270b9c09110f1b1b5380173cd318f5d01432c49a
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.h
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 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include "pipe/p_state.h"
31 #include "compiler/shader_enums.h"
32 #include "util/bitscan.h"
33
34 #include "ir3.h"
35 #include "disasm.h"
36
37 struct glsl_type;
38
39 /* driver param indices: */
40 enum ir3_driver_param {
41 /* compute shader driver params: */
42 IR3_DP_NUM_WORK_GROUPS_X = 0,
43 IR3_DP_NUM_WORK_GROUPS_Y = 1,
44 IR3_DP_NUM_WORK_GROUPS_Z = 2,
45 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
46 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
47 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
48 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
49 * glDispatchComputeIndirect() needs to load these from
50 * the info->indirect buffer. Keep that in mind when/if
51 * adding any addition CS driver params.
52 */
53 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
54
55 /* vertex shader driver params: */
56 IR3_DP_VTXID_BASE = 0,
57 IR3_DP_VTXCNT_MAX = 1,
58 /* user-clip-plane components, up to 8x vec4's: */
59 IR3_DP_UCP0_X = 4,
60 /* .... */
61 IR3_DP_UCP7_W = 35,
62 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
63 };
64
65 /**
66 * For consts needed to pass internal values to shader which may or may not
67 * be required, rather than allocating worst-case const space, we scan the
68 * shader and allocate consts as-needed:
69 *
70 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
71 * for a given SSBO
72 *
73 * + Image dimensions: needed to calculate pixel offset, but only for
74 * images that have a image_store intrinsic
75 */
76 struct ir3_driver_const_layout {
77 struct {
78 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
79 uint32_t count; /* number of consts allocated */
80 /* one const allocated per SSBO which has get_buffer_size,
81 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
82 * consts:
83 */
84 uint32_t off[PIPE_MAX_SHADER_BUFFERS];
85 } ssbo_size;
86
87 struct {
88 uint32_t mask; /* bitmask of images that have image_store */
89 uint32_t count; /* number of consts allocated */
90 /* three const allocated per image which has image_store:
91 * + cpp (bytes per pixel)
92 * + pitch (y pitch)
93 * + array_pitch (z pitch)
94 */
95 uint32_t off[PIPE_MAX_SHADER_IMAGES];
96 } image_dims;
97 };
98
99 /* Configuration key used to identify a shader variant.. different
100 * shader variants can be used to implement features not supported
101 * in hw (two sided color), binning-pass vertex shader, etc.
102 */
103 struct ir3_shader_key {
104 union {
105 struct {
106 /*
107 * Combined Vertex/Fragment shader parameters:
108 */
109 unsigned ucp_enables : 8;
110
111 /* do we need to check {v,f}saturate_{s,t,r}? */
112 unsigned has_per_samp : 1;
113
114 /*
115 * Vertex shader variant parameters:
116 */
117 unsigned vclamp_color : 1;
118
119 /*
120 * Fragment shader variant parameters:
121 */
122 unsigned color_two_side : 1;
123 unsigned half_precision : 1;
124 /* used when shader needs to handle flat varyings (a4xx)
125 * for front/back color inputs to frag shader:
126 */
127 unsigned rasterflat : 1;
128 unsigned fclamp_color : 1;
129 };
130 uint32_t global;
131 };
132
133 /* bitmask of sampler which needs coords clamped for vertex
134 * shader:
135 */
136 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
137
138 /* bitmask of sampler which needs coords clamped for frag
139 * shader:
140 */
141 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
142
143 /* bitmask of ms shifts */
144 uint32_t vsamples, fsamples;
145
146 /* bitmask of samplers which need astc srgb workaround: */
147 uint16_t vastc_srgb, fastc_srgb;
148 };
149
150 static inline bool
151 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
152 {
153 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
154 if (a->has_per_samp || b->has_per_samp)
155 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
156 return a->global == b->global;
157 }
158
159 /* will the two keys produce different lowering for a fragment shader? */
160 static inline bool
161 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
162 {
163 if (last_key->has_per_samp || key->has_per_samp) {
164 if ((last_key->fsaturate_s != key->fsaturate_s) ||
165 (last_key->fsaturate_t != key->fsaturate_t) ||
166 (last_key->fsaturate_r != key->fsaturate_r) ||
167 (last_key->fsamples != key->fsamples) ||
168 (last_key->fastc_srgb != key->fastc_srgb))
169 return true;
170 }
171
172 if (last_key->fclamp_color != key->fclamp_color)
173 return true;
174
175 if (last_key->color_two_side != key->color_two_side)
176 return true;
177
178 if (last_key->half_precision != key->half_precision)
179 return true;
180
181 if (last_key->rasterflat != key->rasterflat)
182 return true;
183
184 if (last_key->ucp_enables != key->ucp_enables)
185 return true;
186
187 return false;
188 }
189
190 /* will the two keys produce different lowering for a vertex shader? */
191 static inline bool
192 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
193 {
194 if (last_key->has_per_samp || key->has_per_samp) {
195 if ((last_key->vsaturate_s != key->vsaturate_s) ||
196 (last_key->vsaturate_t != key->vsaturate_t) ||
197 (last_key->vsaturate_r != key->vsaturate_r) ||
198 (last_key->vsamples != key->vsamples) ||
199 (last_key->vastc_srgb != key->vastc_srgb))
200 return true;
201 }
202
203 if (last_key->vclamp_color != key->vclamp_color)
204 return true;
205
206 if (last_key->ucp_enables != key->ucp_enables)
207 return true;
208
209 return false;
210 }
211
212 struct ir3_shader_variant {
213 struct fd_bo *bo;
214
215 /* variant id (for debug) */
216 uint32_t id;
217
218 struct ir3_shader_key key;
219
220 /* vertex shaders can have an extra version for hwbinning pass,
221 * which is pointed to by so->binning:
222 */
223 bool binning_pass;
224 struct ir3_shader_variant *binning;
225
226 struct ir3_driver_const_layout const_layout;
227 struct ir3_info info;
228 struct ir3 *ir;
229
230 /* the instructions length is in units of instruction groups
231 * (4 instructions for a3xx, 16 instructions for a4xx.. each
232 * instruction is 2 dwords):
233 */
234 unsigned instrlen;
235
236 /* the constants length is in units of vec4's, and is the sum of
237 * the uniforms and the built-in compiler constants
238 */
239 unsigned constlen;
240
241 /* number of uniforms (in vec4), not including built-in compiler
242 * constants, etc.
243 */
244 unsigned num_uniforms;
245
246 unsigned num_ubos;
247
248 /* About Linkage:
249 * + Let the frag shader determine the position/compmask for the
250 * varyings, since it is the place where we know if the varying
251 * is actually used, and if so, which components are used. So
252 * what the hw calls "outloc" is taken from the "inloc" of the
253 * frag shader.
254 * + From the vert shader, we only need the output regid
255 */
256
257 bool frag_coord, frag_face, color0_mrt;
258
259 /* NOTE: for input/outputs, slot is:
260 * gl_vert_attrib - for VS inputs
261 * gl_varying_slot - for VS output / FS input
262 * gl_frag_result - for FS output
263 */
264
265 /* varyings/outputs: */
266 unsigned outputs_count;
267 struct {
268 uint8_t slot;
269 uint8_t regid;
270 } outputs[16 + 2]; /* +POSITION +PSIZE */
271 bool writes_pos, writes_psize;
272
273 /* attributes (VS) / varyings (FS):
274 * Note that sysval's should come *after* normal inputs.
275 */
276 unsigned inputs_count;
277 struct {
278 uint8_t slot;
279 uint8_t regid;
280 uint8_t compmask;
281 uint8_t ncomp;
282 /* location of input (ie. offset passed to bary.f, etc). This
283 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
284 * have the OUTLOCn value offset by 8, presumably to account
285 * for gl_Position/gl_PointSize)
286 */
287 uint8_t inloc;
288 /* vertex shader specific: */
289 bool sysval : 1; /* slot is a gl_system_value */
290 /* fragment shader specific: */
291 bool bary : 1; /* fetched varying (vs one loaded into reg) */
292 bool rasterflat : 1; /* special handling for emit->rasterflat */
293 enum glsl_interp_mode interpolate;
294 } inputs[16 + 2]; /* +POSITION +FACE */
295
296 /* sum of input components (scalar). For frag shaders, it only counts
297 * the varying inputs:
298 */
299 unsigned total_in;
300
301 /* For frag shaders, the total number of inputs (not scalar,
302 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
303 */
304 unsigned varying_in;
305
306 /* number of samplers/textures (which are currently 1:1): */
307 int num_samp;
308
309 /* do we have one or more SSBO instructions: */
310 bool has_ssbo;
311
312 /* do we have kill instructions: */
313 bool has_kill;
314
315 /* Layout of constant registers, each section (in vec4). Pointer size
316 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
317 * UBO and stream-out consts.
318 */
319 struct {
320 /* user const start at zero */
321 unsigned ubo;
322 /* NOTE that a3xx might need a section for SSBO addresses too */
323 unsigned ssbo_sizes;
324 unsigned image_dims;
325 unsigned driver_param;
326 unsigned tfbo;
327 unsigned immediate;
328 } constbase;
329
330 unsigned immediates_count;
331 unsigned immediates_size;
332 struct {
333 uint32_t val[4];
334 } *immediates;
335
336 /* for astc srgb workaround, the number/base of additional
337 * alpha tex states we need, and index of original tex states
338 */
339 struct {
340 unsigned base, count;
341 unsigned orig_idx[16];
342 } astc_srgb;
343
344 /* shader variants form a linked list: */
345 struct ir3_shader_variant *next;
346
347 /* replicated here to avoid passing extra ptrs everywhere: */
348 gl_shader_stage type;
349 struct ir3_shader *shader;
350 };
351
352 struct ir3_shader {
353 gl_shader_stage type;
354
355 /* shader id (for debug): */
356 uint32_t id;
357 uint32_t variant_count;
358
359 /* so we know when we can disable TGSI related hacks: */
360 bool from_tgsi;
361
362 struct ir3_compiler *compiler;
363
364 struct nir_shader *nir;
365 struct pipe_stream_output_info stream_output;
366
367 struct ir3_shader_variant *variants;
368 };
369
370 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
371
372 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
373 const struct pipe_shader_state *cso, gl_shader_stage type,
374 struct pipe_debug_callback *debug);
375 struct ir3_shader *
376 ir3_shader_create_compute(struct ir3_compiler *compiler,
377 const struct pipe_compute_state *cso,
378 struct pipe_debug_callback *debug);
379 void ir3_shader_destroy(struct ir3_shader *shader);
380 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
381 struct ir3_shader_key key, bool binning_pass,
382 struct pipe_debug_callback *debug);
383 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
384 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
385
386 struct fd_ringbuffer;
387 struct fd_context;
388 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
389 struct fd_context *ctx, const struct pipe_draw_info *info);
390 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
391 struct fd_context *ctx);
392 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
393 struct fd_context *ctx, const struct pipe_grid_info *info);
394
395 int
396 ir3_glsl_type_size(const struct glsl_type *type);
397
398 static inline const char *
399 ir3_shader_stage(struct ir3_shader *shader)
400 {
401 switch (shader->type) {
402 case MESA_SHADER_VERTEX: return "VERT";
403 case MESA_SHADER_FRAGMENT: return "FRAG";
404 case MESA_SHADER_COMPUTE: return "CL";
405 default:
406 unreachable("invalid type");
407 return NULL;
408 }
409 }
410
411 /*
412 * Helper/util:
413 */
414
415 #include "pipe/p_shader_tokens.h"
416
417 static inline int
418 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
419 {
420 int j;
421
422 for (j = 0; j < so->outputs_count; j++)
423 if (so->outputs[j].slot == slot)
424 return j;
425
426 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
427 * in the vertex shader.. but the fragment shader doesn't know this
428 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
429 * at link time if there is no matching OUT.BCOLOR[n], we must map
430 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
431 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
432 */
433 if (slot == VARYING_SLOT_BFC0) {
434 slot = VARYING_SLOT_COL0;
435 } else if (slot == VARYING_SLOT_BFC1) {
436 slot = VARYING_SLOT_COL1;
437 } else if (slot == VARYING_SLOT_COL0) {
438 slot = VARYING_SLOT_BFC0;
439 } else if (slot == VARYING_SLOT_COL1) {
440 slot = VARYING_SLOT_BFC1;
441 } else {
442 return 0;
443 }
444
445 for (j = 0; j < so->outputs_count; j++)
446 if (so->outputs[j].slot == slot)
447 return j;
448
449 debug_assert(0);
450
451 return 0;
452 }
453
454 static inline int
455 ir3_next_varying(const struct ir3_shader_variant *so, int i)
456 {
457 while (++i < so->inputs_count)
458 if (so->inputs[i].compmask && so->inputs[i].bary)
459 break;
460 return i;
461 }
462
463 struct ir3_shader_linkage {
464 uint8_t max_loc;
465 uint8_t cnt;
466 struct {
467 uint8_t regid;
468 uint8_t compmask;
469 uint8_t loc;
470 } var[32];
471 };
472
473 static inline void
474 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
475 {
476 int i = l->cnt++;
477
478 debug_assert(i < ARRAY_SIZE(l->var));
479
480 l->var[i].regid = regid;
481 l->var[i].compmask = compmask;
482 l->var[i].loc = loc;
483 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
484 }
485
486 static inline void
487 ir3_link_shaders(struct ir3_shader_linkage *l,
488 const struct ir3_shader_variant *vs,
489 const struct ir3_shader_variant *fs)
490 {
491 int j = -1, k;
492
493 while (l->cnt < ARRAY_SIZE(l->var)) {
494 j = ir3_next_varying(fs, j);
495
496 if (j >= fs->inputs_count)
497 break;
498
499 if (fs->inputs[j].inloc >= fs->total_in)
500 continue;
501
502 k = ir3_find_output(vs, fs->inputs[j].slot);
503
504 ir3_link_add(l, vs->outputs[k].regid,
505 fs->inputs[j].compmask, fs->inputs[j].inloc);
506 }
507 }
508
509 static inline uint32_t
510 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
511 {
512 int j;
513 for (j = 0; j < so->outputs_count; j++)
514 if (so->outputs[j].slot == slot)
515 return so->outputs[j].regid;
516 return regid(63, 0);
517 }
518
519 static inline uint32_t
520 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
521 {
522 int j;
523 for (j = 0; j < so->inputs_count; j++)
524 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
525 return so->inputs[j].regid;
526 return regid(63, 0);
527 }
528
529 /* calculate register footprint in terms of half-regs (ie. one full
530 * reg counts as two half-regs).
531 */
532 static inline uint32_t
533 ir3_shader_halfregs(const struct ir3_shader_variant *v)
534 {
535 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
536 }
537
538 #endif /* IR3_SHADER_H_ */