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 "ac_binary.h"
135 #include "ac_llvm_build.h"
136 #include "ac_llvm_util.h"
137 #include "util/simple_mtx.h"
138 #include "util/u_inlines.h"
139 #include "util/u_live_shader_cache.h"
140 #include "util/u_queue.h"
141 #include "si_pm4.h"
142
143 #include <stdio.h>
144
145 #ifdef __cplusplus
146 extern "C" {
147 #endif
148
149 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
150 // path on newer LLVM for now. Should be removed in the long term.
151 #define USE_LDS_SYMBOLS (true)
152
153 struct nir_shader;
154 struct si_shader;
155 struct si_context;
156
157 #define SI_MAX_ATTRIBS 16
158 #define SI_MAX_VS_OUTPUTS 40
159
160 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
161
162 #define SI_PS_INPUT_CNTL_0000 (S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(0))
163 #define SI_PS_INPUT_CNTL_0001 (S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(3))
164 #define SI_PS_INPUT_CNTL_UNUSED SI_PS_INPUT_CNTL_0000
165 /* D3D9 behaviour for COLOR0 requires 0001. GL is undefined. */
166 #define SI_PS_INPUT_CNTL_UNUSED_COLOR0 SI_PS_INPUT_CNTL_0001
167
168 /* SGPR user data indices */
169 enum
170 {
171 SI_SGPR_INTERNAL_BINDINGS,
172 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
173 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
174 SI_SGPR_SAMPLERS_AND_IMAGES,
175 SI_NUM_RESOURCE_SGPRS,
176
177 /* API VS, TES without GS, GS copy shader */
178 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
179 SI_NUM_VS_STATE_RESOURCE_SGPRS,
180
181 /* all VS variants */
182 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
183 SI_SGPR_DRAWID,
184 SI_SGPR_START_INSTANCE,
185 SI_VS_NUM_USER_SGPR,
186
187 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
188
189 /* TES */
190 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
191 SI_SGPR_TES_OFFCHIP_ADDR,
192 SI_TES_NUM_USER_SGPR,
193
194 /* GFX6-8: TCS only */
195 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
196 GFX6_SGPR_TCS_OUT_OFFSETS,
197 GFX6_SGPR_TCS_OUT_LAYOUT,
198 GFX6_SGPR_TCS_IN_LAYOUT,
199 GFX6_TCS_NUM_USER_SGPR,
200
201 /* GFX9: Merged shaders. */
202 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
203 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
204 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
205
206 /* GFX9: Merged LS-HS (VS-TCS) only. */
207 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
208 GFX9_SGPR_TCS_OUT_OFFSETS,
209 GFX9_SGPR_TCS_OUT_LAYOUT,
210 GFX9_TCS_NUM_USER_SGPR,
211
212 /* GS limits */
213 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
214 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
215 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
216 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
217
218 /* PS only */
219 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
220 SI_PS_NUM_USER_SGPR,
221
222 /* The value has to be 12, because the hw requires that descriptors
223 * are aligned to 4 SGPRs.
224 */
225 SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
226 };
227
228 /* LLVM function parameter indices */
229 enum
230 {
231 SI_NUM_RESOURCE_PARAMS = 4,
232
233 /* PS only parameters */
234 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
235 SI_PARAM_PRIM_MASK,
236 SI_PARAM_PERSP_SAMPLE,
237 SI_PARAM_PERSP_CENTER,
238 SI_PARAM_PERSP_CENTROID,
239 SI_PARAM_PERSP_PULL_MODEL,
240 SI_PARAM_LINEAR_SAMPLE,
241 SI_PARAM_LINEAR_CENTER,
242 SI_PARAM_LINEAR_CENTROID,
243 SI_PARAM_LINE_STIPPLE_TEX,
244 SI_PARAM_POS_X_FLOAT,
245 SI_PARAM_POS_Y_FLOAT,
246 SI_PARAM_POS_Z_FLOAT,
247 SI_PARAM_POS_W_FLOAT,
248 SI_PARAM_FRONT_FACE,
249 SI_PARAM_ANCILLARY,
250 SI_PARAM_SAMPLE_COVERAGE,
251 SI_PARAM_POS_FIXED_PT,
252
253 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
254 };
255
256 /* Fields of driver-defined VS state SGPR. */
257 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x)&0x1) << 0)
258 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
259 #define S_VS_STATE_INDEXED(x) (((unsigned)(x)&0x1) << 1)
260 #define C_VS_STATE_INDEXED 0xFFFFFFFD
261 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x)&0x3) << 2)
262 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
263 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x)&0x3) << 4)
264 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
265 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
266 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
267 #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x)&0xF) << 7)
268 #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
269 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x)&0x1FFF) << 11)
270 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
271 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x)&0xFF) << 24)
272 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
273
274 enum
275 {
276 /* These represent the number of SGPRs the shader uses. */
277 SI_VS_BLIT_SGPRS_POS = 3,
278 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
279 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
280 };
281
282 #define SI_NGG_CULL_ENABLED (1 << 0) /* this implies W, view.xy, and small prim culling */
283 #define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */
284 #define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */
285 #define SI_NGG_CULL_LINES (1 << 3) /* the primitive type is lines */
286
287 /**
288 * For VS shader keys, describe any fixups required for vertex fetch.
289 *
290 * \ref log_size, \ref format, and the number of channels are interpreted as
291 * by \ref ac_build_opencoded_load_format.
292 *
293 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
294 * impossible format and indicates that no fixup is needed (just use
295 * buffer_load_format_xyzw).
296 */
297 union si_vs_fix_fetch {
298 struct {
299 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
300 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
301 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
302 uint8_t reverse : 1; /* reverse XYZ channels */
303 } u;
304 uint8_t bits;
305 };
306
307 struct si_shader;
308
309 /* State of the context creating the shader object. */
310 struct si_compiler_ctx_state {
311 /* Should only be used by si_init_shader_selector_async and
312 * si_build_shader_variant if thread_index == -1 (non-threaded). */
313 struct ac_llvm_compiler *compiler;
314
315 /* Used if thread_index == -1 or if debug.async is true. */
316 struct pipe_debug_callback debug;
317
318 /* Used for creating the log string for gallium/ddebug. */
319 bool is_debug_context;
320 };
321
322 enum si_color_output_type {
323 SI_TYPE_ANY32,
324 SI_TYPE_FLOAT16,
325 SI_TYPE_INT16,
326 SI_TYPE_UINT16,
327 };
328
329 union si_input_info {
330 struct {
331 ubyte semantic;
332 ubyte interpolate;
333 ubyte fp16_lo_hi_valid;
334 ubyte usage_mask;
335 };
336 uint32_t _unused; /* this just forces 4-byte alignment */
337 };
338
339 struct si_shader_info {
340 shader_info base;
341
342 gl_shader_stage stage;
343
344 ubyte num_inputs;
345 ubyte num_outputs;
346 union si_input_info input[PIPE_MAX_SHADER_INPUTS];
347 ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS];
348 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
349 ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS];
350 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
351 ubyte output_type[PIPE_MAX_SHADER_OUTPUTS]; /* enum nir_alu_type */
352
353 ubyte color_interpolate[2];
354 ubyte color_interpolate_loc[2];
355
356 int constbuf0_num_slots;
357 ubyte num_stream_output_components[4];
358
359 uint num_memory_stores;
360
361 ubyte colors_read; /**< which color components are read by the FS */
362 ubyte colors_written;
363 uint16_t output_color_types; /**< Each bit pair is enum si_color_output_type */
364 bool color0_writes_all_cbufs; /**< gl_FragColor */
365 bool reads_samplemask; /**< does fragment shader read sample mask? */
366 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
367 bool writes_z; /**< does fragment shader write Z value? */
368 bool writes_stencil; /**< does fragment shader write stencil value? */
369 bool writes_samplemask; /**< does fragment shader write sample mask? */
370 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
371 bool uses_interp_color;
372 bool uses_persp_center_color;
373 bool uses_persp_centroid_color;
374 bool uses_persp_sample_color;
375 bool uses_persp_center;
376 bool uses_persp_centroid;
377 bool uses_persp_sample;
378 bool uses_linear_center;
379 bool uses_linear_centroid;
380 bool uses_linear_sample;
381 bool uses_interp_at_sample;
382 bool uses_instanceid;
383 bool uses_base_vertex;
384 bool uses_base_instance;
385 bool uses_drawid;
386 bool uses_primid;
387 bool uses_frontface;
388 bool uses_invocationid;
389 bool uses_thread_id[3];
390 bool uses_block_id[3];
391 bool uses_variable_block_size;
392 bool uses_grid_size;
393 bool uses_subgroup_info;
394 bool writes_position;
395 bool writes_psize;
396 bool writes_clipvertex;
397 bool writes_primid;
398 bool writes_viewport_index;
399 bool writes_layer;
400 bool uses_bindless_samplers;
401 bool uses_bindless_images;
402 bool uses_indirect_descriptor;
403
404 bool uses_vmem_return_type_sampler_or_bvh;
405 bool uses_vmem_return_type_other; /* all other VMEM loads and atomics with return */
406
407 /** Whether all codepaths write tess factors in all invocations. */
408 bool tessfactors_are_def_in_all_invocs;
409
410 /* A flag to check if vrs2x2 can be enabled to reduce number of
411 * fragment shader invocations if flat shading.
412 */
413 bool allow_flat_shading;
414
415 /* Optimization: if the texture bound to this texunit has been cleared to 1,
416 * then the draw can be skipped (see si_draw_vbo_skip_noop). Initially the
417 * value is 0xff (undetermined) and can be later changed to 0 (= false) or
418 * texunit + 1.
419 */
420 uint8_t writes_1_if_tex_is_1;
421 };
422
423 /* A shader selector is a gallium CSO and contains shader variants and
424 * binaries for one NIR program. This can be shared by multiple contexts.
425 */
426 struct si_shader_selector {
427 struct util_live_shader base;
428 struct si_screen *screen;
429 struct util_queue_fence ready;
430 struct si_compiler_ctx_state compiler_ctx_state;
431
432 simple_mtx_t mutex;
433 struct si_shader *first_variant; /* immutable after the first variant */
434 struct si_shader *last_variant; /* mutable */
435
436 /* The compiled NIR shader without a prolog and/or epilog (not
437 * uploaded to a buffer object).
438 */
439 struct si_shader *main_shader_part;
440 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
441 struct si_shader *main_shader_part_es; /* as_es is set in the key */
442 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
443 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
444
445 struct si_shader *gs_copy_shader;
446
447 struct nir_shader *nir;
448 void *nir_binary;
449 unsigned nir_size;
450
451 struct pipe_stream_output_info so;
452 struct si_shader_info info;
453
454 enum pipe_shader_type pipe_shader_type;
455 ubyte const_and_shader_buf_descriptors_index;
456 ubyte sampler_and_images_descriptors_index;
457 bool vs_needs_prolog;
458 ubyte cs_shaderbufs_sgpr_index;
459 ubyte cs_num_shaderbufs_in_user_sgprs;
460 ubyte cs_images_sgpr_index;
461 ubyte cs_images_num_sgprs;
462 ubyte cs_num_images_in_user_sgprs;
463 ubyte num_vs_inputs;
464 ubyte num_vbos_in_user_sgprs;
465 unsigned ngg_cull_vert_threshold; /* UINT32_MAX = disabled */
466 ubyte clipdist_mask;
467 ubyte culldist_mask;
468 enum pipe_prim_type rast_prim;
469
470 /* ES parameters. */
471 uint16_t esgs_itemsize; /* vertex stride */
472 uint16_t lshs_vertex_stride;
473
474 /* GS parameters. */
475 uint16_t gsvs_vertex_size;
476 ubyte gs_input_verts_per_prim;
477 unsigned max_gsvs_emit_size;
478 uint16_t enabled_streamout_buffer_mask;
479 bool tess_turns_off_ngg;
480
481 /* PS parameters. */
482 ubyte color_attr_index[2];
483 unsigned db_shader_control;
484 /* Set 0xf or 0x0 (4 bits) per each written output.
485 * ANDed with spi_shader_col_format.
486 */
487 unsigned colors_written_4bit;
488
489 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
490 uint64_t outputs_written; /* "get_unique_index" bits */
491 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
492
493 uint64_t inputs_read; /* "get_unique_index" bits */
494 uint64_t tcs_vgpr_only_inputs; /* TCS inputs that are only in VGPRs, not LDS. */
495
496 /* bitmasks of used descriptor slots */
497 uint64_t active_const_and_shader_buffers;
498 uint64_t active_samplers_and_images;
499 };
500
501 /* Valid shader configurations:
502 *
503 * API shaders VS | TCS | TES | GS |pass| PS
504 * are compiled as: | | | |thru|
505 * | | | | |
506 * Only VS & PS: VS | | | | | PS
507 * GFX6 - with GS: ES | | | GS | VS | PS
508 * - with tess: LS | HS | VS | | | PS
509 * - with both: LS | HS | ES | GS | VS | PS
510 * GFX9 - with GS: -> | | | GS | VS | PS
511 * - with tess: -> | HS | VS | | | PS
512 * - with both: -> | HS | -> | GS | VS | PS
513 * | | | | |
514 * NGG - VS & PS: GS | | | | | PS
515 * (GFX10+) - with GS: -> | | | GS | | PS
516 * - with tess: -> | HS | GS | | | PS
517 * - with both: -> | HS | -> | GS | | PS
518 *
519 * -> = merged with the next stage
520 */
521
522 /* Use the byte alignment for all following structure members for optimal
523 * shader key memory footprint.
524 */
525 #pragma pack(push, 1)
526
527 /* Common VS bits between the shader key and the prolog key. */
528 struct si_vs_prolog_bits {
529 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
530 * divisor is 0.
531 * - If "is_one" has a bit set, the instance divisor is 1.
532 * - If "is_fetched" has a bit set, the instance divisor will be loaded
533 * from the constant buffer.
534 */
535 uint16_t instance_divisor_is_one; /* bitmask of inputs */
536 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
537 unsigned ls_vgpr_fix : 1;
538 };
539
540 /* Common TCS bits between the shader key and the epilog key. */
541 struct si_tcs_epilog_bits {
542 unsigned prim_mode : 3;
543 unsigned invoc0_tess_factors_are_def : 1;
544 unsigned tes_reads_tess_factors : 1;
545 };
546
547 struct si_gs_prolog_bits {
548 unsigned tri_strip_adj_fix : 1;
549 };
550
551 /* Common PS bits between the shader key and the prolog key. */
552 struct si_ps_prolog_bits {
553 unsigned color_two_side : 1;
554 unsigned flatshade_colors : 1;
555 unsigned poly_stipple : 1;
556 unsigned force_persp_sample_interp : 1;
557 unsigned force_linear_sample_interp : 1;
558 unsigned force_persp_center_interp : 1;
559 unsigned force_linear_center_interp : 1;
560 unsigned bc_optimize_for_persp : 1;
561 unsigned bc_optimize_for_linear : 1;
562 unsigned samplemask_log_ps_iter : 3;
563 };
564
565 /* Common PS bits between the shader key and the epilog key. */
566 struct si_ps_epilog_bits {
567 unsigned spi_shader_col_format;
568 unsigned color_is_int8 : 8;
569 unsigned color_is_int10 : 8;
570 unsigned last_cbuf : 3;
571 unsigned alpha_func : 3;
572 unsigned alpha_to_one : 1;
573 unsigned poly_line_smoothing : 1;
574 unsigned clamp_color : 1;
575 };
576
577 union si_shader_part_key {
578 struct {
579 struct si_vs_prolog_bits states;
580 unsigned num_input_sgprs : 6;
581 /* For merged stages such as LS-HS, HS input VGPRs are first. */
582 unsigned num_merged_next_stage_vgprs : 3;
583 unsigned num_inputs : 5;
584 unsigned as_ls : 1;
585 unsigned as_es : 1;
586 unsigned as_ngg : 1;
587 unsigned load_vgprs_after_culling : 1;
588 /* Prologs for monolithic shaders shouldn't set EXEC. */
589 unsigned is_monolithic : 1;
590 } vs_prolog;
591 struct {
592 struct si_tcs_epilog_bits states;
593 } tcs_epilog;
594 struct {
595 struct si_gs_prolog_bits states;
596 unsigned as_ngg : 1;
597 } gs_prolog;
598 struct {
599 struct si_ps_prolog_bits states;
600 unsigned num_input_sgprs : 6;
601 unsigned num_input_vgprs : 5;
602 /* Color interpolation and two-side color selection. */
603 unsigned colors_read : 8; /* color input components read */
604 unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
605 unsigned face_vgpr_index : 5;
606 unsigned ancillary_vgpr_index : 5;
607 unsigned wqm : 1;
608 char color_attr_index[2];
609 signed char color_interp_vgpr_index[2]; /* -1 == constant */
610 } ps_prolog;
611 struct {
612 struct si_ps_epilog_bits states;
613 unsigned colors_written : 8;
614 unsigned color_types : 16;
615 unsigned writes_z : 1;
616 unsigned writes_stencil : 1;
617 unsigned writes_samplemask : 1;
618 } ps_epilog;
619 };
620
621 struct si_shader_key {
622 /* Prolog and epilog flags. */
623 union {
624 struct {
625 struct si_vs_prolog_bits prolog;
626 } vs;
627 struct {
628 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
629 struct si_shader_selector *ls; /* for merged LS-HS */
630 struct si_tcs_epilog_bits epilog;
631 } tcs; /* tessellation control shader */
632 struct {
633 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
634 struct si_shader_selector *es; /* for merged ES-GS */
635 struct si_gs_prolog_bits prolog;
636 } gs;
637 struct {
638 struct si_ps_prolog_bits prolog;
639 struct si_ps_epilog_bits epilog;
640 } ps;
641 } part;
642
643 /* These three are initially set according to the NEXT_SHADER property,
644 * or guessed if the property doesn't seem correct.
645 */
646 unsigned as_es : 1; /* whether it's a shader before GS */
647 unsigned as_ls : 1; /* whether it's VS before TCS */
648 unsigned as_ngg : 1; /* whether it's the last GE stage and NGG is enabled,
649 also set for the stage right before GS */
650
651 /* Flags for monolithic compilation only. */
652 struct {
653 /* Whether fetch should be opencoded according to vs_fix_fetch.
654 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
655 * with minimal fixups is used. */
656 uint16_t vs_fetch_opencode;
657 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
658
659 union {
660 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
661 /* When PS needs PrimID and GS is disabled. */
662 unsigned vs_export_prim_id : 1;
663 struct {
664 unsigned interpolate_at_sample_force_center : 1;
665 unsigned fbfetch_msaa : 1;
666 unsigned fbfetch_is_1D : 1;
667 unsigned fbfetch_layered : 1;
668 } ps;
669 } u;
670 } mono;
671
672 /* Optimization flags for asynchronous compilation only. */
673 struct {
674 /* For HW VS (it can be VS, TES, GS) */
675 uint64_t kill_outputs; /* "get_unique_index" bits */
676 unsigned kill_clip_distances : 8;
677 unsigned kill_pointsize : 1;
678
679 /* For NGG VS and TES. */
680 unsigned ngg_culling : 4; /* SI_NGG_CULL_* */
681
682 /* For shaders where monolithic variants have better code.
683 *
684 * This is a flag that has no effect on code generation,
685 * but forces monolithic shaders to be used as soon as
686 * possible, because it's in the "opt" group.
687 */
688 unsigned prefer_mono : 1;
689
690 /* VS and TCS have the same number of patch vertices. */
691 unsigned same_patch_vertices:1;
692
693 unsigned inline_uniforms:1;
694
695 /* This must be kept last to limit the number of variants
696 * depending only on the uniform values.
697 */
698 uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS];
699 } opt;
700 };
701
702 /* Restore the pack alignment to default. */
703 #pragma pack(pop)
704
705 /* GCN-specific shader info. */
706 struct si_shader_binary_info {
707 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
708 uint32_t vs_output_ps_input_cntl[NUM_TOTAL_VARYING_SLOTS];
709 ubyte num_input_sgprs;
710 ubyte num_input_vgprs;
711 signed char face_vgpr_index;
712 signed char ancillary_vgpr_index;
713 bool uses_instanceid;
714 ubyte nr_pos_exports;
715 ubyte nr_param_exports;
716 unsigned private_mem_vgprs;
717 unsigned max_simd_waves;
718 };
719
720 struct si_shader_binary {
721 const char *elf_buffer;
722 size_t elf_size;
723
724 char *uploaded_code;
725 size_t uploaded_code_size;
726
727 char *llvm_ir_string;
728 };
729
730 struct gfx9_gs_info {
731 unsigned es_verts_per_subgroup;
732 unsigned gs_prims_per_subgroup;
733 unsigned gs_inst_prims_in_subgroup;
734 unsigned max_prims_per_subgroup;
735 unsigned esgs_ring_size; /* in bytes */
736 };
737
738 #define SI_NUM_VGT_STAGES_KEY_BITS 5
739 #define SI_NUM_VGT_STAGES_STATES (1 << SI_NUM_VGT_STAGES_KEY_BITS)
740
741 /* The VGT_SHADER_STAGES key used to index the table of precomputed values.
742 * Some fields are set by state-change calls, most are set by draw_vbo.
743 */
744 union si_vgt_stages_key {
745 struct {
746 #if UTIL_ARCH_LITTLE_ENDIAN
747 uint8_t tess : 1;
748 uint8_t gs : 1;
749 uint8_t ngg_passthrough : 1;
750 uint8_t ngg : 1; /* gfx10+ */
751 uint8_t streamout : 1; /* only used with NGG */
752 uint8_t _pad : 8 - SI_NUM_VGT_STAGES_KEY_BITS;
753 #else /* UTIL_ARCH_BIG_ENDIAN */
754 uint8_t _pad : 8 - SI_NUM_VGT_STAGES_KEY_BITS;
755 uint8_t streamout : 1;
756 uint8_t ngg : 1;
757 uint8_t ngg_passthrough : 1;
758 uint8_t gs : 1;
759 uint8_t tess : 1;
760 #endif
761 } u;
762 uint8_t index;
763 };
764
765 struct si_shader {
766 struct si_pm4_state pm4; /* base class */
767 struct si_compiler_ctx_state compiler_ctx_state;
768
769 struct si_shader_selector *selector;
770 struct si_shader_selector *previous_stage_sel; /* for refcounting */
771 struct si_shader *next_variant;
772
773 struct si_shader_part *prolog;
774 struct si_shader *previous_stage; /* for GFX9 */
775 struct si_shader_part *prolog2;
776 struct si_shader_part *epilog;
777
778 struct si_resource *bo;
779 struct si_resource *scratch_bo;
780 struct si_shader_key key;
781 struct util_queue_fence ready;
782 bool compilation_failed;
783 bool is_monolithic;
784 bool is_optimized;
785 bool is_binary_shared;
786 bool is_gs_copy_shader;
787
788 /* The following data is all that's needed for binary shaders. */
789 struct si_shader_binary binary;
790 struct ac_shader_config config;
791 struct si_shader_binary_info info;
792
793 /* SI_SGPR_VS_STATE_BITS */
794 bool uses_vs_state_provoking_vertex;
795 bool uses_vs_state_outprim;
796
797 bool uses_base_instance;
798
799 struct {
800 uint16_t ngg_emit_size; /* in dwords */
801 uint16_t hw_max_esverts;
802 uint16_t max_gsprims;
803 uint16_t max_out_verts;
804 uint16_t prim_amp_factor;
805 bool max_vert_out_per_gs_instance;
806 } ngg;
807
808 /* Shader key + LLVM IR + disassembly + statistics.
809 * Generated for debug contexts only.
810 */
811 char *shader_log;
812 size_t shader_log_size;
813
814 struct gfx9_gs_info gs_info;
815
816 /* For save precompute context registers values. */
817 union {
818 struct {
819 unsigned vgt_gsvs_ring_offset_1;
820 unsigned vgt_gsvs_ring_offset_2;
821 unsigned vgt_gsvs_ring_offset_3;
822 unsigned vgt_gsvs_ring_itemsize;
823 unsigned vgt_gs_max_vert_out;
824 unsigned vgt_gs_vert_itemsize;
825 unsigned vgt_gs_vert_itemsize_1;
826 unsigned vgt_gs_vert_itemsize_2;
827 unsigned vgt_gs_vert_itemsize_3;
828 unsigned vgt_gs_instance_cnt;
829 unsigned vgt_gs_onchip_cntl;
830 unsigned vgt_gs_max_prims_per_subgroup;
831 unsigned vgt_esgs_ring_itemsize;
832 unsigned spi_shader_pgm_rsrc3_gs;
833 unsigned spi_shader_pgm_rsrc4_gs;
834 } gs;
835
836 struct {
837 unsigned ge_max_output_per_subgroup;
838 unsigned ge_ngg_subgrp_cntl;
839 unsigned vgt_primitiveid_en;
840 unsigned vgt_gs_onchip_cntl;
841 unsigned vgt_gs_instance_cnt;
842 unsigned vgt_esgs_ring_itemsize;
843 unsigned spi_vs_out_config;
844 unsigned spi_shader_idx_format;
845 unsigned spi_shader_pos_format;
846 unsigned pa_cl_vte_cntl;
847 unsigned pa_cl_ngg_cntl;
848 unsigned vgt_gs_max_vert_out; /* for API GS */
849 unsigned ge_pc_alloc; /* uconfig register */
850 unsigned spi_shader_pgm_rsrc3_gs;
851 unsigned spi_shader_pgm_rsrc4_gs;
852 union si_vgt_stages_key vgt_stages;
853 } ngg;
854
855 struct {
856 unsigned vgt_gs_mode;
857 unsigned vgt_primitiveid_en;
858 unsigned vgt_reuse_off;
859 unsigned spi_vs_out_config;
860 unsigned spi_shader_pos_format;
861 unsigned pa_cl_vte_cntl;
862 unsigned ge_pc_alloc; /* uconfig register */
863 } vs;
864
865 struct {
866 unsigned spi_ps_input_ena;
867 unsigned spi_ps_input_addr;
868 unsigned spi_baryc_cntl;
869 unsigned spi_ps_in_control;
870 unsigned spi_shader_z_format;
871 unsigned spi_shader_col_format;
872 unsigned cb_shader_mask;
873 unsigned num_interp;
874 } ps;
875 } ctx_reg;
876
877 /*For save precompute registers value */
878 unsigned vgt_tf_param; /* VGT_TF_PARAM */
879 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
880 unsigned pa_cl_vs_out_cntl;
881 unsigned ge_cntl;
882 };
883
884 struct si_shader_part {
885 struct si_shader_part *next;
886 union si_shader_part_key key;
887 struct si_shader_binary binary;
888 struct ac_shader_config config;
889 };
890
891 /* si_shader.c */
892 bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
893 struct si_shader *shader, struct pipe_debug_callback *debug);
894 bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
895 struct si_shader *shader, struct pipe_debug_callback *debug);
896 void si_shader_destroy(struct si_shader *shader);
897 unsigned si_shader_io_get_unique_index_patch(unsigned semantic);
898 unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying);
899 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
900 uint64_t scratch_va);
901 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
902 struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
903 void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
904 struct pipe_debug_callback *debug);
905 void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
906 const char *si_get_shader_name(const struct si_shader *shader);
907 void si_shader_binary_clean(struct si_shader_binary *binary);
908
909 /* si_shader_llvm_gs.c */
910 struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
911 struct ac_llvm_compiler *compiler,
912 struct si_shader_selector *gs_selector,
913 struct pipe_debug_callback *debug);
914
915 /* si_shader_nir.c */
916 void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
917 void si_nir_opts(struct si_screen *sscreen, struct nir_shader *nir, bool first);
918 void si_nir_late_opts(nir_shader *nir);
919 char *si_finalize_nir(struct pipe_screen *screen, void *nirptr);
920
921 /* si_state_shaders.c */
922 void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
923 struct gfx9_gs_info *out);
924 bool gfx10_is_ngg_passthrough(struct si_shader *shader);
925
926 /* Inline helpers. */
927
928 /* Return the pointer to the main shader part's pointer. */
si_get_main_shader_part(struct si_shader_selector * sel,const struct si_shader_key * key)929 static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
930 const struct si_shader_key *key)
931 {
932 if (key->as_ls)
933 return &sel->main_shader_part_ls;
934 if (key->as_es && key->as_ngg)
935 return &sel->main_shader_part_ngg_es;
936 if (key->as_es)
937 return &sel->main_shader_part_es;
938 if (key->as_ngg)
939 return &sel->main_shader_part_ngg;
940 return &sel->main_shader_part;
941 }
942
si_shader_uses_bindless_samplers(struct si_shader_selector * selector)943 static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
944 {
945 return selector ? selector->info.uses_bindless_samplers : false;
946 }
947
si_shader_uses_bindless_images(struct si_shader_selector * selector)948 static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
949 {
950 return selector ? selector->info.uses_bindless_images : false;
951 }
952
gfx10_edgeflags_have_effect(struct si_shader * shader)953 static inline bool gfx10_edgeflags_have_effect(struct si_shader *shader)
954 {
955 if (shader->selector->info.stage == MESA_SHADER_VERTEX &&
956 !shader->selector->info.base.vs.blit_sgprs_amd &&
957 !(shader->key.opt.ngg_culling & SI_NGG_CULL_LINES))
958 return true;
959
960 return false;
961 }
962
gfx10_ngg_writes_user_edgeflags(struct si_shader * shader)963 static inline bool gfx10_ngg_writes_user_edgeflags(struct si_shader *shader)
964 {
965 return gfx10_edgeflags_have_effect(shader) &&
966 shader->selector->info.writes_edgeflag;
967 }
968
969 #ifdef __cplusplus
970 }
971 #endif
972
973 #endif
974