radeonsi: make si_compile_shader return bool
[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 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
161
162 /* SGPR user data indices */
163 enum {
164 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
165 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
166 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
167 SI_SGPR_SAMPLERS_AND_IMAGES,
168 SI_NUM_RESOURCE_SGPRS,
169
170 /* API VS, TES without GS, GS copy shader */
171 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
172 SI_NUM_VS_STATE_RESOURCE_SGPRS,
173
174 /* all VS variants */
175 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
176 SI_SGPR_START_INSTANCE,
177 SI_SGPR_DRAWID,
178 SI_VS_NUM_USER_SGPR,
179
180 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
181
182 /* TES */
183 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
184 SI_SGPR_TES_OFFCHIP_ADDR,
185 SI_TES_NUM_USER_SGPR,
186
187 /* GFX6-8: TCS only */
188 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
189 GFX6_SGPR_TCS_OUT_OFFSETS,
190 GFX6_SGPR_TCS_OUT_LAYOUT,
191 GFX6_SGPR_TCS_IN_LAYOUT,
192 GFX6_TCS_NUM_USER_SGPR,
193
194 /* GFX9: Merged shaders. */
195 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
196 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
197 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
198
199 /* GFX9: Merged LS-HS (VS-TCS) only. */
200 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
201 GFX9_SGPR_TCS_OUT_OFFSETS,
202 GFX9_SGPR_TCS_OUT_LAYOUT,
203 GFX9_TCS_NUM_USER_SGPR,
204
205 /* GS limits */
206 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
207 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
208 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
209 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
210
211 /* PS only */
212 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
213 SI_PS_NUM_USER_SGPR,
214
215 /* The value has to be 12, because the hw requires that descriptors
216 * are aligned to 4 SGPRs.
217 */
218 SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
219 };
220
221 /* LLVM function parameter indices */
222 enum {
223 SI_NUM_RESOURCE_PARAMS = 4,
224
225 /* PS only parameters */
226 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
227 SI_PARAM_PRIM_MASK,
228 SI_PARAM_PERSP_SAMPLE,
229 SI_PARAM_PERSP_CENTER,
230 SI_PARAM_PERSP_CENTROID,
231 SI_PARAM_PERSP_PULL_MODEL,
232 SI_PARAM_LINEAR_SAMPLE,
233 SI_PARAM_LINEAR_CENTER,
234 SI_PARAM_LINEAR_CENTROID,
235 SI_PARAM_LINE_STIPPLE_TEX,
236 SI_PARAM_POS_X_FLOAT,
237 SI_PARAM_POS_Y_FLOAT,
238 SI_PARAM_POS_Z_FLOAT,
239 SI_PARAM_POS_W_FLOAT,
240 SI_PARAM_FRONT_FACE,
241 SI_PARAM_ANCILLARY,
242 SI_PARAM_SAMPLE_COVERAGE,
243 SI_PARAM_POS_FIXED_PT,
244
245 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
246 };
247
248 /* Fields of driver-defined VS state SGPR. */
249 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
250 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
251 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
252 #define C_VS_STATE_INDEXED 0xFFFFFFFD
253 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x) & 0x3) << 2)
254 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
255 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x) & 0x3) << 4)
256 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
257 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x) & 0x1) << 6)
258 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
259 #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x) & 0xF) << 7)
260 #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
261 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 11)
262 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
263 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
264 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
265
266 enum {
267 /* Use a property enum that CS wouldn't use. */
268 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
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 ubyte num_inputs;
320 ubyte num_outputs;
321 ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
322 ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
323 ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
324 ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS];
325 ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
326 ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
327 ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
328 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
329 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
330
331 ubyte processor;
332
333 int constbuf0_num_slots;
334 unsigned const_buffers_declared; /**< bitmask of declared const buffers */
335 unsigned samplers_declared; /**< bitmask of declared samplers */
336 ubyte num_stream_output_components[4];
337
338 uint num_memory_instructions; /**< sampler, buffer, and image instructions */
339
340 /**
341 * If a tessellation control shader reads outputs, this describes which ones.
342 */
343 bool reads_pervertex_outputs;
344 bool reads_perpatch_outputs;
345 bool reads_tessfactor_outputs;
346
347 ubyte colors_read; /**< which color components are read by the FS */
348 ubyte colors_written;
349 bool reads_samplemask; /**< does fragment shader read sample mask? */
350 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
351 bool writes_z; /**< does fragment shader write Z value? */
352 bool writes_stencil; /**< does fragment shader write stencil value? */
353 bool writes_samplemask; /**< does fragment shader write sample mask? */
354 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
355 bool uses_kill; /**< KILL or KILL_IF instruction used? */
356 bool uses_persp_center;
357 bool uses_persp_centroid;
358 bool uses_persp_sample;
359 bool uses_linear_center;
360 bool uses_linear_centroid;
361 bool uses_linear_sample;
362 bool uses_persp_opcode_interp_sample;
363 bool uses_linear_opcode_interp_sample;
364 bool uses_instanceid;
365 bool uses_vertexid;
366 bool uses_vertexid_nobase;
367 bool uses_basevertex;
368 bool uses_drawid;
369 bool uses_primid;
370 bool uses_frontface;
371 bool uses_invocationid;
372 bool uses_thread_id[3];
373 bool uses_block_id[3];
374 bool uses_block_size;
375 bool uses_grid_size;
376 bool uses_subgroup_info;
377 bool writes_position;
378 bool writes_psize;
379 bool writes_clipvertex;
380 bool writes_primid;
381 bool writes_viewport_index;
382 bool writes_layer;
383 bool writes_memory; /**< contains stores or atomics to buffers or images */
384 bool uses_derivatives;
385 bool uses_bindless_samplers;
386 bool uses_bindless_images;
387 bool uses_fbfetch;
388 unsigned clipdist_writemask;
389 unsigned culldist_writemask;
390 unsigned num_written_culldistance;
391 unsigned num_written_clipdistance;
392
393 unsigned images_declared; /**< bitmask of declared images */
394 unsigned msaa_images_declared; /**< bitmask of declared MSAA images */
395 unsigned shader_buffers_declared; /**< bitmask of declared shader buffers */
396
397 unsigned properties[TGSI_PROPERTY_COUNT]; /* index with TGSI_PROPERTY_ */
398
399 /** Whether all codepaths write tess factors in all invocations. */
400 bool tessfactors_are_def_in_all_invocs;
401 };
402
403 /* A shader selector is a gallium CSO and contains shader variants and
404 * binaries for one NIR program. This can be shared by multiple contexts.
405 */
406 struct si_shader_selector {
407 struct pipe_reference reference;
408 struct si_screen *screen;
409 struct util_queue_fence ready;
410 struct si_compiler_ctx_state compiler_ctx_state;
411
412 simple_mtx_t mutex;
413 struct si_shader *first_variant; /* immutable after the first variant */
414 struct si_shader *last_variant; /* mutable */
415
416 /* The compiled NIR shader without a prolog and/or epilog (not
417 * uploaded to a buffer object).
418 */
419 struct si_shader *main_shader_part;
420 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
421 struct si_shader *main_shader_part_es; /* as_es is set in the key */
422 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
423 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
424
425 struct si_shader *gs_copy_shader;
426
427 struct nir_shader *nir;
428 void *nir_binary;
429 unsigned nir_size;
430
431 struct pipe_stream_output_info so;
432 struct si_shader_info info;
433
434 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
435 enum pipe_shader_type type;
436 bool vs_needs_prolog;
437 bool force_correct_derivs_after_kill;
438 bool prim_discard_cs_allowed;
439 bool ngg_culling_allowed;
440 unsigned num_vs_inputs;
441 unsigned num_vbos_in_user_sgprs;
442 unsigned pa_cl_vs_out_cntl;
443 ubyte clipdist_mask;
444 ubyte culldist_mask;
445 unsigned rast_prim;
446
447 /* ES parameters. */
448 unsigned esgs_itemsize; /* vertex stride */
449 unsigned lshs_vertex_stride;
450
451 /* GS parameters. */
452 unsigned gs_input_verts_per_prim;
453 unsigned gs_output_prim;
454 unsigned gs_max_out_vertices;
455 unsigned gs_num_invocations;
456 unsigned max_gs_stream; /* count - 1 */
457 unsigned gsvs_vertex_size;
458 unsigned max_gsvs_emit_size;
459 unsigned enabled_streamout_buffer_mask;
460 bool tess_turns_off_ngg;
461
462 /* PS parameters. */
463 unsigned color_attr_index[2];
464 unsigned db_shader_control;
465 /* Set 0xf or 0x0 (4 bits) per each written output.
466 * ANDed with spi_shader_col_format.
467 */
468 unsigned colors_written_4bit;
469
470 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
471 uint64_t outputs_written; /* "get_unique_index" bits */
472 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
473
474 uint64_t inputs_read; /* "get_unique_index" bits */
475
476 /* bitmasks of used descriptor slots */
477 uint32_t active_const_and_shader_buffers;
478 uint64_t active_samplers_and_images;
479 };
480
481 /* Valid shader configurations:
482 *
483 * API shaders VS | TCS | TES | GS |pass| PS
484 * are compiled as: | | | |thru|
485 * | | | | |
486 * Only VS & PS: VS | | | | | PS
487 * GFX6 - with GS: ES | | | GS | VS | PS
488 * - with tess: LS | HS | VS | | | PS
489 * - with both: LS | HS | ES | GS | VS | PS
490 * GFX9 - with GS: -> | | | GS | VS | PS
491 * - with tess: -> | HS | VS | | | PS
492 * - with both: -> | HS | -> | GS | VS | PS
493 * | | | | |
494 * NGG - VS & PS: GS | | | | | PS
495 * (GFX10+) - with GS: -> | | | GS | | PS
496 * - with tess: -> | HS | GS | | | PS
497 * - with both: -> | HS | -> | GS | | PS
498 *
499 * -> = merged with the next stage
500 */
501
502 /* Use the byte alignment for all following structure members for optimal
503 * shader key memory footprint.
504 */
505 #pragma pack(push, 1)
506
507 /* Common VS bits between the shader key and the prolog key. */
508 struct si_vs_prolog_bits {
509 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
510 * divisor is 0.
511 * - If "is_one" has a bit set, the instance divisor is 1.
512 * - If "is_fetched" has a bit set, the instance divisor will be loaded
513 * from the constant buffer.
514 */
515 uint16_t instance_divisor_is_one; /* bitmask of inputs */
516 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
517 unsigned ls_vgpr_fix:1;
518 unsigned unpack_instance_id_from_vertex_id:1;
519 };
520
521 /* Common TCS bits between the shader key and the epilog key. */
522 struct si_tcs_epilog_bits {
523 unsigned prim_mode:3;
524 unsigned invoc0_tess_factors_are_def:1;
525 unsigned tes_reads_tess_factors:1;
526 };
527
528 struct si_gs_prolog_bits {
529 unsigned tri_strip_adj_fix:1;
530 unsigned gfx9_prev_is_vs:1;
531 };
532
533 /* Common PS bits between the shader key and the prolog key. */
534 struct si_ps_prolog_bits {
535 unsigned color_two_side:1;
536 unsigned flatshade_colors:1;
537 unsigned poly_stipple:1;
538 unsigned force_persp_sample_interp:1;
539 unsigned force_linear_sample_interp:1;
540 unsigned force_persp_center_interp:1;
541 unsigned force_linear_center_interp:1;
542 unsigned bc_optimize_for_persp:1;
543 unsigned bc_optimize_for_linear:1;
544 unsigned samplemask_log_ps_iter:3;
545 };
546
547 /* Common PS bits between the shader key and the epilog key. */
548 struct si_ps_epilog_bits {
549 unsigned spi_shader_col_format;
550 unsigned color_is_int8:8;
551 unsigned color_is_int10:8;
552 unsigned last_cbuf:3;
553 unsigned alpha_func:3;
554 unsigned alpha_to_one:1;
555 unsigned poly_line_smoothing:1;
556 unsigned clamp_color:1;
557 };
558
559 union si_shader_part_key {
560 struct {
561 struct si_vs_prolog_bits states;
562 unsigned num_input_sgprs:6;
563 /* For merged stages such as LS-HS, HS input VGPRs are first. */
564 unsigned num_merged_next_stage_vgprs:3;
565 unsigned num_inputs:5;
566 unsigned as_ls:1;
567 unsigned as_es:1;
568 unsigned as_ngg:1;
569 unsigned has_ngg_cull_inputs:1; /* from the NGG cull shader */
570 unsigned gs_fast_launch_tri_list:1; /* for NGG culling */
571 unsigned gs_fast_launch_tri_strip:1; /* for NGG culling */
572 /* Prologs for monolithic shaders shouldn't set EXEC. */
573 unsigned is_monolithic:1;
574 } vs_prolog;
575 struct {
576 struct si_tcs_epilog_bits states;
577 } tcs_epilog;
578 struct {
579 struct si_gs_prolog_bits states;
580 /* Prologs of monolithic shaders shouldn't set EXEC. */
581 unsigned is_monolithic:1;
582 unsigned as_ngg:1;
583 } gs_prolog;
584 struct {
585 struct si_ps_prolog_bits states;
586 unsigned num_input_sgprs:6;
587 unsigned num_input_vgprs:5;
588 /* Color interpolation and two-side color selection. */
589 unsigned colors_read:8; /* color input components read */
590 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
591 unsigned face_vgpr_index:5;
592 unsigned ancillary_vgpr_index:5;
593 unsigned wqm:1;
594 char color_attr_index[2];
595 signed char color_interp_vgpr_index[2]; /* -1 == constant */
596 } ps_prolog;
597 struct {
598 struct si_ps_epilog_bits states;
599 unsigned colors_written:8;
600 unsigned writes_z:1;
601 unsigned writes_stencil:1;
602 unsigned writes_samplemask:1;
603 } ps_epilog;
604 };
605
606 struct si_shader_key {
607 /* Prolog and epilog flags. */
608 union {
609 struct {
610 struct si_vs_prolog_bits prolog;
611 } vs;
612 struct {
613 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
614 struct si_shader_selector *ls; /* for merged LS-HS */
615 struct si_tcs_epilog_bits epilog;
616 } tcs; /* tessellation control shader */
617 struct {
618 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
619 struct si_shader_selector *es; /* for merged ES-GS */
620 struct si_gs_prolog_bits prolog;
621 } gs;
622 struct {
623 struct si_ps_prolog_bits prolog;
624 struct si_ps_epilog_bits epilog;
625 } ps;
626 } part;
627
628 /* These three are initially set according to the NEXT_SHADER property,
629 * or guessed if the property doesn't seem correct.
630 */
631 unsigned as_es:1; /* export shader, which precedes GS */
632 unsigned as_ls:1; /* local shader, which precedes TCS */
633 unsigned as_ngg:1; /* VS, TES, or GS compiled as NGG primitive shader */
634
635 /* Flags for monolithic compilation only. */
636 struct {
637 /* Whether fetch should be opencoded according to vs_fix_fetch.
638 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
639 * with minimal fixups is used. */
640 uint16_t vs_fetch_opencode;
641 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
642
643 union {
644 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
645 /* When PS needs PrimID and GS is disabled. */
646 unsigned vs_export_prim_id:1;
647 struct {
648 unsigned interpolate_at_sample_force_center:1;
649 unsigned fbfetch_msaa:1;
650 unsigned fbfetch_is_1D:1;
651 unsigned fbfetch_layered:1;
652 } ps;
653 } u;
654 } mono;
655
656 /* Optimization flags for asynchronous compilation only. */
657 struct {
658 /* For HW VS (it can be VS, TES, GS) */
659 uint64_t kill_outputs; /* "get_unique_index" bits */
660 unsigned clip_disable:1;
661
662 /* For NGG VS and TES. */
663 unsigned ngg_culling:5; /* SI_NGG_CULL_* */
664
665 /* For shaders where monolithic variants have better code.
666 *
667 * This is a flag that has no effect on code generation,
668 * but forces monolithic shaders to be used as soon as
669 * possible, because it's in the "opt" group.
670 */
671 unsigned prefer_mono:1;
672
673 /* Primitive discard compute shader. */
674 unsigned vs_as_prim_discard_cs:1;
675 unsigned cs_prim_type:4;
676 unsigned cs_indexed:1;
677 unsigned cs_instancing:1;
678 unsigned cs_primitive_restart:1;
679 unsigned cs_provoking_vertex_first:1;
680 unsigned cs_need_correct_orientation:1;
681 unsigned cs_cull_front:1;
682 unsigned cs_cull_back:1;
683 unsigned cs_cull_z:1;
684 unsigned cs_halfz_clip_space:1;
685 } opt;
686 };
687
688 /* Restore the pack alignment to default. */
689 #pragma pack(pop)
690
691 /* GCN-specific shader info. */
692 struct si_shader_binary_info {
693 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
694 ubyte num_input_sgprs;
695 ubyte num_input_vgprs;
696 signed char face_vgpr_index;
697 signed char ancillary_vgpr_index;
698 bool uses_instanceid;
699 ubyte nr_pos_exports;
700 ubyte nr_param_exports;
701 unsigned private_mem_vgprs;
702 unsigned max_simd_waves;
703 };
704
705 struct si_shader_binary {
706 const char *elf_buffer;
707 size_t elf_size;
708
709 char *llvm_ir_string;
710 };
711
712 struct gfx9_gs_info {
713 unsigned es_verts_per_subgroup;
714 unsigned gs_prims_per_subgroup;
715 unsigned gs_inst_prims_in_subgroup;
716 unsigned max_prims_per_subgroup;
717 unsigned esgs_ring_size; /* in bytes */
718 };
719
720 struct si_shader {
721 struct si_compiler_ctx_state compiler_ctx_state;
722
723 struct si_shader_selector *selector;
724 struct si_shader_selector *previous_stage_sel; /* for refcounting */
725 struct si_shader *next_variant;
726
727 struct si_shader_part *prolog;
728 struct si_shader *previous_stage; /* for GFX9 */
729 struct si_shader_part *prolog2;
730 struct si_shader_part *epilog;
731
732 struct si_pm4_state *pm4;
733 struct si_resource *bo;
734 struct si_resource *scratch_bo;
735 struct si_shader_key key;
736 struct util_queue_fence ready;
737 bool compilation_failed;
738 bool is_monolithic;
739 bool is_optimized;
740 bool is_binary_shared;
741 bool is_gs_copy_shader;
742
743 /* The following data is all that's needed for binary shaders. */
744 struct si_shader_binary binary;
745 struct ac_shader_config config;
746 struct si_shader_binary_info info;
747
748 struct {
749 uint16_t ngg_emit_size; /* in dwords */
750 uint16_t hw_max_esverts;
751 uint16_t max_gsprims;
752 uint16_t max_out_verts;
753 uint16_t prim_amp_factor;
754 bool max_vert_out_per_gs_instance;
755 } ngg;
756
757 /* Shader key + LLVM IR + disassembly + statistics.
758 * Generated for debug contexts only.
759 */
760 char *shader_log;
761 size_t shader_log_size;
762
763 struct gfx9_gs_info gs_info;
764
765 /* For save precompute context registers values. */
766 union {
767 struct {
768 unsigned vgt_gsvs_ring_offset_1;
769 unsigned vgt_gsvs_ring_offset_2;
770 unsigned vgt_gsvs_ring_offset_3;
771 unsigned vgt_gsvs_ring_itemsize;
772 unsigned vgt_gs_max_vert_out;
773 unsigned vgt_gs_vert_itemsize;
774 unsigned vgt_gs_vert_itemsize_1;
775 unsigned vgt_gs_vert_itemsize_2;
776 unsigned vgt_gs_vert_itemsize_3;
777 unsigned vgt_gs_instance_cnt;
778 unsigned vgt_gs_onchip_cntl;
779 unsigned vgt_gs_max_prims_per_subgroup;
780 unsigned vgt_esgs_ring_itemsize;
781 } gs;
782
783 struct {
784 unsigned ge_max_output_per_subgroup;
785 unsigned ge_ngg_subgrp_cntl;
786 unsigned vgt_primitiveid_en;
787 unsigned vgt_gs_onchip_cntl;
788 unsigned vgt_gs_instance_cnt;
789 unsigned vgt_esgs_ring_itemsize;
790 unsigned spi_vs_out_config;
791 unsigned spi_shader_idx_format;
792 unsigned spi_shader_pos_format;
793 unsigned pa_cl_vte_cntl;
794 unsigned pa_cl_ngg_cntl;
795 unsigned vgt_gs_max_vert_out; /* for API GS */
796 unsigned ge_pc_alloc; /* uconfig register */
797 } ngg;
798
799 struct {
800 unsigned vgt_gs_mode;
801 unsigned vgt_primitiveid_en;
802 unsigned vgt_reuse_off;
803 unsigned spi_vs_out_config;
804 unsigned spi_shader_pos_format;
805 unsigned pa_cl_vte_cntl;
806 unsigned ge_pc_alloc; /* uconfig register */
807 } vs;
808
809 struct {
810 unsigned spi_ps_input_ena;
811 unsigned spi_ps_input_addr;
812 unsigned spi_baryc_cntl;
813 unsigned spi_ps_in_control;
814 unsigned spi_shader_z_format;
815 unsigned spi_shader_col_format;
816 unsigned cb_shader_mask;
817 } ps;
818 } ctx_reg;
819
820 /*For save precompute registers value */
821 unsigned vgt_tf_param; /* VGT_TF_PARAM */
822 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
823 unsigned pa_cl_vs_out_cntl;
824 unsigned ge_cntl;
825 };
826
827 struct si_shader_part {
828 struct si_shader_part *next;
829 union si_shader_part_key key;
830 struct si_shader_binary binary;
831 struct ac_shader_config config;
832 };
833
834 /* si_shader.c */
835 bool si_compile_shader(struct si_screen *sscreen,
836 struct ac_llvm_compiler *compiler,
837 struct si_shader *shader,
838 struct pipe_debug_callback *debug);
839 bool si_create_shader_variant(struct si_screen *sscreen,
840 struct ac_llvm_compiler *compiler,
841 struct si_shader *shader,
842 struct pipe_debug_callback *debug);
843 void si_shader_destroy(struct si_shader *shader);
844 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
845 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
846 unsigned is_varying);
847 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
848 uint64_t scratch_va);
849 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
850 struct pipe_debug_callback *debug,
851 FILE *f, bool check_debug_option);
852 void si_shader_dump_stats_for_shader_db(struct si_screen *screen,
853 struct si_shader *shader,
854 struct pipe_debug_callback *debug);
855 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
856 unsigned *lds_size);
857 const char *si_get_shader_name(const struct si_shader *shader);
858 void si_shader_binary_clean(struct si_shader_binary *binary);
859
860 /* si_shader_llvm_gs.c */
861 struct si_shader *
862 si_generate_gs_copy_shader(struct si_screen *sscreen,
863 struct ac_llvm_compiler *compiler,
864 struct si_shader_selector *gs_selector,
865 struct pipe_debug_callback *debug);
866
867 /* si_shader_nir.c */
868 void si_nir_scan_shader(const struct nir_shader *nir,
869 struct si_shader_info *info);
870 void si_nir_adjust_driver_locations(struct nir_shader *nir);
871 void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
872
873 /* si_state_shaders.c */
874 void gfx9_get_gs_info(struct si_shader_selector *es,
875 struct si_shader_selector *gs,
876 struct gfx9_gs_info *out);
877
878 /* Inline helpers. */
879
880 /* Return the pointer to the main shader part's pointer. */
881 static inline struct si_shader **
882 si_get_main_shader_part(struct si_shader_selector *sel,
883 struct si_shader_key *key)
884 {
885 if (key->as_ls)
886 return &sel->main_shader_part_ls;
887 if (key->as_es && key->as_ngg)
888 return &sel->main_shader_part_ngg_es;
889 if (key->as_es)
890 return &sel->main_shader_part_es;
891 if (key->as_ngg)
892 return &sel->main_shader_part_ngg;
893 return &sel->main_shader_part;
894 }
895
896 static inline bool
897 gfx10_is_ngg_passthrough(struct si_shader *shader)
898 {
899 struct si_shader_selector *sel = shader->selector;
900
901 return sel->type != PIPE_SHADER_GEOMETRY &&
902 !sel->so.num_outputs &&
903 !sel->info.writes_edgeflag &&
904 !shader->key.opt.ngg_culling &&
905 (sel->type != PIPE_SHADER_VERTEX ||
906 !shader->key.mono.u.vs_export_prim_id);
907 }
908
909 static inline bool
910 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
911 {
912 return selector ? selector->info.uses_bindless_samplers : false;
913 }
914
915 static inline bool
916 si_shader_uses_bindless_images(struct si_shader_selector *selector)
917 {
918 return selector ? selector->info.uses_bindless_images : false;
919 }
920
921 void si_destroy_shader_selector(struct si_context *sctx,
922 struct si_shader_selector *sel);
923
924 static inline void
925 si_shader_selector_reference(struct si_context *sctx,
926 struct si_shader_selector **dst,
927 struct si_shader_selector *src)
928 {
929 if (pipe_reference(&(*dst)->reference, &src->reference))
930 si_destroy_shader_selector(sctx, *dst);
931
932 *dst = src;
933 }
934
935 #endif