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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