1/*
2 * Copyright © 2014-2017 Broadcom
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 DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include <inttypes.h>
25#include "util/u_format.h"
26#include "util/u_math.h"
27#include "util/u_memory.h"
28#include "util/ralloc.h"
29#include "util/hash_table.h"
30#include "util/u_upload_mgr.h"
31#include "tgsi/tgsi_dump.h"
32#include "tgsi/tgsi_parse.h"
33#include "compiler/nir/nir.h"
34#include "compiler/nir/nir_builder.h"
35#include "nir/tgsi_to_nir.h"
36#include "compiler/v3d_compiler.h"
37#include "v3d_context.h"
38#include "broadcom/cle/v3d_packet_v33_pack.h"
39
40static struct v3d_compiled_shader *
41v3d_get_compiled_shader(struct v3d_context *v3d,
42                        struct v3d_key *key, size_t key_size);
43static void
44v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
45                                struct v3d_key *key);
46
47static gl_varying_slot
48v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
49{
50        nir_foreach_variable(var, &s->outputs) {
51                if (var->data.driver_location == driver_location) {
52                        return var->data.location;
53                }
54        }
55
56        return -1;
57}
58
59/**
60 * Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader.
61 *
62 * A shader can have 16 of these specs, and each one of them can write up to
63 * 16 dwords.  Since we allow a total of 64 transform feedback output
64 * components (not 16 vectors), we have to group the writes of multiple
65 * varyings together in a single data spec.
66 */
67static void
68v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so,
69                                   const struct pipe_stream_output_info *stream_output)
70{
71        if (!stream_output->num_outputs)
72                return;
73
74        struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4];
75        int slot_count = 0;
76
77        for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) {
78                uint32_t buffer_offset = 0;
79                uint32_t vpm_start = slot_count;
80
81                for (int i = 0; i < stream_output->num_outputs; i++) {
82                        const struct pipe_stream_output *output =
83                                &stream_output->output[i];
84
85                        if (output->output_buffer != buffer)
86                                continue;
87
88                        /* We assume that the SO outputs appear in increasing
89                         * order in the buffer.
90                         */
91                        assert(output->dst_offset >= buffer_offset);
92
93                        /* Pad any undefined slots in the output */
94                        for (int j = buffer_offset; j < output->dst_offset; j++) {
95                                slots[slot_count] =
96                                        v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0);
97                                slot_count++;
98                                buffer_offset++;
99                        }
100
101                        /* Set the coordinate shader up to output the
102                         * components of this varying.
103                         */
104                        for (int j = 0; j < output->num_components; j++) {
105                                gl_varying_slot slot =
106                                        v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
107
108                                slots[slot_count] =
109                                        v3d_slot_from_slot_and_component(slot,
110                                                                         output->start_component + j);
111                                slot_count++;
112                                buffer_offset++;
113                        }
114                }
115
116                uint32_t vpm_size = slot_count - vpm_start;
117                if (!vpm_size)
118                        continue;
119
120                uint32_t vpm_start_offset = vpm_start + 6;
121
122                while (vpm_size) {
123                        uint32_t write_size = MIN2(vpm_size, 1 << 4);
124
125                        struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = {
126                                /* We need the offset from the coordinate shader's VPM
127                                 * output block, which has the [X, Y, Z, W, Xs, Ys]
128                                 * values at the start.
129                                 */
130                                .first_shaded_vertex_value_to_output = vpm_start_offset,
131                                .number_of_consecutive_vertex_values_to_output_as_32_bit_values = write_size,
132                                .output_buffer_to_write_to = buffer,
133                        };
134
135                        /* GFXH-1559 */
136                        assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
137                               so->num_tf_specs != 0);
138
139                        assert(so->num_tf_specs != ARRAY_SIZE(so->tf_specs));
140                        V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
141                                                                       (void *)&so->tf_specs[so->num_tf_specs],
142                                                                       &unpacked);
143
144                        /* If point size is being written by the shader, then
145                         * all the VPM start offsets are shifted up by one.
146                         * We won't know that until the variant is compiled,
147                         * though.
148                         */
149                        unpacked.first_shaded_vertex_value_to_output++;
150
151                        /* GFXH-1559 */
152                        assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
153                               so->num_tf_specs != 0);
154
155                        V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
156                                                                       (void *)&so->tf_specs_psiz[so->num_tf_specs],
157                                                                       &unpacked);
158                        so->num_tf_specs++;
159                        vpm_start_offset += write_size;
160                        vpm_size -= write_size;
161                }
162                so->base.stream_output.stride[buffer] =
163                        stream_output->stride[buffer];
164        }
165
166        so->num_tf_outputs = slot_count;
167        so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot,
168                                      slot_count);
169        memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count);
170}
171
172static int
173type_size(const struct glsl_type *type, bool bindless)
174{
175        return glsl_count_attribute_slots(type, false);
176}
177
178/**
179 * Precompiles a shader variant at shader state creation time if
180 * V3D_DEBUG=precompile is set.  Used for shader-db
181 * (https://gitlab.freedesktop.org/mesa/shader-db)
182 */
183static void
184v3d_shader_precompile(struct v3d_context *v3d,
185                      struct v3d_uncompiled_shader *so)
186{
187        nir_shader *s = so->base.ir.nir;
188
189        if (s->info.stage == MESA_SHADER_FRAGMENT) {
190                struct v3d_fs_key key = {
191                        .base.shader_state = so,
192                };
193
194                nir_foreach_variable(var, &s->outputs) {
195                        if (var->data.location == FRAG_RESULT_COLOR) {
196                                key.cbufs |= 1 << 0;
197                        } else if (var->data.location >= FRAG_RESULT_DATA0) {
198                                key.cbufs |= 1 << (var->data.location -
199                                                   FRAG_RESULT_DATA0);
200                        }
201                }
202
203                v3d_setup_shared_precompile_key(so, &key.base);
204                v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
205        } else {
206                struct v3d_vs_key key = {
207                        .base.shader_state = so,
208                };
209
210                v3d_setup_shared_precompile_key(so, &key.base);
211
212                /* Compile VS: All outputs */
213                nir_foreach_variable(var, &s->outputs) {
214                        unsigned array_len = MAX2(glsl_get_length(var->type), 1);
215                        assert(array_len == 1);
216                        (void)array_len;
217
218                        int slot = var->data.location;
219                        for (int i = 0; i < glsl_get_components(var->type); i++) {
220                                int swiz = var->data.location_frac + i;
221                                key.fs_inputs[key.num_fs_inputs++] =
222                                        v3d_slot_from_slot_and_component(slot,
223                                                                         swiz);
224                        }
225                }
226
227                v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
228
229                /* Compile VS bin shader: only position (XXX: include TF) */
230                key.is_coord = true;
231                key.num_fs_inputs = 0;
232                for (int i = 0; i < 4; i++) {
233                        key.fs_inputs[key.num_fs_inputs++] =
234                                v3d_slot_from_slot_and_component(VARYING_SLOT_POS,
235                                                                 i);
236                }
237                v3d_get_compiled_shader(v3d, &key.base, sizeof(key));
238        }
239}
240
241static void *
242v3d_uncompiled_shader_create(struct pipe_context *pctx,
243                             enum pipe_shader_ir type, void *ir)
244{
245        struct v3d_context *v3d = v3d_context(pctx);
246        struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader);
247        if (!so)
248                return NULL;
249
250        so->program_id = v3d->next_uncompiled_program_id++;
251
252        nir_shader *s;
253
254        if (type == PIPE_SHADER_IR_NIR) {
255                /* The backend takes ownership of the NIR shader on state
256                 * creation.
257                 */
258                s = ir;
259        } else {
260                assert(type == PIPE_SHADER_IR_TGSI);
261
262                if (V3D_DEBUG & V3D_DEBUG_TGSI) {
263                        fprintf(stderr, "prog %d TGSI:\n",
264                                so->program_id);
265                        tgsi_dump(ir, 0);
266                        fprintf(stderr, "\n");
267                }
268                s = tgsi_to_nir(ir, pctx->screen);
269        }
270
271        nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
272        if (s->info.stage == MESA_SHADER_VERTEX)
273                lower_mode &= ~(nir_var_shader_in | nir_var_shader_out);
274        NIR_PASS_V(s, nir_lower_io, lower_mode,
275                   type_size,
276                   (nir_lower_io_options)0);
277
278        NIR_PASS_V(s, nir_lower_regs_to_ssa);
279        NIR_PASS_V(s, nir_normalize_cubemap_coords);
280
281        NIR_PASS_V(s, nir_lower_load_const_to_scalar);
282
283        v3d_optimize_nir(s);
284
285        NIR_PASS_V(s, nir_remove_dead_variables, nir_var_function_temp);
286
287        /* Garbage collect dead instructions */
288        nir_sweep(s);
289
290        so->base.type = PIPE_SHADER_IR_NIR;
291        so->base.ir.nir = s;
292
293        if (V3D_DEBUG & (V3D_DEBUG_NIR |
294                         v3d_debug_flag_for_shader_stage(s->info.stage))) {
295                fprintf(stderr, "%s prog %d NIR:\n",
296                        gl_shader_stage_name(s->info.stage),
297                        so->program_id);
298                nir_print_shader(s, stderr);
299                fprintf(stderr, "\n");
300        }
301
302        if (V3D_DEBUG & V3D_DEBUG_PRECOMPILE)
303                v3d_shader_precompile(v3d, so);
304
305        return so;
306}
307
308static void
309v3d_shader_debug_output(const char *message, void *data)
310{
311        struct v3d_context *v3d = data;
312
313        pipe_debug_message(&v3d->debug, SHADER_INFO, "%s", message);
314}
315
316static void *
317v3d_shader_state_create(struct pipe_context *pctx,
318                        const struct pipe_shader_state *cso)
319{
320        struct v3d_uncompiled_shader *so =
321                v3d_uncompiled_shader_create(pctx,
322                                             cso->type,
323                                             (cso->type == PIPE_SHADER_IR_TGSI ?
324                                              (void *)cso->tokens :
325                                              cso->ir.nir));
326
327        v3d_set_transform_feedback_outputs(so, &cso->stream_output);
328
329        return so;
330}
331
332struct v3d_compiled_shader *
333v3d_get_compiled_shader(struct v3d_context *v3d,
334                        struct v3d_key *key,
335                        size_t key_size)
336{
337        struct v3d_uncompiled_shader *shader_state = key->shader_state;
338        nir_shader *s = shader_state->base.ir.nir;
339
340        struct hash_table *ht = v3d->prog.cache[s->info.stage];
341        struct hash_entry *entry = _mesa_hash_table_search(ht, key);
342        if (entry)
343                return entry->data;
344
345        struct v3d_compiled_shader *shader =
346                rzalloc(NULL, struct v3d_compiled_shader);
347
348        int program_id = shader_state->program_id;
349        int variant_id =
350                p_atomic_inc_return(&shader_state->compiled_variant_count);
351        uint64_t *qpu_insts;
352        uint32_t shader_size;
353
354        qpu_insts = v3d_compile(v3d->screen->compiler, key,
355                                &shader->prog_data.base, s,
356                                v3d_shader_debug_output,
357                                v3d,
358                                program_id, variant_id, &shader_size);
359        ralloc_steal(shader, shader->prog_data.base);
360
361        v3d_set_shader_uniform_dirty_flags(shader);
362
363        if (shader_size) {
364                u_upload_data(v3d->state_uploader, 0, shader_size, 8,
365                              qpu_insts, &shader->offset, &shader->resource);
366        }
367
368        free(qpu_insts);
369
370        if (ht) {
371                struct v3d_key *dup_key;
372                dup_key = ralloc_size(shader, key_size);
373                memcpy(dup_key, key, key_size);
374                _mesa_hash_table_insert(ht, dup_key, shader);
375        }
376
377        if (shader->prog_data.base->spill_size >
378            v3d->prog.spill_size_per_thread) {
379                /* The TIDX register we use for choosing the area to access
380                 * for scratch space is: (core << 6) | (qpu << 2) | thread.
381                 * Even at minimum threadcount in a particular shader, that
382                 * means we still multiply by qpus by 4.
383                 */
384                int total_spill_size = (v3d->screen->devinfo.qpu_count * 4 *
385                                        shader->prog_data.base->spill_size);
386
387                v3d_bo_unreference(&v3d->prog.spill_bo);
388                v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
389                                                  total_spill_size, "spill");
390                v3d->prog.spill_size_per_thread =
391                        shader->prog_data.base->spill_size;
392        }
393
394        return shader;
395}
396
397static void
398v3d_free_compiled_shader(struct v3d_compiled_shader *shader)
399{
400        pipe_resource_reference(&shader->resource, NULL);
401        ralloc_free(shader);
402}
403
404static void
405v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
406                     struct v3d_texture_stateobj *texstate)
407{
408        const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
409
410        for (int i = 0; i < texstate->num_textures; i++) {
411                struct pipe_sampler_view *sampler = texstate->textures[i];
412                struct v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler);
413                struct pipe_sampler_state *sampler_state =
414                        texstate->samplers[i];
415
416                if (!sampler)
417                        continue;
418
419                key->tex[i].return_size =
420                        v3d_get_tex_return_size(devinfo,
421                                                sampler->format,
422                                                sampler_state->compare_mode);
423
424                /* For 16-bit, we set up the sampler to always return 2
425                 * channels (meaning no recompiles for most statechanges),
426                 * while for 32 we actually scale the returns with channels.
427                 */
428                if (key->tex[i].return_size == 16) {
429                        key->tex[i].return_channels = 2;
430                } else if (devinfo->ver > 40) {
431                        key->tex[i].return_channels = 4;
432                } else {
433                        key->tex[i].return_channels =
434                                v3d_get_tex_return_channels(devinfo,
435                                                            sampler->format);
436                }
437
438                if (key->tex[i].return_size == 32 && devinfo->ver < 40) {
439                        memcpy(key->tex[i].swizzle,
440                               v3d_sampler->swizzle,
441                               sizeof(v3d_sampler->swizzle));
442                } else {
443                        /* For 16-bit returns, we let the sampler state handle
444                         * the swizzle.
445                         */
446                        key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
447                        key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
448                        key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
449                        key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
450                }
451
452                if (sampler) {
453                        key->tex[i].clamp_s =
454                                sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP;
455                        key->tex[i].clamp_t =
456                                sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP;
457                        key->tex[i].clamp_r =
458                                sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP;
459                }
460        }
461}
462
463static void
464v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
465                                struct v3d_key *key)
466{
467        nir_shader *s = uncompiled->base.ir.nir;
468
469        for (int i = 0; i < s->info.num_textures; i++) {
470                key->tex[i].return_size = 16;
471                key->tex[i].return_channels = 2;
472
473                key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
474                key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
475                key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
476                key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
477        }
478}
479
480static void
481v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
482{
483        struct v3d_job *job = v3d->job;
484        struct v3d_fs_key local_key;
485        struct v3d_fs_key *key = &local_key;
486        nir_shader *s = v3d->prog.bind_fs->base.ir.nir;
487
488        if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
489                            VC5_DIRTY_BLEND |
490                            VC5_DIRTY_FRAMEBUFFER |
491                            VC5_DIRTY_ZSA |
492                            VC5_DIRTY_RASTERIZER |
493                            VC5_DIRTY_SAMPLE_STATE |
494                            VC5_DIRTY_FRAGTEX |
495                            VC5_DIRTY_UNCOMPILED_FS))) {
496                return;
497        }
498
499        memset(key, 0, sizeof(*key));
500        v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
501        key->base.shader_state = v3d->prog.bind_fs;
502        key->base.ucp_enables = v3d->rasterizer->base.clip_plane_enable;
503        key->is_points = (prim_mode == PIPE_PRIM_POINTS);
504        key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
505                         prim_mode <= PIPE_PRIM_LINE_STRIP);
506        key->clamp_color = v3d->rasterizer->base.clamp_fragment_color;
507        if (v3d->blend->base.logicop_enable) {
508                key->logicop_func = v3d->blend->base.logicop_func;
509        } else {
510                key->logicop_func = PIPE_LOGICOP_COPY;
511        }
512        if (job->msaa) {
513                key->msaa = v3d->rasterizer->base.multisample;
514                key->sample_coverage = (v3d->rasterizer->base.multisample &&
515                                        v3d->sample_mask != (1 << V3D_MAX_SAMPLES) - 1);
516                key->sample_alpha_to_coverage = v3d->blend->base.alpha_to_coverage;
517                key->sample_alpha_to_one = v3d->blend->base.alpha_to_one;
518        }
519
520        key->depth_enabled = (v3d->zsa->base.depth.enabled ||
521                              v3d->zsa->base.stencil[0].enabled);
522        if (v3d->zsa->base.alpha.enabled) {
523                key->alpha_test = true;
524                key->alpha_test_func = v3d->zsa->base.alpha.func;
525        }
526
527        key->swap_color_rb = v3d->swap_color_rb;
528
529        for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
530                struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
531                if (!cbuf)
532                        continue;
533
534                /* gl_FragColor's propagation to however many bound color
535                 * buffers there are means that the shader compile needs to
536                 * know what buffers are present.
537                 */
538                key->cbufs |= 1 << i;
539
540                const struct util_format_description *desc =
541                        util_format_description(cbuf->format);
542
543                if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT &&
544                    desc->channel[0].size == 32) {
545                        key->f32_color_rb |= 1 << i;
546                }
547
548                if (s->info.fs.untyped_color_outputs) {
549                        if (util_format_is_pure_uint(cbuf->format))
550                                key->uint_color_rb |= 1 << i;
551                        else if (util_format_is_pure_sint(cbuf->format))
552                                key->int_color_rb |= 1 << i;
553                }
554        }
555
556        if (key->is_points) {
557                key->point_sprite_mask =
558                        v3d->rasterizer->base.sprite_coord_enable;
559                key->point_coord_upper_left =
560                        (v3d->rasterizer->base.sprite_coord_mode ==
561                         PIPE_SPRITE_COORD_UPPER_LEFT);
562        }
563
564        key->light_twoside = v3d->rasterizer->base.light_twoside;
565        key->shade_model_flat = v3d->rasterizer->base.flatshade;
566
567        struct v3d_compiled_shader *old_fs = v3d->prog.fs;
568        v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
569        if (v3d->prog.fs == old_fs)
570                return;
571
572        v3d->dirty |= VC5_DIRTY_COMPILED_FS;
573
574        if (old_fs) {
575                if (v3d->prog.fs->prog_data.fs->flat_shade_flags !=
576                    old_fs->prog_data.fs->flat_shade_flags) {
577                        v3d->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
578                }
579
580                if (v3d->prog.fs->prog_data.fs->noperspective_flags !=
581                    old_fs->prog_data.fs->noperspective_flags) {
582                        v3d->dirty |= VC5_DIRTY_NOPERSPECTIVE_FLAGS;
583                }
584
585                if (v3d->prog.fs->prog_data.fs->centroid_flags !=
586                    old_fs->prog_data.fs->centroid_flags) {
587                        v3d->dirty |= VC5_DIRTY_CENTROID_FLAGS;
588                }
589        }
590
591        if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots,
592                             old_fs->prog_data.fs->input_slots,
593                             sizeof(v3d->prog.fs->prog_data.fs->input_slots))) {
594                v3d->dirty |= VC5_DIRTY_FS_INPUTS;
595        }
596}
597
598static void
599v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
600{
601        struct v3d_vs_key local_key;
602        struct v3d_vs_key *key = &local_key;
603
604        if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
605                            VC5_DIRTY_RASTERIZER |
606                            VC5_DIRTY_VERTTEX |
607                            VC5_DIRTY_VTXSTATE |
608                            VC5_DIRTY_UNCOMPILED_VS |
609                            VC5_DIRTY_FS_INPUTS))) {
610                return;
611        }
612
613        memset(key, 0, sizeof(*key));
614        v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
615        key->base.shader_state = v3d->prog.bind_vs;
616        key->base.ucp_enables = v3d->rasterizer->base.clip_plane_enable;
617        key->num_fs_inputs = v3d->prog.fs->prog_data.fs->num_inputs;
618        STATIC_ASSERT(sizeof(key->fs_inputs) ==
619                      sizeof(v3d->prog.fs->prog_data.fs->input_slots));
620        memcpy(key->fs_inputs, v3d->prog.fs->prog_data.fs->input_slots,
621               sizeof(key->fs_inputs));
622        key->clamp_color = v3d->rasterizer->base.clamp_vertex_color;
623
624        key->per_vertex_point_size =
625                (prim_mode == PIPE_PRIM_POINTS &&
626                 v3d->rasterizer->base.point_size_per_vertex);
627
628        struct v3d_compiled_shader *vs =
629                v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
630        if (vs != v3d->prog.vs) {
631                v3d->prog.vs = vs;
632                v3d->dirty |= VC5_DIRTY_COMPILED_VS;
633        }
634
635        key->is_coord = true;
636        /* Coord shaders only output varyings used by transform feedback. */
637        struct v3d_uncompiled_shader *shader_state = key->base.shader_state;
638        memcpy(key->fs_inputs, shader_state->tf_outputs,
639               sizeof(*key->fs_inputs) * shader_state->num_tf_outputs);
640        if (shader_state->num_tf_outputs < key->num_fs_inputs) {
641                memset(&key->fs_inputs[shader_state->num_tf_outputs],
642                       0,
643                       sizeof(*key->fs_inputs) * (key->num_fs_inputs -
644                                                  shader_state->num_tf_outputs));
645        }
646        key->num_fs_inputs = shader_state->num_tf_outputs;
647
648        struct v3d_compiled_shader *cs =
649                v3d_get_compiled_shader(v3d, &key->base, sizeof(*key));
650        if (cs != v3d->prog.cs) {
651                v3d->prog.cs = cs;
652                v3d->dirty |= VC5_DIRTY_COMPILED_CS;
653        }
654}
655
656void
657v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode)
658{
659        v3d_update_compiled_fs(v3d, prim_mode);
660        v3d_update_compiled_vs(v3d, prim_mode);
661}
662
663void
664v3d_update_compiled_cs(struct v3d_context *v3d)
665{
666        struct v3d_key local_key;
667        struct v3d_key *key = &local_key;
668
669        if (!(v3d->dirty & (~0 | /* XXX */
670                            VC5_DIRTY_VERTTEX |
671                            VC5_DIRTY_UNCOMPILED_FS))) {
672                return;
673        }
674
675        memset(key, 0, sizeof(*key));
676        v3d_setup_shared_key(v3d, key, &v3d->tex[PIPE_SHADER_COMPUTE]);
677        key->shader_state = v3d->prog.bind_compute;
678
679        struct v3d_compiled_shader *cs =
680                v3d_get_compiled_shader(v3d, key, sizeof(*key));
681        if (cs != v3d->prog.compute) {
682                v3d->prog.compute = cs;
683                v3d->dirty |= VC5_DIRTY_COMPILED_CS; /* XXX */
684        }
685}
686
687static uint32_t
688fs_cache_hash(const void *key)
689{
690        return _mesa_hash_data(key, sizeof(struct v3d_fs_key));
691}
692
693static uint32_t
694vs_cache_hash(const void *key)
695{
696        return _mesa_hash_data(key, sizeof(struct v3d_vs_key));
697}
698
699static uint32_t
700cs_cache_hash(const void *key)
701{
702        return _mesa_hash_data(key, sizeof(struct v3d_key));
703}
704
705static bool
706fs_cache_compare(const void *key1, const void *key2)
707{
708        return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0;
709}
710
711static bool
712vs_cache_compare(const void *key1, const void *key2)
713{
714        return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0;
715}
716
717static bool
718cs_cache_compare(const void *key1, const void *key2)
719{
720        return memcmp(key1, key2, sizeof(struct v3d_key)) == 0;
721}
722
723static void
724v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso)
725{
726        struct v3d_context *v3d = v3d_context(pctx);
727        struct v3d_uncompiled_shader *so = hwcso;
728        nir_shader *s = so->base.ir.nir;
729
730        hash_table_foreach(v3d->prog.cache[s->info.stage], entry) {
731                const struct v3d_key *key = entry->key;
732                struct v3d_compiled_shader *shader = entry->data;
733
734                if (key->shader_state != so)
735                        continue;
736
737                if (v3d->prog.fs == shader)
738                        v3d->prog.fs = NULL;
739                if (v3d->prog.vs == shader)
740                        v3d->prog.vs = NULL;
741                if (v3d->prog.cs == shader)
742                        v3d->prog.cs = NULL;
743                if (v3d->prog.compute == shader)
744                        v3d->prog.compute = NULL;
745
746                _mesa_hash_table_remove(v3d->prog.cache[s->info.stage], entry);
747                v3d_free_compiled_shader(shader);
748        }
749
750        ralloc_free(so->base.ir.nir);
751        free(so);
752}
753
754static void
755v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso)
756{
757        struct v3d_context *v3d = v3d_context(pctx);
758        v3d->prog.bind_fs = hwcso;
759        v3d->dirty |= VC5_DIRTY_UNCOMPILED_FS;
760}
761
762static void
763v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso)
764{
765        struct v3d_context *v3d = v3d_context(pctx);
766        v3d->prog.bind_vs = hwcso;
767        v3d->dirty |= VC5_DIRTY_UNCOMPILED_VS;
768}
769
770static void
771v3d_compute_state_bind(struct pipe_context *pctx, void *state)
772{
773        struct v3d_context *v3d = v3d_context(pctx);
774
775        v3d->prog.bind_compute = state;
776}
777
778static void *
779v3d_create_compute_state(struct pipe_context *pctx,
780                         const struct pipe_compute_state *cso)
781{
782        return v3d_uncompiled_shader_create(pctx, cso->ir_type,
783                                            (void *)cso->prog);
784}
785
786void
787v3d_program_init(struct pipe_context *pctx)
788{
789        struct v3d_context *v3d = v3d_context(pctx);
790
791        pctx->create_vs_state = v3d_shader_state_create;
792        pctx->delete_vs_state = v3d_shader_state_delete;
793
794        pctx->create_fs_state = v3d_shader_state_create;
795        pctx->delete_fs_state = v3d_shader_state_delete;
796
797        pctx->bind_fs_state = v3d_fp_state_bind;
798        pctx->bind_vs_state = v3d_vp_state_bind;
799
800        if (v3d->screen->has_csd) {
801                pctx->create_compute_state = v3d_create_compute_state;
802                pctx->delete_compute_state = v3d_shader_state_delete;
803                pctx->bind_compute_state = v3d_compute_state_bind;
804        }
805
806        v3d->prog.cache[MESA_SHADER_VERTEX] =
807                _mesa_hash_table_create(pctx, vs_cache_hash, vs_cache_compare);
808        v3d->prog.cache[MESA_SHADER_FRAGMENT] =
809                _mesa_hash_table_create(pctx, fs_cache_hash, fs_cache_compare);
810        v3d->prog.cache[MESA_SHADER_COMPUTE] =
811                _mesa_hash_table_create(pctx, cs_cache_hash, cs_cache_compare);
812}
813
814void
815v3d_program_fini(struct pipe_context *pctx)
816{
817        struct v3d_context *v3d = v3d_context(pctx);
818
819        for (int i = 0; i < MESA_SHADER_STAGES; i++) {
820                struct hash_table *cache = v3d->prog.cache[i];
821                if (!cache)
822                        continue;
823
824                hash_table_foreach(cache, entry) {
825                        struct v3d_compiled_shader *shader = entry->data;
826                        v3d_free_compiled_shader(shader);
827                        _mesa_hash_table_remove(cache, entry);
828                }
829        }
830
831        v3d_bo_unreference(&v3d->prog.spill_bo);
832}
833