1 /*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
25 * -------------------------------------------------------------------------
26 *
27 * Typically, there is one-to-one correspondence between API and HW shaders,
28 * that is, for every API shader, there is exactly one shader binary in
29 * the driver.
30 *
31 * The problem with that is that we also have to emulate some API states
32 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
33 * to deal with it are:
34 * - each shader has multiple variants for each combination of emulated states,
35 * and the variants are compiled on demand, possibly relying on a shader
36 * cache for good performance
37 * - patch shaders at the binary level
38 *
39 * This driver uses something completely different. The emulated states are
40 * usually implemented at the beginning or end of shaders. Therefore, we can
41 * split the shader into 3 parts:
42 * - prolog part (shader code dependent on states)
43 * - main part (the API shader)
44 * - epilog part (shader code dependent on states)
45 *
46 * Each part is compiled as a separate shader and the final binaries are
47 * concatenated. This type of shader is called non-monolithic, because it
48 * consists of multiple independent binaries. Creating a new shader variant
49 * is therefore only a concatenation of shader parts (binaries) and doesn't
50 * involve any compilation. The main shader parts are the only parts that are
51 * compiled when applications create shader objects. The prolog and epilog
52 * parts are compiled on the first use and saved, so that their binaries can
53 * be reused by many other shaders.
54 *
55 * One of the roles of the prolog part is to compute vertex buffer addresses
56 * for vertex shaders. A few of the roles of the epilog part are color buffer
57 * format conversions in pixel shaders that we have to do manually, and write
58 * tessellation factors in tessellation control shaders. The prolog and epilog
59 * have many other important responsibilities in various shader stages.
60 * They don't just "emulate legacy stuff".
61 *
62 * Monolithic shaders are shaders where the parts are combined before LLVM
63 * compilation, and the whole thing is compiled and optimized as one unit with
64 * one binary on the output. The result is the same as the non-monolithic
65 * shader, but the final code can be better, because LLVM can optimize across
66 * all shader parts. Monolithic shaders aren't usually used except for these
67 * special cases:
68 *
69 * 1) Some rarely-used states require modification of the main shader part
70 * itself, and in such cases, only the monolithic shader variant is
71 * compiled, and that's always done on the first use.
72 *
73 * 2) When we do cross-stage optimizations for separate shader objects and
74 * e.g. eliminate unused shader varyings, the resulting optimized shader
75 * variants are always compiled as monolithic shaders, and always
76 * asynchronously (i.e. not stalling ongoing rendering). We call them
77 * "optimized monolithic" shaders. The important property here is that
78 * the non-monolithic unoptimized shader variant is always available for use
79 * when the asynchronous compilation of the optimized shader is not done
80 * yet.
81 *
82 * Starting with GFX9 chips, some shader stages are merged, and the number of
83 * shader parts per shader increased. The complete new list of shader parts is:
84 * - 1st shader: prolog part
85 * - 1st shader: main part
86 * - 2nd shader: prolog part
87 * - 2nd shader: main part
88 * - 2nd shader: epilog part
89 */
90
91 /* How linking shader inputs and outputs between vertex, tessellation, and
92 * geometry shaders works.
93 *
94 * Inputs and outputs between shaders are stored in a buffer. This buffer
95 * lives in LDS (typical case for tessellation), but it can also live
96 * in memory (ESGS). Each input or output has a fixed location within a vertex.
97 * The highest used input or output determines the stride between vertices.
98 *
99 * Since GS and tessellation are only possible in the OpenGL core profile,
100 * only these semantics are valid for per-vertex data:
101 *
102 * Name Location
103 *
104 * POSITION 0
105 * PSIZE 1
106 * CLIPDIST0..1 2..3
107 * CULLDIST0..1 (not implemented)
108 * GENERIC0..31 4..35
109 *
110 * For example, a shader only writing GENERIC0 has the output stride of 5.
111 *
112 * Only these semantics are valid for per-patch data:
113 *
114 * Name Location
115 *
116 * TESSOUTER 0
117 * TESSINNER 1
118 * PATCH0..29 2..31
119 *
120 * That's how independent shaders agree on input and output locations.
121 * The si_shader_io_get_unique_index function assigns the locations.
122 *
123 * For tessellation, other required information for calculating the input and
124 * output addresses like the vertex stride, the patch stride, and the offsets
125 * where per-vertex and per-patch data start, is passed to the shader via
126 * user data SGPRs. The offsets and strides are calculated at draw time and
127 * aren't available at compile time.
128 */
129
130 #ifndef SI_SHADER_H
131 #define SI_SHADER_H
132
133 #include <llvm-c/Core.h> /* LLVMModuleRef */
134 #include <llvm-c/TargetMachine.h>
135 #include "tgsi/tgsi_scan.h"
136 #include "util/u_queue.h"
137
138 #include "ac_binary.h"
139 #include "si_state.h"
140
141 struct nir_shader;
142
143 #define SI_MAX_VS_OUTPUTS 40
144
145 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
146 * index smaller than this.
147 */
148 #define SI_MAX_IO_GENERIC 46
149
150 /* SGPR user data indices */
151 enum {
152 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
153 SI_SGPR_RW_BUFFERS_HI,
154 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
155 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
156 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
157 SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
158 SI_SGPR_SAMPLERS_AND_IMAGES,
159 SI_SGPR_SAMPLERS_AND_IMAGES_HI,
160 SI_NUM_RESOURCE_SGPRS,
161
162 /* all VS variants */
163 SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS,
164 SI_SGPR_VERTEX_BUFFERS_HI,
165 SI_SGPR_BASE_VERTEX,
166 SI_SGPR_START_INSTANCE,
167 SI_SGPR_DRAWID,
168 SI_SGPR_VS_STATE_BITS,
169 SI_VS_NUM_USER_SGPR,
170
171 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
172
173 /* TES */
174 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
175 SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
176 SI_TES_NUM_USER_SGPR,
177
178 /* GFX6-8: TCS only */
179 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
180 GFX6_SGPR_TCS_OUT_OFFSETS,
181 GFX6_SGPR_TCS_OUT_LAYOUT,
182 GFX6_SGPR_TCS_IN_LAYOUT,
183 GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
184 GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
185 GFX6_TCS_NUM_USER_SGPR,
186
187 /* GFX9: Merged LS-HS (VS-TCS) only. */
188 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
189 GFX9_SGPR_TCS_OUT_OFFSETS,
190 GFX9_SGPR_TCS_OUT_LAYOUT,
191 GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
192 GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
193 GFX9_SGPR_unused_to_align_the_next_pointer,
194 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
195 GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
196 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
197 GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
198 GFX9_TCS_NUM_USER_SGPR,
199
200 /* GFX9: Merged ES-GS (VS-GS or TES-GS). */
201 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
202 GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
203 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
204 GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
205 GFX9_GS_NUM_USER_SGPR,
206
207 /* GS limits */
208 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
209 SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
210
211 /* PS only */
212 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
213 SI_PS_NUM_USER_SGPR,
214 };
215
216 /* LLVM function parameter indices */
217 enum {
218 SI_NUM_RESOURCE_PARAMS = 4,
219
220 /* PS only parameters */
221 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
222 SI_PARAM_PRIM_MASK,
223 SI_PARAM_PERSP_SAMPLE,
224 SI_PARAM_PERSP_CENTER,
225 SI_PARAM_PERSP_CENTROID,
226 SI_PARAM_PERSP_PULL_MODEL,
227 SI_PARAM_LINEAR_SAMPLE,
228 SI_PARAM_LINEAR_CENTER,
229 SI_PARAM_LINEAR_CENTROID,
230 SI_PARAM_LINE_STIPPLE_TEX,
231 SI_PARAM_POS_X_FLOAT,
232 SI_PARAM_POS_Y_FLOAT,
233 SI_PARAM_POS_Z_FLOAT,
234 SI_PARAM_POS_W_FLOAT,
235 SI_PARAM_FRONT_FACE,
236 SI_PARAM_ANCILLARY,
237 SI_PARAM_SAMPLE_COVERAGE,
238 SI_PARAM_POS_FIXED_PT,
239
240 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
241 };
242
243 /* Fields of driver-defined VS state SGPR. */
244 /* Clamp vertex color output (only used in VS as VS). */
245 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0)
246 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
247 #define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1)
248 #define C_VS_STATE_INDEXED 0xFFFFFFFD
249 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8)
250 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF
251 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24)
252 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
253
254 /* SI-specific system values. */
255 enum {
256 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
257 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
258 };
259
260 enum {
261 /* Use a property enum that VS wouldn't use. */
262 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
263
264 /* These represent the number of SGPRs the shader uses. */
265 SI_VS_BLIT_SGPRS_POS = 3,
266 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
267 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
268 };
269
270 /* For VS shader key fix_fetch. */
271 enum {
272 SI_FIX_FETCH_NONE = 0,
273 SI_FIX_FETCH_A2_SNORM,
274 SI_FIX_FETCH_A2_SSCALED,
275 SI_FIX_FETCH_A2_SINT,
276 SI_FIX_FETCH_RGBA_32_UNORM,
277 SI_FIX_FETCH_RGBX_32_UNORM,
278 SI_FIX_FETCH_RGBA_32_SNORM,
279 SI_FIX_FETCH_RGBX_32_SNORM,
280 SI_FIX_FETCH_RGBA_32_USCALED,
281 SI_FIX_FETCH_RGBA_32_SSCALED,
282 SI_FIX_FETCH_RGBA_32_FIXED,
283 SI_FIX_FETCH_RGBX_32_FIXED,
284 SI_FIX_FETCH_RG_64_FLOAT,
285 SI_FIX_FETCH_RGB_64_FLOAT,
286 SI_FIX_FETCH_RGBA_64_FLOAT,
287 SI_FIX_FETCH_RGB_8, /* A = 1.0 */
288 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */
289 SI_FIX_FETCH_RGB_16,
290 SI_FIX_FETCH_RGB_16_INT,
291 };
292
293 struct si_shader;
294
295 /* State of the context creating the shader object. */
296 struct si_compiler_ctx_state {
297 /* Should only be used by si_init_shader_selector_async and
298 * si_build_shader_variant if thread_index == -1 (non-threaded). */
299 LLVMTargetMachineRef tm;
300
301 /* Used if thread_index == -1 or if debug.async is true. */
302 struct pipe_debug_callback debug;
303
304 /* Used for creating the log string for gallium/ddebug. */
305 bool is_debug_context;
306 };
307
308 /* A shader selector is a gallium CSO and contains shader variants and
309 * binaries for one TGSI program. This can be shared by multiple contexts.
310 */
311 struct si_shader_selector {
312 struct pipe_reference reference;
313 struct si_screen *screen;
314 struct util_queue_fence ready;
315 struct si_compiler_ctx_state compiler_ctx_state;
316
317 mtx_t mutex;
318 struct si_shader *first_variant; /* immutable after the first variant */
319 struct si_shader *last_variant; /* mutable */
320
321 /* The compiled TGSI shader expecting a prolog and/or epilog (not
322 * uploaded to a buffer).
323 */
324 struct si_shader *main_shader_part;
325 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
326 struct si_shader *main_shader_part_es; /* as_es is set in the key */
327
328 struct si_shader *gs_copy_shader;
329
330 struct tgsi_token *tokens;
331 struct nir_shader *nir;
332 struct pipe_stream_output_info so;
333 struct tgsi_shader_info info;
334 struct tgsi_tessctrl_info tcs_info;
335
336 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
337 unsigned type;
338 bool vs_needs_prolog;
339 bool force_correct_derivs_after_kill;
340 unsigned pa_cl_vs_out_cntl;
341 ubyte clipdist_mask;
342 ubyte culldist_mask;
343
344 /* ES parameters. */
345 unsigned esgs_itemsize;
346
347 /* GS parameters. */
348 unsigned gs_input_verts_per_prim;
349 unsigned gs_output_prim;
350 unsigned gs_max_out_vertices;
351 unsigned gs_num_invocations;
352 unsigned max_gs_stream; /* count - 1 */
353 unsigned gsvs_vertex_size;
354 unsigned max_gsvs_emit_size;
355 unsigned enabled_streamout_buffer_mask;
356
357 /* PS parameters. */
358 unsigned color_attr_index[2];
359 unsigned db_shader_control;
360 /* Set 0xf or 0x0 (4 bits) per each written output.
361 * ANDed with spi_shader_col_format.
362 */
363 unsigned colors_written_4bit;
364
365 /* CS parameters */
366 unsigned local_size;
367
368 uint64_t outputs_written; /* "get_unique_index" bits */
369 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
370
371 uint64_t inputs_read; /* "get_unique_index" bits */
372
373 /* bitmasks of used descriptor slots */
374 uint32_t active_const_and_shader_buffers;
375 uint64_t active_samplers_and_images;
376 };
377
378 /* Valid shader configurations:
379 *
380 * API shaders VS | TCS | TES | GS |pass| PS
381 * are compiled as: | | | |thru|
382 * | | | | |
383 * Only VS & PS: VS | | | | | PS
384 * GFX6 - with GS: ES | | | GS | VS | PS
385 * - with tess: LS | HS | VS | | | PS
386 * - with both: LS | HS | ES | GS | VS | PS
387 * GFX9 - with GS: -> | | | GS | VS | PS
388 * - with tess: -> | HS | VS | | | PS
389 * - with both: -> | HS | -> | GS | VS | PS
390 *
391 * -> = merged with the next stage
392 */
393
394 /* Use the byte alignment for all following structure members for optimal
395 * shader key memory footprint.
396 */
397 #pragma pack(push, 1)
398
399 /* Common VS bits between the shader key and the prolog key. */
400 struct si_vs_prolog_bits {
401 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
402 * divisor is 0.
403 * - If "is_one" has a bit set, the instance divisor is 1.
404 * - If "is_fetched" has a bit set, the instance divisor will be loaded
405 * from the constant buffer.
406 */
407 uint16_t instance_divisor_is_one; /* bitmask of inputs */
408 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
409 unsigned ls_vgpr_fix:1;
410 };
411
412 /* Common TCS bits between the shader key and the epilog key. */
413 struct si_tcs_epilog_bits {
414 unsigned prim_mode:3;
415 unsigned invoc0_tess_factors_are_def:1;
416 unsigned tes_reads_tess_factors:1;
417 };
418
419 struct si_gs_prolog_bits {
420 unsigned tri_strip_adj_fix:1;
421 };
422
423 /* Common PS bits between the shader key and the prolog key. */
424 struct si_ps_prolog_bits {
425 unsigned color_two_side:1;
426 unsigned flatshade_colors:1;
427 unsigned poly_stipple:1;
428 unsigned force_persp_sample_interp:1;
429 unsigned force_linear_sample_interp:1;
430 unsigned force_persp_center_interp:1;
431 unsigned force_linear_center_interp:1;
432 unsigned bc_optimize_for_persp:1;
433 unsigned bc_optimize_for_linear:1;
434 unsigned samplemask_log_ps_iter:3;
435 };
436
437 /* Common PS bits between the shader key and the epilog key. */
438 struct si_ps_epilog_bits {
439 unsigned spi_shader_col_format;
440 unsigned color_is_int8:8;
441 unsigned color_is_int10:8;
442 unsigned last_cbuf:3;
443 unsigned alpha_func:3;
444 unsigned alpha_to_one:1;
445 unsigned poly_line_smoothing:1;
446 unsigned clamp_color:1;
447 };
448
449 union si_shader_part_key {
450 struct {
451 struct si_vs_prolog_bits states;
452 unsigned num_input_sgprs:6;
453 /* For merged stages such as LS-HS, HS input VGPRs are first. */
454 unsigned num_merged_next_stage_vgprs:3;
455 unsigned last_input:4;
456 unsigned as_ls:1;
457 unsigned as_es:1;
458 /* Prologs for monolithic shaders shouldn't set EXEC. */
459 unsigned is_monolithic:1;
460 } vs_prolog;
461 struct {
462 struct si_tcs_epilog_bits states;
463 } tcs_epilog;
464 struct {
465 struct si_gs_prolog_bits states;
466 /* Prologs of monolithic shaders shouldn't set EXEC. */
467 unsigned is_monolithic:1;
468 } gs_prolog;
469 struct {
470 struct si_ps_prolog_bits states;
471 unsigned num_input_sgprs:6;
472 unsigned num_input_vgprs:5;
473 /* Color interpolation and two-side color selection. */
474 unsigned colors_read:8; /* color input components read */
475 unsigned num_interp_inputs:5; /* BCOLOR is at this location */
476 unsigned face_vgpr_index:5;
477 unsigned ancillary_vgpr_index:5;
478 unsigned wqm:1;
479 char color_attr_index[2];
480 char color_interp_vgpr_index[2]; /* -1 == constant */
481 } ps_prolog;
482 struct {
483 struct si_ps_epilog_bits states;
484 unsigned colors_written:8;
485 unsigned writes_z:1;
486 unsigned writes_stencil:1;
487 unsigned writes_samplemask:1;
488 } ps_epilog;
489 };
490
491 struct si_shader_key {
492 /* Prolog and epilog flags. */
493 union {
494 struct {
495 struct si_vs_prolog_bits prolog;
496 } vs;
497 struct {
498 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
499 struct si_shader_selector *ls; /* for merged LS-HS */
500 struct si_tcs_epilog_bits epilog;
501 } tcs; /* tessellation control shader */
502 struct {
503 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
504 struct si_shader_selector *es; /* for merged ES-GS */
505 struct si_gs_prolog_bits prolog;
506 } gs;
507 struct {
508 struct si_ps_prolog_bits prolog;
509 struct si_ps_epilog_bits epilog;
510 } ps;
511 } part;
512
513 /* These two are initially set according to the NEXT_SHADER property,
514 * or guessed if the property doesn't seem correct.
515 */
516 unsigned as_es:1; /* export shader, which precedes GS */
517 unsigned as_ls:1; /* local shader, which precedes TCS */
518
519 /* Flags for monolithic compilation only. */
520 struct {
521 /* One byte for every input: SI_FIX_FETCH_* enums. */
522 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS];
523
524 union {
525 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
526 /* When PS needs PrimID and GS is disabled. */
527 unsigned vs_export_prim_id:1;
528 struct {
529 unsigned interpolate_at_sample_force_center:1;
530 } ps;
531 } u;
532 } mono;
533
534 /* Optimization flags for asynchronous compilation only. */
535 struct {
536 /* For HW VS (it can be VS, TES, GS) */
537 uint64_t kill_outputs; /* "get_unique_index" bits */
538 unsigned clip_disable:1;
539
540 /* For shaders where monolithic variants have better code.
541 *
542 * This is a flag that has no effect on code generation,
543 * but forces monolithic shaders to be used as soon as
544 * possible, because it's in the "opt" group.
545 */
546 unsigned prefer_mono:1;
547 } opt;
548 };
549
550 /* Restore the pack alignment to default. */
551 #pragma pack(pop)
552
553 struct si_shader_config {
554 unsigned num_sgprs;
555 unsigned num_vgprs;
556 unsigned spilled_sgprs;
557 unsigned spilled_vgprs;
558 unsigned private_mem_vgprs;
559 unsigned lds_size;
560 unsigned spi_ps_input_ena;
561 unsigned spi_ps_input_addr;
562 unsigned float_mode;
563 unsigned scratch_bytes_per_wave;
564 unsigned rsrc1;
565 unsigned rsrc2;
566 };
567
568 /* GCN-specific shader info. */
569 struct si_shader_info {
570 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
571 ubyte num_input_sgprs;
572 ubyte num_input_vgprs;
573 signed char face_vgpr_index;
574 signed char ancillary_vgpr_index;
575 bool uses_instanceid;
576 ubyte nr_pos_exports;
577 ubyte nr_param_exports;
578 };
579
580 struct si_shader {
581 struct si_compiler_ctx_state compiler_ctx_state;
582
583 struct si_shader_selector *selector;
584 struct si_shader_selector *previous_stage_sel; /* for refcounting */
585 struct si_shader *next_variant;
586
587 struct si_shader_part *prolog;
588 struct si_shader *previous_stage; /* for GFX9 */
589 struct si_shader_part *prolog2;
590 struct si_shader_part *epilog;
591
592 struct si_pm4_state *pm4;
593 struct r600_resource *bo;
594 struct r600_resource *scratch_bo;
595 struct si_shader_key key;
596 struct util_queue_fence ready;
597 bool compilation_failed;
598 bool is_monolithic;
599 bool is_optimized;
600 bool is_binary_shared;
601 bool is_gs_copy_shader;
602
603 /* The following data is all that's needed for binary shaders. */
604 struct ac_shader_binary binary;
605 struct si_shader_config config;
606 struct si_shader_info info;
607
608 /* Shader key + LLVM IR + disassembly + statistics.
609 * Generated for debug contexts only.
610 */
611 char *shader_log;
612 size_t shader_log_size;
613 };
614
615 struct si_shader_part {
616 struct si_shader_part *next;
617 union si_shader_part_key key;
618 struct ac_shader_binary binary;
619 struct si_shader_config config;
620 };
621
622 /* si_shader.c */
623 struct si_shader *
624 si_generate_gs_copy_shader(struct si_screen *sscreen,
625 LLVMTargetMachineRef tm,
626 struct si_shader_selector *gs_selector,
627 struct pipe_debug_callback *debug);
628 int si_compile_tgsi_shader(struct si_screen *sscreen,
629 LLVMTargetMachineRef tm,
630 struct si_shader *shader,
631 bool is_monolithic,
632 struct pipe_debug_callback *debug);
633 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
634 struct si_shader *shader,
635 struct pipe_debug_callback *debug);
636 void si_shader_destroy(struct si_shader *shader);
637 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
638 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
639 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
640 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
641 struct pipe_debug_callback *debug, unsigned processor,
642 FILE *f, bool check_debug_option);
643 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
644 unsigned *lds_size);
645 void si_shader_apply_scratch_relocs(struct si_shader *shader,
646 uint64_t scratch_va);
647 void si_shader_binary_read_config(struct ac_shader_binary *binary,
648 struct si_shader_config *conf,
649 unsigned symbol_offset);
650 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
651
652 /* si_shader_nir.c */
653 void si_nir_scan_shader(const struct nir_shader *nir,
654 struct tgsi_shader_info *info);
655 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
656 const struct tgsi_shader_info *info,
657 struct tgsi_tessctrl_info *out);
658 void si_lower_nir(struct si_shader_selector *sel);
659
660 /* Inline helpers. */
661
662 /* Return the pointer to the main shader part's pointer. */
663 static inline struct si_shader **
si_get_main_shader_part(struct si_shader_selector * sel,struct si_shader_key * key)664 si_get_main_shader_part(struct si_shader_selector *sel,
665 struct si_shader_key *key)
666 {
667 if (key->as_ls)
668 return &sel->main_shader_part_ls;
669 if (key->as_es)
670 return &sel->main_shader_part_es;
671 return &sel->main_shader_part;
672 }
673
674 static inline bool
si_shader_uses_bindless_samplers(struct si_shader_selector * selector)675 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
676 {
677 return selector ? selector->info.uses_bindless_samplers : false;
678 }
679
680 static inline bool
si_shader_uses_bindless_images(struct si_shader_selector * selector)681 si_shader_uses_bindless_images(struct si_shader_selector *selector)
682 {
683 return selector ? selector->info.uses_bindless_images : false;
684 }
685
686 void si_destroy_shader_selector(struct si_context *sctx,
687 struct si_shader_selector *sel);
688
689 static inline void
si_shader_selector_reference(struct si_context * sctx,struct si_shader_selector ** dst,struct si_shader_selector * src)690 si_shader_selector_reference(struct si_context *sctx,
691 struct si_shader_selector **dst,
692 struct si_shader_selector *src)
693 {
694 if (pipe_reference(&(*dst)->reference, &src->reference))
695 si_destroy_shader_selector(sctx, *dst);
696
697 *dst = src;
698 }
699
700 #endif
701