/* * Copyright 2012 Advanced Micro Devices, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Tom Stellard * Michel Dänzer * Christian König */ /* How linking shader inputs and outputs between vertex, tessellation, and * geometry shaders works. * * Inputs and outputs between shaders are stored in a buffer. This buffer * lives in LDS (typical case for tessellation), but it can also live * in memory (ESGS). Each input or output has a fixed location within a vertex. * The highest used input or output determines the stride between vertices. * * Since GS and tessellation are only possible in the OpenGL core profile, * only these semantics are valid for per-vertex data: * * Name Location * * POSITION 0 * PSIZE 1 * CLIPDIST0..1 2..3 * CULLDIST0..1 (not implemented) * GENERIC0..31 4..35 * * For example, a shader only writing GENERIC0 has the output stride of 5. * * Only these semantics are valid for per-patch data: * * Name Location * * TESSOUTER 0 * TESSINNER 1 * PATCH0..29 2..31 * * That's how independent shaders agree on input and output locations. * The si_shader_io_get_unique_index function assigns the locations. * * For tessellation, other required information for calculating the input and * output addresses like the vertex stride, the patch stride, and the offsets * where per-vertex and per-patch data start, is passed to the shader via * user data SGPRs. The offsets and strides are calculated at draw time and * aren't available at compile time. */ #ifndef SI_SHADER_H #define SI_SHADER_H #include /* LLVMModuleRef */ #include #include "tgsi/tgsi_scan.h" #include "util/u_queue.h" #include "si_state.h" struct radeon_shader_binary; struct radeon_shader_reloc; #define SI_MAX_VS_OUTPUTS 40 /* SGPR user data indices */ enum { SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */ SI_SGPR_RW_BUFFERS_HI, SI_SGPR_CONST_BUFFERS, SI_SGPR_CONST_BUFFERS_HI, SI_SGPR_SAMPLERS, /* images & sampler states interleaved */ SI_SGPR_SAMPLERS_HI, SI_SGPR_IMAGES, SI_SGPR_IMAGES_HI, SI_SGPR_SHADER_BUFFERS, SI_SGPR_SHADER_BUFFERS_HI, SI_NUM_RESOURCE_SGPRS, /* all VS variants */ SI_SGPR_VERTEX_BUFFERS = SI_NUM_RESOURCE_SGPRS, SI_SGPR_VERTEX_BUFFERS_HI, SI_SGPR_BASE_VERTEX, SI_SGPR_START_INSTANCE, SI_SGPR_DRAWID, SI_ES_NUM_USER_SGPR, /* hw VS only */ SI_SGPR_VS_STATE_BITS = SI_ES_NUM_USER_SGPR, SI_VS_NUM_USER_SGPR, /* hw LS only */ SI_SGPR_LS_OUT_LAYOUT = SI_ES_NUM_USER_SGPR, SI_LS_NUM_USER_SGPR, /* both TCS and TES */ SI_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS, SI_TES_NUM_USER_SGPR, /* TCS only */ SI_SGPR_TCS_OUT_OFFSETS = SI_TES_NUM_USER_SGPR, SI_SGPR_TCS_OUT_LAYOUT, SI_SGPR_TCS_IN_LAYOUT, SI_TCS_NUM_USER_SGPR, /* GS limits */ SI_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS, SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1, /* PS only */ SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS, SI_PS_NUM_USER_SGPR, /* CS only */ SI_SGPR_GRID_SIZE = SI_NUM_RESOURCE_SGPRS, SI_SGPR_BLOCK_SIZE = SI_SGPR_GRID_SIZE + 3, SI_CS_NUM_USER_SGPR = SI_SGPR_BLOCK_SIZE + 3 }; /* LLVM function parameter indices */ enum { SI_PARAM_RW_BUFFERS, SI_PARAM_CONST_BUFFERS, SI_PARAM_SAMPLERS, SI_PARAM_IMAGES, SI_PARAM_SHADER_BUFFERS, SI_NUM_RESOURCE_PARAMS, /* VS only parameters */ SI_PARAM_VERTEX_BUFFERS = SI_NUM_RESOURCE_PARAMS, SI_PARAM_BASE_VERTEX, SI_PARAM_START_INSTANCE, SI_PARAM_DRAWID, /* [0] = clamp vertex color, VS as VS only */ SI_PARAM_VS_STATE_BITS, /* same value as TCS_IN_LAYOUT, VS as LS only */ SI_PARAM_LS_OUT_LAYOUT = SI_PARAM_DRAWID + 1, /* the other VS parameters are assigned dynamically */ /* Layout of TCS outputs in the offchip buffer * [0:8] = the number of patches per threadgroup. * [9:15] = the number of output vertices per patch. * [16:31] = the offset of per patch attributes in the buffer in bytes. */ SI_PARAM_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_PARAMS, /* for TCS & TES */ /* TCS only parameters. */ /* Offsets where TCS outputs and TCS patch outputs live in LDS: * [0:15] = TCS output patch0 offset / 16, max = NUM_PATCHES * 32 * 32 * [16:31] = TCS output patch0 offset for per-patch / 16, max = NUM_PATCHES*32*32* + 32*32 */ SI_PARAM_TCS_OUT_OFFSETS, /* Layout of TCS outputs / TES inputs: * [0:12] = stride between output patches in dwords, num_outputs * num_vertices * 4, max = 32*32*4 * [13:20] = stride between output vertices in dwords = num_inputs * 4, max = 32*4 * [26:31] = gl_PatchVerticesIn, max = 32 */ SI_PARAM_TCS_OUT_LAYOUT, /* Layout of LS outputs / TCS inputs * [0:12] = stride between patches in dwords = num_inputs * num_vertices * 4, max = 32*32*4 * [13:20] = stride between vertices in dwords = num_inputs * 4, max = 32*4 */ SI_PARAM_TCS_IN_LAYOUT, SI_PARAM_TCS_OC_LDS, SI_PARAM_TESS_FACTOR_OFFSET, SI_PARAM_PATCH_ID, SI_PARAM_REL_IDS, /* GS only parameters */ SI_PARAM_GS2VS_OFFSET = SI_NUM_RESOURCE_PARAMS, SI_PARAM_GS_WAVE_ID, SI_PARAM_VTX0_OFFSET, SI_PARAM_VTX1_OFFSET, SI_PARAM_PRIMITIVE_ID, SI_PARAM_VTX2_OFFSET, SI_PARAM_VTX3_OFFSET, SI_PARAM_VTX4_OFFSET, SI_PARAM_VTX5_OFFSET, SI_PARAM_GS_INSTANCE_ID, /* PS only parameters */ SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS, SI_PARAM_PRIM_MASK, SI_PARAM_PERSP_SAMPLE, SI_PARAM_PERSP_CENTER, SI_PARAM_PERSP_CENTROID, SI_PARAM_PERSP_PULL_MODEL, SI_PARAM_LINEAR_SAMPLE, SI_PARAM_LINEAR_CENTER, SI_PARAM_LINEAR_CENTROID, SI_PARAM_LINE_STIPPLE_TEX, SI_PARAM_POS_X_FLOAT, SI_PARAM_POS_Y_FLOAT, SI_PARAM_POS_Z_FLOAT, SI_PARAM_POS_W_FLOAT, SI_PARAM_FRONT_FACE, SI_PARAM_ANCILLARY, SI_PARAM_SAMPLE_COVERAGE, SI_PARAM_POS_FIXED_PT, /* CS only parameters */ SI_PARAM_GRID_SIZE = SI_NUM_RESOURCE_PARAMS, SI_PARAM_BLOCK_SIZE, SI_PARAM_BLOCK_ID, SI_PARAM_THREAD_ID, SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */ }; /* SI-specific system values. */ enum { TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT, TGSI_SEMANTIC_DEFAULT_TESSINNER_SI, }; /* For VS shader key fix_fetch. */ enum { SI_FIX_FETCH_NONE = 0, SI_FIX_FETCH_A2_SNORM, SI_FIX_FETCH_A2_SSCALED, SI_FIX_FETCH_A2_SINT, SI_FIX_FETCH_RGBA_32_UNORM, SI_FIX_FETCH_RGBX_32_UNORM, SI_FIX_FETCH_RGBA_32_SNORM, SI_FIX_FETCH_RGBX_32_SNORM, SI_FIX_FETCH_RGBA_32_USCALED, SI_FIX_FETCH_RGBA_32_SSCALED, SI_FIX_FETCH_RGBA_32_FIXED, SI_FIX_FETCH_RGBX_32_FIXED, }; struct si_shader; /* State of the context creating the shader object. */ struct si_compiler_ctx_state { /* Should only be used by si_init_shader_selector_async and * si_build_shader_variant if thread_index == -1 (non-threaded). */ LLVMTargetMachineRef tm; /* Used if thread_index == -1 or if debug.async is true. */ struct pipe_debug_callback debug; /* Used for creating the log string for gallium/ddebug. */ bool is_debug_context; }; /* A shader selector is a gallium CSO and contains shader variants and * binaries for one TGSI program. This can be shared by multiple contexts. */ struct si_shader_selector { struct si_screen *screen; struct util_queue_fence ready; struct si_compiler_ctx_state compiler_ctx_state; pipe_mutex mutex; struct si_shader *first_variant; /* immutable after the first variant */ struct si_shader *last_variant; /* mutable */ /* The compiled TGSI shader expecting a prolog and/or epilog (not * uploaded to a buffer). */ struct si_shader *main_shader_part; struct si_shader *gs_copy_shader; struct tgsi_token *tokens; struct pipe_stream_output_info so; struct tgsi_shader_info info; /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */ unsigned type; /* GS parameters. */ unsigned esgs_itemsize; unsigned gs_input_verts_per_prim; unsigned gs_output_prim; unsigned gs_max_out_vertices; unsigned gs_num_invocations; unsigned max_gs_stream; /* count - 1 */ unsigned gsvs_vertex_size; unsigned max_gsvs_emit_size; /* PS parameters. */ unsigned color_attr_index[2]; unsigned db_shader_control; /* Set 0xf or 0x0 (4 bits) per each written output. * ANDed with spi_shader_col_format. */ unsigned colors_written_4bit; /* CS parameters */ unsigned local_size; uint64_t outputs_written; /* "get_unique_index" bits */ uint32_t patch_outputs_written; /* "get_unique_index" bits */ uint32_t outputs_written2; /* "get_unique_index2" bits */ uint64_t inputs_read; /* "get_unique_index" bits */ uint32_t inputs_read2; /* "get_unique_index2" bits */ }; /* Valid shader configurations: * * API shaders VS | TCS | TES | GS |pass| PS * are compiled as: | | | |thru| * | | | | | * Only VS & PS: VS | -- | -- | -- | -- | PS * With GS: ES | -- | -- | GS | VS | PS * With Tessel.: LS | HS | VS | -- | -- | PS * With both: LS | HS | ES | GS | VS | PS */ /* Common VS bits between the shader key and the prolog key. */ struct si_vs_prolog_bits { unsigned instance_divisors[SI_NUM_VERTEX_BUFFERS]; }; /* Common VS bits between the shader key and the epilog key. */ struct si_vs_epilog_bits { unsigned export_prim_id:1; /* when PS needs it and GS is disabled */ }; /* Common TCS bits between the shader key and the epilog key. */ struct si_tcs_epilog_bits { unsigned prim_mode:3; }; struct si_gs_prolog_bits { unsigned tri_strip_adj_fix:1; }; /* Common PS bits between the shader key and the prolog key. */ struct si_ps_prolog_bits { unsigned color_two_side:1; unsigned flatshade_colors:1; unsigned poly_stipple:1; unsigned force_persp_sample_interp:1; unsigned force_linear_sample_interp:1; unsigned force_persp_center_interp:1; unsigned force_linear_center_interp:1; unsigned bc_optimize_for_persp:1; unsigned bc_optimize_for_linear:1; }; /* Common PS bits between the shader key and the epilog key. */ struct si_ps_epilog_bits { unsigned spi_shader_col_format; unsigned color_is_int8:8; unsigned color_is_int10:8; unsigned last_cbuf:3; unsigned alpha_func:3; unsigned alpha_to_one:1; unsigned poly_line_smoothing:1; unsigned clamp_color:1; }; union si_shader_part_key { struct { struct si_vs_prolog_bits states; unsigned num_input_sgprs:5; unsigned last_input:4; } vs_prolog; struct { struct si_vs_epilog_bits states; unsigned prim_id_param_offset:5; } vs_epilog; struct { struct si_tcs_epilog_bits states; } tcs_epilog; struct { struct si_gs_prolog_bits states; } gs_prolog; struct { struct si_ps_prolog_bits states; unsigned num_input_sgprs:5; unsigned num_input_vgprs:5; /* Color interpolation and two-side color selection. */ unsigned colors_read:8; /* color input components read */ unsigned num_interp_inputs:5; /* BCOLOR is at this location */ unsigned face_vgpr_index:5; unsigned wqm:1; char color_attr_index[2]; char color_interp_vgpr_index[2]; /* -1 == constant */ } ps_prolog; struct { struct si_ps_epilog_bits states; unsigned colors_written:8; unsigned writes_z:1; unsigned writes_stencil:1; unsigned writes_samplemask:1; } ps_epilog; }; struct si_shader_key { /* Prolog and epilog flags. */ union { struct { struct si_ps_prolog_bits prolog; struct si_ps_epilog_bits epilog; } ps; struct { struct si_vs_prolog_bits prolog; struct si_vs_epilog_bits epilog; } vs; struct { struct si_tcs_epilog_bits epilog; } tcs; /* tessellation control shader */ struct { struct si_vs_epilog_bits epilog; /* same as VS */ } tes; /* tessellation evaluation shader */ struct { struct si_gs_prolog_bits prolog; } gs; } part; /* These two are initially set according to the NEXT_SHADER property, * or guessed if the property doesn't seem correct. */ unsigned as_es:1; /* export shader */ unsigned as_ls:1; /* local shader */ /* Flags for monolithic compilation only. */ union { struct { /* One nibble for every input: SI_FIX_FETCH_* enums. */ uint64_t fix_fetch; } vs; struct { uint64_t inputs_to_copy; /* for fixed-func TCS */ } tcs; } mono; /* Optimization flags for asynchronous compilation only. */ union { struct { uint64_t kill_outputs; /* "get_unique_index" bits */ uint32_t kill_outputs2; /* "get_unique_index2" bits */ unsigned clip_disable:1; } hw_vs; /* HW VS (it can be VS, TES, GS) */ } opt; }; struct si_shader_config { unsigned num_sgprs; unsigned num_vgprs; unsigned spilled_sgprs; unsigned spilled_vgprs; unsigned private_mem_vgprs; unsigned lds_size; unsigned spi_ps_input_ena; unsigned spi_ps_input_addr; unsigned float_mode; unsigned scratch_bytes_per_wave; unsigned rsrc1; unsigned rsrc2; }; enum { /* SPI_PS_INPUT_CNTL_i.OFFSET[0:4] */ EXP_PARAM_OFFSET_0 = 0, EXP_PARAM_OFFSET_31 = 31, /* SPI_PS_INPUT_CNTL_i.DEFAULT_VAL[0:1] */ EXP_PARAM_DEFAULT_VAL_0000 = 64, EXP_PARAM_DEFAULT_VAL_0001, EXP_PARAM_DEFAULT_VAL_1110, EXP_PARAM_DEFAULT_VAL_1111, EXP_PARAM_UNDEFINED = 255, }; /* GCN-specific shader info. */ struct si_shader_info { ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS]; ubyte num_input_sgprs; ubyte num_input_vgprs; char face_vgpr_index; bool uses_instanceid; ubyte nr_pos_exports; ubyte nr_param_exports; }; struct si_shader { struct si_compiler_ctx_state compiler_ctx_state; struct si_shader_selector *selector; struct si_shader *next_variant; struct si_shader_part *prolog; struct si_shader_part *epilog; struct si_pm4_state *pm4; struct r600_resource *bo; struct r600_resource *scratch_bo; struct si_shader_key key; struct util_queue_fence optimized_ready; bool compilation_failed; bool is_monolithic; bool is_optimized; bool is_binary_shared; bool is_gs_copy_shader; /* The following data is all that's needed for binary shaders. */ struct radeon_shader_binary binary; struct si_shader_config config; struct si_shader_info info; /* Shader key + LLVM IR + disassembly + statistics. * Generated for debug contexts only. */ char *shader_log; size_t shader_log_size; }; struct si_shader_part { struct si_shader_part *next; union si_shader_part_key key; struct radeon_shader_binary binary; struct si_shader_config config; }; /* si_shader.c */ struct si_shader * si_generate_gs_copy_shader(struct si_screen *sscreen, LLVMTargetMachineRef tm, struct si_shader_selector *gs_selector, struct pipe_debug_callback *debug); int si_compile_tgsi_shader(struct si_screen *sscreen, LLVMTargetMachineRef tm, struct si_shader *shader, bool is_monolithic, struct pipe_debug_callback *debug); int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm, struct si_shader *shader, struct pipe_debug_callback *debug); int si_compile_llvm(struct si_screen *sscreen, struct radeon_shader_binary *binary, struct si_shader_config *conf, LLVMTargetMachineRef tm, LLVMModuleRef mod, struct pipe_debug_callback *debug, unsigned processor, const char *name); void si_shader_destroy(struct si_shader *shader); unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index); unsigned si_shader_io_get_unique_index2(unsigned name, unsigned index); int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader); void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader, struct pipe_debug_callback *debug, unsigned processor, FILE *f, bool check_debug_option); void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size); void si_shader_apply_scratch_relocs(struct si_context *sctx, struct si_shader *shader, struct si_shader_config *config, uint64_t scratch_va); void si_shader_binary_read_config(struct radeon_shader_binary *binary, struct si_shader_config *conf, unsigned symbol_offset); unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil, bool writes_samplemask); #endif