1 /*
2 * Copyright 2024 Valve Corporation
3 * Copyright 2024 Alyssa Rosenzweig
4 * Copyright 2022-2023 Collabora Ltd. and Red Hat Inc.
5 * SPDX-License-Identifier: MIT
6 */
7 #include "hk_shader.h"
8
9 #include "agx_helpers.h"
10 #include "agx_nir_lower_gs.h"
11 #include "glsl_types.h"
12 #include "nir.h"
13 #include "nir_builder.h"
14
15 #include "agx_bo.h"
16 #include "hk_cmd_buffer.h"
17 #include "hk_descriptor_set_layout.h"
18 #include "hk_device.h"
19 #include "hk_physical_device.h"
20 #include "hk_sampler.h"
21 #include "hk_shader.h"
22
23 #include "nir_builder_opcodes.h"
24 #include "nir_builtin_builder.h"
25 #include "nir_intrinsics.h"
26 #include "nir_intrinsics_indices.h"
27 #include "nir_xfb_info.h"
28 #include "shader_enums.h"
29 #include "vk_nir_convert_ycbcr.h"
30 #include "vk_pipeline.h"
31 #include "vk_pipeline_layout.h"
32 #include "vk_shader_module.h"
33 #include "vk_ycbcr_conversion.h"
34
35 #include "asahi/compiler/agx_compile.h"
36 #include "asahi/lib/agx_linker.h"
37 #include "asahi/lib/agx_nir_passes.h"
38 #include "asahi/lib/agx_tilebuffer.h"
39 #include "asahi/lib/agx_uvs.h"
40 #include "compiler/spirv/nir_spirv.h"
41
42 #include "util/blob.h"
43 #include "util/hash_table.h"
44 #include "util/macros.h"
45 #include "util/mesa-sha1.h"
46 #include "util/simple_mtx.h"
47 #include "util/u_debug.h"
48 #include "vulkan/vulkan_core.h"
49
50 struct hk_fs_key {
51 bool zs_self_dep;
52
53 /** True if sample shading is forced on via an API knob such as
54 * VkPipelineMultisampleStateCreateInfo::minSampleShading
55 */
56 bool force_sample_shading;
57
58 uint8_t pad[2];
59 };
60 static_assert(sizeof(struct hk_fs_key) == 4, "packed");
61
62 static void
shared_var_info(const struct glsl_type * type,unsigned * size,unsigned * align)63 shared_var_info(const struct glsl_type *type, unsigned *size, unsigned *align)
64 {
65 assert(glsl_type_is_vector_or_scalar(type));
66
67 uint32_t comp_size =
68 glsl_type_is_boolean(type) ? 4 : glsl_get_bit_size(type) / 8;
69 unsigned length = glsl_get_vector_elements(type);
70 *size = comp_size * length, *align = comp_size;
71 }
72
73 uint64_t
hk_physical_device_compiler_flags(const struct hk_physical_device * pdev)74 hk_physical_device_compiler_flags(const struct hk_physical_device *pdev)
75 {
76 /* TODO compiler flags */
77 return 0;
78 }
79
80 const nir_shader_compiler_options *
hk_get_nir_options(struct vk_physical_device * vk_pdev,gl_shader_stage stage,UNUSED const struct vk_pipeline_robustness_state * rs)81 hk_get_nir_options(struct vk_physical_device *vk_pdev, gl_shader_stage stage,
82 UNUSED const struct vk_pipeline_robustness_state *rs)
83 {
84 return &agx_nir_options;
85 }
86
87 static struct spirv_to_nir_options
hk_get_spirv_options(struct vk_physical_device * vk_pdev,UNUSED gl_shader_stage stage,const struct vk_pipeline_robustness_state * rs)88 hk_get_spirv_options(struct vk_physical_device *vk_pdev,
89 UNUSED gl_shader_stage stage,
90 const struct vk_pipeline_robustness_state *rs)
91 {
92 return (struct spirv_to_nir_options){
93 .ssbo_addr_format = hk_buffer_addr_format(rs->storage_buffers),
94 .phys_ssbo_addr_format = nir_address_format_64bit_global,
95 .ubo_addr_format = hk_buffer_addr_format(rs->uniform_buffers),
96 .shared_addr_format = nir_address_format_32bit_offset,
97 .min_ssbo_alignment = HK_MIN_SSBO_ALIGNMENT,
98 .min_ubo_alignment = HK_MIN_UBO_ALIGNMENT,
99 };
100 }
101
102 static bool
lower_halt_to_return(nir_builder * b,nir_instr * instr,UNUSED void * _data)103 lower_halt_to_return(nir_builder *b, nir_instr *instr, UNUSED void *_data)
104 {
105 if (instr->type != nir_instr_type_jump)
106 return false;
107
108 nir_jump_instr *jump = nir_instr_as_jump(instr);
109 if (jump->type != nir_jump_halt)
110 return false;
111
112 assert(b->impl == nir_shader_get_entrypoint(b->shader));
113 jump->type = nir_jump_return;
114 return true;
115 }
116
117 void
hk_preprocess_nir_internal(struct vk_physical_device * vk_pdev,nir_shader * nir)118 hk_preprocess_nir_internal(struct vk_physical_device *vk_pdev, nir_shader *nir)
119 {
120 /* Must lower before io to temps */
121 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
122 NIR_PASS(_, nir, nir_lower_terminate_to_demote);
123 NIR_PASS(_, nir, nir_shader_instructions_pass, lower_halt_to_return,
124 nir_metadata_all, NULL);
125 NIR_PASS(_, nir, nir_lower_returns);
126 }
127
128 /* Unroll loops before lowering indirects via nir_lower_io_to_temporaries */
129 UNUSED bool progress = false;
130 NIR_PASS(_, nir, nir_lower_global_vars_to_local);
131
132 do {
133 progress = false;
134 NIR_PASS(progress, nir, nir_lower_vars_to_ssa);
135 NIR_PASS(progress, nir, nir_copy_prop);
136 NIR_PASS(progress, nir, nir_opt_dce);
137 NIR_PASS(progress, nir, nir_opt_constant_folding);
138 NIR_PASS(progress, nir, nir_opt_loop);
139 NIR_PASS(progress, nir, nir_opt_loop_unroll);
140 } while (progress);
141
142 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
143 struct nir_lower_sysvals_to_varyings_options sysvals_opts = {
144 .point_coord = true,
145 };
146
147 nir_lower_sysvals_to_varyings(nir, &sysvals_opts);
148 }
149
150 NIR_PASS(_, nir, nir_lower_system_values);
151
152 /* Gather info before preprocess_nir but after some general lowering, so
153 * inputs_read and system_values_read are accurately set.
154 */
155 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
156
157 NIR_PASS_V(nir, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir),
158 true, false);
159
160 NIR_PASS(_, nir, nir_lower_global_vars_to_local);
161
162 NIR_PASS(_, nir, nir_split_var_copies);
163 NIR_PASS(_, nir, nir_split_struct_vars, nir_var_function_temp);
164
165 /* Optimize but allow copies because we haven't lowered them yet */
166 agx_preprocess_nir(nir, NULL);
167
168 NIR_PASS(_, nir, nir_lower_load_const_to_scalar);
169 NIR_PASS(_, nir, nir_lower_var_copies);
170 }
171
172 static void
hk_preprocess_nir(struct vk_physical_device * vk_pdev,nir_shader * nir)173 hk_preprocess_nir(struct vk_physical_device *vk_pdev, nir_shader *nir)
174 {
175 hk_preprocess_nir_internal(vk_pdev, nir);
176 nir_lower_compute_system_values_options csv_options = {
177 .has_base_workgroup_id = true,
178 };
179 NIR_PASS(_, nir, nir_lower_compute_system_values, &csv_options);
180 }
181
182 static void
hk_populate_fs_key(struct hk_fs_key * key,const struct vk_graphics_pipeline_state * state)183 hk_populate_fs_key(struct hk_fs_key *key,
184 const struct vk_graphics_pipeline_state *state)
185 {
186 memset(key, 0, sizeof(*key));
187
188 if (state == NULL)
189 return;
190
191 if (state->pipeline_flags &
192 VK_PIPELINE_CREATE_2_DEPTH_STENCIL_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT)
193 key->zs_self_dep = true;
194
195 /* We force per-sample interpolation whenever sampleShadingEnable is set
196 * regardless of minSampleShading or rasterizationSamples.
197 *
198 * When sampleShadingEnable is set, few guarantees are made about the
199 * location of interpolation of the inputs. The only real guarantees are
200 * that the inputs are interpolated within the pixel and that you get at
201 * least `rasterizationSamples * minSampleShading` unique positions.
202 * Importantly, it does not require that when `rasterizationSamples *
203 * minSampleShading <= 1.0` that those positions are at the fragment
204 * center. Therefore, it's valid to just always do per-sample all the time.
205 *
206 * The one caveat here is that we have to be careful about gl_SampleMaskIn.
207 * When `hk_fs_key::force_sample_shading = true` we also turn any reads of
208 * gl_SampleMaskIn into `1 << gl_SampleID` because the hardware sample mask
209 * is actually per-fragment, not per-pass. We handle this by smashing
210 * minSampleShading to 1.0 whenever gl_SampleMaskIn is read.
211 */
212 const struct vk_multisample_state *ms = state->ms;
213 if (ms != NULL && ms->sample_shading_enable)
214 key->force_sample_shading = true;
215 }
216
217 static void
hk_hash_graphics_state(struct vk_physical_device * device,const struct vk_graphics_pipeline_state * state,VkShaderStageFlags stages,blake3_hash blake3_out)218 hk_hash_graphics_state(struct vk_physical_device *device,
219 const struct vk_graphics_pipeline_state *state,
220 VkShaderStageFlags stages, blake3_hash blake3_out)
221 {
222 struct mesa_blake3 blake3_ctx;
223 _mesa_blake3_init(&blake3_ctx);
224 if (stages & VK_SHADER_STAGE_FRAGMENT_BIT) {
225 struct hk_fs_key key;
226 hk_populate_fs_key(&key, state);
227 _mesa_blake3_update(&blake3_ctx, &key, sizeof(key));
228
229 const bool is_multiview = state->rp->view_mask != 0;
230 _mesa_blake3_update(&blake3_ctx, &is_multiview, sizeof(is_multiview));
231 }
232 _mesa_blake3_final(&blake3_ctx, blake3_out);
233 }
234
235 static bool
lower_load_global_constant_offset_instr(nir_builder * b,nir_intrinsic_instr * intrin,void * data)236 lower_load_global_constant_offset_instr(nir_builder *b,
237 nir_intrinsic_instr *intrin, void *data)
238 {
239 if (intrin->intrinsic != nir_intrinsic_load_global_constant_offset &&
240 intrin->intrinsic != nir_intrinsic_load_global_constant_bounded)
241 return false;
242
243 b->cursor = nir_before_instr(&intrin->instr);
244 bool *has_soft_fault = data;
245
246 nir_def *base_addr = intrin->src[0].ssa;
247 nir_def *offset = intrin->src[1].ssa;
248
249 nir_def *zero = NULL;
250 nir_def *in_bounds = NULL;
251 if (intrin->intrinsic == nir_intrinsic_load_global_constant_bounded) {
252 nir_def *bound = intrin->src[2].ssa;
253
254 unsigned bit_size = intrin->def.bit_size;
255 assert(bit_size >= 8 && bit_size % 8 == 0);
256 unsigned byte_size = bit_size / 8;
257
258 zero = nir_imm_zero(b, intrin->num_components, bit_size);
259
260 unsigned load_size = byte_size * intrin->num_components;
261
262 nir_def *sat_offset =
263 nir_umin(b, offset, nir_imm_int(b, UINT32_MAX - (load_size - 1)));
264 in_bounds = nir_ilt(b, nir_iadd_imm(b, sat_offset, load_size - 1), bound);
265
266 /* If we do not have soft fault, we branch to bounds check. This is slow,
267 * fortunately we always have soft fault for release drivers.
268 *
269 * With soft fault, we speculatively load and smash to zero at the end.
270 */
271 if (!(*has_soft_fault))
272 nir_push_if(b, in_bounds);
273 }
274
275 nir_def *val = nir_build_load_global_constant(
276 b, intrin->def.num_components, intrin->def.bit_size,
277 nir_iadd(b, base_addr, nir_u2u64(b, offset)),
278 .align_mul = nir_intrinsic_align_mul(intrin),
279 .align_offset = nir_intrinsic_align_offset(intrin),
280 .access = nir_intrinsic_access(intrin));
281
282 if (intrin->intrinsic == nir_intrinsic_load_global_constant_bounded) {
283 if (*has_soft_fault) {
284 val = nir_bcsel(b, in_bounds, val, zero);
285 } else {
286 nir_pop_if(b, NULL);
287 val = nir_if_phi(b, val, zero);
288 }
289 }
290
291 nir_def_replace(&intrin->def, val);
292 return true;
293 }
294
295 struct lower_ycbcr_state {
296 uint32_t set_layout_count;
297 struct vk_descriptor_set_layout *const *set_layouts;
298 };
299
300 static const struct vk_ycbcr_conversion_state *
lookup_ycbcr_conversion(const void * _state,uint32_t set,uint32_t binding,uint32_t array_index)301 lookup_ycbcr_conversion(const void *_state, uint32_t set, uint32_t binding,
302 uint32_t array_index)
303 {
304 const struct lower_ycbcr_state *state = _state;
305 assert(set < state->set_layout_count);
306 assert(state->set_layouts[set] != NULL);
307 const struct hk_descriptor_set_layout *set_layout =
308 vk_to_hk_descriptor_set_layout(state->set_layouts[set]);
309 assert(binding < set_layout->binding_count);
310
311 const struct hk_descriptor_set_binding_layout *bind_layout =
312 &set_layout->binding[binding];
313
314 if (bind_layout->immutable_samplers == NULL)
315 return NULL;
316
317 array_index = MIN2(array_index, bind_layout->array_size - 1);
318
319 const struct hk_sampler *sampler =
320 bind_layout->immutable_samplers[array_index];
321
322 return sampler && sampler->vk.ycbcr_conversion
323 ? &sampler->vk.ycbcr_conversion->state
324 : NULL;
325 }
326
327 static inline bool
nir_has_image_var(nir_shader * nir)328 nir_has_image_var(nir_shader *nir)
329 {
330 nir_foreach_image_variable(_, nir)
331 return true;
332
333 return false;
334 }
335
336 static int
glsl_type_size(const struct glsl_type * type,bool bindless)337 glsl_type_size(const struct glsl_type *type, bool bindless)
338 {
339 return glsl_count_attribute_slots(type, false);
340 }
341
342 /*
343 * This is the world's worst multiview implementation. We simply duplicate each
344 * draw on the CPU side, changing a uniform in between, and then plumb the view
345 * index into the layer ID here. Whatever, it works.
346 *
347 * The "proper" implementation on AGX would use vertex amplification, but a
348 * MacBook is not a VR headset.
349 */
350 static void
hk_lower_multiview(nir_shader * nir)351 hk_lower_multiview(nir_shader *nir)
352 {
353 /* If there's an existing layer ID write, ignore it. This avoids validation
354 * splat with vk_meta.
355 */
356 nir_variable *existing = nir_find_variable_with_location(
357 nir, nir_var_shader_out, VARYING_SLOT_LAYER);
358
359 if (existing) {
360 existing->data.mode = nir_var_shader_temp;
361 existing->data.location = 0;
362 nir_fixup_deref_modes(nir);
363 }
364
365 /* Now write the view index as the layer */
366 nir_builder b =
367 nir_builder_at(nir_after_impl(nir_shader_get_entrypoint(nir)));
368
369 nir_variable *layer =
370 nir_variable_create(nir, nir_var_shader_out, glsl_uint_type(), NULL);
371
372 layer->data.location = VARYING_SLOT_LAYER;
373
374 nir_store_var(&b, layer, nir_load_view_index(&b), nir_component_mask(1));
375 b.shader->info.outputs_written |= VARYING_BIT_LAYER;
376 }
377
378 /*
379 * KHR_maintenance5 requires that points rasterize with a default point size of
380 * 1.0, while our hardware requires an explicit point size write for this.
381 * Since topology may be dynamic, we insert an unconditional write if necessary.
382 */
383 static bool
hk_nir_insert_psiz_write(nir_shader * nir)384 hk_nir_insert_psiz_write(nir_shader *nir)
385 {
386 nir_function_impl *impl = nir_shader_get_entrypoint(nir);
387
388 if (nir->info.outputs_written & VARYING_BIT_PSIZ) {
389 nir_metadata_preserve(impl, nir_metadata_all);
390 return false;
391 }
392
393 nir_builder b = nir_builder_at(nir_after_impl(impl));
394
395 nir_store_output(&b, nir_imm_float(&b, 1.0), nir_imm_int(&b, 0),
396 .write_mask = nir_component_mask(1),
397 .io_semantics.location = VARYING_SLOT_PSIZ,
398 .io_semantics.num_slots = 1, .src_type = nir_type_float32);
399
400 nir->info.outputs_written |= VARYING_BIT_PSIZ;
401 nir_metadata_preserve(b.impl, nir_metadata_control_flow);
402 return true;
403 }
404
405 static nir_def *
query_custom_border(nir_builder * b,nir_tex_instr * tex)406 query_custom_border(nir_builder *b, nir_tex_instr *tex)
407 {
408 return nir_build_texture_query(b, tex, nir_texop_custom_border_color_agx, 4,
409 tex->dest_type, false, false);
410 }
411
412 static nir_def *
has_custom_border(nir_builder * b,nir_tex_instr * tex)413 has_custom_border(nir_builder *b, nir_tex_instr *tex)
414 {
415 return nir_build_texture_query(b, tex, nir_texop_has_custom_border_color_agx,
416 1, nir_type_bool1, false, false);
417 }
418
419 static bool
lower(nir_builder * b,nir_instr * instr,UNUSED void * _data)420 lower(nir_builder *b, nir_instr *instr, UNUSED void *_data)
421 {
422 if (instr->type != nir_instr_type_tex)
423 return false;
424
425 nir_tex_instr *tex = nir_instr_as_tex(instr);
426 if (!nir_tex_instr_need_sampler(tex) || nir_tex_instr_is_query(tex))
427 return false;
428
429 /* XXX: this is a really weird edge case, is this even well-defined? */
430 if (tex->is_shadow)
431 return false;
432
433 b->cursor = nir_after_instr(&tex->instr);
434 nir_def *has_custom = has_custom_border(b, tex);
435
436 nir_instr *orig = nir_instr_clone(b->shader, &tex->instr);
437 nir_builder_instr_insert(b, orig);
438 nir_def *clamp_to_1 = &nir_instr_as_tex(orig)->def;
439
440 nir_push_if(b, has_custom);
441 nir_def *replaced = NULL;
442 {
443 /* Sample again, this time with clamp-to-0 instead of clamp-to-1 */
444 nir_instr *clone_instr = nir_instr_clone(b->shader, &tex->instr);
445 nir_builder_instr_insert(b, clone_instr);
446
447 nir_tex_instr *tex_0 = nir_instr_as_tex(clone_instr);
448 nir_def *clamp_to_0 = &tex_0->def;
449
450 tex_0->backend_flags |= AGX_TEXTURE_FLAG_CLAMP_TO_0;
451
452 /* Grab the border colour */
453 nir_def *border = query_custom_border(b, tex_0);
454
455 if (tex->op == nir_texop_tg4) {
456 border = nir_replicate(b, nir_channel(b, border, tex->component), 4);
457 }
458
459 /* Combine together with the border */
460 if (nir_alu_type_get_base_type(tex->dest_type) == nir_type_float &&
461 tex->op != nir_texop_tg4) {
462
463 /* For floats, lerp together:
464 *
465 * For border texels: (1 * border) + (0 * border ) = border
466 * For regular texels: (x * border) + (x * (1 - border)) = x.
467 *
468 * Linear filtering is linear (duh), so lerping is compatible.
469 */
470 replaced = nir_flrp(b, clamp_to_0, clamp_to_1, border);
471 } else {
472 /* For integers, just select componentwise since there is no linear
473 * filtering. Gathers also use this path since they are unfiltered in
474 * each component.
475 */
476 replaced = nir_bcsel(b, nir_ieq(b, clamp_to_0, clamp_to_1), clamp_to_0,
477 border);
478 }
479 }
480 nir_pop_if(b, NULL);
481
482 /* Put it together with a phi */
483 nir_def *phi = nir_if_phi(b, replaced, clamp_to_1);
484 nir_def_replace(&tex->def, phi);
485 return true;
486 }
487
488 static bool
agx_nir_lower_custom_border(nir_shader * nir)489 agx_nir_lower_custom_border(nir_shader *nir)
490 {
491 return nir_shader_instructions_pass(nir, lower, nir_metadata_none, NULL);
492 }
493
494 /*
495 * In Vulkan, the VIEWPORT should read 0 in the fragment shader if it is not
496 * written by the vertex shader, but in our implementation, the varying would
497 * otherwise be undefined. This small pass predicates VIEWPORT reads based on
498 * whether the hardware vertex shader writes the VIEWPORT (nonzero UVS index).
499 */
500 static bool
lower_viewport_fs(nir_builder * b,nir_intrinsic_instr * intr,UNUSED void * data)501 lower_viewport_fs(nir_builder *b, nir_intrinsic_instr *intr, UNUSED void *data)
502 {
503 if (intr->intrinsic != nir_intrinsic_load_input)
504 return false;
505
506 nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
507 if (sem.location != VARYING_SLOT_VIEWPORT)
508 return false;
509
510 b->cursor = nir_after_instr(&intr->instr);
511 nir_def *orig = &intr->def;
512
513 nir_def *uvs = nir_load_uvs_index_agx(b, .io_semantics = sem);
514 nir_def *def = nir_bcsel(b, nir_ine_imm(b, uvs, 0), orig, nir_imm_int(b, 0));
515
516 nir_def_rewrite_uses_after(orig, def, def->parent_instr);
517 return true;
518 }
519
520 static bool
lower_subpass_dim(nir_builder * b,nir_instr * instr,UNUSED void * _data)521 lower_subpass_dim(nir_builder *b, nir_instr *instr, UNUSED void *_data)
522 {
523 if (instr->type != nir_instr_type_tex)
524 return false;
525
526 nir_tex_instr *tex = nir_instr_as_tex(instr);
527 if (tex->sampler_dim == GLSL_SAMPLER_DIM_SUBPASS)
528 tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
529 else if (tex->sampler_dim == GLSL_SAMPLER_DIM_SUBPASS_MS)
530 tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
531 else
532 return false;
533
534 return true;
535 }
536
537 void
hk_lower_nir(struct hk_device * dev,nir_shader * nir,const struct vk_pipeline_robustness_state * rs,bool is_multiview,uint32_t set_layout_count,struct vk_descriptor_set_layout * const * set_layouts)538 hk_lower_nir(struct hk_device *dev, nir_shader *nir,
539 const struct vk_pipeline_robustness_state *rs, bool is_multiview,
540 uint32_t set_layout_count,
541 struct vk_descriptor_set_layout *const *set_layouts)
542 {
543 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
544 NIR_PASS(_, nir, nir_lower_input_attachments,
545 &(nir_input_attachment_options){
546 .use_fragcoord_sysval = true,
547 .use_layer_id_sysval = true,
548 .use_view_id_for_layer = is_multiview,
549 });
550
551 NIR_PASS(_, nir, nir_shader_instructions_pass, lower_subpass_dim,
552 nir_metadata_all, NULL);
553 NIR_PASS(_, nir, nir_lower_wpos_center);
554 }
555
556 /* XXX: should be last geometry stage, how do I get to that? */
557 if (nir->info.stage == MESA_SHADER_VERTEX) {
558 if (is_multiview)
559 hk_lower_multiview(nir);
560 }
561
562 if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
563 NIR_PASS(_, nir, nir_lower_patch_vertices,
564 nir->info.tess.tcs_vertices_out, NULL);
565 }
566
567 const struct lower_ycbcr_state ycbcr_state = {
568 .set_layout_count = set_layout_count,
569 .set_layouts = set_layouts,
570 };
571 NIR_PASS(_, nir, nir_vk_lower_ycbcr_tex, lookup_ycbcr_conversion,
572 &ycbcr_state);
573
574 /* Lower push constants before lower_descriptors */
575 NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_push_const,
576 nir_address_format_32bit_offset);
577
578 // NIR_PASS(_, nir, nir_opt_large_constants, NULL, 32);
579
580 /* Images accessed through the texture or PBE hardware are robust, so we
581 * don't set lower_image. (There are some sticky details around txf but
582 * they're handled by agx_nir_lower_texture). However, image atomics are
583 * software so require robustness lowering.
584 */
585 nir_lower_robust_access_options robustness = {
586 .lower_image_atomic = true,
587 };
588
589 NIR_PASS(_, nir, nir_lower_robust_access, &robustness);
590
591 /* We must do early lowering before hk_nir_lower_descriptors, since this will
592 * create lod_bias_agx instructions.
593 */
594 NIR_PASS(_, nir, agx_nir_lower_texture_early, true /* support_lod_bias */);
595 NIR_PASS(_, nir, agx_nir_lower_custom_border);
596
597 NIR_PASS(_, nir, hk_nir_lower_descriptors, rs, set_layout_count,
598 set_layouts);
599 NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_global,
600 nir_address_format_64bit_global);
601 NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_ssbo,
602 hk_buffer_addr_format(rs->storage_buffers));
603 NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_ubo,
604 hk_buffer_addr_format(rs->uniform_buffers));
605
606 bool soft_fault = agx_has_soft_fault(&dev->dev);
607 NIR_PASS(_, nir, nir_shader_intrinsics_pass,
608 lower_load_global_constant_offset_instr, nir_metadata_none,
609 &soft_fault);
610
611 if (!nir->info.shared_memory_explicit_layout) {
612 /* There may be garbage in shared_size, but it's the job of
613 * nir_lower_vars_to_explicit_types to allocate it. We have to reset to
614 * avoid overallocation.
615 */
616 nir->info.shared_size = 0;
617
618 NIR_PASS(_, nir, nir_lower_vars_to_explicit_types, nir_var_mem_shared,
619 shared_var_info);
620 }
621 NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_shared,
622 nir_address_format_32bit_offset);
623
624 if (nir->info.zero_initialize_shared_memory && nir->info.shared_size > 0) {
625 /* Align everything up to 16B so we can write whole vec4s. */
626 nir->info.shared_size = align(nir->info.shared_size, 16);
627 NIR_PASS(_, nir, nir_zero_initialize_shared_memory, nir->info.shared_size,
628 16);
629
630 /* We need to call lower_compute_system_values again because
631 * nir_zero_initialize_shared_memory generates load_invocation_id which
632 * has to be lowered to load_invocation_index.
633 */
634 NIR_PASS(_, nir, nir_lower_compute_system_values, NULL);
635 }
636
637 /* TODO: we can do indirect VS output */
638 nir_variable_mode lower_indirect_modes = 0;
639 if (nir->info.stage == MESA_SHADER_FRAGMENT)
640 lower_indirect_modes |= nir_var_shader_out;
641 else if (nir->info.stage == MESA_SHADER_VERTEX)
642 lower_indirect_modes |= nir_var_shader_in | nir_var_shader_out;
643
644 NIR_PASS(_, nir, nir_lower_indirect_derefs, lower_indirect_modes,
645 UINT32_MAX);
646
647 NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
648 glsl_type_size, nir_lower_io_lower_64bit_to_32);
649
650 if (nir->info.stage == MESA_SHADER_FRAGMENT) {
651 NIR_PASS(_, nir, nir_shader_intrinsics_pass, lower_viewport_fs,
652 nir_metadata_control_flow, NULL);
653 }
654
655 NIR_PASS(_, nir, agx_nir_lower_texture);
656 NIR_PASS(_, nir, agx_nir_lower_multisampled_image_store);
657
658 agx_preprocess_nir(nir, dev->dev.libagx);
659 NIR_PASS(_, nir, nir_opt_conditional_discard);
660 NIR_PASS(_, nir, nir_opt_if,
661 nir_opt_if_optimize_phi_true_false | nir_opt_if_avoid_64bit_phis);
662 }
663
664 static void
hk_upload_shader(struct hk_device * dev,struct hk_shader * shader)665 hk_upload_shader(struct hk_device *dev, struct hk_shader *shader)
666 {
667 if (shader->b.info.has_preamble) {
668 unsigned offs = shader->b.info.preamble_offset;
669 assert(offs < shader->b.binary_size);
670
671 size_t size = shader->b.binary_size - offs;
672 assert(size > 0);
673
674 shader->bo = agx_bo_create(&dev->dev, size, 0,
675 AGX_BO_EXEC | AGX_BO_LOW_VA, "Preamble");
676 memcpy(shader->bo->map, shader->b.binary + offs, size);
677 shader->preamble_addr = shader->bo->va->addr;
678 }
679
680 if (!shader->linked.ht) {
681 /* If we only have a single variant, link now. */
682 shader->only_linked = hk_fast_link(dev, false, shader, NULL, NULL, 0);
683 }
684
685 if (shader->info.stage == MESA_SHADER_FRAGMENT) {
686 agx_pack(&shader->frag_face, FRAGMENT_FACE_2, cfg) {
687 cfg.conservative_depth =
688 agx_translate_depth_layout(shader->b.info.depth_layout);
689 }
690 }
691
692 agx_pack(&shader->counts, COUNTS, cfg) {
693 cfg.uniform_register_count = shader->b.info.push_count;
694 cfg.preshader_register_count = shader->b.info.nr_preamble_gprs;
695 cfg.sampler_state_register_count = agx_translate_sampler_state_count(
696 shader->b.info.uses_txf ? 1 : 0, false);
697 }
698 }
699
700 DERIVE_HASH_TABLE(hk_fast_link_key_vs);
701 DERIVE_HASH_TABLE(hk_fast_link_key_fs);
702
703 static VkResult
hk_init_link_ht(struct hk_shader * shader,gl_shader_stage sw_stage)704 hk_init_link_ht(struct hk_shader *shader, gl_shader_stage sw_stage)
705 {
706 simple_mtx_init(&shader->linked.lock, mtx_plain);
707
708 bool multiple_variants =
709 sw_stage == MESA_SHADER_VERTEX || sw_stage == MESA_SHADER_FRAGMENT;
710
711 if (!multiple_variants)
712 return VK_SUCCESS;
713
714 if (sw_stage == MESA_SHADER_VERTEX)
715 shader->linked.ht = hk_fast_link_key_vs_table_create(NULL);
716 else
717 shader->linked.ht = hk_fast_link_key_fs_table_create(NULL);
718
719 return (shader->linked.ht == NULL) ? VK_ERROR_OUT_OF_HOST_MEMORY
720 : VK_SUCCESS;
721 }
722
723 static VkResult
hk_compile_nir(struct hk_device * dev,const VkAllocationCallbacks * pAllocator,nir_shader * nir,VkShaderCreateFlagsEXT shader_flags,const struct vk_pipeline_robustness_state * rs,const struct hk_fs_key * fs_key,struct hk_shader * shader,gl_shader_stage sw_stage,bool hw,nir_xfb_info * xfb_info)724 hk_compile_nir(struct hk_device *dev, const VkAllocationCallbacks *pAllocator,
725 nir_shader *nir, VkShaderCreateFlagsEXT shader_flags,
726 const struct vk_pipeline_robustness_state *rs,
727 const struct hk_fs_key *fs_key, struct hk_shader *shader,
728 gl_shader_stage sw_stage, bool hw, nir_xfb_info *xfb_info)
729 {
730 unsigned vs_uniform_base = 0;
731
732 /* For now, only shader objects are supported */
733 if (sw_stage == MESA_SHADER_VERTEX) {
734 vs_uniform_base =
735 6 * DIV_ROUND_UP(
736 BITSET_LAST_BIT(shader->info.vs.attrib_components_read), 4);
737 } else if (sw_stage == MESA_SHADER_FRAGMENT) {
738 shader->info.fs.interp = agx_gather_interp_info(nir);
739 shader->info.fs.writes_memory = nir->info.writes_memory;
740
741 /* Discards must be lowering before lowering MSAA to handle discards */
742 NIR_PASS(_, nir, agx_nir_lower_discard_zs_emit);
743 NIR_PASS(_, nir, agx_nir_lower_fs_output_to_epilog,
744 &shader->info.fs.epilog_key);
745 NIR_PASS(_, nir, agx_nir_lower_sample_mask);
746
747 if (nir->info.fs.uses_sample_shading) {
748 /* Ensure the sample ID is preserved in register */
749 nir_builder b =
750 nir_builder_at(nir_after_impl(nir_shader_get_entrypoint(nir)));
751 nir_export_agx(&b, nir_load_exported_agx(&b, 1, 16, .base = 1),
752 .base = 1);
753
754 NIR_PASS(_, nir, agx_nir_lower_to_per_sample);
755 }
756
757 NIR_PASS(_, nir, agx_nir_lower_fs_active_samples_to_register);
758 NIR_PASS(_, nir, agx_nir_lower_interpolation);
759 } else if (sw_stage == MESA_SHADER_TESS_EVAL) {
760 shader->info.ts.ccw = nir->info.tess.ccw;
761 shader->info.ts.point_mode = nir->info.tess.point_mode;
762 shader->info.ts.spacing = nir->info.tess.spacing;
763 shader->info.ts.mode = nir->info.tess._primitive_mode;
764
765 if (nir->info.tess.point_mode) {
766 shader->info.ts.out_prim = MESA_PRIM_POINTS;
767 } else if (nir->info.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES) {
768 shader->info.ts.out_prim = MESA_PRIM_LINES;
769 } else {
770 shader->info.ts.out_prim = MESA_PRIM_TRIANGLES;
771 }
772
773 /* This destroys info so it needs to happen after the gather */
774 NIR_PASS(_, nir, agx_nir_lower_tes, dev->dev.libagx, hw);
775 } else if (sw_stage == MESA_SHADER_TESS_CTRL) {
776 shader->info.tcs.output_patch_size = nir->info.tess.tcs_vertices_out;
777 shader->info.tcs.per_vertex_outputs = agx_tcs_per_vertex_outputs(nir);
778 shader->info.tcs.nr_patch_outputs =
779 util_last_bit(nir->info.patch_outputs_written);
780 shader->info.tcs.output_stride = agx_tcs_output_stride(nir);
781 }
782
783 uint64_t outputs = nir->info.outputs_written;
784 if (!hw &&
785 (sw_stage == MESA_SHADER_VERTEX || sw_stage == MESA_SHADER_TESS_EVAL)) {
786 nir->info.stage = MESA_SHADER_COMPUTE;
787 memset(&nir->info.cs, 0, sizeof(nir->info.cs));
788 nir->xfb_info = NULL;
789 }
790
791 /* XXX: rename */
792 NIR_PASS(_, nir, hk_lower_uvs_index, vs_uniform_base);
793
794 #if 0
795 /* TODO */
796 nir_variable_mode robust2_modes = 0;
797 if (rs->uniform_buffers == VK_PIPELINE_ROBUSTNESS_BUFFER_BEHAVIOR_ROBUST_BUFFER_ACCESS_2_EXT)
798 robust2_modes |= nir_var_mem_ubo;
799 if (rs->storage_buffers == VK_PIPELINE_ROBUSTNESS_BUFFER_BEHAVIOR_ROBUST_BUFFER_ACCESS_2_EXT)
800 robust2_modes |= nir_var_mem_ssbo;
801 #endif
802
803 struct agx_shader_key backend_key = {
804 .dev = agx_gather_device_key(&dev->dev),
805 .reserved_preamble = 128 /* TODO */,
806 .libagx = dev->dev.libagx,
807 .no_stop = nir->info.stage == MESA_SHADER_FRAGMENT,
808 .has_scratch = true,
809 };
810
811 /* For now, sample shading is always dynamic. Indicate that. */
812 if (nir->info.stage == MESA_SHADER_FRAGMENT &&
813 nir->info.fs.uses_sample_shading)
814 backend_key.fs.inside_sample_loop = true;
815
816 agx_compile_shader_nir(nir, &backend_key, NULL, &shader->b);
817
818 shader->code_ptr = shader->b.binary;
819 shader->code_size = shader->b.binary_size;
820
821 shader->info.stage = sw_stage;
822 shader->info.clip_distance_array_size = nir->info.clip_distance_array_size;
823 shader->info.cull_distance_array_size = nir->info.cull_distance_array_size;
824 shader->b.info.outputs = outputs;
825
826 if (sw_stage == MESA_SHADER_COMPUTE) {
827 for (unsigned i = 0; i < 3; ++i)
828 shader->info.cs.local_size[i] = nir->info.workgroup_size[i];
829 }
830
831 if (xfb_info) {
832 assert(xfb_info->output_count < ARRAY_SIZE(shader->info.xfb_outputs));
833
834 memcpy(&shader->info.xfb_info, xfb_info,
835 nir_xfb_info_size(xfb_info->output_count));
836
837 typed_memcpy(shader->info.xfb_stride, nir->info.xfb_stride, 4);
838 }
839
840 if (nir->constant_data_size > 0) {
841 uint32_t data_size = align(nir->constant_data_size, HK_MIN_UBO_ALIGNMENT);
842
843 void *data = malloc(data_size);
844 if (data == NULL) {
845 ralloc_free(nir);
846 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
847 }
848
849 memcpy(data, nir->constant_data, nir->constant_data_size);
850
851 assert(nir->constant_data_size <= data_size);
852 memset(data + nir->constant_data_size, 0,
853 data_size - nir->constant_data_size);
854
855 shader->data_ptr = data;
856 shader->data_size = data_size;
857 }
858
859 ralloc_free(nir);
860
861 VkResult result = hk_init_link_ht(shader, sw_stage);
862 if (result != VK_SUCCESS)
863 return vk_error(dev, result);
864
865 hk_upload_shader(dev, shader);
866 return VK_SUCCESS;
867 }
868
869 static const struct vk_shader_ops hk_shader_ops;
870
871 static void
hk_destroy_linked_shader(struct hk_device * dev,struct hk_linked_shader * linked)872 hk_destroy_linked_shader(struct hk_device *dev, struct hk_linked_shader *linked)
873 {
874 agx_bo_unreference(&dev->dev, linked->b.bo);
875 ralloc_free(linked);
876 }
877
878 static void
hk_shader_destroy(struct hk_device * dev,struct hk_shader * s)879 hk_shader_destroy(struct hk_device *dev, struct hk_shader *s)
880 {
881 free((void *)s->code_ptr);
882 free((void *)s->data_ptr);
883 agx_bo_unreference(&dev->dev, s->bo);
884
885 simple_mtx_destroy(&s->linked.lock);
886
887 if (s->only_linked)
888 hk_destroy_linked_shader(dev, s->only_linked);
889
890 if (s->linked.ht) {
891 hash_table_foreach(s->linked.ht, entry) {
892 hk_destroy_linked_shader(dev, entry->data);
893 }
894 _mesa_hash_table_destroy(s->linked.ht, NULL);
895 }
896 }
897
898 void
hk_api_shader_destroy(struct vk_device * vk_dev,struct vk_shader * vk_shader,const VkAllocationCallbacks * pAllocator)899 hk_api_shader_destroy(struct vk_device *vk_dev, struct vk_shader *vk_shader,
900 const VkAllocationCallbacks *pAllocator)
901 {
902 struct hk_device *dev = container_of(vk_dev, struct hk_device, vk);
903 struct hk_api_shader *obj =
904 container_of(vk_shader, struct hk_api_shader, vk);
905
906 hk_foreach_variant(obj, shader) {
907 hk_shader_destroy(dev, shader);
908 }
909
910 vk_shader_free(&dev->vk, pAllocator, &obj->vk);
911 }
912
913 static void
hk_lower_hw_vs(nir_shader * nir,struct hk_shader * shader)914 hk_lower_hw_vs(nir_shader *nir, struct hk_shader *shader)
915 {
916 /* Point size must be clamped, excessively large points don't render
917 * properly on G13.
918 *
919 * Must be synced with pointSizeRange.
920 */
921 NIR_PASS(_, nir, nir_lower_point_size, 1.0f, 511.95f);
922
923 /* TODO: Optimize out for monolithic? */
924 NIR_PASS(_, nir, hk_nir_insert_psiz_write);
925
926 NIR_PASS(_, nir, nir_lower_io_to_scalar, nir_var_shader_out, NULL, NULL);
927 NIR_PASS(_, nir, agx_nir_lower_cull_distance_vs);
928
929 NIR_PASS(_, nir, agx_nir_lower_uvs, &shader->info.uvs);
930
931 shader->info.vs.cull_distance_array_size =
932 nir->info.cull_distance_array_size;
933 }
934
935 VkResult
hk_compile_shader(struct hk_device * dev,struct vk_shader_compile_info * info,const struct vk_graphics_pipeline_state * state,const VkAllocationCallbacks * pAllocator,struct hk_api_shader ** shader_out)936 hk_compile_shader(struct hk_device *dev, struct vk_shader_compile_info *info,
937 const struct vk_graphics_pipeline_state *state,
938 const VkAllocationCallbacks *pAllocator,
939 struct hk_api_shader **shader_out)
940 {
941 VkResult result;
942
943 /* We consume the NIR, regardless of success or failure */
944 nir_shader *nir = info->nir;
945
946 size_t size = sizeof(struct hk_api_shader) +
947 sizeof(struct hk_shader) * hk_num_variants(info->stage);
948 struct hk_api_shader *obj =
949 vk_shader_zalloc(&dev->vk, &hk_shader_ops, info->stage, pAllocator, size);
950
951 if (obj == NULL) {
952 ralloc_free(nir);
953 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
954 }
955
956 /* TODO: Multiview with ESO */
957 const bool is_multiview = state && state->rp->view_mask != 0;
958
959 hk_lower_nir(dev, nir, info->robustness, is_multiview,
960 info->set_layout_count, info->set_layouts);
961
962 gl_shader_stage sw_stage = nir->info.stage;
963
964 struct hk_fs_key fs_key_tmp, *fs_key = NULL;
965 if (sw_stage == MESA_SHADER_FRAGMENT) {
966 hk_populate_fs_key(&fs_key_tmp, state);
967 fs_key = &fs_key_tmp;
968
969 nir->info.fs.uses_sample_shading |= fs_key->force_sample_shading;
970
971 /* Force late-Z for Z/S self-deps. TODO: There's probably a less silly way
972 * to do this.
973 */
974 if (fs_key->zs_self_dep) {
975 nir_builder b =
976 nir_builder_at(nir_before_impl(nir_shader_get_entrypoint(nir)));
977 nir_discard_if(&b, nir_imm_false(&b));
978 nir->info.fs.uses_discard = true;
979 }
980
981 NIR_PASS(_, nir, agx_nir_lower_sample_intrinsics, false);
982 } else if (sw_stage == MESA_SHADER_TESS_CTRL) {
983 NIR_PASS_V(nir, agx_nir_lower_tcs, dev->dev.libagx);
984 }
985
986 /* Compile all variants up front */
987 if (sw_stage == MESA_SHADER_GEOMETRY) {
988 for (unsigned rast_disc = 0; rast_disc < 2; ++rast_disc) {
989 struct hk_shader *count_variant = hk_count_gs_variant(obj, rast_disc);
990 nir_shader *clone = nir_shader_clone(NULL, nir);
991
992 enum mesa_prim out_prim = MESA_PRIM_MAX;
993 nir_shader *count = NULL, *rast = NULL, *pre_gs = NULL;
994
995 NIR_PASS(_, clone, agx_nir_lower_gs, dev->dev.libagx, rast_disc,
996 &count, &rast, &pre_gs, &out_prim,
997 &count_variant->info.gs.count_words);
998
999 if (!rast_disc) {
1000 struct hk_shader *shader = &obj->variants[HK_GS_VARIANT_RAST];
1001
1002 hk_lower_hw_vs(rast, shader);
1003 shader->info.gs.out_prim = out_prim;
1004 }
1005
1006 struct {
1007 nir_shader *in;
1008 struct hk_shader *out;
1009 } variants[] = {
1010 {clone, hk_main_gs_variant(obj, rast_disc)},
1011 {pre_gs, hk_pre_gs_variant(obj, rast_disc)},
1012 {count, count_variant},
1013 {rast_disc ? NULL : rast, &obj->variants[HK_GS_VARIANT_RAST]},
1014 };
1015
1016 for (unsigned v = 0; v < ARRAY_SIZE(variants); ++v) {
1017 if (variants[v].in) {
1018 result = hk_compile_nir(dev, pAllocator, variants[v].in,
1019 info->flags, info->robustness, NULL,
1020 variants[v].out, sw_stage, true, NULL);
1021 if (result != VK_SUCCESS) {
1022 hk_api_shader_destroy(&dev->vk, &obj->vk, pAllocator);
1023 ralloc_free(nir);
1024 return result;
1025 }
1026 }
1027 }
1028 }
1029 } else if (sw_stage == MESA_SHADER_VERTEX ||
1030 sw_stage == MESA_SHADER_TESS_EVAL) {
1031
1032 if (sw_stage == MESA_SHADER_VERTEX) {
1033 assert(
1034 !(nir->info.inputs_read & BITFIELD64_MASK(VERT_ATTRIB_GENERIC0)) &&
1035 "Fixed-function attributes not used in Vulkan");
1036
1037 NIR_PASS(_, nir, nir_recompute_io_bases, nir_var_shader_in);
1038 }
1039
1040 /* the shader_out portion of this is load-bearing even for tess eval */
1041 NIR_PASS(_, nir, nir_io_add_const_offset_to_base,
1042 nir_var_shader_in | nir_var_shader_out);
1043
1044 for (enum hk_vs_variant v = 0; v < HK_VS_VARIANTS; ++v) {
1045 struct hk_shader *shader = &obj->variants[v];
1046 bool hw = v == HK_VS_VARIANT_HW;
1047
1048 /* TODO: Optimize single variant when we know nextStage */
1049 nir_shader *clone = nir_shader_clone(NULL, nir);
1050
1051 if (sw_stage == MESA_SHADER_VERTEX) {
1052 NIR_PASS(_, clone, agx_nir_lower_vs_input_to_prolog,
1053 shader->info.vs.attrib_components_read);
1054
1055 shader->info.vs.attribs_read =
1056 nir->info.inputs_read >> VERT_ATTRIB_GENERIC0;
1057 }
1058
1059 if (hw) {
1060 hk_lower_hw_vs(clone, shader);
1061 } else {
1062 NIR_PASS(_, clone, agx_nir_lower_vs_before_gs, dev->dev.libagx);
1063 }
1064
1065 result = hk_compile_nir(dev, pAllocator, clone, info->flags,
1066 info->robustness, fs_key, shader, sw_stage, hw,
1067 nir->xfb_info);
1068 if (result != VK_SUCCESS) {
1069 hk_api_shader_destroy(&dev->vk, &obj->vk, pAllocator);
1070 ralloc_free(nir);
1071 return result;
1072 }
1073 }
1074 } else {
1075 struct hk_shader *shader = hk_only_variant(obj);
1076
1077 /* hk_compile_nir takes ownership of nir */
1078 result =
1079 hk_compile_nir(dev, pAllocator, nir, info->flags, info->robustness,
1080 fs_key, shader, sw_stage, true, NULL);
1081 if (result != VK_SUCCESS) {
1082 hk_api_shader_destroy(&dev->vk, &obj->vk, pAllocator);
1083 return result;
1084 }
1085 }
1086
1087 *shader_out = obj;
1088 return VK_SUCCESS;
1089 }
1090
1091 static VkResult
hk_compile_shaders(struct vk_device * vk_dev,uint32_t shader_count,struct vk_shader_compile_info * infos,const struct vk_graphics_pipeline_state * state,const VkAllocationCallbacks * pAllocator,struct vk_shader ** shaders_out)1092 hk_compile_shaders(struct vk_device *vk_dev, uint32_t shader_count,
1093 struct vk_shader_compile_info *infos,
1094 const struct vk_graphics_pipeline_state *state,
1095 const VkAllocationCallbacks *pAllocator,
1096 struct vk_shader **shaders_out)
1097 {
1098 struct hk_device *dev = container_of(vk_dev, struct hk_device, vk);
1099
1100 for (uint32_t i = 0; i < shader_count; i++) {
1101 VkResult result =
1102 hk_compile_shader(dev, &infos[i], state, pAllocator,
1103 (struct hk_api_shader **)&shaders_out[i]);
1104 if (result != VK_SUCCESS) {
1105 /* Clean up all the shaders before this point */
1106 for (uint32_t j = 0; j < i; j++)
1107 hk_api_shader_destroy(&dev->vk, shaders_out[j], pAllocator);
1108
1109 /* Clean up all the NIR after this point */
1110 for (uint32_t j = i + 1; j < shader_count; j++)
1111 ralloc_free(infos[j].nir);
1112
1113 /* Memset the output array */
1114 memset(shaders_out, 0, shader_count * sizeof(*shaders_out));
1115
1116 return result;
1117 }
1118 }
1119
1120 return VK_SUCCESS;
1121 }
1122
1123 static VkResult
hk_deserialize_shader(struct hk_device * dev,struct blob_reader * blob,struct hk_shader * shader)1124 hk_deserialize_shader(struct hk_device *dev, struct blob_reader *blob,
1125 struct hk_shader *shader)
1126 {
1127 struct hk_shader_info info;
1128 blob_copy_bytes(blob, &info, sizeof(info));
1129
1130 struct agx_shader_info b_info;
1131 blob_copy_bytes(blob, &b_info, sizeof(b_info));
1132
1133 const uint32_t code_size = blob_read_uint32(blob);
1134 const uint32_t data_size = blob_read_uint32(blob);
1135 if (blob->overrun)
1136 return vk_error(dev, VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT);
1137
1138 VkResult result = hk_init_link_ht(shader, info.stage);
1139 if (result != VK_SUCCESS)
1140 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
1141
1142 simple_mtx_init(&shader->linked.lock, mtx_plain);
1143
1144 shader->b.info = b_info;
1145 shader->info = info;
1146 shader->code_size = code_size;
1147 shader->data_size = data_size;
1148 shader->b.binary_size = code_size;
1149
1150 shader->code_ptr = malloc(code_size);
1151 if (shader->code_ptr == NULL)
1152 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
1153
1154 shader->data_ptr = malloc(data_size);
1155 if (shader->data_ptr == NULL)
1156 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
1157
1158 blob_copy_bytes(blob, (void *)shader->code_ptr, shader->code_size);
1159 blob_copy_bytes(blob, (void *)shader->data_ptr, shader->data_size);
1160 if (blob->overrun)
1161 return vk_error(dev, VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT);
1162
1163 shader->b.binary = (void *)shader->code_ptr;
1164 hk_upload_shader(dev, shader);
1165 return VK_SUCCESS;
1166 }
1167
1168 static VkResult
hk_deserialize_api_shader(struct vk_device * vk_dev,struct blob_reader * blob,uint32_t binary_version,const VkAllocationCallbacks * pAllocator,struct vk_shader ** shader_out)1169 hk_deserialize_api_shader(struct vk_device *vk_dev, struct blob_reader *blob,
1170 uint32_t binary_version,
1171 const VkAllocationCallbacks *pAllocator,
1172 struct vk_shader **shader_out)
1173 {
1174 struct hk_device *dev = container_of(vk_dev, struct hk_device, vk);
1175
1176 gl_shader_stage stage = blob_read_uint8(blob);
1177 if (blob->overrun)
1178 return vk_error(dev, VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT);
1179
1180 size_t size = sizeof(struct hk_api_shader) +
1181 sizeof(struct hk_shader) * hk_num_variants(stage);
1182
1183 struct hk_api_shader *obj =
1184 vk_shader_zalloc(&dev->vk, &hk_shader_ops, stage, pAllocator, size);
1185
1186 if (obj == NULL)
1187 return vk_error(dev, VK_ERROR_OUT_OF_HOST_MEMORY);
1188
1189 hk_foreach_variant(obj, shader) {
1190 VkResult result = hk_deserialize_shader(dev, blob, shader);
1191
1192 if (result != VK_SUCCESS) {
1193 hk_api_shader_destroy(&dev->vk, &obj->vk, pAllocator);
1194 return result;
1195 }
1196 }
1197
1198 *shader_out = &obj->vk;
1199 return VK_SUCCESS;
1200 }
1201
1202 static void
hk_shader_serialize(struct vk_device * vk_dev,const struct hk_shader * shader,struct blob * blob)1203 hk_shader_serialize(struct vk_device *vk_dev, const struct hk_shader *shader,
1204 struct blob *blob)
1205 {
1206 blob_write_bytes(blob, &shader->info, sizeof(shader->info));
1207 blob_write_bytes(blob, &shader->b.info, sizeof(shader->b.info));
1208
1209 blob_write_uint32(blob, shader->code_size);
1210 blob_write_uint32(blob, shader->data_size);
1211 blob_write_bytes(blob, shader->code_ptr, shader->code_size);
1212 blob_write_bytes(blob, shader->data_ptr, shader->data_size);
1213 }
1214
1215 static bool
hk_api_shader_serialize(struct vk_device * vk_dev,const struct vk_shader * vk_shader,struct blob * blob)1216 hk_api_shader_serialize(struct vk_device *vk_dev,
1217 const struct vk_shader *vk_shader, struct blob *blob)
1218 {
1219 struct hk_api_shader *obj =
1220 container_of(vk_shader, struct hk_api_shader, vk);
1221
1222 blob_write_uint8(blob, vk_shader->stage);
1223
1224 hk_foreach_variant(obj, shader) {
1225 hk_shader_serialize(vk_dev, shader, blob);
1226 }
1227
1228 return !blob->out_of_memory;
1229 }
1230
1231 #define WRITE_STR(field, ...) \
1232 ({ \
1233 memset(field, 0, sizeof(field)); \
1234 UNUSED int i = snprintf(field, sizeof(field), __VA_ARGS__); \
1235 assert(i > 0 && i < sizeof(field)); \
1236 })
1237
1238 static VkResult
hk_shader_get_executable_properties(UNUSED struct vk_device * device,const struct vk_shader * vk_shader,uint32_t * executable_count,VkPipelineExecutablePropertiesKHR * properties)1239 hk_shader_get_executable_properties(
1240 UNUSED struct vk_device *device, const struct vk_shader *vk_shader,
1241 uint32_t *executable_count, VkPipelineExecutablePropertiesKHR *properties)
1242 {
1243 struct hk_api_shader *obj =
1244 container_of(vk_shader, struct hk_api_shader, vk);
1245
1246 VK_OUTARRAY_MAKE_TYPED(VkPipelineExecutablePropertiesKHR, out, properties,
1247 executable_count);
1248
1249 vk_outarray_append_typed(VkPipelineExecutablePropertiesKHR, &out, props)
1250 {
1251 props->stages = mesa_to_vk_shader_stage(obj->vk.stage);
1252 props->subgroupSize = 32;
1253 WRITE_STR(props->name, "%s", _mesa_shader_stage_to_string(obj->vk.stage));
1254 WRITE_STR(props->description, "%s shader",
1255 _mesa_shader_stage_to_string(obj->vk.stage));
1256 }
1257
1258 return vk_outarray_status(&out);
1259 }
1260
1261 static VkResult
hk_shader_get_executable_statistics(UNUSED struct vk_device * device,const struct vk_shader * vk_shader,uint32_t executable_index,uint32_t * statistic_count,VkPipelineExecutableStatisticKHR * statistics)1262 hk_shader_get_executable_statistics(
1263 UNUSED struct vk_device *device, const struct vk_shader *vk_shader,
1264 uint32_t executable_index, uint32_t *statistic_count,
1265 VkPipelineExecutableStatisticKHR *statistics)
1266 {
1267 struct hk_api_shader *obj =
1268 container_of(vk_shader, struct hk_api_shader, vk);
1269
1270 VK_OUTARRAY_MAKE_TYPED(VkPipelineExecutableStatisticKHR, out, statistics,
1271 statistic_count);
1272
1273 assert(executable_index == 0);
1274
1275 /* TODO: find a sane way to report multiple variants and have that play nice
1276 * with zink.
1277 */
1278 struct hk_shader *shader = hk_any_variant(obj);
1279
1280 vk_outarray_append_typed(VkPipelineExecutableStatisticKHR, &out, stat)
1281 {
1282 WRITE_STR(stat->name, "Code Size");
1283 WRITE_STR(stat->description,
1284 "Size of the compiled shader binary, in bytes");
1285 stat->format = VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_UINT64_KHR;
1286 stat->value.u64 = shader->code_size;
1287 }
1288
1289 vk_outarray_append_typed(VkPipelineExecutableStatisticKHR, &out, stat)
1290 {
1291 WRITE_STR(stat->name, "Number of GPRs");
1292 WRITE_STR(stat->description, "Number of GPRs used by this pipeline");
1293 stat->format = VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_UINT64_KHR;
1294 stat->value.u64 = shader->b.info.nr_gprs;
1295 }
1296
1297 return vk_outarray_status(&out);
1298 }
1299
1300 static bool
write_ir_text(VkPipelineExecutableInternalRepresentationKHR * ir,const char * data)1301 write_ir_text(VkPipelineExecutableInternalRepresentationKHR *ir,
1302 const char *data)
1303 {
1304 ir->isText = VK_TRUE;
1305
1306 size_t data_len = strlen(data) + 1;
1307
1308 if (ir->pData == NULL) {
1309 ir->dataSize = data_len;
1310 return true;
1311 }
1312
1313 strncpy(ir->pData, data, ir->dataSize);
1314 if (ir->dataSize < data_len)
1315 return false;
1316
1317 ir->dataSize = data_len;
1318 return true;
1319 }
1320
1321 static VkResult
hk_shader_get_executable_internal_representations(UNUSED struct vk_device * device,const struct vk_shader * vk_shader,uint32_t executable_index,uint32_t * internal_representation_count,VkPipelineExecutableInternalRepresentationKHR * internal_representations)1322 hk_shader_get_executable_internal_representations(
1323 UNUSED struct vk_device *device, const struct vk_shader *vk_shader,
1324 uint32_t executable_index, uint32_t *internal_representation_count,
1325 VkPipelineExecutableInternalRepresentationKHR *internal_representations)
1326 {
1327 VK_OUTARRAY_MAKE_TYPED(VkPipelineExecutableInternalRepresentationKHR, out,
1328 internal_representations,
1329 internal_representation_count);
1330 bool incomplete_text = false;
1331
1332 assert(executable_index == 0);
1333
1334 /* TODO */
1335 #if 0
1336 vk_outarray_append_typed(VkPipelineExecutableInternalRepresentationKHR, &out, ir) {
1337 WRITE_STR(ir->name, "AGX assembly");
1338 WRITE_STR(ir->description, "AGX assembly");
1339 if (!write_ir_text(ir, TODO))
1340 incomplete_text = true;
1341 }
1342 #endif
1343
1344 return incomplete_text ? VK_INCOMPLETE : vk_outarray_status(&out);
1345 }
1346
1347 static const struct vk_shader_ops hk_shader_ops = {
1348 .destroy = hk_api_shader_destroy,
1349 .serialize = hk_api_shader_serialize,
1350 .get_executable_properties = hk_shader_get_executable_properties,
1351 .get_executable_statistics = hk_shader_get_executable_statistics,
1352 .get_executable_internal_representations =
1353 hk_shader_get_executable_internal_representations,
1354 };
1355
1356 const struct vk_device_shader_ops hk_device_shader_ops = {
1357 .get_nir_options = hk_get_nir_options,
1358 .get_spirv_options = hk_get_spirv_options,
1359 .preprocess_nir = hk_preprocess_nir,
1360 .hash_graphics_state = hk_hash_graphics_state,
1361 .compile = hk_compile_shaders,
1362 .deserialize = hk_deserialize_api_shader,
1363 .cmd_set_dynamic_graphics_state = vk_cmd_set_dynamic_graphics_state,
1364 .cmd_bind_shaders = hk_cmd_bind_shaders,
1365 };
1366
1367 struct hk_linked_shader *
hk_fast_link(struct hk_device * dev,bool fragment,struct hk_shader * main,struct agx_shader_part * prolog,struct agx_shader_part * epilog,unsigned nr_samples_shaded)1368 hk_fast_link(struct hk_device *dev, bool fragment, struct hk_shader *main,
1369 struct agx_shader_part *prolog, struct agx_shader_part *epilog,
1370 unsigned nr_samples_shaded)
1371 {
1372 struct hk_linked_shader *s = rzalloc(NULL, struct hk_linked_shader);
1373 agx_fast_link(&s->b, &dev->dev, fragment, &main->b, prolog, epilog,
1374 nr_samples_shaded);
1375
1376 if (fragment) {
1377 agx_pack(&s->fs_counts, FRAGMENT_SHADER_WORD_0, cfg) {
1378 cfg.cf_binding_count = s->b.cf.nr_bindings;
1379 cfg.uniform_register_count = main->b.info.push_count;
1380 cfg.preshader_register_count = main->b.info.nr_preamble_gprs;
1381 cfg.sampler_state_register_count =
1382 agx_translate_sampler_state_count(s->b.uses_txf ? 1 : 0, false);
1383 }
1384 }
1385
1386 /* Now that we've linked, bake the USC words to bind this program */
1387 struct agx_usc_builder b = agx_usc_builder(s->usc.data, sizeof(s->usc.data));
1388
1389 if (main && main->b.info.immediate_size_16) {
1390 unreachable("todo");
1391 #if 0
1392 /* XXX: do ahead of time */
1393 uint64_t ptr = agx_pool_upload_aligned(
1394 &cmd->pool, s->b.info.immediates, s->b.info.immediate_size_16 * 2, 64);
1395
1396 for (unsigned range = 0; range < constant_push_ranges; ++range) {
1397 unsigned offset = 64 * range;
1398 assert(offset < s->b.info.immediate_size_16);
1399
1400 agx_usc_uniform(&b, s->b.info.immediate_base_uniform + offset,
1401 MIN2(64, s->b.info.immediate_size_16 - offset),
1402 ptr + (offset * 2));
1403 }
1404 #endif
1405 }
1406
1407 agx_usc_push_packed(&b, UNIFORM, dev->rodata.image_heap);
1408
1409 if (s->b.uses_txf)
1410 agx_usc_push_packed(&b, SAMPLER, dev->rodata.txf_sampler);
1411
1412 agx_usc_shared_non_fragment(&b, &main->b.info, 0);
1413 agx_usc_push_packed(&b, SHADER, s->b.shader);
1414 agx_usc_push_packed(&b, REGISTERS, s->b.regs);
1415
1416 if (fragment)
1417 agx_usc_push_packed(&b, FRAGMENT_PROPERTIES, s->b.fragment_props);
1418
1419 if (main && main->b.info.has_preamble) {
1420 agx_usc_pack(&b, PRESHADER, cfg) {
1421 cfg.code = agx_usc_addr(&dev->dev, main->preamble_addr);
1422 }
1423 } else {
1424 agx_usc_pack(&b, NO_PRESHADER, cfg)
1425 ;
1426 }
1427
1428 s->usc.size = b.head - s->usc.data;
1429 return s;
1430 }
1431