freedreno: Fix assertion failures on GS/tess shaders with shader-db enabled.
[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.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_VTXID_BASE = 0,
59 IR3_DP_VTXCNT_MAX = 1,
60 IR3_DP_INSTID_BASE = 2,
61 /* user-clip-plane components, up to 8x vec4's: */
62 IR3_DP_UCP0_X = 4,
63 /* .... */
64 IR3_DP_UCP7_W = 35,
65 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
66 };
67
68 #define IR3_MAX_SHADER_BUFFERS 32
69 #define IR3_MAX_SHADER_IMAGES 32
70 #define IR3_MAX_SO_BUFFERS 4
71 #define IR3_MAX_SO_STREAMS 4
72 #define IR3_MAX_SO_OUTPUTS 64
73 #define IR3_MAX_UBO_PUSH_RANGES 32
74
75
76 /**
77 * Describes the layout of shader consts. This includes:
78 * + User consts + driver lowered UBO ranges
79 * + SSBO sizes
80 * + Image sizes/dimensions
81 * + Driver params (ie. IR3_DP_*)
82 * + TFBO addresses (for generations that do not have hardware streamout)
83 * + Lowered immediates
84 *
85 * For consts needed to pass internal values to shader which may or may not
86 * be required, rather than allocating worst-case const space, we scan the
87 * shader and allocate consts as-needed:
88 *
89 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
90 * for a given SSBO
91 *
92 * + Image dimensions: needed to calculate pixel offset, but only for
93 * images that have a image_store intrinsic
94 *
95 * Layout of constant registers, each section aligned to vec4. Note
96 * that pointer size (ubo, etc) changes depending on generation.
97 *
98 * user consts
99 * UBO addresses
100 * SSBO sizes
101 * if (vertex shader) {
102 * driver params (IR3_DP_*)
103 * if (stream_output.num_outputs > 0)
104 * stream-out addresses
105 * } else if (compute_shader) {
106 * driver params (IR3_DP_*)
107 * }
108 * immediates
109 *
110 * Immediates go last mostly because they are inserted in the CP pass
111 * after the nir -> ir3 frontend.
112 *
113 * Note UBO size in bytes should be aligned to vec4
114 */
115 struct ir3_const_state {
116 unsigned num_ubos;
117 unsigned num_reserved_user_consts;
118 unsigned num_driver_params; /* scalar */
119
120 struct {
121 /* user const start at zero */
122 unsigned ubo;
123 /* NOTE that a3xx might need a section for SSBO addresses too */
124 unsigned ssbo_sizes;
125 unsigned image_dims;
126 unsigned driver_param;
127 unsigned tfbo;
128 unsigned primitive_param;
129 unsigned primitive_map;
130 unsigned immediate;
131 } offsets;
132
133 struct {
134 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
135 uint32_t count; /* number of consts allocated */
136 /* one const allocated per SSBO which has get_buffer_size,
137 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
138 * consts:
139 */
140 uint32_t off[IR3_MAX_SHADER_BUFFERS];
141 } ssbo_size;
142
143 struct {
144 uint32_t mask; /* bitmask of images that have image_store */
145 uint32_t count; /* number of consts allocated */
146 /* three const allocated per image which has image_store:
147 * + cpp (bytes per pixel)
148 * + pitch (y pitch)
149 * + array_pitch (z pitch)
150 */
151 uint32_t off[IR3_MAX_SHADER_IMAGES];
152 } image_dims;
153
154 unsigned immediate_idx;
155 unsigned immediates_count;
156 unsigned immediates_size;
157 struct {
158 uint32_t val[4];
159 } *immediates;
160 };
161
162 /**
163 * A single output for vertex transform feedback.
164 */
165 struct ir3_stream_output {
166 unsigned register_index:6; /**< 0 to 63 (OUT index) */
167 unsigned start_component:2; /** 0 to 3 */
168 unsigned num_components:3; /** 1 to 4 */
169 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
170 unsigned dst_offset:16; /**< offset into the buffer in dwords */
171 unsigned stream:2; /**< 0 to 3 */
172 };
173
174 /**
175 * Stream output for vertex transform feedback.
176 */
177 struct ir3_stream_output_info {
178 unsigned num_outputs;
179 /** stride for an entire vertex for each buffer in dwords */
180 uint16_t stride[IR3_MAX_SO_BUFFERS];
181
182 /**
183 * Array of stream outputs, in the order they are to be written in.
184 * Selected components are tightly packed into the output buffer.
185 */
186 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
187 };
188
189
190 /**
191 * Starting from a4xx, HW supports pre-dispatching texture sampling
192 * instructions prior to scheduling a shader stage, when the
193 * coordinate maps exactly to an output of the previous stage.
194 */
195
196 /**
197 * There is a limit in the number of pre-dispatches allowed for any
198 * given stage.
199 */
200 #define IR3_MAX_SAMPLER_PREFETCH 4
201
202 /**
203 * This is the output stream value for 'cmd', as used by blob. It may
204 * encode the return type (in 3 bits) but it hasn't been verified yet.
205 */
206 #define IR3_SAMPLER_PREFETCH_CMD 0x4
207 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
208
209 /**
210 * Stream output for texture sampling pre-dispatches.
211 */
212 struct ir3_sampler_prefetch {
213 uint8_t src;
214 uint8_t samp_id;
215 uint8_t tex_id;
216 uint16_t samp_bindless_id;
217 uint16_t tex_bindless_id;
218 uint8_t dst;
219 uint8_t wrmask;
220 uint8_t half_precision;
221 uint8_t cmd;
222 };
223
224
225 /* Configuration key used to identify a shader variant.. different
226 * shader variants can be used to implement features not supported
227 * in hw (two sided color), binning-pass vertex shader, etc.
228 */
229 struct ir3_shader_key {
230 union {
231 struct {
232 /*
233 * Combined Vertex/Fragment shader parameters:
234 */
235 unsigned ucp_enables : 8;
236
237 /* do we need to check {v,f}saturate_{s,t,r}? */
238 unsigned has_per_samp : 1;
239
240 /*
241 * Vertex shader variant parameters:
242 */
243 unsigned vclamp_color : 1;
244
245 /*
246 * Fragment shader variant parameters:
247 */
248 unsigned sample_shading : 1;
249 unsigned msaa : 1;
250 unsigned color_two_side : 1;
251 unsigned half_precision : 1;
252 /* used when shader needs to handle flat varyings (a4xx)
253 * for front/back color inputs to frag shader:
254 */
255 unsigned rasterflat : 1;
256 unsigned fclamp_color : 1;
257
258 /* Indicates that this is a tessellation pipeline which requires a
259 * whole different kind of vertex shader. In case of
260 * tessellation, this field also tells us which kind of output
261 * topology the TES uses, which the TCS needs to know.
262 */
263 #define IR3_TESS_NONE 0
264 #define IR3_TESS_TRIANGLES 1
265 #define IR3_TESS_QUADS 2
266 #define IR3_TESS_ISOLINES 3
267 unsigned tessellation : 2;
268
269 unsigned has_gs : 1;
270 };
271 uint32_t global;
272 };
273
274 /* bitmask of sampler which needs coords clamped for vertex
275 * shader:
276 */
277 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
278
279 /* bitmask of sampler which needs coords clamped for frag
280 * shader:
281 */
282 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
283
284 /* bitmask of ms shifts */
285 uint32_t vsamples, fsamples;
286
287 /* bitmask of samplers which need astc srgb workaround: */
288 uint16_t vastc_srgb, fastc_srgb;
289 };
290
291 static inline unsigned
292 ir3_tess_mode(unsigned gl_tess_mode)
293 {
294 switch (gl_tess_mode) {
295 case GL_ISOLINES:
296 return IR3_TESS_ISOLINES;
297 case GL_TRIANGLES:
298 return IR3_TESS_TRIANGLES;
299 case GL_QUADS:
300 return IR3_TESS_QUADS;
301 default:
302 unreachable("bad tessmode");
303 }
304 }
305
306 static inline bool
307 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
308 {
309 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
310 if (a->has_per_samp || b->has_per_samp)
311 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
312 return a->global == b->global;
313 }
314
315 /* will the two keys produce different lowering for a fragment shader? */
316 static inline bool
317 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
318 {
319 if (last_key->has_per_samp || key->has_per_samp) {
320 if ((last_key->fsaturate_s != key->fsaturate_s) ||
321 (last_key->fsaturate_t != key->fsaturate_t) ||
322 (last_key->fsaturate_r != key->fsaturate_r) ||
323 (last_key->fsamples != key->fsamples) ||
324 (last_key->fastc_srgb != key->fastc_srgb))
325 return true;
326 }
327
328 if (last_key->fclamp_color != key->fclamp_color)
329 return true;
330
331 if (last_key->color_two_side != key->color_two_side)
332 return true;
333
334 if (last_key->half_precision != key->half_precision)
335 return true;
336
337 if (last_key->rasterflat != key->rasterflat)
338 return true;
339
340 if (last_key->ucp_enables != key->ucp_enables)
341 return true;
342
343 return false;
344 }
345
346 /* will the two keys produce different lowering for a vertex shader? */
347 static inline bool
348 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
349 {
350 if (last_key->has_per_samp || key->has_per_samp) {
351 if ((last_key->vsaturate_s != key->vsaturate_s) ||
352 (last_key->vsaturate_t != key->vsaturate_t) ||
353 (last_key->vsaturate_r != key->vsaturate_r) ||
354 (last_key->vsamples != key->vsamples) ||
355 (last_key->vastc_srgb != key->vastc_srgb))
356 return true;
357 }
358
359 if (last_key->vclamp_color != key->vclamp_color)
360 return true;
361
362 if (last_key->ucp_enables != key->ucp_enables)
363 return true;
364
365 return false;
366 }
367
368 /* clears shader-key flags which don't apply to the given shader
369 * stage
370 */
371 static inline void
372 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
373 {
374 switch (type) {
375 case MESA_SHADER_FRAGMENT:
376 if (key->has_per_samp) {
377 key->vsaturate_s = 0;
378 key->vsaturate_t = 0;
379 key->vsaturate_r = 0;
380 key->vastc_srgb = 0;
381 key->vsamples = 0;
382 key->has_gs = false; /* FS doesn't care */
383 key->tessellation = IR3_TESS_NONE;
384 }
385 break;
386 case MESA_SHADER_VERTEX:
387 case MESA_SHADER_GEOMETRY:
388 key->color_two_side = false;
389 key->half_precision = false;
390 key->rasterflat = false;
391 if (key->has_per_samp) {
392 key->fsaturate_s = 0;
393 key->fsaturate_t = 0;
394 key->fsaturate_r = 0;
395 key->fastc_srgb = 0;
396 key->fsamples = 0;
397 }
398
399 /* VS and GS only care about whether or not we're tessellating. */
400 key->tessellation = !!key->tessellation;
401 break;
402 case MESA_SHADER_TESS_CTRL:
403 case MESA_SHADER_TESS_EVAL:
404 key->color_two_side = false;
405 key->half_precision = false;
406 key->rasterflat = false;
407 if (key->has_per_samp) {
408 key->fsaturate_s = 0;
409 key->fsaturate_t = 0;
410 key->fsaturate_r = 0;
411 key->fastc_srgb = 0;
412 key->fsamples = 0;
413 key->vsaturate_s = 0;
414 key->vsaturate_t = 0;
415 key->vsaturate_r = 0;
416 key->vastc_srgb = 0;
417 key->vsamples = 0;
418 }
419 break;
420 default:
421 /* TODO */
422 break;
423 }
424 }
425
426 /**
427 * On a4xx+a5xx, Images share state with textures and SSBOs:
428 *
429 * + Uses texture (cat5) state/instruction (isam) to read
430 * + Uses SSBO state and instructions (cat6) to write and for atomics
431 *
432 * Starting with a6xx, Images and SSBOs are basically the same thing,
433 * with texture state and isam also used for SSBO reads.
434 *
435 * On top of that, gallium makes the SSBO (shader_buffers) state semi
436 * sparse, with the first half of the state space used for atomic
437 * counters lowered to atomic buffers. We could ignore this, but I
438 * don't think we could *really* handle the case of a single shader
439 * that used the max # of textures + images + SSBOs. And once we are
440 * offsetting images by num_ssbos (or visa versa) to map them into
441 * the same hardware state, the hardware state has become coupled to
442 * the shader state, so at this point we might as well just use a
443 * mapping table to remap things from image/SSBO idx to hw idx.
444 *
445 * To make things less (more?) confusing, for the hw "SSBO" state
446 * (since it is really both SSBO and Image) I'll use the name "IBO"
447 */
448 struct ir3_ibo_mapping {
449 #define IBO_INVALID 0xff
450 /* Maps logical SSBO state to hw tex state: */
451 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
452
453 /* Maps logical Image state to hw tex state: */
454 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
455
456 /* Maps hw state back to logical SSBO or Image state:
457 *
458 * note IBO_SSBO ORd into values to indicate that the
459 * hw slot is used for SSBO state vs Image state.
460 */
461 #define IBO_SSBO 0x80
462 uint8_t tex_to_image[32];
463
464 uint8_t num_tex; /* including real textures */
465 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
466 };
467
468 /* Represents half register in regid */
469 #define HALF_REG_ID 0x100
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_info info;
489 struct ir3 *ir;
490
491 /* Levels of nesting of flow control:
492 */
493 unsigned branchstack;
494
495 unsigned max_sun;
496 unsigned loops;
497
498 /* the instructions length is in units of instruction groups
499 * (4 instructions for a3xx, 16 instructions for a4xx.. each
500 * instruction is 2 dwords):
501 */
502 unsigned instrlen;
503
504 /* the constants length is in units of vec4's, and is the sum of
505 * the uniforms and the built-in compiler constants
506 */
507 unsigned constlen;
508
509 /* About Linkage:
510 * + Let the frag shader determine the position/compmask for the
511 * varyings, since it is the place where we know if the varying
512 * is actually used, and if so, which components are used. So
513 * what the hw calls "outloc" is taken from the "inloc" of the
514 * frag shader.
515 * + From the vert shader, we only need the output regid
516 */
517
518 bool frag_coord, frag_face, color0_mrt;
519
520 /* NOTE: for input/outputs, slot is:
521 * gl_vert_attrib - for VS inputs
522 * gl_varying_slot - for VS output / FS input
523 * gl_frag_result - for FS output
524 */
525
526 /* varyings/outputs: */
527 unsigned outputs_count;
528 struct {
529 uint8_t slot;
530 uint8_t regid;
531 bool half : 1;
532 } outputs[32 + 2]; /* +POSITION +PSIZE */
533 bool writes_pos, writes_smask, writes_psize;
534
535 /* attributes (VS) / varyings (FS):
536 * Note that sysval's should come *after* normal inputs.
537 */
538 unsigned inputs_count;
539 struct {
540 uint8_t slot;
541 uint8_t regid;
542 uint8_t compmask;
543 /* location of input (ie. offset passed to bary.f, etc). This
544 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
545 * have the OUTLOCn value offset by 8, presumably to account
546 * for gl_Position/gl_PointSize)
547 */
548 uint8_t inloc;
549 /* vertex shader specific: */
550 bool sysval : 1; /* slot is a gl_system_value */
551 /* fragment shader specific: */
552 bool bary : 1; /* fetched varying (vs one loaded into reg) */
553 bool rasterflat : 1; /* special handling for emit->rasterflat */
554 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
555 bool half : 1;
556 enum glsl_interp_mode interpolate;
557 } inputs[32 + 2]; /* +POSITION +FACE */
558
559 /* sum of input components (scalar). For frag shaders, it only counts
560 * the varying inputs:
561 */
562 unsigned total_in;
563
564 /* For frag shaders, the total number of inputs (not scalar,
565 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
566 */
567 unsigned varying_in;
568
569 /* Remapping table to map Image and SSBO to hw state: */
570 struct ir3_ibo_mapping image_mapping;
571
572 /* number of samplers/textures (which are currently 1:1): */
573 int num_samp;
574
575 /* is there an implicit sampler to read framebuffer (FS only).. if
576 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
577 * the last "real" texture)
578 */
579 bool fb_read;
580
581 /* do we have one or more SSBO instructions: */
582 bool has_ssbo;
583
584 /* Which bindless resources are used, for filling out sp_xs_config */
585 bool bindless_tex;
586 bool bindless_samp;
587 bool bindless_ibo;
588 bool bindless_ubo;
589
590 /* do we need derivatives: */
591 bool need_pixlod;
592
593 bool need_fine_derivatives;
594
595 /* do we have kill, image write, etc (which prevents early-z): */
596 bool no_earlyz;
597
598 bool per_samp;
599
600 /* for astc srgb workaround, the number/base of additional
601 * alpha tex states we need, and index of original tex states
602 */
603 struct {
604 unsigned base, count;
605 unsigned orig_idx[16];
606 } astc_srgb;
607
608 /* shader variants form a linked list: */
609 struct ir3_shader_variant *next;
610
611 /* replicated here to avoid passing extra ptrs everywhere: */
612 gl_shader_stage type;
613 struct ir3_shader *shader;
614
615 /* texture sampler pre-dispatches */
616 uint32_t num_sampler_prefetch;
617 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
618 };
619
620 static inline const char *
621 ir3_shader_stage(struct ir3_shader_variant *v)
622 {
623 switch (v->type) {
624 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
625 case MESA_SHADER_TESS_CTRL: return "TCS";
626 case MESA_SHADER_TESS_EVAL: return "TES";
627 case MESA_SHADER_GEOMETRY: return "GEOM";
628 case MESA_SHADER_FRAGMENT: return "FRAG";
629 case MESA_SHADER_COMPUTE: return "CL";
630 default:
631 unreachable("invalid type");
632 return NULL;
633 }
634 }
635
636 struct ir3_ubo_range {
637 uint32_t offset; /* start offset to push in the const register file */
638 uint32_t block; /* Which constant block */
639 uint32_t start, end; /* range of block that's actually used */
640 uint16_t bindless_base; /* For bindless, which base register is used */
641 bool bindless;
642 };
643
644 struct ir3_ubo_analysis_state {
645 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
646 uint32_t num_enabled;
647 uint32_t size;
648 uint32_t lower_count;
649 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
650 };
651
652
653 struct ir3_shader {
654 gl_shader_stage type;
655
656 /* shader id (for debug): */
657 uint32_t id;
658 uint32_t variant_count;
659
660 struct ir3_compiler *compiler;
661
662 struct ir3_ubo_analysis_state ubo_state;
663 struct ir3_const_state const_state;
664
665 struct nir_shader *nir;
666 struct ir3_stream_output_info stream_output;
667
668 struct ir3_shader_variant *variants;
669 mtx_t variants_lock;
670
671 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
672
673 /* Map from driver_location to byte offset in per-primitive storage */
674 unsigned output_loc[32];
675 };
676
677 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
678 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
679 struct ir3_shader_key *key, bool binning_pass, bool *created);
680 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
681 struct ir3_stream_output_info *stream_output);
682 void ir3_shader_destroy(struct ir3_shader *shader);
683 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
684 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
685
686 int
687 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
688
689 /*
690 * Helper/util:
691 */
692
693 static inline int
694 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
695 {
696 int j;
697
698 for (j = 0; j < so->outputs_count; j++)
699 if (so->outputs[j].slot == slot)
700 return j;
701
702 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
703 * in the vertex shader.. but the fragment shader doesn't know this
704 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
705 * at link time if there is no matching OUT.BCOLOR[n], we must map
706 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
707 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
708 */
709 if (slot == VARYING_SLOT_BFC0) {
710 slot = VARYING_SLOT_COL0;
711 } else if (slot == VARYING_SLOT_BFC1) {
712 slot = VARYING_SLOT_COL1;
713 } else if (slot == VARYING_SLOT_COL0) {
714 slot = VARYING_SLOT_BFC0;
715 } else if (slot == VARYING_SLOT_COL1) {
716 slot = VARYING_SLOT_BFC1;
717 } else {
718 return -1;
719 }
720
721 for (j = 0; j < so->outputs_count; j++)
722 if (so->outputs[j].slot == slot)
723 return j;
724
725 debug_assert(0);
726
727 return -1;
728 }
729
730 static inline int
731 ir3_next_varying(const struct ir3_shader_variant *so, int i)
732 {
733 while (++i < so->inputs_count)
734 if (so->inputs[i].compmask && so->inputs[i].bary)
735 break;
736 return i;
737 }
738
739 struct ir3_shader_linkage {
740 /* Maximum location either consumed by the fragment shader or produced by
741 * the last geometry stage, i.e. the size required for each vertex in the
742 * VPC in DWORD's.
743 */
744 uint8_t max_loc;
745
746 /* Number of entries in var. */
747 uint8_t cnt;
748
749 /* Bitset of locations used, including ones which are only used by the FS.
750 */
751 uint32_t varmask[4];
752
753 /* Map from VS output to location. */
754 struct {
755 uint8_t regid;
756 uint8_t compmask;
757 uint8_t loc;
758 } var[32];
759
760 /* location for fixed-function gl_PrimitiveID passthrough */
761 uint8_t primid_loc;
762 };
763
764 static inline void
765 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
766 {
767
768
769 for (int j = 0; j < util_last_bit(compmask); j++) {
770 uint8_t comploc = loc + j;
771 l->varmask[comploc / 32] |= 1 << (comploc % 32);
772 }
773
774 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
775
776 if (regid_ != regid(63, 0)) {
777 int i = l->cnt++;
778 debug_assert(i < ARRAY_SIZE(l->var));
779
780 l->var[i].regid = regid_;
781 l->var[i].compmask = compmask;
782 l->var[i].loc = loc;
783 }
784 }
785
786 static inline void
787 ir3_link_shaders(struct ir3_shader_linkage *l,
788 const struct ir3_shader_variant *vs,
789 const struct ir3_shader_variant *fs,
790 bool pack_vs_out)
791 {
792 /* On older platforms, varmask isn't programmed at all, and it appears
793 * that the hardware generates a mask of used VPC locations using the VS
794 * output map, and hangs if a FS bary instruction references a location
795 * not in the list. This means that we need to have a dummy entry in the
796 * VS out map for things like gl_PointCoord which aren't written by the
797 * VS. Furthermore we can't use r63.x, so just pick a random register to
798 * use if there is no VS output.
799 */
800 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
801 int j = -1, k;
802
803 l->primid_loc = 0xff;
804
805 while (l->cnt < ARRAY_SIZE(l->var)) {
806 j = ir3_next_varying(fs, j);
807
808 if (j >= fs->inputs_count)
809 break;
810
811 if (fs->inputs[j].inloc >= fs->total_in)
812 continue;
813
814 k = ir3_find_output(vs, fs->inputs[j].slot);
815
816 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
817 l->primid_loc = fs->inputs[j].inloc;
818 }
819
820 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
821 fs->inputs[j].compmask, fs->inputs[j].inloc);
822 }
823 }
824
825 static inline uint32_t
826 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
827 {
828 int j;
829 for (j = 0; j < so->outputs_count; j++)
830 if (so->outputs[j].slot == slot) {
831 uint32_t regid = so->outputs[j].regid;
832 if (so->outputs[j].half)
833 regid |= HALF_REG_ID;
834 return regid;
835 }
836 return regid(63, 0);
837 }
838
839 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
840 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
841 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
842
843
844 static inline uint32_t
845 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
846 {
847 int j;
848 for (j = 0; j < so->inputs_count; j++)
849 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
850 return so->inputs[j].regid;
851 return regid(63, 0);
852 }
853
854 /* calculate register footprint in terms of half-regs (ie. one full
855 * reg counts as two half-regs).
856 */
857 static inline uint32_t
858 ir3_shader_halfregs(const struct ir3_shader_variant *v)
859 {
860 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
861 }
862
863 static inline uint32_t
864 ir3_shader_nibo(const struct ir3_shader_variant *v)
865 {
866 /* The dummy variant used in binning mode won't have an actual shader. */
867 if (!v->shader)
868 return 0;
869
870 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
871 }
872
873 #endif /* IR3_SHADER_H_ */