c89dc29ff08784956934e611e66b91aa9cec3f94
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.h
1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2
3 /*
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 * SOFTWARE.
24 *
25 * Authors:
26 * Rob Clark <robclark@freedesktop.org>
27 */
28
29 #ifndef IR3_SHADER_H_
30 #define IR3_SHADER_H_
31
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34
35 #include "ir3.h"
36 #include "disasm.h"
37
38 /* driver param indices: */
39 enum ir3_driver_param {
40 IR3_DP_VTXID_BASE = 0,
41 IR3_DP_VTXCNT_MAX = 1,
42 /* user-clip-plane components, up to 8x vec4's: */
43 IR3_DP_UCP0_X = 4,
44 /* .... */
45 IR3_DP_UCP7_W = 35,
46 IR3_DP_COUNT = 36 /* must be aligned to vec4 */
47 };
48
49 /* Layout of constant registers:
50 *
51 * num_uniform * vec4 - user consts
52 * 4 * vec4 - UBO addresses
53 * if (vertex shader) {
54 * N * vec4 - driver params (IR3_DP_*)
55 * 1 * vec4 - stream-out addresses
56 * }
57 *
58 * TODO this could be made more dynamic, to at least skip sections
59 * that we don't need..
60 */
61 #define IR3_UBOS_OFF 0 /* UBOs after user consts */
62 #define IR3_DRIVER_PARAM_OFF 4 /* driver params after UBOs */
63 #define IR3_TFBOS_OFF (IR3_DRIVER_PARAM_OFF + IR3_DP_COUNT/4)
64
65 /* Configuration key used to identify a shader variant.. different
66 * shader variants can be used to implement features not supported
67 * in hw (two sided color), binning-pass vertex shader, etc.
68 */
69 struct ir3_shader_key {
70 union {
71 struct {
72 /*
73 * Combined Vertex/Fragment shader parameters:
74 */
75 unsigned ucp_enables : 8;
76
77 /* do we need to check {v,f}saturate_{s,t,r}? */
78 unsigned has_per_samp : 1;
79
80 /*
81 * Vertex shader variant parameters:
82 */
83 unsigned binning_pass : 1;
84
85 /*
86 * Fragment shader variant parameters:
87 */
88 unsigned color_two_side : 1;
89 unsigned half_precision : 1;
90 /* used when shader needs to handle flat varyings (a4xx)
91 * for front/back color inputs to frag shader:
92 */
93 unsigned rasterflat : 1;
94 };
95 uint32_t global;
96 };
97
98 /* bitmask of sampler which needs coords clamped for vertex
99 * shader:
100 */
101 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
102
103 /* bitmask of sampler which needs coords clamped for frag
104 * shader:
105 */
106 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
107 };
108
109 static inline bool
110 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
111 {
112 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
113 if (a->has_per_samp || b->has_per_samp)
114 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
115 return a->global == b->global;
116 }
117
118 struct ir3_shader_variant {
119 struct fd_bo *bo;
120
121 /* variant id (for debug) */
122 uint32_t id;
123
124 struct ir3_shader_key key;
125
126 struct ir3_info info;
127 struct ir3 *ir;
128
129 /* the instructions length is in units of instruction groups
130 * (4 instructions for a3xx, 16 instructions for a4xx.. each
131 * instruction is 2 dwords):
132 */
133 unsigned instrlen;
134
135 /* the constants length is in units of vec4's, and is the sum of
136 * the uniforms and the built-in compiler constants
137 */
138 unsigned constlen;
139
140 /* About Linkage:
141 * + Let the frag shader determine the position/compmask for the
142 * varyings, since it is the place where we know if the varying
143 * is actually used, and if so, which components are used. So
144 * what the hw calls "outloc" is taken from the "inloc" of the
145 * frag shader.
146 * + From the vert shader, we only need the output regid
147 */
148
149 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
150 * to bary.f instructions
151 */
152 uint8_t pos_regid;
153 bool frag_coord, frag_face, color0_mrt;
154
155 /* NOTE: for input/outputs, slot is:
156 * gl_vert_attrib - for VS inputs
157 * gl_varying_slot - for VS output / FS input
158 * gl_frag_result - for FS output
159 */
160
161 /* varyings/outputs: */
162 unsigned outputs_count;
163 struct {
164 uint8_t slot;
165 uint8_t regid;
166 } outputs[16 + 2]; /* +POSITION +PSIZE */
167 bool writes_pos, writes_psize;
168
169 /* attributes (VS) / varyings (FS):
170 * Note that sysval's should come *after* normal inputs.
171 */
172 unsigned inputs_count;
173 struct {
174 uint8_t slot;
175 uint8_t regid;
176 uint8_t compmask;
177 uint8_t ncomp;
178 /* In theory inloc of fs should match outloc of vs. Or
179 * rather the outloc of the vs is 8 plus the offset passed
180 * to bary.f. Presumably that +8 is to account for
181 * gl_Position/gl_PointSize?
182 *
183 * NOTE inloc is currently aligned to 4 (we don't try
184 * to pack varyings). Changing this would likely break
185 * assumptions in few places (like setting up of flat
186 * shading in fd3_program) so be sure to check all the
187 * spots where inloc is used.
188 */
189 uint8_t inloc;
190 /* vertex shader specific: */
191 bool sysval : 1; /* slot is a gl_system_value */
192 /* fragment shader specific: */
193 bool bary : 1; /* fetched varying (vs one loaded into reg) */
194 bool rasterflat : 1; /* special handling for emit->rasterflat */
195 enum glsl_interp_qualifier interpolate;
196 } inputs[16 + 2]; /* +POSITION +FACE */
197
198 /* sum of input components (scalar). For frag shaders, it only counts
199 * the varying inputs:
200 */
201 unsigned total_in;
202
203 /* For frag shaders, the total number of inputs (not scalar,
204 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
205 */
206 unsigned varying_in;
207
208 /* do we have one or more texture sample instructions: */
209 bool has_samp;
210
211 /* do we have kill instructions: */
212 bool has_kill;
213
214 /* const reg # of first immediate, ie. 1 == c1
215 * (not regid, because TGSI thinks in terms of vec4 registers,
216 * not scalar registers)
217 */
218 unsigned first_driver_param;
219 unsigned first_immediate;
220 unsigned immediates_count;
221 struct {
222 uint32_t val[4];
223 } immediates[64];
224
225 /* shader variants form a linked list: */
226 struct ir3_shader_variant *next;
227
228 /* replicated here to avoid passing extra ptrs everywhere: */
229 enum shader_t type;
230 struct ir3_shader *shader;
231 };
232
233 typedef struct nir_shader nir_shader;
234
235 struct ir3_shader {
236 enum shader_t type;
237
238 /* shader id (for debug): */
239 uint32_t id;
240 uint32_t variant_count;
241
242 struct ir3_compiler *compiler;
243
244 nir_shader *nir;
245 struct pipe_stream_output_info stream_output;
246
247 struct ir3_shader_variant *variants;
248 };
249
250 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
251
252 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
253 const struct pipe_shader_state *cso, enum shader_t type);
254 void ir3_shader_destroy(struct ir3_shader *shader);
255 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
256 struct ir3_shader_key key);
257 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
258
259 struct fd_ringbuffer;
260 struct fd_context;
261 void ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
262 struct fd_context *ctx, const struct pipe_draw_info *info, uint32_t dirty);
263
264 static inline const char *
265 ir3_shader_stage(struct ir3_shader *shader)
266 {
267 switch (shader->type) {
268 case SHADER_VERTEX: return "VERT";
269 case SHADER_FRAGMENT: return "FRAG";
270 case SHADER_COMPUTE: return "CL";
271 default:
272 unreachable("invalid type");
273 return NULL;
274 }
275 }
276
277 /*
278 * Helper/util:
279 */
280
281 #include "pipe/p_shader_tokens.h"
282
283 static inline int
284 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
285 {
286 int j;
287
288 for (j = 0; j < so->outputs_count; j++)
289 if (so->outputs[j].slot == slot)
290 return j;
291
292 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
293 * in the vertex shader.. but the fragment shader doesn't know this
294 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
295 * at link time if there is no matching OUT.BCOLOR[n], we must map
296 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
297 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
298 */
299 if (slot == VARYING_SLOT_BFC0) {
300 slot = VARYING_SLOT_COL0;
301 } else if (slot == VARYING_SLOT_BFC1) {
302 slot = VARYING_SLOT_COL1;
303 } else if (slot == VARYING_SLOT_COL0) {
304 slot = VARYING_SLOT_BFC0;
305 } else if (slot == VARYING_SLOT_COL1) {
306 slot = VARYING_SLOT_BFC1;
307 } else {
308 return 0;
309 }
310
311 for (j = 0; j < so->outputs_count; j++)
312 if (so->outputs[j].slot == slot)
313 return j;
314
315 debug_assert(0);
316
317 return 0;
318 }
319
320 static inline int
321 ir3_next_varying(const struct ir3_shader_variant *so, int i)
322 {
323 while (++i < so->inputs_count)
324 if (so->inputs[i].compmask && so->inputs[i].bary)
325 break;
326 return i;
327 }
328
329 static inline uint32_t
330 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
331 {
332 int j;
333 for (j = 0; j < so->outputs_count; j++)
334 if (so->outputs[j].slot == slot)
335 return so->outputs[j].regid;
336 return regid(63, 0);
337 }
338
339 #endif /* IR3_SHADER_H_ */