tu: ir3: Emit push constants directly
[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_CONSTANT_BUFFERS 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
208 /**
209 * Stream output for texture sampling pre-dispatches.
210 */
211 struct ir3_sampler_prefetch {
212 uint8_t src;
213 uint8_t samp_id;
214 uint8_t tex_id;
215 uint8_t dst;
216 uint8_t wrmask;
217 uint8_t half_precision;
218 uint8_t cmd;
219 };
220
221
222 /* Configuration key used to identify a shader variant.. different
223 * shader variants can be used to implement features not supported
224 * in hw (two sided color), binning-pass vertex shader, etc.
225 */
226 struct ir3_shader_key {
227 union {
228 struct {
229 /*
230 * Combined Vertex/Fragment shader parameters:
231 */
232 unsigned ucp_enables : 8;
233
234 /* do we need to check {v,f}saturate_{s,t,r}? */
235 unsigned has_per_samp : 1;
236
237 /*
238 * Vertex shader variant parameters:
239 */
240 unsigned vclamp_color : 1;
241
242 /*
243 * Fragment shader variant parameters:
244 */
245 unsigned sample_shading : 1;
246 unsigned msaa : 1;
247 unsigned color_two_side : 1;
248 unsigned half_precision : 1;
249 /* used when shader needs to handle flat varyings (a4xx)
250 * for front/back color inputs to frag shader:
251 */
252 unsigned rasterflat : 1;
253 unsigned fclamp_color : 1;
254
255 /* Indicates that this is a tessellation pipeline which requires a
256 * whole different kind of vertex shader. In case of
257 * tessellation, this field also tells us which kind of output
258 * topology the TES uses, which the TCS needs to know.
259 */
260 #define IR3_TESS_NONE 0
261 #define IR3_TESS_TRIANGLES 1
262 #define IR3_TESS_QUADS 2
263 #define IR3_TESS_ISOLINES 3
264 unsigned tessellation : 2;
265
266 unsigned has_gs : 1;
267 };
268 uint32_t global;
269 };
270
271 /* bitmask of sampler which needs coords clamped for vertex
272 * shader:
273 */
274 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
275
276 /* bitmask of sampler which needs coords clamped for frag
277 * shader:
278 */
279 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
280
281 /* bitmask of ms shifts */
282 uint32_t vsamples, fsamples;
283
284 /* bitmask of samplers which need astc srgb workaround: */
285 uint16_t vastc_srgb, fastc_srgb;
286 };
287
288 static inline bool
289 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
290 {
291 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
292 if (a->has_per_samp || b->has_per_samp)
293 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
294 return a->global == b->global;
295 }
296
297 /* will the two keys produce different lowering for a fragment shader? */
298 static inline bool
299 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
300 {
301 if (last_key->has_per_samp || key->has_per_samp) {
302 if ((last_key->fsaturate_s != key->fsaturate_s) ||
303 (last_key->fsaturate_t != key->fsaturate_t) ||
304 (last_key->fsaturate_r != key->fsaturate_r) ||
305 (last_key->fsamples != key->fsamples) ||
306 (last_key->fastc_srgb != key->fastc_srgb))
307 return true;
308 }
309
310 if (last_key->fclamp_color != key->fclamp_color)
311 return true;
312
313 if (last_key->color_two_side != key->color_two_side)
314 return true;
315
316 if (last_key->half_precision != key->half_precision)
317 return true;
318
319 if (last_key->rasterflat != key->rasterflat)
320 return true;
321
322 if (last_key->ucp_enables != key->ucp_enables)
323 return true;
324
325 return false;
326 }
327
328 /* will the two keys produce different lowering for a vertex shader? */
329 static inline bool
330 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
331 {
332 if (last_key->has_per_samp || key->has_per_samp) {
333 if ((last_key->vsaturate_s != key->vsaturate_s) ||
334 (last_key->vsaturate_t != key->vsaturate_t) ||
335 (last_key->vsaturate_r != key->vsaturate_r) ||
336 (last_key->vsamples != key->vsamples) ||
337 (last_key->vastc_srgb != key->vastc_srgb))
338 return true;
339 }
340
341 if (last_key->vclamp_color != key->vclamp_color)
342 return true;
343
344 if (last_key->ucp_enables != key->ucp_enables)
345 return true;
346
347 return false;
348 }
349
350 /* clears shader-key flags which don't apply to the given shader
351 * stage
352 */
353 static inline void
354 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
355 {
356 switch (type) {
357 case MESA_SHADER_FRAGMENT:
358 if (key->has_per_samp) {
359 key->vsaturate_s = 0;
360 key->vsaturate_t = 0;
361 key->vsaturate_r = 0;
362 key->vastc_srgb = 0;
363 key->vsamples = 0;
364 key->has_gs = false; /* FS doesn't care */
365 key->tessellation = IR3_TESS_NONE;
366 }
367 break;
368 case MESA_SHADER_VERTEX:
369 case MESA_SHADER_GEOMETRY:
370 key->color_two_side = false;
371 key->half_precision = false;
372 key->rasterflat = false;
373 if (key->has_per_samp) {
374 key->fsaturate_s = 0;
375 key->fsaturate_t = 0;
376 key->fsaturate_r = 0;
377 key->fastc_srgb = 0;
378 key->fsamples = 0;
379 }
380
381 /* VS and GS only care about whether or not we're tessellating. */
382 key->tessellation = !!key->tessellation;
383 break;
384 case MESA_SHADER_TESS_CTRL:
385 case MESA_SHADER_TESS_EVAL:
386 key->color_two_side = false;
387 key->half_precision = false;
388 key->rasterflat = false;
389 if (key->has_per_samp) {
390 key->fsaturate_s = 0;
391 key->fsaturate_t = 0;
392 key->fsaturate_r = 0;
393 key->fastc_srgb = 0;
394 key->fsamples = 0;
395 key->vsaturate_s = 0;
396 key->vsaturate_t = 0;
397 key->vsaturate_r = 0;
398 key->vastc_srgb = 0;
399 key->vsamples = 0;
400 }
401 break;
402 default:
403 /* TODO */
404 break;
405 }
406 }
407
408 /**
409 * On a4xx+a5xx, Images share state with textures and SSBOs:
410 *
411 * + Uses texture (cat5) state/instruction (isam) to read
412 * + Uses SSBO state and instructions (cat6) to write and for atomics
413 *
414 * Starting with a6xx, Images and SSBOs are basically the same thing,
415 * with texture state and isam also used for SSBO reads.
416 *
417 * On top of that, gallium makes the SSBO (shader_buffers) state semi
418 * sparse, with the first half of the state space used for atomic
419 * counters lowered to atomic buffers. We could ignore this, but I
420 * don't think we could *really* handle the case of a single shader
421 * that used the max # of textures + images + SSBOs. And once we are
422 * offsetting images by num_ssbos (or visa versa) to map them into
423 * the same hardware state, the hardware state has become coupled to
424 * the shader state, so at this point we might as well just use a
425 * mapping table to remap things from image/SSBO idx to hw idx.
426 *
427 * To make things less (more?) confusing, for the hw "SSBO" state
428 * (since it is really both SSBO and Image) I'll use the name "IBO"
429 */
430 struct ir3_ibo_mapping {
431 #define IBO_INVALID 0xff
432 /* Maps logical SSBO state to hw tex state: */
433 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
434
435 /* Maps logical Image state to hw tex state: */
436 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
437
438 /* Maps hw state back to logical SSBO or Image state:
439 *
440 * note IBO_SSBO ORd into values to indicate that the
441 * hw slot is used for SSBO state vs Image state.
442 */
443 #define IBO_SSBO 0x80
444 uint8_t tex_to_image[32];
445
446 uint8_t num_tex; /* including real textures */
447 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
448 };
449
450 /* Represents half register in regid */
451 #define HALF_REG_ID 0x100
452
453 struct ir3_shader_variant {
454 struct fd_bo *bo;
455
456 /* variant id (for debug) */
457 uint32_t id;
458
459 struct ir3_shader_key key;
460
461 /* vertex shaders can have an extra version for hwbinning pass,
462 * which is pointed to by so->binning:
463 */
464 bool binning_pass;
465 // union {
466 struct ir3_shader_variant *binning;
467 struct ir3_shader_variant *nonbinning;
468 // };
469
470 struct ir3_info info;
471 struct ir3 *ir;
472
473 /* Levels of nesting of flow control:
474 */
475 unsigned branchstack;
476
477 unsigned max_sun;
478 unsigned loops;
479
480 /* the instructions length is in units of instruction groups
481 * (4 instructions for a3xx, 16 instructions for a4xx.. each
482 * instruction is 2 dwords):
483 */
484 unsigned instrlen;
485
486 /* the constants length is in units of vec4's, and is the sum of
487 * the uniforms and the built-in compiler constants
488 */
489 unsigned constlen;
490
491 /* About Linkage:
492 * + Let the frag shader determine the position/compmask for the
493 * varyings, since it is the place where we know if the varying
494 * is actually used, and if so, which components are used. So
495 * what the hw calls "outloc" is taken from the "inloc" of the
496 * frag shader.
497 * + From the vert shader, we only need the output regid
498 */
499
500 bool frag_coord, frag_face, color0_mrt;
501
502 /* NOTE: for input/outputs, slot is:
503 * gl_vert_attrib - for VS inputs
504 * gl_varying_slot - for VS output / FS input
505 * gl_frag_result - for FS output
506 */
507
508 /* varyings/outputs: */
509 unsigned outputs_count;
510 struct {
511 uint8_t slot;
512 uint8_t regid;
513 bool half : 1;
514 } outputs[32 + 2]; /* +POSITION +PSIZE */
515 bool writes_pos, writes_smask, writes_psize;
516
517 /* attributes (VS) / varyings (FS):
518 * Note that sysval's should come *after* normal inputs.
519 */
520 unsigned inputs_count;
521 struct {
522 uint8_t slot;
523 uint8_t regid;
524 uint8_t compmask;
525 /* location of input (ie. offset passed to bary.f, etc). This
526 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
527 * have the OUTLOCn value offset by 8, presumably to account
528 * for gl_Position/gl_PointSize)
529 */
530 uint8_t inloc;
531 /* vertex shader specific: */
532 bool sysval : 1; /* slot is a gl_system_value */
533 /* fragment shader specific: */
534 bool bary : 1; /* fetched varying (vs one loaded into reg) */
535 bool rasterflat : 1; /* special handling for emit->rasterflat */
536 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
537 bool half : 1;
538 enum glsl_interp_mode interpolate;
539 } inputs[32 + 2]; /* +POSITION +FACE */
540
541 /* sum of input components (scalar). For frag shaders, it only counts
542 * the varying inputs:
543 */
544 unsigned total_in;
545
546 /* For frag shaders, the total number of inputs (not scalar,
547 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
548 */
549 unsigned varying_in;
550
551 /* Remapping table to map Image and SSBO to hw state: */
552 struct ir3_ibo_mapping image_mapping;
553
554 /* number of samplers/textures (which are currently 1:1): */
555 int num_samp;
556
557 /* is there an implicit sampler to read framebuffer (FS only).. if
558 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
559 * the last "real" texture)
560 */
561 bool fb_read;
562
563 /* do we have one or more SSBO instructions: */
564 bool has_ssbo;
565
566 /* do we need derivatives: */
567 bool need_pixlod;
568
569 bool need_fine_derivatives;
570
571 /* do we have kill, image write, etc (which prevents early-z): */
572 bool no_earlyz;
573
574 bool per_samp;
575
576 /* for astc srgb workaround, the number/base of additional
577 * alpha tex states we need, and index of original tex states
578 */
579 struct {
580 unsigned base, count;
581 unsigned orig_idx[16];
582 } astc_srgb;
583
584 /* shader variants form a linked list: */
585 struct ir3_shader_variant *next;
586
587 /* replicated here to avoid passing extra ptrs everywhere: */
588 gl_shader_stage type;
589 struct ir3_shader *shader;
590
591 /* texture sampler pre-dispatches */
592 uint32_t num_sampler_prefetch;
593 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
594 };
595
596 static inline const char *
597 ir3_shader_stage(struct ir3_shader_variant *v)
598 {
599 switch (v->type) {
600 case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT";
601 case MESA_SHADER_TESS_CTRL: return "TCS";
602 case MESA_SHADER_TESS_EVAL: return "TES";
603 case MESA_SHADER_GEOMETRY: return "GEOM";
604 case MESA_SHADER_FRAGMENT: return "FRAG";
605 case MESA_SHADER_COMPUTE: return "CL";
606 default:
607 unreachable("invalid type");
608 return NULL;
609 }
610 }
611
612 struct ir3_ubo_range {
613 uint32_t offset; /* start offset of this block in const register file */
614 uint32_t start, end; /* range of block that's actually used */
615 };
616
617 struct ir3_ubo_analysis_state {
618 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
619 uint32_t enabled;
620 uint32_t size;
621 uint32_t lower_count;
622 uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */
623 };
624
625
626 struct ir3_shader {
627 gl_shader_stage type;
628
629 /* shader id (for debug): */
630 uint32_t id;
631 uint32_t variant_count;
632
633 struct ir3_compiler *compiler;
634
635 struct ir3_ubo_analysis_state ubo_state;
636 struct ir3_const_state const_state;
637
638 struct nir_shader *nir;
639 struct ir3_stream_output_info stream_output;
640
641 struct ir3_shader_variant *variants;
642 mtx_t variants_lock;
643
644 uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */
645
646 /* Map from driver_location to byte offset in per-primitive storage */
647 unsigned output_loc[32];
648 };
649
650 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
651 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
652 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 void ir3_shader_destroy(struct ir3_shader *shader);
655 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
656 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
657
658 int
659 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
660
661 /*
662 * Helper/util:
663 */
664
665 static inline int
666 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
667 {
668 int j;
669
670 for (j = 0; j < so->outputs_count; j++)
671 if (so->outputs[j].slot == slot)
672 return j;
673
674 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
675 * in the vertex shader.. but the fragment shader doesn't know this
676 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
677 * at link time if there is no matching OUT.BCOLOR[n], we must map
678 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
679 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
680 */
681 if (slot == VARYING_SLOT_BFC0) {
682 slot = VARYING_SLOT_COL0;
683 } else if (slot == VARYING_SLOT_BFC1) {
684 slot = VARYING_SLOT_COL1;
685 } else if (slot == VARYING_SLOT_COL0) {
686 slot = VARYING_SLOT_BFC0;
687 } else if (slot == VARYING_SLOT_COL1) {
688 slot = VARYING_SLOT_BFC1;
689 } else {
690 return 0;
691 }
692
693 for (j = 0; j < so->outputs_count; j++)
694 if (so->outputs[j].slot == slot)
695 return j;
696
697 debug_assert(0);
698
699 return 0;
700 }
701
702 static inline int
703 ir3_next_varying(const struct ir3_shader_variant *so, int i)
704 {
705 while (++i < so->inputs_count)
706 if (so->inputs[i].compmask && so->inputs[i].bary)
707 break;
708 return i;
709 }
710
711 struct ir3_shader_linkage {
712 uint8_t max_loc;
713 uint8_t cnt;
714 struct {
715 uint8_t regid;
716 uint8_t compmask;
717 uint8_t loc;
718 } var[32];
719 };
720
721 static inline void
722 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
723 {
724 int i = l->cnt++;
725
726 debug_assert(i < ARRAY_SIZE(l->var));
727
728 l->var[i].regid = regid;
729 l->var[i].compmask = compmask;
730 l->var[i].loc = loc;
731 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
732 }
733
734 static inline void
735 ir3_link_shaders(struct ir3_shader_linkage *l,
736 const struct ir3_shader_variant *vs,
737 const struct ir3_shader_variant *fs)
738 {
739 int j = -1, k;
740
741 while (l->cnt < ARRAY_SIZE(l->var)) {
742 j = ir3_next_varying(fs, j);
743
744 if (j >= fs->inputs_count)
745 break;
746
747 if (fs->inputs[j].inloc >= fs->total_in)
748 continue;
749
750 k = ir3_find_output(vs, fs->inputs[j].slot);
751
752 ir3_link_add(l, vs->outputs[k].regid,
753 fs->inputs[j].compmask, fs->inputs[j].inloc);
754 }
755 }
756
757 static inline uint32_t
758 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
759 {
760 int j;
761 for (j = 0; j < so->outputs_count; j++)
762 if (so->outputs[j].slot == slot) {
763 uint32_t regid = so->outputs[j].regid;
764 if (so->outputs[j].half)
765 regid |= HALF_REG_ID;
766 return regid;
767 }
768 return regid(63, 0);
769 }
770
771 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
772 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
773 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
774
775
776 static inline uint32_t
777 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
778 {
779 int j;
780 for (j = 0; j < so->inputs_count; j++)
781 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
782 return so->inputs[j].regid;
783 return regid(63, 0);
784 }
785
786 /* calculate register footprint in terms of half-regs (ie. one full
787 * reg counts as two half-regs).
788 */
789 static inline uint32_t
790 ir3_shader_halfregs(const struct ir3_shader_variant *v)
791 {
792 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
793 }
794
795 static inline uint32_t
796 ir3_shader_nibo(const struct ir3_shader_variant *v)
797 {
798 /* The dummy variant used in binning mode won't have an actual shader. */
799 if (!v->shader)
800 return 0;
801
802 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
803 }
804
805 #endif /* IR3_SHADER_H_ */