radeonsi: extract TGSI memory/texture opcode handling into its own file
[mesa.git] / src / gallium / drivers / radeonsi / si_state_shaders.c
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 * Authors:
24 * Christian König <christian.koenig@amd.com>
25 * Marek Olšák <maraeo@gmail.com>
26 */
27
28 #include "si_pipe.h"
29 #include "sid.h"
30 #include "gfx9d.h"
31 #include "radeon/r600_cs.h"
32
33 #include "tgsi/tgsi_parse.h"
34 #include "tgsi/tgsi_ureg.h"
35 #include "util/hash_table.h"
36 #include "util/crc32.h"
37 #include "util/u_memory.h"
38 #include "util/u_prim.h"
39
40 #include "util/disk_cache.h"
41 #include "util/mesa-sha1.h"
42 #include "ac_exp_param.h"
43
44 /* SHADER_CACHE */
45
46 /**
47 * Return the TGSI binary in a buffer. The first 4 bytes contain its size as
48 * integer.
49 */
50 static void *si_get_tgsi_binary(struct si_shader_selector *sel)
51 {
52 unsigned tgsi_size = tgsi_num_tokens(sel->tokens) *
53 sizeof(struct tgsi_token);
54 unsigned size = 4 + tgsi_size + sizeof(sel->so);
55 char *result = (char*)MALLOC(size);
56
57 if (!result)
58 return NULL;
59
60 *((uint32_t*)result) = size;
61 memcpy(result + 4, sel->tokens, tgsi_size);
62 memcpy(result + 4 + tgsi_size, &sel->so, sizeof(sel->so));
63 return result;
64 }
65
66 /** Copy "data" to "ptr" and return the next dword following copied data. */
67 static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
68 {
69 /* data may be NULL if size == 0 */
70 if (size)
71 memcpy(ptr, data, size);
72 ptr += DIV_ROUND_UP(size, 4);
73 return ptr;
74 }
75
76 /** Read data from "ptr". Return the next dword following the data. */
77 static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
78 {
79 memcpy(data, ptr, size);
80 ptr += DIV_ROUND_UP(size, 4);
81 return ptr;
82 }
83
84 /**
85 * Write the size as uint followed by the data. Return the next dword
86 * following the copied data.
87 */
88 static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
89 {
90 *ptr++ = size;
91 return write_data(ptr, data, size);
92 }
93
94 /**
95 * Read the size as uint followed by the data. Return both via parameters.
96 * Return the next dword following the data.
97 */
98 static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
99 {
100 *size = *ptr++;
101 assert(*data == NULL);
102 if (!*size)
103 return ptr;
104 *data = malloc(*size);
105 return read_data(ptr, *data, *size);
106 }
107
108 /**
109 * Return the shader binary in a buffer. The first 4 bytes contain its size
110 * as integer.
111 */
112 static void *si_get_shader_binary(struct si_shader *shader)
113 {
114 /* There is always a size of data followed by the data itself. */
115 unsigned relocs_size = shader->binary.reloc_count *
116 sizeof(shader->binary.relocs[0]);
117 unsigned disasm_size = shader->binary.disasm_string ?
118 strlen(shader->binary.disasm_string) + 1 : 0;
119 unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
120 strlen(shader->binary.llvm_ir_string) + 1 : 0;
121 unsigned size =
122 4 + /* total size */
123 4 + /* CRC32 of the data below */
124 align(sizeof(shader->config), 4) +
125 align(sizeof(shader->info), 4) +
126 4 + align(shader->binary.code_size, 4) +
127 4 + align(shader->binary.rodata_size, 4) +
128 4 + align(relocs_size, 4) +
129 4 + align(disasm_size, 4) +
130 4 + align(llvm_ir_size, 4);
131 void *buffer = CALLOC(1, size);
132 uint32_t *ptr = (uint32_t*)buffer;
133
134 if (!buffer)
135 return NULL;
136
137 *ptr++ = size;
138 ptr++; /* CRC32 is calculated at the end. */
139
140 ptr = write_data(ptr, &shader->config, sizeof(shader->config));
141 ptr = write_data(ptr, &shader->info, sizeof(shader->info));
142 ptr = write_chunk(ptr, shader->binary.code, shader->binary.code_size);
143 ptr = write_chunk(ptr, shader->binary.rodata, shader->binary.rodata_size);
144 ptr = write_chunk(ptr, shader->binary.relocs, relocs_size);
145 ptr = write_chunk(ptr, shader->binary.disasm_string, disasm_size);
146 ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
147 assert((char *)ptr - (char *)buffer == size);
148
149 /* Compute CRC32. */
150 ptr = (uint32_t*)buffer;
151 ptr++;
152 *ptr = util_hash_crc32(ptr + 1, size - 8);
153
154 return buffer;
155 }
156
157 static bool si_load_shader_binary(struct si_shader *shader, void *binary)
158 {
159 uint32_t *ptr = (uint32_t*)binary;
160 uint32_t size = *ptr++;
161 uint32_t crc32 = *ptr++;
162 unsigned chunk_size;
163
164 if (util_hash_crc32(ptr, size - 8) != crc32) {
165 fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
166 return false;
167 }
168
169 ptr = read_data(ptr, &shader->config, sizeof(shader->config));
170 ptr = read_data(ptr, &shader->info, sizeof(shader->info));
171 ptr = read_chunk(ptr, (void**)&shader->binary.code,
172 &shader->binary.code_size);
173 ptr = read_chunk(ptr, (void**)&shader->binary.rodata,
174 &shader->binary.rodata_size);
175 ptr = read_chunk(ptr, (void**)&shader->binary.relocs, &chunk_size);
176 shader->binary.reloc_count = chunk_size / sizeof(shader->binary.relocs[0]);
177 ptr = read_chunk(ptr, (void**)&shader->binary.disasm_string, &chunk_size);
178 ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
179
180 return true;
181 }
182
183 /**
184 * Insert a shader into the cache. It's assumed the shader is not in the cache.
185 * Use si_shader_cache_load_shader before calling this.
186 *
187 * Returns false on failure, in which case the tgsi_binary should be freed.
188 */
189 static bool si_shader_cache_insert_shader(struct si_screen *sscreen,
190 void *tgsi_binary,
191 struct si_shader *shader,
192 bool insert_into_disk_cache)
193 {
194 void *hw_binary;
195 struct hash_entry *entry;
196 uint8_t key[CACHE_KEY_SIZE];
197
198 entry = _mesa_hash_table_search(sscreen->shader_cache, tgsi_binary);
199 if (entry)
200 return false; /* already added */
201
202 hw_binary = si_get_shader_binary(shader);
203 if (!hw_binary)
204 return false;
205
206 if (_mesa_hash_table_insert(sscreen->shader_cache, tgsi_binary,
207 hw_binary) == NULL) {
208 FREE(hw_binary);
209 return false;
210 }
211
212 if (sscreen->b.disk_shader_cache && insert_into_disk_cache) {
213 disk_cache_compute_key(sscreen->b.disk_shader_cache, tgsi_binary,
214 *((uint32_t *)tgsi_binary), key);
215 disk_cache_put(sscreen->b.disk_shader_cache, key, hw_binary,
216 *((uint32_t *) hw_binary));
217 }
218
219 return true;
220 }
221
222 static bool si_shader_cache_load_shader(struct si_screen *sscreen,
223 void *tgsi_binary,
224 struct si_shader *shader)
225 {
226 struct hash_entry *entry =
227 _mesa_hash_table_search(sscreen->shader_cache, tgsi_binary);
228 if (!entry) {
229 if (sscreen->b.disk_shader_cache) {
230 unsigned char sha1[CACHE_KEY_SIZE];
231 size_t tg_size = *((uint32_t *) tgsi_binary);
232
233 disk_cache_compute_key(sscreen->b.disk_shader_cache,
234 tgsi_binary, tg_size, sha1);
235
236 size_t binary_size;
237 uint8_t *buffer =
238 disk_cache_get(sscreen->b.disk_shader_cache,
239 sha1, &binary_size);
240 if (!buffer)
241 return false;
242
243 if (binary_size < sizeof(uint32_t) ||
244 *((uint32_t*)buffer) != binary_size) {
245 /* Something has gone wrong discard the item
246 * from the cache and rebuild/link from
247 * source.
248 */
249 assert(!"Invalid radeonsi shader disk cache "
250 "item!");
251
252 disk_cache_remove(sscreen->b.disk_shader_cache,
253 sha1);
254 free(buffer);
255
256 return false;
257 }
258
259 if (!si_load_shader_binary(shader, buffer)) {
260 free(buffer);
261 return false;
262 }
263 free(buffer);
264
265 if (!si_shader_cache_insert_shader(sscreen, tgsi_binary,
266 shader, false))
267 FREE(tgsi_binary);
268 } else {
269 return false;
270 }
271 } else {
272 if (si_load_shader_binary(shader, entry->data))
273 FREE(tgsi_binary);
274 else
275 return false;
276 }
277 p_atomic_inc(&sscreen->b.num_shader_cache_hits);
278 return true;
279 }
280
281 static uint32_t si_shader_cache_key_hash(const void *key)
282 {
283 /* The first dword is the key size. */
284 return util_hash_crc32(key, *(uint32_t*)key);
285 }
286
287 static bool si_shader_cache_key_equals(const void *a, const void *b)
288 {
289 uint32_t *keya = (uint32_t*)a;
290 uint32_t *keyb = (uint32_t*)b;
291
292 /* The first dword is the key size. */
293 if (*keya != *keyb)
294 return false;
295
296 return memcmp(keya, keyb, *keya) == 0;
297 }
298
299 static void si_destroy_shader_cache_entry(struct hash_entry *entry)
300 {
301 FREE((void*)entry->key);
302 FREE(entry->data);
303 }
304
305 bool si_init_shader_cache(struct si_screen *sscreen)
306 {
307 (void) mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
308 sscreen->shader_cache =
309 _mesa_hash_table_create(NULL,
310 si_shader_cache_key_hash,
311 si_shader_cache_key_equals);
312
313 return sscreen->shader_cache != NULL;
314 }
315
316 void si_destroy_shader_cache(struct si_screen *sscreen)
317 {
318 if (sscreen->shader_cache)
319 _mesa_hash_table_destroy(sscreen->shader_cache,
320 si_destroy_shader_cache_entry);
321 mtx_destroy(&sscreen->shader_cache_mutex);
322 }
323
324 /* SHADER STATES */
325
326 static void si_set_tesseval_regs(struct si_screen *sscreen,
327 struct si_shader_selector *tes,
328 struct si_pm4_state *pm4)
329 {
330 struct tgsi_shader_info *info = &tes->info;
331 unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
332 unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
333 bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
334 bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
335 unsigned type, partitioning, topology, distribution_mode;
336
337 switch (tes_prim_mode) {
338 case PIPE_PRIM_LINES:
339 type = V_028B6C_TESS_ISOLINE;
340 break;
341 case PIPE_PRIM_TRIANGLES:
342 type = V_028B6C_TESS_TRIANGLE;
343 break;
344 case PIPE_PRIM_QUADS:
345 type = V_028B6C_TESS_QUAD;
346 break;
347 default:
348 assert(0);
349 return;
350 }
351
352 switch (tes_spacing) {
353 case PIPE_TESS_SPACING_FRACTIONAL_ODD:
354 partitioning = V_028B6C_PART_FRAC_ODD;
355 break;
356 case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
357 partitioning = V_028B6C_PART_FRAC_EVEN;
358 break;
359 case PIPE_TESS_SPACING_EQUAL:
360 partitioning = V_028B6C_PART_INTEGER;
361 break;
362 default:
363 assert(0);
364 return;
365 }
366
367 if (tes_point_mode)
368 topology = V_028B6C_OUTPUT_POINT;
369 else if (tes_prim_mode == PIPE_PRIM_LINES)
370 topology = V_028B6C_OUTPUT_LINE;
371 else if (tes_vertex_order_cw)
372 /* for some reason, this must be the other way around */
373 topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
374 else
375 topology = V_028B6C_OUTPUT_TRIANGLE_CW;
376
377 if (sscreen->has_distributed_tess) {
378 if (sscreen->b.family == CHIP_FIJI ||
379 sscreen->b.family >= CHIP_POLARIS10)
380 distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
381 else
382 distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
383 } else
384 distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
385
386 si_pm4_set_reg(pm4, R_028B6C_VGT_TF_PARAM,
387 S_028B6C_TYPE(type) |
388 S_028B6C_PARTITIONING(partitioning) |
389 S_028B6C_TOPOLOGY(topology) |
390 S_028B6C_DISTRIBUTION_MODE(distribution_mode));
391 }
392
393 /* Polaris needs different VTX_REUSE_DEPTH settings depending on
394 * whether the "fractional odd" tessellation spacing is used.
395 *
396 * Possible VGT configurations and which state should set the register:
397 *
398 * Reg set in | VGT shader configuration | Value
399 * ------------------------------------------------------
400 * VS as VS | VS | 30
401 * VS as ES | ES -> GS -> VS | 30
402 * TES as VS | LS -> HS -> VS | 14 or 30
403 * TES as ES | LS -> HS -> ES -> GS -> VS | 14 or 30
404 *
405 * If "shader" is NULL, it's assumed it's not LS or GS copy shader.
406 */
407 static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen,
408 struct si_shader_selector *sel,
409 struct si_shader *shader,
410 struct si_pm4_state *pm4)
411 {
412 unsigned type = sel->type;
413
414 if (sscreen->b.family < CHIP_POLARIS10)
415 return;
416
417 /* VS as VS, or VS as ES: */
418 if ((type == PIPE_SHADER_VERTEX &&
419 (!shader ||
420 (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
421 /* TES as VS, or TES as ES: */
422 type == PIPE_SHADER_TESS_EVAL) {
423 unsigned vtx_reuse_depth = 30;
424
425 if (type == PIPE_SHADER_TESS_EVAL &&
426 sel->info.properties[TGSI_PROPERTY_TES_SPACING] ==
427 PIPE_TESS_SPACING_FRACTIONAL_ODD)
428 vtx_reuse_depth = 14;
429
430 si_pm4_set_reg(pm4, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
431 vtx_reuse_depth);
432 }
433 }
434
435 static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
436 {
437 if (shader->pm4)
438 si_pm4_clear_state(shader->pm4);
439 else
440 shader->pm4 = CALLOC_STRUCT(si_pm4_state);
441
442 return shader->pm4;
443 }
444
445 static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
446 {
447 struct si_pm4_state *pm4;
448 unsigned vgpr_comp_cnt;
449 uint64_t va;
450
451 assert(sscreen->b.chip_class <= VI);
452
453 pm4 = si_get_shader_pm4_state(shader);
454 if (!pm4)
455 return;
456
457 va = shader->bo->gpu_address;
458 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
459
460 /* We need at least 2 components for LS.
461 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
462 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
463 */
464 vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
465
466 si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
467 si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, va >> 40);
468
469 shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
470 S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
471 S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
472 S_00B528_DX10_CLAMP(1) |
473 S_00B528_FLOAT_MODE(shader->config.float_mode);
474 shader->config.rsrc2 = S_00B52C_USER_SGPR(SI_VS_NUM_USER_SGPR) |
475 S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
476 }
477
478 static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
479 {
480 struct si_pm4_state *pm4;
481 uint64_t va;
482 unsigned ls_vgpr_comp_cnt = 0;
483
484 pm4 = si_get_shader_pm4_state(shader);
485 if (!pm4)
486 return;
487
488 va = shader->bo->gpu_address;
489 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
490
491 if (sscreen->b.chip_class >= GFX9) {
492 si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
493 si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, va >> 40);
494
495 /* We need at least 2 components for LS.
496 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
497 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
498 */
499 ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
500
501 shader->config.rsrc2 =
502 S_00B42C_USER_SGPR(GFX9_TCS_NUM_USER_SGPR) |
503 S_00B42C_USER_SGPR_MSB(GFX9_TCS_NUM_USER_SGPR >> 5) |
504 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
505 } else {
506 si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
507 si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
508
509 shader->config.rsrc2 =
510 S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) |
511 S_00B42C_OC_LDS_EN(1) |
512 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
513 }
514
515 si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
516 S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
517 S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) |
518 S_00B428_DX10_CLAMP(1) |
519 S_00B428_FLOAT_MODE(shader->config.float_mode) |
520 S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
521
522 if (sscreen->b.chip_class <= VI) {
523 si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
524 shader->config.rsrc2);
525 }
526 }
527
528 static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
529 {
530 struct si_pm4_state *pm4;
531 unsigned num_user_sgprs;
532 unsigned vgpr_comp_cnt;
533 uint64_t va;
534 unsigned oc_lds_en;
535
536 assert(sscreen->b.chip_class <= VI);
537
538 pm4 = si_get_shader_pm4_state(shader);
539 if (!pm4)
540 return;
541
542 va = shader->bo->gpu_address;
543 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
544
545 if (shader->selector->type == PIPE_SHADER_VERTEX) {
546 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
547 vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
548 num_user_sgprs = SI_VS_NUM_USER_SGPR;
549 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
550 vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
551 num_user_sgprs = SI_TES_NUM_USER_SGPR;
552 } else
553 unreachable("invalid shader selector type");
554
555 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
556
557 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
558 shader->selector->esgs_itemsize / 4);
559 si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
560 si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
561 si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
562 S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
563 S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
564 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
565 S_00B328_DX10_CLAMP(1) |
566 S_00B328_FLOAT_MODE(shader->config.float_mode));
567 si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
568 S_00B32C_USER_SGPR(num_user_sgprs) |
569 S_00B32C_OC_LDS_EN(oc_lds_en) |
570 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
571
572 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
573 si_set_tesseval_regs(sscreen, shader->selector, pm4);
574
575 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
576 }
577
578 /**
579 * Calculate the appropriate setting of VGT_GS_MODE when \p shader is a
580 * geometry shader.
581 */
582 static uint32_t si_vgt_gs_mode(struct si_shader_selector *sel)
583 {
584 enum chip_class chip_class = sel->screen->b.chip_class;
585 unsigned gs_max_vert_out = sel->gs_max_out_vertices;
586 unsigned cut_mode;
587
588 if (gs_max_vert_out <= 128) {
589 cut_mode = V_028A40_GS_CUT_128;
590 } else if (gs_max_vert_out <= 256) {
591 cut_mode = V_028A40_GS_CUT_256;
592 } else if (gs_max_vert_out <= 512) {
593 cut_mode = V_028A40_GS_CUT_512;
594 } else {
595 assert(gs_max_vert_out <= 1024);
596 cut_mode = V_028A40_GS_CUT_1024;
597 }
598
599 return S_028A40_MODE(V_028A40_GS_SCENARIO_G) |
600 S_028A40_CUT_MODE(cut_mode)|
601 S_028A40_ES_WRITE_OPTIMIZE(chip_class <= VI) |
602 S_028A40_GS_WRITE_OPTIMIZE(1) |
603 S_028A40_ONCHIP(chip_class >= GFX9 ? 1 : 0);
604 }
605
606 struct gfx9_gs_info {
607 unsigned es_verts_per_subgroup;
608 unsigned gs_prims_per_subgroup;
609 unsigned gs_inst_prims_in_subgroup;
610 unsigned max_prims_per_subgroup;
611 unsigned lds_size;
612 };
613
614 static void gfx9_get_gs_info(struct si_shader_selector *es,
615 struct si_shader_selector *gs,
616 struct gfx9_gs_info *out)
617 {
618 unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
619 unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
620 bool uses_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
621 input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
622
623 /* All these are in dwords: */
624 /* We can't allow using the whole LDS, because GS waves compete with
625 * other shader stages for LDS space. */
626 const unsigned max_lds_size = 8 * 1024;
627 const unsigned esgs_itemsize = es->esgs_itemsize / 4;
628 unsigned esgs_lds_size;
629
630 /* All these are per subgroup: */
631 const unsigned max_out_prims = 32 * 1024;
632 const unsigned max_es_verts = 255;
633 const unsigned ideal_gs_prims = 64;
634 unsigned max_gs_prims, gs_prims;
635 unsigned min_es_verts, es_verts, worst_case_es_verts;
636
637 assert(gs_num_invocations <= 32); /* GL maximum */
638
639 if (uses_adjacency || gs_num_invocations > 1)
640 max_gs_prims = 127 / gs_num_invocations;
641 else
642 max_gs_prims = 255;
643
644 /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
645 * Make sure we don't go over the maximum value.
646 */
647 max_gs_prims = MIN2(max_gs_prims,
648 max_out_prims /
649 (gs->gs_max_out_vertices * gs_num_invocations));
650 assert(max_gs_prims > 0);
651
652 /* If the primitive has adjacency, halve the number of vertices
653 * that will be reused in multiple primitives.
654 */
655 min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
656
657 gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
658 worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
659
660 /* Compute ESGS LDS size based on the worst case number of ES vertices
661 * needed to create the target number of GS prims per subgroup.
662 */
663 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
664
665 /* If total LDS usage is too big, refactor partitions based on ratio
666 * of ESGS item sizes.
667 */
668 if (esgs_lds_size > max_lds_size) {
669 /* Our target GS Prims Per Subgroup was too large. Calculate
670 * the maximum number of GS Prims Per Subgroup that will fit
671 * into LDS, capped by the maximum that the hardware can support.
672 */
673 gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)),
674 max_gs_prims);
675 assert(gs_prims > 0);
676 worst_case_es_verts = MIN2(min_es_verts * gs_prims,
677 max_es_verts);
678
679 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
680 assert(esgs_lds_size <= max_lds_size);
681 }
682
683 /* Now calculate remaining ESGS information. */
684 if (esgs_lds_size)
685 es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
686 else
687 es_verts = max_es_verts;
688
689 /* Vertices for adjacency primitives are not always reused, so restore
690 * it for ES_VERTS_PER_SUBGRP.
691 */
692 min_es_verts = gs->gs_input_verts_per_prim;
693
694 /* For normal primitives, the VGT only checks if they are past the ES
695 * verts per subgroup after allocating a full GS primitive and if they
696 * are, kick off a new subgroup. But if those additional ES verts are
697 * unique (e.g. not reused) we need to make sure there is enough LDS
698 * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
699 */
700 es_verts -= min_es_verts - 1;
701
702 out->es_verts_per_subgroup = es_verts;
703 out->gs_prims_per_subgroup = gs_prims;
704 out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
705 out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
706 gs->gs_max_out_vertices;
707 out->lds_size = align(esgs_lds_size, 128) / 128;
708
709 assert(out->max_prims_per_subgroup <= max_out_prims);
710 }
711
712 static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
713 {
714 struct si_shader_selector *sel = shader->selector;
715 const ubyte *num_components = sel->info.num_stream_output_components;
716 unsigned gs_num_invocations = sel->gs_num_invocations;
717 struct si_pm4_state *pm4;
718 uint64_t va;
719 unsigned max_stream = sel->max_gs_stream;
720 unsigned offset;
721
722 pm4 = si_get_shader_pm4_state(shader);
723 if (!pm4)
724 return;
725
726 offset = num_components[0] * sel->gs_max_out_vertices;
727 si_pm4_set_reg(pm4, R_028A60_VGT_GSVS_RING_OFFSET_1, offset);
728 if (max_stream >= 1)
729 offset += num_components[1] * sel->gs_max_out_vertices;
730 si_pm4_set_reg(pm4, R_028A64_VGT_GSVS_RING_OFFSET_2, offset);
731 if (max_stream >= 2)
732 offset += num_components[2] * sel->gs_max_out_vertices;
733 si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, offset);
734 if (max_stream >= 3)
735 offset += num_components[3] * sel->gs_max_out_vertices;
736 si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, offset);
737
738 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
739 assert(offset < (1 << 15));
740
741 si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, sel->gs_max_out_vertices);
742
743 si_pm4_set_reg(pm4, R_028B5C_VGT_GS_VERT_ITEMSIZE, num_components[0]);
744 si_pm4_set_reg(pm4, R_028B60_VGT_GS_VERT_ITEMSIZE_1, (max_stream >= 1) ? num_components[1] : 0);
745 si_pm4_set_reg(pm4, R_028B64_VGT_GS_VERT_ITEMSIZE_2, (max_stream >= 2) ? num_components[2] : 0);
746 si_pm4_set_reg(pm4, R_028B68_VGT_GS_VERT_ITEMSIZE_3, (max_stream >= 3) ? num_components[3] : 0);
747
748 si_pm4_set_reg(pm4, R_028B90_VGT_GS_INSTANCE_CNT,
749 S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
750 S_028B90_ENABLE(gs_num_invocations > 0));
751
752 va = shader->bo->gpu_address;
753 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
754
755 if (sscreen->b.chip_class >= GFX9) {
756 unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
757 unsigned es_type = shader->key.part.gs.es->type;
758 unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
759 struct gfx9_gs_info gs_info;
760
761 if (es_type == PIPE_SHADER_VERTEX)
762 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
763 es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
764 else if (es_type == PIPE_SHADER_TESS_EVAL)
765 es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
766 else
767 unreachable("invalid shader selector type");
768
769 /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
770 * VGPR[0:4] are always loaded.
771 */
772 if (sel->info.uses_invocationid)
773 gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
774 else if (sel->info.uses_primid)
775 gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
776 else if (input_prim >= PIPE_PRIM_TRIANGLES)
777 gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
778 else
779 gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
780
781 gfx9_get_gs_info(shader->key.part.gs.es, sel, &gs_info);
782
783 si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
784 si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, va >> 40);
785
786 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
787 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
788 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
789 S_00B228_DX10_CLAMP(1) |
790 S_00B228_FLOAT_MODE(shader->config.float_mode) |
791 S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
792 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
793 S_00B22C_USER_SGPR(GFX9_GS_NUM_USER_SGPR) |
794 S_00B22C_USER_SGPR_MSB(GFX9_GS_NUM_USER_SGPR >> 5) |
795 S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
796 S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
797 S_00B22C_LDS_SIZE(gs_info.lds_size) |
798 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
799
800 si_pm4_set_reg(pm4, R_028A44_VGT_GS_ONCHIP_CNTL,
801 S_028A44_ES_VERTS_PER_SUBGRP(gs_info.es_verts_per_subgroup) |
802 S_028A44_GS_PRIMS_PER_SUBGRP(gs_info.gs_prims_per_subgroup) |
803 S_028A44_GS_INST_PRIMS_IN_SUBGRP(gs_info.gs_inst_prims_in_subgroup));
804 si_pm4_set_reg(pm4, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
805 S_028A94_MAX_PRIMS_PER_SUBGROUP(gs_info.max_prims_per_subgroup));
806 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
807 shader->key.part.gs.es->esgs_itemsize / 4);
808
809 if (es_type == PIPE_SHADER_TESS_EVAL)
810 si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
811
812 polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es,
813 NULL, pm4);
814 } else {
815 si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
816 si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, va >> 40);
817
818 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
819 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
820 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
821 S_00B228_DX10_CLAMP(1) |
822 S_00B228_FLOAT_MODE(shader->config.float_mode));
823 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
824 S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
825 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
826 }
827 }
828
829 /**
830 * Compute the state for \p shader, which will run as a vertex shader on the
831 * hardware.
832 *
833 * If \p gs is non-NULL, it points to the geometry shader for which this shader
834 * is the copy shader.
835 */
836 static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
837 struct si_shader_selector *gs)
838 {
839 struct si_pm4_state *pm4;
840 unsigned num_user_sgprs;
841 unsigned nparams, vgpr_comp_cnt;
842 uint64_t va;
843 unsigned oc_lds_en;
844 unsigned window_space =
845 shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
846 bool enable_prim_id = shader->key.mono.vs_export_prim_id || shader->selector->info.uses_primid;
847
848 pm4 = si_get_shader_pm4_state(shader);
849 if (!pm4)
850 return;
851
852 /* We always write VGT_GS_MODE in the VS state, because every switch
853 * between different shader pipelines involving a different GS or no
854 * GS at all involves a switch of the VS (different GS use different
855 * copy shaders). On the other hand, when the API switches from a GS to
856 * no GS and then back to the same GS used originally, the GS state is
857 * not sent again.
858 */
859 if (!gs) {
860 unsigned mode = 0;
861
862 /* PrimID needs GS scenario A.
863 * GFX9 also needs it when ViewportIndex is enabled.
864 */
865 if (enable_prim_id ||
866 (sscreen->b.chip_class >= GFX9 &&
867 shader->selector->info.writes_viewport_index))
868 mode = V_028A40_GS_SCENARIO_A;
869
870 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE, S_028A40_MODE(mode));
871 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, enable_prim_id);
872 } else {
873 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE, si_vgt_gs_mode(gs));
874 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0);
875 }
876
877 va = shader->bo->gpu_address;
878 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
879
880 if (gs) {
881 vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
882 num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
883 } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
884 /* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
885 * If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
886 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
887 */
888 vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
889 num_user_sgprs = SI_VS_NUM_USER_SGPR;
890 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
891 vgpr_comp_cnt = enable_prim_id ? 3 : 2;
892 num_user_sgprs = SI_TES_NUM_USER_SGPR;
893 } else
894 unreachable("invalid shader selector type");
895
896 /* VS is required to export at least one param. */
897 nparams = MAX2(shader->info.nr_param_exports, 1);
898 si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
899 S_0286C4_VS_EXPORT_COUNT(nparams - 1));
900
901 si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
902 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
903 S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
904 V_02870C_SPI_SHADER_4COMP :
905 V_02870C_SPI_SHADER_NONE) |
906 S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
907 V_02870C_SPI_SHADER_4COMP :
908 V_02870C_SPI_SHADER_NONE) |
909 S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
910 V_02870C_SPI_SHADER_4COMP :
911 V_02870C_SPI_SHADER_NONE));
912
913 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
914
915 si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
916 si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, va >> 40);
917 si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
918 S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
919 S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8) |
920 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
921 S_00B128_DX10_CLAMP(1) |
922 S_00B128_FLOAT_MODE(shader->config.float_mode));
923 si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
924 S_00B12C_USER_SGPR(num_user_sgprs) |
925 S_00B12C_OC_LDS_EN(oc_lds_en) |
926 S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
927 S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
928 S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
929 S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
930 S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
931 S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
932 if (window_space)
933 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
934 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
935 else
936 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
937 S_028818_VTX_W0_FMT(1) |
938 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
939 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
940 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
941
942 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
943 si_set_tesseval_regs(sscreen, shader->selector, pm4);
944
945 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
946 }
947
948 static unsigned si_get_ps_num_interp(struct si_shader *ps)
949 {
950 struct tgsi_shader_info *info = &ps->selector->info;
951 unsigned num_colors = !!(info->colors_read & 0x0f) +
952 !!(info->colors_read & 0xf0);
953 unsigned num_interp = ps->selector->info.num_inputs +
954 (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
955
956 assert(num_interp <= 32);
957 return MIN2(num_interp, 32);
958 }
959
960 static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
961 {
962 unsigned value = shader->key.part.ps.epilog.spi_shader_col_format;
963 unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
964
965 /* If the i-th target format is set, all previous target formats must
966 * be non-zero to avoid hangs.
967 */
968 for (i = 0; i < num_targets; i++)
969 if (!(value & (0xf << (i * 4))))
970 value |= V_028714_SPI_SHADER_32_R << (i * 4);
971
972 return value;
973 }
974
975 static unsigned si_get_cb_shader_mask(unsigned spi_shader_col_format)
976 {
977 unsigned i, cb_shader_mask = 0;
978
979 for (i = 0; i < 8; i++) {
980 switch ((spi_shader_col_format >> (i * 4)) & 0xf) {
981 case V_028714_SPI_SHADER_ZERO:
982 break;
983 case V_028714_SPI_SHADER_32_R:
984 cb_shader_mask |= 0x1 << (i * 4);
985 break;
986 case V_028714_SPI_SHADER_32_GR:
987 cb_shader_mask |= 0x3 << (i * 4);
988 break;
989 case V_028714_SPI_SHADER_32_AR:
990 cb_shader_mask |= 0x9 << (i * 4);
991 break;
992 case V_028714_SPI_SHADER_FP16_ABGR:
993 case V_028714_SPI_SHADER_UNORM16_ABGR:
994 case V_028714_SPI_SHADER_SNORM16_ABGR:
995 case V_028714_SPI_SHADER_UINT16_ABGR:
996 case V_028714_SPI_SHADER_SINT16_ABGR:
997 case V_028714_SPI_SHADER_32_ABGR:
998 cb_shader_mask |= 0xf << (i * 4);
999 break;
1000 default:
1001 assert(0);
1002 }
1003 }
1004 return cb_shader_mask;
1005 }
1006
1007 static void si_shader_ps(struct si_shader *shader)
1008 {
1009 struct tgsi_shader_info *info = &shader->selector->info;
1010 struct si_pm4_state *pm4;
1011 unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
1012 unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
1013 uint64_t va;
1014 unsigned input_ena = shader->config.spi_ps_input_ena;
1015
1016 /* we need to enable at least one of them, otherwise we hang the GPU */
1017 assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1018 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1019 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1020 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
1021 G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
1022 G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1023 G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
1024 G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
1025 /* POS_W_FLOAT_ENA requires one of the perspective weights. */
1026 assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) ||
1027 G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1028 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1029 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1030 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
1031
1032 /* Validate interpolation optimization flags (read as implications). */
1033 assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
1034 (G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1035 G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1036 assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
1037 (G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1038 G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1039 assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
1040 (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) &&
1041 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1042 assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
1043 (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) &&
1044 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1045 assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
1046 (!G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1047 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1048 assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
1049 (!G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1050 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1051
1052 /* Validate cases when the optimizations are off (read as implications). */
1053 assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
1054 !G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1055 !G_0286CC_PERSP_CENTROID_ENA(input_ena));
1056 assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
1057 !G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1058 !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
1059
1060 pm4 = si_get_shader_pm4_state(shader);
1061 if (!pm4)
1062 return;
1063
1064 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
1065 * Possible vaules:
1066 * 0 -> Position = pixel center
1067 * 1 -> Position = pixel centroid
1068 * 2 -> Position = at sample position
1069 *
1070 * From GLSL 4.5 specification, section 7.1:
1071 * "The variable gl_FragCoord is available as an input variable from
1072 * within fragment shaders and it holds the window relative coordinates
1073 * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
1074 * value can be for any location within the pixel, or one of the
1075 * fragment samples. The use of centroid does not further restrict
1076 * this value to be inside the current primitive."
1077 *
1078 * Meaning that centroid has no effect and we can return anything within
1079 * the pixel. Thus, return the value at sample position, because that's
1080 * the most accurate one shaders can get.
1081 */
1082 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
1083
1084 if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
1085 TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
1086 spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
1087
1088 spi_shader_col_format = si_get_spi_shader_col_format(shader);
1089 cb_shader_mask = si_get_cb_shader_mask(spi_shader_col_format);
1090
1091 /* Ensure that some export memory is always allocated, for two reasons:
1092 *
1093 * 1) Correctness: The hardware ignores the EXEC mask if no export
1094 * memory is allocated, so KILL and alpha test do not work correctly
1095 * without this.
1096 * 2) Performance: Every shader needs at least a NULL export, even when
1097 * it writes no color/depth output. The NULL export instruction
1098 * stalls without this setting.
1099 *
1100 * Don't add this to CB_SHADER_MASK.
1101 */
1102 if (!spi_shader_col_format &&
1103 !info->writes_z && !info->writes_stencil && !info->writes_samplemask)
1104 spi_shader_col_format = V_028714_SPI_SHADER_32_R;
1105
1106 si_pm4_set_reg(pm4, R_0286CC_SPI_PS_INPUT_ENA, input_ena);
1107 si_pm4_set_reg(pm4, R_0286D0_SPI_PS_INPUT_ADDR,
1108 shader->config.spi_ps_input_addr);
1109
1110 /* Set interpolation controls. */
1111 spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader));
1112
1113 /* Set registers. */
1114 si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
1115 si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
1116
1117 si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT,
1118 si_get_spi_shader_z_format(info->writes_z,
1119 info->writes_stencil,
1120 info->writes_samplemask));
1121
1122 si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT, spi_shader_col_format);
1123 si_pm4_set_reg(pm4, R_02823C_CB_SHADER_MASK, cb_shader_mask);
1124
1125 va = shader->bo->gpu_address;
1126 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
1127 si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
1128 si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, va >> 40);
1129
1130 si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
1131 S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
1132 S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8) |
1133 S_00B028_DX10_CLAMP(1) |
1134 S_00B028_FLOAT_MODE(shader->config.float_mode));
1135 si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
1136 S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
1137 S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
1138 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
1139 }
1140
1141 static void si_shader_init_pm4_state(struct si_screen *sscreen,
1142 struct si_shader *shader)
1143 {
1144 switch (shader->selector->type) {
1145 case PIPE_SHADER_VERTEX:
1146 if (shader->key.as_ls)
1147 si_shader_ls(sscreen, shader);
1148 else if (shader->key.as_es)
1149 si_shader_es(sscreen, shader);
1150 else
1151 si_shader_vs(sscreen, shader, NULL);
1152 break;
1153 case PIPE_SHADER_TESS_CTRL:
1154 si_shader_hs(sscreen, shader);
1155 break;
1156 case PIPE_SHADER_TESS_EVAL:
1157 if (shader->key.as_es)
1158 si_shader_es(sscreen, shader);
1159 else
1160 si_shader_vs(sscreen, shader, NULL);
1161 break;
1162 case PIPE_SHADER_GEOMETRY:
1163 si_shader_gs(sscreen, shader);
1164 break;
1165 case PIPE_SHADER_FRAGMENT:
1166 si_shader_ps(shader);
1167 break;
1168 default:
1169 assert(0);
1170 }
1171 }
1172
1173 static unsigned si_get_alpha_test_func(struct si_context *sctx)
1174 {
1175 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
1176 if (sctx->queued.named.dsa)
1177 return sctx->queued.named.dsa->alpha_func;
1178
1179 return PIPE_FUNC_ALWAYS;
1180 }
1181
1182 static void si_shader_selector_key_vs(struct si_context *sctx,
1183 struct si_shader_selector *vs,
1184 struct si_shader_key *key,
1185 struct si_vs_prolog_bits *prolog_key)
1186 {
1187 if (!sctx->vertex_elements)
1188 return;
1189
1190 unsigned count = MIN2(vs->info.num_inputs,
1191 sctx->vertex_elements->count);
1192 for (unsigned i = 0; i < count; ++i) {
1193 prolog_key->instance_divisors[i] =
1194 sctx->vertex_elements->elements[i].instance_divisor;
1195 }
1196
1197 memcpy(key->mono.vs_fix_fetch, sctx->vertex_elements->fix_fetch, count);
1198 }
1199
1200 static void si_shader_selector_key_hw_vs(struct si_context *sctx,
1201 struct si_shader_selector *vs,
1202 struct si_shader_key *key)
1203 {
1204 struct si_shader_selector *ps = sctx->ps_shader.cso;
1205
1206 key->opt.hw_vs.clip_disable =
1207 sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
1208 (vs->info.clipdist_writemask ||
1209 vs->info.writes_clipvertex) &&
1210 !vs->info.culldist_writemask;
1211
1212 /* Find out if PS is disabled. */
1213 bool ps_disabled = true;
1214 if (ps) {
1215 bool ps_modifies_zs = ps->info.uses_kill ||
1216 ps->info.writes_z ||
1217 ps->info.writes_stencil ||
1218 ps->info.writes_samplemask ||
1219 si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
1220
1221 unsigned ps_colormask = sctx->framebuffer.colorbuf_enabled_4bit &
1222 sctx->queued.named.blend->cb_target_mask;
1223 if (!ps->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS])
1224 ps_colormask &= ps->colors_written_4bit;
1225
1226 ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
1227 (!ps_colormask &&
1228 !ps_modifies_zs &&
1229 !ps->info.writes_memory);
1230 }
1231
1232 /* Find out which VS outputs aren't used by the PS. */
1233 uint64_t outputs_written = vs->outputs_written;
1234 uint64_t inputs_read = 0;
1235
1236 outputs_written &= ~0x3; /* ignore POSITION, PSIZE */
1237
1238 if (!ps_disabled) {
1239 inputs_read = ps->inputs_read;
1240 }
1241
1242 uint64_t linked = outputs_written & inputs_read;
1243
1244 key->opt.hw_vs.kill_outputs = ~linked & outputs_written;
1245 }
1246
1247 /* Compute the key for the hw shader variant */
1248 static inline void si_shader_selector_key(struct pipe_context *ctx,
1249 struct si_shader_selector *sel,
1250 struct si_shader_key *key)
1251 {
1252 struct si_context *sctx = (struct si_context *)ctx;
1253
1254 memset(key, 0, sizeof(*key));
1255
1256 switch (sel->type) {
1257 case PIPE_SHADER_VERTEX:
1258 si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
1259
1260 if (sctx->tes_shader.cso)
1261 key->as_ls = 1;
1262 else if (sctx->gs_shader.cso)
1263 key->as_es = 1;
1264 else {
1265 si_shader_selector_key_hw_vs(sctx, sel, key);
1266
1267 if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
1268 key->mono.vs_export_prim_id = 1;
1269 }
1270 break;
1271 case PIPE_SHADER_TESS_CTRL:
1272 if (sctx->b.chip_class >= GFX9) {
1273 si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
1274 key, &key->part.tcs.ls_prolog);
1275 key->part.tcs.ls = sctx->vs_shader.cso;
1276 }
1277
1278 key->part.tcs.epilog.prim_mode =
1279 sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
1280 key->part.tcs.epilog.tes_reads_tess_factors =
1281 sctx->tes_shader.cso->info.reads_tess_factors;
1282
1283 if (sel == sctx->fixed_func_tcs_shader.cso)
1284 key->mono.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
1285 break;
1286 case PIPE_SHADER_TESS_EVAL:
1287 if (sctx->gs_shader.cso)
1288 key->as_es = 1;
1289 else {
1290 si_shader_selector_key_hw_vs(sctx, sel, key);
1291
1292 if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
1293 key->mono.vs_export_prim_id = 1;
1294 }
1295 break;
1296 case PIPE_SHADER_GEOMETRY:
1297 if (sctx->b.chip_class >= GFX9) {
1298 if (sctx->tes_shader.cso) {
1299 key->part.gs.es = sctx->tes_shader.cso;
1300 } else {
1301 si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
1302 key, &key->part.gs.vs_prolog);
1303 key->part.gs.es = sctx->vs_shader.cso;
1304 }
1305
1306 /* Merged ES-GS can have unbalanced wave usage.
1307 *
1308 * ES threads are per-vertex, while GS threads are
1309 * per-primitive. So without any amplification, there
1310 * are fewer GS threads than ES threads, which can result
1311 * in empty (no-op) GS waves. With too much amplification,
1312 * there are more GS threads than ES threads, which
1313 * can result in empty (no-op) ES waves.
1314 *
1315 * Non-monolithic shaders are implemented by setting EXEC
1316 * at the beginning of shader parts, and don't jump to
1317 * the end if EXEC is 0.
1318 *
1319 * Monolithic shaders use conditional blocks, so they can
1320 * jump and skip empty waves of ES or GS. So set this to
1321 * always use optimized variants, which are monolithic.
1322 */
1323 key->opt.prefer_mono = 1;
1324 }
1325 key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
1326 break;
1327 case PIPE_SHADER_FRAGMENT: {
1328 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
1329 struct si_state_blend *blend = sctx->queued.named.blend;
1330
1331 if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
1332 sel->info.colors_written == 0x1)
1333 key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
1334
1335 if (blend) {
1336 /* Select the shader color format based on whether
1337 * blending or alpha are needed.
1338 */
1339 key->part.ps.epilog.spi_shader_col_format =
1340 (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1341 sctx->framebuffer.spi_shader_col_format_blend_alpha) |
1342 (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1343 sctx->framebuffer.spi_shader_col_format_blend) |
1344 (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1345 sctx->framebuffer.spi_shader_col_format_alpha) |
1346 (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1347 sctx->framebuffer.spi_shader_col_format);
1348
1349 /* The output for dual source blending should have
1350 * the same format as the first output.
1351 */
1352 if (blend->dual_src_blend)
1353 key->part.ps.epilog.spi_shader_col_format |=
1354 (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
1355 } else
1356 key->part.ps.epilog.spi_shader_col_format = sctx->framebuffer.spi_shader_col_format;
1357
1358 /* If alpha-to-coverage is enabled, we have to export alpha
1359 * even if there is no color buffer.
1360 */
1361 if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) &&
1362 blend && blend->alpha_to_coverage)
1363 key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
1364
1365 /* On SI and CIK except Hawaii, the CB doesn't clamp outputs
1366 * to the range supported by the type if a channel has less
1367 * than 16 bits and the export format is 16_ABGR.
1368 */
1369 if (sctx->b.chip_class <= CIK && sctx->b.family != CHIP_HAWAII) {
1370 key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
1371 key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
1372 }
1373
1374 /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
1375 if (!key->part.ps.epilog.last_cbuf) {
1376 key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
1377 key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
1378 key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
1379 }
1380
1381 if (rs) {
1382 bool is_poly = (sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES &&
1383 sctx->current_rast_prim <= PIPE_PRIM_POLYGON) ||
1384 sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES_ADJACENCY;
1385 bool is_line = !is_poly && sctx->current_rast_prim != PIPE_PRIM_POINTS;
1386
1387 key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
1388 key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
1389
1390 if (sctx->queued.named.blend) {
1391 key->part.ps.epilog.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
1392 rs->multisample_enable;
1393 }
1394
1395 key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
1396 key->part.ps.epilog.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
1397 (is_line && rs->line_smooth)) &&
1398 sctx->framebuffer.nr_samples <= 1;
1399 key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
1400
1401 if (rs->force_persample_interp &&
1402 rs->multisample_enable &&
1403 sctx->framebuffer.nr_samples > 1 &&
1404 sctx->ps_iter_samples > 1) {
1405 key->part.ps.prolog.force_persp_sample_interp =
1406 sel->info.uses_persp_center ||
1407 sel->info.uses_persp_centroid;
1408
1409 key->part.ps.prolog.force_linear_sample_interp =
1410 sel->info.uses_linear_center ||
1411 sel->info.uses_linear_centroid;
1412 } else if (rs->multisample_enable &&
1413 sctx->framebuffer.nr_samples > 1) {
1414 key->part.ps.prolog.bc_optimize_for_persp =
1415 sel->info.uses_persp_center &&
1416 sel->info.uses_persp_centroid;
1417 key->part.ps.prolog.bc_optimize_for_linear =
1418 sel->info.uses_linear_center &&
1419 sel->info.uses_linear_centroid;
1420 } else {
1421 /* Make sure SPI doesn't compute more than 1 pair
1422 * of (i,j), which is the optimization here. */
1423 key->part.ps.prolog.force_persp_center_interp =
1424 sel->info.uses_persp_center +
1425 sel->info.uses_persp_centroid +
1426 sel->info.uses_persp_sample > 1;
1427
1428 key->part.ps.prolog.force_linear_center_interp =
1429 sel->info.uses_linear_center +
1430 sel->info.uses_linear_centroid +
1431 sel->info.uses_linear_sample > 1;
1432 }
1433 }
1434
1435 key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
1436 break;
1437 }
1438 default:
1439 assert(0);
1440 }
1441 }
1442
1443 static void si_build_shader_variant(void *job, int thread_index)
1444 {
1445 struct si_shader *shader = (struct si_shader *)job;
1446 struct si_shader_selector *sel = shader->selector;
1447 struct si_screen *sscreen = sel->screen;
1448 LLVMTargetMachineRef tm;
1449 struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
1450 int r;
1451
1452 if (thread_index >= 0) {
1453 assert(thread_index < ARRAY_SIZE(sscreen->tm));
1454 tm = sscreen->tm[thread_index];
1455 if (!debug->async)
1456 debug = NULL;
1457 } else {
1458 tm = shader->compiler_ctx_state.tm;
1459 }
1460
1461 r = si_shader_create(sscreen, tm, shader, debug);
1462 if (unlikely(r)) {
1463 R600_ERR("Failed to build shader variant (type=%u) %d\n",
1464 sel->type, r);
1465 shader->compilation_failed = true;
1466 return;
1467 }
1468
1469 if (shader->compiler_ctx_state.is_debug_context) {
1470 FILE *f = open_memstream(&shader->shader_log,
1471 &shader->shader_log_size);
1472 if (f) {
1473 si_shader_dump(sscreen, shader, NULL, sel->type, f, false);
1474 fclose(f);
1475 }
1476 }
1477
1478 si_shader_init_pm4_state(sscreen, shader);
1479 }
1480
1481 static const struct si_shader_key zeroed;
1482
1483 static bool si_check_missing_main_part(struct si_screen *sscreen,
1484 struct si_shader_selector *sel,
1485 struct si_compiler_ctx_state *compiler_state,
1486 struct si_shader_key *key)
1487 {
1488 struct si_shader **mainp = si_get_main_shader_part(sel, key);
1489
1490 if (!*mainp) {
1491 struct si_shader *main_part = CALLOC_STRUCT(si_shader);
1492
1493 if (!main_part)
1494 return false;
1495
1496 main_part->selector = sel;
1497 main_part->key.as_es = key->as_es;
1498 main_part->key.as_ls = key->as_ls;
1499
1500 if (si_compile_tgsi_shader(sscreen, compiler_state->tm,
1501 main_part, false,
1502 &compiler_state->debug) != 0) {
1503 FREE(main_part);
1504 return false;
1505 }
1506 *mainp = main_part;
1507 }
1508 return true;
1509 }
1510
1511 static void si_destroy_shader_selector(struct si_context *sctx,
1512 struct si_shader_selector *sel);
1513
1514 static void si_shader_selector_reference(struct si_context *sctx,
1515 struct si_shader_selector **dst,
1516 struct si_shader_selector *src)
1517 {
1518 if (pipe_reference(&(*dst)->reference, &src->reference))
1519 si_destroy_shader_selector(sctx, *dst);
1520
1521 *dst = src;
1522 }
1523
1524 /* Select the hw shader variant depending on the current state. */
1525 static int si_shader_select_with_key(struct si_screen *sscreen,
1526 struct si_shader_ctx_state *state,
1527 struct si_compiler_ctx_state *compiler_state,
1528 struct si_shader_key *key,
1529 int thread_index)
1530 {
1531 struct si_shader_selector *sel = state->cso;
1532 struct si_shader_selector *previous_stage_sel = NULL;
1533 struct si_shader *current = state->current;
1534 struct si_shader *iter, *shader = NULL;
1535
1536 if (unlikely(sscreen->b.debug_flags & DBG_NO_OPT_VARIANT)) {
1537 memset(&key->opt, 0, sizeof(key->opt));
1538 }
1539
1540 again:
1541 /* Check if we don't need to change anything.
1542 * This path is also used for most shaders that don't need multiple
1543 * variants, it will cost just a computation of the key and this
1544 * test. */
1545 if (likely(current &&
1546 memcmp(&current->key, key, sizeof(*key)) == 0 &&
1547 (!current->is_optimized ||
1548 util_queue_fence_is_signalled(&current->optimized_ready))))
1549 return current->compilation_failed ? -1 : 0;
1550
1551 /* This must be done before the mutex is locked, because async GS
1552 * compilation calls this function too, and therefore must enter
1553 * the mutex first.
1554 *
1555 * Only wait if we are in a draw call. Don't wait if we are
1556 * in a compiler thread.
1557 */
1558 if (thread_index < 0)
1559 util_queue_fence_wait(&sel->ready);
1560
1561 mtx_lock(&sel->mutex);
1562
1563 /* Find the shader variant. */
1564 for (iter = sel->first_variant; iter; iter = iter->next_variant) {
1565 /* Don't check the "current" shader. We checked it above. */
1566 if (current != iter &&
1567 memcmp(&iter->key, key, sizeof(*key)) == 0) {
1568 /* If it's an optimized shader and its compilation has
1569 * been started but isn't done, use the unoptimized
1570 * shader so as not to cause a stall due to compilation.
1571 */
1572 if (iter->is_optimized &&
1573 !util_queue_fence_is_signalled(&iter->optimized_ready)) {
1574 memset(&key->opt, 0, sizeof(key->opt));
1575 mtx_unlock(&sel->mutex);
1576 goto again;
1577 }
1578
1579 if (iter->compilation_failed) {
1580 mtx_unlock(&sel->mutex);
1581 return -1; /* skip the draw call */
1582 }
1583
1584 state->current = iter;
1585 mtx_unlock(&sel->mutex);
1586 return 0;
1587 }
1588 }
1589
1590 /* Build a new shader. */
1591 shader = CALLOC_STRUCT(si_shader);
1592 if (!shader) {
1593 mtx_unlock(&sel->mutex);
1594 return -ENOMEM;
1595 }
1596 shader->selector = sel;
1597 shader->key = *key;
1598 shader->compiler_ctx_state = *compiler_state;
1599
1600 /* If this is a merged shader, get the first shader's selector. */
1601 if (sscreen->b.chip_class >= GFX9) {
1602 if (sel->type == PIPE_SHADER_TESS_CTRL)
1603 previous_stage_sel = key->part.tcs.ls;
1604 else if (sel->type == PIPE_SHADER_GEOMETRY)
1605 previous_stage_sel = key->part.gs.es;
1606 }
1607
1608 /* Compile the main shader part if it doesn't exist. This can happen
1609 * if the initial guess was wrong. */
1610 bool is_pure_monolithic =
1611 sscreen->use_monolithic_shaders ||
1612 memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
1613
1614 if (!is_pure_monolithic) {
1615 bool ok;
1616
1617 /* Make sure the main shader part is present. This is needed
1618 * for shaders that can be compiled as VS, LS, or ES, and only
1619 * one of them is compiled at creation.
1620 *
1621 * For merged shaders, check that the starting shader's main
1622 * part is present.
1623 */
1624 if (previous_stage_sel) {
1625 struct si_shader_key shader1_key = zeroed;
1626
1627 if (sel->type == PIPE_SHADER_TESS_CTRL)
1628 shader1_key.as_ls = 1;
1629 else if (sel->type == PIPE_SHADER_GEOMETRY)
1630 shader1_key.as_es = 1;
1631 else
1632 assert(0);
1633
1634 ok = si_check_missing_main_part(sscreen,
1635 previous_stage_sel,
1636 compiler_state, &shader1_key);
1637 } else {
1638 ok = si_check_missing_main_part(sscreen, sel,
1639 compiler_state, key);
1640 }
1641 if (!ok) {
1642 FREE(shader);
1643 mtx_unlock(&sel->mutex);
1644 return -ENOMEM; /* skip the draw call */
1645 }
1646 }
1647
1648 /* Keep the reference to the 1st shader of merged shaders, so that
1649 * Gallium can't destroy it before we destroy the 2nd shader.
1650 *
1651 * Set sctx = NULL, because it's unused if we're not releasing
1652 * the shader, and we don't have any sctx here.
1653 */
1654 si_shader_selector_reference(NULL, &shader->previous_stage_sel,
1655 previous_stage_sel);
1656
1657 /* Monolithic-only shaders don't make a distinction between optimized
1658 * and unoptimized. */
1659 shader->is_monolithic =
1660 is_pure_monolithic ||
1661 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1662
1663 shader->is_optimized =
1664 !is_pure_monolithic &&
1665 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1666 if (shader->is_optimized)
1667 util_queue_fence_init(&shader->optimized_ready);
1668
1669 if (!sel->last_variant) {
1670 sel->first_variant = shader;
1671 sel->last_variant = shader;
1672 } else {
1673 sel->last_variant->next_variant = shader;
1674 sel->last_variant = shader;
1675 }
1676
1677 /* If it's an optimized shader, compile it asynchronously. */
1678 if (shader->is_optimized &&
1679 !is_pure_monolithic &&
1680 thread_index < 0) {
1681 /* Compile it asynchronously. */
1682 util_queue_add_job(&sscreen->shader_compiler_queue,
1683 shader, &shader->optimized_ready,
1684 si_build_shader_variant, NULL);
1685
1686 /* Use the default (unoptimized) shader for now. */
1687 memset(&key->opt, 0, sizeof(key->opt));
1688 mtx_unlock(&sel->mutex);
1689 goto again;
1690 }
1691
1692 assert(!shader->is_optimized);
1693 si_build_shader_variant(shader, thread_index);
1694
1695 if (!shader->compilation_failed)
1696 state->current = shader;
1697
1698 mtx_unlock(&sel->mutex);
1699 return shader->compilation_failed ? -1 : 0;
1700 }
1701
1702 static int si_shader_select(struct pipe_context *ctx,
1703 struct si_shader_ctx_state *state,
1704 struct si_compiler_ctx_state *compiler_state)
1705 {
1706 struct si_context *sctx = (struct si_context *)ctx;
1707 struct si_shader_key key;
1708
1709 si_shader_selector_key(ctx, state->cso, &key);
1710 return si_shader_select_with_key(sctx->screen, state, compiler_state,
1711 &key, -1);
1712 }
1713
1714 static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
1715 struct si_shader_key *key)
1716 {
1717 unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
1718
1719 switch (info->processor) {
1720 case PIPE_SHADER_VERTEX:
1721 switch (next_shader) {
1722 case PIPE_SHADER_GEOMETRY:
1723 key->as_es = 1;
1724 break;
1725 case PIPE_SHADER_TESS_CTRL:
1726 case PIPE_SHADER_TESS_EVAL:
1727 key->as_ls = 1;
1728 break;
1729 default:
1730 /* If POSITION isn't written, it can't be a HW VS.
1731 * Assume that it's a HW LS. (the next shader is TCS)
1732 * This heuristic is needed for separate shader objects.
1733 */
1734 if (!info->writes_position)
1735 key->as_ls = 1;
1736 }
1737 break;
1738
1739 case PIPE_SHADER_TESS_EVAL:
1740 if (next_shader == PIPE_SHADER_GEOMETRY ||
1741 !info->writes_position)
1742 key->as_es = 1;
1743 break;
1744 }
1745 }
1746
1747 /**
1748 * Compile the main shader part or the monolithic shader as part of
1749 * si_shader_selector initialization. Since it can be done asynchronously,
1750 * there is no way to report compile failures to applications.
1751 */
1752 void si_init_shader_selector_async(void *job, int thread_index)
1753 {
1754 struct si_shader_selector *sel = (struct si_shader_selector *)job;
1755 struct si_screen *sscreen = sel->screen;
1756 LLVMTargetMachineRef tm;
1757 struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
1758 unsigned i;
1759
1760 if (thread_index >= 0) {
1761 assert(thread_index < ARRAY_SIZE(sscreen->tm));
1762 tm = sscreen->tm[thread_index];
1763 if (!debug->async)
1764 debug = NULL;
1765 } else {
1766 tm = sel->compiler_ctx_state.tm;
1767 }
1768
1769 /* Compile the main shader part for use with a prolog and/or epilog.
1770 * If this fails, the driver will try to compile a monolithic shader
1771 * on demand.
1772 */
1773 if (!sscreen->use_monolithic_shaders) {
1774 struct si_shader *shader = CALLOC_STRUCT(si_shader);
1775 void *tgsi_binary;
1776
1777 if (!shader) {
1778 fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
1779 return;
1780 }
1781
1782 shader->selector = sel;
1783 si_parse_next_shader_property(&sel->info, &shader->key);
1784
1785 tgsi_binary = si_get_tgsi_binary(sel);
1786
1787 /* Try to load the shader from the shader cache. */
1788 mtx_lock(&sscreen->shader_cache_mutex);
1789
1790 if (tgsi_binary &&
1791 si_shader_cache_load_shader(sscreen, tgsi_binary, shader)) {
1792 mtx_unlock(&sscreen->shader_cache_mutex);
1793 } else {
1794 mtx_unlock(&sscreen->shader_cache_mutex);
1795
1796 /* Compile the shader if it hasn't been loaded from the cache. */
1797 if (si_compile_tgsi_shader(sscreen, tm, shader, false,
1798 debug) != 0) {
1799 FREE(shader);
1800 FREE(tgsi_binary);
1801 fprintf(stderr, "radeonsi: can't compile a main shader part\n");
1802 return;
1803 }
1804
1805 if (tgsi_binary) {
1806 mtx_lock(&sscreen->shader_cache_mutex);
1807 if (!si_shader_cache_insert_shader(sscreen, tgsi_binary, shader, true))
1808 FREE(tgsi_binary);
1809 mtx_unlock(&sscreen->shader_cache_mutex);
1810 }
1811 }
1812
1813 *si_get_main_shader_part(sel, &shader->key) = shader;
1814
1815 /* Unset "outputs_written" flags for outputs converted to
1816 * DEFAULT_VAL, so that later inter-shader optimizations don't
1817 * try to eliminate outputs that don't exist in the final
1818 * shader.
1819 *
1820 * This is only done if non-monolithic shaders are enabled.
1821 */
1822 if ((sel->type == PIPE_SHADER_VERTEX ||
1823 sel->type == PIPE_SHADER_TESS_EVAL) &&
1824 !shader->key.as_ls &&
1825 !shader->key.as_es) {
1826 unsigned i;
1827
1828 for (i = 0; i < sel->info.num_outputs; i++) {
1829 unsigned offset = shader->info.vs_output_param_offset[i];
1830
1831 if (offset <= AC_EXP_PARAM_OFFSET_31)
1832 continue;
1833
1834 unsigned name = sel->info.output_semantic_name[i];
1835 unsigned index = sel->info.output_semantic_index[i];
1836 unsigned id;
1837
1838 switch (name) {
1839 case TGSI_SEMANTIC_GENERIC:
1840 /* don't process indices the function can't handle */
1841 if (index >= SI_MAX_IO_GENERIC)
1842 break;
1843 /* fall through */
1844 default:
1845 id = si_shader_io_get_unique_index(name, index);
1846 sel->outputs_written &= ~(1ull << id);
1847 break;
1848 case TGSI_SEMANTIC_POSITION: /* ignore these */
1849 case TGSI_SEMANTIC_PSIZE:
1850 case TGSI_SEMANTIC_CLIPVERTEX:
1851 case TGSI_SEMANTIC_EDGEFLAG:
1852 break;
1853 }
1854 }
1855 }
1856 }
1857
1858 /* Pre-compilation. */
1859 if (sscreen->b.debug_flags & DBG_PRECOMPILE) {
1860 struct si_shader_ctx_state state = {sel};
1861 struct si_shader_key key;
1862
1863 memset(&key, 0, sizeof(key));
1864 si_parse_next_shader_property(&sel->info, &key);
1865
1866 /* Set reasonable defaults, so that the shader key doesn't
1867 * cause any code to be eliminated.
1868 */
1869 switch (sel->type) {
1870 case PIPE_SHADER_TESS_CTRL:
1871 key.part.tcs.epilog.prim_mode = PIPE_PRIM_TRIANGLES;
1872 break;
1873 case PIPE_SHADER_FRAGMENT:
1874 key.part.ps.prolog.bc_optimize_for_persp =
1875 sel->info.uses_persp_center &&
1876 sel->info.uses_persp_centroid;
1877 key.part.ps.prolog.bc_optimize_for_linear =
1878 sel->info.uses_linear_center &&
1879 sel->info.uses_linear_centroid;
1880 key.part.ps.epilog.alpha_func = PIPE_FUNC_ALWAYS;
1881 for (i = 0; i < 8; i++)
1882 if (sel->info.colors_written & (1 << i))
1883 key.part.ps.epilog.spi_shader_col_format |=
1884 V_028710_SPI_SHADER_FP16_ABGR << (i * 4);
1885 break;
1886 }
1887
1888 if (si_shader_select_with_key(sscreen, &state,
1889 &sel->compiler_ctx_state, &key,
1890 thread_index))
1891 fprintf(stderr, "radeonsi: can't create a monolithic shader\n");
1892 }
1893
1894 /* The GS copy shader is always pre-compiled. */
1895 if (sel->type == PIPE_SHADER_GEOMETRY) {
1896 sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, tm, sel, debug);
1897 if (!sel->gs_copy_shader) {
1898 fprintf(stderr, "radeonsi: can't create GS copy shader\n");
1899 return;
1900 }
1901
1902 si_shader_vs(sscreen, sel->gs_copy_shader, sel);
1903 }
1904 }
1905
1906 static void *si_create_shader_selector(struct pipe_context *ctx,
1907 const struct pipe_shader_state *state)
1908 {
1909 struct si_screen *sscreen = (struct si_screen *)ctx->screen;
1910 struct si_context *sctx = (struct si_context*)ctx;
1911 struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
1912 int i;
1913
1914 if (!sel)
1915 return NULL;
1916
1917 pipe_reference_init(&sel->reference, 1);
1918 sel->screen = sscreen;
1919 sel->compiler_ctx_state.tm = sctx->tm;
1920 sel->compiler_ctx_state.debug = sctx->b.debug;
1921 sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
1922 sel->tokens = tgsi_dup_tokens(state->tokens);
1923 if (!sel->tokens) {
1924 FREE(sel);
1925 return NULL;
1926 }
1927
1928 sel->so = state->stream_output;
1929 tgsi_scan_shader(state->tokens, &sel->info);
1930 sel->type = sel->info.processor;
1931 p_atomic_inc(&sscreen->b.num_shaders_created);
1932
1933 /* The prolog is a no-op if there are no inputs. */
1934 sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
1935 sel->info.num_inputs;
1936
1937 /* Set which opcode uses which (i,j) pair. */
1938 if (sel->info.uses_persp_opcode_interp_centroid)
1939 sel->info.uses_persp_centroid = true;
1940
1941 if (sel->info.uses_linear_opcode_interp_centroid)
1942 sel->info.uses_linear_centroid = true;
1943
1944 if (sel->info.uses_persp_opcode_interp_offset ||
1945 sel->info.uses_persp_opcode_interp_sample)
1946 sel->info.uses_persp_center = true;
1947
1948 if (sel->info.uses_linear_opcode_interp_offset ||
1949 sel->info.uses_linear_opcode_interp_sample)
1950 sel->info.uses_linear_center = true;
1951
1952 switch (sel->type) {
1953 case PIPE_SHADER_GEOMETRY:
1954 sel->gs_output_prim =
1955 sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
1956 sel->gs_max_out_vertices =
1957 sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
1958 sel->gs_num_invocations =
1959 sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
1960 sel->gsvs_vertex_size = sel->info.num_outputs * 16;
1961 sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
1962 sel->gs_max_out_vertices;
1963
1964 sel->max_gs_stream = 0;
1965 for (i = 0; i < sel->so.num_outputs; i++)
1966 sel->max_gs_stream = MAX2(sel->max_gs_stream,
1967 sel->so.output[i].stream);
1968
1969 sel->gs_input_verts_per_prim =
1970 u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
1971 break;
1972
1973 case PIPE_SHADER_TESS_CTRL:
1974 /* Always reserve space for these. */
1975 sel->patch_outputs_written |=
1976 (1llu << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
1977 (1llu << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
1978 /* fall through */
1979 case PIPE_SHADER_VERTEX:
1980 case PIPE_SHADER_TESS_EVAL:
1981 for (i = 0; i < sel->info.num_outputs; i++) {
1982 unsigned name = sel->info.output_semantic_name[i];
1983 unsigned index = sel->info.output_semantic_index[i];
1984
1985 switch (name) {
1986 case TGSI_SEMANTIC_TESSINNER:
1987 case TGSI_SEMANTIC_TESSOUTER:
1988 case TGSI_SEMANTIC_PATCH:
1989 sel->patch_outputs_written |=
1990 1llu << si_shader_io_get_unique_index_patch(name, index);
1991 break;
1992
1993 case TGSI_SEMANTIC_GENERIC:
1994 /* don't process indices the function can't handle */
1995 if (index >= SI_MAX_IO_GENERIC)
1996 break;
1997 /* fall through */
1998 default:
1999 sel->outputs_written |=
2000 1llu << si_shader_io_get_unique_index(name, index);
2001 break;
2002 case TGSI_SEMANTIC_CLIPVERTEX: /* ignore these */
2003 case TGSI_SEMANTIC_EDGEFLAG:
2004 break;
2005 }
2006 }
2007 sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
2008
2009 /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
2010 * conflicts, i.e. each vertex will start at a different bank.
2011 */
2012 if (sctx->b.chip_class >= GFX9)
2013 sel->esgs_itemsize += 4;
2014 break;
2015
2016 case PIPE_SHADER_FRAGMENT:
2017 for (i = 0; i < sel->info.num_inputs; i++) {
2018 unsigned name = sel->info.input_semantic_name[i];
2019 unsigned index = sel->info.input_semantic_index[i];
2020
2021 switch (name) {
2022 case TGSI_SEMANTIC_GENERIC:
2023 /* don't process indices the function can't handle */
2024 if (index >= SI_MAX_IO_GENERIC)
2025 break;
2026 /* fall through */
2027 default:
2028 sel->inputs_read |=
2029 1llu << si_shader_io_get_unique_index(name, index);
2030 break;
2031 case TGSI_SEMANTIC_PCOORD: /* ignore this */
2032 break;
2033 }
2034 }
2035
2036 for (i = 0; i < 8; i++)
2037 if (sel->info.colors_written & (1 << i))
2038 sel->colors_written_4bit |= 0xf << (4 * i);
2039
2040 for (i = 0; i < sel->info.num_inputs; i++) {
2041 if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
2042 int index = sel->info.input_semantic_index[i];
2043 sel->color_attr_index[index] = i;
2044 }
2045 }
2046 break;
2047 }
2048
2049 /* DB_SHADER_CONTROL */
2050 sel->db_shader_control =
2051 S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
2052 S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
2053 S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
2054 S_02880C_KILL_ENABLE(sel->info.uses_kill);
2055
2056 switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
2057 case TGSI_FS_DEPTH_LAYOUT_GREATER:
2058 sel->db_shader_control |=
2059 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
2060 break;
2061 case TGSI_FS_DEPTH_LAYOUT_LESS:
2062 sel->db_shader_control |=
2063 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
2064 break;
2065 }
2066
2067 /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
2068 *
2069 * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
2070 * --|-----------|------------|------------|--------------------|-------------------|-------------
2071 * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
2072 * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
2073 * 2 | false | true | n/a | LateZ | 1 | 0
2074 * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
2075 * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
2076 *
2077 * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
2078 * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
2079 *
2080 * Don't use ReZ without profiling !!!
2081 *
2082 * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
2083 * shaders.
2084 */
2085 if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
2086 /* Cases 3, 4. */
2087 sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
2088 S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
2089 S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
2090 } else if (sel->info.writes_memory) {
2091 /* Case 2. */
2092 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
2093 S_02880C_EXEC_ON_HIER_FAIL(1);
2094 } else {
2095 /* Case 1. */
2096 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
2097 }
2098
2099 (void) mtx_init(&sel->mutex, mtx_plain);
2100 util_queue_fence_init(&sel->ready);
2101
2102 if ((sctx->b.debug.debug_message && !sctx->b.debug.async) ||
2103 sctx->is_debug ||
2104 r600_can_dump_shader(&sscreen->b, sel->info.processor))
2105 si_init_shader_selector_async(sel, -1);
2106 else
2107 util_queue_add_job(&sscreen->shader_compiler_queue, sel,
2108 &sel->ready, si_init_shader_selector_async,
2109 NULL);
2110
2111 return sel;
2112 }
2113
2114 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
2115 {
2116 struct si_context *sctx = (struct si_context *)ctx;
2117 struct si_shader_selector *sel = state;
2118
2119 if (sctx->vs_shader.cso == sel)
2120 return;
2121
2122 sctx->vs_shader.cso = sel;
2123 sctx->vs_shader.current = sel ? sel->first_variant : NULL;
2124 sctx->do_update_shaders = true;
2125 si_mark_atom_dirty(sctx, &sctx->clip_regs);
2126 r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
2127 }
2128
2129 static void si_update_tess_uses_prim_id(struct si_context *sctx)
2130 {
2131 sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
2132 (sctx->tes_shader.cso &&
2133 sctx->tes_shader.cso->info.uses_primid) ||
2134 (sctx->tcs_shader.cso &&
2135 sctx->tcs_shader.cso->info.uses_primid) ||
2136 (sctx->gs_shader.cso &&
2137 sctx->gs_shader.cso->info.uses_primid) ||
2138 (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
2139 sctx->ps_shader.cso->info.uses_primid);
2140 }
2141
2142 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
2143 {
2144 struct si_context *sctx = (struct si_context *)ctx;
2145 struct si_shader_selector *sel = state;
2146 bool enable_changed = !!sctx->gs_shader.cso != !!sel;
2147
2148 if (sctx->gs_shader.cso == sel)
2149 return;
2150
2151 sctx->gs_shader.cso = sel;
2152 sctx->gs_shader.current = sel ? sel->first_variant : NULL;
2153 sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
2154 sctx->do_update_shaders = true;
2155 si_mark_atom_dirty(sctx, &sctx->clip_regs);
2156 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2157
2158 if (enable_changed) {
2159 si_shader_change_notify(sctx);
2160 if (sctx->ia_multi_vgt_param_key.u.uses_tess)
2161 si_update_tess_uses_prim_id(sctx);
2162 }
2163 r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
2164 }
2165
2166 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
2167 {
2168 struct si_context *sctx = (struct si_context *)ctx;
2169 struct si_shader_selector *sel = state;
2170 bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
2171
2172 if (sctx->tcs_shader.cso == sel)
2173 return;
2174
2175 sctx->tcs_shader.cso = sel;
2176 sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
2177 si_update_tess_uses_prim_id(sctx);
2178 sctx->do_update_shaders = true;
2179
2180 if (enable_changed)
2181 sctx->last_tcs = NULL; /* invalidate derived tess state */
2182 }
2183
2184 static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
2185 {
2186 struct si_context *sctx = (struct si_context *)ctx;
2187 struct si_shader_selector *sel = state;
2188 bool enable_changed = !!sctx->tes_shader.cso != !!sel;
2189
2190 if (sctx->tes_shader.cso == sel)
2191 return;
2192
2193 sctx->tes_shader.cso = sel;
2194 sctx->tes_shader.current = sel ? sel->first_variant : NULL;
2195 sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
2196 si_update_tess_uses_prim_id(sctx);
2197 sctx->do_update_shaders = true;
2198 si_mark_atom_dirty(sctx, &sctx->clip_regs);
2199 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2200
2201 if (enable_changed) {
2202 si_shader_change_notify(sctx);
2203 sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
2204 }
2205 r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
2206 }
2207
2208 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
2209 {
2210 struct si_context *sctx = (struct si_context *)ctx;
2211 struct si_shader_selector *sel = state;
2212
2213 /* skip if supplied shader is one already in use */
2214 if (sctx->ps_shader.cso == sel)
2215 return;
2216
2217 sctx->ps_shader.cso = sel;
2218 sctx->ps_shader.current = sel ? sel->first_variant : NULL;
2219 sctx->do_update_shaders = true;
2220 if (sel && sctx->ia_multi_vgt_param_key.u.uses_tess)
2221 si_update_tess_uses_prim_id(sctx);
2222 si_mark_atom_dirty(sctx, &sctx->cb_render_state);
2223 }
2224
2225 static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
2226 {
2227 if (shader->is_optimized) {
2228 util_queue_fence_wait(&shader->optimized_ready);
2229 util_queue_fence_destroy(&shader->optimized_ready);
2230 }
2231
2232 if (shader->pm4) {
2233 switch (shader->selector->type) {
2234 case PIPE_SHADER_VERTEX:
2235 if (shader->key.as_ls) {
2236 assert(sctx->b.chip_class <= VI);
2237 si_pm4_delete_state(sctx, ls, shader->pm4);
2238 } else if (shader->key.as_es) {
2239 assert(sctx->b.chip_class <= VI);
2240 si_pm4_delete_state(sctx, es, shader->pm4);
2241 } else {
2242 si_pm4_delete_state(sctx, vs, shader->pm4);
2243 }
2244 break;
2245 case PIPE_SHADER_TESS_CTRL:
2246 si_pm4_delete_state(sctx, hs, shader->pm4);
2247 break;
2248 case PIPE_SHADER_TESS_EVAL:
2249 if (shader->key.as_es) {
2250 assert(sctx->b.chip_class <= VI);
2251 si_pm4_delete_state(sctx, es, shader->pm4);
2252 } else {
2253 si_pm4_delete_state(sctx, vs, shader->pm4);
2254 }
2255 break;
2256 case PIPE_SHADER_GEOMETRY:
2257 if (shader->is_gs_copy_shader)
2258 si_pm4_delete_state(sctx, vs, shader->pm4);
2259 else
2260 si_pm4_delete_state(sctx, gs, shader->pm4);
2261 break;
2262 case PIPE_SHADER_FRAGMENT:
2263 si_pm4_delete_state(sctx, ps, shader->pm4);
2264 break;
2265 }
2266 }
2267
2268 si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
2269 si_shader_destroy(shader);
2270 free(shader);
2271 }
2272
2273 static void si_destroy_shader_selector(struct si_context *sctx,
2274 struct si_shader_selector *sel)
2275 {
2276 struct si_shader *p = sel->first_variant, *c;
2277 struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
2278 [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
2279 [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
2280 [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
2281 [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
2282 [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
2283 };
2284
2285 util_queue_fence_wait(&sel->ready);
2286
2287 if (current_shader[sel->type]->cso == sel) {
2288 current_shader[sel->type]->cso = NULL;
2289 current_shader[sel->type]->current = NULL;
2290 }
2291
2292 while (p) {
2293 c = p->next_variant;
2294 si_delete_shader(sctx, p);
2295 p = c;
2296 }
2297
2298 if (sel->main_shader_part)
2299 si_delete_shader(sctx, sel->main_shader_part);
2300 if (sel->main_shader_part_ls)
2301 si_delete_shader(sctx, sel->main_shader_part_ls);
2302 if (sel->main_shader_part_es)
2303 si_delete_shader(sctx, sel->main_shader_part_es);
2304 if (sel->gs_copy_shader)
2305 si_delete_shader(sctx, sel->gs_copy_shader);
2306
2307 util_queue_fence_destroy(&sel->ready);
2308 mtx_destroy(&sel->mutex);
2309 free(sel->tokens);
2310 free(sel);
2311 }
2312
2313 static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
2314 {
2315 struct si_context *sctx = (struct si_context *)ctx;
2316 struct si_shader_selector *sel = (struct si_shader_selector *)state;
2317
2318 si_shader_selector_reference(sctx, &sel, NULL);
2319 }
2320
2321 static unsigned si_get_ps_input_cntl(struct si_context *sctx,
2322 struct si_shader *vs, unsigned name,
2323 unsigned index, unsigned interpolate)
2324 {
2325 struct tgsi_shader_info *vsinfo = &vs->selector->info;
2326 unsigned j, offset, ps_input_cntl = 0;
2327
2328 if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
2329 (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
2330 ps_input_cntl |= S_028644_FLAT_SHADE(1);
2331
2332 if (name == TGSI_SEMANTIC_PCOORD ||
2333 (name == TGSI_SEMANTIC_TEXCOORD &&
2334 sctx->sprite_coord_enable & (1 << index))) {
2335 ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
2336 }
2337
2338 for (j = 0; j < vsinfo->num_outputs; j++) {
2339 if (name == vsinfo->output_semantic_name[j] &&
2340 index == vsinfo->output_semantic_index[j]) {
2341 offset = vs->info.vs_output_param_offset[j];
2342
2343 if (offset <= AC_EXP_PARAM_OFFSET_31) {
2344 /* The input is loaded from parameter memory. */
2345 ps_input_cntl |= S_028644_OFFSET(offset);
2346 } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2347 if (offset == AC_EXP_PARAM_UNDEFINED) {
2348 /* This can happen with depth-only rendering. */
2349 offset = 0;
2350 } else {
2351 /* The input is a DEFAULT_VAL constant. */
2352 assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
2353 offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
2354 offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
2355 }
2356
2357 ps_input_cntl = S_028644_OFFSET(0x20) |
2358 S_028644_DEFAULT_VAL(offset);
2359 }
2360 break;
2361 }
2362 }
2363
2364 if (name == TGSI_SEMANTIC_PRIMID)
2365 /* PrimID is written after the last output. */
2366 ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
2367 else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2368 /* No corresponding output found, load defaults into input.
2369 * Don't set any other bits.
2370 * (FLAT_SHADE=1 completely changes behavior) */
2371 ps_input_cntl = S_028644_OFFSET(0x20);
2372 /* D3D 9 behaviour. GL is undefined */
2373 if (name == TGSI_SEMANTIC_COLOR && index == 0)
2374 ps_input_cntl |= S_028644_DEFAULT_VAL(3);
2375 }
2376 return ps_input_cntl;
2377 }
2378
2379 static void si_emit_spi_map(struct si_context *sctx, struct r600_atom *atom)
2380 {
2381 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
2382 struct si_shader *ps = sctx->ps_shader.current;
2383 struct si_shader *vs = si_get_vs_state(sctx);
2384 struct tgsi_shader_info *psinfo = ps ? &ps->selector->info : NULL;
2385 unsigned i, num_interp, num_written = 0, bcol_interp[2];
2386
2387 if (!ps || !ps->selector->info.num_inputs)
2388 return;
2389
2390 num_interp = si_get_ps_num_interp(ps);
2391 assert(num_interp > 0);
2392 radeon_set_context_reg_seq(cs, R_028644_SPI_PS_INPUT_CNTL_0, num_interp);
2393
2394 for (i = 0; i < psinfo->num_inputs; i++) {
2395 unsigned name = psinfo->input_semantic_name[i];
2396 unsigned index = psinfo->input_semantic_index[i];
2397 unsigned interpolate = psinfo->input_interpolate[i];
2398
2399 radeon_emit(cs, si_get_ps_input_cntl(sctx, vs, name, index,
2400 interpolate));
2401 num_written++;
2402
2403 if (name == TGSI_SEMANTIC_COLOR) {
2404 assert(index < ARRAY_SIZE(bcol_interp));
2405 bcol_interp[index] = interpolate;
2406 }
2407 }
2408
2409 if (ps->key.part.ps.prolog.color_two_side) {
2410 unsigned bcol = TGSI_SEMANTIC_BCOLOR;
2411
2412 for (i = 0; i < 2; i++) {
2413 if (!(psinfo->colors_read & (0xf << (i * 4))))
2414 continue;
2415
2416 radeon_emit(cs, si_get_ps_input_cntl(sctx, vs, bcol,
2417 i, bcol_interp[i]));
2418 num_written++;
2419 }
2420 }
2421 assert(num_interp == num_written);
2422 }
2423
2424 /**
2425 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
2426 */
2427 static void si_init_config_add_vgt_flush(struct si_context *sctx)
2428 {
2429 if (sctx->init_config_has_vgt_flush)
2430 return;
2431
2432 /* Done by Vulkan before VGT_FLUSH. */
2433 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2434 si_pm4_cmd_add(sctx->init_config,
2435 EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
2436 si_pm4_cmd_end(sctx->init_config, false);
2437
2438 /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
2439 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2440 si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
2441 si_pm4_cmd_end(sctx->init_config, false);
2442 sctx->init_config_has_vgt_flush = true;
2443 }
2444
2445 /* Initialize state related to ESGS / GSVS ring buffers */
2446 static bool si_update_gs_ring_buffers(struct si_context *sctx)
2447 {
2448 struct si_shader_selector *es =
2449 sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
2450 struct si_shader_selector *gs = sctx->gs_shader.cso;
2451 struct si_pm4_state *pm4;
2452
2453 /* Chip constants. */
2454 unsigned num_se = sctx->screen->b.info.max_se;
2455 unsigned wave_size = 64;
2456 unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
2457 /* On SI-CI, the value comes from VGT_GS_VERTEX_REUSE = 16.
2458 * On VI+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
2459 */
2460 unsigned gs_vertex_reuse = (sctx->b.chip_class >= VI ? 32 : 16) * num_se;
2461 unsigned alignment = 256 * num_se;
2462 /* The maximum size is 63.999 MB per SE. */
2463 unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
2464
2465 /* Calculate the minimum size. */
2466 unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
2467 wave_size, alignment);
2468
2469 /* These are recommended sizes, not minimum sizes. */
2470 unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
2471 es->esgs_itemsize * gs->gs_input_verts_per_prim;
2472 unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
2473 gs->max_gsvs_emit_size;
2474
2475 min_esgs_ring_size = align(min_esgs_ring_size, alignment);
2476 esgs_ring_size = align(esgs_ring_size, alignment);
2477 gsvs_ring_size = align(gsvs_ring_size, alignment);
2478
2479 esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
2480 gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
2481
2482 /* Some rings don't have to be allocated if shaders don't use them.
2483 * (e.g. no varyings between ES and GS or GS and VS)
2484 *
2485 * GFX9 doesn't have the ESGS ring.
2486 */
2487 bool update_esgs = sctx->b.chip_class <= VI &&
2488 esgs_ring_size &&
2489 (!sctx->esgs_ring ||
2490 sctx->esgs_ring->width0 < esgs_ring_size);
2491 bool update_gsvs = gsvs_ring_size &&
2492 (!sctx->gsvs_ring ||
2493 sctx->gsvs_ring->width0 < gsvs_ring_size);
2494
2495 if (!update_esgs && !update_gsvs)
2496 return true;
2497
2498 if (update_esgs) {
2499 pipe_resource_reference(&sctx->esgs_ring, NULL);
2500 sctx->esgs_ring =
2501 r600_aligned_buffer_create(sctx->b.b.screen,
2502 R600_RESOURCE_FLAG_UNMAPPABLE,
2503 PIPE_USAGE_DEFAULT,
2504 esgs_ring_size, alignment);
2505 if (!sctx->esgs_ring)
2506 return false;
2507 }
2508
2509 if (update_gsvs) {
2510 pipe_resource_reference(&sctx->gsvs_ring, NULL);
2511 sctx->gsvs_ring =
2512 r600_aligned_buffer_create(sctx->b.b.screen,
2513 R600_RESOURCE_FLAG_UNMAPPABLE,
2514 PIPE_USAGE_DEFAULT,
2515 gsvs_ring_size, alignment);
2516 if (!sctx->gsvs_ring)
2517 return false;
2518 }
2519
2520 /* Create the "init_config_gs_rings" state. */
2521 pm4 = CALLOC_STRUCT(si_pm4_state);
2522 if (!pm4)
2523 return false;
2524
2525 if (sctx->b.chip_class >= CIK) {
2526 if (sctx->esgs_ring) {
2527 assert(sctx->b.chip_class <= VI);
2528 si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
2529 sctx->esgs_ring->width0 / 256);
2530 }
2531 if (sctx->gsvs_ring)
2532 si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
2533 sctx->gsvs_ring->width0 / 256);
2534 } else {
2535 if (sctx->esgs_ring)
2536 si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
2537 sctx->esgs_ring->width0 / 256);
2538 if (sctx->gsvs_ring)
2539 si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
2540 sctx->gsvs_ring->width0 / 256);
2541 }
2542
2543 /* Set the state. */
2544 if (sctx->init_config_gs_rings)
2545 si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
2546 sctx->init_config_gs_rings = pm4;
2547
2548 if (!sctx->init_config_has_vgt_flush) {
2549 si_init_config_add_vgt_flush(sctx);
2550 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
2551 }
2552
2553 /* Flush the context to re-emit both init_config states. */
2554 sctx->b.initial_gfx_cs_size = 0; /* force flush */
2555 si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
2556
2557 /* Set ring bindings. */
2558 if (sctx->esgs_ring) {
2559 assert(sctx->b.chip_class <= VI);
2560 si_set_ring_buffer(&sctx->b.b, SI_ES_RING_ESGS,
2561 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
2562 true, true, 4, 64, 0);
2563 si_set_ring_buffer(&sctx->b.b, SI_GS_RING_ESGS,
2564 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
2565 false, false, 0, 0, 0);
2566 }
2567 if (sctx->gsvs_ring) {
2568 si_set_ring_buffer(&sctx->b.b, SI_RING_GSVS,
2569 sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
2570 false, false, 0, 0, 0);
2571 }
2572
2573 return true;
2574 }
2575
2576 static void si_shader_lock(struct si_shader *shader)
2577 {
2578 mtx_lock(&shader->selector->mutex);
2579 if (shader->previous_stage_sel) {
2580 assert(shader->previous_stage_sel != shader->selector);
2581 mtx_lock(&shader->previous_stage_sel->mutex);
2582 }
2583 }
2584
2585 static void si_shader_unlock(struct si_shader *shader)
2586 {
2587 if (shader->previous_stage_sel)
2588 mtx_unlock(&shader->previous_stage_sel->mutex);
2589 mtx_unlock(&shader->selector->mutex);
2590 }
2591
2592 /**
2593 * @returns 1 if \p sel has been updated to use a new scratch buffer
2594 * 0 if not
2595 * < 0 if there was a failure
2596 */
2597 static int si_update_scratch_buffer(struct si_context *sctx,
2598 struct si_shader *shader)
2599 {
2600 uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
2601 int r;
2602
2603 if (!shader)
2604 return 0;
2605
2606 /* This shader doesn't need a scratch buffer */
2607 if (shader->config.scratch_bytes_per_wave == 0)
2608 return 0;
2609
2610 /* Prevent race conditions when updating:
2611 * - si_shader::scratch_bo
2612 * - si_shader::binary::code
2613 * - si_shader::previous_stage::binary::code.
2614 */
2615 si_shader_lock(shader);
2616
2617 /* This shader is already configured to use the current
2618 * scratch buffer. */
2619 if (shader->scratch_bo == sctx->scratch_buffer) {
2620 si_shader_unlock(shader);
2621 return 0;
2622 }
2623
2624 assert(sctx->scratch_buffer);
2625
2626 if (shader->previous_stage)
2627 si_shader_apply_scratch_relocs(shader->previous_stage, scratch_va);
2628
2629 si_shader_apply_scratch_relocs(shader, scratch_va);
2630
2631 /* Replace the shader bo with a new bo that has the relocs applied. */
2632 r = si_shader_binary_upload(sctx->screen, shader);
2633 if (r) {
2634 si_shader_unlock(shader);
2635 return r;
2636 }
2637
2638 /* Update the shader state to use the new shader bo. */
2639 si_shader_init_pm4_state(sctx->screen, shader);
2640
2641 r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
2642
2643 si_shader_unlock(shader);
2644 return 1;
2645 }
2646
2647 static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
2648 {
2649 return sctx->scratch_buffer ? sctx->scratch_buffer->b.b.width0 : 0;
2650 }
2651
2652 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
2653 {
2654 return shader ? shader->config.scratch_bytes_per_wave : 0;
2655 }
2656
2657 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
2658 {
2659 unsigned bytes = 0;
2660
2661 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
2662 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
2663 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
2664 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tcs_shader.current));
2665 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
2666 return bytes;
2667 }
2668
2669 static bool si_update_scratch_relocs(struct si_context *sctx)
2670 {
2671 int r;
2672
2673 /* Update the shaders, so that they are using the latest scratch.
2674 * The scratch buffer may have been changed since these shaders were
2675 * last used, so we still need to try to update them, even if they
2676 * require scratch buffers smaller than the current size.
2677 */
2678 r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
2679 if (r < 0)
2680 return false;
2681 if (r == 1)
2682 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
2683
2684 r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
2685 if (r < 0)
2686 return false;
2687 if (r == 1)
2688 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
2689
2690 r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
2691 if (r < 0)
2692 return false;
2693 if (r == 1)
2694 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
2695
2696 /* VS can be bound as LS, ES, or VS. */
2697 r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
2698 if (r < 0)
2699 return false;
2700 if (r == 1) {
2701 if (sctx->tes_shader.current)
2702 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
2703 else if (sctx->gs_shader.current)
2704 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
2705 else
2706 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
2707 }
2708
2709 /* TES can be bound as ES or VS. */
2710 r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
2711 if (r < 0)
2712 return false;
2713 if (r == 1) {
2714 if (sctx->gs_shader.current)
2715 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
2716 else
2717 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
2718 }
2719
2720 return true;
2721 }
2722
2723 static bool si_update_spi_tmpring_size(struct si_context *sctx)
2724 {
2725 unsigned current_scratch_buffer_size =
2726 si_get_current_scratch_buffer_size(sctx);
2727 unsigned scratch_bytes_per_wave =
2728 si_get_max_scratch_bytes_per_wave(sctx);
2729 unsigned scratch_needed_size = scratch_bytes_per_wave *
2730 sctx->scratch_waves;
2731 unsigned spi_tmpring_size;
2732
2733 if (scratch_needed_size > 0) {
2734 if (scratch_needed_size > current_scratch_buffer_size) {
2735 /* Create a bigger scratch buffer */
2736 r600_resource_reference(&sctx->scratch_buffer, NULL);
2737
2738 sctx->scratch_buffer = (struct r600_resource*)
2739 r600_aligned_buffer_create(&sctx->screen->b.b,
2740 R600_RESOURCE_FLAG_UNMAPPABLE,
2741 PIPE_USAGE_DEFAULT,
2742 scratch_needed_size, 256);
2743 if (!sctx->scratch_buffer)
2744 return false;
2745
2746 si_mark_atom_dirty(sctx, &sctx->scratch_state);
2747 r600_context_add_resource_size(&sctx->b.b,
2748 &sctx->scratch_buffer->b.b);
2749 }
2750
2751 if (!si_update_scratch_relocs(sctx))
2752 return false;
2753 }
2754
2755 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
2756 assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
2757 "scratch size should already be aligned correctly.");
2758
2759 spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
2760 S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
2761 if (spi_tmpring_size != sctx->spi_tmpring_size) {
2762 sctx->spi_tmpring_size = spi_tmpring_size;
2763 si_mark_atom_dirty(sctx, &sctx->scratch_state);
2764 }
2765 return true;
2766 }
2767
2768 static void si_init_tess_factor_ring(struct si_context *sctx)
2769 {
2770 bool double_offchip_buffers = sctx->b.chip_class >= CIK &&
2771 sctx->b.family != CHIP_CARRIZO &&
2772 sctx->b.family != CHIP_STONEY;
2773 unsigned max_offchip_buffers_per_se = double_offchip_buffers ? 128 : 64;
2774 unsigned max_offchip_buffers = max_offchip_buffers_per_se *
2775 sctx->screen->b.info.max_se;
2776 unsigned offchip_granularity;
2777
2778 switch (sctx->screen->tess_offchip_block_dw_size) {
2779 default:
2780 assert(0);
2781 /* fall through */
2782 case 8192:
2783 offchip_granularity = V_03093C_X_8K_DWORDS;
2784 break;
2785 case 4096:
2786 offchip_granularity = V_03093C_X_4K_DWORDS;
2787 break;
2788 }
2789
2790 switch (sctx->b.chip_class) {
2791 case SI:
2792 max_offchip_buffers = MIN2(max_offchip_buffers, 126);
2793 break;
2794 case CIK:
2795 case VI:
2796 case GFX9:
2797 max_offchip_buffers = MIN2(max_offchip_buffers, 508);
2798 break;
2799 default:
2800 assert(0);
2801 return;
2802 }
2803
2804 assert(!sctx->tf_ring);
2805 /* Use 64K alignment for both rings, so that we can pass the address
2806 * to shaders as one SGPR containing bits [16:47].
2807 */
2808 sctx->tf_ring = r600_aligned_buffer_create(sctx->b.b.screen,
2809 R600_RESOURCE_FLAG_UNMAPPABLE,
2810 PIPE_USAGE_DEFAULT,
2811 32768 * sctx->screen->b.info.max_se,
2812 64 * 1024);
2813 if (!sctx->tf_ring)
2814 return;
2815
2816 assert(((sctx->tf_ring->width0 / 4) & C_030938_SIZE) == 0);
2817
2818 sctx->tess_offchip_ring =
2819 r600_aligned_buffer_create(sctx->b.b.screen,
2820 R600_RESOURCE_FLAG_UNMAPPABLE,
2821 PIPE_USAGE_DEFAULT,
2822 max_offchip_buffers *
2823 sctx->screen->tess_offchip_block_dw_size * 4,
2824 64 * 1024);
2825 if (!sctx->tess_offchip_ring)
2826 return;
2827
2828 si_init_config_add_vgt_flush(sctx);
2829
2830 uint64_t offchip_va = r600_resource(sctx->tess_offchip_ring)->gpu_address;
2831 uint64_t factor_va = r600_resource(sctx->tf_ring)->gpu_address;
2832 assert((offchip_va & 0xffff) == 0);
2833 assert((factor_va & 0xffff) == 0);
2834
2835 si_pm4_add_bo(sctx->init_config, r600_resource(sctx->tess_offchip_ring),
2836 RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
2837 si_pm4_add_bo(sctx->init_config, r600_resource(sctx->tf_ring),
2838 RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
2839
2840 /* Append these registers to the init config state. */
2841 if (sctx->b.chip_class >= CIK) {
2842 if (sctx->b.chip_class >= VI)
2843 --max_offchip_buffers;
2844
2845 si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
2846 S_030938_SIZE(sctx->tf_ring->width0 / 4));
2847 si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
2848 factor_va >> 8);
2849 if (sctx->b.chip_class >= GFX9)
2850 si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
2851 factor_va >> 40);
2852 si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
2853 S_03093C_OFFCHIP_BUFFERING(max_offchip_buffers) |
2854 S_03093C_OFFCHIP_GRANULARITY(offchip_granularity));
2855 } else {
2856 assert(offchip_granularity == V_03093C_X_8K_DWORDS);
2857 si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
2858 S_008988_SIZE(sctx->tf_ring->width0 / 4));
2859 si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
2860 factor_va >> 8);
2861 si_pm4_set_reg(sctx->init_config, R_0089B0_VGT_HS_OFFCHIP_PARAM,
2862 S_0089B0_OFFCHIP_BUFFERING(max_offchip_buffers));
2863 }
2864
2865 if (sctx->b.chip_class >= GFX9) {
2866 si_pm4_set_reg(sctx->init_config,
2867 R_00B430_SPI_SHADER_USER_DATA_LS_0 +
2868 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K * 4,
2869 offchip_va >> 16);
2870 si_pm4_set_reg(sctx->init_config,
2871 R_00B430_SPI_SHADER_USER_DATA_LS_0 +
2872 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K * 4,
2873 factor_va >> 16);
2874 } else {
2875 si_pm4_set_reg(sctx->init_config,
2876 R_00B430_SPI_SHADER_USER_DATA_HS_0 +
2877 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K * 4,
2878 offchip_va >> 16);
2879 si_pm4_set_reg(sctx->init_config,
2880 R_00B430_SPI_SHADER_USER_DATA_HS_0 +
2881 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K * 4,
2882 factor_va >> 16);
2883 }
2884
2885 /* Flush the context to re-emit the init_config state.
2886 * This is done only once in a lifetime of a context.
2887 */
2888 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
2889 sctx->b.initial_gfx_cs_size = 0; /* force flush */
2890 si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
2891 }
2892
2893 /**
2894 * This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
2895 * VS passes its outputs to TES directly, so the fixed-function shader only
2896 * has to write TESSOUTER and TESSINNER.
2897 */
2898 static void si_generate_fixed_func_tcs(struct si_context *sctx)
2899 {
2900 struct ureg_src outer, inner;
2901 struct ureg_dst tessouter, tessinner;
2902 struct ureg_program *ureg = ureg_create(PIPE_SHADER_TESS_CTRL);
2903
2904 if (!ureg)
2905 return; /* if we get here, we're screwed */
2906
2907 assert(!sctx->fixed_func_tcs_shader.cso);
2908
2909 outer = ureg_DECL_system_value(ureg,
2910 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI, 0);
2911 inner = ureg_DECL_system_value(ureg,
2912 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI, 0);
2913
2914 tessouter = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSOUTER, 0);
2915 tessinner = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSINNER, 0);
2916
2917 ureg_MOV(ureg, tessouter, outer);
2918 ureg_MOV(ureg, tessinner, inner);
2919 ureg_END(ureg);
2920
2921 sctx->fixed_func_tcs_shader.cso =
2922 ureg_create_shader_and_destroy(ureg, &sctx->b.b);
2923 }
2924
2925 static void si_update_vgt_shader_config(struct si_context *sctx)
2926 {
2927 /* Calculate the index of the config.
2928 * 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
2929 unsigned index = 2*!!sctx->tes_shader.cso + !!sctx->gs_shader.cso;
2930 struct si_pm4_state **pm4 = &sctx->vgt_shader_config[index];
2931
2932 if (!*pm4) {
2933 uint32_t stages = 0;
2934
2935 *pm4 = CALLOC_STRUCT(si_pm4_state);
2936
2937 if (sctx->tes_shader.cso) {
2938 stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
2939 S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
2940
2941 if (sctx->gs_shader.cso)
2942 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
2943 S_028B54_GS_EN(1) |
2944 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
2945 else
2946 stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
2947 } else if (sctx->gs_shader.cso) {
2948 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
2949 S_028B54_GS_EN(1) |
2950 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
2951 }
2952
2953 if (sctx->b.chip_class >= GFX9)
2954 stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
2955
2956 si_pm4_set_reg(*pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
2957 }
2958 si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
2959 }
2960
2961 static void si_update_so(struct si_context *sctx, struct si_shader_selector *shader)
2962 {
2963 struct pipe_stream_output_info *so = &shader->so;
2964 uint32_t enabled_stream_buffers_mask = 0;
2965 int i;
2966
2967 for (i = 0; i < so->num_outputs; i++)
2968 enabled_stream_buffers_mask |= (1 << so->output[i].output_buffer) << (so->output[i].stream * 4);
2969 sctx->b.streamout.enabled_stream_buffers_mask = enabled_stream_buffers_mask;
2970 sctx->b.streamout.stride_in_dw = shader->so.stride;
2971 }
2972
2973 bool si_update_shaders(struct si_context *sctx)
2974 {
2975 struct pipe_context *ctx = (struct pipe_context*)sctx;
2976 struct si_compiler_ctx_state compiler_state;
2977 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
2978 struct si_shader *old_vs = si_get_vs_state(sctx);
2979 bool old_clip_disable = old_vs ? old_vs->key.opt.hw_vs.clip_disable : false;
2980 int r;
2981
2982 compiler_state.tm = sctx->tm;
2983 compiler_state.debug = sctx->b.debug;
2984 compiler_state.is_debug_context = sctx->is_debug;
2985
2986 /* Update stages before GS. */
2987 if (sctx->tes_shader.cso) {
2988 if (!sctx->tf_ring) {
2989 si_init_tess_factor_ring(sctx);
2990 if (!sctx->tf_ring)
2991 return false;
2992 }
2993
2994 /* VS as LS */
2995 if (sctx->b.chip_class <= VI) {
2996 r = si_shader_select(ctx, &sctx->vs_shader,
2997 &compiler_state);
2998 if (r)
2999 return false;
3000 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
3001 }
3002
3003 if (sctx->tcs_shader.cso) {
3004 r = si_shader_select(ctx, &sctx->tcs_shader,
3005 &compiler_state);
3006 if (r)
3007 return false;
3008 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
3009 } else {
3010 if (!sctx->fixed_func_tcs_shader.cso) {
3011 si_generate_fixed_func_tcs(sctx);
3012 if (!sctx->fixed_func_tcs_shader.cso)
3013 return false;
3014 }
3015
3016 r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader,
3017 &compiler_state);
3018 if (r)
3019 return false;
3020 si_pm4_bind_state(sctx, hs,
3021 sctx->fixed_func_tcs_shader.current->pm4);
3022 }
3023
3024 if (sctx->gs_shader.cso) {
3025 /* TES as ES */
3026 if (sctx->b.chip_class <= VI) {
3027 r = si_shader_select(ctx, &sctx->tes_shader,
3028 &compiler_state);
3029 if (r)
3030 return false;
3031 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
3032 }
3033 } else {
3034 /* TES as VS */
3035 r = si_shader_select(ctx, &sctx->tes_shader,
3036 &compiler_state);
3037 if (r)
3038 return false;
3039 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
3040 si_update_so(sctx, sctx->tes_shader.cso);
3041 }
3042 } else if (sctx->gs_shader.cso) {
3043 if (sctx->b.chip_class <= VI) {
3044 /* VS as ES */
3045 r = si_shader_select(ctx, &sctx->vs_shader,
3046 &compiler_state);
3047 if (r)
3048 return false;
3049 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
3050
3051 si_pm4_bind_state(sctx, ls, NULL);
3052 si_pm4_bind_state(sctx, hs, NULL);
3053 }
3054 } else {
3055 /* VS as VS */
3056 r = si_shader_select(ctx, &sctx->vs_shader, &compiler_state);
3057 if (r)
3058 return false;
3059 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
3060 si_update_so(sctx, sctx->vs_shader.cso);
3061
3062 si_pm4_bind_state(sctx, ls, NULL);
3063 si_pm4_bind_state(sctx, hs, NULL);
3064 }
3065
3066 /* Update GS. */
3067 if (sctx->gs_shader.cso) {
3068 r = si_shader_select(ctx, &sctx->gs_shader, &compiler_state);
3069 if (r)
3070 return false;
3071 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
3072 si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
3073 si_update_so(sctx, sctx->gs_shader.cso);
3074
3075 if (!si_update_gs_ring_buffers(sctx))
3076 return false;
3077 } else {
3078 si_pm4_bind_state(sctx, gs, NULL);
3079 if (sctx->b.chip_class <= VI)
3080 si_pm4_bind_state(sctx, es, NULL);
3081 }
3082
3083 si_update_vgt_shader_config(sctx);
3084
3085 if (old_clip_disable != si_get_vs_state(sctx)->key.opt.hw_vs.clip_disable)
3086 si_mark_atom_dirty(sctx, &sctx->clip_regs);
3087
3088 if (sctx->ps_shader.cso) {
3089 unsigned db_shader_control;
3090
3091 r = si_shader_select(ctx, &sctx->ps_shader, &compiler_state);
3092 if (r)
3093 return false;
3094 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
3095
3096 db_shader_control =
3097 sctx->ps_shader.cso->db_shader_control |
3098 S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
3099
3100 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
3101 sctx->sprite_coord_enable != rs->sprite_coord_enable ||
3102 sctx->flatshade != rs->flatshade) {
3103 sctx->sprite_coord_enable = rs->sprite_coord_enable;
3104 sctx->flatshade = rs->flatshade;
3105 si_mark_atom_dirty(sctx, &sctx->spi_map);
3106 }
3107
3108 if (sctx->screen->b.rbplus_allowed && si_pm4_state_changed(sctx, ps))
3109 si_mark_atom_dirty(sctx, &sctx->cb_render_state);
3110
3111 if (sctx->ps_db_shader_control != db_shader_control) {
3112 sctx->ps_db_shader_control = db_shader_control;
3113 si_mark_atom_dirty(sctx, &sctx->db_render_state);
3114 }
3115
3116 if (sctx->smoothing_enabled != sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
3117 sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
3118 si_mark_atom_dirty(sctx, &sctx->msaa_config);
3119
3120 if (sctx->b.chip_class == SI)
3121 si_mark_atom_dirty(sctx, &sctx->db_render_state);
3122
3123 if (sctx->framebuffer.nr_samples <= 1)
3124 si_mark_atom_dirty(sctx, &sctx->msaa_sample_locs.atom);
3125 }
3126 }
3127
3128 if (si_pm4_state_changed(sctx, ls) ||
3129 si_pm4_state_changed(sctx, hs) ||
3130 si_pm4_state_changed(sctx, es) ||
3131 si_pm4_state_changed(sctx, gs) ||
3132 si_pm4_state_changed(sctx, vs) ||
3133 si_pm4_state_changed(sctx, ps)) {
3134 if (!si_update_spi_tmpring_size(sctx))
3135 return false;
3136 }
3137
3138 if (sctx->b.chip_class >= CIK)
3139 si_mark_atom_dirty(sctx, &sctx->prefetch_L2);
3140
3141 sctx->do_update_shaders = false;
3142 return true;
3143 }
3144
3145 static void si_emit_scratch_state(struct si_context *sctx,
3146 struct r600_atom *atom)
3147 {
3148 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
3149
3150 radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE,
3151 sctx->spi_tmpring_size);
3152
3153 if (sctx->scratch_buffer) {
3154 radeon_add_to_buffer_list(&sctx->b, &sctx->b.gfx,
3155 sctx->scratch_buffer, RADEON_USAGE_READWRITE,
3156 RADEON_PRIO_SCRATCH_BUFFER);
3157 }
3158 }
3159
3160 void si_init_shader_functions(struct si_context *sctx)
3161 {
3162 si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);
3163 si_init_atom(sctx, &sctx->scratch_state, &sctx->atoms.s.scratch_state,
3164 si_emit_scratch_state);
3165
3166 sctx->b.b.create_vs_state = si_create_shader_selector;
3167 sctx->b.b.create_tcs_state = si_create_shader_selector;
3168 sctx->b.b.create_tes_state = si_create_shader_selector;
3169 sctx->b.b.create_gs_state = si_create_shader_selector;
3170 sctx->b.b.create_fs_state = si_create_shader_selector;
3171
3172 sctx->b.b.bind_vs_state = si_bind_vs_shader;
3173 sctx->b.b.bind_tcs_state = si_bind_tcs_shader;
3174 sctx->b.b.bind_tes_state = si_bind_tes_shader;
3175 sctx->b.b.bind_gs_state = si_bind_gs_shader;
3176 sctx->b.b.bind_fs_state = si_bind_ps_shader;
3177
3178 sctx->b.b.delete_vs_state = si_delete_shader_selector;
3179 sctx->b.b.delete_tcs_state = si_delete_shader_selector;
3180 sctx->b.b.delete_tes_state = si_delete_shader_selector;
3181 sctx->b.b.delete_gs_state = si_delete_shader_selector;
3182 sctx->b.b.delete_fs_state = si_delete_shader_selector;
3183 }