pvr: Add graphics pipeline hard coding infrastructure.
Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com> Acked-by: Alyssa Rosenzweig <alyssa@collabora.com> Reviewed-by: Frank Binns <frank.binns@imgtec.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16999>
This commit is contained in:
parent
e47350a245
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7c25c6f04e
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@ -42,6 +42,11 @@
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* This should eventually be deleted as the compiler becomes more capable.
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*/
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enum pvr_hard_code_shader_type {
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PVR_HARD_CODE_SHADER_TYPE_COMPUTE,
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PVR_HARD_CODE_SHADER_TYPE_GRAPHICS,
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};
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/* Applications for which the compiler is capable of generating valid shaders.
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*/
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static const char *const compilable_progs[] = {
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@ -50,6 +55,7 @@ static const char *const compilable_progs[] = {
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static const struct pvr_hard_coding_data {
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const char *const name;
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enum pvr_hard_code_shader_type type;
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union {
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struct {
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@ -61,11 +67,26 @@ static const struct pvr_hard_coding_data {
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const struct pvr_hard_code_compute_build_info build_info;
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} compute;
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struct {
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struct rogue_shader_binary *const *const vert_shaders;
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struct rogue_shader_binary *const *const frag_shaders;
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const struct pvr_vertex_shader_state *const *const vert_shader_states;
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const struct pvr_fragment_shader_state *const *const frag_shader_states;
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const struct pvr_hard_code_graphics_build_info *const
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*const build_infos;
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uint32_t shader_count;
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} graphics;
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};
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} hard_coding_table[] = {
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{
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.name = "simple-compute",
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.type = PVR_HARD_CODE_SHADER_TYPE_COMPUTE,
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.compute = {
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.shader = pvr_simple_compute_shader,
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.shader_size = sizeof(pvr_simple_compute_shader),
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@ -132,6 +153,8 @@ VkResult pvr_hard_code_compute_pipeline(
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rogue_get_slc_cache_line_size(&device->pdevice->dev_info);
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const struct pvr_hard_coding_data *const data = pvr_get_hard_coding_data();
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assert(data->type == PVR_HARD_CODE_SHADER_TYPE_COMPUTE);
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mesa_logd("Hard coding compute pipeline for %s", data->name);
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*build_info_out = data->compute.build_info;
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@ -143,3 +166,80 @@ VkResult pvr_hard_code_compute_pipeline(
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cache_line_size,
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&shader_state_out->bo);
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}
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void pvr_hard_code_graphics_shaders(
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uint32_t pipeline_n,
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struct rogue_shader_binary **const vert_shader_out,
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struct rogue_shader_binary **const frag_shader_out)
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{
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const struct pvr_hard_coding_data *const data = pvr_get_hard_coding_data();
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assert(data->type == PVR_HARD_CODE_SHADER_TYPE_GRAPHICS);
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assert(pipeline_n < data->graphics.shader_count);
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mesa_logd("Hard coding graphics pipeline for %s", data->name);
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*vert_shader_out = data->graphics.vert_shaders[pipeline_n];
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*frag_shader_out = data->graphics.frag_shaders[pipeline_n];
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}
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void pvr_hard_code_graphics_vertex_state(
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uint32_t pipeline_n,
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struct pvr_vertex_shader_state *const vert_state_out)
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{
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const struct pvr_hard_coding_data *const data = pvr_get_hard_coding_data();
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assert(data->type == PVR_HARD_CODE_SHADER_TYPE_GRAPHICS);
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assert(pipeline_n < data->graphics.shader_count);
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*vert_state_out = *data->graphics.vert_shader_states[0];
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}
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void pvr_hard_code_graphics_fragment_state(
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uint32_t pipeline_n,
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struct pvr_fragment_shader_state *const frag_state_out)
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{
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const struct pvr_hard_coding_data *const data = pvr_get_hard_coding_data();
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assert(data->type == PVR_HARD_CODE_SHADER_TYPE_GRAPHICS);
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assert(pipeline_n < data->graphics.shader_count);
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*frag_state_out = *data->graphics.frag_shader_states[0];
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}
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void pvr_hard_code_graphics_inject_build_info(
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uint32_t pipeline_n,
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struct rogue_build_ctx *ctx,
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struct pvr_explicit_constant_usage *const vert_common_data_out,
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struct pvr_explicit_constant_usage *const frag_common_data_out)
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{
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const struct pvr_hard_coding_data *const data = pvr_get_hard_coding_data();
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assert(data->type == PVR_HARD_CODE_SHADER_TYPE_GRAPHICS);
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assert(pipeline_n < data->graphics.shader_count);
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ctx->stage_data = data->graphics.build_infos[pipeline_n]->stage_data;
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ctx->common_data[MESA_SHADER_VERTEX] =
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data->graphics.build_infos[pipeline_n]->vert_common_data;
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ctx->common_data[MESA_SHADER_FRAGMENT] =
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data->graphics.build_infos[pipeline_n]->frag_common_data;
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assert(
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ctx->common_data[MESA_SHADER_VERTEX].temps ==
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data->graphics.vert_shader_states[pipeline_n]->stage_state.temps_count);
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assert(
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ctx->common_data[MESA_SHADER_FRAGMENT].temps ==
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data->graphics.frag_shader_states[pipeline_n]->stage_state.temps_count);
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assert(ctx->common_data[MESA_SHADER_VERTEX].coeffs ==
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data->graphics.vert_shader_states[pipeline_n]
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->stage_state.coefficient_size);
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assert(ctx->common_data[MESA_SHADER_FRAGMENT].coeffs ==
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data->graphics.frag_shader_states[pipeline_n]
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->stage_state.coefficient_size);
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*vert_common_data_out =
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data->graphics.build_infos[pipeline_n]->vert_explicit_conts_usage;
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*frag_common_data_out =
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data->graphics.build_infos[pipeline_n]->frag_explicit_conts_usage;
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}
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@ -39,6 +39,8 @@
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struct pvr_compute_pipeline_shader_state;
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struct pvr_device;
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struct pvr_fragment_shader_state;
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struct pvr_vertex_shader_state;
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struct pvr_explicit_constant_usage {
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/* Hardware register number assigned to the explicit constant with the lower
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@ -58,6 +60,16 @@ struct pvr_hard_code_compute_build_info {
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struct pvr_explicit_constant_usage explicit_conts_usage;
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};
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struct pvr_hard_code_graphics_build_info {
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struct rogue_build_data stage_data;
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struct rogue_common_build_data vert_common_data;
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struct rogue_common_build_data frag_common_data;
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struct pvr_explicit_constant_usage vert_explicit_conts_usage;
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struct pvr_explicit_constant_usage frag_explicit_conts_usage;
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};
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/* Returns true if the shader for the currently running program requires hard
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* coded shaders.
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*/
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@ -68,4 +80,29 @@ VkResult pvr_hard_code_compute_pipeline(
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struct pvr_compute_pipeline_shader_state *const shader_state_out,
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struct pvr_hard_code_compute_build_info *const build_info_out);
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/* pipeline_n:
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* The pipeline number. Each pipeline created requires unique hard
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* coding so a pipeline number is necessary to identify which data to use.
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* This pipeline number to request data for the first pipeline to be created
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* is 0 and should be incremented for each subsequent pipeline.
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*/
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void pvr_hard_code_graphics_shaders(
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uint32_t pipeline_n,
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struct rogue_shader_binary **const vert_shader_out,
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struct rogue_shader_binary **const frag_shader_out);
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void pvr_hard_code_graphics_vertex_state(
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uint32_t pipeline_n,
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struct pvr_vertex_shader_state *vert_state);
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void pvr_hard_code_graphics_fragment_state(
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uint32_t pipelien_n,
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struct pvr_fragment_shader_state *frag_state);
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void pvr_hard_code_graphics_inject_build_info(
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uint32_t pipeline_n,
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struct rogue_build_ctx *ctx,
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struct pvr_explicit_constant_usage *const vert_common_data_out,
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struct pvr_explicit_constant_usage *const frag_common_data_out);
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#endif /* PVR_HARDCODE_SHADERS_H */
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@ -1393,75 +1393,90 @@ pvr_graphics_pipeline_compile(struct pvr_device *const device,
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struct pvr_graphics_pipeline *const gfx_pipeline)
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{
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/* FIXME: Remove this hard coding. */
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const struct pvr_explicit_constant_usage explicit_const_usage = {
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struct pvr_explicit_constant_usage vert_explicit_const_usage = {
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.start_offset = 16,
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};
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struct pvr_explicit_constant_usage frag_explicit_const_usage = {
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.start_offset = 0,
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};
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const bool requires_hard_coding = pvr_hard_code_shader_required();
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static uint32_t hard_code_pipeline_n = 0;
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const VkPipelineVertexInputStateCreateInfo *const vertex_input_state =
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pCreateInfo->pVertexInputState;
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const uint32_t cache_line_size =
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rogue_get_slc_cache_line_size(&device->pdevice->dev_info);
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struct rogue_compiler *compiler = device->pdevice->compiler;
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struct rogue_build_ctx *ctx;
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VkResult result;
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/* Compile the USC shaders. */
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/* Setup shared build context. */
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ctx = rogue_create_build_context(compiler);
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if (!ctx)
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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/* NIR middle-end translation. */
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for (gl_shader_stage stage = MESA_SHADER_FRAGMENT; stage > MESA_SHADER_NONE;
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stage--) {
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const VkPipelineShaderStageCreateInfo *create_info;
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size_t stage_index = gfx_pipeline->stage_indices[stage];
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if (requires_hard_coding) {
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pvr_hard_code_graphics_shaders(hard_code_pipeline_n,
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&ctx->binary[MESA_SHADER_VERTEX],
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&ctx->binary[MESA_SHADER_FRAGMENT]);
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} else {
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/* NIR middle-end translation. */
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for (gl_shader_stage stage = MESA_SHADER_FRAGMENT;
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stage > MESA_SHADER_NONE;
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stage--) {
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const VkPipelineShaderStageCreateInfo *create_info;
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size_t stage_index = gfx_pipeline->stage_indices[stage];
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/* Skip unused/inactive stages. */
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if (stage_index == ~0)
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continue;
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/* Skip unused/inactive stages. */
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if (stage_index == ~0)
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continue;
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create_info = &pCreateInfo->pStages[stage_index];
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create_info = &pCreateInfo->pStages[stage_index];
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/* SPIR-V to NIR. */
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ctx->nir[stage] = pvr_spirv_to_nir(ctx, stage, create_info);
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if (!ctx->nir[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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/* SPIR-V to NIR. */
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ctx->nir[stage] = pvr_spirv_to_nir(ctx, stage, create_info);
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if (!ctx->nir[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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}
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/* Pre-back-end analysis and optimization, driver data extraction. */
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/* TODO: Analyze and cull unused I/O between stages. */
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/* TODO: Allocate UBOs between stages;
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* pipeline->layout->set_{count,layout}.
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*/
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/* Back-end translation. */
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for (gl_shader_stage stage = MESA_SHADER_FRAGMENT;
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stage > MESA_SHADER_NONE;
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stage--) {
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if (!ctx->nir[stage])
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continue;
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ctx->rogue[stage] = pvr_nir_to_rogue(ctx, ctx->nir[stage]);
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if (!ctx->rogue[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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ctx->binary[stage] = pvr_rogue_to_binary(ctx, ctx->rogue[stage]);
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if (!ctx->binary[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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}
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}
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/* Pre-back-end analysis and optimization, driver data extraction. */
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/* TODO: Analyze and cull unused I/O between stages. */
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/* TODO: Allocate UBOs between stages;
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* pipeline->layout->set_{count,layout}.
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*/
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/* Back-end translation. */
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for (gl_shader_stage stage = MESA_SHADER_FRAGMENT; stage > MESA_SHADER_NONE;
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stage--) {
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if (!ctx->nir[stage])
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continue;
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ctx->rogue[stage] = pvr_nir_to_rogue(ctx, ctx->nir[stage]);
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if (!ctx->rogue[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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ctx->binary[stage] = pvr_rogue_to_binary(ctx, ctx->rogue[stage]);
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if (!ctx->binary[stage]) {
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ralloc_free(ctx);
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return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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if (requires_hard_coding) {
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pvr_hard_code_graphics_vertex_state(hard_code_pipeline_n,
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&gfx_pipeline->vertex_shader_state);
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} else {
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pvr_vertex_state_init(gfx_pipeline,
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&ctx->common_data[MESA_SHADER_VERTEX],
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&ctx->stage_data.vs);
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}
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pvr_vertex_state_init(gfx_pipeline,
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&ctx->common_data[MESA_SHADER_VERTEX],
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&ctx->stage_data.vs);
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result = pvr_gpu_upload_usc(device,
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ctx->binary[MESA_SHADER_VERTEX]->data,
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ctx->binary[MESA_SHADER_VERTEX]->size,
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if (result != VK_SUCCESS)
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goto err_free_build_context;
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pvr_fragment_state_init(gfx_pipeline,
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&ctx->common_data[MESA_SHADER_FRAGMENT]);
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if (requires_hard_coding) {
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pvr_hard_code_graphics_fragment_state(
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hard_code_pipeline_n,
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&gfx_pipeline->fragment_shader_state);
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} else {
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pvr_fragment_state_init(gfx_pipeline,
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&ctx->common_data[MESA_SHADER_FRAGMENT]);
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}
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result = pvr_gpu_upload_usc(device,
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ctx->binary[MESA_SHADER_FRAGMENT]->data,
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@ -1486,6 +1507,13 @@ pvr_graphics_pipeline_compile(struct pvr_device *const device,
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* case the optimization doesn't happen.
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*/
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if (requires_hard_coding) {
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pvr_hard_code_graphics_inject_build_info(hard_code_pipeline_n,
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ctx,
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&vert_explicit_const_usage,
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&frag_explicit_const_usage);
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}
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/* TODO: The programs we use are hard coded for now, but these should be
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* selected dynamically.
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*/
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@ -1525,7 +1553,7 @@ pvr_graphics_pipeline_compile(struct pvr_device *const device,
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device,
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allocator,
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&ctx->common_data[MESA_SHADER_VERTEX].ubo_data,
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&explicit_const_usage,
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&vert_explicit_const_usage,
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gfx_pipeline->base.layout,
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PVR_STAGE_ALLOCATION_VERTEX_GEOMETRY,
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&gfx_pipeline->vertex_shader_state.uniform_state.pds_code,
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device,
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allocator,
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&ctx->common_data[MESA_SHADER_FRAGMENT].ubo_data,
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&explicit_const_usage,
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&frag_explicit_const_usage,
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gfx_pipeline->base.layout,
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PVR_STAGE_ALLOCATION_FRAGMENT,
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&gfx_pipeline->fragment_shader_state.uniform_state.pds_code,
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@ -1558,6 +1586,8 @@ pvr_graphics_pipeline_compile(struct pvr_device *const device,
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ralloc_free(ctx);
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hard_code_pipeline_n++;
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return VK_SUCCESS;
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err_free_vertex_uniform_program:
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