1 /*
2  * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21  * SOFTWARE.
22  *
23  * Authors:
24  *    Rob Clark <robclark@freedesktop.org>
25  */
26 
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29 
30 #include <stdio.h>
31 
32 #include "c11/threads.h"
33 #include "compiler/nir/nir.h"
34 #include "compiler/shader_enums.h"
35 #include "util/bitscan.h"
36 #include "util/disk_cache.h"
37 
38 #include "ir3_compiler.h"
39 
40 struct glsl_type;
41 
42 /* driver param indices: */
43 enum ir3_driver_param {
44    /* compute shader driver params: */
45    IR3_DP_NUM_WORK_GROUPS_X = 0,
46    IR3_DP_NUM_WORK_GROUPS_Y = 1,
47    IR3_DP_NUM_WORK_GROUPS_Z = 2,
48    IR3_DP_BASE_GROUP_X = 4,
49    IR3_DP_BASE_GROUP_Y = 5,
50    IR3_DP_BASE_GROUP_Z = 6,
51    IR3_DP_SUBGROUP_SIZE = 7,
52    IR3_DP_LOCAL_GROUP_SIZE_X = 8,
53    IR3_DP_LOCAL_GROUP_SIZE_Y = 9,
54    IR3_DP_LOCAL_GROUP_SIZE_Z = 10,
55    IR3_DP_SUBGROUP_ID_SHIFT = 11,
56    /* NOTE: gl_NumWorkGroups should be vec4 aligned because
57     * glDispatchComputeIndirect() needs to load these from
58     * the info->indirect buffer.  Keep that in mind when/if
59     * adding any addition CS driver params.
60     */
61    IR3_DP_CS_COUNT = 12, /* must be aligned to vec4 */
62 
63    /* vertex shader driver params: */
64    IR3_DP_DRAWID = 0,
65    IR3_DP_VTXID_BASE = 1,
66    IR3_DP_INSTID_BASE = 2,
67    IR3_DP_VTXCNT_MAX = 3,
68    /* user-clip-plane components, up to 8x vec4's: */
69    IR3_DP_UCP0_X = 4,
70    /* .... */
71    IR3_DP_UCP7_W = 35,
72    IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
73 };
74 
75 #define IR3_MAX_SHADER_BUFFERS  32
76 #define IR3_MAX_SHADER_IMAGES   32
77 #define IR3_MAX_SO_BUFFERS      4
78 #define IR3_MAX_SO_STREAMS      4
79 #define IR3_MAX_SO_OUTPUTS      64
80 #define IR3_MAX_UBO_PUSH_RANGES 32
81 
82 /* mirrors SYSTEM_VALUE_BARYCENTRIC_ but starting from 0 */
83 enum ir3_bary {
84    IJ_PERSP_PIXEL,
85    IJ_PERSP_SAMPLE,
86    IJ_PERSP_CENTROID,
87    IJ_PERSP_SIZE,
88    IJ_LINEAR_PIXEL,
89    IJ_LINEAR_CENTROID,
90    IJ_LINEAR_SAMPLE,
91    IJ_COUNT,
92 };
93 
94 /**
95  * Description of a lowered UBO.
96  */
97 struct ir3_ubo_info {
98    uint32_t block;         /* Which constant block */
99    uint16_t bindless_base; /* For bindless, which base register is used */
100    bool bindless;
101 };
102 
103 /**
104  * Description of a range of a lowered UBO access.
105  *
106  * Drivers should not assume that there are not multiple disjoint
107  * lowered ranges of a single UBO.
108  */
109 struct ir3_ubo_range {
110    struct ir3_ubo_info ubo;
111    uint32_t offset;     /* start offset to push in the const register file */
112    uint32_t start, end; /* range of block that's actually used */
113 };
114 
115 struct ir3_ubo_analysis_state {
116    struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES];
117    uint32_t num_enabled;
118    uint32_t size;
119    uint32_t
120       cmdstream_size; /* for per-gen backend to stash required cmdstream size */
121 };
122 
123 /**
124  * Describes the layout of shader consts.  This includes:
125  *   + User consts + driver lowered UBO ranges
126  *   + SSBO sizes
127  *   + Image sizes/dimensions
128  *   + Driver params (ie. IR3_DP_*)
129  *   + TFBO addresses (for generations that do not have hardware streamout)
130  *   + Lowered immediates
131  *
132  * For consts needed to pass internal values to shader which may or may not
133  * be required, rather than allocating worst-case const space, we scan the
134  * shader and allocate consts as-needed:
135  *
136  *   + SSBO sizes: only needed if shader has a get_ssbo_size intrinsic
137  *     for a given SSBO
138  *
139  *   + Image dimensions: needed to calculate pixel offset, but only for
140  *     images that have a image_store intrinsic
141  *
142  * Layout of constant registers, each section aligned to vec4.  Note
143  * that pointer size (ubo, etc) changes depending on generation.
144  *
145  *    user consts
146  *    UBO addresses
147  *    SSBO sizes
148  *    if (vertex shader) {
149  *        driver params (IR3_DP_*)
150  *        if (stream_output.num_outputs > 0)
151  *           stream-out addresses
152  *    } else if (compute_shader) {
153  *        driver params (IR3_DP_*)
154  *    }
155  *    immediates
156  *
157  * Immediates go last mostly because they are inserted in the CP pass
158  * after the nir -> ir3 frontend.
159  *
160  * Note UBO size in bytes should be aligned to vec4
161  */
162 struct ir3_const_state {
163    unsigned num_ubos;
164    unsigned num_driver_params; /* scalar */
165 
166    /* UBO that should be mapped to the NIR shader's constant_data (or -1). */
167    int32_t constant_data_ubo;
168 
169    struct {
170       /* user const start at zero */
171       unsigned ubo;
172       unsigned image_dims;
173       unsigned driver_param;
174       unsigned tfbo;
175       unsigned primitive_param;
176       unsigned primitive_map;
177       unsigned immediate;
178    } offsets;
179 
180    struct {
181       uint32_t mask;  /* bitmask of images that have image_store */
182       uint32_t count; /* number of consts allocated */
183       /* three const allocated per image which has image_store:
184        *  + cpp         (bytes per pixel)
185        *  + pitch       (y pitch)
186        *  + array_pitch (z pitch)
187        */
188       uint32_t off[IR3_MAX_SHADER_IMAGES];
189    } image_dims;
190 
191    unsigned immediates_count;
192    unsigned immediates_size;
193    uint32_t *immediates;
194 
195    /* State of ubo access lowered to push consts: */
196    struct ir3_ubo_analysis_state ubo_state;
197 };
198 
199 /**
200  * A single output for vertex transform feedback.
201  */
202 struct ir3_stream_output {
203    unsigned register_index  : 6;  /**< 0 to 63 (OUT index) */
204    unsigned start_component : 2;  /** 0 to 3 */
205    unsigned num_components  : 3;  /** 1 to 4 */
206    unsigned output_buffer   : 3;  /**< 0 to PIPE_MAX_SO_BUFFERS */
207    unsigned dst_offset      : 16; /**< offset into the buffer in dwords */
208    unsigned stream          : 2;  /**< 0 to 3 */
209 };
210 
211 /**
212  * Stream output for vertex transform feedback.
213  */
214 struct ir3_stream_output_info {
215    unsigned num_outputs;
216    /** stride for an entire vertex for each buffer in dwords */
217    uint16_t stride[IR3_MAX_SO_BUFFERS];
218 
219    /* These correspond to the VPC_SO_STREAM_CNTL fields */
220    uint8_t streams_written;
221    uint8_t buffer_to_stream[IR3_MAX_SO_BUFFERS];
222 
223    /**
224     * Array of stream outputs, in the order they are to be written in.
225     * Selected components are tightly packed into the output buffer.
226     */
227    struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
228 };
229 
230 /**
231  * Starting from a4xx, HW supports pre-dispatching texture sampling
232  * instructions prior to scheduling a shader stage, when the
233  * coordinate maps exactly to an output of the previous stage.
234  */
235 
236 /**
237  * There is a limit in the number of pre-dispatches allowed for any
238  * given stage.
239  */
240 #define IR3_MAX_SAMPLER_PREFETCH 4
241 
242 /**
243  * This is the output stream value for 'cmd', as used by blob. It may
244  * encode the return type (in 3 bits) but it hasn't been verified yet.
245  */
246 #define IR3_SAMPLER_PREFETCH_CMD          0x4
247 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6
248 
249 /**
250  * Stream output for texture sampling pre-dispatches.
251  */
252 struct ir3_sampler_prefetch {
253    uint8_t src;
254    uint8_t samp_id;
255    uint8_t tex_id;
256    uint16_t samp_bindless_id;
257    uint16_t tex_bindless_id;
258    uint8_t dst;
259    uint8_t wrmask;
260    uint8_t half_precision;
261    uint8_t cmd;
262 };
263 
264 /* Configuration key used to identify a shader variant.. different
265  * shader variants can be used to implement features not supported
266  * in hw (two sided color), binning-pass vertex shader, etc.
267  *
268  * When adding to this struct, please update ir3_shader_variant()'s debug
269  * output.
270  */
271 struct ir3_shader_key {
272    union {
273       struct {
274          /*
275           * Combined Vertex/Fragment shader parameters:
276           */
277          unsigned ucp_enables : 8;
278 
279          /* do we need to check {v,f}saturate_{s,t,r}? */
280          unsigned has_per_samp : 1;
281 
282          /*
283           * Fragment shader variant parameters:
284           */
285          unsigned sample_shading : 1;
286          unsigned msaa           : 1;
287          /* used when shader needs to handle flat varyings (a4xx)
288           * for front/back color inputs to frag shader:
289           */
290          unsigned rasterflat : 1;
291 
292          /* Indicates that this is a tessellation pipeline which requires a
293           * whole different kind of vertex shader.  In case of
294           * tessellation, this field also tells us which kind of output
295           * topology the TES uses, which the TCS needs to know.
296           */
297 #define IR3_TESS_NONE      0
298 #define IR3_TESS_TRIANGLES 1
299 #define IR3_TESS_QUADS     2
300 #define IR3_TESS_ISOLINES  3
301          unsigned tessellation : 2;
302 
303          unsigned has_gs : 1;
304 
305          /* Whether stages after TCS read gl_PrimitiveID, used to determine
306           * whether the TCS has to store it in the tess factor BO.
307           */
308          unsigned tcs_store_primid : 1;
309 
310          /* Whether this variant sticks to the "safe" maximum constlen,
311           * which guarantees that the combined stages will never go over
312           * the limit:
313           */
314          unsigned safe_constlen : 1;
315 
316          /* Whether gl_Layer must be forced to 0 because it isn't written. */
317          unsigned layer_zero : 1;
318 
319          /* Whether gl_ViewportIndex must be forced to 0 because it isn't
320           * written. */
321          unsigned view_zero : 1;
322       };
323       uint32_t global;
324    };
325 
326    /* bitmask of ms shifts (a3xx) */
327    uint32_t vsamples, fsamples;
328 
329    /* bitmask of samplers which need astc srgb workaround (a4xx+a5xx): */
330    uint16_t vastc_srgb, fastc_srgb;
331 };
332 
333 static inline unsigned
ir3_tess_mode(unsigned gl_tess_mode)334 ir3_tess_mode(unsigned gl_tess_mode)
335 {
336    switch (gl_tess_mode) {
337    case GL_ISOLINES:
338       return IR3_TESS_ISOLINES;
339    case GL_TRIANGLES:
340       return IR3_TESS_TRIANGLES;
341    case GL_QUADS:
342       return IR3_TESS_QUADS;
343    default:
344       unreachable("bad tessmode");
345    }
346 }
347 
348 static inline bool
ir3_shader_key_equal(const struct ir3_shader_key * a,const struct ir3_shader_key * b)349 ir3_shader_key_equal(const struct ir3_shader_key *a,
350                      const struct ir3_shader_key *b)
351 {
352    /* slow-path if we need to check {v,f}saturate_{s,t,r} */
353    if (a->has_per_samp || b->has_per_samp)
354       return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
355    return a->global == b->global;
356 }
357 
358 /* will the two keys produce different lowering for a fragment shader? */
359 static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)360 ir3_shader_key_changes_fs(struct ir3_shader_key *key,
361                           struct ir3_shader_key *last_key)
362 {
363    if (last_key->has_per_samp || key->has_per_samp) {
364       if ((last_key->fsamples != key->fsamples) ||
365           (last_key->fastc_srgb != key->fastc_srgb))
366          return true;
367    }
368 
369    if (last_key->rasterflat != key->rasterflat)
370       return true;
371 
372    if (last_key->layer_zero != key->layer_zero)
373       return true;
374 
375    if (last_key->ucp_enables != key->ucp_enables)
376       return true;
377 
378    if (last_key->safe_constlen != key->safe_constlen)
379       return true;
380 
381    return false;
382 }
383 
384 /* will the two keys produce different lowering for a vertex shader? */
385 static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key * key,struct ir3_shader_key * last_key)386 ir3_shader_key_changes_vs(struct ir3_shader_key *key,
387                           struct ir3_shader_key *last_key)
388 {
389    if (last_key->has_per_samp || key->has_per_samp) {
390       if ((last_key->vsamples != key->vsamples) ||
391           (last_key->vastc_srgb != key->vastc_srgb))
392          return true;
393    }
394 
395    if (last_key->ucp_enables != key->ucp_enables)
396       return true;
397 
398    if (last_key->safe_constlen != key->safe_constlen)
399       return true;
400 
401    return false;
402 }
403 
404 /**
405  * On a4xx+a5xx, Images share state with textures and SSBOs:
406  *
407  *   + Uses texture (cat5) state/instruction (isam) to read
408  *   + Uses SSBO state and instructions (cat6) to write and for atomics
409  *
410  * Starting with a6xx, Images and SSBOs are basically the same thing,
411  * with texture state and isam also used for SSBO reads.
412  *
413  * On top of that, gallium makes the SSBO (shader_buffers) state semi
414  * sparse, with the first half of the state space used for atomic
415  * counters lowered to atomic buffers.  We could ignore this, but I
416  * don't think we could *really* handle the case of a single shader
417  * that used the max # of textures + images + SSBOs.  And once we are
418  * offsetting images by num_ssbos (or visa versa) to map them into
419  * the same hardware state, the hardware state has become coupled to
420  * the shader state, so at this point we might as well just use a
421  * mapping table to remap things from image/SSBO idx to hw idx.
422  *
423  * To make things less (more?) confusing, for the hw "SSBO" state
424  * (since it is really both SSBO and Image) I'll use the name "IBO"
425  */
426 struct ir3_ibo_mapping {
427 #define IBO_INVALID 0xff
428    /* Maps logical SSBO state to hw tex state: */
429    uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
430 
431    /* Maps logical Image state to hw tex state: */
432    uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
433 
434    /* Maps hw state back to logical SSBO or Image state:
435     *
436     * note IBO_SSBO ORd into values to indicate that the
437     * hw slot is used for SSBO state vs Image state.
438     */
439 #define IBO_SSBO 0x80
440    uint8_t tex_to_image[32];
441 
442    /* including real textures */
443    uint8_t num_tex;
444    /* the number of real textures, ie. image/ssbo start here */
445    uint8_t tex_base;
446 };
447 
448 struct ir3_disasm_info {
449    bool write_disasm;
450    char *nir;
451    char *disasm;
452 };
453 
454 /* Represents half register in regid */
455 #define HALF_REG_ID 0x100
456 
457 /**
458  * Shader variant which contains the actual hw shader instructions,
459  * and necessary info for shader state setup.
460  */
461 struct ir3_shader_variant {
462    struct fd_bo *bo;
463 
464    /* variant id (for debug) */
465    uint32_t id;
466 
467    struct ir3_shader_key key;
468 
469    /* vertex shaders can have an extra version for hwbinning pass,
470     * which is pointed to by so->binning:
471     */
472    bool binning_pass;
473    //	union {
474    struct ir3_shader_variant *binning;
475    struct ir3_shader_variant *nonbinning;
476    //	};
477 
478    struct ir3 *ir; /* freed after assembling machine instructions */
479 
480    /* shader variants form a linked list: */
481    struct ir3_shader_variant *next;
482 
483    /* replicated here to avoid passing extra ptrs everywhere: */
484    gl_shader_stage type;
485    struct ir3_shader *shader;
486 
487    /* variant's copy of nir->constant_data (since we don't track the NIR in
488     * the variant, and shader->nir is before the opt pass).  Moves to v->bin
489     * after assembly.
490     */
491    void *constant_data;
492 
493    /*
494     * Below here is serialized when written to disk cache:
495     */
496 
497    /* The actual binary shader instructions, size given by info.sizedwords: */
498    uint32_t *bin;
499 
500    struct ir3_const_state *const_state;
501 
502    /*
503     * The following macros are used by the shader disk cache save/
504     * restore paths to serialize/deserialize the variant.  Any
505     * pointers that require special handling in store_variant()
506     * and retrieve_variant() should go above here.
507     */
508 #define VARIANT_CACHE_START  offsetof(struct ir3_shader_variant, info)
509 #define VARIANT_CACHE_PTR(v) (((char *)v) + VARIANT_CACHE_START)
510 #define VARIANT_CACHE_SIZE                                                     \
511    (sizeof(struct ir3_shader_variant) - VARIANT_CACHE_START)
512 
513    struct ir3_info info;
514 
515    uint32_t constant_data_size;
516 
517    /* Levels of nesting of flow control:
518     */
519    unsigned branchstack;
520 
521    unsigned max_sun;
522    unsigned loops;
523 
524    /* the instructions length is in units of instruction groups
525     * (4 instructions for a3xx, 16 instructions for a4xx.. each
526     * instruction is 2 dwords):
527     */
528    unsigned instrlen;
529 
530    /* the constants length is in units of vec4's, and is the sum of
531     * the uniforms and the built-in compiler constants
532     */
533    unsigned constlen;
534 
535    /* The private memory size in bytes */
536    unsigned pvtmem_size;
537    /* Whether we should use the new per-wave layout rather than per-fiber. */
538    bool pvtmem_per_wave;
539 
540    /* Size in bytes of required shared memory */
541    unsigned shared_size;
542 
543    /* About Linkage:
544     *   + Let the frag shader determine the position/compmask for the
545     *     varyings, since it is the place where we know if the varying
546     *     is actually used, and if so, which components are used.  So
547     *     what the hw calls "outloc" is taken from the "inloc" of the
548     *     frag shader.
549     *   + From the vert shader, we only need the output regid
550     */
551 
552    bool frag_face, color0_mrt;
553    uint8_t fragcoord_compmask;
554 
555    /* NOTE: for input/outputs, slot is:
556     *   gl_vert_attrib  - for VS inputs
557     *   gl_varying_slot - for VS output / FS input
558     *   gl_frag_result  - for FS output
559     */
560 
561    /* varyings/outputs: */
562    unsigned outputs_count;
563    struct {
564       uint8_t slot;
565       uint8_t regid;
566       uint8_t view;
567       bool half : 1;
568    } outputs[32 + 2]; /* +POSITION +PSIZE */
569    bool writes_pos, writes_smask, writes_psize, writes_stencilref;
570 
571    /* Size in dwords of all outputs for VS, size of entire patch for HS. */
572    uint32_t output_size;
573 
574    /* Expected size of incoming output_loc for HS, DS, and GS */
575    uint32_t input_size;
576 
577    /* Map from location to offset in per-primitive storage. In dwords for
578     * HS, where varyings are read in the next stage via ldg with a dword
579     * offset, and in bytes for all other stages.
580     */
581    unsigned output_loc[32 + 4]; /* +POSITION +PSIZE +CLIP_DIST0 +CLIP_DIST1 */
582 
583    /* attributes (VS) / varyings (FS):
584     * Note that sysval's should come *after* normal inputs.
585     */
586    unsigned inputs_count;
587    struct {
588       uint8_t slot;
589       uint8_t regid;
590       uint8_t compmask;
591       /* location of input (ie. offset passed to bary.f, etc).  This
592        * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
593        * have the OUTLOCn value offset by 8, presumably to account
594        * for gl_Position/gl_PointSize)
595        */
596       uint8_t inloc;
597       /* vertex shader specific: */
598       bool sysval : 1; /* slot is a gl_system_value */
599       /* fragment shader specific: */
600       bool bary       : 1; /* fetched varying (vs one loaded into reg) */
601       bool rasterflat : 1; /* special handling for emit->rasterflat */
602       bool half       : 1;
603       bool flat       : 1;
604    } inputs[32 + 2]; /* +POSITION +FACE */
605 
606    /* sum of input components (scalar).  For frag shaders, it only counts
607     * the varying inputs:
608     */
609    unsigned total_in;
610 
611    /* sum of sysval input components (scalar). */
612    unsigned sysval_in;
613 
614    /* For frag shaders, the total number of inputs (not scalar,
615     * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
616     */
617    unsigned varying_in;
618 
619    /* Remapping table to map Image and SSBO to hw state: */
620    struct ir3_ibo_mapping image_mapping;
621 
622    /* number of samplers/textures (which are currently 1:1): */
623    int num_samp;
624 
625    /* is there an implicit sampler to read framebuffer (FS only).. if
626     * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
627     * the last "real" texture)
628     */
629    bool fb_read;
630 
631    /* do we have one or more SSBO instructions: */
632    bool has_ssbo;
633 
634    /* Which bindless resources are used, for filling out sp_xs_config */
635    bool bindless_tex;
636    bool bindless_samp;
637    bool bindless_ibo;
638    bool bindless_ubo;
639 
640    /* do we need derivatives: */
641    bool need_pixlod;
642 
643    bool need_fine_derivatives;
644 
645    /* do we need VS driver params? */
646    bool need_driver_params;
647 
648    /* do we have image write, etc (which prevents early-z): */
649    bool no_earlyz;
650 
651    /* do we have kill, which also prevents early-z, but not necessarily
652     * early-lrz (as long as lrz-write is disabled, which must be handled
653     * outside of ir3.  Unlike other no_earlyz cases, kill doesn't have
654     * side effects that prevent early-lrz discard.
655     */
656    bool has_kill;
657 
658    bool per_samp;
659 
660    /* Are we using split or merged register file? */
661    bool mergedregs;
662 
663    uint8_t clip_mask, cull_mask;
664 
665    /* for astc srgb workaround, the number/base of additional
666     * alpha tex states we need, and index of original tex states
667     */
668    struct {
669       unsigned base, count;
670       unsigned orig_idx[16];
671    } astc_srgb;
672 
673    /* texture sampler pre-dispatches */
674    uint32_t num_sampler_prefetch;
675    struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH];
676 
677    uint16_t local_size[3];
678    bool local_size_variable;
679 
680    struct ir3_disasm_info disasm_info;
681 };
682 
683 static inline const char *
ir3_shader_stage(struct ir3_shader_variant * v)684 ir3_shader_stage(struct ir3_shader_variant *v)
685 {
686    switch (v->type) {
687    case MESA_SHADER_VERTEX:
688       return v->binning_pass ? "BVERT" : "VERT";
689    case MESA_SHADER_TESS_CTRL:
690       return "TCS";
691    case MESA_SHADER_TESS_EVAL:
692       return "TES";
693    case MESA_SHADER_GEOMETRY:
694       return "GEOM";
695    case MESA_SHADER_FRAGMENT:
696       return "FRAG";
697    case MESA_SHADER_COMPUTE:
698       return "CL";
699    default:
700       unreachable("invalid type");
701       return NULL;
702    }
703 }
704 
705 /* Currently we do not do binning for tess.  And for GS there is no
706  * cross-stage VS+GS optimization, so the full VS+GS is used in
707  * the binning pass.
708  */
709 static inline bool
ir3_has_binning_vs(const struct ir3_shader_key * key)710 ir3_has_binning_vs(const struct ir3_shader_key *key)
711 {
712    if (key->tessellation || key->has_gs)
713       return false;
714    return true;
715 }
716 
717 /**
718  * Represents a shader at the API level, before state-specific variants are
719  * generated.
720  */
721 struct ir3_shader {
722    gl_shader_stage type;
723 
724    /* shader id (for debug): */
725    uint32_t id;
726    uint32_t variant_count;
727 
728    /* Set by freedreno after shader_state_create, so we can emit debug info
729     * when recompiling a shader at draw time.
730     */
731    bool initial_variants_done;
732 
733    struct ir3_compiler *compiler;
734 
735    unsigned num_reserved_user_consts;
736 
737    bool nir_finalized;
738    struct nir_shader *nir;
739    struct ir3_stream_output_info stream_output;
740 
741    struct ir3_shader_variant *variants;
742    mtx_t variants_lock;
743 
744    cache_key cache_key; /* shader disk-cache key */
745 
746    /* Bitmask of bits of the shader key used by this shader.  Used to avoid
747     * recompiles for GL NOS that doesn't actually apply to the shader.
748     */
749    struct ir3_shader_key key_mask;
750 };
751 
752 /**
753  * In order to use the same cmdstream, in particular constlen setup and const
754  * emit, for both binning and draw pass (a6xx+), the binning pass re-uses it's
755  * corresponding draw pass shaders const_state.
756  */
757 static inline struct ir3_const_state *
ir3_const_state(const struct ir3_shader_variant * v)758 ir3_const_state(const struct ir3_shader_variant *v)
759 {
760    if (v->binning_pass)
761       return v->nonbinning->const_state;
762    return v->const_state;
763 }
764 
765 /* Given a variant, calculate the maximum constlen it can have.
766  */
767 
768 static inline unsigned
ir3_max_const(const struct ir3_shader_variant * v)769 ir3_max_const(const struct ir3_shader_variant *v)
770 {
771    const struct ir3_compiler *compiler = v->shader->compiler;
772 
773    if (v->shader->type == MESA_SHADER_COMPUTE) {
774       return compiler->max_const_compute;
775    } else if (v->key.safe_constlen) {
776       return compiler->max_const_safe;
777    } else if (v->shader->type == MESA_SHADER_FRAGMENT) {
778       return compiler->max_const_frag;
779    } else {
780       return compiler->max_const_geom;
781    }
782 }
783 
784 void *ir3_shader_assemble(struct ir3_shader_variant *v);
785 struct ir3_shader_variant *
786 ir3_shader_get_variant(struct ir3_shader *shader,
787                        const struct ir3_shader_key *key, bool binning_pass,
788                        bool keep_ir, bool *created);
789 struct ir3_shader *
790 ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir,
791                     unsigned reserved_user_consts,
792                     struct ir3_stream_output_info *stream_output);
793 uint32_t ir3_trim_constlen(struct ir3_shader_variant **variants,
794                            const struct ir3_compiler *compiler);
795 void ir3_shader_destroy(struct ir3_shader *shader);
796 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
797 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
798 
799 int ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
800 
801 /*
802  * Helper/util:
803  */
804 
805 /* clears shader-key flags which don't apply to the given shader.
806  */
807 static inline void
ir3_key_clear_unused(struct ir3_shader_key * key,struct ir3_shader * shader)808 ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader)
809 {
810    uint32_t *key_bits = (uint32_t *)key;
811    uint32_t *key_mask = (uint32_t *)&shader->key_mask;
812    STATIC_ASSERT(sizeof(*key) % 4 == 0);
813    for (int i = 0; i < sizeof(*key) >> 2; i++)
814       key_bits[i] &= key_mask[i];
815 }
816 
817 static inline int
ir3_find_output(const struct ir3_shader_variant * so,gl_varying_slot slot)818 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
819 {
820    int j;
821 
822    for (j = 0; j < so->outputs_count; j++)
823       if (so->outputs[j].slot == slot)
824          return j;
825 
826    /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
827     * in the vertex shader.. but the fragment shader doesn't know this
828     * so  it will always have both IN.COLOR[n] and IN.BCOLOR[n].  So
829     * at link time if there is no matching OUT.BCOLOR[n], we must map
830     * OUT.COLOR[n] to IN.BCOLOR[n].  And visa versa if there is only
831     * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
832     */
833    if (slot == VARYING_SLOT_BFC0) {
834       slot = VARYING_SLOT_COL0;
835    } else if (slot == VARYING_SLOT_BFC1) {
836       slot = VARYING_SLOT_COL1;
837    } else if (slot == VARYING_SLOT_COL0) {
838       slot = VARYING_SLOT_BFC0;
839    } else if (slot == VARYING_SLOT_COL1) {
840       slot = VARYING_SLOT_BFC1;
841    } else {
842       return -1;
843    }
844 
845    for (j = 0; j < so->outputs_count; j++)
846       if (so->outputs[j].slot == slot)
847          return j;
848 
849    debug_assert(0);
850 
851    return -1;
852 }
853 
854 static inline int
ir3_next_varying(const struct ir3_shader_variant * so,int i)855 ir3_next_varying(const struct ir3_shader_variant *so, int i)
856 {
857    while (++i < so->inputs_count)
858       if (so->inputs[i].compmask && so->inputs[i].bary)
859          break;
860    return i;
861 }
862 
863 struct ir3_shader_linkage {
864    /* Maximum location either consumed by the fragment shader or produced by
865     * the last geometry stage, i.e. the size required for each vertex in the
866     * VPC in DWORD's.
867     */
868    uint8_t max_loc;
869 
870    /* Number of entries in var. */
871    uint8_t cnt;
872 
873    /* Bitset of locations used, including ones which are only used by the FS.
874     */
875    uint32_t varmask[4];
876 
877    /* Map from VS output to location. */
878    struct {
879       uint8_t regid;
880       uint8_t compmask;
881       uint8_t loc;
882    } var[32];
883 
884    /* location for fixed-function gl_PrimitiveID passthrough */
885    uint8_t primid_loc;
886 
887    /* location for fixed-function gl_ViewIndex passthrough */
888    uint8_t viewid_loc;
889 
890    /* location for combined clip/cull distance arrays */
891    uint8_t clip0_loc, clip1_loc;
892 };
893 
894 static inline void
ir3_link_add(struct ir3_shader_linkage * l,uint8_t regid_,uint8_t compmask,uint8_t loc)895 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask,
896              uint8_t loc)
897 {
898    for (int j = 0; j < util_last_bit(compmask); j++) {
899       uint8_t comploc = loc + j;
900       l->varmask[comploc / 32] |= 1 << (comploc % 32);
901    }
902 
903    l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
904 
905    if (regid_ != regid(63, 0)) {
906       int i = l->cnt++;
907       debug_assert(i < ARRAY_SIZE(l->var));
908 
909       l->var[i].regid = regid_;
910       l->var[i].compmask = compmask;
911       l->var[i].loc = loc;
912    }
913 }
914 
915 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)916 ir3_link_shaders(struct ir3_shader_linkage *l,
917                  const struct ir3_shader_variant *vs,
918                  const struct ir3_shader_variant *fs, bool pack_vs_out)
919 {
920    /* On older platforms, varmask isn't programmed at all, and it appears
921     * that the hardware generates a mask of used VPC locations using the VS
922     * output map, and hangs if a FS bary instruction references a location
923     * not in the list. This means that we need to have a dummy entry in the
924     * VS out map for things like gl_PointCoord which aren't written by the
925     * VS. Furthermore we can't use r63.x, so just pick a random register to
926     * use if there is no VS output.
927     */
928    const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0);
929    int j = -1, k;
930 
931    l->primid_loc = 0xff;
932    l->viewid_loc = 0xff;
933    l->clip0_loc = 0xff;
934    l->clip1_loc = 0xff;
935 
936    while (l->cnt < ARRAY_SIZE(l->var)) {
937       j = ir3_next_varying(fs, j);
938 
939       if (j >= fs->inputs_count)
940          break;
941 
942       if (fs->inputs[j].inloc >= fs->total_in)
943          continue;
944 
945       k = ir3_find_output(vs, fs->inputs[j].slot);
946 
947       if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) {
948          l->primid_loc = fs->inputs[j].inloc;
949       }
950 
951       if (fs->inputs[j].slot == VARYING_SLOT_VIEW_INDEX) {
952          assert(k < 0);
953          l->viewid_loc = fs->inputs[j].inloc;
954       }
955 
956       if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST0)
957          l->clip0_loc = fs->inputs[j].inloc;
958 
959       if (fs->inputs[j].slot == VARYING_SLOT_CLIP_DIST1)
960          l->clip1_loc = fs->inputs[j].inloc;
961 
962       ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid,
963                    fs->inputs[j].compmask, fs->inputs[j].inloc);
964    }
965 }
966 
967 static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant * so,unsigned slot)968 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
969 {
970    int j;
971    for (j = 0; j < so->outputs_count; j++)
972       if (so->outputs[j].slot == slot) {
973          uint32_t regid = so->outputs[j].regid;
974          if (so->outputs[j].half)
975             regid |= HALF_REG_ID;
976          return regid;
977       }
978    return regid(63, 0);
979 }
980 
981 void ir3_link_stream_out(struct ir3_shader_linkage *l,
982                          const struct ir3_shader_variant *v);
983 
984 #define VARYING_SLOT_GS_HEADER_IR3       (VARYING_SLOT_MAX + 0)
985 #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1)
986 #define VARYING_SLOT_TCS_HEADER_IR3      (VARYING_SLOT_MAX + 2)
987 #define VARYING_SLOT_REL_PATCH_ID_IR3    (VARYING_SLOT_MAX + 3)
988 
989 static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant * so,unsigned slot)990 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
991 {
992    int j;
993    for (j = 0; j < so->inputs_count; j++)
994       if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
995          return so->inputs[j].regid;
996    return regid(63, 0);
997 }
998 
999 /* calculate register footprint in terms of half-regs (ie. one full
1000  * reg counts as two half-regs).
1001  */
1002 static inline uint32_t
ir3_shader_halfregs(const struct ir3_shader_variant * v)1003 ir3_shader_halfregs(const struct ir3_shader_variant *v)
1004 {
1005    return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
1006 }
1007 
1008 static inline uint32_t
ir3_shader_nibo(const struct ir3_shader_variant * v)1009 ir3_shader_nibo(const struct ir3_shader_variant *v)
1010 {
1011    /* The dummy variant used in binning mode won't have an actual shader. */
1012    if (!v->shader)
1013       return 0;
1014 
1015    return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images;
1016 }
1017 
1018 static inline uint32_t
ir3_shader_branchstack_hw(const struct ir3_shader_variant * v)1019 ir3_shader_branchstack_hw(const struct ir3_shader_variant *v)
1020 {
1021    /* Dummy shader */
1022    if (!v->shader)
1023       return 0;
1024 
1025    if (v->shader->compiler->gen < 5)
1026       return v->branchstack;
1027 
1028    if (v->branchstack > 0) {
1029       uint32_t branchstack = v->branchstack / 2 + 1;
1030       return MIN2(branchstack, v->shader->compiler->branchstack_size / 2);
1031    } else {
1032       return 0;
1033    }
1034 }
1035 
1036 #endif /* IR3_SHADER_H_ */
1037