radeonsi: set DB_EQAA the same as Vulkan
[mesa.git] / src / gallium / drivers / radeonsi / si_shader.h
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * on the rights to use, copy, modify, merge, publish, distribute, sub
9 * license, and/or sell copies of the Software, and to permit persons to whom
10 * the Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22 * USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26 * -------------------------------------------------------------------------
27 *
28 * Typically, there is one-to-one correspondence between API and HW shaders,
29 * that is, for every API shader, there is exactly one shader binary in
30 * the driver.
31 *
32 * The problem with that is that we also have to emulate some API states
33 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
34 * to deal with it are:
35 * - each shader has multiple variants for each combination of emulated states,
36 * and the variants are compiled on demand, possibly relying on a shader
37 * cache for good performance
38 * - patch shaders at the binary level
39 *
40 * This driver uses something completely different. The emulated states are
41 * usually implemented at the beginning or end of shaders. Therefore, we can
42 * split the shader into 3 parts:
43 * - prolog part (shader code dependent on states)
44 * - main part (the API shader)
45 * - epilog part (shader code dependent on states)
46 *
47 * Each part is compiled as a separate shader and the final binaries are
48 * concatenated. This type of shader is called non-monolithic, because it
49 * consists of multiple independent binaries. Creating a new shader variant
50 * is therefore only a concatenation of shader parts (binaries) and doesn't
51 * involve any compilation. The main shader parts are the only parts that are
52 * compiled when applications create shader objects. The prolog and epilog
53 * parts are compiled on the first use and saved, so that their binaries can
54 * be reused by many other shaders.
55 *
56 * One of the roles of the prolog part is to compute vertex buffer addresses
57 * for vertex shaders. A few of the roles of the epilog part are color buffer
58 * format conversions in pixel shaders that we have to do manually, and write
59 * tessellation factors in tessellation control shaders. The prolog and epilog
60 * have many other important responsibilities in various shader stages.
61 * They don't just "emulate legacy stuff".
62 *
63 * Monolithic shaders are shaders where the parts are combined before LLVM
64 * compilation, and the whole thing is compiled and optimized as one unit with
65 * one binary on the output. The result is the same as the non-monolithic
66 * shader, but the final code can be better, because LLVM can optimize across
67 * all shader parts. Monolithic shaders aren't usually used except for these
68 * special cases:
69 *
70 * 1) Some rarely-used states require modification of the main shader part
71 * itself, and in such cases, only the monolithic shader variant is
72 * compiled, and that's always done on the first use.
73 *
74 * 2) When we do cross-stage optimizations for separate shader objects and
75 * e.g. eliminate unused shader varyings, the resulting optimized shader
76 * variants are always compiled as monolithic shaders, and always
77 * asynchronously (i.e. not stalling ongoing rendering). We call them
78 * "optimized monolithic" shaders. The important property here is that
79 * the non-monolithic unoptimized shader variant is always available for use
80 * when the asynchronous compilation of the optimized shader is not done
81 * yet.
82 *
83 * Starting with GFX9 chips, some shader stages are merged, and the number of
84 * shader parts per shader increased. The complete new list of shader parts is:
85 * - 1st shader: prolog part
86 * - 1st shader: main part
87 * - 2nd shader: prolog part
88 * - 2nd shader: main part
89 * - 2nd shader: epilog part
90 */
91
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93 * geometry shaders works.
94 *
95 * Inputs and outputs between shaders are stored in a buffer. This buffer
96 * lives in LDS (typical case for tessellation), but it can also live
97 * in memory (ESGS). Each input or output has a fixed location within a vertex.
98 * The highest used input or output determines the stride between vertices.
99 *
100 * Since GS and tessellation are only possible in the OpenGL core profile,
101 * only these semantics are valid for per-vertex data:
102 *
103 * Name Location
104 *
105 * POSITION 0
106 * PSIZE 1
107 * CLIPDIST0..1 2..3
108 * CULLDIST0..1 (not implemented)
109 * GENERIC0..31 4..35
110 *
111 * For example, a shader only writing GENERIC0 has the output stride of 5.
112 *
113 * Only these semantics are valid for per-patch data:
114 *
115 * Name Location
116 *
117 * TESSOUTER 0
118 * TESSINNER 1
119 * PATCH0..29 2..31
120 *
121 * That's how independent shaders agree on input and output locations.
122 * The si_shader_io_get_unique_index function assigns the locations.
123 *
124 * For tessellation, other required information for calculating the input and
125 * output addresses like the vertex stride, the patch stride, and the offsets
126 * where per-vertex and per-patch data start, is passed to the shader via
127 * user data SGPRs. The offsets and strides are calculated at draw time and
128 * aren't available at compile time.
129 */
130
131 #ifndef SI_SHADER_H
132 #define SI_SHADER_H
133
134 #include <llvm-c/Core.h> /* LLVMModuleRef */
135 #include <llvm-c/TargetMachine.h>
136 #include "tgsi/tgsi_scan.h"
137 #include "util/u_inlines.h"
138 #include "util/u_queue.h"
139
140 #include "ac_binary.h"
141 #include "ac_llvm_build.h"
142
143 #include <stdio.h>
144
145 struct nir_shader;
146 struct si_shader;
147 struct si_context;
148
149 #define SI_MAX_ATTRIBS 16
150 #define SI_MAX_VS_OUTPUTS 40
151
152 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
153 * index smaller than this.
154 */
155 #define SI_MAX_IO_GENERIC 46
156
157 /* SGPR user data indices */
158 enum {
159 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
160 #if !HAVE_32BIT_POINTERS
161 SI_SGPR_RW_BUFFERS_HI,
162 #endif
163 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
164 #if !HAVE_32BIT_POINTERS
165 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
166 #endif
167 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
168 #if !HAVE_32BIT_POINTERS
169 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
170 #endif
171 SI_SGPR_SAMPLERS_AND_IMAGES,
172 #if !HAVE_32BIT_POINTERS
173 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
174 #endif
175 SI_NUM_RESOURCE_SGPRS,
176
177 /* all VS variants */
178 SI_SGPR_BASE_VERTEX = SI_NUM_RESOURCE_SGPRS,
179 SI_SGPR_START_INSTANCE,
180 SI_SGPR_DRAWID,
181 SI_SGPR_VS_STATE_BITS,
182 SI_VS_NUM_USER_SGPR,
183
184 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
185
186 /* TES */
187 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
188 SI_SGPR_TES_OFFCHIP_ADDR,
189 SI_TES_NUM_USER_SGPR,
190
191 /* GFX6-8: TCS only */
192 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
193 GFX6_SGPR_TCS_OUT_OFFSETS,
194 GFX6_SGPR_TCS_OUT_LAYOUT,
195 GFX6_SGPR_TCS_IN_LAYOUT,
196 GFX6_TCS_NUM_USER_SGPR,
197
198 /* GFX9: Merged shaders. */
199 #if HAVE_32BIT_POINTERS
200 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
201 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
202 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
203 #else
204 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO/HI (SGPR[0:1]). */
205 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES = SI_VS_NUM_USER_SGPR,
206 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES_HI,
207 GFX9_MERGED_NUM_USER_SGPR,
208 #endif
209
210 /* GFX9: Merged LS-HS (VS-TCS) only. */
211 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
212 GFX9_SGPR_TCS_OUT_OFFSETS,
213 GFX9_SGPR_TCS_OUT_LAYOUT,
214 #if !HAVE_32BIT_POINTERS
215 GFX9_SGPR_align_for_vb_pointer,
216 #endif
217 GFX9_TCS_NUM_USER_SGPR,
218
219 /* GS limits */
220 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
221 #if HAVE_32BIT_POINTERS
222 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
223 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
224 #else
225 GFX9_VSGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
226 GFX9_TESGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
227 #endif
228 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS + (HAVE_32BIT_POINTERS ? 1 : 2),
229
230 /* PS only */
231 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
232 SI_PS_NUM_USER_SGPR,
233 };
234
235 /* LLVM function parameter indices */
236 enum {
237 SI_NUM_RESOURCE_PARAMS = 4,
238
239 /* PS only parameters */
240 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
241 SI_PARAM_PRIM_MASK,
242 SI_PARAM_PERSP_SAMPLE,
243 SI_PARAM_PERSP_CENTER,
244 SI_PARAM_PERSP_CENTROID,
245 SI_PARAM_PERSP_PULL_MODEL,
246 SI_PARAM_LINEAR_SAMPLE,
247 SI_PARAM_LINEAR_CENTER,
248 SI_PARAM_LINEAR_CENTROID,
249 SI_PARAM_LINE_STIPPLE_TEX,
250 SI_PARAM_POS_X_FLOAT,
251 SI_PARAM_POS_Y_FLOAT,
252 SI_PARAM_POS_Z_FLOAT,
253 SI_PARAM_POS_W_FLOAT,
254 SI_PARAM_FRONT_FACE,
255 SI_PARAM_ANCILLARY,
256 SI_PARAM_SAMPLE_COVERAGE,
257 SI_PARAM_POS_FIXED_PT,
258
259 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
260 };
261
262 /* Fields of driver-defined VS state SGPR. */
263 /* Clamp vertex color output (only used in VS as VS). */
264 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
265 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
266 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
267 #define C_VS_STATE_INDEXED 0xFFFFFFFD
268 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
269 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
270 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
271 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
272
273 /* SI-specific system values. */
274 enum {
275 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
276 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
277 };
278
279 enum {
280 /* Use a property enum that VS wouldn't use. */
281 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
282
283 /* These represent the number of SGPRs the shader uses. */
284 SI_VS_BLIT_SGPRS_POS = 3,
285 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
286 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
287 };
288
289 /* For VS shader key fix_fetch. */
290 enum {
291 SI_FIX_FETCH_NONE = 0,
292 SI_FIX_FETCH_A2_SNORM,
293 SI_FIX_FETCH_A2_SSCALED,
294 SI_FIX_FETCH_A2_SINT,
295 SI_FIX_FETCH_RGBA_32_UNORM,
296 SI_FIX_FETCH_RGBX_32_UNORM,
297 SI_FIX_FETCH_RGBA_32_SNORM,
298 SI_FIX_FETCH_RGBX_32_SNORM,
299 SI_FIX_FETCH_RGBA_32_USCALED,
300 SI_FIX_FETCH_RGBA_32_SSCALED,
301 SI_FIX_FETCH_RGBA_32_FIXED,
302 SI_FIX_FETCH_RGBX_32_FIXED,
303 SI_FIX_FETCH_RG_64_FLOAT,
304 SI_FIX_FETCH_RGB_64_FLOAT,
305 SI_FIX_FETCH_RGBA_64_FLOAT,
306 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
307 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
308 SI_FIX_FETCH_RGB_16,
309 SI_FIX_FETCH_RGB_16_INT,
310 };
311
312 struct si_shader;
313
314 /* Per-thread persistent LLVM objects. */
315 struct si_compiler {
316 LLVMTargetMachineRef tm;
317 const char *triple;
318 const char *data_layout;
319 LLVMTargetLibraryInfoRef target_library_info;
320 LLVMPassManagerRef passmgr;
321 };
322
323 /* State of the context creating the shader object. */
324 struct si_compiler_ctx_state {
325 /* Should only be used by si_init_shader_selector_async and
326 * si_build_shader_variant if thread_index == -1 (non-threaded). */
327 struct si_compiler *compiler;
328
329 /* Used if thread_index == -1 or if debug.async is true. */
330 struct pipe_debug_callback debug;
331
332 /* Used for creating the log string for gallium/ddebug. */
333 bool is_debug_context;
334 };
335
336 /* A shader selector is a gallium CSO and contains shader variants and
337 * binaries for one TGSI program. This can be shared by multiple contexts.
338 */
339 struct si_shader_selector {
340 struct pipe_reference reference;
341 struct si_screen *screen;
342 struct util_queue_fence ready;
343 struct si_compiler_ctx_state compiler_ctx_state;
344
345 mtx_t mutex;
346 struct si_shader *first_variant; /* immutable after the first variant */
347 struct si_shader *last_variant; /* mutable */
348
349 /* The compiled TGSI shader expecting a prolog and/or epilog (not
350 * uploaded to a buffer).
351 */
352 struct si_shader *main_shader_part;
353 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
354 struct si_shader *main_shader_part_es; /* as_es is set in the key */
355
356 struct si_shader *gs_copy_shader;
357
358 struct tgsi_token *tokens;
359 struct nir_shader *nir;
360 struct pipe_stream_output_info so;
361 struct tgsi_shader_info info;
362 struct tgsi_tessctrl_info tcs_info;
363
364 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
365 unsigned type;
366 bool vs_needs_prolog;
367 bool force_correct_derivs_after_kill;
368 unsigned pa_cl_vs_out_cntl;
369 ubyte clipdist_mask;
370 ubyte culldist_mask;
371
372 /* ES parameters. */
373 unsigned esgs_itemsize;
374
375 /* GS parameters. */
376 unsigned gs_input_verts_per_prim;
377 unsigned gs_output_prim;
378 unsigned gs_max_out_vertices;
379 unsigned gs_num_invocations;
380 unsigned max_gs_stream; /* count - 1 */
381 unsigned gsvs_vertex_size;
382 unsigned max_gsvs_emit_size;
383 unsigned enabled_streamout_buffer_mask;
384
385 /* PS parameters. */
386 unsigned color_attr_index[2];
387 unsigned db_shader_control;
388 /* Set 0xf or 0x0 (4 bits) per each written output.
389 * ANDed with spi_shader_col_format.
390 */
391 unsigned colors_written_4bit;
392
393 /* CS parameters */
394 unsigned local_size;
395
396 uint64_t outputs_written; /* "get_unique_index" bits */
397 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
398
399 uint64_t inputs_read; /* "get_unique_index" bits */
400
401 /* bitmasks of used descriptor slots */
402 uint32_t active_const_and_shader_buffers;
403 uint64_t active_samplers_and_images;
404 };
405
406 /* Valid shader configurations:
407 *
408 * API shaders VS | TCS | TES | GS |pass| PS
409 * are compiled as: | | | |thru|
410 * | | | | |
411 * Only VS & PS: VS | | | | | PS
412 * GFX6 - with GS: ES | | | GS | VS | PS
413 * - with tess: LS | HS | VS | | | PS
414 * - with both: LS | HS | ES | GS | VS | PS
415 * GFX9 - with GS: -> | | | GS | VS | PS
416 * - with tess: -> | HS | VS | | | PS
417 * - with both: -> | HS | -> | GS | VS | PS
418 *
419 * -> = merged with the next stage
420 */
421
422 /* Use the byte alignment for all following structure members for optimal
423 * shader key memory footprint.
424 */
425 #pragma pack(push, 1)
426
427 /* Common VS bits between the shader key and the prolog key. */
428 struct si_vs_prolog_bits {
429 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
430 * divisor is 0.
431 * - If "is_one" has a bit set, the instance divisor is 1.
432 * - If "is_fetched" has a bit set, the instance divisor will be loaded
433 * from the constant buffer.
434 */
435 uint16_t instance_divisor_is_one; /* bitmask of inputs */
436 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
437 unsigned ls_vgpr_fix:1;
438 };
439
440 /* Common TCS bits between the shader key and the epilog key. */
441 struct si_tcs_epilog_bits {
442 unsigned prim_mode:3;
443 unsigned invoc0_tess_factors_are_def:1;
444 unsigned tes_reads_tess_factors:1;
445 };
446
447 struct si_gs_prolog_bits {
448 unsigned tri_strip_adj_fix:1;
449 unsigned gfx9_prev_is_vs:1;
450 };
451
452 /* Common PS bits between the shader key and the prolog key. */
453 struct si_ps_prolog_bits {
454 unsigned color_two_side:1;
455 unsigned flatshade_colors:1;
456 unsigned poly_stipple:1;
457 unsigned force_persp_sample_interp:1;
458 unsigned force_linear_sample_interp:1;
459 unsigned force_persp_center_interp:1;
460 unsigned force_linear_center_interp:1;
461 unsigned bc_optimize_for_persp:1;
462 unsigned bc_optimize_for_linear:1;
463 unsigned samplemask_log_ps_iter:3;
464 };
465
466 /* Common PS bits between the shader key and the epilog key. */
467 struct si_ps_epilog_bits {
468 unsigned spi_shader_col_format;
469 unsigned color_is_int8:8;
470 unsigned color_is_int10:8;
471 unsigned last_cbuf:3;
472 unsigned alpha_func:3;
473 unsigned alpha_to_one:1;
474 unsigned poly_line_smoothing:1;
475 unsigned clamp_color:1;
476 };
477
478 union si_shader_part_key {
479 struct {
480 struct si_vs_prolog_bits states;
481 unsigned num_input_sgprs:6;
482 /* For merged stages such as LS-HS, HS input VGPRs are first. */
483 unsigned num_merged_next_stage_vgprs:3;
484 unsigned last_input:4;
485 unsigned as_ls:1;
486 unsigned as_es:1;
487 /* Prologs for monolithic shaders shouldn't set EXEC. */
488 unsigned is_monolithic:1;
489 } vs_prolog;
490 struct {
491 struct si_tcs_epilog_bits states;
492 } tcs_epilog;
493 struct {
494 struct si_gs_prolog_bits states;
495 /* Prologs of monolithic shaders shouldn't set EXEC. */
496 unsigned is_monolithic:1;
497 } gs_prolog;
498 struct {
499 struct si_ps_prolog_bits states;
500 unsigned num_input_sgprs:6;
501 unsigned num_input_vgprs:5;
502 /* Color interpolation and two-side color selection. */
503 unsigned colors_read:8; /* color input components read */
504 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
505 unsigned face_vgpr_index:5;
506 unsigned ancillary_vgpr_index:5;
507 unsigned wqm:1;
508 char color_attr_index[2];
509 char color_interp_vgpr_index[2]; /* -1 == constant */
510 } ps_prolog;
511 struct {
512 struct si_ps_epilog_bits states;
513 unsigned colors_written:8;
514 unsigned writes_z:1;
515 unsigned writes_stencil:1;
516 unsigned writes_samplemask:1;
517 } ps_epilog;
518 };
519
520 struct si_shader_key {
521 /* Prolog and epilog flags. */
522 union {
523 struct {
524 struct si_vs_prolog_bits prolog;
525 } vs;
526 struct {
527 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
528 struct si_shader_selector *ls; /* for merged LS-HS */
529 struct si_tcs_epilog_bits epilog;
530 } tcs; /* tessellation control shader */
531 struct {
532 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
533 struct si_shader_selector *es; /* for merged ES-GS */
534 struct si_gs_prolog_bits prolog;
535 } gs;
536 struct {
537 struct si_ps_prolog_bits prolog;
538 struct si_ps_epilog_bits epilog;
539 } ps;
540 } part;
541
542 /* These two are initially set according to the NEXT_SHADER property,
543 * or guessed if the property doesn't seem correct.
544 */
545 unsigned as_es:1; /* export shader, which precedes GS */
546 unsigned as_ls:1; /* local shader, which precedes TCS */
547
548 /* Flags for monolithic compilation only. */
549 struct {
550 /* One byte for every input: SI_FIX_FETCH_* enums. */
551 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
552
553 union {
554 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
555 /* When PS needs PrimID and GS is disabled. */
556 unsigned vs_export_prim_id:1;
557 struct {
558 unsigned interpolate_at_sample_force_center:1;
559 unsigned fbfetch_msaa;
560 unsigned fbfetch_is_1D;
561 unsigned fbfetch_layered;
562 } ps;
563 } u;
564 } mono;
565
566 /* Optimization flags for asynchronous compilation only. */
567 struct {
568 /* For HW VS (it can be VS, TES, GS) */
569 uint64_t kill_outputs; /* "get_unique_index" bits */
570 unsigned clip_disable:1;
571
572 /* For shaders where monolithic variants have better code.
573 *
574 * This is a flag that has no effect on code generation,
575 * but forces monolithic shaders to be used as soon as
576 * possible, because it's in the "opt" group.
577 */
578 unsigned prefer_mono:1;
579 } opt;
580 };
581
582 /* Restore the pack alignment to default. */
583 #pragma pack(pop)
584
585 struct si_shader_config {
586 unsigned num_sgprs;
587 unsigned num_vgprs;
588 unsigned spilled_sgprs;
589 unsigned spilled_vgprs;
590 unsigned private_mem_vgprs;
591 unsigned lds_size;
592 unsigned max_simd_waves;
593 unsigned spi_ps_input_ena;
594 unsigned spi_ps_input_addr;
595 unsigned float_mode;
596 unsigned scratch_bytes_per_wave;
597 unsigned rsrc1;
598 unsigned rsrc2;
599 };
600
601 /* GCN-specific shader info. */
602 struct si_shader_info {
603 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
604 ubyte num_input_sgprs;
605 ubyte num_input_vgprs;
606 signed char face_vgpr_index;
607 signed char ancillary_vgpr_index;
608 bool uses_instanceid;
609 ubyte nr_pos_exports;
610 ubyte nr_param_exports;
611 };
612
613 struct si_shader {
614 struct si_compiler_ctx_state compiler_ctx_state;
615
616 struct si_shader_selector *selector;
617 struct si_shader_selector *previous_stage_sel; /* for refcounting */
618 struct si_shader *next_variant;
619
620 struct si_shader_part *prolog;
621 struct si_shader *previous_stage; /* for GFX9 */
622 struct si_shader_part *prolog2;
623 struct si_shader_part *epilog;
624
625 struct si_pm4_state *pm4;
626 struct r600_resource *bo;
627 struct r600_resource *scratch_bo;
628 struct si_shader_key key;
629 struct util_queue_fence ready;
630 bool compilation_failed;
631 bool is_monolithic;
632 bool is_optimized;
633 bool is_binary_shared;
634 bool is_gs_copy_shader;
635
636 /* The following data is all that's needed for binary shaders. */
637 struct ac_shader_binary binary;
638 struct si_shader_config config;
639 struct si_shader_info info;
640
641 /* Shader key + LLVM IR + disassembly + statistics.
642 * Generated for debug contexts only.
643 */
644 char *shader_log;
645 size_t shader_log_size;
646 };
647
648 struct si_shader_part {
649 struct si_shader_part *next;
650 union si_shader_part_key key;
651 struct ac_shader_binary binary;
652 struct si_shader_config config;
653 };
654
655 /* si_shader.c */
656 struct si_shader *
657 si_generate_gs_copy_shader(struct si_screen *sscreen,
658 struct si_compiler *compiler,
659 struct si_shader_selector *gs_selector,
660 struct pipe_debug_callback *debug);
661 int si_compile_tgsi_shader(struct si_screen *sscreen,
662 struct si_compiler *compiler,
663 struct si_shader *shader,
664 bool is_monolithic,
665 struct pipe_debug_callback *debug);
666 int si_shader_create(struct si_screen *sscreen, struct si_compiler *compiler,
667 struct si_shader *shader,
668 struct pipe_debug_callback *debug);
669 void si_shader_destroy(struct si_shader *shader);
670 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
671 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
672 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
673 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
674 struct pipe_debug_callback *debug, unsigned processor,
675 FILE *f, bool check_debug_option);
676 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
677 struct pipe_debug_callback *debug);
678 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
679 unsigned *lds_size);
680 void si_shader_apply_scratch_relocs(struct si_shader *shader,
681 uint64_t scratch_va);
682 void si_shader_binary_read_config(struct ac_shader_binary *binary,
683 struct si_shader_config *conf,
684 unsigned symbol_offset);
685 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
686
687 /* si_shader_nir.c */
688 void si_nir_scan_shader(const struct nir_shader *nir,
689 struct tgsi_shader_info *info);
690 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
691 const struct tgsi_shader_info *info,
692 struct tgsi_tessctrl_info *out);
693 void si_lower_nir(struct si_shader_selector *sel);
694
695 /* Inline helpers. */
696
697 /* Return the pointer to the main shader part's pointer. */
698 static inline struct si_shader **
699 si_get_main_shader_part(struct si_shader_selector *sel,
700 struct si_shader_key *key)
701 {
702 if (key->as_ls)
703 return &sel->main_shader_part_ls;
704 if (key->as_es)
705 return &sel->main_shader_part_es;
706 return &sel->main_shader_part;
707 }
708
709 static inline bool
710 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
711 {
712 return selector ? selector->info.uses_bindless_samplers : false;
713 }
714
715 static inline bool
716 si_shader_uses_bindless_images(struct si_shader_selector *selector)
717 {
718 return selector ? selector->info.uses_bindless_images : false;
719 }
720
721 void si_destroy_shader_selector(struct si_context *sctx,
722 struct si_shader_selector *sel);
723
724 static inline void
725 si_shader_selector_reference(struct si_context *sctx,
726 struct si_shader_selector **dst,
727 struct si_shader_selector *src)
728 {
729 if (pipe_reference(&(*dst)->reference, &src->reference))
730 si_destroy_shader_selector(sctx, *dst);
731
732 *dst = src;
733 }
734
735 #endif