/* * Copyright (C) 2013 Rob Clark * * 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. * * Authors: * Rob Clark */ #ifndef IR3_COMPILER_H_ #define IR3_COMPILER_H_ #include "ir3_shader.h" struct ir3_ra_reg_set; struct ir3_compiler { struct fd_device *dev; uint32_t gpu_id; struct ir3_ra_reg_set *set; uint32_t shader_count; /* * Configuration options for things that are handled differently on * different generations: */ /* a4xx (and later) drops SP_FS_FLAT_SHAD_MODE_REG_* for flat-interpolate * so we need to use ldlv.u32 to load the varying directly: */ bool flat_bypass; /* on a3xx, we need to add one to # of array levels: */ bool levels_add_one; /* on a3xx, we need to scale up integer coords for isaml based * on LoD: */ bool unminify_coords; /* on a3xx do txf_ms w/ isaml and scaled coords: */ bool txf_ms_with_isaml; /* on a4xx, for array textures we need to add 0.5 to the array * index coordinate: */ bool array_index_add_half; /* on a6xx, rewrite samgp to sequence of samgq0-3 in vertex shaders: */ bool samgq_workaround; }; struct ir3_compiler * ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id); int ir3_compile_shader_nir(struct ir3_compiler *compiler, struct ir3_shader_variant *so); /* gpu pointer size in units of 32bit registers/slots */ static inline unsigned ir3_pointer_size(struct ir3_compiler *compiler) { return (compiler->gpu_id >= 500) ? 2 : 1; } enum ir3_shader_debug { IR3_DBG_SHADER_VS = 0x001, IR3_DBG_SHADER_TCS = 0x002, IR3_DBG_SHADER_TES = 0x004, IR3_DBG_SHADER_GS = 0x008, IR3_DBG_SHADER_FS = 0x010, IR3_DBG_SHADER_CS = 0x020, IR3_DBG_DISASM = 0x040, IR3_DBG_OPTMSGS = 0x080, IR3_DBG_FORCES2EN = 0x100, IR3_DBG_NOUBOOPT = 0x200, IR3_DBG_SCHEDMSGS = 0x400, }; extern enum ir3_shader_debug ir3_shader_debug; static inline bool shader_debug_enabled(gl_shader_stage type) { if (ir3_shader_debug & IR3_DBG_DISASM) return true; switch (type) { case MESA_SHADER_VERTEX: return !!(ir3_shader_debug & IR3_DBG_SHADER_VS); case MESA_SHADER_TESS_CTRL: return !!(ir3_shader_debug & IR3_DBG_SHADER_TCS); case MESA_SHADER_TESS_EVAL: return !!(ir3_shader_debug & IR3_DBG_SHADER_TES); case MESA_SHADER_GEOMETRY: return !!(ir3_shader_debug & IR3_DBG_SHADER_GS); case MESA_SHADER_FRAGMENT: return !!(ir3_shader_debug & IR3_DBG_SHADER_FS); case MESA_SHADER_COMPUTE: return !!(ir3_shader_debug & IR3_DBG_SHADER_CS); default: debug_assert(0); return false; } } static inline void ir3_debug_print(struct ir3 *ir, const char *when) { if (ir3_shader_debug & IR3_DBG_OPTMSGS) { printf("%s:\n", when); ir3_print(ir); } } #endif /* IR3_COMPILER_H_ */