
This inserts a call to nir_lower_deref_instrs at every call site of glsl_to_nir, spirv_to_nir, and prog_to_nir. Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Acked-by: Rob Clark <robdclark@gmail.com> Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Acked-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
686 lines
26 KiB
C
686 lines
26 KiB
C
/*
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* Copyright © 2014-2017 Broadcom
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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 DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <inttypes.h>
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#include "util/u_format.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/ralloc.h"
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#include "util/hash_table.h"
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#include "tgsi/tgsi_dump.h"
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#include "tgsi/tgsi_parse.h"
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#include "compiler/nir/nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "nir/tgsi_to_nir.h"
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#include "compiler/v3d_compiler.h"
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#include "v3d_context.h"
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#include "broadcom/cle/v3d_packet_v33_pack.h"
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#include "mesa/state_tracker/st_glsl_types.h"
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static gl_varying_slot
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v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
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{
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nir_foreach_variable(var, &s->outputs) {
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if (var->data.driver_location == driver_location) {
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return var->data.location;
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}
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}
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return -1;
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}
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/**
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* Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader.
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*
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* A shader can have 16 of these specs, and each one of them can write up to
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* 16 dwords. Since we allow a total of 64 transform feedback output
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* components (not 16 vectors), we have to group the writes of multiple
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* varyings together in a single data spec.
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*/
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static void
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v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so,
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const struct pipe_stream_output_info *stream_output)
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{
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if (!stream_output->num_outputs)
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return;
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struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4];
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int slot_count = 0;
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for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) {
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uint32_t buffer_offset = 0;
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uint32_t vpm_start = slot_count;
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for (int i = 0; i < stream_output->num_outputs; i++) {
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const struct pipe_stream_output *output =
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&stream_output->output[i];
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if (output->output_buffer != buffer)
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continue;
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/* We assume that the SO outputs appear in increasing
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* order in the buffer.
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*/
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assert(output->dst_offset >= buffer_offset);
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/* Pad any undefined slots in the output */
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for (int j = buffer_offset; j < output->dst_offset; j++) {
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slots[slot_count] =
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v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0);
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slot_count++;
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buffer_offset++;
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}
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/* Set the coordinate shader up to output the
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* components of this varying.
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*/
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for (int j = 0; j < output->num_components; j++) {
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gl_varying_slot slot =
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v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
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slots[slot_count] =
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v3d_slot_from_slot_and_component(slot,
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output->start_component + j);
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slot_count++;
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buffer_offset++;
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}
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}
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uint32_t vpm_size = slot_count - vpm_start;
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if (!vpm_size)
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continue;
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uint32_t vpm_start_offset = vpm_start + 6;
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while (vpm_size) {
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uint32_t write_size = MIN2(vpm_size, 1 << 4);
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struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = {
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/* We need the offset from the coordinate shader's VPM
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* output block, which has the [X, Y, Z, W, Xs, Ys]
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* values at the start.
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*/
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.first_shaded_vertex_value_to_output = vpm_start_offset,
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.number_of_consecutive_vertex_values_to_output_as_32_bit_values_minus_1 = write_size - 1,
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.output_buffer_to_write_to = buffer,
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};
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/* GFXH-1559 */
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assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
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so->num_tf_specs != 0);
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assert(so->num_tf_specs != ARRAY_SIZE(so->tf_specs));
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V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
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(void *)&so->tf_specs[so->num_tf_specs],
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&unpacked);
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/* If point size is being written by the shader, then
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* all the VPM start offsets are shifted up by one.
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* We won't know that until the variant is compiled,
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* though.
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*/
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unpacked.first_shaded_vertex_value_to_output++;
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/* GFXH-1559 */
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assert(unpacked.first_shaded_vertex_value_to_output != 8 ||
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so->num_tf_specs != 0);
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V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
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(void *)&so->tf_specs_psiz[so->num_tf_specs],
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&unpacked);
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so->num_tf_specs++;
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vpm_start_offset += write_size;
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vpm_size -= write_size;
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}
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so->base.stream_output.stride[buffer] =
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stream_output->stride[buffer];
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}
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so->num_tf_outputs = slot_count;
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so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot,
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slot_count);
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memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count);
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}
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static int
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type_size(const struct glsl_type *type)
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{
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return glsl_count_attribute_slots(type, false);
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}
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static int
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uniforms_type_size(const struct glsl_type *type)
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{
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return st_glsl_storage_type_size(type, false);
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}
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static void *
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v3d_shader_state_create(struct pipe_context *pctx,
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const struct pipe_shader_state *cso)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader);
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if (!so)
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return NULL;
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so->program_id = v3d->next_uncompiled_program_id++;
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nir_shader *s;
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if (cso->type == PIPE_SHADER_IR_NIR) {
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/* The backend takes ownership of the NIR shader on state
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* creation.
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*/
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s = cso->ir.nir;
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NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
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type_size,
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(nir_lower_io_options)0);
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NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
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uniforms_type_size,
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(nir_lower_io_options)0);
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} else {
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assert(cso->type == PIPE_SHADER_IR_TGSI);
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if (V3D_DEBUG & V3D_DEBUG_TGSI) {
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fprintf(stderr, "prog %d TGSI:\n",
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so->program_id);
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tgsi_dump(cso->tokens, 0);
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fprintf(stderr, "\n");
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}
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s = tgsi_to_nir(cso->tokens, &v3d_nir_options);
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NIR_PASS_V(s, nir_lower_deref_instrs, ~0);
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so->was_tgsi = true;
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}
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NIR_PASS_V(s, nir_opt_global_to_local);
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NIR_PASS_V(s, nir_lower_regs_to_ssa);
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NIR_PASS_V(s, nir_normalize_cubemap_coords);
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NIR_PASS_V(s, nir_lower_load_const_to_scalar);
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v3d_optimize_nir(s);
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NIR_PASS_V(s, nir_remove_dead_variables, nir_var_local);
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/* Garbage collect dead instructions */
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nir_sweep(s);
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so->base.type = PIPE_SHADER_IR_NIR;
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so->base.ir.nir = s;
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v3d_set_transform_feedback_outputs(so, &cso->stream_output);
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if (V3D_DEBUG & (V3D_DEBUG_NIR |
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v3d_debug_flag_for_shader_stage(s->info.stage))) {
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fprintf(stderr, "%s prog %d NIR:\n",
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gl_shader_stage_name(s->info.stage),
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so->program_id);
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nir_print_shader(s, stderr);
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fprintf(stderr, "\n");
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}
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return so;
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}
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static struct v3d_compiled_shader *
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v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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{
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struct v3d_uncompiled_shader *shader_state = key->shader_state;
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nir_shader *s = shader_state->base.ir.nir;
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struct hash_table *ht;
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uint32_t key_size;
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if (s->info.stage == MESA_SHADER_FRAGMENT) {
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ht = v3d->fs_cache;
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key_size = sizeof(struct v3d_fs_key);
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} else {
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ht = v3d->vs_cache;
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key_size = sizeof(struct v3d_vs_key);
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}
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struct hash_entry *entry = _mesa_hash_table_search(ht, key);
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if (entry)
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return entry->data;
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struct v3d_compiled_shader *shader =
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rzalloc(NULL, struct v3d_compiled_shader);
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int program_id = shader_state->program_id;
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int variant_id =
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p_atomic_inc_return(&shader_state->compiled_variant_count);
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uint64_t *qpu_insts;
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uint32_t shader_size;
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switch (s->info.stage) {
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case MESA_SHADER_VERTEX:
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shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data);
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qpu_insts = v3d_compile_vs(v3d->screen->compiler,
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(struct v3d_vs_key *)key,
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shader->prog_data.vs, s,
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program_id, variant_id,
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&shader_size);
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break;
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case MESA_SHADER_FRAGMENT:
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shader->prog_data.fs = rzalloc(shader, struct v3d_fs_prog_data);
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qpu_insts = v3d_compile_fs(v3d->screen->compiler,
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(struct v3d_fs_key *)key,
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shader->prog_data.fs, s,
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program_id, variant_id,
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&shader_size);
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break;
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default:
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unreachable("bad stage");
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}
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v3d_set_shader_uniform_dirty_flags(shader);
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shader->bo = v3d_bo_alloc(v3d->screen, shader_size, "shader");
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v3d_bo_map(shader->bo);
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memcpy(shader->bo->map, qpu_insts, shader_size);
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free(qpu_insts);
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struct v3d_key *dup_key;
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dup_key = ralloc_size(shader, key_size);
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memcpy(dup_key, key, key_size);
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_mesa_hash_table_insert(ht, dup_key, shader);
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if (shader->prog_data.base->spill_size >
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v3d->prog.spill_size_per_thread) {
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/* Max 4 QPUs per slice, 3 slices per core. We only do single
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* core so far. This overallocates memory on smaller cores.
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*/
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int total_spill_size =
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4 * 3 * shader->prog_data.base->spill_size;
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v3d_bo_unreference(&v3d->prog.spill_bo);
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v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
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total_spill_size, "spill");
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v3d->prog.spill_size_per_thread =
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shader->prog_data.base->spill_size;
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}
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return shader;
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}
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static void
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v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
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struct v3d_texture_stateobj *texstate)
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{
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const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
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for (int i = 0; i < texstate->num_textures; i++) {
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struct pipe_sampler_view *sampler = texstate->textures[i];
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struct v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler);
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struct pipe_sampler_state *sampler_state =
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texstate->samplers[i];
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if (!sampler)
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continue;
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key->tex[i].return_size =
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v3d_get_tex_return_size(devinfo,
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sampler->format,
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sampler_state->compare_mode);
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/* For 16-bit, we set up the sampler to always return 2
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* channels (meaning no recompiles for most statechanges),
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* while for 32 we actually scale the returns with channels.
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*/
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if (key->tex[i].return_size == 16) {
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key->tex[i].return_channels = 2;
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} else if (devinfo->ver > 40) {
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key->tex[i].return_channels = 4;
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} else {
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key->tex[i].return_channels =
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v3d_get_tex_return_channels(devinfo,
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sampler->format);
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}
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if (key->tex[i].return_size == 32 && devinfo->ver < 40) {
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memcpy(key->tex[i].swizzle,
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v3d_sampler->swizzle,
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sizeof(v3d_sampler->swizzle));
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} else {
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/* For 16-bit returns, we let the sampler state handle
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* the swizzle.
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*/
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key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
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key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
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key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
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key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
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}
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if (sampler) {
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key->tex[i].compare_mode = sampler_state->compare_mode;
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key->tex[i].compare_func = sampler_state->compare_func;
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key->tex[i].clamp_s =
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sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP;
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key->tex[i].clamp_t =
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sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP;
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key->tex[i].clamp_r =
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sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP;
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}
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}
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key->ucp_enables = v3d->rasterizer->base.clip_plane_enable;
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}
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static void
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v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
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{
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struct v3d_job *job = v3d->job;
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struct v3d_fs_key local_key;
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struct v3d_fs_key *key = &local_key;
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if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
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VC5_DIRTY_BLEND |
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VC5_DIRTY_FRAMEBUFFER |
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VC5_DIRTY_ZSA |
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VC5_DIRTY_RASTERIZER |
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VC5_DIRTY_SAMPLE_STATE |
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VC5_DIRTY_FRAGTEX |
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VC5_DIRTY_UNCOMPILED_FS))) {
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return;
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}
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memset(key, 0, sizeof(*key));
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v3d_setup_shared_key(v3d, &key->base, &v3d->fragtex);
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key->base.shader_state = v3d->prog.bind_fs;
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key->is_points = (prim_mode == PIPE_PRIM_POINTS);
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key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
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prim_mode <= PIPE_PRIM_LINE_STRIP);
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key->clamp_color = v3d->rasterizer->base.clamp_fragment_color;
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if (v3d->blend->logicop_enable) {
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key->logicop_func = v3d->blend->logicop_func;
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} else {
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key->logicop_func = PIPE_LOGICOP_COPY;
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}
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if (job->msaa) {
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key->msaa = v3d->rasterizer->base.multisample;
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key->sample_coverage = (v3d->rasterizer->base.multisample &&
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v3d->sample_mask != (1 << VC5_MAX_SAMPLES) - 1);
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key->sample_alpha_to_coverage = v3d->blend->alpha_to_coverage;
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key->sample_alpha_to_one = v3d->blend->alpha_to_one;
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}
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key->depth_enabled = (v3d->zsa->base.depth.enabled ||
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v3d->zsa->base.stencil[0].enabled);
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if (v3d->zsa->base.alpha.enabled) {
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key->alpha_test = true;
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key->alpha_test_func = v3d->zsa->base.alpha.func;
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}
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/* gl_FragColor's propagation to however many bound color buffers
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* there are means that the buffer count needs to be in the key.
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*/
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key->nr_cbufs = v3d->framebuffer.nr_cbufs;
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key->swap_color_rb = v3d->swap_color_rb;
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for (int i = 0; i < key->nr_cbufs; i++) {
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struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
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if (!cbuf)
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continue;
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const struct util_format_description *desc =
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util_format_description(cbuf->format);
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|
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if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT &&
|
|
desc->channel[0].size == 32) {
|
|
key->f32_color_rb |= 1 << i;
|
|
}
|
|
|
|
if (v3d->prog.bind_fs->was_tgsi) {
|
|
if (util_format_is_pure_uint(cbuf->format))
|
|
key->uint_color_rb |= 1 << i;
|
|
else if (util_format_is_pure_sint(cbuf->format))
|
|
key->int_color_rb |= 1 << i;
|
|
}
|
|
}
|
|
|
|
if (key->is_points) {
|
|
key->point_sprite_mask =
|
|
v3d->rasterizer->base.sprite_coord_enable;
|
|
key->point_coord_upper_left =
|
|
(v3d->rasterizer->base.sprite_coord_mode ==
|
|
PIPE_SPRITE_COORD_UPPER_LEFT);
|
|
}
|
|
|
|
key->light_twoside = v3d->rasterizer->base.light_twoside;
|
|
key->shade_model_flat = v3d->rasterizer->base.flatshade;
|
|
|
|
struct v3d_compiled_shader *old_fs = v3d->prog.fs;
|
|
v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base);
|
|
if (v3d->prog.fs == old_fs)
|
|
return;
|
|
|
|
v3d->dirty |= VC5_DIRTY_COMPILED_FS;
|
|
|
|
if (old_fs) {
|
|
if (v3d->prog.fs->prog_data.fs->flat_shade_flags !=
|
|
old_fs->prog_data.fs->flat_shade_flags) {
|
|
v3d->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
|
|
}
|
|
|
|
if (v3d->prog.fs->prog_data.fs->centroid_flags !=
|
|
old_fs->prog_data.fs->centroid_flags) {
|
|
v3d->dirty |= VC5_DIRTY_CENTROID_FLAGS;
|
|
}
|
|
}
|
|
|
|
if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots,
|
|
old_fs->prog_data.fs->input_slots,
|
|
sizeof(v3d->prog.fs->prog_data.fs->input_slots))) {
|
|
v3d->dirty |= VC5_DIRTY_FS_INPUTS;
|
|
}
|
|
}
|
|
|
|
static void
|
|
v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
|
|
{
|
|
struct v3d_vs_key local_key;
|
|
struct v3d_vs_key *key = &local_key;
|
|
|
|
if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
|
|
VC5_DIRTY_RASTERIZER |
|
|
VC5_DIRTY_VERTTEX |
|
|
VC5_DIRTY_VTXSTATE |
|
|
VC5_DIRTY_UNCOMPILED_VS |
|
|
VC5_DIRTY_FS_INPUTS))) {
|
|
return;
|
|
}
|
|
|
|
memset(key, 0, sizeof(*key));
|
|
v3d_setup_shared_key(v3d, &key->base, &v3d->verttex);
|
|
key->base.shader_state = v3d->prog.bind_vs;
|
|
key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
|
|
STATIC_ASSERT(sizeof(key->fs_inputs) ==
|
|
sizeof(v3d->prog.fs->prog_data.fs->input_slots));
|
|
memcpy(key->fs_inputs, v3d->prog.fs->prog_data.fs->input_slots,
|
|
sizeof(key->fs_inputs));
|
|
key->clamp_color = v3d->rasterizer->base.clamp_vertex_color;
|
|
|
|
key->per_vertex_point_size =
|
|
(prim_mode == PIPE_PRIM_POINTS &&
|
|
v3d->rasterizer->base.point_size_per_vertex);
|
|
|
|
struct v3d_compiled_shader *vs =
|
|
v3d_get_compiled_shader(v3d, &key->base);
|
|
if (vs != v3d->prog.vs) {
|
|
v3d->prog.vs = vs;
|
|
v3d->dirty |= VC5_DIRTY_COMPILED_VS;
|
|
}
|
|
|
|
key->is_coord = true;
|
|
/* Coord shaders only output varyings used by transform feedback. */
|
|
struct v3d_uncompiled_shader *shader_state = key->base.shader_state;
|
|
memcpy(key->fs_inputs, shader_state->tf_outputs,
|
|
sizeof(*key->fs_inputs) * shader_state->num_tf_outputs);
|
|
if (shader_state->num_tf_outputs < key->num_fs_inputs) {
|
|
memset(&key->fs_inputs[shader_state->num_tf_outputs],
|
|
0,
|
|
sizeof(*key->fs_inputs) * (key->num_fs_inputs -
|
|
shader_state->num_tf_outputs));
|
|
}
|
|
key->num_fs_inputs = shader_state->num_tf_outputs;
|
|
|
|
struct v3d_compiled_shader *cs =
|
|
v3d_get_compiled_shader(v3d, &key->base);
|
|
if (cs != v3d->prog.cs) {
|
|
v3d->prog.cs = cs;
|
|
v3d->dirty |= VC5_DIRTY_COMPILED_CS;
|
|
}
|
|
}
|
|
|
|
void
|
|
v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode)
|
|
{
|
|
v3d_update_compiled_fs(v3d, prim_mode);
|
|
v3d_update_compiled_vs(v3d, prim_mode);
|
|
}
|
|
|
|
static uint32_t
|
|
fs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_fs_key));
|
|
}
|
|
|
|
static uint32_t
|
|
vs_cache_hash(const void *key)
|
|
{
|
|
return _mesa_hash_data(key, sizeof(struct v3d_vs_key));
|
|
}
|
|
|
|
static bool
|
|
fs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0;
|
|
}
|
|
|
|
static bool
|
|
vs_cache_compare(const void *key1, const void *key2)
|
|
{
|
|
return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0;
|
|
}
|
|
|
|
static void
|
|
delete_from_cache_if_matches(struct hash_table *ht,
|
|
struct v3d_compiled_shader **last_compile,
|
|
struct hash_entry *entry,
|
|
struct v3d_uncompiled_shader *so)
|
|
{
|
|
const struct v3d_key *key = entry->key;
|
|
|
|
if (key->shader_state == so) {
|
|
struct v3d_compiled_shader *shader = entry->data;
|
|
_mesa_hash_table_remove(ht, entry);
|
|
v3d_bo_unreference(&shader->bo);
|
|
|
|
if (shader == *last_compile)
|
|
*last_compile = NULL;
|
|
|
|
ralloc_free(shader);
|
|
}
|
|
}
|
|
|
|
static void
|
|
v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
struct v3d_uncompiled_shader *so = hwcso;
|
|
|
|
struct hash_entry *entry;
|
|
hash_table_foreach(v3d->fs_cache, entry) {
|
|
delete_from_cache_if_matches(v3d->fs_cache, &v3d->prog.fs,
|
|
entry, so);
|
|
}
|
|
hash_table_foreach(v3d->vs_cache, entry) {
|
|
delete_from_cache_if_matches(v3d->vs_cache, &v3d->prog.vs,
|
|
entry, so);
|
|
}
|
|
|
|
ralloc_free(so->base.ir.nir);
|
|
free(so);
|
|
}
|
|
|
|
static void
|
|
v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
v3d->prog.bind_fs = hwcso;
|
|
v3d->dirty |= VC5_DIRTY_UNCOMPILED_FS;
|
|
}
|
|
|
|
static void
|
|
v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
v3d->prog.bind_vs = hwcso;
|
|
v3d->dirty |= VC5_DIRTY_UNCOMPILED_VS;
|
|
}
|
|
|
|
void
|
|
v3d_program_init(struct pipe_context *pctx)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
|
|
pctx->create_vs_state = v3d_shader_state_create;
|
|
pctx->delete_vs_state = v3d_shader_state_delete;
|
|
|
|
pctx->create_fs_state = v3d_shader_state_create;
|
|
pctx->delete_fs_state = v3d_shader_state_delete;
|
|
|
|
pctx->bind_fs_state = v3d_fp_state_bind;
|
|
pctx->bind_vs_state = v3d_vp_state_bind;
|
|
|
|
v3d->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash,
|
|
fs_cache_compare);
|
|
v3d->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
|
|
vs_cache_compare);
|
|
}
|
|
|
|
void
|
|
v3d_program_fini(struct pipe_context *pctx)
|
|
{
|
|
struct v3d_context *v3d = v3d_context(pctx);
|
|
|
|
struct hash_entry *entry;
|
|
hash_table_foreach(v3d->fs_cache, entry) {
|
|
struct v3d_compiled_shader *shader = entry->data;
|
|
v3d_bo_unreference(&shader->bo);
|
|
ralloc_free(shader);
|
|
_mesa_hash_table_remove(v3d->fs_cache, entry);
|
|
}
|
|
|
|
hash_table_foreach(v3d->vs_cache, entry) {
|
|
struct v3d_compiled_shader *shader = entry->data;
|
|
v3d_bo_unreference(&shader->bo);
|
|
ralloc_free(shader);
|
|
_mesa_hash_table_remove(v3d->vs_cache, entry);
|
|
}
|
|
}
|