1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * 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 NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "c11/threads.h"
33 #include "compiler/nir/nir.h"
34 #include "compiler/shader_enums.h"
35 #include "util/bitscan.h"
36 #include "util/disk_cache.h"
37
38 #include "ir3_compiler.h"
39
40 struct glsl_type;
41
42 /* driver param indices: */
43 enum ir3_driver_param {
44 /* compute shader driver params: */
45 IR3_DP_NUM_WORK_GROUPS_X = 0,
46 IR3_DP_NUM_WORK_GROUPS_Y = 1,
47 IR3_DP_NUM_WORK_GROUPS_Z = 2,
48 IR3_DP_BASE_GROUP_X = 4,
49 IR3_DP_BASE_GROUP_Y = 5,
50 IR3_DP_BASE_GROUP_Z = 6,
51 IR3_DP_SUBGROUP_SIZE = 7,
52 IR3_DP_LOCAL_GROUP_SIZE_X = 8,
53 IR3_DP_LOCAL_GROUP_SIZE_Y = 9,
54 IR3_DP_LOCAL_GROUP_SIZE_Z = 10,
55 IR3_DP_SUBGROUP_ID_SHIFT = 11,
56 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
57 * glDispatchComputeIndirect() needs to load these from
58 * the info->indirect buffer. Keep that in mind when/if
59 * adding any addition CS driver params.
60 */
61 IR3_DP_CS_COUNT = 12, /* must be aligned to vec4 */
62
63 /* vertex shader driver params: */
64 IR3_DP_DRAWID = 0,
65 IR3_DP_VTXID_BASE = 1,
66 IR3_DP_INSTID_BASE = 2,
67 IR3_DP_VTXCNT_MAX = 3,
68 /* user-clip-plane components, up to 8x vec4's: */
69 IR3_DP_UCP0_X = 4,
70 /* .... */
71 IR3_DP_UCP7_W = 35,
72 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
73 };
74
75 #define IR3_MAX_SHADER_BUFFERS 32
76 #define IR3_MAX_SHADER_IMAGES 32
77 #define IR3_MAX_SO_BUFFERS 4
78 #define IR3_MAX_SO_STREAMS 4
79 #define IR3_MAX_SO_OUTPUTS 64
80 #define IR3_MAX_UBO_PUSH_RANGES 32
81
82 /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
83 enum ir3_bary {
84 IJ_PERSP_PIXEL,
85 IJ_PERSP_SAMPLE,
86 IJ_PERSP_CENTROID,
87 IJ_PERSP_SIZE,
88 IJ_LINEAR_PIXEL,
89 IJ_LINEAR_CENTROID,
90 IJ_LINEAR_SAMPLE,
91 IJ_COUNT,
92 };
93
94 /**
95 * Description of a lowered UBO.
96 */
97 struct ir3_ubo_info {
98 uint32_t block; /* Which constant block */
99 uint16_t bindless_base; /* For bindless, which base register is used */
100 bool bindless;
101 };
102
103 /**
104 * Description of a range of a lowered UBO access.
105 *
106 * Drivers should not assume that there are not multiple disjoint
107 * lowered ranges of a single UBO.
108 */
109 struct ir3_ubo_range {
110 struct ir3_ubo_info ubo;
111 uint32_t offset; /* start offset to push in the const register file */
112 uint32_t start, end; /* range of block that's actually used */
113 };
114
115 struct ir3_ubo_analysis_state {
116 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
117 uint32_t num_enabled;
118 uint32_t size;
119 uint32_t
120 cmdstream_size; /* for per-gen backend to stash required cmdstream size */
121 };
122
123 /**
124 * Describes the layout of shader consts. This includes:
125 * + User consts + driver lowered UBO ranges
126 * + SSBO sizes
127 * + Image sizes/dimensions
128 * + Driver params (ie. IR3_DP_*)
129 * + TFBO addresses (for generations that do not have hardware streamout)
130 * + Lowered immediates
131 *
132 * For consts needed to pass internal values to shader which may or may not
133 * be required, rather than allocating worst-case const space, we scan the
134 * shader and allocate consts as-needed:
135 *
136 * + SSBO sizes: only needed if shader has a get_ssbo_size intrinsic
137 * for a given SSBO
138 *
139 * + Image dimensions: needed to calculate pixel offset, but only for
140 * images that have a image_store intrinsic
141 *
142 * Layout of constant registers, each section aligned to vec4. Note
143 * that pointer size (ubo, etc) changes depending on generation.
144 *
145 * user consts
146 * UBO addresses
147 * SSBO sizes
148 * if (vertex shader) {
149 * driver params (IR3_DP_*)
150 * if (stream_output.num_outputs > 0)
151 * stream-out addresses
152 * } else if (compute_shader) {
153 * driver params (IR3_DP_*)
154 * }
155 * immediates
156 *
157 * Immediates go last mostly because they are inserted in the CP pass
158 * after the nir -> ir3 frontend.
159 *
160 * Note UBO size in bytes should be aligned to vec4
161 */
162 struct ir3_const_state {
163 unsigned num_ubos;
164 unsigned num_driver_params; /* scalar */
165
166 /* UBO that should be mapped to the NIR shader's constant_data (or -1). */
167 int32_t constant_data_ubo;
168
169 struct {
170 /* user const start at zero */
171 unsigned ubo;
172 unsigned image_dims;
173 unsigned driver_param;
174 unsigned tfbo;
175 unsigned primitive_param;
176 unsigned primitive_map;
177 unsigned immediate;
178 } offsets;
179
180 struct {
181 uint32_t mask; /* bitmask of images that have image_store */
182 uint32_t count; /* number of consts allocated */
183 /* three const allocated per image which has image_store:
184 * + cpp (bytes per pixel)
185 * + pitch (y pitch)
186 * + array_pitch (z pitch)
187 */
188 uint32_t off[IR3_MAX_SHADER_IMAGES];
189 } image_dims;
190
191 unsigned immediates_count;
192 unsigned immediates_size;
193 uint32_t *immediates;
194
195 /* State of ubo access lowered to push consts: */
196 struct ir3_ubo_analysis_state ubo_state;
197 };
198
199 /**
200 * A single output for vertex transform feedback.
201 */
202 struct ir3_stream_output {
203 unsigned register_index : 6; /**< 0 to 63 (OUT index) */
204 unsigned start_component : 2; /** 0 to 3 */
205 unsigned num_components : 3; /** 1 to 4 */
206 unsigned output_buffer : 3; /**< 0 to PIPE_MAX_SO_BUFFERS */
207 unsigned dst_offset : 16; /**< offset into the buffer in dwords */
208 unsigned stream : 2; /**< 0 to 3 */
209 };
210
211 /**
212 * Stream output for vertex transform feedback.
213 */
214 struct ir3_stream_output_info {
215 unsigned num_outputs;
216 /** stride for an entire vertex for each buffer in dwords */
217 uint16_t stride[IR3_MAX_SO_BUFFERS];
218
219 /* These correspond to the VPC_SO_STREAM_CNTL fields */
220 uint8_t streams_written;
221 uint8_t buffer_to_stream[IR3_MAX_SO_BUFFERS];
222
223 /**
224 * Array of stream outputs, in the order they are to be written in.
225 * Selected components are tightly packed into the output buffer.
226 */
227 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
228 };
229
230 /**
231 * Starting from a4xx, HW supports pre-dispatching texture sampling
232 * instructions prior to scheduling a shader stage, when the
233 * coordinate maps exactly to an output of the previous stage.
234 */
235
236 /**
237 * There is a limit in the number of pre-dispatches allowed for any
238 * given stage.
239 */
240 #define IR3_MAX_SAMPLER_PREFETCH 4
241
242 /**
243 * This is the output stream value for 'cmd', as used by blob. It may
244 * encode the return type (in 3 bits) but it hasn't been verified yet.
245 */
246 #define IR3_SAMPLER_PREFETCH_CMD 0x4
247 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
248
249 /**
250 * Stream output for texture sampling pre-dispatches.
251 */
252 struct ir3_sampler_prefetch {
253 uint8_t src;
254 uint8_t samp_id;
255 uint8_t tex_id;
256 uint16_t samp_bindless_id;
257 uint16_t tex_bindless_id;
258 uint8_t dst;
259 uint8_t wrmask;
260 uint8_t half_precision;
261 uint8_t cmd;
262 };
263
264 /* Configuration key used to identify a shader variant.. different
265 * shader variants can be used to implement features not supported
266 * in hw (two sided color), binning-pass vertex shader, etc.
267 *
268 * When adding to this struct, please update ir3_shader_variant()'s debug
269 * output.
270 */
271 struct ir3_shader_key {
272 union {
273 struct {
274 /*
275 * Combined Vertex/Fragment shader parameters:
276 */
277 unsigned ucp_enables : 8;
278
279 /* do we need to check {v,f}saturate_{s,t,r}? */
280 unsigned has_per_samp : 1;
281
282 /*
283 * Fragment shader variant parameters:
284 */
285 unsigned sample_shading : 1;
286 unsigned msaa : 1;
287 /* used when shader needs to handle flat varyings (a4xx)
288 * for front/back color inputs to frag shader:
289 */
290 unsigned rasterflat : 1;
291
292 /* Indicates that this is a tessellation pipeline which requires a
293 * whole different kind of vertex shader. In case of
294 * tessellation, this field also tells us which kind of output
295 * topology the TES uses, which the TCS needs to know.
296 */
297 #define IR3_TESS_NONE 0
298 #define IR3_TESS_TRIANGLES 1
299 #define IR3_TESS_QUADS 2
300 #define IR3_TESS_ISOLINES 3
301 unsigned tessellation : 2;
302
303 unsigned has_gs : 1;
304
305 /* Whether stages after TCS read gl_PrimitiveID, used to determine
306 * whether the TCS has to store it in the tess factor BO.
307 */
308 unsigned tcs_store_primid : 1;
309
310 /* Whether this variant sticks to the "safe" maximum constlen,
311 * which guarantees that the combined stages will never go over
312 * the limit:
313 */
314 unsigned safe_constlen : 1;
315
316 /* Whether gl_Layer must be forced to 0 because it isn't written. */
317 unsigned layer_zero : 1;
318
319 /* Whether gl_ViewportIndex must be forced to 0 because it isn't
320 * written. */
321 unsigned view_zero : 1;
322 };
323 uint32_t global;
324 };
325
326 /* bitmask of ms shifts (a3xx) */
327 uint32_t vsamples, fsamples;
328
329 /* bitmask of samplers which need astc srgb workaround (a4xx+a5xx): */
330 uint16_t vastc_srgb, fastc_srgb;
331 };
332
333 static inline unsigned
ir3_tess_mode(unsigned gl_tess_mode)334 ir3_tess_mode(unsigned gl_tess_mode)
335 {
336 switch (gl_tess_mode) {
337 case GL_ISOLINES:
338 return IR3_TESS_ISOLINES;
339 case GL_TRIANGLES:
340 return IR3_TESS_TRIANGLES;
341 case GL_QUADS:
342 return IR3_TESS_QUADS;
343 default:
344 unreachable("bad tessmode");
345 }
346 }
347
348 static inline bool
ir3_shader_key_equal(const struct ir3_shader_key * a,const struct ir3_shader_key * b)349 ir3_shader_key_equal(const struct ir3_shader_key *a,
350 const struct ir3_shader_key *b)
351 {
352 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
353 if (a->has_per_samp || b->has_per_samp)
354 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
355 return a->global == b->global;
356 }
357
358 /* will the two keys produce different lowering for a fragment shader? */
359 static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)360 ir3_shader_key_changes_fs(struct ir3_shader_key *key,
361 struct ir3_shader_key *last_key)
362 {
363 if (last_key->has_per_samp || key->has_per_samp) {
364 if ((last_key->fsamples != key->fsamples) ||
365 (last_key->fastc_srgb != key->fastc_srgb))
366 return true;
367 }
368
369 if (last_key->rasterflat != key->rasterflat)
370 return true;
371
372 if (last_key->layer_zero != key->layer_zero)
373 return true;
374
375 if (last_key->ucp_enables != key->ucp_enables)
376 return true;
377
378 if (last_key->safe_constlen != key->safe_constlen)
379 return true;
380
381 return false;
382 }
383
384 /* will the two keys produce different lowering for a vertex shader? */
385 static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)386 ir3_shader_key_changes_vs(struct ir3_shader_key *key,
387 struct ir3_shader_key *last_key)
388 {
389 if (last_key->has_per_samp || key->has_per_samp) {
390 if ((last_key->vsamples != key->vsamples) ||
391 (last_key->vastc_srgb != key->vastc_srgb))
392 return true;
393 }
394
395 if (last_key->ucp_enables != key->ucp_enables)
396 return true;
397
398 if (last_key->safe_constlen != key->safe_constlen)
399 return true;
400
401 return false;
402 }
403
404 /**
405 * On a4xx+a5xx, Images share state with textures and SSBOs:
406 *
407 * + Uses texture (cat5) state/instruction (isam) to read
408 * + Uses SSBO state and instructions (cat6) to write and for atomics
409 *
410 * Starting with a6xx, Images and SSBOs are basically the same thing,
411 * with texture state and isam also used for SSBO reads.
412 *
413 * On top of that, gallium makes the SSBO (shader_buffers) state semi
414 * sparse, with the first half of the state space used for atomic
415 * counters lowered to atomic buffers. We could ignore this, but I
416 * don't think we could *really* handle the case of a single shader
417 * that used the max # of textures + images + SSBOs. And once we are
418 * offsetting images by num_ssbos (or visa versa) to map them into
419 * the same hardware state, the hardware state has become coupled to
420 * the shader state, so at this point we might as well just use a
421 * mapping table to remap things from image/SSBO idx to hw idx.
422 *
423 * To make things less (more?) confusing, for the hw "SSBO" state
424 * (since it is really both SSBO and Image) I'll use the name "IBO"
425 */
426 struct ir3_ibo_mapping {
427 #define IBO_INVALID 0xff
428 /* Maps logical SSBO state to hw tex state: */
429 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
430
431 /* Maps logical Image state to hw tex state: */
432 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
433
434 /* Maps hw state back to logical SSBO or Image state:
435 *
436 * note IBO_SSBO ORd into values to indicate that the
437 * hw slot is used for SSBO state vs Image state.
438 */
439 #define IBO_SSBO 0x80
440 uint8_t tex_to_image[32];
441
442 /* including real textures */
443 uint8_t num_tex;
444 /* the number of real textures, ie. image/ssbo start here */
445 uint8_t tex_base;
446 };
447
448 struct ir3_disasm_info {
449 bool write_disasm;
450 char *nir;
451 char *disasm;
452 };
453
454 /* Represents half register in regid */
455 #define HALF_REG_ID 0x100
456
457 /**
458 * Shader variant which contains the actual hw shader instructions,
459 * and necessary info for shader state setup.
460 */
461 struct ir3_shader_variant {
462 struct fd_bo *bo;
463
464 /* variant id (for debug) */
465 uint32_t id;
466
467 struct ir3_shader_key key;
468
469 /* vertex shaders can have an extra version for hwbinning pass,
470 * which is pointed to by so->binning:
471 */
472 bool binning_pass;
473 // union {
474 struct ir3_shader_variant *binning;
475 struct ir3_shader_variant *nonbinning;
476 // };
477
478 struct ir3 *ir; /* freed after assembling machine instructions */
479
480 /* shader variants form a linked list: */
481 struct ir3_shader_variant *next;
482
483 /* replicated here to avoid passing extra ptrs everywhere: */
484 gl_shader_stage type;
485 struct ir3_shader *shader;
486
487 /* variant's copy of nir->constant_data (since we don't track the NIR in
488 * the variant, and shader->nir is before the opt pass). Moves to v->bin
489 * after assembly.
490 */
491 void *constant_data;
492
493 /*
494 * Below here is serialized when written to disk cache:
495 */
496
497 /* The actual binary shader instructions, size given by info.sizedwords: */
498 uint32_t *bin;
499
500 struct ir3_const_state *const_state;
501
502 /*
503 * The following macros are used by the shader disk cache save/
504 * restore paths to serialize/deserialize the variant. Any
505 * pointers that require special handling in store_variant()
506 * and retrieve_variant() should go above here.
507 */
508 #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
509 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
510 #define VARIANT_CACHE_SIZE \
511 (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
512
513 struct ir3_info info;
514
515 uint32_t constant_data_size;
516
517 /* Levels of nesting of flow control:
518 */
519 unsigned branchstack;
520
521 unsigned max_sun;
522 unsigned loops;
523
524 /* the instructions length is in units of instruction groups
525 * (4 instructions for a3xx, 16 instructions for a4xx.. each
526 * instruction is 2 dwords):
527 */
528 unsigned instrlen;
529
530 /* the constants length is in units of vec4's, and is the sum of
531 * the uniforms and the built-in compiler constants
532 */
533 unsigned constlen;
534
535 /* The private memory size in bytes */
536 unsigned pvtmem_size;
537 /* Whether we should use the new per-wave layout rather than per-fiber. */
538 bool pvtmem_per_wave;
539
540 /* Size in bytes of required shared memory */
541 unsigned shared_size;
542
543 /* About Linkage:
544 * + Let the frag shader determine the position/compmask for the
545 * varyings, since it is the place where we know if the varying
546 * is actually used, and if so, which components are used. So
547 * what the hw calls "outloc" is taken from the "inloc" of the
548 * frag shader.
549 * + From the vert shader, we only need the output regid
550 */
551
552 bool frag_face, color0_mrt;
553 uint8_t fragcoord_compmask;
554
555 /* NOTE: for input/outputs, slot is:
556 * gl_vert_attrib - for VS inputs
557 * gl_varying_slot - for VS output / FS input
558 * gl_frag_result - for FS output
559 */
560
561 /* varyings/outputs: */
562 unsigned outputs_count;
563 struct {
564 uint8_t slot;
565 uint8_t regid;
566 uint8_t view;
567 bool half : 1;
568 } outputs[32 + 2]; /* +POSITION +PSIZE */
569 bool writes_pos, writes_smask, writes_psize, writes_stencilref;
570
571 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
572 uint32_t output_size;
573
574 /* Expected size of incoming output_loc for HS, DS, and GS */
575 uint32_t input_size;
576
577 /* Map from location to offset in per-primitive storage. In dwords for
578 * HS, where varyings are read in the next stage via ldg with a dword
579 * offset, and in bytes for all other stages.
580 */
581 unsigned output_loc[32 + 4]; /* +POSITION +PSIZE +CLIP_DIST0 +CLIP_DIST1 */
582
583 /* attributes (VS) / varyings (FS):
584 * Note that sysval's should come *after* normal inputs.
585 */
586 unsigned inputs_count;
587 struct {
588 uint8_t slot;
589 uint8_t regid;
590 uint8_t compmask;
591 /* location of input (ie. offset passed to bary.f, etc). This
592 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
593 * have the OUTLOCn value offset by 8, presumably to account
594 * for gl_Position/gl_PointSize)
595 */
596 uint8_t inloc;
597 /* vertex shader specific: */
598 bool sysval : 1; /* slot is a gl_system_value */
599 /* fragment shader specific: */
600 bool bary : 1; /* fetched varying (vs one loaded into reg) */
601 bool rasterflat : 1; /* special handling for emit->rasterflat */
602 bool half : 1;
603 bool flat : 1;
604 } inputs[32 + 2]; /* +POSITION +FACE */
605
606 /* sum of input components (scalar). For frag shaders, it only counts
607 * the varying inputs:
608 */
609 unsigned total_in;
610
611 /* sum of sysval input components (scalar). */
612 unsigned sysval_in;
613
614 /* For frag shaders, the total number of inputs (not scalar,
615 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
616 */
617 unsigned varying_in;
618
619 /* Remapping table to map Image and SSBO to hw state: */
620 struct ir3_ibo_mapping image_mapping;
621
622 /* number of samplers/textures (which are currently 1:1): */
623 int num_samp;
624
625 /* is there an implicit sampler to read framebuffer (FS only).. if
626 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
627 * the last "real" texture)
628 */
629 bool fb_read;
630
631 /* do we have one or more SSBO instructions: */
632 bool has_ssbo;
633
634 /* Which bindless resources are used, for filling out sp_xs_config */
635 bool bindless_tex;
636 bool bindless_samp;
637 bool bindless_ibo;
638 bool bindless_ubo;
639
640 /* do we need derivatives: */
641 bool need_pixlod;
642
643 bool need_fine_derivatives;
644
645 /* do we need VS driver params? */
646 bool need_driver_params;
647
648 /* do we have image write, etc (which prevents early-z): */
649 bool no_earlyz;
650
651 /* do we have kill, which also prevents early-z, but not necessarily
652 * early-lrz (as long as lrz-write is disabled, which must be handled
653 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
654 * side effects that prevent early-lrz discard.
655 */
656 bool has_kill;
657
658 bool per_samp;
659
660 /* Are we using split or merged register file? */
661 bool mergedregs;
662
663 uint8_t clip_mask, cull_mask;
664
665 /* for astc srgb workaround, the number/base of additional
666 * alpha tex states we need, and index of original tex states
667 */
668 struct {
669 unsigned base, count;
670 unsigned orig_idx[16];
671 } astc_srgb;
672
673 /* texture sampler pre-dispatches */
674 uint32_t num_sampler_prefetch;
675 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
676
677 uint16_t local_size[3];
678 bool local_size_variable;
679
680 struct ir3_disasm_info disasm_info;
681 };
682
683 static inline const char *
ir3_shader_stage(struct ir3_shader_variant * v)684 ir3_shader_stage(struct ir3_shader_variant *v)
685 {
686 switch (v->type) {
687 case MESA_SHADER_VERTEX:
688 return v->binning_pass ? "BVERT" : "VERT";
689 case MESA_SHADER_TESS_CTRL:
690 return "TCS";
691 case MESA_SHADER_TESS_EVAL:
692 return "TES";
693 case MESA_SHADER_GEOMETRY:
694 return "GEOM";
695 case MESA_SHADER_FRAGMENT:
696 return "FRAG";
697 case MESA_SHADER_COMPUTE:
698 return "CL";
699 default:
700 unreachable("invalid type");
701 return NULL;
702 }
703 }
704
705 /* Currently we do not do binning for tess. And for GS there is no
706 * cross-stage VS+GS optimization, so the full VS+GS is used in
707 * the binning pass.
708 */
709 static inline bool
ir3_has_binning_vs(const struct ir3_shader_key * key)710 ir3_has_binning_vs(const struct ir3_shader_key *key)
711 {
712 if (key->tessellation || key->has_gs)
713 return false;
714 return true;
715 }
716
717 /**
718 * Represents a shader at the API level, before state-specific variants are
719 * generated.
720 */
721 struct ir3_shader {
722 gl_shader_stage type;
723
724 /* shader id (for debug): */
725 uint32_t id;
726 uint32_t variant_count;
727
728 /* Set by freedreno after shader_state_create, so we can emit debug info
729 * when recompiling a shader at draw time.
730 */
731 bool initial_variants_done;
732
733 struct ir3_compiler *compiler;
734
735 unsigned num_reserved_user_consts;
736
737 bool nir_finalized;
738 struct nir_shader *nir;
739 struct ir3_stream_output_info stream_output;
740
741 struct ir3_shader_variant *variants;
742 mtx_t variants_lock;
743
744 cache_key cache_key; /* shader disk-cache key */
745
746 /* Bitmask of bits of the shader key used by this shader. Used to avoid
747 * recompiles for GL NOS that doesn't actually apply to the shader.
748 */
749 struct ir3_shader_key key_mask;
750 };
751
752 /**
753 * In order to use the same cmdstream, in particular constlen setup and const
754 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
755 * corresponding draw pass shaders const_state.
756 */
757 static inline struct ir3_const_state *
ir3_const_state(const struct ir3_shader_variant * v)758 ir3_const_state(const struct ir3_shader_variant *v)
759 {
760 if (v->binning_pass)
761 return v->nonbinning->const_state;
762 return v->const_state;
763 }
764
765 /* Given a variant, calculate the maximum constlen it can have.
766 */
767
768 static inline unsigned
ir3_max_const(const struct ir3_shader_variant * v)769 ir3_max_const(const struct ir3_shader_variant *v)
770 {
771 const struct ir3_compiler *compiler = v->shader->compiler;
772
773 if (v->shader->type == MESA_SHADER_COMPUTE) {
774 return compiler->max_const_compute;
775 } else if (v->key.safe_constlen) {
776 return compiler->max_const_safe;
777 } else if (v->shader->type == MESA_SHADER_FRAGMENT) {
778 return compiler->max_const_frag;
779 } else {
780 return compiler->max_const_geom;
781 }
782 }
783
784 void *ir3_shader_assemble(struct ir3_shader_variant *v);
785 struct ir3_shader_variant *
786 ir3_shader_get_variant(struct ir3_shader *shader,
787 const struct ir3_shader_key *key, bool binning_pass,
788 bool keep_ir, bool *created);
789 struct ir3_shader *
790 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
791 unsigned reserved_user_consts,
792 struct ir3_stream_output_info *stream_output);
793 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
794 const struct ir3_compiler *compiler);
795 void ir3_shader_destroy(struct ir3_shader *shader);
796 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
797 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
798
799 int ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
800
801 /*
802 * Helper/util:
803 */
804
805 /* clears shader-key flags which don't apply to the given shader.
806 */
807 static inline void
ir3_key_clear_unused(struct ir3_shader_key * key,struct ir3_shader * shader)808 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
809 {
810 uint32_t *key_bits = (uint32_t *)key;
811 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
812 STATIC_ASSERT(sizeof(*key) % 4 == 0);
813 for (int i = 0; i < sizeof(*key) >> 2; i++)
814 key_bits[i] &= key_mask[i];
815 }
816
817 static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)818 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
819 {
820 int j;
821
822 for (j = 0; j < so->outputs_count; j++)
823 if (so->outputs[j].slot == slot)
824 return j;
825
826 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
827 * in the vertex shader.. but the fragment shader doesn't know this
828 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
829 * at link time if there is no matching OUT.BCOLOR[n], we must map
830 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
831 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
832 */
833 if (slot == VARYING_SLOT_BFC0) {
834 slot = VARYING_SLOT_COL0;
835 } else if (slot == VARYING_SLOT_BFC1) {
836 slot = VARYING_SLOT_COL1;
837 } else if (slot == VARYING_SLOT_COL0) {
838 slot = VARYING_SLOT_BFC0;
839 } else if (slot == VARYING_SLOT_COL1) {
840 slot = VARYING_SLOT_BFC1;
841 } else {
842 return -1;
843 }
844
845 for (j = 0; j < so->outputs_count; j++)
846 if (so->outputs[j].slot == slot)
847 return j;
848
849 debug_assert(0);
850
851 return -1;
852 }
853
854 static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)855 ir3_next_varying(const struct ir3_shader_variant *so, int i)
856 {
857 while (++i < so->inputs_count)
858 if (so->inputs[i].compmask && so->inputs[i].bary)
859 break;
860 return i;
861 }
862
863 struct ir3_shader_linkage {
864 /* Maximum location either consumed by the fragment shader or produced by
865 * the last geometry stage, i.e. the size required for each vertex in the
866 * VPC in DWORD's.
867 */
868 uint8_t max_loc;
869
870 /* Number of entries in var. */
871 uint8_t cnt;
872
873 /* Bitset of locations used, including ones which are only used by the FS.
874 */
875 uint32_t varmask[4];
876
877 /* Map from VS output to location. */
878 struct {
879 uint8_t regid;
880 uint8_t compmask;
881 uint8_t loc;
882 } var[32];
883
884 /* location for fixed-function gl_PrimitiveID passthrough */
885 uint8_t primid_loc;
886
887 /* location for fixed-function gl_ViewIndex passthrough */
888 uint8_t viewid_loc;
889
890 /* location for combined clip/cull distance arrays */
891 uint8_t clip0_loc, clip1_loc;
892 };
893
894 static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t regid_,uint8_t compmask,uint8_t loc)895 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask,
896 uint8_t loc)
897 {
898 for (int j = 0; j < util_last_bit(compmask); j++) {
899 uint8_t comploc = loc + j;
900 l->varmask[comploc / 32] |= 1 << (comploc % 32);
901 }
902
903 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
904
905 if (regid_ != regid(63, 0)) {
906 int i = l->cnt++;
907 debug_assert(i < ARRAY_SIZE(l->var));
908
909 l->var[i].regid = regid_;
910 l->var[i].compmask = compmask;
911 l->var[i].loc = loc;
912 }
913 }
914
915 static inline void
ir3_link_shaders(struct ir3_shader_linkage * l,const struct ir3_shader_variant * vs,const struct ir3_shader_variant * fs,bool pack_vs_out)916 ir3_link_shaders(struct ir3_shader_linkage *l,
917 const struct ir3_shader_variant *vs,
918 const struct ir3_shader_variant *fs, bool pack_vs_out)
919 {
920 /* On older platforms, varmask isn't programmed at all, and it appears
921 * that the hardware generates a mask of used VPC locations using the VS
922 * output map, and hangs if a FS bary instruction references a location
923 * not in the list. This means that we need to have a dummy entry in the
924 * VS out map for things like gl_PointCoord which aren't written by the
925 * VS. Furthermore we can't use r63.x, so just pick a random register to
926 * use if there is no VS output.
927 */
928 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
929 int j = -1, k;
930
931 l->primid_loc = 0xff;
932 l->viewid_loc = 0xff;
933 l->clip0_loc = 0xff;
934 l->clip1_loc = 0xff;
935
936 while (l->cnt < ARRAY_SIZE(l->var)) {
937 j = ir3_next_varying(fs, j);
938
939 if (j >= fs->inputs_count)
940 break;
941
942 if (fs->inputs[j].inloc >= fs->total_in)
943 continue;
944
945 k = ir3_find_output(vs, fs->inputs[j].slot);
946
947 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
948 l->primid_loc = fs->inputs[j].inloc;
949 }
950
951 if (fs->inputs[j].slot == VARYING_SLOT_VIEW_INDEX) {
952 assert(k < 0);
953 l->viewid_loc = fs->inputs[j].inloc;
954 }
955
956 if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST0)
957 l->clip0_loc = fs->inputs[j].inloc;
958
959 if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST1)
960 l->clip1_loc = fs->inputs[j].inloc;
961
962 ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
963 fs->inputs[j].compmask, fs->inputs[j].inloc);
964 }
965 }
966
967 static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)968 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
969 {
970 int j;
971 for (j = 0; j < so->outputs_count; j++)
972 if (so->outputs[j].slot == slot) {
973 uint32_t regid = so->outputs[j].regid;
974 if (so->outputs[j].half)
975 regid |= HALF_REG_ID;
976 return regid;
977 }
978 return regid(63, 0);
979 }
980
981 void ir3_link_stream_out(struct ir3_shader_linkage *l,
982 const struct ir3_shader_variant *v);
983
984 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
985 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
986 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
987 #define VARYING_SLOT_REL_PATCH_ID_IR3 (VARYING_SLOT_MAX + 3)
988
989 static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)990 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
991 {
992 int j;
993 for (j = 0; j < so->inputs_count; j++)
994 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
995 return so->inputs[j].regid;
996 return regid(63, 0);
997 }
998
999 /* calculate register footprint in terms of half-regs (ie. one full
1000 * reg counts as two half-regs).
1001 */
1002 static inline uint32_t
ir3_shader_halfregs(const struct ir3_shader_variant * v)1003 ir3_shader_halfregs(const struct ir3_shader_variant *v)
1004 {
1005 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
1006 }
1007
1008 static inline uint32_t
ir3_shader_nibo(const struct ir3_shader_variant * v)1009 ir3_shader_nibo(const struct ir3_shader_variant *v)
1010 {
1011 /* The dummy variant used in binning mode won't have an actual shader. */
1012 if (!v->shader)
1013 return 0;
1014
1015 return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
1016 }
1017
1018 static inline uint32_t
ir3_shader_branchstack_hw(const struct ir3_shader_variant * v)1019 ir3_shader_branchstack_hw(const struct ir3_shader_variant *v)
1020 {
1021 /* Dummy shader */
1022 if (!v->shader)
1023 return 0;
1024
1025 if (v->shader->compiler->gen < 5)
1026 return v->branchstack;
1027
1028 if (v->branchstack > 0) {
1029 uint32_t branchstack = v->branchstack / 2 + 1;
1030 return MIN2(branchstack, v->shader->compiler->branchstack_size / 2);
1031 } else {
1032 return 0;
1033 }
1034 }
1035
1036 #endif /* IR3_SHADER_H_ */
1037