freedreno/ir3: add Sethi–Ullman numbering pass
[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
71 /**
72 * For consts needed to pass internal values to shader which may or may not
73 * be required, rather than allocating worst-case const space, we scan the
74 * shader and allocate consts as-needed:
75 *
76 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
77 * for a given SSBO
78 *
79 * + Image dimensions: needed to calculate pixel offset, but only for
80 * images that have a image_store intrinsic
81 */
82 struct ir3_driver_const_layout {
83 struct {
84 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
85 uint32_t count; /* number of consts allocated */
86 /* one const allocated per SSBO which has get_buffer_size,
87 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
88 * consts:
89 */
90 uint32_t off[IR3_MAX_SHADER_BUFFERS];
91 } ssbo_size;
92
93 struct {
94 uint32_t mask; /* bitmask of images that have image_store */
95 uint32_t count; /* number of consts allocated */
96 /* three const allocated per image which has image_store:
97 * + cpp (bytes per pixel)
98 * + pitch (y pitch)
99 * + array_pitch (z pitch)
100 */
101 uint32_t off[IR3_MAX_SHADER_IMAGES];
102 } image_dims;
103 };
104
105 /**
106 * A single output for vertex transform feedback.
107 */
108 struct ir3_stream_output {
109 unsigned register_index:6; /**< 0 to 63 (OUT index) */
110 unsigned start_component:2; /** 0 to 3 */
111 unsigned num_components:3; /** 1 to 4 */
112 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
113 unsigned dst_offset:16; /**< offset into the buffer in dwords */
114 unsigned stream:2; /**< 0 to 3 */
115 };
116
117 /**
118 * Stream output for vertex transform feedback.
119 */
120 struct ir3_stream_output_info {
121 unsigned num_outputs;
122 /** stride for an entire vertex for each buffer in dwords */
123 uint16_t stride[IR3_MAX_SO_BUFFERS];
124
125 /**
126 * Array of stream outputs, in the order they are to be written in.
127 * Selected components are tightly packed into the output buffer.
128 */
129 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
130 };
131
132 /* Configuration key used to identify a shader variant.. different
133 * shader variants can be used to implement features not supported
134 * in hw (two sided color), binning-pass vertex shader, etc.
135 */
136 struct ir3_shader_key {
137 union {
138 struct {
139 /*
140 * Combined Vertex/Fragment shader parameters:
141 */
142 unsigned ucp_enables : 8;
143
144 /* do we need to check {v,f}saturate_{s,t,r}? */
145 unsigned has_per_samp : 1;
146
147 /*
148 * Vertex shader variant parameters:
149 */
150 unsigned vclamp_color : 1;
151
152 /*
153 * Fragment shader variant parameters:
154 */
155 unsigned color_two_side : 1;
156 unsigned half_precision : 1;
157 /* used when shader needs to handle flat varyings (a4xx)
158 * for front/back color inputs to frag shader:
159 */
160 unsigned rasterflat : 1;
161 unsigned fclamp_color : 1;
162 };
163 uint32_t global;
164 };
165
166 /* bitmask of sampler which needs coords clamped for vertex
167 * shader:
168 */
169 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
170
171 /* bitmask of sampler which needs coords clamped for frag
172 * shader:
173 */
174 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
175
176 /* bitmask of ms shifts */
177 uint32_t vsamples, fsamples;
178
179 /* bitmask of samplers which need astc srgb workaround: */
180 uint16_t vastc_srgb, fastc_srgb;
181 };
182
183 static inline bool
184 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
185 {
186 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
187 if (a->has_per_samp || b->has_per_samp)
188 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
189 return a->global == b->global;
190 }
191
192 /* will the two keys produce different lowering for a fragment shader? */
193 static inline bool
194 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
195 {
196 if (last_key->has_per_samp || key->has_per_samp) {
197 if ((last_key->fsaturate_s != key->fsaturate_s) ||
198 (last_key->fsaturate_t != key->fsaturate_t) ||
199 (last_key->fsaturate_r != key->fsaturate_r) ||
200 (last_key->fsamples != key->fsamples) ||
201 (last_key->fastc_srgb != key->fastc_srgb))
202 return true;
203 }
204
205 if (last_key->fclamp_color != key->fclamp_color)
206 return true;
207
208 if (last_key->color_two_side != key->color_two_side)
209 return true;
210
211 if (last_key->half_precision != key->half_precision)
212 return true;
213
214 if (last_key->rasterflat != key->rasterflat)
215 return true;
216
217 if (last_key->ucp_enables != key->ucp_enables)
218 return true;
219
220 return false;
221 }
222
223 /* will the two keys produce different lowering for a vertex shader? */
224 static inline bool
225 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
226 {
227 if (last_key->has_per_samp || key->has_per_samp) {
228 if ((last_key->vsaturate_s != key->vsaturate_s) ||
229 (last_key->vsaturate_t != key->vsaturate_t) ||
230 (last_key->vsaturate_r != key->vsaturate_r) ||
231 (last_key->vsamples != key->vsamples) ||
232 (last_key->vastc_srgb != key->vastc_srgb))
233 return true;
234 }
235
236 if (last_key->vclamp_color != key->vclamp_color)
237 return true;
238
239 if (last_key->ucp_enables != key->ucp_enables)
240 return true;
241
242 return false;
243 }
244
245 /* clears shader-key flags which don't apply to the given shader
246 * stage
247 */
248 static inline void
249 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
250 {
251 switch (type) {
252 case MESA_SHADER_FRAGMENT:
253 if (key->has_per_samp) {
254 key->vsaturate_s = 0;
255 key->vsaturate_t = 0;
256 key->vsaturate_r = 0;
257 key->vastc_srgb = 0;
258 key->vsamples = 0;
259 }
260 break;
261 case MESA_SHADER_VERTEX:
262 key->color_two_side = false;
263 key->half_precision = false;
264 key->rasterflat = false;
265 if (key->has_per_samp) {
266 key->fsaturate_s = 0;
267 key->fsaturate_t = 0;
268 key->fsaturate_r = 0;
269 key->fastc_srgb = 0;
270 key->fsamples = 0;
271 }
272 break;
273 default:
274 /* TODO */
275 break;
276 }
277 }
278
279 /**
280 * On a4xx+a5xx, Images share state with textures and SSBOs:
281 *
282 * + Uses texture (cat5) state/instruction (isam) to read
283 * + Uses SSBO state and instructions (cat6) to write and for atomics
284 *
285 * Starting with a6xx, Images and SSBOs are basically the same thing,
286 * with texture state and isam also used for SSBO reads.
287 *
288 * On top of that, gallium makes the SSBO (shader_buffers) state semi
289 * sparse, with the first half of the state space used for atomic
290 * counters lowered to atomic buffers. We could ignore this, but I
291 * don't think we could *really* handle the case of a single shader
292 * that used the max # of textures + images + SSBOs. And once we are
293 * offsetting images by num_ssbos (or visa versa) to map them into
294 * the same hardware state, the hardware state has become coupled to
295 * the shader state, so at this point we might as well just use a
296 * mapping table to remap things from image/SSBO idx to hw idx.
297 *
298 * To make things less (more?) confusing, for the hw "SSBO" state
299 * (since it is really both SSBO and Image) I'll use the name "IBO"
300 */
301 struct ir3_ibo_mapping {
302 #define IBO_INVALID 0xff
303 /* Maps logical SSBO state to hw state: */
304 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
305 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
306
307 /* Maps logical Image state to hw state: */
308 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
309 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
310
311 /* Maps hw state back to logical SSBO or Image state:
312 *
313 * note IBO_SSBO ORd into values to indicate that the
314 * hw slot is used for SSBO state vs Image state.
315 */
316 #define IBO_SSBO 0x80
317 uint8_t ibo_to_image[32];
318 uint8_t tex_to_image[32];
319
320 uint8_t num_ibo;
321 uint8_t num_tex; /* including real textures */
322 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
323 };
324
325 struct ir3_shader_variant {
326 struct fd_bo *bo;
327
328 /* variant id (for debug) */
329 uint32_t id;
330
331 struct ir3_shader_key key;
332
333 /* vertex shaders can have an extra version for hwbinning pass,
334 * which is pointed to by so->binning:
335 */
336 bool binning_pass;
337 struct ir3_shader_variant *binning;
338
339 struct ir3_driver_const_layout const_layout;
340 struct ir3_info info;
341 struct ir3 *ir;
342
343 /* Levels of nesting of flow control:
344 */
345 unsigned branchstack;
346
347 unsigned max_sun;
348
349 /* the instructions length is in units of instruction groups
350 * (4 instructions for a3xx, 16 instructions for a4xx.. each
351 * instruction is 2 dwords):
352 */
353 unsigned instrlen;
354
355 /* the constants length is in units of vec4's, and is the sum of
356 * the uniforms and the built-in compiler constants
357 */
358 unsigned constlen;
359
360 /* number of uniforms (in vec4), not including built-in compiler
361 * constants, etc.
362 */
363 unsigned num_uniforms;
364
365 unsigned num_ubos;
366
367 /* About Linkage:
368 * + Let the frag shader determine the position/compmask for the
369 * varyings, since it is the place where we know if the varying
370 * is actually used, and if so, which components are used. So
371 * what the hw calls "outloc" is taken from the "inloc" of the
372 * frag shader.
373 * + From the vert shader, we only need the output regid
374 */
375
376 bool frag_coord, frag_face, color0_mrt;
377
378 /* NOTE: for input/outputs, slot is:
379 * gl_vert_attrib - for VS inputs
380 * gl_varying_slot - for VS output / FS input
381 * gl_frag_result - for FS output
382 */
383
384 /* varyings/outputs: */
385 unsigned outputs_count;
386 struct {
387 uint8_t slot;
388 uint8_t regid;
389 } outputs[16 + 2]; /* +POSITION +PSIZE */
390 bool writes_pos, writes_psize;
391
392 /* attributes (VS) / varyings (FS):
393 * Note that sysval's should come *after* normal inputs.
394 */
395 unsigned inputs_count;
396 struct {
397 uint8_t slot;
398 uint8_t regid;
399 uint8_t compmask;
400 uint8_t ncomp;
401 /* location of input (ie. offset passed to bary.f, etc). This
402 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
403 * have the OUTLOCn value offset by 8, presumably to account
404 * for gl_Position/gl_PointSize)
405 */
406 uint8_t inloc;
407 /* vertex shader specific: */
408 bool sysval : 1; /* slot is a gl_system_value */
409 /* fragment shader specific: */
410 bool bary : 1; /* fetched varying (vs one loaded into reg) */
411 bool rasterflat : 1; /* special handling for emit->rasterflat */
412 enum glsl_interp_mode interpolate;
413 } inputs[16 + 2]; /* +POSITION +FACE */
414
415 /* sum of input components (scalar). For frag shaders, it only counts
416 * the varying inputs:
417 */
418 unsigned total_in;
419
420 /* For frag shaders, the total number of inputs (not scalar,
421 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
422 */
423 unsigned varying_in;
424
425 /* Remapping table to map Image and SSBO to hw state: */
426 struct ir3_ibo_mapping image_mapping;
427
428 /* number of samplers/textures (which are currently 1:1): */
429 int num_samp;
430
431 /* do we have one or more SSBO instructions: */
432 bool has_ssbo;
433
434 /* do we have kill instructions: */
435 bool has_kill;
436
437 /* Layout of constant registers, each section (in vec4). Pointer size
438 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
439 * UBO and stream-out consts.
440 */
441 struct {
442 /* user const start at zero */
443 unsigned ubo;
444 /* NOTE that a3xx might need a section for SSBO addresses too */
445 unsigned ssbo_sizes;
446 unsigned image_dims;
447 unsigned driver_param;
448 unsigned tfbo;
449 unsigned immediate;
450 } constbase;
451
452 unsigned immediates_count;
453 unsigned immediates_size;
454 struct {
455 uint32_t val[4];
456 } *immediates;
457
458 /* for astc srgb workaround, the number/base of additional
459 * alpha tex states we need, and index of original tex states
460 */
461 struct {
462 unsigned base, count;
463 unsigned orig_idx[16];
464 } astc_srgb;
465
466 /* shader variants form a linked list: */
467 struct ir3_shader_variant *next;
468
469 /* replicated here to avoid passing extra ptrs everywhere: */
470 gl_shader_stage type;
471 struct ir3_shader *shader;
472 };
473
474 struct ir3_shader {
475 gl_shader_stage type;
476
477 /* shader id (for debug): */
478 uint32_t id;
479 uint32_t variant_count;
480
481 /* so we know when we can disable TGSI related hacks: */
482 bool from_tgsi;
483
484 struct ir3_compiler *compiler;
485
486 struct nir_shader *nir;
487 struct ir3_stream_output_info stream_output;
488
489 struct ir3_shader_variant *variants;
490 };
491
492 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
493 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
494 struct ir3_shader_key *key, bool binning_pass, bool *created);
495 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
496 void ir3_shader_destroy(struct ir3_shader *shader);
497 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
498 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
499
500 int
501 ir3_glsl_type_size(const struct glsl_type *type);
502
503 static inline const char *
504 ir3_shader_stage(struct ir3_shader *shader)
505 {
506 switch (shader->type) {
507 case MESA_SHADER_VERTEX: return "VERT";
508 case MESA_SHADER_FRAGMENT: return "FRAG";
509 case MESA_SHADER_COMPUTE: return "CL";
510 default:
511 unreachable("invalid type");
512 return NULL;
513 }
514 }
515
516 /*
517 * Helper/util:
518 */
519
520 static inline int
521 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
522 {
523 int j;
524
525 for (j = 0; j < so->outputs_count; j++)
526 if (so->outputs[j].slot == slot)
527 return j;
528
529 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
530 * in the vertex shader.. but the fragment shader doesn't know this
531 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
532 * at link time if there is no matching OUT.BCOLOR[n], we must map
533 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
534 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
535 */
536 if (slot == VARYING_SLOT_BFC0) {
537 slot = VARYING_SLOT_COL0;
538 } else if (slot == VARYING_SLOT_BFC1) {
539 slot = VARYING_SLOT_COL1;
540 } else if (slot == VARYING_SLOT_COL0) {
541 slot = VARYING_SLOT_BFC0;
542 } else if (slot == VARYING_SLOT_COL1) {
543 slot = VARYING_SLOT_BFC1;
544 } else {
545 return 0;
546 }
547
548 for (j = 0; j < so->outputs_count; j++)
549 if (so->outputs[j].slot == slot)
550 return j;
551
552 debug_assert(0);
553
554 return 0;
555 }
556
557 static inline int
558 ir3_next_varying(const struct ir3_shader_variant *so, int i)
559 {
560 while (++i < so->inputs_count)
561 if (so->inputs[i].compmask && so->inputs[i].bary)
562 break;
563 return i;
564 }
565
566 struct ir3_shader_linkage {
567 uint8_t max_loc;
568 uint8_t cnt;
569 struct {
570 uint8_t regid;
571 uint8_t compmask;
572 uint8_t loc;
573 } var[32];
574 };
575
576 static inline void
577 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
578 {
579 int i = l->cnt++;
580
581 debug_assert(i < ARRAY_SIZE(l->var));
582
583 l->var[i].regid = regid;
584 l->var[i].compmask = compmask;
585 l->var[i].loc = loc;
586 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
587 }
588
589 static inline void
590 ir3_link_shaders(struct ir3_shader_linkage *l,
591 const struct ir3_shader_variant *vs,
592 const struct ir3_shader_variant *fs)
593 {
594 int j = -1, k;
595
596 while (l->cnt < ARRAY_SIZE(l->var)) {
597 j = ir3_next_varying(fs, j);
598
599 if (j >= fs->inputs_count)
600 break;
601
602 if (fs->inputs[j].inloc >= fs->total_in)
603 continue;
604
605 k = ir3_find_output(vs, fs->inputs[j].slot);
606
607 ir3_link_add(l, vs->outputs[k].regid,
608 fs->inputs[j].compmask, fs->inputs[j].inloc);
609 }
610 }
611
612 static inline uint32_t
613 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
614 {
615 int j;
616 for (j = 0; j < so->outputs_count; j++)
617 if (so->outputs[j].slot == slot)
618 return so->outputs[j].regid;
619 return regid(63, 0);
620 }
621
622 static inline uint32_t
623 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
624 {
625 int j;
626 for (j = 0; j < so->inputs_count; j++)
627 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
628 return so->inputs[j].regid;
629 return regid(63, 0);
630 }
631
632 /* calculate register footprint in terms of half-regs (ie. one full
633 * reg counts as two half-regs).
634 */
635 static inline uint32_t
636 ir3_shader_halfregs(const struct ir3_shader_variant *v)
637 {
638 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
639 }
640
641 #endif /* IR3_SHADER_H_ */