si_shader.h revision 9f464c52
1/* 2 * Copyright 2012 Advanced Micro Devices, Inc. 3 * All Rights Reserved. 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining a 6 * copy of this software and associated documentation files (the "Software"), 7 * to deal in the Software without restriction, including without limitation 8 * on the rights to use, copy, modify, merge, publish, distribute, sub 9 * license, and/or sell copies of the Software, and to permit persons to whom 10 * the Software is furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice (including the next 13 * paragraph) shall be included in all copies or substantial portions of the 14 * Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, 20 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 21 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 22 * USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25/* The compiler middle-end architecture: Explaining (non-)monolithic shaders 26 * ------------------------------------------------------------------------- 27 * 28 * Typically, there is one-to-one correspondence between API and HW shaders, 29 * that is, for every API shader, there is exactly one shader binary in 30 * the driver. 31 * 32 * The problem with that is that we also have to emulate some API states 33 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways 34 * to deal with it are: 35 * - each shader has multiple variants for each combination of emulated states, 36 * and the variants are compiled on demand, possibly relying on a shader 37 * cache for good performance 38 * - patch shaders at the binary level 39 * 40 * This driver uses something completely different. The emulated states are 41 * usually implemented at the beginning or end of shaders. Therefore, we can 42 * split the shader into 3 parts: 43 * - prolog part (shader code dependent on states) 44 * - main part (the API shader) 45 * - epilog part (shader code dependent on states) 46 * 47 * Each part is compiled as a separate shader and the final binaries are 48 * concatenated. This type of shader is called non-monolithic, because it 49 * consists of multiple independent binaries. Creating a new shader variant 50 * is therefore only a concatenation of shader parts (binaries) and doesn't 51 * involve any compilation. The main shader parts are the only parts that are 52 * compiled when applications create shader objects. The prolog and epilog 53 * parts are compiled on the first use and saved, so that their binaries can 54 * be reused by many other shaders. 55 * 56 * One of the roles of the prolog part is to compute vertex buffer addresses 57 * for vertex shaders. A few of the roles of the epilog part are color buffer 58 * format conversions in pixel shaders that we have to do manually, and write 59 * tessellation factors in tessellation control shaders. The prolog and epilog 60 * have many other important responsibilities in various shader stages. 61 * They don't just "emulate legacy stuff". 62 * 63 * Monolithic shaders are shaders where the parts are combined before LLVM 64 * compilation, and the whole thing is compiled and optimized as one unit with 65 * one binary on the output. The result is the same as the non-monolithic 66 * shader, but the final code can be better, because LLVM can optimize across 67 * all shader parts. Monolithic shaders aren't usually used except for these 68 * special cases: 69 * 70 * 1) Some rarely-used states require modification of the main shader part 71 * itself, and in such cases, only the monolithic shader variant is 72 * compiled, and that's always done on the first use. 73 * 74 * 2) When we do cross-stage optimizations for separate shader objects and 75 * e.g. eliminate unused shader varyings, the resulting optimized shader 76 * variants are always compiled as monolithic shaders, and always 77 * asynchronously (i.e. not stalling ongoing rendering). We call them 78 * "optimized monolithic" shaders. The important property here is that 79 * the non-monolithic unoptimized shader variant is always available for use 80 * when the asynchronous compilation of the optimized shader is not done 81 * yet. 82 * 83 * Starting with GFX9 chips, some shader stages are merged, and the number of 84 * shader parts per shader increased. The complete new list of shader parts is: 85 * - 1st shader: prolog part 86 * - 1st shader: main part 87 * - 2nd shader: prolog part 88 * - 2nd shader: main part 89 * - 2nd shader: epilog part 90 */ 91 92/* How linking shader inputs and outputs between vertex, tessellation, and 93 * geometry shaders works. 94 * 95 * Inputs and outputs between shaders are stored in a buffer. This buffer 96 * lives in LDS (typical case for tessellation), but it can also live 97 * in memory (ESGS). Each input or output has a fixed location within a vertex. 98 * The highest used input or output determines the stride between vertices. 99 * 100 * Since GS and tessellation are only possible in the OpenGL core profile, 101 * only these semantics are valid for per-vertex data: 102 * 103 * Name Location 104 * 105 * POSITION 0 106 * PSIZE 1 107 * CLIPDIST0..1 2..3 108 * CULLDIST0..1 (not implemented) 109 * GENERIC0..31 4..35 110 * 111 * For example, a shader only writing GENERIC0 has the output stride of 5. 112 * 113 * Only these semantics are valid for per-patch data: 114 * 115 * Name Location 116 * 117 * TESSOUTER 0 118 * TESSINNER 1 119 * PATCH0..29 2..31 120 * 121 * That's how independent shaders agree on input and output locations. 122 * The si_shader_io_get_unique_index function assigns the locations. 123 * 124 * For tessellation, other required information for calculating the input and 125 * output addresses like the vertex stride, the patch stride, and the offsets 126 * where per-vertex and per-patch data start, is passed to the shader via 127 * user data SGPRs. The offsets and strides are calculated at draw time and 128 * aren't available at compile time. 129 */ 130 131#ifndef SI_SHADER_H 132#define SI_SHADER_H 133 134#include <llvm-c/Core.h> /* LLVMModuleRef */ 135#include <llvm-c/TargetMachine.h> 136#include "tgsi/tgsi_scan.h" 137#include "util/u_inlines.h" 138#include "util/u_queue.h" 139 140#include "ac_binary.h" 141#include "ac_llvm_build.h" 142#include "ac_llvm_util.h" 143 144#include <stdio.h> 145 146struct nir_shader; 147struct si_shader; 148struct si_context; 149 150#define SI_MAX_ATTRIBS 16 151#define SI_MAX_VS_OUTPUTS 40 152 153/* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an 154 * index smaller than this. 155 */ 156#define SI_MAX_IO_GENERIC 43 157 158/* SGPR user data indices */ 159enum { 160 SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */ 161 SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES, 162 SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */ 163 SI_SGPR_SAMPLERS_AND_IMAGES, 164 SI_NUM_RESOURCE_SGPRS, 165 166 /* API VS, TES without GS, GS copy shader */ 167 SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS, 168 SI_NUM_VS_STATE_RESOURCE_SGPRS, 169 170 /* all VS variants */ 171 SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS, 172 SI_SGPR_START_INSTANCE, 173 SI_SGPR_DRAWID, 174 SI_VS_NUM_USER_SGPR, 175 176 SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS, 177 178 /* TES */ 179 SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS, 180 SI_SGPR_TES_OFFCHIP_ADDR, 181 SI_TES_NUM_USER_SGPR, 182 183 /* GFX6-8: TCS only */ 184 GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS, 185 GFX6_SGPR_TCS_OUT_OFFSETS, 186 GFX6_SGPR_TCS_OUT_LAYOUT, 187 GFX6_SGPR_TCS_IN_LAYOUT, 188 GFX6_TCS_NUM_USER_SGPR, 189 190 /* GFX9: Merged shaders. */ 191 /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */ 192 /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */ 193 GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR, 194 195 /* GFX9: Merged LS-HS (VS-TCS) only. */ 196 GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR, 197 GFX9_SGPR_TCS_OUT_OFFSETS, 198 GFX9_SGPR_TCS_OUT_LAYOUT, 199 GFX9_TCS_NUM_USER_SGPR, 200 201 /* GS limits */ 202 GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS, 203 GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR, 204 GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR, 205 SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS, 206 207 /* PS only */ 208 SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS, 209 SI_PS_NUM_USER_SGPR, 210}; 211 212/* LLVM function parameter indices */ 213enum { 214 SI_NUM_RESOURCE_PARAMS = 4, 215 216 /* PS only parameters */ 217 SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS, 218 SI_PARAM_PRIM_MASK, 219 SI_PARAM_PERSP_SAMPLE, 220 SI_PARAM_PERSP_CENTER, 221 SI_PARAM_PERSP_CENTROID, 222 SI_PARAM_PERSP_PULL_MODEL, 223 SI_PARAM_LINEAR_SAMPLE, 224 SI_PARAM_LINEAR_CENTER, 225 SI_PARAM_LINEAR_CENTROID, 226 SI_PARAM_LINE_STIPPLE_TEX, 227 SI_PARAM_POS_X_FLOAT, 228 SI_PARAM_POS_Y_FLOAT, 229 SI_PARAM_POS_Z_FLOAT, 230 SI_PARAM_POS_W_FLOAT, 231 SI_PARAM_FRONT_FACE, 232 SI_PARAM_ANCILLARY, 233 SI_PARAM_SAMPLE_COVERAGE, 234 SI_PARAM_POS_FIXED_PT, 235 236 SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */ 237}; 238 239/* Fields of driver-defined VS state SGPR. */ 240/* Clamp vertex color output (only used in VS as VS). */ 241#define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x) & 0x1) << 0) 242#define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE 243#define S_VS_STATE_INDEXED(x) (((unsigned)(x) & 0x1) << 1) 244#define C_VS_STATE_INDEXED 0xFFFFFFFD 245#define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x) & 0x1FFF) << 8) 246#define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFFE000FF 247#define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x) & 0xFF) << 24) 248#define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF 249 250/* SI-specific system values. */ 251enum { 252 /* Values from set_tess_state. */ 253 TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT, 254 TGSI_SEMANTIC_DEFAULT_TESSINNER_SI, 255 256 /* Up to 4 dwords in user SGPRs for compute shaders. */ 257 TGSI_SEMANTIC_CS_USER_DATA, 258}; 259 260enum { 261 /* Use a property enum that CS wouldn't use. */ 262 TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN, 263 264 /* The number of used user data dwords in the range [1, 4]. */ 265 TGSI_PROPERTY_CS_USER_DATA_DWORDS = TGSI_PROPERTY_FS_COORD_PIXEL_CENTER, 266 267 /* Use a property enum that VS wouldn't use. */ 268 TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN, 269 270 /* These represent the number of SGPRs the shader uses. */ 271 SI_VS_BLIT_SGPRS_POS = 3, 272 SI_VS_BLIT_SGPRS_POS_COLOR = 7, 273 SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9, 274}; 275 276/* For VS shader key fix_fetch. */ 277enum { 278 SI_FIX_FETCH_NONE = 0, 279 SI_FIX_FETCH_A2_SNORM, 280 SI_FIX_FETCH_A2_SSCALED, 281 SI_FIX_FETCH_A2_SINT, 282 SI_FIX_FETCH_RGBA_32_UNORM, 283 SI_FIX_FETCH_RGBX_32_UNORM, 284 SI_FIX_FETCH_RGBA_32_SNORM, 285 SI_FIX_FETCH_RGBX_32_SNORM, 286 SI_FIX_FETCH_RGBA_32_USCALED, 287 SI_FIX_FETCH_RGBA_32_SSCALED, 288 SI_FIX_FETCH_RGBA_32_FIXED, 289 SI_FIX_FETCH_RGBX_32_FIXED, 290 SI_FIX_FETCH_RG_64_FLOAT, 291 SI_FIX_FETCH_RGB_64_FLOAT, 292 SI_FIX_FETCH_RGBA_64_FLOAT, 293 SI_FIX_FETCH_RGB_8, /* A = 1.0 */ 294 SI_FIX_FETCH_RGB_8_INT, /* A = 1 */ 295 SI_FIX_FETCH_RGB_16, 296 SI_FIX_FETCH_RGB_16_INT, 297}; 298 299struct si_shader; 300 301/* State of the context creating the shader object. */ 302struct si_compiler_ctx_state { 303 /* Should only be used by si_init_shader_selector_async and 304 * si_build_shader_variant if thread_index == -1 (non-threaded). */ 305 struct ac_llvm_compiler *compiler; 306 307 /* Used if thread_index == -1 or if debug.async is true. */ 308 struct pipe_debug_callback debug; 309 310 /* Used for creating the log string for gallium/ddebug. */ 311 bool is_debug_context; 312}; 313 314/* A shader selector is a gallium CSO and contains shader variants and 315 * binaries for one TGSI program. This can be shared by multiple contexts. 316 */ 317struct si_shader_selector { 318 struct pipe_reference reference; 319 struct si_screen *screen; 320 struct util_queue_fence ready; 321 struct si_compiler_ctx_state compiler_ctx_state; 322 323 mtx_t mutex; 324 struct si_shader *first_variant; /* immutable after the first variant */ 325 struct si_shader *last_variant; /* mutable */ 326 327 /* The compiled TGSI shader expecting a prolog and/or epilog (not 328 * uploaded to a buffer). 329 */ 330 struct si_shader *main_shader_part; 331 struct si_shader *main_shader_part_ls; /* as_ls is set in the key */ 332 struct si_shader *main_shader_part_es; /* as_es is set in the key */ 333 334 struct si_shader *gs_copy_shader; 335 336 struct tgsi_token *tokens; 337 struct nir_shader *nir; 338 struct pipe_stream_output_info so; 339 struct tgsi_shader_info info; 340 struct tgsi_tessctrl_info tcs_info; 341 342 /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */ 343 unsigned type; 344 bool vs_needs_prolog; 345 bool force_correct_derivs_after_kill; 346 unsigned pa_cl_vs_out_cntl; 347 ubyte clipdist_mask; 348 ubyte culldist_mask; 349 350 /* ES parameters. */ 351 unsigned esgs_itemsize; /* vertex stride */ 352 unsigned lshs_vertex_stride; 353 354 /* GS parameters. */ 355 unsigned gs_input_verts_per_prim; 356 unsigned gs_output_prim; 357 unsigned gs_max_out_vertices; 358 unsigned gs_num_invocations; 359 unsigned max_gs_stream; /* count - 1 */ 360 unsigned gsvs_vertex_size; 361 unsigned max_gsvs_emit_size; 362 unsigned enabled_streamout_buffer_mask; 363 364 /* PS parameters. */ 365 unsigned color_attr_index[2]; 366 unsigned db_shader_control; 367 /* Set 0xf or 0x0 (4 bits) per each written output. 368 * ANDed with spi_shader_col_format. 369 */ 370 unsigned colors_written_4bit; 371 372 uint64_t outputs_written_before_ps; /* "get_unique_index" bits */ 373 uint64_t outputs_written; /* "get_unique_index" bits */ 374 uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */ 375 376 uint64_t inputs_read; /* "get_unique_index" bits */ 377 378 /* bitmasks of used descriptor slots */ 379 uint32_t active_const_and_shader_buffers; 380 uint64_t active_samplers_and_images; 381}; 382 383/* Valid shader configurations: 384 * 385 * API shaders VS | TCS | TES | GS |pass| PS 386 * are compiled as: | | | |thru| 387 * | | | | | 388 * Only VS & PS: VS | | | | | PS 389 * GFX6 - with GS: ES | | | GS | VS | PS 390 * - with tess: LS | HS | VS | | | PS 391 * - with both: LS | HS | ES | GS | VS | PS 392 * GFX9 - with GS: -> | | | GS | VS | PS 393 * - with tess: -> | HS | VS | | | PS 394 * - with both: -> | HS | -> | GS | VS | PS 395 * 396 * -> = merged with the next stage 397 */ 398 399/* Use the byte alignment for all following structure members for optimal 400 * shader key memory footprint. 401 */ 402#pragma pack(push, 1) 403 404/* Common VS bits between the shader key and the prolog key. */ 405struct si_vs_prolog_bits { 406 /* - If neither "is_one" nor "is_fetched" has a bit set, the instance 407 * divisor is 0. 408 * - If "is_one" has a bit set, the instance divisor is 1. 409 * - If "is_fetched" has a bit set, the instance divisor will be loaded 410 * from the constant buffer. 411 */ 412 uint16_t instance_divisor_is_one; /* bitmask of inputs */ 413 uint16_t instance_divisor_is_fetched; /* bitmask of inputs */ 414 unsigned ls_vgpr_fix:1; 415}; 416 417/* Common TCS bits between the shader key and the epilog key. */ 418struct si_tcs_epilog_bits { 419 unsigned prim_mode:3; 420 unsigned invoc0_tess_factors_are_def:1; 421 unsigned tes_reads_tess_factors:1; 422}; 423 424struct si_gs_prolog_bits { 425 unsigned tri_strip_adj_fix:1; 426 unsigned gfx9_prev_is_vs:1; 427}; 428 429/* Common PS bits between the shader key and the prolog key. */ 430struct si_ps_prolog_bits { 431 unsigned color_two_side:1; 432 unsigned flatshade_colors:1; 433 unsigned poly_stipple:1; 434 unsigned force_persp_sample_interp:1; 435 unsigned force_linear_sample_interp:1; 436 unsigned force_persp_center_interp:1; 437 unsigned force_linear_center_interp:1; 438 unsigned bc_optimize_for_persp:1; 439 unsigned bc_optimize_for_linear:1; 440 unsigned samplemask_log_ps_iter:3; 441}; 442 443/* Common PS bits between the shader key and the epilog key. */ 444struct si_ps_epilog_bits { 445 unsigned spi_shader_col_format; 446 unsigned color_is_int8:8; 447 unsigned color_is_int10:8; 448 unsigned last_cbuf:3; 449 unsigned alpha_func:3; 450 unsigned alpha_to_one:1; 451 unsigned poly_line_smoothing:1; 452 unsigned clamp_color:1; 453}; 454 455union si_shader_part_key { 456 struct { 457 struct si_vs_prolog_bits states; 458 unsigned num_input_sgprs:6; 459 /* For merged stages such as LS-HS, HS input VGPRs are first. */ 460 unsigned num_merged_next_stage_vgprs:3; 461 unsigned last_input:4; 462 unsigned as_ls:1; 463 unsigned as_es:1; 464 /* Prologs for monolithic shaders shouldn't set EXEC. */ 465 unsigned is_monolithic:1; 466 } vs_prolog; 467 struct { 468 struct si_tcs_epilog_bits states; 469 } tcs_epilog; 470 struct { 471 struct si_gs_prolog_bits states; 472 /* Prologs of monolithic shaders shouldn't set EXEC. */ 473 unsigned is_monolithic:1; 474 } gs_prolog; 475 struct { 476 struct si_ps_prolog_bits states; 477 unsigned num_input_sgprs:6; 478 unsigned num_input_vgprs:5; 479 /* Color interpolation and two-side color selection. */ 480 unsigned colors_read:8; /* color input components read */ 481 unsigned num_interp_inputs:5; /* BCOLOR is at this location */ 482 unsigned face_vgpr_index:5; 483 unsigned ancillary_vgpr_index:5; 484 unsigned wqm:1; 485 char color_attr_index[2]; 486 signed char color_interp_vgpr_index[2]; /* -1 == constant */ 487 } ps_prolog; 488 struct { 489 struct si_ps_epilog_bits states; 490 unsigned colors_written:8; 491 unsigned writes_z:1; 492 unsigned writes_stencil:1; 493 unsigned writes_samplemask:1; 494 } ps_epilog; 495}; 496 497struct si_shader_key { 498 /* Prolog and epilog flags. */ 499 union { 500 struct { 501 struct si_vs_prolog_bits prolog; 502 } vs; 503 struct { 504 struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */ 505 struct si_shader_selector *ls; /* for merged LS-HS */ 506 struct si_tcs_epilog_bits epilog; 507 } tcs; /* tessellation control shader */ 508 struct { 509 struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */ 510 struct si_shader_selector *es; /* for merged ES-GS */ 511 struct si_gs_prolog_bits prolog; 512 } gs; 513 struct { 514 struct si_ps_prolog_bits prolog; 515 struct si_ps_epilog_bits epilog; 516 } ps; 517 } part; 518 519 /* These two are initially set according to the NEXT_SHADER property, 520 * or guessed if the property doesn't seem correct. 521 */ 522 unsigned as_es:1; /* export shader, which precedes GS */ 523 unsigned as_ls:1; /* local shader, which precedes TCS */ 524 525 /* Flags for monolithic compilation only. */ 526 struct { 527 /* One byte for every input: SI_FIX_FETCH_* enums. */ 528 uint8_t vs_fix_fetch[SI_MAX_ATTRIBS]; 529 530 union { 531 uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */ 532 /* When PS needs PrimID and GS is disabled. */ 533 unsigned vs_export_prim_id:1; 534 struct { 535 unsigned interpolate_at_sample_force_center:1; 536 unsigned fbfetch_msaa; 537 unsigned fbfetch_is_1D; 538 unsigned fbfetch_layered; 539 } ps; 540 } u; 541 } mono; 542 543 /* Optimization flags for asynchronous compilation only. */ 544 struct { 545 /* For HW VS (it can be VS, TES, GS) */ 546 uint64_t kill_outputs; /* "get_unique_index" bits */ 547 unsigned clip_disable:1; 548 549 /* For shaders where monolithic variants have better code. 550 * 551 * This is a flag that has no effect on code generation, 552 * but forces monolithic shaders to be used as soon as 553 * possible, because it's in the "opt" group. 554 */ 555 unsigned prefer_mono:1; 556 } opt; 557}; 558 559/* Restore the pack alignment to default. */ 560#pragma pack(pop) 561 562struct si_shader_config { 563 unsigned num_sgprs; 564 unsigned num_vgprs; 565 unsigned spilled_sgprs; 566 unsigned spilled_vgprs; 567 unsigned private_mem_vgprs; 568 unsigned lds_size; 569 unsigned max_simd_waves; 570 unsigned spi_ps_input_ena; 571 unsigned spi_ps_input_addr; 572 unsigned float_mode; 573 unsigned scratch_bytes_per_wave; 574 unsigned rsrc1; 575 unsigned rsrc2; 576}; 577 578/* GCN-specific shader info. */ 579struct si_shader_info { 580 ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS]; 581 ubyte num_input_sgprs; 582 ubyte num_input_vgprs; 583 signed char face_vgpr_index; 584 signed char ancillary_vgpr_index; 585 bool uses_instanceid; 586 ubyte nr_pos_exports; 587 ubyte nr_param_exports; 588}; 589 590struct si_shader { 591 struct si_compiler_ctx_state compiler_ctx_state; 592 593 struct si_shader_selector *selector; 594 struct si_shader_selector *previous_stage_sel; /* for refcounting */ 595 struct si_shader *next_variant; 596 597 struct si_shader_part *prolog; 598 struct si_shader *previous_stage; /* for GFX9 */ 599 struct si_shader_part *prolog2; 600 struct si_shader_part *epilog; 601 602 struct si_pm4_state *pm4; 603 struct si_resource *bo; 604 struct si_resource *scratch_bo; 605 struct si_shader_key key; 606 struct util_queue_fence ready; 607 bool compilation_failed; 608 bool is_monolithic; 609 bool is_optimized; 610 bool is_binary_shared; 611 bool is_gs_copy_shader; 612 613 /* The following data is all that's needed for binary shaders. */ 614 struct ac_shader_binary binary; 615 struct si_shader_config config; 616 struct si_shader_info info; 617 618 /* Shader key + LLVM IR + disassembly + statistics. 619 * Generated for debug contexts only. 620 */ 621 char *shader_log; 622 size_t shader_log_size; 623 624 /* For save precompute context registers values. */ 625 union { 626 struct { 627 unsigned vgt_gsvs_ring_offset_1; 628 unsigned vgt_gsvs_ring_offset_2; 629 unsigned vgt_gsvs_ring_offset_3; 630 unsigned vgt_gs_out_prim_type; 631 unsigned vgt_gsvs_ring_itemsize; 632 unsigned vgt_gs_max_vert_out; 633 unsigned vgt_gs_vert_itemsize; 634 unsigned vgt_gs_vert_itemsize_1; 635 unsigned vgt_gs_vert_itemsize_2; 636 unsigned vgt_gs_vert_itemsize_3; 637 unsigned vgt_gs_instance_cnt; 638 unsigned vgt_gs_onchip_cntl; 639 unsigned vgt_gs_max_prims_per_subgroup; 640 unsigned vgt_esgs_ring_itemsize; 641 } gs; 642 643 struct { 644 unsigned vgt_gs_mode; 645 unsigned vgt_primitiveid_en; 646 unsigned vgt_reuse_off; 647 unsigned spi_vs_out_config; 648 unsigned spi_shader_pos_format; 649 unsigned pa_cl_vte_cntl; 650 } vs; 651 652 struct { 653 unsigned spi_ps_input_ena; 654 unsigned spi_ps_input_addr; 655 unsigned spi_baryc_cntl; 656 unsigned spi_ps_in_control; 657 unsigned spi_shader_z_format; 658 unsigned spi_shader_col_format; 659 unsigned cb_shader_mask; 660 } ps; 661 } ctx_reg; 662 663 /*For save precompute registers value */ 664 unsigned vgt_tf_param; /* VGT_TF_PARAM */ 665 unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */ 666}; 667 668struct si_shader_part { 669 struct si_shader_part *next; 670 union si_shader_part_key key; 671 struct ac_shader_binary binary; 672 struct si_shader_config config; 673}; 674 675/* si_shader.c */ 676struct si_shader * 677si_generate_gs_copy_shader(struct si_screen *sscreen, 678 struct ac_llvm_compiler *compiler, 679 struct si_shader_selector *gs_selector, 680 struct pipe_debug_callback *debug); 681int si_compile_tgsi_shader(struct si_screen *sscreen, 682 struct ac_llvm_compiler *compiler, 683 struct si_shader *shader, 684 struct pipe_debug_callback *debug); 685int si_shader_create(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, 686 struct si_shader *shader, 687 struct pipe_debug_callback *debug); 688void si_shader_destroy(struct si_shader *shader); 689unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index); 690unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index, 691 unsigned is_varying); 692int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader); 693void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader, 694 struct pipe_debug_callback *debug, unsigned processor, 695 FILE *f, bool check_debug_option); 696void si_shader_dump_stats_for_shader_db(const struct si_shader *shader, 697 struct pipe_debug_callback *debug); 698void si_multiwave_lds_size_workaround(struct si_screen *sscreen, 699 unsigned *lds_size); 700void si_shader_apply_scratch_relocs(struct si_shader *shader, 701 uint64_t scratch_va); 702void si_shader_binary_read_config(struct ac_shader_binary *binary, 703 struct si_shader_config *conf, 704 unsigned symbol_offset); 705const char *si_get_shader_name(const struct si_shader *shader, unsigned processor); 706 707/* si_shader_nir.c */ 708void si_nir_scan_shader(const struct nir_shader *nir, 709 struct tgsi_shader_info *info); 710void si_nir_scan_tess_ctrl(const struct nir_shader *nir, 711 struct tgsi_tessctrl_info *out); 712void si_lower_nir(struct si_shader_selector *sel); 713void si_nir_opts(struct nir_shader *nir); 714 715/* Inline helpers. */ 716 717/* Return the pointer to the main shader part's pointer. */ 718static inline struct si_shader ** 719si_get_main_shader_part(struct si_shader_selector *sel, 720 struct si_shader_key *key) 721{ 722 if (key->as_ls) 723 return &sel->main_shader_part_ls; 724 if (key->as_es) 725 return &sel->main_shader_part_es; 726 return &sel->main_shader_part; 727} 728 729static inline bool 730si_shader_uses_bindless_samplers(struct si_shader_selector *selector) 731{ 732 return selector ? selector->info.uses_bindless_samplers : false; 733} 734 735static inline bool 736si_shader_uses_bindless_images(struct si_shader_selector *selector) 737{ 738 return selector ? selector->info.uses_bindless_images : false; 739} 740 741void si_destroy_shader_selector(struct si_context *sctx, 742 struct si_shader_selector *sel); 743 744static inline void 745si_shader_selector_reference(struct si_context *sctx, 746 struct si_shader_selector **dst, 747 struct si_shader_selector *src) 748{ 749 if (pipe_reference(&(*dst)->reference, &src->reference)) 750 si_destroy_shader_selector(sctx, *dst); 751 752 *dst = src; 753} 754 755#endif 756