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 /* driver param indices: */ 40 enum ir3_driver_param { 41 IR3_DP_VTXID_BASE = 0, 42 IR3_DP_VTXCNT_MAX = 1, 43 /* user-clip-plane components, up to 8x vec4's: */ 44 IR3_DP_UCP0_X = 4, 45 /* .... */ 46 IR3_DP_UCP7_W = 35, 47 IR3_DP_COUNT = 36 /* must be aligned to vec4 */ 48 }; 49 50 /* Configuration key used to identify a shader variant.. different 51 * shader variants can be used to implement features not supported 52 * in hw (two sided color), binning-pass vertex shader, etc. 53 */ 54 struct ir3_shader_key { 55 union { 56 struct { 57 /* 58 * Combined Vertex/Fragment shader parameters: 59 */ 60 unsigned ucp_enables : 8; 61 62 /* do we need to check {v,f}saturate_{s,t,r}? */ 63 unsigned has_per_samp : 1; 64 65 /* 66 * Vertex shader variant parameters: 67 */ 68 unsigned binning_pass : 1; 69 unsigned vclamp_color : 1; 70 71 /* 72 * Fragment shader variant parameters: 73 */ 74 unsigned color_two_side : 1; 75 unsigned half_precision : 1; 76 /* used when shader needs to handle flat varyings (a4xx) 77 * for front/back color inputs to frag shader: 78 */ 79 unsigned rasterflat : 1; 80 unsigned fclamp_color : 1; 81 }; 82 uint32_t global; 83 }; 84 85 /* bitmask of sampler which needs coords clamped for vertex 86 * shader: 87 */ 88 uint16_t vsaturate_s, vsaturate_t, vsaturate_r; 89 90 /* bitmask of sampler which needs coords clamped for frag 91 * shader: 92 */ 93 uint16_t fsaturate_s, fsaturate_t, fsaturate_r; 94 95 /* bitmask of samplers which need astc srgb workaround: */ 96 uint16_t vastc_srgb, fastc_srgb; 97 }; 98 99 static inline bool 100 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b) 101 { 102 /* slow-path if we need to check {v,f}saturate_{s,t,r} */ 103 if (a->has_per_samp || b->has_per_samp) 104 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; 105 return a->global == b->global; 106 } 107 108 struct ir3_shader_variant { 109 struct fd_bo *bo; 110 111 /* variant id (for debug) */ 112 uint32_t id; 113 114 struct ir3_shader_key key; 115 116 struct ir3_info info; 117 struct ir3 *ir; 118 119 /* the instructions length is in units of instruction groups 120 * (4 instructions for a3xx, 16 instructions for a4xx.. each 121 * instruction is 2 dwords): 122 */ 123 unsigned instrlen; 124 125 /* the constants length is in units of vec4's, and is the sum of 126 * the uniforms and the built-in compiler constants 127 */ 128 unsigned constlen; 129 130 /* number of uniforms (in vec4), not including built-in compiler 131 * constants, etc. 132 */ 133 unsigned num_uniforms; 134 unsigned num_ubos; 135 136 /* About Linkage: 137 * + Let the frag shader determine the position/compmask for the 138 * varyings, since it is the place where we know if the varying 139 * is actually used, and if so, which components are used. So 140 * what the hw calls "outloc" is taken from the "inloc" of the 141 * frag shader. 142 * + From the vert shader, we only need the output regid 143 */ 144 145 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed 146 * to bary.f instructions 147 */ 148 uint8_t pos_regid; 149 bool frag_coord, frag_face, color0_mrt; 150 151 /* NOTE: for input/outputs, slot is: 152 * gl_vert_attrib - for VS inputs 153 * gl_varying_slot - for VS output / FS input 154 * gl_frag_result - for FS output 155 */ 156 157 /* varyings/outputs: */ 158 unsigned outputs_count; 159 struct { 160 uint8_t slot; 161 uint8_t regid; 162 } outputs[16 + 2]; /* +POSITION +PSIZE */ 163 bool writes_pos, writes_psize; 164 165 /* attributes (VS) / varyings (FS): 166 * Note that sysval's should come *after* normal inputs. 167 */ 168 unsigned inputs_count; 169 struct { 170 uint8_t slot; 171 uint8_t regid; 172 uint8_t compmask; 173 uint8_t ncomp; 174 /* location of input (ie. offset passed to bary.f, etc). This 175 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx 176 * have the OUTLOCn value offset by 8, presumably to account 177 * for gl_Position/gl_PointSize) 178 */ 179 uint8_t inloc; 180 /* vertex shader specific: */ 181 bool sysval : 1; /* slot is a gl_system_value */ 182 /* fragment shader specific: */ 183 bool bary : 1; /* fetched varying (vs one loaded into reg) */ 184 bool rasterflat : 1; /* special handling for emit->rasterflat */ 185 enum glsl_interp_mode interpolate; 186 } inputs[16 + 2]; /* +POSITION +FACE */ 187 188 /* sum of input components (scalar). For frag shaders, it only counts 189 * the varying inputs: 190 */ 191 unsigned total_in; 192 193 /* For frag shaders, the total number of inputs (not scalar, 194 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) 195 */ 196 unsigned varying_in; 197 198 /* do we have one or more texture sample instructions: */ 199 bool has_samp; 200 201 /* do we have kill instructions: */ 202 bool has_kill; 203 204 /* Layout of constant registers, each section (in vec4). Pointer size 205 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the 206 * UBO and stream-out consts. 207 */ 208 struct { 209 /* user const start at zero */ 210 unsigned ubo; 211 unsigned driver_param; 212 unsigned tfbo; 213 unsigned immediate; 214 } constbase; 215 216 unsigned immediates_count; 217 struct { 218 uint32_t val[4]; 219 } immediates[64]; 220 221 /* for astc srgb workaround, the number/base of additional 222 * alpha tex states we need, and index of original tex states 223 */ 224 struct { 225 unsigned base, count; 226 unsigned orig_idx[16]; 227 } astc_srgb; 228 229 /* shader variants form a linked list: */ 230 struct ir3_shader_variant *next; 231 232 /* replicated here to avoid passing extra ptrs everywhere: */ 233 enum shader_t type; 234 struct ir3_shader *shader; 235 }; 236 237 typedef struct nir_shader nir_shader; 238 239 struct ir3_shader { 240 enum shader_t type; 241 242 /* shader id (for debug): */ 243 uint32_t id; 244 uint32_t variant_count; 245 246 /* so we know when we can disable TGSI related hacks: */ 247 bool from_tgsi; 248 249 struct ir3_compiler *compiler; 250 251 nir_shader *nir; 252 struct pipe_stream_output_info stream_output; 253 254 struct ir3_shader_variant *variants; 255 }; 256 257 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); 258 259 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler, 260 const struct pipe_shader_state *cso, enum shader_t type, 261 struct pipe_debug_callback *debug); 262 void ir3_shader_destroy(struct ir3_shader *shader); 263 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader, 264 struct ir3_shader_key key, struct pipe_debug_callback *debug); 265 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin); 266 uint64_t ir3_shader_outputs(const struct ir3_shader *so); 267 268 struct fd_ringbuffer; 269 struct fd_context; 270 void ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring, 271 struct fd_context *ctx, const struct pipe_draw_info *info, uint32_t dirty); 272 273 static inline const char * 274 ir3_shader_stage(struct ir3_shader *shader) 275 { 276 switch (shader->type) { 277 case SHADER_VERTEX: return "VERT"; 278 case SHADER_FRAGMENT: return "FRAG"; 279 case SHADER_COMPUTE: return "CL"; 280 default: 281 unreachable("invalid type"); 282 return NULL; 283 } 284 } 285 286 /* 287 * Helper/util: 288 */ 289 290 #include "pipe/p_shader_tokens.h" 291 292 static inline int 293 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) 294 { 295 int j; 296 297 for (j = 0; j < so->outputs_count; j++) 298 if (so->outputs[j].slot == slot) 299 return j; 300 301 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] 302 * in the vertex shader.. but the fragment shader doesn't know this 303 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So 304 * at link time if there is no matching OUT.BCOLOR[n], we must map 305 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only 306 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] 307 */ 308 if (slot == VARYING_SLOT_BFC0) { 309 slot = VARYING_SLOT_COL0; 310 } else if (slot == VARYING_SLOT_BFC1) { 311 slot = VARYING_SLOT_COL1; 312 } else if (slot == VARYING_SLOT_COL0) { 313 slot = VARYING_SLOT_BFC0; 314 } else if (slot == VARYING_SLOT_COL1) { 315 slot = VARYING_SLOT_BFC1; 316 } else { 317 return 0; 318 } 319 320 for (j = 0; j < so->outputs_count; j++) 321 if (so->outputs[j].slot == slot) 322 return j; 323 324 debug_assert(0); 325 326 return 0; 327 } 328 329 static inline int 330 ir3_next_varying(const struct ir3_shader_variant *so, int i) 331 { 332 while (++i < so->inputs_count) 333 if (so->inputs[i].compmask && so->inputs[i].bary) 334 break; 335 return i; 336 } 337 338 struct ir3_shader_linkage { 339 uint8_t max_loc; 340 uint8_t cnt; 341 struct { 342 uint8_t regid; 343 uint8_t compmask; 344 uint8_t loc; 345 } var[32]; 346 }; 347 348 static inline void 349 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc) 350 { 351 int i = l->cnt++; 352 353 debug_assert(i < ARRAY_SIZE(l->var)); 354 355 l->var[i].regid = regid; 356 l->var[i].compmask = compmask; 357 l->var[i].loc = loc; 358 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); 359 } 360 361 static inline void 362 ir3_link_shaders(struct ir3_shader_linkage *l, 363 const struct ir3_shader_variant *vs, 364 const struct ir3_shader_variant *fs) 365 { 366 int j = -1, k; 367 368 while (l->cnt < ARRAY_SIZE(l->var)) { 369 j = ir3_next_varying(fs, j); 370 371 if (j >= fs->inputs_count) 372 break; 373 374 if (fs->inputs[j].inloc >= fs->total_in) 375 continue; 376 377 k = ir3_find_output(vs, fs->inputs[j].slot); 378 379 ir3_link_add(l, vs->outputs[k].regid, 380 fs->inputs[j].compmask, fs->inputs[j].inloc); 381 } 382 } 383 384 static inline uint32_t 385 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) 386 { 387 int j; 388 for (j = 0; j < so->outputs_count; j++) 389 if (so->outputs[j].slot == slot) 390 return so->outputs[j].regid; 391 return regid(63, 0); 392 } 393 394 static inline uint32_t 395 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) 396 { 397 int j; 398 for (j = 0; j < so->inputs_count; j++) 399 if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) 400 return so->inputs[j].regid; 401 return regid(63, 0); 402 } 403 404 #endif /* IR3_SHADER_H_ */ 405