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