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/*
* 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 <inttypes.h>
#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"
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++;
}
/* 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++;
}
}
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 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, 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->stage))) {
fprintf(stderr, "%s prog %d NIR:\n",
gl_shader_stage_name(s->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->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->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)
{
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(sampler->format);
/* 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 {
key->tex[i].return_channels =
vc5_get_tex_return_channels(sampler->format);
}
if (vc5_get_tex_return_size(sampler->format) == 32) {
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].wrap_s = sampler_state->wrap_s;
key->tex[i].wrap_t = sampler_state->wrap_t;
}
}
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;
for (int i = 0; i < key->nr_cbufs; i++) {
struct pipe_surface *cbuf = vc5->framebuffer.cbufs[i];
const struct util_format_description *desc =
util_format_description(cbuf->format);
if (desc->swizzle[0] == PIPE_SWIZZLE_Z)
key->swap_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;
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->rasterizer->base.flatshade &&
vc5->prog.fs->prog_data.fs->shade_model_flags !=
old_fs->prog_data.fs->shade_model_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);
}
}
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