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-rw-r--r--src/freedreno/ir3/ir3_shader.c436
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
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+++ b/src/freedreno/ir3/ir3_shader.c
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+/*
+ * 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;
+}