ir3: use empirical size for params as used by the shader
[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 immediate_idx;
195 unsigned immediates_count;
196 unsigned immediates_size;
197 struct {
198 uint32_t val[4];
199 } *immediates;
200
201 /* State of ubo access lowered to push consts: */
202 struct ir3_ubo_analysis_state ubo_state;
203 };
204
205 /**
206 * A single output for vertex transform feedback.
207 */
208 struct ir3_stream_output {
209 unsigned register_index:6; /**< 0 to 63 (OUT index) */
210 unsigned start_component:2; /** 0 to 3 */
211 unsigned num_components:3; /** 1 to 4 */
212 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
213 unsigned dst_offset:16; /**< offset into the buffer in dwords */
214 unsigned stream:2; /**< 0 to 3 */
215 };
216
217 /**
218 * Stream output for vertex transform feedback.
219 */
220 struct ir3_stream_output_info {
221 unsigned num_outputs;
222 /** stride for an entire vertex for each buffer in dwords */
223 uint16_t stride[IR3_MAX_SO_BUFFERS];
224
225 /**
226 * Array of stream outputs, in the order they are to be written in.
227 * Selected components are tightly packed into the output buffer.
228 */
229 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
230 };
231
232
233 /**
234 * Starting from a4xx, HW supports pre-dispatching texture sampling
235 * instructions prior to scheduling a shader stage, when the
236 * coordinate maps exactly to an output of the previous stage.
237 */
238
239 /**
240 * There is a limit in the number of pre-dispatches allowed for any
241 * given stage.
242 */
243 #define IR3_MAX_SAMPLER_PREFETCH 4
244
245 /**
246 * This is the output stream value for 'cmd', as used by blob. It may
247 * encode the return type (in 3 bits) but it hasn't been verified yet.
248 */
249 #define IR3_SAMPLER_PREFETCH_CMD 0x4
250 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
251
252 /**
253 * Stream output for texture sampling pre-dispatches.
254 */
255 struct ir3_sampler_prefetch {
256 uint8_t src;
257 uint8_t samp_id;
258 uint8_t tex_id;
259 uint16_t samp_bindless_id;
260 uint16_t tex_bindless_id;
261 uint8_t dst;
262 uint8_t wrmask;
263 uint8_t half_precision;
264 uint8_t cmd;
265 };
266
267
268 /* Configuration key used to identify a shader variant.. different
269 * shader variants can be used to implement features not supported
270 * in hw (two sided color), binning-pass vertex shader, etc.
271 *
272 * When adding to this struct, please update ir3_shader_variant()'s debug
273 * output.
274 */
275 struct ir3_shader_key {
276 union {
277 struct {
278 /*
279 * Combined Vertex/Fragment shader parameters:
280 */
281 unsigned ucp_enables : 8;
282
283 /* do we need to check {v,f}saturate_{s,t,r}? */
284 unsigned has_per_samp : 1;
285
286 /*
287 * Vertex shader variant parameters:
288 */
289 unsigned vclamp_color : 1;
290
291 /*
292 * Fragment shader variant parameters:
293 */
294 unsigned sample_shading : 1;
295 unsigned msaa : 1;
296 unsigned color_two_side : 1;
297 /* used when shader needs to handle flat varyings (a4xx)
298 * for front/back color inputs to frag shader:
299 */
300 unsigned rasterflat : 1;
301 unsigned fclamp_color : 1;
302
303 /* Indicates that this is a tessellation pipeline which requires a
304 * whole different kind of vertex shader. In case of
305 * tessellation, this field also tells us which kind of output
306 * topology the TES uses, which the TCS needs to know.
307 */
308 #define IR3_TESS_NONE 0
309 #define IR3_TESS_TRIANGLES 1
310 #define IR3_TESS_QUADS 2
311 #define IR3_TESS_ISOLINES 3
312 unsigned tessellation : 2;
313
314 unsigned has_gs : 1;
315
316 /* Whether this variant sticks to the "safe" maximum constlen,
317 * which guarantees that the combined stages will never go over
318 * the limit:
319 */
320 unsigned safe_constlen : 1;
321 };
322 uint32_t global;
323 };
324
325 /* bitmask of sampler which needs coords clamped for vertex
326 * shader:
327 */
328 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
329
330 /* bitmask of sampler which needs coords clamped for frag
331 * shader:
332 */
333 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
334
335 /* bitmask of ms shifts */
336 uint32_t vsamples, fsamples;
337
338 /* bitmask of samplers which need astc srgb workaround: */
339 uint16_t vastc_srgb, fastc_srgb;
340 };
341
342 static inline unsigned
343 ir3_tess_mode(unsigned gl_tess_mode)
344 {
345 switch (gl_tess_mode) {
346 case GL_ISOLINES:
347 return IR3_TESS_ISOLINES;
348 case GL_TRIANGLES:
349 return IR3_TESS_TRIANGLES;
350 case GL_QUADS:
351 return IR3_TESS_QUADS;
352 default:
353 unreachable("bad tessmode");
354 }
355 }
356
357 static inline bool
358 ir3_shader_key_equal(const struct ir3_shader_key *a, const struct ir3_shader_key *b)
359 {
360 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
361 if (a->has_per_samp || b->has_per_samp)
362 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
363 return a->global == b->global;
364 }
365
366 /* will the two keys produce different lowering for a fragment shader? */
367 static inline bool
368 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
369 {
370 if (last_key->has_per_samp || key->has_per_samp) {
371 if ((last_key->fsaturate_s != key->fsaturate_s) ||
372 (last_key->fsaturate_t != key->fsaturate_t) ||
373 (last_key->fsaturate_r != key->fsaturate_r) ||
374 (last_key->fsamples != key->fsamples) ||
375 (last_key->fastc_srgb != key->fastc_srgb))
376 return true;
377 }
378
379 if (last_key->fclamp_color != key->fclamp_color)
380 return true;
381
382 if (last_key->color_two_side != key->color_two_side)
383 return true;
384
385 if (last_key->rasterflat != key->rasterflat)
386 return true;
387
388 if (last_key->ucp_enables != key->ucp_enables)
389 return true;
390
391 if (last_key->safe_constlen != key->safe_constlen)
392 return true;
393
394 return false;
395 }
396
397 /* will the two keys produce different lowering for a vertex shader? */
398 static inline bool
399 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
400 {
401 if (last_key->has_per_samp || key->has_per_samp) {
402 if ((last_key->vsaturate_s != key->vsaturate_s) ||
403 (last_key->vsaturate_t != key->vsaturate_t) ||
404 (last_key->vsaturate_r != key->vsaturate_r) ||
405 (last_key->vsamples != key->vsamples) ||
406 (last_key->vastc_srgb != key->vastc_srgb))
407 return true;
408 }
409
410 if (last_key->vclamp_color != key->vclamp_color)
411 return true;
412
413 if (last_key->ucp_enables != key->ucp_enables)
414 return true;
415
416 if (last_key->safe_constlen != key->safe_constlen)
417 return true;
418
419 return false;
420 }
421
422 /**
423 * On a4xx+a5xx, Images share state with textures and SSBOs:
424 *
425 * + Uses texture (cat5) state/instruction (isam) to read
426 * + Uses SSBO state and instructions (cat6) to write and for atomics
427 *
428 * Starting with a6xx, Images and SSBOs are basically the same thing,
429 * with texture state and isam also used for SSBO reads.
430 *
431 * On top of that, gallium makes the SSBO (shader_buffers) state semi
432 * sparse, with the first half of the state space used for atomic
433 * counters lowered to atomic buffers. We could ignore this, but I
434 * don't think we could *really* handle the case of a single shader
435 * that used the max # of textures + images + SSBOs. And once we are
436 * offsetting images by num_ssbos (or visa versa) to map them into
437 * the same hardware state, the hardware state has become coupled to
438 * the shader state, so at this point we might as well just use a
439 * mapping table to remap things from image/SSBO idx to hw idx.
440 *
441 * To make things less (more?) confusing, for the hw "SSBO" state
442 * (since it is really both SSBO and Image) I'll use the name "IBO"
443 */
444 struct ir3_ibo_mapping {
445 #define IBO_INVALID 0xff
446 /* Maps logical SSBO state to hw tex state: */
447 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
448
449 /* Maps logical Image state to hw tex state: */
450 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
451
452 /* Maps hw state back to logical SSBO or Image state:
453 *
454 * note IBO_SSBO ORd into values to indicate that the
455 * hw slot is used for SSBO state vs Image state.
456 */
457 #define IBO_SSBO 0x80
458 uint8_t tex_to_image[32];
459
460 uint8_t num_tex; /* including real textures */
461 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
462 };
463
464 /* Represents half register in regid */
465 #define HALF_REG_ID 0x100
466
467 /**
468 * Shader variant which contains the actual hw shader instructions,
469 * and necessary info for shader state setup.
470 */
471 struct ir3_shader_variant {
472 struct fd_bo *bo;
473
474 /* variant id (for debug) */
475 uint32_t id;
476
477 struct ir3_shader_key key;
478
479 /* vertex shaders can have an extra version for hwbinning pass,
480 * which is pointed to by so->binning:
481 */
482 bool binning_pass;
483 // union {
484 struct ir3_shader_variant *binning;
485 struct ir3_shader_variant *nonbinning;
486 // };
487
488 struct ir3 *ir; /* freed after assembling machine instructions */
489
490 /* shader variants form a linked list: */
491 struct ir3_shader_variant *next;
492
493 /* replicated here to avoid passing extra ptrs everywhere: */
494 gl_shader_stage type;
495 struct ir3_shader *shader;
496
497 /*
498 * Below here is serialized when written to disk cache:
499 */
500
501 /* The actual binary shader instructions, size given by info.sizedwords: */
502 uint32_t *bin;
503
504 struct ir3_const_state *const_state;
505
506 /*
507 * The following macros are used by the shader disk cache save/
508 * restore paths to serialize/deserialize the variant. Any
509 * pointers that require special handling in store_variant()
510 * and retrieve_variant() should go above here.
511 */
512 #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
513 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
514 #define VARIANT_CACHE_SIZE (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
515
516 struct ir3_info info;
517
518 /* Levels of nesting of flow control:
519 */
520 unsigned branchstack;
521
522 unsigned max_sun;
523 unsigned loops;
524
525 /* the instructions length is in units of instruction groups
526 * (4 instructions for a3xx, 16 instructions for a4xx.. each
527 * instruction is 2 dwords):
528 */
529 unsigned instrlen;
530
531 /* the constants length is in units of vec4's, and is the sum of
532 * the uniforms and the built-in compiler constants
533 */
534 unsigned constlen;
535
536 /* About Linkage:
537 * + Let the frag shader determine the position/compmask for the
538 * varyings, since it is the place where we know if the varying
539 * is actually used, and if so, which components are used. So
540 * what the hw calls "outloc" is taken from the "inloc" of the
541 * frag shader.
542 * + From the vert shader, we only need the output regid
543 */
544
545 bool frag_face, color0_mrt;
546 uint8_t fragcoord_compmask;
547
548 /* NOTE: for input/outputs, slot is:
549 * gl_vert_attrib - for VS inputs
550 * gl_varying_slot - for VS output / FS input
551 * gl_frag_result - for FS output
552 */
553
554 /* varyings/outputs: */
555 unsigned outputs_count;
556 struct {
557 uint8_t slot;
558 uint8_t regid;
559 bool half : 1;
560 } outputs[32 + 2]; /* +POSITION +PSIZE */
561 bool writes_pos, writes_smask, writes_psize;
562
563 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
564 uint32_t output_size;
565
566 /* Map from driver_location to byte offset in per-primitive storage */
567 unsigned output_loc[32];
568
569 /* attributes (VS) / varyings (FS):
570 * Note that sysval's should come *after* normal inputs.
571 */
572 unsigned inputs_count;
573 struct {
574 uint8_t slot;
575 uint8_t regid;
576 uint8_t compmask;
577 /* location of input (ie. offset passed to bary.f, etc). This
578 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
579 * have the OUTLOCn value offset by 8, presumably to account
580 * for gl_Position/gl_PointSize)
581 */
582 uint8_t inloc;
583 /* vertex shader specific: */
584 bool sysval : 1; /* slot is a gl_system_value */
585 /* fragment shader specific: */
586 bool bary : 1; /* fetched varying (vs one loaded into reg) */
587 bool rasterflat : 1; /* special handling for emit->rasterflat */
588 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
589 bool half : 1;
590 enum glsl_interp_mode interpolate;
591 } inputs[32 + 2]; /* +POSITION +FACE */
592
593 /* sum of input components (scalar). For frag shaders, it only counts
594 * the varying inputs:
595 */
596 unsigned total_in;
597
598 /* For frag shaders, the total number of inputs (not scalar,
599 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
600 */
601 unsigned varying_in;
602
603 /* Remapping table to map Image and SSBO to hw state: */
604 struct ir3_ibo_mapping image_mapping;
605
606 /* number of samplers/textures (which are currently 1:1): */
607 int num_samp;
608
609 /* is there an implicit sampler to read framebuffer (FS only).. if
610 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
611 * the last "real" texture)
612 */
613 bool fb_read;
614
615 /* do we have one or more SSBO instructions: */
616 bool has_ssbo;
617
618 /* Which bindless resources are used, for filling out sp_xs_config */
619 bool bindless_tex;
620 bool bindless_samp;
621 bool bindless_ibo;
622 bool bindless_ubo;
623
624 /* do we need derivatives: */
625 bool need_pixlod;
626
627 bool need_fine_derivatives;
628
629 /* do we have image write, etc (which prevents early-z): */
630 bool no_earlyz;
631
632 /* do we have kill, which also prevents early-z, but not necessarily
633 * early-lrz (as long as lrz-write is disabled, which must be handled
634 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
635 * side effects that prevent early-lrz discard.
636 */
637 bool has_kill;
638
639 bool per_samp;
640
641 /* Are we using split or merged register file? */
642 bool mergedregs;
643
644 /* for astc srgb workaround, the number/base of additional
645 * alpha tex states we need, and index of original tex states
646 */
647 struct {
648 unsigned base, count;
649 unsigned orig_idx[16];
650 } astc_srgb;
651
652 /* texture sampler pre-dispatches */
653 uint32_t num_sampler_prefetch;
654 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
655 };
656
657 static inline const char *
658 ir3_shader_stage(struct ir3_shader_variant *v)
659 {
660 switch (v->type) {
661 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
662 case MESA_SHADER_TESS_CTRL: return "TCS";
663 case MESA_SHADER_TESS_EVAL: return "TES";
664 case MESA_SHADER_GEOMETRY: return "GEOM";
665 case MESA_SHADER_FRAGMENT: return "FRAG";
666 case MESA_SHADER_COMPUTE: return "CL";
667 default:
668 unreachable("invalid type");
669 return NULL;
670 }
671 }
672
673 /* Currently we do not do binning for tess. And for GS there is no
674 * cross-stage VS+GS optimization, so the full VS+GS is used in
675 * the binning pass.
676 */
677 static inline bool
678 ir3_has_binning_vs(const struct ir3_shader_key *key)
679 {
680 if (key->tessellation || key->has_gs)
681 return false;
682 return true;
683 }
684
685 /**
686 * Represents a shader at the API level, before state-specific variants are
687 * generated.
688 */
689 struct ir3_shader {
690 gl_shader_stage type;
691
692 /* shader id (for debug): */
693 uint32_t id;
694 uint32_t variant_count;
695
696 /* Set by freedreno after shader_state_create, so we can emit debug info
697 * when recompiling a shader at draw time.
698 */
699 bool initial_variants_done;
700
701 struct ir3_compiler *compiler;
702
703 unsigned num_reserved_user_consts;
704
705 bool nir_finalized;
706 struct nir_shader *nir;
707 struct ir3_stream_output_info stream_output;
708
709 struct ir3_shader_variant *variants;
710 mtx_t variants_lock;
711
712 cache_key cache_key; /* shader disk-cache key */
713
714 /* Bitmask of bits of the shader key used by this shader. Used to avoid
715 * recompiles for GL NOS that doesn't actually apply to the shader.
716 */
717 struct ir3_shader_key key_mask;
718 };
719
720 /**
721 * In order to use the same cmdstream, in particular constlen setup and const
722 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
723 * corresponding draw pass shaders const_state.
724 */
725 static inline struct ir3_const_state *
726 ir3_const_state(const struct ir3_shader_variant *v)
727 {
728 if (v->binning_pass)
729 return v->nonbinning->const_state;
730 return v->const_state;
731 }
732
733 /* Given a variant, calculate the maximum constlen it can have.
734 */
735
736 static inline unsigned
737 ir3_max_const(const struct ir3_shader_variant *v)
738 {
739 const struct ir3_compiler *compiler = v->shader->compiler;
740
741 if (v->shader->type == MESA_SHADER_COMPUTE) {
742 return compiler->max_const_compute;
743 } else if (v->key.safe_constlen) {
744 return compiler->max_const_safe;
745 } else if (v->shader->type == MESA_SHADER_FRAGMENT) {
746 return compiler->max_const_frag;
747 } else {
748 return compiler->max_const_geom;
749 }
750 }
751
752 void * ir3_shader_assemble(struct ir3_shader_variant *v);
753 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
754 const struct ir3_shader_key *key, bool binning_pass, bool *created);
755 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
756 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output);
757 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
758 const struct ir3_compiler *compiler);
759 void ir3_shader_destroy(struct ir3_shader *shader);
760 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
761 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
762
763 int
764 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
765
766 /*
767 * Helper/util:
768 */
769
770 /* clears shader-key flags which don't apply to the given shader.
771 */
772 static inline void
773 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
774 {
775 uint32_t *key_bits = (uint32_t *)key;
776 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
777 STATIC_ASSERT(sizeof(*key) % 4 == 0);
778 for (int i = 0; i < sizeof(*key) >> 2; i++)
779 key_bits[i] &= key_mask[i];
780 }
781
782 static inline int
783 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
784 {
785 int j;
786
787 for (j = 0; j < so->outputs_count; j++)
788 if (so->outputs[j].slot == slot)
789 return j;
790
791 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
792 * in the vertex shader.. but the fragment shader doesn't know this
793 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
794 * at link time if there is no matching OUT.BCOLOR[n], we must map
795 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
796 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
797 */
798 if (slot == VARYING_SLOT_BFC0) {
799 slot = VARYING_SLOT_COL0;
800 } else if (slot == VARYING_SLOT_BFC1) {
801 slot = VARYING_SLOT_COL1;
802 } else if (slot == VARYING_SLOT_COL0) {
803 slot = VARYING_SLOT_BFC0;
804 } else if (slot == VARYING_SLOT_COL1) {
805 slot = VARYING_SLOT_BFC1;
806 } else {
807 return -1;
808 }
809
810 for (j = 0; j < so->outputs_count; j++)
811 if (so->outputs[j].slot == slot)
812 return j;
813
814 debug_assert(0);
815
816 return -1;
817 }
818
819 static inline int
820 ir3_next_varying(const struct ir3_shader_variant *so, int i)
821 {
822 while (++i < so->inputs_count)
823 if (so->inputs[i].compmask && so->inputs[i].bary)
824 break;
825 return i;
826 }
827
828 struct ir3_shader_linkage {
829 /* Maximum location either consumed by the fragment shader or produced by
830 * the last geometry stage, i.e. the size required for each vertex in the
831 * VPC in DWORD's.
832 */
833 uint8_t max_loc;
834
835 /* Number of entries in var. */
836 uint8_t cnt;
837
838 /* Bitset of locations used, including ones which are only used by the FS.
839 */
840 uint32_t varmask[4];
841
842 /* Map from VS output to location. */
843 struct {
844 uint8_t regid;
845 uint8_t compmask;
846 uint8_t loc;
847 } var[32];
848
849 /* location for fixed-function gl_PrimitiveID passthrough */
850 uint8_t primid_loc;
851 };
852
853 static inline void
854 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
855 {
856 for (int j = 0; j < util_last_bit(compmask); j++) {
857 uint8_t comploc = loc + j;
858 l->varmask[comploc / 32] |= 1 << (comploc % 32);
859 }
860
861 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
862
863 if (regid_ != regid(63, 0)) {
864 int i = l->cnt++;
865 debug_assert(i < ARRAY_SIZE(l->var));
866
867 l->var[i].regid = regid_;
868 l->var[i].compmask = compmask;
869 l->var[i].loc = loc;
870 }
871 }
872
873 static inline void
874 ir3_link_shaders(struct ir3_shader_linkage *l,
875 const struct ir3_shader_variant *vs,
876 const struct ir3_shader_variant *fs,
877 bool pack_vs_out)
878 {
879 /* On older platforms, varmask isn't programmed at all, and it appears
880 * that the hardware generates a mask of used VPC locations using the VS
881 * output map, and hangs if a FS bary instruction references a location
882 * not in the list. This means that we need to have a dummy entry in the
883 * VS out map for things like gl_PointCoord which aren't written by the
884 * VS. Furthermore we can't use r63.x, so just pick a random register to
885 * use if there is no VS output.
886 */
887 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
888 int j = -1, k;
889
890 l->primid_loc = 0xff;
891
892 while (l->cnt < ARRAY_SIZE(l->var)) {
893 j = ir3_next_varying(fs, j);
894
895 if (j >= fs->inputs_count)
896 break;
897
898 if (fs->inputs[j].inloc >= fs->total_in)
899 continue;
900
901 k = ir3_find_output(vs, fs->inputs[j].slot);
902
903 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
904 l->primid_loc = fs->inputs[j].inloc;
905 }
906
907 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
908 fs->inputs[j].compmask, fs->inputs[j].inloc);
909 }
910 }
911
912 static inline uint32_t
913 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
914 {
915 int j;
916 for (j = 0; j < so->outputs_count; j++)
917 if (so->outputs[j].slot == slot) {
918 uint32_t regid = so->outputs[j].regid;
919 if (so->outputs[j].half)
920 regid |= HALF_REG_ID;
921 return regid;
922 }
923 return regid(63, 0);
924 }
925
926 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
927 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
928 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
929
930
931 static inline uint32_t
932 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
933 {
934 int j;
935 for (j = 0; j < so->inputs_count; j++)
936 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
937 return so->inputs[j].regid;
938 return regid(63, 0);
939 }
940
941 /* calculate register footprint in terms of half-regs (ie. one full
942 * reg counts as two half-regs).
943 */
944 static inline uint32_t
945 ir3_shader_halfregs(const struct ir3_shader_variant *v)
946 {
947 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
948 }
949
950 static inline uint32_t
951 ir3_shader_nibo(const struct ir3_shader_variant *v)
952 {
953 /* The dummy variant used in binning mode won't have an actual shader. */
954 if (!v->shader)
955 return 0;
956
957 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
958 }
959
960 #endif /* IR3_SHADER_H_ */