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-rw-r--r--src/mesa/drivers/dri/i965/brw_tes.c319
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
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index 00000000000..27dc7e59f5d
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+++ b/src/mesa/drivers/dri/i965/brw_tes.c
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+/*
+ * 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;
+}