1 /* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a copy of this software and associated documentation files (the 8 "Software"), to deal in the Software without restriction, including 9 without limitation the rights to use, copy, modify, merge, publish, 10 distribute, sublicense, and/or sell copies of the Software, and to 11 permit persons to whom the Software is furnished to do so, subject to 12 the following conditions: 13 14 The above copyright notice and this permission notice (including the 15 next paragraph) shall be included in all copies or substantial 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keithw (at) vmware.com> 30 */ 31 32 #include <pthread.h> 33 #include "main/imports.h" 34 #include "main/glspirv.h" 35 #include "program/prog_parameter.h" 36 #include "program/prog_print.h" 37 #include "program/prog_to_nir.h" 38 #include "program/program.h" 39 #include "program/programopt.h" 40 #include "tnl/tnl.h" 41 #include "util/ralloc.h" 42 #include "compiler/glsl/ir.h" 43 #include "compiler/glsl/program.h" 44 #include "compiler/glsl/gl_nir.h" 45 #include "compiler/glsl/glsl_to_nir.h" 46 47 #include "brw_program.h" 48 #include "brw_context.h" 49 #include "compiler/brw_nir.h" 50 #include "brw_defines.h" 51 #include "intel_batchbuffer.h" 52 53 #include "brw_cs.h" 54 #include "brw_gs.h" 55 #include "brw_vs.h" 56 #include "brw_wm.h" 57 #include "brw_state.h" 58 59 #include "main/shaderapi.h" 60 #include "main/shaderobj.h" 61 62 static bool 63 brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar) 64 { 65 if (is_scalar) { 66 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, 67 type_size_scalar_bytes); 68 return nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0); 69 } else { 70 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, 71 type_size_vec4_bytes); 72 return nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0); 73 } 74 } 75 76 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target, 77 GLuint id, bool is_arb_asm); 78 79 nir_shader * 80 brw_create_nir(struct brw_context *brw, 81 const struct gl_shader_program *shader_prog, 82 struct gl_program *prog, 83 gl_shader_stage stage, 84 bool is_scalar) 85 { 86 const struct gen_device_info *devinfo = &brw->screen->devinfo; 87 struct gl_context *ctx = &brw->ctx; 88 const nir_shader_compiler_options *options = 89 ctx->Const.ShaderCompilerOptions[stage].NirOptions; 90 nir_shader *nir; 91 92 /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */ 93 if (shader_prog) { 94 if (shader_prog->data->spirv) { 95 nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options); 96 } else { 97 nir = glsl_to_nir(ctx, shader_prog, stage, options); 98 } 99 assert (nir); 100 101 nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out); 102 nir_validate_shader(nir, "after glsl_to_nir or spirv_to_nir"); 103 NIR_PASS_V(nir, nir_lower_io_to_temporaries, 104 nir_shader_get_entrypoint(nir), true, false); 105 } else { 106 nir = prog_to_nir(prog, options); 107 NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */ 108 } 109 nir_validate_shader(nir, "before brw_preprocess_nir"); 110 111 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); 112 113 nir_shader *softfp64 = NULL; 114 if ((options->lower_doubles_options & nir_lower_fp64_full_software) && 115 nir->info.uses_64bit) { 116 softfp64 = glsl_float64_funcs_to_nir(ctx, options); 117 ralloc_steal(ralloc_parent(nir), softfp64); 118 } 119 120 nir = brw_preprocess_nir(brw->screen->compiler, nir, softfp64); 121 122 NIR_PASS_V(nir, gl_nir_lower_samplers, shader_prog); 123 prog->info.textures_used = nir->info.textures_used; 124 prog->info.textures_used_by_txf = nir->info.textures_used_by_txf; 125 126 NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo); 127 128 NIR_PASS_V(nir, gl_nir_lower_buffers, shader_prog); 129 /* Do a round of constant folding to clean up address calculations */ 130 NIR_PASS_V(nir, nir_opt_constant_folding); 131 132 if (stage == MESA_SHADER_TESS_CTRL) { 133 /* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */ 134 static const gl_state_index16 tokens[STATE_LENGTH] = 135 { STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN }; 136 nir_lower_patch_vertices(nir, 0, devinfo->gen >= 8 ? tokens : NULL); 137 } 138 139 if (stage == MESA_SHADER_TESS_EVAL) { 140 /* Lower gl_PatchVerticesIn to a constant if we have a TCS, or 141 * a uniform if we don't. 142 */ 143 struct gl_linked_shader *tcs = 144 shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; 145 uint32_t static_patch_vertices = 146 tcs ? tcs->Program->nir->info.tess.tcs_vertices_out : 0; 147 static const gl_state_index16 tokens[STATE_LENGTH] = 148 { STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN }; 149 nir_lower_patch_vertices(nir, static_patch_vertices, tokens); 150 } 151 152 if (stage == MESA_SHADER_FRAGMENT) { 153 static const struct nir_lower_wpos_ytransform_options wpos_options = { 154 .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0}, 155 .fs_coord_pixel_center_integer = 1, 156 .fs_coord_origin_upper_left = 1, 157 }; 158 159 bool progress = false; 160 NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options); 161 if (progress) { 162 _mesa_add_state_reference(prog->Parameters, 163 wpos_options.state_tokens); 164 } 165 } 166 167 NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar); 168 169 return nir; 170 } 171 172 void 173 brw_shader_gather_info(nir_shader *nir, struct gl_program *prog) 174 { 175 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); 176 177 /* Copy the info we just generated back into the gl_program */ 178 const char *prog_name = prog->info.name; 179 const char *prog_label = prog->info.label; 180 prog->info = nir->info; 181 prog->info.name = prog_name; 182 prog->info.label = prog_label; 183 } 184 185 static unsigned 186 get_new_program_id(struct intel_screen *screen) 187 { 188 return p_atomic_inc_return(&screen->program_id); 189 } 190 191 static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target, 192 GLuint id, bool is_arb_asm) 193 { 194 struct brw_context *brw = brw_context(ctx); 195 struct brw_program *prog = rzalloc(NULL, struct brw_program); 196 197 if (prog) { 198 prog->id = get_new_program_id(brw->screen); 199 200 return _mesa_init_gl_program(&prog->program, target, id, is_arb_asm); 201 } 202 203 return NULL; 204 } 205 206 static void brwDeleteProgram( struct gl_context *ctx, 207 struct gl_program *prog ) 208 { 209 struct brw_context *brw = brw_context(ctx); 210 211 /* Beware! prog's refcount has reached zero, and it's about to be freed. 212 * 213 * In brw_upload_pipeline_state(), we compare brw->programs[i] to 214 * ctx->FooProgram._Current, and flag BRW_NEW_FOO_PROGRAM if the 215 * pointer has changed. 216 * 217 * We cannot leave brw->programs[i] as a dangling pointer to the dead 218 * program. malloc() may allocate the same memory for a new gl_program, 219 * causing us to see matching pointers...but totally different programs. 220 * 221 * We cannot set brw->programs[i] to NULL, either. If we've deleted the 222 * active program, Mesa may set ctx->FooProgram._Current to NULL. That 223 * would cause us to see matching pointers (NULL == NULL), and fail to 224 * detect that a program has changed since our last draw. 225 * 226 * So, set it to a bogus gl_program pointer that will never match, 227 * causing us to properly reevaluate the state on our next draw. 228 * 229 * Getting this wrong causes heisenbugs which are very hard to catch, 230 * as you need a very specific allocation pattern to hit the problem. 231 */ 232 static const struct gl_program deleted_program; 233 234 for (int i = 0; i < MESA_SHADER_STAGES; i++) { 235 if (brw->programs[i] == prog) 236 brw->programs[i] = (struct gl_program *) &deleted_program; 237 } 238 239 _mesa_delete_program( ctx, prog ); 240 } 241 242 243 static GLboolean 244 brwProgramStringNotify(struct gl_context *ctx, 245 GLenum target, 246 struct gl_program *prog) 247 { 248 assert(target == GL_VERTEX_PROGRAM_ARB || !prog->arb.IsPositionInvariant); 249 250 struct brw_context *brw = brw_context(ctx); 251 const struct brw_compiler *compiler = brw->screen->compiler; 252 253 switch (target) { 254 case GL_FRAGMENT_PROGRAM_ARB: { 255 struct brw_program *newFP = brw_program(prog); 256 const struct brw_program *curFP = 257 brw_program_const(brw->programs[MESA_SHADER_FRAGMENT]); 258 259 if (newFP == curFP) 260 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM; 261 newFP->id = get_new_program_id(brw->screen); 262 263 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true); 264 265 brw_shader_gather_info(prog->nir, prog); 266 267 brw_fs_precompile(ctx, prog); 268 break; 269 } 270 case GL_VERTEX_PROGRAM_ARB: { 271 struct brw_program *newVP = brw_program(prog); 272 const struct brw_program *curVP = 273 brw_program_const(brw->programs[MESA_SHADER_VERTEX]); 274 275 if (newVP == curVP) 276 brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM; 277 if (newVP->program.arb.IsPositionInvariant) { 278 _mesa_insert_mvp_code(ctx, &newVP->program); 279 } 280 newVP->id = get_new_program_id(brw->screen); 281 282 /* Also tell tnl about it: 283 */ 284 _tnl_program_string(ctx, target, prog); 285 286 prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX, 287 compiler->scalar_stage[MESA_SHADER_VERTEX]); 288 289 brw_shader_gather_info(prog->nir, prog); 290 291 brw_vs_precompile(ctx, prog); 292 break; 293 } 294 default: 295 /* 296 * driver->ProgramStringNotify is only called for ARB programs, fixed 297 * function vertex programs, and ir_to_mesa (which isn't used by the 298 * i965 back-end). Therefore, even after geometry shaders are added, 299 * this function should only ever be called with a target of 300 * GL_VERTEX_PROGRAM_ARB or GL_FRAGMENT_PROGRAM_ARB. 301 */ 302 unreachable("Unexpected target in brwProgramStringNotify"); 303 } 304 305 return true; 306 } 307 308 static void 309 brw_memory_barrier(struct gl_context *ctx, GLbitfield barriers) 310 { 311 struct brw_context *brw = brw_context(ctx); 312 const struct gen_device_info *devinfo = &brw->screen->devinfo; 313 unsigned bits = PIPE_CONTROL_DATA_CACHE_FLUSH | PIPE_CONTROL_CS_STALL; 314 assert(devinfo->gen >= 7 && devinfo->gen <= 11); 315 316 if (barriers & (GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT | 317 GL_ELEMENT_ARRAY_BARRIER_BIT | 318 GL_COMMAND_BARRIER_BIT)) 319 bits |= PIPE_CONTROL_VF_CACHE_INVALIDATE; 320 321 if (barriers & GL_UNIFORM_BARRIER_BIT) 322 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE | 323 PIPE_CONTROL_CONST_CACHE_INVALIDATE); 324 325 if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT) 326 bits |= PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE; 327 328 if (barriers & (GL_TEXTURE_UPDATE_BARRIER_BIT | 329 GL_PIXEL_BUFFER_BARRIER_BIT)) 330 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE | 331 PIPE_CONTROL_RENDER_TARGET_FLUSH); 332 333 if (barriers & GL_FRAMEBUFFER_BARRIER_BIT) 334 bits |= (PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE | 335 PIPE_CONTROL_RENDER_TARGET_FLUSH); 336 337 /* Typed surface messages are handled by the render cache on IVB, so we 338 * need to flush it too. 339 */ 340 if (devinfo->gen == 7 && !devinfo->is_haswell) 341 bits |= PIPE_CONTROL_RENDER_TARGET_FLUSH; 342 343 brw_emit_pipe_control_flush(brw, bits); 344 } 345 346 static void 347 brw_framebuffer_fetch_barrier(struct gl_context *ctx) 348 { 349 struct brw_context *brw = brw_context(ctx); 350 const struct gen_device_info *devinfo = &brw->screen->devinfo; 351 352 if (!ctx->Extensions.EXT_shader_framebuffer_fetch) { 353 if (devinfo->gen >= 6) { 354 brw_emit_pipe_control_flush(brw, 355 PIPE_CONTROL_RENDER_TARGET_FLUSH | 356 PIPE_CONTROL_CS_STALL); 357 brw_emit_pipe_control_flush(brw, 358 PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE); 359 } else { 360 brw_emit_pipe_control_flush(brw, 361 PIPE_CONTROL_RENDER_TARGET_FLUSH); 362 } 363 } 364 } 365 366 void 367 brw_get_scratch_bo(struct brw_context *brw, 368 struct brw_bo **scratch_bo, int size) 369 { 370 struct brw_bo *old_bo = *scratch_bo; 371 372 if (old_bo && old_bo->size < size) { 373 brw_bo_unreference(old_bo); 374 old_bo = NULL; 375 } 376 377 if (!old_bo) { 378 *scratch_bo = 379 brw_bo_alloc(brw->bufmgr, "scratch bo", size, BRW_MEMZONE_SCRATCH); 380 } 381 } 382 383 /** 384 * Reserve enough scratch space for the given stage to hold \p per_thread_size 385 * bytes times the given \p thread_count. 386 */ 387 void 388 brw_alloc_stage_scratch(struct brw_context *brw, 389 struct brw_stage_state *stage_state, 390 unsigned per_thread_size) 391 { 392 if (stage_state->per_thread_scratch >= per_thread_size) 393 return; 394 395 stage_state->per_thread_scratch = per_thread_size; 396 397 if (stage_state->scratch_bo) 398 brw_bo_unreference(stage_state->scratch_bo); 399 400 const struct gen_device_info *devinfo = &brw->screen->devinfo; 401 unsigned thread_count; 402 switch(stage_state->stage) { 403 case MESA_SHADER_VERTEX: 404 thread_count = devinfo->max_vs_threads; 405 break; 406 case MESA_SHADER_TESS_CTRL: 407 thread_count = devinfo->max_tcs_threads; 408 break; 409 case MESA_SHADER_TESS_EVAL: 410 thread_count = devinfo->max_tes_threads; 411 break; 412 case MESA_SHADER_GEOMETRY: 413 thread_count = devinfo->max_gs_threads; 414 break; 415 case MESA_SHADER_FRAGMENT: 416 thread_count = devinfo->max_wm_threads; 417 break; 418 case MESA_SHADER_COMPUTE: { 419 unsigned subslices = MAX2(brw->screen->subslice_total, 1); 420 421 /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says: 422 * 423 * "Scratch Space per slice is computed based on 4 sub-slices. SW must 424 * allocate scratch space enough so that each slice has 4 slices 425 * allowed." 426 * 427 * According to the other driver team, this applies to compute shaders 428 * as well. This is not currently documented at all. 429 * 430 * brw->screen->subslice_total is the TOTAL number of subslices 431 * and we wish to view that there are 4 subslices per slice 432 * instead of the actual number of subslices per slice. 433 */ 434 if (devinfo->gen >= 9 && devinfo->gen < 11) 435 subslices = 4 * brw->screen->devinfo.num_slices; 436 437 unsigned scratch_ids_per_subslice; 438 if (devinfo->is_haswell) { 439 /* WaCSScratchSize:hsw 440 * 441 * Haswell's scratch space address calculation appears to be sparse 442 * rather than tightly packed. The Thread ID has bits indicating 443 * which subslice, EU within a subslice, and thread within an EU it 444 * is. There's a maximum of two slices and two subslices, so these 445 * can be stored with a single bit. Even though there are only 10 EUs 446 * per subslice, this is stored in 4 bits, so there's an effective 447 * maximum value of 16 EUs. Similarly, although there are only 7 448 * threads per EU, this is stored in a 3 bit number, giving an 449 * effective maximum value of 8 threads per EU. 450 * 451 * This means that we need to use 16 * 8 instead of 10 * 7 for the 452 * number of threads per subslice. 453 */ 454 scratch_ids_per_subslice = 16 * 8; 455 } else if (devinfo->is_cherryview) { 456 /* Cherryview devices have either 6 or 8 EUs per subslice, and each 457 * EU has 7 threads. The 6 EU devices appear to calculate thread IDs 458 * as if it had 8 EUs. 459 */ 460 scratch_ids_per_subslice = 8 * 7; 461 } else { 462 scratch_ids_per_subslice = devinfo->max_cs_threads; 463 } 464 465 thread_count = scratch_ids_per_subslice * subslices; 466 break; 467 } 468 default: 469 unreachable("Unsupported stage!"); 470 } 471 472 stage_state->scratch_bo = 473 brw_bo_alloc(brw->bufmgr, "shader scratch space", 474 per_thread_size * thread_count, BRW_MEMZONE_SCRATCH); 475 } 476 477 void brwInitFragProgFuncs( struct dd_function_table *functions ) 478 { 479 assert(functions->ProgramStringNotify == _tnl_program_string); 480 481 functions->NewProgram = brwNewProgram; 482 functions->DeleteProgram = brwDeleteProgram; 483 functions->ProgramStringNotify = brwProgramStringNotify; 484 485 functions->LinkShader = brw_link_shader; 486 487 functions->MemoryBarrier = brw_memory_barrier; 488 functions->FramebufferFetchBarrier = brw_framebuffer_fetch_barrier; 489 } 490 491 struct shader_times { 492 uint64_t time; 493 uint64_t written; 494 uint64_t reset; 495 }; 496 497 void 498 brw_init_shader_time(struct brw_context *brw) 499 { 500 const int max_entries = 2048; 501 brw->shader_time.bo = 502 brw_bo_alloc(brw->bufmgr, "shader time", 503 max_entries * BRW_SHADER_TIME_STRIDE * 3, 504 BRW_MEMZONE_OTHER); 505 brw->shader_time.names = rzalloc_array(brw, const char *, max_entries); 506 brw->shader_time.ids = rzalloc_array(brw, int, max_entries); 507 brw->shader_time.types = rzalloc_array(brw, enum shader_time_shader_type, 508 max_entries); 509 brw->shader_time.cumulative = rzalloc_array(brw, struct shader_times, 510 max_entries); 511 brw->shader_time.max_entries = max_entries; 512 } 513 514 static int 515 compare_time(const void *a, const void *b) 516 { 517 uint64_t * const *a_val = a; 518 uint64_t * const *b_val = b; 519 520 /* We don't just subtract because we're turning the value to an int. */ 521 if (**a_val < **b_val) 522 return -1; 523 else if (**a_val == **b_val) 524 return 0; 525 else 526 return 1; 527 } 528 529 static void 530 print_shader_time_line(const char *stage, const char *name, 531 int shader_num, uint64_t time, uint64_t total) 532 { 533 fprintf(stderr, "%-6s%-18s", stage, name); 534 535 if (shader_num != 0) 536 fprintf(stderr, "%4d: ", shader_num); 537 else 538 fprintf(stderr, " : "); 539 540 fprintf(stderr, "%16lld (%7.2f Gcycles) %4.1f%%\n", 541 (long long)time, 542 (double)time / 1000000000.0, 543 (double)time / total * 100.0); 544 } 545 546 static void 547 brw_report_shader_time(struct brw_context *brw) 548 { 549 if (!brw->shader_time.bo || !brw->shader_time.num_entries) 550 return; 551 552 uint64_t scaled[brw->shader_time.num_entries]; 553 uint64_t *sorted[brw->shader_time.num_entries]; 554 uint64_t total_by_type[ST_CS + 1]; 555 memset(total_by_type, 0, sizeof(total_by_type)); 556 double total = 0; 557 for (int i = 0; i < brw->shader_time.num_entries; i++) { 558 uint64_t written = 0, reset = 0; 559 enum shader_time_shader_type type = brw->shader_time.types[i]; 560 561 sorted[i] = &scaled[i]; 562 563 switch (type) { 564 case ST_VS: 565 case ST_TCS: 566 case ST_TES: 567 case ST_GS: 568 case ST_FS8: 569 case ST_FS16: 570 case ST_FS32: 571 case ST_CS: 572 written = brw->shader_time.cumulative[i].written; 573 reset = brw->shader_time.cumulative[i].reset; 574 break; 575 576 default: 577 /* I sometimes want to print things that aren't the 3 shader times. 578 * Just print the sum in that case. 579 */ 580 written = 1; 581 reset = 0; 582 break; 583 } 584 585 uint64_t time = brw->shader_time.cumulative[i].time; 586 if (written) { 587 scaled[i] = time / written * (written + reset); 588 } else { 589 scaled[i] = time; 590 } 591 592 switch (type) { 593 case ST_VS: 594 case ST_TCS: 595 case ST_TES: 596 case ST_GS: 597 case ST_FS8: 598 case ST_FS16: 599 case ST_FS32: 600 case ST_CS: 601 total_by_type[type] += scaled[i]; 602 break; 603 default: 604 break; 605 } 606 607 total += scaled[i]; 608 } 609 610 if (total == 0) { 611 fprintf(stderr, "No shader time collected yet\n"); 612 return; 613 } 614 615 qsort(sorted, brw->shader_time.num_entries, sizeof(sorted[0]), compare_time); 616 617 fprintf(stderr, "\n"); 618 fprintf(stderr, "type ID cycles spent %% of total\n"); 619 for (int s = 0; s < brw->shader_time.num_entries; s++) { 620 const char *stage; 621 /* Work back from the sorted pointers times to a time to print. */ 622 int i = sorted[s] - scaled; 623 624 if (scaled[i] == 0) 625 continue; 626 627 int shader_num = brw->shader_time.ids[i]; 628 const char *shader_name = brw->shader_time.names[i]; 629 630 switch (brw->shader_time.types[i]) { 631 case ST_VS: 632 stage = "vs"; 633 break; 634 case ST_TCS: 635 stage = "tcs"; 636 break; 637 case ST_TES: 638 stage = "tes"; 639 break; 640 case ST_GS: 641 stage = "gs"; 642 break; 643 case ST_FS8: 644 stage = "fs8"; 645 break; 646 case ST_FS16: 647 stage = "fs16"; 648 break; 649 case ST_FS32: 650 stage = "fs32"; 651 break; 652 case ST_CS: 653 stage = "cs"; 654 break; 655 default: 656 stage = "other"; 657 break; 658 } 659 660 print_shader_time_line(stage, shader_name, shader_num, 661 scaled[i], total); 662 } 663 664 fprintf(stderr, "\n"); 665 print_shader_time_line("total", "vs", 0, total_by_type[ST_VS], total); 666 print_shader_time_line("total", "tcs", 0, total_by_type[ST_TCS], total); 667 print_shader_time_line("total", "tes", 0, total_by_type[ST_TES], total); 668 print_shader_time_line("total", "gs", 0, total_by_type[ST_GS], total); 669 print_shader_time_line("total", "fs8", 0, total_by_type[ST_FS8], total); 670 print_shader_time_line("total", "fs16", 0, total_by_type[ST_FS16], total); 671 print_shader_time_line("total", "fs32", 0, total_by_type[ST_FS32], total); 672 print_shader_time_line("total", "cs", 0, total_by_type[ST_CS], total); 673 } 674 675 static void 676 brw_collect_shader_time(struct brw_context *brw) 677 { 678 if (!brw->shader_time.bo) 679 return; 680 681 /* This probably stalls on the last rendering. We could fix that by 682 * delaying reading the reports, but it doesn't look like it's a big 683 * overhead compared to the cost of tracking the time in the first place. 684 */ 685 void *bo_map = brw_bo_map(brw, brw->shader_time.bo, MAP_READ | MAP_WRITE); 686 687 for (int i = 0; i < brw->shader_time.num_entries; i++) { 688 uint32_t *times = bo_map + i * 3 * BRW_SHADER_TIME_STRIDE; 689 690 brw->shader_time.cumulative[i].time += times[BRW_SHADER_TIME_STRIDE * 0 / 4]; 691 brw->shader_time.cumulative[i].written += times[BRW_SHADER_TIME_STRIDE * 1 / 4]; 692 brw->shader_time.cumulative[i].reset += times[BRW_SHADER_TIME_STRIDE * 2 / 4]; 693 } 694 695 /* Zero the BO out to clear it out for our next collection. 696 */ 697 memset(bo_map, 0, brw->shader_time.bo->size); 698 brw_bo_unmap(brw->shader_time.bo); 699 } 700 701 void 702 brw_collect_and_report_shader_time(struct brw_context *brw) 703 { 704 brw_collect_shader_time(brw); 705 706 if (brw->shader_time.report_time == 0 || 707 get_time() - brw->shader_time.report_time >= 1.0) { 708 brw_report_shader_time(brw); 709 brw->shader_time.report_time = get_time(); 710 } 711 } 712 713 /** 714 * Chooses an index in the shader_time buffer and sets up tracking information 715 * for our printouts. 716 * 717 * Note that this holds on to references to the underlying programs, which may 718 * change their lifetimes compared to normal operation. 719 */ 720 int 721 brw_get_shader_time_index(struct brw_context *brw, struct gl_program *prog, 722 enum shader_time_shader_type type, bool is_glsl_sh) 723 { 724 int shader_time_index = brw->shader_time.num_entries++; 725 assert(shader_time_index < brw->shader_time.max_entries); 726 brw->shader_time.types[shader_time_index] = type; 727 728 const char *name; 729 if (prog->Id == 0) { 730 name = "ff"; 731 } else if (is_glsl_sh) { 732 name = prog->info.label ? 733 ralloc_strdup(brw->shader_time.names, prog->info.label) : "glsl"; 734 } else { 735 name = "prog"; 736 } 737 738 brw->shader_time.names[shader_time_index] = name; 739 brw->shader_time.ids[shader_time_index] = prog->Id; 740 741 return shader_time_index; 742 } 743 744 void 745 brw_destroy_shader_time(struct brw_context *brw) 746 { 747 brw_bo_unreference(brw->shader_time.bo); 748 brw->shader_time.bo = NULL; 749 } 750 751 void 752 brw_stage_prog_data_free(const void *p) 753 { 754 struct brw_stage_prog_data *prog_data = (struct brw_stage_prog_data *)p; 755 756 ralloc_free(prog_data->param); 757 ralloc_free(prog_data->pull_param); 758 } 759 760 void 761 brw_dump_arb_asm(const char *stage, struct gl_program *prog) 762 { 763 fprintf(stderr, "ARB_%s_program %d ir for native %s shader\n", 764 stage, prog->Id, stage); 765 _mesa_print_program(prog); 766 } 767 768 void 769 brw_setup_tex_for_precompile(const struct gen_device_info *devinfo, 770 struct brw_sampler_prog_key_data *tex, 771 struct gl_program *prog) 772 { 773 const bool has_shader_channel_select = devinfo->is_haswell || devinfo->gen >= 8; 774 unsigned sampler_count = util_last_bit(prog->SamplersUsed); 775 for (unsigned i = 0; i < sampler_count; i++) { 776 if (!has_shader_channel_select && (prog->ShadowSamplers & (1 << i))) { 777 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */ 778 tex->swizzles[i] = 779 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE); 780 } else { 781 /* Color sampler: assume no swizzling. */ 782 tex->swizzles[i] = SWIZZLE_XYZW; 783 } 784 } 785 } 786 787 /** 788 * Sets up the starting offsets for the groups of binding table entries 789 * common to all pipeline stages. 790 * 791 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're 792 * unused but also make sure that addition of small offsets to them will 793 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES. 794 */ 795 uint32_t 796 brw_assign_common_binding_table_offsets(const struct gen_device_info *devinfo, 797 const struct gl_program *prog, 798 struct brw_stage_prog_data *stage_prog_data, 799 uint32_t next_binding_table_offset) 800 { 801 int num_textures = util_last_bit(prog->SamplersUsed); 802 803 stage_prog_data->binding_table.texture_start = next_binding_table_offset; 804 next_binding_table_offset += num_textures; 805 806 if (prog->info.num_ubos) { 807 assert(prog->info.num_ubos <= BRW_MAX_UBO); 808 stage_prog_data->binding_table.ubo_start = next_binding_table_offset; 809 next_binding_table_offset += prog->info.num_ubos; 810 } else { 811 stage_prog_data->binding_table.ubo_start = 0xd0d0d0d0; 812 } 813 814 if (prog->info.num_ssbos || prog->info.num_abos) { 815 assert(prog->info.num_abos <= BRW_MAX_ABO); 816 assert(prog->info.num_ssbos <= BRW_MAX_SSBO); 817 stage_prog_data->binding_table.ssbo_start = next_binding_table_offset; 818 next_binding_table_offset += prog->info.num_abos + prog->info.num_ssbos; 819 } else { 820 stage_prog_data->binding_table.ssbo_start = 0xd0d0d0d0; 821 } 822 823 if (INTEL_DEBUG & DEBUG_SHADER_TIME) { 824 stage_prog_data->binding_table.shader_time_start = next_binding_table_offset; 825 next_binding_table_offset++; 826 } else { 827 stage_prog_data->binding_table.shader_time_start = 0xd0d0d0d0; 828 } 829 830 if (prog->info.uses_texture_gather) { 831 if (devinfo->gen >= 8) { 832 stage_prog_data->binding_table.gather_texture_start = 833 stage_prog_data->binding_table.texture_start; 834 } else { 835 stage_prog_data->binding_table.gather_texture_start = next_binding_table_offset; 836 next_binding_table_offset += num_textures; 837 } 838 } else { 839 stage_prog_data->binding_table.gather_texture_start = 0xd0d0d0d0; 840 } 841 842 if (prog->info.num_images) { 843 stage_prog_data->binding_table.image_start = next_binding_table_offset; 844 next_binding_table_offset += prog->info.num_images; 845 } else { 846 stage_prog_data->binding_table.image_start = 0xd0d0d0d0; 847 } 848 849 /* This may or may not be used depending on how the compile goes. */ 850 stage_prog_data->binding_table.pull_constants_start = next_binding_table_offset; 851 next_binding_table_offset++; 852 853 /* Plane 0 is just the regular texture section */ 854 stage_prog_data->binding_table.plane_start[0] = stage_prog_data->binding_table.texture_start; 855 856 stage_prog_data->binding_table.plane_start[1] = next_binding_table_offset; 857 next_binding_table_offset += num_textures; 858 859 stage_prog_data->binding_table.plane_start[2] = next_binding_table_offset; 860 next_binding_table_offset += num_textures; 861 862 /* Set the binding table size. Some callers may append new entries 863 * and increase this accordingly. 864 */ 865 stage_prog_data->binding_table.size_bytes = next_binding_table_offset * 4; 866 867 assert(next_binding_table_offset <= BRW_MAX_SURFACES); 868 return next_binding_table_offset; 869 } 870 871 void 872 brw_prog_key_set_id(union brw_any_prog_key *key, gl_shader_stage stage, 873 unsigned id) 874 { 875 static const unsigned stage_offsets[] = { 876 offsetof(struct brw_vs_prog_key, program_string_id), 877 offsetof(struct brw_tcs_prog_key, program_string_id), 878 offsetof(struct brw_tes_prog_key, program_string_id), 879 offsetof(struct brw_gs_prog_key, program_string_id), 880 offsetof(struct brw_wm_prog_key, program_string_id), 881 offsetof(struct brw_cs_prog_key, program_string_id), 882 }; 883 assert((int)stage >= 0 && stage < ARRAY_SIZE(stage_offsets)); 884 *(unsigned*)((uint8_t*)key + stage_offsets[stage]) = id; 885 } 886 887 void 888 brw_populate_default_key(const struct gen_device_info *devinfo, 889 union brw_any_prog_key *prog_key, 890 struct gl_shader_program *sh_prog, 891 struct gl_program *prog) 892 { 893 switch (prog->info.stage) { 894 case MESA_SHADER_VERTEX: 895 brw_vs_populate_default_key(devinfo, &prog_key->vs, prog); 896 break; 897 case MESA_SHADER_TESS_CTRL: 898 brw_tcs_populate_default_key(devinfo, &prog_key->tcs, sh_prog, prog); 899 break; 900 case MESA_SHADER_TESS_EVAL: 901 brw_tes_populate_default_key(devinfo, &prog_key->tes, sh_prog, prog); 902 break; 903 case MESA_SHADER_GEOMETRY: 904 brw_gs_populate_default_key(devinfo, &prog_key->gs, prog); 905 break; 906 case MESA_SHADER_FRAGMENT: 907 brw_wm_populate_default_key(devinfo, &prog_key->wm, prog); 908 break; 909 case MESA_SHADER_COMPUTE: 910 brw_cs_populate_default_key(devinfo, &prog_key->cs, prog); 911 break; 912 default: 913 unreachable("Unsupported stage!"); 914 } 915 } 916 917 void 918 brw_debug_recompile(struct brw_context *brw, 919 gl_shader_stage stage, 920 unsigned api_id, 921 unsigned key_program_string_id, 922 void *key) 923 { 924 const struct brw_compiler *compiler = brw->screen->compiler; 925 enum brw_cache_id cache_id = brw_stage_cache_id(stage); 926 927 compiler->shader_perf_log(brw, "Recompiling %s shader for program %d\n", 928 _mesa_shader_stage_to_string(stage), api_id); 929 930 const void *old_key = 931 brw_find_previous_compile(&brw->cache, cache_id, key_program_string_id); 932 933 brw_debug_key_recompile(compiler, brw, stage, old_key, key); 934 } 935