iris_program.c revision 9f464c52
1/*
2 * Copyright © 2017 Intel Corporation
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 shall be included
12 * in all copies or substantial portions of the Software.
13 *
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
17 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20 * DEALINGS IN THE SOFTWARE.
21 */
22
23/**
24 * @file iris_program.c
25 *
26 * This file contains the driver interface for compiling shaders.
27 *
28 * See iris_program_cache.c for the in-memory program cache where the
29 * compiled shaders are stored.
30 */
31
32#include <stdio.h>
33#include <errno.h>
34#include "pipe/p_defines.h"
35#include "pipe/p_state.h"
36#include "pipe/p_context.h"
37#include "pipe/p_screen.h"
38#include "util/u_atomic.h"
39#include "compiler/nir/nir.h"
40#include "compiler/nir/nir_builder.h"
41#include "intel/compiler/brw_compiler.h"
42#include "intel/compiler/brw_nir.h"
43#include "iris_context.h"
44#include "nir/tgsi_to_nir.h"
45
46#define KEY_INIT_NO_ID(gen)                       \
47   .tex.swizzles[0 ... MAX_SAMPLERS - 1] = 0x688, \
48   .tex.compressed_multisample_layout_mask = ~0,  \
49   .tex.msaa_16 = (gen >= 9 ? ~0 : 0)
50#define KEY_INIT(gen) .program_string_id = ish->program_id, KEY_INIT_NO_ID(gen)
51
52static unsigned
53get_new_program_id(struct iris_screen *screen)
54{
55   return p_atomic_inc_return(&screen->program_id);
56}
57
58/**
59 * An uncompiled, API-facing shader.  This is the Gallium CSO for shaders.
60 * It primarily contains the NIR for the shader.
61 *
62 * Each API-facing shader can be compiled into multiple shader variants,
63 * based on non-orthogonal state dependencies, recorded in the shader key.
64 *
65 * See iris_compiled_shader, which represents a compiled shader variant.
66 */
67struct iris_uncompiled_shader {
68   nir_shader *nir;
69
70   struct pipe_stream_output_info stream_output;
71
72   unsigned program_id;
73
74   /** Bitfield of (1 << IRIS_NOS_*) flags. */
75   unsigned nos;
76
77   /** Have any shader variants been compiled yet? */
78   bool compiled_once;
79};
80
81static nir_ssa_def *
82get_aoa_deref_offset(nir_builder *b,
83                     nir_deref_instr *deref,
84                     unsigned elem_size)
85{
86   unsigned array_size = elem_size;
87   nir_ssa_def *offset = nir_imm_int(b, 0);
88
89   while (deref->deref_type != nir_deref_type_var) {
90      assert(deref->deref_type == nir_deref_type_array);
91
92      /* This level's element size is the previous level's array size */
93      nir_ssa_def *index = nir_ssa_for_src(b, deref->arr.index, 1);
94      assert(deref->arr.index.ssa);
95      offset = nir_iadd(b, offset,
96                           nir_imul(b, index, nir_imm_int(b, array_size)));
97
98      deref = nir_deref_instr_parent(deref);
99      assert(glsl_type_is_array(deref->type));
100      array_size *= glsl_get_length(deref->type);
101   }
102
103   /* Accessing an invalid surface index with the dataport can result in a
104    * hang.  According to the spec "if the index used to select an individual
105    * element is negative or greater than or equal to the size of the array,
106    * the results of the operation are undefined but may not lead to
107    * termination" -- which is one of the possible outcomes of the hang.
108    * Clamp the index to prevent access outside of the array bounds.
109    */
110   return nir_umin(b, offset, nir_imm_int(b, array_size - elem_size));
111}
112
113static void
114iris_lower_storage_image_derefs(nir_shader *nir)
115{
116   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
117
118   nir_builder b;
119   nir_builder_init(&b, impl);
120
121   nir_foreach_block(block, impl) {
122      nir_foreach_instr_safe(instr, block) {
123         if (instr->type != nir_instr_type_intrinsic)
124            continue;
125
126         nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
127         switch (intrin->intrinsic) {
128         case nir_intrinsic_image_deref_load:
129         case nir_intrinsic_image_deref_store:
130         case nir_intrinsic_image_deref_atomic_add:
131         case nir_intrinsic_image_deref_atomic_min:
132         case nir_intrinsic_image_deref_atomic_max:
133         case nir_intrinsic_image_deref_atomic_and:
134         case nir_intrinsic_image_deref_atomic_or:
135         case nir_intrinsic_image_deref_atomic_xor:
136         case nir_intrinsic_image_deref_atomic_exchange:
137         case nir_intrinsic_image_deref_atomic_comp_swap:
138         case nir_intrinsic_image_deref_size:
139         case nir_intrinsic_image_deref_samples:
140         case nir_intrinsic_image_deref_load_raw_intel:
141         case nir_intrinsic_image_deref_store_raw_intel: {
142            nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
143            nir_variable *var = nir_deref_instr_get_variable(deref);
144
145            b.cursor = nir_before_instr(&intrin->instr);
146            nir_ssa_def *index =
147               nir_iadd(&b, nir_imm_int(&b, var->data.driver_location),
148                            get_aoa_deref_offset(&b, deref, 1));
149            nir_rewrite_image_intrinsic(intrin, index, false);
150            break;
151         }
152
153         default:
154            break;
155         }
156      }
157   }
158}
159
160// XXX: need unify_interfaces() at link time...
161
162/**
163 * Fix an uncompiled shader's stream output info.
164 *
165 * Core Gallium stores output->register_index as a "slot" number, where
166 * slots are assigned consecutively to all outputs in info->outputs_written.
167 * This naive packing of outputs doesn't work for us - we too have slots,
168 * but the layout is defined by the VUE map, which we won't have until we
169 * compile a specific shader variant.  So, we remap these and simply store
170 * VARYING_SLOT_* in our copy's output->register_index fields.
171 *
172 * We also fix up VARYING_SLOT_{LAYER,VIEWPORT,PSIZ} to select the Y/Z/W
173 * components of our VUE header.  See brw_vue_map.c for the layout.
174 */
175static void
176update_so_info(struct pipe_stream_output_info *so_info,
177               uint64_t outputs_written)
178{
179   uint8_t reverse_map[64] = {};
180   unsigned slot = 0;
181   while (outputs_written) {
182      reverse_map[slot++] = u_bit_scan64(&outputs_written);
183   }
184
185   for (unsigned i = 0; i < so_info->num_outputs; i++) {
186      struct pipe_stream_output *output = &so_info->output[i];
187
188      /* Map Gallium's condensed "slots" back to real VARYING_SLOT_* enums */
189      output->register_index = reverse_map[output->register_index];
190
191      /* The VUE header contains three scalar fields packed together:
192       * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
193       * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
194       * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
195       */
196      switch (output->register_index) {
197      case VARYING_SLOT_LAYER:
198         assert(output->num_components == 1);
199         output->register_index = VARYING_SLOT_PSIZ;
200         output->start_component = 1;
201         break;
202      case VARYING_SLOT_VIEWPORT:
203         assert(output->num_components == 1);
204         output->register_index = VARYING_SLOT_PSIZ;
205         output->start_component = 2;
206         break;
207      case VARYING_SLOT_PSIZ:
208         assert(output->num_components == 1);
209         output->start_component = 3;
210         break;
211      }
212
213      //info->outputs_written |= 1ull << output->register_index;
214   }
215}
216
217/**
218 * Sets up the starting offsets for the groups of binding table entries
219 * common to all pipeline stages.
220 *
221 * Unused groups are initialized to 0xd0d0d0d0 to make it obvious that they're
222 * unused but also make sure that addition of small offsets to them will
223 * trigger some of our asserts that surface indices are < BRW_MAX_SURFACES.
224 */
225static uint32_t
226assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
227                                    const struct nir_shader *nir,
228                                    struct brw_stage_prog_data *prog_data,
229                                    uint32_t next_binding_table_offset,
230                                    unsigned num_system_values,
231                                    unsigned num_cbufs)
232{
233   const struct shader_info *info = &nir->info;
234
235   unsigned num_textures = util_last_bit(info->textures_used);
236
237   if (num_textures) {
238      prog_data->binding_table.texture_start = next_binding_table_offset;
239      prog_data->binding_table.gather_texture_start = next_binding_table_offset;
240      next_binding_table_offset += num_textures;
241   } else {
242      prog_data->binding_table.texture_start = 0xd0d0d0d0;
243      prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
244   }
245
246   if (info->num_images) {
247      prog_data->binding_table.image_start = next_binding_table_offset;
248      next_binding_table_offset += info->num_images;
249   } else {
250      prog_data->binding_table.image_start = 0xd0d0d0d0;
251   }
252
253   if (num_cbufs) {
254      //assert(info->num_ubos <= BRW_MAX_UBO);
255      prog_data->binding_table.ubo_start = next_binding_table_offset;
256      next_binding_table_offset += num_cbufs;
257   } else {
258      prog_data->binding_table.ubo_start = 0xd0d0d0d0;
259   }
260
261   if (info->num_ssbos || info->num_abos) {
262      prog_data->binding_table.ssbo_start = next_binding_table_offset;
263      // XXX: see iris_state "wasting 16 binding table slots for ABOs" comment
264      next_binding_table_offset += IRIS_MAX_ABOS + info->num_ssbos;
265   } else {
266      prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
267   }
268
269   prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
270
271   /* Plane 0 is just the regular texture section */
272   prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start;
273
274   prog_data->binding_table.plane_start[1] = next_binding_table_offset;
275   next_binding_table_offset += num_textures;
276
277   prog_data->binding_table.plane_start[2] = next_binding_table_offset;
278   next_binding_table_offset += num_textures;
279
280   /* Set the binding table size */
281   prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
282
283   return next_binding_table_offset;
284}
285
286static void
287setup_vec4_image_sysval(uint32_t *sysvals, uint32_t idx,
288                        unsigned offset, unsigned n)
289{
290   assert(offset % sizeof(uint32_t) == 0);
291
292   for (unsigned i = 0; i < n; ++i)
293      sysvals[i] = BRW_PARAM_IMAGE(idx, offset / sizeof(uint32_t) + i);
294
295   for (unsigned i = n; i < 4; ++i)
296      sysvals[i] = BRW_PARAM_BUILTIN_ZERO;
297}
298
299/**
300 * Associate NIR uniform variables with the prog_data->param[] mechanism
301 * used by the backend.  Also, decide which UBOs we'd like to push in an
302 * ideal situation (though the backend can reduce this).
303 */
304static void
305iris_setup_uniforms(const struct brw_compiler *compiler,
306                    void *mem_ctx,
307                    nir_shader *nir,
308                    struct brw_stage_prog_data *prog_data,
309                    enum brw_param_builtin **out_system_values,
310                    unsigned *out_num_system_values,
311                    unsigned *out_num_cbufs)
312{
313   UNUSED const struct gen_device_info *devinfo = compiler->devinfo;
314
315   /* The intel compiler assumes that num_uniforms is in bytes. For
316    * scalar that means 4 bytes per uniform slot.
317    *
318    * Ref: brw_nir_lower_uniforms, type_size_scalar_bytes.
319    */
320   nir->num_uniforms *= 4;
321
322   const unsigned IRIS_MAX_SYSTEM_VALUES =
323      PIPE_MAX_SHADER_IMAGES * BRW_IMAGE_PARAM_SIZE;
324   enum brw_param_builtin *system_values =
325      rzalloc_array(mem_ctx, enum brw_param_builtin, IRIS_MAX_SYSTEM_VALUES);
326   unsigned num_system_values = 0;
327
328   unsigned patch_vert_idx = -1;
329   unsigned ucp_idx[IRIS_MAX_CLIP_PLANES];
330   unsigned img_idx[PIPE_MAX_SHADER_IMAGES];
331   memset(ucp_idx, -1, sizeof(ucp_idx));
332   memset(img_idx, -1, sizeof(img_idx));
333
334   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
335
336   nir_builder b;
337   nir_builder_init(&b, impl);
338
339   b.cursor = nir_before_block(nir_start_block(impl));
340   nir_ssa_def *temp_ubo_name = nir_ssa_undef(&b, 1, 32);
341
342   /* Turn system value intrinsics into uniforms */
343   nir_foreach_block(block, impl) {
344      nir_foreach_instr_safe(instr, block) {
345         if (instr->type != nir_instr_type_intrinsic)
346            continue;
347
348         nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
349         nir_ssa_def *offset;
350
351         switch (intrin->intrinsic) {
352         case nir_intrinsic_load_user_clip_plane: {
353            unsigned ucp = nir_intrinsic_ucp_id(intrin);
354
355            if (ucp_idx[ucp] == -1) {
356               ucp_idx[ucp] = num_system_values;
357               num_system_values += 4;
358            }
359
360            for (int i = 0; i < 4; i++) {
361               system_values[ucp_idx[ucp] + i] =
362                  BRW_PARAM_BUILTIN_CLIP_PLANE(ucp, i);
363            }
364
365            b.cursor = nir_before_instr(instr);
366            offset = nir_imm_int(&b, ucp_idx[ucp] * sizeof(uint32_t));
367            break;
368         }
369         case nir_intrinsic_load_patch_vertices_in:
370            if (patch_vert_idx == -1)
371               patch_vert_idx = num_system_values++;
372
373            system_values[patch_vert_idx] =
374               BRW_PARAM_BUILTIN_PATCH_VERTICES_IN;
375
376            b.cursor = nir_before_instr(instr);
377            offset = nir_imm_int(&b, patch_vert_idx * sizeof(uint32_t));
378            break;
379         case nir_intrinsic_image_deref_load_param_intel: {
380            assert(devinfo->gen < 9);
381            nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
382            nir_variable *var = nir_deref_instr_get_variable(deref);
383
384            /* XXX: var->data.binding is not set properly.  We need to run
385             * some form of gl_nir_lower_samplers_as_deref() to get it.
386             * This breaks tests which use more than one image.
387             */
388            if (img_idx[var->data.binding] == -1) {
389               /* GL only allows arrays of arrays of images. */
390               assert(glsl_type_is_image(glsl_without_array(var->type)));
391               unsigned num_images = MAX2(1, glsl_get_aoa_size(var->type));
392
393               for (int i = 0; i < num_images; i++) {
394                  const unsigned img = var->data.binding + i;
395
396                  img_idx[img] = num_system_values;
397                  num_system_values += BRW_IMAGE_PARAM_SIZE;
398
399                  uint32_t *img_sv = &system_values[img_idx[img]];
400
401                  setup_vec4_image_sysval(
402                     img_sv + BRW_IMAGE_PARAM_OFFSET_OFFSET, img,
403                     offsetof(struct brw_image_param, offset), 2);
404                  setup_vec4_image_sysval(
405                     img_sv + BRW_IMAGE_PARAM_SIZE_OFFSET, img,
406                     offsetof(struct brw_image_param, size), 3);
407                  setup_vec4_image_sysval(
408                     img_sv + BRW_IMAGE_PARAM_STRIDE_OFFSET, img,
409                     offsetof(struct brw_image_param, stride), 4);
410                  setup_vec4_image_sysval(
411                     img_sv + BRW_IMAGE_PARAM_TILING_OFFSET, img,
412                     offsetof(struct brw_image_param, tiling), 3);
413                  setup_vec4_image_sysval(
414                     img_sv + BRW_IMAGE_PARAM_SWIZZLING_OFFSET, img,
415                     offsetof(struct brw_image_param, swizzling), 2);
416               }
417            }
418
419            b.cursor = nir_before_instr(instr);
420            offset = nir_iadd(&b,
421               get_aoa_deref_offset(&b, deref, BRW_IMAGE_PARAM_SIZE * 4),
422               nir_imm_int(&b, img_idx[var->data.binding] * 4 +
423                               nir_intrinsic_base(intrin) * 16));
424            break;
425         }
426         default:
427            continue;
428         }
429
430         unsigned comps = nir_intrinsic_dest_components(intrin);
431
432         nir_intrinsic_instr *load =
433            nir_intrinsic_instr_create(nir, nir_intrinsic_load_ubo);
434         load->num_components = comps;
435         load->src[0] = nir_src_for_ssa(temp_ubo_name);
436         load->src[1] = nir_src_for_ssa(offset);
437         nir_ssa_dest_init(&load->instr, &load->dest, comps, 32, NULL);
438         nir_builder_instr_insert(&b, &load->instr);
439         nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
440                                  nir_src_for_ssa(&load->dest.ssa));
441         nir_instr_remove(instr);
442      }
443   }
444
445   nir_validate_shader(nir, "before remapping");
446
447   /* Place the new params at the front of constant buffer 0. */
448   if (num_system_values > 0) {
449      nir->num_uniforms += num_system_values * sizeof(uint32_t);
450
451      system_values = reralloc(mem_ctx, system_values, enum brw_param_builtin,
452                               num_system_values);
453
454      nir_foreach_block(block, impl) {
455         nir_foreach_instr_safe(instr, block) {
456            if (instr->type != nir_instr_type_intrinsic)
457               continue;
458
459            nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
460
461            if (load->intrinsic != nir_intrinsic_load_ubo)
462               continue;
463
464            b.cursor = nir_before_instr(instr);
465
466            assert(load->src[0].is_ssa);
467
468            if (load->src[0].ssa == temp_ubo_name) {
469               nir_instr_rewrite_src(instr, &load->src[0],
470                                     nir_src_for_ssa(nir_imm_int(&b, 0)));
471            } else if (nir_src_is_const(load->src[0]) &&
472                       nir_src_as_uint(load->src[0]) == 0) {
473               nir_ssa_def *offset =
474                  nir_iadd(&b, load->src[1].ssa,
475                           nir_imm_int(&b, 4 * num_system_values));
476               nir_instr_rewrite_src(instr, &load->src[1],
477                                     nir_src_for_ssa(offset));
478            }
479         }
480      }
481
482      /* We need to fold the new iadds for brw_nir_analyze_ubo_ranges */
483      nir_opt_constant_folding(nir);
484   } else {
485      ralloc_free(system_values);
486      system_values = NULL;
487   }
488
489   nir_validate_shader(nir, "after remap");
490
491   if (nir->info.stage != MESA_SHADER_COMPUTE)
492      brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
493
494   /* We don't use params[], but fs_visitor::nir_setup_uniforms() asserts
495    * about it for compute shaders, so go ahead and make some fake ones
496    * which the backend will dead code eliminate.
497    */
498   prog_data->nr_params = nir->num_uniforms / 4;
499   prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
500
501   /* System values and uniforms are stored in constant buffer 0, the
502    * user-facing UBOs are indexed by one.  So if any constant buffer is
503    * needed, the constant buffer 0 will be needed, so account for it.
504    */
505   unsigned num_cbufs = nir->info.num_ubos;
506   if (num_cbufs || num_system_values || nir->num_uniforms)
507      num_cbufs++;
508
509   *out_system_values = system_values;
510   *out_num_system_values = num_system_values;
511   *out_num_cbufs = num_cbufs;
512}
513
514static void
515iris_debug_recompile(struct iris_context *ice,
516                     struct shader_info *info,
517                     unsigned program_string_id,
518                     const void *key)
519{
520   struct iris_screen *screen = (struct iris_screen *) ice->ctx.screen;
521   const struct brw_compiler *c = screen->compiler;
522
523   if (!info)
524      return;
525
526   c->shader_perf_log(&ice->dbg, "Recompiling %s shader for program %s: %s\n",
527                      _mesa_shader_stage_to_string(info->stage),
528                      info->name ? info->name : "(no identifier)",
529                      info->label ? info->label : "");
530
531   const void *old_key =
532      iris_find_previous_compile(ice, info->stage, program_string_id);
533
534   brw_debug_key_recompile(c, &ice->dbg, info->stage, old_key, key);
535}
536
537
538/**
539 * Compile a vertex shader, and upload the assembly.
540 */
541static struct iris_compiled_shader *
542iris_compile_vs(struct iris_context *ice,
543                struct iris_uncompiled_shader *ish,
544                const struct brw_vs_prog_key *key)
545{
546   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
547   const struct brw_compiler *compiler = screen->compiler;
548   const struct gen_device_info *devinfo = &screen->devinfo;
549   void *mem_ctx = ralloc_context(NULL);
550   struct brw_vs_prog_data *vs_prog_data =
551      rzalloc(mem_ctx, struct brw_vs_prog_data);
552   struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base;
553   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
554   enum brw_param_builtin *system_values;
555   unsigned num_system_values;
556   unsigned num_cbufs;
557
558   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
559
560   if (key->nr_userclip_plane_consts) {
561      nir_function_impl *impl = nir_shader_get_entrypoint(nir);
562      nir_lower_clip_vs(nir, (1 << key->nr_userclip_plane_consts) - 1, true);
563      nir_lower_io_to_temporaries(nir, impl, true, false);
564      nir_lower_global_vars_to_local(nir);
565      nir_lower_vars_to_ssa(nir);
566      nir_shader_gather_info(nir, impl);
567   }
568
569   if (nir->info.name && strncmp(nir->info.name, "ARB", 3) == 0)
570      prog_data->use_alt_mode = true;
571
572   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
573                       &num_system_values, &num_cbufs);
574
575   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
576                                       num_system_values, num_cbufs);
577
578   brw_compute_vue_map(devinfo,
579                       &vue_prog_data->vue_map, nir->info.outputs_written,
580                       nir->info.separate_shader);
581
582   /* Don't tell the backend about our clip plane constants, we've already
583    * lowered them in NIR and we don't want it doing it again.
584    */
585   struct brw_vs_prog_key key_no_ucp = *key;
586   key_no_ucp.nr_userclip_plane_consts = 0;
587
588   char *error_str = NULL;
589   const unsigned *program =
590      brw_compile_vs(compiler, &ice->dbg, mem_ctx, &key_no_ucp, vs_prog_data,
591                     nir, -1, &error_str);
592   if (program == NULL) {
593      dbg_printf("Failed to compile vertex shader: %s\n", error_str);
594      ralloc_free(mem_ctx);
595      return false;
596   }
597
598   if (ish->compiled_once) {
599      iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
600   } else {
601      ish->compiled_once = true;
602   }
603
604   uint32_t *so_decls =
605      ice->vtbl.create_so_decl_list(&ish->stream_output,
606                                    &vue_prog_data->vue_map);
607
608   struct iris_compiled_shader *shader =
609      iris_upload_shader(ice, IRIS_CACHE_VS, sizeof(*key), key, program,
610                         prog_data, so_decls, system_values, num_system_values,
611                         num_cbufs);
612
613   ralloc_free(mem_ctx);
614   return shader;
615}
616
617/**
618 * Update the current vertex shader variant.
619 *
620 * Fill out the key, look in the cache, compile and bind if needed.
621 */
622static void
623iris_update_compiled_vs(struct iris_context *ice)
624{
625   struct iris_uncompiled_shader *ish =
626      ice->shaders.uncompiled[MESA_SHADER_VERTEX];
627   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
628   const struct gen_device_info *devinfo = &screen->devinfo;
629
630   struct brw_vs_prog_key key = { KEY_INIT(devinfo->gen) };
631   ice->vtbl.populate_vs_key(ice, &ish->nir->info, &key);
632
633   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_VS];
634   struct iris_compiled_shader *shader =
635      iris_find_cached_shader(ice, IRIS_CACHE_VS, sizeof(key), &key);
636
637   if (!shader)
638      shader = iris_compile_vs(ice, ish, &key);
639
640   if (old != shader) {
641      ice->shaders.prog[IRIS_CACHE_VS] = shader;
642      ice->state.dirty |= IRIS_DIRTY_VS |
643                          IRIS_DIRTY_BINDINGS_VS |
644                          IRIS_DIRTY_CONSTANTS_VS |
645                          IRIS_DIRTY_VF_SGVS;
646      const struct brw_vs_prog_data *vs_prog_data =
647            (void *) shader->prog_data;
648      const bool uses_draw_params = vs_prog_data->uses_firstvertex ||
649                                    vs_prog_data->uses_baseinstance;
650      const bool uses_derived_draw_params = vs_prog_data->uses_drawid ||
651                                            vs_prog_data->uses_is_indexed_draw;
652      const bool needs_sgvs_element = uses_draw_params ||
653                                      vs_prog_data->uses_instanceid ||
654                                      vs_prog_data->uses_vertexid;
655      bool needs_edge_flag = false;
656      nir_foreach_variable(var, &ish->nir->inputs) {
657         if (var->data.location == VERT_ATTRIB_EDGEFLAG)
658            needs_edge_flag = true;
659      }
660
661      if (ice->state.vs_uses_draw_params != uses_draw_params ||
662          ice->state.vs_uses_derived_draw_params != uses_derived_draw_params ||
663          ice->state.vs_needs_edge_flag != needs_edge_flag) {
664         ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS |
665                             IRIS_DIRTY_VERTEX_ELEMENTS;
666      }
667      ice->state.vs_uses_draw_params = uses_draw_params;
668      ice->state.vs_uses_derived_draw_params = uses_derived_draw_params;
669      ice->state.vs_needs_sgvs_element = needs_sgvs_element;
670      ice->state.vs_needs_edge_flag = needs_edge_flag;
671   }
672}
673
674/**
675 * Get the shader_info for a given stage, or NULL if the stage is disabled.
676 */
677const struct shader_info *
678iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
679{
680   const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
681
682   if (!ish)
683      return NULL;
684
685   const nir_shader *nir = ish->nir;
686   return &nir->info;
687}
688
689/**
690 * Get the union of TCS output and TES input slots.
691 *
692 * TCS and TES need to agree on a common URB entry layout.  In particular,
693 * the data for all patch vertices is stored in a single URB entry (unlike
694 * GS which has one entry per input vertex).  This means that per-vertex
695 * array indexing needs a stride.
696 *
697 * SSO requires locations to match, but doesn't require the number of
698 * outputs/inputs to match (in fact, the TCS often has extra outputs).
699 * So, we need to take the extra step of unifying these on the fly.
700 */
701static void
702get_unified_tess_slots(const struct iris_context *ice,
703                       uint64_t *per_vertex_slots,
704                       uint32_t *per_patch_slots)
705{
706   const struct shader_info *tcs =
707      iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
708   const struct shader_info *tes =
709      iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
710
711   *per_vertex_slots = tes->inputs_read;
712   *per_patch_slots = tes->patch_inputs_read;
713
714   if (tcs) {
715      *per_vertex_slots |= tcs->outputs_written;
716      *per_patch_slots |= tcs->patch_outputs_written;
717   }
718}
719
720/**
721 * Compile a tessellation control shader, and upload the assembly.
722 */
723static struct iris_compiled_shader *
724iris_compile_tcs(struct iris_context *ice,
725                 struct iris_uncompiled_shader *ish,
726                 const struct brw_tcs_prog_key *key)
727{
728   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
729   const struct brw_compiler *compiler = screen->compiler;
730   const struct nir_shader_compiler_options *options =
731      compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions;
732   const struct gen_device_info *devinfo = &screen->devinfo;
733   void *mem_ctx = ralloc_context(NULL);
734   struct brw_tcs_prog_data *tcs_prog_data =
735      rzalloc(mem_ctx, struct brw_tcs_prog_data);
736   struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base;
737   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
738   enum brw_param_builtin *system_values = NULL;
739   unsigned num_system_values = 0;
740   unsigned num_cbufs = 0;
741
742   nir_shader *nir;
743
744   if (ish) {
745      nir = nir_shader_clone(mem_ctx, ish->nir);
746
747      iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
748                          &num_system_values, &num_cbufs);
749      assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
750                                          num_system_values, num_cbufs);
751   } else {
752      nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
753
754      /* Reserve space for passing the default tess levels as constants. */
755      num_system_values = 8;
756      system_values =
757         rzalloc_array(mem_ctx, enum brw_param_builtin, num_system_values);
758      prog_data->param = rzalloc_array(mem_ctx, uint32_t, num_system_values);
759      prog_data->nr_params = num_system_values;
760
761      if (key->tes_primitive_mode == GL_QUADS) {
762         for (int i = 0; i < 4; i++)
763            system_values[7 - i] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X + i;
764
765         system_values[3] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X;
766         system_values[2] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_Y;
767      } else if (key->tes_primitive_mode == GL_TRIANGLES) {
768         for (int i = 0; i < 3; i++)
769            system_values[7 - i] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X + i;
770
771         system_values[4] = BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X;
772      } else {
773         assert(key->tes_primitive_mode == GL_ISOLINES);
774         system_values[7] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_Y;
775         system_values[6] = BRW_PARAM_BUILTIN_TESS_LEVEL_OUTER_X;
776      }
777
778      prog_data->ubo_ranges[0].length = 1;
779   }
780
781   char *error_str = NULL;
782   const unsigned *program =
783      brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir,
784                      -1, &error_str);
785   if (program == NULL) {
786      dbg_printf("Failed to compile control shader: %s\n", error_str);
787      ralloc_free(mem_ctx);
788      return false;
789   }
790
791   if (ish) {
792      if (ish->compiled_once) {
793         iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
794      } else {
795         ish->compiled_once = true;
796      }
797   }
798
799   struct iris_compiled_shader *shader =
800      iris_upload_shader(ice, IRIS_CACHE_TCS, sizeof(*key), key, program,
801                         prog_data, NULL, system_values, num_system_values,
802                         num_cbufs);
803
804   ralloc_free(mem_ctx);
805   return shader;
806}
807
808/**
809 * Update the current tessellation control shader variant.
810 *
811 * Fill out the key, look in the cache, compile and bind if needed.
812 */
813static void
814iris_update_compiled_tcs(struct iris_context *ice)
815{
816   struct iris_uncompiled_shader *tcs =
817      ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL];
818   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
819   const struct gen_device_info *devinfo = &screen->devinfo;
820
821   const struct shader_info *tes_info =
822      iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
823   struct brw_tcs_prog_key key = {
824      KEY_INIT_NO_ID(devinfo->gen),
825      .program_string_id = tcs ? tcs->program_id : 0,
826      .tes_primitive_mode = tes_info->tess.primitive_mode,
827      .input_vertices = ice->state.vertices_per_patch,
828   };
829   get_unified_tess_slots(ice, &key.outputs_written,
830                          &key.patch_outputs_written);
831   ice->vtbl.populate_tcs_key(ice, &key);
832
833   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TCS];
834   struct iris_compiled_shader *shader =
835      iris_find_cached_shader(ice, IRIS_CACHE_TCS, sizeof(key), &key);
836
837   if (!shader)
838      shader = iris_compile_tcs(ice, tcs, &key);
839
840   if (old != shader) {
841      ice->shaders.prog[IRIS_CACHE_TCS] = shader;
842      ice->state.dirty |= IRIS_DIRTY_TCS |
843                          IRIS_DIRTY_BINDINGS_TCS |
844                          IRIS_DIRTY_CONSTANTS_TCS;
845   }
846}
847
848/**
849 * Compile a tessellation evaluation shader, and upload the assembly.
850 */
851static struct iris_compiled_shader *
852iris_compile_tes(struct iris_context *ice,
853                 struct iris_uncompiled_shader *ish,
854                 const struct brw_tes_prog_key *key)
855{
856   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
857   const struct brw_compiler *compiler = screen->compiler;
858   const struct gen_device_info *devinfo = &screen->devinfo;
859   void *mem_ctx = ralloc_context(NULL);
860   struct brw_tes_prog_data *tes_prog_data =
861      rzalloc(mem_ctx, struct brw_tes_prog_data);
862   struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base;
863   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
864   enum brw_param_builtin *system_values;
865   unsigned num_system_values;
866   unsigned num_cbufs;
867
868   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
869
870   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
871                       &num_system_values, &num_cbufs);
872
873   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
874                                       num_system_values, num_cbufs);
875
876   struct brw_vue_map input_vue_map;
877   brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
878                            key->patch_inputs_read);
879
880   char *error_str = NULL;
881   const unsigned *program =
882      brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map,
883                      tes_prog_data, nir, NULL, -1, &error_str);
884   if (program == NULL) {
885      dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
886      ralloc_free(mem_ctx);
887      return false;
888   }
889
890   if (ish->compiled_once) {
891      iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
892   } else {
893      ish->compiled_once = true;
894   }
895
896   uint32_t *so_decls =
897      ice->vtbl.create_so_decl_list(&ish->stream_output,
898                                    &vue_prog_data->vue_map);
899
900
901   struct iris_compiled_shader *shader =
902      iris_upload_shader(ice, IRIS_CACHE_TES, sizeof(*key), key, program,
903                         prog_data, so_decls, system_values, num_system_values,
904                         num_cbufs);
905
906   ralloc_free(mem_ctx);
907   return shader;
908}
909
910/**
911 * Update the current tessellation evaluation shader variant.
912 *
913 * Fill out the key, look in the cache, compile and bind if needed.
914 */
915static void
916iris_update_compiled_tes(struct iris_context *ice)
917{
918   struct iris_uncompiled_shader *ish =
919      ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
920   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
921   const struct gen_device_info *devinfo = &screen->devinfo;
922
923   struct brw_tes_prog_key key = { KEY_INIT(devinfo->gen) };
924   get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read);
925   ice->vtbl.populate_tes_key(ice, &key);
926
927   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TES];
928   struct iris_compiled_shader *shader =
929      iris_find_cached_shader(ice, IRIS_CACHE_TES, sizeof(key), &key);
930
931   if (!shader)
932      shader = iris_compile_tes(ice, ish, &key);
933
934   if (old != shader) {
935      ice->shaders.prog[IRIS_CACHE_TES] = shader;
936      ice->state.dirty |= IRIS_DIRTY_TES |
937                          IRIS_DIRTY_BINDINGS_TES |
938                          IRIS_DIRTY_CONSTANTS_TES;
939   }
940
941   /* TODO: Could compare and avoid flagging this. */
942   const struct shader_info *tes_info = &ish->nir->info;
943   if (tes_info->system_values_read & (1ull << SYSTEM_VALUE_VERTICES_IN)) {
944      ice->state.dirty |= IRIS_DIRTY_CONSTANTS_TES;
945      ice->state.shaders[MESA_SHADER_TESS_EVAL].cbuf0_needs_upload = true;
946   }
947}
948
949/**
950 * Compile a geometry shader, and upload the assembly.
951 */
952static struct iris_compiled_shader *
953iris_compile_gs(struct iris_context *ice,
954                struct iris_uncompiled_shader *ish,
955                const struct brw_gs_prog_key *key)
956{
957   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
958   const struct brw_compiler *compiler = screen->compiler;
959   const struct gen_device_info *devinfo = &screen->devinfo;
960   void *mem_ctx = ralloc_context(NULL);
961   struct brw_gs_prog_data *gs_prog_data =
962      rzalloc(mem_ctx, struct brw_gs_prog_data);
963   struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base;
964   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
965   enum brw_param_builtin *system_values;
966   unsigned num_system_values;
967   unsigned num_cbufs;
968
969   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
970
971   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
972                       &num_system_values, &num_cbufs);
973
974   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
975                                       num_system_values, num_cbufs);
976
977   brw_compute_vue_map(devinfo,
978                       &vue_prog_data->vue_map, nir->info.outputs_written,
979                       nir->info.separate_shader);
980
981   char *error_str = NULL;
982   const unsigned *program =
983      brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir,
984                     NULL, -1, &error_str);
985   if (program == NULL) {
986      dbg_printf("Failed to compile geometry shader: %s\n", error_str);
987      ralloc_free(mem_ctx);
988      return false;
989   }
990
991   if (ish->compiled_once) {
992      iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
993   } else {
994      ish->compiled_once = true;
995   }
996
997   uint32_t *so_decls =
998      ice->vtbl.create_so_decl_list(&ish->stream_output,
999                                    &vue_prog_data->vue_map);
1000
1001   struct iris_compiled_shader *shader =
1002      iris_upload_shader(ice, IRIS_CACHE_GS, sizeof(*key), key, program,
1003                         prog_data, so_decls, system_values, num_system_values,
1004                         num_cbufs);
1005
1006   ralloc_free(mem_ctx);
1007   return shader;
1008}
1009
1010/**
1011 * Update the current geometry shader variant.
1012 *
1013 * Fill out the key, look in the cache, compile and bind if needed.
1014 */
1015static void
1016iris_update_compiled_gs(struct iris_context *ice)
1017{
1018   struct iris_uncompiled_shader *ish =
1019      ice->shaders.uncompiled[MESA_SHADER_GEOMETRY];
1020   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_GS];
1021   struct iris_compiled_shader *shader = NULL;
1022
1023   if (ish) {
1024      struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1025      const struct gen_device_info *devinfo = &screen->devinfo;
1026      struct brw_gs_prog_key key = { KEY_INIT(devinfo->gen) };
1027      ice->vtbl.populate_gs_key(ice, &key);
1028
1029      shader =
1030         iris_find_cached_shader(ice, IRIS_CACHE_GS, sizeof(key), &key);
1031
1032      if (!shader)
1033         shader = iris_compile_gs(ice, ish, &key);
1034   }
1035
1036   if (old != shader) {
1037      ice->shaders.prog[IRIS_CACHE_GS] = shader;
1038      ice->state.dirty |= IRIS_DIRTY_GS |
1039                          IRIS_DIRTY_BINDINGS_GS |
1040                          IRIS_DIRTY_CONSTANTS_GS;
1041   }
1042}
1043
1044/**
1045 * Compile a fragment (pixel) shader, and upload the assembly.
1046 */
1047static struct iris_compiled_shader *
1048iris_compile_fs(struct iris_context *ice,
1049                struct iris_uncompiled_shader *ish,
1050                const struct brw_wm_prog_key *key,
1051                struct brw_vue_map *vue_map)
1052{
1053   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1054   const struct brw_compiler *compiler = screen->compiler;
1055   const struct gen_device_info *devinfo = &screen->devinfo;
1056   void *mem_ctx = ralloc_context(NULL);
1057   struct brw_wm_prog_data *fs_prog_data =
1058      rzalloc(mem_ctx, struct brw_wm_prog_data);
1059   struct brw_stage_prog_data *prog_data = &fs_prog_data->base;
1060   enum brw_param_builtin *system_values;
1061   unsigned num_system_values;
1062   unsigned num_cbufs;
1063
1064   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
1065
1066   if (nir->info.name && strncmp(nir->info.name, "ARB", 3) == 0)
1067      prog_data->use_alt_mode = true;
1068
1069   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
1070                       &num_system_values, &num_cbufs);
1071
1072   assign_common_binding_table_offsets(devinfo, nir, prog_data,
1073                                       MAX2(key->nr_color_regions, 1),
1074                                       num_system_values, num_cbufs);
1075   char *error_str = NULL;
1076   const unsigned *program =
1077      brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,
1078                     nir, NULL, -1, -1, -1, true, false, vue_map, &error_str);
1079   if (program == NULL) {
1080      dbg_printf("Failed to compile fragment shader: %s\n", error_str);
1081      ralloc_free(mem_ctx);
1082      return false;
1083   }
1084
1085   if (ish->compiled_once) {
1086      iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
1087   } else {
1088      ish->compiled_once = true;
1089   }
1090
1091   struct iris_compiled_shader *shader =
1092      iris_upload_shader(ice, IRIS_CACHE_FS, sizeof(*key), key, program,
1093                         prog_data, NULL, system_values, num_system_values,
1094                         num_cbufs);
1095
1096   ralloc_free(mem_ctx);
1097   return shader;
1098}
1099
1100/**
1101 * Update the current fragment shader variant.
1102 *
1103 * Fill out the key, look in the cache, compile and bind if needed.
1104 */
1105static void
1106iris_update_compiled_fs(struct iris_context *ice)
1107{
1108   struct iris_uncompiled_shader *ish =
1109      ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
1110      struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1111      const struct gen_device_info *devinfo = &screen->devinfo;
1112   struct brw_wm_prog_key key = { KEY_INIT(devinfo->gen) };
1113   ice->vtbl.populate_fs_key(ice, &key);
1114
1115   if (ish->nos & (1ull << IRIS_NOS_LAST_VUE_MAP))
1116      key.input_slots_valid = ice->shaders.last_vue_map->slots_valid;
1117
1118   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_FS];
1119   struct iris_compiled_shader *shader =
1120      iris_find_cached_shader(ice, IRIS_CACHE_FS, sizeof(key), &key);
1121
1122   if (!shader)
1123      shader = iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map);
1124
1125   if (old != shader) {
1126      // XXX: only need to flag CLIP if barycentric has NONPERSPECTIVE
1127      // toggles.  might be able to avoid flagging SBE too.
1128      ice->shaders.prog[IRIS_CACHE_FS] = shader;
1129      ice->state.dirty |= IRIS_DIRTY_FS |
1130                          IRIS_DIRTY_BINDINGS_FS |
1131                          IRIS_DIRTY_CONSTANTS_FS |
1132                          IRIS_DIRTY_WM |
1133                          IRIS_DIRTY_CLIP |
1134                          IRIS_DIRTY_SBE;
1135   }
1136}
1137
1138/**
1139 * Get the compiled shader for the last enabled geometry stage.
1140 *
1141 * This stage is the one which will feed stream output and the rasterizer.
1142 */
1143static gl_shader_stage
1144last_vue_stage(struct iris_context *ice)
1145{
1146   if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
1147      return MESA_SHADER_GEOMETRY;
1148
1149   if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
1150      return MESA_SHADER_TESS_EVAL;
1151
1152   return MESA_SHADER_VERTEX;
1153}
1154
1155/**
1156 * Update the last enabled stage's VUE map.
1157 *
1158 * When the shader feeding the rasterizer's output interface changes, we
1159 * need to re-emit various packets.
1160 */
1161static void
1162update_last_vue_map(struct iris_context *ice,
1163                    struct brw_stage_prog_data *prog_data)
1164{
1165   struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
1166   struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
1167   struct brw_vue_map *old_map = ice->shaders.last_vue_map;
1168   const uint64_t changed_slots =
1169      (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid;
1170
1171   if (changed_slots & VARYING_BIT_VIEWPORT) {
1172      // XXX: could use ctx->Const.MaxViewports for old API efficiency
1173      ice->state.num_viewports =
1174         (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1;
1175      ice->state.dirty |= IRIS_DIRTY_CLIP |
1176                          IRIS_DIRTY_SF_CL_VIEWPORT |
1177                          IRIS_DIRTY_CC_VIEWPORT |
1178                          IRIS_DIRTY_SCISSOR_RECT |
1179                          IRIS_DIRTY_UNCOMPILED_FS |
1180                          ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP];
1181      // XXX: CC_VIEWPORT?
1182   }
1183
1184   if (changed_slots || (old_map && old_map->separate != vue_map->separate)) {
1185      ice->state.dirty |= IRIS_DIRTY_SBE;
1186   }
1187
1188   ice->shaders.last_vue_map = &vue_prog_data->vue_map;
1189}
1190
1191/**
1192 * Get the prog_data for a given stage, or NULL if the stage is disabled.
1193 */
1194static struct brw_vue_prog_data *
1195get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
1196{
1197   if (!ice->shaders.prog[stage])
1198      return NULL;
1199
1200   return (void *) ice->shaders.prog[stage]->prog_data;
1201}
1202
1203// XXX: iris_compiled_shaders are space-leaking :(
1204// XXX: do remember to unbind them if deleting them.
1205
1206/**
1207 * Update the current shader variants for the given state.
1208 *
1209 * This should be called on every draw call to ensure that the correct
1210 * shaders are bound.  It will also flag any dirty state triggered by
1211 * swapping out those shaders.
1212 */
1213void
1214iris_update_compiled_shaders(struct iris_context *ice)
1215{
1216   const uint64_t dirty = ice->state.dirty;
1217
1218   struct brw_vue_prog_data *old_prog_datas[4];
1219   if (!(dirty & IRIS_DIRTY_URB)) {
1220      for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++)
1221         old_prog_datas[i] = get_vue_prog_data(ice, i);
1222   }
1223
1224   if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) {
1225       struct iris_uncompiled_shader *tes =
1226          ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
1227       if (tes) {
1228          iris_update_compiled_tcs(ice);
1229          iris_update_compiled_tes(ice);
1230       } else {
1231          ice->shaders.prog[IRIS_CACHE_TCS] = NULL;
1232          ice->shaders.prog[IRIS_CACHE_TES] = NULL;
1233          ice->state.dirty |=
1234             IRIS_DIRTY_TCS | IRIS_DIRTY_TES |
1235             IRIS_DIRTY_BINDINGS_TCS | IRIS_DIRTY_BINDINGS_TES |
1236             IRIS_DIRTY_CONSTANTS_TCS | IRIS_DIRTY_CONSTANTS_TES;
1237       }
1238   }
1239
1240   if (dirty & IRIS_DIRTY_UNCOMPILED_VS)
1241      iris_update_compiled_vs(ice);
1242   if (dirty & IRIS_DIRTY_UNCOMPILED_GS)
1243      iris_update_compiled_gs(ice);
1244
1245   if (dirty & (IRIS_DIRTY_UNCOMPILED_GS | IRIS_DIRTY_UNCOMPILED_TES)) {
1246      const struct iris_compiled_shader *gs =
1247         ice->shaders.prog[MESA_SHADER_GEOMETRY];
1248      const struct iris_compiled_shader *tes =
1249         ice->shaders.prog[MESA_SHADER_TESS_EVAL];
1250
1251      bool points_or_lines = false;
1252
1253      if (gs) {
1254         const struct brw_gs_prog_data *gs_prog_data = (void *) gs->prog_data;
1255         points_or_lines =
1256            gs_prog_data->output_topology == _3DPRIM_POINTLIST ||
1257            gs_prog_data->output_topology == _3DPRIM_LINESTRIP;
1258      } else if (tes) {
1259         const struct brw_tes_prog_data *tes_data = (void *) tes->prog_data;
1260         points_or_lines =
1261            tes_data->output_topology == BRW_TESS_OUTPUT_TOPOLOGY_LINE ||
1262            tes_data->output_topology == BRW_TESS_OUTPUT_TOPOLOGY_POINT;
1263      }
1264
1265      if (ice->shaders.output_topology_is_points_or_lines != points_or_lines) {
1266         /* Outbound to XY Clip enables */
1267         ice->shaders.output_topology_is_points_or_lines = points_or_lines;
1268         ice->state.dirty |= IRIS_DIRTY_CLIP;
1269      }
1270   }
1271
1272   gl_shader_stage last_stage = last_vue_stage(ice);
1273   struct iris_compiled_shader *shader = ice->shaders.prog[last_stage];
1274   struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[last_stage];
1275   update_last_vue_map(ice, shader->prog_data);
1276   if (ice->state.streamout != shader->streamout) {
1277      ice->state.streamout = shader->streamout;
1278      ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT;
1279   }
1280
1281   if (ice->state.streamout_active) {
1282      for (int i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
1283         struct iris_stream_output_target *so =
1284            (void *) ice->state.so_target[i];
1285         if (so)
1286            so->stride = ish->stream_output.stride[i];
1287      }
1288   }
1289
1290   if (dirty & IRIS_DIRTY_UNCOMPILED_FS)
1291      iris_update_compiled_fs(ice);
1292
1293   /* Changing shader interfaces may require a URB configuration. */
1294   if (!(dirty & IRIS_DIRTY_URB)) {
1295      for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
1296         struct brw_vue_prog_data *old = old_prog_datas[i];
1297         struct brw_vue_prog_data *new = get_vue_prog_data(ice, i);
1298         if (!!old != !!new ||
1299             (new && new->urb_entry_size != old->urb_entry_size)) {
1300            ice->state.dirty |= IRIS_DIRTY_URB;
1301            break;
1302         }
1303      }
1304   }
1305}
1306
1307static struct iris_compiled_shader *
1308iris_compile_cs(struct iris_context *ice,
1309                struct iris_uncompiled_shader *ish,
1310                const struct brw_cs_prog_key *key)
1311{
1312   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1313   const struct brw_compiler *compiler = screen->compiler;
1314   const struct gen_device_info *devinfo = &screen->devinfo;
1315   void *mem_ctx = ralloc_context(NULL);
1316   struct brw_cs_prog_data *cs_prog_data =
1317      rzalloc(mem_ctx, struct brw_cs_prog_data);
1318   struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
1319   enum brw_param_builtin *system_values;
1320   unsigned num_system_values;
1321   unsigned num_cbufs;
1322
1323   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
1324
1325   cs_prog_data->binding_table.work_groups_start = 0;
1326
1327   prog_data->total_shared = nir->info.cs.shared_size;
1328
1329   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
1330                       &num_system_values, &num_cbufs);
1331
1332   assign_common_binding_table_offsets(devinfo, nir, prog_data, 1,
1333                                       num_system_values, num_cbufs);
1334
1335   char *error_str = NULL;
1336   const unsigned *program =
1337      brw_compile_cs(compiler, &ice->dbg, mem_ctx, key, cs_prog_data,
1338                     nir, -1, &error_str);
1339   if (program == NULL) {
1340      dbg_printf("Failed to compile compute shader: %s\n", error_str);
1341      ralloc_free(mem_ctx);
1342      return false;
1343   }
1344
1345   if (ish->compiled_once) {
1346      iris_debug_recompile(ice, &nir->info, key->program_string_id, key);
1347   } else {
1348      ish->compiled_once = true;
1349   }
1350
1351   struct iris_compiled_shader *shader =
1352      iris_upload_shader(ice, IRIS_CACHE_CS, sizeof(*key), key, program,
1353                         prog_data, NULL, system_values, num_system_values,
1354                         num_cbufs);
1355
1356   ralloc_free(mem_ctx);
1357   return shader;
1358}
1359
1360void
1361iris_update_compiled_compute_shader(struct iris_context *ice)
1362{
1363   struct iris_uncompiled_shader *ish =
1364      ice->shaders.uncompiled[MESA_SHADER_COMPUTE];
1365
1366   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1367   const struct gen_device_info *devinfo = &screen->devinfo;
1368   struct brw_cs_prog_key key = { KEY_INIT(devinfo->gen) };
1369   ice->vtbl.populate_cs_key(ice, &key);
1370
1371   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_CS];
1372   struct iris_compiled_shader *shader =
1373      iris_find_cached_shader(ice, IRIS_CACHE_CS, sizeof(key), &key);
1374
1375   if (!shader)
1376      shader = iris_compile_cs(ice, ish, &key);
1377
1378   if (old != shader) {
1379      ice->shaders.prog[IRIS_CACHE_CS] = shader;
1380      ice->state.dirty |= IRIS_DIRTY_CS |
1381                          IRIS_DIRTY_BINDINGS_CS |
1382                          IRIS_DIRTY_CONSTANTS_CS;
1383   }
1384}
1385
1386void
1387iris_fill_cs_push_const_buffer(struct brw_cs_prog_data *cs_prog_data,
1388                               uint32_t *dst)
1389{
1390   assert(cs_prog_data->push.total.size > 0);
1391   assert(cs_prog_data->push.cross_thread.size == 0);
1392   assert(cs_prog_data->push.per_thread.dwords == 1);
1393   assert(cs_prog_data->base.param[0] == BRW_PARAM_BUILTIN_SUBGROUP_ID);
1394   for (unsigned t = 0; t < cs_prog_data->threads; t++)
1395      dst[8 * t] = t;
1396}
1397
1398/**
1399 * Allocate scratch BOs as needed for the given per-thread size and stage.
1400 */
1401struct iris_bo *
1402iris_get_scratch_space(struct iris_context *ice,
1403                       unsigned per_thread_scratch,
1404                       gl_shader_stage stage)
1405{
1406   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
1407   struct iris_bufmgr *bufmgr = screen->bufmgr;
1408   const struct gen_device_info *devinfo = &screen->devinfo;
1409
1410   unsigned encoded_size = ffs(per_thread_scratch) - 11;
1411   assert(encoded_size < (1 << 16));
1412
1413   struct iris_bo **bop = &ice->shaders.scratch_bos[encoded_size][stage];
1414
1415   /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
1416    *
1417    *    "Scratch Space per slice is computed based on 4 sub-slices.  SW
1418    *     must allocate scratch space enough so that each slice has 4
1419    *     slices allowed."
1420    *
1421    * According to the other driver team, this applies to compute shaders
1422    * as well.  This is not currently documented at all.
1423    *
1424    * This hack is no longer necessary on Gen11+.
1425    */
1426   unsigned subslice_total = screen->subslice_total;
1427   if (devinfo->gen < 11)
1428      subslice_total = 4 * devinfo->num_slices;
1429   assert(subslice_total >= screen->subslice_total);
1430
1431   if (!*bop) {
1432      unsigned scratch_ids_per_subslice = devinfo->max_cs_threads;
1433      uint32_t max_threads[] = {
1434         [MESA_SHADER_VERTEX]    = devinfo->max_vs_threads,
1435         [MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads,
1436         [MESA_SHADER_TESS_EVAL] = devinfo->max_tes_threads,
1437         [MESA_SHADER_GEOMETRY]  = devinfo->max_gs_threads,
1438         [MESA_SHADER_FRAGMENT]  = devinfo->max_wm_threads,
1439         [MESA_SHADER_COMPUTE]   = scratch_ids_per_subslice * subslice_total,
1440      };
1441
1442      uint32_t size = per_thread_scratch * max_threads[stage];
1443
1444      *bop = iris_bo_alloc(bufmgr, "scratch", size, IRIS_MEMZONE_SHADER);
1445   }
1446
1447   return *bop;
1448}
1449
1450/* ------------------------------------------------------------------- */
1451
1452/**
1453 * The pipe->create_[stage]_state() driver hooks.
1454 *
1455 * Performs basic NIR preprocessing, records any state dependencies, and
1456 * returns an iris_uncompiled_shader as the Gallium CSO.
1457 *
1458 * Actual shader compilation to assembly happens later, at first use.
1459 */
1460static void *
1461iris_create_uncompiled_shader(struct pipe_context *ctx,
1462                              nir_shader *nir,
1463                              const struct pipe_stream_output_info *so_info)
1464{
1465   struct iris_screen *screen = (struct iris_screen *)ctx->screen;
1466   const struct gen_device_info *devinfo = &screen->devinfo;
1467
1468   struct iris_uncompiled_shader *ish =
1469      calloc(1, sizeof(struct iris_uncompiled_shader));
1470   if (!ish)
1471      return NULL;
1472
1473   nir = brw_preprocess_nir(screen->compiler, nir, NULL);
1474
1475   NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
1476   NIR_PASS_V(nir, iris_lower_storage_image_derefs);
1477
1478   ish->program_id = get_new_program_id(screen);
1479   ish->nir = nir;
1480   if (so_info) {
1481      memcpy(&ish->stream_output, so_info, sizeof(*so_info));
1482      update_so_info(&ish->stream_output, nir->info.outputs_written);
1483   }
1484
1485   return ish;
1486}
1487
1488static struct iris_uncompiled_shader *
1489iris_create_shader_state(struct pipe_context *ctx,
1490                         const struct pipe_shader_state *state)
1491{
1492   struct nir_shader *nir;
1493
1494   if (state->type == PIPE_SHADER_IR_TGSI)
1495      nir = tgsi_to_nir(state->tokens, ctx->screen);
1496   else
1497      nir = state->ir.nir;
1498
1499   return iris_create_uncompiled_shader(ctx, nir, &state->stream_output);
1500}
1501
1502static void *
1503iris_create_vs_state(struct pipe_context *ctx,
1504                     const struct pipe_shader_state *state)
1505{
1506   struct iris_context *ice = (void *) ctx;
1507   struct iris_screen *screen = (void *) ctx->screen;
1508   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
1509
1510   /* User clip planes */
1511   if (ish->nir->info.clip_distance_array_size == 0)
1512      ish->nos |= (1ull << IRIS_NOS_RASTERIZER);
1513
1514   if (screen->precompile) {
1515      const struct gen_device_info *devinfo = &screen->devinfo;
1516      struct brw_vs_prog_key key = { KEY_INIT(devinfo->gen) };
1517
1518      iris_compile_vs(ice, ish, &key);
1519   }
1520
1521   return ish;
1522}
1523
1524static void *
1525iris_create_tcs_state(struct pipe_context *ctx,
1526                      const struct pipe_shader_state *state)
1527{
1528   struct iris_context *ice = (void *) ctx;
1529   struct iris_screen *screen = (void *) ctx->screen;
1530   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
1531   struct shader_info *info = &ish->nir->info;
1532
1533   // XXX: NOS?
1534
1535   if (screen->precompile) {
1536      const unsigned _GL_TRIANGLES = 0x0004;
1537      const struct gen_device_info *devinfo = &screen->devinfo;
1538      struct brw_tcs_prog_key key = {
1539         KEY_INIT(devinfo->gen),
1540         // XXX: make sure the linker fills this out from the TES...
1541         .tes_primitive_mode =
1542            info->tess.primitive_mode ? info->tess.primitive_mode
1543                                      : _GL_TRIANGLES,
1544         .outputs_written = info->outputs_written,
1545         .patch_outputs_written = info->patch_outputs_written,
1546      };
1547
1548      iris_compile_tcs(ice, ish, &key);
1549   }
1550
1551   return ish;
1552}
1553
1554static void *
1555iris_create_tes_state(struct pipe_context *ctx,
1556                     const struct pipe_shader_state *state)
1557{
1558   struct iris_context *ice = (void *) ctx;
1559   struct iris_screen *screen = (void *) ctx->screen;
1560   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
1561   struct shader_info *info = &ish->nir->info;
1562
1563   // XXX: NOS?
1564
1565   if (screen->precompile) {
1566      const struct gen_device_info *devinfo = &screen->devinfo;
1567      struct brw_tes_prog_key key = {
1568         KEY_INIT(devinfo->gen),
1569         // XXX: not ideal, need TCS output/TES input unification
1570         .inputs_read = info->inputs_read,
1571         .patch_inputs_read = info->patch_inputs_read,
1572      };
1573
1574      iris_compile_tes(ice, ish, &key);
1575   }
1576
1577   return ish;
1578}
1579
1580static void *
1581iris_create_gs_state(struct pipe_context *ctx,
1582                     const struct pipe_shader_state *state)
1583{
1584   struct iris_context *ice = (void *) ctx;
1585   struct iris_screen *screen = (void *) ctx->screen;
1586   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
1587
1588   // XXX: NOS?
1589
1590   if (screen->precompile) {
1591      const struct gen_device_info *devinfo = &screen->devinfo;
1592      struct brw_gs_prog_key key = { KEY_INIT(devinfo->gen) };
1593
1594      iris_compile_gs(ice, ish, &key);
1595   }
1596
1597   return ish;
1598}
1599
1600static void *
1601iris_create_fs_state(struct pipe_context *ctx,
1602                     const struct pipe_shader_state *state)
1603{
1604   struct iris_context *ice = (void *) ctx;
1605   struct iris_screen *screen = (void *) ctx->screen;
1606   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
1607   struct shader_info *info = &ish->nir->info;
1608
1609   ish->nos |= (1ull << IRIS_NOS_FRAMEBUFFER) |
1610               (1ull << IRIS_NOS_DEPTH_STENCIL_ALPHA) |
1611               (1ull << IRIS_NOS_RASTERIZER) |
1612               (1ull << IRIS_NOS_BLEND);
1613
1614   /* The program key needs the VUE map if there are > 16 inputs */
1615   if (util_bitcount64(ish->nir->info.inputs_read &
1616                       BRW_FS_VARYING_INPUT_MASK) > 16) {
1617      ish->nos |= (1ull << IRIS_NOS_LAST_VUE_MAP);
1618   }
1619
1620   if (screen->precompile) {
1621      const uint64_t color_outputs = info->outputs_written &
1622         ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
1623           BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
1624           BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
1625
1626      bool can_rearrange_varyings =
1627         util_bitcount64(info->inputs_read & BRW_FS_VARYING_INPUT_MASK) <= 16;
1628
1629      const struct gen_device_info *devinfo = &screen->devinfo;
1630      struct brw_wm_prog_key key = {
1631         KEY_INIT(devinfo->gen),
1632         .nr_color_regions = util_bitcount(color_outputs),
1633         .coherent_fb_fetch = true,
1634         .input_slots_valid =
1635            can_rearrange_varyings ? 0 : info->inputs_read | VARYING_BIT_POS,
1636      };
1637
1638      iris_compile_fs(ice, ish, &key, NULL);
1639   }
1640
1641   return ish;
1642}
1643
1644static void *
1645iris_create_compute_state(struct pipe_context *ctx,
1646                          const struct pipe_compute_state *state)
1647{
1648   assert(state->ir_type == PIPE_SHADER_IR_NIR);
1649
1650   struct iris_context *ice = (void *) ctx;
1651   struct iris_screen *screen = (void *) ctx->screen;
1652   struct iris_uncompiled_shader *ish =
1653      iris_create_uncompiled_shader(ctx, (void *) state->prog, NULL);
1654
1655   // XXX: disallow more than 64KB of shared variables
1656
1657   if (screen->precompile) {
1658      const struct gen_device_info *devinfo = &screen->devinfo;
1659      struct brw_cs_prog_key key = { KEY_INIT(devinfo->gen) };
1660
1661      iris_compile_cs(ice, ish, &key);
1662   }
1663
1664   return ish;
1665}
1666
1667/**
1668 * The pipe->delete_[stage]_state() driver hooks.
1669 *
1670 * Frees the iris_uncompiled_shader.
1671 */
1672static void
1673iris_delete_shader_state(struct pipe_context *ctx, void *state, gl_shader_stage stage)
1674{
1675   struct iris_uncompiled_shader *ish = state;
1676   struct iris_context *ice = (void *) ctx;
1677
1678   if (ice->shaders.uncompiled[stage] == ish) {
1679      ice->shaders.uncompiled[stage] = NULL;
1680      ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_VS << stage;
1681   }
1682
1683   ralloc_free(ish->nir);
1684   free(ish);
1685}
1686
1687static void
1688iris_delete_vs_state(struct pipe_context *ctx, void *state)
1689{
1690   iris_delete_shader_state(ctx, state, MESA_SHADER_VERTEX);
1691}
1692
1693static void
1694iris_delete_tcs_state(struct pipe_context *ctx, void *state)
1695{
1696   iris_delete_shader_state(ctx, state, MESA_SHADER_TESS_CTRL);
1697}
1698
1699static void
1700iris_delete_tes_state(struct pipe_context *ctx, void *state)
1701{
1702   iris_delete_shader_state(ctx, state, MESA_SHADER_TESS_EVAL);
1703}
1704
1705static void
1706iris_delete_gs_state(struct pipe_context *ctx, void *state)
1707{
1708   iris_delete_shader_state(ctx, state, MESA_SHADER_GEOMETRY);
1709}
1710
1711static void
1712iris_delete_fs_state(struct pipe_context *ctx, void *state)
1713{
1714   iris_delete_shader_state(ctx, state, MESA_SHADER_FRAGMENT);
1715}
1716
1717static void
1718iris_delete_cs_state(struct pipe_context *ctx, void *state)
1719{
1720   iris_delete_shader_state(ctx, state, MESA_SHADER_COMPUTE);
1721}
1722
1723/**
1724 * The pipe->bind_[stage]_state() driver hook.
1725 *
1726 * Binds an uncompiled shader as the current one for a particular stage.
1727 * Updates dirty tracking to account for the shader's NOS.
1728 */
1729static void
1730bind_state(struct iris_context *ice,
1731           struct iris_uncompiled_shader *ish,
1732           gl_shader_stage stage)
1733{
1734   uint64_t dirty_bit = IRIS_DIRTY_UNCOMPILED_VS << stage;
1735   const uint64_t nos = ish ? ish->nos : 0;
1736
1737   const struct shader_info *old_info = iris_get_shader_info(ice, stage);
1738   const struct shader_info *new_info = ish ? &ish->nir->info : NULL;
1739
1740   if ((old_info ? util_last_bit(old_info->textures_used) : 0) !=
1741       (new_info ? util_last_bit(new_info->textures_used) : 0)) {
1742      ice->state.dirty |= IRIS_DIRTY_SAMPLER_STATES_VS << stage;
1743   }
1744
1745   ice->shaders.uncompiled[stage] = ish;
1746   ice->state.dirty |= dirty_bit;
1747
1748   /* Record that CSOs need to mark IRIS_DIRTY_UNCOMPILED_XS when they change
1749    * (or that they no longer need to do so).
1750    */
1751   for (int i = 0; i < IRIS_NOS_COUNT; i++) {
1752      if (nos & (1 << i))
1753         ice->state.dirty_for_nos[i] |= dirty_bit;
1754      else
1755         ice->state.dirty_for_nos[i] &= ~dirty_bit;
1756   }
1757}
1758
1759static void
1760iris_bind_vs_state(struct pipe_context *ctx, void *state)
1761{
1762   bind_state((void *) ctx, state, MESA_SHADER_VERTEX);
1763}
1764
1765static void
1766iris_bind_tcs_state(struct pipe_context *ctx, void *state)
1767{
1768   bind_state((void *) ctx, state, MESA_SHADER_TESS_CTRL);
1769}
1770
1771static void
1772iris_bind_tes_state(struct pipe_context *ctx, void *state)
1773{
1774   struct iris_context *ice = (struct iris_context *)ctx;
1775
1776   /* Enabling/disabling optional stages requires a URB reconfiguration. */
1777   if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
1778      ice->state.dirty |= IRIS_DIRTY_URB;
1779
1780   bind_state((void *) ctx, state, MESA_SHADER_TESS_EVAL);
1781}
1782
1783static void
1784iris_bind_gs_state(struct pipe_context *ctx, void *state)
1785{
1786   struct iris_context *ice = (struct iris_context *)ctx;
1787
1788   /* Enabling/disabling optional stages requires a URB reconfiguration. */
1789   if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
1790      ice->state.dirty |= IRIS_DIRTY_URB;
1791
1792   bind_state((void *) ctx, state, MESA_SHADER_GEOMETRY);
1793}
1794
1795static void
1796iris_bind_fs_state(struct pipe_context *ctx, void *state)
1797{
1798   struct iris_context *ice = (struct iris_context *) ctx;
1799   struct iris_uncompiled_shader *old_ish =
1800      ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
1801   struct iris_uncompiled_shader *new_ish = state;
1802
1803   const unsigned color_bits =
1804      BITFIELD64_BIT(FRAG_RESULT_COLOR) |
1805      BITFIELD64_RANGE(FRAG_RESULT_DATA0, BRW_MAX_DRAW_BUFFERS);
1806
1807   /* Fragment shader outputs influence HasWriteableRT */
1808   if (!old_ish || !new_ish ||
1809       (old_ish->nir->info.outputs_written & color_bits) !=
1810       (new_ish->nir->info.outputs_written & color_bits))
1811      ice->state.dirty |= IRIS_DIRTY_PS_BLEND;
1812
1813   bind_state((void *) ctx, state, MESA_SHADER_FRAGMENT);
1814}
1815
1816static void
1817iris_bind_cs_state(struct pipe_context *ctx, void *state)
1818{
1819   bind_state((void *) ctx, state, MESA_SHADER_COMPUTE);
1820}
1821
1822void
1823iris_init_program_functions(struct pipe_context *ctx)
1824{
1825   ctx->create_vs_state  = iris_create_vs_state;
1826   ctx->create_tcs_state = iris_create_tcs_state;
1827   ctx->create_tes_state = iris_create_tes_state;
1828   ctx->create_gs_state  = iris_create_gs_state;
1829   ctx->create_fs_state  = iris_create_fs_state;
1830   ctx->create_compute_state = iris_create_compute_state;
1831
1832   ctx->delete_vs_state  = iris_delete_vs_state;
1833   ctx->delete_tcs_state = iris_delete_tcs_state;
1834   ctx->delete_tes_state = iris_delete_tes_state;
1835   ctx->delete_gs_state  = iris_delete_gs_state;
1836   ctx->delete_fs_state  = iris_delete_fs_state;
1837   ctx->delete_compute_state = iris_delete_cs_state;
1838
1839   ctx->bind_vs_state  = iris_bind_vs_state;
1840   ctx->bind_tcs_state = iris_bind_tcs_state;
1841   ctx->bind_tes_state = iris_bind_tes_state;
1842   ctx->bind_gs_state  = iris_bind_gs_state;
1843   ctx->bind_fs_state  = iris_bind_fs_state;
1844   ctx->bind_compute_state = iris_bind_cs_state;
1845}
1846