b153228fb2ca0a3bcde39ee58c6ebe9b92171e18
[mesa.git] / src / gallium / drivers / radeonsi / si_state_shaders.c
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 *
23 * Authors:
24 * Christian König <christian.koenig@amd.com>
25 * Marek Olšák <maraeo@gmail.com>
26 */
27
28 #include "si_pipe.h"
29 #include "si_shader.h"
30 #include "sid.h"
31
32 #include "tgsi/tgsi_parse.h"
33 #include "util/u_memory.h"
34 #include "util/u_simple_shaders.h"
35
36 static void si_shader_es(struct si_shader *shader)
37 {
38 struct si_pm4_state *pm4;
39 unsigned num_sgprs, num_user_sgprs;
40 unsigned vgpr_comp_cnt;
41 uint64_t va;
42
43 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
44
45 if (pm4 == NULL)
46 return;
47
48 va = shader->bo->gpu_address;
49 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
50
51 vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
52
53 num_user_sgprs = SI_VS_NUM_USER_SGPR;
54 num_sgprs = shader->num_sgprs;
55 /* One SGPR after user SGPRs is pre-loaded with es2gs_offset */
56 if ((num_user_sgprs + 1) > num_sgprs) {
57 /* Last 2 reserved SGPRs are used for VCC */
58 num_sgprs = num_user_sgprs + 1 + 2;
59 }
60 assert(num_sgprs <= 104);
61
62 si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
63 si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
64 si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
65 S_00B328_VGPRS((shader->num_vgprs - 1) / 4) |
66 S_00B328_SGPRS((num_sgprs - 1) / 8) |
67 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
68 S_00B328_DX10_CLAMP(shader->dx10_clamp_mode));
69 si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
70 S_00B32C_USER_SGPR(num_user_sgprs) |
71 S_00B32C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
72 }
73
74 static void si_shader_gs(struct si_shader *shader)
75 {
76 unsigned gs_vert_itemsize = shader->selector->info.num_outputs * (16 >> 2);
77 unsigned gs_max_vert_out = shader->selector->gs_max_out_vertices;
78 unsigned gsvs_itemsize = gs_vert_itemsize * gs_max_vert_out;
79 unsigned gs_num_invocations = shader->selector->gs_num_invocations;
80 unsigned cut_mode;
81 struct si_pm4_state *pm4;
82 unsigned num_sgprs, num_user_sgprs;
83 uint64_t va;
84
85 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
86 assert(gsvs_itemsize < (1 << 15));
87
88 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
89
90 if (pm4 == NULL)
91 return;
92
93 if (gs_max_vert_out <= 128) {
94 cut_mode = V_028A40_GS_CUT_128;
95 } else if (gs_max_vert_out <= 256) {
96 cut_mode = V_028A40_GS_CUT_256;
97 } else if (gs_max_vert_out <= 512) {
98 cut_mode = V_028A40_GS_CUT_512;
99 } else {
100 assert(gs_max_vert_out <= 1024);
101 cut_mode = V_028A40_GS_CUT_1024;
102 }
103
104 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
105 S_028A40_MODE(V_028A40_GS_SCENARIO_G) |
106 S_028A40_CUT_MODE(cut_mode)|
107 S_028A40_ES_WRITE_OPTIMIZE(1) |
108 S_028A40_GS_WRITE_OPTIMIZE(1));
109
110 si_pm4_set_reg(pm4, R_028A60_VGT_GSVS_RING_OFFSET_1, gsvs_itemsize);
111 si_pm4_set_reg(pm4, R_028A64_VGT_GSVS_RING_OFFSET_2, gsvs_itemsize);
112 si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, gsvs_itemsize);
113
114 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
115 util_bitcount64(shader->selector->gs_used_inputs) * (16 >> 2));
116 si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, gsvs_itemsize);
117
118 si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, gs_max_vert_out);
119
120 si_pm4_set_reg(pm4, R_028B5C_VGT_GS_VERT_ITEMSIZE, gs_vert_itemsize);
121
122 si_pm4_set_reg(pm4, R_028B90_VGT_GS_INSTANCE_CNT,
123 S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
124 S_028B90_ENABLE(gs_num_invocations > 0));
125
126 va = shader->bo->gpu_address;
127 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
128 si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
129 si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, va >> 40);
130
131 num_user_sgprs = SI_GS_NUM_USER_SGPR;
132 num_sgprs = shader->num_sgprs;
133 /* Two SGPRs after user SGPRs are pre-loaded with gs2vs_offset, gs_wave_id */
134 if ((num_user_sgprs + 2) > num_sgprs) {
135 /* Last 2 reserved SGPRs are used for VCC */
136 num_sgprs = num_user_sgprs + 2 + 2;
137 }
138 assert(num_sgprs <= 104);
139
140 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
141 S_00B228_VGPRS((shader->num_vgprs - 1) / 4) |
142 S_00B228_SGPRS((num_sgprs - 1) / 8) |
143 S_00B228_DX10_CLAMP(shader->dx10_clamp_mode));
144 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
145 S_00B22C_USER_SGPR(num_user_sgprs) |
146 S_00B22C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
147 }
148
149 static void si_shader_vs(struct si_shader *shader)
150 {
151 struct si_pm4_state *pm4;
152 unsigned num_sgprs, num_user_sgprs;
153 unsigned nparams, vgpr_comp_cnt;
154 uint64_t va;
155 unsigned window_space =
156 shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
157
158 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
159
160 if (pm4 == NULL)
161 return;
162
163 va = shader->bo->gpu_address;
164 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
165
166 if (shader->is_gs_copy_shader) {
167 vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
168 num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
169 } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
170 vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
171 num_user_sgprs = SI_VS_NUM_USER_SGPR;
172 } else
173 assert(0);
174
175 num_sgprs = shader->num_sgprs;
176 if (num_user_sgprs > num_sgprs) {
177 /* Last 2 reserved SGPRs are used for VCC */
178 num_sgprs = num_user_sgprs + 2;
179 }
180 assert(num_sgprs <= 104);
181
182 /* VS is required to export at least one param. */
183 nparams = MAX2(shader->nr_param_exports, 1);
184 si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
185 S_0286C4_VS_EXPORT_COUNT(nparams - 1));
186
187 si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
188 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
189 S_02870C_POS1_EXPORT_FORMAT(shader->nr_pos_exports > 1 ?
190 V_02870C_SPI_SHADER_4COMP :
191 V_02870C_SPI_SHADER_NONE) |
192 S_02870C_POS2_EXPORT_FORMAT(shader->nr_pos_exports > 2 ?
193 V_02870C_SPI_SHADER_4COMP :
194 V_02870C_SPI_SHADER_NONE) |
195 S_02870C_POS3_EXPORT_FORMAT(shader->nr_pos_exports > 3 ?
196 V_02870C_SPI_SHADER_4COMP :
197 V_02870C_SPI_SHADER_NONE));
198
199 si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
200 si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, va >> 40);
201 si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
202 S_00B128_VGPRS((shader->num_vgprs - 1) / 4) |
203 S_00B128_SGPRS((num_sgprs - 1) / 8) |
204 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
205 S_00B128_DX10_CLAMP(shader->dx10_clamp_mode));
206 si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
207 S_00B12C_USER_SGPR(num_user_sgprs) |
208 S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
209 S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
210 S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
211 S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
212 S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
213 S_00B12C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
214 if (window_space)
215 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
216 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
217 else
218 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
219 S_028818_VTX_W0_FMT(1) |
220 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
221 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
222 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
223 }
224
225 static void si_shader_ps(struct si_shader *shader)
226 {
227 struct tgsi_shader_info *info = &shader->selector->info;
228 struct si_pm4_state *pm4;
229 unsigned i, spi_ps_in_control;
230 unsigned num_sgprs, num_user_sgprs;
231 unsigned spi_baryc_cntl = 0, spi_ps_input_ena;
232 uint64_t va;
233
234 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
235
236 if (pm4 == NULL)
237 return;
238
239 for (i = 0; i < info->num_inputs; i++) {
240 switch (info->input_semantic_name[i]) {
241 case TGSI_SEMANTIC_POSITION:
242 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
243 * Possible vaules:
244 * 0 -> Position = pixel center (default)
245 * 1 -> Position = pixel centroid
246 * 2 -> Position = at sample position
247 */
248 switch (info->input_interpolate_loc[i]) {
249 case TGSI_INTERPOLATE_LOC_CENTROID:
250 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(1);
251 break;
252 case TGSI_INTERPOLATE_LOC_SAMPLE:
253 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
254 break;
255 }
256
257 if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
258 TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
259 spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
260 break;
261 }
262 }
263
264 spi_ps_in_control = S_0286D8_NUM_INTERP(shader->nparam) |
265 S_0286D8_BC_OPTIMIZE_DISABLE(1);
266
267 si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
268 spi_ps_input_ena = shader->spi_ps_input_ena;
269 /* we need to enable at least one of them, otherwise we hang the GPU */
270 assert(G_0286CC_PERSP_SAMPLE_ENA(spi_ps_input_ena) ||
271 G_0286CC_PERSP_CENTER_ENA(spi_ps_input_ena) ||
272 G_0286CC_PERSP_CENTROID_ENA(spi_ps_input_ena) ||
273 G_0286CC_PERSP_PULL_MODEL_ENA(spi_ps_input_ena) ||
274 G_0286CC_LINEAR_SAMPLE_ENA(spi_ps_input_ena) ||
275 G_0286CC_LINEAR_CENTER_ENA(spi_ps_input_ena) ||
276 G_0286CC_LINEAR_CENTROID_ENA(spi_ps_input_ena) ||
277 G_0286CC_LINE_STIPPLE_TEX_ENA(spi_ps_input_ena));
278
279 si_pm4_set_reg(pm4, R_0286CC_SPI_PS_INPUT_ENA, spi_ps_input_ena);
280 si_pm4_set_reg(pm4, R_0286D0_SPI_PS_INPUT_ADDR, spi_ps_input_ena);
281 si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
282
283 si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT, shader->spi_shader_z_format);
284 si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT,
285 shader->spi_shader_col_format);
286 si_pm4_set_reg(pm4, R_02823C_CB_SHADER_MASK, shader->cb_shader_mask);
287
288 va = shader->bo->gpu_address;
289 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
290 si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
291 si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, va >> 40);
292
293 num_user_sgprs = SI_PS_NUM_USER_SGPR;
294 num_sgprs = shader->num_sgprs;
295 /* One SGPR after user SGPRs is pre-loaded with {prim_mask, lds_offset} */
296 if ((num_user_sgprs + 1) > num_sgprs) {
297 /* Last 2 reserved SGPRs are used for VCC */
298 num_sgprs = num_user_sgprs + 1 + 2;
299 }
300 assert(num_sgprs <= 104);
301
302 si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
303 S_00B028_VGPRS((shader->num_vgprs - 1) / 4) |
304 S_00B028_SGPRS((num_sgprs - 1) / 8) |
305 S_00B028_DX10_CLAMP(shader->dx10_clamp_mode));
306 si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
307 S_00B02C_EXTRA_LDS_SIZE(shader->lds_size) |
308 S_00B02C_USER_SGPR(num_user_sgprs) |
309 S_00B32C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
310 }
311
312 static void si_shader_init_pm4_state(struct si_shader *shader)
313 {
314
315 if (shader->pm4)
316 si_pm4_free_state_simple(shader->pm4);
317
318 switch (shader->selector->type) {
319 case PIPE_SHADER_VERTEX:
320 if (shader->key.vs.as_es)
321 si_shader_es(shader);
322 else
323 si_shader_vs(shader);
324 break;
325 case PIPE_SHADER_GEOMETRY:
326 si_shader_gs(shader);
327 si_shader_vs(shader->gs_copy_shader);
328 break;
329 case PIPE_SHADER_FRAGMENT:
330 si_shader_ps(shader);
331 break;
332 default:
333 assert(0);
334 }
335 }
336
337 /* Compute the key for the hw shader variant */
338 static inline void si_shader_selector_key(struct pipe_context *ctx,
339 struct si_shader_selector *sel,
340 union si_shader_key *key)
341 {
342 struct si_context *sctx = (struct si_context *)ctx;
343 unsigned i;
344
345 memset(key, 0, sizeof(*key));
346
347 switch (sel->type) {
348 case PIPE_SHADER_VERTEX:
349 if (sctx->vertex_elements)
350 for (i = 0; i < sctx->vertex_elements->count; ++i)
351 key->vs.instance_divisors[i] =
352 sctx->vertex_elements->elements[i].instance_divisor;
353
354 if (sctx->gs_shader) {
355 key->vs.as_es = 1;
356 key->vs.gs_used_inputs = sctx->gs_shader->gs_used_inputs;
357 }
358 break;
359 case PIPE_SHADER_GEOMETRY:
360 break;
361 case PIPE_SHADER_FRAGMENT: {
362 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
363
364 if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS])
365 key->ps.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
366 key->ps.export_16bpc = sctx->framebuffer.export_16bpc;
367
368 if (rs) {
369 bool is_poly = (sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES &&
370 sctx->current_rast_prim <= PIPE_PRIM_POLYGON) ||
371 sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES_ADJACENCY;
372 bool is_line = !is_poly && sctx->current_rast_prim != PIPE_PRIM_POINTS;
373
374 key->ps.color_two_side = rs->two_side;
375
376 if (sctx->queued.named.blend) {
377 key->ps.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
378 rs->multisample_enable &&
379 !sctx->framebuffer.cb0_is_integer;
380 }
381
382 key->ps.poly_stipple = rs->poly_stipple_enable && is_poly;
383 key->ps.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
384 (is_line && rs->line_smooth)) &&
385 sctx->framebuffer.nr_samples <= 1;
386 }
387
388 key->ps.alpha_func = PIPE_FUNC_ALWAYS;
389 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
390 if (sctx->queued.named.dsa &&
391 !sctx->framebuffer.cb0_is_integer)
392 key->ps.alpha_func = sctx->queued.named.dsa->alpha_func;
393 break;
394 }
395 default:
396 assert(0);
397 }
398 }
399
400 /* Select the hw shader variant depending on the current state. */
401 static int si_shader_select(struct pipe_context *ctx,
402 struct si_shader_selector *sel)
403 {
404 struct si_context *sctx = (struct si_context *)ctx;
405 union si_shader_key key;
406 struct si_shader * shader = NULL;
407 int r;
408
409 si_shader_selector_key(ctx, sel, &key);
410
411 /* Check if we don't need to change anything.
412 * This path is also used for most shaders that don't need multiple
413 * variants, it will cost just a computation of the key and this
414 * test. */
415 if (likely(sel->current && memcmp(&sel->current->key, &key, sizeof(key)) == 0)) {
416 return 0;
417 }
418
419 /* lookup if we have other variants in the list */
420 if (sel->num_shaders > 1) {
421 struct si_shader *p = sel->current, *c = p->next_variant;
422
423 while (c && memcmp(&c->key, &key, sizeof(key)) != 0) {
424 p = c;
425 c = c->next_variant;
426 }
427
428 if (c) {
429 p->next_variant = c->next_variant;
430 shader = c;
431 }
432 }
433
434 if (shader) {
435 shader->next_variant = sel->current;
436 sel->current = shader;
437 } else {
438 shader = CALLOC(1, sizeof(struct si_shader));
439 shader->selector = sel;
440 shader->key = key;
441
442 shader->next_variant = sel->current;
443 sel->current = shader;
444 r = si_shader_create((struct si_screen*)ctx->screen, sctx->tm,
445 shader);
446 if (unlikely(r)) {
447 R600_ERR("Failed to build shader variant (type=%u) %d\n",
448 sel->type, r);
449 sel->current = NULL;
450 FREE(shader);
451 return r;
452 }
453 si_shader_init_pm4_state(shader);
454 sel->num_shaders++;
455 }
456
457 return 0;
458 }
459
460 static void *si_create_shader_state(struct pipe_context *ctx,
461 const struct pipe_shader_state *state,
462 unsigned pipe_shader_type)
463 {
464 struct si_screen *sscreen = (struct si_screen *)ctx->screen;
465 struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
466 int i;
467
468 sel->type = pipe_shader_type;
469 sel->tokens = tgsi_dup_tokens(state->tokens);
470 sel->so = state->stream_output;
471 tgsi_scan_shader(state->tokens, &sel->info);
472
473 switch (pipe_shader_type) {
474 case PIPE_SHADER_GEOMETRY:
475 sel->gs_output_prim =
476 sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
477 sel->gs_max_out_vertices =
478 sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
479 sel->gs_num_invocations =
480 sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
481
482 for (i = 0; i < sel->info.num_inputs; i++) {
483 unsigned name = sel->info.input_semantic_name[i];
484 unsigned index = sel->info.input_semantic_index[i];
485
486 switch (name) {
487 case TGSI_SEMANTIC_PRIMID:
488 break;
489 default:
490 sel->gs_used_inputs |=
491 1llu << si_shader_io_get_unique_index(name, index);
492 }
493 }
494 }
495
496 if (sscreen->b.debug_flags & DBG_PRECOMPILE)
497 si_shader_select(ctx, sel);
498
499 return sel;
500 }
501
502 static void *si_create_fs_state(struct pipe_context *ctx,
503 const struct pipe_shader_state *state)
504 {
505 return si_create_shader_state(ctx, state, PIPE_SHADER_FRAGMENT);
506 }
507
508 static void *si_create_gs_state(struct pipe_context *ctx,
509 const struct pipe_shader_state *state)
510 {
511 return si_create_shader_state(ctx, state, PIPE_SHADER_GEOMETRY);
512 }
513
514 static void *si_create_vs_state(struct pipe_context *ctx,
515 const struct pipe_shader_state *state)
516 {
517 return si_create_shader_state(ctx, state, PIPE_SHADER_VERTEX);
518 }
519
520 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
521 {
522 struct si_context *sctx = (struct si_context *)ctx;
523 struct si_shader_selector *sel = state;
524
525 if (sctx->vs_shader == sel || !sel)
526 return;
527
528 sctx->vs_shader = sel;
529 sctx->clip_regs.dirty = true;
530 }
531
532 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
533 {
534 struct si_context *sctx = (struct si_context *)ctx;
535 struct si_shader_selector *sel = state;
536
537 if (sctx->gs_shader == sel)
538 return;
539
540 sctx->gs_shader = sel;
541 sctx->clip_regs.dirty = true;
542 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
543 }
544
545 static void si_make_dummy_ps(struct si_context *sctx)
546 {
547 if (!sctx->dummy_pixel_shader) {
548 sctx->dummy_pixel_shader =
549 util_make_fragment_cloneinput_shader(&sctx->b.b, 0,
550 TGSI_SEMANTIC_GENERIC,
551 TGSI_INTERPOLATE_CONSTANT);
552 }
553 }
554
555 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
556 {
557 struct si_context *sctx = (struct si_context *)ctx;
558 struct si_shader_selector *sel = state;
559
560 /* skip if supplied shader is one already in use */
561 if (sctx->ps_shader == sel)
562 return;
563
564 /* use a dummy shader if binding a NULL shader */
565 if (!sel) {
566 si_make_dummy_ps(sctx);
567 sel = sctx->dummy_pixel_shader;
568 }
569
570 sctx->ps_shader = sel;
571 }
572
573 static void si_delete_shader_selector(struct pipe_context *ctx,
574 struct si_shader_selector *sel)
575 {
576 struct si_context *sctx = (struct si_context *)ctx;
577 struct si_shader *p = sel->current, *c;
578
579 while (p) {
580 c = p->next_variant;
581 switch (sel->type) {
582 case PIPE_SHADER_VERTEX:
583 if (p->key.vs.as_es)
584 si_pm4_delete_state(sctx, es, p->pm4);
585 else
586 si_pm4_delete_state(sctx, vs, p->pm4);
587 break;
588 case PIPE_SHADER_GEOMETRY:
589 si_pm4_delete_state(sctx, gs, p->pm4);
590 si_pm4_delete_state(sctx, vs, p->gs_copy_shader->pm4);
591 break;
592 case PIPE_SHADER_FRAGMENT:
593 si_pm4_delete_state(sctx, ps, p->pm4);
594 break;
595 }
596
597 si_shader_destroy(ctx, p);
598 free(p);
599 p = c;
600 }
601
602 free(sel->tokens);
603 free(sel);
604 }
605
606 static void si_delete_vs_shader(struct pipe_context *ctx, void *state)
607 {
608 struct si_context *sctx = (struct si_context *)ctx;
609 struct si_shader_selector *sel = (struct si_shader_selector *)state;
610
611 if (sctx->vs_shader == sel) {
612 sctx->vs_shader = NULL;
613 }
614
615 si_delete_shader_selector(ctx, sel);
616 }
617
618 static void si_delete_gs_shader(struct pipe_context *ctx, void *state)
619 {
620 struct si_context *sctx = (struct si_context *)ctx;
621 struct si_shader_selector *sel = (struct si_shader_selector *)state;
622
623 if (sctx->gs_shader == sel) {
624 sctx->gs_shader = NULL;
625 }
626
627 si_delete_shader_selector(ctx, sel);
628 }
629
630 static void si_delete_ps_shader(struct pipe_context *ctx, void *state)
631 {
632 struct si_context *sctx = (struct si_context *)ctx;
633 struct si_shader_selector *sel = (struct si_shader_selector *)state;
634
635 if (sctx->ps_shader == sel) {
636 sctx->ps_shader = NULL;
637 }
638
639 si_delete_shader_selector(ctx, sel);
640 }
641
642 static void si_update_spi_map(struct si_context *sctx)
643 {
644 struct si_shader *ps = sctx->ps_shader->current;
645 struct si_shader *vs = si_get_vs_state(sctx);
646 struct tgsi_shader_info *psinfo = &ps->selector->info;
647 struct tgsi_shader_info *vsinfo = &vs->selector->info;
648 struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
649 unsigned i, j, tmp;
650
651 for (i = 0; i < psinfo->num_inputs; i++) {
652 unsigned name = psinfo->input_semantic_name[i];
653 unsigned index = psinfo->input_semantic_index[i];
654 unsigned interpolate = psinfo->input_interpolate[i];
655 unsigned param_offset = ps->ps_input_param_offset[i];
656
657 if (name == TGSI_SEMANTIC_POSITION ||
658 name == TGSI_SEMANTIC_FACE)
659 /* Read from preloaded VGPRs, not parameters */
660 continue;
661
662 bcolor:
663 tmp = 0;
664
665 if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
666 (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
667 tmp |= S_028644_FLAT_SHADE(1);
668
669 if (name == TGSI_SEMANTIC_PCOORD ||
670 (name == TGSI_SEMANTIC_TEXCOORD &&
671 sctx->sprite_coord_enable & (1 << index))) {
672 tmp |= S_028644_PT_SPRITE_TEX(1);
673 }
674
675 for (j = 0; j < vsinfo->num_outputs; j++) {
676 if (name == vsinfo->output_semantic_name[j] &&
677 index == vsinfo->output_semantic_index[j]) {
678 tmp |= S_028644_OFFSET(vs->vs_output_param_offset[j]);
679 break;
680 }
681 }
682
683 if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(tmp)) {
684 /* No corresponding output found, load defaults into input.
685 * Don't set any other bits.
686 * (FLAT_SHADE=1 completely changes behavior) */
687 tmp = S_028644_OFFSET(0x20);
688 }
689
690 si_pm4_set_reg(pm4,
691 R_028644_SPI_PS_INPUT_CNTL_0 + param_offset * 4,
692 tmp);
693
694 if (name == TGSI_SEMANTIC_COLOR &&
695 ps->key.ps.color_two_side) {
696 name = TGSI_SEMANTIC_BCOLOR;
697 param_offset++;
698 goto bcolor;
699 }
700 }
701
702 si_pm4_set_state(sctx, spi, pm4);
703 }
704
705 /* Initialize state related to ESGS / GSVS ring buffers */
706 static void si_init_gs_rings(struct si_context *sctx)
707 {
708 unsigned esgs_ring_size = 128 * 1024;
709 unsigned gsvs_ring_size = 64 * 1024 * 1024;
710
711 assert(!sctx->gs_rings);
712 sctx->gs_rings = CALLOC_STRUCT(si_pm4_state);
713
714 sctx->esgs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
715 PIPE_USAGE_DEFAULT, esgs_ring_size);
716
717 sctx->gsvs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
718 PIPE_USAGE_DEFAULT, gsvs_ring_size);
719
720 if (sctx->b.chip_class >= CIK) {
721 si_pm4_set_reg(sctx->gs_rings, R_030900_VGT_ESGS_RING_SIZE,
722 esgs_ring_size / 256);
723 si_pm4_set_reg(sctx->gs_rings, R_030904_VGT_GSVS_RING_SIZE,
724 gsvs_ring_size / 256);
725 } else {
726 si_pm4_set_reg(sctx->gs_rings, R_0088C8_VGT_ESGS_RING_SIZE,
727 esgs_ring_size / 256);
728 si_pm4_set_reg(sctx->gs_rings, R_0088CC_VGT_GSVS_RING_SIZE,
729 gsvs_ring_size / 256);
730 }
731
732 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_ESGS,
733 sctx->esgs_ring, 0, esgs_ring_size,
734 true, true, 4, 64);
735 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_ESGS,
736 sctx->esgs_ring, 0, esgs_ring_size,
737 false, false, 0, 0);
738 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_GSVS,
739 sctx->gsvs_ring, 0, gsvs_ring_size,
740 false, false, 0, 0);
741 }
742
743 /**
744 * @returns 1 if \p sel has been updated to use a new scratch buffer and 0
745 * otherwise.
746 */
747 static unsigned si_update_scratch_buffer(struct si_context *sctx,
748 struct si_shader_selector *sel)
749 {
750 struct si_shader *shader;
751 uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
752
753 if (!sel)
754 return 0;
755
756 shader = sel->current;
757
758 /* This shader doesn't need a scratch buffer */
759 if (shader->scratch_bytes_per_wave == 0)
760 return 0;
761
762 /* This shader is already configured to use the current
763 * scratch buffer. */
764 if (shader->scratch_bo == sctx->scratch_buffer)
765 return 0;
766
767 assert(sctx->scratch_buffer);
768
769 si_shader_apply_scratch_relocs(sctx, shader, scratch_va);
770
771 /* Replace the shader bo with a new bo that has the relocs applied. */
772 si_shader_binary_upload(sctx->screen, shader);
773
774 /* Update the shader state to use the new shader bo. */
775 si_shader_init_pm4_state(shader);
776
777 r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
778
779 return 1;
780 }
781
782 static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
783 {
784 if (!sctx->scratch_buffer)
785 return 0;
786
787 return sctx->scratch_buffer->b.b.width0;
788 }
789
790 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_context *sctx,
791 struct si_shader_selector *sel)
792 {
793 if (!sel)
794 return 0;
795
796 return sel->current->scratch_bytes_per_wave;
797 }
798
799 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
800 {
801
802 return MAX3(si_get_scratch_buffer_bytes_per_wave(sctx, sctx->ps_shader),
803 si_get_scratch_buffer_bytes_per_wave(sctx, sctx->gs_shader),
804 si_get_scratch_buffer_bytes_per_wave(sctx, sctx->vs_shader));
805 }
806
807 static void si_update_spi_tmpring_size(struct si_context *sctx)
808 {
809 unsigned current_scratch_buffer_size =
810 si_get_current_scratch_buffer_size(sctx);
811 unsigned scratch_bytes_per_wave =
812 si_get_max_scratch_bytes_per_wave(sctx);
813 unsigned scratch_needed_size = scratch_bytes_per_wave *
814 sctx->scratch_waves;
815
816 if (scratch_needed_size > 0) {
817
818 if (scratch_needed_size > current_scratch_buffer_size) {
819 /* Create a bigger scratch buffer */
820 pipe_resource_reference(
821 (struct pipe_resource**)&sctx->scratch_buffer,
822 NULL);
823
824 sctx->scratch_buffer =
825 si_resource_create_custom(&sctx->screen->b.b,
826 PIPE_USAGE_DEFAULT, scratch_needed_size);
827 }
828
829 /* Update the shaders, so they are using the latest scratch. The
830 * scratch buffer may have been changed since these shaders were
831 * last used, so we still need to try to update them, even if
832 * they require scratch buffers smaller than the current size.
833 */
834 if (si_update_scratch_buffer(sctx, sctx->ps_shader))
835 si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
836 if (si_update_scratch_buffer(sctx, sctx->gs_shader))
837 si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
838
839 /* VS can be bound as ES or VS. */
840 if (sctx->gs_shader) {
841 if (si_update_scratch_buffer(sctx, sctx->vs_shader))
842 si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
843 } else {
844 if (si_update_scratch_buffer(sctx, sctx->vs_shader))
845 si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
846 }
847 }
848
849 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
850 assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
851 "scratch size should already be aligned correctly.");
852
853 sctx->spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
854 S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
855 }
856
857 void si_update_shaders(struct si_context *sctx)
858 {
859 struct pipe_context *ctx = (struct pipe_context*)sctx;
860 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
861
862 if (sctx->gs_shader) {
863 si_shader_select(ctx, sctx->gs_shader);
864 si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
865 si_pm4_bind_state(sctx, vs, sctx->gs_shader->current->gs_copy_shader->pm4);
866
867 sctx->b.streamout.stride_in_dw = sctx->gs_shader->so.stride;
868
869 si_shader_select(ctx, sctx->vs_shader);
870 si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
871
872 if (!sctx->gs_rings)
873 si_init_gs_rings(sctx);
874 if (sctx->emitted.named.gs_rings != sctx->gs_rings)
875 sctx->b.flags |= SI_CONTEXT_VGT_FLUSH;
876 si_pm4_bind_state(sctx, gs_rings, sctx->gs_rings);
877
878 si_set_ring_buffer(ctx, PIPE_SHADER_GEOMETRY, SI_RING_GSVS,
879 sctx->gsvs_ring,
880 sctx->gs_shader->gs_max_out_vertices *
881 sctx->gs_shader->info.num_outputs * 16,
882 64, true, true, 4, 16);
883
884 if (!sctx->gs_on) {
885 sctx->gs_on = CALLOC_STRUCT(si_pm4_state);
886
887 si_pm4_set_reg(sctx->gs_on, R_028B54_VGT_SHADER_STAGES_EN,
888 S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
889 S_028B54_GS_EN(1) |
890 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER));
891 }
892 si_pm4_bind_state(sctx, gs_onoff, sctx->gs_on);
893 } else {
894 si_shader_select(ctx, sctx->vs_shader);
895 si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
896
897 sctx->b.streamout.stride_in_dw = sctx->vs_shader->so.stride;
898
899 if (!sctx->gs_off) {
900 sctx->gs_off = CALLOC_STRUCT(si_pm4_state);
901
902 si_pm4_set_reg(sctx->gs_off, R_028A40_VGT_GS_MODE, 0);
903 si_pm4_set_reg(sctx->gs_off, R_028B54_VGT_SHADER_STAGES_EN, 0);
904 }
905 si_pm4_bind_state(sctx, gs_onoff, sctx->gs_off);
906 si_pm4_bind_state(sctx, gs_rings, NULL);
907 si_pm4_bind_state(sctx, gs, NULL);
908 si_pm4_bind_state(sctx, es, NULL);
909 }
910
911 si_shader_select(ctx, sctx->ps_shader);
912
913 if (!sctx->ps_shader->current) {
914 struct si_shader_selector *sel;
915
916 /* use a dummy shader if compiling the shader (variant) failed */
917 si_make_dummy_ps(sctx);
918 sel = sctx->dummy_pixel_shader;
919 si_shader_select(ctx, sel);
920 sctx->ps_shader->current = sel->current;
921 }
922
923 si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
924
925 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
926 sctx->sprite_coord_enable != rs->sprite_coord_enable ||
927 sctx->flatshade != rs->flatshade) {
928 sctx->sprite_coord_enable = rs->sprite_coord_enable;
929 sctx->flatshade = rs->flatshade;
930 si_update_spi_map(sctx);
931 }
932
933 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
934 si_pm4_state_changed(sctx, gs)) {
935 si_update_spi_tmpring_size(sctx);
936 }
937
938 if (sctx->ps_db_shader_control != sctx->ps_shader->current->db_shader_control) {
939 sctx->ps_db_shader_control = sctx->ps_shader->current->db_shader_control;
940 sctx->db_render_state.dirty = true;
941 }
942
943 if (sctx->smoothing_enabled != sctx->ps_shader->current->key.ps.poly_line_smoothing) {
944 sctx->smoothing_enabled = sctx->ps_shader->current->key.ps.poly_line_smoothing;
945 sctx->msaa_config.dirty = true;
946
947 if (sctx->b.chip_class == SI)
948 sctx->db_render_state.dirty = true;
949 }
950 }
951
952 void si_init_shader_functions(struct si_context *sctx)
953 {
954 sctx->b.b.create_vs_state = si_create_vs_state;
955 sctx->b.b.create_gs_state = si_create_gs_state;
956 sctx->b.b.create_fs_state = si_create_fs_state;
957
958 sctx->b.b.bind_vs_state = si_bind_vs_shader;
959 sctx->b.b.bind_gs_state = si_bind_gs_shader;
960 sctx->b.b.bind_fs_state = si_bind_ps_shader;
961
962 sctx->b.b.delete_vs_state = si_delete_vs_shader;
963 sctx->b.b.delete_gs_state = si_delete_gs_shader;
964 sctx->b.b.delete_fs_state = si_delete_ps_shader;
965 }