d26f36a43880e57667df03a0fdc194b18b679f84
[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 "ac_binary.h"
135 #include "ac_llvm_build.h"
136 #include "ac_llvm_util.h"
137 #include "util/simple_mtx.h"
138 #include "util/u_inlines.h"
139 #include "util/u_live_shader_cache.h"
140 #include "util/u_queue.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 VARYING_SLOT_VARn with an
156 * index smaller than this.
157 */
158 #define SI_MAX_IO_GENERIC 32
159
160 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
161
162 /* SGPR user data indices */
163 enum
164 {
165 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
166 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
167 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
168 SI_SGPR_SAMPLERS_AND_IMAGES,
169 SI_NUM_RESOURCE_SGPRS,
170
171 /* API VS, TES without GS, GS copy shader */
172 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
173 SI_NUM_VS_STATE_RESOURCE_SGPRS,
174
175 /* all VS variants */
176 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
177 SI_SGPR_START_INSTANCE,
178 SI_SGPR_DRAWID,
179 SI_VS_NUM_USER_SGPR,
180
181 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
182
183 /* TES */
184 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
185 SI_SGPR_TES_OFFCHIP_ADDR,
186 SI_TES_NUM_USER_SGPR,
187
188 /* GFX6-8: TCS only */
189 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
190 GFX6_SGPR_TCS_OUT_OFFSETS,
191 GFX6_SGPR_TCS_OUT_LAYOUT,
192 GFX6_SGPR_TCS_IN_LAYOUT,
193 GFX6_TCS_NUM_USER_SGPR,
194
195 /* GFX9: Merged shaders. */
196 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
197 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
198 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
199
200 /* GFX9: Merged LS-HS (VS-TCS) only. */
201 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
202 GFX9_SGPR_TCS_OUT_OFFSETS,
203 GFX9_SGPR_TCS_OUT_LAYOUT,
204 GFX9_TCS_NUM_USER_SGPR,
205
206 /* GS limits */
207 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
208 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
209 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
210 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
211
212 /* PS only */
213 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
214 SI_PS_NUM_USER_SGPR,
215
216 /* The value has to be 12, because the hw requires that descriptors
217 * are aligned to 4 SGPRs.
218 */
219 SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
220 };
221
222 /* LLVM function parameter indices */
223 enum
224 {
225 SI_NUM_RESOURCE_PARAMS = 4,
226
227 /* PS only parameters */
228 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
229 SI_PARAM_PRIM_MASK,
230 SI_PARAM_PERSP_SAMPLE,
231 SI_PARAM_PERSP_CENTER,
232 SI_PARAM_PERSP_CENTROID,
233 SI_PARAM_PERSP_PULL_MODEL,
234 SI_PARAM_LINEAR_SAMPLE,
235 SI_PARAM_LINEAR_CENTER,
236 SI_PARAM_LINEAR_CENTROID,
237 SI_PARAM_LINE_STIPPLE_TEX,
238 SI_PARAM_POS_X_FLOAT,
239 SI_PARAM_POS_Y_FLOAT,
240 SI_PARAM_POS_Z_FLOAT,
241 SI_PARAM_POS_W_FLOAT,
242 SI_PARAM_FRONT_FACE,
243 SI_PARAM_ANCILLARY,
244 SI_PARAM_SAMPLE_COVERAGE,
245 SI_PARAM_POS_FIXED_PT,
246
247 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
248 };
249
250 /* Fields of driver-defined VS state SGPR. */
251 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x)&0x1) << 0)
252 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
253 #define S_VS_STATE_INDEXED(x) (((unsigned)(x)&0x1) << 1)
254 #define C_VS_STATE_INDEXED 0xFFFFFFFD
255 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x)&0x3) << 2)
256 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
257 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x)&0x3) << 4)
258 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
259 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
260 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
261 #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x)&0xF) << 7)
262 #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
263 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x)&0x1FFF) << 11)
264 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
265 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x)&0xFF) << 24)
266 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
267
268 enum
269 {
270 /* These represent the number of SGPRs the shader uses. */
271 SI_VS_BLIT_SGPRS_POS = 3,
272 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
273 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
274 };
275
276 #define SI_NGG_CULL_VIEW_SMALLPRIMS (1 << 0) /* view.xy + small prims */
277 #define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */
278 #define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */
279 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST (1 << 3) /* GS fast launch: triangles */
280 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4) /* GS fast launch: triangle strip */
281 #define SI_NGG_CULL_GS_FAST_LAUNCH_ALL (0x3 << 3) /* GS fast launch (both prim types) */
282
283 /**
284 * For VS shader keys, describe any fixups required for vertex fetch.
285 *
286 * \ref log_size, \ref format, and the number of channels are interpreted as
287 * by \ref ac_build_opencoded_load_format.
288 *
289 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
290 * impossible format and indicates that no fixup is needed (just use
291 * buffer_load_format_xyzw).
292 */
293 union si_vs_fix_fetch {
294 struct {
295 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
296 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
297 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
298 uint8_t reverse : 1; /* reverse XYZ channels */
299 } u;
300 uint8_t bits;
301 };
302
303 struct si_shader;
304
305 /* State of the context creating the shader object. */
306 struct si_compiler_ctx_state {
307 /* Should only be used by si_init_shader_selector_async and
308 * si_build_shader_variant if thread_index == -1 (non-threaded). */
309 struct ac_llvm_compiler *compiler;
310
311 /* Used if thread_index == -1 or if debug.async is true. */
312 struct pipe_debug_callback debug;
313
314 /* Used for creating the log string for gallium/ddebug. */
315 bool is_debug_context;
316 };
317
318 struct si_shader_info {
319 shader_info base;
320
321 gl_shader_stage stage;
322
323 ubyte num_inputs;
324 ubyte num_outputs;
325 ubyte input_semantic[PIPE_MAX_SHADER_INPUTS];
326 ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
327 ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
328 ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS];
329 char output_semantic_to_slot[VARYING_SLOT_TESS_MAX];
330 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
331 ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS];
332 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
333
334 ubyte color_interpolate[2];
335 ubyte color_interpolate_loc[2];
336
337 int constbuf0_num_slots;
338 ubyte num_stream_output_components[4];
339
340 uint num_memory_stores;
341
342 ubyte colors_read; /**< which color components are read by the FS */
343 ubyte colors_written;
344 bool color0_writes_all_cbufs; /**< gl_FragColor */
345 bool reads_samplemask; /**< does fragment shader read sample mask? */
346 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
347 bool writes_z; /**< does fragment shader write Z value? */
348 bool writes_stencil; /**< does fragment shader write stencil value? */
349 bool writes_samplemask; /**< does fragment shader write sample mask? */
350 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
351 bool uses_persp_center;
352 bool uses_persp_centroid;
353 bool uses_persp_sample;
354 bool uses_linear_center;
355 bool uses_linear_centroid;
356 bool uses_linear_sample;
357 bool uses_interp_at_sample;
358 bool uses_instanceid;
359 bool uses_drawid;
360 bool uses_primid;
361 bool uses_frontface;
362 bool uses_invocationid;
363 bool uses_thread_id[3];
364 bool uses_block_id[3];
365 bool uses_variable_block_size;
366 bool uses_grid_size;
367 bool uses_subgroup_info;
368 bool writes_position;
369 bool writes_psize;
370 bool writes_clipvertex;
371 bool writes_primid;
372 bool writes_viewport_index;
373 bool writes_layer;
374 bool uses_bindless_samplers;
375 bool uses_bindless_images;
376 bool uses_fbfetch;
377
378 /** Whether all codepaths write tess factors in all invocations. */
379 bool tessfactors_are_def_in_all_invocs;
380 };
381
382 /* A shader selector is a gallium CSO and contains shader variants and
383 * binaries for one NIR program. This can be shared by multiple contexts.
384 */
385 struct si_shader_selector {
386 struct util_live_shader base;
387 struct si_screen *screen;
388 struct util_queue_fence ready;
389 struct si_compiler_ctx_state compiler_ctx_state;
390
391 simple_mtx_t mutex;
392 struct si_shader *first_variant; /* immutable after the first variant */
393 struct si_shader *last_variant; /* mutable */
394
395 /* The compiled NIR shader without a prolog and/or epilog (not
396 * uploaded to a buffer object).
397 */
398 struct si_shader *main_shader_part;
399 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
400 struct si_shader *main_shader_part_es; /* as_es is set in the key */
401 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
402 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
403
404 struct si_shader *gs_copy_shader;
405
406 struct nir_shader *nir;
407 void *nir_binary;
408 unsigned nir_size;
409
410 struct pipe_stream_output_info so;
411 struct si_shader_info info;
412
413 ubyte const_and_shader_buf_descriptors_index;
414 ubyte sampler_and_images_descriptors_index;
415 bool vs_needs_prolog;
416 bool prim_discard_cs_allowed;
417 bool ngg_culling_allowed;
418 ubyte cs_shaderbufs_sgpr_index;
419 ubyte cs_num_shaderbufs_in_user_sgprs;
420 ubyte cs_images_sgpr_index;
421 ubyte cs_images_num_sgprs;
422 ubyte cs_num_images_in_user_sgprs;
423 ubyte num_vs_inputs;
424 ubyte num_vbos_in_user_sgprs;
425 unsigned pa_cl_vs_out_cntl;
426 ubyte clipdist_mask;
427 ubyte culldist_mask;
428 ubyte rast_prim;
429
430 /* ES parameters. */
431 uint16_t esgs_itemsize; /* vertex stride */
432 uint16_t lshs_vertex_stride;
433
434 /* GS parameters. */
435 uint16_t gsvs_vertex_size;
436 ubyte gs_input_verts_per_prim;
437 unsigned max_gsvs_emit_size;
438 uint16_t enabled_streamout_buffer_mask;
439 bool tess_turns_off_ngg;
440
441 /* PS parameters. */
442 ubyte color_attr_index[2];
443 unsigned db_shader_control;
444 /* Set 0xf or 0x0 (4 bits) per each written output.
445 * ANDed with spi_shader_col_format.
446 */
447 unsigned colors_written_4bit;
448
449 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
450 uint64_t outputs_written; /* "get_unique_index" bits */
451 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
452
453 uint64_t inputs_read; /* "get_unique_index" bits */
454
455 /* bitmasks of used descriptor slots */
456 uint64_t active_const_and_shader_buffers;
457 uint64_t active_samplers_and_images;
458 };
459
460 /* Valid shader configurations:
461 *
462 * API shaders VS | TCS | TES | GS |pass| PS
463 * are compiled as: | | | |thru|
464 * | | | | |
465 * Only VS & PS: VS | | | | | PS
466 * GFX6 - with GS: ES | | | GS | VS | PS
467 * - with tess: LS | HS | VS | | | PS
468 * - with both: LS | HS | ES | GS | VS | PS
469 * GFX9 - with GS: -> | | | GS | VS | PS
470 * - with tess: -> | HS | VS | | | PS
471 * - with both: -> | HS | -> | GS | VS | PS
472 * | | | | |
473 * NGG - VS & PS: GS | | | | | PS
474 * (GFX10+) - with GS: -> | | | GS | | PS
475 * - with tess: -> | HS | GS | | | PS
476 * - with both: -> | HS | -> | GS | | PS
477 *
478 * -> = merged with the next stage
479 */
480
481 /* Use the byte alignment for all following structure members for optimal
482 * shader key memory footprint.
483 */
484 #pragma pack(push, 1)
485
486 /* Common VS bits between the shader key and the prolog key. */
487 struct si_vs_prolog_bits {
488 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
489 * divisor is 0.
490 * - If "is_one" has a bit set, the instance divisor is 1.
491 * - If "is_fetched" has a bit set, the instance divisor will be loaded
492 * from the constant buffer.
493 */
494 uint16_t instance_divisor_is_one; /* bitmask of inputs */
495 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
496 unsigned ls_vgpr_fix : 1;
497 unsigned unpack_instance_id_from_vertex_id : 1;
498 };
499
500 /* Common TCS bits between the shader key and the epilog key. */
501 struct si_tcs_epilog_bits {
502 unsigned prim_mode : 3;
503 unsigned invoc0_tess_factors_are_def : 1;
504 unsigned tes_reads_tess_factors : 1;
505 };
506
507 struct si_gs_prolog_bits {
508 unsigned tri_strip_adj_fix : 1;
509 unsigned gfx9_prev_is_vs : 1;
510 };
511
512 /* Common PS bits between the shader key and the prolog key. */
513 struct si_ps_prolog_bits {
514 unsigned color_two_side : 1;
515 unsigned flatshade_colors : 1;
516 unsigned poly_stipple : 1;
517 unsigned force_persp_sample_interp : 1;
518 unsigned force_linear_sample_interp : 1;
519 unsigned force_persp_center_interp : 1;
520 unsigned force_linear_center_interp : 1;
521 unsigned bc_optimize_for_persp : 1;
522 unsigned bc_optimize_for_linear : 1;
523 unsigned samplemask_log_ps_iter : 3;
524 };
525
526 /* Common PS bits between the shader key and the epilog key. */
527 struct si_ps_epilog_bits {
528 unsigned spi_shader_col_format;
529 unsigned color_is_int8 : 8;
530 unsigned color_is_int10 : 8;
531 unsigned last_cbuf : 3;
532 unsigned alpha_func : 3;
533 unsigned alpha_to_one : 1;
534 unsigned poly_line_smoothing : 1;
535 unsigned clamp_color : 1;
536 };
537
538 union si_shader_part_key {
539 struct {
540 struct si_vs_prolog_bits states;
541 unsigned num_input_sgprs : 6;
542 /* For merged stages such as LS-HS, HS input VGPRs are first. */
543 unsigned num_merged_next_stage_vgprs : 3;
544 unsigned num_inputs : 5;
545 unsigned as_ls : 1;
546 unsigned as_es : 1;
547 unsigned as_ngg : 1;
548 unsigned as_prim_discard_cs : 1;
549 unsigned has_ngg_cull_inputs : 1; /* from the NGG cull shader */
550 unsigned gs_fast_launch_tri_list : 1; /* for NGG culling */
551 unsigned gs_fast_launch_tri_strip : 1; /* for NGG culling */
552 /* Prologs for monolithic shaders shouldn't set EXEC. */
553 unsigned is_monolithic : 1;
554 } vs_prolog;
555 struct {
556 struct si_tcs_epilog_bits states;
557 } tcs_epilog;
558 struct {
559 struct si_gs_prolog_bits states;
560 /* Prologs of monolithic shaders shouldn't set EXEC. */
561 unsigned is_monolithic : 1;
562 unsigned as_ngg : 1;
563 } gs_prolog;
564 struct {
565 struct si_ps_prolog_bits states;
566 unsigned num_input_sgprs : 6;
567 unsigned num_input_vgprs : 5;
568 /* Color interpolation and two-side color selection. */
569 unsigned colors_read : 8; /* color input components read */
570 unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
571 unsigned face_vgpr_index : 5;
572 unsigned ancillary_vgpr_index : 5;
573 unsigned wqm : 1;
574 char color_attr_index[2];
575 signed char color_interp_vgpr_index[2]; /* -1 == constant */
576 } ps_prolog;
577 struct {
578 struct si_ps_epilog_bits states;
579 unsigned colors_written : 8;
580 unsigned writes_z : 1;
581 unsigned writes_stencil : 1;
582 unsigned writes_samplemask : 1;
583 } ps_epilog;
584 };
585
586 struct si_shader_key {
587 /* Prolog and epilog flags. */
588 union {
589 struct {
590 struct si_vs_prolog_bits prolog;
591 } vs;
592 struct {
593 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
594 struct si_shader_selector *ls; /* for merged LS-HS */
595 struct si_tcs_epilog_bits epilog;
596 } tcs; /* tessellation control shader */
597 struct {
598 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
599 struct si_shader_selector *es; /* for merged ES-GS */
600 struct si_gs_prolog_bits prolog;
601 } gs;
602 struct {
603 struct si_ps_prolog_bits prolog;
604 struct si_ps_epilog_bits epilog;
605 } ps;
606 } part;
607
608 /* These three are initially set according to the NEXT_SHADER property,
609 * or guessed if the property doesn't seem correct.
610 */
611 unsigned as_es : 1; /* export shader, which precedes GS */
612 unsigned as_ls : 1; /* local shader, which precedes TCS */
613 unsigned as_ngg : 1; /* VS, TES, or GS compiled as NGG primitive shader */
614
615 /* Flags for monolithic compilation only. */
616 struct {
617 /* Whether fetch should be opencoded according to vs_fix_fetch.
618 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
619 * with minimal fixups is used. */
620 uint16_t vs_fetch_opencode;
621 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
622
623 union {
624 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
625 /* When PS needs PrimID and GS is disabled. */
626 unsigned vs_export_prim_id : 1;
627 struct {
628 unsigned interpolate_at_sample_force_center : 1;
629 unsigned fbfetch_msaa : 1;
630 unsigned fbfetch_is_1D : 1;
631 unsigned fbfetch_layered : 1;
632 } ps;
633 } u;
634 } mono;
635
636 /* Optimization flags for asynchronous compilation only. */
637 struct {
638 /* For HW VS (it can be VS, TES, GS) */
639 uint64_t kill_outputs; /* "get_unique_index" bits */
640 unsigned kill_pointsize : 1;
641 unsigned clip_disable : 1;
642
643 /* For NGG VS and TES. */
644 unsigned ngg_culling : 5; /* SI_NGG_CULL_* */
645
646 /* For shaders where monolithic variants have better code.
647 *
648 * This is a flag that has no effect on code generation,
649 * but forces monolithic shaders to be used as soon as
650 * possible, because it's in the "opt" group.
651 */
652 unsigned prefer_mono : 1;
653
654 /* Primitive discard compute shader. */
655 unsigned vs_as_prim_discard_cs : 1;
656 unsigned cs_prim_type : 4;
657 unsigned cs_indexed : 1;
658 unsigned cs_instancing : 1;
659 unsigned cs_primitive_restart : 1;
660 unsigned cs_provoking_vertex_first : 1;
661 unsigned cs_need_correct_orientation : 1;
662 unsigned cs_cull_front : 1;
663 unsigned cs_cull_back : 1;
664 unsigned cs_cull_z : 1;
665 unsigned cs_halfz_clip_space : 1;
666 } opt;
667 };
668
669 /* Restore the pack alignment to default. */
670 #pragma pack(pop)
671
672 /* GCN-specific shader info. */
673 struct si_shader_binary_info {
674 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
675 ubyte num_input_sgprs;
676 ubyte num_input_vgprs;
677 signed char face_vgpr_index;
678 signed char ancillary_vgpr_index;
679 bool uses_instanceid;
680 ubyte nr_pos_exports;
681 ubyte nr_param_exports;
682 unsigned private_mem_vgprs;
683 unsigned max_simd_waves;
684 };
685
686 struct si_shader_binary {
687 const char *elf_buffer;
688 size_t elf_size;
689
690 char *llvm_ir_string;
691 };
692
693 struct gfx9_gs_info {
694 unsigned es_verts_per_subgroup;
695 unsigned gs_prims_per_subgroup;
696 unsigned gs_inst_prims_in_subgroup;
697 unsigned max_prims_per_subgroup;
698 unsigned esgs_ring_size; /* in bytes */
699 };
700
701 struct si_shader {
702 struct si_compiler_ctx_state compiler_ctx_state;
703
704 struct si_shader_selector *selector;
705 struct si_shader_selector *previous_stage_sel; /* for refcounting */
706 struct si_shader *next_variant;
707
708 struct si_shader_part *prolog;
709 struct si_shader *previous_stage; /* for GFX9 */
710 struct si_shader_part *prolog2;
711 struct si_shader_part *epilog;
712
713 struct si_pm4_state *pm4;
714 struct si_resource *bo;
715 struct si_resource *scratch_bo;
716 struct si_shader_key key;
717 struct util_queue_fence ready;
718 bool compilation_failed;
719 bool is_monolithic;
720 bool is_optimized;
721 bool is_binary_shared;
722 bool is_gs_copy_shader;
723
724 /* The following data is all that's needed for binary shaders. */
725 struct si_shader_binary binary;
726 struct ac_shader_config config;
727 struct si_shader_binary_info info;
728
729 struct {
730 uint16_t ngg_emit_size; /* in dwords */
731 uint16_t hw_max_esverts;
732 uint16_t max_gsprims;
733 uint16_t max_out_verts;
734 uint16_t prim_amp_factor;
735 bool max_vert_out_per_gs_instance;
736 } ngg;
737
738 /* Shader key + LLVM IR + disassembly + statistics.
739 * Generated for debug contexts only.
740 */
741 char *shader_log;
742 size_t shader_log_size;
743
744 struct gfx9_gs_info gs_info;
745
746 /* For save precompute context registers values. */
747 union {
748 struct {
749 unsigned vgt_gsvs_ring_offset_1;
750 unsigned vgt_gsvs_ring_offset_2;
751 unsigned vgt_gsvs_ring_offset_3;
752 unsigned vgt_gsvs_ring_itemsize;
753 unsigned vgt_gs_max_vert_out;
754 unsigned vgt_gs_vert_itemsize;
755 unsigned vgt_gs_vert_itemsize_1;
756 unsigned vgt_gs_vert_itemsize_2;
757 unsigned vgt_gs_vert_itemsize_3;
758 unsigned vgt_gs_instance_cnt;
759 unsigned vgt_gs_onchip_cntl;
760 unsigned vgt_gs_max_prims_per_subgroup;
761 unsigned vgt_esgs_ring_itemsize;
762 } gs;
763
764 struct {
765 unsigned ge_max_output_per_subgroup;
766 unsigned ge_ngg_subgrp_cntl;
767 unsigned vgt_primitiveid_en;
768 unsigned vgt_gs_onchip_cntl;
769 unsigned vgt_gs_instance_cnt;
770 unsigned vgt_esgs_ring_itemsize;
771 unsigned spi_vs_out_config;
772 unsigned spi_shader_idx_format;
773 unsigned spi_shader_pos_format;
774 unsigned pa_cl_vte_cntl;
775 unsigned pa_cl_ngg_cntl;
776 unsigned vgt_gs_max_vert_out; /* for API GS */
777 unsigned ge_pc_alloc; /* uconfig register */
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 unsigned ge_pc_alloc; /* uconfig register */
788 } vs;
789
790 struct {
791 unsigned spi_ps_input_ena;
792 unsigned spi_ps_input_addr;
793 unsigned spi_baryc_cntl;
794 unsigned spi_ps_in_control;
795 unsigned spi_shader_z_format;
796 unsigned spi_shader_col_format;
797 unsigned cb_shader_mask;
798 } ps;
799 } ctx_reg;
800
801 /*For save precompute registers value */
802 unsigned vgt_tf_param; /* VGT_TF_PARAM */
803 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
804 unsigned pa_cl_vs_out_cntl;
805 unsigned ge_cntl;
806 };
807
808 struct si_shader_part {
809 struct si_shader_part *next;
810 union si_shader_part_key key;
811 struct si_shader_binary binary;
812 struct ac_shader_config config;
813 };
814
815 /* si_shader.c */
816 bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
817 struct si_shader *shader, struct pipe_debug_callback *debug);
818 bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
819 struct si_shader *shader, struct pipe_debug_callback *debug);
820 void si_shader_destroy(struct si_shader *shader);
821 unsigned si_shader_io_get_unique_index_patch(unsigned semantic);
822 unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying);
823 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
824 uint64_t scratch_va);
825 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
826 struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
827 void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
828 struct pipe_debug_callback *debug);
829 void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
830 const char *si_get_shader_name(const struct si_shader *shader);
831 void si_shader_binary_clean(struct si_shader_binary *binary);
832
833 /* si_shader_llvm_gs.c */
834 struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
835 struct ac_llvm_compiler *compiler,
836 struct si_shader_selector *gs_selector,
837 struct pipe_debug_callback *debug);
838
839 /* si_shader_nir.c */
840 void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
841 void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
842
843 /* si_state_shaders.c */
844 void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
845 struct gfx9_gs_info *out);
846
847 /* Inline helpers. */
848
849 /* Return the pointer to the main shader part's pointer. */
850 static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
851 struct si_shader_key *key)
852 {
853 if (key->as_ls)
854 return &sel->main_shader_part_ls;
855 if (key->as_es && key->as_ngg)
856 return &sel->main_shader_part_ngg_es;
857 if (key->as_es)
858 return &sel->main_shader_part_es;
859 if (key->as_ngg)
860 return &sel->main_shader_part_ngg;
861 return &sel->main_shader_part;
862 }
863
864 static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader)
865 {
866 struct si_shader_selector *sel = shader->selector;
867
868 return sel->info.stage != MESA_SHADER_GEOMETRY && !sel->so.num_outputs && !sel->info.writes_edgeflag &&
869 !shader->key.opt.ngg_culling &&
870 (sel->info.stage != MESA_SHADER_VERTEX || !shader->key.mono.u.vs_export_prim_id);
871 }
872
873 static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
874 {
875 return selector ? selector->info.uses_bindless_samplers : false;
876 }
877
878 static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
879 {
880 return selector ? selector->info.uses_bindless_images : false;
881 }
882
883 #endif