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|
/*
* Copyright © 2019 Valve Corporation.
* Copyright © 2016 Red Hat.
* Copyright © 2016 Bas Nieuwenhuizen
*
* based in part on anv driver which is:
* Copyright © 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.
*/
#include "radv_private.h"
#include "radv_shader.h"
#include "radv_shader_args.h"
static void
set_loc(struct radv_userdata_info *ud_info, uint8_t *sgpr_idx,
uint8_t num_sgprs)
{
ud_info->sgpr_idx = *sgpr_idx;
ud_info->num_sgprs = num_sgprs;
*sgpr_idx += num_sgprs;
}
static void
set_loc_shader(struct radv_shader_args *args, int idx, uint8_t *sgpr_idx,
uint8_t num_sgprs)
{
struct radv_userdata_info *ud_info =
&args->shader_info->user_sgprs_locs.shader_data[idx];
assert(ud_info);
set_loc(ud_info, sgpr_idx, num_sgprs);
}
static void
set_loc_shader_ptr(struct radv_shader_args *args, int idx, uint8_t *sgpr_idx)
{
bool use_32bit_pointers = idx != AC_UD_SCRATCH_RING_OFFSETS;
set_loc_shader(args, idx, sgpr_idx, use_32bit_pointers ? 1 : 2);
}
static void
set_loc_desc(struct radv_shader_args *args, int idx, uint8_t *sgpr_idx)
{
struct radv_userdata_locations *locs =
&args->shader_info->user_sgprs_locs;
struct radv_userdata_info *ud_info = &locs->descriptor_sets[idx];
assert(ud_info);
set_loc(ud_info, sgpr_idx, 1);
locs->descriptor_sets_enabled |= 1 << idx;
}
struct user_sgpr_info {
bool indirect_all_descriptor_sets;
uint8_t remaining_sgprs;
};
static bool needs_view_index_sgpr(struct radv_shader_args *args,
gl_shader_stage stage)
{
switch (stage) {
case MESA_SHADER_VERTEX:
if (args->shader_info->needs_multiview_view_index ||
(!args->options->key.vs_common_out.as_es && !args->options->key.vs_common_out.as_ls && args->options->key.has_multiview_view_index))
return true;
break;
case MESA_SHADER_TESS_EVAL:
if (args->shader_info->needs_multiview_view_index || (!args->options->key.vs_common_out.as_es && args->options->key.has_multiview_view_index))
return true;
break;
case MESA_SHADER_GEOMETRY:
case MESA_SHADER_TESS_CTRL:
if (args->shader_info->needs_multiview_view_index)
return true;
break;
default:
break;
}
return false;
}
static uint8_t
count_vs_user_sgprs(struct radv_shader_args *args)
{
uint8_t count = 0;
if (args->shader_info->vs.has_vertex_buffers)
count++;
count += args->shader_info->vs.needs_draw_id ? 3 : 2;
return count;
}
static void allocate_inline_push_consts(struct radv_shader_args *args,
struct user_sgpr_info *user_sgpr_info)
{
uint8_t remaining_sgprs = user_sgpr_info->remaining_sgprs;
/* Only supported if shaders use push constants. */
if (args->shader_info->min_push_constant_used == UINT8_MAX)
return;
/* Only supported if shaders don't have indirect push constants. */
if (args->shader_info->has_indirect_push_constants)
return;
/* Only supported for 32-bit push constants. */
if (!args->shader_info->has_only_32bit_push_constants)
return;
uint8_t num_push_consts =
(args->shader_info->max_push_constant_used -
args->shader_info->min_push_constant_used) / 4;
/* Check if the number of user SGPRs is large enough. */
if (num_push_consts < remaining_sgprs) {
args->shader_info->num_inline_push_consts = num_push_consts;
} else {
args->shader_info->num_inline_push_consts = remaining_sgprs;
}
/* Clamp to the maximum number of allowed inlined push constants. */
if (args->shader_info->num_inline_push_consts > AC_MAX_INLINE_PUSH_CONSTS)
args->shader_info->num_inline_push_consts = AC_MAX_INLINE_PUSH_CONSTS;
if (args->shader_info->num_inline_push_consts == num_push_consts &&
!args->shader_info->loads_dynamic_offsets) {
/* Disable the default push constants path if all constants are
* inlined and if shaders don't use dynamic descriptors.
*/
args->shader_info->loads_push_constants = false;
}
args->shader_info->base_inline_push_consts =
args->shader_info->min_push_constant_used / 4;
}
static void allocate_user_sgprs(struct radv_shader_args *args,
gl_shader_stage stage,
bool has_previous_stage,
gl_shader_stage previous_stage,
bool needs_view_index,
struct user_sgpr_info *user_sgpr_info)
{
uint8_t user_sgpr_count = 0;
memset(user_sgpr_info, 0, sizeof(struct user_sgpr_info));
/* 2 user sgprs will always be allocated for scratch/rings */
user_sgpr_count += 2;
switch (stage) {
case MESA_SHADER_COMPUTE:
if (args->shader_info->cs.uses_grid_size)
user_sgpr_count += 3;
break;
case MESA_SHADER_FRAGMENT:
user_sgpr_count += args->shader_info->ps.needs_sample_positions;
break;
case MESA_SHADER_VERTEX:
if (!args->is_gs_copy_shader)
user_sgpr_count += count_vs_user_sgprs(args);
break;
case MESA_SHADER_TESS_CTRL:
if (has_previous_stage) {
if (previous_stage == MESA_SHADER_VERTEX)
user_sgpr_count += count_vs_user_sgprs(args);
}
break;
case MESA_SHADER_TESS_EVAL:
break;
case MESA_SHADER_GEOMETRY:
if (has_previous_stage) {
if (previous_stage == MESA_SHADER_VERTEX) {
user_sgpr_count += count_vs_user_sgprs(args);
}
}
break;
default:
break;
}
if (needs_view_index)
user_sgpr_count++;
if (args->shader_info->loads_push_constants)
user_sgpr_count++;
if (args->shader_info->so.num_outputs)
user_sgpr_count++;
uint32_t available_sgprs = args->options->chip_class >= GFX9 && stage != MESA_SHADER_COMPUTE ? 32 : 16;
uint32_t remaining_sgprs = available_sgprs - user_sgpr_count;
uint32_t num_desc_set =
util_bitcount(args->shader_info->desc_set_used_mask);
if (remaining_sgprs < num_desc_set) {
user_sgpr_info->indirect_all_descriptor_sets = true;
user_sgpr_info->remaining_sgprs = remaining_sgprs - 1;
} else {
user_sgpr_info->remaining_sgprs = remaining_sgprs - num_desc_set;
}
allocate_inline_push_consts(args, user_sgpr_info);
}
static void
declare_global_input_sgprs(struct radv_shader_args *args,
const struct user_sgpr_info *user_sgpr_info)
{
/* 1 for each descriptor set */
if (!user_sgpr_info->indirect_all_descriptor_sets) {
uint32_t mask = args->shader_info->desc_set_used_mask;
while (mask) {
int i = u_bit_scan(&mask);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_CONST_PTR,
&args->descriptor_sets[i]);
}
} else {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_CONST_PTR_PTR,
&args->descriptor_sets[0]);
}
if (args->shader_info->loads_push_constants) {
/* 1 for push constants and dynamic descriptors */
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_CONST_PTR,
&args->ac.push_constants);
}
for (unsigned i = 0; i < args->shader_info->num_inline_push_consts; i++) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.inline_push_consts[i]);
}
args->ac.num_inline_push_consts = args->shader_info->num_inline_push_consts;
args->ac.base_inline_push_consts = args->shader_info->base_inline_push_consts;
if (args->shader_info->so.num_outputs) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR,
&args->streamout_buffers);
}
}
static void
declare_vs_specific_input_sgprs(struct radv_shader_args *args,
gl_shader_stage stage,
bool has_previous_stage,
gl_shader_stage previous_stage)
{
if (!args->is_gs_copy_shader &&
(stage == MESA_SHADER_VERTEX ||
(has_previous_stage && previous_stage == MESA_SHADER_VERTEX))) {
if (args->shader_info->vs.has_vertex_buffers) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_CONST_DESC_PTR,
&args->vertex_buffers);
}
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.base_vertex);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.start_instance);
if (args->shader_info->vs.needs_draw_id) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.draw_id);
}
}
}
static void
declare_vs_input_vgprs(struct radv_shader_args *args)
{
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.vertex_id);
if (!args->is_gs_copy_shader) {
if (args->options->key.vs_common_out.as_ls) {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->rel_auto_id);
if (args->options->chip_class >= GFX10) {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user vgpr */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.instance_id);
} else {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.instance_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */
}
} else {
if (args->options->chip_class >= GFX10) {
if (args->options->key.vs_common_out.as_ngg) {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user vgpr */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* user vgpr */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.instance_id);
} else {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->vs_prim_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.instance_id);
}
} else {
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.instance_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->vs_prim_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* unused */
}
}
}
}
static void
declare_streamout_sgprs(struct radv_shader_args *args, gl_shader_stage stage)
{
int i;
if (args->options->use_ngg_streamout) {
if (stage == MESA_SHADER_TESS_EVAL)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
return;
}
/* Streamout SGPRs. */
if (args->shader_info->so.num_outputs) {
assert(stage == MESA_SHADER_VERTEX ||
stage == MESA_SHADER_TESS_EVAL);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->streamout_config);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->streamout_write_idx);
} else if (stage == MESA_SHADER_TESS_EVAL) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
}
/* A streamout buffer offset is loaded if the stride is non-zero. */
for (i = 0; i < 4; i++) {
if (!args->shader_info->so.strides[i])
continue;
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->streamout_offset[i]);
}
}
static void
declare_tes_input_vgprs(struct radv_shader_args *args)
{
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->tes_u);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->tes_v);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->tes_rel_patch_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.tes_patch_id);
}
static void
set_global_input_locs(struct radv_shader_args *args,
const struct user_sgpr_info *user_sgpr_info,
uint8_t *user_sgpr_idx)
{
uint32_t mask = args->shader_info->desc_set_used_mask;
if (!user_sgpr_info->indirect_all_descriptor_sets) {
while (mask) {
int i = u_bit_scan(&mask);
set_loc_desc(args, i, user_sgpr_idx);
}
} else {
set_loc_shader_ptr(args, AC_UD_INDIRECT_DESCRIPTOR_SETS,
user_sgpr_idx);
args->shader_info->need_indirect_descriptor_sets = true;
}
if (args->shader_info->loads_push_constants) {
set_loc_shader_ptr(args, AC_UD_PUSH_CONSTANTS, user_sgpr_idx);
}
if (args->shader_info->num_inline_push_consts) {
set_loc_shader(args, AC_UD_INLINE_PUSH_CONSTANTS, user_sgpr_idx,
args->shader_info->num_inline_push_consts);
}
if (args->streamout_buffers.used) {
set_loc_shader_ptr(args, AC_UD_STREAMOUT_BUFFERS,
user_sgpr_idx);
}
}
static void
set_vs_specific_input_locs(struct radv_shader_args *args,
gl_shader_stage stage, bool has_previous_stage,
gl_shader_stage previous_stage,
uint8_t *user_sgpr_idx)
{
if (!args->is_gs_copy_shader &&
(stage == MESA_SHADER_VERTEX ||
(has_previous_stage && previous_stage == MESA_SHADER_VERTEX))) {
if (args->shader_info->vs.has_vertex_buffers) {
set_loc_shader_ptr(args, AC_UD_VS_VERTEX_BUFFERS,
user_sgpr_idx);
}
unsigned vs_num = 2;
if (args->shader_info->vs.needs_draw_id)
vs_num++;
set_loc_shader(args, AC_UD_VS_BASE_VERTEX_START_INSTANCE,
user_sgpr_idx, vs_num);
}
}
/* Returns whether the stage is a stage that can be directly before the GS */
static bool is_pre_gs_stage(gl_shader_stage stage)
{
return stage == MESA_SHADER_VERTEX || stage == MESA_SHADER_TESS_EVAL;
}
void
radv_declare_shader_args(struct radv_shader_args *args,
gl_shader_stage stage,
bool has_previous_stage,
gl_shader_stage previous_stage)
{
struct user_sgpr_info user_sgpr_info;
bool needs_view_index = needs_view_index_sgpr(args, stage);
if (args->options->chip_class >= GFX10) {
if (is_pre_gs_stage(stage) && args->options->key.vs_common_out.as_ngg) {
/* On GFX10, VS is merged into GS for NGG. */
previous_stage = stage;
stage = MESA_SHADER_GEOMETRY;
has_previous_stage = true;
}
}
for (int i = 0; i < MAX_SETS; i++)
args->shader_info->user_sgprs_locs.descriptor_sets[i].sgpr_idx = -1;
for (int i = 0; i < AC_UD_MAX_UD; i++)
args->shader_info->user_sgprs_locs.shader_data[i].sgpr_idx = -1;
allocate_user_sgprs(args, stage, has_previous_stage,
previous_stage, needs_view_index, &user_sgpr_info);
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 2, AC_ARG_CONST_DESC_PTR,
&args->ring_offsets);
}
switch (stage) {
case MESA_SHADER_COMPUTE:
declare_global_input_sgprs(args, &user_sgpr_info);
if (args->shader_info->cs.uses_grid_size) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 3, AC_ARG_INT,
&args->ac.num_work_groups);
}
for (int i = 0; i < 3; i++) {
if (args->shader_info->cs.uses_block_id[i]) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.workgroup_ids[i]);
}
}
if (args->shader_info->cs.uses_local_invocation_idx) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.tg_size);
}
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 3, AC_ARG_INT,
&args->ac.local_invocation_ids);
break;
case MESA_SHADER_VERTEX:
declare_global_input_sgprs(args, &user_sgpr_info);
declare_vs_specific_input_sgprs(args, stage, has_previous_stage,
previous_stage);
if (needs_view_index) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
}
if (args->options->key.vs_common_out.as_es) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->es2gs_offset);
} else if (args->options->key.vs_common_out.as_ls) {
/* no extra parameters */
} else {
declare_streamout_sgprs(args, stage);
}
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
declare_vs_input_vgprs(args);
break;
case MESA_SHADER_TESS_CTRL:
if (has_previous_stage) {
// First 6 system regs
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->oc_lds);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->merged_wave_info);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->tess_factor_offset);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->scratch_offset);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); // unknown
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); // unknown
declare_global_input_sgprs(args, &user_sgpr_info);
declare_vs_specific_input_sgprs(args, stage,
has_previous_stage,
previous_stage);
if (needs_view_index) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.tcs_patch_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.tcs_rel_ids);
declare_vs_input_vgprs(args);
} else {
declare_global_input_sgprs(args, &user_sgpr_info);
if (needs_view_index) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
}
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->oc_lds);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->tess_factor_offset);
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.tcs_patch_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.tcs_rel_ids);
}
break;
case MESA_SHADER_TESS_EVAL:
declare_global_input_sgprs(args, &user_sgpr_info);
if (needs_view_index)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
if (args->options->key.vs_common_out.as_es) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->oc_lds);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->es2gs_offset);
} else {
declare_streamout_sgprs(args, stage);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->oc_lds);
}
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
declare_tes_input_vgprs(args);
break;
case MESA_SHADER_GEOMETRY:
if (has_previous_stage) {
// First 6 system regs
if (args->options->key.vs_common_out.as_ngg) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->gs_tg_info);
} else {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->gs2vs_offset);
}
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->merged_wave_info);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->oc_lds);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->scratch_offset);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); // unknown
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, NULL); // unknown
declare_global_input_sgprs(args, &user_sgpr_info);
if (previous_stage != MESA_SHADER_TESS_EVAL) {
declare_vs_specific_input_sgprs(args, stage,
has_previous_stage,
previous_stage);
}
if (needs_view_index) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
}
if (args->options->key.vs_common_out.as_ngg) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ngg_gs_state);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[0]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[2]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.gs_prim_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.gs_invocation_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[4]);
if (previous_stage == MESA_SHADER_VERTEX) {
declare_vs_input_vgprs(args);
} else {
declare_tes_input_vgprs(args);
}
} else {
declare_global_input_sgprs(args, &user_sgpr_info);
if (needs_view_index) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->ac.view_index);
}
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->gs2vs_offset);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->gs_wave_id);
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[0]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[1]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.gs_prim_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[2]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[3]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[4]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->gs_vtx_offset[5]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT,
&args->ac.gs_invocation_id);
}
break;
case MESA_SHADER_FRAGMENT:
declare_global_input_sgprs(args, &user_sgpr_info);
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.prim_mask);
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT,
&args->scratch_offset);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 3, AC_ARG_INT, &args->ac.pull_model);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL); /* line stipple tex */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[0]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[1]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[2]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[3]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.front_face);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.ancillary);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.sample_coverage);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* fixed pt */
break;
default:
unreachable("Shader stage not implemented");
}
args->shader_info->num_input_vgprs = 0;
args->shader_info->num_input_sgprs = 2;
args->shader_info->num_input_sgprs += args->ac.num_sgprs_used;
args->shader_info->num_input_vgprs = args->ac.num_vgprs_used;
uint8_t user_sgpr_idx = 0;
set_loc_shader_ptr(args, AC_UD_SCRATCH_RING_OFFSETS,
&user_sgpr_idx);
/* For merged shaders the user SGPRs start at 8, with 8 system SGPRs in front (including
* the rw_buffers at s0/s1. With user SGPR0 = s8, lets restart the count from 0 */
if (has_previous_stage)
user_sgpr_idx = 0;
set_global_input_locs(args, &user_sgpr_info, &user_sgpr_idx);
switch (stage) {
case MESA_SHADER_COMPUTE:
if (args->shader_info->cs.uses_grid_size) {
set_loc_shader(args, AC_UD_CS_GRID_SIZE,
&user_sgpr_idx, 3);
}
break;
case MESA_SHADER_VERTEX:
set_vs_specific_input_locs(args, stage, has_previous_stage,
previous_stage, &user_sgpr_idx);
if (args->ac.view_index.used)
set_loc_shader(args, AC_UD_VIEW_INDEX, &user_sgpr_idx, 1);
break;
case MESA_SHADER_TESS_CTRL:
set_vs_specific_input_locs(args, stage, has_previous_stage,
previous_stage, &user_sgpr_idx);
if (args->ac.view_index.used)
set_loc_shader(args, AC_UD_VIEW_INDEX, &user_sgpr_idx, 1);
break;
case MESA_SHADER_TESS_EVAL:
if (args->ac.view_index.used)
set_loc_shader(args, AC_UD_VIEW_INDEX, &user_sgpr_idx, 1);
break;
case MESA_SHADER_GEOMETRY:
if (has_previous_stage) {
if (previous_stage == MESA_SHADER_VERTEX)
set_vs_specific_input_locs(args, stage,
has_previous_stage,
previous_stage,
&user_sgpr_idx);
}
if (args->ac.view_index.used)
set_loc_shader(args, AC_UD_VIEW_INDEX, &user_sgpr_idx, 1);
if (args->ngg_gs_state.used)
set_loc_shader(args, AC_UD_NGG_GS_STATE, &user_sgpr_idx, 1);
break;
case MESA_SHADER_FRAGMENT:
break;
default:
unreachable("Shader stage not implemented");
}
args->shader_info->num_user_sgprs = user_sgpr_idx;
}
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