2 * Copyright 2012 Advanced Micro Devices, Inc.
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:
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
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.
24 * Christian König <christian.koenig@amd.com>
25 * Marek Olšák <maraeo@gmail.com>
29 #include "si_shader.h"
32 #include "tgsi/tgsi_parse.h"
33 #include "tgsi/tgsi_ureg.h"
34 #include "util/u_memory.h"
35 #include "util/u_simple_shaders.h"
37 static void si_set_tesseval_regs(struct si_shader
*shader
,
38 struct si_pm4_state
*pm4
)
40 struct tgsi_shader_info
*info
= &shader
->selector
->info
;
41 unsigned tes_prim_mode
= info
->properties
[TGSI_PROPERTY_TES_PRIM_MODE
];
42 unsigned tes_spacing
= info
->properties
[TGSI_PROPERTY_TES_SPACING
];
43 bool tes_vertex_order_cw
= info
->properties
[TGSI_PROPERTY_TES_VERTEX_ORDER_CW
];
44 bool tes_point_mode
= info
->properties
[TGSI_PROPERTY_TES_POINT_MODE
];
45 unsigned type
, partitioning
, topology
;
47 switch (tes_prim_mode
) {
49 type
= V_028B6C_TESS_ISOLINE
;
51 case PIPE_PRIM_TRIANGLES
:
52 type
= V_028B6C_TESS_TRIANGLE
;
55 type
= V_028B6C_TESS_QUAD
;
62 switch (tes_spacing
) {
63 case PIPE_TESS_SPACING_FRACTIONAL_ODD
:
64 partitioning
= V_028B6C_PART_FRAC_ODD
;
66 case PIPE_TESS_SPACING_FRACTIONAL_EVEN
:
67 partitioning
= V_028B6C_PART_FRAC_EVEN
;
69 case PIPE_TESS_SPACING_EQUAL
:
70 partitioning
= V_028B6C_PART_INTEGER
;
78 topology
= V_028B6C_OUTPUT_POINT
;
79 else if (tes_prim_mode
== PIPE_PRIM_LINES
)
80 topology
= V_028B6C_OUTPUT_LINE
;
81 else if (tes_vertex_order_cw
)
82 /* for some reason, this must be the other way around */
83 topology
= V_028B6C_OUTPUT_TRIANGLE_CCW
;
85 topology
= V_028B6C_OUTPUT_TRIANGLE_CW
;
87 si_pm4_set_reg(pm4
, R_028B6C_VGT_TF_PARAM
,
89 S_028B6C_PARTITIONING(partitioning
) |
90 S_028B6C_TOPOLOGY(topology
));
93 static void si_shader_ls(struct si_shader
*shader
)
95 struct si_pm4_state
*pm4
;
96 unsigned num_sgprs
, num_user_sgprs
;
97 unsigned vgpr_comp_cnt
;
100 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
104 va
= shader
->bo
->gpu_address
;
105 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
107 /* We need at least 2 components for LS.
108 * VGPR0-3: (VertexID, RelAutoindex, ???, InstanceID). */
109 vgpr_comp_cnt
= shader
->uses_instanceid
? 3 : 1;
111 num_user_sgprs
= SI_LS_NUM_USER_SGPR
;
112 num_sgprs
= shader
->num_sgprs
;
113 if (num_user_sgprs
> num_sgprs
) {
114 /* Last 2 reserved SGPRs are used for VCC */
115 num_sgprs
= num_user_sgprs
+ 2;
117 assert(num_sgprs
<= 104);
119 si_pm4_set_reg(pm4
, R_00B520_SPI_SHADER_PGM_LO_LS
, va
>> 8);
120 si_pm4_set_reg(pm4
, R_00B524_SPI_SHADER_PGM_HI_LS
, va
>> 40);
122 shader
->ls_rsrc1
= S_00B528_VGPRS((shader
->num_vgprs
- 1) / 4) |
123 S_00B528_SGPRS((num_sgprs
- 1) / 8) |
124 S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt
);
125 shader
->ls_rsrc2
= S_00B52C_USER_SGPR(num_user_sgprs
);
128 static void si_shader_hs(struct si_shader
*shader
)
130 struct si_pm4_state
*pm4
;
131 unsigned num_sgprs
, num_user_sgprs
;
134 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
138 va
= shader
->bo
->gpu_address
;
139 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
141 num_user_sgprs
= SI_TCS_NUM_USER_SGPR
;
142 num_sgprs
= shader
->num_sgprs
;
143 /* One SGPR after user SGPRs is pre-loaded with tessellation factor
145 if ((num_user_sgprs
+ 1) > num_sgprs
) {
146 /* Last 2 reserved SGPRs are used for VCC */
147 num_sgprs
= num_user_sgprs
+ 1 + 2;
149 assert(num_sgprs
<= 104);
151 si_pm4_set_reg(pm4
, R_00B420_SPI_SHADER_PGM_LO_HS
, va
>> 8);
152 si_pm4_set_reg(pm4
, R_00B424_SPI_SHADER_PGM_HI_HS
, va
>> 40);
153 si_pm4_set_reg(pm4
, R_00B428_SPI_SHADER_PGM_RSRC1_HS
,
154 S_00B428_VGPRS((shader
->num_vgprs
- 1) / 4) |
155 S_00B428_SGPRS((num_sgprs
- 1) / 8));
156 si_pm4_set_reg(pm4
, R_00B42C_SPI_SHADER_PGM_RSRC2_HS
,
157 S_00B42C_USER_SGPR(num_user_sgprs
));
160 static void si_shader_es(struct si_shader
*shader
)
162 struct si_pm4_state
*pm4
;
163 unsigned num_sgprs
, num_user_sgprs
;
164 unsigned vgpr_comp_cnt
;
167 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
172 va
= shader
->bo
->gpu_address
;
173 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
175 if (shader
->selector
->type
== PIPE_SHADER_VERTEX
) {
176 vgpr_comp_cnt
= shader
->uses_instanceid
? 3 : 0;
177 num_user_sgprs
= SI_VS_NUM_USER_SGPR
;
178 } else if (shader
->selector
->type
== PIPE_SHADER_TESS_EVAL
) {
179 vgpr_comp_cnt
= 3; /* all components are needed for TES */
180 num_user_sgprs
= SI_TES_NUM_USER_SGPR
;
184 num_sgprs
= shader
->num_sgprs
;
185 /* One SGPR after user SGPRs is pre-loaded with es2gs_offset */
186 if ((num_user_sgprs
+ 1) > num_sgprs
) {
187 /* Last 2 reserved SGPRs are used for VCC */
188 num_sgprs
= num_user_sgprs
+ 1 + 2;
190 assert(num_sgprs
<= 104);
192 si_pm4_set_reg(pm4
, R_00B320_SPI_SHADER_PGM_LO_ES
, va
>> 8);
193 si_pm4_set_reg(pm4
, R_00B324_SPI_SHADER_PGM_HI_ES
, va
>> 40);
194 si_pm4_set_reg(pm4
, R_00B328_SPI_SHADER_PGM_RSRC1_ES
,
195 S_00B328_VGPRS((shader
->num_vgprs
- 1) / 4) |
196 S_00B328_SGPRS((num_sgprs
- 1) / 8) |
197 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt
) |
198 S_00B328_DX10_CLAMP(shader
->dx10_clamp_mode
));
199 si_pm4_set_reg(pm4
, R_00B32C_SPI_SHADER_PGM_RSRC2_ES
,
200 S_00B32C_USER_SGPR(num_user_sgprs
) |
201 S_00B32C_SCRATCH_EN(shader
->scratch_bytes_per_wave
> 0));
203 if (shader
->selector
->type
== PIPE_SHADER_TESS_EVAL
)
204 si_set_tesseval_regs(shader
, pm4
);
207 static void si_shader_gs(struct si_shader
*shader
)
209 unsigned gs_vert_itemsize
= shader
->selector
->info
.num_outputs
* (16 >> 2);
210 unsigned gs_max_vert_out
= shader
->selector
->gs_max_out_vertices
;
211 unsigned gsvs_itemsize
= gs_vert_itemsize
* gs_max_vert_out
;
212 unsigned gs_num_invocations
= shader
->selector
->gs_num_invocations
;
214 struct si_pm4_state
*pm4
;
215 unsigned num_sgprs
, num_user_sgprs
;
218 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
219 assert(gsvs_itemsize
< (1 << 15));
221 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
226 if (gs_max_vert_out
<= 128) {
227 cut_mode
= V_028A40_GS_CUT_128
;
228 } else if (gs_max_vert_out
<= 256) {
229 cut_mode
= V_028A40_GS_CUT_256
;
230 } else if (gs_max_vert_out
<= 512) {
231 cut_mode
= V_028A40_GS_CUT_512
;
233 assert(gs_max_vert_out
<= 1024);
234 cut_mode
= V_028A40_GS_CUT_1024
;
237 si_pm4_set_reg(pm4
, R_028A40_VGT_GS_MODE
,
238 S_028A40_MODE(V_028A40_GS_SCENARIO_G
) |
239 S_028A40_CUT_MODE(cut_mode
)|
240 S_028A40_ES_WRITE_OPTIMIZE(1) |
241 S_028A40_GS_WRITE_OPTIMIZE(1));
243 si_pm4_set_reg(pm4
, R_028A60_VGT_GSVS_RING_OFFSET_1
, gsvs_itemsize
);
244 si_pm4_set_reg(pm4
, R_028A64_VGT_GSVS_RING_OFFSET_2
, gsvs_itemsize
);
245 si_pm4_set_reg(pm4
, R_028A68_VGT_GSVS_RING_OFFSET_3
, gsvs_itemsize
);
247 si_pm4_set_reg(pm4
, R_028AAC_VGT_ESGS_RING_ITEMSIZE
,
248 util_bitcount64(shader
->selector
->inputs_read
) * (16 >> 2));
249 si_pm4_set_reg(pm4
, R_028AB0_VGT_GSVS_RING_ITEMSIZE
, gsvs_itemsize
);
251 si_pm4_set_reg(pm4
, R_028B38_VGT_GS_MAX_VERT_OUT
, gs_max_vert_out
);
253 si_pm4_set_reg(pm4
, R_028B5C_VGT_GS_VERT_ITEMSIZE
, gs_vert_itemsize
);
255 si_pm4_set_reg(pm4
, R_028B90_VGT_GS_INSTANCE_CNT
,
256 S_028B90_CNT(MIN2(gs_num_invocations
, 127)) |
257 S_028B90_ENABLE(gs_num_invocations
> 0));
259 va
= shader
->bo
->gpu_address
;
260 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
261 si_pm4_set_reg(pm4
, R_00B220_SPI_SHADER_PGM_LO_GS
, va
>> 8);
262 si_pm4_set_reg(pm4
, R_00B224_SPI_SHADER_PGM_HI_GS
, va
>> 40);
264 num_user_sgprs
= SI_GS_NUM_USER_SGPR
;
265 num_sgprs
= shader
->num_sgprs
;
266 /* Two SGPRs after user SGPRs are pre-loaded with gs2vs_offset, gs_wave_id */
267 if ((num_user_sgprs
+ 2) > num_sgprs
) {
268 /* Last 2 reserved SGPRs are used for VCC */
269 num_sgprs
= num_user_sgprs
+ 2 + 2;
271 assert(num_sgprs
<= 104);
273 si_pm4_set_reg(pm4
, R_00B228_SPI_SHADER_PGM_RSRC1_GS
,
274 S_00B228_VGPRS((shader
->num_vgprs
- 1) / 4) |
275 S_00B228_SGPRS((num_sgprs
- 1) / 8) |
276 S_00B228_DX10_CLAMP(shader
->dx10_clamp_mode
));
277 si_pm4_set_reg(pm4
, R_00B22C_SPI_SHADER_PGM_RSRC2_GS
,
278 S_00B22C_USER_SGPR(num_user_sgprs
) |
279 S_00B22C_SCRATCH_EN(shader
->scratch_bytes_per_wave
> 0));
282 static void si_shader_vs(struct si_shader
*shader
)
284 struct si_pm4_state
*pm4
;
285 unsigned num_sgprs
, num_user_sgprs
;
286 unsigned nparams
, vgpr_comp_cnt
;
288 unsigned window_space
=
289 shader
->selector
->info
.properties
[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION
];
291 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
296 va
= shader
->bo
->gpu_address
;
297 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
299 if (shader
->is_gs_copy_shader
) {
300 vgpr_comp_cnt
= 0; /* only VertexID is needed for GS-COPY. */
301 num_user_sgprs
= SI_GSCOPY_NUM_USER_SGPR
;
302 } else if (shader
->selector
->type
== PIPE_SHADER_VERTEX
) {
303 vgpr_comp_cnt
= shader
->uses_instanceid
? 3 : 0;
304 num_user_sgprs
= SI_VS_NUM_USER_SGPR
;
305 } else if (shader
->selector
->type
== PIPE_SHADER_TESS_EVAL
) {
306 vgpr_comp_cnt
= 3; /* all components are needed for TES */
307 num_user_sgprs
= SI_TES_NUM_USER_SGPR
;
311 num_sgprs
= shader
->num_sgprs
;
312 if (num_user_sgprs
> num_sgprs
) {
313 /* Last 2 reserved SGPRs are used for VCC */
314 num_sgprs
= num_user_sgprs
+ 2;
316 assert(num_sgprs
<= 104);
318 /* VS is required to export at least one param. */
319 nparams
= MAX2(shader
->nr_param_exports
, 1);
320 si_pm4_set_reg(pm4
, R_0286C4_SPI_VS_OUT_CONFIG
,
321 S_0286C4_VS_EXPORT_COUNT(nparams
- 1));
323 si_pm4_set_reg(pm4
, R_02870C_SPI_SHADER_POS_FORMAT
,
324 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP
) |
325 S_02870C_POS1_EXPORT_FORMAT(shader
->nr_pos_exports
> 1 ?
326 V_02870C_SPI_SHADER_4COMP
:
327 V_02870C_SPI_SHADER_NONE
) |
328 S_02870C_POS2_EXPORT_FORMAT(shader
->nr_pos_exports
> 2 ?
329 V_02870C_SPI_SHADER_4COMP
:
330 V_02870C_SPI_SHADER_NONE
) |
331 S_02870C_POS3_EXPORT_FORMAT(shader
->nr_pos_exports
> 3 ?
332 V_02870C_SPI_SHADER_4COMP
:
333 V_02870C_SPI_SHADER_NONE
));
335 si_pm4_set_reg(pm4
, R_00B120_SPI_SHADER_PGM_LO_VS
, va
>> 8);
336 si_pm4_set_reg(pm4
, R_00B124_SPI_SHADER_PGM_HI_VS
, va
>> 40);
337 si_pm4_set_reg(pm4
, R_00B128_SPI_SHADER_PGM_RSRC1_VS
,
338 S_00B128_VGPRS((shader
->num_vgprs
- 1) / 4) |
339 S_00B128_SGPRS((num_sgprs
- 1) / 8) |
340 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt
) |
341 S_00B128_DX10_CLAMP(shader
->dx10_clamp_mode
));
342 si_pm4_set_reg(pm4
, R_00B12C_SPI_SHADER_PGM_RSRC2_VS
,
343 S_00B12C_USER_SGPR(num_user_sgprs
) |
344 S_00B12C_SO_BASE0_EN(!!shader
->selector
->so
.stride
[0]) |
345 S_00B12C_SO_BASE1_EN(!!shader
->selector
->so
.stride
[1]) |
346 S_00B12C_SO_BASE2_EN(!!shader
->selector
->so
.stride
[2]) |
347 S_00B12C_SO_BASE3_EN(!!shader
->selector
->so
.stride
[3]) |
348 S_00B12C_SO_EN(!!shader
->selector
->so
.num_outputs
) |
349 S_00B12C_SCRATCH_EN(shader
->scratch_bytes_per_wave
> 0));
351 si_pm4_set_reg(pm4
, R_028818_PA_CL_VTE_CNTL
,
352 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
354 si_pm4_set_reg(pm4
, R_028818_PA_CL_VTE_CNTL
,
355 S_028818_VTX_W0_FMT(1) |
356 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
357 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
358 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
360 if (shader
->selector
->type
== PIPE_SHADER_TESS_EVAL
)
361 si_set_tesseval_regs(shader
, pm4
);
364 static void si_shader_ps(struct si_shader
*shader
)
366 struct tgsi_shader_info
*info
= &shader
->selector
->info
;
367 struct si_pm4_state
*pm4
;
368 unsigned i
, spi_ps_in_control
;
369 unsigned num_sgprs
, num_user_sgprs
;
370 unsigned spi_baryc_cntl
= 0, spi_ps_input_ena
;
373 pm4
= shader
->pm4
= CALLOC_STRUCT(si_pm4_state
);
378 for (i
= 0; i
< info
->num_inputs
; i
++) {
379 switch (info
->input_semantic_name
[i
]) {
380 case TGSI_SEMANTIC_POSITION
:
381 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
383 * 0 -> Position = pixel center (default)
384 * 1 -> Position = pixel centroid
385 * 2 -> Position = at sample position
387 switch (info
->input_interpolate_loc
[i
]) {
388 case TGSI_INTERPOLATE_LOC_CENTROID
:
389 spi_baryc_cntl
|= S_0286E0_POS_FLOAT_LOCATION(1);
391 case TGSI_INTERPOLATE_LOC_SAMPLE
:
392 spi_baryc_cntl
|= S_0286E0_POS_FLOAT_LOCATION(2);
396 if (info
->properties
[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER
] ==
397 TGSI_FS_COORD_PIXEL_CENTER_INTEGER
)
398 spi_baryc_cntl
|= S_0286E0_POS_FLOAT_ULC(1);
403 spi_ps_in_control
= S_0286D8_NUM_INTERP(shader
->nparam
) |
404 S_0286D8_BC_OPTIMIZE_DISABLE(1);
406 si_pm4_set_reg(pm4
, R_0286E0_SPI_BARYC_CNTL
, spi_baryc_cntl
);
407 spi_ps_input_ena
= shader
->spi_ps_input_ena
;
408 /* we need to enable at least one of them, otherwise we hang the GPU */
409 assert(G_0286CC_PERSP_SAMPLE_ENA(spi_ps_input_ena
) ||
410 G_0286CC_PERSP_CENTER_ENA(spi_ps_input_ena
) ||
411 G_0286CC_PERSP_CENTROID_ENA(spi_ps_input_ena
) ||
412 G_0286CC_PERSP_PULL_MODEL_ENA(spi_ps_input_ena
) ||
413 G_0286CC_LINEAR_SAMPLE_ENA(spi_ps_input_ena
) ||
414 G_0286CC_LINEAR_CENTER_ENA(spi_ps_input_ena
) ||
415 G_0286CC_LINEAR_CENTROID_ENA(spi_ps_input_ena
) ||
416 G_0286CC_LINE_STIPPLE_TEX_ENA(spi_ps_input_ena
));
418 si_pm4_set_reg(pm4
, R_0286CC_SPI_PS_INPUT_ENA
, spi_ps_input_ena
);
419 si_pm4_set_reg(pm4
, R_0286D0_SPI_PS_INPUT_ADDR
, spi_ps_input_ena
);
420 si_pm4_set_reg(pm4
, R_0286D8_SPI_PS_IN_CONTROL
, spi_ps_in_control
);
422 si_pm4_set_reg(pm4
, R_028710_SPI_SHADER_Z_FORMAT
, shader
->spi_shader_z_format
);
423 si_pm4_set_reg(pm4
, R_028714_SPI_SHADER_COL_FORMAT
,
424 shader
->spi_shader_col_format
);
425 si_pm4_set_reg(pm4
, R_02823C_CB_SHADER_MASK
, shader
->cb_shader_mask
);
427 va
= shader
->bo
->gpu_address
;
428 si_pm4_add_bo(pm4
, shader
->bo
, RADEON_USAGE_READ
, RADEON_PRIO_SHADER_DATA
);
429 si_pm4_set_reg(pm4
, R_00B020_SPI_SHADER_PGM_LO_PS
, va
>> 8);
430 si_pm4_set_reg(pm4
, R_00B024_SPI_SHADER_PGM_HI_PS
, va
>> 40);
432 num_user_sgprs
= SI_PS_NUM_USER_SGPR
;
433 num_sgprs
= shader
->num_sgprs
;
434 /* One SGPR after user SGPRs is pre-loaded with {prim_mask, lds_offset} */
435 if ((num_user_sgprs
+ 1) > num_sgprs
) {
436 /* Last 2 reserved SGPRs are used for VCC */
437 num_sgprs
= num_user_sgprs
+ 1 + 2;
439 assert(num_sgprs
<= 104);
441 si_pm4_set_reg(pm4
, R_00B028_SPI_SHADER_PGM_RSRC1_PS
,
442 S_00B028_VGPRS((shader
->num_vgprs
- 1) / 4) |
443 S_00B028_SGPRS((num_sgprs
- 1) / 8) |
444 S_00B028_DX10_CLAMP(shader
->dx10_clamp_mode
));
445 si_pm4_set_reg(pm4
, R_00B02C_SPI_SHADER_PGM_RSRC2_PS
,
446 S_00B02C_EXTRA_LDS_SIZE(shader
->lds_size
) |
447 S_00B02C_USER_SGPR(num_user_sgprs
) |
448 S_00B32C_SCRATCH_EN(shader
->scratch_bytes_per_wave
> 0));
451 static void si_shader_init_pm4_state(struct si_shader
*shader
)
455 si_pm4_free_state_simple(shader
->pm4
);
457 switch (shader
->selector
->type
) {
458 case PIPE_SHADER_VERTEX
:
459 if (shader
->key
.vs
.as_ls
)
460 si_shader_ls(shader
);
461 else if (shader
->key
.vs
.as_es
)
462 si_shader_es(shader
);
464 si_shader_vs(shader
);
466 case PIPE_SHADER_TESS_CTRL
:
467 si_shader_hs(shader
);
469 case PIPE_SHADER_TESS_EVAL
:
470 if (shader
->key
.tes
.as_es
)
471 si_shader_es(shader
);
473 si_shader_vs(shader
);
475 case PIPE_SHADER_GEOMETRY
:
476 si_shader_gs(shader
);
477 si_shader_vs(shader
->gs_copy_shader
);
479 case PIPE_SHADER_FRAGMENT
:
480 si_shader_ps(shader
);
487 /* Compute the key for the hw shader variant */
488 static inline void si_shader_selector_key(struct pipe_context
*ctx
,
489 struct si_shader_selector
*sel
,
490 union si_shader_key
*key
)
492 struct si_context
*sctx
= (struct si_context
*)ctx
;
495 memset(key
, 0, sizeof(*key
));
498 case PIPE_SHADER_VERTEX
:
499 if (sctx
->vertex_elements
)
500 for (i
= 0; i
< sctx
->vertex_elements
->count
; ++i
)
501 key
->vs
.instance_divisors
[i
] =
502 sctx
->vertex_elements
->elements
[i
].instance_divisor
;
504 if (sctx
->tes_shader
)
506 else if (sctx
->gs_shader
) {
508 key
->vs
.es_enabled_outputs
= sctx
->gs_shader
->inputs_read
;
511 case PIPE_SHADER_TESS_CTRL
:
513 sctx
->tes_shader
->info
.properties
[TGSI_PROPERTY_TES_PRIM_MODE
];
515 case PIPE_SHADER_TESS_EVAL
:
516 if (sctx
->gs_shader
) {
518 key
->tes
.es_enabled_outputs
= sctx
->gs_shader
->inputs_read
;
521 case PIPE_SHADER_GEOMETRY
:
523 case PIPE_SHADER_FRAGMENT
: {
524 struct si_state_rasterizer
*rs
= sctx
->queued
.named
.rasterizer
;
526 if (sel
->info
.properties
[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS
])
527 key
->ps
.last_cbuf
= MAX2(sctx
->framebuffer
.state
.nr_cbufs
, 1) - 1;
528 key
->ps
.export_16bpc
= sctx
->framebuffer
.export_16bpc
;
531 bool is_poly
= (sctx
->current_rast_prim
>= PIPE_PRIM_TRIANGLES
&&
532 sctx
->current_rast_prim
<= PIPE_PRIM_POLYGON
) ||
533 sctx
->current_rast_prim
>= PIPE_PRIM_TRIANGLES_ADJACENCY
;
534 bool is_line
= !is_poly
&& sctx
->current_rast_prim
!= PIPE_PRIM_POINTS
;
536 key
->ps
.color_two_side
= rs
->two_side
;
538 if (sctx
->queued
.named
.blend
) {
539 key
->ps
.alpha_to_one
= sctx
->queued
.named
.blend
->alpha_to_one
&&
540 rs
->multisample_enable
&&
541 !sctx
->framebuffer
.cb0_is_integer
;
544 key
->ps
.poly_stipple
= rs
->poly_stipple_enable
&& is_poly
;
545 key
->ps
.poly_line_smoothing
= ((is_poly
&& rs
->poly_smooth
) ||
546 (is_line
&& rs
->line_smooth
)) &&
547 sctx
->framebuffer
.nr_samples
<= 1;
550 key
->ps
.alpha_func
= PIPE_FUNC_ALWAYS
;
551 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
552 if (sctx
->queued
.named
.dsa
&&
553 !sctx
->framebuffer
.cb0_is_integer
)
554 key
->ps
.alpha_func
= sctx
->queued
.named
.dsa
->alpha_func
;
562 /* Select the hw shader variant depending on the current state. */
563 static int si_shader_select(struct pipe_context
*ctx
,
564 struct si_shader_selector
*sel
)
566 struct si_context
*sctx
= (struct si_context
*)ctx
;
567 union si_shader_key key
;
568 struct si_shader
* shader
= NULL
;
571 si_shader_selector_key(ctx
, sel
, &key
);
573 /* Check if we don't need to change anything.
574 * This path is also used for most shaders that don't need multiple
575 * variants, it will cost just a computation of the key and this
577 if (likely(sel
->current
&& memcmp(&sel
->current
->key
, &key
, sizeof(key
)) == 0)) {
581 /* lookup if we have other variants in the list */
582 if (sel
->num_shaders
> 1) {
583 struct si_shader
*p
= sel
->current
, *c
= p
->next_variant
;
585 while (c
&& memcmp(&c
->key
, &key
, sizeof(key
)) != 0) {
591 p
->next_variant
= c
->next_variant
;
597 shader
->next_variant
= sel
->current
;
598 sel
->current
= shader
;
600 shader
= CALLOC(1, sizeof(struct si_shader
));
601 shader
->selector
= sel
;
604 shader
->next_variant
= sel
->current
;
605 sel
->current
= shader
;
606 r
= si_shader_create((struct si_screen
*)ctx
->screen
, sctx
->tm
,
609 R600_ERR("Failed to build shader variant (type=%u) %d\n",
615 si_shader_init_pm4_state(shader
);
622 static void *si_create_shader_state(struct pipe_context
*ctx
,
623 const struct pipe_shader_state
*state
,
624 unsigned pipe_shader_type
)
626 struct si_screen
*sscreen
= (struct si_screen
*)ctx
->screen
;
627 struct si_shader_selector
*sel
= CALLOC_STRUCT(si_shader_selector
);
630 sel
->type
= pipe_shader_type
;
631 sel
->tokens
= tgsi_dup_tokens(state
->tokens
);
632 sel
->so
= state
->stream_output
;
633 tgsi_scan_shader(state
->tokens
, &sel
->info
);
635 switch (pipe_shader_type
) {
636 case PIPE_SHADER_GEOMETRY
:
637 sel
->gs_output_prim
=
638 sel
->info
.properties
[TGSI_PROPERTY_GS_OUTPUT_PRIM
];
639 sel
->gs_max_out_vertices
=
640 sel
->info
.properties
[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES
];
641 sel
->gs_num_invocations
=
642 sel
->info
.properties
[TGSI_PROPERTY_GS_INVOCATIONS
];
644 for (i
= 0; i
< sel
->info
.num_inputs
; i
++) {
645 unsigned name
= sel
->info
.input_semantic_name
[i
];
646 unsigned index
= sel
->info
.input_semantic_index
[i
];
649 case TGSI_SEMANTIC_PRIMID
:
653 1llu << si_shader_io_get_unique_index(name
, index
);
658 case PIPE_SHADER_VERTEX
:
659 case PIPE_SHADER_TESS_CTRL
:
660 for (i
= 0; i
< sel
->info
.num_outputs
; i
++) {
661 unsigned name
= sel
->info
.output_semantic_name
[i
];
662 unsigned index
= sel
->info
.output_semantic_index
[i
];
665 case TGSI_SEMANTIC_TESSINNER
:
666 case TGSI_SEMANTIC_TESSOUTER
:
667 case TGSI_SEMANTIC_PATCH
:
668 sel
->patch_outputs_written
|=
669 1llu << si_shader_io_get_unique_index(name
, index
);
672 sel
->outputs_written
|=
673 1llu << si_shader_io_get_unique_index(name
, index
);
679 if (sscreen
->b
.debug_flags
& DBG_PRECOMPILE
)
680 si_shader_select(ctx
, sel
);
685 static void *si_create_fs_state(struct pipe_context
*ctx
,
686 const struct pipe_shader_state
*state
)
688 return si_create_shader_state(ctx
, state
, PIPE_SHADER_FRAGMENT
);
691 static void *si_create_gs_state(struct pipe_context
*ctx
,
692 const struct pipe_shader_state
*state
)
694 return si_create_shader_state(ctx
, state
, PIPE_SHADER_GEOMETRY
);
697 static void *si_create_vs_state(struct pipe_context
*ctx
,
698 const struct pipe_shader_state
*state
)
700 return si_create_shader_state(ctx
, state
, PIPE_SHADER_VERTEX
);
703 static void *si_create_tcs_state(struct pipe_context
*ctx
,
704 const struct pipe_shader_state
*state
)
706 return si_create_shader_state(ctx
, state
, PIPE_SHADER_TESS_CTRL
);
709 static void *si_create_tes_state(struct pipe_context
*ctx
,
710 const struct pipe_shader_state
*state
)
712 return si_create_shader_state(ctx
, state
, PIPE_SHADER_TESS_EVAL
);
715 static void si_bind_vs_shader(struct pipe_context
*ctx
, void *state
)
717 struct si_context
*sctx
= (struct si_context
*)ctx
;
718 struct si_shader_selector
*sel
= state
;
720 if (sctx
->vs_shader
== sel
|| !sel
)
723 sctx
->vs_shader
= sel
;
724 sctx
->clip_regs
.dirty
= true;
727 static void si_bind_gs_shader(struct pipe_context
*ctx
, void *state
)
729 struct si_context
*sctx
= (struct si_context
*)ctx
;
730 struct si_shader_selector
*sel
= state
;
731 bool enable_changed
= !!sctx
->gs_shader
!= !!sel
;
733 if (sctx
->gs_shader
== sel
)
736 sctx
->gs_shader
= sel
;
737 sctx
->clip_regs
.dirty
= true;
738 sctx
->last_rast_prim
= -1; /* reset this so that it gets updated */
741 si_shader_change_notify(sctx
);
744 static void si_bind_tcs_shader(struct pipe_context
*ctx
, void *state
)
746 struct si_context
*sctx
= (struct si_context
*)ctx
;
747 struct si_shader_selector
*sel
= state
;
749 if (sctx
->tcs_shader
== sel
)
752 sctx
->tcs_shader
= sel
;
755 static void si_bind_tes_shader(struct pipe_context
*ctx
, void *state
)
757 struct si_context
*sctx
= (struct si_context
*)ctx
;
758 struct si_shader_selector
*sel
= state
;
759 bool enable_changed
= !!sctx
->tes_shader
!= !!sel
;
761 if (sctx
->tes_shader
== sel
)
764 sctx
->tes_shader
= sel
;
765 sctx
->clip_regs
.dirty
= true;
766 sctx
->last_rast_prim
= -1; /* reset this so that it gets updated */
769 si_shader_change_notify(sctx
);
772 static void si_make_dummy_ps(struct si_context
*sctx
)
774 if (!sctx
->dummy_pixel_shader
) {
775 sctx
->dummy_pixel_shader
=
776 util_make_fragment_cloneinput_shader(&sctx
->b
.b
, 0,
777 TGSI_SEMANTIC_GENERIC
,
778 TGSI_INTERPOLATE_CONSTANT
);
782 static void si_bind_ps_shader(struct pipe_context
*ctx
, void *state
)
784 struct si_context
*sctx
= (struct si_context
*)ctx
;
785 struct si_shader_selector
*sel
= state
;
787 /* skip if supplied shader is one already in use */
788 if (sctx
->ps_shader
== sel
)
791 /* use a dummy shader if binding a NULL shader */
793 si_make_dummy_ps(sctx
);
794 sel
= sctx
->dummy_pixel_shader
;
797 sctx
->ps_shader
= sel
;
800 static void si_delete_shader_selector(struct pipe_context
*ctx
,
801 struct si_shader_selector
*sel
)
803 struct si_context
*sctx
= (struct si_context
*)ctx
;
804 struct si_shader
*p
= sel
->current
, *c
;
809 case PIPE_SHADER_VERTEX
:
811 si_pm4_delete_state(sctx
, ls
, p
->pm4
);
812 else if (p
->key
.vs
.as_es
)
813 si_pm4_delete_state(sctx
, es
, p
->pm4
);
815 si_pm4_delete_state(sctx
, vs
, p
->pm4
);
817 case PIPE_SHADER_TESS_CTRL
:
818 si_pm4_delete_state(sctx
, hs
, p
->pm4
);
820 case PIPE_SHADER_TESS_EVAL
:
821 if (p
->key
.tes
.as_es
)
822 si_pm4_delete_state(sctx
, es
, p
->pm4
);
824 si_pm4_delete_state(sctx
, vs
, p
->pm4
);
826 case PIPE_SHADER_GEOMETRY
:
827 si_pm4_delete_state(sctx
, gs
, p
->pm4
);
828 si_pm4_delete_state(sctx
, vs
, p
->gs_copy_shader
->pm4
);
830 case PIPE_SHADER_FRAGMENT
:
831 si_pm4_delete_state(sctx
, ps
, p
->pm4
);
835 si_shader_destroy(ctx
, p
);
844 static void si_delete_vs_shader(struct pipe_context
*ctx
, void *state
)
846 struct si_context
*sctx
= (struct si_context
*)ctx
;
847 struct si_shader_selector
*sel
= (struct si_shader_selector
*)state
;
849 if (sctx
->vs_shader
== sel
) {
850 sctx
->vs_shader
= NULL
;
853 si_delete_shader_selector(ctx
, sel
);
856 static void si_delete_gs_shader(struct pipe_context
*ctx
, void *state
)
858 struct si_context
*sctx
= (struct si_context
*)ctx
;
859 struct si_shader_selector
*sel
= (struct si_shader_selector
*)state
;
861 if (sctx
->gs_shader
== sel
) {
862 sctx
->gs_shader
= NULL
;
865 si_delete_shader_selector(ctx
, sel
);
868 static void si_delete_ps_shader(struct pipe_context
*ctx
, void *state
)
870 struct si_context
*sctx
= (struct si_context
*)ctx
;
871 struct si_shader_selector
*sel
= (struct si_shader_selector
*)state
;
873 if (sctx
->ps_shader
== sel
) {
874 sctx
->ps_shader
= NULL
;
877 si_delete_shader_selector(ctx
, sel
);
880 static void si_delete_tcs_shader(struct pipe_context
*ctx
, void *state
)
882 struct si_context
*sctx
= (struct si_context
*)ctx
;
883 struct si_shader_selector
*sel
= (struct si_shader_selector
*)state
;
885 if (sctx
->tcs_shader
== sel
) {
886 sctx
->tcs_shader
= NULL
;
889 si_delete_shader_selector(ctx
, sel
);
892 static void si_delete_tes_shader(struct pipe_context
*ctx
, void *state
)
894 struct si_context
*sctx
= (struct si_context
*)ctx
;
895 struct si_shader_selector
*sel
= (struct si_shader_selector
*)state
;
897 if (sctx
->tes_shader
== sel
) {
898 sctx
->tes_shader
= NULL
;
901 si_delete_shader_selector(ctx
, sel
);
904 static void si_update_spi_map(struct si_context
*sctx
)
906 struct si_shader
*ps
= sctx
->ps_shader
->current
;
907 struct si_shader
*vs
= si_get_vs_state(sctx
);
908 struct tgsi_shader_info
*psinfo
= &ps
->selector
->info
;
909 struct tgsi_shader_info
*vsinfo
= &vs
->selector
->info
;
910 struct si_pm4_state
*pm4
= CALLOC_STRUCT(si_pm4_state
);
913 for (i
= 0; i
< psinfo
->num_inputs
; i
++) {
914 unsigned name
= psinfo
->input_semantic_name
[i
];
915 unsigned index
= psinfo
->input_semantic_index
[i
];
916 unsigned interpolate
= psinfo
->input_interpolate
[i
];
917 unsigned param_offset
= ps
->ps_input_param_offset
[i
];
919 if (name
== TGSI_SEMANTIC_POSITION
||
920 name
== TGSI_SEMANTIC_FACE
)
921 /* Read from preloaded VGPRs, not parameters */
927 if (interpolate
== TGSI_INTERPOLATE_CONSTANT
||
928 (interpolate
== TGSI_INTERPOLATE_COLOR
&& sctx
->flatshade
))
929 tmp
|= S_028644_FLAT_SHADE(1);
931 if (name
== TGSI_SEMANTIC_PCOORD
||
932 (name
== TGSI_SEMANTIC_TEXCOORD
&&
933 sctx
->sprite_coord_enable
& (1 << index
))) {
934 tmp
|= S_028644_PT_SPRITE_TEX(1);
937 for (j
= 0; j
< vsinfo
->num_outputs
; j
++) {
938 if (name
== vsinfo
->output_semantic_name
[j
] &&
939 index
== vsinfo
->output_semantic_index
[j
]) {
940 tmp
|= S_028644_OFFSET(vs
->vs_output_param_offset
[j
]);
945 if (j
== vsinfo
->num_outputs
&& !G_028644_PT_SPRITE_TEX(tmp
)) {
946 /* No corresponding output found, load defaults into input.
947 * Don't set any other bits.
948 * (FLAT_SHADE=1 completely changes behavior) */
949 tmp
= S_028644_OFFSET(0x20);
953 R_028644_SPI_PS_INPUT_CNTL_0
+ param_offset
* 4,
956 if (name
== TGSI_SEMANTIC_COLOR
&&
957 ps
->key
.ps
.color_two_side
) {
958 name
= TGSI_SEMANTIC_BCOLOR
;
964 si_pm4_set_state(sctx
, spi
, pm4
);
967 /* Initialize state related to ESGS / GSVS ring buffers */
968 static void si_init_gs_rings(struct si_context
*sctx
)
970 unsigned esgs_ring_size
= 128 * 1024;
971 unsigned gsvs_ring_size
= 64 * 1024 * 1024;
973 assert(!sctx
->gs_rings
);
974 sctx
->gs_rings
= CALLOC_STRUCT(si_pm4_state
);
976 sctx
->esgs_ring
= pipe_buffer_create(sctx
->b
.b
.screen
, PIPE_BIND_CUSTOM
,
977 PIPE_USAGE_DEFAULT
, esgs_ring_size
);
979 sctx
->gsvs_ring
= pipe_buffer_create(sctx
->b
.b
.screen
, PIPE_BIND_CUSTOM
,
980 PIPE_USAGE_DEFAULT
, gsvs_ring_size
);
982 if (sctx
->b
.chip_class
>= CIK
) {
983 si_pm4_set_reg(sctx
->gs_rings
, R_030900_VGT_ESGS_RING_SIZE
,
984 esgs_ring_size
/ 256);
985 si_pm4_set_reg(sctx
->gs_rings
, R_030904_VGT_GSVS_RING_SIZE
,
986 gsvs_ring_size
/ 256);
988 si_pm4_set_reg(sctx
->gs_rings
, R_0088C8_VGT_ESGS_RING_SIZE
,
989 esgs_ring_size
/ 256);
990 si_pm4_set_reg(sctx
->gs_rings
, R_0088CC_VGT_GSVS_RING_SIZE
,
991 gsvs_ring_size
/ 256);
994 si_set_ring_buffer(&sctx
->b
.b
, PIPE_SHADER_VERTEX
, SI_RING_ESGS
,
995 sctx
->esgs_ring
, 0, esgs_ring_size
,
997 si_set_ring_buffer(&sctx
->b
.b
, PIPE_SHADER_GEOMETRY
, SI_RING_ESGS
,
998 sctx
->esgs_ring
, 0, esgs_ring_size
,
1000 si_set_ring_buffer(&sctx
->b
.b
, PIPE_SHADER_VERTEX
, SI_RING_GSVS
,
1001 sctx
->gsvs_ring
, 0, gsvs_ring_size
,
1002 false, false, 0, 0);
1006 * @returns 1 if \p sel has been updated to use a new scratch buffer and 0
1009 static unsigned si_update_scratch_buffer(struct si_context
*sctx
,
1010 struct si_shader_selector
*sel
)
1012 struct si_shader
*shader
;
1013 uint64_t scratch_va
= sctx
->scratch_buffer
->gpu_address
;
1018 shader
= sel
->current
;
1020 /* This shader doesn't need a scratch buffer */
1021 if (shader
->scratch_bytes_per_wave
== 0)
1024 /* This shader is already configured to use the current
1025 * scratch buffer. */
1026 if (shader
->scratch_bo
== sctx
->scratch_buffer
)
1029 assert(sctx
->scratch_buffer
);
1031 si_shader_apply_scratch_relocs(sctx
, shader
, scratch_va
);
1033 /* Replace the shader bo with a new bo that has the relocs applied. */
1034 si_shader_binary_upload(sctx
->screen
, shader
);
1036 /* Update the shader state to use the new shader bo. */
1037 si_shader_init_pm4_state(shader
);
1039 r600_resource_reference(&shader
->scratch_bo
, sctx
->scratch_buffer
);
1044 static unsigned si_get_current_scratch_buffer_size(struct si_context
*sctx
)
1046 if (!sctx
->scratch_buffer
)
1049 return sctx
->scratch_buffer
->b
.b
.width0
;
1052 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_context
*sctx
,
1053 struct si_shader_selector
*sel
)
1058 return sel
->current
->scratch_bytes_per_wave
;
1061 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context
*sctx
)
1064 return MAX3(si_get_scratch_buffer_bytes_per_wave(sctx
, sctx
->ps_shader
),
1065 si_get_scratch_buffer_bytes_per_wave(sctx
, sctx
->gs_shader
),
1066 si_get_scratch_buffer_bytes_per_wave(sctx
, sctx
->vs_shader
));
1069 static void si_update_spi_tmpring_size(struct si_context
*sctx
)
1071 unsigned current_scratch_buffer_size
=
1072 si_get_current_scratch_buffer_size(sctx
);
1073 unsigned scratch_bytes_per_wave
=
1074 si_get_max_scratch_bytes_per_wave(sctx
);
1075 unsigned scratch_needed_size
= scratch_bytes_per_wave
*
1076 sctx
->scratch_waves
;
1078 if (scratch_needed_size
> 0) {
1080 if (scratch_needed_size
> current_scratch_buffer_size
) {
1081 /* Create a bigger scratch buffer */
1082 pipe_resource_reference(
1083 (struct pipe_resource
**)&sctx
->scratch_buffer
,
1086 sctx
->scratch_buffer
=
1087 si_resource_create_custom(&sctx
->screen
->b
.b
,
1088 PIPE_USAGE_DEFAULT
, scratch_needed_size
);
1091 /* Update the shaders, so they are using the latest scratch. The
1092 * scratch buffer may have been changed since these shaders were
1093 * last used, so we still need to try to update them, even if
1094 * they require scratch buffers smaller than the current size.
1096 if (si_update_scratch_buffer(sctx
, sctx
->ps_shader
))
1097 si_pm4_bind_state(sctx
, ps
, sctx
->ps_shader
->current
->pm4
);
1098 if (si_update_scratch_buffer(sctx
, sctx
->gs_shader
))
1099 si_pm4_bind_state(sctx
, gs
, sctx
->gs_shader
->current
->pm4
);
1101 /* VS can be bound as ES or VS. */
1102 if (sctx
->gs_shader
) {
1103 if (si_update_scratch_buffer(sctx
, sctx
->vs_shader
))
1104 si_pm4_bind_state(sctx
, es
, sctx
->vs_shader
->current
->pm4
);
1106 if (si_update_scratch_buffer(sctx
, sctx
->vs_shader
))
1107 si_pm4_bind_state(sctx
, vs
, sctx
->vs_shader
->current
->pm4
);
1111 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
1112 assert((scratch_needed_size
& ~0x3FF) == scratch_needed_size
&&
1113 "scratch size should already be aligned correctly.");
1115 sctx
->spi_tmpring_size
= S_0286E8_WAVES(sctx
->scratch_waves
) |
1116 S_0286E8_WAVESIZE(scratch_bytes_per_wave
>> 10);
1119 static void si_init_tess_factor_ring(struct si_context
*sctx
)
1121 assert(!sctx
->tf_state
);
1122 sctx
->tf_state
= CALLOC_STRUCT(si_pm4_state
);
1124 sctx
->tf_ring
= pipe_buffer_create(sctx
->b
.b
.screen
, PIPE_BIND_CUSTOM
,
1126 32768 * sctx
->screen
->b
.info
.max_se
);
1127 sctx
->b
.clear_buffer(&sctx
->b
.b
, sctx
->tf_ring
, 0,
1128 sctx
->tf_ring
->width0
, fui(0), false);
1129 assert(((sctx
->tf_ring
->width0
/ 4) & C_030938_SIZE
) == 0);
1131 if (sctx
->b
.chip_class
>= CIK
) {
1132 si_pm4_set_reg(sctx
->tf_state
, R_030938_VGT_TF_RING_SIZE
,
1133 S_030938_SIZE(sctx
->tf_ring
->width0
/ 4));
1134 si_pm4_set_reg(sctx
->tf_state
, R_030940_VGT_TF_MEMORY_BASE
,
1135 r600_resource(sctx
->tf_ring
)->gpu_address
>> 8);
1137 si_pm4_set_reg(sctx
->tf_state
, R_008988_VGT_TF_RING_SIZE
,
1138 S_008988_SIZE(sctx
->tf_ring
->width0
/ 4));
1139 si_pm4_set_reg(sctx
->tf_state
, R_0089B8_VGT_TF_MEMORY_BASE
,
1140 r600_resource(sctx
->tf_ring
)->gpu_address
>> 8);
1142 si_pm4_add_bo(sctx
->tf_state
, r600_resource(sctx
->tf_ring
),
1143 RADEON_USAGE_READWRITE
, RADEON_PRIO_SHADER_RESOURCE_RW
);
1144 si_pm4_bind_state(sctx
, tf_ring
, sctx
->tf_state
);
1146 si_set_ring_buffer(&sctx
->b
.b
, PIPE_SHADER_TESS_CTRL
,
1147 SI_RING_TESS_FACTOR
, sctx
->tf_ring
, 0,
1148 sctx
->tf_ring
->width0
, false, false, 0, 0);
1150 sctx
->b
.flags
|= SI_CONTEXT_VGT_FLUSH
;
1154 * This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
1155 * VS passes its outputs to TES directly, so the fixed-function shader only
1156 * has to write TESSOUTER and TESSINNER.
1158 static void si_generate_fixed_func_tcs(struct si_context
*sctx
)
1160 struct ureg_src const0
, const1
;
1161 struct ureg_dst tessouter
, tessinner
;
1162 struct ureg_program
*ureg
= ureg_create(TGSI_PROCESSOR_TESS_CTRL
);
1165 return; /* if we get here, we're screwed */
1167 assert(!sctx
->fixed_func_tcs_shader
);
1169 ureg_DECL_constant2D(ureg
, 0, 1, SI_DRIVER_STATE_CONST_BUF
);
1170 const0
= ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT
, 0),
1171 SI_DRIVER_STATE_CONST_BUF
);
1172 const1
= ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT
, 1),
1173 SI_DRIVER_STATE_CONST_BUF
);
1175 tessouter
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_TESSOUTER
, 0);
1176 tessinner
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_TESSINNER
, 0);
1178 ureg_MOV(ureg
, tessouter
, const0
);
1179 ureg_MOV(ureg
, tessinner
, const1
);
1182 sctx
->fixed_func_tcs_shader
=
1183 ureg_create_shader_and_destroy(ureg
, &sctx
->b
.b
);
1184 assert(sctx
->fixed_func_tcs_shader
);
1187 static void si_update_vgt_shader_config(struct si_context
*sctx
)
1189 /* Calculate the index of the config.
1190 * 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
1191 unsigned index
= 2*!!sctx
->tes_shader
+ !!sctx
->gs_shader
;
1192 struct si_pm4_state
**pm4
= &sctx
->vgt_shader_config
[index
];
1195 uint32_t stages
= 0;
1197 *pm4
= CALLOC_STRUCT(si_pm4_state
);
1199 if (sctx
->tes_shader
) {
1200 stages
|= S_028B54_LS_EN(V_028B54_LS_STAGE_ON
) |
1203 if (sctx
->gs_shader
)
1204 stages
|= S_028B54_ES_EN(V_028B54_ES_STAGE_DS
) |
1206 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER
);
1208 stages
|= S_028B54_VS_EN(V_028B54_VS_STAGE_DS
);
1209 } else if (sctx
->gs_shader
) {
1210 stages
|= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL
) |
1212 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER
);
1215 si_pm4_set_reg(*pm4
, R_028B54_VGT_SHADER_STAGES_EN
, stages
);
1216 if (!sctx
->gs_shader
)
1217 si_pm4_set_reg(*pm4
, R_028A40_VGT_GS_MODE
, 0);
1219 si_pm4_bind_state(sctx
, vgt_shader_config
, *pm4
);
1222 void si_update_shaders(struct si_context
*sctx
)
1224 struct pipe_context
*ctx
= (struct pipe_context
*)sctx
;
1225 struct si_state_rasterizer
*rs
= sctx
->queued
.named
.rasterizer
;
1227 /* Update stages before GS. */
1228 if (sctx
->tes_shader
) {
1229 if (!sctx
->tf_state
)
1230 si_init_tess_factor_ring(sctx
);
1233 si_shader_select(ctx
, sctx
->vs_shader
);
1234 si_pm4_bind_state(sctx
, ls
, sctx
->vs_shader
->current
->pm4
);
1236 if (sctx
->tcs_shader
) {
1237 si_shader_select(ctx
, sctx
->tcs_shader
);
1238 si_pm4_bind_state(sctx
, hs
, sctx
->tcs_shader
->current
->pm4
);
1240 if (!sctx
->fixed_func_tcs_shader
)
1241 si_generate_fixed_func_tcs(sctx
);
1242 si_shader_select(ctx
, sctx
->fixed_func_tcs_shader
);
1243 si_pm4_bind_state(sctx
, hs
,
1244 sctx
->fixed_func_tcs_shader
->current
->pm4
);
1247 si_shader_select(ctx
, sctx
->tes_shader
);
1248 if (sctx
->gs_shader
) {
1250 si_pm4_bind_state(sctx
, es
, sctx
->tes_shader
->current
->pm4
);
1253 si_pm4_bind_state(sctx
, vs
, sctx
->tes_shader
->current
->pm4
);
1254 sctx
->b
.streamout
.stride_in_dw
= sctx
->tes_shader
->so
.stride
;
1256 } else if (sctx
->gs_shader
) {
1258 si_shader_select(ctx
, sctx
->vs_shader
);
1259 si_pm4_bind_state(sctx
, es
, sctx
->vs_shader
->current
->pm4
);
1262 si_shader_select(ctx
, sctx
->vs_shader
);
1263 si_pm4_bind_state(sctx
, vs
, sctx
->vs_shader
->current
->pm4
);
1264 sctx
->b
.streamout
.stride_in_dw
= sctx
->vs_shader
->so
.stride
;
1268 if (sctx
->gs_shader
) {
1269 si_shader_select(ctx
, sctx
->gs_shader
);
1270 si_pm4_bind_state(sctx
, gs
, sctx
->gs_shader
->current
->pm4
);
1271 si_pm4_bind_state(sctx
, vs
, sctx
->gs_shader
->current
->gs_copy_shader
->pm4
);
1272 sctx
->b
.streamout
.stride_in_dw
= sctx
->gs_shader
->so
.stride
;
1274 if (!sctx
->gs_rings
)
1275 si_init_gs_rings(sctx
);
1276 if (sctx
->emitted
.named
.gs_rings
!= sctx
->gs_rings
)
1277 sctx
->b
.flags
|= SI_CONTEXT_VGT_FLUSH
;
1278 si_pm4_bind_state(sctx
, gs_rings
, sctx
->gs_rings
);
1280 si_set_ring_buffer(ctx
, PIPE_SHADER_GEOMETRY
, SI_RING_GSVS
,
1282 sctx
->gs_shader
->gs_max_out_vertices
*
1283 sctx
->gs_shader
->info
.num_outputs
* 16,
1284 64, true, true, 4, 16);
1286 si_pm4_bind_state(sctx
, gs_rings
, NULL
);
1287 si_pm4_bind_state(sctx
, gs
, NULL
);
1288 si_pm4_bind_state(sctx
, es
, NULL
);
1291 si_update_vgt_shader_config(sctx
);
1293 si_shader_select(ctx
, sctx
->ps_shader
);
1295 if (!sctx
->ps_shader
->current
) {
1296 struct si_shader_selector
*sel
;
1298 /* use a dummy shader if compiling the shader (variant) failed */
1299 si_make_dummy_ps(sctx
);
1300 sel
= sctx
->dummy_pixel_shader
;
1301 si_shader_select(ctx
, sel
);
1302 sctx
->ps_shader
->current
= sel
->current
;
1305 si_pm4_bind_state(sctx
, ps
, sctx
->ps_shader
->current
->pm4
);
1307 if (si_pm4_state_changed(sctx
, ps
) || si_pm4_state_changed(sctx
, vs
) ||
1308 sctx
->sprite_coord_enable
!= rs
->sprite_coord_enable
||
1309 sctx
->flatshade
!= rs
->flatshade
) {
1310 sctx
->sprite_coord_enable
= rs
->sprite_coord_enable
;
1311 sctx
->flatshade
= rs
->flatshade
;
1312 si_update_spi_map(sctx
);
1315 if (si_pm4_state_changed(sctx
, ps
) || si_pm4_state_changed(sctx
, vs
) ||
1316 si_pm4_state_changed(sctx
, gs
)) {
1317 si_update_spi_tmpring_size(sctx
);
1320 if (sctx
->ps_db_shader_control
!= sctx
->ps_shader
->current
->db_shader_control
) {
1321 sctx
->ps_db_shader_control
= sctx
->ps_shader
->current
->db_shader_control
;
1322 sctx
->db_render_state
.dirty
= true;
1325 if (sctx
->smoothing_enabled
!= sctx
->ps_shader
->current
->key
.ps
.poly_line_smoothing
) {
1326 sctx
->smoothing_enabled
= sctx
->ps_shader
->current
->key
.ps
.poly_line_smoothing
;
1327 sctx
->msaa_config
.dirty
= true;
1329 if (sctx
->b
.chip_class
== SI
)
1330 sctx
->db_render_state
.dirty
= true;
1334 void si_init_shader_functions(struct si_context
*sctx
)
1336 sctx
->b
.b
.create_vs_state
= si_create_vs_state
;
1337 sctx
->b
.b
.create_tcs_state
= si_create_tcs_state
;
1338 sctx
->b
.b
.create_tes_state
= si_create_tes_state
;
1339 sctx
->b
.b
.create_gs_state
= si_create_gs_state
;
1340 sctx
->b
.b
.create_fs_state
= si_create_fs_state
;
1342 sctx
->b
.b
.bind_vs_state
= si_bind_vs_shader
;
1343 sctx
->b
.b
.bind_tcs_state
= si_bind_tcs_shader
;
1344 sctx
->b
.b
.bind_tes_state
= si_bind_tes_shader
;
1345 sctx
->b
.b
.bind_gs_state
= si_bind_gs_shader
;
1346 sctx
->b
.b
.bind_fs_state
= si_bind_ps_shader
;
1348 sctx
->b
.b
.delete_vs_state
= si_delete_vs_shader
;
1349 sctx
->b
.b
.delete_tcs_state
= si_delete_tcs_shader
;
1350 sctx
->b
.b
.delete_tes_state
= si_delete_tes_shader
;
1351 sctx
->b
.b
.delete_gs_state
= si_delete_gs_shader
;
1352 sctx
->b
.b
.delete_fs_state
= si_delete_ps_shader
;