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/*
* Copyright (c) 2012-2015 Etnaviv Project
*
* 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, sub license,
* 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 NON-INFRINGEMENT. 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:
* Wladimir J. van der Laan <laanwj@gmail.com>
*/
#include "etnaviv_shader.h"
#include "etnaviv_compiler.h"
#include "etnaviv_context.h"
#include "etnaviv_debug.h"
#include "etnaviv_screen.h"
#include "etnaviv_util.h"
#include "tgsi/tgsi_parse.h"
#include "nir/tgsi_to_nir.h"
#include "util/u_math.h"
#include "util/u_memory.h"
/* Upload shader code to bo, if not already done */
static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shader_variant *v)
{
if (v->bo)
return true;
v->bo = etna_bo_new(ctx->screen->dev, v->code_size*4, DRM_ETNA_GEM_CACHE_WC);
if (!v->bo)
return false;
void *buf = etna_bo_map(v->bo);
etna_bo_cpu_prep(v->bo, DRM_ETNA_PREP_WRITE);
memcpy(buf, v->code, v->code_size*4);
etna_bo_cpu_fini(v->bo);
DBG("Uploaded %s of %u words to bo %p", v->stage == MESA_SHADER_FRAGMENT ? "fs":"vs", v->code_size, v->bo);
return true;
}
/* Link vs and fs together: fill in shader_state from vs and fs
* as this function is called every time a new fs or vs is bound, the goal is to
* do little processing as possible here, and to precompute as much as possible in
* the vs/fs shader_object.
*
* XXX we could cache the link result for a certain set of VS/PS; usually a pair
* of VS and PS will be used together anyway.
*/
static bool
etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs,
struct etna_shader_variant *vs, struct etna_shader_variant *fs)
{
struct etna_shader_link_info link = { };
bool failed;
assert(vs->stage == MESA_SHADER_VERTEX);
assert(fs->stage == MESA_SHADER_FRAGMENT);
#ifdef DEBUG
if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
if (DBG_ENABLED(ETNA_DBG_NIR)) {
etna_dump_shader_nir(vs);
etna_dump_shader_nir(fs);
} else {
etna_dump_shader(vs);
etna_dump_shader(fs);
}
}
#endif
if (DBG_ENABLED(ETNA_DBG_NIR))
failed = etna_link_shader_nir(&link, vs, fs);
else
failed = etna_link_shader(&link, vs, fs);
if (failed) {
/* linking failed: some fs inputs do not have corresponding
* vs outputs */
assert(0);
return false;
}
if (DBG_ENABLED(ETNA_DBG_LINKER_MSGS)) {
debug_printf("link result:\n");
debug_printf(" vs -> fs comps use pa_attr\n");
for (int idx = 0; idx < link.num_varyings; ++idx)
debug_printf(" t%-2u -> t%-2u %-5.*s %u,%u,%u,%u 0x%08x\n",
link.varyings[idx].reg, idx + 1,
link.varyings[idx].num_components, "xyzw",
link.varyings[idx].use[0], link.varyings[idx].use[1],
link.varyings[idx].use[2], link.varyings[idx].use[3],
link.varyings[idx].pa_attributes);
}
/* set last_varying_2x flag if the last varying has 1 or 2 components */
bool last_varying_2x = false;
if (link.num_varyings > 0 && link.varyings[link.num_varyings - 1].num_components <= 2)
last_varying_2x = true;
cs->RA_CONTROL = VIVS_RA_CONTROL_UNK0 |
COND(last_varying_2x, VIVS_RA_CONTROL_LAST_VARYING_2X);
cs->PA_ATTRIBUTE_ELEMENT_COUNT = VIVS_PA_ATTRIBUTE_ELEMENT_COUNT_COUNT(link.num_varyings);
for (int idx = 0; idx < link.num_varyings; ++idx)
cs->PA_SHADER_ATTRIBUTES[idx] = link.varyings[idx].pa_attributes;
cs->VS_END_PC = vs->code_size / 4;
cs->VS_OUTPUT_COUNT = 1 + link.num_varyings; /* position + varyings */
/* vs outputs (varyings) */
DEFINE_ETNA_BITARRAY(vs_output, 16, 8) = {0};
int varid = 0;
etna_bitarray_set(vs_output, 8, varid++, vs->vs_pos_out_reg);
for (int idx = 0; idx < link.num_varyings; ++idx)
etna_bitarray_set(vs_output, 8, varid++, link.varyings[idx].reg);
if (vs->vs_pointsize_out_reg >= 0)
etna_bitarray_set(vs_output, 8, varid++, vs->vs_pointsize_out_reg); /* pointsize is last */
for (int idx = 0; idx < ARRAY_SIZE(cs->VS_OUTPUT); ++idx)
cs->VS_OUTPUT[idx] = vs_output[idx];
if (vs->vs_pointsize_out_reg != -1) {
/* vertex shader outputs point coordinate, provide extra output and make
* sure PA config is
* not masked */
cs->PA_CONFIG = ~0;
cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT + 1;
} else {
/* vertex shader does not output point coordinate, make sure thate
* POINT_SIZE_ENABLE is masked
* and no extra output is given */
cs->PA_CONFIG = ~VIVS_PA_CONFIG_POINT_SIZE_ENABLE;
cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT;
}
cs->VS_LOAD_BALANCING = vs->vs_load_balancing;
cs->VS_START_PC = 0;
cs->PS_END_PC = fs->code_size / 4;
cs->PS_OUTPUT_REG = fs->ps_color_out_reg;
cs->PS_INPUT_COUNT =
VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 1) | /* Number of inputs plus position */
VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
cs->PS_TEMP_REGISTER_CONTROL =
VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 1));
cs->PS_CONTROL = VIVS_PS_CONTROL_UNK1; /* XXX when can we set BYPASS? */
cs->PS_START_PC = 0;
/* Precompute PS_INPUT_COUNT and TEMP_REGISTER_CONTROL in the case of MSAA
* mode, avoids some fumbling in sync_context. */
cs->PS_INPUT_COUNT_MSAA =
VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 2) | /* MSAA adds another input */
VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
cs->PS_TEMP_REGISTER_CONTROL_MSAA =
VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 2));
uint32_t total_components = 0;
DEFINE_ETNA_BITARRAY(num_components, ETNA_NUM_VARYINGS, 4) = {0};
DEFINE_ETNA_BITARRAY(component_use, 4 * ETNA_NUM_VARYINGS, 2) = {0};
for (int idx = 0; idx < link.num_varyings; ++idx) {
const struct etna_varying *varying = &link.varyings[idx];
etna_bitarray_set(num_components, 4, idx, varying->num_components);
for (int comp = 0; comp < varying->num_components; ++comp) {
etna_bitarray_set(component_use, 2, total_components, varying->use[comp]);
total_components += 1;
}
}
cs->GL_VARYING_TOTAL_COMPONENTS =
VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(align(total_components, 2));
cs->GL_VARYING_NUM_COMPONENTS = num_components[0];
cs->GL_VARYING_COMPONENT_USE[0] = component_use[0];
cs->GL_VARYING_COMPONENT_USE[1] = component_use[1];
cs->GL_HALTI5_SH_SPECIALS =
0x7f7f0000 | /* unknown bits, probably other PS inputs */
/* pointsize is last (see above) */
VIVS_GL_HALTI5_SH_SPECIALS_VS_PSIZE_OUT((vs->vs_pointsize_out_reg != -1) ?
cs->VS_OUTPUT_COUNT * 4 : 0x00) |
VIVS_GL_HALTI5_SH_SPECIALS_PS_PCOORD_IN((link.pcoord_varying_comp_ofs != -1) ?
link.pcoord_varying_comp_ofs : 0x7f);
/* reference instruction memory */
cs->vs_inst_mem_size = vs->code_size;
cs->VS_INST_MEM = vs->code;
cs->ps_inst_mem_size = fs->code_size;
cs->PS_INST_MEM = fs->code;
if (vs->needs_icache | fs->needs_icache) {
/* If either of the shaders needs ICACHE, we use it for both. It is
* either switched on or off for the entire shader processor.
*/
if (!etna_icache_upload_shader(ctx, vs) ||
!etna_icache_upload_shader(ctx, fs)) {
assert(0);
return false;
}
cs->VS_INST_ADDR.bo = vs->bo;
cs->VS_INST_ADDR.offset = 0;
cs->VS_INST_ADDR.flags = ETNA_RELOC_READ;
cs->PS_INST_ADDR.bo = fs->bo;
cs->PS_INST_ADDR.offset = 0;
cs->PS_INST_ADDR.flags = ETNA_RELOC_READ;
} else {
/* clear relocs */
memset(&cs->VS_INST_ADDR, 0, sizeof(cs->VS_INST_ADDR));
memset(&cs->PS_INST_ADDR, 0, sizeof(cs->PS_INST_ADDR));
}
return true;
}
bool
etna_shader_link(struct etna_context *ctx)
{
if (!ctx->shader.vs || !ctx->shader.fs)
return false;
/* re-link vs and fs if needed */
return etna_link_shaders(ctx, &ctx->shader_state, ctx->shader.vs, ctx->shader.fs);
}
static bool
etna_shader_update_vs_inputs(struct compiled_shader_state *cs,
const struct etna_shader_variant *vs,
const struct compiled_vertex_elements_state *ves)
{
unsigned num_temps, cur_temp, num_vs_inputs;
if (!vs)
return false;
/* Number of vertex elements determines number of VS inputs. Otherwise,
* the GPU crashes. Allocate any unused vertex elements to VS temporary
* registers. */
num_vs_inputs = MAX2(ves->num_elements, vs->infile.num_reg);
if (num_vs_inputs != ves->num_elements) {
BUG("Number of elements %u does not match the number of VS inputs %zu",
ves->num_elements, vs->infile.num_reg);
return false;
}
cur_temp = vs->num_temps;
num_temps = num_vs_inputs - vs->infile.num_reg + cur_temp;
cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs) |
VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8);
cs->VS_TEMP_REGISTER_CONTROL =
VIVS_VS_TEMP_REGISTER_CONTROL_NUM_TEMPS(num_temps);
/* vs inputs (attributes) */
DEFINE_ETNA_BITARRAY(vs_input, 16, 8) = {0};
for (int idx = 0; idx < num_vs_inputs; ++idx) {
if (idx < vs->infile.num_reg)
etna_bitarray_set(vs_input, 8, idx, vs->infile.reg[idx].reg);
else
etna_bitarray_set(vs_input, 8, idx, cur_temp++);
}
for (int idx = 0; idx < ARRAY_SIZE(cs->VS_INPUT); ++idx)
cs->VS_INPUT[idx] = vs_input[idx];
return true;
}
static inline const char *
etna_shader_stage(struct etna_shader_variant *shader)
{
switch (shader->stage) {
case MESA_SHADER_VERTEX: return "VERT";
case MESA_SHADER_FRAGMENT: return "FRAG";
case MESA_SHADER_COMPUTE: return "CL";
default:
unreachable("invalid type");
return NULL;
}
}
static void
dump_shader_info(struct etna_shader_variant *v, struct pipe_debug_callback *debug)
{
if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB))
return;
pipe_debug_message(debug, SHADER_INFO, "\n"
"SHADER-DB: %s prog %d/%d: %u instructions %u temps\n"
"SHADER-DB: %s prog %d/%d: %u immediates %u loops\n",
etna_shader_stage(v),
v->shader->id, v->id,
v->code_size,
v->num_temps,
etna_shader_stage(v),
v->shader->id, v->id,
v->uniforms.imm_count,
v->num_loops);
}
bool
etna_shader_update_vertex(struct etna_context *ctx)
{
return etna_shader_update_vs_inputs(&ctx->shader_state, ctx->shader.vs,
ctx->vertex_elements);
}
static struct etna_shader_variant *
create_variant(struct etna_shader *shader, struct etna_shader_key key)
{
struct etna_shader_variant *v = CALLOC_STRUCT(etna_shader_variant);
int ret;
if (!v)
return NULL;
v->shader = shader;
v->key = key;
ret = etna_compile_shader(v);
if (!ret) {
debug_error("compile failed!");
goto fail;
}
v->id = ++shader->variant_count;
return v;
fail:
FREE(v);
return NULL;
}
struct etna_shader_variant *
etna_shader_variant(struct etna_shader *shader, struct etna_shader_key key,
struct pipe_debug_callback *debug)
{
struct etna_shader_variant *v;
for (v = shader->variants; v; v = v->next)
if (etna_shader_key_equal(&key, &v->key))
return v;
/* compile new variant if it doesn't exist already */
v = create_variant(shader, key);
if (v) {
v->next = shader->variants;
shader->variants = v;
dump_shader_info(v, debug);
}
return v;
}
static void *
etna_create_shader_state(struct pipe_context *pctx,
const struct pipe_shader_state *pss)
{
struct etna_context *ctx = etna_context(pctx);
struct etna_shader *shader = CALLOC_STRUCT(etna_shader);
if (!shader)
return NULL;
static uint32_t id;
shader->id = id++;
shader->specs = &ctx->specs;
if (DBG_ENABLED(ETNA_DBG_NIR))
shader->nir = (pss->type == PIPE_SHADER_IR_NIR) ? pss->ir.nir :
tgsi_to_nir(pss->tokens, pctx->screen);
else
shader->tokens = tgsi_dup_tokens(pss->tokens);
if (etna_mesa_debug & ETNA_DBG_SHADERDB) {
/* if shader-db run, create a standard variant immediately
* (as otherwise nothing will trigger the shader to be
* actually compiled).
*/
struct etna_shader_key key = {};
etna_shader_variant(shader, key, &ctx->debug);
}
return shader;
}
static void
etna_delete_shader_state(struct pipe_context *pctx, void *ss)
{
struct etna_shader *shader = ss;
struct etna_shader_variant *v, *t;
v = shader->variants;
while (v) {
t = v;
v = v->next;
if (t->bo)
etna_bo_del(t->bo);
if (DBG_ENABLED(ETNA_DBG_NIR))
etna_destroy_shader_nir(t);
else
etna_destroy_shader(t);
}
ralloc_free(shader->nir);
FREE(shader);
}
static void
etna_bind_fs_state(struct pipe_context *pctx, void *hwcso)
{
struct etna_context *ctx = etna_context(pctx);
ctx->shader.bind_fs = hwcso;
ctx->dirty |= ETNA_DIRTY_SHADER;
}
static void
etna_bind_vs_state(struct pipe_context *pctx, void *hwcso)
{
struct etna_context *ctx = etna_context(pctx);
ctx->shader.bind_vs = hwcso;
ctx->dirty |= ETNA_DIRTY_SHADER;
}
void
etna_shader_init(struct pipe_context *pctx)
{
pctx->create_fs_state = etna_create_shader_state;
pctx->bind_fs_state = etna_bind_fs_state;
pctx->delete_fs_state = etna_delete_shader_state;
pctx->create_vs_state = etna_create_shader_state;
pctx->bind_vs_state = etna_bind_vs_state;
pctx->delete_vs_state = etna_delete_shader_state;
}
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