summaryrefslogtreecommitdiffstats
path: root/src/intel/compiler/brw_compiler.h
diff options
context:
space:
mode:
authorJason Ekstrand <[email protected]>2017-02-28 09:10:43 -0800
committerEmil Velikov <[email protected]>2017-03-13 11:16:34 +0000
commit700bebb958e93f4d472c383de62ced9db8e64bec (patch)
tree0075c098c56c338f38ba0db80b9dba3e7e268a17 /src/intel/compiler/brw_compiler.h
parentd0d4a5f43b4dd79bd7bfff7c7deaade10bfebf7c (diff)
i965: Move the back-end compiler to src/intel/compiler
Mostly a dummy git mv with a couple of noticable parts: - With the earlier header cleanups, nothing in src/intel depends files from src/mesa/drivers/dri/i965/ - Both Autoconf and Android builds are addressed. Thanks to Mauro and Tapani for the fixups in the latter - brw_util.[ch] is not really compiler specific, so it's moved to i965. v2: - move brw_eu_defines.h instead of brw_defines.h - remove no-longer applicable includes - add missing vulkan/ prefix in the Android build (thanks Tapani) v3: - don't list brw_defines.h in src/intel/Makefile.sources (Jason) - rebase on top of the oa patches [Emil Velikov: commit message, various small fixes througout] Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/compiler/brw_compiler.h')
-rw-r--r--src/intel/compiler/brw_compiler.h1057
1 files changed, 1057 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_compiler.h b/src/intel/compiler/brw_compiler.h
new file mode 100644
index 00000000000..85257d494af
--- /dev/null
+++ b/src/intel/compiler/brw_compiler.h
@@ -0,0 +1,1057 @@
+/*
+ * Copyright © 2010 - 2015 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#pragma once
+
+#include <stdio.h>
+#include "common/gen_device_info.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct ra_regs;
+struct nir_shader;
+struct brw_program;
+union gl_constant_value;
+
+struct brw_compiler {
+ const struct gen_device_info *devinfo;
+
+ struct {
+ struct ra_regs *regs;
+
+ /**
+ * Array of the ra classes for the unaligned contiguous register
+ * block sizes used.
+ */
+ int *classes;
+
+ /**
+ * Mapping for register-allocated objects in *regs to the first
+ * GRF for that object.
+ */
+ uint8_t *ra_reg_to_grf;
+ } vec4_reg_set;
+
+ struct {
+ struct ra_regs *regs;
+
+ /**
+ * Array of the ra classes for the unaligned contiguous register
+ * block sizes used, indexed by register size.
+ */
+ int classes[16];
+
+ /**
+ * Mapping from classes to ra_reg ranges. Each of the per-size
+ * classes corresponds to a range of ra_reg nodes. This array stores
+ * those ranges in the form of first ra_reg in each class and the
+ * total number of ra_reg elements in the last array element. This
+ * way the range of the i'th class is given by:
+ * [ class_to_ra_reg_range[i], class_to_ra_reg_range[i+1] )
+ */
+ int class_to_ra_reg_range[17];
+
+ /**
+ * Mapping for register-allocated objects in *regs to the first
+ * GRF for that object.
+ */
+ uint8_t *ra_reg_to_grf;
+
+ /**
+ * ra class for the aligned pairs we use for PLN, which doesn't
+ * appear in *classes.
+ */
+ int aligned_pairs_class;
+ } fs_reg_sets[3];
+
+ void (*shader_debug_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
+ void (*shader_perf_log)(void *, const char *str, ...) PRINTFLIKE(2, 3);
+
+ bool scalar_stage[MESA_SHADER_STAGES];
+ struct gl_shader_compiler_options glsl_compiler_options[MESA_SHADER_STAGES];
+
+ /**
+ * Apply workarounds for SIN and COS output range problems.
+ * This can negatively impact performance.
+ */
+ bool precise_trig;
+};
+
+
+/**
+ * Program key structures.
+ *
+ * When drawing, we look for the currently bound shaders in the program
+ * cache. This is essentially a hash table lookup, and these are the keys.
+ *
+ * Sometimes OpenGL features specified as state need to be simulated via
+ * shader code, due to a mismatch between the API and the hardware. This
+ * is often referred to as "non-orthagonal state" or "NOS". We store NOS
+ * in the program key so it's considered when searching for a program. If
+ * we haven't seen a particular combination before, we have to recompile a
+ * new specialized version.
+ *
+ * Shader compilation should not look up state in gl_context directly, but
+ * instead use the copy in the program key. This guarantees recompiles will
+ * happen correctly.
+ *
+ * @{
+ */
+
+enum PACKED gen6_gather_sampler_wa {
+ WA_SIGN = 1, /* whether we need to sign extend */
+ WA_8BIT = 2, /* if we have an 8bit format needing wa */
+ WA_16BIT = 4, /* if we have a 16bit format needing wa */
+};
+
+/**
+ * Sampler information needed by VS, WM, and GS program cache keys.
+ */
+struct brw_sampler_prog_key_data {
+ /**
+ * EXT_texture_swizzle and DEPTH_TEXTURE_MODE swizzles.
+ */
+ uint16_t swizzles[MAX_SAMPLERS];
+
+ uint32_t gl_clamp_mask[3];
+
+ /**
+ * For RG32F, gather4's channel select is broken.
+ */
+ uint32_t gather_channel_quirk_mask;
+
+ /**
+ * Whether this sampler uses the compressed multisample surface layout.
+ */
+ uint32_t compressed_multisample_layout_mask;
+
+ /**
+ * Whether this sampler is using 16x multisampling. If so fetching from
+ * this sampler will be handled with a different instruction, ld2dms_w
+ * instead of ld2dms.
+ */
+ uint32_t msaa_16;
+
+ /**
+ * For Sandybridge, which shader w/a we need for gather quirks.
+ */
+ enum gen6_gather_sampler_wa gen6_gather_wa[MAX_SAMPLERS];
+
+ /**
+ * Texture units that have a YUV image bound.
+ */
+ uint32_t y_u_v_image_mask;
+ uint32_t y_uv_image_mask;
+ uint32_t yx_xuxv_image_mask;
+};
+
+/**
+ * The VF can't natively handle certain types of attributes, such as GL_FIXED
+ * or most 10_10_10_2 types. These flags enable various VS workarounds to
+ * "fix" attributes at the beginning of shaders.
+ */
+#define BRW_ATTRIB_WA_COMPONENT_MASK 7 /* mask for GL_FIXED scale channel count */
+#define BRW_ATTRIB_WA_NORMALIZE 8 /* normalize in shader */
+#define BRW_ATTRIB_WA_BGRA 16 /* swap r/b channels in shader */
+#define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */
+#define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */
+
+/** The program key for Vertex Shaders. */
+struct brw_vs_prog_key {
+ unsigned program_string_id;
+
+ /**
+ * Per-attribute workaround flags
+ *
+ * For each attribute, a combination of BRW_ATTRIB_WA_*.
+ */
+ uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
+
+ bool copy_edgeflag:1;
+
+ bool clamp_vertex_color:1;
+
+ /**
+ * How many user clipping planes are being uploaded to the vertex shader as
+ * push constants.
+ *
+ * These are used for lowering legacy gl_ClipVertex/gl_Position clipping to
+ * clip distances.
+ */
+ unsigned nr_userclip_plane_consts:4;
+
+ /**
+ * For pre-Gen6 hardware, a bitfield indicating which texture coordinates
+ * are going to be replaced with point coordinates (as a consequence of a
+ * call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
+ * our SF thread requires exact matching between VS outputs and FS inputs,
+ * these texture coordinates will need to be unconditionally included in
+ * the VUE, even if they aren't written by the vertex shader.
+ */
+ uint8_t point_coord_replace;
+
+ struct brw_sampler_prog_key_data tex;
+};
+
+/** The program key for Tessellation Control Shaders. */
+struct brw_tcs_prog_key
+{
+ unsigned program_string_id;
+
+ GLenum tes_primitive_mode;
+
+ unsigned input_vertices;
+
+ /** A bitfield of per-patch outputs written. */
+ uint32_t patch_outputs_written;
+
+ /** A bitfield of per-vertex outputs written. */
+ uint64_t outputs_written;
+
+ bool quads_workaround;
+
+ struct brw_sampler_prog_key_data tex;
+};
+
+/** The program key for Tessellation Evaluation Shaders. */
+struct brw_tes_prog_key
+{
+ unsigned program_string_id;
+
+ /** A bitfield of per-patch inputs read. */
+ uint32_t patch_inputs_read;
+
+ /** A bitfield of per-vertex inputs read. */
+ uint64_t inputs_read;
+
+ struct brw_sampler_prog_key_data tex;
+};
+
+/** The program key for Geometry Shaders. */
+struct brw_gs_prog_key
+{
+ unsigned program_string_id;
+
+ struct brw_sampler_prog_key_data tex;
+};
+
+/* A big lookup table is used to figure out which and how many
+ * additional regs will inserted before the main payload in the WM
+ * program execution. These mainly relate to depth and stencil
+ * processing and the early-depth-test optimization.
+ */
+enum brw_wm_iz_bits {
+ BRW_WM_IZ_PS_KILL_ALPHATEST_BIT = 0x1,
+ BRW_WM_IZ_PS_COMPUTES_DEPTH_BIT = 0x2,
+ BRW_WM_IZ_DEPTH_WRITE_ENABLE_BIT = 0x4,
+ BRW_WM_IZ_DEPTH_TEST_ENABLE_BIT = 0x8,
+ BRW_WM_IZ_STENCIL_WRITE_ENABLE_BIT = 0x10,
+ BRW_WM_IZ_STENCIL_TEST_ENABLE_BIT = 0x20,
+ BRW_WM_IZ_BIT_MAX = 0x40
+};
+
+enum brw_wm_aa_enable {
+ BRW_WM_AA_NEVER,
+ BRW_WM_AA_SOMETIMES,
+ BRW_WM_AA_ALWAYS
+};
+
+/** The program key for Fragment/Pixel Shaders. */
+struct brw_wm_prog_key {
+ /* Some collection of BRW_WM_IZ_* */
+ uint8_t iz_lookup;
+ bool stats_wm:1;
+ bool flat_shade:1;
+ unsigned nr_color_regions:5;
+ bool replicate_alpha:1;
+ bool clamp_fragment_color:1;
+ bool persample_interp:1;
+ bool multisample_fbo:1;
+ enum brw_wm_aa_enable line_aa:2;
+ bool high_quality_derivatives:1;
+ bool force_dual_color_blend:1;
+ bool coherent_fb_fetch:1;
+
+ uint16_t drawable_height;
+ uint64_t input_slots_valid;
+ unsigned program_string_id;
+ GLenum alpha_test_func; /* < For Gen4/5 MRT alpha test */
+ float alpha_test_ref;
+
+ struct brw_sampler_prog_key_data tex;
+};
+
+struct brw_cs_prog_key {
+ uint32_t program_string_id;
+ struct brw_sampler_prog_key_data tex;
+};
+
+/*
+ * Image metadata structure as laid out in the shader parameter
+ * buffer. Entries have to be 16B-aligned for the vec4 back-end to be
+ * able to use them. That's okay because the padding and any unused
+ * entries [most of them except when we're doing untyped surface
+ * access] will be removed by the uniform packing pass.
+ */
+#define BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET 0
+#define BRW_IMAGE_PARAM_OFFSET_OFFSET 4
+#define BRW_IMAGE_PARAM_SIZE_OFFSET 8
+#define BRW_IMAGE_PARAM_STRIDE_OFFSET 12
+#define BRW_IMAGE_PARAM_TILING_OFFSET 16
+#define BRW_IMAGE_PARAM_SWIZZLING_OFFSET 20
+#define BRW_IMAGE_PARAM_SIZE 24
+
+struct brw_image_param {
+ /** Surface binding table index. */
+ uint32_t surface_idx;
+
+ /** Offset applied to the X and Y surface coordinates. */
+ uint32_t offset[2];
+
+ /** Surface X, Y and Z dimensions. */
+ uint32_t size[3];
+
+ /** X-stride in bytes, Y-stride in pixels, horizontal slice stride in
+ * pixels, vertical slice stride in pixels.
+ */
+ uint32_t stride[4];
+
+ /** Log2 of the tiling modulus in the X, Y and Z dimension. */
+ uint32_t tiling[3];
+
+ /**
+ * Right shift to apply for bit 6 address swizzling. Two different
+ * swizzles can be specified and will be applied one after the other. The
+ * resulting address will be:
+ *
+ * addr' = addr ^ ((1 << 6) & ((addr >> swizzling[0]) ^
+ * (addr >> swizzling[1])))
+ *
+ * Use \c 0xff if any of the swizzles is not required.
+ */
+ uint32_t swizzling[2];
+};
+
+/** Max number of render targets in a shader */
+#define BRW_MAX_DRAW_BUFFERS 8
+
+/**
+ * Max number of binding table entries used for stream output.
+ *
+ * From the OpenGL 3.0 spec, table 6.44 (Transform Feedback State), the
+ * minimum value of MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS is 64.
+ *
+ * On Gen6, the size of transform feedback data is limited not by the number
+ * of components but by the number of binding table entries we set aside. We
+ * use one binding table entry for a float, one entry for a vector, and one
+ * entry per matrix column. Since the only way we can communicate our
+ * transform feedback capabilities to the client is via
+ * MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, we need to plan for the
+ * worst case, in which all the varyings are floats, so we use up one binding
+ * table entry per component. Therefore we need to set aside at least 64
+ * binding table entries for use by transform feedback.
+ *
+ * Note: since we don't currently pack varyings, it is currently impossible
+ * for the client to actually use up all of these binding table entries--if
+ * all of their varyings were floats, they would run out of varying slots and
+ * fail to link. But that's a bug, so it seems prudent to go ahead and
+ * allocate the number of binding table entries we will need once the bug is
+ * fixed.
+ */
+#define BRW_MAX_SOL_BINDINGS 64
+
+/**
+ * Binding table index for the first gen6 SOL binding.
+ */
+#define BRW_GEN6_SOL_BINDING_START 0
+
+/**
+ * Stride in bytes between shader_time entries.
+ *
+ * We separate entries by a cacheline to reduce traffic between EUs writing to
+ * different entries.
+ */
+#define BRW_SHADER_TIME_STRIDE 64
+
+struct brw_stage_prog_data {
+ struct {
+ /** size of our binding table. */
+ uint32_t size_bytes;
+
+ /** @{
+ * surface indices for the various groups of surfaces
+ */
+ uint32_t pull_constants_start;
+ uint32_t texture_start;
+ uint32_t gather_texture_start;
+ uint32_t ubo_start;
+ uint32_t ssbo_start;
+ uint32_t abo_start;
+ uint32_t image_start;
+ uint32_t shader_time_start;
+ uint32_t plane_start[3];
+ /** @} */
+ } binding_table;
+
+ GLuint nr_params; /**< number of float params/constants */
+ GLuint nr_pull_params;
+ unsigned nr_image_params;
+
+ unsigned curb_read_length;
+ unsigned total_scratch;
+ unsigned total_shared;
+
+ /**
+ * Register where the thread expects to find input data from the URB
+ * (typically uniforms, followed by vertex or fragment attributes).
+ */
+ unsigned dispatch_grf_start_reg;
+
+ bool use_alt_mode; /**< Use ALT floating point mode? Otherwise, IEEE. */
+
+ /* Pointers to tracked values (only valid once
+ * _mesa_load_state_parameters has been called at runtime).
+ */
+ const union gl_constant_value **param;
+ const union gl_constant_value **pull_param;
+
+ /** Image metadata passed to the shader as uniforms. */
+ struct brw_image_param *image_param;
+};
+
+static inline void
+brw_mark_surface_used(struct brw_stage_prog_data *prog_data,
+ unsigned surf_index)
+{
+ /* A binding table index is 8 bits and the top 3 values are reserved for
+ * special things (stateless and SLM).
+ */
+ assert(surf_index <= 252);
+
+ prog_data->binding_table.size_bytes =
+ MAX2(prog_data->binding_table.size_bytes, (surf_index + 1) * 4);
+}
+
+/* Data about a particular attempt to compile a program. Note that
+ * there can be many of these, each in a different GL state
+ * corresponding to a different brw_wm_prog_key struct, with different
+ * compiled programs.
+ */
+struct brw_wm_prog_data {
+ struct brw_stage_prog_data base;
+
+ GLuint num_varying_inputs;
+
+ uint8_t reg_blocks_0;
+ uint8_t reg_blocks_2;
+
+ uint8_t dispatch_grf_start_reg_2;
+ uint32_t prog_offset_2;
+
+ struct {
+ /** @{
+ * surface indices the WM-specific surfaces
+ */
+ uint32_t render_target_start;
+ uint32_t render_target_read_start;
+ /** @} */
+ } binding_table;
+
+ uint8_t computed_depth_mode;
+ bool computed_stencil;
+
+ bool early_fragment_tests;
+ bool post_depth_coverage;
+ bool inner_coverage;
+ bool dispatch_8;
+ bool dispatch_16;
+ bool dual_src_blend;
+ bool persample_dispatch;
+ bool uses_pos_offset;
+ bool uses_omask;
+ bool uses_kill;
+ bool uses_src_depth;
+ bool uses_src_w;
+ bool uses_sample_mask;
+ bool has_side_effects;
+ bool pulls_bary;
+
+ bool contains_flat_varying;
+ bool contains_noperspective_varying;
+
+ /**
+ * Mask of which interpolation modes are required by the fragment shader.
+ * Used in hardware setup on gen6+.
+ */
+ uint32_t barycentric_interp_modes;
+
+ /**
+ * Mask of which FS inputs are marked flat by the shader source. This is
+ * needed for setting up 3DSTATE_SF/SBE.
+ */
+ uint32_t flat_inputs;
+
+ /* Mapping of VUE slots to interpolation modes.
+ * Used by the Gen4-5 clip/sf/wm stages.
+ */
+ unsigned char interp_mode[65]; /* BRW_VARYING_SLOT_COUNT */
+
+ /**
+ * Map from gl_varying_slot to the position within the FS setup data
+ * payload where the varying's attribute vertex deltas should be delivered.
+ * For varying slots that are not used by the FS, the value is -1.
+ */
+ int urb_setup[VARYING_SLOT_MAX];
+};
+
+struct brw_push_const_block {
+ unsigned dwords; /* Dword count, not reg aligned */
+ unsigned regs;
+ unsigned size; /* Bytes, register aligned */
+};
+
+struct brw_cs_prog_data {
+ struct brw_stage_prog_data base;
+
+ GLuint dispatch_grf_start_reg_16;
+ unsigned local_size[3];
+ unsigned simd_size;
+ unsigned threads;
+ bool uses_barrier;
+ bool uses_num_work_groups;
+ int thread_local_id_index;
+
+ struct {
+ struct brw_push_const_block cross_thread;
+ struct brw_push_const_block per_thread;
+ struct brw_push_const_block total;
+ } push;
+
+ struct {
+ /** @{
+ * surface indices the CS-specific surfaces
+ */
+ uint32_t work_groups_start;
+ /** @} */
+ } binding_table;
+};
+
+/**
+ * Enum representing the i965-specific vertex results that don't correspond
+ * exactly to any element of gl_varying_slot. The values of this enum are
+ * assigned such that they don't conflict with gl_varying_slot.
+ */
+typedef enum
+{
+ BRW_VARYING_SLOT_NDC = VARYING_SLOT_MAX,
+ BRW_VARYING_SLOT_PAD,
+ /**
+ * Technically this is not a varying but just a placeholder that
+ * compile_sf_prog() inserts into its VUE map to cause the gl_PointCoord
+ * builtin variable to be compiled correctly. see compile_sf_prog() for
+ * more info.
+ */
+ BRW_VARYING_SLOT_PNTC,
+ BRW_VARYING_SLOT_COUNT
+} brw_varying_slot;
+
+/**
+ * We always program SF to start reading at an offset of 1 (2 varying slots)
+ * from the start of the vertex URB entry. This causes it to skip:
+ * - VARYING_SLOT_PSIZ and BRW_VARYING_SLOT_NDC on gen4-5
+ * - VARYING_SLOT_PSIZ and VARYING_SLOT_POS on gen6+
+ */
+#define BRW_SF_URB_ENTRY_READ_OFFSET 1
+
+/**
+ * Bitmask indicating which fragment shader inputs represent varyings (and
+ * hence have to be delivered to the fragment shader by the SF/SBE stage).
+ */
+#define BRW_FS_VARYING_INPUT_MASK \
+ (BITFIELD64_RANGE(0, VARYING_SLOT_MAX) & \
+ ~VARYING_BIT_POS & ~VARYING_BIT_FACE)
+
+/**
+ * Data structure recording the relationship between the gl_varying_slot enum
+ * and "slots" within the vertex URB entry (VUE). A "slot" is defined as a
+ * single octaword within the VUE (128 bits).
+ *
+ * Note that each BRW register contains 256 bits (2 octawords), so when
+ * accessing the VUE in URB_NOSWIZZLE mode, each register corresponds to two
+ * consecutive VUE slots. When accessing the VUE in URB_INTERLEAVED mode (as
+ * in a vertex shader), each register corresponds to a single VUE slot, since
+ * it contains data for two separate vertices.
+ */
+struct brw_vue_map {
+ /**
+ * Bitfield representing all varying slots that are (a) stored in this VUE
+ * map, and (b) actually written by the shader. Does not include any of
+ * the additional varying slots defined in brw_varying_slot.
+ */
+ uint64_t slots_valid;
+
+ /**
+ * Is this VUE map for a separate shader pipeline?
+ *
+ * Separable programs (GL_ARB_separate_shader_objects) can be mixed and matched
+ * without the linker having a chance to dead code eliminate unused varyings.
+ *
+ * This means that we have to use a fixed slot layout, based on the output's
+ * location field, rather than assigning slots in a compact contiguous block.
+ */
+ bool separate;
+
+ /**
+ * Map from gl_varying_slot value to VUE slot. For gl_varying_slots that are
+ * not stored in a slot (because they are not written, or because
+ * additional processing is applied before storing them in the VUE), the
+ * value is -1.
+ */
+ signed char varying_to_slot[VARYING_SLOT_TESS_MAX];
+
+ /**
+ * Map from VUE slot to gl_varying_slot value. For slots that do not
+ * directly correspond to a gl_varying_slot, the value comes from
+ * brw_varying_slot.
+ *
+ * For slots that are not in use, the value is BRW_VARYING_SLOT_PAD.
+ */
+ signed char slot_to_varying[VARYING_SLOT_TESS_MAX];
+
+ /**
+ * Total number of VUE slots in use
+ */
+ int num_slots;
+
+ /**
+ * Number of per-patch VUE slots. Only valid for tessellation control
+ * shader outputs and tessellation evaluation shader inputs.
+ */
+ int num_per_patch_slots;
+
+ /**
+ * Number of per-vertex VUE slots. Only valid for tessellation control
+ * shader outputs and tessellation evaluation shader inputs.
+ */
+ int num_per_vertex_slots;
+};
+
+void brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map);
+
+/**
+ * Convert a VUE slot number into a byte offset within the VUE.
+ */
+static inline GLuint brw_vue_slot_to_offset(GLuint slot)
+{
+ return 16*slot;
+}
+
+/**
+ * Convert a vertex output (brw_varying_slot) into a byte offset within the
+ * VUE.
+ */
+static inline
+GLuint brw_varying_to_offset(const struct brw_vue_map *vue_map, GLuint varying)
+{
+ return brw_vue_slot_to_offset(vue_map->varying_to_slot[varying]);
+}
+
+void brw_compute_vue_map(const struct gen_device_info *devinfo,
+ struct brw_vue_map *vue_map,
+ uint64_t slots_valid,
+ bool separate_shader);
+
+void brw_compute_tess_vue_map(struct brw_vue_map *const vue_map,
+ uint64_t slots_valid,
+ uint32_t is_patch);
+
+/* brw_interpolation_map.c */
+void brw_setup_vue_interpolation(struct brw_vue_map *vue_map,
+ struct nir_shader *nir,
+ struct brw_wm_prog_data *prog_data,
+ const struct gen_device_info *devinfo);
+
+enum shader_dispatch_mode {
+ DISPATCH_MODE_4X1_SINGLE = 0,
+ DISPATCH_MODE_4X2_DUAL_INSTANCE = 1,
+ DISPATCH_MODE_4X2_DUAL_OBJECT = 2,
+ DISPATCH_MODE_SIMD8 = 3,
+};
+
+/**
+ * @defgroup Tessellator parameter enumerations.
+ *
+ * These correspond to the hardware values in 3DSTATE_TE, and are provided
+ * as part of the tessellation evaluation shader.
+ *
+ * @{
+ */
+enum brw_tess_partitioning {
+ BRW_TESS_PARTITIONING_INTEGER = 0,
+ BRW_TESS_PARTITIONING_ODD_FRACTIONAL = 1,
+ BRW_TESS_PARTITIONING_EVEN_FRACTIONAL = 2,
+};
+
+enum brw_tess_output_topology {
+ BRW_TESS_OUTPUT_TOPOLOGY_POINT = 0,
+ BRW_TESS_OUTPUT_TOPOLOGY_LINE = 1,
+ BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW = 2,
+ BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW = 3,
+};
+
+enum brw_tess_domain {
+ BRW_TESS_DOMAIN_QUAD = 0,
+ BRW_TESS_DOMAIN_TRI = 1,
+ BRW_TESS_DOMAIN_ISOLINE = 2,
+};
+/** @} */
+
+struct brw_vue_prog_data {
+ struct brw_stage_prog_data base;
+ struct brw_vue_map vue_map;
+
+ /** Should the hardware deliver input VUE handles for URB pull loads? */
+ bool include_vue_handles;
+
+ GLuint urb_read_length;
+ GLuint total_grf;
+
+ uint32_t clip_distance_mask;
+ uint32_t cull_distance_mask;
+
+ /* Used for calculating urb partitions. In the VS, this is the size of the
+ * URB entry used for both input and output to the thread. In the GS, this
+ * is the size of the URB entry used for output.
+ */
+ GLuint urb_entry_size;
+
+ enum shader_dispatch_mode dispatch_mode;
+};
+
+struct brw_vs_prog_data {
+ struct brw_vue_prog_data base;
+
+ GLbitfield64 inputs_read;
+ GLbitfield64 double_inputs_read;
+
+ unsigned nr_attributes;
+ unsigned nr_attribute_slots;
+
+ bool uses_vertexid;
+ bool uses_instanceid;
+ bool uses_basevertex;
+ bool uses_baseinstance;
+ bool uses_drawid;
+};
+
+struct brw_tcs_prog_data
+{
+ struct brw_vue_prog_data base;
+
+ /** Number vertices in output patch */
+ int instances;
+};
+
+
+struct brw_tes_prog_data
+{
+ struct brw_vue_prog_data base;
+
+ enum brw_tess_partitioning partitioning;
+ enum brw_tess_output_topology output_topology;
+ enum brw_tess_domain domain;
+};
+
+struct brw_gs_prog_data
+{
+ struct brw_vue_prog_data base;
+
+ unsigned vertices_in;
+
+ /**
+ * Size of an output vertex, measured in HWORDS (32 bytes).
+ */
+ unsigned output_vertex_size_hwords;
+
+ unsigned output_topology;
+
+ /**
+ * Size of the control data (cut bits or StreamID bits), in hwords (32
+ * bytes). 0 if there is no control data.
+ */
+ unsigned control_data_header_size_hwords;
+
+ /**
+ * Format of the control data (either GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID
+ * if the control data is StreamID bits, or
+ * GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_CUT if the control data is cut bits).
+ * Ignored if control_data_header_size is 0.
+ */
+ unsigned control_data_format;
+
+ bool include_primitive_id;
+
+ /**
+ * The number of vertices emitted, if constant - otherwise -1.
+ */
+ int static_vertex_count;
+
+ int invocations;
+
+ /**
+ * Gen6: Provoking vertex convention for odd-numbered triangles
+ * in tristrips.
+ */
+ GLuint pv_first:1;
+
+ /**
+ * Gen6: Number of varyings that are output to transform feedback.
+ */
+ GLuint num_transform_feedback_bindings:7; /* 0-BRW_MAX_SOL_BINDINGS */
+
+ /**
+ * Gen6: Map from the index of a transform feedback binding table entry to the
+ * gl_varying_slot that should be streamed out through that binding table
+ * entry.
+ */
+ unsigned char transform_feedback_bindings[64 /* BRW_MAX_SOL_BINDINGS */];
+
+ /**
+ * Gen6: Map from the index of a transform feedback binding table entry to the
+ * swizzles that should be used when streaming out data through that
+ * binding table entry.
+ */
+ unsigned char transform_feedback_swizzles[64 /* BRW_MAX_SOL_BINDINGS */];
+};
+
+#define DEFINE_PROG_DATA_DOWNCAST(stage) \
+static inline struct brw_##stage##_prog_data * \
+brw_##stage##_prog_data(struct brw_stage_prog_data *prog_data) \
+{ \
+ return (struct brw_##stage##_prog_data *) prog_data; \
+}
+DEFINE_PROG_DATA_DOWNCAST(vue)
+DEFINE_PROG_DATA_DOWNCAST(vs)
+DEFINE_PROG_DATA_DOWNCAST(tcs)
+DEFINE_PROG_DATA_DOWNCAST(tes)
+DEFINE_PROG_DATA_DOWNCAST(gs)
+DEFINE_PROG_DATA_DOWNCAST(wm)
+DEFINE_PROG_DATA_DOWNCAST(cs)
+DEFINE_PROG_DATA_DOWNCAST(ff_gs)
+DEFINE_PROG_DATA_DOWNCAST(clip)
+DEFINE_PROG_DATA_DOWNCAST(sf)
+#undef DEFINE_PROG_DATA_DOWNCAST
+
+/** @} */
+
+struct brw_compiler *
+brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo);
+
+/**
+ * Compile a vertex shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
+ void *mem_ctx,
+ const struct brw_vs_prog_key *key,
+ struct brw_vs_prog_data *prog_data,
+ const struct nir_shader *shader,
+ gl_clip_plane *clip_planes,
+ bool use_legacy_snorm_formula,
+ int shader_time_index,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+/**
+ * Compile a tessellation control shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_tcs(const struct brw_compiler *compiler,
+ void *log_data,
+ void *mem_ctx,
+ const struct brw_tcs_prog_key *key,
+ struct brw_tcs_prog_data *prog_data,
+ const struct nir_shader *nir,
+ int shader_time_index,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+/**
+ * Compile a tessellation evaluation shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_tes(const struct brw_compiler *compiler, void *log_data,
+ void *mem_ctx,
+ const struct brw_tes_prog_key *key,
+ const struct brw_vue_map *input_vue_map,
+ struct brw_tes_prog_data *prog_data,
+ const struct nir_shader *shader,
+ struct gl_program *prog,
+ int shader_time_index,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+/**
+ * Compile a vertex shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
+ void *mem_ctx,
+ const struct brw_gs_prog_key *key,
+ struct brw_gs_prog_data *prog_data,
+ const struct nir_shader *shader,
+ struct gl_program *prog,
+ int shader_time_index,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+/**
+ * Compile a fragment shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_fs(const struct brw_compiler *compiler, void *log_data,
+ void *mem_ctx,
+ const struct brw_wm_prog_key *key,
+ struct brw_wm_prog_data *prog_data,
+ const struct nir_shader *shader,
+ struct gl_program *prog,
+ int shader_time_index8,
+ int shader_time_index16,
+ bool allow_spilling,
+ bool use_rep_send, struct brw_vue_map *vue_map,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+/**
+ * Compile a compute shader.
+ *
+ * Returns the final assembly and the program's size.
+ */
+const unsigned *
+brw_compile_cs(const struct brw_compiler *compiler, void *log_data,
+ void *mem_ctx,
+ const struct brw_cs_prog_key *key,
+ struct brw_cs_prog_data *prog_data,
+ const struct nir_shader *shader,
+ int shader_time_index,
+ unsigned *final_assembly_size,
+ char **error_str);
+
+static inline uint32_t
+encode_slm_size(unsigned gen, uint32_t bytes)
+{
+ uint32_t slm_size = 0;
+
+ /* Shared Local Memory is specified as powers of two, and encoded in
+ * INTERFACE_DESCRIPTOR_DATA with the following representations:
+ *
+ * Size | 0 kB | 1 kB | 2 kB | 4 kB | 8 kB | 16 kB | 32 kB | 64 kB |
+ * -------------------------------------------------------------------
+ * Gen7-8 | 0 | none | none | 1 | 2 | 4 | 8 | 16 |
+ * -------------------------------------------------------------------
+ * Gen9+ | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
+ */
+ assert(bytes <= 64 * 1024);
+
+ if (bytes > 0) {
+ /* Shared Local Memory Size is specified as powers of two. */
+ slm_size = util_next_power_of_two(bytes);
+
+ if (gen >= 9) {
+ /* Use a minimum of 1kB; turn an exponent of 10 (1024 kB) into 1. */
+ slm_size = ffs(MAX2(slm_size, 1024)) - 10;
+ } else {
+ /* Use a minimum of 4kB; convert to the pre-Gen9 representation. */
+ slm_size = MAX2(slm_size, 4096) / 4096;
+ }
+ }
+
+ return slm_size;
+}
+
+/**
+ * Return true if the given shader stage is dispatched contiguously by the
+ * relevant fixed function starting from channel 0 of the SIMD thread, which
+ * implies that the dispatch mask of a thread can be assumed to have the form
+ * '2^n - 1' for some n.
+ */
+static inline bool
+brw_stage_has_packed_dispatch(const struct gen_device_info *devinfo,
+ gl_shader_stage stage,
+ const struct brw_stage_prog_data *prog_data)
+{
+ /* The code below makes assumptions about the hardware's thread dispatch
+ * behavior that could be proven wrong in future generations -- Make sure
+ * to do a full test run with brw_fs_test_dispatch_packing() hooked up to
+ * the NIR front-end before changing this assertion.
+ */
+ assert(devinfo->gen <= 9);
+
+ switch (stage) {
+ case MESA_SHADER_FRAGMENT: {
+ /* The PSD discards subspans coming in with no lit samples, which in the
+ * per-pixel shading case implies that each subspan will either be fully
+ * lit (due to the VMask being used to allow derivative computations),
+ * or not dispatched at all. In per-sample dispatch mode individual
+ * samples from the same subspan have a fixed relative location within
+ * the SIMD thread, so dispatch of unlit samples cannot be avoided in
+ * general and we should return false.
+ */
+ const struct brw_wm_prog_data *wm_prog_data =
+ (const struct brw_wm_prog_data *)prog_data;
+ return !wm_prog_data->persample_dispatch;
+ }
+ case MESA_SHADER_COMPUTE:
+ /* Compute shaders will be spawned with either a fully enabled dispatch
+ * mask or with whatever bottom/right execution mask was given to the
+ * GPGPU walker command to be used along the workgroup edges -- In both
+ * cases the dispatch mask is required to be tightly packed for our
+ * invocation index calculations to work.
+ */
+ return true;
+ default:
+ /* Most remaining fixed functions are limited to use a packed dispatch
+ * mask due to the hardware representation of the dispatch mask as a
+ * single counter representing the number of enabled channels.
+ */
+ return true;
+ }
+}
+
+#ifdef __cplusplus
+} /* extern "C" */
+#endif