freedreno: Stop treating UBO 0 specially in UBO uploading.
[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 "compiler/shader_enums.h"
33 #include "compiler/nir/nir.h"
34 #include "util/bitscan.h"
35
36 #include "ir3.h"
37
38 struct glsl_type;
39
40 /* driver param indices: */
41 enum ir3_driver_param {
42 /* compute shader driver params: */
43 IR3_DP_NUM_WORK_GROUPS_X = 0,
44 IR3_DP_NUM_WORK_GROUPS_Y = 1,
45 IR3_DP_NUM_WORK_GROUPS_Z = 2,
46 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
47 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
48 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
49 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
50 * glDispatchComputeIndirect() needs to load these from
51 * the info->indirect buffer. Keep that in mind when/if
52 * adding any addition CS driver params.
53 */
54 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
55
56 /* vertex shader driver params: */
57 IR3_DP_VTXID_BASE = 0,
58 IR3_DP_VTXCNT_MAX = 1,
59 /* user-clip-plane components, up to 8x vec4's: */
60 IR3_DP_UCP0_X = 4,
61 /* .... */
62 IR3_DP_UCP7_W = 35,
63 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
64 };
65
66 #define IR3_MAX_SHADER_BUFFERS 32
67 #define IR3_MAX_SHADER_IMAGES 32
68 #define IR3_MAX_SO_BUFFERS 4
69 #define IR3_MAX_SO_OUTPUTS 64
70 #define IR3_MAX_CONSTANT_BUFFERS 32
71
72
73 /**
74 * Describes the layout of shader consts. This includes:
75 * + Driver lowered UBO ranges
76 * + SSBO sizes
77 * + Image sizes/dimensions
78 * + Driver params (ie. IR3_DP_*)
79 * + TFBO addresses (for generations that do not have hardware streamout)
80 * + Lowered immediates
81 *
82 * For consts needed to pass internal values to shader which may or may not
83 * be required, rather than allocating worst-case const space, we scan the
84 * shader and allocate consts as-needed:
85 *
86 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
87 * for a given SSBO
88 *
89 * + Image dimensions: needed to calculate pixel offset, but only for
90 * images that have a image_store intrinsic
91 *
92 * Layout of constant registers, each section aligned to vec4. Note
93 * that pointer size (ubo, etc) changes depending on generation.
94 *
95 * user consts
96 * UBO addresses
97 * SSBO sizes
98 * if (vertex shader) {
99 * driver params (IR3_DP_*)
100 * if (stream_output.num_outputs > 0)
101 * stream-out addresses
102 * } else if (compute_shader) {
103 * driver params (IR3_DP_*)
104 * }
105 * immediates
106 *
107 * Immediates go last mostly because they are inserted in the CP pass
108 * after the nir -> ir3 frontend.
109 *
110 * Note UBO size in bytes should be aligned to vec4
111 */
112 struct ir3_const_state {
113 unsigned num_ubos;
114
115 struct {
116 /* user const start at zero */
117 unsigned ubo;
118 /* NOTE that a3xx might need a section for SSBO addresses too */
119 unsigned ssbo_sizes;
120 unsigned image_dims;
121 unsigned driver_param;
122 unsigned tfbo;
123 unsigned immediate;
124 } offsets;
125
126 struct {
127 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
128 uint32_t count; /* number of consts allocated */
129 /* one const allocated per SSBO which has get_buffer_size,
130 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
131 * consts:
132 */
133 uint32_t off[IR3_MAX_SHADER_BUFFERS];
134 } ssbo_size;
135
136 struct {
137 uint32_t mask; /* bitmask of images that have image_store */
138 uint32_t count; /* number of consts allocated */
139 /* three const allocated per image which has image_store:
140 * + cpp (bytes per pixel)
141 * + pitch (y pitch)
142 * + array_pitch (z pitch)
143 */
144 uint32_t off[IR3_MAX_SHADER_IMAGES];
145 } image_dims;
146
147 unsigned immediate_idx;
148 unsigned immediates_count;
149 unsigned immediates_size;
150 struct {
151 uint32_t val[4];
152 } *immediates;
153 };
154
155 /**
156 * A single output for vertex transform feedback.
157 */
158 struct ir3_stream_output {
159 unsigned register_index:6; /**< 0 to 63 (OUT index) */
160 unsigned start_component:2; /** 0 to 3 */
161 unsigned num_components:3; /** 1 to 4 */
162 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
163 unsigned dst_offset:16; /**< offset into the buffer in dwords */
164 unsigned stream:2; /**< 0 to 3 */
165 };
166
167 /**
168 * Stream output for vertex transform feedback.
169 */
170 struct ir3_stream_output_info {
171 unsigned num_outputs;
172 /** stride for an entire vertex for each buffer in dwords */
173 uint16_t stride[IR3_MAX_SO_BUFFERS];
174
175 /**
176 * Array of stream outputs, in the order they are to be written in.
177 * Selected components are tightly packed into the output buffer.
178 */
179 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
180 };
181
182 /* Configuration key used to identify a shader variant.. different
183 * shader variants can be used to implement features not supported
184 * in hw (two sided color), binning-pass vertex shader, etc.
185 */
186 struct ir3_shader_key {
187 union {
188 struct {
189 /*
190 * Combined Vertex/Fragment shader parameters:
191 */
192 unsigned ucp_enables : 8;
193
194 /* do we need to check {v,f}saturate_{s,t,r}? */
195 unsigned has_per_samp : 1;
196
197 /*
198 * Vertex shader variant parameters:
199 */
200 unsigned vclamp_color : 1;
201
202 /*
203 * Fragment shader variant parameters:
204 */
205 unsigned sample_shading : 1;
206 unsigned msaa : 1;
207 unsigned color_two_side : 1;
208 unsigned half_precision : 1;
209 /* used when shader needs to handle flat varyings (a4xx)
210 * for front/back color inputs to frag shader:
211 */
212 unsigned rasterflat : 1;
213 unsigned fclamp_color : 1;
214 };
215 uint32_t global;
216 };
217
218 /* bitmask of sampler which needs coords clamped for vertex
219 * shader:
220 */
221 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
222
223 /* bitmask of sampler which needs coords clamped for frag
224 * shader:
225 */
226 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
227
228 /* bitmask of ms shifts */
229 uint32_t vsamples, fsamples;
230
231 /* bitmask of samplers which need astc srgb workaround: */
232 uint16_t vastc_srgb, fastc_srgb;
233 };
234
235 static inline bool
236 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
237 {
238 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
239 if (a->has_per_samp || b->has_per_samp)
240 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
241 return a->global == b->global;
242 }
243
244 /* will the two keys produce different lowering for a fragment shader? */
245 static inline bool
246 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
247 {
248 if (last_key->has_per_samp || key->has_per_samp) {
249 if ((last_key->fsaturate_s != key->fsaturate_s) ||
250 (last_key->fsaturate_t != key->fsaturate_t) ||
251 (last_key->fsaturate_r != key->fsaturate_r) ||
252 (last_key->fsamples != key->fsamples) ||
253 (last_key->fastc_srgb != key->fastc_srgb))
254 return true;
255 }
256
257 if (last_key->fclamp_color != key->fclamp_color)
258 return true;
259
260 if (last_key->color_two_side != key->color_two_side)
261 return true;
262
263 if (last_key->half_precision != key->half_precision)
264 return true;
265
266 if (last_key->rasterflat != key->rasterflat)
267 return true;
268
269 if (last_key->ucp_enables != key->ucp_enables)
270 return true;
271
272 return false;
273 }
274
275 /* will the two keys produce different lowering for a vertex shader? */
276 static inline bool
277 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
278 {
279 if (last_key->has_per_samp || key->has_per_samp) {
280 if ((last_key->vsaturate_s != key->vsaturate_s) ||
281 (last_key->vsaturate_t != key->vsaturate_t) ||
282 (last_key->vsaturate_r != key->vsaturate_r) ||
283 (last_key->vsamples != key->vsamples) ||
284 (last_key->vastc_srgb != key->vastc_srgb))
285 return true;
286 }
287
288 if (last_key->vclamp_color != key->vclamp_color)
289 return true;
290
291 if (last_key->ucp_enables != key->ucp_enables)
292 return true;
293
294 return false;
295 }
296
297 /* clears shader-key flags which don't apply to the given shader
298 * stage
299 */
300 static inline void
301 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
302 {
303 switch (type) {
304 case MESA_SHADER_FRAGMENT:
305 if (key->has_per_samp) {
306 key->vsaturate_s = 0;
307 key->vsaturate_t = 0;
308 key->vsaturate_r = 0;
309 key->vastc_srgb = 0;
310 key->vsamples = 0;
311 }
312 break;
313 case MESA_SHADER_VERTEX:
314 key->color_two_side = false;
315 key->half_precision = false;
316 key->rasterflat = false;
317 if (key->has_per_samp) {
318 key->fsaturate_s = 0;
319 key->fsaturate_t = 0;
320 key->fsaturate_r = 0;
321 key->fastc_srgb = 0;
322 key->fsamples = 0;
323 }
324 break;
325 default:
326 /* TODO */
327 break;
328 }
329 }
330
331 /**
332 * On a4xx+a5xx, Images share state with textures and SSBOs:
333 *
334 * + Uses texture (cat5) state/instruction (isam) to read
335 * + Uses SSBO state and instructions (cat6) to write and for atomics
336 *
337 * Starting with a6xx, Images and SSBOs are basically the same thing,
338 * with texture state and isam also used for SSBO reads.
339 *
340 * On top of that, gallium makes the SSBO (shader_buffers) state semi
341 * sparse, with the first half of the state space used for atomic
342 * counters lowered to atomic buffers. We could ignore this, but I
343 * don't think we could *really* handle the case of a single shader
344 * that used the max # of textures + images + SSBOs. And once we are
345 * offsetting images by num_ssbos (or visa versa) to map them into
346 * the same hardware state, the hardware state has become coupled to
347 * the shader state, so at this point we might as well just use a
348 * mapping table to remap things from image/SSBO idx to hw idx.
349 *
350 * To make things less (more?) confusing, for the hw "SSBO" state
351 * (since it is really both SSBO and Image) I'll use the name "IBO"
352 */
353 struct ir3_ibo_mapping {
354 #define IBO_INVALID 0xff
355 /* Maps logical SSBO state to hw state: */
356 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
357 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
358
359 /* Maps logical Image state to hw state: */
360 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
361 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
362
363 /* Maps hw state back to logical SSBO or Image state:
364 *
365 * note IBO_SSBO ORd into values to indicate that the
366 * hw slot is used for SSBO state vs Image state.
367 */
368 #define IBO_SSBO 0x80
369 uint8_t ibo_to_image[32];
370 uint8_t tex_to_image[32];
371
372 uint8_t num_ibo;
373 uint8_t num_tex; /* including real textures */
374 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
375 };
376
377 /* Represents half register in regid */
378 #define HALF_REG_ID 0x100
379
380 struct ir3_shader_variant {
381 struct fd_bo *bo;
382
383 /* variant id (for debug) */
384 uint32_t id;
385
386 struct ir3_shader_key key;
387
388 /* vertex shaders can have an extra version for hwbinning pass,
389 * which is pointed to by so->binning:
390 */
391 bool binning_pass;
392 struct ir3_shader_variant *binning;
393
394 struct ir3_info info;
395 struct ir3 *ir;
396
397 /* Levels of nesting of flow control:
398 */
399 unsigned branchstack;
400
401 unsigned max_sun;
402 unsigned loops;
403
404 /* the instructions length is in units of instruction groups
405 * (4 instructions for a3xx, 16 instructions for a4xx.. each
406 * instruction is 2 dwords):
407 */
408 unsigned instrlen;
409
410 /* the constants length is in units of vec4's, and is the sum of
411 * the uniforms and the built-in compiler constants
412 */
413 unsigned constlen;
414
415 /* About Linkage:
416 * + Let the frag shader determine the position/compmask for the
417 * varyings, since it is the place where we know if the varying
418 * is actually used, and if so, which components are used. So
419 * what the hw calls "outloc" is taken from the "inloc" of the
420 * frag shader.
421 * + From the vert shader, we only need the output regid
422 */
423
424 bool frag_coord, frag_face, color0_mrt;
425
426 /* NOTE: for input/outputs, slot is:
427 * gl_vert_attrib - for VS inputs
428 * gl_varying_slot - for VS output / FS input
429 * gl_frag_result - for FS output
430 */
431
432 /* varyings/outputs: */
433 unsigned outputs_count;
434 struct {
435 uint8_t slot;
436 uint8_t regid;
437 bool half : 1;
438 } outputs[16 + 2]; /* +POSITION +PSIZE */
439 bool writes_pos, writes_smask, writes_psize;
440
441 /* attributes (VS) / varyings (FS):
442 * Note that sysval's should come *after* normal inputs.
443 */
444 unsigned inputs_count;
445 struct {
446 uint8_t slot;
447 uint8_t regid;
448 uint8_t compmask;
449 uint8_t ncomp;
450 /* location of input (ie. offset passed to bary.f, etc). This
451 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
452 * have the OUTLOCn value offset by 8, presumably to account
453 * for gl_Position/gl_PointSize)
454 */
455 uint8_t inloc;
456 /* vertex shader specific: */
457 bool sysval : 1; /* slot is a gl_system_value */
458 /* fragment shader specific: */
459 bool bary : 1; /* fetched varying (vs one loaded into reg) */
460 bool rasterflat : 1; /* special handling for emit->rasterflat */
461 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
462 bool half : 1;
463 enum glsl_interp_mode interpolate;
464 } inputs[16 + 2]; /* +POSITION +FACE */
465
466 /* sum of input components (scalar). For frag shaders, it only counts
467 * the varying inputs:
468 */
469 unsigned total_in;
470
471 /* For frag shaders, the total number of inputs (not scalar,
472 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
473 */
474 unsigned varying_in;
475
476 /* Remapping table to map Image and SSBO to hw state: */
477 struct ir3_ibo_mapping image_mapping;
478
479 /* number of samplers/textures (which are currently 1:1): */
480 int num_samp;
481
482 /* is there an implicit sampler to read framebuffer (FS only).. if
483 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
484 * the last "real" texture)
485 */
486 bool fb_read;
487
488 /* do we have one or more SSBO instructions: */
489 bool has_ssbo;
490
491 /* do we need derivatives: */
492 bool need_pixlod;
493
494 /* do we have kill, image write, etc (which prevents early-z): */
495 bool no_earlyz;
496
497 bool per_samp;
498
499 /* for astc srgb workaround, the number/base of additional
500 * alpha tex states we need, and index of original tex states
501 */
502 struct {
503 unsigned base, count;
504 unsigned orig_idx[16];
505 } astc_srgb;
506
507 /* shader variants form a linked list: */
508 struct ir3_shader_variant *next;
509
510 /* replicated here to avoid passing extra ptrs everywhere: */
511 gl_shader_stage type;
512 struct ir3_shader *shader;
513 };
514
515 struct ir3_ubo_range {
516 uint32_t offset; /* start offset of this block in const register file */
517 uint32_t start, end; /* range of block that's actually used */
518 };
519
520 struct ir3_ubo_analysis_state
521 {
522 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
523 uint32_t size;
524 uint32_t lower_count;
525 };
526
527
528 struct ir3_shader {
529 gl_shader_stage type;
530
531 /* shader id (for debug): */
532 uint32_t id;
533 uint32_t variant_count;
534
535 /* so we know when we can disable TGSI related hacks: */
536 bool from_tgsi;
537
538 struct ir3_compiler *compiler;
539
540 struct ir3_ubo_analysis_state ubo_state;
541 struct ir3_const_state const_state;
542
543 struct nir_shader *nir;
544 struct ir3_stream_output_info stream_output;
545
546 struct ir3_shader_variant *variants;
547 };
548
549 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
550 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
551 struct ir3_shader_key *key, bool binning_pass, bool *created);
552 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
553 void ir3_shader_destroy(struct ir3_shader *shader);
554 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
555 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
556
557 int
558 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
559
560 static inline const char *
561 ir3_shader_stage(struct ir3_shader *shader)
562 {
563 switch (shader->type) {
564 case MESA_SHADER_VERTEX: return "VERT";
565 case MESA_SHADER_TESS_CTRL: return "TCS";
566 case MESA_SHADER_TESS_EVAL: return "TES";
567 case MESA_SHADER_GEOMETRY: return "GEOM";
568 case MESA_SHADER_FRAGMENT: return "FRAG";
569 case MESA_SHADER_COMPUTE: return "CL";
570 default:
571 unreachable("invalid type");
572 return NULL;
573 }
574 }
575
576 /*
577 * Helper/util:
578 */
579
580 static inline int
581 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
582 {
583 int j;
584
585 for (j = 0; j < so->outputs_count; j++)
586 if (so->outputs[j].slot == slot)
587 return j;
588
589 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
590 * in the vertex shader.. but the fragment shader doesn't know this
591 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
592 * at link time if there is no matching OUT.BCOLOR[n], we must map
593 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
594 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
595 */
596 if (slot == VARYING_SLOT_BFC0) {
597 slot = VARYING_SLOT_COL0;
598 } else if (slot == VARYING_SLOT_BFC1) {
599 slot = VARYING_SLOT_COL1;
600 } else if (slot == VARYING_SLOT_COL0) {
601 slot = VARYING_SLOT_BFC0;
602 } else if (slot == VARYING_SLOT_COL1) {
603 slot = VARYING_SLOT_BFC1;
604 } else {
605 return 0;
606 }
607
608 for (j = 0; j < so->outputs_count; j++)
609 if (so->outputs[j].slot == slot)
610 return j;
611
612 debug_assert(0);
613
614 return 0;
615 }
616
617 static inline int
618 ir3_next_varying(const struct ir3_shader_variant *so, int i)
619 {
620 while (++i < so->inputs_count)
621 if (so->inputs[i].compmask && so->inputs[i].bary)
622 break;
623 return i;
624 }
625
626 struct ir3_shader_linkage {
627 uint8_t max_loc;
628 uint8_t cnt;
629 struct {
630 uint8_t regid;
631 uint8_t compmask;
632 uint8_t loc;
633 } var[32];
634 };
635
636 static inline void
637 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
638 {
639 int i = l->cnt++;
640
641 debug_assert(i < ARRAY_SIZE(l->var));
642
643 l->var[i].regid = regid;
644 l->var[i].compmask = compmask;
645 l->var[i].loc = loc;
646 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
647 }
648
649 static inline void
650 ir3_link_shaders(struct ir3_shader_linkage *l,
651 const struct ir3_shader_variant *vs,
652 const struct ir3_shader_variant *fs)
653 {
654 int j = -1, k;
655
656 while (l->cnt < ARRAY_SIZE(l->var)) {
657 j = ir3_next_varying(fs, j);
658
659 if (j >= fs->inputs_count)
660 break;
661
662 if (fs->inputs[j].inloc >= fs->total_in)
663 continue;
664
665 k = ir3_find_output(vs, fs->inputs[j].slot);
666
667 ir3_link_add(l, vs->outputs[k].regid,
668 fs->inputs[j].compmask, fs->inputs[j].inloc);
669 }
670 }
671
672 static inline uint32_t
673 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
674 {
675 int j;
676 for (j = 0; j < so->outputs_count; j++)
677 if (so->outputs[j].slot == slot) {
678 uint32_t regid = so->outputs[j].regid;
679 if (so->outputs[j].half)
680 regid |= HALF_REG_ID;
681 return regid;
682 }
683 return regid(63, 0);
684 }
685
686 static inline uint32_t
687 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
688 {
689 int j;
690 for (j = 0; j < so->inputs_count; j++)
691 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
692 return so->inputs[j].regid;
693 return regid(63, 0);
694 }
695
696 /* calculate register footprint in terms of half-regs (ie. one full
697 * reg counts as two half-regs).
698 */
699 static inline uint32_t
700 ir3_shader_halfregs(const struct ir3_shader_variant *v)
701 {
702 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
703 }
704
705 #endif /* IR3_SHADER_H_ */