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/*
* Copyright (C) 2018-2019 Alyssa Rosenzweig <alyssa@rosenzweig.io>
*
* 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.
*/
#ifndef __MIDGARD_H_
#define __MIDGARD_H_
#include "compiler/nir/nir.h"
#include "util/u_dynarray.h"
#include "util/register_allocate.h"
/* To be shoved inside panfrost_screen for the Gallium driver, or somewhere
* else for Vulkan/standalone. The single compiler "screen" to be shared across
* all shader compiles, used to store complex initialization (for instance,
* related to register allocation) */
struct midgard_screen {
/* Precomputed register allocation sets for varying numbers of work
* registers. The zeroeth entry corresponds to 8 work registers. The
* eighth entry corresponds to 16 work registers. NULL if this set has
* not been allocated yet. */
struct ra_regs *regs[9];
/* Work register classes corresponds to the above register sets. 20 per
* set for 4 classes per work/ldst/ldst27/texr/texw. TODO: Unify with
* compiler.h */
unsigned reg_classes[9][4 * 5];
};
/* Define the general compiler entry point */
#define MAX_SYSVAL_COUNT 32
/* Allow 2D of sysval IDs, while allowing nonparametric sysvals to equal
* their class for equal comparison */
#define PAN_SYSVAL(type, no) (((no) << 16) | PAN_SYSVAL_##type)
#define PAN_SYSVAL_TYPE(sysval) ((sysval) & 0xffff)
#define PAN_SYSVAL_ID(sysval) ((sysval) >> 16)
/* Define some common types. We start at one for easy indexing of hash
* tables internal to the compiler */
enum {
PAN_SYSVAL_VIEWPORT_SCALE = 1,
PAN_SYSVAL_VIEWPORT_OFFSET = 2,
PAN_SYSVAL_TEXTURE_SIZE = 3,
PAN_SYSVAL_SSBO = 4,
PAN_SYSVAL_NUM_WORK_GROUPS = 5,
} pan_sysval;
#define PAN_TXS_SYSVAL_ID(texidx, dim, is_array) \
((texidx) | ((dim) << 7) | ((is_array) ? (1 << 9) : 0))
#define PAN_SYSVAL_ID_TO_TXS_TEX_IDX(id) ((id) & 0x7f)
#define PAN_SYSVAL_ID_TO_TXS_DIM(id) (((id) >> 7) & 0x3)
#define PAN_SYSVAL_ID_TO_TXS_IS_ARRAY(id) !!((id) & (1 << 9))
typedef struct {
int work_register_count;
int uniform_count;
int uniform_cutoff;
/* Prepended before uniforms, mapping to SYSVAL_ names for the
* sysval */
unsigned sysval_count;
unsigned sysvals[MAX_SYSVAL_COUNT];
unsigned varyings[32];
/* Boolean properties of the program */
bool writes_point_size;
int first_tag;
struct util_dynarray compiled;
/* For a blend shader using a constant color -- patch point. If
* negative, there's no constant. */
int blend_patch_offset;
/* The number of bytes to allocate per-thread for Thread Local Storage
* (register spilling), or zero if no spilling is used */
unsigned tls_size;
/* IN: For a fragment shader with a lowered alpha test, the ref value */
float alpha_ref;
} midgard_program;
int
midgard_compile_shader_nir(struct midgard_screen *screen, nir_shader *nir, midgard_program *program, bool is_blend);
/* NIR options are shared between the standalone compiler and the online
* compiler. Defining it here is the simplest, though maybe not the Right
* solution. */
static const nir_shader_compiler_options midgard_nir_options = {
.lower_ffma = true,
.lower_sub = true,
.lower_scmp = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_fmod = true,
.lower_fdiv = true,
.lower_idiv = true,
.lower_isign = true,
.lower_fpow = true,
.lower_find_lsb = true,
.lower_wpos_pntc = true,
/* TODO: We have native ops to help here, which we'll want to look into
* eventually */
.lower_fsign = true,
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_rotate = true,
.lower_doubles_options = nir_lower_dmod,
.vectorize_io = true,
};
#endif