radeonsi: implement 32-bit pointers in user data SGPRs (v2)
[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
24 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
25 * -------------------------------------------------------------------------
26 *
27 * Typically, there is one-to-one correspondence between API and HW shaders,
28 * that is, for every API shader, there is exactly one shader binary in
29 * the driver.
30 *
31 * The problem with that is that we also have to emulate some API states
32 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
33 * to deal with it are:
34 * - each shader has multiple variants for each combination of emulated states,
35 * and the variants are compiled on demand, possibly relying on a shader
36 * cache for good performance
37 * - patch shaders at the binary level
38 *
39 * This driver uses something completely different. The emulated states are
40 * usually implemented at the beginning or end of shaders. Therefore, we can
41 * split the shader into 3 parts:
42 * - prolog part (shader code dependent on states)
43 * - main part (the API shader)
44 * - epilog part (shader code dependent on states)
45 *
46 * Each part is compiled as a separate shader and the final binaries are
47 * concatenated. This type of shader is called non-monolithic, because it
48 * consists of multiple independent binaries. Creating a new shader variant
49 * is therefore only a concatenation of shader parts (binaries) and doesn't
50 * involve any compilation. The main shader parts are the only parts that are
51 * compiled when applications create shader objects. The prolog and epilog
52 * parts are compiled on the first use and saved, so that their binaries can
53 * be reused by many other shaders.
54 *
55 * One of the roles of the prolog part is to compute vertex buffer addresses
56 * for vertex shaders. A few of the roles of the epilog part are color buffer
57 * format conversions in pixel shaders that we have to do manually, and write
58 * tessellation factors in tessellation control shaders. The prolog and epilog
59 * have many other important responsibilities in various shader stages.
60 * They don't just "emulate legacy stuff".
61 *
62 * Monolithic shaders are shaders where the parts are combined before LLVM
63 * compilation, and the whole thing is compiled and optimized as one unit with
64 * one binary on the output. The result is the same as the non-monolithic
65 * shader, but the final code can be better, because LLVM can optimize across
66 * all shader parts. Monolithic shaders aren't usually used except for these
67 * special cases:
68 *
69 * 1) Some rarely-used states require modification of the main shader part
70 * itself, and in such cases, only the monolithic shader variant is
71 * compiled, and that's always done on the first use.
72 *
73 * 2) When we do cross-stage optimizations for separate shader objects and
74 * e.g. eliminate unused shader varyings, the resulting optimized shader
75 * variants are always compiled as monolithic shaders, and always
76 * asynchronously (i.e. not stalling ongoing rendering). We call them
77 * "optimized monolithic" shaders. The important property here is that
78 * the non-monolithic unoptimized shader variant is always available for use
79 * when the asynchronous compilation of the optimized shader is not done
80 * yet.
81 *
82 * Starting with GFX9 chips, some shader stages are merged, and the number of
83 * shader parts per shader increased. The complete new list of shader parts is:
84 * - 1st shader: prolog part
85 * - 1st shader: main part
86 * - 2nd shader: prolog part
87 * - 2nd shader: main part
88 * - 2nd shader: epilog part
89 */
90
91 /* How linking shader inputs and outputs between vertex, tessellation, and
92 * geometry shaders works.
93 *
94 * Inputs and outputs between shaders are stored in a buffer. This buffer
95 * lives in LDS (typical case for tessellation), but it can also live
96 * in memory (ESGS). Each input or output has a fixed location within a vertex.
97 * The highest used input or output determines the stride between vertices.
98 *
99 * Since GS and tessellation are only possible in the OpenGL core profile,
100 * only these semantics are valid for per-vertex data:
101 *
102 * Name Location
103 *
104 * POSITION 0
105 * PSIZE 1
106 * CLIPDIST0..1 2..3
107 * CULLDIST0..1 (not implemented)
108 * GENERIC0..31 4..35
109 *
110 * For example, a shader only writing GENERIC0 has the output stride of 5.
111 *
112 * Only these semantics are valid for per-patch data:
113 *
114 * Name Location
115 *
116 * TESSOUTER 0
117 * TESSINNER 1
118 * PATCH0..29 2..31
119 *
120 * That's how independent shaders agree on input and output locations.
121 * The si_shader_io_get_unique_index function assigns the locations.
122 *
123 * For tessellation, other required information for calculating the input and
124 * output addresses like the vertex stride, the patch stride, and the offsets
125 * where per-vertex and per-patch data start, is passed to the shader via
126 * user data SGPRs. The offsets and strides are calculated at draw time and
127 * aren't available at compile time.
128 */
129
130 #ifndef SI_SHADER_H
131 #define SI_SHADER_H
132
133 #include <llvm-c/Core.h> /* LLVMModuleRef */
134 #include <llvm-c/TargetMachine.h>
135 #include "tgsi/tgsi_scan.h"
136 #include "util/u_queue.h"
137
138 #include "ac_binary.h"
139 #include "ac_llvm_build.h"
140 #include "si_state.h"
141
142 struct nir_shader;
143
144 #define SI_MAX_VS_OUTPUTS 40
145
146 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
147 * index smaller than this.
148 */
149 #define SI_MAX_IO_GENERIC 46
150
151 /* SGPR user data indices */
152 enum {
153 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
154 #if !HAVE_32BIT_POINTERS
155 SI_SGPR_RW_BUFFERS_HI,
156 #endif
157 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
158 #if !HAVE_32BIT_POINTERS
159 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
160 #endif
161 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
162 #if !HAVE_32BIT_POINTERS
163 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
164 #endif
165 SI_SGPR_SAMPLERS_AND_IMAGES,
166 #if !HAVE_32BIT_POINTERS
167 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
168 #endif
169 SI_NUM_RESOURCE_SGPRS,
170
171 /* all VS variants */
172 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
173 #if !HAVE_32BIT_POINTERS
174 SI_SGPR_VERTEX_BUFFERS_HI,
175 #endif
176 SI_SGPR_BASE_VERTEX,
177 SI_SGPR_START_INSTANCE,
178 SI_SGPR_DRAWID,
179 SI_SGPR_VS_STATE_BITS,
180 SI_VS_NUM_USER_SGPR,
181
182 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
183
184 /* TES */
185 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
186 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
187 SI_TES_NUM_USER_SGPR,
188
189 /* GFX6-8: TCS only */
190 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
191 GFX6_SGPR_TCS_OUT_OFFSETS,
192 GFX6_SGPR_TCS_OUT_LAYOUT,
193 GFX6_SGPR_TCS_IN_LAYOUT,
194 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
195 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
196 GFX6_TCS_NUM_USER_SGPR,
197
198 /* GFX9: Merged LS-HS (VS-TCS) only. */
199 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
200 GFX9_SGPR_TCS_OUT_OFFSETS,
201 GFX9_SGPR_TCS_OUT_LAYOUT,
202 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
203 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
204 #if !HAVE_32BIT_POINTERS
205 GFX9_SGPR_unused_to_align_the_next_pointer,
206 #endif
207 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
208 #if !HAVE_32BIT_POINTERS
209 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
210 #endif
211 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
212 #if !HAVE_32BIT_POINTERS
213 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
214 #endif
215 GFX9_TCS_NUM_USER_SGPR,
216
217 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
218 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
219 #if !HAVE_32BIT_POINTERS
220 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
221 #endif
222 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
223 #if !HAVE_32BIT_POINTERS
224 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
225 #endif
226 GFX9_GS_NUM_USER_SGPR,
227
228 /* GS limits */
229 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
230 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS + (HAVE_32BIT_POINTERS ? 1 : 2),
231
232 /* PS only */
233 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
234 SI_PS_NUM_USER_SGPR,
235 };
236
237 /* LLVM function parameter indices */
238 enum {
239 SI_NUM_RESOURCE_PARAMS = 4,
240
241 /* PS only parameters */
242 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
243 SI_PARAM_PRIM_MASK,
244 SI_PARAM_PERSP_SAMPLE,
245 SI_PARAM_PERSP_CENTER,
246 SI_PARAM_PERSP_CENTROID,
247 SI_PARAM_PERSP_PULL_MODEL,
248 SI_PARAM_LINEAR_SAMPLE,
249 SI_PARAM_LINEAR_CENTER,
250 SI_PARAM_LINEAR_CENTROID,
251 SI_PARAM_LINE_STIPPLE_TEX,
252 SI_PARAM_POS_X_FLOAT,
253 SI_PARAM_POS_Y_FLOAT,
254 SI_PARAM_POS_Z_FLOAT,
255 SI_PARAM_POS_W_FLOAT,
256 SI_PARAM_FRONT_FACE,
257 SI_PARAM_ANCILLARY,
258 SI_PARAM_SAMPLE_COVERAGE,
259 SI_PARAM_POS_FIXED_PT,
260
261 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
262 };
263
264 /* Fields of driver-defined VS state SGPR. */
265 /* Clamp vertex color output (only used in VS as VS). */
266 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
267 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
268 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
269 #define C_VS_STATE_INDEXED 0xFFFFFFFD
270 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
271 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
272 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
273 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
274
275 /* SI-specific system values. */
276 enum {
277 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
278 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
279 };
280
281 enum {
282 /* Use a property enum that VS wouldn't use. */
283 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
284
285 /* These represent the number of SGPRs the shader uses. */
286 SI_VS_BLIT_SGPRS_POS = 3,
287 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
288 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
289 };
290
291 /* For VS shader key fix_fetch. */
292 enum {
293 SI_FIX_FETCH_NONE = 0,
294 SI_FIX_FETCH_A2_SNORM,
295 SI_FIX_FETCH_A2_SSCALED,
296 SI_FIX_FETCH_A2_SINT,
297 SI_FIX_FETCH_RGBA_32_UNORM,
298 SI_FIX_FETCH_RGBX_32_UNORM,
299 SI_FIX_FETCH_RGBA_32_SNORM,
300 SI_FIX_FETCH_RGBX_32_SNORM,
301 SI_FIX_FETCH_RGBA_32_USCALED,
302 SI_FIX_FETCH_RGBA_32_SSCALED,
303 SI_FIX_FETCH_RGBA_32_FIXED,
304 SI_FIX_FETCH_RGBX_32_FIXED,
305 SI_FIX_FETCH_RG_64_FLOAT,
306 SI_FIX_FETCH_RGB_64_FLOAT,
307 SI_FIX_FETCH_RGBA_64_FLOAT,
308 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
309 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
310 SI_FIX_FETCH_RGB_16,
311 SI_FIX_FETCH_RGB_16_INT,
312 };
313
314 struct si_shader;
315
316 /* State of the context creating the shader object. */
317 struct si_compiler_ctx_state {
318 /* Should only be used by si_init_shader_selector_async and
319 * si_build_shader_variant if thread_index == -1 (non-threaded). */
320 LLVMTargetMachineRef tm;
321
322 /* Used if thread_index == -1 or if debug.async is true. */
323 struct pipe_debug_callback debug;
324
325 /* Used for creating the log string for gallium/ddebug. */
326 bool is_debug_context;
327 };
328
329 /* A shader selector is a gallium CSO and contains shader variants and
330 * binaries for one TGSI program. This can be shared by multiple contexts.
331 */
332 struct si_shader_selector {
333 struct pipe_reference reference;
334 struct si_screen *screen;
335 struct util_queue_fence ready;
336 struct si_compiler_ctx_state compiler_ctx_state;
337
338 mtx_t mutex;
339 struct si_shader *first_variant; /* immutable after the first variant */
340 struct si_shader *last_variant; /* mutable */
341
342 /* The compiled TGSI shader expecting a prolog and/or epilog (not
343 * uploaded to a buffer).
344 */
345 struct si_shader *main_shader_part;
346 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
347 struct si_shader *main_shader_part_es; /* as_es is set in the key */
348
349 struct si_shader *gs_copy_shader;
350
351 struct tgsi_token *tokens;
352 struct nir_shader *nir;
353 struct pipe_stream_output_info so;
354 struct tgsi_shader_info info;
355 struct tgsi_tessctrl_info tcs_info;
356
357 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
358 unsigned type;
359 bool vs_needs_prolog;
360 bool force_correct_derivs_after_kill;
361 unsigned pa_cl_vs_out_cntl;
362 ubyte clipdist_mask;
363 ubyte culldist_mask;
364
365 /* ES parameters. */
366 unsigned esgs_itemsize;
367
368 /* GS parameters. */
369 unsigned gs_input_verts_per_prim;
370 unsigned gs_output_prim;
371 unsigned gs_max_out_vertices;
372 unsigned gs_num_invocations;
373 unsigned max_gs_stream; /* count - 1 */
374 unsigned gsvs_vertex_size;
375 unsigned max_gsvs_emit_size;
376 unsigned enabled_streamout_buffer_mask;
377
378 /* PS parameters. */
379 unsigned color_attr_index[2];
380 unsigned db_shader_control;
381 /* Set 0xf or 0x0 (4 bits) per each written output.
382 * ANDed with spi_shader_col_format.
383 */
384 unsigned colors_written_4bit;
385
386 /* CS parameters */
387 unsigned local_size;
388
389 uint64_t outputs_written; /* "get_unique_index" bits */
390 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
391
392 uint64_t inputs_read; /* "get_unique_index" bits */
393
394 /* bitmasks of used descriptor slots */
395 uint32_t active_const_and_shader_buffers;
396 uint64_t active_samplers_and_images;
397 };
398
399 /* Valid shader configurations:
400 *
401 * API shaders VS | TCS | TES | GS |pass| PS
402 * are compiled as: | | | |thru|
403 * | | | | |
404 * Only VS & PS: VS | | | | | PS
405 * GFX6 - with GS: ES | | | GS | VS | PS
406 * - with tess: LS | HS | VS | | | PS
407 * - with both: LS | HS | ES | GS | VS | PS
408 * GFX9 - with GS: -> | | | GS | VS | PS
409 * - with tess: -> | HS | VS | | | PS
410 * - with both: -> | HS | -> | GS | VS | PS
411 *
412 * -> = merged with the next stage
413 */
414
415 /* Use the byte alignment for all following structure members for optimal
416 * shader key memory footprint.
417 */
418 #pragma pack(push, 1)
419
420 /* Common VS bits between the shader key and the prolog key. */
421 struct si_vs_prolog_bits {
422 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
423 * divisor is 0.
424 * - If "is_one" has a bit set, the instance divisor is 1.
425 * - If "is_fetched" has a bit set, the instance divisor will be loaded
426 * from the constant buffer.
427 */
428 uint16_t instance_divisor_is_one; /* bitmask of inputs */
429 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
430 unsigned ls_vgpr_fix:1;
431 };
432
433 /* Common TCS bits between the shader key and the epilog key. */
434 struct si_tcs_epilog_bits {
435 unsigned prim_mode:3;
436 unsigned invoc0_tess_factors_are_def:1;
437 unsigned tes_reads_tess_factors:1;
438 };
439
440 struct si_gs_prolog_bits {
441 unsigned tri_strip_adj_fix:1;
442 };
443
444 /* Common PS bits between the shader key and the prolog key. */
445 struct si_ps_prolog_bits {
446 unsigned color_two_side:1;
447 unsigned flatshade_colors:1;
448 unsigned poly_stipple:1;
449 unsigned force_persp_sample_interp:1;
450 unsigned force_linear_sample_interp:1;
451 unsigned force_persp_center_interp:1;
452 unsigned force_linear_center_interp:1;
453 unsigned bc_optimize_for_persp:1;
454 unsigned bc_optimize_for_linear:1;
455 unsigned samplemask_log_ps_iter:3;
456 };
457
458 /* Common PS bits between the shader key and the epilog key. */
459 struct si_ps_epilog_bits {
460 unsigned spi_shader_col_format;
461 unsigned color_is_int8:8;
462 unsigned color_is_int10:8;
463 unsigned last_cbuf:3;
464 unsigned alpha_func:3;
465 unsigned alpha_to_one:1;
466 unsigned poly_line_smoothing:1;
467 unsigned clamp_color:1;
468 };
469
470 union si_shader_part_key {
471 struct {
472 struct si_vs_prolog_bits states;
473 unsigned num_input_sgprs:6;
474 /* For merged stages such as LS-HS, HS input VGPRs are first. */
475 unsigned num_merged_next_stage_vgprs:3;
476 unsigned last_input:4;
477 unsigned as_ls:1;
478 unsigned as_es:1;
479 /* Prologs for monolithic shaders shouldn't set EXEC. */
480 unsigned is_monolithic:1;
481 } vs_prolog;
482 struct {
483 struct si_tcs_epilog_bits states;
484 } tcs_epilog;
485 struct {
486 struct si_gs_prolog_bits states;
487 /* Prologs of monolithic shaders shouldn't set EXEC. */
488 unsigned is_monolithic:1;
489 } gs_prolog;
490 struct {
491 struct si_ps_prolog_bits states;
492 unsigned num_input_sgprs:6;
493 unsigned num_input_vgprs:5;
494 /* Color interpolation and two-side color selection. */
495 unsigned colors_read:8; /* color input components read */
496 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
497 unsigned face_vgpr_index:5;
498 unsigned ancillary_vgpr_index:5;
499 unsigned wqm:1;
500 char color_attr_index[2];
501 char color_interp_vgpr_index[2]; /* -1 == constant */
502 } ps_prolog;
503 struct {
504 struct si_ps_epilog_bits states;
505 unsigned colors_written:8;
506 unsigned writes_z:1;
507 unsigned writes_stencil:1;
508 unsigned writes_samplemask:1;
509 } ps_epilog;
510 };
511
512 struct si_shader_key {
513 /* Prolog and epilog flags. */
514 union {
515 struct {
516 struct si_vs_prolog_bits prolog;
517 } vs;
518 struct {
519 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
520 struct si_shader_selector *ls; /* for merged LS-HS */
521 struct si_tcs_epilog_bits epilog;
522 } tcs; /* tessellation control shader */
523 struct {
524 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
525 struct si_shader_selector *es; /* for merged ES-GS */
526 struct si_gs_prolog_bits prolog;
527 } gs;
528 struct {
529 struct si_ps_prolog_bits prolog;
530 struct si_ps_epilog_bits epilog;
531 } ps;
532 } part;
533
534 /* These two are initially set according to the NEXT_SHADER property,
535 * or guessed if the property doesn't seem correct.
536 */
537 unsigned as_es:1; /* export shader, which precedes GS */
538 unsigned as_ls:1; /* local shader, which precedes TCS */
539
540 /* Flags for monolithic compilation only. */
541 struct {
542 /* One byte for every input: SI_FIX_FETCH_* enums. */
543 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
544
545 union {
546 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
547 /* When PS needs PrimID and GS is disabled. */
548 unsigned vs_export_prim_id:1;
549 struct {
550 unsigned interpolate_at_sample_force_center:1;
551 } ps;
552 } u;
553 } mono;
554
555 /* Optimization flags for asynchronous compilation only. */
556 struct {
557 /* For HW VS (it can be VS, TES, GS) */
558 uint64_t kill_outputs; /* "get_unique_index" bits */
559 unsigned clip_disable:1;
560
561 /* For shaders where monolithic variants have better code.
562 *
563 * This is a flag that has no effect on code generation,
564 * but forces monolithic shaders to be used as soon as
565 * possible, because it's in the "opt" group.
566 */
567 unsigned prefer_mono:1;
568 } opt;
569 };
570
571 /* Restore the pack alignment to default. */
572 #pragma pack(pop)
573
574 struct si_shader_config {
575 unsigned num_sgprs;
576 unsigned num_vgprs;
577 unsigned spilled_sgprs;
578 unsigned spilled_vgprs;
579 unsigned private_mem_vgprs;
580 unsigned lds_size;
581 unsigned max_simd_waves;
582 unsigned spi_ps_input_ena;
583 unsigned spi_ps_input_addr;
584 unsigned float_mode;
585 unsigned scratch_bytes_per_wave;
586 unsigned rsrc1;
587 unsigned rsrc2;
588 };
589
590 /* GCN-specific shader info. */
591 struct si_shader_info {
592 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
593 ubyte num_input_sgprs;
594 ubyte num_input_vgprs;
595 signed char face_vgpr_index;
596 signed char ancillary_vgpr_index;
597 bool uses_instanceid;
598 ubyte nr_pos_exports;
599 ubyte nr_param_exports;
600 };
601
602 struct si_shader {
603 struct si_compiler_ctx_state compiler_ctx_state;
604
605 struct si_shader_selector *selector;
606 struct si_shader_selector *previous_stage_sel; /* for refcounting */
607 struct si_shader *next_variant;
608
609 struct si_shader_part *prolog;
610 struct si_shader *previous_stage; /* for GFX9 */
611 struct si_shader_part *prolog2;
612 struct si_shader_part *epilog;
613
614 struct si_pm4_state *pm4;
615 struct r600_resource *bo;
616 struct r600_resource *scratch_bo;
617 struct si_shader_key key;
618 struct util_queue_fence ready;
619 bool compilation_failed;
620 bool is_monolithic;
621 bool is_optimized;
622 bool is_binary_shared;
623 bool is_gs_copy_shader;
624
625 /* The following data is all that's needed for binary shaders. */
626 struct ac_shader_binary binary;
627 struct si_shader_config config;
628 struct si_shader_info info;
629
630 /* Shader key + LLVM IR + disassembly + statistics.
631 * Generated for debug contexts only.
632 */
633 char *shader_log;
634 size_t shader_log_size;
635 };
636
637 struct si_shader_part {
638 struct si_shader_part *next;
639 union si_shader_part_key key;
640 struct ac_shader_binary binary;
641 struct si_shader_config config;
642 };
643
644 /* si_shader.c */
645 struct si_shader *
646 si_generate_gs_copy_shader(struct si_screen *sscreen,
647 LLVMTargetMachineRef tm,
648 struct si_shader_selector *gs_selector,
649 struct pipe_debug_callback *debug);
650 int si_compile_tgsi_shader(struct si_screen *sscreen,
651 LLVMTargetMachineRef tm,
652 struct si_shader *shader,
653 bool is_monolithic,
654 struct pipe_debug_callback *debug);
655 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
656 struct si_shader *shader,
657 struct pipe_debug_callback *debug);
658 void si_shader_destroy(struct si_shader *shader);
659 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
660 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
661 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
662 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
663 struct pipe_debug_callback *debug, unsigned processor,
664 FILE *f, bool check_debug_option);
665 void si_shader_dump_stats_for_shader_db(const struct si_shader *shader,
666 struct pipe_debug_callback *debug);
667 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
668 unsigned *lds_size);
669 void si_shader_apply_scratch_relocs(struct si_shader *shader,
670 uint64_t scratch_va);
671 void si_shader_binary_read_config(struct ac_shader_binary *binary,
672 struct si_shader_config *conf,
673 unsigned symbol_offset);
674 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
675
676 /* si_shader_nir.c */
677 void si_nir_scan_shader(const struct nir_shader *nir,
678 struct tgsi_shader_info *info);
679 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
680 const struct tgsi_shader_info *info,
681 struct tgsi_tessctrl_info *out);
682 void si_lower_nir(struct si_shader_selector *sel);
683
684 /* Inline helpers. */
685
686 /* Return the pointer to the main shader part's pointer. */
687 static inline struct si_shader **
688 si_get_main_shader_part(struct si_shader_selector *sel,
689 struct si_shader_key *key)
690 {
691 if (key->as_ls)
692 return &sel->main_shader_part_ls;
693 if (key->as_es)
694 return &sel->main_shader_part_es;
695 return &sel->main_shader_part;
696 }
697
698 static inline bool
699 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
700 {
701 return selector ? selector->info.uses_bindless_samplers : false;
702 }
703
704 static inline bool
705 si_shader_uses_bindless_images(struct si_shader_selector *selector)
706 {
707 return selector ? selector->info.uses_bindless_images : false;
708 }
709
710 void si_destroy_shader_selector(struct si_context *sctx,
711 struct si_shader_selector *sel);
712
713 static inline void
714 si_shader_selector_reference(struct si_context *sctx,
715 struct si_shader_selector **dst,
716 struct si_shader_selector *src)
717 {
718 if (pipe_reference(&(*dst)->reference, &src->reference))
719 si_destroy_shader_selector(sctx, *dst);
720
721 *dst = src;
722 }
723
724 #endif