/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * 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 "ir3.h" #include "disasm.h" typedef uint16_t ir3_semantic; /* semantic name + index */ static inline ir3_semantic ir3_semantic_name(uint8_t name, uint16_t index) { return (name << 8) | (index & 0xff); } static inline uint8_t sem2name(ir3_semantic sem) { return sem >> 8; } static inline uint16_t sem2idx(ir3_semantic sem) { return sem & 0xff; } /* 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. */ struct ir3_shader_key { union { struct { /* do we need to check {v,f}saturate_{s,t,r}? */ unsigned has_per_samp : 1; /* * Vertex shader variant parameters: */ unsigned binning_pass : 1; /* * Fragment shader variant parameters: */ unsigned color_two_side : 1; unsigned half_precision : 1; /* For rendering to alpha, we need a bit of special handling * since the hw always takes gl_FragColor starting from x * component, rather than figuring out to take the w component. * We could be more clever and generate variants for other * render target formats (ie. luminance formats are xxx1), but * let's start with this and see how it goes: */ unsigned alpha : 1; /* used when shader needs to handle flat varyings (a4xx), * for TGSI_INTERPOLATE_COLOR: */ unsigned rasterflat : 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 sampler which produces integer outputs: */ uint16_t vinteger_s, finteger_s; }; 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; } struct ir3_shader_variant { struct fd_bo *bo; struct ir3_shader_key key; struct ir3_info info; struct ir3 *ir; /* 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 */ /* for frag shader, pos_regid holds the frag_pos, ie. what is passed * to bary.f instructions */ uint8_t pos_regid; bool frag_coord, frag_face; /* varyings/outputs: */ unsigned outputs_count; struct { ir3_semantic semantic; uint8_t regid; } outputs[16 + 2]; /* +POSITION +PSIZE */ bool writes_pos, writes_psize; /* vertices/inputs: */ unsigned inputs_count; struct { ir3_semantic semantic; uint8_t regid; uint8_t compmask; uint8_t ncomp; /* In theory inloc of fs should match outloc of vs. Or * rather the outloc of the vs is 8 plus the offset passed * to bary.f. Presumably that +8 is to account for * gl_Position/gl_PointSize? * * NOTE inloc is currently aligned to 4 (we don't try * to pack varyings). Changing this would likely break * assumptions in few places (like setting up of flat * shading in fd3_program) so be sure to check all the * spots where inloc is used. */ uint8_t inloc; uint8_t bary; uint8_t interpolate; } inputs[16 + 2]; /* +POSITION +FACE */ unsigned total_in; /* sum of inputs (scalar) */ /* do we have one or more texture sample instructions: */ bool has_samp; /* do we have kill instructions: */ bool has_kill; /* const reg # of first immediate, ie. 1 == c1 * (not regid, because TGSI thinks in terms of vec4 registers, * not scalar registers) */ unsigned first_driver_param; unsigned first_immediate; unsigned immediates_count; struct { uint32_t val[4]; } immediates[64]; /* shader variants form a linked list: */ struct ir3_shader_variant *next; /* replicated here to avoid passing extra ptrs everywhere: */ enum shader_t type; struct ir3_shader *shader; }; struct ir3_shader { enum shader_t type; struct pipe_context *pctx; const struct tgsi_token *tokens; struct ir3_shader_variant *variants; /* so far, only used for blit_prog shader.. values for * VPC_VARYING_PS_REPL[i].MODE */ uint32_t vpsrepl[8]; }; void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id); struct ir3_shader * ir3_shader_create(struct pipe_context *pctx, const struct tgsi_token *tokens, enum shader_t type); void ir3_shader_destroy(struct ir3_shader *shader); uint32_t ir3_shader_gpuid(struct ir3_shader *shader); struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key); /* * Helper/util: */ static inline int ir3_find_output(const struct ir3_shader_variant *so, ir3_semantic semantic) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].semantic == semantic) 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 (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) { unsigned idx = sem2idx(semantic); semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx); } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) { unsigned idx = sem2idx(semantic); semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx); } else { return 0; } for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].semantic == semantic) return j; debug_assert(0); return 0; } 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; } static inline uint32_t ir3_find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].semantic == semantic) return so->outputs[j].regid; return regid(63, 0); } #endif /* IR3_SHADER_H_ */