freedreno/ir3: move num_reserved_user_consts out of const_state
[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 struct ir3_ubo_range {
77 uint32_t offset; /* start offset to push in the const register file */
78 uint32_t block; /* Which constant block */
79 uint32_t start, end; /* range of block that's actually used */
80 uint16_t bindless_base; /* For bindless, which base register is used */
81 bool bindless;
82 };
83
84 struct ir3_ubo_analysis_state {
85 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
86 uint32_t num_enabled;
87 uint32_t size;
88 uint32_t lower_count;
89 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
90 };
91
92 /**
93 * Describes the layout of shader consts. This includes:
94 * + User consts + driver lowered UBO ranges
95 * + SSBO sizes
96 * + Image sizes/dimensions
97 * + Driver params (ie. IR3_DP_*)
98 * + TFBO addresses (for generations that do not have hardware streamout)
99 * + Lowered immediates
100 *
101 * For consts needed to pass internal values to shader which may or may not
102 * be required, rather than allocating worst-case const space, we scan the
103 * shader and allocate consts as-needed:
104 *
105 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
106 * for a given SSBO
107 *
108 * + Image dimensions: needed to calculate pixel offset, but only for
109 * images that have a image_store intrinsic
110 *
111 * Layout of constant registers, each section aligned to vec4. Note
112 * that pointer size (ubo, etc) changes depending on generation.
113 *
114 * user consts
115 * UBO addresses
116 * SSBO sizes
117 * if (vertex shader) {
118 * driver params (IR3_DP_*)
119 * if (stream_output.num_outputs > 0)
120 * stream-out addresses
121 * } else if (compute_shader) {
122 * driver params (IR3_DP_*)
123 * }
124 * immediates
125 *
126 * Immediates go last mostly because they are inserted in the CP pass
127 * after the nir -> ir3 frontend.
128 *
129 * Note UBO size in bytes should be aligned to vec4
130 */
131 struct ir3_const_state {
132 unsigned num_ubos;
133 unsigned num_driver_params; /* scalar */
134
135 struct {
136 /* user const start at zero */
137 unsigned ubo;
138 /* NOTE that a3xx might need a section for SSBO addresses too */
139 unsigned ssbo_sizes;
140 unsigned image_dims;
141 unsigned driver_param;
142 unsigned tfbo;
143 unsigned primitive_param;
144 unsigned primitive_map;
145 unsigned immediate;
146 } offsets;
147
148 struct {
149 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
150 uint32_t count; /* number of consts allocated */
151 /* one const allocated per SSBO which has get_buffer_size,
152 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
153 * consts:
154 */
155 uint32_t off[IR3_MAX_SHADER_BUFFERS];
156 } ssbo_size;
157
158 struct {
159 uint32_t mask; /* bitmask of images that have image_store */
160 uint32_t count; /* number of consts allocated */
161 /* three const allocated per image which has image_store:
162 * + cpp (bytes per pixel)
163 * + pitch (y pitch)
164 * + array_pitch (z pitch)
165 */
166 uint32_t off[IR3_MAX_SHADER_IMAGES];
167 } image_dims;
168
169 unsigned immediate_idx;
170 unsigned immediates_count;
171 unsigned immediates_size;
172 struct {
173 uint32_t val[4];
174 } *immediates;
175
176 /* State of ubo access lowered to push consts: */
177 struct ir3_ubo_analysis_state ubo_state;
178 };
179
180 /**
181 * A single output for vertex transform feedback.
182 */
183 struct ir3_stream_output {
184 unsigned register_index:6; /**< 0 to 63 (OUT index) */
185 unsigned start_component:2; /** 0 to 3 */
186 unsigned num_components:3; /** 1 to 4 */
187 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
188 unsigned dst_offset:16; /**< offset into the buffer in dwords */
189 unsigned stream:2; /**< 0 to 3 */
190 };
191
192 /**
193 * Stream output for vertex transform feedback.
194 */
195 struct ir3_stream_output_info {
196 unsigned num_outputs;
197 /** stride for an entire vertex for each buffer in dwords */
198 uint16_t stride[IR3_MAX_SO_BUFFERS];
199
200 /**
201 * Array of stream outputs, in the order they are to be written in.
202 * Selected components are tightly packed into the output buffer.
203 */
204 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
205 };
206
207
208 /**
209 * Starting from a4xx, HW supports pre-dispatching texture sampling
210 * instructions prior to scheduling a shader stage, when the
211 * coordinate maps exactly to an output of the previous stage.
212 */
213
214 /**
215 * There is a limit in the number of pre-dispatches allowed for any
216 * given stage.
217 */
218 #define IR3_MAX_SAMPLER_PREFETCH 4
219
220 /**
221 * This is the output stream value for 'cmd', as used by blob. It may
222 * encode the return type (in 3 bits) but it hasn't been verified yet.
223 */
224 #define IR3_SAMPLER_PREFETCH_CMD 0x4
225 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
226
227 /**
228 * Stream output for texture sampling pre-dispatches.
229 */
230 struct ir3_sampler_prefetch {
231 uint8_t src;
232 uint8_t samp_id;
233 uint8_t tex_id;
234 uint16_t samp_bindless_id;
235 uint16_t tex_bindless_id;
236 uint8_t dst;
237 uint8_t wrmask;
238 uint8_t half_precision;
239 uint8_t cmd;
240 };
241
242
243 /* Configuration key used to identify a shader variant.. different
244 * shader variants can be used to implement features not supported
245 * in hw (two sided color), binning-pass vertex shader, etc.
246 *
247 * When adding to this struct, please update ir3_shader_variant()'s debug
248 * output.
249 */
250 struct ir3_shader_key {
251 union {
252 struct {
253 /*
254 * Combined Vertex/Fragment shader parameters:
255 */
256 unsigned ucp_enables : 8;
257
258 /* do we need to check {v,f}saturate_{s,t,r}? */
259 unsigned has_per_samp : 1;
260
261 /*
262 * Vertex shader variant parameters:
263 */
264 unsigned vclamp_color : 1;
265
266 /*
267 * Fragment shader variant parameters:
268 */
269 unsigned sample_shading : 1;
270 unsigned msaa : 1;
271 unsigned color_two_side : 1;
272 /* used when shader needs to handle flat varyings (a4xx)
273 * for front/back color inputs to frag shader:
274 */
275 unsigned rasterflat : 1;
276 unsigned fclamp_color : 1;
277
278 /* Indicates that this is a tessellation pipeline which requires a
279 * whole different kind of vertex shader. In case of
280 * tessellation, this field also tells us which kind of output
281 * topology the TES uses, which the TCS needs to know.
282 */
283 #define IR3_TESS_NONE 0
284 #define IR3_TESS_TRIANGLES 1
285 #define IR3_TESS_QUADS 2
286 #define IR3_TESS_ISOLINES 3
287 unsigned tessellation : 2;
288
289 unsigned has_gs : 1;
290 };
291 uint32_t global;
292 };
293
294 /* bitmask of sampler which needs coords clamped for vertex
295 * shader:
296 */
297 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
298
299 /* bitmask of sampler which needs coords clamped for frag
300 * shader:
301 */
302 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
303
304 /* bitmask of ms shifts */
305 uint32_t vsamples, fsamples;
306
307 /* bitmask of samplers which need astc srgb workaround: */
308 uint16_t vastc_srgb, fastc_srgb;
309 };
310
311 static inline unsigned
312 ir3_tess_mode(unsigned gl_tess_mode)
313 {
314 switch (gl_tess_mode) {
315 case GL_ISOLINES:
316 return IR3_TESS_ISOLINES;
317 case GL_TRIANGLES:
318 return IR3_TESS_TRIANGLES;
319 case GL_QUADS:
320 return IR3_TESS_QUADS;
321 default:
322 unreachable("bad tessmode");
323 }
324 }
325
326 static inline bool
327 ir3_shader_key_equal(const struct ir3_shader_key *a, const struct ir3_shader_key *b)
328 {
329 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
330 if (a->has_per_samp || b->has_per_samp)
331 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
332 return a->global == b->global;
333 }
334
335 /* will the two keys produce different lowering for a fragment shader? */
336 static inline bool
337 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
338 {
339 if (last_key->has_per_samp || key->has_per_samp) {
340 if ((last_key->fsaturate_s != key->fsaturate_s) ||
341 (last_key->fsaturate_t != key->fsaturate_t) ||
342 (last_key->fsaturate_r != key->fsaturate_r) ||
343 (last_key->fsamples != key->fsamples) ||
344 (last_key->fastc_srgb != key->fastc_srgb))
345 return true;
346 }
347
348 if (last_key->fclamp_color != key->fclamp_color)
349 return true;
350
351 if (last_key->color_two_side != key->color_two_side)
352 return true;
353
354 if (last_key->rasterflat != key->rasterflat)
355 return true;
356
357 if (last_key->ucp_enables != key->ucp_enables)
358 return true;
359
360 return false;
361 }
362
363 /* will the two keys produce different lowering for a vertex shader? */
364 static inline bool
365 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
366 {
367 if (last_key->has_per_samp || key->has_per_samp) {
368 if ((last_key->vsaturate_s != key->vsaturate_s) ||
369 (last_key->vsaturate_t != key->vsaturate_t) ||
370 (last_key->vsaturate_r != key->vsaturate_r) ||
371 (last_key->vsamples != key->vsamples) ||
372 (last_key->vastc_srgb != key->vastc_srgb))
373 return true;
374 }
375
376 if (last_key->vclamp_color != key->vclamp_color)
377 return true;
378
379 if (last_key->ucp_enables != key->ucp_enables)
380 return true;
381
382 return false;
383 }
384
385 /**
386 * On a4xx+a5xx, Images share state with textures and SSBOs:
387 *
388 * + Uses texture (cat5) state/instruction (isam) to read
389 * + Uses SSBO state and instructions (cat6) to write and for atomics
390 *
391 * Starting with a6xx, Images and SSBOs are basically the same thing,
392 * with texture state and isam also used for SSBO reads.
393 *
394 * On top of that, gallium makes the SSBO (shader_buffers) state semi
395 * sparse, with the first half of the state space used for atomic
396 * counters lowered to atomic buffers. We could ignore this, but I
397 * don't think we could *really* handle the case of a single shader
398 * that used the max # of textures + images + SSBOs. And once we are
399 * offsetting images by num_ssbos (or visa versa) to map them into
400 * the same hardware state, the hardware state has become coupled to
401 * the shader state, so at this point we might as well just use a
402 * mapping table to remap things from image/SSBO idx to hw idx.
403 *
404 * To make things less (more?) confusing, for the hw "SSBO" state
405 * (since it is really both SSBO and Image) I'll use the name "IBO"
406 */
407 struct ir3_ibo_mapping {
408 #define IBO_INVALID 0xff
409 /* Maps logical SSBO state to hw tex state: */
410 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
411
412 /* Maps logical Image state to hw tex state: */
413 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
414
415 /* Maps hw state back to logical SSBO or Image state:
416 *
417 * note IBO_SSBO ORd into values to indicate that the
418 * hw slot is used for SSBO state vs Image state.
419 */
420 #define IBO_SSBO 0x80
421 uint8_t tex_to_image[32];
422
423 uint8_t num_tex; /* including real textures */
424 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
425 };
426
427 /* Represents half register in regid */
428 #define HALF_REG_ID 0x100
429
430 struct ir3_shader_variant {
431 struct fd_bo *bo;
432
433 /* variant id (for debug) */
434 uint32_t id;
435
436 struct ir3_shader_key key;
437
438 /* vertex shaders can have an extra version for hwbinning pass,
439 * which is pointed to by so->binning:
440 */
441 bool binning_pass;
442 // union {
443 struct ir3_shader_variant *binning;
444 struct ir3_shader_variant *nonbinning;
445 // };
446
447 struct ir3_info info;
448 struct ir3 *ir;
449
450 /* The actual binary shader instructions, size given by info.sizedwords: */
451 uint32_t *bin;
452
453 /* Levels of nesting of flow control:
454 */
455 unsigned branchstack;
456
457 unsigned max_sun;
458 unsigned loops;
459
460 /* the instructions length is in units of instruction groups
461 * (4 instructions for a3xx, 16 instructions for a4xx.. each
462 * instruction is 2 dwords):
463 */
464 unsigned instrlen;
465
466 /* the constants length is in units of vec4's, and is the sum of
467 * the uniforms and the built-in compiler constants
468 */
469 unsigned constlen;
470
471 /* About Linkage:
472 * + Let the frag shader determine the position/compmask for the
473 * varyings, since it is the place where we know if the varying
474 * is actually used, and if so, which components are used. So
475 * what the hw calls "outloc" is taken from the "inloc" of the
476 * frag shader.
477 * + From the vert shader, we only need the output regid
478 */
479
480 bool frag_face, color0_mrt;
481 uint8_t fragcoord_compmask;
482
483 /* NOTE: for input/outputs, slot is:
484 * gl_vert_attrib - for VS inputs
485 * gl_varying_slot - for VS output / FS input
486 * gl_frag_result - for FS output
487 */
488
489 /* varyings/outputs: */
490 unsigned outputs_count;
491 struct {
492 uint8_t slot;
493 uint8_t regid;
494 bool half : 1;
495 } outputs[32 + 2]; /* +POSITION +PSIZE */
496 bool writes_pos, writes_smask, writes_psize;
497
498 /* attributes (VS) / varyings (FS):
499 * Note that sysval's should come *after* normal inputs.
500 */
501 unsigned inputs_count;
502 struct {
503 uint8_t slot;
504 uint8_t regid;
505 uint8_t compmask;
506 /* location of input (ie. offset passed to bary.f, etc). This
507 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
508 * have the OUTLOCn value offset by 8, presumably to account
509 * for gl_Position/gl_PointSize)
510 */
511 uint8_t inloc;
512 /* vertex shader specific: */
513 bool sysval : 1; /* slot is a gl_system_value */
514 /* fragment shader specific: */
515 bool bary : 1; /* fetched varying (vs one loaded into reg) */
516 bool rasterflat : 1; /* special handling for emit->rasterflat */
517 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
518 bool half : 1;
519 enum glsl_interp_mode interpolate;
520 } inputs[32 + 2]; /* +POSITION +FACE */
521
522 /* sum of input components (scalar). For frag shaders, it only counts
523 * the varying inputs:
524 */
525 unsigned total_in;
526
527 /* For frag shaders, the total number of inputs (not scalar,
528 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
529 */
530 unsigned varying_in;
531
532 /* Remapping table to map Image and SSBO to hw state: */
533 struct ir3_ibo_mapping image_mapping;
534
535 /* number of samplers/textures (which are currently 1:1): */
536 int num_samp;
537
538 /* is there an implicit sampler to read framebuffer (FS only).. if
539 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
540 * the last "real" texture)
541 */
542 bool fb_read;
543
544 /* do we have one or more SSBO instructions: */
545 bool has_ssbo;
546
547 /* Which bindless resources are used, for filling out sp_xs_config */
548 bool bindless_tex;
549 bool bindless_samp;
550 bool bindless_ibo;
551 bool bindless_ubo;
552
553 /* do we need derivatives: */
554 bool need_pixlod;
555
556 bool need_fine_derivatives;
557
558 /* do we have image write, etc (which prevents early-z): */
559 bool no_earlyz;
560
561 /* do we have kill, which also prevents early-z, but not necessarily
562 * early-lrz (as long as lrz-write is disabled, which must be handled
563 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
564 * side effects that prevent early-lrz discard.
565 */
566 bool has_kill;
567
568 bool per_samp;
569
570 /* Are we using split or merged register file? */
571 bool mergedregs;
572
573 /* for astc srgb workaround, the number/base of additional
574 * alpha tex states we need, and index of original tex states
575 */
576 struct {
577 unsigned base, count;
578 unsigned orig_idx[16];
579 } astc_srgb;
580
581 /* shader variants form a linked list: */
582 struct ir3_shader_variant *next;
583
584 /* replicated here to avoid passing extra ptrs everywhere: */
585 gl_shader_stage type;
586 struct ir3_shader *shader;
587
588 /* texture sampler pre-dispatches */
589 uint32_t num_sampler_prefetch;
590 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
591 };
592
593 static inline const char *
594 ir3_shader_stage(struct ir3_shader_variant *v)
595 {
596 switch (v->type) {
597 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
598 case MESA_SHADER_TESS_CTRL: return "TCS";
599 case MESA_SHADER_TESS_EVAL: return "TES";
600 case MESA_SHADER_GEOMETRY: return "GEOM";
601 case MESA_SHADER_FRAGMENT: return "FRAG";
602 case MESA_SHADER_COMPUTE: return "CL";
603 default:
604 unreachable("invalid type");
605 return NULL;
606 }
607 }
608
609
610 struct ir3_shader {
611 gl_shader_stage type;
612
613 /* shader id (for debug): */
614 uint32_t id;
615 uint32_t variant_count;
616
617 /* Set by freedreno after shader_state_create, so we can emit debug info
618 * when recompiling a shader at draw time.
619 */
620 bool initial_variants_done;
621
622 struct ir3_compiler *compiler;
623
624 struct ir3_const_state const_state;
625 unsigned num_reserved_user_consts;
626
627 struct nir_shader *nir;
628 struct ir3_stream_output_info stream_output;
629
630 struct ir3_shader_variant *variants;
631 mtx_t variants_lock;
632
633 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
634
635 /* Map from driver_location to byte offset in per-primitive storage */
636 unsigned output_loc[32];
637
638 /* Bitmask of bits of the shader key used by this shader. Used to avoid
639 * recompiles for GL NOS that doesn't actually apply to the shader.
640 */
641 struct ir3_shader_key key_mask;
642 };
643
644 static inline struct ir3_const_state *
645 ir3_const_state(const struct ir3_shader_variant *v)
646 {
647 return &v->shader->const_state;
648 }
649
650 void * ir3_shader_assemble(struct ir3_shader_variant *v);
651 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
652 const struct ir3_shader_key *key, bool binning_pass, bool *created);
653 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
654 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output);
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 /* clears shader-key flags which don't apply to the given shader.
667 */
668 static inline void
669 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
670 {
671 uint32_t *key_bits = (uint32_t *)key;
672 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
673 STATIC_ASSERT(sizeof(*key) % 4 == 0);
674 for (int i = 0; i < sizeof(*key) >> 2; i++)
675 key_bits[i] &= key_mask[i];
676 }
677
678 static inline int
679 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
680 {
681 int j;
682
683 for (j = 0; j < so->outputs_count; j++)
684 if (so->outputs[j].slot == slot)
685 return j;
686
687 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
688 * in the vertex shader.. but the fragment shader doesn't know this
689 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
690 * at link time if there is no matching OUT.BCOLOR[n], we must map
691 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
692 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
693 */
694 if (slot == VARYING_SLOT_BFC0) {
695 slot = VARYING_SLOT_COL0;
696 } else if (slot == VARYING_SLOT_BFC1) {
697 slot = VARYING_SLOT_COL1;
698 } else if (slot == VARYING_SLOT_COL0) {
699 slot = VARYING_SLOT_BFC0;
700 } else if (slot == VARYING_SLOT_COL1) {
701 slot = VARYING_SLOT_BFC1;
702 } else {
703 return -1;
704 }
705
706 for (j = 0; j < so->outputs_count; j++)
707 if (so->outputs[j].slot == slot)
708 return j;
709
710 debug_assert(0);
711
712 return -1;
713 }
714
715 static inline int
716 ir3_next_varying(const struct ir3_shader_variant *so, int i)
717 {
718 while (++i < so->inputs_count)
719 if (so->inputs[i].compmask && so->inputs[i].bary)
720 break;
721 return i;
722 }
723
724 struct ir3_shader_linkage {
725 /* Maximum location either consumed by the fragment shader or produced by
726 * the last geometry stage, i.e. the size required for each vertex in the
727 * VPC in DWORD's.
728 */
729 uint8_t max_loc;
730
731 /* Number of entries in var. */
732 uint8_t cnt;
733
734 /* Bitset of locations used, including ones which are only used by the FS.
735 */
736 uint32_t varmask[4];
737
738 /* Map from VS output to location. */
739 struct {
740 uint8_t regid;
741 uint8_t compmask;
742 uint8_t loc;
743 } var[32];
744
745 /* location for fixed-function gl_PrimitiveID passthrough */
746 uint8_t primid_loc;
747 };
748
749 static inline void
750 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
751 {
752
753
754 for (int j = 0; j < util_last_bit(compmask); j++) {
755 uint8_t comploc = loc + j;
756 l->varmask[comploc / 32] |= 1 << (comploc % 32);
757 }
758
759 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
760
761 if (regid_ != regid(63, 0)) {
762 int i = l->cnt++;
763 debug_assert(i < ARRAY_SIZE(l->var));
764
765 l->var[i].regid = regid_;
766 l->var[i].compmask = compmask;
767 l->var[i].loc = loc;
768 }
769 }
770
771 static inline void
772 ir3_link_shaders(struct ir3_shader_linkage *l,
773 const struct ir3_shader_variant *vs,
774 const struct ir3_shader_variant *fs,
775 bool pack_vs_out)
776 {
777 /* On older platforms, varmask isn't programmed at all, and it appears
778 * that the hardware generates a mask of used VPC locations using the VS
779 * output map, and hangs if a FS bary instruction references a location
780 * not in the list. This means that we need to have a dummy entry in the
781 * VS out map for things like gl_PointCoord which aren't written by the
782 * VS. Furthermore we can't use r63.x, so just pick a random register to
783 * use if there is no VS output.
784 */
785 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
786 int j = -1, k;
787
788 l->primid_loc = 0xff;
789
790 while (l->cnt < ARRAY_SIZE(l->var)) {
791 j = ir3_next_varying(fs, j);
792
793 if (j >= fs->inputs_count)
794 break;
795
796 if (fs->inputs[j].inloc >= fs->total_in)
797 continue;
798
799 k = ir3_find_output(vs, fs->inputs[j].slot);
800
801 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
802 l->primid_loc = fs->inputs[j].inloc;
803 }
804
805 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
806 fs->inputs[j].compmask, fs->inputs[j].inloc);
807 }
808 }
809
810 static inline uint32_t
811 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
812 {
813 int j;
814 for (j = 0; j < so->outputs_count; j++)
815 if (so->outputs[j].slot == slot) {
816 uint32_t regid = so->outputs[j].regid;
817 if (so->outputs[j].half)
818 regid |= HALF_REG_ID;
819 return regid;
820 }
821 return regid(63, 0);
822 }
823
824 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
825 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
826 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
827
828
829 static inline uint32_t
830 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
831 {
832 int j;
833 for (j = 0; j < so->inputs_count; j++)
834 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
835 return so->inputs[j].regid;
836 return regid(63, 0);
837 }
838
839 /* calculate register footprint in terms of half-regs (ie. one full
840 * reg counts as two half-regs).
841 */
842 static inline uint32_t
843 ir3_shader_halfregs(const struct ir3_shader_variant *v)
844 {
845 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
846 }
847
848 static inline uint32_t
849 ir3_shader_nibo(const struct ir3_shader_variant *v)
850 {
851 /* The dummy variant used in binning mode won't have an actual shader. */
852 if (!v->shader)
853 return 0;
854
855 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
856 }
857
858 #endif /* IR3_SHADER_H_ */