radeonsi: update copyrights
[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_queue.h"
138
139 #include "ac_binary.h"
140 #include "ac_llvm_build.h"
141 #include "si_state.h"
142
143 struct nir_shader;
144
145 #define SI_MAX_VS_OUTPUTS 40
146
147 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
148 * index smaller than this.
149 */
150 #define SI_MAX_IO_GENERIC 46
151
152 /* SGPR user data indices */
153 enum {
154 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
155 #if !HAVE_32BIT_POINTERS
156 SI_SGPR_RW_BUFFERS_HI,
157 #endif
158 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
159 #if !HAVE_32BIT_POINTERS
160 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
161 #endif
162 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
163 #if !HAVE_32BIT_POINTERS
164 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
165 #endif
166 SI_SGPR_SAMPLERS_AND_IMAGES,
167 #if !HAVE_32BIT_POINTERS
168 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
169 #endif
170 SI_NUM_RESOURCE_SGPRS,
171
172 /* all VS variants */
173 SI_SGPR_BASE_VERTEX = SI_NUM_RESOURCE_SGPRS,
174 SI_SGPR_START_INSTANCE,
175 SI_SGPR_DRAWID,
176 SI_SGPR_VS_STATE_BITS,
177 SI_VS_NUM_USER_SGPR,
178
179 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
180
181 /* TES */
182 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
183 SI_SGPR_TES_OFFCHIP_ADDR,
184 SI_TES_NUM_USER_SGPR,
185
186 /* GFX6-8: TCS only */
187 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
188 GFX6_SGPR_TCS_OUT_OFFSETS,
189 GFX6_SGPR_TCS_OUT_LAYOUT,
190 GFX6_SGPR_TCS_IN_LAYOUT,
191 GFX6_TCS_NUM_USER_SGPR,
192
193 /* GFX9: Merged shaders. */
194 #if HAVE_32BIT_POINTERS
195 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
196 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
197 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
198 #else
199 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO/HI (SGPR[0:1]). */
200 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES = SI_VS_NUM_USER_SGPR,
201 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES_HI,
202 GFX9_MERGED_NUM_USER_SGPR,
203 #endif
204
205 /* GFX9: Merged LS-HS (VS-TCS) only. */
206 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
207 GFX9_SGPR_TCS_OUT_OFFSETS,
208 GFX9_SGPR_TCS_OUT_LAYOUT,
209 #if !HAVE_32BIT_POINTERS
210 GFX9_SGPR_align_for_vb_pointer,
211 #endif
212 GFX9_TCS_NUM_USER_SGPR,
213
214 /* GS limits */
215 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
216 #if HAVE_32BIT_POINTERS
217 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
218 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
219 #else
220 GFX9_VSGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
221 GFX9_TESGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
222 #endif
223 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS + (HAVE_32BIT_POINTERS ? 1 : 2),
224
225 /* PS only */
226 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
227 SI_PS_NUM_USER_SGPR,
228 };
229
230 /* LLVM function parameter indices */
231 enum {
232 SI_NUM_RESOURCE_PARAMS = 4,
233
234 /* PS only parameters */
235 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
236 SI_PARAM_PRIM_MASK,
237 SI_PARAM_PERSP_SAMPLE,
238 SI_PARAM_PERSP_CENTER,
239 SI_PARAM_PERSP_CENTROID,
240 SI_PARAM_PERSP_PULL_MODEL,
241 SI_PARAM_LINEAR_SAMPLE,
242 SI_PARAM_LINEAR_CENTER,
243 SI_PARAM_LINEAR_CENTROID,
244 SI_PARAM_LINE_STIPPLE_TEX,
245 SI_PARAM_POS_X_FLOAT,
246 SI_PARAM_POS_Y_FLOAT,
247 SI_PARAM_POS_Z_FLOAT,
248 SI_PARAM_POS_W_FLOAT,
249 SI_PARAM_FRONT_FACE,
250 SI_PARAM_ANCILLARY,
251 SI_PARAM_SAMPLE_COVERAGE,
252 SI_PARAM_POS_FIXED_PT,
253
254 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
255 };
256
257 /* Fields of driver-defined VS state SGPR. */
258 /* Clamp vertex color output (only used in VS as VS). */
259 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
260 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
261 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
262 #define C_VS_STATE_INDEXED 0xFFFFFFFD
263 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
264 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
265 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
266 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
267
268 /* SI-specific system values. */
269 enum {
270 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
271 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
272 };
273
274 enum {
275 /* Use a property enum that VS wouldn't use. */
276 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
277
278 /* These represent the number of SGPRs the shader uses. */
279 SI_VS_BLIT_SGPRS_POS = 3,
280 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
281 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
282 };
283
284 /* For VS shader key fix_fetch. */
285 enum {
286 SI_FIX_FETCH_NONE = 0,
287 SI_FIX_FETCH_A2_SNORM,
288 SI_FIX_FETCH_A2_SSCALED,
289 SI_FIX_FETCH_A2_SINT,
290 SI_FIX_FETCH_RGBA_32_UNORM,
291 SI_FIX_FETCH_RGBX_32_UNORM,
292 SI_FIX_FETCH_RGBA_32_SNORM,
293 SI_FIX_FETCH_RGBX_32_SNORM,
294 SI_FIX_FETCH_RGBA_32_USCALED,
295 SI_FIX_FETCH_RGBA_32_SSCALED,
296 SI_FIX_FETCH_RGBA_32_FIXED,
297 SI_FIX_FETCH_RGBX_32_FIXED,
298 SI_FIX_FETCH_RG_64_FLOAT,
299 SI_FIX_FETCH_RGB_64_FLOAT,
300 SI_FIX_FETCH_RGBA_64_FLOAT,
301 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
302 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
303 SI_FIX_FETCH_RGB_16,
304 SI_FIX_FETCH_RGB_16_INT,
305 };
306
307 struct si_shader;
308
309 /* State of the context creating the shader object. */
310 struct si_compiler_ctx_state {
311 /* Should only be used by si_init_shader_selector_async and
312 * si_build_shader_variant if thread_index == -1 (non-threaded). */
313 LLVMTargetMachineRef tm;
314
315 /* Used if thread_index == -1 or if debug.async is true. */
316 struct pipe_debug_callback debug;
317
318 /* Used for creating the log string for gallium/ddebug. */
319 bool is_debug_context;
320 };
321
322 /* A shader selector is a gallium CSO and contains shader variants and
323 * binaries for one TGSI program. This can be shared by multiple contexts.
324 */
325 struct si_shader_selector {
326 struct pipe_reference reference;
327 struct si_screen *screen;
328 struct util_queue_fence ready;
329 struct si_compiler_ctx_state compiler_ctx_state;
330
331 mtx_t mutex;
332 struct si_shader *first_variant; /* immutable after the first variant */
333 struct si_shader *last_variant; /* mutable */
334
335 /* The compiled TGSI shader expecting a prolog and/or epilog (not
336 * uploaded to a buffer).
337 */
338 struct si_shader *main_shader_part;
339 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
340 struct si_shader *main_shader_part_es; /* as_es is set in the key */
341
342 struct si_shader *gs_copy_shader;
343
344 struct tgsi_token *tokens;
345 struct nir_shader *nir;
346 struct pipe_stream_output_info so;
347 struct tgsi_shader_info info;
348 struct tgsi_tessctrl_info tcs_info;
349
350 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
351 unsigned type;
352 bool vs_needs_prolog;
353 bool force_correct_derivs_after_kill;
354 unsigned pa_cl_vs_out_cntl;
355 ubyte clipdist_mask;
356 ubyte culldist_mask;
357
358 /* ES parameters. */
359 unsigned esgs_itemsize;
360
361 /* GS parameters. */
362 unsigned gs_input_verts_per_prim;
363 unsigned gs_output_prim;
364 unsigned gs_max_out_vertices;
365 unsigned gs_num_invocations;
366 unsigned max_gs_stream; /* count - 1 */
367 unsigned gsvs_vertex_size;
368 unsigned max_gsvs_emit_size;
369 unsigned enabled_streamout_buffer_mask;
370
371 /* PS parameters. */
372 unsigned color_attr_index[2];
373 unsigned db_shader_control;
374 /* Set 0xf or 0x0 (4 bits) per each written output.
375 * ANDed with spi_shader_col_format.
376 */
377 unsigned colors_written_4bit;
378
379 /* CS parameters */
380 unsigned local_size;
381
382 uint64_t outputs_written; /* "get_unique_index" bits */
383 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
384
385 uint64_t inputs_read; /* "get_unique_index" bits */
386
387 /* bitmasks of used descriptor slots */
388 uint32_t active_const_and_shader_buffers;
389 uint64_t active_samplers_and_images;
390 };
391
392 /* Valid shader configurations:
393 *
394 * API shaders VS | TCS | TES | GS |pass| PS
395 * are compiled as: | | | |thru|
396 * | | | | |
397 * Only VS & PS: VS | | | | | PS
398 * GFX6 - with GS: ES | | | GS | VS | PS
399 * - with tess: LS | HS | VS | | | PS
400 * - with both: LS | HS | ES | GS | VS | PS
401 * GFX9 - with GS: -> | | | GS | VS | PS
402 * - with tess: -> | HS | VS | | | PS
403 * - with both: -> | HS | -> | GS | VS | PS
404 *
405 * -> = merged with the next stage
406 */
407
408 /* Use the byte alignment for all following structure members for optimal
409 * shader key memory footprint.
410 */
411 #pragma pack(push, 1)
412
413 /* Common VS bits between the shader key and the prolog key. */
414 struct si_vs_prolog_bits {
415 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
416 * divisor is 0.
417 * - If "is_one" has a bit set, the instance divisor is 1.
418 * - If "is_fetched" has a bit set, the instance divisor will be loaded
419 * from the constant buffer.
420 */
421 uint16_t instance_divisor_is_one; /* bitmask of inputs */
422 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
423 unsigned ls_vgpr_fix:1;
424 };
425
426 /* Common TCS bits between the shader key and the epilog key. */
427 struct si_tcs_epilog_bits {
428 unsigned prim_mode:3;
429 unsigned invoc0_tess_factors_are_def:1;
430 unsigned tes_reads_tess_factors:1;
431 };
432
433 struct si_gs_prolog_bits {
434 unsigned tri_strip_adj_fix:1;
435 unsigned gfx9_prev_is_vs:1;
436 };
437
438 /* Common PS bits between the shader key and the prolog key. */
439 struct si_ps_prolog_bits {
440 unsigned color_two_side:1;
441 unsigned flatshade_colors:1;
442 unsigned poly_stipple:1;
443 unsigned force_persp_sample_interp:1;
444 unsigned force_linear_sample_interp:1;
445 unsigned force_persp_center_interp:1;
446 unsigned force_linear_center_interp:1;
447 unsigned bc_optimize_for_persp:1;
448 unsigned bc_optimize_for_linear:1;
449 unsigned samplemask_log_ps_iter:3;
450 };
451
452 /* Common PS bits between the shader key and the epilog key. */
453 struct si_ps_epilog_bits {
454 unsigned spi_shader_col_format;
455 unsigned color_is_int8:8;
456 unsigned color_is_int10:8;
457 unsigned last_cbuf:3;
458 unsigned alpha_func:3;
459 unsigned alpha_to_one:1;
460 unsigned poly_line_smoothing:1;
461 unsigned clamp_color:1;
462 };
463
464 union si_shader_part_key {
465 struct {
466 struct si_vs_prolog_bits states;
467 unsigned num_input_sgprs:6;
468 /* For merged stages such as LS-HS, HS input VGPRs are first. */
469 unsigned num_merged_next_stage_vgprs:3;
470 unsigned last_input:4;
471 unsigned as_ls:1;
472 unsigned as_es:1;
473 /* Prologs for monolithic shaders shouldn't set EXEC. */
474 unsigned is_monolithic:1;
475 } vs_prolog;
476 struct {
477 struct si_tcs_epilog_bits states;
478 } tcs_epilog;
479 struct {
480 struct si_gs_prolog_bits states;
481 /* Prologs of monolithic shaders shouldn't set EXEC. */
482 unsigned is_monolithic:1;
483 } gs_prolog;
484 struct {
485 struct si_ps_prolog_bits states;
486 unsigned num_input_sgprs:6;
487 unsigned num_input_vgprs:5;
488 /* Color interpolation and two-side color selection. */
489 unsigned colors_read:8; /* color input components read */
490 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
491 unsigned face_vgpr_index:5;
492 unsigned ancillary_vgpr_index:5;
493 unsigned wqm:1;
494 char color_attr_index[2];
495 char color_interp_vgpr_index[2]; /* -1 == constant */
496 } ps_prolog;
497 struct {
498 struct si_ps_epilog_bits states;
499 unsigned colors_written:8;
500 unsigned writes_z:1;
501 unsigned writes_stencil:1;
502 unsigned writes_samplemask:1;
503 } ps_epilog;
504 };
505
506 struct si_shader_key {
507 /* Prolog and epilog flags. */
508 union {
509 struct {
510 struct si_vs_prolog_bits prolog;
511 } vs;
512 struct {
513 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
514 struct si_shader_selector *ls; /* for merged LS-HS */
515 struct si_tcs_epilog_bits epilog;
516 } tcs; /* tessellation control shader */
517 struct {
518 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
519 struct si_shader_selector *es; /* for merged ES-GS */
520 struct si_gs_prolog_bits prolog;
521 } gs;
522 struct {
523 struct si_ps_prolog_bits prolog;
524 struct si_ps_epilog_bits epilog;
525 } ps;
526 } part;
527
528 /* These two are initially set according to the NEXT_SHADER property,
529 * or guessed if the property doesn't seem correct.
530 */
531 unsigned as_es:1; /* export shader, which precedes GS */
532 unsigned as_ls:1; /* local shader, which precedes TCS */
533
534 /* Flags for monolithic compilation only. */
535 struct {
536 /* One byte for every input: SI_FIX_FETCH_* enums. */
537 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
538
539 union {
540 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
541 /* When PS needs PrimID and GS is disabled. */
542 unsigned vs_export_prim_id:1;
543 struct {
544 unsigned interpolate_at_sample_force_center:1;
545 unsigned fbfetch_msaa;
546 unsigned fbfetch_is_1D;
547 unsigned fbfetch_layered;
548 } ps;
549 } u;
550 } mono;
551
552 /* Optimization flags for asynchronous compilation only. */
553 struct {
554 /* For HW VS (it can be VS, TES, GS) */
555 uint64_t kill_outputs; /* "get_unique_index" bits */
556 unsigned clip_disable:1;
557
558 /* For shaders where monolithic variants have better code.
559 *
560 * This is a flag that has no effect on code generation,
561 * but forces monolithic shaders to be used as soon as
562 * possible, because it's in the "opt" group.
563 */
564 unsigned prefer_mono:1;
565 } opt;
566 };
567
568 /* Restore the pack alignment to default. */
569 #pragma pack(pop)
570
571 struct si_shader_config {
572 unsigned num_sgprs;
573 unsigned num_vgprs;
574 unsigned spilled_sgprs;
575 unsigned spilled_vgprs;
576 unsigned private_mem_vgprs;
577 unsigned lds_size;
578 unsigned max_simd_waves;
579 unsigned spi_ps_input_ena;
580 unsigned spi_ps_input_addr;
581 unsigned float_mode;
582 unsigned scratch_bytes_per_wave;
583 unsigned rsrc1;
584 unsigned rsrc2;
585 };
586
587 /* GCN-specific shader info. */
588 struct si_shader_info {
589 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
590 ubyte num_input_sgprs;
591 ubyte num_input_vgprs;
592 signed char face_vgpr_index;
593 signed char ancillary_vgpr_index;
594 bool uses_instanceid;
595 ubyte nr_pos_exports;
596 ubyte nr_param_exports;
597 };
598
599 struct si_shader {
600 struct si_compiler_ctx_state compiler_ctx_state;
601
602 struct si_shader_selector *selector;
603 struct si_shader_selector *previous_stage_sel; /* for refcounting */
604 struct si_shader *next_variant;
605
606 struct si_shader_part *prolog;
607 struct si_shader *previous_stage; /* for GFX9 */
608 struct si_shader_part *prolog2;
609 struct si_shader_part *epilog;
610
611 struct si_pm4_state *pm4;
612 struct r600_resource *bo;
613 struct r600_resource *scratch_bo;
614 struct si_shader_key key;
615 struct util_queue_fence ready;
616 bool compilation_failed;
617 bool is_monolithic;
618 bool is_optimized;
619 bool is_binary_shared;
620 bool is_gs_copy_shader;
621
622 /* The following data is all that's needed for binary shaders. */
623 struct ac_shader_binary binary;
624 struct si_shader_config config;
625 struct si_shader_info info;
626
627 /* Shader key + LLVM IR + disassembly + statistics.
628 * Generated for debug contexts only.
629 */
630 char *shader_log;
631 size_t shader_log_size;
632 };
633
634 struct si_shader_part {
635 struct si_shader_part *next;
636 union si_shader_part_key key;
637 struct ac_shader_binary binary;
638 struct si_shader_config config;
639 };
640
641 /* si_shader.c */
642 struct si_shader *
643 si_generate_gs_copy_shader(struct si_screen *sscreen,
644 LLVMTargetMachineRef tm,
645 struct si_shader_selector *gs_selector,
646 struct pipe_debug_callback *debug);
647 int si_compile_tgsi_shader(struct si_screen *sscreen,
648 LLVMTargetMachineRef tm,
649 struct si_shader *shader,
650 bool is_monolithic,
651 struct pipe_debug_callback *debug);
652 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
653 struct si_shader *shader,
654 struct pipe_debug_callback *debug);
655 void si_shader_destroy(struct si_shader *shader);
656 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
657 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
658 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
659 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
660 struct pipe_debug_callback *debug, unsigned processor,
661 FILE *f, bool check_debug_option);
662 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
663 struct pipe_debug_callback *debug);
664 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
665 unsigned *lds_size);
666 void si_shader_apply_scratch_relocs(struct si_shader *shader,
667 uint64_t scratch_va);
668 void si_shader_binary_read_config(struct ac_shader_binary *binary,
669 struct si_shader_config *conf,
670 unsigned symbol_offset);
671 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
672
673 /* si_shader_nir.c */
674 void si_nir_scan_shader(const struct nir_shader *nir,
675 struct tgsi_shader_info *info);
676 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
677 const struct tgsi_shader_info *info,
678 struct tgsi_tessctrl_info *out);
679 void si_lower_nir(struct si_shader_selector *sel);
680
681 /* Inline helpers. */
682
683 /* Return the pointer to the main shader part's pointer. */
684 static inline struct si_shader **
685 si_get_main_shader_part(struct si_shader_selector *sel,
686 struct si_shader_key *key)
687 {
688 if (key->as_ls)
689 return &sel->main_shader_part_ls;
690 if (key->as_es)
691 return &sel->main_shader_part_es;
692 return &sel->main_shader_part;
693 }
694
695 static inline bool
696 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
697 {
698 return selector ? selector->info.uses_bindless_samplers : false;
699 }
700
701 static inline bool
702 si_shader_uses_bindless_images(struct si_shader_selector *selector)
703 {
704 return selector ? selector->info.uses_bindless_images : false;
705 }
706
707 void si_destroy_shader_selector(struct si_context *sctx,
708 struct si_shader_selector *sel);
709
710 static inline void
711 si_shader_selector_reference(struct si_context *sctx,
712 struct si_shader_selector **dst,
713 struct si_shader_selector *src)
714 {
715 if (pipe_reference(&(*dst)->reference, &src->reference))
716 si_destroy_shader_selector(sctx, *dst);
717
718 *dst = src;
719 }
720
721 #endif