/* * Copyright © 2014 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_tcs.c * * Tessellation control shader state upload code. */ #include "brw_context.h" #include "brw_nir.h" #include "brw_program.h" #include "brw_shader.h" #include "brw_state.h" #include "program/prog_parameter.h" #include "nir_builder.h" static nir_shader * create_passthrough_tcs(const struct brw_compiler *compiler, const nir_shader_compiler_options *options, const struct brw_tcs_prog_key *key) { nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_TESS_CTRL, options); nir_shader *nir = b.shader; nir_variable *var; nir_intrinsic_instr *load; nir_intrinsic_instr *store; nir_ssa_def *zero = nir_imm_int(&b, 0); nir_ssa_def *invoc_id = nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0); nir->info.inputs_read = key->outputs_written; nir->info.outputs_written = key->outputs_written; nir->info.tcs.vertices_out = key->input_vertices; nir->info.name = ralloc_strdup(nir, "passthrough"); nir->num_uniforms = 8 * sizeof(uint32_t); var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0"); var->data.location = 0; var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1"); var->data.location = 1; /* Write the patch URB header. */ for (int i = 0; i <= 1; i++) { load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform); load->num_components = 4; load->src[0] = nir_src_for_ssa(zero); nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL); nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t)); nir_builder_instr_insert(&b, &load->instr); store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output); store->num_components = 4; store->src[0] = nir_src_for_ssa(&load->dest.ssa); store->src[1] = nir_src_for_ssa(zero); nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i); nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW); nir_builder_instr_insert(&b, &store->instr); } /* Copy inputs to outputs. */ uint64_t varyings = key->outputs_written; while (varyings != 0) { const int varying = ffsll(varyings) - 1; load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_per_vertex_input); load->num_components = 4; load->src[0] = nir_src_for_ssa(invoc_id); load->src[1] = nir_src_for_ssa(zero); nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL); nir_intrinsic_set_base(load, varying); nir_builder_instr_insert(&b, &load->instr); store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_per_vertex_output); store->num_components = 4; store->src[0] = nir_src_for_ssa(&load->dest.ssa); store->src[1] = nir_src_for_ssa(invoc_id); store->src[2] = nir_src_for_ssa(zero); nir_intrinsic_set_base(store, varying); nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW); nir_builder_instr_insert(&b, &store->instr); varyings &= ~BITFIELD64_BIT(varying); } nir_validate_shader(nir); nir = brw_preprocess_nir(compiler, nir); return nir; } static void brw_tcs_debug_recompile(struct brw_context *brw, struct gl_shader_program *shader_prog, const struct brw_tcs_prog_key *key) { struct brw_cache_item *c = NULL; const struct brw_tcs_prog_key *old_key = NULL; bool found = false; perf_debug("Recompiling tessellation control 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_TCS_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 |= key_debug(brw, "input vertices", old_key->input_vertices, key->input_vertices); found |= key_debug(brw, "outputs written", old_key->outputs_written, key->outputs_written); found |= key_debug(brw, "patch outputs written", old_key->patch_outputs_written, key->patch_outputs_written); found |= key_debug(brw, "TES primitive mode", old_key->tes_primitive_mode, key->tes_primitive_mode); found |= key_debug(brw, "quads and equal_spacing workaround", old_key->quads_workaround, key->quads_workaround); found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex); if (!found) { perf_debug(" Something else\n"); } } static bool brw_codegen_tcs_prog(struct brw_context *brw, struct gl_shader_program *shader_prog, struct brw_tess_ctrl_program *tcp, struct brw_tcs_prog_key *key) { struct gl_context *ctx = &brw->ctx; const struct brw_compiler *compiler = brw->intelScreen->compiler; const struct gen_device_info *devinfo = compiler->devinfo; struct brw_stage_state *stage_state = &brw->tcs.base; nir_shader *nir; struct brw_tcs_prog_data prog_data; bool start_busy = false; double start_time = 0; if (tcp) { nir = tcp->program.Base.nir; } else { /* Create a dummy nir_shader. We won't actually use NIR code to * generate assembly (it's easier to generate assembly directly), * but the whole compiler assumes one of these exists. */ const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_CTRL].NirOptions; nir = create_passthrough_tcs(compiler, options, key); } memset(&prog_data, 0, sizeof(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 *tcs = shader_prog ? shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL; int param_count = 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.nr_params = param_count; if (tcs) { brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_CTRL, devinfo, shader_prog, &tcp->program.Base, &prog_data.base.base, 0); prog_data.base.base.image_param = rzalloc_array(NULL, struct brw_image_param, tcs->NumImages); prog_data.base.base.nr_image_params = tcs->NumImages; brw_nir_setup_glsl_uniforms(nir, shader_prog, &tcp->program.Base, &prog_data.base.base, compiler->scalar_stage[MESA_SHADER_TESS_CTRL]); } else { /* Upload the Patch URB Header as the first two uniforms. * Do the annoying scrambling so the shader doesn't have to. */ const float **param = (const float **) prog_data.base.base.param; static float zero = 0.0f; for (int i = 0; i < 8; i++) param[i] = &zero; if (key->tes_primitive_mode == GL_QUADS) { for (int i = 0; i < 4; i++) param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i]; param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0]; param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1]; } else if (key->tes_primitive_mode == GL_TRIANGLES) { for (int i = 0; i < 3; i++) param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i]; param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0]; } else { assert(key->tes_primitive_mode == GL_ISOLINES); param[7] = &ctx->TessCtrlProgram.patch_default_outer_level[1]; param[6] = &ctx->TessCtrlProgram.patch_default_outer_level[0]; } } if (unlikely(INTEL_DEBUG & DEBUG_TCS) && tcs) brw_dump_ir("tessellation control", shader_prog, tcs, NULL); int st_index = -1; if (unlikely(INTEL_DEBUG & DEBUG_SHADER_TIME)) st_index = brw_get_shader_time_index(brw, shader_prog, NULL, ST_TCS); 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_tcs(compiler, brw, mem_ctx, key, &prog_data, nir, st_index, &program_size, &error_str); if (program == NULL) { if (shader_prog) { shader_prog->LinkStatus = false; ralloc_strcat(&shader_prog->InfoLog, error_str); } else { ralloc_free(nir); } _mesa_problem(NULL, "Failed to compile tessellation control shader: " "%s\n", error_str); ralloc_free(mem_ctx); return false; } if (unlikely(brw->perf_debug)) { struct brw_shader *btcs = (struct brw_shader *) tcs; if (btcs) { if (btcs->compiled_once) { brw_tcs_debug_recompile(brw, shader_prog, key); } btcs->compiled_once = true; } if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { perf_debug("TCS compile took %.03f ms and stalled the GPU\n", (get_time() - start_time) * 1000); } } /* Scratch space is used for register spilling */ brw_alloc_stage_scratch(brw, stage_state, prog_data.base.base.total_scratch, brw->max_hs_threads); brw_upload_cache(&brw->cache, BRW_CACHE_TCS_PROG, key, sizeof(*key), program, program_size, &prog_data, sizeof(prog_data), &stage_state->prog_offset, &brw->tcs.prog_data); ralloc_free(mem_ctx); if (!tcs) ralloc_free(nir); return true; } void brw_upload_tcs_prog(struct brw_context *brw, uint64_t per_vertex_slots, uint32_t per_patch_slots) { struct gl_context *ctx = &brw->ctx; struct gl_shader_program **current = ctx->_Shader->CurrentProgram; struct brw_stage_state *stage_state = &brw->tcs.base; struct brw_tcs_prog_key key; /* BRW_NEW_TESS_PROGRAMS */ struct brw_tess_ctrl_program *tcp = (struct brw_tess_ctrl_program *) brw->tess_ctrl_program; struct brw_tess_eval_program *tep = (struct brw_tess_eval_program *) brw->tess_eval_program; assert(tep); if (!brw_state_dirty(brw, _NEW_TEXTURE, BRW_NEW_PATCH_PRIMITIVE | BRW_NEW_TESS_PROGRAMS)) return; struct gl_program *prog = &tcp->program.Base; memset(&key, 0, sizeof(key)); if (brw->gen < 8 || !tcp) key.input_vertices = ctx->TessCtrlProgram.patch_vertices; key.outputs_written = per_vertex_slots; key.patch_outputs_written = per_patch_slots; /* We need to specialize our code generation for tessellation levels * based on the domain the DS is expecting to tessellate. */ key.tes_primitive_mode = tep->program.PrimitiveMode; key.quads_workaround = brw->gen < 9 && tep->program.PrimitiveMode == GL_QUADS && tep->program.Spacing == GL_EQUAL; if (tcp) { key.program_string_id = tcp->id; /* _NEW_TEXTURE */ brw_populate_sampler_prog_key_data(ctx, prog, &key.tex); } else { key.outputs_written = tep->program.Base.InputsRead; } if (!brw_search_cache(&brw->cache, BRW_CACHE_TCS_PROG, &key, sizeof(key), &stage_state->prog_offset, &brw->tcs.prog_data)) { bool success = brw_codegen_tcs_prog(brw, current[MESA_SHADER_TESS_CTRL], tcp, &key); assert(success); (void)success; } brw->tcs.base.prog_data = &brw->tcs.prog_data->base.base; } bool brw_tcs_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_tcs_prog_key key; uint32_t old_prog_offset = brw->tcs.base.prog_offset; struct brw_tcs_prog_data *old_prog_data = brw->tcs.prog_data; bool success; struct gl_tess_ctrl_program *tcp = (struct gl_tess_ctrl_program *)prog; struct brw_tess_ctrl_program *btcp = brw_tess_ctrl_program(tcp); const struct gl_linked_shader *tes = shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; memset(&key, 0, sizeof(key)); key.program_string_id = btcp->id; brw_setup_tex_for_precompile(brw, &key.tex, prog); /* Guess that the input and output patches have the same dimensionality. */ if (brw->gen < 8) { key.input_vertices = shader_prog-> _LinkedShaders[MESA_SHADER_TESS_CTRL]->info.TessCtrl.VerticesOut; } if (tes) { key.tes_primitive_mode = tes->info.TessEval.PrimitiveMode; key.quads_workaround = brw->gen < 9 && tes->info.TessEval.PrimitiveMode == GL_QUADS && tes->info.TessEval.Spacing == GL_EQUAL; } else { key.tes_primitive_mode = GL_TRIANGLES; } key.outputs_written = prog->OutputsWritten; key.patch_outputs_written = prog->PatchOutputsWritten; success = brw_codegen_tcs_prog(brw, shader_prog, btcp, &key); brw->tcs.base.prog_offset = old_prog_offset; brw->tcs.prog_data = old_prog_data; return success; }