1/* 2 * Copyright © 2019 Google LLC 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21 * DEALINGS IN THE SOFTWARE. 22 */ 23 24#include "tu_private.h" 25 26#include "spirv/nir_spirv.h" 27#include "util/mesa-sha1.h" 28 29#include "ir3/ir3_nir.h" 30 31static nir_function * 32tu_spirv_to_nir(struct ir3_compiler *compiler, 33 const uint32_t *words, 34 size_t word_count, 35 gl_shader_stage stage, 36 const char *entry_point_name, 37 const VkSpecializationInfo *spec_info) 38{ 39 /* TODO these are made-up */ 40 const struct spirv_to_nir_options spirv_options = { 41 .lower_workgroup_access_to_offsets = true, 42 .lower_ubo_ssbo_access_to_offsets = true, 43 .caps = { false }, 44 }; 45 const nir_shader_compiler_options *nir_options = 46 ir3_get_compiler_options(compiler); 47 48 /* convert VkSpecializationInfo */ 49 struct nir_spirv_specialization *spec = NULL; 50 uint32_t num_spec = 0; 51 if (spec_info && spec_info->mapEntryCount) { 52 spec = malloc(sizeof(*spec) * spec_info->mapEntryCount); 53 if (!spec) 54 return NULL; 55 56 for (uint32_t i = 0; i < spec_info->mapEntryCount; i++) { 57 const VkSpecializationMapEntry *entry = &spec_info->pMapEntries[i]; 58 const void *data = spec_info->pData + entry->offset; 59 assert(data + entry->size <= spec_info->pData + spec_info->dataSize); 60 spec[i].id = entry->constantID; 61 if (entry->size == 8) 62 spec[i].data64 = *(const uint64_t *) data; 63 else 64 spec[i].data32 = *(const uint32_t *) data; 65 spec[i].defined_on_module = false; 66 } 67 68 num_spec = spec_info->mapEntryCount; 69 } 70 71 nir_function *entry_point = 72 spirv_to_nir(words, word_count, spec, num_spec, stage, entry_point_name, 73 &spirv_options, nir_options); 74 75 free(spec); 76 77 assert(entry_point->shader->info.stage == stage); 78 nir_validate_shader(entry_point->shader, "after spirv_to_nir"); 79 80 return entry_point; 81} 82 83static void 84tu_sort_variables_by_location(struct exec_list *variables) 85{ 86 struct exec_list sorted; 87 exec_list_make_empty(&sorted); 88 89 nir_foreach_variable_safe(var, variables) 90 { 91 exec_node_remove(&var->node); 92 93 /* insert the variable into the sorted list */ 94 nir_variable *next = NULL; 95 nir_foreach_variable(tmp, &sorted) 96 { 97 if (var->data.location < tmp->data.location) { 98 next = tmp; 99 break; 100 } 101 } 102 if (next) 103 exec_node_insert_node_before(&next->node, &var->node); 104 else 105 exec_list_push_tail(&sorted, &var->node); 106 } 107 108 exec_list_move_nodes_to(&sorted, variables); 109} 110 111struct tu_shader * 112tu_shader_create(struct tu_device *dev, 113 gl_shader_stage stage, 114 const VkPipelineShaderStageCreateInfo *stage_info, 115 const VkAllocationCallbacks *alloc) 116{ 117 const struct tu_shader_module *module = 118 tu_shader_module_from_handle(stage_info->module); 119 struct tu_shader *shader; 120 121 const uint32_t max_variant_count = (stage == MESA_SHADER_VERTEX) ? 2 : 1; 122 shader = vk_zalloc2( 123 &dev->alloc, alloc, 124 sizeof(*shader) + sizeof(struct ir3_shader_variant) * max_variant_count, 125 8, VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); 126 if (!shader) 127 return NULL; 128 129 /* translate SPIR-V to NIR */ 130 assert(module->code_size % 4 == 0); 131 nir_function *entry_point = tu_spirv_to_nir( 132 dev->compiler, (const uint32_t *) module->code, module->code_size / 4, 133 stage, stage_info->pName, stage_info->pSpecializationInfo); 134 if (!entry_point) { 135 vk_free2(&dev->alloc, alloc, shader); 136 return NULL; 137 } 138 139 nir_shader *nir = entry_point->shader; 140 141 if (unlikely(dev->physical_device->instance->debug_flags & TU_DEBUG_NIR)) { 142 fprintf(stderr, "translated nir:\n"); 143 nir_print_shader(nir, stderr); 144 } 145 146 /* TODO what needs to happen? */ 147 148 switch (stage) { 149 case MESA_SHADER_VERTEX: 150 tu_sort_variables_by_location(&nir->outputs); 151 break; 152 case MESA_SHADER_TESS_CTRL: 153 case MESA_SHADER_TESS_EVAL: 154 case MESA_SHADER_GEOMETRY: 155 tu_sort_variables_by_location(&nir->inputs); 156 tu_sort_variables_by_location(&nir->outputs); 157 break; 158 case MESA_SHADER_FRAGMENT: 159 tu_sort_variables_by_location(&nir->inputs); 160 break; 161 case MESA_SHADER_COMPUTE: 162 break; 163 default: 164 unreachable("invalid gl_shader_stage"); 165 break; 166 } 167 168 nir_assign_var_locations(&nir->inputs, &nir->num_inputs, 169 ir3_glsl_type_size); 170 nir_assign_var_locations(&nir->outputs, &nir->num_outputs, 171 ir3_glsl_type_size); 172 nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, 173 ir3_glsl_type_size); 174 175 NIR_PASS_V(nir, nir_lower_system_values); 176 NIR_PASS_V(nir, nir_lower_frexp); 177 NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, 0); 178 179 nir_shader_gather_info(nir, entry_point->impl); 180 181 shader->ir3_shader.compiler = dev->compiler; 182 shader->ir3_shader.type = stage; 183 shader->ir3_shader.nir = nir; 184 185 return shader; 186} 187 188void 189tu_shader_destroy(struct tu_device *dev, 190 struct tu_shader *shader, 191 const VkAllocationCallbacks *alloc) 192{ 193 if (shader->ir3_shader.nir) 194 ralloc_free(shader->ir3_shader.nir); 195 196 for (uint32_t i = 0; i < 1 + shader->has_binning_pass; i++) { 197 if (shader->variants[i].ir) 198 ir3_destroy(shader->variants[i].ir); 199 if (shader->variants[i].immediates) 200 free(shader->variants[i].immediates); 201 } 202 203 if (shader->binary) 204 free(shader->binary); 205 if (shader->binning_binary) 206 free(shader->binning_binary); 207 208 vk_free2(&dev->alloc, alloc, shader); 209} 210 211void 212tu_shader_compile_options_init( 213 struct tu_shader_compile_options *options, 214 const VkGraphicsPipelineCreateInfo *pipeline_info) 215{ 216 *options = (struct tu_shader_compile_options) { 217 /* TODO ir3_key */ 218 219 .optimize = !(pipeline_info->flags & 220 VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT), 221 .include_binning_pass = true, 222 }; 223} 224 225static uint32_t * 226tu_compile_shader_variant(struct ir3_shader *shader, 227 const struct ir3_shader_key *key, 228 bool binning_pass, 229 struct ir3_shader_variant *variant) 230{ 231 variant->shader = shader; 232 variant->type = shader->type; 233 variant->key = *key; 234 variant->binning_pass = binning_pass; 235 236 int ret = ir3_compile_shader_nir(shader->compiler, variant); 237 if (ret) 238 return NULL; 239 240 /* when assemble fails, we rely on tu_shader_destroy to clean up the 241 * variant 242 */ 243 return ir3_shader_assemble(variant, shader->compiler->gpu_id); 244} 245 246VkResult 247tu_shader_compile(struct tu_device *dev, 248 struct tu_shader *shader, 249 const struct tu_shader *next_stage, 250 const struct tu_shader_compile_options *options, 251 const VkAllocationCallbacks *alloc) 252{ 253 if (options->optimize) { 254 /* ignore the key for the first pass of optimization */ 255 ir3_optimize_nir(&shader->ir3_shader, shader->ir3_shader.nir, NULL); 256 257 if (unlikely(dev->physical_device->instance->debug_flags & 258 TU_DEBUG_NIR)) { 259 fprintf(stderr, "optimized nir:\n"); 260 nir_print_shader(shader->ir3_shader.nir, stderr); 261 } 262 } 263 264 shader->binary = tu_compile_shader_variant( 265 &shader->ir3_shader, &options->key, false, &shader->variants[0]); 266 if (!shader->binary) 267 return VK_ERROR_OUT_OF_HOST_MEMORY; 268 269 /* compile another variant for the binning pass */ 270 if (options->include_binning_pass && 271 shader->ir3_shader.type == MESA_SHADER_VERTEX) { 272 shader->binning_binary = tu_compile_shader_variant( 273 &shader->ir3_shader, &options->key, true, &shader->variants[1]); 274 if (!shader->binning_binary) 275 return VK_ERROR_OUT_OF_HOST_MEMORY; 276 277 shader->has_binning_pass = true; 278 } 279 280 if (unlikely(dev->physical_device->instance->debug_flags & TU_DEBUG_IR3)) { 281 fprintf(stderr, "disassembled ir3:\n"); 282 fprintf(stderr, "shader: %s\n", 283 gl_shader_stage_name(shader->ir3_shader.type)); 284 ir3_shader_disasm(&shader->variants[0], shader->binary, stderr); 285 286 if (shader->has_binning_pass) { 287 fprintf(stderr, "disassembled ir3:\n"); 288 fprintf(stderr, "shader: %s (binning)\n", 289 gl_shader_stage_name(shader->ir3_shader.type)); 290 ir3_shader_disasm(&shader->variants[1], shader->binning_binary, 291 stderr); 292 } 293 } 294 295 return VK_SUCCESS; 296} 297 298VkResult 299tu_CreateShaderModule(VkDevice _device, 300 const VkShaderModuleCreateInfo *pCreateInfo, 301 const VkAllocationCallbacks *pAllocator, 302 VkShaderModule *pShaderModule) 303{ 304 TU_FROM_HANDLE(tu_device, device, _device); 305 struct tu_shader_module *module; 306 307 assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO); 308 assert(pCreateInfo->flags == 0); 309 assert(pCreateInfo->codeSize % 4 == 0); 310 311 module = vk_alloc2(&device->alloc, pAllocator, 312 sizeof(*module) + pCreateInfo->codeSize, 8, 313 VK_SYSTEM_ALLOCATION_SCOPE_OBJECT); 314 if (module == NULL) 315 return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY); 316 317 module->code_size = pCreateInfo->codeSize; 318 memcpy(module->code, pCreateInfo->pCode, pCreateInfo->codeSize); 319 320 _mesa_sha1_compute(module->code, module->code_size, module->sha1); 321 322 *pShaderModule = tu_shader_module_to_handle(module); 323 324 return VK_SUCCESS; 325} 326 327void 328tu_DestroyShaderModule(VkDevice _device, 329 VkShaderModule _module, 330 const VkAllocationCallbacks *pAllocator) 331{ 332 TU_FROM_HANDLE(tu_device, device, _device); 333 TU_FROM_HANDLE(tu_shader_module, module, _module); 334 335 if (!module) 336 return; 337 338 vk_free2(&device->alloc, pAllocator, module); 339} 340