radeonsi: implement vertex color clamping for tess and GS
[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
143 #include <stdio.h>
144
145 struct nir_shader;
146 struct si_shader;
147 struct si_context;
148
149 #define SI_MAX_ATTRIBS 16
150 #define SI_MAX_VS_OUTPUTS 40
151
152 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
153 * index smaller than this.
154 */
155 #define SI_MAX_IO_GENERIC 43
156
157 /* SGPR user data indices */
158 enum {
159 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
160 #if !HAVE_32BIT_POINTERS
161 SI_SGPR_RW_BUFFERS_HI,
162 #endif
163 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
164 #if !HAVE_32BIT_POINTERS
165 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
166 #endif
167 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
168 #if !HAVE_32BIT_POINTERS
169 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
170 #endif
171 SI_SGPR_SAMPLERS_AND_IMAGES,
172 #if !HAVE_32BIT_POINTERS
173 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
174 #endif
175 SI_NUM_RESOURCE_SGPRS,
176
177 /* API VS, TES without GS, GS copy shader */
178 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
179 SI_NUM_VS_STATE_RESOURCE_SGPRS,
180
181 /* all VS variants */
182 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
183 SI_SGPR_START_INSTANCE,
184 SI_SGPR_DRAWID,
185 SI_VS_NUM_USER_SGPR,
186
187 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
188
189 /* TES */
190 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
191 SI_SGPR_TES_OFFCHIP_ADDR,
192 SI_TES_NUM_USER_SGPR,
193
194 /* GFX6-8: TCS only */
195 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
196 GFX6_SGPR_TCS_OUT_OFFSETS,
197 GFX6_SGPR_TCS_OUT_LAYOUT,
198 GFX6_SGPR_TCS_IN_LAYOUT,
199 GFX6_TCS_NUM_USER_SGPR,
200
201 /* GFX9: Merged shaders. */
202 #if HAVE_32BIT_POINTERS
203 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
204 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
205 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
206 #else
207 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO/HI (SGPR[0:1]). */
208 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES = SI_VS_NUM_USER_SGPR,
209 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES_HI,
210 GFX9_MERGED_NUM_USER_SGPR,
211 #endif
212
213 /* GFX9: Merged LS-HS (VS-TCS) only. */
214 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
215 GFX9_SGPR_TCS_OUT_OFFSETS,
216 GFX9_SGPR_TCS_OUT_LAYOUT,
217 #if !HAVE_32BIT_POINTERS
218 GFX9_SGPR_align_for_vb_pointer,
219 #endif
220 GFX9_TCS_NUM_USER_SGPR,
221
222 /* GS limits */
223 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
224 #if HAVE_32BIT_POINTERS
225 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
226 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
227 #else
228 GFX9_VSGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
229 GFX9_TESGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
230 #endif
231 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
232
233 /* PS only */
234 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
235 SI_PS_NUM_USER_SGPR,
236 };
237
238 /* LLVM function parameter indices */
239 enum {
240 SI_NUM_RESOURCE_PARAMS = 4,
241
242 /* PS only parameters */
243 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
244 SI_PARAM_PRIM_MASK,
245 SI_PARAM_PERSP_SAMPLE,
246 SI_PARAM_PERSP_CENTER,
247 SI_PARAM_PERSP_CENTROID,
248 SI_PARAM_PERSP_PULL_MODEL,
249 SI_PARAM_LINEAR_SAMPLE,
250 SI_PARAM_LINEAR_CENTER,
251 SI_PARAM_LINEAR_CENTROID,
252 SI_PARAM_LINE_STIPPLE_TEX,
253 SI_PARAM_POS_X_FLOAT,
254 SI_PARAM_POS_Y_FLOAT,
255 SI_PARAM_POS_Z_FLOAT,
256 SI_PARAM_POS_W_FLOAT,
257 SI_PARAM_FRONT_FACE,
258 SI_PARAM_ANCILLARY,
259 SI_PARAM_SAMPLE_COVERAGE,
260 SI_PARAM_POS_FIXED_PT,
261
262 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
263 };
264
265 /* Fields of driver-defined VS state SGPR. */
266 /* Clamp vertex color output (only used in VS as VS). */
267 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
268 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
269 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
270 #define C_VS_STATE_INDEXED 0xFFFFFFFD
271 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
272 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
273 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
274 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
275
276 /* SI-specific system values. */
277 enum {
278 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
279 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
280 };
281
282 enum {
283 /* Use a property enum that CS wouldn't use. */
284 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
285
286 /* Use a property enum that VS wouldn't use. */
287 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
288
289 /* These represent the number of SGPRs the shader uses. */
290 SI_VS_BLIT_SGPRS_POS = 3,
291 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
292 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
293 };
294
295 /* For VS shader key fix_fetch. */
296 enum {
297 SI_FIX_FETCH_NONE = 0,
298 SI_FIX_FETCH_A2_SNORM,
299 SI_FIX_FETCH_A2_SSCALED,
300 SI_FIX_FETCH_A2_SINT,
301 SI_FIX_FETCH_RGBA_32_UNORM,
302 SI_FIX_FETCH_RGBX_32_UNORM,
303 SI_FIX_FETCH_RGBA_32_SNORM,
304 SI_FIX_FETCH_RGBX_32_SNORM,
305 SI_FIX_FETCH_RGBA_32_USCALED,
306 SI_FIX_FETCH_RGBA_32_SSCALED,
307 SI_FIX_FETCH_RGBA_32_FIXED,
308 SI_FIX_FETCH_RGBX_32_FIXED,
309 SI_FIX_FETCH_RG_64_FLOAT,
310 SI_FIX_FETCH_RGB_64_FLOAT,
311 SI_FIX_FETCH_RGBA_64_FLOAT,
312 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
313 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
314 SI_FIX_FETCH_RGB_16,
315 SI_FIX_FETCH_RGB_16_INT,
316 };
317
318 struct si_shader;
319
320 /* Per-thread persistent LLVM objects. */
321 struct si_compiler {
322 LLVMTargetMachineRef tm;
323 const char *triple;
324 const char *data_layout;
325 LLVMTargetLibraryInfoRef target_library_info;
326 LLVMPassManagerRef passmgr;
327 };
328
329 /* State of the context creating the shader object. */
330 struct si_compiler_ctx_state {
331 /* Should only be used by si_init_shader_selector_async and
332 * si_build_shader_variant if thread_index == -1 (non-threaded). */
333 struct si_compiler *compiler;
334
335 /* Used if thread_index == -1 or if debug.async is true. */
336 struct pipe_debug_callback debug;
337
338 /* Used for creating the log string for gallium/ddebug. */
339 bool is_debug_context;
340 };
341
342 /* A shader selector is a gallium CSO and contains shader variants and
343 * binaries for one TGSI program. This can be shared by multiple contexts.
344 */
345 struct si_shader_selector {
346 struct pipe_reference reference;
347 struct si_screen *screen;
348 struct util_queue_fence ready;
349 struct si_compiler_ctx_state compiler_ctx_state;
350
351 mtx_t mutex;
352 struct si_shader *first_variant; /* immutable after the first variant */
353 struct si_shader *last_variant; /* mutable */
354
355 /* The compiled TGSI shader expecting a prolog and/or epilog (not
356 * uploaded to a buffer).
357 */
358 struct si_shader *main_shader_part;
359 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
360 struct si_shader *main_shader_part_es; /* as_es is set in the key */
361
362 struct si_shader *gs_copy_shader;
363
364 struct tgsi_token *tokens;
365 struct nir_shader *nir;
366 struct pipe_stream_output_info so;
367 struct tgsi_shader_info info;
368 struct tgsi_tessctrl_info tcs_info;
369
370 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
371 unsigned type;
372 bool vs_needs_prolog;
373 bool force_correct_derivs_after_kill;
374 unsigned pa_cl_vs_out_cntl;
375 ubyte clipdist_mask;
376 ubyte culldist_mask;
377
378 /* ES parameters. */
379 unsigned esgs_itemsize;
380
381 /* GS parameters. */
382 unsigned gs_input_verts_per_prim;
383 unsigned gs_output_prim;
384 unsigned gs_max_out_vertices;
385 unsigned gs_num_invocations;
386 unsigned max_gs_stream; /* count - 1 */
387 unsigned gsvs_vertex_size;
388 unsigned max_gsvs_emit_size;
389 unsigned enabled_streamout_buffer_mask;
390
391 /* PS parameters. */
392 unsigned color_attr_index[2];
393 unsigned db_shader_control;
394 /* Set 0xf or 0x0 (4 bits) per each written output.
395 * ANDed with spi_shader_col_format.
396 */
397 unsigned colors_written_4bit;
398
399 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
400 uint64_t outputs_written; /* "get_unique_index" bits */
401 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
402
403 uint64_t inputs_read; /* "get_unique_index" bits */
404
405 /* bitmasks of used descriptor slots */
406 uint32_t active_const_and_shader_buffers;
407 uint64_t active_samplers_and_images;
408 };
409
410 /* Valid shader configurations:
411 *
412 * API shaders VS | TCS | TES | GS |pass| PS
413 * are compiled as: | | | |thru|
414 * | | | | |
415 * Only VS & PS: VS | | | | | PS
416 * GFX6 - with GS: ES | | | GS | VS | PS
417 * - with tess: LS | HS | VS | | | PS
418 * - with both: LS | HS | ES | GS | VS | PS
419 * GFX9 - with GS: -> | | | GS | VS | PS
420 * - with tess: -> | HS | VS | | | PS
421 * - with both: -> | HS | -> | GS | VS | PS
422 *
423 * -> = merged with the next stage
424 */
425
426 /* Use the byte alignment for all following structure members for optimal
427 * shader key memory footprint.
428 */
429 #pragma pack(push, 1)
430
431 /* Common VS bits between the shader key and the prolog key. */
432 struct si_vs_prolog_bits {
433 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
434 * divisor is 0.
435 * - If "is_one" has a bit set, the instance divisor is 1.
436 * - If "is_fetched" has a bit set, the instance divisor will be loaded
437 * from the constant buffer.
438 */
439 uint16_t instance_divisor_is_one; /* bitmask of inputs */
440 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
441 unsigned ls_vgpr_fix:1;
442 };
443
444 /* Common TCS bits between the shader key and the epilog key. */
445 struct si_tcs_epilog_bits {
446 unsigned prim_mode:3;
447 unsigned invoc0_tess_factors_are_def:1;
448 unsigned tes_reads_tess_factors:1;
449 };
450
451 struct si_gs_prolog_bits {
452 unsigned tri_strip_adj_fix:1;
453 unsigned gfx9_prev_is_vs:1;
454 };
455
456 /* Common PS bits between the shader key and the prolog key. */
457 struct si_ps_prolog_bits {
458 unsigned color_two_side:1;
459 unsigned flatshade_colors:1;
460 unsigned poly_stipple:1;
461 unsigned force_persp_sample_interp:1;
462 unsigned force_linear_sample_interp:1;
463 unsigned force_persp_center_interp:1;
464 unsigned force_linear_center_interp:1;
465 unsigned bc_optimize_for_persp:1;
466 unsigned bc_optimize_for_linear:1;
467 unsigned samplemask_log_ps_iter:3;
468 };
469
470 /* Common PS bits between the shader key and the epilog key. */
471 struct si_ps_epilog_bits {
472 unsigned spi_shader_col_format;
473 unsigned color_is_int8:8;
474 unsigned color_is_int10:8;
475 unsigned last_cbuf:3;
476 unsigned alpha_func:3;
477 unsigned alpha_to_one:1;
478 unsigned poly_line_smoothing:1;
479 unsigned clamp_color:1;
480 };
481
482 union si_shader_part_key {
483 struct {
484 struct si_vs_prolog_bits states;
485 unsigned num_input_sgprs:6;
486 /* For merged stages such as LS-HS, HS input VGPRs are first. */
487 unsigned num_merged_next_stage_vgprs:3;
488 unsigned last_input:4;
489 unsigned as_ls:1;
490 unsigned as_es:1;
491 /* Prologs for monolithic shaders shouldn't set EXEC. */
492 unsigned is_monolithic:1;
493 } vs_prolog;
494 struct {
495 struct si_tcs_epilog_bits states;
496 } tcs_epilog;
497 struct {
498 struct si_gs_prolog_bits states;
499 /* Prologs of monolithic shaders shouldn't set EXEC. */
500 unsigned is_monolithic:1;
501 } gs_prolog;
502 struct {
503 struct si_ps_prolog_bits states;
504 unsigned num_input_sgprs:6;
505 unsigned num_input_vgprs:5;
506 /* Color interpolation and two-side color selection. */
507 unsigned colors_read:8; /* color input components read */
508 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
509 unsigned face_vgpr_index:5;
510 unsigned ancillary_vgpr_index:5;
511 unsigned wqm:1;
512 char color_attr_index[2];
513 char color_interp_vgpr_index[2]; /* -1 == constant */
514 } ps_prolog;
515 struct {
516 struct si_ps_epilog_bits states;
517 unsigned colors_written:8;
518 unsigned writes_z:1;
519 unsigned writes_stencil:1;
520 unsigned writes_samplemask:1;
521 } ps_epilog;
522 };
523
524 struct si_shader_key {
525 /* Prolog and epilog flags. */
526 union {
527 struct {
528 struct si_vs_prolog_bits prolog;
529 } vs;
530 struct {
531 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
532 struct si_shader_selector *ls; /* for merged LS-HS */
533 struct si_tcs_epilog_bits epilog;
534 } tcs; /* tessellation control shader */
535 struct {
536 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
537 struct si_shader_selector *es; /* for merged ES-GS */
538 struct si_gs_prolog_bits prolog;
539 } gs;
540 struct {
541 struct si_ps_prolog_bits prolog;
542 struct si_ps_epilog_bits epilog;
543 } ps;
544 } part;
545
546 /* These two are initially set according to the NEXT_SHADER property,
547 * or guessed if the property doesn't seem correct.
548 */
549 unsigned as_es:1; /* export shader, which precedes GS */
550 unsigned as_ls:1; /* local shader, which precedes TCS */
551
552 /* Flags for monolithic compilation only. */
553 struct {
554 /* One byte for every input: SI_FIX_FETCH_* enums. */
555 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
556
557 union {
558 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
559 /* When PS needs PrimID and GS is disabled. */
560 unsigned vs_export_prim_id:1;
561 struct {
562 unsigned interpolate_at_sample_force_center:1;
563 unsigned fbfetch_msaa;
564 unsigned fbfetch_is_1D;
565 unsigned fbfetch_layered;
566 } ps;
567 } u;
568 } mono;
569
570 /* Optimization flags for asynchronous compilation only. */
571 struct {
572 /* For HW VS (it can be VS, TES, GS) */
573 uint64_t kill_outputs; /* "get_unique_index" bits */
574 unsigned clip_disable:1;
575
576 /* For shaders where monolithic variants have better code.
577 *
578 * This is a flag that has no effect on code generation,
579 * but forces monolithic shaders to be used as soon as
580 * possible, because it's in the "opt" group.
581 */
582 unsigned prefer_mono:1;
583 } opt;
584 };
585
586 /* Restore the pack alignment to default. */
587 #pragma pack(pop)
588
589 struct si_shader_config {
590 unsigned num_sgprs;
591 unsigned num_vgprs;
592 unsigned spilled_sgprs;
593 unsigned spilled_vgprs;
594 unsigned private_mem_vgprs;
595 unsigned lds_size;
596 unsigned max_simd_waves;
597 unsigned spi_ps_input_ena;
598 unsigned spi_ps_input_addr;
599 unsigned float_mode;
600 unsigned scratch_bytes_per_wave;
601 unsigned rsrc1;
602 unsigned rsrc2;
603 };
604
605 /* GCN-specific shader info. */
606 struct si_shader_info {
607 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
608 ubyte num_input_sgprs;
609 ubyte num_input_vgprs;
610 signed char face_vgpr_index;
611 signed char ancillary_vgpr_index;
612 bool uses_instanceid;
613 ubyte nr_pos_exports;
614 ubyte nr_param_exports;
615 };
616
617 struct si_shader {
618 struct si_compiler_ctx_state compiler_ctx_state;
619
620 struct si_shader_selector *selector;
621 struct si_shader_selector *previous_stage_sel; /* for refcounting */
622 struct si_shader *next_variant;
623
624 struct si_shader_part *prolog;
625 struct si_shader *previous_stage; /* for GFX9 */
626 struct si_shader_part *prolog2;
627 struct si_shader_part *epilog;
628
629 struct si_pm4_state *pm4;
630 struct r600_resource *bo;
631 struct r600_resource *scratch_bo;
632 struct si_shader_key key;
633 struct util_queue_fence ready;
634 bool compilation_failed;
635 bool is_monolithic;
636 bool is_optimized;
637 bool is_binary_shared;
638 bool is_gs_copy_shader;
639
640 /* The following data is all that's needed for binary shaders. */
641 struct ac_shader_binary binary;
642 struct si_shader_config config;
643 struct si_shader_info info;
644
645 /* Shader key + LLVM IR + disassembly + statistics.
646 * Generated for debug contexts only.
647 */
648 char *shader_log;
649 size_t shader_log_size;
650 };
651
652 struct si_shader_part {
653 struct si_shader_part *next;
654 union si_shader_part_key key;
655 struct ac_shader_binary binary;
656 struct si_shader_config config;
657 };
658
659 /* si_shader.c */
660 struct si_shader *
661 si_generate_gs_copy_shader(struct si_screen *sscreen,
662 struct si_compiler *compiler,
663 struct si_shader_selector *gs_selector,
664 struct pipe_debug_callback *debug);
665 int si_compile_tgsi_shader(struct si_screen *sscreen,
666 struct si_compiler *compiler,
667 struct si_shader *shader,
668 struct pipe_debug_callback *debug);
669 int si_shader_create(struct si_screen *sscreen, struct si_compiler *compiler,
670 struct si_shader *shader,
671 struct pipe_debug_callback *debug);
672 void si_shader_destroy(struct si_shader *shader);
673 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
674 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
675 unsigned is_varying);
676 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
677 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
678 struct pipe_debug_callback *debug, unsigned processor,
679 FILE *f, bool check_debug_option);
680 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
681 struct pipe_debug_callback *debug);
682 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
683 unsigned *lds_size);
684 void si_shader_apply_scratch_relocs(struct si_shader *shader,
685 uint64_t scratch_va);
686 void si_shader_binary_read_config(struct ac_shader_binary *binary,
687 struct si_shader_config *conf,
688 unsigned symbol_offset);
689 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
690
691 /* si_shader_nir.c */
692 void si_nir_scan_shader(const struct nir_shader *nir,
693 struct tgsi_shader_info *info);
694 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
695 const struct tgsi_shader_info *info,
696 struct tgsi_tessctrl_info *out);
697 void si_lower_nir(struct si_shader_selector *sel);
698
699 /* Inline helpers. */
700
701 /* Return the pointer to the main shader part's pointer. */
702 static inline struct si_shader **
703 si_get_main_shader_part(struct si_shader_selector *sel,
704 struct si_shader_key *key)
705 {
706 if (key->as_ls)
707 return &sel->main_shader_part_ls;
708 if (key->as_es)
709 return &sel->main_shader_part_es;
710 return &sel->main_shader_part;
711 }
712
713 static inline bool
714 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
715 {
716 return selector ? selector->info.uses_bindless_samplers : false;
717 }
718
719 static inline bool
720 si_shader_uses_bindless_images(struct si_shader_selector *selector)
721 {
722 return selector ? selector->info.uses_bindless_images : false;
723 }
724
725 void si_destroy_shader_selector(struct si_context *sctx,
726 struct si_shader_selector *sel);
727
728 static inline void
729 si_shader_selector_reference(struct si_context *sctx,
730 struct si_shader_selector **dst,
731 struct si_shader_selector *src)
732 {
733 if (pipe_reference(&(*dst)->reference, &src->reference))
734 si_destroy_shader_selector(sctx, *dst);
735
736 *dst = src;
737 }
738
739 #endif