freedreno/a3xx: refactor/optimize emit
[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 "ir3.h"
33 #include "disasm.h"
34
35 typedef uint16_t ir3_semantic; /* semantic name + index */
36 static inline ir3_semantic
37 ir3_semantic_name(uint8_t name, uint16_t index)
38 {
39 return (name << 8) | (index & 0xff);
40 }
41
42 static inline uint8_t sem2name(ir3_semantic sem)
43 {
44 return sem >> 8;
45 }
46
47 static inline uint16_t sem2idx(ir3_semantic sem)
48 {
49 return sem & 0xff;
50 }
51
52 /* Configuration key used to identify a shader variant.. different
53 * shader variants can be used to implement features not supported
54 * in hw (two sided color), binning-pass vertex shader, etc.
55 */
56 struct ir3_shader_key {
57 /* bitmask of sampler which needs coords clamped for vertex
58 * shader:
59 */
60 unsigned vsaturate_s, vsaturate_t, vsaturate_r;
61
62 /* bitmask of sampler which needs coords clamped for frag
63 * shader:
64 */
65 unsigned fsaturate_s, fsaturate_t, fsaturate_r;
66
67 /*
68 * Vertex shader variant parameters:
69 */
70 unsigned binning_pass : 1;
71
72 /*
73 * Fragment shader variant parameters:
74 */
75 unsigned color_two_side : 1;
76 unsigned half_precision : 1;
77 /* For rendering to alpha, we need a bit of special handling
78 * since the hw always takes gl_FragColor starting from x
79 * component, rather than figuring out to take the w component.
80 * We could be more clever and generate variants for other
81 * render target formats (ie. luminance formats are xxx1), but
82 * let's start with this and see how it goes:
83 */
84 unsigned alpha : 1;
85 };
86
87 struct ir3_shader_variant {
88 struct fd_bo *bo;
89
90 struct ir3_shader_key key;
91
92 struct ir3_info info;
93 struct ir3 *ir;
94
95 /* the instructions length is in units of instruction groups
96 * (4 instructions, 8 dwords):
97 */
98 unsigned instrlen;
99
100 /* the constants length is in units of vec4's, and is the sum of
101 * the uniforms and the built-in compiler constants
102 */
103 unsigned constlen;
104
105 /* About Linkage:
106 * + Let the frag shader determine the position/compmask for the
107 * varyings, since it is the place where we know if the varying
108 * is actually used, and if so, which components are used. So
109 * what the hw calls "outloc" is taken from the "inloc" of the
110 * frag shader.
111 * + From the vert shader, we only need the output regid
112 */
113
114 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
115 * to bary.f instructions
116 */
117 uint8_t pos_regid;
118 bool frag_coord, frag_face;
119
120 /* varyings/outputs: */
121 unsigned outputs_count;
122 struct {
123 ir3_semantic semantic;
124 uint8_t regid;
125 } outputs[16 + 2]; /* +POSITION +PSIZE */
126 bool writes_pos, writes_psize;
127
128 /* vertices/inputs: */
129 unsigned inputs_count;
130 struct {
131 ir3_semantic semantic;
132 uint8_t regid;
133 uint8_t compmask;
134 uint8_t ncomp;
135 /* In theory inloc of fs should match outloc of vs. Or
136 * rather the outloc of the vs is 8 plus the offset passed
137 * to bary.f. Presumably that +8 is to account for
138 * gl_Position/gl_PointSize?
139 *
140 * NOTE inloc is currently aligned to 4 (we don't try
141 * to pack varyings). Changing this would likely break
142 * assumptions in few places (like setting up of flat
143 * shading in fd3_program) so be sure to check all the
144 * spots where inloc is used.
145 */
146 uint8_t inloc;
147 uint8_t bary;
148 uint8_t interpolate;
149 } inputs[16 + 2]; /* +POSITION +FACE */
150
151 unsigned total_in; /* sum of inputs (scalar) */
152
153 /* do we have one or more texture sample instructions: */
154 bool has_samp;
155
156 /* const reg # of first immediate, ie. 1 == c1
157 * (not regid, because TGSI thinks in terms of vec4 registers,
158 * not scalar registers)
159 */
160 unsigned first_immediate;
161 unsigned immediates_count;
162 struct {
163 uint32_t val[4];
164 } immediates[64];
165
166 /* shader variants form a linked list: */
167 struct ir3_shader_variant *next;
168
169 /* replicated here to avoid passing extra ptrs everywhere: */
170 enum shader_t type;
171 struct ir3_shader *shader;
172 };
173
174 struct ir3_shader {
175 enum shader_t type;
176
177 struct pipe_context *pctx;
178 const struct tgsi_token *tokens;
179
180 struct ir3_shader_variant *variants;
181
182 /* so far, only used for blit_prog shader.. values for
183 * VPC_VARYING_PS_REPL[i].MODE
184 */
185 uint32_t vpsrepl[4];
186 };
187
188
189 struct ir3_shader * ir3_shader_create(struct pipe_context *pctx,
190 const struct tgsi_token *tokens, enum shader_t type);
191 void ir3_shader_destroy(struct ir3_shader *shader);
192
193 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
194 struct ir3_shader_key key);
195
196 #endif /* IR3_SHADER_H_ */