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/*
* Copyright 2012 Advanced Micro Devices, Inc.
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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:
* Tom Stellard <thomas.stellard@amd.com>
* Michel Dänzer <michel.daenzer@amd.com>
* Christian König <christian.koenig@amd.com>
*/
/* How linking tessellation shader inputs and outputs works.
*
* Inputs and outputs between shaders are stored in a buffer. This buffer
* lives in LDS (typical case for tessellation), but it can also live
* in memory. Each input or output has a fixed location within a vertex.
* The highest used input or output determines the stride between vertices.
*
* Since tessellation is only enabled in the OpenGL core profile,
* only these semantics are valid for per-vertex data:
*
* Name Location
*
* POSITION 0
* PSIZE 1
* CLIPDIST0..1 2..3
* CULLDIST0..1 (not implemented)
* GENERIC0..31 4..35
*
* For example, a shader only writing GENERIC0 has the output stride of 5.
*
* Only these semantics are valid for per-patch data:
*
* Name Location
*
* TESSOUTER 0
* TESSINNER 1
* PATCH0..29 2..31
*
* That's how independent shaders agree on input and output locations.
* The si_shader_io_get_unique_index function assigns the locations.
*
* Other required information for calculating the input and output addresses
* like the vertex stride, the patch stride, and the offsets where per-vertex
* and per-patch data start, is passed to the shader via user data SGPRs.
* The offsets and strides are calculated at draw time and aren't available
* at compile time.
*
* The same approach should be used for linking ES->GS in the future.
*/
#ifndef SI_SHADER_H
#define SI_SHADER_H
#include <llvm-c/Core.h> /* LLVMModuleRef */
#include "tgsi/tgsi_scan.h"
#include "si_state.h"
struct radeon_shader_binary;
struct radeon_shader_reloc;
#define SI_SGPR_RW_BUFFERS 0 /* rings (& stream-out, VS only) */
#define SI_SGPR_CONST 2
#define SI_SGPR_SAMPLER 4
#define SI_SGPR_RESOURCE 6
#define SI_SGPR_VERTEX_BUFFER 8 /* VS only */
#define SI_SGPR_BASE_VERTEX 10 /* VS only */
#define SI_SGPR_START_INSTANCE 11 /* VS only */
#define SI_SGPR_LS_OUT_LAYOUT 12 /* VS(LS) only */
#define SI_SGPR_TCS_OUT_OFFSETS 8 /* TCS & TES only */
#define SI_SGPR_TCS_OUT_LAYOUT 9 /* TCS & TES only */
#define SI_SGPR_TCS_IN_LAYOUT 10 /* TCS only */
#define SI_SGPR_ALPHA_REF 8 /* PS only */
#define SI_VS_NUM_USER_SGPR 12
#define SI_LS_NUM_USER_SGPR 13
#define SI_TCS_NUM_USER_SGPR 11
#define SI_TES_NUM_USER_SGPR 10
#define SI_GS_NUM_USER_SGPR 8
#define SI_GSCOPY_NUM_USER_SGPR 4
#define SI_PS_NUM_USER_SGPR 9
/* LLVM function parameter indices */
#define SI_PARAM_RW_BUFFERS 0
#define SI_PARAM_CONST 1
#define SI_PARAM_SAMPLER 2
#define SI_PARAM_RESOURCE 3
/* VS only parameters */
#define SI_PARAM_VERTEX_BUFFER 4
#define SI_PARAM_BASE_VERTEX 5
#define SI_PARAM_START_INSTANCE 6
/* the other VS parameters are assigned dynamically */
/* Offsets where TCS outputs and TCS patch outputs live in LDS:
* [0:15] = TCS output patch0 offset / 16, max = NUM_PATCHES * 32 * 32
* [16:31] = TCS output patch0 offset for per-patch / 16, max = NUM_PATCHES*32*32* + 32*32
*/
#define SI_PARAM_TCS_OUT_OFFSETS 4 /* for TCS & TES */
/* Layout of TCS outputs / TES inputs:
* [0:12] = stride between output patches in dwords, num_outputs * num_vertices * 4, max = 32*32*4
* [13:20] = stride between output vertices in dwords = num_inputs * 4, max = 32*4
* [26:31] = gl_PatchVerticesIn, max = 32
*/
#define SI_PARAM_TCS_OUT_LAYOUT 5 /* for TCS & TES */
/* Layout of LS outputs / TCS inputs
* [0:12] = stride between patches in dwords = num_inputs * num_vertices * 4, max = 32*32*4
* [13:20] = stride between vertices in dwords = num_inputs * 4, max = 32*4
*/
#define SI_PARAM_TCS_IN_LAYOUT 6 /* TCS only */
#define SI_PARAM_LS_OUT_LAYOUT 7 /* same value as TCS_IN_LAYOUT, LS only */
/* TCS only parameters. */
#define SI_PARAM_TESS_FACTOR_OFFSET 7
#define SI_PARAM_PATCH_ID 8
#define SI_PARAM_REL_IDS 9
/* GS only parameters */
#define SI_PARAM_GS2VS_OFFSET 4
#define SI_PARAM_GS_WAVE_ID 5
#define SI_PARAM_VTX0_OFFSET 6
#define SI_PARAM_VTX1_OFFSET 7
#define SI_PARAM_PRIMITIVE_ID 8
#define SI_PARAM_VTX2_OFFSET 9
#define SI_PARAM_VTX3_OFFSET 10
#define SI_PARAM_VTX4_OFFSET 11
#define SI_PARAM_VTX5_OFFSET 12
#define SI_PARAM_GS_INSTANCE_ID 13
/* PS only parameters */
#define SI_PARAM_ALPHA_REF 4
#define SI_PARAM_PRIM_MASK 5
#define SI_PARAM_PERSP_SAMPLE 6
#define SI_PARAM_PERSP_CENTER 7
#define SI_PARAM_PERSP_CENTROID 8
#define SI_PARAM_PERSP_PULL_MODEL 9
#define SI_PARAM_LINEAR_SAMPLE 10
#define SI_PARAM_LINEAR_CENTER 11
#define SI_PARAM_LINEAR_CENTROID 12
#define SI_PARAM_LINE_STIPPLE_TEX 13
#define SI_PARAM_POS_X_FLOAT 14
#define SI_PARAM_POS_Y_FLOAT 15
#define SI_PARAM_POS_Z_FLOAT 16
#define SI_PARAM_POS_W_FLOAT 17
#define SI_PARAM_FRONT_FACE 18
#define SI_PARAM_ANCILLARY 19
#define SI_PARAM_SAMPLE_COVERAGE 20
#define SI_PARAM_POS_FIXED_PT 21
#define SI_NUM_PARAMS (SI_PARAM_POS_FIXED_PT + 1)
struct si_shader;
struct si_shader_selector {
struct si_shader *current;
struct tgsi_token *tokens;
struct pipe_stream_output_info so;
struct tgsi_shader_info info;
unsigned num_shaders;
/* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
unsigned type;
unsigned gs_output_prim;
unsigned gs_max_out_vertices;
unsigned gs_num_invocations;
/* masks of "get_unique_index" bits */
uint64_t inputs_read;
uint64_t outputs_written;
uint32_t patch_outputs_written;
};
/* Valid shader configurations:
*
* API shaders VS | TCS | TES | GS |pass| PS
* are compiled as: | | | |thru|
* | | | | |
* Only VS & PS: VS | -- | -- | -- | -- | PS
* With GS: ES | -- | -- | GS | VS | PS
* With Tessel.: LS | HS | VS | -- | -- | PS
* With both: LS | HS | ES | GS | VS | PS
*/
union si_shader_key {
struct {
unsigned export_16bpc:8;
unsigned last_cbuf:3;
unsigned color_two_side:1;
unsigned alpha_func:3;
unsigned alpha_to_one:1;
unsigned poly_stipple:1;
unsigned poly_line_smoothing:1;
} ps;
struct {
unsigned instance_divisors[SI_NUM_VERTEX_BUFFERS];
/* Mask of "get_unique_index" bits - which outputs are read
* by the next stage (needed by ES).
* This describes how outputs are laid out in memory. */
uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
unsigned as_ls:1; /* local shader */
} vs;
struct {
unsigned prim_mode:3;
} tcs; /* tessellation control shader */
struct {
/* Mask of "get_unique_index" bits - which outputs are read
* by the next stage (needed by ES).
* This describes how outputs are laid out in memory. */
uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
} tes; /* tessellation evaluation shader */
};
struct si_shader {
struct si_shader_selector *selector;
struct si_shader *next_variant;
struct si_shader *gs_copy_shader;
struct si_pm4_state *pm4;
struct r600_resource *bo;
struct r600_resource *scratch_bo;
struct radeon_shader_binary binary;
unsigned num_sgprs;
unsigned num_vgprs;
unsigned lds_size;
unsigned spi_ps_input_ena;
unsigned float_mode;
unsigned scratch_bytes_per_wave;
unsigned spi_shader_col_format;
unsigned spi_shader_z_format;
unsigned db_shader_control;
unsigned cb_shader_mask;
union si_shader_key key;
unsigned nparam;
unsigned vs_output_param_offset[PIPE_MAX_SHADER_OUTPUTS];
unsigned ps_input_param_offset[PIPE_MAX_SHADER_INPUTS];
unsigned ps_input_interpolate[PIPE_MAX_SHADER_INPUTS];
bool uses_instanceid;
unsigned nr_pos_exports;
unsigned nr_param_exports;
bool is_gs_copy_shader;
bool dx10_clamp_mode; /* convert NaNs to 0 */
unsigned ls_rsrc1;
unsigned ls_rsrc2;
};
static inline struct tgsi_shader_info *si_get_vs_info(struct si_context *sctx)
{
if (sctx->gs_shader)
return &sctx->gs_shader->info;
else if (sctx->tes_shader)
return &sctx->tes_shader->info;
else
return &sctx->vs_shader->info;
}
static inline struct si_shader* si_get_vs_state(struct si_context *sctx)
{
if (sctx->gs_shader)
return sctx->gs_shader->current->gs_copy_shader;
else if (sctx->tes_shader)
return sctx->tes_shader->current;
else
return sctx->vs_shader->current;
}
/* radeonsi_shader.c */
int si_shader_create(struct si_screen *sscreen, LLVMTargetMachineRef tm,
struct si_shader *shader);
int si_compile_llvm(struct si_screen *sscreen, struct si_shader *shader,
LLVMTargetMachineRef tm, LLVMModuleRef mod);
void si_shader_destroy(struct pipe_context *ctx, struct si_shader *shader);
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader);
void si_shader_apply_scratch_relocs(struct si_context *sctx,
struct si_shader *shader,
uint64_t scratch_va);
void si_shader_binary_read_config(const struct si_screen *sscreen,
struct si_shader *shader,
unsigned symbol_offset);
#endif
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