diff options
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_tes.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_tes.c | 319 |
1 files changed, 319 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tes.c b/src/mesa/drivers/dri/i965/brw_tes.c new file mode 100644 index 00000000000..27dc7e59f5d --- /dev/null +++ b/src/mesa/drivers/dri/i965/brw_tes.c @@ -0,0 +1,319 @@ +/* + * Copyright © 2014 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 (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. + */ + +/** + * \file brw_tes.c + * + * Tessellation evaluation shader state upload code. + */ + +#include "brw_context.h" +#include "brw_nir.h" +#include "brw_program.h" +#include "brw_shader.h" +#include "brw_state.h" +#include "program/prog_parameter.h" + +static void +brw_tes_debug_recompile(struct brw_context *brw, + struct gl_shader_program *shader_prog, + const struct brw_tes_prog_key *key) +{ + struct brw_cache_item *c = NULL; + const struct brw_tes_prog_key *old_key = NULL; + bool found = false; + + perf_debug("Recompiling tessellation evaluation shader for program %d\n", + shader_prog->Name); + + for (unsigned int i = 0; i < brw->cache.size; i++) { + for (c = brw->cache.items[i]; c; c = c->next) { + if (c->cache_id == BRW_CACHE_TES_PROG) { + old_key = c->key; + + if (old_key->program_string_id == key->program_string_id) + break; + } + } + if (c) + break; + } + + if (!c) { + perf_debug(" Didn't find previous compile in the shader cache for " + "debug\n"); + return; + } + + found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex); + found |= key_debug(brw, "inputs read", old_key->inputs_read, + key->inputs_read); + found |= key_debug(brw, "patch inputs read", old_key->patch_inputs_read, + key->patch_inputs_read); + + if (!found) { + perf_debug(" Something else\n"); + } +} + +static bool +brw_codegen_tes_prog(struct brw_context *brw, + struct gl_shader_program *shader_prog, + struct brw_tess_eval_program *tep, + struct brw_tes_prog_key *key) +{ + const struct brw_compiler *compiler = brw->intelScreen->compiler; + const struct brw_device_info *devinfo = brw->intelScreen->devinfo; + struct brw_stage_state *stage_state = &brw->tes.base; + nir_shader *nir = tep->program.Base.nir; + struct brw_tes_prog_data prog_data; + bool start_busy = false; + double start_time = 0; + + memset(&prog_data, 0, sizeof(prog_data)); + + brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_EVAL, devinfo, + shader_prog, &tep->program.Base, + &prog_data.base.base, 0); + + switch (tep->program.Spacing) { + case GL_EQUAL: + prog_data.partitioning = BRW_TESS_PARTITIONING_INTEGER; + break; + case GL_FRACTIONAL_ODD: + prog_data.partitioning = BRW_TESS_PARTITIONING_ODD_FRACTIONAL; + break; + case GL_FRACTIONAL_EVEN: + prog_data.partitioning = BRW_TESS_PARTITIONING_EVEN_FRACTIONAL; + break; + default: + unreachable("invalid domain shader spacing"); + } + + switch (tep->program.PrimitiveMode) { + case GL_QUADS: + prog_data.domain = BRW_TESS_DOMAIN_QUAD; + break; + case GL_TRIANGLES: + prog_data.domain = BRW_TESS_DOMAIN_TRI; + break; + case GL_ISOLINES: + prog_data.domain = BRW_TESS_DOMAIN_ISOLINE; + break; + default: + unreachable("invalid domain shader primitive mode"); + } + + if (tep->program.PointMode) { + prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_POINT; + } else if (tep->program.PrimitiveMode == GL_ISOLINES) { + prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_LINE; + } else { + /* Hardware winding order is backwards from OpenGL */ + switch (tep->program.VertexOrder) { + case GL_CCW: + prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW; + break; + case GL_CW: + prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW; + break; + default: + unreachable("invalid domain shader vertex order"); + } + } + + /* Allocate the references to the uniforms that will end up in the + * prog_data associated with the compiled program, and which will be freed + * by the state cache. + * + * Note: param_count needs to be num_uniform_components * 4, since we add + * padding around uniform values below vec4 size, so the worst case is that + * every uniform is a float which gets padded to the size of a vec4. + */ + struct gl_shader *tes = shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; + int param_count = nir->num_uniforms; + if (!compiler->scalar_stage[MESA_SHADER_TESS_EVAL]) + param_count *= 4; + + prog_data.base.base.param = + rzalloc_array(NULL, const gl_constant_value *, param_count); + prog_data.base.base.pull_param = + rzalloc_array(NULL, const gl_constant_value *, param_count); + prog_data.base.base.image_param = + rzalloc_array(NULL, struct brw_image_param, tes->NumImages); + prog_data.base.base.nr_params = param_count; + prog_data.base.base.nr_image_params = tes->NumImages; + + brw_nir_setup_glsl_uniforms(nir, shader_prog, &tep->program.Base, + &prog_data.base.base, + compiler->scalar_stage[MESA_SHADER_TESS_EVAL]); + + if (unlikely(INTEL_DEBUG & DEBUG_TES)) + brw_dump_ir("tessellation evaluation", shader_prog, tes, NULL); + + int st_index = -1; + if (unlikely(INTEL_DEBUG & DEBUG_SHADER_TIME)) + st_index = brw_get_shader_time_index(brw, shader_prog, NULL, ST_TES); + + if (unlikely(brw->perf_debug)) { + start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo); + start_time = get_time(); + } + + void *mem_ctx = ralloc_context(NULL); + unsigned program_size; + char *error_str; + const unsigned *program = + brw_compile_tes(compiler, brw, mem_ctx, key, &prog_data, nir, + shader_prog, st_index, &program_size, &error_str); + if (program == NULL) { + if (shader_prog) { + shader_prog->LinkStatus = false; + ralloc_strcat(&shader_prog->InfoLog, error_str); + } + + _mesa_problem(NULL, "Failed to compile tessellation evaluation shader: " + "%s\n", error_str); + + ralloc_free(mem_ctx); + return false; + } + + if (unlikely(brw->perf_debug)) { + struct brw_shader *btes = (struct brw_shader *) tes; + if (btes->compiled_once) { + brw_tes_debug_recompile(brw, shader_prog, key); + } + if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { + perf_debug("TES compile took %.03f ms and stalled the GPU\n", + (get_time() - start_time) * 1000); + } + btes->compiled_once = true; + } + + /* Scratch space is used for register spilling */ + if (prog_data.base.base.total_scratch) { + brw_get_scratch_bo(brw, &stage_state->scratch_bo, + prog_data.base.base.total_scratch * + brw->max_ds_threads); + } + + brw_upload_cache(&brw->cache, BRW_CACHE_TES_PROG, + key, sizeof(*key), + program, program_size, + &prog_data, sizeof(prog_data), + &stage_state->prog_offset, &brw->tes.prog_data); + ralloc_free(mem_ctx); + + return true; +} + + +void +brw_upload_tes_prog(struct brw_context *brw, + uint64_t per_vertex_slots, + uint32_t per_patch_slots) +{ + struct gl_context *ctx = &brw->ctx; + struct gl_shader_program **current = ctx->_Shader->CurrentProgram; + struct brw_stage_state *stage_state = &brw->tes.base; + struct brw_tes_prog_key key; + /* BRW_NEW_TESS_PROGRAMS */ + struct brw_tess_eval_program *tep = + (struct brw_tess_eval_program *) brw->tess_eval_program; + + if (!brw_state_dirty(brw, + _NEW_TEXTURE, + BRW_NEW_TESS_PROGRAMS)) + return; + + struct gl_program *prog = &tep->program.Base; + + memset(&key, 0, sizeof(key)); + + key.program_string_id = tep->id; + + /* Ignore gl_TessLevelInner/Outer - we treat them as system values, + * not inputs, and they're always present in the URB entry regardless + * of whether or not we read them. + */ + key.inputs_read = per_vertex_slots & + ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); + key.patch_inputs_read = per_patch_slots; + + /* _NEW_TEXTURE */ + brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count, + &key.tex); + + if (!brw_search_cache(&brw->cache, BRW_CACHE_TES_PROG, + &key, sizeof(key), + &stage_state->prog_offset, &brw->tes.prog_data)) { + bool success = brw_codegen_tes_prog(brw, current[MESA_SHADER_TESS_EVAL], + tep, &key); + assert(success); + (void)success; + } + brw->tes.base.prog_data = &brw->tes.prog_data->base.base; +} + + +bool +brw_tes_precompile(struct gl_context *ctx, + struct gl_shader_program *shader_prog, + struct gl_program *prog) +{ + struct brw_context *brw = brw_context(ctx); + struct brw_tes_prog_key key; + uint32_t old_prog_offset = brw->tes.base.prog_offset; + struct brw_tes_prog_data *old_prog_data = brw->tes.prog_data; + bool success; + + struct gl_tess_eval_program *tep = (struct gl_tess_eval_program *)prog; + struct brw_tess_eval_program *btep = brw_tess_eval_program(tep); + + memset(&key, 0, sizeof(key)); + + key.program_string_id = btep->id; + key.inputs_read = prog->InputsRead; + key.patch_inputs_read = prog->PatchInputsRead; + + if (shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]) { + struct gl_program *tcp = + shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program; + key.inputs_read |= tcp->OutputsWritten; + key.patch_inputs_read |= tcp->PatchOutputsWritten; + } + + /* Ignore gl_TessLevelInner/Outer - they're system values. */ + key.inputs_read &= ~(VARYING_BIT_TESS_LEVEL_INNER | + VARYING_BIT_TESS_LEVEL_OUTER); + + brw_setup_tex_for_precompile(brw, &key.tex, prog); + + success = brw_codegen_tes_prog(brw, shader_prog, btep, &key); + + brw->tes.base.prog_offset = old_prog_offset; + brw->tes.prog_data = old_prog_data; + + return success; +} |