1 /*
2  * Copyright 2012 Advanced Micro Devices, Inc.
3  * All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * on the rights to use, copy, modify, merge, publish, distribute, sub
9  * license, and/or sell copies of the Software, and to permit persons to whom
10  * the Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19  * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22  * USE OR OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
26  * -------------------------------------------------------------------------
27  *
28  * Typically, there is one-to-one correspondence between API and HW shaders,
29  * that is, for every API shader, there is exactly one shader binary in
30  * the driver.
31  *
32  * The problem with that is that we also have to emulate some API states
33  * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
34  * to deal with it are:
35  * - each shader has multiple variants for each combination of emulated states,
36  *   and the variants are compiled on demand, possibly relying on a shader
37  *   cache for good performance
38  * - patch shaders at the binary level
39  *
40  * This driver uses something completely different. The emulated states are
41  * usually implemented at the beginning or end of shaders. Therefore, we can
42  * split the shader into 3 parts:
43  * - prolog part (shader code dependent on states)
44  * - main part (the API shader)
45  * - epilog part (shader code dependent on states)
46  *
47  * Each part is compiled as a separate shader and the final binaries are
48  * concatenated. This type of shader is called non-monolithic, because it
49  * consists of multiple independent binaries. Creating a new shader variant
50  * is therefore only a concatenation of shader parts (binaries) and doesn't
51  * involve any compilation. The main shader parts are the only parts that are
52  * compiled when applications create shader objects. The prolog and epilog
53  * parts are compiled on the first use and saved, so that their binaries can
54  * be reused by many other shaders.
55  *
56  * One of the roles of the prolog part is to compute vertex buffer addresses
57  * for vertex shaders. A few of the roles of the epilog part are color buffer
58  * format conversions in pixel shaders that we have to do manually, and write
59  * tessellation factors in tessellation control shaders. The prolog and epilog
60  * have many other important responsibilities in various shader stages.
61  * They don't just "emulate legacy stuff".
62  *
63  * Monolithic shaders are shaders where the parts are combined before LLVM
64  * compilation, and the whole thing is compiled and optimized as one unit with
65  * one binary on the output. The result is the same as the non-monolithic
66  * shader, but the final code can be better, because LLVM can optimize across
67  * all shader parts. Monolithic shaders aren't usually used except for these
68  * special cases:
69  *
70  * 1) Some rarely-used states require modification of the main shader part
71  *    itself, and in such cases, only the monolithic shader variant is
72  *    compiled, and that's always done on the first use.
73  *
74  * 2) When we do cross-stage optimizations for separate shader objects and
75  *    e.g. eliminate unused shader varyings, the resulting optimized shader
76  *    variants are always compiled as monolithic shaders, and always
77  *    asynchronously (i.e. not stalling ongoing rendering). We call them
78  *    "optimized monolithic" shaders. The important property here is that
79  *    the non-monolithic unoptimized shader variant is always available for use
80  *    when the asynchronous compilation of the optimized shader is not done
81  *    yet.
82  *
83  * Starting with GFX9 chips, some shader stages are merged, and the number of
84  * shader parts per shader increased. The complete new list of shader parts is:
85  * - 1st shader: prolog part
86  * - 1st shader: main part
87  * - 2nd shader: prolog part
88  * - 2nd shader: main part
89  * - 2nd shader: epilog part
90  */
91 
92 /* How linking shader inputs and outputs between vertex, tessellation, and
93  * geometry shaders works.
94  *
95  * Inputs and outputs between shaders are stored in a buffer. This buffer
96  * lives in LDS (typical case for tessellation), but it can also live
97  * in memory (ESGS). Each input or output has a fixed location within a vertex.
98  * The highest used input or output determines the stride between vertices.
99  *
100  * Since GS and tessellation are only possible in the OpenGL core profile,
101  * only these semantics are valid for per-vertex data:
102  *
103  *   Name             Location
104  *
105  *   POSITION         0
106  *   PSIZE            1
107  *   CLIPDIST0..1     2..3
108  *   CULLDIST0..1     (not implemented)
109  *   GENERIC0..31     4..35
110  *
111  * For example, a shader only writing GENERIC0 has the output stride of 5.
112  *
113  * Only these semantics are valid for per-patch data:
114  *
115  *   Name             Location
116  *
117  *   TESSOUTER        0
118  *   TESSINNER        1
119  *   PATCH0..29       2..31
120  *
121  * That's how independent shaders agree on input and output locations.
122  * The si_shader_io_get_unique_index function assigns the locations.
123  *
124  * For tessellation, other required information for calculating the input and
125  * output addresses like the vertex stride, the patch stride, and the offsets
126  * where per-vertex and per-patch data start, is passed to the shader via
127  * user data SGPRs. The offsets and strides are calculated at draw time and
128  * aren't available at compile time.
129  */
130 
131 #ifndef SI_SHADER_H
132 #define SI_SHADER_H
133 
134 #include "ac_binary.h"
135 #include "ac_llvm_build.h"
136 #include "ac_llvm_util.h"
137 #include "util/simple_mtx.h"
138 #include "util/u_inlines.h"
139 #include "util/u_live_shader_cache.h"
140 #include "util/u_queue.h"
141 #include "si_pm4.h"
142 
143 #include <stdio.h>
144 
145 #ifdef __cplusplus
146 extern "C" {
147 #endif
148 
149 // Use LDS symbols when supported by LLVM. Can be disabled for testing the old
150 // path on newer LLVM for now. Should be removed in the long term.
151 #define USE_LDS_SYMBOLS (true)
152 
153 struct nir_shader;
154 struct si_shader;
155 struct si_context;
156 
157 #define SI_MAX_ATTRIBS    16
158 #define SI_MAX_VS_OUTPUTS 40
159 
160 #define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))
161 
162 #define SI_PS_INPUT_CNTL_0000          (S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(0))
163 #define SI_PS_INPUT_CNTL_0001          (S_028644_OFFSET(0x20) | S_028644_DEFAULT_VAL(3))
164 #define SI_PS_INPUT_CNTL_UNUSED        SI_PS_INPUT_CNTL_0000
165 /* D3D9 behaviour for COLOR0 requires 0001. GL is undefined. */
166 #define SI_PS_INPUT_CNTL_UNUSED_COLOR0 SI_PS_INPUT_CNTL_0001
167 
168 /* SGPR user data indices */
169 enum
170 {
171    SI_SGPR_INTERNAL_BINDINGS,
172    SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
173    SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
174    SI_SGPR_SAMPLERS_AND_IMAGES,
175    SI_NUM_RESOURCE_SGPRS,
176 
177    /* API VS, TES without GS, GS copy shader */
178    SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
179    SI_NUM_VS_STATE_RESOURCE_SGPRS,
180 
181    /* all VS variants */
182    SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
183    SI_SGPR_DRAWID,
184    SI_SGPR_START_INSTANCE,
185    SI_VS_NUM_USER_SGPR,
186 
187    SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
188 
189    /* TES */
190    SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
191    SI_SGPR_TES_OFFCHIP_ADDR,
192    SI_TES_NUM_USER_SGPR,
193 
194    /* GFX6-8: TCS only */
195    GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
196    GFX6_SGPR_TCS_OUT_OFFSETS,
197    GFX6_SGPR_TCS_OUT_LAYOUT,
198    GFX6_SGPR_TCS_IN_LAYOUT,
199    GFX6_TCS_NUM_USER_SGPR,
200 
201    /* GFX9: Merged shaders. */
202    /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
203    /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
204    GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
205 
206    /* GFX9: Merged LS-HS (VS-TCS) only. */
207    GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
208    GFX9_SGPR_TCS_OUT_OFFSETS,
209    GFX9_SGPR_TCS_OUT_LAYOUT,
210    GFX9_TCS_NUM_USER_SGPR,
211 
212    /* GS limits */
213    GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
214    GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
215    GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
216    SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,
217 
218    /* PS only */
219    SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
220    SI_PS_NUM_USER_SGPR,
221 
222    /* The value has to be 12, because the hw requires that descriptors
223     * are aligned to 4 SGPRs.
224     */
225    SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
226 };
227 
228 /* LLVM function parameter indices */
229 enum
230 {
231    SI_NUM_RESOURCE_PARAMS = 4,
232 
233    /* PS only parameters */
234    SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
235    SI_PARAM_PRIM_MASK,
236    SI_PARAM_PERSP_SAMPLE,
237    SI_PARAM_PERSP_CENTER,
238    SI_PARAM_PERSP_CENTROID,
239    SI_PARAM_PERSP_PULL_MODEL,
240    SI_PARAM_LINEAR_SAMPLE,
241    SI_PARAM_LINEAR_CENTER,
242    SI_PARAM_LINEAR_CENTROID,
243    SI_PARAM_LINE_STIPPLE_TEX,
244    SI_PARAM_POS_X_FLOAT,
245    SI_PARAM_POS_Y_FLOAT,
246    SI_PARAM_POS_Z_FLOAT,
247    SI_PARAM_POS_W_FLOAT,
248    SI_PARAM_FRONT_FACE,
249    SI_PARAM_ANCILLARY,
250    SI_PARAM_SAMPLE_COVERAGE,
251    SI_PARAM_POS_FIXED_PT,
252 
253    SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
254 };
255 
256 /* Fields of driver-defined VS state SGPR. */
257 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x)      (((unsigned)(x)&0x1) << 0)
258 #define C_VS_STATE_CLAMP_VERTEX_COLOR         0xFFFFFFFE
259 #define S_VS_STATE_INDEXED(x)                 (((unsigned)(x)&0x1) << 1)
260 #define C_VS_STATE_INDEXED                    0xFFFFFFFD
261 #define S_VS_STATE_OUTPRIM(x)                 (((unsigned)(x)&0x3) << 2)
262 #define C_VS_STATE_OUTPRIM                    0xFFFFFFF3
263 #define S_VS_STATE_PROVOKING_VTX_INDEX(x)     (((unsigned)(x)&0x3) << 4)
264 #define C_VS_STATE_PROVOKING_VTX_INDEX        0xFFFFFFCF
265 #define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
266 #define C_VS_STATE_STREAMOUT_QUERY_ENABLED    0xFFFFFFBF
267 #define S_VS_STATE_SMALL_PRIM_PRECISION(x)    (((unsigned)(x)&0xF) << 7)
268 #define C_VS_STATE_SMALL_PRIM_PRECISION       0xFFFFF87F
269 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x)       (((unsigned)(x)&0x1FFF) << 11)
270 #define C_VS_STATE_LS_OUT_PATCH_SIZE          0xFF0007FF
271 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x)      (((unsigned)(x)&0xFF) << 24)
272 #define C_VS_STATE_LS_OUT_VERTEX_SIZE         0x00FFFFFF
273 
274 enum
275 {
276    /* These represent the number of SGPRs the shader uses. */
277    SI_VS_BLIT_SGPRS_POS = 3,
278    SI_VS_BLIT_SGPRS_POS_COLOR = 7,
279    SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
280 };
281 
282 #define SI_NGG_CULL_ENABLED                  (1 << 0)   /* this implies W, view.xy, and small prim culling */
283 #define SI_NGG_CULL_BACK_FACE                (1 << 1)   /* back faces */
284 #define SI_NGG_CULL_FRONT_FACE               (1 << 2)   /* front faces */
285 #define SI_NGG_CULL_LINES                    (1 << 3)   /* the primitive type is lines */
286 
287 /**
288  * For VS shader keys, describe any fixups required for vertex fetch.
289  *
290  * \ref log_size, \ref format, and the number of channels are interpreted as
291  * by \ref ac_build_opencoded_load_format.
292  *
293  * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
294  * impossible format and indicates that no fixup is needed (just use
295  * buffer_load_format_xyzw).
296  */
297 union si_vs_fix_fetch {
298    struct {
299       uint8_t log_size : 2;        /* 1, 2, 4, 8 or bytes per channel */
300       uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
301       uint8_t format : 3;          /* AC_FETCH_FORMAT_xxx */
302       uint8_t reverse : 1;         /* reverse XYZ channels */
303    } u;
304    uint8_t bits;
305 };
306 
307 struct si_shader;
308 
309 /* State of the context creating the shader object. */
310 struct si_compiler_ctx_state {
311    /* Should only be used by si_init_shader_selector_async and
312     * si_build_shader_variant if thread_index == -1 (non-threaded). */
313    struct ac_llvm_compiler *compiler;
314 
315    /* Used if thread_index == -1 or if debug.async is true. */
316    struct pipe_debug_callback debug;
317 
318    /* Used for creating the log string for gallium/ddebug. */
319    bool is_debug_context;
320 };
321 
322 enum si_color_output_type {
323    SI_TYPE_ANY32,
324    SI_TYPE_FLOAT16,
325    SI_TYPE_INT16,
326    SI_TYPE_UINT16,
327 };
328 
329 union si_input_info {
330    struct {
331       ubyte semantic;
332       ubyte interpolate;
333       ubyte fp16_lo_hi_valid;
334       ubyte usage_mask;
335    };
336    uint32_t _unused; /* this just forces 4-byte alignment */
337 };
338 
339 struct si_shader_info {
340    shader_info base;
341 
342    gl_shader_stage stage;
343 
344    ubyte num_inputs;
345    ubyte num_outputs;
346    union si_input_info input[PIPE_MAX_SHADER_INPUTS];
347    ubyte output_semantic[PIPE_MAX_SHADER_OUTPUTS];
348    ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
349    ubyte output_readmask[PIPE_MAX_SHADER_OUTPUTS];
350    ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];
351    ubyte output_type[PIPE_MAX_SHADER_OUTPUTS]; /* enum nir_alu_type */
352 
353    ubyte color_interpolate[2];
354    ubyte color_interpolate_loc[2];
355 
356    int constbuf0_num_slots;
357    ubyte num_stream_output_components[4];
358 
359    uint num_memory_stores;
360 
361    ubyte colors_read; /**< which color components are read by the FS */
362    ubyte colors_written;
363    uint16_t output_color_types; /**< Each bit pair is enum si_color_output_type */
364    bool color0_writes_all_cbufs; /**< gl_FragColor */
365    bool reads_samplemask;   /**< does fragment shader read sample mask? */
366    bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
367    bool writes_z;           /**< does fragment shader write Z value? */
368    bool writes_stencil;     /**< does fragment shader write stencil value? */
369    bool writes_samplemask;  /**< does fragment shader write sample mask? */
370    bool writes_edgeflag;    /**< vertex shader outputs edgeflag */
371    bool uses_interp_color;
372    bool uses_persp_center_color;
373    bool uses_persp_centroid_color;
374    bool uses_persp_sample_color;
375    bool uses_persp_center;
376    bool uses_persp_centroid;
377    bool uses_persp_sample;
378    bool uses_linear_center;
379    bool uses_linear_centroid;
380    bool uses_linear_sample;
381    bool uses_interp_at_sample;
382    bool uses_instanceid;
383    bool uses_base_vertex;
384    bool uses_base_instance;
385    bool uses_drawid;
386    bool uses_primid;
387    bool uses_frontface;
388    bool uses_invocationid;
389    bool uses_thread_id[3];
390    bool uses_block_id[3];
391    bool uses_variable_block_size;
392    bool uses_grid_size;
393    bool uses_subgroup_info;
394    bool writes_position;
395    bool writes_psize;
396    bool writes_clipvertex;
397    bool writes_primid;
398    bool writes_viewport_index;
399    bool writes_layer;
400    bool uses_bindless_samplers;
401    bool uses_bindless_images;
402    bool uses_indirect_descriptor;
403 
404    bool uses_vmem_return_type_sampler_or_bvh;
405    bool uses_vmem_return_type_other; /* all other VMEM loads and atomics with return */
406 
407    /** Whether all codepaths write tess factors in all invocations. */
408    bool tessfactors_are_def_in_all_invocs;
409 
410    /* A flag to check if vrs2x2 can be enabled to reduce number of
411     * fragment shader invocations if flat shading.
412     */
413    bool allow_flat_shading;
414 
415    /* Optimization: if the texture bound to this texunit has been cleared to 1,
416     * then the draw can be skipped (see si_draw_vbo_skip_noop). Initially the
417     * value is 0xff (undetermined) and can be later changed to 0 (= false) or
418     * texunit + 1.
419     */
420    uint8_t writes_1_if_tex_is_1;
421 };
422 
423 /* A shader selector is a gallium CSO and contains shader variants and
424  * binaries for one NIR program. This can be shared by multiple contexts.
425  */
426 struct si_shader_selector {
427    struct util_live_shader base;
428    struct si_screen *screen;
429    struct util_queue_fence ready;
430    struct si_compiler_ctx_state compiler_ctx_state;
431 
432    simple_mtx_t mutex;
433    struct si_shader *first_variant; /* immutable after the first variant */
434    struct si_shader *last_variant;  /* mutable */
435 
436    /* The compiled NIR shader without a prolog and/or epilog (not
437     * uploaded to a buffer object).
438     */
439    struct si_shader *main_shader_part;
440    struct si_shader *main_shader_part_ls;     /* as_ls is set in the key */
441    struct si_shader *main_shader_part_es;     /* as_es is set in the key */
442    struct si_shader *main_shader_part_ngg;    /* as_ngg is set in the key */
443    struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */
444 
445    struct si_shader *gs_copy_shader;
446 
447    struct nir_shader *nir;
448    void *nir_binary;
449    unsigned nir_size;
450 
451    struct pipe_stream_output_info so;
452    struct si_shader_info info;
453 
454    enum pipe_shader_type pipe_shader_type;
455    ubyte const_and_shader_buf_descriptors_index;
456    ubyte sampler_and_images_descriptors_index;
457    bool vs_needs_prolog;
458    ubyte cs_shaderbufs_sgpr_index;
459    ubyte cs_num_shaderbufs_in_user_sgprs;
460    ubyte cs_images_sgpr_index;
461    ubyte cs_images_num_sgprs;
462    ubyte cs_num_images_in_user_sgprs;
463    ubyte num_vs_inputs;
464    ubyte num_vbos_in_user_sgprs;
465    unsigned ngg_cull_vert_threshold; /* UINT32_MAX = disabled */
466    ubyte clipdist_mask;
467    ubyte culldist_mask;
468    enum pipe_prim_type rast_prim;
469 
470    /* ES parameters. */
471    uint16_t esgs_itemsize; /* vertex stride */
472    uint16_t lshs_vertex_stride;
473 
474    /* GS parameters. */
475    uint16_t gsvs_vertex_size;
476    ubyte gs_input_verts_per_prim;
477    unsigned max_gsvs_emit_size;
478    uint16_t enabled_streamout_buffer_mask;
479    bool tess_turns_off_ngg;
480 
481    /* PS parameters. */
482    ubyte color_attr_index[2];
483    unsigned db_shader_control;
484    /* Set 0xf or 0x0 (4 bits) per each written output.
485     * ANDed with spi_shader_col_format.
486     */
487    unsigned colors_written_4bit;
488 
489    uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
490    uint64_t outputs_written;           /* "get_unique_index" bits */
491    uint32_t patch_outputs_written;     /* "get_unique_index_patch" bits */
492 
493    uint64_t inputs_read; /* "get_unique_index" bits */
494    uint64_t tcs_vgpr_only_inputs; /* TCS inputs that are only in VGPRs, not LDS. */
495 
496    /* bitmasks of used descriptor slots */
497    uint64_t active_const_and_shader_buffers;
498    uint64_t active_samplers_and_images;
499 };
500 
501 /* Valid shader configurations:
502  *
503  * API shaders           VS | TCS | TES | GS |pass| PS
504  * are compiled as:         |     |     |    |thru|
505  *                          |     |     |    |    |
506  * Only VS & PS:         VS |     |     |    |    | PS
507  * GFX6     - with GS:   ES |     |     | GS | VS | PS
508  *          - with tess: LS | HS  | VS  |    |    | PS
509  *          - with both: LS | HS  | ES  | GS | VS | PS
510  * GFX9     - with GS:   -> |     |     | GS | VS | PS
511  *          - with tess: -> | HS  | VS  |    |    | PS
512  *          - with both: -> | HS  | ->  | GS | VS | PS
513  *                          |     |     |    |    |
514  * NGG      - VS & PS:   GS |     |     |    |    | PS
515  * (GFX10+) - with GS:   -> |     |     | GS |    | PS
516  *          - with tess: -> | HS  | GS  |    |    | PS
517  *          - with both: -> | HS  | ->  | GS |    | PS
518  *
519  * -> = merged with the next stage
520  */
521 
522 /* Use the byte alignment for all following structure members for optimal
523  * shader key memory footprint.
524  */
525 #pragma pack(push, 1)
526 
527 /* Common VS bits between the shader key and the prolog key. */
528 struct si_vs_prolog_bits {
529    /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
530     *   divisor is 0.
531     * - If "is_one" has a bit set, the instance divisor is 1.
532     * - If "is_fetched" has a bit set, the instance divisor will be loaded
533     *   from the constant buffer.
534     */
535    uint16_t instance_divisor_is_one;     /* bitmask of inputs */
536    uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
537    unsigned ls_vgpr_fix : 1;
538 };
539 
540 /* Common TCS bits between the shader key and the epilog key. */
541 struct si_tcs_epilog_bits {
542    unsigned prim_mode : 3;
543    unsigned invoc0_tess_factors_are_def : 1;
544    unsigned tes_reads_tess_factors : 1;
545 };
546 
547 struct si_gs_prolog_bits {
548    unsigned tri_strip_adj_fix : 1;
549 };
550 
551 /* Common PS bits between the shader key and the prolog key. */
552 struct si_ps_prolog_bits {
553    unsigned color_two_side : 1;
554    unsigned flatshade_colors : 1;
555    unsigned poly_stipple : 1;
556    unsigned force_persp_sample_interp : 1;
557    unsigned force_linear_sample_interp : 1;
558    unsigned force_persp_center_interp : 1;
559    unsigned force_linear_center_interp : 1;
560    unsigned bc_optimize_for_persp : 1;
561    unsigned bc_optimize_for_linear : 1;
562    unsigned samplemask_log_ps_iter : 3;
563 };
564 
565 /* Common PS bits between the shader key and the epilog key. */
566 struct si_ps_epilog_bits {
567    unsigned spi_shader_col_format;
568    unsigned color_is_int8 : 8;
569    unsigned color_is_int10 : 8;
570    unsigned last_cbuf : 3;
571    unsigned alpha_func : 3;
572    unsigned alpha_to_one : 1;
573    unsigned poly_line_smoothing : 1;
574    unsigned clamp_color : 1;
575 };
576 
577 union si_shader_part_key {
578    struct {
579       struct si_vs_prolog_bits states;
580       unsigned num_input_sgprs : 6;
581       /* For merged stages such as LS-HS, HS input VGPRs are first. */
582       unsigned num_merged_next_stage_vgprs : 3;
583       unsigned num_inputs : 5;
584       unsigned as_ls : 1;
585       unsigned as_es : 1;
586       unsigned as_ngg : 1;
587       unsigned load_vgprs_after_culling : 1;
588       /* Prologs for monolithic shaders shouldn't set EXEC. */
589       unsigned is_monolithic : 1;
590    } vs_prolog;
591    struct {
592       struct si_tcs_epilog_bits states;
593    } tcs_epilog;
594    struct {
595       struct si_gs_prolog_bits states;
596       unsigned as_ngg : 1;
597    } gs_prolog;
598    struct {
599       struct si_ps_prolog_bits states;
600       unsigned num_input_sgprs : 6;
601       unsigned num_input_vgprs : 5;
602       /* Color interpolation and two-side color selection. */
603       unsigned colors_read : 8;       /* color input components read */
604       unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
605       unsigned face_vgpr_index : 5;
606       unsigned ancillary_vgpr_index : 5;
607       unsigned wqm : 1;
608       char color_attr_index[2];
609       signed char color_interp_vgpr_index[2]; /* -1 == constant */
610    } ps_prolog;
611    struct {
612       struct si_ps_epilog_bits states;
613       unsigned colors_written : 8;
614       unsigned color_types : 16;
615       unsigned writes_z : 1;
616       unsigned writes_stencil : 1;
617       unsigned writes_samplemask : 1;
618    } ps_epilog;
619 };
620 
621 struct si_shader_key {
622    /* Prolog and epilog flags. */
623    union {
624       struct {
625          struct si_vs_prolog_bits prolog;
626       } vs;
627       struct {
628          struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
629          struct si_shader_selector *ls;      /* for merged LS-HS */
630          struct si_tcs_epilog_bits epilog;
631       } tcs; /* tessellation control shader */
632       struct {
633          struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
634          struct si_shader_selector *es;      /* for merged ES-GS */
635          struct si_gs_prolog_bits prolog;
636       } gs;
637       struct {
638          struct si_ps_prolog_bits prolog;
639          struct si_ps_epilog_bits epilog;
640       } ps;
641    } part;
642 
643    /* These three are initially set according to the NEXT_SHADER property,
644     * or guessed if the property doesn't seem correct.
645     */
646    unsigned as_es : 1;  /* whether it's a shader before GS */
647    unsigned as_ls : 1;  /* whether it's VS before TCS */
648    unsigned as_ngg : 1; /* whether it's the last GE stage and NGG is enabled,
649                            also set for the stage right before GS */
650 
651    /* Flags for monolithic compilation only. */
652    struct {
653       /* Whether fetch should be opencoded according to vs_fix_fetch.
654        * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
655        * with minimal fixups is used. */
656       uint16_t vs_fetch_opencode;
657       union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];
658 
659       union {
660          uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
661          /* When PS needs PrimID and GS is disabled. */
662          unsigned vs_export_prim_id : 1;
663          struct {
664             unsigned interpolate_at_sample_force_center : 1;
665             unsigned fbfetch_msaa : 1;
666             unsigned fbfetch_is_1D : 1;
667             unsigned fbfetch_layered : 1;
668          } ps;
669       } u;
670    } mono;
671 
672    /* Optimization flags for asynchronous compilation only. */
673    struct {
674       /* For HW VS (it can be VS, TES, GS) */
675       uint64_t kill_outputs; /* "get_unique_index" bits */
676       unsigned kill_clip_distances : 8;
677       unsigned kill_pointsize : 1;
678 
679       /* For NGG VS and TES. */
680       unsigned ngg_culling : 4; /* SI_NGG_CULL_* */
681 
682       /* For shaders where monolithic variants have better code.
683        *
684        * This is a flag that has no effect on code generation,
685        * but forces monolithic shaders to be used as soon as
686        * possible, because it's in the "opt" group.
687        */
688       unsigned prefer_mono : 1;
689 
690       /* VS and TCS have the same number of patch vertices. */
691       unsigned same_patch_vertices:1;
692 
693       unsigned inline_uniforms:1;
694 
695       /* This must be kept last to limit the number of variants
696        * depending only on the uniform values.
697        */
698       uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS];
699    } opt;
700 };
701 
702 /* Restore the pack alignment to default. */
703 #pragma pack(pop)
704 
705 /* GCN-specific shader info. */
706 struct si_shader_binary_info {
707    ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
708    uint32_t vs_output_ps_input_cntl[NUM_TOTAL_VARYING_SLOTS];
709    ubyte num_input_sgprs;
710    ubyte num_input_vgprs;
711    signed char face_vgpr_index;
712    signed char ancillary_vgpr_index;
713    bool uses_instanceid;
714    ubyte nr_pos_exports;
715    ubyte nr_param_exports;
716    unsigned private_mem_vgprs;
717    unsigned max_simd_waves;
718 };
719 
720 struct si_shader_binary {
721    const char *elf_buffer;
722    size_t elf_size;
723 
724    char *uploaded_code;
725    size_t uploaded_code_size;
726 
727    char *llvm_ir_string;
728 };
729 
730 struct gfx9_gs_info {
731    unsigned es_verts_per_subgroup;
732    unsigned gs_prims_per_subgroup;
733    unsigned gs_inst_prims_in_subgroup;
734    unsigned max_prims_per_subgroup;
735    unsigned esgs_ring_size; /* in bytes */
736 };
737 
738 #define SI_NUM_VGT_STAGES_KEY_BITS 5
739 #define SI_NUM_VGT_STAGES_STATES   (1 << SI_NUM_VGT_STAGES_KEY_BITS)
740 
741 /* The VGT_SHADER_STAGES key used to index the table of precomputed values.
742  * Some fields are set by state-change calls, most are set by draw_vbo.
743  */
744 union si_vgt_stages_key {
745    struct {
746 #if UTIL_ARCH_LITTLE_ENDIAN
747       uint8_t tess : 1;
748       uint8_t gs : 1;
749       uint8_t ngg_passthrough : 1;
750       uint8_t ngg : 1;       /* gfx10+ */
751       uint8_t streamout : 1; /* only used with NGG */
752       uint8_t _pad : 8 - SI_NUM_VGT_STAGES_KEY_BITS;
753 #else /* UTIL_ARCH_BIG_ENDIAN */
754       uint8_t _pad : 8 - SI_NUM_VGT_STAGES_KEY_BITS;
755       uint8_t streamout : 1;
756       uint8_t ngg : 1;
757       uint8_t ngg_passthrough : 1;
758       uint8_t gs : 1;
759       uint8_t tess : 1;
760 #endif
761    } u;
762    uint8_t index;
763 };
764 
765 struct si_shader {
766    struct si_pm4_state pm4; /* base class */
767    struct si_compiler_ctx_state compiler_ctx_state;
768 
769    struct si_shader_selector *selector;
770    struct si_shader_selector *previous_stage_sel; /* for refcounting */
771    struct si_shader *next_variant;
772 
773    struct si_shader_part *prolog;
774    struct si_shader *previous_stage; /* for GFX9 */
775    struct si_shader_part *prolog2;
776    struct si_shader_part *epilog;
777 
778    struct si_resource *bo;
779    struct si_resource *scratch_bo;
780    struct si_shader_key key;
781    struct util_queue_fence ready;
782    bool compilation_failed;
783    bool is_monolithic;
784    bool is_optimized;
785    bool is_binary_shared;
786    bool is_gs_copy_shader;
787 
788    /* The following data is all that's needed for binary shaders. */
789    struct si_shader_binary binary;
790    struct ac_shader_config config;
791    struct si_shader_binary_info info;
792 
793    /* SI_SGPR_VS_STATE_BITS */
794    bool uses_vs_state_provoking_vertex;
795    bool uses_vs_state_outprim;
796 
797    bool uses_base_instance;
798 
799    struct {
800       uint16_t ngg_emit_size; /* in dwords */
801       uint16_t hw_max_esverts;
802       uint16_t max_gsprims;
803       uint16_t max_out_verts;
804       uint16_t prim_amp_factor;
805       bool max_vert_out_per_gs_instance;
806    } ngg;
807 
808    /* Shader key + LLVM IR + disassembly + statistics.
809     * Generated for debug contexts only.
810     */
811    char *shader_log;
812    size_t shader_log_size;
813 
814    struct gfx9_gs_info gs_info;
815 
816    /* For save precompute context registers values. */
817    union {
818       struct {
819          unsigned vgt_gsvs_ring_offset_1;
820          unsigned vgt_gsvs_ring_offset_2;
821          unsigned vgt_gsvs_ring_offset_3;
822          unsigned vgt_gsvs_ring_itemsize;
823          unsigned vgt_gs_max_vert_out;
824          unsigned vgt_gs_vert_itemsize;
825          unsigned vgt_gs_vert_itemsize_1;
826          unsigned vgt_gs_vert_itemsize_2;
827          unsigned vgt_gs_vert_itemsize_3;
828          unsigned vgt_gs_instance_cnt;
829          unsigned vgt_gs_onchip_cntl;
830          unsigned vgt_gs_max_prims_per_subgroup;
831          unsigned vgt_esgs_ring_itemsize;
832          unsigned spi_shader_pgm_rsrc3_gs;
833          unsigned spi_shader_pgm_rsrc4_gs;
834       } gs;
835 
836       struct {
837          unsigned ge_max_output_per_subgroup;
838          unsigned ge_ngg_subgrp_cntl;
839          unsigned vgt_primitiveid_en;
840          unsigned vgt_gs_onchip_cntl;
841          unsigned vgt_gs_instance_cnt;
842          unsigned vgt_esgs_ring_itemsize;
843          unsigned spi_vs_out_config;
844          unsigned spi_shader_idx_format;
845          unsigned spi_shader_pos_format;
846          unsigned pa_cl_vte_cntl;
847          unsigned pa_cl_ngg_cntl;
848          unsigned vgt_gs_max_vert_out; /* for API GS */
849          unsigned ge_pc_alloc;         /* uconfig register */
850          unsigned spi_shader_pgm_rsrc3_gs;
851          unsigned spi_shader_pgm_rsrc4_gs;
852          union si_vgt_stages_key vgt_stages;
853       } ngg;
854 
855       struct {
856          unsigned vgt_gs_mode;
857          unsigned vgt_primitiveid_en;
858          unsigned vgt_reuse_off;
859          unsigned spi_vs_out_config;
860          unsigned spi_shader_pos_format;
861          unsigned pa_cl_vte_cntl;
862          unsigned ge_pc_alloc; /* uconfig register */
863       } vs;
864 
865       struct {
866          unsigned spi_ps_input_ena;
867          unsigned spi_ps_input_addr;
868          unsigned spi_baryc_cntl;
869          unsigned spi_ps_in_control;
870          unsigned spi_shader_z_format;
871          unsigned spi_shader_col_format;
872          unsigned cb_shader_mask;
873          unsigned num_interp;
874       } ps;
875    } ctx_reg;
876 
877    /*For save precompute registers value */
878    unsigned vgt_tf_param;                /* VGT_TF_PARAM */
879    unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
880    unsigned pa_cl_vs_out_cntl;
881    unsigned ge_cntl;
882 };
883 
884 struct si_shader_part {
885    struct si_shader_part *next;
886    union si_shader_part_key key;
887    struct si_shader_binary binary;
888    struct ac_shader_config config;
889 };
890 
891 /* si_shader.c */
892 bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
893                        struct si_shader *shader, struct pipe_debug_callback *debug);
894 bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
895                               struct si_shader *shader, struct pipe_debug_callback *debug);
896 void si_shader_destroy(struct si_shader *shader);
897 unsigned si_shader_io_get_unique_index_patch(unsigned semantic);
898 unsigned si_shader_io_get_unique_index(unsigned semantic, bool is_varying);
899 bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
900                              uint64_t scratch_va);
901 void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
902                     struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
903 void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
904                                         struct pipe_debug_callback *debug);
905 void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
906 const char *si_get_shader_name(const struct si_shader *shader);
907 void si_shader_binary_clean(struct si_shader_binary *binary);
908 
909 /* si_shader_llvm_gs.c */
910 struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
911                                              struct ac_llvm_compiler *compiler,
912                                              struct si_shader_selector *gs_selector,
913                                              struct pipe_debug_callback *debug);
914 
915 /* si_shader_nir.c */
916 void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
917 void si_nir_opts(struct si_screen *sscreen, struct nir_shader *nir, bool first);
918 void si_nir_late_opts(nir_shader *nir);
919 char *si_finalize_nir(struct pipe_screen *screen, void *nirptr);
920 
921 /* si_state_shaders.c */
922 void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
923                       struct gfx9_gs_info *out);
924 bool gfx10_is_ngg_passthrough(struct si_shader *shader);
925 
926 /* Inline helpers. */
927 
928 /* Return the pointer to the main shader part's pointer. */
si_get_main_shader_part(struct si_shader_selector * sel,const struct si_shader_key * key)929 static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
930                                                          const struct si_shader_key *key)
931 {
932    if (key->as_ls)
933       return &sel->main_shader_part_ls;
934    if (key->as_es && key->as_ngg)
935       return &sel->main_shader_part_ngg_es;
936    if (key->as_es)
937       return &sel->main_shader_part_es;
938    if (key->as_ngg)
939       return &sel->main_shader_part_ngg;
940    return &sel->main_shader_part;
941 }
942 
si_shader_uses_bindless_samplers(struct si_shader_selector * selector)943 static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
944 {
945    return selector ? selector->info.uses_bindless_samplers : false;
946 }
947 
si_shader_uses_bindless_images(struct si_shader_selector * selector)948 static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
949 {
950    return selector ? selector->info.uses_bindless_images : false;
951 }
952 
gfx10_edgeflags_have_effect(struct si_shader * shader)953 static inline bool gfx10_edgeflags_have_effect(struct si_shader *shader)
954 {
955    if (shader->selector->info.stage == MESA_SHADER_VERTEX &&
956        !shader->selector->info.base.vs.blit_sgprs_amd &&
957        !(shader->key.opt.ngg_culling & SI_NGG_CULL_LINES))
958       return true;
959 
960    return false;
961 }
962 
gfx10_ngg_writes_user_edgeflags(struct si_shader * shader)963 static inline bool gfx10_ngg_writes_user_edgeflags(struct si_shader *shader)
964 {
965    return gfx10_edgeflags_have_effect(shader) &&
966           shader->selector->info.writes_edgeflag;
967 }
968 
969 #ifdef __cplusplus
970 }
971 #endif
972 
973 #endif
974