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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/radeonsi/si_shader.h
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/*
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* Copyright 2012 Advanced Micro Devices, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/* The compiler middle-end architecture: Explaining (non-)monolithic shaders
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* -------------------------------------------------------------------------
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*
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* Typically, there is one-to-one correspondence between API and HW shaders,
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* that is, for every API shader, there is exactly one shader binary in
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* the driver.
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*
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* The problem with that is that we also have to emulate some API states
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* (e.g. alpha-test, and many others) in shaders too. The two obvious ways
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* to deal with it are:
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* - each shader has multiple variants for each combination of emulated states,
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* and the variants are compiled on demand, possibly relying on a shader
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* cache for good performance
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* - patch shaders at the binary level
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*
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* This driver uses something completely different. The emulated states are
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* usually implemented at the beginning or end of shaders. Therefore, we can
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* split the shader into 3 parts:
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* - prolog part (shader code dependent on states)
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* - main part (the API shader)
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* - epilog part (shader code dependent on states)
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*
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* Each part is compiled as a separate shader and the final binaries are
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* concatenated. This type of shader is called non-monolithic, because it
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* consists of multiple independent binaries. Creating a new shader variant
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* is therefore only a concatenation of shader parts (binaries) and doesn't
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* involve any compilation. The main shader parts are the only parts that are
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* compiled when applications create shader objects. The prolog and epilog
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* parts are compiled on the first use and saved, so that their binaries can
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* be reused by many other shaders.
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*
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* One of the roles of the prolog part is to compute vertex buffer addresses
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* for vertex shaders. A few of the roles of the epilog part are color buffer
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* format conversions in pixel shaders that we have to do manually, and write
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* tessellation factors in tessellation control shaders. The prolog and epilog
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* have many other important responsibilities in various shader stages.
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* They don't just "emulate legacy stuff".
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*
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* Monolithic shaders are shaders where the parts are combined before LLVM
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* compilation, and the whole thing is compiled and optimized as one unit with
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* one binary on the output. The result is the same as the non-monolithic
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* shader, but the final code can be better, because LLVM can optimize across
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* all shader parts. Monolithic shaders aren't usually used except for these
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* special cases:
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*
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* 1) Some rarely-used states require modification of the main shader part
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* itself, and in such cases, only the monolithic shader variant is
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* compiled, and that's always done on the first use.
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*
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* 2) When we do cross-stage optimizations for separate shader objects and
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* e.g. eliminate unused shader varyings, the resulting optimized shader
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* variants are always compiled as monolithic shaders, and always
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* asynchronously (i.e. not stalling ongoing rendering). We call them
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* "optimized monolithic" shaders. The important property here is that
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* the non-monolithic unoptimized shader variant is always available for use
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* when the asynchronous compilation of the optimized shader is not done
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* yet.
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*
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* Starting with GFX9 chips, some shader stages are merged, and the number of
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* shader parts per shader increased. The complete new list of shader parts is:
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* - 1st shader: prolog part
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* - 1st shader: main part
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* - 2nd shader: prolog part
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* - 2nd shader: main part
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* - 2nd shader: epilog part
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*/
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/* How linking shader inputs and outputs between vertex, tessellation, and
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* geometry shaders works.
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*
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* Inputs and outputs between shaders are stored in a buffer. This buffer
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* lives in LDS (typical case for tessellation), but it can also live
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* in memory (ESGS). Each input or output has a fixed location within a vertex.
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* The highest used input or output determines the stride between vertices.
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*
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* Since GS and tessellation are only possible in the OpenGL core profile,
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* only these semantics are valid for per-vertex data:
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*
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* Name Location
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*
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* POSITION 0
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* PSIZE 1
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* CLIPDIST0..1 2..3
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* CULLDIST0..1 (not implemented)
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* GENERIC0..31 4..35
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*
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* For example, a shader only writing GENERIC0 has the output stride of 5.
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*
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* Only these semantics are valid for per-patch data:
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*
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* Name Location
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*
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* TESSOUTER 0
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* TESSINNER 1
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* PATCH0..29 2..31
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*
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* That's how independent shaders agree on input and output locations.
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* The si_shader_io_get_unique_index function assigns the locations.
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*
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* For tessellation, other required information for calculating the input and
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* output addresses like the vertex stride, the patch stride, and the offsets
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* where per-vertex and per-patch data start, is passed to the shader via
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* user data SGPRs. The offsets and strides are calculated at draw time and
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* aren't available at compile time.
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*/
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#ifndef SI_SHADER_H
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#define SI_SHADER_H
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#include "ac_binary.h"
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#include "ac_llvm_build.h"
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#include "ac_llvm_util.h"
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#include "util/simple_mtx.h"
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#include "util/u_inlines.h"
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#include "util/u_live_shader_cache.h"
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#include "util/u_queue.h"
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#include <stdio.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Use LDS symbols when supported by LLVM. Can be disabled for testing the old
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// path on newer LLVM for now. Should be removed in the long term.
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#define USE_LDS_SYMBOLS (true)
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struct nir_shader;
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struct si_shader;
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struct si_context;
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#define SI_MAX_ATTRIBS 16
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#define SI_MAX_VS_OUTPUTS 40
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#define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
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/* SGPR user data indices */
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enum
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{
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SI_SGPR_INTERNAL_BINDINGS,
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SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
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SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
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SI_SGPR_SAMPLERS_AND_IMAGES,
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SI_NUM_RESOURCE_SGPRS,
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/* API VS, TES without GS, GS copy shader */
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SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
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SI_NUM_VS_STATE_RESOURCE_SGPRS,
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/* all VS variants */
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SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
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SI_SGPR_DRAWID,
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SI_SGPR_START_INSTANCE,
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SI_VS_NUM_USER_SGPR,
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SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
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/* TES */
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SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
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SI_SGPR_TES_OFFCHIP_ADDR,
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SI_TES_NUM_USER_SGPR,
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/* GFX6-8: TCS only */
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GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
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GFX6_SGPR_TCS_OUT_OFFSETS,
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GFX6_SGPR_TCS_OUT_LAYOUT,
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GFX6_SGPR_TCS_IN_LAYOUT,
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GFX6_TCS_NUM_USER_SGPR,
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/* GFX9: Merged shaders. */
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/* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
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/* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
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GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
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/* GFX9: Merged LS-HS (VS-TCS) only. */
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GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
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GFX9_SGPR_TCS_OUT_OFFSETS,
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GFX9_SGPR_TCS_OUT_LAYOUT,
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GFX9_TCS_NUM_USER_SGPR,
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/* GS limits */
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GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
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GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
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GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
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SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
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/* PS only */
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SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
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SI_PS_NUM_USER_SGPR,
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/* The value has to be 12, because the hw requires that descriptors
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* are aligned to 4 SGPRs.
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*/
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SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
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};
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/* LLVM function parameter indices */
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enum
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{
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SI_NUM_RESOURCE_PARAMS = 4,
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/* PS only parameters */
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SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
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SI_PARAM_PRIM_MASK,
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SI_PARAM_PERSP_SAMPLE,
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SI_PARAM_PERSP_CENTER,
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SI_PARAM_PERSP_CENTROID,
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SI_PARAM_PERSP_PULL_MODEL,
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SI_PARAM_LINEAR_SAMPLE,
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SI_PARAM_LINEAR_CENTER,
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SI_PARAM_LINEAR_CENTROID,
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SI_PARAM_LINE_STIPPLE_TEX,
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SI_PARAM_POS_X_FLOAT,
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SI_PARAM_POS_Y_FLOAT,
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SI_PARAM_POS_Z_FLOAT,
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SI_PARAM_POS_W_FLOAT,
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SI_PARAM_FRONT_FACE,
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SI_PARAM_ANCILLARY,
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SI_PARAM_SAMPLE_COVERAGE,
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SI_PARAM_POS_FIXED_PT,
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SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
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};
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/* Fields of driver-defined VS state SGPR. */
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#define S_VS_STATE_CLAMP_VERTEX_COLOR(x) (((unsigned)(x)&0x1) << 0)
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#define C_VS_STATE_CLAMP_VERTEX_COLOR 0xFFFFFFFE
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#define S_VS_STATE_INDEXED(x) (((unsigned)(x)&0x1) << 1)
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#define C_VS_STATE_INDEXED 0xFFFFFFFD
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#define S_VS_STATE_OUTPRIM(x) (((unsigned)(x)&0x3) << 2)
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#define C_VS_STATE_OUTPRIM 0xFFFFFFF3
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#define S_VS_STATE_PROVOKING_VTX_INDEX(x) (((unsigned)(x)&0x3) << 4)
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#define C_VS_STATE_PROVOKING_VTX_INDEX 0xFFFFFFCF
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#define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
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#define C_VS_STATE_STREAMOUT_QUERY_ENABLED 0xFFFFFFBF
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#define S_VS_STATE_SMALL_PRIM_PRECISION(x) (((unsigned)(x)&0xF) << 7)
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#define C_VS_STATE_SMALL_PRIM_PRECISION 0xFFFFF87F
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#define S_VS_STATE_LS_OUT_PATCH_SIZE(x) (((unsigned)(x)&0x1FFF) << 11)
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#define C_VS_STATE_LS_OUT_PATCH_SIZE 0xFF0007FF
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#define S_VS_STATE_LS_OUT_VERTEX_SIZE(x) (((unsigned)(x)&0xFF) << 24)
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#define C_VS_STATE_LS_OUT_VERTEX_SIZE 0x00FFFFFF
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enum
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{
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/* These represent the number of SGPRs the shader uses. */
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SI_VS_BLIT_SGPRS_POS = 3,
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SI_VS_BLIT_SGPRS_POS_COLOR = 7,
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SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
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};
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#define SI_NGG_CULL_VIEW_SMALLPRIMS (1 << 0) /* view.xy + small prims */
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#define SI_NGG_CULL_BACK_FACE (1 << 1) /* back faces */
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#define SI_NGG_CULL_FRONT_FACE (1 << 2) /* front faces */
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#define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST (1 << 3) /* GS fast launch: triangles */
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#define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4) /* GS fast launch: triangle strip */
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#define SI_NGG_CULL_GS_FAST_LAUNCH_INDEX_SIZE_PACKED(x) (((x) & 0x3) << 5) /* 0->0, 1->1, 2->2, 3->4 */
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#define SI_GET_NGG_CULL_GS_FAST_LAUNCH_INDEX_SIZE_PACKED(x) (((x) >> 5) & 0x3)
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#define SI_NGG_CULL_GS_FAST_LAUNCH_ALL (0xf << 3) /* GS fast launch (both prim types) */
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/**
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* For VS shader keys, describe any fixups required for vertex fetch.
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*
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* \ref log_size, \ref format, and the number of channels are interpreted as
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* by \ref ac_build_opencoded_load_format.
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*
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* Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
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* impossible format and indicates that no fixup is needed (just use
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* buffer_load_format_xyzw).
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*/
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union si_vs_fix_fetch {
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struct {
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uint8_t log_size : 2; /* 1, 2, 4, 8 or bytes per channel */
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uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
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uint8_t format : 3; /* AC_FETCH_FORMAT_xxx */
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uint8_t reverse : 1; /* reverse XYZ channels */
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} u;
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uint8_t bits;
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};
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struct si_shader;
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/* State of the context creating the shader object. */
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struct si_compiler_ctx_state {
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/* Should only be used by si_init_shader_selector_async and
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* si_build_shader_variant if thread_index == -1 (non-threaded). */
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struct ac_llvm_compiler *compiler;
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/* Used if thread_index == -1 or if debug.async is true. */
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struct pipe_debug_callback debug;
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/* Used for creating the log string for gallium/ddebug. */
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bool is_debug_context;
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};
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enum si_color_output_type {
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SI_TYPE_ANY32,
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SI_TYPE_FLOAT16,
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SI_TYPE_INT16,
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SI_TYPE_UINT16,
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};
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struct si_shader_info {
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shader_info base;
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gl_shader_stage stage;
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ubyte num_inputs;
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ubyte num_outputs;
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ubyte input_semantic[PIPE_MAX_SHADER_INPUTS];
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ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
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ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
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ubyte input_fp16_lo_hi_valid[PIPE_MAX_SHADER_INPUTS];
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ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS];
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char output_semantic_to_slot[VARYING_SLOT_VAR15_16BIT + 1];
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ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
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ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS];
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ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
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ubyte output_type[PIPE_MAX_SHADER_OUTPUTS]; /* enum nir_alu_type */
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ubyte color_interpolate[2];
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ubyte color_interpolate_loc[2];
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int constbuf0_num_slots;
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ubyte num_stream_output_components[4];
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uint num_memory_stores;
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ubyte colors_read; /**< which color components are read by the FS */
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ubyte colors_written;
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uint16_t output_color_types; /**< Each bit pair is enum si_color_output_type */
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bool color0_writes_all_cbufs; /**< gl_FragColor */
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bool reads_samplemask; /**< does fragment shader read sample mask? */
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bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
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bool writes_z; /**< does fragment shader write Z value? */
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bool writes_stencil; /**< does fragment shader write stencil value? */
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bool writes_samplemask; /**< does fragment shader write sample mask? */
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bool writes_edgeflag; /**< vertex shader outputs edgeflag */
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bool uses_interp_color;
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bool uses_persp_center_color;
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bool uses_persp_centroid_color;
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bool uses_persp_sample_color;
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bool uses_persp_center;
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bool uses_persp_centroid;
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bool uses_persp_sample;
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bool uses_linear_center;
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bool uses_linear_centroid;
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bool uses_linear_sample;
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bool uses_interp_at_sample;
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bool uses_instanceid;
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bool uses_base_vertex;
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bool uses_base_instance;
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bool uses_drawid;
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bool uses_primid;
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bool uses_frontface;
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bool uses_invocationid;
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bool uses_thread_id[3];
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bool uses_block_id[3];
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bool uses_variable_block_size;
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bool uses_grid_size;
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bool uses_subgroup_info;
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bool writes_position;
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bool writes_psize;
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bool writes_clipvertex;
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bool writes_primid;
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bool writes_viewport_index;
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bool writes_layer;
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bool uses_bindless_samplers;
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bool uses_bindless_images;
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bool uses_indirect_descriptor;
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bool uses_vmem_return_type_sampler_or_bvh;
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bool uses_vmem_return_type_other; /* all other VMEM loads and atomics with return */
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/** Whether all codepaths write tess factors in all invocations. */
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bool tessfactors_are_def_in_all_invocs;
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/* A flag to check if vrs2x2 can be enabled to reduce number of
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* fragment shader invocations if flat shading.
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*/
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bool allow_flat_shading;
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/* Optimization: if the texture bound to this texunit has been cleared to 1,
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* then the draw can be skipped (see si_draw_vbo_skip_noop). Initially the
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* value is 0xff (undetermined) and can be later changed to 0 (= false) or
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* texunit + 1.
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*/
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uint8_t writes_1_if_tex_is_1;
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};
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/* A shader selector is a gallium CSO and contains shader variants and
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* binaries for one NIR program. This can be shared by multiple contexts.
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*/
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struct si_shader_selector {
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struct util_live_shader base;
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struct si_screen *screen;
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struct util_queue_fence ready;
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struct si_compiler_ctx_state compiler_ctx_state;
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simple_mtx_t mutex;
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struct si_shader *first_variant; /* immutable after the first variant */
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struct si_shader *last_variant; /* mutable */
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/* The compiled NIR shader without a prolog and/or epilog (not
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* uploaded to a buffer object).
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*/
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struct si_shader *main_shader_part;
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struct si_shader *main_shader_part_ls; /* as_ls is set in the key */
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struct si_shader *main_shader_part_es; /* as_es is set in the key */
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struct si_shader *main_shader_part_ngg; /* as_ngg is set in the key */
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struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
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struct si_shader *gs_copy_shader;
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struct nir_shader *nir;
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void *nir_binary;
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unsigned nir_size;
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struct pipe_stream_output_info so;
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struct si_shader_info info;
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enum pipe_shader_type pipe_shader_type;
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ubyte const_and_shader_buf_descriptors_index;
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ubyte sampler_and_images_descriptors_index;
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bool vs_needs_prolog;
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bool prim_discard_cs_allowed;
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ubyte cs_shaderbufs_sgpr_index;
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ubyte cs_num_shaderbufs_in_user_sgprs;
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ubyte cs_images_sgpr_index;
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ubyte cs_images_num_sgprs;
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ubyte cs_num_images_in_user_sgprs;
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ubyte num_vs_inputs;
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ubyte num_vbos_in_user_sgprs;
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unsigned pa_cl_vs_out_cntl;
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unsigned ngg_cull_vert_threshold; /* UINT32_MAX = disabled */
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ubyte clipdist_mask;
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ubyte culldist_mask;
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enum pipe_prim_type rast_prim;
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/* ES parameters. */
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uint16_t esgs_itemsize; /* vertex stride */
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uint16_t lshs_vertex_stride;
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/* GS parameters. */
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uint16_t gsvs_vertex_size;
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ubyte gs_input_verts_per_prim;
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unsigned max_gsvs_emit_size;
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uint16_t enabled_streamout_buffer_mask;
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bool tess_turns_off_ngg;
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/* PS parameters. */
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ubyte color_attr_index[2];
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unsigned db_shader_control;
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/* Set 0xf or 0x0 (4 bits) per each written output.
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* ANDed with spi_shader_col_format.
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*/
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unsigned colors_written_4bit;
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uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
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uint64_t outputs_written; /* "get_unique_index" bits */
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uint32_t patch_outputs_written; /* "get_unique_index_patch" bits */
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uint64_t inputs_read; /* "get_unique_index" bits */
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uint64_t tcs_vgpr_only_inputs; /* TCS inputs that are only in VGPRs, not LDS. */
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/* bitmasks of used descriptor slots */
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uint64_t active_const_and_shader_buffers;
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uint64_t active_samplers_and_images;
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};
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/* Valid shader configurations:
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*
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* API shaders VS | TCS | TES | GS |pass| PS
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* are compiled as: | | | |thru|
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* | | | | |
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* Only VS & PS: VS | | | | | PS
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* GFX6 - with GS: ES | | | GS | VS | PS
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* - with tess: LS | HS | VS | | | PS
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* - with both: LS | HS | ES | GS | VS | PS
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* GFX9 - with GS: -> | | | GS | VS | PS
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* - with tess: -> | HS | VS | | | PS
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* - with both: -> | HS | -> | GS | VS | PS
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* | | | | |
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* NGG - VS & PS: GS | | | | | PS
508
* (GFX10+) - with GS: -> | | | GS | | PS
509
* - with tess: -> | HS | GS | | | PS
510
* - with both: -> | HS | -> | GS | | PS
511
*
512
* -> = merged with the next stage
513
*/
514
515
/* Use the byte alignment for all following structure members for optimal
516
* shader key memory footprint.
517
*/
518
#pragma pack(push, 1)
519
520
/* Common VS bits between the shader key and the prolog key. */
521
struct si_vs_prolog_bits {
522
/* - If neither "is_one" nor "is_fetched" has a bit set, the instance
523
* divisor is 0.
524
* - If "is_one" has a bit set, the instance divisor is 1.
525
* - If "is_fetched" has a bit set, the instance divisor will be loaded
526
* from the constant buffer.
527
*/
528
uint16_t instance_divisor_is_one; /* bitmask of inputs */
529
uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
530
unsigned ls_vgpr_fix : 1;
531
unsigned unpack_instance_id_from_vertex_id : 1;
532
};
533
534
/* Common TCS bits between the shader key and the epilog key. */
535
struct si_tcs_epilog_bits {
536
unsigned prim_mode : 3;
537
unsigned invoc0_tess_factors_are_def : 1;
538
unsigned tes_reads_tess_factors : 1;
539
};
540
541
struct si_gs_prolog_bits {
542
unsigned tri_strip_adj_fix : 1;
543
};
544
545
/* Common PS bits between the shader key and the prolog key. */
546
struct si_ps_prolog_bits {
547
unsigned color_two_side : 1;
548
unsigned flatshade_colors : 1;
549
unsigned poly_stipple : 1;
550
unsigned force_persp_sample_interp : 1;
551
unsigned force_linear_sample_interp : 1;
552
unsigned force_persp_center_interp : 1;
553
unsigned force_linear_center_interp : 1;
554
unsigned bc_optimize_for_persp : 1;
555
unsigned bc_optimize_for_linear : 1;
556
unsigned samplemask_log_ps_iter : 3;
557
};
558
559
/* Common PS bits between the shader key and the epilog key. */
560
struct si_ps_epilog_bits {
561
unsigned spi_shader_col_format;
562
unsigned color_is_int8 : 8;
563
unsigned color_is_int10 : 8;
564
unsigned last_cbuf : 3;
565
unsigned alpha_func : 3;
566
unsigned alpha_to_one : 1;
567
unsigned poly_line_smoothing : 1;
568
unsigned clamp_color : 1;
569
};
570
571
union si_shader_part_key {
572
struct {
573
struct si_vs_prolog_bits states;
574
unsigned num_input_sgprs : 6;
575
/* For merged stages such as LS-HS, HS input VGPRs are first. */
576
unsigned num_merged_next_stage_vgprs : 3;
577
unsigned num_inputs : 5;
578
unsigned as_ls : 1;
579
unsigned as_es : 1;
580
unsigned as_ngg : 1;
581
unsigned as_prim_discard_cs : 1;
582
unsigned gs_fast_launch_tri_list : 1; /* for NGG culling */
583
unsigned gs_fast_launch_tri_strip : 1; /* for NGG culling */
584
unsigned gs_fast_launch_index_size_packed : 2;
585
unsigned load_vgprs_after_culling : 1;
586
/* Prologs for monolithic shaders shouldn't set EXEC. */
587
unsigned is_monolithic : 1;
588
} vs_prolog;
589
struct {
590
struct si_tcs_epilog_bits states;
591
} tcs_epilog;
592
struct {
593
struct si_gs_prolog_bits states;
594
unsigned as_ngg : 1;
595
} gs_prolog;
596
struct {
597
struct si_ps_prolog_bits states;
598
unsigned num_input_sgprs : 6;
599
unsigned num_input_vgprs : 5;
600
/* Color interpolation and two-side color selection. */
601
unsigned colors_read : 8; /* color input components read */
602
unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
603
unsigned face_vgpr_index : 5;
604
unsigned ancillary_vgpr_index : 5;
605
unsigned wqm : 1;
606
char color_attr_index[2];
607
signed char color_interp_vgpr_index[2]; /* -1 == constant */
608
} ps_prolog;
609
struct {
610
struct si_ps_epilog_bits states;
611
unsigned colors_written : 8;
612
unsigned color_types : 16;
613
unsigned writes_z : 1;
614
unsigned writes_stencil : 1;
615
unsigned writes_samplemask : 1;
616
} ps_epilog;
617
};
618
619
struct si_shader_key {
620
/* Prolog and epilog flags. */
621
union {
622
struct {
623
struct si_vs_prolog_bits prolog;
624
} vs;
625
struct {
626
struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
627
struct si_shader_selector *ls; /* for merged LS-HS */
628
struct si_tcs_epilog_bits epilog;
629
} tcs; /* tessellation control shader */
630
struct {
631
struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
632
struct si_shader_selector *es; /* for merged ES-GS */
633
struct si_gs_prolog_bits prolog;
634
} gs;
635
struct {
636
struct si_ps_prolog_bits prolog;
637
struct si_ps_epilog_bits epilog;
638
} ps;
639
} part;
640
641
/* These three are initially set according to the NEXT_SHADER property,
642
* or guessed if the property doesn't seem correct.
643
*/
644
unsigned as_es : 1; /* export shader, which precedes GS */
645
unsigned as_ls : 1; /* local shader, which precedes TCS */
646
unsigned as_ngg : 1; /* VS, TES, or GS compiled as NGG primitive shader */
647
648
/* Flags for monolithic compilation only. */
649
struct {
650
/* Whether fetch should be opencoded according to vs_fix_fetch.
651
* Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
652
* with minimal fixups is used. */
653
uint16_t vs_fetch_opencode;
654
union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
655
656
union {
657
uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
658
/* When PS needs PrimID and GS is disabled. */
659
unsigned vs_export_prim_id : 1;
660
struct {
661
unsigned interpolate_at_sample_force_center : 1;
662
unsigned fbfetch_msaa : 1;
663
unsigned fbfetch_is_1D : 1;
664
unsigned fbfetch_layered : 1;
665
} ps;
666
} u;
667
} mono;
668
669
/* Optimization flags for asynchronous compilation only. */
670
struct {
671
/* For HW VS (it can be VS, TES, GS) */
672
uint64_t kill_outputs; /* "get_unique_index" bits */
673
unsigned kill_clip_distances : 8;
674
unsigned kill_pointsize : 1;
675
676
/* For NGG VS and TES. */
677
unsigned ngg_culling : 7; /* SI_NGG_CULL_* */
678
679
/* For shaders where monolithic variants have better code.
680
*
681
* This is a flag that has no effect on code generation,
682
* but forces monolithic shaders to be used as soon as
683
* possible, because it's in the "opt" group.
684
*/
685
unsigned prefer_mono : 1;
686
687
/* Primitive discard compute shader. */
688
unsigned vs_as_prim_discard_cs : 1;
689
unsigned cs_prim_type : 4;
690
unsigned cs_indexed : 1;
691
unsigned cs_instancing : 1;
692
unsigned cs_provoking_vertex_first : 1;
693
unsigned cs_cull_front : 1;
694
unsigned cs_cull_back : 1;
695
696
/* VS and TCS have the same number of patch vertices. */
697
unsigned same_patch_vertices:1;
698
699
unsigned inline_uniforms:1;
700
701
/* This must be kept last to limit the number of variants
702
* depending only on the uniform values.
703
*/
704
uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS];
705
} opt;
706
};
707
708
/* Restore the pack alignment to default. */
709
#pragma pack(pop)
710
711
/* GCN-specific shader info. */
712
struct si_shader_binary_info {
713
ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
714
ubyte num_input_sgprs;
715
ubyte num_input_vgprs;
716
signed char face_vgpr_index;
717
signed char ancillary_vgpr_index;
718
bool uses_instanceid;
719
ubyte nr_pos_exports;
720
ubyte nr_param_exports;
721
unsigned private_mem_vgprs;
722
unsigned max_simd_waves;
723
};
724
725
struct si_shader_binary {
726
const char *elf_buffer;
727
size_t elf_size;
728
729
char *uploaded_code;
730
size_t uploaded_code_size;
731
732
char *llvm_ir_string;
733
};
734
735
struct gfx9_gs_info {
736
unsigned es_verts_per_subgroup;
737
unsigned gs_prims_per_subgroup;
738
unsigned gs_inst_prims_in_subgroup;
739
unsigned max_prims_per_subgroup;
740
unsigned esgs_ring_size; /* in bytes */
741
};
742
743
struct si_shader {
744
struct si_compiler_ctx_state compiler_ctx_state;
745
746
struct si_shader_selector *selector;
747
struct si_shader_selector *previous_stage_sel; /* for refcounting */
748
struct si_shader *next_variant;
749
750
struct si_shader_part *prolog;
751
struct si_shader *previous_stage; /* for GFX9 */
752
struct si_shader_part *prolog2;
753
struct si_shader_part *epilog;
754
755
struct si_pm4_state *pm4;
756
struct si_resource *bo;
757
struct si_resource *scratch_bo;
758
struct si_shader_key key;
759
struct util_queue_fence ready;
760
bool compilation_failed;
761
bool is_monolithic;
762
bool is_optimized;
763
bool is_binary_shared;
764
bool is_gs_copy_shader;
765
766
/* The following data is all that's needed for binary shaders. */
767
struct si_shader_binary binary;
768
struct ac_shader_config config;
769
struct si_shader_binary_info info;
770
771
/* SI_SGPR_VS_STATE_BITS */
772
bool uses_vs_state_provoking_vertex;
773
bool uses_vs_state_outprim;
774
775
bool uses_base_instance;
776
777
struct {
778
uint16_t ngg_emit_size; /* in dwords */
779
uint16_t hw_max_esverts;
780
uint16_t max_gsprims;
781
uint16_t max_out_verts;
782
uint16_t prim_amp_factor;
783
bool max_vert_out_per_gs_instance;
784
} ngg;
785
786
/* Shader key + LLVM IR + disassembly + statistics.
787
* Generated for debug contexts only.
788
*/
789
char *shader_log;
790
size_t shader_log_size;
791
792
struct gfx9_gs_info gs_info;
793
794
/* For save precompute context registers values. */
795
union {
796
struct {
797
unsigned vgt_gsvs_ring_offset_1;
798
unsigned vgt_gsvs_ring_offset_2;
799
unsigned vgt_gsvs_ring_offset_3;
800
unsigned vgt_gsvs_ring_itemsize;
801
unsigned vgt_gs_max_vert_out;
802
unsigned vgt_gs_vert_itemsize;
803
unsigned vgt_gs_vert_itemsize_1;
804
unsigned vgt_gs_vert_itemsize_2;
805
unsigned vgt_gs_vert_itemsize_3;
806
unsigned vgt_gs_instance_cnt;
807
unsigned vgt_gs_onchip_cntl;
808
unsigned vgt_gs_max_prims_per_subgroup;
809
unsigned vgt_esgs_ring_itemsize;
810
} gs;
811
812
struct {
813
unsigned ge_max_output_per_subgroup;
814
unsigned ge_ngg_subgrp_cntl;
815
unsigned vgt_primitiveid_en;
816
unsigned vgt_gs_onchip_cntl;
817
unsigned vgt_gs_instance_cnt;
818
unsigned vgt_esgs_ring_itemsize;
819
unsigned spi_vs_out_config;
820
unsigned spi_shader_idx_format;
821
unsigned spi_shader_pos_format;
822
unsigned pa_cl_vte_cntl;
823
unsigned pa_cl_ngg_cntl;
824
unsigned vgt_gs_max_vert_out; /* for API GS */
825
unsigned ge_pc_alloc; /* uconfig register */
826
} ngg;
827
828
struct {
829
unsigned vgt_gs_mode;
830
unsigned vgt_primitiveid_en;
831
unsigned vgt_reuse_off;
832
unsigned spi_vs_out_config;
833
unsigned spi_shader_pos_format;
834
unsigned pa_cl_vte_cntl;
835
unsigned ge_pc_alloc; /* uconfig register */
836
} vs;
837
838
struct {
839
unsigned spi_ps_input_ena;
840
unsigned spi_ps_input_addr;
841
unsigned spi_baryc_cntl;
842
unsigned spi_ps_in_control;
843
unsigned spi_shader_z_format;
844
unsigned spi_shader_col_format;
845
unsigned cb_shader_mask;
846
} ps;
847
} ctx_reg;
848
849
/*For save precompute registers value */
850
unsigned vgt_tf_param; /* VGT_TF_PARAM */
851
unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
852
unsigned pa_cl_vs_out_cntl;
853
unsigned ge_cntl;
854
};
855
856
struct si_shader_part {
857
struct si_shader_part *next;
858
union si_shader_part_key key;
859
struct si_shader_binary binary;
860
struct ac_shader_config config;
861
};
862
863
/* si_shader.c */
864
bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
865
struct si_shader *shader, struct pipe_debug_callback *debug);
866
bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
867
struct si_shader *shader, struct pipe_debug_callback *debug);
868
void si_shader_destroy(struct si_shader *shader);
869
unsigned si_shader_io_get_unique_index_patch(unsigned semantic);
870
unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying);
871
bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
872
uint64_t scratch_va);
873
void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
874
struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
875
void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
876
struct pipe_debug_callback *debug);
877
void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
878
const char *si_get_shader_name(const struct si_shader *shader);
879
void si_shader_binary_clean(struct si_shader_binary *binary);
880
881
/* si_shader_llvm_gs.c */
882
struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
883
struct ac_llvm_compiler *compiler,
884
struct si_shader_selector *gs_selector,
885
struct pipe_debug_callback *debug);
886
887
/* si_shader_nir.c */
888
void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
889
void si_nir_opts(struct si_screen *sscreen, struct nir_shader *nir, bool first);
890
void si_nir_late_opts(nir_shader *nir);
891
void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);
892
893
/* si_state_shaders.c */
894
void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
895
struct gfx9_gs_info *out);
896
897
/* Inline helpers. */
898
899
/* Return the pointer to the main shader part's pointer. */
900
static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
901
struct si_shader_key *key)
902
{
903
if (key->as_ls)
904
return &sel->main_shader_part_ls;
905
if (key->as_es && key->as_ngg)
906
return &sel->main_shader_part_ngg_es;
907
if (key->as_es)
908
return &sel->main_shader_part_es;
909
if (key->as_ngg)
910
return &sel->main_shader_part_ngg;
911
return &sel->main_shader_part;
912
}
913
914
static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader)
915
{
916
struct si_shader_selector *sel = shader->selector;
917
918
return sel->info.stage != MESA_SHADER_GEOMETRY && !sel->so.num_outputs && !sel->info.writes_edgeflag &&
919
!shader->key.opt.ngg_culling &&
920
(sel->info.stage != MESA_SHADER_VERTEX || !shader->key.mono.u.vs_export_prim_id);
921
}
922
923
static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
924
{
925
return selector ? selector->info.uses_bindless_samplers : false;
926
}
927
928
static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
929
{
930
return selector ? selector->info.uses_bindless_images : false;
931
}
932
933
#ifdef __cplusplus
934
}
935
#endif
936
937
#endif
938
939