Merge branch 'master' of ../mesa into vulkan
[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 "glsl/shader_enums.h"
34
35 #include "ir3.h"
36 #include "disasm.h"
37
38 /* driver param indices: */
39 enum ir3_driver_param {
40 IR3_DP_VTXID_BASE = 0,
41 IR3_DP_VTXCNT_MAX = 1,
42 /* user-clip-plane components, up to 8x vec4's: */
43 IR3_DP_UCP0_X = 4,
44 /* .... */
45 IR3_DP_UCP7_W = 35,
46 IR3_DP_COUNT = 36 /* must be aligned to vec4 */
47 };
48
49 /* Layout of constant registers:
50 *
51 * num_uniform * vec4 - user consts
52 * 4 * vec4 - UBO addresses
53 * if (vertex shader) {
54 * N * vec4 - driver params (IR3_DP_*)
55 * 1 * vec4 - stream-out addresses
56 * }
57 *
58 * TODO this could be made more dynamic, to at least skip sections
59 * that we don't need..
60 */
61 #define IR3_UBOS_OFF 0 /* UBOs after user consts */
62 #define IR3_DRIVER_PARAM_OFF 4 /* driver params after UBOs */
63 #define IR3_TFBOS_OFF (IR3_DRIVER_PARAM_OFF + IR3_DP_COUNT/4)
64
65 /* Configuration key used to identify a shader variant.. different
66 * shader variants can be used to implement features not supported
67 * in hw (two sided color), binning-pass vertex shader, etc.
68 */
69 struct ir3_shader_key {
70 union {
71 struct {
72 /*
73 * Combined Vertex/Fragment shader parameters:
74 */
75 unsigned ucp_enables : 8;
76
77 /* do we need to check {v,f}saturate_{s,t,r}? */
78 unsigned has_per_samp : 1;
79
80 /*
81 * Vertex shader variant parameters:
82 */
83 unsigned binning_pass : 1;
84
85 /*
86 * Fragment shader variant parameters:
87 */
88 unsigned color_two_side : 1;
89 unsigned half_precision : 1;
90 /* used when shader needs to handle flat varyings (a4xx)
91 * for front/back color inputs to frag shader:
92 */
93 unsigned rasterflat : 1;
94 };
95 uint32_t global;
96 };
97
98 /* bitmask of sampler which needs coords clamped for vertex
99 * shader:
100 */
101 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
102
103 /* bitmask of sampler which needs coords clamped for frag
104 * shader:
105 */
106 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
107 };
108
109 static inline bool
110 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
111 {
112 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
113 if (a->has_per_samp || b->has_per_samp)
114 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
115 return a->global == b->global;
116 }
117
118 struct ir3_shader_variant {
119 struct fd_bo *bo;
120
121 /* variant id (for debug) */
122 uint32_t id;
123
124 struct ir3_shader_key key;
125
126 struct ir3_info info;
127 struct ir3 *ir;
128
129 /* the instructions length is in units of instruction groups
130 * (4 instructions for a3xx, 16 instructions for a4xx.. each
131 * instruction is 2 dwords):
132 */
133 unsigned instrlen;
134
135 /* the constants length is in units of vec4's, and is the sum of
136 * the uniforms and the built-in compiler constants
137 */
138 unsigned constlen;
139
140 /* About Linkage:
141 * + Let the frag shader determine the position/compmask for the
142 * varyings, since it is the place where we know if the varying
143 * is actually used, and if so, which components are used. So
144 * what the hw calls "outloc" is taken from the "inloc" of the
145 * frag shader.
146 * + From the vert shader, we only need the output regid
147 */
148
149 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
150 * to bary.f instructions
151 */
152 uint8_t pos_regid;
153 bool frag_coord, frag_face, color0_mrt;
154
155 /* NOTE: for input/outputs, slot is:
156 * gl_vert_attrib - for VS inputs
157 * gl_varying_slot - for VS output / FS input
158 * gl_frag_result - for FS output
159 */
160
161 /* varyings/outputs: */
162 unsigned outputs_count;
163 struct {
164 uint8_t slot;
165 uint8_t regid;
166 } outputs[16 + 2]; /* +POSITION +PSIZE */
167 bool writes_pos, writes_psize;
168
169 /* vertices/inputs: */
170 unsigned inputs_count;
171 struct {
172 uint8_t slot;
173 uint8_t regid;
174 uint8_t compmask;
175 uint8_t ncomp;
176 /* In theory inloc of fs should match outloc of vs. Or
177 * rather the outloc of the vs is 8 plus the offset passed
178 * to bary.f. Presumably that +8 is to account for
179 * gl_Position/gl_PointSize?
180 *
181 * NOTE inloc is currently aligned to 4 (we don't try
182 * to pack varyings). Changing this would likely break
183 * assumptions in few places (like setting up of flat
184 * shading in fd3_program) so be sure to check all the
185 * spots where inloc is used.
186 */
187 uint8_t inloc;
188 /* vertex shader specific: */
189 bool sysval : 1; /* slot is a gl_system_value */
190 /* fragment shader specific: */
191 bool bary : 1; /* fetched varying (vs one loaded into reg) */
192 bool rasterflat : 1; /* special handling for emit->rasterflat */
193 enum glsl_interp_qualifier interpolate;
194 } inputs[16 + 2]; /* +POSITION +FACE */
195
196 unsigned total_in; /* sum of inputs (scalar) */
197
198 /* do we have one or more texture sample instructions: */
199 bool has_samp;
200
201 /* do we have kill instructions: */
202 bool has_kill;
203
204 /* const reg # of first immediate, ie. 1 == c1
205 * (not regid, because TGSI thinks in terms of vec4 registers,
206 * not scalar registers)
207 */
208 unsigned first_driver_param;
209 unsigned first_immediate;
210 unsigned immediates_count;
211 struct {
212 uint32_t val[4];
213 } immediates[64];
214
215 /* shader variants form a linked list: */
216 struct ir3_shader_variant *next;
217
218 /* replicated here to avoid passing extra ptrs everywhere: */
219 enum shader_t type;
220 struct ir3_shader *shader;
221 };
222
223 struct ir3_shader {
224 enum shader_t type;
225
226 /* shader id (for debug): */
227 uint32_t id;
228 uint32_t variant_count;
229
230 struct ir3_compiler *compiler;
231
232 struct pipe_context *pctx;
233 const struct tgsi_token *tokens;
234 struct pipe_stream_output_info stream_output;
235
236 struct ir3_shader_variant *variants;
237 };
238
239 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
240
241 struct ir3_shader * ir3_shader_create(struct pipe_context *pctx,
242 const struct pipe_shader_state *cso, enum shader_t type);
243 void ir3_shader_destroy(struct ir3_shader *shader);
244 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
245 struct ir3_shader_key key);
246 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
247
248 struct fd_ringbuffer;
249 void ir3_emit_consts(struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
250 const struct pipe_draw_info *info, uint32_t dirty);
251
252 static inline const char *
253 ir3_shader_stage(struct ir3_shader *shader)
254 {
255 switch (shader->type) {
256 case SHADER_VERTEX: return "VERT";
257 case SHADER_FRAGMENT: return "FRAG";
258 case SHADER_COMPUTE: return "CL";
259 default:
260 unreachable("invalid type");
261 return NULL;
262 }
263 }
264
265 /*
266 * Helper/util:
267 */
268
269 #include "pipe/p_shader_tokens.h"
270
271 static inline int
272 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
273 {
274 int j;
275
276 for (j = 0; j < so->outputs_count; j++)
277 if (so->outputs[j].slot == slot)
278 return j;
279
280 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
281 * in the vertex shader.. but the fragment shader doesn't know this
282 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
283 * at link time if there is no matching OUT.BCOLOR[n], we must map
284 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
285 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
286 */
287 if (slot == VARYING_SLOT_BFC0) {
288 slot = VARYING_SLOT_COL0;
289 } else if (slot == VARYING_SLOT_BFC1) {
290 slot = VARYING_SLOT_COL1;
291 } else if (slot == VARYING_SLOT_COL0) {
292 slot = VARYING_SLOT_BFC0;
293 } else if (slot == VARYING_SLOT_COL1) {
294 slot = VARYING_SLOT_BFC1;
295 } else {
296 return 0;
297 }
298
299 for (j = 0; j < so->outputs_count; j++)
300 if (so->outputs[j].slot == slot)
301 return j;
302
303 debug_assert(0);
304
305 return 0;
306 }
307
308 static inline int
309 ir3_next_varying(const struct ir3_shader_variant *so, int i)
310 {
311 while (++i < so->inputs_count)
312 if (so->inputs[i].compmask && so->inputs[i].bary)
313 break;
314 return i;
315 }
316
317 static inline uint32_t
318 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
319 {
320 int j;
321 for (j = 0; j < so->outputs_count; j++)
322 if (so->outputs[j].slot == slot)
323 return so->outputs[j].regid;
324 return regid(63, 0);
325 }
326
327 #endif /* IR3_SHADER_H_ */