1 /*
2 * Copyright © 2014 Rob Clark <[email protected]>
3 * SPDX-License-Identifier: MIT
4 *
5 * Authors:
6 * Rob Clark <[email protected]>
7 */
8
9 #include "util/format/u_format.h"
10 #include "util/u_atomic.h"
11 #include "util/u_math.h"
12 #include "util/u_memory.h"
13 #include "util/u_string.h"
14
15 #include "drm/freedreno_drmif.h"
16
17 #include "ir3_assembler.h"
18 #include "ir3_compiler.h"
19 #include "ir3_nir.h"
20 #include "ir3_parser.h"
21 #include "ir3_shader.h"
22
23 #include "freedreno/isa/ir3-isa.h"
24 #include "isa/isa.h"
25
26 #include "disasm.h"
27
28 static uint16_t
const_imm_index_to_reg(const struct ir3_const_state * const_state,unsigned i)29 const_imm_index_to_reg(const struct ir3_const_state *const_state, unsigned i)
30 {
31 return i + (4 * const_state->offsets.immediate);
32 }
33
34 uint16_t
ir3_const_find_imm(struct ir3_shader_variant * v,uint32_t imm)35 ir3_const_find_imm(struct ir3_shader_variant *v, uint32_t imm)
36 {
37 const struct ir3_const_state *const_state = ir3_const_state(v);
38
39 for (unsigned i = 0; i < const_state->immediates_count; i++) {
40 if (const_state->immediates[i] == imm)
41 return const_imm_index_to_reg(const_state, i);
42 }
43
44 return INVALID_CONST_REG;
45 }
46
47 uint16_t
ir3_const_add_imm(struct ir3_shader_variant * v,uint32_t imm)48 ir3_const_add_imm(struct ir3_shader_variant *v, uint32_t imm)
49 {
50 struct ir3_const_state *const_state = ir3_const_state_mut(v);
51
52 /* Reallocate for 4 more elements whenever it's necessary. Note that ir3
53 * printing relies on having groups of 4 dwords, so we fill the unused
54 * slots with a dummy value.
55 */
56 if (const_state->immediates_count == const_state->immediates_size) {
57 const_state->immediates = rerzalloc(
58 const_state, const_state->immediates,
59 __typeof__(const_state->immediates[0]), const_state->immediates_size,
60 const_state->immediates_size + 4);
61 const_state->immediates_size += 4;
62
63 for (int i = const_state->immediates_count;
64 i < const_state->immediates_size; i++) {
65 const_state->immediates[i] = 0xd0d0d0d0;
66 }
67 }
68
69 /* Add on a new immediate to be pushed, if we have space left in the
70 * constbuf.
71 */
72 if (const_state->offsets.immediate + const_state->immediates_count / 4 >=
73 ir3_max_const(v)) {
74 return INVALID_CONST_REG;
75 }
76
77 const_state->immediates[const_state->immediates_count] = imm;
78 return const_imm_index_to_reg(const_state, const_state->immediates_count++);
79 }
80
81 int
ir3_glsl_type_size(const struct glsl_type * type,bool bindless)82 ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
83 {
84 return glsl_count_attribute_slots(type, false);
85 }
86
87 /* wrapper for ir3_assemble() which does some info fixup based on
88 * shader state. Non-static since used by ir3_cmdline too.
89 */
90 void *
ir3_shader_assemble(struct ir3_shader_variant * v)91 ir3_shader_assemble(struct ir3_shader_variant *v)
92 {
93 const struct ir3_compiler *compiler = v->compiler;
94 struct ir3_info *info = &v->info;
95 uint32_t *bin;
96
97 ir3_collect_info(v);
98
99 if (v->constant_data_size) {
100 /* Make sure that where we're about to place the constant_data is safe
101 * to indirectly upload from.
102 */
103 info->constant_data_offset =
104 align(info->size, v->compiler->const_upload_unit * 16);
105 info->size = info->constant_data_offset + v->constant_data_size;
106 }
107
108 /* Pad out the size so that when turnip uploads the shaders in
109 * sequence, the starting offset of the next one is properly aligned.
110 */
111 info->size = align(info->size, compiler->instr_align * sizeof(uint64_t));
112
113 bin = isa_assemble(v);
114 if (!bin)
115 return NULL;
116
117 /* Append the immediates after the end of the program. This lets us emit
118 * the immediates as an indirect load, while avoiding creating another BO.
119 */
120 if (v->constant_data_size)
121 memcpy(&bin[info->constant_data_offset / 4], v->constant_data,
122 v->constant_data_size);
123 ralloc_free(v->constant_data);
124 v->constant_data = NULL;
125
126 /* NOTE: if relative addressing is used, we set constlen in
127 * the compiler (to worst-case value) since we don't know in
128 * the assembler what the max addr reg value can be:
129 */
130 v->constlen = MAX2(v->constlen, info->max_const + 1);
131
132 if (v->constlen > ir3_const_state(v)->offsets.driver_param)
133 v->need_driver_params = true;
134
135 /* On a4xx and newer, constlen must be a multiple of 16 dwords even though
136 * uploads are in units of 4 dwords. Round it up here to make calculations
137 * regarding the shared constlen simpler.
138 */
139 if (compiler->gen >= 4)
140 v->constlen = align(v->constlen, 4);
141
142 /* Use the per-wave layout by default on a6xx for compute shaders. It
143 * should result in better performance when loads/stores are to a uniform
144 * index.
145 */
146 v->pvtmem_per_wave = compiler->gen >= 6 && !info->multi_dword_ldp_stp &&
147 ((v->type == MESA_SHADER_COMPUTE) ||
148 (v->type == MESA_SHADER_KERNEL));
149
150 return bin;
151 }
152
153 static bool
try_override_shader_variant(struct ir3_shader_variant * v,const char * identifier)154 try_override_shader_variant(struct ir3_shader_variant *v,
155 const char *identifier)
156 {
157 assert(ir3_shader_override_path);
158
159 char *name =
160 ralloc_asprintf(NULL, "%s/%s.asm", ir3_shader_override_path, identifier);
161
162 FILE *f = fopen(name, "r");
163
164 if (!f) {
165 ralloc_free(name);
166 return false;
167 }
168
169 struct ir3_kernel_info info;
170 info.numwg = INVALID_REG;
171 v->ir = ir3_parse(v, &info, f);
172
173 fclose(f);
174
175 if (!v->ir) {
176 fprintf(stderr, "Failed to parse %s\n", name);
177 exit(1);
178 }
179
180 v->bin = ir3_shader_assemble(v);
181 if (!v->bin) {
182 fprintf(stderr, "Failed to assemble %s\n", name);
183 exit(1);
184 }
185
186 ralloc_free(name);
187 return true;
188 }
189
190 static void
assemble_variant(struct ir3_shader_variant * v,bool internal)191 assemble_variant(struct ir3_shader_variant *v, bool internal)
192 {
193 v->bin = ir3_shader_assemble(v);
194
195 bool dbg_enabled = shader_debug_enabled(v->type, internal);
196 if (dbg_enabled || ir3_shader_override_path || v->disasm_info.write_disasm) {
197 unsigned char sha1[21];
198 char sha1buf[41];
199
200 _mesa_sha1_compute(v->bin, v->info.size, sha1);
201 _mesa_sha1_format(sha1buf, sha1);
202
203 bool shader_overridden =
204 ir3_shader_override_path && try_override_shader_variant(v, sha1buf);
205
206 if (v->disasm_info.write_disasm) {
207 char *stream_data = NULL;
208 size_t stream_size = 0;
209 FILE *stream = open_memstream(&stream_data, &stream_size);
210
211 fprintf(stream,
212 "Native code%s for unnamed %s shader %s with sha1 %s:\n",
213 shader_overridden ? " (overridden)" : "", ir3_shader_stage(v),
214 v->name, sha1buf);
215 ir3_shader_disasm(v, v->bin, stream);
216
217 fclose(stream);
218
219 v->disasm_info.disasm = ralloc_size(v, stream_size + 1);
220 memcpy(v->disasm_info.disasm, stream_data, stream_size);
221 v->disasm_info.disasm[stream_size] = 0;
222 free(stream_data);
223 }
224
225 if (dbg_enabled || shader_overridden) {
226 char *stream_data = NULL;
227 size_t stream_size = 0;
228 FILE *stream = open_memstream(&stream_data, &stream_size);
229
230 fprintf(stream,
231 "Native code%s for unnamed %s shader %s with sha1 %s:\n",
232 shader_overridden ? " (overridden)" : "", ir3_shader_stage(v),
233 v->name, sha1buf);
234 if (v->type == MESA_SHADER_FRAGMENT)
235 fprintf(stream, "SIMD0\n");
236 ir3_shader_disasm(v, v->bin, stream);
237 fclose(stream);
238
239 mesa_log_multiline(MESA_LOG_INFO, stream_data);
240 free(stream_data);
241 }
242 }
243
244 /* no need to keep the ir around beyond this point: */
245 ir3_destroy(v->ir);
246 v->ir = NULL;
247 }
248
249 static bool
compile_variant(struct ir3_shader * shader,struct ir3_shader_variant * v)250 compile_variant(struct ir3_shader *shader, struct ir3_shader_variant *v)
251 {
252 int ret = ir3_compile_shader_nir(shader->compiler, shader, v);
253 if (ret) {
254 mesa_loge("compile failed! (%s:%s)", shader->nir->info.name,
255 shader->nir->info.label);
256 return false;
257 }
258
259 assemble_variant(v, shader->nir->info.internal);
260 if (!v->bin) {
261 mesa_loge("assemble failed! (%s:%s)", shader->nir->info.name,
262 shader->nir->info.label);
263 return false;
264 }
265
266 return true;
267 }
268
269 /*
270 * For creating normal shader variants, 'nonbinning' is NULL. For
271 * creating binning pass shader, it is link to corresponding normal
272 * (non-binning) variant.
273 */
274 static struct ir3_shader_variant *
alloc_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,struct ir3_shader_variant * nonbinning,void * mem_ctx)275 alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
276 struct ir3_shader_variant *nonbinning, void *mem_ctx)
277 {
278 /* hang the binning variant off it's non-binning counterpart instead
279 * of the shader, to simplify the error cleanup paths
280 */
281 if (nonbinning)
282 mem_ctx = nonbinning;
283 struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v));
284
285 if (!v)
286 return NULL;
287
288 v->id = ++shader->variant_count;
289 v->shader_id = shader->id;
290 v->binning_pass = !!nonbinning;
291 v->nonbinning = nonbinning;
292 v->key = *key;
293 v->type = shader->type;
294 v->compiler = shader->compiler;
295 v->mergedregs = shader->compiler->gen >= 6;
296 v->stream_output = shader->stream_output;
297
298 v->name = ralloc_strdup(v, shader->nir->info.name);
299
300 struct shader_info *info = &shader->nir->info;
301 switch (v->type) {
302 case MESA_SHADER_TESS_CTRL:
303 case MESA_SHADER_TESS_EVAL:
304 v->tess.primitive_mode = info->tess._primitive_mode;
305 v->tess.tcs_vertices_out = info->tess.tcs_vertices_out;
306 v->tess.spacing = info->tess.spacing;
307 v->tess.ccw = info->tess.ccw;
308 v->tess.point_mode = info->tess.point_mode;
309 break;
310
311 case MESA_SHADER_GEOMETRY:
312 v->gs.output_primitive = info->gs.output_primitive;
313 v->gs.vertices_out = info->gs.vertices_out;
314 v->gs.invocations = info->gs.invocations;
315 v->gs.vertices_in = info->gs.vertices_in;
316 break;
317
318 case MESA_SHADER_FRAGMENT:
319 v->fs.early_fragment_tests = info->fs.early_fragment_tests;
320 v->fs.color_is_dual_source = info->fs.color_is_dual_source;
321 v->fs.uses_fbfetch_output = info->fs.uses_fbfetch_output;
322 v->fs.fbfetch_coherent = info->fs.fbfetch_coherent;
323 break;
324
325 case MESA_SHADER_COMPUTE:
326 case MESA_SHADER_KERNEL:
327 v->cs.req_input_mem = shader->cs.req_input_mem;
328 v->cs.req_local_mem = shader->cs.req_local_mem;
329 break;
330
331 default:
332 break;
333 }
334
335 v->num_ssbos = info->num_ssbos;
336 v->num_ibos = info->num_ssbos + info->num_images;
337 v->shader_options = shader->options;
338
339 if (!v->binning_pass) {
340 v->const_state = rzalloc_size(v, sizeof(*v->const_state));
341 v->const_state->push_consts_type = shader->options.push_consts_type;
342 v->const_state->consts_ubo.idx = -1;
343 v->const_state->driver_params_ubo.idx = -1;
344 v->const_state->primitive_map_ubo.idx = -1;
345 v->const_state->primitive_param_ubo.idx = -1;
346 }
347
348 return v;
349 }
350
351 static bool
needs_binning_variant(struct ir3_shader_variant * v)352 needs_binning_variant(struct ir3_shader_variant *v)
353 {
354 if ((v->type == MESA_SHADER_VERTEX) && ir3_has_binning_vs(&v->key))
355 return true;
356 return false;
357 }
358
359 static struct ir3_shader_variant *
create_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,bool write_disasm,void * mem_ctx)360 create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
361 bool write_disasm, void *mem_ctx)
362 {
363 struct ir3_shader_variant *v = alloc_variant(shader, key, NULL, mem_ctx);
364
365 if (!v)
366 goto fail;
367
368 v->disasm_info.write_disasm = write_disasm;
369
370 if (needs_binning_variant(v)) {
371 v->binning = alloc_variant(shader, key, v, mem_ctx);
372 if (!v->binning)
373 goto fail;
374 v->binning->disasm_info.write_disasm = write_disasm;
375 }
376
377 if (ir3_disk_cache_retrieve(shader, v))
378 return v;
379
380 if (!shader->nir_finalized) {
381 ir3_nir_post_finalize(shader);
382
383 if (ir3_shader_debug & IR3_DBG_DISASM) {
384 mesa_logi("dump nir%d: type=%d", shader->id, shader->type);
385 nir_log_shaderi(shader->nir);
386 }
387
388 if (v->disasm_info.write_disasm) {
389 v->disasm_info.nir = nir_shader_as_str(shader->nir, v);
390 }
391
392 shader->nir_finalized = true;
393 }
394
395 if (v->type == MESA_SHADER_COMPUTE ||
396 v->type == MESA_SHADER_KERNEL) {
397 v->cs.force_linear_dispatch = shader->cs.force_linear_dispatch;
398 }
399
400 if (!compile_variant(shader, v))
401 goto fail;
402
403 if (needs_binning_variant(v) && !compile_variant(shader, v->binning))
404 goto fail;
405
406 ir3_disk_cache_store(shader, v);
407
408 return v;
409
410 fail:
411 ralloc_free(v);
412 return NULL;
413 }
414
415 struct ir3_shader_variant *
ir3_shader_create_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,bool keep_ir)416 ir3_shader_create_variant(struct ir3_shader *shader,
417 const struct ir3_shader_key *key,
418 bool keep_ir)
419 {
420 return create_variant(shader, key, keep_ir, NULL);
421 }
422
423 static inline struct ir3_shader_variant *
shader_variant(struct ir3_shader * shader,const struct ir3_shader_key * key)424 shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
425 {
426 struct ir3_shader_variant *v;
427
428 for (v = shader->variants; v; v = v->next)
429 if (ir3_shader_key_equal(key, &v->key))
430 return v;
431
432 return NULL;
433 }
434
435 struct ir3_shader_variant *
ir3_shader_get_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,bool binning_pass,bool write_disasm,bool * created)436 ir3_shader_get_variant(struct ir3_shader *shader,
437 const struct ir3_shader_key *key, bool binning_pass,
438 bool write_disasm, bool *created)
439 {
440 MESA_TRACE_FUNC();
441
442 mtx_lock(&shader->variants_lock);
443 struct ir3_shader_variant *v = shader_variant(shader, key);
444
445 if (!v) {
446 /* compile new variant if it doesn't exist already: */
447 v = create_variant(shader, key, write_disasm, shader);
448 if (v) {
449 v->next = shader->variants;
450 shader->variants = v;
451 *created = true;
452 }
453 }
454
455 if (v && binning_pass) {
456 v = v->binning;
457 assert(v);
458 }
459
460 mtx_unlock(&shader->variants_lock);
461
462 return v;
463 }
464
465 struct ir3_shader *
ir3_shader_passthrough_tcs(struct ir3_shader * vs,unsigned patch_vertices)466 ir3_shader_passthrough_tcs(struct ir3_shader *vs, unsigned patch_vertices)
467 {
468 assert(vs->type == MESA_SHADER_VERTEX);
469 assert(patch_vertices > 0);
470 assert(patch_vertices <= 32);
471
472 unsigned n = patch_vertices - 1;
473 if (!vs->vs.passthrough_tcs[n]) {
474 const nir_shader_compiler_options *options =
475 ir3_get_compiler_options(vs->compiler);
476 nir_shader *tcs =
477 nir_create_passthrough_tcs(options, vs->nir, patch_vertices);
478
479 /* Technically it is an internal shader but it is confusing to
480 * not have it show up in debug output
481 */
482 tcs->info.internal = false;
483
484 nir_assign_io_var_locations(tcs, nir_var_shader_in,
485 &tcs->num_inputs,
486 tcs->info.stage);
487
488 nir_assign_io_var_locations(tcs, nir_var_shader_out,
489 &tcs->num_outputs,
490 tcs->info.stage);
491
492 NIR_PASS_V(tcs, nir_lower_system_values);
493
494 nir_shader_gather_info(tcs, nir_shader_get_entrypoint(tcs));
495
496 ir3_finalize_nir(vs->compiler, tcs);
497
498 struct ir3_shader_options ir3_options = {};
499
500 vs->vs.passthrough_tcs[n] =
501 ir3_shader_from_nir(vs->compiler, tcs, &ir3_options, NULL);
502
503 vs->vs.passthrough_tcs_compiled |= BITFIELD_BIT(n);
504 }
505
506 return vs->vs.passthrough_tcs[n];
507 }
508
509 void
ir3_shader_destroy(struct ir3_shader * shader)510 ir3_shader_destroy(struct ir3_shader *shader)
511 {
512 if (shader->type == MESA_SHADER_VERTEX) {
513 u_foreach_bit (b, shader->vs.passthrough_tcs_compiled) {
514 ir3_shader_destroy(shader->vs.passthrough_tcs[b]);
515 }
516 }
517 ralloc_free(shader->nir);
518 mtx_destroy(&shader->variants_lock);
519 ralloc_free(shader);
520 }
521
522 /**
523 * Creates a bitmask of the used bits of the shader key by this particular
524 * shader. Used by the gallium driver to skip state-dependent recompiles when
525 * possible.
526 */
527 static void
ir3_setup_used_key(struct ir3_shader * shader)528 ir3_setup_used_key(struct ir3_shader *shader)
529 {
530 nir_shader *nir = shader->nir;
531 struct shader_info *info = &nir->info;
532 struct ir3_shader_key *key = &shader->key_mask;
533
534 /* This key flag is just used to make for a cheaper ir3_shader_key_equal
535 * check in the common case.
536 */
537 key->has_per_samp = true;
538
539 key->safe_constlen = true;
540
541 /* When clip/cull distances are natively supported, we only use
542 * ucp_enables to determine whether to lower legacy clip planes to
543 * gl_ClipDistance.
544 */
545 if (info->stage != MESA_SHADER_COMPUTE && (info->stage != MESA_SHADER_FRAGMENT || !shader->compiler->has_clip_cull))
546 key->ucp_enables = 0xff;
547
548 if (info->stage == MESA_SHADER_FRAGMENT) {
549 key->fastc_srgb = ~0;
550 key->fsamples = ~0;
551 memset(key->fsampler_swizzles, 0xff, sizeof(key->fsampler_swizzles));
552
553 if (info->inputs_read & VARYING_BITS_COLOR) {
554 key->rasterflat = true;
555 }
556
557 /* Only used for deciding on behavior of
558 * nir_intrinsic_load_barycentric_sample and the centroid demotion
559 * on older HW.
560 */
561 key->msaa = shader->compiler->gen < 6 &&
562 (info->fs.uses_sample_qualifier ||
563 (BITSET_TEST(info->system_values_read,
564 SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID) ||
565 BITSET_TEST(info->system_values_read,
566 SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID)));
567
568 /* Only enable this shader key bit if "dual_color_blend_by_location" is
569 * enabled:
570 */
571 key->force_dual_color_blend = shader->compiler->options.dual_color_blend_by_location;
572 } else if (info->stage == MESA_SHADER_COMPUTE) {
573 key->fastc_srgb = ~0;
574 key->fsamples = ~0;
575 memset(key->fsampler_swizzles, 0xff, sizeof(key->fsampler_swizzles));
576 } else {
577 key->tessellation = ~0;
578 key->has_gs = true;
579
580 if (info->stage == MESA_SHADER_VERTEX) {
581 key->vastc_srgb = ~0;
582 key->vsamples = ~0;
583 memset(key->vsampler_swizzles, 0xff, sizeof(key->vsampler_swizzles));
584 }
585
586 if (info->stage == MESA_SHADER_TESS_CTRL)
587 key->tcs_store_primid = true;
588 }
589 }
590
591 /* Given an array of constlen's, decrease some of them so that the sum stays
592 * within "combined_limit" while trying to fairly share the reduction. Returns
593 * a bitfield of which stages should be trimmed.
594 */
595 static uint32_t
trim_constlens(unsigned * constlens,unsigned first_stage,unsigned last_stage,unsigned combined_limit,unsigned safe_limit)596 trim_constlens(unsigned *constlens, unsigned first_stage, unsigned last_stage,
597 unsigned combined_limit, unsigned safe_limit)
598 {
599 unsigned cur_total = 0;
600 for (unsigned i = first_stage; i <= last_stage; i++) {
601 cur_total += constlens[i];
602 }
603
604 unsigned max_stage = 0;
605 unsigned max_const = 0;
606 uint32_t trimmed = 0;
607
608 while (cur_total > combined_limit) {
609 for (unsigned i = first_stage; i <= last_stage; i++) {
610 if (constlens[i] >= max_const) {
611 max_stage = i;
612 max_const = constlens[i];
613 }
614 }
615
616 assert(max_const > safe_limit);
617 trimmed |= 1 << max_stage;
618 cur_total = cur_total - max_const + safe_limit;
619 constlens[max_stage] = safe_limit;
620 }
621
622 return trimmed;
623 }
624
625 /* Figures out which stages in the pipeline to use the "safe" constlen for, in
626 * order to satisfy all shared constlen limits.
627 */
628 uint32_t
ir3_trim_constlen(const struct ir3_shader_variant ** variants,const struct ir3_compiler * compiler)629 ir3_trim_constlen(const struct ir3_shader_variant **variants,
630 const struct ir3_compiler *compiler)
631 {
632 unsigned constlens[MESA_SHADER_STAGES] = {};
633
634 bool shared_consts_enable = false;
635
636 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
637 if (variants[i]) {
638 constlens[i] = variants[i]->constlen;
639 shared_consts_enable =
640 ir3_const_state(variants[i])->push_consts_type == IR3_PUSH_CONSTS_SHARED;
641 }
642 }
643
644 uint32_t trimmed = 0;
645 STATIC_ASSERT(MESA_SHADER_STAGES <= 8 * sizeof(trimmed));
646
647 /* Use a hw quirk for geometry shared consts, not matched with actual
648 * shared consts size (on a6xx).
649 */
650 uint32_t shared_consts_size_geom = shared_consts_enable ?
651 compiler->geom_shared_consts_size_quirk : 0;
652
653 uint32_t shared_consts_size = shared_consts_enable ?
654 compiler->shared_consts_size : 0;
655
656 uint32_t safe_shared_consts_size = shared_consts_enable ?
657 ALIGN_POT(MAX2(DIV_ROUND_UP(shared_consts_size_geom, 4),
658 DIV_ROUND_UP(shared_consts_size, 5)), 4) : 0;
659
660 /* There are two shared limits to take into account, the geometry limit on
661 * a6xx and the total limit. The frag limit on a6xx only matters for a
662 * single stage, so it's always satisfied with the first variant.
663 */
664 if (compiler->gen >= 6) {
665 trimmed |=
666 trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_GEOMETRY,
667 compiler->max_const_geom - shared_consts_size_geom,
668 compiler->max_const_safe - safe_shared_consts_size);
669 }
670 trimmed |=
671 trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_FRAGMENT,
672 compiler->max_const_pipeline - shared_consts_size,
673 compiler->max_const_safe - safe_shared_consts_size);
674
675 return trimmed;
676 }
677
678 struct ir3_shader *
ir3_shader_from_nir(struct ir3_compiler * compiler,nir_shader * nir,const struct ir3_shader_options * options,struct ir3_stream_output_info * stream_output)679 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
680 const struct ir3_shader_options *options,
681 struct ir3_stream_output_info *stream_output)
682 {
683 struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
684
685 mtx_init(&shader->variants_lock, mtx_plain);
686 shader->compiler = compiler;
687 shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
688 shader->type = nir->info.stage;
689 if (stream_output)
690 memcpy(&shader->stream_output, stream_output,
691 sizeof(shader->stream_output));
692 shader->options = *options;
693 shader->nir = nir;
694
695 ir3_disk_cache_init_shader_key(compiler, shader);
696
697 ir3_setup_used_key(shader);
698
699 return shader;
700 }
701
702 static void
dump_reg(FILE * out,const char * name,uint32_t r)703 dump_reg(FILE *out, const char *name, uint32_t r)
704 {
705 if (r != regid(63, 0)) {
706 const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
707 fprintf(out, "; %s: %s%d.%c\n", name, reg_type, (r & ~HALF_REG_ID) >> 2,
708 "xyzw"[r & 0x3]);
709 }
710 }
711
712 static void
dump_output(FILE * out,struct ir3_shader_variant * so,unsigned slot,const char * name)713 dump_output(FILE *out, struct ir3_shader_variant *so, unsigned slot,
714 const char *name)
715 {
716 uint32_t regid;
717 regid = ir3_find_output_regid(so, slot);
718 dump_reg(out, name, regid);
719 }
720
721 static const char *
input_name(struct ir3_shader_variant * so,int i)722 input_name(struct ir3_shader_variant *so, int i)
723 {
724 if (so->inputs[i].sysval) {
725 return gl_system_value_name(so->inputs[i].slot);
726 } else if (so->type == MESA_SHADER_VERTEX) {
727 return gl_vert_attrib_name(so->inputs[i].slot);
728 } else {
729 return gl_varying_slot_name_for_stage(so->inputs[i].slot, so->type);
730 }
731 }
732
733 static const char *
output_name(struct ir3_shader_variant * so,int i)734 output_name(struct ir3_shader_variant *so, int i)
735 {
736 if (so->type == MESA_SHADER_FRAGMENT) {
737 return gl_frag_result_name(so->outputs[i].slot);
738 } else {
739 switch (so->outputs[i].slot) {
740 case VARYING_SLOT_GS_HEADER_IR3:
741 return "GS_HEADER";
742 case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
743 return "GS_VERTEX_FLAGS";
744 case VARYING_SLOT_TCS_HEADER_IR3:
745 return "TCS_HEADER";
746 default:
747 return gl_varying_slot_name_for_stage(so->outputs[i].slot, so->type);
748 }
749 }
750 }
751
752 static void
dump_const_state(struct ir3_shader_variant * so,FILE * out)753 dump_const_state(struct ir3_shader_variant *so, FILE *out)
754 {
755 const struct ir3_const_state *cs = ir3_const_state(so);
756 const struct ir3_ubo_analysis_state *us = &cs->ubo_state;
757
758 fprintf(out, "; num_ubos: %u\n", cs->num_ubos);
759 fprintf(out, "; num_driver_params: %u\n", cs->num_driver_params);
760 fprintf(out, "; offsets:\n");
761 if (cs->offsets.ubo != ~0)
762 fprintf(out, "; ubo: c%u.x\n", cs->offsets.ubo);
763 if (cs->offsets.image_dims != ~0)
764 fprintf(out, "; image_dims: c%u.x\n", cs->offsets.image_dims);
765 if (cs->offsets.kernel_params != ~0)
766 fprintf(out, "; kernel_params: c%u.x\n", cs->offsets.kernel_params);
767 if (cs->offsets.driver_param != ~0)
768 fprintf(out, "; driver_param: c%u.x\n", cs->offsets.driver_param);
769 if (cs->offsets.tfbo != ~0)
770 fprintf(out, "; tfbo: c%u.x\n", cs->offsets.tfbo);
771 if (cs->offsets.primitive_param != ~0)
772 fprintf(out, "; primitive_params: c%u.x\n", cs->offsets.primitive_param);
773 if (cs->offsets.primitive_map != ~0)
774 fprintf(out, "; primitive_map: c%u.x\n", cs->offsets.primitive_map);
775 fprintf(out, "; ubo_state:\n");
776 fprintf(out, "; num_enabled: %u\n", us->num_enabled);
777 for (unsigned i = 0; i < us->num_enabled; i++) {
778 const struct ir3_ubo_range *r = &us->range[i];
779
780 assert((r->offset % 16) == 0);
781
782 fprintf(out, "; range[%u]:\n", i);
783 fprintf(out, "; block: %u\n", r->ubo.block);
784 if (r->ubo.bindless)
785 fprintf(out, "; bindless_base: %u\n", r->ubo.bindless_base);
786 fprintf(out, "; offset: c%u.x\n", r->offset/16);
787
788 unsigned size = r->end - r->start;
789 assert((size % 16) == 0);
790
791 fprintf(out, "; size: %u vec4 (%ub -> %ub)\n", (size/16), r->start, r->end);
792 }
793 }
794
795 static uint8_t
find_input_reg_id(struct ir3_shader_variant * so,uint32_t input_idx)796 find_input_reg_id(struct ir3_shader_variant *so, uint32_t input_idx)
797 {
798 uint8_t reg = so->inputs[input_idx].regid;
799 if (so->type != MESA_SHADER_FRAGMENT || !so->ir || VALIDREG(reg))
800 return reg;
801
802 reg = INVALID_REG;
803
804 /* In FS we don't know into which register the input is loaded
805 * until the shader is scanned for the input load instructions.
806 */
807 foreach_block (block, &so->ir->block_list) {
808 foreach_instr_safe (instr, &block->instr_list) {
809 if (instr->opc == OPC_FLAT_B || instr->opc == OPC_BARY_F ||
810 instr->opc == OPC_LDLV) {
811 if (instr->srcs[0]->flags & IR3_REG_IMMED) {
812 unsigned inloc = so->inputs[input_idx].inloc;
813 unsigned instr_inloc = instr->srcs[0]->uim_val;
814 unsigned size = util_bitcount(so->inputs[input_idx].compmask);
815
816 if (instr_inloc == inloc) {
817 return instr->dsts[0]->num;
818 }
819
820 if (instr_inloc > inloc && instr_inloc < (inloc + size)) {
821 reg = MIN2(reg, instr->dsts[0]->num);
822 }
823
824 if (instr->dsts[0]->flags & IR3_REG_EI) {
825 return reg;
826 }
827 }
828 }
829 }
830 }
831
832 return reg;
833 }
834
835 void
print_raw(FILE * out,const BITSET_WORD * data,size_t size)836 print_raw(FILE *out, const BITSET_WORD *data, size_t size) {
837 fprintf(out, "raw 0x%X%X\n", data[0], data[1]);
838 }
839
840 void
ir3_shader_disasm(struct ir3_shader_variant * so,uint32_t * bin,FILE * out)841 ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
842 {
843 struct ir3 *ir = so->ir;
844 struct ir3_register *reg;
845 const char *type = ir3_shader_stage(so);
846 uint8_t regid;
847 unsigned i;
848
849 dump_const_state(so, out);
850
851 foreach_input_n (instr, i, ir) {
852 reg = instr->dsts[0];
853 regid = reg->num;
854 fprintf(out, "@in(%sr%d.%c)\tin%d",
855 (reg->flags & IR3_REG_HALF) ? "h" : "", (regid >> 2),
856 "xyzw"[regid & 0x3], i);
857
858 if (reg->wrmask > 0x1)
859 fprintf(out, " (wrmask=0x%x)", reg->wrmask);
860 fprintf(out, "\n");
861 }
862
863 /* print pre-dispatch texture fetches: */
864 for (i = 0; i < so->num_sampler_prefetch; i++) {
865 const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
866 fprintf(out,
867 "@tex(%sr%d.%c)\tsrc=%u, bindless=%u, samp=%u, tex=%u, wrmask=0x%x, opc=%s\n",
868 fetch->half_precision ? "h" : "", fetch->dst >> 2,
869 "xyzw"[fetch->dst & 0x3], fetch->src, fetch->bindless,
870 fetch->bindless ? fetch->samp_bindless_id : fetch->samp_id,
871 fetch->bindless ? fetch->tex_bindless_id : fetch->tex_id,
872 fetch->wrmask, disasm_a3xx_instr_name(fetch->tex_opc));
873 }
874
875 const struct ir3_const_state *const_state = ir3_const_state(so);
876 for (i = 0; i < DIV_ROUND_UP(const_state->immediates_count, 4); i++) {
877 fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
878 fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
879 const_state->immediates[i * 4 + 0],
880 const_state->immediates[i * 4 + 1],
881 const_state->immediates[i * 4 + 2],
882 const_state->immediates[i * 4 + 3]);
883 }
884
885 ir3_isa_disasm(bin, so->info.sizedwords * 4, out,
886 &(struct isa_decode_options){
887 .gpu_id = ir->compiler->gen * 100,
888 .show_errors = true,
889 .branch_labels = true,
890 .no_match_cb = print_raw,
891 });
892
893 fprintf(out, "; %s: outputs:", type);
894 for (i = 0; i < so->outputs_count; i++) {
895 uint8_t regid = so->outputs[i].regid;
896 const char *reg_type = so->outputs[i].half ? "hr" : "r";
897 fprintf(out, " %s%d.%c (%s)", reg_type, (regid >> 2), "xyzw"[regid & 0x3],
898 output_name(so, i));
899 }
900 fprintf(out, "\n");
901
902 fprintf(out, "; %s: inputs:", type);
903 for (i = 0; i < so->inputs_count; i++) {
904 uint8_t regid = find_input_reg_id(so, i);
905
906 fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)", (regid >> 2),
907 "xyzw"[regid & 0x3], input_name(so, i), so -> inputs[i].slot,
908 so->inputs[i].compmask, so->inputs[i].inloc, so->inputs[i].bary);
909 }
910 fprintf(out, "\n");
911
912 /* print generic shader info: */
913 fprintf(
914 out,
915 "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
916 type, so->shader_id, so->id, so->info.instrs_count, so->info.nops_count,
917 so->info.instrs_count - so->info.nops_count, so->info.mov_count,
918 so->info.cov_count, so->info.sizedwords);
919
920 fprintf(out,
921 "; %s prog %d/%d: %u last-baryf, %u last-helper, %d half, %d full, %u constlen\n",
922 type, so->shader_id, so->id, so->info.last_baryf,
923 so->info.last_helper, so->info.max_half_reg + 1,
924 so->info.max_reg + 1, so->constlen);
925
926 fprintf(
927 out,
928 "; %s prog %d/%d: %u cat0, %u cat1, %u cat2, %u cat3, %u cat4, %u cat5, %u cat6, %u cat7, \n",
929 type, so->shader_id, so->id, so->info.instrs_per_cat[0],
930 so->info.instrs_per_cat[1], so->info.instrs_per_cat[2],
931 so->info.instrs_per_cat[3], so->info.instrs_per_cat[4],
932 so->info.instrs_per_cat[5], so->info.instrs_per_cat[6],
933 so->info.instrs_per_cat[7]);
934
935 fprintf(
936 out,
937 "; %s prog %d/%d: %u sstall, %u (ss), %u systall, %u (sy), %d loops\n",
938 type, so->shader_id, so->id, so->info.sstall, so->info.ss,
939 so->info.systall, so->info.sy, so->loops);
940
941 /* print shader type specific info: */
942 switch (so->type) {
943 case MESA_SHADER_VERTEX:
944 dump_output(out, so, VARYING_SLOT_POS, "pos");
945 dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
946 break;
947 case MESA_SHADER_FRAGMENT:
948 dump_reg(out, "pos (ij_pixel)",
949 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
950 dump_reg(
951 out, "pos (ij_centroid)",
952 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
953 dump_reg(out, "pos (center_rhw)",
954 ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTER_RHW));
955 dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
956 if (so->color0_mrt) {
957 dump_output(out, so, FRAG_RESULT_COLOR, "color");
958 } else {
959 dump_output(out, so, FRAG_RESULT_DATA0, "data0");
960 dump_output(out, so, FRAG_RESULT_DATA1, "data1");
961 dump_output(out, so, FRAG_RESULT_DATA2, "data2");
962 dump_output(out, so, FRAG_RESULT_DATA3, "data3");
963 dump_output(out, so, FRAG_RESULT_DATA4, "data4");
964 dump_output(out, so, FRAG_RESULT_DATA5, "data5");
965 dump_output(out, so, FRAG_RESULT_DATA6, "data6");
966 dump_output(out, so, FRAG_RESULT_DATA7, "data7");
967 }
968 dump_reg(out, "fragcoord",
969 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
970 dump_reg(out, "fragface",
971 ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
972 break;
973 default:
974 /* TODO */
975 break;
976 }
977
978 fprintf(out, "\n");
979 }
980
981 uint64_t
ir3_shader_outputs(const struct ir3_shader * so)982 ir3_shader_outputs(const struct ir3_shader *so)
983 {
984 return so->nir->info.outputs_written;
985 }
986
987 /* Add any missing varyings needed for stream-out. Otherwise varyings not
988 * used by fragment shader will be stripped out.
989 */
990 void
ir3_link_stream_out(struct ir3_shader_linkage * l,const struct ir3_shader_variant * v)991 ir3_link_stream_out(struct ir3_shader_linkage *l,
992 const struct ir3_shader_variant *v)
993 {
994 const struct ir3_stream_output_info *strmout = &v->stream_output;
995
996 /*
997 * First, any stream-out varyings not already in linkage map (ie. also
998 * consumed by frag shader) need to be added:
999 */
1000 for (unsigned i = 0; i < strmout->num_outputs; i++) {
1001 const struct ir3_stream_output *out = &strmout->output[i];
1002 unsigned k = out->register_index;
1003 unsigned compmask =
1004 (1 << (out->num_components + out->start_component)) - 1;
1005 unsigned idx, nextloc = 0;
1006
1007 /* psize/pos need to be the last entries in linkage map, and will
1008 * get added link_stream_out, so skip over them:
1009 */
1010 if ((v->outputs[k].slot == VARYING_SLOT_PSIZ) ||
1011 (v->outputs[k].slot == VARYING_SLOT_POS))
1012 continue;
1013
1014 for (idx = 0; idx < l->cnt; idx++) {
1015 if (l->var[idx].slot == v->outputs[k].slot)
1016 break;
1017 nextloc = MAX2(nextloc, l->var[idx].loc + 4);
1018 }
1019
1020 /* add if not already in linkage map: */
1021 if (idx == l->cnt) {
1022 ir3_link_add(l, v->outputs[k].slot, v->outputs[k].regid,
1023 compmask, nextloc);
1024 }
1025
1026 /* expand component-mask if needed, ie streaming out all components
1027 * but frag shader doesn't consume all components:
1028 */
1029 if (compmask & ~l->var[idx].compmask) {
1030 l->var[idx].compmask |= compmask;
1031 l->max_loc = MAX2(
1032 l->max_loc, l->var[idx].loc + util_last_bit(l->var[idx].compmask));
1033 }
1034 }
1035 }
1036