freedreno: Remove the Emacs mode lines
[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 binning_pass : 1;
118 unsigned vclamp_color : 1;
119
120 /*
121 * Fragment shader variant parameters:
122 */
123 unsigned color_two_side : 1;
124 unsigned half_precision : 1;
125 /* used when shader needs to handle flat varyings (a4xx)
126 * for front/back color inputs to frag shader:
127 */
128 unsigned rasterflat : 1;
129 unsigned fclamp_color : 1;
130 };
131 uint32_t global;
132 };
133
134 /* bitmask of sampler which needs coords clamped for vertex
135 * shader:
136 */
137 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
138
139 /* bitmask of sampler which needs coords clamped for frag
140 * shader:
141 */
142 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
143
144 /* bitmask of ms shifts */
145 uint32_t vsamples, fsamples;
146
147 /* bitmask of samplers which need astc srgb workaround: */
148 uint16_t vastc_srgb, fastc_srgb;
149 };
150
151 static inline bool
152 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
153 {
154 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
155 if (a->has_per_samp || b->has_per_samp)
156 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
157 return a->global == b->global;
158 }
159
160 /* will the two keys produce different lowering for a fragment shader? */
161 static inline bool
162 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
163 {
164 if (last_key->has_per_samp || key->has_per_samp) {
165 if ((last_key->fsaturate_s != key->fsaturate_s) ||
166 (last_key->fsaturate_t != key->fsaturate_t) ||
167 (last_key->fsaturate_r != key->fsaturate_r) ||
168 (last_key->fsamples != key->fsamples) ||
169 (last_key->fastc_srgb != key->fastc_srgb))
170 return true;
171 }
172
173 if (last_key->fclamp_color != key->fclamp_color)
174 return true;
175
176 if (last_key->color_two_side != key->color_two_side)
177 return true;
178
179 if (last_key->half_precision != key->half_precision)
180 return true;
181
182 if (last_key->rasterflat != key->rasterflat)
183 return true;
184
185 if (last_key->ucp_enables != key->ucp_enables)
186 return true;
187
188 return false;
189 }
190
191 /* will the two keys produce different lowering for a vertex shader? */
192 static inline bool
193 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
194 {
195 if (last_key->has_per_samp || key->has_per_samp) {
196 if ((last_key->vsaturate_s != key->vsaturate_s) ||
197 (last_key->vsaturate_t != key->vsaturate_t) ||
198 (last_key->vsaturate_r != key->vsaturate_r) ||
199 (last_key->vsamples != key->vsamples) ||
200 (last_key->vastc_srgb != key->vastc_srgb))
201 return true;
202 }
203
204 if (last_key->vclamp_color != key->vclamp_color)
205 return true;
206
207 if (last_key->ucp_enables != key->ucp_enables)
208 return true;
209
210 return false;
211 }
212
213 struct ir3_shader_variant {
214 struct fd_bo *bo;
215
216 /* variant id (for debug) */
217 uint32_t id;
218
219 struct ir3_shader_key key;
220
221 struct ir3_driver_const_layout const_layout;
222 struct ir3_info info;
223 struct ir3 *ir;
224
225 /* the instructions length is in units of instruction groups
226 * (4 instructions for a3xx, 16 instructions for a4xx.. each
227 * instruction is 2 dwords):
228 */
229 unsigned instrlen;
230
231 /* the constants length is in units of vec4's, and is the sum of
232 * the uniforms and the built-in compiler constants
233 */
234 unsigned constlen;
235
236 /* number of uniforms (in vec4), not including built-in compiler
237 * constants, etc.
238 */
239 unsigned num_uniforms;
240
241 unsigned num_ubos;
242
243 /* About Linkage:
244 * + Let the frag shader determine the position/compmask for the
245 * varyings, since it is the place where we know if the varying
246 * is actually used, and if so, which components are used. So
247 * what the hw calls "outloc" is taken from the "inloc" of the
248 * frag shader.
249 * + From the vert shader, we only need the output regid
250 */
251
252 bool frag_coord, frag_face, color0_mrt;
253
254 /* NOTE: for input/outputs, slot is:
255 * gl_vert_attrib - for VS inputs
256 * gl_varying_slot - for VS output / FS input
257 * gl_frag_result - for FS output
258 */
259
260 /* varyings/outputs: */
261 unsigned outputs_count;
262 struct {
263 uint8_t slot;
264 uint8_t regid;
265 } outputs[16 + 2]; /* +POSITION +PSIZE */
266 bool writes_pos, writes_psize;
267
268 /* attributes (VS) / varyings (FS):
269 * Note that sysval's should come *after* normal inputs.
270 */
271 unsigned inputs_count;
272 struct {
273 uint8_t slot;
274 uint8_t regid;
275 uint8_t compmask;
276 uint8_t ncomp;
277 /* location of input (ie. offset passed to bary.f, etc). This
278 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
279 * have the OUTLOCn value offset by 8, presumably to account
280 * for gl_Position/gl_PointSize)
281 */
282 uint8_t inloc;
283 /* vertex shader specific: */
284 bool sysval : 1; /* slot is a gl_system_value */
285 /* fragment shader specific: */
286 bool bary : 1; /* fetched varying (vs one loaded into reg) */
287 bool rasterflat : 1; /* special handling for emit->rasterflat */
288 enum glsl_interp_mode interpolate;
289 } inputs[16 + 2]; /* +POSITION +FACE */
290
291 /* sum of input components (scalar). For frag shaders, it only counts
292 * the varying inputs:
293 */
294 unsigned total_in;
295
296 /* For frag shaders, the total number of inputs (not scalar,
297 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
298 */
299 unsigned varying_in;
300
301 /* do we have one or more texture sample instructions: */
302 bool has_samp;
303
304 /* do we have one or more SSBO instructions: */
305 bool has_ssbo;
306
307 /* do we have kill instructions: */
308 bool has_kill;
309
310 /* Layout of constant registers, each section (in vec4). Pointer size
311 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
312 * UBO and stream-out consts.
313 */
314 struct {
315 /* user const start at zero */
316 unsigned ubo;
317 /* NOTE that a3xx might need a section for SSBO addresses too */
318 unsigned ssbo_sizes;
319 unsigned image_dims;
320 unsigned driver_param;
321 unsigned tfbo;
322 unsigned immediate;
323 } constbase;
324
325 unsigned immediates_count;
326 unsigned immediates_size;
327 struct {
328 uint32_t val[4];
329 } *immediates;
330
331 /* for astc srgb workaround, the number/base of additional
332 * alpha tex states we need, and index of original tex states
333 */
334 struct {
335 unsigned base, count;
336 unsigned orig_idx[16];
337 } astc_srgb;
338
339 /* shader variants form a linked list: */
340 struct ir3_shader_variant *next;
341
342 /* replicated here to avoid passing extra ptrs everywhere: */
343 enum shader_t type;
344 struct ir3_shader *shader;
345 };
346
347 struct ir3_shader {
348 enum shader_t type;
349
350 /* shader id (for debug): */
351 uint32_t id;
352 uint32_t variant_count;
353
354 /* so we know when we can disable TGSI related hacks: */
355 bool from_tgsi;
356
357 struct ir3_compiler *compiler;
358
359 struct nir_shader *nir;
360 struct pipe_stream_output_info stream_output;
361
362 struct ir3_shader_variant *variants;
363 };
364
365 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
366
367 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
368 const struct pipe_shader_state *cso, enum shader_t type,
369 struct pipe_debug_callback *debug);
370 struct ir3_shader *
371 ir3_shader_create_compute(struct ir3_compiler *compiler,
372 const struct pipe_compute_state *cso,
373 struct pipe_debug_callback *debug);
374 void ir3_shader_destroy(struct ir3_shader *shader);
375 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
376 struct ir3_shader_key key, struct pipe_debug_callback *debug);
377 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
378 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
379
380 struct fd_ringbuffer;
381 struct fd_context;
382 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
383 struct fd_context *ctx, const struct pipe_draw_info *info);
384 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
385 struct fd_context *ctx);
386 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
387 struct fd_context *ctx, const struct pipe_grid_info *info);
388
389 int
390 ir3_glsl_type_size(const struct glsl_type *type);
391
392 static inline const char *
393 ir3_shader_stage(struct ir3_shader *shader)
394 {
395 switch (shader->type) {
396 case SHADER_VERTEX: return "VERT";
397 case SHADER_FRAGMENT: return "FRAG";
398 case SHADER_COMPUTE: return "CL";
399 default:
400 unreachable("invalid type");
401 return NULL;
402 }
403 }
404
405 /*
406 * Helper/util:
407 */
408
409 #include "pipe/p_shader_tokens.h"
410
411 static inline int
412 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
413 {
414 int j;
415
416 for (j = 0; j < so->outputs_count; j++)
417 if (so->outputs[j].slot == slot)
418 return j;
419
420 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
421 * in the vertex shader.. but the fragment shader doesn't know this
422 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
423 * at link time if there is no matching OUT.BCOLOR[n], we must map
424 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
425 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
426 */
427 if (slot == VARYING_SLOT_BFC0) {
428 slot = VARYING_SLOT_COL0;
429 } else if (slot == VARYING_SLOT_BFC1) {
430 slot = VARYING_SLOT_COL1;
431 } else if (slot == VARYING_SLOT_COL0) {
432 slot = VARYING_SLOT_BFC0;
433 } else if (slot == VARYING_SLOT_COL1) {
434 slot = VARYING_SLOT_BFC1;
435 } else {
436 return 0;
437 }
438
439 for (j = 0; j < so->outputs_count; j++)
440 if (so->outputs[j].slot == slot)
441 return j;
442
443 debug_assert(0);
444
445 return 0;
446 }
447
448 static inline int
449 ir3_next_varying(const struct ir3_shader_variant *so, int i)
450 {
451 while (++i < so->inputs_count)
452 if (so->inputs[i].compmask && so->inputs[i].bary)
453 break;
454 return i;
455 }
456
457 struct ir3_shader_linkage {
458 uint8_t max_loc;
459 uint8_t cnt;
460 struct {
461 uint8_t regid;
462 uint8_t compmask;
463 uint8_t loc;
464 } var[32];
465 };
466
467 static inline void
468 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
469 {
470 int i = l->cnt++;
471
472 debug_assert(i < ARRAY_SIZE(l->var));
473
474 l->var[i].regid = regid;
475 l->var[i].compmask = compmask;
476 l->var[i].loc = loc;
477 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
478 }
479
480 static inline void
481 ir3_link_shaders(struct ir3_shader_linkage *l,
482 const struct ir3_shader_variant *vs,
483 const struct ir3_shader_variant *fs)
484 {
485 int j = -1, k;
486
487 while (l->cnt < ARRAY_SIZE(l->var)) {
488 j = ir3_next_varying(fs, j);
489
490 if (j >= fs->inputs_count)
491 break;
492
493 if (fs->inputs[j].inloc >= fs->total_in)
494 continue;
495
496 k = ir3_find_output(vs, fs->inputs[j].slot);
497
498 ir3_link_add(l, vs->outputs[k].regid,
499 fs->inputs[j].compmask, fs->inputs[j].inloc);
500 }
501 }
502
503 static inline uint32_t
504 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
505 {
506 int j;
507 for (j = 0; j < so->outputs_count; j++)
508 if (so->outputs[j].slot == slot)
509 return so->outputs[j].regid;
510 return regid(63, 0);
511 }
512
513 static inline uint32_t
514 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
515 {
516 int j;
517 for (j = 0; j < so->inputs_count; j++)
518 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
519 return so->inputs[j].regid;
520 return regid(63, 0);
521 }
522
523 /* calculate register footprint in terms of half-regs (ie. one full
524 * reg counts as two half-regs).
525 */
526 static inline uint32_t
527 ir3_shader_halfregs(const struct ir3_shader_variant *v)
528 {
529 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
530 }
531
532 #endif /* IR3_SHADER_H_ */