radeonsi/nir: simplify si_lower_nir signature
[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 #include "util/simple_mtx.h"
140
141 #include "ac_binary.h"
142 #include "ac_llvm_build.h"
143 #include "ac_llvm_util.h"
144
145 #include <stdio.h>
146
147 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
148 // path on newer LLVM for now. Should be removed in the long term.
149 #define USE_LDS_SYMBOLS (true)
150
151 struct nir_shader;
152 struct si_shader;
153 struct si_context;
154
155 #define SI_MAX_ATTRIBS 16
156 #define SI_MAX_VS_OUTPUTS 40
157
158 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
159 * index smaller than this.
160 */
161 #define SI_MAX_IO_GENERIC 32
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
217 /* LLVM function parameter indices */
218 enum {
219 SI_NUM_RESOURCE_PARAMS = 4,
220
221 /* PS only parameters */
222 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
223 SI_PARAM_PRIM_MASK,
224 SI_PARAM_PERSP_SAMPLE,
225 SI_PARAM_PERSP_CENTER,
226 SI_PARAM_PERSP_CENTROID,
227 SI_PARAM_PERSP_PULL_MODEL,
228 SI_PARAM_LINEAR_SAMPLE,
229 SI_PARAM_LINEAR_CENTER,
230 SI_PARAM_LINEAR_CENTROID,
231 SI_PARAM_LINE_STIPPLE_TEX,
232 SI_PARAM_POS_X_FLOAT,
233 SI_PARAM_POS_Y_FLOAT,
234 SI_PARAM_POS_Z_FLOAT,
235 SI_PARAM_POS_W_FLOAT,
236 SI_PARAM_FRONT_FACE,
237 SI_PARAM_ANCILLARY,
238 SI_PARAM_SAMPLE_COVERAGE,
239 SI_PARAM_POS_FIXED_PT,
240
241 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
242 };
243
244 /* Fields of driver-defined VS state SGPR. */
245 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
246 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
247 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
248 #define C_VS_STATE_INDEXED 0xFFFFFFFD
249 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x) & 0x3) << 2)
250 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
251 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x) & 0x3) << 4)
252 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
253 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x) & 0x1) << 6)
254 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
255 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
256 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
257 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
258 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
259
260 enum {
261 /* Use a property enum that CS wouldn't use. */
262 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
263
264 /* These represent the number of SGPRs the shader uses. */
265 SI_VS_BLIT_SGPRS_POS = 3,
266 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
267 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
268 };
269
270 /**
271 * For VS shader keys, describe any fixups required for vertex fetch.
272 *
273 * \ref log_size, \ref format, and the number of channels are interpreted as
274 * by \ref ac_build_opencoded_load_format.
275 *
276 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
277 * impossible format and indicates that no fixup is needed (just use
278 * buffer_load_format_xyzw).
279 */
280 union si_vs_fix_fetch {
281 struct {
282 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
283 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
284 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
285 uint8_t reverse : 1; /* reverse XYZ channels */
286 } u;
287 uint8_t bits;
288 };
289
290 struct si_shader;
291
292 /* State of the context creating the shader object. */
293 struct si_compiler_ctx_state {
294 /* Should only be used by si_init_shader_selector_async and
295 * si_build_shader_variant if thread_index == -1 (non-threaded). */
296 struct ac_llvm_compiler *compiler;
297
298 /* Used if thread_index == -1 or if debug.async is true. */
299 struct pipe_debug_callback debug;
300
301 /* Used for creating the log string for gallium/ddebug. */
302 bool is_debug_context;
303 };
304
305 /* A shader selector is a gallium CSO and contains shader variants and
306 * binaries for one TGSI program. This can be shared by multiple contexts.
307 */
308 struct si_shader_selector {
309 struct pipe_reference reference;
310 struct si_screen *screen;
311 struct util_queue_fence ready;
312 struct si_compiler_ctx_state compiler_ctx_state;
313
314 simple_mtx_t mutex;
315 struct si_shader *first_variant; /* immutable after the first variant */
316 struct si_shader *last_variant; /* mutable */
317
318 /* The compiled TGSI shader expecting a prolog and/or epilog (not
319 * uploaded to a buffer).
320 */
321 struct si_shader *main_shader_part;
322 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
323 struct si_shader *main_shader_part_es; /* as_es is set in the key */
324 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
325 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
326
327 struct si_shader *gs_copy_shader;
328
329 struct tgsi_token *tokens;
330 struct nir_shader *nir;
331 struct pipe_stream_output_info so;
332 struct tgsi_shader_info info;
333 struct tgsi_tessctrl_info tcs_info;
334
335 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
336 enum pipe_shader_type type;
337 bool vs_needs_prolog;
338 bool force_correct_derivs_after_kill;
339 bool prim_discard_cs_allowed;
340 unsigned pa_cl_vs_out_cntl;
341 ubyte clipdist_mask;
342 ubyte culldist_mask;
343 unsigned rast_prim;
344
345 /* ES parameters. */
346 unsigned esgs_itemsize; /* vertex stride */
347 unsigned lshs_vertex_stride;
348
349 /* GS parameters. */
350 unsigned gs_input_verts_per_prim;
351 unsigned gs_output_prim;
352 unsigned gs_max_out_vertices;
353 unsigned gs_num_invocations;
354 unsigned max_gs_stream; /* count - 1 */
355 unsigned gsvs_vertex_size;
356 unsigned max_gsvs_emit_size;
357 unsigned enabled_streamout_buffer_mask;
358 bool tess_turns_off_ngg;
359
360 /* PS parameters. */
361 unsigned color_attr_index[2];
362 unsigned db_shader_control;
363 /* Set 0xf or 0x0 (4 bits) per each written output.
364 * ANDed with spi_shader_col_format.
365 */
366 unsigned colors_written_4bit;
367
368 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
369 uint64_t outputs_written; /* "get_unique_index" bits */
370 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
371
372 uint64_t inputs_read; /* "get_unique_index" bits */
373
374 /* bitmasks of used descriptor slots */
375 uint32_t active_const_and_shader_buffers;
376 uint64_t active_samplers_and_images;
377 };
378
379 /* Valid shader configurations:
380 *
381 * API shaders VS | TCS | TES | GS |pass| PS
382 * are compiled as: | | | |thru|
383 * | | | | |
384 * Only VS & PS: VS | | | | | PS
385 * GFX6 - with GS: ES | | | GS | VS | PS
386 * - with tess: LS | HS | VS | | | PS
387 * - with both: LS | HS | ES | GS | VS | PS
388 * GFX9 - with GS: -> | | | GS | VS | PS
389 * - with tess: -> | HS | VS | | | PS
390 * - with both: -> | HS | -> | GS | VS | PS
391 * | | | | |
392 * NGG - VS & PS: GS | | | | | PS
393 * (GFX10+) - with GS: -> | | | GS | | PS
394 * - with tess: -> | HS | GS | | | PS
395 * - with both: -> | HS | -> | GS | | PS
396 *
397 * -> = merged with the next stage
398 */
399
400 /* Use the byte alignment for all following structure members for optimal
401 * shader key memory footprint.
402 */
403 #pragma pack(push, 1)
404
405 /* Common VS bits between the shader key and the prolog key. */
406 struct si_vs_prolog_bits {
407 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
408 * divisor is 0.
409 * - If "is_one" has a bit set, the instance divisor is 1.
410 * - If "is_fetched" has a bit set, the instance divisor will be loaded
411 * from the constant buffer.
412 */
413 uint16_t instance_divisor_is_one; /* bitmask of inputs */
414 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
415 unsigned ls_vgpr_fix:1;
416 unsigned unpack_instance_id_from_vertex_id:1;
417 };
418
419 /* Common TCS bits between the shader key and the epilog key. */
420 struct si_tcs_epilog_bits {
421 unsigned prim_mode:3;
422 unsigned invoc0_tess_factors_are_def:1;
423 unsigned tes_reads_tess_factors:1;
424 };
425
426 struct si_gs_prolog_bits {
427 unsigned tri_strip_adj_fix:1;
428 unsigned gfx9_prev_is_vs:1;
429 };
430
431 /* Common PS bits between the shader key and the prolog key. */
432 struct si_ps_prolog_bits {
433 unsigned color_two_side:1;
434 unsigned flatshade_colors:1;
435 unsigned poly_stipple:1;
436 unsigned force_persp_sample_interp:1;
437 unsigned force_linear_sample_interp:1;
438 unsigned force_persp_center_interp:1;
439 unsigned force_linear_center_interp:1;
440 unsigned bc_optimize_for_persp:1;
441 unsigned bc_optimize_for_linear:1;
442 unsigned samplemask_log_ps_iter:3;
443 };
444
445 /* Common PS bits between the shader key and the epilog key. */
446 struct si_ps_epilog_bits {
447 unsigned spi_shader_col_format;
448 unsigned color_is_int8:8;
449 unsigned color_is_int10:8;
450 unsigned last_cbuf:3;
451 unsigned alpha_func:3;
452 unsigned alpha_to_one:1;
453 unsigned poly_line_smoothing:1;
454 unsigned clamp_color:1;
455 };
456
457 union si_shader_part_key {
458 struct {
459 struct si_vs_prolog_bits states;
460 unsigned num_input_sgprs:6;
461 /* For merged stages such as LS-HS, HS input VGPRs are first. */
462 unsigned num_merged_next_stage_vgprs:3;
463 unsigned last_input:4;
464 unsigned as_ls:1;
465 unsigned as_es:1;
466 unsigned as_ngg:1;
467 /* Prologs for monolithic shaders shouldn't set EXEC. */
468 unsigned is_monolithic:1;
469 } vs_prolog;
470 struct {
471 struct si_tcs_epilog_bits states;
472 } tcs_epilog;
473 struct {
474 struct si_gs_prolog_bits states;
475 /* Prologs of monolithic shaders shouldn't set EXEC. */
476 unsigned is_monolithic:1;
477 unsigned as_ngg:1;
478 } gs_prolog;
479 struct {
480 struct si_ps_prolog_bits states;
481 unsigned num_input_sgprs:6;
482 unsigned num_input_vgprs:5;
483 /* Color interpolation and two-side color selection. */
484 unsigned colors_read:8; /* color input components read */
485 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
486 unsigned face_vgpr_index:5;
487 unsigned ancillary_vgpr_index:5;
488 unsigned wqm:1;
489 char color_attr_index[2];
490 signed char color_interp_vgpr_index[2]; /* -1 == constant */
491 } ps_prolog;
492 struct {
493 struct si_ps_epilog_bits states;
494 unsigned colors_written:8;
495 unsigned writes_z:1;
496 unsigned writes_stencil:1;
497 unsigned writes_samplemask:1;
498 } ps_epilog;
499 };
500
501 struct si_shader_key {
502 /* Prolog and epilog flags. */
503 union {
504 struct {
505 struct si_vs_prolog_bits prolog;
506 } vs;
507 struct {
508 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
509 struct si_shader_selector *ls; /* for merged LS-HS */
510 struct si_tcs_epilog_bits epilog;
511 } tcs; /* tessellation control shader */
512 struct {
513 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
514 struct si_shader_selector *es; /* for merged ES-GS */
515 struct si_gs_prolog_bits prolog;
516 } gs;
517 struct {
518 struct si_ps_prolog_bits prolog;
519 struct si_ps_epilog_bits epilog;
520 } ps;
521 } part;
522
523 /* These three are initially set according to the NEXT_SHADER property,
524 * or guessed if the property doesn't seem correct.
525 */
526 unsigned as_es:1; /* export shader, which precedes GS */
527 unsigned as_ls:1; /* local shader, which precedes TCS */
528 unsigned as_ngg:1; /* VS, TES, or GS compiled as NGG primitive shader */
529
530 /* Flags for monolithic compilation only. */
531 struct {
532 /* Whether fetch should be opencoded according to vs_fix_fetch.
533 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
534 * with minimal fixups is used. */
535 uint16_t vs_fetch_opencode;
536 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
537
538 union {
539 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
540 /* When PS needs PrimID and GS is disabled. */
541 unsigned vs_export_prim_id:1;
542 struct {
543 unsigned interpolate_at_sample_force_center:1;
544 unsigned fbfetch_msaa:1;
545 unsigned fbfetch_is_1D:1;
546 unsigned fbfetch_layered:1;
547 } ps;
548 } u;
549 } mono;
550
551 /* Optimization flags for asynchronous compilation only. */
552 struct {
553 /* For HW VS (it can be VS, TES, GS) */
554 uint64_t kill_outputs; /* "get_unique_index" bits */
555 unsigned clip_disable:1;
556
557 /* For shaders where monolithic variants have better code.
558 *
559 * This is a flag that has no effect on code generation,
560 * but forces monolithic shaders to be used as soon as
561 * possible, because it's in the "opt" group.
562 */
563 unsigned prefer_mono:1;
564
565 /* Primitive discard compute shader. */
566 unsigned vs_as_prim_discard_cs:1;
567 unsigned cs_prim_type:4;
568 unsigned cs_indexed:1;
569 unsigned cs_instancing:1;
570 unsigned cs_primitive_restart:1;
571 unsigned cs_provoking_vertex_first:1;
572 unsigned cs_need_correct_orientation:1;
573 unsigned cs_cull_front:1;
574 unsigned cs_cull_back:1;
575 unsigned cs_cull_z:1;
576 unsigned cs_halfz_clip_space:1;
577 } opt;
578 };
579
580 /* Restore the pack alignment to default. */
581 #pragma pack(pop)
582
583 /* GCN-specific shader info. */
584 struct si_shader_info {
585 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
586 ubyte num_input_sgprs;
587 ubyte num_input_vgprs;
588 signed char face_vgpr_index;
589 signed char ancillary_vgpr_index;
590 bool uses_instanceid;
591 ubyte nr_pos_exports;
592 ubyte nr_param_exports;
593 unsigned private_mem_vgprs;
594 unsigned max_simd_waves;
595 };
596
597 struct si_shader_binary {
598 const char *elf_buffer;
599 size_t elf_size;
600
601 char *llvm_ir_string;
602 };
603
604 struct gfx9_gs_info {
605 unsigned es_verts_per_subgroup;
606 unsigned gs_prims_per_subgroup;
607 unsigned gs_inst_prims_in_subgroup;
608 unsigned max_prims_per_subgroup;
609 unsigned esgs_ring_size; /* in bytes */
610 };
611
612 struct si_shader {
613 struct si_compiler_ctx_state compiler_ctx_state;
614
615 struct si_shader_selector *selector;
616 struct si_shader_selector *previous_stage_sel; /* for refcounting */
617 struct si_shader *next_variant;
618
619 struct si_shader_part *prolog;
620 struct si_shader *previous_stage; /* for GFX9 */
621 struct si_shader_part *prolog2;
622 struct si_shader_part *epilog;
623
624 struct si_pm4_state *pm4;
625 struct si_resource *bo;
626 struct si_resource *scratch_bo;
627 struct si_shader_key key;
628 struct util_queue_fence ready;
629 bool compilation_failed;
630 bool is_monolithic;
631 bool is_optimized;
632 bool is_binary_shared;
633 bool is_gs_copy_shader;
634
635 /* The following data is all that's needed for binary shaders. */
636 struct si_shader_binary binary;
637 struct ac_shader_config config;
638 struct si_shader_info info;
639
640 struct {
641 uint16_t ngg_emit_size; /* in dwords */
642 uint16_t hw_max_esverts;
643 uint16_t max_gsprims;
644 uint16_t max_out_verts;
645 uint16_t prim_amp_factor;
646 bool max_vert_out_per_gs_instance;
647 } ngg;
648
649 /* Shader key + LLVM IR + disassembly + statistics.
650 * Generated for debug contexts only.
651 */
652 char *shader_log;
653 size_t shader_log_size;
654
655 struct gfx9_gs_info gs_info;
656
657 /* For save precompute context registers values. */
658 union {
659 struct {
660 unsigned vgt_gsvs_ring_offset_1;
661 unsigned vgt_gsvs_ring_offset_2;
662 unsigned vgt_gsvs_ring_offset_3;
663 unsigned vgt_gsvs_ring_itemsize;
664 unsigned vgt_gs_max_vert_out;
665 unsigned vgt_gs_vert_itemsize;
666 unsigned vgt_gs_vert_itemsize_1;
667 unsigned vgt_gs_vert_itemsize_2;
668 unsigned vgt_gs_vert_itemsize_3;
669 unsigned vgt_gs_instance_cnt;
670 unsigned vgt_gs_onchip_cntl;
671 unsigned vgt_gs_max_prims_per_subgroup;
672 unsigned vgt_esgs_ring_itemsize;
673 } gs;
674
675 struct {
676 unsigned ge_max_output_per_subgroup;
677 unsigned ge_ngg_subgrp_cntl;
678 unsigned vgt_primitiveid_en;
679 unsigned vgt_gs_onchip_cntl;
680 unsigned vgt_gs_instance_cnt;
681 unsigned vgt_esgs_ring_itemsize;
682 unsigned spi_vs_out_config;
683 unsigned spi_shader_idx_format;
684 unsigned spi_shader_pos_format;
685 unsigned pa_cl_vte_cntl;
686 unsigned pa_cl_ngg_cntl;
687 unsigned vgt_gs_max_vert_out; /* for API GS */
688 } ngg;
689
690 struct {
691 unsigned vgt_gs_mode;
692 unsigned vgt_primitiveid_en;
693 unsigned vgt_reuse_off;
694 unsigned spi_vs_out_config;
695 unsigned spi_shader_pos_format;
696 unsigned pa_cl_vte_cntl;
697 } vs;
698
699 struct {
700 unsigned spi_ps_input_ena;
701 unsigned spi_ps_input_addr;
702 unsigned spi_baryc_cntl;
703 unsigned spi_ps_in_control;
704 unsigned spi_shader_z_format;
705 unsigned spi_shader_col_format;
706 unsigned cb_shader_mask;
707 } ps;
708 } ctx_reg;
709
710 /*For save precompute registers value */
711 unsigned vgt_tf_param; /* VGT_TF_PARAM */
712 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
713 unsigned pa_cl_vs_out_cntl;
714 unsigned ge_cntl;
715 };
716
717 struct si_shader_part {
718 struct si_shader_part *next;
719 union si_shader_part_key key;
720 struct si_shader_binary binary;
721 struct ac_shader_config config;
722 };
723
724 /* si_shader.c */
725 struct si_shader *
726 si_generate_gs_copy_shader(struct si_screen *sscreen,
727 struct ac_llvm_compiler *compiler,
728 struct si_shader_selector *gs_selector,
729 struct pipe_debug_callback *debug);
730 int si_compile_tgsi_shader(struct si_screen *sscreen,
731 struct ac_llvm_compiler *compiler,
732 struct si_shader *shader,
733 struct pipe_debug_callback *debug);
734 bool si_shader_create(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
735 struct si_shader *shader,
736 struct pipe_debug_callback *debug);
737 void si_shader_destroy(struct si_shader *shader);
738 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
739 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
740 unsigned is_varying);
741 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
742 uint64_t scratch_va);
743 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
744 struct pipe_debug_callback *debug,
745 FILE *f, bool check_debug_option);
746 void si_shader_dump_stats_for_shader_db(struct si_screen *screen,
747 struct si_shader *shader,
748 struct pipe_debug_callback *debug);
749 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
750 unsigned *lds_size);
751 const char *si_get_shader_name(const struct si_shader *shader);
752 void si_shader_binary_clean(struct si_shader_binary *binary);
753
754 /* si_shader_nir.c */
755 void si_nir_scan_shader(const struct nir_shader *nir,
756 struct tgsi_shader_info *info);
757 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
758 struct tgsi_tessctrl_info *out);
759 void si_nir_lower_ps_inputs(struct nir_shader *nir);
760 void si_lower_nir(struct si_screen *sscreen, struct nir_shader *nir);
761 void si_nir_opts(struct nir_shader *nir);
762
763 /* si_state_shaders.c */
764 void gfx9_get_gs_info(struct si_shader_selector *es,
765 struct si_shader_selector *gs,
766 struct gfx9_gs_info *out);
767
768 /* Inline helpers. */
769
770 /* Return the pointer to the main shader part's pointer. */
771 static inline struct si_shader **
772 si_get_main_shader_part(struct si_shader_selector *sel,
773 struct si_shader_key *key)
774 {
775 if (key->as_ls)
776 return &sel->main_shader_part_ls;
777 if (key->as_es && key->as_ngg)
778 return &sel->main_shader_part_ngg_es;
779 if (key->as_es)
780 return &sel->main_shader_part_es;
781 if (key->as_ngg)
782 return &sel->main_shader_part_ngg;
783 return &sel->main_shader_part;
784 }
785
786 static inline bool
787 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
788 {
789 return selector ? selector->info.uses_bindless_samplers : false;
790 }
791
792 static inline bool
793 si_shader_uses_bindless_images(struct si_shader_selector *selector)
794 {
795 return selector ? selector->info.uses_bindless_images : false;
796 }
797
798 void si_destroy_shader_selector(struct si_context *sctx,
799 struct si_shader_selector *sel);
800
801 static inline void
802 si_shader_selector_reference(struct si_context *sctx,
803 struct si_shader_selector **dst,
804 struct si_shader_selector *src)
805 {
806 if (pipe_reference(&(*dst)->reference, &src->reference))
807 si_destroy_shader_selector(sctx, *dst);
808
809 *dst = src;
810 }
811
812 #endif