/* * Copyright © 2014-2017 Broadcom * * 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. */ #include #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/ralloc.h" #include "util/hash_table.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_parse.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "nir/tgsi_to_nir.h" #include "compiler/v3d_compiler.h" #include "vc5_context.h" #include "broadcom/cle/v3d_packet_v33_pack.h" #include "mesa/state_tracker/st_glsl_types.h" static gl_varying_slot vc5_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location) { nir_foreach_variable(var, &s->outputs) { if (var->data.driver_location == driver_location) { return var->data.location; } } return -1; } static void vc5_set_transform_feedback_outputs(struct vc5_uncompiled_shader *so, const struct pipe_stream_output_info *stream_output) { if (!stream_output->num_outputs) return; struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4]; int slot_count = 0; for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) { uint32_t buffer_offset = 0; uint32_t vpm_start = slot_count; for (int i = 0; i < stream_output->num_outputs; i++) { const struct pipe_stream_output *output = &stream_output->output[i]; if (output->output_buffer != buffer) continue; /* We assume that the SO outputs appear in increasing * order in the buffer. */ assert(output->dst_offset >= buffer_offset); /* Pad any undefined slots in the output */ for (int j = buffer_offset; j < output->dst_offset; j++) { slots[slot_count] = v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0); slot_count++; buffer_offset++; } /* Set the coordinate shader up to output the * components of this varying. */ for (int j = 0; j < output->num_components; j++) { gl_varying_slot slot = vc5_get_slot_for_driver_location(so->base.ir.nir, output->register_index); slots[slot_count] = v3d_slot_from_slot_and_component(slot, output->start_component + j); slot_count++; buffer_offset++; } } uint32_t vpm_size = slot_count - vpm_start; if (!vpm_size) continue; struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = { /* We need the offset from the coordinate shader's VPM * output block, which has the [X, Y, Z, W, Xs, Ys] * values at the start. Note that this will need some * shifting when PSIZ is also present. */ .first_shaded_vertex_value_to_output = vpm_start + 6, .number_of_consecutive_vertex_values_to_output_as_32_bit_values_minus_1 = vpm_size - 1, .output_buffer_to_write_to = buffer, }; V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL, (void *)&so->tf_specs[so->num_tf_specs++], &unpacked); } so->num_tf_outputs = slot_count; so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot, slot_count); memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count); } static int type_size(const struct glsl_type *type) { return glsl_count_attribute_slots(type, false); } static int uniforms_type_size(const struct glsl_type *type) { return st_glsl_storage_type_size(type, false); } static void * vc5_shader_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { struct vc5_context *vc5 = vc5_context(pctx); struct vc5_uncompiled_shader *so = CALLOC_STRUCT(vc5_uncompiled_shader); if (!so) return NULL; so->program_id = vc5->next_uncompiled_program_id++; nir_shader *s; if (cso->type == PIPE_SHADER_IR_NIR) { /* The backend takes ownership of the NIR shader on state * creation. */ s = cso->ir.nir; NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform, type_size, (nir_lower_io_options)0); NIR_PASS_V(s, nir_lower_io, nir_var_uniform, uniforms_type_size, (nir_lower_io_options)0); } else { assert(cso->type == PIPE_SHADER_IR_TGSI); if (V3D_DEBUG & V3D_DEBUG_TGSI) { fprintf(stderr, "prog %d TGSI:\n", so->program_id); tgsi_dump(cso->tokens, 0); fprintf(stderr, "\n"); } s = tgsi_to_nir(cso->tokens, &v3d_nir_options); } NIR_PASS_V(s, nir_opt_global_to_local); NIR_PASS_V(s, nir_lower_regs_to_ssa); NIR_PASS_V(s, nir_normalize_cubemap_coords); NIR_PASS_V(s, nir_lower_load_const_to_scalar); v3d_optimize_nir(s); NIR_PASS_V(s, nir_remove_dead_variables, nir_var_local); /* Garbage collect dead instructions */ nir_sweep(s); so->base.type = PIPE_SHADER_IR_NIR; so->base.ir.nir = s; vc5_set_transform_feedback_outputs(so, &cso->stream_output); if (V3D_DEBUG & (V3D_DEBUG_NIR | v3d_debug_flag_for_shader_stage(s->info.stage))) { fprintf(stderr, "%s prog %d NIR:\n", gl_shader_stage_name(s->info.stage), so->program_id); nir_print_shader(s, stderr); fprintf(stderr, "\n"); } return so; } static struct vc5_compiled_shader * vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key) { struct vc5_uncompiled_shader *shader_state = key->shader_state; nir_shader *s = shader_state->base.ir.nir; struct hash_table *ht; uint32_t key_size; if (s->info.stage == MESA_SHADER_FRAGMENT) { ht = vc5->fs_cache; key_size = sizeof(struct v3d_fs_key); } else { ht = vc5->vs_cache; key_size = sizeof(struct v3d_vs_key); } struct hash_entry *entry = _mesa_hash_table_search(ht, key); if (entry) return entry->data; struct vc5_compiled_shader *shader = rzalloc(NULL, struct vc5_compiled_shader); int program_id = shader_state->program_id; int variant_id = p_atomic_inc_return(&shader_state->compiled_variant_count); uint64_t *qpu_insts; uint32_t shader_size; switch (s->info.stage) { case MESA_SHADER_VERTEX: shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data); qpu_insts = v3d_compile_vs(vc5->screen->compiler, (struct v3d_vs_key *)key, shader->prog_data.vs, s, program_id, variant_id, &shader_size); break; case MESA_SHADER_FRAGMENT: shader->prog_data.fs = rzalloc(shader, struct v3d_fs_prog_data); qpu_insts = v3d_compile_fs(vc5->screen->compiler, (struct v3d_fs_key *)key, shader->prog_data.fs, s, program_id, variant_id, &shader_size); break; default: unreachable("bad stage"); } vc5_set_shader_uniform_dirty_flags(shader); shader->bo = vc5_bo_alloc(vc5->screen, shader_size, "shader"); vc5_bo_map(shader->bo); memcpy(shader->bo->map, qpu_insts, shader_size); free(qpu_insts); struct vc5_key *dup_key; dup_key = ralloc_size(shader, key_size); memcpy(dup_key, key, key_size); _mesa_hash_table_insert(ht, dup_key, shader); return shader; } static void vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key, struct vc5_texture_stateobj *texstate) { const struct v3d_device_info *devinfo = &vc5->screen->devinfo; for (int i = 0; i < texstate->num_textures; i++) { struct pipe_sampler_view *sampler = texstate->textures[i]; struct vc5_sampler_view *vc5_sampler = vc5_sampler_view(sampler); struct pipe_sampler_state *sampler_state = texstate->samplers[i]; if (!sampler) continue; key->tex[i].return_size = vc5_get_tex_return_size(devinfo, sampler->format, sampler_state->compare_mode); /* For 16-bit, we set up the sampler to always return 2 * channels (meaning no recompiles for most statechanges), * while for 32 we actually scale the returns with channels. */ if (key->tex[i].return_size == 16) { key->tex[i].return_channels = 2; } else if (devinfo->ver > 40) { key->tex[i].return_channels = 4; } else { key->tex[i].return_channels = vc5_get_tex_return_channels(devinfo, sampler->format); } if (key->tex[i].return_size == 32 && devinfo->ver < 40) { memcpy(key->tex[i].swizzle, vc5_sampler->swizzle, sizeof(vc5_sampler->swizzle)); } else { /* For 16-bit returns, we let the sampler state handle * the swizzle. */ key->tex[i].swizzle[0] = PIPE_SWIZZLE_X; key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y; key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z; key->tex[i].swizzle[3] = PIPE_SWIZZLE_W; } if (sampler->texture->nr_samples > 1) { key->tex[i].msaa_width = sampler->texture->width0; key->tex[i].msaa_height = sampler->texture->height0; } else if (sampler){ key->tex[i].compare_mode = sampler_state->compare_mode; key->tex[i].compare_func = sampler_state->compare_func; key->tex[i].clamp_s = sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP; key->tex[i].clamp_t = sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP; key->tex[i].clamp_r = sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP; } } key->ucp_enables = vc5->rasterizer->base.clip_plane_enable; } static void vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode) { struct vc5_job *job = vc5->job; struct v3d_fs_key local_key; struct v3d_fs_key *key = &local_key; if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE | VC5_DIRTY_BLEND | VC5_DIRTY_FRAMEBUFFER | VC5_DIRTY_ZSA | VC5_DIRTY_RASTERIZER | VC5_DIRTY_SAMPLE_MASK | VC5_DIRTY_FRAGTEX | VC5_DIRTY_UNCOMPILED_FS))) { return; } memset(key, 0, sizeof(*key)); vc5_setup_shared_key(vc5, &key->base, &vc5->fragtex); key->base.shader_state = vc5->prog.bind_fs; key->is_points = (prim_mode == PIPE_PRIM_POINTS); key->is_lines = (prim_mode >= PIPE_PRIM_LINES && prim_mode <= PIPE_PRIM_LINE_STRIP); key->clamp_color = vc5->rasterizer->base.clamp_fragment_color; if (vc5->blend->logicop_enable) { key->logicop_func = vc5->blend->logicop_func; } else { key->logicop_func = PIPE_LOGICOP_COPY; } if (job->msaa) { key->msaa = vc5->rasterizer->base.multisample; key->sample_coverage = (vc5->rasterizer->base.multisample && vc5->sample_mask != (1 << VC5_MAX_SAMPLES) - 1); key->sample_alpha_to_coverage = vc5->blend->alpha_to_coverage; key->sample_alpha_to_one = vc5->blend->alpha_to_one; } key->depth_enabled = (vc5->zsa->base.depth.enabled || vc5->zsa->base.stencil[0].enabled); if (vc5->zsa->base.alpha.enabled) { key->alpha_test = true; key->alpha_test_func = vc5->zsa->base.alpha.func; } /* gl_FragColor's propagation to however many bound color buffers * there are means that the buffer count needs to be in the key. */ key->nr_cbufs = vc5->framebuffer.nr_cbufs; key->swap_color_rb = vc5->swap_color_rb; for (int i = 0; i < key->nr_cbufs; i++) { struct pipe_surface *cbuf = vc5->framebuffer.cbufs[i]; if (!cbuf) continue; const struct util_format_description *desc = util_format_description(cbuf->format); if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT && desc->channel[0].size == 32) { key->f32_color_rb |= 1 << i; } } if (key->is_points) { key->point_sprite_mask = vc5->rasterizer->base.sprite_coord_enable; key->point_coord_upper_left = (vc5->rasterizer->base.sprite_coord_mode == PIPE_SPRITE_COORD_UPPER_LEFT); } key->light_twoside = vc5->rasterizer->base.light_twoside; key->shade_model_flat = vc5->rasterizer->base.flatshade; struct vc5_compiled_shader *old_fs = vc5->prog.fs; vc5->prog.fs = vc5_get_compiled_shader(vc5, &key->base); if (vc5->prog.fs == old_fs) return; vc5->dirty |= VC5_DIRTY_COMPILED_FS; if (old_fs && vc5->prog.fs->prog_data.fs->flat_shade_flags != old_fs->prog_data.fs->flat_shade_flags) { vc5->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS; } if (old_fs && memcmp(vc5->prog.fs->prog_data.fs->input_slots, old_fs->prog_data.fs->input_slots, sizeof(vc5->prog.fs->prog_data.fs->input_slots))) { vc5->dirty |= VC5_DIRTY_FS_INPUTS; } } static void vc5_update_compiled_vs(struct vc5_context *vc5, uint8_t prim_mode) { struct v3d_vs_key local_key; struct v3d_vs_key *key = &local_key; if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER | VC5_DIRTY_VERTTEX | VC5_DIRTY_VTXSTATE | VC5_DIRTY_UNCOMPILED_VS | VC5_DIRTY_FS_INPUTS))) { return; } memset(key, 0, sizeof(*key)); vc5_setup_shared_key(vc5, &key->base, &vc5->verttex); key->base.shader_state = vc5->prog.bind_vs; key->num_fs_inputs = vc5->prog.fs->prog_data.fs->base.num_inputs; STATIC_ASSERT(sizeof(key->fs_inputs) == sizeof(vc5->prog.fs->prog_data.fs->input_slots)); memcpy(key->fs_inputs, vc5->prog.fs->prog_data.fs->input_slots, sizeof(key->fs_inputs)); key->clamp_color = vc5->rasterizer->base.clamp_vertex_color; key->per_vertex_point_size = (prim_mode == PIPE_PRIM_POINTS && vc5->rasterizer->base.point_size_per_vertex); struct vc5_compiled_shader *vs = vc5_get_compiled_shader(vc5, &key->base); if (vs != vc5->prog.vs) { vc5->prog.vs = vs; vc5->dirty |= VC5_DIRTY_COMPILED_VS; } key->is_coord = true; /* Coord shaders only output varyings used by transform feedback. */ struct vc5_uncompiled_shader *shader_state = key->base.shader_state; memcpy(key->fs_inputs, shader_state->tf_outputs, sizeof(*key->fs_inputs) * shader_state->num_tf_outputs); if (shader_state->num_tf_outputs < key->num_fs_inputs) { memset(&key->fs_inputs[shader_state->num_tf_outputs], 0, sizeof(*key->fs_inputs) * (key->num_fs_inputs - shader_state->num_tf_outputs)); } key->num_fs_inputs = shader_state->num_tf_outputs; struct vc5_compiled_shader *cs = vc5_get_compiled_shader(vc5, &key->base); if (cs != vc5->prog.cs) { vc5->prog.cs = cs; vc5->dirty |= VC5_DIRTY_COMPILED_CS; } } void vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode) { vc5_update_compiled_fs(vc5, prim_mode); vc5_update_compiled_vs(vc5, prim_mode); } static uint32_t fs_cache_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct v3d_fs_key)); } static uint32_t vs_cache_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct v3d_vs_key)); } static bool fs_cache_compare(const void *key1, const void *key2) { return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0; } static bool vs_cache_compare(const void *key1, const void *key2) { return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0; } static void delete_from_cache_if_matches(struct hash_table *ht, struct vc5_compiled_shader **last_compile, struct hash_entry *entry, struct vc5_uncompiled_shader *so) { const struct v3d_key *key = entry->key; if (key->shader_state == so) { struct vc5_compiled_shader *shader = entry->data; _mesa_hash_table_remove(ht, entry); vc5_bo_unreference(&shader->bo); if (shader == *last_compile) *last_compile = NULL; ralloc_free(shader); } } static void vc5_shader_state_delete(struct pipe_context *pctx, void *hwcso) { struct vc5_context *vc5 = vc5_context(pctx); struct vc5_uncompiled_shader *so = hwcso; struct hash_entry *entry; hash_table_foreach(vc5->fs_cache, entry) { delete_from_cache_if_matches(vc5->fs_cache, &vc5->prog.fs, entry, so); } hash_table_foreach(vc5->vs_cache, entry) { delete_from_cache_if_matches(vc5->vs_cache, &vc5->prog.vs, entry, so); } ralloc_free(so->base.ir.nir); free(so); } static void vc5_fp_state_bind(struct pipe_context *pctx, void *hwcso) { struct vc5_context *vc5 = vc5_context(pctx); vc5->prog.bind_fs = hwcso; vc5->dirty |= VC5_DIRTY_UNCOMPILED_FS; } static void vc5_vp_state_bind(struct pipe_context *pctx, void *hwcso) { struct vc5_context *vc5 = vc5_context(pctx); vc5->prog.bind_vs = hwcso; vc5->dirty |= VC5_DIRTY_UNCOMPILED_VS; } void vc5_program_init(struct pipe_context *pctx) { struct vc5_context *vc5 = vc5_context(pctx); pctx->create_vs_state = vc5_shader_state_create; pctx->delete_vs_state = vc5_shader_state_delete; pctx->create_fs_state = vc5_shader_state_create; pctx->delete_fs_state = vc5_shader_state_delete; pctx->bind_fs_state = vc5_fp_state_bind; pctx->bind_vs_state = vc5_vp_state_bind; vc5->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash, fs_cache_compare); vc5->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash, vs_cache_compare); } void vc5_program_fini(struct pipe_context *pctx) { struct vc5_context *vc5 = vc5_context(pctx); struct hash_entry *entry; hash_table_foreach(vc5->fs_cache, entry) { struct vc5_compiled_shader *shader = entry->data; vc5_bo_unreference(&shader->bo); ralloc_free(shader); _mesa_hash_table_remove(vc5->fs_cache, entry); } hash_table_foreach(vc5->vs_cache, entry) { struct vc5_compiled_shader *shader = entry->data; vc5_bo_unreference(&shader->bo); ralloc_free(shader); _mesa_hash_table_remove(vc5->vs_cache, entry); } }