radeonsi: apply a mask to gl_SampleMaskIn in the PS prolog
[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
143 #include "ac_binary.h"
144 #include "si_state.h"
145
146 struct nir_shader;
147
148 #define SI_MAX_VS_OUTPUTS 40
149
150 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
151 * index smaller than this.
152 */
153 #define SI_MAX_IO_GENERIC 46
154
155 /* SGPR user data indices */
156 enum {
157 /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs,
158 * and these two are used for other purposes.
159 */
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,
169
170 /* all VS variants */
171 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
172 SI_SGPR_VERTEX_BUFFERS_HI,
173 SI_SGPR_BASE_VERTEX,
174 SI_SGPR_START_INSTANCE,
175 SI_SGPR_DRAWID,
176 SI_SGPR_VS_STATE_BITS,
177 SI_VS_NUM_USER_SGPR,
178
179 /* TES */
180 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
181 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
182 SI_TES_NUM_USER_SGPR,
183
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,
192
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,
205
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,
212
213 /* GS limits */
214 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
215 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
216
217 /* PS only */
218 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
219 SI_PS_NUM_USER_SGPR,
220 };
221
222 /* LLVM function parameter indices */
223 enum {
224 SI_NUM_RESOURCE_PARAMS = 4,
225
226 /* PS only parameters */
227 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
228 SI_PARAM_PRIM_MASK,
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,
241 SI_PARAM_FRONT_FACE,
242 SI_PARAM_ANCILLARY,
243 SI_PARAM_SAMPLE_COVERAGE,
244 SI_PARAM_POS_FIXED_PT,
245
246 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
247 };
248
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
259
260 /* SI-specific system values. */
261 enum {
262 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
263 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
264 };
265
266 /* For VS shader key fix_fetch. */
267 enum {
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 */
285 SI_FIX_FETCH_RGB_16,
286 SI_FIX_FETCH_RGB_16_INT,
287 };
288
289 struct si_shader;
290
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;
296
297 /* Used if thread_index == -1 or if debug.async is true. */
298 struct pipe_debug_callback debug;
299
300 /* Used for creating the log string for gallium/ddebug. */
301 bool is_debug_context;
302 };
303
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.
306 */
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;
312
313 mtx_t mutex;
314 struct si_shader *first_variant; /* immutable after the first variant */
315 struct si_shader *last_variant; /* mutable */
316
317 /* The compiled TGSI shader expecting a prolog and/or epilog (not
318 * uploaded to a buffer).
319 */
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 */
323
324 struct si_shader *gs_copy_shader;
325
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;
331
332 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
333 unsigned type;
334 bool vs_needs_prolog;
335 unsigned pa_cl_vs_out_cntl;
336 ubyte clipdist_mask;
337 ubyte culldist_mask;
338
339 /* GS parameters. */
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;
349
350 /* PS parameters. */
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.
355 */
356 unsigned colors_written_4bit;
357
358 /* CS parameters */
359 unsigned local_size;
360
361 uint64_t outputs_written; /* "get_unique_index" bits */
362 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
363
364 uint64_t inputs_read; /* "get_unique_index" bits */
365
366 /* bitmasks of used descriptor slots */
367 uint32_t active_const_and_shader_buffers;
368 uint64_t active_samplers_and_images;
369 };
370
371 /* Valid shader configurations:
372 *
373 * API shaders VS | TCS | TES | GS |pass| PS
374 * are compiled as: | | | |thru|
375 * | | | | |
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
383 *
384 * -> = merged with the next stage
385 */
386
387 /* Use the byte alignment for all following structure members for optimal
388 * shader key memory footprint.
389 */
390 #pragma pack(push, 1)
391
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
395 * divisor is 0.
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.
399 */
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;
403 };
404
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;
410 };
411
412 struct si_gs_prolog_bits {
413 unsigned tri_strip_adj_fix:1;
414 };
415
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;
428 };
429
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;
440 };
441
442 union si_shader_part_key {
443 struct {
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;
449 unsigned as_ls:1;
450 /* Prologs for monolithic shaders shouldn't set EXEC. */
451 unsigned is_monolithic:1;
452 } vs_prolog;
453 struct {
454 struct si_tcs_epilog_bits states;
455 } tcs_epilog;
456 struct {
457 struct si_gs_prolog_bits states;
458 /* Prologs of monolithic shaders shouldn't set EXEC. */
459 unsigned is_monolithic:1;
460 } gs_prolog;
461 struct {
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;
470 unsigned wqm:1;
471 char color_attr_index[2];
472 char color_interp_vgpr_index[2]; /* -1 == constant */
473 } ps_prolog;
474 struct {
475 struct si_ps_epilog_bits states;
476 unsigned colors_written:8;
477 unsigned writes_z:1;
478 unsigned writes_stencil:1;
479 unsigned writes_samplemask:1;
480 } ps_epilog;
481 };
482
483 struct si_shader_key {
484 /* Prolog and epilog flags. */
485 union {
486 struct {
487 struct si_vs_prolog_bits prolog;
488 } vs;
489 struct {
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 */
494 struct {
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;
498 } gs;
499 struct {
500 struct si_ps_prolog_bits prolog;
501 struct si_ps_epilog_bits epilog;
502 } ps;
503 } part;
504
505 /* These two are initially set according to the NEXT_SHADER property,
506 * or guessed if the property doesn't seem correct.
507 */
508 unsigned as_es:1; /* export shader, which precedes GS */
509 unsigned as_ls:1; /* local shader, which precedes TCS */
510
511 /* Flags for monolithic compilation only. */
512 struct {
513 /* One byte for every input: SI_FIX_FETCH_* enums. */
514 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
515
516 union {
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;
520 } u;
521 } mono;
522
523 /* Optimization flags for asynchronous compilation only. */
524 struct {
525 /* For HW VS (it can be VS, TES, GS) */
526 uint64_t kill_outputs; /* "get_unique_index" bits */
527 unsigned clip_disable:1;
528
529 /* For shaders where monolithic variants have better code.
530 *
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.
534 */
535 unsigned prefer_mono:1;
536 } opt;
537 };
538
539 /* Restore the pack alignment to default. */
540 #pragma pack(pop)
541
542 struct si_shader_config {
543 unsigned num_sgprs;
544 unsigned num_vgprs;
545 unsigned spilled_sgprs;
546 unsigned spilled_vgprs;
547 unsigned private_mem_vgprs;
548 unsigned lds_size;
549 unsigned spi_ps_input_ena;
550 unsigned spi_ps_input_addr;
551 unsigned float_mode;
552 unsigned scratch_bytes_per_wave;
553 unsigned rsrc1;
554 unsigned rsrc2;
555 };
556
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;
567 };
568
569 struct si_shader {
570 struct si_compiler_ctx_state compiler_ctx_state;
571
572 struct si_shader_selector *selector;
573 struct si_shader_selector *previous_stage_sel; /* for refcounting */
574 struct si_shader *next_variant;
575
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;
580
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;
587 bool is_monolithic;
588 bool is_optimized;
589 bool is_binary_shared;
590 bool is_gs_copy_shader;
591
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;
596
597 /* Shader key + LLVM IR + disassembly + statistics.
598 * Generated for debug contexts only.
599 */
600 char *shader_log;
601 size_t shader_log_size;
602 };
603
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;
609 };
610
611 /* si_shader.c */
612 struct si_shader *
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,
620 bool is_monolithic,
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,
633 unsigned *lds_size);
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);
642
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);
647
648 /* Inline helpers. */
649
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)
654 {
655 if (key->as_ls)
656 return &sel->main_shader_part_ls;
657 if (key->as_es)
658 return &sel->main_shader_part_es;
659 return &sel->main_shader_part;
660 }
661
662 static inline bool
663 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
664 {
665 return selector ? selector->info.uses_bindless_samplers : false;
666 }
667
668 static inline bool
669 si_shader_uses_bindless_images(struct si_shader_selector *selector)
670 {
671 return selector ? selector->info.uses_bindless_images : false;
672 }
673
674 void si_destroy_shader_selector(struct si_context *sctx,
675 struct si_shader_selector *sel);
676
677 static inline void
678 si_shader_selector_reference(struct si_context *sctx,
679 struct si_shader_selector **dst,
680 struct si_shader_selector *src)
681 {
682 if (pipe_reference(&(*dst)->reference, &src->reference))
683 si_destroy_shader_selector(sctx, *dst);
684
685 *dst = src;
686 }
687
688 #endif