freedreno/ir3: remove from_tgsi
[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_OUTPUTS 64
72 #define IR3_MAX_CONSTANT_BUFFERS 32
73
74
75 /**
76 * Describes the layout of shader consts. This includes:
77 * + Driver lowered UBO ranges
78 * + SSBO sizes
79 * + Image sizes/dimensions
80 * + Driver params (ie. IR3_DP_*)
81 * + TFBO addresses (for generations that do not have hardware streamout)
82 * + Lowered immediates
83 *
84 * For consts needed to pass internal values to shader which may or may not
85 * be required, rather than allocating worst-case const space, we scan the
86 * shader and allocate consts as-needed:
87 *
88 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
89 * for a given SSBO
90 *
91 * + Image dimensions: needed to calculate pixel offset, but only for
92 * images that have a image_store intrinsic
93 *
94 * Layout of constant registers, each section aligned to vec4. Note
95 * that pointer size (ubo, etc) changes depending on generation.
96 *
97 * user consts
98 * UBO addresses
99 * SSBO sizes
100 * if (vertex shader) {
101 * driver params (IR3_DP_*)
102 * if (stream_output.num_outputs > 0)
103 * stream-out addresses
104 * } else if (compute_shader) {
105 * driver params (IR3_DP_*)
106 * }
107 * immediates
108 *
109 * Immediates go last mostly because they are inserted in the CP pass
110 * after the nir -> ir3 frontend.
111 *
112 * Note UBO size in bytes should be aligned to vec4
113 */
114 struct ir3_const_state {
115 unsigned num_ubos;
116 unsigned num_driver_params; /* scalar */
117
118 struct {
119 /* user const start at zero */
120 unsigned ubo;
121 /* NOTE that a3xx might need a section for SSBO addresses too */
122 unsigned ssbo_sizes;
123 unsigned image_dims;
124 unsigned driver_param;
125 unsigned tfbo;
126 unsigned primitive_param;
127 unsigned primitive_map;
128 unsigned immediate;
129 } offsets;
130
131 struct {
132 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
133 uint32_t count; /* number of consts allocated */
134 /* one const allocated per SSBO which has get_buffer_size,
135 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
136 * consts:
137 */
138 uint32_t off[IR3_MAX_SHADER_BUFFERS];
139 } ssbo_size;
140
141 struct {
142 uint32_t mask; /* bitmask of images that have image_store */
143 uint32_t count; /* number of consts allocated */
144 /* three const allocated per image which has image_store:
145 * + cpp (bytes per pixel)
146 * + pitch (y pitch)
147 * + array_pitch (z pitch)
148 */
149 uint32_t off[IR3_MAX_SHADER_IMAGES];
150 } image_dims;
151
152 unsigned immediate_idx;
153 unsigned immediates_count;
154 unsigned immediates_size;
155 struct {
156 uint32_t val[4];
157 } *immediates;
158 };
159
160 /**
161 * A single output for vertex transform feedback.
162 */
163 struct ir3_stream_output {
164 unsigned register_index:6; /**< 0 to 63 (OUT index) */
165 unsigned start_component:2; /** 0 to 3 */
166 unsigned num_components:3; /** 1 to 4 */
167 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
168 unsigned dst_offset:16; /**< offset into the buffer in dwords */
169 unsigned stream:2; /**< 0 to 3 */
170 };
171
172 /**
173 * Stream output for vertex transform feedback.
174 */
175 struct ir3_stream_output_info {
176 unsigned num_outputs;
177 /** stride for an entire vertex for each buffer in dwords */
178 uint16_t stride[IR3_MAX_SO_BUFFERS];
179
180 /**
181 * Array of stream outputs, in the order they are to be written in.
182 * Selected components are tightly packed into the output buffer.
183 */
184 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
185 };
186
187
188 /**
189 * Starting from a4xx, HW supports pre-dispatching texture sampling
190 * instructions prior to scheduling a shader stage, when the
191 * coordinate maps exactly to an output of the previous stage.
192 */
193
194 /**
195 * There is a limit in the number of pre-dispatches allowed for any
196 * given stage.
197 */
198 #define IR3_MAX_SAMPLER_PREFETCH 4
199
200 /**
201 * This is the output stream value for 'cmd', as used by blob. It may
202 * encode the return type (in 3 bits) but it hasn't been verified yet.
203 */
204 #define IR3_SAMPLER_PREFETCH_CMD 0x4
205
206 /**
207 * Stream output for texture sampling pre-dispatches.
208 */
209 struct ir3_sampler_prefetch {
210 uint8_t src;
211 uint8_t samp_id;
212 uint8_t tex_id;
213 uint8_t dst;
214 uint8_t wrmask;
215 uint8_t half_precision;
216 uint8_t cmd;
217 };
218
219
220 /* Configuration key used to identify a shader variant.. different
221 * shader variants can be used to implement features not supported
222 * in hw (two sided color), binning-pass vertex shader, etc.
223 */
224 struct ir3_shader_key {
225 union {
226 struct {
227 /*
228 * Combined Vertex/Fragment shader parameters:
229 */
230 unsigned ucp_enables : 8;
231
232 /* do we need to check {v,f}saturate_{s,t,r}? */
233 unsigned has_per_samp : 1;
234
235 /*
236 * Vertex shader variant parameters:
237 */
238 unsigned vclamp_color : 1;
239
240 /*
241 * Fragment shader variant parameters:
242 */
243 unsigned sample_shading : 1;
244 unsigned msaa : 1;
245 unsigned color_two_side : 1;
246 unsigned half_precision : 1;
247 /* used when shader needs to handle flat varyings (a4xx)
248 * for front/back color inputs to frag shader:
249 */
250 unsigned rasterflat : 1;
251 unsigned fclamp_color : 1;
252
253 /* Indicates that this is a tessellation pipeline which requires a
254 * whole different kind of vertex shader. In case of
255 * tessellation, this field also tells us which kind of output
256 * topology the TES uses, which the TCS needs to know.
257 */
258 #define IR3_TESS_NONE 0
259 #define IR3_TESS_TRIANGLES 1
260 #define IR3_TESS_QUADS 2
261 #define IR3_TESS_ISOLINES 3
262 unsigned tessellation : 2;
263
264 unsigned has_gs : 1;
265 };
266 uint32_t global;
267 };
268
269 /* bitmask of sampler which needs coords clamped for vertex
270 * shader:
271 */
272 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
273
274 /* bitmask of sampler which needs coords clamped for frag
275 * shader:
276 */
277 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
278
279 /* bitmask of ms shifts */
280 uint32_t vsamples, fsamples;
281
282 /* bitmask of samplers which need astc srgb workaround: */
283 uint16_t vastc_srgb, fastc_srgb;
284 };
285
286 static inline bool
287 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
288 {
289 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
290 if (a->has_per_samp || b->has_per_samp)
291 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
292 return a->global == b->global;
293 }
294
295 /* will the two keys produce different lowering for a fragment shader? */
296 static inline bool
297 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
298 {
299 if (last_key->has_per_samp || key->has_per_samp) {
300 if ((last_key->fsaturate_s != key->fsaturate_s) ||
301 (last_key->fsaturate_t != key->fsaturate_t) ||
302 (last_key->fsaturate_r != key->fsaturate_r) ||
303 (last_key->fsamples != key->fsamples) ||
304 (last_key->fastc_srgb != key->fastc_srgb))
305 return true;
306 }
307
308 if (last_key->fclamp_color != key->fclamp_color)
309 return true;
310
311 if (last_key->color_two_side != key->color_two_side)
312 return true;
313
314 if (last_key->half_precision != key->half_precision)
315 return true;
316
317 if (last_key->rasterflat != key->rasterflat)
318 return true;
319
320 if (last_key->ucp_enables != key->ucp_enables)
321 return true;
322
323 return false;
324 }
325
326 /* will the two keys produce different lowering for a vertex shader? */
327 static inline bool
328 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
329 {
330 if (last_key->has_per_samp || key->has_per_samp) {
331 if ((last_key->vsaturate_s != key->vsaturate_s) ||
332 (last_key->vsaturate_t != key->vsaturate_t) ||
333 (last_key->vsaturate_r != key->vsaturate_r) ||
334 (last_key->vsamples != key->vsamples) ||
335 (last_key->vastc_srgb != key->vastc_srgb))
336 return true;
337 }
338
339 if (last_key->vclamp_color != key->vclamp_color)
340 return true;
341
342 if (last_key->ucp_enables != key->ucp_enables)
343 return true;
344
345 return false;
346 }
347
348 /* clears shader-key flags which don't apply to the given shader
349 * stage
350 */
351 static inline void
352 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
353 {
354 switch (type) {
355 case MESA_SHADER_FRAGMENT:
356 if (key->has_per_samp) {
357 key->vsaturate_s = 0;
358 key->vsaturate_t = 0;
359 key->vsaturate_r = 0;
360 key->vastc_srgb = 0;
361 key->vsamples = 0;
362 key->has_gs = false; /* FS doesn't care */
363 key->tessellation = IR3_TESS_NONE;
364 }
365 break;
366 case MESA_SHADER_VERTEX:
367 case MESA_SHADER_GEOMETRY:
368 key->color_two_side = false;
369 key->half_precision = false;
370 key->rasterflat = false;
371 if (key->has_per_samp) {
372 key->fsaturate_s = 0;
373 key->fsaturate_t = 0;
374 key->fsaturate_r = 0;
375 key->fastc_srgb = 0;
376 key->fsamples = 0;
377 }
378
379 /* VS and GS only care about whether or not we're tessellating. */
380 key->tessellation = !!key->tessellation;
381 break;
382 case MESA_SHADER_TESS_CTRL:
383 case MESA_SHADER_TESS_EVAL:
384 key->color_two_side = false;
385 key->half_precision = false;
386 key->rasterflat = false;
387 if (key->has_per_samp) {
388 key->fsaturate_s = 0;
389 key->fsaturate_t = 0;
390 key->fsaturate_r = 0;
391 key->fastc_srgb = 0;
392 key->fsamples = 0;
393 key->vsaturate_s = 0;
394 key->vsaturate_t = 0;
395 key->vsaturate_r = 0;
396 key->vastc_srgb = 0;
397 key->vsamples = 0;
398 }
399 break;
400 default:
401 /* TODO */
402 break;
403 }
404 }
405
406 /**
407 * On a4xx+a5xx, Images share state with textures and SSBOs:
408 *
409 * + Uses texture (cat5) state/instruction (isam) to read
410 * + Uses SSBO state and instructions (cat6) to write and for atomics
411 *
412 * Starting with a6xx, Images and SSBOs are basically the same thing,
413 * with texture state and isam also used for SSBO reads.
414 *
415 * On top of that, gallium makes the SSBO (shader_buffers) state semi
416 * sparse, with the first half of the state space used for atomic
417 * counters lowered to atomic buffers. We could ignore this, but I
418 * don't think we could *really* handle the case of a single shader
419 * that used the max # of textures + images + SSBOs. And once we are
420 * offsetting images by num_ssbos (or visa versa) to map them into
421 * the same hardware state, the hardware state has become coupled to
422 * the shader state, so at this point we might as well just use a
423 * mapping table to remap things from image/SSBO idx to hw idx.
424 *
425 * To make things less (more?) confusing, for the hw "SSBO" state
426 * (since it is really both SSBO and Image) I'll use the name "IBO"
427 */
428 struct ir3_ibo_mapping {
429 #define IBO_INVALID 0xff
430 /* Maps logical SSBO state to hw tex state: */
431 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
432
433 /* Maps logical Image state to hw tex state: */
434 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
435
436 /* Maps hw state back to logical SSBO or Image state:
437 *
438 * note IBO_SSBO ORd into values to indicate that the
439 * hw slot is used for SSBO state vs Image state.
440 */
441 #define IBO_SSBO 0x80
442 uint8_t tex_to_image[32];
443
444 uint8_t num_tex; /* including real textures */
445 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
446 };
447
448 /* Represents half register in regid */
449 #define HALF_REG_ID 0x100
450
451 struct ir3_shader_variant {
452 struct fd_bo *bo;
453
454 /* variant id (for debug) */
455 uint32_t id;
456
457 struct ir3_shader_key key;
458
459 /* vertex shaders can have an extra version for hwbinning pass,
460 * which is pointed to by so->binning:
461 */
462 bool binning_pass;
463 // union {
464 struct ir3_shader_variant *binning;
465 struct ir3_shader_variant *nonbinning;
466 // };
467
468 struct ir3_info info;
469 struct ir3 *ir;
470
471 /* Levels of nesting of flow control:
472 */
473 unsigned branchstack;
474
475 unsigned max_sun;
476 unsigned loops;
477
478 /* the instructions length is in units of instruction groups
479 * (4 instructions for a3xx, 16 instructions for a4xx.. each
480 * instruction is 2 dwords):
481 */
482 unsigned instrlen;
483
484 /* the constants length is in units of vec4's, and is the sum of
485 * the uniforms and the built-in compiler constants
486 */
487 unsigned constlen;
488
489 /* About Linkage:
490 * + Let the frag shader determine the position/compmask for the
491 * varyings, since it is the place where we know if the varying
492 * is actually used, and if so, which components are used. So
493 * what the hw calls "outloc" is taken from the "inloc" of the
494 * frag shader.
495 * + From the vert shader, we only need the output regid
496 */
497
498 bool frag_coord, frag_face, color0_mrt;
499
500 /* NOTE: for input/outputs, slot is:
501 * gl_vert_attrib - for VS inputs
502 * gl_varying_slot - for VS output / FS input
503 * gl_frag_result - for FS output
504 */
505
506 /* varyings/outputs: */
507 unsigned outputs_count;
508 struct {
509 uint8_t slot;
510 uint8_t regid;
511 bool half : 1;
512 } outputs[32 + 2]; /* +POSITION +PSIZE */
513 bool writes_pos, writes_smask, writes_psize;
514
515 /* attributes (VS) / varyings (FS):
516 * Note that sysval's should come *after* normal inputs.
517 */
518 unsigned inputs_count;
519 struct {
520 uint8_t slot;
521 uint8_t regid;
522 uint8_t compmask;
523 /* location of input (ie. offset passed to bary.f, etc). This
524 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
525 * have the OUTLOCn value offset by 8, presumably to account
526 * for gl_Position/gl_PointSize)
527 */
528 uint8_t inloc;
529 /* vertex shader specific: */
530 bool sysval : 1; /* slot is a gl_system_value */
531 /* fragment shader specific: */
532 bool bary : 1; /* fetched varying (vs one loaded into reg) */
533 bool rasterflat : 1; /* special handling for emit->rasterflat */
534 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
535 bool half : 1;
536 enum glsl_interp_mode interpolate;
537 } inputs[32 + 2]; /* +POSITION +FACE */
538
539 /* sum of input components (scalar). For frag shaders, it only counts
540 * the varying inputs:
541 */
542 unsigned total_in;
543
544 /* For frag shaders, the total number of inputs (not scalar,
545 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
546 */
547 unsigned varying_in;
548
549 /* Remapping table to map Image and SSBO to hw state: */
550 struct ir3_ibo_mapping image_mapping;
551
552 /* number of samplers/textures (which are currently 1:1): */
553 int num_samp;
554
555 /* is there an implicit sampler to read framebuffer (FS only).. if
556 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
557 * the last "real" texture)
558 */
559 bool fb_read;
560
561 /* do we have one or more SSBO instructions: */
562 bool has_ssbo;
563
564 /* do we need derivatives: */
565 bool need_pixlod;
566
567 bool need_fine_derivatives;
568
569 /* do we have kill, image write, etc (which prevents early-z): */
570 bool no_earlyz;
571
572 bool per_samp;
573
574 /* for astc srgb workaround, the number/base of additional
575 * alpha tex states we need, and index of original tex states
576 */
577 struct {
578 unsigned base, count;
579 unsigned orig_idx[16];
580 } astc_srgb;
581
582 /* shader variants form a linked list: */
583 struct ir3_shader_variant *next;
584
585 /* replicated here to avoid passing extra ptrs everywhere: */
586 gl_shader_stage type;
587 struct ir3_shader *shader;
588
589 /* texture sampler pre-dispatches */
590 uint32_t num_sampler_prefetch;
591 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
592 };
593
594 static inline const char *
595 ir3_shader_stage(struct ir3_shader_variant *v)
596 {
597 switch (v->type) {
598 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
599 case MESA_SHADER_TESS_CTRL: return "TCS";
600 case MESA_SHADER_TESS_EVAL: return "TES";
601 case MESA_SHADER_GEOMETRY: return "GEOM";
602 case MESA_SHADER_FRAGMENT: return "FRAG";
603 case MESA_SHADER_COMPUTE: return "CL";
604 default:
605 unreachable("invalid type");
606 return NULL;
607 }
608 }
609
610 struct ir3_ubo_range {
611 uint32_t offset; /* start offset of this block in const register file */
612 uint32_t start, end; /* range of block that's actually used */
613 };
614
615 struct ir3_ubo_analysis_state {
616 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
617 uint32_t enabled;
618 uint32_t size;
619 uint32_t lower_count;
620 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
621 };
622
623
624 struct ir3_shader {
625 gl_shader_stage type;
626
627 /* shader id (for debug): */
628 uint32_t id;
629 uint32_t variant_count;
630
631 struct ir3_compiler *compiler;
632
633 struct ir3_ubo_analysis_state ubo_state;
634 struct ir3_const_state const_state;
635
636 struct nir_shader *nir;
637 struct ir3_stream_output_info stream_output;
638
639 struct ir3_shader_variant *variants;
640 mtx_t variants_lock;
641
642 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
643
644 /* Map from driver_location to byte offset in per-primitive storage */
645 unsigned output_loc[32];
646 };
647
648 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
649 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
650 struct ir3_shader_key *key, bool binning_pass, bool *created);
651 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
652 void ir3_shader_destroy(struct ir3_shader *shader);
653 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
654 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
655
656 int
657 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
658
659 /*
660 * Helper/util:
661 */
662
663 static inline int
664 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
665 {
666 int j;
667
668 for (j = 0; j < so->outputs_count; j++)
669 if (so->outputs[j].slot == slot)
670 return j;
671
672 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
673 * in the vertex shader.. but the fragment shader doesn't know this
674 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
675 * at link time if there is no matching OUT.BCOLOR[n], we must map
676 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
677 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
678 */
679 if (slot == VARYING_SLOT_BFC0) {
680 slot = VARYING_SLOT_COL0;
681 } else if (slot == VARYING_SLOT_BFC1) {
682 slot = VARYING_SLOT_COL1;
683 } else if (slot == VARYING_SLOT_COL0) {
684 slot = VARYING_SLOT_BFC0;
685 } else if (slot == VARYING_SLOT_COL1) {
686 slot = VARYING_SLOT_BFC1;
687 } else {
688 return 0;
689 }
690
691 for (j = 0; j < so->outputs_count; j++)
692 if (so->outputs[j].slot == slot)
693 return j;
694
695 debug_assert(0);
696
697 return 0;
698 }
699
700 static inline int
701 ir3_next_varying(const struct ir3_shader_variant *so, int i)
702 {
703 while (++i < so->inputs_count)
704 if (so->inputs[i].compmask && so->inputs[i].bary)
705 break;
706 return i;
707 }
708
709 struct ir3_shader_linkage {
710 uint8_t max_loc;
711 uint8_t cnt;
712 struct {
713 uint8_t regid;
714 uint8_t compmask;
715 uint8_t loc;
716 } var[32];
717 };
718
719 static inline void
720 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
721 {
722 int i = l->cnt++;
723
724 debug_assert(i < ARRAY_SIZE(l->var));
725
726 l->var[i].regid = regid;
727 l->var[i].compmask = compmask;
728 l->var[i].loc = loc;
729 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
730 }
731
732 static inline void
733 ir3_link_shaders(struct ir3_shader_linkage *l,
734 const struct ir3_shader_variant *vs,
735 const struct ir3_shader_variant *fs)
736 {
737 int j = -1, k;
738
739 while (l->cnt < ARRAY_SIZE(l->var)) {
740 j = ir3_next_varying(fs, j);
741
742 if (j >= fs->inputs_count)
743 break;
744
745 if (fs->inputs[j].inloc >= fs->total_in)
746 continue;
747
748 k = ir3_find_output(vs, fs->inputs[j].slot);
749
750 ir3_link_add(l, vs->outputs[k].regid,
751 fs->inputs[j].compmask, fs->inputs[j].inloc);
752 }
753 }
754
755 static inline uint32_t
756 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
757 {
758 int j;
759 for (j = 0; j < so->outputs_count; j++)
760 if (so->outputs[j].slot == slot) {
761 uint32_t regid = so->outputs[j].regid;
762 if (so->outputs[j].half)
763 regid |= HALF_REG_ID;
764 return regid;
765 }
766 return regid(63, 0);
767 }
768
769 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
770 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
771 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
772
773
774 static inline uint32_t
775 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
776 {
777 int j;
778 for (j = 0; j < so->inputs_count; j++)
779 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
780 return so->inputs[j].regid;
781 return regid(63, 0);
782 }
783
784 /* calculate register footprint in terms of half-regs (ie. one full
785 * reg counts as two half-regs).
786 */
787 static inline uint32_t
788 ir3_shader_halfregs(const struct ir3_shader_variant *v)
789 {
790 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
791 }
792
793 static inline uint32_t
794 ir3_shader_nibo(const struct ir3_shader_variant *v)
795 {
796 /* The dummy variant used in binning mode won't have an actual shader. */
797 if (!v->shader)
798 return 0;
799
800 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
801 }
802
803 #endif /* IR3_SHADER_H_ */