1/* 2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org> 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 * SOFTWARE. 22 * 23 * Authors: 24 * Rob Clark <robclark@freedesktop.org> 25 */ 26 27#ifndef IR3_SHADER_H_ 28#define IR3_SHADER_H_ 29 30#include <stdio.h> 31 32#include "compiler/shader_enums.h" 33#include "compiler/nir/nir.h" 34#include "util/bitscan.h" 35 36#include "ir3.h" 37 38struct glsl_type; 39 40/* driver param indices: */ 41enum ir3_driver_param { 42 /* compute shader driver params: */ 43 IR3_DP_NUM_WORK_GROUPS_X = 0, 44 IR3_DP_NUM_WORK_GROUPS_Y = 1, 45 IR3_DP_NUM_WORK_GROUPS_Z = 2, 46 IR3_DP_LOCAL_GROUP_SIZE_X = 4, 47 IR3_DP_LOCAL_GROUP_SIZE_Y = 5, 48 IR3_DP_LOCAL_GROUP_SIZE_Z = 6, 49 /* NOTE: gl_NumWorkGroups should be vec4 aligned because 50 * glDispatchComputeIndirect() needs to load these from 51 * the info->indirect buffer. Keep that in mind when/if 52 * adding any addition CS driver params. 53 */ 54 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */ 55 56 /* vertex shader driver params: */ 57 IR3_DP_VTXID_BASE = 0, 58 IR3_DP_VTXCNT_MAX = 1, 59 /* user-clip-plane components, up to 8x vec4's: */ 60 IR3_DP_UCP0_X = 4, 61 /* .... */ 62 IR3_DP_UCP7_W = 35, 63 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */ 64}; 65 66#define IR3_MAX_SHADER_BUFFERS 32 67#define IR3_MAX_SHADER_IMAGES 32 68#define IR3_MAX_SO_BUFFERS 4 69#define IR3_MAX_SO_OUTPUTS 64 70#define IR3_MAX_CONSTANT_BUFFERS 32 71 72 73/** 74 * For consts needed to pass internal values to shader which may or may not 75 * be required, rather than allocating worst-case const space, we scan the 76 * shader and allocate consts as-needed: 77 * 78 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic 79 * for a given SSBO 80 * 81 * + Image dimensions: needed to calculate pixel offset, but only for 82 * images that have a image_store intrinsic 83 */ 84struct ir3_driver_const_layout { 85 struct { 86 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */ 87 uint32_t count; /* number of consts allocated */ 88 /* one const allocated per SSBO which has get_buffer_size, 89 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes 90 * consts: 91 */ 92 uint32_t off[IR3_MAX_SHADER_BUFFERS]; 93 } ssbo_size; 94 95 struct { 96 uint32_t mask; /* bitmask of images that have image_store */ 97 uint32_t count; /* number of consts allocated */ 98 /* three const allocated per image which has image_store: 99 * + cpp (bytes per pixel) 100 * + pitch (y pitch) 101 * + array_pitch (z pitch) 102 */ 103 uint32_t off[IR3_MAX_SHADER_IMAGES]; 104 } image_dims; 105}; 106 107/** 108 * A single output for vertex transform feedback. 109 */ 110struct ir3_stream_output { 111 unsigned register_index:6; /**< 0 to 63 (OUT index) */ 112 unsigned start_component:2; /** 0 to 3 */ 113 unsigned num_components:3; /** 1 to 4 */ 114 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */ 115 unsigned dst_offset:16; /**< offset into the buffer in dwords */ 116 unsigned stream:2; /**< 0 to 3 */ 117}; 118 119/** 120 * Stream output for vertex transform feedback. 121 */ 122struct ir3_stream_output_info { 123 unsigned num_outputs; 124 /** stride for an entire vertex for each buffer in dwords */ 125 uint16_t stride[IR3_MAX_SO_BUFFERS]; 126 127 /** 128 * Array of stream outputs, in the order they are to be written in. 129 * Selected components are tightly packed into the output buffer. 130 */ 131 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS]; 132}; 133 134/* Configuration key used to identify a shader variant.. different 135 * shader variants can be used to implement features not supported 136 * in hw (two sided color), binning-pass vertex shader, etc. 137 */ 138struct ir3_shader_key { 139 union { 140 struct { 141 /* 142 * Combined Vertex/Fragment shader parameters: 143 */ 144 unsigned ucp_enables : 8; 145 146 /* do we need to check {v,f}saturate_{s,t,r}? */ 147 unsigned has_per_samp : 1; 148 149 /* 150 * Vertex shader variant parameters: 151 */ 152 unsigned vclamp_color : 1; 153 154 /* 155 * Fragment shader variant parameters: 156 */ 157 unsigned sample_shading : 1; 158 unsigned msaa : 1; 159 unsigned color_two_side : 1; 160 unsigned half_precision : 1; 161 /* used when shader needs to handle flat varyings (a4xx) 162 * for front/back color inputs to frag shader: 163 */ 164 unsigned rasterflat : 1; 165 unsigned fclamp_color : 1; 166 }; 167 uint32_t global; 168 }; 169 170 /* bitmask of sampler which needs coords clamped for vertex 171 * shader: 172 */ 173 uint16_t vsaturate_s, vsaturate_t, vsaturate_r; 174 175 /* bitmask of sampler which needs coords clamped for frag 176 * shader: 177 */ 178 uint16_t fsaturate_s, fsaturate_t, fsaturate_r; 179 180 /* bitmask of ms shifts */ 181 uint32_t vsamples, fsamples; 182 183 /* bitmask of samplers which need astc srgb workaround: */ 184 uint16_t vastc_srgb, fastc_srgb; 185}; 186 187static inline bool 188ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b) 189{ 190 /* slow-path if we need to check {v,f}saturate_{s,t,r} */ 191 if (a->has_per_samp || b->has_per_samp) 192 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; 193 return a->global == b->global; 194} 195 196/* will the two keys produce different lowering for a fragment shader? */ 197static inline bool 198ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) 199{ 200 if (last_key->has_per_samp || key->has_per_samp) { 201 if ((last_key->fsaturate_s != key->fsaturate_s) || 202 (last_key->fsaturate_t != key->fsaturate_t) || 203 (last_key->fsaturate_r != key->fsaturate_r) || 204 (last_key->fsamples != key->fsamples) || 205 (last_key->fastc_srgb != key->fastc_srgb)) 206 return true; 207 } 208 209 if (last_key->fclamp_color != key->fclamp_color) 210 return true; 211 212 if (last_key->color_two_side != key->color_two_side) 213 return true; 214 215 if (last_key->half_precision != key->half_precision) 216 return true; 217 218 if (last_key->rasterflat != key->rasterflat) 219 return true; 220 221 if (last_key->ucp_enables != key->ucp_enables) 222 return true; 223 224 return false; 225} 226 227/* will the two keys produce different lowering for a vertex shader? */ 228static inline bool 229ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) 230{ 231 if (last_key->has_per_samp || key->has_per_samp) { 232 if ((last_key->vsaturate_s != key->vsaturate_s) || 233 (last_key->vsaturate_t != key->vsaturate_t) || 234 (last_key->vsaturate_r != key->vsaturate_r) || 235 (last_key->vsamples != key->vsamples) || 236 (last_key->vastc_srgb != key->vastc_srgb)) 237 return true; 238 } 239 240 if (last_key->vclamp_color != key->vclamp_color) 241 return true; 242 243 if (last_key->ucp_enables != key->ucp_enables) 244 return true; 245 246 return false; 247} 248 249/* clears shader-key flags which don't apply to the given shader 250 * stage 251 */ 252static inline void 253ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type) 254{ 255 switch (type) { 256 case MESA_SHADER_FRAGMENT: 257 if (key->has_per_samp) { 258 key->vsaturate_s = 0; 259 key->vsaturate_t = 0; 260 key->vsaturate_r = 0; 261 key->vastc_srgb = 0; 262 key->vsamples = 0; 263 } 264 break; 265 case MESA_SHADER_VERTEX: 266 key->color_two_side = false; 267 key->half_precision = false; 268 key->rasterflat = false; 269 if (key->has_per_samp) { 270 key->fsaturate_s = 0; 271 key->fsaturate_t = 0; 272 key->fsaturate_r = 0; 273 key->fastc_srgb = 0; 274 key->fsamples = 0; 275 } 276 break; 277 default: 278 /* TODO */ 279 break; 280 } 281} 282 283/** 284 * On a4xx+a5xx, Images share state with textures and SSBOs: 285 * 286 * + Uses texture (cat5) state/instruction (isam) to read 287 * + Uses SSBO state and instructions (cat6) to write and for atomics 288 * 289 * Starting with a6xx, Images and SSBOs are basically the same thing, 290 * with texture state and isam also used for SSBO reads. 291 * 292 * On top of that, gallium makes the SSBO (shader_buffers) state semi 293 * sparse, with the first half of the state space used for atomic 294 * counters lowered to atomic buffers. We could ignore this, but I 295 * don't think we could *really* handle the case of a single shader 296 * that used the max # of textures + images + SSBOs. And once we are 297 * offsetting images by num_ssbos (or visa versa) to map them into 298 * the same hardware state, the hardware state has become coupled to 299 * the shader state, so at this point we might as well just use a 300 * mapping table to remap things from image/SSBO idx to hw idx. 301 * 302 * To make things less (more?) confusing, for the hw "SSBO" state 303 * (since it is really both SSBO and Image) I'll use the name "IBO" 304 */ 305struct ir3_ibo_mapping { 306#define IBO_INVALID 0xff 307 /* Maps logical SSBO state to hw state: */ 308 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS]; 309 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS]; 310 311 /* Maps logical Image state to hw state: */ 312 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES]; 313 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES]; 314 315 /* Maps hw state back to logical SSBO or Image state: 316 * 317 * note IBO_SSBO ORd into values to indicate that the 318 * hw slot is used for SSBO state vs Image state. 319 */ 320#define IBO_SSBO 0x80 321 uint8_t ibo_to_image[32]; 322 uint8_t tex_to_image[32]; 323 324 uint8_t num_ibo; 325 uint8_t num_tex; /* including real textures */ 326 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */ 327}; 328 329struct ir3_shader_variant { 330 struct fd_bo *bo; 331 332 /* variant id (for debug) */ 333 uint32_t id; 334 335 struct ir3_shader_key key; 336 337 /* vertex shaders can have an extra version for hwbinning pass, 338 * which is pointed to by so->binning: 339 */ 340 bool binning_pass; 341 struct ir3_shader_variant *binning; 342 343 struct ir3_driver_const_layout const_layout; 344 struct ir3_info info; 345 struct ir3 *ir; 346 347 /* Levels of nesting of flow control: 348 */ 349 unsigned branchstack; 350 351 unsigned max_sun; 352 353 /* the instructions length is in units of instruction groups 354 * (4 instructions for a3xx, 16 instructions for a4xx.. each 355 * instruction is 2 dwords): 356 */ 357 unsigned instrlen; 358 359 /* the constants length is in units of vec4's, and is the sum of 360 * the uniforms and the built-in compiler constants 361 */ 362 unsigned constlen; 363 364 /* number of uniforms (in vec4), not including built-in compiler 365 * constants, etc. 366 */ 367 unsigned num_uniforms; 368 369 unsigned num_ubos; 370 371 /* About Linkage: 372 * + Let the frag shader determine the position/compmask for the 373 * varyings, since it is the place where we know if the varying 374 * is actually used, and if so, which components are used. So 375 * what the hw calls "outloc" is taken from the "inloc" of the 376 * frag shader. 377 * + From the vert shader, we only need the output regid 378 */ 379 380 bool frag_coord, frag_face, color0_mrt; 381 382 /* NOTE: for input/outputs, slot is: 383 * gl_vert_attrib - for VS inputs 384 * gl_varying_slot - for VS output / FS input 385 * gl_frag_result - for FS output 386 */ 387 388 /* varyings/outputs: */ 389 unsigned outputs_count; 390 struct { 391 uint8_t slot; 392 uint8_t regid; 393 bool half : 1; 394 } outputs[16 + 2]; /* +POSITION +PSIZE */ 395 bool writes_pos, writes_smask, writes_psize; 396 397 /* attributes (VS) / varyings (FS): 398 * Note that sysval's should come *after* normal inputs. 399 */ 400 unsigned inputs_count; 401 struct { 402 uint8_t slot; 403 uint8_t regid; 404 uint8_t compmask; 405 uint8_t ncomp; 406 /* location of input (ie. offset passed to bary.f, etc). This 407 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx 408 * have the OUTLOCn value offset by 8, presumably to account 409 * for gl_Position/gl_PointSize) 410 */ 411 uint8_t inloc; 412 /* vertex shader specific: */ 413 bool sysval : 1; /* slot is a gl_system_value */ 414 /* fragment shader specific: */ 415 bool bary : 1; /* fetched varying (vs one loaded into reg) */ 416 bool rasterflat : 1; /* special handling for emit->rasterflat */ 417 bool use_ldlv : 1; /* internal to ir3_compiler_nir */ 418 bool half : 1; 419 enum glsl_interp_mode interpolate; 420 } inputs[16 + 2]; /* +POSITION +FACE */ 421 422 /* sum of input components (scalar). For frag shaders, it only counts 423 * the varying inputs: 424 */ 425 unsigned total_in; 426 427 /* For frag shaders, the total number of inputs (not scalar, 428 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) 429 */ 430 unsigned varying_in; 431 432 /* Remapping table to map Image and SSBO to hw state: */ 433 struct ir3_ibo_mapping image_mapping; 434 435 /* number of samplers/textures (which are currently 1:1): */ 436 int num_samp; 437 438 /* is there an implicit sampler to read framebuffer (FS only).. if 439 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after 440 * the last "real" texture) 441 */ 442 bool fb_read; 443 444 /* do we have one or more SSBO instructions: */ 445 bool has_ssbo; 446 447 /* do we need derivatives: */ 448 bool need_pixlod; 449 450 /* do we have kill, image write, etc (which prevents early-z): */ 451 bool no_earlyz; 452 453 bool per_samp; 454 455 /* Layout of constant registers, each section (in vec4). Pointer size 456 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the 457 * UBO and stream-out consts. 458 */ 459 struct { 460 /* user const start at zero */ 461 unsigned ubo; 462 /* NOTE that a3xx might need a section for SSBO addresses too */ 463 unsigned ssbo_sizes; 464 unsigned image_dims; 465 unsigned driver_param; 466 unsigned tfbo; 467 unsigned immediate; 468 } constbase; 469 470 unsigned immediates_count; 471 unsigned immediates_size; 472 struct { 473 uint32_t val[4]; 474 } *immediates; 475 476 /* for astc srgb workaround, the number/base of additional 477 * alpha tex states we need, and index of original tex states 478 */ 479 struct { 480 unsigned base, count; 481 unsigned orig_idx[16]; 482 } astc_srgb; 483 484 /* shader variants form a linked list: */ 485 struct ir3_shader_variant *next; 486 487 /* replicated here to avoid passing extra ptrs everywhere: */ 488 gl_shader_stage type; 489 struct ir3_shader *shader; 490}; 491 492struct ir3_ubo_range { 493 uint32_t offset; /* start offset of this block in const register file */ 494 uint32_t start, end; /* range of block that's actually used */ 495}; 496 497struct ir3_ubo_analysis_state 498{ 499 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS]; 500 uint32_t size; 501 uint32_t lower_count; 502}; 503 504 505struct ir3_shader { 506 gl_shader_stage type; 507 508 /* shader id (for debug): */ 509 uint32_t id; 510 uint32_t variant_count; 511 512 /* so we know when we can disable TGSI related hacks: */ 513 bool from_tgsi; 514 515 struct ir3_compiler *compiler; 516 517 struct ir3_ubo_analysis_state ubo_state; 518 519 struct nir_shader *nir; 520 struct ir3_stream_output_info stream_output; 521 522 struct ir3_shader_variant *variants; 523}; 524 525void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); 526struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader, 527 struct ir3_shader_key *key, bool binning_pass, bool *created); 528struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir); 529void ir3_shader_destroy(struct ir3_shader *shader); 530void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out); 531uint64_t ir3_shader_outputs(const struct ir3_shader *so); 532 533int 534ir3_glsl_type_size(const struct glsl_type *type, bool bindless); 535 536static inline const char * 537ir3_shader_stage(struct ir3_shader *shader) 538{ 539 switch (shader->type) { 540 case MESA_SHADER_VERTEX: return "VERT"; 541 case MESA_SHADER_FRAGMENT: return "FRAG"; 542 case MESA_SHADER_COMPUTE: return "CL"; 543 default: 544 unreachable("invalid type"); 545 return NULL; 546 } 547} 548 549/* 550 * Helper/util: 551 */ 552 553static inline int 554ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) 555{ 556 int j; 557 558 for (j = 0; j < so->outputs_count; j++) 559 if (so->outputs[j].slot == slot) 560 return j; 561 562 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] 563 * in the vertex shader.. but the fragment shader doesn't know this 564 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So 565 * at link time if there is no matching OUT.BCOLOR[n], we must map 566 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only 567 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] 568 */ 569 if (slot == VARYING_SLOT_BFC0) { 570 slot = VARYING_SLOT_COL0; 571 } else if (slot == VARYING_SLOT_BFC1) { 572 slot = VARYING_SLOT_COL1; 573 } else if (slot == VARYING_SLOT_COL0) { 574 slot = VARYING_SLOT_BFC0; 575 } else if (slot == VARYING_SLOT_COL1) { 576 slot = VARYING_SLOT_BFC1; 577 } else { 578 return 0; 579 } 580 581 for (j = 0; j < so->outputs_count; j++) 582 if (so->outputs[j].slot == slot) 583 return j; 584 585 debug_assert(0); 586 587 return 0; 588} 589 590static inline int 591ir3_next_varying(const struct ir3_shader_variant *so, int i) 592{ 593 while (++i < so->inputs_count) 594 if (so->inputs[i].compmask && so->inputs[i].bary) 595 break; 596 return i; 597} 598 599struct ir3_shader_linkage { 600 uint8_t max_loc; 601 uint8_t cnt; 602 struct { 603 uint8_t regid; 604 uint8_t compmask; 605 uint8_t loc; 606 } var[32]; 607}; 608 609static inline void 610ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc) 611{ 612 int i = l->cnt++; 613 614 debug_assert(i < ARRAY_SIZE(l->var)); 615 616 l->var[i].regid = regid; 617 l->var[i].compmask = compmask; 618 l->var[i].loc = loc; 619 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); 620} 621 622static inline void 623ir3_link_shaders(struct ir3_shader_linkage *l, 624 const struct ir3_shader_variant *vs, 625 const struct ir3_shader_variant *fs) 626{ 627 int j = -1, k; 628 629 while (l->cnt < ARRAY_SIZE(l->var)) { 630 j = ir3_next_varying(fs, j); 631 632 if (j >= fs->inputs_count) 633 break; 634 635 if (fs->inputs[j].inloc >= fs->total_in) 636 continue; 637 638 k = ir3_find_output(vs, fs->inputs[j].slot); 639 640 ir3_link_add(l, vs->outputs[k].regid, 641 fs->inputs[j].compmask, fs->inputs[j].inloc); 642 } 643} 644 645static inline uint32_t 646ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) 647{ 648 int j; 649 for (j = 0; j < so->outputs_count; j++) 650 if (so->outputs[j].slot == slot) 651 return so->outputs[j].regid; 652 return regid(63, 0); 653} 654 655static inline uint32_t 656ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) 657{ 658 int j; 659 for (j = 0; j < so->inputs_count; j++) 660 if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) 661 return so->inputs[j].regid; 662 return regid(63, 0); 663} 664 665/* calculate register footprint in terms of half-regs (ie. one full 666 * reg counts as two half-regs). 667 */ 668static inline uint32_t 669ir3_shader_halfregs(const struct ir3_shader_variant *v) 670{ 671 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1); 672} 673 674#endif /* IR3_SHADER_H_ */ 675