/* * Copyright © 2013 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_vec4_gs.c * * State atom for client-programmable geometry shaders, and support code. */ #include "brw_gs.h" #include "brw_context.h" #include "brw_vec4_gs_visitor.h" #include "brw_state.h" #include "brw_ff_gs.h" #include "brw_nir.h" #include "brw_program.h" #include "compiler/glsl/ir_uniform.h" static void brw_gs_debug_recompile(struct brw_context *brw, struct gl_shader_program *shader_prog, const struct brw_gs_prog_key *key) { struct brw_cache_item *c = NULL; const struct brw_gs_prog_key *old_key = NULL; bool found = false; perf_debug("Recompiling geometry 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_GS_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); if (!found) { perf_debug(" Something else\n"); } } static void assign_gs_binding_table_offsets(const struct gen_device_info *devinfo, const struct gl_shader_program *shader_prog, const struct gl_program *prog, struct brw_gs_prog_data *prog_data) { /* In gen6 we reserve the first BRW_MAX_SOL_BINDINGS entries for transform * feedback surfaces. */ uint32_t reserved = devinfo->gen == 6 ? BRW_MAX_SOL_BINDINGS : 0; brw_assign_common_binding_table_offsets(MESA_SHADER_GEOMETRY, devinfo, shader_prog, prog, &prog_data->base.base, reserved); } bool brw_codegen_gs_prog(struct brw_context *brw, struct gl_shader_program *prog, struct brw_geometry_program *gp, struct brw_gs_prog_key *key) { struct brw_compiler *compiler = brw->screen->compiler; const struct gen_device_info *devinfo = &brw->screen->devinfo; struct brw_stage_state *stage_state = &brw->gs.base; struct brw_gs_prog_data prog_data; bool start_busy = false; double start_time = 0; memset(&prog_data, 0, sizeof(prog_data)); assign_gs_binding_table_offsets(devinfo, prog, &gp->program.Base, &prog_data); /* 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_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; struct brw_shader *bgs = (struct brw_shader *) gs; int param_count = gp->program.Base.nir->num_uniforms / 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, gs->NumImages); prog_data.base.base.nr_params = param_count; prog_data.base.base.nr_image_params = gs->NumImages; brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base, &prog_data.base.base, compiler->scalar_stage[MESA_SHADER_GEOMETRY]); GLbitfield64 outputs_written = gp->program.Base.OutputsWritten; prog_data.base.cull_distance_mask = ((1 << gp->program.Base.CullDistanceArraySize) - 1) << gp->program.Base.ClipDistanceArraySize; brw_compute_vue_map(devinfo, &prog_data.base.vue_map, outputs_written, prog->SeparateShader); if (unlikely(INTEL_DEBUG & DEBUG_GS)) brw_dump_ir("geometry", prog, gs, NULL); int st_index = -1; if (INTEL_DEBUG & DEBUG_SHADER_TIME) st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS); 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_gs(brw->screen->compiler, brw, mem_ctx, key, &prog_data, gs->Program->nir, prog, st_index, &program_size, &error_str); if (program == NULL) { ralloc_strcat(&prog->InfoLog, error_str); _mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str); ralloc_free(mem_ctx); return false; } if (unlikely(brw->perf_debug)) { if (bgs->compiled_once) { brw_gs_debug_recompile(brw, prog, key); } if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { perf_debug("GS compile took %.03f ms and stalled the GPU\n", (get_time() - start_time) * 1000); } bgs->compiled_once = true; } /* Scratch space is used for register spilling */ brw_alloc_stage_scratch(brw, stage_state, prog_data.base.base.total_scratch, devinfo->max_gs_threads); brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG, key, sizeof(*key), program, program_size, &prog_data, sizeof(prog_data), &stage_state->prog_offset, &brw->gs.prog_data); ralloc_free(mem_ctx); return true; } static bool brw_gs_state_dirty(const struct brw_context *brw) { return brw_state_dirty(brw, _NEW_TEXTURE, BRW_NEW_GEOMETRY_PROGRAM | BRW_NEW_TRANSFORM_FEEDBACK); } void brw_gs_populate_key(struct brw_context *brw, struct brw_gs_prog_key *key) { struct gl_context *ctx = &brw->ctx; struct brw_geometry_program *gp = (struct brw_geometry_program *) brw->geometry_program; struct gl_program *prog = &gp->program.Base; memset(key, 0, sizeof(*key)); key->program_string_id = gp->id; /* _NEW_TEXTURE */ brw_populate_sampler_prog_key_data(ctx, prog, &key->tex); } void brw_upload_gs_prog(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; struct gl_shader_program **current = ctx->_Shader->CurrentProgram; struct brw_stage_state *stage_state = &brw->gs.base; struct brw_gs_prog_key key; /* BRW_NEW_GEOMETRY_PROGRAM */ struct brw_geometry_program *gp = (struct brw_geometry_program *) brw->geometry_program; if (!brw_gs_state_dirty(brw)) return; if (gp == NULL) { /* No geometry shader. Vertex data just passes straight through. */ if (brw->gen == 6 && (brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) { gen6_brw_upload_ff_gs_prog(brw); return; } /* Other state atoms had better not try to access prog_data, since * there's no GS program. */ brw->gs.prog_data = NULL; brw->gs.base.prog_data = NULL; return; } brw_gs_populate_key(brw, &key); if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG, &key, sizeof(key), &stage_state->prog_offset, &brw->gs.prog_data)) { bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY], gp, &key); assert(success); (void)success; } brw->gs.base.prog_data = &brw->gs.prog_data->base.base; } bool brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_gs_prog_key key; uint32_t old_prog_offset = brw->gs.base.prog_offset; struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data; bool success; struct gl_geometry_program *gp = (struct gl_geometry_program *) prog; struct brw_geometry_program *bgp = brw_geometry_program(gp); memset(&key, 0, sizeof(key)); brw_setup_tex_for_precompile(brw, &key.tex, prog); key.program_string_id = bgp->id; success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key); brw->gs.base.prog_offset = old_prog_offset; brw->gs.prog_data = old_prog_data; return success; }