ir3: Include ir3_compiler from ir3_shader
[mesa.git] / src / freedreno / ir3 / ir3_shader.h
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "c11/threads.h"
33 #include "compiler/shader_enums.h"
34 #include "compiler/nir/nir.h"
35 #include "util/bitscan.h"
36
37 #include "ir3_compiler.h"
38
39 struct glsl_type;
40
41 /* driver param indices: */
42 enum ir3_driver_param {
43 /* compute shader driver params: */
44 IR3_DP_NUM_WORK_GROUPS_X = 0,
45 IR3_DP_NUM_WORK_GROUPS_Y = 1,
46 IR3_DP_NUM_WORK_GROUPS_Z = 2,
47 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
48 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
49 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
50 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
51 * glDispatchComputeIndirect() needs to load these from
52 * the info->indirect buffer. Keep that in mind when/if
53 * adding any addition CS driver params.
54 */
55 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
56
57 /* vertex shader driver params: */
58 IR3_DP_DRAWID = 0,
59 IR3_DP_VTXID_BASE = 1,
60 IR3_DP_INSTID_BASE = 2,
61 IR3_DP_VTXCNT_MAX = 3,
62 /* user-clip-plane components, up to 8x vec4's: */
63 IR3_DP_UCP0_X = 4,
64 /* .... */
65 IR3_DP_UCP7_W = 35,
66 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
67 };
68
69 #define IR3_MAX_SHADER_BUFFERS 32
70 #define IR3_MAX_SHADER_IMAGES 32
71 #define IR3_MAX_SO_BUFFERS 4
72 #define IR3_MAX_SO_STREAMS 4
73 #define IR3_MAX_SO_OUTPUTS 64
74 #define IR3_MAX_UBO_PUSH_RANGES 32
75
76 /**
77 * Description of a lowered UBO.
78 */
79 struct ir3_ubo_info {
80 uint32_t block; /* Which constant block */
81 uint16_t bindless_base; /* For bindless, which base register is used */
82 bool bindless;
83 };
84
85 /**
86 * Description of a range of a lowered UBO access.
87 *
88 * Drivers should not assume that there are not multiple disjoint
89 * lowered ranges of a single UBO.
90 */
91 struct ir3_ubo_range {
92 struct ir3_ubo_info ubo;
93 uint32_t offset; /* start offset to push in the const register file */
94 uint32_t start, end; /* range of block that's actually used */
95 };
96
97 struct ir3_ubo_analysis_state {
98 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
99 uint32_t num_enabled;
100 uint32_t size;
101 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
102 };
103
104 /**
105 * Describes the layout of shader consts. This includes:
106 * + User consts + driver lowered UBO ranges
107 * + SSBO sizes
108 * + Image sizes/dimensions
109 * + Driver params (ie. IR3_DP_*)
110 * + TFBO addresses (for generations that do not have hardware streamout)
111 * + Lowered immediates
112 *
113 * For consts needed to pass internal values to shader which may or may not
114 * be required, rather than allocating worst-case const space, we scan the
115 * shader and allocate consts as-needed:
116 *
117 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
118 * for a given SSBO
119 *
120 * + Image dimensions: needed to calculate pixel offset, but only for
121 * images that have a image_store intrinsic
122 *
123 * Layout of constant registers, each section aligned to vec4. Note
124 * that pointer size (ubo, etc) changes depending on generation.
125 *
126 * user consts
127 * UBO addresses
128 * SSBO sizes
129 * if (vertex shader) {
130 * driver params (IR3_DP_*)
131 * if (stream_output.num_outputs > 0)
132 * stream-out addresses
133 * } else if (compute_shader) {
134 * driver params (IR3_DP_*)
135 * }
136 * immediates
137 *
138 * Immediates go last mostly because they are inserted in the CP pass
139 * after the nir -> ir3 frontend.
140 *
141 * Note UBO size in bytes should be aligned to vec4
142 */
143 struct ir3_const_state {
144 unsigned num_ubos;
145 unsigned num_driver_params; /* scalar */
146
147 struct {
148 /* user const start at zero */
149 unsigned ubo;
150 /* NOTE that a3xx might need a section for SSBO addresses too */
151 unsigned ssbo_sizes;
152 unsigned image_dims;
153 unsigned driver_param;
154 unsigned tfbo;
155 unsigned primitive_param;
156 unsigned primitive_map;
157 unsigned immediate;
158 } offsets;
159
160 struct {
161 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
162 uint32_t count; /* number of consts allocated */
163 /* one const allocated per SSBO which has get_buffer_size,
164 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
165 * consts:
166 */
167 uint32_t off[IR3_MAX_SHADER_BUFFERS];
168 } ssbo_size;
169
170 struct {
171 uint32_t mask; /* bitmask of images that have image_store */
172 uint32_t count; /* number of consts allocated */
173 /* three const allocated per image which has image_store:
174 * + cpp (bytes per pixel)
175 * + pitch (y pitch)
176 * + array_pitch (z pitch)
177 */
178 uint32_t off[IR3_MAX_SHADER_IMAGES];
179 } image_dims;
180
181 unsigned immediate_idx;
182 unsigned immediates_count;
183 unsigned immediates_size;
184 struct {
185 uint32_t val[4];
186 } *immediates;
187
188 /* State of ubo access lowered to push consts: */
189 struct ir3_ubo_analysis_state ubo_state;
190 };
191
192 /**
193 * A single output for vertex transform feedback.
194 */
195 struct ir3_stream_output {
196 unsigned register_index:6; /**< 0 to 63 (OUT index) */
197 unsigned start_component:2; /** 0 to 3 */
198 unsigned num_components:3; /** 1 to 4 */
199 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
200 unsigned dst_offset:16; /**< offset into the buffer in dwords */
201 unsigned stream:2; /**< 0 to 3 */
202 };
203
204 /**
205 * Stream output for vertex transform feedback.
206 */
207 struct ir3_stream_output_info {
208 unsigned num_outputs;
209 /** stride for an entire vertex for each buffer in dwords */
210 uint16_t stride[IR3_MAX_SO_BUFFERS];
211
212 /**
213 * Array of stream outputs, in the order they are to be written in.
214 * Selected components are tightly packed into the output buffer.
215 */
216 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
217 };
218
219
220 /**
221 * Starting from a4xx, HW supports pre-dispatching texture sampling
222 * instructions prior to scheduling a shader stage, when the
223 * coordinate maps exactly to an output of the previous stage.
224 */
225
226 /**
227 * There is a limit in the number of pre-dispatches allowed for any
228 * given stage.
229 */
230 #define IR3_MAX_SAMPLER_PREFETCH 4
231
232 /**
233 * This is the output stream value for 'cmd', as used by blob. It may
234 * encode the return type (in 3 bits) but it hasn't been verified yet.
235 */
236 #define IR3_SAMPLER_PREFETCH_CMD 0x4
237 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
238
239 /**
240 * Stream output for texture sampling pre-dispatches.
241 */
242 struct ir3_sampler_prefetch {
243 uint8_t src;
244 uint8_t samp_id;
245 uint8_t tex_id;
246 uint16_t samp_bindless_id;
247 uint16_t tex_bindless_id;
248 uint8_t dst;
249 uint8_t wrmask;
250 uint8_t half_precision;
251 uint8_t cmd;
252 };
253
254
255 /* Configuration key used to identify a shader variant.. different
256 * shader variants can be used to implement features not supported
257 * in hw (two sided color), binning-pass vertex shader, etc.
258 *
259 * When adding to this struct, please update ir3_shader_variant()'s debug
260 * output.
261 */
262 struct ir3_shader_key {
263 union {
264 struct {
265 /*
266 * Combined Vertex/Fragment shader parameters:
267 */
268 unsigned ucp_enables : 8;
269
270 /* do we need to check {v,f}saturate_{s,t,r}? */
271 unsigned has_per_samp : 1;
272
273 /*
274 * Vertex shader variant parameters:
275 */
276 unsigned vclamp_color : 1;
277
278 /*
279 * Fragment shader variant parameters:
280 */
281 unsigned sample_shading : 1;
282 unsigned msaa : 1;
283 unsigned color_two_side : 1;
284 /* used when shader needs to handle flat varyings (a4xx)
285 * for front/back color inputs to frag shader:
286 */
287 unsigned rasterflat : 1;
288 unsigned fclamp_color : 1;
289
290 /* Indicates that this is a tessellation pipeline which requires a
291 * whole different kind of vertex shader. In case of
292 * tessellation, this field also tells us which kind of output
293 * topology the TES uses, which the TCS needs to know.
294 */
295 #define IR3_TESS_NONE 0
296 #define IR3_TESS_TRIANGLES 1
297 #define IR3_TESS_QUADS 2
298 #define IR3_TESS_ISOLINES 3
299 unsigned tessellation : 2;
300
301 unsigned has_gs : 1;
302 };
303 uint32_t global;
304 };
305
306 /* bitmask of sampler which needs coords clamped for vertex
307 * shader:
308 */
309 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
310
311 /* bitmask of sampler which needs coords clamped for frag
312 * shader:
313 */
314 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
315
316 /* bitmask of ms shifts */
317 uint32_t vsamples, fsamples;
318
319 /* bitmask of samplers which need astc srgb workaround: */
320 uint16_t vastc_srgb, fastc_srgb;
321 };
322
323 static inline unsigned
324 ir3_tess_mode(unsigned gl_tess_mode)
325 {
326 switch (gl_tess_mode) {
327 case GL_ISOLINES:
328 return IR3_TESS_ISOLINES;
329 case GL_TRIANGLES:
330 return IR3_TESS_TRIANGLES;
331 case GL_QUADS:
332 return IR3_TESS_QUADS;
333 default:
334 unreachable("bad tessmode");
335 }
336 }
337
338 static inline bool
339 ir3_shader_key_equal(const struct ir3_shader_key *a, const struct ir3_shader_key *b)
340 {
341 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
342 if (a->has_per_samp || b->has_per_samp)
343 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
344 return a->global == b->global;
345 }
346
347 /* will the two keys produce different lowering for a fragment shader? */
348 static inline bool
349 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
350 {
351 if (last_key->has_per_samp || key->has_per_samp) {
352 if ((last_key->fsaturate_s != key->fsaturate_s) ||
353 (last_key->fsaturate_t != key->fsaturate_t) ||
354 (last_key->fsaturate_r != key->fsaturate_r) ||
355 (last_key->fsamples != key->fsamples) ||
356 (last_key->fastc_srgb != key->fastc_srgb))
357 return true;
358 }
359
360 if (last_key->fclamp_color != key->fclamp_color)
361 return true;
362
363 if (last_key->color_two_side != key->color_two_side)
364 return true;
365
366 if (last_key->rasterflat != key->rasterflat)
367 return true;
368
369 if (last_key->ucp_enables != key->ucp_enables)
370 return true;
371
372 return false;
373 }
374
375 /* will the two keys produce different lowering for a vertex shader? */
376 static inline bool
377 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
378 {
379 if (last_key->has_per_samp || key->has_per_samp) {
380 if ((last_key->vsaturate_s != key->vsaturate_s) ||
381 (last_key->vsaturate_t != key->vsaturate_t) ||
382 (last_key->vsaturate_r != key->vsaturate_r) ||
383 (last_key->vsamples != key->vsamples) ||
384 (last_key->vastc_srgb != key->vastc_srgb))
385 return true;
386 }
387
388 if (last_key->vclamp_color != key->vclamp_color)
389 return true;
390
391 if (last_key->ucp_enables != key->ucp_enables)
392 return true;
393
394 return false;
395 }
396
397 /**
398 * On a4xx+a5xx, Images share state with textures and SSBOs:
399 *
400 * + Uses texture (cat5) state/instruction (isam) to read
401 * + Uses SSBO state and instructions (cat6) to write and for atomics
402 *
403 * Starting with a6xx, Images and SSBOs are basically the same thing,
404 * with texture state and isam also used for SSBO reads.
405 *
406 * On top of that, gallium makes the SSBO (shader_buffers) state semi
407 * sparse, with the first half of the state space used for atomic
408 * counters lowered to atomic buffers. We could ignore this, but I
409 * don't think we could *really* handle the case of a single shader
410 * that used the max # of textures + images + SSBOs. And once we are
411 * offsetting images by num_ssbos (or visa versa) to map them into
412 * the same hardware state, the hardware state has become coupled to
413 * the shader state, so at this point we might as well just use a
414 * mapping table to remap things from image/SSBO idx to hw idx.
415 *
416 * To make things less (more?) confusing, for the hw "SSBO" state
417 * (since it is really both SSBO and Image) I'll use the name "IBO"
418 */
419 struct ir3_ibo_mapping {
420 #define IBO_INVALID 0xff
421 /* Maps logical SSBO state to hw tex state: */
422 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
423
424 /* Maps logical Image state to hw tex state: */
425 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
426
427 /* Maps hw state back to logical SSBO or Image state:
428 *
429 * note IBO_SSBO ORd into values to indicate that the
430 * hw slot is used for SSBO state vs Image state.
431 */
432 #define IBO_SSBO 0x80
433 uint8_t tex_to_image[32];
434
435 uint8_t num_tex; /* including real textures */
436 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
437 };
438
439 /* Represents half register in regid */
440 #define HALF_REG_ID 0x100
441
442 struct ir3_shader_variant {
443 struct fd_bo *bo;
444
445 /* variant id (for debug) */
446 uint32_t id;
447
448 struct ir3_shader_key key;
449
450 /* vertex shaders can have an extra version for hwbinning pass,
451 * which is pointed to by so->binning:
452 */
453 bool binning_pass;
454 // union {
455 struct ir3_shader_variant *binning;
456 struct ir3_shader_variant *nonbinning;
457 // };
458
459 struct ir3_info info;
460 struct ir3 *ir;
461
462 /* The actual binary shader instructions, size given by info.sizedwords: */
463 uint32_t *bin;
464
465 /* Levels of nesting of flow control:
466 */
467 unsigned branchstack;
468
469 unsigned max_sun;
470 unsigned loops;
471
472 /* the instructions length is in units of instruction groups
473 * (4 instructions for a3xx, 16 instructions for a4xx.. each
474 * instruction is 2 dwords):
475 */
476 unsigned instrlen;
477
478 /* the constants length is in units of vec4's, and is the sum of
479 * the uniforms and the built-in compiler constants
480 */
481 unsigned constlen;
482
483 struct ir3_const_state *const_state;
484
485 /* About Linkage:
486 * + Let the frag shader determine the position/compmask for the
487 * varyings, since it is the place where we know if the varying
488 * is actually used, and if so, which components are used. So
489 * what the hw calls "outloc" is taken from the "inloc" of the
490 * frag shader.
491 * + From the vert shader, we only need the output regid
492 */
493
494 bool frag_face, color0_mrt;
495 uint8_t fragcoord_compmask;
496
497 /* NOTE: for input/outputs, slot is:
498 * gl_vert_attrib - for VS inputs
499 * gl_varying_slot - for VS output / FS input
500 * gl_frag_result - for FS output
501 */
502
503 /* varyings/outputs: */
504 unsigned outputs_count;
505 struct {
506 uint8_t slot;
507 uint8_t regid;
508 bool half : 1;
509 } outputs[32 + 2]; /* +POSITION +PSIZE */
510 bool writes_pos, writes_smask, writes_psize;
511
512 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
513 uint32_t output_size;
514
515 /* Map from driver_location to byte offset in per-primitive storage */
516 unsigned output_loc[32];
517
518 /* attributes (VS) / varyings (FS):
519 * Note that sysval's should come *after* normal inputs.
520 */
521 unsigned inputs_count;
522 struct {
523 uint8_t slot;
524 uint8_t regid;
525 uint8_t compmask;
526 /* location of input (ie. offset passed to bary.f, etc). This
527 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
528 * have the OUTLOCn value offset by 8, presumably to account
529 * for gl_Position/gl_PointSize)
530 */
531 uint8_t inloc;
532 /* vertex shader specific: */
533 bool sysval : 1; /* slot is a gl_system_value */
534 /* fragment shader specific: */
535 bool bary : 1; /* fetched varying (vs one loaded into reg) */
536 bool rasterflat : 1; /* special handling for emit->rasterflat */
537 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
538 bool half : 1;
539 enum glsl_interp_mode interpolate;
540 } inputs[32 + 2]; /* +POSITION +FACE */
541
542 /* sum of input components (scalar). For frag shaders, it only counts
543 * the varying inputs:
544 */
545 unsigned total_in;
546
547 /* For frag shaders, the total number of inputs (not scalar,
548 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
549 */
550 unsigned varying_in;
551
552 /* Remapping table to map Image and SSBO to hw state: */
553 struct ir3_ibo_mapping image_mapping;
554
555 /* number of samplers/textures (which are currently 1:1): */
556 int num_samp;
557
558 /* is there an implicit sampler to read framebuffer (FS only).. if
559 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
560 * the last "real" texture)
561 */
562 bool fb_read;
563
564 /* do we have one or more SSBO instructions: */
565 bool has_ssbo;
566
567 /* Which bindless resources are used, for filling out sp_xs_config */
568 bool bindless_tex;
569 bool bindless_samp;
570 bool bindless_ibo;
571 bool bindless_ubo;
572
573 /* do we need derivatives: */
574 bool need_pixlod;
575
576 bool need_fine_derivatives;
577
578 /* do we have image write, etc (which prevents early-z): */
579 bool no_earlyz;
580
581 /* do we have kill, which also prevents early-z, but not necessarily
582 * early-lrz (as long as lrz-write is disabled, which must be handled
583 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
584 * side effects that prevent early-lrz discard.
585 */
586 bool has_kill;
587
588 bool per_samp;
589
590 /* Are we using split or merged register file? */
591 bool mergedregs;
592
593 /* for astc srgb workaround, the number/base of additional
594 * alpha tex states we need, and index of original tex states
595 */
596 struct {
597 unsigned base, count;
598 unsigned orig_idx[16];
599 } astc_srgb;
600
601 /* shader variants form a linked list: */
602 struct ir3_shader_variant *next;
603
604 /* replicated here to avoid passing extra ptrs everywhere: */
605 gl_shader_stage type;
606 struct ir3_shader *shader;
607
608 /* texture sampler pre-dispatches */
609 uint32_t num_sampler_prefetch;
610 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
611 };
612
613 static inline const char *
614 ir3_shader_stage(struct ir3_shader_variant *v)
615 {
616 switch (v->type) {
617 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
618 case MESA_SHADER_TESS_CTRL: return "TCS";
619 case MESA_SHADER_TESS_EVAL: return "TES";
620 case MESA_SHADER_GEOMETRY: return "GEOM";
621 case MESA_SHADER_FRAGMENT: return "FRAG";
622 case MESA_SHADER_COMPUTE: return "CL";
623 default:
624 unreachable("invalid type");
625 return NULL;
626 }
627 }
628
629
630 struct ir3_shader {
631 gl_shader_stage type;
632
633 /* shader id (for debug): */
634 uint32_t id;
635 uint32_t variant_count;
636
637 /* Set by freedreno after shader_state_create, so we can emit debug info
638 * when recompiling a shader at draw time.
639 */
640 bool initial_variants_done;
641
642 struct ir3_compiler *compiler;
643
644 unsigned num_reserved_user_consts;
645
646 struct nir_shader *nir;
647 struct ir3_stream_output_info stream_output;
648
649 struct ir3_shader_variant *variants;
650 mtx_t variants_lock;
651
652 /* Bitmask of bits of the shader key used by this shader. Used to avoid
653 * recompiles for GL NOS that doesn't actually apply to the shader.
654 */
655 struct ir3_shader_key key_mask;
656 };
657
658 /**
659 * In order to use the same cmdstream, in particular constlen setup and const
660 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
661 * corresponding draw pass shaders const_state.
662 */
663 static inline struct ir3_const_state *
664 ir3_const_state(const struct ir3_shader_variant *v)
665 {
666 if (v->binning_pass)
667 return v->nonbinning->const_state;
668 return v->const_state;
669 }
670
671 void * ir3_shader_assemble(struct ir3_shader_variant *v);
672 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
673 const struct ir3_shader_key *key, bool binning_pass, bool *created);
674 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
675 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output);
676 void ir3_shader_destroy(struct ir3_shader *shader);
677 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
678 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
679
680 int
681 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
682
683 /*
684 * Helper/util:
685 */
686
687 /* clears shader-key flags which don't apply to the given shader.
688 */
689 static inline void
690 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
691 {
692 uint32_t *key_bits = (uint32_t *)key;
693 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
694 STATIC_ASSERT(sizeof(*key) % 4 == 0);
695 for (int i = 0; i < sizeof(*key) >> 2; i++)
696 key_bits[i] &= key_mask[i];
697 }
698
699 static inline int
700 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
701 {
702 int j;
703
704 for (j = 0; j < so->outputs_count; j++)
705 if (so->outputs[j].slot == slot)
706 return j;
707
708 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
709 * in the vertex shader.. but the fragment shader doesn't know this
710 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
711 * at link time if there is no matching OUT.BCOLOR[n], we must map
712 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
713 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
714 */
715 if (slot == VARYING_SLOT_BFC0) {
716 slot = VARYING_SLOT_COL0;
717 } else if (slot == VARYING_SLOT_BFC1) {
718 slot = VARYING_SLOT_COL1;
719 } else if (slot == VARYING_SLOT_COL0) {
720 slot = VARYING_SLOT_BFC0;
721 } else if (slot == VARYING_SLOT_COL1) {
722 slot = VARYING_SLOT_BFC1;
723 } else {
724 return -1;
725 }
726
727 for (j = 0; j < so->outputs_count; j++)
728 if (so->outputs[j].slot == slot)
729 return j;
730
731 debug_assert(0);
732
733 return -1;
734 }
735
736 static inline int
737 ir3_next_varying(const struct ir3_shader_variant *so, int i)
738 {
739 while (++i < so->inputs_count)
740 if (so->inputs[i].compmask && so->inputs[i].bary)
741 break;
742 return i;
743 }
744
745 struct ir3_shader_linkage {
746 /* Maximum location either consumed by the fragment shader or produced by
747 * the last geometry stage, i.e. the size required for each vertex in the
748 * VPC in DWORD's.
749 */
750 uint8_t max_loc;
751
752 /* Number of entries in var. */
753 uint8_t cnt;
754
755 /* Bitset of locations used, including ones which are only used by the FS.
756 */
757 uint32_t varmask[4];
758
759 /* Map from VS output to location. */
760 struct {
761 uint8_t regid;
762 uint8_t compmask;
763 uint8_t loc;
764 } var[32];
765
766 /* location for fixed-function gl_PrimitiveID passthrough */
767 uint8_t primid_loc;
768 };
769
770 static inline void
771 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
772 {
773 for (int j = 0; j < util_last_bit(compmask); j++) {
774 uint8_t comploc = loc + j;
775 l->varmask[comploc / 32] |= 1 << (comploc % 32);
776 }
777
778 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
779
780 if (regid_ != regid(63, 0)) {
781 int i = l->cnt++;
782 debug_assert(i < ARRAY_SIZE(l->var));
783
784 l->var[i].regid = regid_;
785 l->var[i].compmask = compmask;
786 l->var[i].loc = loc;
787 }
788 }
789
790 static inline void
791 ir3_link_shaders(struct ir3_shader_linkage *l,
792 const struct ir3_shader_variant *vs,
793 const struct ir3_shader_variant *fs,
794 bool pack_vs_out)
795 {
796 /* On older platforms, varmask isn't programmed at all, and it appears
797 * that the hardware generates a mask of used VPC locations using the VS
798 * output map, and hangs if a FS bary instruction references a location
799 * not in the list. This means that we need to have a dummy entry in the
800 * VS out map for things like gl_PointCoord which aren't written by the
801 * VS. Furthermore we can't use r63.x, so just pick a random register to
802 * use if there is no VS output.
803 */
804 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
805 int j = -1, k;
806
807 l->primid_loc = 0xff;
808
809 while (l->cnt < ARRAY_SIZE(l->var)) {
810 j = ir3_next_varying(fs, j);
811
812 if (j >= fs->inputs_count)
813 break;
814
815 if (fs->inputs[j].inloc >= fs->total_in)
816 continue;
817
818 k = ir3_find_output(vs, fs->inputs[j].slot);
819
820 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
821 l->primid_loc = fs->inputs[j].inloc;
822 }
823
824 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
825 fs->inputs[j].compmask, fs->inputs[j].inloc);
826 }
827 }
828
829 static inline uint32_t
830 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
831 {
832 int j;
833 for (j = 0; j < so->outputs_count; j++)
834 if (so->outputs[j].slot == slot) {
835 uint32_t regid = so->outputs[j].regid;
836 if (so->outputs[j].half)
837 regid |= HALF_REG_ID;
838 return regid;
839 }
840 return regid(63, 0);
841 }
842
843 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
844 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
845 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
846
847
848 static inline uint32_t
849 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
850 {
851 int j;
852 for (j = 0; j < so->inputs_count; j++)
853 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
854 return so->inputs[j].regid;
855 return regid(63, 0);
856 }
857
858 /* calculate register footprint in terms of half-regs (ie. one full
859 * reg counts as two half-regs).
860 */
861 static inline uint32_t
862 ir3_shader_halfregs(const struct ir3_shader_variant *v)
863 {
864 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
865 }
866
867 static inline uint32_t
868 ir3_shader_nibo(const struct ir3_shader_variant *v)
869 {
870 /* The dummy variant used in binning mode won't have an actual shader. */
871 if (!v->shader)
872 return 0;
873
874 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
875 }
876
877 #endif /* IR3_SHADER_H_ */