• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2015 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 "util/ralloc.h"
28 
29 #include "ir3_compiler.h"
30 
31 static const struct debug_named_value shader_debug_options[] = {
32 	{"vs",         IR3_DBG_SHADER_VS,  "Print shader disasm for vertex shaders"},
33 	{"tcs",        IR3_DBG_SHADER_TCS, "Print shader disasm for tess ctrl shaders"},
34 	{"tes",        IR3_DBG_SHADER_TES, "Print shader disasm for tess eval shaders"},
35 	{"gs",         IR3_DBG_SHADER_GS,  "Print shader disasm for geometry shaders"},
36 	{"fs",         IR3_DBG_SHADER_FS,  "Print shader disasm for fragment shaders"},
37 	{"cs",         IR3_DBG_SHADER_CS,  "Print shader disasm for compute shaders"},
38 	{"disasm",     IR3_DBG_DISASM,     "Dump NIR and adreno shader disassembly"},
39 	{"optmsgs",    IR3_DBG_OPTMSGS,    "Enable optimizer debug messages"},
40 	{"forces2en",  IR3_DBG_FORCES2EN,  "Force s2en mode for tex sampler instructions"},
41 	{"nouboopt",   IR3_DBG_NOUBOOPT,   "Disable lowering UBO to uniform"},
42 	{"nofp16",     IR3_DBG_NOFP16,     "Don't lower mediump to fp16"},
43 	{"nocache",    IR3_DBG_NOCACHE,    "Disable shader cache"},
44 #ifdef DEBUG
45 	/* DEBUG-only options: */
46 	{"schedmsgs",  IR3_DBG_SCHEDMSGS,  "Enable scheduler debug messages"},
47 	{"ramsgs",     IR3_DBG_RAMSGS,     "Enable register-allocation debug messages"},
48 #endif
49 	DEBUG_NAMED_VALUE_END
50 };
51 
52 DEBUG_GET_ONCE_FLAGS_OPTION(ir3_shader_debug, "IR3_SHADER_DEBUG", shader_debug_options, 0)
53 
54 enum ir3_shader_debug ir3_shader_debug = 0;
55 
56 void
ir3_compiler_destroy(struct ir3_compiler * compiler)57 ir3_compiler_destroy(struct ir3_compiler *compiler)
58 {
59 	ralloc_free(compiler);
60 }
61 
62 struct ir3_compiler *
ir3_compiler_create(struct fd_device * dev,uint32_t gpu_id)63 ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id)
64 {
65 	struct ir3_compiler *compiler = rzalloc(NULL, struct ir3_compiler);
66 
67 	ir3_shader_debug = debug_get_option_ir3_shader_debug();
68 
69 	compiler->dev = dev;
70 	compiler->gpu_id = gpu_id;
71 	compiler->set = ir3_ra_alloc_reg_set(compiler, false);
72 
73 	if (compiler->gpu_id >= 600) {
74 		compiler->mergedregs_set = ir3_ra_alloc_reg_set(compiler, true);
75 		compiler->samgq_workaround = true;
76 		/* a6xx split the pipeline state into geometry and fragment state, in
77 		 * order to let the VS run ahead of the FS. As a result there are now
78 		 * separate const files for the the fragment shader and everything
79 		 * else, and separate limits. There seems to be a shared limit, but
80 		 * it's higher than the vert or frag limits.
81 		 *
82 		 * TODO: The shared limit seems to be different on different on
83 		 * different models.
84 		 */
85 		compiler->max_const_pipeline = 640;
86 		compiler->max_const_frag = 512;
87 		compiler->max_const_geom = 512;
88 		compiler->max_const_safe = 128;
89 
90 		/* Compute shaders don't share a const file with the FS. Instead they
91 		 * have their own file, which is smaller than the FS one.
92 		 *
93 		 * TODO: is this true on earlier gen's?
94 		 */
95 		compiler->max_const_compute = 256;
96 
97 		/* TODO: implement clip+cull distances on earlier gen's */
98 		compiler->has_clip_cull = true;
99 
100 		if (compiler->gpu_id == 650)
101 			compiler->tess_use_shared = true;
102 	} else {
103 		compiler->max_const_pipeline = 512;
104 		compiler->max_const_geom = 512;
105 		compiler->max_const_frag = 512;
106 		compiler->max_const_compute = 512;
107 
108 		/* Note: this will have to change if/when we support tess+GS on
109 		 * earlier gen's.
110 		 */
111 		compiler->max_const_safe = 256;
112 	}
113 
114 	if (compiler->gpu_id >= 400) {
115 		/* need special handling for "flat" */
116 		compiler->flat_bypass = true;
117 		compiler->levels_add_one = false;
118 		compiler->unminify_coords = false;
119 		compiler->txf_ms_with_isaml = false;
120 		compiler->array_index_add_half = true;
121 		compiler->instr_align = 16;
122 		compiler->const_upload_unit = 4;
123 	} else {
124 		/* no special handling for "flat" */
125 		compiler->flat_bypass = false;
126 		compiler->levels_add_one = true;
127 		compiler->unminify_coords = true;
128 		compiler->txf_ms_with_isaml = true;
129 		compiler->array_index_add_half = false;
130 		compiler->instr_align = 4;
131 		compiler->const_upload_unit = 8;
132 	}
133 
134 	ir3_disk_cache_init(compiler);
135 
136 	return compiler;
137 }
138