freedreno/ir3: Remove unused half precision shader key flag.
[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 struct ir3_shader_key {
230 union {
231 struct {
232 /*
233 * Combined Vertex/Fragment shader parameters:
234 */
235 unsigned ucp_enables : 8;
236
237 /* do we need to check {v,f}saturate_{s,t,r}? */
238 unsigned has_per_samp : 1;
239
240 /*
241 * Vertex shader variant parameters:
242 */
243 unsigned vclamp_color : 1;
244
245 /*
246 * Fragment shader variant parameters:
247 */
248 unsigned sample_shading : 1;
249 unsigned msaa : 1;
250 unsigned color_two_side : 1;
251 /* used when shader needs to handle flat varyings (a4xx)
252 * for front/back color inputs to frag shader:
253 */
254 unsigned rasterflat : 1;
255 unsigned fclamp_color : 1;
256
257 /* Indicates that this is a tessellation pipeline which requires a
258 * whole different kind of vertex shader. In case of
259 * tessellation, this field also tells us which kind of output
260 * topology the TES uses, which the TCS needs to know.
261 */
262 #define IR3_TESS_NONE 0
263 #define IR3_TESS_TRIANGLES 1
264 #define IR3_TESS_QUADS 2
265 #define IR3_TESS_ISOLINES 3
266 unsigned tessellation : 2;
267
268 unsigned has_gs : 1;
269 };
270 uint32_t global;
271 };
272
273 /* bitmask of sampler which needs coords clamped for vertex
274 * shader:
275 */
276 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
277
278 /* bitmask of sampler which needs coords clamped for frag
279 * shader:
280 */
281 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
282
283 /* bitmask of ms shifts */
284 uint32_t vsamples, fsamples;
285
286 /* bitmask of samplers which need astc srgb workaround: */
287 uint16_t vastc_srgb, fastc_srgb;
288 };
289
290 static inline unsigned
291 ir3_tess_mode(unsigned gl_tess_mode)
292 {
293 switch (gl_tess_mode) {
294 case GL_ISOLINES:
295 return IR3_TESS_ISOLINES;
296 case GL_TRIANGLES:
297 return IR3_TESS_TRIANGLES;
298 case GL_QUADS:
299 return IR3_TESS_QUADS;
300 default:
301 unreachable("bad tessmode");
302 }
303 }
304
305 static inline bool
306 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
307 {
308 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
309 if (a->has_per_samp || b->has_per_samp)
310 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
311 return a->global == b->global;
312 }
313
314 /* will the two keys produce different lowering for a fragment shader? */
315 static inline bool
316 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
317 {
318 if (last_key->has_per_samp || key->has_per_samp) {
319 if ((last_key->fsaturate_s != key->fsaturate_s) ||
320 (last_key->fsaturate_t != key->fsaturate_t) ||
321 (last_key->fsaturate_r != key->fsaturate_r) ||
322 (last_key->fsamples != key->fsamples) ||
323 (last_key->fastc_srgb != key->fastc_srgb))
324 return true;
325 }
326
327 if (last_key->fclamp_color != key->fclamp_color)
328 return true;
329
330 if (last_key->color_two_side != key->color_two_side)
331 return true;
332
333 if (last_key->rasterflat != key->rasterflat)
334 return true;
335
336 if (last_key->ucp_enables != key->ucp_enables)
337 return true;
338
339 return false;
340 }
341
342 /* will the two keys produce different lowering for a vertex shader? */
343 static inline bool
344 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
345 {
346 if (last_key->has_per_samp || key->has_per_samp) {
347 if ((last_key->vsaturate_s != key->vsaturate_s) ||
348 (last_key->vsaturate_t != key->vsaturate_t) ||
349 (last_key->vsaturate_r != key->vsaturate_r) ||
350 (last_key->vsamples != key->vsamples) ||
351 (last_key->vastc_srgb != key->vastc_srgb))
352 return true;
353 }
354
355 if (last_key->vclamp_color != key->vclamp_color)
356 return true;
357
358 if (last_key->ucp_enables != key->ucp_enables)
359 return true;
360
361 return false;
362 }
363
364 /* clears shader-key flags which don't apply to the given shader
365 * stage
366 */
367 static inline void
368 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
369 {
370 switch (type) {
371 case MESA_SHADER_FRAGMENT:
372 if (key->has_per_samp) {
373 key->vsaturate_s = 0;
374 key->vsaturate_t = 0;
375 key->vsaturate_r = 0;
376 key->vastc_srgb = 0;
377 key->vsamples = 0;
378 key->has_gs = false; /* FS doesn't care */
379 key->tessellation = IR3_TESS_NONE;
380 }
381 break;
382 case MESA_SHADER_VERTEX:
383 case MESA_SHADER_GEOMETRY:
384 key->color_two_side = 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 }
393
394 /* VS and GS only care about whether or not we're tessellating. */
395 key->tessellation = !!key->tessellation;
396 break;
397 case MESA_SHADER_TESS_CTRL:
398 case MESA_SHADER_TESS_EVAL:
399 key->color_two_side = false;
400 key->rasterflat = false;
401 if (key->has_per_samp) {
402 key->fsaturate_s = 0;
403 key->fsaturate_t = 0;
404 key->fsaturate_r = 0;
405 key->fastc_srgb = 0;
406 key->fsamples = 0;
407 key->vsaturate_s = 0;
408 key->vsaturate_t = 0;
409 key->vsaturate_r = 0;
410 key->vastc_srgb = 0;
411 key->vsamples = 0;
412 }
413 break;
414 default:
415 /* TODO */
416 break;
417 }
418 }
419
420 /**
421 * On a4xx+a5xx, Images share state with textures and SSBOs:
422 *
423 * + Uses texture (cat5) state/instruction (isam) to read
424 * + Uses SSBO state and instructions (cat6) to write and for atomics
425 *
426 * Starting with a6xx, Images and SSBOs are basically the same thing,
427 * with texture state and isam also used for SSBO reads.
428 *
429 * On top of that, gallium makes the SSBO (shader_buffers) state semi
430 * sparse, with the first half of the state space used for atomic
431 * counters lowered to atomic buffers. We could ignore this, but I
432 * don't think we could *really* handle the case of a single shader
433 * that used the max # of textures + images + SSBOs. And once we are
434 * offsetting images by num_ssbos (or visa versa) to map them into
435 * the same hardware state, the hardware state has become coupled to
436 * the shader state, so at this point we might as well just use a
437 * mapping table to remap things from image/SSBO idx to hw idx.
438 *
439 * To make things less (more?) confusing, for the hw "SSBO" state
440 * (since it is really both SSBO and Image) I'll use the name "IBO"
441 */
442 struct ir3_ibo_mapping {
443 #define IBO_INVALID 0xff
444 /* Maps logical SSBO state to hw tex state: */
445 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
446
447 /* Maps logical Image state to hw tex state: */
448 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
449
450 /* Maps hw state back to logical SSBO or Image state:
451 *
452 * note IBO_SSBO ORd into values to indicate that the
453 * hw slot is used for SSBO state vs Image state.
454 */
455 #define IBO_SSBO 0x80
456 uint8_t tex_to_image[32];
457
458 uint8_t num_tex; /* including real textures */
459 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
460 };
461
462 /* Represents half register in regid */
463 #define HALF_REG_ID 0x100
464
465 struct ir3_shader_variant {
466 struct fd_bo *bo;
467
468 /* variant id (for debug) */
469 uint32_t id;
470
471 struct ir3_shader_key key;
472
473 /* vertex shaders can have an extra version for hwbinning pass,
474 * which is pointed to by so->binning:
475 */
476 bool binning_pass;
477 // union {
478 struct ir3_shader_variant *binning;
479 struct ir3_shader_variant *nonbinning;
480 // };
481
482 struct ir3_info info;
483 struct ir3 *ir;
484
485 /* Levels of nesting of flow control:
486 */
487 unsigned branchstack;
488
489 unsigned max_sun;
490 unsigned loops;
491
492 /* the instructions length is in units of instruction groups
493 * (4 instructions for a3xx, 16 instructions for a4xx.. each
494 * instruction is 2 dwords):
495 */
496 unsigned instrlen;
497
498 /* the constants length is in units of vec4's, and is the sum of
499 * the uniforms and the built-in compiler constants
500 */
501 unsigned constlen;
502
503 /* About Linkage:
504 * + Let the frag shader determine the position/compmask for the
505 * varyings, since it is the place where we know if the varying
506 * is actually used, and if so, which components are used. So
507 * what the hw calls "outloc" is taken from the "inloc" of the
508 * frag shader.
509 * + From the vert shader, we only need the output regid
510 */
511
512 bool frag_coord, frag_face, color0_mrt;
513
514 /* NOTE: for input/outputs, slot is:
515 * gl_vert_attrib - for VS inputs
516 * gl_varying_slot - for VS output / FS input
517 * gl_frag_result - for FS output
518 */
519
520 /* varyings/outputs: */
521 unsigned outputs_count;
522 struct {
523 uint8_t slot;
524 uint8_t regid;
525 bool half : 1;
526 } outputs[32 + 2]; /* +POSITION +PSIZE */
527 bool writes_pos, writes_smask, writes_psize;
528
529 /* attributes (VS) / varyings (FS):
530 * Note that sysval's should come *after* normal inputs.
531 */
532 unsigned inputs_count;
533 struct {
534 uint8_t slot;
535 uint8_t regid;
536 uint8_t compmask;
537 /* location of input (ie. offset passed to bary.f, etc). This
538 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
539 * have the OUTLOCn value offset by 8, presumably to account
540 * for gl_Position/gl_PointSize)
541 */
542 uint8_t inloc;
543 /* vertex shader specific: */
544 bool sysval : 1; /* slot is a gl_system_value */
545 /* fragment shader specific: */
546 bool bary : 1; /* fetched varying (vs one loaded into reg) */
547 bool rasterflat : 1; /* special handling for emit->rasterflat */
548 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
549 bool half : 1;
550 enum glsl_interp_mode interpolate;
551 } inputs[32 + 2]; /* +POSITION +FACE */
552
553 /* sum of input components (scalar). For frag shaders, it only counts
554 * the varying inputs:
555 */
556 unsigned total_in;
557
558 /* For frag shaders, the total number of inputs (not scalar,
559 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
560 */
561 unsigned varying_in;
562
563 /* Remapping table to map Image and SSBO to hw state: */
564 struct ir3_ibo_mapping image_mapping;
565
566 /* number of samplers/textures (which are currently 1:1): */
567 int num_samp;
568
569 /* is there an implicit sampler to read framebuffer (FS only).. if
570 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
571 * the last "real" texture)
572 */
573 bool fb_read;
574
575 /* do we have one or more SSBO instructions: */
576 bool has_ssbo;
577
578 /* Which bindless resources are used, for filling out sp_xs_config */
579 bool bindless_tex;
580 bool bindless_samp;
581 bool bindless_ibo;
582 bool bindless_ubo;
583
584 /* do we need derivatives: */
585 bool need_pixlod;
586
587 bool need_fine_derivatives;
588
589 /* do we have kill, image write, etc (which prevents early-z): */
590 bool no_earlyz;
591
592 bool per_samp;
593
594 /* for astc srgb workaround, the number/base of additional
595 * alpha tex states we need, and index of original tex states
596 */
597 struct {
598 unsigned base, count;
599 unsigned orig_idx[16];
600 } astc_srgb;
601
602 /* shader variants form a linked list: */
603 struct ir3_shader_variant *next;
604
605 /* replicated here to avoid passing extra ptrs everywhere: */
606 gl_shader_stage type;
607 struct ir3_shader *shader;
608
609 /* texture sampler pre-dispatches */
610 uint32_t num_sampler_prefetch;
611 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
612 };
613
614 static inline const char *
615 ir3_shader_stage(struct ir3_shader_variant *v)
616 {
617 switch (v->type) {
618 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
619 case MESA_SHADER_TESS_CTRL: return "TCS";
620 case MESA_SHADER_TESS_EVAL: return "TES";
621 case MESA_SHADER_GEOMETRY: return "GEOM";
622 case MESA_SHADER_FRAGMENT: return "FRAG";
623 case MESA_SHADER_COMPUTE: return "CL";
624 default:
625 unreachable("invalid type");
626 return NULL;
627 }
628 }
629
630 struct ir3_ubo_range {
631 uint32_t offset; /* start offset to push in the const register file */
632 uint32_t block; /* Which constant block */
633 uint32_t start, end; /* range of block that's actually used */
634 uint16_t bindless_base; /* For bindless, which base register is used */
635 bool bindless;
636 };
637
638 struct ir3_ubo_analysis_state {
639 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
640 uint32_t num_enabled;
641 uint32_t size;
642 uint32_t lower_count;
643 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
644 };
645
646
647 struct ir3_shader {
648 gl_shader_stage type;
649
650 /* shader id (for debug): */
651 uint32_t id;
652 uint32_t variant_count;
653
654 struct ir3_compiler *compiler;
655
656 struct ir3_ubo_analysis_state ubo_state;
657 struct ir3_const_state const_state;
658
659 struct nir_shader *nir;
660 struct ir3_stream_output_info stream_output;
661
662 struct ir3_shader_variant *variants;
663 mtx_t variants_lock;
664
665 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
666
667 /* Map from driver_location to byte offset in per-primitive storage */
668 unsigned output_loc[32];
669 };
670
671 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
672 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
673 struct ir3_shader_key *key, bool binning_pass, bool *created);
674 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
675 struct ir3_stream_output_info *stream_output);
676 void ir3_shader_destroy(struct ir3_shader *shader);
677 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
678 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
679
680 int
681 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
682
683 /*
684 * Helper/util:
685 */
686
687 static inline int
688 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
689 {
690 int j;
691
692 for (j = 0; j < so->outputs_count; j++)
693 if (so->outputs[j].slot == slot)
694 return j;
695
696 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
697 * in the vertex shader.. but the fragment shader doesn't know this
698 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
699 * at link time if there is no matching OUT.BCOLOR[n], we must map
700 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
701 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
702 */
703 if (slot == VARYING_SLOT_BFC0) {
704 slot = VARYING_SLOT_COL0;
705 } else if (slot == VARYING_SLOT_BFC1) {
706 slot = VARYING_SLOT_COL1;
707 } else if (slot == VARYING_SLOT_COL0) {
708 slot = VARYING_SLOT_BFC0;
709 } else if (slot == VARYING_SLOT_COL1) {
710 slot = VARYING_SLOT_BFC1;
711 } else {
712 return -1;
713 }
714
715 for (j = 0; j < so->outputs_count; j++)
716 if (so->outputs[j].slot == slot)
717 return j;
718
719 debug_assert(0);
720
721 return -1;
722 }
723
724 static inline int
725 ir3_next_varying(const struct ir3_shader_variant *so, int i)
726 {
727 while (++i < so->inputs_count)
728 if (so->inputs[i].compmask && so->inputs[i].bary)
729 break;
730 return i;
731 }
732
733 struct ir3_shader_linkage {
734 /* Maximum location either consumed by the fragment shader or produced by
735 * the last geometry stage, i.e. the size required for each vertex in the
736 * VPC in DWORD's.
737 */
738 uint8_t max_loc;
739
740 /* Number of entries in var. */
741 uint8_t cnt;
742
743 /* Bitset of locations used, including ones which are only used by the FS.
744 */
745 uint32_t varmask[4];
746
747 /* Map from VS output to location. */
748 struct {
749 uint8_t regid;
750 uint8_t compmask;
751 uint8_t loc;
752 } var[32];
753
754 /* location for fixed-function gl_PrimitiveID passthrough */
755 uint8_t primid_loc;
756 };
757
758 static inline void
759 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
760 {
761
762
763 for (int j = 0; j < util_last_bit(compmask); j++) {
764 uint8_t comploc = loc + j;
765 l->varmask[comploc / 32] |= 1 << (comploc % 32);
766 }
767
768 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
769
770 if (regid_ != regid(63, 0)) {
771 int i = l->cnt++;
772 debug_assert(i < ARRAY_SIZE(l->var));
773
774 l->var[i].regid = regid_;
775 l->var[i].compmask = compmask;
776 l->var[i].loc = loc;
777 }
778 }
779
780 static inline void
781 ir3_link_shaders(struct ir3_shader_linkage *l,
782 const struct ir3_shader_variant *vs,
783 const struct ir3_shader_variant *fs,
784 bool pack_vs_out)
785 {
786 /* On older platforms, varmask isn't programmed at all, and it appears
787 * that the hardware generates a mask of used VPC locations using the VS
788 * output map, and hangs if a FS bary instruction references a location
789 * not in the list. This means that we need to have a dummy entry in the
790 * VS out map for things like gl_PointCoord which aren't written by the
791 * VS. Furthermore we can't use r63.x, so just pick a random register to
792 * use if there is no VS output.
793 */
794 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
795 int j = -1, k;
796
797 l->primid_loc = 0xff;
798
799 while (l->cnt < ARRAY_SIZE(l->var)) {
800 j = ir3_next_varying(fs, j);
801
802 if (j >= fs->inputs_count)
803 break;
804
805 if (fs->inputs[j].inloc >= fs->total_in)
806 continue;
807
808 k = ir3_find_output(vs, fs->inputs[j].slot);
809
810 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
811 l->primid_loc = fs->inputs[j].inloc;
812 }
813
814 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
815 fs->inputs[j].compmask, fs->inputs[j].inloc);
816 }
817 }
818
819 static inline uint32_t
820 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
821 {
822 int j;
823 for (j = 0; j < so->outputs_count; j++)
824 if (so->outputs[j].slot == slot) {
825 uint32_t regid = so->outputs[j].regid;
826 if (so->outputs[j].half)
827 regid |= HALF_REG_ID;
828 return regid;
829 }
830 return regid(63, 0);
831 }
832
833 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
834 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
835 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
836
837
838 static inline uint32_t
839 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
840 {
841 int j;
842 for (j = 0; j < so->inputs_count; j++)
843 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
844 return so->inputs[j].regid;
845 return regid(63, 0);
846 }
847
848 /* calculate register footprint in terms of half-regs (ie. one full
849 * reg counts as two half-regs).
850 */
851 static inline uint32_t
852 ir3_shader_halfregs(const struct ir3_shader_variant *v)
853 {
854 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
855 }
856
857 static inline uint32_t
858 ir3_shader_nibo(const struct ir3_shader_variant *v)
859 {
860 /* The dummy variant used in binning mode won't have an actual shader. */
861 if (!v->shader)
862 return 0;
863
864 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
865 }
866
867 #endif /* IR3_SHADER_H_ */