radeonsi: if there's just const buffer 0, set it in place of CONST/SSBO pointer
[mesa.git] / src / gallium / drivers / radeonsi / si_shader.h
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 *
23 * Authors:
24 * Tom Stellard <thomas.stellard@amd.com>
25 * Michel Dänzer <michel.daenzer@amd.com>
26 * Christian König <christian.koenig@amd.com>
27 */
28
29 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
30 * -------------------------------------------------------------------------
31 *
32 * Typically, there is one-to-one correspondence between API and HW shaders,
33 * that is, for every API shader, there is exactly one shader binary in
34 * the driver.
35 *
36 * The problem with that is that we also have to emulate some API states
37 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
38 * to deal with it are:
39 * - each shader has multiple variants for each combination of emulated states,
40 * and the variants are compiled on demand, possibly relying on a shader
41 * cache for good performance
42 * - patch shaders at the binary level
43 *
44 * This driver uses something completely different. The emulated states are
45 * usually implemented at the beginning or end of shaders. Therefore, we can
46 * split the shader into 3 parts:
47 * - prolog part (shader code dependent on states)
48 * - main part (the API shader)
49 * - epilog part (shader code dependent on states)
50 *
51 * Each part is compiled as a separate shader and the final binaries are
52 * concatenated. This type of shader is called non-monolithic, because it
53 * consists of multiple independent binaries. Creating a new shader variant
54 * is therefore only a concatenation of shader parts (binaries) and doesn't
55 * involve any compilation. The main shader parts are the only parts that are
56 * compiled when applications create shader objects. The prolog and epilog
57 * parts are compiled on the first use and saved, so that their binaries can
58 * be reused by many other shaders.
59 *
60 * One of the roles of the prolog part is to compute vertex buffer addresses
61 * for vertex shaders. A few of the roles of the epilog part are color buffer
62 * format conversions in pixel shaders that we have to do manually, and write
63 * tessellation factors in tessellation control shaders. The prolog and epilog
64 * have many other important responsibilities in various shader stages.
65 * They don't just "emulate legacy stuff".
66 *
67 * Monolithic shaders are shaders where the parts are combined before LLVM
68 * compilation, and the whole thing is compiled and optimized as one unit with
69 * one binary on the output. The result is the same as the non-monolithic
70 * shader, but the final code can be better, because LLVM can optimize across
71 * all shader parts. Monolithic shaders aren't usually used except for these
72 * special cases:
73 *
74 * 1) Some rarely-used states require modification of the main shader part
75 * itself, and in such cases, only the monolithic shader variant is
76 * compiled, and that's always done on the first use.
77 *
78 * 2) When we do cross-stage optimizations for separate shader objects and
79 * e.g. eliminate unused shader varyings, the resulting optimized shader
80 * variants are always compiled as monolithic shaders, and always
81 * asynchronously (i.e. not stalling ongoing rendering). We call them
82 * "optimized monolithic" shaders. The important property here is that
83 * the non-monolithic unoptimized shader variant is always available for use
84 * when the asynchronous compilation of the optimized shader is not done
85 * yet.
86 *
87 * Starting with GFX9 chips, some shader stages are merged, and the number of
88 * shader parts per shader increased. The complete new list of shader parts is:
89 * - 1st shader: prolog part
90 * - 1st shader: main part
91 * - 2nd shader: prolog part
92 * - 2nd shader: main part
93 * - 2nd shader: epilog part
94 */
95
96 /* How linking shader inputs and outputs between vertex, tessellation, and
97 * geometry shaders works.
98 *
99 * Inputs and outputs between shaders are stored in a buffer. This buffer
100 * lives in LDS (typical case for tessellation), but it can also live
101 * in memory (ESGS). Each input or output has a fixed location within a vertex.
102 * The highest used input or output determines the stride between vertices.
103 *
104 * Since GS and tessellation are only possible in the OpenGL core profile,
105 * only these semantics are valid for per-vertex data:
106 *
107 * Name Location
108 *
109 * POSITION 0
110 * PSIZE 1
111 * CLIPDIST0..1 2..3
112 * CULLDIST0..1 (not implemented)
113 * GENERIC0..31 4..35
114 *
115 * For example, a shader only writing GENERIC0 has the output stride of 5.
116 *
117 * Only these semantics are valid for per-patch data:
118 *
119 * Name Location
120 *
121 * TESSOUTER 0
122 * TESSINNER 1
123 * PATCH0..29 2..31
124 *
125 * That's how independent shaders agree on input and output locations.
126 * The si_shader_io_get_unique_index function assigns the locations.
127 *
128 * For tessellation, other required information for calculating the input and
129 * output addresses like the vertex stride, the patch stride, and the offsets
130 * where per-vertex and per-patch data start, is passed to the shader via
131 * user data SGPRs. The offsets and strides are calculated at draw time and
132 * aren't available at compile time.
133 */
134
135 #ifndef SI_SHADER_H
136 #define SI_SHADER_H
137
138 #include <llvm-c/Core.h> /* LLVMModuleRef */
139 #include <llvm-c/TargetMachine.h>
140 #include "tgsi/tgsi_scan.h"
141 #include "util/u_queue.h"
142
143 #include "ac_binary.h"
144 #include "si_state.h"
145
146 struct nir_shader;
147
148 #define SI_MAX_VS_OUTPUTS 40
149
150 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
151 * index smaller than this.
152 */
153 #define SI_MAX_IO_GENERIC 46
154
155 /* SGPR user data indices */
156 enum {
157 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
158 * and these two are used for other purposes.
159 */
160 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
161 SI_SGPR_RW_BUFFERS_HI,
162 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
163 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
164 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
165 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
166 SI_SGPR_SAMPLERS_AND_IMAGES,
167 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
168 SI_NUM_RESOURCE_SGPRS,
169
170 /* all VS variants */
171 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
172 SI_SGPR_VERTEX_BUFFERS_HI,
173 SI_SGPR_BASE_VERTEX,
174 SI_SGPR_START_INSTANCE,
175 SI_SGPR_DRAWID,
176 SI_SGPR_VS_STATE_BITS,
177 SI_VS_NUM_USER_SGPR,
178
179 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
180
181 /* TES */
182 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
183 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
184 SI_TES_NUM_USER_SGPR,
185
186 /* GFX6-8: TCS only */
187 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
188 GFX6_SGPR_TCS_OUT_OFFSETS,
189 GFX6_SGPR_TCS_OUT_LAYOUT,
190 GFX6_SGPR_TCS_IN_LAYOUT,
191 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
192 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
193 GFX6_TCS_NUM_USER_SGPR,
194
195 /* GFX9: Merged LS-HS (VS-TCS) only. */
196 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
197 GFX9_SGPR_TCS_OUT_OFFSETS,
198 GFX9_SGPR_TCS_OUT_LAYOUT,
199 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
200 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
201 GFX9_SGPR_unused_to_align_the_next_pointer,
202 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
203 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
204 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
205 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
206 GFX9_TCS_NUM_USER_SGPR,
207
208 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
209 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
210 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
211 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
212 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
213 GFX9_GS_NUM_USER_SGPR,
214
215 /* GS limits */
216 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
217 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
218
219 /* PS only */
220 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
221 SI_PS_NUM_USER_SGPR,
222 };
223
224 /* LLVM function parameter indices */
225 enum {
226 SI_NUM_RESOURCE_PARAMS = 4,
227
228 /* PS only parameters */
229 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
230 SI_PARAM_PRIM_MASK,
231 SI_PARAM_PERSP_SAMPLE,
232 SI_PARAM_PERSP_CENTER,
233 SI_PARAM_PERSP_CENTROID,
234 SI_PARAM_PERSP_PULL_MODEL,
235 SI_PARAM_LINEAR_SAMPLE,
236 SI_PARAM_LINEAR_CENTER,
237 SI_PARAM_LINEAR_CENTROID,
238 SI_PARAM_LINE_STIPPLE_TEX,
239 SI_PARAM_POS_X_FLOAT,
240 SI_PARAM_POS_Y_FLOAT,
241 SI_PARAM_POS_Z_FLOAT,
242 SI_PARAM_POS_W_FLOAT,
243 SI_PARAM_FRONT_FACE,
244 SI_PARAM_ANCILLARY,
245 SI_PARAM_SAMPLE_COVERAGE,
246 SI_PARAM_POS_FIXED_PT,
247
248 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
249 };
250
251 /* Fields of driver-defined VS state SGPR. */
252 /* Clamp vertex color output (only used in VS as VS). */
253 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
254 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
255 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
256 #define C_VS_STATE_INDEXED 0xFFFFFFFD
257 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
258 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
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 /* SI-specific system values. */
263 enum {
264 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
265 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
266 };
267
268 enum {
269 /* Use a property enum that VS wouldn't use. */
270 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
271
272 /* These represent the number of SGPRs the shader uses. */
273 SI_VS_BLIT_SGPRS_POS = 3,
274 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
275 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
276 };
277
278 /* For VS shader key fix_fetch. */
279 enum {
280 SI_FIX_FETCH_NONE = 0,
281 SI_FIX_FETCH_A2_SNORM,
282 SI_FIX_FETCH_A2_SSCALED,
283 SI_FIX_FETCH_A2_SINT,
284 SI_FIX_FETCH_RGBA_32_UNORM,
285 SI_FIX_FETCH_RGBX_32_UNORM,
286 SI_FIX_FETCH_RGBA_32_SNORM,
287 SI_FIX_FETCH_RGBX_32_SNORM,
288 SI_FIX_FETCH_RGBA_32_USCALED,
289 SI_FIX_FETCH_RGBA_32_SSCALED,
290 SI_FIX_FETCH_RGBA_32_FIXED,
291 SI_FIX_FETCH_RGBX_32_FIXED,
292 SI_FIX_FETCH_RG_64_FLOAT,
293 SI_FIX_FETCH_RGB_64_FLOAT,
294 SI_FIX_FETCH_RGBA_64_FLOAT,
295 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
296 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
297 SI_FIX_FETCH_RGB_16,
298 SI_FIX_FETCH_RGB_16_INT,
299 };
300
301 struct si_shader;
302
303 /* State of the context creating the shader object. */
304 struct si_compiler_ctx_state {
305 /* Should only be used by si_init_shader_selector_async and
306 * si_build_shader_variant if thread_index == -1 (non-threaded). */
307 LLVMTargetMachineRef tm;
308
309 /* Used if thread_index == -1 or if debug.async is true. */
310 struct pipe_debug_callback debug;
311
312 /* Used for creating the log string for gallium/ddebug. */
313 bool is_debug_context;
314 };
315
316 /* A shader selector is a gallium CSO and contains shader variants and
317 * binaries for one TGSI program. This can be shared by multiple contexts.
318 */
319 struct si_shader_selector {
320 struct pipe_reference reference;
321 struct si_screen *screen;
322 struct util_queue_fence ready;
323 struct si_compiler_ctx_state compiler_ctx_state;
324
325 mtx_t mutex;
326 struct si_shader *first_variant; /* immutable after the first variant */
327 struct si_shader *last_variant; /* mutable */
328
329 /* The compiled TGSI shader expecting a prolog and/or epilog (not
330 * uploaded to a buffer).
331 */
332 struct si_shader *main_shader_part;
333 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
334 struct si_shader *main_shader_part_es; /* as_es is set in the key */
335
336 struct si_shader *gs_copy_shader;
337
338 struct tgsi_token *tokens;
339 struct nir_shader *nir;
340 struct pipe_stream_output_info so;
341 struct tgsi_shader_info info;
342 struct tgsi_tessctrl_info tcs_info;
343
344 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
345 unsigned type;
346 bool vs_needs_prolog;
347 unsigned pa_cl_vs_out_cntl;
348 ubyte clipdist_mask;
349 ubyte culldist_mask;
350
351 /* GS parameters. */
352 unsigned esgs_itemsize;
353 unsigned gs_input_verts_per_prim;
354 unsigned gs_output_prim;
355 unsigned gs_max_out_vertices;
356 unsigned gs_num_invocations;
357 unsigned max_gs_stream; /* count - 1 */
358 unsigned gsvs_vertex_size;
359 unsigned max_gsvs_emit_size;
360 unsigned enabled_streamout_buffer_mask;
361
362 /* PS parameters. */
363 unsigned color_attr_index[2];
364 unsigned db_shader_control;
365 /* Set 0xf or 0x0 (4 bits) per each written output.
366 * ANDed with spi_shader_col_format.
367 */
368 unsigned colors_written_4bit;
369
370 /* CS parameters */
371 unsigned local_size;
372
373 uint64_t outputs_written; /* "get_unique_index" bits */
374 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
375
376 uint64_t inputs_read; /* "get_unique_index" bits */
377
378 /* bitmasks of used descriptor slots */
379 uint32_t active_const_and_shader_buffers;
380 uint64_t active_samplers_and_images;
381 };
382
383 /* Valid shader configurations:
384 *
385 * API shaders VS | TCS | TES | GS |pass| PS
386 * are compiled as: | | | |thru|
387 * | | | | |
388 * Only VS & PS: VS | | | | | PS
389 * GFX6 - with GS: ES | | | GS | VS | PS
390 * - with tess: LS | HS | VS | | | PS
391 * - with both: LS | HS | ES | GS | VS | PS
392 * GFX9 - with GS: -> | | | GS | VS | PS
393 * - with tess: -> | HS | VS | | | PS
394 * - with both: -> | HS | -> | GS | VS | PS
395 *
396 * -> = merged with the next stage
397 */
398
399 /* Use the byte alignment for all following structure members for optimal
400 * shader key memory footprint.
401 */
402 #pragma pack(push, 1)
403
404 /* Common VS bits between the shader key and the prolog key. */
405 struct si_vs_prolog_bits {
406 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
407 * divisor is 0.
408 * - If "is_one" has a bit set, the instance divisor is 1.
409 * - If "is_fetched" has a bit set, the instance divisor will be loaded
410 * from the constant buffer.
411 */
412 uint16_t instance_divisor_is_one; /* bitmask of inputs */
413 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
414 unsigned ls_vgpr_fix:1;
415 };
416
417 /* Common TCS bits between the shader key and the epilog key. */
418 struct si_tcs_epilog_bits {
419 unsigned prim_mode:3;
420 unsigned invoc0_tess_factors_are_def:1;
421 unsigned tes_reads_tess_factors:1;
422 };
423
424 struct si_gs_prolog_bits {
425 unsigned tri_strip_adj_fix:1;
426 };
427
428 /* Common PS bits between the shader key and the prolog key. */
429 struct si_ps_prolog_bits {
430 unsigned color_two_side:1;
431 unsigned flatshade_colors:1;
432 unsigned poly_stipple:1;
433 unsigned force_persp_sample_interp:1;
434 unsigned force_linear_sample_interp:1;
435 unsigned force_persp_center_interp:1;
436 unsigned force_linear_center_interp:1;
437 unsigned bc_optimize_for_persp:1;
438 unsigned bc_optimize_for_linear:1;
439 unsigned samplemask_log_ps_iter:3;
440 };
441
442 /* Common PS bits between the shader key and the epilog key. */
443 struct si_ps_epilog_bits {
444 unsigned spi_shader_col_format;
445 unsigned color_is_int8:8;
446 unsigned color_is_int10:8;
447 unsigned last_cbuf:3;
448 unsigned alpha_func:3;
449 unsigned alpha_to_one:1;
450 unsigned poly_line_smoothing:1;
451 unsigned clamp_color:1;
452 };
453
454 union si_shader_part_key {
455 struct {
456 struct si_vs_prolog_bits states;
457 unsigned num_input_sgprs:6;
458 /* For merged stages such as LS-HS, HS input VGPRs are first. */
459 unsigned num_merged_next_stage_vgprs:3;
460 unsigned last_input:4;
461 unsigned as_ls:1;
462 /* Prologs for monolithic shaders shouldn't set EXEC. */
463 unsigned is_monolithic:1;
464 } vs_prolog;
465 struct {
466 struct si_tcs_epilog_bits states;
467 } tcs_epilog;
468 struct {
469 struct si_gs_prolog_bits states;
470 /* Prologs of monolithic shaders shouldn't set EXEC. */
471 unsigned is_monolithic:1;
472 } gs_prolog;
473 struct {
474 struct si_ps_prolog_bits states;
475 unsigned num_input_sgprs:6;
476 unsigned num_input_vgprs:5;
477 /* Color interpolation and two-side color selection. */
478 unsigned colors_read:8; /* color input components read */
479 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
480 unsigned face_vgpr_index:5;
481 unsigned ancillary_vgpr_index:5;
482 unsigned wqm:1;
483 char color_attr_index[2];
484 char color_interp_vgpr_index[2]; /* -1 == constant */
485 } ps_prolog;
486 struct {
487 struct si_ps_epilog_bits states;
488 unsigned colors_written:8;
489 unsigned writes_z:1;
490 unsigned writes_stencil:1;
491 unsigned writes_samplemask:1;
492 } ps_epilog;
493 };
494
495 struct si_shader_key {
496 /* Prolog and epilog flags. */
497 union {
498 struct {
499 struct si_vs_prolog_bits prolog;
500 } vs;
501 struct {
502 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
503 struct si_shader_selector *ls; /* for merged LS-HS */
504 struct si_tcs_epilog_bits epilog;
505 } tcs; /* tessellation control shader */
506 struct {
507 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
508 struct si_shader_selector *es; /* for merged ES-GS */
509 struct si_gs_prolog_bits prolog;
510 } gs;
511 struct {
512 struct si_ps_prolog_bits prolog;
513 struct si_ps_epilog_bits epilog;
514 } ps;
515 } part;
516
517 /* These two are initially set according to the NEXT_SHADER property,
518 * or guessed if the property doesn't seem correct.
519 */
520 unsigned as_es:1; /* export shader, which precedes GS */
521 unsigned as_ls:1; /* local shader, which precedes TCS */
522
523 /* Flags for monolithic compilation only. */
524 struct {
525 /* One byte for every input: SI_FIX_FETCH_* enums. */
526 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
527
528 union {
529 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
530 /* When PS needs PrimID and GS is disabled. */
531 unsigned vs_export_prim_id:1;
532 struct {
533 unsigned interpolate_at_sample_force_center:1;
534 } ps;
535 } u;
536 } mono;
537
538 /* Optimization flags for asynchronous compilation only. */
539 struct {
540 /* For HW VS (it can be VS, TES, GS) */
541 uint64_t kill_outputs; /* "get_unique_index" bits */
542 unsigned clip_disable:1;
543
544 /* For shaders where monolithic variants have better code.
545 *
546 * This is a flag that has no effect on code generation,
547 * but forces monolithic shaders to be used as soon as
548 * possible, because it's in the "opt" group.
549 */
550 unsigned prefer_mono:1;
551 } opt;
552 };
553
554 /* Restore the pack alignment to default. */
555 #pragma pack(pop)
556
557 struct si_shader_config {
558 unsigned num_sgprs;
559 unsigned num_vgprs;
560 unsigned spilled_sgprs;
561 unsigned spilled_vgprs;
562 unsigned private_mem_vgprs;
563 unsigned lds_size;
564 unsigned spi_ps_input_ena;
565 unsigned spi_ps_input_addr;
566 unsigned float_mode;
567 unsigned scratch_bytes_per_wave;
568 unsigned rsrc1;
569 unsigned rsrc2;
570 };
571
572 /* GCN-specific shader info. */
573 struct si_shader_info {
574 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
575 ubyte num_input_sgprs;
576 ubyte num_input_vgprs;
577 signed char face_vgpr_index;
578 signed char ancillary_vgpr_index;
579 bool uses_instanceid;
580 ubyte nr_pos_exports;
581 ubyte nr_param_exports;
582 };
583
584 struct si_shader {
585 struct si_compiler_ctx_state compiler_ctx_state;
586
587 struct si_shader_selector *selector;
588 struct si_shader_selector *previous_stage_sel; /* for refcounting */
589 struct si_shader *next_variant;
590
591 struct si_shader_part *prolog;
592 struct si_shader *previous_stage; /* for GFX9 */
593 struct si_shader_part *prolog2;
594 struct si_shader_part *epilog;
595
596 struct si_pm4_state *pm4;
597 struct r600_resource *bo;
598 struct r600_resource *scratch_bo;
599 struct si_shader_key key;
600 struct util_queue_fence optimized_ready;
601 bool compilation_failed;
602 bool is_monolithic;
603 bool is_optimized;
604 bool is_binary_shared;
605 bool is_gs_copy_shader;
606
607 /* The following data is all that's needed for binary shaders. */
608 struct ac_shader_binary binary;
609 struct si_shader_config config;
610 struct si_shader_info info;
611
612 /* Shader key + LLVM IR + disassembly + statistics.
613 * Generated for debug contexts only.
614 */
615 char *shader_log;
616 size_t shader_log_size;
617 };
618
619 struct si_shader_part {
620 struct si_shader_part *next;
621 union si_shader_part_key key;
622 struct ac_shader_binary binary;
623 struct si_shader_config config;
624 };
625
626 /* si_shader.c */
627 struct si_shader *
628 si_generate_gs_copy_shader(struct si_screen *sscreen,
629 LLVMTargetMachineRef tm,
630 struct si_shader_selector *gs_selector,
631 struct pipe_debug_callback *debug);
632 int si_compile_tgsi_shader(struct si_screen *sscreen,
633 LLVMTargetMachineRef tm,
634 struct si_shader *shader,
635 bool is_monolithic,
636 struct pipe_debug_callback *debug);
637 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
638 struct si_shader *shader,
639 struct pipe_debug_callback *debug);
640 void si_shader_destroy(struct si_shader *shader);
641 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
642 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
643 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
644 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
645 struct pipe_debug_callback *debug, unsigned processor,
646 FILE *f, bool check_debug_option);
647 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
648 unsigned *lds_size);
649 void si_shader_apply_scratch_relocs(struct si_shader *shader,
650 uint64_t scratch_va);
651 void si_shader_binary_read_config(struct ac_shader_binary *binary,
652 struct si_shader_config *conf,
653 unsigned symbol_offset);
654 unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
655 bool writes_samplemask);
656 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
657
658 /* si_shader_nir.c */
659 void si_nir_scan_shader(const struct nir_shader *nir,
660 struct tgsi_shader_info *info);
661 void si_lower_nir(struct si_shader_selector *sel);
662
663 /* Inline helpers. */
664
665 /* Return the pointer to the main shader part's pointer. */
666 static inline struct si_shader **
667 si_get_main_shader_part(struct si_shader_selector *sel,
668 struct si_shader_key *key)
669 {
670 if (key->as_ls)
671 return &sel->main_shader_part_ls;
672 if (key->as_es)
673 return &sel->main_shader_part_es;
674 return &sel->main_shader_part;
675 }
676
677 static inline bool
678 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
679 {
680 return selector ? selector->info.uses_bindless_samplers : false;
681 }
682
683 static inline bool
684 si_shader_uses_bindless_images(struct si_shader_selector *selector)
685 {
686 return selector ? selector->info.uses_bindless_images : false;
687 }
688
689 void si_destroy_shader_selector(struct si_context *sctx,
690 struct si_shader_selector *sel);
691
692 static inline void
693 si_shader_selector_reference(struct si_context *sctx,
694 struct si_shader_selector **dst,
695 struct si_shader_selector *src)
696 {
697 if (pipe_reference(&(*dst)->reference, &src->reference))
698 si_destroy_shader_selector(sctx, *dst);
699
700 *dst = src;
701 }
702
703 #endif