/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2014 Rob Clark * * 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 * the rights to use, copy, modify, merge, publish, distribute, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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: * Rob Clark */ #ifndef IR3_SHADER_H_ #define IR3_SHADER_H_ #include "pipe/p_state.h" #include "compiler/shader_enums.h" #include "util/bitscan.h" #include "ir3.h" #include "disasm.h" /* driver param indices: */ enum ir3_driver_param { /* compute shader driver params: */ IR3_DP_NUM_WORK_GROUPS_X = 0, IR3_DP_NUM_WORK_GROUPS_Y = 1, IR3_DP_NUM_WORK_GROUPS_Z = 2, IR3_DP_CS_COUNT = 4, /* must be aligned to vec4 */ /* vertex shader driver params: */ IR3_DP_VTXID_BASE = 0, IR3_DP_VTXCNT_MAX = 1, /* user-clip-plane components, up to 8x vec4's: */ IR3_DP_UCP0_X = 4, /* .... */ IR3_DP_UCP7_W = 35, IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */ }; /* Configuration key used to identify a shader variant.. different * shader variants can be used to implement features not supported * in hw (two sided color), binning-pass vertex shader, etc. */ struct ir3_shader_key { union { struct { /* * Combined Vertex/Fragment shader parameters: */ unsigned ucp_enables : 8; /* do we need to check {v,f}saturate_{s,t,r}? */ unsigned has_per_samp : 1; /* * Vertex shader variant parameters: */ unsigned binning_pass : 1; unsigned vclamp_color : 1; /* * Fragment shader variant parameters: */ unsigned color_two_side : 1; unsigned half_precision : 1; /* used when shader needs to handle flat varyings (a4xx) * for front/back color inputs to frag shader: */ unsigned rasterflat : 1; unsigned fclamp_color : 1; }; uint32_t global; }; /* bitmask of sampler which needs coords clamped for vertex * shader: */ uint16_t vsaturate_s, vsaturate_t, vsaturate_r; /* bitmask of sampler which needs coords clamped for frag * shader: */ uint16_t fsaturate_s, fsaturate_t, fsaturate_r; /* bitmask of samplers which need astc srgb workaround: */ uint16_t vastc_srgb, fastc_srgb; }; static inline bool ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b) { /* slow-path if we need to check {v,f}saturate_{s,t,r} */ if (a->has_per_samp || b->has_per_samp) return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; return a->global == b->global; } /* will the two keys produce different lowering for a fragment shader? */ static inline bool ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) { if (last_key->has_per_samp || key->has_per_samp) { if ((last_key->fsaturate_s != key->fsaturate_s) || (last_key->fsaturate_t != key->fsaturate_t) || (last_key->fsaturate_r != key->fsaturate_r) || (last_key->fastc_srgb != key->fastc_srgb)) return true; } if (last_key->fclamp_color != key->fclamp_color) return true; if (last_key->color_two_side != key->color_two_side) return true; if (last_key->half_precision != key->half_precision) return true; if (last_key->rasterflat != key->rasterflat) return true; if (last_key->ucp_enables != key->ucp_enables) return true; return false; } /* will the two keys produce different lowering for a vertex shader? */ static inline bool ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) { if (last_key->has_per_samp || key->has_per_samp) { if ((last_key->vsaturate_s != key->vsaturate_s) || (last_key->vsaturate_t != key->vsaturate_t) || (last_key->vsaturate_r != key->vsaturate_r) || (last_key->vastc_srgb != key->vastc_srgb)) return true; } if (last_key->vclamp_color != key->vclamp_color) return true; if (last_key->ucp_enables != key->ucp_enables) return true; return false; } struct ir3_shader_variant { struct fd_bo *bo; /* variant id (for debug) */ uint32_t id; struct ir3_shader_key key; struct ir3_info info; struct ir3 *ir; /* the instructions length is in units of instruction groups * (4 instructions for a3xx, 16 instructions for a4xx.. each * instruction is 2 dwords): */ unsigned instrlen; /* the constants length is in units of vec4's, and is the sum of * the uniforms and the built-in compiler constants */ unsigned constlen; /* number of uniforms (in vec4), not including built-in compiler * constants, etc. */ unsigned num_uniforms; unsigned num_ubos; /* About Linkage: * + Let the frag shader determine the position/compmask for the * varyings, since it is the place where we know if the varying * is actually used, and if so, which components are used. So * what the hw calls "outloc" is taken from the "inloc" of the * frag shader. * + From the vert shader, we only need the output regid */ /* for frag shader, pos_regid holds the frag_pos, ie. what is passed * to bary.f instructions */ uint8_t pos_regid; bool frag_coord, frag_face, color0_mrt; /* NOTE: for input/outputs, slot is: * gl_vert_attrib - for VS inputs * gl_varying_slot - for VS output / FS input * gl_frag_result - for FS output */ /* varyings/outputs: */ unsigned outputs_count; struct { uint8_t slot; uint8_t regid; } outputs[16 + 2]; /* +POSITION +PSIZE */ bool writes_pos, writes_psize; /* attributes (VS) / varyings (FS): * Note that sysval's should come *after* normal inputs. */ unsigned inputs_count; struct { uint8_t slot; uint8_t regid; uint8_t compmask; uint8_t ncomp; /* location of input (ie. offset passed to bary.f, etc). This * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx * have the OUTLOCn value offset by 8, presumably to account * for gl_Position/gl_PointSize) */ uint8_t inloc; /* vertex shader specific: */ bool sysval : 1; /* slot is a gl_system_value */ /* fragment shader specific: */ bool bary : 1; /* fetched varying (vs one loaded into reg) */ bool rasterflat : 1; /* special handling for emit->rasterflat */ enum glsl_interp_mode interpolate; } inputs[16 + 2]; /* +POSITION +FACE */ /* sum of input components (scalar). For frag shaders, it only counts * the varying inputs: */ unsigned total_in; /* For frag shaders, the total number of inputs (not scalar, * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) */ unsigned varying_in; /* do we have one or more texture sample instructions: */ bool has_samp; /* do we have one or more SSBO instructions: */ bool has_ssbo; /* do we have kill instructions: */ bool has_kill; /* Layout of constant registers, each section (in vec4). Pointer size * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the * UBO and stream-out consts. */ struct { /* user const start at zero */ unsigned ubo; unsigned driver_param; unsigned tfbo; unsigned immediate; } constbase; unsigned immediates_count; struct { uint32_t val[4]; } immediates[64]; /* for astc srgb workaround, the number/base of additional * alpha tex states we need, and index of original tex states */ struct { unsigned base, count; unsigned orig_idx[16]; } astc_srgb; /* shader variants form a linked list: */ struct ir3_shader_variant *next; /* replicated here to avoid passing extra ptrs everywhere: */ enum shader_t type; struct ir3_shader *shader; }; typedef struct nir_shader nir_shader; struct ir3_shader { enum shader_t type; /* shader id (for debug): */ uint32_t id; uint32_t variant_count; /* so we know when we can disable TGSI related hacks: */ bool from_tgsi; struct ir3_compiler *compiler; nir_shader *nir; struct pipe_stream_output_info stream_output; struct ir3_shader_variant *variants; }; void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler, const struct pipe_shader_state *cso, enum shader_t type, struct pipe_debug_callback *debug); struct ir3_shader * ir3_shader_create_compute(struct ir3_compiler *compiler, const struct pipe_compute_state *cso, struct pipe_debug_callback *debug); void ir3_shader_destroy(struct ir3_shader *shader); struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key, struct pipe_debug_callback *debug); void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin); uint64_t ir3_shader_outputs(const struct ir3_shader *so); struct fd_ringbuffer; struct fd_context; void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx, const struct pipe_draw_info *info); void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx); void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, struct fd_context *ctx, const struct pipe_grid_info *info); static inline const char * ir3_shader_stage(struct ir3_shader *shader) { switch (shader->type) { case SHADER_VERTEX: return "VERT"; case SHADER_FRAGMENT: return "FRAG"; case SHADER_COMPUTE: return "CL"; default: unreachable("invalid type"); return NULL; } } /* * Helper/util: */ #include "pipe/p_shader_tokens.h" static inline int ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) return j; /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] * in the vertex shader.. but the fragment shader doesn't know this * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So * at link time if there is no matching OUT.BCOLOR[n], we must map * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] */ if (slot == VARYING_SLOT_BFC0) { slot = VARYING_SLOT_COL0; } else if (slot == VARYING_SLOT_BFC1) { slot = VARYING_SLOT_COL1; } else if (slot == VARYING_SLOT_COL0) { slot = VARYING_SLOT_BFC0; } else if (slot == VARYING_SLOT_COL1) { slot = VARYING_SLOT_BFC1; } else { return 0; } for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) return j; debug_assert(0); return 0; } static inline int ir3_next_varying(const struct ir3_shader_variant *so, int i) { while (++i < so->inputs_count) if (so->inputs[i].compmask && so->inputs[i].bary) break; return i; } struct ir3_shader_linkage { uint8_t max_loc; uint8_t cnt; struct { uint8_t regid; uint8_t compmask; uint8_t loc; } var[32]; }; static inline void ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc) { int i = l->cnt++; debug_assert(i < ARRAY_SIZE(l->var)); l->var[i].regid = regid; l->var[i].compmask = compmask; l->var[i].loc = loc; l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); } static inline void ir3_link_shaders(struct ir3_shader_linkage *l, const struct ir3_shader_variant *vs, const struct ir3_shader_variant *fs) { int j = -1, k; while (l->cnt < ARRAY_SIZE(l->var)) { j = ir3_next_varying(fs, j); if (j >= fs->inputs_count) break; if (fs->inputs[j].inloc >= fs->total_in) continue; k = ir3_find_output(vs, fs->inputs[j].slot); ir3_link_add(l, vs->outputs[k].regid, fs->inputs[j].compmask, fs->inputs[j].inloc); } } static inline uint32_t ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) return so->outputs[j].regid; return regid(63, 0); } static inline uint32_t ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) { int j; for (j = 0; j < so->inputs_count; j++) if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) return so->inputs[j].regid; return regid(63, 0); } #endif /* IR3_SHADER_H_ */