radeonsi: remove useless #includes
[mesa.git] / src / gallium / drivers / radeonsi / si_shader.h
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * on the rights to use, copy, modify, merge, publish, distribute, sub
9 * license, and/or sell copies of the Software, and to permit persons to whom
10 * the Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22 * USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26 * -------------------------------------------------------------------------
27 *
28 * Typically, there is one-to-one correspondence between API and HW shaders,
29 * that is, for every API shader, there is exactly one shader binary in
30 * the driver.
31 *
32 * The problem with that is that we also have to emulate some API states
33 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
34 * to deal with it are:
35 * - each shader has multiple variants for each combination of emulated states,
36 * and the variants are compiled on demand, possibly relying on a shader
37 * cache for good performance
38 * - patch shaders at the binary level
39 *
40 * This driver uses something completely different. The emulated states are
41 * usually implemented at the beginning or end of shaders. Therefore, we can
42 * split the shader into 3 parts:
43 * - prolog part (shader code dependent on states)
44 * - main part (the API shader)
45 * - epilog part (shader code dependent on states)
46 *
47 * Each part is compiled as a separate shader and the final binaries are
48 * concatenated. This type of shader is called non-monolithic, because it
49 * consists of multiple independent binaries. Creating a new shader variant
50 * is therefore only a concatenation of shader parts (binaries) and doesn't
51 * involve any compilation. The main shader parts are the only parts that are
52 * compiled when applications create shader objects. The prolog and epilog
53 * parts are compiled on the first use and saved, so that their binaries can
54 * be reused by many other shaders.
55 *
56 * One of the roles of the prolog part is to compute vertex buffer addresses
57 * for vertex shaders. A few of the roles of the epilog part are color buffer
58 * format conversions in pixel shaders that we have to do manually, and write
59 * tessellation factors in tessellation control shaders. The prolog and epilog
60 * have many other important responsibilities in various shader stages.
61 * They don't just "emulate legacy stuff".
62 *
63 * Monolithic shaders are shaders where the parts are combined before LLVM
64 * compilation, and the whole thing is compiled and optimized as one unit with
65 * one binary on the output. The result is the same as the non-monolithic
66 * shader, but the final code can be better, because LLVM can optimize across
67 * all shader parts. Monolithic shaders aren't usually used except for these
68 * special cases:
69 *
70 * 1) Some rarely-used states require modification of the main shader part
71 * itself, and in such cases, only the monolithic shader variant is
72 * compiled, and that's always done on the first use.
73 *
74 * 2) When we do cross-stage optimizations for separate shader objects and
75 * e.g. eliminate unused shader varyings, the resulting optimized shader
76 * variants are always compiled as monolithic shaders, and always
77 * asynchronously (i.e. not stalling ongoing rendering). We call them
78 * "optimized monolithic" shaders. The important property here is that
79 * the non-monolithic unoptimized shader variant is always available for use
80 * when the asynchronous compilation of the optimized shader is not done
81 * yet.
82 *
83 * Starting with GFX9 chips, some shader stages are merged, and the number of
84 * shader parts per shader increased. The complete new list of shader parts is:
85 * - 1st shader: prolog part
86 * - 1st shader: main part
87 * - 2nd shader: prolog part
88 * - 2nd shader: main part
89 * - 2nd shader: epilog part
90 */
91
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93 * geometry shaders works.
94 *
95 * Inputs and outputs between shaders are stored in a buffer. This buffer
96 * lives in LDS (typical case for tessellation), but it can also live
97 * in memory (ESGS). Each input or output has a fixed location within a vertex.
98 * The highest used input or output determines the stride between vertices.
99 *
100 * Since GS and tessellation are only possible in the OpenGL core profile,
101 * only these semantics are valid for per-vertex data:
102 *
103 * Name Location
104 *
105 * POSITION 0
106 * PSIZE 1
107 * CLIPDIST0..1 2..3
108 * CULLDIST0..1 (not implemented)
109 * GENERIC0..31 4..35
110 *
111 * For example, a shader only writing GENERIC0 has the output stride of 5.
112 *
113 * Only these semantics are valid for per-patch data:
114 *
115 * Name Location
116 *
117 * TESSOUTER 0
118 * TESSINNER 1
119 * PATCH0..29 2..31
120 *
121 * That's how independent shaders agree on input and output locations.
122 * The si_shader_io_get_unique_index function assigns the locations.
123 *
124 * For tessellation, other required information for calculating the input and
125 * output addresses like the vertex stride, the patch stride, and the offsets
126 * where per-vertex and per-patch data start, is passed to the shader via
127 * user data SGPRs. The offsets and strides are calculated at draw time and
128 * aren't available at compile time.
129 */
130
131 #ifndef SI_SHADER_H
132 #define SI_SHADER_H
133
134 #include "util/u_inlines.h"
135 #include "util/u_queue.h"
136 #include "util/simple_mtx.h"
137
138 #include "ac_binary.h"
139 #include "ac_llvm_build.h"
140 #include "ac_llvm_util.h"
141
142 #include <stdio.h>
143
144 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
145 // path on newer LLVM for now. Should be removed in the long term.
146 #define USE_LDS_SYMBOLS (true)
147
148 struct nir_shader;
149 struct si_shader;
150 struct si_context;
151
152 #define SI_MAX_ATTRIBS 16
153 #define SI_MAX_VS_OUTPUTS 40
154
155 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
156 * index smaller than this.
157 */
158 #define SI_MAX_IO_GENERIC 32
159
160 /* SGPR user data indices */
161 enum {
162 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
163 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
164 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
165 SI_SGPR_SAMPLERS_AND_IMAGES,
166 SI_NUM_RESOURCE_SGPRS,
167
168 /* API VS, TES without GS, GS copy shader */
169 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
170 SI_NUM_VS_STATE_RESOURCE_SGPRS,
171
172 /* all VS variants */
173 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
174 SI_SGPR_START_INSTANCE,
175 SI_SGPR_DRAWID,
176 SI_VS_NUM_USER_SGPR,
177
178 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
179
180 /* TES */
181 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
182 SI_SGPR_TES_OFFCHIP_ADDR,
183 SI_TES_NUM_USER_SGPR,
184
185 /* GFX6-8: TCS only */
186 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
187 GFX6_SGPR_TCS_OUT_OFFSETS,
188 GFX6_SGPR_TCS_OUT_LAYOUT,
189 GFX6_SGPR_TCS_IN_LAYOUT,
190 GFX6_TCS_NUM_USER_SGPR,
191
192 /* GFX9: Merged shaders. */
193 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
194 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
195 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
196
197 /* GFX9: Merged LS-HS (VS-TCS) only. */
198 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
199 GFX9_SGPR_TCS_OUT_OFFSETS,
200 GFX9_SGPR_TCS_OUT_LAYOUT,
201 GFX9_TCS_NUM_USER_SGPR,
202
203 /* GS limits */
204 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
205 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
206 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
207 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
208
209 /* PS only */
210 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
211 SI_PS_NUM_USER_SGPR,
212
213 /* The value has to be 12, because the hw requires that descriptors
214 * are aligned to 4 SGPRs.
215 */
216 SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
217 };
218
219 /* LLVM function parameter indices */
220 enum {
221 SI_NUM_RESOURCE_PARAMS = 4,
222
223 /* PS only parameters */
224 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
225 SI_PARAM_PRIM_MASK,
226 SI_PARAM_PERSP_SAMPLE,
227 SI_PARAM_PERSP_CENTER,
228 SI_PARAM_PERSP_CENTROID,
229 SI_PARAM_PERSP_PULL_MODEL,
230 SI_PARAM_LINEAR_SAMPLE,
231 SI_PARAM_LINEAR_CENTER,
232 SI_PARAM_LINEAR_CENTROID,
233 SI_PARAM_LINE_STIPPLE_TEX,
234 SI_PARAM_POS_X_FLOAT,
235 SI_PARAM_POS_Y_FLOAT,
236 SI_PARAM_POS_Z_FLOAT,
237 SI_PARAM_POS_W_FLOAT,
238 SI_PARAM_FRONT_FACE,
239 SI_PARAM_ANCILLARY,
240 SI_PARAM_SAMPLE_COVERAGE,
241 SI_PARAM_POS_FIXED_PT,
242
243 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
244 };
245
246 /* Fields of driver-defined VS state SGPR. */
247 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
248 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
249 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
250 #define C_VS_STATE_INDEXED 0xFFFFFFFD
251 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x) & 0x3) << 2)
252 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
253 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x) & 0x3) << 4)
254 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
255 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x) & 0x1) << 6)
256 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
257 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 11)
258 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
259 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
260 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
261
262 enum {
263 /* Use a property enum that CS wouldn't use. */
264 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
265
266 /* These represent the number of SGPRs the shader uses. */
267 SI_VS_BLIT_SGPRS_POS = 3,
268 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
269 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
270 };
271
272 /**
273 * For VS shader keys, describe any fixups required for vertex fetch.
274 *
275 * \ref log_size, \ref format, and the number of channels are interpreted as
276 * by \ref ac_build_opencoded_load_format.
277 *
278 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
279 * impossible format and indicates that no fixup is needed (just use
280 * buffer_load_format_xyzw).
281 */
282 union si_vs_fix_fetch {
283 struct {
284 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
285 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
286 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
287 uint8_t reverse : 1; /* reverse XYZ channels */
288 } u;
289 uint8_t bits;
290 };
291
292 struct si_shader;
293
294 /* State of the context creating the shader object. */
295 struct si_compiler_ctx_state {
296 /* Should only be used by si_init_shader_selector_async and
297 * si_build_shader_variant if thread_index == -1 (non-threaded). */
298 struct ac_llvm_compiler *compiler;
299
300 /* Used if thread_index == -1 or if debug.async is true. */
301 struct pipe_debug_callback debug;
302
303 /* Used for creating the log string for gallium/ddebug. */
304 bool is_debug_context;
305 };
306
307 struct si_shader_info {
308 ubyte num_inputs;
309 ubyte num_outputs;
310 ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
311 ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
312 ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
313 ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS];
314 ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
315 ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
316 ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
317 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
318 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
319
320 ubyte processor;
321
322 int constbuf0_num_slots;
323 unsigned const_buffers_declared; /**< bitmask of declared const buffers */
324 unsigned samplers_declared; /**< bitmask of declared samplers */
325 ubyte num_stream_output_components[4];
326
327 uint num_memory_instructions; /**< sampler, buffer, and image instructions */
328
329 /**
330 * If a tessellation control shader reads outputs, this describes which ones.
331 */
332 bool reads_pervertex_outputs;
333 bool reads_perpatch_outputs;
334 bool reads_tessfactor_outputs;
335
336 ubyte colors_read; /**< which color components are read by the FS */
337 ubyte colors_written;
338 bool reads_samplemask; /**< does fragment shader read sample mask? */
339 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
340 bool writes_z; /**< does fragment shader write Z value? */
341 bool writes_stencil; /**< does fragment shader write stencil value? */
342 bool writes_samplemask; /**< does fragment shader write sample mask? */
343 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
344 bool uses_kill; /**< KILL or KILL_IF instruction used? */
345 bool uses_persp_center;
346 bool uses_persp_centroid;
347 bool uses_persp_sample;
348 bool uses_linear_center;
349 bool uses_linear_centroid;
350 bool uses_linear_sample;
351 bool uses_persp_opcode_interp_sample;
352 bool uses_linear_opcode_interp_sample;
353 bool uses_instanceid;
354 bool uses_vertexid;
355 bool uses_vertexid_nobase;
356 bool uses_basevertex;
357 bool uses_drawid;
358 bool uses_primid;
359 bool uses_frontface;
360 bool uses_invocationid;
361 bool uses_thread_id[3];
362 bool uses_block_id[3];
363 bool uses_block_size;
364 bool uses_grid_size;
365 bool uses_subgroup_info;
366 bool writes_position;
367 bool writes_psize;
368 bool writes_clipvertex;
369 bool writes_primid;
370 bool writes_viewport_index;
371 bool writes_layer;
372 bool writes_memory; /**< contains stores or atomics to buffers or images */
373 bool uses_derivatives;
374 bool uses_bindless_samplers;
375 bool uses_bindless_images;
376 bool uses_fbfetch;
377 unsigned clipdist_writemask;
378 unsigned culldist_writemask;
379 unsigned num_written_culldistance;
380 unsigned num_written_clipdistance;
381
382 unsigned images_declared; /**< bitmask of declared images */
383 unsigned msaa_images_declared; /**< bitmask of declared MSAA images */
384 unsigned shader_buffers_declared; /**< bitmask of declared shader buffers */
385
386 unsigned properties[TGSI_PROPERTY_COUNT]; /* index with TGSI_PROPERTY_ */
387
388 /** Whether all codepaths write tess factors in all invocations. */
389 bool tessfactors_are_def_in_all_invocs;
390 };
391
392 /* A shader selector is a gallium CSO and contains shader variants and
393 * binaries for one NIR program. This can be shared by multiple contexts.
394 */
395 struct si_shader_selector {
396 struct pipe_reference reference;
397 struct si_screen *screen;
398 struct util_queue_fence ready;
399 struct si_compiler_ctx_state compiler_ctx_state;
400
401 simple_mtx_t mutex;
402 struct si_shader *first_variant; /* immutable after the first variant */
403 struct si_shader *last_variant; /* mutable */
404
405 /* The compiled NIR shader without a prolog and/or epilog (not
406 * uploaded to a buffer object).
407 */
408 struct si_shader *main_shader_part;
409 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
410 struct si_shader *main_shader_part_es; /* as_es is set in the key */
411 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
412 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
413
414 struct si_shader *gs_copy_shader;
415
416 struct nir_shader *nir;
417 void *nir_binary;
418 unsigned nir_size;
419
420 struct pipe_stream_output_info so;
421 struct si_shader_info info;
422
423 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
424 enum pipe_shader_type type;
425 bool vs_needs_prolog;
426 bool force_correct_derivs_after_kill;
427 bool prim_discard_cs_allowed;
428 unsigned num_vs_inputs;
429 unsigned num_vbos_in_user_sgprs;
430 unsigned pa_cl_vs_out_cntl;
431 ubyte clipdist_mask;
432 ubyte culldist_mask;
433 unsigned rast_prim;
434
435 /* ES parameters. */
436 unsigned esgs_itemsize; /* vertex stride */
437 unsigned lshs_vertex_stride;
438
439 /* GS parameters. */
440 unsigned gs_input_verts_per_prim;
441 unsigned gs_output_prim;
442 unsigned gs_max_out_vertices;
443 unsigned gs_num_invocations;
444 unsigned max_gs_stream; /* count - 1 */
445 unsigned gsvs_vertex_size;
446 unsigned max_gsvs_emit_size;
447 unsigned enabled_streamout_buffer_mask;
448 bool tess_turns_off_ngg;
449
450 /* PS parameters. */
451 unsigned color_attr_index[2];
452 unsigned db_shader_control;
453 /* Set 0xf or 0x0 (4 bits) per each written output.
454 * ANDed with spi_shader_col_format.
455 */
456 unsigned colors_written_4bit;
457
458 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
459 uint64_t outputs_written; /* "get_unique_index" bits */
460 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
461
462 uint64_t inputs_read; /* "get_unique_index" bits */
463
464 /* bitmasks of used descriptor slots */
465 uint32_t active_const_and_shader_buffers;
466 uint64_t active_samplers_and_images;
467 };
468
469 /* Valid shader configurations:
470 *
471 * API shaders VS | TCS | TES | GS |pass| PS
472 * are compiled as: | | | |thru|
473 * | | | | |
474 * Only VS & PS: VS | | | | | PS
475 * GFX6 - with GS: ES | | | GS | VS | PS
476 * - with tess: LS | HS | VS | | | PS
477 * - with both: LS | HS | ES | GS | VS | PS
478 * GFX9 - with GS: -> | | | GS | VS | PS
479 * - with tess: -> | HS | VS | | | PS
480 * - with both: -> | HS | -> | GS | VS | PS
481 * | | | | |
482 * NGG - VS & PS: GS | | | | | PS
483 * (GFX10+) - with GS: -> | | | GS | | PS
484 * - with tess: -> | HS | GS | | | PS
485 * - with both: -> | HS | -> | GS | | PS
486 *
487 * -> = merged with the next stage
488 */
489
490 /* Use the byte alignment for all following structure members for optimal
491 * shader key memory footprint.
492 */
493 #pragma pack(push, 1)
494
495 /* Common VS bits between the shader key and the prolog key. */
496 struct si_vs_prolog_bits {
497 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
498 * divisor is 0.
499 * - If "is_one" has a bit set, the instance divisor is 1.
500 * - If "is_fetched" has a bit set, the instance divisor will be loaded
501 * from the constant buffer.
502 */
503 uint16_t instance_divisor_is_one; /* bitmask of inputs */
504 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
505 unsigned ls_vgpr_fix:1;
506 unsigned unpack_instance_id_from_vertex_id:1;
507 };
508
509 /* Common TCS bits between the shader key and the epilog key. */
510 struct si_tcs_epilog_bits {
511 unsigned prim_mode:3;
512 unsigned invoc0_tess_factors_are_def:1;
513 unsigned tes_reads_tess_factors:1;
514 };
515
516 struct si_gs_prolog_bits {
517 unsigned tri_strip_adj_fix:1;
518 unsigned gfx9_prev_is_vs:1;
519 };
520
521 /* Common PS bits between the shader key and the prolog key. */
522 struct si_ps_prolog_bits {
523 unsigned color_two_side:1;
524 unsigned flatshade_colors:1;
525 unsigned poly_stipple:1;
526 unsigned force_persp_sample_interp:1;
527 unsigned force_linear_sample_interp:1;
528 unsigned force_persp_center_interp:1;
529 unsigned force_linear_center_interp:1;
530 unsigned bc_optimize_for_persp:1;
531 unsigned bc_optimize_for_linear:1;
532 unsigned samplemask_log_ps_iter:3;
533 };
534
535 /* Common PS bits between the shader key and the epilog key. */
536 struct si_ps_epilog_bits {
537 unsigned spi_shader_col_format;
538 unsigned color_is_int8:8;
539 unsigned color_is_int10:8;
540 unsigned last_cbuf:3;
541 unsigned alpha_func:3;
542 unsigned alpha_to_one:1;
543 unsigned poly_line_smoothing:1;
544 unsigned clamp_color:1;
545 };
546
547 union si_shader_part_key {
548 struct {
549 struct si_vs_prolog_bits states;
550 unsigned num_input_sgprs:6;
551 /* For merged stages such as LS-HS, HS input VGPRs are first. */
552 unsigned num_merged_next_stage_vgprs:3;
553 unsigned num_inputs:5;
554 unsigned as_ls:1;
555 unsigned as_es:1;
556 unsigned as_ngg:1;
557 /* Prologs for monolithic shaders shouldn't set EXEC. */
558 unsigned is_monolithic:1;
559 } vs_prolog;
560 struct {
561 struct si_tcs_epilog_bits states;
562 } tcs_epilog;
563 struct {
564 struct si_gs_prolog_bits states;
565 /* Prologs of monolithic shaders shouldn't set EXEC. */
566 unsigned is_monolithic:1;
567 unsigned as_ngg:1;
568 } gs_prolog;
569 struct {
570 struct si_ps_prolog_bits states;
571 unsigned num_input_sgprs:6;
572 unsigned num_input_vgprs:5;
573 /* Color interpolation and two-side color selection. */
574 unsigned colors_read:8; /* color input components read */
575 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
576 unsigned face_vgpr_index:5;
577 unsigned ancillary_vgpr_index:5;
578 unsigned wqm:1;
579 char color_attr_index[2];
580 signed char color_interp_vgpr_index[2]; /* -1 == constant */
581 } ps_prolog;
582 struct {
583 struct si_ps_epilog_bits states;
584 unsigned colors_written:8;
585 unsigned writes_z:1;
586 unsigned writes_stencil:1;
587 unsigned writes_samplemask:1;
588 } ps_epilog;
589 };
590
591 struct si_shader_key {
592 /* Prolog and epilog flags. */
593 union {
594 struct {
595 struct si_vs_prolog_bits prolog;
596 } vs;
597 struct {
598 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
599 struct si_shader_selector *ls; /* for merged LS-HS */
600 struct si_tcs_epilog_bits epilog;
601 } tcs; /* tessellation control shader */
602 struct {
603 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
604 struct si_shader_selector *es; /* for merged ES-GS */
605 struct si_gs_prolog_bits prolog;
606 } gs;
607 struct {
608 struct si_ps_prolog_bits prolog;
609 struct si_ps_epilog_bits epilog;
610 } ps;
611 } part;
612
613 /* These three are initially set according to the NEXT_SHADER property,
614 * or guessed if the property doesn't seem correct.
615 */
616 unsigned as_es:1; /* export shader, which precedes GS */
617 unsigned as_ls:1; /* local shader, which precedes TCS */
618 unsigned as_ngg:1; /* VS, TES, or GS compiled as NGG primitive shader */
619
620 /* Flags for monolithic compilation only. */
621 struct {
622 /* Whether fetch should be opencoded according to vs_fix_fetch.
623 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
624 * with minimal fixups is used. */
625 uint16_t vs_fetch_opencode;
626 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
627
628 union {
629 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
630 /* When PS needs PrimID and GS is disabled. */
631 unsigned vs_export_prim_id:1;
632 struct {
633 unsigned interpolate_at_sample_force_center:1;
634 unsigned fbfetch_msaa:1;
635 unsigned fbfetch_is_1D:1;
636 unsigned fbfetch_layered:1;
637 } ps;
638 } u;
639 } mono;
640
641 /* Optimization flags for asynchronous compilation only. */
642 struct {
643 /* For HW VS (it can be VS, TES, GS) */
644 uint64_t kill_outputs; /* "get_unique_index" bits */
645 unsigned clip_disable:1;
646
647 /* For shaders where monolithic variants have better code.
648 *
649 * This is a flag that has no effect on code generation,
650 * but forces monolithic shaders to be used as soon as
651 * possible, because it's in the "opt" group.
652 */
653 unsigned prefer_mono:1;
654
655 /* Primitive discard compute shader. */
656 unsigned vs_as_prim_discard_cs:1;
657 unsigned cs_prim_type:4;
658 unsigned cs_indexed:1;
659 unsigned cs_instancing:1;
660 unsigned cs_primitive_restart:1;
661 unsigned cs_provoking_vertex_first:1;
662 unsigned cs_need_correct_orientation:1;
663 unsigned cs_cull_front:1;
664 unsigned cs_cull_back:1;
665 unsigned cs_cull_z:1;
666 unsigned cs_halfz_clip_space:1;
667 } opt;
668 };
669
670 /* Restore the pack alignment to default. */
671 #pragma pack(pop)
672
673 /* GCN-specific shader info. */
674 struct si_shader_binary_info {
675 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
676 ubyte num_input_sgprs;
677 ubyte num_input_vgprs;
678 signed char face_vgpr_index;
679 signed char ancillary_vgpr_index;
680 bool uses_instanceid;
681 ubyte nr_pos_exports;
682 ubyte nr_param_exports;
683 unsigned private_mem_vgprs;
684 unsigned max_simd_waves;
685 };
686
687 struct si_shader_binary {
688 const char *elf_buffer;
689 size_t elf_size;
690
691 char *llvm_ir_string;
692 };
693
694 struct gfx9_gs_info {
695 unsigned es_verts_per_subgroup;
696 unsigned gs_prims_per_subgroup;
697 unsigned gs_inst_prims_in_subgroup;
698 unsigned max_prims_per_subgroup;
699 unsigned esgs_ring_size; /* in bytes */
700 };
701
702 struct si_shader {
703 struct si_compiler_ctx_state compiler_ctx_state;
704
705 struct si_shader_selector *selector;
706 struct si_shader_selector *previous_stage_sel; /* for refcounting */
707 struct si_shader *next_variant;
708
709 struct si_shader_part *prolog;
710 struct si_shader *previous_stage; /* for GFX9 */
711 struct si_shader_part *prolog2;
712 struct si_shader_part *epilog;
713
714 struct si_pm4_state *pm4;
715 struct si_resource *bo;
716 struct si_resource *scratch_bo;
717 struct si_shader_key key;
718 struct util_queue_fence ready;
719 bool compilation_failed;
720 bool is_monolithic;
721 bool is_optimized;
722 bool is_binary_shared;
723 bool is_gs_copy_shader;
724
725 /* The following data is all that's needed for binary shaders. */
726 struct si_shader_binary binary;
727 struct ac_shader_config config;
728 struct si_shader_binary_info info;
729
730 struct {
731 uint16_t ngg_emit_size; /* in dwords */
732 uint16_t hw_max_esverts;
733 uint16_t max_gsprims;
734 uint16_t max_out_verts;
735 uint16_t prim_amp_factor;
736 bool max_vert_out_per_gs_instance;
737 } ngg;
738
739 /* Shader key + LLVM IR + disassembly + statistics.
740 * Generated for debug contexts only.
741 */
742 char *shader_log;
743 size_t shader_log_size;
744
745 struct gfx9_gs_info gs_info;
746
747 /* For save precompute context registers values. */
748 union {
749 struct {
750 unsigned vgt_gsvs_ring_offset_1;
751 unsigned vgt_gsvs_ring_offset_2;
752 unsigned vgt_gsvs_ring_offset_3;
753 unsigned vgt_gsvs_ring_itemsize;
754 unsigned vgt_gs_max_vert_out;
755 unsigned vgt_gs_vert_itemsize;
756 unsigned vgt_gs_vert_itemsize_1;
757 unsigned vgt_gs_vert_itemsize_2;
758 unsigned vgt_gs_vert_itemsize_3;
759 unsigned vgt_gs_instance_cnt;
760 unsigned vgt_gs_onchip_cntl;
761 unsigned vgt_gs_max_prims_per_subgroup;
762 unsigned vgt_esgs_ring_itemsize;
763 } gs;
764
765 struct {
766 unsigned ge_max_output_per_subgroup;
767 unsigned ge_ngg_subgrp_cntl;
768 unsigned vgt_primitiveid_en;
769 unsigned vgt_gs_onchip_cntl;
770 unsigned vgt_gs_instance_cnt;
771 unsigned vgt_esgs_ring_itemsize;
772 unsigned spi_vs_out_config;
773 unsigned spi_shader_idx_format;
774 unsigned spi_shader_pos_format;
775 unsigned pa_cl_vte_cntl;
776 unsigned pa_cl_ngg_cntl;
777 unsigned vgt_gs_max_vert_out; /* for API GS */
778 } ngg;
779
780 struct {
781 unsigned vgt_gs_mode;
782 unsigned vgt_primitiveid_en;
783 unsigned vgt_reuse_off;
784 unsigned spi_vs_out_config;
785 unsigned spi_shader_pos_format;
786 unsigned pa_cl_vte_cntl;
787 } vs;
788
789 struct {
790 unsigned spi_ps_input_ena;
791 unsigned spi_ps_input_addr;
792 unsigned spi_baryc_cntl;
793 unsigned spi_ps_in_control;
794 unsigned spi_shader_z_format;
795 unsigned spi_shader_col_format;
796 unsigned cb_shader_mask;
797 } ps;
798 } ctx_reg;
799
800 /*For save precompute registers value */
801 unsigned vgt_tf_param; /* VGT_TF_PARAM */
802 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
803 unsigned pa_cl_vs_out_cntl;
804 unsigned ge_cntl;
805 };
806
807 struct si_shader_part {
808 struct si_shader_part *next;
809 union si_shader_part_key key;
810 struct si_shader_binary binary;
811 struct ac_shader_config config;
812 };
813
814 /* si_shader.c */
815 int si_compile_shader(struct si_screen *sscreen,
816 struct ac_llvm_compiler *compiler,
817 struct si_shader *shader,
818 struct pipe_debug_callback *debug);
819 bool si_create_shader_variant(struct si_screen *sscreen,
820 struct ac_llvm_compiler *compiler,
821 struct si_shader *shader,
822 struct pipe_debug_callback *debug);
823 void si_shader_destroy(struct si_shader *shader);
824 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
825 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
826 unsigned is_varying);
827 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
828 uint64_t scratch_va);
829 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
830 struct pipe_debug_callback *debug,
831 FILE *f, bool check_debug_option);
832 void si_shader_dump_stats_for_shader_db(struct si_screen *screen,
833 struct si_shader *shader,
834 struct pipe_debug_callback *debug);
835 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
836 unsigned *lds_size);
837 const char *si_get_shader_name(const struct si_shader *shader);
838 void si_shader_binary_clean(struct si_shader_binary *binary);
839
840 /* si_shader_llvm_gs.c */
841 struct si_shader *
842 si_generate_gs_copy_shader(struct si_screen *sscreen,
843 struct ac_llvm_compiler *compiler,
844 struct si_shader_selector *gs_selector,
845 struct pipe_debug_callback *debug);
846
847 /* si_shader_nir.c */
848 void si_nir_scan_shader(const struct nir_shader *nir,
849 struct si_shader_info *info);
850 void si_nir_adjust_driver_locations(struct nir_shader *nir);
851 void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
852
853 /* si_state_shaders.c */
854 void gfx9_get_gs_info(struct si_shader_selector *es,
855 struct si_shader_selector *gs,
856 struct gfx9_gs_info *out);
857
858 /* Inline helpers. */
859
860 /* Return the pointer to the main shader part's pointer. */
861 static inline struct si_shader **
862 si_get_main_shader_part(struct si_shader_selector *sel,
863 struct si_shader_key *key)
864 {
865 if (key->as_ls)
866 return &sel->main_shader_part_ls;
867 if (key->as_es && key->as_ngg)
868 return &sel->main_shader_part_ngg_es;
869 if (key->as_es)
870 return &sel->main_shader_part_es;
871 if (key->as_ngg)
872 return &sel->main_shader_part_ngg;
873 return &sel->main_shader_part;
874 }
875
876 static inline bool
877 gfx10_is_ngg_passthrough(struct si_shader *shader)
878 {
879 struct si_shader_selector *sel = shader->selector;
880
881 return sel->type != PIPE_SHADER_GEOMETRY &&
882 !sel->so.num_outputs &&
883 !sel->info.writes_edgeflag &&
884 (sel->type != PIPE_SHADER_VERTEX ||
885 !shader->key.mono.u.vs_export_prim_id);
886 }
887
888 static inline bool
889 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
890 {
891 return selector ? selector->info.uses_bindless_samplers : false;
892 }
893
894 static inline bool
895 si_shader_uses_bindless_images(struct si_shader_selector *selector)
896 {
897 return selector ? selector->info.uses_bindless_images : false;
898 }
899
900 void si_destroy_shader_selector(struct si_context *sctx,
901 struct si_shader_selector *sel);
902
903 static inline void
904 si_shader_selector_reference(struct si_context *sctx,
905 struct si_shader_selector **dst,
906 struct si_shader_selector *src)
907 {
908 if (pipe_reference(&(*dst)->reference, &src->reference))
909 si_destroy_shader_selector(sctx, *dst);
910
911 *dst = src;
912 }
913
914 #endif