/* * © Copyright 2018 Alyssa Rosenzweig * Copyright (C) 2019-2020 Collabora, Ltd. * * 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 "pan_util.h" #include "panfrost-quirks.h" #include "compiler/nir/nir.h" #include "nir/tgsi_to_nir.h" #include "midgard/midgard_compile.h" #include "bifrost/bifrost_compile.h" #include "util/u_dynarray.h" #include "util/u_upload_mgr.h" #include "tgsi/tgsi_dump.h" static void pan_prepare_midgard_props(struct panfrost_shader_state *state, gl_shader_stage stage) { pan_prepare(&state->properties, RENDERER_PROPERTIES); state->properties.uniform_buffer_count = state->ubo_count; state->properties.midgard.uniform_count = state->uniform_count; state->properties.midgard.shader_has_side_effects = state->writes_global; /* TODO: Select the appropriate mode. Suppresing inf/nan works around * some bugs in gles2 apps (eg glmark2's terrain scene) but isn't * conformant on gles3 */ state->properties.midgard.fp_mode = MALI_FP_MODE_GL_INF_NAN_SUPPRESSED; /* For fragment shaders, work register count, early-z, reads at draw-time */ if (stage != MESA_SHADER_FRAGMENT) state->properties.midgard.work_register_count = state->work_reg_count; } static void pan_prepare_bifrost_props(struct panfrost_shader_state *state, gl_shader_stage stage) { switch (stage) { case MESA_SHADER_VERTEX: pan_prepare(&state->properties, RENDERER_PROPERTIES); state->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_STRONG_EARLY; state->properties.uniform_buffer_count = state->ubo_count; pan_prepare(&state->preload, PRELOAD); state->preload.uniform_count = state->uniform_count; state->preload.vertex.vertex_id = true; state->preload.vertex.instance_id = true; break; case MESA_SHADER_FRAGMENT: pan_prepare(&state->properties, RENDERER_PROPERTIES); /* Early-Z set at draw-time */ if (state->writes_depth || state->writes_stencil) { state->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_FORCE_LATE; state->properties.bifrost.pixel_kill_operation = MALI_PIXEL_KILL_FORCE_LATE; } else { state->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_STRONG_EARLY; state->properties.bifrost.pixel_kill_operation = MALI_PIXEL_KILL_FORCE_EARLY; } state->properties.uniform_buffer_count = state->ubo_count; state->properties.bifrost.shader_modifies_coverage = state->can_discard; pan_prepare(&state->preload, PRELOAD); state->preload.uniform_count = state->uniform_count; state->preload.fragment.fragment_position = state->reads_frag_coord; state->preload.fragment.coverage = true; state->preload.fragment.primitive_flags = state->reads_face; break; default: unreachable("TODO"); } } static void pan_upload_shader_descriptor(struct panfrost_context *ctx, struct panfrost_shader_state *state) { const struct panfrost_device *dev = pan_device(ctx->base.screen); struct mali_state_packed *out; u_upload_alloc(ctx->state_uploader, 0, MALI_RENDERER_STATE_LENGTH, MALI_RENDERER_STATE_LENGTH, &state->upload.offset, &state->upload.rsrc, (void **) &out); pan_pack(out, RENDERER_STATE, cfg) { cfg.shader = state->shader; cfg.properties = state->properties; if (dev->quirks & IS_BIFROST) cfg.preload = state->preload; } u_upload_unmap(ctx->state_uploader); } static unsigned pan_format_from_nir_base(nir_alu_type base) { switch (base) { case nir_type_int: return MALI_FORMAT_SINT; case nir_type_uint: case nir_type_bool: return MALI_FORMAT_UINT; case nir_type_float: return MALI_CHANNEL_FLOAT; default: unreachable("Invalid base"); } } static unsigned pan_format_from_nir_size(nir_alu_type base, unsigned size) { if (base == nir_type_float) { switch (size) { case 16: return MALI_FORMAT_SINT; case 32: return MALI_FORMAT_UNORM; default: unreachable("Invalid float size for format"); } } else { switch (size) { case 1: case 8: return MALI_CHANNEL_8; case 16: return MALI_CHANNEL_16; case 32: return MALI_CHANNEL_32; default: unreachable("Invalid int size for format"); } } } static enum mali_format pan_format_from_glsl(const struct glsl_type *type, unsigned precision, unsigned frac) { const struct glsl_type *column = glsl_without_array_or_matrix(type); enum glsl_base_type glsl_base = glsl_get_base_type(column); nir_alu_type t = nir_get_nir_type_for_glsl_base_type(glsl_base); unsigned chan = glsl_get_components(column); /* If we have a fractional location added, we need to increase the size * so it will fit, i.e. a vec3 in YZW requires us to allocate a vec4. * We could do better but this is an edge case as it is, normally * packed varyings will be aligned. */ chan += frac; assert(chan >= 1 && chan <= 4); unsigned base = nir_alu_type_get_base_type(t); unsigned size = nir_alu_type_get_type_size(t); /* Demote to fp16 where possible. int16 varyings are TODO as the hw * will saturate instead of wrap which is not conformant, so we need to * insert i2i16/u2u16 instructions before the st_vary_32i/32u to get * the intended behaviour */ bool is_16 = (precision == GLSL_PRECISION_MEDIUM) || (precision == GLSL_PRECISION_LOW); if (is_16 && base == nir_type_float) size = 16; else size = 32; return pan_format_from_nir_base(base) | pan_format_from_nir_size(base, size) | MALI_NR_CHANNELS(chan); } static enum mali_bifrost_register_file_format bifrost_blend_type_from_nir(nir_alu_type nir_type) { switch(nir_type) { case 0: /* Render target not in use */ return 0; case nir_type_float16: return MALI_BIFROST_REGISTER_FILE_FORMAT_F16; case nir_type_float32: return MALI_BIFROST_REGISTER_FILE_FORMAT_F32; case nir_type_int32: return MALI_BIFROST_REGISTER_FILE_FORMAT_I32; case nir_type_uint32: return MALI_BIFROST_REGISTER_FILE_FORMAT_U32; case nir_type_int16: return MALI_BIFROST_REGISTER_FILE_FORMAT_I16; case nir_type_uint16: return MALI_BIFROST_REGISTER_FILE_FORMAT_U16; default: unreachable("Unsupported blend shader type for NIR alu type"); return 0; } } void panfrost_shader_compile(struct panfrost_context *ctx, enum pipe_shader_ir ir_type, const void *ir, gl_shader_stage stage, struct panfrost_shader_state *state, uint64_t *outputs_written) { struct panfrost_device *dev = pan_device(ctx->base.screen); 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, false); } s->info.stage = stage; /* Call out to Midgard compiler given the above NIR */ struct panfrost_compile_inputs inputs = { .gpu_id = dev->gpu_id, .shaderdb = !!(dev->debug & PAN_DBG_PRECOMPILE), }; memcpy(inputs.rt_formats, state->rt_formats, sizeof(inputs.rt_formats)); panfrost_program *program; if (dev->quirks & IS_BIFROST) program = bifrost_compile_shader_nir(NULL, s, &inputs); else program = midgard_compile_shader_nir(NULL, s, &inputs); /* Prepare the compiled binary for upload */ mali_ptr shader = 0; unsigned attribute_count = 0, varying_count = 0; int size = program->compiled.size; if (size) { state->bo = panfrost_bo_create(dev, size, PAN_BO_EXECUTE); memcpy(state->bo->ptr.cpu, program->compiled.data, size); shader = state->bo->ptr.gpu; } /* Midgard needs the first tag on the bottom nibble */ if (!(dev->quirks & IS_BIFROST)) { /* If size = 0, we tag as "end-of-shader" */ if (size) shader |= program->first_tag; else shader = 0x1; } state->sysval_count = program->sysval_count; memcpy(state->sysval, program->sysvals, sizeof(state->sysval[0]) * state->sysval_count); bool vertex_id = BITSET_TEST(s->info.system_values_read, SYSTEM_VALUE_VERTEX_ID); bool instance_id = BITSET_TEST(s->info.system_values_read, SYSTEM_VALUE_INSTANCE_ID); state->writes_global = s->info.writes_memory; switch (stage) { case MESA_SHADER_VERTEX: attribute_count = util_bitcount64(s->info.inputs_read); varying_count = util_bitcount64(s->info.outputs_written); if (vertex_id) attribute_count = MAX2(attribute_count, PAN_VERTEX_ID + 1); if (instance_id) attribute_count = MAX2(attribute_count, PAN_INSTANCE_ID + 1); break; case MESA_SHADER_FRAGMENT: for (unsigned i = 0; i < ARRAY_SIZE(state->blend_ret_addrs); i++) { if (!program->blend_ret_offsets[i]) continue; state->blend_ret_addrs[i] = (state->bo->ptr.gpu & UINT32_MAX) + program->blend_ret_offsets[i]; assert(!(state->blend_ret_addrs[i] & 0x7)); } varying_count = util_bitcount64(s->info.inputs_read); if (s->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) state->writes_depth = true; if (s->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) state->writes_stencil = true; uint64_t outputs_read = s->info.outputs_read; if (outputs_read & BITFIELD64_BIT(FRAG_RESULT_COLOR)) outputs_read |= BITFIELD64_BIT(FRAG_RESULT_DATA0); state->outputs_read = outputs_read >> FRAG_RESULT_DATA0; /* List of reasons we need to execute frag shaders when things * are masked off */ state->fs_sidefx = s->info.writes_memory || s->info.fs.uses_discard || s->info.fs.uses_demote; break; case MESA_SHADER_COMPUTE: /* TODO: images */ state->shared_size = s->info.cs.shared_size; break; default: unreachable("Unknown shader state"); } state->can_discard = s->info.fs.uses_discard; state->helper_invocations = s->info.fs.needs_helper_invocations; state->stack_size = program->tls_size; state->reads_frag_coord = (s->info.inputs_read & (1 << VARYING_SLOT_POS)) || BITSET_TEST(s->info.system_values_read, SYSTEM_VALUE_FRAG_COORD); state->reads_point_coord = s->info.inputs_read & (1 << VARYING_SLOT_PNTC); state->reads_face = (s->info.inputs_read & (1 << VARYING_SLOT_FACE)) || BITSET_TEST(s->info.system_values_read, SYSTEM_VALUE_FRONT_FACE); state->writes_point_size = s->info.outputs_written & (1 << VARYING_SLOT_PSIZ); if (outputs_written) *outputs_written = s->info.outputs_written; /* Separate as primary uniform count is truncated. Sysvals are prefix * uniforms */ state->uniform_count = MIN2(s->num_uniforms + program->sysval_count, program->uniform_cutoff); state->work_reg_count = program->work_register_count; if (dev->quirks & IS_BIFROST) for (unsigned i = 0; i < ARRAY_SIZE(state->blend_types); i++) state->blend_types[i] = bifrost_blend_type_from_nir(program->blend_types[i]); /* Record the varying mapping for the command stream's bookkeeping */ nir_variable_mode varying_mode = stage == MESA_SHADER_VERTEX ? nir_var_shader_out : nir_var_shader_in; nir_foreach_variable_with_modes(var, s, varying_mode) { unsigned loc = var->data.driver_location; unsigned sz = glsl_count_attribute_slots(var->type, FALSE); for (int c = 0; c < sz; ++c) { state->varyings_loc[loc + c] = var->data.location + c; state->varyings[loc + c] = pan_format_from_glsl(var->type, var->data.precision, var->data.location_frac); } } /* Needed for linkage */ state->attribute_count = attribute_count; state->varying_count = varying_count; state->ubo_count = s->info.num_ubos + 1; /* off-by-one for uniforms */ /* Prepare the descriptors at compile-time */ state->shader.shader = shader; state->shader.attribute_count = attribute_count; state->shader.varying_count = varying_count; state->shader.texture_count = s->info.num_textures; state->shader.sampler_count = s->info.num_textures; if (dev->quirks & IS_BIFROST) pan_prepare_bifrost_props(state, stage); else pan_prepare_midgard_props(state, stage); state->properties.stencil_from_shader = state->writes_stencil; state->properties.shader_contains_barrier = state->helper_invocations; state->properties.depth_source = state->writes_depth ? MALI_DEPTH_SOURCE_SHADER : MALI_DEPTH_SOURCE_FIXED_FUNCTION; if (stage != MESA_SHADER_FRAGMENT) pan_upload_shader_descriptor(ctx, state); ralloc_free(program); /* In both clone and tgsi_to_nir paths, the shader is ralloc'd against * a NULL context */ ralloc_free(s); }