/* * Copyright (C) 2018-2019 Alyssa Rosenzweig * * 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. */ #ifndef __MIDGARD_H_ #define __MIDGARD_H_ #include "compiler/nir/nir.h" #include "util/u_dynarray.h" #include "util/register_allocate.h" /* To be shoved inside panfrost_screen for the Gallium driver, or somewhere * else for Vulkan/standalone. The single compiler "screen" to be shared across * all shader compiles, used to store complex initialization (for instance, * related to register allocation) */ struct midgard_screen { /* Precomputed register allocation sets for varying numbers of work * registers. The zeroeth entry corresponds to 8 work registers. The * eighth entry corresponds to 16 work registers. NULL if this set has * not been allocated yet. */ struct ra_regs *regs[9]; /* Work register classes corresponds to the above register sets */ unsigned reg_classes[9][4]; }; /* Define the general compiler entry point */ #define MAX_SYSVAL_COUNT 32 /* Allow 2D of sysval IDs, while allowing nonparametric sysvals to equal * their class for equal comparison */ #define PAN_SYSVAL(type, no) (((no) << 16) | PAN_SYSVAL_##type) #define PAN_SYSVAL_TYPE(sysval) ((sysval) & 0xffff) #define PAN_SYSVAL_ID(sysval) ((sysval) >> 16) /* Define some common types. We start at one for easy indexing of hash * tables internal to the compiler */ enum { PAN_SYSVAL_VIEWPORT_SCALE = 1, PAN_SYSVAL_VIEWPORT_OFFSET = 2, PAN_SYSVAL_TEXTURE_SIZE = 3, } pan_sysval; #define PAN_TXS_SYSVAL_ID(texidx, dim, is_array) \ ((texidx) | ((dim) << 7) | ((is_array) ? (1 << 9) : 0)) #define PAN_SYSVAL_ID_TO_TXS_TEX_IDX(id) ((id) & 0x7f) #define PAN_SYSVAL_ID_TO_TXS_DIM(id) (((id) >> 7) & 0x3) #define PAN_SYSVAL_ID_TO_TXS_IS_ARRAY(id) !!((id) & (1 << 9)) typedef struct { int work_register_count; int uniform_count; int uniform_cutoff; /* Prepended before uniforms, mapping to SYSVAL_ names for the * sysval */ unsigned sysval_count; unsigned sysvals[MAX_SYSVAL_COUNT]; unsigned varyings[32]; int first_tag; struct util_dynarray compiled; /* For a blend shader using a constant color -- patch point. If * negative, there's no constant. */ int blend_patch_offset; /* The number of bytes to allocate per-thread for Thread Local Storage * (register spilling), or zero if no spilling is used */ unsigned tls_size; /* IN: For a fragment shader with a lowered alpha test, the ref value */ float alpha_ref; } midgard_program; int midgard_compile_shader_nir(struct midgard_screen *screen, nir_shader *nir, midgard_program *program, bool is_blend); /* NIR options are shared between the standalone compiler and the online * compiler. Defining it here is the simplest, though maybe not the Right * solution. */ static const nir_shader_compiler_options midgard_nir_options = { .lower_ffma = true, .lower_sub = true, .lower_scmp = true, .lower_flrp32 = true, .lower_flrp64 = true, .lower_ffract = true, .lower_fmod = true, .lower_fdiv = true, .lower_idiv = true, .lower_isign = true, .lower_fpow = true, .lower_find_lsb = true, .lower_wpos_pntc = true, /* TODO: We have native ops to help here, which we'll want to look into * eventually */ .lower_fsign = true, .vertex_id_zero_based = true, .lower_extract_byte = true, .lower_extract_word = true, .lower_rotate = true, .lower_doubles_options = nir_lower_dmod, .vectorize_io = true, }; #endif