25a4371c52de5edf02264c633d0ed386863f3849
[mesa.git] / src / freedreno / ir3 / ir3_shader.h
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "c11/threads.h"
33 #include "compiler/shader_enums.h"
34 #include "compiler/nir/nir.h"
35 #include "util/bitscan.h"
36 #include "util/disk_cache.h"
37
38 #include "ir3_compiler.h"
39
40 struct glsl_type;
41
42 /* driver param indices: */
43 enum ir3_driver_param {
44 /* compute shader driver params: */
45 IR3_DP_NUM_WORK_GROUPS_X = 0,
46 IR3_DP_NUM_WORK_GROUPS_Y = 1,
47 IR3_DP_NUM_WORK_GROUPS_Z = 2,
48 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
49 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
50 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
51 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
52 * glDispatchComputeIndirect() needs to load these from
53 * the info->indirect buffer. Keep that in mind when/if
54 * adding any addition CS driver params.
55 */
56 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
57
58 /* vertex shader driver params: */
59 IR3_DP_DRAWID = 0,
60 IR3_DP_VTXID_BASE = 1,
61 IR3_DP_INSTID_BASE = 2,
62 IR3_DP_VTXCNT_MAX = 3,
63 /* user-clip-plane components, up to 8x vec4's: */
64 IR3_DP_UCP0_X = 4,
65 /* .... */
66 IR3_DP_UCP7_W = 35,
67 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
68 };
69
70 #define IR3_MAX_SHADER_BUFFERS 32
71 #define IR3_MAX_SHADER_IMAGES 32
72 #define IR3_MAX_SO_BUFFERS 4
73 #define IR3_MAX_SO_STREAMS 4
74 #define IR3_MAX_SO_OUTPUTS 64
75 #define IR3_MAX_UBO_PUSH_RANGES 32
76
77 /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
78 enum ir3_bary {
79 IJ_PERSP_PIXEL,
80 IJ_PERSP_SAMPLE,
81 IJ_PERSP_CENTROID,
82 IJ_PERSP_SIZE,
83 IJ_LINEAR_PIXEL,
84 IJ_LINEAR_CENTROID,
85 IJ_LINEAR_SAMPLE,
86 IJ_COUNT,
87 };
88
89 /**
90 * Description of a lowered UBO.
91 */
92 struct ir3_ubo_info {
93 uint32_t block; /* Which constant block */
94 uint16_t bindless_base; /* For bindless, which base register is used */
95 bool bindless;
96 };
97
98 /**
99 * Description of a range of a lowered UBO access.
100 *
101 * Drivers should not assume that there are not multiple disjoint
102 * lowered ranges of a single UBO.
103 */
104 struct ir3_ubo_range {
105 struct ir3_ubo_info ubo;
106 uint32_t offset; /* start offset to push in the const register file */
107 uint32_t start, end; /* range of block that's actually used */
108 };
109
110 struct ir3_ubo_analysis_state {
111 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
112 uint32_t num_enabled;
113 uint32_t size;
114 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
115 };
116
117 /**
118 * Describes the layout of shader consts. This includes:
119 * + User consts + driver lowered UBO ranges
120 * + SSBO sizes
121 * + Image sizes/dimensions
122 * + Driver params (ie. IR3_DP_*)
123 * + TFBO addresses (for generations that do not have hardware streamout)
124 * + Lowered immediates
125 *
126 * For consts needed to pass internal values to shader which may or may not
127 * be required, rather than allocating worst-case const space, we scan the
128 * shader and allocate consts as-needed:
129 *
130 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
131 * for a given SSBO
132 *
133 * + Image dimensions: needed to calculate pixel offset, but only for
134 * images that have a image_store intrinsic
135 *
136 * Layout of constant registers, each section aligned to vec4. Note
137 * that pointer size (ubo, etc) changes depending on generation.
138 *
139 * user consts
140 * UBO addresses
141 * SSBO sizes
142 * if (vertex shader) {
143 * driver params (IR3_DP_*)
144 * if (stream_output.num_outputs > 0)
145 * stream-out addresses
146 * } else if (compute_shader) {
147 * driver params (IR3_DP_*)
148 * }
149 * immediates
150 *
151 * Immediates go last mostly because they are inserted in the CP pass
152 * after the nir -> ir3 frontend.
153 *
154 * Note UBO size in bytes should be aligned to vec4
155 */
156 struct ir3_const_state {
157 unsigned num_ubos;
158 unsigned num_driver_params; /* scalar */
159
160 struct {
161 /* user const start at zero */
162 unsigned ubo;
163 /* NOTE that a3xx might need a section for SSBO addresses too */
164 unsigned ssbo_sizes;
165 unsigned image_dims;
166 unsigned driver_param;
167 unsigned tfbo;
168 unsigned primitive_param;
169 unsigned primitive_map;
170 unsigned immediate;
171 } offsets;
172
173 struct {
174 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
175 uint32_t count; /* number of consts allocated */
176 /* one const allocated per SSBO which has get_buffer_size,
177 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
178 * consts:
179 */
180 uint32_t off[IR3_MAX_SHADER_BUFFERS];
181 } ssbo_size;
182
183 struct {
184 uint32_t mask; /* bitmask of images that have image_store */
185 uint32_t count; /* number of consts allocated */
186 /* three const allocated per image which has image_store:
187 * + cpp (bytes per pixel)
188 * + pitch (y pitch)
189 * + array_pitch (z pitch)
190 */
191 uint32_t off[IR3_MAX_SHADER_IMAGES];
192 } image_dims;
193
194 unsigned immediates_count;
195 unsigned immediates_size;
196 struct {
197 uint32_t val[4];
198 } *immediates;
199
200 /* State of ubo access lowered to push consts: */
201 struct ir3_ubo_analysis_state ubo_state;
202 };
203
204 /**
205 * A single output for vertex transform feedback.
206 */
207 struct ir3_stream_output {
208 unsigned register_index:6; /**< 0 to 63 (OUT index) */
209 unsigned start_component:2; /** 0 to 3 */
210 unsigned num_components:3; /** 1 to 4 */
211 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
212 unsigned dst_offset:16; /**< offset into the buffer in dwords */
213 unsigned stream:2; /**< 0 to 3 */
214 };
215
216 /**
217 * Stream output for vertex transform feedback.
218 */
219 struct ir3_stream_output_info {
220 unsigned num_outputs;
221 /** stride for an entire vertex for each buffer in dwords */
222 uint16_t stride[IR3_MAX_SO_BUFFERS];
223
224 /**
225 * Array of stream outputs, in the order they are to be written in.
226 * Selected components are tightly packed into the output buffer.
227 */
228 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
229 };
230
231
232 /**
233 * Starting from a4xx, HW supports pre-dispatching texture sampling
234 * instructions prior to scheduling a shader stage, when the
235 * coordinate maps exactly to an output of the previous stage.
236 */
237
238 /**
239 * There is a limit in the number of pre-dispatches allowed for any
240 * given stage.
241 */
242 #define IR3_MAX_SAMPLER_PREFETCH 4
243
244 /**
245 * This is the output stream value for 'cmd', as used by blob. It may
246 * encode the return type (in 3 bits) but it hasn't been verified yet.
247 */
248 #define IR3_SAMPLER_PREFETCH_CMD 0x4
249 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
250
251 /**
252 * Stream output for texture sampling pre-dispatches.
253 */
254 struct ir3_sampler_prefetch {
255 uint8_t src;
256 uint8_t samp_id;
257 uint8_t tex_id;
258 uint16_t samp_bindless_id;
259 uint16_t tex_bindless_id;
260 uint8_t dst;
261 uint8_t wrmask;
262 uint8_t half_precision;
263 uint8_t cmd;
264 };
265
266
267 /* Configuration key used to identify a shader variant.. different
268 * shader variants can be used to implement features not supported
269 * in hw (two sided color), binning-pass vertex shader, etc.
270 *
271 * When adding to this struct, please update ir3_shader_variant()'s debug
272 * output.
273 */
274 struct ir3_shader_key {
275 union {
276 struct {
277 /*
278 * Combined Vertex/Fragment shader parameters:
279 */
280 unsigned ucp_enables : 8;
281
282 /* do we need to check {v,f}saturate_{s,t,r}? */
283 unsigned has_per_samp : 1;
284
285 /*
286 * Vertex shader variant parameters:
287 */
288 unsigned vclamp_color : 1;
289
290 /*
291 * Fragment shader variant parameters:
292 */
293 unsigned sample_shading : 1;
294 unsigned msaa : 1;
295 unsigned color_two_side : 1;
296 /* used when shader needs to handle flat varyings (a4xx)
297 * for front/back color inputs to frag shader:
298 */
299 unsigned rasterflat : 1;
300 unsigned fclamp_color : 1;
301
302 /* Indicates that this is a tessellation pipeline which requires a
303 * whole different kind of vertex shader. In case of
304 * tessellation, this field also tells us which kind of output
305 * topology the TES uses, which the TCS needs to know.
306 */
307 #define IR3_TESS_NONE 0
308 #define IR3_TESS_TRIANGLES 1
309 #define IR3_TESS_QUADS 2
310 #define IR3_TESS_ISOLINES 3
311 unsigned tessellation : 2;
312
313 unsigned has_gs : 1;
314
315 /* Whether this variant sticks to the "safe" maximum constlen,
316 * which guarantees that the combined stages will never go over
317 * the limit:
318 */
319 unsigned safe_constlen : 1;
320
321 /* Whether gl_Layer must be forced to 0 because it isn't written. */
322 unsigned layer_zero : 1;
323 };
324 uint32_t global;
325 };
326
327 /* bitmask of sampler which needs coords clamped for vertex
328 * shader:
329 */
330 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
331
332 /* bitmask of sampler which needs coords clamped for frag
333 * shader:
334 */
335 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
336
337 /* bitmask of ms shifts */
338 uint32_t vsamples, fsamples;
339
340 /* bitmask of samplers which need astc srgb workaround: */
341 uint16_t vastc_srgb, fastc_srgb;
342 };
343
344 static inline unsigned
345 ir3_tess_mode(unsigned gl_tess_mode)
346 {
347 switch (gl_tess_mode) {
348 case GL_ISOLINES:
349 return IR3_TESS_ISOLINES;
350 case GL_TRIANGLES:
351 return IR3_TESS_TRIANGLES;
352 case GL_QUADS:
353 return IR3_TESS_QUADS;
354 default:
355 unreachable("bad tessmode");
356 }
357 }
358
359 static inline bool
360 ir3_shader_key_equal(const struct ir3_shader_key *a, const struct ir3_shader_key *b)
361 {
362 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
363 if (a->has_per_samp || b->has_per_samp)
364 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
365 return a->global == b->global;
366 }
367
368 /* will the two keys produce different lowering for a fragment shader? */
369 static inline bool
370 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
371 {
372 if (last_key->has_per_samp || key->has_per_samp) {
373 if ((last_key->fsaturate_s != key->fsaturate_s) ||
374 (last_key->fsaturate_t != key->fsaturate_t) ||
375 (last_key->fsaturate_r != key->fsaturate_r) ||
376 (last_key->fsamples != key->fsamples) ||
377 (last_key->fastc_srgb != key->fastc_srgb))
378 return true;
379 }
380
381 if (last_key->fclamp_color != key->fclamp_color)
382 return true;
383
384 if (last_key->color_two_side != key->color_two_side)
385 return true;
386
387 if (last_key->rasterflat != key->rasterflat)
388 return true;
389
390 if (last_key->layer_zero != key->layer_zero)
391 return true;
392
393 if (last_key->ucp_enables != key->ucp_enables)
394 return true;
395
396 if (last_key->safe_constlen != key->safe_constlen)
397 return true;
398
399 return false;
400 }
401
402 /* will the two keys produce different lowering for a vertex shader? */
403 static inline bool
404 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
405 {
406 if (last_key->has_per_samp || key->has_per_samp) {
407 if ((last_key->vsaturate_s != key->vsaturate_s) ||
408 (last_key->vsaturate_t != key->vsaturate_t) ||
409 (last_key->vsaturate_r != key->vsaturate_r) ||
410 (last_key->vsamples != key->vsamples) ||
411 (last_key->vastc_srgb != key->vastc_srgb))
412 return true;
413 }
414
415 if (last_key->vclamp_color != key->vclamp_color)
416 return true;
417
418 if (last_key->ucp_enables != key->ucp_enables)
419 return true;
420
421 if (last_key->safe_constlen != key->safe_constlen)
422 return true;
423
424 return false;
425 }
426
427 /**
428 * On a4xx+a5xx, Images share state with textures and SSBOs:
429 *
430 * + Uses texture (cat5) state/instruction (isam) to read
431 * + Uses SSBO state and instructions (cat6) to write and for atomics
432 *
433 * Starting with a6xx, Images and SSBOs are basically the same thing,
434 * with texture state and isam also used for SSBO reads.
435 *
436 * On top of that, gallium makes the SSBO (shader_buffers) state semi
437 * sparse, with the first half of the state space used for atomic
438 * counters lowered to atomic buffers. We could ignore this, but I
439 * don't think we could *really* handle the case of a single shader
440 * that used the max # of textures + images + SSBOs. And once we are
441 * offsetting images by num_ssbos (or visa versa) to map them into
442 * the same hardware state, the hardware state has become coupled to
443 * the shader state, so at this point we might as well just use a
444 * mapping table to remap things from image/SSBO idx to hw idx.
445 *
446 * To make things less (more?) confusing, for the hw "SSBO" state
447 * (since it is really both SSBO and Image) I'll use the name "IBO"
448 */
449 struct ir3_ibo_mapping {
450 #define IBO_INVALID 0xff
451 /* Maps logical SSBO state to hw tex state: */
452 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
453
454 /* Maps logical Image state to hw tex state: */
455 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
456
457 /* Maps hw state back to logical SSBO or Image state:
458 *
459 * note IBO_SSBO ORd into values to indicate that the
460 * hw slot is used for SSBO state vs Image state.
461 */
462 #define IBO_SSBO 0x80
463 uint8_t tex_to_image[32];
464
465 uint8_t num_tex; /* including real textures */
466 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
467 };
468
469 /* Represents half register in regid */
470 #define HALF_REG_ID 0x100
471
472 /**
473 * Shader variant which contains the actual hw shader instructions,
474 * and necessary info for shader state setup.
475 */
476 struct ir3_shader_variant {
477 struct fd_bo *bo;
478
479 /* variant id (for debug) */
480 uint32_t id;
481
482 struct ir3_shader_key key;
483
484 /* vertex shaders can have an extra version for hwbinning pass,
485 * which is pointed to by so->binning:
486 */
487 bool binning_pass;
488 // union {
489 struct ir3_shader_variant *binning;
490 struct ir3_shader_variant *nonbinning;
491 // };
492
493 struct ir3 *ir; /* freed after assembling machine instructions */
494
495 /* shader variants form a linked list: */
496 struct ir3_shader_variant *next;
497
498 /* replicated here to avoid passing extra ptrs everywhere: */
499 gl_shader_stage type;
500 struct ir3_shader *shader;
501
502 /*
503 * Below here is serialized when written to disk cache:
504 */
505
506 /* The actual binary shader instructions, size given by info.sizedwords: */
507 uint32_t *bin;
508
509 struct ir3_const_state *const_state;
510
511 /*
512 * The following macros are used by the shader disk cache save/
513 * restore paths to serialize/deserialize the variant. Any
514 * pointers that require special handling in store_variant()
515 * and retrieve_variant() should go above here.
516 */
517 #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
518 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
519 #define VARIANT_CACHE_SIZE (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
520
521 struct ir3_info info;
522
523 /* Levels of nesting of flow control:
524 */
525 unsigned branchstack;
526
527 unsigned max_sun;
528 unsigned loops;
529
530 /* the instructions length is in units of instruction groups
531 * (4 instructions for a3xx, 16 instructions for a4xx.. each
532 * instruction is 2 dwords):
533 */
534 unsigned instrlen;
535
536 /* the constants length is in units of vec4's, and is the sum of
537 * the uniforms and the built-in compiler constants
538 */
539 unsigned constlen;
540
541 /* About Linkage:
542 * + Let the frag shader determine the position/compmask for the
543 * varyings, since it is the place where we know if the varying
544 * is actually used, and if so, which components are used. So
545 * what the hw calls "outloc" is taken from the "inloc" of the
546 * frag shader.
547 * + From the vert shader, we only need the output regid
548 */
549
550 bool frag_face, color0_mrt;
551 uint8_t fragcoord_compmask;
552
553 /* NOTE: for input/outputs, slot is:
554 * gl_vert_attrib - for VS inputs
555 * gl_varying_slot - for VS output / FS input
556 * gl_frag_result - for FS output
557 */
558
559 /* varyings/outputs: */
560 unsigned outputs_count;
561 struct {
562 uint8_t slot;
563 uint8_t regid;
564 bool half : 1;
565 } outputs[32 + 2]; /* +POSITION +PSIZE */
566 bool writes_pos, writes_smask, writes_psize, writes_stencilref;
567
568 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
569 uint32_t output_size;
570
571 /* Map from driver_location to byte offset in per-primitive storage */
572 unsigned output_loc[32];
573
574 /* attributes (VS) / varyings (FS):
575 * Note that sysval's should come *after* normal inputs.
576 */
577 unsigned inputs_count;
578 struct {
579 uint8_t slot;
580 uint8_t regid;
581 uint8_t compmask;
582 /* location of input (ie. offset passed to bary.f, etc). This
583 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
584 * have the OUTLOCn value offset by 8, presumably to account
585 * for gl_Position/gl_PointSize)
586 */
587 uint8_t inloc;
588 /* vertex shader specific: */
589 bool sysval : 1; /* slot is a gl_system_value */
590 /* fragment shader specific: */
591 bool bary : 1; /* fetched varying (vs one loaded into reg) */
592 bool rasterflat : 1; /* special handling for emit->rasterflat */
593 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
594 bool half : 1;
595 enum glsl_interp_mode interpolate;
596 } inputs[32 + 2]; /* +POSITION +FACE */
597
598 /* sum of input components (scalar). For frag shaders, it only counts
599 * the varying inputs:
600 */
601 unsigned total_in;
602
603 /* For frag shaders, the total number of inputs (not scalar,
604 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
605 */
606 unsigned varying_in;
607
608 /* Remapping table to map Image and SSBO to hw state: */
609 struct ir3_ibo_mapping image_mapping;
610
611 /* number of samplers/textures (which are currently 1:1): */
612 int num_samp;
613
614 /* is there an implicit sampler to read framebuffer (FS only).. if
615 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
616 * the last "real" texture)
617 */
618 bool fb_read;
619
620 /* do we have one or more SSBO instructions: */
621 bool has_ssbo;
622
623 /* Which bindless resources are used, for filling out sp_xs_config */
624 bool bindless_tex;
625 bool bindless_samp;
626 bool bindless_ibo;
627 bool bindless_ubo;
628
629 /* do we need derivatives: */
630 bool need_pixlod;
631
632 bool need_fine_derivatives;
633
634 /* do we have image write, etc (which prevents early-z): */
635 bool no_earlyz;
636
637 /* do we have kill, which also prevents early-z, but not necessarily
638 * early-lrz (as long as lrz-write is disabled, which must be handled
639 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
640 * side effects that prevent early-lrz discard.
641 */
642 bool has_kill;
643
644 bool per_samp;
645
646 /* Are we using split or merged register file? */
647 bool mergedregs;
648
649 /* for astc srgb workaround, the number/base of additional
650 * alpha tex states we need, and index of original tex states
651 */
652 struct {
653 unsigned base, count;
654 unsigned orig_idx[16];
655 } astc_srgb;
656
657 /* texture sampler pre-dispatches */
658 uint32_t num_sampler_prefetch;
659 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
660 };
661
662 static inline const char *
663 ir3_shader_stage(struct ir3_shader_variant *v)
664 {
665 switch (v->type) {
666 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
667 case MESA_SHADER_TESS_CTRL: return "TCS";
668 case MESA_SHADER_TESS_EVAL: return "TES";
669 case MESA_SHADER_GEOMETRY: return "GEOM";
670 case MESA_SHADER_FRAGMENT: return "FRAG";
671 case MESA_SHADER_COMPUTE: return "CL";
672 default:
673 unreachable("invalid type");
674 return NULL;
675 }
676 }
677
678 /* Currently we do not do binning for tess. And for GS there is no
679 * cross-stage VS+GS optimization, so the full VS+GS is used in
680 * the binning pass.
681 */
682 static inline bool
683 ir3_has_binning_vs(const struct ir3_shader_key *key)
684 {
685 if (key->tessellation || key->has_gs)
686 return false;
687 return true;
688 }
689
690 /**
691 * Represents a shader at the API level, before state-specific variants are
692 * generated.
693 */
694 struct ir3_shader {
695 gl_shader_stage type;
696
697 /* shader id (for debug): */
698 uint32_t id;
699 uint32_t variant_count;
700
701 /* Set by freedreno after shader_state_create, so we can emit debug info
702 * when recompiling a shader at draw time.
703 */
704 bool initial_variants_done;
705
706 struct ir3_compiler *compiler;
707
708 unsigned num_reserved_user_consts;
709
710 bool nir_finalized;
711 struct nir_shader *nir;
712 struct ir3_stream_output_info stream_output;
713
714 struct ir3_shader_variant *variants;
715 mtx_t variants_lock;
716
717 cache_key cache_key; /* shader disk-cache key */
718
719 /* Bitmask of bits of the shader key used by this shader. Used to avoid
720 * recompiles for GL NOS that doesn't actually apply to the shader.
721 */
722 struct ir3_shader_key key_mask;
723 };
724
725 /**
726 * In order to use the same cmdstream, in particular constlen setup and const
727 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
728 * corresponding draw pass shaders const_state.
729 */
730 static inline struct ir3_const_state *
731 ir3_const_state(const struct ir3_shader_variant *v)
732 {
733 if (v->binning_pass)
734 return v->nonbinning->const_state;
735 return v->const_state;
736 }
737
738 /* Given a variant, calculate the maximum constlen it can have.
739 */
740
741 static inline unsigned
742 ir3_max_const(const struct ir3_shader_variant *v)
743 {
744 const struct ir3_compiler *compiler = v->shader->compiler;
745
746 if (v->shader->type == MESA_SHADER_COMPUTE) {
747 return compiler->max_const_compute;
748 } else if (v->key.safe_constlen) {
749 return compiler->max_const_safe;
750 } else if (v->shader->type == MESA_SHADER_FRAGMENT) {
751 return compiler->max_const_frag;
752 } else {
753 return compiler->max_const_geom;
754 }
755 }
756
757 void * ir3_shader_assemble(struct ir3_shader_variant *v);
758 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
759 const struct ir3_shader_key *key, bool binning_pass, bool *created);
760 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
761 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output);
762 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
763 const struct ir3_compiler *compiler);
764 void ir3_shader_destroy(struct ir3_shader *shader);
765 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
766 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
767
768 int
769 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
770
771 /*
772 * Helper/util:
773 */
774
775 /* clears shader-key flags which don't apply to the given shader.
776 */
777 static inline void
778 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
779 {
780 uint32_t *key_bits = (uint32_t *)key;
781 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
782 STATIC_ASSERT(sizeof(*key) % 4 == 0);
783 for (int i = 0; i < sizeof(*key) >> 2; i++)
784 key_bits[i] &= key_mask[i];
785 }
786
787 static inline int
788 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
789 {
790 int j;
791
792 for (j = 0; j < so->outputs_count; j++)
793 if (so->outputs[j].slot == slot)
794 return j;
795
796 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
797 * in the vertex shader.. but the fragment shader doesn't know this
798 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
799 * at link time if there is no matching OUT.BCOLOR[n], we must map
800 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
801 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
802 */
803 if (slot == VARYING_SLOT_BFC0) {
804 slot = VARYING_SLOT_COL0;
805 } else if (slot == VARYING_SLOT_BFC1) {
806 slot = VARYING_SLOT_COL1;
807 } else if (slot == VARYING_SLOT_COL0) {
808 slot = VARYING_SLOT_BFC0;
809 } else if (slot == VARYING_SLOT_COL1) {
810 slot = VARYING_SLOT_BFC1;
811 } else {
812 return -1;
813 }
814
815 for (j = 0; j < so->outputs_count; j++)
816 if (so->outputs[j].slot == slot)
817 return j;
818
819 debug_assert(0);
820
821 return -1;
822 }
823
824 static inline int
825 ir3_next_varying(const struct ir3_shader_variant *so, int i)
826 {
827 while (++i < so->inputs_count)
828 if (so->inputs[i].compmask && so->inputs[i].bary)
829 break;
830 return i;
831 }
832
833 struct ir3_shader_linkage {
834 /* Maximum location either consumed by the fragment shader or produced by
835 * the last geometry stage, i.e. the size required for each vertex in the
836 * VPC in DWORD's.
837 */
838 uint8_t max_loc;
839
840 /* Number of entries in var. */
841 uint8_t cnt;
842
843 /* Bitset of locations used, including ones which are only used by the FS.
844 */
845 uint32_t varmask[4];
846
847 /* Map from VS output to location. */
848 struct {
849 uint8_t regid;
850 uint8_t compmask;
851 uint8_t loc;
852 } var[32];
853
854 /* location for fixed-function gl_PrimitiveID passthrough */
855 uint8_t primid_loc;
856 };
857
858 static inline void
859 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
860 {
861 for (int j = 0; j < util_last_bit(compmask); j++) {
862 uint8_t comploc = loc + j;
863 l->varmask[comploc / 32] |= 1 << (comploc % 32);
864 }
865
866 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
867
868 if (regid_ != regid(63, 0)) {
869 int i = l->cnt++;
870 debug_assert(i < ARRAY_SIZE(l->var));
871
872 l->var[i].regid = regid_;
873 l->var[i].compmask = compmask;
874 l->var[i].loc = loc;
875 }
876 }
877
878 static inline void
879 ir3_link_shaders(struct ir3_shader_linkage *l,
880 const struct ir3_shader_variant *vs,
881 const struct ir3_shader_variant *fs,
882 bool pack_vs_out)
883 {
884 /* On older platforms, varmask isn't programmed at all, and it appears
885 * that the hardware generates a mask of used VPC locations using the VS
886 * output map, and hangs if a FS bary instruction references a location
887 * not in the list. This means that we need to have a dummy entry in the
888 * VS out map for things like gl_PointCoord which aren't written by the
889 * VS. Furthermore we can't use r63.x, so just pick a random register to
890 * use if there is no VS output.
891 */
892 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
893 int j = -1, k;
894
895 l->primid_loc = 0xff;
896
897 while (l->cnt < ARRAY_SIZE(l->var)) {
898 j = ir3_next_varying(fs, j);
899
900 if (j >= fs->inputs_count)
901 break;
902
903 if (fs->inputs[j].inloc >= fs->total_in)
904 continue;
905
906 k = ir3_find_output(vs, fs->inputs[j].slot);
907
908 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
909 l->primid_loc = fs->inputs[j].inloc;
910 }
911
912 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
913 fs->inputs[j].compmask, fs->inputs[j].inloc);
914 }
915 }
916
917 static inline uint32_t
918 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
919 {
920 int j;
921 for (j = 0; j < so->outputs_count; j++)
922 if (so->outputs[j].slot == slot) {
923 uint32_t regid = so->outputs[j].regid;
924 if (so->outputs[j].half)
925 regid |= HALF_REG_ID;
926 return regid;
927 }
928 return regid(63, 0);
929 }
930
931 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
932 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
933 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
934
935
936 static inline uint32_t
937 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
938 {
939 int j;
940 for (j = 0; j < so->inputs_count; j++)
941 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
942 return so->inputs[j].regid;
943 return regid(63, 0);
944 }
945
946 /* calculate register footprint in terms of half-regs (ie. one full
947 * reg counts as two half-regs).
948 */
949 static inline uint32_t
950 ir3_shader_halfregs(const struct ir3_shader_variant *v)
951 {
952 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
953 }
954
955 static inline uint32_t
956 ir3_shader_nibo(const struct ir3_shader_variant *v)
957 {
958 /* The dummy variant used in binning mode won't have an actual shader. */
959 if (!v->shader)
960 return 0;
961
962 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
963 }
964
965 #endif /* IR3_SHADER_H_ */