1/* 2 * Copyright (c) 2012-2015 Etnaviv Project 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, sub license, 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 12 * next paragraph) shall be included in all copies or substantial portions 13 * of the 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 NON-INFRINGEMENT. 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 * Authors: 24 * Wladimir J. van der Laan <laanwj@gmail.com> 25 */ 26 27#include "etnaviv_shader.h" 28 29#include "etnaviv_compiler.h" 30#include "etnaviv_context.h" 31#include "etnaviv_debug.h" 32#include "etnaviv_screen.h" 33#include "etnaviv_util.h" 34 35#include "tgsi/tgsi_parse.h" 36#include "util/u_math.h" 37#include "util/u_memory.h" 38 39/* Upload shader code to bo, if not already done */ 40static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shader_variant *v) 41{ 42 if (v->bo) 43 return true; 44 v->bo = etna_bo_new(ctx->screen->dev, v->code_size*4, DRM_ETNA_GEM_CACHE_WC); 45 if (!v->bo) 46 return false; 47 48 void *buf = etna_bo_map(v->bo); 49 etna_bo_cpu_prep(v->bo, DRM_ETNA_PREP_WRITE); 50 memcpy(buf, v->code, v->code_size*4); 51 etna_bo_cpu_fini(v->bo); 52 DBG("Uploaded %s of %u words to bo %p", v->processor == PIPE_SHADER_FRAGMENT ? "fs":"vs", v->code_size, v->bo); 53 return true; 54} 55 56/* Link vs and fs together: fill in shader_state from vs and fs 57 * as this function is called every time a new fs or vs is bound, the goal is to 58 * do little processing as possible here, and to precompute as much as possible in 59 * the vs/fs shader_object. 60 * 61 * XXX we could cache the link result for a certain set of VS/PS; usually a pair 62 * of VS and PS will be used together anyway. 63 */ 64static bool 65etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs, 66 struct etna_shader_variant *vs, struct etna_shader_variant *fs) 67{ 68 struct etna_shader_link_info link = { }; 69 70 assert(vs->processor == PIPE_SHADER_VERTEX); 71 assert(fs->processor == PIPE_SHADER_FRAGMENT); 72 73#ifdef DEBUG 74 if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) { 75 etna_dump_shader(vs); 76 etna_dump_shader(fs); 77 } 78#endif 79 80 if (etna_link_shader(&link, vs, fs)) { 81 /* linking failed: some fs inputs do not have corresponding 82 * vs outputs */ 83 assert(0); 84 85 return false; 86 } 87 88 if (DBG_ENABLED(ETNA_DBG_LINKER_MSGS)) { 89 debug_printf("link result:\n"); 90 debug_printf(" vs -> fs comps use pa_attr\n"); 91 92 for (int idx = 0; idx < link.num_varyings; ++idx) 93 debug_printf(" t%-2u -> t%-2u %-5.*s %u,%u,%u,%u 0x%08x\n", 94 link.varyings[idx].reg, idx + 1, 95 link.varyings[idx].num_components, "xyzw", 96 link.varyings[idx].use[0], link.varyings[idx].use[1], 97 link.varyings[idx].use[2], link.varyings[idx].use[3], 98 link.varyings[idx].pa_attributes); 99 } 100 101 /* set last_varying_2x flag if the last varying has 1 or 2 components */ 102 bool last_varying_2x = false; 103 if (link.num_varyings > 0 && link.varyings[link.num_varyings - 1].num_components <= 2) 104 last_varying_2x = true; 105 106 cs->RA_CONTROL = VIVS_RA_CONTROL_UNK0 | 107 COND(last_varying_2x, VIVS_RA_CONTROL_LAST_VARYING_2X); 108 109 cs->PA_ATTRIBUTE_ELEMENT_COUNT = VIVS_PA_ATTRIBUTE_ELEMENT_COUNT_COUNT(link.num_varyings); 110 for (int idx = 0; idx < link.num_varyings; ++idx) 111 cs->PA_SHADER_ATTRIBUTES[idx] = link.varyings[idx].pa_attributes; 112 113 cs->VS_END_PC = vs->code_size / 4; 114 cs->VS_OUTPUT_COUNT = 1 + link.num_varyings; /* position + varyings */ 115 116 /* vs outputs (varyings) */ 117 DEFINE_ETNA_BITARRAY(vs_output, 16, 8) = {0}; 118 int varid = 0; 119 etna_bitarray_set(vs_output, 8, varid++, vs->vs_pos_out_reg); 120 for (int idx = 0; idx < link.num_varyings; ++idx) 121 etna_bitarray_set(vs_output, 8, varid++, link.varyings[idx].reg); 122 if (vs->vs_pointsize_out_reg >= 0) 123 etna_bitarray_set(vs_output, 8, varid++, vs->vs_pointsize_out_reg); /* pointsize is last */ 124 125 for (int idx = 0; idx < ARRAY_SIZE(cs->VS_OUTPUT); ++idx) 126 cs->VS_OUTPUT[idx] = vs_output[idx]; 127 128 if (vs->vs_pointsize_out_reg != -1) { 129 /* vertex shader outputs point coordinate, provide extra output and make 130 * sure PA config is 131 * not masked */ 132 cs->PA_CONFIG = ~0; 133 cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT + 1; 134 } else { 135 /* vertex shader does not output point coordinate, make sure thate 136 * POINT_SIZE_ENABLE is masked 137 * and no extra output is given */ 138 cs->PA_CONFIG = ~VIVS_PA_CONFIG_POINT_SIZE_ENABLE; 139 cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT; 140 } 141 142 cs->VS_LOAD_BALANCING = vs->vs_load_balancing; 143 cs->VS_START_PC = 0; 144 145 cs->PS_END_PC = fs->code_size / 4; 146 cs->PS_OUTPUT_REG = fs->ps_color_out_reg; 147 cs->PS_INPUT_COUNT = 148 VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 1) | /* Number of inputs plus position */ 149 VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8); 150 cs->PS_TEMP_REGISTER_CONTROL = 151 VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 1)); 152 cs->PS_CONTROL = VIVS_PS_CONTROL_UNK1; /* XXX when can we set BYPASS? */ 153 cs->PS_START_PC = 0; 154 155 /* Precompute PS_INPUT_COUNT and TEMP_REGISTER_CONTROL in the case of MSAA 156 * mode, avoids some fumbling in sync_context. */ 157 cs->PS_INPUT_COUNT_MSAA = 158 VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 2) | /* MSAA adds another input */ 159 VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8); 160 cs->PS_TEMP_REGISTER_CONTROL_MSAA = 161 VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 2)); 162 163 uint32_t total_components = 0; 164 DEFINE_ETNA_BITARRAY(num_components, ETNA_NUM_VARYINGS, 4) = {0}; 165 DEFINE_ETNA_BITARRAY(component_use, 4 * ETNA_NUM_VARYINGS, 2) = {0}; 166 for (int idx = 0; idx < link.num_varyings; ++idx) { 167 const struct etna_varying *varying = &link.varyings[idx]; 168 169 etna_bitarray_set(num_components, 4, idx, varying->num_components); 170 for (int comp = 0; comp < varying->num_components; ++comp) { 171 etna_bitarray_set(component_use, 2, total_components, varying->use[comp]); 172 total_components += 1; 173 } 174 } 175 176 cs->GL_VARYING_TOTAL_COMPONENTS = 177 VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(align(total_components, 2)); 178 cs->GL_VARYING_NUM_COMPONENTS = num_components[0]; 179 cs->GL_VARYING_COMPONENT_USE[0] = component_use[0]; 180 cs->GL_VARYING_COMPONENT_USE[1] = component_use[1]; 181 182 cs->GL_HALTI5_SH_SPECIALS = 183 0x7f7f0000 | /* unknown bits, probably other PS inputs */ 184 /* pointsize is last (see above) */ 185 VIVS_GL_HALTI5_SH_SPECIALS_VS_PSIZE_OUT((vs->vs_pointsize_out_reg != -1) ? 186 cs->VS_OUTPUT_COUNT * 4 : 0x00) | 187 VIVS_GL_HALTI5_SH_SPECIALS_PS_PCOORD_IN((link.pcoord_varying_comp_ofs != -1) ? 188 link.pcoord_varying_comp_ofs : 0x7f); 189 190 /* reference instruction memory */ 191 cs->vs_inst_mem_size = vs->code_size; 192 cs->VS_INST_MEM = vs->code; 193 194 cs->ps_inst_mem_size = fs->code_size; 195 cs->PS_INST_MEM = fs->code; 196 197 if (vs->needs_icache | fs->needs_icache) { 198 /* If either of the shaders needs ICACHE, we use it for both. It is 199 * either switched on or off for the entire shader processor. 200 */ 201 if (!etna_icache_upload_shader(ctx, vs) || 202 !etna_icache_upload_shader(ctx, fs)) { 203 assert(0); 204 return false; 205 } 206 207 cs->VS_INST_ADDR.bo = vs->bo; 208 cs->VS_INST_ADDR.offset = 0; 209 cs->VS_INST_ADDR.flags = ETNA_RELOC_READ; 210 cs->PS_INST_ADDR.bo = fs->bo; 211 cs->PS_INST_ADDR.offset = 0; 212 cs->PS_INST_ADDR.flags = ETNA_RELOC_READ; 213 } else { 214 /* clear relocs */ 215 memset(&cs->VS_INST_ADDR, 0, sizeof(cs->VS_INST_ADDR)); 216 memset(&cs->PS_INST_ADDR, 0, sizeof(cs->PS_INST_ADDR)); 217 } 218 219 return true; 220} 221 222bool 223etna_shader_link(struct etna_context *ctx) 224{ 225 if (!ctx->shader.vs || !ctx->shader.fs) 226 return false; 227 228 /* re-link vs and fs if needed */ 229 return etna_link_shaders(ctx, &ctx->shader_state, ctx->shader.vs, ctx->shader.fs); 230} 231 232static bool 233etna_shader_update_vs_inputs(struct compiled_shader_state *cs, 234 const struct etna_shader_variant *vs, 235 const struct compiled_vertex_elements_state *ves) 236{ 237 unsigned num_temps, cur_temp, num_vs_inputs; 238 239 if (!vs) 240 return false; 241 242 /* Number of vertex elements determines number of VS inputs. Otherwise, 243 * the GPU crashes. Allocate any unused vertex elements to VS temporary 244 * registers. */ 245 num_vs_inputs = MAX2(ves->num_elements, vs->infile.num_reg); 246 if (num_vs_inputs != ves->num_elements) { 247 BUG("Number of elements %u does not match the number of VS inputs %zu", 248 ves->num_elements, vs->infile.num_reg); 249 return false; 250 } 251 252 cur_temp = vs->num_temps; 253 num_temps = num_vs_inputs - vs->infile.num_reg + cur_temp; 254 255 cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs) | 256 VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8); 257 cs->VS_TEMP_REGISTER_CONTROL = 258 VIVS_VS_TEMP_REGISTER_CONTROL_NUM_TEMPS(num_temps); 259 260 /* vs inputs (attributes) */ 261 DEFINE_ETNA_BITARRAY(vs_input, 16, 8) = {0}; 262 for (int idx = 0; idx < num_vs_inputs; ++idx) { 263 if (idx < vs->infile.num_reg) 264 etna_bitarray_set(vs_input, 8, idx, vs->infile.reg[idx].reg); 265 else 266 etna_bitarray_set(vs_input, 8, idx, cur_temp++); 267 } 268 269 for (int idx = 0; idx < ARRAY_SIZE(cs->VS_INPUT); ++idx) 270 cs->VS_INPUT[idx] = vs_input[idx]; 271 272 return true; 273} 274 275static inline const char * 276etna_shader_stage(struct etna_shader_variant *shader) 277{ 278 switch (shader->processor) { 279 case PIPE_SHADER_VERTEX: return "VERT"; 280 case PIPE_SHADER_FRAGMENT: return "FRAG"; 281 case PIPE_SHADER_COMPUTE: return "CL"; 282 default: 283 unreachable("invalid type"); 284 return NULL; 285 } 286} 287 288static void 289dump_shader_info(struct etna_shader_variant *v, struct pipe_debug_callback *debug) 290{ 291 if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB)) 292 return; 293 294 pipe_debug_message(debug, SHADER_INFO, "\n" 295 "SHADER-DB: %s prog %d/%d: %u instructions %u temps\n" 296 "SHADER-DB: %s prog %d/%d: %u immediates %u consts\n" 297 "SHADER-DB: %s prog %d/%d: %u loops\n", 298 etna_shader_stage(v), 299 v->shader->id, v->id, 300 v->code_size, 301 v->num_temps, 302 etna_shader_stage(v), 303 v->shader->id, v->id, 304 v->uniforms.imm_count, 305 v->uniforms.const_count, 306 etna_shader_stage(v), 307 v->shader->id, v->id, 308 v->num_loops); 309} 310 311bool 312etna_shader_update_vertex(struct etna_context *ctx) 313{ 314 return etna_shader_update_vs_inputs(&ctx->shader_state, ctx->shader.vs, 315 ctx->vertex_elements); 316} 317 318static struct etna_shader_variant * 319create_variant(struct etna_shader *shader, struct etna_shader_key key) 320{ 321 struct etna_shader_variant *v = CALLOC_STRUCT(etna_shader_variant); 322 int ret; 323 324 if (!v) 325 return NULL; 326 327 v->shader = shader; 328 v->key = key; 329 330 ret = etna_compile_shader(v); 331 if (!ret) { 332 debug_error("compile failed!"); 333 goto fail; 334 } 335 336 v->id = ++shader->variant_count; 337 338 return v; 339 340fail: 341 FREE(v); 342 return NULL; 343} 344 345struct etna_shader_variant * 346etna_shader_variant(struct etna_shader *shader, struct etna_shader_key key, 347 struct pipe_debug_callback *debug) 348{ 349 struct etna_shader_variant *v; 350 351 for (v = shader->variants; v; v = v->next) 352 if (etna_shader_key_equal(&key, &v->key)) 353 return v; 354 355 /* compile new variant if it doesn't exist already */ 356 v = create_variant(shader, key); 357 if (v) { 358 v->next = shader->variants; 359 shader->variants = v; 360 dump_shader_info(v, debug); 361 } 362 363 return v; 364} 365 366static void * 367etna_create_shader_state(struct pipe_context *pctx, 368 const struct pipe_shader_state *pss) 369{ 370 struct etna_context *ctx = etna_context(pctx); 371 struct etna_shader *shader = CALLOC_STRUCT(etna_shader); 372 373 if (!shader) 374 return NULL; 375 376 static uint32_t id; 377 shader->id = id++; 378 shader->specs = &ctx->specs; 379 shader->tokens = tgsi_dup_tokens(pss->tokens); 380 381 if (etna_mesa_debug & ETNA_DBG_SHADERDB) { 382 /* if shader-db run, create a standard variant immediately 383 * (as otherwise nothing will trigger the shader to be 384 * actually compiled). 385 */ 386 struct etna_shader_key key = {}; 387 etna_shader_variant(shader, key, &ctx->debug); 388 } 389 390 return shader; 391} 392 393static void 394etna_delete_shader_state(struct pipe_context *pctx, void *ss) 395{ 396 struct etna_shader *shader = ss; 397 struct etna_shader_variant *v, *t; 398 399 v = shader->variants; 400 while (v) { 401 t = v; 402 v = v->next; 403 if (t->bo) 404 etna_bo_del(t->bo); 405 etna_destroy_shader(t); 406 } 407 408 FREE(shader->tokens); 409 FREE(shader); 410} 411 412static void 413etna_bind_fs_state(struct pipe_context *pctx, void *hwcso) 414{ 415 struct etna_context *ctx = etna_context(pctx); 416 417 ctx->shader.bind_fs = hwcso; 418 ctx->dirty |= ETNA_DIRTY_SHADER; 419} 420 421static void 422etna_bind_vs_state(struct pipe_context *pctx, void *hwcso) 423{ 424 struct etna_context *ctx = etna_context(pctx); 425 426 ctx->shader.bind_vs = hwcso; 427 ctx->dirty |= ETNA_DIRTY_SHADER; 428} 429 430void 431etna_shader_init(struct pipe_context *pctx) 432{ 433 pctx->create_fs_state = etna_create_shader_state; 434 pctx->bind_fs_state = etna_bind_fs_state; 435 pctx->delete_fs_state = etna_delete_shader_state; 436 pctx->create_vs_state = etna_create_shader_state; 437 pctx->bind_vs_state = etna_bind_vs_state; 438 pctx->delete_vs_state = etna_delete_shader_state; 439} 440