Exemple #1
0
bool
brw_codegen_gs_prog(struct brw_context *brw,
                    struct gl_shader_program *prog,
                    struct brw_geometry_program *gp,
                    struct brw_gs_prog_key *key)
{
   struct brw_compiler *compiler = brw->intelScreen->compiler;
   struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
   struct brw_stage_state *stage_state = &brw->gs.base;
   struct brw_gs_prog_data prog_data;
   bool start_busy = false;
   double start_time = 0;

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

   assign_gs_binding_table_offsets(brw->intelScreen->devinfo, prog,
                                   &gp->program.Base, &prog_data);

   /* Allocate the references to the uniforms that will end up in the
    * prog_data associated with the compiled program, and which will be freed
    * by the state cache.
    *
    * Note: param_count needs to be num_uniform_components * 4, since we add
    * padding around uniform values below vec4 size, so the worst case is that
    * every uniform is a float which gets padded to the size of a vec4.
    */
   struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
   struct brw_shader *bgs = (struct brw_shader *) gs;
   int param_count = gp->program.Base.nir->num_uniforms;
   if (!compiler->scalar_stage[MESA_SHADER_GEOMETRY])
      param_count *= 4;

   prog_data.base.base.param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.base.pull_param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.base.image_param =
      rzalloc_array(NULL, struct brw_image_param, gs->NumImages);
   prog_data.base.base.nr_params = param_count;
   prog_data.base.base.nr_image_params = gs->NumImages;

   brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
                               &prog_data.base.base,
                               compiler->scalar_stage[MESA_SHADER_GEOMETRY]);

   GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;

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

   if (unlikely(INTEL_DEBUG & DEBUG_GS))
      brw_dump_ir("geometry", prog, gs, NULL);

   int st_index = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
      st_index = brw_get_shader_time_index(brw, prog, NULL, ST_GS);

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

   void *mem_ctx = ralloc_context(NULL);
   unsigned program_size;
   char *error_str;
   const unsigned *program =
      brw_compile_gs(brw->intelScreen->compiler, brw, mem_ctx, key,
                     &prog_data, shader->Program->nir, prog,
                     st_index, &program_size, &error_str);
   if (program == NULL) {
      ralloc_free(mem_ctx);
      return false;
   }

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

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

   brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
                    key, sizeof(*key),
                    program, program_size,
                    &prog_data, sizeof(prog_data),
                    &stage_state->prog_offset, &brw->gs.prog_data);
   ralloc_free(mem_ctx);

   return true;
}
Exemple #2
0
static bool
brw_codegen_gs_prog(struct brw_context *brw,
                    struct brw_program *gp,
                    struct brw_gs_prog_key *key)
{
   struct brw_compiler *compiler = brw->screen->compiler;
   const struct gen_device_info *devinfo = &brw->screen->devinfo;
   struct brw_stage_state *stage_state = &brw->gs.base;
   struct brw_gs_prog_data prog_data;
   bool start_busy = false;
   double start_time = 0;

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

   assign_gs_binding_table_offsets(devinfo, &gp->program, &prog_data);

   /* Allocate the references to the uniforms that will end up in the
    * prog_data associated with the compiled program, and which will be freed
    * by the state cache.
    *
    * Note: param_count needs to be num_uniform_components * 4, since we add
    * padding around uniform values below vec4 size, so the worst case is that
    * every uniform is a float which gets padded to the size of a vec4.
    */
   int param_count = gp->program.nir->num_uniforms / 4;

   prog_data.base.base.param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.base.pull_param =
      rzalloc_array(NULL, const gl_constant_value *, param_count);
   prog_data.base.base.image_param =
      rzalloc_array(NULL, struct brw_image_param,
                    gp->program.info.num_images);
   prog_data.base.base.nr_params = param_count;
   prog_data.base.base.nr_image_params = gp->program.info.num_images;

   brw_nir_setup_glsl_uniforms(gp->program.nir, &gp->program,
                               &prog_data.base.base,
                               compiler->scalar_stage[MESA_SHADER_GEOMETRY]);
   brw_nir_analyze_ubo_ranges(compiler, gp->program.nir,
                              prog_data.base.base.ubo_ranges);

   uint64_t outputs_written = gp->program.info.outputs_written;

   brw_compute_vue_map(devinfo,
                       &prog_data.base.vue_map, outputs_written,
                       gp->program.info.separate_shader);

   int st_index = -1;
   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
      st_index = brw_get_shader_time_index(brw, &gp->program, ST_GS, true);

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

   void *mem_ctx = ralloc_context(NULL);
   unsigned program_size;
   char *error_str;
   const unsigned *program =
      brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key,
                     &prog_data, gp->program.nir, &gp->program,
                     st_index, &program_size, &error_str);
   if (program == NULL) {
      ralloc_strcat(&gp->program.sh.data->InfoLog, error_str);
      _mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);

      ralloc_free(mem_ctx);
      return false;
   }

   if (unlikely(brw->perf_debug)) {
      if (gp->compiled_once) {
         brw_gs_debug_recompile(brw, &gp->program, key);
      }
      if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
         perf_debug("GS compile took %.03f ms and stalled the GPU\n",
                    (get_time() - start_time) * 1000);
      }
      gp->compiled_once = true;
   }

   /* Scratch space is used for register spilling */
   brw_alloc_stage_scratch(brw, stage_state,
                           prog_data.base.base.total_scratch,
                           devinfo->max_gs_threads);

   brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
                    key, sizeof(*key),
                    program, program_size,
                    &prog_data, sizeof(prog_data),
                    &stage_state->prog_offset, &brw->gs.base.prog_data);
   ralloc_free(mem_ctx);

   return true;
}