2 * Copyright 2012 Advanced Micro Devices, Inc.
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:
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
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.
25 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26 * -------------------------------------------------------------------------
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
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
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)
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.
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".
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
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.
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
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
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93 * geometry shaders works.
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.
100 * Since GS and tessellation are only possible in the OpenGL core profile,
101 * only these semantics are valid for per-vertex data:
108 * CULLDIST0..1 (not implemented)
111 * For example, a shader only writing GENERIC0 has the output stride of 5.
113 * Only these semantics are valid for per-patch data:
121 * That's how independent shaders agree on input and output locations.
122 * The si_shader_io_get_unique_index function assigns the locations.
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.
134 #include "util/u_inlines.h"
135 #include "util/u_queue.h"
136 #include "util/simple_mtx.h"
138 #include "ac_binary.h"
139 #include "ac_llvm_build.h"
140 #include "ac_llvm_util.h"
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)
152 #define SI_MAX_ATTRIBS 16
153 #define SI_MAX_VS_OUTPUTS 40
155 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
156 * index smaller than this.
158 #define SI_MAX_IO_GENERIC 32
160 /* SGPR user data indices */
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
,
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
,
172 /* all VS variants */
173 SI_SGPR_BASE_VERTEX
= SI_NUM_VS_STATE_RESOURCE_SGPRS
,
174 SI_SGPR_START_INSTANCE
,
178 SI_SGPR_VS_BLIT_DATA
= SI_SGPR_CONST_AND_SHADER_BUFFERS
,
181 SI_SGPR_TES_OFFCHIP_LAYOUT
= SI_NUM_VS_STATE_RESOURCE_SGPRS
,
182 SI_SGPR_TES_OFFCHIP_ADDR
,
183 SI_TES_NUM_USER_SGPR
,
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
,
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
,
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
,
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
,
210 SI_SGPR_ALPHA_REF
= SI_NUM_RESOURCE_SGPRS
,
213 /* The value has to be 12, because the hw requires that descriptors
214 * are aligned to 4 SGPRs.
216 SI_SGPR_VS_VB_DESCRIPTOR_FIRST
= 12,
219 /* LLVM function parameter indices */
221 SI_NUM_RESOURCE_PARAMS
= 4,
223 /* PS only parameters */
224 SI_PARAM_ALPHA_REF
= SI_NUM_RESOURCE_PARAMS
,
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
,
240 SI_PARAM_SAMPLE_COVERAGE
,
241 SI_PARAM_POS_FIXED_PT
,
243 SI_NUM_PARAMS
= SI_PARAM_POS_FIXED_PT
+ 9, /* +8 for COLOR[0..1] */
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
263 /* Use a property enum that CS wouldn't use. */
264 TGSI_PROPERTY_CS_LOCAL_SIZE
= TGSI_PROPERTY_FS_COORD_ORIGIN
,
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,
273 * For VS shader keys, describe any fixups required for vertex fetch.
275 * \ref log_size, \ref format, and the number of channels are interpreted as
276 * by \ref ac_build_opencoded_load_format.
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).
282 union si_vs_fix_fetch
{
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 */
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
;
300 /* Used if thread_index == -1 or if debug.async is true. */
301 struct pipe_debug_callback debug
;
303 /* Used for creating the log string for gallium/ddebug. */
304 bool is_debug_context
;
307 struct si_shader_info
{
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
];
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];
327 uint num_memory_instructions
; /**< sampler, buffer, and image instructions */
330 * If a tessellation control shader reads outputs, this describes which ones.
332 bool reads_pervertex_outputs
;
333 bool reads_perpatch_outputs
;
334 bool reads_tessfactor_outputs
;
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
;
355 bool uses_vertexid_nobase
;
356 bool uses_basevertex
;
360 bool uses_invocationid
;
361 bool uses_thread_id
[3];
362 bool uses_block_id
[3];
363 bool uses_block_size
;
365 bool uses_subgroup_info
;
366 bool writes_position
;
368 bool writes_clipvertex
;
370 bool writes_viewport_index
;
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
;
377 unsigned clipdist_writemask
;
378 unsigned culldist_writemask
;
379 unsigned num_written_culldistance
;
380 unsigned num_written_clipdistance
;
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 */
386 unsigned properties
[TGSI_PROPERTY_COUNT
]; /* index with TGSI_PROPERTY_ */
388 /** Whether all codepaths write tess factors in all invocations. */
389 bool tessfactors_are_def_in_all_invocs
;
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.
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
;
402 struct si_shader
*first_variant
; /* immutable after the first variant */
403 struct si_shader
*last_variant
; /* mutable */
405 /* The compiled NIR shader without a prolog and/or epilog (not
406 * uploaded to a buffer object).
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 */
414 struct si_shader
*gs_copy_shader
;
416 struct nir_shader
*nir
;
420 struct pipe_stream_output_info so
;
421 struct si_shader_info info
;
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
;
436 unsigned esgs_itemsize
; /* vertex stride */
437 unsigned lshs_vertex_stride
;
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
;
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.
456 unsigned colors_written_4bit
;
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 */
462 uint64_t inputs_read
; /* "get_unique_index" bits */
464 /* bitmasks of used descriptor slots */
465 uint32_t active_const_and_shader_buffers
;
466 uint64_t active_samplers_and_images
;
469 /* Valid shader configurations:
471 * API shaders VS | TCS | TES | GS |pass| PS
472 * are compiled as: | | | |thru|
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
482 * NGG - VS & PS: GS | | | | | PS
483 * (GFX10+) - with GS: -> | | | GS | | PS
484 * - with tess: -> | HS | GS | | | PS
485 * - with both: -> | HS | -> | GS | | PS
487 * -> = merged with the next stage
490 /* Use the byte alignment for all following structure members for optimal
491 * shader key memory footprint.
493 #pragma pack(push, 1)
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
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.
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;
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;
516 struct si_gs_prolog_bits
{
517 unsigned tri_strip_adj_fix
:1;
518 unsigned gfx9_prev_is_vs
:1;
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;
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;
547 union si_shader_part_key
{
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;
557 /* Prologs for monolithic shaders shouldn't set EXEC. */
558 unsigned is_monolithic
:1;
561 struct si_tcs_epilog_bits states
;
564 struct si_gs_prolog_bits states
;
565 /* Prologs of monolithic shaders shouldn't set EXEC. */
566 unsigned is_monolithic
:1;
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;
579 char color_attr_index
[2];
580 signed char color_interp_vgpr_index
[2]; /* -1 == constant */
583 struct si_ps_epilog_bits states
;
584 unsigned colors_written
:8;
586 unsigned writes_stencil
:1;
587 unsigned writes_samplemask
:1;
591 struct si_shader_key
{
592 /* Prolog and epilog flags. */
595 struct si_vs_prolog_bits prolog
;
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 */
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
;
608 struct si_ps_prolog_bits prolog
;
609 struct si_ps_epilog_bits epilog
;
613 /* These three are initially set according to the NEXT_SHADER property,
614 * or guessed if the property doesn't seem correct.
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 */
620 /* Flags for monolithic compilation only. */
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
];
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;
633 unsigned interpolate_at_sample_force_center
:1;
634 unsigned fbfetch_msaa
:1;
635 unsigned fbfetch_is_1D
:1;
636 unsigned fbfetch_layered
:1;
641 /* Optimization flags for asynchronous compilation only. */
643 /* For HW VS (it can be VS, TES, GS) */
644 uint64_t kill_outputs
; /* "get_unique_index" bits */
645 unsigned clip_disable
:1;
647 /* For shaders where monolithic variants have better code.
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.
653 unsigned prefer_mono
:1;
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;
670 /* Restore the pack alignment to default. */
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
;
687 struct si_shader_binary
{
688 const char *elf_buffer
;
691 char *llvm_ir_string
;
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 */
703 struct si_compiler_ctx_state compiler_ctx_state
;
705 struct si_shader_selector
*selector
;
706 struct si_shader_selector
*previous_stage_sel
; /* for refcounting */
707 struct si_shader
*next_variant
;
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
;
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
;
722 bool is_binary_shared
;
723 bool is_gs_copy_shader
;
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
;
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
;
739 /* Shader key + LLVM IR + disassembly + statistics.
740 * Generated for debug contexts only.
743 size_t shader_log_size
;
745 struct gfx9_gs_info gs_info
;
747 /* For save precompute context registers values. */
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
;
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 */
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
;
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
;
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
;
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
;
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
,
837 const char *si_get_shader_name(const struct si_shader
*shader
);
838 void si_shader_binary_clean(struct si_shader_binary
*binary
);
840 /* si_shader_llvm_gs.c */
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
);
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
);
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
);
858 /* Inline helpers. */
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
)
866 return &sel
->main_shader_part_ls
;
867 if (key
->as_es
&& key
->as_ngg
)
868 return &sel
->main_shader_part_ngg_es
;
870 return &sel
->main_shader_part_es
;
872 return &sel
->main_shader_part_ngg
;
873 return &sel
->main_shader_part
;
877 gfx10_is_ngg_passthrough(struct si_shader
*shader
)
879 struct si_shader_selector
*sel
= shader
->selector
;
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
);
889 si_shader_uses_bindless_samplers(struct si_shader_selector
*selector
)
891 return selector
? selector
->info
.uses_bindless_samplers
: false;
895 si_shader_uses_bindless_images(struct si_shader_selector
*selector
)
897 return selector
? selector
->info
.uses_bindless_images
: false;
900 void si_destroy_shader_selector(struct si_context
*sctx
,
901 struct si_shader_selector
*sel
);
904 si_shader_selector_reference(struct si_context
*sctx
,
905 struct si_shader_selector
**dst
,
906 struct si_shader_selector
*src
)
908 if (pipe_reference(&(*dst
)->reference
, &src
->reference
))
909 si_destroy_shader_selector(sctx
, *dst
);