freedreno/ir3: sample-shading support
[mesa.git] / src / freedreno / ir3 / ir3_shader.h
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "compiler/shader_enums.h"
33 #include "compiler/nir/nir.h"
34 #include "util/bitscan.h"
35
36 #include "ir3.h"
37
38 struct glsl_type;
39
40 /* driver param indices: */
41 enum ir3_driver_param {
42 /* compute shader driver params: */
43 IR3_DP_NUM_WORK_GROUPS_X = 0,
44 IR3_DP_NUM_WORK_GROUPS_Y = 1,
45 IR3_DP_NUM_WORK_GROUPS_Z = 2,
46 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
47 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
48 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
49 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
50 * glDispatchComputeIndirect() needs to load these from
51 * the info->indirect buffer. Keep that in mind when/if
52 * adding any addition CS driver params.
53 */
54 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
55
56 /* vertex shader driver params: */
57 IR3_DP_VTXID_BASE = 0,
58 IR3_DP_VTXCNT_MAX = 1,
59 /* user-clip-plane components, up to 8x vec4's: */
60 IR3_DP_UCP0_X = 4,
61 /* .... */
62 IR3_DP_UCP7_W = 35,
63 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
64 };
65
66 #define IR3_MAX_SHADER_BUFFERS 32
67 #define IR3_MAX_SHADER_IMAGES 32
68 #define IR3_MAX_SO_BUFFERS 4
69 #define IR3_MAX_SO_OUTPUTS 64
70 #define IR3_MAX_CONSTANT_BUFFERS 32
71
72
73 /**
74 * For consts needed to pass internal values to shader which may or may not
75 * be required, rather than allocating worst-case const space, we scan the
76 * shader and allocate consts as-needed:
77 *
78 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
79 * for a given SSBO
80 *
81 * + Image dimensions: needed to calculate pixel offset, but only for
82 * images that have a image_store intrinsic
83 */
84 struct ir3_driver_const_layout {
85 struct {
86 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
87 uint32_t count; /* number of consts allocated */
88 /* one const allocated per SSBO which has get_buffer_size,
89 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
90 * consts:
91 */
92 uint32_t off[IR3_MAX_SHADER_BUFFERS];
93 } ssbo_size;
94
95 struct {
96 uint32_t mask; /* bitmask of images that have image_store */
97 uint32_t count; /* number of consts allocated */
98 /* three const allocated per image which has image_store:
99 * + cpp (bytes per pixel)
100 * + pitch (y pitch)
101 * + array_pitch (z pitch)
102 */
103 uint32_t off[IR3_MAX_SHADER_IMAGES];
104 } image_dims;
105 };
106
107 /**
108 * A single output for vertex transform feedback.
109 */
110 struct ir3_stream_output {
111 unsigned register_index:6; /**< 0 to 63 (OUT index) */
112 unsigned start_component:2; /** 0 to 3 */
113 unsigned num_components:3; /** 1 to 4 */
114 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
115 unsigned dst_offset:16; /**< offset into the buffer in dwords */
116 unsigned stream:2; /**< 0 to 3 */
117 };
118
119 /**
120 * Stream output for vertex transform feedback.
121 */
122 struct ir3_stream_output_info {
123 unsigned num_outputs;
124 /** stride for an entire vertex for each buffer in dwords */
125 uint16_t stride[IR3_MAX_SO_BUFFERS];
126
127 /**
128 * Array of stream outputs, in the order they are to be written in.
129 * Selected components are tightly packed into the output buffer.
130 */
131 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
132 };
133
134 /* Configuration key used to identify a shader variant.. different
135 * shader variants can be used to implement features not supported
136 * in hw (two sided color), binning-pass vertex shader, etc.
137 */
138 struct ir3_shader_key {
139 union {
140 struct {
141 /*
142 * Combined Vertex/Fragment shader parameters:
143 */
144 unsigned ucp_enables : 8;
145
146 /* do we need to check {v,f}saturate_{s,t,r}? */
147 unsigned has_per_samp : 1;
148
149 /*
150 * Vertex shader variant parameters:
151 */
152 unsigned vclamp_color : 1;
153
154 /*
155 * Fragment shader variant parameters:
156 */
157 unsigned sample_shading : 1;
158 unsigned msaa : 1;
159 unsigned color_two_side : 1;
160 unsigned half_precision : 1;
161 /* used when shader needs to handle flat varyings (a4xx)
162 * for front/back color inputs to frag shader:
163 */
164 unsigned rasterflat : 1;
165 unsigned fclamp_color : 1;
166 };
167 uint32_t global;
168 };
169
170 /* bitmask of sampler which needs coords clamped for vertex
171 * shader:
172 */
173 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
174
175 /* bitmask of sampler which needs coords clamped for frag
176 * shader:
177 */
178 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
179
180 /* bitmask of ms shifts */
181 uint32_t vsamples, fsamples;
182
183 /* bitmask of samplers which need astc srgb workaround: */
184 uint16_t vastc_srgb, fastc_srgb;
185 };
186
187 static inline bool
188 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
189 {
190 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
191 if (a->has_per_samp || b->has_per_samp)
192 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
193 return a->global == b->global;
194 }
195
196 /* will the two keys produce different lowering for a fragment shader? */
197 static inline bool
198 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
199 {
200 if (last_key->has_per_samp || key->has_per_samp) {
201 if ((last_key->fsaturate_s != key->fsaturate_s) ||
202 (last_key->fsaturate_t != key->fsaturate_t) ||
203 (last_key->fsaturate_r != key->fsaturate_r) ||
204 (last_key->fsamples != key->fsamples) ||
205 (last_key->fastc_srgb != key->fastc_srgb))
206 return true;
207 }
208
209 if (last_key->fclamp_color != key->fclamp_color)
210 return true;
211
212 if (last_key->color_two_side != key->color_two_side)
213 return true;
214
215 if (last_key->half_precision != key->half_precision)
216 return true;
217
218 if (last_key->rasterflat != key->rasterflat)
219 return true;
220
221 if (last_key->ucp_enables != key->ucp_enables)
222 return true;
223
224 return false;
225 }
226
227 /* will the two keys produce different lowering for a vertex shader? */
228 static inline bool
229 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
230 {
231 if (last_key->has_per_samp || key->has_per_samp) {
232 if ((last_key->vsaturate_s != key->vsaturate_s) ||
233 (last_key->vsaturate_t != key->vsaturate_t) ||
234 (last_key->vsaturate_r != key->vsaturate_r) ||
235 (last_key->vsamples != key->vsamples) ||
236 (last_key->vastc_srgb != key->vastc_srgb))
237 return true;
238 }
239
240 if (last_key->vclamp_color != key->vclamp_color)
241 return true;
242
243 if (last_key->ucp_enables != key->ucp_enables)
244 return true;
245
246 return false;
247 }
248
249 /* clears shader-key flags which don't apply to the given shader
250 * stage
251 */
252 static inline void
253 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
254 {
255 switch (type) {
256 case MESA_SHADER_FRAGMENT:
257 if (key->has_per_samp) {
258 key->vsaturate_s = 0;
259 key->vsaturate_t = 0;
260 key->vsaturate_r = 0;
261 key->vastc_srgb = 0;
262 key->vsamples = 0;
263 }
264 break;
265 case MESA_SHADER_VERTEX:
266 key->color_two_side = false;
267 key->half_precision = false;
268 key->rasterflat = false;
269 if (key->has_per_samp) {
270 key->fsaturate_s = 0;
271 key->fsaturate_t = 0;
272 key->fsaturate_r = 0;
273 key->fastc_srgb = 0;
274 key->fsamples = 0;
275 }
276 break;
277 default:
278 /* TODO */
279 break;
280 }
281 }
282
283 /**
284 * On a4xx+a5xx, Images share state with textures and SSBOs:
285 *
286 * + Uses texture (cat5) state/instruction (isam) to read
287 * + Uses SSBO state and instructions (cat6) to write and for atomics
288 *
289 * Starting with a6xx, Images and SSBOs are basically the same thing,
290 * with texture state and isam also used for SSBO reads.
291 *
292 * On top of that, gallium makes the SSBO (shader_buffers) state semi
293 * sparse, with the first half of the state space used for atomic
294 * counters lowered to atomic buffers. We could ignore this, but I
295 * don't think we could *really* handle the case of a single shader
296 * that used the max # of textures + images + SSBOs. And once we are
297 * offsetting images by num_ssbos (or visa versa) to map them into
298 * the same hardware state, the hardware state has become coupled to
299 * the shader state, so at this point we might as well just use a
300 * mapping table to remap things from image/SSBO idx to hw idx.
301 *
302 * To make things less (more?) confusing, for the hw "SSBO" state
303 * (since it is really both SSBO and Image) I'll use the name "IBO"
304 */
305 struct ir3_ibo_mapping {
306 #define IBO_INVALID 0xff
307 /* Maps logical SSBO state to hw state: */
308 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
309 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
310
311 /* Maps logical Image state to hw state: */
312 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
313 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
314
315 /* Maps hw state back to logical SSBO or Image state:
316 *
317 * note IBO_SSBO ORd into values to indicate that the
318 * hw slot is used for SSBO state vs Image state.
319 */
320 #define IBO_SSBO 0x80
321 uint8_t ibo_to_image[32];
322 uint8_t tex_to_image[32];
323
324 uint8_t num_ibo;
325 uint8_t num_tex; /* including real textures */
326 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
327 };
328
329 struct ir3_shader_variant {
330 struct fd_bo *bo;
331
332 /* variant id (for debug) */
333 uint32_t id;
334
335 struct ir3_shader_key key;
336
337 /* vertex shaders can have an extra version for hwbinning pass,
338 * which is pointed to by so->binning:
339 */
340 bool binning_pass;
341 struct ir3_shader_variant *binning;
342
343 struct ir3_driver_const_layout const_layout;
344 struct ir3_info info;
345 struct ir3 *ir;
346
347 /* Levels of nesting of flow control:
348 */
349 unsigned branchstack;
350
351 unsigned max_sun;
352
353 /* the instructions length is in units of instruction groups
354 * (4 instructions for a3xx, 16 instructions for a4xx.. each
355 * instruction is 2 dwords):
356 */
357 unsigned instrlen;
358
359 /* the constants length is in units of vec4's, and is the sum of
360 * the uniforms and the built-in compiler constants
361 */
362 unsigned constlen;
363
364 /* number of uniforms (in vec4), not including built-in compiler
365 * constants, etc.
366 */
367 unsigned num_uniforms;
368
369 unsigned num_ubos;
370
371 /* About Linkage:
372 * + Let the frag shader determine the position/compmask for the
373 * varyings, since it is the place where we know if the varying
374 * is actually used, and if so, which components are used. So
375 * what the hw calls "outloc" is taken from the "inloc" of the
376 * frag shader.
377 * + From the vert shader, we only need the output regid
378 */
379
380 bool frag_coord, frag_face, color0_mrt;
381
382 /* NOTE: for input/outputs, slot is:
383 * gl_vert_attrib - for VS inputs
384 * gl_varying_slot - for VS output / FS input
385 * gl_frag_result - for FS output
386 */
387
388 /* varyings/outputs: */
389 unsigned outputs_count;
390 struct {
391 uint8_t slot;
392 uint8_t regid;
393 } outputs[16 + 2]; /* +POSITION +PSIZE */
394 bool writes_pos, writes_smask, writes_psize;
395
396 /* attributes (VS) / varyings (FS):
397 * Note that sysval's should come *after* normal inputs.
398 */
399 unsigned inputs_count;
400 struct {
401 uint8_t slot;
402 uint8_t regid;
403 uint8_t compmask;
404 uint8_t ncomp;
405 /* location of input (ie. offset passed to bary.f, etc). This
406 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
407 * have the OUTLOCn value offset by 8, presumably to account
408 * for gl_Position/gl_PointSize)
409 */
410 uint8_t inloc;
411 /* vertex shader specific: */
412 bool sysval : 1; /* slot is a gl_system_value */
413 /* fragment shader specific: */
414 bool bary : 1; /* fetched varying (vs one loaded into reg) */
415 bool rasterflat : 1; /* special handling for emit->rasterflat */
416 enum glsl_interp_mode interpolate;
417 } inputs[16 + 2]; /* +POSITION +FACE */
418
419 /* sum of input components (scalar). For frag shaders, it only counts
420 * the varying inputs:
421 */
422 unsigned total_in;
423
424 /* For frag shaders, the total number of inputs (not scalar,
425 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
426 */
427 unsigned varying_in;
428
429 /* Remapping table to map Image and SSBO to hw state: */
430 struct ir3_ibo_mapping image_mapping;
431
432 /* number of samplers/textures (which are currently 1:1): */
433 int num_samp;
434
435 /* do we have one or more SSBO instructions: */
436 bool has_ssbo;
437
438 /* do we need derivatives: */
439 bool need_pixlod;
440
441 /* do we have kill, image write, etc (which prevents early-z): */
442 bool no_earlyz;
443
444 bool per_samp;
445
446 /* Layout of constant registers, each section (in vec4). Pointer size
447 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
448 * UBO and stream-out consts.
449 */
450 struct {
451 /* user const start at zero */
452 unsigned ubo;
453 /* NOTE that a3xx might need a section for SSBO addresses too */
454 unsigned ssbo_sizes;
455 unsigned image_dims;
456 unsigned driver_param;
457 unsigned tfbo;
458 unsigned immediate;
459 } constbase;
460
461 unsigned immediates_count;
462 unsigned immediates_size;
463 struct {
464 uint32_t val[4];
465 } *immediates;
466
467 /* for astc srgb workaround, the number/base of additional
468 * alpha tex states we need, and index of original tex states
469 */
470 struct {
471 unsigned base, count;
472 unsigned orig_idx[16];
473 } astc_srgb;
474
475 /* shader variants form a linked list: */
476 struct ir3_shader_variant *next;
477
478 /* replicated here to avoid passing extra ptrs everywhere: */
479 gl_shader_stage type;
480 struct ir3_shader *shader;
481 };
482
483 struct ir3_ubo_range {
484 uint32_t offset; /* start offset of this block in const register file */
485 uint32_t start, end; /* range of block that's actually used */
486 };
487
488 struct ir3_ubo_analysis_state
489 {
490 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
491 uint32_t size;
492 uint32_t lower_count;
493 };
494
495
496 struct ir3_shader {
497 gl_shader_stage type;
498
499 /* shader id (for debug): */
500 uint32_t id;
501 uint32_t variant_count;
502
503 /* so we know when we can disable TGSI related hacks: */
504 bool from_tgsi;
505
506 struct ir3_compiler *compiler;
507
508 struct ir3_ubo_analysis_state ubo_state;
509
510 struct nir_shader *nir;
511 struct ir3_stream_output_info stream_output;
512
513 struct ir3_shader_variant *variants;
514 };
515
516 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
517 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
518 struct ir3_shader_key *key, bool binning_pass, bool *created);
519 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
520 void ir3_shader_destroy(struct ir3_shader *shader);
521 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
522 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
523
524 int
525 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
526
527 static inline const char *
528 ir3_shader_stage(struct ir3_shader *shader)
529 {
530 switch (shader->type) {
531 case MESA_SHADER_VERTEX: return "VERT";
532 case MESA_SHADER_FRAGMENT: return "FRAG";
533 case MESA_SHADER_COMPUTE: return "CL";
534 default:
535 unreachable("invalid type");
536 return NULL;
537 }
538 }
539
540 /*
541 * Helper/util:
542 */
543
544 static inline int
545 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
546 {
547 int j;
548
549 for (j = 0; j < so->outputs_count; j++)
550 if (so->outputs[j].slot == slot)
551 return j;
552
553 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
554 * in the vertex shader.. but the fragment shader doesn't know this
555 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
556 * at link time if there is no matching OUT.BCOLOR[n], we must map
557 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
558 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
559 */
560 if (slot == VARYING_SLOT_BFC0) {
561 slot = VARYING_SLOT_COL0;
562 } else if (slot == VARYING_SLOT_BFC1) {
563 slot = VARYING_SLOT_COL1;
564 } else if (slot == VARYING_SLOT_COL0) {
565 slot = VARYING_SLOT_BFC0;
566 } else if (slot == VARYING_SLOT_COL1) {
567 slot = VARYING_SLOT_BFC1;
568 } else {
569 return 0;
570 }
571
572 for (j = 0; j < so->outputs_count; j++)
573 if (so->outputs[j].slot == slot)
574 return j;
575
576 debug_assert(0);
577
578 return 0;
579 }
580
581 static inline int
582 ir3_next_varying(const struct ir3_shader_variant *so, int i)
583 {
584 while (++i < so->inputs_count)
585 if (so->inputs[i].compmask && so->inputs[i].bary)
586 break;
587 return i;
588 }
589
590 struct ir3_shader_linkage {
591 uint8_t max_loc;
592 uint8_t cnt;
593 struct {
594 uint8_t regid;
595 uint8_t compmask;
596 uint8_t loc;
597 } var[32];
598 };
599
600 static inline void
601 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
602 {
603 int i = l->cnt++;
604
605 debug_assert(i < ARRAY_SIZE(l->var));
606
607 l->var[i].regid = regid;
608 l->var[i].compmask = compmask;
609 l->var[i].loc = loc;
610 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
611 }
612
613 static inline void
614 ir3_link_shaders(struct ir3_shader_linkage *l,
615 const struct ir3_shader_variant *vs,
616 const struct ir3_shader_variant *fs)
617 {
618 int j = -1, k;
619
620 while (l->cnt < ARRAY_SIZE(l->var)) {
621 j = ir3_next_varying(fs, j);
622
623 if (j >= fs->inputs_count)
624 break;
625
626 if (fs->inputs[j].inloc >= fs->total_in)
627 continue;
628
629 k = ir3_find_output(vs, fs->inputs[j].slot);
630
631 ir3_link_add(l, vs->outputs[k].regid,
632 fs->inputs[j].compmask, fs->inputs[j].inloc);
633 }
634 }
635
636 static inline uint32_t
637 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
638 {
639 int j;
640 for (j = 0; j < so->outputs_count; j++)
641 if (so->outputs[j].slot == slot)
642 return so->outputs[j].regid;
643 return regid(63, 0);
644 }
645
646 static inline uint32_t
647 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
648 {
649 int j;
650 for (j = 0; j < so->inputs_count; j++)
651 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
652 return so->inputs[j].regid;
653 return regid(63, 0);
654 }
655
656 /* calculate register footprint in terms of half-regs (ie. one full
657 * reg counts as two half-regs).
658 */
659 static inline uint32_t
660 ir3_shader_halfregs(const struct ir3_shader_variant *v)
661 {
662 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
663 }
664
665 #endif /* IR3_SHADER_H_ */