Beispiel #1
0
bool
brw_codegen_vs_prog(struct brw_context *brw,
                    struct gl_shader_program *prog,
                    struct brw_vertex_program *vp,
                    struct brw_vs_prog_key *key)
{
   GLuint program_size;
   const GLuint *program;
   struct brw_vs_prog_data prog_data;
   struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
   void *mem_ctx;
   int i;
   struct brw_shader *vs = NULL;
   bool start_busy = false;
   double start_time = 0;

   if (prog)
      vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];

   memset(&prog_data, 0, sizeof(prog_data));

   /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
   if (!prog)
      stage_prog_data->use_alt_mode = true;

   mem_ctx = ralloc_context(NULL);

   brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
                                           brw->intelScreen->devinfo,
                                           prog, &vp->program.Base,
                                           &prog_data.base.base, 0);

   /* Allocate the references to the uniforms that will end up in the
    * prog_data associated with the compiled program, and which will be freed
    * by the state cache.
    */
   int param_count = vp->program.Base.nir->num_uniforms;
   if (!brw->intelScreen->compiler->scalar_vs)
      param_count *= 4;

   if (vs)
      prog_data.base.base.nr_image_params = vs->base.NumImages;

   /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
    * planes as uniforms.
    */
   param_count += key->nr_userclip_plane_consts * 4;

   stage_prog_data->param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   stage_prog_data->pull_param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   stage_prog_data->image_param =
      rzalloc_array(NULL, struct brw_image_param,
                    stage_prog_data->nr_image_params);
   stage_prog_data->nr_params = param_count;

   if (prog) {
      brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
                                  &prog_data.base.base,
                                  brw->intelScreen->compiler->scalar_vs);
   } else {
      brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
                                 &prog_data.base.base);
   }

   GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
   prog_data.inputs_read = vp->program.Base.InputsRead;

   if (key->copy_edgeflag) {
      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
      prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
   }

   if (brw->gen < 6) {
      /* Put dummy slots into the VUE for the SF to put the replaced
       * point sprite coords in.  We shouldn't need these dummy slots,
       * which take up precious URB space, but it would mean that the SF
       * doesn't get nice aligned pairs of input coords into output
       * coords, which would be a pain to handle.
       */
      for (i = 0; i < 8; i++) {
         if (key->point_coord_replace & (1 << i))
            outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
      }

      /* if back colors are written, allocate slots for front colors too */
      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
   }

   /* In order for legacy clipping to work, we need to populate the clip
    * distance varying slots whenever clipping is enabled, even if the vertex
    * shader doesn't write to gl_ClipDistance.
    */
   if (key->nr_userclip_plane_consts > 0) {
      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
   }

   brw_compute_vue_map(brw->intelScreen->devinfo,
                       &prog_data.base.vue_map, outputs_written,
                       prog ? prog->SeparateShader : false);

   if (0) {
      _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
			       true);
   }

   if (unlikely(brw->perf_debug)) {
      start_busy = (brw->batch.last_bo &&
                    drm_intel_bo_busy(brw->batch.last_bo));
      start_time = get_time();
   }

   if (unlikely(INTEL_DEBUG & DEBUG_VS))
      brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);

   int st_index = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
      st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);

   /* Emit GEN4 code.
    */
   char *error_str;
   program = brw_compile_vs(brw->intelScreen->compiler, brw, mem_ctx, key,
                            &prog_data, vp->program.Base.nir,
                            brw_select_clip_planes(&brw->ctx),
                            !_mesa_is_gles3(&brw->ctx),
                            st_index, &program_size, &error_str);
   if (program == NULL) {
      if (prog) {
         prog->LinkStatus = false;
         ralloc_strcat(&prog->InfoLog, error_str);
      }

      _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);

      ralloc_free(mem_ctx);
      return false;
   }

   if (unlikely(brw->perf_debug) && vs) {
      if (vs->compiled_once) {
         brw_vs_debug_recompile(brw, prog, key);
      }
      if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
         perf_debug("VS compile took %.03f ms and stalled the GPU\n",
                    (get_time() - start_time) * 1000);
      }
      vs->compiled_once = true;
   }

   /* Scratch space is used for register spilling */
   if (prog_data.base.base.total_scratch) {
      brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
			 prog_data.base.base.total_scratch *
                         brw->max_vs_threads);
   }

   brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
		    key, sizeof(struct brw_vs_prog_key),
		    program, program_size,
		    &prog_data, sizeof(prog_data),
		    &brw->vs.base.prog_offset, &brw->vs.prog_data);
   ralloc_free(mem_ctx);

   return true;
}
Beispiel #2
0
static bool
brw_codegen_wm_prog(struct brw_context *brw,
                    struct brw_program *fp,
                    struct brw_wm_prog_key *key,
                    struct brw_vue_map *vue_map)
{
   const struct gen_device_info *devinfo = &brw->screen->devinfo;
   void *mem_ctx = ralloc_context(NULL);
   struct brw_wm_prog_data prog_data;
   const GLuint *program;
   bool start_busy = false;
   double start_time = 0;

   nir_shader *nir = nir_shader_clone(mem_ctx, fp->program.nir);

   memset(&prog_data, 0, sizeof(prog_data));

   /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
   if (fp->program.is_arb_asm)
      prog_data.base.use_alt_mode = true;

   assign_fs_binding_table_offsets(devinfo, &fp->program, key, &prog_data);

   if (!fp->program.is_arb_asm) {
      brw_nir_setup_glsl_uniforms(mem_ctx, nir, &fp->program,
                                  &prog_data.base, true);
      brw_nir_analyze_ubo_ranges(brw->screen->compiler, nir,
                                 NULL, prog_data.base.ubo_ranges);
   } else {
      brw_nir_setup_arb_uniforms(mem_ctx, nir, &fp->program, &prog_data.base);

      if (unlikely(INTEL_DEBUG & DEBUG_WM))
         brw_dump_arb_asm("fragment", &fp->program);
   }

   if (unlikely(brw->perf_debug)) {
      start_busy = (brw->batch.last_bo &&
                    brw_bo_busy(brw->batch.last_bo));
      start_time = get_time();
   }

   int st_index8 = -1, st_index16 = -1, st_index32 = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
      st_index8 = brw_get_shader_time_index(brw, &fp->program, ST_FS8,
                                            !fp->program.is_arb_asm);
      st_index16 = brw_get_shader_time_index(brw, &fp->program, ST_FS16,
                                             !fp->program.is_arb_asm);
      st_index32 = brw_get_shader_time_index(brw, &fp->program, ST_FS32,
                                             !fp->program.is_arb_asm);
   }

   char *error_str = NULL;
   program = brw_compile_fs(brw->screen->compiler, brw, mem_ctx,
                            key, &prog_data, nir,
                            &fp->program, st_index8, st_index16, st_index32,
                            true, false, vue_map,
                            &error_str);

   if (program == NULL) {
      if (!fp->program.is_arb_asm) {
         fp->program.sh.data->LinkStatus = LINKING_FAILURE;
         ralloc_strcat(&fp->program.sh.data->InfoLog, error_str);
      }

      _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);

      ralloc_free(mem_ctx);
      return false;
   }

   if (unlikely(brw->perf_debug)) {
      if (fp->compiled_once) {
         brw_debug_recompile(brw, MESA_SHADER_FRAGMENT, fp->program.Id,
                             key->program_string_id, key);
      }
      fp->compiled_once = true;

      if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
         perf_debug("FS compile took %.03f ms and stalled the GPU\n",
                    (get_time() - start_time) * 1000);
      }
   }

   brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch);

   if (unlikely((INTEL_DEBUG & DEBUG_WM) && fp->program.is_arb_asm))
      fprintf(stderr, "\n");

   /* The param and pull_param arrays will be freed by the shader cache. */
   ralloc_steal(NULL, prog_data.base.param);
   ralloc_steal(NULL, prog_data.base.pull_param);
   brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
                    key, sizeof(struct brw_wm_prog_key),
                    program, prog_data.base.program_size,
                    &prog_data, sizeof(prog_data),
                    &brw->wm.base.prog_offset, &brw->wm.base.prog_data);

   ralloc_free(mem_ctx);

   return true;
}
Beispiel #3
0
/**
 * All Mesa program -> GPU code generation goes through this function.
 * Depending on the instructions used (i.e. flow control instructions)
 * we'll use one of two code generators.
 */
bool
brw_codegen_wm_prog(struct brw_context *brw,
                    struct gl_shader_program *prog,
                    struct brw_fragment_program *fp,
                    struct brw_wm_prog_key *key)
{
   struct gl_context *ctx = &brw->ctx;
   void *mem_ctx = ralloc_context(NULL);
   struct brw_wm_prog_data prog_data;
   const GLuint *program;
   struct brw_shader *fs = NULL;
   GLuint program_size;
   bool start_busy = false;
   double start_time = 0;

   if (prog)
      fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];

   memset(&prog_data, 0, sizeof(prog_data));

   /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
   if (!prog)
      prog_data.base.use_alt_mode = true;

   assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
                                   &fp->program.Base, key, &prog_data);

   /* Allocate the references to the uniforms that will end up in the
    * prog_data associated with the compiled program, and which will be freed
    * by the state cache.
    */
   int param_count = fp->program.Base.nir->num_uniforms;
   if (fs)
      prog_data.base.nr_image_params = fs->base.NumImages;
   /* The backend also sometimes adds params for texture size. */
   param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
   prog_data.base.param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.pull_param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.image_param =
      rzalloc_array(NULL, struct brw_image_param,
                    prog_data.base.nr_image_params);
   prog_data.base.nr_params = param_count;

   if (prog) {
      brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
                                  &prog_data.base, true);
   } else {
      brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
                                 &prog_data.base);
   }

   if (unlikely(brw->perf_debug)) {
      start_busy = (brw->batch.last_bo &&
                    drm_intel_bo_busy(brw->batch.last_bo));
      start_time = get_time();
   }

   if (unlikely(INTEL_DEBUG & DEBUG_WM))
      brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);

   int st_index8 = -1, st_index16 = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
      st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
      st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
   }

   char *error_str = NULL;
   program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
                            key, &prog_data, fp->program.Base.nir,
                            &fp->program.Base, st_index8, st_index16,
                            brw->use_rep_send, &program_size, &error_str);
   if (program == NULL) {
      if (prog) {
         prog->LinkStatus = false;
         ralloc_strcat(&prog->InfoLog, error_str);
      }

      _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);

      ralloc_free(mem_ctx);
      return false;
   }

   if (unlikely(brw->perf_debug) && fs) {
      if (fs->compiled_once)
         brw_wm_debug_recompile(brw, prog, key);
      fs->compiled_once = true;

      if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
         perf_debug("FS compile took %.03f ms and stalled the GPU\n",
                    (get_time() - start_time) * 1000);
      }
   }

   if (prog_data.base.total_scratch) {
      brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
			 prog_data.base.total_scratch * brw->max_wm_threads);
   }

   if (unlikely(INTEL_DEBUG & DEBUG_WM))
      fprintf(stderr, "\n");

   brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
		    key, sizeof(struct brw_wm_prog_key),
		    program, program_size,
		    &prog_data, sizeof(prog_data),
		    &brw->wm.base.prog_offset, &brw->wm.prog_data);

   ralloc_free(mem_ctx);

   return true;
}