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 "util/format/u_format.h"
28 #include "util/u_atomic.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_string.h"
32 
33 #include "drm/freedreno_drmif.h"
34 
35 #include "ir3_assembler.h"
36 #include "ir3_compiler.h"
37 #include "ir3_nir.h"
38 #include "ir3_parser.h"
39 #include "ir3_shader.h"
40 
41 #include "isa/isa.h"
42 
43 #include "disasm.h"
44 
45 int
ir3_glsl_type_size(const struct glsl_type * type,bool bindless)46 ir3_glsl_type_size(const struct glsl_type *type, bool bindless)
47 {
48    return glsl_count_attribute_slots(type, false);
49 }
50 
51 /* for vertex shader, the inputs are loaded into registers before the shader
52  * is executed, so max_regs from the shader instructions might not properly
53  * reflect the # of registers actually used, especially in case passthrough
54  * varyings.
55  *
56  * Likewise, for fragment shader, we can have some regs which are passed
57  * input values but never touched by the resulting shader (ie. as result
58  * of dead code elimination or simply because we don't know how to turn
59  * the reg off.
60  */
61 static void
fixup_regfootprint(struct ir3_shader_variant * v)62 fixup_regfootprint(struct ir3_shader_variant *v)
63 {
64    unsigned i;
65 
66    for (i = 0; i < v->inputs_count; i++) {
67       /* skip frag inputs fetch via bary.f since their reg's are
68        * not written by gpu before shader starts (and in fact the
69        * regid's might not even be valid)
70        */
71       if (v->inputs[i].bary)
72          continue;
73 
74       /* ignore high regs that are global to all threads in a warp
75        * (they exist by default) (a5xx+)
76        */
77       if (v->inputs[i].regid >= regid(48, 0))
78          continue;
79 
80       if (v->inputs[i].compmask) {
81          unsigned n = util_last_bit(v->inputs[i].compmask) - 1;
82          int32_t regid = v->inputs[i].regid + n;
83          if (v->inputs[i].half) {
84             if (!v->mergedregs) {
85                v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
86             } else {
87                v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
88             }
89          } else {
90             v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
91          }
92       }
93    }
94 
95    for (i = 0; i < v->outputs_count; i++) {
96       /* for ex, VS shaders with tess don't have normal varying outs: */
97       if (!VALIDREG(v->outputs[i].regid))
98          continue;
99       int32_t regid = v->outputs[i].regid + 3;
100       if (v->outputs[i].half) {
101          if (!v->mergedregs) {
102             v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
103          } else {
104             v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
105          }
106       } else {
107          v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
108       }
109    }
110 
111    for (i = 0; i < v->num_sampler_prefetch; i++) {
112       unsigned n = util_last_bit(v->sampler_prefetch[i].wrmask) - 1;
113       int32_t regid = v->sampler_prefetch[i].dst + n;
114       if (v->sampler_prefetch[i].half_precision) {
115          if (!v->mergedregs) {
116             v->info.max_half_reg = MAX2(v->info.max_half_reg, regid >> 2);
117          } else {
118             v->info.max_reg = MAX2(v->info.max_reg, regid >> 3);
119          }
120       } else {
121          v->info.max_reg = MAX2(v->info.max_reg, regid >> 2);
122       }
123    }
124 }
125 
126 /* wrapper for ir3_assemble() which does some info fixup based on
127  * shader state.  Non-static since used by ir3_cmdline too.
128  */
129 void *
ir3_shader_assemble(struct ir3_shader_variant * v)130 ir3_shader_assemble(struct ir3_shader_variant *v)
131 {
132    const struct ir3_compiler *compiler = v->shader->compiler;
133    struct ir3_info *info = &v->info;
134    uint32_t *bin;
135 
136    ir3_collect_info(v);
137 
138    if (v->constant_data_size) {
139       /* Make sure that where we're about to place the constant_data is safe
140        * to indirectly upload from.
141        */
142       info->constant_data_offset =
143          align(info->size, v->shader->compiler->const_upload_unit * 16);
144       info->size = info->constant_data_offset + v->constant_data_size;
145    }
146 
147    /* Pad out the size so that when turnip uploads the shaders in
148     * sequence, the starting offset of the next one is properly aligned.
149     */
150    info->size = align(info->size, compiler->instr_align * sizeof(uint64_t));
151 
152    bin = isa_assemble(v);
153    if (!bin)
154       return NULL;
155 
156    /* Append the immediates after the end of the program.  This lets us emit
157     * the immediates as an indirect load, while avoiding creating another BO.
158     */
159    if (v->constant_data_size)
160       memcpy(&bin[info->constant_data_offset / 4], v->constant_data,
161              v->constant_data_size);
162    ralloc_free(v->constant_data);
163    v->constant_data = NULL;
164 
165    /* NOTE: if relative addressing is used, we set constlen in
166     * the compiler (to worst-case value) since we don't know in
167     * the assembler what the max addr reg value can be:
168     */
169    v->constlen = MAX2(v->constlen, info->max_const + 1);
170 
171    if (v->constlen > ir3_const_state(v)->offsets.driver_param)
172       v->need_driver_params = true;
173 
174    /* On a4xx and newer, constlen must be a multiple of 16 dwords even though
175     * uploads are in units of 4 dwords. Round it up here to make calculations
176     * regarding the shared constlen simpler.
177     */
178    if (compiler->gen >= 4)
179       v->constlen = align(v->constlen, 4);
180 
181    /* Use the per-wave layout by default on a6xx for compute shaders. It
182     * should result in better performance when loads/stores are to a uniform
183     * index.
184     */
185    v->pvtmem_per_wave = compiler->gen >= 6 && !info->multi_dword_ldp_stp &&
186                         v->type == MESA_SHADER_COMPUTE;
187 
188    fixup_regfootprint(v);
189 
190    return bin;
191 }
192 
193 static bool
try_override_shader_variant(struct ir3_shader_variant * v,const char * identifier)194 try_override_shader_variant(struct ir3_shader_variant *v,
195                             const char *identifier)
196 {
197    assert(ir3_shader_override_path);
198 
199    char *name =
200       ralloc_asprintf(NULL, "%s/%s.asm", ir3_shader_override_path, identifier);
201 
202    FILE *f = fopen(name, "r");
203 
204    if (!f) {
205       ralloc_free(name);
206       return false;
207    }
208 
209    struct ir3_kernel_info info;
210    info.numwg = INVALID_REG;
211    v->ir = ir3_parse(v, &info, f);
212 
213    fclose(f);
214 
215    if (!v->ir) {
216       fprintf(stderr, "Failed to parse %s\n", name);
217       exit(1);
218    }
219 
220    v->bin = ir3_shader_assemble(v);
221    if (!v->bin) {
222       fprintf(stderr, "Failed to assemble %s\n", name);
223       exit(1);
224    }
225 
226    ralloc_free(name);
227    return true;
228 }
229 
230 static void
assemble_variant(struct ir3_shader_variant * v)231 assemble_variant(struct ir3_shader_variant *v)
232 {
233    v->bin = ir3_shader_assemble(v);
234 
235    bool dbg_enabled = shader_debug_enabled(v->shader->type);
236    if (dbg_enabled || ir3_shader_override_path || v->disasm_info.write_disasm) {
237       unsigned char sha1[21];
238       char sha1buf[41];
239 
240       _mesa_sha1_compute(v->bin, v->info.size, sha1);
241       _mesa_sha1_format(sha1buf, sha1);
242 
243       bool shader_overridden =
244          ir3_shader_override_path && try_override_shader_variant(v, sha1buf);
245 
246       if (v->disasm_info.write_disasm) {
247          char *stream_data = NULL;
248          size_t stream_size = 0;
249          FILE *stream = open_memstream(&stream_data, &stream_size);
250 
251          fprintf(stream,
252                  "Native code%s for unnamed %s shader %s with sha1 %s:\n",
253                  shader_overridden ? " (overridden)" : "", ir3_shader_stage(v),
254                  v->shader->nir->info.name, sha1buf);
255          ir3_shader_disasm(v, v->bin, stream);
256 
257          fclose(stream);
258 
259          v->disasm_info.disasm = ralloc_size(v->shader, stream_size + 1);
260          memcpy(v->disasm_info.disasm, stream_data, stream_size);
261          v->disasm_info.disasm[stream_size] = 0;
262          free(stream_data);
263       }
264 
265       if (dbg_enabled || shader_overridden) {
266          char *stream_data = NULL;
267          size_t stream_size = 0;
268          FILE *stream = open_memstream(&stream_data, &stream_size);
269 
270          fprintf(stream,
271                  "Native code%s for unnamed %s shader %s with sha1 %s:\n",
272                  shader_overridden ? " (overridden)" : "", ir3_shader_stage(v),
273                  v->shader->nir->info.name, sha1buf);
274          if (v->shader->type == MESA_SHADER_FRAGMENT)
275             fprintf(stream, "SIMD0\n");
276          ir3_shader_disasm(v, v->bin, stream);
277          fclose(stream);
278 
279          mesa_log_multiline(MESA_LOG_INFO, stream_data);
280          free(stream_data);
281       }
282    }
283 
284    /* no need to keep the ir around beyond this point: */
285    ir3_destroy(v->ir);
286    v->ir = NULL;
287 }
288 
289 static bool
compile_variant(struct ir3_shader_variant * v)290 compile_variant(struct ir3_shader_variant *v)
291 {
292    int ret = ir3_compile_shader_nir(v->shader->compiler, v);
293    if (ret) {
294       mesa_loge("compile failed! (%s:%s)", v->shader->nir->info.name,
295                 v->shader->nir->info.label);
296       return false;
297    }
298 
299    assemble_variant(v);
300    if (!v->bin) {
301       mesa_loge("assemble failed! (%s:%s)", v->shader->nir->info.name,
302                 v->shader->nir->info.label);
303       return false;
304    }
305 
306    return true;
307 }
308 
309 /*
310  * For creating normal shader variants, 'nonbinning' is NULL.  For
311  * creating binning pass shader, it is link to corresponding normal
312  * (non-binning) variant.
313  */
314 static struct ir3_shader_variant *
alloc_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,struct ir3_shader_variant * nonbinning)315 alloc_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
316               struct ir3_shader_variant *nonbinning)
317 {
318    void *mem_ctx = shader;
319    /* hang the binning variant off it's non-binning counterpart instead
320     * of the shader, to simplify the error cleanup paths
321     */
322    if (nonbinning)
323       mem_ctx = nonbinning;
324    struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v));
325 
326    if (!v)
327       return NULL;
328 
329    v->id = ++shader->variant_count;
330    v->shader = shader;
331    v->binning_pass = !!nonbinning;
332    v->nonbinning = nonbinning;
333    v->key = *key;
334    v->type = shader->type;
335    v->mergedregs = shader->compiler->gen >= 6;
336 
337    if (!v->binning_pass)
338       v->const_state = rzalloc_size(v, sizeof(*v->const_state));
339 
340    return v;
341 }
342 
343 static bool
needs_binning_variant(struct ir3_shader_variant * v)344 needs_binning_variant(struct ir3_shader_variant *v)
345 {
346    if ((v->type == MESA_SHADER_VERTEX) && ir3_has_binning_vs(&v->key))
347       return true;
348    return false;
349 }
350 
351 static struct ir3_shader_variant *
create_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,bool write_disasm)352 create_variant(struct ir3_shader *shader, const struct ir3_shader_key *key,
353                bool write_disasm)
354 {
355    struct ir3_shader_variant *v = alloc_variant(shader, key, NULL);
356 
357    if (!v)
358       goto fail;
359 
360    v->disasm_info.write_disasm = write_disasm;
361 
362    if (needs_binning_variant(v)) {
363       v->binning = alloc_variant(shader, key, v);
364       if (!v->binning)
365          goto fail;
366       v->binning->disasm_info.write_disasm = write_disasm;
367    }
368 
369    if (ir3_disk_cache_retrieve(shader->compiler, v))
370       return v;
371 
372    if (!shader->nir_finalized) {
373       ir3_nir_post_finalize(shader->compiler, shader->nir);
374 
375       if (ir3_shader_debug & IR3_DBG_DISASM) {
376          mesa_logi("dump nir%d: type=%d", shader->id, shader->type);
377          nir_log_shaderi(shader->nir);
378       }
379 
380       if (v->disasm_info.write_disasm) {
381          v->disasm_info.nir = nir_shader_as_str(shader->nir, shader);
382       }
383 
384       shader->nir_finalized = true;
385    }
386 
387    if (!compile_variant(v))
388       goto fail;
389 
390    if (needs_binning_variant(v) && !compile_variant(v->binning))
391       goto fail;
392 
393    ir3_disk_cache_store(shader->compiler, v);
394 
395    return v;
396 
397 fail:
398    ralloc_free(v);
399    return NULL;
400 }
401 
402 static inline struct ir3_shader_variant *
shader_variant(struct ir3_shader * shader,const struct ir3_shader_key * key)403 shader_variant(struct ir3_shader *shader, const struct ir3_shader_key *key)
404 {
405    struct ir3_shader_variant *v;
406 
407    for (v = shader->variants; v; v = v->next)
408       if (ir3_shader_key_equal(key, &v->key))
409          return v;
410 
411    return NULL;
412 }
413 
414 struct ir3_shader_variant *
ir3_shader_get_variant(struct ir3_shader * shader,const struct ir3_shader_key * key,bool binning_pass,bool write_disasm,bool * created)415 ir3_shader_get_variant(struct ir3_shader *shader,
416                        const struct ir3_shader_key *key, bool binning_pass,
417                        bool write_disasm, bool *created)
418 {
419    mtx_lock(&shader->variants_lock);
420    struct ir3_shader_variant *v = shader_variant(shader, key);
421 
422    if (!v) {
423       /* compile new variant if it doesn't exist already: */
424       v = create_variant(shader, key, write_disasm);
425       if (v) {
426          v->next = shader->variants;
427          shader->variants = v;
428          *created = true;
429       }
430    }
431 
432    if (v && binning_pass) {
433       v = v->binning;
434       assert(v);
435    }
436 
437    mtx_unlock(&shader->variants_lock);
438 
439    return v;
440 }
441 
442 void
ir3_shader_destroy(struct ir3_shader * shader)443 ir3_shader_destroy(struct ir3_shader *shader)
444 {
445    ralloc_free(shader->nir);
446    mtx_destroy(&shader->variants_lock);
447    ralloc_free(shader);
448 }
449 
450 /**
451  * Creates a bitmask of the used bits of the shader key by this particular
452  * shader.  Used by the gallium driver to skip state-dependent recompiles when
453  * possible.
454  */
455 static void
ir3_setup_used_key(struct ir3_shader * shader)456 ir3_setup_used_key(struct ir3_shader *shader)
457 {
458    nir_shader *nir = shader->nir;
459    struct shader_info *info = &nir->info;
460    struct ir3_shader_key *key = &shader->key_mask;
461 
462    /* This key flag is just used to make for a cheaper ir3_shader_key_equal
463     * check in the common case.
464     */
465    key->has_per_samp = true;
466 
467    key->safe_constlen = true;
468 
469    /* When clip/cull distances are natively supported, we only use
470     * ucp_enables to determine whether to lower legacy clip planes to
471     * gl_ClipDistance.
472     */
473    if (info->stage != MESA_SHADER_FRAGMENT || !shader->compiler->has_clip_cull)
474       key->ucp_enables = 0xff;
475 
476    if (info->stage == MESA_SHADER_FRAGMENT) {
477       key->fastc_srgb = ~0;
478       key->fsamples = ~0;
479 
480       if (info->inputs_read & VARYING_BITS_COLOR) {
481          key->rasterflat = true;
482       }
483 
484       if (info->inputs_read & VARYING_BIT_LAYER) {
485          key->layer_zero = true;
486       }
487 
488       if (info->inputs_read & VARYING_BIT_VIEWPORT) {
489          key->view_zero = true;
490       }
491 
492       /* Only used for deciding on behavior of
493        * nir_intrinsic_load_barycentric_sample, or the centroid demotion
494        * on older HW.
495        */
496       key->msaa = info->fs.uses_sample_qualifier ||
497                   (shader->compiler->gen < 6 &&
498                    (BITSET_TEST(info->system_values_read,
499                                 SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID) ||
500                     BITSET_TEST(info->system_values_read,
501                                 SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID)));
502    } else {
503       key->tessellation = ~0;
504       key->has_gs = true;
505 
506       if (info->stage == MESA_SHADER_VERTEX) {
507          key->vastc_srgb = ~0;
508          key->vsamples = ~0;
509       }
510 
511       if (info->stage == MESA_SHADER_TESS_CTRL)
512          key->tcs_store_primid = true;
513    }
514 }
515 
516 /* Given an array of constlen's, decrease some of them so that the sum stays
517  * within "combined_limit" while trying to fairly share the reduction. Returns
518  * a bitfield of which stages should be trimmed.
519  */
520 static uint32_t
trim_constlens(unsigned * constlens,unsigned first_stage,unsigned last_stage,unsigned combined_limit,unsigned safe_limit)521 trim_constlens(unsigned *constlens, unsigned first_stage, unsigned last_stage,
522                unsigned combined_limit, unsigned safe_limit)
523 {
524    unsigned cur_total = 0;
525    for (unsigned i = first_stage; i <= last_stage; i++) {
526       cur_total += constlens[i];
527    }
528 
529    unsigned max_stage = 0;
530    unsigned max_const = 0;
531    uint32_t trimmed = 0;
532 
533    while (cur_total > combined_limit) {
534       for (unsigned i = first_stage; i <= last_stage; i++) {
535          if (constlens[i] >= max_const) {
536             max_stage = i;
537             max_const = constlens[i];
538          }
539       }
540 
541       assert(max_const > safe_limit);
542       trimmed |= 1 << max_stage;
543       cur_total = cur_total - max_const + safe_limit;
544       constlens[max_stage] = safe_limit;
545    }
546 
547    return trimmed;
548 }
549 
550 /* Figures out which stages in the pipeline to use the "safe" constlen for, in
551  * order to satisfy all shared constlen limits.
552  */
553 uint32_t
ir3_trim_constlen(struct ir3_shader_variant ** variants,const struct ir3_compiler * compiler)554 ir3_trim_constlen(struct ir3_shader_variant **variants,
555                   const struct ir3_compiler *compiler)
556 {
557    unsigned constlens[MESA_SHADER_STAGES] = {};
558 
559    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
560       if (variants[i])
561          constlens[i] = variants[i]->constlen;
562    }
563 
564    uint32_t trimmed = 0;
565    STATIC_ASSERT(MESA_SHADER_STAGES <= 8 * sizeof(trimmed));
566 
567    /* There are two shared limits to take into account, the geometry limit on
568     * a6xx and the total limit. The frag limit on a6xx only matters for a
569     * single stage, so it's always satisfied with the first variant.
570     */
571    if (compiler->gen >= 6) {
572       trimmed |=
573          trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_GEOMETRY,
574                         compiler->max_const_geom, compiler->max_const_safe);
575    }
576    trimmed |=
577       trim_constlens(constlens, MESA_SHADER_VERTEX, MESA_SHADER_FRAGMENT,
578                      compiler->max_const_pipeline, compiler->max_const_safe);
579 
580    return trimmed;
581 }
582 
583 struct ir3_shader *
ir3_shader_from_nir(struct ir3_compiler * compiler,nir_shader * nir,unsigned reserved_user_consts,struct ir3_stream_output_info * stream_output)584 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
585                     unsigned reserved_user_consts,
586                     struct ir3_stream_output_info *stream_output)
587 {
588    struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
589 
590    mtx_init(&shader->variants_lock, mtx_plain);
591    shader->compiler = compiler;
592    shader->id = p_atomic_inc_return(&shader->compiler->shader_count);
593    shader->type = nir->info.stage;
594    if (stream_output)
595       memcpy(&shader->stream_output, stream_output,
596              sizeof(shader->stream_output));
597    shader->num_reserved_user_consts = reserved_user_consts;
598    shader->nir = nir;
599 
600    ir3_disk_cache_init_shader_key(compiler, shader);
601 
602    ir3_setup_used_key(shader);
603 
604    return shader;
605 }
606 
607 static void
dump_reg(FILE * out,const char * name,uint32_t r)608 dump_reg(FILE *out, const char *name, uint32_t r)
609 {
610    if (r != regid(63, 0)) {
611       const char *reg_type = (r & HALF_REG_ID) ? "hr" : "r";
612       fprintf(out, "; %s: %s%d.%c\n", name, reg_type, (r & ~HALF_REG_ID) >> 2,
613               "xyzw"[r & 0x3]);
614    }
615 }
616 
617 static void
dump_output(FILE * out,struct ir3_shader_variant * so,unsigned slot,const char * name)618 dump_output(FILE *out, struct ir3_shader_variant *so, unsigned slot,
619             const char *name)
620 {
621    uint32_t regid;
622    regid = ir3_find_output_regid(so, slot);
623    dump_reg(out, name, regid);
624 }
625 
626 static const char *
input_name(struct ir3_shader_variant * so,int i)627 input_name(struct ir3_shader_variant *so, int i)
628 {
629    if (so->inputs[i].sysval) {
630       return gl_system_value_name(so->inputs[i].slot);
631    } else if (so->type == MESA_SHADER_VERTEX) {
632       return gl_vert_attrib_name(so->inputs[i].slot);
633    } else {
634       return gl_varying_slot_name_for_stage(so->inputs[i].slot, so->type);
635    }
636 }
637 
638 static const char *
output_name(struct ir3_shader_variant * so,int i)639 output_name(struct ir3_shader_variant *so, int i)
640 {
641    if (so->type == MESA_SHADER_FRAGMENT) {
642       return gl_frag_result_name(so->outputs[i].slot);
643    } else {
644       switch (so->outputs[i].slot) {
645       case VARYING_SLOT_GS_HEADER_IR3:
646          return "GS_HEADER";
647       case VARYING_SLOT_GS_VERTEX_FLAGS_IR3:
648          return "GS_VERTEX_FLAGS";
649       case VARYING_SLOT_TCS_HEADER_IR3:
650          return "TCS_HEADER";
651       default:
652          return gl_varying_slot_name_for_stage(so->outputs[i].slot, so->type);
653       }
654    }
655 }
656 
657 void
ir3_shader_disasm(struct ir3_shader_variant * so,uint32_t * bin,FILE * out)658 ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out)
659 {
660    struct ir3 *ir = so->ir;
661    struct ir3_register *reg;
662    const char *type = ir3_shader_stage(so);
663    uint8_t regid;
664    unsigned i;
665 
666    foreach_input_n (instr, i, ir) {
667       reg = instr->dsts[0];
668       regid = reg->num;
669       fprintf(out, "@in(%sr%d.%c)\tin%d",
670               (reg->flags & IR3_REG_HALF) ? "h" : "", (regid >> 2),
671               "xyzw"[regid & 0x3], i);
672 
673       if (reg->wrmask > 0x1)
674          fprintf(out, " (wrmask=0x%x)", reg->wrmask);
675       fprintf(out, "\n");
676    }
677 
678    /* print pre-dispatch texture fetches: */
679    for (i = 0; i < so->num_sampler_prefetch; i++) {
680       const struct ir3_sampler_prefetch *fetch = &so->sampler_prefetch[i];
681       fprintf(out,
682               "@tex(%sr%d.%c)\tsrc=%u, samp=%u, tex=%u, wrmask=0x%x, cmd=%u\n",
683               fetch->half_precision ? "h" : "", fetch->dst >> 2,
684               "xyzw"[fetch->dst & 0x3], fetch -> src, fetch -> samp_id,
685               fetch -> tex_id, fetch -> wrmask, fetch -> cmd);
686    }
687 
688    const struct ir3_const_state *const_state = ir3_const_state(so);
689    for (i = 0; i < DIV_ROUND_UP(const_state->immediates_count, 4); i++) {
690       fprintf(out, "@const(c%d.x)\t", const_state->offsets.immediate + i);
691       fprintf(out, "0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
692               const_state->immediates[i * 4 + 0],
693               const_state->immediates[i * 4 + 1],
694               const_state->immediates[i * 4 + 2],
695               const_state->immediates[i * 4 + 3]);
696    }
697 
698    isa_decode(bin, so->info.sizedwords * 4, out,
699               &(struct isa_decode_options){
700                  .gpu_id = fd_dev_gpu_id(ir->compiler->dev_id),
701                  .show_errors = true,
702                  .branch_labels = true,
703               });
704 
705    fprintf(out, "; %s: outputs:", type);
706    for (i = 0; i < so->outputs_count; i++) {
707       uint8_t regid = so->outputs[i].regid;
708       const char *reg_type = so->outputs[i].half ? "hr" : "r";
709       fprintf(out, " %s%d.%c (%s)", reg_type, (regid >> 2), "xyzw"[regid & 0x3],
710               output_name(so, i));
711    }
712    fprintf(out, "\n");
713 
714    fprintf(out, "; %s: inputs:", type);
715    for (i = 0; i < so->inputs_count; i++) {
716       uint8_t regid = so->inputs[i].regid;
717       fprintf(out, " r%d.%c (%s slot=%d cm=%x,il=%u,b=%u)", (regid >> 2),
718               "xyzw"[regid & 0x3], input_name(so, i), so -> inputs[i].slot,
719               so->inputs[i].compmask, so->inputs[i].inloc, so->inputs[i].bary);
720    }
721    fprintf(out, "\n");
722 
723    /* print generic shader info: */
724    fprintf(
725       out,
726       "; %s prog %d/%d: %u instr, %u nops, %u non-nops, %u mov, %u cov, %u dwords\n",
727       type, so->shader->id, so->id, so->info.instrs_count, so->info.nops_count,
728       so->info.instrs_count - so->info.nops_count, so->info.mov_count,
729       so->info.cov_count, so->info.sizedwords);
730 
731    fprintf(out,
732            "; %s prog %d/%d: %u last-baryf, %d half, %d full, %u constlen\n",
733            type, so->shader->id, so->id, so->info.last_baryf,
734            so->info.max_half_reg + 1, so->info.max_reg + 1, so->constlen);
735 
736    fprintf(
737       out,
738       "; %s prog %d/%d: %u cat0, %u cat1, %u cat2, %u cat3, %u cat4, %u cat5, %u cat6, %u cat7, \n",
739       type, so->shader->id, so->id, so->info.instrs_per_cat[0],
740       so->info.instrs_per_cat[1], so->info.instrs_per_cat[2],
741       so->info.instrs_per_cat[3], so->info.instrs_per_cat[4],
742       so->info.instrs_per_cat[5], so->info.instrs_per_cat[6],
743       so->info.instrs_per_cat[7]);
744 
745    fprintf(
746       out,
747       "; %s prog %d/%d: %u sstall, %u (ss), %u (sy), %d max_sun, %d loops\n",
748       type, so->shader->id, so->id, so->info.sstall, so->info.ss, so->info.sy,
749       so->max_sun, so->loops);
750 
751    /* print shader type specific info: */
752    switch (so->type) {
753    case MESA_SHADER_VERTEX:
754       dump_output(out, so, VARYING_SLOT_POS, "pos");
755       dump_output(out, so, VARYING_SLOT_PSIZ, "psize");
756       break;
757    case MESA_SHADER_FRAGMENT:
758       dump_reg(out, "pos (ij_pixel)",
759                ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL));
760       dump_reg(
761          out, "pos (ij_centroid)",
762          ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID));
763       dump_reg(out, "pos (ij_size)",
764                ir3_find_sysval_regid(so, SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE));
765       dump_output(out, so, FRAG_RESULT_DEPTH, "posz");
766       if (so->color0_mrt) {
767          dump_output(out, so, FRAG_RESULT_COLOR, "color");
768       } else {
769          dump_output(out, so, FRAG_RESULT_DATA0, "data0");
770          dump_output(out, so, FRAG_RESULT_DATA1, "data1");
771          dump_output(out, so, FRAG_RESULT_DATA2, "data2");
772          dump_output(out, so, FRAG_RESULT_DATA3, "data3");
773          dump_output(out, so, FRAG_RESULT_DATA4, "data4");
774          dump_output(out, so, FRAG_RESULT_DATA5, "data5");
775          dump_output(out, so, FRAG_RESULT_DATA6, "data6");
776          dump_output(out, so, FRAG_RESULT_DATA7, "data7");
777       }
778       dump_reg(out, "fragcoord",
779                ir3_find_sysval_regid(so, SYSTEM_VALUE_FRAG_COORD));
780       dump_reg(out, "fragface",
781                ir3_find_sysval_regid(so, SYSTEM_VALUE_FRONT_FACE));
782       break;
783    default:
784       /* TODO */
785       break;
786    }
787 
788    fprintf(out, "\n");
789 }
790 
791 uint64_t
ir3_shader_outputs(const struct ir3_shader * so)792 ir3_shader_outputs(const struct ir3_shader *so)
793 {
794    return so->nir->info.outputs_written;
795 }
796 
797 /* Add any missing varyings needed for stream-out.  Otherwise varyings not
798  * used by fragment shader will be stripped out.
799  */
800 void
ir3_link_stream_out(struct ir3_shader_linkage * l,const struct ir3_shader_variant * v)801 ir3_link_stream_out(struct ir3_shader_linkage *l,
802                     const struct ir3_shader_variant *v)
803 {
804    const struct ir3_stream_output_info *strmout = &v->shader->stream_output;
805 
806    /*
807     * First, any stream-out varyings not already in linkage map (ie. also
808     * consumed by frag shader) need to be added:
809     */
810    for (unsigned i = 0; i < strmout->num_outputs; i++) {
811       const struct ir3_stream_output *out = &strmout->output[i];
812       unsigned k = out->register_index;
813       unsigned compmask =
814          (1 << (out->num_components + out->start_component)) - 1;
815       unsigned idx, nextloc = 0;
816 
817       /* psize/pos need to be the last entries in linkage map, and will
818        * get added link_stream_out, so skip over them:
819        */
820       if ((v->outputs[k].slot == VARYING_SLOT_PSIZ) ||
821           (v->outputs[k].slot == VARYING_SLOT_POS))
822          continue;
823 
824       for (idx = 0; idx < l->cnt; idx++) {
825          if (l->var[idx].regid == v->outputs[k].regid)
826             break;
827          nextloc = MAX2(nextloc, l->var[idx].loc + 4);
828       }
829 
830       /* add if not already in linkage map: */
831       if (idx == l->cnt)
832          ir3_link_add(l, v->outputs[k].regid, compmask, nextloc);
833 
834       /* expand component-mask if needed, ie streaming out all components
835        * but frag shader doesn't consume all components:
836        */
837       if (compmask & ~l->var[idx].compmask) {
838          l->var[idx].compmask |= compmask;
839          l->max_loc = MAX2(
840             l->max_loc, l->var[idx].loc + util_last_bit(l->var[idx].compmask));
841       }
842    }
843 }
844