radeonsi: rename si_compiler -> ac_llvm_compiler
[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 <llvm-c/Core.h> /* LLVMModuleRef */
135 #include <llvm-c/TargetMachine.h>
136 #include "tgsi/tgsi_scan.h"
137 #include "util/u_inlines.h"
138 #include "util/u_queue.h"
139
140 #include "ac_binary.h"
141 #include "ac_llvm_build.h"
142 #include "ac_llvm_util.h"
143
144 #include <stdio.h>
145
146 struct nir_shader;
147 struct si_shader;
148 struct si_context;
149
150 #define SI_MAX_ATTRIBS 16
151 #define SI_MAX_VS_OUTPUTS 40
152
153 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
154 * index smaller than this.
155 */
156 #define SI_MAX_IO_GENERIC 43
157
158 /* SGPR user data indices */
159 enum {
160 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
161 #if !HAVE_32BIT_POINTERS
162 SI_SGPR_RW_BUFFERS_HI,
163 #endif
164 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
165 #if !HAVE_32BIT_POINTERS
166 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
167 #endif
168 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
169 #if !HAVE_32BIT_POINTERS
170 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
171 #endif
172 SI_SGPR_SAMPLERS_AND_IMAGES,
173 #if !HAVE_32BIT_POINTERS
174 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
175 #endif
176 SI_NUM_RESOURCE_SGPRS,
177
178 /* API VS, TES without GS, GS copy shader */
179 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
180 SI_NUM_VS_STATE_RESOURCE_SGPRS,
181
182 /* all VS variants */
183 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
184 SI_SGPR_START_INSTANCE,
185 SI_SGPR_DRAWID,
186 SI_VS_NUM_USER_SGPR,
187
188 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
189
190 /* TES */
191 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
192 SI_SGPR_TES_OFFCHIP_ADDR,
193 SI_TES_NUM_USER_SGPR,
194
195 /* GFX6-8: TCS only */
196 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
197 GFX6_SGPR_TCS_OUT_OFFSETS,
198 GFX6_SGPR_TCS_OUT_LAYOUT,
199 GFX6_SGPR_TCS_IN_LAYOUT,
200 GFX6_TCS_NUM_USER_SGPR,
201
202 /* GFX9: Merged shaders. */
203 #if HAVE_32BIT_POINTERS
204 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
205 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
206 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
207 #else
208 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO/HI (SGPR[0:1]). */
209 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES = SI_VS_NUM_USER_SGPR,
210 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES_HI,
211 GFX9_MERGED_NUM_USER_SGPR,
212 #endif
213
214 /* GFX9: Merged LS-HS (VS-TCS) only. */
215 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
216 GFX9_SGPR_TCS_OUT_OFFSETS,
217 GFX9_SGPR_TCS_OUT_LAYOUT,
218 #if !HAVE_32BIT_POINTERS
219 GFX9_SGPR_align_for_vb_pointer,
220 #endif
221 GFX9_TCS_NUM_USER_SGPR,
222
223 /* GS limits */
224 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
225 #if HAVE_32BIT_POINTERS
226 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
227 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
228 #else
229 GFX9_VSGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
230 GFX9_TESGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
231 #endif
232 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
233
234 /* PS only */
235 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
236 SI_PS_NUM_USER_SGPR,
237 };
238
239 /* LLVM function parameter indices */
240 enum {
241 SI_NUM_RESOURCE_PARAMS = 4,
242
243 /* PS only parameters */
244 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
245 SI_PARAM_PRIM_MASK,
246 SI_PARAM_PERSP_SAMPLE,
247 SI_PARAM_PERSP_CENTER,
248 SI_PARAM_PERSP_CENTROID,
249 SI_PARAM_PERSP_PULL_MODEL,
250 SI_PARAM_LINEAR_SAMPLE,
251 SI_PARAM_LINEAR_CENTER,
252 SI_PARAM_LINEAR_CENTROID,
253 SI_PARAM_LINE_STIPPLE_TEX,
254 SI_PARAM_POS_X_FLOAT,
255 SI_PARAM_POS_Y_FLOAT,
256 SI_PARAM_POS_Z_FLOAT,
257 SI_PARAM_POS_W_FLOAT,
258 SI_PARAM_FRONT_FACE,
259 SI_PARAM_ANCILLARY,
260 SI_PARAM_SAMPLE_COVERAGE,
261 SI_PARAM_POS_FIXED_PT,
262
263 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
264 };
265
266 /* Fields of driver-defined VS state SGPR. */
267 /* Clamp vertex color output (only used in VS as VS). */
268 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
269 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
270 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
271 #define C_VS_STATE_INDEXED 0xFFFFFFFD
272 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
273 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
274 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
275 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
276
277 /* SI-specific system values. */
278 enum {
279 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
280 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
281 };
282
283 enum {
284 /* Use a property enum that CS wouldn't use. */
285 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
286
287 /* Use a property enum that VS wouldn't use. */
288 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
289
290 /* These represent the number of SGPRs the shader uses. */
291 SI_VS_BLIT_SGPRS_POS = 3,
292 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
293 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
294 };
295
296 /* For VS shader key fix_fetch. */
297 enum {
298 SI_FIX_FETCH_NONE = 0,
299 SI_FIX_FETCH_A2_SNORM,
300 SI_FIX_FETCH_A2_SSCALED,
301 SI_FIX_FETCH_A2_SINT,
302 SI_FIX_FETCH_RGBA_32_UNORM,
303 SI_FIX_FETCH_RGBX_32_UNORM,
304 SI_FIX_FETCH_RGBA_32_SNORM,
305 SI_FIX_FETCH_RGBX_32_SNORM,
306 SI_FIX_FETCH_RGBA_32_USCALED,
307 SI_FIX_FETCH_RGBA_32_SSCALED,
308 SI_FIX_FETCH_RGBA_32_FIXED,
309 SI_FIX_FETCH_RGBX_32_FIXED,
310 SI_FIX_FETCH_RG_64_FLOAT,
311 SI_FIX_FETCH_RGB_64_FLOAT,
312 SI_FIX_FETCH_RGBA_64_FLOAT,
313 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
314 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
315 SI_FIX_FETCH_RGB_16,
316 SI_FIX_FETCH_RGB_16_INT,
317 };
318
319 struct si_shader;
320
321 /* State of the context creating the shader object. */
322 struct si_compiler_ctx_state {
323 /* Should only be used by si_init_shader_selector_async and
324 * si_build_shader_variant if thread_index == -1 (non-threaded). */
325 struct ac_llvm_compiler *compiler;
326
327 /* Used if thread_index == -1 or if debug.async is true. */
328 struct pipe_debug_callback debug;
329
330 /* Used for creating the log string for gallium/ddebug. */
331 bool is_debug_context;
332 };
333
334 /* A shader selector is a gallium CSO and contains shader variants and
335 * binaries for one TGSI program. This can be shared by multiple contexts.
336 */
337 struct si_shader_selector {
338 struct pipe_reference reference;
339 struct si_screen *screen;
340 struct util_queue_fence ready;
341 struct si_compiler_ctx_state compiler_ctx_state;
342
343 mtx_t mutex;
344 struct si_shader *first_variant; /* immutable after the first variant */
345 struct si_shader *last_variant; /* mutable */
346
347 /* The compiled TGSI shader expecting a prolog and/or epilog (not
348 * uploaded to a buffer).
349 */
350 struct si_shader *main_shader_part;
351 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
352 struct si_shader *main_shader_part_es; /* as_es is set in the key */
353
354 struct si_shader *gs_copy_shader;
355
356 struct tgsi_token *tokens;
357 struct nir_shader *nir;
358 struct pipe_stream_output_info so;
359 struct tgsi_shader_info info;
360 struct tgsi_tessctrl_info tcs_info;
361
362 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
363 unsigned type;
364 bool vs_needs_prolog;
365 bool force_correct_derivs_after_kill;
366 unsigned pa_cl_vs_out_cntl;
367 ubyte clipdist_mask;
368 ubyte culldist_mask;
369
370 /* ES parameters. */
371 unsigned esgs_itemsize;
372
373 /* GS parameters. */
374 unsigned gs_input_verts_per_prim;
375 unsigned gs_output_prim;
376 unsigned gs_max_out_vertices;
377 unsigned gs_num_invocations;
378 unsigned max_gs_stream; /* count - 1 */
379 unsigned gsvs_vertex_size;
380 unsigned max_gsvs_emit_size;
381 unsigned enabled_streamout_buffer_mask;
382
383 /* PS parameters. */
384 unsigned color_attr_index[2];
385 unsigned db_shader_control;
386 /* Set 0xf or 0x0 (4 bits) per each written output.
387 * ANDed with spi_shader_col_format.
388 */
389 unsigned colors_written_4bit;
390
391 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
392 uint64_t outputs_written; /* "get_unique_index" bits */
393 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
394
395 uint64_t inputs_read; /* "get_unique_index" bits */
396
397 /* bitmasks of used descriptor slots */
398 uint32_t active_const_and_shader_buffers;
399 uint64_t active_samplers_and_images;
400 };
401
402 /* Valid shader configurations:
403 *
404 * API shaders VS | TCS | TES | GS |pass| PS
405 * are compiled as: | | | |thru|
406 * | | | | |
407 * Only VS & PS: VS | | | | | PS
408 * GFX6 - with GS: ES | | | GS | VS | PS
409 * - with tess: LS | HS | VS | | | PS
410 * - with both: LS | HS | ES | GS | VS | PS
411 * GFX9 - with GS: -> | | | GS | VS | PS
412 * - with tess: -> | HS | VS | | | PS
413 * - with both: -> | HS | -> | GS | VS | PS
414 *
415 * -> = merged with the next stage
416 */
417
418 /* Use the byte alignment for all following structure members for optimal
419 * shader key memory footprint.
420 */
421 #pragma pack(push, 1)
422
423 /* Common VS bits between the shader key and the prolog key. */
424 struct si_vs_prolog_bits {
425 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
426 * divisor is 0.
427 * - If "is_one" has a bit set, the instance divisor is 1.
428 * - If "is_fetched" has a bit set, the instance divisor will be loaded
429 * from the constant buffer.
430 */
431 uint16_t instance_divisor_is_one; /* bitmask of inputs */
432 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
433 unsigned ls_vgpr_fix:1;
434 };
435
436 /* Common TCS bits between the shader key and the epilog key. */
437 struct si_tcs_epilog_bits {
438 unsigned prim_mode:3;
439 unsigned invoc0_tess_factors_are_def:1;
440 unsigned tes_reads_tess_factors:1;
441 };
442
443 struct si_gs_prolog_bits {
444 unsigned tri_strip_adj_fix:1;
445 unsigned gfx9_prev_is_vs:1;
446 };
447
448 /* Common PS bits between the shader key and the prolog key. */
449 struct si_ps_prolog_bits {
450 unsigned color_two_side:1;
451 unsigned flatshade_colors:1;
452 unsigned poly_stipple:1;
453 unsigned force_persp_sample_interp:1;
454 unsigned force_linear_sample_interp:1;
455 unsigned force_persp_center_interp:1;
456 unsigned force_linear_center_interp:1;
457 unsigned bc_optimize_for_persp:1;
458 unsigned bc_optimize_for_linear:1;
459 unsigned samplemask_log_ps_iter:3;
460 };
461
462 /* Common PS bits between the shader key and the epilog key. */
463 struct si_ps_epilog_bits {
464 unsigned spi_shader_col_format;
465 unsigned color_is_int8:8;
466 unsigned color_is_int10:8;
467 unsigned last_cbuf:3;
468 unsigned alpha_func:3;
469 unsigned alpha_to_one:1;
470 unsigned poly_line_smoothing:1;
471 unsigned clamp_color:1;
472 };
473
474 union si_shader_part_key {
475 struct {
476 struct si_vs_prolog_bits states;
477 unsigned num_input_sgprs:6;
478 /* For merged stages such as LS-HS, HS input VGPRs are first. */
479 unsigned num_merged_next_stage_vgprs:3;
480 unsigned last_input:4;
481 unsigned as_ls:1;
482 unsigned as_es:1;
483 /* Prologs for monolithic shaders shouldn't set EXEC. */
484 unsigned is_monolithic:1;
485 } vs_prolog;
486 struct {
487 struct si_tcs_epilog_bits states;
488 } tcs_epilog;
489 struct {
490 struct si_gs_prolog_bits states;
491 /* Prologs of monolithic shaders shouldn't set EXEC. */
492 unsigned is_monolithic:1;
493 } gs_prolog;
494 struct {
495 struct si_ps_prolog_bits states;
496 unsigned num_input_sgprs:6;
497 unsigned num_input_vgprs:5;
498 /* Color interpolation and two-side color selection. */
499 unsigned colors_read:8; /* color input components read */
500 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
501 unsigned face_vgpr_index:5;
502 unsigned ancillary_vgpr_index:5;
503 unsigned wqm:1;
504 char color_attr_index[2];
505 char color_interp_vgpr_index[2]; /* -1 == constant */
506 } ps_prolog;
507 struct {
508 struct si_ps_epilog_bits states;
509 unsigned colors_written:8;
510 unsigned writes_z:1;
511 unsigned writes_stencil:1;
512 unsigned writes_samplemask:1;
513 } ps_epilog;
514 };
515
516 struct si_shader_key {
517 /* Prolog and epilog flags. */
518 union {
519 struct {
520 struct si_vs_prolog_bits prolog;
521 } vs;
522 struct {
523 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
524 struct si_shader_selector *ls; /* for merged LS-HS */
525 struct si_tcs_epilog_bits epilog;
526 } tcs; /* tessellation control shader */
527 struct {
528 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
529 struct si_shader_selector *es; /* for merged ES-GS */
530 struct si_gs_prolog_bits prolog;
531 } gs;
532 struct {
533 struct si_ps_prolog_bits prolog;
534 struct si_ps_epilog_bits epilog;
535 } ps;
536 } part;
537
538 /* These two are initially set according to the NEXT_SHADER property,
539 * or guessed if the property doesn't seem correct.
540 */
541 unsigned as_es:1; /* export shader, which precedes GS */
542 unsigned as_ls:1; /* local shader, which precedes TCS */
543
544 /* Flags for monolithic compilation only. */
545 struct {
546 /* One byte for every input: SI_FIX_FETCH_* enums. */
547 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
548
549 union {
550 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
551 /* When PS needs PrimID and GS is disabled. */
552 unsigned vs_export_prim_id:1;
553 struct {
554 unsigned interpolate_at_sample_force_center:1;
555 unsigned fbfetch_msaa;
556 unsigned fbfetch_is_1D;
557 unsigned fbfetch_layered;
558 } ps;
559 } u;
560 } mono;
561
562 /* Optimization flags for asynchronous compilation only. */
563 struct {
564 /* For HW VS (it can be VS, TES, GS) */
565 uint64_t kill_outputs; /* "get_unique_index" bits */
566 unsigned clip_disable:1;
567
568 /* For shaders where monolithic variants have better code.
569 *
570 * This is a flag that has no effect on code generation,
571 * but forces monolithic shaders to be used as soon as
572 * possible, because it's in the "opt" group.
573 */
574 unsigned prefer_mono:1;
575 } opt;
576 };
577
578 /* Restore the pack alignment to default. */
579 #pragma pack(pop)
580
581 struct si_shader_config {
582 unsigned num_sgprs;
583 unsigned num_vgprs;
584 unsigned spilled_sgprs;
585 unsigned spilled_vgprs;
586 unsigned private_mem_vgprs;
587 unsigned lds_size;
588 unsigned max_simd_waves;
589 unsigned spi_ps_input_ena;
590 unsigned spi_ps_input_addr;
591 unsigned float_mode;
592 unsigned scratch_bytes_per_wave;
593 unsigned rsrc1;
594 unsigned rsrc2;
595 };
596
597 /* GCN-specific shader info. */
598 struct si_shader_info {
599 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
600 ubyte num_input_sgprs;
601 ubyte num_input_vgprs;
602 signed char face_vgpr_index;
603 signed char ancillary_vgpr_index;
604 bool uses_instanceid;
605 ubyte nr_pos_exports;
606 ubyte nr_param_exports;
607 };
608
609 struct si_shader {
610 struct si_compiler_ctx_state compiler_ctx_state;
611
612 struct si_shader_selector *selector;
613 struct si_shader_selector *previous_stage_sel; /* for refcounting */
614 struct si_shader *next_variant;
615
616 struct si_shader_part *prolog;
617 struct si_shader *previous_stage; /* for GFX9 */
618 struct si_shader_part *prolog2;
619 struct si_shader_part *epilog;
620
621 struct si_pm4_state *pm4;
622 struct r600_resource *bo;
623 struct r600_resource *scratch_bo;
624 struct si_shader_key key;
625 struct util_queue_fence ready;
626 bool compilation_failed;
627 bool is_monolithic;
628 bool is_optimized;
629 bool is_binary_shared;
630 bool is_gs_copy_shader;
631
632 /* The following data is all that's needed for binary shaders. */
633 struct ac_shader_binary binary;
634 struct si_shader_config config;
635 struct si_shader_info info;
636
637 /* Shader key + LLVM IR + disassembly + statistics.
638 * Generated for debug contexts only.
639 */
640 char *shader_log;
641 size_t shader_log_size;
642 };
643
644 struct si_shader_part {
645 struct si_shader_part *next;
646 union si_shader_part_key key;
647 struct ac_shader_binary binary;
648 struct si_shader_config config;
649 };
650
651 /* si_shader.c */
652 struct si_shader *
653 si_generate_gs_copy_shader(struct si_screen *sscreen,
654 struct ac_llvm_compiler *compiler,
655 struct si_shader_selector *gs_selector,
656 struct pipe_debug_callback *debug);
657 int si_compile_tgsi_shader(struct si_screen *sscreen,
658 struct ac_llvm_compiler *compiler,
659 struct si_shader *shader,
660 struct pipe_debug_callback *debug);
661 int si_shader_create(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
662 struct si_shader *shader,
663 struct pipe_debug_callback *debug);
664 void si_shader_destroy(struct si_shader *shader);
665 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
666 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
667 unsigned is_varying);
668 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
669 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
670 struct pipe_debug_callback *debug, unsigned processor,
671 FILE *f, bool check_debug_option);
672 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
673 struct pipe_debug_callback *debug);
674 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
675 unsigned *lds_size);
676 void si_shader_apply_scratch_relocs(struct si_shader *shader,
677 uint64_t scratch_va);
678 void si_shader_binary_read_config(struct ac_shader_binary *binary,
679 struct si_shader_config *conf,
680 unsigned symbol_offset);
681 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
682
683 /* si_shader_nir.c */
684 void si_nir_scan_shader(const struct nir_shader *nir,
685 struct tgsi_shader_info *info);
686 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
687 const struct tgsi_shader_info *info,
688 struct tgsi_tessctrl_info *out);
689 void si_lower_nir(struct si_shader_selector *sel);
690
691 /* Inline helpers. */
692
693 /* Return the pointer to the main shader part's pointer. */
694 static inline struct si_shader **
695 si_get_main_shader_part(struct si_shader_selector *sel,
696 struct si_shader_key *key)
697 {
698 if (key->as_ls)
699 return &sel->main_shader_part_ls;
700 if (key->as_es)
701 return &sel->main_shader_part_es;
702 return &sel->main_shader_part;
703 }
704
705 static inline bool
706 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
707 {
708 return selector ? selector->info.uses_bindless_samplers : false;
709 }
710
711 static inline bool
712 si_shader_uses_bindless_images(struct si_shader_selector *selector)
713 {
714 return selector ? selector->info.uses_bindless_images : false;
715 }
716
717 void si_destroy_shader_selector(struct si_context *sctx,
718 struct si_shader_selector *sel);
719
720 static inline void
721 si_shader_selector_reference(struct si_context *sctx,
722 struct si_shader_selector **dst,
723 struct si_shader_selector *src)
724 {
725 if (pipe_reference(&(*dst)->reference, &src->reference))
726 si_destroy_shader_selector(sctx, *dst);
727
728 *dst = src;
729 }
730
731 #endif