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/*
 * Copyright 2012 Advanced Micro Devices, Inc.
 *
 * 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.
 *
 * Authors:
 *	Tom Stellard <thomas.stellard@amd.com>
 *	Michel Dänzer <michel.daenzer@amd.com>
 *      Christian König <christian.koenig@amd.com>
 */

/* 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 <llvm-c/Core.h> /* LLVMModuleRef */
#include <llvm-c/TargetMachine.h>
#include "tgsi/tgsi_scan.h"
#include "util/u_queue.h"
#include "si_state.h"

struct ac_shader_binary;

#define SI_MAX_VS_OUTPUTS	40

/* SGPR user data indices */
enum {
	SI_SGPR_RW_BUFFERS,  /* rings (& stream-out, VS only) */
	SI_SGPR_RW_BUFFERS_HI,
	SI_SGPR_CONST_BUFFERS,
	SI_SGPR_CONST_BUFFERS_HI,
	SI_SGPR_SAMPLERS,  /* images & sampler states interleaved */
	SI_SGPR_SAMPLERS_HI,
	SI_SGPR_IMAGES,
	SI_SGPR_IMAGES_HI,
	SI_SGPR_SHADER_BUFFERS,
	SI_SGPR_SHADER_BUFFERS_HI,
	SI_NUM_RESOURCE_SGPRS,

	/* all VS variants */
	SI_SGPR_VERTEX_BUFFERS	= SI_NUM_RESOURCE_SGPRS,
	SI_SGPR_VERTEX_BUFFERS_HI,
	SI_SGPR_BASE_VERTEX,
	SI_SGPR_START_INSTANCE,
	SI_SGPR_DRAWID,
	SI_SGPR_VS_STATE_BITS,
	SI_VS_NUM_USER_SGPR,

	/* both TCS and TES */
	SI_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
	SI_TES_NUM_USER_SGPR,

	/* TCS only */
	SI_SGPR_TCS_OUT_OFFSETS = SI_TES_NUM_USER_SGPR,
	SI_SGPR_TCS_OUT_LAYOUT,
	SI_SGPR_TCS_IN_LAYOUT,
	SI_TCS_NUM_USER_SGPR,

	/* GS limits */
	SI_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
	SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,

	/* PS only */
	SI_SGPR_ALPHA_REF	= SI_NUM_RESOURCE_SGPRS,
	SI_PS_NUM_USER_SGPR,

	/* CS only */
	SI_SGPR_GRID_SIZE = SI_NUM_RESOURCE_SGPRS,
	SI_SGPR_BLOCK_SIZE = SI_SGPR_GRID_SIZE + 3,
	SI_CS_NUM_USER_SGPR = SI_SGPR_BLOCK_SIZE + 3
};

/* LLVM function parameter indices */
enum {
	SI_PARAM_RW_BUFFERS,
	SI_PARAM_CONST_BUFFERS,
	SI_PARAM_SAMPLERS,
	SI_PARAM_IMAGES,
	SI_PARAM_SHADER_BUFFERS,
	SI_NUM_RESOURCE_PARAMS,

	/* VS only parameters */
	SI_PARAM_VERTEX_BUFFERS	= SI_NUM_RESOURCE_PARAMS,
	SI_PARAM_BASE_VERTEX,
	SI_PARAM_START_INSTANCE,
	SI_PARAM_DRAWID,
	SI_PARAM_VS_STATE_BITS,

	/* Layout of TCS outputs in the offchip buffer
	 *   [0:8] = the number of patches per threadgroup.
	 *   [9:15] = the number of output vertices per patch.
	 *   [16:31] = the offset of per patch attributes in the buffer in bytes.
	 */
	SI_PARAM_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_PARAMS, /* for TCS & TES */

	/* TCS only parameters. */

	/* Offsets where TCS outputs and TCS patch outputs live in LDS:
	 *   [0:15] = TCS output patch0 offset / 16, max = NUM_PATCHES * 32 * 32
	 *   [16:31] = TCS output patch0 offset for per-patch / 16, max = NUM_PATCHES*32*32* + 32*32
	 */
	SI_PARAM_TCS_OUT_OFFSETS,

	/* Layout of TCS outputs / TES inputs:
	 *   [0:12] = stride between output patches in dwords, num_outputs * num_vertices * 4, max = 32*32*4
	 *   [13:20] = stride between output vertices in dwords = num_inputs * 4, max = 32*4
	 *   [26:31] = gl_PatchVerticesIn, max = 32
	 */
	SI_PARAM_TCS_OUT_LAYOUT,

	/* Layout of LS outputs / TCS inputs
	 *   [8:20] = stride between patches in dwords = num_inputs * num_vertices * 4, max = 32*32*4
	 *   [24:31] = stride between vertices in dwords = num_inputs * 4, max = 32*4
	 * (same layout as SI_PARAM_VS_STATE_BITS)
	 */
	SI_PARAM_TCS_IN_LAYOUT,

	SI_PARAM_TCS_OC_LDS,
	SI_PARAM_TESS_FACTOR_OFFSET,
	SI_PARAM_PATCH_ID,
	SI_PARAM_REL_IDS,

	/* GS only parameters */
	SI_PARAM_GS2VS_OFFSET = SI_NUM_RESOURCE_PARAMS,
	SI_PARAM_GS_WAVE_ID,
	SI_PARAM_VTX0_OFFSET,
	SI_PARAM_VTX1_OFFSET,
	SI_PARAM_PRIMITIVE_ID,
	SI_PARAM_VTX2_OFFSET,
	SI_PARAM_VTX3_OFFSET,
	SI_PARAM_VTX4_OFFSET,
	SI_PARAM_VTX5_OFFSET,
	SI_PARAM_GS_INSTANCE_ID,

	/* 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,

	/* CS only parameters */
	SI_PARAM_GRID_SIZE = SI_NUM_RESOURCE_PARAMS,
	SI_PARAM_BLOCK_SIZE,
	SI_PARAM_BLOCK_ID,
	SI_PARAM_THREAD_ID,

	SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
};

/* Fields of driver-defined VS state SGPR. */
/* Clamp vertex color output (only used in VS as VS). */
#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_LS_OUT_PATCH_SIZE(x)		(((unsigned)(x) & 0x1FFF) << 8)
#define C_VS_STATE_LS_OUT_PATCH_SIZE		0xFFE000FF
#define S_VS_STATE_LS_OUT_VERTEX_SIZE(x)	(((unsigned)(x) & 0xFF) << 24)
#define C_VS_STATE_LS_OUT_VERTEX_SIZE		0x00FFFFFF

/* SI-specific system values. */
enum {
	TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
	TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
};

/* For VS shader key fix_fetch. */
enum {
	SI_FIX_FETCH_NONE = 0,
	SI_FIX_FETCH_A2_SNORM,
	SI_FIX_FETCH_A2_SSCALED,
	SI_FIX_FETCH_A2_SINT,
	SI_FIX_FETCH_RGBA_32_UNORM,
	SI_FIX_FETCH_RGBX_32_UNORM,
	SI_FIX_FETCH_RGBA_32_SNORM,
	SI_FIX_FETCH_RGBX_32_SNORM,
	SI_FIX_FETCH_RGBA_32_USCALED,
	SI_FIX_FETCH_RGBA_32_SSCALED,
	SI_FIX_FETCH_RGBA_32_FIXED,
	SI_FIX_FETCH_RGBX_32_FIXED,
	SI_FIX_FETCH_RG_64_FLOAT,
	SI_FIX_FETCH_RGB_64_FLOAT,
	SI_FIX_FETCH_RGBA_64_FLOAT,
	SI_FIX_FETCH_RGB_8,	/* A = 1.0 */
	SI_FIX_FETCH_RGB_8_INT,	/* A = 1 */
	SI_FIX_FETCH_RGB_16,
	SI_FIX_FETCH_RGB_16_INT,
};

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). */
	LLVMTargetMachineRef		tm;

	/* 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;
};

/* A shader selector is a gallium CSO and contains shader variants and
 * binaries for one TGSI program. This can be shared by multiple contexts.
 */
struct si_shader_selector {
	struct si_screen	*screen;
	struct util_queue_fence ready;
	struct si_compiler_ctx_state compiler_ctx_state;

	mtx_t		mutex;
	struct si_shader	*first_variant; /* immutable after the first variant */
	struct si_shader	*last_variant; /* mutable */

	/* The compiled TGSI shader expecting a prolog and/or epilog (not
	 * uploaded to a buffer).
	 */
	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	*gs_copy_shader;

	struct tgsi_token       *tokens;
	struct pipe_stream_output_info  so;
	struct tgsi_shader_info		info;

	/* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
	unsigned	type;
	bool		vs_needs_prolog;

	/* GS parameters. */
	unsigned	esgs_itemsize;
	unsigned	gs_input_verts_per_prim;
	unsigned	gs_output_prim;
	unsigned	gs_max_out_vertices;
	unsigned	gs_num_invocations;
	unsigned	max_gs_stream; /* count - 1 */
	unsigned	gsvs_vertex_size;
	unsigned	max_gsvs_emit_size;

	/* PS parameters. */
	unsigned	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;

	/* CS parameters */
	unsigned local_size;

	uint64_t	outputs_written;	/* "get_unique_index" bits */
	uint32_t	patch_outputs_written;	/* "get_unique_index" bits */
	uint32_t	outputs_written2;	/* "get_unique_index2" bits */

	uint64_t	inputs_read;		/* "get_unique_index" bits */
	uint32_t	inputs_read2;		/* "get_unique_index2" bits */
};

/* 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
 *
 * -> = merged with the next stage
 */

/* Common VS bits between the shader key and the prolog key. */
struct si_vs_prolog_bits {
	unsigned	instance_divisors[SI_MAX_ATTRIBS];
};

/* Common VS bits between the shader key and the epilog key. */
struct si_vs_epilog_bits {
	unsigned	export_prim_id:1; /* when PS needs it and GS is disabled */
};

/* Common TCS bits between the shader key and the epilog key. */
struct si_tcs_epilog_bits {
	unsigned	prim_mode:3;
	unsigned	tes_reads_tess_factors:1;
};

struct si_gs_prolog_bits {
	unsigned	tri_strip_adj_fix: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;
};

/* 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;
		unsigned	last_input:4;
	} vs_prolog;
	struct {
		struct si_vs_epilog_bits states;
		unsigned	prim_id_param_offset:5;
	} vs_epilog;
	struct {
		struct si_tcs_epilog_bits states;
	} tcs_epilog;
	struct {
		struct si_gs_prolog_bits states;
	} 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	wqm:1;
		char		color_attr_index[2];
		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;
			struct si_vs_epilog_bits epilog;
		} vs;
		struct {
			struct si_tcs_epilog_bits epilog;
		} tcs; /* tessellation control shader */
		struct {
			struct si_vs_epilog_bits epilog; /* same as VS */
		} tes; /* tessellation evaluation shader */
		struct {
			struct si_gs_prolog_bits prolog;
		} gs;
		struct {
			struct si_ps_prolog_bits prolog;
			struct si_ps_epilog_bits epilog;
		} ps;
	} part;

	/* These two 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 */

	/* Flags for monolithic compilation only. */
	struct {
		/* One byte for every input: SI_FIX_FETCH_* enums. */
		uint8_t		vs_fix_fetch[SI_MAX_ATTRIBS];
		uint64_t	ff_tcs_inputs_to_copy; /* for fixed-func TCS */
	} mono;

	/* Optimization flags for asynchronous compilation only. */
	union {
		struct {
			uint64_t	kill_outputs; /* "get_unique_index" bits */
			uint32_t	kill_outputs2; /* "get_unique_index2" bits */
			unsigned	clip_disable:1;
		} hw_vs; /* HW VS (it can be VS, TES, GS) */
	} opt;
};

struct si_shader_config {
	unsigned			num_sgprs;
	unsigned			num_vgprs;
	unsigned			spilled_sgprs;
	unsigned			spilled_vgprs;
	unsigned			private_mem_vgprs;
	unsigned			lds_size;
	unsigned			spi_ps_input_ena;
	unsigned			spi_ps_input_addr;
	unsigned			float_mode;
	unsigned			scratch_bytes_per_wave;
	unsigned			rsrc1;
	unsigned			rsrc2;
};

/* GCN-specific shader info. */
struct si_shader_info {
	ubyte			vs_output_param_offset[SI_MAX_VS_OUTPUTS];
	ubyte			num_input_sgprs;
	ubyte			num_input_vgprs;
	char			face_vgpr_index;
	bool			uses_instanceid;
	ubyte			nr_pos_exports;
	ubyte			nr_param_exports;
};

struct si_shader {
	struct si_compiler_ctx_state	compiler_ctx_state;

	struct si_shader_selector	*selector;
	struct si_shader		*next_variant;

	struct si_shader_part		*prolog;
	struct si_shader_part		*epilog;

	struct si_pm4_state		*pm4;
	struct r600_resource		*bo;
	struct r600_resource		*scratch_bo;
	struct si_shader_key		key;
	struct util_queue_fence		optimized_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 ac_shader_binary	binary;
	struct si_shader_config		config;
	struct si_shader_info		info;

	/* Shader key + LLVM IR + disassembly + statistics.
	 * Generated for debug contexts only.
	 */
	char				*shader_log;
	size_t				shader_log_size;
};

struct si_shader_part {
	struct si_shader_part *next;
	union si_shader_part_key key;
	struct ac_shader_binary binary;
	struct si_shader_config config;
};

/* si_shader.c */
struct si_shader *
si_generate_gs_copy_shader(struct si_screen *sscreen,
			   LLVMTargetMachineRef tm,
			   struct si_shader_selector *gs_selector,
			   struct pipe_debug_callback *debug);
int si_compile_tgsi_shader(struct si_screen *sscreen,
			   LLVMTargetMachineRef tm,
			   struct si_shader *shader,
			   bool is_monolithic,
			   struct pipe_debug_callback *debug);
int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
		     struct si_shader *shader,
		     struct pipe_debug_callback *debug);
int si_compile_llvm(struct si_screen *sscreen,
		    struct ac_shader_binary *binary,
		    struct si_shader_config *conf,
		    LLVMTargetMachineRef tm,
		    LLVMModuleRef mod,
		    struct pipe_debug_callback *debug,
		    unsigned processor,
		    const char *name);
void si_shader_destroy(struct si_shader *shader);
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
unsigned si_shader_io_get_unique_index2(unsigned name, unsigned index);
int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
		    struct pipe_debug_callback *debug, unsigned processor,
		    FILE *f, bool check_debug_option);
void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
				      unsigned *lds_size);
void si_shader_apply_scratch_relocs(struct si_context *sctx,
			struct si_shader *shader,
			struct si_shader_config *config,
			uint64_t scratch_va);
void si_shader_binary_read_config(struct ac_shader_binary *binary,
				  struct si_shader_config *conf,
				  unsigned symbol_offset);
unsigned si_get_spi_shader_z_format(bool writes_z, bool writes_stencil,
				    bool writes_samplemask);
const char *si_get_shader_name(struct si_shader *shader, unsigned processor);

/* 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)
		return &sel->main_shader_part_es;
	return &sel->main_shader_part;
}

#endif