2 * Copyright 2012 Advanced Micro Devices, Inc.
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:
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
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.
24 * Tom Stellard <thomas.stellard@amd.com>
25 * Michel Dänzer <michel.daenzer@amd.com>
26 * Christian König <christian.koenig@amd.com>
29 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
30 * -------------------------------------------------------------------------
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
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
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)
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.
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".
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
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.
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
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
96 /* How linking shader inputs and outputs between vertex, tessellation, and
97 * geometry shaders works.
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.
104 * Since GS and tessellation are only possible in the OpenGL core profile,
105 * only these semantics are valid for per-vertex data:
112 * CULLDIST0..1 (not implemented)
115 * For example, a shader only writing GENERIC0 has the output stride of 5.
117 * Only these semantics are valid for per-patch data:
125 * That's how independent shaders agree on input and output locations.
126 * The si_shader_io_get_unique_index function assigns the locations.
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.
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"
143 #include "ac_binary.h"
144 #include "si_state.h"
148 #define SI_MAX_VS_OUTPUTS 40
150 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
151 * index smaller than this.
153 #define SI_MAX_IO_GENERIC 46
155 /* SGPR user data indices */
157 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
158 * and these two are used for other purposes.
160 SI_SGPR_RW_BUFFERS
, /* rings (& stream-out, VS only) */
161 SI_SGPR_RW_BUFFERS_HI
,
162 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES
,
163 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI
,
164 SI_SGPR_CONST_AND_SHADER_BUFFERS
,
165 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI
,
166 SI_SGPR_SAMPLERS_AND_IMAGES
,
167 SI_SGPR_SAMPLERS_AND_IMAGES_HI
,
168 SI_NUM_RESOURCE_SGPRS
,
170 /* all VS variants */
171 SI_SGPR_VERTEX_BUFFERS
= SI_NUM_RESOURCE_SGPRS
,
172 SI_SGPR_VERTEX_BUFFERS_HI
,
174 SI_SGPR_START_INSTANCE
,
176 SI_SGPR_VS_STATE_BITS
,
180 SI_SGPR_TES_OFFCHIP_LAYOUT
= SI_NUM_RESOURCE_SGPRS
,
181 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K
,
182 SI_TES_NUM_USER_SGPR
,
184 /* GFX6-8: TCS only */
185 GFX6_SGPR_TCS_OFFCHIP_LAYOUT
= SI_NUM_RESOURCE_SGPRS
,
186 GFX6_SGPR_TCS_OUT_OFFSETS
,
187 GFX6_SGPR_TCS_OUT_LAYOUT
,
188 GFX6_SGPR_TCS_IN_LAYOUT
,
189 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K
,
190 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K
,
191 GFX6_TCS_NUM_USER_SGPR
,
193 /* GFX9: Merged LS-HS (VS-TCS) only. */
194 GFX9_SGPR_TCS_OFFCHIP_LAYOUT
= SI_VS_NUM_USER_SGPR
,
195 GFX9_SGPR_TCS_OUT_OFFSETS
,
196 GFX9_SGPR_TCS_OUT_LAYOUT
,
197 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K
,
198 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K
,
199 GFX9_SGPR_unused_to_align_the_next_pointer
,
200 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS
,
201 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI
,
202 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES
,
203 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI
,
204 GFX9_TCS_NUM_USER_SGPR
,
206 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
207 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS
= SI_VS_NUM_USER_SGPR
,
208 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI
,
209 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES
,
210 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI
,
211 GFX9_GS_NUM_USER_SGPR
,
214 GFX6_GS_NUM_USER_SGPR
= SI_NUM_RESOURCE_SGPRS
,
215 SI_GSCOPY_NUM_USER_SGPR
= SI_SGPR_RW_BUFFERS_HI
+ 1,
218 SI_SGPR_ALPHA_REF
= SI_NUM_RESOURCE_SGPRS
,
222 /* LLVM function parameter indices */
224 SI_NUM_RESOURCE_PARAMS
= 4,
226 /* PS only parameters */
227 SI_PARAM_ALPHA_REF
= SI_NUM_RESOURCE_PARAMS
,
229 SI_PARAM_PERSP_SAMPLE
,
230 SI_PARAM_PERSP_CENTER
,
231 SI_PARAM_PERSP_CENTROID
,
232 SI_PARAM_PERSP_PULL_MODEL
,
233 SI_PARAM_LINEAR_SAMPLE
,
234 SI_PARAM_LINEAR_CENTER
,
235 SI_PARAM_LINEAR_CENTROID
,
236 SI_PARAM_LINE_STIPPLE_TEX
,
237 SI_PARAM_POS_X_FLOAT
,
238 SI_PARAM_POS_Y_FLOAT
,
239 SI_PARAM_POS_Z_FLOAT
,
240 SI_PARAM_POS_W_FLOAT
,
243 SI_PARAM_SAMPLE_COVERAGE
,
244 SI_PARAM_POS_FIXED_PT
,
246 SI_NUM_PARAMS
= SI_PARAM_POS_FIXED_PT
+ 9, /* +8 for COLOR[0..1] */
249 /* Fields of driver-defined VS state SGPR. */
250 /* Clamp vertex color output (only used in VS as VS). */
251 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
252 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
253 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
254 #define C_VS_STATE_INDEXED 0xFFFFFFFD
255 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
256 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
257 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
258 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
260 /* SI-specific system values. */
262 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI
= TGSI_SEMANTIC_COUNT
,
263 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI
,
266 /* For VS shader key fix_fetch. */
268 SI_FIX_FETCH_NONE
= 0,
269 SI_FIX_FETCH_A2_SNORM
,
270 SI_FIX_FETCH_A2_SSCALED
,
271 SI_FIX_FETCH_A2_SINT
,
272 SI_FIX_FETCH_RGBA_32_UNORM
,
273 SI_FIX_FETCH_RGBX_32_UNORM
,
274 SI_FIX_FETCH_RGBA_32_SNORM
,
275 SI_FIX_FETCH_RGBX_32_SNORM
,
276 SI_FIX_FETCH_RGBA_32_USCALED
,
277 SI_FIX_FETCH_RGBA_32_SSCALED
,
278 SI_FIX_FETCH_RGBA_32_FIXED
,
279 SI_FIX_FETCH_RGBX_32_FIXED
,
280 SI_FIX_FETCH_RG_64_FLOAT
,
281 SI_FIX_FETCH_RGB_64_FLOAT
,
282 SI_FIX_FETCH_RGBA_64_FLOAT
,
283 SI_FIX_FETCH_RGB_8
, /* A = 1.0 */
284 SI_FIX_FETCH_RGB_8_INT
, /* A = 1 */
286 SI_FIX_FETCH_RGB_16_INT
,
291 /* State of the context creating the shader object. */
292 struct si_compiler_ctx_state
{
293 /* Should only be used by si_init_shader_selector_async and
294 * si_build_shader_variant if thread_index == -1 (non-threaded). */
295 LLVMTargetMachineRef tm
;
297 /* Used if thread_index == -1 or if debug.async is true. */
298 struct pipe_debug_callback debug
;
300 /* Used for creating the log string for gallium/ddebug. */
301 bool is_debug_context
;
304 /* A shader selector is a gallium CSO and contains shader variants and
305 * binaries for one TGSI program. This can be shared by multiple contexts.
307 struct si_shader_selector
{
308 struct pipe_reference reference
;
309 struct si_screen
*screen
;
310 struct util_queue_fence ready
;
311 struct si_compiler_ctx_state compiler_ctx_state
;
314 struct si_shader
*first_variant
; /* immutable after the first variant */
315 struct si_shader
*last_variant
; /* mutable */
317 /* The compiled TGSI shader expecting a prolog and/or epilog (not
318 * uploaded to a buffer).
320 struct si_shader
*main_shader_part
;
321 struct si_shader
*main_shader_part_ls
; /* as_ls is set in the key */
322 struct si_shader
*main_shader_part_es
; /* as_es is set in the key */
324 struct si_shader
*gs_copy_shader
;
326 struct tgsi_token
*tokens
;
327 struct nir_shader
*nir
;
328 struct pipe_stream_output_info so
;
329 struct tgsi_shader_info info
;
330 struct tgsi_tessctrl_info tcs_info
;
332 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
334 bool vs_needs_prolog
;
335 unsigned pa_cl_vs_out_cntl
;
340 unsigned esgs_itemsize
;
341 unsigned gs_input_verts_per_prim
;
342 unsigned gs_output_prim
;
343 unsigned gs_max_out_vertices
;
344 unsigned gs_num_invocations
;
345 unsigned max_gs_stream
; /* count - 1 */
346 unsigned gsvs_vertex_size
;
347 unsigned max_gsvs_emit_size
;
348 unsigned enabled_streamout_buffer_mask
;
351 unsigned color_attr_index
[2];
352 unsigned db_shader_control
;
353 /* Set 0xf or 0x0 (4 bits) per each written output.
354 * ANDed with spi_shader_col_format.
356 unsigned colors_written_4bit
;
361 uint64_t outputs_written
; /* "get_unique_index" bits */
362 uint32_t patch_outputs_written
; /* "get_unique_index_patch" bits */
364 uint64_t inputs_read
; /* "get_unique_index" bits */
366 /* bitmasks of used descriptor slots */
367 uint32_t active_const_and_shader_buffers
;
368 uint64_t active_samplers_and_images
;
371 /* Valid shader configurations:
373 * API shaders VS | TCS | TES | GS |pass| PS
374 * are compiled as: | | | |thru|
376 * Only VS & PS: VS | | | | | PS
377 * GFX6 - with GS: ES | | | GS | VS | PS
378 * - with tess: LS | HS | VS | | | PS
379 * - with both: LS | HS | ES | GS | VS | PS
380 * GFX9 - with GS: -> | | | GS | VS | PS
381 * - with tess: -> | HS | VS | | | PS
382 * - with both: -> | HS | -> | GS | VS | PS
384 * -> = merged with the next stage
387 /* Use the byte alignment for all following structure members for optimal
388 * shader key memory footprint.
390 #pragma pack(push, 1)
392 /* Common VS bits between the shader key and the prolog key. */
393 struct si_vs_prolog_bits
{
394 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
396 * - If "is_one" has a bit set, the instance divisor is 1.
397 * - If "is_fetched" has a bit set, the instance divisor will be loaded
398 * from the constant buffer.
400 uint16_t instance_divisor_is_one
; /* bitmask of inputs */
401 uint16_t instance_divisor_is_fetched
; /* bitmask of inputs */
402 unsigned ls_vgpr_fix
:1;
405 /* Common TCS bits between the shader key and the epilog key. */
406 struct si_tcs_epilog_bits
{
407 unsigned prim_mode
:3;
408 unsigned invoc0_tess_factors_are_def
:1;
409 unsigned tes_reads_tess_factors
:1;
412 struct si_gs_prolog_bits
{
413 unsigned tri_strip_adj_fix
:1;
416 /* Common PS bits between the shader key and the prolog key. */
417 struct si_ps_prolog_bits
{
418 unsigned color_two_side
:1;
419 unsigned flatshade_colors
:1;
420 unsigned poly_stipple
:1;
421 unsigned force_persp_sample_interp
:1;
422 unsigned force_linear_sample_interp
:1;
423 unsigned force_persp_center_interp
:1;
424 unsigned force_linear_center_interp
:1;
425 unsigned bc_optimize_for_persp
:1;
426 unsigned bc_optimize_for_linear
:1;
427 unsigned samplemask_log_ps_iter
:3;
430 /* Common PS bits between the shader key and the epilog key. */
431 struct si_ps_epilog_bits
{
432 unsigned spi_shader_col_format
;
433 unsigned color_is_int8
:8;
434 unsigned color_is_int10
:8;
435 unsigned last_cbuf
:3;
436 unsigned alpha_func
:3;
437 unsigned alpha_to_one
:1;
438 unsigned poly_line_smoothing
:1;
439 unsigned clamp_color
:1;
442 union si_shader_part_key
{
444 struct si_vs_prolog_bits states
;
445 unsigned num_input_sgprs
:6;
446 /* For merged stages such as LS-HS, HS input VGPRs are first. */
447 unsigned num_merged_next_stage_vgprs
:3;
448 unsigned last_input
:4;
450 /* Prologs for monolithic shaders shouldn't set EXEC. */
451 unsigned is_monolithic
:1;
454 struct si_tcs_epilog_bits states
;
457 struct si_gs_prolog_bits states
;
458 /* Prologs of monolithic shaders shouldn't set EXEC. */
459 unsigned is_monolithic
:1;
462 struct si_ps_prolog_bits states
;
463 unsigned num_input_sgprs
:6;
464 unsigned num_input_vgprs
:5;
465 /* Color interpolation and two-side color selection. */
466 unsigned colors_read
:8; /* color input components read */
467 unsigned num_interp_inputs
:5; /* BCOLOR is at this location */
468 unsigned face_vgpr_index
:5;
469 unsigned ancillary_vgpr_index
:5;
471 char color_attr_index
[2];
472 char color_interp_vgpr_index
[2]; /* -1 == constant */
475 struct si_ps_epilog_bits states
;
476 unsigned colors_written
:8;
478 unsigned writes_stencil
:1;
479 unsigned writes_samplemask
:1;
483 struct si_shader_key
{
484 /* Prolog and epilog flags. */
487 struct si_vs_prolog_bits prolog
;
490 struct si_vs_prolog_bits ls_prolog
; /* for merged LS-HS */
491 struct si_shader_selector
*ls
; /* for merged LS-HS */
492 struct si_tcs_epilog_bits epilog
;
493 } tcs
; /* tessellation control shader */
495 struct si_vs_prolog_bits vs_prolog
; /* for merged ES-GS */
496 struct si_shader_selector
*es
; /* for merged ES-GS */
497 struct si_gs_prolog_bits prolog
;
500 struct si_ps_prolog_bits prolog
;
501 struct si_ps_epilog_bits epilog
;
505 /* These two are initially set according to the NEXT_SHADER property,
506 * or guessed if the property doesn't seem correct.
508 unsigned as_es
:1; /* export shader, which precedes GS */
509 unsigned as_ls
:1; /* local shader, which precedes TCS */
511 /* Flags for monolithic compilation only. */
513 /* One byte for every input: SI_FIX_FETCH_* enums. */
514 uint8_t vs_fix_fetch
[SI_MAX_ATTRIBS
];
517 uint64_t ff_tcs_inputs_to_copy
; /* for fixed-func TCS */
518 /* When PS needs PrimID and GS is disabled. */
519 unsigned vs_export_prim_id
:1;
523 /* Optimization flags for asynchronous compilation only. */
525 /* For HW VS (it can be VS, TES, GS) */
526 uint64_t kill_outputs
; /* "get_unique_index" bits */
527 unsigned clip_disable
:1;
529 /* For shaders where monolithic variants have better code.
531 * This is a flag that has no effect on code generation,
532 * but forces monolithic shaders to be used as soon as
533 * possible, because it's in the "opt" group.
535 unsigned prefer_mono
:1;
539 /* Restore the pack alignment to default. */
542 struct si_shader_config
{
545 unsigned spilled_sgprs
;
546 unsigned spilled_vgprs
;
547 unsigned private_mem_vgprs
;
549 unsigned spi_ps_input_ena
;
550 unsigned spi_ps_input_addr
;
552 unsigned scratch_bytes_per_wave
;
557 /* GCN-specific shader info. */
558 struct si_shader_info
{
559 ubyte vs_output_param_offset
[SI_MAX_VS_OUTPUTS
];
560 ubyte num_input_sgprs
;
561 ubyte num_input_vgprs
;
562 signed char face_vgpr_index
;
563 signed char ancillary_vgpr_index
;
564 bool uses_instanceid
;
565 ubyte nr_pos_exports
;
566 ubyte nr_param_exports
;
570 struct si_compiler_ctx_state compiler_ctx_state
;
572 struct si_shader_selector
*selector
;
573 struct si_shader_selector
*previous_stage_sel
; /* for refcounting */
574 struct si_shader
*next_variant
;
576 struct si_shader_part
*prolog
;
577 struct si_shader
*previous_stage
; /* for GFX9 */
578 struct si_shader_part
*prolog2
;
579 struct si_shader_part
*epilog
;
581 struct si_pm4_state
*pm4
;
582 struct r600_resource
*bo
;
583 struct r600_resource
*scratch_bo
;
584 struct si_shader_key key
;
585 struct util_queue_fence optimized_ready
;
586 bool compilation_failed
;
589 bool is_binary_shared
;
590 bool is_gs_copy_shader
;
592 /* The following data is all that's needed for binary shaders. */
593 struct ac_shader_binary binary
;
594 struct si_shader_config config
;
595 struct si_shader_info info
;
597 /* Shader key + LLVM IR + disassembly + statistics.
598 * Generated for debug contexts only.
601 size_t shader_log_size
;
604 struct si_shader_part
{
605 struct si_shader_part
*next
;
606 union si_shader_part_key key
;
607 struct ac_shader_binary binary
;
608 struct si_shader_config config
;
613 si_generate_gs_copy_shader(struct si_screen
*sscreen
,
614 LLVMTargetMachineRef tm
,
615 struct si_shader_selector
*gs_selector
,
616 struct pipe_debug_callback
*debug
);
617 int si_compile_tgsi_shader(struct si_screen
*sscreen
,
618 LLVMTargetMachineRef tm
,
619 struct si_shader
*shader
,
621 struct pipe_debug_callback
*debug
);
622 int si_shader_create(struct si_screen
*sscreen
, LLVMTargetMachineRef tm
,
623 struct si_shader
*shader
,
624 struct pipe_debug_callback
*debug
);
625 void si_shader_destroy(struct si_shader
*shader
);
626 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name
, unsigned index
);
627 unsigned si_shader_io_get_unique_index(unsigned semantic_name
, unsigned index
);
628 int si_shader_binary_upload(struct si_screen
*sscreen
, struct si_shader
*shader
);
629 void si_shader_dump(struct si_screen
*sscreen
, const struct si_shader
*shader
,
630 struct pipe_debug_callback
*debug
, unsigned processor
,
631 FILE *f
, bool check_debug_option
);
632 void si_multiwave_lds_size_workaround(struct si_screen
*sscreen
,
634 void si_shader_apply_scratch_relocs(struct si_shader
*shader
,
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(const struct si_shader
*shader
, unsigned processor
);
643 /* si_shader_nir.c */
644 void si_nir_scan_shader(const struct nir_shader
*nir
,
645 struct tgsi_shader_info
*info
);
646 void si_lower_nir(struct si_shader_selector
*sel
);
648 /* Inline helpers. */
650 /* Return the pointer to the main shader part's pointer. */
651 static inline struct si_shader
**
652 si_get_main_shader_part(struct si_shader_selector
*sel
,
653 struct si_shader_key
*key
)
656 return &sel
->main_shader_part_ls
;
658 return &sel
->main_shader_part_es
;
659 return &sel
->main_shader_part
;
663 si_shader_uses_bindless_samplers(struct si_shader_selector
*selector
)
665 return selector
? selector
->info
.uses_bindless_samplers
: false;
669 si_shader_uses_bindless_images(struct si_shader_selector
*selector
)
671 return selector
? selector
->info
.uses_bindless_images
: false;
674 void si_destroy_shader_selector(struct si_context
*sctx
,
675 struct si_shader_selector
*sel
);
678 si_shader_selector_reference(struct si_context
*sctx
,
679 struct si_shader_selector
**dst
,
680 struct si_shader_selector
*src
)
682 if (pipe_reference(&(*dst
)->reference
, &src
->reference
))
683 si_destroy_shader_selector(sctx
, *dst
);