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      1 /*
      2  * Copyright 2012 Advanced Micro Devices, Inc.
      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  * on the rights to use, copy, modify, merge, publish, distribute, sub
      8  * license, and/or sell copies of the Software, and to permit persons to whom
      9  * the 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 NON-INFRINGEMENT. IN NO EVENT SHALL
     18  * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
     19  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
     20  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
     21  * USE OR OTHER DEALINGS IN THE SOFTWARE.
     22  */
     23 
     24 /* The compiler middle-end architecture: Explaining (non-)monolithic shaders
     25  * -------------------------------------------------------------------------
     26  *
     27  * Typically, there is one-to-one correspondence between API and HW shaders,
     28  * that is, for every API shader, there is exactly one shader binary in
     29  * the driver.
     30  *
     31  * The problem with that is that we also have to emulate some API states
     32  * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
     33  * to deal with it are:
     34  * - each shader has multiple variants for each combination of emulated states,
     35  *   and the variants are compiled on demand, possibly relying on a shader
     36  *   cache for good performance
     37  * - patch shaders at the binary level
     38  *
     39  * This driver uses something completely different. The emulated states are
     40  * usually implemented at the beginning or end of shaders. Therefore, we can
     41  * split the shader into 3 parts:
     42  * - prolog part (shader code dependent on states)
     43  * - main part (the API shader)
     44  * - epilog part (shader code dependent on states)
     45  *
     46  * Each part is compiled as a separate shader and the final binaries are
     47  * concatenated. This type of shader is called non-monolithic, because it
     48  * consists of multiple independent binaries. Creating a new shader variant
     49  * is therefore only a concatenation of shader parts (binaries) and doesn't
     50  * involve any compilation. The main shader parts are the only parts that are
     51  * compiled when applications create shader objects. The prolog and epilog
     52  * parts are compiled on the first use and saved, so that their binaries can
     53  * be reused by many other shaders.
     54  *
     55  * One of the roles of the prolog part is to compute vertex buffer addresses
     56  * for vertex shaders. A few of the roles of the epilog part are color buffer
     57  * format conversions in pixel shaders that we have to do manually, and write
     58  * tessellation factors in tessellation control shaders. The prolog and epilog
     59  * have many other important responsibilities in various shader stages.
     60  * They don't just "emulate legacy stuff".
     61  *
     62  * Monolithic shaders are shaders where the parts are combined before LLVM
     63  * compilation, and the whole thing is compiled and optimized as one unit with
     64  * one binary on the output. The result is the same as the non-monolithic
     65  * shader, but the final code can be better, because LLVM can optimize across
     66  * all shader parts. Monolithic shaders aren't usually used except for these
     67  * special cases:
     68  *
     69  * 1) Some rarely-used states require modification of the main shader part
     70  *    itself, and in such cases, only the monolithic shader variant is
     71  *    compiled, and that's always done on the first use.
     72  *
     73  * 2) When we do cross-stage optimizations for separate shader objects and
     74  *    e.g. eliminate unused shader varyings, the resulting optimized shader
     75  *    variants are always compiled as monolithic shaders, and always
     76  *    asynchronously (i.e. not stalling ongoing rendering). We call them
     77  *    "optimized monolithic" shaders. The important property here is that
     78  *    the non-monolithic unoptimized shader variant is always available for use
     79  *    when the asynchronous compilation of the optimized shader is not done
     80  *    yet.
     81  *
     82  * Starting with GFX9 chips, some shader stages are merged, and the number of
     83  * shader parts per shader increased. The complete new list of shader parts is:
     84  * - 1st shader: prolog part
     85  * - 1st shader: main part
     86  * - 2nd shader: prolog part
     87  * - 2nd shader: main part
     88  * - 2nd shader: epilog part
     89  */
     90 
     91 /* How linking shader inputs and outputs between vertex, tessellation, and
     92  * geometry shaders works.
     93  *
     94  * Inputs and outputs between shaders are stored in a buffer. This buffer
     95  * lives in LDS (typical case for tessellation), but it can also live
     96  * in memory (ESGS). Each input or output has a fixed location within a vertex.
     97  * The highest used input or output determines the stride between vertices.
     98  *
     99  * Since GS and tessellation are only possible in the OpenGL core profile,
    100  * only these semantics are valid for per-vertex data:
    101  *
    102  *   Name             Location
    103  *
    104  *   POSITION         0
    105  *   PSIZE            1
    106  *   CLIPDIST0..1     2..3
    107  *   CULLDIST0..1     (not implemented)
    108  *   GENERIC0..31     4..35
    109  *
    110  * For example, a shader only writing GENERIC0 has the output stride of 5.
    111  *
    112  * Only these semantics are valid for per-patch data:
    113  *
    114  *   Name             Location
    115  *
    116  *   TESSOUTER        0
    117  *   TESSINNER        1
    118  *   PATCH0..29       2..31
    119  *
    120  * That's how independent shaders agree on input and output locations.
    121  * The si_shader_io_get_unique_index function assigns the locations.
    122  *
    123  * For tessellation, other required information for calculating the input and
    124  * output addresses like the vertex stride, the patch stride, and the offsets
    125  * where per-vertex and per-patch data start, is passed to the shader via
    126  * user data SGPRs. The offsets and strides are calculated at draw time and
    127  * aren't available at compile time.
    128  */
    129 
    130 #ifndef SI_SHADER_H
    131 #define SI_SHADER_H
    132 
    133 #include <llvm-c/Core.h> /* LLVMModuleRef */
    134 #include <llvm-c/TargetMachine.h>
    135 #include "tgsi/tgsi_scan.h"
    136 #include "util/u_queue.h"
    137 
    138 #include "ac_binary.h"
    139 #include "si_state.h"
    140 
    141 struct nir_shader;
    142 
    143 #define SI_MAX_VS_OUTPUTS	40
    144 
    145 /* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
    146  * index smaller than this.
    147  */
    148 #define SI_MAX_IO_GENERIC       46
    149 
    150 /* SGPR user data indices */
    151 enum {
    152 	SI_SGPR_RW_BUFFERS,  /* rings (& stream-out, VS only) */
    153 	SI_SGPR_RW_BUFFERS_HI,
    154 	SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
    155 	SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES_HI,
    156 	SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
    157 	SI_SGPR_CONST_AND_SHADER_BUFFERS_HI,
    158 	SI_SGPR_SAMPLERS_AND_IMAGES,
    159 	SI_SGPR_SAMPLERS_AND_IMAGES_HI,
    160 	SI_NUM_RESOURCE_SGPRS,
    161 
    162 	/* all VS variants */
    163 	SI_SGPR_VERTEX_BUFFERS	= SI_NUM_RESOURCE_SGPRS,
    164 	SI_SGPR_VERTEX_BUFFERS_HI,
    165 	SI_SGPR_BASE_VERTEX,
    166 	SI_SGPR_START_INSTANCE,
    167 	SI_SGPR_DRAWID,
    168 	SI_SGPR_VS_STATE_BITS,
    169 	SI_VS_NUM_USER_SGPR,
    170 
    171 	SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,
    172 
    173 	/* TES */
    174 	SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
    175 	SI_SGPR_TES_OFFCHIP_ADDR_BASE64K,
    176 	SI_TES_NUM_USER_SGPR,
    177 
    178 	/* GFX6-8: TCS only */
    179 	GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
    180 	GFX6_SGPR_TCS_OUT_OFFSETS,
    181 	GFX6_SGPR_TCS_OUT_LAYOUT,
    182 	GFX6_SGPR_TCS_IN_LAYOUT,
    183 	GFX6_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
    184 	GFX6_SGPR_TCS_FACTOR_ADDR_BASE64K,
    185 	GFX6_TCS_NUM_USER_SGPR,
    186 
    187 	/* GFX9: Merged LS-HS (VS-TCS) only. */
    188 	GFX9_SGPR_TCS_OFFCHIP_LAYOUT = SI_VS_NUM_USER_SGPR,
    189 	GFX9_SGPR_TCS_OUT_OFFSETS,
    190 	GFX9_SGPR_TCS_OUT_LAYOUT,
    191 	GFX9_SGPR_TCS_OFFCHIP_ADDR_BASE64K,
    192 	GFX9_SGPR_TCS_FACTOR_ADDR_BASE64K,
    193 	GFX9_SGPR_unused_to_align_the_next_pointer,
    194 	GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS,
    195 	GFX9_SGPR_TCS_CONST_AND_SHADER_BUFFERS_HI,
    196 	GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES,
    197 	GFX9_SGPR_TCS_SAMPLERS_AND_IMAGES_HI,
    198 	GFX9_TCS_NUM_USER_SGPR,
    199 
    200 	/* GFX9: Merged ES-GS (VS-GS or TES-GS). */
    201 	GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS = SI_VS_NUM_USER_SGPR,
    202 	GFX9_SGPR_GS_CONST_AND_SHADER_BUFFERS_HI,
    203 	GFX9_SGPR_GS_SAMPLERS_AND_IMAGES,
    204 	GFX9_SGPR_GS_SAMPLERS_AND_IMAGES_HI,
    205 	GFX9_GS_NUM_USER_SGPR,
    206 
    207 	/* GS limits */
    208 	GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
    209 	SI_GSCOPY_NUM_USER_SGPR = SI_SGPR_RW_BUFFERS_HI + 1,
    210 
    211 	/* PS only */
    212 	SI_SGPR_ALPHA_REF	= SI_NUM_RESOURCE_SGPRS,
    213 	SI_PS_NUM_USER_SGPR,
    214 };
    215 
    216 /* LLVM function parameter indices */
    217 enum {
    218 	SI_NUM_RESOURCE_PARAMS = 4,
    219 
    220 	/* PS only parameters */
    221 	SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
    222 	SI_PARAM_PRIM_MASK,
    223 	SI_PARAM_PERSP_SAMPLE,
    224 	SI_PARAM_PERSP_CENTER,
    225 	SI_PARAM_PERSP_CENTROID,
    226 	SI_PARAM_PERSP_PULL_MODEL,
    227 	SI_PARAM_LINEAR_SAMPLE,
    228 	SI_PARAM_LINEAR_CENTER,
    229 	SI_PARAM_LINEAR_CENTROID,
    230 	SI_PARAM_LINE_STIPPLE_TEX,
    231 	SI_PARAM_POS_X_FLOAT,
    232 	SI_PARAM_POS_Y_FLOAT,
    233 	SI_PARAM_POS_Z_FLOAT,
    234 	SI_PARAM_POS_W_FLOAT,
    235 	SI_PARAM_FRONT_FACE,
    236 	SI_PARAM_ANCILLARY,
    237 	SI_PARAM_SAMPLE_COVERAGE,
    238 	SI_PARAM_POS_FIXED_PT,
    239 
    240 	SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
    241 };
    242 
    243 /* Fields of driver-defined VS state SGPR. */
    244 /* Clamp vertex color output (only used in VS as VS). */
    245 #define S_VS_STATE_CLAMP_VERTEX_COLOR(x)	(((unsigned)(x) & 0x1) << 0)
    246 #define C_VS_STATE_CLAMP_VERTEX_COLOR		0xFFFFFFFE
    247 #define S_VS_STATE_INDEXED(x)			(((unsigned)(x) & 0x1) << 1)
    248 #define C_VS_STATE_INDEXED			0xFFFFFFFD
    249 #define S_VS_STATE_LS_OUT_PATCH_SIZE(x)		(((unsigned)(x) & 0x1FFF) << 8)
    250 #define C_VS_STATE_LS_OUT_PATCH_SIZE		0xFFE000FF
    251 #define S_VS_STATE_LS_OUT_VERTEX_SIZE(x)	(((unsigned)(x) & 0xFF) << 24)
    252 #define C_VS_STATE_LS_OUT_VERTEX_SIZE		0x00FFFFFF
    253 
    254 /* SI-specific system values. */
    255 enum {
    256 	TGSI_SEMANTIC_DEFAULT_TESSOUTER_SI = TGSI_SEMANTIC_COUNT,
    257 	TGSI_SEMANTIC_DEFAULT_TESSINNER_SI,
    258 };
    259 
    260 enum {
    261 	/* Use a property enum that VS wouldn't use. */
    262 	TGSI_PROPERTY_VS_BLIT_SGPRS = TGSI_PROPERTY_FS_COORD_ORIGIN,
    263 
    264 	/* These represent the number of SGPRs the shader uses. */
    265 	SI_VS_BLIT_SGPRS_POS = 3,
    266 	SI_VS_BLIT_SGPRS_POS_COLOR = 7,
    267 	SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
    268 };
    269 
    270 /* For VS shader key fix_fetch. */
    271 enum {
    272 	SI_FIX_FETCH_NONE = 0,
    273 	SI_FIX_FETCH_A2_SNORM,
    274 	SI_FIX_FETCH_A2_SSCALED,
    275 	SI_FIX_FETCH_A2_SINT,
    276 	SI_FIX_FETCH_RGBA_32_UNORM,
    277 	SI_FIX_FETCH_RGBX_32_UNORM,
    278 	SI_FIX_FETCH_RGBA_32_SNORM,
    279 	SI_FIX_FETCH_RGBX_32_SNORM,
    280 	SI_FIX_FETCH_RGBA_32_USCALED,
    281 	SI_FIX_FETCH_RGBA_32_SSCALED,
    282 	SI_FIX_FETCH_RGBA_32_FIXED,
    283 	SI_FIX_FETCH_RGBX_32_FIXED,
    284 	SI_FIX_FETCH_RG_64_FLOAT,
    285 	SI_FIX_FETCH_RGB_64_FLOAT,
    286 	SI_FIX_FETCH_RGBA_64_FLOAT,
    287 	SI_FIX_FETCH_RGB_8,	/* A = 1.0 */
    288 	SI_FIX_FETCH_RGB_8_INT,	/* A = 1 */
    289 	SI_FIX_FETCH_RGB_16,
    290 	SI_FIX_FETCH_RGB_16_INT,
    291 };
    292 
    293 struct si_shader;
    294 
    295 /* State of the context creating the shader object. */
    296 struct si_compiler_ctx_state {
    297 	/* Should only be used by si_init_shader_selector_async and
    298 	 * si_build_shader_variant if thread_index == -1 (non-threaded). */
    299 	LLVMTargetMachineRef		tm;
    300 
    301 	/* Used if thread_index == -1 or if debug.async is true. */
    302 	struct pipe_debug_callback	debug;
    303 
    304 	/* Used for creating the log string for gallium/ddebug. */
    305 	bool				is_debug_context;
    306 };
    307 
    308 /* A shader selector is a gallium CSO and contains shader variants and
    309  * binaries for one TGSI program. This can be shared by multiple contexts.
    310  */
    311 struct si_shader_selector {
    312 	struct pipe_reference	reference;
    313 	struct si_screen	*screen;
    314 	struct util_queue_fence ready;
    315 	struct si_compiler_ctx_state compiler_ctx_state;
    316 
    317 	mtx_t		mutex;
    318 	struct si_shader	*first_variant; /* immutable after the first variant */
    319 	struct si_shader	*last_variant; /* mutable */
    320 
    321 	/* The compiled TGSI shader expecting a prolog and/or epilog (not
    322 	 * uploaded to a buffer).
    323 	 */
    324 	struct si_shader	*main_shader_part;
    325 	struct si_shader	*main_shader_part_ls; /* as_ls is set in the key */
    326 	struct si_shader	*main_shader_part_es; /* as_es is set in the key */
    327 
    328 	struct si_shader	*gs_copy_shader;
    329 
    330 	struct tgsi_token       *tokens;
    331 	struct nir_shader       *nir;
    332 	struct pipe_stream_output_info  so;
    333 	struct tgsi_shader_info		info;
    334 	struct tgsi_tessctrl_info	tcs_info;
    335 
    336 	/* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
    337 	unsigned	type;
    338 	bool		vs_needs_prolog;
    339 	bool		force_correct_derivs_after_kill;
    340 	unsigned	pa_cl_vs_out_cntl;
    341 	ubyte		clipdist_mask;
    342 	ubyte		culldist_mask;
    343 
    344 	/* ES parameters. */
    345 	unsigned	esgs_itemsize;
    346 
    347 	/* GS parameters. */
    348 	unsigned	gs_input_verts_per_prim;
    349 	unsigned	gs_output_prim;
    350 	unsigned	gs_max_out_vertices;
    351 	unsigned	gs_num_invocations;
    352 	unsigned	max_gs_stream; /* count - 1 */
    353 	unsigned	gsvs_vertex_size;
    354 	unsigned	max_gsvs_emit_size;
    355 	unsigned	enabled_streamout_buffer_mask;
    356 
    357 	/* PS parameters. */
    358 	unsigned	color_attr_index[2];
    359 	unsigned	db_shader_control;
    360 	/* Set 0xf or 0x0 (4 bits) per each written output.
    361 	 * ANDed with spi_shader_col_format.
    362 	 */
    363 	unsigned	colors_written_4bit;
    364 
    365 	/* CS parameters */
    366 	unsigned local_size;
    367 
    368 	uint64_t	outputs_written;	/* "get_unique_index" bits */
    369 	uint32_t	patch_outputs_written;	/* "get_unique_index_patch" bits */
    370 
    371 	uint64_t	inputs_read;		/* "get_unique_index" bits */
    372 
    373 	/* bitmasks of used descriptor slots */
    374 	uint32_t	active_const_and_shader_buffers;
    375 	uint64_t	active_samplers_and_images;
    376 };
    377 
    378 /* Valid shader configurations:
    379  *
    380  * API shaders       VS | TCS | TES | GS |pass| PS
    381  * are compiled as:     |     |     |    |thru|
    382  *                      |     |     |    |    |
    383  * Only VS & PS:     VS |     |     |    |    | PS
    384  * GFX6 - with GS:   ES |     |     | GS | VS | PS
    385  *      - with tess: LS | HS  | VS  |    |    | PS
    386  *      - with both: LS | HS  | ES  | GS | VS | PS
    387  * GFX9 - with GS:   -> |     |     | GS | VS | PS
    388  *      - with tess: -> | HS  | VS  |    |    | PS
    389  *      - with both: -> | HS  | ->  | GS | VS | PS
    390  *
    391  * -> = merged with the next stage
    392  */
    393 
    394 /* Use the byte alignment for all following structure members for optimal
    395  * shader key memory footprint.
    396  */
    397 #pragma pack(push, 1)
    398 
    399 /* Common VS bits between the shader key and the prolog key. */
    400 struct si_vs_prolog_bits {
    401 	/* - If neither "is_one" nor "is_fetched" has a bit set, the instance
    402 	 *   divisor is 0.
    403 	 * - If "is_one" has a bit set, the instance divisor is 1.
    404 	 * - If "is_fetched" has a bit set, the instance divisor will be loaded
    405 	 *   from the constant buffer.
    406 	 */
    407 	uint16_t	instance_divisor_is_one;     /* bitmask of inputs */
    408 	uint16_t	instance_divisor_is_fetched; /* bitmask of inputs */
    409 	unsigned	ls_vgpr_fix:1;
    410 };
    411 
    412 /* Common TCS bits between the shader key and the epilog key. */
    413 struct si_tcs_epilog_bits {
    414 	unsigned	prim_mode:3;
    415 	unsigned	invoc0_tess_factors_are_def:1;
    416 	unsigned	tes_reads_tess_factors:1;
    417 };
    418 
    419 struct si_gs_prolog_bits {
    420 	unsigned	tri_strip_adj_fix:1;
    421 };
    422 
    423 /* Common PS bits between the shader key and the prolog key. */
    424 struct si_ps_prolog_bits {
    425 	unsigned	color_two_side:1;
    426 	unsigned	flatshade_colors:1;
    427 	unsigned	poly_stipple:1;
    428 	unsigned	force_persp_sample_interp:1;
    429 	unsigned	force_linear_sample_interp:1;
    430 	unsigned	force_persp_center_interp:1;
    431 	unsigned	force_linear_center_interp:1;
    432 	unsigned	bc_optimize_for_persp:1;
    433 	unsigned	bc_optimize_for_linear:1;
    434 	unsigned	samplemask_log_ps_iter:3;
    435 };
    436 
    437 /* Common PS bits between the shader key and the epilog key. */
    438 struct si_ps_epilog_bits {
    439 	unsigned	spi_shader_col_format;
    440 	unsigned	color_is_int8:8;
    441 	unsigned	color_is_int10:8;
    442 	unsigned	last_cbuf:3;
    443 	unsigned	alpha_func:3;
    444 	unsigned	alpha_to_one:1;
    445 	unsigned	poly_line_smoothing:1;
    446 	unsigned	clamp_color:1;
    447 };
    448 
    449 union si_shader_part_key {
    450 	struct {
    451 		struct si_vs_prolog_bits states;
    452 		unsigned	num_input_sgprs:6;
    453 		/* For merged stages such as LS-HS, HS input VGPRs are first. */
    454 		unsigned	num_merged_next_stage_vgprs:3;
    455 		unsigned	last_input:4;
    456 		unsigned	as_ls:1;
    457 		unsigned	as_es:1;
    458 		/* Prologs for monolithic shaders shouldn't set EXEC. */
    459 		unsigned	is_monolithic:1;
    460 	} vs_prolog;
    461 	struct {
    462 		struct si_tcs_epilog_bits states;
    463 	} tcs_epilog;
    464 	struct {
    465 		struct si_gs_prolog_bits states;
    466 		/* Prologs of monolithic shaders shouldn't set EXEC. */
    467 		unsigned	is_monolithic:1;
    468 	} gs_prolog;
    469 	struct {
    470 		struct si_ps_prolog_bits states;
    471 		unsigned	num_input_sgprs:6;
    472 		unsigned	num_input_vgprs:5;
    473 		/* Color interpolation and two-side color selection. */
    474 		unsigned	colors_read:8; /* color input components read */
    475 		unsigned	num_interp_inputs:5; /* BCOLOR is at this location */
    476 		unsigned	face_vgpr_index:5;
    477 		unsigned	ancillary_vgpr_index:5;
    478 		unsigned	wqm:1;
    479 		char		color_attr_index[2];
    480 		char		color_interp_vgpr_index[2]; /* -1 == constant */
    481 	} ps_prolog;
    482 	struct {
    483 		struct si_ps_epilog_bits states;
    484 		unsigned	colors_written:8;
    485 		unsigned	writes_z:1;
    486 		unsigned	writes_stencil:1;
    487 		unsigned	writes_samplemask:1;
    488 	} ps_epilog;
    489 };
    490 
    491 struct si_shader_key {
    492 	/* Prolog and epilog flags. */
    493 	union {
    494 		struct {
    495 			struct si_vs_prolog_bits prolog;
    496 		} vs;
    497 		struct {
    498 			struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
    499 			struct si_shader_selector *ls;   /* for merged LS-HS */
    500 			struct si_tcs_epilog_bits epilog;
    501 		} tcs; /* tessellation control shader */
    502 		struct {
    503 			struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
    504 			struct si_shader_selector *es;   /* for merged ES-GS */
    505 			struct si_gs_prolog_bits prolog;
    506 		} gs;
    507 		struct {
    508 			struct si_ps_prolog_bits prolog;
    509 			struct si_ps_epilog_bits epilog;
    510 		} ps;
    511 	} part;
    512 
    513 	/* These two are initially set according to the NEXT_SHADER property,
    514 	 * or guessed if the property doesn't seem correct.
    515 	 */
    516 	unsigned as_es:1; /* export shader, which precedes GS */
    517 	unsigned as_ls:1; /* local shader, which precedes TCS */
    518 
    519 	/* Flags for monolithic compilation only. */
    520 	struct {
    521 		/* One byte for every input: SI_FIX_FETCH_* enums. */
    522 		uint8_t		vs_fix_fetch[SI_MAX_ATTRIBS];
    523 
    524 		union {
    525 			uint64_t	ff_tcs_inputs_to_copy; /* for fixed-func TCS */
    526 			/* When PS needs PrimID and GS is disabled. */
    527 			unsigned	vs_export_prim_id:1;
    528 			struct {
    529 				unsigned interpolate_at_sample_force_center:1;
    530 			} ps;
    531 		} u;
    532 	} mono;
    533 
    534 	/* Optimization flags for asynchronous compilation only. */
    535 	struct {
    536 		/* For HW VS (it can be VS, TES, GS) */
    537 		uint64_t	kill_outputs; /* "get_unique_index" bits */
    538 		unsigned	clip_disable:1;
    539 
    540 		/* For shaders where monolithic variants have better code.
    541 		 *
    542 		 * This is a flag that has no effect on code generation,
    543 		 * but forces monolithic shaders to be used as soon as
    544 		 * possible, because it's in the "opt" group.
    545 		 */
    546 		unsigned	prefer_mono:1;
    547 	} opt;
    548 };
    549 
    550 /* Restore the pack alignment to default. */
    551 #pragma pack(pop)
    552 
    553 struct si_shader_config {
    554 	unsigned			num_sgprs;
    555 	unsigned			num_vgprs;
    556 	unsigned			spilled_sgprs;
    557 	unsigned			spilled_vgprs;
    558 	unsigned			private_mem_vgprs;
    559 	unsigned			lds_size;
    560 	unsigned			spi_ps_input_ena;
    561 	unsigned			spi_ps_input_addr;
    562 	unsigned			float_mode;
    563 	unsigned			scratch_bytes_per_wave;
    564 	unsigned			rsrc1;
    565 	unsigned			rsrc2;
    566 };
    567 
    568 /* GCN-specific shader info. */
    569 struct si_shader_info {
    570 	ubyte			vs_output_param_offset[SI_MAX_VS_OUTPUTS];
    571 	ubyte			num_input_sgprs;
    572 	ubyte			num_input_vgprs;
    573 	signed char		face_vgpr_index;
    574 	signed char		ancillary_vgpr_index;
    575 	bool			uses_instanceid;
    576 	ubyte			nr_pos_exports;
    577 	ubyte			nr_param_exports;
    578 };
    579 
    580 struct si_shader {
    581 	struct si_compiler_ctx_state	compiler_ctx_state;
    582 
    583 	struct si_shader_selector	*selector;
    584 	struct si_shader_selector	*previous_stage_sel; /* for refcounting */
    585 	struct si_shader		*next_variant;
    586 
    587 	struct si_shader_part		*prolog;
    588 	struct si_shader		*previous_stage; /* for GFX9 */
    589 	struct si_shader_part		*prolog2;
    590 	struct si_shader_part		*epilog;
    591 
    592 	struct si_pm4_state		*pm4;
    593 	struct r600_resource		*bo;
    594 	struct r600_resource		*scratch_bo;
    595 	struct si_shader_key		key;
    596 	struct util_queue_fence		ready;
    597 	bool				compilation_failed;
    598 	bool				is_monolithic;
    599 	bool				is_optimized;
    600 	bool				is_binary_shared;
    601 	bool				is_gs_copy_shader;
    602 
    603 	/* The following data is all that's needed for binary shaders. */
    604 	struct ac_shader_binary	binary;
    605 	struct si_shader_config		config;
    606 	struct si_shader_info		info;
    607 
    608 	/* Shader key + LLVM IR + disassembly + statistics.
    609 	 * Generated for debug contexts only.
    610 	 */
    611 	char				*shader_log;
    612 	size_t				shader_log_size;
    613 };
    614 
    615 struct si_shader_part {
    616 	struct si_shader_part *next;
    617 	union si_shader_part_key key;
    618 	struct ac_shader_binary binary;
    619 	struct si_shader_config config;
    620 };
    621 
    622 /* si_shader.c */
    623 struct si_shader *
    624 si_generate_gs_copy_shader(struct si_screen *sscreen,
    625 			   LLVMTargetMachineRef tm,
    626 			   struct si_shader_selector *gs_selector,
    627 			   struct pipe_debug_callback *debug);
    628 int si_compile_tgsi_shader(struct si_screen *sscreen,
    629 			   LLVMTargetMachineRef tm,
    630 			   struct si_shader *shader,
    631 			   bool is_monolithic,
    632 			   struct pipe_debug_callback *debug);
    633 int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
    634 		     struct si_shader *shader,
    635 		     struct pipe_debug_callback *debug);
    636 void si_shader_destroy(struct si_shader *shader);
    637 unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
    638 unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
    639 int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
    640 void si_shader_dump(struct si_screen *sscreen, const struct si_shader *shader,
    641 		    struct pipe_debug_callback *debug, unsigned processor,
    642 		    FILE *f, bool check_debug_option);
    643 void si_multiwave_lds_size_workaround(struct si_screen *sscreen,
    644 				      unsigned *lds_size);
    645 void si_shader_apply_scratch_relocs(struct si_shader *shader,
    646 				    uint64_t scratch_va);
    647 void si_shader_binary_read_config(struct ac_shader_binary *binary,
    648 				  struct si_shader_config *conf,
    649 				  unsigned symbol_offset);
    650 const char *si_get_shader_name(const struct si_shader *shader, unsigned processor);
    651 
    652 /* si_shader_nir.c */
    653 void si_nir_scan_shader(const struct nir_shader *nir,
    654 			struct tgsi_shader_info *info);
    655 void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
    656 			   const struct tgsi_shader_info *info,
    657 			   struct tgsi_tessctrl_info *out);
    658 void si_lower_nir(struct si_shader_selector *sel);
    659 
    660 /* Inline helpers. */
    661 
    662 /* Return the pointer to the main shader part's pointer. */
    663 static inline struct si_shader **
    664 si_get_main_shader_part(struct si_shader_selector *sel,
    665 			struct si_shader_key *key)
    666 {
    667 	if (key->as_ls)
    668 		return &sel->main_shader_part_ls;
    669 	if (key->as_es)
    670 		return &sel->main_shader_part_es;
    671 	return &sel->main_shader_part;
    672 }
    673 
    674 static inline bool
    675 si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
    676 {
    677 	return selector ? selector->info.uses_bindless_samplers : false;
    678 }
    679 
    680 static inline bool
    681 si_shader_uses_bindless_images(struct si_shader_selector *selector)
    682 {
    683 	return selector ? selector->info.uses_bindless_images : false;
    684 }
    685 
    686 void si_destroy_shader_selector(struct si_context *sctx,
    687 			        struct si_shader_selector *sel);
    688 
    689 static inline void
    690 si_shader_selector_reference(struct si_context *sctx,
    691 			     struct si_shader_selector **dst,
    692 			     struct si_shader_selector *src)
    693 {
    694 	if (pipe_reference(&(*dst)->reference, &src->reference))
    695 		si_destroy_shader_selector(sctx, *dst);
    696 
    697 	*dst = src;
    698 }
    699 
    700 #endif
    701