radeonsi: set CB_SHADER_MASK according to SPI color formats
[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 #include "radeon/r600_cs.h"
32
33 #include "tgsi/tgsi_parse.h"
34 #include "tgsi/tgsi_ureg.h"
35 #include "util/u_memory.h"
36 #include "util/u_prim.h"
37 #include "util/u_simple_shaders.h"
38
39 static void si_set_tesseval_regs(struct si_shader *shader,
40 struct si_pm4_state *pm4)
41 {
42 struct tgsi_shader_info *info = &shader->selector->info;
43 unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
44 unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
45 bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
46 bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
47 unsigned type, partitioning, topology;
48
49 switch (tes_prim_mode) {
50 case PIPE_PRIM_LINES:
51 type = V_028B6C_TESS_ISOLINE;
52 break;
53 case PIPE_PRIM_TRIANGLES:
54 type = V_028B6C_TESS_TRIANGLE;
55 break;
56 case PIPE_PRIM_QUADS:
57 type = V_028B6C_TESS_QUAD;
58 break;
59 default:
60 assert(0);
61 return;
62 }
63
64 switch (tes_spacing) {
65 case PIPE_TESS_SPACING_FRACTIONAL_ODD:
66 partitioning = V_028B6C_PART_FRAC_ODD;
67 break;
68 case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
69 partitioning = V_028B6C_PART_FRAC_EVEN;
70 break;
71 case PIPE_TESS_SPACING_EQUAL:
72 partitioning = V_028B6C_PART_INTEGER;
73 break;
74 default:
75 assert(0);
76 return;
77 }
78
79 if (tes_point_mode)
80 topology = V_028B6C_OUTPUT_POINT;
81 else if (tes_prim_mode == PIPE_PRIM_LINES)
82 topology = V_028B6C_OUTPUT_LINE;
83 else if (tes_vertex_order_cw)
84 /* for some reason, this must be the other way around */
85 topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
86 else
87 topology = V_028B6C_OUTPUT_TRIANGLE_CW;
88
89 si_pm4_set_reg(pm4, R_028B6C_VGT_TF_PARAM,
90 S_028B6C_TYPE(type) |
91 S_028B6C_PARTITIONING(partitioning) |
92 S_028B6C_TOPOLOGY(topology));
93 }
94
95 static void si_shader_ls(struct si_shader *shader)
96 {
97 struct si_pm4_state *pm4;
98 unsigned num_sgprs, num_user_sgprs;
99 unsigned vgpr_comp_cnt;
100 uint64_t va;
101
102 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
103 if (!pm4)
104 return;
105
106 va = shader->bo->gpu_address;
107 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
108
109 /* We need at least 2 components for LS.
110 * VGPR0-3: (VertexID, RelAutoindex, ???, InstanceID). */
111 vgpr_comp_cnt = shader->uses_instanceid ? 3 : 1;
112
113 num_user_sgprs = SI_LS_NUM_USER_SGPR;
114 num_sgprs = shader->config.num_sgprs;
115 if (num_user_sgprs > num_sgprs) {
116 /* Last 2 reserved SGPRs are used for VCC */
117 num_sgprs = num_user_sgprs + 2;
118 }
119 assert(num_sgprs <= 104);
120
121 si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
122 si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, va >> 40);
123
124 shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
125 S_00B528_SGPRS((num_sgprs - 1) / 8) |
126 S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
127 S_00B528_DX10_CLAMP(shader->dx10_clamp_mode);
128 shader->config.rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs) |
129 S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
130 }
131
132 static void si_shader_hs(struct si_shader *shader)
133 {
134 struct si_pm4_state *pm4;
135 unsigned num_sgprs, num_user_sgprs;
136 uint64_t va;
137
138 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
139 if (!pm4)
140 return;
141
142 va = shader->bo->gpu_address;
143 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
144
145 num_user_sgprs = SI_TCS_NUM_USER_SGPR;
146 num_sgprs = shader->config.num_sgprs;
147 /* One SGPR after user SGPRs is pre-loaded with tessellation factor
148 * buffer offset. */
149 if ((num_user_sgprs + 1) > num_sgprs) {
150 /* Last 2 reserved SGPRs are used for VCC */
151 num_sgprs = num_user_sgprs + 1 + 2;
152 }
153 assert(num_sgprs <= 104);
154
155 si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
156 si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
157 si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
158 S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
159 S_00B428_SGPRS((num_sgprs - 1) / 8) |
160 S_00B428_DX10_CLAMP(shader->dx10_clamp_mode));
161 si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
162 S_00B42C_USER_SGPR(num_user_sgprs) |
163 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
164 }
165
166 static void si_shader_es(struct si_shader *shader)
167 {
168 struct si_pm4_state *pm4;
169 unsigned num_sgprs, num_user_sgprs;
170 unsigned vgpr_comp_cnt;
171 uint64_t va;
172
173 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
174
175 if (!pm4)
176 return;
177
178 va = shader->bo->gpu_address;
179 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
180
181 if (shader->selector->type == PIPE_SHADER_VERTEX) {
182 vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
183 num_user_sgprs = SI_ES_NUM_USER_SGPR;
184 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
185 vgpr_comp_cnt = 3; /* all components are needed for TES */
186 num_user_sgprs = SI_TES_NUM_USER_SGPR;
187 } else
188 unreachable("invalid shader selector type");
189
190 num_sgprs = shader->config.num_sgprs;
191 /* One SGPR after user SGPRs is pre-loaded with es2gs_offset */
192 if ((num_user_sgprs + 1) > num_sgprs) {
193 /* Last 2 reserved SGPRs are used for VCC */
194 num_sgprs = num_user_sgprs + 1 + 2;
195 }
196 assert(num_sgprs <= 104);
197
198 si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
199 shader->selector->esgs_itemsize / 4);
200 si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
201 si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
202 si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
203 S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
204 S_00B328_SGPRS((num_sgprs - 1) / 8) |
205 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
206 S_00B328_DX10_CLAMP(shader->dx10_clamp_mode));
207 si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
208 S_00B32C_USER_SGPR(num_user_sgprs) |
209 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
210
211 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
212 si_set_tesseval_regs(shader, pm4);
213 }
214
215 static void si_shader_gs(struct si_shader *shader)
216 {
217 unsigned gs_vert_itemsize = shader->selector->gsvs_vertex_size;
218 unsigned gs_max_vert_out = shader->selector->gs_max_out_vertices;
219 unsigned gsvs_itemsize = shader->selector->max_gsvs_emit_size >> 2;
220 unsigned gs_num_invocations = shader->selector->gs_num_invocations;
221 unsigned cut_mode;
222 struct si_pm4_state *pm4;
223 unsigned num_sgprs, num_user_sgprs;
224 uint64_t va;
225 unsigned max_stream = shader->selector->max_gs_stream;
226
227 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
228 assert(gsvs_itemsize < (1 << 15));
229
230 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
231
232 if (!pm4)
233 return;
234
235 if (gs_max_vert_out <= 128) {
236 cut_mode = V_028A40_GS_CUT_128;
237 } else if (gs_max_vert_out <= 256) {
238 cut_mode = V_028A40_GS_CUT_256;
239 } else if (gs_max_vert_out <= 512) {
240 cut_mode = V_028A40_GS_CUT_512;
241 } else {
242 assert(gs_max_vert_out <= 1024);
243 cut_mode = V_028A40_GS_CUT_1024;
244 }
245
246 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
247 S_028A40_MODE(V_028A40_GS_SCENARIO_G) |
248 S_028A40_CUT_MODE(cut_mode)|
249 S_028A40_ES_WRITE_OPTIMIZE(1) |
250 S_028A40_GS_WRITE_OPTIMIZE(1));
251
252 si_pm4_set_reg(pm4, R_028A60_VGT_GSVS_RING_OFFSET_1, gsvs_itemsize);
253 si_pm4_set_reg(pm4, R_028A64_VGT_GSVS_RING_OFFSET_2, gsvs_itemsize * ((max_stream >= 2) ? 2 : 1));
254 si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, gsvs_itemsize * ((max_stream >= 3) ? 3 : 1));
255
256 si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, gsvs_itemsize * (max_stream + 1));
257
258 si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, gs_max_vert_out);
259
260 si_pm4_set_reg(pm4, R_028B5C_VGT_GS_VERT_ITEMSIZE, gs_vert_itemsize >> 2);
261 si_pm4_set_reg(pm4, R_028B60_VGT_GS_VERT_ITEMSIZE_1, (max_stream >= 1) ? gs_vert_itemsize >> 2 : 0);
262 si_pm4_set_reg(pm4, R_028B64_VGT_GS_VERT_ITEMSIZE_2, (max_stream >= 2) ? gs_vert_itemsize >> 2 : 0);
263 si_pm4_set_reg(pm4, R_028B68_VGT_GS_VERT_ITEMSIZE_3, (max_stream >= 3) ? gs_vert_itemsize >> 2 : 0);
264
265 si_pm4_set_reg(pm4, R_028B90_VGT_GS_INSTANCE_CNT,
266 S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
267 S_028B90_ENABLE(gs_num_invocations > 0));
268
269 va = shader->bo->gpu_address;
270 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
271 si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
272 si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, va >> 40);
273
274 num_user_sgprs = SI_GS_NUM_USER_SGPR;
275 num_sgprs = shader->config.num_sgprs;
276 /* Two SGPRs after user SGPRs are pre-loaded with gs2vs_offset, gs_wave_id */
277 if ((num_user_sgprs + 2) > num_sgprs) {
278 /* Last 2 reserved SGPRs are used for VCC */
279 num_sgprs = num_user_sgprs + 2 + 2;
280 }
281 assert(num_sgprs <= 104);
282
283 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
284 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
285 S_00B228_SGPRS((num_sgprs - 1) / 8) |
286 S_00B228_DX10_CLAMP(shader->dx10_clamp_mode));
287 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
288 S_00B22C_USER_SGPR(num_user_sgprs) |
289 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
290 }
291
292 static void si_shader_vs(struct si_shader *shader)
293 {
294 struct si_pm4_state *pm4;
295 unsigned num_sgprs, num_user_sgprs;
296 unsigned nparams, vgpr_comp_cnt;
297 uint64_t va;
298 unsigned window_space =
299 shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
300 bool enable_prim_id = si_vs_exports_prim_id(shader);
301
302 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
303
304 if (!pm4)
305 return;
306
307 /* If this is the GS copy shader, the GS state writes this register.
308 * Otherwise, the VS state writes it.
309 */
310 if (!shader->is_gs_copy_shader) {
311 si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
312 S_028A40_MODE(enable_prim_id ? V_028A40_GS_SCENARIO_A : 0));
313 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, enable_prim_id);
314 } else
315 si_pm4_set_reg(pm4, R_028A84_VGT_PRIMITIVEID_EN, 0);
316
317 va = shader->bo->gpu_address;
318 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
319
320 if (shader->is_gs_copy_shader) {
321 vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
322 num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
323 } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
324 vgpr_comp_cnt = shader->uses_instanceid ? 3 : (enable_prim_id ? 2 : 0);
325 num_user_sgprs = SI_VS_NUM_USER_SGPR;
326 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
327 vgpr_comp_cnt = 3; /* all components are needed for TES */
328 num_user_sgprs = SI_TES_NUM_USER_SGPR;
329 } else
330 unreachable("invalid shader selector type");
331
332 num_sgprs = shader->config.num_sgprs;
333 if (num_user_sgprs > num_sgprs) {
334 /* Last 2 reserved SGPRs are used for VCC */
335 num_sgprs = num_user_sgprs + 2;
336 }
337 assert(num_sgprs <= 104);
338
339 /* VS is required to export at least one param. */
340 nparams = MAX2(shader->nr_param_exports, 1);
341 si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
342 S_0286C4_VS_EXPORT_COUNT(nparams - 1));
343
344 si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
345 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
346 S_02870C_POS1_EXPORT_FORMAT(shader->nr_pos_exports > 1 ?
347 V_02870C_SPI_SHADER_4COMP :
348 V_02870C_SPI_SHADER_NONE) |
349 S_02870C_POS2_EXPORT_FORMAT(shader->nr_pos_exports > 2 ?
350 V_02870C_SPI_SHADER_4COMP :
351 V_02870C_SPI_SHADER_NONE) |
352 S_02870C_POS3_EXPORT_FORMAT(shader->nr_pos_exports > 3 ?
353 V_02870C_SPI_SHADER_4COMP :
354 V_02870C_SPI_SHADER_NONE));
355
356 si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
357 si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, va >> 40);
358 si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
359 S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
360 S_00B128_SGPRS((num_sgprs - 1) / 8) |
361 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
362 S_00B128_DX10_CLAMP(shader->dx10_clamp_mode));
363 si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
364 S_00B12C_USER_SGPR(num_user_sgprs) |
365 S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
366 S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
367 S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
368 S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
369 S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
370 S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
371 if (window_space)
372 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
373 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
374 else
375 si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
376 S_028818_VTX_W0_FMT(1) |
377 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
378 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
379 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
380
381 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
382 si_set_tesseval_regs(shader, pm4);
383 }
384
385 static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
386 {
387 unsigned value = shader->key.ps.spi_shader_col_format;
388 unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
389
390 /* If the i-th target format is set, all previous target formats must
391 * be non-zero to avoid hangs.
392 */
393 for (i = 0; i < num_targets; i++)
394 if (!(value & (0xf << (i * 4))))
395 value |= V_028714_SPI_SHADER_32_R << (i * 4);
396
397 return value;
398 }
399
400 static unsigned si_get_cb_shader_mask(unsigned spi_shader_col_format)
401 {
402 unsigned i, cb_shader_mask = 0;
403
404 for (i = 0; i < 8; i++) {
405 switch ((spi_shader_col_format >> (i * 4)) & 0xf) {
406 case V_028714_SPI_SHADER_ZERO:
407 break;
408 case V_028714_SPI_SHADER_32_R:
409 cb_shader_mask |= 0x1 << (i * 4);
410 break;
411 case V_028714_SPI_SHADER_32_GR:
412 cb_shader_mask |= 0x3 << (i * 4);
413 break;
414 case V_028714_SPI_SHADER_32_AR:
415 cb_shader_mask |= 0x9 << (i * 4);
416 break;
417 case V_028714_SPI_SHADER_FP16_ABGR:
418 case V_028714_SPI_SHADER_UNORM16_ABGR:
419 case V_028714_SPI_SHADER_SNORM16_ABGR:
420 case V_028714_SPI_SHADER_UINT16_ABGR:
421 case V_028714_SPI_SHADER_SINT16_ABGR:
422 case V_028714_SPI_SHADER_32_ABGR:
423 cb_shader_mask |= 0xf << (i * 4);
424 break;
425 default:
426 assert(0);
427 }
428 }
429 return cb_shader_mask;
430 }
431
432 static void si_shader_ps(struct si_shader *shader)
433 {
434 struct tgsi_shader_info *info = &shader->selector->info;
435 struct si_pm4_state *pm4;
436 unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
437 unsigned num_sgprs, num_user_sgprs;
438 unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
439 uint64_t va;
440 bool has_centroid;
441
442 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
443
444 if (!pm4)
445 return;
446
447 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
448 * Possible vaules:
449 * 0 -> Position = pixel center
450 * 1 -> Position = pixel centroid
451 * 2 -> Position = at sample position
452 *
453 * From GLSL 4.5 specification, section 7.1:
454 * "The variable gl_FragCoord is available as an input variable from
455 * within fragment shaders and it holds the window relative coordinates
456 * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
457 * value can be for any location within the pixel, or one of the
458 * fragment samples. The use of centroid does not further restrict
459 * this value to be inside the current primitive."
460 *
461 * Meaning that centroid has no effect and we can return anything within
462 * the pixel. Thus, return the value at sample position, because that's
463 * the most accurate one shaders can get.
464 */
465 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
466
467 if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
468 TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
469 spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
470
471 spi_shader_col_format = si_get_spi_shader_col_format(shader);
472 cb_shader_mask = si_get_cb_shader_mask(spi_shader_col_format);
473
474 /* This must be non-zero for alpha-test/kill to work.
475 * The hardware ignores the EXEC mask if no export memory is allocated.
476 * Don't add this to CB_SHADER_MASK.
477 */
478 if (!spi_shader_col_format &&
479 !info->writes_z && !info->writes_stencil && !info->writes_samplemask &&
480 (shader->selector->info.uses_kill ||
481 shader->key.ps.alpha_func != PIPE_FUNC_ALWAYS))
482 spi_shader_col_format = V_028714_SPI_SHADER_32_R;
483
484 /* Set interpolation controls. */
485 has_centroid = G_0286CC_PERSP_CENTROID_ENA(shader->config.spi_ps_input_ena) ||
486 G_0286CC_LINEAR_CENTROID_ENA(shader->config.spi_ps_input_ena);
487
488 spi_ps_in_control = S_0286D8_NUM_INTERP(shader->nparam) |
489 S_0286D8_BC_OPTIMIZE_DISABLE(has_centroid);
490
491 /* Set registers. */
492 si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
493 si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
494
495 si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT,
496 info->writes_samplemask ? V_028710_SPI_SHADER_32_ABGR :
497 info->writes_stencil ? V_028710_SPI_SHADER_32_GR :
498 info->writes_z ? V_028710_SPI_SHADER_32_R :
499 V_028710_SPI_SHADER_ZERO);
500
501 si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT, spi_shader_col_format);
502 si_pm4_set_reg(pm4, R_02823C_CB_SHADER_MASK, cb_shader_mask);
503
504 va = shader->bo->gpu_address;
505 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_USER_SHADER);
506 si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
507 si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, va >> 40);
508
509 num_user_sgprs = SI_PS_NUM_USER_SGPR;
510 num_sgprs = shader->config.num_sgprs;
511 /* One SGPR after user SGPRs is pre-loaded with {prim_mask, lds_offset} */
512 if ((num_user_sgprs + 1) > num_sgprs) {
513 /* Last 2 reserved SGPRs are used for VCC */
514 num_sgprs = num_user_sgprs + 1 + 2;
515 }
516 assert(num_sgprs <= 104);
517
518 si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
519 S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
520 S_00B028_SGPRS((num_sgprs - 1) / 8) |
521 S_00B028_DX10_CLAMP(shader->dx10_clamp_mode));
522 si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
523 S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
524 S_00B02C_USER_SGPR(num_user_sgprs) |
525 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
526 }
527
528 static void si_shader_init_pm4_state(struct si_shader *shader)
529 {
530
531 if (shader->pm4)
532 si_pm4_free_state_simple(shader->pm4);
533
534 switch (shader->selector->type) {
535 case PIPE_SHADER_VERTEX:
536 if (shader->key.vs.as_ls)
537 si_shader_ls(shader);
538 else if (shader->key.vs.as_es)
539 si_shader_es(shader);
540 else
541 si_shader_vs(shader);
542 break;
543 case PIPE_SHADER_TESS_CTRL:
544 si_shader_hs(shader);
545 break;
546 case PIPE_SHADER_TESS_EVAL:
547 if (shader->key.tes.as_es)
548 si_shader_es(shader);
549 else
550 si_shader_vs(shader);
551 break;
552 case PIPE_SHADER_GEOMETRY:
553 si_shader_gs(shader);
554 si_shader_vs(shader->gs_copy_shader);
555 break;
556 case PIPE_SHADER_FRAGMENT:
557 si_shader_ps(shader);
558 break;
559 default:
560 assert(0);
561 }
562 }
563
564 static unsigned si_get_alpha_test_func(struct si_context *sctx)
565 {
566 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
567 if (sctx->queued.named.dsa &&
568 !sctx->framebuffer.cb0_is_integer)
569 return sctx->queued.named.dsa->alpha_func;
570
571 return PIPE_FUNC_ALWAYS;
572 }
573
574 /* Compute the key for the hw shader variant */
575 static inline void si_shader_selector_key(struct pipe_context *ctx,
576 struct si_shader_selector *sel,
577 union si_shader_key *key)
578 {
579 struct si_context *sctx = (struct si_context *)ctx;
580 unsigned i;
581
582 memset(key, 0, sizeof(*key));
583
584 switch (sel->type) {
585 case PIPE_SHADER_VERTEX:
586 if (sctx->vertex_elements)
587 for (i = 0; i < sctx->vertex_elements->count; ++i)
588 key->vs.instance_divisors[i] =
589 sctx->vertex_elements->elements[i].instance_divisor;
590
591 if (sctx->tes_shader.cso)
592 key->vs.as_ls = 1;
593 else if (sctx->gs_shader.cso)
594 key->vs.as_es = 1;
595
596 if (!sctx->gs_shader.cso && sctx->ps_shader.cso &&
597 sctx->ps_shader.cso->info.uses_primid)
598 key->vs.export_prim_id = 1;
599 break;
600 case PIPE_SHADER_TESS_CTRL:
601 key->tcs.prim_mode =
602 sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
603 break;
604 case PIPE_SHADER_TESS_EVAL:
605 if (sctx->gs_shader.cso)
606 key->tes.as_es = 1;
607 else if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
608 key->tes.export_prim_id = 1;
609 break;
610 case PIPE_SHADER_GEOMETRY:
611 break;
612 case PIPE_SHADER_FRAGMENT: {
613 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
614 struct si_state_blend *blend = sctx->queued.named.blend;
615
616 if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
617 sel->info.colors_written == 0x1)
618 key->ps.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
619
620 key->ps.spi_shader_col_format = sctx->framebuffer.spi_shader_col_format;
621
622 /* If alpha-to-coverage is enabled, we have to export alpha
623 * even if there is no color buffer.
624 */
625 if (!(key->ps.spi_shader_col_format & 0xf) &&
626 blend && blend->alpha_to_coverage)
627 key->ps.spi_shader_col_format |= V_028710_SPI_SHADER_FP16_ABGR;
628
629 if (rs) {
630 bool is_poly = (sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES &&
631 sctx->current_rast_prim <= PIPE_PRIM_POLYGON) ||
632 sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES_ADJACENCY;
633 bool is_line = !is_poly && sctx->current_rast_prim != PIPE_PRIM_POINTS;
634
635 key->ps.color_two_side = rs->two_side;
636
637 if (sctx->queued.named.blend) {
638 key->ps.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
639 rs->multisample_enable &&
640 !sctx->framebuffer.cb0_is_integer;
641 }
642
643 key->ps.poly_stipple = rs->poly_stipple_enable && is_poly;
644 key->ps.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
645 (is_line && rs->line_smooth)) &&
646 sctx->framebuffer.nr_samples <= 1;
647 key->ps.clamp_color = rs->clamp_fragment_color;
648 }
649
650 key->ps.alpha_func = si_get_alpha_test_func(sctx);
651 break;
652 }
653 default:
654 assert(0);
655 }
656 }
657
658 /* Select the hw shader variant depending on the current state. */
659 static int si_shader_select(struct pipe_context *ctx,
660 struct si_shader_ctx_state *state)
661 {
662 struct si_context *sctx = (struct si_context *)ctx;
663 struct si_shader_selector *sel = state->cso;
664 struct si_shader *current = state->current;
665 union si_shader_key key;
666 struct si_shader *iter, *shader = NULL;
667 int r;
668
669 si_shader_selector_key(ctx, sel, &key);
670
671 /* Check if we don't need to change anything.
672 * This path is also used for most shaders that don't need multiple
673 * variants, it will cost just a computation of the key and this
674 * test. */
675 if (likely(current && memcmp(&current->key, &key, sizeof(key)) == 0))
676 return 0;
677
678 pipe_mutex_lock(sel->mutex);
679
680 /* Find the shader variant. */
681 for (iter = sel->first_variant; iter; iter = iter->next_variant) {
682 /* Don't check the "current" shader. We checked it above. */
683 if (current != iter &&
684 memcmp(&iter->key, &key, sizeof(key)) == 0) {
685 state->current = iter;
686 pipe_mutex_unlock(sel->mutex);
687 return 0;
688 }
689 }
690
691 /* Build a new shader. */
692 shader = CALLOC_STRUCT(si_shader);
693 if (!shader) {
694 pipe_mutex_unlock(sel->mutex);
695 return -ENOMEM;
696 }
697 shader->selector = sel;
698 shader->key = key;
699
700 r = si_shader_create(sctx->screen, sctx->tm, shader, &sctx->b.debug);
701 if (unlikely(r)) {
702 R600_ERR("Failed to build shader variant (type=%u) %d\n",
703 sel->type, r);
704 FREE(shader);
705 pipe_mutex_unlock(sel->mutex);
706 return r;
707 }
708 si_shader_init_pm4_state(shader);
709
710 if (!sel->last_variant) {
711 sel->first_variant = shader;
712 sel->last_variant = shader;
713 } else {
714 sel->last_variant->next_variant = shader;
715 sel->last_variant = shader;
716 }
717 state->current = shader;
718 pipe_mutex_unlock(sel->mutex);
719 return 0;
720 }
721
722 static void *si_create_shader_selector(struct pipe_context *ctx,
723 const struct pipe_shader_state *state)
724 {
725 struct si_screen *sscreen = (struct si_screen *)ctx->screen;
726 struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
727 int i;
728
729 if (!sel)
730 return NULL;
731
732 sel->tokens = tgsi_dup_tokens(state->tokens);
733 if (!sel->tokens) {
734 FREE(sel);
735 return NULL;
736 }
737
738 sel->so = state->stream_output;
739 tgsi_scan_shader(state->tokens, &sel->info);
740 sel->type = util_pipe_shader_from_tgsi_processor(sel->info.processor);
741 p_atomic_inc(&sscreen->b.num_shaders_created);
742
743 /* First set which opcode uses which (i,j) pair. */
744 if (sel->info.uses_persp_opcode_interp_centroid)
745 sel->info.uses_persp_centroid = true;
746
747 if (sel->info.uses_linear_opcode_interp_centroid)
748 sel->info.uses_linear_centroid = true;
749
750 if (sel->info.uses_persp_opcode_interp_offset ||
751 sel->info.uses_persp_opcode_interp_sample)
752 sel->info.uses_persp_center = true;
753
754 if (sel->info.uses_linear_opcode_interp_offset ||
755 sel->info.uses_linear_opcode_interp_sample)
756 sel->info.uses_linear_center = true;
757
758 /* Determine if the shader has to use a conditional assignment when
759 * emulating force_persample_interp.
760 */
761 sel->forces_persample_interp_for_persp =
762 sel->info.uses_persp_center +
763 sel->info.uses_persp_centroid +
764 sel->info.uses_persp_sample >= 2;
765
766 sel->forces_persample_interp_for_linear =
767 sel->info.uses_linear_center +
768 sel->info.uses_linear_centroid +
769 sel->info.uses_linear_sample >= 2;
770
771 switch (sel->type) {
772 case PIPE_SHADER_GEOMETRY:
773 sel->gs_output_prim =
774 sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
775 sel->gs_max_out_vertices =
776 sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
777 sel->gs_num_invocations =
778 sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
779 sel->gsvs_vertex_size = sel->info.num_outputs * 16;
780 sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
781 sel->gs_max_out_vertices;
782
783 sel->max_gs_stream = 0;
784 for (i = 0; i < sel->so.num_outputs; i++)
785 sel->max_gs_stream = MAX2(sel->max_gs_stream,
786 sel->so.output[i].stream);
787
788 sel->gs_input_verts_per_prim =
789 u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
790 break;
791
792 case PIPE_SHADER_VERTEX:
793 case PIPE_SHADER_TESS_CTRL:
794 case PIPE_SHADER_TESS_EVAL:
795 for (i = 0; i < sel->info.num_outputs; i++) {
796 unsigned name = sel->info.output_semantic_name[i];
797 unsigned index = sel->info.output_semantic_index[i];
798
799 switch (name) {
800 case TGSI_SEMANTIC_TESSINNER:
801 case TGSI_SEMANTIC_TESSOUTER:
802 case TGSI_SEMANTIC_PATCH:
803 sel->patch_outputs_written |=
804 1llu << si_shader_io_get_unique_index(name, index);
805 break;
806 default:
807 sel->outputs_written |=
808 1llu << si_shader_io_get_unique_index(name, index);
809 }
810 }
811 sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
812 break;
813 }
814
815 /* DB_SHADER_CONTROL */
816 sel->db_shader_control =
817 S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
818 S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
819 S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
820 S_02880C_KILL_ENABLE(sel->info.uses_kill);
821
822 switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
823 case TGSI_FS_DEPTH_LAYOUT_GREATER:
824 sel->db_shader_control |=
825 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
826 break;
827 case TGSI_FS_DEPTH_LAYOUT_LESS:
828 sel->db_shader_control |=
829 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
830 break;
831 }
832
833 /* Pre-compilation. */
834 if (sscreen->b.debug_flags & DBG_PRECOMPILE) {
835 struct si_shader_ctx_state state = {sel};
836
837 if (si_shader_select(ctx, &state)) {
838 fprintf(stderr, "radeonsi: can't create a shader\n");
839 tgsi_free_tokens(sel->tokens);
840 FREE(sel);
841 return NULL;
842 }
843 }
844
845 pipe_mutex_init(sel->mutex);
846 return sel;
847 }
848
849 /**
850 * Normally, we only emit 1 viewport and 1 scissor if no shader is using
851 * the VIEWPORT_INDEX output, and emitting the other viewports and scissors
852 * is delayed. When a shader with VIEWPORT_INDEX appears, this should be
853 * called to emit the rest.
854 */
855 static void si_update_viewports_and_scissors(struct si_context *sctx)
856 {
857 struct tgsi_shader_info *info = si_get_vs_info(sctx);
858
859 if (!info || !info->writes_viewport_index)
860 return;
861
862 if (sctx->scissors.dirty_mask)
863 si_mark_atom_dirty(sctx, &sctx->scissors.atom);
864 if (sctx->viewports.dirty_mask)
865 si_mark_atom_dirty(sctx, &sctx->viewports.atom);
866 }
867
868 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
869 {
870 struct si_context *sctx = (struct si_context *)ctx;
871 struct si_shader_selector *sel = state;
872
873 if (sctx->vs_shader.cso == sel)
874 return;
875
876 sctx->vs_shader.cso = sel;
877 sctx->vs_shader.current = sel ? sel->first_variant : NULL;
878 si_mark_atom_dirty(sctx, &sctx->clip_regs);
879 si_update_viewports_and_scissors(sctx);
880 }
881
882 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
883 {
884 struct si_context *sctx = (struct si_context *)ctx;
885 struct si_shader_selector *sel = state;
886 bool enable_changed = !!sctx->gs_shader.cso != !!sel;
887
888 if (sctx->gs_shader.cso == sel)
889 return;
890
891 sctx->gs_shader.cso = sel;
892 sctx->gs_shader.current = sel ? sel->first_variant : NULL;
893 si_mark_atom_dirty(sctx, &sctx->clip_regs);
894 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
895
896 if (enable_changed)
897 si_shader_change_notify(sctx);
898 si_update_viewports_and_scissors(sctx);
899 }
900
901 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
902 {
903 struct si_context *sctx = (struct si_context *)ctx;
904 struct si_shader_selector *sel = state;
905 bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
906
907 if (sctx->tcs_shader.cso == sel)
908 return;
909
910 sctx->tcs_shader.cso = sel;
911 sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
912
913 if (enable_changed)
914 sctx->last_tcs = NULL; /* invalidate derived tess state */
915 }
916
917 static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
918 {
919 struct si_context *sctx = (struct si_context *)ctx;
920 struct si_shader_selector *sel = state;
921 bool enable_changed = !!sctx->tes_shader.cso != !!sel;
922
923 if (sctx->tes_shader.cso == sel)
924 return;
925
926 sctx->tes_shader.cso = sel;
927 sctx->tes_shader.current = sel ? sel->first_variant : NULL;
928 si_mark_atom_dirty(sctx, &sctx->clip_regs);
929 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
930
931 if (enable_changed) {
932 si_shader_change_notify(sctx);
933 sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
934 }
935 si_update_viewports_and_scissors(sctx);
936 }
937
938 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
939 {
940 struct si_context *sctx = (struct si_context *)ctx;
941 struct si_shader_selector *sel = state;
942
943 /* skip if supplied shader is one already in use */
944 if (sctx->ps_shader.cso == sel)
945 return;
946
947 sctx->ps_shader.cso = sel;
948 sctx->ps_shader.current = sel ? sel->first_variant : NULL;
949 si_mark_atom_dirty(sctx, &sctx->cb_target_mask);
950 }
951
952 static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
953 {
954 struct si_context *sctx = (struct si_context *)ctx;
955 struct si_shader_selector *sel = (struct si_shader_selector *)state;
956 struct si_shader *p = sel->first_variant, *c;
957 struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
958 [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
959 [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
960 [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
961 [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
962 [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
963 };
964
965 if (current_shader[sel->type]->cso == sel) {
966 current_shader[sel->type]->cso = NULL;
967 current_shader[sel->type]->current = NULL;
968 }
969
970 while (p) {
971 c = p->next_variant;
972 switch (sel->type) {
973 case PIPE_SHADER_VERTEX:
974 if (p->key.vs.as_ls)
975 si_pm4_delete_state(sctx, ls, p->pm4);
976 else if (p->key.vs.as_es)
977 si_pm4_delete_state(sctx, es, p->pm4);
978 else
979 si_pm4_delete_state(sctx, vs, p->pm4);
980 break;
981 case PIPE_SHADER_TESS_CTRL:
982 si_pm4_delete_state(sctx, hs, p->pm4);
983 break;
984 case PIPE_SHADER_TESS_EVAL:
985 if (p->key.tes.as_es)
986 si_pm4_delete_state(sctx, es, p->pm4);
987 else
988 si_pm4_delete_state(sctx, vs, p->pm4);
989 break;
990 case PIPE_SHADER_GEOMETRY:
991 si_pm4_delete_state(sctx, gs, p->pm4);
992 si_pm4_delete_state(sctx, vs, p->gs_copy_shader->pm4);
993 break;
994 case PIPE_SHADER_FRAGMENT:
995 si_pm4_delete_state(sctx, ps, p->pm4);
996 break;
997 }
998
999 si_shader_destroy(p);
1000 free(p);
1001 p = c;
1002 }
1003
1004 pipe_mutex_destroy(sel->mutex);
1005 free(sel->tokens);
1006 free(sel);
1007 }
1008
1009 static void si_emit_spi_map(struct si_context *sctx, struct r600_atom *atom)
1010 {
1011 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
1012 struct si_shader *ps = sctx->ps_shader.current;
1013 struct si_shader *vs = si_get_vs_state(sctx);
1014 struct tgsi_shader_info *psinfo;
1015 struct tgsi_shader_info *vsinfo = &vs->selector->info;
1016 unsigned i, j, tmp, num_written = 0;
1017
1018 if (!ps || !ps->nparam)
1019 return;
1020
1021 psinfo = &ps->selector->info;
1022
1023 radeon_set_context_reg_seq(cs, R_028644_SPI_PS_INPUT_CNTL_0, ps->nparam);
1024
1025 for (i = 0; i < psinfo->num_inputs; i++) {
1026 unsigned name = psinfo->input_semantic_name[i];
1027 unsigned index = psinfo->input_semantic_index[i];
1028 unsigned interpolate = psinfo->input_interpolate[i];
1029 unsigned param_offset = ps->ps_input_param_offset[i];
1030 bcolor:
1031 tmp = 0;
1032
1033 if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
1034 (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
1035 tmp |= S_028644_FLAT_SHADE(1);
1036
1037 if (name == TGSI_SEMANTIC_PCOORD ||
1038 (name == TGSI_SEMANTIC_TEXCOORD &&
1039 sctx->sprite_coord_enable & (1 << index))) {
1040 tmp |= S_028644_PT_SPRITE_TEX(1);
1041 }
1042
1043 for (j = 0; j < vsinfo->num_outputs; j++) {
1044 if (name == vsinfo->output_semantic_name[j] &&
1045 index == vsinfo->output_semantic_index[j]) {
1046 tmp |= S_028644_OFFSET(vs->vs_output_param_offset[j]);
1047 break;
1048 }
1049 }
1050
1051 if (name == TGSI_SEMANTIC_PRIMID)
1052 /* PrimID is written after the last output. */
1053 tmp |= S_028644_OFFSET(vs->vs_output_param_offset[vsinfo->num_outputs]);
1054 else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(tmp)) {
1055 /* No corresponding output found, load defaults into input.
1056 * Don't set any other bits.
1057 * (FLAT_SHADE=1 completely changes behavior) */
1058 tmp = S_028644_OFFSET(0x20);
1059 }
1060
1061 assert(param_offset == num_written);
1062 radeon_emit(cs, tmp);
1063 num_written++;
1064
1065 if (name == TGSI_SEMANTIC_COLOR &&
1066 ps->key.ps.color_two_side) {
1067 name = TGSI_SEMANTIC_BCOLOR;
1068 param_offset++;
1069 goto bcolor;
1070 }
1071 }
1072 assert(ps->nparam == num_written);
1073 }
1074
1075 static void si_emit_spi_ps_input(struct si_context *sctx, struct r600_atom *atom)
1076 {
1077 struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
1078 struct si_shader *ps = sctx->ps_shader.current;
1079 unsigned input_ena;
1080
1081 if (!ps)
1082 return;
1083
1084 input_ena = ps->config.spi_ps_input_ena;
1085
1086 /* we need to enable at least one of them, otherwise we hang the GPU */
1087 assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1088 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1089 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1090 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
1091 G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
1092 G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1093 G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
1094 G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
1095
1096 if (sctx->force_persample_interp) {
1097 unsigned num_persp = G_0286CC_PERSP_SAMPLE_ENA(input_ena) +
1098 G_0286CC_PERSP_CENTER_ENA(input_ena) +
1099 G_0286CC_PERSP_CENTROID_ENA(input_ena);
1100 unsigned num_linear = G_0286CC_LINEAR_SAMPLE_ENA(input_ena) +
1101 G_0286CC_LINEAR_CENTER_ENA(input_ena) +
1102 G_0286CC_LINEAR_CENTROID_ENA(input_ena);
1103
1104 /* If only one set of (i,j) coordinates is used, we can disable
1105 * CENTER/CENTROID, enable SAMPLE and it will load SAMPLE coordinates
1106 * where CENTER/CENTROID are expected, effectively forcing per-sample
1107 * interpolation.
1108 */
1109 if (num_persp == 1) {
1110 input_ena &= C_0286CC_PERSP_CENTER_ENA;
1111 input_ena &= C_0286CC_PERSP_CENTROID_ENA;
1112 input_ena |= G_0286CC_PERSP_SAMPLE_ENA(1);
1113 }
1114 if (num_linear == 1) {
1115 input_ena &= C_0286CC_LINEAR_CENTER_ENA;
1116 input_ena &= C_0286CC_LINEAR_CENTROID_ENA;
1117 input_ena |= G_0286CC_LINEAR_SAMPLE_ENA(1);
1118 }
1119
1120 /* If at least 2 sets of coordinates are used, we can't use this
1121 * trick and have to select SAMPLE using a conditional assignment
1122 * in the shader with "force_persample_interp" being a shader constant.
1123 */
1124 }
1125
1126 radeon_set_context_reg_seq(cs, R_0286CC_SPI_PS_INPUT_ENA, 2);
1127 radeon_emit(cs, input_ena);
1128 radeon_emit(cs, input_ena);
1129
1130 if (ps->selector->forces_persample_interp_for_persp ||
1131 ps->selector->forces_persample_interp_for_linear)
1132 radeon_set_sh_reg(cs, R_00B030_SPI_SHADER_USER_DATA_PS_0 +
1133 SI_SGPR_PS_STATE_BITS * 4,
1134 sctx->force_persample_interp);
1135 }
1136
1137 /**
1138 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
1139 */
1140 static void si_init_config_add_vgt_flush(struct si_context *sctx)
1141 {
1142 if (sctx->init_config_has_vgt_flush)
1143 return;
1144
1145 /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
1146 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
1147 si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
1148 si_pm4_cmd_end(sctx->init_config, false);
1149 sctx->init_config_has_vgt_flush = true;
1150 }
1151
1152 /* Initialize state related to ESGS / GSVS ring buffers */
1153 static bool si_update_gs_ring_buffers(struct si_context *sctx)
1154 {
1155 struct si_shader_selector *es =
1156 sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
1157 struct si_shader_selector *gs = sctx->gs_shader.cso;
1158 struct si_pm4_state *pm4;
1159
1160 /* Chip constants. */
1161 unsigned num_se = sctx->screen->b.info.max_se;
1162 unsigned wave_size = 64;
1163 unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
1164 unsigned gs_vertex_reuse = 16 * num_se; /* GS_VERTEX_REUSE register (per SE) */
1165 unsigned alignment = 256 * num_se;
1166 /* The maximum size is 63.999 MB per SE. */
1167 unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
1168
1169 /* Calculate the minimum size. */
1170 unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
1171 wave_size, alignment);
1172
1173 /* These are recommended sizes, not minimum sizes. */
1174 unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
1175 es->esgs_itemsize * gs->gs_input_verts_per_prim;
1176 unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
1177 gs->max_gsvs_emit_size * (gs->max_gs_stream + 1);
1178
1179 min_esgs_ring_size = align(min_esgs_ring_size, alignment);
1180 esgs_ring_size = align(esgs_ring_size, alignment);
1181 gsvs_ring_size = align(gsvs_ring_size, alignment);
1182
1183 esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
1184 gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
1185
1186 /* Some rings don't have to be allocated if shaders don't use them.
1187 * (e.g. no varyings between ES and GS or GS and VS)
1188 */
1189 bool update_esgs = esgs_ring_size &&
1190 (!sctx->esgs_ring ||
1191 sctx->esgs_ring->width0 < esgs_ring_size);
1192 bool update_gsvs = gsvs_ring_size &&
1193 (!sctx->gsvs_ring ||
1194 sctx->gsvs_ring->width0 < gsvs_ring_size);
1195
1196 if (!update_esgs && !update_gsvs)
1197 return true;
1198
1199 if (update_esgs) {
1200 pipe_resource_reference(&sctx->esgs_ring, NULL);
1201 sctx->esgs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
1202 PIPE_USAGE_DEFAULT,
1203 esgs_ring_size);
1204 if (!sctx->esgs_ring)
1205 return false;
1206 }
1207
1208 if (update_gsvs) {
1209 pipe_resource_reference(&sctx->gsvs_ring, NULL);
1210 sctx->gsvs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
1211 PIPE_USAGE_DEFAULT,
1212 gsvs_ring_size);
1213 if (!sctx->gsvs_ring)
1214 return false;
1215 }
1216
1217 /* Create the "init_config_gs_rings" state. */
1218 pm4 = CALLOC_STRUCT(si_pm4_state);
1219 if (!pm4)
1220 return false;
1221
1222 if (sctx->b.chip_class >= CIK) {
1223 if (sctx->esgs_ring)
1224 si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
1225 sctx->esgs_ring->width0 / 256);
1226 if (sctx->gsvs_ring)
1227 si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
1228 sctx->gsvs_ring->width0 / 256);
1229 } else {
1230 if (sctx->esgs_ring)
1231 si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
1232 sctx->esgs_ring->width0 / 256);
1233 if (sctx->gsvs_ring)
1234 si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
1235 sctx->gsvs_ring->width0 / 256);
1236 }
1237
1238 /* Set the state. */
1239 if (sctx->init_config_gs_rings)
1240 si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
1241 sctx->init_config_gs_rings = pm4;
1242
1243 if (!sctx->init_config_has_vgt_flush) {
1244 si_init_config_add_vgt_flush(sctx);
1245 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
1246 }
1247
1248 /* Flush the context to re-emit both init_config states. */
1249 sctx->b.initial_gfx_cs_size = 0; /* force flush */
1250 si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
1251
1252 /* Set ring bindings. */
1253 if (sctx->esgs_ring) {
1254 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_ESGS,
1255 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
1256 true, true, 4, 64, 0);
1257 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_ESGS,
1258 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
1259 false, false, 0, 0, 0);
1260 }
1261 if (sctx->gsvs_ring)
1262 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_GSVS,
1263 sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
1264 false, false, 0, 0, 0);
1265 return true;
1266 }
1267
1268 static void si_update_gsvs_ring_bindings(struct si_context *sctx)
1269 {
1270 unsigned gsvs_itemsize = sctx->gs_shader.cso->max_gsvs_emit_size;
1271 uint64_t offset;
1272
1273 if (!sctx->gsvs_ring || gsvs_itemsize == sctx->last_gsvs_itemsize)
1274 return;
1275
1276 sctx->last_gsvs_itemsize = gsvs_itemsize;
1277
1278 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_GSVS,
1279 sctx->gsvs_ring, gsvs_itemsize,
1280 64, true, true, 4, 16, 0);
1281
1282 offset = gsvs_itemsize * 64;
1283 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_GSVS_1,
1284 sctx->gsvs_ring, gsvs_itemsize,
1285 64, true, true, 4, 16, offset);
1286
1287 offset = (gsvs_itemsize * 2) * 64;
1288 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_GSVS_2,
1289 sctx->gsvs_ring, gsvs_itemsize,
1290 64, true, true, 4, 16, offset);
1291
1292 offset = (gsvs_itemsize * 3) * 64;
1293 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_GSVS_3,
1294 sctx->gsvs_ring, gsvs_itemsize,
1295 64, true, true, 4, 16, offset);
1296 }
1297
1298 /**
1299 * @returns 1 if \p sel has been updated to use a new scratch buffer
1300 * 0 if not
1301 * < 0 if there was a failure
1302 */
1303 static int si_update_scratch_buffer(struct si_context *sctx,
1304 struct si_shader *shader)
1305 {
1306 uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
1307 int r;
1308
1309 if (!shader)
1310 return 0;
1311
1312 /* This shader doesn't need a scratch buffer */
1313 if (shader->config.scratch_bytes_per_wave == 0)
1314 return 0;
1315
1316 /* This shader is already configured to use the current
1317 * scratch buffer. */
1318 if (shader->scratch_bo == sctx->scratch_buffer)
1319 return 0;
1320
1321 assert(sctx->scratch_buffer);
1322
1323 si_shader_apply_scratch_relocs(sctx, shader, scratch_va);
1324
1325 /* Replace the shader bo with a new bo that has the relocs applied. */
1326 r = si_shader_binary_upload(sctx->screen, shader);
1327 if (r)
1328 return r;
1329
1330 /* Update the shader state to use the new shader bo. */
1331 si_shader_init_pm4_state(shader);
1332
1333 r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
1334
1335 return 1;
1336 }
1337
1338 static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
1339 {
1340 return sctx->scratch_buffer ? sctx->scratch_buffer->b.b.width0 : 0;
1341 }
1342
1343 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
1344 {
1345 return shader ? shader->config.scratch_bytes_per_wave : 0;
1346 }
1347
1348 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
1349 {
1350 unsigned bytes = 0;
1351
1352 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
1353 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
1354 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
1355 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tcs_shader.current));
1356 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
1357 return bytes;
1358 }
1359
1360 static bool si_update_spi_tmpring_size(struct si_context *sctx)
1361 {
1362 unsigned current_scratch_buffer_size =
1363 si_get_current_scratch_buffer_size(sctx);
1364 unsigned scratch_bytes_per_wave =
1365 si_get_max_scratch_bytes_per_wave(sctx);
1366 unsigned scratch_needed_size = scratch_bytes_per_wave *
1367 sctx->scratch_waves;
1368 unsigned spi_tmpring_size;
1369 int r;
1370
1371 if (scratch_needed_size > 0) {
1372 if (scratch_needed_size > current_scratch_buffer_size) {
1373 /* Create a bigger scratch buffer */
1374 pipe_resource_reference(
1375 (struct pipe_resource**)&sctx->scratch_buffer,
1376 NULL);
1377
1378 sctx->scratch_buffer =
1379 si_resource_create_custom(&sctx->screen->b.b,
1380 PIPE_USAGE_DEFAULT, scratch_needed_size);
1381 if (!sctx->scratch_buffer)
1382 return false;
1383 sctx->emit_scratch_reloc = true;
1384 }
1385
1386 /* Update the shaders, so they are using the latest scratch. The
1387 * scratch buffer may have been changed since these shaders were
1388 * last used, so we still need to try to update them, even if
1389 * they require scratch buffers smaller than the current size.
1390 */
1391 r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
1392 if (r < 0)
1393 return false;
1394 if (r == 1)
1395 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
1396
1397 r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
1398 if (r < 0)
1399 return false;
1400 if (r == 1)
1401 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
1402
1403 r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
1404 if (r < 0)
1405 return false;
1406 if (r == 1)
1407 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
1408
1409 /* VS can be bound as LS, ES, or VS. */
1410 r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
1411 if (r < 0)
1412 return false;
1413 if (r == 1) {
1414 if (sctx->tes_shader.current)
1415 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
1416 else if (sctx->gs_shader.current)
1417 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
1418 else
1419 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
1420 }
1421
1422 /* TES can be bound as ES or VS. */
1423 r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
1424 if (r < 0)
1425 return false;
1426 if (r == 1) {
1427 if (sctx->gs_shader.current)
1428 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
1429 else
1430 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
1431 }
1432 }
1433
1434 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
1435 assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
1436 "scratch size should already be aligned correctly.");
1437
1438 spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
1439 S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
1440 if (spi_tmpring_size != sctx->spi_tmpring_size) {
1441 sctx->spi_tmpring_size = spi_tmpring_size;
1442 sctx->emit_scratch_reloc = true;
1443 }
1444 return true;
1445 }
1446
1447 static void si_init_tess_factor_ring(struct si_context *sctx)
1448 {
1449 assert(!sctx->tf_ring);
1450
1451 sctx->tf_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
1452 PIPE_USAGE_DEFAULT,
1453 32768 * sctx->screen->b.info.max_se);
1454 if (!sctx->tf_ring)
1455 return;
1456
1457 assert(((sctx->tf_ring->width0 / 4) & C_030938_SIZE) == 0);
1458
1459 si_init_config_add_vgt_flush(sctx);
1460
1461 /* Append these registers to the init config state. */
1462 if (sctx->b.chip_class >= CIK) {
1463 si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
1464 S_030938_SIZE(sctx->tf_ring->width0 / 4));
1465 si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
1466 r600_resource(sctx->tf_ring)->gpu_address >> 8);
1467 } else {
1468 si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
1469 S_008988_SIZE(sctx->tf_ring->width0 / 4));
1470 si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
1471 r600_resource(sctx->tf_ring)->gpu_address >> 8);
1472 }
1473
1474 /* Flush the context to re-emit the init_config state.
1475 * This is done only once in a lifetime of a context.
1476 */
1477 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
1478 sctx->b.initial_gfx_cs_size = 0; /* force flush */
1479 si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
1480
1481 si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_TESS_CTRL,
1482 SI_RING_TESS_FACTOR, sctx->tf_ring, 0,
1483 sctx->tf_ring->width0, false, false, 0, 0, 0);
1484 }
1485
1486 /**
1487 * This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
1488 * VS passes its outputs to TES directly, so the fixed-function shader only
1489 * has to write TESSOUTER and TESSINNER.
1490 */
1491 static void si_generate_fixed_func_tcs(struct si_context *sctx)
1492 {
1493 struct ureg_src const0, const1;
1494 struct ureg_dst tessouter, tessinner;
1495 struct ureg_program *ureg = ureg_create(TGSI_PROCESSOR_TESS_CTRL);
1496
1497 if (!ureg)
1498 return; /* if we get here, we're screwed */
1499
1500 assert(!sctx->fixed_func_tcs_shader.cso);
1501
1502 ureg_DECL_constant2D(ureg, 0, 1, SI_DRIVER_STATE_CONST_BUF);
1503 const0 = ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT, 0),
1504 SI_DRIVER_STATE_CONST_BUF);
1505 const1 = ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT, 1),
1506 SI_DRIVER_STATE_CONST_BUF);
1507
1508 tessouter = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSOUTER, 0);
1509 tessinner = ureg_DECL_output(ureg, TGSI_SEMANTIC_TESSINNER, 0);
1510
1511 ureg_MOV(ureg, tessouter, const0);
1512 ureg_MOV(ureg, tessinner, const1);
1513 ureg_END(ureg);
1514
1515 sctx->fixed_func_tcs_shader.cso =
1516 ureg_create_shader_and_destroy(ureg, &sctx->b.b);
1517 }
1518
1519 static void si_update_vgt_shader_config(struct si_context *sctx)
1520 {
1521 /* Calculate the index of the config.
1522 * 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
1523 unsigned index = 2*!!sctx->tes_shader.cso + !!sctx->gs_shader.cso;
1524 struct si_pm4_state **pm4 = &sctx->vgt_shader_config[index];
1525
1526 if (!*pm4) {
1527 uint32_t stages = 0;
1528
1529 *pm4 = CALLOC_STRUCT(si_pm4_state);
1530
1531 if (sctx->tes_shader.cso) {
1532 stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
1533 S_028B54_HS_EN(1);
1534
1535 if (sctx->gs_shader.cso)
1536 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
1537 S_028B54_GS_EN(1) |
1538 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
1539 else
1540 stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
1541 } else if (sctx->gs_shader.cso) {
1542 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
1543 S_028B54_GS_EN(1) |
1544 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
1545 }
1546
1547 si_pm4_set_reg(*pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
1548 }
1549 si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
1550 }
1551
1552 static void si_update_so(struct si_context *sctx, struct si_shader_selector *shader)
1553 {
1554 struct pipe_stream_output_info *so = &shader->so;
1555 uint32_t enabled_stream_buffers_mask = 0;
1556 int i;
1557
1558 for (i = 0; i < so->num_outputs; i++)
1559 enabled_stream_buffers_mask |= (1 << so->output[i].output_buffer) << (so->output[i].stream * 4);
1560 sctx->b.streamout.enabled_stream_buffers_mask = enabled_stream_buffers_mask;
1561 sctx->b.streamout.stride_in_dw = shader->so.stride;
1562 }
1563
1564 bool si_update_shaders(struct si_context *sctx)
1565 {
1566 struct pipe_context *ctx = (struct pipe_context*)sctx;
1567 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
1568 int r;
1569
1570 /* Update stages before GS. */
1571 if (sctx->tes_shader.cso) {
1572 if (!sctx->tf_ring) {
1573 si_init_tess_factor_ring(sctx);
1574 if (!sctx->tf_ring)
1575 return false;
1576 }
1577
1578 /* VS as LS */
1579 r = si_shader_select(ctx, &sctx->vs_shader);
1580 if (r)
1581 return false;
1582 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
1583
1584 if (sctx->tcs_shader.cso) {
1585 r = si_shader_select(ctx, &sctx->tcs_shader);
1586 if (r)
1587 return false;
1588 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
1589 } else {
1590 if (!sctx->fixed_func_tcs_shader.cso) {
1591 si_generate_fixed_func_tcs(sctx);
1592 if (!sctx->fixed_func_tcs_shader.cso)
1593 return false;
1594 }
1595
1596 r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader);
1597 if (r)
1598 return false;
1599 si_pm4_bind_state(sctx, hs,
1600 sctx->fixed_func_tcs_shader.current->pm4);
1601 }
1602
1603 r = si_shader_select(ctx, &sctx->tes_shader);
1604 if (r)
1605 return false;
1606
1607 if (sctx->gs_shader.cso) {
1608 /* TES as ES */
1609 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
1610 } else {
1611 /* TES as VS */
1612 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
1613 si_update_so(sctx, sctx->tes_shader.cso);
1614 }
1615 } else if (sctx->gs_shader.cso) {
1616 /* VS as ES */
1617 r = si_shader_select(ctx, &sctx->vs_shader);
1618 if (r)
1619 return false;
1620 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
1621 } else {
1622 /* VS as VS */
1623 r = si_shader_select(ctx, &sctx->vs_shader);
1624 if (r)
1625 return false;
1626 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
1627 si_update_so(sctx, sctx->vs_shader.cso);
1628 }
1629
1630 /* Update GS. */
1631 if (sctx->gs_shader.cso) {
1632 r = si_shader_select(ctx, &sctx->gs_shader);
1633 if (r)
1634 return false;
1635 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
1636 si_pm4_bind_state(sctx, vs, sctx->gs_shader.current->gs_copy_shader->pm4);
1637 si_update_so(sctx, sctx->gs_shader.cso);
1638
1639 if (!si_update_gs_ring_buffers(sctx))
1640 return false;
1641
1642 si_update_gsvs_ring_bindings(sctx);
1643 } else {
1644 si_pm4_bind_state(sctx, gs, NULL);
1645 si_pm4_bind_state(sctx, es, NULL);
1646 }
1647
1648 si_update_vgt_shader_config(sctx);
1649
1650 if (sctx->ps_shader.cso) {
1651 unsigned db_shader_control =
1652 sctx->ps_shader.cso->db_shader_control |
1653 S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
1654
1655 r = si_shader_select(ctx, &sctx->ps_shader);
1656 if (r)
1657 return false;
1658 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
1659
1660 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
1661 sctx->sprite_coord_enable != rs->sprite_coord_enable ||
1662 sctx->flatshade != rs->flatshade) {
1663 sctx->sprite_coord_enable = rs->sprite_coord_enable;
1664 sctx->flatshade = rs->flatshade;
1665 si_mark_atom_dirty(sctx, &sctx->spi_map);
1666 }
1667
1668 if (si_pm4_state_changed(sctx, ps) ||
1669 sctx->force_persample_interp != rs->force_persample_interp) {
1670 sctx->force_persample_interp = rs->force_persample_interp;
1671 si_mark_atom_dirty(sctx, &sctx->spi_ps_input);
1672 }
1673
1674 if (sctx->ps_db_shader_control != db_shader_control) {
1675 sctx->ps_db_shader_control = db_shader_control;
1676 si_mark_atom_dirty(sctx, &sctx->db_render_state);
1677 }
1678
1679 if (sctx->smoothing_enabled != sctx->ps_shader.current->key.ps.poly_line_smoothing) {
1680 sctx->smoothing_enabled = sctx->ps_shader.current->key.ps.poly_line_smoothing;
1681 si_mark_atom_dirty(sctx, &sctx->msaa_config);
1682
1683 if (sctx->b.chip_class == SI)
1684 si_mark_atom_dirty(sctx, &sctx->db_render_state);
1685 }
1686 }
1687
1688 if (si_pm4_state_changed(sctx, ls) ||
1689 si_pm4_state_changed(sctx, hs) ||
1690 si_pm4_state_changed(sctx, es) ||
1691 si_pm4_state_changed(sctx, gs) ||
1692 si_pm4_state_changed(sctx, vs) ||
1693 si_pm4_state_changed(sctx, ps)) {
1694 if (!si_update_spi_tmpring_size(sctx))
1695 return false;
1696 }
1697 return true;
1698 }
1699
1700 void si_init_shader_functions(struct si_context *sctx)
1701 {
1702 si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);
1703 si_init_atom(sctx, &sctx->spi_ps_input, &sctx->atoms.s.spi_ps_input, si_emit_spi_ps_input);
1704
1705 sctx->b.b.create_vs_state = si_create_shader_selector;
1706 sctx->b.b.create_tcs_state = si_create_shader_selector;
1707 sctx->b.b.create_tes_state = si_create_shader_selector;
1708 sctx->b.b.create_gs_state = si_create_shader_selector;
1709 sctx->b.b.create_fs_state = si_create_shader_selector;
1710
1711 sctx->b.b.bind_vs_state = si_bind_vs_shader;
1712 sctx->b.b.bind_tcs_state = si_bind_tcs_shader;
1713 sctx->b.b.bind_tes_state = si_bind_tes_shader;
1714 sctx->b.b.bind_gs_state = si_bind_gs_shader;
1715 sctx->b.b.bind_fs_state = si_bind_ps_shader;
1716
1717 sctx->b.b.delete_vs_state = si_delete_shader_selector;
1718 sctx->b.b.delete_tcs_state = si_delete_shader_selector;
1719 sctx->b.b.delete_tes_state = si_delete_shader_selector;
1720 sctx->b.b.delete_gs_state = si_delete_shader_selector;
1721 sctx->b.b.delete_fs_state = si_delete_shader_selector;
1722 }