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