radeonsi: use ready fences on all shaders, not just optimized ones
[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
24 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
25 * -------------------------------------------------------------------------
26 *
27 * Typically, there is one-to-one correspondence between API and HW shaders,
28 * that is, for every API shader, there is exactly one shader binary in
29 * the driver.
30 *
31 * The problem with that is that we also have to emulate some API states
32 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
33 * to deal with it are:
34 * - each shader has multiple variants for each combination of emulated states,
35 * and the variants are compiled on demand, possibly relying on a shader
36 * cache for good performance
37 * - patch shaders at the binary level
38 *
39 * This driver uses something completely different. The emulated states are
40 * usually implemented at the beginning or end of shaders. Therefore, we can
41 * split the shader into 3 parts:
42 * - prolog part (shader code dependent on states)
43 * - main part (the API shader)
44 * - epilog part (shader code dependent on states)
45 *
46 * Each part is compiled as a separate shader and the final binaries are
47 * concatenated. This type of shader is called non-monolithic, because it
48 * consists of multiple independent binaries. Creating a new shader variant
49 * is therefore only a concatenation of shader parts (binaries) and doesn't
50 * involve any compilation. The main shader parts are the only parts that are
51 * compiled when applications create shader objects. The prolog and epilog
52 * parts are compiled on the first use and saved, so that their binaries can
53 * be reused by many other shaders.
54 *
55 * One of the roles of the prolog part is to compute vertex buffer addresses
56 * for vertex shaders. A few of the roles of the epilog part are color buffer
57 * format conversions in pixel shaders that we have to do manually, and write
58 * tessellation factors in tessellation control shaders. The prolog and epilog
59 * have many other important responsibilities in various shader stages.
60 * They don't just "emulate legacy stuff".
61 *
62 * Monolithic shaders are shaders where the parts are combined before LLVM
63 * compilation, and the whole thing is compiled and optimized as one unit with
64 * one binary on the output. The result is the same as the non-monolithic
65 * shader, but the final code can be better, because LLVM can optimize across
66 * all shader parts. Monolithic shaders aren't usually used except for these
67 * special cases:
68 *
69 * 1) Some rarely-used states require modification of the main shader part
70 * itself, and in such cases, only the monolithic shader variant is
71 * compiled, and that's always done on the first use.
72 *
73 * 2) When we do cross-stage optimizations for separate shader objects and
74 * e.g. eliminate unused shader varyings, the resulting optimized shader
75 * variants are always compiled as monolithic shaders, and always
76 * asynchronously (i.e. not stalling ongoing rendering). We call them
77 * "optimized monolithic" shaders. The important property here is that
78 * the non-monolithic unoptimized shader variant is always available for use
79 * when the asynchronous compilation of the optimized shader is not done
80 * yet.
81 *
82 * Starting with GFX9 chips, some shader stages are merged, and the number of
83 * shader parts per shader increased. The complete new list of shader parts is:
84 * - 1st shader: prolog part
85 * - 1st shader: main part
86 * - 2nd shader: prolog part
87 * - 2nd shader: main part
88 * - 2nd shader: epilog part
89 */
90
91 /* How linking shader inputs and outputs between vertex, tessellation, and
92 * geometry shaders works.
93 *
94 * Inputs and outputs between shaders are stored in a buffer. This buffer
95 * lives in LDS (typical case for tessellation), but it can also live
96 * in memory (ESGS). Each input or output has a fixed location within a vertex.
97 * The highest used input or output determines the stride between vertices.
98 *
99 * Since GS and tessellation are only possible in the OpenGL core profile,
100 * only these semantics are valid for per-vertex data:
101 *
102 * Name Location
103 *
104 * POSITION 0
105 * PSIZE 1
106 * CLIPDIST0..1 2..3
107 * CULLDIST0..1 (not implemented)
108 * GENERIC0..31 4..35
109 *
110 * For example, a shader only writing GENERIC0 has the output stride of 5.
111 *
112 * Only these semantics are valid for per-patch data:
113 *
114 * Name Location
115 *
116 * TESSOUTER 0
117 * TESSINNER 1
118 * PATCH0..29 2..31
119 *
120 * That's how independent shaders agree on input and output locations.
121 * The si_shader_io_get_unique_index function assigns the locations.
122 *
123 * For tessellation, other required information for calculating the input and
124 * output addresses like the vertex stride, the patch stride, and the offsets
125 * where per-vertex and per-patch data start, is passed to the shader via
126 * user data SGPRs. The offsets and strides are calculated at draw time and
127 * aren't available at compile time.
128 */
129
130 #ifndef SI_SHADER_H
131 #define SI_SHADER_H
132
133 #include <llvm-c/Core.h> /* LLVMModuleRef */
134 #include <llvm-c/TargetMachine.h>
135 #include "tgsi/tgsi_scan.h"
136 #include "util/u_queue.h"
137
138 #include "ac_binary.h"
139 #include "si_state.h"
140
141 struct nir_shader;
142
143 #define SI_MAX_VS_OUTPUTS 40
144
145 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
146 * index smaller than this.
147 */
148 #define SI_MAX_IO_GENERIC 46
149
150 /* SGPR user data indices */
151 enum {
152 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
153 * and these two are used for other purposes.
154 */
155 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
156 SI_SGPR_RW_BUFFERS_HI,
157 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
158 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
159 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
160 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
161 SI_SGPR_SAMPLERS_AND_IMAGES,
162 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
163 SI_NUM_RESOURCE_SGPRS,
164
165 /* all VS variants */
166 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
167 SI_SGPR_VERTEX_BUFFERS_HI,
168 SI_SGPR_BASE_VERTEX,
169 SI_SGPR_START_INSTANCE,
170 SI_SGPR_DRAWID,
171 SI_SGPR_VS_STATE_BITS,
172 SI_VS_NUM_USER_SGPR,
173
174 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
175
176 /* TES */
177 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
178 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
179 SI_TES_NUM_USER_SGPR,
180
181 /* GFX6-8: TCS only */
182 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
183 GFX6_SGPR_TCS_OUT_OFFSETS,
184 GFX6_SGPR_TCS_OUT_LAYOUT,
185 GFX6_SGPR_TCS_IN_LAYOUT,
186 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
187 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
188 GFX6_TCS_NUM_USER_SGPR,
189
190 /* GFX9: Merged LS-HS (VS-TCS) only. */
191 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
192 GFX9_SGPR_TCS_OUT_OFFSETS,
193 GFX9_SGPR_TCS_OUT_LAYOUT,
194 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
195 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
196 GFX9_SGPR_unused_to_align_the_next_pointer,
197 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
198 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
199 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
200 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
201 GFX9_TCS_NUM_USER_SGPR,
202
203 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
204 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
205 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
206 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
207 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
208 GFX9_GS_NUM_USER_SGPR,
209
210 /* GS limits */
211 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
212 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
213
214 /* PS only */
215 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
216 SI_PS_NUM_USER_SGPR,
217 };
218
219 /* LLVM function parameter indices */
220 enum {
221 SI_NUM_RESOURCE_PARAMS = 4,
222
223 /* PS only parameters */
224 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
225 SI_PARAM_PRIM_MASK,
226 SI_PARAM_PERSP_SAMPLE,
227 SI_PARAM_PERSP_CENTER,
228 SI_PARAM_PERSP_CENTROID,
229 SI_PARAM_PERSP_PULL_MODEL,
230 SI_PARAM_LINEAR_SAMPLE,
231 SI_PARAM_LINEAR_CENTER,
232 SI_PARAM_LINEAR_CENTROID,
233 SI_PARAM_LINE_STIPPLE_TEX,
234 SI_PARAM_POS_X_FLOAT,
235 SI_PARAM_POS_Y_FLOAT,
236 SI_PARAM_POS_Z_FLOAT,
237 SI_PARAM_POS_W_FLOAT,
238 SI_PARAM_FRONT_FACE,
239 SI_PARAM_ANCILLARY,
240 SI_PARAM_SAMPLE_COVERAGE,
241 SI_PARAM_POS_FIXED_PT,
242
243 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
244 };
245
246 /* Fields of driver-defined VS state SGPR. */
247 /* Clamp vertex color output (only used in VS as VS). */
248 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
249 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
250 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
251 #define C_VS_STATE_INDEXED 0xFFFFFFFD
252 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
253 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
254 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
255 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
256
257 /* SI-specific system values. */
258 enum {
259 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
260 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
261 };
262
263 enum {
264 /* Use a property enum that VS wouldn't use. */
265 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
266
267 /* These represent the number of SGPRs the shader uses. */
268 SI_VS_BLIT_SGPRS_POS = 3,
269 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
270 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
271 };
272
273 /* For VS shader key fix_fetch. */
274 enum {
275 SI_FIX_FETCH_NONE = 0,
276 SI_FIX_FETCH_A2_SNORM,
277 SI_FIX_FETCH_A2_SSCALED,
278 SI_FIX_FETCH_A2_SINT,
279 SI_FIX_FETCH_RGBA_32_UNORM,
280 SI_FIX_FETCH_RGBX_32_UNORM,
281 SI_FIX_FETCH_RGBA_32_SNORM,
282 SI_FIX_FETCH_RGBX_32_SNORM,
283 SI_FIX_FETCH_RGBA_32_USCALED,
284 SI_FIX_FETCH_RGBA_32_SSCALED,
285 SI_FIX_FETCH_RGBA_32_FIXED,
286 SI_FIX_FETCH_RGBX_32_FIXED,
287 SI_FIX_FETCH_RG_64_FLOAT,
288 SI_FIX_FETCH_RGB_64_FLOAT,
289 SI_FIX_FETCH_RGBA_64_FLOAT,
290 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
291 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
292 SI_FIX_FETCH_RGB_16,
293 SI_FIX_FETCH_RGB_16_INT,
294 };
295
296 struct si_shader;
297
298 /* State of the context creating the shader object. */
299 struct si_compiler_ctx_state {
300 /* Should only be used by si_init_shader_selector_async and
301 * si_build_shader_variant if thread_index == -1 (non-threaded). */
302 LLVMTargetMachineRef tm;
303
304 /* Used if thread_index == -1 or if debug.async is true. */
305 struct pipe_debug_callback debug;
306
307 /* Used for creating the log string for gallium/ddebug. */
308 bool is_debug_context;
309 };
310
311 /* A shader selector is a gallium CSO and contains shader variants and
312 * binaries for one TGSI program. This can be shared by multiple contexts.
313 */
314 struct si_shader_selector {
315 struct pipe_reference reference;
316 struct si_screen *screen;
317 struct util_queue_fence ready;
318 struct si_compiler_ctx_state compiler_ctx_state;
319
320 mtx_t mutex;
321 struct si_shader *first_variant; /* immutable after the first variant */
322 struct si_shader *last_variant; /* mutable */
323
324 /* The compiled TGSI shader expecting a prolog and/or epilog (not
325 * uploaded to a buffer).
326 */
327 struct si_shader *main_shader_part;
328 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
329 struct si_shader *main_shader_part_es; /* as_es is set in the key */
330
331 struct si_shader *gs_copy_shader;
332
333 struct tgsi_token *tokens;
334 struct nir_shader *nir;
335 struct pipe_stream_output_info so;
336 struct tgsi_shader_info info;
337 struct tgsi_tessctrl_info tcs_info;
338
339 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
340 unsigned type;
341 bool vs_needs_prolog;
342 bool force_correct_derivs_after_kill;
343 unsigned pa_cl_vs_out_cntl;
344 ubyte clipdist_mask;
345 ubyte culldist_mask;
346
347 /* GS parameters. */
348 unsigned esgs_itemsize;
349 unsigned gs_input_verts_per_prim;
350 unsigned gs_output_prim;
351 unsigned gs_max_out_vertices;
352 unsigned gs_num_invocations;
353 unsigned max_gs_stream; /* count - 1 */
354 unsigned gsvs_vertex_size;
355 unsigned max_gsvs_emit_size;
356 unsigned enabled_streamout_buffer_mask;
357
358 /* PS parameters. */
359 unsigned color_attr_index[2];
360 unsigned db_shader_control;
361 /* Set 0xf or 0x0 (4 bits) per each written output.
362 * ANDed with spi_shader_col_format.
363 */
364 unsigned colors_written_4bit;
365
366 /* CS parameters */
367 unsigned local_size;
368
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 * -> = merged with the next stage
393 */
394
395 /* Use the byte alignment for all following structure members for optimal
396 * shader key memory footprint.
397 */
398 #pragma pack(push, 1)
399
400 /* Common VS bits between the shader key and the prolog key. */
401 struct si_vs_prolog_bits {
402 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
403 * divisor is 0.
404 * - If "is_one" has a bit set, the instance divisor is 1.
405 * - If "is_fetched" has a bit set, the instance divisor will be loaded
406 * from the constant buffer.
407 */
408 uint16_t instance_divisor_is_one; /* bitmask of inputs */
409 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
410 unsigned ls_vgpr_fix:1;
411 };
412
413 /* Common TCS bits between the shader key and the epilog key. */
414 struct si_tcs_epilog_bits {
415 unsigned prim_mode:3;
416 unsigned invoc0_tess_factors_are_def:1;
417 unsigned tes_reads_tess_factors:1;
418 };
419
420 struct si_gs_prolog_bits {
421 unsigned tri_strip_adj_fix:1;
422 };
423
424 /* Common PS bits between the shader key and the prolog key. */
425 struct si_ps_prolog_bits {
426 unsigned color_two_side:1;
427 unsigned flatshade_colors:1;
428 unsigned poly_stipple:1;
429 unsigned force_persp_sample_interp:1;
430 unsigned force_linear_sample_interp:1;
431 unsigned force_persp_center_interp:1;
432 unsigned force_linear_center_interp:1;
433 unsigned bc_optimize_for_persp:1;
434 unsigned bc_optimize_for_linear:1;
435 unsigned samplemask_log_ps_iter:3;
436 };
437
438 /* Common PS bits between the shader key and the epilog key. */
439 struct si_ps_epilog_bits {
440 unsigned spi_shader_col_format;
441 unsigned color_is_int8:8;
442 unsigned color_is_int10:8;
443 unsigned last_cbuf:3;
444 unsigned alpha_func:3;
445 unsigned alpha_to_one:1;
446 unsigned poly_line_smoothing:1;
447 unsigned clamp_color:1;
448 };
449
450 union si_shader_part_key {
451 struct {
452 struct si_vs_prolog_bits states;
453 unsigned num_input_sgprs:6;
454 /* For merged stages such as LS-HS, HS input VGPRs are first. */
455 unsigned num_merged_next_stage_vgprs:3;
456 unsigned last_input:4;
457 unsigned as_ls:1;
458 /* Prologs for monolithic shaders shouldn't set EXEC. */
459 unsigned is_monolithic:1;
460 } vs_prolog;
461 struct {
462 struct si_tcs_epilog_bits states;
463 } tcs_epilog;
464 struct {
465 struct si_gs_prolog_bits states;
466 /* Prologs of monolithic shaders shouldn't set EXEC. */
467 unsigned is_monolithic:1;
468 } gs_prolog;
469 struct {
470 struct si_ps_prolog_bits states;
471 unsigned num_input_sgprs:6;
472 unsigned num_input_vgprs:5;
473 /* Color interpolation and two-side color selection. */
474 unsigned colors_read:8; /* color input components read */
475 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
476 unsigned face_vgpr_index:5;
477 unsigned ancillary_vgpr_index:5;
478 unsigned wqm:1;
479 char color_attr_index[2];
480 char color_interp_vgpr_index[2]; /* -1 == constant */
481 } ps_prolog;
482 struct {
483 struct si_ps_epilog_bits states;
484 unsigned colors_written:8;
485 unsigned writes_z:1;
486 unsigned writes_stencil:1;
487 unsigned writes_samplemask:1;
488 } ps_epilog;
489 };
490
491 struct si_shader_key {
492 /* Prolog and epilog flags. */
493 union {
494 struct {
495 struct si_vs_prolog_bits prolog;
496 } vs;
497 struct {
498 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
499 struct si_shader_selector *ls; /* for merged LS-HS */
500 struct si_tcs_epilog_bits epilog;
501 } tcs; /* tessellation control shader */
502 struct {
503 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
504 struct si_shader_selector *es; /* for merged ES-GS */
505 struct si_gs_prolog_bits prolog;
506 } gs;
507 struct {
508 struct si_ps_prolog_bits prolog;
509 struct si_ps_epilog_bits epilog;
510 } ps;
511 } part;
512
513 /* These two are initially set according to the NEXT_SHADER property,
514 * or guessed if the property doesn't seem correct.
515 */
516 unsigned as_es:1; /* export shader, which precedes GS */
517 unsigned as_ls:1; /* local shader, which precedes TCS */
518
519 /* Flags for monolithic compilation only. */
520 struct {
521 /* One byte for every input: SI_FIX_FETCH_* enums. */
522 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
523
524 union {
525 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
526 /* When PS needs PrimID and GS is disabled. */
527 unsigned vs_export_prim_id:1;
528 struct {
529 unsigned interpolate_at_sample_force_center:1;
530 } ps;
531 } u;
532 } mono;
533
534 /* Optimization flags for asynchronous compilation only. */
535 struct {
536 /* For HW VS (it can be VS, TES, GS) */
537 uint64_t kill_outputs; /* "get_unique_index" bits */
538 unsigned clip_disable:1;
539
540 /* For shaders where monolithic variants have better code.
541 *
542 * This is a flag that has no effect on code generation,
543 * but forces monolithic shaders to be used as soon as
544 * possible, because it's in the "opt" group.
545 */
546 unsigned prefer_mono:1;
547 } opt;
548 };
549
550 /* Restore the pack alignment to default. */
551 #pragma pack(pop)
552
553 struct si_shader_config {
554 unsigned num_sgprs;
555 unsigned num_vgprs;
556 unsigned spilled_sgprs;
557 unsigned spilled_vgprs;
558 unsigned private_mem_vgprs;
559 unsigned lds_size;
560 unsigned spi_ps_input_ena;
561 unsigned spi_ps_input_addr;
562 unsigned float_mode;
563 unsigned scratch_bytes_per_wave;
564 unsigned rsrc1;
565 unsigned rsrc2;
566 };
567
568 /* GCN-specific shader info. */
569 struct si_shader_info {
570 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
571 ubyte num_input_sgprs;
572 ubyte num_input_vgprs;
573 signed char face_vgpr_index;
574 signed char ancillary_vgpr_index;
575 bool uses_instanceid;
576 ubyte nr_pos_exports;
577 ubyte nr_param_exports;
578 };
579
580 struct si_shader {
581 struct si_compiler_ctx_state compiler_ctx_state;
582
583 struct si_shader_selector *selector;
584 struct si_shader_selector *previous_stage_sel; /* for refcounting */
585 struct si_shader *next_variant;
586
587 struct si_shader_part *prolog;
588 struct si_shader *previous_stage; /* for GFX9 */
589 struct si_shader_part *prolog2;
590 struct si_shader_part *epilog;
591
592 struct si_pm4_state *pm4;
593 struct r600_resource *bo;
594 struct r600_resource *scratch_bo;
595 struct si_shader_key key;
596 struct util_queue_fence ready;
597 bool compilation_failed;
598 bool is_monolithic;
599 bool is_optimized;
600 bool is_binary_shared;
601 bool is_gs_copy_shader;
602
603 /* The following data is all that's needed for binary shaders. */
604 struct ac_shader_binary binary;
605 struct si_shader_config config;
606 struct si_shader_info info;
607
608 /* Shader key + LLVM IR + disassembly + statistics.
609 * Generated for debug contexts only.
610 */
611 char *shader_log;
612 size_t shader_log_size;
613 };
614
615 struct si_shader_part {
616 struct si_shader_part *next;
617 union si_shader_part_key key;
618 struct ac_shader_binary binary;
619 struct si_shader_config config;
620 };
621
622 /* si_shader.c */
623 struct si_shader *
624 si_generate_gs_copy_shader(struct si_screen *sscreen,
625 LLVMTargetMachineRef tm,
626 struct si_shader_selector *gs_selector,
627 struct pipe_debug_callback *debug);
628 int si_compile_tgsi_shader(struct si_screen *sscreen,
629 LLVMTargetMachineRef tm,
630 struct si_shader *shader,
631 bool is_monolithic,
632 struct pipe_debug_callback *debug);
633 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
634 struct si_shader *shader,
635 struct pipe_debug_callback *debug);
636 void si_shader_destroy(struct si_shader *shader);
637 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
638 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
639 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
640 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
641 struct pipe_debug_callback *debug, unsigned processor,
642 FILE *f, bool check_debug_option);
643 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
644 unsigned *lds_size);
645 void si_shader_apply_scratch_relocs(struct si_shader *shader,
646 uint64_t scratch_va);
647 void si_shader_binary_read_config(struct ac_shader_binary *binary,
648 struct si_shader_config *conf,
649 unsigned symbol_offset);
650 unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
651 bool writes_samplemask);
652 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
653
654 /* si_shader_nir.c */
655 void si_nir_scan_shader(const struct nir_shader *nir,
656 struct tgsi_shader_info *info);
657 void si_lower_nir(struct si_shader_selector *sel);
658
659 /* Inline helpers. */
660
661 /* Return the pointer to the main shader part's pointer. */
662 static inline struct si_shader **
663 si_get_main_shader_part(struct si_shader_selector *sel,
664 struct si_shader_key *key)
665 {
666 if (key->as_ls)
667 return &sel->main_shader_part_ls;
668 if (key->as_es)
669 return &sel->main_shader_part_es;
670 return &sel->main_shader_part;
671 }
672
673 static inline bool
674 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
675 {
676 return selector ? selector->info.uses_bindless_samplers : false;
677 }
678
679 static inline bool
680 si_shader_uses_bindless_images(struct si_shader_selector *selector)
681 {
682 return selector ? selector->info.uses_bindless_images : false;
683 }
684
685 void si_destroy_shader_selector(struct si_context *sctx,
686 struct si_shader_selector *sel);
687
688 static inline void
689 si_shader_selector_reference(struct si_context *sctx,
690 struct si_shader_selector **dst,
691 struct si_shader_selector *src)
692 {
693 if (pipe_reference(&(*dst)->reference, &src->reference))
694 si_destroy_shader_selector(sctx, *dst);
695
696 *dst = src;
697 }
698
699 #endif