freedreno/ir3: Add tessellation field to shader key
[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 /* Indicates that this is a tessellation pipeline which requires a
253 * whole different kind of vertex shader. In case of
254 * tessellation, this field also tells us which kind of output
255 * topology the TES uses, which the TCS needs to know.
256 */
257 #define IR3_TESS_NONE 0
258 #define IR3_TESS_TRIANGLES 1
259 #define IR3_TESS_QUADS 2
260 #define IR3_TESS_ISOLINES 3
261 unsigned tessellation : 2;
262
263 unsigned has_gs : 1;
264 };
265 uint32_t global;
266 };
267
268 /* bitmask of sampler which needs coords clamped for vertex
269 * shader:
270 */
271 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
272
273 /* bitmask of sampler which needs coords clamped for frag
274 * shader:
275 */
276 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
277
278 /* bitmask of ms shifts */
279 uint32_t vsamples, fsamples;
280
281 /* bitmask of samplers which need astc srgb workaround: */
282 uint16_t vastc_srgb, fastc_srgb;
283 };
284
285 static inline bool
286 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
287 {
288 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
289 if (a->has_per_samp || b->has_per_samp)
290 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
291 return a->global == b->global;
292 }
293
294 /* will the two keys produce different lowering for a fragment shader? */
295 static inline bool
296 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
297 {
298 if (last_key->has_per_samp || key->has_per_samp) {
299 if ((last_key->fsaturate_s != key->fsaturate_s) ||
300 (last_key->fsaturate_t != key->fsaturate_t) ||
301 (last_key->fsaturate_r != key->fsaturate_r) ||
302 (last_key->fsamples != key->fsamples) ||
303 (last_key->fastc_srgb != key->fastc_srgb))
304 return true;
305 }
306
307 if (last_key->fclamp_color != key->fclamp_color)
308 return true;
309
310 if (last_key->color_two_side != key->color_two_side)
311 return true;
312
313 if (last_key->half_precision != key->half_precision)
314 return true;
315
316 if (last_key->rasterflat != key->rasterflat)
317 return true;
318
319 if (last_key->ucp_enables != key->ucp_enables)
320 return true;
321
322 return false;
323 }
324
325 /* will the two keys produce different lowering for a vertex shader? */
326 static inline bool
327 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
328 {
329 if (last_key->has_per_samp || key->has_per_samp) {
330 if ((last_key->vsaturate_s != key->vsaturate_s) ||
331 (last_key->vsaturate_t != key->vsaturate_t) ||
332 (last_key->vsaturate_r != key->vsaturate_r) ||
333 (last_key->vsamples != key->vsamples) ||
334 (last_key->vastc_srgb != key->vastc_srgb))
335 return true;
336 }
337
338 if (last_key->vclamp_color != key->vclamp_color)
339 return true;
340
341 if (last_key->ucp_enables != key->ucp_enables)
342 return true;
343
344 return false;
345 }
346
347 /* clears shader-key flags which don't apply to the given shader
348 * stage
349 */
350 static inline void
351 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
352 {
353 switch (type) {
354 case MESA_SHADER_FRAGMENT:
355 if (key->has_per_samp) {
356 key->vsaturate_s = 0;
357 key->vsaturate_t = 0;
358 key->vsaturate_r = 0;
359 key->vastc_srgb = 0;
360 key->vsamples = 0;
361 key->has_gs = false; /* FS doesn't care */
362 key->tessellation = IR3_TESS_NONE;
363 }
364 break;
365 case MESA_SHADER_VERTEX:
366 case MESA_SHADER_GEOMETRY:
367 key->color_two_side = false;
368 key->half_precision = false;
369 key->rasterflat = false;
370 if (key->has_per_samp) {
371 key->fsaturate_s = 0;
372 key->fsaturate_t = 0;
373 key->fsaturate_r = 0;
374 key->fastc_srgb = 0;
375 key->fsamples = 0;
376 }
377
378 /* VS and GS only care about whether or not we're tessellating. */
379 key->tessellation = !!key->tessellation;
380 break;
381 case MESA_SHADER_TESS_CTRL:
382 case MESA_SHADER_TESS_EVAL:
383 key->color_two_side = false;
384 key->half_precision = false;
385 key->rasterflat = false;
386 if (key->has_per_samp) {
387 key->fsaturate_s = 0;
388 key->fsaturate_t = 0;
389 key->fsaturate_r = 0;
390 key->fastc_srgb = 0;
391 key->fsamples = 0;
392 key->vsaturate_s = 0;
393 key->vsaturate_t = 0;
394 key->vsaturate_r = 0;
395 key->vastc_srgb = 0;
396 key->vsamples = 0;
397 }
398 break;
399 default:
400 /* TODO */
401 break;
402 }
403 }
404
405 /**
406 * On a4xx+a5xx, Images share state with textures and SSBOs:
407 *
408 * + Uses texture (cat5) state/instruction (isam) to read
409 * + Uses SSBO state and instructions (cat6) to write and for atomics
410 *
411 * Starting with a6xx, Images and SSBOs are basically the same thing,
412 * with texture state and isam also used for SSBO reads.
413 *
414 * On top of that, gallium makes the SSBO (shader_buffers) state semi
415 * sparse, with the first half of the state space used for atomic
416 * counters lowered to atomic buffers. We could ignore this, but I
417 * don't think we could *really* handle the case of a single shader
418 * that used the max # of textures + images + SSBOs. And once we are
419 * offsetting images by num_ssbos (or visa versa) to map them into
420 * the same hardware state, the hardware state has become coupled to
421 * the shader state, so at this point we might as well just use a
422 * mapping table to remap things from image/SSBO idx to hw idx.
423 *
424 * To make things less (more?) confusing, for the hw "SSBO" state
425 * (since it is really both SSBO and Image) I'll use the name "IBO"
426 */
427 struct ir3_ibo_mapping {
428 #define IBO_INVALID 0xff
429 /* Maps logical SSBO state to hw state: */
430 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
431 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
432
433 /* Maps logical Image state to hw state: */
434 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
435 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
436
437 /* Maps hw state back to logical SSBO or Image state:
438 *
439 * note IBO_SSBO ORd into values to indicate that the
440 * hw slot is used for SSBO state vs Image state.
441 */
442 #define IBO_SSBO 0x80
443 uint8_t ibo_to_image[32];
444 uint8_t tex_to_image[32];
445
446 uint8_t num_ibo;
447 uint8_t num_tex; /* including real textures */
448 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
449 };
450
451 /* Represents half register in regid */
452 #define HALF_REG_ID 0x100
453
454 struct ir3_shader_variant {
455 struct fd_bo *bo;
456
457 /* variant id (for debug) */
458 uint32_t id;
459
460 struct ir3_shader_key key;
461
462 /* vertex shaders can have an extra version for hwbinning pass,
463 * which is pointed to by so->binning:
464 */
465 bool binning_pass;
466 // union {
467 struct ir3_shader_variant *binning;
468 struct ir3_shader_variant *nonbinning;
469 // };
470
471 struct ir3_info info;
472 struct ir3 *ir;
473
474 /* Levels of nesting of flow control:
475 */
476 unsigned branchstack;
477
478 unsigned max_sun;
479 unsigned loops;
480
481 /* the instructions length is in units of instruction groups
482 * (4 instructions for a3xx, 16 instructions for a4xx.. each
483 * instruction is 2 dwords):
484 */
485 unsigned instrlen;
486
487 /* the constants length is in units of vec4's, and is the sum of
488 * the uniforms and the built-in compiler constants
489 */
490 unsigned constlen;
491
492 /* About Linkage:
493 * + Let the frag shader determine the position/compmask for the
494 * varyings, since it is the place where we know if the varying
495 * is actually used, and if so, which components are used. So
496 * what the hw calls "outloc" is taken from the "inloc" of the
497 * frag shader.
498 * + From the vert shader, we only need the output regid
499 */
500
501 bool frag_coord, frag_face, color0_mrt;
502
503 /* NOTE: for input/outputs, slot is:
504 * gl_vert_attrib - for VS inputs
505 * gl_varying_slot - for VS output / FS input
506 * gl_frag_result - for FS output
507 */
508
509 /* varyings/outputs: */
510 unsigned outputs_count;
511 struct {
512 uint8_t slot;
513 uint8_t regid;
514 bool half : 1;
515 } outputs[32 + 2]; /* +POSITION +PSIZE */
516 bool writes_pos, writes_smask, writes_psize;
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 /* do we need derivatives: */
568 bool need_pixlod;
569
570 /* do we have kill, image write, etc (which prevents early-z): */
571 bool no_earlyz;
572
573 bool per_samp;
574
575 /* for astc srgb workaround, the number/base of additional
576 * alpha tex states we need, and index of original tex states
577 */
578 struct {
579 unsigned base, count;
580 unsigned orig_idx[16];
581 } astc_srgb;
582
583 /* shader variants form a linked list: */
584 struct ir3_shader_variant *next;
585
586 /* replicated here to avoid passing extra ptrs everywhere: */
587 gl_shader_stage type;
588 struct ir3_shader *shader;
589
590 /* texture sampler pre-dispatches */
591 uint32_t num_sampler_prefetch;
592 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
593 };
594
595 static inline const char *
596 ir3_shader_stage(struct ir3_shader_variant *v)
597 {
598 switch (v->type) {
599 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
600 case MESA_SHADER_TESS_CTRL: return "TCS";
601 case MESA_SHADER_TESS_EVAL: return "TES";
602 case MESA_SHADER_GEOMETRY: return "GEOM";
603 case MESA_SHADER_FRAGMENT: return "FRAG";
604 case MESA_SHADER_COMPUTE: return "CL";
605 default:
606 unreachable("invalid type");
607 return NULL;
608 }
609 }
610
611 struct ir3_ubo_range {
612 uint32_t offset; /* start offset of this block in const register file */
613 uint32_t start, end; /* range of block that's actually used */
614 };
615
616 struct ir3_ubo_analysis_state {
617 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
618 uint32_t size;
619 uint32_t lower_count;
620 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
621 };
622
623
624 struct ir3_shader {
625 gl_shader_stage type;
626
627 /* shader id (for debug): */
628 uint32_t id;
629 uint32_t variant_count;
630
631 /* so we know when we can disable TGSI related hacks: */
632 bool from_tgsi;
633
634 struct ir3_compiler *compiler;
635
636 struct ir3_ubo_analysis_state ubo_state;
637 struct ir3_const_state const_state;
638
639 struct nir_shader *nir;
640 struct ir3_stream_output_info stream_output;
641
642 struct ir3_shader_variant *variants;
643 mtx_t variants_lock;
644
645 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
646
647 /* Map from driver_location to byte offset in per-primitive storage */
648 unsigned output_loc[32];
649 };
650
651 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
652 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
653 struct ir3_shader_key *key, bool binning_pass, bool *created);
654 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
655 void ir3_shader_destroy(struct ir3_shader *shader);
656 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
657 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
658
659 int
660 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
661
662 /*
663 * Helper/util:
664 */
665
666 static inline int
667 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
668 {
669 int j;
670
671 for (j = 0; j < so->outputs_count; j++)
672 if (so->outputs[j].slot == slot)
673 return j;
674
675 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
676 * in the vertex shader.. but the fragment shader doesn't know this
677 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
678 * at link time if there is no matching OUT.BCOLOR[n], we must map
679 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
680 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
681 */
682 if (slot == VARYING_SLOT_BFC0) {
683 slot = VARYING_SLOT_COL0;
684 } else if (slot == VARYING_SLOT_BFC1) {
685 slot = VARYING_SLOT_COL1;
686 } else if (slot == VARYING_SLOT_COL0) {
687 slot = VARYING_SLOT_BFC0;
688 } else if (slot == VARYING_SLOT_COL1) {
689 slot = VARYING_SLOT_BFC1;
690 } else {
691 return 0;
692 }
693
694 for (j = 0; j < so->outputs_count; j++)
695 if (so->outputs[j].slot == slot)
696 return j;
697
698 debug_assert(0);
699
700 return 0;
701 }
702
703 static inline int
704 ir3_next_varying(const struct ir3_shader_variant *so, int i)
705 {
706 while (++i < so->inputs_count)
707 if (so->inputs[i].compmask && so->inputs[i].bary)
708 break;
709 return i;
710 }
711
712 struct ir3_shader_linkage {
713 uint8_t max_loc;
714 uint8_t cnt;
715 struct {
716 uint8_t regid;
717 uint8_t compmask;
718 uint8_t loc;
719 } var[32];
720 };
721
722 static inline void
723 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
724 {
725 int i = l->cnt++;
726
727 debug_assert(i < ARRAY_SIZE(l->var));
728
729 l->var[i].regid = regid;
730 l->var[i].compmask = compmask;
731 l->var[i].loc = loc;
732 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
733 }
734
735 static inline void
736 ir3_link_shaders(struct ir3_shader_linkage *l,
737 const struct ir3_shader_variant *vs,
738 const struct ir3_shader_variant *fs)
739 {
740 int j = -1, k;
741
742 while (l->cnt < ARRAY_SIZE(l->var)) {
743 j = ir3_next_varying(fs, j);
744
745 if (j >= fs->inputs_count)
746 break;
747
748 if (fs->inputs[j].inloc >= fs->total_in)
749 continue;
750
751 k = ir3_find_output(vs, fs->inputs[j].slot);
752
753 ir3_link_add(l, vs->outputs[k].regid,
754 fs->inputs[j].compmask, fs->inputs[j].inloc);
755 }
756 }
757
758 static inline uint32_t
759 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
760 {
761 int j;
762 for (j = 0; j < so->outputs_count; j++)
763 if (so->outputs[j].slot == slot) {
764 uint32_t regid = so->outputs[j].regid;
765 if (so->outputs[j].half)
766 regid |= HALF_REG_ID;
767 return regid;
768 }
769 return regid(63, 0);
770 }
771
772 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
773 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
774 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
775
776
777 static inline uint32_t
778 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
779 {
780 int j;
781 for (j = 0; j < so->inputs_count; j++)
782 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
783 return so->inputs[j].regid;
784 return regid(63, 0);
785 }
786
787 /* calculate register footprint in terms of half-regs (ie. one full
788 * reg counts as two half-regs).
789 */
790 static inline uint32_t
791 ir3_shader_halfregs(const struct ir3_shader_variant *v)
792 {
793 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
794 }
795
796 #endif /* IR3_SHADER_H_ */