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