/* * Copyright 2010 Christoph Bumiller * * 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 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. */ #include "nv50_program.h" #include "nv50_context.h" #include "codegen/nv50_ir_driver.h" static INLINE unsigned bitcount4(const uint32_t val) { static const uint8_t cnt[16] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 }; return cnt[val & 0xf]; } static int nv50_vertprog_assign_slots(struct nv50_ir_prog_info *info) { struct nv50_program *prog = (struct nv50_program *)info->driverPriv; unsigned i, n, c; n = 0; for (i = 0; i < info->numInputs; ++i) { prog->in[i].id = i; prog->in[i].sn = info->in[i].sn; prog->in[i].si = info->in[i].si; prog->in[i].hw = n; prog->in[i].mask = info->in[i].mask; prog->vp.attrs[(4 * i) / 32] |= info->in[i].mask << ((4 * i) % 32); for (c = 0; c < 4; ++c) if (info->in[i].mask & (1 << c)) info->in[i].slot[c] = n++; } prog->in_nr = info->numInputs; for (i = 0; i < info->numSysVals; ++i) { switch (info->sv[i].sn) { case TGSI_SEMANTIC_INSTANCEID: prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_INSTANCE_ID; continue; case TGSI_SEMANTIC_VERTEXID: prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_VERTEX_ID; prog->vp.attrs[2] |= NV50_3D_VP_GP_BUILTIN_ATTR_EN_UNK12; continue; default: break; } } /* * Corner case: VP has no inputs, but we will still need to submit data to * draw it. HW will shout at us and won't draw anything if we don't enable * any input, so let's just pretend it's the first one. */ if (prog->vp.attrs[0] == 0 && prog->vp.attrs[1] == 0 && prog->vp.attrs[2] == 0) prog->vp.attrs[0] |= 0xf; /* VertexID before InstanceID */ if (info->io.vertexId < info->numSysVals) info->sv[info->io.vertexId].slot[0] = n++; if (info->io.instanceId < info->numSysVals) info->sv[info->io.instanceId].slot[0] = n++; n = 0; for (i = 0; i < info->numOutputs; ++i) { switch (info->out[i].sn) { case TGSI_SEMANTIC_PSIZE: prog->vp.psiz = i; break; case TGSI_SEMANTIC_CLIPDIST: prog->vp.clpd[info->out[i].si] = n; break; case TGSI_SEMANTIC_EDGEFLAG: prog->vp.edgeflag = i; break; case TGSI_SEMANTIC_BCOLOR: prog->vp.bfc[info->out[i].si] = i; break; default: break; } prog->out[i].id = i; prog->out[i].sn = info->out[i].sn; prog->out[i].si = info->out[i].si; prog->out[i].hw = n; prog->out[i].mask = info->out[i].mask; for (c = 0; c < 4; ++c) if (info->out[i].mask & (1 << c)) info->out[i].slot[c] = n++; } prog->out_nr = info->numOutputs; prog->max_out = n; if (prog->vp.psiz < info->numOutputs) prog->vp.psiz = prog->out[prog->vp.psiz].hw; return 0; } static int nv50_fragprog_assign_slots(struct nv50_ir_prog_info *info) { struct nv50_program *prog = (struct nv50_program *)info->driverPriv; unsigned i, n, m, c; unsigned nvary; unsigned nflat; unsigned nintp = 0; /* count recorded non-flat inputs */ for (m = 0, i = 0; i < info->numInputs; ++i) { switch (info->in[i].sn) { case TGSI_SEMANTIC_POSITION: case TGSI_SEMANTIC_FACE: continue; default: m += info->in[i].flat ? 0 : 1; break; } } /* careful: id may be != i in info->in[prog->in[i].id] */ /* Fill prog->in[] so that non-flat inputs are first and * kick out special inputs that don't use the RESULT_MAP. */ for (n = 0, i = 0; i < info->numInputs; ++i) { if (info->in[i].sn == TGSI_SEMANTIC_POSITION) { prog->fp.interp |= info->in[i].mask << 24; for (c = 0; c < 4; ++c) if (info->in[i].mask & (1 << c)) info->in[i].slot[c] = nintp++; } else if (info->in[i].sn == TGSI_SEMANTIC_FACE) { info->in[i].slot[0] = 255; } else { unsigned j = info->in[i].flat ? m++ : n++; if (info->in[i].sn == TGSI_SEMANTIC_COLOR) prog->vp.bfc[info->in[i].si] = j; prog->in[j].id = i; prog->in[j].mask = info->in[i].mask; prog->in[j].sn = info->in[i].sn; prog->in[j].si = info->in[i].si; prog->in[j].linear = info->in[i].linear; prog->in_nr++; } } if (!(prog->fp.interp & (8 << 24))) { ++nintp; prog->fp.interp |= 8 << 24; } for (i = 0; i < prog->in_nr; ++i) { int j = prog->in[i].id; prog->in[i].hw = nintp; for (c = 0; c < 4; ++c) if (prog->in[i].mask & (1 << c)) info->in[j].slot[c] = nintp++; } /* (n == m) if m never increased, i.e. no flat inputs */ nflat = (n < m) ? (nintp - prog->in[n].hw) : 0; nintp -= bitcount4(prog->fp.interp >> 24); /* subtract position inputs */ nvary = nintp - nflat; prog->fp.interp |= nvary << NV50_3D_FP_INTERPOLANT_CTRL_COUNT_NONFLAT__SHIFT; prog->fp.interp |= nintp << NV50_3D_FP_INTERPOLANT_CTRL_COUNT__SHIFT; /* put front/back colors right after HPOS */ prog->fp.colors = 4 << NV50_3D_SEMANTIC_COLOR_FFC0_ID__SHIFT; for (i = 0; i < 2; ++i) if (prog->vp.bfc[i] < 0xff) prog->fp.colors += bitcount4(prog->in[prog->vp.bfc[i]].mask) << 16; /* FP outputs */ if (info->prop.fp.numColourResults > 1) prog->fp.flags[0] |= NV50_3D_FP_CONTROL_MULTIPLE_RESULTS; for (i = 0; i < info->numOutputs; ++i) { prog->out[i].id = i; prog->out[i].sn = info->out[i].sn; prog->out[i].si = info->out[i].si; prog->out[i].mask = info->out[i].mask; if (i == info->io.fragDepth || i == info->io.sampleMask) continue; prog->out[i].hw = info->out[i].si * 4; for (c = 0; c < 4; ++c) info->out[i].slot[c] = prog->out[i].hw + c; prog->max_out = MAX2(prog->max_out, prog->out[i].hw + 4); } if (info->io.sampleMask < PIPE_MAX_SHADER_OUTPUTS) info->out[info->io.sampleMask].slot[0] = prog->max_out++; if (info->io.fragDepth < PIPE_MAX_SHADER_OUTPUTS) info->out[info->io.fragDepth].slot[2] = prog->max_out++; if (!prog->max_out) prog->max_out = 4; return 0; } static int nv50_program_assign_varying_slots(struct nv50_ir_prog_info *info) { switch (info->type) { case PIPE_SHADER_VERTEX: return nv50_vertprog_assign_slots(info); case PIPE_SHADER_GEOMETRY: return nv50_vertprog_assign_slots(info); case PIPE_SHADER_FRAGMENT: return nv50_fragprog_assign_slots(info); default: return -1; } } static struct nv50_stream_output_state * nv50_program_create_strmout_state(const struct nv50_ir_prog_info *info, const struct pipe_stream_output_info *pso) { struct nv50_stream_output_state *so; unsigned b, i, c; unsigned base[4]; so = MALLOC_STRUCT(nv50_stream_output_state); if (!so) return NULL; memset(so->map, 0xff, sizeof(so->map)); for (b = 0; b < 4; ++b) so->num_attribs[b] = 0; for (i = 0; i < pso->num_outputs; ++i) { unsigned end = pso->output[i].dst_offset + pso->output[i].num_components; b = pso->output[i].output_buffer; assert(b < 4); so->num_attribs[b] = MAX2(so->num_attribs[b], end); } so->ctrl = NV50_3D_STRMOUT_BUFFERS_CTRL_INTERLEAVED; so->stride[0] = pso->stride[0] * 4; base[0] = 0; for (b = 1; b < 4; ++b) { assert(!so->num_attribs[b] || so->num_attribs[b] == pso->stride[b]); so->stride[b] = so->num_attribs[b] * 4; if (so->num_attribs[b]) so->ctrl = (b + 1) << NV50_3D_STRMOUT_BUFFERS_CTRL_SEPARATE__SHIFT; base[b] = align(base[b - 1] + so->num_attribs[b - 1], 4); } if (so->ctrl & NV50_3D_STRMOUT_BUFFERS_CTRL_INTERLEAVED) { assert(so->stride[0] < NV50_3D_STRMOUT_BUFFERS_CTRL_STRIDE__MAX); so->ctrl |= so->stride[0] << NV50_3D_STRMOUT_BUFFERS_CTRL_STRIDE__SHIFT; } so->map_size = base[3] + so->num_attribs[3]; for (i = 0; i < pso->num_outputs; ++i) { const unsigned s = pso->output[i].start_component; const unsigned p = pso->output[i].dst_offset; const unsigned r = pso->output[i].register_index; b = pso->output[i].output_buffer; for (c = 0; c < pso->output[i].num_components; ++c) so->map[base[b] + p + c] = info->out[r].slot[s + c]; } return so; } boolean nv50_program_translate(struct nv50_program *prog, uint16_t chipset) { struct nv50_ir_prog_info *info; int ret; const uint8_t map_undef = (prog->type == PIPE_SHADER_VERTEX) ? 0x40 : 0x80; info = CALLOC_STRUCT(nv50_ir_prog_info); if (!info) return FALSE; info->type = prog->type; info->target = chipset; info->bin.sourceRep = NV50_PROGRAM_IR_TGSI; info->bin.source = (void *)prog->pipe.tokens; info->io.ucpBinding = 15; info->io.ucpBase = 0; info->io.genUserClip = prog->vp.clpd_nr; info->assignSlots = nv50_program_assign_varying_slots; prog->vp.bfc[0] = 0xff; prog->vp.bfc[1] = 0xff; prog->vp.edgeflag = 0xff; prog->vp.clpd[0] = map_undef; prog->vp.clpd[1] = map_undef; prog->vp.psiz = map_undef; prog->gp.primid = 0x80; info->driverPriv = prog; #ifdef DEBUG info->optLevel = debug_get_num_option("NV50_PROG_OPTIMIZE", 3); info->dbgFlags = debug_get_num_option("NV50_PROG_DEBUG", 0); #else info->optLevel = 3; #endif ret = nv50_ir_generate_code(info); if (ret) { NOUVEAU_ERR("shader translation failed: %i\n", ret); goto out; } FREE(info->bin.syms); prog->code = info->bin.code; prog->code_size = info->bin.codeSize; prog->fixups = info->bin.relocData; prog->max_gpr = MAX2(4, (info->bin.maxGPR >> 1) + 1); prog->tls_space = info->bin.tlsSpace; if (prog->type == PIPE_SHADER_FRAGMENT) { if (info->prop.fp.writesDepth) { prog->fp.flags[0] |= NV50_3D_FP_CONTROL_EXPORTS_Z; prog->fp.flags[1] = 0x11; } if (info->prop.fp.usesDiscard) prog->fp.flags[0] |= NV50_3D_FP_CONTROL_USES_KIL; } if (prog->pipe.stream_output.num_outputs) prog->so = nv50_program_create_strmout_state(info, &prog->pipe.stream_output); out: FREE(info); return !ret; } boolean nv50_program_upload_code(struct nv50_context *nv50, struct nv50_program *prog) { struct nouveau_heap *heap; int ret; uint32_t size = align(prog->code_size, 0x40); switch (prog->type) { case PIPE_SHADER_VERTEX: heap = nv50->screen->vp_code_heap; break; case PIPE_SHADER_GEOMETRY: heap = nv50->screen->fp_code_heap; break; case PIPE_SHADER_FRAGMENT: heap = nv50->screen->gp_code_heap; break; default: assert(!"invalid program type"); return FALSE; } ret = nouveau_heap_alloc(heap, size, prog, &prog->mem); if (ret) { /* Out of space: evict everything to compactify the code segment, hoping * the working set is much smaller and drifts slowly. Improve me ! */ while (heap->next) { struct nv50_program *evict = heap->next->priv; if (evict) nouveau_heap_free(&evict->mem); } debug_printf("WARNING: out of code space, evicting all shaders.\n"); ret = nouveau_heap_alloc(heap, size, prog, &prog->mem); if (ret) { NOUVEAU_ERR("shader too large (0x%x) to fit in code space ?\n", size); return FALSE; } } prog->code_base = prog->mem->start; ret = nv50_tls_realloc(nv50->screen, prog->tls_space); if (ret < 0) return FALSE; if (ret > 0) nv50->state.new_tls_space = TRUE; if (prog->fixups) nv50_ir_relocate_code(prog->fixups, prog->code, prog->code_base, 0, 0); nv50_sifc_linear_u8(&nv50->base, nv50->screen->code, (prog->type << NV50_CODE_BO_SIZE_LOG2) + prog->code_base, NOUVEAU_BO_VRAM, prog->code_size, prog->code); BEGIN_NV04(nv50->base.pushbuf, NV50_3D(CODE_CB_FLUSH), 1); PUSH_DATA (nv50->base.pushbuf, 0); return TRUE; } void nv50_program_destroy(struct nv50_context *nv50, struct nv50_program *p) { const struct pipe_shader_state pipe = p->pipe; const ubyte type = p->type; if (p->mem) nouveau_heap_free(&p->mem); FREE(p->code); FREE(p->fixups); FREE(p->so); memset(p, 0, sizeof(*p)); p->pipe = pipe; p->type = type; }