/* * Copyright (C) 2014 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "pipe/p_state.h" #include "pipe/p_screen.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_parse.h" #include "nir/tgsi_to_nir.h" #include "freedreno_context.h" #include "freedreno_util.h" #include "ir3/ir3_shader.h" #include "ir3/ir3_gallium.h" #include "ir3/ir3_compiler.h" #include "ir3/ir3_nir.h" static void dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug) { if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB)) return; pipe_debug_message(debug, SHADER_INFO, "\n" "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n" "SHADER-DB: %s prog %d/%d: %u half, %u full\n" "SHADER-DB: %s prog %d/%d: %u const, %u constlen\n" "SHADER-DB: %s prog %d/%d: %u (ss), %u (sy)\n" "SHADER-DB: %s prog %d/%d: max_sun=%u\n", ir3_shader_stage(v->shader), v->shader->id, v->id, v->info.instrs_count, v->info.sizedwords, ir3_shader_stage(v->shader), v->shader->id, v->id, v->info.max_half_reg + 1, v->info.max_reg + 1, ir3_shader_stage(v->shader), v->shader->id, v->id, v->info.max_const + 1, v->constlen, ir3_shader_stage(v->shader), v->shader->id, v->id, v->info.ss, v->info.sy, ir3_shader_stage(v->shader), v->shader->id, v->id, v->max_sun); } struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key, bool binning_pass, struct pipe_debug_callback *debug) { struct ir3_shader_variant *v; bool created = false; /* some shader key values only apply to vertex or frag shader, * so normalize the key to avoid constructing multiple identical * variants: */ ir3_normalize_key(&key, shader->type); v = ir3_shader_get_variant(shader, &key, binning_pass, &created); if (created) { dump_shader_info(v, debug); } return v; } static void copy_stream_out(struct ir3_stream_output_info *i, const struct pipe_stream_output_info *p) { STATIC_ASSERT(ARRAY_SIZE(i->stride) == ARRAY_SIZE(p->stride)); STATIC_ASSERT(ARRAY_SIZE(i->output) == ARRAY_SIZE(p->output)); i->num_outputs = p->num_outputs; for (int n = 0; n < ARRAY_SIZE(i->stride); n++) i->stride[n] = p->stride[n]; for (int n = 0; n < ARRAY_SIZE(i->output); n++) { i->output[n].register_index = p->output[n].register_index; i->output[n].start_component = p->output[n].start_component; i->output[n].num_components = p->output[n].num_components; i->output[n].output_buffer = p->output[n].output_buffer; i->output[n].dst_offset = p->output[n].dst_offset; i->output[n].stream = p->output[n].stream; } } struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler, const struct pipe_shader_state *cso, gl_shader_stage type, struct pipe_debug_callback *debug, struct pipe_screen *screen) { nir_shader *nir; if (cso->type == PIPE_SHADER_IR_NIR) { /* we take ownership of the reference: */ nir = cso->ir.nir; } else { debug_assert(cso->type == PIPE_SHADER_IR_TGSI); if (ir3_shader_debug & IR3_DBG_DISASM) { tgsi_dump(cso->tokens, 0); } nir = ir3_tgsi_to_nir(compiler, cso->tokens, screen); } struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir); copy_stream_out(&shader->stream_output, &cso->stream_output); if (fd_mesa_debug & FD_DBG_SHADERDB) { /* if shader-db run, create a standard variant immediately * (as otherwise nothing will trigger the shader to be * actually compiled) */ static struct ir3_shader_key key; memset(&key, 0, sizeof(key)); ir3_shader_variant(shader, key, false, debug); } return shader; } /* a bit annoying that compute-shader and normal shader state objects * aren't a bit more aligned. */ struct ir3_shader * ir3_shader_create_compute(struct ir3_compiler *compiler, const struct pipe_compute_state *cso, struct pipe_debug_callback *debug, struct pipe_screen *screen) { nir_shader *nir; if (cso->ir_type == PIPE_SHADER_IR_NIR) { /* we take ownership of the reference: */ nir = (nir_shader *)cso->prog; } else { debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI); if (ir3_shader_debug & IR3_DBG_DISASM) { tgsi_dump(cso->prog, 0); } nir = ir3_tgsi_to_nir(compiler, cso->prog, screen); } struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir); return shader; } struct nir_shader * ir3_tgsi_to_nir(struct ir3_compiler *compiler, const struct tgsi_token *tokens, struct pipe_screen *screen) { if (!screen) { const nir_shader_compiler_options *options = ir3_get_compiler_options(compiler); return tgsi_to_nir_noscreen(tokens, options); } return tgsi_to_nir(tokens, screen); } /* This has to reach into the fd_context a bit more than the rest of * ir3, but it needs to be aligned with the compiler, so both agree * on which const regs hold what. And the logic is identical between * a3xx/a4xx, the only difference is small details in the actual * CP_LOAD_STATE packets (which is handled inside the generation * specific ctx->emit_const(_bo)() fxns) */ #include "freedreno_resource.h" static inline bool is_stateobj(struct fd_ringbuffer *ring) { /* XXX this is an ugly way to differentiate.. */ return !!(ring->flags & FD_RINGBUFFER_STREAMING); } static inline void ring_wfi(struct fd_batch *batch, struct fd_ringbuffer *ring) { /* when we emit const state via ring (IB2) we need a WFI, but when * it is emit'd via stateobj, we don't */ if (is_stateobj(ring)) return; fd_wfi(batch, ring); } static void emit_user_consts(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf) { const unsigned index = 0; /* user consts are index 0 */ if (constbuf->enabled_mask & (1 << index)) { struct pipe_constant_buffer *cb = &constbuf->cb[index]; /* size in dwords, aligned to vec4. (This works at least * with mesa/st, which seems to align constant buffer to * 16 bytes) */ unsigned size = align(cb->buffer_size, 16) / 4; /* in particular, with binning shader we may end up with * unused consts, ie. we could end up w/ constlen that is * smaller than first_driver_param. In that case truncate * the user consts early to avoid HLSQ lockup caused by * writing too many consts */ uint32_t max_const = MIN2(v->num_uniforms, v->constlen); /* and even if the start of the const buffer is before * first_immediate, the end may not be: */ size = MIN2(size, 4 * max_const); if (size > 0) { ring_wfi(ctx->batch, ring); ctx->emit_const(ring, v->type, 0, cb->buffer_offset, size, cb->user_buffer, cb->buffer); } } struct ir3_ubo_analysis_state *state; state = &v->shader->ubo_state; for (uint32_t i = 1; i < ARRAY_SIZE(state->range); i++) { struct pipe_constant_buffer *cb = &constbuf->cb[i]; if (state->range[i].start < state->range[i].end && constbuf->enabled_mask & (1 << i)) { uint32_t size = state->range[i].end - state->range[i].start; uint32_t offset = cb->buffer_offset + state->range[i].start; debug_assert((state->range[i].offset % 16) == 0); debug_assert((size % 16) == 0); debug_assert((offset % 16) == 0); ctx->emit_const(ring, v->type, state->range[i].offset / 4, offset, size / 4, cb->user_buffer, cb->buffer); } } } static void emit_ubos(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf) { uint32_t offset = v->constbase.ubo; if (v->constlen > offset) { uint32_t params = v->num_ubos; uint32_t offsets[params]; struct pipe_resource *prscs[params]; for (uint32_t i = 0; i < params; i++) { const uint32_t index = i + 1; /* UBOs start at index 1 */ struct pipe_constant_buffer *cb = &constbuf->cb[index]; assert(!cb->user_buffer); if ((constbuf->enabled_mask & (1 << index)) && cb->buffer) { offsets[i] = cb->buffer_offset; prscs[i] = cb->buffer; } else { offsets[i] = 0; prscs[i] = NULL; } } ring_wfi(ctx->batch, ring); ctx->emit_const_bo(ring, v->type, false, offset * 4, params, prscs, offsets); } } static void emit_ssbo_sizes(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_shaderbuf_stateobj *sb) { uint32_t offset = v->constbase.ssbo_sizes; if (v->constlen > offset) { uint32_t sizes[align(v->const_layout.ssbo_size.count, 4)]; unsigned mask = v->const_layout.ssbo_size.mask; while (mask) { unsigned index = u_bit_scan(&mask); unsigned off = v->const_layout.ssbo_size.off[index]; sizes[off] = sb->sb[index].buffer_size; } ring_wfi(ctx->batch, ring); ctx->emit_const(ring, v->type, offset * 4, 0, ARRAY_SIZE(sizes), sizes, NULL); } } static void emit_image_dims(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_shaderimg_stateobj *si) { uint32_t offset = v->constbase.image_dims; if (v->constlen > offset) { uint32_t dims[align(v->const_layout.image_dims.count, 4)]; unsigned mask = v->const_layout.image_dims.mask; while (mask) { struct pipe_image_view *img; struct fd_resource *rsc; unsigned index = u_bit_scan(&mask); unsigned off = v->const_layout.image_dims.off[index]; img = &si->si[index]; rsc = fd_resource(img->resource); dims[off + 0] = util_format_get_blocksize(img->format); if (img->resource->target != PIPE_BUFFER) { unsigned lvl = img->u.tex.level; /* note for 2d/cube/etc images, even if re-interpreted * as a different color format, the pixel size should * be the same, so use original dimensions for y and z * stride: */ dims[off + 1] = rsc->slices[lvl].pitch * rsc->cpp; /* see corresponding logic in fd_resource_offset(): */ if (rsc->layer_first) { dims[off + 2] = rsc->layer_size; } else { dims[off + 2] = rsc->slices[lvl].size0; } } else { /* For buffer-backed images, the log2 of the format's * bytes-per-pixel is placed on the 2nd slot. This is useful * when emitting image_size instructions, for which we need * to divide by bpp for image buffers. Since the bpp * can only be power-of-two, the division is implemented * as a SHR, and for that it is handy to have the log2 of * bpp as a constant. (log2 = first-set-bit - 1) */ dims[off + 1] = ffs(dims[off + 0]) - 1; } } ring_wfi(ctx->batch, ring); ctx->emit_const(ring, v->type, offset * 4, 0, ARRAY_SIZE(dims), dims, NULL); } } static void emit_immediates(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring) { int size = v->immediates_count; uint32_t base = v->constbase.immediate; /* truncate size to avoid writing constants that shader * does not use: */ size = MIN2(size + base, v->constlen) - base; /* convert out of vec4: */ base *= 4; size *= 4; if (size > 0) { ring_wfi(ctx->batch, ring); ctx->emit_const(ring, v->type, base, 0, size, v->immediates[0].val, NULL); } } /* emit stream-out buffers: */ static void emit_tfbos(struct fd_context *ctx, const struct ir3_shader_variant *v, struct fd_ringbuffer *ring) { /* streamout addresses after driver-params: */ uint32_t offset = v->constbase.tfbo; if (v->constlen > offset) { struct fd_streamout_stateobj *so = &ctx->streamout; struct ir3_stream_output_info *info = &v->shader->stream_output; uint32_t params = 4; uint32_t offsets[params]; struct pipe_resource *prscs[params]; for (uint32_t i = 0; i < params; i++) { struct pipe_stream_output_target *target = so->targets[i]; if (target) { offsets[i] = (so->offsets[i] * info->stride[i] * 4) + target->buffer_offset; prscs[i] = target->buffer; } else { offsets[i] = 0; prscs[i] = NULL; } } ring_wfi(ctx->batch, ring); ctx->emit_const_bo(ring, v->type, true, offset * 4, params, prscs, offsets); } } static uint32_t max_tf_vtx(struct fd_context *ctx, const struct ir3_shader_variant *v) { struct fd_streamout_stateobj *so = &ctx->streamout; struct ir3_stream_output_info *info = &v->shader->stream_output; uint32_t maxvtxcnt = 0x7fffffff; if (ctx->screen->gpu_id >= 500) return 0; if (v->binning_pass) return 0; if (v->shader->stream_output.num_outputs == 0) return 0; if (so->num_targets == 0) return 0; /* offset to write to is: * * total_vtxcnt = vtxcnt + offsets[i] * offset = total_vtxcnt * stride[i] * * offset = vtxcnt * stride[i] ; calculated in shader * + offsets[i] * stride[i] ; calculated at emit_tfbos() * * assuming for each vtx, each target buffer will have data written * up to 'offset + stride[i]', that leaves maxvtxcnt as: * * buffer_size = (maxvtxcnt * stride[i]) + stride[i] * maxvtxcnt = (buffer_size - stride[i]) / stride[i] * * but shader is actually doing a less-than (rather than less-than- * equal) check, so we can drop the -stride[i]. * * TODO is assumption about `offset + stride[i]` legit? */ for (unsigned i = 0; i < so->num_targets; i++) { struct pipe_stream_output_target *target = so->targets[i]; unsigned stride = info->stride[i] * 4; /* convert dwords->bytes */ if (target) { uint32_t max = target->buffer_size / stride; maxvtxcnt = MIN2(maxvtxcnt, max); } } return maxvtxcnt; } static void emit_common_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx, enum pipe_shader_type t) { enum fd_dirty_shader_state dirty = ctx->dirty_shader[t]; /* When we use CP_SET_DRAW_STATE objects to emit constant state, * if we emit any of it we need to emit all. This is because * we are using the same state-group-id each time for uniform * state, and if previous update is never evaluated (due to no * visible primitives in the current tile) then the new stateobj * completely replaces the old one. * * Possibly if we split up different parts of the const state to * different state-objects we could avoid this. */ if (dirty && is_stateobj(ring)) dirty = ~0; if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_CONST)) { struct fd_constbuf_stateobj *constbuf; bool shader_dirty; constbuf = &ctx->constbuf[t]; shader_dirty = !!(dirty & FD_DIRTY_SHADER_PROG); emit_user_consts(ctx, v, ring, constbuf); emit_ubos(ctx, v, ring, constbuf); if (shader_dirty) emit_immediates(ctx, v, ring); } if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_SSBO)) { struct fd_shaderbuf_stateobj *sb = &ctx->shaderbuf[t]; emit_ssbo_sizes(ctx, v, ring, sb); } if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_IMAGE)) { struct fd_shaderimg_stateobj *si = &ctx->shaderimg[t]; emit_image_dims(ctx, v, ring, si); } } void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx, const struct pipe_draw_info *info) { debug_assert(v->type == MESA_SHADER_VERTEX); emit_common_consts(v, ring, ctx, PIPE_SHADER_VERTEX); /* emit driver params every time: */ /* TODO skip emit if shader doesn't use driver params to avoid WFI.. */ if (info) { uint32_t offset = v->constbase.driver_param; if (v->constlen > offset) { uint32_t vertex_params[IR3_DP_VS_COUNT] = { [IR3_DP_VTXID_BASE] = info->index_size ? info->index_bias : info->start, [IR3_DP_VTXCNT_MAX] = max_tf_vtx(ctx, v), }; /* if no user-clip-planes, we don't need to emit the * entire thing: */ uint32_t vertex_params_size = 4; if (v->key.ucp_enables) { struct pipe_clip_state *ucp = &ctx->ucp; unsigned pos = IR3_DP_UCP0_X; for (unsigned i = 0; pos <= IR3_DP_UCP7_W; i++) { for (unsigned j = 0; j < 4; j++) { vertex_params[pos] = fui(ucp->ucp[i][j]); pos++; } } vertex_params_size = ARRAY_SIZE(vertex_params); } ring_wfi(ctx->batch, ring); bool needs_vtxid_base = ir3_find_sysval_regid(v, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) != regid(63, 0); /* for indirect draw, we need to copy VTXID_BASE from * indirect-draw parameters buffer.. which is annoying * and means we can't easily emit these consts in cmd * stream so need to copy them to bo. */ if (info->indirect && needs_vtxid_base) { struct pipe_draw_indirect_info *indirect = info->indirect; struct pipe_resource *vertex_params_rsc = pipe_buffer_create(&ctx->screen->base, PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STREAM, vertex_params_size * 4); unsigned src_off = info->indirect->offset;; void *ptr; ptr = fd_bo_map(fd_resource(vertex_params_rsc)->bo); memcpy(ptr, vertex_params, vertex_params_size * 4); if (info->index_size) { /* indexed draw, index_bias is 4th field: */ src_off += 3 * 4; } else { /* non-indexed draw, start is 3rd field: */ src_off += 2 * 4; } /* copy index_bias or start from draw params: */ ctx->mem_to_mem(ring, vertex_params_rsc, 0, indirect->buffer, src_off, 1); ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0, vertex_params_size, NULL, vertex_params_rsc); pipe_resource_reference(&vertex_params_rsc, NULL); } else { ctx->emit_const(ring, MESA_SHADER_VERTEX, offset * 4, 0, vertex_params_size, vertex_params, NULL); } /* if needed, emit stream-out buffer addresses: */ if (vertex_params[IR3_DP_VTXCNT_MAX] > 0) { emit_tfbos(ctx, v, ring); } } } } void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx) { debug_assert(v->type == MESA_SHADER_FRAGMENT); emit_common_consts(v, ring, ctx, PIPE_SHADER_FRAGMENT); } /* emit compute-shader consts: */ void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx, const struct pipe_grid_info *info) { debug_assert(gl_shader_stage_is_compute(v->type)); emit_common_consts(v, ring, ctx, PIPE_SHADER_COMPUTE); /* emit compute-shader driver-params: */ uint32_t offset = v->constbase.driver_param; if (v->constlen > offset) { ring_wfi(ctx->batch, ring); if (info->indirect) { struct pipe_resource *indirect = NULL; unsigned indirect_offset; /* This is a bit awkward, but CP_LOAD_STATE.EXT_SRC_ADDR needs * to be aligned more strongly than 4 bytes. So in this case * we need a temporary buffer to copy NumWorkGroups.xyz to. * * TODO if previous compute job is writing to info->indirect, * we might need a WFI.. but since we currently flush for each * compute job, we are probably ok for now. */ if (info->indirect_offset & 0xf) { indirect = pipe_buffer_create(&ctx->screen->base, PIPE_BIND_COMMAND_ARGS_BUFFER, PIPE_USAGE_STREAM, 0x1000); indirect_offset = 0; ctx->mem_to_mem(ring, indirect, 0, info->indirect, info->indirect_offset, 3); } else { pipe_resource_reference(&indirect, info->indirect); indirect_offset = info->indirect_offset; } ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4, indirect_offset, 4, NULL, indirect); pipe_resource_reference(&indirect, NULL); } else { uint32_t compute_params[IR3_DP_CS_COUNT] = { [IR3_DP_NUM_WORK_GROUPS_X] = info->grid[0], [IR3_DP_NUM_WORK_GROUPS_Y] = info->grid[1], [IR3_DP_NUM_WORK_GROUPS_Z] = info->grid[2], [IR3_DP_LOCAL_GROUP_SIZE_X] = info->block[0], [IR3_DP_LOCAL_GROUP_SIZE_Y] = info->block[1], [IR3_DP_LOCAL_GROUP_SIZE_Z] = info->block[2], }; ctx->emit_const(ring, MESA_SHADER_COMPUTE, offset * 4, 0, ARRAY_SIZE(compute_params), compute_params, NULL); } } }