radeonsi: use the live shader cache
[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_live_shader_cache.h"
136 #include "util/u_queue.h"
137 #include "util/simple_mtx.h"
138
139 #include "ac_binary.h"
140 #include "ac_llvm_build.h"
141 #include "ac_llvm_util.h"
142
143 #include <stdio.h>
144
145 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
146 // path on newer LLVM for now. Should be removed in the long term.
147 #define USE_LDS_SYMBOLS (true)
148
149 struct nir_shader;
150 struct si_shader;
151 struct si_context;
152
153 #define SI_MAX_ATTRIBS 16
154 #define SI_MAX_VS_OUTPUTS 40
155
156 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
157 * index smaller than this.
158 */
159 #define SI_MAX_IO_GENERIC 32
160
161 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
162
163 /* SGPR user data indices */
164 enum {
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 SI_NUM_RESOURCE_PARAMS = 4,
225
226 /* PS only parameters */
227 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
228 SI_PARAM_PRIM_MASK,
229 SI_PARAM_PERSP_SAMPLE,
230 SI_PARAM_PERSP_CENTER,
231 SI_PARAM_PERSP_CENTROID,
232 SI_PARAM_PERSP_PULL_MODEL,
233 SI_PARAM_LINEAR_SAMPLE,
234 SI_PARAM_LINEAR_CENTER,
235 SI_PARAM_LINEAR_CENTROID,
236 SI_PARAM_LINE_STIPPLE_TEX,
237 SI_PARAM_POS_X_FLOAT,
238 SI_PARAM_POS_Y_FLOAT,
239 SI_PARAM_POS_Z_FLOAT,
240 SI_PARAM_POS_W_FLOAT,
241 SI_PARAM_FRONT_FACE,
242 SI_PARAM_ANCILLARY,
243 SI_PARAM_SAMPLE_COVERAGE,
244 SI_PARAM_POS_FIXED_PT,
245
246 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
247 };
248
249 /* Fields of driver-defined VS state SGPR. */
250 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
251 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
252 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
253 #define C_VS_STATE_INDEXED 0xFFFFFFFD
254 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x) & 0x3) << 2)
255 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
256 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x) & 0x3) << 4)
257 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
258 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x) & 0x1) << 6)
259 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
260 #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x) & 0xF) << 7)
261 #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
262 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 11)
263 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
264 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
265 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
266
267 enum {
268 /* Use a property enum that CS wouldn't use. */
269 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
270
271 /* These represent the number of SGPRs the shader uses. */
272 SI_VS_BLIT_SGPRS_POS = 3,
273 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
274 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
275 };
276
277 #define SI_NGG_CULL_VIEW_SMALLPRIMS (1 << 0) /* view.xy + small prims */
278 #define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */
279 #define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */
280 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST (1 << 3) /* GS fast launch: triangles */
281 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4) /* GS fast launch: triangle strip */
282 #define SI_NGG_CULL_GS_FAST_LAUNCH_ALL (0x3 << 3) /* GS fast launch (both prim types) */
283
284 /**
285 * For VS shader keys, describe any fixups required for vertex fetch.
286 *
287 * \ref log_size, \ref format, and the number of channels are interpreted as
288 * by \ref ac_build_opencoded_load_format.
289 *
290 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
291 * impossible format and indicates that no fixup is needed (just use
292 * buffer_load_format_xyzw).
293 */
294 union si_vs_fix_fetch {
295 struct {
296 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
297 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
298 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
299 uint8_t reverse : 1; /* reverse XYZ channels */
300 } u;
301 uint8_t bits;
302 };
303
304 struct si_shader;
305
306 /* State of the context creating the shader object. */
307 struct si_compiler_ctx_state {
308 /* Should only be used by si_init_shader_selector_async and
309 * si_build_shader_variant if thread_index == -1 (non-threaded). */
310 struct ac_llvm_compiler *compiler;
311
312 /* Used if thread_index == -1 or if debug.async is true. */
313 struct pipe_debug_callback debug;
314
315 /* Used for creating the log string for gallium/ddebug. */
316 bool is_debug_context;
317 };
318
319 struct si_shader_info {
320 ubyte num_inputs;
321 ubyte num_outputs;
322 ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
323 ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
324 ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
325 ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS];
326 ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
327 ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
328 ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
329 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
330 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
331
332 ubyte processor;
333
334 int constbuf0_num_slots;
335 unsigned const_buffers_declared; /**< bitmask of declared const buffers */
336 unsigned samplers_declared; /**< bitmask of declared samplers */
337 ubyte num_stream_output_components[4];
338
339 uint num_memory_instructions; /**< sampler, buffer, and image instructions */
340
341 /**
342 * If a tessellation control shader reads outputs, this describes which ones.
343 */
344 bool reads_pervertex_outputs;
345 bool reads_perpatch_outputs;
346 bool reads_tessfactor_outputs;
347
348 ubyte colors_read; /**< which color components are read by the FS */
349 ubyte colors_written;
350 bool reads_samplemask; /**< does fragment shader read sample mask? */
351 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
352 bool writes_z; /**< does fragment shader write Z value? */
353 bool writes_stencil; /**< does fragment shader write stencil value? */
354 bool writes_samplemask; /**< does fragment shader write sample mask? */
355 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
356 bool uses_kill; /**< KILL or KILL_IF instruction used? */
357 bool uses_persp_center;
358 bool uses_persp_centroid;
359 bool uses_persp_sample;
360 bool uses_linear_center;
361 bool uses_linear_centroid;
362 bool uses_linear_sample;
363 bool uses_persp_opcode_interp_sample;
364 bool uses_linear_opcode_interp_sample;
365 bool uses_instanceid;
366 bool uses_vertexid;
367 bool uses_vertexid_nobase;
368 bool uses_basevertex;
369 bool uses_drawid;
370 bool uses_primid;
371 bool uses_frontface;
372 bool uses_invocationid;
373 bool uses_thread_id[3];
374 bool uses_block_id[3];
375 bool uses_block_size;
376 bool uses_grid_size;
377 bool uses_subgroup_info;
378 bool writes_position;
379 bool writes_psize;
380 bool writes_clipvertex;
381 bool writes_primid;
382 bool writes_viewport_index;
383 bool writes_layer;
384 bool writes_memory; /**< contains stores or atomics to buffers or images */
385 bool uses_derivatives;
386 bool uses_bindless_samplers;
387 bool uses_bindless_images;
388 bool uses_fbfetch;
389 unsigned clipdist_writemask;
390 unsigned culldist_writemask;
391 unsigned num_written_culldistance;
392 unsigned num_written_clipdistance;
393
394 unsigned images_declared; /**< bitmask of declared images */
395 unsigned msaa_images_declared; /**< bitmask of declared MSAA images */
396 unsigned shader_buffers_declared; /**< bitmask of declared shader buffers */
397
398 unsigned properties[TGSI_PROPERTY_COUNT]; /* index with TGSI_PROPERTY_ */
399
400 /** Whether all codepaths write tess factors in all invocations. */
401 bool tessfactors_are_def_in_all_invocs;
402 };
403
404 /* A shader selector is a gallium CSO and contains shader variants and
405 * binaries for one NIR program. This can be shared by multiple contexts.
406 */
407 struct si_shader_selector {
408 struct util_live_shader base;
409 struct si_screen *screen;
410 struct util_queue_fence ready;
411 struct si_compiler_ctx_state compiler_ctx_state;
412
413 simple_mtx_t mutex;
414 struct si_shader *first_variant; /* immutable after the first variant */
415 struct si_shader *last_variant; /* mutable */
416
417 /* The compiled NIR shader without a prolog and/or epilog (not
418 * uploaded to a buffer object).
419 */
420 struct si_shader *main_shader_part;
421 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
422 struct si_shader *main_shader_part_es; /* as_es is set in the key */
423 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
424 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
425
426 struct si_shader *gs_copy_shader;
427
428 struct nir_shader *nir;
429 void *nir_binary;
430 unsigned nir_size;
431
432 struct pipe_stream_output_info so;
433 struct si_shader_info info;
434
435 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
436 enum pipe_shader_type type;
437 bool vs_needs_prolog;
438 bool force_correct_derivs_after_kill;
439 bool prim_discard_cs_allowed;
440 bool ngg_culling_allowed;
441 unsigned num_vs_inputs;
442 unsigned num_vbos_in_user_sgprs;
443 unsigned pa_cl_vs_out_cntl;
444 ubyte clipdist_mask;
445 ubyte culldist_mask;
446 unsigned rast_prim;
447
448 /* ES parameters. */
449 unsigned esgs_itemsize; /* vertex stride */
450 unsigned lshs_vertex_stride;
451
452 /* GS parameters. */
453 unsigned gs_input_verts_per_prim;
454 unsigned gs_output_prim;
455 unsigned gs_max_out_vertices;
456 unsigned gs_num_invocations;
457 unsigned max_gs_stream; /* count - 1 */
458 unsigned gsvs_vertex_size;
459 unsigned max_gsvs_emit_size;
460 unsigned enabled_streamout_buffer_mask;
461 bool tess_turns_off_ngg;
462
463 /* PS parameters. */
464 unsigned color_attr_index[2];
465 unsigned db_shader_control;
466 /* Set 0xf or 0x0 (4 bits) per each written output.
467 * ANDed with spi_shader_col_format.
468 */
469 unsigned colors_written_4bit;
470
471 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
472 uint64_t outputs_written; /* "get_unique_index" bits */
473 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
474
475 uint64_t inputs_read; /* "get_unique_index" bits */
476
477 /* bitmasks of used descriptor slots */
478 uint32_t active_const_and_shader_buffers;
479 uint64_t active_samplers_and_images;
480 };
481
482 /* Valid shader configurations:
483 *
484 * API shaders VS | TCS | TES | GS |pass| PS
485 * are compiled as: | | | |thru|
486 * | | | | |
487 * Only VS & PS: VS | | | | | PS
488 * GFX6 - with GS: ES | | | GS | VS | PS
489 * - with tess: LS | HS | VS | | | PS
490 * - with both: LS | HS | ES | GS | VS | PS
491 * GFX9 - with GS: -> | | | GS | VS | PS
492 * - with tess: -> | HS | VS | | | PS
493 * - with both: -> | HS | -> | GS | VS | PS
494 * | | | | |
495 * NGG - VS & PS: GS | | | | | PS
496 * (GFX10+) - with GS: -> | | | GS | | PS
497 * - with tess: -> | HS | GS | | | PS
498 * - with both: -> | HS | -> | GS | | PS
499 *
500 * -> = merged with the next stage
501 */
502
503 /* Use the byte alignment for all following structure members for optimal
504 * shader key memory footprint.
505 */
506 #pragma pack(push, 1)
507
508 /* Common VS bits between the shader key and the prolog key. */
509 struct si_vs_prolog_bits {
510 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
511 * divisor is 0.
512 * - If "is_one" has a bit set, the instance divisor is 1.
513 * - If "is_fetched" has a bit set, the instance divisor will be loaded
514 * from the constant buffer.
515 */
516 uint16_t instance_divisor_is_one; /* bitmask of inputs */
517 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
518 unsigned ls_vgpr_fix:1;
519 unsigned unpack_instance_id_from_vertex_id:1;
520 };
521
522 /* Common TCS bits between the shader key and the epilog key. */
523 struct si_tcs_epilog_bits {
524 unsigned prim_mode:3;
525 unsigned invoc0_tess_factors_are_def:1;
526 unsigned tes_reads_tess_factors:1;
527 };
528
529 struct si_gs_prolog_bits {
530 unsigned tri_strip_adj_fix:1;
531 unsigned gfx9_prev_is_vs:1;
532 };
533
534 /* Common PS bits between the shader key and the prolog key. */
535 struct si_ps_prolog_bits {
536 unsigned color_two_side:1;
537 unsigned flatshade_colors:1;
538 unsigned poly_stipple:1;
539 unsigned force_persp_sample_interp:1;
540 unsigned force_linear_sample_interp:1;
541 unsigned force_persp_center_interp:1;
542 unsigned force_linear_center_interp:1;
543 unsigned bc_optimize_for_persp:1;
544 unsigned bc_optimize_for_linear:1;
545 unsigned samplemask_log_ps_iter:3;
546 };
547
548 /* Common PS bits between the shader key and the epilog key. */
549 struct si_ps_epilog_bits {
550 unsigned spi_shader_col_format;
551 unsigned color_is_int8:8;
552 unsigned color_is_int10:8;
553 unsigned last_cbuf:3;
554 unsigned alpha_func:3;
555 unsigned alpha_to_one:1;
556 unsigned poly_line_smoothing:1;
557 unsigned clamp_color:1;
558 };
559
560 union si_shader_part_key {
561 struct {
562 struct si_vs_prolog_bits states;
563 unsigned num_input_sgprs:6;
564 /* For merged stages such as LS-HS, HS input VGPRs are first. */
565 unsigned num_merged_next_stage_vgprs:3;
566 unsigned num_inputs:5;
567 unsigned as_ls:1;
568 unsigned as_es:1;
569 unsigned as_ngg:1;
570 unsigned has_ngg_cull_inputs:1; /* from the NGG cull shader */
571 unsigned gs_fast_launch_tri_list:1; /* for NGG culling */
572 unsigned gs_fast_launch_tri_strip:1; /* for NGG culling */
573 /* Prologs for monolithic shaders shouldn't set EXEC. */
574 unsigned is_monolithic:1;
575 } vs_prolog;
576 struct {
577 struct si_tcs_epilog_bits states;
578 } tcs_epilog;
579 struct {
580 struct si_gs_prolog_bits states;
581 /* Prologs of monolithic shaders shouldn't set EXEC. */
582 unsigned is_monolithic:1;
583 unsigned as_ngg:1;
584 } gs_prolog;
585 struct {
586 struct si_ps_prolog_bits states;
587 unsigned num_input_sgprs:6;
588 unsigned num_input_vgprs:5;
589 /* Color interpolation and two-side color selection. */
590 unsigned colors_read:8; /* color input components read */
591 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
592 unsigned face_vgpr_index:5;
593 unsigned ancillary_vgpr_index:5;
594 unsigned wqm:1;
595 char color_attr_index[2];
596 signed char color_interp_vgpr_index[2]; /* -1 == constant */
597 } ps_prolog;
598 struct {
599 struct si_ps_epilog_bits states;
600 unsigned colors_written:8;
601 unsigned writes_z:1;
602 unsigned writes_stencil:1;
603 unsigned writes_samplemask:1;
604 } ps_epilog;
605 };
606
607 struct si_shader_key {
608 /* Prolog and epilog flags. */
609 union {
610 struct {
611 struct si_vs_prolog_bits prolog;
612 } vs;
613 struct {
614 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
615 struct si_shader_selector *ls; /* for merged LS-HS */
616 struct si_tcs_epilog_bits epilog;
617 } tcs; /* tessellation control shader */
618 struct {
619 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
620 struct si_shader_selector *es; /* for merged ES-GS */
621 struct si_gs_prolog_bits prolog;
622 } gs;
623 struct {
624 struct si_ps_prolog_bits prolog;
625 struct si_ps_epilog_bits epilog;
626 } ps;
627 } part;
628
629 /* These three are initially set according to the NEXT_SHADER property,
630 * or guessed if the property doesn't seem correct.
631 */
632 unsigned as_es:1; /* export shader, which precedes GS */
633 unsigned as_ls:1; /* local shader, which precedes TCS */
634 unsigned as_ngg:1; /* VS, TES, or GS compiled as NGG primitive shader */
635
636 /* Flags for monolithic compilation only. */
637 struct {
638 /* Whether fetch should be opencoded according to vs_fix_fetch.
639 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
640 * with minimal fixups is used. */
641 uint16_t vs_fetch_opencode;
642 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
643
644 union {
645 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
646 /* When PS needs PrimID and GS is disabled. */
647 unsigned vs_export_prim_id:1;
648 struct {
649 unsigned interpolate_at_sample_force_center:1;
650 unsigned fbfetch_msaa:1;
651 unsigned fbfetch_is_1D:1;
652 unsigned fbfetch_layered:1;
653 } ps;
654 } u;
655 } mono;
656
657 /* Optimization flags for asynchronous compilation only. */
658 struct {
659 /* For HW VS (it can be VS, TES, GS) */
660 uint64_t kill_outputs; /* "get_unique_index" bits */
661 unsigned clip_disable:1;
662
663 /* For NGG VS and TES. */
664 unsigned ngg_culling:5; /* SI_NGG_CULL_* */
665
666 /* For shaders where monolithic variants have better code.
667 *
668 * This is a flag that has no effect on code generation,
669 * but forces monolithic shaders to be used as soon as
670 * possible, because it's in the "opt" group.
671 */
672 unsigned prefer_mono:1;
673
674 /* Primitive discard compute shader. */
675 unsigned vs_as_prim_discard_cs:1;
676 unsigned cs_prim_type:4;
677 unsigned cs_indexed:1;
678 unsigned cs_instancing:1;
679 unsigned cs_primitive_restart:1;
680 unsigned cs_provoking_vertex_first:1;
681 unsigned cs_need_correct_orientation:1;
682 unsigned cs_cull_front:1;
683 unsigned cs_cull_back:1;
684 unsigned cs_cull_z:1;
685 unsigned cs_halfz_clip_space:1;
686 } opt;
687 };
688
689 /* Restore the pack alignment to default. */
690 #pragma pack(pop)
691
692 /* GCN-specific shader info. */
693 struct si_shader_binary_info {
694 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
695 ubyte num_input_sgprs;
696 ubyte num_input_vgprs;
697 signed char face_vgpr_index;
698 signed char ancillary_vgpr_index;
699 bool uses_instanceid;
700 ubyte nr_pos_exports;
701 ubyte nr_param_exports;
702 unsigned private_mem_vgprs;
703 unsigned max_simd_waves;
704 };
705
706 struct si_shader_binary {
707 const char *elf_buffer;
708 size_t elf_size;
709
710 char *llvm_ir_string;
711 };
712
713 struct gfx9_gs_info {
714 unsigned es_verts_per_subgroup;
715 unsigned gs_prims_per_subgroup;
716 unsigned gs_inst_prims_in_subgroup;
717 unsigned max_prims_per_subgroup;
718 unsigned esgs_ring_size; /* in bytes */
719 };
720
721 struct si_shader {
722 struct si_compiler_ctx_state compiler_ctx_state;
723
724 struct si_shader_selector *selector;
725 struct si_shader_selector *previous_stage_sel; /* for refcounting */
726 struct si_shader *next_variant;
727
728 struct si_shader_part *prolog;
729 struct si_shader *previous_stage; /* for GFX9 */
730 struct si_shader_part *prolog2;
731 struct si_shader_part *epilog;
732
733 struct si_pm4_state *pm4;
734 struct si_resource *bo;
735 struct si_resource *scratch_bo;
736 struct si_shader_key key;
737 struct util_queue_fence ready;
738 bool compilation_failed;
739 bool is_monolithic;
740 bool is_optimized;
741 bool is_binary_shared;
742 bool is_gs_copy_shader;
743
744 /* The following data is all that's needed for binary shaders. */
745 struct si_shader_binary binary;
746 struct ac_shader_config config;
747 struct si_shader_binary_info info;
748
749 struct {
750 uint16_t ngg_emit_size; /* in dwords */
751 uint16_t hw_max_esverts;
752 uint16_t max_gsprims;
753 uint16_t max_out_verts;
754 uint16_t prim_amp_factor;
755 bool max_vert_out_per_gs_instance;
756 } ngg;
757
758 /* Shader key + LLVM IR + disassembly + statistics.
759 * Generated for debug contexts only.
760 */
761 char *shader_log;
762 size_t shader_log_size;
763
764 struct gfx9_gs_info gs_info;
765
766 /* For save precompute context registers values. */
767 union {
768 struct {
769 unsigned vgt_gsvs_ring_offset_1;
770 unsigned vgt_gsvs_ring_offset_2;
771 unsigned vgt_gsvs_ring_offset_3;
772 unsigned vgt_gsvs_ring_itemsize;
773 unsigned vgt_gs_max_vert_out;
774 unsigned vgt_gs_vert_itemsize;
775 unsigned vgt_gs_vert_itemsize_1;
776 unsigned vgt_gs_vert_itemsize_2;
777 unsigned vgt_gs_vert_itemsize_3;
778 unsigned vgt_gs_instance_cnt;
779 unsigned vgt_gs_onchip_cntl;
780 unsigned vgt_gs_max_prims_per_subgroup;
781 unsigned vgt_esgs_ring_itemsize;
782 } gs;
783
784 struct {
785 unsigned ge_max_output_per_subgroup;
786 unsigned ge_ngg_subgrp_cntl;
787 unsigned vgt_primitiveid_en;
788 unsigned vgt_gs_onchip_cntl;
789 unsigned vgt_gs_instance_cnt;
790 unsigned vgt_esgs_ring_itemsize;
791 unsigned spi_vs_out_config;
792 unsigned spi_shader_idx_format;
793 unsigned spi_shader_pos_format;
794 unsigned pa_cl_vte_cntl;
795 unsigned pa_cl_ngg_cntl;
796 unsigned vgt_gs_max_vert_out; /* for API GS */
797 unsigned ge_pc_alloc; /* uconfig register */
798 } ngg;
799
800 struct {
801 unsigned vgt_gs_mode;
802 unsigned vgt_primitiveid_en;
803 unsigned vgt_reuse_off;
804 unsigned spi_vs_out_config;
805 unsigned spi_shader_pos_format;
806 unsigned pa_cl_vte_cntl;
807 unsigned ge_pc_alloc; /* uconfig register */
808 } vs;
809
810 struct {
811 unsigned spi_ps_input_ena;
812 unsigned spi_ps_input_addr;
813 unsigned spi_baryc_cntl;
814 unsigned spi_ps_in_control;
815 unsigned spi_shader_z_format;
816 unsigned spi_shader_col_format;
817 unsigned cb_shader_mask;
818 } ps;
819 } ctx_reg;
820
821 /*For save precompute registers value */
822 unsigned vgt_tf_param; /* VGT_TF_PARAM */
823 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
824 unsigned pa_cl_vs_out_cntl;
825 unsigned ge_cntl;
826 };
827
828 struct si_shader_part {
829 struct si_shader_part *next;
830 union si_shader_part_key key;
831 struct si_shader_binary binary;
832 struct ac_shader_config config;
833 };
834
835 /* si_shader.c */
836 bool si_compile_shader(struct si_screen *sscreen,
837 struct ac_llvm_compiler *compiler,
838 struct si_shader *shader,
839 struct pipe_debug_callback *debug);
840 bool si_create_shader_variant(struct si_screen *sscreen,
841 struct ac_llvm_compiler *compiler,
842 struct si_shader *shader,
843 struct pipe_debug_callback *debug);
844 void si_shader_destroy(struct si_shader *shader);
845 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
846 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
847 unsigned is_varying);
848 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
849 uint64_t scratch_va);
850 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
851 struct pipe_debug_callback *debug,
852 FILE *f, bool check_debug_option);
853 void si_shader_dump_stats_for_shader_db(struct si_screen *screen,
854 struct si_shader *shader,
855 struct pipe_debug_callback *debug);
856 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
857 unsigned *lds_size);
858 const char *si_get_shader_name(const struct si_shader *shader);
859 void si_shader_binary_clean(struct si_shader_binary *binary);
860
861 /* si_shader_llvm_gs.c */
862 struct si_shader *
863 si_generate_gs_copy_shader(struct si_screen *sscreen,
864 struct ac_llvm_compiler *compiler,
865 struct si_shader_selector *gs_selector,
866 struct pipe_debug_callback *debug);
867
868 /* si_shader_nir.c */
869 void si_nir_scan_shader(const struct nir_shader *nir,
870 struct si_shader_info *info);
871 void si_nir_adjust_driver_locations(struct nir_shader *nir);
872 void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
873
874 /* si_state_shaders.c */
875 void gfx9_get_gs_info(struct si_shader_selector *es,
876 struct si_shader_selector *gs,
877 struct gfx9_gs_info *out);
878
879 /* Inline helpers. */
880
881 /* Return the pointer to the main shader part's pointer. */
882 static inline struct si_shader **
883 si_get_main_shader_part(struct si_shader_selector *sel,
884 struct si_shader_key *key)
885 {
886 if (key->as_ls)
887 return &sel->main_shader_part_ls;
888 if (key->as_es && key->as_ngg)
889 return &sel->main_shader_part_ngg_es;
890 if (key->as_es)
891 return &sel->main_shader_part_es;
892 if (key->as_ngg)
893 return &sel->main_shader_part_ngg;
894 return &sel->main_shader_part;
895 }
896
897 static inline bool
898 gfx10_is_ngg_passthrough(struct si_shader *shader)
899 {
900 struct si_shader_selector *sel = shader->selector;
901
902 return sel->type != PIPE_SHADER_GEOMETRY &&
903 !sel->so.num_outputs &&
904 !sel->info.writes_edgeflag &&
905 !shader->key.opt.ngg_culling &&
906 (sel->type != PIPE_SHADER_VERTEX ||
907 !shader->key.mono.u.vs_export_prim_id);
908 }
909
910 static inline bool
911 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
912 {
913 return selector ? selector->info.uses_bindless_samplers : false;
914 }
915
916 static inline bool
917 si_shader_uses_bindless_images(struct si_shader_selector *selector)
918 {
919 return selector ? selector->info.uses_bindless_images : false;
920 }
921
922 #endif