freedreno/ir3: add SSBO get_buffer_size() support
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.h
1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2
3 /*
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5 *
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:
12 *
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
15 * Software.
16 *
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
23 * SOFTWARE.
24 *
25 * Authors:
26 * Rob Clark <robclark@freedesktop.org>
27 */
28
29 #ifndef IR3_SHADER_H_
30 #define IR3_SHADER_H_
31
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34 #include "util/bitscan.h"
35
36 #include "ir3.h"
37 #include "disasm.h"
38
39 struct glsl_type;
40
41 /* driver param indices: */
42 enum ir3_driver_param {
43 /* compute shader driver params: */
44 IR3_DP_NUM_WORK_GROUPS_X = 0,
45 IR3_DP_NUM_WORK_GROUPS_Y = 1,
46 IR3_DP_NUM_WORK_GROUPS_Z = 2,
47 IR3_DP_CS_COUNT = 4, /* must be aligned to vec4 */
48
49 /* vertex shader driver params: */
50 IR3_DP_VTXID_BASE = 0,
51 IR3_DP_VTXCNT_MAX = 1,
52 /* user-clip-plane components, up to 8x vec4's: */
53 IR3_DP_UCP0_X = 4,
54 /* .... */
55 IR3_DP_UCP7_W = 35,
56 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
57 };
58
59 /**
60 * For consts needed to pass internal values to shader which may or may not
61 * be required, rather than allocating worst-case const space, we scan the
62 * shader and allocate consts as-needed:
63 *
64 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
65 * for a given SSBO
66 */
67 struct ir3_driver_const_layout {
68 struct {
69 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
70 uint32_t count; /* number of consts allocated */
71 /* one const allocated per SSBO which has get_buffer_size,
72 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
73 * consts:
74 */
75 uint32_t off[PIPE_MAX_SHADER_BUFFERS];
76 } ssbo_size;
77 };
78
79 /* Configuration key used to identify a shader variant.. different
80 * shader variants can be used to implement features not supported
81 * in hw (two sided color), binning-pass vertex shader, etc.
82 */
83 struct ir3_shader_key {
84 union {
85 struct {
86 /*
87 * Combined Vertex/Fragment shader parameters:
88 */
89 unsigned ucp_enables : 8;
90
91 /* do we need to check {v,f}saturate_{s,t,r}? */
92 unsigned has_per_samp : 1;
93
94 /*
95 * Vertex shader variant parameters:
96 */
97 unsigned binning_pass : 1;
98 unsigned vclamp_color : 1;
99
100 /*
101 * Fragment shader variant parameters:
102 */
103 unsigned color_two_side : 1;
104 unsigned half_precision : 1;
105 /* used when shader needs to handle flat varyings (a4xx)
106 * for front/back color inputs to frag shader:
107 */
108 unsigned rasterflat : 1;
109 unsigned fclamp_color : 1;
110 };
111 uint32_t global;
112 };
113
114 /* bitmask of sampler which needs coords clamped for vertex
115 * shader:
116 */
117 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
118
119 /* bitmask of sampler which needs coords clamped for frag
120 * shader:
121 */
122 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
123
124 /* bitmask of samplers which need astc srgb workaround: */
125 uint16_t vastc_srgb, fastc_srgb;
126 };
127
128 static inline bool
129 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
130 {
131 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
132 if (a->has_per_samp || b->has_per_samp)
133 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
134 return a->global == b->global;
135 }
136
137 /* will the two keys produce different lowering for a fragment shader? */
138 static inline bool
139 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
140 {
141 if (last_key->has_per_samp || key->has_per_samp) {
142 if ((last_key->fsaturate_s != key->fsaturate_s) ||
143 (last_key->fsaturate_t != key->fsaturate_t) ||
144 (last_key->fsaturate_r != key->fsaturate_r) ||
145 (last_key->fastc_srgb != key->fastc_srgb))
146 return true;
147 }
148
149 if (last_key->fclamp_color != key->fclamp_color)
150 return true;
151
152 if (last_key->color_two_side != key->color_two_side)
153 return true;
154
155 if (last_key->half_precision != key->half_precision)
156 return true;
157
158 if (last_key->rasterflat != key->rasterflat)
159 return true;
160
161 if (last_key->ucp_enables != key->ucp_enables)
162 return true;
163
164 return false;
165 }
166
167 /* will the two keys produce different lowering for a vertex shader? */
168 static inline bool
169 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
170 {
171 if (last_key->has_per_samp || key->has_per_samp) {
172 if ((last_key->vsaturate_s != key->vsaturate_s) ||
173 (last_key->vsaturate_t != key->vsaturate_t) ||
174 (last_key->vsaturate_r != key->vsaturate_r) ||
175 (last_key->vastc_srgb != key->vastc_srgb))
176 return true;
177 }
178
179 if (last_key->vclamp_color != key->vclamp_color)
180 return true;
181
182 if (last_key->ucp_enables != key->ucp_enables)
183 return true;
184
185 return false;
186 }
187
188 struct ir3_shader_variant {
189 struct fd_bo *bo;
190
191 /* variant id (for debug) */
192 uint32_t id;
193
194 struct ir3_shader_key key;
195
196 struct ir3_driver_const_layout const_layout;
197 struct ir3_info info;
198 struct ir3 *ir;
199
200 /* the instructions length is in units of instruction groups
201 * (4 instructions for a3xx, 16 instructions for a4xx.. each
202 * instruction is 2 dwords):
203 */
204 unsigned instrlen;
205
206 /* the constants length is in units of vec4's, and is the sum of
207 * the uniforms and the built-in compiler constants
208 */
209 unsigned constlen;
210
211 /* number of uniforms (in vec4), not including built-in compiler
212 * constants, etc.
213 */
214 unsigned num_uniforms;
215
216 unsigned num_ubos;
217
218 /* About Linkage:
219 * + Let the frag shader determine the position/compmask for the
220 * varyings, since it is the place where we know if the varying
221 * is actually used, and if so, which components are used. So
222 * what the hw calls "outloc" is taken from the "inloc" of the
223 * frag shader.
224 * + From the vert shader, we only need the output regid
225 */
226
227 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
228 * to bary.f instructions
229 */
230 uint8_t pos_regid;
231 bool frag_coord, frag_face, color0_mrt;
232
233 /* NOTE: for input/outputs, slot is:
234 * gl_vert_attrib - for VS inputs
235 * gl_varying_slot - for VS output / FS input
236 * gl_frag_result - for FS output
237 */
238
239 /* varyings/outputs: */
240 unsigned outputs_count;
241 struct {
242 uint8_t slot;
243 uint8_t regid;
244 } outputs[16 + 2]; /* +POSITION +PSIZE */
245 bool writes_pos, writes_psize;
246
247 /* attributes (VS) / varyings (FS):
248 * Note that sysval's should come *after* normal inputs.
249 */
250 unsigned inputs_count;
251 struct {
252 uint8_t slot;
253 uint8_t regid;
254 uint8_t compmask;
255 uint8_t ncomp;
256 /* location of input (ie. offset passed to bary.f, etc). This
257 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
258 * have the OUTLOCn value offset by 8, presumably to account
259 * for gl_Position/gl_PointSize)
260 */
261 uint8_t inloc;
262 /* vertex shader specific: */
263 bool sysval : 1; /* slot is a gl_system_value */
264 /* fragment shader specific: */
265 bool bary : 1; /* fetched varying (vs one loaded into reg) */
266 bool rasterflat : 1; /* special handling for emit->rasterflat */
267 enum glsl_interp_mode interpolate;
268 } inputs[16 + 2]; /* +POSITION +FACE */
269
270 /* sum of input components (scalar). For frag shaders, it only counts
271 * the varying inputs:
272 */
273 unsigned total_in;
274
275 /* For frag shaders, the total number of inputs (not scalar,
276 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
277 */
278 unsigned varying_in;
279
280 /* do we have one or more texture sample instructions: */
281 bool has_samp;
282
283 /* do we have one or more SSBO instructions: */
284 bool has_ssbo;
285
286 /* do we have kill instructions: */
287 bool has_kill;
288
289 /* Layout of constant registers, each section (in vec4). Pointer size
290 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
291 * UBO and stream-out consts.
292 */
293 struct {
294 /* user const start at zero */
295 unsigned ubo;
296 /* NOTE that a3xx might need a section for SSBO addresses too */
297 unsigned ssbo_sizes;
298 unsigned driver_param;
299 unsigned tfbo;
300 unsigned immediate;
301 } constbase;
302
303 unsigned immediates_count;
304 struct {
305 uint32_t val[4];
306 } immediates[64];
307
308 /* for astc srgb workaround, the number/base of additional
309 * alpha tex states we need, and index of original tex states
310 */
311 struct {
312 unsigned base, count;
313 unsigned orig_idx[16];
314 } astc_srgb;
315
316 /* shader variants form a linked list: */
317 struct ir3_shader_variant *next;
318
319 /* replicated here to avoid passing extra ptrs everywhere: */
320 enum shader_t type;
321 struct ir3_shader *shader;
322 };
323
324 typedef struct nir_shader nir_shader;
325
326 struct ir3_shader {
327 enum shader_t type;
328
329 /* shader id (for debug): */
330 uint32_t id;
331 uint32_t variant_count;
332
333 /* so we know when we can disable TGSI related hacks: */
334 bool from_tgsi;
335
336 struct ir3_compiler *compiler;
337
338 nir_shader *nir;
339 struct pipe_stream_output_info stream_output;
340
341 struct ir3_shader_variant *variants;
342 };
343
344 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
345
346 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
347 const struct pipe_shader_state *cso, enum shader_t type,
348 struct pipe_debug_callback *debug);
349 struct ir3_shader *
350 ir3_shader_create_compute(struct ir3_compiler *compiler,
351 const struct pipe_compute_state *cso,
352 struct pipe_debug_callback *debug);
353 void ir3_shader_destroy(struct ir3_shader *shader);
354 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
355 struct ir3_shader_key key, struct pipe_debug_callback *debug);
356 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
357 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
358
359 struct fd_ringbuffer;
360 struct fd_context;
361 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
362 struct fd_context *ctx, const struct pipe_draw_info *info);
363 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
364 struct fd_context *ctx);
365 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
366 struct fd_context *ctx, const struct pipe_grid_info *info);
367
368 int
369 ir3_glsl_type_size(const struct glsl_type *type);
370
371 static inline const char *
372 ir3_shader_stage(struct ir3_shader *shader)
373 {
374 switch (shader->type) {
375 case SHADER_VERTEX: return "VERT";
376 case SHADER_FRAGMENT: return "FRAG";
377 case SHADER_COMPUTE: return "CL";
378 default:
379 unreachable("invalid type");
380 return NULL;
381 }
382 }
383
384 /*
385 * Helper/util:
386 */
387
388 #include "pipe/p_shader_tokens.h"
389
390 static inline int
391 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
392 {
393 int j;
394
395 for (j = 0; j < so->outputs_count; j++)
396 if (so->outputs[j].slot == slot)
397 return j;
398
399 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
400 * in the vertex shader.. but the fragment shader doesn't know this
401 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
402 * at link time if there is no matching OUT.BCOLOR[n], we must map
403 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
404 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
405 */
406 if (slot == VARYING_SLOT_BFC0) {
407 slot = VARYING_SLOT_COL0;
408 } else if (slot == VARYING_SLOT_BFC1) {
409 slot = VARYING_SLOT_COL1;
410 } else if (slot == VARYING_SLOT_COL0) {
411 slot = VARYING_SLOT_BFC0;
412 } else if (slot == VARYING_SLOT_COL1) {
413 slot = VARYING_SLOT_BFC1;
414 } else {
415 return 0;
416 }
417
418 for (j = 0; j < so->outputs_count; j++)
419 if (so->outputs[j].slot == slot)
420 return j;
421
422 debug_assert(0);
423
424 return 0;
425 }
426
427 static inline int
428 ir3_next_varying(const struct ir3_shader_variant *so, int i)
429 {
430 while (++i < so->inputs_count)
431 if (so->inputs[i].compmask && so->inputs[i].bary)
432 break;
433 return i;
434 }
435
436 struct ir3_shader_linkage {
437 uint8_t max_loc;
438 uint8_t cnt;
439 struct {
440 uint8_t regid;
441 uint8_t compmask;
442 uint8_t loc;
443 } var[32];
444 };
445
446 static inline void
447 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
448 {
449 int i = l->cnt++;
450
451 debug_assert(i < ARRAY_SIZE(l->var));
452
453 l->var[i].regid = regid;
454 l->var[i].compmask = compmask;
455 l->var[i].loc = loc;
456 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
457 }
458
459 static inline void
460 ir3_link_shaders(struct ir3_shader_linkage *l,
461 const struct ir3_shader_variant *vs,
462 const struct ir3_shader_variant *fs)
463 {
464 int j = -1, k;
465
466 while (l->cnt < ARRAY_SIZE(l->var)) {
467 j = ir3_next_varying(fs, j);
468
469 if (j >= fs->inputs_count)
470 break;
471
472 if (fs->inputs[j].inloc >= fs->total_in)
473 continue;
474
475 k = ir3_find_output(vs, fs->inputs[j].slot);
476
477 ir3_link_add(l, vs->outputs[k].regid,
478 fs->inputs[j].compmask, fs->inputs[j].inloc);
479 }
480 }
481
482 static inline uint32_t
483 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
484 {
485 int j;
486 for (j = 0; j < so->outputs_count; j++)
487 if (so->outputs[j].slot == slot)
488 return so->outputs[j].regid;
489 return regid(63, 0);
490 }
491
492 static inline uint32_t
493 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
494 {
495 int j;
496 for (j = 0; j < so->inputs_count; j++)
497 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
498 return so->inputs[j].regid;
499 return regid(63, 0);
500 }
501
502 #endif /* IR3_SHADER_H_ */