radeonsi: reduce the number of generics for shader IO unique indices
[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 #include "si_state.h"
143
144 struct ac_shader_binary;
145
146 #define SI_MAX_VS_OUTPUTS 40
147
148 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
149 * index smaller than this.
150 */
151 #define SI_MAX_IO_GENERIC 46
152
153 /* SGPR user data indices */
154 enum {
155 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
156 * and these two are used for other purposes.
157 */
158 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
159 SI_SGPR_RW_BUFFERS_HI,
160 SI_SGPR_CONST_BUFFERS,
161 SI_SGPR_CONST_BUFFERS_HI,
162 SI_SGPR_SAMPLERS, /* images & sampler states interleaved */
163 SI_SGPR_SAMPLERS_HI,
164 SI_SGPR_IMAGES,
165 SI_SGPR_IMAGES_HI,
166 SI_SGPR_SHADER_BUFFERS,
167 SI_SGPR_SHADER_BUFFERS_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 /* TES */
180 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
181 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
182 SI_TES_NUM_USER_SGPR,
183
184 /* GFX6-8: TCS only */
185 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
186 GFX6_SGPR_TCS_OUT_OFFSETS,
187 GFX6_SGPR_TCS_OUT_LAYOUT,
188 GFX6_SGPR_TCS_IN_LAYOUT,
189 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
190 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
191 GFX6_TCS_NUM_USER_SGPR,
192
193 /* GFX9: Merged LS-HS (VS-TCS) only. */
194 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
195 GFX9_SGPR_TCS_OUT_OFFSETS,
196 GFX9_SGPR_TCS_OUT_LAYOUT,
197 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
198 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
199 GFX9_SGPR_unused_to_align_the_next_pointer,
200 GFX9_SGPR_TCS_CONST_BUFFERS,
201 GFX9_SGPR_TCS_CONST_BUFFERS_HI,
202 GFX9_SGPR_TCS_SAMPLERS, /* images & sampler states interleaved */
203 GFX9_SGPR_TCS_SAMPLERS_HI,
204 GFX9_SGPR_TCS_IMAGES,
205 GFX9_SGPR_TCS_IMAGES_HI,
206 GFX9_SGPR_TCS_SHADER_BUFFERS,
207 GFX9_SGPR_TCS_SHADER_BUFFERS_HI,
208 GFX9_TCS_NUM_USER_SGPR,
209
210 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
211 GFX9_SGPR_GS_CONST_BUFFERS = SI_VS_NUM_USER_SGPR,
212 GFX9_SGPR_GS_CONST_BUFFERS_HI,
213 GFX9_SGPR_GS_SAMPLERS,
214 GFX9_SGPR_GS_SAMPLERS_HI,
215 GFX9_SGPR_GS_IMAGES,
216 GFX9_SGPR_GS_IMAGES_HI,
217 GFX9_SGPR_GS_SHADER_BUFFERS,
218 GFX9_SGPR_GS_SHADER_BUFFERS_HI,
219 GFX9_GS_NUM_USER_SGPR,
220
221 /* GS limits */
222 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
223 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
224
225 /* PS only */
226 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
227 SI_PS_NUM_USER_SGPR,
228 };
229
230 /* LLVM function parameter indices */
231 enum {
232 SI_NUM_RESOURCE_PARAMS = 5,
233
234 /* PS only parameters */
235 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
236 SI_PARAM_PRIM_MASK,
237 SI_PARAM_PERSP_SAMPLE,
238 SI_PARAM_PERSP_CENTER,
239 SI_PARAM_PERSP_CENTROID,
240 SI_PARAM_PERSP_PULL_MODEL,
241 SI_PARAM_LINEAR_SAMPLE,
242 SI_PARAM_LINEAR_CENTER,
243 SI_PARAM_LINEAR_CENTROID,
244 SI_PARAM_LINE_STIPPLE_TEX,
245 SI_PARAM_POS_X_FLOAT,
246 SI_PARAM_POS_Y_FLOAT,
247 SI_PARAM_POS_Z_FLOAT,
248 SI_PARAM_POS_W_FLOAT,
249 SI_PARAM_FRONT_FACE,
250 SI_PARAM_ANCILLARY,
251 SI_PARAM_SAMPLE_COVERAGE,
252 SI_PARAM_POS_FIXED_PT,
253
254 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
255 };
256
257 /* Fields of driver-defined VS state SGPR. */
258 /* Clamp vertex color output (only used in VS as VS). */
259 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
260 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
261 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
262 #define C_VS_STATE_INDEXED 0xFFFFFFFD
263 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
264 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
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 /* SI-specific system values. */
269 enum {
270 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
271 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
272 };
273
274 /* For VS shader key fix_fetch. */
275 enum {
276 SI_FIX_FETCH_NONE = 0,
277 SI_FIX_FETCH_A2_SNORM,
278 SI_FIX_FETCH_A2_SSCALED,
279 SI_FIX_FETCH_A2_SINT,
280 SI_FIX_FETCH_RGBA_32_UNORM,
281 SI_FIX_FETCH_RGBX_32_UNORM,
282 SI_FIX_FETCH_RGBA_32_SNORM,
283 SI_FIX_FETCH_RGBX_32_SNORM,
284 SI_FIX_FETCH_RGBA_32_USCALED,
285 SI_FIX_FETCH_RGBA_32_SSCALED,
286 SI_FIX_FETCH_RGBA_32_FIXED,
287 SI_FIX_FETCH_RGBX_32_FIXED,
288 SI_FIX_FETCH_RG_64_FLOAT,
289 SI_FIX_FETCH_RGB_64_FLOAT,
290 SI_FIX_FETCH_RGBA_64_FLOAT,
291 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
292 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
293 SI_FIX_FETCH_RGB_16,
294 SI_FIX_FETCH_RGB_16_INT,
295 };
296
297 struct si_shader;
298
299 /* State of the context creating the shader object. */
300 struct si_compiler_ctx_state {
301 /* Should only be used by si_init_shader_selector_async and
302 * si_build_shader_variant if thread_index == -1 (non-threaded). */
303 LLVMTargetMachineRef tm;
304
305 /* Used if thread_index == -1 or if debug.async is true. */
306 struct pipe_debug_callback debug;
307
308 /* Used for creating the log string for gallium/ddebug. */
309 bool is_debug_context;
310 };
311
312 /* A shader selector is a gallium CSO and contains shader variants and
313 * binaries for one TGSI program. This can be shared by multiple contexts.
314 */
315 struct si_shader_selector {
316 struct pipe_reference reference;
317 struct si_screen *screen;
318 struct util_queue_fence ready;
319 struct si_compiler_ctx_state compiler_ctx_state;
320
321 mtx_t mutex;
322 struct si_shader *first_variant; /* immutable after the first variant */
323 struct si_shader *last_variant; /* mutable */
324
325 /* The compiled TGSI shader expecting a prolog and/or epilog (not
326 * uploaded to a buffer).
327 */
328 struct si_shader *main_shader_part;
329 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
330 struct si_shader *main_shader_part_es; /* as_es is set in the key */
331
332 struct si_shader *gs_copy_shader;
333
334 struct tgsi_token *tokens;
335 struct pipe_stream_output_info so;
336 struct tgsi_shader_info info;
337
338 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
339 unsigned type;
340 bool vs_needs_prolog;
341
342 /* GS parameters. */
343 unsigned esgs_itemsize;
344 unsigned gs_input_verts_per_prim;
345 unsigned gs_output_prim;
346 unsigned gs_max_out_vertices;
347 unsigned gs_num_invocations;
348 unsigned max_gs_stream; /* count - 1 */
349 unsigned gsvs_vertex_size;
350 unsigned max_gsvs_emit_size;
351
352 /* PS parameters. */
353 unsigned color_attr_index[2];
354 unsigned db_shader_control;
355 /* Set 0xf or 0x0 (4 bits) per each written output.
356 * ANDed with spi_shader_col_format.
357 */
358 unsigned colors_written_4bit;
359
360 /* CS parameters */
361 unsigned local_size;
362
363 uint64_t outputs_written; /* "get_unique_index" bits */
364 uint32_t patch_outputs_written; /* "get_unique_index" bits */
365 uint32_t outputs_written2; /* "get_unique_index2" bits */
366
367 uint64_t inputs_read; /* "get_unique_index" bits */
368 uint32_t inputs_read2; /* "get_unique_index2" bits */
369 };
370
371 /* Valid shader configurations:
372 *
373 * API shaders VS | TCS | TES | GS |pass| PS
374 * are compiled as: | | | |thru|
375 * | | | | |
376 * Only VS & PS: VS | | | | | PS
377 * GFX6 - with GS: ES | | | GS | VS | PS
378 * - with tess: LS | HS | VS | | | PS
379 * - with both: LS | HS | ES | GS | VS | PS
380 * GFX9 - with GS: -> | | | GS | VS | PS
381 * - with tess: -> | HS | VS | | | PS
382 * - with both: -> | HS | -> | GS | VS | PS
383 *
384 * -> = merged with the next stage
385 */
386
387 /* Common VS bits between the shader key and the prolog key. */
388 struct si_vs_prolog_bits {
389 unsigned instance_divisors[SI_MAX_ATTRIBS];
390 };
391
392 /* Common TCS bits between the shader key and the epilog key. */
393 struct si_tcs_epilog_bits {
394 unsigned prim_mode:3;
395 unsigned tes_reads_tess_factors:1;
396 };
397
398 struct si_gs_prolog_bits {
399 unsigned tri_strip_adj_fix:1;
400 };
401
402 /* Common PS bits between the shader key and the prolog key. */
403 struct si_ps_prolog_bits {
404 unsigned color_two_side:1;
405 unsigned flatshade_colors:1;
406 unsigned poly_stipple:1;
407 unsigned force_persp_sample_interp:1;
408 unsigned force_linear_sample_interp:1;
409 unsigned force_persp_center_interp:1;
410 unsigned force_linear_center_interp:1;
411 unsigned bc_optimize_for_persp:1;
412 unsigned bc_optimize_for_linear:1;
413 };
414
415 /* Common PS bits between the shader key and the epilog key. */
416 struct si_ps_epilog_bits {
417 unsigned spi_shader_col_format;
418 unsigned color_is_int8:8;
419 unsigned color_is_int10:8;
420 unsigned last_cbuf:3;
421 unsigned alpha_func:3;
422 unsigned alpha_to_one:1;
423 unsigned poly_line_smoothing:1;
424 unsigned clamp_color:1;
425 };
426
427 union si_shader_part_key {
428 struct {
429 struct si_vs_prolog_bits states;
430 unsigned num_input_sgprs:6;
431 /* For merged stages such as LS-HS, HS input VGPRs are first. */
432 unsigned num_merged_next_stage_vgprs:3;
433 unsigned last_input:4;
434 unsigned as_ls:1;
435 /* Prologs for monolithic shaders shouldn't set EXEC. */
436 unsigned is_monolithic:1;
437 } vs_prolog;
438 struct {
439 struct si_tcs_epilog_bits states;
440 } tcs_epilog;
441 struct {
442 struct si_gs_prolog_bits states;
443 /* Prologs of monolithic shaders shouldn't set EXEC. */
444 unsigned is_monolithic:1;
445 } gs_prolog;
446 struct {
447 struct si_ps_prolog_bits states;
448 unsigned num_input_sgprs:6;
449 unsigned num_input_vgprs:5;
450 /* Color interpolation and two-side color selection. */
451 unsigned colors_read:8; /* color input components read */
452 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
453 unsigned face_vgpr_index:5;
454 unsigned wqm:1;
455 char color_attr_index[2];
456 char color_interp_vgpr_index[2]; /* -1 == constant */
457 } ps_prolog;
458 struct {
459 struct si_ps_epilog_bits states;
460 unsigned colors_written:8;
461 unsigned writes_z:1;
462 unsigned writes_stencil:1;
463 unsigned writes_samplemask:1;
464 } ps_epilog;
465 };
466
467 struct si_shader_key {
468 /* Prolog and epilog flags. */
469 union {
470 struct {
471 struct si_vs_prolog_bits prolog;
472 } vs;
473 struct {
474 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
475 struct si_shader_selector *ls; /* for merged LS-HS */
476 struct si_tcs_epilog_bits epilog;
477 } tcs; /* tessellation control shader */
478 struct {
479 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
480 struct si_shader_selector *es; /* for merged ES-GS */
481 struct si_gs_prolog_bits prolog;
482 } gs;
483 struct {
484 struct si_ps_prolog_bits prolog;
485 struct si_ps_epilog_bits epilog;
486 } ps;
487 } part;
488
489 /* These two are initially set according to the NEXT_SHADER property,
490 * or guessed if the property doesn't seem correct.
491 */
492 unsigned as_es:1; /* export shader, which precedes GS */
493 unsigned as_ls:1; /* local shader, which precedes TCS */
494
495 /* Flags for monolithic compilation only. */
496 struct {
497 /* One byte for every input: SI_FIX_FETCH_* enums. */
498 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
499 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
500 /* When PS needs PrimID and GS is disabled. */
501 unsigned vs_export_prim_id:1;
502 } mono;
503
504 /* Optimization flags for asynchronous compilation only. */
505 struct {
506 struct {
507 uint64_t kill_outputs; /* "get_unique_index" bits */
508 uint32_t kill_outputs2; /* "get_unique_index2" bits */
509 unsigned clip_disable:1;
510 } hw_vs; /* HW VS (it can be VS, TES, GS) */
511
512 /* For shaders where monolithic variants have better code.
513 *
514 * This is a flag that has no effect on code generation,
515 * but forces monolithic shaders to be used as soon as
516 * possible, because it's in the "opt" group.
517 */
518 unsigned prefer_mono:1;
519 } opt;
520 };
521
522 struct si_shader_config {
523 unsigned num_sgprs;
524 unsigned num_vgprs;
525 unsigned spilled_sgprs;
526 unsigned spilled_vgprs;
527 unsigned private_mem_vgprs;
528 unsigned lds_size;
529 unsigned spi_ps_input_ena;
530 unsigned spi_ps_input_addr;
531 unsigned float_mode;
532 unsigned scratch_bytes_per_wave;
533 unsigned rsrc1;
534 unsigned rsrc2;
535 };
536
537 /* GCN-specific shader info. */
538 struct si_shader_info {
539 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
540 ubyte num_input_sgprs;
541 ubyte num_input_vgprs;
542 char face_vgpr_index;
543 bool uses_instanceid;
544 ubyte nr_pos_exports;
545 ubyte nr_param_exports;
546 };
547
548 struct si_shader {
549 struct si_compiler_ctx_state compiler_ctx_state;
550
551 struct si_shader_selector *selector;
552 struct si_shader_selector *previous_stage_sel; /* for refcounting */
553 struct si_shader *next_variant;
554
555 struct si_shader_part *prolog;
556 struct si_shader *previous_stage; /* for GFX9 */
557 struct si_shader_part *prolog2;
558 struct si_shader_part *epilog;
559
560 struct si_pm4_state *pm4;
561 struct r600_resource *bo;
562 struct r600_resource *scratch_bo;
563 struct si_shader_key key;
564 struct util_queue_fence optimized_ready;
565 bool compilation_failed;
566 bool is_monolithic;
567 bool is_optimized;
568 bool is_binary_shared;
569 bool is_gs_copy_shader;
570
571 /* The following data is all that's needed for binary shaders. */
572 struct ac_shader_binary binary;
573 struct si_shader_config config;
574 struct si_shader_info info;
575
576 /* Shader key + LLVM IR + disassembly + statistics.
577 * Generated for debug contexts only.
578 */
579 char *shader_log;
580 size_t shader_log_size;
581 };
582
583 struct si_shader_part {
584 struct si_shader_part *next;
585 union si_shader_part_key key;
586 struct ac_shader_binary binary;
587 struct si_shader_config config;
588 };
589
590 /* si_shader.c */
591 struct si_shader *
592 si_generate_gs_copy_shader(struct si_screen *sscreen,
593 LLVMTargetMachineRef tm,
594 struct si_shader_selector *gs_selector,
595 struct pipe_debug_callback *debug);
596 int si_compile_tgsi_shader(struct si_screen *sscreen,
597 LLVMTargetMachineRef tm,
598 struct si_shader *shader,
599 bool is_monolithic,
600 struct pipe_debug_callback *debug);
601 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
602 struct si_shader *shader,
603 struct pipe_debug_callback *debug);
604 void si_shader_destroy(struct si_shader *shader);
605 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
606 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
607 unsigned si_shader_io_get_unique_index2(unsigned name, unsigned index);
608 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
609 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
610 struct pipe_debug_callback *debug, unsigned processor,
611 FILE *f, bool check_debug_option);
612 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
613 unsigned *lds_size);
614 void si_shader_apply_scratch_relocs(struct si_shader *shader,
615 uint64_t scratch_va);
616 void si_shader_binary_read_config(struct ac_shader_binary *binary,
617 struct si_shader_config *conf,
618 unsigned symbol_offset);
619 unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
620 bool writes_samplemask);
621 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
622
623 /* Inline helpers. */
624
625 /* Return the pointer to the main shader part's pointer. */
626 static inline struct si_shader **
627 si_get_main_shader_part(struct si_shader_selector *sel,
628 struct si_shader_key *key)
629 {
630 if (key->as_ls)
631 return &sel->main_shader_part_ls;
632 if (key->as_es)
633 return &sel->main_shader_part_es;
634 return &sel->main_shader_part;
635 }
636
637 #endif