1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #include "pipe/p_screen.h"
28 #include "pipe/p_state.h"
29 #include "tgsi/tgsi_dump.h"
30 #include "tgsi/tgsi_parse.h"
31 #include "util/format/u_format.h"
32 #include "util/u_inlines.h"
33 #include "util/u_memory.h"
34 #include "util/u_string.h"
35
36 #include "nir/tgsi_to_nir.h"
37
38 #include "freedreno_context.h"
39 #include "freedreno_util.h"
40
41 #include "ir3/ir3_cache.h"
42 #include "ir3/ir3_compiler.h"
43 #include "ir3/ir3_gallium.h"
44 #include "ir3/ir3_nir.h"
45 #include "ir3/ir3_shader.h"
46
47 /**
48 * The hardware cso for shader state
49 *
50 * Initially just a container for the ir3_shader, but this is where we'll
51 * plumb in async compile.
52 */
53 struct ir3_shader_state {
54 struct ir3_shader *shader;
55
56 /* Fence signalled when async compile is completed: */
57 struct util_queue_fence ready;
58 };
59
60 /**
61 * Should initial variants be compiled synchronously?
62 *
63 * The only case where pipe_debug_message() is used in the initial-variants
64 * path is with FD_MESA_DEBUG=shaderdb. So if either debug is disabled (ie.
65 * debug.debug_message==NULL), or shaderdb stats are not enabled, we can
66 * compile the initial shader variant asynchronously.
67 */
68 static bool
initial_variants_synchronous(struct fd_context * ctx)69 initial_variants_synchronous(struct fd_context *ctx)
70 {
71 return unlikely(ctx->debug.debug_message) || FD_DBG(SHADERDB) ||
72 FD_DBG(SERIALC);
73 }
74
75 static void
dump_shader_info(struct ir3_shader_variant * v,struct pipe_debug_callback * debug)76 dump_shader_info(struct ir3_shader_variant *v,
77 struct pipe_debug_callback *debug)
78 {
79 if (!FD_DBG(SHADERDB))
80 return;
81
82 pipe_debug_message(
83 debug, SHADER_INFO,
84 "%s shader: %u inst, %u nops, %u non-nops, %u mov, %u cov, "
85 "%u dwords, %u last-baryf, %u half, %u full, %u constlen, "
86 "%u cat0, %u cat1, %u cat2, %u cat3, %u cat4, %u cat5, %u cat6, %u cat7, "
87 "%u stp, %u ldp, %u sstall, %u (ss), %u (sy), %d waves, %d max_sun, "
88 "%d loops\n",
89 ir3_shader_stage(v), v->info.instrs_count, v->info.nops_count,
90 v->info.instrs_count - v->info.nops_count, v->info.mov_count,
91 v->info.cov_count, v->info.sizedwords, v->info.last_baryf,
92 v->info.max_half_reg + 1, v->info.max_reg + 1, v->constlen,
93 v->info.instrs_per_cat[0], v->info.instrs_per_cat[1],
94 v->info.instrs_per_cat[2], v->info.instrs_per_cat[3],
95 v->info.instrs_per_cat[4], v->info.instrs_per_cat[5],
96 v->info.instrs_per_cat[6], v->info.instrs_per_cat[7],
97 v->info.stp_count, v->info.ldp_count, v->info.sstall,
98 v->info.ss, v->info.sy, v->info.max_waves, v->max_sun, v->loops);
99 }
100
101 static void
upload_shader_variant(struct ir3_shader_variant * v)102 upload_shader_variant(struct ir3_shader_variant *v)
103 {
104 struct shader_info *info = &v->shader->nir->info;
105 struct ir3_compiler *compiler = v->shader->compiler;
106
107 assert(!v->bo);
108
109 v->bo =
110 fd_bo_new(compiler->dev, v->info.size, 0,
111 "%s:%s", ir3_shader_stage(v), info->name);
112
113 /* Always include shaders in kernel crash dumps. */
114 fd_bo_mark_for_dump(v->bo);
115
116 memcpy(fd_bo_map(v->bo), v->bin, v->info.size);
117 }
118
119 struct ir3_shader_variant *
ir3_shader_variant(struct ir3_shader * shader,struct ir3_shader_key key,bool binning_pass,struct pipe_debug_callback * debug)120 ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
121 bool binning_pass, struct pipe_debug_callback *debug)
122 {
123 struct ir3_shader_variant *v;
124 bool created = false;
125
126 /* Some shader key values may not be used by a given ir3_shader (for
127 * example, fragment shader saturates in the vertex shader), so clean out
128 * those flags to avoid recompiling.
129 */
130 ir3_key_clear_unused(&key, shader);
131
132 v = ir3_shader_get_variant(shader, &key, binning_pass, false, &created);
133
134 if (created) {
135 if (shader->initial_variants_done) {
136 perf_debug_message(debug, SHADER_INFO,
137 "%s shader: recompiling at draw time: global "
138 "0x%08x, vfsamples %x/%x, astc %x/%x\n",
139 ir3_shader_stage(v), key.global, key.vsamples,
140 key.fsamples, key.vastc_srgb, key.fastc_srgb);
141 }
142
143 dump_shader_info(v, debug);
144 upload_shader_variant(v);
145
146 if (v->binning) {
147 upload_shader_variant(v->binning);
148 dump_shader_info(v->binning, debug);
149 }
150 }
151
152 return v;
153 }
154
155 static void
copy_stream_out(struct ir3_stream_output_info * i,const struct pipe_stream_output_info * p)156 copy_stream_out(struct ir3_stream_output_info *i,
157 const struct pipe_stream_output_info *p)
158 {
159 STATIC_ASSERT(ARRAY_SIZE(i->stride) == ARRAY_SIZE(p->stride));
160 STATIC_ASSERT(ARRAY_SIZE(i->output) == ARRAY_SIZE(p->output));
161
162 i->num_outputs = p->num_outputs;
163 for (int n = 0; n < ARRAY_SIZE(i->stride); n++)
164 i->stride[n] = p->stride[n];
165
166 for (int n = 0; n < ARRAY_SIZE(i->output); n++) {
167 i->output[n].register_index = p->output[n].register_index;
168 i->output[n].start_component = p->output[n].start_component;
169 i->output[n].num_components = p->output[n].num_components;
170 i->output[n].output_buffer = p->output[n].output_buffer;
171 i->output[n].dst_offset = p->output[n].dst_offset;
172 i->output[n].stream = p->output[n].stream;
173 }
174 }
175
176 static void
create_initial_variants(struct ir3_shader_state * hwcso,struct pipe_debug_callback * debug)177 create_initial_variants(struct ir3_shader_state *hwcso,
178 struct pipe_debug_callback *debug)
179 {
180 struct ir3_shader *shader = hwcso->shader;
181 struct ir3_compiler *compiler = shader->compiler;
182 nir_shader *nir = shader->nir;
183
184 /* Compile standard variants immediately to try to avoid draw-time stalls
185 * to run the compiler.
186 */
187 struct ir3_shader_key key = {
188 .tessellation = IR3_TESS_NONE,
189 .ucp_enables = MASK(nir->info.clip_distance_array_size),
190 .msaa = true,
191 };
192
193 switch (nir->info.stage) {
194 case MESA_SHADER_TESS_EVAL:
195 key.tessellation = ir3_tess_mode(nir->info.tess.primitive_mode);
196 break;
197
198 case MESA_SHADER_TESS_CTRL:
199 /* The primitive_mode field, while it exists for TCS, is not
200 * populated (since separable shaders between TCS/TES are legal,
201 * so TCS wouldn't have access to TES's declaration). Make a
202 * guess so that we shader-db something plausible for TCS.
203 */
204 if (nir->info.outputs_written & VARYING_BIT_TESS_LEVEL_INNER)
205 key.tessellation = IR3_TESS_TRIANGLES;
206 else
207 key.tessellation = IR3_TESS_ISOLINES;
208 break;
209
210 case MESA_SHADER_GEOMETRY:
211 key.has_gs = true;
212 break;
213
214 default:
215 break;
216 }
217
218 key.safe_constlen = false;
219 struct ir3_shader_variant *v = ir3_shader_variant(shader, key, false, debug);
220 if (!v)
221 return;
222
223 if (v->constlen > compiler->max_const_safe) {
224 key.safe_constlen = true;
225 ir3_shader_variant(shader, key, false, debug);
226 }
227
228 /* For vertex shaders, also compile initial binning pass shader: */
229 if (nir->info.stage == MESA_SHADER_VERTEX) {
230 key.safe_constlen = false;
231 v = ir3_shader_variant(shader, key, true, debug);
232 if (!v)
233 return;
234
235 if (v->constlen > compiler->max_const_safe) {
236 key.safe_constlen = true;
237 ir3_shader_variant(shader, key, true, debug);
238 }
239 }
240
241 shader->initial_variants_done = true;
242 }
243
244 static void
create_initial_variants_async(void * job,void * gdata,int thread_index)245 create_initial_variants_async(void *job, void *gdata, int thread_index)
246 {
247 struct ir3_shader_state *hwcso = job;
248 struct pipe_debug_callback debug = {};
249
250 create_initial_variants(hwcso, &debug);
251 }
252
253 static void
create_initial_compute_variants_async(void * job,void * gdata,int thread_index)254 create_initial_compute_variants_async(void *job, void *gdata, int thread_index)
255 {
256 struct ir3_shader_state *hwcso = job;
257 struct ir3_shader *shader = hwcso->shader;
258 struct pipe_debug_callback debug = {};
259 static struct ir3_shader_key key; /* static is implicitly zeroed */
260
261 ir3_shader_variant(shader, key, false, &debug);
262 shader->initial_variants_done = true;
263 }
264
265 /* a bit annoying that compute-shader and normal shader state objects
266 * aren't a bit more aligned.
267 */
268 void *
ir3_shader_compute_state_create(struct pipe_context * pctx,const struct pipe_compute_state * cso)269 ir3_shader_compute_state_create(struct pipe_context *pctx,
270 const struct pipe_compute_state *cso)
271 {
272 struct fd_context *ctx = fd_context(pctx);
273
274 /* req_input_mem will only be non-zero for cl kernels (ie. clover).
275 * This isn't a perfect test because I guess it is possible (but
276 * uncommon) for none for the kernel parameters to be a global,
277 * but ctx->set_global_bindings() can't fail, so this is the next
278 * best place to fail if we need a newer version of kernel driver:
279 */
280 if ((cso->req_input_mem > 0) &&
281 fd_device_version(ctx->dev) < FD_VERSION_BO_IOVA) {
282 return NULL;
283 }
284
285 struct ir3_compiler *compiler = ctx->screen->compiler;
286 nir_shader *nir;
287
288 if (cso->ir_type == PIPE_SHADER_IR_NIR) {
289 /* we take ownership of the reference: */
290 nir = (nir_shader *)cso->prog;
291 } else {
292 debug_assert(cso->ir_type == PIPE_SHADER_IR_TGSI);
293 if (ir3_shader_debug & IR3_DBG_DISASM) {
294 tgsi_dump(cso->prog, 0);
295 }
296 nir = tgsi_to_nir(cso->prog, pctx->screen, false);
297 }
298
299 struct ir3_shader *shader = ir3_shader_from_nir(compiler, nir, 0, NULL);
300 struct ir3_shader_state *hwcso = calloc(1, sizeof(*hwcso));
301
302 util_queue_fence_init(&hwcso->ready);
303 hwcso->shader = shader;
304
305 /* Immediately compile a standard variant. We have so few variants in our
306 * shaders, that doing so almost eliminates draw-time recompiles. (This
307 * is also how we get data from shader-db's ./run)
308 */
309
310 if (initial_variants_synchronous(ctx)) {
311 static struct ir3_shader_key key; /* static is implicitly zeroed */
312 ir3_shader_variant(shader, key, false, &ctx->debug);
313 shader->initial_variants_done = true;
314 } else {
315 struct fd_screen *screen = ctx->screen;
316 util_queue_add_job(&screen->compile_queue, hwcso, &hwcso->ready,
317 create_initial_compute_variants_async, NULL, 0);
318 }
319
320 return hwcso;
321 }
322
323 void *
ir3_shader_state_create(struct pipe_context * pctx,const struct pipe_shader_state * cso)324 ir3_shader_state_create(struct pipe_context *pctx,
325 const struct pipe_shader_state *cso)
326 {
327 struct fd_context *ctx = fd_context(pctx);
328 struct ir3_compiler *compiler = ctx->screen->compiler;
329 struct ir3_shader_state *hwcso = calloc(1, sizeof(*hwcso));
330
331 /*
332 * Convert to nir (if necessary):
333 */
334
335 nir_shader *nir;
336 if (cso->type == PIPE_SHADER_IR_NIR) {
337 /* we take ownership of the reference: */
338 nir = cso->ir.nir;
339 } else {
340 debug_assert(cso->type == PIPE_SHADER_IR_TGSI);
341 if (ir3_shader_debug & IR3_DBG_DISASM) {
342 tgsi_dump(cso->tokens, 0);
343 }
344 nir = tgsi_to_nir(cso->tokens, pctx->screen, false);
345 }
346
347 /*
348 * Create ir3_shader:
349 *
350 * This part is cheap, it doesn't compile initial variants
351 */
352
353 struct ir3_stream_output_info stream_output = {};
354 copy_stream_out(&stream_output, &cso->stream_output);
355
356 hwcso->shader = ir3_shader_from_nir(compiler, nir, 0, &stream_output);
357
358 /*
359 * Create initial variants to avoid draw-time stalls. This is
360 * normally done asynchronously, unless debug is enabled (which
361 * will be the case for shader-db)
362 */
363
364 util_queue_fence_init(&hwcso->ready);
365
366 if (initial_variants_synchronous(ctx)) {
367 create_initial_variants(hwcso, &ctx->debug);
368 } else {
369 util_queue_add_job(&ctx->screen->compile_queue, hwcso, &hwcso->ready,
370 create_initial_variants_async, NULL, 0);
371 }
372
373 return hwcso;
374 }
375
376 void
ir3_shader_state_delete(struct pipe_context * pctx,void * _hwcso)377 ir3_shader_state_delete(struct pipe_context *pctx, void *_hwcso)
378 {
379 struct fd_context *ctx = fd_context(pctx);
380 struct fd_screen *screen = ctx->screen;
381 struct ir3_shader_state *hwcso = _hwcso;
382 struct ir3_shader *so = hwcso->shader;
383
384 ir3_cache_invalidate(ctx->shader_cache, hwcso);
385
386 /* util_queue_drop_job() guarantees that either:
387 * 1) job did not execute
388 * 2) job completed
389 *
390 * In either case the fence is signaled
391 */
392 util_queue_drop_job(&screen->compile_queue, &hwcso->ready);
393
394 /* free the uploaded shaders, since this is handled outside of the
395 * shared ir3 code (ie. not used by turnip):
396 */
397 for (struct ir3_shader_variant *v = so->variants; v; v = v->next) {
398 fd_bo_del(v->bo);
399 v->bo = NULL;
400
401 if (v->binning && v->binning->bo) {
402 fd_bo_del(v->binning->bo);
403 v->binning->bo = NULL;
404 }
405 }
406
407 ir3_shader_destroy(so);
408 util_queue_fence_destroy(&hwcso->ready);
409 free(hwcso);
410 }
411
412 struct ir3_shader *
ir3_get_shader(struct ir3_shader_state * hwcso)413 ir3_get_shader(struct ir3_shader_state *hwcso)
414 {
415 if (!hwcso)
416 return NULL;
417
418 struct ir3_shader *shader = hwcso->shader;
419 perf_time (1000, "waited for %s:%s:%s variants",
420 _mesa_shader_stage_to_abbrev(shader->type),
421 shader->nir->info.name,
422 shader->nir->info.label) {
423 /* wait for initial variants to compile: */
424 util_queue_fence_wait(&hwcso->ready);
425 }
426
427 return shader;
428 }
429
430 struct shader_info *
ir3_get_shader_info(struct ir3_shader_state * hwcso)431 ir3_get_shader_info(struct ir3_shader_state *hwcso)
432 {
433 if (!hwcso)
434 return NULL;
435 return &hwcso->shader->nir->info;
436 }
437
438 /* fixup dirty shader state in case some "unrelated" (from the state-
439 * tracker's perspective) state change causes us to switch to a
440 * different variant.
441 */
442 void
ir3_fixup_shader_state(struct pipe_context * pctx,struct ir3_shader_key * key)443 ir3_fixup_shader_state(struct pipe_context *pctx, struct ir3_shader_key *key)
444 {
445 struct fd_context *ctx = fd_context(pctx);
446
447 if (!ir3_shader_key_equal(ctx->last.key, key)) {
448 if (ir3_shader_key_changes_fs(ctx->last.key, key)) {
449 fd_context_dirty_shader(ctx, PIPE_SHADER_FRAGMENT,
450 FD_DIRTY_SHADER_PROG);
451 }
452
453 if (ir3_shader_key_changes_vs(ctx->last.key, key)) {
454 fd_context_dirty_shader(ctx, PIPE_SHADER_VERTEX, FD_DIRTY_SHADER_PROG);
455 }
456
457 /* NOTE: currently only a6xx has gs/tess, but needs no
458 * gs/tess specific lowering.
459 */
460
461 *ctx->last.key = *key;
462 }
463 }
464
465 static char *
ir3_screen_finalize_nir(struct pipe_screen * pscreen,void * nir)466 ir3_screen_finalize_nir(struct pipe_screen *pscreen, void *nir)
467 {
468 struct fd_screen *screen = fd_screen(pscreen);
469
470 ir3_nir_lower_io_to_temporaries(nir);
471 ir3_finalize_nir(screen->compiler, nir);
472
473 return NULL;
474 }
475
476 static void
ir3_set_max_shader_compiler_threads(struct pipe_screen * pscreen,unsigned max_threads)477 ir3_set_max_shader_compiler_threads(struct pipe_screen *pscreen,
478 unsigned max_threads)
479 {
480 struct fd_screen *screen = fd_screen(pscreen);
481
482 /* This function doesn't allow a greater number of threads than
483 * the queue had at its creation.
484 */
485 util_queue_adjust_num_threads(&screen->compile_queue, max_threads);
486 }
487
488 static bool
ir3_is_parallel_shader_compilation_finished(struct pipe_screen * pscreen,void * shader,enum pipe_shader_type shader_type)489 ir3_is_parallel_shader_compilation_finished(struct pipe_screen *pscreen,
490 void *shader,
491 enum pipe_shader_type shader_type)
492 {
493 struct ir3_shader_state *hwcso = (struct ir3_shader_state *)shader;
494
495 return util_queue_fence_is_signalled(&hwcso->ready);
496 }
497
498 void
ir3_prog_init(struct pipe_context * pctx)499 ir3_prog_init(struct pipe_context *pctx)
500 {
501 pctx->create_vs_state = ir3_shader_state_create;
502 pctx->delete_vs_state = ir3_shader_state_delete;
503
504 pctx->create_tcs_state = ir3_shader_state_create;
505 pctx->delete_tcs_state = ir3_shader_state_delete;
506
507 pctx->create_tes_state = ir3_shader_state_create;
508 pctx->delete_tes_state = ir3_shader_state_delete;
509
510 pctx->create_gs_state = ir3_shader_state_create;
511 pctx->delete_gs_state = ir3_shader_state_delete;
512
513 pctx->create_fs_state = ir3_shader_state_create;
514 pctx->delete_fs_state = ir3_shader_state_delete;
515 }
516
517 void
ir3_screen_init(struct pipe_screen * pscreen)518 ir3_screen_init(struct pipe_screen *pscreen)
519 {
520 struct fd_screen *screen = fd_screen(pscreen);
521
522 screen->compiler = ir3_compiler_create(screen->dev, screen->dev_id, false);
523
524 /* TODO do we want to limit things to # of fast cores, or just limit
525 * based on total # of both big and little cores. The little cores
526 * tend to be in-order and probably much slower for compiling than
527 * big cores. OTOH if they are sitting idle, maybe it is useful to
528 * use them?
529 */
530 unsigned num_threads = sysconf(_SC_NPROCESSORS_ONLN) - 1;
531
532 util_queue_init(&screen->compile_queue, "ir3q", 64, num_threads,
533 UTIL_QUEUE_INIT_RESIZE_IF_FULL |
534 UTIL_QUEUE_INIT_SET_FULL_THREAD_AFFINITY, NULL);
535
536 pscreen->finalize_nir = ir3_screen_finalize_nir;
537 pscreen->set_max_shader_compiler_threads =
538 ir3_set_max_shader_compiler_threads;
539 pscreen->is_parallel_shader_compilation_finished =
540 ir3_is_parallel_shader_compilation_finished;
541 }
542
543 void
ir3_screen_fini(struct pipe_screen * pscreen)544 ir3_screen_fini(struct pipe_screen *pscreen)
545 {
546 struct fd_screen *screen = fd_screen(pscreen);
547
548 util_queue_destroy(&screen->compile_queue);
549 ir3_compiler_destroy(screen->compiler);
550 screen->compiler = NULL;
551 }
552
553 void
ir3_update_max_tf_vtx(struct fd_context * ctx,const struct ir3_shader_variant * v)554 ir3_update_max_tf_vtx(struct fd_context *ctx,
555 const struct ir3_shader_variant *v)
556 {
557 struct fd_streamout_stateobj *so = &ctx->streamout;
558 struct ir3_stream_output_info *info = &v->shader->stream_output;
559 uint32_t maxvtxcnt = 0x7fffffff;
560
561 if (v->shader->stream_output.num_outputs == 0)
562 ctx->streamout.max_tf_vtx = 0;
563 if (so->num_targets == 0)
564 ctx->streamout.max_tf_vtx = 0;
565
566 /* offset to write to is:
567 *
568 * total_vtxcnt = vtxcnt + offsets[i]
569 * offset = total_vtxcnt * stride[i]
570 *
571 * offset = vtxcnt * stride[i] ; calculated in shader
572 * + offsets[i] * stride[i] ; calculated at emit_tfbos()
573 *
574 * assuming for each vtx, each target buffer will have data written
575 * up to 'offset + stride[i]', that leaves maxvtxcnt as:
576 *
577 * buffer_size = (maxvtxcnt * stride[i]) + stride[i]
578 * maxvtxcnt = (buffer_size - stride[i]) / stride[i]
579 *
580 * but shader is actually doing a less-than (rather than less-than-
581 * equal) check, so we can drop the -stride[i].
582 *
583 * TODO is assumption about `offset + stride[i]` legit?
584 */
585 for (unsigned i = 0; i < so->num_targets; i++) {
586 struct pipe_stream_output_target *target = so->targets[i];
587 unsigned stride = info->stride[i] * 4; /* convert dwords->bytes */
588 if (target) {
589 uint32_t max = target->buffer_size / stride;
590 maxvtxcnt = MIN2(maxvtxcnt, max);
591 }
592 }
593
594 ctx->streamout.max_tf_vtx = maxvtxcnt;
595 }
596