radeonsi: remove 8 bytes from si_shader_key with uint32_t ff_tcs_inputs_to_copy
[mesa.git] / src / gallium / drivers / radeonsi / si_shader.h
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 *
23 * Authors:
24 * Tom Stellard <thomas.stellard@amd.com>
25 * Michel Dänzer <michel.daenzer@amd.com>
26 * Christian König <christian.koenig@amd.com>
27 */
28
29 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
30 * -------------------------------------------------------------------------
31 *
32 * Typically, there is one-to-one correspondence between API and HW shaders,
33 * that is, for every API shader, there is exactly one shader binary in
34 * the driver.
35 *
36 * The problem with that is that we also have to emulate some API states
37 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
38 * to deal with it are:
39 * - each shader has multiple variants for each combination of emulated states,
40 * and the variants are compiled on demand, possibly relying on a shader
41 * cache for good performance
42 * - patch shaders at the binary level
43 *
44 * This driver uses something completely different. The emulated states are
45 * usually implemented at the beginning or end of shaders. Therefore, we can
46 * split the shader into 3 parts:
47 * - prolog part (shader code dependent on states)
48 * - main part (the API shader)
49 * - epilog part (shader code dependent on states)
50 *
51 * Each part is compiled as a separate shader and the final binaries are
52 * concatenated. This type of shader is called non-monolithic, because it
53 * consists of multiple independent binaries. Creating a new shader variant
54 * is therefore only a concatenation of shader parts (binaries) and doesn't
55 * involve any compilation. The main shader parts are the only parts that are
56 * compiled when applications create shader objects. The prolog and epilog
57 * parts are compiled on the first use and saved, so that their binaries can
58 * be reused by many other shaders.
59 *
60 * One of the roles of the prolog part is to compute vertex buffer addresses
61 * for vertex shaders. A few of the roles of the epilog part are color buffer
62 * format conversions in pixel shaders that we have to do manually, and write
63 * tessellation factors in tessellation control shaders. The prolog and epilog
64 * have many other important responsibilities in various shader stages.
65 * They don't just "emulate legacy stuff".
66 *
67 * Monolithic shaders are shaders where the parts are combined before LLVM
68 * compilation, and the whole thing is compiled and optimized as one unit with
69 * one binary on the output. The result is the same as the non-monolithic
70 * shader, but the final code can be better, because LLVM can optimize across
71 * all shader parts. Monolithic shaders aren't usually used except for these
72 * special cases:
73 *
74 * 1) Some rarely-used states require modification of the main shader part
75 * itself, and in such cases, only the monolithic shader variant is
76 * compiled, and that's always done on the first use.
77 *
78 * 2) When we do cross-stage optimizations for separate shader objects and
79 * e.g. eliminate unused shader varyings, the resulting optimized shader
80 * variants are always compiled as monolithic shaders, and always
81 * asynchronously (i.e. not stalling ongoing rendering). We call them
82 * "optimized monolithic" shaders. The important property here is that
83 * the non-monolithic unoptimized shader variant is always available for use
84 * when the asynchronous compilation of the optimized shader is not done
85 * yet.
86 *
87 * Starting with GFX9 chips, some shader stages are merged, and the number of
88 * shader parts per shader increased. The complete new list of shader parts is:
89 * - 1st shader: prolog part
90 * - 1st shader: main part
91 * - 2nd shader: prolog part
92 * - 2nd shader: main part
93 * - 2nd shader: epilog part
94 */
95
96 /* How linking shader inputs and outputs between vertex, tessellation, and
97 * geometry shaders works.
98 *
99 * Inputs and outputs between shaders are stored in a buffer. This buffer
100 * lives in LDS (typical case for tessellation), but it can also live
101 * in memory (ESGS). Each input or output has a fixed location within a vertex.
102 * The highest used input or output determines the stride between vertices.
103 *
104 * Since GS and tessellation are only possible in the OpenGL core profile,
105 * only these semantics are valid for per-vertex data:
106 *
107 * Name Location
108 *
109 * POSITION 0
110 * PSIZE 1
111 * CLIPDIST0..1 2..3
112 * CULLDIST0..1 (not implemented)
113 * GENERIC0..31 4..35
114 *
115 * For example, a shader only writing GENERIC0 has the output stride of 5.
116 *
117 * Only these semantics are valid for per-patch data:
118 *
119 * Name Location
120 *
121 * TESSOUTER 0
122 * TESSINNER 1
123 * PATCH0..29 2..31
124 *
125 * That's how independent shaders agree on input and output locations.
126 * The si_shader_io_get_unique_index function assigns the locations.
127 *
128 * For tessellation, other required information for calculating the input and
129 * output addresses like the vertex stride, the patch stride, and the offsets
130 * where per-vertex and per-patch data start, is passed to the shader via
131 * user data SGPRs. The offsets and strides are calculated at draw time and
132 * aren't available at compile time.
133 */
134
135 #ifndef SI_SHADER_H
136 #define SI_SHADER_H
137
138 #include <llvm-c/Core.h> /* LLVMModuleRef */
139 #include <llvm-c/TargetMachine.h>
140 #include "tgsi/tgsi_scan.h"
141 #include "util/u_queue.h"
142 #include "si_state.h"
143
144 struct ac_shader_binary;
145
146 #define SI_MAX_VS_OUTPUTS 40
147
148 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
149 * index smaller than this.
150 */
151 #define SI_MAX_IO_GENERIC 46
152
153 /* SGPR user data indices */
154 enum {
155 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
156 * and these two are used for other purposes.
157 */
158 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
159 SI_SGPR_RW_BUFFERS_HI,
160 SI_SGPR_CONST_AND_SHADER_BUFFERS,
161 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
162 SI_SGPR_SAMPLERS_AND_IMAGES,
163 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
164 SI_NUM_RESOURCE_SGPRS,
165
166 /* all VS variants */
167 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
168 SI_SGPR_VERTEX_BUFFERS_HI,
169 SI_SGPR_BASE_VERTEX,
170 SI_SGPR_START_INSTANCE,
171 SI_SGPR_DRAWID,
172 SI_SGPR_VS_STATE_BITS,
173 SI_VS_NUM_USER_SGPR,
174
175 /* TES */
176 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
177 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
178 SI_TES_NUM_USER_SGPR,
179
180 /* GFX6-8: TCS only */
181 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
182 GFX6_SGPR_TCS_OUT_OFFSETS,
183 GFX6_SGPR_TCS_OUT_LAYOUT,
184 GFX6_SGPR_TCS_IN_LAYOUT,
185 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
186 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
187 GFX6_TCS_NUM_USER_SGPR,
188
189 /* GFX9: Merged LS-HS (VS-TCS) only. */
190 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
191 GFX9_SGPR_TCS_OUT_OFFSETS,
192 GFX9_SGPR_TCS_OUT_LAYOUT,
193 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
194 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
195 GFX9_SGPR_unused_to_align_the_next_pointer,
196 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
197 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
198 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
199 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
200 GFX9_TCS_NUM_USER_SGPR,
201
202 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
203 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
204 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
205 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
206 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
207 GFX9_GS_NUM_USER_SGPR,
208
209 /* GS limits */
210 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
211 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
212
213 /* PS only */
214 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
215 SI_PS_NUM_USER_SGPR,
216 };
217
218 /* LLVM function parameter indices */
219 enum {
220 SI_NUM_RESOURCE_PARAMS = 3,
221
222 /* PS only parameters */
223 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
224 SI_PARAM_PRIM_MASK,
225 SI_PARAM_PERSP_SAMPLE,
226 SI_PARAM_PERSP_CENTER,
227 SI_PARAM_PERSP_CENTROID,
228 SI_PARAM_PERSP_PULL_MODEL,
229 SI_PARAM_LINEAR_SAMPLE,
230 SI_PARAM_LINEAR_CENTER,
231 SI_PARAM_LINEAR_CENTROID,
232 SI_PARAM_LINE_STIPPLE_TEX,
233 SI_PARAM_POS_X_FLOAT,
234 SI_PARAM_POS_Y_FLOAT,
235 SI_PARAM_POS_Z_FLOAT,
236 SI_PARAM_POS_W_FLOAT,
237 SI_PARAM_FRONT_FACE,
238 SI_PARAM_ANCILLARY,
239 SI_PARAM_SAMPLE_COVERAGE,
240 SI_PARAM_POS_FIXED_PT,
241
242 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
243 };
244
245 /* Fields of driver-defined VS state SGPR. */
246 /* Clamp vertex color output (only used in VS as VS). */
247 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
248 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
249 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
250 #define C_VS_STATE_INDEXED 0xFFFFFFFD
251 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
252 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
253 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
254 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
255
256 /* SI-specific system values. */
257 enum {
258 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
259 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
260 };
261
262 /* For VS shader key fix_fetch. */
263 enum {
264 SI_FIX_FETCH_NONE = 0,
265 SI_FIX_FETCH_A2_SNORM,
266 SI_FIX_FETCH_A2_SSCALED,
267 SI_FIX_FETCH_A2_SINT,
268 SI_FIX_FETCH_RGBA_32_UNORM,
269 SI_FIX_FETCH_RGBX_32_UNORM,
270 SI_FIX_FETCH_RGBA_32_SNORM,
271 SI_FIX_FETCH_RGBX_32_SNORM,
272 SI_FIX_FETCH_RGBA_32_USCALED,
273 SI_FIX_FETCH_RGBA_32_SSCALED,
274 SI_FIX_FETCH_RGBA_32_FIXED,
275 SI_FIX_FETCH_RGBX_32_FIXED,
276 SI_FIX_FETCH_RG_64_FLOAT,
277 SI_FIX_FETCH_RGB_64_FLOAT,
278 SI_FIX_FETCH_RGBA_64_FLOAT,
279 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
280 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
281 SI_FIX_FETCH_RGB_16,
282 SI_FIX_FETCH_RGB_16_INT,
283 };
284
285 struct si_shader;
286
287 /* State of the context creating the shader object. */
288 struct si_compiler_ctx_state {
289 /* Should only be used by si_init_shader_selector_async and
290 * si_build_shader_variant if thread_index == -1 (non-threaded). */
291 LLVMTargetMachineRef tm;
292
293 /* Used if thread_index == -1 or if debug.async is true. */
294 struct pipe_debug_callback debug;
295
296 /* Used for creating the log string for gallium/ddebug. */
297 bool is_debug_context;
298 };
299
300 /* A shader selector is a gallium CSO and contains shader variants and
301 * binaries for one TGSI program. This can be shared by multiple contexts.
302 */
303 struct si_shader_selector {
304 struct pipe_reference reference;
305 struct si_screen *screen;
306 struct util_queue_fence ready;
307 struct si_compiler_ctx_state compiler_ctx_state;
308
309 mtx_t mutex;
310 struct si_shader *first_variant; /* immutable after the first variant */
311 struct si_shader *last_variant; /* mutable */
312
313 /* The compiled TGSI shader expecting a prolog and/or epilog (not
314 * uploaded to a buffer).
315 */
316 struct si_shader *main_shader_part;
317 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
318 struct si_shader *main_shader_part_es; /* as_es is set in the key */
319
320 struct si_shader *gs_copy_shader;
321
322 struct tgsi_token *tokens;
323 struct pipe_stream_output_info so;
324 struct tgsi_shader_info info;
325
326 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
327 unsigned type;
328 bool vs_needs_prolog;
329 unsigned pa_cl_vs_out_cntl;
330 ubyte clipdist_mask;
331 ubyte culldist_mask;
332
333 /* GS parameters. */
334 unsigned esgs_itemsize;
335 unsigned gs_input_verts_per_prim;
336 unsigned gs_output_prim;
337 unsigned gs_max_out_vertices;
338 unsigned gs_num_invocations;
339 unsigned max_gs_stream; /* count - 1 */
340 unsigned gsvs_vertex_size;
341 unsigned max_gsvs_emit_size;
342 unsigned enabled_streamout_buffer_mask;
343
344 /* PS parameters. */
345 unsigned color_attr_index[2];
346 unsigned db_shader_control;
347 /* Set 0xf or 0x0 (4 bits) per each written output.
348 * ANDed with spi_shader_col_format.
349 */
350 unsigned colors_written_4bit;
351
352 /* CS parameters */
353 unsigned local_size;
354
355 uint64_t outputs_written; /* "get_unique_index" bits */
356 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
357
358 uint64_t inputs_read; /* "get_unique_index" bits */
359
360 /* bitmasks of used descriptor slots */
361 uint32_t active_const_and_shader_buffers;
362 uint64_t active_samplers_and_images;
363 };
364
365 /* Valid shader configurations:
366 *
367 * API shaders VS | TCS | TES | GS |pass| PS
368 * are compiled as: | | | |thru|
369 * | | | | |
370 * Only VS & PS: VS | | | | | PS
371 * GFX6 - with GS: ES | | | GS | VS | PS
372 * - with tess: LS | HS | VS | | | PS
373 * - with both: LS | HS | ES | GS | VS | PS
374 * GFX9 - with GS: -> | | | GS | VS | PS
375 * - with tess: -> | HS | VS | | | PS
376 * - with both: -> | HS | -> | GS | VS | PS
377 *
378 * -> = merged with the next stage
379 */
380
381 /* Common VS bits between the shader key and the prolog key. */
382 struct si_vs_prolog_bits {
383 unsigned instance_divisors[SI_MAX_ATTRIBS];
384 };
385
386 /* Common TCS bits between the shader key and the epilog key. */
387 struct si_tcs_epilog_bits {
388 unsigned prim_mode:3;
389 unsigned tes_reads_tess_factors:1;
390 };
391
392 struct si_gs_prolog_bits {
393 unsigned tri_strip_adj_fix:1;
394 };
395
396 /* Common PS bits between the shader key and the prolog key. */
397 struct si_ps_prolog_bits {
398 unsigned color_two_side:1;
399 unsigned flatshade_colors:1;
400 unsigned poly_stipple:1;
401 unsigned force_persp_sample_interp:1;
402 unsigned force_linear_sample_interp:1;
403 unsigned force_persp_center_interp:1;
404 unsigned force_linear_center_interp:1;
405 unsigned bc_optimize_for_persp:1;
406 unsigned bc_optimize_for_linear:1;
407 };
408
409 /* Common PS bits between the shader key and the epilog key. */
410 struct si_ps_epilog_bits {
411 unsigned spi_shader_col_format;
412 unsigned color_is_int8:8;
413 unsigned color_is_int10:8;
414 unsigned last_cbuf:3;
415 unsigned alpha_func:3;
416 unsigned alpha_to_one:1;
417 unsigned poly_line_smoothing:1;
418 unsigned clamp_color:1;
419 };
420
421 union si_shader_part_key {
422 struct {
423 struct si_vs_prolog_bits states;
424 unsigned num_input_sgprs:6;
425 /* For merged stages such as LS-HS, HS input VGPRs are first. */
426 unsigned num_merged_next_stage_vgprs:3;
427 unsigned last_input:4;
428 unsigned as_ls:1;
429 /* Prologs for monolithic shaders shouldn't set EXEC. */
430 unsigned is_monolithic:1;
431 } vs_prolog;
432 struct {
433 struct si_tcs_epilog_bits states;
434 } tcs_epilog;
435 struct {
436 struct si_gs_prolog_bits states;
437 /* Prologs of monolithic shaders shouldn't set EXEC. */
438 unsigned is_monolithic:1;
439 } gs_prolog;
440 struct {
441 struct si_ps_prolog_bits states;
442 unsigned num_input_sgprs:6;
443 unsigned num_input_vgprs:5;
444 /* Color interpolation and two-side color selection. */
445 unsigned colors_read:8; /* color input components read */
446 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
447 unsigned face_vgpr_index:5;
448 unsigned wqm:1;
449 char color_attr_index[2];
450 char color_interp_vgpr_index[2]; /* -1 == constant */
451 } ps_prolog;
452 struct {
453 struct si_ps_epilog_bits states;
454 unsigned colors_written:8;
455 unsigned writes_z:1;
456 unsigned writes_stencil:1;
457 unsigned writes_samplemask:1;
458 } ps_epilog;
459 };
460
461 struct si_shader_key {
462 /* Prolog and epilog flags. */
463 union {
464 struct {
465 struct si_vs_prolog_bits prolog;
466 } vs;
467 struct {
468 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
469 struct si_shader_selector *ls; /* for merged LS-HS */
470 struct si_tcs_epilog_bits epilog;
471 } tcs; /* tessellation control shader */
472 struct {
473 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
474 struct si_shader_selector *es; /* for merged ES-GS */
475 struct si_gs_prolog_bits prolog;
476 } gs;
477 struct {
478 struct si_ps_prolog_bits prolog;
479 struct si_ps_epilog_bits epilog;
480 } ps;
481 } part;
482
483 /* These two are initially set according to the NEXT_SHADER property,
484 * or guessed if the property doesn't seem correct.
485 */
486 unsigned as_es:1; /* export shader, which precedes GS */
487 unsigned as_ls:1; /* local shader, which precedes TCS */
488
489 /* Flags for monolithic compilation only. */
490 struct {
491 /* One byte for every input: SI_FIX_FETCH_* enums. */
492 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
493
494 union {
495 /* Don't use "uint64_t" in order to get 32-bit alignment. */
496 uint32_t ff_tcs_inputs_to_copy[2]; /* for fixed-func TCS */
497 /* When PS needs PrimID and GS is disabled. */
498 unsigned vs_export_prim_id:1;
499 } u;
500 } mono;
501
502 /* Optimization flags for asynchronous compilation only. */
503 struct {
504 /* For HW VS (it can be VS, TES, GS) */
505 /* Don't use "uint64_t" in order to get 32-bit alignment. */
506 uint32_t kill_outputs[2]; /* "get_unique_index" bits */
507 unsigned clip_disable:1;
508
509 /* For shaders where monolithic variants have better code.
510 *
511 * This is a flag that has no effect on code generation,
512 * but forces monolithic shaders to be used as soon as
513 * possible, because it's in the "opt" group.
514 */
515 unsigned prefer_mono:1;
516 } opt;
517 };
518
519 struct si_shader_config {
520 unsigned num_sgprs;
521 unsigned num_vgprs;
522 unsigned spilled_sgprs;
523 unsigned spilled_vgprs;
524 unsigned private_mem_vgprs;
525 unsigned lds_size;
526 unsigned spi_ps_input_ena;
527 unsigned spi_ps_input_addr;
528 unsigned float_mode;
529 unsigned scratch_bytes_per_wave;
530 unsigned rsrc1;
531 unsigned rsrc2;
532 };
533
534 /* GCN-specific shader info. */
535 struct si_shader_info {
536 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
537 ubyte num_input_sgprs;
538 ubyte num_input_vgprs;
539 char face_vgpr_index;
540 bool uses_instanceid;
541 ubyte nr_pos_exports;
542 ubyte nr_param_exports;
543 };
544
545 struct si_shader {
546 struct si_compiler_ctx_state compiler_ctx_state;
547
548 struct si_shader_selector *selector;
549 struct si_shader_selector *previous_stage_sel; /* for refcounting */
550 struct si_shader *next_variant;
551
552 struct si_shader_part *prolog;
553 struct si_shader *previous_stage; /* for GFX9 */
554 struct si_shader_part *prolog2;
555 struct si_shader_part *epilog;
556
557 struct si_pm4_state *pm4;
558 struct r600_resource *bo;
559 struct r600_resource *scratch_bo;
560 struct si_shader_key key;
561 struct util_queue_fence optimized_ready;
562 bool compilation_failed;
563 bool is_monolithic;
564 bool is_optimized;
565 bool is_binary_shared;
566 bool is_gs_copy_shader;
567
568 /* The following data is all that's needed for binary shaders. */
569 struct ac_shader_binary binary;
570 struct si_shader_config config;
571 struct si_shader_info info;
572
573 /* Shader key + LLVM IR + disassembly + statistics.
574 * Generated for debug contexts only.
575 */
576 char *shader_log;
577 size_t shader_log_size;
578 };
579
580 struct si_shader_part {
581 struct si_shader_part *next;
582 union si_shader_part_key key;
583 struct ac_shader_binary binary;
584 struct si_shader_config config;
585 };
586
587 /* si_shader.c */
588 struct si_shader *
589 si_generate_gs_copy_shader(struct si_screen *sscreen,
590 LLVMTargetMachineRef tm,
591 struct si_shader_selector *gs_selector,
592 struct pipe_debug_callback *debug);
593 int si_compile_tgsi_shader(struct si_screen *sscreen,
594 LLVMTargetMachineRef tm,
595 struct si_shader *shader,
596 bool is_monolithic,
597 struct pipe_debug_callback *debug);
598 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
599 struct si_shader *shader,
600 struct pipe_debug_callback *debug);
601 void si_shader_destroy(struct si_shader *shader);
602 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
603 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
604 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
605 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
606 struct pipe_debug_callback *debug, unsigned processor,
607 FILE *f, bool check_debug_option);
608 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
609 unsigned *lds_size);
610 void si_shader_apply_scratch_relocs(struct si_shader *shader,
611 uint64_t scratch_va);
612 void si_shader_binary_read_config(struct ac_shader_binary *binary,
613 struct si_shader_config *conf,
614 unsigned symbol_offset);
615 unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
616 bool writes_samplemask);
617 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
618
619 /* Inline helpers. */
620
621 /* Return the pointer to the main shader part's pointer. */
622 static inline struct si_shader **
623 si_get_main_shader_part(struct si_shader_selector *sel,
624 struct si_shader_key *key)
625 {
626 if (key->as_ls)
627 return &sel->main_shader_part_ls;
628 if (key->as_es)
629 return &sel->main_shader_part_es;
630 return &sel->main_shader_part;
631 }
632
633 #endif