
Jason started the task by creating anv_cmd_buffer.c and anv_cmd_emit.c. This patch finishes the task by renaming all other files except gen*_pack.h and glsl_scraper.py.
1210 lines
40 KiB
C++
1210 lines
40 KiB
C++
/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <sys/stat.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include "anv_private.h"
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#include <brw_context.h>
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#include <brw_wm.h> /* brw_new_shader_program is here */
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#include <brw_nir.h>
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#include <brw_vs.h>
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#include <brw_gs.h>
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#include <brw_cs.h>
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#include <mesa/main/shaderobj.h>
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#include <mesa/main/fbobject.h>
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#include <mesa/main/context.h>
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#include <mesa/program/program.h>
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#include <glsl/program.h>
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/* XXX: We need this to keep symbols in nir.h from conflicting with the
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* generated GEN command packing headers. We need to fix *both* to not
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* define something as generic as LOAD.
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*/
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#undef LOAD
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#include <glsl/nir/nir_spirv.h>
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#define SPIR_V_MAGIC_NUMBER 0x07230203
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static void
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fail_if(int cond, const char *format, ...)
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{
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va_list args;
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if (!cond)
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return;
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va_start(args, format);
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vfprintf(stderr, format, args);
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va_end(args);
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exit(1);
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}
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static VkResult
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set_binding_table_layout(struct brw_stage_prog_data *prog_data,
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struct anv_pipeline *pipeline, uint32_t stage)
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{
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uint32_t bias, count, k, *map;
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struct anv_pipeline_layout *layout = pipeline->layout;
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/* No layout is valid for shaders that don't bind any resources. */
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if (pipeline->layout == NULL)
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return VK_SUCCESS;
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if (stage == VK_SHADER_STAGE_FRAGMENT)
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bias = MAX_RTS;
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else
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bias = 0;
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count = layout->stage[stage].surface_count;
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prog_data->map_entries =
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(uint32_t *) malloc(count * sizeof(prog_data->map_entries[0]));
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if (prog_data->map_entries == NULL)
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return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
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k = bias;
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map = prog_data->map_entries;
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for (uint32_t i = 0; i < layout->num_sets; i++) {
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prog_data->bind_map[i].index = map;
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for (uint32_t j = 0; j < layout->set[i].layout->stage[stage].surface_count; j++)
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*map++ = k++;
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prog_data->bind_map[i].index_count =
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layout->set[i].layout->stage[stage].surface_count;
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}
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return VK_SUCCESS;
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}
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static void
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brw_vs_populate_key(struct brw_context *brw,
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struct brw_vertex_program *vp,
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struct brw_vs_prog_key *key)
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{
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struct gl_context *ctx = &brw->ctx;
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/* BRW_NEW_VERTEX_PROGRAM */
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struct gl_program *prog = (struct gl_program *) vp;
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memset(key, 0, sizeof(*key));
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/* Just upload the program verbatim for now. Always send it all
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* the inputs it asks for, whether they are varying or not.
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*/
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key->base.program_string_id = vp->id;
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brw_setup_vue_key_clip_info(brw, &key->base,
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vp->program.Base.UsesClipDistanceOut);
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/* _NEW_POLYGON */
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if (brw->gen < 6) {
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key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
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ctx->Polygon.BackMode != GL_FILL);
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}
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if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
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VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
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/* _NEW_LIGHT | _NEW_BUFFERS */
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key->clamp_vertex_color = ctx->Light._ClampVertexColor;
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}
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/* _NEW_POINT */
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if (brw->gen < 6 && ctx->Point.PointSprite) {
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for (int i = 0; i < 8; i++) {
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if (ctx->Point.CoordReplace[i])
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key->point_coord_replace |= (1 << i);
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}
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}
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/* _NEW_TEXTURE */
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brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
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&key->base.tex);
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}
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static bool
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really_do_vs_prog(struct brw_context *brw,
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struct gl_shader_program *prog,
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struct brw_vertex_program *vp,
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struct brw_vs_prog_key *key, struct anv_pipeline *pipeline)
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{
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GLuint program_size;
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const GLuint *program;
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struct brw_vs_compile c;
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struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
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struct brw_stage_prog_data *stage_prog_data = &prog_data->base.base;
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void *mem_ctx;
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struct gl_shader *vs = NULL;
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if (prog)
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vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
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memset(&c, 0, sizeof(c));
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memcpy(&c.key, key, sizeof(*key));
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memset(prog_data, 0, sizeof(*prog_data));
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mem_ctx = ralloc_context(NULL);
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c.vp = vp;
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/* Allocate the references to the uniforms that will end up in the
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* prog_data associated with the compiled program, and which will be freed
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* by the state cache.
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*/
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int param_count;
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if (vs) {
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/* We add padding around uniform values below vec4 size, with the worst
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* case being a float value that gets blown up to a vec4, so be
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* conservative here.
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*/
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param_count = vs->num_uniform_components * 4;
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} else {
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param_count = vp->program.Base.Parameters->NumParameters * 4;
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}
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/* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
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* planes as uniforms.
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*/
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param_count += c.key.base.nr_userclip_plane_consts * 4;
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/* Setting nr_params here NOT to the size of the param and pull_param
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* arrays, but to the number of uniform components vec4_visitor
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* needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
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*/
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stage_prog_data->nr_params = ALIGN(param_count, 4) / 4;
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if (vs) {
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stage_prog_data->nr_params += vs->num_samplers;
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}
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GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
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prog_data->inputs_read = vp->program.Base.InputsRead;
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if (c.key.copy_edgeflag) {
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
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prog_data->inputs_read |= VERT_BIT_EDGEFLAG;
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}
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if (brw->gen < 6) {
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/* Put dummy slots into the VUE for the SF to put the replaced
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* point sprite coords in. We shouldn't need these dummy slots,
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* which take up precious URB space, but it would mean that the SF
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* doesn't get nice aligned pairs of input coords into output
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* coords, which would be a pain to handle.
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*/
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for (int i = 0; i < 8; i++) {
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if (c.key.point_coord_replace & (1 << i))
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
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}
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/* if back colors are written, allocate slots for front colors too */
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if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
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if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
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}
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/* In order for legacy clipping to work, we need to populate the clip
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* distance varying slots whenever clipping is enabled, even if the vertex
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* shader doesn't write to gl_ClipDistance.
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*/
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if (c.key.base.userclip_active) {
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
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outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
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}
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brw_compute_vue_map(brw->intelScreen->devinfo,
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&prog_data->base.vue_map, outputs_written);
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\
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set_binding_table_layout(&prog_data->base.base, pipeline,
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VK_SHADER_STAGE_VERTEX);
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/* Emit GEN4 code.
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*/
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program = brw_vs_emit(brw, prog, &c, prog_data, mem_ctx, &program_size);
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if (program == NULL) {
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ralloc_free(mem_ctx);
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return false;
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}
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struct anv_state vs_state = anv_state_stream_alloc(&pipeline->program_stream,
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program_size, 64);
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memcpy(vs_state.map, program, program_size);
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pipeline->vs_simd8 = vs_state.offset;
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ralloc_free(mem_ctx);
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return true;
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}
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void brw_wm_populate_key(struct brw_context *brw,
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struct brw_fragment_program *fp,
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struct brw_wm_prog_key *key)
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{
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struct gl_context *ctx = &brw->ctx;
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struct gl_program *prog = (struct gl_program *) brw->fragment_program;
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GLuint lookup = 0;
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GLuint line_aa;
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bool program_uses_dfdy = fp->program.UsesDFdy;
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struct gl_framebuffer draw_buffer;
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bool multisample_fbo;
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memset(key, 0, sizeof(*key));
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for (int i = 0; i < MAX_SAMPLERS; i++) {
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/* Assume color sampler, no swizzling. */
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key->tex.swizzles[i] = SWIZZLE_XYZW;
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}
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/* A non-zero framebuffer name indicates that the framebuffer was created by
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* the user rather than the window system. */
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draw_buffer.Name = 1;
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draw_buffer.Visual.samples = 1;
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draw_buffer._NumColorDrawBuffers = 1;
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draw_buffer._NumColorDrawBuffers = 1;
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draw_buffer.Width = 400;
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draw_buffer.Height = 400;
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ctx->DrawBuffer = &draw_buffer;
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multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
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/* Build the index for table lookup
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*/
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if (brw->gen < 6) {
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/* _NEW_COLOR */
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if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
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lookup |= IZ_PS_KILL_ALPHATEST_BIT;
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if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
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lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
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/* _NEW_DEPTH */
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if (ctx->Depth.Test)
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lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
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if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
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lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
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/* _NEW_STENCIL | _NEW_BUFFERS */
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if (ctx->Stencil._Enabled) {
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lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
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if (ctx->Stencil.WriteMask[0] ||
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ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
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lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
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}
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key->iz_lookup = lookup;
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}
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line_aa = AA_NEVER;
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/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
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if (ctx->Line.SmoothFlag) {
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if (brw->reduced_primitive == GL_LINES) {
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line_aa = AA_ALWAYS;
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}
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else if (brw->reduced_primitive == GL_TRIANGLES) {
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if (ctx->Polygon.FrontMode == GL_LINE) {
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line_aa = AA_SOMETIMES;
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if (ctx->Polygon.BackMode == GL_LINE ||
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(ctx->Polygon.CullFlag &&
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ctx->Polygon.CullFaceMode == GL_BACK))
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line_aa = AA_ALWAYS;
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}
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else if (ctx->Polygon.BackMode == GL_LINE) {
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line_aa = AA_SOMETIMES;
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if ((ctx->Polygon.CullFlag &&
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ctx->Polygon.CullFaceMode == GL_FRONT))
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line_aa = AA_ALWAYS;
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}
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}
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}
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key->line_aa = line_aa;
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/* _NEW_HINT */
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key->high_quality_derivatives =
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ctx->Hint.FragmentShaderDerivative == GL_NICEST;
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if (brw->gen < 6)
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key->stats_wm = brw->stats_wm;
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/* _NEW_LIGHT */
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key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
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/* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
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key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
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/* _NEW_TEXTURE */
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brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
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&key->tex);
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/* _NEW_BUFFERS */
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/*
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* Include the draw buffer origin and height so that we can calculate
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* fragment position values relative to the bottom left of the drawable,
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* from the incoming screen origin relative position we get as part of our
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* payload.
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*
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* This is only needed for the WM_WPOSXY opcode when the fragment program
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* uses the gl_FragCoord input.
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*
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* We could avoid recompiling by including this as a constant referenced by
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* our program, but if we were to do that it would also be nice to handle
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* getting that constant updated at batchbuffer submit time (when we
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* hold the lock and know where the buffer really is) rather than at emit
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* time when we don't hold the lock and are just guessing. We could also
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* just avoid using this as key data if the program doesn't use
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* fragment.position.
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*
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* For DRI2 the origin_x/y will always be (0,0) but we still need the
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* drawable height in order to invert the Y axis.
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*/
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if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
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key->drawable_height = ctx->DrawBuffer->Height;
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}
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if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
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key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
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}
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/* _NEW_BUFFERS */
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key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
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/* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
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key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
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(ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
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/* _NEW_BUFFERS _NEW_MULTISAMPLE */
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/* Ignore sample qualifier while computing this flag. */
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key->persample_shading =
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_mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
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if (key->persample_shading)
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key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
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key->compute_pos_offset =
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_mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
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fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
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key->compute_sample_id =
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multisample_fbo &&
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ctx->Multisample.Enabled &&
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(fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
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/* BRW_NEW_VUE_MAP_GEOM_OUT */
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if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
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BRW_FS_VARYING_INPUT_MASK) > 16)
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key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
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/* _NEW_COLOR | _NEW_BUFFERS */
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/* Pre-gen6, the hardware alpha test always used each render
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* target's alpha to do alpha test, as opposed to render target 0's alpha
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* like GL requires. Fix that by building the alpha test into the
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* shader, and we'll skip enabling the fixed function alpha test.
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*/
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if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
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key->alpha_test_func = ctx->Color.AlphaFunc;
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key->alpha_test_ref = ctx->Color.AlphaRef;
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}
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/* The unique fragment program ID */
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key->program_string_id = fp->id;
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ctx->DrawBuffer = NULL;
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}
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static uint8_t
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computed_depth_mode(struct gl_fragment_program *fp)
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{
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if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
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switch (fp->FragDepthLayout) {
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case FRAG_DEPTH_LAYOUT_NONE:
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case FRAG_DEPTH_LAYOUT_ANY:
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return BRW_PSCDEPTH_ON;
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case FRAG_DEPTH_LAYOUT_GREATER:
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return BRW_PSCDEPTH_ON_GE;
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case FRAG_DEPTH_LAYOUT_LESS:
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return BRW_PSCDEPTH_ON_LE;
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case FRAG_DEPTH_LAYOUT_UNCHANGED:
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return BRW_PSCDEPTH_OFF;
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}
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}
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return BRW_PSCDEPTH_OFF;
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}
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static bool
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really_do_wm_prog(struct brw_context *brw,
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struct gl_shader_program *prog,
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struct brw_fragment_program *fp,
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struct brw_wm_prog_key *key, struct anv_pipeline *pipeline)
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{
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struct gl_context *ctx = &brw->ctx;
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void *mem_ctx = ralloc_context(NULL);
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struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
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struct gl_shader *fs = NULL;
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unsigned int program_size;
|
|
const uint32_t *program;
|
|
|
|
if (prog)
|
|
fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
|
|
memset(prog_data, 0, sizeof(*prog_data));
|
|
|
|
/* key->alpha_test_func means simulating alpha testing via discards,
|
|
* so the shader definitely kills pixels.
|
|
*/
|
|
prog_data->uses_kill = fp->program.UsesKill || key->alpha_test_func;
|
|
|
|
prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
|
|
|
|
/* 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.
|
|
*/
|
|
int param_count;
|
|
if (fs) {
|
|
param_count = fs->num_uniform_components;
|
|
} else {
|
|
param_count = fp->program.Base.Parameters->NumParameters * 4;
|
|
}
|
|
/* The backend also sometimes adds params for texture size. */
|
|
param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
|
|
prog_data->base.param =
|
|
rzalloc_array(NULL, const gl_constant_value *, param_count);
|
|
prog_data->base.pull_param =
|
|
rzalloc_array(NULL, const gl_constant_value *, param_count);
|
|
prog_data->base.nr_params = param_count;
|
|
|
|
prog_data->barycentric_interp_modes =
|
|
brw_compute_barycentric_interp_modes(brw, key->flat_shade,
|
|
key->persample_shading,
|
|
&fp->program);
|
|
|
|
set_binding_table_layout(&prog_data->base, pipeline,
|
|
VK_SHADER_STAGE_FRAGMENT);
|
|
/* This needs to come after shader time and pull constant entries, but we
|
|
* don't have those set up now, so just put it after the layout entries.
|
|
*/
|
|
prog_data->binding_table.render_target_start = 0;
|
|
|
|
program = brw_wm_fs_emit(brw, mem_ctx, key, prog_data,
|
|
&fp->program, prog, &program_size);
|
|
if (program == NULL) {
|
|
ralloc_free(mem_ctx);
|
|
return false;
|
|
}
|
|
|
|
struct anv_state ps_state = anv_state_stream_alloc(&pipeline->program_stream,
|
|
program_size, 64);
|
|
memcpy(ps_state.map, program, program_size);
|
|
|
|
if (prog_data->no_8)
|
|
pipeline->ps_simd8 = NO_KERNEL;
|
|
else
|
|
pipeline->ps_simd8 = ps_state.offset;
|
|
|
|
if (prog_data->no_8 || prog_data->prog_offset_16) {
|
|
pipeline->ps_simd16 = ps_state.offset + prog_data->prog_offset_16;
|
|
} else {
|
|
pipeline->ps_simd16 = NO_KERNEL;
|
|
}
|
|
|
|
ralloc_free(mem_ctx);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
brw_gs_populate_key(struct brw_context *brw,
|
|
struct anv_pipeline *pipeline,
|
|
struct brw_geometry_program *gp,
|
|
struct brw_gs_prog_key *key)
|
|
{
|
|
struct gl_context *ctx = &brw->ctx;
|
|
struct brw_stage_state *stage_state = &brw->gs.base;
|
|
struct gl_program *prog = &gp->program.Base;
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
|
|
key->base.program_string_id = gp->id;
|
|
brw_setup_vue_key_clip_info(brw, &key->base,
|
|
gp->program.Base.UsesClipDistanceOut);
|
|
|
|
/* _NEW_TEXTURE */
|
|
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
|
|
&key->base.tex);
|
|
|
|
struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
|
|
|
|
/* BRW_NEW_VUE_MAP_VS */
|
|
key->input_varyings = prog_data->base.vue_map.slots_valid;
|
|
}
|
|
|
|
static bool
|
|
really_do_gs_prog(struct brw_context *brw,
|
|
struct gl_shader_program *prog,
|
|
struct brw_geometry_program *gp,
|
|
struct brw_gs_prog_key *key, struct anv_pipeline *pipeline)
|
|
{
|
|
struct brw_gs_compile_output output;
|
|
|
|
/* FIXME: We pass the bind map to the compile in the output struct. Need
|
|
* something better. */
|
|
set_binding_table_layout(&output.prog_data.base.base,
|
|
pipeline, VK_SHADER_STAGE_GEOMETRY);
|
|
|
|
brw_compile_gs_prog(brw, prog, gp, key, &output);
|
|
|
|
struct anv_state gs_state = anv_state_stream_alloc(&pipeline->program_stream,
|
|
output.program_size, 64);
|
|
memcpy(gs_state.map, output.program, output.program_size);
|
|
|
|
pipeline->gs_vec4 = gs_state.offset;
|
|
pipeline->gs_vertex_count = gp->program.VerticesIn;
|
|
|
|
ralloc_free(output.mem_ctx);
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
brw_codegen_cs_prog(struct brw_context *brw,
|
|
struct gl_shader_program *prog,
|
|
struct brw_compute_program *cp,
|
|
struct brw_cs_prog_key *key, struct anv_pipeline *pipeline)
|
|
{
|
|
struct gl_context *ctx = &brw->ctx;
|
|
const GLuint *program;
|
|
void *mem_ctx = ralloc_context(NULL);
|
|
GLuint program_size;
|
|
struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data;
|
|
|
|
struct gl_shader *cs = prog->_LinkedShaders[MESA_SHADER_COMPUTE];
|
|
assert (cs);
|
|
|
|
memset(prog_data, 0, sizeof(*prog_data));
|
|
|
|
set_binding_table_layout(&prog_data->base, pipeline, VK_SHADER_STAGE_COMPUTE);
|
|
|
|
/* 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.
|
|
*/
|
|
int param_count = cs->num_uniform_components;
|
|
|
|
/* The backend also sometimes adds params for texture size. */
|
|
param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
|
|
prog_data->base.param =
|
|
rzalloc_array(NULL, const gl_constant_value *, param_count);
|
|
prog_data->base.pull_param =
|
|
rzalloc_array(NULL, const gl_constant_value *, param_count);
|
|
prog_data->base.nr_params = param_count;
|
|
|
|
program = brw_cs_emit(brw, mem_ctx, key, prog_data,
|
|
&cp->program, prog, &program_size);
|
|
if (program == NULL) {
|
|
ralloc_free(mem_ctx);
|
|
return false;
|
|
}
|
|
|
|
if (unlikely(INTEL_DEBUG & DEBUG_CS))
|
|
fprintf(stderr, "\n");
|
|
|
|
struct anv_state cs_state = anv_state_stream_alloc(&pipeline->program_stream,
|
|
program_size, 64);
|
|
memcpy(cs_state.map, program, program_size);
|
|
|
|
pipeline->cs_simd = cs_state.offset;
|
|
|
|
ralloc_free(mem_ctx);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
brw_cs_populate_key(struct brw_context *brw,
|
|
struct brw_compute_program *bcp, struct brw_cs_prog_key *key)
|
|
{
|
|
memset(key, 0, sizeof(*key));
|
|
|
|
/* The unique compute program ID */
|
|
key->program_string_id = bcp->id;
|
|
}
|
|
|
|
static void
|
|
fail_on_compile_error(int status, const char *msg)
|
|
{
|
|
int source, line, column;
|
|
char error[256];
|
|
|
|
if (status)
|
|
return;
|
|
|
|
if (sscanf(msg, "%d:%d(%d): error: %255[^\n]", &source, &line, &column, error) == 4)
|
|
fail_if(!status, "%d:%s\n", line, error);
|
|
else
|
|
fail_if(!status, "%s\n", msg);
|
|
}
|
|
|
|
struct anv_compiler {
|
|
struct anv_device *device;
|
|
struct intel_screen *screen;
|
|
struct brw_context *brw;
|
|
struct gl_pipeline_object pipeline;
|
|
};
|
|
|
|
extern "C" {
|
|
|
|
struct anv_compiler *
|
|
anv_compiler_create(struct anv_device *device)
|
|
{
|
|
const struct brw_device_info *devinfo = &device->info;
|
|
struct anv_compiler *compiler;
|
|
struct gl_context *ctx;
|
|
|
|
compiler = rzalloc(NULL, struct anv_compiler);
|
|
if (compiler == NULL)
|
|
return NULL;
|
|
|
|
compiler->screen = rzalloc(compiler, struct intel_screen);
|
|
if (compiler->screen == NULL)
|
|
goto fail;
|
|
|
|
compiler->brw = rzalloc(compiler, struct brw_context);
|
|
if (compiler->brw == NULL)
|
|
goto fail;
|
|
|
|
compiler->device = device;
|
|
|
|
compiler->brw->optionCache.info = NULL;
|
|
compiler->brw->bufmgr = NULL;
|
|
compiler->brw->gen = devinfo->gen;
|
|
compiler->brw->is_g4x = devinfo->is_g4x;
|
|
compiler->brw->is_baytrail = devinfo->is_baytrail;
|
|
compiler->brw->is_haswell = devinfo->is_haswell;
|
|
compiler->brw->is_cherryview = devinfo->is_cherryview;
|
|
|
|
/* We need this at least for CS, which will check brw->max_cs_threads
|
|
* against the work group size. */
|
|
compiler->brw->max_vs_threads = devinfo->max_vs_threads;
|
|
compiler->brw->max_hs_threads = devinfo->max_hs_threads;
|
|
compiler->brw->max_ds_threads = devinfo->max_ds_threads;
|
|
compiler->brw->max_gs_threads = devinfo->max_gs_threads;
|
|
compiler->brw->max_wm_threads = devinfo->max_wm_threads;
|
|
compiler->brw->max_cs_threads = devinfo->max_cs_threads;
|
|
compiler->brw->urb.size = devinfo->urb.size;
|
|
compiler->brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
|
|
compiler->brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
|
|
compiler->brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
|
|
compiler->brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
|
|
compiler->brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
|
|
|
|
compiler->brw->intelScreen = compiler->screen;
|
|
compiler->screen->devinfo = &device->info;
|
|
|
|
brw_process_intel_debug_variable(compiler->screen);
|
|
|
|
compiler->screen->compiler = brw_compiler_create(compiler, &device->info);
|
|
|
|
ctx = &compiler->brw->ctx;
|
|
_mesa_init_shader_object_functions(&ctx->Driver);
|
|
|
|
_mesa_init_constants(&ctx->Const, API_OPENGL_CORE);
|
|
|
|
brw_initialize_context_constants(compiler->brw);
|
|
|
|
intelInitExtensions(ctx);
|
|
|
|
/* Set dd::NewShader */
|
|
brwInitFragProgFuncs(&ctx->Driver);
|
|
|
|
ctx->_Shader = &compiler->pipeline;
|
|
|
|
compiler->brw->precompile = false;
|
|
|
|
return compiler;
|
|
|
|
fail:
|
|
ralloc_free(compiler);
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
anv_compiler_destroy(struct anv_compiler *compiler)
|
|
{
|
|
_mesa_free_errors_data(&compiler->brw->ctx);
|
|
ralloc_free(compiler);
|
|
}
|
|
|
|
/* From gen7_urb.c */
|
|
|
|
/* FIXME: Add to struct intel_device_info */
|
|
|
|
static const int gen8_push_size = 32 * 1024;
|
|
|
|
static void
|
|
gen7_compute_urb_partition(struct anv_pipeline *pipeline)
|
|
{
|
|
const struct brw_device_info *devinfo = &pipeline->device->info;
|
|
bool vs_present = pipeline->vs_simd8 != NO_KERNEL;
|
|
unsigned vs_size = vs_present ? pipeline->vs_prog_data.base.urb_entry_size : 1;
|
|
unsigned vs_entry_size_bytes = vs_size * 64;
|
|
bool gs_present = pipeline->gs_vec4 != NO_KERNEL;
|
|
unsigned gs_size = gs_present ? pipeline->gs_prog_data.base.urb_entry_size : 1;
|
|
unsigned gs_entry_size_bytes = gs_size * 64;
|
|
|
|
/* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
|
|
*
|
|
* VS Number of URB Entries must be divisible by 8 if the VS URB Entry
|
|
* Allocation Size is less than 9 512-bit URB entries.
|
|
*
|
|
* Similar text exists for GS.
|
|
*/
|
|
unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
|
|
unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
|
|
|
|
/* URB allocations must be done in 8k chunks. */
|
|
unsigned chunk_size_bytes = 8192;
|
|
|
|
/* Determine the size of the URB in chunks. */
|
|
unsigned urb_chunks = devinfo->urb.size * 1024 / chunk_size_bytes;
|
|
|
|
/* Reserve space for push constants */
|
|
unsigned push_constant_bytes = gen8_push_size;
|
|
unsigned push_constant_chunks =
|
|
push_constant_bytes / chunk_size_bytes;
|
|
|
|
/* Initially, assign each stage the minimum amount of URB space it needs,
|
|
* and make a note of how much additional space it "wants" (the amount of
|
|
* additional space it could actually make use of).
|
|
*/
|
|
|
|
/* VS has a lower limit on the number of URB entries */
|
|
unsigned vs_chunks =
|
|
ALIGN(devinfo->urb.min_vs_entries * vs_entry_size_bytes,
|
|
chunk_size_bytes) / chunk_size_bytes;
|
|
unsigned vs_wants =
|
|
ALIGN(devinfo->urb.max_vs_entries * vs_entry_size_bytes,
|
|
chunk_size_bytes) / chunk_size_bytes - vs_chunks;
|
|
|
|
unsigned gs_chunks = 0;
|
|
unsigned gs_wants = 0;
|
|
if (gs_present) {
|
|
/* There are two constraints on the minimum amount of URB space we can
|
|
* allocate:
|
|
*
|
|
* (1) We need room for at least 2 URB entries, since we always operate
|
|
* the GS in DUAL_OBJECT mode.
|
|
*
|
|
* (2) We can't allocate less than nr_gs_entries_granularity.
|
|
*/
|
|
gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
|
|
chunk_size_bytes) / chunk_size_bytes;
|
|
gs_wants =
|
|
ALIGN(devinfo->urb.max_gs_entries * gs_entry_size_bytes,
|
|
chunk_size_bytes) / chunk_size_bytes - gs_chunks;
|
|
}
|
|
|
|
/* There should always be enough URB space to satisfy the minimum
|
|
* requirements of each stage.
|
|
*/
|
|
unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
|
|
assert(total_needs <= urb_chunks);
|
|
|
|
/* Mete out remaining space (if any) in proportion to "wants". */
|
|
unsigned total_wants = vs_wants + gs_wants;
|
|
unsigned remaining_space = urb_chunks - total_needs;
|
|
if (remaining_space > total_wants)
|
|
remaining_space = total_wants;
|
|
if (remaining_space > 0) {
|
|
unsigned vs_additional = (unsigned)
|
|
round(vs_wants * (((double) remaining_space) / total_wants));
|
|
vs_chunks += vs_additional;
|
|
remaining_space -= vs_additional;
|
|
gs_chunks += remaining_space;
|
|
}
|
|
|
|
/* Sanity check that we haven't over-allocated. */
|
|
assert(push_constant_chunks + vs_chunks + gs_chunks <= urb_chunks);
|
|
|
|
/* Finally, compute the number of entries that can fit in the space
|
|
* allocated to each stage.
|
|
*/
|
|
unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
|
|
unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
|
|
|
|
/* Since we rounded up when computing *_wants, this may be slightly more
|
|
* than the maximum allowed amount, so correct for that.
|
|
*/
|
|
nr_vs_entries = MIN2(nr_vs_entries, devinfo->urb.max_vs_entries);
|
|
nr_gs_entries = MIN2(nr_gs_entries, devinfo->urb.max_gs_entries);
|
|
|
|
/* Ensure that we program a multiple of the granularity. */
|
|
nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
|
|
nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
|
|
|
|
/* Finally, sanity check to make sure we have at least the minimum number
|
|
* of entries needed for each stage.
|
|
*/
|
|
assert(nr_vs_entries >= devinfo->urb.min_vs_entries);
|
|
if (gs_present)
|
|
assert(nr_gs_entries >= 2);
|
|
|
|
/* Lay out the URB in the following order:
|
|
* - push constants
|
|
* - VS
|
|
* - GS
|
|
*/
|
|
pipeline->urb.vs_start = push_constant_chunks;
|
|
pipeline->urb.vs_size = vs_size;
|
|
pipeline->urb.nr_vs_entries = nr_vs_entries;
|
|
|
|
pipeline->urb.gs_start = push_constant_chunks + vs_chunks;
|
|
pipeline->urb.gs_size = gs_size;
|
|
pipeline->urb.nr_gs_entries = nr_gs_entries;
|
|
}
|
|
|
|
static const struct {
|
|
uint32_t token;
|
|
gl_shader_stage stage;
|
|
const char *name;
|
|
} stage_info[] = {
|
|
{ GL_VERTEX_SHADER, MESA_SHADER_VERTEX, "vertex" },
|
|
{ GL_TESS_CONTROL_SHADER, (gl_shader_stage)-1,"tess control" },
|
|
{ GL_TESS_EVALUATION_SHADER, (gl_shader_stage)-1, "tess evaluation" },
|
|
{ GL_GEOMETRY_SHADER, MESA_SHADER_GEOMETRY, "geometry" },
|
|
{ GL_FRAGMENT_SHADER, MESA_SHADER_FRAGMENT, "fragment" },
|
|
{ GL_COMPUTE_SHADER, MESA_SHADER_COMPUTE, "compute" },
|
|
};
|
|
|
|
struct spirv_header{
|
|
uint32_t magic;
|
|
uint32_t version;
|
|
uint32_t gen_magic;
|
|
};
|
|
|
|
static const char *
|
|
src_as_glsl(const char *data)
|
|
{
|
|
const struct spirv_header *as_spirv = (const struct spirv_header *)data;
|
|
|
|
/* Check alignment */
|
|
if ((intptr_t)data & 0x3) {
|
|
return data;
|
|
}
|
|
|
|
if (as_spirv->magic == SPIR_V_MAGIC_NUMBER) {
|
|
/* LunarG back-door */
|
|
if (as_spirv->version == 0)
|
|
return data + 12;
|
|
else
|
|
return NULL;
|
|
} else {
|
|
return data;
|
|
}
|
|
}
|
|
|
|
static void
|
|
anv_compile_shader_glsl(struct anv_compiler *compiler,
|
|
struct gl_shader_program *program,
|
|
struct anv_pipeline *pipeline, uint32_t stage)
|
|
{
|
|
struct brw_context *brw = compiler->brw;
|
|
struct gl_shader *shader;
|
|
int name = 0;
|
|
|
|
shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
|
|
fail_if(shader == NULL, "failed to create %s shader\n", stage_info[stage].name);
|
|
|
|
shader->Source = strdup(src_as_glsl(pipeline->shaders[stage]->module->data));
|
|
_mesa_glsl_compile_shader(&brw->ctx, shader, false, false);
|
|
fail_on_compile_error(shader->CompileStatus, shader->InfoLog);
|
|
|
|
program->Shaders[program->NumShaders] = shader;
|
|
program->NumShaders++;
|
|
}
|
|
|
|
static void
|
|
setup_nir_io(struct gl_program *prog,
|
|
nir_shader *shader)
|
|
{
|
|
foreach_list_typed(nir_variable, var, node, &shader->inputs) {
|
|
prog->InputsRead |= BITFIELD64_BIT(var->data.location);
|
|
}
|
|
|
|
foreach_list_typed(nir_variable, var, node, &shader->outputs) {
|
|
prog->OutputsWritten |= BITFIELD64_BIT(var->data.location);
|
|
}
|
|
}
|
|
|
|
static void
|
|
anv_compile_shader_spirv(struct anv_compiler *compiler,
|
|
struct gl_shader_program *program,
|
|
struct anv_pipeline *pipeline, uint32_t stage)
|
|
{
|
|
struct brw_context *brw = compiler->brw;
|
|
struct anv_shader *shader = pipeline->shaders[stage];
|
|
struct gl_shader *mesa_shader;
|
|
int name = 0;
|
|
|
|
mesa_shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
|
|
fail_if(mesa_shader == NULL,
|
|
"failed to create %s shader\n", stage_info[stage].name);
|
|
|
|
switch (stage) {
|
|
case VK_SHADER_STAGE_VERTEX:
|
|
mesa_shader->Program = &rzalloc(mesa_shader, struct brw_vertex_program)->program.Base;
|
|
break;
|
|
case VK_SHADER_STAGE_GEOMETRY:
|
|
mesa_shader->Program = &rzalloc(mesa_shader, struct brw_geometry_program)->program.Base;
|
|
break;
|
|
case VK_SHADER_STAGE_FRAGMENT:
|
|
mesa_shader->Program = &rzalloc(mesa_shader, struct brw_fragment_program)->program.Base;
|
|
break;
|
|
case VK_SHADER_STAGE_COMPUTE:
|
|
mesa_shader->Program = &rzalloc(mesa_shader, struct brw_compute_program)->program.Base;
|
|
break;
|
|
}
|
|
|
|
mesa_shader->Program->Parameters =
|
|
rzalloc(mesa_shader, struct gl_program_parameter_list);
|
|
|
|
mesa_shader->Type = stage_info[stage].token;
|
|
mesa_shader->Stage = stage_info[stage].stage;
|
|
|
|
assert(shader->module->size % 4 == 0);
|
|
|
|
struct gl_shader_compiler_options *glsl_options =
|
|
&compiler->screen->compiler->glsl_compiler_options[stage_info[stage].stage];
|
|
|
|
mesa_shader->Program->nir =
|
|
spirv_to_nir((uint32_t *)shader->module->data, shader->module->size / 4,
|
|
glsl_options->NirOptions);
|
|
nir_validate_shader(mesa_shader->Program->nir);
|
|
|
|
brw_process_nir(mesa_shader->Program->nir,
|
|
compiler->screen->devinfo,
|
|
NULL, mesa_shader->Stage);
|
|
|
|
setup_nir_io(mesa_shader->Program, mesa_shader->Program->nir);
|
|
|
|
fail_if(mesa_shader->Program->nir == NULL,
|
|
"failed to translate SPIR-V to NIR\n");
|
|
|
|
program->Shaders[program->NumShaders] = mesa_shader;
|
|
program->NumShaders++;
|
|
}
|
|
|
|
static void
|
|
add_compiled_stage(struct anv_pipeline *pipeline, uint32_t stage,
|
|
struct brw_stage_prog_data *prog_data)
|
|
{
|
|
struct brw_device_info *devinfo = &pipeline->device->info;
|
|
uint32_t max_threads[] = {
|
|
[VK_SHADER_STAGE_VERTEX] = devinfo->max_vs_threads,
|
|
[VK_SHADER_STAGE_TESS_CONTROL] = 0,
|
|
[VK_SHADER_STAGE_TESS_EVALUATION] = 0,
|
|
[VK_SHADER_STAGE_GEOMETRY] = devinfo->max_gs_threads,
|
|
[VK_SHADER_STAGE_FRAGMENT] = devinfo->max_wm_threads,
|
|
[VK_SHADER_STAGE_COMPUTE] = devinfo->max_cs_threads,
|
|
};
|
|
|
|
pipeline->prog_data[stage] = prog_data;
|
|
pipeline->active_stages |= 1 << stage;
|
|
pipeline->scratch_start[stage] = pipeline->total_scratch;
|
|
pipeline->total_scratch =
|
|
align_u32(pipeline->total_scratch, 1024) +
|
|
prog_data->total_scratch * max_threads[stage];
|
|
}
|
|
|
|
int
|
|
anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline)
|
|
{
|
|
struct gl_shader_program *program;
|
|
int name = 0;
|
|
struct brw_context *brw = compiler->brw;
|
|
|
|
pipeline->writes_point_size = false;
|
|
|
|
/* When we free the pipeline, we detect stages based on the NULL status
|
|
* of various prog_data pointers. Make them NULL by default.
|
|
*/
|
|
memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
|
|
memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
|
|
|
|
brw->use_rep_send = pipeline->use_repclear;
|
|
brw->no_simd8 = pipeline->use_repclear;
|
|
|
|
program = brw->ctx.Driver.NewShaderProgram(name);
|
|
program->Shaders = (struct gl_shader **)
|
|
calloc(VK_SHADER_STAGE_NUM, sizeof(struct gl_shader *));
|
|
fail_if(program == NULL || program->Shaders == NULL,
|
|
"failed to create program\n");
|
|
|
|
bool all_spirv = true;
|
|
for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
|
|
if (pipeline->shaders[i] == NULL)
|
|
continue;
|
|
|
|
/* You need at least this much for "void main() { }" anyway */
|
|
assert(pipeline->shaders[i]->module->size >= 12);
|
|
|
|
if (src_as_glsl(pipeline->shaders[i]->module->data)) {
|
|
all_spirv = false;
|
|
break;
|
|
}
|
|
|
|
assert(pipeline->shaders[i]->module->size % 4 == 0);
|
|
}
|
|
|
|
if (all_spirv) {
|
|
for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
|
|
if (pipeline->shaders[i])
|
|
anv_compile_shader_spirv(compiler, program, pipeline, i);
|
|
}
|
|
|
|
for (unsigned i = 0; i < program->NumShaders; i++) {
|
|
struct gl_shader *shader = program->Shaders[i];
|
|
program->_LinkedShaders[shader->Stage] = shader;
|
|
}
|
|
} else {
|
|
for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
|
|
if (pipeline->shaders[i])
|
|
anv_compile_shader_glsl(compiler, program, pipeline, i);
|
|
}
|
|
|
|
_mesa_glsl_link_shader(&brw->ctx, program);
|
|
fail_on_compile_error(program->LinkStatus,
|
|
program->InfoLog);
|
|
}
|
|
|
|
bool success;
|
|
pipeline->active_stages = 0;
|
|
pipeline->total_scratch = 0;
|
|
|
|
if (pipeline->shaders[VK_SHADER_STAGE_VERTEX]) {
|
|
struct brw_vs_prog_key vs_key;
|
|
struct gl_vertex_program *vp = (struct gl_vertex_program *)
|
|
program->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
|
|
struct brw_vertex_program *bvp = brw_vertex_program(vp);
|
|
|
|
brw_vs_populate_key(brw, bvp, &vs_key);
|
|
|
|
success = really_do_vs_prog(brw, program, bvp, &vs_key, pipeline);
|
|
fail_if(!success, "do_wm_prog failed\n");
|
|
add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
|
|
&pipeline->vs_prog_data.base.base);
|
|
|
|
if (vp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
|
|
pipeline->writes_point_size = true;
|
|
} else {
|
|
memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
|
|
pipeline->vs_simd8 = NO_KERNEL;
|
|
}
|
|
|
|
|
|
if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) {
|
|
struct brw_gs_prog_key gs_key;
|
|
struct gl_geometry_program *gp = (struct gl_geometry_program *)
|
|
program->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
|
|
struct brw_geometry_program *bgp = brw_geometry_program(gp);
|
|
|
|
brw_gs_populate_key(brw, pipeline, bgp, &gs_key);
|
|
|
|
success = really_do_gs_prog(brw, program, bgp, &gs_key, pipeline);
|
|
fail_if(!success, "do_gs_prog failed\n");
|
|
add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
|
|
&pipeline->gs_prog_data.base.base);
|
|
|
|
if (gp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
|
|
pipeline->writes_point_size = true;
|
|
} else {
|
|
pipeline->gs_vec4 = NO_KERNEL;
|
|
}
|
|
|
|
if (pipeline->shaders[VK_SHADER_STAGE_FRAGMENT]) {
|
|
struct brw_wm_prog_key wm_key;
|
|
struct gl_fragment_program *fp = (struct gl_fragment_program *)
|
|
program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
|
|
struct brw_fragment_program *bfp = brw_fragment_program(fp);
|
|
|
|
brw_wm_populate_key(brw, bfp, &wm_key);
|
|
|
|
success = really_do_wm_prog(brw, program, bfp, &wm_key, pipeline);
|
|
fail_if(!success, "do_wm_prog failed\n");
|
|
add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
|
|
&pipeline->wm_prog_data.base);
|
|
}
|
|
|
|
if (pipeline->shaders[VK_SHADER_STAGE_COMPUTE]) {
|
|
struct brw_cs_prog_key cs_key;
|
|
struct gl_compute_program *cp = (struct gl_compute_program *)
|
|
program->_LinkedShaders[MESA_SHADER_COMPUTE]->Program;
|
|
struct brw_compute_program *bcp = brw_compute_program(cp);
|
|
|
|
brw_cs_populate_key(brw, bcp, &cs_key);
|
|
|
|
success = brw_codegen_cs_prog(brw, program, bcp, &cs_key, pipeline);
|
|
fail_if(!success, "brw_codegen_cs_prog failed\n");
|
|
add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
|
|
&pipeline->cs_prog_data.base);
|
|
}
|
|
|
|
/* XXX: Deleting the shader is broken with our current SPIR-V hacks. We
|
|
* need to fix this ASAP.
|
|
*/
|
|
if (!all_spirv)
|
|
brw->ctx.Driver.DeleteShaderProgram(&brw->ctx, program);
|
|
|
|
struct anv_device *device = compiler->device;
|
|
while (device->scratch_block_pool.bo.size < pipeline->total_scratch)
|
|
anv_block_pool_alloc(&device->scratch_block_pool);
|
|
|
|
gen7_compute_urb_partition(pipeline);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* This badly named function frees the struct anv_pipeline data that the compiler
|
|
* allocates. Currently just the prog_data structs.
|
|
*/
|
|
void
|
|
anv_compiler_free(struct anv_pipeline *pipeline)
|
|
{
|
|
for (uint32_t stage = 0; stage < VK_SHADER_STAGE_NUM; stage++) {
|
|
if (pipeline->prog_data[stage]) {
|
|
free(pipeline->prog_data[stage]->map_entries);
|
|
ralloc_free(pipeline->prog_data[stage]->param);
|
|
ralloc_free(pipeline->prog_data[stage]->pull_param);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|