/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2012 Rob Clark * * 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 */ #include "pipe/p_state.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_parse.h" #include "freedreno_program.h" #include "fd2_program.h" #include "fd2_compiler.h" #include "fd2_texture.h" #include "fd2_util.h" static struct fd2_shader_stateobj * create_shader(enum shader_t type) { struct fd2_shader_stateobj *so = CALLOC_STRUCT(fd2_shader_stateobj); if (!so) return NULL; so->type = type; return so; } static void delete_shader(struct fd2_shader_stateobj *so) { ir2_shader_destroy(so->ir); free(so->tokens); free(so->bin); free(so); } static struct fd2_shader_stateobj * assemble(struct fd2_shader_stateobj *so) { free(so->bin); so->bin = ir2_shader_assemble(so->ir, &so->info); if (!so->bin) goto fail; if (fd_mesa_debug & FD_DBG_DISASM) { DBG("disassemble: type=%d", so->type); disasm_a2xx(so->bin, so->info.sizedwords, 0, so->type); } return so; fail: debug_error("assemble failed!"); delete_shader(so); return NULL; } static struct fd2_shader_stateobj * compile(struct fd_program_stateobj *prog, struct fd2_shader_stateobj *so) { int ret; if (fd_mesa_debug & FD_DBG_DISASM) { DBG("dump tgsi: type=%d", so->type); tgsi_dump(so->tokens, 0); } ret = fd2_compile_shader(prog, so); if (ret) goto fail; /* NOTE: we don't assemble yet because for VS we don't know the * type information for vertex fetch yet.. so those need to be * patched up later before assembling. */ so->info.sizedwords = 0; return so; fail: debug_error("compile failed!"); delete_shader(so); return NULL; } static void emit(struct fd_ringbuffer *ring, struct fd2_shader_stateobj *so) { unsigned i; if (so->info.sizedwords == 0) assemble(so); OUT_PKT3(ring, CP_IM_LOAD_IMMEDIATE, 2 + so->info.sizedwords); OUT_RING(ring, (so->type == SHADER_VERTEX) ? 0 : 1); OUT_RING(ring, so->info.sizedwords); for (i = 0; i < so->info.sizedwords; i++) OUT_RING(ring, so->bin[i]); } static void * fd2_fp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { struct fd2_shader_stateobj *so = create_shader(SHADER_FRAGMENT); if (!so) return NULL; so->tokens = tgsi_dup_tokens(cso->tokens); return so; } static void fd2_fp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd2_shader_stateobj *so = hwcso; delete_shader(so); } static void * fd2_vp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { struct fd2_shader_stateobj *so = create_shader(SHADER_VERTEX); if (!so) return NULL; so->tokens = tgsi_dup_tokens(cso->tokens); return so; } static void fd2_vp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd2_shader_stateobj *so = hwcso; delete_shader(so); } static void patch_vtx_fetches(struct fd_context *ctx, struct fd2_shader_stateobj *so, struct fd_vertex_stateobj *vtx) { unsigned i; assert(so->num_vfetch_instrs == vtx->num_elements); /* update vtx fetch instructions: */ for (i = 0; i < so->num_vfetch_instrs; i++) { struct ir2_instruction *instr = so->vfetch_instrs[i]; struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &ctx->vtx.vertexbuf.vb[elem->vertex_buffer_index]; enum pipe_format format = elem->src_format; const struct util_format_description *desc = util_format_description(format); unsigned j; /* Find the first non-VOID channel. */ for (j = 0; j < 4; j++) if (desc->channel[j].type != UTIL_FORMAT_TYPE_VOID) break; /* CI/CIS can probably be set in compiler instead: */ instr->fetch.const_idx = 20 + (i / 3); instr->fetch.const_idx_sel = i % 3; instr->fetch.fmt = fd2_pipe2surface(format); instr->fetch.is_normalized = desc->channel[j].normalized; instr->fetch.is_signed = desc->channel[j].type == UTIL_FORMAT_TYPE_SIGNED; instr->fetch.stride = vb->stride ? : 1; instr->fetch.offset = elem->src_offset; for (j = 0; j < 4; j++) instr->regs[0]->swizzle[j] = "xyzw01__"[desc->swizzle[j]]; assert(instr->fetch.fmt != ~0); DBG("vtx[%d]: %s (%d), ci=%d, cis=%d, id=%d, swizzle=%s, " "stride=%d, offset=%d", i, util_format_name(format), instr->fetch.fmt, instr->fetch.const_idx, instr->fetch.const_idx_sel, elem->instance_divisor, instr->regs[0]->swizzle, instr->fetch.stride, instr->fetch.offset); } /* trigger re-assemble: */ so->info.sizedwords = 0; } static void patch_tex_fetches(struct fd_context *ctx, struct fd2_shader_stateobj *so, struct fd_texture_stateobj *tex) { unsigned i; /* update tex fetch instructions: */ for (i = 0; i < so->num_tfetch_instrs; i++) { struct ir2_instruction *instr = so->tfetch_instrs[i].instr; unsigned samp_id = so->tfetch_instrs[i].samp_id; unsigned const_idx = fd2_get_const_idx(ctx, tex, samp_id); if (const_idx != instr->fetch.const_idx) { instr->fetch.const_idx = const_idx; /* trigger re-assemble: */ so->info.sizedwords = 0; } } } void fd2_program_validate(struct fd_context *ctx) { struct fd_program_stateobj *prog = &ctx->prog; /* if vertex or frag shader is dirty, we may need to recompile. Compile * frag shader first, as that assigns the register slots for exports * from the vertex shader. And therefore if frag shader has changed we * need to recompile both vert and frag shader. */ if (prog->dirty & FD_SHADER_DIRTY_FP) compile(prog, prog->fp); if (prog->dirty & (FD_SHADER_DIRTY_FP | FD_SHADER_DIRTY_VP)) compile(prog, prog->vp); if (prog->dirty) ctx->dirty |= FD_DIRTY_PROG; /* if necessary, fix up vertex fetch instructions: */ if (ctx->dirty & (FD_DIRTY_VTXSTATE | FD_DIRTY_PROG)) patch_vtx_fetches(ctx, prog->vp, ctx->vtx.vtx); /* if necessary, fix up texture fetch instructions: */ if (ctx->dirty & (FD_DIRTY_TEXSTATE | FD_DIRTY_PROG)) { patch_tex_fetches(ctx, prog->vp, &ctx->verttex); patch_tex_fetches(ctx, prog->fp, &ctx->fragtex); } } void fd2_program_emit(struct fd_ringbuffer *ring, struct fd_program_stateobj *prog) { struct ir2_shader_info *vsi = &((struct fd2_shader_stateobj *)prog->vp)->info; struct ir2_shader_info *fsi = &((struct fd2_shader_stateobj *)prog->fp)->info; uint8_t vs_gprs, fs_gprs, vs_export; emit(ring, prog->vp); emit(ring, prog->fp); vs_gprs = (vsi->max_reg < 0) ? 0x80 : vsi->max_reg; fs_gprs = (fsi->max_reg < 0) ? 0x80 : fsi->max_reg; vs_export = MAX2(1, prog->num_exports) - 1; OUT_PKT3(ring, CP_SET_CONSTANT, 2); OUT_RING(ring, CP_REG(REG_A2XX_SQ_PROGRAM_CNTL)); OUT_RING(ring, A2XX_SQ_PROGRAM_CNTL_PS_EXPORT_MODE(POSITION_2_VECTORS_SPRITE) | A2XX_SQ_PROGRAM_CNTL_VS_RESOURCE | A2XX_SQ_PROGRAM_CNTL_PS_RESOURCE | A2XX_SQ_PROGRAM_CNTL_VS_EXPORT_COUNT(vs_export) | A2XX_SQ_PROGRAM_CNTL_PS_REGS(fs_gprs) | A2XX_SQ_PROGRAM_CNTL_VS_REGS(vs_gprs)); prog->dirty = 0; } /* Creates shader: * EXEC ADDR(0x2) CNT(0x1) * (S)FETCH: SAMPLE R0.xyzw = R0.xyx CONST(0) LOCATION(CENTER) * ALLOC PARAM/PIXEL SIZE(0x0) * EXEC_END ADDR(0x3) CNT(0x1) * ALU: MAXv export0 = R0, R0 ; gl_FragColor * NOP */ static struct fd2_shader_stateobj * create_blit_fp(void) { struct fd2_shader_stateobj *so = create_shader(SHADER_FRAGMENT); struct ir2_cf *cf; struct ir2_instruction *instr; if (!so) return NULL; so->ir = ir2_shader_create(); cf = ir2_cf_create(so->ir, EXEC); instr = ir2_instr_create_tex_fetch(cf, 0); ir2_reg_create(instr, 0, "xyzw", 0); ir2_reg_create(instr, 0, "xyx", 0); instr->sync = true; cf = ir2_cf_create_alloc(so->ir, SQ_PARAMETER_PIXEL, 0); cf = ir2_cf_create(so->ir, EXEC_END); instr = ir2_instr_create_alu(cf, MAXv, ~0); ir2_reg_create(instr, 0, NULL, IR2_REG_EXPORT); ir2_reg_create(instr, 0, NULL, 0); ir2_reg_create(instr, 0, NULL, 0); return assemble(so); } /* Creates shader: * EXEC ADDR(0x3) CNT(0x2) * FETCH: VERTEX R1.xy01 = R0.x FMT_32_32_FLOAT UNSIGNED STRIDE(8) CONST(26, 1) * FETCH: VERTEX R2.xyz1 = R0.x FMT_32_32_32_FLOAT UNSIGNED STRIDE(12) CONST(26, 0) * ALLOC POSITION SIZE(0x0) * EXEC ADDR(0x5) CNT(0x1) * ALU: MAXv export62 = R2, R2 ; gl_Position * ALLOC PARAM/PIXEL SIZE(0x0) * EXEC_END ADDR(0x6) CNT(0x1) * ALU: MAXv export0 = R1, R1 * NOP */ static struct fd2_shader_stateobj * create_blit_vp(void) { struct fd2_shader_stateobj *so = create_shader(SHADER_VERTEX); struct ir2_cf *cf; struct ir2_instruction *instr; if (!so) return NULL; so->ir = ir2_shader_create(); cf = ir2_cf_create(so->ir, EXEC); instr = ir2_instr_create_vtx_fetch(cf, 26, 1, FMT_32_32_FLOAT, false, 8); instr->fetch.is_normalized = true; ir2_reg_create(instr, 1, "xy01", 0); ir2_reg_create(instr, 0, "x", 0); instr = ir2_instr_create_vtx_fetch(cf, 26, 0, FMT_32_32_32_FLOAT, false, 12); instr->fetch.is_normalized = true; ir2_reg_create(instr, 2, "xyz1", 0); ir2_reg_create(instr, 0, "x", 0); cf = ir2_cf_create_alloc(so->ir, SQ_POSITION, 0); cf = ir2_cf_create(so->ir, EXEC); instr = ir2_instr_create_alu(cf, MAXv, ~0); ir2_reg_create(instr, 62, NULL, IR2_REG_EXPORT); ir2_reg_create(instr, 2, NULL, 0); ir2_reg_create(instr, 2, NULL, 0); cf = ir2_cf_create_alloc(so->ir, SQ_PARAMETER_PIXEL, 0); cf = ir2_cf_create(so->ir, EXEC_END); instr = ir2_instr_create_alu(cf, MAXv, ~0); ir2_reg_create(instr, 0, NULL, IR2_REG_EXPORT); ir2_reg_create(instr, 1, NULL, 0); ir2_reg_create(instr, 1, NULL, 0); return assemble(so); } /* Creates shader: * ALLOC PARAM/PIXEL SIZE(0x0) * EXEC_END ADDR(0x1) CNT(0x1) * ALU: MAXv export0 = C0, C0 ; gl_FragColor */ static struct fd2_shader_stateobj * create_solid_fp(void) { struct fd2_shader_stateobj *so = create_shader(SHADER_FRAGMENT); struct ir2_cf *cf; struct ir2_instruction *instr; if (!so) return NULL; so->ir = ir2_shader_create(); cf = ir2_cf_create_alloc(so->ir, SQ_PARAMETER_PIXEL, 0); cf = ir2_cf_create(so->ir, EXEC_END); instr = ir2_instr_create_alu(cf, MAXv, ~0); ir2_reg_create(instr, 0, NULL, IR2_REG_EXPORT); ir2_reg_create(instr, 0, NULL, IR2_REG_CONST); ir2_reg_create(instr, 0, NULL, IR2_REG_CONST); return assemble(so); } /* Creates shader: * EXEC ADDR(0x3) CNT(0x1) * (S)FETCH: VERTEX R1.xyz1 = R0.x FMT_32_32_32_FLOAT * UNSIGNED STRIDE(12) CONST(26, 0) * ALLOC POSITION SIZE(0x0) * EXEC ADDR(0x4) CNT(0x1) * ALU: MAXv export62 = R1, R1 ; gl_Position * ALLOC PARAM/PIXEL SIZE(0x0) * EXEC_END ADDR(0x5) CNT(0x0) */ static struct fd2_shader_stateobj * create_solid_vp(void) { struct fd2_shader_stateobj *so = create_shader(SHADER_VERTEX); struct ir2_cf *cf; struct ir2_instruction *instr; if (!so) return NULL; so->ir = ir2_shader_create(); cf = ir2_cf_create(so->ir, EXEC); instr = ir2_instr_create_vtx_fetch(cf, 26, 0, FMT_32_32_32_FLOAT, false, 12); ir2_reg_create(instr, 1, "xyz1", 0); ir2_reg_create(instr, 0, "x", 0); cf = ir2_cf_create_alloc(so->ir, SQ_POSITION, 0); cf = ir2_cf_create(so->ir, EXEC); instr = ir2_instr_create_alu(cf, MAXv, ~0); ir2_reg_create(instr, 62, NULL, IR2_REG_EXPORT); ir2_reg_create(instr, 1, NULL, 0); ir2_reg_create(instr, 1, NULL, 0); cf = ir2_cf_create_alloc(so->ir, SQ_PARAMETER_PIXEL, 0); cf = ir2_cf_create(so->ir, EXEC_END); return assemble(so); } void fd2_prog_init(struct pipe_context *pctx) { struct fd_context *ctx = fd_context(pctx); pctx->create_fs_state = fd2_fp_state_create; pctx->delete_fs_state = fd2_fp_state_delete; pctx->create_vs_state = fd2_vp_state_create; pctx->delete_vs_state = fd2_vp_state_delete; fd_prog_init(pctx); ctx->solid_prog.fp = create_solid_fp(); ctx->solid_prog.vp = create_solid_vp(); ctx->blit_prog[0].fp = create_blit_fp(); ctx->blit_prog[0].vp = create_blit_vp(); }