/* * © Copyright 2018 Alyssa Rosenzweig * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * */ #include #include #include #include "pan_bo.h" #include "pan_context.h" #include "compiler/nir/nir.h" #include "nir/tgsi_to_nir.h" #include "midgard/midgard_compile.h" #include "util/u_dynarray.h" #include "tgsi/tgsi_dump.h" void panfrost_shader_compile( struct panfrost_context *ctx, struct mali_shader_meta *meta, enum pipe_shader_ir ir_type, const void *ir, gl_shader_stage stage, struct panfrost_shader_state *state, uint64_t *outputs_written) { struct panfrost_screen *screen = pan_screen(ctx->base.screen); uint8_t *dst; nir_shader *s; if (ir_type == PIPE_SHADER_IR_NIR) { s = nir_shader_clone(NULL, ir); } else { assert (ir_type == PIPE_SHADER_IR_TGSI); s = tgsi_to_nir(ir, ctx->base.screen); } s->info.stage = stage; /* Call out to Midgard compiler given the above NIR */ midgard_program program = { .alpha_ref = state->alpha_state.ref_value }; midgard_compile_shader_nir(&ctx->compiler, s, &program, false, screen->gpu_id); /* Prepare the compiled binary for upload */ int size = program.compiled.size; dst = program.compiled.data; /* Upload the shader. The lookahead tag is ORed on as a tagged pointer. * I bet someone just thought that would be a cute pun. At least, * that's how I'd do it. */ state->bo = panfrost_bo_create(screen, size, PAN_BO_EXECUTE); memcpy(state->bo->cpu, dst, size); meta->shader = state->bo->gpu | program.first_tag; util_dynarray_fini(&program.compiled); /* Sysvals are prepended */ program.uniform_count += program.sysval_count; state->sysval_count = program.sysval_count; memcpy(state->sysval, program.sysvals, sizeof(state->sysval[0]) * state->sysval_count); meta->midgard1.uniform_count = MIN2(program.uniform_count, program.uniform_cutoff); meta->midgard1.work_count = program.work_register_count; switch (stage) { case MESA_SHADER_VERTEX: meta->attribute_count = util_bitcount64(s->info.inputs_read); meta->varying_count = util_bitcount64(s->info.outputs_written); break; case MESA_SHADER_FRAGMENT: meta->attribute_count = 0; meta->varying_count = util_bitcount64(s->info.inputs_read); break; case MESA_SHADER_COMPUTE: /* TODO: images */ meta->attribute_count = 0; meta->varying_count = 0; break; default: unreachable("Unknown shader state"); } state->can_discard = s->info.fs.uses_discard; state->writes_point_size = program.writes_point_size; state->reads_point_coord = false; state->helper_invocations = s->info.fs.needs_helper_invocations; if (outputs_written) *outputs_written = s->info.outputs_written; /* Separate as primary uniform count is truncated */ state->uniform_count = program.uniform_count; meta->midgard1.unknown2 = 8; /* XXX */ unsigned default_vec1_swizzle = panfrost_get_default_swizzle(1); unsigned default_vec2_swizzle = panfrost_get_default_swizzle(2); unsigned default_vec4_swizzle = panfrost_get_default_swizzle(4); /* Iterate the varyings and emit the corresponding descriptor */ for (unsigned i = 0; i < meta->varying_count; ++i) { unsigned location = program.varyings[i]; /* Default to a vec4 varying */ struct mali_attr_meta v = { .format = MALI_RGBA32F, .swizzle = default_vec4_swizzle, .unknown1 = 0x2, }; /* Check for special cases, otherwise assume general varying */ if (location == VARYING_SLOT_POS) { if (stage == MESA_SHADER_FRAGMENT) state->reads_frag_coord = true; else v.format = MALI_VARYING_POS; } else if (location == VARYING_SLOT_PSIZ) { v.format = MALI_R16F; v.swizzle = default_vec1_swizzle; state->writes_point_size = true; } else if (location == VARYING_SLOT_PNTC) { v.format = MALI_RG16F; v.swizzle = default_vec2_swizzle; state->reads_point_coord = true; } else if (location == VARYING_SLOT_FACE) { v.format = MALI_R32I; v.swizzle = default_vec1_swizzle; state->reads_face = true; } state->varyings[i] = v; state->varyings_loc[i] = location; } }