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1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2 
3 /*
4  * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23  * SOFTWARE.
24  *
25  * Authors:
26  *    Rob Clark <robclark@freedesktop.org>
27  */
28 
29 #ifndef IR3_SHADER_H_
30 #define IR3_SHADER_H_
31 
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34 #include "util/bitscan.h"
35 
36 #include "ir3.h"
37 #include "disasm.h"
38 
39 struct glsl_type;
40 
41 /* driver param indices: */
42 enum ir3_driver_param {
43 	/* compute shader driver params: */
44 	IR3_DP_NUM_WORK_GROUPS_X = 0,
45 	IR3_DP_NUM_WORK_GROUPS_Y = 1,
46 	IR3_DP_NUM_WORK_GROUPS_Z = 2,
47 	/* NOTE: gl_NumWorkGroups should be vec4 aligned because
48 	 * glDispatchComputeIndirect() needs to load these from
49 	 * the info->indirect buffer.  Keep that in mind when/if
50 	 * adding any addition CS driver params.
51 	 */
52 	IR3_DP_CS_COUNT   = 4,   /* must be aligned to vec4 */
53 
54 	/* vertex shader driver params: */
55 	IR3_DP_VTXID_BASE = 0,
56 	IR3_DP_VTXCNT_MAX = 1,
57 	/* user-clip-plane components, up to 8x vec4's: */
58 	IR3_DP_UCP0_X     = 4,
59 	/* .... */
60 	IR3_DP_UCP7_W     = 35,
61 	IR3_DP_VS_COUNT   = 36   /* must be aligned to vec4 */
62 };
63 
64 /**
65  * For consts needed to pass internal values to shader which may or may not
66  * be required, rather than allocating worst-case const space, we scan the
67  * shader and allocate consts as-needed:
68  *
69  *   + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
70  *     for a given SSBO
71  *
72  *   + Image dimensions: needed to calculate pixel offset, but only for
73  *     images that have a image_store intrinsic
74  */
75 struct ir3_driver_const_layout {
76 	struct {
77 		uint32_t mask;  /* bitmask of SSBOs that have get_buffer_size */
78 		uint32_t count; /* number of consts allocated */
79 		/* one const allocated per SSBO which has get_buffer_size,
80 		 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
81 		 * consts:
82 		 */
83 		uint32_t off[PIPE_MAX_SHADER_BUFFERS];
84 	} ssbo_size;
85 
86 	struct {
87 		uint32_t mask;  /* bitmask of images that have image_store */
88 		uint32_t count; /* number of consts allocated */
89 		/* three const allocated per image which has image_store:
90 		 *  + cpp         (bytes per pixel)
91 		 *  + pitch       (y pitch)
92 		 *  + array_pitch (z pitch)
93 		 */
94 		uint32_t off[PIPE_MAX_SHADER_IMAGES];
95 	} image_dims;
96 };
97 
98 /* Configuration key used to identify a shader variant.. different
99  * shader variants can be used to implement features not supported
100  * in hw (two sided color), binning-pass vertex shader, etc.
101  */
102 struct ir3_shader_key {
103 	union {
104 		struct {
105 			/*
106 			 * Combined Vertex/Fragment shader parameters:
107 			 */
108 			unsigned ucp_enables : 8;
109 
110 			/* do we need to check {v,f}saturate_{s,t,r}? */
111 			unsigned has_per_samp : 1;
112 
113 			/*
114 			 * Vertex shader variant parameters:
115 			 */
116 			unsigned binning_pass : 1;
117 			unsigned vclamp_color : 1;
118 
119 			/*
120 			 * Fragment shader variant parameters:
121 			 */
122 			unsigned color_two_side : 1;
123 			unsigned half_precision : 1;
124 			/* used when shader needs to handle flat varyings (a4xx)
125 			 * for front/back color inputs to frag shader:
126 			 */
127 			unsigned rasterflat : 1;
128 			unsigned fclamp_color : 1;
129 		};
130 		uint32_t global;
131 	};
132 
133 	/* bitmask of sampler which needs coords clamped for vertex
134 	 * shader:
135 	 */
136 	uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
137 
138 	/* bitmask of sampler which needs coords clamped for frag
139 	 * shader:
140 	 */
141 	uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
142 
143 	/* bitmask of samplers which need astc srgb workaround: */
144 	uint16_t vastc_srgb, fastc_srgb;
145 };
146 
147 static inline bool
ir3_shader_key_equal(struct ir3_shader_key * a,struct ir3_shader_key * b)148 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
149 {
150 	/* slow-path if we need to check {v,f}saturate_{s,t,r} */
151 	if (a->has_per_samp || b->has_per_samp)
152 		return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
153 	return a->global == b->global;
154 }
155 
156 /* will the two keys produce different lowering for a fragment shader? */
157 static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)158 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
159 {
160 	if (last_key->has_per_samp || key->has_per_samp) {
161 		if ((last_key->fsaturate_s != key->fsaturate_s) ||
162 				(last_key->fsaturate_t != key->fsaturate_t) ||
163 				(last_key->fsaturate_r != key->fsaturate_r) ||
164 				(last_key->fastc_srgb != key->fastc_srgb))
165 			return true;
166 	}
167 
168 	if (last_key->fclamp_color != key->fclamp_color)
169 		return true;
170 
171 	if (last_key->color_two_side != key->color_two_side)
172 		return true;
173 
174 	if (last_key->half_precision != key->half_precision)
175 		return true;
176 
177 	if (last_key->rasterflat != key->rasterflat)
178 		return true;
179 
180 	if (last_key->ucp_enables != key->ucp_enables)
181 		return true;
182 
183 	return false;
184 }
185 
186 /* will the two keys produce different lowering for a vertex shader? */
187 static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)188 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
189 {
190 	if (last_key->has_per_samp || key->has_per_samp) {
191 		if ((last_key->vsaturate_s != key->vsaturate_s) ||
192 				(last_key->vsaturate_t != key->vsaturate_t) ||
193 				(last_key->vsaturate_r != key->vsaturate_r) ||
194 				(last_key->vastc_srgb != key->vastc_srgb))
195 			return true;
196 	}
197 
198 	if (last_key->vclamp_color != key->vclamp_color)
199 		return true;
200 
201 	if (last_key->ucp_enables != key->ucp_enables)
202 		return true;
203 
204 	return false;
205 }
206 
207 struct ir3_shader_variant {
208 	struct fd_bo *bo;
209 
210 	/* variant id (for debug) */
211 	uint32_t id;
212 
213 	struct ir3_shader_key key;
214 
215 	struct ir3_driver_const_layout const_layout;
216 	struct ir3_info info;
217 	struct ir3 *ir;
218 
219 	/* the instructions length is in units of instruction groups
220 	 * (4 instructions for a3xx, 16 instructions for a4xx.. each
221 	 * instruction is 2 dwords):
222 	 */
223 	unsigned instrlen;
224 
225 	/* the constants length is in units of vec4's, and is the sum of
226 	 * the uniforms and the built-in compiler constants
227 	 */
228 	unsigned constlen;
229 
230 	/* number of uniforms (in vec4), not including built-in compiler
231 	 * constants, etc.
232 	 */
233 	unsigned num_uniforms;
234 
235 	unsigned num_ubos;
236 
237 	/* About Linkage:
238 	 *   + Let the frag shader determine the position/compmask for the
239 	 *     varyings, since it is the place where we know if the varying
240 	 *     is actually used, and if so, which components are used.  So
241 	 *     what the hw calls "outloc" is taken from the "inloc" of the
242 	 *     frag shader.
243 	 *   + From the vert shader, we only need the output regid
244 	 */
245 
246 	/* for frag shader, pos_regid holds the frag_pos, ie. what is passed
247 	 * to bary.f instructions
248 	 */
249 	uint8_t pos_regid;
250 	bool frag_coord, frag_face, color0_mrt;
251 
252 	/* NOTE: for input/outputs, slot is:
253 	 *   gl_vert_attrib  - for VS inputs
254 	 *   gl_varying_slot - for VS output / FS input
255 	 *   gl_frag_result  - for FS output
256 	 */
257 
258 	/* varyings/outputs: */
259 	unsigned outputs_count;
260 	struct {
261 		uint8_t slot;
262 		uint8_t regid;
263 	} outputs[16 + 2];  /* +POSITION +PSIZE */
264 	bool writes_pos, writes_psize;
265 
266 	/* attributes (VS) / varyings (FS):
267 	 * Note that sysval's should come *after* normal inputs.
268 	 */
269 	unsigned inputs_count;
270 	struct {
271 		uint8_t slot;
272 		uint8_t regid;
273 		uint8_t compmask;
274 		uint8_t ncomp;
275 		/* location of input (ie. offset passed to bary.f, etc).  This
276 		 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
277 		 * have the OUTLOCn value offset by 8, presumably to account
278 		 * for gl_Position/gl_PointSize)
279 		 */
280 		uint8_t inloc;
281 		/* vertex shader specific: */
282 		bool    sysval     : 1;   /* slot is a gl_system_value */
283 		/* fragment shader specific: */
284 		bool    bary       : 1;   /* fetched varying (vs one loaded into reg) */
285 		bool    rasterflat : 1;   /* special handling for emit->rasterflat */
286 		enum glsl_interp_mode interpolate;
287 	} inputs[16 + 2];  /* +POSITION +FACE */
288 
289 	/* sum of input components (scalar).  For frag shaders, it only counts
290 	 * the varying inputs:
291 	 */
292 	unsigned total_in;
293 
294 	/* For frag shaders, the total number of inputs (not scalar,
295 	 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
296 	 */
297 	unsigned varying_in;
298 
299 	/* do we have one or more texture sample instructions: */
300 	bool has_samp;
301 
302 	/* do we have one or more SSBO instructions: */
303 	bool has_ssbo;
304 
305 	/* do we have kill instructions: */
306 	bool has_kill;
307 
308 	/* Layout of constant registers, each section (in vec4). Pointer size
309 	 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
310 	 * UBO and stream-out consts.
311 	 */
312 	struct {
313 		/* user const start at zero */
314 		unsigned ubo;
315 		/* NOTE that a3xx might need a section for SSBO addresses too */
316 		unsigned ssbo_sizes;
317 		unsigned image_dims;
318 		unsigned driver_param;
319 		unsigned tfbo;
320 		unsigned immediate;
321 	} constbase;
322 
323 	unsigned immediates_count;
324 	struct {
325 		uint32_t val[4];
326 	} immediates[64];
327 
328 	/* for astc srgb workaround, the number/base of additional
329 	 * alpha tex states we need, and index of original tex states
330 	 */
331 	struct {
332 		unsigned base, count;
333 		unsigned orig_idx[16];
334 	} astc_srgb;
335 
336 	/* shader variants form a linked list: */
337 	struct ir3_shader_variant *next;
338 
339 	/* replicated here to avoid passing extra ptrs everywhere: */
340 	enum shader_t type;
341 	struct ir3_shader *shader;
342 };
343 
344 typedef struct nir_shader nir_shader;
345 
346 struct ir3_shader {
347 	enum shader_t type;
348 
349 	/* shader id (for debug): */
350 	uint32_t id;
351 	uint32_t variant_count;
352 
353 	/* so we know when we can disable TGSI related hacks: */
354 	bool from_tgsi;
355 
356 	struct ir3_compiler *compiler;
357 
358 	nir_shader *nir;
359 	struct pipe_stream_output_info stream_output;
360 
361 	struct ir3_shader_variant *variants;
362 };
363 
364 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
365 
366 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
367 		const struct pipe_shader_state *cso, enum shader_t type,
368 		struct pipe_debug_callback *debug);
369 struct ir3_shader *
370 ir3_shader_create_compute(struct ir3_compiler *compiler,
371 		const struct pipe_compute_state *cso,
372 		struct pipe_debug_callback *debug);
373 void ir3_shader_destroy(struct ir3_shader *shader);
374 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
375 		struct ir3_shader_key key, struct pipe_debug_callback *debug);
376 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
377 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
378 
379 struct fd_ringbuffer;
380 struct fd_context;
381 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
382 		struct fd_context *ctx, const struct pipe_draw_info *info);
383 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
384 		struct fd_context *ctx);
385 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
386 		struct fd_context *ctx, const struct pipe_grid_info *info);
387 
388 int
389 ir3_glsl_type_size(const struct glsl_type *type);
390 
391 static inline const char *
ir3_shader_stage(struct ir3_shader * shader)392 ir3_shader_stage(struct ir3_shader *shader)
393 {
394 	switch (shader->type) {
395 	case SHADER_VERTEX:     return "VERT";
396 	case SHADER_FRAGMENT:   return "FRAG";
397 	case SHADER_COMPUTE:    return "CL";
398 	default:
399 		unreachable("invalid type");
400 		return NULL;
401 	}
402 }
403 
404 /*
405  * Helper/util:
406  */
407 
408 #include "pipe/p_shader_tokens.h"
409 
410 static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)411 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
412 {
413 	int j;
414 
415 	for (j = 0; j < so->outputs_count; j++)
416 		if (so->outputs[j].slot == slot)
417 			return j;
418 
419 	/* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
420 	 * in the vertex shader.. but the fragment shader doesn't know this
421 	 * so  it will always have both IN.COLOR[n] and IN.BCOLOR[n].  So
422 	 * at link time if there is no matching OUT.BCOLOR[n], we must map
423 	 * OUT.COLOR[n] to IN.BCOLOR[n].  And visa versa if there is only
424 	 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
425 	 */
426 	if (slot == VARYING_SLOT_BFC0) {
427 		slot = VARYING_SLOT_COL0;
428 	} else if (slot == VARYING_SLOT_BFC1) {
429 		slot = VARYING_SLOT_COL1;
430 	} else if (slot == VARYING_SLOT_COL0) {
431 		slot = VARYING_SLOT_BFC0;
432 	} else if (slot == VARYING_SLOT_COL1) {
433 		slot = VARYING_SLOT_BFC1;
434 	} else {
435 		return 0;
436 	}
437 
438 	for (j = 0; j < so->outputs_count; j++)
439 		if (so->outputs[j].slot == slot)
440 			return j;
441 
442 	debug_assert(0);
443 
444 	return 0;
445 }
446 
447 static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)448 ir3_next_varying(const struct ir3_shader_variant *so, int i)
449 {
450 	while (++i < so->inputs_count)
451 		if (so->inputs[i].compmask && so->inputs[i].bary)
452 			break;
453 	return i;
454 }
455 
456 struct ir3_shader_linkage {
457 	uint8_t max_loc;
458 	uint8_t cnt;
459 	struct {
460 		uint8_t regid;
461 		uint8_t compmask;
462 		uint8_t loc;
463 	} var[32];
464 };
465 
466 static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t regid,uint8_t compmask,uint8_t loc)467 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
468 {
469 	int i = l->cnt++;
470 
471 	debug_assert(i < ARRAY_SIZE(l->var));
472 
473 	l->var[i].regid    = regid;
474 	l->var[i].compmask = compmask;
475 	l->var[i].loc      = loc;
476 	l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
477 }
478 
479 static inline void
ir3_link_shaders(struct ir3_shader_linkage * l,const struct ir3_shader_variant * vs,const struct ir3_shader_variant * fs)480 ir3_link_shaders(struct ir3_shader_linkage *l,
481 		const struct ir3_shader_variant *vs,
482 		const struct ir3_shader_variant *fs)
483 {
484 	int j = -1, k;
485 
486 	while (l->cnt < ARRAY_SIZE(l->var)) {
487 		j = ir3_next_varying(fs, j);
488 
489 		if (j >= fs->inputs_count)
490 			break;
491 
492 		if (fs->inputs[j].inloc >= fs->total_in)
493 			continue;
494 
495 		k = ir3_find_output(vs, fs->inputs[j].slot);
496 
497 		ir3_link_add(l, vs->outputs[k].regid,
498 			fs->inputs[j].compmask, fs->inputs[j].inloc);
499 	}
500 }
501 
502 static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)503 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
504 {
505 	int j;
506 	for (j = 0; j < so->outputs_count; j++)
507 		if (so->outputs[j].slot == slot)
508 			return so->outputs[j].regid;
509 	return regid(63, 0);
510 }
511 
512 static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)513 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
514 {
515 	int j;
516 	for (j = 0; j < so->inputs_count; j++)
517 		if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
518 			return so->inputs[j].regid;
519 	return regid(63, 0);
520 }
521 
522 #endif /* IR3_SHADER_H_ */
523