radeonsi: use ac_shader_config
[mesa.git] / src / gallium / drivers / radeonsi / si_shader.h
1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * on the rights to use, copy, modify, merge, publish, distribute, sub
9 * license, and/or sell copies of the Software, and to permit persons to whom
10 * the Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22 * USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26 * -------------------------------------------------------------------------
27 *
28 * Typically, there is one-to-one correspondence between API and HW shaders,
29 * that is, for every API shader, there is exactly one shader binary in
30 * the driver.
31 *
32 * The problem with that is that we also have to emulate some API states
33 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
34 * to deal with it are:
35 * - each shader has multiple variants for each combination of emulated states,
36 * and the variants are compiled on demand, possibly relying on a shader
37 * cache for good performance
38 * - patch shaders at the binary level
39 *
40 * This driver uses something completely different. The emulated states are
41 * usually implemented at the beginning or end of shaders. Therefore, we can
42 * split the shader into 3 parts:
43 * - prolog part (shader code dependent on states)
44 * - main part (the API shader)
45 * - epilog part (shader code dependent on states)
46 *
47 * Each part is compiled as a separate shader and the final binaries are
48 * concatenated. This type of shader is called non-monolithic, because it
49 * consists of multiple independent binaries. Creating a new shader variant
50 * is therefore only a concatenation of shader parts (binaries) and doesn't
51 * involve any compilation. The main shader parts are the only parts that are
52 * compiled when applications create shader objects. The prolog and epilog
53 * parts are compiled on the first use and saved, so that their binaries can
54 * be reused by many other shaders.
55 *
56 * One of the roles of the prolog part is to compute vertex buffer addresses
57 * for vertex shaders. A few of the roles of the epilog part are color buffer
58 * format conversions in pixel shaders that we have to do manually, and write
59 * tessellation factors in tessellation control shaders. The prolog and epilog
60 * have many other important responsibilities in various shader stages.
61 * They don't just "emulate legacy stuff".
62 *
63 * Monolithic shaders are shaders where the parts are combined before LLVM
64 * compilation, and the whole thing is compiled and optimized as one unit with
65 * one binary on the output. The result is the same as the non-monolithic
66 * shader, but the final code can be better, because LLVM can optimize across
67 * all shader parts. Monolithic shaders aren't usually used except for these
68 * special cases:
69 *
70 * 1) Some rarely-used states require modification of the main shader part
71 * itself, and in such cases, only the monolithic shader variant is
72 * compiled, and that's always done on the first use.
73 *
74 * 2) When we do cross-stage optimizations for separate shader objects and
75 * e.g. eliminate unused shader varyings, the resulting optimized shader
76 * variants are always compiled as monolithic shaders, and always
77 * asynchronously (i.e. not stalling ongoing rendering). We call them
78 * "optimized monolithic" shaders. The important property here is that
79 * the non-monolithic unoptimized shader variant is always available for use
80 * when the asynchronous compilation of the optimized shader is not done
81 * yet.
82 *
83 * Starting with GFX9 chips, some shader stages are merged, and the number of
84 * shader parts per shader increased. The complete new list of shader parts is:
85 * - 1st shader: prolog part
86 * - 1st shader: main part
87 * - 2nd shader: prolog part
88 * - 2nd shader: main part
89 * - 2nd shader: epilog part
90 */
91
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93 * geometry shaders works.
94 *
95 * Inputs and outputs between shaders are stored in a buffer. This buffer
96 * lives in LDS (typical case for tessellation), but it can also live
97 * in memory (ESGS). Each input or output has a fixed location within a vertex.
98 * The highest used input or output determines the stride between vertices.
99 *
100 * Since GS and tessellation are only possible in the OpenGL core profile,
101 * only these semantics are valid for per-vertex data:
102 *
103 * Name Location
104 *
105 * POSITION 0
106 * PSIZE 1
107 * CLIPDIST0..1 2..3
108 * CULLDIST0..1 (not implemented)
109 * GENERIC0..31 4..35
110 *
111 * For example, a shader only writing GENERIC0 has the output stride of 5.
112 *
113 * Only these semantics are valid for per-patch data:
114 *
115 * Name Location
116 *
117 * TESSOUTER 0
118 * TESSINNER 1
119 * PATCH0..29 2..31
120 *
121 * That's how independent shaders agree on input and output locations.
122 * The si_shader_io_get_unique_index function assigns the locations.
123 *
124 * For tessellation, other required information for calculating the input and
125 * output addresses like the vertex stride, the patch stride, and the offsets
126 * where per-vertex and per-patch data start, is passed to the shader via
127 * user data SGPRs. The offsets and strides are calculated at draw time and
128 * aren't available at compile time.
129 */
130
131 #ifndef SI_SHADER_H
132 #define SI_SHADER_H
133
134 #include <llvm-c/Core.h> /* LLVMModuleRef */
135 #include <llvm-c/TargetMachine.h>
136 #include "tgsi/tgsi_scan.h"
137 #include "util/u_inlines.h"
138 #include "util/u_queue.h"
139
140 #include "ac_binary.h"
141 #include "ac_llvm_build.h"
142 #include "ac_llvm_util.h"
143
144 #include <stdio.h>
145
146 struct nir_shader;
147 struct si_shader;
148 struct si_context;
149
150 #define SI_MAX_ATTRIBS 16
151 #define SI_MAX_VS_OUTPUTS 40
152
153 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
154 * index smaller than this.
155 */
156 #define SI_MAX_IO_GENERIC 43
157
158 /* SGPR user data indices */
159 enum {
160 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
161 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
162 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
163 SI_SGPR_SAMPLERS_AND_IMAGES,
164 SI_NUM_RESOURCE_SGPRS,
165
166 /* API VS, TES without GS, GS copy shader */
167 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
168 SI_NUM_VS_STATE_RESOURCE_SGPRS,
169
170 /* all VS variants */
171 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
172 SI_SGPR_START_INSTANCE,
173 SI_SGPR_DRAWID,
174 SI_VS_NUM_USER_SGPR,
175
176 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
177
178 /* TES */
179 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
180 SI_SGPR_TES_OFFCHIP_ADDR,
181 SI_TES_NUM_USER_SGPR,
182
183 /* GFX6-8: TCS only */
184 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
185 GFX6_SGPR_TCS_OUT_OFFSETS,
186 GFX6_SGPR_TCS_OUT_LAYOUT,
187 GFX6_SGPR_TCS_IN_LAYOUT,
188 GFX6_TCS_NUM_USER_SGPR,
189
190 /* GFX9: Merged shaders. */
191 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
192 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
193 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
194
195 /* GFX9: Merged LS-HS (VS-TCS) only. */
196 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
197 GFX9_SGPR_TCS_OUT_OFFSETS,
198 GFX9_SGPR_TCS_OUT_LAYOUT,
199 GFX9_TCS_NUM_USER_SGPR,
200
201 /* GS limits */
202 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
203 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
204 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
205 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
206
207 /* PS only */
208 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
209 SI_PS_NUM_USER_SGPR,
210 };
211
212 /* LLVM function parameter indices */
213 enum {
214 SI_NUM_RESOURCE_PARAMS = 4,
215
216 /* PS only parameters */
217 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
218 SI_PARAM_PRIM_MASK,
219 SI_PARAM_PERSP_SAMPLE,
220 SI_PARAM_PERSP_CENTER,
221 SI_PARAM_PERSP_CENTROID,
222 SI_PARAM_PERSP_PULL_MODEL,
223 SI_PARAM_LINEAR_SAMPLE,
224 SI_PARAM_LINEAR_CENTER,
225 SI_PARAM_LINEAR_CENTROID,
226 SI_PARAM_LINE_STIPPLE_TEX,
227 SI_PARAM_POS_X_FLOAT,
228 SI_PARAM_POS_Y_FLOAT,
229 SI_PARAM_POS_Z_FLOAT,
230 SI_PARAM_POS_W_FLOAT,
231 SI_PARAM_FRONT_FACE,
232 SI_PARAM_ANCILLARY,
233 SI_PARAM_SAMPLE_COVERAGE,
234 SI_PARAM_POS_FIXED_PT,
235
236 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
237 };
238
239 /* Fields of driver-defined VS state SGPR. */
240 /* Clamp vertex color output (only used in VS as VS). */
241 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
242 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
243 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
244 #define C_VS_STATE_INDEXED 0xFFFFFFFD
245 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
246 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
247 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
248 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
249
250 /* Driver-specific system values. */
251 enum {
252 /* Values from set_tess_state. */
253 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
254 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
255
256 /* Up to 4 dwords in user SGPRs for compute shaders. */
257 TGSI_SEMANTIC_CS_USER_DATA,
258 };
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 /* The number of used user data dwords in the range [1, 4]. */
265 TGSI_PROPERTY_CS_USER_DATA_DWORDS = TGSI_PROPERTY_FS_COORD_PIXEL_CENTER,
266
267 /* Use a property enum that VS wouldn't use. */
268 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
269
270 /* These represent the number of SGPRs the shader uses. */
271 SI_VS_BLIT_SGPRS_POS = 3,
272 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
273 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
274 };
275
276 /**
277 * For VS shader keys, describe any fixups required for vertex fetch.
278 *
279 * \ref log_size, \ref format, and the number of channels are interpreted as
280 * by \ref ac_build_opencoded_load_format.
281 *
282 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
283 * impossible format and indicates that no fixup is needed (just use
284 * buffer_load_format_xyzw).
285 */
286 union si_vs_fix_fetch {
287 struct {
288 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
289 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
290 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
291 uint8_t reverse : 1; /* reverse XYZ channels */
292 } u;
293 uint8_t bits;
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 struct ac_llvm_compiler *compiler;
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 bool prim_discard_cs_allowed;
344 unsigned pa_cl_vs_out_cntl;
345 ubyte clipdist_mask;
346 ubyte culldist_mask;
347
348 /* ES parameters. */
349 unsigned esgs_itemsize; /* vertex stride */
350 unsigned lshs_vertex_stride;
351
352 /* GS parameters. */
353 unsigned gs_input_verts_per_prim;
354 unsigned gs_output_prim;
355 unsigned gs_max_out_vertices;
356 unsigned gs_num_invocations;
357 unsigned max_gs_stream; /* count - 1 */
358 unsigned gsvs_vertex_size;
359 unsigned max_gsvs_emit_size;
360 unsigned enabled_streamout_buffer_mask;
361
362 /* PS parameters. */
363 unsigned color_attr_index[2];
364 unsigned db_shader_control;
365 /* Set 0xf or 0x0 (4 bits) per each written output.
366 * ANDed with spi_shader_col_format.
367 */
368 unsigned colors_written_4bit;
369
370 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
371 uint64_t outputs_written; /* "get_unique_index" bits */
372 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
373
374 uint64_t inputs_read; /* "get_unique_index" bits */
375
376 /* bitmasks of used descriptor slots */
377 uint32_t active_const_and_shader_buffers;
378 uint64_t active_samplers_and_images;
379 };
380
381 /* Valid shader configurations:
382 *
383 * API shaders VS | TCS | TES | GS |pass| PS
384 * are compiled as: | | | |thru|
385 * | | | | |
386 * Only VS & PS: VS | | | | | PS
387 * GFX6 - with GS: ES | | | GS | VS | PS
388 * - with tess: LS | HS | VS | | | PS
389 * - with both: LS | HS | ES | GS | VS | PS
390 * GFX9 - with GS: -> | | | GS | VS | PS
391 * - with tess: -> | HS | VS | | | PS
392 * - with both: -> | HS | -> | GS | VS | PS
393 *
394 * -> = merged with the next stage
395 */
396
397 /* Use the byte alignment for all following structure members for optimal
398 * shader key memory footprint.
399 */
400 #pragma pack(push, 1)
401
402 /* Common VS bits between the shader key and the prolog key. */
403 struct si_vs_prolog_bits {
404 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
405 * divisor is 0.
406 * - If "is_one" has a bit set, the instance divisor is 1.
407 * - If "is_fetched" has a bit set, the instance divisor will be loaded
408 * from the constant buffer.
409 */
410 uint16_t instance_divisor_is_one; /* bitmask of inputs */
411 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
412 unsigned ls_vgpr_fix:1;
413 unsigned unpack_instance_id_from_vertex_id:1;
414 };
415
416 /* Common TCS bits between the shader key and the epilog key. */
417 struct si_tcs_epilog_bits {
418 unsigned prim_mode:3;
419 unsigned invoc0_tess_factors_are_def:1;
420 unsigned tes_reads_tess_factors:1;
421 };
422
423 struct si_gs_prolog_bits {
424 unsigned tri_strip_adj_fix:1;
425 unsigned gfx9_prev_is_vs:1;
426 };
427
428 /* Common PS bits between the shader key and the prolog key. */
429 struct si_ps_prolog_bits {
430 unsigned color_two_side:1;
431 unsigned flatshade_colors:1;
432 unsigned poly_stipple:1;
433 unsigned force_persp_sample_interp:1;
434 unsigned force_linear_sample_interp:1;
435 unsigned force_persp_center_interp:1;
436 unsigned force_linear_center_interp:1;
437 unsigned bc_optimize_for_persp:1;
438 unsigned bc_optimize_for_linear:1;
439 unsigned samplemask_log_ps_iter:3;
440 };
441
442 /* Common PS bits between the shader key and the epilog key. */
443 struct si_ps_epilog_bits {
444 unsigned spi_shader_col_format;
445 unsigned color_is_int8:8;
446 unsigned color_is_int10:8;
447 unsigned last_cbuf:3;
448 unsigned alpha_func:3;
449 unsigned alpha_to_one:1;
450 unsigned poly_line_smoothing:1;
451 unsigned clamp_color:1;
452 };
453
454 union si_shader_part_key {
455 struct {
456 struct si_vs_prolog_bits states;
457 unsigned num_input_sgprs:6;
458 /* For merged stages such as LS-HS, HS input VGPRs are first. */
459 unsigned num_merged_next_stage_vgprs:3;
460 unsigned last_input:4;
461 unsigned as_ls:1;
462 unsigned as_es:1;
463 /* Prologs for monolithic shaders shouldn't set EXEC. */
464 unsigned is_monolithic:1;
465 } vs_prolog;
466 struct {
467 struct si_tcs_epilog_bits states;
468 } tcs_epilog;
469 struct {
470 struct si_gs_prolog_bits states;
471 /* Prologs of monolithic shaders shouldn't set EXEC. */
472 unsigned is_monolithic:1;
473 } gs_prolog;
474 struct {
475 struct si_ps_prolog_bits states;
476 unsigned num_input_sgprs:6;
477 unsigned num_input_vgprs:5;
478 /* Color interpolation and two-side color selection. */
479 unsigned colors_read:8; /* color input components read */
480 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
481 unsigned face_vgpr_index:5;
482 unsigned ancillary_vgpr_index:5;
483 unsigned wqm:1;
484 char color_attr_index[2];
485 signed char color_interp_vgpr_index[2]; /* -1 == constant */
486 } ps_prolog;
487 struct {
488 struct si_ps_epilog_bits states;
489 unsigned colors_written:8;
490 unsigned writes_z:1;
491 unsigned writes_stencil:1;
492 unsigned writes_samplemask:1;
493 } ps_epilog;
494 };
495
496 struct si_shader_key {
497 /* Prolog and epilog flags. */
498 union {
499 struct {
500 struct si_vs_prolog_bits prolog;
501 } vs;
502 struct {
503 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
504 struct si_shader_selector *ls; /* for merged LS-HS */
505 struct si_tcs_epilog_bits epilog;
506 } tcs; /* tessellation control shader */
507 struct {
508 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
509 struct si_shader_selector *es; /* for merged ES-GS */
510 struct si_gs_prolog_bits prolog;
511 } gs;
512 struct {
513 struct si_ps_prolog_bits prolog;
514 struct si_ps_epilog_bits epilog;
515 } ps;
516 } part;
517
518 /* These two are initially set according to the NEXT_SHADER property,
519 * or guessed if the property doesn't seem correct.
520 */
521 unsigned as_es:1; /* export shader, which precedes GS */
522 unsigned as_ls:1; /* local shader, which precedes TCS */
523
524 /* Flags for monolithic compilation only. */
525 struct {
526 /* Whether fetch should be opencoded according to vs_fix_fetch.
527 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
528 * with minimal fixups is used. */
529 uint16_t vs_fetch_opencode;
530 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
531
532 union {
533 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
534 /* When PS needs PrimID and GS is disabled. */
535 unsigned vs_export_prim_id:1;
536 struct {
537 unsigned interpolate_at_sample_force_center:1;
538 unsigned fbfetch_msaa;
539 unsigned fbfetch_is_1D;
540 unsigned fbfetch_layered;
541 } ps;
542 } u;
543 } mono;
544
545 /* Optimization flags for asynchronous compilation only. */
546 struct {
547 /* For HW VS (it can be VS, TES, GS) */
548 uint64_t kill_outputs; /* "get_unique_index" bits */
549 unsigned clip_disable:1;
550
551 /* For shaders where monolithic variants have better code.
552 *
553 * This is a flag that has no effect on code generation,
554 * but forces monolithic shaders to be used as soon as
555 * possible, because it's in the "opt" group.
556 */
557 unsigned prefer_mono:1;
558
559 /* Primitive discard compute shader. */
560 unsigned vs_as_prim_discard_cs:1;
561 unsigned cs_prim_type:4;
562 unsigned cs_indexed:1;
563 unsigned cs_instancing:1;
564 unsigned cs_primitive_restart:1;
565 unsigned cs_provoking_vertex_first:1;
566 unsigned cs_need_correct_orientation:1;
567 unsigned cs_cull_front:1;
568 unsigned cs_cull_back:1;
569 unsigned cs_cull_z:1;
570 unsigned cs_halfz_clip_space:1;
571 } opt;
572 };
573
574 /* Restore the pack alignment to default. */
575 #pragma pack(pop)
576
577 /* GCN-specific shader info. */
578 struct si_shader_info {
579 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
580 ubyte num_input_sgprs;
581 ubyte num_input_vgprs;
582 signed char face_vgpr_index;
583 signed char ancillary_vgpr_index;
584 bool uses_instanceid;
585 ubyte nr_pos_exports;
586 ubyte nr_param_exports;
587 unsigned private_mem_vgprs;
588 unsigned max_simd_waves;
589 };
590
591 struct si_shader {
592 struct si_compiler_ctx_state compiler_ctx_state;
593
594 struct si_shader_selector *selector;
595 struct si_shader_selector *previous_stage_sel; /* for refcounting */
596 struct si_shader *next_variant;
597
598 struct si_shader_part *prolog;
599 struct si_shader *previous_stage; /* for GFX9 */
600 struct si_shader_part *prolog2;
601 struct si_shader_part *epilog;
602
603 struct si_pm4_state *pm4;
604 struct si_resource *bo;
605 struct si_resource *scratch_bo;
606 struct si_shader_key key;
607 struct util_queue_fence ready;
608 bool compilation_failed;
609 bool is_monolithic;
610 bool is_optimized;
611 bool is_binary_shared;
612 bool is_gs_copy_shader;
613
614 /* The following data is all that's needed for binary shaders. */
615 struct ac_shader_binary binary;
616 struct ac_shader_config config;
617 struct si_shader_info info;
618
619 /* Shader key + LLVM IR + disassembly + statistics.
620 * Generated for debug contexts only.
621 */
622 char *shader_log;
623 size_t shader_log_size;
624
625 /* For save precompute context registers values. */
626 union {
627 struct {
628 unsigned vgt_gsvs_ring_offset_1;
629 unsigned vgt_gsvs_ring_offset_2;
630 unsigned vgt_gsvs_ring_offset_3;
631 unsigned vgt_gs_out_prim_type;
632 unsigned vgt_gsvs_ring_itemsize;
633 unsigned vgt_gs_max_vert_out;
634 unsigned vgt_gs_vert_itemsize;
635 unsigned vgt_gs_vert_itemsize_1;
636 unsigned vgt_gs_vert_itemsize_2;
637 unsigned vgt_gs_vert_itemsize_3;
638 unsigned vgt_gs_instance_cnt;
639 unsigned vgt_gs_onchip_cntl;
640 unsigned vgt_gs_max_prims_per_subgroup;
641 unsigned vgt_esgs_ring_itemsize;
642 } gs;
643
644 struct {
645 unsigned vgt_gs_mode;
646 unsigned vgt_primitiveid_en;
647 unsigned vgt_reuse_off;
648 unsigned spi_vs_out_config;
649 unsigned spi_shader_pos_format;
650 unsigned pa_cl_vte_cntl;
651 } vs;
652
653 struct {
654 unsigned spi_ps_input_ena;
655 unsigned spi_ps_input_addr;
656 unsigned spi_baryc_cntl;
657 unsigned spi_ps_in_control;
658 unsigned spi_shader_z_format;
659 unsigned spi_shader_col_format;
660 unsigned cb_shader_mask;
661 } ps;
662 } ctx_reg;
663
664 /*For save precompute registers value */
665 unsigned vgt_tf_param; /* VGT_TF_PARAM */
666 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
667 };
668
669 struct si_shader_part {
670 struct si_shader_part *next;
671 union si_shader_part_key key;
672 struct ac_shader_binary binary;
673 struct ac_shader_config config;
674 };
675
676 /* si_shader.c */
677 struct si_shader *
678 si_generate_gs_copy_shader(struct si_screen *sscreen,
679 struct ac_llvm_compiler *compiler,
680 struct si_shader_selector *gs_selector,
681 struct pipe_debug_callback *debug);
682 int si_compile_tgsi_shader(struct si_screen *sscreen,
683 struct ac_llvm_compiler *compiler,
684 struct si_shader *shader,
685 struct pipe_debug_callback *debug);
686 int si_shader_create(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
687 struct si_shader *shader,
688 struct pipe_debug_callback *debug);
689 void si_shader_destroy(struct si_shader *shader);
690 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
691 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
692 unsigned is_varying);
693 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
694 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
695 struct pipe_debug_callback *debug, unsigned processor,
696 FILE *f, bool check_debug_option);
697 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
698 struct pipe_debug_callback *debug);
699 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
700 unsigned *lds_size);
701 void si_shader_apply_scratch_relocs(struct si_shader *shader,
702 uint64_t scratch_va);
703 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
704
705 /* si_shader_nir.c */
706 void si_nir_scan_shader(const struct nir_shader *nir,
707 struct tgsi_shader_info *info);
708 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
709 struct tgsi_tessctrl_info *out);
710 void si_lower_nir(struct si_shader_selector *sel);
711 void si_nir_opts(struct nir_shader *nir);
712
713 /* Inline helpers. */
714
715 /* Return the pointer to the main shader part's pointer. */
716 static inline struct si_shader **
717 si_get_main_shader_part(struct si_shader_selector *sel,
718 struct si_shader_key *key)
719 {
720 if (key->as_ls)
721 return &sel->main_shader_part_ls;
722 if (key->as_es)
723 return &sel->main_shader_part_es;
724 return &sel->main_shader_part;
725 }
726
727 static inline bool
728 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
729 {
730 return selector ? selector->info.uses_bindless_samplers : false;
731 }
732
733 static inline bool
734 si_shader_uses_bindless_images(struct si_shader_selector *selector)
735 {
736 return selector ? selector->info.uses_bindless_images : false;
737 }
738
739 void si_destroy_shader_selector(struct si_context *sctx,
740 struct si_shader_selector *sel);
741
742 static inline void
743 si_shader_selector_reference(struct si_context *sctx,
744 struct si_shader_selector **dst,
745 struct si_shader_selector *src)
746 {
747 if (pipe_reference(&(*dst)->reference, &src->reference))
748 si_destroy_shader_selector(sctx, *dst);
749
750 *dst = src;
751 }
752
753 #endif