1 /*
2 * © Copyright 2018 Alyssa Rosenzweig
3 * Copyright (C) 2019-2020 Collabora, Ltd.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 */
25
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <string.h>
29 #include "pan_bo.h"
30 #include "pan_context.h"
31 #include "pan_shader.h"
32 #include "pan_util.h"
33
34 #include "compiler/nir/nir.h"
35 #include "util/u_dynarray.h"
36 #include "util/u_upload_mgr.h"
37
38 void
panfrost_shader_compile(struct pipe_screen * pscreen,struct panfrost_pool * shader_pool,struct panfrost_pool * desc_pool,const nir_shader * ir,struct panfrost_shader_state * state)39 panfrost_shader_compile(struct pipe_screen *pscreen,
40 struct panfrost_pool *shader_pool,
41 struct panfrost_pool *desc_pool,
42 const nir_shader *ir,
43 struct panfrost_shader_state *state)
44 {
45 struct panfrost_screen *screen = pan_screen(pscreen);
46 struct panfrost_device *dev = pan_device(pscreen);
47
48 nir_shader *s = nir_shader_clone(NULL, ir);
49
50 if (s->xfb_info && !s->info.internal) {
51 /* Create compute shader doing transform feedback */
52 nir_shader *xfb = nir_shader_clone(NULL, s);
53 xfb->info.name = ralloc_asprintf(xfb, "%s@xfb", xfb->info.name);
54 xfb->info.internal = true;
55
56 state->xfb = calloc(1, sizeof(struct panfrost_shader_state));
57 panfrost_shader_compile(pscreen, shader_pool, desc_pool, xfb, state->xfb);
58
59 /* Main shader no longer uses XFB */
60 s->info.has_transform_feedback_varyings = false;
61 }
62
63 /* Lower this early so the backends don't have to worry about it */
64 if (s->info.stage == MESA_SHADER_FRAGMENT) {
65 NIR_PASS_V(s, nir_lower_fragcolor, state->key.fs.nr_cbufs);
66
67 if (state->key.fs.sprite_coord_enable) {
68 NIR_PASS_V(s, nir_lower_texcoord_replace,
69 state->key.fs.sprite_coord_enable,
70 true /* point coord is sysval */,
71 false /* Y-invert */);
72 }
73
74 if (state->key.fs.clip_plane_enable) {
75 NIR_PASS_V(s, nir_lower_clip_fs,
76 state->key.fs.clip_plane_enable,
77 false);
78 }
79 }
80
81 /* Call out to Midgard compiler given the above NIR */
82 struct panfrost_compile_inputs inputs = {
83 .gpu_id = dev->gpu_id,
84 .shaderdb = !!(dev->debug & PAN_DBG_PRECOMPILE),
85 .fixed_sysval_ubo = -1,
86 .fixed_varying_mask = state->key.fixed_varying_mask
87 };
88
89 /* No IDVS for internal XFB shaders */
90 if (s->info.stage == MESA_SHADER_VERTEX && s->info.has_transform_feedback_varyings)
91 inputs.no_idvs = true;
92
93 memcpy(inputs.rt_formats, state->key.fs.rt_formats, sizeof(inputs.rt_formats));
94
95 struct util_dynarray binary;
96
97 util_dynarray_init(&binary, NULL);
98 screen->vtbl.compile_shader(s, &inputs, &binary, &state->info);
99
100 if (binary.size) {
101 state->bin = panfrost_pool_take_ref(shader_pool,
102 pan_pool_upload_aligned(&shader_pool->base,
103 binary.data, binary.size, 128));
104 }
105
106
107 /* Don't upload RSD for fragment shaders since they need draw-time
108 * merging for e.g. depth/stencil/alpha. RSDs are replaced by simpler
109 * shader program descriptors on Valhall, which can be preuploaded even
110 * for fragment shaders. */
111 bool upload = !(s->info.stage == MESA_SHADER_FRAGMENT && dev->arch <= 7);
112 screen->vtbl.prepare_shader(state, desc_pool, upload);
113
114 panfrost_analyze_sysvals(state);
115
116 util_dynarray_fini(&binary);
117
118 /* In both clone and tgsi_to_nir paths, the shader is ralloc'd against
119 * a NULL context */
120 ralloc_free(s);
121 }
122