freedreno: Emit debug messages when doing draw-time recompiles of shaders.
[mesa.git] / src / freedreno / ir3 / ir3_shader.h
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "c11/threads.h"
33 #include "compiler/shader_enums.h"
34 #include "compiler/nir/nir.h"
35 #include "util/bitscan.h"
36
37 #include "ir3.h"
38
39 struct glsl_type;
40
41 /* driver param indices: */
42 enum ir3_driver_param {
43 /* compute shader driver params: */
44 IR3_DP_NUM_WORK_GROUPS_X = 0,
45 IR3_DP_NUM_WORK_GROUPS_Y = 1,
46 IR3_DP_NUM_WORK_GROUPS_Z = 2,
47 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
48 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
49 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
50 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
51 * glDispatchComputeIndirect() needs to load these from
52 * the info->indirect buffer. Keep that in mind when/if
53 * adding any addition CS driver params.
54 */
55 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
56
57 /* vertex shader driver params: */
58 IR3_DP_VTXID_BASE = 0,
59 IR3_DP_VTXCNT_MAX = 1,
60 IR3_DP_INSTID_BASE = 2,
61 /* user-clip-plane components, up to 8x vec4's: */
62 IR3_DP_UCP0_X = 4,
63 /* .... */
64 IR3_DP_UCP7_W = 35,
65 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
66 };
67
68 #define IR3_MAX_SHADER_BUFFERS 32
69 #define IR3_MAX_SHADER_IMAGES 32
70 #define IR3_MAX_SO_BUFFERS 4
71 #define IR3_MAX_SO_STREAMS 4
72 #define IR3_MAX_SO_OUTPUTS 64
73 #define IR3_MAX_UBO_PUSH_RANGES 32
74
75
76 /**
77 * Describes the layout of shader consts. This includes:
78 * + User consts + driver lowered UBO ranges
79 * + SSBO sizes
80 * + Image sizes/dimensions
81 * + Driver params (ie. IR3_DP_*)
82 * + TFBO addresses (for generations that do not have hardware streamout)
83 * + Lowered immediates
84 *
85 * For consts needed to pass internal values to shader which may or may not
86 * be required, rather than allocating worst-case const space, we scan the
87 * shader and allocate consts as-needed:
88 *
89 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
90 * for a given SSBO
91 *
92 * + Image dimensions: needed to calculate pixel offset, but only for
93 * images that have a image_store intrinsic
94 *
95 * Layout of constant registers, each section aligned to vec4. Note
96 * that pointer size (ubo, etc) changes depending on generation.
97 *
98 * user consts
99 * UBO addresses
100 * SSBO sizes
101 * if (vertex shader) {
102 * driver params (IR3_DP_*)
103 * if (stream_output.num_outputs > 0)
104 * stream-out addresses
105 * } else if (compute_shader) {
106 * driver params (IR3_DP_*)
107 * }
108 * immediates
109 *
110 * Immediates go last mostly because they are inserted in the CP pass
111 * after the nir -> ir3 frontend.
112 *
113 * Note UBO size in bytes should be aligned to vec4
114 */
115 struct ir3_const_state {
116 unsigned num_ubos;
117 unsigned num_reserved_user_consts;
118 unsigned num_driver_params; /* scalar */
119
120 struct {
121 /* user const start at zero */
122 unsigned ubo;
123 /* NOTE that a3xx might need a section for SSBO addresses too */
124 unsigned ssbo_sizes;
125 unsigned image_dims;
126 unsigned driver_param;
127 unsigned tfbo;
128 unsigned primitive_param;
129 unsigned primitive_map;
130 unsigned immediate;
131 } offsets;
132
133 struct {
134 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
135 uint32_t count; /* number of consts allocated */
136 /* one const allocated per SSBO which has get_buffer_size,
137 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
138 * consts:
139 */
140 uint32_t off[IR3_MAX_SHADER_BUFFERS];
141 } ssbo_size;
142
143 struct {
144 uint32_t mask; /* bitmask of images that have image_store */
145 uint32_t count; /* number of consts allocated */
146 /* three const allocated per image which has image_store:
147 * + cpp (bytes per pixel)
148 * + pitch (y pitch)
149 * + array_pitch (z pitch)
150 */
151 uint32_t off[IR3_MAX_SHADER_IMAGES];
152 } image_dims;
153
154 unsigned immediate_idx;
155 unsigned immediates_count;
156 unsigned immediates_size;
157 struct {
158 uint32_t val[4];
159 } *immediates;
160 };
161
162 /**
163 * A single output for vertex transform feedback.
164 */
165 struct ir3_stream_output {
166 unsigned register_index:6; /**< 0 to 63 (OUT index) */
167 unsigned start_component:2; /** 0 to 3 */
168 unsigned num_components:3; /** 1 to 4 */
169 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
170 unsigned dst_offset:16; /**< offset into the buffer in dwords */
171 unsigned stream:2; /**< 0 to 3 */
172 };
173
174 /**
175 * Stream output for vertex transform feedback.
176 */
177 struct ir3_stream_output_info {
178 unsigned num_outputs;
179 /** stride for an entire vertex for each buffer in dwords */
180 uint16_t stride[IR3_MAX_SO_BUFFERS];
181
182 /**
183 * Array of stream outputs, in the order they are to be written in.
184 * Selected components are tightly packed into the output buffer.
185 */
186 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
187 };
188
189
190 /**
191 * Starting from a4xx, HW supports pre-dispatching texture sampling
192 * instructions prior to scheduling a shader stage, when the
193 * coordinate maps exactly to an output of the previous stage.
194 */
195
196 /**
197 * There is a limit in the number of pre-dispatches allowed for any
198 * given stage.
199 */
200 #define IR3_MAX_SAMPLER_PREFETCH 4
201
202 /**
203 * This is the output stream value for 'cmd', as used by blob. It may
204 * encode the return type (in 3 bits) but it hasn't been verified yet.
205 */
206 #define IR3_SAMPLER_PREFETCH_CMD 0x4
207 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
208
209 /**
210 * Stream output for texture sampling pre-dispatches.
211 */
212 struct ir3_sampler_prefetch {
213 uint8_t src;
214 uint8_t samp_id;
215 uint8_t tex_id;
216 uint16_t samp_bindless_id;
217 uint16_t tex_bindless_id;
218 uint8_t dst;
219 uint8_t wrmask;
220 uint8_t half_precision;
221 uint8_t cmd;
222 };
223
224
225 /* Configuration key used to identify a shader variant.. different
226 * shader variants can be used to implement features not supported
227 * in hw (two sided color), binning-pass vertex shader, etc.
228 *
229 * When adding to this struct, please update ir3_shader_variant()'s debug
230 * output.
231 */
232 struct ir3_shader_key {
233 union {
234 struct {
235 /*
236 * Combined Vertex/Fragment shader parameters:
237 */
238 unsigned ucp_enables : 8;
239
240 /* do we need to check {v,f}saturate_{s,t,r}? */
241 unsigned has_per_samp : 1;
242
243 /*
244 * Vertex shader variant parameters:
245 */
246 unsigned vclamp_color : 1;
247
248 /*
249 * Fragment shader variant parameters:
250 */
251 unsigned sample_shading : 1;
252 unsigned msaa : 1;
253 unsigned color_two_side : 1;
254 /* used when shader needs to handle flat varyings (a4xx)
255 * for front/back color inputs to frag shader:
256 */
257 unsigned rasterflat : 1;
258 unsigned fclamp_color : 1;
259
260 /* Indicates that this is a tessellation pipeline which requires a
261 * whole different kind of vertex shader. In case of
262 * tessellation, this field also tells us which kind of output
263 * topology the TES uses, which the TCS needs to know.
264 */
265 #define IR3_TESS_NONE 0
266 #define IR3_TESS_TRIANGLES 1
267 #define IR3_TESS_QUADS 2
268 #define IR3_TESS_ISOLINES 3
269 unsigned tessellation : 2;
270
271 unsigned has_gs : 1;
272 };
273 uint32_t global;
274 };
275
276 /* bitmask of sampler which needs coords clamped for vertex
277 * shader:
278 */
279 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
280
281 /* bitmask of sampler which needs coords clamped for frag
282 * shader:
283 */
284 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
285
286 /* bitmask of ms shifts */
287 uint32_t vsamples, fsamples;
288
289 /* bitmask of samplers which need astc srgb workaround: */
290 uint16_t vastc_srgb, fastc_srgb;
291 };
292
293 static inline unsigned
294 ir3_tess_mode(unsigned gl_tess_mode)
295 {
296 switch (gl_tess_mode) {
297 case GL_ISOLINES:
298 return IR3_TESS_ISOLINES;
299 case GL_TRIANGLES:
300 return IR3_TESS_TRIANGLES;
301 case GL_QUADS:
302 return IR3_TESS_QUADS;
303 default:
304 unreachable("bad tessmode");
305 }
306 }
307
308 static inline bool
309 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
310 {
311 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
312 if (a->has_per_samp || b->has_per_samp)
313 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
314 return a->global == b->global;
315 }
316
317 /* will the two keys produce different lowering for a fragment shader? */
318 static inline bool
319 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
320 {
321 if (last_key->has_per_samp || key->has_per_samp) {
322 if ((last_key->fsaturate_s != key->fsaturate_s) ||
323 (last_key->fsaturate_t != key->fsaturate_t) ||
324 (last_key->fsaturate_r != key->fsaturate_r) ||
325 (last_key->fsamples != key->fsamples) ||
326 (last_key->fastc_srgb != key->fastc_srgb))
327 return true;
328 }
329
330 if (last_key->fclamp_color != key->fclamp_color)
331 return true;
332
333 if (last_key->color_two_side != key->color_two_side)
334 return true;
335
336 if (last_key->rasterflat != key->rasterflat)
337 return true;
338
339 if (last_key->ucp_enables != key->ucp_enables)
340 return true;
341
342 return false;
343 }
344
345 /* will the two keys produce different lowering for a vertex shader? */
346 static inline bool
347 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
348 {
349 if (last_key->has_per_samp || key->has_per_samp) {
350 if ((last_key->vsaturate_s != key->vsaturate_s) ||
351 (last_key->vsaturate_t != key->vsaturate_t) ||
352 (last_key->vsaturate_r != key->vsaturate_r) ||
353 (last_key->vsamples != key->vsamples) ||
354 (last_key->vastc_srgb != key->vastc_srgb))
355 return true;
356 }
357
358 if (last_key->vclamp_color != key->vclamp_color)
359 return true;
360
361 if (last_key->ucp_enables != key->ucp_enables)
362 return true;
363
364 return false;
365 }
366
367 /* clears shader-key flags which don't apply to the given shader
368 * stage
369 */
370 static inline void
371 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
372 {
373 switch (type) {
374 case MESA_SHADER_FRAGMENT:
375 if (key->has_per_samp) {
376 key->vsaturate_s = 0;
377 key->vsaturate_t = 0;
378 key->vsaturate_r = 0;
379 key->vastc_srgb = 0;
380 key->vsamples = 0;
381 key->has_gs = false; /* FS doesn't care */
382 key->tessellation = IR3_TESS_NONE;
383 }
384 break;
385 case MESA_SHADER_VERTEX:
386 case MESA_SHADER_GEOMETRY:
387 key->color_two_side = false;
388 key->rasterflat = false;
389 if (key->has_per_samp) {
390 key->fsaturate_s = 0;
391 key->fsaturate_t = 0;
392 key->fsaturate_r = 0;
393 key->fastc_srgb = 0;
394 key->fsamples = 0;
395 }
396
397 /* VS and GS only care about whether or not we're tessellating. */
398 key->tessellation = !!key->tessellation;
399 break;
400 case MESA_SHADER_TESS_CTRL:
401 case MESA_SHADER_TESS_EVAL:
402 key->color_two_side = false;
403 key->rasterflat = false;
404 if (key->has_per_samp) {
405 key->fsaturate_s = 0;
406 key->fsaturate_t = 0;
407 key->fsaturate_r = 0;
408 key->fastc_srgb = 0;
409 key->fsamples = 0;
410 key->vsaturate_s = 0;
411 key->vsaturate_t = 0;
412 key->vsaturate_r = 0;
413 key->vastc_srgb = 0;
414 key->vsamples = 0;
415 }
416 break;
417 default:
418 /* TODO */
419 break;
420 }
421 }
422
423 /**
424 * On a4xx+a5xx, Images share state with textures and SSBOs:
425 *
426 * + Uses texture (cat5) state/instruction (isam) to read
427 * + Uses SSBO state and instructions (cat6) to write and for atomics
428 *
429 * Starting with a6xx, Images and SSBOs are basically the same thing,
430 * with texture state and isam also used for SSBO reads.
431 *
432 * On top of that, gallium makes the SSBO (shader_buffers) state semi
433 * sparse, with the first half of the state space used for atomic
434 * counters lowered to atomic buffers. We could ignore this, but I
435 * don't think we could *really* handle the case of a single shader
436 * that used the max # of textures + images + SSBOs. And once we are
437 * offsetting images by num_ssbos (or visa versa) to map them into
438 * the same hardware state, the hardware state has become coupled to
439 * the shader state, so at this point we might as well just use a
440 * mapping table to remap things from image/SSBO idx to hw idx.
441 *
442 * To make things less (more?) confusing, for the hw "SSBO" state
443 * (since it is really both SSBO and Image) I'll use the name "IBO"
444 */
445 struct ir3_ibo_mapping {
446 #define IBO_INVALID 0xff
447 /* Maps logical SSBO state to hw tex state: */
448 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
449
450 /* Maps logical Image state to hw tex state: */
451 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
452
453 /* Maps hw state back to logical SSBO or Image state:
454 *
455 * note IBO_SSBO ORd into values to indicate that the
456 * hw slot is used for SSBO state vs Image state.
457 */
458 #define IBO_SSBO 0x80
459 uint8_t tex_to_image[32];
460
461 uint8_t num_tex; /* including real textures */
462 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
463 };
464
465 /* Represents half register in regid */
466 #define HALF_REG_ID 0x100
467
468 struct ir3_shader_variant {
469 struct fd_bo *bo;
470
471 /* variant id (for debug) */
472 uint32_t id;
473
474 struct ir3_shader_key key;
475
476 /* vertex shaders can have an extra version for hwbinning pass,
477 * which is pointed to by so->binning:
478 */
479 bool binning_pass;
480 // union {
481 struct ir3_shader_variant *binning;
482 struct ir3_shader_variant *nonbinning;
483 // };
484
485 struct ir3_info info;
486 struct ir3 *ir;
487
488 /* Levels of nesting of flow control:
489 */
490 unsigned branchstack;
491
492 unsigned max_sun;
493 unsigned loops;
494
495 /* the instructions length is in units of instruction groups
496 * (4 instructions for a3xx, 16 instructions for a4xx.. each
497 * instruction is 2 dwords):
498 */
499 unsigned instrlen;
500
501 /* the constants length is in units of vec4's, and is the sum of
502 * the uniforms and the built-in compiler constants
503 */
504 unsigned constlen;
505
506 /* About Linkage:
507 * + Let the frag shader determine the position/compmask for the
508 * varyings, since it is the place where we know if the varying
509 * is actually used, and if so, which components are used. So
510 * what the hw calls "outloc" is taken from the "inloc" of the
511 * frag shader.
512 * + From the vert shader, we only need the output regid
513 */
514
515 bool frag_coord, frag_face, color0_mrt;
516
517 /* NOTE: for input/outputs, slot is:
518 * gl_vert_attrib - for VS inputs
519 * gl_varying_slot - for VS output / FS input
520 * gl_frag_result - for FS output
521 */
522
523 /* varyings/outputs: */
524 unsigned outputs_count;
525 struct {
526 uint8_t slot;
527 uint8_t regid;
528 bool half : 1;
529 } outputs[32 + 2]; /* +POSITION +PSIZE */
530 bool writes_pos, writes_smask, writes_psize;
531
532 /* attributes (VS) / varyings (FS):
533 * Note that sysval's should come *after* normal inputs.
534 */
535 unsigned inputs_count;
536 struct {
537 uint8_t slot;
538 uint8_t regid;
539 uint8_t compmask;
540 /* location of input (ie. offset passed to bary.f, etc). This
541 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
542 * have the OUTLOCn value offset by 8, presumably to account
543 * for gl_Position/gl_PointSize)
544 */
545 uint8_t inloc;
546 /* vertex shader specific: */
547 bool sysval : 1; /* slot is a gl_system_value */
548 /* fragment shader specific: */
549 bool bary : 1; /* fetched varying (vs one loaded into reg) */
550 bool rasterflat : 1; /* special handling for emit->rasterflat */
551 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
552 bool half : 1;
553 enum glsl_interp_mode interpolate;
554 } inputs[32 + 2]; /* +POSITION +FACE */
555
556 /* sum of input components (scalar). For frag shaders, it only counts
557 * the varying inputs:
558 */
559 unsigned total_in;
560
561 /* For frag shaders, the total number of inputs (not scalar,
562 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
563 */
564 unsigned varying_in;
565
566 /* Remapping table to map Image and SSBO to hw state: */
567 struct ir3_ibo_mapping image_mapping;
568
569 /* number of samplers/textures (which are currently 1:1): */
570 int num_samp;
571
572 /* is there an implicit sampler to read framebuffer (FS only).. if
573 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
574 * the last "real" texture)
575 */
576 bool fb_read;
577
578 /* do we have one or more SSBO instructions: */
579 bool has_ssbo;
580
581 /* Which bindless resources are used, for filling out sp_xs_config */
582 bool bindless_tex;
583 bool bindless_samp;
584 bool bindless_ibo;
585 bool bindless_ubo;
586
587 /* do we need derivatives: */
588 bool need_pixlod;
589
590 bool need_fine_derivatives;
591
592 /* do we have kill, image write, etc (which prevents early-z): */
593 bool no_earlyz;
594
595 bool per_samp;
596
597 /* for astc srgb workaround, the number/base of additional
598 * alpha tex states we need, and index of original tex states
599 */
600 struct {
601 unsigned base, count;
602 unsigned orig_idx[16];
603 } astc_srgb;
604
605 /* shader variants form a linked list: */
606 struct ir3_shader_variant *next;
607
608 /* replicated here to avoid passing extra ptrs everywhere: */
609 gl_shader_stage type;
610 struct ir3_shader *shader;
611
612 /* texture sampler pre-dispatches */
613 uint32_t num_sampler_prefetch;
614 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
615 };
616
617 static inline const char *
618 ir3_shader_stage(struct ir3_shader_variant *v)
619 {
620 switch (v->type) {
621 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
622 case MESA_SHADER_TESS_CTRL: return "TCS";
623 case MESA_SHADER_TESS_EVAL: return "TES";
624 case MESA_SHADER_GEOMETRY: return "GEOM";
625 case MESA_SHADER_FRAGMENT: return "FRAG";
626 case MESA_SHADER_COMPUTE: return "CL";
627 default:
628 unreachable("invalid type");
629 return NULL;
630 }
631 }
632
633 struct ir3_ubo_range {
634 uint32_t offset; /* start offset to push in the const register file */
635 uint32_t block; /* Which constant block */
636 uint32_t start, end; /* range of block that's actually used */
637 uint16_t bindless_base; /* For bindless, which base register is used */
638 bool bindless;
639 };
640
641 struct ir3_ubo_analysis_state {
642 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
643 uint32_t num_enabled;
644 uint32_t size;
645 uint32_t lower_count;
646 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
647 };
648
649
650 struct ir3_shader {
651 gl_shader_stage type;
652
653 /* shader id (for debug): */
654 uint32_t id;
655 uint32_t variant_count;
656
657 /* Set by freedreno after shader_state_create, so we can emit debug info
658 * when recompiling a shader at draw time.
659 */
660 bool initial_variants_done;
661
662 struct ir3_compiler *compiler;
663
664 struct ir3_ubo_analysis_state ubo_state;
665 struct ir3_const_state const_state;
666
667 struct nir_shader *nir;
668 struct ir3_stream_output_info stream_output;
669
670 struct ir3_shader_variant *variants;
671 mtx_t variants_lock;
672
673 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
674
675 /* Map from driver_location to byte offset in per-primitive storage */
676 unsigned output_loc[32];
677 };
678
679 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
680 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
681 struct ir3_shader_key *key, bool binning_pass, bool *created);
682 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
683 struct ir3_stream_output_info *stream_output);
684 void ir3_shader_destroy(struct ir3_shader *shader);
685 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
686 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
687
688 int
689 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
690
691 /*
692 * Helper/util:
693 */
694
695 static inline int
696 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
697 {
698 int j;
699
700 for (j = 0; j < so->outputs_count; j++)
701 if (so->outputs[j].slot == slot)
702 return j;
703
704 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
705 * in the vertex shader.. but the fragment shader doesn't know this
706 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
707 * at link time if there is no matching OUT.BCOLOR[n], we must map
708 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
709 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
710 */
711 if (slot == VARYING_SLOT_BFC0) {
712 slot = VARYING_SLOT_COL0;
713 } else if (slot == VARYING_SLOT_BFC1) {
714 slot = VARYING_SLOT_COL1;
715 } else if (slot == VARYING_SLOT_COL0) {
716 slot = VARYING_SLOT_BFC0;
717 } else if (slot == VARYING_SLOT_COL1) {
718 slot = VARYING_SLOT_BFC1;
719 } else {
720 return -1;
721 }
722
723 for (j = 0; j < so->outputs_count; j++)
724 if (so->outputs[j].slot == slot)
725 return j;
726
727 debug_assert(0);
728
729 return -1;
730 }
731
732 static inline int
733 ir3_next_varying(const struct ir3_shader_variant *so, int i)
734 {
735 while (++i < so->inputs_count)
736 if (so->inputs[i].compmask && so->inputs[i].bary)
737 break;
738 return i;
739 }
740
741 struct ir3_shader_linkage {
742 /* Maximum location either consumed by the fragment shader or produced by
743 * the last geometry stage, i.e. the size required for each vertex in the
744 * VPC in DWORD's.
745 */
746 uint8_t max_loc;
747
748 /* Number of entries in var. */
749 uint8_t cnt;
750
751 /* Bitset of locations used, including ones which are only used by the FS.
752 */
753 uint32_t varmask[4];
754
755 /* Map from VS output to location. */
756 struct {
757 uint8_t regid;
758 uint8_t compmask;
759 uint8_t loc;
760 } var[32];
761
762 /* location for fixed-function gl_PrimitiveID passthrough */
763 uint8_t primid_loc;
764 };
765
766 static inline void
767 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
768 {
769
770
771 for (int j = 0; j < util_last_bit(compmask); j++) {
772 uint8_t comploc = loc + j;
773 l->varmask[comploc / 32] |= 1 << (comploc % 32);
774 }
775
776 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
777
778 if (regid_ != regid(63, 0)) {
779 int i = l->cnt++;
780 debug_assert(i < ARRAY_SIZE(l->var));
781
782 l->var[i].regid = regid_;
783 l->var[i].compmask = compmask;
784 l->var[i].loc = loc;
785 }
786 }
787
788 static inline void
789 ir3_link_shaders(struct ir3_shader_linkage *l,
790 const struct ir3_shader_variant *vs,
791 const struct ir3_shader_variant *fs,
792 bool pack_vs_out)
793 {
794 /* On older platforms, varmask isn't programmed at all, and it appears
795 * that the hardware generates a mask of used VPC locations using the VS
796 * output map, and hangs if a FS bary instruction references a location
797 * not in the list. This means that we need to have a dummy entry in the
798 * VS out map for things like gl_PointCoord which aren't written by the
799 * VS. Furthermore we can't use r63.x, so just pick a random register to
800 * use if there is no VS output.
801 */
802 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
803 int j = -1, k;
804
805 l->primid_loc = 0xff;
806
807 while (l->cnt < ARRAY_SIZE(l->var)) {
808 j = ir3_next_varying(fs, j);
809
810 if (j >= fs->inputs_count)
811 break;
812
813 if (fs->inputs[j].inloc >= fs->total_in)
814 continue;
815
816 k = ir3_find_output(vs, fs->inputs[j].slot);
817
818 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
819 l->primid_loc = fs->inputs[j].inloc;
820 }
821
822 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
823 fs->inputs[j].compmask, fs->inputs[j].inloc);
824 }
825 }
826
827 static inline uint32_t
828 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
829 {
830 int j;
831 for (j = 0; j < so->outputs_count; j++)
832 if (so->outputs[j].slot == slot) {
833 uint32_t regid = so->outputs[j].regid;
834 if (so->outputs[j].half)
835 regid |= HALF_REG_ID;
836 return regid;
837 }
838 return regid(63, 0);
839 }
840
841 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
842 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
843 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
844
845
846 static inline uint32_t
847 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
848 {
849 int j;
850 for (j = 0; j < so->inputs_count; j++)
851 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
852 return so->inputs[j].regid;
853 return regid(63, 0);
854 }
855
856 /* calculate register footprint in terms of half-regs (ie. one full
857 * reg counts as two half-regs).
858 */
859 static inline uint32_t
860 ir3_shader_halfregs(const struct ir3_shader_variant *v)
861 {
862 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
863 }
864
865 static inline uint32_t
866 ir3_shader_nibo(const struct ir3_shader_variant *v)
867 {
868 /* The dummy variant used in binning mode won't have an actual shader. */
869 if (!v->shader)
870 return 0;
871
872 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
873 }
874
875 #endif /* IR3_SHADER_H_ */