ir3: Plumb through bindless support
[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_CONSTANT_BUFFERS 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 bool
292 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
293 {
294 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
295 if (a->has_per_samp || b->has_per_samp)
296 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
297 return a->global == b->global;
298 }
299
300 /* will the two keys produce different lowering for a fragment shader? */
301 static inline bool
302 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
303 {
304 if (last_key->has_per_samp || key->has_per_samp) {
305 if ((last_key->fsaturate_s != key->fsaturate_s) ||
306 (last_key->fsaturate_t != key->fsaturate_t) ||
307 (last_key->fsaturate_r != key->fsaturate_r) ||
308 (last_key->fsamples != key->fsamples) ||
309 (last_key->fastc_srgb != key->fastc_srgb))
310 return true;
311 }
312
313 if (last_key->fclamp_color != key->fclamp_color)
314 return true;
315
316 if (last_key->color_two_side != key->color_two_side)
317 return true;
318
319 if (last_key->half_precision != key->half_precision)
320 return true;
321
322 if (last_key->rasterflat != key->rasterflat)
323 return true;
324
325 if (last_key->ucp_enables != key->ucp_enables)
326 return true;
327
328 return false;
329 }
330
331 /* will the two keys produce different lowering for a vertex shader? */
332 static inline bool
333 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
334 {
335 if (last_key->has_per_samp || key->has_per_samp) {
336 if ((last_key->vsaturate_s != key->vsaturate_s) ||
337 (last_key->vsaturate_t != key->vsaturate_t) ||
338 (last_key->vsaturate_r != key->vsaturate_r) ||
339 (last_key->vsamples != key->vsamples) ||
340 (last_key->vastc_srgb != key->vastc_srgb))
341 return true;
342 }
343
344 if (last_key->vclamp_color != key->vclamp_color)
345 return true;
346
347 if (last_key->ucp_enables != key->ucp_enables)
348 return true;
349
350 return false;
351 }
352
353 /* clears shader-key flags which don't apply to the given shader
354 * stage
355 */
356 static inline void
357 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
358 {
359 switch (type) {
360 case MESA_SHADER_FRAGMENT:
361 if (key->has_per_samp) {
362 key->vsaturate_s = 0;
363 key->vsaturate_t = 0;
364 key->vsaturate_r = 0;
365 key->vastc_srgb = 0;
366 key->vsamples = 0;
367 key->has_gs = false; /* FS doesn't care */
368 key->tessellation = IR3_TESS_NONE;
369 }
370 break;
371 case MESA_SHADER_VERTEX:
372 case MESA_SHADER_GEOMETRY:
373 key->color_two_side = false;
374 key->half_precision = false;
375 key->rasterflat = false;
376 if (key->has_per_samp) {
377 key->fsaturate_s = 0;
378 key->fsaturate_t = 0;
379 key->fsaturate_r = 0;
380 key->fastc_srgb = 0;
381 key->fsamples = 0;
382 }
383
384 /* VS and GS only care about whether or not we're tessellating. */
385 key->tessellation = !!key->tessellation;
386 break;
387 case MESA_SHADER_TESS_CTRL:
388 case MESA_SHADER_TESS_EVAL:
389 key->color_two_side = false;
390 key->half_precision = false;
391 key->rasterflat = false;
392 if (key->has_per_samp) {
393 key->fsaturate_s = 0;
394 key->fsaturate_t = 0;
395 key->fsaturate_r = 0;
396 key->fastc_srgb = 0;
397 key->fsamples = 0;
398 key->vsaturate_s = 0;
399 key->vsaturate_t = 0;
400 key->vsaturate_r = 0;
401 key->vastc_srgb = 0;
402 key->vsamples = 0;
403 }
404 break;
405 default:
406 /* TODO */
407 break;
408 }
409 }
410
411 /**
412 * On a4xx+a5xx, Images share state with textures and SSBOs:
413 *
414 * + Uses texture (cat5) state/instruction (isam) to read
415 * + Uses SSBO state and instructions (cat6) to write and for atomics
416 *
417 * Starting with a6xx, Images and SSBOs are basically the same thing,
418 * with texture state and isam also used for SSBO reads.
419 *
420 * On top of that, gallium makes the SSBO (shader_buffers) state semi
421 * sparse, with the first half of the state space used for atomic
422 * counters lowered to atomic buffers. We could ignore this, but I
423 * don't think we could *really* handle the case of a single shader
424 * that used the max # of textures + images + SSBOs. And once we are
425 * offsetting images by num_ssbos (or visa versa) to map them into
426 * the same hardware state, the hardware state has become coupled to
427 * the shader state, so at this point we might as well just use a
428 * mapping table to remap things from image/SSBO idx to hw idx.
429 *
430 * To make things less (more?) confusing, for the hw "SSBO" state
431 * (since it is really both SSBO and Image) I'll use the name "IBO"
432 */
433 struct ir3_ibo_mapping {
434 #define IBO_INVALID 0xff
435 /* Maps logical SSBO state to hw tex state: */
436 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
437
438 /* Maps logical Image state to hw tex state: */
439 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
440
441 /* Maps hw state back to logical SSBO or Image state:
442 *
443 * note IBO_SSBO ORd into values to indicate that the
444 * hw slot is used for SSBO state vs Image state.
445 */
446 #define IBO_SSBO 0x80
447 uint8_t tex_to_image[32];
448
449 uint8_t num_tex; /* including real textures */
450 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
451 };
452
453 /* Represents half register in regid */
454 #define HALF_REG_ID 0x100
455
456 struct ir3_shader_variant {
457 struct fd_bo *bo;
458
459 /* variant id (for debug) */
460 uint32_t id;
461
462 struct ir3_shader_key key;
463
464 /* vertex shaders can have an extra version for hwbinning pass,
465 * which is pointed to by so->binning:
466 */
467 bool binning_pass;
468 // union {
469 struct ir3_shader_variant *binning;
470 struct ir3_shader_variant *nonbinning;
471 // };
472
473 struct ir3_info info;
474 struct ir3 *ir;
475
476 /* Levels of nesting of flow control:
477 */
478 unsigned branchstack;
479
480 unsigned max_sun;
481 unsigned loops;
482
483 /* the instructions length is in units of instruction groups
484 * (4 instructions for a3xx, 16 instructions for a4xx.. each
485 * instruction is 2 dwords):
486 */
487 unsigned instrlen;
488
489 /* the constants length is in units of vec4's, and is the sum of
490 * the uniforms and the built-in compiler constants
491 */
492 unsigned constlen;
493
494 /* About Linkage:
495 * + Let the frag shader determine the position/compmask for the
496 * varyings, since it is the place where we know if the varying
497 * is actually used, and if so, which components are used. So
498 * what the hw calls "outloc" is taken from the "inloc" of the
499 * frag shader.
500 * + From the vert shader, we only need the output regid
501 */
502
503 bool frag_coord, frag_face, color0_mrt;
504
505 /* NOTE: for input/outputs, slot is:
506 * gl_vert_attrib - for VS inputs
507 * gl_varying_slot - for VS output / FS input
508 * gl_frag_result - for FS output
509 */
510
511 /* varyings/outputs: */
512 unsigned outputs_count;
513 struct {
514 uint8_t slot;
515 uint8_t regid;
516 bool half : 1;
517 } outputs[32 + 2]; /* +POSITION +PSIZE */
518 bool writes_pos, writes_smask, writes_psize;
519
520 /* attributes (VS) / varyings (FS):
521 * Note that sysval's should come *after* normal inputs.
522 */
523 unsigned inputs_count;
524 struct {
525 uint8_t slot;
526 uint8_t regid;
527 uint8_t compmask;
528 /* location of input (ie. offset passed to bary.f, etc). This
529 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
530 * have the OUTLOCn value offset by 8, presumably to account
531 * for gl_Position/gl_PointSize)
532 */
533 uint8_t inloc;
534 /* vertex shader specific: */
535 bool sysval : 1; /* slot is a gl_system_value */
536 /* fragment shader specific: */
537 bool bary : 1; /* fetched varying (vs one loaded into reg) */
538 bool rasterflat : 1; /* special handling for emit->rasterflat */
539 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
540 bool half : 1;
541 enum glsl_interp_mode interpolate;
542 } inputs[32 + 2]; /* +POSITION +FACE */
543
544 /* sum of input components (scalar). For frag shaders, it only counts
545 * the varying inputs:
546 */
547 unsigned total_in;
548
549 /* For frag shaders, the total number of inputs (not scalar,
550 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
551 */
552 unsigned varying_in;
553
554 /* Remapping table to map Image and SSBO to hw state: */
555 struct ir3_ibo_mapping image_mapping;
556
557 /* number of samplers/textures (which are currently 1:1): */
558 int num_samp;
559
560 /* is there an implicit sampler to read framebuffer (FS only).. if
561 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
562 * the last "real" texture)
563 */
564 bool fb_read;
565
566 /* do we have one or more SSBO instructions: */
567 bool has_ssbo;
568
569 /* Which bindless resources are used, for filling out sp_xs_config */
570 bool bindless_tex;
571 bool bindless_samp;
572 bool bindless_ibo;
573 bool bindless_ubo;
574
575 /* do we need derivatives: */
576 bool need_pixlod;
577
578 bool need_fine_derivatives;
579
580 /* do we have kill, image write, etc (which prevents early-z): */
581 bool no_earlyz;
582
583 bool per_samp;
584
585 /* for astc srgb workaround, the number/base of additional
586 * alpha tex states we need, and index of original tex states
587 */
588 struct {
589 unsigned base, count;
590 unsigned orig_idx[16];
591 } astc_srgb;
592
593 /* shader variants form a linked list: */
594 struct ir3_shader_variant *next;
595
596 /* replicated here to avoid passing extra ptrs everywhere: */
597 gl_shader_stage type;
598 struct ir3_shader *shader;
599
600 /* texture sampler pre-dispatches */
601 uint32_t num_sampler_prefetch;
602 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
603 };
604
605 static inline const char *
606 ir3_shader_stage(struct ir3_shader_variant *v)
607 {
608 switch (v->type) {
609 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
610 case MESA_SHADER_TESS_CTRL: return "TCS";
611 case MESA_SHADER_TESS_EVAL: return "TES";
612 case MESA_SHADER_GEOMETRY: return "GEOM";
613 case MESA_SHADER_FRAGMENT: return "FRAG";
614 case MESA_SHADER_COMPUTE: return "CL";
615 default:
616 unreachable("invalid type");
617 return NULL;
618 }
619 }
620
621 struct ir3_ubo_range {
622 uint32_t offset; /* start offset of this block in const register file */
623 uint32_t start, end; /* range of block that's actually used */
624 };
625
626 struct ir3_ubo_analysis_state {
627 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
628 uint32_t enabled;
629 uint32_t size;
630 uint32_t lower_count;
631 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
632 };
633
634
635 struct ir3_shader {
636 gl_shader_stage type;
637
638 /* shader id (for debug): */
639 uint32_t id;
640 uint32_t variant_count;
641
642 struct ir3_compiler *compiler;
643
644 struct ir3_ubo_analysis_state ubo_state;
645 struct ir3_const_state const_state;
646
647 struct nir_shader *nir;
648 struct ir3_stream_output_info stream_output;
649
650 struct ir3_shader_variant *variants;
651 mtx_t variants_lock;
652
653 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
654
655 /* Map from driver_location to byte offset in per-primitive storage */
656 unsigned output_loc[32];
657 };
658
659 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
660 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
661 struct ir3_shader_key *key, bool binning_pass, bool *created);
662 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
663 void ir3_shader_destroy(struct ir3_shader *shader);
664 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
665 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
666
667 int
668 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
669
670 /*
671 * Helper/util:
672 */
673
674 static inline int
675 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
676 {
677 int j;
678
679 for (j = 0; j < so->outputs_count; j++)
680 if (so->outputs[j].slot == slot)
681 return j;
682
683 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
684 * in the vertex shader.. but the fragment shader doesn't know this
685 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
686 * at link time if there is no matching OUT.BCOLOR[n], we must map
687 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
688 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
689 */
690 if (slot == VARYING_SLOT_BFC0) {
691 slot = VARYING_SLOT_COL0;
692 } else if (slot == VARYING_SLOT_BFC1) {
693 slot = VARYING_SLOT_COL1;
694 } else if (slot == VARYING_SLOT_COL0) {
695 slot = VARYING_SLOT_BFC0;
696 } else if (slot == VARYING_SLOT_COL1) {
697 slot = VARYING_SLOT_BFC1;
698 } else {
699 return 0;
700 }
701
702 for (j = 0; j < so->outputs_count; j++)
703 if (so->outputs[j].slot == slot)
704 return j;
705
706 debug_assert(0);
707
708 return 0;
709 }
710
711 static inline int
712 ir3_next_varying(const struct ir3_shader_variant *so, int i)
713 {
714 while (++i < so->inputs_count)
715 if (so->inputs[i].compmask && so->inputs[i].bary)
716 break;
717 return i;
718 }
719
720 struct ir3_shader_linkage {
721 uint8_t max_loc;
722 uint8_t cnt;
723 struct {
724 uint8_t regid;
725 uint8_t compmask;
726 uint8_t loc;
727 } var[32];
728 };
729
730 static inline void
731 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
732 {
733 int i = l->cnt++;
734
735 debug_assert(i < ARRAY_SIZE(l->var));
736
737 l->var[i].regid = regid;
738 l->var[i].compmask = compmask;
739 l->var[i].loc = loc;
740 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
741 }
742
743 static inline void
744 ir3_link_shaders(struct ir3_shader_linkage *l,
745 const struct ir3_shader_variant *vs,
746 const struct ir3_shader_variant *fs)
747 {
748 int j = -1, k;
749
750 while (l->cnt < ARRAY_SIZE(l->var)) {
751 j = ir3_next_varying(fs, j);
752
753 if (j >= fs->inputs_count)
754 break;
755
756 if (fs->inputs[j].inloc >= fs->total_in)
757 continue;
758
759 k = ir3_find_output(vs, fs->inputs[j].slot);
760
761 ir3_link_add(l, vs->outputs[k].regid,
762 fs->inputs[j].compmask, fs->inputs[j].inloc);
763 }
764 }
765
766 static inline uint32_t
767 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
768 {
769 int j;
770 for (j = 0; j < so->outputs_count; j++)
771 if (so->outputs[j].slot == slot) {
772 uint32_t regid = so->outputs[j].regid;
773 if (so->outputs[j].half)
774 regid |= HALF_REG_ID;
775 return regid;
776 }
777 return regid(63, 0);
778 }
779
780 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
781 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
782 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
783
784
785 static inline uint32_t
786 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
787 {
788 int j;
789 for (j = 0; j < so->inputs_count; j++)
790 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
791 return so->inputs[j].regid;
792 return regid(63, 0);
793 }
794
795 /* calculate register footprint in terms of half-regs (ie. one full
796 * reg counts as two half-regs).
797 */
798 static inline uint32_t
799 ir3_shader_halfregs(const struct ir3_shader_variant *v)
800 {
801 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
802 }
803
804 static inline uint32_t
805 ir3_shader_nibo(const struct ir3_shader_variant *v)
806 {
807 /* The dummy variant used in binning mode won't have an actual shader. */
808 if (!v->shader)
809 return 0;
810
811 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
812 }
813
814 #endif /* IR3_SHADER_H_ */