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/*
* 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 |= 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;
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_shader *tcs = shader_prog ?
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL;
int param_count = nir->num_uniforms;
if (!compiler->scalar_stage[MESA_SHADER_TESS_CTRL])
param_count *= 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) {
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, false);
} 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 < 4; i++) {
param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
}
if (key->tes_primitive_mode == GL_QUADS) {
param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1];
param[1] = &zero;
param[0] = &zero;
} else if (key->tes_primitive_mode == GL_TRIANGLES) {
param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
for (int i = 0; i < 4; i++)
param[i] = &zero;
}
}
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->compiled_once) {
brw_tcs_debug_recompile(brw, shader_prog, key);
}
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);
}
btcs->compiled_once = true;
}
/* Scratch space is used for register spilling */
if (prog_data.base.base.total_scratch) {
brw_get_scratch_bo(brw, &stage_state->scratch_bo,
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));
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;
if (tcp) {
key.program_string_id = tcp->id;
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
&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);
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. */
key.input_vertices = shader_prog->TessCtrl.VerticesOut;
key.tes_primitive_mode =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ?
shader_prog->TessEval.PrimitiveMode : 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;
}
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