| /* |
| * 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. |
| */ |
| |
| /* 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 <llvm-c/Core.h> /* LLVMModuleRef */ |
| #include <llvm-c/TargetMachine.h> |
| #include "tgsi/tgsi_scan.h" |
| #include "util/u_queue.h" |
| |
| #include "ac_binary.h" |
| #include "si_state.h" |
| |
| struct nir_shader; |
| |
| #define SI_MAX_VS_OUTPUTS 40 |
| |
| /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an |
| * index smaller than this. |
| */ |
| #define SI_MAX_IO_GENERIC 46 |
| |
| /* SGPR user data indices */ |
| enum { |
| /* GFX9 merged shaders have RW_BUFFERS among the first 8 system SGPRs, |
| * and these two are used for other purposes. |
| */ |
| SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */ |
| SI_SGPR_RW_BUFFERS_HI, |
| SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES, |
| SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI, |
| SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */ |
| SI_SGPR_CONST_AND_SHADER_BUFFERS_HI, |
| SI_SGPR_SAMPLERS_AND_IMAGES, |
| SI_SGPR_SAMPLERS_AND_IMAGES_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, |
| |
| SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS, |
| |
| /* TES */ |
| SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS, |
| SI_SGPR_TES_OFFCHIP_ADDR_BASE64K, |
| 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_SGPR_TCS_OFFCHIP_ADDR_BASE64K, |
| GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K, |
| GFX6_TCS_NUM_USER_SGPR, |
| |
| /* GFX9: Merged LS-HS (VS-TCS) only. */ |
| GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR, |
| GFX9_SGPR_TCS_OUT_OFFSETS, |
| GFX9_SGPR_TCS_OUT_LAYOUT, |
| GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K, |
| GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K, |
| GFX9_SGPR_unused_to_align_the_next_pointer, |
| GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS, |
| GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI, |
| GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES, |
| GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI, |
| GFX9_TCS_NUM_USER_SGPR, |
| |
| /* GFX9: Merged ES-GS (VS-GS or TES-GS). */ |
| GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR, |
| GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI, |
| GFX9_SGPR_GS_SAMPLERS_AND_IMAGES, |
| GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI, |
| GFX9_GS_NUM_USER_SGPR, |
| |
| /* GS limits */ |
| GFX6_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, |
| }; |
| |
| /* 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. */ |
| /* 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, |
| }; |
| |
| enum { |
| /* Use a property enum that VS wouldn't use. */ |
| TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN, |
| |
| /* 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, |
| }; |
| |
| /* 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 pipe_reference reference; |
| 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 nir_shader *nir; |
| struct pipe_stream_output_info so; |
| struct tgsi_shader_info info; |
| struct tgsi_tessctrl_info tcs_info; |
| |
| /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */ |
| unsigned type; |
| bool vs_needs_prolog; |
| bool force_correct_derivs_after_kill; |
| unsigned pa_cl_vs_out_cntl; |
| ubyte clipdist_mask; |
| ubyte culldist_mask; |
| |
| /* 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; |
| unsigned enabled_streamout_buffer_mask; |
| |
| /* 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_patch" bits */ |
| |
| uint64_t inputs_read; /* "get_unique_index" bits */ |
| |
| /* bitmasks of used descriptor slots */ |
| uint32_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 |
| * |
| * -> = 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; |
| }; |
| |
| /* 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; |
| }; |
| |
| /* 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 last_input:4; |
| unsigned as_ls:1; |
| /* 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; |
| } 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]; |
| 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 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]; |
| |
| 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; |
| } 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 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; |
| } opt; |
| }; |
| |
| /* Restore the pack alignment to default. */ |
| #pragma pack(pop) |
| |
| 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; |
| signed char face_vgpr_index; |
| signed char ancillary_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_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 r600_resource *bo; |
| struct r600_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 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); |
| void si_shader_destroy(struct si_shader *shader); |
| unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index); |
| unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index); |
| int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader); |
| void si_shader_dump(struct si_screen *sscreen, const 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_shader *shader, |
| 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(const struct si_shader *shader, unsigned processor); |
| |
| /* si_shader_nir.c */ |
| void si_nir_scan_shader(const struct nir_shader *nir, |
| struct tgsi_shader_info *info); |
| void si_lower_nir(struct si_shader_selector *sel); |
| |
| /* 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; |
| } |
| |
| 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; |
| } |
| |
| void si_destroy_shader_selector(struct si_context *sctx, |
| struct si_shader_selector *sel); |
| |
| static inline void |
| si_shader_selector_reference(struct si_context *sctx, |
| struct si_shader_selector **dst, |
| struct si_shader_selector *src) |
| { |
| if (pipe_reference(&(*dst)->reference, &src->reference)) |
| si_destroy_shader_selector(sctx, *dst); |
| |
| *dst = src; |
| } |
| |
| #endif |