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/*
 * Copyright 2012 Advanced Micro Devices, Inc.
 * All Rights Reserved.
 *
 * 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.
 */

/* The compiler middle-end architecture: Explaining (non-)monolithic shaders
 * -------------------------------------------------------------------------
 *
 * Typically, there is one-to-one correspondence between API and HW shaders,
 * that is, for every API shader, there is exactly one shader binary in
 * the driver.
 *
 * The problem with that is that we also have to emulate some API states
 * (e.g. alpha-test, and many others) in shaders too. The two obvious ways
 * to deal with it are:
 * - each shader has multiple variants for each combination of emulated states,
 *   and the variants are compiled on demand, possibly relying on a shader
 *   cache for good performance
 * - patch shaders at the binary level
 *
 * This driver uses something completely different. The emulated states are
 * usually implemented at the beginning or end of shaders. Therefore, we can
 * split the shader into 3 parts:
 * - prolog part (shader code dependent on states)
 * - main part (the API shader)
 * - epilog part (shader code dependent on states)
 *
 * Each part is compiled as a separate shader and the final binaries are
 * concatenated. This type of shader is called non-monolithic, because it
 * consists of multiple independent binaries. Creating a new shader variant
 * is therefore only a concatenation of shader parts (binaries) and doesn't
 * involve any compilation. The main shader parts are the only parts that are
 * compiled when applications create shader objects. The prolog and epilog
 * parts are compiled on the first use and saved, so that their binaries can
 * be reused by many other shaders.
 *
 * One of the roles of the prolog part is to compute vertex buffer addresses
 * for vertex shaders. A few of the roles of the epilog part are color buffer
 * format conversions in pixel shaders that we have to do manually, and write
 * tessellation factors in tessellation control shaders. The prolog and epilog
 * have many other important responsibilities in various shader stages.
 * They don't just "emulate legacy stuff".
 *
 * Monolithic shaders are shaders where the parts are combined before LLVM
 * compilation, and the whole thing is compiled and optimized as one unit with
 * one binary on the output. The result is the same as the non-monolithic
 * shader, but the final code can be better, because LLVM can optimize across
 * all shader parts. Monolithic shaders aren't usually used except for these
 * special cases:
 *
 * 1) Some rarely-used states require modification of the main shader part
 *    itself, and in such cases, only the monolithic shader variant is
 *    compiled, and that's always done on the first use.
 *
 * 2) When we do cross-stage optimizations for separate shader objects and
 *    e.g. eliminate unused shader varyings, the resulting optimized shader
 *    variants are always compiled as monolithic shaders, and always
 *    asynchronously (i.e. not stalling ongoing rendering). We call them
 *    "optimized monolithic" shaders. The important property here is that
 *    the non-monolithic unoptimized shader variant is always available for use
 *    when the asynchronous compilation of the optimized shader is not done
 *    yet.
 *
 * Starting with GFX9 chips, some shader stages are merged, and the number of
 * shader parts per shader increased. The complete new list of shader parts is:
 * - 1st shader: prolog part
 * - 1st shader: main part
 * - 2nd shader: prolog part
 * - 2nd shader: main part
 * - 2nd shader: epilog part
 */

/* How linking shader inputs and outputs between vertex, tessellation, and
 * geometry shaders 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 (ESGS). Each input or output has a fixed location within a vertex.
 * The highest used input or output determines the stride between vertices.
 *
 * Since GS and tessellation are only possible 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.
 *
 * For tessellation, 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.
 */

#ifndef SI_SHADER_H
#define SI_SHADER_H

#include "ac_binary.h"
#include "ac_llvm_build.h"
#include "ac_llvm_util.h"
#include "util/simple_mtx.h"
#include "util/u_inlines.h"
#include "util/u_live_shader_cache.h"
#include "util/u_queue.h"

#include <stdio.h>

// Use LDS symbols when supported by LLVM. Can be disabled for testing the old
// path on newer LLVM for now. Should be removed in the long term.
#define USE_LDS_SYMBOLS (true)

struct nir_shader;
struct si_shader;
struct si_context;

#define SI_MAX_ATTRIBS    16
#define SI_MAX_VS_OUTPUTS 40

/* Shader IO unique indices are supported for TGSI_SEMANTIC_GENERIC with an
 * index smaller than this.
 */
#define SI_MAX_IO_GENERIC 32

#define SI_NGG_PRIM_EDGE_FLAG_BITS ((1 << 9) | (1 << 19) | (1 << 29))

/* SGPR user data indices */
enum
{
   SI_SGPR_RW_BUFFERS, /* rings (& stream-out, VS only) */
   SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES,
   SI_SGPR_CONST_AND_SHADER_BUFFERS, /* or just a constant buffer 0 pointer */
   SI_SGPR_SAMPLERS_AND_IMAGES,
   SI_NUM_RESOURCE_SGPRS,

   /* API VS, TES without GS, GS copy shader */
   SI_SGPR_VS_STATE_BITS = SI_NUM_RESOURCE_SGPRS,
   SI_NUM_VS_STATE_RESOURCE_SGPRS,

   /* all VS variants */
   SI_SGPR_BASE_VERTEX = SI_NUM_VS_STATE_RESOURCE_SGPRS,
   SI_SGPR_START_INSTANCE,
   SI_SGPR_DRAWID,
   SI_VS_NUM_USER_SGPR,

   SI_SGPR_VS_BLIT_DATA = SI_SGPR_CONST_AND_SHADER_BUFFERS,

   /* TES */
   SI_SGPR_TES_OFFCHIP_LAYOUT = SI_NUM_VS_STATE_RESOURCE_SGPRS,
   SI_SGPR_TES_OFFCHIP_ADDR,
   SI_TES_NUM_USER_SGPR,

   /* GFX6-8: TCS only */
   GFX6_SGPR_TCS_OFFCHIP_LAYOUT = SI_NUM_RESOURCE_SGPRS,
   GFX6_SGPR_TCS_OUT_OFFSETS,
   GFX6_SGPR_TCS_OUT_LAYOUT,
   GFX6_SGPR_TCS_IN_LAYOUT,
   GFX6_TCS_NUM_USER_SGPR,

   /* GFX9: Merged shaders. */
   /* 2ND_CONST_AND_SHADER_BUFFERS is set in USER_DATA_ADDR_LO (SGPR0). */
   /* 2ND_SAMPLERS_AND_IMAGES is set in USER_DATA_ADDR_HI (SGPR1). */
   GFX9_MERGED_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,

   /* GFX9: Merged LS-HS (VS-TCS) only. */
   GFX9_SGPR_TCS_OFFCHIP_LAYOUT = GFX9_MERGED_NUM_USER_SGPR,
   GFX9_SGPR_TCS_OUT_OFFSETS,
   GFX9_SGPR_TCS_OUT_LAYOUT,
   GFX9_TCS_NUM_USER_SGPR,

   /* GS limits */
   GFX6_GS_NUM_USER_SGPR = SI_NUM_RESOURCE_SGPRS,
   GFX9_VSGS_NUM_USER_SGPR = SI_VS_NUM_USER_SGPR,
   GFX9_TESGS_NUM_USER_SGPR = SI_TES_NUM_USER_SGPR,
   SI_GSCOPY_NUM_USER_SGPR = SI_NUM_VS_STATE_RESOURCE_SGPRS,

   /* PS only */
   SI_SGPR_ALPHA_REF = SI_NUM_RESOURCE_SGPRS,
   SI_PS_NUM_USER_SGPR,

   /* The value has to be 12, because the hw requires that descriptors
    * are aligned to 4 SGPRs.
    */
   SI_SGPR_VS_VB_DESCRIPTOR_FIRST = 12,
};

/* LLVM function parameter indices */
enum
{
   SI_NUM_RESOURCE_PARAMS = 4,

   /* PS only parameters */
   SI_PARAM_ALPHA_REF = SI_NUM_RESOURCE_PARAMS,
   SI_PARAM_PRIM_MASK,
   SI_PARAM_PERSP_SAMPLE,
   SI_PARAM_PERSP_CENTER,
   SI_PARAM_PERSP_CENTROID,
   SI_PARAM_PERSP_PULL_MODEL,
   SI_PARAM_LINEAR_SAMPLE,
   SI_PARAM_LINEAR_CENTER,
   SI_PARAM_LINEAR_CENTROID,
   SI_PARAM_LINE_STIPPLE_TEX,
   SI_PARAM_POS_X_FLOAT,
   SI_PARAM_POS_Y_FLOAT,
   SI_PARAM_POS_Z_FLOAT,
   SI_PARAM_POS_W_FLOAT,
   SI_PARAM_FRONT_FACE,
   SI_PARAM_ANCILLARY,
   SI_PARAM_SAMPLE_COVERAGE,
   SI_PARAM_POS_FIXED_PT,

   SI_NUM_PARAMS = SI_PARAM_POS_FIXED_PT + 9, /* +8 for COLOR[0..1] */
};

/* Fields of driver-defined VS state SGPR. */
#define S_VS_STATE_CLAMP_VERTEX_COLOR(x)      (((unsigned)(x)&0x1) << 0)
#define C_VS_STATE_CLAMP_VERTEX_COLOR         0xFFFFFFFE
#define S_VS_STATE_INDEXED(x)                 (((unsigned)(x)&0x1) << 1)
#define C_VS_STATE_INDEXED                    0xFFFFFFFD
#define S_VS_STATE_OUTPRIM(x)                 (((unsigned)(x)&0x3) << 2)
#define C_VS_STATE_OUTPRIM                    0xFFFFFFF3
#define S_VS_STATE_PROVOKING_VTX_INDEX(x)     (((unsigned)(x)&0x3) << 4)
#define C_VS_STATE_PROVOKING_VTX_INDEX        0xFFFFFFCF
#define S_VS_STATE_STREAMOUT_QUERY_ENABLED(x) (((unsigned)(x)&0x1) << 6)
#define C_VS_STATE_STREAMOUT_QUERY_ENABLED    0xFFFFFFBF
#define S_VS_STATE_SMALL_PRIM_PRECISION(x)    (((unsigned)(x)&0xF) << 7)
#define C_VS_STATE_SMALL_PRIM_PRECISION       0xFFFFF87F
#define S_VS_STATE_LS_OUT_PATCH_SIZE(x)       (((unsigned)(x)&0x1FFF) << 11)
#define C_VS_STATE_LS_OUT_PATCH_SIZE          0xFF0007FF
#define S_VS_STATE_LS_OUT_VERTEX_SIZE(x)      (((unsigned)(x)&0xFF) << 24)
#define C_VS_STATE_LS_OUT_VERTEX_SIZE         0x00FFFFFF

enum
{
   /* Use a property enum that CS wouldn't use. */
   TGSI_PROPERTY_CS_LOCAL_SIZE = TGSI_PROPERTY_FS_COORD_ORIGIN,

   /* These represent the number of SGPRs the shader uses. */
   SI_VS_BLIT_SGPRS_POS = 3,
   SI_VS_BLIT_SGPRS_POS_COLOR = 7,
   SI_VS_BLIT_SGPRS_POS_TEXCOORD = 9,
};

#define SI_NGG_CULL_VIEW_SMALLPRIMS          (1 << 0)   /* view.xy + small prims */
#define SI_NGG_CULL_BACK_FACE                (1 << 1)   /* back faces */
#define SI_NGG_CULL_FRONT_FACE               (1 << 2)   /* front faces */
#define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_LIST  (1 << 3)   /* GS fast launch: triangles */
#define SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP (1 << 4)   /* GS fast launch: triangle strip */
#define SI_NGG_CULL_GS_FAST_LAUNCH_ALL       (0x3 << 3) /* GS fast launch (both prim types) */

/**
 * For VS shader keys, describe any fixups required for vertex fetch.
 *
 * \ref log_size, \ref format, and the number of channels are interpreted as
 * by \ref ac_build_opencoded_load_format.
 *
 * Note: all bits 0 (size = 1 byte, num channels = 1, format = float) is an
 * impossible format and indicates that no fixup is needed (just use
 * buffer_load_format_xyzw).
 */
union si_vs_fix_fetch {
   struct {
      uint8_t log_size : 2;        /* 1, 2, 4, 8 or bytes per channel */
      uint8_t num_channels_m1 : 2; /* number of channels minus 1 */
      uint8_t format : 3;          /* AC_FETCH_FORMAT_xxx */
      uint8_t reverse : 1;         /* reverse XYZ channels */
   } u;
   uint8_t bits;
};

struct si_shader;

/* State of the context creating the shader object. */
struct si_compiler_ctx_state {
   /* Should only be used by si_init_shader_selector_async and
    * si_build_shader_variant if thread_index == -1 (non-threaded). */
   struct ac_llvm_compiler *compiler;

   /* Used if thread_index == -1 or if debug.async is true. */
   struct pipe_debug_callback debug;

   /* Used for creating the log string for gallium/ddebug. */
   bool is_debug_context;
};

struct si_shader_info {
   ubyte num_inputs;
   ubyte num_outputs;
   ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
   ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
   ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
   ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS];
   ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
   ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
   ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
   ubyte output_usagemask[PIPE_MAX_SHADER_OUTPUTS];
   ubyte output_streams[PIPE_MAX_SHADER_OUTPUTS];

   ubyte processor;

   int constbuf0_num_slots;
   unsigned const_buffers_declared; /**< bitmask of declared const buffers */
   unsigned samplers_declared;      /**< bitmask of declared samplers */
   ubyte num_stream_output_components[4];

   uint num_memory_instructions; /**< sampler, buffer, and image instructions */

   /**
    * If a tessellation control shader reads outputs, this describes which ones.
    */
   bool reads_pervertex_outputs;
   bool reads_perpatch_outputs;
   bool reads_tessfactor_outputs;

   ubyte colors_read; /**< which color components are read by the FS */
   ubyte colors_written;
   bool reads_samplemask;   /**< does fragment shader read sample mask? */
   bool reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
   bool writes_z;           /**< does fragment shader write Z value? */
   bool writes_stencil;     /**< does fragment shader write stencil value? */
   bool writes_samplemask;  /**< does fragment shader write sample mask? */
   bool writes_edgeflag;    /**< vertex shader outputs edgeflag */
   bool uses_kill;          /**< KILL or KILL_IF instruction used? */
   bool uses_persp_center;
   bool uses_persp_centroid;
   bool uses_persp_sample;
   bool uses_linear_center;
   bool uses_linear_centroid;
   bool uses_linear_sample;
   bool uses_persp_opcode_interp_sample;
   bool uses_linear_opcode_interp_sample;
   bool uses_instanceid;
   bool uses_vertexid;
   bool uses_vertexid_nobase;
   bool uses_basevertex;
   bool uses_drawid;
   bool uses_primid;
   bool uses_frontface;
   bool uses_invocationid;
   bool uses_thread_id[3];
   bool uses_block_id[3];
   bool uses_block_size;
   bool uses_grid_size;
   bool uses_subgroup_info;
   bool writes_position;
   bool writes_psize;
   bool writes_clipvertex;
   bool writes_primid;
   bool writes_viewport_index;
   bool writes_layer;
   bool writes_memory; /**< contains stores or atomics to buffers or images */
   bool uses_derivatives;
   bool uses_bindless_samplers;
   bool uses_bindless_images;
   bool uses_fbfetch;
   unsigned clipdist_writemask;
   unsigned culldist_writemask;
   unsigned num_written_culldistance;
   unsigned num_written_clipdistance;

   unsigned images_declared;         /**< bitmask of declared images */
   unsigned msaa_images_declared;    /**< bitmask of declared MSAA images */
   unsigned shader_buffers_declared; /**< bitmask of declared shader buffers */

   unsigned properties[TGSI_PROPERTY_COUNT]; /* index with TGSI_PROPERTY_ */

   /** Whether all codepaths write tess factors in all invocations. */
   bool tessfactors_are_def_in_all_invocs;
};

/* A shader selector is a gallium CSO and contains shader variants and
 * binaries for one NIR program. This can be shared by multiple contexts.
 */
struct si_shader_selector {
   struct util_live_shader base;
   struct si_screen *screen;
   struct util_queue_fence ready;
   struct si_compiler_ctx_state compiler_ctx_state;

   simple_mtx_t mutex;
   struct si_shader *first_variant; /* immutable after the first variant */
   struct si_shader *last_variant;  /* mutable */

   /* The compiled NIR shader without a prolog and/or epilog (not
    * uploaded to a buffer object).
    */
   struct si_shader *main_shader_part;
   struct si_shader *main_shader_part_ls;     /* as_ls is set in the key */
   struct si_shader *main_shader_part_es;     /* as_es is set in the key */
   struct si_shader *main_shader_part_ngg;    /* as_ngg is set in the key */
   struct si_shader *main_shader_part_ngg_es; /* for Wave32 TES before legacy GS */

   struct si_shader *gs_copy_shader;

   struct nir_shader *nir;
   void *nir_binary;
   unsigned nir_size;

   struct pipe_stream_output_info so;
   struct si_shader_info info;

   /* PIPE_SHADER_[VERTEX|FRAGMENT|...] */
   enum pipe_shader_type type;
   bool vs_needs_prolog;
   bool prim_discard_cs_allowed;
   bool ngg_culling_allowed;
   unsigned num_vs_inputs;
   unsigned num_vbos_in_user_sgprs;
   unsigned pa_cl_vs_out_cntl;
   ubyte clipdist_mask;
   ubyte culldist_mask;
   unsigned rast_prim;

   /* ES parameters. */
   unsigned esgs_itemsize; /* vertex stride */
   unsigned lshs_vertex_stride;

   /* GS parameters. */
   unsigned gs_input_verts_per_prim;
   unsigned gs_output_prim;
   unsigned gs_max_out_vertices;
   unsigned gs_num_invocations;
   unsigned max_gs_stream; /* count - 1 */
   unsigned gsvs_vertex_size;
   unsigned max_gsvs_emit_size;
   unsigned enabled_streamout_buffer_mask;
   bool tess_turns_off_ngg;

   /* PS parameters. */
   unsigned color_attr_index[2];
   unsigned db_shader_control;
   /* Set 0xf or 0x0 (4 bits) per each written output.
    * ANDed with spi_shader_col_format.
    */
   unsigned colors_written_4bit;

   uint64_t outputs_written_before_ps; /* "get_unique_index" bits */
   uint64_t outputs_written;           /* "get_unique_index" bits */
   uint32_t patch_outputs_written;     /* "get_unique_index_patch" bits */

   uint64_t inputs_read; /* "get_unique_index" bits */

   /* bitmasks of used descriptor slots */
   uint32_t active_const_and_shader_buffers;
   uint64_t active_samplers_and_images;
};

/* Valid shader configurations:
 *
 * API shaders           VS | TCS | TES | GS |pass| PS
 * are compiled as:         |     |     |    |thru|
 *                          |     |     |    |    |
 * Only VS & PS:         VS |     |     |    |    | PS
 * GFX6     - with GS:   ES |     |     | GS | VS | PS
 *          - with tess: LS | HS  | VS  |    |    | PS
 *          - with both: LS | HS  | ES  | GS | VS | PS
 * GFX9     - with GS:   -> |     |     | GS | VS | PS
 *          - with tess: -> | HS  | VS  |    |    | PS
 *          - with both: -> | HS  | ->  | GS | VS | PS
 *                          |     |     |    |    |
 * NGG      - VS & PS:   GS |     |     |    |    | PS
 * (GFX10+) - with GS:   -> |     |     | GS |    | PS
 *          - with tess: -> | HS  | GS  |    |    | PS
 *          - with both: -> | HS  | ->  | GS |    | PS
 *
 * -> = merged with the next stage
 */

/* Use the byte alignment for all following structure members for optimal
 * shader key memory footprint.
 */
#pragma pack(push, 1)

/* Common VS bits between the shader key and the prolog key. */
struct si_vs_prolog_bits {
   /* - If neither "is_one" nor "is_fetched" has a bit set, the instance
    *   divisor is 0.
    * - If "is_one" has a bit set, the instance divisor is 1.
    * - If "is_fetched" has a bit set, the instance divisor will be loaded
    *   from the constant buffer.
    */
   uint16_t instance_divisor_is_one;     /* bitmask of inputs */
   uint16_t instance_divisor_is_fetched; /* bitmask of inputs */
   unsigned ls_vgpr_fix : 1;
   unsigned unpack_instance_id_from_vertex_id : 1;
};

/* Common TCS bits between the shader key and the epilog key. */
struct si_tcs_epilog_bits {
   unsigned prim_mode : 3;
   unsigned invoc0_tess_factors_are_def : 1;
   unsigned tes_reads_tess_factors : 1;
};

struct si_gs_prolog_bits {
   unsigned tri_strip_adj_fix : 1;
   unsigned gfx9_prev_is_vs : 1;
};

/* Common PS bits between the shader key and the prolog key. */
struct si_ps_prolog_bits {
   unsigned color_two_side : 1;
   unsigned flatshade_colors : 1;
   unsigned poly_stipple : 1;
   unsigned force_persp_sample_interp : 1;
   unsigned force_linear_sample_interp : 1;
   unsigned force_persp_center_interp : 1;
   unsigned force_linear_center_interp : 1;
   unsigned bc_optimize_for_persp : 1;
   unsigned bc_optimize_for_linear : 1;
   unsigned samplemask_log_ps_iter : 3;
};

/* Common PS bits between the shader key and the epilog key. */
struct si_ps_epilog_bits {
   unsigned spi_shader_col_format;
   unsigned color_is_int8 : 8;
   unsigned color_is_int10 : 8;
   unsigned last_cbuf : 3;
   unsigned alpha_func : 3;
   unsigned alpha_to_one : 1;
   unsigned poly_line_smoothing : 1;
   unsigned clamp_color : 1;
};

union si_shader_part_key {
   struct {
      struct si_vs_prolog_bits states;
      unsigned num_input_sgprs : 6;
      /* For merged stages such as LS-HS, HS input VGPRs are first. */
      unsigned num_merged_next_stage_vgprs : 3;
      unsigned num_inputs : 5;
      unsigned as_ls : 1;
      unsigned as_es : 1;
      unsigned as_ngg : 1;
      unsigned as_prim_discard_cs : 1;
      unsigned has_ngg_cull_inputs : 1;      /* from the NGG cull shader */
      unsigned gs_fast_launch_tri_list : 1;  /* for NGG culling */
      unsigned gs_fast_launch_tri_strip : 1; /* for NGG culling */
      /* Prologs for monolithic shaders shouldn't set EXEC. */
      unsigned is_monolithic : 1;
   } vs_prolog;
   struct {
      struct si_tcs_epilog_bits states;
   } tcs_epilog;
   struct {
      struct si_gs_prolog_bits states;
      /* Prologs of monolithic shaders shouldn't set EXEC. */
      unsigned is_monolithic : 1;
      unsigned as_ngg : 1;
   } gs_prolog;
   struct {
      struct si_ps_prolog_bits states;
      unsigned num_input_sgprs : 6;
      unsigned num_input_vgprs : 5;
      /* Color interpolation and two-side color selection. */
      unsigned colors_read : 8;       /* color input components read */
      unsigned num_interp_inputs : 5; /* BCOLOR is at this location */
      unsigned face_vgpr_index : 5;
      unsigned ancillary_vgpr_index : 5;
      unsigned wqm : 1;
      char color_attr_index[2];
      signed char color_interp_vgpr_index[2]; /* -1 == constant */
   } ps_prolog;
   struct {
      struct si_ps_epilog_bits states;
      unsigned colors_written : 8;
      unsigned writes_z : 1;
      unsigned writes_stencil : 1;
      unsigned writes_samplemask : 1;
   } ps_epilog;
};

struct si_shader_key {
   /* Prolog and epilog flags. */
   union {
      struct {
         struct si_vs_prolog_bits prolog;
      } vs;
      struct {
         struct si_vs_prolog_bits ls_prolog; /* for merged LS-HS */
         struct si_shader_selector *ls;      /* for merged LS-HS */
         struct si_tcs_epilog_bits epilog;
      } tcs; /* tessellation control shader */
      struct {
         struct si_vs_prolog_bits vs_prolog; /* for merged ES-GS */
         struct si_shader_selector *es;      /* for merged ES-GS */
         struct si_gs_prolog_bits prolog;
      } gs;
      struct {
         struct si_ps_prolog_bits prolog;
         struct si_ps_epilog_bits epilog;
      } ps;
   } part;

   /* These three are initially set according to the NEXT_SHADER property,
    * or guessed if the property doesn't seem correct.
    */
   unsigned as_es : 1;  /* export shader, which precedes GS */
   unsigned as_ls : 1;  /* local shader, which precedes TCS */
   unsigned as_ngg : 1; /* VS, TES, or GS compiled as NGG primitive shader */

   /* Flags for monolithic compilation only. */
   struct {
      /* Whether fetch should be opencoded according to vs_fix_fetch.
       * Otherwise, if vs_fix_fetch is non-zero, buffer_load_format_xyzw
       * with minimal fixups is used. */
      uint16_t vs_fetch_opencode;
      union si_vs_fix_fetch vs_fix_fetch[SI_MAX_ATTRIBS];

      union {
         uint64_t ff_tcs_inputs_to_copy; /* for fixed-func TCS */
         /* When PS needs PrimID and GS is disabled. */
         unsigned vs_export_prim_id : 1;
         struct {
            unsigned interpolate_at_sample_force_center : 1;
            unsigned fbfetch_msaa : 1;
            unsigned fbfetch_is_1D : 1;
            unsigned fbfetch_layered : 1;
         } ps;
      } u;
   } mono;

   /* Optimization flags for asynchronous compilation only. */
   struct {
      /* For HW VS (it can be VS, TES, GS) */
      uint64_t kill_outputs; /* "get_unique_index" bits */
      unsigned clip_disable : 1;

      /* For NGG VS and TES. */
      unsigned ngg_culling : 5; /* SI_NGG_CULL_* */

      /* For shaders where monolithic variants have better code.
       *
       * This is a flag that has no effect on code generation,
       * but forces monolithic shaders to be used as soon as
       * possible, because it's in the "opt" group.
       */
      unsigned prefer_mono : 1;

      /* Primitive discard compute shader. */
      unsigned vs_as_prim_discard_cs : 1;
      unsigned cs_prim_type : 4;
      unsigned cs_indexed : 1;
      unsigned cs_instancing : 1;
      unsigned cs_primitive_restart : 1;
      unsigned cs_provoking_vertex_first : 1;
      unsigned cs_need_correct_orientation : 1;
      unsigned cs_cull_front : 1;
      unsigned cs_cull_back : 1;
      unsigned cs_cull_z : 1;
      unsigned cs_halfz_clip_space : 1;
   } opt;
};

/* Restore the pack alignment to default. */
#pragma pack(pop)

/* GCN-specific shader info. */
struct si_shader_binary_info {
   ubyte vs_output_param_offset[SI_MAX_VS_OUTPUTS];
   ubyte num_input_sgprs;
   ubyte num_input_vgprs;
   signed char face_vgpr_index;
   signed char ancillary_vgpr_index;
   bool uses_instanceid;
   ubyte nr_pos_exports;
   ubyte nr_param_exports;
   unsigned private_mem_vgprs;
   unsigned max_simd_waves;
};

struct si_shader_binary {
   const char *elf_buffer;
   size_t elf_size;

   char *llvm_ir_string;
};

struct gfx9_gs_info {
   unsigned es_verts_per_subgroup;
   unsigned gs_prims_per_subgroup;
   unsigned gs_inst_prims_in_subgroup;
   unsigned max_prims_per_subgroup;
   unsigned esgs_ring_size; /* in bytes */
};

struct si_shader {
   struct si_compiler_ctx_state compiler_ctx_state;

   struct si_shader_selector *selector;
   struct si_shader_selector *previous_stage_sel; /* for refcounting */
   struct si_shader *next_variant;

   struct si_shader_part *prolog;
   struct si_shader *previous_stage; /* for GFX9 */
   struct si_shader_part *prolog2;
   struct si_shader_part *epilog;

   struct si_pm4_state *pm4;
   struct si_resource *bo;
   struct si_resource *scratch_bo;
   struct si_shader_key key;
   struct util_queue_fence ready;
   bool compilation_failed;
   bool is_monolithic;
   bool is_optimized;
   bool is_binary_shared;
   bool is_gs_copy_shader;

   /* The following data is all that's needed for binary shaders. */
   struct si_shader_binary binary;
   struct ac_shader_config config;
   struct si_shader_binary_info info;

   struct {
      uint16_t ngg_emit_size; /* in dwords */
      uint16_t hw_max_esverts;
      uint16_t max_gsprims;
      uint16_t max_out_verts;
      uint16_t prim_amp_factor;
      bool max_vert_out_per_gs_instance;
   } ngg;

   /* Shader key + LLVM IR + disassembly + statistics.
    * Generated for debug contexts only.
    */
   char *shader_log;
   size_t shader_log_size;

   struct gfx9_gs_info gs_info;

   /* For save precompute context registers values. */
   union {
      struct {
         unsigned vgt_gsvs_ring_offset_1;
         unsigned vgt_gsvs_ring_offset_2;
         unsigned vgt_gsvs_ring_offset_3;
         unsigned vgt_gsvs_ring_itemsize;
         unsigned vgt_gs_max_vert_out;
         unsigned vgt_gs_vert_itemsize;
         unsigned vgt_gs_vert_itemsize_1;
         unsigned vgt_gs_vert_itemsize_2;
         unsigned vgt_gs_vert_itemsize_3;
         unsigned vgt_gs_instance_cnt;
         unsigned vgt_gs_onchip_cntl;
         unsigned vgt_gs_max_prims_per_subgroup;
         unsigned vgt_esgs_ring_itemsize;
      } gs;

      struct {
         unsigned ge_max_output_per_subgroup;
         unsigned ge_ngg_subgrp_cntl;
         unsigned vgt_primitiveid_en;
         unsigned vgt_gs_onchip_cntl;
         unsigned vgt_gs_instance_cnt;
         unsigned vgt_esgs_ring_itemsize;
         unsigned spi_vs_out_config;
         unsigned spi_shader_idx_format;
         unsigned spi_shader_pos_format;
         unsigned pa_cl_vte_cntl;
         unsigned pa_cl_ngg_cntl;
         unsigned vgt_gs_max_vert_out; /* for API GS */
         unsigned ge_pc_alloc;         /* uconfig register */
      } ngg;

      struct {
         unsigned vgt_gs_mode;
         unsigned vgt_primitiveid_en;
         unsigned vgt_reuse_off;
         unsigned spi_vs_out_config;
         unsigned spi_shader_pos_format;
         unsigned pa_cl_vte_cntl;
         unsigned ge_pc_alloc; /* uconfig register */
      } vs;

      struct {
         unsigned spi_ps_input_ena;
         unsigned spi_ps_input_addr;
         unsigned spi_baryc_cntl;
         unsigned spi_ps_in_control;
         unsigned spi_shader_z_format;
         unsigned spi_shader_col_format;
         unsigned cb_shader_mask;
      } ps;
   } ctx_reg;

   /*For save precompute registers value */
   unsigned vgt_tf_param;                /* VGT_TF_PARAM */
   unsigned vgt_vertex_reuse_block_cntl; /* VGT_VERTEX_REUSE_BLOCK_CNTL */
   unsigned pa_cl_vs_out_cntl;
   unsigned ge_cntl;
};

struct si_shader_part {
   struct si_shader_part *next;
   union si_shader_part_key key;
   struct si_shader_binary binary;
   struct ac_shader_config config;
};

/* si_shader.c */
bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
                       struct si_shader *shader, struct pipe_debug_callback *debug);
bool si_create_shader_variant(struct si_screen *sscreen, struct ac_llvm_compiler *compiler,
                              struct si_shader *shader, struct pipe_debug_callback *debug);
void si_shader_destroy(struct si_shader *shader);
unsigned si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned index);
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index, unsigned is_varying);
bool si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader,
                             uint64_t scratch_va);
void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
                    struct pipe_debug_callback *debug, FILE *f, bool check_debug_option);
void si_shader_dump_stats_for_shader_db(struct si_screen *screen, struct si_shader *shader,
                                        struct pipe_debug_callback *debug);
void si_multiwave_lds_size_workaround(struct si_screen *sscreen, unsigned *lds_size);
const char *si_get_shader_name(const struct si_shader *shader);
void si_shader_binary_clean(struct si_shader_binary *binary);

/* si_shader_llvm_gs.c */
struct si_shader *si_generate_gs_copy_shader(struct si_screen *sscreen,
                                             struct ac_llvm_compiler *compiler,
                                             struct si_shader_selector *gs_selector,
                                             struct pipe_debug_callback *debug);

/* si_shader_nir.c */
void si_nir_scan_shader(const struct nir_shader *nir, struct si_shader_info *info);
void si_nir_adjust_driver_locations(struct nir_shader *nir);
void si_finalize_nir(struct pipe_screen *screen, void *nirptr, bool optimize);

/* si_state_shaders.c */
void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
                      struct gfx9_gs_info *out);

/* Inline helpers. */

/* Return the pointer to the main shader part's pointer. */
static inline struct si_shader **si_get_main_shader_part(struct si_shader_selector *sel,
                                                         struct si_shader_key *key)
{
   if (key->as_ls)
      return &sel->main_shader_part_ls;
   if (key->as_es && key->as_ngg)
      return &sel->main_shader_part_ngg_es;
   if (key->as_es)
      return &sel->main_shader_part_es;
   if (key->as_ngg)
      return &sel->main_shader_part_ngg;
   return &sel->main_shader_part;
}

static inline bool gfx10_is_ngg_passthrough(struct si_shader *shader)
{
   struct si_shader_selector *sel = shader->selector;

   return sel->type != PIPE_SHADER_GEOMETRY && !sel->so.num_outputs && !sel->info.writes_edgeflag &&
          !shader->key.opt.ngg_culling &&
          (sel->type != PIPE_SHADER_VERTEX || !shader->key.mono.u.vs_export_prim_id);
}

static inline bool si_shader_uses_bindless_samplers(struct si_shader_selector *selector)
{
   return selector ? selector->info.uses_bindless_samplers : false;
}

static inline bool si_shader_uses_bindless_images(struct si_shader_selector *selector)
{
   return selector ? selector->info.uses_bindless_images : false;
}

#endif