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 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26 * -------------------------------------------------------------------------
27 *
28 * Typically, there is one-to-one correspondence between API and HW shaders,
29 * that is, for every API shader, there is exactly one shader binary in
30 * the driver.
31 *
32 * The problem with that is that we also have to emulate some API states
33 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
34 * to deal with it are:
35 * - each shader has multiple variants for each combination of emulated states,
36 * and the variants are compiled on demand, possibly relying on a shader
37 * cache for good performance
38 * - patch shaders at the binary level
39 *
40 * This driver uses something completely different. The emulated states are
41 * usually implemented at the beginning or end of shaders. Therefore, we can
42 * split the shader into 3 parts:
43 * - prolog part (shader code dependent on states)
44 * - main part (the API shader)
45 * - epilog part (shader code dependent on states)
46 *
47 * Each part is compiled as a separate shader and the final binaries are
48 * concatenated. This type of shader is called non-monolithic, because it
49 * consists of multiple independent binaries. Creating a new shader variant
50 * is therefore only a concatenation of shader parts (binaries) and doesn't
51 * involve any compilation. The main shader parts are the only parts that are
52 * compiled when applications create shader objects. The prolog and epilog
53 * parts are compiled on the first use and saved, so that their binaries can
54 * be reused by many other shaders.
55 *
56 * One of the roles of the prolog part is to compute vertex buffer addresses
57 * for vertex shaders. A few of the roles of the epilog part are color buffer
58 * format conversions in pixel shaders that we have to do manually, and write
59 * tessellation factors in tessellation control shaders. The prolog and epilog
60 * have many other important responsibilities in various shader stages.
61 * They don't just "emulate legacy stuff".
62 *
63 * Monolithic shaders are shaders where the parts are combined before LLVM
64 * compilation, and the whole thing is compiled and optimized as one unit with
65 * one binary on the output. The result is the same as the non-monolithic
66 * shader, but the final code can be better, because LLVM can optimize across
67 * all shader parts. Monolithic shaders aren't usually used except for these
68 * special cases:
69 *
70 * 1) Some rarely-used states require modification of the main shader part
71 * itself, and in such cases, only the monolithic shader variant is
72 * compiled, and that's always done on the first use.
73 *
74 * 2) When we do cross-stage optimizations for separate shader objects and
75 * e.g. eliminate unused shader varyings, the resulting optimized shader
76 * variants are always compiled as monolithic shaders, and always
77 * asynchronously (i.e. not stalling ongoing rendering). We call them
78 * "optimized monolithic" shaders. The important property here is that
79 * the non-monolithic unoptimized shader variant is always available for use
80 * when the asynchronous compilation of the optimized shader is not done
81 * yet.
82 *
83 * Starting with GFX9 chips, some shader stages are merged, and the number of
84 * shader parts per shader increased. The complete new list of shader parts is:
85 * - 1st shader: prolog part
86 * - 1st shader: main part
87 * - 2nd shader: prolog part
88 * - 2nd shader: main part
89 * - 2nd shader: epilog part
90 */
91
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93 * geometry shaders works.
94 *
95 * Inputs and outputs between shaders are stored in a buffer. This buffer
96 * lives in LDS (typical case for tessellation), but it can also live
97 * in memory (ESGS). Each input or output has a fixed location within a vertex.
98 * The highest used input or output determines the stride between vertices.
99 *
100 * Since GS and tessellation are only possible in the OpenGL core profile,
101 * only these semantics are valid for per-vertex data:
102 *
103 * Name Location
104 *
105 * POSITION 0
106 * PSIZE 1
107 * CLIPDIST0..1 2..3
108 * CULLDIST0..1 (not implemented)
109 * GENERIC0..31 4..35
110 *
111 * For example, a shader only writing GENERIC0 has the output stride of 5.
112 *
113 * Only these semantics are valid for per-patch data:
114 *
115 * Name Location
116 *
117 * TESSOUTER 0
118 * TESSINNER 1
119 * PATCH0..29 2..31
120 *
121 * That's how independent shaders agree on input and output locations.
122 * The si_shader_io_get_unique_index function assigns the locations.
123 *
124 * For tessellation, other required information for calculating the input and
125 * output addresses like the vertex stride, the patch stride, and the offsets
126 * where per-vertex and per-patch data start, is passed to the shader via
127 * user data SGPRs. The offsets and strides are calculated at draw time and
128 * aren't available at compile time.
129 */
130
131 #ifndef SI_SHADER_H
132 #define SI_SHADER_H
133
134 #include "ac_binary.h"
135 #include "ac_llvm_build.h"
136 #include "ac_llvm_util.h"
137 #include "util/simple_mtx.h"
138 #include "util/u_inlines.h"
139 #include "util/u_live_shader_cache.h"
140 #include "util/u_queue.h"
141
142 #include <stdio.h>
143
144 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
145 // path on newer LLVM for now. Should be removed in the long term.
146 #define USE_LDS_SYMBOLS (true)
147
148 struct nir_shader;
149 struct si_shader;
150 struct si_context;
151
152 #define SI_MAX_ATTRIBS 16
153 #define SI_MAX_VS_OUTPUTS 40
154
155 /* Shader IO unique indices are supported for VARYING_SLOT_VARn with an
156 * index smaller than this.
157 */
158 #define SI_MAX_IO_GENERIC 32
159
160 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
161
162 /* SGPR user data indices */
163 enum
164 {
165 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
166 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
167 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
168 SI_SGPR_SAMPLERS_AND_IMAGES,
169 SI_NUM_RESOURCE_SGPRS,
170
171 /* API VS, TES without GS, GS copy shader */
172 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
173 SI_NUM_VS_STATE_RESOURCE_SGPRS,
174
175 /* all VS variants */
176 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
177 SI_SGPR_START_INSTANCE,
178 SI_SGPR_DRAWID,
179 SI_VS_NUM_USER_SGPR,
180
181 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
182
183 /* TES */
184 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
185 SI_SGPR_TES_OFFCHIP_ADDR,
186 SI_TES_NUM_USER_SGPR,
187
188 /* GFX6-8: TCS only */
189 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
190 GFX6_SGPR_TCS_OUT_OFFSETS,
191 GFX6_SGPR_TCS_OUT_LAYOUT,
192 GFX6_SGPR_TCS_IN_LAYOUT,
193 GFX6_TCS_NUM_USER_SGPR,
194
195 /* GFX9: Merged shaders. */
196 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
197 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
198 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
199
200 /* GFX9: Merged LS-HS (VS-TCS) only. */
201 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
202 GFX9_SGPR_TCS_OUT_OFFSETS,
203 GFX9_SGPR_TCS_OUT_LAYOUT,
204 GFX9_TCS_NUM_USER_SGPR,
205
206 /* GS limits */
207 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
208 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
209 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
210 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
211
212 /* PS only */
213 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
214 SI_PS_NUM_USER_SGPR,
215
216 /* The value has to be 12, because the hw requires that descriptors
217 * are aligned to 4 SGPRs.
218 */
219 SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
220 };
221
222 /* LLVM function parameter indices */
223 enum
224 {
225 SI_NUM_RESOURCE_PARAMS = 4,
226
227 /* PS only parameters */
228 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
229 SI_PARAM_PRIM_MASK,
230 SI_PARAM_PERSP_SAMPLE,
231 SI_PARAM_PERSP_CENTER,
232 SI_PARAM_PERSP_CENTROID,
233 SI_PARAM_PERSP_PULL_MODEL,
234 SI_PARAM_LINEAR_SAMPLE,
235 SI_PARAM_LINEAR_CENTER,
236 SI_PARAM_LINEAR_CENTROID,
237 SI_PARAM_LINE_STIPPLE_TEX,
238 SI_PARAM_POS_X_FLOAT,
239 SI_PARAM_POS_Y_FLOAT,
240 SI_PARAM_POS_Z_FLOAT,
241 SI_PARAM_POS_W_FLOAT,
242 SI_PARAM_FRONT_FACE,
243 SI_PARAM_ANCILLARY,
244 SI_PARAM_SAMPLE_COVERAGE,
245 SI_PARAM_POS_FIXED_PT,
246
247 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
248 };
249
250 /* Fields of driver-defined VS state SGPR. */
251 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x)&0x1) << 0)
252 #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
253 #define S_VS_STATE_INDEXED(x) (((unsigned)(x)&0x1) << 1)
254 #define C_VS_STATE_INDEXED 0xFFFFFFFD
255 #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x)&0x3) << 2)
256 #define C_VS_STATE_OUTPRIM 0xFFFFFFF3
257 #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x)&0x3) << 4)
258 #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
259 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
260 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
261 #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x)&0xF) << 7)
262 #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
263 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x)&0x1FFF) << 11)
264 #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
265 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x)&0xFF) << 24)
266 #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
267
268 enum
269 {
270 /* These represent the number of SGPRs the shader uses. */
271 SI_VS_BLIT_SGPRS_POS = 3,
272 SI_VS_BLIT_SGPRS_POS_COLOR = 7,
273 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
274 };
275
276 #define SI_NGG_CULL_VIEW_SMALLPRIMS (1 << 0) /* view.xy + small prims */
277 #define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */
278 #define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */
279 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST (1 << 3) /* GS fast launch: triangles */
280 #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4) /* GS fast launch: triangle strip */
281 #define SI_NGG_CULL_GS_FAST_LAUNCH_ALL (0x3 << 3) /* GS fast launch (both prim types) */
282
283 /**
284 * For VS shader keys, describe any fixups required for vertex fetch.
285 *
286 * \ref log_size, \ref format, and the number of channels are interpreted as
287 * by \ref ac_build_opencoded_load_format.
288 *
289 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
290 * impossible format and indicates that no fixup is needed (just use
291 * buffer_load_format_xyzw).
292 */
293 union si_vs_fix_fetch {
294 struct {
295 uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
296 uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
297 uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
298 uint8_t reverse : 1; /* reverse XYZ channels */
299 } u;
300 uint8_t bits;
301 };
302
303 struct si_shader;
304
305 /* State of the context creating the shader object. */
306 struct si_compiler_ctx_state {
307 /* Should only be used by si_init_shader_selector_async and
308 * si_build_shader_variant if thread_index == -1 (non-threaded). */
309 struct ac_llvm_compiler *compiler;
310
311 /* Used if thread_index == -1 or if debug.async is true. */
312 struct pipe_debug_callback debug;
313
314 /* Used for creating the log string for gallium/ddebug. */
315 bool is_debug_context;
316 };
317
318 enum si_color_output_type {
319 SI_TYPE_ANY32,
320 SI_TYPE_FLOAT16,
321 SI_TYPE_INT16,
322 SI_TYPE_UINT16,
323 };
324
325 struct si_shader_info {
326 shader_info base;
327
328 gl_shader_stage stage;
329
330 ubyte num_inputs;
331 ubyte num_outputs;
332 ubyte input_semantic[PIPE_MAX_SHADER_INPUTS];
333 ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
334 ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
335 ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS];
336 char output_semantic_to_slot[VARYING_SLOT_TESS_MAX];
337 ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
338 ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS];
339 ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
340 ubyte output_type[PIPE_MAX_SHADER_OUTPUTS]; /* enum nir_alu_type */
341
342 ubyte color_interpolate[2];
343 ubyte color_interpolate_loc[2];
344
345 int constbuf0_num_slots;
346 ubyte num_stream_output_components[4];
347
348 uint num_memory_stores;
349
350 ubyte colors_read; /**< which color components are read by the FS */
351 ubyte colors_written;
352 uint16_t output_color_types; /**< Each bit pair is enum si_color_output_type */
353 bool color0_writes_all_cbufs; /**< gl_FragColor */
354 bool reads_samplemask; /**< does fragment shader read sample mask? */
355 bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
356 bool writes_z; /**< does fragment shader write Z value? */
357 bool writes_stencil; /**< does fragment shader write stencil value? */
358 bool writes_samplemask; /**< does fragment shader write sample mask? */
359 bool writes_edgeflag; /**< vertex shader outputs edgeflag */
360 bool uses_persp_center;
361 bool uses_persp_centroid;
362 bool uses_persp_sample;
363 bool uses_linear_center;
364 bool uses_linear_centroid;
365 bool uses_linear_sample;
366 bool uses_interp_at_sample;
367 bool uses_instanceid;
368 bool uses_drawid;
369 bool uses_primid;
370 bool uses_frontface;
371 bool uses_invocationid;
372 bool uses_thread_id[3];
373 bool uses_block_id[3];
374 bool uses_variable_block_size;
375 bool uses_grid_size;
376 bool uses_subgroup_info;
377 bool writes_position;
378 bool writes_psize;
379 bool writes_clipvertex;
380 bool writes_primid;
381 bool writes_viewport_index;
382 bool writes_layer;
383 bool uses_bindless_samplers;
384 bool uses_bindless_images;
385
386 /** Whether all codepaths write tess factors in all invocations. */
387 bool tessfactors_are_def_in_all_invocs;
388 };
389
390 /* A shader selector is a gallium CSO and contains shader variants and
391 * binaries for one NIR program. This can be shared by multiple contexts.
392 */
393 struct si_shader_selector {
394 struct util_live_shader base;
395 struct si_screen *screen;
396 struct util_queue_fence ready;
397 struct si_compiler_ctx_state compiler_ctx_state;
398
399 simple_mtx_t mutex;
400 struct si_shader *first_variant; /* immutable after the first variant */
401 struct si_shader *last_variant; /* mutable */
402
403 /* The compiled NIR shader without a prolog and/or epilog (not
404 * uploaded to a buffer object).
405 */
406 struct si_shader *main_shader_part;
407 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
408 struct si_shader *main_shader_part_es; /* as_es is set in the key */
409 struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
410 struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
411
412 struct si_shader *gs_copy_shader;
413
414 struct nir_shader *nir;
415 void *nir_binary;
416 unsigned nir_size;
417
418 struct pipe_stream_output_info so;
419 struct si_shader_info info;
420
421 enum pipe_shader_type pipe_shader_type;
422 ubyte const_and_shader_buf_descriptors_index;
423 ubyte sampler_and_images_descriptors_index;
424 bool vs_needs_prolog;
425 bool prim_discard_cs_allowed;
426 ubyte cs_shaderbufs_sgpr_index;
427 ubyte cs_num_shaderbufs_in_user_sgprs;
428 ubyte cs_images_sgpr_index;
429 ubyte cs_images_num_sgprs;
430 ubyte cs_num_images_in_user_sgprs;
431 ubyte num_vs_inputs;
432 ubyte num_vbos_in_user_sgprs;
433 unsigned pa_cl_vs_out_cntl;
434 unsigned ngg_cull_vert_threshold; /* 0 = disabled */
435 unsigned ngg_cull_nonindexed_fast_launch_vert_threshold; /* 0 = disabled */
436 ubyte clipdist_mask;
437 ubyte culldist_mask;
438 ubyte rast_prim;
439
440 /* ES parameters. */
441 uint16_t esgs_itemsize; /* vertex stride */
442 uint16_t lshs_vertex_stride;
443
444 /* GS parameters. */
445 uint16_t gsvs_vertex_size;
446 ubyte gs_input_verts_per_prim;
447 unsigned max_gsvs_emit_size;
448 uint16_t enabled_streamout_buffer_mask;
449 bool tess_turns_off_ngg;
450
451 /* PS parameters. */
452 ubyte color_attr_index[2];
453 unsigned db_shader_control;
454 /* Set 0xf or 0x0 (4 bits) per each written output.
455 * ANDed with spi_shader_col_format.
456 */
457 unsigned colors_written_4bit;
458
459 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
460 uint64_t outputs_written; /* "get_unique_index" bits */
461 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
462
463 uint64_t inputs_read; /* "get_unique_index" bits */
464
465 /* bitmasks of used descriptor slots */
466 uint64_t active_const_and_shader_buffers;
467 uint64_t active_samplers_and_images;
468 };
469
470 /* Valid shader configurations:
471 *
472 * API shaders VS | TCS | TES | GS |pass| PS
473 * are compiled as: | | | |thru|
474 * | | | | |
475 * Only VS & PS: VS | | | | | PS
476 * GFX6 - with GS: ES | | | GS | VS | PS
477 * - with tess: LS | HS | VS | | | PS
478 * - with both: LS | HS | ES | GS | VS | PS
479 * GFX9 - with GS: -> | | | GS | VS | PS
480 * - with tess: -> | HS | VS | | | PS
481 * - with both: -> | HS | -> | GS | VS | PS
482 * | | | | |
483 * NGG - VS & PS: GS | | | | | PS
484 * (GFX10+) - with GS: -> | | | GS | | PS
485 * - with tess: -> | HS | GS | | | PS
486 * - with both: -> | HS | -> | GS | | PS
487 *
488 * -> = merged with the next stage
489 */
490
491 /* Use the byte alignment for all following structure members for optimal
492 * shader key memory footprint.
493 */
494 #pragma pack(push, 1)
495
496 /* Common VS bits between the shader key and the prolog key. */
497 struct si_vs_prolog_bits {
498 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
499 * divisor is 0.
500 * - If "is_one" has a bit set, the instance divisor is 1.
501 * - If "is_fetched" has a bit set, the instance divisor will be loaded
502 * from the constant buffer.
503 */
504 uint16_t instance_divisor_is_one; /* bitmask of inputs */
505 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
506 unsigned ls_vgpr_fix : 1;
507 unsigned unpack_instance_id_from_vertex_id : 1;
508 };
509
510 /* Common TCS bits between the shader key and the epilog key. */
511 struct si_tcs_epilog_bits {
512 unsigned prim_mode : 3;
513 unsigned invoc0_tess_factors_are_def : 1;
514 unsigned tes_reads_tess_factors : 1;
515 };
516
517 struct si_gs_prolog_bits {
518 unsigned tri_strip_adj_fix : 1;
519 unsigned gfx9_prev_is_vs : 1;
520 };
521
522 /* Common PS bits between the shader key and the prolog key. */
523 struct si_ps_prolog_bits {
524 unsigned color_two_side : 1;
525 unsigned flatshade_colors : 1;
526 unsigned poly_stipple : 1;
527 unsigned force_persp_sample_interp : 1;
528 unsigned force_linear_sample_interp : 1;
529 unsigned force_persp_center_interp : 1;
530 unsigned force_linear_center_interp : 1;
531 unsigned bc_optimize_for_persp : 1;
532 unsigned bc_optimize_for_linear : 1;
533 unsigned samplemask_log_ps_iter : 3;
534 };
535
536 /* Common PS bits between the shader key and the epilog key. */
537 struct si_ps_epilog_bits {
538 unsigned spi_shader_col_format;
539 unsigned color_is_int8 : 8;
540 unsigned color_is_int10 : 8;
541 unsigned last_cbuf : 3;
542 unsigned alpha_func : 3;
543 unsigned alpha_to_one : 1;
544 unsigned poly_line_smoothing : 1;
545 unsigned clamp_color : 1;
546 };
547
548 union si_shader_part_key {
549 struct {
550 struct si_vs_prolog_bits states;
551 unsigned num_input_sgprs : 6;
552 /* For merged stages such as LS-HS, HS input VGPRs are first. */
553 unsigned num_merged_next_stage_vgprs : 3;
554 unsigned num_inputs : 5;
555 unsigned as_ls : 1;
556 unsigned as_es : 1;
557 unsigned as_ngg : 1;
558 unsigned as_prim_discard_cs : 1;
559 unsigned gs_fast_launch_tri_list : 1; /* for NGG culling */
560 unsigned gs_fast_launch_tri_strip : 1; /* for NGG culling */
561 /* Prologs for monolithic shaders shouldn't set EXEC. */
562 unsigned is_monolithic : 1;
563 } vs_prolog;
564 struct {
565 struct si_tcs_epilog_bits states;
566 } tcs_epilog;
567 struct {
568 struct si_gs_prolog_bits states;
569 /* Prologs of monolithic shaders shouldn't set EXEC. */
570 unsigned is_monolithic : 1;
571 unsigned as_ngg : 1;
572 } gs_prolog;
573 struct {
574 struct si_ps_prolog_bits states;
575 unsigned num_input_sgprs : 6;
576 unsigned num_input_vgprs : 5;
577 /* Color interpolation and two-side color selection. */
578 unsigned colors_read : 8; /* color input components read */
579 unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
580 unsigned face_vgpr_index : 5;
581 unsigned ancillary_vgpr_index : 5;
582 unsigned wqm : 1;
583 char color_attr_index[2];
584 signed char color_interp_vgpr_index[2]; /* -1 == constant */
585 } ps_prolog;
586 struct {
587 struct si_ps_epilog_bits states;
588 unsigned colors_written : 8;
589 unsigned color_types : 16;
590 unsigned writes_z : 1;
591 unsigned writes_stencil : 1;
592 unsigned writes_samplemask : 1;
593 } ps_epilog;
594 };
595
596 struct si_shader_key {
597 /* Prolog and epilog flags. */
598 union {
599 struct {
600 struct si_vs_prolog_bits prolog;
601 } vs;
602 struct {
603 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
604 struct si_shader_selector *ls; /* for merged LS-HS */
605 struct si_tcs_epilog_bits epilog;
606 } tcs; /* tessellation control shader */
607 struct {
608 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
609 struct si_shader_selector *es; /* for merged ES-GS */
610 struct si_gs_prolog_bits prolog;
611 } gs;
612 struct {
613 struct si_ps_prolog_bits prolog;
614 struct si_ps_epilog_bits epilog;
615 } ps;
616 } part;
617
618 /* These three are initially set according to the NEXT_SHADER property,
619 * or guessed if the property doesn't seem correct.
620 */
621 unsigned as_es : 1; /* export shader, which precedes GS */
622 unsigned as_ls : 1; /* local shader, which precedes TCS */
623 unsigned as_ngg : 1; /* VS, TES, or GS compiled as NGG primitive shader */
624
625 /* Flags for monolithic compilation only. */
626 struct {
627 /* Whether fetch should be opencoded according to vs_fix_fetch.
628 * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
629 * with minimal fixups is used. */
630 uint16_t vs_fetch_opencode;
631 union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
632
633 union {
634 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
635 /* When PS needs PrimID and GS is disabled. */
636 unsigned vs_export_prim_id : 1;
637 struct {
638 unsigned interpolate_at_sample_force_center : 1;
639 unsigned fbfetch_msaa : 1;
640 unsigned fbfetch_is_1D : 1;
641 unsigned fbfetch_layered : 1;
642 } ps;
643 } u;
644 } mono;
645
646 /* Optimization flags for asynchronous compilation only. */
647 struct {
648 /* For HW VS (it can be VS, TES, GS) */
649 uint64_t kill_outputs; /* "get_unique_index" bits */
650 unsigned kill_clip_distances : 8;
651 unsigned kill_pointsize : 1;
652
653 /* For NGG VS and TES. */
654 unsigned ngg_culling : 5; /* SI_NGG_CULL_* */
655
656 /* For shaders where monolithic variants have better code.
657 *
658 * This is a flag that has no effect on code generation,
659 * but forces monolithic shaders to be used as soon as
660 * possible, because it's in the "opt" group.
661 */
662 unsigned prefer_mono : 1;
663
664 /* Primitive discard compute shader. */
665 unsigned vs_as_prim_discard_cs : 1;
666 unsigned cs_prim_type : 4;
667 unsigned cs_indexed : 1;
668 unsigned cs_instancing : 1;
669 unsigned cs_primitive_restart : 1;
670 unsigned cs_provoking_vertex_first : 1;
671 unsigned cs_need_correct_orientation : 1;
672 unsigned cs_cull_front : 1;
673 unsigned cs_cull_back : 1;
674 unsigned cs_cull_z : 1;
675 unsigned cs_halfz_clip_space : 1;
676 unsigned inline_uniforms:1;
677
678 uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS];
679 } opt;
680 };
681
682 /* Restore the pack alignment to default. */
683 #pragma pack(pop)
684
685 /* GCN-specific shader info. */
686 struct si_shader_binary_info {
687 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
688 ubyte num_input_sgprs;
689 ubyte num_input_vgprs;
690 signed char face_vgpr_index;
691 signed char ancillary_vgpr_index;
692 bool uses_instanceid;
693 ubyte nr_pos_exports;
694 ubyte nr_param_exports;
695 unsigned private_mem_vgprs;
696 unsigned max_simd_waves;
697 };
698
699 struct si_shader_binary {
700 const char *elf_buffer;
701 size_t elf_size;
702
703 char *llvm_ir_string;
704 };
705
706 struct gfx9_gs_info {
707 unsigned es_verts_per_subgroup;
708 unsigned gs_prims_per_subgroup;
709 unsigned gs_inst_prims_in_subgroup;
710 unsigned max_prims_per_subgroup;
711 unsigned esgs_ring_size; /* in bytes */
712 };
713
714 struct si_shader {
715 struct si_compiler_ctx_state compiler_ctx_state;
716
717 struct si_shader_selector *selector;
718 struct si_shader_selector *previous_stage_sel; /* for refcounting */
719 struct si_shader *next_variant;
720
721 struct si_shader_part *prolog;
722 struct si_shader *previous_stage; /* for GFX9 */
723 struct si_shader_part *prolog2;
724 struct si_shader_part *epilog;
725
726 struct si_pm4_state *pm4;
727 struct si_resource *bo;
728 struct si_resource *scratch_bo;
729 struct si_shader_key key;
730 struct util_queue_fence ready;
731 bool compilation_failed;
732 bool is_monolithic;
733 bool is_optimized;
734 bool is_binary_shared;
735 bool is_gs_copy_shader;
736
737 /* The following data is all that's needed for binary shaders. */
738 struct si_shader_binary binary;
739 struct ac_shader_config config;
740 struct si_shader_binary_info info;
741
742 struct {
743 uint16_t ngg_emit_size; /* in dwords */
744 uint16_t hw_max_esverts;
745 uint16_t max_gsprims;
746 uint16_t max_out_verts;
747 uint16_t prim_amp_factor;
748 bool max_vert_out_per_gs_instance;
749 } ngg;
750
751 /* Shader key + LLVM IR + disassembly + statistics.
752 * Generated for debug contexts only.
753 */
754 char *shader_log;
755 size_t shader_log_size;
756
757 struct gfx9_gs_info gs_info;
758
759 /* For save precompute context registers values. */
760 union {
761 struct {
762 unsigned vgt_gsvs_ring_offset_1;
763 unsigned vgt_gsvs_ring_offset_2;
764 unsigned vgt_gsvs_ring_offset_3;
765 unsigned vgt_gsvs_ring_itemsize;
766 unsigned vgt_gs_max_vert_out;
767 unsigned vgt_gs_vert_itemsize;
768 unsigned vgt_gs_vert_itemsize_1;
769 unsigned vgt_gs_vert_itemsize_2;
770 unsigned vgt_gs_vert_itemsize_3;
771 unsigned vgt_gs_instance_cnt;
772 unsigned vgt_gs_onchip_cntl;
773 unsigned vgt_gs_max_prims_per_subgroup;
774 unsigned vgt_esgs_ring_itemsize;
775 } gs;
776
777 struct {
778 unsigned ge_max_output_per_subgroup;
779 unsigned ge_ngg_subgrp_cntl;
780 unsigned vgt_primitiveid_en;
781 unsigned vgt_gs_onchip_cntl;
782 unsigned vgt_gs_instance_cnt;
783 unsigned vgt_esgs_ring_itemsize;
784 unsigned spi_vs_out_config;
785 unsigned spi_shader_idx_format;
786 unsigned spi_shader_pos_format;
787 unsigned pa_cl_vte_cntl;
788 unsigned pa_cl_ngg_cntl;
789 unsigned vgt_gs_max_vert_out; /* for API GS */
790 unsigned ge_pc_alloc; /* uconfig register */
791 } ngg;
792
793 struct {
794 unsigned vgt_gs_mode;
795 unsigned vgt_primitiveid_en;
796 unsigned vgt_reuse_off;
797 unsigned spi_vs_out_config;
798 unsigned spi_shader_pos_format;
799 unsigned pa_cl_vte_cntl;
800 unsigned ge_pc_alloc; /* uconfig register */
801 } vs;
802
803 struct {
804 unsigned spi_ps_input_ena;
805 unsigned spi_ps_input_addr;
806 unsigned spi_baryc_cntl;
807 unsigned spi_ps_in_control;
808 unsigned spi_shader_z_format;
809 unsigned spi_shader_col_format;
810 unsigned cb_shader_mask;
811 } ps;
812 } ctx_reg;
813
814 /*For save precompute registers value */
815 unsigned vgt_tf_param; /* VGT_TF_PARAM */
816 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
817 unsigned pa_cl_vs_out_cntl;
818 unsigned ge_cntl;
819 };
820
821 struct si_shader_part {
822 struct si_shader_part *next;
823 union si_shader_part_key key;
824 struct si_shader_binary binary;
825 struct ac_shader_config config;
826 };
827
828 /* si_shader.c */
829 bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
830 struct si_shader *shader, struct pipe_debug_callback *debug);
831 bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
832 struct si_shader *shader, struct pipe_debug_callback *debug);
833 void si_shader_destroy(struct si_shader *shader);
834 unsigned si_shader_io_get_unique_index_patch(unsigned semantic);
835 unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying);
836 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
837 uint64_t scratch_va);
838 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
839 struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
840 void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
841 struct pipe_debug_callback *debug);
842 void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
843 const char *si_get_shader_name(const struct si_shader *shader);
844 void si_shader_binary_clean(struct si_shader_binary *binary);
845
846 /* si_shader_llvm_gs.c */
847 struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
848 struct ac_llvm_compiler *compiler,
849 struct si_shader_selector *gs_selector,
850 struct pipe_debug_callback *debug);
851
852 /* si_shader_nir.c */
853 void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
854 void si_nir_opts(struct si_screen *sscreen, struct nir_shader *nir, bool first);
855 void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
856
857 /* si_state_shaders.c */
858 void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
859 struct gfx9_gs_info *out);
860
861 /* Inline helpers. */
862
863 /* Return the pointer to the main shader part's pointer. */
si_get_main_shader_part(struct si_shader_selector * sel,struct si_shader_key * key)864 static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
865 struct si_shader_key *key)
866 {
867 if (key->as_ls)
868 return &sel->main_shader_part_ls;
869 if (key->as_es && key->as_ngg)
870 return &sel->main_shader_part_ngg_es;
871 if (key->as_es)
872 return &sel->main_shader_part_es;
873 if (key->as_ngg)
874 return &sel->main_shader_part_ngg;
875 return &sel->main_shader_part;
876 }
877
gfx10_is_ngg_passthrough(struct si_shader * shader)878 static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader)
879 {
880 struct si_shader_selector *sel = shader->selector;
881
882 return sel->info.stage != MESA_SHADER_GEOMETRY && !sel->so.num_outputs && !sel->info.writes_edgeflag &&
883 !shader->key.opt.ngg_culling &&
884 (sel->info.stage != MESA_SHADER_VERTEX || !shader->key.mono.u.vs_export_prim_id);
885 }
886
si_shader_uses_bindless_samplers(struct si_shader_selector * selector)887 static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
888 {
889 return selector ? selector->info.uses_bindless_samplers : false;
890 }
891
si_shader_uses_bindless_images(struct si_shader_selector * selector)892 static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
893 {
894 return selector ? selector->info.uses_bindless_images : false;
895 }
896
897 #endif
898