freedreno/ir3: Add ir3 intrinsics for tessellation
[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 /* user-clip-plane components, up to 8x vec4's: */
61 IR3_DP_UCP0_X = 4,
62 /* .... */
63 IR3_DP_UCP7_W = 35,
64 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
65 };
66
67 #define IR3_MAX_SHADER_BUFFERS 32
68 #define IR3_MAX_SHADER_IMAGES 32
69 #define IR3_MAX_SO_BUFFERS 4
70 #define IR3_MAX_SO_OUTPUTS 64
71 #define IR3_MAX_CONSTANT_BUFFERS 32
72
73
74 /**
75 * Describes the layout of shader consts. This includes:
76 * + Driver lowered UBO ranges
77 * + SSBO sizes
78 * + Image sizes/dimensions
79 * + Driver params (ie. IR3_DP_*)
80 * + TFBO addresses (for generations that do not have hardware streamout)
81 * + Lowered immediates
82 *
83 * For consts needed to pass internal values to shader which may or may not
84 * be required, rather than allocating worst-case const space, we scan the
85 * shader and allocate consts as-needed:
86 *
87 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
88 * for a given SSBO
89 *
90 * + Image dimensions: needed to calculate pixel offset, but only for
91 * images that have a image_store intrinsic
92 *
93 * Layout of constant registers, each section aligned to vec4. Note
94 * that pointer size (ubo, etc) changes depending on generation.
95 *
96 * user consts
97 * UBO addresses
98 * SSBO sizes
99 * if (vertex shader) {
100 * driver params (IR3_DP_*)
101 * if (stream_output.num_outputs > 0)
102 * stream-out addresses
103 * } else if (compute_shader) {
104 * driver params (IR3_DP_*)
105 * }
106 * immediates
107 *
108 * Immediates go last mostly because they are inserted in the CP pass
109 * after the nir -> ir3 frontend.
110 *
111 * Note UBO size in bytes should be aligned to vec4
112 */
113 struct ir3_const_state {
114 unsigned num_ubos;
115 unsigned num_driver_params; /* scalar */
116
117 struct {
118 /* user const start at zero */
119 unsigned ubo;
120 /* NOTE that a3xx might need a section for SSBO addresses too */
121 unsigned ssbo_sizes;
122 unsigned image_dims;
123 unsigned driver_param;
124 unsigned tfbo;
125 unsigned primitive_param;
126 unsigned primitive_map;
127 unsigned immediate;
128 } offsets;
129
130 struct {
131 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
132 uint32_t count; /* number of consts allocated */
133 /* one const allocated per SSBO which has get_buffer_size,
134 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
135 * consts:
136 */
137 uint32_t off[IR3_MAX_SHADER_BUFFERS];
138 } ssbo_size;
139
140 struct {
141 uint32_t mask; /* bitmask of images that have image_store */
142 uint32_t count; /* number of consts allocated */
143 /* three const allocated per image which has image_store:
144 * + cpp (bytes per pixel)
145 * + pitch (y pitch)
146 * + array_pitch (z pitch)
147 */
148 uint32_t off[IR3_MAX_SHADER_IMAGES];
149 } image_dims;
150
151 unsigned immediate_idx;
152 unsigned immediates_count;
153 unsigned immediates_size;
154 struct {
155 uint32_t val[4];
156 } *immediates;
157 };
158
159 /**
160 * A single output for vertex transform feedback.
161 */
162 struct ir3_stream_output {
163 unsigned register_index:6; /**< 0 to 63 (OUT index) */
164 unsigned start_component:2; /** 0 to 3 */
165 unsigned num_components:3; /** 1 to 4 */
166 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
167 unsigned dst_offset:16; /**< offset into the buffer in dwords */
168 unsigned stream:2; /**< 0 to 3 */
169 };
170
171 /**
172 * Stream output for vertex transform feedback.
173 */
174 struct ir3_stream_output_info {
175 unsigned num_outputs;
176 /** stride for an entire vertex for each buffer in dwords */
177 uint16_t stride[IR3_MAX_SO_BUFFERS];
178
179 /**
180 * Array of stream outputs, in the order they are to be written in.
181 * Selected components are tightly packed into the output buffer.
182 */
183 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
184 };
185
186
187 /**
188 * Starting from a4xx, HW supports pre-dispatching texture sampling
189 * instructions prior to scheduling a shader stage, when the
190 * coordinate maps exactly to an output of the previous stage.
191 */
192
193 /**
194 * There is a limit in the number of pre-dispatches allowed for any
195 * given stage.
196 */
197 #define IR3_MAX_SAMPLER_PREFETCH 4
198
199 /**
200 * This is the output stream value for 'cmd', as used by blob. It may
201 * encode the return type (in 3 bits) but it hasn't been verified yet.
202 */
203 #define IR3_SAMPLER_PREFETCH_CMD 0x4
204
205 /**
206 * Stream output for texture sampling pre-dispatches.
207 */
208 struct ir3_sampler_prefetch {
209 uint8_t src;
210 uint8_t samp_id;
211 uint8_t tex_id;
212 uint8_t dst;
213 uint8_t wrmask;
214 uint8_t half_precision;
215 uint8_t cmd;
216 };
217
218
219 /* Configuration key used to identify a shader variant.. different
220 * shader variants can be used to implement features not supported
221 * in hw (two sided color), binning-pass vertex shader, etc.
222 */
223 struct ir3_shader_key {
224 union {
225 struct {
226 /*
227 * Combined Vertex/Fragment shader parameters:
228 */
229 unsigned ucp_enables : 8;
230
231 /* do we need to check {v,f}saturate_{s,t,r}? */
232 unsigned has_per_samp : 1;
233
234 /*
235 * Vertex shader variant parameters:
236 */
237 unsigned vclamp_color : 1;
238
239 /*
240 * Fragment shader variant parameters:
241 */
242 unsigned sample_shading : 1;
243 unsigned msaa : 1;
244 unsigned color_two_side : 1;
245 unsigned half_precision : 1;
246 /* used when shader needs to handle flat varyings (a4xx)
247 * for front/back color inputs to frag shader:
248 */
249 unsigned rasterflat : 1;
250 unsigned fclamp_color : 1;
251
252 unsigned has_gs : 1;
253 };
254 uint32_t global;
255 };
256
257 /* bitmask of sampler which needs coords clamped for vertex
258 * shader:
259 */
260 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
261
262 /* bitmask of sampler which needs coords clamped for frag
263 * shader:
264 */
265 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
266
267 /* bitmask of ms shifts */
268 uint32_t vsamples, fsamples;
269
270 /* bitmask of samplers which need astc srgb workaround: */
271 uint16_t vastc_srgb, fastc_srgb;
272 };
273
274 static inline bool
275 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
276 {
277 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
278 if (a->has_per_samp || b->has_per_samp)
279 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
280 return a->global == b->global;
281 }
282
283 /* will the two keys produce different lowering for a fragment shader? */
284 static inline bool
285 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
286 {
287 if (last_key->has_per_samp || key->has_per_samp) {
288 if ((last_key->fsaturate_s != key->fsaturate_s) ||
289 (last_key->fsaturate_t != key->fsaturate_t) ||
290 (last_key->fsaturate_r != key->fsaturate_r) ||
291 (last_key->fsamples != key->fsamples) ||
292 (last_key->fastc_srgb != key->fastc_srgb))
293 return true;
294 }
295
296 if (last_key->fclamp_color != key->fclamp_color)
297 return true;
298
299 if (last_key->color_two_side != key->color_two_side)
300 return true;
301
302 if (last_key->half_precision != key->half_precision)
303 return true;
304
305 if (last_key->rasterflat != key->rasterflat)
306 return true;
307
308 if (last_key->ucp_enables != key->ucp_enables)
309 return true;
310
311 return false;
312 }
313
314 /* will the two keys produce different lowering for a vertex shader? */
315 static inline bool
316 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
317 {
318 if (last_key->has_per_samp || key->has_per_samp) {
319 if ((last_key->vsaturate_s != key->vsaturate_s) ||
320 (last_key->vsaturate_t != key->vsaturate_t) ||
321 (last_key->vsaturate_r != key->vsaturate_r) ||
322 (last_key->vsamples != key->vsamples) ||
323 (last_key->vastc_srgb != key->vastc_srgb))
324 return true;
325 }
326
327 if (last_key->vclamp_color != key->vclamp_color)
328 return true;
329
330 if (last_key->ucp_enables != key->ucp_enables)
331 return true;
332
333 return false;
334 }
335
336 /* clears shader-key flags which don't apply to the given shader
337 * stage
338 */
339 static inline void
340 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
341 {
342 switch (type) {
343 case MESA_SHADER_FRAGMENT:
344 if (key->has_per_samp) {
345 key->vsaturate_s = 0;
346 key->vsaturate_t = 0;
347 key->vsaturate_r = 0;
348 key->vastc_srgb = 0;
349 key->vsamples = 0;
350 key->has_gs = false; /* FS doesn't care */
351 }
352 break;
353 case MESA_SHADER_VERTEX:
354 case MESA_SHADER_GEOMETRY:
355 key->color_two_side = false;
356 key->half_precision = false;
357 key->rasterflat = false;
358 if (key->has_per_samp) {
359 key->fsaturate_s = 0;
360 key->fsaturate_t = 0;
361 key->fsaturate_r = 0;
362 key->fastc_srgb = 0;
363 key->fsamples = 0;
364 }
365 break;
366 default:
367 /* TODO */
368 break;
369 }
370 }
371
372 /**
373 * On a4xx+a5xx, Images share state with textures and SSBOs:
374 *
375 * + Uses texture (cat5) state/instruction (isam) to read
376 * + Uses SSBO state and instructions (cat6) to write and for atomics
377 *
378 * Starting with a6xx, Images and SSBOs are basically the same thing,
379 * with texture state and isam also used for SSBO reads.
380 *
381 * On top of that, gallium makes the SSBO (shader_buffers) state semi
382 * sparse, with the first half of the state space used for atomic
383 * counters lowered to atomic buffers. We could ignore this, but I
384 * don't think we could *really* handle the case of a single shader
385 * that used the max # of textures + images + SSBOs. And once we are
386 * offsetting images by num_ssbos (or visa versa) to map them into
387 * the same hardware state, the hardware state has become coupled to
388 * the shader state, so at this point we might as well just use a
389 * mapping table to remap things from image/SSBO idx to hw idx.
390 *
391 * To make things less (more?) confusing, for the hw "SSBO" state
392 * (since it is really both SSBO and Image) I'll use the name "IBO"
393 */
394 struct ir3_ibo_mapping {
395 #define IBO_INVALID 0xff
396 /* Maps logical SSBO state to hw state: */
397 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
398 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
399
400 /* Maps logical Image state to hw state: */
401 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
402 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
403
404 /* Maps hw state back to logical SSBO or Image state:
405 *
406 * note IBO_SSBO ORd into values to indicate that the
407 * hw slot is used for SSBO state vs Image state.
408 */
409 #define IBO_SSBO 0x80
410 uint8_t ibo_to_image[32];
411 uint8_t tex_to_image[32];
412
413 uint8_t num_ibo;
414 uint8_t num_tex; /* including real textures */
415 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
416 };
417
418 /* Represents half register in regid */
419 #define HALF_REG_ID 0x100
420
421 struct ir3_shader_variant {
422 struct fd_bo *bo;
423
424 /* variant id (for debug) */
425 uint32_t id;
426
427 struct ir3_shader_key key;
428
429 /* vertex shaders can have an extra version for hwbinning pass,
430 * which is pointed to by so->binning:
431 */
432 bool binning_pass;
433 // union {
434 struct ir3_shader_variant *binning;
435 struct ir3_shader_variant *nonbinning;
436 // };
437
438 struct ir3_info info;
439 struct ir3 *ir;
440
441 /* Levels of nesting of flow control:
442 */
443 unsigned branchstack;
444
445 unsigned max_sun;
446 unsigned loops;
447
448 /* the instructions length is in units of instruction groups
449 * (4 instructions for a3xx, 16 instructions for a4xx.. each
450 * instruction is 2 dwords):
451 */
452 unsigned instrlen;
453
454 /* the constants length is in units of vec4's, and is the sum of
455 * the uniforms and the built-in compiler constants
456 */
457 unsigned constlen;
458
459 /* About Linkage:
460 * + Let the frag shader determine the position/compmask for the
461 * varyings, since it is the place where we know if the varying
462 * is actually used, and if so, which components are used. So
463 * what the hw calls "outloc" is taken from the "inloc" of the
464 * frag shader.
465 * + From the vert shader, we only need the output regid
466 */
467
468 bool frag_coord, frag_face, color0_mrt;
469
470 /* NOTE: for input/outputs, slot is:
471 * gl_vert_attrib - for VS inputs
472 * gl_varying_slot - for VS output / FS input
473 * gl_frag_result - for FS output
474 */
475
476 /* varyings/outputs: */
477 unsigned outputs_count;
478 struct {
479 uint8_t slot;
480 uint8_t regid;
481 bool half : 1;
482 } outputs[32 + 2]; /* +POSITION +PSIZE */
483 bool writes_pos, writes_smask, writes_psize;
484
485 /* attributes (VS) / varyings (FS):
486 * Note that sysval's should come *after* normal inputs.
487 */
488 unsigned inputs_count;
489 struct {
490 uint8_t slot;
491 uint8_t regid;
492 uint8_t compmask;
493 /* location of input (ie. offset passed to bary.f, etc). This
494 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
495 * have the OUTLOCn value offset by 8, presumably to account
496 * for gl_Position/gl_PointSize)
497 */
498 uint8_t inloc;
499 /* vertex shader specific: */
500 bool sysval : 1; /* slot is a gl_system_value */
501 /* fragment shader specific: */
502 bool bary : 1; /* fetched varying (vs one loaded into reg) */
503 bool rasterflat : 1; /* special handling for emit->rasterflat */
504 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
505 bool half : 1;
506 enum glsl_interp_mode interpolate;
507 } inputs[32 + 2]; /* +POSITION +FACE */
508
509 /* sum of input components (scalar). For frag shaders, it only counts
510 * the varying inputs:
511 */
512 unsigned total_in;
513
514 /* For frag shaders, the total number of inputs (not scalar,
515 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
516 */
517 unsigned varying_in;
518
519 /* Remapping table to map Image and SSBO to hw state: */
520 struct ir3_ibo_mapping image_mapping;
521
522 /* number of samplers/textures (which are currently 1:1): */
523 int num_samp;
524
525 /* is there an implicit sampler to read framebuffer (FS only).. if
526 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
527 * the last "real" texture)
528 */
529 bool fb_read;
530
531 /* do we have one or more SSBO instructions: */
532 bool has_ssbo;
533
534 /* do we need derivatives: */
535 bool need_pixlod;
536
537 /* do we have kill, image write, etc (which prevents early-z): */
538 bool no_earlyz;
539
540 bool per_samp;
541
542 /* for astc srgb workaround, the number/base of additional
543 * alpha tex states we need, and index of original tex states
544 */
545 struct {
546 unsigned base, count;
547 unsigned orig_idx[16];
548 } astc_srgb;
549
550 /* shader variants form a linked list: */
551 struct ir3_shader_variant *next;
552
553 /* replicated here to avoid passing extra ptrs everywhere: */
554 gl_shader_stage type;
555 struct ir3_shader *shader;
556
557 /* texture sampler pre-dispatches */
558 uint32_t num_sampler_prefetch;
559 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
560 };
561
562 static inline const char *
563 ir3_shader_stage(struct ir3_shader_variant *v)
564 {
565 switch (v->type) {
566 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
567 case MESA_SHADER_TESS_CTRL: return "TCS";
568 case MESA_SHADER_TESS_EVAL: return "TES";
569 case MESA_SHADER_GEOMETRY: return "GEOM";
570 case MESA_SHADER_FRAGMENT: return "FRAG";
571 case MESA_SHADER_COMPUTE: return "CL";
572 default:
573 unreachable("invalid type");
574 return NULL;
575 }
576 }
577
578 struct ir3_ubo_range {
579 uint32_t offset; /* start offset of this block in const register file */
580 uint32_t start, end; /* range of block that's actually used */
581 };
582
583 struct ir3_ubo_analysis_state {
584 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
585 uint32_t size;
586 uint32_t lower_count;
587 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
588 };
589
590
591 struct ir3_shader {
592 gl_shader_stage type;
593
594 /* shader id (for debug): */
595 uint32_t id;
596 uint32_t variant_count;
597
598 /* so we know when we can disable TGSI related hacks: */
599 bool from_tgsi;
600
601 struct ir3_compiler *compiler;
602
603 struct ir3_ubo_analysis_state ubo_state;
604 struct ir3_const_state const_state;
605
606 struct nir_shader *nir;
607 struct ir3_stream_output_info stream_output;
608
609 struct ir3_shader_variant *variants;
610 mtx_t variants_lock;
611
612 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
613
614 /* Map from driver_location to byte offset in per-primitive storage */
615 unsigned output_loc[32];
616 };
617
618 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
619 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
620 struct ir3_shader_key *key, bool binning_pass, bool *created);
621 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
622 void ir3_shader_destroy(struct ir3_shader *shader);
623 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
624 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
625
626 int
627 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
628
629 /*
630 * Helper/util:
631 */
632
633 static inline int
634 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
635 {
636 int j;
637
638 for (j = 0; j < so->outputs_count; j++)
639 if (so->outputs[j].slot == slot)
640 return j;
641
642 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
643 * in the vertex shader.. but the fragment shader doesn't know this
644 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
645 * at link time if there is no matching OUT.BCOLOR[n], we must map
646 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
647 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
648 */
649 if (slot == VARYING_SLOT_BFC0) {
650 slot = VARYING_SLOT_COL0;
651 } else if (slot == VARYING_SLOT_BFC1) {
652 slot = VARYING_SLOT_COL1;
653 } else if (slot == VARYING_SLOT_COL0) {
654 slot = VARYING_SLOT_BFC0;
655 } else if (slot == VARYING_SLOT_COL1) {
656 slot = VARYING_SLOT_BFC1;
657 } else {
658 return 0;
659 }
660
661 for (j = 0; j < so->outputs_count; j++)
662 if (so->outputs[j].slot == slot)
663 return j;
664
665 debug_assert(0);
666
667 return 0;
668 }
669
670 static inline int
671 ir3_next_varying(const struct ir3_shader_variant *so, int i)
672 {
673 while (++i < so->inputs_count)
674 if (so->inputs[i].compmask && so->inputs[i].bary)
675 break;
676 return i;
677 }
678
679 struct ir3_shader_linkage {
680 uint8_t max_loc;
681 uint8_t cnt;
682 struct {
683 uint8_t regid;
684 uint8_t compmask;
685 uint8_t loc;
686 } var[32];
687 };
688
689 static inline void
690 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
691 {
692 int i = l->cnt++;
693
694 debug_assert(i < ARRAY_SIZE(l->var));
695
696 l->var[i].regid = regid;
697 l->var[i].compmask = compmask;
698 l->var[i].loc = loc;
699 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
700 }
701
702 static inline void
703 ir3_link_shaders(struct ir3_shader_linkage *l,
704 const struct ir3_shader_variant *vs,
705 const struct ir3_shader_variant *fs)
706 {
707 int j = -1, k;
708
709 while (l->cnt < ARRAY_SIZE(l->var)) {
710 j = ir3_next_varying(fs, j);
711
712 if (j >= fs->inputs_count)
713 break;
714
715 if (fs->inputs[j].inloc >= fs->total_in)
716 continue;
717
718 k = ir3_find_output(vs, fs->inputs[j].slot);
719
720 ir3_link_add(l, vs->outputs[k].regid,
721 fs->inputs[j].compmask, fs->inputs[j].inloc);
722 }
723 }
724
725 static inline uint32_t
726 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
727 {
728 int j;
729 for (j = 0; j < so->outputs_count; j++)
730 if (so->outputs[j].slot == slot) {
731 uint32_t regid = so->outputs[j].regid;
732 if (so->outputs[j].half)
733 regid |= HALF_REG_ID;
734 return regid;
735 }
736 return regid(63, 0);
737 }
738
739 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
740 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
741 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
742
743
744 static inline uint32_t
745 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
746 {
747 int j;
748 for (j = 0; j < so->inputs_count; j++)
749 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
750 return so->inputs[j].regid;
751 return regid(63, 0);
752 }
753
754 /* calculate register footprint in terms of half-regs (ie. one full
755 * reg counts as two half-regs).
756 */
757 static inline uint32_t
758 ir3_shader_halfregs(const struct ir3_shader_variant *v)
759 {
760 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
761 }
762
763 #endif /* IR3_SHADER_H_ */