1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26 * Rob Clark <robclark@freedesktop.org>
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34 #include "util/bitscan.h"
39 /* driver param indices: */
40 enum ir3_driver_param
{
41 IR3_DP_VTXID_BASE
= 0,
42 IR3_DP_VTXCNT_MAX
= 1,
43 /* user-clip-plane components, up to 8x vec4's: */
47 IR3_DP_COUNT
= 36 /* must be aligned to vec4 */
50 /* Configuration key used to identify a shader variant.. different
51 * shader variants can be used to implement features not supported
52 * in hw (two sided color), binning-pass vertex shader, etc.
54 struct ir3_shader_key
{
58 * Combined Vertex/Fragment shader parameters:
60 unsigned ucp_enables
: 8;
62 /* do we need to check {v,f}saturate_{s,t,r}? */
63 unsigned has_per_samp
: 1;
66 * Vertex shader variant parameters:
68 unsigned binning_pass
: 1;
69 unsigned vclamp_color
: 1;
72 * Fragment shader variant parameters:
74 unsigned color_two_side
: 1;
75 unsigned half_precision
: 1;
76 /* used when shader needs to handle flat varyings (a4xx)
77 * for front/back color inputs to frag shader:
79 unsigned rasterflat
: 1;
80 unsigned fclamp_color
: 1;
85 /* bitmask of sampler which needs coords clamped for vertex
88 uint16_t vsaturate_s
, vsaturate_t
, vsaturate_r
;
90 /* bitmask of sampler which needs coords clamped for frag
93 uint16_t fsaturate_s
, fsaturate_t
, fsaturate_r
;
95 /* bitmask of samplers which need astc srgb workaround: */
96 uint16_t vastc_srgb
, fastc_srgb
;
100 ir3_shader_key_equal(struct ir3_shader_key
*a
, struct ir3_shader_key
*b
)
102 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
103 if (a
->has_per_samp
|| b
->has_per_samp
)
104 return memcmp(a
, b
, sizeof(struct ir3_shader_key
)) == 0;
105 return a
->global
== b
->global
;
108 struct ir3_shader_variant
{
111 /* variant id (for debug) */
114 struct ir3_shader_key key
;
116 struct ir3_info info
;
119 /* the instructions length is in units of instruction groups
120 * (4 instructions for a3xx, 16 instructions for a4xx.. each
121 * instruction is 2 dwords):
125 /* the constants length is in units of vec4's, and is the sum of
126 * the uniforms and the built-in compiler constants
130 /* number of uniforms (in vec4), not including built-in compiler
133 unsigned num_uniforms
;
137 * + Let the frag shader determine the position/compmask for the
138 * varyings, since it is the place where we know if the varying
139 * is actually used, and if so, which components are used. So
140 * what the hw calls "outloc" is taken from the "inloc" of the
142 * + From the vert shader, we only need the output regid
145 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
146 * to bary.f instructions
149 bool frag_coord
, frag_face
, color0_mrt
;
151 /* NOTE: for input/outputs, slot is:
152 * gl_vert_attrib - for VS inputs
153 * gl_varying_slot - for VS output / FS input
154 * gl_frag_result - for FS output
157 /* varyings/outputs: */
158 unsigned outputs_count
;
162 } outputs
[16 + 2]; /* +POSITION +PSIZE */
163 bool writes_pos
, writes_psize
;
165 /* attributes (VS) / varyings (FS):
166 * Note that sysval's should come *after* normal inputs.
168 unsigned inputs_count
;
174 /* location of input (ie. offset passed to bary.f, etc). This
175 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
176 * have the OUTLOCn value offset by 8, presumably to account
177 * for gl_Position/gl_PointSize)
180 /* vertex shader specific: */
181 bool sysval
: 1; /* slot is a gl_system_value */
182 /* fragment shader specific: */
183 bool bary
: 1; /* fetched varying (vs one loaded into reg) */
184 bool rasterflat
: 1; /* special handling for emit->rasterflat */
185 enum glsl_interp_mode interpolate
;
186 } inputs
[16 + 2]; /* +POSITION +FACE */
188 /* sum of input components (scalar). For frag shaders, it only counts
189 * the varying inputs:
193 /* For frag shaders, the total number of inputs (not scalar,
194 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
198 /* do we have one or more texture sample instructions: */
201 /* do we have kill instructions: */
204 /* Layout of constant registers, each section (in vec4). Pointer size
205 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
206 * UBO and stream-out consts.
209 /* user const start at zero */
211 unsigned driver_param
;
216 unsigned immediates_count
;
221 /* for astc srgb workaround, the number/base of additional
222 * alpha tex states we need, and index of original tex states
225 unsigned base
, count
;
226 unsigned orig_idx
[16];
229 /* shader variants form a linked list: */
230 struct ir3_shader_variant
*next
;
232 /* replicated here to avoid passing extra ptrs everywhere: */
234 struct ir3_shader
*shader
;
237 typedef struct nir_shader nir_shader
;
242 /* shader id (for debug): */
244 uint32_t variant_count
;
246 /* so we know when we can disable TGSI related hacks: */
249 struct ir3_compiler
*compiler
;
252 struct pipe_stream_output_info stream_output
;
254 struct ir3_shader_variant
*variants
;
257 void * ir3_shader_assemble(struct ir3_shader_variant
*v
, uint32_t gpu_id
);
259 struct ir3_shader
* ir3_shader_create(struct ir3_compiler
*compiler
,
260 const struct pipe_shader_state
*cso
, enum shader_t type
,
261 struct pipe_debug_callback
*debug
);
262 void ir3_shader_destroy(struct ir3_shader
*shader
);
263 struct ir3_shader_variant
* ir3_shader_variant(struct ir3_shader
*shader
,
264 struct ir3_shader_key key
, struct pipe_debug_callback
*debug
);
265 void ir3_shader_disasm(struct ir3_shader_variant
*so
, uint32_t *bin
);
266 uint64_t ir3_shader_outputs(const struct ir3_shader
*so
);
268 struct fd_ringbuffer
;
270 void ir3_emit_consts(const struct ir3_shader_variant
*v
, struct fd_ringbuffer
*ring
,
271 struct fd_context
*ctx
, const struct pipe_draw_info
*info
, uint32_t dirty
);
273 static inline const char *
274 ir3_shader_stage(struct ir3_shader
*shader
)
276 switch (shader
->type
) {
277 case SHADER_VERTEX
: return "VERT";
278 case SHADER_FRAGMENT
: return "FRAG";
279 case SHADER_COMPUTE
: return "CL";
281 unreachable("invalid type");
290 #include "pipe/p_shader_tokens.h"
293 ir3_find_output(const struct ir3_shader_variant
*so
, gl_varying_slot slot
)
297 for (j
= 0; j
< so
->outputs_count
; j
++)
298 if (so
->outputs
[j
].slot
== slot
)
301 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
302 * in the vertex shader.. but the fragment shader doesn't know this
303 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
304 * at link time if there is no matching OUT.BCOLOR[n], we must map
305 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
306 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
308 if (slot
== VARYING_SLOT_BFC0
) {
309 slot
= VARYING_SLOT_COL0
;
310 } else if (slot
== VARYING_SLOT_BFC1
) {
311 slot
= VARYING_SLOT_COL1
;
312 } else if (slot
== VARYING_SLOT_COL0
) {
313 slot
= VARYING_SLOT_BFC0
;
314 } else if (slot
== VARYING_SLOT_COL1
) {
315 slot
= VARYING_SLOT_BFC1
;
320 for (j
= 0; j
< so
->outputs_count
; j
++)
321 if (so
->outputs
[j
].slot
== slot
)
330 ir3_next_varying(const struct ir3_shader_variant
*so
, int i
)
332 while (++i
< so
->inputs_count
)
333 if (so
->inputs
[i
].compmask
&& so
->inputs
[i
].bary
)
338 struct ir3_shader_linkage
{
349 ir3_link_add(struct ir3_shader_linkage
*l
, uint8_t regid
, uint8_t compmask
, uint8_t loc
)
353 debug_assert(i
< ARRAY_SIZE(l
->var
));
355 l
->var
[i
].regid
= regid
;
356 l
->var
[i
].compmask
= compmask
;
358 l
->max_loc
= MAX2(l
->max_loc
, loc
+ util_last_bit(compmask
));
362 ir3_link_shaders(struct ir3_shader_linkage
*l
,
363 const struct ir3_shader_variant
*vs
,
364 const struct ir3_shader_variant
*fs
)
368 while (l
->cnt
< ARRAY_SIZE(l
->var
)) {
369 j
= ir3_next_varying(fs
, j
);
371 if (j
>= fs
->inputs_count
)
374 if (fs
->inputs
[j
].inloc
>= fs
->total_in
)
377 k
= ir3_find_output(vs
, fs
->inputs
[j
].slot
);
379 ir3_link_add(l
, vs
->outputs
[k
].regid
,
380 fs
->inputs
[j
].compmask
, fs
->inputs
[j
].inloc
);
384 static inline uint32_t
385 ir3_find_output_regid(const struct ir3_shader_variant
*so
, unsigned slot
)
388 for (j
= 0; j
< so
->outputs_count
; j
++)
389 if (so
->outputs
[j
].slot
== slot
)
390 return so
->outputs
[j
].regid
;
394 #endif /* IR3_SHADER_H_ */