mesa/src/gallium/drivers/radeonsi/si_state_shaders.c

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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:
* Christian König <christian.koenig@amd.com>
* Marek Olšák <maraeo@gmail.com>
*/
#include "si_pipe.h"
#include "si_shader.h"
#include "sid.h"
#include "tgsi/tgsi_parse.h"
#include "util/u_memory.h"
#include "util/u_simple_shaders.h"
static void si_shader_es(struct si_shader *shader)
{
struct si_pm4_state *pm4;
unsigned num_sgprs, num_user_sgprs;
unsigned vgpr_comp_cnt;
uint64_t va;
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
if (pm4 == NULL)
return;
va = shader->bo->gpu_address;
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
num_user_sgprs = SI_VS_NUM_USER_SGPR;
num_sgprs = shader->num_sgprs;
/* One SGPR after user SGPRs is pre-loaded with es2gs_offset */
if ((num_user_sgprs + 1) > num_sgprs) {
/* Last 2 reserved SGPRs are used for VCC */
num_sgprs = num_user_sgprs + 1 + 2;
}
assert(num_sgprs <= 104);
si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, va >> 40);
si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
S_00B328_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B328_SGPRS((num_sgprs - 1) / 8) |
S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
S_00B328_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
S_00B32C_USER_SGPR(num_user_sgprs) |
S_00B32C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
}
static void si_shader_gs(struct si_shader *shader)
{
unsigned gs_vert_itemsize = shader->selector->info.num_outputs * (16 >> 2);
unsigned gs_max_vert_out = shader->selector->gs_max_out_vertices;
unsigned gsvs_itemsize = gs_vert_itemsize * gs_max_vert_out;
unsigned gs_num_invocations = shader->selector->gs_num_invocations;
unsigned cut_mode;
struct si_pm4_state *pm4;
unsigned num_sgprs, num_user_sgprs;
uint64_t va;
/* The GSVS_RING_ITEMSIZE register takes 15 bits */
assert(gsvs_itemsize < (1 << 15));
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
if (pm4 == NULL)
return;
if (gs_max_vert_out <= 128) {
cut_mode = V_028A40_GS_CUT_128;
} else if (gs_max_vert_out <= 256) {
cut_mode = V_028A40_GS_CUT_256;
} else if (gs_max_vert_out <= 512) {
cut_mode = V_028A40_GS_CUT_512;
} else {
assert(gs_max_vert_out <= 1024);
cut_mode = V_028A40_GS_CUT_1024;
}
si_pm4_set_reg(pm4, R_028A40_VGT_GS_MODE,
S_028A40_MODE(V_028A40_GS_SCENARIO_G) |
S_028A40_CUT_MODE(cut_mode)|
S_028A40_ES_WRITE_OPTIMIZE(1) |
S_028A40_GS_WRITE_OPTIMIZE(1));
si_pm4_set_reg(pm4, R_028A60_VGT_GSVS_RING_OFFSET_1, gsvs_itemsize);
si_pm4_set_reg(pm4, R_028A64_VGT_GSVS_RING_OFFSET_2, gsvs_itemsize);
si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, gsvs_itemsize);
si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
util_bitcount64(shader->selector->gs_used_inputs) * (16 >> 2));
si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, gsvs_itemsize);
si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, gs_max_vert_out);
si_pm4_set_reg(pm4, R_028B5C_VGT_GS_VERT_ITEMSIZE, gs_vert_itemsize);
si_pm4_set_reg(pm4, R_028B90_VGT_GS_INSTANCE_CNT,
S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
S_028B90_ENABLE(gs_num_invocations > 0));
va = shader->bo->gpu_address;
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, va >> 40);
num_user_sgprs = SI_GS_NUM_USER_SGPR;
num_sgprs = shader->num_sgprs;
/* Two SGPRs after user SGPRs are pre-loaded with gs2vs_offset, gs_wave_id */
if ((num_user_sgprs + 2) > num_sgprs) {
/* Last 2 reserved SGPRs are used for VCC */
num_sgprs = num_user_sgprs + 2 + 2;
}
assert(num_sgprs <= 104);
si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
S_00B228_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B228_SGPRS((num_sgprs - 1) / 8) |
S_00B228_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
S_00B22C_USER_SGPR(num_user_sgprs) |
S_00B22C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
}
static void si_shader_vs(struct si_shader *shader)
{
struct si_pm4_state *pm4;
unsigned num_sgprs, num_user_sgprs;
unsigned nparams, vgpr_comp_cnt;
uint64_t va;
unsigned window_space =
shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
if (pm4 == NULL)
return;
va = shader->bo->gpu_address;
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
if (shader->is_gs_copy_shader) {
vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_VERTEX) {
vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
num_user_sgprs = SI_VS_NUM_USER_SGPR;
} else
assert(0);
num_sgprs = shader->num_sgprs;
if (num_user_sgprs > num_sgprs) {
/* Last 2 reserved SGPRs are used for VCC */
num_sgprs = num_user_sgprs + 2;
}
assert(num_sgprs <= 104);
/* VS is required to export at least one param. */
nparams = MAX2(shader->nr_param_exports, 1);
si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
S_0286C4_VS_EXPORT_COUNT(nparams - 1));
si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
S_02870C_POS1_EXPORT_FORMAT(shader->nr_pos_exports > 1 ?
V_02870C_SPI_SHADER_4COMP :
V_02870C_SPI_SHADER_NONE) |
S_02870C_POS2_EXPORT_FORMAT(shader->nr_pos_exports > 2 ?
V_02870C_SPI_SHADER_4COMP :
V_02870C_SPI_SHADER_NONE) |
S_02870C_POS3_EXPORT_FORMAT(shader->nr_pos_exports > 3 ?
V_02870C_SPI_SHADER_4COMP :
V_02870C_SPI_SHADER_NONE));
si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, va >> 40);
si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
S_00B128_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B128_SGPRS((num_sgprs - 1) / 8) |
S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
S_00B128_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
S_00B12C_USER_SGPR(num_user_sgprs) |
S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
S_00B12C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
if (window_space)
si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1));
else
si_pm4_set_reg(pm4, R_028818_PA_CL_VTE_CNTL,
S_028818_VTX_W0_FMT(1) |
S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1));
}
static void si_shader_ps(struct si_shader *shader)
{
struct tgsi_shader_info *info = &shader->selector->info;
struct si_pm4_state *pm4;
unsigned i, spi_ps_in_control;
unsigned num_sgprs, num_user_sgprs;
unsigned spi_baryc_cntl = 0, spi_ps_input_ena;
uint64_t va;
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
if (pm4 == NULL)
return;
for (i = 0; i < info->num_inputs; i++) {
switch (info->input_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
/* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
* Possible vaules:
* 0 -> Position = pixel center (default)
* 1 -> Position = pixel centroid
* 2 -> Position = at sample position
*/
switch (info->input_interpolate_loc[i]) {
case TGSI_INTERPOLATE_LOC_CENTROID:
spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(1);
break;
case TGSI_INTERPOLATE_LOC_SAMPLE:
spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
break;
}
if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
break;
}
}
spi_ps_in_control = S_0286D8_NUM_INTERP(shader->nparam) |
S_0286D8_BC_OPTIMIZE_DISABLE(1);
si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
spi_ps_input_ena = shader->spi_ps_input_ena;
/* we need to enable at least one of them, otherwise we hang the GPU */
assert(G_0286CC_PERSP_SAMPLE_ENA(spi_ps_input_ena) ||
G_0286CC_PERSP_CENTER_ENA(spi_ps_input_ena) ||
G_0286CC_PERSP_CENTROID_ENA(spi_ps_input_ena) ||
G_0286CC_PERSP_PULL_MODEL_ENA(spi_ps_input_ena) ||
G_0286CC_LINEAR_SAMPLE_ENA(spi_ps_input_ena) ||
G_0286CC_LINEAR_CENTER_ENA(spi_ps_input_ena) ||
G_0286CC_LINEAR_CENTROID_ENA(spi_ps_input_ena) ||
G_0286CC_LINE_STIPPLE_TEX_ENA(spi_ps_input_ena));
si_pm4_set_reg(pm4, R_0286CC_SPI_PS_INPUT_ENA, spi_ps_input_ena);
si_pm4_set_reg(pm4, R_0286D0_SPI_PS_INPUT_ADDR, spi_ps_input_ena);
si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT, shader->spi_shader_z_format);
si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT,
shader->spi_shader_col_format);
si_pm4_set_reg(pm4, R_02823C_CB_SHADER_MASK, shader->cb_shader_mask);
va = shader->bo->gpu_address;
si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_DATA);
si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, va >> 40);
num_user_sgprs = SI_PS_NUM_USER_SGPR;
num_sgprs = shader->num_sgprs;
/* One SGPR after user SGPRs is pre-loaded with {prim_mask, lds_offset} */
if ((num_user_sgprs + 1) > num_sgprs) {
/* Last 2 reserved SGPRs are used for VCC */
num_sgprs = num_user_sgprs + 1 + 2;
}
assert(num_sgprs <= 104);
si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
S_00B028_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B028_SGPRS((num_sgprs - 1) / 8) |
S_00B028_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
S_00B02C_EXTRA_LDS_SIZE(shader->lds_size) |
S_00B02C_USER_SGPR(num_user_sgprs) |
S_00B32C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
}
static void si_shader_init_pm4_state(struct si_shader *shader)
{
if (shader->pm4)
si_pm4_free_state_simple(shader->pm4);
switch (shader->selector->type) {
case PIPE_SHADER_VERTEX:
if (shader->key.vs.as_es)
si_shader_es(shader);
else
si_shader_vs(shader);
break;
case PIPE_SHADER_GEOMETRY:
si_shader_gs(shader);
si_shader_vs(shader->gs_copy_shader);
break;
case PIPE_SHADER_FRAGMENT:
si_shader_ps(shader);
break;
default:
assert(0);
}
}
/* Compute the key for the hw shader variant */
static INLINE void si_shader_selector_key(struct pipe_context *ctx,
struct si_shader_selector *sel,
union si_shader_key *key)
{
struct si_context *sctx = (struct si_context *)ctx;
unsigned i;
memset(key, 0, sizeof(*key));
switch (sel->type) {
case PIPE_SHADER_VERTEX:
if (sctx->vertex_elements)
for (i = 0; i < sctx->vertex_elements->count; ++i)
key->vs.instance_divisors[i] =
sctx->vertex_elements->elements[i].instance_divisor;
if (sctx->gs_shader) {
key->vs.as_es = 1;
key->vs.gs_used_inputs = sctx->gs_shader->gs_used_inputs;
}
break;
case PIPE_SHADER_GEOMETRY:
break;
case PIPE_SHADER_FRAGMENT: {
struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS])
key->ps.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
key->ps.export_16bpc = sctx->framebuffer.export_16bpc;
if (rs) {
bool is_poly = (sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES &&
sctx->current_rast_prim <= PIPE_PRIM_POLYGON) ||
sctx->current_rast_prim >= PIPE_PRIM_TRIANGLES_ADJACENCY;
bool is_line = !is_poly && sctx->current_rast_prim != PIPE_PRIM_POINTS;
key->ps.color_two_side = rs->two_side;
if (sctx->queued.named.blend) {
key->ps.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
rs->multisample_enable &&
!sctx->framebuffer.cb0_is_integer;
}
key->ps.poly_stipple = rs->poly_stipple_enable && is_poly;
key->ps.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
(is_line && rs->line_smooth)) &&
sctx->framebuffer.nr_samples <= 1;
}
key->ps.alpha_func = PIPE_FUNC_ALWAYS;
/* Alpha-test should be disabled if colorbuffer 0 is integer. */
if (sctx->queued.named.dsa &&
!sctx->framebuffer.cb0_is_integer)
key->ps.alpha_func = sctx->queued.named.dsa->alpha_func;
break;
}
default:
assert(0);
}
}
/* Select the hw shader variant depending on the current state. */
static int si_shader_select(struct pipe_context *ctx,
struct si_shader_selector *sel)
{
struct si_context *sctx = (struct si_context *)ctx;
union si_shader_key key;
struct si_shader * shader = NULL;
int r;
si_shader_selector_key(ctx, sel, &key);
/* Check if we don't need to change anything.
* This path is also used for most shaders that don't need multiple
* variants, it will cost just a computation of the key and this
* test. */
if (likely(sel->current && memcmp(&sel->current->key, &key, sizeof(key)) == 0)) {
return 0;
}
/* lookup if we have other variants in the list */
if (sel->num_shaders > 1) {
struct si_shader *p = sel->current, *c = p->next_variant;
while (c && memcmp(&c->key, &key, sizeof(key)) != 0) {
p = c;
c = c->next_variant;
}
if (c) {
p->next_variant = c->next_variant;
shader = c;
}
}
if (shader) {
shader->next_variant = sel->current;
sel->current = shader;
} else {
shader = CALLOC(1, sizeof(struct si_shader));
shader->selector = sel;
shader->key = key;
shader->next_variant = sel->current;
sel->current = shader;
r = si_shader_create((struct si_screen*)ctx->screen, sctx->tm,
shader);
if (unlikely(r)) {
R600_ERR("Failed to build shader variant (type=%u) %d\n",
sel->type, r);
sel->current = NULL;
FREE(shader);
return r;
}
si_shader_init_pm4_state(shader);
sel->num_shaders++;
}
return 0;
}
static void *si_create_shader_state(struct pipe_context *ctx,
const struct pipe_shader_state *state,
unsigned pipe_shader_type)
{
struct si_screen *sscreen = (struct si_screen *)ctx->screen;
struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
int i;
sel->type = pipe_shader_type;
sel->tokens = tgsi_dup_tokens(state->tokens);
sel->so = state->stream_output;
tgsi_scan_shader(state->tokens, &sel->info);
switch (pipe_shader_type) {
case PIPE_SHADER_GEOMETRY:
sel->gs_output_prim =
sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
sel->gs_max_out_vertices =
sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
sel->gs_num_invocations =
sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
for (i = 0; i < sel->info.num_inputs; i++) {
unsigned name = sel->info.input_semantic_name[i];
unsigned index = sel->info.input_semantic_index[i];
switch (name) {
case TGSI_SEMANTIC_PRIMID:
break;
default:
sel->gs_used_inputs |=
1llu << si_shader_io_get_unique_index(name, index);
}
}
}
if (sscreen->b.debug_flags & DBG_PRECOMPILE)
si_shader_select(ctx, sel);
return sel;
}
static void *si_create_fs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_FRAGMENT);
}
static void *si_create_gs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_GEOMETRY);
}
static void *si_create_vs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_VERTEX);
}
static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
if (sctx->vs_shader == sel || !sel)
return;
sctx->vs_shader = sel;
sctx->clip_regs.dirty = true;
}
static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
if (sctx->gs_shader == sel)
return;
sctx->gs_shader = sel;
sctx->clip_regs.dirty = true;
sctx->last_rast_prim = -1; /* reset this so that it gets updated */
}
static void si_make_dummy_ps(struct si_context *sctx)
{
if (!sctx->dummy_pixel_shader) {
sctx->dummy_pixel_shader =
util_make_fragment_cloneinput_shader(&sctx->b.b, 0,
TGSI_SEMANTIC_GENERIC,
TGSI_INTERPOLATE_CONSTANT);
}
}
static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
/* skip if supplied shader is one already in use */
if (sctx->ps_shader == sel)
return;
/* use a dummy shader if binding a NULL shader */
if (!sel) {
si_make_dummy_ps(sctx);
sel = sctx->dummy_pixel_shader;
}
sctx->ps_shader = sel;
}
static void si_delete_shader_selector(struct pipe_context *ctx,
struct si_shader_selector *sel)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader *p = sel->current, *c;
while (p) {
c = p->next_variant;
switch (sel->type) {
case PIPE_SHADER_VERTEX:
if (p->key.vs.as_es)
si_pm4_delete_state(sctx, es, p->pm4);
else
si_pm4_delete_state(sctx, vs, p->pm4);
break;
case PIPE_SHADER_GEOMETRY:
si_pm4_delete_state(sctx, gs, p->pm4);
si_pm4_delete_state(sctx, vs, p->gs_copy_shader->pm4);
break;
case PIPE_SHADER_FRAGMENT:
si_pm4_delete_state(sctx, ps, p->pm4);
break;
}
si_shader_destroy(ctx, p);
free(p);
p = c;
}
free(sel->tokens);
free(sel);
}
static void si_delete_vs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = (struct si_shader_selector *)state;
if (sctx->vs_shader == sel) {
sctx->vs_shader = NULL;
}
si_delete_shader_selector(ctx, sel);
}
static void si_delete_gs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = (struct si_shader_selector *)state;
if (sctx->gs_shader == sel) {
sctx->gs_shader = NULL;
}
si_delete_shader_selector(ctx, sel);
}
static void si_delete_ps_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = (struct si_shader_selector *)state;
if (sctx->ps_shader == sel) {
sctx->ps_shader = NULL;
}
si_delete_shader_selector(ctx, sel);
}
static void si_update_spi_map(struct si_context *sctx)
{
struct si_shader *ps = sctx->ps_shader->current;
struct si_shader *vs = si_get_vs_state(sctx);
struct tgsi_shader_info *psinfo = &ps->selector->info;
struct tgsi_shader_info *vsinfo = &vs->selector->info;
struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
unsigned i, j, tmp;
for (i = 0; i < psinfo->num_inputs; i++) {
unsigned name = psinfo->input_semantic_name[i];
unsigned index = psinfo->input_semantic_index[i];
unsigned interpolate = psinfo->input_interpolate[i];
unsigned param_offset = ps->ps_input_param_offset[i];
if (name == TGSI_SEMANTIC_POSITION ||
name == TGSI_SEMANTIC_FACE)
/* Read from preloaded VGPRs, not parameters */
continue;
bcolor:
tmp = 0;
if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
(interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
tmp |= S_028644_FLAT_SHADE(1);
if (name == TGSI_SEMANTIC_PCOORD ||
(name == TGSI_SEMANTIC_TEXCOORD &&
sctx->sprite_coord_enable & (1 << index))) {
tmp |= S_028644_PT_SPRITE_TEX(1);
}
for (j = 0; j < vsinfo->num_outputs; j++) {
if (name == vsinfo->output_semantic_name[j] &&
index == vsinfo->output_semantic_index[j]) {
tmp |= S_028644_OFFSET(vs->vs_output_param_offset[j]);
break;
}
}
if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(tmp)) {
/* No corresponding output found, load defaults into input.
* Don't set any other bits.
* (FLAT_SHADE=1 completely changes behavior) */
tmp = S_028644_OFFSET(0x20);
}
si_pm4_set_reg(pm4,
R_028644_SPI_PS_INPUT_CNTL_0 + param_offset * 4,
tmp);
if (name == TGSI_SEMANTIC_COLOR &&
ps->key.ps.color_two_side) {
name = TGSI_SEMANTIC_BCOLOR;
param_offset++;
goto bcolor;
}
}
si_pm4_set_state(sctx, spi, pm4);
}
/* Initialize state related to ESGS / GSVS ring buffers */
static void si_init_gs_rings(struct si_context *sctx)
{
unsigned esgs_ring_size = 128 * 1024;
unsigned gsvs_ring_size = 64 * 1024 * 1024;
assert(!sctx->gs_rings);
sctx->gs_rings = CALLOC_STRUCT(si_pm4_state);
sctx->esgs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
PIPE_USAGE_DEFAULT, esgs_ring_size);
sctx->gsvs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
PIPE_USAGE_DEFAULT, gsvs_ring_size);
if (sctx->b.chip_class >= CIK) {
si_pm4_set_reg(sctx->gs_rings, R_030900_VGT_ESGS_RING_SIZE,
esgs_ring_size / 256);
si_pm4_set_reg(sctx->gs_rings, R_030904_VGT_GSVS_RING_SIZE,
gsvs_ring_size / 256);
} else {
si_pm4_set_reg(sctx->gs_rings, R_0088C8_VGT_ESGS_RING_SIZE,
esgs_ring_size / 256);
si_pm4_set_reg(sctx->gs_rings, R_0088CC_VGT_GSVS_RING_SIZE,
gsvs_ring_size / 256);
}
si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_ESGS,
sctx->esgs_ring, 0, esgs_ring_size,
true, true, 4, 64);
si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_ESGS,
sctx->esgs_ring, 0, esgs_ring_size,
false, false, 0, 0);
si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_GSVS,
sctx->gsvs_ring, 0, gsvs_ring_size,
false, false, 0, 0);
}
/**
* @returns 1 if \p sel has been updated to use a new scratch buffer and 0
* otherwise.
*/
static unsigned si_update_scratch_buffer(struct si_context *sctx,
struct si_shader_selector *sel)
{
struct si_shader *shader;
uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
unsigned char *ptr;
if (!sel)
return 0;
shader = sel->current;
/* This shader doesn't need a scratch buffer */
if (shader->scratch_bytes_per_wave == 0)
return 0;
/* This shader is already configured to use the current
* scratch buffer. */
if (shader->scratch_bo == sctx->scratch_buffer)
return 0;
assert(sctx->scratch_buffer);
si_shader_apply_scratch_relocs(sctx, shader, scratch_va);
/* Replace the shader bo with a new bo that has the relocs applied. */
r600_resource_reference(&shader->bo, NULL);
shader->bo = si_resource_create_custom(&sctx->screen->b.b, PIPE_USAGE_IMMUTABLE,
shader->binary.code_size);
ptr = sctx->screen->b.ws->buffer_map(shader->bo->cs_buf, NULL, PIPE_TRANSFER_WRITE);
util_memcpy_cpu_to_le32(ptr, shader->binary.code, shader->binary.code_size);
sctx->screen->b.ws->buffer_unmap(shader->bo->cs_buf);
/* Update the shader state to use the new shader bo. */
si_shader_init_pm4_state(shader);
r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
return 1;
}
static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
{
if (!sctx->scratch_buffer)
return 0;
return sctx->scratch_buffer->b.b.width0;
}
static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_context *sctx,
struct si_shader_selector *sel)
{
if (!sel)
return 0;
return sel->current->scratch_bytes_per_wave;
}
static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
{
return MAX3(si_get_scratch_buffer_bytes_per_wave(sctx, sctx->ps_shader),
si_get_scratch_buffer_bytes_per_wave(sctx, sctx->gs_shader),
si_get_scratch_buffer_bytes_per_wave(sctx, sctx->vs_shader));
}
static void si_update_spi_tmpring_size(struct si_context *sctx)
{
unsigned current_scratch_buffer_size =
si_get_current_scratch_buffer_size(sctx);
unsigned scratch_bytes_per_wave =
si_get_max_scratch_bytes_per_wave(sctx);
unsigned scratch_needed_size = scratch_bytes_per_wave *
sctx->scratch_waves;
if (scratch_needed_size > 0) {
if (scratch_needed_size > current_scratch_buffer_size) {
/* Create a bigger scratch buffer */
pipe_resource_reference(
(struct pipe_resource**)&sctx->scratch_buffer,
NULL);
sctx->scratch_buffer =
si_resource_create_custom(&sctx->screen->b.b,
PIPE_USAGE_DEFAULT, scratch_needed_size);
}
/* Update the shaders, so they are using the latest scratch. The
* scratch buffer may have been changed since these shaders were
* last used, so we still need to try to update them, even if
* they require scratch buffers smaller than the current size.
*/
if (si_update_scratch_buffer(sctx, sctx->ps_shader))
si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
if (si_update_scratch_buffer(sctx, sctx->gs_shader))
si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
/* VS can be bound as ES or VS. */
if (sctx->gs_shader) {
if (si_update_scratch_buffer(sctx, sctx->vs_shader))
si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
} else {
if (si_update_scratch_buffer(sctx, sctx->vs_shader))
si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
}
}
/* The LLVM shader backend should be reporting aligned scratch_sizes. */
assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
"scratch size should already be aligned correctly.");
sctx->spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
}
void si_update_shaders(struct si_context *sctx)
{
struct pipe_context *ctx = (struct pipe_context*)sctx;
struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
if (sctx->gs_shader) {
si_shader_select(ctx, sctx->gs_shader);
si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
si_pm4_bind_state(sctx, vs, sctx->gs_shader->current->gs_copy_shader->pm4);
sctx->b.streamout.stride_in_dw = sctx->gs_shader->so.stride;
si_shader_select(ctx, sctx->vs_shader);
si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
if (!sctx->gs_rings)
si_init_gs_rings(sctx);
if (sctx->emitted.named.gs_rings != sctx->gs_rings)
sctx->b.flags |= SI_CONTEXT_VGT_FLUSH;
si_pm4_bind_state(sctx, gs_rings, sctx->gs_rings);
si_set_ring_buffer(ctx, PIPE_SHADER_GEOMETRY, SI_RING_GSVS,
sctx->gsvs_ring,
sctx->gs_shader->gs_max_out_vertices *
sctx->gs_shader->info.num_outputs * 16,
64, true, true, 4, 16);
if (!sctx->gs_on) {
sctx->gs_on = CALLOC_STRUCT(si_pm4_state);
si_pm4_set_reg(sctx->gs_on, R_028B54_VGT_SHADER_STAGES_EN,
S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
S_028B54_GS_EN(1) |
S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER));
}
si_pm4_bind_state(sctx, gs_onoff, sctx->gs_on);
} else {
si_shader_select(ctx, sctx->vs_shader);
si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
sctx->b.streamout.stride_in_dw = sctx->vs_shader->so.stride;
if (!sctx->gs_off) {
sctx->gs_off = CALLOC_STRUCT(si_pm4_state);
si_pm4_set_reg(sctx->gs_off, R_028A40_VGT_GS_MODE, 0);
si_pm4_set_reg(sctx->gs_off, R_028B54_VGT_SHADER_STAGES_EN, 0);
}
si_pm4_bind_state(sctx, gs_onoff, sctx->gs_off);
si_pm4_bind_state(sctx, gs_rings, NULL);
si_pm4_bind_state(sctx, gs, NULL);
si_pm4_bind_state(sctx, es, NULL);
}
si_shader_select(ctx, sctx->ps_shader);
if (!sctx->ps_shader->current) {
struct si_shader_selector *sel;
/* use a dummy shader if compiling the shader (variant) failed */
si_make_dummy_ps(sctx);
sel = sctx->dummy_pixel_shader;
si_shader_select(ctx, sel);
sctx->ps_shader->current = sel->current;
}
si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||
sctx->flatshade != rs->flatshade) {
sctx->sprite_coord_enable = rs->sprite_coord_enable;
sctx->flatshade = rs->flatshade;
si_update_spi_map(sctx);
}
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
si_pm4_state_changed(sctx, gs)) {
si_update_spi_tmpring_size(sctx);
}
if (sctx->ps_db_shader_control != sctx->ps_shader->current->db_shader_control) {
sctx->ps_db_shader_control = sctx->ps_shader->current->db_shader_control;
sctx->db_render_state.dirty = true;
}
if (sctx->smoothing_enabled != sctx->ps_shader->current->key.ps.poly_line_smoothing) {
sctx->smoothing_enabled = sctx->ps_shader->current->key.ps.poly_line_smoothing;
sctx->msaa_config.dirty = true;
if (sctx->b.chip_class == SI)
sctx->db_render_state.dirty = true;
}
}
void si_init_shader_functions(struct si_context *sctx)
{
sctx->b.b.create_vs_state = si_create_vs_state;
sctx->b.b.create_gs_state = si_create_gs_state;
sctx->b.b.create_fs_state = si_create_fs_state;
sctx->b.b.bind_vs_state = si_bind_vs_shader;
sctx->b.b.bind_gs_state = si_bind_gs_shader;
sctx->b.b.bind_fs_state = si_bind_ps_shader;
sctx->b.b.delete_vs_state = si_delete_vs_shader;
sctx->b.b.delete_gs_state = si_delete_gs_shader;
sctx->b.b.delete_fs_state = si_delete_ps_shader;
}