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1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2 
3 /*
4  * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23  * SOFTWARE.
24  *
25  * Authors:
26  *    Rob Clark <robclark@freedesktop.org>
27  */
28 
29 #ifndef IR3_SHADER_H_
30 #define IR3_SHADER_H_
31 
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34 #include "util/bitscan.h"
35 
36 #include "ir3.h"
37 #include "disasm.h"
38 
39 /* driver param indices: */
40 enum ir3_driver_param {
41 	IR3_DP_VTXID_BASE = 0,
42 	IR3_DP_VTXCNT_MAX = 1,
43 	/* user-clip-plane components, up to 8x vec4's: */
44 	IR3_DP_UCP0_X     = 4,
45 	/* .... */
46 	IR3_DP_UCP7_W     = 35,
47 	IR3_DP_COUNT      = 36   /* must be aligned to vec4 */
48 };
49 
50 /* Configuration key used to identify a shader variant.. different
51  * shader variants can be used to implement features not supported
52  * in hw (two sided color), binning-pass vertex shader, etc.
53  */
54 struct ir3_shader_key {
55 	union {
56 		struct {
57 			/*
58 			 * Combined Vertex/Fragment shader parameters:
59 			 */
60 			unsigned ucp_enables : 8;
61 
62 			/* do we need to check {v,f}saturate_{s,t,r}? */
63 			unsigned has_per_samp : 1;
64 
65 			/*
66 			 * Vertex shader variant parameters:
67 			 */
68 			unsigned binning_pass : 1;
69 			unsigned vclamp_color : 1;
70 
71 			/*
72 			 * Fragment shader variant parameters:
73 			 */
74 			unsigned color_two_side : 1;
75 			unsigned half_precision : 1;
76 			/* used when shader needs to handle flat varyings (a4xx)
77 			 * for front/back color inputs to frag shader:
78 			 */
79 			unsigned rasterflat : 1;
80 			unsigned fclamp_color : 1;
81 		};
82 		uint32_t global;
83 	};
84 
85 	/* bitmask of sampler which needs coords clamped for vertex
86 	 * shader:
87 	 */
88 	uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
89 
90 	/* bitmask of sampler which needs coords clamped for frag
91 	 * shader:
92 	 */
93 	uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
94 
95 	/* bitmask of samplers which need astc srgb workaround: */
96 	uint16_t vastc_srgb, fastc_srgb;
97 };
98 
99 static inline bool
ir3_shader_key_equal(struct ir3_shader_key * a,struct ir3_shader_key * b)100 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
101 {
102 	/* slow-path if we need to check {v,f}saturate_{s,t,r} */
103 	if (a->has_per_samp || b->has_per_samp)
104 		return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
105 	return a->global == b->global;
106 }
107 
108 struct ir3_shader_variant {
109 	struct fd_bo *bo;
110 
111 	/* variant id (for debug) */
112 	uint32_t id;
113 
114 	struct ir3_shader_key key;
115 
116 	struct ir3_info info;
117 	struct ir3 *ir;
118 
119 	/* the instructions length is in units of instruction groups
120 	 * (4 instructions for a3xx, 16 instructions for a4xx.. each
121 	 * instruction is 2 dwords):
122 	 */
123 	unsigned instrlen;
124 
125 	/* the constants length is in units of vec4's, and is the sum of
126 	 * the uniforms and the built-in compiler constants
127 	 */
128 	unsigned constlen;
129 
130 	/* number of uniforms (in vec4), not including built-in compiler
131 	 * constants, etc.
132 	 */
133 	unsigned num_uniforms;
134 	unsigned num_ubos;
135 
136 	/* About Linkage:
137 	 *   + Let the frag shader determine the position/compmask for the
138 	 *     varyings, since it is the place where we know if the varying
139 	 *     is actually used, and if so, which components are used.  So
140 	 *     what the hw calls "outloc" is taken from the "inloc" of the
141 	 *     frag shader.
142 	 *   + From the vert shader, we only need the output regid
143 	 */
144 
145 	/* for frag shader, pos_regid holds the frag_pos, ie. what is passed
146 	 * to bary.f instructions
147 	 */
148 	uint8_t pos_regid;
149 	bool frag_coord, frag_face, color0_mrt;
150 
151 	/* NOTE: for input/outputs, slot is:
152 	 *   gl_vert_attrib  - for VS inputs
153 	 *   gl_varying_slot - for VS output / FS input
154 	 *   gl_frag_result  - for FS output
155 	 */
156 
157 	/* varyings/outputs: */
158 	unsigned outputs_count;
159 	struct {
160 		uint8_t slot;
161 		uint8_t regid;
162 	} outputs[16 + 2];  /* +POSITION +PSIZE */
163 	bool writes_pos, writes_psize;
164 
165 	/* attributes (VS) / varyings (FS):
166 	 * Note that sysval's should come *after* normal inputs.
167 	 */
168 	unsigned inputs_count;
169 	struct {
170 		uint8_t slot;
171 		uint8_t regid;
172 		uint8_t compmask;
173 		uint8_t ncomp;
174 		/* location of input (ie. offset passed to bary.f, etc).  This
175 		 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
176 		 * have the OUTLOCn value offset by 8, presumably to account
177 		 * for gl_Position/gl_PointSize)
178 		 */
179 		uint8_t inloc;
180 		/* vertex shader specific: */
181 		bool    sysval     : 1;   /* slot is a gl_system_value */
182 		/* fragment shader specific: */
183 		bool    bary       : 1;   /* fetched varying (vs one loaded into reg) */
184 		bool    rasterflat : 1;   /* special handling for emit->rasterflat */
185 		enum glsl_interp_mode interpolate;
186 	} inputs[16 + 2];  /* +POSITION +FACE */
187 
188 	/* sum of input components (scalar).  For frag shaders, it only counts
189 	 * the varying inputs:
190 	 */
191 	unsigned total_in;
192 
193 	/* For frag shaders, the total number of inputs (not scalar,
194 	 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
195 	 */
196 	unsigned varying_in;
197 
198 	/* do we have one or more texture sample instructions: */
199 	bool has_samp;
200 
201 	/* do we have kill instructions: */
202 	bool has_kill;
203 
204 	/* Layout of constant registers, each section (in vec4). Pointer size
205 	 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
206 	 * UBO and stream-out consts.
207 	 */
208 	struct {
209 		/* user const start at zero */
210 		unsigned ubo;
211 		unsigned driver_param;
212 		unsigned tfbo;
213 		unsigned immediate;
214 	} constbase;
215 
216 	unsigned immediates_count;
217 	struct {
218 		uint32_t val[4];
219 	} immediates[64];
220 
221 	/* for astc srgb workaround, the number/base of additional
222 	 * alpha tex states we need, and index of original tex states
223 	 */
224 	struct {
225 		unsigned base, count;
226 		unsigned orig_idx[16];
227 	} astc_srgb;
228 
229 	/* shader variants form a linked list: */
230 	struct ir3_shader_variant *next;
231 
232 	/* replicated here to avoid passing extra ptrs everywhere: */
233 	enum shader_t type;
234 	struct ir3_shader *shader;
235 };
236 
237 typedef struct nir_shader nir_shader;
238 
239 struct ir3_shader {
240 	enum shader_t type;
241 
242 	/* shader id (for debug): */
243 	uint32_t id;
244 	uint32_t variant_count;
245 
246 	/* so we know when we can disable TGSI related hacks: */
247 	bool from_tgsi;
248 
249 	struct ir3_compiler *compiler;
250 
251 	nir_shader *nir;
252 	struct pipe_stream_output_info stream_output;
253 
254 	struct ir3_shader_variant *variants;
255 };
256 
257 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
258 
259 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
260 		const struct pipe_shader_state *cso, enum shader_t type,
261 		struct pipe_debug_callback *debug);
262 void ir3_shader_destroy(struct ir3_shader *shader);
263 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
264 		struct ir3_shader_key key, struct pipe_debug_callback *debug);
265 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
266 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
267 
268 struct fd_ringbuffer;
269 struct fd_context;
270 void ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
271 		struct fd_context *ctx, const struct pipe_draw_info *info, uint32_t dirty);
272 
273 static inline const char *
ir3_shader_stage(struct ir3_shader * shader)274 ir3_shader_stage(struct ir3_shader *shader)
275 {
276 	switch (shader->type) {
277 	case SHADER_VERTEX:     return "VERT";
278 	case SHADER_FRAGMENT:   return "FRAG";
279 	case SHADER_COMPUTE:    return "CL";
280 	default:
281 		unreachable("invalid type");
282 		return NULL;
283 	}
284 }
285 
286 /*
287  * Helper/util:
288  */
289 
290 #include "pipe/p_shader_tokens.h"
291 
292 static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)293 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
294 {
295 	int j;
296 
297 	for (j = 0; j < so->outputs_count; j++)
298 		if (so->outputs[j].slot == slot)
299 			return j;
300 
301 	/* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
302 	 * in the vertex shader.. but the fragment shader doesn't know this
303 	 * so  it will always have both IN.COLOR[n] and IN.BCOLOR[n].  So
304 	 * at link time if there is no matching OUT.BCOLOR[n], we must map
305 	 * OUT.COLOR[n] to IN.BCOLOR[n].  And visa versa if there is only
306 	 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
307 	 */
308 	if (slot == VARYING_SLOT_BFC0) {
309 		slot = VARYING_SLOT_COL0;
310 	} else if (slot == VARYING_SLOT_BFC1) {
311 		slot = VARYING_SLOT_COL1;
312 	} else if (slot == VARYING_SLOT_COL0) {
313 		slot = VARYING_SLOT_BFC0;
314 	} else if (slot == VARYING_SLOT_COL1) {
315 		slot = VARYING_SLOT_BFC1;
316 	} else {
317 		return 0;
318 	}
319 
320 	for (j = 0; j < so->outputs_count; j++)
321 		if (so->outputs[j].slot == slot)
322 			return j;
323 
324 	debug_assert(0);
325 
326 	return 0;
327 }
328 
329 static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)330 ir3_next_varying(const struct ir3_shader_variant *so, int i)
331 {
332 	while (++i < so->inputs_count)
333 		if (so->inputs[i].compmask && so->inputs[i].bary)
334 			break;
335 	return i;
336 }
337 
338 struct ir3_shader_linkage {
339 	uint8_t max_loc;
340 	uint8_t cnt;
341 	struct {
342 		uint8_t regid;
343 		uint8_t compmask;
344 		uint8_t loc;
345 	} var[32];
346 };
347 
348 static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t regid,uint8_t compmask,uint8_t loc)349 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
350 {
351 	int i = l->cnt++;
352 
353 	debug_assert(i < ARRAY_SIZE(l->var));
354 
355 	l->var[i].regid    = regid;
356 	l->var[i].compmask = compmask;
357 	l->var[i].loc      = loc;
358 	l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
359 }
360 
361 static inline void
ir3_link_shaders(struct ir3_shader_linkage * l,const struct ir3_shader_variant * vs,const struct ir3_shader_variant * fs)362 ir3_link_shaders(struct ir3_shader_linkage *l,
363 		const struct ir3_shader_variant *vs,
364 		const struct ir3_shader_variant *fs)
365 {
366 	int j = -1, k;
367 
368 	while (l->cnt < ARRAY_SIZE(l->var)) {
369 		j = ir3_next_varying(fs, j);
370 
371 		if (j >= fs->inputs_count)
372 			break;
373 
374 		if (fs->inputs[j].inloc >= fs->total_in)
375 			continue;
376 
377 		k = ir3_find_output(vs, fs->inputs[j].slot);
378 
379 		ir3_link_add(l, vs->outputs[k].regid,
380 			fs->inputs[j].compmask, fs->inputs[j].inloc);
381 	}
382 }
383 
384 static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)385 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
386 {
387 	int j;
388 	for (j = 0; j < so->outputs_count; j++)
389 		if (so->outputs[j].slot == slot)
390 			return so->outputs[j].regid;
391 	return regid(63, 0);
392 }
393 
394 static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)395 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
396 {
397 	int j;
398 	for (j = 0; j < so->inputs_count; j++)
399 		if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
400 			return so->inputs[j].regid;
401 	return regid(63, 0);
402 }
403 
404 #endif /* IR3_SHADER_H_ */
405