freedreno/ir3: image 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 * + Image dimensions: needed to calculate pixel offset, but only for
68 * images that have a image_store intrinsic
69 */
70 struct ir3_driver_const_layout {
71 struct {
72 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
73 uint32_t count; /* number of consts allocated */
74 /* one const allocated per SSBO which has get_buffer_size,
75 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
76 * consts:
77 */
78 uint32_t off[PIPE_MAX_SHADER_BUFFERS];
79 } ssbo_size;
80
81 struct {
82 uint32_t mask; /* bitmask of images that have image_store */
83 uint32_t count; /* number of consts allocated */
84 /* three const allocated per image which has image_store:
85 * + cpp (bytes per pixel)
86 * + pitch (y pitch)
87 * + array_pitch (z pitch)
88 */
89 uint32_t off[PIPE_MAX_SHADER_IMAGES];
90 } image_dims;
91 };
92
93 /* Configuration key used to identify a shader variant.. different
94 * shader variants can be used to implement features not supported
95 * in hw (two sided color), binning-pass vertex shader, etc.
96 */
97 struct ir3_shader_key {
98 union {
99 struct {
100 /*
101 * Combined Vertex/Fragment shader parameters:
102 */
103 unsigned ucp_enables : 8;
104
105 /* do we need to check {v,f}saturate_{s,t,r}? */
106 unsigned has_per_samp : 1;
107
108 /*
109 * Vertex shader variant parameters:
110 */
111 unsigned binning_pass : 1;
112 unsigned vclamp_color : 1;
113
114 /*
115 * Fragment shader variant parameters:
116 */
117 unsigned color_two_side : 1;
118 unsigned half_precision : 1;
119 /* used when shader needs to handle flat varyings (a4xx)
120 * for front/back color inputs to frag shader:
121 */
122 unsigned rasterflat : 1;
123 unsigned fclamp_color : 1;
124 };
125 uint32_t global;
126 };
127
128 /* bitmask of sampler which needs coords clamped for vertex
129 * shader:
130 */
131 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
132
133 /* bitmask of sampler which needs coords clamped for frag
134 * shader:
135 */
136 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
137
138 /* bitmask of samplers which need astc srgb workaround: */
139 uint16_t vastc_srgb, fastc_srgb;
140 };
141
142 static inline bool
143 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
144 {
145 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
146 if (a->has_per_samp || b->has_per_samp)
147 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
148 return a->global == b->global;
149 }
150
151 /* will the two keys produce different lowering for a fragment shader? */
152 static inline bool
153 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
154 {
155 if (last_key->has_per_samp || key->has_per_samp) {
156 if ((last_key->fsaturate_s != key->fsaturate_s) ||
157 (last_key->fsaturate_t != key->fsaturate_t) ||
158 (last_key->fsaturate_r != key->fsaturate_r) ||
159 (last_key->fastc_srgb != key->fastc_srgb))
160 return true;
161 }
162
163 if (last_key->fclamp_color != key->fclamp_color)
164 return true;
165
166 if (last_key->color_two_side != key->color_two_side)
167 return true;
168
169 if (last_key->half_precision != key->half_precision)
170 return true;
171
172 if (last_key->rasterflat != key->rasterflat)
173 return true;
174
175 if (last_key->ucp_enables != key->ucp_enables)
176 return true;
177
178 return false;
179 }
180
181 /* will the two keys produce different lowering for a vertex shader? */
182 static inline bool
183 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
184 {
185 if (last_key->has_per_samp || key->has_per_samp) {
186 if ((last_key->vsaturate_s != key->vsaturate_s) ||
187 (last_key->vsaturate_t != key->vsaturate_t) ||
188 (last_key->vsaturate_r != key->vsaturate_r) ||
189 (last_key->vastc_srgb != key->vastc_srgb))
190 return true;
191 }
192
193 if (last_key->vclamp_color != key->vclamp_color)
194 return true;
195
196 if (last_key->ucp_enables != key->ucp_enables)
197 return true;
198
199 return false;
200 }
201
202 struct ir3_shader_variant {
203 struct fd_bo *bo;
204
205 /* variant id (for debug) */
206 uint32_t id;
207
208 struct ir3_shader_key key;
209
210 struct ir3_driver_const_layout const_layout;
211 struct ir3_info info;
212 struct ir3 *ir;
213
214 /* the instructions length is in units of instruction groups
215 * (4 instructions for a3xx, 16 instructions for a4xx.. each
216 * instruction is 2 dwords):
217 */
218 unsigned instrlen;
219
220 /* the constants length is in units of vec4's, and is the sum of
221 * the uniforms and the built-in compiler constants
222 */
223 unsigned constlen;
224
225 /* number of uniforms (in vec4), not including built-in compiler
226 * constants, etc.
227 */
228 unsigned num_uniforms;
229
230 unsigned num_ubos;
231
232 /* About Linkage:
233 * + Let the frag shader determine the position/compmask for the
234 * varyings, since it is the place where we know if the varying
235 * is actually used, and if so, which components are used. So
236 * what the hw calls "outloc" is taken from the "inloc" of the
237 * frag shader.
238 * + From the vert shader, we only need the output regid
239 */
240
241 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
242 * to bary.f instructions
243 */
244 uint8_t pos_regid;
245 bool frag_coord, frag_face, color0_mrt;
246
247 /* NOTE: for input/outputs, slot is:
248 * gl_vert_attrib - for VS inputs
249 * gl_varying_slot - for VS output / FS input
250 * gl_frag_result - for FS output
251 */
252
253 /* varyings/outputs: */
254 unsigned outputs_count;
255 struct {
256 uint8_t slot;
257 uint8_t regid;
258 } outputs[16 + 2]; /* +POSITION +PSIZE */
259 bool writes_pos, writes_psize;
260
261 /* attributes (VS) / varyings (FS):
262 * Note that sysval's should come *after* normal inputs.
263 */
264 unsigned inputs_count;
265 struct {
266 uint8_t slot;
267 uint8_t regid;
268 uint8_t compmask;
269 uint8_t ncomp;
270 /* location of input (ie. offset passed to bary.f, etc). This
271 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
272 * have the OUTLOCn value offset by 8, presumably to account
273 * for gl_Position/gl_PointSize)
274 */
275 uint8_t inloc;
276 /* vertex shader specific: */
277 bool sysval : 1; /* slot is a gl_system_value */
278 /* fragment shader specific: */
279 bool bary : 1; /* fetched varying (vs one loaded into reg) */
280 bool rasterflat : 1; /* special handling for emit->rasterflat */
281 enum glsl_interp_mode interpolate;
282 } inputs[16 + 2]; /* +POSITION +FACE */
283
284 /* sum of input components (scalar). For frag shaders, it only counts
285 * the varying inputs:
286 */
287 unsigned total_in;
288
289 /* For frag shaders, the total number of inputs (not scalar,
290 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
291 */
292 unsigned varying_in;
293
294 /* do we have one or more texture sample instructions: */
295 bool has_samp;
296
297 /* do we have one or more SSBO instructions: */
298 bool has_ssbo;
299
300 /* do we have kill instructions: */
301 bool has_kill;
302
303 /* Layout of constant registers, each section (in vec4). Pointer size
304 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
305 * UBO and stream-out consts.
306 */
307 struct {
308 /* user const start at zero */
309 unsigned ubo;
310 /* NOTE that a3xx might need a section for SSBO addresses too */
311 unsigned ssbo_sizes;
312 unsigned image_dims;
313 unsigned driver_param;
314 unsigned tfbo;
315 unsigned immediate;
316 } constbase;
317
318 unsigned immediates_count;
319 struct {
320 uint32_t val[4];
321 } immediates[64];
322
323 /* for astc srgb workaround, the number/base of additional
324 * alpha tex states we need, and index of original tex states
325 */
326 struct {
327 unsigned base, count;
328 unsigned orig_idx[16];
329 } astc_srgb;
330
331 /* shader variants form a linked list: */
332 struct ir3_shader_variant *next;
333
334 /* replicated here to avoid passing extra ptrs everywhere: */
335 enum shader_t type;
336 struct ir3_shader *shader;
337 };
338
339 typedef struct nir_shader nir_shader;
340
341 struct ir3_shader {
342 enum shader_t type;
343
344 /* shader id (for debug): */
345 uint32_t id;
346 uint32_t variant_count;
347
348 /* so we know when we can disable TGSI related hacks: */
349 bool from_tgsi;
350
351 struct ir3_compiler *compiler;
352
353 nir_shader *nir;
354 struct pipe_stream_output_info stream_output;
355
356 struct ir3_shader_variant *variants;
357 };
358
359 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
360
361 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
362 const struct pipe_shader_state *cso, enum shader_t type,
363 struct pipe_debug_callback *debug);
364 struct ir3_shader *
365 ir3_shader_create_compute(struct ir3_compiler *compiler,
366 const struct pipe_compute_state *cso,
367 struct pipe_debug_callback *debug);
368 void ir3_shader_destroy(struct ir3_shader *shader);
369 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
370 struct ir3_shader_key key, struct pipe_debug_callback *debug);
371 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
372 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
373
374 struct fd_ringbuffer;
375 struct fd_context;
376 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
377 struct fd_context *ctx, const struct pipe_draw_info *info);
378 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
379 struct fd_context *ctx);
380 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
381 struct fd_context *ctx, const struct pipe_grid_info *info);
382
383 int
384 ir3_glsl_type_size(const struct glsl_type *type);
385
386 static inline const char *
387 ir3_shader_stage(struct ir3_shader *shader)
388 {
389 switch (shader->type) {
390 case SHADER_VERTEX: return "VERT";
391 case SHADER_FRAGMENT: return "FRAG";
392 case SHADER_COMPUTE: return "CL";
393 default:
394 unreachable("invalid type");
395 return NULL;
396 }
397 }
398
399 /*
400 * Helper/util:
401 */
402
403 #include "pipe/p_shader_tokens.h"
404
405 static inline int
406 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
407 {
408 int j;
409
410 for (j = 0; j < so->outputs_count; j++)
411 if (so->outputs[j].slot == slot)
412 return j;
413
414 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
415 * in the vertex shader.. but the fragment shader doesn't know this
416 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
417 * at link time if there is no matching OUT.BCOLOR[n], we must map
418 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
419 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
420 */
421 if (slot == VARYING_SLOT_BFC0) {
422 slot = VARYING_SLOT_COL0;
423 } else if (slot == VARYING_SLOT_BFC1) {
424 slot = VARYING_SLOT_COL1;
425 } else if (slot == VARYING_SLOT_COL0) {
426 slot = VARYING_SLOT_BFC0;
427 } else if (slot == VARYING_SLOT_COL1) {
428 slot = VARYING_SLOT_BFC1;
429 } else {
430 return 0;
431 }
432
433 for (j = 0; j < so->outputs_count; j++)
434 if (so->outputs[j].slot == slot)
435 return j;
436
437 debug_assert(0);
438
439 return 0;
440 }
441
442 static inline int
443 ir3_next_varying(const struct ir3_shader_variant *so, int i)
444 {
445 while (++i < so->inputs_count)
446 if (so->inputs[i].compmask && so->inputs[i].bary)
447 break;
448 return i;
449 }
450
451 struct ir3_shader_linkage {
452 uint8_t max_loc;
453 uint8_t cnt;
454 struct {
455 uint8_t regid;
456 uint8_t compmask;
457 uint8_t loc;
458 } var[32];
459 };
460
461 static inline void
462 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
463 {
464 int i = l->cnt++;
465
466 debug_assert(i < ARRAY_SIZE(l->var));
467
468 l->var[i].regid = regid;
469 l->var[i].compmask = compmask;
470 l->var[i].loc = loc;
471 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
472 }
473
474 static inline void
475 ir3_link_shaders(struct ir3_shader_linkage *l,
476 const struct ir3_shader_variant *vs,
477 const struct ir3_shader_variant *fs)
478 {
479 int j = -1, k;
480
481 while (l->cnt < ARRAY_SIZE(l->var)) {
482 j = ir3_next_varying(fs, j);
483
484 if (j >= fs->inputs_count)
485 break;
486
487 if (fs->inputs[j].inloc >= fs->total_in)
488 continue;
489
490 k = ir3_find_output(vs, fs->inputs[j].slot);
491
492 ir3_link_add(l, vs->outputs[k].regid,
493 fs->inputs[j].compmask, fs->inputs[j].inloc);
494 }
495 }
496
497 static inline uint32_t
498 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
499 {
500 int j;
501 for (j = 0; j < so->outputs_count; j++)
502 if (so->outputs[j].slot == slot)
503 return so->outputs[j].regid;
504 return regid(63, 0);
505 }
506
507 static inline uint32_t
508 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
509 {
510 int j;
511 for (j = 0; j < so->inputs_count; j++)
512 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
513 return so->inputs[j].regid;
514 return regid(63, 0);
515 }
516
517 #endif /* IR3_SHADER_H_ */