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1 /*
2  * Copyright 2012 Advanced Micro Devices, Inc.
3  * All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * on the rights to use, copy, modify, merge, publish, distribute, sub
9  * license, and/or sell copies of the Software, and to permit persons to whom
10  * the Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19  * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22  * USE OR OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 #include "ac_exp_param.h"
26 #include "ac_rtld.h"
27 #include "compiler/nir/nir.h"
28 #include "compiler/nir/nir_serialize.h"
29 #include "si_pipe.h"
30 #include "si_shader_internal.h"
31 #include "sid.h"
32 #include "tgsi/tgsi_from_mesa.h"
33 #include "tgsi/tgsi_strings.h"
34 #include "util/u_memory.h"
35 
36 static const char scratch_rsrc_dword0_symbol[] = "SCRATCH_RSRC_DWORD0";
37 
38 static const char scratch_rsrc_dword1_symbol[] = "SCRATCH_RSRC_DWORD1";
39 
40 static void si_dump_shader_key(const struct si_shader *shader, FILE *f);
41 
42 /** Whether the shader runs as a combination of multiple API shaders */
si_is_multi_part_shader(struct si_shader * shader)43 bool si_is_multi_part_shader(struct si_shader *shader)
44 {
45    if (shader->selector->screen->info.chip_class <= GFX8)
46       return false;
47 
48    return shader->key.as_ls || shader->key.as_es ||
49           shader->selector->info.stage == MESA_SHADER_TESS_CTRL ||
50           shader->selector->info.stage == MESA_SHADER_GEOMETRY;
51 }
52 
53 /** Whether the shader runs on a merged HW stage (LSHS or ESGS) */
si_is_merged_shader(struct si_shader * shader)54 bool si_is_merged_shader(struct si_shader *shader)
55 {
56    return shader->key.as_ngg || si_is_multi_part_shader(shader);
57 }
58 
59 /**
60  * Returns a unique index for a per-patch semantic name and index. The index
61  * must be less than 32, so that a 32-bit bitmask of used inputs or outputs
62  * can be calculated.
63  */
si_shader_io_get_unique_index_patch(unsigned semantic)64 unsigned si_shader_io_get_unique_index_patch(unsigned semantic)
65 {
66    switch (semantic) {
67    case VARYING_SLOT_TESS_LEVEL_OUTER:
68       return 0;
69    case VARYING_SLOT_TESS_LEVEL_INNER:
70       return 1;
71    default:
72       if (semantic >= VARYING_SLOT_PATCH0 && semantic < VARYING_SLOT_PATCH0 + 30)
73          return 2 + (semantic - VARYING_SLOT_PATCH0);
74 
75       assert(!"invalid semantic");
76       return 0;
77    }
78 }
79 
80 /**
81  * Returns a unique index for a semantic name and index. The index must be
82  * less than 64, so that a 64-bit bitmask of used inputs or outputs can be
83  * calculated.
84  */
si_shader_io_get_unique_index(unsigned semantic,bool is_varying)85 unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying)
86 {
87    switch (semantic) {
88    case VARYING_SLOT_POS:
89       return 0;
90    default:
91       /* Since some shader stages use the the highest used IO index
92        * to determine the size to allocate for inputs/outputs
93        * (in LDS, tess and GS rings). GENERIC should be placed right
94        * after POSITION to make that size as small as possible.
95        */
96       if (semantic >= VARYING_SLOT_VAR0 &&
97           semantic < VARYING_SLOT_VAR0 + SI_MAX_IO_GENERIC)
98          return 1 + (semantic - VARYING_SLOT_VAR0);
99 
100       assert(!"invalid generic index");
101       return 0;
102    case VARYING_SLOT_FOGC:
103       return SI_MAX_IO_GENERIC + 1;
104    case VARYING_SLOT_COL0:
105       return SI_MAX_IO_GENERIC + 2;
106    case VARYING_SLOT_COL1:
107       return SI_MAX_IO_GENERIC + 3;
108    case VARYING_SLOT_BFC0:
109       /* If it's a varying, COLOR and BCOLOR alias. */
110       if (is_varying)
111          return SI_MAX_IO_GENERIC + 2;
112       else
113          return SI_MAX_IO_GENERIC + 4;
114    case VARYING_SLOT_BFC1:
115       if (is_varying)
116          return SI_MAX_IO_GENERIC + 3;
117       else
118          return SI_MAX_IO_GENERIC + 5;
119    case VARYING_SLOT_TEX0:
120    case VARYING_SLOT_TEX1:
121    case VARYING_SLOT_TEX2:
122    case VARYING_SLOT_TEX3:
123    case VARYING_SLOT_TEX4:
124    case VARYING_SLOT_TEX5:
125    case VARYING_SLOT_TEX6:
126    case VARYING_SLOT_TEX7:
127       return SI_MAX_IO_GENERIC + 6 + (semantic - VARYING_SLOT_TEX0);
128 
129    /* These are rarely used between LS and HS or ES and GS. */
130    case VARYING_SLOT_CLIP_DIST0:
131       return SI_MAX_IO_GENERIC + 6 + 8;
132    case VARYING_SLOT_CLIP_DIST1:
133       return SI_MAX_IO_GENERIC + 6 + 8 + 1;
134    case VARYING_SLOT_CLIP_VERTEX:
135       return SI_MAX_IO_GENERIC + 6 + 8 + 2;
136    case VARYING_SLOT_PSIZ:
137       return SI_MAX_IO_GENERIC + 6 + 8 + 3;
138 
139    /* These can't be written by LS, HS, and ES. */
140    case VARYING_SLOT_LAYER:
141       return SI_MAX_IO_GENERIC + 6 + 8 + 4;
142    case VARYING_SLOT_VIEWPORT:
143       return SI_MAX_IO_GENERIC + 6 + 8 + 5;
144    case VARYING_SLOT_PRIMITIVE_ID:
145       STATIC_ASSERT(SI_MAX_IO_GENERIC + 6 + 8 + 6 <= 63);
146       return SI_MAX_IO_GENERIC + 6 + 8 + 6;
147    }
148 }
149 
si_dump_streamout(struct pipe_stream_output_info * so)150 static void si_dump_streamout(struct pipe_stream_output_info *so)
151 {
152    unsigned i;
153 
154    if (so->num_outputs)
155       fprintf(stderr, "STREAMOUT\n");
156 
157    for (i = 0; i < so->num_outputs; i++) {
158       unsigned mask = ((1 << so->output[i].num_components) - 1) << so->output[i].start_component;
159       fprintf(stderr, "  %i: BUF%i[%i..%i] <- OUT[%i].%s%s%s%s\n", i, so->output[i].output_buffer,
160               so->output[i].dst_offset, so->output[i].dst_offset + so->output[i].num_components - 1,
161               so->output[i].register_index, mask & 1 ? "x" : "", mask & 2 ? "y" : "",
162               mask & 4 ? "z" : "", mask & 8 ? "w" : "");
163    }
164 }
165 
declare_streamout_params(struct si_shader_context * ctx,struct pipe_stream_output_info * so)166 static void declare_streamout_params(struct si_shader_context *ctx,
167                                      struct pipe_stream_output_info *so)
168 {
169    if (ctx->screen->use_ngg_streamout) {
170       if (ctx->stage == MESA_SHADER_TESS_EVAL)
171          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
172       return;
173    }
174 
175    /* Streamout SGPRs. */
176    if (so->num_outputs) {
177       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_config);
178       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_write_index);
179    } else if (ctx->stage == MESA_SHADER_TESS_EVAL) {
180       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
181    }
182 
183    /* A streamout buffer offset is loaded if the stride is non-zero. */
184    for (int i = 0; i < 4; i++) {
185       if (!so->stride[i])
186          continue;
187 
188       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->streamout_offset[i]);
189    }
190 }
191 
si_get_max_workgroup_size(const struct si_shader * shader)192 unsigned si_get_max_workgroup_size(const struct si_shader *shader)
193 {
194    switch (shader->selector->info.stage) {
195    case MESA_SHADER_VERTEX:
196    case MESA_SHADER_TESS_EVAL:
197       return shader->key.as_ngg ? 128 : 0;
198 
199    case MESA_SHADER_TESS_CTRL:
200       /* Return this so that LLVM doesn't remove s_barrier
201        * instructions on chips where we use s_barrier. */
202       return shader->selector->screen->info.chip_class >= GFX7 ? 128 : 0;
203 
204    case MESA_SHADER_GEOMETRY:
205       return shader->selector->screen->info.chip_class >= GFX9 ? 128 : 0;
206 
207    case MESA_SHADER_COMPUTE:
208       break; /* see below */
209 
210    default:
211       return 0;
212    }
213 
214    /* Compile a variable block size using the maximum variable size. */
215    if (shader->selector->info.base.cs.local_size_variable)
216       return SI_MAX_VARIABLE_THREADS_PER_BLOCK;
217 
218    uint16_t *local_size = shader->selector->info.base.cs.local_size;
219    unsigned max_work_group_size = (uint32_t)local_size[0] *
220                                   (uint32_t)local_size[1] *
221                                   (uint32_t)local_size[2];
222    assert(max_work_group_size);
223    return max_work_group_size;
224 }
225 
declare_const_and_shader_buffers(struct si_shader_context * ctx,bool assign_params)226 static void declare_const_and_shader_buffers(struct si_shader_context *ctx, bool assign_params)
227 {
228    enum ac_arg_type const_shader_buf_type;
229 
230    if (ctx->shader->selector->info.base.num_ubos == 1 &&
231        ctx->shader->selector->info.base.num_ssbos == 0)
232       const_shader_buf_type = AC_ARG_CONST_FLOAT_PTR;
233    else
234       const_shader_buf_type = AC_ARG_CONST_DESC_PTR;
235 
236    ac_add_arg(
237       &ctx->args, AC_ARG_SGPR, 1, const_shader_buf_type,
238       assign_params ? &ctx->const_and_shader_buffers : &ctx->other_const_and_shader_buffers);
239 }
240 
declare_samplers_and_images(struct si_shader_context * ctx,bool assign_params)241 static void declare_samplers_and_images(struct si_shader_context *ctx, bool assign_params)
242 {
243    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_IMAGE_PTR,
244               assign_params ? &ctx->samplers_and_images : &ctx->other_samplers_and_images);
245 }
246 
declare_per_stage_desc_pointers(struct si_shader_context * ctx,bool assign_params)247 static void declare_per_stage_desc_pointers(struct si_shader_context *ctx, bool assign_params)
248 {
249    declare_const_and_shader_buffers(ctx, assign_params);
250    declare_samplers_and_images(ctx, assign_params);
251 }
252 
declare_global_desc_pointers(struct si_shader_context * ctx)253 static void declare_global_desc_pointers(struct si_shader_context *ctx)
254 {
255    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR, &ctx->rw_buffers);
256    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_IMAGE_PTR,
257               &ctx->bindless_samplers_and_images);
258 }
259 
declare_vs_specific_input_sgprs(struct si_shader_context * ctx)260 static void declare_vs_specific_input_sgprs(struct si_shader_context *ctx)
261 {
262    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits);
263    if (!ctx->shader->is_gs_copy_shader) {
264       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.base_vertex);
265       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.start_instance);
266       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.draw_id);
267    }
268 }
269 
declare_vb_descriptor_input_sgprs(struct si_shader_context * ctx)270 static void declare_vb_descriptor_input_sgprs(struct si_shader_context *ctx)
271 {
272    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR, &ctx->vertex_buffers);
273 
274    unsigned num_vbos_in_user_sgprs = ctx->shader->selector->num_vbos_in_user_sgprs;
275    if (num_vbos_in_user_sgprs) {
276       unsigned user_sgprs = ctx->args.num_sgprs_used;
277 
278       if (si_is_merged_shader(ctx->shader))
279          user_sgprs -= 8;
280       assert(user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST);
281 
282       /* Declare unused SGPRs to align VB descriptors to 4 SGPRs (hw requirement). */
283       for (unsigned i = user_sgprs; i < SI_SGPR_VS_VB_DESCRIPTOR_FIRST; i++)
284          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */
285 
286       assert(num_vbos_in_user_sgprs <= ARRAY_SIZE(ctx->vb_descriptors));
287       for (unsigned i = 0; i < num_vbos_in_user_sgprs; i++)
288          ac_add_arg(&ctx->args, AC_ARG_SGPR, 4, AC_ARG_INT, &ctx->vb_descriptors[i]);
289    }
290 }
291 
declare_vs_input_vgprs(struct si_shader_context * ctx,unsigned * num_prolog_vgprs)292 static void declare_vs_input_vgprs(struct si_shader_context *ctx, unsigned *num_prolog_vgprs)
293 {
294    struct si_shader *shader = ctx->shader;
295 
296    ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.vertex_id);
297    if (shader->key.as_ls) {
298       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->rel_auto_id);
299       if (ctx->screen->info.chip_class >= GFX10) {
300          ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user VGPR */
301          ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id);
302       } else {
303          ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id);
304          ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */
305       }
306    } else if (ctx->screen->info.chip_class >= GFX10) {
307       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user VGPR */
308       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT,
309                  &ctx->vs_prim_id); /* user vgpr or PrimID (legacy) */
310       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id);
311    } else {
312       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.instance_id);
313       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->vs_prim_id);
314       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */
315    }
316 
317    if (!shader->is_gs_copy_shader) {
318       /* Vertex load indices. */
319       if (shader->selector->info.num_inputs) {
320          ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->vertex_index0);
321          for (unsigned i = 1; i < shader->selector->info.num_inputs; i++)
322             ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, NULL);
323       }
324       *num_prolog_vgprs += shader->selector->info.num_inputs;
325    }
326 }
327 
declare_vs_blit_inputs(struct si_shader_context * ctx,unsigned vs_blit_property)328 static void declare_vs_blit_inputs(struct si_shader_context *ctx, unsigned vs_blit_property)
329 {
330    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_blit_inputs); /* i16 x1, y1 */
331    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);                 /* i16 x1, y1 */
332    ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL);               /* depth */
333 
334    if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_COLOR) {
335       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color0 */
336       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color1 */
337       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color2 */
338       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* color3 */
339    } else if (vs_blit_property == SI_VS_BLIT_SGPRS_POS_TEXCOORD) {
340       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.x1 */
341       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.y1 */
342       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.x2 */
343       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.y2 */
344       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.z */
345       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_FLOAT, NULL); /* texcoord.w */
346    }
347 }
348 
declare_tes_input_vgprs(struct si_shader_context * ctx)349 static void declare_tes_input_vgprs(struct si_shader_context *ctx)
350 {
351    ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->tes_u);
352    ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->tes_v);
353    ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->tes_rel_patch_id);
354    ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tes_patch_id);
355 }
356 
357 enum
358 {
359    /* Convenient merged shader definitions. */
360    SI_SHADER_MERGED_VERTEX_TESSCTRL = MESA_ALL_SHADER_STAGES,
361    SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY,
362 };
363 
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)364 void si_add_arg_checked(struct ac_shader_args *args, enum ac_arg_regfile file, unsigned registers,
365                         enum ac_arg_type type, struct ac_arg *arg, unsigned idx)
366 {
367    assert(args->arg_count == idx);
368    ac_add_arg(args, file, registers, type, arg);
369 }
370 
si_create_function(struct si_shader_context * ctx,bool ngg_cull_shader)371 void si_create_function(struct si_shader_context *ctx, bool ngg_cull_shader)
372 {
373    struct si_shader *shader = ctx->shader;
374    LLVMTypeRef returns[AC_MAX_ARGS];
375    unsigned i, num_return_sgprs;
376    unsigned num_returns = 0;
377    unsigned num_prolog_vgprs = 0;
378    unsigned stage = ctx->stage;
379 
380    memset(&ctx->args, 0, sizeof(ctx->args));
381 
382    /* Set MERGED shaders. */
383    if (ctx->screen->info.chip_class >= GFX9) {
384       if (shader->key.as_ls || stage == MESA_SHADER_TESS_CTRL)
385          stage = SI_SHADER_MERGED_VERTEX_TESSCTRL; /* LS or HS */
386       else if (shader->key.as_es || shader->key.as_ngg || stage == MESA_SHADER_GEOMETRY)
387          stage = SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY;
388    }
389 
390    switch (stage) {
391    case MESA_SHADER_VERTEX:
392       declare_global_desc_pointers(ctx);
393 
394       if (shader->selector->info.base.vs.blit_sgprs_amd) {
395          declare_vs_blit_inputs(ctx, shader->selector->info.base.vs.blit_sgprs_amd);
396 
397          /* VGPRs */
398          declare_vs_input_vgprs(ctx, &num_prolog_vgprs);
399          break;
400       }
401 
402       declare_per_stage_desc_pointers(ctx, true);
403       declare_vs_specific_input_sgprs(ctx);
404       if (!shader->is_gs_copy_shader)
405          declare_vb_descriptor_input_sgprs(ctx);
406 
407       if (shader->key.as_es) {
408          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->es2gs_offset);
409       } else if (shader->key.as_ls) {
410          /* no extra parameters */
411       } else {
412          /* The locations of the other parameters are assigned dynamically. */
413          declare_streamout_params(ctx, &shader->selector->so);
414       }
415 
416       /* VGPRs */
417       declare_vs_input_vgprs(ctx, &num_prolog_vgprs);
418 
419       /* Return values */
420       if (shader->key.opt.vs_as_prim_discard_cs) {
421          for (i = 0; i < 4; i++)
422             returns[num_returns++] = ctx->ac.f32; /* VGPRs */
423       }
424       break;
425 
426    case MESA_SHADER_TESS_CTRL: /* GFX6-GFX8 */
427       declare_global_desc_pointers(ctx);
428       declare_per_stage_desc_pointers(ctx, true);
429       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout);
430       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_offsets);
431       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_layout);
432       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits);
433       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset);
434       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_factor_offset);
435 
436       /* VGPRs */
437       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_patch_id);
438       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_rel_ids);
439 
440       /* param_tcs_offchip_offset and param_tcs_factor_offset are
441        * placed after the user SGPRs.
442        */
443       for (i = 0; i < GFX6_TCS_NUM_USER_SGPR + 2; i++)
444          returns[num_returns++] = ctx->ac.i32; /* SGPRs */
445       for (i = 0; i < 11; i++)
446          returns[num_returns++] = ctx->ac.f32; /* VGPRs */
447       break;
448 
449    case SI_SHADER_MERGED_VERTEX_TESSCTRL:
450       /* Merged stages have 8 system SGPRs at the beginning. */
451       /* SPI_SHADER_USER_DATA_ADDR_LO/HI_HS */
452       declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_TESS_CTRL);
453       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset);
454       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_wave_info);
455       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_factor_offset);
456       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_scratch_offset);
457       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */
458       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); /* unused */
459 
460       declare_global_desc_pointers(ctx);
461       declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_VERTEX);
462       declare_vs_specific_input_sgprs(ctx);
463 
464       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout);
465       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_offsets);
466       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_out_lds_layout);
467       declare_vb_descriptor_input_sgprs(ctx);
468 
469       /* VGPRs (first TCS, then VS) */
470       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_patch_id);
471       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.tcs_rel_ids);
472 
473       if (ctx->stage == MESA_SHADER_VERTEX) {
474          declare_vs_input_vgprs(ctx, &num_prolog_vgprs);
475 
476          /* LS return values are inputs to the TCS main shader part. */
477          for (i = 0; i < 8 + GFX9_TCS_NUM_USER_SGPR; i++)
478             returns[num_returns++] = ctx->ac.i32; /* SGPRs */
479          for (i = 0; i < 2; i++)
480             returns[num_returns++] = ctx->ac.f32; /* VGPRs */
481       } else {
482          /* TCS return values are inputs to the TCS epilog.
483           *
484           * param_tcs_offchip_offset, param_tcs_factor_offset,
485           * param_tcs_offchip_layout, and param_rw_buffers
486           * should be passed to the epilog.
487           */
488          for (i = 0; i <= 8 + GFX9_SGPR_TCS_OUT_LAYOUT; i++)
489             returns[num_returns++] = ctx->ac.i32; /* SGPRs */
490          for (i = 0; i < 11; i++)
491             returns[num_returns++] = ctx->ac.f32; /* VGPRs */
492       }
493       break;
494 
495    case SI_SHADER_MERGED_VERTEX_OR_TESSEVAL_GEOMETRY:
496       /* Merged stages have 8 system SGPRs at the beginning. */
497       /* SPI_SHADER_USER_DATA_ADDR_LO/HI_GS */
498       declare_per_stage_desc_pointers(ctx, ctx->stage == MESA_SHADER_GEOMETRY);
499 
500       if (ctx->shader->key.as_ngg)
501          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs_tg_info);
502       else
503          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs2vs_offset);
504 
505       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_wave_info);
506       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset);
507       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->merged_scratch_offset);
508       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR,
509                  &ctx->small_prim_cull_info); /* SPI_SHADER_PGM_LO_GS << 8 */
510       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT,
511                  NULL); /* unused (SPI_SHADER_PGM_LO/HI_GS >> 24) */
512 
513       declare_global_desc_pointers(ctx);
514       if (ctx->stage != MESA_SHADER_VERTEX || !shader->selector->info.base.vs.blit_sgprs_amd) {
515          declare_per_stage_desc_pointers(
516             ctx, (ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL));
517       }
518 
519       if (ctx->stage == MESA_SHADER_VERTEX) {
520          if (shader->selector->info.base.vs.blit_sgprs_amd)
521             declare_vs_blit_inputs(ctx, shader->selector->info.base.vs.blit_sgprs_amd);
522          else
523             declare_vs_specific_input_sgprs(ctx);
524       } else {
525          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits);
526          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout);
527          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tes_offchip_addr);
528          /* Declare as many input SGPRs as the VS has. */
529       }
530 
531       if (ctx->stage == MESA_SHADER_VERTEX)
532          declare_vb_descriptor_input_sgprs(ctx);
533 
534       /* VGPRs (first GS, then VS/TES) */
535       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx01_offset);
536       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx23_offset);
537       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_prim_id);
538       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_invocation_id);
539       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx45_offset);
540 
541       if (ctx->stage == MESA_SHADER_VERTEX) {
542          declare_vs_input_vgprs(ctx, &num_prolog_vgprs);
543       } else if (ctx->stage == MESA_SHADER_TESS_EVAL) {
544          declare_tes_input_vgprs(ctx);
545       }
546 
547       if ((ctx->shader->key.as_es || ngg_cull_shader) &&
548           (ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL)) {
549          unsigned num_user_sgprs, num_vgprs;
550 
551          if (ctx->stage == MESA_SHADER_VERTEX) {
552             /* For the NGG cull shader, add 1 SGPR to hold
553              * the vertex buffer pointer.
554              */
555             num_user_sgprs = GFX9_VSGS_NUM_USER_SGPR + ngg_cull_shader;
556 
557             if (ngg_cull_shader && shader->selector->num_vbos_in_user_sgprs) {
558                assert(num_user_sgprs <= 8 + SI_SGPR_VS_VB_DESCRIPTOR_FIRST);
559                num_user_sgprs =
560                   SI_SGPR_VS_VB_DESCRIPTOR_FIRST + shader->selector->num_vbos_in_user_sgprs * 4;
561             }
562          } else {
563             num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
564          }
565 
566          /* The NGG cull shader has to return all 9 VGPRs.
567           *
568           * The normal merged ESGS shader only has to return the 5 VGPRs
569           * for the GS stage.
570           */
571          num_vgprs = ngg_cull_shader ? 9 : 5;
572 
573          /* ES return values are inputs to GS. */
574          for (i = 0; i < 8 + num_user_sgprs; i++)
575             returns[num_returns++] = ctx->ac.i32; /* SGPRs */
576          for (i = 0; i < num_vgprs; i++)
577             returns[num_returns++] = ctx->ac.f32; /* VGPRs */
578       }
579       break;
580 
581    case MESA_SHADER_TESS_EVAL:
582       declare_global_desc_pointers(ctx);
583       declare_per_stage_desc_pointers(ctx, true);
584       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->vs_state_bits);
585       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_layout);
586       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tes_offchip_addr);
587 
588       if (shader->key.as_es) {
589          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset);
590          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
591          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->es2gs_offset);
592       } else {
593          declare_streamout_params(ctx, &shader->selector->so);
594          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->tcs_offchip_offset);
595       }
596 
597       /* VGPRs */
598       declare_tes_input_vgprs(ctx);
599       break;
600 
601    case MESA_SHADER_GEOMETRY:
602       declare_global_desc_pointers(ctx);
603       declare_per_stage_desc_pointers(ctx, true);
604       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs2vs_offset);
605       ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->gs_wave_id);
606 
607       /* VGPRs */
608       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[0]);
609       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[1]);
610       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_prim_id);
611       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[2]);
612       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[3]);
613       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[4]);
614       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->gs_vtx_offset[5]);
615       ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.gs_invocation_id);
616       break;
617 
618    case MESA_SHADER_FRAGMENT:
619       declare_global_desc_pointers(ctx);
620       declare_per_stage_desc_pointers(ctx, true);
621       si_add_arg_checked(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL, SI_PARAM_ALPHA_REF);
622       si_add_arg_checked(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.prim_mask,
623                          SI_PARAM_PRIM_MASK);
624 
625       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_sample,
626                          SI_PARAM_PERSP_SAMPLE);
627       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_center,
628                          SI_PARAM_PERSP_CENTER);
629       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.persp_centroid,
630                          SI_PARAM_PERSP_CENTROID);
631       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_INT, NULL, SI_PARAM_PERSP_PULL_MODEL);
632       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_sample,
633                          SI_PARAM_LINEAR_SAMPLE);
634       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_center,
635                          SI_PARAM_LINEAR_CENTER);
636       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 2, AC_ARG_INT, &ctx->args.linear_centroid,
637                          SI_PARAM_LINEAR_CENTROID);
638       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_FLOAT, NULL, SI_PARAM_LINE_STIPPLE_TEX);
639       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[0],
640                          SI_PARAM_POS_X_FLOAT);
641       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[1],
642                          SI_PARAM_POS_Y_FLOAT);
643       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[2],
644                          SI_PARAM_POS_Z_FLOAT);
645       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.frag_pos[3],
646                          SI_PARAM_POS_W_FLOAT);
647       shader->info.face_vgpr_index = ctx->args.num_vgprs_used;
648       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.front_face,
649                          SI_PARAM_FRONT_FACE);
650       shader->info.ancillary_vgpr_index = ctx->args.num_vgprs_used;
651       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->args.ancillary,
652                          SI_PARAM_ANCILLARY);
653       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &ctx->args.sample_coverage,
654                          SI_PARAM_SAMPLE_COVERAGE);
655       si_add_arg_checked(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_INT, &ctx->pos_fixed_pt,
656                          SI_PARAM_POS_FIXED_PT);
657 
658       /* Color inputs from the prolog. */
659       if (shader->selector->info.colors_read) {
660          unsigned num_color_elements = util_bitcount(shader->selector->info.colors_read);
661 
662          for (i = 0; i < num_color_elements; i++)
663             ac_add_arg(&ctx->args, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL);
664 
665          num_prolog_vgprs += num_color_elements;
666       }
667 
668       /* Outputs for the epilog. */
669       num_return_sgprs = SI_SGPR_ALPHA_REF + 1;
670       num_returns = num_return_sgprs + util_bitcount(shader->selector->info.colors_written) * 4 +
671                     shader->selector->info.writes_z + shader->selector->info.writes_stencil +
672                     shader->selector->info.writes_samplemask + 1 /* SampleMaskIn */;
673 
674       num_returns = MAX2(num_returns, num_return_sgprs + PS_EPILOG_SAMPLEMASK_MIN_LOC + 1);
675 
676       for (i = 0; i < num_return_sgprs; i++)
677          returns[i] = ctx->ac.i32;
678       for (; i < num_returns; i++)
679          returns[i] = ctx->ac.f32;
680       break;
681 
682    case MESA_SHADER_COMPUTE:
683       declare_global_desc_pointers(ctx);
684       declare_per_stage_desc_pointers(ctx, true);
685       if (shader->selector->info.uses_grid_size)
686          ac_add_arg(&ctx->args, AC_ARG_SGPR, 3, AC_ARG_INT, &ctx->args.num_work_groups);
687       if (shader->selector->info.uses_variable_block_size)
688          ac_add_arg(&ctx->args, AC_ARG_SGPR, 3, AC_ARG_INT, &ctx->block_size);
689 
690       unsigned cs_user_data_dwords =
691          shader->selector->info.base.cs.user_data_components_amd;
692       if (cs_user_data_dwords) {
693          ac_add_arg(&ctx->args, AC_ARG_SGPR, cs_user_data_dwords, AC_ARG_INT, &ctx->cs_user_data);
694       }
695 
696       /* Some descriptors can be in user SGPRs. */
697       /* Shader buffers in user SGPRs. */
698       for (unsigned i = 0; i < shader->selector->cs_num_shaderbufs_in_user_sgprs; i++) {
699          while (ctx->args.num_sgprs_used % 4 != 0)
700             ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
701 
702          ac_add_arg(&ctx->args, AC_ARG_SGPR, 4, AC_ARG_INT, &ctx->cs_shaderbuf[i]);
703       }
704       /* Images in user SGPRs. */
705       for (unsigned i = 0; i < shader->selector->cs_num_images_in_user_sgprs; i++) {
706          unsigned num_sgprs = shader->selector->info.base.image_buffers & (1 << i) ? 4 : 8;
707 
708          while (ctx->args.num_sgprs_used % num_sgprs != 0)
709             ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
710 
711          ac_add_arg(&ctx->args, AC_ARG_SGPR, num_sgprs, AC_ARG_INT, &ctx->cs_image[i]);
712       }
713 
714       /* Hardware SGPRs. */
715       for (i = 0; i < 3; i++) {
716          if (shader->selector->info.uses_block_id[i]) {
717             ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.workgroup_ids[i]);
718          }
719       }
720       if (shader->selector->info.uses_subgroup_info)
721          ac_add_arg(&ctx->args, AC_ARG_SGPR, 1, AC_ARG_INT, &ctx->args.tg_size);
722 
723       /* Hardware VGPRs. */
724       ac_add_arg(&ctx->args, AC_ARG_VGPR, 3, AC_ARG_INT, &ctx->args.local_invocation_ids);
725       break;
726    default:
727       assert(0 && "unimplemented shader");
728       return;
729    }
730 
731    si_llvm_create_func(ctx, ngg_cull_shader ? "ngg_cull_main" : "main", returns, num_returns,
732                        si_get_max_workgroup_size(shader));
733 
734    /* Reserve register locations for VGPR inputs the PS prolog may need. */
735    if (ctx->stage == MESA_SHADER_FRAGMENT && !ctx->shader->is_monolithic) {
736       ac_llvm_add_target_dep_function_attr(
737          ctx->main_fn, "InitialPSInputAddr",
738          S_0286D0_PERSP_SAMPLE_ENA(1) | S_0286D0_PERSP_CENTER_ENA(1) |
739             S_0286D0_PERSP_CENTROID_ENA(1) | S_0286D0_LINEAR_SAMPLE_ENA(1) |
740             S_0286D0_LINEAR_CENTER_ENA(1) | S_0286D0_LINEAR_CENTROID_ENA(1) |
741             S_0286D0_FRONT_FACE_ENA(1) | S_0286D0_ANCILLARY_ENA(1) | S_0286D0_POS_FIXED_PT_ENA(1));
742    }
743 
744    shader->info.num_input_sgprs = ctx->args.num_sgprs_used;
745    shader->info.num_input_vgprs = ctx->args.num_vgprs_used;
746 
747    assert(shader->info.num_input_vgprs >= num_prolog_vgprs);
748    shader->info.num_input_vgprs -= num_prolog_vgprs;
749 
750    if (shader->key.as_ls || ctx->stage == MESA_SHADER_TESS_CTRL) {
751       if (USE_LDS_SYMBOLS && LLVM_VERSION_MAJOR >= 9) {
752          /* The LSHS size is not known until draw time, so we append it
753           * at the end of whatever LDS use there may be in the rest of
754           * the shader (currently none, unless LLVM decides to do its
755           * own LDS-based lowering).
756           */
757          ctx->ac.lds = LLVMAddGlobalInAddressSpace(ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0),
758                                                    "__lds_end", AC_ADDR_SPACE_LDS);
759          LLVMSetAlignment(ctx->ac.lds, 256);
760       } else {
761          ac_declare_lds_as_pointer(&ctx->ac);
762       }
763    }
764 
765    /* Unlike radv, we override these arguments in the prolog, so to the
766     * API shader they appear as normal arguments.
767     */
768    if (ctx->stage == MESA_SHADER_VERTEX) {
769       ctx->abi.vertex_id = ac_get_arg(&ctx->ac, ctx->args.vertex_id);
770       ctx->abi.instance_id = ac_get_arg(&ctx->ac, ctx->args.instance_id);
771    } else if (ctx->stage == MESA_SHADER_FRAGMENT) {
772       ctx->abi.persp_centroid = ac_get_arg(&ctx->ac, ctx->args.persp_centroid);
773       ctx->abi.linear_centroid = ac_get_arg(&ctx->ac, ctx->args.linear_centroid);
774    }
775 }
776 
777 /* For the UMR disassembler. */
778 #define DEBUGGER_END_OF_CODE_MARKER 0xbf9f0000 /* invalid instruction */
779 #define DEBUGGER_NUM_MARKERS        5
780 
si_shader_binary_open(struct si_screen * screen,struct si_shader * shader,struct ac_rtld_binary * rtld)781 static bool si_shader_binary_open(struct si_screen *screen, struct si_shader *shader,
782                                   struct ac_rtld_binary *rtld)
783 {
784    const struct si_shader_selector *sel = shader->selector;
785    const char *part_elfs[5];
786    size_t part_sizes[5];
787    unsigned num_parts = 0;
788 
789 #define add_part(shader_or_part)                                                                   \
790    if (shader_or_part) {                                                                           \
791       part_elfs[num_parts] = (shader_or_part)->binary.elf_buffer;                                  \
792       part_sizes[num_parts] = (shader_or_part)->binary.elf_size;                                   \
793       num_parts++;                                                                                 \
794    }
795 
796    add_part(shader->prolog);
797    add_part(shader->previous_stage);
798    add_part(shader->prolog2);
799    add_part(shader);
800    add_part(shader->epilog);
801 
802 #undef add_part
803 
804    struct ac_rtld_symbol lds_symbols[2];
805    unsigned num_lds_symbols = 0;
806 
807    if (sel && screen->info.chip_class >= GFX9 && !shader->is_gs_copy_shader &&
808        (sel->info.stage == MESA_SHADER_GEOMETRY || shader->key.as_ngg)) {
809       /* We add this symbol even on LLVM <= 8 to ensure that
810        * shader->config.lds_size is set correctly below.
811        */
812       struct ac_rtld_symbol *sym = &lds_symbols[num_lds_symbols++];
813       sym->name = "esgs_ring";
814       sym->size = shader->gs_info.esgs_ring_size * 4;
815       sym->align = 64 * 1024;
816    }
817 
818    if (shader->key.as_ngg && sel->info.stage == MESA_SHADER_GEOMETRY) {
819       struct ac_rtld_symbol *sym = &lds_symbols[num_lds_symbols++];
820       sym->name = "ngg_emit";
821       sym->size = shader->ngg.ngg_emit_size * 4;
822       sym->align = 4;
823    }
824 
825    bool ok = ac_rtld_open(
826       rtld, (struct ac_rtld_open_info){.info = &screen->info,
827                                        .options =
828                                           {
829                                              .halt_at_entry = screen->options.halt_shaders,
830                                           },
831                                        .shader_type = sel->info.stage,
832                                        .wave_size = si_get_shader_wave_size(shader),
833                                        .num_parts = num_parts,
834                                        .elf_ptrs = part_elfs,
835                                        .elf_sizes = part_sizes,
836                                        .num_shared_lds_symbols = num_lds_symbols,
837                                        .shared_lds_symbols = lds_symbols});
838 
839    if (rtld->lds_size > 0) {
840       unsigned alloc_granularity = screen->info.chip_class >= GFX7 ? 512 : 256;
841       shader->config.lds_size = align(rtld->lds_size, alloc_granularity) / alloc_granularity;
842    }
843 
844    return ok;
845 }
846 
si_get_shader_binary_size(struct si_screen * screen,struct si_shader * shader)847 static unsigned si_get_shader_binary_size(struct si_screen *screen, struct si_shader *shader)
848 {
849    struct ac_rtld_binary rtld;
850    si_shader_binary_open(screen, shader, &rtld);
851    return rtld.exec_size;
852 }
853 
si_get_external_symbol(void * data,const char * name,uint64_t * value)854 static bool si_get_external_symbol(void *data, const char *name, uint64_t *value)
855 {
856    uint64_t *scratch_va = data;
857 
858    if (!strcmp(scratch_rsrc_dword0_symbol, name)) {
859       *value = (uint32_t)*scratch_va;
860       return true;
861    }
862    if (!strcmp(scratch_rsrc_dword1_symbol, name)) {
863       /* Enable scratch coalescing. */
864       *value = S_008F04_BASE_ADDRESS_HI(*scratch_va >> 32) | S_008F04_SWIZZLE_ENABLE(1);
865       return true;
866    }
867 
868    return false;
869 }
870 
si_shader_binary_upload(struct si_screen * sscreen,struct si_shader * shader,uint64_t scratch_va)871 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
872                              uint64_t scratch_va)
873 {
874    struct ac_rtld_binary binary;
875    if (!si_shader_binary_open(sscreen, shader, &binary))
876       return false;
877 
878    si_resource_reference(&shader->bo, NULL);
879    shader->bo = si_aligned_buffer_create(
880       &sscreen->b,
881       (sscreen->info.cpdma_prefetch_writes_memory ?
882          0 : SI_RESOURCE_FLAG_READ_ONLY) | SI_RESOURCE_FLAG_DRIVER_INTERNAL,
883       PIPE_USAGE_IMMUTABLE, align(binary.rx_size, SI_CPDMA_ALIGNMENT), 256);
884    if (!shader->bo)
885       return false;
886 
887    /* Upload. */
888    struct ac_rtld_upload_info u = {};
889    u.binary = &binary;
890    u.get_external_symbol = si_get_external_symbol;
891    u.cb_data = &scratch_va;
892    u.rx_va = shader->bo->gpu_address;
893    u.rx_ptr = sscreen->ws->buffer_map(
894       shader->bo->buf, NULL,
895       PIPE_MAP_READ_WRITE | PIPE_MAP_UNSYNCHRONIZED | RADEON_MAP_TEMPORARY);
896    if (!u.rx_ptr)
897       return false;
898 
899    bool ok = ac_rtld_upload(&u);
900 
901    sscreen->ws->buffer_unmap(shader->bo->buf);
902    ac_rtld_close(&binary);
903 
904    return ok;
905 }
906 
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)907 static void si_shader_dump_disassembly(struct si_screen *screen,
908                                        const struct si_shader_binary *binary,
909                                        gl_shader_stage stage, unsigned wave_size,
910                                        struct pipe_debug_callback *debug, const char *name,
911                                        FILE *file)
912 {
913    struct ac_rtld_binary rtld_binary;
914 
915    if (!ac_rtld_open(&rtld_binary, (struct ac_rtld_open_info){
916                                       .info = &screen->info,
917                                       .shader_type = stage,
918                                       .wave_size = wave_size,
919                                       .num_parts = 1,
920                                       .elf_ptrs = &binary->elf_buffer,
921                                       .elf_sizes = &binary->elf_size}))
922       return;
923 
924    const char *disasm;
925    size_t nbytes;
926 
927    if (!ac_rtld_get_section_by_name(&rtld_binary, ".AMDGPU.disasm", &disasm, &nbytes))
928       goto out;
929 
930    if (nbytes > INT_MAX)
931       goto out;
932 
933    if (debug && debug->debug_message) {
934       /* Very long debug messages are cut off, so send the
935        * disassembly one line at a time. This causes more
936        * overhead, but on the plus side it simplifies
937        * parsing of resulting logs.
938        */
939       pipe_debug_message(debug, SHADER_INFO, "Shader Disassembly Begin");
940 
941       uint64_t line = 0;
942       while (line < nbytes) {
943          int count = nbytes - line;
944          const char *nl = memchr(disasm + line, '\n', nbytes - line);
945          if (nl)
946             count = nl - (disasm + line);
947 
948          if (count) {
949             pipe_debug_message(debug, SHADER_INFO, "%.*s", count, disasm + line);
950          }
951 
952          line += count + 1;
953       }
954 
955       pipe_debug_message(debug, SHADER_INFO, "Shader Disassembly End");
956    }
957 
958    if (file) {
959       fprintf(file, "Shader %s disassembly:\n", name);
960       fprintf(file, "%*s", (int)nbytes, disasm);
961    }
962 
963 out:
964    ac_rtld_close(&rtld_binary);
965 }
966 
si_calculate_max_simd_waves(struct si_shader * shader)967 static void si_calculate_max_simd_waves(struct si_shader *shader)
968 {
969    struct si_screen *sscreen = shader->selector->screen;
970    struct ac_shader_config *conf = &shader->config;
971    unsigned num_inputs = shader->selector->info.num_inputs;
972    unsigned lds_increment = sscreen->info.chip_class >= GFX7 ? 512 : 256;
973    unsigned lds_per_wave = 0;
974    unsigned max_simd_waves;
975 
976    max_simd_waves = sscreen->info.max_wave64_per_simd;
977 
978    /* Compute LDS usage for PS. */
979    switch (shader->selector->info.stage) {
980    case MESA_SHADER_FRAGMENT:
981       /* The minimum usage per wave is (num_inputs * 48). The maximum
982        * usage is (num_inputs * 48 * 16).
983        * We can get anything in between and it varies between waves.
984        *
985        * The 48 bytes per input for a single primitive is equal to
986        * 4 bytes/component * 4 components/input * 3 points.
987        *
988        * Other stages don't know the size at compile time or don't
989        * allocate LDS per wave, but instead they do it per thread group.
990        */
991       lds_per_wave = conf->lds_size * lds_increment + align(num_inputs * 48, lds_increment);
992       break;
993    case MESA_SHADER_COMPUTE: {
994          unsigned max_workgroup_size = si_get_max_workgroup_size(shader);
995          lds_per_wave = (conf->lds_size * lds_increment) /
996                         DIV_ROUND_UP(max_workgroup_size, sscreen->compute_wave_size);
997       }
998       break;
999    default:;
1000    }
1001 
1002    /* Compute the per-SIMD wave counts. */
1003    if (conf->num_sgprs) {
1004       max_simd_waves =
1005          MIN2(max_simd_waves, sscreen->info.num_physical_sgprs_per_simd / conf->num_sgprs);
1006    }
1007 
1008    if (conf->num_vgprs) {
1009       /* Always print wave limits as Wave64, so that we can compare
1010        * Wave32 and Wave64 with shader-db fairly. */
1011       unsigned max_vgprs = sscreen->info.num_physical_wave64_vgprs_per_simd;
1012       max_simd_waves = MIN2(max_simd_waves, max_vgprs / conf->num_vgprs);
1013    }
1014 
1015    unsigned max_lds_per_simd = sscreen->info.lds_size_per_workgroup / 4;
1016    if (lds_per_wave)
1017       max_simd_waves = MIN2(max_simd_waves, max_lds_per_simd / lds_per_wave);
1018 
1019    shader->info.max_simd_waves = max_simd_waves;
1020 }
1021 
si_shader_dump_stats_for_shader_db(struct si_screen * screen,struct si_shader * shader,struct pipe_debug_callback * debug)1022 void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
1023                                         struct pipe_debug_callback *debug)
1024 {
1025    const struct ac_shader_config *conf = &shader->config;
1026 
1027    if (screen->options.debug_disassembly)
1028       si_shader_dump_disassembly(screen, &shader->binary, shader->selector->info.stage,
1029                                  si_get_shader_wave_size(shader), debug, "main", NULL);
1030 
1031    pipe_debug_message(debug, SHADER_INFO,
1032                       "Shader Stats: SGPRS: %d VGPRS: %d Code Size: %d "
1033                       "LDS: %d Scratch: %d Max Waves: %d Spilled SGPRs: %d "
1034                       "Spilled VGPRs: %d PrivMem VGPRs: %d",
1035                       conf->num_sgprs, conf->num_vgprs, si_get_shader_binary_size(screen, shader),
1036                       conf->lds_size, conf->scratch_bytes_per_wave, shader->info.max_simd_waves,
1037                       conf->spilled_sgprs, conf->spilled_vgprs, shader->info.private_mem_vgprs);
1038 }
1039 
si_shader_dump_stats(struct si_screen * sscreen,struct si_shader * shader,FILE * file,bool check_debug_option)1040 static void si_shader_dump_stats(struct si_screen *sscreen, struct si_shader *shader, FILE *file,
1041                                  bool check_debug_option)
1042 {
1043    const struct ac_shader_config *conf = &shader->config;
1044 
1045    if (!check_debug_option || si_can_dump_shader(sscreen, shader->selector->info.stage)) {
1046       if (shader->selector->info.stage == MESA_SHADER_FRAGMENT) {
1047          fprintf(file,
1048                  "*** SHADER CONFIG ***\n"
1049                  "SPI_PS_INPUT_ADDR = 0x%04x\n"
1050                  "SPI_PS_INPUT_ENA  = 0x%04x\n",
1051                  conf->spi_ps_input_addr, conf->spi_ps_input_ena);
1052       }
1053 
1054       fprintf(file,
1055               "*** SHADER STATS ***\n"
1056               "SGPRS: %d\n"
1057               "VGPRS: %d\n"
1058               "Spilled SGPRs: %d\n"
1059               "Spilled VGPRs: %d\n"
1060               "Private memory VGPRs: %d\n"
1061               "Code Size: %d bytes\n"
1062               "LDS: %d blocks\n"
1063               "Scratch: %d bytes per wave\n"
1064               "Max Waves: %d\n"
1065               "********************\n\n\n",
1066               conf->num_sgprs, conf->num_vgprs, conf->spilled_sgprs, conf->spilled_vgprs,
1067               shader->info.private_mem_vgprs, si_get_shader_binary_size(sscreen, shader),
1068               conf->lds_size, conf->scratch_bytes_per_wave, shader->info.max_simd_waves);
1069    }
1070 }
1071 
si_get_shader_name(const struct si_shader * shader)1072 const char *si_get_shader_name(const struct si_shader *shader)
1073 {
1074    switch (shader->selector->info.stage) {
1075    case MESA_SHADER_VERTEX:
1076       if (shader->key.as_es)
1077          return "Vertex Shader as ES";
1078       else if (shader->key.as_ls)
1079          return "Vertex Shader as LS";
1080       else if (shader->key.opt.vs_as_prim_discard_cs)
1081          return "Vertex Shader as Primitive Discard CS";
1082       else if (shader->key.as_ngg)
1083          return "Vertex Shader as ESGS";
1084       else
1085          return "Vertex Shader as VS";
1086    case MESA_SHADER_TESS_CTRL:
1087       return "Tessellation Control Shader";
1088    case MESA_SHADER_TESS_EVAL:
1089       if (shader->key.as_es)
1090          return "Tessellation Evaluation Shader as ES";
1091       else if (shader->key.as_ngg)
1092          return "Tessellation Evaluation Shader as ESGS";
1093       else
1094          return "Tessellation Evaluation Shader as VS";
1095    case MESA_SHADER_GEOMETRY:
1096       if (shader->is_gs_copy_shader)
1097          return "GS Copy Shader as VS";
1098       else
1099          return "Geometry Shader";
1100    case MESA_SHADER_FRAGMENT:
1101       return "Pixel Shader";
1102    case MESA_SHADER_COMPUTE:
1103       return "Compute Shader";
1104    default:
1105       return "Unknown Shader";
1106    }
1107 }
1108 
si_shader_dump(struct si_screen * sscreen,struct si_shader * shader,struct pipe_debug_callback * debug,FILE * file,bool check_debug_option)1109 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
1110                     struct pipe_debug_callback *debug, FILE *file, bool check_debug_option)
1111 {
1112    gl_shader_stage stage = shader->selector->info.stage;
1113 
1114    if (!check_debug_option || si_can_dump_shader(sscreen, stage))
1115       si_dump_shader_key(shader, file);
1116 
1117    if (!check_debug_option && shader->binary.llvm_ir_string) {
1118       if (shader->previous_stage && shader->previous_stage->binary.llvm_ir_string) {
1119          fprintf(file, "\n%s - previous stage - LLVM IR:\n\n", si_get_shader_name(shader));
1120          fprintf(file, "%s\n", shader->previous_stage->binary.llvm_ir_string);
1121       }
1122 
1123       fprintf(file, "\n%s - main shader part - LLVM IR:\n\n", si_get_shader_name(shader));
1124       fprintf(file, "%s\n", shader->binary.llvm_ir_string);
1125    }
1126 
1127    if (!check_debug_option ||
1128        (si_can_dump_shader(sscreen, stage) && !(sscreen->debug_flags & DBG(NO_ASM)))) {
1129       unsigned wave_size = si_get_shader_wave_size(shader);
1130 
1131       fprintf(file, "\n%s:\n", si_get_shader_name(shader));
1132 
1133       if (shader->prolog)
1134          si_shader_dump_disassembly(sscreen, &shader->prolog->binary, stage, wave_size, debug,
1135                                     "prolog", file);
1136       if (shader->previous_stage)
1137          si_shader_dump_disassembly(sscreen, &shader->previous_stage->binary, stage,
1138                                     wave_size, debug, "previous stage", file);
1139       if (shader->prolog2)
1140          si_shader_dump_disassembly(sscreen, &shader->prolog2->binary, stage, wave_size,
1141                                     debug, "prolog2", file);
1142 
1143       si_shader_dump_disassembly(sscreen, &shader->binary, stage, wave_size, debug, "main",
1144                                  file);
1145 
1146       if (shader->epilog)
1147          si_shader_dump_disassembly(sscreen, &shader->epilog->binary, stage, wave_size, debug,
1148                                     "epilog", file);
1149       fprintf(file, "\n");
1150    }
1151 
1152    si_shader_dump_stats(sscreen, shader, file, check_debug_option);
1153 }
1154 
si_dump_shader_key_vs(const struct si_shader_key * key,const struct si_vs_prolog_bits * prolog,const char * prefix,FILE * f)1155 static void si_dump_shader_key_vs(const struct si_shader_key *key,
1156                                   const struct si_vs_prolog_bits *prolog, const char *prefix,
1157                                   FILE *f)
1158 {
1159    fprintf(f, "  %s.instance_divisor_is_one = %u\n", prefix, prolog->instance_divisor_is_one);
1160    fprintf(f, "  %s.instance_divisor_is_fetched = %u\n", prefix,
1161            prolog->instance_divisor_is_fetched);
1162    fprintf(f, "  %s.unpack_instance_id_from_vertex_id = %u\n", prefix,
1163            prolog->unpack_instance_id_from_vertex_id);
1164    fprintf(f, "  %s.ls_vgpr_fix = %u\n", prefix, prolog->ls_vgpr_fix);
1165 
1166    fprintf(f, "  mono.vs.fetch_opencode = %x\n", key->mono.vs_fetch_opencode);
1167    fprintf(f, "  mono.vs.fix_fetch = {");
1168    for (int i = 0; i < SI_MAX_ATTRIBS; i++) {
1169       union si_vs_fix_fetch fix = key->mono.vs_fix_fetch[i];
1170       if (i)
1171          fprintf(f, ", ");
1172       if (!fix.bits)
1173          fprintf(f, "0");
1174       else
1175          fprintf(f, "%u.%u.%u.%u", fix.u.reverse, fix.u.log_size, fix.u.num_channels_m1,
1176                  fix.u.format);
1177    }
1178    fprintf(f, "}\n");
1179 }
1180 
si_dump_shader_key(const struct si_shader * shader,FILE * f)1181 static void si_dump_shader_key(const struct si_shader *shader, FILE *f)
1182 {
1183    const struct si_shader_key *key = &shader->key;
1184    gl_shader_stage stage = shader->selector->info.stage;
1185 
1186    fprintf(f, "SHADER KEY\n");
1187 
1188    switch (stage) {
1189    case MESA_SHADER_VERTEX:
1190       si_dump_shader_key_vs(key, &key->part.vs.prolog, "part.vs.prolog", f);
1191       fprintf(f, "  as_es = %u\n", key->as_es);
1192       fprintf(f, "  as_ls = %u\n", key->as_ls);
1193       fprintf(f, "  as_ngg = %u\n", key->as_ngg);
1194       fprintf(f, "  mono.u.vs_export_prim_id = %u\n", key->mono.u.vs_export_prim_id);
1195       fprintf(f, "  opt.vs_as_prim_discard_cs = %u\n", key->opt.vs_as_prim_discard_cs);
1196       fprintf(f, "  opt.cs_prim_type = %s\n", tgsi_primitive_names[key->opt.cs_prim_type]);
1197       fprintf(f, "  opt.cs_indexed = %u\n", key->opt.cs_indexed);
1198       fprintf(f, "  opt.cs_instancing = %u\n", key->opt.cs_instancing);
1199       fprintf(f, "  opt.cs_primitive_restart = %u\n", key->opt.cs_primitive_restart);
1200       fprintf(f, "  opt.cs_provoking_vertex_first = %u\n", key->opt.cs_provoking_vertex_first);
1201       fprintf(f, "  opt.cs_need_correct_orientation = %u\n", key->opt.cs_need_correct_orientation);
1202       fprintf(f, "  opt.cs_cull_front = %u\n", key->opt.cs_cull_front);
1203       fprintf(f, "  opt.cs_cull_back = %u\n", key->opt.cs_cull_back);
1204       fprintf(f, "  opt.cs_cull_z = %u\n", key->opt.cs_cull_z);
1205       fprintf(f, "  opt.cs_halfz_clip_space = %u\n", key->opt.cs_halfz_clip_space);
1206       break;
1207 
1208    case MESA_SHADER_TESS_CTRL:
1209       if (shader->selector->screen->info.chip_class >= GFX9) {
1210          si_dump_shader_key_vs(key, &key->part.tcs.ls_prolog, "part.tcs.ls_prolog", f);
1211       }
1212       fprintf(f, "  part.tcs.epilog.prim_mode = %u\n", key->part.tcs.epilog.prim_mode);
1213       fprintf(f, "  mono.u.ff_tcs_inputs_to_copy = 0x%" PRIx64 "\n",
1214               key->mono.u.ff_tcs_inputs_to_copy);
1215       break;
1216 
1217    case MESA_SHADER_TESS_EVAL:
1218       fprintf(f, "  as_es = %u\n", key->as_es);
1219       fprintf(f, "  as_ngg = %u\n", key->as_ngg);
1220       fprintf(f, "  mono.u.vs_export_prim_id = %u\n", key->mono.u.vs_export_prim_id);
1221       break;
1222 
1223    case MESA_SHADER_GEOMETRY:
1224       if (shader->is_gs_copy_shader)
1225          break;
1226 
1227       if (shader->selector->screen->info.chip_class >= GFX9 &&
1228           key->part.gs.es->info.stage == MESA_SHADER_VERTEX) {
1229          si_dump_shader_key_vs(key, &key->part.gs.vs_prolog, "part.gs.vs_prolog", f);
1230       }
1231       fprintf(f, "  part.gs.prolog.tri_strip_adj_fix = %u\n",
1232               key->part.gs.prolog.tri_strip_adj_fix);
1233       fprintf(f, "  part.gs.prolog.gfx9_prev_is_vs = %u\n", key->part.gs.prolog.gfx9_prev_is_vs);
1234       fprintf(f, "  as_ngg = %u\n", key->as_ngg);
1235       break;
1236 
1237    case MESA_SHADER_COMPUTE:
1238       break;
1239 
1240    case MESA_SHADER_FRAGMENT:
1241       fprintf(f, "  part.ps.prolog.color_two_side = %u\n", key->part.ps.prolog.color_two_side);
1242       fprintf(f, "  part.ps.prolog.flatshade_colors = %u\n", key->part.ps.prolog.flatshade_colors);
1243       fprintf(f, "  part.ps.prolog.poly_stipple = %u\n", key->part.ps.prolog.poly_stipple);
1244       fprintf(f, "  part.ps.prolog.force_persp_sample_interp = %u\n",
1245               key->part.ps.prolog.force_persp_sample_interp);
1246       fprintf(f, "  part.ps.prolog.force_linear_sample_interp = %u\n",
1247               key->part.ps.prolog.force_linear_sample_interp);
1248       fprintf(f, "  part.ps.prolog.force_persp_center_interp = %u\n",
1249               key->part.ps.prolog.force_persp_center_interp);
1250       fprintf(f, "  part.ps.prolog.force_linear_center_interp = %u\n",
1251               key->part.ps.prolog.force_linear_center_interp);
1252       fprintf(f, "  part.ps.prolog.bc_optimize_for_persp = %u\n",
1253               key->part.ps.prolog.bc_optimize_for_persp);
1254       fprintf(f, "  part.ps.prolog.bc_optimize_for_linear = %u\n",
1255               key->part.ps.prolog.bc_optimize_for_linear);
1256       fprintf(f, "  part.ps.prolog.samplemask_log_ps_iter = %u\n",
1257               key->part.ps.prolog.samplemask_log_ps_iter);
1258       fprintf(f, "  part.ps.epilog.spi_shader_col_format = 0x%x\n",
1259               key->part.ps.epilog.spi_shader_col_format);
1260       fprintf(f, "  part.ps.epilog.color_is_int8 = 0x%X\n", key->part.ps.epilog.color_is_int8);
1261       fprintf(f, "  part.ps.epilog.color_is_int10 = 0x%X\n", key->part.ps.epilog.color_is_int10);
1262       fprintf(f, "  part.ps.epilog.last_cbuf = %u\n", key->part.ps.epilog.last_cbuf);
1263       fprintf(f, "  part.ps.epilog.alpha_func = %u\n", key->part.ps.epilog.alpha_func);
1264       fprintf(f, "  part.ps.epilog.alpha_to_one = %u\n", key->part.ps.epilog.alpha_to_one);
1265       fprintf(f, "  part.ps.epilog.poly_line_smoothing = %u\n",
1266               key->part.ps.epilog.poly_line_smoothing);
1267       fprintf(f, "  part.ps.epilog.clamp_color = %u\n", key->part.ps.epilog.clamp_color);
1268       fprintf(f, "  mono.u.ps.interpolate_at_sample_force_center = %u\n",
1269               key->mono.u.ps.interpolate_at_sample_force_center);
1270       fprintf(f, "  mono.u.ps.fbfetch_msaa = %u\n", key->mono.u.ps.fbfetch_msaa);
1271       fprintf(f, "  mono.u.ps.fbfetch_is_1D = %u\n", key->mono.u.ps.fbfetch_is_1D);
1272       fprintf(f, "  mono.u.ps.fbfetch_layered = %u\n", key->mono.u.ps.fbfetch_layered);
1273       break;
1274 
1275    default:
1276       assert(0);
1277    }
1278 
1279    if ((stage == MESA_SHADER_GEOMETRY || stage == MESA_SHADER_TESS_EVAL ||
1280         stage == MESA_SHADER_VERTEX) &&
1281        !key->as_es && !key->as_ls) {
1282       fprintf(f, "  opt.kill_outputs = 0x%" PRIx64 "\n", key->opt.kill_outputs);
1283       fprintf(f, "  opt.kill_clip_distances = 0x%x\n", key->opt.kill_clip_distances);
1284       if (stage != MESA_SHADER_GEOMETRY)
1285          fprintf(f, "  opt.ngg_culling = 0x%x\n", key->opt.ngg_culling);
1286    }
1287 }
1288 
si_optimize_vs_outputs(struct si_shader_context * ctx)1289 static void si_optimize_vs_outputs(struct si_shader_context *ctx)
1290 {
1291    struct si_shader *shader = ctx->shader;
1292    struct si_shader_info *info = &shader->selector->info;
1293    unsigned skip_vs_optim_mask = 0;
1294 
1295    if ((ctx->stage != MESA_SHADER_VERTEX && ctx->stage != MESA_SHADER_TESS_EVAL) ||
1296        shader->key.as_ls || shader->key.as_es)
1297       return;
1298 
1299    /* Optimizing these outputs is not possible, since they might be overriden
1300     * at runtime with S_028644_PT_SPRITE_TEX. */
1301    for (int i = 0; i < info->num_outputs; i++) {
1302       if (info->output_semantic[i] == VARYING_SLOT_PNTC ||
1303           (info->output_semantic[i] >= VARYING_SLOT_TEX0 &&
1304            info->output_semantic[i] <= VARYING_SLOT_TEX7)) {
1305          skip_vs_optim_mask |= 1u << shader->info.vs_output_param_offset[i];
1306       }
1307    }
1308 
1309    ac_optimize_vs_outputs(&ctx->ac, ctx->main_fn, shader->info.vs_output_param_offset,
1310                           info->num_outputs, skip_vs_optim_mask,
1311                           &shader->info.nr_param_exports);
1312 }
1313 
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)1314 static bool si_vs_needs_prolog(const struct si_shader_selector *sel,
1315                                const struct si_vs_prolog_bits *prolog_key,
1316                                const struct si_shader_key *key, bool ngg_cull_shader)
1317 {
1318    /* VGPR initialization fixup for Vega10 and Raven is always done in the
1319     * VS prolog. */
1320    return sel->vs_needs_prolog || prolog_key->ls_vgpr_fix ||
1321           prolog_key->unpack_instance_id_from_vertex_id ||
1322           (ngg_cull_shader && key->opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL);
1323 }
1324 
si_build_main_function(struct si_shader_context * ctx,struct si_shader * shader,struct nir_shader * nir,bool free_nir,bool ngg_cull_shader)1325 static bool si_build_main_function(struct si_shader_context *ctx, struct si_shader *shader,
1326                                    struct nir_shader *nir, bool free_nir, bool ngg_cull_shader)
1327 {
1328    struct si_shader_selector *sel = shader->selector;
1329    const struct si_shader_info *info = &sel->info;
1330 
1331    ctx->shader = shader;
1332    ctx->stage = sel->info.stage;
1333 
1334    ctx->num_const_buffers = info->base.num_ubos;
1335    ctx->num_shader_buffers = info->base.num_ssbos;
1336 
1337    ctx->num_samplers = util_last_bit(info->base.textures_used);
1338    ctx->num_images = info->base.num_images;
1339 
1340    si_llvm_init_resource_callbacks(ctx);
1341 
1342    switch (ctx->stage) {
1343    case MESA_SHADER_VERTEX:
1344       si_llvm_init_vs_callbacks(ctx, ngg_cull_shader);
1345       break;
1346    case MESA_SHADER_TESS_CTRL:
1347       si_llvm_init_tcs_callbacks(ctx);
1348       break;
1349    case MESA_SHADER_TESS_EVAL:
1350       si_llvm_init_tes_callbacks(ctx, ngg_cull_shader);
1351       break;
1352    case MESA_SHADER_GEOMETRY:
1353       si_llvm_init_gs_callbacks(ctx);
1354       break;
1355    case MESA_SHADER_FRAGMENT:
1356       si_llvm_init_ps_callbacks(ctx);
1357       break;
1358    case MESA_SHADER_COMPUTE:
1359       ctx->abi.load_local_group_size = si_llvm_get_block_size;
1360       break;
1361    default:
1362       assert(!"Unsupported shader type");
1363       return false;
1364    }
1365 
1366    si_create_function(ctx, ngg_cull_shader);
1367 
1368    if (ctx->shader->key.as_es || ctx->stage == MESA_SHADER_GEOMETRY)
1369       si_preload_esgs_ring(ctx);
1370 
1371    if (ctx->stage == MESA_SHADER_GEOMETRY)
1372       si_preload_gs_rings(ctx);
1373    else if (ctx->stage == MESA_SHADER_TESS_EVAL)
1374       si_llvm_preload_tes_rings(ctx);
1375 
1376    if (ctx->stage == MESA_SHADER_TESS_CTRL && sel->info.tessfactors_are_def_in_all_invocs) {
1377       for (unsigned i = 0; i < 6; i++) {
1378          ctx->invoc0_tess_factors[i] = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
1379       }
1380    }
1381 
1382    if (ctx->stage == MESA_SHADER_GEOMETRY) {
1383       for (unsigned i = 0; i < 4; i++) {
1384          ctx->gs_next_vertex[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
1385       }
1386       if (shader->key.as_ngg) {
1387          for (unsigned i = 0; i < 4; ++i) {
1388             ctx->gs_curprim_verts[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
1389             ctx->gs_generated_prims[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
1390          }
1391 
1392          assert(!ctx->gs_ngg_scratch);
1393          LLVMTypeRef ai32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
1394          ctx->gs_ngg_scratch =
1395             LLVMAddGlobalInAddressSpace(ctx->ac.module, ai32, "ngg_scratch", AC_ADDR_SPACE_LDS);
1396          LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(ai32));
1397          LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
1398 
1399          ctx->gs_ngg_emit = LLVMAddGlobalInAddressSpace(
1400             ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0), "ngg_emit", AC_ADDR_SPACE_LDS);
1401          LLVMSetLinkage(ctx->gs_ngg_emit, LLVMExternalLinkage);
1402          LLVMSetAlignment(ctx->gs_ngg_emit, 4);
1403       }
1404    }
1405 
1406    if (ctx->stage != MESA_SHADER_GEOMETRY && (shader->key.as_ngg && !shader->key.as_es)) {
1407       /* Unconditionally declare scratch space base for streamout and
1408        * vertex compaction. Whether space is actually allocated is
1409        * determined during linking / PM4 creation.
1410        *
1411        * Add an extra dword per vertex to ensure an odd stride, which
1412        * avoids bank conflicts for SoA accesses.
1413        */
1414       if (!gfx10_is_ngg_passthrough(shader))
1415          si_llvm_declare_esgs_ring(ctx);
1416 
1417       /* This is really only needed when streamout and / or vertex
1418        * compaction is enabled.
1419        */
1420       if (!ctx->gs_ngg_scratch && (sel->so.num_outputs || shader->key.opt.ngg_culling)) {
1421          LLVMTypeRef asi32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
1422          ctx->gs_ngg_scratch =
1423             LLVMAddGlobalInAddressSpace(ctx->ac.module, asi32, "ngg_scratch", AC_ADDR_SPACE_LDS);
1424          LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(asi32));
1425          LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
1426       }
1427    }
1428 
1429    /* For GFX9 merged shaders:
1430     * - Set EXEC for the first shader. If the prolog is present, set
1431     *   EXEC there instead.
1432     * - Add a barrier before the second shader.
1433     * - In the second shader, reset EXEC to ~0 and wrap the main part in
1434     *   an if-statement. This is required for correctness in geometry
1435     *   shaders, to ensure that empty GS waves do not send GS_EMIT and
1436     *   GS_CUT messages.
1437     *
1438     * For monolithic merged shaders, the first shader is wrapped in an
1439     * if-block together with its prolog in si_build_wrapper_function.
1440     *
1441     * NGG vertex and tess eval shaders running as the last
1442     * vertex/geometry stage handle execution explicitly using
1443     * if-statements.
1444     */
1445    if (ctx->screen->info.chip_class >= GFX9) {
1446       if (!shader->is_monolithic && (shader->key.as_es || shader->key.as_ls) &&
1447           (ctx->stage == MESA_SHADER_TESS_EVAL ||
1448            (ctx->stage == MESA_SHADER_VERTEX &&
1449             !si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, ngg_cull_shader)))) {
1450          si_init_exec_from_input(ctx, ctx->merged_wave_info, 0);
1451       } else if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY ||
1452                  (shader->key.as_ngg && !shader->key.as_es)) {
1453          LLVMValueRef thread_enabled;
1454          bool nested_barrier;
1455 
1456          if (!shader->is_monolithic || (ctx->stage == MESA_SHADER_TESS_EVAL && shader->key.as_ngg &&
1457                                         !shader->key.as_es && !shader->key.opt.ngg_culling))
1458             ac_init_exec_full_mask(&ctx->ac);
1459 
1460          if ((ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL) &&
1461              shader->key.as_ngg && !shader->key.as_es && !shader->key.opt.ngg_culling) {
1462             gfx10_ngg_build_sendmsg_gs_alloc_req(ctx);
1463 
1464             /* Build the primitive export at the beginning
1465              * of the shader if possible.
1466              */
1467             if (gfx10_ngg_export_prim_early(shader))
1468                gfx10_ngg_build_export_prim(ctx, NULL, NULL);
1469          }
1470 
1471          if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY) {
1472             if (ctx->stage == MESA_SHADER_GEOMETRY && shader->key.as_ngg) {
1473                gfx10_ngg_gs_emit_prologue(ctx);
1474                nested_barrier = false;
1475             } else {
1476                nested_barrier = true;
1477             }
1478 
1479             thread_enabled = si_is_gs_thread(ctx);
1480          } else {
1481             thread_enabled = si_is_es_thread(ctx);
1482             nested_barrier = false;
1483          }
1484 
1485          ctx->merged_wrap_if_entry_block = LLVMGetInsertBlock(ctx->ac.builder);
1486          ctx->merged_wrap_if_label = 11500;
1487          ac_build_ifcc(&ctx->ac, thread_enabled, ctx->merged_wrap_if_label);
1488 
1489          if (nested_barrier) {
1490             /* Execute a barrier before the second shader in
1491              * a merged shader.
1492              *
1493              * Execute the barrier inside the conditional block,
1494              * so that empty waves can jump directly to s_endpgm,
1495              * which will also signal the barrier.
1496              *
1497              * This is possible in gfx9, because an empty wave
1498              * for the second shader does not participate in
1499              * the epilogue. With NGG, empty waves may still
1500              * be required to export data (e.g. GS output vertices),
1501              * so we cannot let them exit early.
1502              *
1503              * If the shader is TCS and the TCS epilog is present
1504              * and contains a barrier, it will wait there and then
1505              * reach s_endpgm.
1506              */
1507             si_llvm_emit_barrier(ctx);
1508          }
1509       }
1510    }
1511 
1512    bool success = si_nir_build_llvm(ctx, nir);
1513    if (free_nir)
1514       ralloc_free(nir);
1515    if (!success) {
1516       fprintf(stderr, "Failed to translate shader from NIR to LLVM\n");
1517       return false;
1518    }
1519 
1520    si_llvm_build_ret(ctx, ctx->return_value);
1521    return true;
1522 }
1523 
1524 /**
1525  * Compute the VS prolog key, which contains all the information needed to
1526  * build the VS prolog function, and set shader->info bits where needed.
1527  *
1528  * \param info             Shader info of the vertex shader.
1529  * \param num_input_sgprs  Number of input SGPRs for the vertex shader.
1530  * \param has_old_  Whether the preceding shader part is the NGG cull shader.
1531  * \param prolog_key       Key of the VS prolog
1532  * \param shader_out       The vertex shader, or the next shader if merging LS+HS or ES+GS.
1533  * \param key              Output shader part key.
1534  */
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)1535 static void si_get_vs_prolog_key(const struct si_shader_info *info, unsigned num_input_sgprs,
1536                                  bool ngg_cull_shader, const struct si_vs_prolog_bits *prolog_key,
1537                                  struct si_shader *shader_out, union si_shader_part_key *key)
1538 {
1539    memset(key, 0, sizeof(*key));
1540    key->vs_prolog.states = *prolog_key;
1541    key->vs_prolog.num_input_sgprs = num_input_sgprs;
1542    key->vs_prolog.num_inputs = info->num_inputs;
1543    key->vs_prolog.as_ls = shader_out->key.as_ls;
1544    key->vs_prolog.as_es = shader_out->key.as_es;
1545    key->vs_prolog.as_ngg = shader_out->key.as_ngg;
1546    key->vs_prolog.as_prim_discard_cs = shader_out->key.opt.vs_as_prim_discard_cs;
1547 
1548    if (ngg_cull_shader) {
1549       key->vs_prolog.gs_fast_launch_tri_list =
1550          !!(shader_out->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST);
1551       key->vs_prolog.gs_fast_launch_tri_strip =
1552          !!(shader_out->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP);
1553    }
1554 
1555    if (shader_out->selector->info.stage == MESA_SHADER_TESS_CTRL) {
1556       key->vs_prolog.as_ls = 1;
1557       key->vs_prolog.num_merged_next_stage_vgprs = 2;
1558    } else if (shader_out->selector->info.stage == MESA_SHADER_GEOMETRY) {
1559       key->vs_prolog.as_es = 1;
1560       key->vs_prolog.num_merged_next_stage_vgprs = 5;
1561    } else if (shader_out->key.as_ngg) {
1562       key->vs_prolog.num_merged_next_stage_vgprs = 5;
1563    }
1564 
1565    /* Only one of these combinations can be set. as_ngg can be set with as_es. */
1566    assert(key->vs_prolog.as_ls + key->vs_prolog.as_ngg +
1567              (key->vs_prolog.as_es && !key->vs_prolog.as_ngg) + key->vs_prolog.as_prim_discard_cs <=
1568           1);
1569 
1570    /* Enable loading the InstanceID VGPR. */
1571    uint16_t input_mask = u_bit_consecutive(0, info->num_inputs);
1572 
1573    if ((key->vs_prolog.states.instance_divisor_is_one |
1574         key->vs_prolog.states.instance_divisor_is_fetched) &
1575        input_mask)
1576       shader_out->info.uses_instanceid = true;
1577 }
1578 
si_should_optimize_less(struct ac_llvm_compiler * compiler,struct si_shader_selector * sel)1579 static bool si_should_optimize_less(struct ac_llvm_compiler *compiler,
1580                                     struct si_shader_selector *sel)
1581 {
1582    if (!compiler->low_opt_passes)
1583       return false;
1584 
1585    /* Assume a slow CPU. */
1586    assert(!sel->screen->info.has_dedicated_vram && sel->screen->info.chip_class <= GFX8);
1587 
1588    /* For a crazy dEQP test containing 2597 memory opcodes, mostly
1589     * buffer stores. */
1590    return sel->info.stage == MESA_SHADER_COMPUTE && sel->info.num_memory_stores > 1000;
1591 }
1592 
get_nir_shader(struct si_shader_selector * sel,const struct si_shader_key * key,bool * free_nir)1593 static struct nir_shader *get_nir_shader(struct si_shader_selector *sel,
1594                                          const struct si_shader_key *key,
1595                                          bool *free_nir)
1596 {
1597    nir_shader *nir;
1598    *free_nir = false;
1599 
1600    if (sel->nir) {
1601       nir = sel->nir;
1602    } else if (sel->nir_binary) {
1603       struct pipe_screen *screen = &sel->screen->b;
1604       const void *options = screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR,
1605                                                          pipe_shader_type_from_mesa(sel->info.stage));
1606 
1607       struct blob_reader blob_reader;
1608       blob_reader_init(&blob_reader, sel->nir_binary, sel->nir_size);
1609       *free_nir = true;
1610       nir = nir_deserialize(NULL, options, &blob_reader);
1611    } else {
1612       return NULL;
1613    }
1614 
1615    if (key && key->opt.inline_uniforms) {
1616       assert(*free_nir);
1617 
1618       /* Most places use shader information from the default variant, not
1619        * the optimized variant. These are the things that the driver looks at
1620        * in optimized variants and the list of things that we need to do.
1621        *
1622        * The driver takes into account these things if they suddenly disappear
1623        * from the shader code:
1624        * - Register usage and code size decrease (obvious)
1625        * - Eliminated PS system values are disabled by LLVM
1626        *   (FragCoord, FrontFace, barycentrics)
1627        * - VS/TES/GS outputs feeding PS are eliminated if outputs are undef.
1628        *   (thanks to an LLVM pass in Mesa - TODO: move it to NIR)
1629        *   The storage for eliminated outputs is also not allocated.
1630        * - VS/TCS/TES/GS/PS input loads are eliminated (VS relies on DCE in LLVM)
1631        * - TCS output stores are eliminated
1632        *
1633        * TODO: These are things the driver ignores in the final shader code
1634        * and relies on the default shader info.
1635        * - Other system values are not eliminated
1636        * - PS.NUM_INTERP = bitcount64(inputs_read), renumber inputs
1637        *   to remove holes
1638        * - uses_discard - if it changed to false
1639        * - writes_memory - if it changed to false
1640        * - VS->TCS, VS->GS, TES->GS output stores for the former stage are not
1641        *   eliminated
1642        * - Eliminated VS/TCS/TES outputs are still allocated. (except when feeding PS)
1643        *   GS outputs are eliminated except for the temporary LDS.
1644        *   Clip distances, gl_PointSize, and PS outputs are eliminated based
1645        *   on current states, so we don't care about the shader code.
1646        *
1647        * TODO: Merged shaders don't inline uniforms for the first stage.
1648        * VS-GS: only GS inlines uniforms; VS-TCS: only TCS; TES-GS: only GS.
1649        * (key == NULL for the first stage here)
1650        *
1651        * TODO: Compute shaders don't support inlinable uniforms, because they
1652        * don't have shader variants.
1653        *
1654        * TODO: The driver uses a linear search to find a shader variant. This
1655        * can be really slow if we get too many variants due to uniform inlining.
1656        */
1657       NIR_PASS_V(nir, nir_inline_uniforms,
1658                  nir->info.num_inlinable_uniforms,
1659                  key->opt.inlined_uniform_values,
1660                  nir->info.inlinable_uniform_dw_offsets);
1661 
1662       si_nir_opts(sel->screen, nir, true);
1663 
1664       /* This must be done again. */
1665       NIR_PASS_V(nir, nir_io_add_const_offset_to_base, nir_var_shader_in |
1666                                                        nir_var_shader_out);
1667    }
1668 
1669    return nir;
1670 }
1671 
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)1672 static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
1673                                    struct si_shader *shader, struct pipe_debug_callback *debug,
1674                                    struct nir_shader *nir, bool free_nir)
1675 {
1676    struct si_shader_selector *sel = shader->selector;
1677    struct si_shader_context ctx;
1678 
1679    si_llvm_context_init(&ctx, sscreen, compiler, si_get_shader_wave_size(shader));
1680 
1681    LLVMValueRef ngg_cull_main_fn = NULL;
1682    if (shader->key.opt.ngg_culling) {
1683       if (!si_build_main_function(&ctx, shader, nir, false, true)) {
1684          si_llvm_dispose(&ctx);
1685          return false;
1686       }
1687       ngg_cull_main_fn = ctx.main_fn;
1688       ctx.main_fn = NULL;
1689    }
1690 
1691    if (!si_build_main_function(&ctx, shader, nir, free_nir, false)) {
1692       si_llvm_dispose(&ctx);
1693       return false;
1694    }
1695 
1696    if (shader->is_monolithic && ctx.stage == MESA_SHADER_VERTEX) {
1697       LLVMValueRef parts[4];
1698       unsigned num_parts = 0;
1699       bool has_prolog = false;
1700       LLVMValueRef main_fn = ctx.main_fn;
1701 
1702       if (ngg_cull_main_fn) {
1703          if (si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, true)) {
1704             union si_shader_part_key prolog_key;
1705             si_get_vs_prolog_key(&sel->info, shader->info.num_input_sgprs, true,
1706                                  &shader->key.part.vs.prolog, shader, &prolog_key);
1707             prolog_key.vs_prolog.is_monolithic = true;
1708             si_llvm_build_vs_prolog(&ctx, &prolog_key);
1709             parts[num_parts++] = ctx.main_fn;
1710             has_prolog = true;
1711          }
1712          parts[num_parts++] = ngg_cull_main_fn;
1713       }
1714 
1715       if (si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, false)) {
1716          union si_shader_part_key prolog_key;
1717          si_get_vs_prolog_key(&sel->info, shader->info.num_input_sgprs, false,
1718                               &shader->key.part.vs.prolog, shader, &prolog_key);
1719          prolog_key.vs_prolog.is_monolithic = true;
1720          si_llvm_build_vs_prolog(&ctx, &prolog_key);
1721          parts[num_parts++] = ctx.main_fn;
1722          has_prolog = true;
1723       }
1724       parts[num_parts++] = main_fn;
1725 
1726       si_build_wrapper_function(&ctx, parts, num_parts, has_prolog ? 1 : 0, 0);
1727 
1728       if (ctx.shader->key.opt.vs_as_prim_discard_cs)
1729          si_build_prim_discard_compute_shader(&ctx);
1730    } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_TESS_EVAL && ngg_cull_main_fn) {
1731       LLVMValueRef parts[2];
1732 
1733       parts[0] = ngg_cull_main_fn;
1734       parts[1] = ctx.main_fn;
1735 
1736       si_build_wrapper_function(&ctx, parts, 2, 0, 0);
1737    } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_TESS_CTRL) {
1738       if (sscreen->info.chip_class >= GFX9) {
1739          struct si_shader_selector *ls = shader->key.part.tcs.ls;
1740          LLVMValueRef parts[4];
1741          bool vs_needs_prolog =
1742             si_vs_needs_prolog(ls, &shader->key.part.tcs.ls_prolog, &shader->key, false);
1743 
1744          /* TCS main part */
1745          parts[2] = ctx.main_fn;
1746 
1747          /* TCS epilog */
1748          union si_shader_part_key tcs_epilog_key;
1749          memset(&tcs_epilog_key, 0, sizeof(tcs_epilog_key));
1750          tcs_epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog;
1751          si_llvm_build_tcs_epilog(&ctx, &tcs_epilog_key);
1752          parts[3] = ctx.main_fn;
1753 
1754          /* VS as LS main part */
1755          nir = get_nir_shader(ls, NULL, &free_nir);
1756          struct si_shader shader_ls = {};
1757          shader_ls.selector = ls;
1758          shader_ls.key.as_ls = 1;
1759          shader_ls.key.mono = shader->key.mono;
1760          shader_ls.key.opt = shader->key.opt;
1761          shader_ls.is_monolithic = true;
1762 
1763          if (!si_build_main_function(&ctx, &shader_ls, nir, free_nir, false)) {
1764             si_llvm_dispose(&ctx);
1765             return false;
1766          }
1767          shader->info.uses_instanceid |= ls->info.uses_instanceid;
1768          parts[1] = ctx.main_fn;
1769 
1770          /* LS prolog */
1771          if (vs_needs_prolog) {
1772             union si_shader_part_key vs_prolog_key;
1773             si_get_vs_prolog_key(&ls->info, shader_ls.info.num_input_sgprs, false,
1774                                  &shader->key.part.tcs.ls_prolog, shader, &vs_prolog_key);
1775             vs_prolog_key.vs_prolog.is_monolithic = true;
1776             si_llvm_build_vs_prolog(&ctx, &vs_prolog_key);
1777             parts[0] = ctx.main_fn;
1778          }
1779 
1780          /* Reset the shader context. */
1781          ctx.shader = shader;
1782          ctx.stage = MESA_SHADER_TESS_CTRL;
1783 
1784          si_build_wrapper_function(&ctx, parts + !vs_needs_prolog, 4 - !vs_needs_prolog,
1785                                    vs_needs_prolog, vs_needs_prolog ? 2 : 1);
1786       } else {
1787          LLVMValueRef parts[2];
1788          union si_shader_part_key epilog_key;
1789 
1790          parts[0] = ctx.main_fn;
1791 
1792          memset(&epilog_key, 0, sizeof(epilog_key));
1793          epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog;
1794          si_llvm_build_tcs_epilog(&ctx, &epilog_key);
1795          parts[1] = ctx.main_fn;
1796 
1797          si_build_wrapper_function(&ctx, parts, 2, 0, 0);
1798       }
1799    } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_GEOMETRY) {
1800       if (ctx.screen->info.chip_class >= GFX9) {
1801          struct si_shader_selector *es = shader->key.part.gs.es;
1802          LLVMValueRef es_prolog = NULL;
1803          LLVMValueRef es_main = NULL;
1804          LLVMValueRef gs_prolog = NULL;
1805          LLVMValueRef gs_main = ctx.main_fn;
1806 
1807          /* GS prolog */
1808          union si_shader_part_key gs_prolog_key;
1809          memset(&gs_prolog_key, 0, sizeof(gs_prolog_key));
1810          gs_prolog_key.gs_prolog.states = shader->key.part.gs.prolog;
1811          gs_prolog_key.gs_prolog.is_monolithic = true;
1812          gs_prolog_key.gs_prolog.as_ngg = shader->key.as_ngg;
1813          si_llvm_build_gs_prolog(&ctx, &gs_prolog_key);
1814          gs_prolog = ctx.main_fn;
1815 
1816          /* ES main part */
1817          nir = get_nir_shader(es, NULL, &free_nir);
1818          struct si_shader shader_es = {};
1819          shader_es.selector = es;
1820          shader_es.key.as_es = 1;
1821          shader_es.key.as_ngg = shader->key.as_ngg;
1822          shader_es.key.mono = shader->key.mono;
1823          shader_es.key.opt = shader->key.opt;
1824          shader_es.is_monolithic = true;
1825 
1826          if (!si_build_main_function(&ctx, &shader_es, nir, free_nir, false)) {
1827             si_llvm_dispose(&ctx);
1828             return false;
1829          }
1830          shader->info.uses_instanceid |= es->info.uses_instanceid;
1831          es_main = ctx.main_fn;
1832 
1833          /* ES prolog */
1834          if (es->info.stage == MESA_SHADER_VERTEX &&
1835              si_vs_needs_prolog(es, &shader->key.part.gs.vs_prolog, &shader->key, false)) {
1836             union si_shader_part_key vs_prolog_key;
1837             si_get_vs_prolog_key(&es->info, shader_es.info.num_input_sgprs, false,
1838                                  &shader->key.part.gs.vs_prolog, shader, &vs_prolog_key);
1839             vs_prolog_key.vs_prolog.is_monolithic = true;
1840             si_llvm_build_vs_prolog(&ctx, &vs_prolog_key);
1841             es_prolog = ctx.main_fn;
1842          }
1843 
1844          /* Reset the shader context. */
1845          ctx.shader = shader;
1846          ctx.stage = MESA_SHADER_GEOMETRY;
1847 
1848          /* Prepare the array of shader parts. */
1849          LLVMValueRef parts[4];
1850          unsigned num_parts = 0, main_part, next_first_part;
1851 
1852          if (es_prolog)
1853             parts[num_parts++] = es_prolog;
1854 
1855          parts[main_part = num_parts++] = es_main;
1856          parts[next_first_part = num_parts++] = gs_prolog;
1857          parts[num_parts++] = gs_main;
1858 
1859          si_build_wrapper_function(&ctx, parts, num_parts, main_part, next_first_part);
1860       } else {
1861          LLVMValueRef parts[2];
1862          union si_shader_part_key prolog_key;
1863 
1864          parts[1] = ctx.main_fn;
1865 
1866          memset(&prolog_key, 0, sizeof(prolog_key));
1867          prolog_key.gs_prolog.states = shader->key.part.gs.prolog;
1868          si_llvm_build_gs_prolog(&ctx, &prolog_key);
1869          parts[0] = ctx.main_fn;
1870 
1871          si_build_wrapper_function(&ctx, parts, 2, 1, 0);
1872       }
1873    } else if (shader->is_monolithic && ctx.stage == MESA_SHADER_FRAGMENT) {
1874       si_llvm_build_monolithic_ps(&ctx, shader);
1875    }
1876 
1877    si_llvm_optimize_module(&ctx);
1878 
1879    /* Post-optimization transformations and analysis. */
1880    si_optimize_vs_outputs(&ctx);
1881 
1882    if ((debug && debug->debug_message) || si_can_dump_shader(sscreen, ctx.stage)) {
1883       ctx.shader->info.private_mem_vgprs = ac_count_scratch_private_memory(ctx.main_fn);
1884    }
1885 
1886    /* Make sure the input is a pointer and not integer followed by inttoptr. */
1887    assert(LLVMGetTypeKind(LLVMTypeOf(LLVMGetParam(ctx.main_fn, 0))) == LLVMPointerTypeKind);
1888 
1889    /* Compile to bytecode. */
1890    if (!si_compile_llvm(sscreen, &shader->binary, &shader->config, compiler, &ctx.ac, debug,
1891                         ctx.stage, si_get_shader_name(shader),
1892                         si_should_optimize_less(compiler, shader->selector))) {
1893       si_llvm_dispose(&ctx);
1894       fprintf(stderr, "LLVM failed to compile shader\n");
1895       return false;
1896    }
1897 
1898    si_llvm_dispose(&ctx);
1899    return true;
1900 }
1901 
si_compile_shader(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)1902 bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
1903                        struct si_shader *shader, struct pipe_debug_callback *debug)
1904 {
1905    struct si_shader_selector *sel = shader->selector;
1906    bool free_nir;
1907    struct nir_shader *nir = get_nir_shader(sel, &shader->key, &free_nir);
1908 
1909    /* Dump NIR before doing NIR->LLVM conversion in case the
1910     * conversion fails. */
1911    if (si_can_dump_shader(sscreen, sel->info.stage) &&
1912        !(sscreen->debug_flags & DBG(NO_NIR))) {
1913       nir_print_shader(nir, stderr);
1914       si_dump_streamout(&sel->so);
1915    }
1916 
1917    memset(shader->info.vs_output_param_offset, AC_EXP_PARAM_UNDEFINED,
1918           sizeof(shader->info.vs_output_param_offset));
1919 
1920    shader->info.uses_instanceid = sel->info.uses_instanceid;
1921 
1922    /* TODO: ACO could compile non-monolithic shaders here (starting
1923     * with PS and NGG VS), but monolithic shaders should be compiled
1924     * by LLVM due to more complicated compilation.
1925     */
1926    if (!si_llvm_compile_shader(sscreen, compiler, shader, debug, nir, free_nir))
1927       return false;
1928 
1929    /* Validate SGPR and VGPR usage for compute to detect compiler bugs.
1930     * LLVM 3.9svn has this bug.
1931     */
1932    if (sel->info.stage == MESA_SHADER_COMPUTE) {
1933       unsigned wave_size = sscreen->compute_wave_size;
1934       unsigned max_vgprs =
1935          sscreen->info.num_physical_wave64_vgprs_per_simd * (wave_size == 32 ? 2 : 1);
1936       unsigned max_sgprs = sscreen->info.num_physical_sgprs_per_simd;
1937       unsigned max_sgprs_per_wave = 128;
1938       unsigned simds_per_tg = 4; /* assuming WGP mode on gfx10 */
1939       unsigned threads_per_tg = si_get_max_workgroup_size(shader);
1940       unsigned waves_per_tg = DIV_ROUND_UP(threads_per_tg, wave_size);
1941       unsigned waves_per_simd = DIV_ROUND_UP(waves_per_tg, simds_per_tg);
1942 
1943       max_vgprs = max_vgprs / waves_per_simd;
1944       max_sgprs = MIN2(max_sgprs / waves_per_simd, max_sgprs_per_wave);
1945 
1946       if (shader->config.num_sgprs > max_sgprs || shader->config.num_vgprs > max_vgprs) {
1947          fprintf(stderr,
1948                  "LLVM failed to compile a shader correctly: "
1949                  "SGPR:VGPR usage is %u:%u, but the hw limit is %u:%u\n",
1950                  shader->config.num_sgprs, shader->config.num_vgprs, max_sgprs, max_vgprs);
1951 
1952          /* Just terminate the process, because dependent
1953           * shaders can hang due to bad input data, but use
1954           * the env var to allow shader-db to work.
1955           */
1956          if (!debug_get_bool_option("SI_PASS_BAD_SHADERS", false))
1957             abort();
1958       }
1959    }
1960 
1961    /* Add the scratch offset to input SGPRs. */
1962    if (shader->config.scratch_bytes_per_wave && !si_is_merged_shader(shader))
1963       shader->info.num_input_sgprs += 1; /* scratch byte offset */
1964 
1965    /* Calculate the number of fragment input VGPRs. */
1966    if (sel->info.stage == MESA_SHADER_FRAGMENT) {
1967       shader->info.num_input_vgprs = ac_get_fs_input_vgpr_cnt(
1968          &shader->config, &shader->info.face_vgpr_index, &shader->info.ancillary_vgpr_index);
1969    }
1970 
1971    si_calculate_max_simd_waves(shader);
1972    si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
1973    return true;
1974 }
1975 
1976 /**
1977  * Create, compile and return a shader part (prolog or epilog).
1978  *
1979  * \param sscreen	screen
1980  * \param list		list of shader parts of the same category
1981  * \param type		shader type
1982  * \param key		shader part key
1983  * \param prolog	whether the part being requested is a prolog
1984  * \param tm		LLVM target machine
1985  * \param debug		debug callback
1986  * \param build		the callback responsible for building the main function
1987  * \return		non-NULL on success
1988  */
1989 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)1990 si_get_shader_part(struct si_screen *sscreen, struct si_shader_part **list,
1991                    gl_shader_stage stage, bool prolog, union si_shader_part_key *key,
1992                    struct ac_llvm_compiler *compiler, struct pipe_debug_callback *debug,
1993                    void (*build)(struct si_shader_context *, union si_shader_part_key *),
1994                    const char *name)
1995 {
1996    struct si_shader_part *result;
1997 
1998    simple_mtx_lock(&sscreen->shader_parts_mutex);
1999 
2000    /* Find existing. */
2001    for (result = *list; result; result = result->next) {
2002       if (memcmp(&result->key, key, sizeof(*key)) == 0) {
2003          simple_mtx_unlock(&sscreen->shader_parts_mutex);
2004          return result;
2005       }
2006    }
2007 
2008    /* Compile a new one. */
2009    result = CALLOC_STRUCT(si_shader_part);
2010    result->key = *key;
2011 
2012    struct si_shader_selector sel = {};
2013    sel.screen = sscreen;
2014 
2015    struct si_shader shader = {};
2016    shader.selector = &sel;
2017 
2018    switch (stage) {
2019    case MESA_SHADER_VERTEX:
2020       shader.key.as_ls = key->vs_prolog.as_ls;
2021       shader.key.as_es = key->vs_prolog.as_es;
2022       shader.key.as_ngg = key->vs_prolog.as_ngg;
2023       shader.key.opt.ngg_culling =
2024          (key->vs_prolog.gs_fast_launch_tri_list ? SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST : 0) |
2025          (key->vs_prolog.gs_fast_launch_tri_strip ? SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP : 0);
2026       shader.key.opt.vs_as_prim_discard_cs = key->vs_prolog.as_prim_discard_cs;
2027       break;
2028    case MESA_SHADER_TESS_CTRL:
2029       assert(!prolog);
2030       shader.key.part.tcs.epilog = key->tcs_epilog.states;
2031       break;
2032    case MESA_SHADER_GEOMETRY:
2033       assert(prolog);
2034       shader.key.as_ngg = key->gs_prolog.as_ngg;
2035       break;
2036    case MESA_SHADER_FRAGMENT:
2037       if (prolog)
2038          shader.key.part.ps.prolog = key->ps_prolog.states;
2039       else
2040          shader.key.part.ps.epilog = key->ps_epilog.states;
2041       break;
2042    default:
2043       unreachable("bad shader part");
2044    }
2045 
2046    struct si_shader_context ctx;
2047    si_llvm_context_init(&ctx, sscreen, compiler,
2048                         si_get_wave_size(sscreen, stage,
2049                                          shader.key.as_ngg, shader.key.as_es,
2050                                          shader.key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL,
2051                                          shader.key.opt.vs_as_prim_discard_cs));
2052    ctx.shader = &shader;
2053    ctx.stage = stage;
2054 
2055    build(&ctx, key);
2056 
2057    /* Compile. */
2058    si_llvm_optimize_module(&ctx);
2059 
2060    if (!si_compile_llvm(sscreen, &result->binary, &result->config, compiler, &ctx.ac, debug,
2061                         ctx.stage, name, false)) {
2062       FREE(result);
2063       result = NULL;
2064       goto out;
2065    }
2066 
2067    result->next = *list;
2068    *list = result;
2069 
2070 out:
2071    si_llvm_dispose(&ctx);
2072    simple_mtx_unlock(&sscreen->shader_parts_mutex);
2073    return result;
2074 }
2075 
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)2076 static bool si_get_vs_prolog(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2077                              struct si_shader *shader, struct pipe_debug_callback *debug,
2078                              struct si_shader *main_part, const struct si_vs_prolog_bits *key)
2079 {
2080    struct si_shader_selector *vs = main_part->selector;
2081 
2082    if (!si_vs_needs_prolog(vs, key, &shader->key, false))
2083       return true;
2084 
2085    /* Get the prolog. */
2086    union si_shader_part_key prolog_key;
2087    si_get_vs_prolog_key(&vs->info, main_part->info.num_input_sgprs, false, key, shader,
2088                         &prolog_key);
2089 
2090    shader->prolog =
2091       si_get_shader_part(sscreen, &sscreen->vs_prologs, MESA_SHADER_VERTEX, true, &prolog_key,
2092                          compiler, debug, si_llvm_build_vs_prolog, "Vertex Shader Prolog");
2093    return shader->prolog != NULL;
2094 }
2095 
2096 /**
2097  * Select and compile (or reuse) vertex shader parts (prolog & epilog).
2098  */
si_shader_select_vs_parts(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)2099 static bool si_shader_select_vs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2100                                       struct si_shader *shader, struct pipe_debug_callback *debug)
2101 {
2102    return si_get_vs_prolog(sscreen, compiler, shader, debug, shader, &shader->key.part.vs.prolog);
2103 }
2104 
2105 /**
2106  * Select and compile (or reuse) TCS parts (epilog).
2107  */
si_shader_select_tcs_parts(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)2108 static bool si_shader_select_tcs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2109                                        struct si_shader *shader, struct pipe_debug_callback *debug)
2110 {
2111    if (sscreen->info.chip_class >= GFX9) {
2112       struct si_shader *ls_main_part = shader->key.part.tcs.ls->main_shader_part_ls;
2113 
2114       if (!si_get_vs_prolog(sscreen, compiler, shader, debug, ls_main_part,
2115                             &shader->key.part.tcs.ls_prolog))
2116          return false;
2117 
2118       shader->previous_stage = ls_main_part;
2119    }
2120 
2121    /* Get the epilog. */
2122    union si_shader_part_key epilog_key;
2123    memset(&epilog_key, 0, sizeof(epilog_key));
2124    epilog_key.tcs_epilog.states = shader->key.part.tcs.epilog;
2125 
2126    shader->epilog = si_get_shader_part(sscreen, &sscreen->tcs_epilogs, MESA_SHADER_TESS_CTRL, false,
2127                                        &epilog_key, compiler, debug, si_llvm_build_tcs_epilog,
2128                                        "Tessellation Control Shader Epilog");
2129    return shader->epilog != NULL;
2130 }
2131 
2132 /**
2133  * Select and compile (or reuse) GS parts (prolog).
2134  */
si_shader_select_gs_parts(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)2135 static bool si_shader_select_gs_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2136                                       struct si_shader *shader, struct pipe_debug_callback *debug)
2137 {
2138    if (sscreen->info.chip_class >= GFX9) {
2139       struct si_shader *es_main_part;
2140 
2141       if (shader->key.as_ngg)
2142          es_main_part = shader->key.part.gs.es->main_shader_part_ngg_es;
2143       else
2144          es_main_part = shader->key.part.gs.es->main_shader_part_es;
2145 
2146       if (shader->key.part.gs.es->info.stage == MESA_SHADER_VERTEX &&
2147           !si_get_vs_prolog(sscreen, compiler, shader, debug, es_main_part,
2148                             &shader->key.part.gs.vs_prolog))
2149          return false;
2150 
2151       shader->previous_stage = es_main_part;
2152    }
2153 
2154    if (!shader->key.part.gs.prolog.tri_strip_adj_fix)
2155       return true;
2156 
2157    union si_shader_part_key prolog_key;
2158    memset(&prolog_key, 0, sizeof(prolog_key));
2159    prolog_key.gs_prolog.states = shader->key.part.gs.prolog;
2160    prolog_key.gs_prolog.as_ngg = shader->key.as_ngg;
2161 
2162    shader->prolog2 =
2163       si_get_shader_part(sscreen, &sscreen->gs_prologs, MESA_SHADER_GEOMETRY, true, &prolog_key,
2164                          compiler, debug, si_llvm_build_gs_prolog, "Geometry Shader Prolog");
2165    return shader->prolog2 != NULL;
2166 }
2167 
2168 /**
2169  * Compute the PS prolog key, which contains all the information needed to
2170  * build the PS prolog function, and set related bits in shader->config.
2171  */
si_get_ps_prolog_key(struct si_shader * shader,union si_shader_part_key * key,bool separate_prolog)2172 void si_get_ps_prolog_key(struct si_shader *shader, union si_shader_part_key *key,
2173                           bool separate_prolog)
2174 {
2175    struct si_shader_info *info = &shader->selector->info;
2176 
2177    memset(key, 0, sizeof(*key));
2178    key->ps_prolog.states = shader->key.part.ps.prolog;
2179    key->ps_prolog.colors_read = info->colors_read;
2180    key->ps_prolog.num_input_sgprs = shader->info.num_input_sgprs;
2181    key->ps_prolog.num_input_vgprs = shader->info.num_input_vgprs;
2182    key->ps_prolog.wqm =
2183       info->base.fs.needs_helper_invocations &&
2184       (key->ps_prolog.colors_read || key->ps_prolog.states.force_persp_sample_interp ||
2185        key->ps_prolog.states.force_linear_sample_interp ||
2186        key->ps_prolog.states.force_persp_center_interp ||
2187        key->ps_prolog.states.force_linear_center_interp ||
2188        key->ps_prolog.states.bc_optimize_for_persp || key->ps_prolog.states.bc_optimize_for_linear);
2189    key->ps_prolog.ancillary_vgpr_index = shader->info.ancillary_vgpr_index;
2190 
2191    if (info->colors_read) {
2192       ubyte *color = shader->selector->color_attr_index;
2193 
2194       if (shader->key.part.ps.prolog.color_two_side) {
2195          /* BCOLORs are stored after the last input. */
2196          key->ps_prolog.num_interp_inputs = info->num_inputs;
2197          key->ps_prolog.face_vgpr_index = shader->info.face_vgpr_index;
2198          if (separate_prolog)
2199             shader->config.spi_ps_input_ena |= S_0286CC_FRONT_FACE_ENA(1);
2200       }
2201 
2202       for (unsigned i = 0; i < 2; i++) {
2203          unsigned interp = info->color_interpolate[i];
2204          unsigned location = info->color_interpolate_loc[i];
2205 
2206          if (!(info->colors_read & (0xf << i * 4)))
2207             continue;
2208 
2209          key->ps_prolog.color_attr_index[i] = color[i];
2210 
2211          if (shader->key.part.ps.prolog.flatshade_colors && interp == INTERP_MODE_COLOR)
2212             interp = INTERP_MODE_FLAT;
2213 
2214          switch (interp) {
2215          case INTERP_MODE_FLAT:
2216             key->ps_prolog.color_interp_vgpr_index[i] = -1;
2217             break;
2218          case INTERP_MODE_SMOOTH:
2219          case INTERP_MODE_COLOR:
2220             /* Force the interpolation location for colors here. */
2221             if (shader->key.part.ps.prolog.force_persp_sample_interp)
2222                location = TGSI_INTERPOLATE_LOC_SAMPLE;
2223             if (shader->key.part.ps.prolog.force_persp_center_interp)
2224                location = TGSI_INTERPOLATE_LOC_CENTER;
2225 
2226             switch (location) {
2227             case TGSI_INTERPOLATE_LOC_SAMPLE:
2228                key->ps_prolog.color_interp_vgpr_index[i] = 0;
2229                if (separate_prolog) {
2230                   shader->config.spi_ps_input_ena |= S_0286CC_PERSP_SAMPLE_ENA(1);
2231                }
2232                break;
2233             case TGSI_INTERPOLATE_LOC_CENTER:
2234                key->ps_prolog.color_interp_vgpr_index[i] = 2;
2235                if (separate_prolog) {
2236                   shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1);
2237                }
2238                break;
2239             case TGSI_INTERPOLATE_LOC_CENTROID:
2240                key->ps_prolog.color_interp_vgpr_index[i] = 4;
2241                if (separate_prolog) {
2242                   shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTROID_ENA(1);
2243                }
2244                break;
2245             default:
2246                assert(0);
2247             }
2248             break;
2249          case INTERP_MODE_NOPERSPECTIVE:
2250             /* Force the interpolation location for colors here. */
2251             if (shader->key.part.ps.prolog.force_linear_sample_interp)
2252                location = TGSI_INTERPOLATE_LOC_SAMPLE;
2253             if (shader->key.part.ps.prolog.force_linear_center_interp)
2254                location = TGSI_INTERPOLATE_LOC_CENTER;
2255 
2256             /* The VGPR assignment for non-monolithic shaders
2257              * works because InitialPSInputAddr is set on the
2258              * main shader and PERSP_PULL_MODEL is never used.
2259              */
2260             switch (location) {
2261             case TGSI_INTERPOLATE_LOC_SAMPLE:
2262                key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 6 : 9;
2263                if (separate_prolog) {
2264                   shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_SAMPLE_ENA(1);
2265                }
2266                break;
2267             case TGSI_INTERPOLATE_LOC_CENTER:
2268                key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 8 : 11;
2269                if (separate_prolog) {
2270                   shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1);
2271                }
2272                break;
2273             case TGSI_INTERPOLATE_LOC_CENTROID:
2274                key->ps_prolog.color_interp_vgpr_index[i] = separate_prolog ? 10 : 13;
2275                if (separate_prolog) {
2276                   shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTROID_ENA(1);
2277                }
2278                break;
2279             default:
2280                assert(0);
2281             }
2282             break;
2283          default:
2284             assert(0);
2285          }
2286       }
2287    }
2288 }
2289 
2290 /**
2291  * Check whether a PS prolog is required based on the key.
2292  */
si_need_ps_prolog(const union si_shader_part_key * key)2293 bool si_need_ps_prolog(const union si_shader_part_key *key)
2294 {
2295    return key->ps_prolog.colors_read || key->ps_prolog.states.force_persp_sample_interp ||
2296           key->ps_prolog.states.force_linear_sample_interp ||
2297           key->ps_prolog.states.force_persp_center_interp ||
2298           key->ps_prolog.states.force_linear_center_interp ||
2299           key->ps_prolog.states.bc_optimize_for_persp ||
2300           key->ps_prolog.states.bc_optimize_for_linear || key->ps_prolog.states.poly_stipple ||
2301           key->ps_prolog.states.samplemask_log_ps_iter;
2302 }
2303 
2304 /**
2305  * Compute the PS epilog key, which contains all the information needed to
2306  * build the PS epilog function.
2307  */
si_get_ps_epilog_key(struct si_shader * shader,union si_shader_part_key * key)2308 void si_get_ps_epilog_key(struct si_shader *shader, union si_shader_part_key *key)
2309 {
2310    struct si_shader_info *info = &shader->selector->info;
2311    memset(key, 0, sizeof(*key));
2312    key->ps_epilog.colors_written = info->colors_written;
2313    key->ps_epilog.color_types = info->output_color_types;
2314    key->ps_epilog.writes_z = info->writes_z;
2315    key->ps_epilog.writes_stencil = info->writes_stencil;
2316    key->ps_epilog.writes_samplemask = info->writes_samplemask;
2317    key->ps_epilog.states = shader->key.part.ps.epilog;
2318 }
2319 
2320 /**
2321  * Select and compile (or reuse) pixel shader parts (prolog & epilog).
2322  */
si_shader_select_ps_parts(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)2323 static bool si_shader_select_ps_parts(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2324                                       struct si_shader *shader, struct pipe_debug_callback *debug)
2325 {
2326    union si_shader_part_key prolog_key;
2327    union si_shader_part_key epilog_key;
2328 
2329    /* Get the prolog. */
2330    si_get_ps_prolog_key(shader, &prolog_key, true);
2331 
2332    /* The prolog is a no-op if these aren't set. */
2333    if (si_need_ps_prolog(&prolog_key)) {
2334       shader->prolog =
2335          si_get_shader_part(sscreen, &sscreen->ps_prologs, MESA_SHADER_FRAGMENT, true, &prolog_key,
2336                             compiler, debug, si_llvm_build_ps_prolog, "Fragment Shader Prolog");
2337       if (!shader->prolog)
2338          return false;
2339    }
2340 
2341    /* Get the epilog. */
2342    si_get_ps_epilog_key(shader, &epilog_key);
2343 
2344    shader->epilog =
2345       si_get_shader_part(sscreen, &sscreen->ps_epilogs, MESA_SHADER_FRAGMENT, false, &epilog_key,
2346                          compiler, debug, si_llvm_build_ps_epilog, "Fragment Shader Epilog");
2347    if (!shader->epilog)
2348       return false;
2349 
2350    /* Enable POS_FIXED_PT if polygon stippling is enabled. */
2351    if (shader->key.part.ps.prolog.poly_stipple) {
2352       shader->config.spi_ps_input_ena |= S_0286CC_POS_FIXED_PT_ENA(1);
2353       assert(G_0286CC_POS_FIXED_PT_ENA(shader->config.spi_ps_input_addr));
2354    }
2355 
2356    /* Set up the enable bits for per-sample shading if needed. */
2357    if (shader->key.part.ps.prolog.force_persp_sample_interp &&
2358        (G_0286CC_PERSP_CENTER_ENA(shader->config.spi_ps_input_ena) ||
2359         G_0286CC_PERSP_CENTROID_ENA(shader->config.spi_ps_input_ena))) {
2360       shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTER_ENA;
2361       shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTROID_ENA;
2362       shader->config.spi_ps_input_ena |= S_0286CC_PERSP_SAMPLE_ENA(1);
2363    }
2364    if (shader->key.part.ps.prolog.force_linear_sample_interp &&
2365        (G_0286CC_LINEAR_CENTER_ENA(shader->config.spi_ps_input_ena) ||
2366         G_0286CC_LINEAR_CENTROID_ENA(shader->config.spi_ps_input_ena))) {
2367       shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTER_ENA;
2368       shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTROID_ENA;
2369       shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_SAMPLE_ENA(1);
2370    }
2371    if (shader->key.part.ps.prolog.force_persp_center_interp &&
2372        (G_0286CC_PERSP_SAMPLE_ENA(shader->config.spi_ps_input_ena) ||
2373         G_0286CC_PERSP_CENTROID_ENA(shader->config.spi_ps_input_ena))) {
2374       shader->config.spi_ps_input_ena &= C_0286CC_PERSP_SAMPLE_ENA;
2375       shader->config.spi_ps_input_ena &= C_0286CC_PERSP_CENTROID_ENA;
2376       shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1);
2377    }
2378    if (shader->key.part.ps.prolog.force_linear_center_interp &&
2379        (G_0286CC_LINEAR_SAMPLE_ENA(shader->config.spi_ps_input_ena) ||
2380         G_0286CC_LINEAR_CENTROID_ENA(shader->config.spi_ps_input_ena))) {
2381       shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_SAMPLE_ENA;
2382       shader->config.spi_ps_input_ena &= C_0286CC_LINEAR_CENTROID_ENA;
2383       shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1);
2384    }
2385 
2386    /* POW_W_FLOAT requires that one of the perspective weights is enabled. */
2387    if (G_0286CC_POS_W_FLOAT_ENA(shader->config.spi_ps_input_ena) &&
2388        !(shader->config.spi_ps_input_ena & 0xf)) {
2389       shader->config.spi_ps_input_ena |= S_0286CC_PERSP_CENTER_ENA(1);
2390       assert(G_0286CC_PERSP_CENTER_ENA(shader->config.spi_ps_input_addr));
2391    }
2392 
2393    /* At least one pair of interpolation weights must be enabled. */
2394    if (!(shader->config.spi_ps_input_ena & 0x7f)) {
2395       shader->config.spi_ps_input_ena |= S_0286CC_LINEAR_CENTER_ENA(1);
2396       assert(G_0286CC_LINEAR_CENTER_ENA(shader->config.spi_ps_input_addr));
2397    }
2398 
2399    /* Samplemask fixup requires the sample ID. */
2400    if (shader->key.part.ps.prolog.samplemask_log_ps_iter) {
2401       shader->config.spi_ps_input_ena |= S_0286CC_ANCILLARY_ENA(1);
2402       assert(G_0286CC_ANCILLARY_ENA(shader->config.spi_ps_input_addr));
2403    }
2404 
2405    /* The sample mask input is always enabled, because the API shader always
2406     * passes it through to the epilog. Disable it here if it's unused.
2407     */
2408    if (!shader->key.part.ps.epilog.poly_line_smoothing && !shader->selector->info.reads_samplemask)
2409       shader->config.spi_ps_input_ena &= C_0286CC_SAMPLE_COVERAGE_ENA;
2410 
2411    return true;
2412 }
2413 
si_multiwave_lds_size_workaround(struct si_screen * sscreen,unsigned * lds_size)2414 void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size)
2415 {
2416    /* If tessellation is all offchip and on-chip GS isn't used, this
2417     * workaround is not needed.
2418     */
2419    return;
2420 
2421    /* SPI barrier management bug:
2422     *   Make sure we have at least 4k of LDS in use to avoid the bug.
2423     *   It applies to workgroup sizes of more than one wavefront.
2424     */
2425    if (sscreen->info.family == CHIP_BONAIRE || sscreen->info.family == CHIP_KABINI)
2426       *lds_size = MAX2(*lds_size, 8);
2427 }
2428 
si_fix_resource_usage(struct si_screen * sscreen,struct si_shader * shader)2429 void si_fix_resource_usage(struct si_screen *sscreen, struct si_shader *shader)
2430 {
2431    unsigned min_sgprs = shader->info.num_input_sgprs + 2; /* VCC */
2432 
2433    shader->config.num_sgprs = MAX2(shader->config.num_sgprs, min_sgprs);
2434 
2435    if (shader->selector->info.stage == MESA_SHADER_COMPUTE &&
2436        si_get_max_workgroup_size(shader) > sscreen->compute_wave_size) {
2437       si_multiwave_lds_size_workaround(sscreen, &shader->config.lds_size);
2438    }
2439 }
2440 
si_create_shader_variant(struct si_screen * sscreen,struct ac_llvm_compiler * compiler,struct si_shader * shader,struct pipe_debug_callback * debug)2441 bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
2442                               struct si_shader *shader, struct pipe_debug_callback *debug)
2443 {
2444    struct si_shader_selector *sel = shader->selector;
2445    struct si_shader *mainp = *si_get_main_shader_part(sel, &shader->key);
2446 
2447    /* LS, ES, VS are compiled on demand if the main part hasn't been
2448     * compiled for that stage.
2449     *
2450     * GS are compiled on demand if the main part hasn't been compiled
2451     * for the chosen NGG-ness.
2452     *
2453     * Vertex shaders are compiled on demand when a vertex fetch
2454     * workaround must be applied.
2455     */
2456    if (shader->is_monolithic) {
2457       /* Monolithic shader (compiled as a whole, has many variants,
2458        * may take a long time to compile).
2459        */
2460       if (!si_compile_shader(sscreen, compiler, shader, debug))
2461          return false;
2462    } else {
2463       /* The shader consists of several parts:
2464        *
2465        * - the middle part is the user shader, it has 1 variant only
2466        *   and it was compiled during the creation of the shader
2467        *   selector
2468        * - the prolog part is inserted at the beginning
2469        * - the epilog part is inserted at the end
2470        *
2471        * The prolog and epilog have many (but simple) variants.
2472        *
2473        * Starting with gfx9, geometry and tessellation control
2474        * shaders also contain the prolog and user shader parts of
2475        * the previous shader stage.
2476        */
2477 
2478       if (!mainp)
2479          return false;
2480 
2481       /* Copy the compiled shader data over. */
2482       shader->is_binary_shared = true;
2483       shader->binary = mainp->binary;
2484       shader->config = mainp->config;
2485       shader->info.num_input_sgprs = mainp->info.num_input_sgprs;
2486       shader->info.num_input_vgprs = mainp->info.num_input_vgprs;
2487       shader->info.face_vgpr_index = mainp->info.face_vgpr_index;
2488       shader->info.ancillary_vgpr_index = mainp->info.ancillary_vgpr_index;
2489       memcpy(shader->info.vs_output_param_offset, mainp->info.vs_output_param_offset,
2490              sizeof(mainp->info.vs_output_param_offset));
2491       shader->info.uses_instanceid = mainp->info.uses_instanceid;
2492       shader->info.nr_pos_exports = mainp->info.nr_pos_exports;
2493       shader->info.nr_param_exports = mainp->info.nr_param_exports;
2494 
2495       /* Select prologs and/or epilogs. */
2496       switch (sel->info.stage) {
2497       case MESA_SHADER_VERTEX:
2498          if (!si_shader_select_vs_parts(sscreen, compiler, shader, debug))
2499             return false;
2500          break;
2501       case MESA_SHADER_TESS_CTRL:
2502          if (!si_shader_select_tcs_parts(sscreen, compiler, shader, debug))
2503             return false;
2504          break;
2505       case MESA_SHADER_TESS_EVAL:
2506          break;
2507       case MESA_SHADER_GEOMETRY:
2508          if (!si_shader_select_gs_parts(sscreen, compiler, shader, debug))
2509             return false;
2510          break;
2511       case MESA_SHADER_FRAGMENT:
2512          if (!si_shader_select_ps_parts(sscreen, compiler, shader, debug))
2513             return false;
2514 
2515          /* Make sure we have at least as many VGPRs as there
2516           * are allocated inputs.
2517           */
2518          shader->config.num_vgprs = MAX2(shader->config.num_vgprs, shader->info.num_input_vgprs);
2519          break;
2520       default:;
2521       }
2522 
2523       /* Update SGPR and VGPR counts. */
2524       if (shader->prolog) {
2525          shader->config.num_sgprs =
2526             MAX2(shader->config.num_sgprs, shader->prolog->config.num_sgprs);
2527          shader->config.num_vgprs =
2528             MAX2(shader->config.num_vgprs, shader->prolog->config.num_vgprs);
2529       }
2530       if (shader->previous_stage) {
2531          shader->config.num_sgprs =
2532             MAX2(shader->config.num_sgprs, shader->previous_stage->config.num_sgprs);
2533          shader->config.num_vgprs =
2534             MAX2(shader->config.num_vgprs, shader->previous_stage->config.num_vgprs);
2535          shader->config.spilled_sgprs =
2536             MAX2(shader->config.spilled_sgprs, shader->previous_stage->config.spilled_sgprs);
2537          shader->config.spilled_vgprs =
2538             MAX2(shader->config.spilled_vgprs, shader->previous_stage->config.spilled_vgprs);
2539          shader->info.private_mem_vgprs =
2540             MAX2(shader->info.private_mem_vgprs, shader->previous_stage->info.private_mem_vgprs);
2541          shader->config.scratch_bytes_per_wave =
2542             MAX2(shader->config.scratch_bytes_per_wave,
2543                  shader->previous_stage->config.scratch_bytes_per_wave);
2544          shader->info.uses_instanceid |= shader->previous_stage->info.uses_instanceid;
2545       }
2546       if (shader->prolog2) {
2547          shader->config.num_sgprs =
2548             MAX2(shader->config.num_sgprs, shader->prolog2->config.num_sgprs);
2549          shader->config.num_vgprs =
2550             MAX2(shader->config.num_vgprs, shader->prolog2->config.num_vgprs);
2551       }
2552       if (shader->epilog) {
2553          shader->config.num_sgprs =
2554             MAX2(shader->config.num_sgprs, shader->epilog->config.num_sgprs);
2555          shader->config.num_vgprs =
2556             MAX2(shader->config.num_vgprs, shader->epilog->config.num_vgprs);
2557       }
2558       si_calculate_max_simd_waves(shader);
2559    }
2560 
2561    if (shader->key.as_ngg) {
2562       assert(!shader->key.as_es && !shader->key.as_ls);
2563       if (!gfx10_ngg_calculate_subgroup_info(shader)) {
2564          fprintf(stderr, "Failed to compute subgroup info\n");
2565          return false;
2566       }
2567    } else if (sscreen->info.chip_class >= GFX9 && sel->info.stage == MESA_SHADER_GEOMETRY) {
2568       gfx9_get_gs_info(shader->previous_stage_sel, sel, &shader->gs_info);
2569    }
2570 
2571    si_fix_resource_usage(sscreen, shader);
2572    si_shader_dump(sscreen, shader, debug, stderr, true);
2573 
2574    /* Upload. */
2575    if (!si_shader_binary_upload(sscreen, shader, 0)) {
2576       fprintf(stderr, "LLVM failed to upload shader\n");
2577       return false;
2578    }
2579 
2580    return true;
2581 }
2582 
si_shader_binary_clean(struct si_shader_binary * binary)2583 void si_shader_binary_clean(struct si_shader_binary *binary)
2584 {
2585    free((void *)binary->elf_buffer);
2586    binary->elf_buffer = NULL;
2587 
2588    free(binary->llvm_ir_string);
2589    binary->llvm_ir_string = NULL;
2590 }
2591 
si_shader_destroy(struct si_shader * shader)2592 void si_shader_destroy(struct si_shader *shader)
2593 {
2594    if (shader->scratch_bo)
2595       si_resource_reference(&shader->scratch_bo, NULL);
2596 
2597    si_resource_reference(&shader->bo, NULL);
2598 
2599    if (!shader->is_binary_shared)
2600       si_shader_binary_clean(&shader->binary);
2601 
2602    free(shader->shader_log);
2603 }
2604