium driver.
Getting the move done now so that it can happen before further
refactoring to support a6xx specific instructions.
NOTE also removes ir3_cmdline compiler tool from autotools build since
that was easier than fixing it and I normally use meson build. Waiting
patiently for the day that we can remove *everything* from the autotools
build.
Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/freedreno/ir3/ir3_shader.c')
-rw-r--r-- | src/freedreno/ir3/ir3_shader.c | 436 |
1 files changed, 436 insertions, 0 deletions
diff --git a/src/freedreno/ir3/ir3_shader.c b/src/freedreno/ir3/ir3_shader.c new file mode 100644 index 00000000000..8b18e950cca --- /dev/null +++ b/src/freedreno/ir3/ir3_shader.c @@ -0,0 +1,436 @@ +/* + * Copyright (C) 2014 Rob Clark <[email protected]> + * + * 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. + * + * Authors: + * Rob Clark <[email protected]> + */ + +#include "util/u_string.h" +#include "util/u_memory.h" +#include "util/u_format.h" + +#include "drm/freedreno_drmif.h" + +#include "ir3_shader.h" +#include "ir3_compiler.h" +#include "ir3_nir.h" + +int +ir3_glsl_type_size(const struct glsl_type *type) +{ + return glsl_count_attribute_slots(type, false); +} + +static void +delete_variant(struct ir3_shader_variant *v) +{ + if (v->ir) + ir3_destroy(v->ir); + if (v->bo) + fd_bo_del(v->bo); + if (v->immediates) + free(v->immediates); + free(v); +} + +/* for vertex shader, the inputs are loaded into registers before the shader + * is executed, so max_regs from the shader instructions might not properly + * reflect the # of registers actually used, especially in case passthrough + * varyings. + * + * Likewise, for fragment shader, we can have some regs which are passed + * input values but never touched by the resulting shader (ie. as result + * of dead code elimination or simply because we don't know how to turn + * the reg off. + */ +static void +fixup_regfootprint(struct ir3_shader_variant *v) +{ + unsigned i; + + for (i = 0; i < v->inputs_count; i++) { + /* skip frag inputs fetch via bary.f since their reg's are + * not written by gpu before shader starts (and in fact the + * regid's might not even be valid) + */ + if (v->inputs[i].bary) + continue; + + /* ignore high regs that are global to all threads in a warp + * (they exist by default) (a5xx+) + */ + if (v->inputs[i].regid >= regid(48,0)) + continue; + + if (v->inputs[i].compmask) { + unsigned n = util_last_bit(v->inputs[i].compmask) - 1; + int32_t regid = (v->inputs[i].regid + n) >> 2; + v->info.max_reg = MAX2(v->info.max_reg, regid); + } + } + + for (i = 0; i < v->outputs_count; i++) { + int32_t regid = (v->outputs[i].regid + 3) >> 2; + v->info.max_reg = MAX2(v->info.max_reg, regid); + } +} + +/* wrapper for ir3_assemble() which does some info fixup based on + * shader state. Non-static since used by ir3_cmdline too. + */ +void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id) +{ + void *bin; + + bin = ir3_assemble(v->ir, &v->info, gpu_id); + if (!bin) + return NULL; + + if (gpu_id >= 400) { + v->instrlen = v->info.sizedwords / (2 * 16); + } else { + v->instrlen = v->info.sizedwords / (2 * 4); + } + + /* NOTE: if relative addressing is used, we set constlen in + * the compiler (to worst-case value) since we don't know in + * the assembler what the max addr reg value can be: + */ + v->constlen = MIN2(255, MAX2(v->constlen, v->info.max_const + 1)); + + fixup_regfootprint(v); + + return bin; +} + +static void +assemble_variant(struct ir3_shader_variant *v) +{ + struct ir3_compiler *compiler = v->shader->compiler; + uint32_t gpu_id = compiler->gpu_id; + uint32_t sz, *bin; + + bin = ir3_shader_assemble(v, gpu_id); + sz = v->info.sizedwords * 4; + + v->bo = fd_bo_new(compiler->dev, sz, + DRM_FREEDRENO_GEM_CACHE_WCOMBINE | + DRM_FREEDRENO_GEM_TYPE_KMEM); + + memcpy(fd_bo_map(v->bo), bin, sz); + + if (ir3_shader_debug & IR3_DBG_DISASM) { + struct ir3_shader_key key = v->key; + printf("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type, + v->binning_pass, key.color_two_side, key.half_precision); + ir3_shader_disasm(v, bin, stdout); + } + + if (shader_debug_enabled(v->shader->type)) { + fprintf(stderr, "Native code for unnamed %s shader %s:\n", + _mesa_shader_stage_to_string(v->shader->type), + v->shader->nir->info.name); + if (v->shader->type == MESA_SHADER_FRAGMENT) + fprintf(stderr, "SIMD0\n"); + ir3_shader_disasm(v, bin, stderr); + } + + free(bin); + + /* no need to keep the ir around beyond this point: */ + ir3_destroy(v->ir); + v->ir = NULL; +} + +static struct ir3_shader_variant * +create_variant(struct ir3_shader *shader, struct ir3_shader_key *key, + bool binning_pass) +{ + struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant); + int ret; + + if (!v) + return NULL; + + v->id = ++shader->variant_count; + v->shader = shader; + v->binning_pass = binning_pass; + v->key = *key; + v->type = shader->type; + + ret = ir3_compile_shader_nir(shader->compiler, v); + if (ret) { + debug_error("compile failed!"); + goto fail; + } + + assemble_variant(v); + if (!v->bo) { + debug_error("assemble failed!"); + goto fail; + } + + return v; + +fail: + delete_variant(v); + return NULL; +} + +static inline struct ir3_shader_variant * +shader_variant(struct ir3_shader *shader, struct ir3_shader_key *key, + bool *created) +{ + struct ir3_shader_variant *v; + + *created = false; + + for (v = shader->variants; v; v = v->next) + if (ir3_shader_key_equal(key, &v->key)) + return v; + + /* compile new variant if it doesn't exist already: */ + v = create_variant(shader, key, false); + if (v) { + v->next = shader->variants; + shader->variants = v; + *created = true; + } + + return v; +} + +struct ir3_shader_variant * +ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key, + bool binning_pass, bool *created) +{ + struct ir3_shader_variant *v = + shader_variant(shader, key, created); + + if (binning_pass) { + if (!v->binning) + v->binning = create_variant(shader, key, true); + return v->binning; + } + + return v; +} + +void +ir3_shader_destroy(struct ir3_shader *shader) +{ + struct ir3_shader_variant *v, *t; + for (v = shader->variants; v; ) { + t = v; + v = v->next; + delete_variant(t); + } + ralloc_free(shader->nir); + free(shader); +} + +struct ir3_shader * +ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir) +{ + struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader); + + shader->compiler = compiler; + shader->id = ++shader->compiler->shader_count; + shader->type = nir->info.stage; + + NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, + (nir_lower_io_options)0); + + /* do first pass optimization, ignoring the key: */ + shader->nir = ir3_optimize_nir(shader, nir, NULL); + if (ir3_shader_debug & IR3_DBG_DISASM) { + printf("dump nir%d: type=%d", shader->id, shader->type); + nir_print_shader(shader->nir, stdout); + } + + return shader; +} + +static void dump_reg(FILE *out, const char *name, uint32_t r) +{ + if (r != regid(63,0)) + fprintf(out, "; %s: r%d.%c\n", name, r >> 2, "xyzw"[r & 0x3]); +} + +static void dump_output(FILE *out, struct ir3_shader_variant *so, + unsigned slot, const char *name) +{ + uint32_t regid; + regid = ir3_find_output_regid(so, slot); + dump_reg(out, name, regid); +} + +void +ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out) +{ + struct ir3 *ir = so->ir; + struct ir3_register *reg; + const char *type = ir3_shader_stage(so->shader); + uint8_t regid; + unsigned i; + + for (i = 0; i < ir->ninputs; i++) { + if (!ir->inputs[i]) { + fprintf(out, "; in%d unused\n", i); + continue; + } + reg = ir->inputs[i]->regs[0]; + regid = reg->num; + fprintf(out, "@in(%sr%d.%c)\tin%d\n", + (reg->flags & IR3_REG_HALF) ? "h" : "", + (regid >> 2), "xyzw"[regid & 0x3], i); + } + + for (i = 0; i < ir->noutputs; i++) { + if (!ir->outputs[i]) { + fprintf(out, "; out%d unused\n", i); + continue; + } + /* kill shows up as a virtual output.. skip it! */ + if (is_kill(ir->outputs[i])) + continue; + reg = ir->outputs[i]->regs[0]; + regid = reg->num; + fprintf(out, "@out(%sr%d.%c)\tout%d\n", + (reg->flags & IR3_REG_HALF) ? "h" : "", + (regid >> 2), "xyzw"[regid & 0x3], i); + } + + for (i = 0; i < so->immediates_count; i++) { + fprintf(out, "@const(c%d.x)\t", so->constbase.immediate + i); + fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n", + so->immediates[i].val[0], + so->immediates[i].val[1], + so->immediates[i].val[2], + so->immediates[i].val[3]); + } + + disasm_a3xx(bin, so->info.sizedwords, 0, out); + + switch (so->type) { + case MESA_SHADER_VERTEX: + fprintf(out, "; %s: outputs:", type); + for (i = 0; i < so->outputs_count; i++) { + uint8_t regid = so->outputs[i].regid; + fprintf(out, " r%d.%c (%s)", + (regid >> 2), "xyzw"[regid & 0x3], + gl_varying_slot_name(so->outputs[i].slot)); + } + fprintf(out, "\n"); + fprintf(out, "; %s: inputs:", type); + for (i = 0; i < so->inputs_count; i++) { + uint8_t regid = so->inputs[i].regid; + fprintf(out, " r%d.%c (cm=%x,il=%u,b=%u)", + (regid >> 2), "xyzw"[regid & 0x3], + so->inputs[i].compmask, + so->inputs[i].inloc, + so->inputs[i].bary); + } + fprintf(out, "\n"); + break; + case MESA_SHADER_FRAGMENT: + fprintf(out, "; %s: outputs:", type); + for (i = 0; i < so->outputs_count; i++) { + uint8_t regid = so->outputs[i].regid; + fprintf(out, " r%d.%c (%s)", + (regid >> 2), "xyzw"[regid & 0x3], + gl_frag_result_name(so->outputs[i].slot)); + } + fprintf(out, "\n"); + fprintf(out, "; %s: inputs:", type); + for (i = 0; i < so->inputs_count; i++) { + uint8_t regid = so->inputs[i].regid; + fprintf(out, " r%d.%c (%s,cm=%x,il=%u,b=%u)", + (regid >> 2), "xyzw"[regid & 0x3], + gl_varying_slot_name(so->inputs[i].slot), + so->inputs[i].compmask, + so->inputs[i].inloc, + so->inputs[i].bary); + } + fprintf(out, "\n"); + break; + default: + /* TODO */ + break; + } + + /* print generic shader info: */ + fprintf(out, "; %s prog %d/%d: %u instructions, %d half, %d full\n", + type, so->shader->id, so->id, + so->info.instrs_count, + so->info.max_half_reg + 1, + so->info.max_reg + 1); + + fprintf(out, "; %d const, %u constlen\n", + so->info.max_const + 1, + so->constlen); + + fprintf(out, "; %u (ss), %u (sy)\n", so->info.ss, so->info.sy); + + /* print shader type specific info: */ + switch (so->type) { + case MESA_SHADER_VERTEX: + dump_output(out, so, VARYING_SLOT_POS, "pos"); + dump_output(out, so, VARYING_SLOT_PSIZ, "psize"); + break; + case MESA_SHADER_FRAGMENT: + dump_reg(out, "pos (bary)", + ir3_find_sysval_regid(so, SYSTEM_VALUE_VARYING_COORD)); + dump_output(out, so, FRAG_RESULT_DEPTH, "posz"); + if (so->color0_mrt) { + dump_output(out, so, FRAG_RESULT_COLOR, "color"); + } else { + dump_output(out, so, FRAG_RESULT_DATA0, "data0"); + dump_output(out, so, FRAG_RESULT_DATA1, "data1"); + dump_output(out, so, FRAG_RESULT_DATA2, "data2"); + dump_output(out, so, FRAG_RESULT_DATA3, "data3"); + dump_output(out, so, FRAG_RESULT_DATA4, "data4"); + dump_output(out, so, FRAG_RESULT_DATA5, "data5"); + dump_output(out, so, FRAG_RESULT_DATA6, "data6"); + dump_output(out, so, FRAG_RESULT_DATA7, "data7"); + } + /* these two are hard-coded since we don't know how to + * program them to anything but all 0's... + */ + if (so->frag_coord) + fprintf(out, "; fragcoord: r0.x\n"); + if (so->frag_face) + fprintf(out, "; fragface: hr0.x\n"); + break; + default: + /* TODO */ + break; + } + + fprintf(out, "\n"); +} + +uint64_t +ir3_shader_outputs(const struct ir3_shader *so) +{ + return so->nir->info.outputs_written; +} |