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 /* driver param indices: */
41 enum ir3_driver_param {
42 /* compute shader driver params: */
43 IR3_DP_NUM_WORK_GROUPS_X = 0,
44 IR3_DP_NUM_WORK_GROUPS_Y = 1,
45 IR3_DP_NUM_WORK_GROUPS_Z = 2,
46 IR3_DP_WORK_DIM = 3,
47 IR3_DP_BASE_GROUP_X = 4,
48 IR3_DP_BASE_GROUP_Y = 5,
49 IR3_DP_BASE_GROUP_Z = 6,
50 IR3_DP_CS_SUBGROUP_SIZE = 7,
51 IR3_DP_LOCAL_GROUP_SIZE_X = 8,
52 IR3_DP_LOCAL_GROUP_SIZE_Y = 9,
53 IR3_DP_LOCAL_GROUP_SIZE_Z = 10,
54 IR3_DP_SUBGROUP_ID_SHIFT = 11,
55 IR3_DP_WORKGROUP_ID_X = 12,
56 IR3_DP_WORKGROUP_ID_Y = 13,
57 IR3_DP_WORKGROUP_ID_Z = 14,
58 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
59 * glDispatchComputeIndirect() needs to load these from
60 * the info->indirect buffer. Keep that in mind when/if
61 * adding any addition CS driver params.
62 */
63 IR3_DP_CS_COUNT = 16, /* must be aligned to vec4 */
64
65 /* vertex shader driver params: */
66 IR3_DP_DRAWID = 0,
67 IR3_DP_VTXID_BASE = 1,
68 IR3_DP_INSTID_BASE = 2,
69 IR3_DP_VTXCNT_MAX = 3,
70 /* user-clip-plane components, up to 8x vec4's: */
71 IR3_DP_UCP0_X = 4,
72 /* .... */
73 IR3_DP_UCP7_W = 35,
74 IR3_DP_VS_COUNT = 36, /* must be aligned to vec4 */
75
76 /* fragment shader driver params: */
77 IR3_DP_FS_SUBGROUP_SIZE = 0,
78 };
79
80 #define IR3_MAX_SHADER_BUFFERS 32
81 #define IR3_MAX_SHADER_IMAGES 32
82 #define IR3_MAX_SO_BUFFERS 4
83 #define IR3_MAX_SO_STREAMS 4
84 #define IR3_MAX_SO_OUTPUTS 64
85 #define IR3_MAX_UBO_PUSH_RANGES 32
86
87 /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
88 enum ir3_bary {
89 IJ_PERSP_PIXEL,
90 IJ_PERSP_SAMPLE,
91 IJ_PERSP_CENTROID,
92 IJ_PERSP_CENTER_RHW,
93 IJ_LINEAR_PIXEL,
94 IJ_LINEAR_CENTROID,
95 IJ_LINEAR_SAMPLE,
96 IJ_COUNT,
97 };
98
99 /* Description of what wavesizes are allowed. */
100 enum ir3_wavesize_option {
101 IR3_SINGLE_ONLY,
102 IR3_SINGLE_OR_DOUBLE,
103 IR3_DOUBLE_ONLY,
104 };
105
106 /**
107 * Description of a lowered UBO.
108 */
109 struct ir3_ubo_info {
110 uint32_t block; /* Which constant block */
111 uint16_t bindless_base; /* For bindless, which base register is used */
112 bool bindless;
113 };
114
115 /**
116 * Description of a range of a lowered UBO access.
117 *
118 * Drivers should not assume that there are not multiple disjoint
119 * lowered ranges of a single UBO.
120 */
121 struct ir3_ubo_range {
122 struct ir3_ubo_info ubo;
123 uint32_t offset; /* start offset to push in the const register file */
124 uint32_t start, end; /* range of block that's actually used */
125 };
126
127 struct ir3_ubo_analysis_state {
128 struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
129 uint32_t num_enabled;
130 uint32_t size;
131 uint32_t
132 cmdstream_size; /* for per-gen backend to stash required cmdstream size */
133 };
134
135 /**
136 * Describes the layout of shader consts in the const register file.
137 *
138 * Layout of constant registers, each section aligned to vec4. Note
139 * that pointer size (ubo, etc) changes depending on generation.
140 *
141 * + user consts: only used for turnip push consts
142 * + lowered UBO ranges
143 * + preamble consts
144 * + UBO addresses: turnip is bindless and these are wasted
145 * + image dimensions: a5xx only; needed to calculate pixel offset, but only
146 * for images that have image_{load,store,size,atomic*} intrinsics
147 * + kernel params: cl only
148 * + driver params: these are stage-dependent; see ir3_driver_param
149 * + TFBO addresses: only for vs on a3xx/a4xx
150 * + primitive params: these are stage-dependent
151 * vs, gs: uvec4(primitive_stride, vertex_stride, 0, 0)
152 * hs, ds: uvec4(primitive_stride, vertex_stride,
153 * patch_stride, patch_vertices_in)
154 * uvec4(tess_param_base, tess_factor_base)
155 * + primitive map
156 * + lowered immediates
157 *
158 * Immediates go last mostly because they are inserted in the CP pass
159 * after the nir -> ir3 frontend.
160 *
161 * Note UBO size in bytes should be aligned to vec4
162 */
163 struct ir3_const_state {
164 unsigned num_ubos;
165 unsigned num_driver_params; /* scalar */
166
167 /* UBO that should be mapped to the NIR shader's constant_data (or -1). */
168 int32_t constant_data_ubo;
169
170 struct {
171 /* user const start at zero */
172 unsigned ubo;
173 unsigned image_dims;
174 unsigned kernel_params;
175 unsigned driver_param;
176 unsigned tfbo;
177 unsigned primitive_param;
178 unsigned primitive_map;
179 unsigned immediate;
180 } offsets;
181
182 struct {
183 uint32_t mask; /* bitmask of images that have image_store */
184 uint32_t count; /* number of consts allocated */
185 /* three const allocated per image which has image_store:
186 * + cpp (bytes per pixel)
187 * + pitch (y pitch)
188 * + array_pitch (z pitch)
189 */
190 uint32_t off[IR3_MAX_SHADER_IMAGES];
191 } image_dims;
192
193 unsigned immediates_count;
194 unsigned immediates_size;
195 uint32_t *immediates;
196
197 unsigned preamble_size;
198
199 /* State of ubo access lowered to push consts: */
200 struct ir3_ubo_analysis_state ubo_state;
201 bool shared_consts_enable;
202 };
203
204 /**
205 * A single output for vertex transform feedback.
206 */
207 struct ir3_stream_output {
208 unsigned register_index : 6; /**< 0 to 63 (OUT index) */
209 unsigned start_component : 2; /** 0 to 3 */
210 unsigned num_components : 3; /** 1 to 4 */
211 unsigned output_buffer : 3; /**< 0 to PIPE_MAX_SO_BUFFERS */
212 unsigned dst_offset : 16; /**< offset into the buffer in dwords */
213 unsigned stream : 2; /**< 0 to 3 */
214 };
215
216 /**
217 * Stream output for vertex transform feedback.
218 */
219 struct ir3_stream_output_info {
220 unsigned num_outputs;
221 /** stride for an entire vertex for each buffer in dwords */
222 uint16_t stride[IR3_MAX_SO_BUFFERS];
223
224 /* These correspond to the VPC_SO_STREAM_CNTL fields */
225 uint8_t streams_written;
226 uint8_t buffer_to_stream[IR3_MAX_SO_BUFFERS];
227
228 /**
229 * Array of stream outputs, in the order they are to be written in.
230 * Selected components are tightly packed into the output buffer.
231 */
232 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
233 };
234
235 /**
236 * Starting from a4xx, HW supports pre-dispatching texture sampling
237 * instructions prior to scheduling a shader stage, when the
238 * coordinate maps exactly to an output of the previous stage.
239 */
240
241 /**
242 * There is a limit in the number of pre-dispatches allowed for any
243 * given stage.
244 */
245 #define IR3_MAX_SAMPLER_PREFETCH 4
246
247 /**
248 * This is the output stream value for 'cmd', as used by blob. It may
249 * encode the return type (in 3 bits) but it hasn't been verified yet.
250 */
251 #define IR3_SAMPLER_PREFETCH_CMD 0x4
252 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
253
254 /**
255 * Stream output for texture sampling pre-dispatches.
256 */
257 struct ir3_sampler_prefetch {
258 uint8_t src;
259 uint8_t samp_id;
260 uint8_t tex_id;
261 uint16_t samp_bindless_id;
262 uint16_t tex_bindless_id;
263 uint8_t dst;
264 uint8_t wrmask;
265 uint8_t half_precision;
266 uint8_t cmd;
267 };
268
269 /* Configuration key used to identify a shader variant.. different
270 * shader variants can be used to implement features not supported
271 * in hw (two sided color), binning-pass vertex shader, etc.
272 *
273 * When adding to this struct, please update ir3_shader_variant()'s debug
274 * output.
275 */
276 struct ir3_shader_key {
277 union {
278 struct {
279 /*
280 * Combined Vertex/Fragment shader parameters:
281 */
282 unsigned ucp_enables : 8;
283
284 /* do we need to check {v,f}saturate_{s,t,r}? */
285 unsigned has_per_samp : 1;
286
287 /*
288 * Fragment shader variant parameters:
289 */
290 unsigned sample_shading : 1;
291 unsigned msaa : 1;
292 /* used when shader needs to handle flat varyings (a4xx)
293 * for front/back color inputs to frag shader:
294 */
295 unsigned rasterflat : 1;
296
297 /* Indicates that this is a tessellation pipeline which requires a
298 * whole different kind of vertex shader. In case of
299 * tessellation, this field also tells us which kind of output
300 * topology the TES uses, which the TCS needs to know.
301 */
302 #define IR3_TESS_NONE 0
303 #define IR3_TESS_QUADS 1
304 #define IR3_TESS_TRIANGLES 2
305 #define IR3_TESS_ISOLINES 3
306 unsigned tessellation : 2;
307
308 unsigned has_gs : 1;
309
310 /* Whether stages after TCS read gl_PrimitiveID, used to determine
311 * whether the TCS has to store it in the tess factor BO.
312 */
313 unsigned tcs_store_primid : 1;
314
315 /* Whether this variant sticks to the "safe" maximum constlen,
316 * which guarantees that the combined stages will never go over
317 * the limit:
318 */
319 unsigned safe_constlen : 1;
320
321 /* Whether gl_Layer must be forced to 0 because it isn't written. */
322 unsigned layer_zero : 1;
323
324 /* Whether gl_ViewportIndex must be forced to 0 because it isn't
325 * written. */
326 unsigned view_zero : 1;
327 };
328 uint32_t global;
329 };
330
331 /* bitmask of ms shifts (a3xx) */
332 uint32_t vsamples, fsamples;
333
334 /* bitmask of samplers which need astc srgb workaround (a4xx): */
335 uint16_t vastc_srgb, fastc_srgb;
336
337 /* per-component (3-bit) swizzles of each sampler (a4xx tg4): */
338 uint16_t vsampler_swizzles[16];
339 uint16_t fsampler_swizzles[16];
340 };
341
342 static inline unsigned
ir3_tess_mode(enum tess_primitive_mode tess_mode)343 ir3_tess_mode(enum tess_primitive_mode tess_mode)
344 {
345 switch (tess_mode) {
346 case TESS_PRIMITIVE_ISOLINES:
347 return IR3_TESS_ISOLINES;
348 case TESS_PRIMITIVE_TRIANGLES:
349 return IR3_TESS_TRIANGLES;
350 case TESS_PRIMITIVE_QUADS:
351 return IR3_TESS_QUADS;
352 default:
353 unreachable("bad tessmode");
354 }
355 }
356
357 static inline uint32_t
ir3_tess_factor_stride(unsigned patch_type)358 ir3_tess_factor_stride(unsigned patch_type)
359 {
360 /* note: this matches the stride used by ir3's build_tessfactor_base */
361 switch (patch_type) {
362 case IR3_TESS_ISOLINES:
363 return 12;
364 case IR3_TESS_TRIANGLES:
365 return 20;
366 case IR3_TESS_QUADS:
367 return 28;
368 default:
369 unreachable("bad tessmode");
370 }
371 }
372
373 static inline bool
ir3_shader_key_equal(const struct ir3_shader_key * a,const struct ir3_shader_key * b)374 ir3_shader_key_equal(const struct ir3_shader_key *a,
375 const struct ir3_shader_key *b)
376 {
377 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
378 if (a->has_per_samp || b->has_per_samp)
379 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
380 return a->global == b->global;
381 }
382
383 /* will the two keys produce different lowering for a fragment shader? */
384 static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)385 ir3_shader_key_changes_fs(struct ir3_shader_key *key,
386 struct ir3_shader_key *last_key)
387 {
388 if (last_key->has_per_samp || key->has_per_samp) {
389 if ((last_key->fsamples != key->fsamples) ||
390 (last_key->fastc_srgb != key->fastc_srgb) ||
391 memcmp(last_key->fsampler_swizzles, key->fsampler_swizzles,
392 sizeof(key->fsampler_swizzles)))
393 return true;
394 }
395
396 if (last_key->rasterflat != key->rasterflat)
397 return true;
398
399 if (last_key->layer_zero != key->layer_zero)
400 return true;
401
402 if (last_key->ucp_enables != key->ucp_enables)
403 return true;
404
405 if (last_key->safe_constlen != key->safe_constlen)
406 return true;
407
408 return false;
409 }
410
411 /* will the two keys produce different lowering for a vertex shader? */
412 static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)413 ir3_shader_key_changes_vs(struct ir3_shader_key *key,
414 struct ir3_shader_key *last_key)
415 {
416 if (last_key->has_per_samp || key->has_per_samp) {
417 if ((last_key->vsamples != key->vsamples) ||
418 (last_key->vastc_srgb != key->vastc_srgb) ||
419 memcmp(last_key->vsampler_swizzles, key->vsampler_swizzles,
420 sizeof(key->vsampler_swizzles)))
421 return true;
422 }
423
424 if (last_key->ucp_enables != key->ucp_enables)
425 return true;
426
427 if (last_key->safe_constlen != key->safe_constlen)
428 return true;
429
430 return false;
431 }
432
433 /**
434 * On a4xx+a5xx, Images share state with textures and SSBOs:
435 *
436 * + Uses texture (cat5) state/instruction (isam) to read
437 * + Uses SSBO state and instructions (cat6) to write and for atomics
438 *
439 * Starting with a6xx, Images and SSBOs are basically the same thing,
440 * with texture state and isam also used for SSBO reads.
441 *
442 * On top of that, gallium makes the SSBO (shader_buffers) state semi
443 * sparse, with the first half of the state space used for atomic
444 * counters lowered to atomic buffers. We could ignore this, but I
445 * don't think we could *really* handle the case of a single shader
446 * that used the max # of textures + images + SSBOs. And once we are
447 * offsetting images by num_ssbos (or visa versa) to map them into
448 * the same hardware state, the hardware state has become coupled to
449 * the shader state, so at this point we might as well just use a
450 * mapping table to remap things from image/SSBO idx to hw idx.
451 *
452 * To make things less (more?) confusing, for the hw "SSBO" state
453 * (since it is really both SSBO and Image) I'll use the name "IBO"
454 */
455 struct ir3_ibo_mapping {
456 #define IBO_INVALID 0xff
457 /* Maps logical SSBO state to hw tex state: */
458 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
459
460 /* Maps logical Image state to hw tex state: */
461 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
462
463 /* Maps hw state back to logical SSBO or Image state:
464 *
465 * note IBO_SSBO ORd into values to indicate that the
466 * hw slot is used for SSBO state vs Image state.
467 */
468 #define IBO_SSBO 0x80
469 uint8_t tex_to_image[32];
470
471 /* including real textures */
472 uint8_t num_tex;
473 /* the number of real textures, ie. image/ssbo start here */
474 uint8_t tex_base;
475 };
476
477 struct ir3_disasm_info {
478 bool write_disasm;
479 char *nir;
480 char *disasm;
481 };
482
483 /* Represents half register in regid */
484 #define HALF_REG_ID 0x100
485
486 /**
487 * Shader variant which contains the actual hw shader instructions,
488 * and necessary info for shader state setup.
489 */
490 struct ir3_shader_variant {
491 struct fd_bo *bo;
492
493 /* variant id (for debug) */
494 uint32_t id;
495
496 /* id of the shader the variant came from (for debug) */
497 uint32_t shader_id;
498
499 struct ir3_shader_key key;
500
501 /* vertex shaders can have an extra version for hwbinning pass,
502 * which is pointed to by so->binning:
503 */
504 bool binning_pass;
505 // union {
506 struct ir3_shader_variant *binning;
507 struct ir3_shader_variant *nonbinning;
508 // };
509
510 struct ir3 *ir; /* freed after assembling machine instructions */
511
512 /* shader variants form a linked list: */
513 struct ir3_shader_variant *next;
514
515 /* replicated here to avoid passing extra ptrs everywhere: */
516 gl_shader_stage type;
517 struct ir3_compiler *compiler;
518
519 char *name;
520
521 /* variant's copy of nir->constant_data (since we don't track the NIR in
522 * the variant, and shader->nir is before the opt pass). Moves to v->bin
523 * after assembly.
524 */
525 void *constant_data;
526
527 /*
528 * Below here is serialized when written to disk cache:
529 */
530
531 /* The actual binary shader instructions, size given by info.sizedwords: */
532 uint32_t *bin;
533
534 struct ir3_const_state *const_state;
535
536 /*
537 * The following macros are used by the shader disk cache save/
538 * restore paths to serialize/deserialize the variant. Any
539 * pointers that require special handling in store_variant()
540 * and retrieve_variant() should go above here.
541 */
542 #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
543 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
544 #define VARIANT_CACHE_SIZE \
545 (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
546
547 struct ir3_info info;
548
549 uint32_t constant_data_size;
550
551 /* Levels of nesting of flow control:
552 */
553 unsigned branchstack;
554
555 unsigned loops;
556
557 /* the instructions length is in units of instruction groups
558 * (4 instructions for a3xx, 16 instructions for a4xx.. each
559 * instruction is 2 dwords):
560 */
561 unsigned instrlen;
562
563 /* the constants length is in units of vec4's, and is the sum of
564 * the uniforms and the built-in compiler constants
565 */
566 unsigned constlen;
567
568 /* The private memory size in bytes */
569 unsigned pvtmem_size;
570 /* Whether we should use the new per-wave layout rather than per-fiber. */
571 bool pvtmem_per_wave;
572
573 /* Size in bytes of required shared memory */
574 unsigned shared_size;
575
576 /* About Linkage:
577 * + Let the frag shader determine the position/compmask for the
578 * varyings, since it is the place where we know if the varying
579 * is actually used, and if so, which components are used. So
580 * what the hw calls "outloc" is taken from the "inloc" of the
581 * frag shader.
582 * + From the vert shader, we only need the output regid
583 */
584
585 bool frag_face, color0_mrt;
586 uint8_t fragcoord_compmask;
587
588 /* NOTE: for input/outputs, slot is:
589 * gl_vert_attrib - for VS inputs
590 * gl_varying_slot - for VS output / FS input
591 * gl_frag_result - for FS output
592 */
593
594 /* varyings/outputs: */
595 unsigned outputs_count;
596 struct {
597 uint8_t slot;
598 uint8_t regid;
599 uint8_t view;
600 bool half : 1;
601 } outputs[32 + 2]; /* +POSITION +PSIZE */
602 bool writes_pos, writes_smask, writes_psize, writes_stencilref;
603
604 /* Size in dwords of all outputs for VS, size of entire patch for HS. */
605 uint32_t output_size;
606
607 /* Expected size of incoming output_loc for HS, DS, and GS */
608 uint32_t input_size;
609
610 /* Map from location to offset in per-primitive storage. In dwords for
611 * HS, where varyings are read in the next stage via ldg with a dword
612 * offset, and in bytes for all other stages.
613 * +POSITION, +PSIZE, ... - see shader_io_get_unique_index
614 */
615 unsigned output_loc[12 + 32];
616
617 /* attributes (VS) / varyings (FS):
618 * Note that sysval's should come *after* normal inputs.
619 */
620 unsigned inputs_count;
621 struct {
622 uint8_t slot;
623 uint8_t regid;
624 uint8_t compmask;
625 /* location of input (ie. offset passed to bary.f, etc). This
626 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
627 * have the OUTLOCn value offset by 8, presumably to account
628 * for gl_Position/gl_PointSize)
629 */
630 uint8_t inloc;
631 /* vertex shader specific: */
632 bool sysval : 1; /* slot is a gl_system_value */
633 /* fragment shader specific: */
634 bool bary : 1; /* fetched varying (vs one loaded into reg) */
635 bool rasterflat : 1; /* special handling for emit->rasterflat */
636 bool half : 1;
637 bool flat : 1;
638 } inputs[32 + 2]; /* +POSITION +FACE */
639
640 /* sum of input components (scalar). For frag shaders, it only counts
641 * the varying inputs:
642 */
643 unsigned total_in;
644
645 /* sum of sysval input components (scalar). */
646 unsigned sysval_in;
647
648 /* For frag shaders, the total number of inputs (not scalar,
649 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
650 */
651 unsigned varying_in;
652
653 /* Remapping table to map Image and SSBO to hw state: */
654 struct ir3_ibo_mapping image_mapping;
655
656 /* number of samplers/textures (which are currently 1:1): */
657 int num_samp;
658
659 /* is there an implicit sampler to read framebuffer (FS only).. if
660 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
661 * the last "real" texture)
662 */
663 bool fb_read;
664
665 /* do we have one or more SSBO instructions: */
666 bool has_ssbo;
667
668 /* Which bindless resources are used, for filling out sp_xs_config */
669 bool bindless_tex;
670 bool bindless_samp;
671 bool bindless_ibo;
672 bool bindless_ubo;
673
674 /* do we need derivatives: */
675 bool need_pixlod;
676
677 bool need_fine_derivatives;
678
679 /* do we need VS driver params? */
680 bool need_driver_params;
681
682 /* do we have image write, etc (which prevents early-z): */
683 bool no_earlyz;
684
685 /* do we have kill, which also prevents early-z, but not necessarily
686 * early-lrz (as long as lrz-write is disabled, which must be handled
687 * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
688 * side effects that prevent early-lrz discard.
689 */
690 bool has_kill;
691
692 bool per_samp;
693
694 /* Are we using split or merged register file? */
695 bool mergedregs;
696
697 uint8_t clip_mask, cull_mask;
698
699 /* for astc srgb workaround, the number/base of additional
700 * alpha tex states we need, and index of original tex states
701 */
702 struct {
703 unsigned base, count;
704 unsigned orig_idx[16];
705 } astc_srgb;
706
707 /* for tg4 workaround, the number/base of additional
708 * unswizzled tex states we need, and index of original tex states
709 */
710 struct {
711 unsigned base, count;
712 unsigned orig_idx[16];
713 } tg4;
714
715 /* texture sampler pre-dispatches */
716 uint32_t num_sampler_prefetch;
717 struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
718
719 uint16_t local_size[3];
720 bool local_size_variable;
721
722 /* Important for compute shader to determine max reg footprint */
723 bool has_barrier;
724
725 /* The offset where images start in the IBO array. */
726 unsigned num_ssbos;
727
728 /* The total number of SSBOs and images, i.e. the number of hardware IBOs. */
729 unsigned num_ibos;
730
731 unsigned num_reserved_user_consts;
732
733 union {
734 struct {
735 enum tess_primitive_mode primitive_mode;
736
737 /** The number of vertices in the TCS output patch. */
738 uint8_t tcs_vertices_out;
739 unsigned spacing:2; /*gl_tess_spacing*/
740
741 /** Is the vertex order counterclockwise? */
742 bool ccw:1;
743 bool point_mode:1;
744 } tess;
745 struct {
746 /** The output primitive type */
747 uint16_t output_primitive;
748
749 /** The maximum number of vertices the geometry shader might write. */
750 uint16_t vertices_out;
751
752 /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
753 uint8_t invocations;
754
755 /** The number of vertices received per input primitive (max. 6) */
756 uint8_t vertices_in:3;
757 } gs;
758 struct {
759 bool early_fragment_tests : 1;
760 bool color_is_dual_source : 1;
761 } fs;
762 struct {
763 unsigned req_input_mem;
764 unsigned req_local_mem;
765 } cs;
766 };
767
768 enum ir3_wavesize_option api_wavesize, real_wavesize;
769
770 /* For when we don't have a shader, variant's copy of streamout state */
771 struct ir3_stream_output_info stream_output;
772
773 struct ir3_disasm_info disasm_info;
774 };
775
776 static inline const char *
ir3_shader_stage(struct ir3_shader_variant * v)777 ir3_shader_stage(struct ir3_shader_variant *v)
778 {
779 switch (v->type) {
780 case MESA_SHADER_VERTEX:
781 return v->binning_pass ? "BVERT" : "VERT";
782 case MESA_SHADER_TESS_CTRL:
783 return "TCS";
784 case MESA_SHADER_TESS_EVAL:
785 return "TES";
786 case MESA_SHADER_GEOMETRY:
787 return "GEOM";
788 case MESA_SHADER_FRAGMENT:
789 return "FRAG";
790 case MESA_SHADER_COMPUTE:
791 case MESA_SHADER_KERNEL:
792 return "CL";
793 default:
794 unreachable("invalid type");
795 return NULL;
796 }
797 }
798
799 /* Currently we do not do binning for tess. And for GS there is no
800 * cross-stage VS+GS optimization, so the full VS+GS is used in
801 * the binning pass.
802 */
803 static inline bool
ir3_has_binning_vs(const struct ir3_shader_key * key)804 ir3_has_binning_vs(const struct ir3_shader_key *key)
805 {
806 if (key->tessellation || key->has_gs)
807 return false;
808 return true;
809 }
810
811 /**
812 * Represents a shader at the API level, before state-specific variants are
813 * generated.
814 */
815 struct ir3_shader {
816 gl_shader_stage type;
817
818 /* shader id (for debug): */
819 uint32_t id;
820 uint32_t variant_count;
821
822 /* Set by freedreno after shader_state_create, so we can emit debug info
823 * when recompiling a shader at draw time.
824 */
825 bool initial_variants_done;
826
827 struct ir3_compiler *compiler;
828
829 unsigned num_reserved_user_consts;
830
831 /* What API-visible wavesizes are allowed. Even if only double wavesize is
832 * allowed, we may still use the smaller wavesize "under the hood" and the
833 * application simply sees the upper half as always disabled.
834 */
835 enum ir3_wavesize_option api_wavesize;
836
837 /* What wavesizes we're allowed to actually use. If the API wavesize is
838 * single-only, then this must be single-only too.
839 */
840 enum ir3_wavesize_option real_wavesize;
841
842 bool nir_finalized;
843 struct nir_shader *nir;
844 struct ir3_stream_output_info stream_output;
845
846 /* per shader stage specific info: */
847 union {
848 /* for compute shaders: */
849 struct {
850 unsigned req_input_mem; /* in dwords */
851 unsigned req_local_mem;
852 } cs;
853 };
854
855 struct ir3_shader_variant *variants;
856 mtx_t variants_lock;
857
858 cache_key cache_key; /* shader disk-cache key */
859
860 /* Bitmask of bits of the shader key used by this shader. Used to avoid
861 * recompiles for GL NOS that doesn't actually apply to the shader.
862 */
863 struct ir3_shader_key key_mask;
864
865 bool shared_consts_enable;
866 };
867
868 /**
869 * In order to use the same cmdstream, in particular constlen setup and const
870 * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
871 * corresponding draw pass shaders const_state.
872 */
873 static inline struct ir3_const_state *
ir3_const_state(const struct ir3_shader_variant * v)874 ir3_const_state(const struct ir3_shader_variant *v)
875 {
876 if (v->binning_pass)
877 return v->nonbinning->const_state;
878 return v->const_state;
879 }
880
881 /* Given a variant, calculate the maximum constlen it can have.
882 */
883 static inline unsigned
ir3_max_const(const struct ir3_shader_variant * v)884 ir3_max_const(const struct ir3_shader_variant *v)
885 {
886 const struct ir3_compiler *compiler = v->compiler;
887 bool shared_consts_enable = ir3_const_state(v)->shared_consts_enable;
888
889 /* Shared consts size for CS and FS matches with what's acutally used,
890 * but the size of shared consts for geomtry stages doesn't.
891 * So we use a hw quirk for geometry shared consts.
892 */
893 uint32_t shared_consts_size = shared_consts_enable ?
894 compiler->shared_consts_size : 0;
895
896 uint32_t shared_consts_size_geom = shared_consts_enable ?
897 compiler->geom_shared_consts_size_quirk : 0;
898
899 uint32_t safe_shared_consts_size = shared_consts_enable ?
900 ALIGN_POT(MAX2(DIV_ROUND_UP(shared_consts_size_geom, 4),
901 DIV_ROUND_UP(shared_consts_size, 5)), 4) : 0;
902
903 if ((v->type == MESA_SHADER_COMPUTE) ||
904 (v->type == MESA_SHADER_KERNEL)) {
905 return compiler->max_const_compute - shared_consts_size;
906 } else if (v->key.safe_constlen) {
907 return compiler->max_const_safe - safe_shared_consts_size;
908 } else if (v->type == MESA_SHADER_FRAGMENT) {
909 return compiler->max_const_frag - shared_consts_size;
910 } else {
911 return compiler->max_const_geom - shared_consts_size_geom;
912 }
913 }
914
915 void *ir3_shader_assemble(struct ir3_shader_variant *v);
916 struct ir3_shader_variant *
917 ir3_shader_create_variant(struct ir3_shader *shader,
918 const struct ir3_shader_key *key,
919 bool keep_ir);
920 struct ir3_shader_variant *
921 ir3_shader_get_variant(struct ir3_shader *shader,
922 const struct ir3_shader_key *key, bool binning_pass,
923 bool keep_ir, bool *created);
924
925
926 struct ir3_shader_options {
927 unsigned reserved_user_consts;
928 enum ir3_wavesize_option api_wavesize, real_wavesize;
929 bool shared_consts_enable;
930 };
931
932 struct ir3_shader *
933 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
934 const struct ir3_shader_options *options,
935 struct ir3_stream_output_info *stream_output);
936 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
937 const struct ir3_compiler *compiler);
938 void ir3_shader_destroy(struct ir3_shader *shader);
939 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
940 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
941
942 int ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
943
944 /*
945 * Helper/util:
946 */
947
948 /* clears shader-key flags which don't apply to the given shader.
949 */
950 static inline void
ir3_key_clear_unused(struct ir3_shader_key * key,struct ir3_shader * shader)951 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
952 {
953 uint32_t *key_bits = (uint32_t *)key;
954 uint32_t *key_mask = (uint32_t *)&shader->key_mask;
955 STATIC_ASSERT(sizeof(*key) % 4 == 0);
956 for (int i = 0; i < sizeof(*key) >> 2; i++)
957 key_bits[i] &= key_mask[i];
958 }
959
960 static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)961 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
962 {
963 int j;
964
965 for (j = 0; j < so->outputs_count; j++)
966 if (so->outputs[j].slot == slot)
967 return j;
968
969 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
970 * in the vertex shader.. but the fragment shader doesn't know this
971 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
972 * at link time if there is no matching OUT.BCOLOR[n], we must map
973 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
974 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
975 */
976 if (slot == VARYING_SLOT_BFC0) {
977 slot = VARYING_SLOT_COL0;
978 } else if (slot == VARYING_SLOT_BFC1) {
979 slot = VARYING_SLOT_COL1;
980 } else if (slot == VARYING_SLOT_COL0) {
981 slot = VARYING_SLOT_BFC0;
982 } else if (slot == VARYING_SLOT_COL1) {
983 slot = VARYING_SLOT_BFC1;
984 } else {
985 return -1;
986 }
987
988 for (j = 0; j < so->outputs_count; j++)
989 if (so->outputs[j].slot == slot)
990 return j;
991
992 return -1;
993 }
994
995 static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)996 ir3_next_varying(const struct ir3_shader_variant *so, int i)
997 {
998 while (++i < so->inputs_count)
999 if (so->inputs[i].compmask && so->inputs[i].bary)
1000 break;
1001 return i;
1002 }
1003
1004 struct ir3_shader_linkage {
1005 /* Maximum location either consumed by the fragment shader or produced by
1006 * the last geometry stage, i.e. the size required for each vertex in the
1007 * VPC in DWORD's.
1008 */
1009 uint8_t max_loc;
1010
1011 /* Number of entries in var. */
1012 uint8_t cnt;
1013
1014 /* Bitset of locations used, including ones which are only used by the FS.
1015 */
1016 uint32_t varmask[4];
1017
1018 /* Map from VS output to location. */
1019 struct {
1020 uint8_t slot;
1021 uint8_t regid;
1022 uint8_t compmask;
1023 uint8_t loc;
1024 } var[32];
1025
1026 /* location for fixed-function gl_PrimitiveID passthrough */
1027 uint8_t primid_loc;
1028
1029 /* location for fixed-function gl_ViewIndex passthrough */
1030 uint8_t viewid_loc;
1031
1032 /* location for combined clip/cull distance arrays */
1033 uint8_t clip0_loc, clip1_loc;
1034 };
1035
1036 static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t slot,uint8_t regid_,uint8_t compmask,uint8_t loc)1037 ir3_link_add(struct ir3_shader_linkage *l, uint8_t slot, uint8_t regid_,
1038 uint8_t compmask, uint8_t loc)
1039 {
1040 for (int j = 0; j < util_last_bit(compmask); j++) {
1041 uint8_t comploc = loc + j;
1042 l->varmask[comploc / 32] |= 1 << (comploc % 32);
1043 }
1044
1045 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
1046
1047 if (regid_ != regid(63, 0)) {
1048 int i = l->cnt++;
1049 assert(i < ARRAY_SIZE(l->var));
1050
1051 l->var[i].slot = slot;
1052 l->var[i].regid = regid_;
1053 l->var[i].compmask = compmask;
1054 l->var[i].loc = loc;
1055 }
1056 }
1057
1058 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)1059 ir3_link_shaders(struct ir3_shader_linkage *l,
1060 const struct ir3_shader_variant *vs,
1061 const struct ir3_shader_variant *fs, bool pack_vs_out)
1062 {
1063 /* On older platforms, varmask isn't programmed at all, and it appears
1064 * that the hardware generates a mask of used VPC locations using the VS
1065 * output map, and hangs if a FS bary instruction references a location
1066 * not in the list. This means that we need to have a dummy entry in the
1067 * VS out map for things like gl_PointCoord which aren't written by the
1068 * VS. Furthermore we can't use r63.x, so just pick a random register to
1069 * use if there is no VS output.
1070 */
1071 const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
1072 int j = -1, k;
1073
1074 l->primid_loc = 0xff;
1075 l->viewid_loc = 0xff;
1076 l->clip0_loc = 0xff;
1077 l->clip1_loc = 0xff;
1078
1079 while (l->cnt < ARRAY_SIZE(l->var)) {
1080 j = ir3_next_varying(fs, j);
1081
1082 if (j >= fs->inputs_count)
1083 break;
1084
1085 if (fs->inputs[j].inloc >= fs->total_in)
1086 continue;
1087
1088 k = ir3_find_output(vs, fs->inputs[j].slot);
1089
1090 if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
1091 l->primid_loc = fs->inputs[j].inloc;
1092 }
1093
1094 if (fs->inputs[j].slot == VARYING_SLOT_VIEW_INDEX) {
1095 assert(k < 0);
1096 l->viewid_loc = fs->inputs[j].inloc;
1097 }
1098
1099 if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST0)
1100 l->clip0_loc = fs->inputs[j].inloc;
1101
1102 if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST1)
1103 l->clip1_loc = fs->inputs[j].inloc;
1104
1105 ir3_link_add(l, fs->inputs[j].slot,
1106 k >= 0 ? vs->outputs[k].regid : default_regid,
1107 fs->inputs[j].compmask, fs->inputs[j].inloc);
1108 }
1109 }
1110
1111 static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)1112 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
1113 {
1114 int j;
1115 for (j = 0; j < so->outputs_count; j++)
1116 if (so->outputs[j].slot == slot) {
1117 uint32_t regid = so->outputs[j].regid;
1118 if (so->outputs[j].half)
1119 regid |= HALF_REG_ID;
1120 return regid;
1121 }
1122 return regid(63, 0);
1123 }
1124
1125 void ir3_link_stream_out(struct ir3_shader_linkage *l,
1126 const struct ir3_shader_variant *v);
1127
1128 #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
1129 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
1130 #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
1131 #define VARYING_SLOT_REL_PATCH_ID_IR3 (VARYING_SLOT_MAX + 3)
1132
1133 static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)1134 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
1135 {
1136 int j;
1137 for (j = 0; j < so->inputs_count; j++)
1138 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
1139 return so->inputs[j].regid;
1140 return regid(63, 0);
1141 }
1142
1143 /* calculate register footprint in terms of half-regs (ie. one full
1144 * reg counts as two half-regs).
1145 */
1146 static inline uint32_t
ir3_shader_halfregs(const struct ir3_shader_variant * v)1147 ir3_shader_halfregs(const struct ir3_shader_variant *v)
1148 {
1149 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
1150 }
1151
1152 static inline uint32_t
ir3_shader_nibo(const struct ir3_shader_variant * v)1153 ir3_shader_nibo(const struct ir3_shader_variant *v)
1154 {
1155 return v->num_ibos;
1156 }
1157
1158 static inline uint32_t
ir3_shader_branchstack_hw(const struct ir3_shader_variant * v)1159 ir3_shader_branchstack_hw(const struct ir3_shader_variant *v)
1160 {
1161 /* Dummy shader */
1162 if (!v->compiler)
1163 return 0;
1164
1165 if (v->compiler->gen < 5)
1166 return v->branchstack;
1167
1168 if (v->branchstack > 0) {
1169 uint32_t branchstack = v->branchstack / 2 + 1;
1170 return MIN2(branchstack, v->compiler->branchstack_size / 2);
1171 } else {
1172 return 0;
1173 }
1174 }
1175
1176 #endif /* IR3_SHADER_H_ */
1177