
For the on-disk shader cache we want to be able to differentiate between a program that was linked and one that was loaded from cache. V2: - don't return the new enum directly to the application when queried, instead return GL_TRUE or GL_FALSE as required. Fixes google-chrome corruptions when using cache. Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
408 lines
15 KiB
C
408 lines
15 KiB
C
/*
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* Copyright © 2014 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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/**
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* \file brw_tcs.c
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*
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* Tessellation control shader state upload code.
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*/
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#include "brw_context.h"
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#include "brw_nir.h"
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#include "brw_program.h"
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#include "brw_shader.h"
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#include "brw_state.h"
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#include "program/prog_parameter.h"
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#include "nir_builder.h"
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static nir_shader *
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create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compiler,
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const nir_shader_compiler_options *options,
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const struct brw_tcs_prog_key *key)
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{
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nir_builder b;
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nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_TESS_CTRL,
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options);
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nir_shader *nir = b.shader;
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nir_variable *var;
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nir_intrinsic_instr *load;
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nir_intrinsic_instr *store;
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nir_ssa_def *zero = nir_imm_int(&b, 0);
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nir_ssa_def *invoc_id =
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nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);
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nir->info->inputs_read = key->outputs_written &
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~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
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nir->info->outputs_written = key->outputs_written;
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nir->info->tess.tcs_vertices_out = key->input_vertices;
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nir->info->name = ralloc_strdup(nir, "passthrough");
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nir->num_uniforms = 8 * sizeof(uint32_t);
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var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
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var->data.location = 0;
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var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1");
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var->data.location = 1;
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/* Write the patch URB header. */
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for (int i = 0; i <= 1; i++) {
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load = nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
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load->num_components = 4;
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load->src[0] = nir_src_for_ssa(zero);
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nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
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nir_intrinsic_set_base(load, i * 4 * sizeof(uint32_t));
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nir_builder_instr_insert(&b, &load->instr);
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store = nir_intrinsic_instr_create(nir, nir_intrinsic_store_output);
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store->num_components = 4;
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store->src[0] = nir_src_for_ssa(&load->dest.ssa);
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store->src[1] = nir_src_for_ssa(zero);
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nir_intrinsic_set_base(store, VARYING_SLOT_TESS_LEVEL_INNER - i);
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nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
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nir_builder_instr_insert(&b, &store->instr);
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}
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/* Copy inputs to outputs. */
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uint64_t varyings = nir->info->inputs_read;
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while (varyings != 0) {
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const int varying = ffsll(varyings) - 1;
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load = nir_intrinsic_instr_create(nir,
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nir_intrinsic_load_per_vertex_input);
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load->num_components = 4;
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load->src[0] = nir_src_for_ssa(invoc_id);
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load->src[1] = nir_src_for_ssa(zero);
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nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
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nir_intrinsic_set_base(load, varying);
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nir_builder_instr_insert(&b, &load->instr);
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store = nir_intrinsic_instr_create(nir,
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nir_intrinsic_store_per_vertex_output);
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store->num_components = 4;
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store->src[0] = nir_src_for_ssa(&load->dest.ssa);
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store->src[1] = nir_src_for_ssa(invoc_id);
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store->src[2] = nir_src_for_ssa(zero);
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nir_intrinsic_set_base(store, varying);
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nir_intrinsic_set_write_mask(store, WRITEMASK_XYZW);
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nir_builder_instr_insert(&b, &store->instr);
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varyings &= ~BITFIELD64_BIT(varying);
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}
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nir_validate_shader(nir);
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nir = brw_preprocess_nir(compiler, nir);
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return nir;
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}
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static void
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brw_tcs_debug_recompile(struct brw_context *brw, struct gl_program *prog,
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const struct brw_tcs_prog_key *key)
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{
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perf_debug("Recompiling tessellation control shader for program %d\n",
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prog->Id);
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bool found = false;
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const struct brw_tcs_prog_key *old_key =
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brw_find_previous_compile(&brw->cache, BRW_CACHE_TCS_PROG,
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key->program_string_id);
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if (!old_key) {
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perf_debug(" Didn't find previous compile in the shader cache for "
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"debug\n");
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return;
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}
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found |= key_debug(brw, "input vertices", old_key->input_vertices,
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key->input_vertices);
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found |= key_debug(brw, "outputs written", old_key->outputs_written,
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key->outputs_written);
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found |= key_debug(brw, "patch outputs written", old_key->patch_outputs_written,
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key->patch_outputs_written);
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found |= key_debug(brw, "TES primitive mode", old_key->tes_primitive_mode,
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key->tes_primitive_mode);
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found |= key_debug(brw, "quads and equal_spacing workaround",
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old_key->quads_workaround, key->quads_workaround);
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found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
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if (!found) {
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perf_debug(" Something else\n");
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}
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}
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static bool
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brw_codegen_tcs_prog(struct brw_context *brw, struct brw_program *tcp,
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struct brw_program *tep, struct brw_tcs_prog_key *key)
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{
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struct gl_context *ctx = &brw->ctx;
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const struct brw_compiler *compiler = brw->screen->compiler;
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const struct gen_device_info *devinfo = compiler->devinfo;
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struct brw_stage_state *stage_state = &brw->tcs.base;
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nir_shader *nir;
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struct brw_tcs_prog_data prog_data;
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bool start_busy = false;
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double start_time = 0;
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void *mem_ctx = ralloc_context(NULL);
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if (tcp) {
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nir = tcp->program.nir;
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} else {
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/* Create a dummy nir_shader. We won't actually use NIR code to
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* generate assembly (it's easier to generate assembly directly),
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* but the whole compiler assumes one of these exists.
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*/
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const nir_shader_compiler_options *options =
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ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_CTRL].NirOptions;
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nir = create_passthrough_tcs(mem_ctx, compiler, options, key);
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}
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memset(&prog_data, 0, sizeof(prog_data));
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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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* Note: param_count needs to be num_uniform_components * 4, since we add
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* padding around uniform values below vec4 size, so the worst case is that
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* every uniform is a float which gets padded to the size of a vec4.
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*/
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int param_count = nir->num_uniforms / 4;
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prog_data.base.base.param =
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rzalloc_array(NULL, const gl_constant_value *, param_count);
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prog_data.base.base.pull_param =
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rzalloc_array(NULL, const gl_constant_value *, param_count);
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prog_data.base.base.nr_params = param_count;
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if (tcp) {
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brw_assign_common_binding_table_offsets(devinfo, &tcp->program,
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&prog_data.base.base, 0);
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prog_data.base.base.image_param =
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rzalloc_array(NULL, struct brw_image_param,
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tcp->program.info.num_images);
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prog_data.base.base.nr_image_params = tcp->program.info.num_images;
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brw_nir_setup_glsl_uniforms(nir, &tcp->program, &prog_data.base.base,
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compiler->scalar_stage[MESA_SHADER_TESS_CTRL]);
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} else {
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/* Upload the Patch URB Header as the first two uniforms.
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* Do the annoying scrambling so the shader doesn't have to.
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*/
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const float **param = (const float **) prog_data.base.base.param;
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static float zero = 0.0f;
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for (int i = 0; i < 8; i++)
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param[i] = &zero;
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if (key->tes_primitive_mode == GL_QUADS) {
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for (int i = 0; i < 4; i++)
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param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
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param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
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param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1];
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} else if (key->tes_primitive_mode == GL_TRIANGLES) {
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for (int i = 0; i < 3; i++)
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param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
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param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
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} else {
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assert(key->tes_primitive_mode == GL_ISOLINES);
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param[7] = &ctx->TessCtrlProgram.patch_default_outer_level[1];
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param[6] = &ctx->TessCtrlProgram.patch_default_outer_level[0];
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}
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}
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int st_index = -1;
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if (unlikely((INTEL_DEBUG & DEBUG_SHADER_TIME) && tep))
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st_index = brw_get_shader_time_index(brw, &tep->program, ST_TCS, true);
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if (unlikely(brw->perf_debug)) {
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start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo);
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start_time = get_time();
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}
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unsigned program_size;
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char *error_str;
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const unsigned *program =
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brw_compile_tcs(compiler, brw, mem_ctx, key, &prog_data, nir, st_index,
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&program_size, &error_str);
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if (program == NULL) {
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if (tep) {
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tep->program.sh.data->LinkStatus = linking_failure;
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ralloc_strcat(&tep->program.sh.data->InfoLog, error_str);
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}
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_mesa_problem(NULL, "Failed to compile tessellation control shader: "
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"%s\n", error_str);
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ralloc_free(mem_ctx);
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return false;
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}
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if (unlikely(brw->perf_debug)) {
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if (tcp) {
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if (tcp->compiled_once) {
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brw_tcs_debug_recompile(brw, &tcp->program, key);
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}
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tcp->compiled_once = true;
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}
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if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
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perf_debug("TCS compile took %.03f ms and stalled the GPU\n",
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(get_time() - start_time) * 1000);
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}
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}
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/* Scratch space is used for register spilling */
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brw_alloc_stage_scratch(brw, stage_state,
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prog_data.base.base.total_scratch,
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devinfo->max_tcs_threads);
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brw_upload_cache(&brw->cache, BRW_CACHE_TCS_PROG,
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key, sizeof(*key),
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program, program_size,
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&prog_data, sizeof(prog_data),
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&stage_state->prog_offset, &brw->tcs.base.prog_data);
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ralloc_free(mem_ctx);
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return true;
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}
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void
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brw_tcs_populate_key(struct brw_context *brw,
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struct brw_tcs_prog_key *key)
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{
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struct brw_program *tcp = (struct brw_program *) brw->tess_ctrl_program;
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struct brw_program *tep = (struct brw_program *) brw->tess_eval_program;
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struct gl_program *tes_prog = &tep->program;
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uint64_t per_vertex_slots = tes_prog->info.inputs_read;
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uint32_t per_patch_slots = tes_prog->info.patch_inputs_read;
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memset(key, 0, sizeof(*key));
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if (tcp) {
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struct gl_program *prog = &tcp->program;
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per_vertex_slots |= prog->info.outputs_written;
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per_patch_slots |= prog->info.patch_outputs_written;
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}
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if (brw->gen < 8 || !tcp)
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key->input_vertices = brw->ctx.TessCtrlProgram.patch_vertices;
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key->outputs_written = per_vertex_slots;
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key->patch_outputs_written = per_patch_slots;
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/* We need to specialize our code generation for tessellation levels
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* based on the domain the DS is expecting to tessellate.
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*/
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key->tes_primitive_mode = tep->program.info.tess.primitive_mode;
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key->quads_workaround = brw->gen < 9 &&
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tep->program.info.tess.primitive_mode == GL_QUADS &&
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tep->program.info.tess.spacing == TESS_SPACING_EQUAL;
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if (tcp) {
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key->program_string_id = tcp->id;
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/* _NEW_TEXTURE */
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brw_populate_sampler_prog_key_data(&brw->ctx, &tcp->program, &key->tex);
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}
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}
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void
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brw_upload_tcs_prog(struct brw_context *brw)
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{
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struct brw_stage_state *stage_state = &brw->tcs.base;
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struct brw_tcs_prog_key key;
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/* BRW_NEW_TESS_PROGRAMS */
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struct brw_program *tcp = (struct brw_program *) brw->tess_ctrl_program;
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MAYBE_UNUSED struct brw_program *tep =
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(struct brw_program *) brw->tess_eval_program;
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assert(tep);
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if (!brw_state_dirty(brw,
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_NEW_TEXTURE,
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BRW_NEW_PATCH_PRIMITIVE |
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BRW_NEW_TESS_PROGRAMS))
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return;
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brw_tcs_populate_key(brw, &key);
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if (!brw_search_cache(&brw->cache, BRW_CACHE_TCS_PROG,
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&key, sizeof(key),
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&stage_state->prog_offset,
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&brw->tcs.base.prog_data)) {
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bool success = brw_codegen_tcs_prog(brw, tcp, tep, &key);
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assert(success);
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(void)success;
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}
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}
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bool
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brw_tcs_precompile(struct gl_context *ctx,
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struct gl_shader_program *shader_prog,
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struct gl_program *prog)
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{
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struct brw_context *brw = brw_context(ctx);
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struct brw_tcs_prog_key key;
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uint32_t old_prog_offset = brw->tcs.base.prog_offset;
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struct brw_stage_prog_data *old_prog_data = brw->tcs.base.prog_data;
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bool success;
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struct brw_program *btcp = brw_program(prog);
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const struct gl_linked_shader *tes =
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shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
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memset(&key, 0, sizeof(key));
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key.program_string_id = btcp->id;
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brw_setup_tex_for_precompile(brw, &key.tex, prog);
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/* Guess that the input and output patches have the same dimensionality. */
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if (brw->gen < 8)
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key.input_vertices = prog->info.tess.tcs_vertices_out;
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struct brw_program *btep;
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if (tes) {
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btep = brw_program(tes->Program);
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key.tes_primitive_mode = tes->Program->info.tess.primitive_mode;
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key.quads_workaround = brw->gen < 9 &&
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tes->Program->info.tess.primitive_mode == GL_QUADS &&
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tes->Program->info.tess.spacing == TESS_SPACING_EQUAL;
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} else {
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btep = NULL;
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key.tes_primitive_mode = GL_TRIANGLES;
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}
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key.outputs_written = prog->nir->info->outputs_written;
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key.patch_outputs_written = prog->nir->info->patch_outputs_written;
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success = brw_codegen_tcs_prog(brw, btcp, btep, &key);
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brw->tcs.base.prog_offset = old_prog_offset;
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brw->tcs.base.prog_data = old_prog_data;
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return success;
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}
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