1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Copyright © 2014 Rob Clark <[email protected]>
3*61046927SAndroid Build Coastguard Worker * SPDX-License-Identifier: MIT
4*61046927SAndroid Build Coastguard Worker *
5*61046927SAndroid Build Coastguard Worker * Authors:
6*61046927SAndroid Build Coastguard Worker * Rob Clark <[email protected]>
7*61046927SAndroid Build Coastguard Worker */
8*61046927SAndroid Build Coastguard Worker
9*61046927SAndroid Build Coastguard Worker #ifndef IR3_SHADER_H_
10*61046927SAndroid Build Coastguard Worker #define IR3_SHADER_H_
11*61046927SAndroid Build Coastguard Worker
12*61046927SAndroid Build Coastguard Worker #include <stdio.h>
13*61046927SAndroid Build Coastguard Worker
14*61046927SAndroid Build Coastguard Worker #include "c11/threads.h"
15*61046927SAndroid Build Coastguard Worker #include "compiler/nir/nir.h"
16*61046927SAndroid Build Coastguard Worker #include "compiler/shader_enums.h"
17*61046927SAndroid Build Coastguard Worker #include "util/bitscan.h"
18*61046927SAndroid Build Coastguard Worker #include "util/disk_cache.h"
19*61046927SAndroid Build Coastguard Worker
20*61046927SAndroid Build Coastguard Worker #include "ir3_compiler.h"
21*61046927SAndroid Build Coastguard Worker
22*61046927SAndroid Build Coastguard Worker BEGINC;
23*61046927SAndroid Build Coastguard Worker
24*61046927SAndroid Build Coastguard Worker /* driver param indices: */
25*61046927SAndroid Build Coastguard Worker enum ir3_driver_param {
26*61046927SAndroid Build Coastguard Worker /* compute shader driver params: */
27*61046927SAndroid Build Coastguard Worker IR3_DP_NUM_WORK_GROUPS_X = 0,
28*61046927SAndroid Build Coastguard Worker IR3_DP_NUM_WORK_GROUPS_Y = 1,
29*61046927SAndroid Build Coastguard Worker IR3_DP_NUM_WORK_GROUPS_Z = 2,
30*61046927SAndroid Build Coastguard Worker IR3_DP_WORK_DIM = 3,
31*61046927SAndroid Build Coastguard Worker IR3_DP_BASE_GROUP_X = 4,
32*61046927SAndroid Build Coastguard Worker IR3_DP_BASE_GROUP_Y = 5,
33*61046927SAndroid Build Coastguard Worker IR3_DP_BASE_GROUP_Z = 6,
34*61046927SAndroid Build Coastguard Worker IR3_DP_CS_SUBGROUP_SIZE = 7,
35*61046927SAndroid Build Coastguard Worker IR3_DP_LOCAL_GROUP_SIZE_X = 8,
36*61046927SAndroid Build Coastguard Worker IR3_DP_LOCAL_GROUP_SIZE_Y = 9,
37*61046927SAndroid Build Coastguard Worker IR3_DP_LOCAL_GROUP_SIZE_Z = 10,
38*61046927SAndroid Build Coastguard Worker IR3_DP_SUBGROUP_ID_SHIFT = 11,
39*61046927SAndroid Build Coastguard Worker IR3_DP_WORKGROUP_ID_X = 12,
40*61046927SAndroid Build Coastguard Worker IR3_DP_WORKGROUP_ID_Y = 13,
41*61046927SAndroid Build Coastguard Worker IR3_DP_WORKGROUP_ID_Z = 14,
42*61046927SAndroid Build Coastguard Worker /* NOTE: gl_NumWorkGroups should be vec4 aligned because
43*61046927SAndroid Build Coastguard Worker * glDispatchComputeIndirect() needs to load these from
44*61046927SAndroid Build Coastguard Worker * the info->indirect buffer. Keep that in mind when/if
45*61046927SAndroid Build Coastguard Worker * adding any addition CS driver params.
46*61046927SAndroid Build Coastguard Worker */
47*61046927SAndroid Build Coastguard Worker IR3_DP_CS_COUNT = 16, /* must be aligned to vec4 */
48*61046927SAndroid Build Coastguard Worker
49*61046927SAndroid Build Coastguard Worker /* vertex shader driver params: */
50*61046927SAndroid Build Coastguard Worker IR3_DP_DRAWID = 0,
51*61046927SAndroid Build Coastguard Worker IR3_DP_VTXID_BASE = 1,
52*61046927SAndroid Build Coastguard Worker IR3_DP_INSTID_BASE = 2,
53*61046927SAndroid Build Coastguard Worker IR3_DP_VTXCNT_MAX = 3,
54*61046927SAndroid Build Coastguard Worker IR3_DP_IS_INDEXED_DRAW = 4, /* Note: boolean, ie. 0 or ~0 */
55*61046927SAndroid Build Coastguard Worker /* user-clip-plane components, up to 8x vec4's: */
56*61046927SAndroid Build Coastguard Worker IR3_DP_UCP0_X = 5,
57*61046927SAndroid Build Coastguard Worker /* .... */
58*61046927SAndroid Build Coastguard Worker IR3_DP_UCP7_W = 36,
59*61046927SAndroid Build Coastguard Worker IR3_DP_VS_COUNT = 40, /* must be aligned to vec4 */
60*61046927SAndroid Build Coastguard Worker
61*61046927SAndroid Build Coastguard Worker /* TCS driver params: */
62*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_OUTER_LEVEL_X = 0,
63*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_OUTER_LEVEL_Y = 1,
64*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_OUTER_LEVEL_Z = 2,
65*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_OUTER_LEVEL_W = 3,
66*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_INNER_LEVEL_X = 4,
67*61046927SAndroid Build Coastguard Worker IR3_DP_HS_DEFAULT_INNER_LEVEL_Y = 5,
68*61046927SAndroid Build Coastguard Worker IR3_DP_HS_COUNT = 8, /* must be aligned to vec4 */
69*61046927SAndroid Build Coastguard Worker
70*61046927SAndroid Build Coastguard Worker /* fragment shader driver params: */
71*61046927SAndroid Build Coastguard Worker IR3_DP_FS_SUBGROUP_SIZE = 0,
72*61046927SAndroid Build Coastguard Worker /* Dynamic params (that aren't known when compiling the shader) */
73*61046927SAndroid Build Coastguard Worker IR3_DP_FS_DYNAMIC = 4,
74*61046927SAndroid Build Coastguard Worker IR3_DP_FS_FRAG_INVOCATION_COUNT = IR3_DP_FS_DYNAMIC,
75*61046927SAndroid Build Coastguard Worker IR3_DP_FS_FRAG_SIZE = IR3_DP_FS_DYNAMIC + 4,
76*61046927SAndroid Build Coastguard Worker IR3_DP_FS_FRAG_OFFSET = IR3_DP_FS_DYNAMIC + 6,
77*61046927SAndroid Build Coastguard Worker };
78*61046927SAndroid Build Coastguard Worker
79*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SHADER_BUFFERS 32
80*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SHADER_IMAGES 32
81*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SO_BUFFERS 4
82*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SO_STREAMS 4
83*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SO_OUTPUTS 128
84*61046927SAndroid Build Coastguard Worker #define IR3_MAX_UBO_PUSH_RANGES 32
85*61046927SAndroid Build Coastguard Worker
86*61046927SAndroid Build Coastguard Worker /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
87*61046927SAndroid Build Coastguard Worker enum ir3_bary {
88*61046927SAndroid Build Coastguard Worker IJ_PERSP_PIXEL,
89*61046927SAndroid Build Coastguard Worker IJ_PERSP_SAMPLE,
90*61046927SAndroid Build Coastguard Worker IJ_PERSP_CENTROID,
91*61046927SAndroid Build Coastguard Worker IJ_PERSP_CENTER_RHW,
92*61046927SAndroid Build Coastguard Worker IJ_LINEAR_PIXEL,
93*61046927SAndroid Build Coastguard Worker IJ_LINEAR_CENTROID,
94*61046927SAndroid Build Coastguard Worker IJ_LINEAR_SAMPLE,
95*61046927SAndroid Build Coastguard Worker IJ_COUNT,
96*61046927SAndroid Build Coastguard Worker };
97*61046927SAndroid Build Coastguard Worker
98*61046927SAndroid Build Coastguard Worker /* Description of what wavesizes are allowed. */
99*61046927SAndroid Build Coastguard Worker enum ir3_wavesize_option {
100*61046927SAndroid Build Coastguard Worker IR3_SINGLE_ONLY,
101*61046927SAndroid Build Coastguard Worker IR3_SINGLE_OR_DOUBLE,
102*61046927SAndroid Build Coastguard Worker IR3_DOUBLE_ONLY,
103*61046927SAndroid Build Coastguard Worker };
104*61046927SAndroid Build Coastguard Worker
105*61046927SAndroid Build Coastguard Worker /**
106*61046927SAndroid Build Coastguard Worker * Description of a lowered UBO.
107*61046927SAndroid Build Coastguard Worker */
108*61046927SAndroid Build Coastguard Worker struct nir_def;
109*61046927SAndroid Build Coastguard Worker
110*61046927SAndroid Build Coastguard Worker struct ir3_ubo_info {
111*61046927SAndroid Build Coastguard Worker struct nir_def *global_base; /* For global loads, the base address */
112*61046927SAndroid Build Coastguard Worker uint32_t block; /* Which constant block */
113*61046927SAndroid Build Coastguard Worker uint16_t bindless_base; /* For bindless, which base register is used */
114*61046927SAndroid Build Coastguard Worker bool bindless;
115*61046927SAndroid Build Coastguard Worker bool global;
116*61046927SAndroid Build Coastguard Worker };
117*61046927SAndroid Build Coastguard Worker
118*61046927SAndroid Build Coastguard Worker /**
119*61046927SAndroid Build Coastguard Worker * Description of a range of a lowered UBO access.
120*61046927SAndroid Build Coastguard Worker *
121*61046927SAndroid Build Coastguard Worker * Drivers should not assume that there are not multiple disjoint
122*61046927SAndroid Build Coastguard Worker * lowered ranges of a single UBO.
123*61046927SAndroid Build Coastguard Worker */
124*61046927SAndroid Build Coastguard Worker struct ir3_ubo_range {
125*61046927SAndroid Build Coastguard Worker struct ir3_ubo_info ubo;
126*61046927SAndroid Build Coastguard Worker uint32_t offset; /* start offset to push in the const register file */
127*61046927SAndroid Build Coastguard Worker uint32_t start, end; /* range of block that's actually used */
128*61046927SAndroid Build Coastguard Worker };
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker struct ir3_ubo_analysis_state {
131*61046927SAndroid Build Coastguard Worker struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
132*61046927SAndroid Build Coastguard Worker uint32_t num_enabled;
133*61046927SAndroid Build Coastguard Worker uint32_t size;
134*61046927SAndroid Build Coastguard Worker };
135*61046927SAndroid Build Coastguard Worker
136*61046927SAndroid Build Coastguard Worker enum ir3_push_consts_type {
137*61046927SAndroid Build Coastguard Worker IR3_PUSH_CONSTS_NONE,
138*61046927SAndroid Build Coastguard Worker IR3_PUSH_CONSTS_PER_STAGE,
139*61046927SAndroid Build Coastguard Worker IR3_PUSH_CONSTS_SHARED,
140*61046927SAndroid Build Coastguard Worker IR3_PUSH_CONSTS_SHARED_PREAMBLE,
141*61046927SAndroid Build Coastguard Worker };
142*61046927SAndroid Build Coastguard Worker
143*61046927SAndroid Build Coastguard Worker /* This represents an internal UBO filled out by the driver. There are a few
144*61046927SAndroid Build Coastguard Worker * common UBOs that must be filled out identically by all drivers, for example
145*61046927SAndroid Build Coastguard Worker * for shader linkage, but drivers can also add their own that they manage
146*61046927SAndroid Build Coastguard Worker * themselves.
147*61046927SAndroid Build Coastguard Worker */
148*61046927SAndroid Build Coastguard Worker struct ir3_driver_ubo {
149*61046927SAndroid Build Coastguard Worker int32_t idx;
150*61046927SAndroid Build Coastguard Worker uint32_t size;
151*61046927SAndroid Build Coastguard Worker };
152*61046927SAndroid Build Coastguard Worker
153*61046927SAndroid Build Coastguard Worker /**
154*61046927SAndroid Build Coastguard Worker * Describes the layout of shader consts in the const register file.
155*61046927SAndroid Build Coastguard Worker *
156*61046927SAndroid Build Coastguard Worker * Layout of constant registers, each section aligned to vec4. Note
157*61046927SAndroid Build Coastguard Worker * that pointer size (ubo, etc) changes depending on generation.
158*61046927SAndroid Build Coastguard Worker *
159*61046927SAndroid Build Coastguard Worker * + user consts: only used for turnip push consts
160*61046927SAndroid Build Coastguard Worker * + lowered UBO ranges
161*61046927SAndroid Build Coastguard Worker * + preamble consts
162*61046927SAndroid Build Coastguard Worker * + UBO addresses: turnip is bindless and these are wasted
163*61046927SAndroid Build Coastguard Worker * + image dimensions: a5xx only; needed to calculate pixel offset, but only
164*61046927SAndroid Build Coastguard Worker * for images that have image_{load,store,size,atomic*} intrinsics
165*61046927SAndroid Build Coastguard Worker * + kernel params: cl only
166*61046927SAndroid Build Coastguard Worker * + driver params: these are stage-dependent; see ir3_driver_param
167*61046927SAndroid Build Coastguard Worker * + TFBO addresses: only for vs on a3xx/a4xx
168*61046927SAndroid Build Coastguard Worker * + primitive params: these are stage-dependent
169*61046927SAndroid Build Coastguard Worker * vs, gs: uvec4(primitive_stride, vertex_stride, 0, 0)
170*61046927SAndroid Build Coastguard Worker * hs, ds: uvec4(primitive_stride, vertex_stride,
171*61046927SAndroid Build Coastguard Worker * patch_stride, patch_vertices_in)
172*61046927SAndroid Build Coastguard Worker * uvec4(tess_param_base, tess_factor_base)
173*61046927SAndroid Build Coastguard Worker * + primitive map
174*61046927SAndroid Build Coastguard Worker * + lowered immediates
175*61046927SAndroid Build Coastguard Worker *
176*61046927SAndroid Build Coastguard Worker * Immediates go last mostly because they are inserted in the CP pass
177*61046927SAndroid Build Coastguard Worker * after the nir -> ir3 frontend.
178*61046927SAndroid Build Coastguard Worker *
179*61046927SAndroid Build Coastguard Worker * Note UBO size in bytes should be aligned to vec4
180*61046927SAndroid Build Coastguard Worker */
181*61046927SAndroid Build Coastguard Worker struct ir3_const_state {
182*61046927SAndroid Build Coastguard Worker unsigned num_ubos;
183*61046927SAndroid Build Coastguard Worker unsigned num_driver_params; /* scalar */
184*61046927SAndroid Build Coastguard Worker
185*61046927SAndroid Build Coastguard Worker struct ir3_driver_ubo consts_ubo;
186*61046927SAndroid Build Coastguard Worker struct ir3_driver_ubo driver_params_ubo;
187*61046927SAndroid Build Coastguard Worker struct ir3_driver_ubo primitive_map_ubo, primitive_param_ubo;
188*61046927SAndroid Build Coastguard Worker
189*61046927SAndroid Build Coastguard Worker /* Optional const allocations (preamble, UBO, etc.) may shift the required
190*61046927SAndroid Build Coastguard Worker * consts more than they expect. The free space for optional allocations
191*61046927SAndroid Build Coastguard Worker * should respect required_consts_aligment_vec4.
192*61046927SAndroid Build Coastguard Worker */
193*61046927SAndroid Build Coastguard Worker uint32_t required_consts_aligment_vec4;
194*61046927SAndroid Build Coastguard Worker
195*61046927SAndroid Build Coastguard Worker int32_t constant_data_dynamic_offsets;
196*61046927SAndroid Build Coastguard Worker
197*61046927SAndroid Build Coastguard Worker struct {
198*61046927SAndroid Build Coastguard Worker /* user const start at zero */
199*61046927SAndroid Build Coastguard Worker unsigned ubo;
200*61046927SAndroid Build Coastguard Worker unsigned image_dims;
201*61046927SAndroid Build Coastguard Worker unsigned kernel_params;
202*61046927SAndroid Build Coastguard Worker unsigned driver_param;
203*61046927SAndroid Build Coastguard Worker unsigned tfbo;
204*61046927SAndroid Build Coastguard Worker unsigned primitive_param;
205*61046927SAndroid Build Coastguard Worker unsigned primitive_map;
206*61046927SAndroid Build Coastguard Worker unsigned immediate;
207*61046927SAndroid Build Coastguard Worker } offsets;
208*61046927SAndroid Build Coastguard Worker
209*61046927SAndroid Build Coastguard Worker struct {
210*61046927SAndroid Build Coastguard Worker uint32_t mask; /* bitmask of images that have image_store */
211*61046927SAndroid Build Coastguard Worker uint32_t count; /* number of consts allocated */
212*61046927SAndroid Build Coastguard Worker /* three const allocated per image which has image_store:
213*61046927SAndroid Build Coastguard Worker * + cpp (bytes per pixel)
214*61046927SAndroid Build Coastguard Worker * + pitch (y pitch)
215*61046927SAndroid Build Coastguard Worker * + array_pitch (z pitch)
216*61046927SAndroid Build Coastguard Worker */
217*61046927SAndroid Build Coastguard Worker uint32_t off[IR3_MAX_SHADER_IMAGES];
218*61046927SAndroid Build Coastguard Worker } image_dims;
219*61046927SAndroid Build Coastguard Worker
220*61046927SAndroid Build Coastguard Worker unsigned immediates_count;
221*61046927SAndroid Build Coastguard Worker unsigned immediates_size;
222*61046927SAndroid Build Coastguard Worker uint32_t *immediates;
223*61046927SAndroid Build Coastguard Worker
224*61046927SAndroid Build Coastguard Worker unsigned preamble_size;
225*61046927SAndroid Build Coastguard Worker unsigned global_size;
226*61046927SAndroid Build Coastguard Worker
227*61046927SAndroid Build Coastguard Worker /* State of ubo access lowered to push consts: */
228*61046927SAndroid Build Coastguard Worker struct ir3_ubo_analysis_state ubo_state;
229*61046927SAndroid Build Coastguard Worker enum ir3_push_consts_type push_consts_type;
230*61046927SAndroid Build Coastguard Worker };
231*61046927SAndroid Build Coastguard Worker
232*61046927SAndroid Build Coastguard Worker /**
233*61046927SAndroid Build Coastguard Worker * A single output for vertex transform feedback.
234*61046927SAndroid Build Coastguard Worker */
235*61046927SAndroid Build Coastguard Worker struct ir3_stream_output {
236*61046927SAndroid Build Coastguard Worker unsigned register_index : 6; /**< 0 to 63 (OUT index) */
237*61046927SAndroid Build Coastguard Worker unsigned start_component : 2; /** 0 to 3 */
238*61046927SAndroid Build Coastguard Worker unsigned num_components : 3; /** 1 to 4 */
239*61046927SAndroid Build Coastguard Worker unsigned output_buffer : 3; /**< 0 to PIPE_MAX_SO_BUFFERS */
240*61046927SAndroid Build Coastguard Worker unsigned dst_offset : 16; /**< offset into the buffer in dwords */
241*61046927SAndroid Build Coastguard Worker unsigned stream : 2; /**< 0 to 3 */
242*61046927SAndroid Build Coastguard Worker };
243*61046927SAndroid Build Coastguard Worker
244*61046927SAndroid Build Coastguard Worker /**
245*61046927SAndroid Build Coastguard Worker * Stream output for vertex transform feedback.
246*61046927SAndroid Build Coastguard Worker */
247*61046927SAndroid Build Coastguard Worker struct ir3_stream_output_info {
248*61046927SAndroid Build Coastguard Worker unsigned num_outputs;
249*61046927SAndroid Build Coastguard Worker /** stride for an entire vertex for each buffer in dwords */
250*61046927SAndroid Build Coastguard Worker uint16_t stride[IR3_MAX_SO_BUFFERS];
251*61046927SAndroid Build Coastguard Worker
252*61046927SAndroid Build Coastguard Worker /* These correspond to the VPC_SO_STREAM_CNTL fields */
253*61046927SAndroid Build Coastguard Worker uint8_t streams_written;
254*61046927SAndroid Build Coastguard Worker uint8_t buffer_to_stream[IR3_MAX_SO_BUFFERS];
255*61046927SAndroid Build Coastguard Worker
256*61046927SAndroid Build Coastguard Worker /**
257*61046927SAndroid Build Coastguard Worker * Array of stream outputs, in the order they are to be written in.
258*61046927SAndroid Build Coastguard Worker * Selected components are tightly packed into the output buffer.
259*61046927SAndroid Build Coastguard Worker */
260*61046927SAndroid Build Coastguard Worker struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
261*61046927SAndroid Build Coastguard Worker };
262*61046927SAndroid Build Coastguard Worker
263*61046927SAndroid Build Coastguard Worker /**
264*61046927SAndroid Build Coastguard Worker * Starting from a4xx, HW supports pre-dispatching texture sampling
265*61046927SAndroid Build Coastguard Worker * instructions prior to scheduling a shader stage, when the
266*61046927SAndroid Build Coastguard Worker * coordinate maps exactly to an output of the previous stage.
267*61046927SAndroid Build Coastguard Worker */
268*61046927SAndroid Build Coastguard Worker
269*61046927SAndroid Build Coastguard Worker /**
270*61046927SAndroid Build Coastguard Worker * There is a limit in the number of pre-dispatches allowed for any
271*61046927SAndroid Build Coastguard Worker * given stage.
272*61046927SAndroid Build Coastguard Worker */
273*61046927SAndroid Build Coastguard Worker #define IR3_MAX_SAMPLER_PREFETCH 4
274*61046927SAndroid Build Coastguard Worker
275*61046927SAndroid Build Coastguard Worker /**
276*61046927SAndroid Build Coastguard Worker * This is the output stream value for 'cmd', as used by blob. It may
277*61046927SAndroid Build Coastguard Worker * encode the return type (in 3 bits) but it hasn't been verified yet.
278*61046927SAndroid Build Coastguard Worker */
279*61046927SAndroid Build Coastguard Worker #define IR3_SAMPLER_PREFETCH_CMD 0x4
280*61046927SAndroid Build Coastguard Worker #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
281*61046927SAndroid Build Coastguard Worker
282*61046927SAndroid Build Coastguard Worker /**
283*61046927SAndroid Build Coastguard Worker * Stream output for texture sampling pre-dispatches.
284*61046927SAndroid Build Coastguard Worker */
285*61046927SAndroid Build Coastguard Worker struct ir3_sampler_prefetch {
286*61046927SAndroid Build Coastguard Worker uint8_t src;
287*61046927SAndroid Build Coastguard Worker bool bindless;
288*61046927SAndroid Build Coastguard Worker uint8_t samp_id;
289*61046927SAndroid Build Coastguard Worker uint8_t tex_id;
290*61046927SAndroid Build Coastguard Worker uint16_t samp_bindless_id;
291*61046927SAndroid Build Coastguard Worker uint16_t tex_bindless_id;
292*61046927SAndroid Build Coastguard Worker uint8_t dst;
293*61046927SAndroid Build Coastguard Worker uint8_t wrmask;
294*61046927SAndroid Build Coastguard Worker uint8_t half_precision;
295*61046927SAndroid Build Coastguard Worker opc_t tex_opc;
296*61046927SAndroid Build Coastguard Worker };
297*61046927SAndroid Build Coastguard Worker
298*61046927SAndroid Build Coastguard Worker /* Configuration key used to identify a shader variant.. different
299*61046927SAndroid Build Coastguard Worker * shader variants can be used to implement features not supported
300*61046927SAndroid Build Coastguard Worker * in hw (two sided color), binning-pass vertex shader, etc.
301*61046927SAndroid Build Coastguard Worker *
302*61046927SAndroid Build Coastguard Worker * When adding to this struct, please update ir3_shader_variant()'s debug
303*61046927SAndroid Build Coastguard Worker * output.
304*61046927SAndroid Build Coastguard Worker */
305*61046927SAndroid Build Coastguard Worker struct ir3_shader_key {
306*61046927SAndroid Build Coastguard Worker union {
307*61046927SAndroid Build Coastguard Worker struct {
308*61046927SAndroid Build Coastguard Worker /*
309*61046927SAndroid Build Coastguard Worker * Combined Vertex/Fragment shader parameters:
310*61046927SAndroid Build Coastguard Worker */
311*61046927SAndroid Build Coastguard Worker unsigned ucp_enables : 8;
312*61046927SAndroid Build Coastguard Worker
313*61046927SAndroid Build Coastguard Worker /* do we need to check {v,f}saturate_{s,t,r}? */
314*61046927SAndroid Build Coastguard Worker unsigned has_per_samp : 1;
315*61046927SAndroid Build Coastguard Worker
316*61046927SAndroid Build Coastguard Worker /*
317*61046927SAndroid Build Coastguard Worker * Fragment shader variant parameters:
318*61046927SAndroid Build Coastguard Worker */
319*61046927SAndroid Build Coastguard Worker unsigned sample_shading : 1;
320*61046927SAndroid Build Coastguard Worker unsigned msaa : 1;
321*61046927SAndroid Build Coastguard Worker /* used when shader needs to handle flat varyings (a4xx)
322*61046927SAndroid Build Coastguard Worker * for front/back color inputs to frag shader:
323*61046927SAndroid Build Coastguard Worker */
324*61046927SAndroid Build Coastguard Worker unsigned rasterflat : 1;
325*61046927SAndroid Build Coastguard Worker
326*61046927SAndroid Build Coastguard Worker /* Indicates that this is a tessellation pipeline which requires a
327*61046927SAndroid Build Coastguard Worker * whole different kind of vertex shader. In case of
328*61046927SAndroid Build Coastguard Worker * tessellation, this field also tells us which kind of output
329*61046927SAndroid Build Coastguard Worker * topology the TES uses, which the TCS needs to know.
330*61046927SAndroid Build Coastguard Worker */
331*61046927SAndroid Build Coastguard Worker #define IR3_TESS_NONE 0
332*61046927SAndroid Build Coastguard Worker #define IR3_TESS_QUADS 1
333*61046927SAndroid Build Coastguard Worker #define IR3_TESS_TRIANGLES 2
334*61046927SAndroid Build Coastguard Worker #define IR3_TESS_ISOLINES 3
335*61046927SAndroid Build Coastguard Worker unsigned tessellation : 2;
336*61046927SAndroid Build Coastguard Worker
337*61046927SAndroid Build Coastguard Worker unsigned has_gs : 1;
338*61046927SAndroid Build Coastguard Worker
339*61046927SAndroid Build Coastguard Worker /* Whether stages after TCS read gl_PrimitiveID, used to determine
340*61046927SAndroid Build Coastguard Worker * whether the TCS has to store it in the tess factor BO.
341*61046927SAndroid Build Coastguard Worker */
342*61046927SAndroid Build Coastguard Worker unsigned tcs_store_primid : 1;
343*61046927SAndroid Build Coastguard Worker
344*61046927SAndroid Build Coastguard Worker /* Whether this variant sticks to the "safe" maximum constlen,
345*61046927SAndroid Build Coastguard Worker * which guarantees that the combined stages will never go over
346*61046927SAndroid Build Coastguard Worker * the limit:
347*61046927SAndroid Build Coastguard Worker */
348*61046927SAndroid Build Coastguard Worker unsigned safe_constlen : 1;
349*61046927SAndroid Build Coastguard Worker
350*61046927SAndroid Build Coastguard Worker /* Whether driconf "dual_color_blend_by_location" workaround is
351*61046927SAndroid Build Coastguard Worker * enabled
352*61046927SAndroid Build Coastguard Worker */
353*61046927SAndroid Build Coastguard Worker unsigned force_dual_color_blend : 1;
354*61046927SAndroid Build Coastguard Worker };
355*61046927SAndroid Build Coastguard Worker uint32_t global;
356*61046927SAndroid Build Coastguard Worker };
357*61046927SAndroid Build Coastguard Worker
358*61046927SAndroid Build Coastguard Worker /* bitmask of ms shifts (a3xx) */
359*61046927SAndroid Build Coastguard Worker uint32_t vsamples, fsamples;
360*61046927SAndroid Build Coastguard Worker
361*61046927SAndroid Build Coastguard Worker /* bitmask of samplers which need astc srgb workaround (a4xx): */
362*61046927SAndroid Build Coastguard Worker uint16_t vastc_srgb, fastc_srgb;
363*61046927SAndroid Build Coastguard Worker
364*61046927SAndroid Build Coastguard Worker /* per-component (3-bit) swizzles of each sampler (a4xx tg4): */
365*61046927SAndroid Build Coastguard Worker uint16_t vsampler_swizzles[16];
366*61046927SAndroid Build Coastguard Worker uint16_t fsampler_swizzles[16];
367*61046927SAndroid Build Coastguard Worker };
368*61046927SAndroid Build Coastguard Worker
369*61046927SAndroid Build Coastguard Worker static inline unsigned
ir3_tess_mode(enum tess_primitive_mode tess_mode)370*61046927SAndroid Build Coastguard Worker ir3_tess_mode(enum tess_primitive_mode tess_mode)
371*61046927SAndroid Build Coastguard Worker {
372*61046927SAndroid Build Coastguard Worker switch (tess_mode) {
373*61046927SAndroid Build Coastguard Worker case TESS_PRIMITIVE_ISOLINES:
374*61046927SAndroid Build Coastguard Worker return IR3_TESS_ISOLINES;
375*61046927SAndroid Build Coastguard Worker case TESS_PRIMITIVE_TRIANGLES:
376*61046927SAndroid Build Coastguard Worker return IR3_TESS_TRIANGLES;
377*61046927SAndroid Build Coastguard Worker case TESS_PRIMITIVE_QUADS:
378*61046927SAndroid Build Coastguard Worker return IR3_TESS_QUADS;
379*61046927SAndroid Build Coastguard Worker default:
380*61046927SAndroid Build Coastguard Worker unreachable("bad tessmode");
381*61046927SAndroid Build Coastguard Worker }
382*61046927SAndroid Build Coastguard Worker }
383*61046927SAndroid Build Coastguard Worker
384*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_tess_factor_stride(unsigned patch_type)385*61046927SAndroid Build Coastguard Worker ir3_tess_factor_stride(unsigned patch_type)
386*61046927SAndroid Build Coastguard Worker {
387*61046927SAndroid Build Coastguard Worker /* note: this matches the stride used by ir3's build_tessfactor_base */
388*61046927SAndroid Build Coastguard Worker switch (patch_type) {
389*61046927SAndroid Build Coastguard Worker case IR3_TESS_ISOLINES:
390*61046927SAndroid Build Coastguard Worker return 12;
391*61046927SAndroid Build Coastguard Worker case IR3_TESS_TRIANGLES:
392*61046927SAndroid Build Coastguard Worker return 20;
393*61046927SAndroid Build Coastguard Worker case IR3_TESS_QUADS:
394*61046927SAndroid Build Coastguard Worker return 28;
395*61046927SAndroid Build Coastguard Worker default:
396*61046927SAndroid Build Coastguard Worker unreachable("bad tessmode");
397*61046927SAndroid Build Coastguard Worker }
398*61046927SAndroid Build Coastguard Worker }
399*61046927SAndroid Build Coastguard Worker
400*61046927SAndroid Build Coastguard Worker static inline bool
ir3_shader_key_equal(const struct ir3_shader_key * a,const struct ir3_shader_key * b)401*61046927SAndroid Build Coastguard Worker ir3_shader_key_equal(const struct ir3_shader_key *a,
402*61046927SAndroid Build Coastguard Worker const struct ir3_shader_key *b)
403*61046927SAndroid Build Coastguard Worker {
404*61046927SAndroid Build Coastguard Worker /* slow-path if we need to check {v,f}saturate_{s,t,r} */
405*61046927SAndroid Build Coastguard Worker if (a->has_per_samp || b->has_per_samp)
406*61046927SAndroid Build Coastguard Worker return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
407*61046927SAndroid Build Coastguard Worker return a->global == b->global;
408*61046927SAndroid Build Coastguard Worker }
409*61046927SAndroid Build Coastguard Worker
410*61046927SAndroid Build Coastguard Worker /* will the two keys produce different lowering for a fragment shader? */
411*61046927SAndroid Build Coastguard Worker static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)412*61046927SAndroid Build Coastguard Worker ir3_shader_key_changes_fs(struct ir3_shader_key *key,
413*61046927SAndroid Build Coastguard Worker struct ir3_shader_key *last_key)
414*61046927SAndroid Build Coastguard Worker {
415*61046927SAndroid Build Coastguard Worker if (last_key->has_per_samp || key->has_per_samp) {
416*61046927SAndroid Build Coastguard Worker if ((last_key->fsamples != key->fsamples) ||
417*61046927SAndroid Build Coastguard Worker (last_key->fastc_srgb != key->fastc_srgb) ||
418*61046927SAndroid Build Coastguard Worker memcmp(last_key->fsampler_swizzles, key->fsampler_swizzles,
419*61046927SAndroid Build Coastguard Worker sizeof(key->fsampler_swizzles)))
420*61046927SAndroid Build Coastguard Worker return true;
421*61046927SAndroid Build Coastguard Worker }
422*61046927SAndroid Build Coastguard Worker
423*61046927SAndroid Build Coastguard Worker if (last_key->rasterflat != key->rasterflat)
424*61046927SAndroid Build Coastguard Worker return true;
425*61046927SAndroid Build Coastguard Worker
426*61046927SAndroid Build Coastguard Worker if (last_key->ucp_enables != key->ucp_enables)
427*61046927SAndroid Build Coastguard Worker return true;
428*61046927SAndroid Build Coastguard Worker
429*61046927SAndroid Build Coastguard Worker if (last_key->safe_constlen != key->safe_constlen)
430*61046927SAndroid Build Coastguard Worker return true;
431*61046927SAndroid Build Coastguard Worker
432*61046927SAndroid Build Coastguard Worker return false;
433*61046927SAndroid Build Coastguard Worker }
434*61046927SAndroid Build Coastguard Worker
435*61046927SAndroid Build Coastguard Worker /* will the two keys produce different lowering for a vertex shader? */
436*61046927SAndroid Build Coastguard Worker static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)437*61046927SAndroid Build Coastguard Worker ir3_shader_key_changes_vs(struct ir3_shader_key *key,
438*61046927SAndroid Build Coastguard Worker struct ir3_shader_key *last_key)
439*61046927SAndroid Build Coastguard Worker {
440*61046927SAndroid Build Coastguard Worker if (last_key->has_per_samp || key->has_per_samp) {
441*61046927SAndroid Build Coastguard Worker if ((last_key->vsamples != key->vsamples) ||
442*61046927SAndroid Build Coastguard Worker (last_key->vastc_srgb != key->vastc_srgb) ||
443*61046927SAndroid Build Coastguard Worker memcmp(last_key->vsampler_swizzles, key->vsampler_swizzles,
444*61046927SAndroid Build Coastguard Worker sizeof(key->vsampler_swizzles)))
445*61046927SAndroid Build Coastguard Worker return true;
446*61046927SAndroid Build Coastguard Worker }
447*61046927SAndroid Build Coastguard Worker
448*61046927SAndroid Build Coastguard Worker if (last_key->ucp_enables != key->ucp_enables)
449*61046927SAndroid Build Coastguard Worker return true;
450*61046927SAndroid Build Coastguard Worker
451*61046927SAndroid Build Coastguard Worker if (last_key->safe_constlen != key->safe_constlen)
452*61046927SAndroid Build Coastguard Worker return true;
453*61046927SAndroid Build Coastguard Worker
454*61046927SAndroid Build Coastguard Worker return false;
455*61046927SAndroid Build Coastguard Worker }
456*61046927SAndroid Build Coastguard Worker
457*61046927SAndroid Build Coastguard Worker /**
458*61046927SAndroid Build Coastguard Worker * On a4xx+a5xx, Images share state with textures and SSBOs:
459*61046927SAndroid Build Coastguard Worker *
460*61046927SAndroid Build Coastguard Worker * + Uses texture (cat5) state/instruction (isam) to read
461*61046927SAndroid Build Coastguard Worker * + Uses SSBO state and instructions (cat6) to write and for atomics
462*61046927SAndroid Build Coastguard Worker *
463*61046927SAndroid Build Coastguard Worker * Starting with a6xx, Images and SSBOs are basically the same thing,
464*61046927SAndroid Build Coastguard Worker * with texture state and isam also used for SSBO reads.
465*61046927SAndroid Build Coastguard Worker *
466*61046927SAndroid Build Coastguard Worker * On top of that, gallium makes the SSBO (shader_buffers) state semi
467*61046927SAndroid Build Coastguard Worker * sparse, with the first half of the state space used for atomic
468*61046927SAndroid Build Coastguard Worker * counters lowered to atomic buffers. We could ignore this, but I
469*61046927SAndroid Build Coastguard Worker * don't think we could *really* handle the case of a single shader
470*61046927SAndroid Build Coastguard Worker * that used the max # of textures + images + SSBOs. And once we are
471*61046927SAndroid Build Coastguard Worker * offsetting images by num_ssbos (or visa versa) to map them into
472*61046927SAndroid Build Coastguard Worker * the same hardware state, the hardware state has become coupled to
473*61046927SAndroid Build Coastguard Worker * the shader state, so at this point we might as well just use a
474*61046927SAndroid Build Coastguard Worker * mapping table to remap things from image/SSBO idx to hw idx.
475*61046927SAndroid Build Coastguard Worker *
476*61046927SAndroid Build Coastguard Worker * To make things less (more?) confusing, for the hw "SSBO" state
477*61046927SAndroid Build Coastguard Worker * (since it is really both SSBO and Image) I'll use the name "IBO"
478*61046927SAndroid Build Coastguard Worker */
479*61046927SAndroid Build Coastguard Worker struct ir3_ibo_mapping {
480*61046927SAndroid Build Coastguard Worker #define IBO_INVALID 0xff
481*61046927SAndroid Build Coastguard Worker /* Maps logical SSBO state to hw tex state: */
482*61046927SAndroid Build Coastguard Worker uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
483*61046927SAndroid Build Coastguard Worker
484*61046927SAndroid Build Coastguard Worker /* Maps logical Image state to hw tex state: */
485*61046927SAndroid Build Coastguard Worker uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
486*61046927SAndroid Build Coastguard Worker
487*61046927SAndroid Build Coastguard Worker /* Maps hw state back to logical SSBO or Image state:
488*61046927SAndroid Build Coastguard Worker *
489*61046927SAndroid Build Coastguard Worker * note IBO_SSBO ORd into values to indicate that the
490*61046927SAndroid Build Coastguard Worker * hw slot is used for SSBO state vs Image state.
491*61046927SAndroid Build Coastguard Worker */
492*61046927SAndroid Build Coastguard Worker #define IBO_SSBO 0x80
493*61046927SAndroid Build Coastguard Worker uint8_t tex_to_image[32];
494*61046927SAndroid Build Coastguard Worker
495*61046927SAndroid Build Coastguard Worker /* including real textures */
496*61046927SAndroid Build Coastguard Worker uint8_t num_tex;
497*61046927SAndroid Build Coastguard Worker /* the number of real textures, ie. image/ssbo start here */
498*61046927SAndroid Build Coastguard Worker uint8_t tex_base;
499*61046927SAndroid Build Coastguard Worker };
500*61046927SAndroid Build Coastguard Worker
501*61046927SAndroid Build Coastguard Worker struct ir3_disasm_info {
502*61046927SAndroid Build Coastguard Worker bool write_disasm;
503*61046927SAndroid Build Coastguard Worker char *nir;
504*61046927SAndroid Build Coastguard Worker char *disasm;
505*61046927SAndroid Build Coastguard Worker };
506*61046927SAndroid Build Coastguard Worker
507*61046927SAndroid Build Coastguard Worker /* Represents half register in regid */
508*61046927SAndroid Build Coastguard Worker #define HALF_REG_ID 0x100
509*61046927SAndroid Build Coastguard Worker
510*61046927SAndroid Build Coastguard Worker struct ir3_shader_options {
511*61046927SAndroid Build Coastguard Worker unsigned num_reserved_user_consts;
512*61046927SAndroid Build Coastguard Worker /* What API-visible wavesizes are allowed. Even if only double wavesize is
513*61046927SAndroid Build Coastguard Worker * allowed, we may still use the smaller wavesize "under the hood" and the
514*61046927SAndroid Build Coastguard Worker * application simply sees the upper half as always disabled.
515*61046927SAndroid Build Coastguard Worker */
516*61046927SAndroid Build Coastguard Worker enum ir3_wavesize_option api_wavesize;
517*61046927SAndroid Build Coastguard Worker /* What wavesizes we're allowed to actually use. If the API wavesize is
518*61046927SAndroid Build Coastguard Worker * single-only, then this must be single-only too.
519*61046927SAndroid Build Coastguard Worker */
520*61046927SAndroid Build Coastguard Worker enum ir3_wavesize_option real_wavesize;
521*61046927SAndroid Build Coastguard Worker enum ir3_push_consts_type push_consts_type;
522*61046927SAndroid Build Coastguard Worker
523*61046927SAndroid Build Coastguard Worker uint32_t push_consts_base;
524*61046927SAndroid Build Coastguard Worker uint32_t push_consts_dwords;
525*61046927SAndroid Build Coastguard Worker };
526*61046927SAndroid Build Coastguard Worker
527*61046927SAndroid Build Coastguard Worker /**
528*61046927SAndroid Build Coastguard Worker * Shader variant which contains the actual hw shader instructions,
529*61046927SAndroid Build Coastguard Worker * and necessary info for shader state setup.
530*61046927SAndroid Build Coastguard Worker */
531*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant {
532*61046927SAndroid Build Coastguard Worker struct fd_bo *bo;
533*61046927SAndroid Build Coastguard Worker
534*61046927SAndroid Build Coastguard Worker /* variant id (for debug) */
535*61046927SAndroid Build Coastguard Worker uint32_t id;
536*61046927SAndroid Build Coastguard Worker
537*61046927SAndroid Build Coastguard Worker /* id of the shader the variant came from (for debug) */
538*61046927SAndroid Build Coastguard Worker uint32_t shader_id;
539*61046927SAndroid Build Coastguard Worker
540*61046927SAndroid Build Coastguard Worker struct ir3_shader_key key;
541*61046927SAndroid Build Coastguard Worker
542*61046927SAndroid Build Coastguard Worker /* vertex shaders can have an extra version for hwbinning pass,
543*61046927SAndroid Build Coastguard Worker * which is pointed to by so->binning:
544*61046927SAndroid Build Coastguard Worker */
545*61046927SAndroid Build Coastguard Worker bool binning_pass;
546*61046927SAndroid Build Coastguard Worker // union {
547*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *binning;
548*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *nonbinning;
549*61046927SAndroid Build Coastguard Worker // };
550*61046927SAndroid Build Coastguard Worker
551*61046927SAndroid Build Coastguard Worker struct ir3 *ir; /* freed after assembling machine instructions */
552*61046927SAndroid Build Coastguard Worker
553*61046927SAndroid Build Coastguard Worker /* shader variants form a linked list: */
554*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *next;
555*61046927SAndroid Build Coastguard Worker
556*61046927SAndroid Build Coastguard Worker /* replicated here to avoid passing extra ptrs everywhere: */
557*61046927SAndroid Build Coastguard Worker gl_shader_stage type;
558*61046927SAndroid Build Coastguard Worker struct ir3_compiler *compiler;
559*61046927SAndroid Build Coastguard Worker
560*61046927SAndroid Build Coastguard Worker char *name;
561*61046927SAndroid Build Coastguard Worker
562*61046927SAndroid Build Coastguard Worker /* variant's copy of nir->constant_data (since we don't track the NIR in
563*61046927SAndroid Build Coastguard Worker * the variant, and shader->nir is before the opt pass). Moves to v->bin
564*61046927SAndroid Build Coastguard Worker * after assembly.
565*61046927SAndroid Build Coastguard Worker */
566*61046927SAndroid Build Coastguard Worker void *constant_data;
567*61046927SAndroid Build Coastguard Worker
568*61046927SAndroid Build Coastguard Worker struct ir3_disasm_info disasm_info;
569*61046927SAndroid Build Coastguard Worker
570*61046927SAndroid Build Coastguard Worker /*
571*61046927SAndroid Build Coastguard Worker * Below here is serialized when written to disk cache:
572*61046927SAndroid Build Coastguard Worker */
573*61046927SAndroid Build Coastguard Worker
574*61046927SAndroid Build Coastguard Worker /* The actual binary shader instructions, size given by info.sizedwords: */
575*61046927SAndroid Build Coastguard Worker uint32_t *bin;
576*61046927SAndroid Build Coastguard Worker
577*61046927SAndroid Build Coastguard Worker struct ir3_const_state *const_state;
578*61046927SAndroid Build Coastguard Worker
579*61046927SAndroid Build Coastguard Worker /*
580*61046927SAndroid Build Coastguard Worker * The following macros are used by the shader disk cache save/
581*61046927SAndroid Build Coastguard Worker * restore paths to serialize/deserialize the variant. Any
582*61046927SAndroid Build Coastguard Worker * pointers that require special handling in store_variant()
583*61046927SAndroid Build Coastguard Worker * and retrieve_variant() should go above here.
584*61046927SAndroid Build Coastguard Worker */
585*61046927SAndroid Build Coastguard Worker #define VARIANT_CACHE_START offsetof(struct ir3_shader_variant, info)
586*61046927SAndroid Build Coastguard Worker #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
587*61046927SAndroid Build Coastguard Worker #define VARIANT_CACHE_SIZE \
588*61046927SAndroid Build Coastguard Worker (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
589*61046927SAndroid Build Coastguard Worker
590*61046927SAndroid Build Coastguard Worker struct ir3_info info;
591*61046927SAndroid Build Coastguard Worker
592*61046927SAndroid Build Coastguard Worker struct ir3_shader_options shader_options;
593*61046927SAndroid Build Coastguard Worker
594*61046927SAndroid Build Coastguard Worker uint32_t constant_data_size;
595*61046927SAndroid Build Coastguard Worker
596*61046927SAndroid Build Coastguard Worker /* Levels of nesting of flow control:
597*61046927SAndroid Build Coastguard Worker */
598*61046927SAndroid Build Coastguard Worker unsigned branchstack;
599*61046927SAndroid Build Coastguard Worker
600*61046927SAndroid Build Coastguard Worker unsigned loops;
601*61046927SAndroid Build Coastguard Worker
602*61046927SAndroid Build Coastguard Worker /* the instructions length is in units of instruction groups
603*61046927SAndroid Build Coastguard Worker * (4 instructions for a3xx, 16 instructions for a4xx.. each
604*61046927SAndroid Build Coastguard Worker * instruction is 2 dwords):
605*61046927SAndroid Build Coastguard Worker */
606*61046927SAndroid Build Coastguard Worker unsigned instrlen;
607*61046927SAndroid Build Coastguard Worker
608*61046927SAndroid Build Coastguard Worker /* the constants length is in units of vec4's, and is the sum of
609*61046927SAndroid Build Coastguard Worker * the uniforms and the built-in compiler constants
610*61046927SAndroid Build Coastguard Worker */
611*61046927SAndroid Build Coastguard Worker unsigned constlen;
612*61046927SAndroid Build Coastguard Worker
613*61046927SAndroid Build Coastguard Worker /* The private memory size in bytes per fiber */
614*61046927SAndroid Build Coastguard Worker unsigned pvtmem_size;
615*61046927SAndroid Build Coastguard Worker /* Whether we should use the new per-wave layout rather than per-fiber. */
616*61046927SAndroid Build Coastguard Worker bool pvtmem_per_wave;
617*61046927SAndroid Build Coastguard Worker
618*61046927SAndroid Build Coastguard Worker /* Whether multi-position output is enabled. */
619*61046927SAndroid Build Coastguard Worker bool multi_pos_output;
620*61046927SAndroid Build Coastguard Worker
621*61046927SAndroid Build Coastguard Worker /* Whether dual-source blending is enabled. */
622*61046927SAndroid Build Coastguard Worker bool dual_src_blend;
623*61046927SAndroid Build Coastguard Worker
624*61046927SAndroid Build Coastguard Worker /* Whether early preamble is enabled. */
625*61046927SAndroid Build Coastguard Worker bool early_preamble;
626*61046927SAndroid Build Coastguard Worker
627*61046927SAndroid Build Coastguard Worker /* Size in bytes of required shared memory */
628*61046927SAndroid Build Coastguard Worker unsigned shared_size;
629*61046927SAndroid Build Coastguard Worker
630*61046927SAndroid Build Coastguard Worker /* About Linkage:
631*61046927SAndroid Build Coastguard Worker * + Let the frag shader determine the position/compmask for the
632*61046927SAndroid Build Coastguard Worker * varyings, since it is the place where we know if the varying
633*61046927SAndroid Build Coastguard Worker * is actually used, and if so, which components are used. So
634*61046927SAndroid Build Coastguard Worker * what the hw calls "outloc" is taken from the "inloc" of the
635*61046927SAndroid Build Coastguard Worker * frag shader.
636*61046927SAndroid Build Coastguard Worker * + From the vert shader, we only need the output regid
637*61046927SAndroid Build Coastguard Worker */
638*61046927SAndroid Build Coastguard Worker
639*61046927SAndroid Build Coastguard Worker bool frag_face, color0_mrt;
640*61046927SAndroid Build Coastguard Worker uint8_t fragcoord_compmask;
641*61046927SAndroid Build Coastguard Worker
642*61046927SAndroid Build Coastguard Worker /* NOTE: for input/outputs, slot is:
643*61046927SAndroid Build Coastguard Worker * gl_vert_attrib - for VS inputs
644*61046927SAndroid Build Coastguard Worker * gl_varying_slot - for VS output / FS input
645*61046927SAndroid Build Coastguard Worker * gl_frag_result - for FS output
646*61046927SAndroid Build Coastguard Worker */
647*61046927SAndroid Build Coastguard Worker
648*61046927SAndroid Build Coastguard Worker /* varyings/outputs: */
649*61046927SAndroid Build Coastguard Worker unsigned outputs_count;
650*61046927SAndroid Build Coastguard Worker struct {
651*61046927SAndroid Build Coastguard Worker uint8_t slot;
652*61046927SAndroid Build Coastguard Worker uint8_t regid;
653*61046927SAndroid Build Coastguard Worker uint8_t view;
654*61046927SAndroid Build Coastguard Worker bool half : 1;
655*61046927SAndroid Build Coastguard Worker } outputs[32 + 2]; /* +POSITION +PSIZE */
656*61046927SAndroid Build Coastguard Worker bool writes_pos, writes_smask, writes_psize, writes_viewport, writes_stencilref;
657*61046927SAndroid Build Coastguard Worker
658*61046927SAndroid Build Coastguard Worker /* Size in dwords of all outputs for VS, size of entire patch for HS. */
659*61046927SAndroid Build Coastguard Worker uint32_t output_size;
660*61046927SAndroid Build Coastguard Worker
661*61046927SAndroid Build Coastguard Worker /* Expected size of incoming output_loc for HS, DS, and GS */
662*61046927SAndroid Build Coastguard Worker uint32_t input_size;
663*61046927SAndroid Build Coastguard Worker
664*61046927SAndroid Build Coastguard Worker /* Map from location to offset in per-primitive storage. In dwords for
665*61046927SAndroid Build Coastguard Worker * HS, where varyings are read in the next stage via ldg with a dword
666*61046927SAndroid Build Coastguard Worker * offset, and in bytes for all other stages.
667*61046927SAndroid Build Coastguard Worker * +POSITION, +PSIZE, ... - see shader_io_get_unique_index
668*61046927SAndroid Build Coastguard Worker */
669*61046927SAndroid Build Coastguard Worker unsigned output_loc[12 + 32];
670*61046927SAndroid Build Coastguard Worker
671*61046927SAndroid Build Coastguard Worker /* attributes (VS) / varyings (FS):
672*61046927SAndroid Build Coastguard Worker * Note that sysval's should come *after* normal inputs.
673*61046927SAndroid Build Coastguard Worker */
674*61046927SAndroid Build Coastguard Worker unsigned inputs_count;
675*61046927SAndroid Build Coastguard Worker struct {
676*61046927SAndroid Build Coastguard Worker uint8_t slot;
677*61046927SAndroid Build Coastguard Worker uint8_t regid;
678*61046927SAndroid Build Coastguard Worker uint8_t compmask;
679*61046927SAndroid Build Coastguard Worker /* location of input (ie. offset passed to bary.f, etc). This
680*61046927SAndroid Build Coastguard Worker * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
681*61046927SAndroid Build Coastguard Worker * have the OUTLOCn value offset by 8, presumably to account
682*61046927SAndroid Build Coastguard Worker * for gl_Position/gl_PointSize)
683*61046927SAndroid Build Coastguard Worker */
684*61046927SAndroid Build Coastguard Worker uint8_t inloc;
685*61046927SAndroid Build Coastguard Worker /* vertex shader specific: */
686*61046927SAndroid Build Coastguard Worker bool sysval : 1; /* slot is a gl_system_value */
687*61046927SAndroid Build Coastguard Worker /* fragment shader specific: */
688*61046927SAndroid Build Coastguard Worker bool bary : 1; /* fetched varying (vs one loaded into reg) */
689*61046927SAndroid Build Coastguard Worker bool rasterflat : 1; /* special handling for emit->rasterflat */
690*61046927SAndroid Build Coastguard Worker bool half : 1;
691*61046927SAndroid Build Coastguard Worker bool flat : 1;
692*61046927SAndroid Build Coastguard Worker } inputs[32 + 2]; /* +POSITION +FACE */
693*61046927SAndroid Build Coastguard Worker bool reads_primid;
694*61046927SAndroid Build Coastguard Worker
695*61046927SAndroid Build Coastguard Worker /* sum of input components (scalar). For frag shaders, it only counts
696*61046927SAndroid Build Coastguard Worker * the varying inputs:
697*61046927SAndroid Build Coastguard Worker */
698*61046927SAndroid Build Coastguard Worker unsigned total_in;
699*61046927SAndroid Build Coastguard Worker
700*61046927SAndroid Build Coastguard Worker /* sum of sysval input components (scalar). */
701*61046927SAndroid Build Coastguard Worker unsigned sysval_in;
702*61046927SAndroid Build Coastguard Worker
703*61046927SAndroid Build Coastguard Worker /* For frag shaders, the total number of inputs (not scalar,
704*61046927SAndroid Build Coastguard Worker * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
705*61046927SAndroid Build Coastguard Worker */
706*61046927SAndroid Build Coastguard Worker unsigned varying_in;
707*61046927SAndroid Build Coastguard Worker
708*61046927SAndroid Build Coastguard Worker /* Remapping table to map Image and SSBO to hw state: */
709*61046927SAndroid Build Coastguard Worker struct ir3_ibo_mapping image_mapping;
710*61046927SAndroid Build Coastguard Worker
711*61046927SAndroid Build Coastguard Worker /* number of samplers/textures (which are currently 1:1): */
712*61046927SAndroid Build Coastguard Worker int num_samp;
713*61046927SAndroid Build Coastguard Worker
714*61046927SAndroid Build Coastguard Worker /* is there an implicit sampler to read framebuffer (FS only).. if
715*61046927SAndroid Build Coastguard Worker * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
716*61046927SAndroid Build Coastguard Worker * the last "real" texture)
717*61046927SAndroid Build Coastguard Worker */
718*61046927SAndroid Build Coastguard Worker bool fb_read;
719*61046927SAndroid Build Coastguard Worker
720*61046927SAndroid Build Coastguard Worker /* do we have one or more SSBO instructions: */
721*61046927SAndroid Build Coastguard Worker bool has_ssbo;
722*61046927SAndroid Build Coastguard Worker
723*61046927SAndroid Build Coastguard Worker /* Which bindless resources are used, for filling out sp_xs_config */
724*61046927SAndroid Build Coastguard Worker bool bindless_tex;
725*61046927SAndroid Build Coastguard Worker bool bindless_samp;
726*61046927SAndroid Build Coastguard Worker bool bindless_ibo;
727*61046927SAndroid Build Coastguard Worker bool bindless_ubo;
728*61046927SAndroid Build Coastguard Worker
729*61046927SAndroid Build Coastguard Worker /* do we need derivatives: */
730*61046927SAndroid Build Coastguard Worker bool need_pixlod;
731*61046927SAndroid Build Coastguard Worker
732*61046927SAndroid Build Coastguard Worker bool need_full_quad;
733*61046927SAndroid Build Coastguard Worker
734*61046927SAndroid Build Coastguard Worker /* do we need VS driver params? */
735*61046927SAndroid Build Coastguard Worker bool need_driver_params;
736*61046927SAndroid Build Coastguard Worker
737*61046927SAndroid Build Coastguard Worker /* do we have image write, etc (which prevents early-z): */
738*61046927SAndroid Build Coastguard Worker bool no_earlyz;
739*61046927SAndroid Build Coastguard Worker
740*61046927SAndroid Build Coastguard Worker /* do we have kill, which also prevents early-z, but not necessarily
741*61046927SAndroid Build Coastguard Worker * early-lrz (as long as lrz-write is disabled, which must be handled
742*61046927SAndroid Build Coastguard Worker * outside of ir3. Unlike other no_earlyz cases, kill doesn't have
743*61046927SAndroid Build Coastguard Worker * side effects that prevent early-lrz discard.
744*61046927SAndroid Build Coastguard Worker */
745*61046927SAndroid Build Coastguard Worker bool has_kill;
746*61046927SAndroid Build Coastguard Worker
747*61046927SAndroid Build Coastguard Worker bool per_samp;
748*61046927SAndroid Build Coastguard Worker
749*61046927SAndroid Build Coastguard Worker bool post_depth_coverage;
750*61046927SAndroid Build Coastguard Worker
751*61046927SAndroid Build Coastguard Worker /* Are we using split or merged register file? */
752*61046927SAndroid Build Coastguard Worker bool mergedregs;
753*61046927SAndroid Build Coastguard Worker
754*61046927SAndroid Build Coastguard Worker uint8_t clip_mask, cull_mask;
755*61046927SAndroid Build Coastguard Worker
756*61046927SAndroid Build Coastguard Worker /* for astc srgb workaround, the number/base of additional
757*61046927SAndroid Build Coastguard Worker * alpha tex states we need, and index of original tex states
758*61046927SAndroid Build Coastguard Worker */
759*61046927SAndroid Build Coastguard Worker struct {
760*61046927SAndroid Build Coastguard Worker unsigned base, count;
761*61046927SAndroid Build Coastguard Worker unsigned orig_idx[16];
762*61046927SAndroid Build Coastguard Worker } astc_srgb;
763*61046927SAndroid Build Coastguard Worker
764*61046927SAndroid Build Coastguard Worker /* for tg4 workaround, the number/base of additional
765*61046927SAndroid Build Coastguard Worker * unswizzled tex states we need, and index of original tex states
766*61046927SAndroid Build Coastguard Worker */
767*61046927SAndroid Build Coastguard Worker struct {
768*61046927SAndroid Build Coastguard Worker unsigned base, count;
769*61046927SAndroid Build Coastguard Worker unsigned orig_idx[16];
770*61046927SAndroid Build Coastguard Worker } tg4;
771*61046927SAndroid Build Coastguard Worker
772*61046927SAndroid Build Coastguard Worker /* texture sampler pre-dispatches */
773*61046927SAndroid Build Coastguard Worker uint32_t num_sampler_prefetch;
774*61046927SAndroid Build Coastguard Worker struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
775*61046927SAndroid Build Coastguard Worker
776*61046927SAndroid Build Coastguard Worker /* If true, the last use of helper invocations is the texture prefetch and
777*61046927SAndroid Build Coastguard Worker * they should be disabled for the actual shader. Equivalent to adding
778*61046927SAndroid Build Coastguard Worker * (eq)nop at the beginning of the shader.
779*61046927SAndroid Build Coastguard Worker */
780*61046927SAndroid Build Coastguard Worker bool prefetch_end_of_quad;
781*61046927SAndroid Build Coastguard Worker
782*61046927SAndroid Build Coastguard Worker uint16_t local_size[3];
783*61046927SAndroid Build Coastguard Worker bool local_size_variable;
784*61046927SAndroid Build Coastguard Worker
785*61046927SAndroid Build Coastguard Worker /* Important for compute shader to determine max reg footprint */
786*61046927SAndroid Build Coastguard Worker bool has_barrier;
787*61046927SAndroid Build Coastguard Worker
788*61046927SAndroid Build Coastguard Worker /* The offset where images start in the IBO array. */
789*61046927SAndroid Build Coastguard Worker unsigned num_ssbos;
790*61046927SAndroid Build Coastguard Worker
791*61046927SAndroid Build Coastguard Worker /* The total number of SSBOs and images, i.e. the number of hardware IBOs. */
792*61046927SAndroid Build Coastguard Worker unsigned num_ibos;
793*61046927SAndroid Build Coastguard Worker
794*61046927SAndroid Build Coastguard Worker union {
795*61046927SAndroid Build Coastguard Worker struct {
796*61046927SAndroid Build Coastguard Worker enum tess_primitive_mode primitive_mode;
797*61046927SAndroid Build Coastguard Worker
798*61046927SAndroid Build Coastguard Worker /** The number of vertices in the TCS output patch. */
799*61046927SAndroid Build Coastguard Worker uint8_t tcs_vertices_out;
800*61046927SAndroid Build Coastguard Worker enum gl_tess_spacing spacing:2; /*gl_tess_spacing*/
801*61046927SAndroid Build Coastguard Worker
802*61046927SAndroid Build Coastguard Worker /** Is the vertex order counterclockwise? */
803*61046927SAndroid Build Coastguard Worker bool ccw:1;
804*61046927SAndroid Build Coastguard Worker bool point_mode:1;
805*61046927SAndroid Build Coastguard Worker } tess;
806*61046927SAndroid Build Coastguard Worker struct {
807*61046927SAndroid Build Coastguard Worker /** The output primitive type */
808*61046927SAndroid Build Coastguard Worker uint16_t output_primitive;
809*61046927SAndroid Build Coastguard Worker
810*61046927SAndroid Build Coastguard Worker /** The maximum number of vertices the geometry shader might write. */
811*61046927SAndroid Build Coastguard Worker uint16_t vertices_out;
812*61046927SAndroid Build Coastguard Worker
813*61046927SAndroid Build Coastguard Worker /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
814*61046927SAndroid Build Coastguard Worker uint8_t invocations;
815*61046927SAndroid Build Coastguard Worker
816*61046927SAndroid Build Coastguard Worker /** The number of vertices received per input primitive (max. 6) */
817*61046927SAndroid Build Coastguard Worker uint8_t vertices_in:3;
818*61046927SAndroid Build Coastguard Worker } gs;
819*61046927SAndroid Build Coastguard Worker struct {
820*61046927SAndroid Build Coastguard Worker bool early_fragment_tests : 1;
821*61046927SAndroid Build Coastguard Worker bool color_is_dual_source : 1;
822*61046927SAndroid Build Coastguard Worker bool uses_fbfetch_output : 1;
823*61046927SAndroid Build Coastguard Worker bool fbfetch_coherent : 1;
824*61046927SAndroid Build Coastguard Worker } fs;
825*61046927SAndroid Build Coastguard Worker struct {
826*61046927SAndroid Build Coastguard Worker unsigned req_input_mem;
827*61046927SAndroid Build Coastguard Worker unsigned req_local_mem;
828*61046927SAndroid Build Coastguard Worker bool force_linear_dispatch;
829*61046927SAndroid Build Coastguard Worker } cs;
830*61046927SAndroid Build Coastguard Worker };
831*61046927SAndroid Build Coastguard Worker
832*61046927SAndroid Build Coastguard Worker /* For when we don't have a shader, variant's copy of streamout state */
833*61046927SAndroid Build Coastguard Worker struct ir3_stream_output_info stream_output;
834*61046927SAndroid Build Coastguard Worker };
835*61046927SAndroid Build Coastguard Worker
836*61046927SAndroid Build Coastguard Worker static inline const char *
ir3_shader_stage(struct ir3_shader_variant * v)837*61046927SAndroid Build Coastguard Worker ir3_shader_stage(struct ir3_shader_variant *v)
838*61046927SAndroid Build Coastguard Worker {
839*61046927SAndroid Build Coastguard Worker switch (v->type) {
840*61046927SAndroid Build Coastguard Worker case MESA_SHADER_VERTEX:
841*61046927SAndroid Build Coastguard Worker return v->binning_pass ? "BVERT" : "VERT";
842*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_CTRL:
843*61046927SAndroid Build Coastguard Worker return "TCS";
844*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_EVAL:
845*61046927SAndroid Build Coastguard Worker return "TES";
846*61046927SAndroid Build Coastguard Worker case MESA_SHADER_GEOMETRY:
847*61046927SAndroid Build Coastguard Worker return "GEOM";
848*61046927SAndroid Build Coastguard Worker case MESA_SHADER_FRAGMENT:
849*61046927SAndroid Build Coastguard Worker return "FRAG";
850*61046927SAndroid Build Coastguard Worker case MESA_SHADER_COMPUTE:
851*61046927SAndroid Build Coastguard Worker case MESA_SHADER_KERNEL:
852*61046927SAndroid Build Coastguard Worker return "CL";
853*61046927SAndroid Build Coastguard Worker default:
854*61046927SAndroid Build Coastguard Worker unreachable("invalid type");
855*61046927SAndroid Build Coastguard Worker return NULL;
856*61046927SAndroid Build Coastguard Worker }
857*61046927SAndroid Build Coastguard Worker }
858*61046927SAndroid Build Coastguard Worker
859*61046927SAndroid Build Coastguard Worker /* Currently we do not do binning for tess. And for GS there is no
860*61046927SAndroid Build Coastguard Worker * cross-stage VS+GS optimization, so the full VS+GS is used in
861*61046927SAndroid Build Coastguard Worker * the binning pass.
862*61046927SAndroid Build Coastguard Worker */
863*61046927SAndroid Build Coastguard Worker static inline bool
ir3_has_binning_vs(const struct ir3_shader_key * key)864*61046927SAndroid Build Coastguard Worker ir3_has_binning_vs(const struct ir3_shader_key *key)
865*61046927SAndroid Build Coastguard Worker {
866*61046927SAndroid Build Coastguard Worker if (key->tessellation || key->has_gs)
867*61046927SAndroid Build Coastguard Worker return false;
868*61046927SAndroid Build Coastguard Worker return true;
869*61046927SAndroid Build Coastguard Worker }
870*61046927SAndroid Build Coastguard Worker
871*61046927SAndroid Build Coastguard Worker /**
872*61046927SAndroid Build Coastguard Worker * Represents a shader at the API level, before state-specific variants are
873*61046927SAndroid Build Coastguard Worker * generated.
874*61046927SAndroid Build Coastguard Worker */
875*61046927SAndroid Build Coastguard Worker struct ir3_shader {
876*61046927SAndroid Build Coastguard Worker gl_shader_stage type;
877*61046927SAndroid Build Coastguard Worker
878*61046927SAndroid Build Coastguard Worker /* shader id (for debug): */
879*61046927SAndroid Build Coastguard Worker uint32_t id;
880*61046927SAndroid Build Coastguard Worker uint32_t variant_count;
881*61046927SAndroid Build Coastguard Worker
882*61046927SAndroid Build Coastguard Worker /* Set by freedreno after shader_state_create, so we can emit debug info
883*61046927SAndroid Build Coastguard Worker * when recompiling a shader at draw time.
884*61046927SAndroid Build Coastguard Worker */
885*61046927SAndroid Build Coastguard Worker bool initial_variants_done;
886*61046927SAndroid Build Coastguard Worker
887*61046927SAndroid Build Coastguard Worker struct ir3_compiler *compiler;
888*61046927SAndroid Build Coastguard Worker
889*61046927SAndroid Build Coastguard Worker struct ir3_shader_options options;
890*61046927SAndroid Build Coastguard Worker
891*61046927SAndroid Build Coastguard Worker bool nir_finalized;
892*61046927SAndroid Build Coastguard Worker struct nir_shader *nir;
893*61046927SAndroid Build Coastguard Worker struct ir3_stream_output_info stream_output;
894*61046927SAndroid Build Coastguard Worker
895*61046927SAndroid Build Coastguard Worker /* per shader stage specific info: */
896*61046927SAndroid Build Coastguard Worker union {
897*61046927SAndroid Build Coastguard Worker /* for compute shaders: */
898*61046927SAndroid Build Coastguard Worker struct {
899*61046927SAndroid Build Coastguard Worker unsigned req_input_mem; /* in dwords */
900*61046927SAndroid Build Coastguard Worker unsigned req_local_mem;
901*61046927SAndroid Build Coastguard Worker bool force_linear_dispatch;
902*61046927SAndroid Build Coastguard Worker } cs;
903*61046927SAndroid Build Coastguard Worker /* For vertex shaders: */
904*61046927SAndroid Build Coastguard Worker struct {
905*61046927SAndroid Build Coastguard Worker /* If we need to generate a passthrough TCS, it will be a function of
906*61046927SAndroid Build Coastguard Worker * (a) the VS and (b) the # of patch_vertices (max 32), so cache them
907*61046927SAndroid Build Coastguard Worker * in the VS keyed by # of patch_vertices-1.
908*61046927SAndroid Build Coastguard Worker */
909*61046927SAndroid Build Coastguard Worker unsigned passthrough_tcs_compiled;
910*61046927SAndroid Build Coastguard Worker struct ir3_shader *passthrough_tcs[32];
911*61046927SAndroid Build Coastguard Worker } vs;
912*61046927SAndroid Build Coastguard Worker };
913*61046927SAndroid Build Coastguard Worker
914*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *variants;
915*61046927SAndroid Build Coastguard Worker mtx_t variants_lock;
916*61046927SAndroid Build Coastguard Worker
917*61046927SAndroid Build Coastguard Worker cache_key cache_key; /* shader disk-cache key */
918*61046927SAndroid Build Coastguard Worker
919*61046927SAndroid Build Coastguard Worker /* Bitmask of bits of the shader key used by this shader. Used to avoid
920*61046927SAndroid Build Coastguard Worker * recompiles for GL NOS that doesn't actually apply to the shader.
921*61046927SAndroid Build Coastguard Worker */
922*61046927SAndroid Build Coastguard Worker struct ir3_shader_key key_mask;
923*61046927SAndroid Build Coastguard Worker };
924*61046927SAndroid Build Coastguard Worker
925*61046927SAndroid Build Coastguard Worker /**
926*61046927SAndroid Build Coastguard Worker * In order to use the same cmdstream, in particular constlen setup and const
927*61046927SAndroid Build Coastguard Worker * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
928*61046927SAndroid Build Coastguard Worker * corresponding draw pass shaders const_state.
929*61046927SAndroid Build Coastguard Worker */
930*61046927SAndroid Build Coastguard Worker static inline const struct ir3_const_state *
ir3_const_state(const struct ir3_shader_variant * v)931*61046927SAndroid Build Coastguard Worker ir3_const_state(const struct ir3_shader_variant *v)
932*61046927SAndroid Build Coastguard Worker {
933*61046927SAndroid Build Coastguard Worker if (v->binning_pass)
934*61046927SAndroid Build Coastguard Worker return v->nonbinning->const_state;
935*61046927SAndroid Build Coastguard Worker return v->const_state;
936*61046927SAndroid Build Coastguard Worker }
937*61046927SAndroid Build Coastguard Worker
938*61046927SAndroid Build Coastguard Worker static inline struct ir3_const_state *
ir3_const_state_mut(const struct ir3_shader_variant * v)939*61046927SAndroid Build Coastguard Worker ir3_const_state_mut(const struct ir3_shader_variant *v)
940*61046927SAndroid Build Coastguard Worker {
941*61046927SAndroid Build Coastguard Worker assert(!v->binning_pass);
942*61046927SAndroid Build Coastguard Worker return v->const_state;
943*61046927SAndroid Build Coastguard Worker }
944*61046927SAndroid Build Coastguard Worker
945*61046927SAndroid Build Coastguard Worker static inline unsigned
_ir3_max_const(const struct ir3_shader_variant * v,bool safe_constlen)946*61046927SAndroid Build Coastguard Worker _ir3_max_const(const struct ir3_shader_variant *v, bool safe_constlen)
947*61046927SAndroid Build Coastguard Worker {
948*61046927SAndroid Build Coastguard Worker const struct ir3_compiler *compiler = v->compiler;
949*61046927SAndroid Build Coastguard Worker bool shared_consts_enable =
950*61046927SAndroid Build Coastguard Worker ir3_const_state(v)->push_consts_type == IR3_PUSH_CONSTS_SHARED;
951*61046927SAndroid Build Coastguard Worker
952*61046927SAndroid Build Coastguard Worker /* Shared consts size for CS and FS matches with what's acutally used,
953*61046927SAndroid Build Coastguard Worker * but the size of shared consts for geomtry stages doesn't.
954*61046927SAndroid Build Coastguard Worker * So we use a hw quirk for geometry shared consts.
955*61046927SAndroid Build Coastguard Worker */
956*61046927SAndroid Build Coastguard Worker uint32_t shared_consts_size = shared_consts_enable ?
957*61046927SAndroid Build Coastguard Worker compiler->shared_consts_size : 0;
958*61046927SAndroid Build Coastguard Worker
959*61046927SAndroid Build Coastguard Worker uint32_t shared_consts_size_geom = shared_consts_enable ?
960*61046927SAndroid Build Coastguard Worker compiler->geom_shared_consts_size_quirk : 0;
961*61046927SAndroid Build Coastguard Worker
962*61046927SAndroid Build Coastguard Worker uint32_t safe_shared_consts_size = shared_consts_enable ?
963*61046927SAndroid Build Coastguard Worker ALIGN_POT(MAX2(DIV_ROUND_UP(shared_consts_size_geom, 4),
964*61046927SAndroid Build Coastguard Worker DIV_ROUND_UP(shared_consts_size, 5)), 4) : 0;
965*61046927SAndroid Build Coastguard Worker
966*61046927SAndroid Build Coastguard Worker if ((v->type == MESA_SHADER_COMPUTE) ||
967*61046927SAndroid Build Coastguard Worker (v->type == MESA_SHADER_KERNEL)) {
968*61046927SAndroid Build Coastguard Worker return compiler->max_const_compute - shared_consts_size;
969*61046927SAndroid Build Coastguard Worker } else if (safe_constlen) {
970*61046927SAndroid Build Coastguard Worker return compiler->max_const_safe - safe_shared_consts_size;
971*61046927SAndroid Build Coastguard Worker } else if (v->type == MESA_SHADER_FRAGMENT) {
972*61046927SAndroid Build Coastguard Worker return compiler->max_const_frag - shared_consts_size;
973*61046927SAndroid Build Coastguard Worker } else {
974*61046927SAndroid Build Coastguard Worker return compiler->max_const_geom - shared_consts_size_geom;
975*61046927SAndroid Build Coastguard Worker }
976*61046927SAndroid Build Coastguard Worker }
977*61046927SAndroid Build Coastguard Worker
978*61046927SAndroid Build Coastguard Worker /* Given a variant, calculate the maximum constlen it can have.
979*61046927SAndroid Build Coastguard Worker */
980*61046927SAndroid Build Coastguard Worker static inline unsigned
ir3_max_const(const struct ir3_shader_variant * v)981*61046927SAndroid Build Coastguard Worker ir3_max_const(const struct ir3_shader_variant *v)
982*61046927SAndroid Build Coastguard Worker {
983*61046927SAndroid Build Coastguard Worker return _ir3_max_const(v, v->key.safe_constlen);
984*61046927SAndroid Build Coastguard Worker }
985*61046927SAndroid Build Coastguard Worker
986*61046927SAndroid Build Coastguard Worker uint16_t ir3_const_find_imm(struct ir3_shader_variant *v, uint32_t imm);
987*61046927SAndroid Build Coastguard Worker uint16_t ir3_const_add_imm(struct ir3_shader_variant *v, uint32_t imm);
988*61046927SAndroid Build Coastguard Worker
989*61046927SAndroid Build Coastguard Worker /* Return true if a variant may need to be recompiled due to exceeding the
990*61046927SAndroid Build Coastguard Worker * maximum "safe" constlen.
991*61046927SAndroid Build Coastguard Worker */
992*61046927SAndroid Build Coastguard Worker static inline bool
ir3_exceeds_safe_constlen(const struct ir3_shader_variant * v)993*61046927SAndroid Build Coastguard Worker ir3_exceeds_safe_constlen(const struct ir3_shader_variant *v)
994*61046927SAndroid Build Coastguard Worker {
995*61046927SAndroid Build Coastguard Worker return v->constlen > _ir3_max_const(v, true);
996*61046927SAndroid Build Coastguard Worker }
997*61046927SAndroid Build Coastguard Worker
998*61046927SAndroid Build Coastguard Worker void *ir3_shader_assemble(struct ir3_shader_variant *v);
999*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *
1000*61046927SAndroid Build Coastguard Worker ir3_shader_create_variant(struct ir3_shader *shader,
1001*61046927SAndroid Build Coastguard Worker const struct ir3_shader_key *key,
1002*61046927SAndroid Build Coastguard Worker bool keep_ir);
1003*61046927SAndroid Build Coastguard Worker struct ir3_shader_variant *
1004*61046927SAndroid Build Coastguard Worker ir3_shader_get_variant(struct ir3_shader *shader,
1005*61046927SAndroid Build Coastguard Worker const struct ir3_shader_key *key, bool binning_pass,
1006*61046927SAndroid Build Coastguard Worker bool keep_ir, bool *created);
1007*61046927SAndroid Build Coastguard Worker
1008*61046927SAndroid Build Coastguard Worker struct ir3_shader *
1009*61046927SAndroid Build Coastguard Worker ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
1010*61046927SAndroid Build Coastguard Worker const struct ir3_shader_options *options,
1011*61046927SAndroid Build Coastguard Worker struct ir3_stream_output_info *stream_output);
1012*61046927SAndroid Build Coastguard Worker uint32_t ir3_trim_constlen(const struct ir3_shader_variant **variants,
1013*61046927SAndroid Build Coastguard Worker const struct ir3_compiler *compiler);
1014*61046927SAndroid Build Coastguard Worker struct ir3_shader *
1015*61046927SAndroid Build Coastguard Worker ir3_shader_passthrough_tcs(struct ir3_shader *vs, unsigned patch_vertices);
1016*61046927SAndroid Build Coastguard Worker void ir3_shader_destroy(struct ir3_shader *shader);
1017*61046927SAndroid Build Coastguard Worker void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
1018*61046927SAndroid Build Coastguard Worker uint64_t ir3_shader_outputs(const struct ir3_shader *so);
1019*61046927SAndroid Build Coastguard Worker
1020*61046927SAndroid Build Coastguard Worker int ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
1021*61046927SAndroid Build Coastguard Worker
1022*61046927SAndroid Build Coastguard Worker /*
1023*61046927SAndroid Build Coastguard Worker * Helper/util:
1024*61046927SAndroid Build Coastguard Worker */
1025*61046927SAndroid Build Coastguard Worker
1026*61046927SAndroid Build Coastguard Worker /* clears shader-key flags which don't apply to the given shader.
1027*61046927SAndroid Build Coastguard Worker */
1028*61046927SAndroid Build Coastguard Worker static inline void
ir3_key_clear_unused(struct ir3_shader_key * key,struct ir3_shader * shader)1029*61046927SAndroid Build Coastguard Worker ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
1030*61046927SAndroid Build Coastguard Worker {
1031*61046927SAndroid Build Coastguard Worker uint32_t *key_bits = (uint32_t *)key;
1032*61046927SAndroid Build Coastguard Worker uint32_t *key_mask = (uint32_t *)&shader->key_mask;
1033*61046927SAndroid Build Coastguard Worker STATIC_ASSERT(sizeof(*key) % 4 == 0);
1034*61046927SAndroid Build Coastguard Worker for (int i = 0; i < sizeof(*key) >> 2; i++)
1035*61046927SAndroid Build Coastguard Worker key_bits[i] &= key_mask[i];
1036*61046927SAndroid Build Coastguard Worker }
1037*61046927SAndroid Build Coastguard Worker
1038*61046927SAndroid Build Coastguard Worker static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)1039*61046927SAndroid Build Coastguard Worker ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
1040*61046927SAndroid Build Coastguard Worker {
1041*61046927SAndroid Build Coastguard Worker int j;
1042*61046927SAndroid Build Coastguard Worker
1043*61046927SAndroid Build Coastguard Worker for (j = 0; j < so->outputs_count; j++)
1044*61046927SAndroid Build Coastguard Worker if (so->outputs[j].slot == slot)
1045*61046927SAndroid Build Coastguard Worker return j;
1046*61046927SAndroid Build Coastguard Worker
1047*61046927SAndroid Build Coastguard Worker /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
1048*61046927SAndroid Build Coastguard Worker * in the vertex shader.. but the fragment shader doesn't know this
1049*61046927SAndroid Build Coastguard Worker * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
1050*61046927SAndroid Build Coastguard Worker * at link time if there is no matching OUT.BCOLOR[n], we must map
1051*61046927SAndroid Build Coastguard Worker * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
1052*61046927SAndroid Build Coastguard Worker * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
1053*61046927SAndroid Build Coastguard Worker */
1054*61046927SAndroid Build Coastguard Worker if (slot == VARYING_SLOT_BFC0) {
1055*61046927SAndroid Build Coastguard Worker slot = VARYING_SLOT_COL0;
1056*61046927SAndroid Build Coastguard Worker } else if (slot == VARYING_SLOT_BFC1) {
1057*61046927SAndroid Build Coastguard Worker slot = VARYING_SLOT_COL1;
1058*61046927SAndroid Build Coastguard Worker } else if (slot == VARYING_SLOT_COL0) {
1059*61046927SAndroid Build Coastguard Worker slot = VARYING_SLOT_BFC0;
1060*61046927SAndroid Build Coastguard Worker } else if (slot == VARYING_SLOT_COL1) {
1061*61046927SAndroid Build Coastguard Worker slot = VARYING_SLOT_BFC1;
1062*61046927SAndroid Build Coastguard Worker } else {
1063*61046927SAndroid Build Coastguard Worker return -1;
1064*61046927SAndroid Build Coastguard Worker }
1065*61046927SAndroid Build Coastguard Worker
1066*61046927SAndroid Build Coastguard Worker for (j = 0; j < so->outputs_count; j++)
1067*61046927SAndroid Build Coastguard Worker if (so->outputs[j].slot == slot)
1068*61046927SAndroid Build Coastguard Worker return j;
1069*61046927SAndroid Build Coastguard Worker
1070*61046927SAndroid Build Coastguard Worker return -1;
1071*61046927SAndroid Build Coastguard Worker }
1072*61046927SAndroid Build Coastguard Worker
1073*61046927SAndroid Build Coastguard Worker static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)1074*61046927SAndroid Build Coastguard Worker ir3_next_varying(const struct ir3_shader_variant *so, int i)
1075*61046927SAndroid Build Coastguard Worker {
1076*61046927SAndroid Build Coastguard Worker while (++i < so->inputs_count)
1077*61046927SAndroid Build Coastguard Worker if (so->inputs[i].compmask && so->inputs[i].bary)
1078*61046927SAndroid Build Coastguard Worker break;
1079*61046927SAndroid Build Coastguard Worker return i;
1080*61046927SAndroid Build Coastguard Worker }
1081*61046927SAndroid Build Coastguard Worker
1082*61046927SAndroid Build Coastguard Worker static inline int
ir3_find_input(const struct ir3_shader_variant * so,gl_varying_slot slot)1083*61046927SAndroid Build Coastguard Worker ir3_find_input(const struct ir3_shader_variant *so, gl_varying_slot slot)
1084*61046927SAndroid Build Coastguard Worker {
1085*61046927SAndroid Build Coastguard Worker int j = -1;
1086*61046927SAndroid Build Coastguard Worker
1087*61046927SAndroid Build Coastguard Worker while (true) {
1088*61046927SAndroid Build Coastguard Worker j = ir3_next_varying(so, j);
1089*61046927SAndroid Build Coastguard Worker
1090*61046927SAndroid Build Coastguard Worker if (j >= so->inputs_count)
1091*61046927SAndroid Build Coastguard Worker return -1;
1092*61046927SAndroid Build Coastguard Worker
1093*61046927SAndroid Build Coastguard Worker if (so->inputs[j].slot == slot)
1094*61046927SAndroid Build Coastguard Worker return j;
1095*61046927SAndroid Build Coastguard Worker }
1096*61046927SAndroid Build Coastguard Worker }
1097*61046927SAndroid Build Coastguard Worker
1098*61046927SAndroid Build Coastguard Worker static inline unsigned
ir3_find_input_loc(const struct ir3_shader_variant * so,gl_varying_slot slot)1099*61046927SAndroid Build Coastguard Worker ir3_find_input_loc(const struct ir3_shader_variant *so, gl_varying_slot slot)
1100*61046927SAndroid Build Coastguard Worker {
1101*61046927SAndroid Build Coastguard Worker int var = ir3_find_input(so, slot);
1102*61046927SAndroid Build Coastguard Worker return var == -1 ? 0xff : so->inputs[var].inloc;
1103*61046927SAndroid Build Coastguard Worker }
1104*61046927SAndroid Build Coastguard Worker
1105*61046927SAndroid Build Coastguard Worker struct ir3_shader_linkage {
1106*61046927SAndroid Build Coastguard Worker /* Maximum location either consumed by the fragment shader or produced by
1107*61046927SAndroid Build Coastguard Worker * the last geometry stage, i.e. the size required for each vertex in the
1108*61046927SAndroid Build Coastguard Worker * VPC in DWORD's.
1109*61046927SAndroid Build Coastguard Worker */
1110*61046927SAndroid Build Coastguard Worker uint8_t max_loc;
1111*61046927SAndroid Build Coastguard Worker
1112*61046927SAndroid Build Coastguard Worker /* Number of entries in var. */
1113*61046927SAndroid Build Coastguard Worker uint8_t cnt;
1114*61046927SAndroid Build Coastguard Worker
1115*61046927SAndroid Build Coastguard Worker /* Bitset of locations used, including ones which are only used by the FS.
1116*61046927SAndroid Build Coastguard Worker */
1117*61046927SAndroid Build Coastguard Worker uint32_t varmask[4];
1118*61046927SAndroid Build Coastguard Worker
1119*61046927SAndroid Build Coastguard Worker /* Map from VS output to location. */
1120*61046927SAndroid Build Coastguard Worker struct {
1121*61046927SAndroid Build Coastguard Worker uint8_t slot;
1122*61046927SAndroid Build Coastguard Worker uint8_t regid;
1123*61046927SAndroid Build Coastguard Worker uint8_t compmask;
1124*61046927SAndroid Build Coastguard Worker uint8_t loc;
1125*61046927SAndroid Build Coastguard Worker } var[32];
1126*61046927SAndroid Build Coastguard Worker
1127*61046927SAndroid Build Coastguard Worker /* location for fixed-function gl_PrimitiveID passthrough */
1128*61046927SAndroid Build Coastguard Worker uint8_t primid_loc;
1129*61046927SAndroid Build Coastguard Worker
1130*61046927SAndroid Build Coastguard Worker /* location for fixed-function gl_ViewIndex passthrough */
1131*61046927SAndroid Build Coastguard Worker uint8_t viewid_loc;
1132*61046927SAndroid Build Coastguard Worker
1133*61046927SAndroid Build Coastguard Worker /* location for combined clip/cull distance arrays */
1134*61046927SAndroid Build Coastguard Worker uint8_t clip0_loc, clip1_loc;
1135*61046927SAndroid Build Coastguard Worker };
1136*61046927SAndroid Build Coastguard Worker
1137*61046927SAndroid Build Coastguard Worker static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t slot,uint8_t regid_,uint8_t compmask,uint8_t loc)1138*61046927SAndroid Build Coastguard Worker ir3_link_add(struct ir3_shader_linkage *l, uint8_t slot, uint8_t regid_,
1139*61046927SAndroid Build Coastguard Worker uint8_t compmask, uint8_t loc)
1140*61046927SAndroid Build Coastguard Worker {
1141*61046927SAndroid Build Coastguard Worker for (int j = 0; j < util_last_bit(compmask); j++) {
1142*61046927SAndroid Build Coastguard Worker uint8_t comploc = loc + j;
1143*61046927SAndroid Build Coastguard Worker l->varmask[comploc / 32] |= 1 << (comploc % 32);
1144*61046927SAndroid Build Coastguard Worker }
1145*61046927SAndroid Build Coastguard Worker
1146*61046927SAndroid Build Coastguard Worker l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
1147*61046927SAndroid Build Coastguard Worker
1148*61046927SAndroid Build Coastguard Worker if (regid_ != regid(63, 0)) {
1149*61046927SAndroid Build Coastguard Worker int i = l->cnt++;
1150*61046927SAndroid Build Coastguard Worker assert(i < ARRAY_SIZE(l->var));
1151*61046927SAndroid Build Coastguard Worker
1152*61046927SAndroid Build Coastguard Worker l->var[i].slot = slot;
1153*61046927SAndroid Build Coastguard Worker l->var[i].regid = regid_;
1154*61046927SAndroid Build Coastguard Worker l->var[i].compmask = compmask;
1155*61046927SAndroid Build Coastguard Worker l->var[i].loc = loc;
1156*61046927SAndroid Build Coastguard Worker }
1157*61046927SAndroid Build Coastguard Worker }
1158*61046927SAndroid Build Coastguard Worker
1159*61046927SAndroid Build Coastguard Worker static inline void
ir3_link_shaders(struct ir3_shader_linkage * l,const struct ir3_shader_variant * vs,const struct ir3_shader_variant * fs,bool pack_vs_out)1160*61046927SAndroid Build Coastguard Worker ir3_link_shaders(struct ir3_shader_linkage *l,
1161*61046927SAndroid Build Coastguard Worker const struct ir3_shader_variant *vs,
1162*61046927SAndroid Build Coastguard Worker const struct ir3_shader_variant *fs, bool pack_vs_out)
1163*61046927SAndroid Build Coastguard Worker {
1164*61046927SAndroid Build Coastguard Worker /* On older platforms, varmask isn't programmed at all, and it appears
1165*61046927SAndroid Build Coastguard Worker * that the hardware generates a mask of used VPC locations using the VS
1166*61046927SAndroid Build Coastguard Worker * output map, and hangs if a FS bary instruction references a location
1167*61046927SAndroid Build Coastguard Worker * not in the list. This means that we need to have a dummy entry in the
1168*61046927SAndroid Build Coastguard Worker * VS out map for things like gl_PointCoord which aren't written by the
1169*61046927SAndroid Build Coastguard Worker * VS. Furthermore we can't use r63.x, so just pick a random register to
1170*61046927SAndroid Build Coastguard Worker * use if there is no VS output.
1171*61046927SAndroid Build Coastguard Worker */
1172*61046927SAndroid Build Coastguard Worker const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
1173*61046927SAndroid Build Coastguard Worker int j = -1, k;
1174*61046927SAndroid Build Coastguard Worker
1175*61046927SAndroid Build Coastguard Worker l->primid_loc = 0xff;
1176*61046927SAndroid Build Coastguard Worker l->viewid_loc = 0xff;
1177*61046927SAndroid Build Coastguard Worker l->clip0_loc = 0xff;
1178*61046927SAndroid Build Coastguard Worker l->clip1_loc = 0xff;
1179*61046927SAndroid Build Coastguard Worker
1180*61046927SAndroid Build Coastguard Worker while (l->cnt < ARRAY_SIZE(l->var)) {
1181*61046927SAndroid Build Coastguard Worker j = ir3_next_varying(fs, j);
1182*61046927SAndroid Build Coastguard Worker
1183*61046927SAndroid Build Coastguard Worker if (j >= fs->inputs_count)
1184*61046927SAndroid Build Coastguard Worker break;
1185*61046927SAndroid Build Coastguard Worker
1186*61046927SAndroid Build Coastguard Worker if (fs->inputs[j].inloc >= fs->total_in)
1187*61046927SAndroid Build Coastguard Worker continue;
1188*61046927SAndroid Build Coastguard Worker
1189*61046927SAndroid Build Coastguard Worker k = ir3_find_output(vs, (gl_varying_slot)fs->inputs[j].slot);
1190*61046927SAndroid Build Coastguard Worker
1191*61046927SAndroid Build Coastguard Worker if (fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
1192*61046927SAndroid Build Coastguard Worker l->primid_loc = fs->inputs[j].inloc;
1193*61046927SAndroid Build Coastguard Worker }
1194*61046927SAndroid Build Coastguard Worker
1195*61046927SAndroid Build Coastguard Worker if (fs->inputs[j].slot == VARYING_SLOT_VIEW_INDEX) {
1196*61046927SAndroid Build Coastguard Worker assert(k < 0);
1197*61046927SAndroid Build Coastguard Worker l->viewid_loc = fs->inputs[j].inloc;
1198*61046927SAndroid Build Coastguard Worker }
1199*61046927SAndroid Build Coastguard Worker
1200*61046927SAndroid Build Coastguard Worker if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST0)
1201*61046927SAndroid Build Coastguard Worker l->clip0_loc = fs->inputs[j].inloc;
1202*61046927SAndroid Build Coastguard Worker
1203*61046927SAndroid Build Coastguard Worker if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST1)
1204*61046927SAndroid Build Coastguard Worker l->clip1_loc = fs->inputs[j].inloc;
1205*61046927SAndroid Build Coastguard Worker
1206*61046927SAndroid Build Coastguard Worker ir3_link_add(l, fs->inputs[j].slot,
1207*61046927SAndroid Build Coastguard Worker k >= 0 ? vs->outputs[k].regid : default_regid,
1208*61046927SAndroid Build Coastguard Worker fs->inputs[j].compmask, fs->inputs[j].inloc);
1209*61046927SAndroid Build Coastguard Worker }
1210*61046927SAndroid Build Coastguard Worker }
1211*61046927SAndroid Build Coastguard Worker
1212*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)1213*61046927SAndroid Build Coastguard Worker ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
1214*61046927SAndroid Build Coastguard Worker {
1215*61046927SAndroid Build Coastguard Worker int j;
1216*61046927SAndroid Build Coastguard Worker for (j = 0; j < so->outputs_count; j++)
1217*61046927SAndroid Build Coastguard Worker if (so->outputs[j].slot == slot) {
1218*61046927SAndroid Build Coastguard Worker uint32_t regid = so->outputs[j].regid;
1219*61046927SAndroid Build Coastguard Worker if (so->outputs[j].half)
1220*61046927SAndroid Build Coastguard Worker regid |= HALF_REG_ID;
1221*61046927SAndroid Build Coastguard Worker return regid;
1222*61046927SAndroid Build Coastguard Worker }
1223*61046927SAndroid Build Coastguard Worker return regid(63, 0);
1224*61046927SAndroid Build Coastguard Worker }
1225*61046927SAndroid Build Coastguard Worker
1226*61046927SAndroid Build Coastguard Worker void print_raw(FILE *out, const BITSET_WORD *data, size_t size);
1227*61046927SAndroid Build Coastguard Worker
1228*61046927SAndroid Build Coastguard Worker void ir3_link_stream_out(struct ir3_shader_linkage *l,
1229*61046927SAndroid Build Coastguard Worker const struct ir3_shader_variant *v);
1230*61046927SAndroid Build Coastguard Worker
1231*61046927SAndroid Build Coastguard Worker #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0)
1232*61046927SAndroid Build Coastguard Worker #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
1233*61046927SAndroid Build Coastguard Worker #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2)
1234*61046927SAndroid Build Coastguard Worker #define VARYING_SLOT_REL_PATCH_ID_IR3 (VARYING_SLOT_MAX + 3)
1235*61046927SAndroid Build Coastguard Worker
1236*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)1237*61046927SAndroid Build Coastguard Worker ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
1238*61046927SAndroid Build Coastguard Worker {
1239*61046927SAndroid Build Coastguard Worker if (!so)
1240*61046927SAndroid Build Coastguard Worker return regid(63, 0);
1241*61046927SAndroid Build Coastguard Worker for (int j = 0; j < so->inputs_count; j++)
1242*61046927SAndroid Build Coastguard Worker if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
1243*61046927SAndroid Build Coastguard Worker return so->inputs[j].regid;
1244*61046927SAndroid Build Coastguard Worker return regid(63, 0);
1245*61046927SAndroid Build Coastguard Worker }
1246*61046927SAndroid Build Coastguard Worker
1247*61046927SAndroid Build Coastguard Worker /* calculate register footprint in terms of half-regs (ie. one full
1248*61046927SAndroid Build Coastguard Worker * reg counts as two half-regs).
1249*61046927SAndroid Build Coastguard Worker */
1250*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_shader_halfregs(const struct ir3_shader_variant * v)1251*61046927SAndroid Build Coastguard Worker ir3_shader_halfregs(const struct ir3_shader_variant *v)
1252*61046927SAndroid Build Coastguard Worker {
1253*61046927SAndroid Build Coastguard Worker return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
1254*61046927SAndroid Build Coastguard Worker }
1255*61046927SAndroid Build Coastguard Worker
1256*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_shader_nibo(const struct ir3_shader_variant * v)1257*61046927SAndroid Build Coastguard Worker ir3_shader_nibo(const struct ir3_shader_variant *v)
1258*61046927SAndroid Build Coastguard Worker {
1259*61046927SAndroid Build Coastguard Worker return v->num_ibos;
1260*61046927SAndroid Build Coastguard Worker }
1261*61046927SAndroid Build Coastguard Worker
1262*61046927SAndroid Build Coastguard Worker static inline uint32_t
ir3_shader_branchstack_hw(const struct ir3_shader_variant * v)1263*61046927SAndroid Build Coastguard Worker ir3_shader_branchstack_hw(const struct ir3_shader_variant *v)
1264*61046927SAndroid Build Coastguard Worker {
1265*61046927SAndroid Build Coastguard Worker /* Dummy shader */
1266*61046927SAndroid Build Coastguard Worker if (!v->compiler)
1267*61046927SAndroid Build Coastguard Worker return 0;
1268*61046927SAndroid Build Coastguard Worker
1269*61046927SAndroid Build Coastguard Worker if (v->compiler->gen < 5)
1270*61046927SAndroid Build Coastguard Worker return v->branchstack;
1271*61046927SAndroid Build Coastguard Worker
1272*61046927SAndroid Build Coastguard Worker return DIV_ROUND_UP(MIN2(v->branchstack, v->compiler->branchstack_size), 2);
1273*61046927SAndroid Build Coastguard Worker }
1274*61046927SAndroid Build Coastguard Worker
1275*61046927SAndroid Build Coastguard Worker ENDC;
1276*61046927SAndroid Build Coastguard Worker
1277*61046927SAndroid Build Coastguard Worker #endif /* IR3_SHADER_H_ */
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