1b8e80941Smrg/* 2b8e80941Smrg * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org> 3b8e80941Smrg * 4b8e80941Smrg * Permission is hereby granted, free of charge, to any person obtaining a 5b8e80941Smrg * copy of this software and associated documentation files (the "Software"), 6b8e80941Smrg * to deal in the Software without restriction, including without limitation 7b8e80941Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8b8e80941Smrg * and/or sell copies of the Software, and to permit persons to whom the 9b8e80941Smrg * Software is furnished to do so, subject to the following conditions: 10b8e80941Smrg * 11b8e80941Smrg * The above copyright notice and this permission notice (including the next 12b8e80941Smrg * paragraph) shall be included in all copies or substantial portions of the 13b8e80941Smrg * Software. 14b8e80941Smrg * 15b8e80941Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16b8e80941Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17b8e80941Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18b8e80941Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19b8e80941Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20b8e80941Smrg * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21b8e80941Smrg * SOFTWARE. 22b8e80941Smrg * 23b8e80941Smrg * Authors: 24b8e80941Smrg * Rob Clark <robclark@freedesktop.org> 25b8e80941Smrg */ 26b8e80941Smrg 27b8e80941Smrg#ifndef IR3_SHADER_H_ 28b8e80941Smrg#define IR3_SHADER_H_ 29b8e80941Smrg 30b8e80941Smrg#include <stdio.h> 31b8e80941Smrg 32b8e80941Smrg#include "compiler/shader_enums.h" 33b8e80941Smrg#include "compiler/nir/nir.h" 34b8e80941Smrg#include "util/bitscan.h" 35b8e80941Smrg 36b8e80941Smrg#include "ir3.h" 37b8e80941Smrg 38b8e80941Smrgstruct glsl_type; 39b8e80941Smrg 40b8e80941Smrg/* driver param indices: */ 41b8e80941Smrgenum ir3_driver_param { 42b8e80941Smrg /* compute shader driver params: */ 43b8e80941Smrg IR3_DP_NUM_WORK_GROUPS_X = 0, 44b8e80941Smrg IR3_DP_NUM_WORK_GROUPS_Y = 1, 45b8e80941Smrg IR3_DP_NUM_WORK_GROUPS_Z = 2, 46b8e80941Smrg IR3_DP_LOCAL_GROUP_SIZE_X = 4, 47b8e80941Smrg IR3_DP_LOCAL_GROUP_SIZE_Y = 5, 48b8e80941Smrg IR3_DP_LOCAL_GROUP_SIZE_Z = 6, 49b8e80941Smrg /* NOTE: gl_NumWorkGroups should be vec4 aligned because 50b8e80941Smrg * glDispatchComputeIndirect() needs to load these from 51b8e80941Smrg * the info->indirect buffer. Keep that in mind when/if 52b8e80941Smrg * adding any addition CS driver params. 53b8e80941Smrg */ 54b8e80941Smrg IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */ 55b8e80941Smrg 56b8e80941Smrg /* vertex shader driver params: */ 57b8e80941Smrg IR3_DP_VTXID_BASE = 0, 58b8e80941Smrg IR3_DP_VTXCNT_MAX = 1, 59b8e80941Smrg /* user-clip-plane components, up to 8x vec4's: */ 60b8e80941Smrg IR3_DP_UCP0_X = 4, 61b8e80941Smrg /* .... */ 62b8e80941Smrg IR3_DP_UCP7_W = 35, 63b8e80941Smrg IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */ 64b8e80941Smrg}; 65b8e80941Smrg 66b8e80941Smrg#define IR3_MAX_SHADER_BUFFERS 32 67b8e80941Smrg#define IR3_MAX_SHADER_IMAGES 32 68b8e80941Smrg#define IR3_MAX_SO_BUFFERS 4 69b8e80941Smrg#define IR3_MAX_SO_OUTPUTS 64 70b8e80941Smrg#define IR3_MAX_CONSTANT_BUFFERS 32 71b8e80941Smrg 72b8e80941Smrg 73b8e80941Smrg/** 74b8e80941Smrg * For consts needed to pass internal values to shader which may or may not 75b8e80941Smrg * be required, rather than allocating worst-case const space, we scan the 76b8e80941Smrg * shader and allocate consts as-needed: 77b8e80941Smrg * 78b8e80941Smrg * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic 79b8e80941Smrg * for a given SSBO 80b8e80941Smrg * 81b8e80941Smrg * + Image dimensions: needed to calculate pixel offset, but only for 82b8e80941Smrg * images that have a image_store intrinsic 83b8e80941Smrg */ 84b8e80941Smrgstruct ir3_driver_const_layout { 85b8e80941Smrg struct { 86b8e80941Smrg uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */ 87b8e80941Smrg uint32_t count; /* number of consts allocated */ 88b8e80941Smrg /* one const allocated per SSBO which has get_buffer_size, 89b8e80941Smrg * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes 90b8e80941Smrg * consts: 91b8e80941Smrg */ 92b8e80941Smrg uint32_t off[IR3_MAX_SHADER_BUFFERS]; 93b8e80941Smrg } ssbo_size; 94b8e80941Smrg 95b8e80941Smrg struct { 96b8e80941Smrg uint32_t mask; /* bitmask of images that have image_store */ 97b8e80941Smrg uint32_t count; /* number of consts allocated */ 98b8e80941Smrg /* three const allocated per image which has image_store: 99b8e80941Smrg * + cpp (bytes per pixel) 100b8e80941Smrg * + pitch (y pitch) 101b8e80941Smrg * + array_pitch (z pitch) 102b8e80941Smrg */ 103b8e80941Smrg uint32_t off[IR3_MAX_SHADER_IMAGES]; 104b8e80941Smrg } image_dims; 105b8e80941Smrg}; 106b8e80941Smrg 107b8e80941Smrg/** 108b8e80941Smrg * A single output for vertex transform feedback. 109b8e80941Smrg */ 110b8e80941Smrgstruct ir3_stream_output { 111b8e80941Smrg unsigned register_index:6; /**< 0 to 63 (OUT index) */ 112b8e80941Smrg unsigned start_component:2; /** 0 to 3 */ 113b8e80941Smrg unsigned num_components:3; /** 1 to 4 */ 114b8e80941Smrg unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */ 115b8e80941Smrg unsigned dst_offset:16; /**< offset into the buffer in dwords */ 116b8e80941Smrg unsigned stream:2; /**< 0 to 3 */ 117b8e80941Smrg}; 118b8e80941Smrg 119b8e80941Smrg/** 120b8e80941Smrg * Stream output for vertex transform feedback. 121b8e80941Smrg */ 122b8e80941Smrgstruct ir3_stream_output_info { 123b8e80941Smrg unsigned num_outputs; 124b8e80941Smrg /** stride for an entire vertex for each buffer in dwords */ 125b8e80941Smrg uint16_t stride[IR3_MAX_SO_BUFFERS]; 126b8e80941Smrg 127b8e80941Smrg /** 128b8e80941Smrg * Array of stream outputs, in the order they are to be written in. 129b8e80941Smrg * Selected components are tightly packed into the output buffer. 130b8e80941Smrg */ 131b8e80941Smrg struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS]; 132b8e80941Smrg}; 133b8e80941Smrg 134b8e80941Smrg/* Configuration key used to identify a shader variant.. different 135b8e80941Smrg * shader variants can be used to implement features not supported 136b8e80941Smrg * in hw (two sided color), binning-pass vertex shader, etc. 137b8e80941Smrg */ 138b8e80941Smrgstruct ir3_shader_key { 139b8e80941Smrg union { 140b8e80941Smrg struct { 141b8e80941Smrg /* 142b8e80941Smrg * Combined Vertex/Fragment shader parameters: 143b8e80941Smrg */ 144b8e80941Smrg unsigned ucp_enables : 8; 145b8e80941Smrg 146b8e80941Smrg /* do we need to check {v,f}saturate_{s,t,r}? */ 147b8e80941Smrg unsigned has_per_samp : 1; 148b8e80941Smrg 149b8e80941Smrg /* 150b8e80941Smrg * Vertex shader variant parameters: 151b8e80941Smrg */ 152b8e80941Smrg unsigned vclamp_color : 1; 153b8e80941Smrg 154b8e80941Smrg /* 155b8e80941Smrg * Fragment shader variant parameters: 156b8e80941Smrg */ 157b8e80941Smrg unsigned sample_shading : 1; 158b8e80941Smrg unsigned msaa : 1; 159b8e80941Smrg unsigned color_two_side : 1; 160b8e80941Smrg unsigned half_precision : 1; 161b8e80941Smrg /* used when shader needs to handle flat varyings (a4xx) 162b8e80941Smrg * for front/back color inputs to frag shader: 163b8e80941Smrg */ 164b8e80941Smrg unsigned rasterflat : 1; 165b8e80941Smrg unsigned fclamp_color : 1; 166b8e80941Smrg }; 167b8e80941Smrg uint32_t global; 168b8e80941Smrg }; 169b8e80941Smrg 170b8e80941Smrg /* bitmask of sampler which needs coords clamped for vertex 171b8e80941Smrg * shader: 172b8e80941Smrg */ 173b8e80941Smrg uint16_t vsaturate_s, vsaturate_t, vsaturate_r; 174b8e80941Smrg 175b8e80941Smrg /* bitmask of sampler which needs coords clamped for frag 176b8e80941Smrg * shader: 177b8e80941Smrg */ 178b8e80941Smrg uint16_t fsaturate_s, fsaturate_t, fsaturate_r; 179b8e80941Smrg 180b8e80941Smrg /* bitmask of ms shifts */ 181b8e80941Smrg uint32_t vsamples, fsamples; 182b8e80941Smrg 183b8e80941Smrg /* bitmask of samplers which need astc srgb workaround: */ 184b8e80941Smrg uint16_t vastc_srgb, fastc_srgb; 185b8e80941Smrg}; 186b8e80941Smrg 187b8e80941Smrgstatic inline bool 188b8e80941Smrgir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b) 189b8e80941Smrg{ 190b8e80941Smrg /* slow-path if we need to check {v,f}saturate_{s,t,r} */ 191b8e80941Smrg if (a->has_per_samp || b->has_per_samp) 192b8e80941Smrg return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; 193b8e80941Smrg return a->global == b->global; 194b8e80941Smrg} 195b8e80941Smrg 196b8e80941Smrg/* will the two keys produce different lowering for a fragment shader? */ 197b8e80941Smrgstatic inline bool 198b8e80941Smrgir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) 199b8e80941Smrg{ 200b8e80941Smrg if (last_key->has_per_samp || key->has_per_samp) { 201b8e80941Smrg if ((last_key->fsaturate_s != key->fsaturate_s) || 202b8e80941Smrg (last_key->fsaturate_t != key->fsaturate_t) || 203b8e80941Smrg (last_key->fsaturate_r != key->fsaturate_r) || 204b8e80941Smrg (last_key->fsamples != key->fsamples) || 205b8e80941Smrg (last_key->fastc_srgb != key->fastc_srgb)) 206b8e80941Smrg return true; 207b8e80941Smrg } 208b8e80941Smrg 209b8e80941Smrg if (last_key->fclamp_color != key->fclamp_color) 210b8e80941Smrg return true; 211b8e80941Smrg 212b8e80941Smrg if (last_key->color_two_side != key->color_two_side) 213b8e80941Smrg return true; 214b8e80941Smrg 215b8e80941Smrg if (last_key->half_precision != key->half_precision) 216b8e80941Smrg return true; 217b8e80941Smrg 218b8e80941Smrg if (last_key->rasterflat != key->rasterflat) 219b8e80941Smrg return true; 220b8e80941Smrg 221b8e80941Smrg if (last_key->ucp_enables != key->ucp_enables) 222b8e80941Smrg return true; 223b8e80941Smrg 224b8e80941Smrg return false; 225b8e80941Smrg} 226b8e80941Smrg 227b8e80941Smrg/* will the two keys produce different lowering for a vertex shader? */ 228b8e80941Smrgstatic inline bool 229b8e80941Smrgir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) 230b8e80941Smrg{ 231b8e80941Smrg if (last_key->has_per_samp || key->has_per_samp) { 232b8e80941Smrg if ((last_key->vsaturate_s != key->vsaturate_s) || 233b8e80941Smrg (last_key->vsaturate_t != key->vsaturate_t) || 234b8e80941Smrg (last_key->vsaturate_r != key->vsaturate_r) || 235b8e80941Smrg (last_key->vsamples != key->vsamples) || 236b8e80941Smrg (last_key->vastc_srgb != key->vastc_srgb)) 237b8e80941Smrg return true; 238b8e80941Smrg } 239b8e80941Smrg 240b8e80941Smrg if (last_key->vclamp_color != key->vclamp_color) 241b8e80941Smrg return true; 242b8e80941Smrg 243b8e80941Smrg if (last_key->ucp_enables != key->ucp_enables) 244b8e80941Smrg return true; 245b8e80941Smrg 246b8e80941Smrg return false; 247b8e80941Smrg} 248b8e80941Smrg 249b8e80941Smrg/* clears shader-key flags which don't apply to the given shader 250b8e80941Smrg * stage 251b8e80941Smrg */ 252b8e80941Smrgstatic inline void 253b8e80941Smrgir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type) 254b8e80941Smrg{ 255b8e80941Smrg switch (type) { 256b8e80941Smrg case MESA_SHADER_FRAGMENT: 257b8e80941Smrg if (key->has_per_samp) { 258b8e80941Smrg key->vsaturate_s = 0; 259b8e80941Smrg key->vsaturate_t = 0; 260b8e80941Smrg key->vsaturate_r = 0; 261b8e80941Smrg key->vastc_srgb = 0; 262b8e80941Smrg key->vsamples = 0; 263b8e80941Smrg } 264b8e80941Smrg break; 265b8e80941Smrg case MESA_SHADER_VERTEX: 266b8e80941Smrg key->color_two_side = false; 267b8e80941Smrg key->half_precision = false; 268b8e80941Smrg key->rasterflat = false; 269b8e80941Smrg if (key->has_per_samp) { 270b8e80941Smrg key->fsaturate_s = 0; 271b8e80941Smrg key->fsaturate_t = 0; 272b8e80941Smrg key->fsaturate_r = 0; 273b8e80941Smrg key->fastc_srgb = 0; 274b8e80941Smrg key->fsamples = 0; 275b8e80941Smrg } 276b8e80941Smrg break; 277b8e80941Smrg default: 278b8e80941Smrg /* TODO */ 279b8e80941Smrg break; 280b8e80941Smrg } 281b8e80941Smrg} 282b8e80941Smrg 283b8e80941Smrg/** 284b8e80941Smrg * On a4xx+a5xx, Images share state with textures and SSBOs: 285b8e80941Smrg * 286b8e80941Smrg * + Uses texture (cat5) state/instruction (isam) to read 287b8e80941Smrg * + Uses SSBO state and instructions (cat6) to write and for atomics 288b8e80941Smrg * 289b8e80941Smrg * Starting with a6xx, Images and SSBOs are basically the same thing, 290b8e80941Smrg * with texture state and isam also used for SSBO reads. 291b8e80941Smrg * 292b8e80941Smrg * On top of that, gallium makes the SSBO (shader_buffers) state semi 293b8e80941Smrg * sparse, with the first half of the state space used for atomic 294b8e80941Smrg * counters lowered to atomic buffers. We could ignore this, but I 295b8e80941Smrg * don't think we could *really* handle the case of a single shader 296b8e80941Smrg * that used the max # of textures + images + SSBOs. And once we are 297b8e80941Smrg * offsetting images by num_ssbos (or visa versa) to map them into 298b8e80941Smrg * the same hardware state, the hardware state has become coupled to 299b8e80941Smrg * the shader state, so at this point we might as well just use a 300b8e80941Smrg * mapping table to remap things from image/SSBO idx to hw idx. 301b8e80941Smrg * 302b8e80941Smrg * To make things less (more?) confusing, for the hw "SSBO" state 303b8e80941Smrg * (since it is really both SSBO and Image) I'll use the name "IBO" 304b8e80941Smrg */ 305b8e80941Smrgstruct ir3_ibo_mapping { 306b8e80941Smrg#define IBO_INVALID 0xff 307b8e80941Smrg /* Maps logical SSBO state to hw state: */ 308b8e80941Smrg uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS]; 309b8e80941Smrg uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS]; 310b8e80941Smrg 311b8e80941Smrg /* Maps logical Image state to hw state: */ 312b8e80941Smrg uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES]; 313b8e80941Smrg uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES]; 314b8e80941Smrg 315b8e80941Smrg /* Maps hw state back to logical SSBO or Image state: 316b8e80941Smrg * 317b8e80941Smrg * note IBO_SSBO ORd into values to indicate that the 318b8e80941Smrg * hw slot is used for SSBO state vs Image state. 319b8e80941Smrg */ 320b8e80941Smrg#define IBO_SSBO 0x80 321b8e80941Smrg uint8_t ibo_to_image[32]; 322b8e80941Smrg uint8_t tex_to_image[32]; 323b8e80941Smrg 324b8e80941Smrg uint8_t num_ibo; 325b8e80941Smrg uint8_t num_tex; /* including real textures */ 326b8e80941Smrg uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */ 327b8e80941Smrg}; 328b8e80941Smrg 329b8e80941Smrgstruct ir3_shader_variant { 330b8e80941Smrg struct fd_bo *bo; 331b8e80941Smrg 332b8e80941Smrg /* variant id (for debug) */ 333b8e80941Smrg uint32_t id; 334b8e80941Smrg 335b8e80941Smrg struct ir3_shader_key key; 336b8e80941Smrg 337b8e80941Smrg /* vertex shaders can have an extra version for hwbinning pass, 338b8e80941Smrg * which is pointed to by so->binning: 339b8e80941Smrg */ 340b8e80941Smrg bool binning_pass; 341b8e80941Smrg struct ir3_shader_variant *binning; 342b8e80941Smrg 343b8e80941Smrg struct ir3_driver_const_layout const_layout; 344b8e80941Smrg struct ir3_info info; 345b8e80941Smrg struct ir3 *ir; 346b8e80941Smrg 347b8e80941Smrg /* Levels of nesting of flow control: 348b8e80941Smrg */ 349b8e80941Smrg unsigned branchstack; 350b8e80941Smrg 351b8e80941Smrg unsigned max_sun; 352b8e80941Smrg 353b8e80941Smrg /* the instructions length is in units of instruction groups 354b8e80941Smrg * (4 instructions for a3xx, 16 instructions for a4xx.. each 355b8e80941Smrg * instruction is 2 dwords): 356b8e80941Smrg */ 357b8e80941Smrg unsigned instrlen; 358b8e80941Smrg 359b8e80941Smrg /* the constants length is in units of vec4's, and is the sum of 360b8e80941Smrg * the uniforms and the built-in compiler constants 361b8e80941Smrg */ 362b8e80941Smrg unsigned constlen; 363b8e80941Smrg 364b8e80941Smrg /* number of uniforms (in vec4), not including built-in compiler 365b8e80941Smrg * constants, etc. 366b8e80941Smrg */ 367b8e80941Smrg unsigned num_uniforms; 368b8e80941Smrg 369b8e80941Smrg unsigned num_ubos; 370b8e80941Smrg 371b8e80941Smrg /* About Linkage: 372b8e80941Smrg * + Let the frag shader determine the position/compmask for the 373b8e80941Smrg * varyings, since it is the place where we know if the varying 374b8e80941Smrg * is actually used, and if so, which components are used. So 375b8e80941Smrg * what the hw calls "outloc" is taken from the "inloc" of the 376b8e80941Smrg * frag shader. 377b8e80941Smrg * + From the vert shader, we only need the output regid 378b8e80941Smrg */ 379b8e80941Smrg 380b8e80941Smrg bool frag_coord, frag_face, color0_mrt; 381b8e80941Smrg 382b8e80941Smrg /* NOTE: for input/outputs, slot is: 383b8e80941Smrg * gl_vert_attrib - for VS inputs 384b8e80941Smrg * gl_varying_slot - for VS output / FS input 385b8e80941Smrg * gl_frag_result - for FS output 386b8e80941Smrg */ 387b8e80941Smrg 388b8e80941Smrg /* varyings/outputs: */ 389b8e80941Smrg unsigned outputs_count; 390b8e80941Smrg struct { 391b8e80941Smrg uint8_t slot; 392b8e80941Smrg uint8_t regid; 393b8e80941Smrg bool half : 1; 394b8e80941Smrg } outputs[16 + 2]; /* +POSITION +PSIZE */ 395b8e80941Smrg bool writes_pos, writes_smask, writes_psize; 396b8e80941Smrg 397b8e80941Smrg /* attributes (VS) / varyings (FS): 398b8e80941Smrg * Note that sysval's should come *after* normal inputs. 399b8e80941Smrg */ 400b8e80941Smrg unsigned inputs_count; 401b8e80941Smrg struct { 402b8e80941Smrg uint8_t slot; 403b8e80941Smrg uint8_t regid; 404b8e80941Smrg uint8_t compmask; 405b8e80941Smrg uint8_t ncomp; 406b8e80941Smrg /* location of input (ie. offset passed to bary.f, etc). This 407b8e80941Smrg * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx 408b8e80941Smrg * have the OUTLOCn value offset by 8, presumably to account 409b8e80941Smrg * for gl_Position/gl_PointSize) 410b8e80941Smrg */ 411b8e80941Smrg uint8_t inloc; 412b8e80941Smrg /* vertex shader specific: */ 413b8e80941Smrg bool sysval : 1; /* slot is a gl_system_value */ 414b8e80941Smrg /* fragment shader specific: */ 415b8e80941Smrg bool bary : 1; /* fetched varying (vs one loaded into reg) */ 416b8e80941Smrg bool rasterflat : 1; /* special handling for emit->rasterflat */ 417b8e80941Smrg bool use_ldlv : 1; /* internal to ir3_compiler_nir */ 418b8e80941Smrg bool half : 1; 419b8e80941Smrg enum glsl_interp_mode interpolate; 420b8e80941Smrg } inputs[16 + 2]; /* +POSITION +FACE */ 421b8e80941Smrg 422b8e80941Smrg /* sum of input components (scalar). For frag shaders, it only counts 423b8e80941Smrg * the varying inputs: 424b8e80941Smrg */ 425b8e80941Smrg unsigned total_in; 426b8e80941Smrg 427b8e80941Smrg /* For frag shaders, the total number of inputs (not scalar, 428b8e80941Smrg * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) 429b8e80941Smrg */ 430b8e80941Smrg unsigned varying_in; 431b8e80941Smrg 432b8e80941Smrg /* Remapping table to map Image and SSBO to hw state: */ 433b8e80941Smrg struct ir3_ibo_mapping image_mapping; 434b8e80941Smrg 435b8e80941Smrg /* number of samplers/textures (which are currently 1:1): */ 436b8e80941Smrg int num_samp; 437b8e80941Smrg 438b8e80941Smrg /* is there an implicit sampler to read framebuffer (FS only).. if 439b8e80941Smrg * so the sampler-idx is 'num_samp - 1' (ie. it is appended after 440b8e80941Smrg * the last "real" texture) 441b8e80941Smrg */ 442b8e80941Smrg bool fb_read; 443b8e80941Smrg 444b8e80941Smrg /* do we have one or more SSBO instructions: */ 445b8e80941Smrg bool has_ssbo; 446b8e80941Smrg 447b8e80941Smrg /* do we need derivatives: */ 448b8e80941Smrg bool need_pixlod; 449b8e80941Smrg 450b8e80941Smrg /* do we have kill, image write, etc (which prevents early-z): */ 451b8e80941Smrg bool no_earlyz; 452b8e80941Smrg 453b8e80941Smrg bool per_samp; 454b8e80941Smrg 455b8e80941Smrg /* Layout of constant registers, each section (in vec4). Pointer size 456b8e80941Smrg * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the 457b8e80941Smrg * UBO and stream-out consts. 458b8e80941Smrg */ 459b8e80941Smrg struct { 460b8e80941Smrg /* user const start at zero */ 461b8e80941Smrg unsigned ubo; 462b8e80941Smrg /* NOTE that a3xx might need a section for SSBO addresses too */ 463b8e80941Smrg unsigned ssbo_sizes; 464b8e80941Smrg unsigned image_dims; 465b8e80941Smrg unsigned driver_param; 466b8e80941Smrg unsigned tfbo; 467b8e80941Smrg unsigned immediate; 468b8e80941Smrg } constbase; 469b8e80941Smrg 470b8e80941Smrg unsigned immediates_count; 471b8e80941Smrg unsigned immediates_size; 472b8e80941Smrg struct { 473b8e80941Smrg uint32_t val[4]; 474b8e80941Smrg } *immediates; 475b8e80941Smrg 476b8e80941Smrg /* for astc srgb workaround, the number/base of additional 477b8e80941Smrg * alpha tex states we need, and index of original tex states 478b8e80941Smrg */ 479b8e80941Smrg struct { 480b8e80941Smrg unsigned base, count; 481b8e80941Smrg unsigned orig_idx[16]; 482b8e80941Smrg } astc_srgb; 483b8e80941Smrg 484b8e80941Smrg /* shader variants form a linked list: */ 485b8e80941Smrg struct ir3_shader_variant *next; 486b8e80941Smrg 487b8e80941Smrg /* replicated here to avoid passing extra ptrs everywhere: */ 488b8e80941Smrg gl_shader_stage type; 489b8e80941Smrg struct ir3_shader *shader; 490b8e80941Smrg}; 491b8e80941Smrg 492b8e80941Smrgstruct ir3_ubo_range { 493b8e80941Smrg uint32_t offset; /* start offset of this block in const register file */ 494b8e80941Smrg uint32_t start, end; /* range of block that's actually used */ 495b8e80941Smrg}; 496b8e80941Smrg 497b8e80941Smrgstruct ir3_ubo_analysis_state 498b8e80941Smrg{ 499b8e80941Smrg struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS]; 500b8e80941Smrg uint32_t size; 501b8e80941Smrg uint32_t lower_count; 502b8e80941Smrg}; 503b8e80941Smrg 504b8e80941Smrg 505b8e80941Smrgstruct ir3_shader { 506b8e80941Smrg gl_shader_stage type; 507b8e80941Smrg 508b8e80941Smrg /* shader id (for debug): */ 509b8e80941Smrg uint32_t id; 510b8e80941Smrg uint32_t variant_count; 511b8e80941Smrg 512b8e80941Smrg /* so we know when we can disable TGSI related hacks: */ 513b8e80941Smrg bool from_tgsi; 514b8e80941Smrg 515b8e80941Smrg struct ir3_compiler *compiler; 516b8e80941Smrg 517b8e80941Smrg struct ir3_ubo_analysis_state ubo_state; 518b8e80941Smrg 519b8e80941Smrg struct nir_shader *nir; 520b8e80941Smrg struct ir3_stream_output_info stream_output; 521b8e80941Smrg 522b8e80941Smrg struct ir3_shader_variant *variants; 523b8e80941Smrg}; 524b8e80941Smrg 525b8e80941Smrgvoid * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); 526b8e80941Smrgstruct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader, 527b8e80941Smrg struct ir3_shader_key *key, bool binning_pass, bool *created); 528b8e80941Smrgstruct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir); 529b8e80941Smrgvoid ir3_shader_destroy(struct ir3_shader *shader); 530b8e80941Smrgvoid ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out); 531b8e80941Smrguint64_t ir3_shader_outputs(const struct ir3_shader *so); 532b8e80941Smrg 533b8e80941Smrgint 534b8e80941Smrgir3_glsl_type_size(const struct glsl_type *type, bool bindless); 535b8e80941Smrg 536b8e80941Smrgstatic inline const char * 537b8e80941Smrgir3_shader_stage(struct ir3_shader *shader) 538b8e80941Smrg{ 539b8e80941Smrg switch (shader->type) { 540b8e80941Smrg case MESA_SHADER_VERTEX: return "VERT"; 541b8e80941Smrg case MESA_SHADER_FRAGMENT: return "FRAG"; 542b8e80941Smrg case MESA_SHADER_COMPUTE: return "CL"; 543b8e80941Smrg default: 544b8e80941Smrg unreachable("invalid type"); 545b8e80941Smrg return NULL; 546b8e80941Smrg } 547b8e80941Smrg} 548b8e80941Smrg 549b8e80941Smrg/* 550b8e80941Smrg * Helper/util: 551b8e80941Smrg */ 552b8e80941Smrg 553b8e80941Smrgstatic inline int 554b8e80941Smrgir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) 555b8e80941Smrg{ 556b8e80941Smrg int j; 557b8e80941Smrg 558b8e80941Smrg for (j = 0; j < so->outputs_count; j++) 559b8e80941Smrg if (so->outputs[j].slot == slot) 560b8e80941Smrg return j; 561b8e80941Smrg 562b8e80941Smrg /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] 563b8e80941Smrg * in the vertex shader.. but the fragment shader doesn't know this 564b8e80941Smrg * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So 565b8e80941Smrg * at link time if there is no matching OUT.BCOLOR[n], we must map 566b8e80941Smrg * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only 567b8e80941Smrg * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] 568b8e80941Smrg */ 569b8e80941Smrg if (slot == VARYING_SLOT_BFC0) { 570b8e80941Smrg slot = VARYING_SLOT_COL0; 571b8e80941Smrg } else if (slot == VARYING_SLOT_BFC1) { 572b8e80941Smrg slot = VARYING_SLOT_COL1; 573b8e80941Smrg } else if (slot == VARYING_SLOT_COL0) { 574b8e80941Smrg slot = VARYING_SLOT_BFC0; 575b8e80941Smrg } else if (slot == VARYING_SLOT_COL1) { 576b8e80941Smrg slot = VARYING_SLOT_BFC1; 577b8e80941Smrg } else { 578b8e80941Smrg return 0; 579b8e80941Smrg } 580b8e80941Smrg 581b8e80941Smrg for (j = 0; j < so->outputs_count; j++) 582b8e80941Smrg if (so->outputs[j].slot == slot) 583b8e80941Smrg return j; 584b8e80941Smrg 585b8e80941Smrg debug_assert(0); 586b8e80941Smrg 587b8e80941Smrg return 0; 588b8e80941Smrg} 589b8e80941Smrg 590b8e80941Smrgstatic inline int 591b8e80941Smrgir3_next_varying(const struct ir3_shader_variant *so, int i) 592b8e80941Smrg{ 593b8e80941Smrg while (++i < so->inputs_count) 594b8e80941Smrg if (so->inputs[i].compmask && so->inputs[i].bary) 595b8e80941Smrg break; 596b8e80941Smrg return i; 597b8e80941Smrg} 598b8e80941Smrg 599b8e80941Smrgstruct ir3_shader_linkage { 600b8e80941Smrg uint8_t max_loc; 601b8e80941Smrg uint8_t cnt; 602b8e80941Smrg struct { 603b8e80941Smrg uint8_t regid; 604b8e80941Smrg uint8_t compmask; 605b8e80941Smrg uint8_t loc; 606b8e80941Smrg } var[32]; 607b8e80941Smrg}; 608b8e80941Smrg 609b8e80941Smrgstatic inline void 610b8e80941Smrgir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc) 611b8e80941Smrg{ 612b8e80941Smrg int i = l->cnt++; 613b8e80941Smrg 614b8e80941Smrg debug_assert(i < ARRAY_SIZE(l->var)); 615b8e80941Smrg 616b8e80941Smrg l->var[i].regid = regid; 617b8e80941Smrg l->var[i].compmask = compmask; 618b8e80941Smrg l->var[i].loc = loc; 619b8e80941Smrg l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); 620b8e80941Smrg} 621b8e80941Smrg 622b8e80941Smrgstatic inline void 623b8e80941Smrgir3_link_shaders(struct ir3_shader_linkage *l, 624b8e80941Smrg const struct ir3_shader_variant *vs, 625b8e80941Smrg const struct ir3_shader_variant *fs) 626b8e80941Smrg{ 627b8e80941Smrg int j = -1, k; 628b8e80941Smrg 629b8e80941Smrg while (l->cnt < ARRAY_SIZE(l->var)) { 630b8e80941Smrg j = ir3_next_varying(fs, j); 631b8e80941Smrg 632b8e80941Smrg if (j >= fs->inputs_count) 633b8e80941Smrg break; 634b8e80941Smrg 635b8e80941Smrg if (fs->inputs[j].inloc >= fs->total_in) 636b8e80941Smrg continue; 637b8e80941Smrg 638b8e80941Smrg k = ir3_find_output(vs, fs->inputs[j].slot); 639b8e80941Smrg 640b8e80941Smrg ir3_link_add(l, vs->outputs[k].regid, 641b8e80941Smrg fs->inputs[j].compmask, fs->inputs[j].inloc); 642b8e80941Smrg } 643b8e80941Smrg} 644b8e80941Smrg 645b8e80941Smrgstatic inline uint32_t 646b8e80941Smrgir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) 647b8e80941Smrg{ 648b8e80941Smrg int j; 649b8e80941Smrg for (j = 0; j < so->outputs_count; j++) 650b8e80941Smrg if (so->outputs[j].slot == slot) 651b8e80941Smrg return so->outputs[j].regid; 652b8e80941Smrg return regid(63, 0); 653b8e80941Smrg} 654b8e80941Smrg 655b8e80941Smrgstatic inline uint32_t 656b8e80941Smrgir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) 657b8e80941Smrg{ 658b8e80941Smrg int j; 659b8e80941Smrg for (j = 0; j < so->inputs_count; j++) 660b8e80941Smrg if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) 661b8e80941Smrg return so->inputs[j].regid; 662b8e80941Smrg return regid(63, 0); 663b8e80941Smrg} 664b8e80941Smrg 665b8e80941Smrg/* calculate register footprint in terms of half-regs (ie. one full 666b8e80941Smrg * reg counts as two half-regs). 667b8e80941Smrg */ 668b8e80941Smrgstatic inline uint32_t 669b8e80941Smrgir3_shader_halfregs(const struct ir3_shader_variant *v) 670b8e80941Smrg{ 671b8e80941Smrg return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1); 672b8e80941Smrg} 673b8e80941Smrg 674b8e80941Smrg#endif /* IR3_SHADER_H_ */ 675