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/*
* Copyright (c) 2014 - 2015 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.
*/
#include "util/ralloc.h"
#include "brw_context.h"
#include "brw_cs.h"
#include "brw_eu.h"
#include "brw_wm.h"
#include "brw_shader.h"
#include "intel_mipmap_tree.h"
#include "brw_state.h"
#include "intel_batchbuffer.h"
#include "brw_nir.h"
#include "brw_program.h"
#include "compiler/glsl/ir_uniform.h"
static void
assign_cs_binding_table_offsets(const struct gen_device_info *devinfo,
const struct gl_program *prog,
struct brw_cs_prog_data *prog_data)
{
uint32_t next_binding_table_offset = 0;
/* May not be used if the gl_NumWorkGroups variable is not accessed. */
prog_data->binding_table.work_groups_start = next_binding_table_offset;
next_binding_table_offset++;
brw_assign_common_binding_table_offsets(devinfo, prog, &prog_data->base,
next_binding_table_offset);
}
static bool
brw_codegen_cs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_program *cp,
struct brw_cs_prog_key *key)
{
const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct gl_context *ctx = &brw->ctx;
const GLuint *program;
void *mem_ctx = ralloc_context(NULL);
GLuint program_size;
struct brw_cs_prog_data prog_data;
bool start_busy = false;
double start_time = 0;
memset(&prog_data, 0, sizeof(prog_data));
if (cp->program.info.cs.shared_size > 64 * 1024) {
cp->program.sh.data->LinkStatus = false;
const char *error_str =
"Compute shader used more than 64KB of shared variables";
ralloc_strcat(&cp->program.sh.data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to link compute shader: %s\n", error_str);
ralloc_free(mem_ctx);
return false;
} else {
prog_data.base.total_shared = cp->program.info.cs.shared_size;
}
assign_cs_binding_table_offsets(devinfo, &cp->program, &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.
*/
int param_count = cp->program.nir->num_uniforms / 4;
/* The backend also sometimes add a param for the thread local id. */
prog_data.thread_local_id_index = param_count++;
/* The backend also sometimes adds params for texture size. */
param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
prog_data.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.image_param =
rzalloc_array(NULL, struct brw_image_param,
cp->program.info.num_images);
prog_data.base.nr_params = param_count;
prog_data.base.nr_image_params = cp->program.info.num_images;
brw_nir_setup_glsl_uniforms(cp->program.nir, &cp->program,&prog_data.base,
true);
if (unlikely(brw->perf_debug)) {
start_busy = (brw->batch.last_bo &&
drm_intel_bo_busy(brw->batch.last_bo));
start_time = get_time();
}
int st_index = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
st_index = brw_get_shader_time_index(brw, &cp->program, ST_CS, true);
char *error_str;
program = brw_compile_cs(brw->screen->compiler, brw, mem_ctx, key,
&prog_data, cp->program.nir, st_index,
&program_size, &error_str);
if (program == NULL) {
cp->program.sh.data->LinkStatus = false;
ralloc_strcat(&cp->program.sh.data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile compute shader: %s\n", error_str);
ralloc_free(mem_ctx);
return false;
}
if (unlikely(brw->perf_debug)) {
if (cp->compiled_once) {
_mesa_problem(&brw->ctx, "CS programs shouldn't need recompiles");
}
cp->compiled_once = true;
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("CS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
}
const unsigned subslices = MAX2(brw->screen->subslice_total, 1);
/* WaCSScratchSize:hsw
*
* Haswell's scratch space address calculation appears to be sparse
* rather than tightly packed. The Thread ID has bits indicating
* which subslice, EU within a subslice, and thread within an EU
* it is. There's a maximum of two slices and two subslices, so these
* can be stored with a single bit. Even though there are only 10 EUs
* per subslice, this is stored in 4 bits, so there's an effective
* maximum value of 16 EUs. Similarly, although there are only 7
* threads per EU, this is stored in a 3 bit number, giving an effective
* maximum value of 8 threads per EU.
*
* This means that we need to use 16 * 8 instead of 10 * 7 for the
* number of threads per subslice.
*/
const unsigned scratch_ids_per_subslice =
brw->is_haswell ? 16 * 8 : devinfo->max_cs_threads;
brw_alloc_stage_scratch(brw, &brw->cs.base,
prog_data.base.total_scratch,
scratch_ids_per_subslice * subslices);
brw_upload_cache(&brw->cache, BRW_CACHE_CS_PROG,
key, sizeof(*key),
program, program_size,
&prog_data, sizeof(prog_data),
&brw->cs.base.prog_offset, &brw->cs.base.prog_data);
ralloc_free(mem_ctx);
return true;
}
static void
brw_cs_populate_key(struct brw_context *brw, struct brw_cs_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_COMPUTE_PROGRAM */
const struct brw_program *cp = (struct brw_program *) brw->compute_program;
const struct gl_program *prog = (struct gl_program *) cp;
memset(key, 0, sizeof(*key));
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
/* The unique compute program ID */
key->program_string_id = cp->id;
}
void
brw_upload_cs_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct brw_cs_prog_key key;
struct brw_program *cp = (struct brw_program *) brw->compute_program;
if (!cp)
return;
if (!brw_state_dirty(brw, _NEW_TEXTURE, BRW_NEW_COMPUTE_PROGRAM))
return;
brw->cs.base.sampler_count =
util_last_bit(ctx->ComputeProgram._Current->SamplersUsed);
brw_cs_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_CS_PROG,
&key, sizeof(key),
&brw->cs.base.prog_offset,
&brw->cs.base.prog_data)) {
bool success =
brw_codegen_cs_prog(brw,
ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE],
cp, &key);
(void) success;
assert(success);
}
}
bool
brw_cs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_cs_prog_key key;
struct brw_program *bcp = brw_program(prog);
memset(&key, 0, sizeof(key));
key.program_string_id = bcp->id;
brw_setup_tex_for_precompile(brw, &key.tex, prog);
uint32_t old_prog_offset = brw->cs.base.prog_offset;
struct brw_stage_prog_data *old_prog_data = brw->cs.base.prog_data;
bool success = brw_codegen_cs_prog(brw, shader_prog, bcp, &key);
brw->cs.base.prog_offset = old_prog_offset;
brw->cs.base.prog_data = old_prog_data;
return success;
}
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