3643ba500b60b82f02e5d8723f12201e79f945a6
[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
24 #include "si_pipe.h"
25 #include "sid.h"
26 #include "gfx9d.h"
27 #include "radeon/r600_cs.h"
28
29 #include "compiler/nir/nir_serialize.h"
30 #include "tgsi/tgsi_parse.h"
31 #include "tgsi/tgsi_ureg.h"
32 #include "util/hash_table.h"
33 #include "util/crc32.h"
34 #include "util/u_async_debug.h"
35 #include "util/u_memory.h"
36 #include "util/u_prim.h"
37
38 #include "util/disk_cache.h"
39 #include "util/mesa-sha1.h"
40 #include "ac_exp_param.h"
41 #include "ac_shader_util.h"
42
43 /* SHADER_CACHE */
44
45 /**
46 * Return the IR binary in a buffer. For TGSI the first 4 bytes contain its
47 * size as integer.
48 */
49 static void *si_get_ir_binary(struct si_shader_selector *sel)
50 {
51 struct blob blob;
52 unsigned ir_size;
53 void *ir_binary;
54
55 if (sel->tokens) {
56 ir_binary = sel->tokens;
57 ir_size = tgsi_num_tokens(sel->tokens) *
58 sizeof(struct tgsi_token);
59 } else {
60 assert(sel->nir);
61
62 blob_init(&blob);
63 nir_serialize(&blob, sel->nir);
64 ir_binary = blob.data;
65 ir_size = blob.size;
66 }
67
68 unsigned size = 4 + ir_size + sizeof(sel->so);
69 char *result = (char*)MALLOC(size);
70 if (!result)
71 return NULL;
72
73 *((uint32_t*)result) = size;
74 memcpy(result + 4, ir_binary, ir_size);
75 memcpy(result + 4 + ir_size, &sel->so, sizeof(sel->so));
76
77 if (sel->nir)
78 blob_finish(&blob);
79
80 return result;
81 }
82
83 /** Copy "data" to "ptr" and return the next dword following copied data. */
84 static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
85 {
86 /* data may be NULL if size == 0 */
87 if (size)
88 memcpy(ptr, data, size);
89 ptr += DIV_ROUND_UP(size, 4);
90 return ptr;
91 }
92
93 /** Read data from "ptr". Return the next dword following the data. */
94 static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
95 {
96 memcpy(data, ptr, size);
97 ptr += DIV_ROUND_UP(size, 4);
98 return ptr;
99 }
100
101 /**
102 * Write the size as uint followed by the data. Return the next dword
103 * following the copied data.
104 */
105 static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
106 {
107 *ptr++ = size;
108 return write_data(ptr, data, size);
109 }
110
111 /**
112 * Read the size as uint followed by the data. Return both via parameters.
113 * Return the next dword following the data.
114 */
115 static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
116 {
117 *size = *ptr++;
118 assert(*data == NULL);
119 if (!*size)
120 return ptr;
121 *data = malloc(*size);
122 return read_data(ptr, *data, *size);
123 }
124
125 /**
126 * Return the shader binary in a buffer. The first 4 bytes contain its size
127 * as integer.
128 */
129 static void *si_get_shader_binary(struct si_shader *shader)
130 {
131 /* There is always a size of data followed by the data itself. */
132 unsigned relocs_size = shader->binary.reloc_count *
133 sizeof(shader->binary.relocs[0]);
134 unsigned disasm_size = shader->binary.disasm_string ?
135 strlen(shader->binary.disasm_string) + 1 : 0;
136 unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
137 strlen(shader->binary.llvm_ir_string) + 1 : 0;
138 unsigned size =
139 4 + /* total size */
140 4 + /* CRC32 of the data below */
141 align(sizeof(shader->config), 4) +
142 align(sizeof(shader->info), 4) +
143 4 + align(shader->binary.code_size, 4) +
144 4 + align(shader->binary.rodata_size, 4) +
145 4 + align(relocs_size, 4) +
146 4 + align(disasm_size, 4) +
147 4 + align(llvm_ir_size, 4);
148 void *buffer = CALLOC(1, size);
149 uint32_t *ptr = (uint32_t*)buffer;
150
151 if (!buffer)
152 return NULL;
153
154 *ptr++ = size;
155 ptr++; /* CRC32 is calculated at the end. */
156
157 ptr = write_data(ptr, &shader->config, sizeof(shader->config));
158 ptr = write_data(ptr, &shader->info, sizeof(shader->info));
159 ptr = write_chunk(ptr, shader->binary.code, shader->binary.code_size);
160 ptr = write_chunk(ptr, shader->binary.rodata, shader->binary.rodata_size);
161 ptr = write_chunk(ptr, shader->binary.relocs, relocs_size);
162 ptr = write_chunk(ptr, shader->binary.disasm_string, disasm_size);
163 ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
164 assert((char *)ptr - (char *)buffer == size);
165
166 /* Compute CRC32. */
167 ptr = (uint32_t*)buffer;
168 ptr++;
169 *ptr = util_hash_crc32(ptr + 1, size - 8);
170
171 return buffer;
172 }
173
174 static bool si_load_shader_binary(struct si_shader *shader, void *binary)
175 {
176 uint32_t *ptr = (uint32_t*)binary;
177 uint32_t size = *ptr++;
178 uint32_t crc32 = *ptr++;
179 unsigned chunk_size;
180
181 if (util_hash_crc32(ptr, size - 8) != crc32) {
182 fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
183 return false;
184 }
185
186 ptr = read_data(ptr, &shader->config, sizeof(shader->config));
187 ptr = read_data(ptr, &shader->info, sizeof(shader->info));
188 ptr = read_chunk(ptr, (void**)&shader->binary.code,
189 &shader->binary.code_size);
190 ptr = read_chunk(ptr, (void**)&shader->binary.rodata,
191 &shader->binary.rodata_size);
192 ptr = read_chunk(ptr, (void**)&shader->binary.relocs, &chunk_size);
193 shader->binary.reloc_count = chunk_size / sizeof(shader->binary.relocs[0]);
194 ptr = read_chunk(ptr, (void**)&shader->binary.disasm_string, &chunk_size);
195 ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
196
197 return true;
198 }
199
200 /**
201 * Insert a shader into the cache. It's assumed the shader is not in the cache.
202 * Use si_shader_cache_load_shader before calling this.
203 *
204 * Returns false on failure, in which case the ir_binary should be freed.
205 */
206 static bool si_shader_cache_insert_shader(struct si_screen *sscreen,
207 void *ir_binary,
208 struct si_shader *shader,
209 bool insert_into_disk_cache)
210 {
211 void *hw_binary;
212 struct hash_entry *entry;
213 uint8_t key[CACHE_KEY_SIZE];
214
215 entry = _mesa_hash_table_search(sscreen->shader_cache, ir_binary);
216 if (entry)
217 return false; /* already added */
218
219 hw_binary = si_get_shader_binary(shader);
220 if (!hw_binary)
221 return false;
222
223 if (_mesa_hash_table_insert(sscreen->shader_cache, ir_binary,
224 hw_binary) == NULL) {
225 FREE(hw_binary);
226 return false;
227 }
228
229 if (sscreen->disk_shader_cache && insert_into_disk_cache) {
230 disk_cache_compute_key(sscreen->disk_shader_cache, ir_binary,
231 *((uint32_t *)ir_binary), key);
232 disk_cache_put(sscreen->disk_shader_cache, key, hw_binary,
233 *((uint32_t *) hw_binary), NULL);
234 }
235
236 return true;
237 }
238
239 static bool si_shader_cache_load_shader(struct si_screen *sscreen,
240 void *ir_binary,
241 struct si_shader *shader)
242 {
243 struct hash_entry *entry =
244 _mesa_hash_table_search(sscreen->shader_cache, ir_binary);
245 if (!entry) {
246 if (sscreen->disk_shader_cache) {
247 unsigned char sha1[CACHE_KEY_SIZE];
248 size_t tg_size = *((uint32_t *) ir_binary);
249
250 disk_cache_compute_key(sscreen->disk_shader_cache,
251 ir_binary, tg_size, sha1);
252
253 size_t binary_size;
254 uint8_t *buffer =
255 disk_cache_get(sscreen->disk_shader_cache,
256 sha1, &binary_size);
257 if (!buffer)
258 return false;
259
260 if (binary_size < sizeof(uint32_t) ||
261 *((uint32_t*)buffer) != binary_size) {
262 /* Something has gone wrong discard the item
263 * from the cache and rebuild/link from
264 * source.
265 */
266 assert(!"Invalid radeonsi shader disk cache "
267 "item!");
268
269 disk_cache_remove(sscreen->disk_shader_cache,
270 sha1);
271 free(buffer);
272
273 return false;
274 }
275
276 if (!si_load_shader_binary(shader, buffer)) {
277 free(buffer);
278 return false;
279 }
280 free(buffer);
281
282 if (!si_shader_cache_insert_shader(sscreen, ir_binary,
283 shader, false))
284 FREE(ir_binary);
285 } else {
286 return false;
287 }
288 } else {
289 if (si_load_shader_binary(shader, entry->data))
290 FREE(ir_binary);
291 else
292 return false;
293 }
294 p_atomic_inc(&sscreen->num_shader_cache_hits);
295 return true;
296 }
297
298 static uint32_t si_shader_cache_key_hash(const void *key)
299 {
300 /* The first dword is the key size. */
301 return util_hash_crc32(key, *(uint32_t*)key);
302 }
303
304 static bool si_shader_cache_key_equals(const void *a, const void *b)
305 {
306 uint32_t *keya = (uint32_t*)a;
307 uint32_t *keyb = (uint32_t*)b;
308
309 /* The first dword is the key size. */
310 if (*keya != *keyb)
311 return false;
312
313 return memcmp(keya, keyb, *keya) == 0;
314 }
315
316 static void si_destroy_shader_cache_entry(struct hash_entry *entry)
317 {
318 FREE((void*)entry->key);
319 FREE(entry->data);
320 }
321
322 bool si_init_shader_cache(struct si_screen *sscreen)
323 {
324 (void) mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
325 sscreen->shader_cache =
326 _mesa_hash_table_create(NULL,
327 si_shader_cache_key_hash,
328 si_shader_cache_key_equals);
329
330 return sscreen->shader_cache != NULL;
331 }
332
333 void si_destroy_shader_cache(struct si_screen *sscreen)
334 {
335 if (sscreen->shader_cache)
336 _mesa_hash_table_destroy(sscreen->shader_cache,
337 si_destroy_shader_cache_entry);
338 mtx_destroy(&sscreen->shader_cache_mutex);
339 }
340
341 /* SHADER STATES */
342
343 static void si_set_tesseval_regs(struct si_screen *sscreen,
344 struct si_shader_selector *tes,
345 struct si_pm4_state *pm4)
346 {
347 struct tgsi_shader_info *info = &tes->info;
348 unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
349 unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
350 bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
351 bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
352 unsigned type, partitioning, topology, distribution_mode;
353
354 switch (tes_prim_mode) {
355 case PIPE_PRIM_LINES:
356 type = V_028B6C_TESS_ISOLINE;
357 break;
358 case PIPE_PRIM_TRIANGLES:
359 type = V_028B6C_TESS_TRIANGLE;
360 break;
361 case PIPE_PRIM_QUADS:
362 type = V_028B6C_TESS_QUAD;
363 break;
364 default:
365 assert(0);
366 return;
367 }
368
369 switch (tes_spacing) {
370 case PIPE_TESS_SPACING_FRACTIONAL_ODD:
371 partitioning = V_028B6C_PART_FRAC_ODD;
372 break;
373 case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
374 partitioning = V_028B6C_PART_FRAC_EVEN;
375 break;
376 case PIPE_TESS_SPACING_EQUAL:
377 partitioning = V_028B6C_PART_INTEGER;
378 break;
379 default:
380 assert(0);
381 return;
382 }
383
384 if (tes_point_mode)
385 topology = V_028B6C_OUTPUT_POINT;
386 else if (tes_prim_mode == PIPE_PRIM_LINES)
387 topology = V_028B6C_OUTPUT_LINE;
388 else if (tes_vertex_order_cw)
389 /* for some reason, this must be the other way around */
390 topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
391 else
392 topology = V_028B6C_OUTPUT_TRIANGLE_CW;
393
394 if (sscreen->has_distributed_tess) {
395 if (sscreen->info.family == CHIP_FIJI ||
396 sscreen->info.family >= CHIP_POLARIS10)
397 distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
398 else
399 distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
400 } else
401 distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
402
403 si_pm4_set_reg(pm4, R_028B6C_VGT_TF_PARAM,
404 S_028B6C_TYPE(type) |
405 S_028B6C_PARTITIONING(partitioning) |
406 S_028B6C_TOPOLOGY(topology) |
407 S_028B6C_DISTRIBUTION_MODE(distribution_mode));
408 }
409
410 /* Polaris needs different VTX_REUSE_DEPTH settings depending on
411 * whether the "fractional odd" tessellation spacing is used.
412 *
413 * Possible VGT configurations and which state should set the register:
414 *
415 * Reg set in | VGT shader configuration | Value
416 * ------------------------------------------------------
417 * VS as VS | VS | 30
418 * VS as ES | ES -> GS -> VS | 30
419 * TES as VS | LS -> HS -> VS | 14 or 30
420 * TES as ES | LS -> HS -> ES -> GS -> VS | 14 or 30
421 *
422 * If "shader" is NULL, it's assumed it's not LS or GS copy shader.
423 */
424 static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen,
425 struct si_shader_selector *sel,
426 struct si_shader *shader,
427 struct si_pm4_state *pm4)
428 {
429 unsigned type = sel->type;
430
431 if (sscreen->info.family < CHIP_POLARIS10)
432 return;
433
434 /* VS as VS, or VS as ES: */
435 if ((type == PIPE_SHADER_VERTEX &&
436 (!shader ||
437 (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
438 /* TES as VS, or TES as ES: */
439 type == PIPE_SHADER_TESS_EVAL) {
440 unsigned vtx_reuse_depth = 30;
441
442 if (type == PIPE_SHADER_TESS_EVAL &&
443 sel->info.properties[TGSI_PROPERTY_TES_SPACING] ==
444 PIPE_TESS_SPACING_FRACTIONAL_ODD)
445 vtx_reuse_depth = 14;
446
447 si_pm4_set_reg(pm4, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
448 vtx_reuse_depth);
449 }
450 }
451
452 static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
453 {
454 if (shader->pm4)
455 si_pm4_clear_state(shader->pm4);
456 else
457 shader->pm4 = CALLOC_STRUCT(si_pm4_state);
458
459 return shader->pm4;
460 }
461
462 static unsigned si_get_num_vs_user_sgprs(unsigned num_always_on_user_sgprs)
463 {
464 /* Add the pointer to VBO descriptors. */
465 if (HAVE_32BIT_POINTERS) {
466 return num_always_on_user_sgprs + 1;
467 } else {
468 assert(num_always_on_user_sgprs % 2 == 0);
469 return num_always_on_user_sgprs + 2;
470 }
471 }
472
473 static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
474 {
475 struct si_pm4_state *pm4;
476 unsigned vgpr_comp_cnt;
477 uint64_t va;
478
479 assert(sscreen->info.chip_class <= VI);
480
481 pm4 = si_get_shader_pm4_state(shader);
482 if (!pm4)
483 return;
484
485 va = shader->bo->gpu_address;
486 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
487
488 /* We need at least 2 components for LS.
489 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
490 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
491 */
492 vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
493
494 si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
495 si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, va >> 40);
496
497 shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
498 S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
499 S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
500 S_00B528_DX10_CLAMP(1) |
501 S_00B528_FLOAT_MODE(shader->config.float_mode);
502 shader->config.rsrc2 = S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR)) |
503 S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
504 }
505
506 static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
507 {
508 struct si_pm4_state *pm4;
509 uint64_t va;
510 unsigned ls_vgpr_comp_cnt = 0;
511
512 pm4 = si_get_shader_pm4_state(shader);
513 if (!pm4)
514 return;
515
516 va = shader->bo->gpu_address;
517 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
518
519 if (sscreen->info.chip_class >= GFX9) {
520 si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
521 si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, va >> 40);
522
523 /* We need at least 2 components for LS.
524 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
525 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
526 */
527 ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
528
529 unsigned num_user_sgprs =
530 si_get_num_vs_user_sgprs(GFX9_TCS_NUM_USER_SGPR);
531
532 shader->config.rsrc2 =
533 S_00B42C_USER_SGPR(num_user_sgprs) |
534 S_00B42C_USER_SGPR_MSB(num_user_sgprs >> 5) |
535 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
536 } else {
537 si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
538 si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
539
540 shader->config.rsrc2 =
541 S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) |
542 S_00B42C_OC_LDS_EN(1) |
543 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
544 }
545
546 si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
547 S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
548 S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) |
549 S_00B428_DX10_CLAMP(1) |
550 S_00B428_FLOAT_MODE(shader->config.float_mode) |
551 S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
552
553 if (sscreen->info.chip_class <= VI) {
554 si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
555 shader->config.rsrc2);
556 }
557 }
558
559 static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
560 {
561 struct si_pm4_state *pm4;
562 unsigned num_user_sgprs;
563 unsigned vgpr_comp_cnt;
564 uint64_t va;
565 unsigned oc_lds_en;
566
567 assert(sscreen->info.chip_class <= VI);
568
569 pm4 = si_get_shader_pm4_state(shader);
570 if (!pm4)
571 return;
572
573 va = shader->bo->gpu_address;
574 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
575
576 if (shader->selector->type == PIPE_SHADER_VERTEX) {
577 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
578 vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
579 num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
580 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
581 vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
582 num_user_sgprs = SI_TES_NUM_USER_SGPR;
583 } else
584 unreachable("invalid shader selector type");
585
586 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
587
588 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
589 shader->selector->esgs_itemsize / 4);
590 si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
591 si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
592 si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
593 S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
594 S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
595 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
596 S_00B328_DX10_CLAMP(1) |
597 S_00B328_FLOAT_MODE(shader->config.float_mode));
598 si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
599 S_00B32C_USER_SGPR(num_user_sgprs) |
600 S_00B32C_OC_LDS_EN(oc_lds_en) |
601 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
602
603 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
604 si_set_tesseval_regs(sscreen, shader->selector, pm4);
605
606 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
607 }
608
609 struct gfx9_gs_info {
610 unsigned es_verts_per_subgroup;
611 unsigned gs_prims_per_subgroup;
612 unsigned gs_inst_prims_in_subgroup;
613 unsigned max_prims_per_subgroup;
614 unsigned lds_size;
615 };
616
617 static void gfx9_get_gs_info(struct si_shader_selector *es,
618 struct si_shader_selector *gs,
619 struct gfx9_gs_info *out)
620 {
621 unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
622 unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
623 bool uses_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
624 input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
625
626 /* All these are in dwords: */
627 /* We can't allow using the whole LDS, because GS waves compete with
628 * other shader stages for LDS space. */
629 const unsigned max_lds_size = 8 * 1024;
630 const unsigned esgs_itemsize = es->esgs_itemsize / 4;
631 unsigned esgs_lds_size;
632
633 /* All these are per subgroup: */
634 const unsigned max_out_prims = 32 * 1024;
635 const unsigned max_es_verts = 255;
636 const unsigned ideal_gs_prims = 64;
637 unsigned max_gs_prims, gs_prims;
638 unsigned min_es_verts, es_verts, worst_case_es_verts;
639
640 assert(gs_num_invocations <= 32); /* GL maximum */
641
642 if (uses_adjacency || gs_num_invocations > 1)
643 max_gs_prims = 127 / gs_num_invocations;
644 else
645 max_gs_prims = 255;
646
647 /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
648 * Make sure we don't go over the maximum value.
649 */
650 if (gs->gs_max_out_vertices > 0) {
651 max_gs_prims = MIN2(max_gs_prims,
652 max_out_prims /
653 (gs->gs_max_out_vertices * gs_num_invocations));
654 }
655 assert(max_gs_prims > 0);
656
657 /* If the primitive has adjacency, halve the number of vertices
658 * that will be reused in multiple primitives.
659 */
660 min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
661
662 gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
663 worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
664
665 /* Compute ESGS LDS size based on the worst case number of ES vertices
666 * needed to create the target number of GS prims per subgroup.
667 */
668 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
669
670 /* If total LDS usage is too big, refactor partitions based on ratio
671 * of ESGS item sizes.
672 */
673 if (esgs_lds_size > max_lds_size) {
674 /* Our target GS Prims Per Subgroup was too large. Calculate
675 * the maximum number of GS Prims Per Subgroup that will fit
676 * into LDS, capped by the maximum that the hardware can support.
677 */
678 gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)),
679 max_gs_prims);
680 assert(gs_prims > 0);
681 worst_case_es_verts = MIN2(min_es_verts * gs_prims,
682 max_es_verts);
683
684 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
685 assert(esgs_lds_size <= max_lds_size);
686 }
687
688 /* Now calculate remaining ESGS information. */
689 if (esgs_lds_size)
690 es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
691 else
692 es_verts = max_es_verts;
693
694 /* Vertices for adjacency primitives are not always reused, so restore
695 * it for ES_VERTS_PER_SUBGRP.
696 */
697 min_es_verts = gs->gs_input_verts_per_prim;
698
699 /* For normal primitives, the VGT only checks if they are past the ES
700 * verts per subgroup after allocating a full GS primitive and if they
701 * are, kick off a new subgroup. But if those additional ES verts are
702 * unique (e.g. not reused) we need to make sure there is enough LDS
703 * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
704 */
705 es_verts -= min_es_verts - 1;
706
707 out->es_verts_per_subgroup = es_verts;
708 out->gs_prims_per_subgroup = gs_prims;
709 out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
710 out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
711 gs->gs_max_out_vertices;
712 out->lds_size = align(esgs_lds_size, 128) / 128;
713
714 assert(out->max_prims_per_subgroup <= max_out_prims);
715 }
716
717 static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
718 {
719 struct si_shader_selector *sel = shader->selector;
720 const ubyte *num_components = sel->info.num_stream_output_components;
721 unsigned gs_num_invocations = sel->gs_num_invocations;
722 struct si_pm4_state *pm4;
723 uint64_t va;
724 unsigned max_stream = sel->max_gs_stream;
725 unsigned offset;
726
727 pm4 = si_get_shader_pm4_state(shader);
728 if (!pm4)
729 return;
730
731 offset = num_components[0] * sel->gs_max_out_vertices;
732 si_pm4_set_reg(pm4, R_028A60_VGT_GSVS_RING_OFFSET_1, offset);
733 if (max_stream >= 1)
734 offset += num_components[1] * sel->gs_max_out_vertices;
735 si_pm4_set_reg(pm4, R_028A64_VGT_GSVS_RING_OFFSET_2, offset);
736 if (max_stream >= 2)
737 offset += num_components[2] * sel->gs_max_out_vertices;
738 si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, offset);
739 if (max_stream >= 3)
740 offset += num_components[3] * sel->gs_max_out_vertices;
741 si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, offset);
742
743 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
744 assert(offset < (1 << 15));
745
746 si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, sel->gs_max_out_vertices);
747
748 si_pm4_set_reg(pm4, R_028B5C_VGT_GS_VERT_ITEMSIZE, num_components[0]);
749 si_pm4_set_reg(pm4, R_028B60_VGT_GS_VERT_ITEMSIZE_1, (max_stream >= 1) ? num_components[1] : 0);
750 si_pm4_set_reg(pm4, R_028B64_VGT_GS_VERT_ITEMSIZE_2, (max_stream >= 2) ? num_components[2] : 0);
751 si_pm4_set_reg(pm4, R_028B68_VGT_GS_VERT_ITEMSIZE_3, (max_stream >= 3) ? num_components[3] : 0);
752
753 si_pm4_set_reg(pm4, R_028B90_VGT_GS_INSTANCE_CNT,
754 S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
755 S_028B90_ENABLE(gs_num_invocations > 0));
756
757 va = shader->bo->gpu_address;
758 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
759
760 if (sscreen->info.chip_class >= GFX9) {
761 unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
762 unsigned es_type = shader->key.part.gs.es->type;
763 unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
764 struct gfx9_gs_info gs_info;
765
766 if (es_type == PIPE_SHADER_VERTEX)
767 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
768 es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
769 else if (es_type == PIPE_SHADER_TESS_EVAL)
770 es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
771 else
772 unreachable("invalid shader selector type");
773
774 /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
775 * VGPR[0:4] are always loaded.
776 */
777 if (sel->info.uses_invocationid)
778 gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
779 else if (sel->info.uses_primid)
780 gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
781 else if (input_prim >= PIPE_PRIM_TRIANGLES)
782 gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
783 else
784 gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
785
786 unsigned num_user_sgprs;
787 if (es_type == PIPE_SHADER_VERTEX)
788 num_user_sgprs = si_get_num_vs_user_sgprs(GFX9_GS_NUM_USER_SGPR);
789 else
790 num_user_sgprs = GFX9_GS_NUM_USER_SGPR;
791
792 gfx9_get_gs_info(shader->key.part.gs.es, sel, &gs_info);
793
794 si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
795 si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, va >> 40);
796
797 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
798 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
799 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
800 S_00B228_DX10_CLAMP(1) |
801 S_00B228_FLOAT_MODE(shader->config.float_mode) |
802 S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
803 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
804 S_00B22C_USER_SGPR(num_user_sgprs) |
805 S_00B22C_USER_SGPR_MSB(num_user_sgprs >> 5) |
806 S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
807 S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
808 S_00B22C_LDS_SIZE(gs_info.lds_size) |
809 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
810
811 si_pm4_set_reg(pm4, R_028A44_VGT_GS_ONCHIP_CNTL,
812 S_028A44_ES_VERTS_PER_SUBGRP(gs_info.es_verts_per_subgroup) |
813 S_028A44_GS_PRIMS_PER_SUBGRP(gs_info.gs_prims_per_subgroup) |
814 S_028A44_GS_INST_PRIMS_IN_SUBGRP(gs_info.gs_inst_prims_in_subgroup));
815 si_pm4_set_reg(pm4, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
816 S_028A94_MAX_PRIMS_PER_SUBGROUP(gs_info.max_prims_per_subgroup));
817 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
818 shader->key.part.gs.es->esgs_itemsize / 4);
819
820 if (es_type == PIPE_SHADER_TESS_EVAL)
821 si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
822
823 polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es,
824 NULL, pm4);
825 } else {
826 si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
827 si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, va >> 40);
828
829 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
830 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
831 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
832 S_00B228_DX10_CLAMP(1) |
833 S_00B228_FLOAT_MODE(shader->config.float_mode));
834 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
835 S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
836 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
837 }
838 }
839
840 /**
841 * Compute the state for \p shader, which will run as a vertex shader on the
842 * hardware.
843 *
844 * If \p gs is non-NULL, it points to the geometry shader for which this shader
845 * is the copy shader.
846 */
847 static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
848 struct si_shader_selector *gs)
849 {
850 const struct tgsi_shader_info *info = &shader->selector->info;
851 struct si_pm4_state *pm4;
852 unsigned num_user_sgprs;
853 unsigned nparams, vgpr_comp_cnt;
854 uint64_t va;
855 unsigned oc_lds_en;
856 unsigned window_space =
857 info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
858 bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
859
860 pm4 = si_get_shader_pm4_state(shader);
861 if (!pm4)
862 return;
863
864 /* We always write VGT_GS_MODE in the VS state, because every switch
865 * between different shader pipelines involving a different GS or no
866 * GS at all involves a switch of the VS (different GS use different
867 * copy shaders). On the other hand, when the API switches from a GS to
868 * no GS and then back to the same GS used originally, the GS state is
869 * not sent again.
870 */
871 if (!gs) {
872 unsigned mode = V_028A40_GS_OFF;
873
874 /* PrimID needs GS scenario A. */
875 if (enable_prim_id)
876 mode = V_028A40_GS_SCENARIO_A;
877
878 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE, S_028A40_MODE(mode));
879 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, enable_prim_id);
880 } else {
881 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
882 ac_vgt_gs_mode(gs->gs_max_out_vertices,
883 sscreen->info.chip_class));
884 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0);
885 }
886
887 if (sscreen->info.chip_class <= VI) {
888 /* Reuse needs to be set off if we write oViewport. */
889 si_pm4_set_reg(pm4, R_028AB4_VGT_REUSE_OFF,
890 S_028AB4_REUSE_OFF(info->writes_viewport_index));
891 }
892
893 va = shader->bo->gpu_address;
894 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
895
896 if (gs) {
897 vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
898 num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
899 } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
900 /* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
901 * If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
902 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
903 */
904 vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
905
906 if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS]) {
907 num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
908 info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
909 } else {
910 num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
911 }
912 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
913 vgpr_comp_cnt = enable_prim_id ? 3 : 2;
914 num_user_sgprs = SI_TES_NUM_USER_SGPR;
915 } else
916 unreachable("invalid shader selector type");
917
918 /* VS is required to export at least one param. */
919 nparams = MAX2(shader->info.nr_param_exports, 1);
920 si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
921 S_0286C4_VS_EXPORT_COUNT(nparams - 1));
922
923 si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
924 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
925 S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
926 V_02870C_SPI_SHADER_4COMP :
927 V_02870C_SPI_SHADER_NONE) |
928 S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
929 V_02870C_SPI_SHADER_4COMP :
930 V_02870C_SPI_SHADER_NONE) |
931 S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
932 V_02870C_SPI_SHADER_4COMP :
933 V_02870C_SPI_SHADER_NONE));
934
935 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
936
937 si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
938 si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, va >> 40);
939 si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
940 S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
941 S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8) |
942 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
943 S_00B128_DX10_CLAMP(1) |
944 S_00B128_FLOAT_MODE(shader->config.float_mode));
945 si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
946 S_00B12C_USER_SGPR(num_user_sgprs) |
947 S_00B12C_OC_LDS_EN(oc_lds_en) |
948 S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
949 S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
950 S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
951 S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
952 S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
953 S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
954 if (window_space)
955 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
956 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
957 else
958 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
959 S_028818_VTX_W0_FMT(1) |
960 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
961 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
962 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
963
964 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
965 si_set_tesseval_regs(sscreen, shader->selector, pm4);
966
967 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
968 }
969
970 static unsigned si_get_ps_num_interp(struct si_shader *ps)
971 {
972 struct tgsi_shader_info *info = &ps->selector->info;
973 unsigned num_colors = !!(info->colors_read & 0x0f) +
974 !!(info->colors_read & 0xf0);
975 unsigned num_interp = ps->selector->info.num_inputs +
976 (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
977
978 assert(num_interp <= 32);
979 return MIN2(num_interp, 32);
980 }
981
982 static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
983 {
984 unsigned value = shader->key.part.ps.epilog.spi_shader_col_format;
985 unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
986
987 /* If the i-th target format is set, all previous target formats must
988 * be non-zero to avoid hangs.
989 */
990 for (i = 0; i < num_targets; i++)
991 if (!(value & (0xf << (i * 4))))
992 value |= V_028714_SPI_SHADER_32_R << (i * 4);
993
994 return value;
995 }
996
997 static void si_shader_ps(struct si_shader *shader)
998 {
999 struct tgsi_shader_info *info = &shader->selector->info;
1000 struct si_pm4_state *pm4;
1001 unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
1002 unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
1003 uint64_t va;
1004 unsigned input_ena = shader->config.spi_ps_input_ena;
1005
1006 /* we need to enable at least one of them, otherwise we hang the GPU */
1007 assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1008 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1009 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1010 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
1011 G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
1012 G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1013 G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
1014 G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
1015 /* POS_W_FLOAT_ENA requires one of the perspective weights. */
1016 assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) ||
1017 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
1022 /* Validate interpolation optimization flags (read as implications). */
1023 assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
1024 (G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1025 G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1026 assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
1027 (G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1028 G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1029 assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
1030 (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) &&
1031 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1032 assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
1033 (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) &&
1034 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1035 assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
1036 (!G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1037 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1038 assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
1039 (!G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1040 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1041
1042 /* Validate cases when the optimizations are off (read as implications). */
1043 assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
1044 !G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1045 !G_0286CC_PERSP_CENTROID_ENA(input_ena));
1046 assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
1047 !G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1048 !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
1049
1050 pm4 = si_get_shader_pm4_state(shader);
1051 if (!pm4)
1052 return;
1053
1054 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
1055 * Possible vaules:
1056 * 0 -> Position = pixel center
1057 * 1 -> Position = pixel centroid
1058 * 2 -> Position = at sample position
1059 *
1060 * From GLSL 4.5 specification, section 7.1:
1061 * "The variable gl_FragCoord is available as an input variable from
1062 * within fragment shaders and it holds the window relative coordinates
1063 * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
1064 * value can be for any location within the pixel, or one of the
1065 * fragment samples. The use of centroid does not further restrict
1066 * this value to be inside the current primitive."
1067 *
1068 * Meaning that centroid has no effect and we can return anything within
1069 * the pixel. Thus, return the value at sample position, because that's
1070 * the most accurate one shaders can get.
1071 */
1072 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
1073
1074 if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
1075 TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
1076 spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
1077
1078 spi_shader_col_format = si_get_spi_shader_col_format(shader);
1079 cb_shader_mask = ac_get_cb_shader_mask(spi_shader_col_format);
1080
1081 /* Ensure that some export memory is always allocated, for two reasons:
1082 *
1083 * 1) Correctness: The hardware ignores the EXEC mask if no export
1084 * memory is allocated, so KILL and alpha test do not work correctly
1085 * without this.
1086 * 2) Performance: Every shader needs at least a NULL export, even when
1087 * it writes no color/depth output. The NULL export instruction
1088 * stalls without this setting.
1089 *
1090 * Don't add this to CB_SHADER_MASK.
1091 */
1092 if (!spi_shader_col_format &&
1093 !info->writes_z && !info->writes_stencil && !info->writes_samplemask)
1094 spi_shader_col_format = V_028714_SPI_SHADER_32_R;
1095
1096 si_pm4_set_reg(pm4, R_0286CC_SPI_PS_INPUT_ENA, input_ena);
1097 si_pm4_set_reg(pm4, R_0286D0_SPI_PS_INPUT_ADDR,
1098 shader->config.spi_ps_input_addr);
1099
1100 /* Set interpolation controls. */
1101 spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader));
1102
1103 /* Set registers. */
1104 si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
1105 si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
1106
1107 si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT,
1108 ac_get_spi_shader_z_format(info->writes_z,
1109 info->writes_stencil,
1110 info->writes_samplemask));
1111
1112 si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT, spi_shader_col_format);
1113 si_pm4_set_reg(pm4, R_02823C_CB_SHADER_MASK, cb_shader_mask);
1114
1115 va = shader->bo->gpu_address;
1116 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
1117 si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
1118 si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, va >> 40);
1119
1120 si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
1121 S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
1122 S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8) |
1123 S_00B028_DX10_CLAMP(1) |
1124 S_00B028_FLOAT_MODE(shader->config.float_mode));
1125 si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
1126 S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
1127 S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
1128 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
1129 }
1130
1131 static void si_shader_init_pm4_state(struct si_screen *sscreen,
1132 struct si_shader *shader)
1133 {
1134 switch (shader->selector->type) {
1135 case PIPE_SHADER_VERTEX:
1136 if (shader->key.as_ls)
1137 si_shader_ls(sscreen, shader);
1138 else if (shader->key.as_es)
1139 si_shader_es(sscreen, shader);
1140 else
1141 si_shader_vs(sscreen, shader, NULL);
1142 break;
1143 case PIPE_SHADER_TESS_CTRL:
1144 si_shader_hs(sscreen, shader);
1145 break;
1146 case PIPE_SHADER_TESS_EVAL:
1147 if (shader->key.as_es)
1148 si_shader_es(sscreen, shader);
1149 else
1150 si_shader_vs(sscreen, shader, NULL);
1151 break;
1152 case PIPE_SHADER_GEOMETRY:
1153 si_shader_gs(sscreen, shader);
1154 break;
1155 case PIPE_SHADER_FRAGMENT:
1156 si_shader_ps(shader);
1157 break;
1158 default:
1159 assert(0);
1160 }
1161 }
1162
1163 static unsigned si_get_alpha_test_func(struct si_context *sctx)
1164 {
1165 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
1166 if (sctx->queued.named.dsa)
1167 return sctx->queued.named.dsa->alpha_func;
1168
1169 return PIPE_FUNC_ALWAYS;
1170 }
1171
1172 static void si_shader_selector_key_vs(struct si_context *sctx,
1173 struct si_shader_selector *vs,
1174 struct si_shader_key *key,
1175 struct si_vs_prolog_bits *prolog_key)
1176 {
1177 if (!sctx->vertex_elements)
1178 return;
1179
1180 prolog_key->instance_divisor_is_one =
1181 sctx->vertex_elements->instance_divisor_is_one;
1182 prolog_key->instance_divisor_is_fetched =
1183 sctx->vertex_elements->instance_divisor_is_fetched;
1184
1185 /* Prefer a monolithic shader to allow scheduling divisions around
1186 * VBO loads. */
1187 if (prolog_key->instance_divisor_is_fetched)
1188 key->opt.prefer_mono = 1;
1189
1190 unsigned count = MIN2(vs->info.num_inputs,
1191 sctx->vertex_elements->count);
1192 memcpy(key->mono.vs_fix_fetch, sctx->vertex_elements->fix_fetch, count);
1193 }
1194
1195 static void si_shader_selector_key_hw_vs(struct si_context *sctx,
1196 struct si_shader_selector *vs,
1197 struct si_shader_key *key)
1198 {
1199 struct si_shader_selector *ps = sctx->ps_shader.cso;
1200
1201 key->opt.clip_disable =
1202 sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
1203 (vs->info.clipdist_writemask ||
1204 vs->info.writes_clipvertex) &&
1205 !vs->info.culldist_writemask;
1206
1207 /* Find out if PS is disabled. */
1208 bool ps_disabled = true;
1209 if (ps) {
1210 const struct si_state_blend *blend = sctx->queued.named.blend;
1211 bool alpha_to_coverage = blend && blend->alpha_to_coverage;
1212 bool ps_modifies_zs = ps->info.uses_kill ||
1213 ps->info.writes_z ||
1214 ps->info.writes_stencil ||
1215 ps->info.writes_samplemask ||
1216 alpha_to_coverage ||
1217 si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
1218
1219 unsigned ps_colormask = sctx->framebuffer.colorbuf_enabled_4bit &
1220 sctx->queued.named.blend->cb_target_mask;
1221 if (!ps->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS])
1222 ps_colormask &= ps->colors_written_4bit;
1223
1224 ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
1225 (!ps_colormask &&
1226 !ps_modifies_zs &&
1227 !ps->info.writes_memory);
1228 }
1229
1230 /* Find out which VS outputs aren't used by the PS. */
1231 uint64_t outputs_written = vs->outputs_written;
1232 uint64_t inputs_read = 0;
1233
1234 /* ignore POSITION, PSIZE */
1235 outputs_written &= ~((1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0) |
1236 (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0))));
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.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.u.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 /* When the LS VGPR fix is needed, monolithic shaders
1278 * can:
1279 * - avoid initializing EXEC in both the LS prolog
1280 * and the LS main part when !vs_needs_prolog
1281 * - remove the fixup for unused input VGPRs
1282 */
1283 key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
1284
1285 /* The LS output / HS input layout can be communicated
1286 * directly instead of via user SGPRs for merged LS-HS.
1287 * The LS VGPR fix prefers this too.
1288 */
1289 key->opt.prefer_mono = 1;
1290 }
1291
1292 key->part.tcs.epilog.prim_mode =
1293 sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
1294 key->part.tcs.epilog.invoc0_tess_factors_are_def =
1295 sel->tcs_info.tessfactors_are_def_in_all_invocs;
1296 key->part.tcs.epilog.tes_reads_tess_factors =
1297 sctx->tes_shader.cso->info.reads_tess_factors;
1298
1299 if (sel == sctx->fixed_func_tcs_shader.cso)
1300 key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
1301 break;
1302 case PIPE_SHADER_TESS_EVAL:
1303 if (sctx->gs_shader.cso)
1304 key->as_es = 1;
1305 else {
1306 si_shader_selector_key_hw_vs(sctx, sel, key);
1307
1308 if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
1309 key->mono.u.vs_export_prim_id = 1;
1310 }
1311 break;
1312 case PIPE_SHADER_GEOMETRY:
1313 if (sctx->b.chip_class >= GFX9) {
1314 if (sctx->tes_shader.cso) {
1315 key->part.gs.es = sctx->tes_shader.cso;
1316 } else {
1317 si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
1318 key, &key->part.gs.vs_prolog);
1319 key->part.gs.es = sctx->vs_shader.cso;
1320 }
1321
1322 /* Merged ES-GS can have unbalanced wave usage.
1323 *
1324 * ES threads are per-vertex, while GS threads are
1325 * per-primitive. So without any amplification, there
1326 * are fewer GS threads than ES threads, which can result
1327 * in empty (no-op) GS waves. With too much amplification,
1328 * there are more GS threads than ES threads, which
1329 * can result in empty (no-op) ES waves.
1330 *
1331 * Non-monolithic shaders are implemented by setting EXEC
1332 * at the beginning of shader parts, and don't jump to
1333 * the end if EXEC is 0.
1334 *
1335 * Monolithic shaders use conditional blocks, so they can
1336 * jump and skip empty waves of ES or GS. So set this to
1337 * always use optimized variants, which are monolithic.
1338 */
1339 key->opt.prefer_mono = 1;
1340 }
1341 key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
1342 break;
1343 case PIPE_SHADER_FRAGMENT: {
1344 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
1345 struct si_state_blend *blend = sctx->queued.named.blend;
1346
1347 if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
1348 sel->info.colors_written == 0x1)
1349 key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
1350
1351 if (blend) {
1352 /* Select the shader color format based on whether
1353 * blending or alpha are needed.
1354 */
1355 key->part.ps.epilog.spi_shader_col_format =
1356 (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1357 sctx->framebuffer.spi_shader_col_format_blend_alpha) |
1358 (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1359 sctx->framebuffer.spi_shader_col_format_blend) |
1360 (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1361 sctx->framebuffer.spi_shader_col_format_alpha) |
1362 (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1363 sctx->framebuffer.spi_shader_col_format);
1364 key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
1365
1366 /* The output for dual source blending should have
1367 * the same format as the first output.
1368 */
1369 if (blend->dual_src_blend)
1370 key->part.ps.epilog.spi_shader_col_format |=
1371 (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
1372 } else
1373 key->part.ps.epilog.spi_shader_col_format = sctx->framebuffer.spi_shader_col_format;
1374
1375 /* If alpha-to-coverage is enabled, we have to export alpha
1376 * even if there is no color buffer.
1377 */
1378 if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) &&
1379 blend && blend->alpha_to_coverage)
1380 key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
1381
1382 /* On SI and CIK except Hawaii, the CB doesn't clamp outputs
1383 * to the range supported by the type if a channel has less
1384 * than 16 bits and the export format is 16_ABGR.
1385 */
1386 if (sctx->b.chip_class <= CIK && sctx->b.family != CHIP_HAWAII) {
1387 key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
1388 key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
1389 }
1390
1391 /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
1392 if (!key->part.ps.epilog.last_cbuf) {
1393 key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
1394 key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
1395 key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
1396 }
1397
1398 if (rs) {
1399 bool is_poly = (sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES &&
1400 sctx->current_rast_prim <= PIPE_PRIM_POLYGON) ||
1401 sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES_ADJACENCY;
1402 bool is_line = !is_poly && sctx->current_rast_prim != PIPE_PRIM_POINTS;
1403
1404 key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
1405 key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
1406
1407 if (sctx->queued.named.blend) {
1408 key->part.ps.epilog.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
1409 rs->multisample_enable;
1410 }
1411
1412 key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
1413 key->part.ps.epilog.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
1414 (is_line && rs->line_smooth)) &&
1415 sctx->framebuffer.nr_samples <= 1;
1416 key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
1417
1418 if (sctx->ps_iter_samples > 1 &&
1419 sel->info.reads_samplemask) {
1420 key->part.ps.prolog.samplemask_log_ps_iter =
1421 util_logbase2(util_next_power_of_two(sctx->ps_iter_samples));
1422 }
1423
1424 if (rs->force_persample_interp &&
1425 rs->multisample_enable &&
1426 sctx->framebuffer.nr_samples > 1 &&
1427 sctx->ps_iter_samples > 1) {
1428 key->part.ps.prolog.force_persp_sample_interp =
1429 sel->info.uses_persp_center ||
1430 sel->info.uses_persp_centroid;
1431
1432 key->part.ps.prolog.force_linear_sample_interp =
1433 sel->info.uses_linear_center ||
1434 sel->info.uses_linear_centroid;
1435 } else if (rs->multisample_enable &&
1436 sctx->framebuffer.nr_samples > 1) {
1437 key->part.ps.prolog.bc_optimize_for_persp =
1438 sel->info.uses_persp_center &&
1439 sel->info.uses_persp_centroid;
1440 key->part.ps.prolog.bc_optimize_for_linear =
1441 sel->info.uses_linear_center &&
1442 sel->info.uses_linear_centroid;
1443 } else {
1444 /* Make sure SPI doesn't compute more than 1 pair
1445 * of (i,j), which is the optimization here. */
1446 key->part.ps.prolog.force_persp_center_interp =
1447 sel->info.uses_persp_center +
1448 sel->info.uses_persp_centroid +
1449 sel->info.uses_persp_sample > 1;
1450
1451 key->part.ps.prolog.force_linear_center_interp =
1452 sel->info.uses_linear_center +
1453 sel->info.uses_linear_centroid +
1454 sel->info.uses_linear_sample > 1;
1455
1456 if (sel->info.opcode_count[TGSI_OPCODE_INTERP_SAMPLE])
1457 key->mono.u.ps.interpolate_at_sample_force_center = 1;
1458 }
1459 }
1460
1461 key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
1462 break;
1463 }
1464 default:
1465 assert(0);
1466 }
1467
1468 if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
1469 memset(&key->opt, 0, sizeof(key->opt));
1470 }
1471
1472 static void si_build_shader_variant(struct si_shader *shader,
1473 int thread_index,
1474 bool low_priority)
1475 {
1476 struct si_shader_selector *sel = shader->selector;
1477 struct si_screen *sscreen = sel->screen;
1478 LLVMTargetMachineRef tm;
1479 struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
1480 int r;
1481
1482 if (thread_index >= 0) {
1483 if (low_priority) {
1484 assert(thread_index < ARRAY_SIZE(sscreen->tm_low_priority));
1485 tm = sscreen->tm_low_priority[thread_index];
1486 } else {
1487 assert(thread_index < ARRAY_SIZE(sscreen->tm));
1488 tm = sscreen->tm[thread_index];
1489 }
1490 if (!debug->async)
1491 debug = NULL;
1492 } else {
1493 assert(!low_priority);
1494 tm = shader->compiler_ctx_state.tm;
1495 }
1496
1497 r = si_shader_create(sscreen, tm, shader, debug);
1498 if (unlikely(r)) {
1499 R600_ERR("Failed to build shader variant (type=%u) %d\n",
1500 sel->type, r);
1501 shader->compilation_failed = true;
1502 return;
1503 }
1504
1505 if (shader->compiler_ctx_state.is_debug_context) {
1506 FILE *f = open_memstream(&shader->shader_log,
1507 &shader->shader_log_size);
1508 if (f) {
1509 si_shader_dump(sscreen, shader, NULL, sel->type, f, false);
1510 fclose(f);
1511 }
1512 }
1513
1514 si_shader_init_pm4_state(sscreen, shader);
1515 }
1516
1517 static void si_build_shader_variant_low_priority(void *job, int thread_index)
1518 {
1519 struct si_shader *shader = (struct si_shader *)job;
1520
1521 assert(thread_index >= 0);
1522
1523 si_build_shader_variant(shader, thread_index, true);
1524 }
1525
1526 static const struct si_shader_key zeroed;
1527
1528 static bool si_check_missing_main_part(struct si_screen *sscreen,
1529 struct si_shader_selector *sel,
1530 struct si_compiler_ctx_state *compiler_state,
1531 struct si_shader_key *key)
1532 {
1533 struct si_shader **mainp = si_get_main_shader_part(sel, key);
1534
1535 if (!*mainp) {
1536 struct si_shader *main_part = CALLOC_STRUCT(si_shader);
1537
1538 if (!main_part)
1539 return false;
1540
1541 /* We can leave the fence as permanently signaled because the
1542 * main part becomes visible globally only after it has been
1543 * compiled. */
1544 util_queue_fence_init(&main_part->ready);
1545
1546 main_part->selector = sel;
1547 main_part->key.as_es = key->as_es;
1548 main_part->key.as_ls = key->as_ls;
1549
1550 if (si_compile_tgsi_shader(sscreen, compiler_state->tm,
1551 main_part, false,
1552 &compiler_state->debug) != 0) {
1553 FREE(main_part);
1554 return false;
1555 }
1556 *mainp = main_part;
1557 }
1558 return true;
1559 }
1560
1561 /* Select the hw shader variant depending on the current state. */
1562 static int si_shader_select_with_key(struct si_screen *sscreen,
1563 struct si_shader_ctx_state *state,
1564 struct si_compiler_ctx_state *compiler_state,
1565 struct si_shader_key *key,
1566 int thread_index)
1567 {
1568 struct si_shader_selector *sel = state->cso;
1569 struct si_shader_selector *previous_stage_sel = NULL;
1570 struct si_shader *current = state->current;
1571 struct si_shader *iter, *shader = NULL;
1572
1573 again:
1574 /* Check if we don't need to change anything.
1575 * This path is also used for most shaders that don't need multiple
1576 * variants, it will cost just a computation of the key and this
1577 * test. */
1578 if (likely(current &&
1579 memcmp(&current->key, key, sizeof(*key)) == 0)) {
1580 if (unlikely(!util_queue_fence_is_signalled(&current->ready))) {
1581 if (current->is_optimized) {
1582 memset(&key->opt, 0, sizeof(key->opt));
1583 goto current_not_ready;
1584 }
1585
1586 util_queue_fence_wait(&current->ready);
1587 }
1588
1589 return current->compilation_failed ? -1 : 0;
1590 }
1591 current_not_ready:
1592
1593 /* This must be done before the mutex is locked, because async GS
1594 * compilation calls this function too, and therefore must enter
1595 * the mutex first.
1596 *
1597 * Only wait if we are in a draw call. Don't wait if we are
1598 * in a compiler thread.
1599 */
1600 if (thread_index < 0)
1601 util_queue_fence_wait(&sel->ready);
1602
1603 mtx_lock(&sel->mutex);
1604
1605 /* Find the shader variant. */
1606 for (iter = sel->first_variant; iter; iter = iter->next_variant) {
1607 /* Don't check the "current" shader. We checked it above. */
1608 if (current != iter &&
1609 memcmp(&iter->key, key, sizeof(*key)) == 0) {
1610 mtx_unlock(&sel->mutex);
1611
1612 if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
1613 /* If it's an optimized shader and its compilation has
1614 * been started but isn't done, use the unoptimized
1615 * shader so as not to cause a stall due to compilation.
1616 */
1617 if (iter->is_optimized) {
1618 memset(&key->opt, 0, sizeof(key->opt));
1619 goto again;
1620 }
1621
1622 util_queue_fence_wait(&iter->ready);
1623 }
1624
1625 if (iter->compilation_failed) {
1626 return -1; /* skip the draw call */
1627 }
1628
1629 state->current = iter;
1630 return 0;
1631 }
1632 }
1633
1634 /* Build a new shader. */
1635 shader = CALLOC_STRUCT(si_shader);
1636 if (!shader) {
1637 mtx_unlock(&sel->mutex);
1638 return -ENOMEM;
1639 }
1640
1641 util_queue_fence_init(&shader->ready);
1642
1643 shader->selector = sel;
1644 shader->key = *key;
1645 shader->compiler_ctx_state = *compiler_state;
1646
1647 /* If this is a merged shader, get the first shader's selector. */
1648 if (sscreen->info.chip_class >= GFX9) {
1649 if (sel->type == PIPE_SHADER_TESS_CTRL)
1650 previous_stage_sel = key->part.tcs.ls;
1651 else if (sel->type == PIPE_SHADER_GEOMETRY)
1652 previous_stage_sel = key->part.gs.es;
1653
1654 /* We need to wait for the previous shader. */
1655 if (previous_stage_sel && thread_index < 0)
1656 util_queue_fence_wait(&previous_stage_sel->ready);
1657 }
1658
1659 /* Compile the main shader part if it doesn't exist. This can happen
1660 * if the initial guess was wrong. */
1661 bool is_pure_monolithic =
1662 sscreen->use_monolithic_shaders ||
1663 memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
1664
1665 if (!is_pure_monolithic) {
1666 bool ok;
1667
1668 /* Make sure the main shader part is present. This is needed
1669 * for shaders that can be compiled as VS, LS, or ES, and only
1670 * one of them is compiled at creation.
1671 *
1672 * For merged shaders, check that the starting shader's main
1673 * part is present.
1674 */
1675 if (previous_stage_sel) {
1676 struct si_shader_key shader1_key = zeroed;
1677
1678 if (sel->type == PIPE_SHADER_TESS_CTRL)
1679 shader1_key.as_ls = 1;
1680 else if (sel->type == PIPE_SHADER_GEOMETRY)
1681 shader1_key.as_es = 1;
1682 else
1683 assert(0);
1684
1685 mtx_lock(&previous_stage_sel->mutex);
1686 ok = si_check_missing_main_part(sscreen,
1687 previous_stage_sel,
1688 compiler_state, &shader1_key);
1689 mtx_unlock(&previous_stage_sel->mutex);
1690 } else {
1691 ok = si_check_missing_main_part(sscreen, sel,
1692 compiler_state, key);
1693 }
1694 if (!ok) {
1695 FREE(shader);
1696 mtx_unlock(&sel->mutex);
1697 return -ENOMEM; /* skip the draw call */
1698 }
1699 }
1700
1701 /* Keep the reference to the 1st shader of merged shaders, so that
1702 * Gallium can't destroy it before we destroy the 2nd shader.
1703 *
1704 * Set sctx = NULL, because it's unused if we're not releasing
1705 * the shader, and we don't have any sctx here.
1706 */
1707 si_shader_selector_reference(NULL, &shader->previous_stage_sel,
1708 previous_stage_sel);
1709
1710 /* Monolithic-only shaders don't make a distinction between optimized
1711 * and unoptimized. */
1712 shader->is_monolithic =
1713 is_pure_monolithic ||
1714 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1715
1716 shader->is_optimized =
1717 !is_pure_monolithic &&
1718 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1719
1720 /* If it's an optimized shader, compile it asynchronously. */
1721 if (shader->is_optimized &&
1722 !is_pure_monolithic &&
1723 thread_index < 0) {
1724 /* Compile it asynchronously. */
1725 util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
1726 shader, &shader->ready,
1727 si_build_shader_variant_low_priority, NULL);
1728
1729 /* Add only after the ready fence was reset, to guard against a
1730 * race with si_bind_XX_shader. */
1731 if (!sel->last_variant) {
1732 sel->first_variant = shader;
1733 sel->last_variant = shader;
1734 } else {
1735 sel->last_variant->next_variant = shader;
1736 sel->last_variant = shader;
1737 }
1738
1739 /* Use the default (unoptimized) shader for now. */
1740 memset(&key->opt, 0, sizeof(key->opt));
1741 mtx_unlock(&sel->mutex);
1742 goto again;
1743 }
1744
1745 /* Reset the fence before adding to the variant list. */
1746 util_queue_fence_reset(&shader->ready);
1747
1748 if (!sel->last_variant) {
1749 sel->first_variant = shader;
1750 sel->last_variant = shader;
1751 } else {
1752 sel->last_variant->next_variant = shader;
1753 sel->last_variant = shader;
1754 }
1755
1756 mtx_unlock(&sel->mutex);
1757
1758 assert(!shader->is_optimized);
1759 si_build_shader_variant(shader, thread_index, false);
1760
1761 util_queue_fence_signal(&shader->ready);
1762
1763 if (!shader->compilation_failed)
1764 state->current = shader;
1765
1766 return shader->compilation_failed ? -1 : 0;
1767 }
1768
1769 static int si_shader_select(struct pipe_context *ctx,
1770 struct si_shader_ctx_state *state,
1771 struct si_compiler_ctx_state *compiler_state)
1772 {
1773 struct si_context *sctx = (struct si_context *)ctx;
1774 struct si_shader_key key;
1775
1776 si_shader_selector_key(ctx, state->cso, &key);
1777 return si_shader_select_with_key(sctx->screen, state, compiler_state,
1778 &key, -1);
1779 }
1780
1781 static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
1782 bool streamout,
1783 struct si_shader_key *key)
1784 {
1785 unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
1786
1787 switch (info->processor) {
1788 case PIPE_SHADER_VERTEX:
1789 switch (next_shader) {
1790 case PIPE_SHADER_GEOMETRY:
1791 key->as_es = 1;
1792 break;
1793 case PIPE_SHADER_TESS_CTRL:
1794 case PIPE_SHADER_TESS_EVAL:
1795 key->as_ls = 1;
1796 break;
1797 default:
1798 /* If POSITION isn't written, it can only be a HW VS
1799 * if streamout is used. If streamout isn't used,
1800 * assume that it's a HW LS. (the next shader is TCS)
1801 * This heuristic is needed for separate shader objects.
1802 */
1803 if (!info->writes_position && !streamout)
1804 key->as_ls = 1;
1805 }
1806 break;
1807
1808 case PIPE_SHADER_TESS_EVAL:
1809 if (next_shader == PIPE_SHADER_GEOMETRY ||
1810 !info->writes_position)
1811 key->as_es = 1;
1812 break;
1813 }
1814 }
1815
1816 /**
1817 * Compile the main shader part or the monolithic shader as part of
1818 * si_shader_selector initialization. Since it can be done asynchronously,
1819 * there is no way to report compile failures to applications.
1820 */
1821 static void si_init_shader_selector_async(void *job, int thread_index)
1822 {
1823 struct si_shader_selector *sel = (struct si_shader_selector *)job;
1824 struct si_screen *sscreen = sel->screen;
1825 LLVMTargetMachineRef tm;
1826 struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
1827
1828 assert(!debug->debug_message || debug->async);
1829 assert(thread_index >= 0);
1830 assert(thread_index < ARRAY_SIZE(sscreen->tm));
1831 tm = sscreen->tm[thread_index];
1832
1833 /* Compile the main shader part for use with a prolog and/or epilog.
1834 * If this fails, the driver will try to compile a monolithic shader
1835 * on demand.
1836 */
1837 if (!sscreen->use_monolithic_shaders) {
1838 struct si_shader *shader = CALLOC_STRUCT(si_shader);
1839 void *ir_binary = NULL;
1840
1841 if (!shader) {
1842 fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
1843 return;
1844 }
1845
1846 /* We can leave the fence signaled because use of the default
1847 * main part is guarded by the selector's ready fence. */
1848 util_queue_fence_init(&shader->ready);
1849
1850 shader->selector = sel;
1851 si_parse_next_shader_property(&sel->info,
1852 sel->so.num_outputs != 0,
1853 &shader->key);
1854
1855 if (sel->tokens || sel->nir)
1856 ir_binary = si_get_ir_binary(sel);
1857
1858 /* Try to load the shader from the shader cache. */
1859 mtx_lock(&sscreen->shader_cache_mutex);
1860
1861 if (ir_binary &&
1862 si_shader_cache_load_shader(sscreen, ir_binary, shader)) {
1863 mtx_unlock(&sscreen->shader_cache_mutex);
1864 si_shader_dump_stats_for_shader_db(shader, debug);
1865 } else {
1866 mtx_unlock(&sscreen->shader_cache_mutex);
1867
1868 /* Compile the shader if it hasn't been loaded from the cache. */
1869 if (si_compile_tgsi_shader(sscreen, tm, shader, false,
1870 debug) != 0) {
1871 FREE(shader);
1872 FREE(ir_binary);
1873 fprintf(stderr, "radeonsi: can't compile a main shader part\n");
1874 return;
1875 }
1876
1877 if (ir_binary) {
1878 mtx_lock(&sscreen->shader_cache_mutex);
1879 if (!si_shader_cache_insert_shader(sscreen, ir_binary, shader, true))
1880 FREE(ir_binary);
1881 mtx_unlock(&sscreen->shader_cache_mutex);
1882 }
1883 }
1884
1885 *si_get_main_shader_part(sel, &shader->key) = shader;
1886
1887 /* Unset "outputs_written" flags for outputs converted to
1888 * DEFAULT_VAL, so that later inter-shader optimizations don't
1889 * try to eliminate outputs that don't exist in the final
1890 * shader.
1891 *
1892 * This is only done if non-monolithic shaders are enabled.
1893 */
1894 if ((sel->type == PIPE_SHADER_VERTEX ||
1895 sel->type == PIPE_SHADER_TESS_EVAL) &&
1896 !shader->key.as_ls &&
1897 !shader->key.as_es) {
1898 unsigned i;
1899
1900 for (i = 0; i < sel->info.num_outputs; i++) {
1901 unsigned offset = shader->info.vs_output_param_offset[i];
1902
1903 if (offset <= AC_EXP_PARAM_OFFSET_31)
1904 continue;
1905
1906 unsigned name = sel->info.output_semantic_name[i];
1907 unsigned index = sel->info.output_semantic_index[i];
1908 unsigned id;
1909
1910 switch (name) {
1911 case TGSI_SEMANTIC_GENERIC:
1912 /* don't process indices the function can't handle */
1913 if (index >= SI_MAX_IO_GENERIC)
1914 break;
1915 /* fall through */
1916 default:
1917 id = si_shader_io_get_unique_index(name, index);
1918 sel->outputs_written &= ~(1ull << id);
1919 break;
1920 case TGSI_SEMANTIC_POSITION: /* ignore these */
1921 case TGSI_SEMANTIC_PSIZE:
1922 case TGSI_SEMANTIC_CLIPVERTEX:
1923 case TGSI_SEMANTIC_EDGEFLAG:
1924 break;
1925 }
1926 }
1927 }
1928 }
1929
1930 /* The GS copy shader is always pre-compiled. */
1931 if (sel->type == PIPE_SHADER_GEOMETRY) {
1932 sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, tm, sel, debug);
1933 if (!sel->gs_copy_shader) {
1934 fprintf(stderr, "radeonsi: can't create GS copy shader\n");
1935 return;
1936 }
1937
1938 si_shader_vs(sscreen, sel->gs_copy_shader, sel);
1939 }
1940 }
1941
1942 /* Return descriptor slot usage masks from the given shader info. */
1943 void si_get_active_slot_masks(const struct tgsi_shader_info *info,
1944 uint32_t *const_and_shader_buffers,
1945 uint64_t *samplers_and_images)
1946 {
1947 unsigned start, num_shaderbufs, num_constbufs, num_images, num_samplers;
1948
1949 num_shaderbufs = util_last_bit(info->shader_buffers_declared);
1950 num_constbufs = util_last_bit(info->const_buffers_declared);
1951 /* two 8-byte images share one 16-byte slot */
1952 num_images = align(util_last_bit(info->images_declared), 2);
1953 num_samplers = util_last_bit(info->samplers_declared);
1954
1955 /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
1956 start = si_get_shaderbuf_slot(num_shaderbufs - 1);
1957 *const_and_shader_buffers =
1958 u_bit_consecutive(start, num_shaderbufs + num_constbufs);
1959
1960 /* The layout is: image[last] ... image[0], sampler[0] ... sampler[last] */
1961 start = si_get_image_slot(num_images - 1) / 2;
1962 *samplers_and_images =
1963 u_bit_consecutive64(start, num_images / 2 + num_samplers);
1964 }
1965
1966 static void *si_create_shader_selector(struct pipe_context *ctx,
1967 const struct pipe_shader_state *state)
1968 {
1969 struct si_screen *sscreen = (struct si_screen *)ctx->screen;
1970 struct si_context *sctx = (struct si_context*)ctx;
1971 struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
1972 int i;
1973
1974 if (!sel)
1975 return NULL;
1976
1977 pipe_reference_init(&sel->reference, 1);
1978 sel->screen = sscreen;
1979 sel->compiler_ctx_state.debug = sctx->debug;
1980 sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
1981
1982 sel->so = state->stream_output;
1983
1984 if (state->type == PIPE_SHADER_IR_TGSI) {
1985 sel->tokens = tgsi_dup_tokens(state->tokens);
1986 if (!sel->tokens) {
1987 FREE(sel);
1988 return NULL;
1989 }
1990
1991 tgsi_scan_shader(state->tokens, &sel->info);
1992 tgsi_scan_tess_ctrl(state->tokens, &sel->info, &sel->tcs_info);
1993 } else {
1994 assert(state->type == PIPE_SHADER_IR_NIR);
1995
1996 sel->nir = state->ir.nir;
1997
1998 si_nir_scan_shader(sel->nir, &sel->info);
1999 si_nir_scan_tess_ctrl(sel->nir, &sel->info, &sel->tcs_info);
2000
2001 si_lower_nir(sel);
2002 }
2003
2004 sel->type = sel->info.processor;
2005 p_atomic_inc(&sscreen->num_shaders_created);
2006 si_get_active_slot_masks(&sel->info,
2007 &sel->active_const_and_shader_buffers,
2008 &sel->active_samplers_and_images);
2009
2010 /* Record which streamout buffers are enabled. */
2011 for (i = 0; i < sel->so.num_outputs; i++) {
2012 sel->enabled_streamout_buffer_mask |=
2013 (1 << sel->so.output[i].output_buffer) <<
2014 (sel->so.output[i].stream * 4);
2015 }
2016
2017 /* The prolog is a no-op if there are no inputs. */
2018 sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
2019 sel->info.num_inputs &&
2020 !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
2021
2022 sel->force_correct_derivs_after_kill =
2023 sel->type == PIPE_SHADER_FRAGMENT &&
2024 sel->info.uses_derivatives &&
2025 sel->info.uses_kill &&
2026 sctx->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL);
2027
2028 /* Set which opcode uses which (i,j) pair. */
2029 if (sel->info.uses_persp_opcode_interp_centroid)
2030 sel->info.uses_persp_centroid = true;
2031
2032 if (sel->info.uses_linear_opcode_interp_centroid)
2033 sel->info.uses_linear_centroid = true;
2034
2035 if (sel->info.uses_persp_opcode_interp_offset ||
2036 sel->info.uses_persp_opcode_interp_sample)
2037 sel->info.uses_persp_center = true;
2038
2039 if (sel->info.uses_linear_opcode_interp_offset ||
2040 sel->info.uses_linear_opcode_interp_sample)
2041 sel->info.uses_linear_center = true;
2042
2043 switch (sel->type) {
2044 case PIPE_SHADER_GEOMETRY:
2045 sel->gs_output_prim =
2046 sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
2047 sel->gs_max_out_vertices =
2048 sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
2049 sel->gs_num_invocations =
2050 sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
2051 sel->gsvs_vertex_size = sel->info.num_outputs * 16;
2052 sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
2053 sel->gs_max_out_vertices;
2054
2055 sel->max_gs_stream = 0;
2056 for (i = 0; i < sel->so.num_outputs; i++)
2057 sel->max_gs_stream = MAX2(sel->max_gs_stream,
2058 sel->so.output[i].stream);
2059
2060 sel->gs_input_verts_per_prim =
2061 u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
2062 break;
2063
2064 case PIPE_SHADER_TESS_CTRL:
2065 /* Always reserve space for these. */
2066 sel->patch_outputs_written |=
2067 (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
2068 (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
2069 /* fall through */
2070 case PIPE_SHADER_VERTEX:
2071 case PIPE_SHADER_TESS_EVAL:
2072 for (i = 0; i < sel->info.num_outputs; i++) {
2073 unsigned name = sel->info.output_semantic_name[i];
2074 unsigned index = sel->info.output_semantic_index[i];
2075
2076 switch (name) {
2077 case TGSI_SEMANTIC_TESSINNER:
2078 case TGSI_SEMANTIC_TESSOUTER:
2079 case TGSI_SEMANTIC_PATCH:
2080 sel->patch_outputs_written |=
2081 1ull << si_shader_io_get_unique_index_patch(name, index);
2082 break;
2083
2084 case TGSI_SEMANTIC_GENERIC:
2085 /* don't process indices the function can't handle */
2086 if (index >= SI_MAX_IO_GENERIC)
2087 break;
2088 /* fall through */
2089 default:
2090 sel->outputs_written |=
2091 1ull << si_shader_io_get_unique_index(name, index);
2092 break;
2093 case TGSI_SEMANTIC_CLIPVERTEX: /* ignore these */
2094 case TGSI_SEMANTIC_EDGEFLAG:
2095 break;
2096 }
2097 }
2098 sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
2099
2100 /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
2101 * conflicts, i.e. each vertex will start at a different bank.
2102 */
2103 if (sctx->b.chip_class >= GFX9)
2104 sel->esgs_itemsize += 4;
2105 break;
2106
2107 case PIPE_SHADER_FRAGMENT:
2108 for (i = 0; i < sel->info.num_inputs; i++) {
2109 unsigned name = sel->info.input_semantic_name[i];
2110 unsigned index = sel->info.input_semantic_index[i];
2111
2112 switch (name) {
2113 case TGSI_SEMANTIC_GENERIC:
2114 /* don't process indices the function can't handle */
2115 if (index >= SI_MAX_IO_GENERIC)
2116 break;
2117 /* fall through */
2118 default:
2119 sel->inputs_read |=
2120 1ull << si_shader_io_get_unique_index(name, index);
2121 break;
2122 case TGSI_SEMANTIC_PCOORD: /* ignore this */
2123 break;
2124 }
2125 }
2126
2127 for (i = 0; i < 8; i++)
2128 if (sel->info.colors_written & (1 << i))
2129 sel->colors_written_4bit |= 0xf << (4 * i);
2130
2131 for (i = 0; i < sel->info.num_inputs; i++) {
2132 if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
2133 int index = sel->info.input_semantic_index[i];
2134 sel->color_attr_index[index] = i;
2135 }
2136 }
2137 break;
2138 }
2139
2140 /* PA_CL_VS_OUT_CNTL */
2141 bool misc_vec_ena =
2142 sel->info.writes_psize || sel->info.writes_edgeflag ||
2143 sel->info.writes_layer || sel->info.writes_viewport_index;
2144 sel->pa_cl_vs_out_cntl =
2145 S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
2146 S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag) |
2147 S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
2148 S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
2149 S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
2150 S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
2151 sel->clipdist_mask = sel->info.writes_clipvertex ?
2152 SIX_BITS : sel->info.clipdist_writemask;
2153 sel->culldist_mask = sel->info.culldist_writemask <<
2154 sel->info.num_written_clipdistance;
2155
2156 /* DB_SHADER_CONTROL */
2157 sel->db_shader_control =
2158 S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
2159 S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
2160 S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
2161 S_02880C_KILL_ENABLE(sel->info.uses_kill);
2162
2163 switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
2164 case TGSI_FS_DEPTH_LAYOUT_GREATER:
2165 sel->db_shader_control |=
2166 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
2167 break;
2168 case TGSI_FS_DEPTH_LAYOUT_LESS:
2169 sel->db_shader_control |=
2170 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
2171 break;
2172 }
2173
2174 /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
2175 *
2176 * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
2177 * --|-----------|------------|------------|--------------------|-------------------|-------------
2178 * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
2179 * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
2180 * 2 | false | true | n/a | LateZ | 1 | 0
2181 * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
2182 * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
2183 *
2184 * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
2185 * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
2186 *
2187 * Don't use ReZ without profiling !!!
2188 *
2189 * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
2190 * shaders.
2191 */
2192 if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
2193 /* Cases 3, 4. */
2194 sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
2195 S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
2196 S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
2197 } else if (sel->info.writes_memory) {
2198 /* Case 2. */
2199 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
2200 S_02880C_EXEC_ON_HIER_FAIL(1);
2201 } else {
2202 /* Case 1. */
2203 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
2204 }
2205
2206 (void) mtx_init(&sel->mutex, mtx_plain);
2207 util_queue_fence_init(&sel->ready);
2208
2209 struct util_async_debug_callback async_debug;
2210 bool wait =
2211 (sctx->debug.debug_message && !sctx->debug.async) ||
2212 sctx->is_debug ||
2213 si_can_dump_shader(sscreen, sel->info.processor);
2214
2215 if (wait) {
2216 u_async_debug_init(&async_debug);
2217 sel->compiler_ctx_state.debug = async_debug.base;
2218 }
2219
2220 util_queue_add_job(&sscreen->shader_compiler_queue, sel,
2221 &sel->ready, si_init_shader_selector_async,
2222 NULL);
2223
2224 if (wait) {
2225 util_queue_fence_wait(&sel->ready);
2226 u_async_debug_drain(&async_debug, &sctx->debug);
2227 u_async_debug_cleanup(&async_debug);
2228 }
2229
2230 return sel;
2231 }
2232
2233 static void si_update_streamout_state(struct si_context *sctx)
2234 {
2235 struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
2236
2237 if (!shader_with_so)
2238 return;
2239
2240 sctx->streamout.enabled_stream_buffers_mask =
2241 shader_with_so->enabled_streamout_buffer_mask;
2242 sctx->streamout.stride_in_dw = shader_with_so->so.stride;
2243 }
2244
2245 static void si_update_clip_regs(struct si_context *sctx,
2246 struct si_shader_selector *old_hw_vs,
2247 struct si_shader *old_hw_vs_variant,
2248 struct si_shader_selector *next_hw_vs,
2249 struct si_shader *next_hw_vs_variant)
2250 {
2251 if (next_hw_vs &&
2252 (!old_hw_vs ||
2253 old_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] !=
2254 next_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] ||
2255 old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
2256 old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
2257 old_hw_vs->culldist_mask != next_hw_vs->culldist_mask ||
2258 !old_hw_vs_variant ||
2259 !next_hw_vs_variant ||
2260 old_hw_vs_variant->key.opt.clip_disable !=
2261 next_hw_vs_variant->key.opt.clip_disable))
2262 si_mark_atom_dirty(sctx, &sctx->clip_regs);
2263 }
2264
2265 static void si_update_common_shader_state(struct si_context *sctx)
2266 {
2267 sctx->uses_bindless_samplers =
2268 si_shader_uses_bindless_samplers(sctx->vs_shader.cso) ||
2269 si_shader_uses_bindless_samplers(sctx->gs_shader.cso) ||
2270 si_shader_uses_bindless_samplers(sctx->ps_shader.cso) ||
2271 si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
2272 si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
2273 sctx->uses_bindless_images =
2274 si_shader_uses_bindless_images(sctx->vs_shader.cso) ||
2275 si_shader_uses_bindless_images(sctx->gs_shader.cso) ||
2276 si_shader_uses_bindless_images(sctx->ps_shader.cso) ||
2277 si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
2278 si_shader_uses_bindless_images(sctx->tes_shader.cso);
2279 sctx->do_update_shaders = true;
2280 }
2281
2282 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
2283 {
2284 struct si_context *sctx = (struct si_context *)ctx;
2285 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2286 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2287 struct si_shader_selector *sel = state;
2288
2289 if (sctx->vs_shader.cso == sel)
2290 return;
2291
2292 sctx->vs_shader.cso = sel;
2293 sctx->vs_shader.current = sel ? sel->first_variant : NULL;
2294 sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS] : 0;
2295
2296 si_update_common_shader_state(sctx);
2297 si_update_vs_viewport_state(sctx);
2298 si_set_active_descriptors_for_shader(sctx, sel);
2299 si_update_streamout_state(sctx);
2300 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2301 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2302 }
2303
2304 static void si_update_tess_uses_prim_id(struct si_context *sctx)
2305 {
2306 sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
2307 (sctx->tes_shader.cso &&
2308 sctx->tes_shader.cso->info.uses_primid) ||
2309 (sctx->tcs_shader.cso &&
2310 sctx->tcs_shader.cso->info.uses_primid) ||
2311 (sctx->gs_shader.cso &&
2312 sctx->gs_shader.cso->info.uses_primid) ||
2313 (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
2314 sctx->ps_shader.cso->info.uses_primid);
2315 }
2316
2317 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
2318 {
2319 struct si_context *sctx = (struct si_context *)ctx;
2320 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2321 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2322 struct si_shader_selector *sel = state;
2323 bool enable_changed = !!sctx->gs_shader.cso != !!sel;
2324
2325 if (sctx->gs_shader.cso == sel)
2326 return;
2327
2328 sctx->gs_shader.cso = sel;
2329 sctx->gs_shader.current = sel ? sel->first_variant : NULL;
2330 sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
2331
2332 si_update_common_shader_state(sctx);
2333 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2334
2335 if (enable_changed) {
2336 si_shader_change_notify(sctx);
2337 if (sctx->ia_multi_vgt_param_key.u.uses_tess)
2338 si_update_tess_uses_prim_id(sctx);
2339 }
2340 si_update_vs_viewport_state(sctx);
2341 si_set_active_descriptors_for_shader(sctx, sel);
2342 si_update_streamout_state(sctx);
2343 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2344 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2345 }
2346
2347 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
2348 {
2349 struct si_context *sctx = (struct si_context *)ctx;
2350 struct si_shader_selector *sel = state;
2351 bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
2352
2353 if (sctx->tcs_shader.cso == sel)
2354 return;
2355
2356 sctx->tcs_shader.cso = sel;
2357 sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
2358 si_update_tess_uses_prim_id(sctx);
2359
2360 si_update_common_shader_state(sctx);
2361
2362 if (enable_changed)
2363 sctx->last_tcs = NULL; /* invalidate derived tess state */
2364
2365 si_set_active_descriptors_for_shader(sctx, sel);
2366 }
2367
2368 static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
2369 {
2370 struct si_context *sctx = (struct si_context *)ctx;
2371 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2372 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2373 struct si_shader_selector *sel = state;
2374 bool enable_changed = !!sctx->tes_shader.cso != !!sel;
2375
2376 if (sctx->tes_shader.cso == sel)
2377 return;
2378
2379 sctx->tes_shader.cso = sel;
2380 sctx->tes_shader.current = sel ? sel->first_variant : NULL;
2381 sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
2382 si_update_tess_uses_prim_id(sctx);
2383
2384 si_update_common_shader_state(sctx);
2385 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2386
2387 if (enable_changed) {
2388 si_shader_change_notify(sctx);
2389 sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
2390 }
2391 si_update_vs_viewport_state(sctx);
2392 si_set_active_descriptors_for_shader(sctx, sel);
2393 si_update_streamout_state(sctx);
2394 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2395 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2396 }
2397
2398 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
2399 {
2400 struct si_context *sctx = (struct si_context *)ctx;
2401 struct si_shader_selector *old_sel = sctx->ps_shader.cso;
2402 struct si_shader_selector *sel = state;
2403
2404 /* skip if supplied shader is one already in use */
2405 if (old_sel == sel)
2406 return;
2407
2408 sctx->ps_shader.cso = sel;
2409 sctx->ps_shader.current = sel ? sel->first_variant : NULL;
2410
2411 si_update_common_shader_state(sctx);
2412 if (sel) {
2413 if (sctx->ia_multi_vgt_param_key.u.uses_tess)
2414 si_update_tess_uses_prim_id(sctx);
2415
2416 if (!old_sel ||
2417 old_sel->info.colors_written != sel->info.colors_written)
2418 si_mark_atom_dirty(sctx, &sctx->cb_render_state);
2419
2420 if (sctx->screen->has_out_of_order_rast &&
2421 (!old_sel ||
2422 old_sel->info.writes_memory != sel->info.writes_memory ||
2423 old_sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] !=
2424 sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]))
2425 si_mark_atom_dirty(sctx, &sctx->msaa_config);
2426 }
2427 si_set_active_descriptors_for_shader(sctx, sel);
2428 }
2429
2430 static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
2431 {
2432 if (shader->is_optimized) {
2433 util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
2434 &shader->ready);
2435 }
2436
2437 util_queue_fence_destroy(&shader->ready);
2438
2439 if (shader->pm4) {
2440 switch (shader->selector->type) {
2441 case PIPE_SHADER_VERTEX:
2442 if (shader->key.as_ls) {
2443 assert(sctx->b.chip_class <= VI);
2444 si_pm4_delete_state(sctx, ls, shader->pm4);
2445 } else if (shader->key.as_es) {
2446 assert(sctx->b.chip_class <= VI);
2447 si_pm4_delete_state(sctx, es, shader->pm4);
2448 } else {
2449 si_pm4_delete_state(sctx, vs, shader->pm4);
2450 }
2451 break;
2452 case PIPE_SHADER_TESS_CTRL:
2453 si_pm4_delete_state(sctx, hs, shader->pm4);
2454 break;
2455 case PIPE_SHADER_TESS_EVAL:
2456 if (shader->key.as_es) {
2457 assert(sctx->b.chip_class <= VI);
2458 si_pm4_delete_state(sctx, es, shader->pm4);
2459 } else {
2460 si_pm4_delete_state(sctx, vs, shader->pm4);
2461 }
2462 break;
2463 case PIPE_SHADER_GEOMETRY:
2464 if (shader->is_gs_copy_shader)
2465 si_pm4_delete_state(sctx, vs, shader->pm4);
2466 else
2467 si_pm4_delete_state(sctx, gs, shader->pm4);
2468 break;
2469 case PIPE_SHADER_FRAGMENT:
2470 si_pm4_delete_state(sctx, ps, shader->pm4);
2471 break;
2472 }
2473 }
2474
2475 si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
2476 si_shader_destroy(shader);
2477 free(shader);
2478 }
2479
2480 void si_destroy_shader_selector(struct si_context *sctx,
2481 struct si_shader_selector *sel)
2482 {
2483 struct si_shader *p = sel->first_variant, *c;
2484 struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
2485 [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
2486 [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
2487 [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
2488 [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
2489 [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
2490 };
2491
2492 util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
2493
2494 if (current_shader[sel->type]->cso == sel) {
2495 current_shader[sel->type]->cso = NULL;
2496 current_shader[sel->type]->current = NULL;
2497 }
2498
2499 while (p) {
2500 c = p->next_variant;
2501 si_delete_shader(sctx, p);
2502 p = c;
2503 }
2504
2505 if (sel->main_shader_part)
2506 si_delete_shader(sctx, sel->main_shader_part);
2507 if (sel->main_shader_part_ls)
2508 si_delete_shader(sctx, sel->main_shader_part_ls);
2509 if (sel->main_shader_part_es)
2510 si_delete_shader(sctx, sel->main_shader_part_es);
2511 if (sel->gs_copy_shader)
2512 si_delete_shader(sctx, sel->gs_copy_shader);
2513
2514 util_queue_fence_destroy(&sel->ready);
2515 mtx_destroy(&sel->mutex);
2516 free(sel->tokens);
2517 ralloc_free(sel->nir);
2518 free(sel);
2519 }
2520
2521 static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
2522 {
2523 struct si_context *sctx = (struct si_context *)ctx;
2524 struct si_shader_selector *sel = (struct si_shader_selector *)state;
2525
2526 si_shader_selector_reference(sctx, &sel, NULL);
2527 }
2528
2529 static unsigned si_get_ps_input_cntl(struct si_context *sctx,
2530 struct si_shader *vs, unsigned name,
2531 unsigned index, unsigned interpolate)
2532 {
2533 struct tgsi_shader_info *vsinfo = &vs->selector->info;
2534 unsigned j, offset, ps_input_cntl = 0;
2535
2536 if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
2537 (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
2538 ps_input_cntl |= S_028644_FLAT_SHADE(1);
2539
2540 if (name == TGSI_SEMANTIC_PCOORD ||
2541 (name == TGSI_SEMANTIC_TEXCOORD &&
2542 sctx->sprite_coord_enable & (1 << index))) {
2543 ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
2544 }
2545
2546 for (j = 0; j < vsinfo->num_outputs; j++) {
2547 if (name == vsinfo->output_semantic_name[j] &&
2548 index == vsinfo->output_semantic_index[j]) {
2549 offset = vs->info.vs_output_param_offset[j];
2550
2551 if (offset <= AC_EXP_PARAM_OFFSET_31) {
2552 /* The input is loaded from parameter memory. */
2553 ps_input_cntl |= S_028644_OFFSET(offset);
2554 } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2555 if (offset == AC_EXP_PARAM_UNDEFINED) {
2556 /* This can happen with depth-only rendering. */
2557 offset = 0;
2558 } else {
2559 /* The input is a DEFAULT_VAL constant. */
2560 assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
2561 offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
2562 offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
2563 }
2564
2565 ps_input_cntl = S_028644_OFFSET(0x20) |
2566 S_028644_DEFAULT_VAL(offset);
2567 }
2568 break;
2569 }
2570 }
2571
2572 if (name == TGSI_SEMANTIC_PRIMID)
2573 /* PrimID is written after the last output. */
2574 ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
2575 else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2576 /* No corresponding output found, load defaults into input.
2577 * Don't set any other bits.
2578 * (FLAT_SHADE=1 completely changes behavior) */
2579 ps_input_cntl = S_028644_OFFSET(0x20);
2580 /* D3D 9 behaviour. GL is undefined */
2581 if (name == TGSI_SEMANTIC_COLOR && index == 0)
2582 ps_input_cntl |= S_028644_DEFAULT_VAL(3);
2583 }
2584 return ps_input_cntl;
2585 }
2586
2587 static void si_emit_spi_map(struct si_context *sctx, struct r600_atom *atom)
2588 {
2589 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
2590 struct si_shader *ps = sctx->ps_shader.current;
2591 struct si_shader *vs = si_get_vs_state(sctx);
2592 struct tgsi_shader_info *psinfo = ps ? &ps->selector->info : NULL;
2593 unsigned i, num_interp, num_written = 0, bcol_interp[2];
2594
2595 if (!ps || !ps->selector->info.num_inputs)
2596 return;
2597
2598 num_interp = si_get_ps_num_interp(ps);
2599 assert(num_interp > 0);
2600 radeon_set_context_reg_seq(cs, R_028644_SPI_PS_INPUT_CNTL_0, num_interp);
2601
2602 for (i = 0; i < psinfo->num_inputs; i++) {
2603 unsigned name = psinfo->input_semantic_name[i];
2604 unsigned index = psinfo->input_semantic_index[i];
2605 unsigned interpolate = psinfo->input_interpolate[i];
2606
2607 radeon_emit(cs, si_get_ps_input_cntl(sctx, vs, name, index,
2608 interpolate));
2609 num_written++;
2610
2611 if (name == TGSI_SEMANTIC_COLOR) {
2612 assert(index < ARRAY_SIZE(bcol_interp));
2613 bcol_interp[index] = interpolate;
2614 }
2615 }
2616
2617 if (ps->key.part.ps.prolog.color_two_side) {
2618 unsigned bcol = TGSI_SEMANTIC_BCOLOR;
2619
2620 for (i = 0; i < 2; i++) {
2621 if (!(psinfo->colors_read & (0xf << (i * 4))))
2622 continue;
2623
2624 radeon_emit(cs, si_get_ps_input_cntl(sctx, vs, bcol,
2625 i, bcol_interp[i]));
2626 num_written++;
2627 }
2628 }
2629 assert(num_interp == num_written);
2630 }
2631
2632 /**
2633 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
2634 */
2635 static void si_init_config_add_vgt_flush(struct si_context *sctx)
2636 {
2637 if (sctx->init_config_has_vgt_flush)
2638 return;
2639
2640 /* Done by Vulkan before VGT_FLUSH. */
2641 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2642 si_pm4_cmd_add(sctx->init_config,
2643 EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
2644 si_pm4_cmd_end(sctx->init_config, false);
2645
2646 /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
2647 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2648 si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
2649 si_pm4_cmd_end(sctx->init_config, false);
2650 sctx->init_config_has_vgt_flush = true;
2651 }
2652
2653 /* Initialize state related to ESGS / GSVS ring buffers */
2654 static bool si_update_gs_ring_buffers(struct si_context *sctx)
2655 {
2656 struct si_shader_selector *es =
2657 sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
2658 struct si_shader_selector *gs = sctx->gs_shader.cso;
2659 struct si_pm4_state *pm4;
2660
2661 /* Chip constants. */
2662 unsigned num_se = sctx->screen->info.max_se;
2663 unsigned wave_size = 64;
2664 unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
2665 /* On SI-CI, the value comes from VGT_GS_VERTEX_REUSE = 16.
2666 * On VI+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
2667 */
2668 unsigned gs_vertex_reuse = (sctx->b.chip_class >= VI ? 32 : 16) * num_se;
2669 unsigned alignment = 256 * num_se;
2670 /* The maximum size is 63.999 MB per SE. */
2671 unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
2672
2673 /* Calculate the minimum size. */
2674 unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
2675 wave_size, alignment);
2676
2677 /* These are recommended sizes, not minimum sizes. */
2678 unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
2679 es->esgs_itemsize * gs->gs_input_verts_per_prim;
2680 unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
2681 gs->max_gsvs_emit_size;
2682
2683 min_esgs_ring_size = align(min_esgs_ring_size, alignment);
2684 esgs_ring_size = align(esgs_ring_size, alignment);
2685 gsvs_ring_size = align(gsvs_ring_size, alignment);
2686
2687 esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
2688 gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
2689
2690 /* Some rings don't have to be allocated if shaders don't use them.
2691 * (e.g. no varyings between ES and GS or GS and VS)
2692 *
2693 * GFX9 doesn't have the ESGS ring.
2694 */
2695 bool update_esgs = sctx->b.chip_class <= VI &&
2696 esgs_ring_size &&
2697 (!sctx->esgs_ring ||
2698 sctx->esgs_ring->width0 < esgs_ring_size);
2699 bool update_gsvs = gsvs_ring_size &&
2700 (!sctx->gsvs_ring ||
2701 sctx->gsvs_ring->width0 < gsvs_ring_size);
2702
2703 if (!update_esgs && !update_gsvs)
2704 return true;
2705
2706 if (update_esgs) {
2707 pipe_resource_reference(&sctx->esgs_ring, NULL);
2708 sctx->esgs_ring =
2709 si_aligned_buffer_create(sctx->b.b.screen,
2710 R600_RESOURCE_FLAG_UNMAPPABLE,
2711 PIPE_USAGE_DEFAULT,
2712 esgs_ring_size, alignment);
2713 if (!sctx->esgs_ring)
2714 return false;
2715 }
2716
2717 if (update_gsvs) {
2718 pipe_resource_reference(&sctx->gsvs_ring, NULL);
2719 sctx->gsvs_ring =
2720 si_aligned_buffer_create(sctx->b.b.screen,
2721 R600_RESOURCE_FLAG_UNMAPPABLE,
2722 PIPE_USAGE_DEFAULT,
2723 gsvs_ring_size, alignment);
2724 if (!sctx->gsvs_ring)
2725 return false;
2726 }
2727
2728 /* Create the "init_config_gs_rings" state. */
2729 pm4 = CALLOC_STRUCT(si_pm4_state);
2730 if (!pm4)
2731 return false;
2732
2733 if (sctx->b.chip_class >= CIK) {
2734 if (sctx->esgs_ring) {
2735 assert(sctx->b.chip_class <= VI);
2736 si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
2737 sctx->esgs_ring->width0 / 256);
2738 }
2739 if (sctx->gsvs_ring)
2740 si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
2741 sctx->gsvs_ring->width0 / 256);
2742 } else {
2743 if (sctx->esgs_ring)
2744 si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
2745 sctx->esgs_ring->width0 / 256);
2746 if (sctx->gsvs_ring)
2747 si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
2748 sctx->gsvs_ring->width0 / 256);
2749 }
2750
2751 /* Set the state. */
2752 if (sctx->init_config_gs_rings)
2753 si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
2754 sctx->init_config_gs_rings = pm4;
2755
2756 if (!sctx->init_config_has_vgt_flush) {
2757 si_init_config_add_vgt_flush(sctx);
2758 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
2759 }
2760
2761 /* Flush the context to re-emit both init_config states. */
2762 sctx->b.initial_gfx_cs_size = 0; /* force flush */
2763 si_context_gfx_flush(sctx, PIPE_FLUSH_ASYNC, NULL);
2764
2765 /* Set ring bindings. */
2766 if (sctx->esgs_ring) {
2767 assert(sctx->b.chip_class <= VI);
2768 si_set_ring_buffer(&sctx->b.b, SI_ES_RING_ESGS,
2769 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
2770 true, true, 4, 64, 0);
2771 si_set_ring_buffer(&sctx->b.b, SI_GS_RING_ESGS,
2772 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
2773 false, false, 0, 0, 0);
2774 }
2775 if (sctx->gsvs_ring) {
2776 si_set_ring_buffer(&sctx->b.b, SI_RING_GSVS,
2777 sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
2778 false, false, 0, 0, 0);
2779 }
2780
2781 return true;
2782 }
2783
2784 static void si_shader_lock(struct si_shader *shader)
2785 {
2786 mtx_lock(&shader->selector->mutex);
2787 if (shader->previous_stage_sel) {
2788 assert(shader->previous_stage_sel != shader->selector);
2789 mtx_lock(&shader->previous_stage_sel->mutex);
2790 }
2791 }
2792
2793 static void si_shader_unlock(struct si_shader *shader)
2794 {
2795 if (shader->previous_stage_sel)
2796 mtx_unlock(&shader->previous_stage_sel->mutex);
2797 mtx_unlock(&shader->selector->mutex);
2798 }
2799
2800 /**
2801 * @returns 1 if \p sel has been updated to use a new scratch buffer
2802 * 0 if not
2803 * < 0 if there was a failure
2804 */
2805 static int si_update_scratch_buffer(struct si_context *sctx,
2806 struct si_shader *shader)
2807 {
2808 uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
2809 int r;
2810
2811 if (!shader)
2812 return 0;
2813
2814 /* This shader doesn't need a scratch buffer */
2815 if (shader->config.scratch_bytes_per_wave == 0)
2816 return 0;
2817
2818 /* Prevent race conditions when updating:
2819 * - si_shader::scratch_bo
2820 * - si_shader::binary::code
2821 * - si_shader::previous_stage::binary::code.
2822 */
2823 si_shader_lock(shader);
2824
2825 /* This shader is already configured to use the current
2826 * scratch buffer. */
2827 if (shader->scratch_bo == sctx->scratch_buffer) {
2828 si_shader_unlock(shader);
2829 return 0;
2830 }
2831
2832 assert(sctx->scratch_buffer);
2833
2834 if (shader->previous_stage)
2835 si_shader_apply_scratch_relocs(shader->previous_stage, scratch_va);
2836
2837 si_shader_apply_scratch_relocs(shader, scratch_va);
2838
2839 /* Replace the shader bo with a new bo that has the relocs applied. */
2840 r = si_shader_binary_upload(sctx->screen, shader);
2841 if (r) {
2842 si_shader_unlock(shader);
2843 return r;
2844 }
2845
2846 /* Update the shader state to use the new shader bo. */
2847 si_shader_init_pm4_state(sctx->screen, shader);
2848
2849 r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
2850
2851 si_shader_unlock(shader);
2852 return 1;
2853 }
2854
2855 static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
2856 {
2857 return sctx->scratch_buffer ? sctx->scratch_buffer->b.b.width0 : 0;
2858 }
2859
2860 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
2861 {
2862 return shader ? shader->config.scratch_bytes_per_wave : 0;
2863 }
2864
2865 static struct si_shader *si_get_tcs_current(struct si_context *sctx)
2866 {
2867 if (!sctx->tes_shader.cso)
2868 return NULL; /* tessellation disabled */
2869
2870 return sctx->tcs_shader.cso ? sctx->tcs_shader.current :
2871 sctx->fixed_func_tcs_shader.current;
2872 }
2873
2874 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
2875 {
2876 unsigned bytes = 0;
2877
2878 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
2879 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
2880 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
2881 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
2882
2883 if (sctx->tes_shader.cso) {
2884 struct si_shader *tcs = si_get_tcs_current(sctx);
2885
2886 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(tcs));
2887 }
2888 return bytes;
2889 }
2890
2891 static bool si_update_scratch_relocs(struct si_context *sctx)
2892 {
2893 struct si_shader *tcs = si_get_tcs_current(sctx);
2894 int r;
2895
2896 /* Update the shaders, so that they are using the latest scratch.
2897 * The scratch buffer may have been changed since these shaders were
2898 * last used, so we still need to try to update them, even if they
2899 * require scratch buffers smaller than the current size.
2900 */
2901 r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
2902 if (r < 0)
2903 return false;
2904 if (r == 1)
2905 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
2906
2907 r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
2908 if (r < 0)
2909 return false;
2910 if (r == 1)
2911 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
2912
2913 r = si_update_scratch_buffer(sctx, tcs);
2914 if (r < 0)
2915 return false;
2916 if (r == 1)
2917 si_pm4_bind_state(sctx, hs, tcs->pm4);
2918
2919 /* VS can be bound as LS, ES, or VS. */
2920 r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
2921 if (r < 0)
2922 return false;
2923 if (r == 1) {
2924 if (sctx->tes_shader.current)
2925 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
2926 else if (sctx->gs_shader.current)
2927 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
2928 else
2929 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
2930 }
2931
2932 /* TES can be bound as ES or VS. */
2933 r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
2934 if (r < 0)
2935 return false;
2936 if (r == 1) {
2937 if (sctx->gs_shader.current)
2938 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
2939 else
2940 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
2941 }
2942
2943 return true;
2944 }
2945
2946 static bool si_update_spi_tmpring_size(struct si_context *sctx)
2947 {
2948 unsigned current_scratch_buffer_size =
2949 si_get_current_scratch_buffer_size(sctx);
2950 unsigned scratch_bytes_per_wave =
2951 si_get_max_scratch_bytes_per_wave(sctx);
2952 unsigned scratch_needed_size = scratch_bytes_per_wave *
2953 sctx->scratch_waves;
2954 unsigned spi_tmpring_size;
2955
2956 if (scratch_needed_size > 0) {
2957 if (scratch_needed_size > current_scratch_buffer_size) {
2958 /* Create a bigger scratch buffer */
2959 r600_resource_reference(&sctx->scratch_buffer, NULL);
2960
2961 sctx->scratch_buffer = (struct r600_resource*)
2962 si_aligned_buffer_create(&sctx->screen->b,
2963 R600_RESOURCE_FLAG_UNMAPPABLE,
2964 PIPE_USAGE_DEFAULT,
2965 scratch_needed_size, 256);
2966 if (!sctx->scratch_buffer)
2967 return false;
2968
2969 si_mark_atom_dirty(sctx, &sctx->scratch_state);
2970 si_context_add_resource_size(&sctx->b.b,
2971 &sctx->scratch_buffer->b.b);
2972 }
2973
2974 if (!si_update_scratch_relocs(sctx))
2975 return false;
2976 }
2977
2978 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
2979 assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
2980 "scratch size should already be aligned correctly.");
2981
2982 spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
2983 S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
2984 if (spi_tmpring_size != sctx->spi_tmpring_size) {
2985 sctx->spi_tmpring_size = spi_tmpring_size;
2986 si_mark_atom_dirty(sctx, &sctx->scratch_state);
2987 }
2988 return true;
2989 }
2990
2991 static void si_init_tess_factor_ring(struct si_context *sctx)
2992 {
2993 assert(!sctx->tess_rings);
2994
2995 /* The address must be aligned to 2^19, because the shader only
2996 * receives the high 13 bits.
2997 */
2998 sctx->tess_rings = si_aligned_buffer_create(sctx->b.b.screen,
2999 R600_RESOURCE_FLAG_32BIT,
3000 PIPE_USAGE_DEFAULT,
3001 sctx->screen->tess_offchip_ring_size +
3002 sctx->screen->tess_factor_ring_size,
3003 1 << 19);
3004 if (!sctx->tess_rings)
3005 return;
3006
3007 si_init_config_add_vgt_flush(sctx);
3008
3009 si_pm4_add_bo(sctx->init_config, r600_resource(sctx->tess_rings),
3010 RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
3011
3012 uint64_t factor_va = r600_resource(sctx->tess_rings)->gpu_address +
3013 sctx->screen->tess_offchip_ring_size;
3014
3015 /* Append these registers to the init config state. */
3016 if (sctx->b.chip_class >= CIK) {
3017 si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
3018 S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
3019 si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
3020 factor_va >> 8);
3021 if (sctx->b.chip_class >= GFX9)
3022 si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
3023 factor_va >> 40);
3024 si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
3025 sctx->screen->vgt_hs_offchip_param);
3026 } else {
3027 si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
3028 S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
3029 si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
3030 factor_va >> 8);
3031 si_pm4_set_reg(sctx->init_config, R_0089B0_VGT_HS_OFFCHIP_PARAM,
3032 sctx->screen->vgt_hs_offchip_param);
3033 }
3034
3035 /* Flush the context to re-emit the init_config state.
3036 * This is done only once in a lifetime of a context.
3037 */
3038 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
3039 sctx->b.initial_gfx_cs_size = 0; /* force flush */
3040 si_context_gfx_flush(sctx, PIPE_FLUSH_ASYNC, NULL);
3041 }
3042
3043 /**
3044 * This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
3045 * VS passes its outputs to TES directly, so the fixed-function shader only
3046 * has to write TESSOUTER and TESSINNER.
3047 */
3048 static void si_generate_fixed_func_tcs(struct si_context *sctx)
3049 {
3050 struct ureg_src outer, inner;
3051 struct ureg_dst tessouter, tessinner;
3052 struct ureg_program *ureg = ureg_create(PIPE_SHADER_TESS_CTRL);
3053
3054 if (!ureg)
3055 return; /* if we get here, we're screwed */
3056
3057 assert(!sctx->fixed_func_tcs_shader.cso);
3058
3059 outer = ureg_DECL_system_value(ureg,
3060 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI, 0);
3061 inner = ureg_DECL_system_value(ureg,
3062 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI, 0);
3063
3064 tessouter = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSOUTER, 0);
3065 tessinner = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSINNER, 0);
3066
3067 ureg_MOV(ureg, tessouter, outer);
3068 ureg_MOV(ureg, tessinner, inner);
3069 ureg_END(ureg);
3070
3071 sctx->fixed_func_tcs_shader.cso =
3072 ureg_create_shader_and_destroy(ureg, &sctx->b.b);
3073 }
3074
3075 static void si_update_vgt_shader_config(struct si_context *sctx)
3076 {
3077 /* Calculate the index of the config.
3078 * 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
3079 unsigned index = 2*!!sctx->tes_shader.cso + !!sctx->gs_shader.cso;
3080 struct si_pm4_state **pm4 = &sctx->vgt_shader_config[index];
3081
3082 if (!*pm4) {
3083 uint32_t stages = 0;
3084
3085 *pm4 = CALLOC_STRUCT(si_pm4_state);
3086
3087 if (sctx->tes_shader.cso) {
3088 stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
3089 S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
3090
3091 if (sctx->gs_shader.cso)
3092 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
3093 S_028B54_GS_EN(1) |
3094 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
3095 else
3096 stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
3097 } else if (sctx->gs_shader.cso) {
3098 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
3099 S_028B54_GS_EN(1) |
3100 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
3101 }
3102
3103 if (sctx->b.chip_class >= GFX9)
3104 stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
3105
3106 si_pm4_set_reg(*pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
3107 }
3108 si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
3109 }
3110
3111 bool si_update_shaders(struct si_context *sctx)
3112 {
3113 struct pipe_context *ctx = (struct pipe_context*)sctx;
3114 struct si_compiler_ctx_state compiler_state;
3115 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
3116 struct si_shader *old_vs = si_get_vs_state(sctx);
3117 bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
3118 struct si_shader *old_ps = sctx->ps_shader.current;
3119 unsigned old_spi_shader_col_format =
3120 old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
3121 int r;
3122
3123 compiler_state.tm = sctx->tm;
3124 compiler_state.debug = sctx->debug;
3125 compiler_state.is_debug_context = sctx->is_debug;
3126
3127 /* Update stages before GS. */
3128 if (sctx->tes_shader.cso) {
3129 if (!sctx->tess_rings) {
3130 si_init_tess_factor_ring(sctx);
3131 if (!sctx->tess_rings)
3132 return false;
3133 }
3134
3135 /* VS as LS */
3136 if (sctx->b.chip_class <= VI) {
3137 r = si_shader_select(ctx, &sctx->vs_shader,
3138 &compiler_state);
3139 if (r)
3140 return false;
3141 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
3142 }
3143
3144 if (sctx->tcs_shader.cso) {
3145 r = si_shader_select(ctx, &sctx->tcs_shader,
3146 &compiler_state);
3147 if (r)
3148 return false;
3149 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
3150 } else {
3151 if (!sctx->fixed_func_tcs_shader.cso) {
3152 si_generate_fixed_func_tcs(sctx);
3153 if (!sctx->fixed_func_tcs_shader.cso)
3154 return false;
3155 }
3156
3157 r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader,
3158 &compiler_state);
3159 if (r)
3160 return false;
3161 si_pm4_bind_state(sctx, hs,
3162 sctx->fixed_func_tcs_shader.current->pm4);
3163 }
3164
3165 if (sctx->gs_shader.cso) {
3166 /* TES as ES */
3167 if (sctx->b.chip_class <= VI) {
3168 r = si_shader_select(ctx, &sctx->tes_shader,
3169 &compiler_state);
3170 if (r)
3171 return false;
3172 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
3173 }
3174 } else {
3175 /* TES as VS */
3176 r = si_shader_select(ctx, &sctx->tes_shader,
3177 &compiler_state);
3178 if (r)
3179 return false;
3180 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
3181 }
3182 } else if (sctx->gs_shader.cso) {
3183 if (sctx->b.chip_class <= VI) {
3184 /* VS as ES */
3185 r = si_shader_select(ctx, &sctx->vs_shader,
3186 &compiler_state);
3187 if (r)
3188 return false;
3189 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
3190
3191 si_pm4_bind_state(sctx, ls, NULL);
3192 si_pm4_bind_state(sctx, hs, NULL);
3193 }
3194 } else {
3195 /* VS as VS */
3196 r = si_shader_select(ctx, &sctx->vs_shader, &compiler_state);
3197 if (r)
3198 return false;
3199 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
3200 si_pm4_bind_state(sctx, ls, NULL);
3201 si_pm4_bind_state(sctx, hs, NULL);
3202 }
3203
3204 /* Update GS. */
3205 if (sctx->gs_shader.cso) {
3206 r = si_shader_select(ctx, &sctx->gs_shader, &compiler_state);
3207 if (r)
3208 return false;
3209 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
3210 si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
3211
3212 if (!si_update_gs_ring_buffers(sctx))
3213 return false;
3214 } else {
3215 si_pm4_bind_state(sctx, gs, NULL);
3216 if (sctx->b.chip_class <= VI)
3217 si_pm4_bind_state(sctx, es, NULL);
3218 }
3219
3220 si_update_vgt_shader_config(sctx);
3221
3222 if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
3223 si_mark_atom_dirty(sctx, &sctx->clip_regs);
3224
3225 if (sctx->ps_shader.cso) {
3226 unsigned db_shader_control;
3227
3228 r = si_shader_select(ctx, &sctx->ps_shader, &compiler_state);
3229 if (r)
3230 return false;
3231 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
3232
3233 db_shader_control =
3234 sctx->ps_shader.cso->db_shader_control |
3235 S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
3236
3237 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
3238 sctx->sprite_coord_enable != rs->sprite_coord_enable ||
3239 sctx->flatshade != rs->flatshade) {
3240 sctx->sprite_coord_enable = rs->sprite_coord_enable;
3241 sctx->flatshade = rs->flatshade;
3242 si_mark_atom_dirty(sctx, &sctx->spi_map);
3243 }
3244
3245 if (sctx->screen->rbplus_allowed &&
3246 si_pm4_state_changed(sctx, ps) &&
3247 (!old_ps ||
3248 old_spi_shader_col_format !=
3249 sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
3250 si_mark_atom_dirty(sctx, &sctx->cb_render_state);
3251
3252 if (sctx->ps_db_shader_control != db_shader_control) {
3253 sctx->ps_db_shader_control = db_shader_control;
3254 si_mark_atom_dirty(sctx, &sctx->db_render_state);
3255 if (sctx->screen->dpbb_allowed)
3256 si_mark_atom_dirty(sctx, &sctx->dpbb_state);
3257 }
3258
3259 if (sctx->smoothing_enabled != sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
3260 sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
3261 si_mark_atom_dirty(sctx, &sctx->msaa_config);
3262
3263 if (sctx->b.chip_class == SI)
3264 si_mark_atom_dirty(sctx, &sctx->db_render_state);
3265
3266 if (sctx->framebuffer.nr_samples <= 1)
3267 si_mark_atom_dirty(sctx, &sctx->msaa_sample_locs.atom);
3268 }
3269 }
3270
3271 if (si_pm4_state_enabled_and_changed(sctx, ls) ||
3272 si_pm4_state_enabled_and_changed(sctx, hs) ||
3273 si_pm4_state_enabled_and_changed(sctx, es) ||
3274 si_pm4_state_enabled_and_changed(sctx, gs) ||
3275 si_pm4_state_enabled_and_changed(sctx, vs) ||
3276 si_pm4_state_enabled_and_changed(sctx, ps)) {
3277 if (!si_update_spi_tmpring_size(sctx))
3278 return false;
3279 }
3280
3281 if (sctx->b.chip_class >= CIK) {
3282 if (si_pm4_state_enabled_and_changed(sctx, ls))
3283 sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
3284 else if (!sctx->queued.named.ls)
3285 sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
3286
3287 if (si_pm4_state_enabled_and_changed(sctx, hs))
3288 sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
3289 else if (!sctx->queued.named.hs)
3290 sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
3291
3292 if (si_pm4_state_enabled_and_changed(sctx, es))
3293 sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
3294 else if (!sctx->queued.named.es)
3295 sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
3296
3297 if (si_pm4_state_enabled_and_changed(sctx, gs))
3298 sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
3299 else if (!sctx->queued.named.gs)
3300 sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
3301
3302 if (si_pm4_state_enabled_and_changed(sctx, vs))
3303 sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
3304 else if (!sctx->queued.named.vs)
3305 sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
3306
3307 if (si_pm4_state_enabled_and_changed(sctx, ps))
3308 sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
3309 else if (!sctx->queued.named.ps)
3310 sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
3311 }
3312
3313 sctx->do_update_shaders = false;
3314 return true;
3315 }
3316
3317 static void si_emit_scratch_state(struct si_context *sctx,
3318 struct r600_atom *atom)
3319 {
3320 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
3321
3322 radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE,
3323 sctx->spi_tmpring_size);
3324
3325 if (sctx->scratch_buffer) {
3326 radeon_add_to_buffer_list(&sctx->b, &sctx->b.gfx,
3327 sctx->scratch_buffer, RADEON_USAGE_READWRITE,
3328 RADEON_PRIO_SCRATCH_BUFFER);
3329 }
3330 }
3331
3332 void *si_get_blit_vs(struct si_context *sctx, enum blitter_attrib_type type,
3333 unsigned num_layers)
3334 {
3335 struct pipe_context *pipe = &sctx->b.b;
3336 unsigned vs_blit_property;
3337 void **vs;
3338
3339 switch (type) {
3340 case UTIL_BLITTER_ATTRIB_NONE:
3341 vs = num_layers > 1 ? &sctx->vs_blit_pos_layered :
3342 &sctx->vs_blit_pos;
3343 vs_blit_property = SI_VS_BLIT_SGPRS_POS;
3344 break;
3345 case UTIL_BLITTER_ATTRIB_COLOR:
3346 vs = num_layers > 1 ? &sctx->vs_blit_color_layered :
3347 &sctx->vs_blit_color;
3348 vs_blit_property = SI_VS_BLIT_SGPRS_POS_COLOR;
3349 break;
3350 case UTIL_BLITTER_ATTRIB_TEXCOORD_XY:
3351 case UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW:
3352 assert(num_layers == 1);
3353 vs = &sctx->vs_blit_texcoord;
3354 vs_blit_property = SI_VS_BLIT_SGPRS_POS_TEXCOORD;
3355 break;
3356 default:
3357 assert(0);
3358 return NULL;
3359 }
3360 if (*vs)
3361 return *vs;
3362
3363 struct ureg_program *ureg = ureg_create(PIPE_SHADER_VERTEX);
3364 if (!ureg)
3365 return NULL;
3366
3367 /* Tell the shader to load VS inputs from SGPRs: */
3368 ureg_property(ureg, TGSI_PROPERTY_VS_BLIT_SGPRS, vs_blit_property);
3369 ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, true);
3370
3371 /* This is just a pass-through shader with 1-3 MOV instructions. */
3372 ureg_MOV(ureg,
3373 ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0),
3374 ureg_DECL_vs_input(ureg, 0));
3375
3376 if (type != UTIL_BLITTER_ATTRIB_NONE) {
3377 ureg_MOV(ureg,
3378 ureg_DECL_output(ureg, TGSI_SEMANTIC_GENERIC, 0),
3379 ureg_DECL_vs_input(ureg, 1));
3380 }
3381
3382 if (num_layers > 1) {
3383 struct ureg_src instance_id =
3384 ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
3385 struct ureg_dst layer =
3386 ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
3387
3388 ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
3389 ureg_scalar(instance_id, TGSI_SWIZZLE_X));
3390 }
3391 ureg_END(ureg);
3392
3393 *vs = ureg_create_shader_and_destroy(ureg, pipe);
3394 return *vs;
3395 }
3396
3397 void si_init_shader_functions(struct si_context *sctx)
3398 {
3399 si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);
3400 si_init_atom(sctx, &sctx->scratch_state, &sctx->atoms.s.scratch_state,
3401 si_emit_scratch_state);
3402
3403 sctx->b.b.create_vs_state = si_create_shader_selector;
3404 sctx->b.b.create_tcs_state = si_create_shader_selector;
3405 sctx->b.b.create_tes_state = si_create_shader_selector;
3406 sctx->b.b.create_gs_state = si_create_shader_selector;
3407 sctx->b.b.create_fs_state = si_create_shader_selector;
3408
3409 sctx->b.b.bind_vs_state = si_bind_vs_shader;
3410 sctx->b.b.bind_tcs_state = si_bind_tcs_shader;
3411 sctx->b.b.bind_tes_state = si_bind_tes_shader;
3412 sctx->b.b.bind_gs_state = si_bind_gs_shader;
3413 sctx->b.b.bind_fs_state = si_bind_ps_shader;
3414
3415 sctx->b.b.delete_vs_state = si_delete_shader_selector;
3416 sctx->b.b.delete_tcs_state = si_delete_shader_selector;
3417 sctx->b.b.delete_tes_state = si_delete_shader_selector;
3418 sctx->b.b.delete_gs_state = si_delete_shader_selector;
3419 sctx->b.b.delete_fs_state = si_delete_shader_selector;
3420 }