radeonsi: explain (non-)monolithic shaders
[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 /* SGPR user data indices */
149 enum {
150 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
151 * and these two are used for other purposes.
152 */
153 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
154 SI_SGPR_RW_BUFFERS_HI,
155 SI_SGPR_CONST_BUFFERS,
156 SI_SGPR_CONST_BUFFERS_HI,
157 SI_SGPR_SAMPLERS, /* images & sampler states interleaved */
158 SI_SGPR_SAMPLERS_HI,
159 SI_SGPR_IMAGES,
160 SI_SGPR_IMAGES_HI,
161 SI_SGPR_SHADER_BUFFERS,
162 SI_SGPR_SHADER_BUFFERS_HI,
163 SI_NUM_RESOURCE_SGPRS,
164
165 /* all VS variants */
166 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
167 SI_SGPR_VERTEX_BUFFERS_HI,
168 SI_SGPR_BASE_VERTEX,
169 SI_SGPR_START_INSTANCE,
170 SI_SGPR_DRAWID,
171 SI_SGPR_VS_STATE_BITS,
172 SI_VS_NUM_USER_SGPR,
173
174 /* TES */
175 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
176 SI_TES_NUM_USER_SGPR,
177
178 /* GFX6-8: TCS only */
179 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
180 GFX6_SGPR_TCS_OUT_OFFSETS,
181 GFX6_SGPR_TCS_OUT_LAYOUT,
182 GFX6_SGPR_TCS_IN_LAYOUT,
183 GFX6_TCS_NUM_USER_SGPR,
184
185 /* GFX9: Merged LS-HS (VS-TCS) only. */
186 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
187 GFX9_SGPR_TCS_OUT_OFFSETS,
188 GFX9_SGPR_TCS_OUT_LAYOUT,
189 GFX9_SGPR_unused_to_align_the_next_pointer,
190 GFX9_SGPR_TCS_CONST_BUFFERS,
191 GFX9_SGPR_TCS_CONST_BUFFERS_HI,
192 GFX9_SGPR_TCS_SAMPLERS, /* images & sampler states interleaved */
193 GFX9_SGPR_TCS_SAMPLERS_HI,
194 GFX9_SGPR_TCS_IMAGES,
195 GFX9_SGPR_TCS_IMAGES_HI,
196 GFX9_SGPR_TCS_SHADER_BUFFERS,
197 GFX9_SGPR_TCS_SHADER_BUFFERS_HI,
198 GFX9_TCS_NUM_USER_SGPR,
199
200 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
201 GFX9_SGPR_GS_CONST_BUFFERS = SI_VS_NUM_USER_SGPR,
202 GFX9_SGPR_GS_CONST_BUFFERS_HI,
203 GFX9_SGPR_GS_SAMPLERS,
204 GFX9_SGPR_GS_SAMPLERS_HI,
205 GFX9_SGPR_GS_IMAGES,
206 GFX9_SGPR_GS_IMAGES_HI,
207 GFX9_SGPR_GS_SHADER_BUFFERS,
208 GFX9_SGPR_GS_SHADER_BUFFERS_HI,
209 GFX9_GS_NUM_USER_SGPR,
210
211 /* GS limits */
212 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
213 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
214
215 /* PS only */
216 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
217 SI_PS_NUM_USER_SGPR,
218
219 /* CS only */
220 SI_SGPR_GRID_SIZE = SI_NUM_RESOURCE_SGPRS,
221 SI_SGPR_BLOCK_SIZE = SI_SGPR_GRID_SIZE + 3,
222 SI_CS_NUM_USER_SGPR = SI_SGPR_BLOCK_SIZE + 3
223 };
224
225 /* LLVM function parameter indices */
226 enum {
227 SI_NUM_RESOURCE_PARAMS = 5,
228
229 /* PS only parameters */
230 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
231 SI_PARAM_PRIM_MASK,
232 SI_PARAM_PERSP_SAMPLE,
233 SI_PARAM_PERSP_CENTER,
234 SI_PARAM_PERSP_CENTROID,
235 SI_PARAM_PERSP_PULL_MODEL,
236 SI_PARAM_LINEAR_SAMPLE,
237 SI_PARAM_LINEAR_CENTER,
238 SI_PARAM_LINEAR_CENTROID,
239 SI_PARAM_LINE_STIPPLE_TEX,
240 SI_PARAM_POS_X_FLOAT,
241 SI_PARAM_POS_Y_FLOAT,
242 SI_PARAM_POS_Z_FLOAT,
243 SI_PARAM_POS_W_FLOAT,
244 SI_PARAM_FRONT_FACE,
245 SI_PARAM_ANCILLARY,
246 SI_PARAM_SAMPLE_COVERAGE,
247 SI_PARAM_POS_FIXED_PT,
248
249 /* CS only parameters */
250 SI_PARAM_GRID_SIZE = SI_NUM_RESOURCE_PARAMS,
251 SI_PARAM_BLOCK_SIZE,
252 SI_PARAM_BLOCK_ID,
253 SI_PARAM_THREAD_ID,
254
255 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
256 };
257
258 /* Fields of driver-defined VS state SGPR. */
259 /* Clamp vertex color output (only used in VS as VS). */
260 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
261 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
262 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
263 #define C_VS_STATE_INDEXED 0xFFFFFFFD
264 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
265 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
266 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
267 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
268
269 /* SI-specific system values. */
270 enum {
271 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
272 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
273 };
274
275 /* For VS shader key fix_fetch. */
276 enum {
277 SI_FIX_FETCH_NONE = 0,
278 SI_FIX_FETCH_A2_SNORM,
279 SI_FIX_FETCH_A2_SSCALED,
280 SI_FIX_FETCH_A2_SINT,
281 SI_FIX_FETCH_RGBA_32_UNORM,
282 SI_FIX_FETCH_RGBX_32_UNORM,
283 SI_FIX_FETCH_RGBA_32_SNORM,
284 SI_FIX_FETCH_RGBX_32_SNORM,
285 SI_FIX_FETCH_RGBA_32_USCALED,
286 SI_FIX_FETCH_RGBA_32_SSCALED,
287 SI_FIX_FETCH_RGBA_32_FIXED,
288 SI_FIX_FETCH_RGBX_32_FIXED,
289 SI_FIX_FETCH_RG_64_FLOAT,
290 SI_FIX_FETCH_RGB_64_FLOAT,
291 SI_FIX_FETCH_RGBA_64_FLOAT,
292 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
293 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
294 SI_FIX_FETCH_RGB_16,
295 SI_FIX_FETCH_RGB_16_INT,
296 };
297
298 struct si_shader;
299
300 /* State of the context creating the shader object. */
301 struct si_compiler_ctx_state {
302 /* Should only be used by si_init_shader_selector_async and
303 * si_build_shader_variant if thread_index == -1 (non-threaded). */
304 LLVMTargetMachineRef tm;
305
306 /* Used if thread_index == -1 or if debug.async is true. */
307 struct pipe_debug_callback debug;
308
309 /* Used for creating the log string for gallium/ddebug. */
310 bool is_debug_context;
311 };
312
313 /* A shader selector is a gallium CSO and contains shader variants and
314 * binaries for one TGSI program. This can be shared by multiple contexts.
315 */
316 struct si_shader_selector {
317 struct pipe_reference reference;
318 struct si_screen *screen;
319 struct util_queue_fence ready;
320 struct si_compiler_ctx_state compiler_ctx_state;
321
322 mtx_t mutex;
323 struct si_shader *first_variant; /* immutable after the first variant */
324 struct si_shader *last_variant; /* mutable */
325
326 /* The compiled TGSI shader expecting a prolog and/or epilog (not
327 * uploaded to a buffer).
328 */
329 struct si_shader *main_shader_part;
330 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
331 struct si_shader *main_shader_part_es; /* as_es is set in the key */
332
333 struct si_shader *gs_copy_shader;
334
335 struct tgsi_token *tokens;
336 struct pipe_stream_output_info so;
337 struct tgsi_shader_info info;
338
339 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
340 unsigned type;
341 bool vs_needs_prolog;
342
343 /* GS parameters. */
344 unsigned esgs_itemsize;
345 unsigned gs_input_verts_per_prim;
346 unsigned gs_output_prim;
347 unsigned gs_max_out_vertices;
348 unsigned gs_num_invocations;
349 unsigned max_gs_stream; /* count - 1 */
350 unsigned gsvs_vertex_size;
351 unsigned max_gsvs_emit_size;
352
353 /* PS parameters. */
354 unsigned color_attr_index[2];
355 unsigned db_shader_control;
356 /* Set 0xf or 0x0 (4 bits) per each written output.
357 * ANDed with spi_shader_col_format.
358 */
359 unsigned colors_written_4bit;
360
361 /* CS parameters */
362 unsigned local_size;
363
364 uint64_t outputs_written; /* "get_unique_index" bits */
365 uint32_t patch_outputs_written; /* "get_unique_index" bits */
366 uint32_t outputs_written2; /* "get_unique_index2" bits */
367
368 uint64_t inputs_read; /* "get_unique_index" bits */
369 uint32_t inputs_read2; /* "get_unique_index2" bits */
370 };
371
372 /* Valid shader configurations:
373 *
374 * API shaders VS | TCS | TES | GS |pass| PS
375 * are compiled as: | | | |thru|
376 * | | | | |
377 * Only VS & PS: VS | | | | | PS
378 * GFX6 - with GS: ES | | | GS | VS | PS
379 * - with tess: LS | HS | VS | | | PS
380 * - with both: LS | HS | ES | GS | VS | PS
381 * GFX9 - with GS: -> | | | GS | VS | PS
382 * - with tess: -> | HS | VS | | | PS
383 * - with both: -> | HS | -> | GS | VS | PS
384 *
385 * -> = merged with the next stage
386 */
387
388 /* Common VS bits between the shader key and the prolog key. */
389 struct si_vs_prolog_bits {
390 unsigned instance_divisors[SI_MAX_ATTRIBS];
391 };
392
393 /* Common VS bits between the shader key and the epilog key. */
394 struct si_vs_epilog_bits {
395 unsigned export_prim_id:1; /* when PS needs it and GS is disabled */
396 };
397
398 /* Common TCS bits between the shader key and the epilog key. */
399 struct si_tcs_epilog_bits {
400 unsigned prim_mode:3;
401 unsigned tes_reads_tess_factors:1;
402 };
403
404 struct si_gs_prolog_bits {
405 unsigned tri_strip_adj_fix:1;
406 };
407
408 /* Common PS bits between the shader key and the prolog key. */
409 struct si_ps_prolog_bits {
410 unsigned color_two_side:1;
411 unsigned flatshade_colors:1;
412 unsigned poly_stipple:1;
413 unsigned force_persp_sample_interp:1;
414 unsigned force_linear_sample_interp:1;
415 unsigned force_persp_center_interp:1;
416 unsigned force_linear_center_interp:1;
417 unsigned bc_optimize_for_persp:1;
418 unsigned bc_optimize_for_linear:1;
419 };
420
421 /* Common PS bits between the shader key and the epilog key. */
422 struct si_ps_epilog_bits {
423 unsigned spi_shader_col_format;
424 unsigned color_is_int8:8;
425 unsigned color_is_int10:8;
426 unsigned last_cbuf:3;
427 unsigned alpha_func:3;
428 unsigned alpha_to_one:1;
429 unsigned poly_line_smoothing:1;
430 unsigned clamp_color:1;
431 };
432
433 union si_shader_part_key {
434 struct {
435 struct si_vs_prolog_bits states;
436 unsigned num_input_sgprs:6;
437 /* For merged stages such as LS-HS, HS input VGPRs are first. */
438 unsigned num_merged_next_stage_vgprs:3;
439 unsigned last_input:4;
440 /* Prologs for monolithic shaders shouldn't set EXEC. */
441 unsigned is_monolithic:1;
442 } vs_prolog;
443 struct {
444 struct si_vs_epilog_bits states;
445 unsigned prim_id_param_offset:5;
446 } vs_epilog;
447 struct {
448 struct si_tcs_epilog_bits states;
449 } tcs_epilog;
450 struct {
451 struct si_gs_prolog_bits states;
452 /* Prologs of monolithic shaders shouldn't set EXEC. */
453 unsigned is_monolithic:1;
454 } gs_prolog;
455 struct {
456 struct si_ps_prolog_bits states;
457 unsigned num_input_sgprs:6;
458 unsigned num_input_vgprs:5;
459 /* Color interpolation and two-side color selection. */
460 unsigned colors_read:8; /* color input components read */
461 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
462 unsigned face_vgpr_index:5;
463 unsigned wqm:1;
464 char color_attr_index[2];
465 char color_interp_vgpr_index[2]; /* -1 == constant */
466 } ps_prolog;
467 struct {
468 struct si_ps_epilog_bits states;
469 unsigned colors_written:8;
470 unsigned writes_z:1;
471 unsigned writes_stencil:1;
472 unsigned writes_samplemask:1;
473 } ps_epilog;
474 };
475
476 struct si_shader_key {
477 /* Prolog and epilog flags. */
478 union {
479 struct {
480 struct si_vs_prolog_bits prolog;
481 struct si_vs_epilog_bits epilog;
482 } vs;
483 struct {
484 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
485 struct si_shader_selector *ls; /* for merged LS-HS */
486 struct si_tcs_epilog_bits epilog;
487 } tcs; /* tessellation control shader */
488 struct {
489 struct si_vs_epilog_bits epilog; /* same as VS */
490 } tes; /* tessellation evaluation shader */
491 struct {
492 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
493 struct si_shader_selector *es; /* for merged ES-GS */
494 struct si_gs_prolog_bits prolog;
495 } gs;
496 struct {
497 struct si_ps_prolog_bits prolog;
498 struct si_ps_epilog_bits epilog;
499 } ps;
500 } part;
501
502 /* These two are initially set according to the NEXT_SHADER property,
503 * or guessed if the property doesn't seem correct.
504 */
505 unsigned as_es:1; /* export shader, which precedes GS */
506 unsigned as_ls:1; /* local shader, which precedes TCS */
507
508 /* Flags for monolithic compilation only. */
509 struct {
510 /* One byte for every input: SI_FIX_FETCH_* enums. */
511 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
512 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
513 } mono;
514
515 /* Optimization flags for asynchronous compilation only. */
516 struct {
517 struct {
518 uint64_t kill_outputs; /* "get_unique_index" bits */
519 uint32_t kill_outputs2; /* "get_unique_index2" bits */
520 unsigned clip_disable:1;
521 } hw_vs; /* HW VS (it can be VS, TES, GS) */
522
523 /* For shaders where monolithic variants have better code.
524 *
525 * This is a flag that has no effect on code generation,
526 * but forces monolithic shaders to be used as soon as
527 * possible, because it's in the "opt" group.
528 */
529 unsigned prefer_mono:1;
530 } opt;
531 };
532
533 struct si_shader_config {
534 unsigned num_sgprs;
535 unsigned num_vgprs;
536 unsigned spilled_sgprs;
537 unsigned spilled_vgprs;
538 unsigned private_mem_vgprs;
539 unsigned lds_size;
540 unsigned spi_ps_input_ena;
541 unsigned spi_ps_input_addr;
542 unsigned float_mode;
543 unsigned scratch_bytes_per_wave;
544 unsigned rsrc1;
545 unsigned rsrc2;
546 };
547
548 /* GCN-specific shader info. */
549 struct si_shader_info {
550 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
551 ubyte num_input_sgprs;
552 ubyte num_input_vgprs;
553 char face_vgpr_index;
554 bool uses_instanceid;
555 ubyte nr_pos_exports;
556 ubyte nr_param_exports;
557 };
558
559 struct si_shader {
560 struct si_compiler_ctx_state compiler_ctx_state;
561
562 struct si_shader_selector *selector;
563 struct si_shader_selector *previous_stage_sel; /* for refcounting */
564 struct si_shader *next_variant;
565
566 struct si_shader_part *prolog;
567 struct si_shader *previous_stage; /* for GFX9 */
568 struct si_shader_part *prolog2;
569 struct si_shader_part *epilog;
570
571 struct si_pm4_state *pm4;
572 struct r600_resource *bo;
573 struct r600_resource *scratch_bo;
574 struct si_shader_key key;
575 struct util_queue_fence optimized_ready;
576 bool compilation_failed;
577 bool is_monolithic;
578 bool is_optimized;
579 bool is_binary_shared;
580 bool is_gs_copy_shader;
581
582 /* The following data is all that's needed for binary shaders. */
583 struct ac_shader_binary binary;
584 struct si_shader_config config;
585 struct si_shader_info info;
586
587 /* Shader key + LLVM IR + disassembly + statistics.
588 * Generated for debug contexts only.
589 */
590 char *shader_log;
591 size_t shader_log_size;
592 };
593
594 struct si_shader_part {
595 struct si_shader_part *next;
596 union si_shader_part_key key;
597 struct ac_shader_binary binary;
598 struct si_shader_config config;
599 };
600
601 /* si_shader.c */
602 struct si_shader *
603 si_generate_gs_copy_shader(struct si_screen *sscreen,
604 LLVMTargetMachineRef tm,
605 struct si_shader_selector *gs_selector,
606 struct pipe_debug_callback *debug);
607 int si_compile_tgsi_shader(struct si_screen *sscreen,
608 LLVMTargetMachineRef tm,
609 struct si_shader *shader,
610 bool is_monolithic,
611 struct pipe_debug_callback *debug);
612 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
613 struct si_shader *shader,
614 struct pipe_debug_callback *debug);
615 int si_compile_llvm(struct si_screen *sscreen,
616 struct ac_shader_binary *binary,
617 struct si_shader_config *conf,
618 LLVMTargetMachineRef tm,
619 LLVMModuleRef mod,
620 struct pipe_debug_callback *debug,
621 unsigned processor,
622 const char *name);
623 void si_shader_destroy(struct si_shader *shader);
624 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
625 unsigned si_shader_io_get_unique_index2(unsigned name, unsigned index);
626 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
627 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
628 struct pipe_debug_callback *debug, unsigned processor,
629 FILE *f, bool check_debug_option);
630 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
631 unsigned *lds_size);
632 void si_shader_apply_scratch_relocs(struct si_context *sctx,
633 struct si_shader *shader,
634 struct si_shader_config *config,
635 uint64_t scratch_va);
636 void si_shader_binary_read_config(struct ac_shader_binary *binary,
637 struct si_shader_config *conf,
638 unsigned symbol_offset);
639 unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
640 bool writes_samplemask);
641 const char *si_get_shader_name(struct si_shader *shader, unsigned processor);
642
643 /* Inline helpers. */
644
645 /* Return the pointer to the main shader part's pointer. */
646 static inline struct si_shader **
647 si_get_main_shader_part(struct si_shader_selector *sel,
648 struct si_shader_key *key)
649 {
650 if (key->as_ls)
651 return &sel->main_shader_part_ls;
652 if (key->as_es)
653 return &sel->main_shader_part_es;
654 return &sel->main_shader_part;
655 }
656
657 #endif