/* * Copyright 2012 Advanced Micro Devices, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "ac_exp_param.h" #include "ac_rtld.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_serialize.h" #include "si_pipe.h" #include "si_shader_internal.h" #include "sid.h" #include "tgsi/tgsi_from_mesa.h" #include "tgsi/tgsi_strings.h" #include "util/u_memory.h" static const char scratch_rsrc_dword0_symbol[] = "SCRATCH_RSRC_DWORD0"; static const char scratch_rsrc_dword1_symbol[] = "SCRATCH_RSRC_DWORD1"; static void si_dump_shader_key(const struct si_shader *shader, FILE *f); /** Whether the shader runs as a combination of multiple API shaders */ bool si_is_multi_part_shader(struct si_shader *shader) { if (shader->selector->screen->info.chip_class <= GFX8) return false; return shader->key.as_ls || shader->key.as_es || shader->selector->info.stage == MESA_SHADER_TESS_CTRL || shader->selector->info.stage == MESA_SHADER_GEOMETRY; } /** Whether the shader runs on a merged HW stage (LSHS or ESGS) */ bool si_is_merged_shader(struct si_shader *shader) { return shader->key.as_ngg || si_is_multi_part_shader(shader); } /** * Returns a unique index for a per-patch semantic name and index. The index * must be less than 32, so that a 32-bit bitmask of used inputs or outputs * can be calculated. */ unsigned si_shader_io_get_unique_index_patch(unsigned semantic) { switch (semantic) { case VARYING_SLOT_TESS_LEVEL_OUTER: return 0; case VARYING_SLOT_TESS_LEVEL_INNER: return 1; default: if (semantic >= VARYING_SLOT_PATCH0 && semantic < VARYING_SLOT_PATCH0 + 30) return 2 + (semantic - VARYING_SLOT_PATCH0); assert(!"invalid semantic"); return 0; } } /** * Returns a unique index for a semantic name and index. The index must be * less than 64, so that a 64-bit bitmask of used inputs or outputs can be * calculated. */ unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying) { switch (semantic) { case VARYING_SLOT_POS: return 0; default: /* Since some shader stages use the the highest used IO index * to determine the size to allocate for inputs/outputs * (in LDS, tess and GS rings). GENERIC should be placed right * after POSITION to make that size as small as possible. */ if (semantic >= VARYING_SLOT_VAR0 && semantic < VARYING_SLOT_VAR0 + SI_MAX_IO_GENERIC) return 1 + (semantic - VARYING_SLOT_VAR0); assert(!"invalid generic index"); return 0; case VARYING_SLOT_FOGC: return SI_MAX_IO_GENERIC + 1; case VARYING_SLOT_COL0: return SI_MAX_IO_GENERIC + 2; case VARYING_SLOT_COL1: return SI_MAX_IO_GENERIC + 3; case VARYING_SLOT_BFC0: /* If it's a varying, COLOR and BCOLOR alias. */ if (is_varying) return SI_MAX_IO_GENERIC + 2; else return SI_MAX_IO_GENERIC + 4; case VARYING_SLOT_BFC1: if (is_varying) return SI_MAX_IO_GENERIC + 3; else return SI_MAX_IO_GENERIC + 5; case VARYING_SLOT_TEX0: case VARYING_SLOT_TEX1: case VARYING_SLOT_TEX2: case VARYING_SLOT_TEX3: case VARYING_SLOT_TEX4: case VARYING_SLOT_TEX5: case VARYING_SLOT_TEX6: case VARYING_SLOT_TEX7: return SI_MAX_IO_GENERIC + 6 + (semantic - VARYING_SLOT_TEX0); /* These are rarely used between LS and HS or ES and GS. */ case VARYING_SLOT_CLIP_DIST0: return SI_MAX_IO_GENERIC + 6 + 8; case VARYING_SLOT_CLIP_DIST1: return SI_MAX_IO_GENERIC + 6 + 8 + 1; case VARYING_SLOT_CLIP_VERTEX: return SI_MAX_IO_GENERIC + 6 + 8 + 2; case VARYING_SLOT_PSIZ: return SI_MAX_IO_GENERIC + 6 + 8 + 3; /* These can't be written by LS, HS, and ES. */ case VARYING_SLOT_LAYER: return SI_MAX_IO_GENERIC + 6 + 8 + 4; case VARYING_SLOT_VIEWPORT: return SI_MAX_IO_GENERIC + 6 + 8 + 5; case VARYING_SLOT_PRIMITIVE_ID: STATIC_ASSERT(SI_MAX_IO_GENERIC + 6 + 8 + 6 <= 63); return SI_MAX_IO_GENERIC + 6 + 8 + 6; } } static void si_dump_streamout(struct pipe_stream_output_info *so) { unsigned i; if (so->num_outputs) fprintf(stderr, "STREAMOUT\n"); for (i = 0; i < so->num_outputs; i++) { unsigned mask = ((1 << so->output[i].num_components) - 1) << so->output[i].start_component; fprintf(stderr, " %i: BUF%i[%i..%i] <- OUT[%i].%s%s%s%s\n", i, so->output[i].output_buffer, so->output[i].dst_offset, so->output[i].dst_offset + so->output[i].num_components - 1, so->output[i].register_index, mask & 1 ? "x" : "", mask & 2 ? "y" : "", mask & 4 ? "z" : "", mask & 8 ? "w" : ""); } } static void declare_streamout_params(struct si_shader_context *ctx, struct pipe_stream_output_info *so) { if (ctx->screen->use_ngg_streamout) { if (ctx->stage == MESA_SHADER_TESS_EVAL) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); return; } /* Streamout SGPRs. */ if (so->num_outputs) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_config); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_write_index); } else if (ctx->stage == MESA_SHADER_TESS_EVAL) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); } /* A streamout buffer offset is loaded if the stride is non-zero. */ for (int i = 0; i < 4; i++) { if (!so->stride[i]) continue; ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_offset[i]); } } unsigned si_get_max_workgroup_size(const struct si_shader *shader) { switch (shader->selector->info.stage) { case MESA_SHADER_VERTEX: case MESA_SHADER_TESS_EVAL: return shader->key.as_ngg ? 128 : 0; case MESA_SHADER_TESS_CTRL: /* Return this so that LLVM doesn't remove s_barrier * instructions on chips where we use s_barrier. */ return shader->selector->screen->info.chip_class >= GFX7 ? 128 : 0; case MESA_SHADER_GEOMETRY: return shader->selector->screen->info.chip_class >= GFX9 ? 128 : 0; case MESA_SHADER_COMPUTE: break; /* see below */ default: return 0; } /* Compile a variable block size using the maximum variable size. */ if (shader->selector->info.base.cs.local_size_variable) return SI_MAX_VARIABLE_THREADS_PER_BLOCK; uint16_t *local_size = shader->selector->info.base.cs.local_size; unsigned max_work_group_size = (uint32_t)local_size[0] * (uint32_t)local_size[1] * (uint32_t)local_size[2]; assert(max_work_group_size); return max_work_group_size; } static void declare_const_and_shader_buffers(struct si_shader_context *ctx, bool assign_params) { enum ac_arg_type const_shader_buf_type; if (ctx->shader->selector->info.base.num_ubos == 1 && ctx->shader->selector->info.base.num_ssbos == 0) const_shader_buf_type = AC_ARG_CONST_FLOAT_PTR; else const_shader_buf_type = AC_ARG_CONST_DESC_PTR; ac_add_arg( &ctx->args, AC_ARG_SGPR, 1, const_shader_buf_type, assign_params ? &ctx->const_and_shader_buffers : &ctx->other_const_and_shader_buffers); } static void declare_samplers_and_images(struct si_shader_context *ctx, bool assign_params) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_IMAGE_PTR, assign_params ? &ctx->samplers_and_images : &ctx->other_samplers_and_images); } static void declare_per_stage_desc_pointers(struct si_shader_context *ctx, bool assign_params) { declare_const_and_shader_buffers(ctx, assign_params); declare_samplers_and_images(ctx, assign_params); } static void declare_global_desc_pointers(struct si_shader_context *ctx) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR, &ctx->rw_buffers); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_IMAGE_PTR, &ctx->bindless_samplers_and_images); } static void declare_vs_specific_input_sgprs(struct si_shader_context *ctx) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits); if (!ctx->shader->is_gs_copy_shader) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.base_vertex); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.start_instance); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.draw_id); } } static void declare_vb_descriptor_input_sgprs(struct si_shader_context *ctx) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR, &ctx->vertex_buffers); unsigned num_vbos_in_user_sgprs = ctx->shader->selector->num_vbos_in_user_sgprs; if (num_vbos_in_user_sgprs) { unsigned user_sgprs = ctx->args.num_sgprs_used; if (si_is_merged_shader(ctx->shader)) user_sgprs -= 8; assert(user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST); /* Declare unused SGPRs to align VB descriptors to 4 SGPRs (hw requirement). */ for (unsigned i = user_sgprs; i < SI_SGPR_VS_VB_DESCRIPTOR_FIRST; i++) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */ assert(num_vbos_in_user_sgprs <= ARRAY_SIZE(ctx->vb_descriptors)); for (unsigned i = 0; i < num_vbos_in_user_sgprs; i++) ac_add_arg(&ctx->args, AC_ARG_SGPR, 4, AC_ARG_INT, &ctx->vb_descriptors[i]); } } static void declare_vs_input_vgprs(struct si_shader_context *ctx, unsigned *num_prolog_vgprs) { struct si_shader *shader = ctx->shader; ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.vertex_id); if (shader->key.as_ls) { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->rel_auto_id); if (ctx->screen->info.chip_class >= GFX10) { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user VGPR */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id); } else { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */ } } else if (ctx->screen->info.chip_class >= GFX10) { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user VGPR */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->vs_prim_id); /* user vgpr or PrimID (legacy) */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id); } else { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->vs_prim_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */ } if (!shader->is_gs_copy_shader) { /* Vertex load indices. */ if (shader->selector->info.num_inputs) { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->vertex_index0); for (unsigned i = 1; i < shader->selector->info.num_inputs; i++) ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); } *num_prolog_vgprs += shader->selector->info.num_inputs; } } static void declare_vs_blit_inputs(struct si_shader_context *ctx, unsigned vs_blit_property) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_blit_inputs); /* i16 x1, y1 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* i16 x1, y1 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* depth */ if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_COLOR) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color0 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color1 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color2 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color3 */ } else if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_TEXCOORD) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.x1 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.y1 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.x2 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.y2 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.z */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.w */ } } static void declare_tes_input_vgprs(struct si_shader_context *ctx) { ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->tes_u); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->tes_v); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->tes_rel_patch_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tes_patch_id); } enum { /* Convenient merged shader definitions. */ SI_SHADER_MERGED_VERTEX_TESSCTRL = MESA_ALL_SHADER_STAGES, SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY, }; void si_add_arg_checked(struct ac_shader_args *args, enum ac_arg_regfile file, unsigned registers, enum ac_arg_type type, struct ac_arg *arg, unsigned idx) { assert(args->arg_count == idx); ac_add_arg(args, file, registers, type, arg); } void si_create_function(struct si_shader_context *ctx, bool ngg_cull_shader) { struct si_shader *shader = ctx->shader; LLVMTypeRef returns[AC_MAX_ARGS]; unsigned i, num_return_sgprs; unsigned num_returns = 0; unsigned num_prolog_vgprs = 0; unsigned stage = ctx->stage; memset(&ctx->args, 0, sizeof(ctx->args)); /* Set MERGED shaders. */ if (ctx->screen->info.chip_class >= GFX9) { if (shader->key.as_ls || stage == MESA_SHADER_TESS_CTRL) stage = SI_SHADER_MERGED_VERTEX_TESSCTRL; /* LS or HS */ else if (shader->key.as_es || shader->key.as_ngg || stage == MESA_SHADER_GEOMETRY) stage = SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY; } switch (stage) { case MESA_SHADER_VERTEX: declare_global_desc_pointers(ctx); if (shader->selector->info.base.vs.blit_sgprs_amd) { declare_vs_blit_inputs(ctx, shader->selector->info.base.vs.blit_sgprs_amd); /* VGPRs */ declare_vs_input_vgprs(ctx, &num_prolog_vgprs); break; } declare_per_stage_desc_pointers(ctx, true); declare_vs_specific_input_sgprs(ctx); if (!shader->is_gs_copy_shader) declare_vb_descriptor_input_sgprs(ctx); if (shader->key.as_es) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->es2gs_offset); } else if (shader->key.as_ls) { /* no extra parameters */ } else { /* The locations of the other parameters are assigned dynamically. */ declare_streamout_params(ctx, &shader->selector->so); } /* VGPRs */ declare_vs_input_vgprs(ctx, &num_prolog_vgprs); /* Return values */ if (shader->key.opt.vs_as_prim_discard_cs) { for (i = 0; i < 4; i++) returns[num_returns++] = ctx->ac.f32; /* VGPRs */ } break; case MESA_SHADER_TESS_CTRL: /* GFX6-GFX8 */ declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, true); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_offsets); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_layout); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_factor_offset); /* VGPRs */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_patch_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_rel_ids); /* param_tcs_offchip_offset and param_tcs_factor_offset are * placed after the user SGPRs. */ for (i = 0; i < GFX6_TCS_NUM_USER_SGPR + 2; i++) returns[num_returns++] = ctx->ac.i32; /* SGPRs */ for (i = 0; i < 11; i++) returns[num_returns++] = ctx->ac.f32; /* VGPRs */ break; case SI_SHADER_MERGED_VERTEX_TESSCTRL: /* Merged stages have 8 system SGPRs at the beginning. */ /* SPI_SHADER_USER_DATA_ADDR_LO/HI_HS */ declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_TESS_CTRL); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_wave_info); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_factor_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_scratch_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */ declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_VERTEX); declare_vs_specific_input_sgprs(ctx); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_offsets); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_layout); declare_vb_descriptor_input_sgprs(ctx); /* VGPRs (first TCS, then VS) */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_patch_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_rel_ids); if (ctx->stage == MESA_SHADER_VERTEX) { declare_vs_input_vgprs(ctx, &num_prolog_vgprs); /* LS return values are inputs to the TCS main shader part. */ for (i = 0; i < 8 + GFX9_TCS_NUM_USER_SGPR; i++) returns[num_returns++] = ctx->ac.i32; /* SGPRs */ for (i = 0; i < 2; i++) returns[num_returns++] = ctx->ac.f32; /* VGPRs */ } else { /* TCS return values are inputs to the TCS epilog. * * param_tcs_offchip_offset, param_tcs_factor_offset, * param_tcs_offchip_layout, and param_rw_buffers * should be passed to the epilog. */ for (i = 0; i <= 8 + GFX9_SGPR_TCS_OUT_LAYOUT; i++) returns[num_returns++] = ctx->ac.i32; /* SGPRs */ for (i = 0; i < 11; i++) returns[num_returns++] = ctx->ac.f32; /* VGPRs */ } break; case SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY: /* Merged stages have 8 system SGPRs at the beginning. */ /* SPI_SHADER_USER_DATA_ADDR_LO/HI_GS */ declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_GEOMETRY); if (ctx->shader->key.as_ngg) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs_tg_info); else ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs2vs_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_wave_info); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_scratch_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR, &ctx->small_prim_cull_info); /* SPI_SHADER_PGM_LO_GS << 8 */ ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused (SPI_SHADER_PGM_LO/HI_GS >> 24) */ declare_global_desc_pointers(ctx); if (ctx->stage != MESA_SHADER_VERTEX || !shader->selector->info.base.vs.blit_sgprs_amd) { declare_per_stage_desc_pointers( ctx, (ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL)); } if (ctx->stage == MESA_SHADER_VERTEX) { if (shader->selector->info.base.vs.blit_sgprs_amd) declare_vs_blit_inputs(ctx, shader->selector->info.base.vs.blit_sgprs_amd); else declare_vs_specific_input_sgprs(ctx); } else { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tes_offchip_addr); /* Declare as many input SGPRs as the VS has. */ } if (ctx->stage == MESA_SHADER_VERTEX) declare_vb_descriptor_input_sgprs(ctx); /* VGPRs (first GS, then VS/TES) */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx01_offset); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx23_offset); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_prim_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_invocation_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx45_offset); if (ctx->stage == MESA_SHADER_VERTEX) { declare_vs_input_vgprs(ctx, &num_prolog_vgprs); } else if (ctx->stage == MESA_SHADER_TESS_EVAL) { declare_tes_input_vgprs(ctx); } if ((ctx->shader->key.as_es || ngg_cull_shader) && (ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL)) { unsigned num_user_sgprs, num_vgprs; if (ctx->stage == MESA_SHADER_VERTEX) { /* For the NGG cull shader, add 1 SGPR to hold * the vertex buffer pointer. */ num_user_sgprs = GFX9_VSGS_NUM_USER_SGPR + ngg_cull_shader; if (ngg_cull_shader && shader->selector->num_vbos_in_user_sgprs) { assert(num_user_sgprs <= 8 + SI_SGPR_VS_VB_DESCRIPTOR_FIRST); num_user_sgprs = SI_SGPR_VS_VB_DESCRIPTOR_FIRST + shader->selector->num_vbos_in_user_sgprs * 4; } } else { num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR; } /* The NGG cull shader has to return all 9 VGPRs. * * The normal merged ESGS shader only has to return the 5 VGPRs * for the GS stage. */ num_vgprs = ngg_cull_shader ? 9 : 5; /* ES return values are inputs to GS. */ for (i = 0; i < 8 + num_user_sgprs; i++) returns[num_returns++] = ctx->ac.i32; /* SGPRs */ for (i = 0; i < num_vgprs; i++) returns[num_returns++] = ctx->ac.f32; /* VGPRs */ } break; case MESA_SHADER_TESS_EVAL: declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, true); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tes_offchip_addr); if (shader->key.as_es) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->es2gs_offset); } else { declare_streamout_params(ctx, &shader->selector->so); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset); } /* VGPRs */ declare_tes_input_vgprs(ctx); break; case MESA_SHADER_GEOMETRY: declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, true); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs2vs_offset); ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs_wave_id); /* VGPRs */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[0]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[1]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_prim_id); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[2]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[3]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[4]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[5]); ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_invocation_id); break; case MESA_SHADER_FRAGMENT: declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, true); si_add_arg_checked(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL, SI_PARAM_ALPHA_REF); si_add_arg_checked(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.prim_mask, SI_PARAM_PRIM_MASK); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_sample, SI_PARAM_PERSP_SAMPLE); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_center, SI_PARAM_PERSP_CENTER); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_centroid, SI_PARAM_PERSP_CENTROID); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_INT, NULL, SI_PARAM_PERSP_PULL_MODEL); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_sample, SI_PARAM_LINEAR_SAMPLE); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_center, SI_PARAM_LINEAR_CENTER); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_centroid, SI_PARAM_LINEAR_CENTROID); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_FLOAT, NULL, SI_PARAM_LINE_STIPPLE_TEX); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[0], SI_PARAM_POS_X_FLOAT); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[1], SI_PARAM_POS_Y_FLOAT); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[2], SI_PARAM_POS_Z_FLOAT); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[3], SI_PARAM_POS_W_FLOAT); shader->info.face_vgpr_index = ctx->args.num_vgprs_used; si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.front_face, SI_PARAM_FRONT_FACE); shader->info.ancillary_vgpr_index = ctx->args.num_vgprs_used; si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.ancillary, SI_PARAM_ANCILLARY); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.sample_coverage, SI_PARAM_SAMPLE_COVERAGE); si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->pos_fixed_pt, SI_PARAM_POS_FIXED_PT); /* Color inputs from the prolog. */ if (shader->selector->info.colors_read) { unsigned num_color_elements = util_bitcount(shader->selector->info.colors_read); for (i = 0; i < num_color_elements; i++) ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL); num_prolog_vgprs += num_color_elements; } /* Outputs for the epilog. */ num_return_sgprs = SI_SGPR_ALPHA_REF + 1; num_returns = num_return_sgprs + util_bitcount(shader->selector->info.colors_written) * 4 + shader->selector->info.writes_z + shader->selector->info.writes_stencil + shader->selector->info.writes_samplemask + 1 /* SampleMaskIn */; num_returns = MAX2(num_returns, num_return_sgprs + PS_EPILOG_SAMPLEMASK_MIN_LOC + 1); for (i = 0; i < num_return_sgprs; i++) returns[i] = ctx->ac.i32; for (; i < num_returns; i++) returns[i] = ctx->ac.f32; break; case MESA_SHADER_COMPUTE: declare_global_desc_pointers(ctx); declare_per_stage_desc_pointers(ctx, true); if (shader->selector->info.uses_grid_size) ac_add_arg(&ctx->args, AC_ARG_SGPR, 3, AC_ARG_INT, &ctx->args.num_work_groups); if (shader->selector->info.uses_variable_block_size) ac_add_arg(&ctx->args, AC_ARG_SGPR, 3, AC_ARG_INT, &ctx->block_size); unsigned cs_user_data_dwords = shader->selector->info.base.cs.user_data_components_amd; if (cs_user_data_dwords) { ac_add_arg(&ctx->args, AC_ARG_SGPR, cs_user_data_dwords, AC_ARG_INT, &ctx->cs_user_data); } /* Some descriptors can be in user SGPRs. */ /* Shader buffers in user SGPRs. */ for (unsigned i = 0; i < shader->selector->cs_num_shaderbufs_in_user_sgprs; i++) { while (ctx->args.num_sgprs_used % 4 != 0) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); ac_add_arg(&ctx->args, AC_ARG_SGPR, 4, AC_ARG_INT, &ctx->cs_shaderbuf[i]); } /* Images in user SGPRs. */ for (unsigned i = 0; i < shader->selector->cs_num_images_in_user_sgprs; i++) { unsigned num_sgprs = shader->selector->info.base.image_buffers & (1 << i) ? 4 : 8; while (ctx->args.num_sgprs_used % num_sgprs != 0) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); ac_add_arg(&ctx->args, AC_ARG_SGPR, num_sgprs, AC_ARG_INT, &ctx->cs_image[i]); } /* Hardware SGPRs. */ for (i = 0; i < 3; i++) { if (shader->selector->info.uses_block_id[i]) { ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.workgroup_ids[i]); } } if (shader->selector->info.uses_subgroup_info) ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.tg_size); /* Hardware VGPRs. */ ac_add_arg(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_INT, &ctx->args.local_invocation_ids); break; default: assert(0 && "unimplemented shader"); return; } si_llvm_create_func(ctx, ngg_cull_shader ? "ngg_cull_main" : "main", returns, num_returns, si_get_max_workgroup_size(shader)); /* Reserve register locations for VGPR inputs the PS prolog may need. */ if (ctx->stage == MESA_SHADER_FRAGMENT && !ctx->shader->is_monolithic) { ac_llvm_add_target_dep_function_attr( ctx->main_fn, "InitialPSInputAddr", S_0286D0_PERSP_SAMPLE_ENA(1) | S_0286D0_PERSP_CENTER_ENA(1) | S_0286D0_PERSP_CENTROID_ENA(1) | S_0286D0_LINEAR_SAMPLE_ENA(1) | S_0286D0_LINEAR_CENTER_ENA(1) | S_0286D0_LINEAR_CENTROID_ENA(1) | S_0286D0_FRONT_FACE_ENA(1) | S_0286D0_ANCILLARY_ENA(1) | S_0286D0_POS_FIXED_PT_ENA(1)); } shader->info.num_input_sgprs = ctx->args.num_sgprs_used; shader->info.num_input_vgprs = ctx->args.num_vgprs_used; assert(shader->info.num_input_vgprs >= num_prolog_vgprs); shader->info.num_input_vgprs -= num_prolog_vgprs; if (shader->key.as_ls || ctx->stage == MESA_SHADER_TESS_CTRL) { if (USE_LDS_SYMBOLS && LLVM_VERSION_MAJOR >= 9) { /* The LSHS size is not known until draw time, so we append it * at the end of whatever LDS use there may be in the rest of * the shader (currently none, unless LLVM decides to do its * own LDS-based lowering). */ ctx->ac.lds = LLVMAddGlobalInAddressSpace(ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0), "__lds_end", AC_ADDR_SPACE_LDS); LLVMSetAlignment(ctx->ac.lds, 256); } else { ac_declare_lds_as_pointer(&ctx->ac); } } /* Unlike radv, we override these arguments in the prolog, so to the * API shader they appear as normal arguments. */ if (ctx->stage == MESA_SHADER_VERTEX) { ctx->abi.vertex_id = ac_get_arg(&ctx->ac, ctx->args.vertex_id); ctx->abi.instance_id = ac_get_arg(&ctx->ac, ctx->args.instance_id); } else if (ctx->stage == MESA_SHADER_FRAGMENT) { ctx->abi.persp_centroid = ac_get_arg(&ctx->ac, ctx->args.persp_centroid); ctx->abi.linear_centroid = ac_get_arg(&ctx->ac, ctx->args.linear_centroid); } } /* For the UMR disassembler. */ #define DEBUGGER_END_OF_CODE_MARKER 0xbf9f0000 /* invalid instruction */ #define DEBUGGER_NUM_MARKERS 5 static bool si_shader_binary_open(struct si_screen *screen, struct si_shader *shader, struct ac_rtld_binary *rtld) { const struct si_shader_selector *sel = shader->selector; const char *part_elfs[5]; size_t part_sizes[5]; unsigned num_parts = 0; #define add_part(shader_or_part) \ if (shader_or_part) { \ part_elfs[num_parts] = (shader_or_part)->binary.elf_buffer; \ part_sizes[num_parts] = (shader_or_part)->binary.elf_size; \ num_parts++; \ } add_part(shader->prolog); add_part(shader->previous_stage); add_part(shader->prolog2); add_part(shader); add_part(shader->epilog); #undef add_part struct ac_rtld_symbol lds_symbols[2]; unsigned num_lds_symbols = 0; if (sel && screen->info.chip_class >= GFX9 && !shader->is_gs_copy_shader && (sel->info.stage == MESA_SHADER_GEOMETRY || shader->key.as_ngg)) { /* We add this symbol even on LLVM <= 8 to ensure that * shader->config.lds_size is set correctly below. */ struct ac_rtld_symbol *sym = &lds_symbols[num_lds_symbols++]; sym->name = "esgs_ring"; sym->size = shader->gs_info.esgs_ring_size * 4; sym->align = 64 * 1024; } if (shader->key.as_ngg && sel->info.stage == MESA_SHADER_GEOMETRY) { struct ac_rtld_symbol *sym = &lds_symbols[num_lds_symbols++]; sym->name = "ngg_emit"; sym->size = shader->ngg.ngg_emit_size * 4; sym->align = 4; } bool ok = ac_rtld_open( rtld, (struct ac_rtld_open_info){.info = &screen->info, .options = { .halt_at_entry = screen->options.halt_shaders, }, .shader_type = sel->info.stage, .wave_size = si_get_shader_wave_size(shader), .num_parts = num_parts, .elf_ptrs = part_elfs, .elf_sizes = part_sizes, .num_shared_lds_symbols = num_lds_symbols, .shared_lds_symbols = lds_symbols}); if (rtld->lds_size > 0) { unsigned alloc_granularity = screen->info.chip_class >= GFX7 ? 512 : 256; shader->config.lds_size = align(rtld->lds_size, alloc_granularity) / alloc_granularity; } return ok; } static unsigned si_get_shader_binary_size(struct si_screen *screen, struct si_shader *shader) { struct ac_rtld_binary rtld; si_shader_binary_open(screen, shader, &rtld); return rtld.exec_size; } static bool si_get_external_symbol(void *data, const char *name, uint64_t *value) { uint64_t *scratch_va = data; if (!strcmp(scratch_rsrc_dword0_symbol, name)) { *value = (uint32_t)*scratch_va; return true; } if (!strcmp(scratch_rsrc_dword1_symbol, name)) { /* Enable scratch coalescing. */ *value = S_008F04_BASE_ADDRESS_HI(*scratch_va >> 32) | S_008F04_SWIZZLE_ENABLE(1); return true; } return false; } bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader, uint64_t scratch_va) { struct ac_rtld_binary binary; if (!si_shader_binary_open(sscreen, shader, &binary)) return false; si_resource_reference(&shader->bo, NULL); shader->bo = si_aligned_buffer_create( &sscreen->b, (sscreen->info.cpdma_prefetch_writes_memory ? 0 : SI_RESOURCE_FLAG_READ_ONLY) | SI_RESOURCE_FLAG_DRIVER_INTERNAL, PIPE_USAGE_IMMUTABLE, align(binary.rx_size, SI_CPDMA_ALIGNMENT), 256); if (!shader->bo) return false; /* Upload. */ struct ac_rtld_upload_info u = {}; u.binary = &binary; u.get_external_symbol = si_get_external_symbol; u.cb_data = &scratch_va; u.rx_va = shader->bo->gpu_address; u.rx_ptr = sscreen->ws->buffer_map( shader->bo->buf, NULL, PIPE_MAP_READ_WRITE | PIPE_MAP_UNSYNCHRONIZED | RADEON_MAP_TEMPORARY); if (!u.rx_ptr) return false; bool ok = ac_rtld_upload(&u); sscreen->ws->buffer_unmap(shader->bo->buf); ac_rtld_close(&binary); return ok; } static void si_shader_dump_disassembly(struct si_screen *screen, const struct si_shader_binary *binary, gl_shader_stage stage, unsigned wave_size, struct pipe_debug_callback *debug, const char *name, FILE *file) { struct ac_rtld_binary rtld_binary; if (!ac_rtld_open(&rtld_binary, (struct ac_rtld_open_info){ .info = &screen->info, .shader_type = stage, .wave_size = wave_size, .num_parts = 1, .elf_ptrs = &binary->elf_buffer, .elf_sizes = &binary->elf_size})) return; const char *disasm; size_t nbytes; if (!ac_rtld_get_section_by_name(&rtld_binary, ".AMDGPU.disasm", &disasm, &nbytes)) goto out; if (nbytes > INT_MAX) goto out; if (debug && debug->debug_message) { /* Very long debug messages are cut off, so send the * disassembly one line at a time. This causes more * overhead, but on the plus side it simplifies * parsing of resulting logs. */ pipe_debug_message(debug, SHADER_INFO, "Shader Disassembly Begin"); uint64_t line = 0; while (line < nbytes) { int count = nbytes - line; const char *nl = memchr(disasm + line, '\n', nbytes - line); if (nl) count = nl - (disasm + line); if (count) { pipe_debug_message(debug, SHADER_INFO, "%.*s", count, disasm + line); } line += count + 1; } pipe_debug_message(debug, SHADER_INFO, "Shader Disassembly End"); } if (file) { fprintf(file, "Shader %s disassembly:\n", name); fprintf(file, "%*s", (int)nbytes, disasm); } out: ac_rtld_close(&rtld_binary); } static void si_calculate_max_simd_waves(struct si_shader *shader) { struct si_screen *sscreen = shader->selector->screen; struct ac_shader_config *conf = &shader->config; unsigned num_inputs = shader->selector->info.num_inputs; unsigned lds_increment = sscreen->info.chip_class >= GFX7 ? 512 : 256; unsigned lds_per_wave = 0; unsigned max_simd_waves; max_simd_waves = sscreen->info.max_wave64_per_simd; /* Compute LDS usage for PS. */ switch (shader->selector->info.stage) { case MESA_SHADER_FRAGMENT: /* The minimum usage per wave is (num_inputs * 48). The maximum * usage is (num_inputs * 48 * 16). * We can get anything in between and it varies between waves. * * The 48 bytes per input for a single primitive is equal to * 4 bytes/component * 4 components/input * 3 points. * * Other stages don't know the size at compile time or don't * allocate LDS per wave, but instead they do it per thread group. */ lds_per_wave = conf->lds_size * lds_increment + align(num_inputs * 48, lds_increment); break; case MESA_SHADER_COMPUTE: { unsigned max_workgroup_size = si_get_max_workgroup_size(shader); lds_per_wave = (conf->lds_size * lds_increment) / DIV_ROUND_UP(max_workgroup_size, sscreen->compute_wave_size); } break; default:; } /* Compute the per-SIMD wave counts. */ if (conf->num_sgprs) { max_simd_waves = MIN2(max_simd_waves, sscreen->info.num_physical_sgprs_per_simd / conf->num_sgprs); } if (conf->num_vgprs) { /* Always print wave limits as Wave64, so that we can compare * Wave32 and Wave64 with shader-db fairly. */ unsigned max_vgprs = sscreen->info.num_physical_wave64_vgprs_per_simd; max_simd_waves = MIN2(max_simd_waves, max_vgprs / conf->num_vgprs); } unsigned max_lds_per_simd = sscreen->info.lds_size_per_workgroup / 4; if (lds_per_wave) max_simd_waves = MIN2(max_simd_waves, max_lds_per_simd / lds_per_wave); shader->info.max_simd_waves = max_simd_waves; } void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader, struct pipe_debug_callback *debug) { const struct ac_shader_config *conf = &shader->config; if (screen->options.debug_disassembly) si_shader_dump_disassembly(screen, &shader->binary, shader->selector->info.stage, si_get_shader_wave_size(shader), debug, "main", NULL); pipe_debug_message(debug, SHADER_INFO, "Shader Stats: SGPRS: %d VGPRS: %d Code Size: %d " "LDS: %d Scratch: %d Max Waves: %d Spilled SGPRs: %d " "Spilled VGPRs: %d PrivMem VGPRs: %d", conf->num_sgprs, conf->num_vgprs, si_get_shader_binary_size(screen, shader), conf->lds_size, conf->scratch_bytes_per_wave, shader->info.max_simd_waves, conf->spilled_sgprs, conf->spilled_vgprs, shader->info.private_mem_vgprs); } static void si_shader_dump_stats(struct si_screen *sscreen, struct si_shader *shader, FILE *file, bool check_debug_option) { const struct ac_shader_config *conf = &shader->config; if (!check_debug_option || si_can_dump_shader(sscreen, shader->selector->info.stage)) { if (shader->selector->info.stage == MESA_SHADER_FRAGMENT) { fprintf(file, "*** SHADER CONFIG ***\n" "SPI_PS_INPUT_ADDR = 0x%04x\n" "SPI_PS_INPUT_ENA = 0x%04x\n", conf->spi_ps_input_addr, conf->spi_ps_input_ena); } fprintf(file, "*** SHADER STATS ***\n" "SGPRS: %d\n" "VGPRS: %d\n" "Spilled SGPRs: %d\n" "Spilled VGPRs: %d\n" "Private memory VGPRs: %d\n" "Code Size: %d bytes\n" "LDS: %d blocks\n" "Scratch: %d bytes per wave\n" "Max Waves: %d\n" "********************\n\n\n", conf->num_sgprs, conf->num_vgprs, conf->spilled_sgprs, conf->spilled_vgprs, shader->info.private_mem_vgprs, si_get_shader_binary_size(sscreen, shader), conf->lds_size, conf->scratch_bytes_per_wave, shader->info.max_simd_waves); } } const char *si_get_shader_name(const struct si_shader *shader) { switch (shader->selector->info.stage) { case MESA_SHADER_VERTEX: if (shader->key.as_es) return "Vertex Shader as ES"; else if (shader->key.as_ls) return "Vertex Shader as LS"; else if (shader->key.opt.vs_as_prim_discard_cs) return "Vertex Shader as Primitive Discard CS"; else if (shader->key.as_ngg) return "Vertex Shader as ESGS"; else return "Vertex Shader as VS"; case MESA_SHADER_TESS_CTRL: return "Tessellation Control Shader"; case MESA_SHADER_TESS_EVAL: if (shader->key.as_es) return "Tessellation Evaluation Shader as ES"; else if (shader->key.as_ngg) return "Tessellation Evaluation Shader as ESGS"; else return "Tessellation Evaluation Shader as VS"; case MESA_SHADER_GEOMETRY: if (shader->is_gs_copy_shader) return "GS Copy Shader as VS"; else return "Geometry Shader"; case MESA_SHADER_FRAGMENT: return "Pixel Shader"; case MESA_SHADER_COMPUTE: return "Compute Shader"; default: return "Unknown Shader"; } } void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader, struct pipe_debug_callback *debug, FILE *file, bool check_debug_option) { gl_shader_stage stage = shader->selector->info.stage; if (!check_debug_option || si_can_dump_shader(sscreen, stage)) si_dump_shader_key(shader, file); if (!check_debug_option && shader->binary.llvm_ir_string) { if (shader->previous_stage && shader->previous_stage->binary.llvm_ir_string) { fprintf(file, "\n%s - previous stage - LLVM IR:\n\n", si_get_shader_name(shader)); fprintf(file, "%s\n", shader->previous_stage->binary.llvm_ir_string); } fprintf(file, "\n%s - main shader part - LLVM IR:\n\n", si_get_shader_name(shader)); fprintf(file, "%s\n", shader->binary.llvm_ir_string); } if (!check_debug_option || (si_can_dump_shader(sscreen, stage) && !(sscreen->debug_flags & DBG(NO_ASM)))) { unsigned wave_size = si_get_shader_wave_size(shader); fprintf(file, "\n%s:\n", si_get_shader_name(shader)); if (shader->prolog) si_shader_dump_disassembly(sscreen, &shader->prolog->binary, stage, wave_size, debug, "prolog", file); if (shader->previous_stage) si_shader_dump_disassembly(sscreen, &shader->previous_stage->binary, stage, wave_size, debug, "previous stage", file); if (shader->prolog2) si_shader_dump_disassembly(sscreen, &shader->prolog2->binary, stage, wave_size, debug, "prolog2", file); si_shader_dump_disassembly(sscreen, &shader->binary, stage, wave_size, debug, "main", file); if (shader->epilog) si_shader_dump_disassembly(sscreen, &shader->epilog->binary, stage, wave_size, debug, "epilog", file); fprintf(file, "\n"); } si_shader_dump_stats(sscreen, shader, file, check_debug_option); } static void si_dump_shader_key_vs(const struct si_shader_key *key, const struct si_vs_prolog_bits *prolog, const char *prefix, FILE *f) { fprintf(f, " %s.instance_divisor_is_one = %u\n", prefix, prolog->instance_divisor_is_one); fprintf(f, " %s.instance_divisor_is_fetched = %u\n", prefix, prolog->instance_divisor_is_fetched); fprintf(f, " %s.unpack_instance_id_from_vertex_id = %u\n", prefix, prolog->unpack_instance_id_from_vertex_id); fprintf(f, " %s.ls_vgpr_fix = %u\n", prefix, prolog->ls_vgpr_fix); fprintf(f, " mono.vs.fetch_opencode = %x\n", key->mono.vs_fetch_opencode); fprintf(f, " mono.vs.fix_fetch = {"); for (int i = 0; i < SI_MAX_ATTRIBS; i++) { union si_vs_fix_fetch fix = key->mono.vs_fix_fetch[i]; if (i) fprintf(f, ", "); if (!fix.bits) fprintf(f, "0"); else fprintf(f, "%u.%u.%u.%u", fix.u.reverse, fix.u.log_size, fix.u.num_channels_m1, fix.u.format); } fprintf(f, "}\n"); } static void si_dump_shader_key(const struct si_shader *shader, FILE *f) { const struct si_shader_key *key = &shader->key; gl_shader_stage stage = shader->selector->info.stage; fprintf(f, "SHADER KEY\n"); switch (stage) { case MESA_SHADER_VERTEX: si_dump_shader_key_vs(key, &key->part.vs.prolog, "part.vs.prolog", f); fprintf(f, " as_es = %u\n", key->as_es); fprintf(f, " as_ls = %u\n", key->as_ls); fprintf(f, " as_ngg = %u\n", key->as_ngg); fprintf(f, " mono.u.vs_export_prim_id = %u\n", key->mono.u.vs_export_prim_id); fprintf(f, " opt.vs_as_prim_discard_cs = %u\n", key->opt.vs_as_prim_discard_cs); fprintf(f, " opt.cs_prim_type = %s\n", tgsi_primitive_names[key->opt.cs_prim_type]); fprintf(f, " opt.cs_indexed = %u\n", key->opt.cs_indexed); fprintf(f, " opt.cs_instancing = %u\n", key->opt.cs_instancing); fprintf(f, " opt.cs_primitive_restart = %u\n", key->opt.cs_primitive_restart); fprintf(f, " opt.cs_provoking_vertex_first = %u\n", key->opt.cs_provoking_vertex_first); fprintf(f, " opt.cs_need_correct_orientation = %u\n", key->opt.cs_need_correct_orientation); fprintf(f, " opt.cs_cull_front = %u\n", key->opt.cs_cull_front); fprintf(f, " opt.cs_cull_back = %u\n", key->opt.cs_cull_back); fprintf(f, " opt.cs_cull_z = %u\n", key->opt.cs_cull_z); fprintf(f, " opt.cs_halfz_clip_space = %u\n", key->opt.cs_halfz_clip_space); break; case MESA_SHADER_TESS_CTRL: if (shader->selector->screen->info.chip_class >= GFX9) { si_dump_shader_key_vs(key, &key->part.tcs.ls_prolog, "part.tcs.ls_prolog", f); } fprintf(f, " part.tcs.epilog.prim_mode = %u\n", key->part.tcs.epilog.prim_mode); fprintf(f, " mono.u.ff_tcs_inputs_to_copy = 0x%" PRIx64 "\n", key->mono.u.ff_tcs_inputs_to_copy); break; case MESA_SHADER_TESS_EVAL: fprintf(f, " as_es = %u\n", key->as_es); fprintf(f, " as_ngg = %u\n", key->as_ngg); fprintf(f, " mono.u.vs_export_prim_id = %u\n", key->mono.u.vs_export_prim_id); break; case MESA_SHADER_GEOMETRY: if (shader->is_gs_copy_shader) break; if (shader->selector->screen->info.chip_class >= GFX9 && key->part.gs.es->info.stage == MESA_SHADER_VERTEX) { si_dump_shader_key_vs(key, &key->part.gs.vs_prolog, "part.gs.vs_prolog", f); } fprintf(f, " part.gs.prolog.tri_strip_adj_fix = %u\n", key->part.gs.prolog.tri_strip_adj_fix); fprintf(f, " part.gs.prolog.gfx9_prev_is_vs = %u\n", key->part.gs.prolog.gfx9_prev_is_vs); fprintf(f, " as_ngg = %u\n", key->as_ngg); break; case MESA_SHADER_COMPUTE: break; case MESA_SHADER_FRAGMENT: fprintf(f, " part.ps.prolog.color_two_side = %u\n", key->part.ps.prolog.color_two_side); fprintf(f, " part.ps.prolog.flatshade_colors = %u\n", key->part.ps.prolog.flatshade_colors); fprintf(f, " part.ps.prolog.poly_stipple = %u\n", key->part.ps.prolog.poly_stipple); fprintf(f, " part.ps.prolog.force_persp_sample_interp = %u\n", key->part.ps.prolog.force_persp_sample_interp); fprintf(f, " part.ps.prolog.force_linear_sample_interp = %u\n", key->part.ps.prolog.force_linear_sample_interp); fprintf(f, " part.ps.prolog.force_persp_center_interp = %u\n", key->part.ps.prolog.force_persp_center_interp); fprintf(f, " part.ps.prolog.force_linear_center_interp = %u\n", key->part.ps.prolog.force_linear_center_interp); fprintf(f, " part.ps.prolog.bc_optimize_for_persp = %u\n", key->part.ps.prolog.bc_optimize_for_persp); fprintf(f, " part.ps.prolog.bc_optimize_for_linear = %u\n", key->part.ps.prolog.bc_optimize_for_linear); fprintf(f, " part.ps.prolog.samplemask_log_ps_iter = %u\n", key->part.ps.prolog.samplemask_log_ps_iter); fprintf(f, " part.ps.epilog.spi_shader_col_format = 0x%x\n", key->part.ps.epilog.spi_shader_col_format); fprintf(f, " part.ps.epilog.color_is_int8 = 0x%X\n", key->part.ps.epilog.color_is_int8); fprintf(f, " part.ps.epilog.color_is_int10 = 0x%X\n", key->part.ps.epilog.color_is_int10); fprintf(f, " part.ps.epilog.last_cbuf = %u\n", key->part.ps.epilog.last_cbuf); fprintf(f, " part.ps.epilog.alpha_func = %u\n", key->part.ps.epilog.alpha_func); fprintf(f, " part.ps.epilog.alpha_to_one = %u\n", key->part.ps.epilog.alpha_to_one); fprintf(f, " part.ps.epilog.poly_line_smoothing = %u\n", key->part.ps.epilog.poly_line_smoothing); fprintf(f, " part.ps.epilog.clamp_color = %u\n", key->part.ps.epilog.clamp_color); fprintf(f, " mono.u.ps.interpolate_at_sample_force_center = %u\n", key->mono.u.ps.interpolate_at_sample_force_center); fprintf(f, " mono.u.ps.fbfetch_msaa = %u\n", key->mono.u.ps.fbfetch_msaa); fprintf(f, " mono.u.ps.fbfetch_is_1D = %u\n", key->mono.u.ps.fbfetch_is_1D); fprintf(f, " mono.u.ps.fbfetch_layered = %u\n", key->mono.u.ps.fbfetch_layered); break; default: assert(0); } if ((stage == MESA_SHADER_GEOMETRY || stage == MESA_SHADER_TESS_EVAL || stage == MESA_SHADER_VERTEX) && !key->as_es && !key->as_ls) { fprintf(f, " opt.kill_outputs = 0x%" PRIx64 "\n", key->opt.kill_outputs); fprintf(f, " opt.kill_clip_distances = 0x%x\n", key->opt.kill_clip_distances); if (stage != MESA_SHADER_GEOMETRY) fprintf(f, " opt.ngg_culling = 0x%x\n", key->opt.ngg_culling); } } static void si_optimize_vs_outputs(struct si_shader_context *ctx) { struct si_shader *shader = ctx->shader; struct si_shader_info *info = &shader->selector->info; unsigned skip_vs_optim_mask = 0; if ((ctx->stage != MESA_SHADER_VERTEX && ctx->stage != MESA_SHADER_TESS_EVAL) || shader->key.as_ls || shader->key.as_es) return; /* Optimizing these outputs is not possible, since they might be overriden * at runtime with S_028644_PT_SPRITE_TEX. */ for (int i = 0; i < info->num_outputs; i++) { if (info->output_semantic[i] == VARYING_SLOT_PNTC || (info->output_semantic[i] >= VARYING_SLOT_TEX0 && info->output_semantic[i] <= VARYING_SLOT_TEX7)) { skip_vs_optim_mask |= 1u << shader->info.vs_output_param_offset[i]; } } ac_optimize_vs_outputs(&ctx->ac, ctx->main_fn, shader->info.vs_output_param_offset, info->num_outputs, skip_vs_optim_mask, &shader->info.nr_param_exports); } static bool si_vs_needs_prolog(const struct si_shader_selector *sel, const struct si_vs_prolog_bits *prolog_key, const struct si_shader_key *key, bool ngg_cull_shader) { /* VGPR initialization fixup for Vega10 and Raven is always done in the * VS prolog. */ return sel->vs_needs_prolog || prolog_key->ls_vgpr_fix || prolog_key->unpack_instance_id_from_vertex_id || (ngg_cull_shader && key->opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL); } static bool si_build_main_function(struct si_shader_context *ctx, struct si_shader *shader, struct nir_shader *nir, bool free_nir, bool ngg_cull_shader) { struct si_shader_selector *sel = shader->selector; const struct si_shader_info *info = &sel->info; ctx->shader = shader; ctx->stage = sel->info.stage; ctx->num_const_buffers = info->base.num_ubos; ctx->num_shader_buffers = info->base.num_ssbos; ctx->num_samplers = util_last_bit(info->base.textures_used); ctx->num_images = info->base.num_images; si_llvm_init_resource_callbacks(ctx); switch (ctx->stage) { case MESA_SHADER_VERTEX: si_llvm_init_vs_callbacks(ctx, ngg_cull_shader); break; case MESA_SHADER_TESS_CTRL: si_llvm_init_tcs_callbacks(ctx); break; case MESA_SHADER_TESS_EVAL: si_llvm_init_tes_callbacks(ctx, ngg_cull_shader); break; case MESA_SHADER_GEOMETRY: si_llvm_init_gs_callbacks(ctx); break; case MESA_SHADER_FRAGMENT: si_llvm_init_ps_callbacks(ctx); break; case MESA_SHADER_COMPUTE: ctx->abi.load_local_group_size = si_llvm_get_block_size; break; default: assert(!"Unsupported shader type"); return false; } si_create_function(ctx, ngg_cull_shader); if (ctx->shader->key.as_es || ctx->stage == MESA_SHADER_GEOMETRY) si_preload_esgs_ring(ctx); if (ctx->stage == MESA_SHADER_GEOMETRY) si_preload_gs_rings(ctx); else if (ctx->stage == MESA_SHADER_TESS_EVAL) si_llvm_preload_tes_rings(ctx); if (ctx->stage == MESA_SHADER_TESS_CTRL && sel->info.tessfactors_are_def_in_all_invocs) { for (unsigned i = 0; i < 6; i++) { ctx->invoc0_tess_factors[i] = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, ""); } } if (ctx->stage == MESA_SHADER_GEOMETRY) { for (unsigned i = 0; i < 4; i++) { ctx->gs_next_vertex[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, ""); } if (shader->key.as_ngg) { for (unsigned i = 0; i < 4; ++i) { ctx->gs_curprim_verts[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, ""); ctx->gs_generated_prims[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, ""); } assert(!ctx->gs_ngg_scratch); LLVMTypeRef ai32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader)); ctx->gs_ngg_scratch = LLVMAddGlobalInAddressSpace(ctx->ac.module, ai32, "ngg_scratch", AC_ADDR_SPACE_LDS); LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(ai32)); LLVMSetAlignment(ctx->gs_ngg_scratch, 4); ctx->gs_ngg_emit = LLVMAddGlobalInAddressSpace( ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0), "ngg_emit", AC_ADDR_SPACE_LDS); LLVMSetLinkage(ctx->gs_ngg_emit, LLVMExternalLinkage); LLVMSetAlignment(ctx->gs_ngg_emit, 4); } } if (ctx->stage != MESA_SHADER_GEOMETRY && (shader->key.as_ngg && !shader->key.as_es)) { /* Unconditionally declare scratch space base for streamout and * vertex compaction. Whether space is actually allocated is * determined during linking / PM4 creation. * * Add an extra dword per vertex to ensure an odd stride, which * avoids bank conflicts for SoA accesses. */ if (!gfx10_is_ngg_passthrough(shader)) si_llvm_declare_esgs_ring(ctx); /* This is really only needed when streamout and / or vertex * compaction is enabled. */ if (!ctx->gs_ngg_scratch && (sel->so.num_outputs || shader->key.opt.ngg_culling)) { LLVMTypeRef asi32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader)); ctx->gs_ngg_scratch = LLVMAddGlobalInAddressSpace(ctx->ac.module, asi32, "ngg_scratch", AC_ADDR_SPACE_LDS); LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(asi32)); LLVMSetAlignment(ctx->gs_ngg_scratch, 4); } } /* For GFX9 merged shaders: * - Set EXEC for the first shader. If the prolog is present, set * EXEC there instead. * - Add a barrier before the second shader. * - In the second shader, reset EXEC to ~0 and wrap the main part in * an if-statement. This is required for correctness in geometry * shaders, to ensure that empty GS waves do not send GS_EMIT and * GS_CUT messages. * * For monolithic merged shaders, the first shader is wrapped in an * if-block together with its prolog in si_build_wrapper_function. * * NGG vertex and tess eval shaders running as the last * vertex/geometry stage handle execution explicitly using * if-statements. */ if (ctx->screen->info.chip_class >= GFX9) { if (!shader->is_monolithic && (shader->key.as_es || shader->key.as_ls) && (ctx->stage == MESA_SHADER_TESS_EVAL || (ctx->stage == MESA_SHADER_VERTEX && !si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, ngg_cull_shader)))) { si_init_exec_from_input(ctx, ctx->merged_wave_info, 0); } else if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY || (shader->key.as_ngg && !shader->key.as_es)) { LLVMValueRef thread_enabled; bool nested_barrier; if (!shader->is_monolithic || (ctx->stage == MESA_SHADER_TESS_EVAL && shader->key.as_ngg && !shader->key.as_es && !shader->key.opt.ngg_culling)) ac_init_exec_full_mask(&ctx->ac); if ((ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL) && shader->key.as_ngg && !shader->key.as_es && !shader->key.opt.ngg_culling) { gfx10_ngg_build_sendmsg_gs_alloc_req(ctx); /* Build the primitive export at the beginning * of the shader if possible. */ if (gfx10_ngg_export_prim_early(shader)) gfx10_ngg_build_export_prim(ctx, NULL, NULL); } if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY) { if (ctx->stage == MESA_SHADER_GEOMETRY && shader->key.as_ngg) { gfx10_ngg_gs_emit_prologue(ctx); nested_barrier = false; } else { nested_barrier = true; } thread_enabled = si_is_gs_thread(ctx); } else { thread_enabled = si_is_es_thread(ctx); nested_barrier = false; } ctx->merged_wrap_if_entry_block = LLVMGetInsertBlock(ctx->ac.builder); ctx->merged_wrap_if_label = 11500; ac_build_ifcc(&ctx->ac, thread_enabled, ctx->merged_wrap_if_label); if (nested_barrier) { /* Execute a barrier before the second shader in * a merged shader. * * Execute the barrier inside the conditional block, * so that empty waves can jump directly to s_endpgm, * which will also signal the barrier. * * This is possible in gfx9, because an empty wave * for the second shader does not participate in * the epilogue. With NGG, empty waves may still * be required to export data (e.g. GS output vertices), * so we cannot let them exit early. * * If the shader is TCS and the TCS epilog is present * and contains a barrier, it will wait there and then * reach s_endpgm. */ si_llvm_emit_barrier(ctx); } } } bool success = si_nir_build_llvm(ctx, nir); if (free_nir) ralloc_free(nir); if (!success) { fprintf(stderr, "Failed to translate shader from NIR to LLVM\n"); return false; } si_llvm_build_ret(ctx, ctx->return_value); return true; } /** * Compute the VS prolog key, which contains all the information needed to * build the VS prolog function, and set shader->info bits where needed. * * \param info Shader info of the vertex shader. * \param num_input_sgprs Number of input SGPRs for the vertex shader. * \param has_old_ Whether the preceding shader part is the NGG cull shader. * \param prolog_key Key of the VS prolog * \param shader_out The vertex shader, or the next shader if merging LS+HS or ES+GS. * \param key Output shader part key. */ static void si_get_vs_prolog_key(const struct si_shader_info *info, unsigned num_input_sgprs, bool ngg_cull_shader, const struct si_vs_prolog_bits *prolog_key, struct si_shader *shader_out, union si_shader_part_key *key) { memset(key, 0, sizeof(*key)); key->vs_prolog.states = *prolog_key; key->vs_prolog.num_input_sgprs = num_input_sgprs; key->vs_prolog.num_inputs = info->num_inputs; key->vs_prolog.as_ls = shader_out->key.as_ls; key->vs_prolog.as_es = shader_out->key.as_es; key->vs_prolog.as_ngg = shader_out->key.as_ngg; key->vs_prolog.as_prim_discard_cs = shader_out->key.opt.vs_as_prim_discard_cs; if (ngg_cull_shader) { key->vs_prolog.gs_fast_launch_tri_list = !!(shader_out->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST); key->vs_prolog.gs_fast_launch_tri_strip = !!(shader_out->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP); } if (shader_out->selector->info.stage == MESA_SHADER_TESS_CTRL) { key->vs_prolog.as_ls = 1; key->vs_prolog.num_merged_next_stage_vgprs = 2; } else if (shader_out->selector->info.stage == MESA_SHADER_GEOMETRY) { key->vs_prolog.as_es = 1; key->vs_prolog.num_merged_next_stage_vgprs = 5; } else if (shader_out->key.as_ngg) { key->vs_prolog.num_merged_next_stage_vgprs = 5; } /* Only one of these combinations can be set. as_ngg can be set with as_es. */ assert(key->vs_prolog.as_ls + key->vs_prolog.as_ngg + (key->vs_prolog.as_es && !key->vs_prolog.as_ngg) + key->vs_prolog.as_prim_discard_cs <= 1); /* Enable loading the InstanceID VGPR. */ uint16_t input_mask = u_bit_consecutive(0, info->num_inputs); if ((key->vs_prolog.states.instance_divisor_is_one | key->vs_prolog.states.instance_divisor_is_fetched) & input_mask) shader_out->info.uses_instanceid = true; } static bool si_should_optimize_less(struct ac_llvm_compiler *compiler, struct si_shader_selector *sel) { if (!compiler->low_opt_passes) return false; /* Assume a slow CPU. */ assert(!sel->screen->info.has_dedicated_vram && sel->screen->info.chip_class <= GFX8); /* For a crazy dEQP test containing 2597 memory opcodes, mostly * buffer stores. */ return sel->info.stage == MESA_SHADER_COMPUTE && sel->info.num_memory_stores > 1000; } static struct nir_shader *get_nir_shader(struct si_shader_selector *sel, const struct si_shader_key *key, bool *free_nir) { nir_shader *nir; *free_nir = false; if (sel->nir) { nir = sel->nir; } else if (sel->nir_binary) { struct pipe_screen *screen = &sel->screen->b; const void *options = screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, pipe_shader_type_from_mesa(sel->info.stage)); struct blob_reader blob_reader; blob_reader_init(&blob_reader, sel->nir_binary, sel->nir_size); *free_nir = true; nir = nir_deserialize(NULL, options, &blob_reader); } else { return NULL; } if (key && key->opt.inline_uniforms) { assert(*free_nir); /* Most places use shader information from the default variant, not * the optimized variant. These are the things that the driver looks at * in optimized variants and the list of things that we need to do. * * The driver takes into account these things if they suddenly disappear * from the shader code: * - Register usage and code size decrease (obvious) * - Eliminated PS system values are disabled by LLVM * (FragCoord, FrontFace, barycentrics) * - VS/TES/GS outputs feeding PS are eliminated if outputs are undef. * (thanks to an LLVM pass in Mesa - TODO: move it to NIR) * The storage for eliminated outputs is also not allocated. * - VS/TCS/TES/GS/PS input loads are eliminated (VS relies on DCE in LLVM) * - TCS output stores are eliminated * * TODO: These are things the driver ignores in the final shader code * and relies on the default shader info. * - Other system values are not eliminated * - PS.NUM_INTERP = bitcount64(inputs_read), renumber inputs * to remove holes * - uses_discard - if it changed to false * - writes_memory - if it changed to false * - VS->TCS, VS->GS, TES->GS output stores for the former stage are not * eliminated * - Eliminated VS/TCS/TES outputs are still allocated. (except when feeding PS) * GS outputs are eliminated except for the temporary LDS. * Clip distances, gl_PointSize, and PS outputs are eliminated based * on current states, so we don't care about the shader code. * * TODO: Merged shaders don't inline uniforms for the first stage. * VS-GS: only GS inlines uniforms; VS-TCS: only TCS; TES-GS: only GS. * (key == NULL for the first stage here) * * TODO: Compute shaders don't support inlinable uniforms, because they * don't have shader variants. * * TODO: The driver uses a linear search to find a shader variant. This * can be really slow if we get too many variants due to uniform inlining. */ NIR_PASS_V(nir, nir_inline_uniforms, nir->info.num_inlinable_uniforms, key->opt.inlined_uniform_values, nir->info.inlinable_uniform_dw_offsets); si_nir_opts(sel->screen, nir, true); /* This must be done again. */ NIR_PASS_V(nir, nir_io_add_const_offset_to_base, nir_var_shader_in | nir_var_shader_out); } return nir; } static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug, struct nir_shader *nir, bool free_nir) { struct si_shader_selector *sel = shader->selector; struct si_shader_context ctx; si_llvm_context_init(&ctx, sscreen, compiler, si_get_shader_wave_size(shader)); LLVMValueRef ngg_cull_main_fn = NULL; if (shader->key.opt.ngg_culling) { if (!si_build_main_function(&ctx, shader, nir, false, true)) { si_llvm_dispose(&ctx); return false; } ngg_cull_main_fn = ctx.main_fn; ctx.main_fn = NULL; } if (!si_build_main_function(&ctx, shader, nir, free_nir, false)) { si_llvm_dispose(&ctx); return false; } if (shader->is_monolithic && ctx.stage == MESA_SHADER_VERTEX) { LLVMValueRef parts[4]; unsigned num_parts = 0; bool has_prolog = false; LLVMValueRef main_fn = ctx.main_fn; if (ngg_cull_main_fn) { if (si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, true)) { union si_shader_part_key prolog_key; si_get_vs_prolog_key(&sel->info, shader->info.num_input_sgprs, true, &shader->key.part.vs.prolog, shader, &prolog_key); prolog_key.vs_prolog.is_monolithic = true; si_llvm_build_vs_prolog(&ctx, &prolog_key); parts[num_parts++] = ctx.main_fn; has_prolog = true; } parts[num_parts++] = ngg_cull_main_fn; } if (si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, false)) { union si_shader_part_key prolog_key; si_get_vs_prolog_key(&sel->info, shader->info.num_input_sgprs, false, &shader->key.part.vs.prolog, shader, &prolog_key); prolog_key.vs_prolog.is_monolithic = true; si_llvm_build_vs_prolog(&ctx, &prolog_key); parts[num_parts++] = ctx.main_fn; has_prolog = true; } parts[num_parts++] = main_fn; si_build_wrapper_function(&ctx, parts, num_parts, has_prolog ? 1 : 0, 0); if (ctx.shader->key.opt.vs_as_prim_discard_cs) si_build_prim_discard_compute_shader(&ctx); } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_TESS_EVAL && ngg_cull_main_fn) { LLVMValueRef parts[2]; parts[0] = ngg_cull_main_fn; parts[1] = ctx.main_fn; si_build_wrapper_function(&ctx, parts, 2, 0, 0); } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_TESS_CTRL) { if (sscreen->info.chip_class >= GFX9) { struct si_shader_selector *ls = shader->key.part.tcs.ls; LLVMValueRef parts[4]; bool vs_needs_prolog = si_vs_needs_prolog(ls, &shader->key.part.tcs.ls_prolog, &shader->key, false); /* TCS main part */ parts[2] = ctx.main_fn; /* TCS epilog */ union si_shader_part_key tcs_epilog_key; memset(&tcs_epilog_key, 0, sizeof(tcs_epilog_key)); tcs_epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog; si_llvm_build_tcs_epilog(&ctx, &tcs_epilog_key); parts[3] = ctx.main_fn; /* VS as LS main part */ nir = get_nir_shader(ls, NULL, &free_nir); struct si_shader shader_ls = {}; shader_ls.selector = ls; shader_ls.key.as_ls = 1; shader_ls.key.mono = shader->key.mono; shader_ls.key.opt = shader->key.opt; shader_ls.is_monolithic = true; if (!si_build_main_function(&ctx, &shader_ls, nir, free_nir, false)) { si_llvm_dispose(&ctx); return false; } shader->info.uses_instanceid |= ls->info.uses_instanceid; parts[1] = ctx.main_fn; /* LS prolog */ if (vs_needs_prolog) { union si_shader_part_key vs_prolog_key; si_get_vs_prolog_key(&ls->info, shader_ls.info.num_input_sgprs, false, &shader->key.part.tcs.ls_prolog, shader, &vs_prolog_key); vs_prolog_key.vs_prolog.is_monolithic = true; si_llvm_build_vs_prolog(&ctx, &vs_prolog_key); parts[0] = ctx.main_fn; } /* Reset the shader context. */ ctx.shader = shader; ctx.stage = MESA_SHADER_TESS_CTRL; si_build_wrapper_function(&ctx, parts + !vs_needs_prolog, 4 - !vs_needs_prolog, vs_needs_prolog, vs_needs_prolog ? 2 : 1); } else { LLVMValueRef parts[2]; union si_shader_part_key epilog_key; parts[0] = ctx.main_fn; memset(&epilog_key, 0, sizeof(epilog_key)); epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog; si_llvm_build_tcs_epilog(&ctx, &epilog_key); parts[1] = ctx.main_fn; si_build_wrapper_function(&ctx, parts, 2, 0, 0); } } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_GEOMETRY) { if (ctx.screen->info.chip_class >= GFX9) { struct si_shader_selector *es = shader->key.part.gs.es; LLVMValueRef es_prolog = NULL; LLVMValueRef es_main = NULL; LLVMValueRef gs_prolog = NULL; LLVMValueRef gs_main = ctx.main_fn; /* GS prolog */ union si_shader_part_key gs_prolog_key; memset(&gs_prolog_key, 0, sizeof(gs_prolog_key)); gs_prolog_key.gs_prolog.states = shader->key.part.gs.prolog; gs_prolog_key.gs_prolog.is_monolithic = true; gs_prolog_key.gs_prolog.as_ngg = shader->key.as_ngg; si_llvm_build_gs_prolog(&ctx, &gs_prolog_key); gs_prolog = ctx.main_fn; /* ES main part */ nir = get_nir_shader(es, NULL, &free_nir); struct si_shader shader_es = {}; shader_es.selector = es; shader_es.key.as_es = 1; shader_es.key.as_ngg = shader->key.as_ngg; shader_es.key.mono = shader->key.mono; shader_es.key.opt = shader->key.opt; shader_es.is_monolithic = true; if (!si_build_main_function(&ctx, &shader_es, nir, free_nir, false)) { si_llvm_dispose(&ctx); return false; } shader->info.uses_instanceid |= es->info.uses_instanceid; es_main = ctx.main_fn; /* ES prolog */ if (es->info.stage == MESA_SHADER_VERTEX && si_vs_needs_prolog(es, &shader->key.part.gs.vs_prolog, &shader->key, false)) { union si_shader_part_key vs_prolog_key; si_get_vs_prolog_key(&es->info, shader_es.info.num_input_sgprs, false, &shader->key.part.gs.vs_prolog, shader, &vs_prolog_key); vs_prolog_key.vs_prolog.is_monolithic = true; si_llvm_build_vs_prolog(&ctx, &vs_prolog_key); es_prolog = ctx.main_fn; } /* Reset the shader context. */ ctx.shader = shader; ctx.stage = MESA_SHADER_GEOMETRY; /* Prepare the array of shader parts. */ LLVMValueRef parts[4]; unsigned num_parts = 0, main_part, next_first_part; if (es_prolog) parts[num_parts++] = es_prolog; parts[main_part = num_parts++] = es_main; parts[next_first_part = num_parts++] = gs_prolog; parts[num_parts++] = gs_main; si_build_wrapper_function(&ctx, parts, num_parts, main_part, next_first_part); } else { LLVMValueRef parts[2]; union si_shader_part_key prolog_key; parts[1] = ctx.main_fn; memset(&prolog_key, 0, sizeof(prolog_key)); prolog_key.gs_prolog.states = shader->key.part.gs.prolog; si_llvm_build_gs_prolog(&ctx, &prolog_key); parts[0] = ctx.main_fn; si_build_wrapper_function(&ctx, parts, 2, 1, 0); } } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_FRAGMENT) { si_llvm_build_monolithic_ps(&ctx, shader); } si_llvm_optimize_module(&ctx); /* Post-optimization transformations and analysis. */ si_optimize_vs_outputs(&ctx); if ((debug && debug->debug_message) || si_can_dump_shader(sscreen, ctx.stage)) { ctx.shader->info.private_mem_vgprs = ac_count_scratch_private_memory(ctx.main_fn); } /* Make sure the input is a pointer and not integer followed by inttoptr. */ assert(LLVMGetTypeKind(LLVMTypeOf(LLVMGetParam(ctx.main_fn, 0))) == LLVMPointerTypeKind); /* Compile to bytecode. */ if (!si_compile_llvm(sscreen, &shader->binary, &shader->config, compiler, &ctx.ac, debug, ctx.stage, si_get_shader_name(shader), si_should_optimize_less(compiler, shader->selector))) { si_llvm_dispose(&ctx); fprintf(stderr, "LLVM failed to compile shader\n"); return false; } si_llvm_dispose(&ctx); return true; } bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { struct si_shader_selector *sel = shader->selector; bool free_nir; struct nir_shader *nir = get_nir_shader(sel, &shader->key, &free_nir); /* Dump NIR before doing NIR->LLVM conversion in case the * conversion fails. */ if (si_can_dump_shader(sscreen, sel->info.stage) && !(sscreen->debug_flags & DBG(NO_NIR))) { nir_print_shader(nir, stderr); si_dump_streamout(&sel->so); } memset(shader->info.vs_output_param_offset, AC_EXP_PARAM_UNDEFINED, sizeof(shader->info.vs_output_param_offset)); shader->info.uses_instanceid = sel->info.uses_instanceid; /* TODO: ACO could compile non-monolithic shaders here (starting * with PS and NGG VS), but monolithic shaders should be compiled * by LLVM due to more complicated compilation. */ if (!si_llvm_compile_shader(sscreen, compiler, shader, debug, nir, free_nir)) return false; /* Validate SGPR and VGPR usage for compute to detect compiler bugs. * LLVM 3.9svn has this bug. */ if (sel->info.stage == MESA_SHADER_COMPUTE) { unsigned wave_size = sscreen->compute_wave_size; unsigned max_vgprs = sscreen->info.num_physical_wave64_vgprs_per_simd * (wave_size == 32 ? 2 : 1); unsigned max_sgprs = sscreen->info.num_physical_sgprs_per_simd; unsigned max_sgprs_per_wave = 128; unsigned simds_per_tg = 4; /* assuming WGP mode on gfx10 */ unsigned threads_per_tg = si_get_max_workgroup_size(shader); unsigned waves_per_tg = DIV_ROUND_UP(threads_per_tg, wave_size); unsigned waves_per_simd = DIV_ROUND_UP(waves_per_tg, simds_per_tg); max_vgprs = max_vgprs / waves_per_simd; max_sgprs = MIN2(max_sgprs / waves_per_simd, max_sgprs_per_wave); if (shader->config.num_sgprs > max_sgprs || shader->config.num_vgprs > max_vgprs) { fprintf(stderr, "LLVM failed to compile a shader correctly: " "SGPR:VGPR usage is %u:%u, but the hw limit is %u:%u\n", shader->config.num_sgprs, shader->config.num_vgprs, max_sgprs, max_vgprs); /* Just terminate the process, because dependent * shaders can hang due to bad input data, but use * the env var to allow shader-db to work. */ if (!debug_get_bool_option("SI_PASS_BAD_SHADERS", false)) abort(); } } /* Add the scratch offset to input SGPRs. */ if (shader->config.scratch_bytes_per_wave && !si_is_merged_shader(shader)) shader->info.num_input_sgprs += 1; /* scratch byte offset */ /* Calculate the number of fragment input VGPRs. */ if (sel->info.stage == MESA_SHADER_FRAGMENT) { shader->info.num_input_vgprs = ac_get_fs_input_vgpr_cnt( &shader->config, &shader->info.face_vgpr_index, &shader->info.ancillary_vgpr_index); } si_calculate_max_simd_waves(shader); si_shader_dump_stats_for_shader_db(sscreen, shader, debug); return true; } /** * Create, compile and return a shader part (prolog or epilog). * * \param sscreen screen * \param list list of shader parts of the same category * \param type shader type * \param key shader part key * \param prolog whether the part being requested is a prolog * \param tm LLVM target machine * \param debug debug callback * \param build the callback responsible for building the main function * \return non-NULL on success */ static struct si_shader_part * si_get_shader_part(struct si_screen *sscreen, struct si_shader_part **list, gl_shader_stage stage, bool prolog, union si_shader_part_key *key, struct ac_llvm_compiler *compiler, struct pipe_debug_callback *debug, void (*build)(struct si_shader_context *, union si_shader_part_key *), const char *name) { struct si_shader_part *result; simple_mtx_lock(&sscreen->shader_parts_mutex); /* Find existing. */ for (result = *list; result; result = result->next) { if (memcmp(&result->key, key, sizeof(*key)) == 0) { simple_mtx_unlock(&sscreen->shader_parts_mutex); return result; } } /* Compile a new one. */ result = CALLOC_STRUCT(si_shader_part); result->key = *key; struct si_shader_selector sel = {}; sel.screen = sscreen; struct si_shader shader = {}; shader.selector = &sel; switch (stage) { case MESA_SHADER_VERTEX: shader.key.as_ls = key->vs_prolog.as_ls; shader.key.as_es = key->vs_prolog.as_es; shader.key.as_ngg = key->vs_prolog.as_ngg; shader.key.opt.ngg_culling = (key->vs_prolog.gs_fast_launch_tri_list ? SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST : 0) | (key->vs_prolog.gs_fast_launch_tri_strip ? SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP : 0); shader.key.opt.vs_as_prim_discard_cs = key->vs_prolog.as_prim_discard_cs; break; case MESA_SHADER_TESS_CTRL: assert(!prolog); shader.key.part.tcs.epilog = key->tcs_epilog.states; break; case MESA_SHADER_GEOMETRY: assert(prolog); shader.key.as_ngg = key->gs_prolog.as_ngg; break; case MESA_SHADER_FRAGMENT: if (prolog) shader.key.part.ps.prolog = key->ps_prolog.states; else shader.key.part.ps.epilog = key->ps_epilog.states; break; default: unreachable("bad shader part"); } struct si_shader_context ctx; si_llvm_context_init(&ctx, sscreen, compiler, si_get_wave_size(sscreen, stage, shader.key.as_ngg, shader.key.as_es, shader.key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL, shader.key.opt.vs_as_prim_discard_cs)); ctx.shader = &shader; ctx.stage = stage; build(&ctx, key); /* Compile. */ si_llvm_optimize_module(&ctx); if (!si_compile_llvm(sscreen, &result->binary, &result->config, compiler, &ctx.ac, debug, ctx.stage, name, false)) { FREE(result); result = NULL; goto out; } result->next = *list; *list = result; out: si_llvm_dispose(&ctx); simple_mtx_unlock(&sscreen->shader_parts_mutex); return result; } static bool si_get_vs_prolog(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug, struct si_shader *main_part, const struct si_vs_prolog_bits *key) { struct si_shader_selector *vs = main_part->selector; if (!si_vs_needs_prolog(vs, key, &shader->key, false)) return true; /* Get the prolog. */ union si_shader_part_key prolog_key; si_get_vs_prolog_key(&vs->info, main_part->info.num_input_sgprs, false, key, shader, &prolog_key); shader->prolog = si_get_shader_part(sscreen, &sscreen->vs_prologs, MESA_SHADER_VERTEX, true, &prolog_key, compiler, debug, si_llvm_build_vs_prolog, "Vertex Shader Prolog"); return shader->prolog != NULL; } /** * Select and compile (or reuse) vertex shader parts (prolog & epilog). */ static bool si_shader_select_vs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { return si_get_vs_prolog(sscreen, compiler, shader, debug, shader, &shader->key.part.vs.prolog); } /** * Select and compile (or reuse) TCS parts (epilog). */ static bool si_shader_select_tcs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { if (sscreen->info.chip_class >= GFX9) { struct si_shader *ls_main_part = shader->key.part.tcs.ls->main_shader_part_ls; if (!si_get_vs_prolog(sscreen, compiler, shader, debug, ls_main_part, &shader->key.part.tcs.ls_prolog)) return false; shader->previous_stage = ls_main_part; } /* Get the epilog. */ union si_shader_part_key epilog_key; memset(&epilog_key, 0, sizeof(epilog_key)); epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog; shader->epilog = si_get_shader_part(sscreen, &sscreen->tcs_epilogs, MESA_SHADER_TESS_CTRL, false, &epilog_key, compiler, debug, si_llvm_build_tcs_epilog, "Tessellation Control Shader Epilog"); return shader->epilog != NULL; } /** * Select and compile (or reuse) GS parts (prolog). */ static bool si_shader_select_gs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { if (sscreen->info.chip_class >= GFX9) { struct si_shader *es_main_part; if (shader->key.as_ngg) es_main_part = shader->key.part.gs.es->main_shader_part_ngg_es; else es_main_part = shader->key.part.gs.es->main_shader_part_es; if (shader->key.part.gs.es->info.stage == MESA_SHADER_VERTEX && !si_get_vs_prolog(sscreen, compiler, shader, debug, es_main_part, &shader->key.part.gs.vs_prolog)) return false; shader->previous_stage = es_main_part; } if (!shader->key.part.gs.prolog.tri_strip_adj_fix) return true; union si_shader_part_key prolog_key; memset(&prolog_key, 0, sizeof(prolog_key)); prolog_key.gs_prolog.states = shader->key.part.gs.prolog; prolog_key.gs_prolog.as_ngg = shader->key.as_ngg; shader->prolog2 = si_get_shader_part(sscreen, &sscreen->gs_prologs, MESA_SHADER_GEOMETRY, true, &prolog_key, compiler, debug, si_llvm_build_gs_prolog, "Geometry Shader Prolog"); return shader->prolog2 != NULL; } /** * Compute the PS prolog key, which contains all the information needed to * build the PS prolog function, and set related bits in shader->config. */ void si_get_ps_prolog_key(struct si_shader *shader, union si_shader_part_key *key, bool separate_prolog) { struct si_shader_info *info = &shader->selector->info; memset(key, 0, sizeof(*key)); key->ps_prolog.states = shader->key.part.ps.prolog; key->ps_prolog.colors_read = info->colors_read; key->ps_prolog.num_input_sgprs = shader->info.num_input_sgprs; key->ps_prolog.num_input_vgprs = shader->info.num_input_vgprs; key->ps_prolog.wqm = info->base.fs.needs_helper_invocations && (key->ps_prolog.colors_read || key->ps_prolog.states.force_persp_sample_interp || key->ps_prolog.states.force_linear_sample_interp || key->ps_prolog.states.force_persp_center_interp || key->ps_prolog.states.force_linear_center_interp || key->ps_prolog.states.bc_optimize_for_persp || key->ps_prolog.states.bc_optimize_for_linear); key->ps_prolog.ancillary_vgpr_index = shader->info.ancillary_vgpr_index; if (info->colors_read) { ubyte *color = shader->selector->color_attr_index; if (shader->key.part.ps.prolog.color_two_side) { /* BCOLORs are stored after the last input. */ key->ps_prolog.num_interp_inputs = info->num_inputs; key->ps_prolog.face_vgpr_index = shader->info.face_vgpr_index; if (separate_prolog) shader->config.spi_ps_input_ena |= S_0286CC_FRONT_FACE_ENA(1); } for (unsigned i = 0; i < 2; i++) { unsigned interp = info->color_interpolate[i]; unsigned location = info->color_interpolate_loc[i]; if (!(info->colors_read & (0xf << i * 4))) continue; key->ps_prolog.color_attr_index[i] = color[i]; if (shader->key.part.ps.prolog.flatshade_colors && interp == INTERP_MODE_COLOR) interp = INTERP_MODE_FLAT; switch (interp) { case INTERP_MODE_FLAT: key->ps_prolog.color_interp_vgpr_index[i] = -1; break; case INTERP_MODE_SMOOTH: case INTERP_MODE_COLOR: /* Force the interpolation location for colors here. */ if (shader->key.part.ps.prolog.force_persp_sample_interp) location = TGSI_INTERPOLATE_LOC_SAMPLE; if (shader->key.part.ps.prolog.force_persp_center_interp) location = TGSI_INTERPOLATE_LOC_CENTER; switch (location) { case TGSI_INTERPOLATE_LOC_SAMPLE: key->ps_prolog.color_interp_vgpr_index[i] = 0; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_PERSP_SAMPLE_ENA(1); } break; case TGSI_INTERPOLATE_LOC_CENTER: key->ps_prolog.color_interp_vgpr_index[i] = 2; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1); } break; case TGSI_INTERPOLATE_LOC_CENTROID: key->ps_prolog.color_interp_vgpr_index[i] = 4; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTROID_ENA(1); } break; default: assert(0); } break; case INTERP_MODE_NOPERSPECTIVE: /* Force the interpolation location for colors here. */ if (shader->key.part.ps.prolog.force_linear_sample_interp) location = TGSI_INTERPOLATE_LOC_SAMPLE; if (shader->key.part.ps.prolog.force_linear_center_interp) location = TGSI_INTERPOLATE_LOC_CENTER; /* The VGPR assignment for non-monolithic shaders * works because InitialPSInputAddr is set on the * main shader and PERSP_PULL_MODEL is never used. */ switch (location) { case TGSI_INTERPOLATE_LOC_SAMPLE: key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 6 : 9; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_SAMPLE_ENA(1); } break; case TGSI_INTERPOLATE_LOC_CENTER: key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 8 : 11; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1); } break; case TGSI_INTERPOLATE_LOC_CENTROID: key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 10 : 13; if (separate_prolog) { shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTROID_ENA(1); } break; default: assert(0); } break; default: assert(0); } } } } /** * Check whether a PS prolog is required based on the key. */ bool si_need_ps_prolog(const union si_shader_part_key *key) { return key->ps_prolog.colors_read || key->ps_prolog.states.force_persp_sample_interp || key->ps_prolog.states.force_linear_sample_interp || key->ps_prolog.states.force_persp_center_interp || key->ps_prolog.states.force_linear_center_interp || key->ps_prolog.states.bc_optimize_for_persp || key->ps_prolog.states.bc_optimize_for_linear || key->ps_prolog.states.poly_stipple || key->ps_prolog.states.samplemask_log_ps_iter; } /** * Compute the PS epilog key, which contains all the information needed to * build the PS epilog function. */ void si_get_ps_epilog_key(struct si_shader *shader, union si_shader_part_key *key) { struct si_shader_info *info = &shader->selector->info; memset(key, 0, sizeof(*key)); key->ps_epilog.colors_written = info->colors_written; key->ps_epilog.color_types = info->output_color_types; key->ps_epilog.writes_z = info->writes_z; key->ps_epilog.writes_stencil = info->writes_stencil; key->ps_epilog.writes_samplemask = info->writes_samplemask; key->ps_epilog.states = shader->key.part.ps.epilog; } /** * Select and compile (or reuse) pixel shader parts (prolog & epilog). */ static bool si_shader_select_ps_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { union si_shader_part_key prolog_key; union si_shader_part_key epilog_key; /* Get the prolog. */ si_get_ps_prolog_key(shader, &prolog_key, true); /* The prolog is a no-op if these aren't set. */ if (si_need_ps_prolog(&prolog_key)) { shader->prolog = si_get_shader_part(sscreen, &sscreen->ps_prologs, MESA_SHADER_FRAGMENT, true, &prolog_key, compiler, debug, si_llvm_build_ps_prolog, "Fragment Shader Prolog"); if (!shader->prolog) return false; } /* Get the epilog. */ si_get_ps_epilog_key(shader, &epilog_key); shader->epilog = si_get_shader_part(sscreen, &sscreen->ps_epilogs, MESA_SHADER_FRAGMENT, false, &epilog_key, compiler, debug, si_llvm_build_ps_epilog, "Fragment Shader Epilog"); if (!shader->epilog) return false; /* Enable POS_FIXED_PT if polygon stippling is enabled. */ if (shader->key.part.ps.prolog.poly_stipple) { shader->config.spi_ps_input_ena |= S_0286CC_POS_FIXED_PT_ENA(1); assert(G_0286CC_POS_FIXED_PT_ENA(shader->config.spi_ps_input_addr)); } /* Set up the enable bits for per-sample shading if needed. */ if (shader->key.part.ps.prolog.force_persp_sample_interp && (G_0286CC_PERSP_CENTER_ENA(shader->config.spi_ps_input_ena) || G_0286CC_PERSP_CENTROID_ENA(shader->config.spi_ps_input_ena))) { shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTER_ENA; shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTROID_ENA; shader->config.spi_ps_input_ena |= S_0286CC_PERSP_SAMPLE_ENA(1); } if (shader->key.part.ps.prolog.force_linear_sample_interp && (G_0286CC_LINEAR_CENTER_ENA(shader->config.spi_ps_input_ena) || G_0286CC_LINEAR_CENTROID_ENA(shader->config.spi_ps_input_ena))) { shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTER_ENA; shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTROID_ENA; shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_SAMPLE_ENA(1); } if (shader->key.part.ps.prolog.force_persp_center_interp && (G_0286CC_PERSP_SAMPLE_ENA(shader->config.spi_ps_input_ena) || G_0286CC_PERSP_CENTROID_ENA(shader->config.spi_ps_input_ena))) { shader->config.spi_ps_input_ena &= C_0286CC_PERSP_SAMPLE_ENA; shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTROID_ENA; shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1); } if (shader->key.part.ps.prolog.force_linear_center_interp && (G_0286CC_LINEAR_SAMPLE_ENA(shader->config.spi_ps_input_ena) || G_0286CC_LINEAR_CENTROID_ENA(shader->config.spi_ps_input_ena))) { shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_SAMPLE_ENA; shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTROID_ENA; shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1); } /* POW_W_FLOAT requires that one of the perspective weights is enabled. */ if (G_0286CC_POS_W_FLOAT_ENA(shader->config.spi_ps_input_ena) && !(shader->config.spi_ps_input_ena & 0xf)) { shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1); assert(G_0286CC_PERSP_CENTER_ENA(shader->config.spi_ps_input_addr)); } /* At least one pair of interpolation weights must be enabled. */ if (!(shader->config.spi_ps_input_ena & 0x7f)) { shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1); assert(G_0286CC_LINEAR_CENTER_ENA(shader->config.spi_ps_input_addr)); } /* Samplemask fixup requires the sample ID. */ if (shader->key.part.ps.prolog.samplemask_log_ps_iter) { shader->config.spi_ps_input_ena |= S_0286CC_ANCILLARY_ENA(1); assert(G_0286CC_ANCILLARY_ENA(shader->config.spi_ps_input_addr)); } /* The sample mask input is always enabled, because the API shader always * passes it through to the epilog. Disable it here if it's unused. */ if (!shader->key.part.ps.epilog.poly_line_smoothing && !shader->selector->info.reads_samplemask) shader->config.spi_ps_input_ena &= C_0286CC_SAMPLE_COVERAGE_ENA; return true; } void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size) { /* If tessellation is all offchip and on-chip GS isn't used, this * workaround is not needed. */ return; /* SPI barrier management bug: * Make sure we have at least 4k of LDS in use to avoid the bug. * It applies to workgroup sizes of more than one wavefront. */ if (sscreen->info.family == CHIP_BONAIRE || sscreen->info.family == CHIP_KABINI) *lds_size = MAX2(*lds_size, 8); } void si_fix_resource_usage(struct si_screen *sscreen, struct si_shader *shader) { unsigned min_sgprs = shader->info.num_input_sgprs + 2; /* VCC */ shader->config.num_sgprs = MAX2(shader->config.num_sgprs, min_sgprs); if (shader->selector->info.stage == MESA_SHADER_COMPUTE && si_get_max_workgroup_size(shader) > sscreen->compute_wave_size) { si_multiwave_lds_size_workaround(sscreen, &shader->config.lds_size); } } bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, struct si_shader *shader, struct pipe_debug_callback *debug) { struct si_shader_selector *sel = shader->selector; struct si_shader *mainp = *si_get_main_shader_part(sel, &shader->key); /* LS, ES, VS are compiled on demand if the main part hasn't been * compiled for that stage. * * GS are compiled on demand if the main part hasn't been compiled * for the chosen NGG-ness. * * Vertex shaders are compiled on demand when a vertex fetch * workaround must be applied. */ if (shader->is_monolithic) { /* Monolithic shader (compiled as a whole, has many variants, * may take a long time to compile). */ if (!si_compile_shader(sscreen, compiler, shader, debug)) return false; } else { /* The shader consists of several parts: * * - the middle part is the user shader, it has 1 variant only * and it was compiled during the creation of the shader * selector * - the prolog part is inserted at the beginning * - the epilog part is inserted at the end * * The prolog and epilog have many (but simple) variants. * * Starting with gfx9, geometry and tessellation control * shaders also contain the prolog and user shader parts of * the previous shader stage. */ if (!mainp) return false; /* Copy the compiled shader data over. */ shader->is_binary_shared = true; shader->binary = mainp->binary; shader->config = mainp->config; shader->info.num_input_sgprs = mainp->info.num_input_sgprs; shader->info.num_input_vgprs = mainp->info.num_input_vgprs; shader->info.face_vgpr_index = mainp->info.face_vgpr_index; shader->info.ancillary_vgpr_index = mainp->info.ancillary_vgpr_index; memcpy(shader->info.vs_output_param_offset, mainp->info.vs_output_param_offset, sizeof(mainp->info.vs_output_param_offset)); shader->info.uses_instanceid = mainp->info.uses_instanceid; shader->info.nr_pos_exports = mainp->info.nr_pos_exports; shader->info.nr_param_exports = mainp->info.nr_param_exports; /* Select prologs and/or epilogs. */ switch (sel->info.stage) { case MESA_SHADER_VERTEX: if (!si_shader_select_vs_parts(sscreen, compiler, shader, debug)) return false; break; case MESA_SHADER_TESS_CTRL: if (!si_shader_select_tcs_parts(sscreen, compiler, shader, debug)) return false; break; case MESA_SHADER_TESS_EVAL: break; case MESA_SHADER_GEOMETRY: if (!si_shader_select_gs_parts(sscreen, compiler, shader, debug)) return false; break; case MESA_SHADER_FRAGMENT: if (!si_shader_select_ps_parts(sscreen, compiler, shader, debug)) return false; /* Make sure we have at least as many VGPRs as there * are allocated inputs. */ shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->info.num_input_vgprs); break; default:; } /* Update SGPR and VGPR counts. */ if (shader->prolog) { shader->config.num_sgprs = MAX2(shader->config.num_sgprs, shader->prolog->config.num_sgprs); shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->prolog->config.num_vgprs); } if (shader->previous_stage) { shader->config.num_sgprs = MAX2(shader->config.num_sgprs, shader->previous_stage->config.num_sgprs); shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->previous_stage->config.num_vgprs); shader->config.spilled_sgprs = MAX2(shader->config.spilled_sgprs, shader->previous_stage->config.spilled_sgprs); shader->config.spilled_vgprs = MAX2(shader->config.spilled_vgprs, shader->previous_stage->config.spilled_vgprs); shader->info.private_mem_vgprs = MAX2(shader->info.private_mem_vgprs, shader->previous_stage->info.private_mem_vgprs); shader->config.scratch_bytes_per_wave = MAX2(shader->config.scratch_bytes_per_wave, shader->previous_stage->config.scratch_bytes_per_wave); shader->info.uses_instanceid |= shader->previous_stage->info.uses_instanceid; } if (shader->prolog2) { shader->config.num_sgprs = MAX2(shader->config.num_sgprs, shader->prolog2->config.num_sgprs); shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->prolog2->config.num_vgprs); } if (shader->epilog) { shader->config.num_sgprs = MAX2(shader->config.num_sgprs, shader->epilog->config.num_sgprs); shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->epilog->config.num_vgprs); } si_calculate_max_simd_waves(shader); } if (shader->key.as_ngg) { assert(!shader->key.as_es && !shader->key.as_ls); if (!gfx10_ngg_calculate_subgroup_info(shader)) { fprintf(stderr, "Failed to compute subgroup info\n"); return false; } } else if (sscreen->info.chip_class >= GFX9 && sel->info.stage == MESA_SHADER_GEOMETRY) { gfx9_get_gs_info(shader->previous_stage_sel, sel, &shader->gs_info); } si_fix_resource_usage(sscreen, shader); si_shader_dump(sscreen, shader, debug, stderr, true); /* Upload. */ if (!si_shader_binary_upload(sscreen, shader, 0)) { fprintf(stderr, "LLVM failed to upload shader\n"); return false; } return true; } void si_shader_binary_clean(struct si_shader_binary *binary) { free((void *)binary->elf_buffer); binary->elf_buffer = NULL; free(binary->llvm_ir_string); binary->llvm_ir_string = NULL; } void si_shader_destroy(struct si_shader *shader) { if (shader->scratch_bo) si_resource_reference(&shader->scratch_bo, NULL); si_resource_reference(&shader->bo, NULL); if (!shader->is_binary_shared) si_shader_binary_clean(&shader->binary); free(shader->shader_log); }