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"
37 typedef uint16_t ir3_semantic
; /* semantic name + index */
38 static inline ir3_semantic
39 ir3_semantic_name(uint8_t name
, uint16_t index
)
41 return (name
<< 8) | (index
& 0xff);
44 static inline uint8_t sem2name(ir3_semantic sem
)
49 static inline uint16_t sem2idx(ir3_semantic sem
)
54 /* Configuration key used to identify a shader variant.. different
55 * shader variants can be used to implement features not supported
56 * in hw (two sided color), binning-pass vertex shader, etc.
58 struct ir3_shader_key
{
61 /* do we need to check {v,f}saturate_{s,t,r}? */
62 unsigned has_per_samp
: 1;
65 * Vertex shader variant parameters:
67 unsigned binning_pass
: 1;
70 * Fragment shader variant parameters:
72 unsigned color_two_side
: 1;
73 unsigned half_precision
: 1;
74 /* used when shader needs to handle flat varyings (a4xx),
75 * for TGSI_INTERPOLATE_COLOR:
77 unsigned rasterflat
: 1;
82 /* bitmask of sampler which needs coords clamped for vertex
85 uint16_t vsaturate_s
, vsaturate_t
, vsaturate_r
;
87 /* bitmask of sampler which needs coords clamped for frag
90 uint16_t fsaturate_s
, fsaturate_t
, fsaturate_r
;
94 ir3_shader_key_equal(struct ir3_shader_key
*a
, struct ir3_shader_key
*b
)
96 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
97 if (a
->has_per_samp
|| b
->has_per_samp
)
98 return memcmp(a
, b
, sizeof(struct ir3_shader_key
)) == 0;
99 return a
->global
== b
->global
;
102 struct ir3_shader_variant
{
105 /* variant id (for debug) */
108 struct ir3_shader_key key
;
110 struct ir3_info info
;
113 /* the instructions length is in units of instruction groups
114 * (4 instructions for a3xx, 16 instructions for a4xx.. each
115 * instruction is 2 dwords):
119 /* the constants length is in units of vec4's, and is the sum of
120 * the uniforms and the built-in compiler constants
125 * + Let the frag shader determine the position/compmask for the
126 * varyings, since it is the place where we know if the varying
127 * is actually used, and if so, which components are used. So
128 * what the hw calls "outloc" is taken from the "inloc" of the
130 * + From the vert shader, we only need the output regid
133 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
134 * to bary.f instructions
137 bool frag_coord
, frag_face
, color0_mrt
;
139 /* varyings/outputs: */
140 unsigned outputs_count
;
142 ir3_semantic semantic
;
144 } outputs
[16 + 2]; /* +POSITION +PSIZE */
145 bool writes_pos
, writes_psize
;
147 /* vertices/inputs: */
148 unsigned inputs_count
;
150 ir3_semantic semantic
;
154 /* In theory inloc of fs should match outloc of vs. Or
155 * rather the outloc of the vs is 8 plus the offset passed
156 * to bary.f. Presumably that +8 is to account for
157 * gl_Position/gl_PointSize?
159 * NOTE inloc is currently aligned to 4 (we don't try
160 * to pack varyings). Changing this would likely break
161 * assumptions in few places (like setting up of flat
162 * shading in fd3_program) so be sure to check all the
163 * spots where inloc is used.
168 } inputs
[16 + 2]; /* +POSITION +FACE */
170 unsigned total_in
; /* sum of inputs (scalar) */
172 /* do we have one or more texture sample instructions: */
175 /* do we have kill instructions: */
178 /* const reg # of first immediate, ie. 1 == c1
179 * (not regid, because TGSI thinks in terms of vec4 registers,
180 * not scalar registers)
182 unsigned first_driver_param
;
183 unsigned first_immediate
;
184 unsigned immediates_count
;
189 /* shader variants form a linked list: */
190 struct ir3_shader_variant
*next
;
192 /* replicated here to avoid passing extra ptrs everywhere: */
194 struct ir3_shader
*shader
;
200 /* shader id (for debug): */
202 uint32_t variant_count
;
204 struct ir3_compiler
*compiler
;
206 struct pipe_context
*pctx
;
207 const struct tgsi_token
*tokens
;
208 struct pipe_stream_output_info stream_output
;
210 struct ir3_shader_variant
*variants
;
212 /* so far, only used for blit_prog shader.. values for
213 * VPC_VARYING_PS_REPL[i].MODE
218 void * ir3_shader_assemble(struct ir3_shader_variant
*v
, uint32_t gpu_id
);
220 struct ir3_shader
* ir3_shader_create(struct pipe_context
*pctx
,
221 const struct pipe_shader_state
*cso
, enum shader_t type
);
222 void ir3_shader_destroy(struct ir3_shader
*shader
);
223 struct ir3_shader_variant
* ir3_shader_variant(struct ir3_shader
*shader
,
224 struct ir3_shader_key key
);
225 void ir3_shader_disasm(struct ir3_shader_variant
*so
, uint32_t *bin
);
227 static inline const char *
228 ir3_shader_stage(struct ir3_shader
*shader
)
230 switch (shader
->type
) {
231 case SHADER_VERTEX
: return "VERT";
232 case SHADER_FRAGMENT
: return "FRAG";
233 case SHADER_COMPUTE
: return "CL";
235 unreachable("invalid type");
244 #include "pipe/p_shader_tokens.h"
247 ir3_find_output(const struct ir3_shader_variant
*so
, ir3_semantic semantic
)
251 for (j
= 0; j
< so
->outputs_count
; j
++)
252 if (so
->outputs
[j
].semantic
== semantic
)
255 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
256 * in the vertex shader.. but the fragment shader doesn't know this
257 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
258 * at link time if there is no matching OUT.BCOLOR[n], we must map
259 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
260 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
262 if (sem2name(semantic
) == TGSI_SEMANTIC_BCOLOR
) {
263 unsigned idx
= sem2idx(semantic
);
264 semantic
= ir3_semantic_name(TGSI_SEMANTIC_COLOR
, idx
);
265 } else if (sem2name(semantic
) == TGSI_SEMANTIC_COLOR
) {
266 unsigned idx
= sem2idx(semantic
);
267 semantic
= ir3_semantic_name(TGSI_SEMANTIC_BCOLOR
, idx
);
272 for (j
= 0; j
< so
->outputs_count
; j
++)
273 if (so
->outputs
[j
].semantic
== semantic
)
282 ir3_next_varying(const struct ir3_shader_variant
*so
, int i
)
284 while (++i
< so
->inputs_count
)
285 if (so
->inputs
[i
].compmask
&& so
->inputs
[i
].bary
)
290 static inline uint32_t
291 ir3_find_output_regid(const struct ir3_shader_variant
*so
, ir3_semantic semantic
)
294 for (j
= 0; j
< so
->outputs_count
; j
++)
295 if (so
->outputs
[j
].semantic
== semantic
)
296 return so
->outputs
[j
].regid
;
300 #endif /* IR3_SHADER_H_ */