* USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "si_build_pm4.h"
-#include "sid.h"
-
+#include "ac_exp_param.h"
+#include "ac_shader_util.h"
#include "compiler/nir/nir_serialize.h"
#include "nir/tgsi_to_nir.h"
-#include "tgsi/tgsi_parse.h"
-#include "util/hash_table.h"
+#include "si_build_pm4.h"
+#include "sid.h"
#include "util/crc32.h"
+#include "util/disk_cache.h"
+#include "util/hash_table.h"
+#include "util/mesa-sha1.h"
#include "util/u_async_debug.h"
#include "util/u_memory.h"
#include "util/u_prim.h"
-#include "util/disk_cache.h"
-#include "util/mesa-sha1.h"
-#include "ac_exp_param.h"
-#include "ac_shader_util.h"
-
/* SHADER_CACHE */
/**
* Return the IR key for the shader cache.
*/
void si_get_ir_cache_key(struct si_shader_selector *sel, bool ngg, bool es,
- unsigned char ir_sha1_cache_key[20])
-{
- struct blob blob = {};
- unsigned ir_size;
- void *ir_binary;
-
- if (sel->tokens) {
- ir_binary = sel->tokens;
- ir_size = tgsi_num_tokens(sel->tokens) *
- sizeof(struct tgsi_token);
- } else if (sel->nir_binary) {
- ir_binary = sel->nir_binary;
- ir_size = sel->nir_size;
- } else {
- assert(sel->nir);
-
- blob_init(&blob);
- nir_serialize(&blob, sel->nir, true);
- ir_binary = blob.data;
- ir_size = blob.size;
- }
-
- /* These settings affect the compilation, but they are not derived
- * from the input shader IR.
- */
- unsigned shader_variant_flags = 0;
-
- if (ngg)
- shader_variant_flags |= 1 << 0;
- if (sel->nir)
- shader_variant_flags |= 1 << 1;
- if (si_get_wave_size(sel->screen, sel->type, ngg, es) == 32)
- shader_variant_flags |= 1 << 2;
- if (sel->force_correct_derivs_after_kill)
- shader_variant_flags |= 1 << 3;
-
- struct mesa_sha1 ctx;
- _mesa_sha1_init(&ctx);
- _mesa_sha1_update(&ctx, &shader_variant_flags, 4);
- _mesa_sha1_update(&ctx, ir_binary, ir_size);
- if (sel->type == PIPE_SHADER_VERTEX ||
- sel->type == PIPE_SHADER_TESS_EVAL ||
- sel->type == PIPE_SHADER_GEOMETRY)
- _mesa_sha1_update(&ctx, &sel->so, sizeof(sel->so));
- _mesa_sha1_final(&ctx, ir_sha1_cache_key);
-
- if (ir_binary == blob.data)
- blob_finish(&blob);
+ unsigned char ir_sha1_cache_key[20])
+{
+ struct blob blob = {};
+ unsigned ir_size;
+ void *ir_binary;
+
+ if (sel->nir_binary) {
+ ir_binary = sel->nir_binary;
+ ir_size = sel->nir_size;
+ } else {
+ assert(sel->nir);
+
+ blob_init(&blob);
+ nir_serialize(&blob, sel->nir, true);
+ ir_binary = blob.data;
+ ir_size = blob.size;
+ }
+
+ /* These settings affect the compilation, but they are not derived
+ * from the input shader IR.
+ */
+ unsigned shader_variant_flags = 0;
+
+ if (ngg)
+ shader_variant_flags |= 1 << 0;
+ if (sel->nir)
+ shader_variant_flags |= 1 << 1;
+ if (si_get_wave_size(sel->screen, sel->type, ngg, es, false, false) == 32)
+ shader_variant_flags |= 1 << 2;
+ if (sel->type == PIPE_SHADER_FRAGMENT && sel->info.uses_derivatives && sel->info.uses_kill &&
+ sel->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL))
+ shader_variant_flags |= 1 << 3;
+
+ /* This varies depending on whether compute-based culling is enabled. */
+ shader_variant_flags |= sel->screen->num_vbos_in_user_sgprs << 4;
+
+ struct mesa_sha1 ctx;
+ _mesa_sha1_init(&ctx);
+ _mesa_sha1_update(&ctx, &shader_variant_flags, 4);
+ _mesa_sha1_update(&ctx, ir_binary, ir_size);
+ if (sel->type == PIPE_SHADER_VERTEX || sel->type == PIPE_SHADER_TESS_EVAL ||
+ sel->type == PIPE_SHADER_GEOMETRY)
+ _mesa_sha1_update(&ctx, &sel->so, sizeof(sel->so));
+ _mesa_sha1_final(&ctx, ir_sha1_cache_key);
+
+ if (ir_binary == blob.data)
+ blob_finish(&blob);
}
/** Copy "data" to "ptr" and return the next dword following copied data. */
static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
{
- /* data may be NULL if size == 0 */
- if (size)
- memcpy(ptr, data, size);
- ptr += DIV_ROUND_UP(size, 4);
- return ptr;
+ /* data may be NULL if size == 0 */
+ if (size)
+ memcpy(ptr, data, size);
+ ptr += DIV_ROUND_UP(size, 4);
+ return ptr;
}
/** Read data from "ptr". Return the next dword following the data. */
static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
{
- memcpy(data, ptr, size);
- ptr += DIV_ROUND_UP(size, 4);
- return ptr;
+ memcpy(data, ptr, size);
+ ptr += DIV_ROUND_UP(size, 4);
+ return ptr;
}
/**
*/
static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
{
- *ptr++ = size;
- return write_data(ptr, data, size);
+ *ptr++ = size;
+ return write_data(ptr, data, size);
}
/**
*/
static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
{
- *size = *ptr++;
- assert(*data == NULL);
- if (!*size)
- return ptr;
- *data = malloc(*size);
- return read_data(ptr, *data, *size);
+ *size = *ptr++;
+ assert(*data == NULL);
+ if (!*size)
+ return ptr;
+ *data = malloc(*size);
+ return read_data(ptr, *data, *size);
}
/**
*/
static void *si_get_shader_binary(struct si_shader *shader)
{
- /* There is always a size of data followed by the data itself. */
- unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
- strlen(shader->binary.llvm_ir_string) + 1 : 0;
-
- /* Refuse to allocate overly large buffers and guard against integer
- * overflow. */
- if (shader->binary.elf_size > UINT_MAX / 4 ||
- llvm_ir_size > UINT_MAX / 4)
- return NULL;
-
- unsigned size =
- 4 + /* total size */
- 4 + /* CRC32 of the data below */
- align(sizeof(shader->config), 4) +
- align(sizeof(shader->info), 4) +
- 4 + align(shader->binary.elf_size, 4) +
- 4 + align(llvm_ir_size, 4);
- void *buffer = CALLOC(1, size);
- uint32_t *ptr = (uint32_t*)buffer;
-
- if (!buffer)
- return NULL;
-
- *ptr++ = size;
- ptr++; /* CRC32 is calculated at the end. */
-
- ptr = write_data(ptr, &shader->config, sizeof(shader->config));
- ptr = write_data(ptr, &shader->info, sizeof(shader->info));
- ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
- ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
- assert((char *)ptr - (char *)buffer == size);
-
- /* Compute CRC32. */
- ptr = (uint32_t*)buffer;
- ptr++;
- *ptr = util_hash_crc32(ptr + 1, size - 8);
-
- return buffer;
+ /* There is always a size of data followed by the data itself. */
+ unsigned llvm_ir_size =
+ shader->binary.llvm_ir_string ? strlen(shader->binary.llvm_ir_string) + 1 : 0;
+
+ /* Refuse to allocate overly large buffers and guard against integer
+ * overflow. */
+ if (shader->binary.elf_size > UINT_MAX / 4 || llvm_ir_size > UINT_MAX / 4)
+ return NULL;
+
+ unsigned size = 4 + /* total size */
+ 4 + /* CRC32 of the data below */
+ align(sizeof(shader->config), 4) + align(sizeof(shader->info), 4) + 4 +
+ align(shader->binary.elf_size, 4) + 4 + align(llvm_ir_size, 4);
+ void *buffer = CALLOC(1, size);
+ uint32_t *ptr = (uint32_t *)buffer;
+
+ if (!buffer)
+ return NULL;
+
+ *ptr++ = size;
+ ptr++; /* CRC32 is calculated at the end. */
+
+ ptr = write_data(ptr, &shader->config, sizeof(shader->config));
+ ptr = write_data(ptr, &shader->info, sizeof(shader->info));
+ ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
+ ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
+ assert((char *)ptr - (char *)buffer == size);
+
+ /* Compute CRC32. */
+ ptr = (uint32_t *)buffer;
+ ptr++;
+ *ptr = util_hash_crc32(ptr + 1, size - 8);
+
+ return buffer;
}
static bool si_load_shader_binary(struct si_shader *shader, void *binary)
{
- uint32_t *ptr = (uint32_t*)binary;
- uint32_t size = *ptr++;
- uint32_t crc32 = *ptr++;
- unsigned chunk_size;
- unsigned elf_size;
-
- if (util_hash_crc32(ptr, size - 8) != crc32) {
- fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
- return false;
- }
-
- ptr = read_data(ptr, &shader->config, sizeof(shader->config));
- ptr = read_data(ptr, &shader->info, sizeof(shader->info));
- ptr = read_chunk(ptr, (void**)&shader->binary.elf_buffer,
- &elf_size);
- shader->binary.elf_size = elf_size;
- ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
-
- return true;
+ uint32_t *ptr = (uint32_t *)binary;
+ uint32_t size = *ptr++;
+ uint32_t crc32 = *ptr++;
+ unsigned chunk_size;
+ unsigned elf_size;
+
+ if (util_hash_crc32(ptr, size - 8) != crc32) {
+ fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
+ return false;
+ }
+
+ ptr = read_data(ptr, &shader->config, sizeof(shader->config));
+ ptr = read_data(ptr, &shader->info, sizeof(shader->info));
+ ptr = read_chunk(ptr, (void **)&shader->binary.elf_buffer, &elf_size);
+ shader->binary.elf_size = elf_size;
+ ptr = read_chunk(ptr, (void **)&shader->binary.llvm_ir_string, &chunk_size);
+
+ return true;
}
/**
* Insert a shader into the cache. It's assumed the shader is not in the cache.
* Use si_shader_cache_load_shader before calling this.
*/
-void si_shader_cache_insert_shader(struct si_screen *sscreen,
- unsigned char ir_sha1_cache_key[20],
- struct si_shader *shader,
- bool insert_into_disk_cache)
-{
- void *hw_binary;
- struct hash_entry *entry;
- uint8_t key[CACHE_KEY_SIZE];
-
- entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
- if (entry)
- return; /* already added */
-
- hw_binary = si_get_shader_binary(shader);
- if (!hw_binary)
- return;
-
- if (_mesa_hash_table_insert(sscreen->shader_cache,
- mem_dup(ir_sha1_cache_key, 20),
- hw_binary) == NULL) {
- FREE(hw_binary);
- return;
- }
-
- if (sscreen->disk_shader_cache && insert_into_disk_cache) {
- disk_cache_compute_key(sscreen->disk_shader_cache,
- ir_sha1_cache_key, 20, key);
- disk_cache_put(sscreen->disk_shader_cache, key, hw_binary,
- *((uint32_t *) hw_binary), NULL);
- }
-}
-
-bool si_shader_cache_load_shader(struct si_screen *sscreen,
- unsigned char ir_sha1_cache_key[20],
- struct si_shader *shader)
-{
- struct hash_entry *entry =
- _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
- if (!entry) {
- if (sscreen->disk_shader_cache) {
- unsigned char sha1[CACHE_KEY_SIZE];
-
- disk_cache_compute_key(sscreen->disk_shader_cache,
- ir_sha1_cache_key, 20, sha1);
-
- size_t binary_size;
- uint8_t *buffer =
- disk_cache_get(sscreen->disk_shader_cache,
- sha1, &binary_size);
- if (!buffer)
- return false;
-
- if (binary_size < sizeof(uint32_t) ||
- *((uint32_t*)buffer) != binary_size) {
- /* Something has gone wrong discard the item
- * from the cache and rebuild/link from
- * source.
- */
- assert(!"Invalid radeonsi shader disk cache "
- "item!");
-
- disk_cache_remove(sscreen->disk_shader_cache,
- sha1);
- free(buffer);
-
- return false;
- }
-
- if (!si_load_shader_binary(shader, buffer)) {
- free(buffer);
- return false;
- }
- free(buffer);
-
- si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key,
- shader, false);
- } else {
- return false;
- }
- } else {
- if (!si_load_shader_binary(shader, entry->data))
- return false;
- }
- p_atomic_inc(&sscreen->num_shader_cache_hits);
- return true;
+void si_shader_cache_insert_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
+ struct si_shader *shader, bool insert_into_disk_cache)
+{
+ void *hw_binary;
+ struct hash_entry *entry;
+ uint8_t key[CACHE_KEY_SIZE];
+
+ entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
+ if (entry)
+ return; /* already added */
+
+ hw_binary = si_get_shader_binary(shader);
+ if (!hw_binary)
+ return;
+
+ if (_mesa_hash_table_insert(sscreen->shader_cache, mem_dup(ir_sha1_cache_key, 20), hw_binary) ==
+ NULL) {
+ FREE(hw_binary);
+ return;
+ }
+
+ if (sscreen->disk_shader_cache && insert_into_disk_cache) {
+ disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, key);
+ disk_cache_put(sscreen->disk_shader_cache, key, hw_binary, *((uint32_t *)hw_binary), NULL);
+ }
+}
+
+bool si_shader_cache_load_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
+ struct si_shader *shader)
+{
+ struct hash_entry *entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
+
+ if (entry) {
+ if (si_load_shader_binary(shader, entry->data)) {
+ p_atomic_inc(&sscreen->num_memory_shader_cache_hits);
+ return true;
+ }
+ }
+ p_atomic_inc(&sscreen->num_memory_shader_cache_misses);
+
+ if (!sscreen->disk_shader_cache)
+ return false;
+
+ unsigned char sha1[CACHE_KEY_SIZE];
+ disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, sha1);
+
+ size_t binary_size;
+ uint8_t *buffer = disk_cache_get(sscreen->disk_shader_cache, sha1, &binary_size);
+ if (buffer) {
+ if (binary_size >= sizeof(uint32_t) && *((uint32_t *)buffer) == binary_size) {
+ if (si_load_shader_binary(shader, buffer)) {
+ free(buffer);
+ si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, false);
+ p_atomic_inc(&sscreen->num_disk_shader_cache_hits);
+ return true;
+ }
+ } else {
+ /* Something has gone wrong discard the item from the cache and
+ * rebuild/link from source.
+ */
+ assert(!"Invalid radeonsi shader disk cache item!");
+ disk_cache_remove(sscreen->disk_shader_cache, sha1);
+ }
+ }
+
+ free(buffer);
+ p_atomic_inc(&sscreen->num_disk_shader_cache_misses);
+ return false;
}
static uint32_t si_shader_cache_key_hash(const void *key)
{
- /* Take the first dword of SHA1. */
- return *(uint32_t*)key;
+ /* Take the first dword of SHA1. */
+ return *(uint32_t *)key;
}
static bool si_shader_cache_key_equals(const void *a, const void *b)
{
- /* Compare SHA1s. */
- return memcmp(a, b, 20) == 0;
+ /* Compare SHA1s. */
+ return memcmp(a, b, 20) == 0;
}
static void si_destroy_shader_cache_entry(struct hash_entry *entry)
{
- FREE((void*)entry->key);
- FREE(entry->data);
+ FREE((void *)entry->key);
+ FREE(entry->data);
}
bool si_init_shader_cache(struct si_screen *sscreen)
{
- (void) simple_mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
- sscreen->shader_cache =
- _mesa_hash_table_create(NULL,
- si_shader_cache_key_hash,
- si_shader_cache_key_equals);
+ (void)simple_mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
+ sscreen->shader_cache =
+ _mesa_hash_table_create(NULL, si_shader_cache_key_hash, si_shader_cache_key_equals);
- return sscreen->shader_cache != NULL;
+ return sscreen->shader_cache != NULL;
}
void si_destroy_shader_cache(struct si_screen *sscreen)
{
- if (sscreen->shader_cache)
- _mesa_hash_table_destroy(sscreen->shader_cache,
- si_destroy_shader_cache_entry);
- simple_mtx_destroy(&sscreen->shader_cache_mutex);
+ if (sscreen->shader_cache)
+ _mesa_hash_table_destroy(sscreen->shader_cache, si_destroy_shader_cache_entry);
+ simple_mtx_destroy(&sscreen->shader_cache_mutex);
}
/* SHADER STATES */
-static void si_set_tesseval_regs(struct si_screen *sscreen,
- const struct si_shader_selector *tes,
- struct si_pm4_state *pm4)
-{
- const struct tgsi_shader_info *info = &tes->info;
- unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
- unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
- bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
- bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
- unsigned type, partitioning, topology, distribution_mode;
-
- switch (tes_prim_mode) {
- case PIPE_PRIM_LINES:
- type = V_028B6C_TESS_ISOLINE;
- break;
- case PIPE_PRIM_TRIANGLES:
- type = V_028B6C_TESS_TRIANGLE;
- break;
- case PIPE_PRIM_QUADS:
- type = V_028B6C_TESS_QUAD;
- break;
- default:
- assert(0);
- return;
- }
-
- switch (tes_spacing) {
- case PIPE_TESS_SPACING_FRACTIONAL_ODD:
- partitioning = V_028B6C_PART_FRAC_ODD;
- break;
- case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
- partitioning = V_028B6C_PART_FRAC_EVEN;
- break;
- case PIPE_TESS_SPACING_EQUAL:
- partitioning = V_028B6C_PART_INTEGER;
- break;
- default:
- assert(0);
- return;
- }
-
- if (tes_point_mode)
- topology = V_028B6C_OUTPUT_POINT;
- else if (tes_prim_mode == PIPE_PRIM_LINES)
- topology = V_028B6C_OUTPUT_LINE;
- else if (tes_vertex_order_cw)
- /* for some reason, this must be the other way around */
- topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
- else
- topology = V_028B6C_OUTPUT_TRIANGLE_CW;
-
- if (sscreen->info.has_distributed_tess) {
- if (sscreen->info.family == CHIP_FIJI ||
- sscreen->info.family >= CHIP_POLARIS10)
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
- else
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
- } else
- distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
-
- assert(pm4->shader);
- pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) |
- S_028B6C_PARTITIONING(partitioning) |
- S_028B6C_TOPOLOGY(topology) |
- S_028B6C_DISTRIBUTION_MODE(distribution_mode);
+static void si_set_tesseval_regs(struct si_screen *sscreen, const struct si_shader_selector *tes,
+ struct si_pm4_state *pm4)
+{
+ const struct si_shader_info *info = &tes->info;
+ unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
+ unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
+ bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
+ bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
+ unsigned type, partitioning, topology, distribution_mode;
+
+ switch (tes_prim_mode) {
+ case PIPE_PRIM_LINES:
+ type = V_028B6C_TESS_ISOLINE;
+ break;
+ case PIPE_PRIM_TRIANGLES:
+ type = V_028B6C_TESS_TRIANGLE;
+ break;
+ case PIPE_PRIM_QUADS:
+ type = V_028B6C_TESS_QUAD;
+ break;
+ default:
+ assert(0);
+ return;
+ }
+
+ switch (tes_spacing) {
+ case PIPE_TESS_SPACING_FRACTIONAL_ODD:
+ partitioning = V_028B6C_PART_FRAC_ODD;
+ break;
+ case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
+ partitioning = V_028B6C_PART_FRAC_EVEN;
+ break;
+ case PIPE_TESS_SPACING_EQUAL:
+ partitioning = V_028B6C_PART_INTEGER;
+ break;
+ default:
+ assert(0);
+ return;
+ }
+
+ if (tes_point_mode)
+ topology = V_028B6C_OUTPUT_POINT;
+ else if (tes_prim_mode == PIPE_PRIM_LINES)
+ topology = V_028B6C_OUTPUT_LINE;
+ else if (tes_vertex_order_cw)
+ /* for some reason, this must be the other way around */
+ topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
+ else
+ topology = V_028B6C_OUTPUT_TRIANGLE_CW;
+
+ if (sscreen->info.has_distributed_tess) {
+ if (sscreen->info.family == CHIP_FIJI || sscreen->info.family >= CHIP_POLARIS10)
+ distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
+ else
+ distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
+ } else
+ distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
+
+ assert(pm4->shader);
+ pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) | S_028B6C_PARTITIONING(partitioning) |
+ S_028B6C_TOPOLOGY(topology) |
+ S_028B6C_DISTRIBUTION_MODE(distribution_mode);
}
/* Polaris needs different VTX_REUSE_DEPTH settings depending on
*
* If "shader" is NULL, it's assumed it's not LS or GS copy shader.
*/
-static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen,
- struct si_shader_selector *sel,
- struct si_shader *shader,
- struct si_pm4_state *pm4)
+static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen, struct si_shader_selector *sel,
+ struct si_shader *shader, struct si_pm4_state *pm4)
{
- unsigned type = sel->type;
-
- if (sscreen->info.family < CHIP_POLARIS10 ||
- sscreen->info.chip_class >= GFX10)
- return;
-
- /* VS as VS, or VS as ES: */
- if ((type == PIPE_SHADER_VERTEX &&
- (!shader ||
- (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
- /* TES as VS, or TES as ES: */
- type == PIPE_SHADER_TESS_EVAL) {
- unsigned vtx_reuse_depth = 30;
-
- if (type == PIPE_SHADER_TESS_EVAL &&
- sel->info.properties[TGSI_PROPERTY_TES_SPACING] ==
- PIPE_TESS_SPACING_FRACTIONAL_ODD)
- vtx_reuse_depth = 14;
-
- assert(pm4->shader);
- pm4->shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
- }
+ unsigned type = sel->type;
+
+ if (sscreen->info.family < CHIP_POLARIS10 || sscreen->info.chip_class >= GFX10)
+ return;
+
+ /* VS as VS, or VS as ES: */
+ if ((type == PIPE_SHADER_VERTEX &&
+ (!shader || (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
+ /* TES as VS, or TES as ES: */
+ type == PIPE_SHADER_TESS_EVAL) {
+ unsigned vtx_reuse_depth = 30;
+
+ if (type == PIPE_SHADER_TESS_EVAL &&
+ sel->info.properties[TGSI_PROPERTY_TES_SPACING] == PIPE_TESS_SPACING_FRACTIONAL_ODD)
+ vtx_reuse_depth = 14;
+
+ assert(pm4->shader);
+ pm4->shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
+ }
}
static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
{
- if (shader->pm4)
- si_pm4_clear_state(shader->pm4);
- else
- shader->pm4 = CALLOC_STRUCT(si_pm4_state);
-
- if (shader->pm4) {
- shader->pm4->shader = shader;
- return shader->pm4;
- } else {
- fprintf(stderr, "radeonsi: Failed to create pm4 state.\n");
- return NULL;
- }
+ if (shader->pm4)
+ si_pm4_clear_state(shader->pm4);
+ else
+ shader->pm4 = CALLOC_STRUCT(si_pm4_state);
+
+ if (shader->pm4) {
+ shader->pm4->shader = shader;
+ return shader->pm4;
+ } else {
+ fprintf(stderr, "radeonsi: Failed to create pm4 state.\n");
+ return NULL;
+ }
}
-static unsigned si_get_num_vs_user_sgprs(unsigned num_always_on_user_sgprs)
+static unsigned si_get_num_vs_user_sgprs(struct si_shader *shader,
+ unsigned num_always_on_user_sgprs)
{
- /* Add the pointer to VBO descriptors. */
- return num_always_on_user_sgprs + 1;
+ struct si_shader_selector *vs =
+ shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
+ unsigned num_vbos_in_user_sgprs = vs->num_vbos_in_user_sgprs;
+
+ /* 1 SGPR is reserved for the vertex buffer pointer. */
+ assert(num_always_on_user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST - 1);
+
+ if (num_vbos_in_user_sgprs)
+ return SI_SGPR_VS_VB_DESCRIPTOR_FIRST + num_vbos_in_user_sgprs * 4;
+
+ /* Add the pointer to VBO descriptors. */
+ return num_always_on_user_sgprs + 1;
}
/* Return VGPR_COMP_CNT for the API vertex shader. This can be hw LS, LSHS, ES, ESGS, VS. */
-static unsigned si_get_vs_vgpr_comp_cnt(struct si_screen *sscreen,
- struct si_shader *shader, bool legacy_vs_prim_id)
-{
- assert(shader->selector->type == PIPE_SHADER_VERTEX ||
- (shader->previous_stage_sel &&
- shader->previous_stage_sel->type == PIPE_SHADER_VERTEX));
-
- /* GFX6-9 LS (VertexID, RelAutoindex, InstanceID / StepRate0(==1), ...).
- * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0(==1), VSPrimID, ...)
- * GFX10 LS (VertexID, RelAutoindex, UserVGPR1, InstanceID).
- * GFX10 ES,VS (VertexID, UserVGPR0, UserVGPR1 or VSPrimID, UserVGPR2 or InstanceID)
- */
- bool is_ls = shader->selector->type == PIPE_SHADER_TESS_CTRL || shader->key.as_ls;
-
- if (sscreen->info.chip_class >= GFX10 && shader->info.uses_instanceid)
- return 3;
- else if ((is_ls && shader->info.uses_instanceid) || legacy_vs_prim_id)
- return 2;
- else if (is_ls || shader->info.uses_instanceid)
- return 1;
- else
- return 0;
+static unsigned si_get_vs_vgpr_comp_cnt(struct si_screen *sscreen, struct si_shader *shader,
+ bool legacy_vs_prim_id)
+{
+ assert(shader->selector->type == PIPE_SHADER_VERTEX ||
+ (shader->previous_stage_sel && shader->previous_stage_sel->type == PIPE_SHADER_VERTEX));
+
+ /* GFX6-9 LS (VertexID, RelAutoindex, InstanceID / StepRate0(==1), ...).
+ * GFX6-9 ES,VS (VertexID, InstanceID / StepRate0(==1), VSPrimID, ...)
+ * GFX10 LS (VertexID, RelAutoindex, UserVGPR1, InstanceID).
+ * GFX10 ES,VS (VertexID, UserVGPR0, UserVGPR1 or VSPrimID, UserVGPR2 or
+ * InstanceID)
+ */
+ bool is_ls = shader->selector->type == PIPE_SHADER_TESS_CTRL || shader->key.as_ls;
+
+ if (sscreen->info.chip_class >= GFX10 && shader->info.uses_instanceid)
+ return 3;
+ else if ((is_ls && shader->info.uses_instanceid) || legacy_vs_prim_id)
+ return 2;
+ else if (is_ls || shader->info.uses_instanceid)
+ return 1;
+ else
+ return 0;
}
static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
{
- struct si_pm4_state *pm4;
- uint64_t va;
+ struct si_pm4_state *pm4;
+ uint64_t va;
- assert(sscreen->info.chip_class <= GFX8);
+ assert(sscreen->info.chip_class <= GFX8);
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
+ va = shader->bo->gpu_address;
+ si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
- si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
- si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
-
- shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
- S_00B528_VGPR_COMP_CNT(si_get_vs_vgpr_comp_cnt(sscreen, shader, false)) |
- S_00B528_DX10_CLAMP(1) |
- S_00B528_FLOAT_MODE(shader->config.float_mode);
- shader->config.rsrc2 = S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR)) |
- S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+ shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
+ S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
+ S_00B528_VGPR_COMP_CNT(si_get_vs_vgpr_comp_cnt(sscreen, shader, false)) |
+ S_00B528_DX10_CLAMP(1) | S_00B528_FLOAT_MODE(shader->config.float_mode);
+ shader->config.rsrc2 =
+ S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR)) |
+ S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
}
static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
{
- struct si_pm4_state *pm4;
- uint64_t va;
-
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
- if (sscreen->info.chip_class >= GFX9) {
- if (sscreen->info.chip_class >= GFX10) {
- si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
- si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
- } else {
- si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
- si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
- }
-
- unsigned num_user_sgprs =
- si_get_num_vs_user_sgprs(GFX9_TCS_NUM_USER_SGPR);
-
- shader->config.rsrc2 =
- S_00B42C_USER_SGPR(num_user_sgprs) |
- S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
- if (sscreen->info.chip_class >= GFX10)
- shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
- else
- shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
- } else {
- si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
- si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
-
- shader->config.rsrc2 =
- S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) |
- S_00B42C_OC_LDS_EN(1) |
- S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
- }
-
- si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
- S_00B428_VGPRS((shader->config.num_vgprs - 1) /
- (sscreen->ge_wave_size == 32 ? 8 : 4)) |
- (sscreen->info.chip_class <= GFX9 ?
- S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) : 0) |
- S_00B428_DX10_CLAMP(1) |
- S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
- S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
- S_00B428_FLOAT_MODE(shader->config.float_mode) |
- S_00B428_LS_VGPR_COMP_CNT(sscreen->info.chip_class >= GFX9 ?
- si_get_vs_vgpr_comp_cnt(sscreen, shader, false) : 0));
-
- if (sscreen->info.chip_class <= GFX8) {
- si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
- shader->config.rsrc2);
- }
+ struct si_pm4_state *pm4;
+ uint64_t va;
+
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ va = shader->bo->gpu_address;
+
+ if (sscreen->info.chip_class >= GFX9) {
+ if (sscreen->info.chip_class >= GFX10) {
+ si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
+ } else {
+ si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
+ }
+
+ unsigned num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_TCS_NUM_USER_SGPR);
+
+ shader->config.rsrc2 = S_00B42C_USER_SGPR(num_user_sgprs) |
+ S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class >= GFX10)
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+ else
+ shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+ } else {
+ si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
+
+ shader->config.rsrc2 = S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) | S_00B42C_OC_LDS_EN(1) |
+ S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+ }
+
+ si_pm4_set_reg(
+ pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
+ S_00B428_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+ (sscreen->info.chip_class <= GFX9 ? S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8)
+ : 0) |
+ S_00B428_DX10_CLAMP(1) | S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
+ S_00B428_FLOAT_MODE(shader->config.float_mode) |
+ S_00B428_LS_VGPR_COMP_CNT(sscreen->info.chip_class >= GFX9
+ ? si_get_vs_vgpr_comp_cnt(sscreen, shader, false)
+ : 0));
+
+ if (sscreen->info.chip_class <= GFX8) {
+ si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS, shader->config.rsrc2);
+ }
}
static void si_emit_shader_es(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.es->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ struct si_shader *shader = sctx->queued.named.es->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- if (!shader)
- return;
+ if (!shader)
+ return;
- radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
- SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
- shader->selector->esgs_itemsize / 4);
+ radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+ SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+ shader->selector->esgs_itemsize / 4);
- if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
- radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
- SI_TRACKED_VGT_TF_PARAM,
- shader->vgt_tf_param);
+ if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+ radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+ shader->vgt_tf_param);
- if (shader->vgt_vertex_reuse_block_cntl)
- radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
- SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
- shader->vgt_vertex_reuse_block_cntl);
+ if (shader->vgt_vertex_reuse_block_cntl)
+ radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ shader->vgt_vertex_reuse_block_cntl);
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
}
static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
{
- struct si_pm4_state *pm4;
- unsigned num_user_sgprs;
- unsigned vgpr_comp_cnt;
- uint64_t va;
- unsigned oc_lds_en;
-
- assert(sscreen->info.chip_class <= GFX8);
-
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- pm4->atom.emit = si_emit_shader_es;
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
- if (shader->selector->type == PIPE_SHADER_VERTEX) {
- vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
- num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
- } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
- vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
- num_user_sgprs = SI_TES_NUM_USER_SGPR;
- } else
- unreachable("invalid shader selector type");
-
- oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
-
- si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
- si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
- si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
- S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
- S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B328_DX10_CLAMP(1) |
- S_00B328_FLOAT_MODE(shader->config.float_mode));
- si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
- S_00B32C_USER_SGPR(num_user_sgprs) |
- S_00B32C_OC_LDS_EN(oc_lds_en) |
- S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
-
- if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
- si_set_tesseval_regs(sscreen, shader->selector, pm4);
-
- polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
-}
-
-void gfx9_get_gs_info(struct si_shader_selector *es,
- struct si_shader_selector *gs,
- struct gfx9_gs_info *out)
-{
- unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
- unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
- bool uses_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
- input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
-
- /* All these are in dwords: */
- /* We can't allow using the whole LDS, because GS waves compete with
- * other shader stages for LDS space. */
- const unsigned max_lds_size = 8 * 1024;
- const unsigned esgs_itemsize = es->esgs_itemsize / 4;
- unsigned esgs_lds_size;
-
- /* All these are per subgroup: */
- const unsigned max_out_prims = 32 * 1024;
- const unsigned max_es_verts = 255;
- const unsigned ideal_gs_prims = 64;
- unsigned max_gs_prims, gs_prims;
- unsigned min_es_verts, es_verts, worst_case_es_verts;
-
- if (uses_adjacency || gs_num_invocations > 1)
- max_gs_prims = 127 / gs_num_invocations;
- else
- max_gs_prims = 255;
-
- /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
- * Make sure we don't go over the maximum value.
- */
- if (gs->gs_max_out_vertices > 0) {
- max_gs_prims = MIN2(max_gs_prims,
- max_out_prims /
- (gs->gs_max_out_vertices * gs_num_invocations));
- }
- assert(max_gs_prims > 0);
-
- /* If the primitive has adjacency, halve the number of vertices
- * that will be reused in multiple primitives.
- */
- min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
-
- gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
- worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
-
- /* Compute ESGS LDS size based on the worst case number of ES vertices
- * needed to create the target number of GS prims per subgroup.
- */
- esgs_lds_size = esgs_itemsize * worst_case_es_verts;
-
- /* If total LDS usage is too big, refactor partitions based on ratio
- * of ESGS item sizes.
- */
- if (esgs_lds_size > max_lds_size) {
- /* Our target GS Prims Per Subgroup was too large. Calculate
- * the maximum number of GS Prims Per Subgroup that will fit
- * into LDS, capped by the maximum that the hardware can support.
- */
- gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)),
- max_gs_prims);
- assert(gs_prims > 0);
- worst_case_es_verts = MIN2(min_es_verts * gs_prims,
- max_es_verts);
-
- esgs_lds_size = esgs_itemsize * worst_case_es_verts;
- assert(esgs_lds_size <= max_lds_size);
- }
-
- /* Now calculate remaining ESGS information. */
- if (esgs_lds_size)
- es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
- else
- es_verts = max_es_verts;
-
- /* Vertices for adjacency primitives are not always reused, so restore
- * it for ES_VERTS_PER_SUBGRP.
- */
- min_es_verts = gs->gs_input_verts_per_prim;
-
- /* For normal primitives, the VGT only checks if they are past the ES
- * verts per subgroup after allocating a full GS primitive and if they
- * are, kick off a new subgroup. But if those additional ES verts are
- * unique (e.g. not reused) we need to make sure there is enough LDS
- * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
- */
- es_verts -= min_es_verts - 1;
-
- out->es_verts_per_subgroup = es_verts;
- out->gs_prims_per_subgroup = gs_prims;
- out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
- out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
- gs->gs_max_out_vertices;
- out->esgs_ring_size = 4 * esgs_lds_size;
-
- assert(out->max_prims_per_subgroup <= max_out_prims);
+ struct si_pm4_state *pm4;
+ unsigned num_user_sgprs;
+ unsigned vgpr_comp_cnt;
+ uint64_t va;
+ unsigned oc_lds_en;
+
+ assert(sscreen->info.chip_class <= GFX8);
+
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ pm4->atom.emit = si_emit_shader_es;
+ va = shader->bo->gpu_address;
+
+ if (shader->selector->type == PIPE_SHADER_VERTEX) {
+ vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+ num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
+ } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
+ vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
+ num_user_sgprs = SI_TES_NUM_USER_SGPR;
+ } else
+ unreachable("invalid shader selector type");
+
+ oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
+
+ si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+ si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
+ si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
+ S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
+ S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
+ S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B328_DX10_CLAMP(1) |
+ S_00B328_FLOAT_MODE(shader->config.float_mode));
+ si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
+ S_00B32C_USER_SGPR(num_user_sgprs) | S_00B32C_OC_LDS_EN(oc_lds_en) |
+ S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+
+ if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+ si_set_tesseval_regs(sscreen, shader->selector, pm4);
+
+ polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
+}
+
+void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
+ struct gfx9_gs_info *out)
+{
+ unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
+ unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+ bool uses_adjacency =
+ input_prim >= PIPE_PRIM_LINES_ADJACENCY && input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
+
+ /* All these are in dwords: */
+ /* We can't allow using the whole LDS, because GS waves compete with
+ * other shader stages for LDS space. */
+ const unsigned max_lds_size = 8 * 1024;
+ const unsigned esgs_itemsize = es->esgs_itemsize / 4;
+ unsigned esgs_lds_size;
+
+ /* All these are per subgroup: */
+ const unsigned max_out_prims = 32 * 1024;
+ const unsigned max_es_verts = 255;
+ const unsigned ideal_gs_prims = 64;
+ unsigned max_gs_prims, gs_prims;
+ unsigned min_es_verts, es_verts, worst_case_es_verts;
+
+ if (uses_adjacency || gs_num_invocations > 1)
+ max_gs_prims = 127 / gs_num_invocations;
+ else
+ max_gs_prims = 255;
+
+ /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
+ * Make sure we don't go over the maximum value.
+ */
+ if (gs->gs_max_out_vertices > 0) {
+ max_gs_prims =
+ MIN2(max_gs_prims, max_out_prims / (gs->gs_max_out_vertices * gs_num_invocations));
+ }
+ assert(max_gs_prims > 0);
+
+ /* If the primitive has adjacency, halve the number of vertices
+ * that will be reused in multiple primitives.
+ */
+ min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
+
+ gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
+ worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
+
+ /* Compute ESGS LDS size based on the worst case number of ES vertices
+ * needed to create the target number of GS prims per subgroup.
+ */
+ esgs_lds_size = esgs_itemsize * worst_case_es_verts;
+
+ /* If total LDS usage is too big, refactor partitions based on ratio
+ * of ESGS item sizes.
+ */
+ if (esgs_lds_size > max_lds_size) {
+ /* Our target GS Prims Per Subgroup was too large. Calculate
+ * the maximum number of GS Prims Per Subgroup that will fit
+ * into LDS, capped by the maximum that the hardware can support.
+ */
+ gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)), max_gs_prims);
+ assert(gs_prims > 0);
+ worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
+
+ esgs_lds_size = esgs_itemsize * worst_case_es_verts;
+ assert(esgs_lds_size <= max_lds_size);
+ }
+
+ /* Now calculate remaining ESGS information. */
+ if (esgs_lds_size)
+ es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
+ else
+ es_verts = max_es_verts;
+
+ /* Vertices for adjacency primitives are not always reused, so restore
+ * it for ES_VERTS_PER_SUBGRP.
+ */
+ min_es_verts = gs->gs_input_verts_per_prim;
+
+ /* For normal primitives, the VGT only checks if they are past the ES
+ * verts per subgroup after allocating a full GS primitive and if they
+ * are, kick off a new subgroup. But if those additional ES verts are
+ * unique (e.g. not reused) we need to make sure there is enough LDS
+ * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
+ */
+ es_verts -= min_es_verts - 1;
+
+ out->es_verts_per_subgroup = es_verts;
+ out->gs_prims_per_subgroup = gs_prims;
+ out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
+ out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup * gs->gs_max_out_vertices;
+ out->esgs_ring_size = 4 * esgs_lds_size;
+
+ assert(out->max_prims_per_subgroup <= max_out_prims);
}
static void si_emit_shader_gs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.gs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
- if (!shader)
- return;
-
- /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
- * R_028A68_VGT_GSVS_RING_OFFSET_3 */
- radeon_opt_set_context_reg3(sctx, R_028A60_VGT_GSVS_RING_OFFSET_1,
- SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_1,
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_3);
-
- /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
- radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
- SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
- shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
-
- /* R_028B38_VGT_GS_MAX_VERT_OUT */
- radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
- SI_TRACKED_VGT_GS_MAX_VERT_OUT,
- shader->ctx_reg.gs.vgt_gs_max_vert_out);
-
- /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
- * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
- radeon_opt_set_context_reg4(sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE,
- SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
- shader->ctx_reg.gs.vgt_gs_vert_itemsize,
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_2,
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
-
- /* R_028B90_VGT_GS_INSTANCE_CNT */
- radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT,
- SI_TRACKED_VGT_GS_INSTANCE_CNT,
- shader->ctx_reg.gs.vgt_gs_instance_cnt);
-
- if (sctx->chip_class >= GFX9) {
- /* R_028A44_VGT_GS_ONCHIP_CNTL */
- radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
- SI_TRACKED_VGT_GS_ONCHIP_CNTL,
- shader->ctx_reg.gs.vgt_gs_onchip_cntl);
- /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
- radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
- SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
- shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
- /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
- radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
- SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
- shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
-
- if (shader->key.part.gs.es->type == PIPE_SHADER_TESS_EVAL)
- radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
- SI_TRACKED_VGT_TF_PARAM,
- shader->vgt_tf_param);
- if (shader->vgt_vertex_reuse_block_cntl)
- radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
- SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
- shader->vgt_vertex_reuse_block_cntl);
- }
-
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
+ struct si_shader *shader = sctx->queued.named.gs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+
+ if (!shader)
+ return;
+
+ /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
+ * R_028A68_VGT_GSVS_RING_OFFSET_3 */
+ radeon_opt_set_context_reg3(
+ sctx, R_028A60_VGT_GSVS_RING_OFFSET_1, SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
+ shader->ctx_reg.gs.vgt_gsvs_ring_offset_1, shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
+ shader->ctx_reg.gs.vgt_gsvs_ring_offset_3);
+
+ /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
+ radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
+ SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
+ shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
+
+ /* R_028B38_VGT_GS_MAX_VERT_OUT */
+ radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+ shader->ctx_reg.gs.vgt_gs_max_vert_out);
+
+ /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
+ * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
+ radeon_opt_set_context_reg4(
+ sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE, SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize, shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize_2, shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
+
+ /* R_028B90_VGT_GS_INSTANCE_CNT */
+ radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
+ shader->ctx_reg.gs.vgt_gs_instance_cnt);
+
+ if (sctx->chip_class >= GFX9) {
+ /* R_028A44_VGT_GS_ONCHIP_CNTL */
+ radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+ shader->ctx_reg.gs.vgt_gs_onchip_cntl);
+ /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
+ radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
+ SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
+ shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
+ /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
+ radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+ SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+ shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
+
+ if (shader->key.part.gs.es->type == PIPE_SHADER_TESS_EVAL)
+ radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+ shader->vgt_tf_param);
+ if (shader->vgt_vertex_reuse_block_cntl)
+ radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ shader->vgt_vertex_reuse_block_cntl);
+ }
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
}
static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
{
- struct si_shader_selector *sel = shader->selector;
- const ubyte *num_components = sel->info.num_stream_output_components;
- unsigned gs_num_invocations = sel->gs_num_invocations;
- struct si_pm4_state *pm4;
- uint64_t va;
- unsigned max_stream = sel->max_gs_stream;
- unsigned offset;
-
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- pm4->atom.emit = si_emit_shader_gs;
-
- offset = num_components[0] * sel->gs_max_out_vertices;
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
-
- if (max_stream >= 1)
- offset += num_components[1] * sel->gs_max_out_vertices;
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
-
- if (max_stream >= 2)
- offset += num_components[2] * sel->gs_max_out_vertices;
- shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
-
- if (max_stream >= 3)
- offset += num_components[3] * sel->gs_max_out_vertices;
- shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
-
- /* The GSVS_RING_ITEMSIZE register takes 15 bits */
- assert(offset < (1 << 15));
-
- shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->gs_max_out_vertices;
-
- shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 1) ? num_components[1] : 0;
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 2) ? num_components[2] : 0;
- shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 3) ? num_components[3] : 0;
-
- shader->ctx_reg.gs.vgt_gs_instance_cnt = S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
- S_028B90_ENABLE(gs_num_invocations > 0);
-
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
- if (sscreen->info.chip_class >= GFX9) {
- unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
- unsigned es_type = shader->key.part.gs.es->type;
- unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
-
- if (es_type == PIPE_SHADER_VERTEX) {
- es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
- } else if (es_type == PIPE_SHADER_TESS_EVAL)
- es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
- else
- unreachable("invalid shader selector type");
-
- /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
- * VGPR[0:4] are always loaded.
- */
- if (sel->info.uses_invocationid)
- gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
- else if (sel->info.uses_primid)
- gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
- else if (input_prim >= PIPE_PRIM_TRIANGLES)
- gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
- else
- gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
-
- unsigned num_user_sgprs;
- if (es_type == PIPE_SHADER_VERTEX)
- num_user_sgprs = si_get_num_vs_user_sgprs(GFX9_VSGS_NUM_USER_SGPR);
- else
- num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
-
- if (sscreen->info.chip_class >= GFX10) {
- si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
- si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
- } else {
- si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
- si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
- }
-
- uint32_t rsrc1 =
- S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B228_DX10_CLAMP(1) |
- S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
- S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
- S_00B228_FLOAT_MODE(shader->config.float_mode) |
- S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
- uint32_t rsrc2 =
- S_00B22C_USER_SGPR(num_user_sgprs) |
- S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
- S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
- S_00B22C_LDS_SIZE(shader->config.lds_size) |
- S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
- if (sscreen->info.chip_class >= GFX10) {
- rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
- } else {
- rsrc1 |= S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8);
- rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
- }
-
- si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, rsrc1);
- si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, rsrc2);
-
- shader->ctx_reg.gs.vgt_gs_onchip_cntl =
- S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
- S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
- S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
- shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
- S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
- shader->ctx_reg.gs.vgt_esgs_ring_itemsize =
- shader->key.part.gs.es->esgs_itemsize / 4;
-
- if (es_type == PIPE_SHADER_TESS_EVAL)
- si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
-
- polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es,
- NULL, pm4);
- } else {
- si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
- si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, S_00B224_MEM_BASE(va >> 40));
-
- si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
- S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
- S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
- S_00B228_DX10_CLAMP(1) |
- S_00B228_FLOAT_MODE(shader->config.float_mode));
- si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
- S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
- S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
- }
+ struct si_shader_selector *sel = shader->selector;
+ const ubyte *num_components = sel->info.num_stream_output_components;
+ unsigned gs_num_invocations = sel->gs_num_invocations;
+ struct si_pm4_state *pm4;
+ uint64_t va;
+ unsigned max_stream = sel->max_gs_stream;
+ unsigned offset;
+
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ pm4->atom.emit = si_emit_shader_gs;
+
+ offset = num_components[0] * sel->gs_max_out_vertices;
+ shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
+
+ if (max_stream >= 1)
+ offset += num_components[1] * sel->gs_max_out_vertices;
+ shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
+
+ if (max_stream >= 2)
+ offset += num_components[2] * sel->gs_max_out_vertices;
+ shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
+
+ if (max_stream >= 3)
+ offset += num_components[3] * sel->gs_max_out_vertices;
+ shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
+
+ /* The GSVS_RING_ITEMSIZE register takes 15 bits */
+ assert(offset < (1 << 15));
+
+ shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->gs_max_out_vertices;
+
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 1) ? num_components[1] : 0;
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 2) ? num_components[2] : 0;
+ shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 3) ? num_components[3] : 0;
+
+ shader->ctx_reg.gs.vgt_gs_instance_cnt =
+ S_028B90_CNT(MIN2(gs_num_invocations, 127)) | S_028B90_ENABLE(gs_num_invocations > 0);
+
+ va = shader->bo->gpu_address;
+
+ if (sscreen->info.chip_class >= GFX9) {
+ unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+ unsigned es_type = shader->key.part.gs.es->type;
+ unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
+
+ if (es_type == PIPE_SHADER_VERTEX) {
+ es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+ } else if (es_type == PIPE_SHADER_TESS_EVAL)
+ es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
+ else
+ unreachable("invalid shader selector type");
+
+ /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
+ * VGPR[0:4] are always loaded.
+ */
+ if (sel->info.uses_invocationid)
+ gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
+ else if (sel->info.uses_primid)
+ gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+ else if (input_prim >= PIPE_PRIM_TRIANGLES)
+ gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
+ else
+ gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
+
+ unsigned num_user_sgprs;
+ if (es_type == PIPE_SHADER_VERTEX)
+ num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
+ else
+ num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
+
+ if (sscreen->info.chip_class >= GFX10) {
+ si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+ si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
+ } else {
+ si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
+ si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
+ }
+
+ uint32_t rsrc1 = S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) | S_00B228_DX10_CLAMP(1) |
+ S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
+ S_00B228_FLOAT_MODE(shader->config.float_mode) |
+ S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
+ uint32_t rsrc2 = S_00B22C_USER_SGPR(num_user_sgprs) |
+ S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
+ S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
+ S_00B22C_LDS_SIZE(shader->config.lds_size) |
+ S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class >= GFX10) {
+ rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+ } else {
+ rsrc1 |= S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8);
+ rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+ }
+
+ si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, rsrc1);
+ si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, rsrc2);
+
+ if (sscreen->info.chip_class >= GFX10) {
+ si_pm4_set_reg(pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
+ S_00B204_CU_EN(0xffff) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(0));
+ }
+
+ shader->ctx_reg.gs.vgt_gs_onchip_cntl =
+ S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
+ S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
+ S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
+ shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
+ S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
+ shader->ctx_reg.gs.vgt_esgs_ring_itemsize = shader->key.part.gs.es->esgs_itemsize / 4;
+
+ if (es_type == PIPE_SHADER_TESS_EVAL)
+ si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
+
+ polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es, NULL, pm4);
+ } else {
+ si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, S_00B224_MEM_BASE(va >> 40));
+
+ si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
+ S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
+ S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
+ S_00B228_DX10_CLAMP(1) | S_00B228_FLOAT_MODE(shader->config.float_mode));
+ si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
+ S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
+ S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+ }
+}
+
+static void gfx10_emit_ge_pc_alloc(struct si_context *sctx, unsigned value)
+{
+ enum si_tracked_reg reg = SI_TRACKED_GE_PC_ALLOC;
+
+ if (((sctx->tracked_regs.reg_saved >> reg) & 0x1) != 0x1 ||
+ sctx->tracked_regs.reg_value[reg] != value) {
+ struct radeon_cmdbuf *cs = sctx->gfx_cs;
+
+ if (sctx->chip_class == GFX10) {
+ /* SQ_NON_EVENT must be emitted before GE_PC_ALLOC is written. */
+ radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
+ radeon_emit(cs, EVENT_TYPE(V_028A90_SQ_NON_EVENT) | EVENT_INDEX(0));
+ }
+
+ radeon_set_uconfig_reg(cs, R_030980_GE_PC_ALLOC, value);
+
+ sctx->tracked_regs.reg_saved |= 0x1ull << reg;
+ sctx->tracked_regs.reg_value[reg] = value;
+ }
}
/* Common tail code for NGG primitive shaders. */
-static void gfx10_emit_shader_ngg_tail(struct si_context *sctx,
- struct si_shader *shader,
- unsigned initial_cdw)
-{
- radeon_opt_set_context_reg(sctx, R_0287FC_GE_MAX_OUTPUT_PER_SUBGROUP,
- SI_TRACKED_GE_MAX_OUTPUT_PER_SUBGROUP,
- shader->ctx_reg.ngg.ge_max_output_per_subgroup);
- radeon_opt_set_context_reg(sctx, R_028B4C_GE_NGG_SUBGRP_CNTL,
- SI_TRACKED_GE_NGG_SUBGRP_CNTL,
- shader->ctx_reg.ngg.ge_ngg_subgrp_cntl);
- radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN,
- SI_TRACKED_VGT_PRIMITIVEID_EN,
- shader->ctx_reg.ngg.vgt_primitiveid_en);
- radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
- SI_TRACKED_VGT_GS_ONCHIP_CNTL,
- shader->ctx_reg.ngg.vgt_gs_onchip_cntl);
- radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT,
- SI_TRACKED_VGT_GS_INSTANCE_CNT,
- shader->ctx_reg.ngg.vgt_gs_instance_cnt);
- radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
- SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
- shader->ctx_reg.ngg.vgt_esgs_ring_itemsize);
- radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG,
- SI_TRACKED_SPI_VS_OUT_CONFIG,
- shader->ctx_reg.ngg.spi_vs_out_config);
- radeon_opt_set_context_reg2(sctx, R_028708_SPI_SHADER_IDX_FORMAT,
- SI_TRACKED_SPI_SHADER_IDX_FORMAT,
- shader->ctx_reg.ngg.spi_shader_idx_format,
- shader->ctx_reg.ngg.spi_shader_pos_format);
- radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
- SI_TRACKED_PA_CL_VTE_CNTL,
- shader->ctx_reg.ngg.pa_cl_vte_cntl);
- radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL,
- SI_TRACKED_PA_CL_NGG_CNTL,
- shader->ctx_reg.ngg.pa_cl_ngg_cntl);
-
- radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
- SI_TRACKED_PA_CL_VS_OUT_CNTL__VS,
- shader->pa_cl_vs_out_cntl,
- SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
-
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
+static void gfx10_emit_shader_ngg_tail(struct si_context *sctx, struct si_shader *shader,
+ unsigned initial_cdw)
+{
+ radeon_opt_set_context_reg(sctx, R_0287FC_GE_MAX_OUTPUT_PER_SUBGROUP,
+ SI_TRACKED_GE_MAX_OUTPUT_PER_SUBGROUP,
+ shader->ctx_reg.ngg.ge_max_output_per_subgroup);
+ radeon_opt_set_context_reg(sctx, R_028B4C_GE_NGG_SUBGRP_CNTL, SI_TRACKED_GE_NGG_SUBGRP_CNTL,
+ shader->ctx_reg.ngg.ge_ngg_subgrp_cntl);
+ radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
+ shader->ctx_reg.ngg.vgt_primitiveid_en);
+ radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+ shader->ctx_reg.ngg.vgt_gs_onchip_cntl);
+ radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
+ shader->ctx_reg.ngg.vgt_gs_instance_cnt);
+ radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
+ SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
+ shader->ctx_reg.ngg.vgt_esgs_ring_itemsize);
+ radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
+ shader->ctx_reg.ngg.spi_vs_out_config);
+ radeon_opt_set_context_reg2(
+ sctx, R_028708_SPI_SHADER_IDX_FORMAT, SI_TRACKED_SPI_SHADER_IDX_FORMAT,
+ shader->ctx_reg.ngg.spi_shader_idx_format, shader->ctx_reg.ngg.spi_shader_pos_format);
+ radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
+ shader->ctx_reg.ngg.pa_cl_vte_cntl);
+ radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL, SI_TRACKED_PA_CL_NGG_CNTL,
+ shader->ctx_reg.ngg.pa_cl_ngg_cntl);
+
+ radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
+ SI_TRACKED_PA_CL_VS_OUT_CNTL__VS, shader->pa_cl_vs_out_cntl,
+ SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
+
+ /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
+ gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.ngg.ge_pc_alloc);
}
static void gfx10_emit_shader_ngg_notess_nogs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.gs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ struct si_shader *shader = sctx->queued.named.gs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- if (!shader)
- return;
+ if (!shader)
+ return;
- gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+ gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
static void gfx10_emit_shader_ngg_tess_nogs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.gs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ struct si_shader *shader = sctx->queued.named.gs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- if (!shader)
- return;
+ if (!shader)
+ return;
- radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
- SI_TRACKED_VGT_TF_PARAM,
- shader->vgt_tf_param);
+ radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+ shader->vgt_tf_param);
- gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+ gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
static void gfx10_emit_shader_ngg_notess_gs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.gs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ struct si_shader *shader = sctx->queued.named.gs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- if (!shader)
- return;
+ if (!shader)
+ return;
- radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
- SI_TRACKED_VGT_GS_MAX_VERT_OUT,
- shader->ctx_reg.ngg.vgt_gs_max_vert_out);
+ radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+ shader->ctx_reg.ngg.vgt_gs_max_vert_out);
- gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+ gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
static void gfx10_emit_shader_ngg_tess_gs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.gs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ struct si_shader *shader = sctx->queued.named.gs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- if (!shader)
- return;
+ if (!shader)
+ return;
- radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
- SI_TRACKED_VGT_GS_MAX_VERT_OUT,
- shader->ctx_reg.ngg.vgt_gs_max_vert_out);
- radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
- SI_TRACKED_VGT_TF_PARAM,
- shader->vgt_tf_param);
+ radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
+ shader->ctx_reg.ngg.vgt_gs_max_vert_out);
+ radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+ shader->vgt_tf_param);
- gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
+ gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
unsigned si_get_input_prim(const struct si_shader_selector *gs)
{
- if (gs->type == PIPE_SHADER_GEOMETRY)
- return gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
-
- if (gs->type == PIPE_SHADER_TESS_EVAL) {
- if (gs->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
- return PIPE_PRIM_POINTS;
- if (gs->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
- return PIPE_PRIM_LINES;
- return PIPE_PRIM_TRIANGLES;
- }
-
- /* TODO: Set this correctly if the primitive type is set in the shader key. */
- return PIPE_PRIM_TRIANGLES; /* worst case for all callers */
+ if (gs->type == PIPE_SHADER_GEOMETRY)
+ return gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+
+ if (gs->type == PIPE_SHADER_TESS_EVAL) {
+ if (gs->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
+ return PIPE_PRIM_POINTS;
+ if (gs->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
+ return PIPE_PRIM_LINES;
+ return PIPE_PRIM_TRIANGLES;
+ }
+
+ /* TODO: Set this correctly if the primitive type is set in the shader key. */
+ return PIPE_PRIM_TRIANGLES; /* worst case for all callers */
}
static unsigned si_get_vs_out_cntl(const struct si_shader_selector *sel, bool ngg)
{
- bool misc_vec_ena =
- sel->info.writes_psize || (sel->info.writes_edgeflag && !ngg) ||
- sel->info.writes_layer || sel->info.writes_viewport_index;
- return S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
- S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag && !ngg) |
- S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
- S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
- S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
- S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
+ bool misc_vec_ena = sel->info.writes_psize || (sel->info.writes_edgeflag && !ngg) ||
+ sel->info.writes_layer || sel->info.writes_viewport_index;
+ return S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
+ S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag && !ngg) |
+ S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
+ S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
+ S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
+ S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
}
/**
*/
static void gfx10_shader_ngg(struct si_screen *sscreen, struct si_shader *shader)
{
- const struct si_shader_selector *gs_sel = shader->selector;
- const struct tgsi_shader_info *gs_info = &gs_sel->info;
- enum pipe_shader_type gs_type = shader->selector->type;
- const struct si_shader_selector *es_sel =
- shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
- const struct tgsi_shader_info *es_info = &es_sel->info;
- enum pipe_shader_type es_type = es_sel->type;
- unsigned num_user_sgprs;
- unsigned nparams, es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
- uint64_t va;
- unsigned window_space =
- gs_info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
- bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
- unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
- unsigned input_prim = si_get_input_prim(gs_sel);
- bool break_wave_at_eoi = false;
- struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- if (es_type == PIPE_SHADER_TESS_EVAL) {
- pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_tess_gs
- : gfx10_emit_shader_ngg_tess_nogs;
- } else {
- pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_notess_gs
- : gfx10_emit_shader_ngg_notess_nogs;
- }
-
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
- if (es_type == PIPE_SHADER_VERTEX) {
- es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
-
- if (es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
- num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
- es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
- } else {
- num_user_sgprs = si_get_num_vs_user_sgprs(GFX9_VSGS_NUM_USER_SGPR);
- }
- } else {
- assert(es_type == PIPE_SHADER_TESS_EVAL);
- es_vgpr_comp_cnt = es_enable_prim_id ? 3 : 2;
- num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
-
- if (es_enable_prim_id || gs_info->uses_primid)
- break_wave_at_eoi = true;
- }
-
- /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
- * VGPR[0:4] are always loaded.
- *
- * Vertex shaders always need to load VGPR3, because they need to
- * pass edge flags for decomposed primitives (such as quads) to the PA
- * for the GL_LINE polygon mode to skip rendering lines on inner edges.
- */
- if (gs_info->uses_invocationid || gs_type == PIPE_SHADER_VERTEX)
- gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
- else if (gs_info->uses_primid)
- gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
- else if (input_prim >= PIPE_PRIM_TRIANGLES)
- gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
- else
- gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
-
- si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
- si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
- si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
- S_00B228_VGPRS((shader->config.num_vgprs - 1) /
- (sscreen->ge_wave_size == 32 ? 8 : 4)) |
- S_00B228_FLOAT_MODE(shader->config.float_mode) |
- S_00B228_DX10_CLAMP(1) |
- S_00B228_MEM_ORDERED(1) |
- S_00B228_WGP_MODE(1) |
- S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
- si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
- S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
- S_00B22C_USER_SGPR(num_user_sgprs) |
- S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
- S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
- S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
- S_00B22C_LDS_SIZE(shader->config.lds_size));
-
- nparams = MAX2(shader->info.nr_param_exports, 1);
- shader->ctx_reg.ngg.spi_vs_out_config =
- S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
- S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
-
- shader->ctx_reg.ngg.spi_shader_idx_format =
- S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
- shader->ctx_reg.ngg.spi_shader_pos_format =
- S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
- S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE) |
- S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE) |
- S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE);
-
- shader->ctx_reg.ngg.vgt_primitiveid_en =
- S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
- S_028A84_NGG_DISABLE_PROVOK_REUSE(es_enable_prim_id);
-
- if (gs_type == PIPE_SHADER_GEOMETRY) {
- shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
- shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->gs_max_out_vertices;
- } else {
- shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
- }
-
- if (es_type == PIPE_SHADER_TESS_EVAL)
- si_set_tesseval_regs(sscreen, es_sel, pm4);
-
- shader->ctx_reg.ngg.vgt_gs_onchip_cntl =
- S_028A44_ES_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
- S_028A44_GS_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
- S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->ngg.max_gsprims * gs_num_invocations);
- shader->ctx_reg.ngg.ge_max_output_per_subgroup =
- S_0287FC_MAX_VERTS_PER_SUBGROUP(shader->ngg.max_out_verts);
- shader->ctx_reg.ngg.ge_ngg_subgrp_cntl =
- S_028B4C_PRIM_AMP_FACTOR(shader->ngg.prim_amp_factor) |
- S_028B4C_THDS_PER_SUBGRP(0); /* for fast launch */
- shader->ctx_reg.ngg.vgt_gs_instance_cnt =
- S_028B90_CNT(gs_num_invocations) |
- S_028B90_ENABLE(gs_num_invocations > 1) |
- S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(
- shader->ngg.max_vert_out_per_gs_instance);
-
- /* Always output hw-generated edge flags and pass them via the prim
- * export to prevent drawing lines on internal edges of decomposed
- * primitives (such as quads) with polygon mode = lines. Only VS needs
- * this.
- */
- shader->ctx_reg.ngg.pa_cl_ngg_cntl =
- S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_type == PIPE_SHADER_VERTEX);
- shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(gs_sel, true);
-
- shader->ge_cntl =
- S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
- S_03096C_VERT_GRP_SIZE(256) | /* 256 = disable vertex grouping */
- S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
-
- /* Bug workaround for a possible hang with non-tessellation cases.
- * Tessellation always sets GE_CNTL.VERT_GRP_SIZE = 0
- *
- * Requirement: GE_CNTL.VERT_GRP_SIZE = VGT_GS_ONCHIP_CNTL.ES_VERTS_PER_SUBGRP - 5
- */
- if ((sscreen->info.family == CHIP_NAVI10 ||
- sscreen->info.family == CHIP_NAVI12 ||
- sscreen->info.family == CHIP_NAVI14) &&
- (es_type == PIPE_SHADER_VERTEX || gs_type == PIPE_SHADER_VERTEX) && /* = no tess */
- shader->ngg.hw_max_esverts != 256) {
- shader->ge_cntl &= C_03096C_VERT_GRP_SIZE;
-
- if (shader->ngg.hw_max_esverts > 5) {
- shader->ge_cntl |=
- S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts - 5);
- }
- }
-
- if (window_space) {
- shader->ctx_reg.ngg.pa_cl_vte_cntl =
- S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
- } else {
- shader->ctx_reg.ngg.pa_cl_vte_cntl =
- S_028818_VTX_W0_FMT(1) |
- S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
- S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
- S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
- }
+ const struct si_shader_selector *gs_sel = shader->selector;
+ const struct si_shader_info *gs_info = &gs_sel->info;
+ enum pipe_shader_type gs_type = shader->selector->type;
+ const struct si_shader_selector *es_sel =
+ shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
+ const struct si_shader_info *es_info = &es_sel->info;
+ enum pipe_shader_type es_type = es_sel->type;
+ unsigned num_user_sgprs;
+ unsigned nparams, es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
+ uint64_t va;
+ unsigned window_space = gs_info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
+ bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
+ unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
+ unsigned input_prim = si_get_input_prim(gs_sel);
+ bool break_wave_at_eoi = false;
+ struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ if (es_type == PIPE_SHADER_TESS_EVAL) {
+ pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_tess_gs
+ : gfx10_emit_shader_ngg_tess_nogs;
+ } else {
+ pm4->atom.emit = gs_type == PIPE_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_notess_gs
+ : gfx10_emit_shader_ngg_notess_nogs;
+ }
+
+ va = shader->bo->gpu_address;
+
+ if (es_type == PIPE_SHADER_VERTEX) {
+ es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
+
+ if (es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
+ num_user_sgprs =
+ SI_SGPR_VS_BLIT_DATA + es_info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
+ } else {
+ num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_VSGS_NUM_USER_SGPR);
+ }
+ } else {
+ assert(es_type == PIPE_SHADER_TESS_EVAL);
+ es_vgpr_comp_cnt = es_enable_prim_id ? 3 : 2;
+ num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
+
+ if (es_enable_prim_id || gs_info->uses_primid)
+ break_wave_at_eoi = true;
+ }
+
+ /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
+ * VGPR[0:4] are always loaded.
+ *
+ * Vertex shaders always need to load VGPR3, because they need to
+ * pass edge flags for decomposed primitives (such as quads) to the PA
+ * for the GL_LINE polygon mode to skip rendering lines on inner edges.
+ */
+ if (gs_info->uses_invocationid ||
+ (gs_type == PIPE_SHADER_VERTEX && !gfx10_is_ngg_passthrough(shader)))
+ gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
+ else if ((gs_type == PIPE_SHADER_GEOMETRY && gs_info->uses_primid) ||
+ (gs_type == PIPE_SHADER_VERTEX && shader->key.mono.u.vs_export_prim_id))
+ gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
+ else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader))
+ gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
+ else
+ gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
+
+ unsigned wave_size = si_get_shader_wave_size(shader);
+
+ si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
+ si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
+ si_pm4_set_reg(
+ pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
+ S_00B228_VGPRS((shader->config.num_vgprs - 1) / (wave_size == 32 ? 8 : 4)) |
+ S_00B228_FLOAT_MODE(shader->config.float_mode) | S_00B228_DX10_CLAMP(1) |
+ S_00B228_MEM_ORDERED(1) | S_00B228_WGP_MODE(1) |
+ S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
+ si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
+ S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
+ S_00B22C_USER_SGPR(num_user_sgprs) |
+ S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
+ S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
+ S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
+ S_00B22C_LDS_SIZE(shader->config.lds_size));
+
+ /* Determine LATE_ALLOC_GS. */
+ unsigned num_cu_per_sh = sscreen->info.min_good_cu_per_sa;
+ unsigned late_alloc_wave64; /* The limit is per SA. */
+
+ /* For Wave32, the hw will launch twice the number of late
+ * alloc waves, so 1 == 2x wave32.
+ *
+ * Don't use late alloc for NGG on Navi14 due to a hw bug.
+ */
+ if (sscreen->info.family == CHIP_NAVI14 || !sscreen->info.use_late_alloc)
+ late_alloc_wave64 = 0;
+ else if (num_cu_per_sh <= 6)
+ late_alloc_wave64 = num_cu_per_sh - 2; /* All CUs enabled */
+ else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL)
+ late_alloc_wave64 = (num_cu_per_sh - 2) * 6;
+ else
+ late_alloc_wave64 = (num_cu_per_sh - 2) * 4;
+
+ /* Limit LATE_ALLOC_GS for prevent a hang (hw bug). */
+ if (sscreen->info.chip_class == GFX10)
+ late_alloc_wave64 = MIN2(late_alloc_wave64, 64);
+
+ si_pm4_set_reg(
+ pm4, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
+ S_00B204_CU_EN(0xffff) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(late_alloc_wave64));
+
+ nparams = MAX2(shader->info.nr_param_exports, 1);
+ shader->ctx_reg.ngg.spi_vs_out_config =
+ S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
+ S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
+
+ shader->ctx_reg.ngg.spi_shader_idx_format =
+ S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
+ shader->ctx_reg.ngg.spi_shader_pos_format =
+ S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
+ S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE) |
+ S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE) |
+ S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE);
+
+ shader->ctx_reg.ngg.vgt_primitiveid_en =
+ S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
+ S_028A84_NGG_DISABLE_PROVOK_REUSE(shader->key.mono.u.vs_export_prim_id ||
+ gs_sel->info.writes_primid);
+
+ if (gs_type == PIPE_SHADER_GEOMETRY) {
+ shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
+ shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->gs_max_out_vertices;
+ } else {
+ shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
+ }
+
+ if (es_type == PIPE_SHADER_TESS_EVAL)
+ si_set_tesseval_regs(sscreen, es_sel, pm4);
+
+ shader->ctx_reg.ngg.vgt_gs_onchip_cntl =
+ S_028A44_ES_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
+ S_028A44_GS_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
+ S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->ngg.max_gsprims * gs_num_invocations);
+ shader->ctx_reg.ngg.ge_max_output_per_subgroup =
+ S_0287FC_MAX_VERTS_PER_SUBGROUP(shader->ngg.max_out_verts);
+ shader->ctx_reg.ngg.ge_ngg_subgrp_cntl = S_028B4C_PRIM_AMP_FACTOR(shader->ngg.prim_amp_factor) |
+ S_028B4C_THDS_PER_SUBGRP(0); /* for fast launch */
+ shader->ctx_reg.ngg.vgt_gs_instance_cnt =
+ S_028B90_CNT(gs_num_invocations) | S_028B90_ENABLE(gs_num_invocations > 1) |
+ S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(shader->ngg.max_vert_out_per_gs_instance);
+
+ /* Always output hw-generated edge flags and pass them via the prim
+ * export to prevent drawing lines on internal edges of decomposed
+ * primitives (such as quads) with polygon mode = lines. Only VS needs
+ * this.
+ */
+ shader->ctx_reg.ngg.pa_cl_ngg_cntl =
+ S_028838_INDEX_BUF_EDGE_FLAG_ENA(gs_type == PIPE_SHADER_VERTEX) |
+ /* Reuse for NGG. */
+ S_028838_VERTEX_REUSE_DEPTH_GFX103(sscreen->info.chip_class >= GFX10_3 ? 30 : 0);
+ shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(gs_sel, true);
+
+ /* Oversubscribe PC. This improves performance when there are too many varyings. */
+ float oversub_pc_factor = 0.25;
+
+ if (shader->key.opt.ngg_culling) {
+ /* Be more aggressive with NGG culling. */
+ if (shader->info.nr_param_exports > 4)
+ oversub_pc_factor = 1;
+ else if (shader->info.nr_param_exports > 2)
+ oversub_pc_factor = 0.75;
+ else
+ oversub_pc_factor = 0.5;
+ }
+
+ unsigned oversub_pc_lines = sscreen->info.pc_lines * oversub_pc_factor;
+ shader->ctx_reg.ngg.ge_pc_alloc = S_030980_OVERSUB_EN(sscreen->info.use_late_alloc) |
+ S_030980_NUM_PC_LINES(oversub_pc_lines - 1);
+
+ if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST) {
+ shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+ S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims * 3);
+ } else if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP) {
+ shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+ S_03096C_VERT_GRP_SIZE(shader->ngg.max_gsprims + 2);
+ } else {
+ shader->ge_cntl = S_03096C_PRIM_GRP_SIZE(shader->ngg.max_gsprims) |
+ S_03096C_VERT_GRP_SIZE(256) | /* 256 = disable vertex grouping */
+ S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
+
+ /* Bug workaround for a possible hang with non-tessellation cases.
+ * Tessellation always sets GE_CNTL.VERT_GRP_SIZE = 0
+ *
+ * Requirement: GE_CNTL.VERT_GRP_SIZE = VGT_GS_ONCHIP_CNTL.ES_VERTS_PER_SUBGRP - 5
+ */
+ if ((sscreen->info.chip_class == GFX10) &&
+ (es_type == PIPE_SHADER_VERTEX || gs_type == PIPE_SHADER_VERTEX) && /* = no tess */
+ shader->ngg.hw_max_esverts != 256) {
+ shader->ge_cntl &= C_03096C_VERT_GRP_SIZE;
+
+ if (shader->ngg.hw_max_esverts > 5) {
+ shader->ge_cntl |= S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts - 5);
+ }
+ }
+ }
+
+ if (window_space) {
+ shader->ctx_reg.ngg.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
+ } else {
+ shader->ctx_reg.ngg.pa_cl_vte_cntl =
+ S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
+ S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
+ S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
+ }
}
static void si_emit_shader_vs(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.vs->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
- if (!shader)
- return;
-
- radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE,
- SI_TRACKED_VGT_GS_MODE,
- shader->ctx_reg.vs.vgt_gs_mode);
- radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN,
- SI_TRACKED_VGT_PRIMITIVEID_EN,
- shader->ctx_reg.vs.vgt_primitiveid_en);
-
- if (sctx->chip_class <= GFX8) {
- radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF,
- SI_TRACKED_VGT_REUSE_OFF,
- shader->ctx_reg.vs.vgt_reuse_off);
- }
-
- radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG,
- SI_TRACKED_SPI_VS_OUT_CONFIG,
- shader->ctx_reg.vs.spi_vs_out_config);
-
- radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
- SI_TRACKED_SPI_SHADER_POS_FORMAT,
- shader->ctx_reg.vs.spi_shader_pos_format);
-
- radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
- SI_TRACKED_PA_CL_VTE_CNTL,
- shader->ctx_reg.vs.pa_cl_vte_cntl);
-
- if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
- radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
- SI_TRACKED_VGT_TF_PARAM,
- shader->vgt_tf_param);
-
- if (shader->vgt_vertex_reuse_block_cntl)
- radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
- SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
- shader->vgt_vertex_reuse_block_cntl);
-
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
-
- /* Required programming for tessellation. (legacy pipeline only) */
- if (sctx->chip_class == GFX10 &&
- shader->selector->type == PIPE_SHADER_TESS_EVAL) {
- radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
- SI_TRACKED_VGT_GS_ONCHIP_CNTL,
- S_028A44_ES_VERTS_PER_SUBGRP(250) |
- S_028A44_GS_PRIMS_PER_SUBGRP(126) |
- S_028A44_GS_INST_PRIMS_IN_SUBGRP(126));
- }
-
- if (sctx->chip_class >= GFX10) {
- radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
- SI_TRACKED_PA_CL_VS_OUT_CNTL__VS,
- shader->pa_cl_vs_out_cntl,
- SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
- }
+ struct si_shader *shader = sctx->queued.named.vs->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+
+ if (!shader)
+ return;
+
+ radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE, SI_TRACKED_VGT_GS_MODE,
+ shader->ctx_reg.vs.vgt_gs_mode);
+ radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
+ shader->ctx_reg.vs.vgt_primitiveid_en);
+
+ if (sctx->chip_class <= GFX8) {
+ radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF, SI_TRACKED_VGT_REUSE_OFF,
+ shader->ctx_reg.vs.vgt_reuse_off);
+ }
+
+ radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
+ shader->ctx_reg.vs.spi_vs_out_config);
+
+ radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
+ SI_TRACKED_SPI_SHADER_POS_FORMAT,
+ shader->ctx_reg.vs.spi_shader_pos_format);
+
+ radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
+ shader->ctx_reg.vs.pa_cl_vte_cntl);
+
+ if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+ radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
+ shader->vgt_tf_param);
+
+ if (shader->vgt_vertex_reuse_block_cntl)
+ radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
+ shader->vgt_vertex_reuse_block_cntl);
+
+ /* Required programming for tessellation. (legacy pipeline only) */
+ if (sctx->chip_class >= GFX10 && shader->selector->type == PIPE_SHADER_TESS_EVAL) {
+ radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
+ SI_TRACKED_VGT_GS_ONCHIP_CNTL,
+ S_028A44_ES_VERTS_PER_SUBGRP(250) |
+ S_028A44_GS_PRIMS_PER_SUBGRP(126) |
+ S_028A44_GS_INST_PRIMS_IN_SUBGRP(126));
+ }
+
+ if (sctx->chip_class >= GFX10) {
+ radeon_opt_set_context_reg_rmw(sctx, R_02881C_PA_CL_VS_OUT_CNTL,
+ SI_TRACKED_PA_CL_VS_OUT_CNTL__VS, shader->pa_cl_vs_out_cntl,
+ SI_TRACKED_PA_CL_VS_OUT_CNTL__VS_MASK);
+ }
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
+
+ /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
+ if (sctx->chip_class >= GFX10)
+ gfx10_emit_ge_pc_alloc(sctx, shader->ctx_reg.vs.ge_pc_alloc);
}
/**
static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
struct si_shader_selector *gs)
{
- const struct tgsi_shader_info *info = &shader->selector->info;
- struct si_pm4_state *pm4;
- unsigned num_user_sgprs, vgpr_comp_cnt;
- uint64_t va;
- unsigned nparams, oc_lds_en;
- unsigned window_space =
- info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
- bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
-
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- pm4->atom.emit = si_emit_shader_vs;
-
- /* We always write VGT_GS_MODE in the VS state, because every switch
- * between different shader pipelines involving a different GS or no
- * GS at all involves a switch of the VS (different GS use different
- * copy shaders). On the other hand, when the API switches from a GS to
- * no GS and then back to the same GS used originally, the GS state is
- * not sent again.
- */
- if (!gs) {
- unsigned mode = V_028A40_GS_OFF;
-
- /* PrimID needs GS scenario A. */
- if (enable_prim_id)
- mode = V_028A40_GS_SCENARIO_A;
-
- shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
- shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
- } else {
- shader->ctx_reg.vs.vgt_gs_mode = ac_vgt_gs_mode(gs->gs_max_out_vertices,
- sscreen->info.chip_class);
- shader->ctx_reg.vs.vgt_primitiveid_en = 0;
- }
-
- if (sscreen->info.chip_class <= GFX8) {
- /* Reuse needs to be set off if we write oViewport. */
- shader->ctx_reg.vs.vgt_reuse_off =
- S_028AB4_REUSE_OFF(info->writes_viewport_index);
- }
-
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
-
- if (gs) {
- vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
- num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
- } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
- vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, enable_prim_id);
-
- if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
- num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
- info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
- } else {
- num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
- }
- } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
- vgpr_comp_cnt = enable_prim_id ? 3 : 2;
- num_user_sgprs = SI_TES_NUM_USER_SGPR;
- } else
- unreachable("invalid shader selector type");
-
- /* VS is required to export at least one param. */
- nparams = MAX2(shader->info.nr_param_exports, 1);
- shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
-
- if (sscreen->info.chip_class >= GFX10) {
- shader->ctx_reg.vs.spi_vs_out_config |=
- S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
- }
-
- shader->ctx_reg.vs.spi_shader_pos_format =
- S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
- S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE) |
- S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE) |
- S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
- V_02870C_SPI_SHADER_4COMP :
- V_02870C_SPI_SHADER_NONE);
- shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, false);
-
- oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
-
- si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
- si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
-
- uint32_t rsrc1 = S_00B128_VGPRS((shader->config.num_vgprs - 1) /
- (sscreen->ge_wave_size == 32 ? 8 : 4)) |
- S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B128_DX10_CLAMP(1) |
- S_00B128_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
- S_00B128_FLOAT_MODE(shader->config.float_mode);
- uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) |
- S_00B12C_OC_LDS_EN(oc_lds_en) |
- S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
-
- if (sscreen->info.chip_class <= GFX9)
- rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
-
- if (!sscreen->use_ngg_streamout) {
- rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
- S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
- S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
- S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
- S_00B12C_SO_EN(!!shader->selector->so.num_outputs);
- }
-
- si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
- si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
-
- if (window_space)
- shader->ctx_reg.vs.pa_cl_vte_cntl =
- S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
- else
- shader->ctx_reg.vs.pa_cl_vte_cntl =
- S_028818_VTX_W0_FMT(1) |
- S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
- S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
- S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
-
- if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
- si_set_tesseval_regs(sscreen, shader->selector, pm4);
-
- polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
+ const struct si_shader_info *info = &shader->selector->info;
+ struct si_pm4_state *pm4;
+ unsigned num_user_sgprs, vgpr_comp_cnt;
+ uint64_t va;
+ unsigned nparams, oc_lds_en;
+ unsigned window_space = info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
+ bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
+
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ pm4->atom.emit = si_emit_shader_vs;
+
+ /* We always write VGT_GS_MODE in the VS state, because every switch
+ * between different shader pipelines involving a different GS or no
+ * GS at all involves a switch of the VS (different GS use different
+ * copy shaders). On the other hand, when the API switches from a GS to
+ * no GS and then back to the same GS used originally, the GS state is
+ * not sent again.
+ */
+ if (!gs) {
+ unsigned mode = V_028A40_GS_OFF;
+
+ /* PrimID needs GS scenario A. */
+ if (enable_prim_id)
+ mode = V_028A40_GS_SCENARIO_A;
+
+ shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
+ shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
+ } else {
+ shader->ctx_reg.vs.vgt_gs_mode =
+ ac_vgt_gs_mode(gs->gs_max_out_vertices, sscreen->info.chip_class);
+ shader->ctx_reg.vs.vgt_primitiveid_en = 0;
+ }
+
+ if (sscreen->info.chip_class <= GFX8) {
+ /* Reuse needs to be set off if we write oViewport. */
+ shader->ctx_reg.vs.vgt_reuse_off = S_028AB4_REUSE_OFF(info->writes_viewport_index);
+ }
+
+ va = shader->bo->gpu_address;
+
+ if (gs) {
+ vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
+ num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
+ } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
+ vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, enable_prim_id);
+
+ if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]) {
+ num_user_sgprs = SI_SGPR_VS_BLIT_DATA + info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
+ } else {
+ num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
+ }
+ } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
+ vgpr_comp_cnt = enable_prim_id ? 3 : 2;
+ num_user_sgprs = SI_TES_NUM_USER_SGPR;
+ } else
+ unreachable("invalid shader selector type");
+
+ /* VS is required to export at least one param. */
+ nparams = MAX2(shader->info.nr_param_exports, 1);
+ shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
+
+ if (sscreen->info.chip_class >= GFX10) {
+ shader->ctx_reg.vs.spi_vs_out_config |=
+ S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
+ }
+
+ shader->ctx_reg.vs.spi_shader_pos_format =
+ S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
+ S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE) |
+ S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE) |
+ S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
+ : V_02870C_SPI_SHADER_NONE);
+ shader->ctx_reg.vs.ge_pc_alloc = S_030980_OVERSUB_EN(sscreen->info.use_late_alloc) |
+ S_030980_NUM_PC_LINES(sscreen->info.pc_lines / 4 - 1);
+ shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, false);
+
+ oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
+
+ si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
+
+ uint32_t rsrc1 =
+ S_00B128_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ge_wave_size == 32 ? 8 : 4)) |
+ S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B128_DX10_CLAMP(1) |
+ S_00B128_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B128_FLOAT_MODE(shader->config.float_mode);
+ uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) | S_00B12C_OC_LDS_EN(oc_lds_en) |
+ S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
+
+ if (sscreen->info.chip_class >= GFX10)
+ rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
+ else if (sscreen->info.chip_class == GFX9)
+ rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
+
+ if (sscreen->info.chip_class <= GFX9)
+ rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
+
+ if (!sscreen->use_ngg_streamout) {
+ rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
+ S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
+ S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
+ S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
+ S_00B12C_SO_EN(!!shader->selector->so.num_outputs);
+ }
+
+ si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
+ si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
+
+ if (window_space)
+ shader->ctx_reg.vs.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
+ else
+ shader->ctx_reg.vs.pa_cl_vte_cntl =
+ S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
+ S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
+ S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
+
+ if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
+ si_set_tesseval_regs(sscreen, shader->selector, pm4);
+
+ polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
}
static unsigned si_get_ps_num_interp(struct si_shader *ps)
{
- struct tgsi_shader_info *info = &ps->selector->info;
- unsigned num_colors = !!(info->colors_read & 0x0f) +
- !!(info->colors_read & 0xf0);
- unsigned num_interp = ps->selector->info.num_inputs +
- (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
-
- assert(num_interp <= 32);
- return MIN2(num_interp, 32);
+ struct si_shader_info *info = &ps->selector->info;
+ unsigned num_colors = !!(info->colors_read & 0x0f) + !!(info->colors_read & 0xf0);
+ unsigned num_interp =
+ ps->selector->info.num_inputs + (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
+
+ assert(num_interp <= 32);
+ return MIN2(num_interp, 32);
}
static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
{
- unsigned value = shader->key.part.ps.epilog.spi_shader_col_format;
- unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
+ unsigned spi_shader_col_format = shader->key.part.ps.epilog.spi_shader_col_format;
+ unsigned value = 0, num_mrts = 0;
+ unsigned i, num_targets = (util_last_bit(spi_shader_col_format) + 3) / 4;
+
+ /* Remove holes in spi_shader_col_format. */
+ for (i = 0; i < num_targets; i++) {
+ unsigned spi_format = (spi_shader_col_format >> (i * 4)) & 0xf;
- /* If the i-th target format is set, all previous target formats must
- * be non-zero to avoid hangs.
- */
- for (i = 0; i < num_targets; i++)
- if (!(value & (0xf << (i * 4))))
- value |= V_028714_SPI_SHADER_32_R << (i * 4);
+ if (spi_format) {
+ value |= spi_format << (num_mrts * 4);
+ num_mrts++;
+ }
+ }
- return value;
+ return value;
}
static void si_emit_shader_ps(struct si_context *sctx)
{
- struct si_shader *shader = sctx->queued.named.ps->shader;
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-
- if (!shader)
- return;
-
- /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
- radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA,
- SI_TRACKED_SPI_PS_INPUT_ENA,
- shader->ctx_reg.ps.spi_ps_input_ena,
- shader->ctx_reg.ps.spi_ps_input_addr);
-
- radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL,
- SI_TRACKED_SPI_BARYC_CNTL,
- shader->ctx_reg.ps.spi_baryc_cntl);
- radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL,
- SI_TRACKED_SPI_PS_IN_CONTROL,
- shader->ctx_reg.ps.spi_ps_in_control);
-
- /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
- radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT,
- SI_TRACKED_SPI_SHADER_Z_FORMAT,
- shader->ctx_reg.ps.spi_shader_z_format,
- shader->ctx_reg.ps.spi_shader_col_format);
-
- radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK,
- SI_TRACKED_CB_SHADER_MASK,
- shader->ctx_reg.ps.cb_shader_mask);
-
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
-}
+ struct si_shader *shader = sctx->queued.named.ps->shader;
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
-static void si_shader_ps(struct si_screen *sscreen, struct si_shader *shader)
-{
- struct tgsi_shader_info *info = &shader->selector->info;
- struct si_pm4_state *pm4;
- unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
- unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
- uint64_t va;
- unsigned input_ena = shader->config.spi_ps_input_ena;
-
- /* we need to enable at least one of them, otherwise we hang the GPU */
- assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
- G_0286CC_PERSP_CENTER_ENA(input_ena) ||
- G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
- G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
- G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
- G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
- G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
- G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
- /* POS_W_FLOAT_ENA requires one of the perspective weights. */
- assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) ||
- G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
- G_0286CC_PERSP_CENTER_ENA(input_ena) ||
- G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
- G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
-
- /* Validate interpolation optimization flags (read as implications). */
- assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
- (G_0286CC_PERSP_CENTER_ENA(input_ena) &&
- G_0286CC_PERSP_CENTROID_ENA(input_ena)));
- assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
- (G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
- G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
- assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
- (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) &&
- !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
- assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
- (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) &&
- !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
- assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
- (!G_0286CC_PERSP_CENTER_ENA(input_ena) &&
- !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
- assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
- (!G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
- !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
-
- /* Validate cases when the optimizations are off (read as implications). */
- assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
- !G_0286CC_PERSP_CENTER_ENA(input_ena) ||
- !G_0286CC_PERSP_CENTROID_ENA(input_ena));
- assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
- !G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
- !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
-
- pm4 = si_get_shader_pm4_state(shader);
- if (!pm4)
- return;
-
- pm4->atom.emit = si_emit_shader_ps;
-
- /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
- * Possible vaules:
- * 0 -> Position = pixel center
- * 1 -> Position = pixel centroid
- * 2 -> Position = at sample position
- *
- * From GLSL 4.5 specification, section 7.1:
- * "The variable gl_FragCoord is available as an input variable from
- * within fragment shaders and it holds the window relative coordinates
- * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
- * value can be for any location within the pixel, or one of the
- * fragment samples. The use of centroid does not further restrict
- * this value to be inside the current primitive."
- *
- * Meaning that centroid has no effect and we can return anything within
- * the pixel. Thus, return the value at sample position, because that's
- * the most accurate one shaders can get.
- */
- spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
-
- if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
- TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
- spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
-
- spi_shader_col_format = si_get_spi_shader_col_format(shader);
- cb_shader_mask = ac_get_cb_shader_mask(spi_shader_col_format);
-
- /* Ensure that some export memory is always allocated, for two reasons:
- *
- * 1) Correctness: The hardware ignores the EXEC mask if no export
- * memory is allocated, so KILL and alpha test do not work correctly
- * without this.
- * 2) Performance: Every shader needs at least a NULL export, even when
- * it writes no color/depth output. The NULL export instruction
- * stalls without this setting.
- *
- * Don't add this to CB_SHADER_MASK.
- *
- * GFX10 supports pixel shaders without exports by setting both
- * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
- * instructions if any are present.
- */
- if ((sscreen->info.chip_class <= GFX9 ||
- info->uses_kill ||
- shader->key.part.ps.epilog.alpha_func != PIPE_FUNC_ALWAYS) &&
- !spi_shader_col_format &&
- !info->writes_z && !info->writes_stencil && !info->writes_samplemask)
- spi_shader_col_format = V_028714_SPI_SHADER_32_R;
-
- shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
- shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
-
- /* Set interpolation controls. */
- spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader)) |
- S_0286D8_PS_W32_EN(sscreen->ps_wave_size == 32);
-
- shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
- shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
- shader->ctx_reg.ps.spi_shader_z_format =
- ac_get_spi_shader_z_format(info->writes_z,
- info->writes_stencil,
- info->writes_samplemask);
- shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
- shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
-
- va = shader->bo->gpu_address;
- si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
- si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
- si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
-
- uint32_t rsrc1 =
- S_00B028_VGPRS((shader->config.num_vgprs - 1) /
- (sscreen->ps_wave_size == 32 ? 8 : 4)) |
- S_00B028_DX10_CLAMP(1) |
- S_00B028_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
- S_00B028_FLOAT_MODE(shader->config.float_mode);
-
- if (sscreen->info.chip_class < GFX10) {
- rsrc1 |= S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8);
- }
-
- si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, rsrc1);
- si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
- S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
- S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
- S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+ if (!shader)
+ return;
+
+ /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
+ radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA, SI_TRACKED_SPI_PS_INPUT_ENA,
+ shader->ctx_reg.ps.spi_ps_input_ena,
+ shader->ctx_reg.ps.spi_ps_input_addr);
+
+ radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL, SI_TRACKED_SPI_BARYC_CNTL,
+ shader->ctx_reg.ps.spi_baryc_cntl);
+ radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL, SI_TRACKED_SPI_PS_IN_CONTROL,
+ shader->ctx_reg.ps.spi_ps_in_control);
+
+ /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
+ radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT, SI_TRACKED_SPI_SHADER_Z_FORMAT,
+ shader->ctx_reg.ps.spi_shader_z_format,
+ shader->ctx_reg.ps.spi_shader_col_format);
+
+ radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK, SI_TRACKED_CB_SHADER_MASK,
+ shader->ctx_reg.ps.cb_shader_mask);
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
}
-static void si_shader_init_pm4_state(struct si_screen *sscreen,
- struct si_shader *shader)
+static void si_shader_ps(struct si_screen *sscreen, struct si_shader *shader)
{
- switch (shader->selector->type) {
- case PIPE_SHADER_VERTEX:
- if (shader->key.as_ls)
- si_shader_ls(sscreen, shader);
- else if (shader->key.as_es)
- si_shader_es(sscreen, shader);
- else if (shader->key.as_ngg)
- gfx10_shader_ngg(sscreen, shader);
- else
- si_shader_vs(sscreen, shader, NULL);
- break;
- case PIPE_SHADER_TESS_CTRL:
- si_shader_hs(sscreen, shader);
- break;
- case PIPE_SHADER_TESS_EVAL:
- if (shader->key.as_es)
- si_shader_es(sscreen, shader);
- else if (shader->key.as_ngg)
- gfx10_shader_ngg(sscreen, shader);
- else
- si_shader_vs(sscreen, shader, NULL);
- break;
- case PIPE_SHADER_GEOMETRY:
- if (shader->key.as_ngg)
- gfx10_shader_ngg(sscreen, shader);
- else
- si_shader_gs(sscreen, shader);
- break;
- case PIPE_SHADER_FRAGMENT:
- si_shader_ps(sscreen, shader);
- break;
- default:
- assert(0);
- }
+ struct si_shader_info *info = &shader->selector->info;
+ struct si_pm4_state *pm4;
+ unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
+ unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
+ uint64_t va;
+ unsigned input_ena = shader->config.spi_ps_input_ena;
+
+ /* we need to enable at least one of them, otherwise we hang the GPU */
+ assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) || G_0286CC_PERSP_CENTER_ENA(input_ena) ||
+ G_0286CC_PERSP_CENTROID_ENA(input_ena) || G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
+ G_0286CC_LINEAR_SAMPLE_ENA(input_ena) || G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
+ G_0286CC_LINEAR_CENTROID_ENA(input_ena) || G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
+ /* POS_W_FLOAT_ENA requires one of the perspective weights. */
+ assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) || G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
+ G_0286CC_PERSP_CENTER_ENA(input_ena) || G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
+ G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
+
+ /* Validate interpolation optimization flags (read as implications). */
+ assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
+ (G_0286CC_PERSP_CENTER_ENA(input_ena) && G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+ assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
+ (G_0286CC_LINEAR_CENTER_ENA(input_ena) && G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+ assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
+ (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+ assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
+ (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+ assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
+ (!G_0286CC_PERSP_CENTER_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
+ assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
+ (!G_0286CC_LINEAR_CENTER_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
+
+ /* Validate cases when the optimizations are off (read as implications). */
+ assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
+ !G_0286CC_PERSP_CENTER_ENA(input_ena) || !G_0286CC_PERSP_CENTROID_ENA(input_ena));
+ assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
+ !G_0286CC_LINEAR_CENTER_ENA(input_ena) || !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
+
+ pm4 = si_get_shader_pm4_state(shader);
+ if (!pm4)
+ return;
+
+ pm4->atom.emit = si_emit_shader_ps;
+
+ /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
+ * Possible vaules:
+ * 0 -> Position = pixel center
+ * 1 -> Position = pixel centroid
+ * 2 -> Position = at sample position
+ *
+ * From GLSL 4.5 specification, section 7.1:
+ * "The variable gl_FragCoord is available as an input variable from
+ * within fragment shaders and it holds the window relative coordinates
+ * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
+ * value can be for any location within the pixel, or one of the
+ * fragment samples. The use of centroid does not further restrict
+ * this value to be inside the current primitive."
+ *
+ * Meaning that centroid has no effect and we can return anything within
+ * the pixel. Thus, return the value at sample position, because that's
+ * the most accurate one shaders can get.
+ */
+ spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
+
+ if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] == TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
+ spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
+
+ spi_shader_col_format = si_get_spi_shader_col_format(shader);
+ cb_shader_mask = ac_get_cb_shader_mask(shader->key.part.ps.epilog.spi_shader_col_format);
+
+ /* Ensure that some export memory is always allocated, for two reasons:
+ *
+ * 1) Correctness: The hardware ignores the EXEC mask if no export
+ * memory is allocated, so KILL and alpha test do not work correctly
+ * without this.
+ * 2) Performance: Every shader needs at least a NULL export, even when
+ * it writes no color/depth output. The NULL export instruction
+ * stalls without this setting.
+ *
+ * Don't add this to CB_SHADER_MASK.
+ *
+ * GFX10 supports pixel shaders without exports by setting both
+ * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
+ * instructions if any are present.
+ */
+ if ((sscreen->info.chip_class <= GFX9 || info->uses_kill ||
+ shader->key.part.ps.epilog.alpha_func != PIPE_FUNC_ALWAYS) &&
+ !spi_shader_col_format && !info->writes_z && !info->writes_stencil &&
+ !info->writes_samplemask)
+ spi_shader_col_format = V_028714_SPI_SHADER_32_R;
+
+ shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
+ shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
+
+ /* Set interpolation controls. */
+ spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader)) |
+ S_0286D8_PS_W32_EN(sscreen->ps_wave_size == 32);
+
+ shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
+ shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
+ shader->ctx_reg.ps.spi_shader_z_format =
+ ac_get_spi_shader_z_format(info->writes_z, info->writes_stencil, info->writes_samplemask);
+ shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
+ shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
+
+ va = shader->bo->gpu_address;
+ si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
+ si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
+
+ uint32_t rsrc1 =
+ S_00B028_VGPRS((shader->config.num_vgprs - 1) / (sscreen->ps_wave_size == 32 ? 8 : 4)) |
+ S_00B028_DX10_CLAMP(1) | S_00B028_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B028_FLOAT_MODE(shader->config.float_mode);
+
+ if (sscreen->info.chip_class < GFX10) {
+ rsrc1 |= S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8);
+ }
+
+ si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, rsrc1);
+ si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
+ S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
+ S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
+ S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
+}
+
+static void si_shader_init_pm4_state(struct si_screen *sscreen, struct si_shader *shader)
+{
+ switch (shader->selector->type) {
+ case PIPE_SHADER_VERTEX:
+ if (shader->key.as_ls)
+ si_shader_ls(sscreen, shader);
+ else if (shader->key.as_es)
+ si_shader_es(sscreen, shader);
+ else if (shader->key.as_ngg)
+ gfx10_shader_ngg(sscreen, shader);
+ else
+ si_shader_vs(sscreen, shader, NULL);
+ break;
+ case PIPE_SHADER_TESS_CTRL:
+ si_shader_hs(sscreen, shader);
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ if (shader->key.as_es)
+ si_shader_es(sscreen, shader);
+ else if (shader->key.as_ngg)
+ gfx10_shader_ngg(sscreen, shader);
+ else
+ si_shader_vs(sscreen, shader, NULL);
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ if (shader->key.as_ngg)
+ gfx10_shader_ngg(sscreen, shader);
+ else
+ si_shader_gs(sscreen, shader);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ si_shader_ps(sscreen, shader);
+ break;
+ default:
+ assert(0);
+ }
}
static unsigned si_get_alpha_test_func(struct si_context *sctx)
{
- /* Alpha-test should be disabled if colorbuffer 0 is integer. */
- return sctx->queued.named.dsa->alpha_func;
+ /* Alpha-test should be disabled if colorbuffer 0 is integer. */
+ return sctx->queued.named.dsa->alpha_func;
}
-void si_shader_selector_key_vs(struct si_context *sctx,
- struct si_shader_selector *vs,
- struct si_shader_key *key,
- struct si_vs_prolog_bits *prolog_key)
+void si_shader_selector_key_vs(struct si_context *sctx, struct si_shader_selector *vs,
+ struct si_shader_key *key, struct si_vs_prolog_bits *prolog_key)
{
- if (!sctx->vertex_elements ||
- vs->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD])
- return;
-
- struct si_vertex_elements *elts = sctx->vertex_elements;
-
- prolog_key->instance_divisor_is_one = elts->instance_divisor_is_one;
- prolog_key->instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
- prolog_key->unpack_instance_id_from_vertex_id =
- sctx->prim_discard_cs_instancing;
-
- /* Prefer a monolithic shader to allow scheduling divisions around
- * VBO loads. */
- if (prolog_key->instance_divisor_is_fetched)
- key->opt.prefer_mono = 1;
-
- unsigned count = MIN2(vs->info.num_inputs, elts->count);
- unsigned count_mask = (1 << count) - 1;
- unsigned fix = elts->fix_fetch_always & count_mask;
- unsigned opencode = elts->fix_fetch_opencode & count_mask;
-
- if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
- uint32_t mask = elts->fix_fetch_unaligned & count_mask;
- while (mask) {
- unsigned i = u_bit_scan(&mask);
- unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
- unsigned vbidx = elts->vertex_buffer_index[i];
- struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
- unsigned align_mask = (1 << log_hw_load_size) - 1;
- if (vb->buffer_offset & align_mask ||
- vb->stride & align_mask) {
- fix |= 1 << i;
- opencode |= 1 << i;
- }
- }
- }
-
- while (fix) {
- unsigned i = u_bit_scan(&fix);
- key->mono.vs_fix_fetch[i].bits = elts->fix_fetch[i];
- }
- key->mono.vs_fetch_opencode = opencode;
-}
+ if (!sctx->vertex_elements || vs->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD])
+ return;
-static void si_shader_selector_key_hw_vs(struct si_context *sctx,
- struct si_shader_selector *vs,
- struct si_shader_key *key)
-{
- struct si_shader_selector *ps = sctx->ps_shader.cso;
-
- key->opt.clip_disable =
- sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
- (vs->info.clipdist_writemask ||
- vs->info.writes_clipvertex) &&
- !vs->info.culldist_writemask;
-
- /* Find out if PS is disabled. */
- bool ps_disabled = true;
- if (ps) {
- bool ps_modifies_zs = ps->info.uses_kill ||
- ps->info.writes_z ||
- ps->info.writes_stencil ||
- ps->info.writes_samplemask ||
- sctx->queued.named.blend->alpha_to_coverage ||
- si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
- unsigned ps_colormask = si_get_total_colormask(sctx);
-
- ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
- (!ps_colormask &&
- !ps_modifies_zs &&
- !ps->info.writes_memory);
- }
-
- /* Find out which VS outputs aren't used by the PS. */
- uint64_t outputs_written = vs->outputs_written_before_ps;
- uint64_t inputs_read = 0;
-
- /* Ignore outputs that are not passed from VS to PS. */
- outputs_written &= ~((1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0, true)) |
- (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0, true)) |
- (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_CLIPVERTEX, 0, true)));
-
- if (!ps_disabled) {
- inputs_read = ps->inputs_read;
- }
-
- uint64_t linked = outputs_written & inputs_read;
-
- key->opt.kill_outputs = ~linked & outputs_written;
+ struct si_vertex_elements *elts = sctx->vertex_elements;
+
+ prolog_key->instance_divisor_is_one = elts->instance_divisor_is_one;
+ prolog_key->instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
+ prolog_key->unpack_instance_id_from_vertex_id = sctx->prim_discard_cs_instancing;
+
+ /* Prefer a monolithic shader to allow scheduling divisions around
+ * VBO loads. */
+ if (prolog_key->instance_divisor_is_fetched)
+ key->opt.prefer_mono = 1;
+
+ unsigned count = MIN2(vs->info.num_inputs, elts->count);
+ unsigned count_mask = (1 << count) - 1;
+ unsigned fix = elts->fix_fetch_always & count_mask;
+ unsigned opencode = elts->fix_fetch_opencode & count_mask;
+
+ if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
+ uint32_t mask = elts->fix_fetch_unaligned & count_mask;
+ while (mask) {
+ unsigned i = u_bit_scan(&mask);
+ unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
+ unsigned vbidx = elts->vertex_buffer_index[i];
+ struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
+ unsigned align_mask = (1 << log_hw_load_size) - 1;
+ if (vb->buffer_offset & align_mask || vb->stride & align_mask) {
+ fix |= 1 << i;
+ opencode |= 1 << i;
+ }
+ }
+ }
+
+ while (fix) {
+ unsigned i = u_bit_scan(&fix);
+ key->mono.vs_fix_fetch[i].bits = elts->fix_fetch[i];
+ }
+ key->mono.vs_fetch_opencode = opencode;
}
-/* Compute the key for the hw shader variant */
-static inline void si_shader_selector_key(struct pipe_context *ctx,
- struct si_shader_selector *sel,
- union si_vgt_stages_key stages_key,
- struct si_shader_key *key)
+static void si_shader_selector_key_hw_vs(struct si_context *sctx, struct si_shader_selector *vs,
+ struct si_shader_key *key)
{
- struct si_context *sctx = (struct si_context *)ctx;
-
- memset(key, 0, sizeof(*key));
-
- switch (sel->type) {
- case PIPE_SHADER_VERTEX:
- si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
-
- if (sctx->tes_shader.cso)
- key->as_ls = 1;
- else if (sctx->gs_shader.cso) {
- key->as_es = 1;
- key->as_ngg = stages_key.u.ngg;
- } else {
- key->as_ngg = stages_key.u.ngg;
- si_shader_selector_key_hw_vs(sctx, sel, key);
-
- if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
- key->mono.u.vs_export_prim_id = 1;
- }
- break;
- case PIPE_SHADER_TESS_CTRL:
- if (sctx->chip_class >= GFX9) {
- si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
- key, &key->part.tcs.ls_prolog);
- key->part.tcs.ls = sctx->vs_shader.cso;
-
- /* When the LS VGPR fix is needed, monolithic shaders
- * can:
- * - avoid initializing EXEC in both the LS prolog
- * and the LS main part when !vs_needs_prolog
- * - remove the fixup for unused input VGPRs
- */
- key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
-
- /* The LS output / HS input layout can be communicated
- * directly instead of via user SGPRs for merged LS-HS.
- * The LS VGPR fix prefers this too.
- */
- key->opt.prefer_mono = 1;
- }
-
- key->part.tcs.epilog.prim_mode =
- sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
- key->part.tcs.epilog.invoc0_tess_factors_are_def =
- sel->tcs_info.tessfactors_are_def_in_all_invocs;
- key->part.tcs.epilog.tes_reads_tess_factors =
- sctx->tes_shader.cso->info.reads_tess_factors;
-
- if (sel == sctx->fixed_func_tcs_shader.cso)
- key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
- break;
- case PIPE_SHADER_TESS_EVAL:
- key->as_ngg = stages_key.u.ngg;
-
- if (sctx->gs_shader.cso)
- key->as_es = 1;
- else {
- si_shader_selector_key_hw_vs(sctx, sel, key);
-
- if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
- key->mono.u.vs_export_prim_id = 1;
- }
- break;
- case PIPE_SHADER_GEOMETRY:
- if (sctx->chip_class >= GFX9) {
- if (sctx->tes_shader.cso) {
- key->part.gs.es = sctx->tes_shader.cso;
- } else {
- si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
- key, &key->part.gs.vs_prolog);
- key->part.gs.es = sctx->vs_shader.cso;
- key->part.gs.prolog.gfx9_prev_is_vs = 1;
- }
-
- key->as_ngg = stages_key.u.ngg;
-
- /* Merged ES-GS can have unbalanced wave usage.
- *
- * ES threads are per-vertex, while GS threads are
- * per-primitive. So without any amplification, there
- * are fewer GS threads than ES threads, which can result
- * in empty (no-op) GS waves. With too much amplification,
- * there are more GS threads than ES threads, which
- * can result in empty (no-op) ES waves.
- *
- * Non-monolithic shaders are implemented by setting EXEC
- * at the beginning of shader parts, and don't jump to
- * the end if EXEC is 0.
- *
- * Monolithic shaders use conditional blocks, so they can
- * jump and skip empty waves of ES or GS. So set this to
- * always use optimized variants, which are monolithic.
- */
- key->opt.prefer_mono = 1;
- }
- key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
- break;
- case PIPE_SHADER_FRAGMENT: {
- struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
- struct si_state_blend *blend = sctx->queued.named.blend;
-
- if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
- sel->info.colors_written == 0x1)
- key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
-
- /* Select the shader color format based on whether
- * blending or alpha are needed.
- */
- key->part.ps.epilog.spi_shader_col_format =
- (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
- sctx->framebuffer.spi_shader_col_format_blend_alpha) |
- (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
- sctx->framebuffer.spi_shader_col_format_blend) |
- (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
- sctx->framebuffer.spi_shader_col_format_alpha) |
- (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
- sctx->framebuffer.spi_shader_col_format);
- key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
-
- /* The output for dual source blending should have
- * the same format as the first output.
- */
- if (blend->dual_src_blend) {
- key->part.ps.epilog.spi_shader_col_format |=
- (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
- }
-
- /* If alpha-to-coverage is enabled, we have to export alpha
- * even if there is no color buffer.
- */
- if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) &&
- blend->alpha_to_coverage)
- key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
-
- /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
- * to the range supported by the type if a channel has less
- * than 16 bits and the export format is 16_ABGR.
- */
- if (sctx->chip_class <= GFX7 && sctx->family != CHIP_HAWAII) {
- key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
- key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
- }
-
- /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
- if (!key->part.ps.epilog.last_cbuf) {
- key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
- key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
- key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
- }
-
- bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
- bool is_line = util_prim_is_lines(sctx->current_rast_prim);
-
- key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
- key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
-
- key->part.ps.epilog.alpha_to_one = blend->alpha_to_one &&
- rs->multisample_enable;
-
- key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
- key->part.ps.epilog.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
- (is_line && rs->line_smooth)) &&
- sctx->framebuffer.nr_samples <= 1;
- key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
-
- if (sctx->ps_iter_samples > 1 &&
- sel->info.reads_samplemask) {
- key->part.ps.prolog.samplemask_log_ps_iter =
- util_logbase2(sctx->ps_iter_samples);
- }
-
- if (rs->force_persample_interp &&
- rs->multisample_enable &&
- sctx->framebuffer.nr_samples > 1 &&
- sctx->ps_iter_samples > 1) {
- key->part.ps.prolog.force_persp_sample_interp =
- sel->info.uses_persp_center ||
- sel->info.uses_persp_centroid;
-
- key->part.ps.prolog.force_linear_sample_interp =
- sel->info.uses_linear_center ||
- sel->info.uses_linear_centroid;
- } else if (rs->multisample_enable &&
- sctx->framebuffer.nr_samples > 1) {
- key->part.ps.prolog.bc_optimize_for_persp =
- sel->info.uses_persp_center &&
- sel->info.uses_persp_centroid;
- key->part.ps.prolog.bc_optimize_for_linear =
- sel->info.uses_linear_center &&
- sel->info.uses_linear_centroid;
- } else {
- /* Make sure SPI doesn't compute more than 1 pair
- * of (i,j), which is the optimization here. */
- key->part.ps.prolog.force_persp_center_interp =
- sel->info.uses_persp_center +
- sel->info.uses_persp_centroid +
- sel->info.uses_persp_sample > 1;
-
- key->part.ps.prolog.force_linear_center_interp =
- sel->info.uses_linear_center +
- sel->info.uses_linear_centroid +
- sel->info.uses_linear_sample > 1;
-
- if (sel->info.uses_persp_opcode_interp_sample ||
- sel->info.uses_linear_opcode_interp_sample)
- key->mono.u.ps.interpolate_at_sample_force_center = 1;
- }
-
- key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
-
- /* ps_uses_fbfetch is true only if the color buffer is bound. */
- if (sctx->ps_uses_fbfetch && !sctx->blitter->running) {
- struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
- struct pipe_resource *tex = cb0->texture;
-
- /* 1D textures are allocated and used as 2D on GFX9. */
- key->mono.u.ps.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
- key->mono.u.ps.fbfetch_is_1D = sctx->chip_class != GFX9 &&
- (tex->target == PIPE_TEXTURE_1D ||
- tex->target == PIPE_TEXTURE_1D_ARRAY);
- key->mono.u.ps.fbfetch_layered = tex->target == PIPE_TEXTURE_1D_ARRAY ||
- tex->target == PIPE_TEXTURE_2D_ARRAY ||
- tex->target == PIPE_TEXTURE_CUBE ||
- tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
- tex->target == PIPE_TEXTURE_3D;
- }
- break;
- }
- default:
- assert(0);
- }
-
- if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
- memset(&key->opt, 0, sizeof(key->opt));
+ struct si_shader_selector *ps = sctx->ps_shader.cso;
+
+ key->opt.clip_disable = sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
+ (vs->info.clipdist_writemask || vs->info.writes_clipvertex) &&
+ !vs->info.culldist_writemask;
+
+ /* Find out if PS is disabled. */
+ bool ps_disabled = true;
+ if (ps) {
+ bool ps_modifies_zs = ps->info.uses_kill || ps->info.writes_z || ps->info.writes_stencil ||
+ ps->info.writes_samplemask ||
+ sctx->queued.named.blend->alpha_to_coverage ||
+ si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
+ unsigned ps_colormask = si_get_total_colormask(sctx);
+
+ ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
+ (!ps_colormask && !ps_modifies_zs && !ps->info.writes_memory);
+ }
+
+ /* Find out which VS outputs aren't used by the PS. */
+ uint64_t outputs_written = vs->outputs_written_before_ps;
+ uint64_t inputs_read = 0;
+
+ /* Ignore outputs that are not passed from VS to PS. */
+ outputs_written &= ~((1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0, true)) |
+ (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0, true)) |
+ (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_CLIPVERTEX, 0, true)));
+
+ if (!ps_disabled) {
+ inputs_read = ps->inputs_read;
+ }
+
+ uint64_t linked = outputs_written & inputs_read;
+
+ key->opt.kill_outputs = ~linked & outputs_written;
+ key->opt.ngg_culling = sctx->ngg_culling;
}
-static void si_build_shader_variant(struct si_shader *shader,
- int thread_index,
- bool low_priority)
-{
- struct si_shader_selector *sel = shader->selector;
- struct si_screen *sscreen = sel->screen;
- struct ac_llvm_compiler *compiler;
- struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
-
- if (thread_index >= 0) {
- if (low_priority) {
- assert(thread_index < ARRAY_SIZE(sscreen->compiler_lowp));
- compiler = &sscreen->compiler_lowp[thread_index];
- } else {
- assert(thread_index < ARRAY_SIZE(sscreen->compiler));
- compiler = &sscreen->compiler[thread_index];
- }
- if (!debug->async)
- debug = NULL;
- } else {
- assert(!low_priority);
- compiler = shader->compiler_ctx_state.compiler;
- }
-
- if (!compiler->passes)
- si_init_compiler(sscreen, compiler);
-
- if (unlikely(!si_shader_create(sscreen, compiler, shader, debug))) {
- PRINT_ERR("Failed to build shader variant (type=%u)\n",
- sel->type);
- shader->compilation_failed = true;
- return;
- }
-
- if (shader->compiler_ctx_state.is_debug_context) {
- FILE *f = open_memstream(&shader->shader_log,
- &shader->shader_log_size);
- if (f) {
- si_shader_dump(sscreen, shader, NULL, f, false);
- fclose(f);
- }
- }
-
- si_shader_init_pm4_state(sscreen, shader);
+/* Compute the key for the hw shader variant */
+static inline void si_shader_selector_key(struct pipe_context *ctx, struct si_shader_selector *sel,
+ union si_vgt_stages_key stages_key,
+ struct si_shader_key *key)
+{
+ struct si_context *sctx = (struct si_context *)ctx;
+
+ memset(key, 0, sizeof(*key));
+
+ switch (sel->type) {
+ case PIPE_SHADER_VERTEX:
+ si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
+
+ if (sctx->tes_shader.cso)
+ key->as_ls = 1;
+ else if (sctx->gs_shader.cso) {
+ key->as_es = 1;
+ key->as_ngg = stages_key.u.ngg;
+ } else {
+ key->as_ngg = stages_key.u.ngg;
+ si_shader_selector_key_hw_vs(sctx, sel, key);
+
+ if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
+ key->mono.u.vs_export_prim_id = 1;
+ }
+ break;
+ case PIPE_SHADER_TESS_CTRL:
+ if (sctx->chip_class >= GFX9) {
+ si_shader_selector_key_vs(sctx, sctx->vs_shader.cso, key, &key->part.tcs.ls_prolog);
+ key->part.tcs.ls = sctx->vs_shader.cso;
+
+ /* When the LS VGPR fix is needed, monolithic shaders
+ * can:
+ * - avoid initializing EXEC in both the LS prolog
+ * and the LS main part when !vs_needs_prolog
+ * - remove the fixup for unused input VGPRs
+ */
+ key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
+
+ /* The LS output / HS input layout can be communicated
+ * directly instead of via user SGPRs for merged LS-HS.
+ * The LS VGPR fix prefers this too.
+ */
+ key->opt.prefer_mono = 1;
+ }
+
+ key->part.tcs.epilog.prim_mode =
+ sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
+ key->part.tcs.epilog.invoc0_tess_factors_are_def =
+ sel->info.tessfactors_are_def_in_all_invocs;
+ key->part.tcs.epilog.tes_reads_tess_factors = sctx->tes_shader.cso->info.reads_tess_factors;
+
+ if (sel == sctx->fixed_func_tcs_shader.cso)
+ key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ key->as_ngg = stages_key.u.ngg;
+
+ if (sctx->gs_shader.cso)
+ key->as_es = 1;
+ else {
+ si_shader_selector_key_hw_vs(sctx, sel, key);
+
+ if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
+ key->mono.u.vs_export_prim_id = 1;
+ }
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ if (sctx->chip_class >= GFX9) {
+ if (sctx->tes_shader.cso) {
+ key->part.gs.es = sctx->tes_shader.cso;
+ } else {
+ si_shader_selector_key_vs(sctx, sctx->vs_shader.cso, key, &key->part.gs.vs_prolog);
+ key->part.gs.es = sctx->vs_shader.cso;
+ key->part.gs.prolog.gfx9_prev_is_vs = 1;
+ }
+
+ key->as_ngg = stages_key.u.ngg;
+
+ /* Merged ES-GS can have unbalanced wave usage.
+ *
+ * ES threads are per-vertex, while GS threads are
+ * per-primitive. So without any amplification, there
+ * are fewer GS threads than ES threads, which can result
+ * in empty (no-op) GS waves. With too much amplification,
+ * there are more GS threads than ES threads, which
+ * can result in empty (no-op) ES waves.
+ *
+ * Non-monolithic shaders are implemented by setting EXEC
+ * at the beginning of shader parts, and don't jump to
+ * the end if EXEC is 0.
+ *
+ * Monolithic shaders use conditional blocks, so they can
+ * jump and skip empty waves of ES or GS. So set this to
+ * always use optimized variants, which are monolithic.
+ */
+ key->opt.prefer_mono = 1;
+ }
+ key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
+ break;
+ case PIPE_SHADER_FRAGMENT: {
+ struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
+ struct si_state_blend *blend = sctx->queued.named.blend;
+
+ if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
+ sel->info.colors_written == 0x1)
+ key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
+
+ /* Select the shader color format based on whether
+ * blending or alpha are needed.
+ */
+ key->part.ps.epilog.spi_shader_col_format =
+ (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
+ sctx->framebuffer.spi_shader_col_format_blend_alpha) |
+ (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
+ sctx->framebuffer.spi_shader_col_format_blend) |
+ (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
+ sctx->framebuffer.spi_shader_col_format_alpha) |
+ (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
+ sctx->framebuffer.spi_shader_col_format);
+ key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
+
+ /* The output for dual source blending should have
+ * the same format as the first output.
+ */
+ if (blend->dual_src_blend) {
+ key->part.ps.epilog.spi_shader_col_format |=
+ (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
+ }
+
+ /* If alpha-to-coverage is enabled, we have to export alpha
+ * even if there is no color buffer.
+ */
+ if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) && blend->alpha_to_coverage)
+ key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
+
+ /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
+ * to the range supported by the type if a channel has less
+ * than 16 bits and the export format is 16_ABGR.
+ */
+ if (sctx->chip_class <= GFX7 && sctx->family != CHIP_HAWAII) {
+ key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
+ key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
+ }
+
+ /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
+ if (!key->part.ps.epilog.last_cbuf) {
+ key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
+ key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
+ key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
+ }
+
+ bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
+ bool is_line = util_prim_is_lines(sctx->current_rast_prim);
+
+ key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
+ key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
+
+ key->part.ps.epilog.alpha_to_one = blend->alpha_to_one && rs->multisample_enable;
+
+ key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
+ key->part.ps.epilog.poly_line_smoothing =
+ ((is_poly && rs->poly_smooth) || (is_line && rs->line_smooth)) &&
+ sctx->framebuffer.nr_samples <= 1;
+ key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
+
+ if (sctx->ps_iter_samples > 1 && sel->info.reads_samplemask) {
+ key->part.ps.prolog.samplemask_log_ps_iter = util_logbase2(sctx->ps_iter_samples);
+ }
+
+ if (rs->force_persample_interp && rs->multisample_enable &&
+ sctx->framebuffer.nr_samples > 1 && sctx->ps_iter_samples > 1) {
+ key->part.ps.prolog.force_persp_sample_interp =
+ sel->info.uses_persp_center || sel->info.uses_persp_centroid;
+
+ key->part.ps.prolog.force_linear_sample_interp =
+ sel->info.uses_linear_center || sel->info.uses_linear_centroid;
+ } else if (rs->multisample_enable && sctx->framebuffer.nr_samples > 1) {
+ key->part.ps.prolog.bc_optimize_for_persp =
+ sel->info.uses_persp_center && sel->info.uses_persp_centroid;
+ key->part.ps.prolog.bc_optimize_for_linear =
+ sel->info.uses_linear_center && sel->info.uses_linear_centroid;
+ } else {
+ /* Make sure SPI doesn't compute more than 1 pair
+ * of (i,j), which is the optimization here. */
+ key->part.ps.prolog.force_persp_center_interp = sel->info.uses_persp_center +
+ sel->info.uses_persp_centroid +
+ sel->info.uses_persp_sample >
+ 1;
+
+ key->part.ps.prolog.force_linear_center_interp = sel->info.uses_linear_center +
+ sel->info.uses_linear_centroid +
+ sel->info.uses_linear_sample >
+ 1;
+
+ if (sel->info.uses_persp_opcode_interp_sample ||
+ sel->info.uses_linear_opcode_interp_sample)
+ key->mono.u.ps.interpolate_at_sample_force_center = 1;
+ }
+
+ key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
+
+ /* ps_uses_fbfetch is true only if the color buffer is bound. */
+ if (sctx->ps_uses_fbfetch && !sctx->blitter->running) {
+ struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
+ struct pipe_resource *tex = cb0->texture;
+
+ /* 1D textures are allocated and used as 2D on GFX9. */
+ key->mono.u.ps.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
+ key->mono.u.ps.fbfetch_is_1D =
+ sctx->chip_class != GFX9 &&
+ (tex->target == PIPE_TEXTURE_1D || tex->target == PIPE_TEXTURE_1D_ARRAY);
+ key->mono.u.ps.fbfetch_layered =
+ tex->target == PIPE_TEXTURE_1D_ARRAY || tex->target == PIPE_TEXTURE_2D_ARRAY ||
+ tex->target == PIPE_TEXTURE_CUBE || tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
+ tex->target == PIPE_TEXTURE_3D;
+ }
+ break;
+ }
+ default:
+ assert(0);
+ }
+
+ if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
+ memset(&key->opt, 0, sizeof(key->opt));
+}
+
+static void si_build_shader_variant(struct si_shader *shader, int thread_index, bool low_priority)
+{
+ struct si_shader_selector *sel = shader->selector;
+ struct si_screen *sscreen = sel->screen;
+ struct ac_llvm_compiler *compiler;
+ struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
+
+ if (thread_index >= 0) {
+ if (low_priority) {
+ assert(thread_index < ARRAY_SIZE(sscreen->compiler_lowp));
+ compiler = &sscreen->compiler_lowp[thread_index];
+ } else {
+ assert(thread_index < ARRAY_SIZE(sscreen->compiler));
+ compiler = &sscreen->compiler[thread_index];
+ }
+ if (!debug->async)
+ debug = NULL;
+ } else {
+ assert(!low_priority);
+ compiler = shader->compiler_ctx_state.compiler;
+ }
+
+ if (!compiler->passes)
+ si_init_compiler(sscreen, compiler);
+
+ if (unlikely(!si_create_shader_variant(sscreen, compiler, shader, debug))) {
+ PRINT_ERR("Failed to build shader variant (type=%u)\n", sel->type);
+ shader->compilation_failed = true;
+ return;
+ }
+
+ if (shader->compiler_ctx_state.is_debug_context) {
+ FILE *f = open_memstream(&shader->shader_log, &shader->shader_log_size);
+ if (f) {
+ si_shader_dump(sscreen, shader, NULL, f, false);
+ fclose(f);
+ }
+ }
+
+ si_shader_init_pm4_state(sscreen, shader);
}
static void si_build_shader_variant_low_priority(void *job, int thread_index)
{
- struct si_shader *shader = (struct si_shader *)job;
+ struct si_shader *shader = (struct si_shader *)job;
- assert(thread_index >= 0);
+ assert(thread_index >= 0);
- si_build_shader_variant(shader, thread_index, true);
+ si_build_shader_variant(shader, thread_index, true);
}
static const struct si_shader_key zeroed;
-static bool si_check_missing_main_part(struct si_screen *sscreen,
- struct si_shader_selector *sel,
- struct si_compiler_ctx_state *compiler_state,
- struct si_shader_key *key)
+static bool si_check_missing_main_part(struct si_screen *sscreen, struct si_shader_selector *sel,
+ struct si_compiler_ctx_state *compiler_state,
+ struct si_shader_key *key)
{
- struct si_shader **mainp = si_get_main_shader_part(sel, key);
-
- if (!*mainp) {
- struct si_shader *main_part = CALLOC_STRUCT(si_shader);
-
- if (!main_part)
- return false;
-
- /* We can leave the fence as permanently signaled because the
- * main part becomes visible globally only after it has been
- * compiled. */
- util_queue_fence_init(&main_part->ready);
-
- main_part->selector = sel;
- main_part->key.as_es = key->as_es;
- main_part->key.as_ls = key->as_ls;
- main_part->key.as_ngg = key->as_ngg;
- main_part->is_monolithic = false;
-
- if (si_compile_tgsi_shader(sscreen, compiler_state->compiler,
- main_part, &compiler_state->debug) != 0) {
- FREE(main_part);
- return false;
- }
- *mainp = main_part;
- }
- return true;
+ struct si_shader **mainp = si_get_main_shader_part(sel, key);
+
+ if (!*mainp) {
+ struct si_shader *main_part = CALLOC_STRUCT(si_shader);
+
+ if (!main_part)
+ return false;
+
+ /* We can leave the fence as permanently signaled because the
+ * main part becomes visible globally only after it has been
+ * compiled. */
+ util_queue_fence_init(&main_part->ready);
+
+ main_part->selector = sel;
+ main_part->key.as_es = key->as_es;
+ main_part->key.as_ls = key->as_ls;
+ main_part->key.as_ngg = key->as_ngg;
+ main_part->is_monolithic = false;
+
+ if (!si_compile_shader(sscreen, compiler_state->compiler, main_part,
+ &compiler_state->debug)) {
+ FREE(main_part);
+ return false;
+ }
+ *mainp = main_part;
+ }
+ return true;
}
/**
* the compilation isn't finished, don't select any
* shader and return an error.
*/
-int si_shader_select_with_key(struct si_screen *sscreen,
- struct si_shader_ctx_state *state,
- struct si_compiler_ctx_state *compiler_state,
- struct si_shader_key *key,
- int thread_index,
- bool optimized_or_none)
+int si_shader_select_with_key(struct si_screen *sscreen, struct si_shader_ctx_state *state,
+ struct si_compiler_ctx_state *compiler_state,
+ struct si_shader_key *key, int thread_index, bool optimized_or_none)
{
- struct si_shader_selector *sel = state->cso;
- struct si_shader_selector *previous_stage_sel = NULL;
- struct si_shader *current = state->current;
- struct si_shader *iter, *shader = NULL;
+ struct si_shader_selector *sel = state->cso;
+ struct si_shader_selector *previous_stage_sel = NULL;
+ struct si_shader *current = state->current;
+ struct si_shader *iter, *shader = NULL;
again:
- /* Check if we don't need to change anything.
- * This path is also used for most shaders that don't need multiple
- * variants, it will cost just a computation of the key and this
- * test. */
- if (likely(current &&
- memcmp(¤t->key, key, sizeof(*key)) == 0)) {
- if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) {
- if (current->is_optimized) {
- if (optimized_or_none)
- return -1;
-
- memset(&key->opt, 0, sizeof(key->opt));
- goto current_not_ready;
- }
-
- util_queue_fence_wait(¤t->ready);
- }
-
- return current->compilation_failed ? -1 : 0;
- }
+ /* Check if we don't need to change anything.
+ * This path is also used for most shaders that don't need multiple
+ * variants, it will cost just a computation of the key and this
+ * test. */
+ if (likely(current && memcmp(¤t->key, key, sizeof(*key)) == 0)) {
+ if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) {
+ if (current->is_optimized) {
+ if (optimized_or_none)
+ return -1;
+
+ memset(&key->opt, 0, sizeof(key->opt));
+ goto current_not_ready;
+ }
+
+ util_queue_fence_wait(¤t->ready);
+ }
+
+ return current->compilation_failed ? -1 : 0;
+ }
current_not_ready:
- /* This must be done before the mutex is locked, because async GS
- * compilation calls this function too, and therefore must enter
- * the mutex first.
- *
- * Only wait if we are in a draw call. Don't wait if we are
- * in a compiler thread.
- */
- if (thread_index < 0)
- util_queue_fence_wait(&sel->ready);
-
- simple_mtx_lock(&sel->mutex);
-
- /* Find the shader variant. */
- for (iter = sel->first_variant; iter; iter = iter->next_variant) {
- /* Don't check the "current" shader. We checked it above. */
- if (current != iter &&
- memcmp(&iter->key, key, sizeof(*key)) == 0) {
- simple_mtx_unlock(&sel->mutex);
-
- if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
- /* If it's an optimized shader and its compilation has
- * been started but isn't done, use the unoptimized
- * shader so as not to cause a stall due to compilation.
- */
- if (iter->is_optimized) {
- if (optimized_or_none)
- return -1;
- memset(&key->opt, 0, sizeof(key->opt));
- goto again;
- }
-
- util_queue_fence_wait(&iter->ready);
- }
-
- if (iter->compilation_failed) {
- return -1; /* skip the draw call */
- }
-
- state->current = iter;
- return 0;
- }
- }
-
- /* Build a new shader. */
- shader = CALLOC_STRUCT(si_shader);
- if (!shader) {
- simple_mtx_unlock(&sel->mutex);
- return -ENOMEM;
- }
-
- util_queue_fence_init(&shader->ready);
-
- shader->selector = sel;
- shader->key = *key;
- shader->compiler_ctx_state = *compiler_state;
-
- /* If this is a merged shader, get the first shader's selector. */
- if (sscreen->info.chip_class >= GFX9) {
- if (sel->type == PIPE_SHADER_TESS_CTRL)
- previous_stage_sel = key->part.tcs.ls;
- else if (sel->type == PIPE_SHADER_GEOMETRY)
- previous_stage_sel = key->part.gs.es;
-
- /* We need to wait for the previous shader. */
- if (previous_stage_sel && thread_index < 0)
- util_queue_fence_wait(&previous_stage_sel->ready);
- }
-
- bool is_pure_monolithic =
- sscreen->use_monolithic_shaders ||
- memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
-
- /* Compile the main shader part if it doesn't exist. This can happen
- * if the initial guess was wrong.
- *
- * The prim discard CS doesn't need the main shader part.
- */
- if (!is_pure_monolithic &&
- !key->opt.vs_as_prim_discard_cs) {
- bool ok = true;
-
- /* Make sure the main shader part is present. This is needed
- * for shaders that can be compiled as VS, LS, or ES, and only
- * one of them is compiled at creation.
- *
- * It is also needed for GS, which can be compiled as non-NGG
- * and NGG.
- *
- * For merged shaders, check that the starting shader's main
- * part is present.
- */
- if (previous_stage_sel) {
- struct si_shader_key shader1_key = zeroed;
-
- if (sel->type == PIPE_SHADER_TESS_CTRL) {
- shader1_key.as_ls = 1;
- } else if (sel->type == PIPE_SHADER_GEOMETRY) {
- shader1_key.as_es = 1;
- shader1_key.as_ngg = key->as_ngg; /* for Wave32 vs Wave64 */
- } else {
- assert(0);
- }
-
- simple_mtx_lock(&previous_stage_sel->mutex);
- ok = si_check_missing_main_part(sscreen,
- previous_stage_sel,
- compiler_state, &shader1_key);
- simple_mtx_unlock(&previous_stage_sel->mutex);
- }
-
- if (ok) {
- ok = si_check_missing_main_part(sscreen, sel,
- compiler_state, key);
- }
-
- if (!ok) {
- FREE(shader);
- simple_mtx_unlock(&sel->mutex);
- return -ENOMEM; /* skip the draw call */
- }
- }
-
- /* Keep the reference to the 1st shader of merged shaders, so that
- * Gallium can't destroy it before we destroy the 2nd shader.
- *
- * Set sctx = NULL, because it's unused if we're not releasing
- * the shader, and we don't have any sctx here.
- */
- si_shader_selector_reference(NULL, &shader->previous_stage_sel,
- previous_stage_sel);
-
- /* Monolithic-only shaders don't make a distinction between optimized
- * and unoptimized. */
- shader->is_monolithic =
- is_pure_monolithic ||
- memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
-
- /* The prim discard CS is always optimized. */
- shader->is_optimized =
- (!is_pure_monolithic || key->opt.vs_as_prim_discard_cs) &&
- memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
-
- /* If it's an optimized shader, compile it asynchronously. */
- if (shader->is_optimized && thread_index < 0) {
- /* Compile it asynchronously. */
- util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
- shader, &shader->ready,
- si_build_shader_variant_low_priority, NULL,
- 0);
-
- /* Add only after the ready fence was reset, to guard against a
- * race with si_bind_XX_shader. */
- if (!sel->last_variant) {
- sel->first_variant = shader;
- sel->last_variant = shader;
- } else {
- sel->last_variant->next_variant = shader;
- sel->last_variant = shader;
- }
-
- /* Use the default (unoptimized) shader for now. */
- memset(&key->opt, 0, sizeof(key->opt));
- simple_mtx_unlock(&sel->mutex);
-
- if (sscreen->options.sync_compile)
- util_queue_fence_wait(&shader->ready);
-
- if (optimized_or_none)
- return -1;
- goto again;
- }
-
- /* Reset the fence before adding to the variant list. */
- util_queue_fence_reset(&shader->ready);
-
- if (!sel->last_variant) {
- sel->first_variant = shader;
- sel->last_variant = shader;
- } else {
- sel->last_variant->next_variant = shader;
- sel->last_variant = shader;
- }
-
- simple_mtx_unlock(&sel->mutex);
-
- assert(!shader->is_optimized);
- si_build_shader_variant(shader, thread_index, false);
-
- util_queue_fence_signal(&shader->ready);
-
- if (!shader->compilation_failed)
- state->current = shader;
-
- return shader->compilation_failed ? -1 : 0;
-}
-
-static int si_shader_select(struct pipe_context *ctx,
- struct si_shader_ctx_state *state,
- union si_vgt_stages_key stages_key,
- struct si_compiler_ctx_state *compiler_state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_key key;
-
- si_shader_selector_key(ctx, state->cso, stages_key, &key);
- return si_shader_select_with_key(sctx->screen, state, compiler_state,
- &key, -1, false);
-}
-
-static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
- bool streamout,
- struct si_shader_key *key)
-{
- unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
-
- switch (info->processor) {
- case PIPE_SHADER_VERTEX:
- switch (next_shader) {
- case PIPE_SHADER_GEOMETRY:
- key->as_es = 1;
- break;
- case PIPE_SHADER_TESS_CTRL:
- case PIPE_SHADER_TESS_EVAL:
- key->as_ls = 1;
- break;
- default:
- /* If POSITION isn't written, it can only be a HW VS
- * if streamout is used. If streamout isn't used,
- * assume that it's a HW LS. (the next shader is TCS)
- * This heuristic is needed for separate shader objects.
- */
- if (!info->writes_position && !streamout)
- key->as_ls = 1;
- }
- break;
-
- case PIPE_SHADER_TESS_EVAL:
- if (next_shader == PIPE_SHADER_GEOMETRY ||
- !info->writes_position)
- key->as_es = 1;
- break;
- }
+ /* This must be done before the mutex is locked, because async GS
+ * compilation calls this function too, and therefore must enter
+ * the mutex first.
+ *
+ * Only wait if we are in a draw call. Don't wait if we are
+ * in a compiler thread.
+ */
+ if (thread_index < 0)
+ util_queue_fence_wait(&sel->ready);
+
+ simple_mtx_lock(&sel->mutex);
+
+ /* Find the shader variant. */
+ for (iter = sel->first_variant; iter; iter = iter->next_variant) {
+ /* Don't check the "current" shader. We checked it above. */
+ if (current != iter && memcmp(&iter->key, key, sizeof(*key)) == 0) {
+ simple_mtx_unlock(&sel->mutex);
+
+ if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
+ /* If it's an optimized shader and its compilation has
+ * been started but isn't done, use the unoptimized
+ * shader so as not to cause a stall due to compilation.
+ */
+ if (iter->is_optimized) {
+ if (optimized_or_none)
+ return -1;
+ memset(&key->opt, 0, sizeof(key->opt));
+ goto again;
+ }
+
+ util_queue_fence_wait(&iter->ready);
+ }
+
+ if (iter->compilation_failed) {
+ return -1; /* skip the draw call */
+ }
+
+ state->current = iter;
+ return 0;
+ }
+ }
+
+ /* Build a new shader. */
+ shader = CALLOC_STRUCT(si_shader);
+ if (!shader) {
+ simple_mtx_unlock(&sel->mutex);
+ return -ENOMEM;
+ }
+
+ util_queue_fence_init(&shader->ready);
+
+ shader->selector = sel;
+ shader->key = *key;
+ shader->compiler_ctx_state = *compiler_state;
+
+ /* If this is a merged shader, get the first shader's selector. */
+ if (sscreen->info.chip_class >= GFX9) {
+ if (sel->type == PIPE_SHADER_TESS_CTRL)
+ previous_stage_sel = key->part.tcs.ls;
+ else if (sel->type == PIPE_SHADER_GEOMETRY)
+ previous_stage_sel = key->part.gs.es;
+
+ /* We need to wait for the previous shader. */
+ if (previous_stage_sel && thread_index < 0)
+ util_queue_fence_wait(&previous_stage_sel->ready);
+ }
+
+ bool is_pure_monolithic =
+ sscreen->use_monolithic_shaders || memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
+
+ /* Compile the main shader part if it doesn't exist. This can happen
+ * if the initial guess was wrong.
+ *
+ * The prim discard CS doesn't need the main shader part.
+ */
+ if (!is_pure_monolithic && !key->opt.vs_as_prim_discard_cs) {
+ bool ok = true;
+
+ /* Make sure the main shader part is present. This is needed
+ * for shaders that can be compiled as VS, LS, or ES, and only
+ * one of them is compiled at creation.
+ *
+ * It is also needed for GS, which can be compiled as non-NGG
+ * and NGG.
+ *
+ * For merged shaders, check that the starting shader's main
+ * part is present.
+ */
+ if (previous_stage_sel) {
+ struct si_shader_key shader1_key = zeroed;
+
+ if (sel->type == PIPE_SHADER_TESS_CTRL) {
+ shader1_key.as_ls = 1;
+ } else if (sel->type == PIPE_SHADER_GEOMETRY) {
+ shader1_key.as_es = 1;
+ shader1_key.as_ngg = key->as_ngg; /* for Wave32 vs Wave64 */
+ } else {
+ assert(0);
+ }
+
+ simple_mtx_lock(&previous_stage_sel->mutex);
+ ok = si_check_missing_main_part(sscreen, previous_stage_sel, compiler_state, &shader1_key);
+ simple_mtx_unlock(&previous_stage_sel->mutex);
+ }
+
+ if (ok) {
+ ok = si_check_missing_main_part(sscreen, sel, compiler_state, key);
+ }
+
+ if (!ok) {
+ FREE(shader);
+ simple_mtx_unlock(&sel->mutex);
+ return -ENOMEM; /* skip the draw call */
+ }
+ }
+
+ /* Keep the reference to the 1st shader of merged shaders, so that
+ * Gallium can't destroy it before we destroy the 2nd shader.
+ *
+ * Set sctx = NULL, because it's unused if we're not releasing
+ * the shader, and we don't have any sctx here.
+ */
+ si_shader_selector_reference(NULL, &shader->previous_stage_sel, previous_stage_sel);
+
+ /* Monolithic-only shaders don't make a distinction between optimized
+ * and unoptimized. */
+ shader->is_monolithic =
+ is_pure_monolithic || memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+
+ /* The prim discard CS is always optimized. */
+ shader->is_optimized = (!is_pure_monolithic || key->opt.vs_as_prim_discard_cs) &&
+ memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
+
+ /* If it's an optimized shader, compile it asynchronously. */
+ if (shader->is_optimized && thread_index < 0) {
+ /* Compile it asynchronously. */
+ util_queue_add_job(&sscreen->shader_compiler_queue_low_priority, shader, &shader->ready,
+ si_build_shader_variant_low_priority, NULL, 0);
+
+ /* Add only after the ready fence was reset, to guard against a
+ * race with si_bind_XX_shader. */
+ if (!sel->last_variant) {
+ sel->first_variant = shader;
+ sel->last_variant = shader;
+ } else {
+ sel->last_variant->next_variant = shader;
+ sel->last_variant = shader;
+ }
+
+ /* Use the default (unoptimized) shader for now. */
+ memset(&key->opt, 0, sizeof(key->opt));
+ simple_mtx_unlock(&sel->mutex);
+
+ if (sscreen->options.sync_compile)
+ util_queue_fence_wait(&shader->ready);
+
+ if (optimized_or_none)
+ return -1;
+ goto again;
+ }
+
+ /* Reset the fence before adding to the variant list. */
+ util_queue_fence_reset(&shader->ready);
+
+ if (!sel->last_variant) {
+ sel->first_variant = shader;
+ sel->last_variant = shader;
+ } else {
+ sel->last_variant->next_variant = shader;
+ sel->last_variant = shader;
+ }
+
+ simple_mtx_unlock(&sel->mutex);
+
+ assert(!shader->is_optimized);
+ si_build_shader_variant(shader, thread_index, false);
+
+ util_queue_fence_signal(&shader->ready);
+
+ if (!shader->compilation_failed)
+ state->current = shader;
+
+ return shader->compilation_failed ? -1 : 0;
+}
+
+static int si_shader_select(struct pipe_context *ctx, struct si_shader_ctx_state *state,
+ union si_vgt_stages_key stages_key,
+ struct si_compiler_ctx_state *compiler_state)
+{
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_key key;
+
+ si_shader_selector_key(ctx, state->cso, stages_key, &key);
+ return si_shader_select_with_key(sctx->screen, state, compiler_state, &key, -1, false);
+}
+
+static void si_parse_next_shader_property(const struct si_shader_info *info, bool streamout,
+ struct si_shader_key *key)
+{
+ unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
+
+ switch (info->processor) {
+ case PIPE_SHADER_VERTEX:
+ switch (next_shader) {
+ case PIPE_SHADER_GEOMETRY:
+ key->as_es = 1;
+ break;
+ case PIPE_SHADER_TESS_CTRL:
+ case PIPE_SHADER_TESS_EVAL:
+ key->as_ls = 1;
+ break;
+ default:
+ /* If POSITION isn't written, it can only be a HW VS
+ * if streamout is used. If streamout isn't used,
+ * assume that it's a HW LS. (the next shader is TCS)
+ * This heuristic is needed for separate shader objects.
+ */
+ if (!info->writes_position && !streamout)
+ key->as_ls = 1;
+ }
+ break;
+
+ case PIPE_SHADER_TESS_EVAL:
+ if (next_shader == PIPE_SHADER_GEOMETRY || !info->writes_position)
+ key->as_es = 1;
+ break;
+ }
}
/**
*/
static void si_init_shader_selector_async(void *job, int thread_index)
{
- struct si_shader_selector *sel = (struct si_shader_selector *)job;
- struct si_screen *sscreen = sel->screen;
- struct ac_llvm_compiler *compiler;
- struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
-
- assert(!debug->debug_message || debug->async);
- assert(thread_index >= 0);
- assert(thread_index < ARRAY_SIZE(sscreen->compiler));
- compiler = &sscreen->compiler[thread_index];
-
- if (!compiler->passes)
- si_init_compiler(sscreen, compiler);
-
- /* Serialize NIR to save memory. Monolithic shader variants
- * have to deserialize NIR before compilation.
- */
- if (sel->nir) {
- struct blob blob;
- size_t size;
-
- blob_init(&blob);
- /* true = remove optional debugging data to increase
- * the likehood of getting more shader cache hits.
- * It also drops variable names, so we'll save more memory.
- */
- nir_serialize(&blob, sel->nir, true);
- blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
- sel->nir_size = size;
- }
-
- /* Compile the main shader part for use with a prolog and/or epilog.
- * If this fails, the driver will try to compile a monolithic shader
- * on demand.
- */
- if (!sscreen->use_monolithic_shaders) {
- struct si_shader *shader = CALLOC_STRUCT(si_shader);
- unsigned char ir_sha1_cache_key[20];
-
- if (!shader) {
- fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
- return;
- }
-
- /* We can leave the fence signaled because use of the default
- * main part is guarded by the selector's ready fence. */
- util_queue_fence_init(&shader->ready);
-
- shader->selector = sel;
- shader->is_monolithic = false;
- si_parse_next_shader_property(&sel->info,
- sel->so.num_outputs != 0,
- &shader->key);
-
- if (sscreen->use_ngg &&
- (!sel->so.num_outputs || sscreen->use_ngg_streamout) &&
- ((sel->type == PIPE_SHADER_VERTEX && !shader->key.as_ls) ||
- sel->type == PIPE_SHADER_TESS_EVAL ||
- sel->type == PIPE_SHADER_GEOMETRY))
- shader->key.as_ngg = 1;
-
- if (sel->tokens || sel->nir) {
- si_get_ir_cache_key(sel, shader->key.as_ngg,
- shader->key.as_es, ir_sha1_cache_key);
- }
-
- /* Try to load the shader from the shader cache. */
- simple_mtx_lock(&sscreen->shader_cache_mutex);
-
- if (si_shader_cache_load_shader(sscreen, ir_sha1_cache_key, shader)) {
- simple_mtx_unlock(&sscreen->shader_cache_mutex);
- si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
- } else {
- simple_mtx_unlock(&sscreen->shader_cache_mutex);
-
- /* Compile the shader if it hasn't been loaded from the cache. */
- if (si_compile_tgsi_shader(sscreen, compiler, shader,
- debug) != 0) {
- FREE(shader);
- fprintf(stderr, "radeonsi: can't compile a main shader part\n");
- return;
- }
-
- simple_mtx_lock(&sscreen->shader_cache_mutex);
- si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key,
- shader, true);
- simple_mtx_unlock(&sscreen->shader_cache_mutex);
- }
-
- *si_get_main_shader_part(sel, &shader->key) = shader;
-
- /* Unset "outputs_written" flags for outputs converted to
- * DEFAULT_VAL, so that later inter-shader optimizations don't
- * try to eliminate outputs that don't exist in the final
- * shader.
- *
- * This is only done if non-monolithic shaders are enabled.
- */
- if ((sel->type == PIPE_SHADER_VERTEX ||
- sel->type == PIPE_SHADER_TESS_EVAL) &&
- !shader->key.as_ls &&
- !shader->key.as_es) {
- unsigned i;
-
- for (i = 0; i < sel->info.num_outputs; i++) {
- unsigned offset = shader->info.vs_output_param_offset[i];
-
- if (offset <= AC_EXP_PARAM_OFFSET_31)
- continue;
-
- unsigned name = sel->info.output_semantic_name[i];
- unsigned index = sel->info.output_semantic_index[i];
- unsigned id;
-
- switch (name) {
- case TGSI_SEMANTIC_GENERIC:
- /* don't process indices the function can't handle */
- if (index >= SI_MAX_IO_GENERIC)
- break;
- /* fall through */
- default:
- id = si_shader_io_get_unique_index(name, index, true);
- sel->outputs_written_before_ps &= ~(1ull << id);
- break;
- case TGSI_SEMANTIC_POSITION: /* ignore these */
- case TGSI_SEMANTIC_PSIZE:
- case TGSI_SEMANTIC_CLIPVERTEX:
- case TGSI_SEMANTIC_EDGEFLAG:
- break;
- }
- }
- }
- }
-
- /* The GS copy shader is always pre-compiled. */
- if (sel->type == PIPE_SHADER_GEOMETRY &&
- (!sscreen->use_ngg ||
- !sscreen->use_ngg_streamout || /* also for PRIMITIVES_GENERATED */
- sel->tess_turns_off_ngg)) {
- sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
- if (!sel->gs_copy_shader) {
- fprintf(stderr, "radeonsi: can't create GS copy shader\n");
- return;
- }
-
- si_shader_vs(sscreen, sel->gs_copy_shader, sel);
- }
-
- /* Free NIR. We only keep serialized NIR after this point. */
- if (sel->nir) {
- ralloc_free(sel->nir);
- sel->nir = NULL;
- }
+ struct si_shader_selector *sel = (struct si_shader_selector *)job;
+ struct si_screen *sscreen = sel->screen;
+ struct ac_llvm_compiler *compiler;
+ struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
+
+ assert(!debug->debug_message || debug->async);
+ assert(thread_index >= 0);
+ assert(thread_index < ARRAY_SIZE(sscreen->compiler));
+ compiler = &sscreen->compiler[thread_index];
+
+ if (!compiler->passes)
+ si_init_compiler(sscreen, compiler);
+
+ /* Serialize NIR to save memory. Monolithic shader variants
+ * have to deserialize NIR before compilation.
+ */
+ if (sel->nir) {
+ struct blob blob;
+ size_t size;
+
+ blob_init(&blob);
+ /* true = remove optional debugging data to increase
+ * the likehood of getting more shader cache hits.
+ * It also drops variable names, so we'll save more memory.
+ */
+ nir_serialize(&blob, sel->nir, true);
+ blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
+ sel->nir_size = size;
+ }
+
+ /* Compile the main shader part for use with a prolog and/or epilog.
+ * If this fails, the driver will try to compile a monolithic shader
+ * on demand.
+ */
+ if (!sscreen->use_monolithic_shaders) {
+ struct si_shader *shader = CALLOC_STRUCT(si_shader);
+ unsigned char ir_sha1_cache_key[20];
+
+ if (!shader) {
+ fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
+ return;
+ }
+
+ /* We can leave the fence signaled because use of the default
+ * main part is guarded by the selector's ready fence. */
+ util_queue_fence_init(&shader->ready);
+
+ shader->selector = sel;
+ shader->is_monolithic = false;
+ si_parse_next_shader_property(&sel->info, sel->so.num_outputs != 0, &shader->key);
+
+ if (sscreen->use_ngg && (!sel->so.num_outputs || sscreen->use_ngg_streamout) &&
+ ((sel->type == PIPE_SHADER_VERTEX && !shader->key.as_ls) ||
+ sel->type == PIPE_SHADER_TESS_EVAL || sel->type == PIPE_SHADER_GEOMETRY))
+ shader->key.as_ngg = 1;
+
+ if (sel->nir) {
+ si_get_ir_cache_key(sel, shader->key.as_ngg, shader->key.as_es, ir_sha1_cache_key);
+ }
+
+ /* Try to load the shader from the shader cache. */
+ simple_mtx_lock(&sscreen->shader_cache_mutex);
+
+ if (si_shader_cache_load_shader(sscreen, ir_sha1_cache_key, shader)) {
+ simple_mtx_unlock(&sscreen->shader_cache_mutex);
+ si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
+ } else {
+ simple_mtx_unlock(&sscreen->shader_cache_mutex);
+
+ /* Compile the shader if it hasn't been loaded from the cache. */
+ if (!si_compile_shader(sscreen, compiler, shader, debug)) {
+ FREE(shader);
+ fprintf(stderr, "radeonsi: can't compile a main shader part\n");
+ return;
+ }
+
+ simple_mtx_lock(&sscreen->shader_cache_mutex);
+ si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, true);
+ simple_mtx_unlock(&sscreen->shader_cache_mutex);
+ }
+
+ *si_get_main_shader_part(sel, &shader->key) = shader;
+
+ /* Unset "outputs_written" flags for outputs converted to
+ * DEFAULT_VAL, so that later inter-shader optimizations don't
+ * try to eliminate outputs that don't exist in the final
+ * shader.
+ *
+ * This is only done if non-monolithic shaders are enabled.
+ */
+ if ((sel->type == PIPE_SHADER_VERTEX || sel->type == PIPE_SHADER_TESS_EVAL) &&
+ !shader->key.as_ls && !shader->key.as_es) {
+ unsigned i;
+
+ for (i = 0; i < sel->info.num_outputs; i++) {
+ unsigned offset = shader->info.vs_output_param_offset[i];
+
+ if (offset <= AC_EXP_PARAM_OFFSET_31)
+ continue;
+
+ unsigned name = sel->info.output_semantic_name[i];
+ unsigned index = sel->info.output_semantic_index[i];
+ unsigned id;
+
+ switch (name) {
+ case TGSI_SEMANTIC_GENERIC:
+ /* don't process indices the function can't handle */
+ if (index >= SI_MAX_IO_GENERIC)
+ break;
+ /* fall through */
+ default:
+ id = si_shader_io_get_unique_index(name, index, true);
+ sel->outputs_written_before_ps &= ~(1ull << id);
+ break;
+ case TGSI_SEMANTIC_POSITION: /* ignore these */
+ case TGSI_SEMANTIC_PSIZE:
+ case TGSI_SEMANTIC_CLIPVERTEX:
+ case TGSI_SEMANTIC_EDGEFLAG:
+ break;
+ }
+ }
+ }
+ }
+
+ /* The GS copy shader is always pre-compiled. */
+ if (sel->type == PIPE_SHADER_GEOMETRY &&
+ (!sscreen->use_ngg || !sscreen->use_ngg_streamout || /* also for PRIMITIVES_GENERATED */
+ sel->tess_turns_off_ngg)) {
+ sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
+ if (!sel->gs_copy_shader) {
+ fprintf(stderr, "radeonsi: can't create GS copy shader\n");
+ return;
+ }
+
+ si_shader_vs(sscreen, sel->gs_copy_shader, sel);
+ }
+
+ /* Free NIR. We only keep serialized NIR after this point. */
+ if (sel->nir) {
+ ralloc_free(sel->nir);
+ sel->nir = NULL;
+ }
}
void si_schedule_initial_compile(struct si_context *sctx, unsigned processor,
- struct util_queue_fence *ready_fence,
- struct si_compiler_ctx_state *compiler_ctx_state,
- void *job, util_queue_execute_func execute)
+ struct util_queue_fence *ready_fence,
+ struct si_compiler_ctx_state *compiler_ctx_state, void *job,
+ util_queue_execute_func execute)
{
- util_queue_fence_init(ready_fence);
-
- struct util_async_debug_callback async_debug;
- bool debug =
- (sctx->debug.debug_message && !sctx->debug.async) ||
- sctx->is_debug ||
- si_can_dump_shader(sctx->screen, processor);
-
- if (debug) {
- u_async_debug_init(&async_debug);
- compiler_ctx_state->debug = async_debug.base;
- }
-
- util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
- ready_fence, execute, NULL, 0);
-
- if (debug) {
- util_queue_fence_wait(ready_fence);
- u_async_debug_drain(&async_debug, &sctx->debug);
- u_async_debug_cleanup(&async_debug);
- }
-
- if (sctx->screen->options.sync_compile)
- util_queue_fence_wait(ready_fence);
+ util_queue_fence_init(ready_fence);
+
+ struct util_async_debug_callback async_debug;
+ bool debug = (sctx->debug.debug_message && !sctx->debug.async) || sctx->is_debug ||
+ si_can_dump_shader(sctx->screen, processor);
+
+ if (debug) {
+ u_async_debug_init(&async_debug);
+ compiler_ctx_state->debug = async_debug.base;
+ }
+
+ util_queue_add_job(&sctx->screen->shader_compiler_queue, job, ready_fence, execute, NULL, 0);
+
+ if (debug) {
+ util_queue_fence_wait(ready_fence);
+ u_async_debug_drain(&async_debug, &sctx->debug);
+ u_async_debug_cleanup(&async_debug);
+ }
+
+ if (sctx->screen->options.sync_compile)
+ util_queue_fence_wait(ready_fence);
}
/* Return descriptor slot usage masks from the given shader info. */
-void si_get_active_slot_masks(const struct tgsi_shader_info *info,
- uint32_t *const_and_shader_buffers,
- uint64_t *samplers_and_images)
-{
- unsigned start, num_shaderbufs, num_constbufs, num_images, num_msaa_images, num_samplers;
-
- num_shaderbufs = util_last_bit(info->shader_buffers_declared);
- num_constbufs = util_last_bit(info->const_buffers_declared);
- /* two 8-byte images share one 16-byte slot */
- num_images = align(util_last_bit(info->images_declared), 2);
- num_msaa_images = align(util_last_bit(info->msaa_images_declared), 2);
- num_samplers = util_last_bit(info->samplers_declared);
-
- /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
- start = si_get_shaderbuf_slot(num_shaderbufs - 1);
- *const_and_shader_buffers =
- u_bit_consecutive(start, num_shaderbufs + num_constbufs);
-
- /* The layout is:
- * - fmask[last] ... fmask[0] go to [15-last .. 15]
- * - image[last] ... image[0] go to [31-last .. 31]
- * - sampler[0] ... sampler[last] go to [32 .. 32+last*2]
- *
- * FMASKs for images are placed separately, because MSAA images are rare,
- * and so we can benefit from a better cache hit rate if we keep image
- * descriptors together.
- */
- if (num_msaa_images)
- num_images = SI_NUM_IMAGES + num_msaa_images; /* add FMASK descriptors */
-
- start = si_get_image_slot(num_images - 1) / 2;
- *samplers_and_images =
- u_bit_consecutive64(start, num_images / 2 + num_samplers);
+void si_get_active_slot_masks(const struct si_shader_info *info, uint64_t *const_and_shader_buffers,
+ uint64_t *samplers_and_images)
+{
+ unsigned start, num_shaderbufs, num_constbufs, num_images, num_msaa_images, num_samplers;
+
+ num_shaderbufs = util_last_bit(info->shader_buffers_declared);
+ num_constbufs = util_last_bit(info->const_buffers_declared);
+ /* two 8-byte images share one 16-byte slot */
+ num_images = align(util_last_bit(info->images_declared), 2);
+ num_msaa_images = align(util_last_bit(info->msaa_images_declared), 2);
+ num_samplers = util_last_bit(info->samplers_declared);
+
+ /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
+ start = si_get_shaderbuf_slot(num_shaderbufs - 1);
+ *const_and_shader_buffers = u_bit_consecutive64(start, num_shaderbufs + num_constbufs);
+
+ /* The layout is:
+ * - fmask[last] ... fmask[0] go to [15-last .. 15]
+ * - image[last] ... image[0] go to [31-last .. 31]
+ * - sampler[0] ... sampler[last] go to [32 .. 32+last*2]
+ *
+ * FMASKs for images are placed separately, because MSAA images are rare,
+ * and so we can benefit from a better cache hit rate if we keep image
+ * descriptors together.
+ */
+ if (num_msaa_images)
+ num_images = SI_NUM_IMAGES + num_msaa_images; /* add FMASK descriptors */
+
+ start = si_get_image_slot(num_images - 1) / 2;
+ *samplers_and_images = u_bit_consecutive64(start, num_images / 2 + num_samplers);
}
static void *si_create_shader_selector(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- struct si_screen *sscreen = (struct si_screen *)ctx->screen;
- struct si_context *sctx = (struct si_context*)ctx;
- struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
- int i;
-
- if (!sel)
- return NULL;
-
- pipe_reference_init(&sel->reference, 1);
- sel->screen = sscreen;
- sel->compiler_ctx_state.debug = sctx->debug;
- sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
-
- sel->so = state->stream_output;
-
- if (state->type == PIPE_SHADER_IR_TGSI &&
- !sscreen->options.enable_nir) {
- sel->tokens = tgsi_dup_tokens(state->tokens);
- if (!sel->tokens) {
- FREE(sel);
- return NULL;
- }
-
- tgsi_scan_shader(state->tokens, &sel->info);
- tgsi_scan_tess_ctrl(state->tokens, &sel->info, &sel->tcs_info);
-
- /* Fixup for TGSI: Set which opcode uses which (i,j) pair. */
- if (sel->info.uses_persp_opcode_interp_centroid)
- sel->info.uses_persp_centroid = true;
-
- if (sel->info.uses_linear_opcode_interp_centroid)
- sel->info.uses_linear_centroid = true;
-
- if (sel->info.uses_persp_opcode_interp_offset ||
- sel->info.uses_persp_opcode_interp_sample)
- sel->info.uses_persp_center = true;
-
- if (sel->info.uses_linear_opcode_interp_offset ||
- sel->info.uses_linear_opcode_interp_sample)
- sel->info.uses_linear_center = true;
- } else {
- if (state->type == PIPE_SHADER_IR_TGSI) {
- sel->nir = tgsi_to_nir(state->tokens, ctx->screen);
- } else {
- assert(state->type == PIPE_SHADER_IR_NIR);
- sel->nir = state->ir.nir;
- }
-
- si_nir_scan_shader(sel->nir, &sel->info);
- si_nir_scan_tess_ctrl(sel->nir, &sel->tcs_info);
- si_nir_adjust_driver_locations(sel->nir);
- }
-
- sel->type = sel->info.processor;
- p_atomic_inc(&sscreen->num_shaders_created);
- si_get_active_slot_masks(&sel->info,
- &sel->active_const_and_shader_buffers,
- &sel->active_samplers_and_images);
-
- /* Record which streamout buffers are enabled. */
- for (i = 0; i < sel->so.num_outputs; i++) {
- sel->enabled_streamout_buffer_mask |=
- (1 << sel->so.output[i].output_buffer) <<
- (sel->so.output[i].stream * 4);
- }
-
- /* The prolog is a no-op if there are no inputs. */
- sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
- sel->info.num_inputs &&
- !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
-
- sel->force_correct_derivs_after_kill =
- sel->type == PIPE_SHADER_FRAGMENT &&
- sel->info.uses_derivatives &&
- sel->info.uses_kill &&
- sctx->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL);
-
- sel->prim_discard_cs_allowed =
- sel->type == PIPE_SHADER_VERTEX &&
- !sel->info.uses_bindless_images &&
- !sel->info.uses_bindless_samplers &&
- !sel->info.writes_memory &&
- !sel->info.writes_viewport_index &&
- !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] &&
- !sel->so.num_outputs;
-
- switch (sel->type) {
- case PIPE_SHADER_GEOMETRY:
- sel->gs_output_prim =
- sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
-
- /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
- sel->rast_prim = sel->gs_output_prim;
- if (util_rast_prim_is_triangles(sel->rast_prim))
- sel->rast_prim = PIPE_PRIM_TRIANGLES;
-
- sel->gs_max_out_vertices =
- sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
- sel->gs_num_invocations =
- sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
- sel->gsvs_vertex_size = sel->info.num_outputs * 16;
- sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
- sel->gs_max_out_vertices;
-
- sel->max_gs_stream = 0;
- for (i = 0; i < sel->so.num_outputs; i++)
- sel->max_gs_stream = MAX2(sel->max_gs_stream,
- sel->so.output[i].stream);
-
- sel->gs_input_verts_per_prim =
- u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
-
- /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation. */
- sel->tess_turns_off_ngg =
- (sscreen->info.family == CHIP_NAVI10 ||
- sscreen->info.family == CHIP_NAVI12 ||
- sscreen->info.family == CHIP_NAVI14) &&
- sel->gs_num_invocations * sel->gs_max_out_vertices > 256;
- break;
-
- case PIPE_SHADER_TESS_CTRL:
- /* Always reserve space for these. */
- sel->patch_outputs_written |=
- (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
- (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
- /* fall through */
- case PIPE_SHADER_VERTEX:
- case PIPE_SHADER_TESS_EVAL:
- for (i = 0; i < sel->info.num_outputs; i++) {
- unsigned name = sel->info.output_semantic_name[i];
- unsigned index = sel->info.output_semantic_index[i];
-
- switch (name) {
- case TGSI_SEMANTIC_TESSINNER:
- case TGSI_SEMANTIC_TESSOUTER:
- case TGSI_SEMANTIC_PATCH:
- sel->patch_outputs_written |=
- 1ull << si_shader_io_get_unique_index_patch(name, index);
- break;
-
- case TGSI_SEMANTIC_GENERIC:
- /* don't process indices the function can't handle */
- if (index >= SI_MAX_IO_GENERIC)
- break;
- /* fall through */
- default:
- sel->outputs_written |=
- 1ull << si_shader_io_get_unique_index(name, index, false);
- sel->outputs_written_before_ps |=
- 1ull << si_shader_io_get_unique_index(name, index, true);
- break;
- case TGSI_SEMANTIC_EDGEFLAG:
- break;
- }
- }
- sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
- sel->lshs_vertex_stride = sel->esgs_itemsize;
-
- /* Add 1 dword to reduce LDS bank conflicts, so that each vertex
- * will start on a different bank. (except for the maximum 32*16).
- */
- if (sel->lshs_vertex_stride < 32*16)
- sel->lshs_vertex_stride += 4;
-
- /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
- * conflicts, i.e. each vertex will start at a different bank.
- */
- if (sctx->chip_class >= GFX9)
- sel->esgs_itemsize += 4;
-
- assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
-
- /* Only for TES: */
- if (sel->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
- sel->rast_prim = PIPE_PRIM_POINTS;
- else if (sel->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
- sel->rast_prim = PIPE_PRIM_LINE_STRIP;
- else
- sel->rast_prim = PIPE_PRIM_TRIANGLES;
- break;
-
- case PIPE_SHADER_FRAGMENT:
- for (i = 0; i < sel->info.num_inputs; i++) {
- unsigned name = sel->info.input_semantic_name[i];
- unsigned index = sel->info.input_semantic_index[i];
-
- switch (name) {
- case TGSI_SEMANTIC_GENERIC:
- /* don't process indices the function can't handle */
- if (index >= SI_MAX_IO_GENERIC)
- break;
- /* fall through */
- default:
- sel->inputs_read |=
- 1ull << si_shader_io_get_unique_index(name, index, true);
- break;
- case TGSI_SEMANTIC_PCOORD: /* ignore this */
- break;
- }
- }
-
- for (i = 0; i < 8; i++)
- if (sel->info.colors_written & (1 << i))
- sel->colors_written_4bit |= 0xf << (4 * i);
-
- for (i = 0; i < sel->info.num_inputs; i++) {
- if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
- int index = sel->info.input_semantic_index[i];
- sel->color_attr_index[index] = i;
- }
- }
- break;
- default:;
- }
-
- /* PA_CL_VS_OUT_CNTL */
- if (sctx->chip_class <= GFX9)
- sel->pa_cl_vs_out_cntl = si_get_vs_out_cntl(sel, false);
-
- sel->clipdist_mask = sel->info.writes_clipvertex ?
- SIX_BITS : sel->info.clipdist_writemask;
- sel->culldist_mask = sel->info.culldist_writemask <<
- sel->info.num_written_clipdistance;
-
- /* DB_SHADER_CONTROL */
- sel->db_shader_control =
- S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
- S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
- S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
- S_02880C_KILL_ENABLE(sel->info.uses_kill);
-
- switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
- case TGSI_FS_DEPTH_LAYOUT_GREATER:
- sel->db_shader_control |=
- S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
- break;
- case TGSI_FS_DEPTH_LAYOUT_LESS:
- sel->db_shader_control |=
- S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
- break;
- }
-
- /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
- *
- * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
- * --|-----------|------------|------------|--------------------|-------------------|-------------
- * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
- * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
- * 2 | false | true | n/a | LateZ | 1 | 0
- * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
- * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
- *
- * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
- * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
- *
- * Don't use ReZ without profiling !!!
- *
- * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
- * shaders.
- */
- if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
- /* Cases 3, 4. */
- sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
- S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
- S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
- } else if (sel->info.writes_memory) {
- /* Case 2. */
- sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
- S_02880C_EXEC_ON_HIER_FAIL(1);
- } else {
- /* Case 1. */
- sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
- }
-
- if (sel->info.properties[TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE])
- sel->db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
-
- (void) simple_mtx_init(&sel->mutex, mtx_plain);
-
- si_schedule_initial_compile(sctx, sel->info.processor, &sel->ready,
- &sel->compiler_ctx_state, sel,
- si_init_shader_selector_async);
- return sel;
+ const struct pipe_shader_state *state)
+{
+ struct si_screen *sscreen = (struct si_screen *)ctx->screen;
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
+ int i;
+
+ if (!sel)
+ return NULL;
+
+ sel->screen = sscreen;
+ sel->compiler_ctx_state.debug = sctx->debug;
+ sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
+
+ sel->so = state->stream_output;
+
+ if (state->type == PIPE_SHADER_IR_TGSI) {
+ sel->nir = tgsi_to_nir(state->tokens, ctx->screen, true);
+ } else {
+ assert(state->type == PIPE_SHADER_IR_NIR);
+ sel->nir = state->ir.nir;
+ }
+
+ si_nir_scan_shader(sel->nir, &sel->info);
+ si_nir_adjust_driver_locations(sel->nir);
+
+ sel->type = sel->info.processor;
+ p_atomic_inc(&sscreen->num_shaders_created);
+ si_get_active_slot_masks(&sel->info, &sel->active_const_and_shader_buffers,
+ &sel->active_samplers_and_images);
+
+ /* Record which streamout buffers are enabled. */
+ for (i = 0; i < sel->so.num_outputs; i++) {
+ sel->enabled_streamout_buffer_mask |= (1 << sel->so.output[i].output_buffer)
+ << (sel->so.output[i].stream * 4);
+ }
+
+ sel->num_vs_inputs =
+ sel->type == PIPE_SHADER_VERTEX && !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD]
+ ? sel->info.num_inputs
+ : 0;
+ sel->num_vbos_in_user_sgprs = MIN2(sel->num_vs_inputs, sscreen->num_vbos_in_user_sgprs);
+
+ /* The prolog is a no-op if there are no inputs. */
+ sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX && sel->info.num_inputs &&
+ !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD];
+
+ sel->prim_discard_cs_allowed =
+ sel->type == PIPE_SHADER_VERTEX && !sel->info.uses_bindless_images &&
+ !sel->info.uses_bindless_samplers && !sel->info.writes_memory &&
+ !sel->info.writes_viewport_index &&
+ !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] && !sel->so.num_outputs;
+
+ switch (sel->type) {
+ case PIPE_SHADER_GEOMETRY:
+ sel->gs_output_prim = sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
+
+ /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
+ sel->rast_prim = sel->gs_output_prim;
+ if (util_rast_prim_is_triangles(sel->rast_prim))
+ sel->rast_prim = PIPE_PRIM_TRIANGLES;
+
+ sel->gs_max_out_vertices = sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
+ sel->gs_num_invocations = sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
+ sel->gsvs_vertex_size = sel->info.num_outputs * 16;
+ sel->max_gsvs_emit_size = sel->gsvs_vertex_size * sel->gs_max_out_vertices;
+
+ sel->max_gs_stream = 0;
+ for (i = 0; i < sel->so.num_outputs; i++)
+ sel->max_gs_stream = MAX2(sel->max_gs_stream, sel->so.output[i].stream);
+
+ sel->gs_input_verts_per_prim =
+ u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
+
+ /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation. */
+ sel->tess_turns_off_ngg = sscreen->info.chip_class >= GFX10 &&
+ sel->gs_num_invocations * sel->gs_max_out_vertices > 256;
+ break;
+
+ case PIPE_SHADER_TESS_CTRL:
+ /* Always reserve space for these. */
+ sel->patch_outputs_written |=
+ (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
+ (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
+ /* fall through */
+ case PIPE_SHADER_VERTEX:
+ case PIPE_SHADER_TESS_EVAL:
+ for (i = 0; i < sel->info.num_outputs; i++) {
+ unsigned name = sel->info.output_semantic_name[i];
+ unsigned index = sel->info.output_semantic_index[i];
+
+ switch (name) {
+ case TGSI_SEMANTIC_TESSINNER:
+ case TGSI_SEMANTIC_TESSOUTER:
+ case TGSI_SEMANTIC_PATCH:
+ sel->patch_outputs_written |= 1ull << si_shader_io_get_unique_index_patch(name, index);
+ break;
+
+ case TGSI_SEMANTIC_GENERIC:
+ /* don't process indices the function can't handle */
+ if (index >= SI_MAX_IO_GENERIC)
+ break;
+ /* fall through */
+ default:
+ sel->outputs_written |= 1ull << si_shader_io_get_unique_index(name, index, false);
+ sel->outputs_written_before_ps |= 1ull
+ << si_shader_io_get_unique_index(name, index, true);
+ break;
+ case TGSI_SEMANTIC_EDGEFLAG:
+ break;
+ }
+ }
+ sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
+ sel->lshs_vertex_stride = sel->esgs_itemsize;
+
+ /* Add 1 dword to reduce LDS bank conflicts, so that each vertex
+ * will start on a different bank. (except for the maximum 32*16).
+ */
+ if (sel->lshs_vertex_stride < 32 * 16)
+ sel->lshs_vertex_stride += 4;
+
+ /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
+ * conflicts, i.e. each vertex will start at a different bank.
+ */
+ if (sctx->chip_class >= GFX9)
+ sel->esgs_itemsize += 4;
+
+ assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
+
+ /* Only for TES: */
+ if (sel->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
+ sel->rast_prim = PIPE_PRIM_POINTS;
+ else if (sel->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
+ sel->rast_prim = PIPE_PRIM_LINE_STRIP;
+ else
+ sel->rast_prim = PIPE_PRIM_TRIANGLES;
+ break;
+
+ case PIPE_SHADER_FRAGMENT:
+ for (i = 0; i < sel->info.num_inputs; i++) {
+ unsigned name = sel->info.input_semantic_name[i];
+ unsigned index = sel->info.input_semantic_index[i];
+
+ switch (name) {
+ case TGSI_SEMANTIC_GENERIC:
+ /* don't process indices the function can't handle */
+ if (index >= SI_MAX_IO_GENERIC)
+ break;
+ /* fall through */
+ default:
+ sel->inputs_read |= 1ull << si_shader_io_get_unique_index(name, index, true);
+ break;
+ case TGSI_SEMANTIC_PCOORD: /* ignore this */
+ break;
+ }
+ }
+
+ for (i = 0; i < 8; i++)
+ if (sel->info.colors_written & (1 << i))
+ sel->colors_written_4bit |= 0xf << (4 * i);
+
+ for (i = 0; i < sel->info.num_inputs; i++) {
+ if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
+ int index = sel->info.input_semantic_index[i];
+ sel->color_attr_index[index] = i;
+ }
+ }
+ break;
+ default:;
+ }
+
+ sel->ngg_culling_allowed =
+ sscreen->info.chip_class >= GFX10 &&
+ sscreen->info.has_dedicated_vram &&
+ sscreen->use_ngg_culling &&
+ /* Disallow TES by default, because TessMark results are mixed. */
+ (sel->type == PIPE_SHADER_VERTEX ||
+ (sscreen->always_use_ngg_culling && sel->type == PIPE_SHADER_TESS_EVAL)) &&
+ sel->info.writes_position &&
+ !sel->info.writes_viewport_index && /* cull only against viewport 0 */
+ !sel->info.writes_memory && !sel->so.num_outputs &&
+ !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] &&
+ !sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
+
+ /* PA_CL_VS_OUT_CNTL */
+ if (sctx->chip_class <= GFX9)
+ sel->pa_cl_vs_out_cntl = si_get_vs_out_cntl(sel, false);
+
+ sel->clipdist_mask = sel->info.writes_clipvertex ? SIX_BITS : sel->info.clipdist_writemask;
+ sel->culldist_mask = sel->info.culldist_writemask << sel->info.num_written_clipdistance;
+
+ /* DB_SHADER_CONTROL */
+ sel->db_shader_control = S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
+ S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
+ S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
+ S_02880C_KILL_ENABLE(sel->info.uses_kill);
+
+ switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
+ case TGSI_FS_DEPTH_LAYOUT_GREATER:
+ sel->db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
+ break;
+ case TGSI_FS_DEPTH_LAYOUT_LESS:
+ sel->db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
+ break;
+ }
+
+ /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
+ *
+ * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
+ * --|-----------|------------|------------|--------------------|-------------------|-------------
+ * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
+ * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
+ * 2 | false | true | n/a | LateZ | 1 | 0
+ * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
+ * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
+ *
+ * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
+ * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
+ *
+ * Don't use ReZ without profiling !!!
+ *
+ * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
+ * shaders.
+ */
+ if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
+ /* Cases 3, 4. */
+ sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
+ S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
+ S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
+ } else if (sel->info.writes_memory) {
+ /* Case 2. */
+ sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) | S_02880C_EXEC_ON_HIER_FAIL(1);
+ } else {
+ /* Case 1. */
+ sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
+ }
+
+ if (sel->info.properties[TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE])
+ sel->db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
+
+ (void)simple_mtx_init(&sel->mutex, mtx_plain);
+
+ si_schedule_initial_compile(sctx, sel->info.processor, &sel->ready, &sel->compiler_ctx_state,
+ sel, si_init_shader_selector_async);
+ return sel;
+}
+
+static void *si_create_shader(struct pipe_context *ctx, const struct pipe_shader_state *state)
+{
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_screen *sscreen = (struct si_screen *)ctx->screen;
+ bool cache_hit;
+ struct si_shader_selector *sel = (struct si_shader_selector *)util_live_shader_cache_get(
+ ctx, &sscreen->live_shader_cache, state, &cache_hit);
+
+ if (sel && cache_hit && sctx->debug.debug_message) {
+ if (sel->main_shader_part)
+ si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part, &sctx->debug);
+ if (sel->main_shader_part_ls)
+ si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ls, &sctx->debug);
+ if (sel->main_shader_part_es)
+ si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_es, &sctx->debug);
+ if (sel->main_shader_part_ngg)
+ si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg, &sctx->debug);
+ if (sel->main_shader_part_ngg_es)
+ si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg_es, &sctx->debug);
+ }
+ return sel;
}
static void si_update_streamout_state(struct si_context *sctx)
{
- struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
+ struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
- if (!shader_with_so)
- return;
+ if (!shader_with_so)
+ return;
- sctx->streamout.enabled_stream_buffers_mask =
- shader_with_so->enabled_streamout_buffer_mask;
- sctx->streamout.stride_in_dw = shader_with_so->so.stride;
+ sctx->streamout.enabled_stream_buffers_mask = shader_with_so->enabled_streamout_buffer_mask;
+ sctx->streamout.stride_in_dw = shader_with_so->so.stride;
}
-static void si_update_clip_regs(struct si_context *sctx,
- struct si_shader_selector *old_hw_vs,
- struct si_shader *old_hw_vs_variant,
- struct si_shader_selector *next_hw_vs,
- struct si_shader *next_hw_vs_variant)
+static void si_update_clip_regs(struct si_context *sctx, struct si_shader_selector *old_hw_vs,
+ struct si_shader *old_hw_vs_variant,
+ struct si_shader_selector *next_hw_vs,
+ struct si_shader *next_hw_vs_variant)
{
- if (next_hw_vs &&
- (!old_hw_vs ||
- old_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] !=
- next_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] ||
- old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
- old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
- old_hw_vs->culldist_mask != next_hw_vs->culldist_mask ||
- !old_hw_vs_variant ||
- !next_hw_vs_variant ||
- old_hw_vs_variant->key.opt.clip_disable !=
- next_hw_vs_variant->key.opt.clip_disable))
- si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
+ if (next_hw_vs &&
+ (!old_hw_vs ||
+ old_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] !=
+ next_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] ||
+ old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
+ old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
+ old_hw_vs->culldist_mask != next_hw_vs->culldist_mask || !old_hw_vs_variant ||
+ !next_hw_vs_variant ||
+ old_hw_vs_variant->key.opt.clip_disable != next_hw_vs_variant->key.opt.clip_disable))
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
}
static void si_update_common_shader_state(struct si_context *sctx)
{
- sctx->uses_bindless_samplers =
- si_shader_uses_bindless_samplers(sctx->vs_shader.cso) ||
- si_shader_uses_bindless_samplers(sctx->gs_shader.cso) ||
- si_shader_uses_bindless_samplers(sctx->ps_shader.cso) ||
- si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
- si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
- sctx->uses_bindless_images =
- si_shader_uses_bindless_images(sctx->vs_shader.cso) ||
- si_shader_uses_bindless_images(sctx->gs_shader.cso) ||
- si_shader_uses_bindless_images(sctx->ps_shader.cso) ||
- si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
- si_shader_uses_bindless_images(sctx->tes_shader.cso);
- sctx->do_update_shaders = true;
+ sctx->uses_bindless_samplers = si_shader_uses_bindless_samplers(sctx->vs_shader.cso) ||
+ si_shader_uses_bindless_samplers(sctx->gs_shader.cso) ||
+ si_shader_uses_bindless_samplers(sctx->ps_shader.cso) ||
+ si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
+ si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
+ sctx->uses_bindless_images = si_shader_uses_bindless_images(sctx->vs_shader.cso) ||
+ si_shader_uses_bindless_images(sctx->gs_shader.cso) ||
+ si_shader_uses_bindless_images(sctx->ps_shader.cso) ||
+ si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
+ si_shader_uses_bindless_images(sctx->tes_shader.cso);
+ sctx->do_update_shaders = true;
}
static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
- struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
- struct si_shader_selector *sel = state;
-
- if (sctx->vs_shader.cso == sel)
- return;
-
- sctx->vs_shader.cso = sel;
- sctx->vs_shader.current = sel ? sel->first_variant : NULL;
- sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] : 0;
-
- if (si_update_ngg(sctx))
- si_shader_change_notify(sctx);
-
- si_update_common_shader_state(sctx);
- si_update_vs_viewport_state(sctx);
- si_set_active_descriptors_for_shader(sctx, sel);
- si_update_streamout_state(sctx);
- si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
- si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+ struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+ struct si_shader_selector *sel = state;
+
+ if (sctx->vs_shader.cso == sel)
+ return;
+
+ sctx->vs_shader.cso = sel;
+ sctx->vs_shader.current = sel ? sel->first_variant : NULL;
+ sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] : 0;
+
+ if (si_update_ngg(sctx))
+ si_shader_change_notify(sctx);
+
+ si_update_common_shader_state(sctx);
+ si_update_vs_viewport_state(sctx);
+ si_set_active_descriptors_for_shader(sctx, sel);
+ si_update_streamout_state(sctx);
+ si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+ si_get_vs_state(sctx));
}
static void si_update_tess_uses_prim_id(struct si_context *sctx)
{
- sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
- (sctx->tes_shader.cso &&
- sctx->tes_shader.cso->info.uses_primid) ||
- (sctx->tcs_shader.cso &&
- sctx->tcs_shader.cso->info.uses_primid) ||
- (sctx->gs_shader.cso &&
- sctx->gs_shader.cso->info.uses_primid) ||
- (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
- sctx->ps_shader.cso->info.uses_primid);
+ sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
+ (sctx->tes_shader.cso && sctx->tes_shader.cso->info.uses_primid) ||
+ (sctx->tcs_shader.cso && sctx->tcs_shader.cso->info.uses_primid) ||
+ (sctx->gs_shader.cso && sctx->gs_shader.cso->info.uses_primid) ||
+ (sctx->ps_shader.cso && !sctx->gs_shader.cso && sctx->ps_shader.cso->info.uses_primid);
}
bool si_update_ngg(struct si_context *sctx)
{
- if (!sctx->screen->use_ngg) {
- assert(!sctx->ngg);
- return false;
- }
-
- bool new_ngg = true;
-
- if (sctx->gs_shader.cso && sctx->tes_shader.cso &&
- sctx->gs_shader.cso->tess_turns_off_ngg) {
- new_ngg = false;
- } else if (!sctx->screen->use_ngg_streamout) {
- struct si_shader_selector *last = si_get_vs(sctx)->cso;
-
- if ((last && last->so.num_outputs) ||
- sctx->streamout.prims_gen_query_enabled)
- new_ngg = false;
- }
-
- if (new_ngg != sctx->ngg) {
- /* Transitioning from NGG to legacy GS requires VGT_FLUSH on Navi10-14.
- * VGT_FLUSH is also emitted at the beginning of IBs when legacy GS ring
- * pointers are set.
- */
- if ((sctx->family == CHIP_NAVI10 ||
- sctx->family == CHIP_NAVI12 ||
- sctx->family == CHIP_NAVI14) &&
- !new_ngg)
- sctx->flags |= SI_CONTEXT_VGT_FLUSH;
-
- sctx->ngg = new_ngg;
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
- return true;
- }
- return false;
+ if (!sctx->screen->use_ngg) {
+ assert(!sctx->ngg);
+ return false;
+ }
+
+ bool new_ngg = true;
+
+ if (sctx->gs_shader.cso && sctx->tes_shader.cso && sctx->gs_shader.cso->tess_turns_off_ngg) {
+ new_ngg = false;
+ } else if (!sctx->screen->use_ngg_streamout) {
+ struct si_shader_selector *last = si_get_vs(sctx)->cso;
+
+ if ((last && last->so.num_outputs) || sctx->streamout.prims_gen_query_enabled)
+ new_ngg = false;
+ }
+
+ if (new_ngg != sctx->ngg) {
+ /* Transitioning from NGG to legacy GS requires VGT_FLUSH on Navi10-14.
+ * VGT_FLUSH is also emitted at the beginning of IBs when legacy GS ring
+ * pointers are set.
+ */
+ if (sctx->chip_class == GFX10 && !new_ngg)
+ sctx->flags |= SI_CONTEXT_VGT_FLUSH;
+
+ sctx->ngg = new_ngg;
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+ return true;
+ }
+ return false;
}
static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
- struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
- struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->gs_shader.cso != !!sel;
- bool ngg_changed;
-
- if (sctx->gs_shader.cso == sel)
- return;
-
- sctx->gs_shader.cso = sel;
- sctx->gs_shader.current = sel ? sel->first_variant : NULL;
- sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
-
- si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
-
- ngg_changed = si_update_ngg(sctx);
- if (ngg_changed || enable_changed)
- si_shader_change_notify(sctx);
- if (enable_changed) {
- if (sctx->ia_multi_vgt_param_key.u.uses_tess)
- si_update_tess_uses_prim_id(sctx);
- }
- si_update_vs_viewport_state(sctx);
- si_set_active_descriptors_for_shader(sctx, sel);
- si_update_streamout_state(sctx);
- si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
- si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+ struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+ struct si_shader_selector *sel = state;
+ bool enable_changed = !!sctx->gs_shader.cso != !!sel;
+ bool ngg_changed;
+
+ if (sctx->gs_shader.cso == sel)
+ return;
+
+ sctx->gs_shader.cso = sel;
+ sctx->gs_shader.current = sel ? sel->first_variant : NULL;
+ sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
+
+ si_update_common_shader_state(sctx);
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+
+ ngg_changed = si_update_ngg(sctx);
+ if (ngg_changed || enable_changed)
+ si_shader_change_notify(sctx);
+ if (enable_changed) {
+ if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+ si_update_tess_uses_prim_id(sctx);
+ }
+ si_update_vs_viewport_state(sctx);
+ si_set_active_descriptors_for_shader(sctx, sel);
+ si_update_streamout_state(sctx);
+ si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+ si_get_vs_state(sctx));
}
static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *sel = state;
+ bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
- if (sctx->tcs_shader.cso == sel)
- return;
+ if (sctx->tcs_shader.cso == sel)
+ return;
- sctx->tcs_shader.cso = sel;
- sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
- si_update_tess_uses_prim_id(sctx);
+ sctx->tcs_shader.cso = sel;
+ sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
+ si_update_tess_uses_prim_id(sctx);
- si_update_common_shader_state(sctx);
+ si_update_common_shader_state(sctx);
- if (enable_changed)
- sctx->last_tcs = NULL; /* invalidate derived tess state */
+ if (enable_changed)
+ sctx->last_tcs = NULL; /* invalidate derived tess state */
- si_set_active_descriptors_for_shader(sctx, sel);
+ si_set_active_descriptors_for_shader(sctx, sel);
}
static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
- struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
- struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->tes_shader.cso != !!sel;
-
- if (sctx->tes_shader.cso == sel)
- return;
-
- sctx->tes_shader.cso = sel;
- sctx->tes_shader.current = sel ? sel->first_variant : NULL;
- sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
- si_update_tess_uses_prim_id(sctx);
-
- si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
-
- bool ngg_changed = si_update_ngg(sctx);
- if (ngg_changed || enable_changed)
- si_shader_change_notify(sctx);
- if (enable_changed)
- sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
- si_update_vs_viewport_state(sctx);
- si_set_active_descriptors_for_shader(sctx, sel);
- si_update_streamout_state(sctx);
- si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
- si_get_vs(sctx)->cso, si_get_vs_state(sctx));
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
+ struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
+ struct si_shader_selector *sel = state;
+ bool enable_changed = !!sctx->tes_shader.cso != !!sel;
+
+ if (sctx->tes_shader.cso == sel)
+ return;
+
+ sctx->tes_shader.cso = sel;
+ sctx->tes_shader.current = sel ? sel->first_variant : NULL;
+ sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
+ si_update_tess_uses_prim_id(sctx);
+
+ si_update_common_shader_state(sctx);
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
+
+ bool ngg_changed = si_update_ngg(sctx);
+ if (ngg_changed || enable_changed)
+ si_shader_change_notify(sctx);
+ if (enable_changed)
+ sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
+ si_update_vs_viewport_state(sctx);
+ si_set_active_descriptors_for_shader(sctx, sel);
+ si_update_streamout_state(sctx);
+ si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
+ si_get_vs_state(sctx));
}
static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *old_sel = sctx->ps_shader.cso;
- struct si_shader_selector *sel = state;
-
- /* skip if supplied shader is one already in use */
- if (old_sel == sel)
- return;
-
- sctx->ps_shader.cso = sel;
- sctx->ps_shader.current = sel ? sel->first_variant : NULL;
-
- si_update_common_shader_state(sctx);
- if (sel) {
- if (sctx->ia_multi_vgt_param_key.u.uses_tess)
- si_update_tess_uses_prim_id(sctx);
-
- if (!old_sel ||
- old_sel->info.colors_written != sel->info.colors_written)
- si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
-
- if (sctx->screen->has_out_of_order_rast &&
- (!old_sel ||
- old_sel->info.writes_memory != sel->info.writes_memory ||
- old_sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] !=
- sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]))
- si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
- }
- si_set_active_descriptors_for_shader(sctx, sel);
- si_update_ps_colorbuf0_slot(sctx);
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *old_sel = sctx->ps_shader.cso;
+ struct si_shader_selector *sel = state;
+
+ /* skip if supplied shader is one already in use */
+ if (old_sel == sel)
+ return;
+
+ sctx->ps_shader.cso = sel;
+ sctx->ps_shader.current = sel ? sel->first_variant : NULL;
+
+ si_update_common_shader_state(sctx);
+ if (sel) {
+ if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+ si_update_tess_uses_prim_id(sctx);
+
+ if (!old_sel || old_sel->info.colors_written != sel->info.colors_written)
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
+
+ if (sctx->screen->has_out_of_order_rast &&
+ (!old_sel || old_sel->info.writes_memory != sel->info.writes_memory ||
+ old_sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] !=
+ sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]))
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
+ }
+ si_set_active_descriptors_for_shader(sctx, sel);
+ si_update_ps_colorbuf0_slot(sctx);
}
static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
{
- if (shader->is_optimized) {
- util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
- &shader->ready);
- }
-
- util_queue_fence_destroy(&shader->ready);
-
- if (shader->pm4) {
- /* If destroyed shaders were not unbound, the next compiled
- * shader variant could get the same pointer address and so
- * binding it to the same shader stage would be considered
- * a no-op, causing random behavior.
- */
- switch (shader->selector->type) {
- case PIPE_SHADER_VERTEX:
- if (shader->key.as_ls) {
- assert(sctx->chip_class <= GFX8);
- si_pm4_delete_state(sctx, ls, shader->pm4);
- } else if (shader->key.as_es) {
- assert(sctx->chip_class <= GFX8);
- si_pm4_delete_state(sctx, es, shader->pm4);
- } else if (shader->key.as_ngg) {
- si_pm4_delete_state(sctx, gs, shader->pm4);
- } else {
- si_pm4_delete_state(sctx, vs, shader->pm4);
- }
- break;
- case PIPE_SHADER_TESS_CTRL:
- si_pm4_delete_state(sctx, hs, shader->pm4);
- break;
- case PIPE_SHADER_TESS_EVAL:
- if (shader->key.as_es) {
- assert(sctx->chip_class <= GFX8);
- si_pm4_delete_state(sctx, es, shader->pm4);
- } else if (shader->key.as_ngg) {
- si_pm4_delete_state(sctx, gs, shader->pm4);
- } else {
- si_pm4_delete_state(sctx, vs, shader->pm4);
- }
- break;
- case PIPE_SHADER_GEOMETRY:
- if (shader->is_gs_copy_shader)
- si_pm4_delete_state(sctx, vs, shader->pm4);
- else
- si_pm4_delete_state(sctx, gs, shader->pm4);
- break;
- case PIPE_SHADER_FRAGMENT:
- si_pm4_delete_state(sctx, ps, shader->pm4);
- break;
- default:;
- }
- }
-
- si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
- si_shader_destroy(shader);
- free(shader);
+ if (shader->is_optimized) {
+ util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority, &shader->ready);
+ }
+
+ util_queue_fence_destroy(&shader->ready);
+
+ if (shader->pm4) {
+ /* If destroyed shaders were not unbound, the next compiled
+ * shader variant could get the same pointer address and so
+ * binding it to the same shader stage would be considered
+ * a no-op, causing random behavior.
+ */
+ switch (shader->selector->type) {
+ case PIPE_SHADER_VERTEX:
+ if (shader->key.as_ls) {
+ assert(sctx->chip_class <= GFX8);
+ si_pm4_delete_state(sctx, ls, shader->pm4);
+ } else if (shader->key.as_es) {
+ assert(sctx->chip_class <= GFX8);
+ si_pm4_delete_state(sctx, es, shader->pm4);
+ } else if (shader->key.as_ngg) {
+ si_pm4_delete_state(sctx, gs, shader->pm4);
+ } else {
+ si_pm4_delete_state(sctx, vs, shader->pm4);
+ }
+ break;
+ case PIPE_SHADER_TESS_CTRL:
+ si_pm4_delete_state(sctx, hs, shader->pm4);
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ if (shader->key.as_es) {
+ assert(sctx->chip_class <= GFX8);
+ si_pm4_delete_state(sctx, es, shader->pm4);
+ } else if (shader->key.as_ngg) {
+ si_pm4_delete_state(sctx, gs, shader->pm4);
+ } else {
+ si_pm4_delete_state(sctx, vs, shader->pm4);
+ }
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ if (shader->is_gs_copy_shader)
+ si_pm4_delete_state(sctx, vs, shader->pm4);
+ else
+ si_pm4_delete_state(sctx, gs, shader->pm4);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ si_pm4_delete_state(sctx, ps, shader->pm4);
+ break;
+ default:;
+ }
+ }
+
+ si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
+ si_shader_destroy(shader);
+ free(shader);
+}
+
+static void si_destroy_shader_selector(struct pipe_context *ctx, void *cso)
+{
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *sel = (struct si_shader_selector *)cso;
+ struct si_shader *p = sel->first_variant, *c;
+ struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
+ [PIPE_SHADER_VERTEX] = &sctx->vs_shader, [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
+ [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader, [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
+ [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
+ };
+
+ util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
+
+ if (current_shader[sel->type]->cso == sel) {
+ current_shader[sel->type]->cso = NULL;
+ current_shader[sel->type]->current = NULL;
+ }
+
+ while (p) {
+ c = p->next_variant;
+ si_delete_shader(sctx, p);
+ p = c;
+ }
+
+ if (sel->main_shader_part)
+ si_delete_shader(sctx, sel->main_shader_part);
+ if (sel->main_shader_part_ls)
+ si_delete_shader(sctx, sel->main_shader_part_ls);
+ if (sel->main_shader_part_es)
+ si_delete_shader(sctx, sel->main_shader_part_es);
+ if (sel->main_shader_part_ngg)
+ si_delete_shader(sctx, sel->main_shader_part_ngg);
+ if (sel->gs_copy_shader)
+ si_delete_shader(sctx, sel->gs_copy_shader);
+
+ util_queue_fence_destroy(&sel->ready);
+ simple_mtx_destroy(&sel->mutex);
+ ralloc_free(sel->nir);
+ free(sel->nir_binary);
+ free(sel);
}
-void si_destroy_shader_selector(struct si_context *sctx,
- struct si_shader_selector *sel)
+static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
{
- struct si_shader *p = sel->first_variant, *c;
- struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
- [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
- [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
- [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
- [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
- [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
- };
-
- util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
-
- if (current_shader[sel->type]->cso == sel) {
- current_shader[sel->type]->cso = NULL;
- current_shader[sel->type]->current = NULL;
- }
-
- while (p) {
- c = p->next_variant;
- si_delete_shader(sctx, p);
- p = c;
- }
-
- if (sel->main_shader_part)
- si_delete_shader(sctx, sel->main_shader_part);
- if (sel->main_shader_part_ls)
- si_delete_shader(sctx, sel->main_shader_part_ls);
- if (sel->main_shader_part_es)
- si_delete_shader(sctx, sel->main_shader_part_es);
- if (sel->main_shader_part_ngg)
- si_delete_shader(sctx, sel->main_shader_part_ngg);
- if (sel->gs_copy_shader)
- si_delete_shader(sctx, sel->gs_copy_shader);
-
- util_queue_fence_destroy(&sel->ready);
- simple_mtx_destroy(&sel->mutex);
- free(sel->tokens);
- ralloc_free(sel->nir);
- free(sel->nir_binary);
- free(sel);
+ struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *sel = (struct si_shader_selector *)state;
+
+ si_shader_selector_reference(sctx, &sel, NULL);
+}
+
+static unsigned si_get_ps_input_cntl(struct si_context *sctx, struct si_shader *vs, unsigned name,
+ unsigned index, unsigned interpolate)
+{
+ struct si_shader_info *vsinfo = &vs->selector->info;
+ unsigned j, offset, ps_input_cntl = 0;
+
+ if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
+ (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade) || name == TGSI_SEMANTIC_PRIMID)
+ ps_input_cntl |= S_028644_FLAT_SHADE(1);
+
+ if (name == TGSI_SEMANTIC_PCOORD ||
+ (name == TGSI_SEMANTIC_TEXCOORD && sctx->sprite_coord_enable & (1 << index))) {
+ ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
+ }
+
+ for (j = 0; j < vsinfo->num_outputs; j++) {
+ if (name == vsinfo->output_semantic_name[j] && index == vsinfo->output_semantic_index[j]) {
+ offset = vs->info.vs_output_param_offset[j];
+
+ if (offset <= AC_EXP_PARAM_OFFSET_31) {
+ /* The input is loaded from parameter memory. */
+ ps_input_cntl |= S_028644_OFFSET(offset);
+ } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
+ if (offset == AC_EXP_PARAM_UNDEFINED) {
+ /* This can happen with depth-only rendering. */
+ offset = 0;
+ } else {
+ /* The input is a DEFAULT_VAL constant. */
+ assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
+ offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
+ offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
+ }
+
+ ps_input_cntl = S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(offset);
+ }
+ break;
+ }
+ }
+
+ if (j == vsinfo->num_outputs && name == TGSI_SEMANTIC_PRIMID)
+ /* PrimID is written after the last output when HW VS is used. */
+ ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
+ else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
+ /* No corresponding output found, load defaults into input.
+ * Don't set any other bits.
+ * (FLAT_SHADE=1 completely changes behavior) */
+ ps_input_cntl = S_028644_OFFSET(0x20);
+ /* D3D 9 behaviour. GL is undefined */
+ if (name == TGSI_SEMANTIC_COLOR && index == 0)
+ ps_input_cntl |= S_028644_DEFAULT_VAL(3);
+ }
+ return ps_input_cntl;
}
-static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
+static void si_emit_spi_map(struct si_context *sctx)
{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
+ struct si_shader *ps = sctx->ps_shader.current;
+ struct si_shader *vs = si_get_vs_state(sctx);
+ struct si_shader_info *psinfo = ps ? &ps->selector->info : NULL;
+ unsigned i, num_interp, num_written = 0, bcol_interp[2];
+ unsigned spi_ps_input_cntl[32];
- si_shader_selector_reference(sctx, &sel, NULL);
-}
+ if (!ps || !ps->selector->info.num_inputs)
+ return;
-static unsigned si_get_ps_input_cntl(struct si_context *sctx,
- struct si_shader *vs, unsigned name,
- unsigned index, unsigned interpolate)
-{
- struct tgsi_shader_info *vsinfo = &vs->selector->info;
- unsigned j, offset, ps_input_cntl = 0;
-
- if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
- (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade) ||
- name == TGSI_SEMANTIC_PRIMID)
- ps_input_cntl |= S_028644_FLAT_SHADE(1);
-
- if (name == TGSI_SEMANTIC_PCOORD ||
- (name == TGSI_SEMANTIC_TEXCOORD &&
- sctx->sprite_coord_enable & (1 << index))) {
- ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
- }
-
- for (j = 0; j < vsinfo->num_outputs; j++) {
- if (name == vsinfo->output_semantic_name[j] &&
- index == vsinfo->output_semantic_index[j]) {
- offset = vs->info.vs_output_param_offset[j];
-
- if (offset <= AC_EXP_PARAM_OFFSET_31) {
- /* The input is loaded from parameter memory. */
- ps_input_cntl |= S_028644_OFFSET(offset);
- } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
- if (offset == AC_EXP_PARAM_UNDEFINED) {
- /* This can happen with depth-only rendering. */
- offset = 0;
- } else {
- /* The input is a DEFAULT_VAL constant. */
- assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
- offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
- offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
- }
-
- ps_input_cntl = S_028644_OFFSET(0x20) |
- S_028644_DEFAULT_VAL(offset);
- }
- break;
- }
- }
-
- if (j == vsinfo->num_outputs && name == TGSI_SEMANTIC_PRIMID)
- /* PrimID is written after the last output when HW VS is used. */
- ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
- else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
- /* No corresponding output found, load defaults into input.
- * Don't set any other bits.
- * (FLAT_SHADE=1 completely changes behavior) */
- ps_input_cntl = S_028644_OFFSET(0x20);
- /* D3D 9 behaviour. GL is undefined */
- if (name == TGSI_SEMANTIC_COLOR && index == 0)
- ps_input_cntl |= S_028644_DEFAULT_VAL(3);
- }
- return ps_input_cntl;
-}
+ num_interp = si_get_ps_num_interp(ps);
+ assert(num_interp > 0);
-static void si_emit_spi_map(struct si_context *sctx)
-{
- struct si_shader *ps = sctx->ps_shader.current;
- struct si_shader *vs = si_get_vs_state(sctx);
- struct tgsi_shader_info *psinfo = ps ? &ps->selector->info : NULL;
- unsigned i, num_interp, num_written = 0, bcol_interp[2];
- unsigned spi_ps_input_cntl[32];
-
- if (!ps || !ps->selector->info.num_inputs)
- return;
-
- num_interp = si_get_ps_num_interp(ps);
- assert(num_interp > 0);
-
- for (i = 0; i < psinfo->num_inputs; i++) {
- unsigned name = psinfo->input_semantic_name[i];
- unsigned index = psinfo->input_semantic_index[i];
- unsigned interpolate = psinfo->input_interpolate[i];
-
- spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, name,
- index, interpolate);
-
- if (name == TGSI_SEMANTIC_COLOR) {
- assert(index < ARRAY_SIZE(bcol_interp));
- bcol_interp[index] = interpolate;
- }
- }
-
- if (ps->key.part.ps.prolog.color_two_side) {
- unsigned bcol = TGSI_SEMANTIC_BCOLOR;
-
- for (i = 0; i < 2; i++) {
- if (!(psinfo->colors_read & (0xf << (i * 4))))
- continue;
-
- spi_ps_input_cntl[num_written++] =
- si_get_ps_input_cntl(sctx, vs, bcol, i, bcol_interp[i]);
-
- }
- }
- assert(num_interp == num_written);
-
- /* R_028644_SPI_PS_INPUT_CNTL_0 */
- /* Dota 2: Only ~16% of SPI map updates set different values. */
- /* Talos: Only ~9% of SPI map updates set different values. */
- unsigned initial_cdw = sctx->gfx_cs->current.cdw;
- radeon_opt_set_context_regn(sctx, R_028644_SPI_PS_INPUT_CNTL_0,
- spi_ps_input_cntl,
- sctx->tracked_regs.spi_ps_input_cntl, num_interp);
-
- if (initial_cdw != sctx->gfx_cs->current.cdw)
- sctx->context_roll = true;
+ for (i = 0; i < psinfo->num_inputs; i++) {
+ unsigned name = psinfo->input_semantic_name[i];
+ unsigned index = psinfo->input_semantic_index[i];
+ unsigned interpolate = psinfo->input_interpolate[i];
+
+ spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, name, index, interpolate);
+
+ if (name == TGSI_SEMANTIC_COLOR) {
+ assert(index < ARRAY_SIZE(bcol_interp));
+ bcol_interp[index] = interpolate;
+ }
+ }
+
+ if (ps->key.part.ps.prolog.color_two_side) {
+ unsigned bcol = TGSI_SEMANTIC_BCOLOR;
+
+ for (i = 0; i < 2; i++) {
+ if (!(psinfo->colors_read & (0xf << (i * 4))))
+ continue;
+
+ spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, bcol, i, bcol_interp[i]);
+ }
+ }
+ assert(num_interp == num_written);
+
+ /* R_028644_SPI_PS_INPUT_CNTL_0 */
+ /* Dota 2: Only ~16% of SPI map updates set different values. */
+ /* Talos: Only ~9% of SPI map updates set different values. */
+ unsigned initial_cdw = sctx->gfx_cs->current.cdw;
+ radeon_opt_set_context_regn(sctx, R_028644_SPI_PS_INPUT_CNTL_0, spi_ps_input_cntl,
+ sctx->tracked_regs.spi_ps_input_cntl, num_interp);
+
+ if (initial_cdw != sctx->gfx_cs->current.cdw)
+ sctx->context_roll = true;
}
/**
* Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
*/
-static void si_init_config_add_vgt_flush(struct si_context *sctx)
+static void si_cs_preamble_add_vgt_flush(struct si_context *sctx)
{
- if (sctx->init_config_has_vgt_flush)
- return;
-
- /* Done by Vulkan before VGT_FLUSH. */
- si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
- si_pm4_cmd_add(sctx->init_config,
- EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
- si_pm4_cmd_end(sctx->init_config, false);
-
- /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
- si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
- si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
- si_pm4_cmd_end(sctx->init_config, false);
- sctx->init_config_has_vgt_flush = true;
+ if (sctx->cs_preamble_has_vgt_flush)
+ return;
+
+ /* Done by Vulkan before VGT_FLUSH. */
+ si_pm4_cmd_add(sctx->cs_preamble_state, PKT3(PKT3_EVENT_WRITE, 0, 0));
+ si_pm4_cmd_add(sctx->cs_preamble_state, EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
+
+ /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
+ si_pm4_cmd_add(sctx->cs_preamble_state, PKT3(PKT3_EVENT_WRITE, 0, 0));
+ si_pm4_cmd_add(sctx->cs_preamble_state, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
+ sctx->cs_preamble_has_vgt_flush = true;
}
/* Initialize state related to ESGS / GSVS ring buffers */
static bool si_update_gs_ring_buffers(struct si_context *sctx)
{
- struct si_shader_selector *es =
- sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
- struct si_shader_selector *gs = sctx->gs_shader.cso;
- struct si_pm4_state *pm4;
-
- /* Chip constants. */
- unsigned num_se = sctx->screen->info.max_se;
- unsigned wave_size = 64;
- unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
- /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
- * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
- */
- unsigned gs_vertex_reuse = (sctx->chip_class >= GFX8 ? 32 : 16) * num_se;
- unsigned alignment = 256 * num_se;
- /* The maximum size is 63.999 MB per SE. */
- unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
-
- /* Calculate the minimum size. */
- unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
- wave_size, alignment);
-
- /* These are recommended sizes, not minimum sizes. */
- unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
- es->esgs_itemsize * gs->gs_input_verts_per_prim;
- unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
- gs->max_gsvs_emit_size;
-
- min_esgs_ring_size = align(min_esgs_ring_size, alignment);
- esgs_ring_size = align(esgs_ring_size, alignment);
- gsvs_ring_size = align(gsvs_ring_size, alignment);
-
- esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
- gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
-
- /* Some rings don't have to be allocated if shaders don't use them.
- * (e.g. no varyings between ES and GS or GS and VS)
- *
- * GFX9 doesn't have the ESGS ring.
- */
- bool update_esgs = sctx->chip_class <= GFX8 &&
- esgs_ring_size &&
- (!sctx->esgs_ring ||
- sctx->esgs_ring->width0 < esgs_ring_size);
- bool update_gsvs = gsvs_ring_size &&
- (!sctx->gsvs_ring ||
- sctx->gsvs_ring->width0 < gsvs_ring_size);
-
- if (!update_esgs && !update_gsvs)
- return true;
-
- if (update_esgs) {
- pipe_resource_reference(&sctx->esgs_ring, NULL);
- sctx->esgs_ring =
- pipe_aligned_buffer_create(sctx->b.screen,
- SI_RESOURCE_FLAG_UNMAPPABLE,
- PIPE_USAGE_DEFAULT,
- esgs_ring_size,
- sctx->screen->info.pte_fragment_size);
- if (!sctx->esgs_ring)
- return false;
- }
-
- if (update_gsvs) {
- pipe_resource_reference(&sctx->gsvs_ring, NULL);
- sctx->gsvs_ring =
- pipe_aligned_buffer_create(sctx->b.screen,
- SI_RESOURCE_FLAG_UNMAPPABLE,
- PIPE_USAGE_DEFAULT,
- gsvs_ring_size,
- sctx->screen->info.pte_fragment_size);
- if (!sctx->gsvs_ring)
- return false;
- }
-
- /* Create the "init_config_gs_rings" state. */
- pm4 = CALLOC_STRUCT(si_pm4_state);
- if (!pm4)
- return false;
-
- if (sctx->chip_class >= GFX7) {
- if (sctx->esgs_ring) {
- assert(sctx->chip_class <= GFX8);
- si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
- sctx->esgs_ring->width0 / 256);
- }
- if (sctx->gsvs_ring)
- si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
- sctx->gsvs_ring->width0 / 256);
- } else {
- if (sctx->esgs_ring)
- si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
- sctx->esgs_ring->width0 / 256);
- if (sctx->gsvs_ring)
- si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
- sctx->gsvs_ring->width0 / 256);
- }
-
- /* Set the state. */
- if (sctx->init_config_gs_rings)
- si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
- sctx->init_config_gs_rings = pm4;
-
- if (!sctx->init_config_has_vgt_flush) {
- si_init_config_add_vgt_flush(sctx);
- si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
- }
-
- /* Flush the context to re-emit both init_config states. */
- sctx->initial_gfx_cs_size = 0; /* force flush */
- si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
-
- /* Set ring bindings. */
- if (sctx->esgs_ring) {
- assert(sctx->chip_class <= GFX8);
- si_set_ring_buffer(sctx, SI_ES_RING_ESGS,
- sctx->esgs_ring, 0, sctx->esgs_ring->width0,
- true, true, 4, 64, 0);
- si_set_ring_buffer(sctx, SI_GS_RING_ESGS,
- sctx->esgs_ring, 0, sctx->esgs_ring->width0,
- false, false, 0, 0, 0);
- }
- if (sctx->gsvs_ring) {
- si_set_ring_buffer(sctx, SI_RING_GSVS,
- sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
- false, false, 0, 0, 0);
- }
-
- return true;
+ struct si_shader_selector *es =
+ sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
+ struct si_shader_selector *gs = sctx->gs_shader.cso;
+ struct si_pm4_state *pm4;
+
+ /* Chip constants. */
+ unsigned num_se = sctx->screen->info.max_se;
+ unsigned wave_size = 64;
+ unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
+ /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
+ * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
+ */
+ unsigned gs_vertex_reuse = (sctx->chip_class >= GFX8 ? 32 : 16) * num_se;
+ unsigned alignment = 256 * num_se;
+ /* The maximum size is 63.999 MB per SE. */
+ unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
+
+ /* Calculate the minimum size. */
+ unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse * wave_size, alignment);
+
+ /* These are recommended sizes, not minimum sizes. */
+ unsigned esgs_ring_size =
+ max_gs_waves * 2 * wave_size * es->esgs_itemsize * gs->gs_input_verts_per_prim;
+ unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size * gs->max_gsvs_emit_size;
+
+ min_esgs_ring_size = align(min_esgs_ring_size, alignment);
+ esgs_ring_size = align(esgs_ring_size, alignment);
+ gsvs_ring_size = align(gsvs_ring_size, alignment);
+
+ esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
+ gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
+
+ /* Some rings don't have to be allocated if shaders don't use them.
+ * (e.g. no varyings between ES and GS or GS and VS)
+ *
+ * GFX9 doesn't have the ESGS ring.
+ */
+ bool update_esgs = sctx->chip_class <= GFX8 && esgs_ring_size &&
+ (!sctx->esgs_ring || sctx->esgs_ring->width0 < esgs_ring_size);
+ bool update_gsvs =
+ gsvs_ring_size && (!sctx->gsvs_ring || sctx->gsvs_ring->width0 < gsvs_ring_size);
+
+ if (!update_esgs && !update_gsvs)
+ return true;
+
+ if (update_esgs) {
+ pipe_resource_reference(&sctx->esgs_ring, NULL);
+ sctx->esgs_ring =
+ pipe_aligned_buffer_create(sctx->b.screen, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT,
+ esgs_ring_size, sctx->screen->info.pte_fragment_size);
+ if (!sctx->esgs_ring)
+ return false;
+ }
+
+ if (update_gsvs) {
+ pipe_resource_reference(&sctx->gsvs_ring, NULL);
+ sctx->gsvs_ring =
+ pipe_aligned_buffer_create(sctx->b.screen, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT,
+ gsvs_ring_size, sctx->screen->info.pte_fragment_size);
+ if (!sctx->gsvs_ring)
+ return false;
+ }
+
+ /* Create the "cs_preamble_gs_rings" state. */
+ pm4 = CALLOC_STRUCT(si_pm4_state);
+ if (!pm4)
+ return false;
+
+ if (sctx->chip_class >= GFX7) {
+ if (sctx->esgs_ring) {
+ assert(sctx->chip_class <= GFX8);
+ si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE, sctx->esgs_ring->width0 / 256);
+ }
+ if (sctx->gsvs_ring)
+ si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE, sctx->gsvs_ring->width0 / 256);
+ } else {
+ if (sctx->esgs_ring)
+ si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE, sctx->esgs_ring->width0 / 256);
+ if (sctx->gsvs_ring)
+ si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE, sctx->gsvs_ring->width0 / 256);
+ }
+
+ /* Set the state. */
+ if (sctx->cs_preamble_gs_rings)
+ si_pm4_free_state(sctx, sctx->cs_preamble_gs_rings, ~0);
+ sctx->cs_preamble_gs_rings = pm4;
+
+ if (!sctx->cs_preamble_has_vgt_flush) {
+ si_cs_preamble_add_vgt_flush(sctx);
+ }
+
+ /* Flush the context to re-emit both cs_preamble states. */
+ sctx->initial_gfx_cs_size = 0; /* force flush */
+ si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
+
+ /* Set ring bindings. */
+ if (sctx->esgs_ring) {
+ assert(sctx->chip_class <= GFX8);
+ si_set_ring_buffer(sctx, SI_ES_RING_ESGS, sctx->esgs_ring, 0, sctx->esgs_ring->width0, true,
+ true, 4, 64, 0);
+ si_set_ring_buffer(sctx, SI_GS_RING_ESGS, sctx->esgs_ring, 0, sctx->esgs_ring->width0, false,
+ false, 0, 0, 0);
+ }
+ if (sctx->gsvs_ring) {
+ si_set_ring_buffer(sctx, SI_RING_GSVS, sctx->gsvs_ring, 0, sctx->gsvs_ring->width0, false,
+ false, 0, 0, 0);
+ }
+
+ return true;
}
static void si_shader_lock(struct si_shader *shader)
{
- simple_mtx_lock(&shader->selector->mutex);
- if (shader->previous_stage_sel) {
- assert(shader->previous_stage_sel != shader->selector);
- simple_mtx_lock(&shader->previous_stage_sel->mutex);
- }
+ simple_mtx_lock(&shader->selector->mutex);
+ if (shader->previous_stage_sel) {
+ assert(shader->previous_stage_sel != shader->selector);
+ simple_mtx_lock(&shader->previous_stage_sel->mutex);
+ }
}
static void si_shader_unlock(struct si_shader *shader)
{
- if (shader->previous_stage_sel)
- simple_mtx_unlock(&shader->previous_stage_sel->mutex);
- simple_mtx_unlock(&shader->selector->mutex);
+ if (shader->previous_stage_sel)
+ simple_mtx_unlock(&shader->previous_stage_sel->mutex);
+ simple_mtx_unlock(&shader->selector->mutex);
}
/**
* 0 if not
* < 0 if there was a failure
*/
-static int si_update_scratch_buffer(struct si_context *sctx,
- struct si_shader *shader)
+static int si_update_scratch_buffer(struct si_context *sctx, struct si_shader *shader)
{
- uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
+ uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
- if (!shader)
- return 0;
+ if (!shader)
+ return 0;
- /* This shader doesn't need a scratch buffer */
- if (shader->config.scratch_bytes_per_wave == 0)
- return 0;
+ /* This shader doesn't need a scratch buffer */
+ if (shader->config.scratch_bytes_per_wave == 0)
+ return 0;
- /* Prevent race conditions when updating:
- * - si_shader::scratch_bo
- * - si_shader::binary::code
- * - si_shader::previous_stage::binary::code.
- */
- si_shader_lock(shader);
+ /* Prevent race conditions when updating:
+ * - si_shader::scratch_bo
+ * - si_shader::binary::code
+ * - si_shader::previous_stage::binary::code.
+ */
+ si_shader_lock(shader);
- /* This shader is already configured to use the current
- * scratch buffer. */
- if (shader->scratch_bo == sctx->scratch_buffer) {
- si_shader_unlock(shader);
- return 0;
- }
+ /* This shader is already configured to use the current
+ * scratch buffer. */
+ if (shader->scratch_bo == sctx->scratch_buffer) {
+ si_shader_unlock(shader);
+ return 0;
+ }
- assert(sctx->scratch_buffer);
+ assert(sctx->scratch_buffer);
- /* Replace the shader bo with a new bo that has the relocs applied. */
- if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
- si_shader_unlock(shader);
- return -1;
- }
+ /* Replace the shader bo with a new bo that has the relocs applied. */
+ if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
+ si_shader_unlock(shader);
+ return -1;
+ }
- /* Update the shader state to use the new shader bo. */
- si_shader_init_pm4_state(sctx->screen, shader);
+ /* Update the shader state to use the new shader bo. */
+ si_shader_init_pm4_state(sctx->screen, shader);
- si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
+ si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
- si_shader_unlock(shader);
- return 1;
+ si_shader_unlock(shader);
+ return 1;
}
static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
{
- return shader ? shader->config.scratch_bytes_per_wave : 0;
+ return shader ? shader->config.scratch_bytes_per_wave : 0;
}
static struct si_shader *si_get_tcs_current(struct si_context *sctx)
{
- if (!sctx->tes_shader.cso)
- return NULL; /* tessellation disabled */
+ if (!sctx->tes_shader.cso)
+ return NULL; /* tessellation disabled */
- return sctx->tcs_shader.cso ? sctx->tcs_shader.current :
- sctx->fixed_func_tcs_shader.current;
+ return sctx->tcs_shader.cso ? sctx->tcs_shader.current : sctx->fixed_func_tcs_shader.current;
}
static bool si_update_scratch_relocs(struct si_context *sctx)
{
- struct si_shader *tcs = si_get_tcs_current(sctx);
- int r;
-
- /* Update the shaders, so that they are using the latest scratch.
- * The scratch buffer may have been changed since these shaders were
- * last used, so we still need to try to update them, even if they
- * require scratch buffers smaller than the current size.
- */
- r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
-
- r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
-
- r = si_update_scratch_buffer(sctx, tcs);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, hs, tcs->pm4);
-
- /* VS can be bound as LS, ES, or VS. */
- r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
- if (r < 0)
- return false;
- if (r == 1) {
- if (sctx->vs_shader.current->key.as_ls)
- si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
- else if (sctx->vs_shader.current->key.as_es)
- si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
- else if (sctx->vs_shader.current->key.as_ngg)
- si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
- else
- si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
- }
-
- /* TES can be bound as ES or VS. */
- r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
- if (r < 0)
- return false;
- if (r == 1) {
- if (sctx->tes_shader.current->key.as_es)
- si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
- else if (sctx->tes_shader.current->key.as_ngg)
- si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
- else
- si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
- }
-
- return true;
+ struct si_shader *tcs = si_get_tcs_current(sctx);
+ int r;
+
+ /* Update the shaders, so that they are using the latest scratch.
+ * The scratch buffer may have been changed since these shaders were
+ * last used, so we still need to try to update them, even if they
+ * require scratch buffers smaller than the current size.
+ */
+ r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1)
+ si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+ r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1)
+ si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+
+ r = si_update_scratch_buffer(sctx, tcs);
+ if (r < 0)
+ return false;
+ if (r == 1)
+ si_pm4_bind_state(sctx, hs, tcs->pm4);
+
+ /* VS can be bound as LS, ES, or VS. */
+ r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->vs_shader.current->key.as_ls)
+ si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+ else if (sctx->vs_shader.current->key.as_es)
+ si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+ else if (sctx->vs_shader.current->key.as_ngg)
+ si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
+ else
+ si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+ }
+
+ /* TES can be bound as ES or VS. */
+ r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->tes_shader.current->key.as_es)
+ si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+ else if (sctx->tes_shader.current->key.as_ngg)
+ si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
+ else
+ si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+ }
+
+ return true;
}
static bool si_update_spi_tmpring_size(struct si_context *sctx)
{
- /* SPI_TMPRING_SIZE.WAVESIZE must be constant for each scratch buffer.
- * There are 2 cases to handle:
- *
- * - If the current needed size is less than the maximum seen size,
- * use the maximum seen size, so that WAVESIZE remains the same.
- *
- * - If the current needed size is greater than the maximum seen size,
- * the scratch buffer is reallocated, so we can increase WAVESIZE.
- *
- * Shaders that set SCRATCH_EN=0 don't allocate scratch space.
- * Otherwise, the number of waves that can use scratch is
- * SPI_TMPRING_SIZE.WAVES.
- */
- unsigned bytes = 0;
-
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
-
- if (sctx->tes_shader.cso) {
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(si_get_tcs_current(sctx)));
- }
-
- sctx->max_seen_scratch_bytes_per_wave =
- MAX2(sctx->max_seen_scratch_bytes_per_wave, bytes);
-
- unsigned scratch_needed_size =
- sctx->max_seen_scratch_bytes_per_wave * sctx->scratch_waves;
- unsigned spi_tmpring_size;
-
- if (scratch_needed_size > 0) {
- if (!sctx->scratch_buffer ||
- scratch_needed_size > sctx->scratch_buffer->b.b.width0) {
- /* Create a bigger scratch buffer */
- si_resource_reference(&sctx->scratch_buffer, NULL);
-
- sctx->scratch_buffer =
- si_aligned_buffer_create(&sctx->screen->b,
- SI_RESOURCE_FLAG_UNMAPPABLE,
- PIPE_USAGE_DEFAULT,
- scratch_needed_size,
- sctx->screen->info.pte_fragment_size);
- if (!sctx->scratch_buffer)
- return false;
-
- si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
- si_context_add_resource_size(sctx,
- &sctx->scratch_buffer->b.b);
- }
-
- if (!si_update_scratch_relocs(sctx))
- return false;
- }
-
- /* The LLVM shader backend should be reporting aligned scratch_sizes. */
- assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
- "scratch size should already be aligned correctly.");
-
- spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
- S_0286E8_WAVESIZE(sctx->max_seen_scratch_bytes_per_wave >> 10);
- if (spi_tmpring_size != sctx->spi_tmpring_size) {
- sctx->spi_tmpring_size = spi_tmpring_size;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
- }
- return true;
+ /* SPI_TMPRING_SIZE.WAVESIZE must be constant for each scratch buffer.
+ * There are 2 cases to handle:
+ *
+ * - If the current needed size is less than the maximum seen size,
+ * use the maximum seen size, so that WAVESIZE remains the same.
+ *
+ * - If the current needed size is greater than the maximum seen size,
+ * the scratch buffer is reallocated, so we can increase WAVESIZE.
+ *
+ * Shaders that set SCRATCH_EN=0 don't allocate scratch space.
+ * Otherwise, the number of waves that can use scratch is
+ * SPI_TMPRING_SIZE.WAVES.
+ */
+ unsigned bytes = 0;
+
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
+
+ if (sctx->tes_shader.cso) {
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(si_get_tcs_current(sctx)));
+ }
+
+ sctx->max_seen_scratch_bytes_per_wave = MAX2(sctx->max_seen_scratch_bytes_per_wave, bytes);
+
+ unsigned scratch_needed_size = sctx->max_seen_scratch_bytes_per_wave * sctx->scratch_waves;
+ unsigned spi_tmpring_size;
+
+ if (scratch_needed_size > 0) {
+ if (!sctx->scratch_buffer || scratch_needed_size > sctx->scratch_buffer->b.b.width0) {
+ /* Create a bigger scratch buffer */
+ si_resource_reference(&sctx->scratch_buffer, NULL);
+
+ sctx->scratch_buffer = si_aligned_buffer_create(
+ &sctx->screen->b, SI_RESOURCE_FLAG_UNMAPPABLE, PIPE_USAGE_DEFAULT, scratch_needed_size,
+ sctx->screen->info.pte_fragment_size);
+ if (!sctx->scratch_buffer)
+ return false;
+
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
+ si_context_add_resource_size(sctx, &sctx->scratch_buffer->b.b);
+ }
+
+ if (!si_update_scratch_relocs(sctx))
+ return false;
+ }
+
+ /* The LLVM shader backend should be reporting aligned scratch_sizes. */
+ assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
+ "scratch size should already be aligned correctly.");
+
+ spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
+ S_0286E8_WAVESIZE(sctx->max_seen_scratch_bytes_per_wave >> 10);
+ if (spi_tmpring_size != sctx->spi_tmpring_size) {
+ sctx->spi_tmpring_size = spi_tmpring_size;
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
+ }
+ return true;
}
static void si_init_tess_factor_ring(struct si_context *sctx)
{
- assert(!sctx->tess_rings);
- assert(((sctx->screen->tess_factor_ring_size / 4) & C_030938_SIZE) == 0);
-
- /* The address must be aligned to 2^19, because the shader only
- * receives the high 13 bits.
- */
- sctx->tess_rings = pipe_aligned_buffer_create(sctx->b.screen,
- SI_RESOURCE_FLAG_32BIT,
- PIPE_USAGE_DEFAULT,
- sctx->screen->tess_offchip_ring_size +
- sctx->screen->tess_factor_ring_size,
- 1 << 19);
- if (!sctx->tess_rings)
- return;
-
- si_init_config_add_vgt_flush(sctx);
-
- si_pm4_add_bo(sctx->init_config, si_resource(sctx->tess_rings),
- RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
-
- uint64_t factor_va = si_resource(sctx->tess_rings)->gpu_address +
- sctx->screen->tess_offchip_ring_size;
-
- /* Append these registers to the init config state. */
- if (sctx->chip_class >= GFX7) {
- si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
- S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
- si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
- factor_va >> 8);
- if (sctx->chip_class >= GFX10)
- si_pm4_set_reg(sctx->init_config, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
- S_030984_BASE_HI(factor_va >> 40));
- else if (sctx->chip_class == GFX9)
- si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
- S_030944_BASE_HI(factor_va >> 40));
- si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
- sctx->screen->vgt_hs_offchip_param);
- } else {
- si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
- S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
- si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
- factor_va >> 8);
- si_pm4_set_reg(sctx->init_config, R_0089B0_VGT_HS_OFFCHIP_PARAM,
- sctx->screen->vgt_hs_offchip_param);
- }
-
- /* Flush the context to re-emit the init_config state.
- * This is done only once in a lifetime of a context.
- */
- si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
- sctx->initial_gfx_cs_size = 0; /* force flush */
- si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
+ assert(!sctx->tess_rings);
+ assert(((sctx->screen->tess_factor_ring_size / 4) & C_030938_SIZE) == 0);
+
+ /* The address must be aligned to 2^19, because the shader only
+ * receives the high 13 bits.
+ */
+ sctx->tess_rings = pipe_aligned_buffer_create(
+ sctx->b.screen, SI_RESOURCE_FLAG_32BIT, PIPE_USAGE_DEFAULT,
+ sctx->screen->tess_offchip_ring_size + sctx->screen->tess_factor_ring_size, 1 << 19);
+ if (!sctx->tess_rings)
+ return;
+
+ si_cs_preamble_add_vgt_flush(sctx);
+
+ uint64_t factor_va =
+ si_resource(sctx->tess_rings)->gpu_address + sctx->screen->tess_offchip_ring_size;
+
+ /* Append these registers to the init config state. */
+ if (sctx->chip_class >= GFX7) {
+ si_pm4_set_reg(sctx->cs_preamble_state, R_030938_VGT_TF_RING_SIZE,
+ S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
+ si_pm4_set_reg(sctx->cs_preamble_state, R_030940_VGT_TF_MEMORY_BASE, factor_va >> 8);
+ if (sctx->chip_class >= GFX10)
+ si_pm4_set_reg(sctx->cs_preamble_state, R_030984_VGT_TF_MEMORY_BASE_HI_UMD,
+ S_030984_BASE_HI(factor_va >> 40));
+ else if (sctx->chip_class == GFX9)
+ si_pm4_set_reg(sctx->cs_preamble_state, R_030944_VGT_TF_MEMORY_BASE_HI,
+ S_030944_BASE_HI(factor_va >> 40));
+ si_pm4_set_reg(sctx->cs_preamble_state, R_03093C_VGT_HS_OFFCHIP_PARAM,
+ sctx->screen->vgt_hs_offchip_param);
+ } else {
+ si_pm4_set_reg(sctx->cs_preamble_state, R_008988_VGT_TF_RING_SIZE,
+ S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
+ si_pm4_set_reg(sctx->cs_preamble_state, R_0089B8_VGT_TF_MEMORY_BASE, factor_va >> 8);
+ si_pm4_set_reg(sctx->cs_preamble_state, R_0089B0_VGT_HS_OFFCHIP_PARAM,
+ sctx->screen->vgt_hs_offchip_param);
+ }
+
+ /* Flush the context to re-emit the cs_preamble state.
+ * This is done only once in a lifetime of a context.
+ */
+ sctx->initial_gfx_cs_size = 0; /* force flush */
+ si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
}
static struct si_pm4_state *si_build_vgt_shader_config(struct si_screen *screen,
- union si_vgt_stages_key key)
+ union si_vgt_stages_key key)
{
- struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
- uint32_t stages = 0;
-
- if (key.u.tess) {
- stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
- S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
-
- if (key.u.gs)
- stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
- S_028B54_GS_EN(1);
- else if (key.u.ngg)
- stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS);
- else
- stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
- } else if (key.u.gs) {
- stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
- S_028B54_GS_EN(1);
- } else if (key.u.ngg) {
- stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL);
- }
-
- if (key.u.ngg) {
- stages |= S_028B54_PRIMGEN_EN(1);
- if (key.u.streamout)
- stages |= S_028B54_NGG_WAVE_ID_EN(1);
- } else if (key.u.gs)
- stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
-
- if (screen->info.chip_class >= GFX9)
- stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
-
- if (screen->info.chip_class >= GFX10 && screen->ge_wave_size == 32) {
- stages |= S_028B54_HS_W32_EN(1) |
- S_028B54_GS_W32_EN(key.u.ngg) | /* legacy GS only supports Wave64 */
- S_028B54_VS_W32_EN(1);
- }
-
- si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
- return pm4;
+ struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
+ uint32_t stages = 0;
+
+ if (key.u.tess) {
+ stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) | S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
+
+ if (key.u.gs)
+ stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) | S_028B54_GS_EN(1);
+ else if (key.u.ngg)
+ stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS);
+ else
+ stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
+ } else if (key.u.gs) {
+ stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) | S_028B54_GS_EN(1);
+ } else if (key.u.ngg) {
+ stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL);
+ }
+
+ if (key.u.ngg) {
+ stages |= S_028B54_PRIMGEN_EN(1) | S_028B54_GS_FAST_LAUNCH(key.u.ngg_gs_fast_launch) |
+ S_028B54_NGG_WAVE_ID_EN(key.u.streamout) |
+ S_028B54_PRIMGEN_PASSTHRU_EN(key.u.ngg_passthrough);
+ } else if (key.u.gs)
+ stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
+
+ if (screen->info.chip_class >= GFX9)
+ stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
+
+ if (screen->info.chip_class >= GFX10 &&
+ /* GS fast launch hangs with Wave64, so always use Wave32. */
+ (screen->ge_wave_size == 32 || (key.u.ngg && key.u.ngg_gs_fast_launch))) {
+ stages |= S_028B54_HS_W32_EN(1) |
+ S_028B54_GS_W32_EN(key.u.ngg) | /* legacy GS only supports Wave64 */
+ S_028B54_VS_W32_EN(1);
+ }
+
+ si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
+ return pm4;
}
-static void si_update_vgt_shader_config(struct si_context *sctx,
- union si_vgt_stages_key key)
+static void si_update_vgt_shader_config(struct si_context *sctx, union si_vgt_stages_key key)
{
- struct si_pm4_state **pm4 = &sctx->vgt_shader_config[key.index];
+ struct si_pm4_state **pm4 = &sctx->vgt_shader_config[key.index];
- if (unlikely(!*pm4))
- *pm4 = si_build_vgt_shader_config(sctx->screen, key);
- si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
+ if (unlikely(!*pm4))
+ *pm4 = si_build_vgt_shader_config(sctx->screen, key);
+ si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
}
bool si_update_shaders(struct si_context *sctx)
{
- struct pipe_context *ctx = (struct pipe_context*)sctx;
- struct si_compiler_ctx_state compiler_state;
- struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
- struct si_shader *old_vs = si_get_vs_state(sctx);
- bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
- struct si_shader *old_ps = sctx->ps_shader.current;
- union si_vgt_stages_key key;
- unsigned old_spi_shader_col_format =
- old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
- int r;
-
- if (!sctx->compiler.passes)
- si_init_compiler(sctx->screen, &sctx->compiler);
-
- compiler_state.compiler = &sctx->compiler;
- compiler_state.debug = sctx->debug;
- compiler_state.is_debug_context = sctx->is_debug;
-
- key.index = 0;
-
- if (sctx->tes_shader.cso)
- key.u.tess = 1;
- if (sctx->gs_shader.cso)
- key.u.gs = 1;
-
- if (sctx->ngg) {
- key.u.ngg = 1;
- key.u.streamout = !!si_get_vs(sctx)->cso->so.num_outputs;
- }
-
- /* Update TCS and TES. */
- if (sctx->tes_shader.cso) {
- if (!sctx->tess_rings) {
- si_init_tess_factor_ring(sctx);
- if (!sctx->tess_rings)
- return false;
- }
-
- if (sctx->tcs_shader.cso) {
- r = si_shader_select(ctx, &sctx->tcs_shader, key,
- &compiler_state);
- if (r)
- return false;
- si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
- } else {
- if (!sctx->fixed_func_tcs_shader.cso) {
- sctx->fixed_func_tcs_shader.cso =
- si_create_fixed_func_tcs(sctx);
- if (!sctx->fixed_func_tcs_shader.cso)
- return false;
- }
-
- r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader,
- key, &compiler_state);
- if (r)
- return false;
- si_pm4_bind_state(sctx, hs,
- sctx->fixed_func_tcs_shader.current->pm4);
- }
-
- if (!sctx->gs_shader.cso || sctx->chip_class <= GFX8) {
- r = si_shader_select(ctx, &sctx->tes_shader, key, &compiler_state);
- if (r)
- return false;
-
- if (sctx->gs_shader.cso) {
- /* TES as ES */
- assert(sctx->chip_class <= GFX8);
- si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
- } else if (key.u.ngg) {
- si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
- } else {
- si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
- }
- }
- } else {
- if (sctx->chip_class <= GFX8)
- si_pm4_bind_state(sctx, ls, NULL);
- si_pm4_bind_state(sctx, hs, NULL);
- }
-
- /* Update GS. */
- if (sctx->gs_shader.cso) {
- r = si_shader_select(ctx, &sctx->gs_shader, key, &compiler_state);
- if (r)
- return false;
- si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
- if (!key.u.ngg) {
- si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
-
- if (!si_update_gs_ring_buffers(sctx))
- return false;
- } else {
- si_pm4_bind_state(sctx, vs, NULL);
- }
- } else {
- if (!key.u.ngg) {
- si_pm4_bind_state(sctx, gs, NULL);
- if (sctx->chip_class <= GFX8)
- si_pm4_bind_state(sctx, es, NULL);
- }
- }
-
- /* Update VS. */
- if ((!key.u.tess && !key.u.gs) || sctx->chip_class <= GFX8) {
- r = si_shader_select(ctx, &sctx->vs_shader, key, &compiler_state);
- if (r)
- return false;
-
- if (!key.u.tess && !key.u.gs) {
- if (key.u.ngg) {
- si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
- si_pm4_bind_state(sctx, vs, NULL);
- } else {
- si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
- }
- } else if (sctx->tes_shader.cso) {
- si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
- } else {
- assert(sctx->gs_shader.cso);
- si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
- }
- }
-
- si_update_vgt_shader_config(sctx, key);
-
- if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
- si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
-
- if (sctx->ps_shader.cso) {
- unsigned db_shader_control;
-
- r = si_shader_select(ctx, &sctx->ps_shader, key, &compiler_state);
- if (r)
- return false;
- si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
-
- db_shader_control =
- sctx->ps_shader.cso->db_shader_control |
- S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
-
- if (si_pm4_state_changed(sctx, ps) ||
- si_pm4_state_changed(sctx, vs) ||
- (key.u.ngg && si_pm4_state_changed(sctx, gs)) ||
- sctx->sprite_coord_enable != rs->sprite_coord_enable ||
- sctx->flatshade != rs->flatshade) {
- sctx->sprite_coord_enable = rs->sprite_coord_enable;
- sctx->flatshade = rs->flatshade;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.spi_map);
- }
-
- if (sctx->screen->info.rbplus_allowed &&
- si_pm4_state_changed(sctx, ps) &&
- (!old_ps ||
- old_spi_shader_col_format !=
- sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
- si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
-
- if (sctx->ps_db_shader_control != db_shader_control) {
- sctx->ps_db_shader_control = db_shader_control;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
- if (sctx->screen->dpbb_allowed)
- si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
- }
-
- if (sctx->smoothing_enabled != sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
- sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
- si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
-
- if (sctx->chip_class == GFX6)
- si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
-
- if (sctx->framebuffer.nr_samples <= 1)
- si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_sample_locs);
- }
- }
-
- if (si_pm4_state_enabled_and_changed(sctx, ls) ||
- si_pm4_state_enabled_and_changed(sctx, hs) ||
- si_pm4_state_enabled_and_changed(sctx, es) ||
- si_pm4_state_enabled_and_changed(sctx, gs) ||
- si_pm4_state_enabled_and_changed(sctx, vs) ||
- si_pm4_state_enabled_and_changed(sctx, ps)) {
- if (!si_update_spi_tmpring_size(sctx))
- return false;
- }
-
- if (sctx->chip_class >= GFX7) {
- if (si_pm4_state_enabled_and_changed(sctx, ls))
- sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
- else if (!sctx->queued.named.ls)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
-
- if (si_pm4_state_enabled_and_changed(sctx, hs))
- sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
- else if (!sctx->queued.named.hs)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
-
- if (si_pm4_state_enabled_and_changed(sctx, es))
- sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
- else if (!sctx->queued.named.es)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
-
- if (si_pm4_state_enabled_and_changed(sctx, gs))
- sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
- else if (!sctx->queued.named.gs)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
-
- if (si_pm4_state_enabled_and_changed(sctx, vs))
- sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
- else if (!sctx->queued.named.vs)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
-
- if (si_pm4_state_enabled_and_changed(sctx, ps))
- sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
- else if (!sctx->queued.named.ps)
- sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
- }
-
- sctx->do_update_shaders = false;
- return true;
+ struct pipe_context *ctx = (struct pipe_context *)sctx;
+ struct si_compiler_ctx_state compiler_state;
+ struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
+ struct si_shader *old_vs = si_get_vs_state(sctx);
+ bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
+ struct si_shader *old_ps = sctx->ps_shader.current;
+ union si_vgt_stages_key key;
+ unsigned old_spi_shader_col_format =
+ old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
+ int r;
+
+ if (!sctx->compiler.passes)
+ si_init_compiler(sctx->screen, &sctx->compiler);
+
+ compiler_state.compiler = &sctx->compiler;
+ compiler_state.debug = sctx->debug;
+ compiler_state.is_debug_context = sctx->is_debug;
+
+ key.index = 0;
+
+ if (sctx->tes_shader.cso)
+ key.u.tess = 1;
+ if (sctx->gs_shader.cso)
+ key.u.gs = 1;
+
+ if (sctx->ngg) {
+ key.u.ngg = 1;
+ key.u.streamout = !!si_get_vs(sctx)->cso->so.num_outputs;
+ }
+
+ /* Update TCS and TES. */
+ if (sctx->tes_shader.cso) {
+ if (!sctx->tess_rings) {
+ si_init_tess_factor_ring(sctx);
+ if (!sctx->tess_rings)
+ return false;
+ }
+
+ if (sctx->tcs_shader.cso) {
+ r = si_shader_select(ctx, &sctx->tcs_shader, key, &compiler_state);
+ if (r)
+ return false;
+ si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
+ } else {
+ if (!sctx->fixed_func_tcs_shader.cso) {
+ sctx->fixed_func_tcs_shader.cso = si_create_fixed_func_tcs(sctx);
+ if (!sctx->fixed_func_tcs_shader.cso)
+ return false;
+ }
+
+ r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader, key, &compiler_state);
+ if (r)
+ return false;
+ si_pm4_bind_state(sctx, hs, sctx->fixed_func_tcs_shader.current->pm4);
+ }
+
+ if (!sctx->gs_shader.cso || sctx->chip_class <= GFX8) {
+ r = si_shader_select(ctx, &sctx->tes_shader, key, &compiler_state);
+ if (r)
+ return false;
+
+ if (sctx->gs_shader.cso) {
+ /* TES as ES */
+ assert(sctx->chip_class <= GFX8);
+ si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+ } else if (key.u.ngg) {
+ si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
+ } else {
+ si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+ }
+ }
+ } else {
+ if (sctx->chip_class <= GFX8)
+ si_pm4_bind_state(sctx, ls, NULL);
+ si_pm4_bind_state(sctx, hs, NULL);
+ }
+
+ /* Update GS. */
+ if (sctx->gs_shader.cso) {
+ r = si_shader_select(ctx, &sctx->gs_shader, key, &compiler_state);
+ if (r)
+ return false;
+ si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+ if (!key.u.ngg) {
+ si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
+
+ if (!si_update_gs_ring_buffers(sctx))
+ return false;
+ } else {
+ si_pm4_bind_state(sctx, vs, NULL);
+ }
+ } else {
+ if (!key.u.ngg) {
+ si_pm4_bind_state(sctx, gs, NULL);
+ if (sctx->chip_class <= GFX8)
+ si_pm4_bind_state(sctx, es, NULL);
+ }
+ }
+
+ /* Update VS. */
+ if ((!key.u.tess && !key.u.gs) || sctx->chip_class <= GFX8) {
+ r = si_shader_select(ctx, &sctx->vs_shader, key, &compiler_state);
+ if (r)
+ return false;
+
+ if (!key.u.tess && !key.u.gs) {
+ if (key.u.ngg) {
+ si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
+ si_pm4_bind_state(sctx, vs, NULL);
+ } else {
+ si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+ }
+ } else if (sctx->tes_shader.cso) {
+ si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+ } else {
+ assert(sctx->gs_shader.cso);
+ si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+ }
+ }
+
+ /* This must be done after the shader variant is selected. */
+ if (sctx->ngg) {
+ struct si_shader *vs = si_get_vs(sctx)->current;
+
+ key.u.ngg_passthrough = gfx10_is_ngg_passthrough(vs);
+ key.u.ngg_gs_fast_launch = !!(vs->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL);
+ }
+
+ si_update_vgt_shader_config(sctx, key);
+
+ if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
+
+ if (sctx->ps_shader.cso) {
+ unsigned db_shader_control;
+
+ r = si_shader_select(ctx, &sctx->ps_shader, key, &compiler_state);
+ if (r)
+ return false;
+ si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+ db_shader_control = sctx->ps_shader.cso->db_shader_control |
+ S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
+
+ if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
+ (key.u.ngg && si_pm4_state_changed(sctx, gs)) ||
+ sctx->sprite_coord_enable != rs->sprite_coord_enable ||
+ sctx->flatshade != rs->flatshade) {
+ sctx->sprite_coord_enable = rs->sprite_coord_enable;
+ sctx->flatshade = rs->flatshade;
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.spi_map);
+ }
+
+ if (sctx->screen->info.rbplus_allowed && si_pm4_state_changed(sctx, ps) &&
+ (!old_ps || old_spi_shader_col_format !=
+ sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
+
+ if (sctx->ps_db_shader_control != db_shader_control) {
+ sctx->ps_db_shader_control = db_shader_control;
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
+ if (sctx->screen->dpbb_allowed)
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
+ }
+
+ if (sctx->smoothing_enabled !=
+ sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
+ sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
+
+ if (sctx->chip_class == GFX6)
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
+
+ if (sctx->framebuffer.nr_samples <= 1)
+ si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_sample_locs);
+ }
+ }
+
+ if (si_pm4_state_enabled_and_changed(sctx, ls) || si_pm4_state_enabled_and_changed(sctx, hs) ||
+ si_pm4_state_enabled_and_changed(sctx, es) || si_pm4_state_enabled_and_changed(sctx, gs) ||
+ si_pm4_state_enabled_and_changed(sctx, vs) || si_pm4_state_enabled_and_changed(sctx, ps)) {
+ if (!si_update_spi_tmpring_size(sctx))
+ return false;
+ }
+
+ if (sctx->chip_class >= GFX7) {
+ if (si_pm4_state_enabled_and_changed(sctx, ls))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
+ else if (!sctx->queued.named.ls)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
+
+ if (si_pm4_state_enabled_and_changed(sctx, hs))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
+ else if (!sctx->queued.named.hs)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
+
+ if (si_pm4_state_enabled_and_changed(sctx, es))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
+ else if (!sctx->queued.named.es)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
+
+ if (si_pm4_state_enabled_and_changed(sctx, gs))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
+ else if (!sctx->queued.named.gs)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
+
+ if (si_pm4_state_enabled_and_changed(sctx, vs))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
+ else if (!sctx->queued.named.vs)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
+
+ if (si_pm4_state_enabled_and_changed(sctx, ps))
+ sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
+ else if (!sctx->queued.named.ps)
+ sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
+ }
+
+ sctx->do_update_shaders = false;
+ return true;
}
static void si_emit_scratch_state(struct si_context *sctx)
{
- struct radeon_cmdbuf *cs = sctx->gfx_cs;
+ struct radeon_cmdbuf *cs = sctx->gfx_cs;
+
+ radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE, sctx->spi_tmpring_size);
- radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE,
- sctx->spi_tmpring_size);
+ if (sctx->scratch_buffer) {
+ radeon_add_to_buffer_list(sctx, sctx->gfx_cs, sctx->scratch_buffer, RADEON_USAGE_READWRITE,
+ RADEON_PRIO_SCRATCH_BUFFER);
+ }
+}
- if (sctx->scratch_buffer) {
- radeon_add_to_buffer_list(sctx, sctx->gfx_cs,
- sctx->scratch_buffer, RADEON_USAGE_READWRITE,
- RADEON_PRIO_SCRATCH_BUFFER);
- }
+void si_init_screen_live_shader_cache(struct si_screen *sscreen)
+{
+ util_live_shader_cache_init(&sscreen->live_shader_cache, si_create_shader_selector,
+ si_destroy_shader_selector);
}
void si_init_shader_functions(struct si_context *sctx)
{
- sctx->atoms.s.spi_map.emit = si_emit_spi_map;
- sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
-
- sctx->b.create_vs_state = si_create_shader_selector;
- sctx->b.create_tcs_state = si_create_shader_selector;
- sctx->b.create_tes_state = si_create_shader_selector;
- sctx->b.create_gs_state = si_create_shader_selector;
- sctx->b.create_fs_state = si_create_shader_selector;
-
- sctx->b.bind_vs_state = si_bind_vs_shader;
- sctx->b.bind_tcs_state = si_bind_tcs_shader;
- sctx->b.bind_tes_state = si_bind_tes_shader;
- sctx->b.bind_gs_state = si_bind_gs_shader;
- sctx->b.bind_fs_state = si_bind_ps_shader;
-
- sctx->b.delete_vs_state = si_delete_shader_selector;
- sctx->b.delete_tcs_state = si_delete_shader_selector;
- sctx->b.delete_tes_state = si_delete_shader_selector;
- sctx->b.delete_gs_state = si_delete_shader_selector;
- sctx->b.delete_fs_state = si_delete_shader_selector;
+ sctx->atoms.s.spi_map.emit = si_emit_spi_map;
+ sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
+
+ sctx->b.create_vs_state = si_create_shader;
+ sctx->b.create_tcs_state = si_create_shader;
+ sctx->b.create_tes_state = si_create_shader;
+ sctx->b.create_gs_state = si_create_shader;
+ sctx->b.create_fs_state = si_create_shader;
+
+ sctx->b.bind_vs_state = si_bind_vs_shader;
+ sctx->b.bind_tcs_state = si_bind_tcs_shader;
+ sctx->b.bind_tes_state = si_bind_tes_shader;
+ sctx->b.bind_gs_state = si_bind_gs_shader;
+ sctx->b.bind_fs_state = si_bind_ps_shader;
+
+ sctx->b.delete_vs_state = si_delete_shader_selector;
+ sctx->b.delete_tcs_state = si_delete_shader_selector;
+ sctx->b.delete_tes_state = si_delete_shader_selector;
+ sctx->b.delete_gs_state = si_delete_shader_selector;
+ sctx->b.delete_fs_state = si_delete_shader_selector;
}