1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
|
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "util/u_atomic.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/format/u_format.h"
#include "drm/freedreno_drmif.h"
#include "ir3_shader.h"
#include "ir3_compiler.h"
#include "ir3_nir.h"
int
ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
{
return glsl_count_attribute_slots(type, false);
}
/* for vertex shader, the inputs are loaded into registers before the shader
* is executed, so max_regs from the shader instructions might not properly
* reflect the # of registers actually used, especially in case passthrough
* varyings.
*
* Likewise, for fragment shader, we can have some regs which are passed
* input values but never touched by the resulting shader (ie. as result
* of dead code elimination or simply because we don't know how to turn
* the reg off.
*/
static void
fixup_regfootprint(struct ir3_shader_variant *v)
{
unsigned i;
for (i = 0; i < v->inputs_count; i++) {
/* skip frag inputs fetch via bary.f since their reg's are
* not written by gpu before shader starts (and in fact the
* regid's might not even be valid)
*/
if (v->inputs[i].bary)
continue;
/* ignore high regs that are global to all threads in a warp
* (they exist by default) (a5xx+)
*/
if (v->inputs[i].regid >= regid(48,0))
continue;
if (v->inputs[i].compmask) {
unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
int32_t regid = v->inputs[i].regid + n;
if (v->inputs[i].half) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
}
for (i = 0; i < v->outputs_count; i++) {
/* for ex, VS shaders with tess don't have normal varying outs: */
if (!VALIDREG(v->outputs[i].regid))
continue;
int32_t regid = v->outputs[i].regid + 3;
if (v->outputs[i].half) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
for (i = 0; i < v->num_sampler_prefetch; i++) {
unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
int32_t regid = v->sampler_prefetch[i].dst + n;
if (v->sampler_prefetch[i].half_precision) {
if (!v->mergedregs) {
v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
}
} else {
v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
}
}
}
/* wrapper for ir3_assemble() which does some info fixup based on
* shader state. Non-static since used by ir3_cmdline too.
*/
void * ir3_shader_assemble(struct ir3_shader_variant *v)
{
unsigned gpu_id = v->shader->compiler->gpu_id;
void *bin;
bin = ir3_assemble(v);
if (!bin)
return NULL;
if (gpu_id >= 400) {
v->instrlen = v->info.sizedwords / (2 * 16);
} else {
v->instrlen = v->info.sizedwords / (2 * 4);
}
/* NOTE: if relative addressing is used, we set constlen in
* the compiler (to worst-case value) since we don't know in
* the assembler what the max addr reg value can be:
*/
v->constlen = MAX2(v->constlen, v->info.max_const + 1);
fixup_regfootprint(v);
return bin;
}
static void
assemble_variant(struct ir3_shader_variant *v)
{
v->bin = ir3_shader_assemble(v);
if (shader_debug_enabled(v->shader->type)) {
fprintf(stdout, "Native code for unnamed %s shader %s:\n",
ir3_shader_stage(v), v->shader->nir->info.name);
if (v->shader->type == MESA_SHADER_FRAGMENT)
fprintf(stdout, "SIMD0\n");
ir3_shader_disasm(v, v->bin, stdout);
}
/* no need to keep the ir around beyond this point: */
ir3_destroy(v->ir);
v->ir = NULL;
}
/*
* For creating normal shader variants, 'nonbinning' is NULL. For
* creating binning pass shader, it is link to corresponding normal
* (non-binning) variant.
*/
static struct ir3_shader_variant *
create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
struct ir3_shader_variant *nonbinning)
{
struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
int ret;
if (!v)
return NULL;
v->id = ++shader->variant_count;
v->shader = shader;
v->binning_pass = !!nonbinning;
v->nonbinning = nonbinning;
v->key = *key;
v->type = shader->type;
if (shader->compiler->gpu_id >= 600) {
switch (v->type) {
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
v->mergedregs = false;
break;
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
/* For VS/GS, normally do mergedregs, but if there is tess
* we need to not used MERGEDREGS
*/
v->mergedregs = !key->tessellation;
break;
default:
v->mergedregs = true;
}
} else {
v->mergedregs = false;
}
ret = ir3_compile_shader_nir(shader->compiler, v);
if (ret) {
debug_error("compile failed!");
goto fail;
}
assemble_variant(v);
if (!v->bin) {
debug_error("assemble failed!");
goto fail;
}
return v;
fail:
ralloc_free(v);
return NULL;
}
static inline struct ir3_shader_variant *
shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
bool *created)
{
struct ir3_shader_variant *v;
*created = false;
for (v = shader->variants; v; v = v->next)
if (ir3_shader_key_equal(key, &v->key))
return v;
/* compile new variant if it doesn't exist already: */
v = create_variant(shader, key, NULL);
if (v) {
v->next = shader->variants;
shader->variants = v;
*created = true;
}
return v;
}
struct ir3_shader_variant *
ir3_shader_get_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
bool binning_pass, bool *created)
{
mtx_lock(&shader->variants_lock);
struct ir3_shader_variant *v =
shader_variant(shader, key, created);
if (v && binning_pass) {
if (!v->binning) {
v->binning = create_variant(shader, key, v);
*created = true;
}
mtx_unlock(&shader->variants_lock);
return v->binning;
}
mtx_unlock(&shader->variants_lock);
return v;
}
void
ir3_shader_destroy(struct ir3_shader *shader)
{
free(shader->const_state.immediates);
ralloc_free(shader->nir);
mtx_destroy(&shader->variants_lock);
ralloc_free(shader);
}
/**
* Creates a bitmask of the used bits of the shader key by this particular
* shader. Used by the gallium driver to skip state-dependent recompiles when
* possible.
*/
static void
ir3_setup_used_key(struct ir3_shader *shader)
{
nir_shader *nir = shader->nir;
struct shader_info *info = &nir->info;
struct ir3_shader_key *key = &shader->key_mask;
/* This key flag is just used to make for a cheaper ir3_shader_key_equal
* check in the common case.
*/
key->has_per_samp = true;
if (info->stage == MESA_SHADER_FRAGMENT) {
key->fsaturate_s = ~0;
key->fsaturate_t = ~0;
key->fsaturate_r = ~0;
key->fastc_srgb = ~0;
key->fsamples = ~0;
if (info->inputs_read & VARYING_BITS_COLOR) {
key->rasterflat = true;
key->color_two_side = true;
}
if ((info->outputs_written & ~(FRAG_RESULT_DEPTH |
FRAG_RESULT_STENCIL |
FRAG_RESULT_SAMPLE_MASK)) != 0) {
key->fclamp_color = true;
}
/* Only used for deciding on behavior of
* nir_intrinsic_load_barycentric_sample
*/
key->msaa = info->fs.uses_sample_qualifier;
} else {
key->tessellation = ~0;
key->has_gs = true;
if (info->outputs_written & VARYING_BITS_COLOR)
key->vclamp_color = true;
if (info->stage == MESA_SHADER_VERTEX) {
key->vsaturate_s = ~0;
key->vsaturate_t = ~0;
key->vsaturate_r = ~0;
key->vastc_srgb = ~0;
key->vsamples = ~0;
}
}
}
struct ir3_shader *
ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output)
{
struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
mtx_init(&shader->variants_lock, mtx_plain);
shader->compiler = compiler;
shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
shader->type = nir->info.stage;
if (stream_output)
memcpy(&shader->stream_output, stream_output, sizeof(shader->stream_output));
shader->num_reserved_user_consts = reserved_user_consts;
if (nir->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(nir, ir3_nir_lower_gs);
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size,
(nir_lower_io_options)0);
if (compiler->gpu_id >= 600 &&
nir->info.stage == MESA_SHADER_FRAGMENT &&
!(ir3_shader_debug & IR3_DBG_NOFP16))
NIR_PASS_V(nir, nir_lower_mediump_outputs);
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
}
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
NIR_PASS_V(nir, nir_lower_amul, ir3_glsl_type_size);
/* do first pass optimization, ignoring the key: */
ir3_optimize_nir(shader, nir);
shader->nir = nir;
if (ir3_shader_debug & IR3_DBG_DISASM) {
printf("dump nir%d: type=%d", shader->id, shader->type);
nir_print_shader(shader->nir, stdout);
}
ir3_setup_used_key(shader);
return shader;
}
static void dump_reg(FILE *out, const char *name, uint32_t r)
{
if (r != regid(63,0)) {
const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
fprintf(out, "; %s: %s%d.%c\n", name, reg_type,
(r & ~HALF_REG_ID) >> 2, "xyzw"[r & 0x3]);
}
}
static void dump_output(FILE *out, struct ir3_shader_variant *so,
unsigned slot, const char *name)
{
uint32_t regid;
regid = ir3_find_output_regid(so, slot);
dump_reg(out, name, regid);
}
static const char *
input_name(struct ir3_shader_variant *so, int i)
{
if (so->inputs[i].sysval) {
return gl_system_value_name(so->inputs[i].slot);
} else if (so->type == MESA_SHADER_VERTEX) {
return gl_vert_attrib_name(so->inputs[i].slot);
} else {
return gl_varying_slot_name(so->inputs[i].slot);
}
}
static const char *
output_name(struct ir3_shader_variant *so, int i)
{
if (so->type == MESA_SHADER_FRAGMENT) {
return gl_frag_result_name(so->outputs[i].slot);
} else {
switch (so->outputs[i].slot) {
case VARYING_SLOT_GS_HEADER_IR3:
return "GS_HEADER";
case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
return "GS_VERTEX_FLAGS";
case VARYING_SLOT_TCS_HEADER_IR3:
return "TCS_HEADER";
default:
return gl_varying_slot_name(so->outputs[i].slot);
}
}
}
void
ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
{
struct ir3 *ir = so->ir;
struct ir3_register *reg;
const char *type = ir3_shader_stage(so);
uint8_t regid;
unsigned i;
foreach_input_n (instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
fprintf(out, "@in(%sr%d.%c)\tin%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
if (reg->wrmask > 0x1)
fprintf(out, " (wrmask=0x%x)", reg->wrmask);
fprintf(out, "\n");
}
/* print pre-dispatch texture fetches: */
for (i = 0; i < so->num_sampler_prefetch; i++) {
const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
fprintf(out, "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
fetch->half_precision ? "h" : "",
fetch->dst >> 2, "xyzw"[fetch->dst & 0x3],
fetch->src, fetch->samp_id, fetch->tex_id,
fetch->wrmask, fetch->cmd);
}
foreach_output_n (instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
fprintf(out, "@out(%sr%d.%c)\tout%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
if (reg->wrmask > 0x1)
fprintf(out, " (wrmask=0x%x)", reg->wrmask);
fprintf(out, "\n");
}
const struct ir3_const_state *const_state = ir3_const_state(so);
for (i = 0; i < const_state->immediates_count; i++) {
fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
const_state->immediates[i].val[0],
const_state->immediates[i].val[1],
const_state->immediates[i].val[2],
const_state->immediates[i].val[3]);
}
disasm_a3xx(bin, so->info.sizedwords, 0, out, ir->compiler->gpu_id);
fprintf(out, "; %s: outputs:", type);
for (i = 0; i < so->outputs_count; i++) {
uint8_t regid = so->outputs[i].regid;
const char *reg_type = so->outputs[i].half ? "hr" : "r";
fprintf(out, " %s%d.%c (%s)",
reg_type, (regid >> 2), "xyzw"[regid & 0x3],
output_name(so, i));
}
fprintf(out, "\n");
fprintf(out, "; %s: inputs:", type);
for (i = 0; i < so->inputs_count; i++) {
uint8_t regid = so->inputs[i].regid;
fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)",
(regid >> 2), "xyzw"[regid & 0x3],
input_name(so, i),
so->inputs[i].slot,
so->inputs[i].compmask,
so->inputs[i].inloc,
so->inputs[i].bary);
}
fprintf(out, "\n");
/* print generic shader info: */
fprintf(out, "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
type, so->shader->id, so->id,
so->info.instrs_count,
so->info.nops_count,
so->info.instrs_count - so->info.nops_count,
so->info.mov_count, so->info.cov_count,
so->info.sizedwords);
fprintf(out, "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
type, so->shader->id, so->id,
so->info.last_baryf,
so->info.max_half_reg + 1,
so->info.max_reg + 1,
so->constlen);
fprintf(out, "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
type, so->shader->id, so->id,
so->info.sstall,
so->info.ss,
so->info.sy,
so->max_sun,
so->loops);
/* print shader type specific info: */
switch (so->type) {
case MESA_SHADER_VERTEX:
dump_output(out, so, VARYING_SLOT_POS, "pos");
dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
break;
case MESA_SHADER_FRAGMENT:
dump_reg(out, "pos (ij_pixel)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
dump_reg(out, "pos (ij_centroid)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
dump_reg(out, "pos (ij_size)",
ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
if (so->color0_mrt) {
dump_output(out, so, FRAG_RESULT_COLOR, "color");
} else {
dump_output(out, so, FRAG_RESULT_DATA0, "data0");
dump_output(out, so, FRAG_RESULT_DATA1, "data1");
dump_output(out, so, FRAG_RESULT_DATA2, "data2");
dump_output(out, so, FRAG_RESULT_DATA3, "data3");
dump_output(out, so, FRAG_RESULT_DATA4, "data4");
dump_output(out, so, FRAG_RESULT_DATA5, "data5");
dump_output(out, so, FRAG_RESULT_DATA6, "data6");
dump_output(out, so, FRAG_RESULT_DATA7, "data7");
}
dump_reg(out, "fragcoord",
ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
dump_reg(out, "fragface",
ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
break;
default:
/* TODO */
break;
}
fprintf(out, "\n");
}
uint64_t
ir3_shader_outputs(const struct ir3_shader *so)
{
return so->nir->info.outputs_written;
}
|