f6ad49a50ae38932fa03b52915cca659f549a43c
[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 <stdio.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
38 struct glsl_type;
39
40 /* driver param indices: */
41 enum ir3_driver_param {
42 /* compute shader driver params: */
43 IR3_DP_NUM_WORK_GROUPS_X = 0,
44 IR3_DP_NUM_WORK_GROUPS_Y = 1,
45 IR3_DP_NUM_WORK_GROUPS_Z = 2,
46 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
47 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
48 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
49 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
50 * glDispatchComputeIndirect() needs to load these from
51 * the info->indirect buffer. Keep that in mind when/if
52 * adding any addition CS driver params.
53 */
54 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
55
56 /* vertex shader driver params: */
57 IR3_DP_VTXID_BASE = 0,
58 IR3_DP_VTXCNT_MAX = 1,
59 /* user-clip-plane components, up to 8x vec4's: */
60 IR3_DP_UCP0_X = 4,
61 /* .... */
62 IR3_DP_UCP7_W = 35,
63 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
64 };
65
66 #define IR3_MAX_SO_BUFFERS 4
67 #define IR3_MAX_SO_OUTPUTS 64
68
69 /**
70 * For consts needed to pass internal values to shader which may or may not
71 * be required, rather than allocating worst-case const space, we scan the
72 * shader and allocate consts as-needed:
73 *
74 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
75 * for a given SSBO
76 *
77 * + Image dimensions: needed to calculate pixel offset, but only for
78 * images that have a image_store intrinsic
79 */
80 struct ir3_driver_const_layout {
81 struct {
82 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
83 uint32_t count; /* number of consts allocated */
84 /* one const allocated per SSBO which has get_buffer_size,
85 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
86 * consts:
87 */
88 uint32_t off[PIPE_MAX_SHADER_BUFFERS];
89 } ssbo_size;
90
91 struct {
92 uint32_t mask; /* bitmask of images that have image_store */
93 uint32_t count; /* number of consts allocated */
94 /* three const allocated per image which has image_store:
95 * + cpp (bytes per pixel)
96 * + pitch (y pitch)
97 * + array_pitch (z pitch)
98 */
99 uint32_t off[PIPE_MAX_SHADER_IMAGES];
100 } image_dims;
101 };
102
103 /**
104 * A single output for vertex transform feedback.
105 */
106 struct ir3_stream_output {
107 unsigned register_index:6; /**< 0 to 63 (OUT index) */
108 unsigned start_component:2; /** 0 to 3 */
109 unsigned num_components:3; /** 1 to 4 */
110 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
111 unsigned dst_offset:16; /**< offset into the buffer in dwords */
112 unsigned stream:2; /**< 0 to 3 */
113 };
114
115 /**
116 * Stream output for vertex transform feedback.
117 */
118 struct ir3_stream_output_info {
119 unsigned num_outputs;
120 /** stride for an entire vertex for each buffer in dwords */
121 uint16_t stride[IR3_MAX_SO_BUFFERS];
122
123 /**
124 * Array of stream outputs, in the order they are to be written in.
125 * Selected components are tightly packed into the output buffer.
126 */
127 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
128 };
129
130 /* Configuration key used to identify a shader variant.. different
131 * shader variants can be used to implement features not supported
132 * in hw (two sided color), binning-pass vertex shader, etc.
133 */
134 struct ir3_shader_key {
135 union {
136 struct {
137 /*
138 * Combined Vertex/Fragment shader parameters:
139 */
140 unsigned ucp_enables : 8;
141
142 /* do we need to check {v,f}saturate_{s,t,r}? */
143 unsigned has_per_samp : 1;
144
145 /*
146 * Vertex shader variant parameters:
147 */
148 unsigned vclamp_color : 1;
149
150 /*
151 * Fragment shader variant parameters:
152 */
153 unsigned color_two_side : 1;
154 unsigned half_precision : 1;
155 /* used when shader needs to handle flat varyings (a4xx)
156 * for front/back color inputs to frag shader:
157 */
158 unsigned rasterflat : 1;
159 unsigned fclamp_color : 1;
160 };
161 uint32_t global;
162 };
163
164 /* bitmask of sampler which needs coords clamped for vertex
165 * shader:
166 */
167 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
168
169 /* bitmask of sampler which needs coords clamped for frag
170 * shader:
171 */
172 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
173
174 /* bitmask of ms shifts */
175 uint32_t vsamples, fsamples;
176
177 /* bitmask of samplers which need astc srgb workaround: */
178 uint16_t vastc_srgb, fastc_srgb;
179 };
180
181 static inline bool
182 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
183 {
184 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
185 if (a->has_per_samp || b->has_per_samp)
186 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
187 return a->global == b->global;
188 }
189
190 /* will the two keys produce different lowering for a fragment shader? */
191 static inline bool
192 ir3_shader_key_changes_fs(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->fsaturate_s != key->fsaturate_s) ||
196 (last_key->fsaturate_t != key->fsaturate_t) ||
197 (last_key->fsaturate_r != key->fsaturate_r) ||
198 (last_key->fsamples != key->fsamples) ||
199 (last_key->fastc_srgb != key->fastc_srgb))
200 return true;
201 }
202
203 if (last_key->fclamp_color != key->fclamp_color)
204 return true;
205
206 if (last_key->color_two_side != key->color_two_side)
207 return true;
208
209 if (last_key->half_precision != key->half_precision)
210 return true;
211
212 if (last_key->rasterflat != key->rasterflat)
213 return true;
214
215 if (last_key->ucp_enables != key->ucp_enables)
216 return true;
217
218 return false;
219 }
220
221 /* will the two keys produce different lowering for a vertex shader? */
222 static inline bool
223 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
224 {
225 if (last_key->has_per_samp || key->has_per_samp) {
226 if ((last_key->vsaturate_s != key->vsaturate_s) ||
227 (last_key->vsaturate_t != key->vsaturate_t) ||
228 (last_key->vsaturate_r != key->vsaturate_r) ||
229 (last_key->vsamples != key->vsamples) ||
230 (last_key->vastc_srgb != key->vastc_srgb))
231 return true;
232 }
233
234 if (last_key->vclamp_color != key->vclamp_color)
235 return true;
236
237 if (last_key->ucp_enables != key->ucp_enables)
238 return true;
239
240 return false;
241 }
242
243 struct ir3_shader_variant {
244 struct fd_bo *bo;
245
246 /* variant id (for debug) */
247 uint32_t id;
248
249 struct ir3_shader_key key;
250
251 /* vertex shaders can have an extra version for hwbinning pass,
252 * which is pointed to by so->binning:
253 */
254 bool binning_pass;
255 struct ir3_shader_variant *binning;
256
257 struct ir3_driver_const_layout const_layout;
258 struct ir3_info info;
259 struct ir3 *ir;
260
261 /* the instructions length is in units of instruction groups
262 * (4 instructions for a3xx, 16 instructions for a4xx.. each
263 * instruction is 2 dwords):
264 */
265 unsigned instrlen;
266
267 /* the constants length is in units of vec4's, and is the sum of
268 * the uniforms and the built-in compiler constants
269 */
270 unsigned constlen;
271
272 /* number of uniforms (in vec4), not including built-in compiler
273 * constants, etc.
274 */
275 unsigned num_uniforms;
276
277 unsigned num_ubos;
278
279 /* About Linkage:
280 * + Let the frag shader determine the position/compmask for the
281 * varyings, since it is the place where we know if the varying
282 * is actually used, and if so, which components are used. So
283 * what the hw calls "outloc" is taken from the "inloc" of the
284 * frag shader.
285 * + From the vert shader, we only need the output regid
286 */
287
288 bool frag_coord, frag_face, color0_mrt;
289
290 /* NOTE: for input/outputs, slot is:
291 * gl_vert_attrib - for VS inputs
292 * gl_varying_slot - for VS output / FS input
293 * gl_frag_result - for FS output
294 */
295
296 /* varyings/outputs: */
297 unsigned outputs_count;
298 struct {
299 uint8_t slot;
300 uint8_t regid;
301 } outputs[16 + 2]; /* +POSITION +PSIZE */
302 bool writes_pos, writes_psize;
303
304 /* attributes (VS) / varyings (FS):
305 * Note that sysval's should come *after* normal inputs.
306 */
307 unsigned inputs_count;
308 struct {
309 uint8_t slot;
310 uint8_t regid;
311 uint8_t compmask;
312 uint8_t ncomp;
313 /* location of input (ie. offset passed to bary.f, etc). This
314 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
315 * have the OUTLOCn value offset by 8, presumably to account
316 * for gl_Position/gl_PointSize)
317 */
318 uint8_t inloc;
319 /* vertex shader specific: */
320 bool sysval : 1; /* slot is a gl_system_value */
321 /* fragment shader specific: */
322 bool bary : 1; /* fetched varying (vs one loaded into reg) */
323 bool rasterflat : 1; /* special handling for emit->rasterflat */
324 enum glsl_interp_mode interpolate;
325 } inputs[16 + 2]; /* +POSITION +FACE */
326
327 /* sum of input components (scalar). For frag shaders, it only counts
328 * the varying inputs:
329 */
330 unsigned total_in;
331
332 /* For frag shaders, the total number of inputs (not scalar,
333 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
334 */
335 unsigned varying_in;
336
337 /* number of samplers/textures (which are currently 1:1): */
338 int num_samp;
339
340 /* do we have one or more SSBO instructions: */
341 bool has_ssbo;
342
343 /* do we have kill instructions: */
344 bool has_kill;
345
346 /* Layout of constant registers, each section (in vec4). Pointer size
347 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
348 * UBO and stream-out consts.
349 */
350 struct {
351 /* user const start at zero */
352 unsigned ubo;
353 /* NOTE that a3xx might need a section for SSBO addresses too */
354 unsigned ssbo_sizes;
355 unsigned image_dims;
356 unsigned driver_param;
357 unsigned tfbo;
358 unsigned immediate;
359 } constbase;
360
361 unsigned immediates_count;
362 unsigned immediates_size;
363 struct {
364 uint32_t val[4];
365 } *immediates;
366
367 /* for astc srgb workaround, the number/base of additional
368 * alpha tex states we need, and index of original tex states
369 */
370 struct {
371 unsigned base, count;
372 unsigned orig_idx[16];
373 } astc_srgb;
374
375 /* shader variants form a linked list: */
376 struct ir3_shader_variant *next;
377
378 /* replicated here to avoid passing extra ptrs everywhere: */
379 gl_shader_stage type;
380 struct ir3_shader *shader;
381 };
382
383 struct ir3_shader {
384 gl_shader_stage type;
385
386 /* shader id (for debug): */
387 uint32_t id;
388 uint32_t variant_count;
389
390 /* so we know when we can disable TGSI related hacks: */
391 bool from_tgsi;
392
393 struct ir3_compiler *compiler;
394
395 struct nir_shader *nir;
396 struct ir3_stream_output_info stream_output;
397
398 struct ir3_shader_variant *variants;
399 };
400
401 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
402
403 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
404 const struct pipe_shader_state *cso, gl_shader_stage type,
405 struct pipe_debug_callback *debug);
406 struct ir3_shader *
407 ir3_shader_create_compute(struct ir3_compiler *compiler,
408 const struct pipe_compute_state *cso,
409 struct pipe_debug_callback *debug);
410 void ir3_shader_destroy(struct ir3_shader *shader);
411 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
412 struct ir3_shader_key key, bool binning_pass,
413 struct pipe_debug_callback *debug);
414 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
415 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
416
417 struct fd_ringbuffer;
418 struct fd_context;
419 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
420 struct fd_context *ctx, const struct pipe_draw_info *info);
421 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
422 struct fd_context *ctx);
423 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
424 struct fd_context *ctx, const struct pipe_grid_info *info);
425
426 int
427 ir3_glsl_type_size(const struct glsl_type *type);
428
429 static inline const char *
430 ir3_shader_stage(struct ir3_shader *shader)
431 {
432 switch (shader->type) {
433 case MESA_SHADER_VERTEX: return "VERT";
434 case MESA_SHADER_FRAGMENT: return "FRAG";
435 case MESA_SHADER_COMPUTE: return "CL";
436 default:
437 unreachable("invalid type");
438 return NULL;
439 }
440 }
441
442 /*
443 * Helper/util:
444 */
445
446 static inline int
447 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
448 {
449 int j;
450
451 for (j = 0; j < so->outputs_count; j++)
452 if (so->outputs[j].slot == slot)
453 return j;
454
455 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
456 * in the vertex shader.. but the fragment shader doesn't know this
457 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
458 * at link time if there is no matching OUT.BCOLOR[n], we must map
459 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
460 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
461 */
462 if (slot == VARYING_SLOT_BFC0) {
463 slot = VARYING_SLOT_COL0;
464 } else if (slot == VARYING_SLOT_BFC1) {
465 slot = VARYING_SLOT_COL1;
466 } else if (slot == VARYING_SLOT_COL0) {
467 slot = VARYING_SLOT_BFC0;
468 } else if (slot == VARYING_SLOT_COL1) {
469 slot = VARYING_SLOT_BFC1;
470 } else {
471 return 0;
472 }
473
474 for (j = 0; j < so->outputs_count; j++)
475 if (so->outputs[j].slot == slot)
476 return j;
477
478 debug_assert(0);
479
480 return 0;
481 }
482
483 static inline int
484 ir3_next_varying(const struct ir3_shader_variant *so, int i)
485 {
486 while (++i < so->inputs_count)
487 if (so->inputs[i].compmask && so->inputs[i].bary)
488 break;
489 return i;
490 }
491
492 struct ir3_shader_linkage {
493 uint8_t max_loc;
494 uint8_t cnt;
495 struct {
496 uint8_t regid;
497 uint8_t compmask;
498 uint8_t loc;
499 } var[32];
500 };
501
502 static inline void
503 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
504 {
505 int i = l->cnt++;
506
507 debug_assert(i < ARRAY_SIZE(l->var));
508
509 l->var[i].regid = regid;
510 l->var[i].compmask = compmask;
511 l->var[i].loc = loc;
512 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
513 }
514
515 static inline void
516 ir3_link_shaders(struct ir3_shader_linkage *l,
517 const struct ir3_shader_variant *vs,
518 const struct ir3_shader_variant *fs)
519 {
520 int j = -1, k;
521
522 while (l->cnt < ARRAY_SIZE(l->var)) {
523 j = ir3_next_varying(fs, j);
524
525 if (j >= fs->inputs_count)
526 break;
527
528 if (fs->inputs[j].inloc >= fs->total_in)
529 continue;
530
531 k = ir3_find_output(vs, fs->inputs[j].slot);
532
533 ir3_link_add(l, vs->outputs[k].regid,
534 fs->inputs[j].compmask, fs->inputs[j].inloc);
535 }
536 }
537
538 static inline uint32_t
539 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
540 {
541 int j;
542 for (j = 0; j < so->outputs_count; j++)
543 if (so->outputs[j].slot == slot)
544 return so->outputs[j].regid;
545 return regid(63, 0);
546 }
547
548 static inline uint32_t
549 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
550 {
551 int j;
552 for (j = 0; j < so->inputs_count; j++)
553 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
554 return so->inputs[j].regid;
555 return regid(63, 0);
556 }
557
558 /* calculate register footprint in terms of half-regs (ie. one full
559 * reg counts as two half-regs).
560 */
561 static inline uint32_t
562 ir3_shader_halfregs(const struct ir3_shader_variant *v)
563 {
564 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
565 }
566
567 #endif /* IR3_SHADER_H_ */