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/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* 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 <robclark@freedesktop.org>
*/
#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_ */
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