| /* |
| * Copyright 2012 Advanced Micro Devices, Inc. |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * on the rights to use, copy, modify, merge, publish, distribute, sub |
| * license, and/or sell copies of the Software, and to permit persons to whom |
| * the Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, |
| * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR |
| * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE |
| * USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| /* The compiler middle-end architecture: Explaining (non-)monolithic shaders |
| * ------------------------------------------------------------------------- |
| * |
| * Typically, there is one-to-one correspondence between API and HW shaders, |
| * that is, for every API shader, there is exactly one shader binary in |
| * the driver. |
| * |
| * The problem with that is that we also have to emulate some API states |
| * (e.g. alpha-test, and many others) in shaders too. The two obvious ways |
| * to deal with it are: |
| * - each shader has multiple variants for each combination of emulated states, |
| * and the variants are compiled on demand, possibly relying on a shader |
| * cache for good performance |
| * - patch shaders at the binary level |
| * |
| * This driver uses something completely different. The emulated states are |
| * usually implemented at the beginning or end of shaders. Therefore, we can |
| * split the shader into 3 parts: |
| * - prolog part (shader code dependent on states) |
| * - main part (the API shader) |
| * - epilog part (shader code dependent on states) |
| * |
| * Each part is compiled as a separate shader and the final binaries are |
| * concatenated. This type of shader is called non-monolithic, because it |
| * consists of multiple independent binaries. Creating a new shader variant |
| * is therefore only a concatenation of shader parts (binaries) and doesn't |
| * involve any compilation. The main shader parts are the only parts that are |
| * compiled when applications create shader objects. The prolog and epilog |
| * parts are compiled on the first use and saved, so that their binaries can |
| * be reused by many other shaders. |
| * |
| * One of the roles of the prolog part is to compute vertex buffer addresses |
| * for vertex shaders. A few of the roles of the epilog part are color buffer |
| * format conversions in pixel shaders that we have to do manually, and write |
| * tessellation factors in tessellation control shaders. The prolog and epilog |
| * have many other important responsibilities in various shader stages. |
| * They don't just "emulate legacy stuff". |
| * |
| * Monolithic shaders are shaders where the parts are combined before LLVM |
| * compilation, and the whole thing is compiled and optimized as one unit with |
| * one binary on the output. The result is the same as the non-monolithic |
| * shader, but the final code can be better, because LLVM can optimize across |
| * all shader parts. Monolithic shaders aren't usually used except for these |
| * special cases: |
| * |
| * 1) Some rarely-used states require modification of the main shader part |
| * itself, and in such cases, only the monolithic shader variant is |
| * compiled, and that's always done on the first use. |
| * |
| * 2) When we do cross-stage optimizations for separate shader objects and |
| * e.g. eliminate unused shader varyings, the resulting optimized shader |
| * variants are always compiled as monolithic shaders, and always |
| * asynchronously (i.e. not stalling ongoing rendering). We call them |
| * "optimized monolithic" shaders. The important property here is that |
| * the non-monolithic unoptimized shader variant is always available for use |
| * when the asynchronous compilation of the optimized shader is not done |
| * yet. |
| * |
| * Starting with GFX9 chips, some shader stages are merged, and the number of |
| * shader parts per shader increased. The complete new list of shader parts is: |
| * - 1st shader: prolog part |
| * - 1st shader: main part |
| * - 2nd shader: prolog part |
| * - 2nd shader: main part |
| * - 2nd shader: epilog part |
| */ |
| |
| /* How linking shader inputs and outputs between vertex, tessellation, and |
| * geometry shaders works. |
| * |
| * Inputs and outputs between shaders are stored in a buffer. This buffer |
| * lives in LDS (typical case for tessellation), but it can also live |
| * in memory (ESGS). Each input or output has a fixed location within a vertex. |
| * The highest used input or output determines the stride between vertices. |
| * |
| * Since GS and tessellation are only possible in the OpenGL core profile, |
| * only these semantics are valid for per-vertex data: |
| * |
| * Name Location |
| * |
| * POSITION 0 |
| * PSIZE 1 |
| * CLIPDIST0..1 2..3 |
| * CULLDIST0..1 (not implemented) |
| * GENERIC0..31 4..35 |
| * |
| * For example, a shader only writing GENERIC0 has the output stride of 5. |
| * |
| * Only these semantics are valid for per-patch data: |
| * |
| * Name Location |
| * |
| * TESSOUTER 0 |
| * TESSINNER 1 |
| * PATCH0..29 2..31 |
| * |
| * That's how independent shaders agree on input and output locations. |
| * The si_shader_io_get_unique_index function assigns the locations. |
| * |
| * For tessellation, other required information for calculating the input and |
| * output addresses like the vertex stride, the patch stride, and the offsets |
| * where per-vertex and per-patch data start, is passed to the shader via |
| * user data SGPRs. The offsets and strides are calculated at draw time and |
| * aren't available at compile time. |
| */ |
| |
| #ifndef SI_SHADER_H |
| #define SI_SHADER_H |
| |
| #include "ac_binary.h" |
| #include "ac_llvm_build.h" |
| #include "ac_llvm_util.h" |
| #include "util/simple_mtx.h" |
| #include "util/u_inlines.h" |
| #include "util/u_live_shader_cache.h" |
| #include "util/u_queue.h" |
| |
| #include <stdio.h> |
| |
| // Use LDS symbols when supported by LLVM. Can be disabled for testing the old |
| // path on newer LLVM for now. Should be removed in the long term. |
| #define USE_LDS_SYMBOLS (true) |
| |
| struct nir_shader; |
| struct si_shader; |
| struct si_context; |
| |
| #define SI_MAX_ATTRIBS 16 |
| #define SI_MAX_VS_OUTPUTS 40 |
| |
| /* Shader IO unique indices are supported for VARYING_SLOT_VARn with an |
| * index smaller than this. |
| */ |
| #define SI_MAX_IO_GENERIC 32 |
| |
| #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29)) |
| |
| /* SGPR user data indices */ |
| enum |
| { |
| SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */ |
| SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES, |
| SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */ |
| SI_SGPR_SAMPLERS_AND_IMAGES, |
| SI_NUM_RESOURCE_SGPRS, |
| |
| /* API VS, TES without GS, GS copy shader */ |
| SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS, |
| SI_NUM_VS_STATE_RESOURCE_SGPRS, |
| |
| /* all VS variants */ |
| SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS, |
| SI_SGPR_START_INSTANCE, |
| SI_SGPR_DRAWID, |
| SI_VS_NUM_USER_SGPR, |
| |
| SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS, |
| |
| /* TES */ |
| SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS, |
| SI_SGPR_TES_OFFCHIP_ADDR, |
| SI_TES_NUM_USER_SGPR, |
| |
| /* GFX6-8: TCS only */ |
| GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS, |
| GFX6_SGPR_TCS_OUT_OFFSETS, |
| GFX6_SGPR_TCS_OUT_LAYOUT, |
| GFX6_SGPR_TCS_IN_LAYOUT, |
| GFX6_TCS_NUM_USER_SGPR, |
| |
| /* GFX9: Merged shaders. */ |
| /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */ |
| /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */ |
| GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR, |
| |
| /* GFX9: Merged LS-HS (VS-TCS) only. */ |
| GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR, |
| GFX9_SGPR_TCS_OUT_OFFSETS, |
| GFX9_SGPR_TCS_OUT_LAYOUT, |
| GFX9_TCS_NUM_USER_SGPR, |
| |
| /* GS limits */ |
| GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS, |
| GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR, |
| GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR, |
| SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS, |
| |
| /* PS only */ |
| SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS, |
| SI_PS_NUM_USER_SGPR, |
| |
| /* The value has to be 12, because the hw requires that descriptors |
| * are aligned to 4 SGPRs. |
| */ |
| SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12, |
| }; |
| |
| /* LLVM function parameter indices */ |
| enum |
| { |
| SI_NUM_RESOURCE_PARAMS = 4, |
| |
| /* PS only parameters */ |
| SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS, |
| SI_PARAM_PRIM_MASK, |
| SI_PARAM_PERSP_SAMPLE, |
| SI_PARAM_PERSP_CENTER, |
| SI_PARAM_PERSP_CENTROID, |
| SI_PARAM_PERSP_PULL_MODEL, |
| SI_PARAM_LINEAR_SAMPLE, |
| SI_PARAM_LINEAR_CENTER, |
| SI_PARAM_LINEAR_CENTROID, |
| SI_PARAM_LINE_STIPPLE_TEX, |
| SI_PARAM_POS_X_FLOAT, |
| SI_PARAM_POS_Y_FLOAT, |
| SI_PARAM_POS_Z_FLOAT, |
| SI_PARAM_POS_W_FLOAT, |
| SI_PARAM_FRONT_FACE, |
| SI_PARAM_ANCILLARY, |
| SI_PARAM_SAMPLE_COVERAGE, |
| SI_PARAM_POS_FIXED_PT, |
| |
| SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */ |
| }; |
| |
| /* Fields of driver-defined VS state SGPR. */ |
| #define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x)&0x1) << 0) |
| #define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE |
| #define S_VS_STATE_INDEXED(x) (((unsigned)(x)&0x1) << 1) |
| #define C_VS_STATE_INDEXED 0xFFFFFFFD |
| #define S_VS_STATE_OUTPRIM(x) (((unsigned)(x)&0x3) << 2) |
| #define C_VS_STATE_OUTPRIM 0xFFFFFFF3 |
| #define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x)&0x3) << 4) |
| #define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF |
| #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6) |
| #define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF |
| #define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x)&0xF) << 7) |
| #define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F |
| #define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x)&0x1FFF) << 11) |
| #define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF |
| #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x)&0xFF) << 24) |
| #define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF |
| |
| enum |
| { |
| /* These represent the number of SGPRs the shader uses. */ |
| SI_VS_BLIT_SGPRS_POS = 3, |
| SI_VS_BLIT_SGPRS_POS_COLOR = 7, |
| SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9, |
| }; |
| |
| #define SI_NGG_CULL_VIEW_SMALLPRIMS (1 << 0) /* view.xy + small prims */ |
| #define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */ |
| #define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */ |
| #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST (1 << 3) /* GS fast launch: triangles */ |
| #define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4) /* GS fast launch: triangle strip */ |
| #define SI_NGG_CULL_GS_FAST_LAUNCH_ALL (0x3 << 3) /* GS fast launch (both prim types) */ |
| |
| /** |
| * For VS shader keys, describe any fixups required for vertex fetch. |
| * |
| * \ref log_size, \ref format, and the number of channels are interpreted as |
| * by \ref ac_build_opencoded_load_format. |
| * |
| * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an |
| * impossible format and indicates that no fixup is needed (just use |
| * buffer_load_format_xyzw). |
| */ |
| union si_vs_fix_fetch { |
| struct { |
| uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */ |
| uint8_t num_channels_m1 : 2; /* number of channels minus 1 */ |
| uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */ |
| uint8_t reverse : 1; /* reverse XYZ channels */ |
| } u; |
| uint8_t bits; |
| }; |
| |
| struct si_shader; |
| |
| /* State of the context creating the shader object. */ |
| struct si_compiler_ctx_state { |
| /* Should only be used by si_init_shader_selector_async and |
| * si_build_shader_variant if thread_index == -1 (non-threaded). */ |
| struct ac_llvm_compiler *compiler; |
| |
| /* Used if thread_index == -1 or if debug.async is true. */ |
| struct pipe_debug_callback debug; |
| |
| /* Used for creating the log string for gallium/ddebug. */ |
| bool is_debug_context; |
| }; |
| |
| struct si_shader_info { |
| shader_info base; |
| |
| gl_shader_stage stage; |
| |
| ubyte num_inputs; |
| ubyte num_outputs; |
| ubyte input_semantic[PIPE_MAX_SHADER_INPUTS]; |
| ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS]; |
| ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS]; |
| ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS]; |
| char output_semantic_to_slot[VARYING_SLOT_TESS_MAX]; |
| ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS]; |
| ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS]; |
| ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS]; |
| |
| ubyte color_interpolate[2]; |
| ubyte color_interpolate_loc[2]; |
| |
| int constbuf0_num_slots; |
| ubyte num_stream_output_components[4]; |
| |
| uint num_memory_stores; |
| |
| ubyte colors_read; /**< which color components are read by the FS */ |
| ubyte colors_written; |
| bool color0_writes_all_cbufs; /**< gl_FragColor */ |
| bool reads_samplemask; /**< does fragment shader read sample mask? */ |
| bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */ |
| bool writes_z; /**< does fragment shader write Z value? */ |
| bool writes_stencil; /**< does fragment shader write stencil value? */ |
| bool writes_samplemask; /**< does fragment shader write sample mask? */ |
| bool writes_edgeflag; /**< vertex shader outputs edgeflag */ |
| bool uses_persp_center; |
| bool uses_persp_centroid; |
| bool uses_persp_sample; |
| bool uses_linear_center; |
| bool uses_linear_centroid; |
| bool uses_linear_sample; |
| bool uses_interp_at_sample; |
| bool uses_instanceid; |
| bool uses_drawid; |
| bool uses_primid; |
| bool uses_frontface; |
| bool uses_invocationid; |
| bool uses_thread_id[3]; |
| bool uses_block_id[3]; |
| bool uses_block_size; |
| bool uses_grid_size; |
| bool uses_subgroup_info; |
| bool writes_position; |
| bool writes_psize; |
| bool writes_clipvertex; |
| bool writes_primid; |
| bool writes_viewport_index; |
| bool writes_layer; |
| bool uses_bindless_samplers; |
| bool uses_bindless_images; |
| bool uses_fbfetch; |
| |
| /** Whether all codepaths write tess factors in all invocations. */ |
| bool tessfactors_are_def_in_all_invocs; |
| }; |
| |
| /* A shader selector is a gallium CSO and contains shader variants and |
| * binaries for one NIR program. This can be shared by multiple contexts. |
| */ |
| struct si_shader_selector { |
| struct util_live_shader base; |
| struct si_screen *screen; |
| struct util_queue_fence ready; |
| struct si_compiler_ctx_state compiler_ctx_state; |
| |
| simple_mtx_t mutex; |
| struct si_shader *first_variant; /* immutable after the first variant */ |
| struct si_shader *last_variant; /* mutable */ |
| |
| /* The compiled NIR shader without a prolog and/or epilog (not |
| * uploaded to a buffer object). |
| */ |
| struct si_shader *main_shader_part; |
| struct si_shader *main_shader_part_ls; /* as_ls is set in the key */ |
| struct si_shader *main_shader_part_es; /* as_es is set in the key */ |
| struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */ |
| struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */ |
| |
| struct si_shader *gs_copy_shader; |
| |
| struct nir_shader *nir; |
| void *nir_binary; |
| unsigned nir_size; |
| |
| struct pipe_stream_output_info so; |
| struct si_shader_info info; |
| |
| ubyte const_and_shader_buf_descriptors_index; |
| ubyte sampler_and_images_descriptors_index; |
| bool vs_needs_prolog; |
| bool prim_discard_cs_allowed; |
| bool ngg_culling_allowed; |
| ubyte cs_shaderbufs_sgpr_index; |
| ubyte cs_num_shaderbufs_in_user_sgprs; |
| ubyte cs_images_sgpr_index; |
| ubyte cs_images_num_sgprs; |
| ubyte cs_num_images_in_user_sgprs; |
| ubyte num_vs_inputs; |
| ubyte num_vbos_in_user_sgprs; |
| unsigned pa_cl_vs_out_cntl; |
| ubyte clipdist_mask; |
| ubyte culldist_mask; |
| ubyte rast_prim; |
| |
| /* ES parameters. */ |
| uint16_t esgs_itemsize; /* vertex stride */ |
| uint16_t lshs_vertex_stride; |
| |
| /* GS parameters. */ |
| uint16_t gsvs_vertex_size; |
| ubyte gs_input_verts_per_prim; |
| unsigned max_gsvs_emit_size; |
| uint16_t enabled_streamout_buffer_mask; |
| bool tess_turns_off_ngg; |
| |
| /* PS parameters. */ |
| ubyte color_attr_index[2]; |
| unsigned db_shader_control; |
| /* Set 0xf or 0x0 (4 bits) per each written output. |
| * ANDed with spi_shader_col_format. |
| */ |
| unsigned colors_written_4bit; |
| |
| uint64_t outputs_written_before_ps; /* "get_unique_index" bits */ |
| uint64_t outputs_written; /* "get_unique_index" bits */ |
| uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */ |
| |
| uint64_t inputs_read; /* "get_unique_index" bits */ |
| |
| /* bitmasks of used descriptor slots */ |
| uint64_t active_const_and_shader_buffers; |
| uint64_t active_samplers_and_images; |
| }; |
| |
| /* Valid shader configurations: |
| * |
| * API shaders VS | TCS | TES | GS |pass| PS |
| * are compiled as: | | | |thru| |
| * | | | | | |
| * Only VS & PS: VS | | | | | PS |
| * GFX6 - with GS: ES | | | GS | VS | PS |
| * - with tess: LS | HS | VS | | | PS |
| * - with both: LS | HS | ES | GS | VS | PS |
| * GFX9 - with GS: -> | | | GS | VS | PS |
| * - with tess: -> | HS | VS | | | PS |
| * - with both: -> | HS | -> | GS | VS | PS |
| * | | | | | |
| * NGG - VS & PS: GS | | | | | PS |
| * (GFX10+) - with GS: -> | | | GS | | PS |
| * - with tess: -> | HS | GS | | | PS |
| * - with both: -> | HS | -> | GS | | PS |
| * |
| * -> = merged with the next stage |
| */ |
| |
| /* Use the byte alignment for all following structure members for optimal |
| * shader key memory footprint. |
| */ |
| #pragma pack(push, 1) |
| |
| /* Common VS bits between the shader key and the prolog key. */ |
| struct si_vs_prolog_bits { |
| /* - If neither "is_one" nor "is_fetched" has a bit set, the instance |
| * divisor is 0. |
| * - If "is_one" has a bit set, the instance divisor is 1. |
| * - If "is_fetched" has a bit set, the instance divisor will be loaded |
| * from the constant buffer. |
| */ |
| uint16_t instance_divisor_is_one; /* bitmask of inputs */ |
| uint16_t instance_divisor_is_fetched; /* bitmask of inputs */ |
| unsigned ls_vgpr_fix : 1; |
| unsigned unpack_instance_id_from_vertex_id : 1; |
| }; |
| |
| /* Common TCS bits between the shader key and the epilog key. */ |
| struct si_tcs_epilog_bits { |
| unsigned prim_mode : 3; |
| unsigned invoc0_tess_factors_are_def : 1; |
| unsigned tes_reads_tess_factors : 1; |
| }; |
| |
| struct si_gs_prolog_bits { |
| unsigned tri_strip_adj_fix : 1; |
| unsigned gfx9_prev_is_vs : 1; |
| }; |
| |
| /* Common PS bits between the shader key and the prolog key. */ |
| struct si_ps_prolog_bits { |
| unsigned color_two_side : 1; |
| unsigned flatshade_colors : 1; |
| unsigned poly_stipple : 1; |
| unsigned force_persp_sample_interp : 1; |
| unsigned force_linear_sample_interp : 1; |
| unsigned force_persp_center_interp : 1; |
| unsigned force_linear_center_interp : 1; |
| unsigned bc_optimize_for_persp : 1; |
| unsigned bc_optimize_for_linear : 1; |
| unsigned samplemask_log_ps_iter : 3; |
| }; |
| |
| /* Common PS bits between the shader key and the epilog key. */ |
| struct si_ps_epilog_bits { |
| unsigned spi_shader_col_format; |
| unsigned color_is_int8 : 8; |
| unsigned color_is_int10 : 8; |
| unsigned last_cbuf : 3; |
| unsigned alpha_func : 3; |
| unsigned alpha_to_one : 1; |
| unsigned poly_line_smoothing : 1; |
| unsigned clamp_color : 1; |
| }; |
| |
| union si_shader_part_key { |
| struct { |
| struct si_vs_prolog_bits states; |
| unsigned num_input_sgprs : 6; |
| /* For merged stages such as LS-HS, HS input VGPRs are first. */ |
| unsigned num_merged_next_stage_vgprs : 3; |
| unsigned num_inputs : 5; |
| unsigned as_ls : 1; |
| unsigned as_es : 1; |
| unsigned as_ngg : 1; |
| unsigned as_prim_discard_cs : 1; |
| unsigned has_ngg_cull_inputs : 1; /* from the NGG cull shader */ |
| unsigned gs_fast_launch_tri_list : 1; /* for NGG culling */ |
| unsigned gs_fast_launch_tri_strip : 1; /* for NGG culling */ |
| /* Prologs for monolithic shaders shouldn't set EXEC. */ |
| unsigned is_monolithic : 1; |
| } vs_prolog; |
| struct { |
| struct si_tcs_epilog_bits states; |
| } tcs_epilog; |
| struct { |
| struct si_gs_prolog_bits states; |
| /* Prologs of monolithic shaders shouldn't set EXEC. */ |
| unsigned is_monolithic : 1; |
| unsigned as_ngg : 1; |
| } gs_prolog; |
| struct { |
| struct si_ps_prolog_bits states; |
| unsigned num_input_sgprs : 6; |
| unsigned num_input_vgprs : 5; |
| /* Color interpolation and two-side color selection. */ |
| unsigned colors_read : 8; /* color input components read */ |
| unsigned num_interp_inputs : 5; /* BCOLOR is at this location */ |
| unsigned face_vgpr_index : 5; |
| unsigned ancillary_vgpr_index : 5; |
| unsigned wqm : 1; |
| char color_attr_index[2]; |
| signed char color_interp_vgpr_index[2]; /* -1 == constant */ |
| } ps_prolog; |
| struct { |
| struct si_ps_epilog_bits states; |
| unsigned colors_written : 8; |
| unsigned writes_z : 1; |
| unsigned writes_stencil : 1; |
| unsigned writes_samplemask : 1; |
| } ps_epilog; |
| }; |
| |
| struct si_shader_key { |
| /* Prolog and epilog flags. */ |
| union { |
| struct { |
| struct si_vs_prolog_bits prolog; |
| } vs; |
| struct { |
| struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */ |
| struct si_shader_selector *ls; /* for merged LS-HS */ |
| struct si_tcs_epilog_bits epilog; |
| } tcs; /* tessellation control shader */ |
| struct { |
| struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */ |
| struct si_shader_selector *es; /* for merged ES-GS */ |
| struct si_gs_prolog_bits prolog; |
| } gs; |
| struct { |
| struct si_ps_prolog_bits prolog; |
| struct si_ps_epilog_bits epilog; |
| } ps; |
| } part; |
| |
| /* These three are initially set according to the NEXT_SHADER property, |
| * or guessed if the property doesn't seem correct. |
| */ |
| unsigned as_es : 1; /* export shader, which precedes GS */ |
| unsigned as_ls : 1; /* local shader, which precedes TCS */ |
| unsigned as_ngg : 1; /* VS, TES, or GS compiled as NGG primitive shader */ |
| |
| /* Flags for monolithic compilation only. */ |
| struct { |
| /* Whether fetch should be opencoded according to vs_fix_fetch. |
| * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw |
| * with minimal fixups is used. */ |
| uint16_t vs_fetch_opencode; |
| union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS]; |
| |
| union { |
| uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */ |
| /* When PS needs PrimID and GS is disabled. */ |
| unsigned vs_export_prim_id : 1; |
| struct { |
| unsigned interpolate_at_sample_force_center : 1; |
| unsigned fbfetch_msaa : 1; |
| unsigned fbfetch_is_1D : 1; |
| unsigned fbfetch_layered : 1; |
| } ps; |
| } u; |
| } mono; |
| |
| /* Optimization flags for asynchronous compilation only. */ |
| struct { |
| /* For HW VS (it can be VS, TES, GS) */ |
| uint64_t kill_outputs; /* "get_unique_index" bits */ |
| unsigned clip_disable : 1; |
| |
| /* For NGG VS and TES. */ |
| unsigned ngg_culling : 5; /* SI_NGG_CULL_* */ |
| |
| /* For shaders where monolithic variants have better code. |
| * |
| * This is a flag that has no effect on code generation, |
| * but forces monolithic shaders to be used as soon as |
| * possible, because it's in the "opt" group. |
| */ |
| unsigned prefer_mono : 1; |
| |
| /* Primitive discard compute shader. */ |
| unsigned vs_as_prim_discard_cs : 1; |
| unsigned cs_prim_type : 4; |
| unsigned cs_indexed : 1; |
| unsigned cs_instancing : 1; |
| unsigned cs_primitive_restart : 1; |
| unsigned cs_provoking_vertex_first : 1; |
| unsigned cs_need_correct_orientation : 1; |
| unsigned cs_cull_front : 1; |
| unsigned cs_cull_back : 1; |
| unsigned cs_cull_z : 1; |
| unsigned cs_halfz_clip_space : 1; |
| } opt; |
| }; |
| |
| /* Restore the pack alignment to default. */ |
| #pragma pack(pop) |
| |
| /* GCN-specific shader info. */ |
| struct si_shader_binary_info { |
| ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS]; |
| ubyte num_input_sgprs; |
| ubyte num_input_vgprs; |
| signed char face_vgpr_index; |
| signed char ancillary_vgpr_index; |
| bool uses_instanceid; |
| ubyte nr_pos_exports; |
| ubyte nr_param_exports; |
| unsigned private_mem_vgprs; |
| unsigned max_simd_waves; |
| }; |
| |
| struct si_shader_binary { |
| const char *elf_buffer; |
| size_t elf_size; |
| |
| char *llvm_ir_string; |
| }; |
| |
| struct gfx9_gs_info { |
| unsigned es_verts_per_subgroup; |
| unsigned gs_prims_per_subgroup; |
| unsigned gs_inst_prims_in_subgroup; |
| unsigned max_prims_per_subgroup; |
| unsigned esgs_ring_size; /* in bytes */ |
| }; |
| |
| struct si_shader { |
| struct si_compiler_ctx_state compiler_ctx_state; |
| |
| struct si_shader_selector *selector; |
| struct si_shader_selector *previous_stage_sel; /* for refcounting */ |
| struct si_shader *next_variant; |
| |
| struct si_shader_part *prolog; |
| struct si_shader *previous_stage; /* for GFX9 */ |
| struct si_shader_part *prolog2; |
| struct si_shader_part *epilog; |
| |
| struct si_pm4_state *pm4; |
| struct si_resource *bo; |
| struct si_resource *scratch_bo; |
| struct si_shader_key key; |
| struct util_queue_fence ready; |
| bool compilation_failed; |
| bool is_monolithic; |
| bool is_optimized; |
| bool is_binary_shared; |
| bool is_gs_copy_shader; |
| |
| /* The following data is all that's needed for binary shaders. */ |
| struct si_shader_binary binary; |
| struct ac_shader_config config; |
| struct si_shader_binary_info info; |
| |
| struct { |
| uint16_t ngg_emit_size; /* in dwords */ |
| uint16_t hw_max_esverts; |
| uint16_t max_gsprims; |
| uint16_t max_out_verts; |
| uint16_t prim_amp_factor; |
| bool max_vert_out_per_gs_instance; |
| } ngg; |
| |
| /* Shader key + LLVM IR + disassembly + statistics. |
| * Generated for debug contexts only. |
| */ |
| char *shader_log; |
| size_t shader_log_size; |
| |
| struct gfx9_gs_info gs_info; |
| |
| /* For save precompute context registers values. */ |
| union { |
| struct { |
| unsigned vgt_gsvs_ring_offset_1; |
| unsigned vgt_gsvs_ring_offset_2; |
| unsigned vgt_gsvs_ring_offset_3; |
| unsigned vgt_gsvs_ring_itemsize; |
| unsigned vgt_gs_max_vert_out; |
| unsigned vgt_gs_vert_itemsize; |
| unsigned vgt_gs_vert_itemsize_1; |
| unsigned vgt_gs_vert_itemsize_2; |
| unsigned vgt_gs_vert_itemsize_3; |
| unsigned vgt_gs_instance_cnt; |
| unsigned vgt_gs_onchip_cntl; |
| unsigned vgt_gs_max_prims_per_subgroup; |
| unsigned vgt_esgs_ring_itemsize; |
| } gs; |
| |
| struct { |
| unsigned ge_max_output_per_subgroup; |
| unsigned ge_ngg_subgrp_cntl; |
| unsigned vgt_primitiveid_en; |
| unsigned vgt_gs_onchip_cntl; |
| unsigned vgt_gs_instance_cnt; |
| unsigned vgt_esgs_ring_itemsize; |
| unsigned spi_vs_out_config; |
| unsigned spi_shader_idx_format; |
| unsigned spi_shader_pos_format; |
| unsigned pa_cl_vte_cntl; |
| unsigned pa_cl_ngg_cntl; |
| unsigned vgt_gs_max_vert_out; /* for API GS */ |
| unsigned ge_pc_alloc; /* uconfig register */ |
| } ngg; |
| |
| struct { |
| unsigned vgt_gs_mode; |
| unsigned vgt_primitiveid_en; |
| unsigned vgt_reuse_off; |
| unsigned spi_vs_out_config; |
| unsigned spi_shader_pos_format; |
| unsigned pa_cl_vte_cntl; |
| unsigned ge_pc_alloc; /* uconfig register */ |
| } vs; |
| |
| struct { |
| unsigned spi_ps_input_ena; |
| unsigned spi_ps_input_addr; |
| unsigned spi_baryc_cntl; |
| unsigned spi_ps_in_control; |
| unsigned spi_shader_z_format; |
| unsigned spi_shader_col_format; |
| unsigned cb_shader_mask; |
| } ps; |
| } ctx_reg; |
| |
| /*For save precompute registers value */ |
| unsigned vgt_tf_param; /* VGT_TF_PARAM */ |
| unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */ |
| unsigned pa_cl_vs_out_cntl; |
| unsigned ge_cntl; |
| }; |
| |
| struct si_shader_part { |
| struct si_shader_part *next; |
| union si_shader_part_key key; |
| struct si_shader_binary binary; |
| struct ac_shader_config config; |
| }; |
| |
| /* si_shader.c */ |
| bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, |
| struct si_shader *shader, struct pipe_debug_callback *debug); |
| bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler, |
| struct si_shader *shader, struct pipe_debug_callback *debug); |
| void si_shader_destroy(struct si_shader *shader); |
| unsigned si_shader_io_get_unique_index_patch(unsigned semantic); |
| unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying); |
| bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader, |
| uint64_t scratch_va); |
| void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader, |
| struct pipe_debug_callback *debug, FILE *f, bool check_debug_option); |
| void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader, |
| struct pipe_debug_callback *debug); |
| void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size); |
| const char *si_get_shader_name(const struct si_shader *shader); |
| void si_shader_binary_clean(struct si_shader_binary *binary); |
| |
| /* si_shader_llvm_gs.c */ |
| struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen, |
| struct ac_llvm_compiler *compiler, |
| struct si_shader_selector *gs_selector, |
| struct pipe_debug_callback *debug); |
| |
| /* si_shader_nir.c */ |
| void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info); |
| void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize); |
| |
| /* si_state_shaders.c */ |
| void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs, |
| struct gfx9_gs_info *out); |
| |
| /* Inline helpers. */ |
| |
| /* Return the pointer to the main shader part's pointer. */ |
| static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel, |
| struct si_shader_key *key) |
| { |
| if (key->as_ls) |
| return &sel->main_shader_part_ls; |
| if (key->as_es && key->as_ngg) |
| return &sel->main_shader_part_ngg_es; |
| if (key->as_es) |
| return &sel->main_shader_part_es; |
| if (key->as_ngg) |
| return &sel->main_shader_part_ngg; |
| return &sel->main_shader_part; |
| } |
| |
| static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader) |
| { |
| struct si_shader_selector *sel = shader->selector; |
| |
| return sel->info.stage != MESA_SHADER_GEOMETRY && !sel->so.num_outputs && !sel->info.writes_edgeflag && |
| !shader->key.opt.ngg_culling && |
| (sel->info.stage != MESA_SHADER_VERTEX || !shader->key.mono.u.vs_export_prim_id); |
| } |
| |
| static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector) |
| { |
| return selector ? selector->info.uses_bindless_samplers : false; |
| } |
| |
| static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector) |
| { |
| return selector ? selector->info.uses_bindless_images : false; |
| } |
| |
| #endif |