freedreno/ir3: fix pos_regid > max_reg
[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 union {
58 struct {
59 /* do we need to check {v,f}saturate_{s,t,r}? */
60 unsigned has_per_samp : 1;
61
62 /*
63 * Vertex shader variant parameters:
64 */
65 unsigned binning_pass : 1;
66
67 /*
68 * Fragment shader variant parameters:
69 */
70 unsigned color_two_side : 1;
71 unsigned half_precision : 1;
72 /* For rendering to alpha, we need a bit of special handling
73 * since the hw always takes gl_FragColor starting from x
74 * component, rather than figuring out to take the w component.
75 * We could be more clever and generate variants for other
76 * render target formats (ie. luminance formats are xxx1), but
77 * let's start with this and see how it goes:
78 */
79 unsigned alpha : 1;
80 };
81 uint32_t global;
82 };
83
84 /* bitmask of sampler which needs coords clamped for vertex
85 * shader:
86 */
87 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
88
89 /* bitmask of sampler which needs coords clamped for frag
90 * shader:
91 */
92 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
93
94 /* bitmask of sampler which produces integer outputs:
95 */
96 uint16_t vinteger_s, finteger_s;
97 };
98
99 static inline bool
100 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
101 {
102 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
103 if (a->has_per_samp || b->has_per_samp)
104 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
105 return a->global == b->global;
106 }
107
108 struct ir3_shader_variant {
109 struct fd_bo *bo;
110
111 struct ir3_shader_key key;
112
113 struct ir3_info info;
114 struct ir3 *ir;
115
116 /* the instructions length is in units of instruction groups
117 * (4 instructions for a3xx, 16 instructions for a4xx.. each
118 * instruction is 2 dwords):
119 */
120 unsigned instrlen;
121
122 /* the constants length is in units of vec4's, and is the sum of
123 * the uniforms and the built-in compiler constants
124 */
125 unsigned constlen;
126
127 /* About Linkage:
128 * + Let the frag shader determine the position/compmask for the
129 * varyings, since it is the place where we know if the varying
130 * is actually used, and if so, which components are used. So
131 * what the hw calls "outloc" is taken from the "inloc" of the
132 * frag shader.
133 * + From the vert shader, we only need the output regid
134 */
135
136 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
137 * to bary.f instructions
138 */
139 uint8_t pos_regid;
140 bool frag_coord, frag_face;
141
142 /* varyings/outputs: */
143 unsigned outputs_count;
144 struct {
145 ir3_semantic semantic;
146 uint8_t regid;
147 } outputs[16 + 2]; /* +POSITION +PSIZE */
148 bool writes_pos, writes_psize;
149
150 /* vertices/inputs: */
151 unsigned inputs_count;
152 struct {
153 ir3_semantic semantic;
154 uint8_t regid;
155 uint8_t compmask;
156 uint8_t ncomp;
157 /* In theory inloc of fs should match outloc of vs. Or
158 * rather the outloc of the vs is 8 plus the offset passed
159 * to bary.f. Presumably that +8 is to account for
160 * gl_Position/gl_PointSize?
161 *
162 * NOTE inloc is currently aligned to 4 (we don't try
163 * to pack varyings). Changing this would likely break
164 * assumptions in few places (like setting up of flat
165 * shading in fd3_program) so be sure to check all the
166 * spots where inloc is used.
167 */
168 uint8_t inloc;
169 uint8_t bary;
170 uint8_t interpolate;
171 } inputs[16 + 2]; /* +POSITION +FACE */
172
173 unsigned total_in; /* sum of inputs (scalar) */
174
175 /* do we have one or more texture sample instructions: */
176 bool has_samp;
177
178 /* do we have kill instructions: */
179 bool has_kill;
180
181 /* const reg # of first immediate, ie. 1 == c1
182 * (not regid, because TGSI thinks in terms of vec4 registers,
183 * not scalar registers)
184 */
185 unsigned first_immediate;
186 unsigned immediates_count;
187 struct {
188 uint32_t val[4];
189 } immediates[64];
190
191 /* shader variants form a linked list: */
192 struct ir3_shader_variant *next;
193
194 /* replicated here to avoid passing extra ptrs everywhere: */
195 enum shader_t type;
196 struct ir3_shader *shader;
197 };
198
199 struct ir3_shader {
200 enum shader_t type;
201
202 struct pipe_context *pctx;
203 const struct tgsi_token *tokens;
204
205 struct ir3_shader_variant *variants;
206
207 /* so far, only used for blit_prog shader.. values for
208 * VPC_VARYING_PS_REPL[i].MODE
209 */
210 uint32_t vpsrepl[8];
211 };
212
213 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
214
215 struct ir3_shader * ir3_shader_create(struct pipe_context *pctx,
216 const struct tgsi_token *tokens, enum shader_t type);
217 void ir3_shader_destroy(struct ir3_shader *shader);
218 uint32_t ir3_shader_gpuid(struct ir3_shader *shader);
219 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
220 struct ir3_shader_key key);
221
222 /*
223 * Helper/util:
224 */
225
226 static inline int
227 ir3_find_output(const struct ir3_shader_variant *so, ir3_semantic semantic)
228 {
229 int j;
230
231 for (j = 0; j < so->outputs_count; j++)
232 if (so->outputs[j].semantic == semantic)
233 return j;
234
235 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
236 * in the vertex shader.. but the fragment shader doesn't know this
237 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
238 * at link time if there is no matching OUT.BCOLOR[n], we must map
239 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
240 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
241 */
242 if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) {
243 unsigned idx = sem2idx(semantic);
244 semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx);
245 } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) {
246 unsigned idx = sem2idx(semantic);
247 semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx);
248 } else {
249 return 0;
250 }
251
252 for (j = 0; j < so->outputs_count; j++)
253 if (so->outputs[j].semantic == semantic)
254 return j;
255
256 debug_assert(0);
257
258 return 0;
259 }
260
261 static inline int
262 ir3_next_varying(const struct ir3_shader_variant *so, int i)
263 {
264 while (++i < so->inputs_count)
265 if (so->inputs[i].compmask && so->inputs[i].bary)
266 break;
267 return i;
268 }
269
270 static inline uint32_t
271 ir3_find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic)
272 {
273 int j;
274 for (j = 0; j < so->outputs_count; j++)
275 if (so->outputs[j].semantic == semantic)
276 return so->outputs[j].regid;
277 return regid(63, 0);
278 }
279
280 #endif /* IR3_SHADER_H_ */