ir3: Handle gl_FragStencilRefARB
[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 #include "util/disk_cache.h"
37
38 #include "ir3_compiler.h"
39
40 struct glsl_type;
41
42 /* driver param indices: */
43 enum ir3_driver_param {
44 /* compute shader driver params: */
45 IR3_DP_NUM_WORK_GROUPS_X = 0,
46 IR3_DP_NUM_WORK_GROUPS_Y = 1,
47 IR3_DP_NUM_WORK_GROUPS_Z = 2,
48 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
49 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
50 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
51 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
52 * glDispatchComputeIndirect() needs to load these from
53 * the info->indirect buffer. Keep that in mind when/if
54 * adding any addition CS driver params.
55 */
56 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
57
58 /* vertex shader driver params: */
59 IR3_DP_DRAWID = 0,
60 IR3_DP_VTXID_BASE = 1,
61 IR3_DP_INSTID_BASE = 2,
62 IR3_DP_VTXCNT_MAX = 3,
63 /* user-clip-plane components, up to 8x vec4's: */
64 IR3_DP_UCP0_X = 4,
65 /* .... */
66 IR3_DP_UCP7_W = 35,
67 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
68 };
69
70 #define IR3_MAX_SHADER_BUFFERS 32
71 #define IR3_MAX_SHADER_IMAGES 32
72 #define IR3_MAX_SO_BUFFERS 4
73 #define IR3_MAX_SO_STREAMS 4
74 #define IR3_MAX_SO_OUTPUTS 64
75 #define IR3_MAX_UBO_PUSH_RANGES 32
76
77 /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
78 enum ir3_bary {
79 IJ_PERSP_PIXEL,
80 IJ_PERSP_SAMPLE,
81 IJ_PERSP_CENTROID,
82 IJ_PERSP_SIZE,
83 IJ_LINEAR_PIXEL,
84 IJ_LINEAR_CENTROID,
85 IJ_LINEAR_SAMPLE,
86 IJ_COUNT,
87 };
88
89 /**
90 * Description of a lowered UBO.
91 */
92 struct ir3_ubo_info {
93 uint32_t block; /* Which constant block */
94 uint16_t bindless_base; /* For bindless, which base register is used */
95 bool bindless;
96 };
97
98 /**
99 * Description of a range of a lowered UBO access.
100 *
101 * Drivers should not assume that there are not multiple disjoint
102 * lowered ranges of a single UBO.
103 */
104 struct ir3_ubo_range {
105 struct ir3_ubo_info ubo;
106 uint32_t offset; /* start offset to push in the const register file */
107 uint32_t start, end; /* range of block that's actually used */
108 };
109
110 struct ir3_ubo_analysis_state {
111 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
112 uint32_t num_enabled;
113 uint32_t size;
114 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
115 };
116
117 /**
118 * Describes the layout of shader consts. This includes:
119 * + User consts + driver lowered UBO ranges
120 * + SSBO sizes
121 * + Image sizes/dimensions
122 * + Driver params (ie. IR3_DP_*)
123 * + TFBO addresses (for generations that do not have hardware streamout)
124 * + Lowered immediates
125 *
126 * For consts needed to pass internal values to shader which may or may not
127 * be required, rather than allocating worst-case const space, we scan the
128 * shader and allocate consts as-needed:
129 *
130 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
131 * for a given SSBO
132 *
133 * + Image dimensions: needed to calculate pixel offset, but only for
134 * images that have a image_store intrinsic
135 *
136 * Layout of constant registers, each section aligned to vec4. Note
137 * that pointer size (ubo, etc) changes depending on generation.
138 *
139 * user consts
140 * UBO addresses
141 * SSBO sizes
142 * if (vertex shader) {
143 * driver params (IR3_DP_*)
144 * if (stream_output.num_outputs > 0)
145 * stream-out addresses
146 * } else if (compute_shader) {
147 * driver params (IR3_DP_*)
148 * }
149 * immediates
150 *
151 * Immediates go last mostly because they are inserted in the CP pass
152 * after the nir -> ir3 frontend.
153 *
154 * Note UBO size in bytes should be aligned to vec4
155 */
156 struct ir3_const_state {
157 unsigned num_ubos;
158 unsigned num_driver_params; /* scalar */
159
160 struct {
161 /* user const start at zero */
162 unsigned ubo;
163 /* NOTE that a3xx might need a section for SSBO addresses too */
164 unsigned ssbo_sizes;
165 unsigned image_dims;
166 unsigned driver_param;
167 unsigned tfbo;
168 unsigned primitive_param;
169 unsigned primitive_map;
170 unsigned immediate;
171 } offsets;
172
173 struct {
174 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
175 uint32_t count; /* number of consts allocated */
176 /* one const allocated per SSBO which has get_buffer_size,
177 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
178 * consts:
179 */
180 uint32_t off[IR3_MAX_SHADER_BUFFERS];
181 } ssbo_size;
182
183 struct {
184 uint32_t mask; /* bitmask of images that have image_store */
185 uint32_t count; /* number of consts allocated */
186 /* three const allocated per image which has image_store:
187 * + cpp (bytes per pixel)
188 * + pitch (y pitch)
189 * + array_pitch (z pitch)
190 */
191 uint32_t off[IR3_MAX_SHADER_IMAGES];
192 } image_dims;
193
194 unsigned immediate_idx;
195 unsigned immediates_count;
196 unsigned immediates_size;
197 struct {
198 uint32_t val[4];
199 } *immediates;
200
201 /* State of ubo access lowered to push consts: */
202 struct ir3_ubo_analysis_state ubo_state;
203 };
204
205 /**
206 * A single output for vertex transform feedback.
207 */
208 struct ir3_stream_output {
209 unsigned register_index:6; /**< 0 to 63 (OUT index) */
210 unsigned start_component:2; /** 0 to 3 */
211 unsigned num_components:3; /** 1 to 4 */
212 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
213 unsigned dst_offset:16; /**< offset into the buffer in dwords */
214 unsigned stream:2; /**< 0 to 3 */
215 };
216
217 /**
218 * Stream output for vertex transform feedback.
219 */
220 struct ir3_stream_output_info {
221 unsigned num_outputs;
222 /** stride for an entire vertex for each buffer in dwords */
223 uint16_t stride[IR3_MAX_SO_BUFFERS];
224
225 /**
226 * Array of stream outputs, in the order they are to be written in.
227 * Selected components are tightly packed into the output buffer.
228 */
229 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
230 };
231
232
233 /**
234 * Starting from a4xx, HW supports pre-dispatching texture sampling
235 * instructions prior to scheduling a shader stage, when the
236 * coordinate maps exactly to an output of the previous stage.
237 */
238
239 /**
240 * There is a limit in the number of pre-dispatches allowed for any
241 * given stage.
242 */
243 #define IR3_MAX_SAMPLER_PREFETCH 4
244
245 /**
246 * This is the output stream value for 'cmd', as used by blob. It may
247 * encode the return type (in 3 bits) but it hasn't been verified yet.
248 */
249 #define IR3_SAMPLER_PREFETCH_CMD 0x4
250 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
251
252 /**
253 * Stream output for texture sampling pre-dispatches.
254 */
255 struct ir3_sampler_prefetch {
256 uint8_t src;
257 uint8_t samp_id;
258 uint8_t tex_id;
259 uint16_t samp_bindless_id;
260 uint16_t tex_bindless_id;
261 uint8_t dst;
262 uint8_t wrmask;
263 uint8_t half_precision;
264 uint8_t cmd;
265 };
266
267
268 /* Configuration key used to identify a shader variant.. different
269 * shader variants can be used to implement features not supported
270 * in hw (two sided color), binning-pass vertex shader, etc.
271 *
272 * When adding to this struct, please update ir3_shader_variant()'s debug
273 * output.
274 */
275 struct ir3_shader_key {
276 union {
277 struct {
278 /*
279 * Combined Vertex/Fragment shader parameters:
280 */
281 unsigned ucp_enables : 8;
282
283 /* do we need to check {v,f}saturate_{s,t,r}? */
284 unsigned has_per_samp : 1;
285
286 /*
287 * Vertex shader variant parameters:
288 */
289 unsigned vclamp_color : 1;
290
291 /*
292 * Fragment shader variant parameters:
293 */
294 unsigned sample_shading : 1;
295 unsigned msaa : 1;
296 unsigned color_two_side : 1;
297 /* used when shader needs to handle flat varyings (a4xx)
298 * for front/back color inputs to frag shader:
299 */
300 unsigned rasterflat : 1;
301 unsigned fclamp_color : 1;
302
303 /* Indicates that this is a tessellation pipeline which requires a
304 * whole different kind of vertex shader. In case of
305 * tessellation, this field also tells us which kind of output
306 * topology the TES uses, which the TCS needs to know.
307 */
308 #define IR3_TESS_NONE 0
309 #define IR3_TESS_TRIANGLES 1
310 #define IR3_TESS_QUADS 2
311 #define IR3_TESS_ISOLINES 3
312 unsigned tessellation : 2;
313
314 unsigned has_gs : 1;
315
316 /* Whether this variant sticks to the "safe" maximum constlen,
317 * which guarantees that the combined stages will never go over
318 * the limit:
319 */
320 unsigned safe_constlen : 1;
321
322 /* Whether gl_Layer must be forced to 0 because it isn't written. */
323 unsigned layer_zero : 1;
324 };
325 uint32_t global;
326 };
327
328 /* bitmask of sampler which needs coords clamped for vertex
329 * shader:
330 */
331 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
332
333 /* bitmask of sampler which needs coords clamped for frag
334 * shader:
335 */
336 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
337
338 /* bitmask of ms shifts */
339 uint32_t vsamples, fsamples;
340
341 /* bitmask of samplers which need astc srgb workaround: */
342 uint16_t vastc_srgb, fastc_srgb;
343 };
344
345 static inline unsigned
346 ir3_tess_mode(unsigned gl_tess_mode)
347 {
348 switch (gl_tess_mode) {
349 case GL_ISOLINES:
350 return IR3_TESS_ISOLINES;
351 case GL_TRIANGLES:
352 return IR3_TESS_TRIANGLES;
353 case GL_QUADS:
354 return IR3_TESS_QUADS;
355 default:
356 unreachable("bad tessmode");
357 }
358 }
359
360 static inline bool
361 ir3_shader_key_equal(const struct ir3_shader_key *a, const struct ir3_shader_key *b)
362 {
363 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
364 if (a->has_per_samp || b->has_per_samp)
365 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
366 return a->global == b->global;
367 }
368
369 /* will the two keys produce different lowering for a fragment shader? */
370 static inline bool
371 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
372 {
373 if (last_key->has_per_samp || key->has_per_samp) {
374 if ((last_key->fsaturate_s != key->fsaturate_s) ||
375 (last_key->fsaturate_t != key->fsaturate_t) ||
376 (last_key->fsaturate_r != key->fsaturate_r) ||
377 (last_key->fsamples != key->fsamples) ||
378 (last_key->fastc_srgb != key->fastc_srgb))
379 return true;
380 }
381
382 if (last_key->fclamp_color != key->fclamp_color)
383 return true;
384
385 if (last_key->color_two_side != key->color_two_side)
386 return true;
387
388 if (last_key->rasterflat != key->rasterflat)
389 return true;
390
391 if (last_key->layer_zero != key->layer_zero)
392 return true;
393
394 if (last_key->ucp_enables != key->ucp_enables)
395 return true;
396
397 if (last_key->safe_constlen != key->safe_constlen)
398 return true;
399
400 return false;
401 }
402
403 /* will the two keys produce different lowering for a vertex shader? */
404 static inline bool
405 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
406 {
407 if (last_key->has_per_samp || key->has_per_samp) {
408 if ((last_key->vsaturate_s != key->vsaturate_s) ||
409 (last_key->vsaturate_t != key->vsaturate_t) ||
410 (last_key->vsaturate_r != key->vsaturate_r) ||
411 (last_key->vsamples != key->vsamples) ||
412 (last_key->vastc_srgb != key->vastc_srgb))
413 return true;
414 }
415
416 if (last_key->vclamp_color != key->vclamp_color)
417 return true;
418
419 if (last_key->ucp_enables != key->ucp_enables)
420 return true;
421
422 if (last_key->safe_constlen != key->safe_constlen)
423 return true;
424
425 return false;
426 }
427
428 /**
429 * On a4xx+a5xx, Images share state with textures and SSBOs:
430 *
431 * + Uses texture (cat5) state/instruction (isam) to read
432 * + Uses SSBO state and instructions (cat6) to write and for atomics
433 *
434 * Starting with a6xx, Images and SSBOs are basically the same thing,
435 * with texture state and isam also used for SSBO reads.
436 *
437 * On top of that, gallium makes the SSBO (shader_buffers) state semi
438 * sparse, with the first half of the state space used for atomic
439 * counters lowered to atomic buffers. We could ignore this, but I
440 * don't think we could *really* handle the case of a single shader
441 * that used the max # of textures + images + SSBOs. And once we are
442 * offsetting images by num_ssbos (or visa versa) to map them into
443 * the same hardware state, the hardware state has become coupled to
444 * the shader state, so at this point we might as well just use a
445 * mapping table to remap things from image/SSBO idx to hw idx.
446 *
447 * To make things less (more?) confusing, for the hw "SSBO" state
448 * (since it is really both SSBO and Image) I'll use the name "IBO"
449 */
450 struct ir3_ibo_mapping {
451 #define IBO_INVALID 0xff
452 /* Maps logical SSBO state to hw tex state: */
453 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
454
455 /* Maps logical Image state to hw tex state: */
456 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
457
458 /* Maps hw state back to logical SSBO or Image state:
459 *
460 * note IBO_SSBO ORd into values to indicate that the
461 * hw slot is used for SSBO state vs Image state.
462 */
463 #define IBO_SSBO 0x80
464 uint8_t tex_to_image[32];
465
466 uint8_t num_tex; /* including real textures */
467 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
468 };
469
470 /* Represents half register in regid */
471 #define HALF_REG_ID 0x100
472
473 /**
474 * Shader variant which contains the actual hw shader instructions,
475 * and necessary info for shader state setup.
476 */
477 struct ir3_shader_variant {
478 struct fd_bo *bo;
479
480 /* variant id (for debug) */
481 uint32_t id;
482
483 struct ir3_shader_key key;
484
485 /* vertex shaders can have an extra version for hwbinning pass,
486 * which is pointed to by so->binning:
487 */
488 bool binning_pass;
489 // union {
490 struct ir3_shader_variant *binning;
491 struct ir3_shader_variant *nonbinning;
492 // };
493
494 struct ir3 *ir; /* freed after assembling machine instructions */
495
496 /* shader variants form a linked list: */
497 struct ir3_shader_variant *next;
498
499 /* replicated here to avoid passing extra ptrs everywhere: */
500 gl_shader_stage type;
501 struct ir3_shader *shader;
502
503 /*
504 * Below here is serialized when written to disk cache:
505 */
506
507 /* The actual binary shader instructions, size given by info.sizedwords: */
508 uint32_t *bin;
509
510 struct ir3_const_state *const_state;
511
512 /*
513 * The following macros are used by the shader disk cache save/
514 * restore paths to serialize/deserialize the variant. Any
515 * pointers that require special handling in store_variant()
516 * and retrieve_variant() should go above here.
517 */
518 #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
519 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
520 #define VARIANT_CACHE_SIZE (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
521
522 struct ir3_info info;
523
524 /* Levels of nesting of flow control:
525 */
526 unsigned branchstack;
527
528 unsigned max_sun;
529 unsigned loops;
530
531 /* the instructions length is in units of instruction groups
532 * (4 instructions for a3xx, 16 instructions for a4xx.. each
533 * instruction is 2 dwords):
534 */
535 unsigned instrlen;
536
537 /* the constants length is in units of vec4's, and is the sum of
538 * the uniforms and the built-in compiler constants
539 */
540 unsigned constlen;
541
542 /* About Linkage:
543 * + Let the frag shader determine the position/compmask for the
544 * varyings, since it is the place where we know if the varying
545 * is actually used, and if so, which components are used. So
546 * what the hw calls "outloc" is taken from the "inloc" of the
547 * frag shader.
548 * + From the vert shader, we only need the output regid
549 */
550
551 bool frag_face, color0_mrt;
552 uint8_t fragcoord_compmask;
553
554 /* NOTE: for input/outputs, slot is:
555 * gl_vert_attrib - for VS inputs
556 * gl_varying_slot - for VS output / FS input
557 * gl_frag_result - for FS output
558 */
559
560 /* varyings/outputs: */
561 unsigned outputs_count;
562 struct {
563 uint8_t slot;
564 uint8_t regid;
565 bool half : 1;
566 } outputs[32 + 2]; /* +POSITION +PSIZE */
567 bool writes_pos, writes_smask, writes_psize, writes_stencilref;
568
569 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
570 uint32_t output_size;
571
572 /* Map from driver_location to byte offset in per-primitive storage */
573 unsigned output_loc[32];
574
575 /* attributes (VS) / varyings (FS):
576 * Note that sysval's should come *after* normal inputs.
577 */
578 unsigned inputs_count;
579 struct {
580 uint8_t slot;
581 uint8_t regid;
582 uint8_t compmask;
583 /* location of input (ie. offset passed to bary.f, etc). This
584 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
585 * have the OUTLOCn value offset by 8, presumably to account
586 * for gl_Position/gl_PointSize)
587 */
588 uint8_t inloc;
589 /* vertex shader specific: */
590 bool sysval : 1; /* slot is a gl_system_value */
591 /* fragment shader specific: */
592 bool bary : 1; /* fetched varying (vs one loaded into reg) */
593 bool rasterflat : 1; /* special handling for emit->rasterflat */
594 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
595 bool half : 1;
596 enum glsl_interp_mode interpolate;
597 } inputs[32 + 2]; /* +POSITION +FACE */
598
599 /* sum of input components (scalar). For frag shaders, it only counts
600 * the varying inputs:
601 */
602 unsigned total_in;
603
604 /* For frag shaders, the total number of inputs (not scalar,
605 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
606 */
607 unsigned varying_in;
608
609 /* Remapping table to map Image and SSBO to hw state: */
610 struct ir3_ibo_mapping image_mapping;
611
612 /* number of samplers/textures (which are currently 1:1): */
613 int num_samp;
614
615 /* is there an implicit sampler to read framebuffer (FS only).. if
616 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
617 * the last "real" texture)
618 */
619 bool fb_read;
620
621 /* do we have one or more SSBO instructions: */
622 bool has_ssbo;
623
624 /* Which bindless resources are used, for filling out sp_xs_config */
625 bool bindless_tex;
626 bool bindless_samp;
627 bool bindless_ibo;
628 bool bindless_ubo;
629
630 /* do we need derivatives: */
631 bool need_pixlod;
632
633 bool need_fine_derivatives;
634
635 /* do we have image write, etc (which prevents early-z): */
636 bool no_earlyz;
637
638 /* do we have kill, which also prevents early-z, but not necessarily
639 * early-lrz (as long as lrz-write is disabled, which must be handled
640 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
641 * side effects that prevent early-lrz discard.
642 */
643 bool has_kill;
644
645 bool per_samp;
646
647 /* Are we using split or merged register file? */
648 bool mergedregs;
649
650 /* for astc srgb workaround, the number/base of additional
651 * alpha tex states we need, and index of original tex states
652 */
653 struct {
654 unsigned base, count;
655 unsigned orig_idx[16];
656 } astc_srgb;
657
658 /* texture sampler pre-dispatches */
659 uint32_t num_sampler_prefetch;
660 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
661 };
662
663 static inline const char *
664 ir3_shader_stage(struct ir3_shader_variant *v)
665 {
666 switch (v->type) {
667 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
668 case MESA_SHADER_TESS_CTRL: return "TCS";
669 case MESA_SHADER_TESS_EVAL: return "TES";
670 case MESA_SHADER_GEOMETRY: return "GEOM";
671 case MESA_SHADER_FRAGMENT: return "FRAG";
672 case MESA_SHADER_COMPUTE: return "CL";
673 default:
674 unreachable("invalid type");
675 return NULL;
676 }
677 }
678
679 /* Currently we do not do binning for tess. And for GS there is no
680 * cross-stage VS+GS optimization, so the full VS+GS is used in
681 * the binning pass.
682 */
683 static inline bool
684 ir3_has_binning_vs(const struct ir3_shader_key *key)
685 {
686 if (key->tessellation || key->has_gs)
687 return false;
688 return true;
689 }
690
691 /**
692 * Represents a shader at the API level, before state-specific variants are
693 * generated.
694 */
695 struct ir3_shader {
696 gl_shader_stage type;
697
698 /* shader id (for debug): */
699 uint32_t id;
700 uint32_t variant_count;
701
702 /* Set by freedreno after shader_state_create, so we can emit debug info
703 * when recompiling a shader at draw time.
704 */
705 bool initial_variants_done;
706
707 struct ir3_compiler *compiler;
708
709 unsigned num_reserved_user_consts;
710
711 bool nir_finalized;
712 struct nir_shader *nir;
713 struct ir3_stream_output_info stream_output;
714
715 struct ir3_shader_variant *variants;
716 mtx_t variants_lock;
717
718 cache_key cache_key; /* shader disk-cache key */
719
720 /* Bitmask of bits of the shader key used by this shader. Used to avoid
721 * recompiles for GL NOS that doesn't actually apply to the shader.
722 */
723 struct ir3_shader_key key_mask;
724 };
725
726 /**
727 * In order to use the same cmdstream, in particular constlen setup and const
728 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
729 * corresponding draw pass shaders const_state.
730 */
731 static inline struct ir3_const_state *
732 ir3_const_state(const struct ir3_shader_variant *v)
733 {
734 if (v->binning_pass)
735 return v->nonbinning->const_state;
736 return v->const_state;
737 }
738
739 /* Given a variant, calculate the maximum constlen it can have.
740 */
741
742 static inline unsigned
743 ir3_max_const(const struct ir3_shader_variant *v)
744 {
745 const struct ir3_compiler *compiler = v->shader->compiler;
746
747 if (v->shader->type == MESA_SHADER_COMPUTE) {
748 return compiler->max_const_compute;
749 } else if (v->key.safe_constlen) {
750 return compiler->max_const_safe;
751 } else if (v->shader->type == MESA_SHADER_FRAGMENT) {
752 return compiler->max_const_frag;
753 } else {
754 return compiler->max_const_geom;
755 }
756 }
757
758 void * ir3_shader_assemble(struct ir3_shader_variant *v);
759 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
760 const struct ir3_shader_key *key, bool binning_pass, bool *created);
761 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
762 unsigned reserved_user_consts, struct ir3_stream_output_info *stream_output);
763 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
764 const struct ir3_compiler *compiler);
765 void ir3_shader_destroy(struct ir3_shader *shader);
766 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
767 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
768
769 int
770 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
771
772 /*
773 * Helper/util:
774 */
775
776 /* clears shader-key flags which don't apply to the given shader.
777 */
778 static inline void
779 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
780 {
781 uint32_t *key_bits = (uint32_t *)key;
782 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
783 STATIC_ASSERT(sizeof(*key) % 4 == 0);
784 for (int i = 0; i < sizeof(*key) >> 2; i++)
785 key_bits[i] &= key_mask[i];
786 }
787
788 static inline int
789 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
790 {
791 int j;
792
793 for (j = 0; j < so->outputs_count; j++)
794 if (so->outputs[j].slot == slot)
795 return j;
796
797 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
798 * in the vertex shader.. but the fragment shader doesn't know this
799 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
800 * at link time if there is no matching OUT.BCOLOR[n], we must map
801 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
802 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
803 */
804 if (slot == VARYING_SLOT_BFC0) {
805 slot = VARYING_SLOT_COL0;
806 } else if (slot == VARYING_SLOT_BFC1) {
807 slot = VARYING_SLOT_COL1;
808 } else if (slot == VARYING_SLOT_COL0) {
809 slot = VARYING_SLOT_BFC0;
810 } else if (slot == VARYING_SLOT_COL1) {
811 slot = VARYING_SLOT_BFC1;
812 } else {
813 return -1;
814 }
815
816 for (j = 0; j < so->outputs_count; j++)
817 if (so->outputs[j].slot == slot)
818 return j;
819
820 debug_assert(0);
821
822 return -1;
823 }
824
825 static inline int
826 ir3_next_varying(const struct ir3_shader_variant *so, int i)
827 {
828 while (++i < so->inputs_count)
829 if (so->inputs[i].compmask && so->inputs[i].bary)
830 break;
831 return i;
832 }
833
834 struct ir3_shader_linkage {
835 /* Maximum location either consumed by the fragment shader or produced by
836 * the last geometry stage, i.e. the size required for each vertex in the
837 * VPC in DWORD's.
838 */
839 uint8_t max_loc;
840
841 /* Number of entries in var. */
842 uint8_t cnt;
843
844 /* Bitset of locations used, including ones which are only used by the FS.
845 */
846 uint32_t varmask[4];
847
848 /* Map from VS output to location. */
849 struct {
850 uint8_t regid;
851 uint8_t compmask;
852 uint8_t loc;
853 } var[32];
854
855 /* location for fixed-function gl_PrimitiveID passthrough */
856 uint8_t primid_loc;
857 };
858
859 static inline void
860 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc)
861 {
862 for (int j = 0; j < util_last_bit(compmask); j++) {
863 uint8_t comploc = loc + j;
864 l->varmask[comploc / 32] |= 1 << (comploc % 32);
865 }
866
867 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
868
869 if (regid_ != regid(63, 0)) {
870 int i = l->cnt++;
871 debug_assert(i < ARRAY_SIZE(l->var));
872
873 l->var[i].regid = regid_;
874 l->var[i].compmask = compmask;
875 l->var[i].loc = loc;
876 }
877 }
878
879 static inline void
880 ir3_link_shaders(struct ir3_shader_linkage *l,
881 const struct ir3_shader_variant *vs,
882 const struct ir3_shader_variant *fs,
883 bool pack_vs_out)
884 {
885 /* On older platforms, varmask isn't programmed at all, and it appears
886 * that the hardware generates a mask of used VPC locations using the VS
887 * output map, and hangs if a FS bary instruction references a location
888 * not in the list. This means that we need to have a dummy entry in the
889 * VS out map for things like gl_PointCoord which aren't written by the
890 * VS. Furthermore we can't use r63.x, so just pick a random register to
891 * use if there is no VS output.
892 */
893 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
894 int j = -1, k;
895
896 l->primid_loc = 0xff;
897
898 while (l->cnt < ARRAY_SIZE(l->var)) {
899 j = ir3_next_varying(fs, j);
900
901 if (j >= fs->inputs_count)
902 break;
903
904 if (fs->inputs[j].inloc >= fs->total_in)
905 continue;
906
907 k = ir3_find_output(vs, fs->inputs[j].slot);
908
909 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
910 l->primid_loc = fs->inputs[j].inloc;
911 }
912
913 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
914 fs->inputs[j].compmask, fs->inputs[j].inloc);
915 }
916 }
917
918 static inline uint32_t
919 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
920 {
921 int j;
922 for (j = 0; j < so->outputs_count; j++)
923 if (so->outputs[j].slot == slot) {
924 uint32_t regid = so->outputs[j].regid;
925 if (so->outputs[j].half)
926 regid |= HALF_REG_ID;
927 return regid;
928 }
929 return regid(63, 0);
930 }
931
932 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
933 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
934 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
935
936
937 static inline uint32_t
938 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
939 {
940 int j;
941 for (j = 0; j < so->inputs_count; j++)
942 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
943 return so->inputs[j].regid;
944 return regid(63, 0);
945 }
946
947 /* calculate register footprint in terms of half-regs (ie. one full
948 * reg counts as two half-regs).
949 */
950 static inline uint32_t
951 ir3_shader_halfregs(const struct ir3_shader_variant *v)
952 {
953 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
954 }
955
956 static inline uint32_t
957 ir3_shader_nibo(const struct ir3_shader_variant *v)
958 {
959 /* The dummy variant used in binning mode won't have an actual shader. */
960 if (!v->shader)
961 return 0;
962
963 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
964 }
965
966 #endif /* IR3_SHADER_H_ */