radeonsi: move passmgr into si_compiler
[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 46
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 /* all VS variants */
178 SI_SGPR_BASE_VERTEX = SI_NUM_RESOURCE_SGPRS,
179 SI_SGPR_START_INSTANCE,
180 SI_SGPR_DRAWID,
181 SI_SGPR_VS_STATE_BITS,
182 SI_VS_NUM_USER_SGPR,
183
184 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
185
186 /* TES */
187 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
188 SI_SGPR_TES_OFFCHIP_ADDR,
189 SI_TES_NUM_USER_SGPR,
190
191 /* GFX6-8: TCS only */
192 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
193 GFX6_SGPR_TCS_OUT_OFFSETS,
194 GFX6_SGPR_TCS_OUT_LAYOUT,
195 GFX6_SGPR_TCS_IN_LAYOUT,
196 GFX6_TCS_NUM_USER_SGPR,
197
198 /* GFX9: Merged shaders. */
199 #if HAVE_32BIT_POINTERS
200 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
201 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
202 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
203 #else
204 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO/HI (SGPR[0:1]). */
205 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES = SI_VS_NUM_USER_SGPR,
206 GFX9_SGPR_2ND_SAMPLERS_AND_IMAGES_HI,
207 GFX9_MERGED_NUM_USER_SGPR,
208 #endif
209
210 /* GFX9: Merged LS-HS (VS-TCS) only. */
211 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
212 GFX9_SGPR_TCS_OUT_OFFSETS,
213 GFX9_SGPR_TCS_OUT_LAYOUT,
214 #if !HAVE_32BIT_POINTERS
215 GFX9_SGPR_align_for_vb_pointer,
216 #endif
217 GFX9_TCS_NUM_USER_SGPR,
218
219 /* GS limits */
220 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
221 #if HAVE_32BIT_POINTERS
222 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
223 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
224 #else
225 GFX9_VSGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
226 GFX9_TESGS_NUM_USER_SGPR = GFX9_MERGED_NUM_USER_SGPR,
227 #endif
228 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS + (HAVE_32BIT_POINTERS ? 1 : 2),
229
230 /* PS only */
231 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
232 SI_PS_NUM_USER_SGPR,
233 };
234
235 /* LLVM function parameter indices */
236 enum {
237 SI_NUM_RESOURCE_PARAMS = 4,
238
239 /* PS only parameters */
240 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
241 SI_PARAM_PRIM_MASK,
242 SI_PARAM_PERSP_SAMPLE,
243 SI_PARAM_PERSP_CENTER,
244 SI_PARAM_PERSP_CENTROID,
245 SI_PARAM_PERSP_PULL_MODEL,
246 SI_PARAM_LINEAR_SAMPLE,
247 SI_PARAM_LINEAR_CENTER,
248 SI_PARAM_LINEAR_CENTROID,
249 SI_PARAM_LINE_STIPPLE_TEX,
250 SI_PARAM_POS_X_FLOAT,
251 SI_PARAM_POS_Y_FLOAT,
252 SI_PARAM_POS_Z_FLOAT,
253 SI_PARAM_POS_W_FLOAT,
254 SI_PARAM_FRONT_FACE,
255 SI_PARAM_ANCILLARY,
256 SI_PARAM_SAMPLE_COVERAGE,
257 SI_PARAM_POS_FIXED_PT,
258
259 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
260 };
261
262 /* Fields of driver-defined VS state SGPR. */
263 /* Clamp vertex color output (only used in VS as VS). */
264 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
265 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
266 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
267 #define C_VS_STATE_INDEXED 0xFFFFFFFD
268 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
269 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
270 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
271 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
272
273 /* SI-specific system values. */
274 enum {
275 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
276 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
277 };
278
279 enum {
280 /* Use a property enum that VS wouldn't use. */
281 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
282
283 /* These represent the number of SGPRs the shader uses. */
284 SI_VS_BLIT_SGPRS_POS = 3,
285 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
286 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
287 };
288
289 /* For VS shader key fix_fetch. */
290 enum {
291 SI_FIX_FETCH_NONE = 0,
292 SI_FIX_FETCH_A2_SNORM,
293 SI_FIX_FETCH_A2_SSCALED,
294 SI_FIX_FETCH_A2_SINT,
295 SI_FIX_FETCH_RGBA_32_UNORM,
296 SI_FIX_FETCH_RGBX_32_UNORM,
297 SI_FIX_FETCH_RGBA_32_SNORM,
298 SI_FIX_FETCH_RGBX_32_SNORM,
299 SI_FIX_FETCH_RGBA_32_USCALED,
300 SI_FIX_FETCH_RGBA_32_SSCALED,
301 SI_FIX_FETCH_RGBA_32_FIXED,
302 SI_FIX_FETCH_RGBX_32_FIXED,
303 SI_FIX_FETCH_RG_64_FLOAT,
304 SI_FIX_FETCH_RGB_64_FLOAT,
305 SI_FIX_FETCH_RGBA_64_FLOAT,
306 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
307 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
308 SI_FIX_FETCH_RGB_16,
309 SI_FIX_FETCH_RGB_16_INT,
310 };
311
312 struct si_shader;
313
314 /* Per-thread persistent LLVM objects. */
315 struct si_compiler {
316 LLVMTargetMachineRef tm;
317 const char *triple;
318 LLVMTargetLibraryInfoRef target_library_info;
319 LLVMPassManagerRef passmgr;
320 };
321
322 /* State of the context creating the shader object. */
323 struct si_compiler_ctx_state {
324 /* Should only be used by si_init_shader_selector_async and
325 * si_build_shader_variant if thread_index == -1 (non-threaded). */
326 struct si_compiler *compiler;
327
328 /* Used if thread_index == -1 or if debug.async is true. */
329 struct pipe_debug_callback debug;
330
331 /* Used for creating the log string for gallium/ddebug. */
332 bool is_debug_context;
333 };
334
335 /* A shader selector is a gallium CSO and contains shader variants and
336 * binaries for one TGSI program. This can be shared by multiple contexts.
337 */
338 struct si_shader_selector {
339 struct pipe_reference reference;
340 struct si_screen *screen;
341 struct util_queue_fence ready;
342 struct si_compiler_ctx_state compiler_ctx_state;
343
344 mtx_t mutex;
345 struct si_shader *first_variant; /* immutable after the first variant */
346 struct si_shader *last_variant; /* mutable */
347
348 /* The compiled TGSI shader expecting a prolog and/or epilog (not
349 * uploaded to a buffer).
350 */
351 struct si_shader *main_shader_part;
352 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
353 struct si_shader *main_shader_part_es; /* as_es is set in the key */
354
355 struct si_shader *gs_copy_shader;
356
357 struct tgsi_token *tokens;
358 struct nir_shader *nir;
359 struct pipe_stream_output_info so;
360 struct tgsi_shader_info info;
361 struct tgsi_tessctrl_info tcs_info;
362
363 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
364 unsigned type;
365 bool vs_needs_prolog;
366 bool force_correct_derivs_after_kill;
367 unsigned pa_cl_vs_out_cntl;
368 ubyte clipdist_mask;
369 ubyte culldist_mask;
370
371 /* ES parameters. */
372 unsigned esgs_itemsize;
373
374 /* GS parameters. */
375 unsigned gs_input_verts_per_prim;
376 unsigned gs_output_prim;
377 unsigned gs_max_out_vertices;
378 unsigned gs_num_invocations;
379 unsigned max_gs_stream; /* count - 1 */
380 unsigned gsvs_vertex_size;
381 unsigned max_gsvs_emit_size;
382 unsigned enabled_streamout_buffer_mask;
383
384 /* PS parameters. */
385 unsigned color_attr_index[2];
386 unsigned db_shader_control;
387 /* Set 0xf or 0x0 (4 bits) per each written output.
388 * ANDed with spi_shader_col_format.
389 */
390 unsigned colors_written_4bit;
391
392 /* CS parameters */
393 unsigned local_size;
394
395 uint64_t outputs_written; /* "get_unique_index" bits */
396 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
397
398 uint64_t inputs_read; /* "get_unique_index" bits */
399
400 /* bitmasks of used descriptor slots */
401 uint32_t active_const_and_shader_buffers;
402 uint64_t active_samplers_and_images;
403 };
404
405 /* Valid shader configurations:
406 *
407 * API shaders VS | TCS | TES | GS |pass| PS
408 * are compiled as: | | | |thru|
409 * | | | | |
410 * Only VS & PS: VS | | | | | PS
411 * GFX6 - with GS: ES | | | GS | VS | PS
412 * - with tess: LS | HS | VS | | | PS
413 * - with both: LS | HS | ES | GS | VS | PS
414 * GFX9 - with GS: -> | | | GS | VS | PS
415 * - with tess: -> | HS | VS | | | PS
416 * - with both: -> | HS | -> | GS | VS | PS
417 *
418 * -> = merged with the next stage
419 */
420
421 /* Use the byte alignment for all following structure members for optimal
422 * shader key memory footprint.
423 */
424 #pragma pack(push, 1)
425
426 /* Common VS bits between the shader key and the prolog key. */
427 struct si_vs_prolog_bits {
428 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
429 * divisor is 0.
430 * - If "is_one" has a bit set, the instance divisor is 1.
431 * - If "is_fetched" has a bit set, the instance divisor will be loaded
432 * from the constant buffer.
433 */
434 uint16_t instance_divisor_is_one; /* bitmask of inputs */
435 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
436 unsigned ls_vgpr_fix:1;
437 };
438
439 /* Common TCS bits between the shader key and the epilog key. */
440 struct si_tcs_epilog_bits {
441 unsigned prim_mode:3;
442 unsigned invoc0_tess_factors_are_def:1;
443 unsigned tes_reads_tess_factors:1;
444 };
445
446 struct si_gs_prolog_bits {
447 unsigned tri_strip_adj_fix:1;
448 unsigned gfx9_prev_is_vs:1;
449 };
450
451 /* Common PS bits between the shader key and the prolog key. */
452 struct si_ps_prolog_bits {
453 unsigned color_two_side:1;
454 unsigned flatshade_colors:1;
455 unsigned poly_stipple:1;
456 unsigned force_persp_sample_interp:1;
457 unsigned force_linear_sample_interp:1;
458 unsigned force_persp_center_interp:1;
459 unsigned force_linear_center_interp:1;
460 unsigned bc_optimize_for_persp:1;
461 unsigned bc_optimize_for_linear:1;
462 unsigned samplemask_log_ps_iter:3;
463 };
464
465 /* Common PS bits between the shader key and the epilog key. */
466 struct si_ps_epilog_bits {
467 unsigned spi_shader_col_format;
468 unsigned color_is_int8:8;
469 unsigned color_is_int10:8;
470 unsigned last_cbuf:3;
471 unsigned alpha_func:3;
472 unsigned alpha_to_one:1;
473 unsigned poly_line_smoothing:1;
474 unsigned clamp_color:1;
475 };
476
477 union si_shader_part_key {
478 struct {
479 struct si_vs_prolog_bits states;
480 unsigned num_input_sgprs:6;
481 /* For merged stages such as LS-HS, HS input VGPRs are first. */
482 unsigned num_merged_next_stage_vgprs:3;
483 unsigned last_input:4;
484 unsigned as_ls:1;
485 unsigned as_es:1;
486 /* Prologs for monolithic shaders shouldn't set EXEC. */
487 unsigned is_monolithic:1;
488 } vs_prolog;
489 struct {
490 struct si_tcs_epilog_bits states;
491 } tcs_epilog;
492 struct {
493 struct si_gs_prolog_bits states;
494 /* Prologs of monolithic shaders shouldn't set EXEC. */
495 unsigned is_monolithic:1;
496 } gs_prolog;
497 struct {
498 struct si_ps_prolog_bits states;
499 unsigned num_input_sgprs:6;
500 unsigned num_input_vgprs:5;
501 /* Color interpolation and two-side color selection. */
502 unsigned colors_read:8; /* color input components read */
503 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
504 unsigned face_vgpr_index:5;
505 unsigned ancillary_vgpr_index:5;
506 unsigned wqm:1;
507 char color_attr_index[2];
508 char color_interp_vgpr_index[2]; /* -1 == constant */
509 } ps_prolog;
510 struct {
511 struct si_ps_epilog_bits states;
512 unsigned colors_written:8;
513 unsigned writes_z:1;
514 unsigned writes_stencil:1;
515 unsigned writes_samplemask:1;
516 } ps_epilog;
517 };
518
519 struct si_shader_key {
520 /* Prolog and epilog flags. */
521 union {
522 struct {
523 struct si_vs_prolog_bits prolog;
524 } vs;
525 struct {
526 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
527 struct si_shader_selector *ls; /* for merged LS-HS */
528 struct si_tcs_epilog_bits epilog;
529 } tcs; /* tessellation control shader */
530 struct {
531 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
532 struct si_shader_selector *es; /* for merged ES-GS */
533 struct si_gs_prolog_bits prolog;
534 } gs;
535 struct {
536 struct si_ps_prolog_bits prolog;
537 struct si_ps_epilog_bits epilog;
538 } ps;
539 } part;
540
541 /* These two are initially set according to the NEXT_SHADER property,
542 * or guessed if the property doesn't seem correct.
543 */
544 unsigned as_es:1; /* export shader, which precedes GS */
545 unsigned as_ls:1; /* local shader, which precedes TCS */
546
547 /* Flags for monolithic compilation only. */
548 struct {
549 /* One byte for every input: SI_FIX_FETCH_* enums. */
550 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
551
552 union {
553 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
554 /* When PS needs PrimID and GS is disabled. */
555 unsigned vs_export_prim_id:1;
556 struct {
557 unsigned interpolate_at_sample_force_center:1;
558 unsigned fbfetch_msaa;
559 unsigned fbfetch_is_1D;
560 unsigned fbfetch_layered;
561 } ps;
562 } u;
563 } mono;
564
565 /* Optimization flags for asynchronous compilation only. */
566 struct {
567 /* For HW VS (it can be VS, TES, GS) */
568 uint64_t kill_outputs; /* "get_unique_index" bits */
569 unsigned clip_disable:1;
570
571 /* For shaders where monolithic variants have better code.
572 *
573 * This is a flag that has no effect on code generation,
574 * but forces monolithic shaders to be used as soon as
575 * possible, because it's in the "opt" group.
576 */
577 unsigned prefer_mono:1;
578 } opt;
579 };
580
581 /* Restore the pack alignment to default. */
582 #pragma pack(pop)
583
584 struct si_shader_config {
585 unsigned num_sgprs;
586 unsigned num_vgprs;
587 unsigned spilled_sgprs;
588 unsigned spilled_vgprs;
589 unsigned private_mem_vgprs;
590 unsigned lds_size;
591 unsigned max_simd_waves;
592 unsigned spi_ps_input_ena;
593 unsigned spi_ps_input_addr;
594 unsigned float_mode;
595 unsigned scratch_bytes_per_wave;
596 unsigned rsrc1;
597 unsigned rsrc2;
598 };
599
600 /* GCN-specific shader info. */
601 struct si_shader_info {
602 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
603 ubyte num_input_sgprs;
604 ubyte num_input_vgprs;
605 signed char face_vgpr_index;
606 signed char ancillary_vgpr_index;
607 bool uses_instanceid;
608 ubyte nr_pos_exports;
609 ubyte nr_param_exports;
610 };
611
612 struct si_shader {
613 struct si_compiler_ctx_state compiler_ctx_state;
614
615 struct si_shader_selector *selector;
616 struct si_shader_selector *previous_stage_sel; /* for refcounting */
617 struct si_shader *next_variant;
618
619 struct si_shader_part *prolog;
620 struct si_shader *previous_stage; /* for GFX9 */
621 struct si_shader_part *prolog2;
622 struct si_shader_part *epilog;
623
624 struct si_pm4_state *pm4;
625 struct r600_resource *bo;
626 struct r600_resource *scratch_bo;
627 struct si_shader_key key;
628 struct util_queue_fence ready;
629 bool compilation_failed;
630 bool is_monolithic;
631 bool is_optimized;
632 bool is_binary_shared;
633 bool is_gs_copy_shader;
634
635 /* The following data is all that's needed for binary shaders. */
636 struct ac_shader_binary binary;
637 struct si_shader_config config;
638 struct si_shader_info info;
639
640 /* Shader key + LLVM IR + disassembly + statistics.
641 * Generated for debug contexts only.
642 */
643 char *shader_log;
644 size_t shader_log_size;
645 };
646
647 struct si_shader_part {
648 struct si_shader_part *next;
649 union si_shader_part_key key;
650 struct ac_shader_binary binary;
651 struct si_shader_config config;
652 };
653
654 /* si_shader.c */
655 struct si_shader *
656 si_generate_gs_copy_shader(struct si_screen *sscreen,
657 struct si_compiler *compiler,
658 struct si_shader_selector *gs_selector,
659 struct pipe_debug_callback *debug);
660 int si_compile_tgsi_shader(struct si_screen *sscreen,
661 struct si_compiler *compiler,
662 struct si_shader *shader,
663 bool is_monolithic,
664 struct pipe_debug_callback *debug);
665 int si_shader_create(struct si_screen *sscreen, struct si_compiler *compiler,
666 struct si_shader *shader,
667 struct pipe_debug_callback *debug);
668 void si_shader_destroy(struct si_shader *shader);
669 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
670 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
671 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
672 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
673 struct pipe_debug_callback *debug, unsigned processor,
674 FILE *f, bool check_debug_option);
675 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
676 struct pipe_debug_callback *debug);
677 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
678 unsigned *lds_size);
679 void si_shader_apply_scratch_relocs(struct si_shader *shader,
680 uint64_t scratch_va);
681 void si_shader_binary_read_config(struct ac_shader_binary *binary,
682 struct si_shader_config *conf,
683 unsigned symbol_offset);
684 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
685
686 /* si_shader_nir.c */
687 void si_nir_scan_shader(const struct nir_shader *nir,
688 struct tgsi_shader_info *info);
689 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
690 const struct tgsi_shader_info *info,
691 struct tgsi_tessctrl_info *out);
692 void si_lower_nir(struct si_shader_selector *sel);
693
694 /* Inline helpers. */
695
696 /* Return the pointer to the main shader part's pointer. */
697 static inline struct si_shader **
698 si_get_main_shader_part(struct si_shader_selector *sel,
699 struct si_shader_key *key)
700 {
701 if (key->as_ls)
702 return &sel->main_shader_part_ls;
703 if (key->as_es)
704 return &sel->main_shader_part_es;
705 return &sel->main_shader_part;
706 }
707
708 static inline bool
709 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
710 {
711 return selector ? selector->info.uses_bindless_samplers : false;
712 }
713
714 static inline bool
715 si_shader_uses_bindless_images(struct si_shader_selector *selector)
716 {
717 return selector ? selector->info.uses_bindless_images : false;
718 }
719
720 void si_destroy_shader_selector(struct si_context *sctx,
721 struct si_shader_selector *sel);
722
723 static inline void
724 si_shader_selector_reference(struct si_context *sctx,
725 struct si_shader_selector **dst,
726 struct si_shader_selector *src)
727 {
728 if (pipe_reference(&(*dst)->reference, &src->reference))
729 si_destroy_shader_selector(sctx, *dst);
730
731 *dst = src;
732 }
733
734 #endif