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      1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
      2 
      3 /*
      4  * Copyright (C) 2014 Rob Clark <robclark (at) freedesktop.org>
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the next
     14  * paragraph) shall be included in all copies or substantial portions of the
     15  * Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     22  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     23  * SOFTWARE.
     24  *
     25  * Authors:
     26  *    Rob Clark <robclark (at) freedesktop.org>
     27  */
     28 
     29 #ifndef IR3_SHADER_H_
     30 #define IR3_SHADER_H_
     31 
     32 #include "pipe/p_state.h"
     33 #include "compiler/shader_enums.h"
     34 #include "util/bitscan.h"
     35 
     36 #include "ir3.h"
     37 #include "disasm.h"
     38 
     39 struct glsl_type;
     40 
     41 /* driver param indices: */
     42 enum ir3_driver_param {
     43 	/* compute shader driver params: */
     44 	IR3_DP_NUM_WORK_GROUPS_X = 0,
     45 	IR3_DP_NUM_WORK_GROUPS_Y = 1,
     46 	IR3_DP_NUM_WORK_GROUPS_Z = 2,
     47 	/* NOTE: gl_NumWorkGroups should be vec4 aligned because
     48 	 * glDispatchComputeIndirect() needs to load these from
     49 	 * the info->indirect buffer.  Keep that in mind when/if
     50 	 * adding any addition CS driver params.
     51 	 */
     52 	IR3_DP_CS_COUNT   = 4,   /* must be aligned to vec4 */
     53 
     54 	/* vertex shader driver params: */
     55 	IR3_DP_VTXID_BASE = 0,
     56 	IR3_DP_VTXCNT_MAX = 1,
     57 	/* user-clip-plane components, up to 8x vec4's: */
     58 	IR3_DP_UCP0_X     = 4,
     59 	/* .... */
     60 	IR3_DP_UCP7_W     = 35,
     61 	IR3_DP_VS_COUNT   = 36   /* must be aligned to vec4 */
     62 };
     63 
     64 /**
     65  * For consts needed to pass internal values to shader which may or may not
     66  * be required, rather than allocating worst-case const space, we scan the
     67  * shader and allocate consts as-needed:
     68  *
     69  *   + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
     70  *     for a given SSBO
     71  *
     72  *   + Image dimensions: needed to calculate pixel offset, but only for
     73  *     images that have a image_store intrinsic
     74  */
     75 struct ir3_driver_const_layout {
     76 	struct {
     77 		uint32_t mask;  /* bitmask of SSBOs that have get_buffer_size */
     78 		uint32_t count; /* number of consts allocated */
     79 		/* one const allocated per SSBO which has get_buffer_size,
     80 		 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
     81 		 * consts:
     82 		 */
     83 		uint32_t off[PIPE_MAX_SHADER_BUFFERS];
     84 	} ssbo_size;
     85 
     86 	struct {
     87 		uint32_t mask;  /* bitmask of images that have image_store */
     88 		uint32_t count; /* number of consts allocated */
     89 		/* three const allocated per image which has image_store:
     90 		 *  + cpp         (bytes per pixel)
     91 		 *  + pitch       (y pitch)
     92 		 *  + array_pitch (z pitch)
     93 		 */
     94 		uint32_t off[PIPE_MAX_SHADER_IMAGES];
     95 	} image_dims;
     96 };
     97 
     98 /* Configuration key used to identify a shader variant.. different
     99  * shader variants can be used to implement features not supported
    100  * in hw (two sided color), binning-pass vertex shader, etc.
    101  */
    102 struct ir3_shader_key {
    103 	union {
    104 		struct {
    105 			/*
    106 			 * Combined Vertex/Fragment shader parameters:
    107 			 */
    108 			unsigned ucp_enables : 8;
    109 
    110 			/* do we need to check {v,f}saturate_{s,t,r}? */
    111 			unsigned has_per_samp : 1;
    112 
    113 			/*
    114 			 * Vertex shader variant parameters:
    115 			 */
    116 			unsigned binning_pass : 1;
    117 			unsigned vclamp_color : 1;
    118 
    119 			/*
    120 			 * Fragment shader variant parameters:
    121 			 */
    122 			unsigned color_two_side : 1;
    123 			unsigned half_precision : 1;
    124 			/* used when shader needs to handle flat varyings (a4xx)
    125 			 * for front/back color inputs to frag shader:
    126 			 */
    127 			unsigned rasterflat : 1;
    128 			unsigned fclamp_color : 1;
    129 		};
    130 		uint32_t global;
    131 	};
    132 
    133 	/* bitmask of sampler which needs coords clamped for vertex
    134 	 * shader:
    135 	 */
    136 	uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
    137 
    138 	/* bitmask of sampler which needs coords clamped for frag
    139 	 * shader:
    140 	 */
    141 	uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
    142 
    143 	/* bitmask of samplers which need astc srgb workaround: */
    144 	uint16_t vastc_srgb, fastc_srgb;
    145 };
    146 
    147 static inline bool
    148 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
    149 {
    150 	/* slow-path if we need to check {v,f}saturate_{s,t,r} */
    151 	if (a->has_per_samp || b->has_per_samp)
    152 		return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
    153 	return a->global == b->global;
    154 }
    155 
    156 /* will the two keys produce different lowering for a fragment shader? */
    157 static inline bool
    158 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
    159 {
    160 	if (last_key->has_per_samp || key->has_per_samp) {
    161 		if ((last_key->fsaturate_s != key->fsaturate_s) ||
    162 				(last_key->fsaturate_t != key->fsaturate_t) ||
    163 				(last_key->fsaturate_r != key->fsaturate_r) ||
    164 				(last_key->fastc_srgb != key->fastc_srgb))
    165 			return true;
    166 	}
    167 
    168 	if (last_key->fclamp_color != key->fclamp_color)
    169 		return true;
    170 
    171 	if (last_key->color_two_side != key->color_two_side)
    172 		return true;
    173 
    174 	if (last_key->half_precision != key->half_precision)
    175 		return true;
    176 
    177 	if (last_key->rasterflat != key->rasterflat)
    178 		return true;
    179 
    180 	if (last_key->ucp_enables != key->ucp_enables)
    181 		return true;
    182 
    183 	return false;
    184 }
    185 
    186 /* will the two keys produce different lowering for a vertex shader? */
    187 static inline bool
    188 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
    189 {
    190 	if (last_key->has_per_samp || key->has_per_samp) {
    191 		if ((last_key->vsaturate_s != key->vsaturate_s) ||
    192 				(last_key->vsaturate_t != key->vsaturate_t) ||
    193 				(last_key->vsaturate_r != key->vsaturate_r) ||
    194 				(last_key->vastc_srgb != key->vastc_srgb))
    195 			return true;
    196 	}
    197 
    198 	if (last_key->vclamp_color != key->vclamp_color)
    199 		return true;
    200 
    201 	if (last_key->ucp_enables != key->ucp_enables)
    202 		return true;
    203 
    204 	return false;
    205 }
    206 
    207 struct ir3_shader_variant {
    208 	struct fd_bo *bo;
    209 
    210 	/* variant id (for debug) */
    211 	uint32_t id;
    212 
    213 	struct ir3_shader_key key;
    214 
    215 	struct ir3_driver_const_layout const_layout;
    216 	struct ir3_info info;
    217 	struct ir3 *ir;
    218 
    219 	/* the instructions length is in units of instruction groups
    220 	 * (4 instructions for a3xx, 16 instructions for a4xx.. each
    221 	 * instruction is 2 dwords):
    222 	 */
    223 	unsigned instrlen;
    224 
    225 	/* the constants length is in units of vec4's, and is the sum of
    226 	 * the uniforms and the built-in compiler constants
    227 	 */
    228 	unsigned constlen;
    229 
    230 	/* number of uniforms (in vec4), not including built-in compiler
    231 	 * constants, etc.
    232 	 */
    233 	unsigned num_uniforms;
    234 
    235 	unsigned num_ubos;
    236 
    237 	/* About Linkage:
    238 	 *   + Let the frag shader determine the position/compmask for the
    239 	 *     varyings, since it is the place where we know if the varying
    240 	 *     is actually used, and if so, which components are used.  So
    241 	 *     what the hw calls "outloc" is taken from the "inloc" of the
    242 	 *     frag shader.
    243 	 *   + From the vert shader, we only need the output regid
    244 	 */
    245 
    246 	/* for frag shader, pos_regid holds the frag_pos, ie. what is passed
    247 	 * to bary.f instructions
    248 	 */
    249 	uint8_t pos_regid;
    250 	bool frag_coord, frag_face, color0_mrt;
    251 
    252 	/* NOTE: for input/outputs, slot is:
    253 	 *   gl_vert_attrib  - for VS inputs
    254 	 *   gl_varying_slot - for VS output / FS input
    255 	 *   gl_frag_result  - for FS output
    256 	 */
    257 
    258 	/* varyings/outputs: */
    259 	unsigned outputs_count;
    260 	struct {
    261 		uint8_t slot;
    262 		uint8_t regid;
    263 	} outputs[16 + 2];  /* +POSITION +PSIZE */
    264 	bool writes_pos, writes_psize;
    265 
    266 	/* attributes (VS) / varyings (FS):
    267 	 * Note that sysval's should come *after* normal inputs.
    268 	 */
    269 	unsigned inputs_count;
    270 	struct {
    271 		uint8_t slot;
    272 		uint8_t regid;
    273 		uint8_t compmask;
    274 		uint8_t ncomp;
    275 		/* location of input (ie. offset passed to bary.f, etc).  This
    276 		 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
    277 		 * have the OUTLOCn value offset by 8, presumably to account
    278 		 * for gl_Position/gl_PointSize)
    279 		 */
    280 		uint8_t inloc;
    281 		/* vertex shader specific: */
    282 		bool    sysval     : 1;   /* slot is a gl_system_value */
    283 		/* fragment shader specific: */
    284 		bool    bary       : 1;   /* fetched varying (vs one loaded into reg) */
    285 		bool    rasterflat : 1;   /* special handling for emit->rasterflat */
    286 		enum glsl_interp_mode interpolate;
    287 	} inputs[16 + 2];  /* +POSITION +FACE */
    288 
    289 	/* sum of input components (scalar).  For frag shaders, it only counts
    290 	 * the varying inputs:
    291 	 */
    292 	unsigned total_in;
    293 
    294 	/* For frag shaders, the total number of inputs (not scalar,
    295 	 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
    296 	 */
    297 	unsigned varying_in;
    298 
    299 	/* do we have one or more texture sample instructions: */
    300 	bool has_samp;
    301 
    302 	/* do we have one or more SSBO instructions: */
    303 	bool has_ssbo;
    304 
    305 	/* do we have kill instructions: */
    306 	bool has_kill;
    307 
    308 	/* Layout of constant registers, each section (in vec4). Pointer size
    309 	 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
    310 	 * UBO and stream-out consts.
    311 	 */
    312 	struct {
    313 		/* user const start at zero */
    314 		unsigned ubo;
    315 		/* NOTE that a3xx might need a section for SSBO addresses too */
    316 		unsigned ssbo_sizes;
    317 		unsigned image_dims;
    318 		unsigned driver_param;
    319 		unsigned tfbo;
    320 		unsigned immediate;
    321 	} constbase;
    322 
    323 	unsigned immediates_count;
    324 	struct {
    325 		uint32_t val[4];
    326 	} immediates[64];
    327 
    328 	/* for astc srgb workaround, the number/base of additional
    329 	 * alpha tex states we need, and index of original tex states
    330 	 */
    331 	struct {
    332 		unsigned base, count;
    333 		unsigned orig_idx[16];
    334 	} astc_srgb;
    335 
    336 	/* shader variants form a linked list: */
    337 	struct ir3_shader_variant *next;
    338 
    339 	/* replicated here to avoid passing extra ptrs everywhere: */
    340 	enum shader_t type;
    341 	struct ir3_shader *shader;
    342 };
    343 
    344 typedef struct nir_shader nir_shader;
    345 
    346 struct ir3_shader {
    347 	enum shader_t type;
    348 
    349 	/* shader id (for debug): */
    350 	uint32_t id;
    351 	uint32_t variant_count;
    352 
    353 	/* so we know when we can disable TGSI related hacks: */
    354 	bool from_tgsi;
    355 
    356 	struct ir3_compiler *compiler;
    357 
    358 	nir_shader *nir;
    359 	struct pipe_stream_output_info stream_output;
    360 
    361 	struct ir3_shader_variant *variants;
    362 };
    363 
    364 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
    365 
    366 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
    367 		const struct pipe_shader_state *cso, enum shader_t type,
    368 		struct pipe_debug_callback *debug);
    369 struct ir3_shader *
    370 ir3_shader_create_compute(struct ir3_compiler *compiler,
    371 		const struct pipe_compute_state *cso,
    372 		struct pipe_debug_callback *debug);
    373 void ir3_shader_destroy(struct ir3_shader *shader);
    374 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
    375 		struct ir3_shader_key key, struct pipe_debug_callback *debug);
    376 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
    377 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
    378 
    379 struct fd_ringbuffer;
    380 struct fd_context;
    381 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
    382 		struct fd_context *ctx, const struct pipe_draw_info *info);
    383 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
    384 		struct fd_context *ctx);
    385 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
    386 		struct fd_context *ctx, const struct pipe_grid_info *info);
    387 
    388 int
    389 ir3_glsl_type_size(const struct glsl_type *type);
    390 
    391 static inline const char *
    392 ir3_shader_stage(struct ir3_shader *shader)
    393 {
    394 	switch (shader->type) {
    395 	case SHADER_VERTEX:     return "VERT";
    396 	case SHADER_FRAGMENT:   return "FRAG";
    397 	case SHADER_COMPUTE:    return "CL";
    398 	default:
    399 		unreachable("invalid type");
    400 		return NULL;
    401 	}
    402 }
    403 
    404 /*
    405  * Helper/util:
    406  */
    407 
    408 #include "pipe/p_shader_tokens.h"
    409 
    410 static inline int
    411 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
    412 {
    413 	int j;
    414 
    415 	for (j = 0; j < so->outputs_count; j++)
    416 		if (so->outputs[j].slot == slot)
    417 			return j;
    418 
    419 	/* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
    420 	 * in the vertex shader.. but the fragment shader doesn't know this
    421 	 * so  it will always have both IN.COLOR[n] and IN.BCOLOR[n].  So
    422 	 * at link time if there is no matching OUT.BCOLOR[n], we must map
    423 	 * OUT.COLOR[n] to IN.BCOLOR[n].  And visa versa if there is only
    424 	 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
    425 	 */
    426 	if (slot == VARYING_SLOT_BFC0) {
    427 		slot = VARYING_SLOT_COL0;
    428 	} else if (slot == VARYING_SLOT_BFC1) {
    429 		slot = VARYING_SLOT_COL1;
    430 	} else if (slot == VARYING_SLOT_COL0) {
    431 		slot = VARYING_SLOT_BFC0;
    432 	} else if (slot == VARYING_SLOT_COL1) {
    433 		slot = VARYING_SLOT_BFC1;
    434 	} else {
    435 		return 0;
    436 	}
    437 
    438 	for (j = 0; j < so->outputs_count; j++)
    439 		if (so->outputs[j].slot == slot)
    440 			return j;
    441 
    442 	debug_assert(0);
    443 
    444 	return 0;
    445 }
    446 
    447 static inline int
    448 ir3_next_varying(const struct ir3_shader_variant *so, int i)
    449 {
    450 	while (++i < so->inputs_count)
    451 		if (so->inputs[i].compmask && so->inputs[i].bary)
    452 			break;
    453 	return i;
    454 }
    455 
    456 struct ir3_shader_linkage {
    457 	uint8_t max_loc;
    458 	uint8_t cnt;
    459 	struct {
    460 		uint8_t regid;
    461 		uint8_t compmask;
    462 		uint8_t loc;
    463 	} var[32];
    464 };
    465 
    466 static inline void
    467 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
    468 {
    469 	int i = l->cnt++;
    470 
    471 	debug_assert(i < ARRAY_SIZE(l->var));
    472 
    473 	l->var[i].regid    = regid;
    474 	l->var[i].compmask = compmask;
    475 	l->var[i].loc      = loc;
    476 	l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
    477 }
    478 
    479 static inline void
    480 ir3_link_shaders(struct ir3_shader_linkage *l,
    481 		const struct ir3_shader_variant *vs,
    482 		const struct ir3_shader_variant *fs)
    483 {
    484 	int j = -1, k;
    485 
    486 	while (l->cnt < ARRAY_SIZE(l->var)) {
    487 		j = ir3_next_varying(fs, j);
    488 
    489 		if (j >= fs->inputs_count)
    490 			break;
    491 
    492 		if (fs->inputs[j].inloc >= fs->total_in)
    493 			continue;
    494 
    495 		k = ir3_find_output(vs, fs->inputs[j].slot);
    496 
    497 		ir3_link_add(l, vs->outputs[k].regid,
    498 			fs->inputs[j].compmask, fs->inputs[j].inloc);
    499 	}
    500 }
    501 
    502 static inline uint32_t
    503 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
    504 {
    505 	int j;
    506 	for (j = 0; j < so->outputs_count; j++)
    507 		if (so->outputs[j].slot == slot)
    508 			return so->outputs[j].regid;
    509 	return regid(63, 0);
    510 }
    511 
    512 static inline uint32_t
    513 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
    514 {
    515 	int j;
    516 	for (j = 0; j < so->inputs_count; j++)
    517 		if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
    518 			return so->inputs[j].regid;
    519 	return regid(63, 0);
    520 }
    521 
    522 #endif /* IR3_SHADER_H_ */
    523