freedreno/ir3: Push UBOs to constant file
[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 * For consts needed to pass internal values to shader which may or may not
75 * be required, rather than allocating worst-case const space, we scan the
76 * shader and allocate consts as-needed:
77 *
78 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
79 * for a given SSBO
80 *
81 * + Image dimensions: needed to calculate pixel offset, but only for
82 * images that have a image_store intrinsic
83 */
84 struct ir3_driver_const_layout {
85 struct {
86 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
87 uint32_t count; /* number of consts allocated */
88 /* one const allocated per SSBO which has get_buffer_size,
89 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
90 * consts:
91 */
92 uint32_t off[IR3_MAX_SHADER_BUFFERS];
93 } ssbo_size;
94
95 struct {
96 uint32_t mask; /* bitmask of images that have image_store */
97 uint32_t count; /* number of consts allocated */
98 /* three const allocated per image which has image_store:
99 * + cpp (bytes per pixel)
100 * + pitch (y pitch)
101 * + array_pitch (z pitch)
102 */
103 uint32_t off[IR3_MAX_SHADER_IMAGES];
104 } image_dims;
105 };
106
107 /**
108 * A single output for vertex transform feedback.
109 */
110 struct ir3_stream_output {
111 unsigned register_index:6; /**< 0 to 63 (OUT index) */
112 unsigned start_component:2; /** 0 to 3 */
113 unsigned num_components:3; /** 1 to 4 */
114 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
115 unsigned dst_offset:16; /**< offset into the buffer in dwords */
116 unsigned stream:2; /**< 0 to 3 */
117 };
118
119 /**
120 * Stream output for vertex transform feedback.
121 */
122 struct ir3_stream_output_info {
123 unsigned num_outputs;
124 /** stride for an entire vertex for each buffer in dwords */
125 uint16_t stride[IR3_MAX_SO_BUFFERS];
126
127 /**
128 * Array of stream outputs, in the order they are to be written in.
129 * Selected components are tightly packed into the output buffer.
130 */
131 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
132 };
133
134 /* Configuration key used to identify a shader variant.. different
135 * shader variants can be used to implement features not supported
136 * in hw (two sided color), binning-pass vertex shader, etc.
137 */
138 struct ir3_shader_key {
139 union {
140 struct {
141 /*
142 * Combined Vertex/Fragment shader parameters:
143 */
144 unsigned ucp_enables : 8;
145
146 /* do we need to check {v,f}saturate_{s,t,r}? */
147 unsigned has_per_samp : 1;
148
149 /*
150 * Vertex shader variant parameters:
151 */
152 unsigned vclamp_color : 1;
153
154 /*
155 * Fragment shader variant parameters:
156 */
157 unsigned color_two_side : 1;
158 unsigned half_precision : 1;
159 /* used when shader needs to handle flat varyings (a4xx)
160 * for front/back color inputs to frag shader:
161 */
162 unsigned rasterflat : 1;
163 unsigned fclamp_color : 1;
164 };
165 uint32_t global;
166 };
167
168 /* bitmask of sampler which needs coords clamped for vertex
169 * shader:
170 */
171 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
172
173 /* bitmask of sampler which needs coords clamped for frag
174 * shader:
175 */
176 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
177
178 /* bitmask of ms shifts */
179 uint32_t vsamples, fsamples;
180
181 /* bitmask of samplers which need astc srgb workaround: */
182 uint16_t vastc_srgb, fastc_srgb;
183 };
184
185 static inline bool
186 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
187 {
188 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
189 if (a->has_per_samp || b->has_per_samp)
190 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
191 return a->global == b->global;
192 }
193
194 /* will the two keys produce different lowering for a fragment shader? */
195 static inline bool
196 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
197 {
198 if (last_key->has_per_samp || key->has_per_samp) {
199 if ((last_key->fsaturate_s != key->fsaturate_s) ||
200 (last_key->fsaturate_t != key->fsaturate_t) ||
201 (last_key->fsaturate_r != key->fsaturate_r) ||
202 (last_key->fsamples != key->fsamples) ||
203 (last_key->fastc_srgb != key->fastc_srgb))
204 return true;
205 }
206
207 if (last_key->fclamp_color != key->fclamp_color)
208 return true;
209
210 if (last_key->color_two_side != key->color_two_side)
211 return true;
212
213 if (last_key->half_precision != key->half_precision)
214 return true;
215
216 if (last_key->rasterflat != key->rasterflat)
217 return true;
218
219 if (last_key->ucp_enables != key->ucp_enables)
220 return true;
221
222 return false;
223 }
224
225 /* will the two keys produce different lowering for a vertex shader? */
226 static inline bool
227 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
228 {
229 if (last_key->has_per_samp || key->has_per_samp) {
230 if ((last_key->vsaturate_s != key->vsaturate_s) ||
231 (last_key->vsaturate_t != key->vsaturate_t) ||
232 (last_key->vsaturate_r != key->vsaturate_r) ||
233 (last_key->vsamples != key->vsamples) ||
234 (last_key->vastc_srgb != key->vastc_srgb))
235 return true;
236 }
237
238 if (last_key->vclamp_color != key->vclamp_color)
239 return true;
240
241 if (last_key->ucp_enables != key->ucp_enables)
242 return true;
243
244 return false;
245 }
246
247 /* clears shader-key flags which don't apply to the given shader
248 * stage
249 */
250 static inline void
251 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
252 {
253 switch (type) {
254 case MESA_SHADER_FRAGMENT:
255 if (key->has_per_samp) {
256 key->vsaturate_s = 0;
257 key->vsaturate_t = 0;
258 key->vsaturate_r = 0;
259 key->vastc_srgb = 0;
260 key->vsamples = 0;
261 }
262 break;
263 case MESA_SHADER_VERTEX:
264 key->color_two_side = false;
265 key->half_precision = false;
266 key->rasterflat = false;
267 if (key->has_per_samp) {
268 key->fsaturate_s = 0;
269 key->fsaturate_t = 0;
270 key->fsaturate_r = 0;
271 key->fastc_srgb = 0;
272 key->fsamples = 0;
273 }
274 break;
275 default:
276 /* TODO */
277 break;
278 }
279 }
280
281 /**
282 * On a4xx+a5xx, Images share state with textures and SSBOs:
283 *
284 * + Uses texture (cat5) state/instruction (isam) to read
285 * + Uses SSBO state and instructions (cat6) to write and for atomics
286 *
287 * Starting with a6xx, Images and SSBOs are basically the same thing,
288 * with texture state and isam also used for SSBO reads.
289 *
290 * On top of that, gallium makes the SSBO (shader_buffers) state semi
291 * sparse, with the first half of the state space used for atomic
292 * counters lowered to atomic buffers. We could ignore this, but I
293 * don't think we could *really* handle the case of a single shader
294 * that used the max # of textures + images + SSBOs. And once we are
295 * offsetting images by num_ssbos (or visa versa) to map them into
296 * the same hardware state, the hardware state has become coupled to
297 * the shader state, so at this point we might as well just use a
298 * mapping table to remap things from image/SSBO idx to hw idx.
299 *
300 * To make things less (more?) confusing, for the hw "SSBO" state
301 * (since it is really both SSBO and Image) I'll use the name "IBO"
302 */
303 struct ir3_ibo_mapping {
304 #define IBO_INVALID 0xff
305 /* Maps logical SSBO state to hw state: */
306 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
307 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
308
309 /* Maps logical Image state to hw state: */
310 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
311 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
312
313 /* Maps hw state back to logical SSBO or Image state:
314 *
315 * note IBO_SSBO ORd into values to indicate that the
316 * hw slot is used for SSBO state vs Image state.
317 */
318 #define IBO_SSBO 0x80
319 uint8_t ibo_to_image[32];
320 uint8_t tex_to_image[32];
321
322 uint8_t num_ibo;
323 uint8_t num_tex; /* including real textures */
324 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
325 };
326
327 struct ir3_shader_variant {
328 struct fd_bo *bo;
329
330 /* variant id (for debug) */
331 uint32_t id;
332
333 struct ir3_shader_key key;
334
335 /* vertex shaders can have an extra version for hwbinning pass,
336 * which is pointed to by so->binning:
337 */
338 bool binning_pass;
339 struct ir3_shader_variant *binning;
340
341 struct ir3_driver_const_layout const_layout;
342 struct ir3_info info;
343 struct ir3 *ir;
344
345 /* Levels of nesting of flow control:
346 */
347 unsigned branchstack;
348
349 unsigned max_sun;
350
351 /* the instructions length is in units of instruction groups
352 * (4 instructions for a3xx, 16 instructions for a4xx.. each
353 * instruction is 2 dwords):
354 */
355 unsigned instrlen;
356
357 /* the constants length is in units of vec4's, and is the sum of
358 * the uniforms and the built-in compiler constants
359 */
360 unsigned constlen;
361
362 /* number of uniforms (in vec4), not including built-in compiler
363 * constants, etc.
364 */
365 unsigned num_uniforms;
366
367 unsigned num_ubos;
368
369 /* About Linkage:
370 * + Let the frag shader determine the position/compmask for the
371 * varyings, since it is the place where we know if the varying
372 * is actually used, and if so, which components are used. So
373 * what the hw calls "outloc" is taken from the "inloc" of the
374 * frag shader.
375 * + From the vert shader, we only need the output regid
376 */
377
378 bool frag_coord, frag_face, color0_mrt;
379
380 /* NOTE: for input/outputs, slot is:
381 * gl_vert_attrib - for VS inputs
382 * gl_varying_slot - for VS output / FS input
383 * gl_frag_result - for FS output
384 */
385
386 /* varyings/outputs: */
387 unsigned outputs_count;
388 struct {
389 uint8_t slot;
390 uint8_t regid;
391 } outputs[16 + 2]; /* +POSITION +PSIZE */
392 bool writes_pos, writes_psize;
393
394 /* attributes (VS) / varyings (FS):
395 * Note that sysval's should come *after* normal inputs.
396 */
397 unsigned inputs_count;
398 struct {
399 uint8_t slot;
400 uint8_t regid;
401 uint8_t compmask;
402 uint8_t ncomp;
403 /* location of input (ie. offset passed to bary.f, etc). This
404 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
405 * have the OUTLOCn value offset by 8, presumably to account
406 * for gl_Position/gl_PointSize)
407 */
408 uint8_t inloc;
409 /* vertex shader specific: */
410 bool sysval : 1; /* slot is a gl_system_value */
411 /* fragment shader specific: */
412 bool bary : 1; /* fetched varying (vs one loaded into reg) */
413 bool rasterflat : 1; /* special handling for emit->rasterflat */
414 enum glsl_interp_mode interpolate;
415 } inputs[16 + 2]; /* +POSITION +FACE */
416
417 /* sum of input components (scalar). For frag shaders, it only counts
418 * the varying inputs:
419 */
420 unsigned total_in;
421
422 /* For frag shaders, the total number of inputs (not scalar,
423 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
424 */
425 unsigned varying_in;
426
427 /* Remapping table to map Image and SSBO to hw state: */
428 struct ir3_ibo_mapping image_mapping;
429
430 /* number of samplers/textures (which are currently 1:1): */
431 int num_samp;
432
433 /* do we have one or more SSBO instructions: */
434 bool has_ssbo;
435
436 /* do we need derivatives: */
437 bool need_pixlod;
438
439 /* do we have kill, image write, etc (which prevents early-z): */
440 bool no_earlyz;
441
442 /* Layout of constant registers, each section (in vec4). Pointer size
443 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
444 * UBO and stream-out consts.
445 */
446 struct {
447 /* user const start at zero */
448 unsigned ubo;
449 /* NOTE that a3xx might need a section for SSBO addresses too */
450 unsigned ssbo_sizes;
451 unsigned image_dims;
452 unsigned driver_param;
453 unsigned tfbo;
454 unsigned immediate;
455 } constbase;
456
457 unsigned immediates_count;
458 unsigned immediates_size;
459 struct {
460 uint32_t val[4];
461 } *immediates;
462
463 /* for astc srgb workaround, the number/base of additional
464 * alpha tex states we need, and index of original tex states
465 */
466 struct {
467 unsigned base, count;
468 unsigned orig_idx[16];
469 } astc_srgb;
470
471 /* shader variants form a linked list: */
472 struct ir3_shader_variant *next;
473
474 /* replicated here to avoid passing extra ptrs everywhere: */
475 gl_shader_stage type;
476 struct ir3_shader *shader;
477 };
478
479 struct ir3_ubo_range {
480 uint32_t offset; /* start offset of this block in const register file */
481 uint32_t start, end; /* range of block that's actually used */
482 };
483
484 struct ir3_ubo_analysis_state
485 {
486 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
487 uint32_t size;
488 uint32_t lower_count;
489 };
490
491
492 struct ir3_shader {
493 gl_shader_stage type;
494
495 /* shader id (for debug): */
496 uint32_t id;
497 uint32_t variant_count;
498
499 /* so we know when we can disable TGSI related hacks: */
500 bool from_tgsi;
501
502 struct ir3_compiler *compiler;
503
504 struct ir3_ubo_analysis_state ubo_state;
505
506 struct nir_shader *nir;
507 struct ir3_stream_output_info stream_output;
508
509 struct ir3_shader_variant *variants;
510 };
511
512 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
513 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
514 struct ir3_shader_key *key, bool binning_pass, bool *created);
515 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
516 void ir3_shader_destroy(struct ir3_shader *shader);
517 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
518 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
519
520 int
521 ir3_glsl_type_size(const struct glsl_type *type);
522
523 static inline const char *
524 ir3_shader_stage(struct ir3_shader *shader)
525 {
526 switch (shader->type) {
527 case MESA_SHADER_VERTEX: return "VERT";
528 case MESA_SHADER_FRAGMENT: return "FRAG";
529 case MESA_SHADER_COMPUTE: return "CL";
530 default:
531 unreachable("invalid type");
532 return NULL;
533 }
534 }
535
536 /*
537 * Helper/util:
538 */
539
540 static inline int
541 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
542 {
543 int j;
544
545 for (j = 0; j < so->outputs_count; j++)
546 if (so->outputs[j].slot == slot)
547 return j;
548
549 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
550 * in the vertex shader.. but the fragment shader doesn't know this
551 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
552 * at link time if there is no matching OUT.BCOLOR[n], we must map
553 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
554 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
555 */
556 if (slot == VARYING_SLOT_BFC0) {
557 slot = VARYING_SLOT_COL0;
558 } else if (slot == VARYING_SLOT_BFC1) {
559 slot = VARYING_SLOT_COL1;
560 } else if (slot == VARYING_SLOT_COL0) {
561 slot = VARYING_SLOT_BFC0;
562 } else if (slot == VARYING_SLOT_COL1) {
563 slot = VARYING_SLOT_BFC1;
564 } else {
565 return 0;
566 }
567
568 for (j = 0; j < so->outputs_count; j++)
569 if (so->outputs[j].slot == slot)
570 return j;
571
572 debug_assert(0);
573
574 return 0;
575 }
576
577 static inline int
578 ir3_next_varying(const struct ir3_shader_variant *so, int i)
579 {
580 while (++i < so->inputs_count)
581 if (so->inputs[i].compmask && so->inputs[i].bary)
582 break;
583 return i;
584 }
585
586 struct ir3_shader_linkage {
587 uint8_t max_loc;
588 uint8_t cnt;
589 struct {
590 uint8_t regid;
591 uint8_t compmask;
592 uint8_t loc;
593 } var[32];
594 };
595
596 static inline void
597 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
598 {
599 int i = l->cnt++;
600
601 debug_assert(i < ARRAY_SIZE(l->var));
602
603 l->var[i].regid = regid;
604 l->var[i].compmask = compmask;
605 l->var[i].loc = loc;
606 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
607 }
608
609 static inline void
610 ir3_link_shaders(struct ir3_shader_linkage *l,
611 const struct ir3_shader_variant *vs,
612 const struct ir3_shader_variant *fs)
613 {
614 int j = -1, k;
615
616 while (l->cnt < ARRAY_SIZE(l->var)) {
617 j = ir3_next_varying(fs, j);
618
619 if (j >= fs->inputs_count)
620 break;
621
622 if (fs->inputs[j].inloc >= fs->total_in)
623 continue;
624
625 k = ir3_find_output(vs, fs->inputs[j].slot);
626
627 ir3_link_add(l, vs->outputs[k].regid,
628 fs->inputs[j].compmask, fs->inputs[j].inloc);
629 }
630 }
631
632 static inline uint32_t
633 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
634 {
635 int j;
636 for (j = 0; j < so->outputs_count; j++)
637 if (so->outputs[j].slot == slot)
638 return so->outputs[j].regid;
639 return regid(63, 0);
640 }
641
642 static inline uint32_t
643 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
644 {
645 int j;
646 for (j = 0; j < so->inputs_count; j++)
647 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
648 return so->inputs[j].regid;
649 return regid(63, 0);
650 }
651
652 /* calculate register footprint in terms of half-regs (ie. one full
653 * reg counts as two half-regs).
654 */
655 static inline uint32_t
656 ir3_shader_halfregs(const struct ir3_shader_variant *v)
657 {
658 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
659 }
660
661 #endif /* IR3_SHADER_H_ */