| /* |
| * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org> |
| * |
| * 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 |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * 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 NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS 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: |
| * Rob Clark <robclark@freedesktop.org> |
| */ |
| |
| #ifndef IR3_SHADER_H_ |
| #define IR3_SHADER_H_ |
| |
| #include <stdio.h> |
| |
| #include "c11/threads.h" |
| #include "compiler/nir/nir.h" |
| #include "compiler/shader_enums.h" |
| #include "util/bitscan.h" |
| #include "util/disk_cache.h" |
| |
| #include "ir3_compiler.h" |
| |
| /* driver param indices: */ |
| enum ir3_driver_param { |
| /* compute shader driver params: */ |
| IR3_DP_NUM_WORK_GROUPS_X = 0, |
| IR3_DP_NUM_WORK_GROUPS_Y = 1, |
| IR3_DP_NUM_WORK_GROUPS_Z = 2, |
| IR3_DP_WORK_DIM = 3, |
| IR3_DP_BASE_GROUP_X = 4, |
| IR3_DP_BASE_GROUP_Y = 5, |
| IR3_DP_BASE_GROUP_Z = 6, |
| IR3_DP_CS_SUBGROUP_SIZE = 7, |
| IR3_DP_LOCAL_GROUP_SIZE_X = 8, |
| IR3_DP_LOCAL_GROUP_SIZE_Y = 9, |
| IR3_DP_LOCAL_GROUP_SIZE_Z = 10, |
| IR3_DP_SUBGROUP_ID_SHIFT = 11, |
| IR3_DP_WORKGROUP_ID_X = 12, |
| IR3_DP_WORKGROUP_ID_Y = 13, |
| IR3_DP_WORKGROUP_ID_Z = 14, |
| /* NOTE: gl_NumWorkGroups should be vec4 aligned because |
| * glDispatchComputeIndirect() needs to load these from |
| * the info->indirect buffer. Keep that in mind when/if |
| * adding any addition CS driver params. |
| */ |
| IR3_DP_CS_COUNT = 16, /* must be aligned to vec4 */ |
| |
| /* vertex shader driver params: */ |
| IR3_DP_DRAWID = 0, |
| IR3_DP_VTXID_BASE = 1, |
| IR3_DP_INSTID_BASE = 2, |
| IR3_DP_VTXCNT_MAX = 3, |
| /* user-clip-plane components, up to 8x vec4's: */ |
| IR3_DP_UCP0_X = 4, |
| /* .... */ |
| IR3_DP_UCP7_W = 35, |
| IR3_DP_VS_COUNT = 36, /* must be aligned to vec4 */ |
| |
| /* TCS driver params: */ |
| IR3_DP_HS_DEFAULT_OUTER_LEVEL_X = 0, |
| IR3_DP_HS_DEFAULT_OUTER_LEVEL_Y = 1, |
| IR3_DP_HS_DEFAULT_OUTER_LEVEL_Z = 2, |
| IR3_DP_HS_DEFAULT_OUTER_LEVEL_W = 3, |
| IR3_DP_HS_DEFAULT_INNER_LEVEL_X = 4, |
| IR3_DP_HS_DEFAULT_INNER_LEVEL_Y = 5, |
| IR3_DP_HS_COUNT = 8, /* must be aligned to vec4 */ |
| |
| /* fragment shader driver params: */ |
| IR3_DP_FS_SUBGROUP_SIZE = 0, |
| }; |
| |
| #define IR3_MAX_SHADER_BUFFERS 32 |
| #define IR3_MAX_SHADER_IMAGES 32 |
| #define IR3_MAX_SO_BUFFERS 4 |
| #define IR3_MAX_SO_STREAMS 4 |
| #define IR3_MAX_SO_OUTPUTS 64 |
| #define IR3_MAX_UBO_PUSH_RANGES 32 |
| |
| /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */ |
| enum ir3_bary { |
| IJ_PERSP_PIXEL, |
| IJ_PERSP_SAMPLE, |
| IJ_PERSP_CENTROID, |
| IJ_PERSP_CENTER_RHW, |
| IJ_LINEAR_PIXEL, |
| IJ_LINEAR_CENTROID, |
| IJ_LINEAR_SAMPLE, |
| IJ_COUNT, |
| }; |
| |
| /* Description of what wavesizes are allowed. */ |
| enum ir3_wavesize_option { |
| IR3_SINGLE_ONLY, |
| IR3_SINGLE_OR_DOUBLE, |
| IR3_DOUBLE_ONLY, |
| }; |
| |
| /** |
| * Description of a lowered UBO. |
| */ |
| struct ir3_ubo_info { |
| uint32_t block; /* Which constant block */ |
| uint16_t bindless_base; /* For bindless, which base register is used */ |
| bool bindless; |
| }; |
| |
| /** |
| * Description of a range of a lowered UBO access. |
| * |
| * Drivers should not assume that there are not multiple disjoint |
| * lowered ranges of a single UBO. |
| */ |
| struct ir3_ubo_range { |
| struct ir3_ubo_info ubo; |
| uint32_t offset; /* start offset to push in the const register file */ |
| uint32_t start, end; /* range of block that's actually used */ |
| }; |
| |
| struct ir3_ubo_analysis_state { |
| struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES]; |
| uint32_t num_enabled; |
| uint32_t size; |
| }; |
| |
| /** |
| * Describes the layout of shader consts in the const register file. |
| * |
| * Layout of constant registers, each section aligned to vec4. Note |
| * that pointer size (ubo, etc) changes depending on generation. |
| * |
| * + user consts: only used for turnip push consts |
| * + lowered UBO ranges |
| * + preamble consts |
| * + UBO addresses: turnip is bindless and these are wasted |
| * + image dimensions: a5xx only; needed to calculate pixel offset, but only |
| * for images that have image_{load,store,size,atomic*} intrinsics |
| * + kernel params: cl only |
| * + driver params: these are stage-dependent; see ir3_driver_param |
| * + TFBO addresses: only for vs on a3xx/a4xx |
| * + primitive params: these are stage-dependent |
| * vs, gs: uvec4(primitive_stride, vertex_stride, 0, 0) |
| * hs, ds: uvec4(primitive_stride, vertex_stride, |
| * patch_stride, patch_vertices_in) |
| * uvec4(tess_param_base, tess_factor_base) |
| * + primitive map |
| * + lowered immediates |
| * |
| * Immediates go last mostly because they are inserted in the CP pass |
| * after the nir -> ir3 frontend. |
| * |
| * Note UBO size in bytes should be aligned to vec4 |
| */ |
| struct ir3_const_state { |
| unsigned num_ubos; |
| unsigned num_driver_params; /* scalar */ |
| |
| /* UBO that should be mapped to the NIR shader's constant_data (or -1). */ |
| int32_t constant_data_ubo; |
| |
| struct { |
| /* user const start at zero */ |
| unsigned ubo; |
| unsigned image_dims; |
| unsigned kernel_params; |
| unsigned driver_param; |
| unsigned tfbo; |
| unsigned primitive_param; |
| unsigned primitive_map; |
| unsigned immediate; |
| } offsets; |
| |
| struct { |
| uint32_t mask; /* bitmask of images that have image_store */ |
| uint32_t count; /* number of consts allocated */ |
| /* three const allocated per image which has image_store: |
| * + cpp (bytes per pixel) |
| * + pitch (y pitch) |
| * + array_pitch (z pitch) |
| */ |
| uint32_t off[IR3_MAX_SHADER_IMAGES]; |
| } image_dims; |
| |
| unsigned immediates_count; |
| unsigned immediates_size; |
| uint32_t *immediates; |
| |
| unsigned preamble_size; |
| |
| /* State of ubo access lowered to push consts: */ |
| struct ir3_ubo_analysis_state ubo_state; |
| bool shared_consts_enable; |
| }; |
| |
| /** |
| * A single output for vertex transform feedback. |
| */ |
| struct ir3_stream_output { |
| unsigned register_index : 6; /**< 0 to 63 (OUT index) */ |
| unsigned start_component : 2; /** 0 to 3 */ |
| unsigned num_components : 3; /** 1 to 4 */ |
| unsigned output_buffer : 3; /**< 0 to PIPE_MAX_SO_BUFFERS */ |
| unsigned dst_offset : 16; /**< offset into the buffer in dwords */ |
| unsigned stream : 2; /**< 0 to 3 */ |
| }; |
| |
| /** |
| * Stream output for vertex transform feedback. |
| */ |
| struct ir3_stream_output_info { |
| unsigned num_outputs; |
| /** stride for an entire vertex for each buffer in dwords */ |
| uint16_t stride[IR3_MAX_SO_BUFFERS]; |
| |
| /* These correspond to the VPC_SO_STREAM_CNTL fields */ |
| uint8_t streams_written; |
| uint8_t buffer_to_stream[IR3_MAX_SO_BUFFERS]; |
| |
| /** |
| * Array of stream outputs, in the order they are to be written in. |
| * Selected components are tightly packed into the output buffer. |
| */ |
| struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS]; |
| }; |
| |
| /** |
| * Starting from a4xx, HW supports pre-dispatching texture sampling |
| * instructions prior to scheduling a shader stage, when the |
| * coordinate maps exactly to an output of the previous stage. |
| */ |
| |
| /** |
| * There is a limit in the number of pre-dispatches allowed for any |
| * given stage. |
| */ |
| #define IR3_MAX_SAMPLER_PREFETCH 4 |
| |
| /** |
| * This is the output stream value for 'cmd', as used by blob. It may |
| * encode the return type (in 3 bits) but it hasn't been verified yet. |
| */ |
| #define IR3_SAMPLER_PREFETCH_CMD 0x4 |
| #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6 |
| |
| /** |
| * Stream output for texture sampling pre-dispatches. |
| */ |
| struct ir3_sampler_prefetch { |
| uint8_t src; |
| uint8_t samp_id; |
| uint8_t tex_id; |
| uint16_t samp_bindless_id; |
| uint16_t tex_bindless_id; |
| uint8_t dst; |
| uint8_t wrmask; |
| uint8_t half_precision; |
| uint8_t cmd; |
| }; |
| |
| /* Configuration key used to identify a shader variant.. different |
| * shader variants can be used to implement features not supported |
| * in hw (two sided color), binning-pass vertex shader, etc. |
| * |
| * When adding to this struct, please update ir3_shader_variant()'s debug |
| * output. |
| */ |
| struct ir3_shader_key { |
| union { |
| struct { |
| /* |
| * Combined Vertex/Fragment shader parameters: |
| */ |
| unsigned ucp_enables : 8; |
| |
| /* do we need to check {v,f}saturate_{s,t,r}? */ |
| unsigned has_per_samp : 1; |
| |
| /* |
| * Fragment shader variant parameters: |
| */ |
| unsigned sample_shading : 1; |
| unsigned msaa : 1; |
| /* used when shader needs to handle flat varyings (a4xx) |
| * for front/back color inputs to frag shader: |
| */ |
| unsigned rasterflat : 1; |
| |
| /* Indicates that this is a tessellation pipeline which requires a |
| * whole different kind of vertex shader. In case of |
| * tessellation, this field also tells us which kind of output |
| * topology the TES uses, which the TCS needs to know. |
| */ |
| #define IR3_TESS_NONE 0 |
| #define IR3_TESS_QUADS 1 |
| #define IR3_TESS_TRIANGLES 2 |
| #define IR3_TESS_ISOLINES 3 |
| unsigned tessellation : 2; |
| |
| unsigned has_gs : 1; |
| |
| /* Whether stages after TCS read gl_PrimitiveID, used to determine |
| * whether the TCS has to store it in the tess factor BO. |
| */ |
| unsigned tcs_store_primid : 1; |
| |
| /* Whether this variant sticks to the "safe" maximum constlen, |
| * which guarantees that the combined stages will never go over |
| * the limit: |
| */ |
| unsigned safe_constlen : 1; |
| }; |
| uint32_t global; |
| }; |
| |
| /* bitmask of ms shifts (a3xx) */ |
| uint32_t vsamples, fsamples; |
| |
| /* bitmask of samplers which need astc srgb workaround (a4xx): */ |
| uint16_t vastc_srgb, fastc_srgb; |
| |
| /* per-component (3-bit) swizzles of each sampler (a4xx tg4): */ |
| uint16_t vsampler_swizzles[16]; |
| uint16_t fsampler_swizzles[16]; |
| }; |
| |
| static inline unsigned |
| ir3_tess_mode(enum tess_primitive_mode tess_mode) |
| { |
| switch (tess_mode) { |
| case TESS_PRIMITIVE_ISOLINES: |
| return IR3_TESS_ISOLINES; |
| case TESS_PRIMITIVE_TRIANGLES: |
| return IR3_TESS_TRIANGLES; |
| case TESS_PRIMITIVE_QUADS: |
| return IR3_TESS_QUADS; |
| default: |
| unreachable("bad tessmode"); |
| } |
| } |
| |
| static inline uint32_t |
| ir3_tess_factor_stride(unsigned patch_type) |
| { |
| /* note: this matches the stride used by ir3's build_tessfactor_base */ |
| switch (patch_type) { |
| case IR3_TESS_ISOLINES: |
| return 12; |
| case IR3_TESS_TRIANGLES: |
| return 20; |
| case IR3_TESS_QUADS: |
| return 28; |
| default: |
| unreachable("bad tessmode"); |
| } |
| } |
| |
| static inline bool |
| ir3_shader_key_equal(const struct ir3_shader_key *a, |
| const struct ir3_shader_key *b) |
| { |
| /* slow-path if we need to check {v,f}saturate_{s,t,r} */ |
| if (a->has_per_samp || b->has_per_samp) |
| return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; |
| return a->global == b->global; |
| } |
| |
| /* will the two keys produce different lowering for a fragment shader? */ |
| static inline bool |
| ir3_shader_key_changes_fs(struct ir3_shader_key *key, |
| struct ir3_shader_key *last_key) |
| { |
| if (last_key->has_per_samp || key->has_per_samp) { |
| if ((last_key->fsamples != key->fsamples) || |
| (last_key->fastc_srgb != key->fastc_srgb) || |
| memcmp(last_key->fsampler_swizzles, key->fsampler_swizzles, |
| sizeof(key->fsampler_swizzles))) |
| return true; |
| } |
| |
| if (last_key->rasterflat != key->rasterflat) |
| return true; |
| |
| if (last_key->ucp_enables != key->ucp_enables) |
| return true; |
| |
| if (last_key->safe_constlen != key->safe_constlen) |
| return true; |
| |
| return false; |
| } |
| |
| /* will the two keys produce different lowering for a vertex shader? */ |
| static inline bool |
| ir3_shader_key_changes_vs(struct ir3_shader_key *key, |
| struct ir3_shader_key *last_key) |
| { |
| if (last_key->has_per_samp || key->has_per_samp) { |
| if ((last_key->vsamples != key->vsamples) || |
| (last_key->vastc_srgb != key->vastc_srgb) || |
| memcmp(last_key->vsampler_swizzles, key->vsampler_swizzles, |
| sizeof(key->vsampler_swizzles))) |
| return true; |
| } |
| |
| if (last_key->ucp_enables != key->ucp_enables) |
| return true; |
| |
| if (last_key->safe_constlen != key->safe_constlen) |
| return true; |
| |
| return false; |
| } |
| |
| /** |
| * On a4xx+a5xx, Images share state with textures and SSBOs: |
| * |
| * + Uses texture (cat5) state/instruction (isam) to read |
| * + Uses SSBO state and instructions (cat6) to write and for atomics |
| * |
| * Starting with a6xx, Images and SSBOs are basically the same thing, |
| * with texture state and isam also used for SSBO reads. |
| * |
| * On top of that, gallium makes the SSBO (shader_buffers) state semi |
| * sparse, with the first half of the state space used for atomic |
| * counters lowered to atomic buffers. We could ignore this, but I |
| * don't think we could *really* handle the case of a single shader |
| * that used the max # of textures + images + SSBOs. And once we are |
| * offsetting images by num_ssbos (or visa versa) to map them into |
| * the same hardware state, the hardware state has become coupled to |
| * the shader state, so at this point we might as well just use a |
| * mapping table to remap things from image/SSBO idx to hw idx. |
| * |
| * To make things less (more?) confusing, for the hw "SSBO" state |
| * (since it is really both SSBO and Image) I'll use the name "IBO" |
| */ |
| struct ir3_ibo_mapping { |
| #define IBO_INVALID 0xff |
| /* Maps logical SSBO state to hw tex state: */ |
| uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS]; |
| |
| /* Maps logical Image state to hw tex state: */ |
| uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES]; |
| |
| /* Maps hw state back to logical SSBO or Image state: |
| * |
| * note IBO_SSBO ORd into values to indicate that the |
| * hw slot is used for SSBO state vs Image state. |
| */ |
| #define IBO_SSBO 0x80 |
| uint8_t tex_to_image[32]; |
| |
| /* including real textures */ |
| uint8_t num_tex; |
| /* the number of real textures, ie. image/ssbo start here */ |
| uint8_t tex_base; |
| }; |
| |
| struct ir3_disasm_info { |
| bool write_disasm; |
| char *nir; |
| char *disasm; |
| }; |
| |
| /* Represents half register in regid */ |
| #define HALF_REG_ID 0x100 |
| |
| /** |
| * Shader variant which contains the actual hw shader instructions, |
| * and necessary info for shader state setup. |
| */ |
| struct ir3_shader_variant { |
| struct fd_bo *bo; |
| |
| /* variant id (for debug) */ |
| uint32_t id; |
| |
| /* id of the shader the variant came from (for debug) */ |
| uint32_t shader_id; |
| |
| struct ir3_shader_key key; |
| |
| /* vertex shaders can have an extra version for hwbinning pass, |
| * which is pointed to by so->binning: |
| */ |
| bool binning_pass; |
| // union { |
| struct ir3_shader_variant *binning; |
| struct ir3_shader_variant *nonbinning; |
| // }; |
| |
| struct ir3 *ir; /* freed after assembling machine instructions */ |
| |
| /* shader variants form a linked list: */ |
| struct ir3_shader_variant *next; |
| |
| /* replicated here to avoid passing extra ptrs everywhere: */ |
| gl_shader_stage type; |
| struct ir3_compiler *compiler; |
| |
| char *name; |
| |
| /* variant's copy of nir->constant_data (since we don't track the NIR in |
| * the variant, and shader->nir is before the opt pass). Moves to v->bin |
| * after assembly. |
| */ |
| void *constant_data; |
| |
| struct ir3_disasm_info disasm_info; |
| |
| /* |
| * Below here is serialized when written to disk cache: |
| */ |
| |
| /* The actual binary shader instructions, size given by info.sizedwords: */ |
| uint32_t *bin; |
| |
| struct ir3_const_state *const_state; |
| |
| /* |
| * The following macros are used by the shader disk cache save/ |
| * restore paths to serialize/deserialize the variant. Any |
| * pointers that require special handling in store_variant() |
| * and retrieve_variant() should go above here. |
| */ |
| #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info) |
| #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START) |
| #define VARIANT_CACHE_SIZE \ |
| (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START) |
| |
| struct ir3_info info; |
| |
| uint32_t constant_data_size; |
| |
| /* Levels of nesting of flow control: |
| */ |
| unsigned branchstack; |
| |
| unsigned loops; |
| |
| /* the instructions length is in units of instruction groups |
| * (4 instructions for a3xx, 16 instructions for a4xx.. each |
| * instruction is 2 dwords): |
| */ |
| unsigned instrlen; |
| |
| /* the constants length is in units of vec4's, and is the sum of |
| * the uniforms and the built-in compiler constants |
| */ |
| unsigned constlen; |
| |
| /* The private memory size in bytes */ |
| unsigned pvtmem_size; |
| /* Whether we should use the new per-wave layout rather than per-fiber. */ |
| bool pvtmem_per_wave; |
| |
| /* Whether multi-position output is enabled. */ |
| bool multi_pos_output; |
| |
| /* Whether dual-source blending is enabled. */ |
| bool dual_src_blend; |
| |
| /* Size in bytes of required shared memory */ |
| unsigned shared_size; |
| |
| /* About Linkage: |
| * + Let the frag shader determine the position/compmask for the |
| * varyings, since it is the place where we know if the varying |
| * is actually used, and if so, which components are used. So |
| * what the hw calls "outloc" is taken from the "inloc" of the |
| * frag shader. |
| * + From the vert shader, we only need the output regid |
| */ |
| |
| bool frag_face, color0_mrt; |
| uint8_t fragcoord_compmask; |
| |
| /* NOTE: for input/outputs, slot is: |
| * gl_vert_attrib - for VS inputs |
| * gl_varying_slot - for VS output / FS input |
| * gl_frag_result - for FS output |
| */ |
| |
| /* varyings/outputs: */ |
| unsigned outputs_count; |
| struct { |
| uint8_t slot; |
| uint8_t regid; |
| uint8_t view; |
| bool half : 1; |
| } outputs[32 + 2]; /* +POSITION +PSIZE */ |
| bool writes_pos, writes_smask, writes_psize, writes_stencilref; |
| |
| /* Size in dwords of all outputs for VS, size of entire patch for HS. */ |
| uint32_t output_size; |
| |
| /* Expected size of incoming output_loc for HS, DS, and GS */ |
| uint32_t input_size; |
| |
| /* Map from location to offset in per-primitive storage. In dwords for |
| * HS, where varyings are read in the next stage via ldg with a dword |
| * offset, and in bytes for all other stages. |
| * +POSITION, +PSIZE, ... - see shader_io_get_unique_index |
| */ |
| unsigned output_loc[12 + 32]; |
| |
| /* attributes (VS) / varyings (FS): |
| * Note that sysval's should come *after* normal inputs. |
| */ |
| unsigned inputs_count; |
| struct { |
| uint8_t slot; |
| uint8_t regid; |
| uint8_t compmask; |
| /* location of input (ie. offset passed to bary.f, etc). This |
| * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx |
| * have the OUTLOCn value offset by 8, presumably to account |
| * for gl_Position/gl_PointSize) |
| */ |
| uint8_t inloc; |
| /* vertex shader specific: */ |
| bool sysval : 1; /* slot is a gl_system_value */ |
| /* fragment shader specific: */ |
| bool bary : 1; /* fetched varying (vs one loaded into reg) */ |
| bool rasterflat : 1; /* special handling for emit->rasterflat */ |
| bool half : 1; |
| bool flat : 1; |
| } inputs[32 + 2]; /* +POSITION +FACE */ |
| |
| /* sum of input components (scalar). For frag shaders, it only counts |
| * the varying inputs: |
| */ |
| unsigned total_in; |
| |
| /* sum of sysval input components (scalar). */ |
| unsigned sysval_in; |
| |
| /* For frag shaders, the total number of inputs (not scalar, |
| * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) |
| */ |
| unsigned varying_in; |
| |
| /* Remapping table to map Image and SSBO to hw state: */ |
| struct ir3_ibo_mapping image_mapping; |
| |
| /* number of samplers/textures (which are currently 1:1): */ |
| int num_samp; |
| |
| /* is there an implicit sampler to read framebuffer (FS only).. if |
| * so the sampler-idx is 'num_samp - 1' (ie. it is appended after |
| * the last "real" texture) |
| */ |
| bool fb_read; |
| |
| /* do we have one or more SSBO instructions: */ |
| bool has_ssbo; |
| |
| /* Which bindless resources are used, for filling out sp_xs_config */ |
| bool bindless_tex; |
| bool bindless_samp; |
| bool bindless_ibo; |
| bool bindless_ubo; |
| |
| /* do we need derivatives: */ |
| bool need_pixlod; |
| |
| bool need_fine_derivatives; |
| |
| /* do we need VS driver params? */ |
| bool need_driver_params; |
| |
| /* do we have image write, etc (which prevents early-z): */ |
| bool no_earlyz; |
| |
| /* do we have kill, which also prevents early-z, but not necessarily |
| * early-lrz (as long as lrz-write is disabled, which must be handled |
| * outside of ir3. Unlike other no_earlyz cases, kill doesn't have |
| * side effects that prevent early-lrz discard. |
| */ |
| bool has_kill; |
| |
| bool per_samp; |
| |
| /* Are we using split or merged register file? */ |
| bool mergedregs; |
| |
| uint8_t clip_mask, cull_mask; |
| |
| /* for astc srgb workaround, the number/base of additional |
| * alpha tex states we need, and index of original tex states |
| */ |
| struct { |
| unsigned base, count; |
| unsigned orig_idx[16]; |
| } astc_srgb; |
| |
| /* for tg4 workaround, the number/base of additional |
| * unswizzled tex states we need, and index of original tex states |
| */ |
| struct { |
| unsigned base, count; |
| unsigned orig_idx[16]; |
| } tg4; |
| |
| /* texture sampler pre-dispatches */ |
| uint32_t num_sampler_prefetch; |
| struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH]; |
| |
| uint16_t local_size[3]; |
| bool local_size_variable; |
| |
| /* Important for compute shader to determine max reg footprint */ |
| bool has_barrier; |
| |
| /* The offset where images start in the IBO array. */ |
| unsigned num_ssbos; |
| |
| /* The total number of SSBOs and images, i.e. the number of hardware IBOs. */ |
| unsigned num_ibos; |
| |
| unsigned num_reserved_user_consts; |
| |
| union { |
| struct { |
| enum tess_primitive_mode primitive_mode; |
| |
| /** The number of vertices in the TCS output patch. */ |
| uint8_t tcs_vertices_out; |
| unsigned spacing:2; /*gl_tess_spacing*/ |
| |
| /** Is the vertex order counterclockwise? */ |
| bool ccw:1; |
| bool point_mode:1; |
| } tess; |
| struct { |
| /** The output primitive type */ |
| uint16_t output_primitive; |
| |
| /** The maximum number of vertices the geometry shader might write. */ |
| uint16_t vertices_out; |
| |
| /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ |
| uint8_t invocations; |
| |
| /** The number of vertices received per input primitive (max. 6) */ |
| uint8_t vertices_in:3; |
| } gs; |
| struct { |
| bool early_fragment_tests : 1; |
| bool color_is_dual_source : 1; |
| } fs; |
| struct { |
| unsigned req_input_mem; |
| unsigned req_local_mem; |
| } cs; |
| }; |
| |
| enum ir3_wavesize_option api_wavesize, real_wavesize; |
| |
| /* For when we don't have a shader, variant's copy of streamout state */ |
| struct ir3_stream_output_info stream_output; |
| }; |
| |
| static inline const char * |
| ir3_shader_stage(struct ir3_shader_variant *v) |
| { |
| switch (v->type) { |
| case MESA_SHADER_VERTEX: |
| return v->binning_pass ? "BVERT" : "VERT"; |
| case MESA_SHADER_TESS_CTRL: |
| return "TCS"; |
| case MESA_SHADER_TESS_EVAL: |
| return "TES"; |
| case MESA_SHADER_GEOMETRY: |
| return "GEOM"; |
| case MESA_SHADER_FRAGMENT: |
| return "FRAG"; |
| case MESA_SHADER_COMPUTE: |
| case MESA_SHADER_KERNEL: |
| return "CL"; |
| default: |
| unreachable("invalid type"); |
| return NULL; |
| } |
| } |
| |
| /* Currently we do not do binning for tess. And for GS there is no |
| * cross-stage VS+GS optimization, so the full VS+GS is used in |
| * the binning pass. |
| */ |
| static inline bool |
| ir3_has_binning_vs(const struct ir3_shader_key *key) |
| { |
| if (key->tessellation || key->has_gs) |
| return false; |
| return true; |
| } |
| |
| /** |
| * Represents a shader at the API level, before state-specific variants are |
| * generated. |
| */ |
| struct ir3_shader { |
| gl_shader_stage type; |
| |
| /* shader id (for debug): */ |
| uint32_t id; |
| uint32_t variant_count; |
| |
| /* Set by freedreno after shader_state_create, so we can emit debug info |
| * when recompiling a shader at draw time. |
| */ |
| bool initial_variants_done; |
| |
| struct ir3_compiler *compiler; |
| |
| unsigned num_reserved_user_consts; |
| |
| /* What API-visible wavesizes are allowed. Even if only double wavesize is |
| * allowed, we may still use the smaller wavesize "under the hood" and the |
| * application simply sees the upper half as always disabled. |
| */ |
| enum ir3_wavesize_option api_wavesize; |
| |
| /* What wavesizes we're allowed to actually use. If the API wavesize is |
| * single-only, then this must be single-only too. |
| */ |
| enum ir3_wavesize_option real_wavesize; |
| |
| bool nir_finalized; |
| struct nir_shader *nir; |
| struct ir3_stream_output_info stream_output; |
| |
| /* per shader stage specific info: */ |
| union { |
| /* for compute shaders: */ |
| struct { |
| unsigned req_input_mem; /* in dwords */ |
| unsigned req_local_mem; |
| } cs; |
| /* For vertex shaders: */ |
| struct { |
| /* If we need to generate a passthrough TCS, it will be a function of |
| * (a) the VS and (b) the # of patch_vertices (max 32), so cache them |
| * in the VS keyed by # of patch_vertices-1. |
| */ |
| unsigned passthrough_tcs_compiled; |
| struct ir3_shader *passthrough_tcs[32]; |
| } vs; |
| }; |
| |
| struct ir3_shader_variant *variants; |
| mtx_t variants_lock; |
| |
| cache_key cache_key; /* shader disk-cache key */ |
| |
| /* Bitmask of bits of the shader key used by this shader. Used to avoid |
| * recompiles for GL NOS that doesn't actually apply to the shader. |
| */ |
| struct ir3_shader_key key_mask; |
| |
| bool shared_consts_enable; |
| }; |
| |
| /** |
| * In order to use the same cmdstream, in particular constlen setup and const |
| * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's |
| * corresponding draw pass shaders const_state. |
| */ |
| static inline struct ir3_const_state * |
| ir3_const_state(const struct ir3_shader_variant *v) |
| { |
| if (v->binning_pass) |
| return v->nonbinning->const_state; |
| return v->const_state; |
| } |
| |
| /* Given a variant, calculate the maximum constlen it can have. |
| */ |
| static inline unsigned |
| ir3_max_const(const struct ir3_shader_variant *v) |
| { |
| const struct ir3_compiler *compiler = v->compiler; |
| bool shared_consts_enable = ir3_const_state(v)->shared_consts_enable; |
| |
| /* Shared consts size for CS and FS matches with what's acutally used, |
| * but the size of shared consts for geomtry stages doesn't. |
| * So we use a hw quirk for geometry shared consts. |
| */ |
| uint32_t shared_consts_size = shared_consts_enable ? |
| compiler->shared_consts_size : 0; |
| |
| uint32_t shared_consts_size_geom = shared_consts_enable ? |
| compiler->geom_shared_consts_size_quirk : 0; |
| |
| uint32_t safe_shared_consts_size = shared_consts_enable ? |
| ALIGN_POT(MAX2(DIV_ROUND_UP(shared_consts_size_geom, 4), |
| DIV_ROUND_UP(shared_consts_size, 5)), 4) : 0; |
| |
| if ((v->type == MESA_SHADER_COMPUTE) || |
| (v->type == MESA_SHADER_KERNEL)) { |
| return compiler->max_const_compute - shared_consts_size; |
| } else if (v->key.safe_constlen) { |
| return compiler->max_const_safe - safe_shared_consts_size; |
| } else if (v->type == MESA_SHADER_FRAGMENT) { |
| return compiler->max_const_frag - shared_consts_size; |
| } else { |
| return compiler->max_const_geom - shared_consts_size_geom; |
| } |
| } |
| |
| void *ir3_shader_assemble(struct ir3_shader_variant *v); |
| struct ir3_shader_variant * |
| ir3_shader_create_variant(struct ir3_shader *shader, |
| const struct ir3_shader_key *key, |
| bool keep_ir); |
| struct ir3_shader_variant * |
| ir3_shader_get_variant(struct ir3_shader *shader, |
| const struct ir3_shader_key *key, bool binning_pass, |
| bool keep_ir, bool *created); |
| |
| |
| struct ir3_shader_options { |
| unsigned reserved_user_consts; |
| enum ir3_wavesize_option api_wavesize, real_wavesize; |
| bool shared_consts_enable; |
| }; |
| |
| struct ir3_shader * |
| ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir, |
| const struct ir3_shader_options *options, |
| struct ir3_stream_output_info *stream_output); |
| uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants, |
| const struct ir3_compiler *compiler); |
| struct ir3_shader * |
| ir3_shader_passthrough_tcs(struct ir3_shader *vs, unsigned patch_vertices); |
| void ir3_shader_destroy(struct ir3_shader *shader); |
| void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out); |
| uint64_t ir3_shader_outputs(const struct ir3_shader *so); |
| |
| int ir3_glsl_type_size(const struct glsl_type *type, bool bindless); |
| |
| /* |
| * Helper/util: |
| */ |
| |
| /* clears shader-key flags which don't apply to the given shader. |
| */ |
| static inline void |
| ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader) |
| { |
| uint32_t *key_bits = (uint32_t *)key; |
| uint32_t *key_mask = (uint32_t *)&shader->key_mask; |
| STATIC_ASSERT(sizeof(*key) % 4 == 0); |
| for (int i = 0; i < sizeof(*key) >> 2; i++) |
| key_bits[i] &= key_mask[i]; |
| } |
| |
| static inline int |
| ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) |
| { |
| int j; |
| |
| for (j = 0; j < so->outputs_count; j++) |
| if (so->outputs[j].slot == slot) |
| return j; |
| |
| /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] |
| * in the vertex shader.. but the fragment shader doesn't know this |
| * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So |
| * at link time if there is no matching OUT.BCOLOR[n], we must map |
| * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only |
| * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] |
| */ |
| if (slot == VARYING_SLOT_BFC0) { |
| slot = VARYING_SLOT_COL0; |
| } else if (slot == VARYING_SLOT_BFC1) { |
| slot = VARYING_SLOT_COL1; |
| } else if (slot == VARYING_SLOT_COL0) { |
| slot = VARYING_SLOT_BFC0; |
| } else if (slot == VARYING_SLOT_COL1) { |
| slot = VARYING_SLOT_BFC1; |
| } else { |
| return -1; |
| } |
| |
| for (j = 0; j < so->outputs_count; j++) |
| if (so->outputs[j].slot == slot) |
| return j; |
| |
| return -1; |
| } |
| |
| static inline int |
| ir3_next_varying(const struct ir3_shader_variant *so, int i) |
| { |
| while (++i < so->inputs_count) |
| if (so->inputs[i].compmask && so->inputs[i].bary) |
| break; |
| return i; |
| } |
| |
| struct ir3_shader_linkage { |
| /* Maximum location either consumed by the fragment shader or produced by |
| * the last geometry stage, i.e. the size required for each vertex in the |
| * VPC in DWORD's. |
| */ |
| uint8_t max_loc; |
| |
| /* Number of entries in var. */ |
| uint8_t cnt; |
| |
| /* Bitset of locations used, including ones which are only used by the FS. |
| */ |
| uint32_t varmask[4]; |
| |
| /* Map from VS output to location. */ |
| struct { |
| uint8_t slot; |
| uint8_t regid; |
| uint8_t compmask; |
| uint8_t loc; |
| } var[32]; |
| |
| /* location for fixed-function gl_PrimitiveID passthrough */ |
| uint8_t primid_loc; |
| |
| /* location for fixed-function gl_ViewIndex passthrough */ |
| uint8_t viewid_loc; |
| |
| /* location for combined clip/cull distance arrays */ |
| uint8_t clip0_loc, clip1_loc; |
| }; |
| |
| static inline void |
| ir3_link_add(struct ir3_shader_linkage *l, uint8_t slot, uint8_t regid_, |
| uint8_t compmask, uint8_t loc) |
| { |
| for (int j = 0; j < util_last_bit(compmask); j++) { |
| uint8_t comploc = loc + j; |
| l->varmask[comploc / 32] |= 1 << (comploc % 32); |
| } |
| |
| l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); |
| |
| if (regid_ != regid(63, 0)) { |
| int i = l->cnt++; |
| assert(i < ARRAY_SIZE(l->var)); |
| |
| l->var[i].slot = slot; |
| l->var[i].regid = regid_; |
| l->var[i].compmask = compmask; |
| l->var[i].loc = loc; |
| } |
| } |
| |
| static inline void |
| ir3_link_shaders(struct ir3_shader_linkage *l, |
| const struct ir3_shader_variant *vs, |
| const struct ir3_shader_variant *fs, bool pack_vs_out) |
| { |
| /* On older platforms, varmask isn't programmed at all, and it appears |
| * that the hardware generates a mask of used VPC locations using the VS |
| * output map, and hangs if a FS bary instruction references a location |
| * not in the list. This means that we need to have a dummy entry in the |
| * VS out map for things like gl_PointCoord which aren't written by the |
| * VS. Furthermore we can't use r63.x, so just pick a random register to |
| * use if there is no VS output. |
| */ |
| const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0); |
| int j = -1, k; |
| |
| l->primid_loc = 0xff; |
| l->viewid_loc = 0xff; |
| l->clip0_loc = 0xff; |
| l->clip1_loc = 0xff; |
| |
| while (l->cnt < ARRAY_SIZE(l->var)) { |
| j = ir3_next_varying(fs, j); |
| |
| if (j >= fs->inputs_count) |
| break; |
| |
| if (fs->inputs[j].inloc >= fs->total_in) |
| continue; |
| |
| k = ir3_find_output(vs, fs->inputs[j].slot); |
| |
| if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) { |
| l->primid_loc = fs->inputs[j].inloc; |
| } |
| |
| if (fs->inputs[j].slot == VARYING_SLOT_VIEW_INDEX) { |
| assert(k < 0); |
| l->viewid_loc = fs->inputs[j].inloc; |
| } |
| |
| if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST0) |
| l->clip0_loc = fs->inputs[j].inloc; |
| |
| if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST1) |
| l->clip1_loc = fs->inputs[j].inloc; |
| |
| ir3_link_add(l, fs->inputs[j].slot, |
| k >= 0 ? vs->outputs[k].regid : default_regid, |
| fs->inputs[j].compmask, fs->inputs[j].inloc); |
| } |
| } |
| |
| static inline uint32_t |
| ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) |
| { |
| int j; |
| for (j = 0; j < so->outputs_count; j++) |
| if (so->outputs[j].slot == slot) { |
| uint32_t regid = so->outputs[j].regid; |
| if (so->outputs[j].half) |
| regid |= HALF_REG_ID; |
| return regid; |
| } |
| return regid(63, 0); |
| } |
| |
| void ir3_link_stream_out(struct ir3_shader_linkage *l, |
| const struct ir3_shader_variant *v); |
| |
| #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0) |
| #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1) |
| #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2) |
| #define VARYING_SLOT_REL_PATCH_ID_IR3 (VARYING_SLOT_MAX + 3) |
| |
| static inline uint32_t |
| ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) |
| { |
| int j; |
| for (j = 0; j < so->inputs_count; j++) |
| if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) |
| return so->inputs[j].regid; |
| return regid(63, 0); |
| } |
| |
| /* calculate register footprint in terms of half-regs (ie. one full |
| * reg counts as two half-regs). |
| */ |
| static inline uint32_t |
| ir3_shader_halfregs(const struct ir3_shader_variant *v) |
| { |
| return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1); |
| } |
| |
| static inline uint32_t |
| ir3_shader_nibo(const struct ir3_shader_variant *v) |
| { |
| return v->num_ibos; |
| } |
| |
| static inline uint32_t |
| ir3_shader_branchstack_hw(const struct ir3_shader_variant *v) |
| { |
| /* Dummy shader */ |
| if (!v->compiler) |
| return 0; |
| |
| if (v->compiler->gen < 5) |
| return v->branchstack; |
| |
| if (v->branchstack > 0) { |
| uint32_t branchstack = v->branchstack / 2 + 1; |
| return MIN2(branchstack, v->compiler->branchstack_size / 2); |
| } else { |
| return 0; |
| } |
| } |
| |
| #endif /* IR3_SHADER_H_ */ |