/* * Copyright © 2017 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 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 iris_program.c * * This file contains the driver interface for compiling shaders. * * See iris_program_cache.c for the in-memory program cache where the * compiled shaders are stored. */ #include #include #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "pipe/p_context.h" #include "pipe/p_screen.h" #include "util/u_atomic.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "intel/compiler/brw_compiler.h" #include "intel/compiler/brw_nir.h" #include "iris_context.h" static unsigned get_new_program_id(struct iris_screen *screen) { return p_atomic_inc_return(&screen->program_id); } /** * An uncompiled, API-facing shader. This is the Gallium CSO for shaders. * It primarily contains the NIR for the shader. * * Each API-facing shader can be compiled into multiple shader variants, * based on non-orthogonal state dependencies, recorded in the shader key. * * See iris_compiled_shader, which represents a compiled shader variant. */ struct iris_uncompiled_shader { nir_shader *nir; struct pipe_stream_output_info stream_output; unsigned program_id; /** Bitfield of (1 << IRIS_NOS_*) flags. */ unsigned nos; }; // XXX: need unify_interfaces() at link time... /** * The pipe->create_[stage]_state() driver hooks. * * Performs basic NIR preprocessing, records any state dependencies, and * returns an iris_uncompiled_shader as the Gallium CSO. * * Actual shader compilation to assembly happens later, at first use. */ static void * iris_create_uncompiled_shader(struct pipe_context *ctx, nir_shader *nir, const struct pipe_stream_output_info *so_info) { //struct iris_context *ice = (struct iris_context *)ctx; struct iris_screen *screen = (struct iris_screen *)ctx->screen; struct iris_uncompiled_shader *ish = calloc(1, sizeof(struct iris_uncompiled_shader)); if (!ish) return NULL; nir = brw_preprocess_nir(screen->compiler, nir); ish->program_id = get_new_program_id(screen); ish->nir = nir; if (so_info) memcpy(&ish->stream_output, so_info, sizeof(*so_info)); switch (nir->info.stage) { case MESA_SHADER_VERTEX: // XXX: NOS break; case MESA_SHADER_TESS_CTRL: // XXX: NOS break; case MESA_SHADER_TESS_EVAL: // XXX: NOS break; case MESA_SHADER_GEOMETRY: // XXX: NOS break; case MESA_SHADER_FRAGMENT: ish->nos |= IRIS_NOS_FRAMEBUFFER | IRIS_NOS_DEPTH_STENCIL_ALPHA | IRIS_NOS_RASTERIZER | IRIS_NOS_BLEND; /* The program key needs the VUE map if there are > 16 inputs */ if (util_bitcount64(ish->nir->info.inputs_read & BRW_FS_VARYING_INPUT_MASK) > 16) { ish->nos |= IRIS_NOS_LAST_VUE_MAP; } break; case MESA_SHADER_COMPUTE: // XXX: NOS break; default: break; } // XXX: precompile! return ish; } /** * The pipe->delete_[stage]_state() driver hooks. * * Frees the iris_uncompiled_shader. */ static void * iris_create_shader_state(struct pipe_context *ctx, const struct pipe_shader_state *state) { assert(state->type == PIPE_SHADER_IR_NIR); return iris_create_uncompiled_shader(ctx, state->ir.nir, &state->stream_output); } static void * iris_create_compute_state(struct pipe_context *ctx, const struct pipe_compute_state *state) { assert(state->ir_type == PIPE_SHADER_IR_NIR); return iris_create_uncompiled_shader(ctx, (void *) state->prog, NULL); } static void iris_delete_shader_state(struct pipe_context *ctx, void *state) { struct iris_uncompiled_shader *ish = state; ralloc_free(ish->nir); free(ish); } /** * The pipe->bind_[stage]_state() driver hook. * * Binds an uncompiled shader as the current one for a particular stage. * Updates dirty tracking to account for the shader's NOS. */ static void bind_state(struct iris_context *ice, struct iris_uncompiled_shader *ish, gl_shader_stage stage) { uint64_t dirty_bit = IRIS_DIRTY_UNCOMPILED_VS << stage; const uint64_t nos = ish ? ish->nos : 0; ice->shaders.uncompiled[stage] = ish; ice->state.dirty |= dirty_bit; /* Record that CSOs need to mark IRIS_DIRTY_UNCOMPILED_XS when they change * (or that they no longer need to do so). */ for (int i = 0; i < IRIS_NOS_COUNT; i++) { if (nos & (1 << i)) ice->state.dirty_for_nos[i] |= dirty_bit; else ice->state.dirty_for_nos[i] &= ~dirty_bit; } } static void iris_bind_vs_state(struct pipe_context *ctx, void *state) { bind_state((void *) ctx, state, MESA_SHADER_VERTEX); } static void iris_bind_tcs_state(struct pipe_context *ctx, void *state) { bind_state((void *) ctx, state, MESA_SHADER_TESS_CTRL); } static void iris_bind_tes_state(struct pipe_context *ctx, void *state) { struct iris_context *ice = (struct iris_context *)ctx; /* Enabling/disabling optional stages requires a URB reconfiguration. */ if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL]) ice->state.dirty |= IRIS_DIRTY_URB; bind_state((void *) ctx, state, MESA_SHADER_TESS_EVAL); } static void iris_bind_gs_state(struct pipe_context *ctx, void *state) { struct iris_context *ice = (struct iris_context *)ctx; /* Enabling/disabling optional stages requires a URB reconfiguration. */ if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY]) ice->state.dirty |= IRIS_DIRTY_URB; bind_state((void *) ctx, state, MESA_SHADER_GEOMETRY); } static void iris_bind_fs_state(struct pipe_context *ctx, void *state) { bind_state((void *) ctx, state, MESA_SHADER_FRAGMENT); } static void iris_bind_cs_state(struct pipe_context *ctx, void *state) { bind_state((void *) ctx, state, MESA_SHADER_COMPUTE); } /** * Sets up the starting offsets for the groups of binding table entries * common to all pipeline stages. * * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're * unused but also make sure that addition of small offsets to them will * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES. */ static uint32_t assign_common_binding_table_offsets(const struct gen_device_info *devinfo, const struct nir_shader *nir, struct brw_stage_prog_data *prog_data, uint32_t next_binding_table_offset) { const struct shader_info *info = &nir->info; if (info->num_textures) { prog_data->binding_table.texture_start = next_binding_table_offset; prog_data->binding_table.gather_texture_start = next_binding_table_offset; next_binding_table_offset += info->num_textures; } else { prog_data->binding_table.texture_start = 0xd0d0d0d0; prog_data->binding_table.gather_texture_start = 0xd0d0d0d0; } int num_ubos = info->num_ubos + (nir->num_uniforms > 0 ? 1 : 0); if (num_ubos) { //assert(info->num_ubos <= BRW_MAX_UBO); prog_data->binding_table.ubo_start = next_binding_table_offset; next_binding_table_offset += num_ubos; } else { prog_data->binding_table.ubo_start = 0xd0d0d0d0; } if (info->num_ssbos || info->num_abos) { //assert(info->num_abos <= BRW_MAX_ABO); //assert(info->num_ssbos <= BRW_MAX_SSBO); prog_data->binding_table.ssbo_start = next_binding_table_offset; next_binding_table_offset += info->num_abos + info->num_ssbos; } else { prog_data->binding_table.ssbo_start = 0xd0d0d0d0; } prog_data->binding_table.shader_time_start = 0xd0d0d0d0; if (info->num_images) { prog_data->binding_table.image_start = next_binding_table_offset; next_binding_table_offset += info->num_images; } else { prog_data->binding_table.image_start = 0xd0d0d0d0; } /* This may or may not be used depending on how the compile goes. */ prog_data->binding_table.pull_constants_start = next_binding_table_offset; next_binding_table_offset++; /* Plane 0 is just the regular texture section */ prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start; prog_data->binding_table.plane_start[1] = next_binding_table_offset; next_binding_table_offset += info->num_textures; prog_data->binding_table.plane_start[2] = next_binding_table_offset; next_binding_table_offset += info->num_textures; /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */ //assert(next_binding_table_offset <= BRW_MAX_SURFACES); return next_binding_table_offset; } /** * Associate NIR uniform variables with the prog_data->param[] mechanism * used by the backend. Also, decide which UBOs we'd like to push in an * ideal situation (though the backend can reduce this). */ static void iris_setup_uniforms(const struct brw_compiler *compiler, void *mem_ctx, nir_shader *nir, struct brw_stage_prog_data *prog_data) { prog_data->nr_params = nir->num_uniforms; prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params); nir_foreach_variable(var, &nir->uniforms) { const unsigned components = glsl_get_components(var->type); for (unsigned i = 0; i < components; i++) { prog_data->param[var->data.driver_location] = var->data.driver_location; } } // XXX: vs clip planes? brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges); } /** * If we still have regular uniforms as push constants after the backend * compilation, set up a UBO range for them. This will be used to fill * out the 3DSTATE_CONSTANT_* packets which cause the data to be pushed. */ static void iris_setup_push_uniform_range(const struct brw_compiler *compiler, struct brw_stage_prog_data *prog_data) { if (prog_data->nr_params) { for (int i = 3; i > 0; i--) prog_data->ubo_ranges[i] = prog_data->ubo_ranges[i - 1]; prog_data->ubo_ranges[0] = (struct brw_ubo_range) { .block = 0, .start = 0, .length = DIV_ROUND_UP(prog_data->nr_params, 8), }; } } /** * Compile a vertex shader, and upload the assembly. */ static bool iris_compile_vs(struct iris_context *ice, struct iris_uncompiled_shader *ish, const struct brw_vs_prog_key *key) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct brw_compiler *compiler = screen->compiler; const struct gen_device_info *devinfo = &screen->devinfo; void *mem_ctx = ralloc_context(NULL); struct brw_vs_prog_data *vs_prog_data = rzalloc(mem_ctx, struct brw_vs_prog_data); struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base; struct brw_stage_prog_data *prog_data = &vue_prog_data->base; nir_shader *nir = ish->nir; // XXX: alt mode assign_common_binding_table_offsets(devinfo, nir, prog_data, 0); iris_setup_uniforms(compiler, mem_ctx, nir, prog_data); brw_compute_vue_map(devinfo, &vue_prog_data->vue_map, nir->info.outputs_written, nir->info.separate_shader); char *error_str = NULL; const unsigned *program = brw_compile_vs(compiler, &ice->dbg, mem_ctx, key, vs_prog_data, nir, -1, &error_str); if (program == NULL) { dbg_printf("Failed to compile vertex shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } iris_setup_push_uniform_range(compiler, prog_data); uint32_t *so_decls = ice->vtbl.create_so_decl_list(&ish->stream_output, &vue_prog_data->vue_map); iris_upload_and_bind_shader(ice, IRIS_CACHE_VS, key, program, prog_data, so_decls); ralloc_free(mem_ctx); return true; } /** * Update the current vertex shader variant. * * Fill out the key, look in the cache, compile and bind if needed. */ static void iris_update_compiled_vs(struct iris_context *ice) { struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[MESA_SHADER_VERTEX]; struct brw_vs_prog_key key = { .program_string_id = ish->program_id }; ice->vtbl.populate_vs_key(ice, &key); if (iris_bind_cached_shader(ice, IRIS_CACHE_VS, &key)) return; UNUSED bool success = iris_compile_vs(ice, ish, &key); } /** * Get the shader_info for a given stage, or NULL if the stage is disabled. */ const struct shader_info * iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage) { const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage]; if (!ish) return NULL; const nir_shader *nir = ish->nir; return &nir->info; } /** * Get the union of TCS output and TES input slots. * * TCS and TES need to agree on a common URB entry layout. In particular, * the data for all patch vertices is stored in a single URB entry (unlike * GS which has one entry per input vertex). This means that per-vertex * array indexing needs a stride. * * SSO requires locations to match, but doesn't require the number of * outputs/inputs to match (in fact, the TCS often has extra outputs). * So, we need to take the extra step of unifying these on the fly. */ static void get_unified_tess_slots(const struct iris_context *ice, uint64_t *per_vertex_slots, uint32_t *per_patch_slots) { const struct shader_info *tcs = iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL); const struct shader_info *tes = iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL); *per_vertex_slots = tes->inputs_read; *per_patch_slots = tes->patch_inputs_read; if (tcs) { *per_vertex_slots |= tcs->inputs_read; *per_patch_slots |= tcs->patch_inputs_read; } } /** * Compile a tessellation control shader, and upload the assembly. */ static bool iris_compile_tcs(struct iris_context *ice, struct iris_uncompiled_shader *ish, const struct brw_tcs_prog_key *key) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct brw_compiler *compiler = screen->compiler; const struct nir_shader_compiler_options *options = compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions; const struct gen_device_info *devinfo = &screen->devinfo; void *mem_ctx = ralloc_context(NULL); struct brw_tcs_prog_data *tcs_prog_data = rzalloc(mem_ctx, struct brw_tcs_prog_data); struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base; struct brw_stage_prog_data *prog_data = &vue_prog_data->base; nir_shader *nir; if (ish) { nir = ish->nir; assign_common_binding_table_offsets(devinfo, nir, prog_data, 0); iris_setup_uniforms(compiler, mem_ctx, nir, prog_data); } else { nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key); /* Reserve space for passing the default tess levels as constants. */ prog_data->param = rzalloc_array(mem_ctx, uint32_t, 8); prog_data->nr_params = 8; prog_data->ubo_ranges[0].length = 1; } char *error_str = NULL; const unsigned *program = brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir, -1, &error_str); if (program == NULL) { dbg_printf("Failed to compile evaluation shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } iris_setup_push_uniform_range(compiler, prog_data); iris_upload_and_bind_shader(ice, IRIS_CACHE_TCS, key, program, prog_data, NULL); ralloc_free(mem_ctx); return true; } /** * Update the current tessellation control shader variant. * * Fill out the key, look in the cache, compile and bind if needed. */ static void iris_update_compiled_tcs(struct iris_context *ice) { struct iris_uncompiled_shader *tcs = ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL]; const struct shader_info *tes_info = iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL); struct brw_tcs_prog_key key = { .program_string_id = tcs ? tcs->program_id : 0, .tes_primitive_mode = tes_info->tess.primitive_mode, .input_vertices = ice->state.vertices_per_patch, }; get_unified_tess_slots(ice, &key.outputs_written, &key.patch_outputs_written); ice->vtbl.populate_tcs_key(ice, &key); if (iris_bind_cached_shader(ice, IRIS_CACHE_TCS, &key)) return; UNUSED bool success = iris_compile_tcs(ice, tcs, &key); } /** * Compile a tessellation evaluation shader, and upload the assembly. */ static bool iris_compile_tes(struct iris_context *ice, struct iris_uncompiled_shader *ish, const struct brw_tes_prog_key *key) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct brw_compiler *compiler = screen->compiler; const struct gen_device_info *devinfo = &screen->devinfo; void *mem_ctx = ralloc_context(NULL); struct brw_tes_prog_data *tes_prog_data = rzalloc(mem_ctx, struct brw_tes_prog_data); struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base; struct brw_stage_prog_data *prog_data = &vue_prog_data->base; nir_shader *nir = ish->nir; assign_common_binding_table_offsets(devinfo, nir, prog_data, 0); iris_setup_uniforms(compiler, mem_ctx, nir, prog_data); struct brw_vue_map input_vue_map; brw_compute_tess_vue_map(&input_vue_map, key->inputs_read, key->patch_inputs_read); char *error_str = NULL; const unsigned *program = brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map, tes_prog_data, nir, NULL, -1, &error_str); if (program == NULL) { dbg_printf("Failed to compile evaluation shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } iris_setup_push_uniform_range(compiler, prog_data); uint32_t *so_decls = ice->vtbl.create_so_decl_list(&ish->stream_output, &vue_prog_data->vue_map); iris_upload_and_bind_shader(ice, IRIS_CACHE_TES, key, program, prog_data, so_decls); ralloc_free(mem_ctx); return true; } /** * Update the current tessellation evaluation shader variant. * * Fill out the key, look in the cache, compile and bind if needed. */ static void iris_update_compiled_tes(struct iris_context *ice) { struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL]; struct brw_tes_prog_key key = { .program_string_id = ish->program_id }; get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read); ice->vtbl.populate_tes_key(ice, &key); if (iris_bind_cached_shader(ice, IRIS_CACHE_TES, &key)) return; UNUSED bool success = iris_compile_tes(ice, ish, &key); } /** * Compile a geometry shader, and upload the assembly. */ static bool iris_compile_gs(struct iris_context *ice, struct iris_uncompiled_shader *ish, const struct brw_gs_prog_key *key) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct brw_compiler *compiler = screen->compiler; const struct gen_device_info *devinfo = &screen->devinfo; void *mem_ctx = ralloc_context(NULL); struct brw_gs_prog_data *gs_prog_data = rzalloc(mem_ctx, struct brw_gs_prog_data); struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base; struct brw_stage_prog_data *prog_data = &vue_prog_data->base; nir_shader *nir = ish->nir; assign_common_binding_table_offsets(devinfo, nir, prog_data, 0); iris_setup_uniforms(compiler, mem_ctx, nir, prog_data); brw_compute_vue_map(devinfo, &vue_prog_data->vue_map, nir->info.outputs_written, nir->info.separate_shader); char *error_str = NULL; const unsigned *program = brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir, NULL, -1, &error_str); if (program == NULL) { dbg_printf("Failed to compile geometry shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } iris_setup_push_uniform_range(compiler, prog_data); uint32_t *so_decls = ice->vtbl.create_so_decl_list(&ish->stream_output, &vue_prog_data->vue_map); iris_upload_and_bind_shader(ice, IRIS_CACHE_GS, key, program, prog_data, so_decls); ralloc_free(mem_ctx); return true; } /** * Update the current geometry shader variant. * * Fill out the key, look in the cache, compile and bind if needed. */ static void iris_update_compiled_gs(struct iris_context *ice) { struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[MESA_SHADER_GEOMETRY]; if (!ish) { iris_unbind_shader(ice, IRIS_CACHE_GS); return; } struct brw_gs_prog_key key = { .program_string_id = ish->program_id }; ice->vtbl.populate_gs_key(ice, &key); if (iris_bind_cached_shader(ice, IRIS_CACHE_GS, &key)) return; UNUSED bool success = iris_compile_gs(ice, ish, &key); } /** * Compile a fragment (pixel) shader, and upload the assembly. */ static bool iris_compile_fs(struct iris_context *ice, struct iris_uncompiled_shader *ish, const struct brw_wm_prog_key *key, struct brw_vue_map *vue_map) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct brw_compiler *compiler = screen->compiler; const struct gen_device_info *devinfo = &screen->devinfo; void *mem_ctx = ralloc_context(NULL); struct brw_wm_prog_data *fs_prog_data = rzalloc(mem_ctx, struct brw_wm_prog_data); struct brw_stage_prog_data *prog_data = &fs_prog_data->base; nir_shader *nir = ish->nir; // XXX: alt mode assign_common_binding_table_offsets(devinfo, nir, prog_data, MAX2(key->nr_color_regions, 1)); iris_setup_uniforms(compiler, mem_ctx, nir, prog_data); char *error_str = NULL; const unsigned *program = brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data, nir, NULL, -1, -1, -1, true, false, vue_map, &error_str); if (program == NULL) { dbg_printf("Failed to compile fragment shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } //brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch); iris_setup_push_uniform_range(compiler, prog_data); iris_upload_and_bind_shader(ice, IRIS_CACHE_FS, key, program, prog_data, NULL); ralloc_free(mem_ctx); return true; } /** * Update the current fragment shader variant. * * Fill out the key, look in the cache, compile and bind if needed. */ static void iris_update_compiled_fs(struct iris_context *ice) { struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[MESA_SHADER_FRAGMENT]; struct brw_wm_prog_key key = { .program_string_id = ish->program_id }; ice->vtbl.populate_fs_key(ice, &key); if (ish->nos & IRIS_NOS_LAST_VUE_MAP) key.input_slots_valid = ice->shaders.last_vue_map->slots_valid; if (iris_bind_cached_shader(ice, IRIS_CACHE_FS, &key)) return; UNUSED bool success = iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map); } /** * Get the compiled shader for the last enabled geometry stage. * * This stage is the one which will feed stream output and the rasterizer. */ static struct iris_compiled_shader * last_vue_shader(struct iris_context *ice) { if (ice->shaders.prog[MESA_SHADER_GEOMETRY]) return ice->shaders.prog[MESA_SHADER_GEOMETRY]; if (ice->shaders.prog[MESA_SHADER_TESS_EVAL]) return ice->shaders.prog[MESA_SHADER_TESS_EVAL]; return ice->shaders.prog[MESA_SHADER_VERTEX]; } /** * Update the last enabled stage's VUE map. * * When the shader feeding the rasterizer's output interface changes, we * need to re-emit various packets. */ static void update_last_vue_map(struct iris_context *ice, struct brw_stage_prog_data *prog_data) { struct brw_vue_prog_data *vue_prog_data = (void *) prog_data; struct brw_vue_map *vue_map = &vue_prog_data->vue_map; struct brw_vue_map *old_map = ice->shaders.last_vue_map; const uint64_t changed_slots = (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid; if (changed_slots & VARYING_BIT_VIEWPORT) { // XXX: could use ctx->Const.MaxViewports for old API efficiency ice->state.num_viewports = (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1; ice->state.dirty |= IRIS_DIRTY_CLIP | IRIS_DIRTY_SF_CL_VIEWPORT | IRIS_DIRTY_SCISSOR_RECT | IRIS_DIRTY_UNCOMPILED_FS | ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP]; // XXX: CC_VIEWPORT? } if (changed_slots || (old_map && old_map->separate != vue_map->separate)) { ice->state.dirty |= IRIS_DIRTY_SBE; } ice->shaders.last_vue_map = &vue_prog_data->vue_map; } /** * Get the prog_data for a given stage, or NULL if the stage is disabled. */ static struct brw_vue_prog_data * get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage) { if (!ice->shaders.prog[stage]) return NULL; return (void *) ice->shaders.prog[stage]->prog_data; } /** * Update the current shader variants for the given state. * * This should be called on every draw call to ensure that the correct * shaders are bound. It will also flag any dirty state triggered by * swapping out those shaders. */ void iris_update_compiled_shaders(struct iris_context *ice) { const uint64_t dirty = ice->state.dirty; struct brw_vue_prog_data *old_prog_datas[4]; if (!(dirty & IRIS_DIRTY_URB)) { for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) old_prog_datas[i] = get_vue_prog_data(ice, i); } if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) { struct iris_uncompiled_shader *tes = ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL]; if (tes) { iris_update_compiled_tcs(ice); iris_update_compiled_tes(ice); } else { iris_unbind_shader(ice, IRIS_CACHE_TCS); iris_unbind_shader(ice, IRIS_CACHE_TES); } } if (dirty & IRIS_DIRTY_UNCOMPILED_VS) iris_update_compiled_vs(ice); if (dirty & IRIS_DIRTY_UNCOMPILED_GS) iris_update_compiled_gs(ice); struct iris_compiled_shader *shader = last_vue_shader(ice); update_last_vue_map(ice, shader->prog_data); if (ice->state.streamout != shader->streamout) { ice->state.streamout = shader->streamout; ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT; } if (dirty & IRIS_DIRTY_UNCOMPILED_FS) iris_update_compiled_fs(ice); // ... /* Changing shader interfaces may require a URB configuration. */ if (!(dirty & IRIS_DIRTY_URB)) { for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { struct brw_vue_prog_data *old = old_prog_datas[i]; struct brw_vue_prog_data *new = get_vue_prog_data(ice, i); if (!!old != !!new || (new && new->urb_entry_size != old->urb_entry_size)) { ice->state.dirty |= IRIS_DIRTY_URB; break; } } } } void iris_init_program_functions(struct pipe_context *ctx) { ctx->create_vs_state = iris_create_shader_state; ctx->create_tcs_state = iris_create_shader_state; ctx->create_tes_state = iris_create_shader_state; ctx->create_gs_state = iris_create_shader_state; ctx->create_fs_state = iris_create_shader_state; ctx->create_compute_state = iris_create_compute_state; ctx->delete_vs_state = iris_delete_shader_state; ctx->delete_tcs_state = iris_delete_shader_state; ctx->delete_tes_state = iris_delete_shader_state; ctx->delete_gs_state = iris_delete_shader_state; ctx->delete_fs_state = iris_delete_shader_state; ctx->delete_compute_state = iris_delete_shader_state; ctx->bind_vs_state = iris_bind_vs_state; ctx->bind_tcs_state = iris_bind_tcs_state; ctx->bind_tes_state = iris_bind_tes_state; ctx->bind_gs_state = iris_bind_gs_state; ctx->bind_fs_state = iris_bind_fs_state; ctx->bind_compute_state = iris_bind_cs_state; }