radeonsi/gfx10: add as_ngg variant for TES as ES to select Wave32/64
[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 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
147 // path on newer LLVM for now. Should be removed in the long term.
148 #define USE_LDS_SYMBOLS (true)
149
150 struct nir_shader;
151 struct si_shader;
152 struct si_context;
153
154 #define SI_MAX_ATTRIBS 16
155 #define SI_MAX_VS_OUTPUTS 40
156
157 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
158 * index smaller than this.
159 */
160 #define SI_MAX_IO_GENERIC 32
161
162 /* SGPR user data indices */
163 enum {
164 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
165 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
166 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
167 SI_SGPR_SAMPLERS_AND_IMAGES,
168 SI_NUM_RESOURCE_SGPRS,
169
170 /* API VS, TES without GS, GS copy shader */
171 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
172 SI_NUM_VS_STATE_RESOURCE_SGPRS,
173
174 /* all VS variants */
175 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
176 SI_SGPR_START_INSTANCE,
177 SI_SGPR_DRAWID,
178 SI_VS_NUM_USER_SGPR,
179
180 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
181
182 /* TES */
183 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
184 SI_SGPR_TES_OFFCHIP_ADDR,
185 SI_TES_NUM_USER_SGPR,
186
187 /* GFX6-8: TCS only */
188 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
189 GFX6_SGPR_TCS_OUT_OFFSETS,
190 GFX6_SGPR_TCS_OUT_LAYOUT,
191 GFX6_SGPR_TCS_IN_LAYOUT,
192 GFX6_TCS_NUM_USER_SGPR,
193
194 /* GFX9: Merged shaders. */
195 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
196 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
197 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
198
199 /* GFX9: Merged LS-HS (VS-TCS) only. */
200 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
201 GFX9_SGPR_TCS_OUT_OFFSETS,
202 GFX9_SGPR_TCS_OUT_LAYOUT,
203 GFX9_TCS_NUM_USER_SGPR,
204
205 /* GS limits */
206 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
207 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
208 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
209 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
210
211 /* PS only */
212 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
213 SI_PS_NUM_USER_SGPR,
214 };
215
216 /* LLVM function parameter indices */
217 enum {
218 SI_NUM_RESOURCE_PARAMS = 4,
219
220 /* PS only parameters */
221 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
222 SI_PARAM_PRIM_MASK,
223 SI_PARAM_PERSP_SAMPLE,
224 SI_PARAM_PERSP_CENTER,
225 SI_PARAM_PERSP_CENTROID,
226 SI_PARAM_PERSP_PULL_MODEL,
227 SI_PARAM_LINEAR_SAMPLE,
228 SI_PARAM_LINEAR_CENTER,
229 SI_PARAM_LINEAR_CENTROID,
230 SI_PARAM_LINE_STIPPLE_TEX,
231 SI_PARAM_POS_X_FLOAT,
232 SI_PARAM_POS_Y_FLOAT,
233 SI_PARAM_POS_Z_FLOAT,
234 SI_PARAM_POS_W_FLOAT,
235 SI_PARAM_FRONT_FACE,
236 SI_PARAM_ANCILLARY,
237 SI_PARAM_SAMPLE_COVERAGE,
238 SI_PARAM_POS_FIXED_PT,
239
240 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
241 };
242
243 /* Fields of driver-defined VS state SGPR. */
244 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
245 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
246 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
247 #define C_VS_STATE_INDEXED 0xFFFFFFFD
248 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x) & 0x3) << 2)
249 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
250 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x) & 0x3) << 4)
251 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
252 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x) & 0x1) << 6)
253 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
254 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
255 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
256 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
257 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
258
259 /* Driver-specific system values. */
260 enum {
261 /* Values from set_tess_state. */
262 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
263 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
264
265 /* Up to 4 dwords in user SGPRs for compute shaders. */
266 TGSI_SEMANTIC_CS_USER_DATA,
267 };
268
269 enum {
270 /* Use a property enum that CS wouldn't use. */
271 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,
272
273 /* The number of used user data dwords in the range [1, 4]. */
274 TGSI_PROPERTY_CS_USER_DATA_DWORDS = TGSI_PROPERTY_FS_COORD_PIXEL_CENTER,
275
276 /* Use a property enum that VS wouldn't use. */
277 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
278
279 /* These represent the number of SGPRs the shader uses. */
280 SI_VS_BLIT_SGPRS_POS = 3,
281 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
282 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
283 };
284
285 /**
286 * For VS shader keys, describe any fixups required for vertex fetch.
287 *
288 * \ref log_size, \ref format, and the number of channels are interpreted as
289 * by \ref ac_build_opencoded_load_format.
290 *
291 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
292 * impossible format and indicates that no fixup is needed (just use
293 * buffer_load_format_xyzw).
294 */
295 union si_vs_fix_fetch {
296 struct {
297 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
298 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
299 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
300 uint8_t reverse : 1; /* reverse XYZ channels */
301 } u;
302 uint8_t bits;
303 };
304
305 struct si_shader;
306
307 /* State of the context creating the shader object. */
308 struct si_compiler_ctx_state {
309 /* Should only be used by si_init_shader_selector_async and
310 * si_build_shader_variant if thread_index == -1 (non-threaded). */
311 struct ac_llvm_compiler *compiler;
312
313 /* Used if thread_index == -1 or if debug.async is true. */
314 struct pipe_debug_callback debug;
315
316 /* Used for creating the log string for gallium/ddebug. */
317 bool is_debug_context;
318 };
319
320 /* A shader selector is a gallium CSO and contains shader variants and
321 * binaries for one TGSI program. This can be shared by multiple contexts.
322 */
323 struct si_shader_selector {
324 struct pipe_reference reference;
325 struct si_screen *screen;
326 struct util_queue_fence ready;
327 struct si_compiler_ctx_state compiler_ctx_state;
328
329 mtx_t mutex;
330 struct si_shader *first_variant; /* immutable after the first variant */
331 struct si_shader *last_variant; /* mutable */
332
333 /* The compiled TGSI shader expecting a prolog and/or epilog (not
334 * uploaded to a buffer).
335 */
336 struct si_shader *main_shader_part;
337 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
338 struct si_shader *main_shader_part_es; /* as_es is set in the key */
339 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
340 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
341
342 struct si_shader *gs_copy_shader;
343
344 struct tgsi_token *tokens;
345 struct nir_shader *nir;
346 struct pipe_stream_output_info so;
347 struct tgsi_shader_info info;
348 struct tgsi_tessctrl_info tcs_info;
349
350 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
351 enum pipe_shader_type type;
352 bool vs_needs_prolog;
353 bool force_correct_derivs_after_kill;
354 bool prim_discard_cs_allowed;
355 bool ngg_writes_edgeflag;
356 bool pos_writes_edgeflag;
357 unsigned pa_cl_vs_out_cntl;
358 ubyte clipdist_mask;
359 ubyte culldist_mask;
360 unsigned rast_prim;
361
362 /* ES parameters. */
363 unsigned esgs_itemsize; /* vertex stride */
364 unsigned lshs_vertex_stride;
365
366 /* GS parameters. */
367 unsigned gs_input_verts_per_prim;
368 unsigned gs_output_prim;
369 unsigned gs_max_out_vertices;
370 unsigned gs_num_invocations;
371 unsigned max_gs_stream; /* count - 1 */
372 unsigned gsvs_vertex_size;
373 unsigned max_gsvs_emit_size;
374 unsigned enabled_streamout_buffer_mask;
375 bool tess_turns_off_ngg;
376
377 /* PS parameters. */
378 unsigned color_attr_index[2];
379 unsigned db_shader_control;
380 /* Set 0xf or 0x0 (4 bits) per each written output.
381 * ANDed with spi_shader_col_format.
382 */
383 unsigned colors_written_4bit;
384
385 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
386 uint64_t outputs_written; /* "get_unique_index" bits */
387 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
388
389 uint64_t inputs_read; /* "get_unique_index" bits */
390
391 /* bitmasks of used descriptor slots */
392 uint32_t active_const_and_shader_buffers;
393 uint64_t active_samplers_and_images;
394 };
395
396 /* Valid shader configurations:
397 *
398 * API shaders VS | TCS | TES | GS |pass| PS
399 * are compiled as: | | | |thru|
400 * | | | | |
401 * Only VS & PS: VS | | | | | PS
402 * GFX6 - with GS: ES | | | GS | VS | PS
403 * - with tess: LS | HS | VS | | | PS
404 * - with both: LS | HS | ES | GS | VS | PS
405 * GFX9 - with GS: -> | | | GS | VS | PS
406 * - with tess: -> | HS | VS | | | PS
407 * - with both: -> | HS | -> | GS | VS | PS
408 * | | | | |
409 * NGG - VS & PS: GS | | | | | PS
410 * (GFX10+) - with GS: -> | | | GS | | PS
411 * - with tess: -> | HS | GS | | | PS
412 * - with both: -> | HS | -> | GS | | PS
413 *
414 * -> = merged with the next stage
415 */
416
417 /* Use the byte alignment for all following structure members for optimal
418 * shader key memory footprint.
419 */
420 #pragma pack(push, 1)
421
422 /* Common VS bits between the shader key and the prolog key. */
423 struct si_vs_prolog_bits {
424 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
425 * divisor is 0.
426 * - If "is_one" has a bit set, the instance divisor is 1.
427 * - If "is_fetched" has a bit set, the instance divisor will be loaded
428 * from the constant buffer.
429 */
430 uint16_t instance_divisor_is_one; /* bitmask of inputs */
431 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
432 unsigned ls_vgpr_fix:1;
433 unsigned unpack_instance_id_from_vertex_id:1;
434 };
435
436 /* Common TCS bits between the shader key and the epilog key. */
437 struct si_tcs_epilog_bits {
438 unsigned prim_mode:3;
439 unsigned invoc0_tess_factors_are_def:1;
440 unsigned tes_reads_tess_factors:1;
441 };
442
443 struct si_gs_prolog_bits {
444 unsigned tri_strip_adj_fix:1;
445 unsigned gfx9_prev_is_vs:1;
446 };
447
448 /* Common PS bits between the shader key and the prolog key. */
449 struct si_ps_prolog_bits {
450 unsigned color_two_side:1;
451 unsigned flatshade_colors:1;
452 unsigned poly_stipple:1;
453 unsigned force_persp_sample_interp:1;
454 unsigned force_linear_sample_interp:1;
455 unsigned force_persp_center_interp:1;
456 unsigned force_linear_center_interp:1;
457 unsigned bc_optimize_for_persp:1;
458 unsigned bc_optimize_for_linear:1;
459 unsigned samplemask_log_ps_iter:3;
460 };
461
462 /* Common PS bits between the shader key and the epilog key. */
463 struct si_ps_epilog_bits {
464 unsigned spi_shader_col_format;
465 unsigned color_is_int8:8;
466 unsigned color_is_int10:8;
467 unsigned last_cbuf:3;
468 unsigned alpha_func:3;
469 unsigned alpha_to_one:1;
470 unsigned poly_line_smoothing:1;
471 unsigned clamp_color:1;
472 };
473
474 union si_shader_part_key {
475 struct {
476 struct si_vs_prolog_bits states;
477 unsigned num_input_sgprs:6;
478 /* For merged stages such as LS-HS, HS input VGPRs are first. */
479 unsigned num_merged_next_stage_vgprs:3;
480 unsigned last_input:4;
481 unsigned as_ls:1;
482 unsigned as_es:1;
483 unsigned as_ngg:1;
484 /* Prologs for monolithic shaders shouldn't set EXEC. */
485 unsigned is_monolithic:1;
486 } vs_prolog;
487 struct {
488 struct si_tcs_epilog_bits states;
489 } tcs_epilog;
490 struct {
491 struct si_gs_prolog_bits states;
492 /* Prologs of monolithic shaders shouldn't set EXEC. */
493 unsigned is_monolithic:1;
494 unsigned as_ngg:1;
495 } gs_prolog;
496 struct {
497 struct si_ps_prolog_bits states;
498 unsigned num_input_sgprs:6;
499 unsigned num_input_vgprs:5;
500 /* Color interpolation and two-side color selection. */
501 unsigned colors_read:8; /* color input components read */
502 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
503 unsigned face_vgpr_index:5;
504 unsigned ancillary_vgpr_index:5;
505 unsigned wqm:1;
506 char color_attr_index[2];
507 signed char color_interp_vgpr_index[2]; /* -1 == constant */
508 } ps_prolog;
509 struct {
510 struct si_ps_epilog_bits states;
511 unsigned colors_written:8;
512 unsigned writes_z:1;
513 unsigned writes_stencil:1;
514 unsigned writes_samplemask:1;
515 } ps_epilog;
516 };
517
518 struct si_shader_key {
519 /* Prolog and epilog flags. */
520 union {
521 struct {
522 struct si_vs_prolog_bits prolog;
523 } vs;
524 struct {
525 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
526 struct si_shader_selector *ls; /* for merged LS-HS */
527 struct si_tcs_epilog_bits epilog;
528 } tcs; /* tessellation control shader */
529 struct {
530 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
531 struct si_shader_selector *es; /* for merged ES-GS */
532 struct si_gs_prolog_bits prolog;
533 } gs;
534 struct {
535 struct si_ps_prolog_bits prolog;
536 struct si_ps_epilog_bits epilog;
537 } ps;
538 } part;
539
540 /* These three are initially set according to the NEXT_SHADER property,
541 * or guessed if the property doesn't seem correct.
542 */
543 unsigned as_es:1; /* export shader, which precedes GS */
544 unsigned as_ls:1; /* local shader, which precedes TCS */
545 unsigned as_ngg:1; /* VS, TES, or GS compiled as NGG primitive shader */
546
547 /* Flags for monolithic compilation only. */
548 struct {
549 /* Whether fetch should be opencoded according to vs_fix_fetch.
550 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
551 * with minimal fixups is used. */
552 uint16_t vs_fetch_opencode;
553 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
554
555 union {
556 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
557 /* When PS needs PrimID and GS is disabled. */
558 unsigned vs_export_prim_id:1;
559 struct {
560 unsigned interpolate_at_sample_force_center:1;
561 unsigned fbfetch_msaa;
562 unsigned fbfetch_is_1D;
563 unsigned fbfetch_layered;
564 } ps;
565 } u;
566 } mono;
567
568 /* Optimization flags for asynchronous compilation only. */
569 struct {
570 /* For HW VS (it can be VS, TES, GS) */
571 uint64_t kill_outputs; /* "get_unique_index" bits */
572 unsigned clip_disable:1;
573
574 /* For shaders where monolithic variants have better code.
575 *
576 * This is a flag that has no effect on code generation,
577 * but forces monolithic shaders to be used as soon as
578 * possible, because it's in the "opt" group.
579 */
580 unsigned prefer_mono:1;
581
582 /* Primitive discard compute shader. */
583 unsigned vs_as_prim_discard_cs:1;
584 unsigned cs_prim_type:4;
585 unsigned cs_indexed:1;
586 unsigned cs_instancing:1;
587 unsigned cs_primitive_restart:1;
588 unsigned cs_provoking_vertex_first:1;
589 unsigned cs_need_correct_orientation:1;
590 unsigned cs_cull_front:1;
591 unsigned cs_cull_back:1;
592 unsigned cs_cull_z:1;
593 unsigned cs_halfz_clip_space:1;
594 } opt;
595 };
596
597 /* Restore the pack alignment to default. */
598 #pragma pack(pop)
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 unsigned private_mem_vgprs;
611 unsigned max_simd_waves;
612 };
613
614 struct si_shader_binary {
615 const char *elf_buffer;
616 size_t elf_size;
617
618 char *llvm_ir_string;
619 };
620
621 struct gfx9_gs_info {
622 unsigned es_verts_per_subgroup;
623 unsigned gs_prims_per_subgroup;
624 unsigned gs_inst_prims_in_subgroup;
625 unsigned max_prims_per_subgroup;
626 unsigned esgs_ring_size; /* in bytes */
627 };
628
629 struct si_shader {
630 struct si_compiler_ctx_state compiler_ctx_state;
631
632 struct si_shader_selector *selector;
633 struct si_shader_selector *previous_stage_sel; /* for refcounting */
634 struct si_shader *next_variant;
635
636 struct si_shader_part *prolog;
637 struct si_shader *previous_stage; /* for GFX9 */
638 struct si_shader_part *prolog2;
639 struct si_shader_part *epilog;
640
641 struct si_pm4_state *pm4;
642 struct si_resource *bo;
643 struct si_resource *scratch_bo;
644 struct si_shader_key key;
645 struct util_queue_fence ready;
646 bool compilation_failed;
647 bool is_monolithic;
648 bool is_optimized;
649 bool is_binary_shared;
650 bool is_gs_copy_shader;
651
652 /* The following data is all that's needed for binary shaders. */
653 struct si_shader_binary binary;
654 struct ac_shader_config config;
655 struct si_shader_info info;
656
657 struct {
658 uint16_t ngg_emit_size; /* in dwords */
659 uint16_t hw_max_esverts;
660 uint16_t max_gsprims;
661 uint16_t max_out_verts;
662 uint16_t prim_amp_factor;
663 bool max_vert_out_per_gs_instance;
664 } ngg;
665
666 /* Shader key + LLVM IR + disassembly + statistics.
667 * Generated for debug contexts only.
668 */
669 char *shader_log;
670 size_t shader_log_size;
671
672 struct gfx9_gs_info gs_info;
673
674 /* For save precompute context registers values. */
675 union {
676 struct {
677 unsigned vgt_gsvs_ring_offset_1;
678 unsigned vgt_gsvs_ring_offset_2;
679 unsigned vgt_gsvs_ring_offset_3;
680 unsigned vgt_gsvs_ring_itemsize;
681 unsigned vgt_gs_max_vert_out;
682 unsigned vgt_gs_vert_itemsize;
683 unsigned vgt_gs_vert_itemsize_1;
684 unsigned vgt_gs_vert_itemsize_2;
685 unsigned vgt_gs_vert_itemsize_3;
686 unsigned vgt_gs_instance_cnt;
687 unsigned vgt_gs_onchip_cntl;
688 unsigned vgt_gs_max_prims_per_subgroup;
689 unsigned vgt_esgs_ring_itemsize;
690 } gs;
691
692 struct {
693 unsigned ge_max_output_per_subgroup;
694 unsigned ge_ngg_subgrp_cntl;
695 unsigned vgt_primitiveid_en;
696 unsigned vgt_gs_onchip_cntl;
697 unsigned vgt_gs_instance_cnt;
698 unsigned vgt_esgs_ring_itemsize;
699 unsigned vgt_reuse_off;
700 unsigned spi_vs_out_config;
701 unsigned spi_shader_idx_format;
702 unsigned spi_shader_pos_format;
703 unsigned pa_cl_vte_cntl;
704 unsigned pa_cl_ngg_cntl;
705 unsigned vgt_gs_max_vert_out; /* for API GS */
706 } ngg;
707
708 struct {
709 unsigned vgt_gs_mode;
710 unsigned vgt_primitiveid_en;
711 unsigned vgt_reuse_off;
712 unsigned spi_vs_out_config;
713 unsigned spi_shader_pos_format;
714 unsigned pa_cl_vte_cntl;
715 } vs;
716
717 struct {
718 unsigned spi_ps_input_ena;
719 unsigned spi_ps_input_addr;
720 unsigned spi_baryc_cntl;
721 unsigned spi_ps_in_control;
722 unsigned spi_shader_z_format;
723 unsigned spi_shader_col_format;
724 unsigned cb_shader_mask;
725 } ps;
726 } ctx_reg;
727
728 /*For save precompute registers value */
729 unsigned vgt_tf_param; /* VGT_TF_PARAM */
730 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
731 unsigned ge_cntl;
732 };
733
734 struct si_shader_part {
735 struct si_shader_part *next;
736 union si_shader_part_key key;
737 struct si_shader_binary binary;
738 struct ac_shader_config config;
739 };
740
741 /* si_shader.c */
742 struct si_shader *
743 si_generate_gs_copy_shader(struct si_screen *sscreen,
744 struct ac_llvm_compiler *compiler,
745 struct si_shader_selector *gs_selector,
746 struct pipe_debug_callback *debug);
747 int si_compile_tgsi_shader(struct si_screen *sscreen,
748 struct ac_llvm_compiler *compiler,
749 struct si_shader *shader,
750 struct pipe_debug_callback *debug);
751 bool si_shader_create(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
752 struct si_shader *shader,
753 struct pipe_debug_callback *debug);
754 void si_shader_destroy(struct si_shader *shader);
755 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
756 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index,
757 unsigned is_varying);
758 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
759 uint64_t scratch_va);
760 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
761 struct pipe_debug_callback *debug,
762 FILE *f, bool check_debug_option);
763 void si_shader_dump_stats_for_shader_db(struct si_screen *screen,
764 struct si_shader *shader,
765 struct pipe_debug_callback *debug);
766 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
767 unsigned *lds_size);
768 const char *si_get_shader_name(const struct si_shader *shader);
769 void si_shader_binary_clean(struct si_shader_binary *binary);
770
771 /* si_shader_nir.c */
772 void si_nir_scan_shader(const struct nir_shader *nir,
773 struct tgsi_shader_info *info);
774 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
775 struct tgsi_tessctrl_info *out);
776 void si_lower_nir(struct si_shader_selector *sel, unsigned wave_size);
777 void si_nir_opts(struct nir_shader *nir);
778
779 /* si_state_shaders.c */
780 void gfx9_get_gs_info(struct si_shader_selector *es,
781 struct si_shader_selector *gs,
782 struct gfx9_gs_info *out);
783
784 /* Inline helpers. */
785
786 /* Return the pointer to the main shader part's pointer. */
787 static inline struct si_shader **
788 si_get_main_shader_part(struct si_shader_selector *sel,
789 struct si_shader_key *key)
790 {
791 if (key->as_ls)
792 return &sel->main_shader_part_ls;
793 if (key->as_es && key->as_ngg)
794 return &sel->main_shader_part_ngg_es;
795 if (key->as_es)
796 return &sel->main_shader_part_es;
797 if (key->as_ngg)
798 return &sel->main_shader_part_ngg;
799 return &sel->main_shader_part;
800 }
801
802 static inline bool
803 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
804 {
805 return selector ? selector->info.uses_bindless_samplers : false;
806 }
807
808 static inline bool
809 si_shader_uses_bindless_images(struct si_shader_selector *selector)
810 {
811 return selector ? selector->info.uses_bindless_images : false;
812 }
813
814 void si_destroy_shader_selector(struct si_context *sctx,
815 struct si_shader_selector *sel);
816
817 static inline void
818 si_shader_selector_reference(struct si_context *sctx,
819 struct si_shader_selector **dst,
820 struct si_shader_selector *src)
821 {
822 if (pipe_reference(&(*dst)->reference, &src->reference))
823 si_destroy_shader_selector(sctx, *dst);
824
825 *dst = src;
826 }
827
828 #endif