/* * Copyright (C) 2014 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_SHADER_H_ #define IR3_SHADER_H_ #include #include "c11/threads.h" #include "compiler/shader_enums.h" #include "compiler/nir/nir.h" #include "util/bitscan.h" #include "ir3.h" struct glsl_type; /* driver param indices: */ enum ir3_driver_param { /* compute shader driver params: */ IR3_DP_NUM_WORK_GROUPS_X = 0, IR3_DP_NUM_WORK_GROUPS_Y = 1, IR3_DP_NUM_WORK_GROUPS_Z = 2, IR3_DP_LOCAL_GROUP_SIZE_X = 4, IR3_DP_LOCAL_GROUP_SIZE_Y = 5, IR3_DP_LOCAL_GROUP_SIZE_Z = 6, /* NOTE: gl_NumWorkGroups should be vec4 aligned because * glDispatchComputeIndirect() needs to load these from * the info->indirect buffer. Keep that in mind when/if * adding any addition CS driver params. */ IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */ /* vertex shader driver params: */ IR3_DP_VTXID_BASE = 0, IR3_DP_VTXCNT_MAX = 1, IR3_DP_INSTID_BASE = 2, /* user-clip-plane components, up to 8x vec4's: */ IR3_DP_UCP0_X = 4, /* .... */ IR3_DP_UCP7_W = 35, IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */ }; #define IR3_MAX_SHADER_BUFFERS 32 #define IR3_MAX_SHADER_IMAGES 32 #define IR3_MAX_SO_BUFFERS 4 #define IR3_MAX_SO_STREAMS 4 #define IR3_MAX_SO_OUTPUTS 64 #define IR3_MAX_UBO_PUSH_RANGES 32 /** * Describes the layout of shader consts. This includes: * + User consts + driver lowered UBO ranges * + SSBO sizes * + Image sizes/dimensions * + Driver params (ie. IR3_DP_*) * + TFBO addresses (for generations that do not have hardware streamout) * + Lowered immediates * * For consts needed to pass internal values to shader which may or may not * be required, rather than allocating worst-case const space, we scan the * shader and allocate consts as-needed: * * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic * for a given SSBO * * + Image dimensions: needed to calculate pixel offset, but only for * images that have a image_store intrinsic * * Layout of constant registers, each section aligned to vec4. Note * that pointer size (ubo, etc) changes depending on generation. * * user consts * UBO addresses * SSBO sizes * if (vertex shader) { * driver params (IR3_DP_*) * if (stream_output.num_outputs > 0) * stream-out addresses * } else if (compute_shader) { * driver params (IR3_DP_*) * } * immediates * * Immediates go last mostly because they are inserted in the CP pass * after the nir -> ir3 frontend. * * Note UBO size in bytes should be aligned to vec4 */ struct ir3_const_state { unsigned num_ubos; unsigned num_reserved_user_consts; unsigned num_driver_params; /* scalar */ struct { /* user const start at zero */ unsigned ubo; /* NOTE that a3xx might need a section for SSBO addresses too */ unsigned ssbo_sizes; unsigned image_dims; unsigned driver_param; unsigned tfbo; unsigned primitive_param; unsigned primitive_map; unsigned immediate; } offsets; struct { uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */ uint32_t count; /* number of consts allocated */ /* one const allocated per SSBO which has get_buffer_size, * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes * consts: */ uint32_t off[IR3_MAX_SHADER_BUFFERS]; } ssbo_size; struct { uint32_t mask; /* bitmask of images that have image_store */ uint32_t count; /* number of consts allocated */ /* three const allocated per image which has image_store: * + cpp (bytes per pixel) * + pitch (y pitch) * + array_pitch (z pitch) */ uint32_t off[IR3_MAX_SHADER_IMAGES]; } image_dims; unsigned immediate_idx; unsigned immediates_count; unsigned immediates_size; struct { uint32_t val[4]; } *immediates; }; /** * A single output for vertex transform feedback. */ struct ir3_stream_output { unsigned register_index:6; /**< 0 to 63 (OUT index) */ unsigned start_component:2; /** 0 to 3 */ unsigned num_components:3; /** 1 to 4 */ unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */ unsigned dst_offset:16; /**< offset into the buffer in dwords */ unsigned stream:2; /**< 0 to 3 */ }; /** * Stream output for vertex transform feedback. */ struct ir3_stream_output_info { unsigned num_outputs; /** stride for an entire vertex for each buffer in dwords */ uint16_t stride[IR3_MAX_SO_BUFFERS]; /** * Array of stream outputs, in the order they are to be written in. * Selected components are tightly packed into the output buffer. */ struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS]; }; /** * Starting from a4xx, HW supports pre-dispatching texture sampling * instructions prior to scheduling a shader stage, when the * coordinate maps exactly to an output of the previous stage. */ /** * There is a limit in the number of pre-dispatches allowed for any * given stage. */ #define IR3_MAX_SAMPLER_PREFETCH 4 /** * This is the output stream value for 'cmd', as used by blob. It may * encode the return type (in 3 bits) but it hasn't been verified yet. */ #define IR3_SAMPLER_PREFETCH_CMD 0x4 #define IR3_SAMPLER_BINDLESS_PREFETCH_CMD 0x6 /** * Stream output for texture sampling pre-dispatches. */ struct ir3_sampler_prefetch { uint8_t src; uint8_t samp_id; uint8_t tex_id; uint16_t samp_bindless_id; uint16_t tex_bindless_id; uint8_t dst; uint8_t wrmask; uint8_t half_precision; uint8_t cmd; }; /* Configuration key used to identify a shader variant.. different * shader variants can be used to implement features not supported * in hw (two sided color), binning-pass vertex shader, etc. * * When adding to this struct, please update ir3_shader_variant()'s debug * output. */ struct ir3_shader_key { union { struct { /* * Combined Vertex/Fragment shader parameters: */ unsigned ucp_enables : 8; /* do we need to check {v,f}saturate_{s,t,r}? */ unsigned has_per_samp : 1; /* * Vertex shader variant parameters: */ unsigned vclamp_color : 1; /* * Fragment shader variant parameters: */ unsigned sample_shading : 1; unsigned msaa : 1; unsigned color_two_side : 1; /* used when shader needs to handle flat varyings (a4xx) * for front/back color inputs to frag shader: */ unsigned rasterflat : 1; unsigned fclamp_color : 1; /* Indicates that this is a tessellation pipeline which requires a * whole different kind of vertex shader. In case of * tessellation, this field also tells us which kind of output * topology the TES uses, which the TCS needs to know. */ #define IR3_TESS_NONE 0 #define IR3_TESS_TRIANGLES 1 #define IR3_TESS_QUADS 2 #define IR3_TESS_ISOLINES 3 unsigned tessellation : 2; unsigned has_gs : 1; }; uint32_t global; }; /* bitmask of sampler which needs coords clamped for vertex * shader: */ uint16_t vsaturate_s, vsaturate_t, vsaturate_r; /* bitmask of sampler which needs coords clamped for frag * shader: */ uint16_t fsaturate_s, fsaturate_t, fsaturate_r; /* bitmask of ms shifts */ uint32_t vsamples, fsamples; /* bitmask of samplers which need astc srgb workaround: */ uint16_t vastc_srgb, fastc_srgb; }; static inline unsigned ir3_tess_mode(unsigned gl_tess_mode) { switch (gl_tess_mode) { case GL_ISOLINES: return IR3_TESS_ISOLINES; case GL_TRIANGLES: return IR3_TESS_TRIANGLES; case GL_QUADS: return IR3_TESS_QUADS; default: unreachable("bad tessmode"); } } static inline bool ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b) { /* slow-path if we need to check {v,f}saturate_{s,t,r} */ if (a->has_per_samp || b->has_per_samp) return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0; return a->global == b->global; } /* will the two keys produce different lowering for a fragment shader? */ static inline bool ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) { if (last_key->has_per_samp || key->has_per_samp) { if ((last_key->fsaturate_s != key->fsaturate_s) || (last_key->fsaturate_t != key->fsaturate_t) || (last_key->fsaturate_r != key->fsaturate_r) || (last_key->fsamples != key->fsamples) || (last_key->fastc_srgb != key->fastc_srgb)) return true; } if (last_key->fclamp_color != key->fclamp_color) return true; if (last_key->color_two_side != key->color_two_side) return true; if (last_key->rasterflat != key->rasterflat) return true; if (last_key->ucp_enables != key->ucp_enables) return true; return false; } /* will the two keys produce different lowering for a vertex shader? */ static inline bool ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key) { if (last_key->has_per_samp || key->has_per_samp) { if ((last_key->vsaturate_s != key->vsaturate_s) || (last_key->vsaturate_t != key->vsaturate_t) || (last_key->vsaturate_r != key->vsaturate_r) || (last_key->vsamples != key->vsamples) || (last_key->vastc_srgb != key->vastc_srgb)) return true; } if (last_key->vclamp_color != key->vclamp_color) return true; if (last_key->ucp_enables != key->ucp_enables) return true; return false; } /** * On a4xx+a5xx, Images share state with textures and SSBOs: * * + Uses texture (cat5) state/instruction (isam) to read * + Uses SSBO state and instructions (cat6) to write and for atomics * * Starting with a6xx, Images and SSBOs are basically the same thing, * with texture state and isam also used for SSBO reads. * * On top of that, gallium makes the SSBO (shader_buffers) state semi * sparse, with the first half of the state space used for atomic * counters lowered to atomic buffers. We could ignore this, but I * don't think we could *really* handle the case of a single shader * that used the max # of textures + images + SSBOs. And once we are * offsetting images by num_ssbos (or visa versa) to map them into * the same hardware state, the hardware state has become coupled to * the shader state, so at this point we might as well just use a * mapping table to remap things from image/SSBO idx to hw idx. * * To make things less (more?) confusing, for the hw "SSBO" state * (since it is really both SSBO and Image) I'll use the name "IBO" */ struct ir3_ibo_mapping { #define IBO_INVALID 0xff /* Maps logical SSBO state to hw tex state: */ uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS]; /* Maps logical Image state to hw tex state: */ uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES]; /* Maps hw state back to logical SSBO or Image state: * * note IBO_SSBO ORd into values to indicate that the * hw slot is used for SSBO state vs Image state. */ #define IBO_SSBO 0x80 uint8_t tex_to_image[32]; uint8_t num_tex; /* including real textures */ uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */ }; /* Represents half register in regid */ #define HALF_REG_ID 0x100 struct ir3_shader_variant { struct fd_bo *bo; /* variant id (for debug) */ uint32_t id; struct ir3_shader_key key; /* vertex shaders can have an extra version for hwbinning pass, * which is pointed to by so->binning: */ bool binning_pass; // union { struct ir3_shader_variant *binning; struct ir3_shader_variant *nonbinning; // }; struct ir3_info info; struct ir3 *ir; /* Levels of nesting of flow control: */ unsigned branchstack; unsigned max_sun; unsigned loops; /* the instructions length is in units of instruction groups * (4 instructions for a3xx, 16 instructions for a4xx.. each * instruction is 2 dwords): */ unsigned instrlen; /* the constants length is in units of vec4's, and is the sum of * the uniforms and the built-in compiler constants */ unsigned constlen; /* About Linkage: * + Let the frag shader determine the position/compmask for the * varyings, since it is the place where we know if the varying * is actually used, and if so, which components are used. So * what the hw calls "outloc" is taken from the "inloc" of the * frag shader. * + From the vert shader, we only need the output regid */ bool frag_coord, frag_face, color0_mrt; /* NOTE: for input/outputs, slot is: * gl_vert_attrib - for VS inputs * gl_varying_slot - for VS output / FS input * gl_frag_result - for FS output */ /* varyings/outputs: */ unsigned outputs_count; struct { uint8_t slot; uint8_t regid; bool half : 1; } outputs[32 + 2]; /* +POSITION +PSIZE */ bool writes_pos, writes_smask, writes_psize; /* attributes (VS) / varyings (FS): * Note that sysval's should come *after* normal inputs. */ unsigned inputs_count; struct { uint8_t slot; uint8_t regid; uint8_t compmask; /* location of input (ie. offset passed to bary.f, etc). This * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx * have the OUTLOCn value offset by 8, presumably to account * for gl_Position/gl_PointSize) */ uint8_t inloc; /* vertex shader specific: */ bool sysval : 1; /* slot is a gl_system_value */ /* fragment shader specific: */ bool bary : 1; /* fetched varying (vs one loaded into reg) */ bool rasterflat : 1; /* special handling for emit->rasterflat */ bool use_ldlv : 1; /* internal to ir3_compiler_nir */ bool half : 1; enum glsl_interp_mode interpolate; } inputs[32 + 2]; /* +POSITION +FACE */ /* sum of input components (scalar). For frag shaders, it only counts * the varying inputs: */ unsigned total_in; /* For frag shaders, the total number of inputs (not scalar, * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR) */ unsigned varying_in; /* Remapping table to map Image and SSBO to hw state: */ struct ir3_ibo_mapping image_mapping; /* number of samplers/textures (which are currently 1:1): */ int num_samp; /* is there an implicit sampler to read framebuffer (FS only).. if * so the sampler-idx is 'num_samp - 1' (ie. it is appended after * the last "real" texture) */ bool fb_read; /* do we have one or more SSBO instructions: */ bool has_ssbo; /* Which bindless resources are used, for filling out sp_xs_config */ bool bindless_tex; bool bindless_samp; bool bindless_ibo; bool bindless_ubo; /* do we need derivatives: */ bool need_pixlod; bool need_fine_derivatives; /* do we have kill, image write, etc (which prevents early-z): */ bool no_earlyz; bool per_samp; /* for astc srgb workaround, the number/base of additional * alpha tex states we need, and index of original tex states */ struct { unsigned base, count; unsigned orig_idx[16]; } astc_srgb; /* shader variants form a linked list: */ struct ir3_shader_variant *next; /* replicated here to avoid passing extra ptrs everywhere: */ gl_shader_stage type; struct ir3_shader *shader; /* texture sampler pre-dispatches */ uint32_t num_sampler_prefetch; struct ir3_sampler_prefetch sampler_prefetch[IR3_MAX_SAMPLER_PREFETCH]; }; static inline const char * ir3_shader_stage(struct ir3_shader_variant *v) { switch (v->type) { case MESA_SHADER_VERTEX: return v->binning_pass ? "BVERT" : "VERT"; case MESA_SHADER_TESS_CTRL: return "TCS"; case MESA_SHADER_TESS_EVAL: return "TES"; case MESA_SHADER_GEOMETRY: return "GEOM"; case MESA_SHADER_FRAGMENT: return "FRAG"; case MESA_SHADER_COMPUTE: return "CL"; default: unreachable("invalid type"); return NULL; } } struct ir3_ubo_range { uint32_t offset; /* start offset to push in the const register file */ uint32_t block; /* Which constant block */ uint32_t start, end; /* range of block that's actually used */ uint16_t bindless_base; /* For bindless, which base register is used */ bool bindless; }; struct ir3_ubo_analysis_state { struct ir3_ubo_range range[IR3_MAX_UBO_PUSH_RANGES]; uint32_t num_enabled; uint32_t size; uint32_t lower_count; uint32_t cmdstream_size; /* for per-gen backend to stash required cmdstream size */ }; struct ir3_shader { gl_shader_stage type; /* shader id (for debug): */ uint32_t id; uint32_t variant_count; /* Set by freedreno after shader_state_create, so we can emit debug info * when recompiling a shader at draw time. */ bool initial_variants_done; struct ir3_compiler *compiler; struct ir3_ubo_analysis_state ubo_state; struct ir3_const_state const_state; struct nir_shader *nir; struct ir3_stream_output_info stream_output; struct ir3_shader_variant *variants; mtx_t variants_lock; uint32_t output_size; /* Size in dwords of all outputs for VS, size of entire patch for HS. */ /* Map from driver_location to byte offset in per-primitive storage */ unsigned output_loc[32]; /* Bitmask of bits of the shader key used by this shader. Used to avoid * recompiles for GL NOS that doesn't actually apply to the shader. */ struct ir3_shader_key key_mask; }; void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key, bool binning_pass, bool *created); struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir, struct ir3_stream_output_info *stream_output); void ir3_shader_destroy(struct ir3_shader *shader); void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out); uint64_t ir3_shader_outputs(const struct ir3_shader *so); int ir3_glsl_type_size(const struct glsl_type *type, bool bindless); /* * Helper/util: */ /* clears shader-key flags which don't apply to the given shader. */ static inline void ir3_key_clear_unused(struct ir3_shader_key *key, struct ir3_shader *shader) { uint32_t *key_bits = (uint32_t *)key; uint32_t *key_mask = (uint32_t *)&shader->key_mask; STATIC_ASSERT(sizeof(*key) % 4 == 0); for (int i = 0; i < sizeof(*key) >> 2; i++) key_bits[i] &= key_mask[i]; } static inline int ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) return j; /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] * in the vertex shader.. but the fragment shader doesn't know this * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So * at link time if there is no matching OUT.BCOLOR[n], we must map * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only * a OUT.BCOLOR[n] but no matching OUT.COLOR[n] */ if (slot == VARYING_SLOT_BFC0) { slot = VARYING_SLOT_COL0; } else if (slot == VARYING_SLOT_BFC1) { slot = VARYING_SLOT_COL1; } else if (slot == VARYING_SLOT_COL0) { slot = VARYING_SLOT_BFC0; } else if (slot == VARYING_SLOT_COL1) { slot = VARYING_SLOT_BFC1; } else { return -1; } for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) return j; debug_assert(0); return -1; } static inline int ir3_next_varying(const struct ir3_shader_variant *so, int i) { while (++i < so->inputs_count) if (so->inputs[i].compmask && so->inputs[i].bary) break; return i; } struct ir3_shader_linkage { /* Maximum location either consumed by the fragment shader or produced by * the last geometry stage, i.e. the size required for each vertex in the * VPC in DWORD's. */ uint8_t max_loc; /* Number of entries in var. */ uint8_t cnt; /* Bitset of locations used, including ones which are only used by the FS. */ uint32_t varmask[4]; /* Map from VS output to location. */ struct { uint8_t regid; uint8_t compmask; uint8_t loc; } var[32]; /* location for fixed-function gl_PrimitiveID passthrough */ uint8_t primid_loc; }; static inline void ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid_, uint8_t compmask, uint8_t loc) { for (int j = 0; j < util_last_bit(compmask); j++) { uint8_t comploc = loc + j; l->varmask[comploc / 32] |= 1 << (comploc % 32); } l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask)); if (regid_ != regid(63, 0)) { int i = l->cnt++; debug_assert(i < ARRAY_SIZE(l->var)); l->var[i].regid = regid_; l->var[i].compmask = compmask; l->var[i].loc = loc; } } static inline void ir3_link_shaders(struct ir3_shader_linkage *l, const struct ir3_shader_variant *vs, const struct ir3_shader_variant *fs, bool pack_vs_out) { /* On older platforms, varmask isn't programmed at all, and it appears * that the hardware generates a mask of used VPC locations using the VS * output map, and hangs if a FS bary instruction references a location * not in the list. This means that we need to have a dummy entry in the * VS out map for things like gl_PointCoord which aren't written by the * VS. Furthermore we can't use r63.x, so just pick a random register to * use if there is no VS output. */ const unsigned default_regid = pack_vs_out ? regid(63, 0) : regid(0, 0); int j = -1, k; l->primid_loc = 0xff; while (l->cnt < ARRAY_SIZE(l->var)) { j = ir3_next_varying(fs, j); if (j >= fs->inputs_count) break; if (fs->inputs[j].inloc >= fs->total_in) continue; k = ir3_find_output(vs, fs->inputs[j].slot); if (k < 0 && fs->inputs[j].slot == VARYING_SLOT_PRIMITIVE_ID) { l->primid_loc = fs->inputs[j].inloc; } ir3_link_add(l, k >= 0 ? vs->outputs[k].regid : default_regid, fs->inputs[j].compmask, fs->inputs[j].inloc); } } static inline uint32_t ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].slot == slot) { uint32_t regid = so->outputs[j].regid; if (so->outputs[j].half) regid |= HALF_REG_ID; return regid; } return regid(63, 0); } #define VARYING_SLOT_GS_HEADER_IR3 (VARYING_SLOT_MAX + 0) #define VARYING_SLOT_GS_VERTEX_FLAGS_IR3 (VARYING_SLOT_MAX + 1) #define VARYING_SLOT_TCS_HEADER_IR3 (VARYING_SLOT_MAX + 2) static inline uint32_t ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot) { int j; for (j = 0; j < so->inputs_count; j++) if (so->inputs[j].sysval && (so->inputs[j].slot == slot)) return so->inputs[j].regid; return regid(63, 0); } /* calculate register footprint in terms of half-regs (ie. one full * reg counts as two half-regs). */ static inline uint32_t ir3_shader_halfregs(const struct ir3_shader_variant *v) { return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1); } static inline uint32_t ir3_shader_nibo(const struct ir3_shader_variant *v) { /* The dummy variant used in binning mode won't have an actual shader. */ if (!v->shader) return 0; return v->shader->nir->info.num_ssbos + v->shader->nir->info.num_images; } #endif /* IR3_SHADER_H_ */