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authorMarek Olšák <[email protected]>2015-02-22 15:09:35 +0100
committerMarek Olšák <[email protected]>2015-07-23 00:59:32 +0200
commitfff16e4ad2cf51749e01e04805908effe49217d1 (patch)
treedee9830c79c40a113ea1e60239707fe251ea9868 /src/gallium/drivers/radeonsi/si_shader.h
parent4805685b6fe6efb7891dbc6dbab6ae4edce7e19e (diff)
radeonsi: add shader code generation for tessellation
Reviewed-by: Michel Dänzer <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeonsi/si_shader.h')
-rw-r--r--src/gallium/drivers/radeonsi/si_shader.h109
1 files changed, 104 insertions, 5 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h
index be3e98a361a..2cba96f9587 100644
--- a/src/gallium/drivers/radeonsi/si_shader.h
+++ b/src/gallium/drivers/radeonsi/si_shader.h
@@ -26,6 +26,46 @@
* Christian König <[email protected]>
*/
+/* How linking tessellation shader inputs and outputs works.
+ *
+ * Inputs and outputs between shaders are stored in a buffer. This buffer
+ * lives in LDS (typical case for tessellation), but it can also live
+ * in memory. Each input or output has a fixed location within a vertex.
+ * The highest used input or output determines the stride between vertices.
+ *
+ * Since tessellation is only enabled in the OpenGL core profile,
+ * only these semantics are valid for per-vertex data:
+ *
+ * Name Location
+ *
+ * POSITION 0
+ * PSIZE 1
+ * CLIPDIST0..1 2..3
+ * CULLDIST0..1 (not implemented)
+ * GENERIC0..31 4..35
+ *
+ * For example, a shader only writing GENERIC0 has the output stride of 5.
+ *
+ * Only these semantics are valid for per-patch data:
+ *
+ * Name Location
+ *
+ * TESSOUTER 0
+ * TESSINNER 1
+ * PATCH0..29 2..31
+ *
+ * That's how independent shaders agree on input and output locations.
+ * The si_shader_io_get_unique_index function assigns the locations.
+ *
+ * Other required information for calculating the input and output addresses
+ * like the vertex stride, the patch stride, and the offsets where per-vertex
+ * and per-patch data start, is passed to the shader via user data SGPRs.
+ * The offsets and strides are calculated at draw time and aren't available
+ * at compile time.
+ *
+ * The same approach should be used for linking ES->GS in the future.
+ */
+
#ifndef SI_SHADER_H
#define SI_SHADER_H
@@ -43,9 +83,16 @@ struct radeon_shader_reloc;
#define SI_SGPR_VERTEX_BUFFER 8 /* VS only */
#define SI_SGPR_BASE_VERTEX 10 /* VS only */
#define SI_SGPR_START_INSTANCE 11 /* VS only */
+#define SI_SGPR_LS_OUT_LAYOUT 12 /* VS(LS) only */
+#define SI_SGPR_TCS_OUT_OFFSETS 8 /* TCS & TES only */
+#define SI_SGPR_TCS_OUT_LAYOUT 9 /* TCS & TES only */
+#define SI_SGPR_TCS_IN_LAYOUT 10 /* TCS only */
#define SI_SGPR_ALPHA_REF 8 /* PS only */
#define SI_VS_NUM_USER_SGPR 12
+#define SI_LS_NUM_USER_SGPR 13
+#define SI_TCS_NUM_USER_SGPR 11
+#define SI_TES_NUM_USER_SGPR 10
#define SI_GS_NUM_USER_SGPR 8
#define SI_GSCOPY_NUM_USER_SGPR 4
#define SI_PS_NUM_USER_SGPR 9
@@ -62,6 +109,31 @@ struct radeon_shader_reloc;
#define SI_PARAM_START_INSTANCE 6
/* the other VS parameters are assigned dynamically */
+/* Offsets where TCS outputs and TCS patch outputs live in LDS:
+ * [0:15] = TCS output patch0 offset / 16, max = NUM_PATCHES * 32 * 32
+ * [16:31] = TCS output patch0 offset for per-patch / 16, max = NUM_PATCHES*32*32* + 32*32
+ */
+#define SI_PARAM_TCS_OUT_OFFSETS 4 /* for TCS & TES */
+
+/* Layout of TCS outputs / TES inputs:
+ * [0:12] = stride between output patches in dwords, num_outputs * num_vertices * 4, max = 32*32*4
+ * [13:20] = stride between output vertices in dwords = num_inputs * 4, max = 32*4
+ * [26:31] = gl_PatchVerticesIn, max = 32
+ */
+#define SI_PARAM_TCS_OUT_LAYOUT 5 /* for TCS & TES */
+
+/* Layout of LS outputs / TCS inputs
+ * [0:12] = stride between patches in dwords = num_inputs * num_vertices * 4, max = 32*32*4
+ * [13:20] = stride between vertices in dwords = num_inputs * 4, max = 32*4
+ */
+#define SI_PARAM_TCS_IN_LAYOUT 6 /* TCS only */
+#define SI_PARAM_LS_OUT_LAYOUT 7 /* same value as TCS_IN_LAYOUT, LS only */
+
+/* TCS only parameters. */
+#define SI_PARAM_TESS_FACTOR_OFFSET 7
+#define SI_PARAM_PATCH_ID 8
+#define SI_PARAM_REL_IDS 9
+
/* GS only parameters */
#define SI_PARAM_GS2VS_OFFSET 4
#define SI_PARAM_GS_WAVE_ID 5
@@ -113,9 +185,24 @@ struct si_shader_selector {
unsigned gs_output_prim;
unsigned gs_max_out_vertices;
unsigned gs_num_invocations;
- uint64_t gs_used_inputs; /* mask of "get_unique_index" bits */
+
+ /* masks of "get_unique_index" bits */
+ uint64_t inputs_read;
+ uint64_t outputs_written;
+ uint32_t patch_outputs_written;
};
+/* Valid shader configurations:
+ *
+ * API shaders VS | TCS | TES | GS |pass| PS
+ * are compiled as: | | | |thru|
+ * | | | | |
+ * Only VS & PS: VS | -- | -- | -- | -- | PS
+ * With GS: ES | -- | -- | GS | VS | PS
+ * With Tessel.: LS | HS | VS | -- | -- | PS
+ * With both: LS | HS | ES | GS | VS | PS
+ */
+
union si_shader_key {
struct {
unsigned export_16bpc:8;
@@ -128,11 +215,23 @@ union si_shader_key {
} ps;
struct {
unsigned instance_divisors[SI_NUM_VERTEX_BUFFERS];
- /* The mask of "get_unique_index" bits, needed for ES,
- * it describes how the ES->GS ring buffer is laid out. */
- uint64_t gs_used_inputs;
- unsigned as_es:1;
+ /* Mask of "get_unique_index" bits - which outputs are read
+ * by the next stage (needed by ES).
+ * This describes how outputs are laid out in memory. */
+ uint64_t es_enabled_outputs;
+ unsigned as_es:1; /* export shader */
+ unsigned as_ls:1; /* local shader */
} vs;
+ struct {
+ unsigned prim_mode:3;
+ } tcs; /* tessellation control shader */
+ struct {
+ /* Mask of "get_unique_index" bits - which outputs are read
+ * by the next stage (needed by ES).
+ * This describes how outputs are laid out in memory. */
+ uint64_t es_enabled_outputs;
+ unsigned as_es:1; /* export shader */
+ } tes; /* tessellation evaluation shader */
};
struct si_shader {