freedreno/a4xx: better workaround for astc+srgb
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.c
index 1f7e869d9f3f4c60adf1519e49fa48c9f3a2c4cd..435a565e61ec1b8e9019084cc07dfcbb8bb94cad 100644 (file)
 
 #include "ir3_shader.h"
 #include "ir3_compiler.h"
-
+#include "ir3_nir.h"
 
 static void
 delete_variant(struct ir3_shader_variant *v)
 {
        if (v->ir)
                ir3_destroy(v->ir);
-       fd_bo_del(v->bo);
+       if (v->bo)
+               fd_bo_del(v->bo);
        free(v);
 }
 
+/* for vertex shader, the inputs are loaded into registers before the shader
+ * is executed, so max_regs from the shader instructions might not properly
+ * reflect the # of registers actually used, especially in case passthrough
+ * varyings.
+ *
+ * Likewise, for fragment shader, we can have some regs which are passed
+ * input values but never touched by the resulting shader (ie. as result
+ * of dead code elimination or simply because we don't know how to turn
+ * the reg off.
+ */
 static void
-assemble_variant(struct ir3_shader_variant *v)
+fixup_regfootprint(struct ir3_shader_variant *v)
 {
-       struct fd_context *ctx = fd_context(v->shader->pctx);
-       uint32_t sz, *bin;
-
-       bin = ir3_assemble(v->ir, &v->info);
-       sz = v->info.sizedwords * 4;
-
-       v->bo = fd_bo_new(ctx->dev, sz,
-                       DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
-                       DRM_FREEDRENO_GEM_TYPE_KMEM);
+       if (v->type == SHADER_VERTEX) {
+               unsigned i;
+               for (i = 0; i < v->inputs_count; i++) {
+                       /* skip frag inputs fetch via bary.f since their reg's are
+                        * not written by gpu before shader starts (and in fact the
+                        * regid's might not even be valid)
+                        */
+                       if (v->inputs[i].bary)
+                               continue;
+
+                       if (v->inputs[i].compmask) {
+                               int32_t regid = (v->inputs[i].regid + 3) >> 2;
+                               v->info.max_reg = MAX2(v->info.max_reg, regid);
+                       }
+               }
+               for (i = 0; i < v->outputs_count; i++) {
+                       int32_t regid = (v->outputs[i].regid + 3) >> 2;
+                       v->info.max_reg = MAX2(v->info.max_reg, regid);
+               }
+       } else if (v->type == SHADER_FRAGMENT) {
+               /* NOTE: not sure how to turn pos_regid off..  but this could
+                * be, for example, r1.x while max reg used by the shader is
+                * r0.*, in which case we need to fixup the reg footprint:
+                */
+               v->info.max_reg = MAX2(v->info.max_reg, v->pos_regid >> 2);
+               if (v->frag_coord)
+                       debug_assert(v->info.max_reg >= 0); /* hard coded r0.x */
+               if (v->frag_face)
+                       debug_assert(v->info.max_half_reg >= 0); /* hr0.x */
+       }
+}
 
-       memcpy(fd_bo_map(v->bo), bin, sz);
+/* wrapper for ir3_assemble() which does some info fixup based on
+ * shader state.  Non-static since used by ir3_cmdline too.
+ */
+void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id)
+{
+       void *bin;
 
-       free(bin);
+       bin = ir3_assemble(v->ir, &v->info, gpu_id);
+       if (!bin)
+               return NULL;
 
-       v->instrlen = v->info.sizedwords / 8;
+       if (gpu_id >= 400) {
+               v->instrlen = v->info.sizedwords / (2 * 16);
+       } else {
+               v->instrlen = v->info.sizedwords / (2 * 4);
+       }
 
        /* NOTE: if relative addressing is used, we set constlen in
         * the compiler (to worst-case value) since we don't know in
         * the assembler what the max addr reg value can be:
         */
-       v->constlen = MAX2(v->constlen, v->info.max_const + 1);
+       v->constlen = MIN2(255, MAX2(v->constlen, v->info.max_const + 1));
 
-       /* no need to keep the ir around beyond this point: */
-       ir3_destroy(v->ir);
-       v->ir = NULL;
+       fixup_regfootprint(v);
+
+       return bin;
 }
 
-/* for vertex shader, the inputs are loaded into registers before the shader
- * is executed, so max_regs from the shader instructions might not properly
- * reflect the # of registers actually used:
- */
 static void
-fixup_vp_regfootprint(struct ir3_shader_variant *v)
+assemble_variant(struct ir3_shader_variant *v)
 {
-       unsigned i;
-       for (i = 0; i < v->inputs_count; i++) {
-               if (v->inputs[i].compmask) {
-                       int32_t regid = (v->inputs[i].regid + 3) >> 2;
-                       v->info.max_reg = MAX2(v->info.max_reg, regid);
-               }
+       struct ir3_compiler *compiler = v->shader->compiler;
+       uint32_t gpu_id = compiler->gpu_id;
+       uint32_t sz, *bin;
+
+       bin = ir3_shader_assemble(v, gpu_id);
+       sz = v->info.sizedwords * 4;
+
+       v->bo = fd_bo_new(compiler->dev, sz,
+                       DRM_FREEDRENO_GEM_CACHE_WCOMBINE |
+                       DRM_FREEDRENO_GEM_TYPE_KMEM);
+
+       memcpy(fd_bo_map(v->bo), bin, sz);
+
+       if (fd_mesa_debug & FD_DBG_DISASM) {
+               struct ir3_shader_key key = v->key;
+               DBG("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type,
+                       key.binning_pass, key.color_two_side, key.half_precision);
+               ir3_shader_disasm(v, bin);
        }
-       for (i = 0; i < v->outputs_count; i++) {
-               int32_t regid = (v->outputs[i].regid + 3) >> 2;
-               v->info.max_reg = MAX2(v->info.max_reg, regid);
+
+       if (fd_mesa_debug & FD_DBG_SHADERDB) {
+               /* print generic shader info: */
+               fprintf(stderr, "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n",
+                               ir3_shader_stage(v->shader),
+                               v->shader->id, v->id,
+                               v->info.instrs_count,
+                               v->info.sizedwords);
+               fprintf(stderr, "SHADER-DB: %s prog %d/%d: %u half, %u full\n",
+                               ir3_shader_stage(v->shader),
+                               v->shader->id, v->id,
+                               v->info.max_half_reg + 1,
+                               v->info.max_reg + 1);
+               fprintf(stderr, "SHADER-DB: %s prog %d/%d: %u const, %u constlen\n",
+                               ir3_shader_stage(v->shader),
+                               v->shader->id, v->id,
+                               v->info.max_const + 1,
+                               v->constlen);
        }
-}
 
-/* reset before attempting to compile again.. */
-static void reset_variant(struct ir3_shader_variant *v, const char *msg)
-{
-       debug_error(msg);
-       v->inputs_count = 0;
-       v->outputs_count = 0;
-       v->total_in = 0;
-       v->has_samp = false;
-       v->immediates_count = 0;
+       free(bin);
+
+       /* no need to keep the ir around beyond this point: */
+       ir3_destroy(v->ir);
+       v->ir = NULL;
 }
 
 static struct ir3_shader_variant *
 create_variant(struct ir3_shader *shader, struct ir3_shader_key key)
 {
        struct ir3_shader_variant *v = CALLOC_STRUCT(ir3_shader_variant);
-       const struct tgsi_token *tokens = shader->tokens;
        int ret;
 
        if (!v)
                return NULL;
 
+       v->id = ++shader->variant_count;
        v->shader = shader;
        v->key = key;
        v->type = shader->type;
 
-       if (fd_mesa_debug & FD_DBG_DISASM) {
-               DBG("dump tgsi: type=%d, k={bp=%u,cts=%u,hp=%u}", shader->type,
-                       key.binning_pass, key.color_two_side, key.half_precision);
-               tgsi_dump(tokens, 0);
-       }
-
-       if (!(fd_mesa_debug & FD_DBG_NOOPT)) {
-               ret = ir3_compile_shader(v, tokens, key, true);
-               if (ret) {
-                       reset_variant(v, "new compiler failed, trying without copy propagation!");
-                       ret = ir3_compile_shader(v, tokens, key, false);
-                       if (ret)
-                               reset_variant(v, "new compiler failed, trying fallback!");
-               }
-       } else {
-               ret = -1;  /* force fallback to old compiler */
-       }
-
-       if (ret)
-               ret = ir3_compile_shader_old(v, tokens, key);
-
+       ret = ir3_compile_shader_nir(shader->compiler, v);
        if (ret) {
                debug_error("compile failed!");
                goto fail;
@@ -157,15 +199,6 @@ create_variant(struct ir3_shader *shader, struct ir3_shader_key key)
                goto fail;
        }
 
-       if (shader->type == SHADER_VERTEX)
-               fixup_vp_regfootprint(v);
-
-       if (fd_mesa_debug & FD_DBG_DISASM) {
-               DBG("disassemble: type=%d, k={bp=%u,cts=%u,hp=%u}", v->type,
-                       key.binning_pass, key.color_two_side, key.half_precision);
-               disasm_a3xx(fd_bo_map(v->bo), v->info.sizedwords, 0, v->type);
-       }
-
        return v;
 
 fail:
@@ -190,16 +223,18 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
                        key.vsaturate_s = 0;
                        key.vsaturate_t = 0;
                        key.vsaturate_r = 0;
+                       key.vastc_srgb = 0;
                }
                break;
        case SHADER_VERTEX:
                key.color_two_side = false;
                key.half_precision = false;
-               key.alpha = false;
+               key.rasterflat = false;
                if (key.has_per_samp) {
                        key.fsaturate_s = 0;
                        key.fsaturate_t = 0;
                        key.fsaturate_r = 0;
+                       key.fastc_srgb = 0;
                }
                break;
        }
@@ -210,8 +245,10 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
 
        /* compile new variant if it doesn't exist already: */
        v = create_variant(shader, key);
-       v->next = shader->variants;
-       shader->variants = v;
+       if (v) {
+               v->next = shader->variants;
+               shader->variants = v;
+       }
 
        return v;
 }
@@ -226,17 +263,433 @@ ir3_shader_destroy(struct ir3_shader *shader)
                v = v->next;
                delete_variant(t);
        }
-       free((void *)shader->tokens);
+       ralloc_free(shader->nir);
        free(shader);
 }
 
 struct ir3_shader *
-ir3_shader_create(struct pipe_context *pctx, const struct tgsi_token *tokens,
+ir3_shader_create(struct ir3_compiler *compiler,
+               const struct pipe_shader_state *cso,
                enum shader_t type)
 {
        struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader);
-       shader->pctx = pctx;
+       shader->compiler = compiler;
+       shader->id = ++shader->compiler->shader_count;
        shader->type = type;
-       shader->tokens = tgsi_dup_tokens(tokens);
+       if (fd_mesa_debug & FD_DBG_DISASM) {
+               DBG("dump tgsi: type=%d", shader->type);
+               tgsi_dump(cso->tokens, 0);
+       }
+       nir_shader *nir = ir3_tgsi_to_nir(cso->tokens);
+       /* do first pass optimization, ignoring the key: */
+       shader->nir = ir3_optimize_nir(shader, nir, NULL);
+       if (fd_mesa_debug & FD_DBG_DISASM) {
+               DBG("dump nir%d: type=%d", shader->id, shader->type);
+               nir_print_shader(shader->nir, stdout);
+       }
+       shader->stream_output = cso->stream_output;
+       if (fd_mesa_debug & FD_DBG_SHADERDB) {
+               /* if shader-db run, create a standard variant immediately
+                * (as otherwise nothing will trigger the shader to be
+                * actually compiled)
+                */
+               static struct ir3_shader_key key = {0};
+               ir3_shader_variant(shader, key);
+       }
        return shader;
 }
+
+static void dump_reg(const char *name, uint32_t r)
+{
+       if (r != regid(63,0))
+               debug_printf("; %s: r%d.%c\n", name, r >> 2, "xyzw"[r & 0x3]);
+}
+
+static void dump_output(struct ir3_shader_variant *so,
+               unsigned slot, const char *name)
+{
+       uint32_t regid;
+       regid = ir3_find_output_regid(so, slot);
+       dump_reg(name, regid);
+}
+
+void
+ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin)
+{
+       struct ir3 *ir = so->ir;
+       struct ir3_register *reg;
+       const char *type = ir3_shader_stage(so->shader);
+       uint8_t regid;
+       unsigned i;
+
+       for (i = 0; i < ir->ninputs; i++) {
+               if (!ir->inputs[i]) {
+                       debug_printf("; in%d unused\n", i);
+                       continue;
+               }
+               reg = ir->inputs[i]->regs[0];
+               regid = reg->num;
+               debug_printf("@in(%sr%d.%c)\tin%d\n",
+                               (reg->flags & IR3_REG_HALF) ? "h" : "",
+                               (regid >> 2), "xyzw"[regid & 0x3], i);
+       }
+
+       for (i = 0; i < ir->noutputs; i++) {
+               if (!ir->outputs[i]) {
+                       debug_printf("; out%d unused\n", i);
+                       continue;
+               }
+               /* kill shows up as a virtual output.. skip it! */
+               if (is_kill(ir->outputs[i]))
+                       continue;
+               reg = ir->outputs[i]->regs[0];
+               regid = reg->num;
+               debug_printf("@out(%sr%d.%c)\tout%d\n",
+                               (reg->flags & IR3_REG_HALF) ? "h" : "",
+                               (regid >> 2), "xyzw"[regid & 0x3], i);
+       }
+
+       for (i = 0; i < so->immediates_count; i++) {
+               debug_printf("@const(c%d.x)\t", so->first_immediate + i);
+               debug_printf("0x%08x, 0x%08x, 0x%08x, 0x%08x\n",
+                               so->immediates[i].val[0],
+                               so->immediates[i].val[1],
+                               so->immediates[i].val[2],
+                               so->immediates[i].val[3]);
+       }
+
+       disasm_a3xx(bin, so->info.sizedwords, 0, so->type);
+
+       switch (so->type) {
+       case SHADER_VERTEX:
+               debug_printf("; %s: outputs:", type);
+               for (i = 0; i < so->outputs_count; i++) {
+                       uint8_t regid = so->outputs[i].regid;
+                       debug_printf(" r%d.%c (%s)",
+                                       (regid >> 2), "xyzw"[regid & 0x3],
+                                       gl_varying_slot_name(so->outputs[i].slot));
+               }
+               debug_printf("\n");
+               debug_printf("; %s: inputs:", type);
+               for (i = 0; i < so->inputs_count; i++) {
+                       uint8_t regid = so->inputs[i].regid;
+                       debug_printf(" r%d.%c (cm=%x,il=%u,b=%u)",
+                                       (regid >> 2), "xyzw"[regid & 0x3],
+                                       so->inputs[i].compmask,
+                                       so->inputs[i].inloc,
+                                       so->inputs[i].bary);
+               }
+               debug_printf("\n");
+               break;
+       case SHADER_FRAGMENT:
+               debug_printf("; %s: outputs:", type);
+               for (i = 0; i < so->outputs_count; i++) {
+                       uint8_t regid = so->outputs[i].regid;
+                       debug_printf(" r%d.%c (%s)",
+                                       (regid >> 2), "xyzw"[regid & 0x3],
+                                       gl_frag_result_name(so->outputs[i].slot));
+               }
+               debug_printf("\n");
+               debug_printf("; %s: inputs:", type);
+               for (i = 0; i < so->inputs_count; i++) {
+                       uint8_t regid = so->inputs[i].regid;
+                       debug_printf(" r%d.%c (%s,cm=%x,il=%u,b=%u)",
+                                       (regid >> 2), "xyzw"[regid & 0x3],
+                                       gl_varying_slot_name(so->inputs[i].slot),
+                                       so->inputs[i].compmask,
+                                       so->inputs[i].inloc,
+                                       so->inputs[i].bary);
+               }
+               debug_printf("\n");
+               break;
+       case SHADER_COMPUTE:
+               break;
+       }
+
+       /* print generic shader info: */
+       debug_printf("; %s prog %d/%d: %u instructions, %d half, %d full\n",
+                       type, so->shader->id, so->id,
+                       so->info.instrs_count,
+                       so->info.max_half_reg + 1,
+                       so->info.max_reg + 1);
+
+       debug_printf("; %d const, %u constlen\n",
+                       so->info.max_const + 1,
+                       so->constlen);
+
+       /* print shader type specific info: */
+       switch (so->type) {
+       case SHADER_VERTEX:
+               dump_output(so, VARYING_SLOT_POS, "pos");
+               dump_output(so, VARYING_SLOT_PSIZ, "psize");
+               break;
+       case SHADER_FRAGMENT:
+               dump_reg("pos (bary)", so->pos_regid);
+               dump_output(so, FRAG_RESULT_DEPTH, "posz");
+               if (so->color0_mrt) {
+                       dump_output(so, FRAG_RESULT_COLOR, "color");
+               } else {
+                       dump_output(so, FRAG_RESULT_DATA0, "data0");
+                       dump_output(so, FRAG_RESULT_DATA1, "data1");
+                       dump_output(so, FRAG_RESULT_DATA2, "data2");
+                       dump_output(so, FRAG_RESULT_DATA3, "data3");
+                       dump_output(so, FRAG_RESULT_DATA4, "data4");
+                       dump_output(so, FRAG_RESULT_DATA5, "data5");
+                       dump_output(so, FRAG_RESULT_DATA6, "data6");
+                       dump_output(so, FRAG_RESULT_DATA7, "data7");
+               }
+               /* these two are hard-coded since we don't know how to
+                * program them to anything but all 0's...
+                */
+               if (so->frag_coord)
+                       debug_printf("; fragcoord: r0.x\n");
+               if (so->frag_face)
+                       debug_printf("; fragface: hr0.x\n");
+               break;
+       case SHADER_COMPUTE:
+               break;
+       }
+
+       debug_printf("\n");
+}
+
+/* This has to reach into the fd_context a bit more than the rest of
+ * ir3, but it needs to be aligned with the compiler, so both agree
+ * on which const regs hold what.  And the logic is identical between
+ * a3xx/a4xx, the only difference is small details in the actual
+ * CP_LOAD_STATE packets (which is handled inside the generation
+ * specific ctx->emit_const(_bo)() fxns)
+ */
+
+#include "freedreno_resource.h"
+
+static void
+emit_user_consts(struct fd_context *ctx, const struct ir3_shader_variant *v,
+               struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
+{
+       const unsigned index = 0;     /* user consts are index 0 */
+       /* TODO save/restore dirty_mask for binning pass instead: */
+       uint32_t dirty_mask = constbuf->enabled_mask;
+
+       if (dirty_mask & (1 << index)) {
+               struct pipe_constant_buffer *cb = &constbuf->cb[index];
+               unsigned size = align(cb->buffer_size, 4) / 4; /* size in dwords */
+
+               /* in particular, with binning shader we may end up with
+                * unused consts, ie. we could end up w/ constlen that is
+                * smaller than first_driver_param.  In that case truncate
+                * the user consts early to avoid HLSQ lockup caused by
+                * writing too many consts
+                */
+               uint32_t max_const = MIN2(v->first_driver_param, v->constlen);
+
+               // I expect that size should be a multiple of vec4's:
+               assert(size == align(size, 4));
+
+               /* and even if the start of the const buffer is before
+                * first_immediate, the end may not be:
+                */
+               size = MIN2(size, 4 * max_const);
+
+               if (size > 0) {
+                       fd_wfi(ctx, ring);
+                       ctx->emit_const(ring, v->type, 0,
+                                       cb->buffer_offset, size,
+                                       cb->user_buffer, cb->buffer);
+                       constbuf->dirty_mask &= ~(1 << index);
+               }
+       }
+}
+
+static void
+emit_ubos(struct fd_context *ctx, const struct ir3_shader_variant *v,
+               struct fd_ringbuffer *ring, struct fd_constbuf_stateobj *constbuf)
+{
+       uint32_t offset = v->first_driver_param + IR3_UBOS_OFF;
+       if (v->constlen > offset) {
+               uint32_t params = MIN2(4, v->constlen - offset) * 4;
+               uint32_t offsets[params];
+               struct fd_bo *bos[params];
+
+               for (uint32_t i = 0; i < params; i++) {
+                       const uint32_t index = i + 1;   /* UBOs start at index 1 */
+                       struct pipe_constant_buffer *cb = &constbuf->cb[index];
+                       assert(!cb->user_buffer);
+
+                       if ((constbuf->enabled_mask & (1 << index)) && cb->buffer) {
+                               offsets[i] = cb->buffer_offset;
+                               bos[i] = fd_resource(cb->buffer)->bo;
+                       } else {
+                               offsets[i] = 0;
+                               bos[i] = NULL;
+                       }
+               }
+
+               fd_wfi(ctx, ring);
+               ctx->emit_const_bo(ring, v->type, false, offset * 4, params, bos, offsets);
+       }
+}
+
+static void
+emit_immediates(struct fd_context *ctx, const struct ir3_shader_variant *v,
+               struct fd_ringbuffer *ring)
+{
+       int size = v->immediates_count;
+       uint32_t base = v->first_immediate;
+
+       /* truncate size to avoid writing constants that shader
+        * does not use:
+        */
+       size = MIN2(size + base, v->constlen) - base;
+
+       /* convert out of vec4: */
+       base *= 4;
+       size *= 4;
+
+       if (size > 0) {
+               fd_wfi(ctx, ring);
+               ctx->emit_const(ring, v->type, base,
+                       0, size, v->immediates[0].val, NULL);
+       }
+}
+
+/* emit stream-out buffers: */
+static void
+emit_tfbos(struct fd_context *ctx, const struct ir3_shader_variant *v,
+               struct fd_ringbuffer *ring)
+{
+       /* streamout addresses after driver-params: */
+       uint32_t offset = v->first_driver_param + IR3_TFBOS_OFF;
+       if (v->constlen > offset) {
+               struct fd_streamout_stateobj *so = &ctx->streamout;
+               struct pipe_stream_output_info *info = &v->shader->stream_output;
+               uint32_t params = 4;
+               uint32_t offsets[params];
+               struct fd_bo *bos[params];
+
+               for (uint32_t i = 0; i < params; i++) {
+                       struct pipe_stream_output_target *target = so->targets[i];
+
+                       if (target) {
+                               offsets[i] = (so->offsets[i] * info->stride[i] * 4) +
+                                               target->buffer_offset;
+                               bos[i] = fd_resource(target->buffer)->bo;
+                       } else {
+                               offsets[i] = 0;
+                               bos[i] = NULL;
+                       }
+               }
+
+               fd_wfi(ctx, ring);
+               ctx->emit_const_bo(ring, v->type, true, offset * 4, params, bos, offsets);
+       }
+}
+
+static uint32_t
+max_tf_vtx(struct fd_context *ctx, const struct ir3_shader_variant *v)
+{
+       struct fd_streamout_stateobj *so = &ctx->streamout;
+       struct pipe_stream_output_info *info = &v->shader->stream_output;
+       uint32_t maxvtxcnt = 0x7fffffff;
+
+       if (v->key.binning_pass)
+               return 0;
+       if (v->shader->stream_output.num_outputs == 0)
+               return 0;
+       if (so->num_targets == 0)
+               return 0;
+
+       /* offset to write to is:
+        *
+        *   total_vtxcnt = vtxcnt + offsets[i]
+        *   offset = total_vtxcnt * stride[i]
+        *
+        *   offset =   vtxcnt * stride[i]       ; calculated in shader
+        *            + offsets[i] * stride[i]   ; calculated at emit_tfbos()
+        *
+        * assuming for each vtx, each target buffer will have data written
+        * up to 'offset + stride[i]', that leaves maxvtxcnt as:
+        *
+        *   buffer_size = (maxvtxcnt * stride[i]) + stride[i]
+        *   maxvtxcnt   = (buffer_size - stride[i]) / stride[i]
+        *
+        * but shader is actually doing a less-than (rather than less-than-
+        * equal) check, so we can drop the -stride[i].
+        *
+        * TODO is assumption about `offset + stride[i]` legit?
+        */
+       for (unsigned i = 0; i < so->num_targets; i++) {
+               struct pipe_stream_output_target *target = so->targets[i];
+               unsigned stride = info->stride[i] * 4;   /* convert dwords->bytes */
+               if (target) {
+                       uint32_t max = target->buffer_size / stride;
+                       maxvtxcnt = MIN2(maxvtxcnt, max);
+               }
+       }
+
+       return maxvtxcnt;
+}
+
+void
+ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+               struct fd_context *ctx, const struct pipe_draw_info *info, uint32_t dirty)
+{
+       if (dirty & (FD_DIRTY_PROG | FD_DIRTY_CONSTBUF)) {
+               struct fd_constbuf_stateobj *constbuf;
+               bool shader_dirty;
+
+               if (v->type == SHADER_VERTEX) {
+                       constbuf = &ctx->constbuf[PIPE_SHADER_VERTEX];
+                       shader_dirty = !!(ctx->prog.dirty & FD_SHADER_DIRTY_VP);
+               } else if (v->type == SHADER_FRAGMENT) {
+                       constbuf = &ctx->constbuf[PIPE_SHADER_FRAGMENT];
+                       shader_dirty = !!(ctx->prog.dirty & FD_SHADER_DIRTY_FP);
+               } else {
+                       unreachable("bad shader type");
+                       return;
+               }
+
+               emit_user_consts(ctx, v, ring, constbuf);
+               emit_ubos(ctx, v, ring, constbuf);
+               if (shader_dirty)
+                       emit_immediates(ctx, v, ring);
+       }
+
+       /* emit driver params every time: */
+       /* TODO skip emit if shader doesn't use driver params to avoid WFI.. */
+       if (info && (v->type == SHADER_VERTEX)) {
+               uint32_t offset = v->first_driver_param + IR3_DRIVER_PARAM_OFF;
+               if (v->constlen >= offset) {
+                       uint32_t vertex_params[IR3_DP_COUNT] = {
+                               [IR3_DP_VTXID_BASE] = info->indexed ?
+                                               info->index_bias : info->start,
+                               [IR3_DP_VTXCNT_MAX] = max_tf_vtx(ctx, v),
+                       };
+                       /* if no user-clip-planes, we don't need to emit the
+                        * entire thing:
+                        */
+                       uint32_t vertex_params_size = 4;
+
+                       if (v->key.ucp_enables) {
+                               struct pipe_clip_state *ucp = &ctx->ucp;
+                               unsigned pos = IR3_DP_UCP0_X;
+                               for (unsigned i = 0; pos <= IR3_DP_UCP7_W; i++) {
+                                       for (unsigned j = 0; j < 4; j++) {
+                                               vertex_params[pos] = fui(ucp->ucp[i][j]);
+                                               pos++;
+                                       }
+                               }
+                               vertex_params_size = ARRAY_SIZE(vertex_params);
+                       }
+
+                       fd_wfi(ctx, ring);
+                       ctx->emit_const(ring, SHADER_VERTEX, offset * 4, 0,
+                                       vertex_params_size, vertex_params, NULL);
+
+                       /* if needed, emit stream-out buffer addresses: */
+                       if (vertex_params[IR3_DP_VTXCNT_MAX] > 0) {
+                               emit_tfbos(ctx, v, ring);
+                       }
+               }
+       }
+}