2 * Copyright 2012 Advanced Micro Devices, Inc.
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * on the rights to use, copy, modify, merge, publish, distribute, sub
9 * license, and/or sell copies of the Software, and to permit persons to whom
10 * the Software is furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
20 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
21 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
22 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 #include "si_build_pm4.h"
28 #include "compiler/nir/nir_serialize.h"
29 #include "tgsi/tgsi_parse.h"
30 #include "util/hash_table.h"
31 #include "util/crc32.h"
32 #include "util/u_async_debug.h"
33 #include "util/u_memory.h"
34 #include "util/u_prim.h"
36 #include "util/disk_cache.h"
37 #include "util/mesa-sha1.h"
38 #include "ac_exp_param.h"
39 #include "ac_shader_util.h"
44 * Return the IR binary in a buffer. For TGSI the first 4 bytes contain its
47 void *si_get_ir_binary(struct si_shader_selector *sel)
54 ir_binary = sel->tokens;
55 ir_size = tgsi_num_tokens(sel->tokens) *
56 sizeof(struct tgsi_token);
61 nir_serialize(&blob, sel->nir);
62 ir_binary = blob.data;
66 unsigned size = 4 + ir_size + sizeof(sel->so);
67 char *result = (char*)MALLOC(size);
71 *((uint32_t*)result) = size;
72 memcpy(result + 4, ir_binary, ir_size);
73 memcpy(result + 4 + ir_size, &sel->so, sizeof(sel->so));
81 /** Copy "data" to "ptr" and return the next dword following copied data. */
82 static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
84 /* data may be NULL if size == 0 */
86 memcpy(ptr, data, size);
87 ptr += DIV_ROUND_UP(size, 4);
91 /** Read data from "ptr". Return the next dword following the data. */
92 static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
94 memcpy(data, ptr, size);
95 ptr += DIV_ROUND_UP(size, 4);
100 * Write the size as uint followed by the data. Return the next dword
101 * following the copied data.
103 static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
106 return write_data(ptr, data, size);
110 * Read the size as uint followed by the data. Return both via parameters.
111 * Return the next dword following the data.
113 static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
116 assert(*data == NULL);
119 *data = malloc(*size);
120 return read_data(ptr, *data, *size);
124 * Return the shader binary in a buffer. The first 4 bytes contain its size
127 static void *si_get_shader_binary(struct si_shader *shader)
129 /* There is always a size of data followed by the data itself. */
130 unsigned relocs_size = shader->binary.reloc_count *
131 sizeof(shader->binary.relocs[0]);
132 unsigned disasm_size = shader->binary.disasm_string ?
133 strlen(shader->binary.disasm_string) + 1 : 0;
134 unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
135 strlen(shader->binary.llvm_ir_string) + 1 : 0;
138 4 + /* CRC32 of the data below */
139 align(sizeof(shader->config), 4) +
140 align(sizeof(shader->info), 4) +
141 4 + align(shader->binary.code_size, 4) +
142 4 + align(shader->binary.rodata_size, 4) +
143 4 + align(relocs_size, 4) +
144 4 + align(disasm_size, 4) +
145 4 + align(llvm_ir_size, 4);
146 void *buffer = CALLOC(1, size);
147 uint32_t *ptr = (uint32_t*)buffer;
153 ptr++; /* CRC32 is calculated at the end. */
155 ptr = write_data(ptr, &shader->config, sizeof(shader->config));
156 ptr = write_data(ptr, &shader->info, sizeof(shader->info));
157 ptr = write_chunk(ptr, shader->binary.code, shader->binary.code_size);
158 ptr = write_chunk(ptr, shader->binary.rodata, shader->binary.rodata_size);
159 ptr = write_chunk(ptr, shader->binary.relocs, relocs_size);
160 ptr = write_chunk(ptr, shader->binary.disasm_string, disasm_size);
161 ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
162 assert((char *)ptr - (char *)buffer == size);
165 ptr = (uint32_t*)buffer;
167 *ptr = util_hash_crc32(ptr + 1, size - 8);
172 static bool si_load_shader_binary(struct si_shader *shader, void *binary)
174 uint32_t *ptr = (uint32_t*)binary;
175 uint32_t size = *ptr++;
176 uint32_t crc32 = *ptr++;
179 if (util_hash_crc32(ptr, size - 8) != crc32) {
180 fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
184 ptr = read_data(ptr, &shader->config, sizeof(shader->config));
185 ptr = read_data(ptr, &shader->info, sizeof(shader->info));
186 ptr = read_chunk(ptr, (void**)&shader->binary.code,
187 &shader->binary.code_size);
188 ptr = read_chunk(ptr, (void**)&shader->binary.rodata,
189 &shader->binary.rodata_size);
190 ptr = read_chunk(ptr, (void**)&shader->binary.relocs, &chunk_size);
191 shader->binary.reloc_count = chunk_size / sizeof(shader->binary.relocs[0]);
192 ptr = read_chunk(ptr, (void**)&shader->binary.disasm_string, &chunk_size);
193 ptr = read_chunk(ptr, (void**)&shader->binary.llvm_ir_string, &chunk_size);
199 * Insert a shader into the cache. It's assumed the shader is not in the cache.
200 * Use si_shader_cache_load_shader before calling this.
202 * Returns false on failure, in which case the ir_binary should be freed.
204 bool si_shader_cache_insert_shader(struct si_screen *sscreen, void *ir_binary,
205 struct si_shader *shader,
206 bool insert_into_disk_cache)
209 struct hash_entry *entry;
210 uint8_t key[CACHE_KEY_SIZE];
212 entry = _mesa_hash_table_search(sscreen->shader_cache, ir_binary);
214 return false; /* already added */
216 hw_binary = si_get_shader_binary(shader);
220 if (_mesa_hash_table_insert(sscreen->shader_cache, ir_binary,
221 hw_binary) == NULL) {
226 if (sscreen->disk_shader_cache && insert_into_disk_cache) {
227 disk_cache_compute_key(sscreen->disk_shader_cache, ir_binary,
228 *((uint32_t *)ir_binary), key);
229 disk_cache_put(sscreen->disk_shader_cache, key, hw_binary,
230 *((uint32_t *) hw_binary), NULL);
236 bool si_shader_cache_load_shader(struct si_screen *sscreen, void *ir_binary,
237 struct si_shader *shader)
239 struct hash_entry *entry =
240 _mesa_hash_table_search(sscreen->shader_cache, ir_binary);
242 if (sscreen->disk_shader_cache) {
243 unsigned char sha1[CACHE_KEY_SIZE];
244 size_t tg_size = *((uint32_t *) ir_binary);
246 disk_cache_compute_key(sscreen->disk_shader_cache,
247 ir_binary, tg_size, sha1);
251 disk_cache_get(sscreen->disk_shader_cache,
256 if (binary_size < sizeof(uint32_t) ||
257 *((uint32_t*)buffer) != binary_size) {
258 /* Something has gone wrong discard the item
259 * from the cache and rebuild/link from
262 assert(!"Invalid radeonsi shader disk cache "
265 disk_cache_remove(sscreen->disk_shader_cache,
272 if (!si_load_shader_binary(shader, buffer)) {
278 if (!si_shader_cache_insert_shader(sscreen, ir_binary,
285 if (si_load_shader_binary(shader, entry->data))
290 p_atomic_inc(&sscreen->num_shader_cache_hits);
294 static uint32_t si_shader_cache_key_hash(const void *key)
296 /* The first dword is the key size. */
297 return util_hash_crc32(key, *(uint32_t*)key);
300 static bool si_shader_cache_key_equals(const void *a, const void *b)
302 uint32_t *keya = (uint32_t*)a;
303 uint32_t *keyb = (uint32_t*)b;
305 /* The first dword is the key size. */
309 return memcmp(keya, keyb, *keya) == 0;
312 static void si_destroy_shader_cache_entry(struct hash_entry *entry)
314 FREE((void*)entry->key);
318 bool si_init_shader_cache(struct si_screen *sscreen)
320 (void) mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
321 sscreen->shader_cache =
322 _mesa_hash_table_create(NULL,
323 si_shader_cache_key_hash,
324 si_shader_cache_key_equals);
326 return sscreen->shader_cache != NULL;
329 void si_destroy_shader_cache(struct si_screen *sscreen)
331 if (sscreen->shader_cache)
332 _mesa_hash_table_destroy(sscreen->shader_cache,
333 si_destroy_shader_cache_entry);
334 mtx_destroy(&sscreen->shader_cache_mutex);
339 static void si_set_tesseval_regs(struct si_screen *sscreen,
340 struct si_shader_selector *tes,
341 struct si_pm4_state *pm4)
343 struct tgsi_shader_info *info = &tes->info;
344 unsigned tes_prim_mode = info->properties[TGSI_PROPERTY_TES_PRIM_MODE];
345 unsigned tes_spacing = info->properties[TGSI_PROPERTY_TES_SPACING];
346 bool tes_vertex_order_cw = info->properties[TGSI_PROPERTY_TES_VERTEX_ORDER_CW];
347 bool tes_point_mode = info->properties[TGSI_PROPERTY_TES_POINT_MODE];
348 unsigned type, partitioning, topology, distribution_mode;
350 switch (tes_prim_mode) {
351 case PIPE_PRIM_LINES:
352 type = V_028B6C_TESS_ISOLINE;
354 case PIPE_PRIM_TRIANGLES:
355 type = V_028B6C_TESS_TRIANGLE;
357 case PIPE_PRIM_QUADS:
358 type = V_028B6C_TESS_QUAD;
365 switch (tes_spacing) {
366 case PIPE_TESS_SPACING_FRACTIONAL_ODD:
367 partitioning = V_028B6C_PART_FRAC_ODD;
369 case PIPE_TESS_SPACING_FRACTIONAL_EVEN:
370 partitioning = V_028B6C_PART_FRAC_EVEN;
372 case PIPE_TESS_SPACING_EQUAL:
373 partitioning = V_028B6C_PART_INTEGER;
381 topology = V_028B6C_OUTPUT_POINT;
382 else if (tes_prim_mode == PIPE_PRIM_LINES)
383 topology = V_028B6C_OUTPUT_LINE;
384 else if (tes_vertex_order_cw)
385 /* for some reason, this must be the other way around */
386 topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
388 topology = V_028B6C_OUTPUT_TRIANGLE_CW;
390 if (sscreen->has_distributed_tess) {
391 if (sscreen->info.family == CHIP_FIJI ||
392 sscreen->info.family >= CHIP_POLARIS10)
393 distribution_mode = V_028B6C_DISTRIBUTION_MODE_TRAPEZOIDS;
395 distribution_mode = V_028B6C_DISTRIBUTION_MODE_DONUTS;
397 distribution_mode = V_028B6C_DISTRIBUTION_MODE_NO_DIST;
400 pm4->shader->vgt_tf_param = S_028B6C_TYPE(type) |
401 S_028B6C_PARTITIONING(partitioning) |
402 S_028B6C_TOPOLOGY(topology) |
403 S_028B6C_DISTRIBUTION_MODE(distribution_mode);
406 /* Polaris needs different VTX_REUSE_DEPTH settings depending on
407 * whether the "fractional odd" tessellation spacing is used.
409 * Possible VGT configurations and which state should set the register:
411 * Reg set in | VGT shader configuration | Value
412 * ------------------------------------------------------
414 * VS as ES | ES -> GS -> VS | 30
415 * TES as VS | LS -> HS -> VS | 14 or 30
416 * TES as ES | LS -> HS -> ES -> GS -> VS | 14 or 30
418 * If "shader" is NULL, it's assumed it's not LS or GS copy shader.
420 static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen,
421 struct si_shader_selector *sel,
422 struct si_shader *shader,
423 struct si_pm4_state *pm4)
425 unsigned type = sel->type;
427 if (sscreen->info.family < CHIP_POLARIS10)
430 /* VS as VS, or VS as ES: */
431 if ((type == PIPE_SHADER_VERTEX &&
433 (!shader->key.as_ls && !shader->is_gs_copy_shader))) ||
434 /* TES as VS, or TES as ES: */
435 type == PIPE_SHADER_TESS_EVAL) {
436 unsigned vtx_reuse_depth = 30;
438 if (type == PIPE_SHADER_TESS_EVAL &&
439 sel->info.properties[TGSI_PROPERTY_TES_SPACING] ==
440 PIPE_TESS_SPACING_FRACTIONAL_ODD)
441 vtx_reuse_depth = 14;
444 pm4->shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
448 static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
451 si_pm4_clear_state(shader->pm4);
453 shader->pm4 = CALLOC_STRUCT(si_pm4_state);
456 shader->pm4->shader = shader;
459 fprintf(stderr, "radeonsi: Failed to create pm4 state.\n");
464 static unsigned si_get_num_vs_user_sgprs(unsigned num_always_on_user_sgprs)
466 /* Add the pointer to VBO descriptors. */
467 if (HAVE_32BIT_POINTERS) {
468 return num_always_on_user_sgprs + 1;
470 assert(num_always_on_user_sgprs % 2 == 0);
471 return num_always_on_user_sgprs + 2;
475 static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
477 struct si_pm4_state *pm4;
478 unsigned vgpr_comp_cnt;
481 assert(sscreen->info.chip_class <= VI);
483 pm4 = si_get_shader_pm4_state(shader);
487 va = shader->bo->gpu_address;
488 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
490 /* We need at least 2 components for LS.
491 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
492 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
494 vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
496 si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
497 si_pm4_set_reg(pm4, R_00B524_SPI_SHADER_PGM_HI_LS, S_00B524_MEM_BASE(va >> 40));
499 shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
500 S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
501 S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
502 S_00B528_DX10_CLAMP(1) |
503 S_00B528_FLOAT_MODE(shader->config.float_mode);
504 shader->config.rsrc2 = S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR)) |
505 S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
508 static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
510 struct si_pm4_state *pm4;
512 unsigned ls_vgpr_comp_cnt = 0;
514 pm4 = si_get_shader_pm4_state(shader);
518 va = shader->bo->gpu_address;
519 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
521 if (sscreen->info.chip_class >= GFX9) {
522 si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
523 si_pm4_set_reg(pm4, R_00B414_SPI_SHADER_PGM_HI_LS, S_00B414_MEM_BASE(va >> 40));
525 /* We need at least 2 components for LS.
526 * VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
527 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
529 ls_vgpr_comp_cnt = shader->info.uses_instanceid ? 2 : 1;
531 unsigned num_user_sgprs =
532 si_get_num_vs_user_sgprs(GFX9_TCS_NUM_USER_SGPR);
534 shader->config.rsrc2 =
535 S_00B42C_USER_SGPR(num_user_sgprs) |
536 S_00B42C_USER_SGPR_MSB(num_user_sgprs >> 5) |
537 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
539 si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
540 si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, S_00B424_MEM_BASE(va >> 40));
542 shader->config.rsrc2 =
543 S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) |
544 S_00B42C_OC_LDS_EN(1) |
545 S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
548 si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
549 S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
550 S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) |
551 S_00B428_DX10_CLAMP(1) |
552 S_00B428_FLOAT_MODE(shader->config.float_mode) |
553 S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
555 if (sscreen->info.chip_class <= VI) {
556 si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
557 shader->config.rsrc2);
561 static void si_emit_shader_es(struct si_context *sctx)
563 struct si_shader *shader = sctx->queued.named.es->shader;
564 unsigned initial_cdw = sctx->gfx_cs->current.cdw;
569 radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
570 SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
571 shader->selector->esgs_itemsize / 4);
573 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
574 radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
575 SI_TRACKED_VGT_TF_PARAM,
576 shader->vgt_tf_param);
578 if (shader->vgt_vertex_reuse_block_cntl)
579 radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
580 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
581 shader->vgt_vertex_reuse_block_cntl);
583 if (initial_cdw != sctx->gfx_cs->current.cdw)
584 sctx->context_roll_counter++;
587 static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
589 struct si_pm4_state *pm4;
590 unsigned num_user_sgprs;
591 unsigned vgpr_comp_cnt;
595 assert(sscreen->info.chip_class <= VI);
597 pm4 = si_get_shader_pm4_state(shader);
601 pm4->atom.emit = si_emit_shader_es;
602 va = shader->bo->gpu_address;
603 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
605 if (shader->selector->type == PIPE_SHADER_VERTEX) {
606 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
607 vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
608 num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
609 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
610 vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
611 num_user_sgprs = SI_TES_NUM_USER_SGPR;
613 unreachable("invalid shader selector type");
615 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
617 si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
618 si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES, S_00B324_MEM_BASE(va >> 40));
619 si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
620 S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
621 S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
622 S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
623 S_00B328_DX10_CLAMP(1) |
624 S_00B328_FLOAT_MODE(shader->config.float_mode));
625 si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
626 S_00B32C_USER_SGPR(num_user_sgprs) |
627 S_00B32C_OC_LDS_EN(oc_lds_en) |
628 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
630 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
631 si_set_tesseval_regs(sscreen, shader->selector, pm4);
633 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
636 static unsigned si_conv_prim_to_gs_out(unsigned mode)
638 static const int prim_conv[] = {
639 [PIPE_PRIM_POINTS] = V_028A6C_OUTPRIM_TYPE_POINTLIST,
640 [PIPE_PRIM_LINES] = V_028A6C_OUTPRIM_TYPE_LINESTRIP,
641 [PIPE_PRIM_LINE_LOOP] = V_028A6C_OUTPRIM_TYPE_LINESTRIP,
642 [PIPE_PRIM_LINE_STRIP] = V_028A6C_OUTPRIM_TYPE_LINESTRIP,
643 [PIPE_PRIM_TRIANGLES] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
644 [PIPE_PRIM_TRIANGLE_STRIP] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
645 [PIPE_PRIM_TRIANGLE_FAN] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
646 [PIPE_PRIM_QUADS] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
647 [PIPE_PRIM_QUAD_STRIP] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
648 [PIPE_PRIM_POLYGON] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
649 [PIPE_PRIM_LINES_ADJACENCY] = V_028A6C_OUTPRIM_TYPE_LINESTRIP,
650 [PIPE_PRIM_LINE_STRIP_ADJACENCY] = V_028A6C_OUTPRIM_TYPE_LINESTRIP,
651 [PIPE_PRIM_TRIANGLES_ADJACENCY] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
652 [PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY] = V_028A6C_OUTPRIM_TYPE_TRISTRIP,
653 [PIPE_PRIM_PATCHES] = V_028A6C_OUTPRIM_TYPE_POINTLIST,
655 assert(mode < ARRAY_SIZE(prim_conv));
657 return prim_conv[mode];
660 struct gfx9_gs_info {
661 unsigned es_verts_per_subgroup;
662 unsigned gs_prims_per_subgroup;
663 unsigned gs_inst_prims_in_subgroup;
664 unsigned max_prims_per_subgroup;
668 static void gfx9_get_gs_info(struct si_shader_selector *es,
669 struct si_shader_selector *gs,
670 struct gfx9_gs_info *out)
672 unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
673 unsigned input_prim = gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
674 bool uses_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
675 input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
677 /* All these are in dwords: */
678 /* We can't allow using the whole LDS, because GS waves compete with
679 * other shader stages for LDS space. */
680 const unsigned max_lds_size = 8 * 1024;
681 const unsigned esgs_itemsize = es->esgs_itemsize / 4;
682 unsigned esgs_lds_size;
684 /* All these are per subgroup: */
685 const unsigned max_out_prims = 32 * 1024;
686 const unsigned max_es_verts = 255;
687 const unsigned ideal_gs_prims = 64;
688 unsigned max_gs_prims, gs_prims;
689 unsigned min_es_verts, es_verts, worst_case_es_verts;
691 if (uses_adjacency || gs_num_invocations > 1)
692 max_gs_prims = 127 / gs_num_invocations;
696 /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
697 * Make sure we don't go over the maximum value.
699 if (gs->gs_max_out_vertices > 0) {
700 max_gs_prims = MIN2(max_gs_prims,
702 (gs->gs_max_out_vertices * gs_num_invocations));
704 assert(max_gs_prims > 0);
706 /* If the primitive has adjacency, halve the number of vertices
707 * that will be reused in multiple primitives.
709 min_es_verts = gs->gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
711 gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
712 worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
714 /* Compute ESGS LDS size based on the worst case number of ES vertices
715 * needed to create the target number of GS prims per subgroup.
717 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
719 /* If total LDS usage is too big, refactor partitions based on ratio
720 * of ESGS item sizes.
722 if (esgs_lds_size > max_lds_size) {
723 /* Our target GS Prims Per Subgroup was too large. Calculate
724 * the maximum number of GS Prims Per Subgroup that will fit
725 * into LDS, capped by the maximum that the hardware can support.
727 gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)),
729 assert(gs_prims > 0);
730 worst_case_es_verts = MIN2(min_es_verts * gs_prims,
733 esgs_lds_size = esgs_itemsize * worst_case_es_verts;
734 assert(esgs_lds_size <= max_lds_size);
737 /* Now calculate remaining ESGS information. */
739 es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
741 es_verts = max_es_verts;
743 /* Vertices for adjacency primitives are not always reused, so restore
744 * it for ES_VERTS_PER_SUBGRP.
746 min_es_verts = gs->gs_input_verts_per_prim;
748 /* For normal primitives, the VGT only checks if they are past the ES
749 * verts per subgroup after allocating a full GS primitive and if they
750 * are, kick off a new subgroup. But if those additional ES verts are
751 * unique (e.g. not reused) we need to make sure there is enough LDS
752 * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
754 es_verts -= min_es_verts - 1;
756 out->es_verts_per_subgroup = es_verts;
757 out->gs_prims_per_subgroup = gs_prims;
758 out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
759 out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup *
760 gs->gs_max_out_vertices;
761 out->lds_size = align(esgs_lds_size, 128) / 128;
763 assert(out->max_prims_per_subgroup <= max_out_prims);
766 static void si_emit_shader_gs(struct si_context *sctx)
768 struct si_shader *shader = sctx->queued.named.gs->shader;
769 unsigned initial_cdw = sctx->gfx_cs->current.cdw;
774 /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
775 * R_028A68_VGT_GSVS_RING_OFFSET_3, R_028A6C_VGT_GS_OUT_PRIM_TYPE */
776 radeon_opt_set_context_reg4(sctx, R_028A60_VGT_GSVS_RING_OFFSET_1,
777 SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
778 shader->ctx_reg.gs.vgt_gsvs_ring_offset_1,
779 shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
780 shader->ctx_reg.gs.vgt_gsvs_ring_offset_3,
781 shader->ctx_reg.gs.vgt_gs_out_prim_type);
784 /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
785 radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
786 SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
787 shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
789 /* R_028B38_VGT_GS_MAX_VERT_OUT */
790 radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT,
791 SI_TRACKED_VGT_GS_MAX_VERT_OUT,
792 shader->ctx_reg.gs.vgt_gs_max_vert_out);
794 /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
795 * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
796 radeon_opt_set_context_reg4(sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE,
797 SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
798 shader->ctx_reg.gs.vgt_gs_vert_itemsize,
799 shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
800 shader->ctx_reg.gs.vgt_gs_vert_itemsize_2,
801 shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
803 /* R_028B90_VGT_GS_INSTANCE_CNT */
804 radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT,
805 SI_TRACKED_VGT_GS_INSTANCE_CNT,
806 shader->ctx_reg.gs.vgt_gs_instance_cnt);
808 if (sctx->chip_class >= GFX9) {
809 /* R_028A44_VGT_GS_ONCHIP_CNTL */
810 radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
811 SI_TRACKED_VGT_GS_ONCHIP_CNTL,
812 shader->ctx_reg.gs.vgt_gs_onchip_cntl);
813 /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
814 radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
815 SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
816 shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
817 /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
818 radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
819 SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
820 shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
822 if (shader->key.part.gs.es->type == PIPE_SHADER_TESS_EVAL)
823 radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
824 SI_TRACKED_VGT_TF_PARAM,
825 shader->vgt_tf_param);
826 if (shader->vgt_vertex_reuse_block_cntl)
827 radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
828 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
829 shader->vgt_vertex_reuse_block_cntl);
832 if (initial_cdw != sctx->gfx_cs->current.cdw)
833 sctx->context_roll_counter++;
836 static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
838 struct si_shader_selector *sel = shader->selector;
839 const ubyte *num_components = sel->info.num_stream_output_components;
840 unsigned gs_num_invocations = sel->gs_num_invocations;
841 struct si_pm4_state *pm4;
843 unsigned max_stream = sel->max_gs_stream;
846 pm4 = si_get_shader_pm4_state(shader);
850 pm4->atom.emit = si_emit_shader_gs;
852 offset = num_components[0] * sel->gs_max_out_vertices;
853 shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
856 offset += num_components[1] * sel->gs_max_out_vertices;
857 shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
860 offset += num_components[2] * sel->gs_max_out_vertices;
861 shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
863 shader->ctx_reg.gs.vgt_gs_out_prim_type =
864 si_conv_prim_to_gs_out(sel->gs_output_prim);
867 offset += num_components[3] * sel->gs_max_out_vertices;
868 shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
870 /* The GSVS_RING_ITEMSIZE register takes 15 bits */
871 assert(offset < (1 << 15));
873 shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->gs_max_out_vertices;
875 shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
876 shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 1) ? num_components[1] : 0;
877 shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 2) ? num_components[2] : 0;
878 shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 3) ? num_components[3] : 0;
880 shader->ctx_reg.gs.vgt_gs_instance_cnt = S_028B90_CNT(MIN2(gs_num_invocations, 127)) |
881 S_028B90_ENABLE(gs_num_invocations > 0);
883 va = shader->bo->gpu_address;
884 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
886 if (sscreen->info.chip_class >= GFX9) {
887 unsigned input_prim = sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
888 unsigned es_type = shader->key.part.gs.es->type;
889 unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
890 struct gfx9_gs_info gs_info;
892 if (es_type == PIPE_SHADER_VERTEX)
893 /* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
894 es_vgpr_comp_cnt = shader->info.uses_instanceid ? 1 : 0;
895 else if (es_type == PIPE_SHADER_TESS_EVAL)
896 es_vgpr_comp_cnt = shader->key.part.gs.es->info.uses_primid ? 3 : 2;
898 unreachable("invalid shader selector type");
900 /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
901 * VGPR[0:4] are always loaded.
903 if (sel->info.uses_invocationid)
904 gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
905 else if (sel->info.uses_primid)
906 gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
907 else if (input_prim >= PIPE_PRIM_TRIANGLES)
908 gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
910 gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
912 unsigned num_user_sgprs;
913 if (es_type == PIPE_SHADER_VERTEX)
914 num_user_sgprs = si_get_num_vs_user_sgprs(GFX9_VSGS_NUM_USER_SGPR);
916 num_user_sgprs = GFX9_TESGS_NUM_USER_SGPR;
918 gfx9_get_gs_info(shader->key.part.gs.es, sel, &gs_info);
920 si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
921 si_pm4_set_reg(pm4, R_00B214_SPI_SHADER_PGM_HI_ES, S_00B214_MEM_BASE(va >> 40));
923 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
924 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
925 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
926 S_00B228_DX10_CLAMP(1) |
927 S_00B228_FLOAT_MODE(shader->config.float_mode) |
928 S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
929 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
930 S_00B22C_USER_SGPR(num_user_sgprs) |
931 S_00B22C_USER_SGPR_MSB(num_user_sgprs >> 5) |
932 S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
933 S_00B22C_OC_LDS_EN(es_type == PIPE_SHADER_TESS_EVAL) |
934 S_00B22C_LDS_SIZE(gs_info.lds_size) |
935 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
937 shader->ctx_reg.gs.vgt_gs_onchip_cntl =
938 S_028A44_ES_VERTS_PER_SUBGRP(gs_info.es_verts_per_subgroup) |
939 S_028A44_GS_PRIMS_PER_SUBGRP(gs_info.gs_prims_per_subgroup) |
940 S_028A44_GS_INST_PRIMS_IN_SUBGRP(gs_info.gs_inst_prims_in_subgroup);
941 shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
942 S_028A94_MAX_PRIMS_PER_SUBGROUP(gs_info.max_prims_per_subgroup);
943 shader->ctx_reg.gs.vgt_esgs_ring_itemsize =
944 shader->key.part.gs.es->esgs_itemsize / 4;
946 if (es_type == PIPE_SHADER_TESS_EVAL)
947 si_set_tesseval_regs(sscreen, shader->key.part.gs.es, pm4);
949 polaris_set_vgt_vertex_reuse(sscreen, shader->key.part.gs.es,
952 si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
953 si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS, S_00B224_MEM_BASE(va >> 40));
955 si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
956 S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
957 S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
958 S_00B228_DX10_CLAMP(1) |
959 S_00B228_FLOAT_MODE(shader->config.float_mode));
960 si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
961 S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
962 S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
966 static void si_emit_shader_vs(struct si_context *sctx)
968 struct si_shader *shader = sctx->queued.named.vs->shader;
969 unsigned initial_cdw = sctx->gfx_cs->current.cdw;
974 radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE,
975 SI_TRACKED_VGT_GS_MODE,
976 shader->ctx_reg.vs.vgt_gs_mode);
977 radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN,
978 SI_TRACKED_VGT_PRIMITIVEID_EN,
979 shader->ctx_reg.vs.vgt_primitiveid_en);
981 if (sctx->chip_class <= VI) {
982 radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF,
983 SI_TRACKED_VGT_REUSE_OFF,
984 shader->ctx_reg.vs.vgt_reuse_off);
987 radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG,
988 SI_TRACKED_SPI_VS_OUT_CONFIG,
989 shader->ctx_reg.vs.spi_vs_out_config);
991 radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
992 SI_TRACKED_SPI_SHADER_POS_FORMAT,
993 shader->ctx_reg.vs.spi_shader_pos_format);
995 radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL,
996 SI_TRACKED_PA_CL_VTE_CNTL,
997 shader->ctx_reg.vs.pa_cl_vte_cntl);
999 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
1000 radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM,
1001 SI_TRACKED_VGT_TF_PARAM,
1002 shader->vgt_tf_param);
1004 if (shader->vgt_vertex_reuse_block_cntl)
1005 radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
1006 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
1007 shader->vgt_vertex_reuse_block_cntl);
1009 if (initial_cdw != sctx->gfx_cs->current.cdw)
1010 sctx->context_roll_counter++;
1014 * Compute the state for \p shader, which will run as a vertex shader on the
1017 * If \p gs is non-NULL, it points to the geometry shader for which this shader
1018 * is the copy shader.
1020 static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
1021 struct si_shader_selector *gs)
1023 const struct tgsi_shader_info *info = &shader->selector->info;
1024 struct si_pm4_state *pm4;
1025 unsigned num_user_sgprs, vgpr_comp_cnt;
1027 unsigned nparams, oc_lds_en;
1028 unsigned window_space =
1029 info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
1030 bool enable_prim_id = shader->key.mono.u.vs_export_prim_id || info->uses_primid;
1032 pm4 = si_get_shader_pm4_state(shader);
1036 pm4->atom.emit = si_emit_shader_vs;
1038 /* We always write VGT_GS_MODE in the VS state, because every switch
1039 * between different shader pipelines involving a different GS or no
1040 * GS at all involves a switch of the VS (different GS use different
1041 * copy shaders). On the other hand, when the API switches from a GS to
1042 * no GS and then back to the same GS used originally, the GS state is
1046 unsigned mode = V_028A40_GS_OFF;
1048 /* PrimID needs GS scenario A. */
1050 mode = V_028A40_GS_SCENARIO_A;
1052 shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
1053 shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
1055 shader->ctx_reg.vs.vgt_gs_mode = ac_vgt_gs_mode(gs->gs_max_out_vertices,
1056 sscreen->info.chip_class);
1057 shader->ctx_reg.vs.vgt_primitiveid_en = 0;
1060 if (sscreen->info.chip_class <= VI) {
1061 /* Reuse needs to be set off if we write oViewport. */
1062 shader->ctx_reg.vs.vgt_reuse_off =
1063 S_028AB4_REUSE_OFF(info->writes_viewport_index);
1066 va = shader->bo->gpu_address;
1067 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
1070 vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
1071 num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
1072 } else if (shader->selector->type == PIPE_SHADER_VERTEX) {
1073 /* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
1074 * If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
1075 * StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
1077 vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
1079 if (info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS]) {
1080 num_user_sgprs = SI_SGPR_VS_BLIT_DATA +
1081 info->properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
1083 num_user_sgprs = si_get_num_vs_user_sgprs(SI_VS_NUM_USER_SGPR);
1085 } else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
1086 vgpr_comp_cnt = enable_prim_id ? 3 : 2;
1087 num_user_sgprs = SI_TES_NUM_USER_SGPR;
1089 unreachable("invalid shader selector type");
1091 /* VS is required to export at least one param. */
1092 nparams = MAX2(shader->info.nr_param_exports, 1);
1093 shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
1095 shader->ctx_reg.vs.spi_shader_pos_format =
1096 S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
1097 S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ?
1098 V_02870C_SPI_SHADER_4COMP :
1099 V_02870C_SPI_SHADER_NONE) |
1100 S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ?
1101 V_02870C_SPI_SHADER_4COMP :
1102 V_02870C_SPI_SHADER_NONE) |
1103 S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ?
1104 V_02870C_SPI_SHADER_4COMP :
1105 V_02870C_SPI_SHADER_NONE);
1107 oc_lds_en = shader->selector->type == PIPE_SHADER_TESS_EVAL ? 1 : 0;
1109 si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
1110 si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS, S_00B124_MEM_BASE(va >> 40));
1111 si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS,
1112 S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
1113 S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8) |
1114 S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
1115 S_00B128_DX10_CLAMP(1) |
1116 S_00B128_FLOAT_MODE(shader->config.float_mode));
1117 si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
1118 S_00B12C_USER_SGPR(num_user_sgprs) |
1119 S_00B12C_OC_LDS_EN(oc_lds_en) |
1120 S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
1121 S_00B12C_SO_BASE1_EN(!!shader->selector->so.stride[1]) |
1122 S_00B12C_SO_BASE2_EN(!!shader->selector->so.stride[2]) |
1123 S_00B12C_SO_BASE3_EN(!!shader->selector->so.stride[3]) |
1124 S_00B12C_SO_EN(!!shader->selector->so.num_outputs) |
1125 S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
1128 shader->ctx_reg.vs.pa_cl_vte_cntl =
1129 S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
1131 shader->ctx_reg.vs.pa_cl_vte_cntl =
1132 S_028818_VTX_W0_FMT(1) |
1133 S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
1134 S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
1135 S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
1137 if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
1138 si_set_tesseval_regs(sscreen, shader->selector, pm4);
1140 polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader, pm4);
1143 static unsigned si_get_ps_num_interp(struct si_shader *ps)
1145 struct tgsi_shader_info *info = &ps->selector->info;
1146 unsigned num_colors = !!(info->colors_read & 0x0f) +
1147 !!(info->colors_read & 0xf0);
1148 unsigned num_interp = ps->selector->info.num_inputs +
1149 (ps->key.part.ps.prolog.color_two_side ? num_colors : 0);
1151 assert(num_interp <= 32);
1152 return MIN2(num_interp, 32);
1155 static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
1157 unsigned value = shader->key.part.ps.epilog.spi_shader_col_format;
1158 unsigned i, num_targets = (util_last_bit(value) + 3) / 4;
1160 /* If the i-th target format is set, all previous target formats must
1161 * be non-zero to avoid hangs.
1163 for (i = 0; i < num_targets; i++)
1164 if (!(value & (0xf << (i * 4))))
1165 value |= V_028714_SPI_SHADER_32_R << (i * 4);
1170 static void si_emit_shader_ps(struct si_context *sctx)
1172 struct si_shader *shader = sctx->queued.named.ps->shader;
1173 unsigned initial_cdw = sctx->gfx_cs->current.cdw;
1178 /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
1179 radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA,
1180 SI_TRACKED_SPI_PS_INPUT_ENA,
1181 shader->ctx_reg.ps.spi_ps_input_ena,
1182 shader->ctx_reg.ps.spi_ps_input_addr);
1184 radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL,
1185 SI_TRACKED_SPI_BARYC_CNTL,
1186 shader->ctx_reg.ps.spi_baryc_cntl);
1187 radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL,
1188 SI_TRACKED_SPI_PS_IN_CONTROL,
1189 shader->ctx_reg.ps.spi_ps_in_control);
1191 /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
1192 radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT,
1193 SI_TRACKED_SPI_SHADER_Z_FORMAT,
1194 shader->ctx_reg.ps.spi_shader_z_format,
1195 shader->ctx_reg.ps.spi_shader_col_format);
1197 radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK,
1198 SI_TRACKED_CB_SHADER_MASK,
1199 shader->ctx_reg.ps.cb_shader_mask);
1201 if (initial_cdw != sctx->gfx_cs->current.cdw)
1202 sctx->context_roll_counter++;
1205 static void si_shader_ps(struct si_shader *shader)
1207 struct tgsi_shader_info *info = &shader->selector->info;
1208 struct si_pm4_state *pm4;
1209 unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
1210 unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
1212 unsigned input_ena = shader->config.spi_ps_input_ena;
1214 /* we need to enable at least one of them, otherwise we hang the GPU */
1215 assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1216 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1217 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1218 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
1219 G_0286CC_LINEAR_SAMPLE_ENA(input_ena) ||
1220 G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1221 G_0286CC_LINEAR_CENTROID_ENA(input_ena) ||
1222 G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
1223 /* POS_W_FLOAT_ENA requires one of the perspective weights. */
1224 assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) ||
1225 G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1226 G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1227 G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1228 G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
1230 /* Validate interpolation optimization flags (read as implications). */
1231 assert(!shader->key.part.ps.prolog.bc_optimize_for_persp ||
1232 (G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1233 G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1234 assert(!shader->key.part.ps.prolog.bc_optimize_for_linear ||
1235 (G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1236 G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1237 assert(!shader->key.part.ps.prolog.force_persp_center_interp ||
1238 (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) &&
1239 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1240 assert(!shader->key.part.ps.prolog.force_linear_center_interp ||
1241 (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) &&
1242 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1243 assert(!shader->key.part.ps.prolog.force_persp_sample_interp ||
1244 (!G_0286CC_PERSP_CENTER_ENA(input_ena) &&
1245 !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1246 assert(!shader->key.part.ps.prolog.force_linear_sample_interp ||
1247 (!G_0286CC_LINEAR_CENTER_ENA(input_ena) &&
1248 !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1250 /* Validate cases when the optimizations are off (read as implications). */
1251 assert(shader->key.part.ps.prolog.bc_optimize_for_persp ||
1252 !G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1253 !G_0286CC_PERSP_CENTROID_ENA(input_ena));
1254 assert(shader->key.part.ps.prolog.bc_optimize_for_linear ||
1255 !G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1256 !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
1258 pm4 = si_get_shader_pm4_state(shader);
1262 pm4->atom.emit = si_emit_shader_ps;
1264 /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
1266 * 0 -> Position = pixel center
1267 * 1 -> Position = pixel centroid
1268 * 2 -> Position = at sample position
1270 * From GLSL 4.5 specification, section 7.1:
1271 * "The variable gl_FragCoord is available as an input variable from
1272 * within fragment shaders and it holds the window relative coordinates
1273 * (x, y, z, 1/w) values for the fragment. If multi-sampling, this
1274 * value can be for any location within the pixel, or one of the
1275 * fragment samples. The use of centroid does not further restrict
1276 * this value to be inside the current primitive."
1278 * Meaning that centroid has no effect and we can return anything within
1279 * the pixel. Thus, return the value at sample position, because that's
1280 * the most accurate one shaders can get.
1282 spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
1284 if (info->properties[TGSI_PROPERTY_FS_COORD_PIXEL_CENTER] ==
1285 TGSI_FS_COORD_PIXEL_CENTER_INTEGER)
1286 spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
1288 spi_shader_col_format = si_get_spi_shader_col_format(shader);
1289 cb_shader_mask = ac_get_cb_shader_mask(spi_shader_col_format);
1291 /* Ensure that some export memory is always allocated, for two reasons:
1293 * 1) Correctness: The hardware ignores the EXEC mask if no export
1294 * memory is allocated, so KILL and alpha test do not work correctly
1296 * 2) Performance: Every shader needs at least a NULL export, even when
1297 * it writes no color/depth output. The NULL export instruction
1298 * stalls without this setting.
1300 * Don't add this to CB_SHADER_MASK.
1302 if (!spi_shader_col_format &&
1303 !info->writes_z && !info->writes_stencil && !info->writes_samplemask)
1304 spi_shader_col_format = V_028714_SPI_SHADER_32_R;
1306 shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
1307 shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
1309 /* Set interpolation controls. */
1310 spi_ps_in_control = S_0286D8_NUM_INTERP(si_get_ps_num_interp(shader));
1312 shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
1313 shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
1314 shader->ctx_reg.ps.spi_shader_z_format =
1315 ac_get_spi_shader_z_format(info->writes_z,
1316 info->writes_stencil,
1317 info->writes_samplemask);
1318 shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
1319 shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
1321 va = shader->bo->gpu_address;
1322 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
1323 si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
1324 si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS, S_00B024_MEM_BASE(va >> 40));
1326 si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
1327 S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
1328 S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8) |
1329 S_00B028_DX10_CLAMP(1) |
1330 S_00B028_FLOAT_MODE(shader->config.float_mode));
1331 si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
1332 S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
1333 S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
1334 S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
1337 static void si_shader_init_pm4_state(struct si_screen *sscreen,
1338 struct si_shader *shader)
1340 switch (shader->selector->type) {
1341 case PIPE_SHADER_VERTEX:
1342 if (shader->key.as_ls)
1343 si_shader_ls(sscreen, shader);
1344 else if (shader->key.as_es)
1345 si_shader_es(sscreen, shader);
1347 si_shader_vs(sscreen, shader, NULL);
1349 case PIPE_SHADER_TESS_CTRL:
1350 si_shader_hs(sscreen, shader);
1352 case PIPE_SHADER_TESS_EVAL:
1353 if (shader->key.as_es)
1354 si_shader_es(sscreen, shader);
1356 si_shader_vs(sscreen, shader, NULL);
1358 case PIPE_SHADER_GEOMETRY:
1359 si_shader_gs(sscreen, shader);
1361 case PIPE_SHADER_FRAGMENT:
1362 si_shader_ps(shader);
1369 static unsigned si_get_alpha_test_func(struct si_context *sctx)
1371 /* Alpha-test should be disabled if colorbuffer 0 is integer. */
1372 if (sctx->queued.named.dsa)
1373 return sctx->queued.named.dsa->alpha_func;
1375 return PIPE_FUNC_ALWAYS;
1378 static void si_shader_selector_key_vs(struct si_context *sctx,
1379 struct si_shader_selector *vs,
1380 struct si_shader_key *key,
1381 struct si_vs_prolog_bits *prolog_key)
1383 if (!sctx->vertex_elements ||
1384 vs->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS])
1387 prolog_key->instance_divisor_is_one =
1388 sctx->vertex_elements->instance_divisor_is_one;
1389 prolog_key->instance_divisor_is_fetched =
1390 sctx->vertex_elements->instance_divisor_is_fetched;
1392 /* Prefer a monolithic shader to allow scheduling divisions around
1394 if (prolog_key->instance_divisor_is_fetched)
1395 key->opt.prefer_mono = 1;
1397 unsigned count = MIN2(vs->info.num_inputs,
1398 sctx->vertex_elements->count);
1399 memcpy(key->mono.vs_fix_fetch, sctx->vertex_elements->fix_fetch, count);
1402 static void si_shader_selector_key_hw_vs(struct si_context *sctx,
1403 struct si_shader_selector *vs,
1404 struct si_shader_key *key)
1406 struct si_shader_selector *ps = sctx->ps_shader.cso;
1408 key->opt.clip_disable =
1409 sctx->queued.named.rasterizer->clip_plane_enable == 0 &&
1410 (vs->info.clipdist_writemask ||
1411 vs->info.writes_clipvertex) &&
1412 !vs->info.culldist_writemask;
1414 /* Find out if PS is disabled. */
1415 bool ps_disabled = true;
1417 const struct si_state_blend *blend = sctx->queued.named.blend;
1418 bool alpha_to_coverage = blend && blend->alpha_to_coverage;
1419 bool ps_modifies_zs = ps->info.uses_kill ||
1420 ps->info.writes_z ||
1421 ps->info.writes_stencil ||
1422 ps->info.writes_samplemask ||
1423 alpha_to_coverage ||
1424 si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS;
1425 unsigned ps_colormask = si_get_total_colormask(sctx);
1427 ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
1430 !ps->info.writes_memory);
1433 /* Find out which VS outputs aren't used by the PS. */
1434 uint64_t outputs_written = vs->outputs_written_before_ps;
1435 uint64_t inputs_read = 0;
1437 /* Ignore outputs that are not passed from VS to PS. */
1438 outputs_written &= ~((1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0, true)) |
1439 (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0, true)) |
1440 (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_CLIPVERTEX, 0, true)));
1443 inputs_read = ps->inputs_read;
1446 uint64_t linked = outputs_written & inputs_read;
1448 key->opt.kill_outputs = ~linked & outputs_written;
1451 /* Compute the key for the hw shader variant */
1452 static inline void si_shader_selector_key(struct pipe_context *ctx,
1453 struct si_shader_selector *sel,
1454 struct si_shader_key *key)
1456 struct si_context *sctx = (struct si_context *)ctx;
1458 memset(key, 0, sizeof(*key));
1460 switch (sel->type) {
1461 case PIPE_SHADER_VERTEX:
1462 si_shader_selector_key_vs(sctx, sel, key, &key->part.vs.prolog);
1464 if (sctx->tes_shader.cso)
1466 else if (sctx->gs_shader.cso)
1469 si_shader_selector_key_hw_vs(sctx, sel, key);
1471 if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
1472 key->mono.u.vs_export_prim_id = 1;
1475 case PIPE_SHADER_TESS_CTRL:
1476 if (sctx->chip_class >= GFX9) {
1477 si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
1478 key, &key->part.tcs.ls_prolog);
1479 key->part.tcs.ls = sctx->vs_shader.cso;
1481 /* When the LS VGPR fix is needed, monolithic shaders
1483 * - avoid initializing EXEC in both the LS prolog
1484 * and the LS main part when !vs_needs_prolog
1485 * - remove the fixup for unused input VGPRs
1487 key->part.tcs.ls_prolog.ls_vgpr_fix = sctx->ls_vgpr_fix;
1489 /* The LS output / HS input layout can be communicated
1490 * directly instead of via user SGPRs for merged LS-HS.
1491 * The LS VGPR fix prefers this too.
1493 key->opt.prefer_mono = 1;
1496 key->part.tcs.epilog.prim_mode =
1497 sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
1498 key->part.tcs.epilog.invoc0_tess_factors_are_def =
1499 sel->tcs_info.tessfactors_are_def_in_all_invocs;
1500 key->part.tcs.epilog.tes_reads_tess_factors =
1501 sctx->tes_shader.cso->info.reads_tess_factors;
1503 if (sel == sctx->fixed_func_tcs_shader.cso)
1504 key->mono.u.ff_tcs_inputs_to_copy = sctx->vs_shader.cso->outputs_written;
1506 case PIPE_SHADER_TESS_EVAL:
1507 if (sctx->gs_shader.cso)
1510 si_shader_selector_key_hw_vs(sctx, sel, key);
1512 if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
1513 key->mono.u.vs_export_prim_id = 1;
1516 case PIPE_SHADER_GEOMETRY:
1517 if (sctx->chip_class >= GFX9) {
1518 if (sctx->tes_shader.cso) {
1519 key->part.gs.es = sctx->tes_shader.cso;
1521 si_shader_selector_key_vs(sctx, sctx->vs_shader.cso,
1522 key, &key->part.gs.vs_prolog);
1523 key->part.gs.es = sctx->vs_shader.cso;
1524 key->part.gs.prolog.gfx9_prev_is_vs = 1;
1527 /* Merged ES-GS can have unbalanced wave usage.
1529 * ES threads are per-vertex, while GS threads are
1530 * per-primitive. So without any amplification, there
1531 * are fewer GS threads than ES threads, which can result
1532 * in empty (no-op) GS waves. With too much amplification,
1533 * there are more GS threads than ES threads, which
1534 * can result in empty (no-op) ES waves.
1536 * Non-monolithic shaders are implemented by setting EXEC
1537 * at the beginning of shader parts, and don't jump to
1538 * the end if EXEC is 0.
1540 * Monolithic shaders use conditional blocks, so they can
1541 * jump and skip empty waves of ES or GS. So set this to
1542 * always use optimized variants, which are monolithic.
1544 key->opt.prefer_mono = 1;
1546 key->part.gs.prolog.tri_strip_adj_fix = sctx->gs_tri_strip_adj_fix;
1548 case PIPE_SHADER_FRAGMENT: {
1549 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
1550 struct si_state_blend *blend = sctx->queued.named.blend;
1552 if (sel->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
1553 sel->info.colors_written == 0x1)
1554 key->part.ps.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
1557 /* Select the shader color format based on whether
1558 * blending or alpha are needed.
1560 key->part.ps.epilog.spi_shader_col_format =
1561 (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1562 sctx->framebuffer.spi_shader_col_format_blend_alpha) |
1563 (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1564 sctx->framebuffer.spi_shader_col_format_blend) |
1565 (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
1566 sctx->framebuffer.spi_shader_col_format_alpha) |
1567 (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
1568 sctx->framebuffer.spi_shader_col_format);
1569 key->part.ps.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
1571 /* The output for dual source blending should have
1572 * the same format as the first output.
1574 if (blend->dual_src_blend)
1575 key->part.ps.epilog.spi_shader_col_format |=
1576 (key->part.ps.epilog.spi_shader_col_format & 0xf) << 4;
1578 key->part.ps.epilog.spi_shader_col_format = sctx->framebuffer.spi_shader_col_format;
1580 /* If alpha-to-coverage is enabled, we have to export alpha
1581 * even if there is no color buffer.
1583 if (!(key->part.ps.epilog.spi_shader_col_format & 0xf) &&
1584 blend && blend->alpha_to_coverage)
1585 key->part.ps.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
1587 /* On SI and CIK except Hawaii, the CB doesn't clamp outputs
1588 * to the range supported by the type if a channel has less
1589 * than 16 bits and the export format is 16_ABGR.
1591 if (sctx->chip_class <= CIK && sctx->family != CHIP_HAWAII) {
1592 key->part.ps.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
1593 key->part.ps.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
1596 /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
1597 if (!key->part.ps.epilog.last_cbuf) {
1598 key->part.ps.epilog.spi_shader_col_format &= sel->colors_written_4bit;
1599 key->part.ps.epilog.color_is_int8 &= sel->info.colors_written;
1600 key->part.ps.epilog.color_is_int10 &= sel->info.colors_written;
1603 bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
1604 bool is_line = util_prim_is_lines(sctx->current_rast_prim);
1606 key->part.ps.prolog.color_two_side = rs->two_side && sel->info.colors_read;
1607 key->part.ps.prolog.flatshade_colors = rs->flatshade && sel->info.colors_read;
1609 if (sctx->queued.named.blend) {
1610 key->part.ps.epilog.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&
1611 rs->multisample_enable;
1614 key->part.ps.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
1615 key->part.ps.epilog.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
1616 (is_line && rs->line_smooth)) &&
1617 sctx->framebuffer.nr_samples <= 1;
1618 key->part.ps.epilog.clamp_color = rs->clamp_fragment_color;
1620 if (sctx->ps_iter_samples > 1 &&
1621 sel->info.reads_samplemask) {
1622 key->part.ps.prolog.samplemask_log_ps_iter =
1623 util_logbase2(sctx->ps_iter_samples);
1626 if (rs->force_persample_interp &&
1627 rs->multisample_enable &&
1628 sctx->framebuffer.nr_samples > 1 &&
1629 sctx->ps_iter_samples > 1) {
1630 key->part.ps.prolog.force_persp_sample_interp =
1631 sel->info.uses_persp_center ||
1632 sel->info.uses_persp_centroid;
1634 key->part.ps.prolog.force_linear_sample_interp =
1635 sel->info.uses_linear_center ||
1636 sel->info.uses_linear_centroid;
1637 } else if (rs->multisample_enable &&
1638 sctx->framebuffer.nr_samples > 1) {
1639 key->part.ps.prolog.bc_optimize_for_persp =
1640 sel->info.uses_persp_center &&
1641 sel->info.uses_persp_centroid;
1642 key->part.ps.prolog.bc_optimize_for_linear =
1643 sel->info.uses_linear_center &&
1644 sel->info.uses_linear_centroid;
1646 /* Make sure SPI doesn't compute more than 1 pair
1647 * of (i,j), which is the optimization here. */
1648 key->part.ps.prolog.force_persp_center_interp =
1649 sel->info.uses_persp_center +
1650 sel->info.uses_persp_centroid +
1651 sel->info.uses_persp_sample > 1;
1653 key->part.ps.prolog.force_linear_center_interp =
1654 sel->info.uses_linear_center +
1655 sel->info.uses_linear_centroid +
1656 sel->info.uses_linear_sample > 1;
1658 if (sel->info.opcode_count[TGSI_OPCODE_INTERP_SAMPLE])
1659 key->mono.u.ps.interpolate_at_sample_force_center = 1;
1662 key->part.ps.epilog.alpha_func = si_get_alpha_test_func(sctx);
1664 /* ps_uses_fbfetch is true only if the color buffer is bound. */
1665 if (sctx->ps_uses_fbfetch && !sctx->blitter->running) {
1666 struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
1667 struct pipe_resource *tex = cb0->texture;
1669 /* 1D textures are allocated and used as 2D on GFX9. */
1670 key->mono.u.ps.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
1671 key->mono.u.ps.fbfetch_is_1D = sctx->chip_class != GFX9 &&
1672 (tex->target == PIPE_TEXTURE_1D ||
1673 tex->target == PIPE_TEXTURE_1D_ARRAY);
1674 key->mono.u.ps.fbfetch_layered = tex->target == PIPE_TEXTURE_1D_ARRAY ||
1675 tex->target == PIPE_TEXTURE_2D_ARRAY ||
1676 tex->target == PIPE_TEXTURE_CUBE ||
1677 tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
1678 tex->target == PIPE_TEXTURE_3D;
1686 if (unlikely(sctx->screen->debug_flags & DBG(NO_OPT_VARIANT)))
1687 memset(&key->opt, 0, sizeof(key->opt));
1690 static void si_build_shader_variant(struct si_shader *shader,
1694 struct si_shader_selector *sel = shader->selector;
1695 struct si_screen *sscreen = sel->screen;
1696 struct ac_llvm_compiler *compiler;
1697 struct pipe_debug_callback *debug = &shader->compiler_ctx_state.debug;
1700 if (thread_index >= 0) {
1702 assert(thread_index < ARRAY_SIZE(sscreen->compiler_lowp));
1703 compiler = &sscreen->compiler_lowp[thread_index];
1705 assert(thread_index < ARRAY_SIZE(sscreen->compiler));
1706 compiler = &sscreen->compiler[thread_index];
1711 assert(!low_priority);
1712 compiler = shader->compiler_ctx_state.compiler;
1715 r = si_shader_create(sscreen, compiler, shader, debug);
1717 PRINT_ERR("Failed to build shader variant (type=%u) %d\n",
1719 shader->compilation_failed = true;
1723 if (shader->compiler_ctx_state.is_debug_context) {
1724 FILE *f = open_memstream(&shader->shader_log,
1725 &shader->shader_log_size);
1727 si_shader_dump(sscreen, shader, NULL, sel->type, f, false);
1732 si_shader_init_pm4_state(sscreen, shader);
1735 static void si_build_shader_variant_low_priority(void *job, int thread_index)
1737 struct si_shader *shader = (struct si_shader *)job;
1739 assert(thread_index >= 0);
1741 si_build_shader_variant(shader, thread_index, true);
1744 static const struct si_shader_key zeroed;
1746 static bool si_check_missing_main_part(struct si_screen *sscreen,
1747 struct si_shader_selector *sel,
1748 struct si_compiler_ctx_state *compiler_state,
1749 struct si_shader_key *key)
1751 struct si_shader **mainp = si_get_main_shader_part(sel, key);
1754 struct si_shader *main_part = CALLOC_STRUCT(si_shader);
1759 /* We can leave the fence as permanently signaled because the
1760 * main part becomes visible globally only after it has been
1762 util_queue_fence_init(&main_part->ready);
1764 main_part->selector = sel;
1765 main_part->key.as_es = key->as_es;
1766 main_part->key.as_ls = key->as_ls;
1767 main_part->is_monolithic = false;
1769 if (si_compile_tgsi_shader(sscreen, compiler_state->compiler,
1770 main_part, &compiler_state->debug) != 0) {
1779 /* Select the hw shader variant depending on the current state. */
1780 static int si_shader_select_with_key(struct si_screen *sscreen,
1781 struct si_shader_ctx_state *state,
1782 struct si_compiler_ctx_state *compiler_state,
1783 struct si_shader_key *key,
1786 struct si_shader_selector *sel = state->cso;
1787 struct si_shader_selector *previous_stage_sel = NULL;
1788 struct si_shader *current = state->current;
1789 struct si_shader *iter, *shader = NULL;
1792 /* Check if we don't need to change anything.
1793 * This path is also used for most shaders that don't need multiple
1794 * variants, it will cost just a computation of the key and this
1796 if (likely(current &&
1797 memcmp(¤t->key, key, sizeof(*key)) == 0)) {
1798 if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) {
1799 if (current->is_optimized) {
1800 memset(&key->opt, 0, sizeof(key->opt));
1801 goto current_not_ready;
1804 util_queue_fence_wait(¤t->ready);
1807 return current->compilation_failed ? -1 : 0;
1811 /* This must be done before the mutex is locked, because async GS
1812 * compilation calls this function too, and therefore must enter
1815 * Only wait if we are in a draw call. Don't wait if we are
1816 * in a compiler thread.
1818 if (thread_index < 0)
1819 util_queue_fence_wait(&sel->ready);
1821 mtx_lock(&sel->mutex);
1823 /* Find the shader variant. */
1824 for (iter = sel->first_variant; iter; iter = iter->next_variant) {
1825 /* Don't check the "current" shader. We checked it above. */
1826 if (current != iter &&
1827 memcmp(&iter->key, key, sizeof(*key)) == 0) {
1828 mtx_unlock(&sel->mutex);
1830 if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
1831 /* If it's an optimized shader and its compilation has
1832 * been started but isn't done, use the unoptimized
1833 * shader so as not to cause a stall due to compilation.
1835 if (iter->is_optimized) {
1836 memset(&key->opt, 0, sizeof(key->opt));
1840 util_queue_fence_wait(&iter->ready);
1843 if (iter->compilation_failed) {
1844 return -1; /* skip the draw call */
1847 state->current = iter;
1852 /* Build a new shader. */
1853 shader = CALLOC_STRUCT(si_shader);
1855 mtx_unlock(&sel->mutex);
1859 util_queue_fence_init(&shader->ready);
1861 shader->selector = sel;
1863 shader->compiler_ctx_state = *compiler_state;
1865 /* If this is a merged shader, get the first shader's selector. */
1866 if (sscreen->info.chip_class >= GFX9) {
1867 if (sel->type == PIPE_SHADER_TESS_CTRL)
1868 previous_stage_sel = key->part.tcs.ls;
1869 else if (sel->type == PIPE_SHADER_GEOMETRY)
1870 previous_stage_sel = key->part.gs.es;
1872 /* We need to wait for the previous shader. */
1873 if (previous_stage_sel && thread_index < 0)
1874 util_queue_fence_wait(&previous_stage_sel->ready);
1877 /* Compile the main shader part if it doesn't exist. This can happen
1878 * if the initial guess was wrong. */
1879 bool is_pure_monolithic =
1880 sscreen->use_monolithic_shaders ||
1881 memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
1883 if (!is_pure_monolithic) {
1886 /* Make sure the main shader part is present. This is needed
1887 * for shaders that can be compiled as VS, LS, or ES, and only
1888 * one of them is compiled at creation.
1890 * For merged shaders, check that the starting shader's main
1893 if (previous_stage_sel) {
1894 struct si_shader_key shader1_key = zeroed;
1896 if (sel->type == PIPE_SHADER_TESS_CTRL)
1897 shader1_key.as_ls = 1;
1898 else if (sel->type == PIPE_SHADER_GEOMETRY)
1899 shader1_key.as_es = 1;
1903 mtx_lock(&previous_stage_sel->mutex);
1904 ok = si_check_missing_main_part(sscreen,
1906 compiler_state, &shader1_key);
1907 mtx_unlock(&previous_stage_sel->mutex);
1909 ok = si_check_missing_main_part(sscreen, sel,
1910 compiler_state, key);
1914 mtx_unlock(&sel->mutex);
1915 return -ENOMEM; /* skip the draw call */
1919 /* Keep the reference to the 1st shader of merged shaders, so that
1920 * Gallium can't destroy it before we destroy the 2nd shader.
1922 * Set sctx = NULL, because it's unused if we're not releasing
1923 * the shader, and we don't have any sctx here.
1925 si_shader_selector_reference(NULL, &shader->previous_stage_sel,
1926 previous_stage_sel);
1928 /* Monolithic-only shaders don't make a distinction between optimized
1929 * and unoptimized. */
1930 shader->is_monolithic =
1931 is_pure_monolithic ||
1932 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1934 shader->is_optimized =
1935 !is_pure_monolithic &&
1936 memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
1938 /* If it's an optimized shader, compile it asynchronously. */
1939 if (shader->is_optimized &&
1940 !is_pure_monolithic &&
1942 /* Compile it asynchronously. */
1943 util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
1944 shader, &shader->ready,
1945 si_build_shader_variant_low_priority, NULL);
1947 /* Add only after the ready fence was reset, to guard against a
1948 * race with si_bind_XX_shader. */
1949 if (!sel->last_variant) {
1950 sel->first_variant = shader;
1951 sel->last_variant = shader;
1953 sel->last_variant->next_variant = shader;
1954 sel->last_variant = shader;
1957 /* Use the default (unoptimized) shader for now. */
1958 memset(&key->opt, 0, sizeof(key->opt));
1959 mtx_unlock(&sel->mutex);
1963 /* Reset the fence before adding to the variant list. */
1964 util_queue_fence_reset(&shader->ready);
1966 if (!sel->last_variant) {
1967 sel->first_variant = shader;
1968 sel->last_variant = shader;
1970 sel->last_variant->next_variant = shader;
1971 sel->last_variant = shader;
1974 mtx_unlock(&sel->mutex);
1976 assert(!shader->is_optimized);
1977 si_build_shader_variant(shader, thread_index, false);
1979 util_queue_fence_signal(&shader->ready);
1981 if (!shader->compilation_failed)
1982 state->current = shader;
1984 return shader->compilation_failed ? -1 : 0;
1987 static int si_shader_select(struct pipe_context *ctx,
1988 struct si_shader_ctx_state *state,
1989 struct si_compiler_ctx_state *compiler_state)
1991 struct si_context *sctx = (struct si_context *)ctx;
1992 struct si_shader_key key;
1994 si_shader_selector_key(ctx, state->cso, &key);
1995 return si_shader_select_with_key(sctx->screen, state, compiler_state,
1999 static void si_parse_next_shader_property(const struct tgsi_shader_info *info,
2001 struct si_shader_key *key)
2003 unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
2005 switch (info->processor) {
2006 case PIPE_SHADER_VERTEX:
2007 switch (next_shader) {
2008 case PIPE_SHADER_GEOMETRY:
2011 case PIPE_SHADER_TESS_CTRL:
2012 case PIPE_SHADER_TESS_EVAL:
2016 /* If POSITION isn't written, it can only be a HW VS
2017 * if streamout is used. If streamout isn't used,
2018 * assume that it's a HW LS. (the next shader is TCS)
2019 * This heuristic is needed for separate shader objects.
2021 if (!info->writes_position && !streamout)
2026 case PIPE_SHADER_TESS_EVAL:
2027 if (next_shader == PIPE_SHADER_GEOMETRY ||
2028 !info->writes_position)
2035 * Compile the main shader part or the monolithic shader as part of
2036 * si_shader_selector initialization. Since it can be done asynchronously,
2037 * there is no way to report compile failures to applications.
2039 static void si_init_shader_selector_async(void *job, int thread_index)
2041 struct si_shader_selector *sel = (struct si_shader_selector *)job;
2042 struct si_screen *sscreen = sel->screen;
2043 struct ac_llvm_compiler *compiler;
2044 struct pipe_debug_callback *debug = &sel->compiler_ctx_state.debug;
2046 assert(!debug->debug_message || debug->async);
2047 assert(thread_index >= 0);
2048 assert(thread_index < ARRAY_SIZE(sscreen->compiler));
2049 compiler = &sscreen->compiler[thread_index];
2051 /* Compile the main shader part for use with a prolog and/or epilog.
2052 * If this fails, the driver will try to compile a monolithic shader
2055 if (!sscreen->use_monolithic_shaders) {
2056 struct si_shader *shader = CALLOC_STRUCT(si_shader);
2057 void *ir_binary = NULL;
2060 fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
2064 /* We can leave the fence signaled because use of the default
2065 * main part is guarded by the selector's ready fence. */
2066 util_queue_fence_init(&shader->ready);
2068 shader->selector = sel;
2069 shader->is_monolithic = false;
2070 si_parse_next_shader_property(&sel->info,
2071 sel->so.num_outputs != 0,
2074 if (sel->tokens || sel->nir)
2075 ir_binary = si_get_ir_binary(sel);
2077 /* Try to load the shader from the shader cache. */
2078 mtx_lock(&sscreen->shader_cache_mutex);
2081 si_shader_cache_load_shader(sscreen, ir_binary, shader)) {
2082 mtx_unlock(&sscreen->shader_cache_mutex);
2083 si_shader_dump_stats_for_shader_db(shader, debug);
2085 mtx_unlock(&sscreen->shader_cache_mutex);
2087 /* Compile the shader if it hasn't been loaded from the cache. */
2088 if (si_compile_tgsi_shader(sscreen, compiler, shader,
2092 fprintf(stderr, "radeonsi: can't compile a main shader part\n");
2097 mtx_lock(&sscreen->shader_cache_mutex);
2098 if (!si_shader_cache_insert_shader(sscreen, ir_binary, shader, true))
2100 mtx_unlock(&sscreen->shader_cache_mutex);
2104 *si_get_main_shader_part(sel, &shader->key) = shader;
2106 /* Unset "outputs_written" flags for outputs converted to
2107 * DEFAULT_VAL, so that later inter-shader optimizations don't
2108 * try to eliminate outputs that don't exist in the final
2111 * This is only done if non-monolithic shaders are enabled.
2113 if ((sel->type == PIPE_SHADER_VERTEX ||
2114 sel->type == PIPE_SHADER_TESS_EVAL) &&
2115 !shader->key.as_ls &&
2116 !shader->key.as_es) {
2119 for (i = 0; i < sel->info.num_outputs; i++) {
2120 unsigned offset = shader->info.vs_output_param_offset[i];
2122 if (offset <= AC_EXP_PARAM_OFFSET_31)
2125 unsigned name = sel->info.output_semantic_name[i];
2126 unsigned index = sel->info.output_semantic_index[i];
2130 case TGSI_SEMANTIC_GENERIC:
2131 /* don't process indices the function can't handle */
2132 if (index >= SI_MAX_IO_GENERIC)
2136 id = si_shader_io_get_unique_index(name, index, true);
2137 sel->outputs_written_before_ps &= ~(1ull << id);
2139 case TGSI_SEMANTIC_POSITION: /* ignore these */
2140 case TGSI_SEMANTIC_PSIZE:
2141 case TGSI_SEMANTIC_CLIPVERTEX:
2142 case TGSI_SEMANTIC_EDGEFLAG:
2149 /* The GS copy shader is always pre-compiled. */
2150 if (sel->type == PIPE_SHADER_GEOMETRY) {
2151 sel->gs_copy_shader = si_generate_gs_copy_shader(sscreen, compiler, sel, debug);
2152 if (!sel->gs_copy_shader) {
2153 fprintf(stderr, "radeonsi: can't create GS copy shader\n");
2157 si_shader_vs(sscreen, sel->gs_copy_shader, sel);
2161 void si_schedule_initial_compile(struct si_context *sctx, unsigned processor,
2162 struct util_queue_fence *ready_fence,
2163 struct si_compiler_ctx_state *compiler_ctx_state,
2164 void *job, util_queue_execute_func execute)
2166 util_queue_fence_init(ready_fence);
2168 struct util_async_debug_callback async_debug;
2170 (sctx->debug.debug_message && !sctx->debug.async) ||
2172 si_can_dump_shader(sctx->screen, processor);
2175 u_async_debug_init(&async_debug);
2176 compiler_ctx_state->debug = async_debug.base;
2179 util_queue_add_job(&sctx->screen->shader_compiler_queue, job,
2180 ready_fence, execute, NULL);
2183 util_queue_fence_wait(ready_fence);
2184 u_async_debug_drain(&async_debug, &sctx->debug);
2185 u_async_debug_cleanup(&async_debug);
2189 /* Return descriptor slot usage masks from the given shader info. */
2190 void si_get_active_slot_masks(const struct tgsi_shader_info *info,
2191 uint32_t *const_and_shader_buffers,
2192 uint64_t *samplers_and_images)
2194 unsigned start, num_shaderbufs, num_constbufs, num_images, num_samplers;
2196 num_shaderbufs = util_last_bit(info->shader_buffers_declared);
2197 num_constbufs = util_last_bit(info->const_buffers_declared);
2198 /* two 8-byte images share one 16-byte slot */
2199 num_images = align(util_last_bit(info->images_declared), 2);
2200 num_samplers = util_last_bit(info->samplers_declared);
2202 /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
2203 start = si_get_shaderbuf_slot(num_shaderbufs - 1);
2204 *const_and_shader_buffers =
2205 u_bit_consecutive(start, num_shaderbufs + num_constbufs);
2207 /* The layout is: image[last] ... image[0], sampler[0] ... sampler[last] */
2208 start = si_get_image_slot(num_images - 1) / 2;
2209 *samplers_and_images =
2210 u_bit_consecutive64(start, num_images / 2 + num_samplers);
2213 static void *si_create_shader_selector(struct pipe_context *ctx,
2214 const struct pipe_shader_state *state)
2216 struct si_screen *sscreen = (struct si_screen *)ctx->screen;
2217 struct si_context *sctx = (struct si_context*)ctx;
2218 struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
2224 pipe_reference_init(&sel->reference, 1);
2225 sel->screen = sscreen;
2226 sel->compiler_ctx_state.debug = sctx->debug;
2227 sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
2229 sel->so = state->stream_output;
2231 if (state->type == PIPE_SHADER_IR_TGSI) {
2232 sel->tokens = tgsi_dup_tokens(state->tokens);
2238 tgsi_scan_shader(state->tokens, &sel->info);
2239 tgsi_scan_tess_ctrl(state->tokens, &sel->info, &sel->tcs_info);
2241 assert(state->type == PIPE_SHADER_IR_NIR);
2243 sel->nir = state->ir.nir;
2245 si_nir_scan_shader(sel->nir, &sel->info);
2246 si_nir_scan_tess_ctrl(sel->nir, &sel->info, &sel->tcs_info);
2251 sel->type = sel->info.processor;
2252 p_atomic_inc(&sscreen->num_shaders_created);
2253 si_get_active_slot_masks(&sel->info,
2254 &sel->active_const_and_shader_buffers,
2255 &sel->active_samplers_and_images);
2257 /* Record which streamout buffers are enabled. */
2258 for (i = 0; i < sel->so.num_outputs; i++) {
2259 sel->enabled_streamout_buffer_mask |=
2260 (1 << sel->so.output[i].output_buffer) <<
2261 (sel->so.output[i].stream * 4);
2264 /* The prolog is a no-op if there are no inputs. */
2265 sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
2266 sel->info.num_inputs &&
2267 !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS];
2269 sel->force_correct_derivs_after_kill =
2270 sel->type == PIPE_SHADER_FRAGMENT &&
2271 sel->info.uses_derivatives &&
2272 sel->info.uses_kill &&
2273 sctx->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL);
2275 /* Set which opcode uses which (i,j) pair. */
2276 if (sel->info.uses_persp_opcode_interp_centroid)
2277 sel->info.uses_persp_centroid = true;
2279 if (sel->info.uses_linear_opcode_interp_centroid)
2280 sel->info.uses_linear_centroid = true;
2282 if (sel->info.uses_persp_opcode_interp_offset ||
2283 sel->info.uses_persp_opcode_interp_sample)
2284 sel->info.uses_persp_center = true;
2286 if (sel->info.uses_linear_opcode_interp_offset ||
2287 sel->info.uses_linear_opcode_interp_sample)
2288 sel->info.uses_linear_center = true;
2290 switch (sel->type) {
2291 case PIPE_SHADER_GEOMETRY:
2292 sel->gs_output_prim =
2293 sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
2294 sel->gs_max_out_vertices =
2295 sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
2296 sel->gs_num_invocations =
2297 sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
2298 sel->gsvs_vertex_size = sel->info.num_outputs * 16;
2299 sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
2300 sel->gs_max_out_vertices;
2302 sel->max_gs_stream = 0;
2303 for (i = 0; i < sel->so.num_outputs; i++)
2304 sel->max_gs_stream = MAX2(sel->max_gs_stream,
2305 sel->so.output[i].stream);
2307 sel->gs_input_verts_per_prim =
2308 u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
2311 case PIPE_SHADER_TESS_CTRL:
2312 /* Always reserve space for these. */
2313 sel->patch_outputs_written |=
2314 (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSINNER, 0)) |
2315 (1ull << si_shader_io_get_unique_index_patch(TGSI_SEMANTIC_TESSOUTER, 0));
2317 case PIPE_SHADER_VERTEX:
2318 case PIPE_SHADER_TESS_EVAL:
2319 for (i = 0; i < sel->info.num_outputs; i++) {
2320 unsigned name = sel->info.output_semantic_name[i];
2321 unsigned index = sel->info.output_semantic_index[i];
2324 case TGSI_SEMANTIC_TESSINNER:
2325 case TGSI_SEMANTIC_TESSOUTER:
2326 case TGSI_SEMANTIC_PATCH:
2327 sel->patch_outputs_written |=
2328 1ull << si_shader_io_get_unique_index_patch(name, index);
2331 case TGSI_SEMANTIC_GENERIC:
2332 /* don't process indices the function can't handle */
2333 if (index >= SI_MAX_IO_GENERIC)
2337 sel->outputs_written |=
2338 1ull << si_shader_io_get_unique_index(name, index, false);
2339 sel->outputs_written_before_ps |=
2340 1ull << si_shader_io_get_unique_index(name, index, true);
2342 case TGSI_SEMANTIC_EDGEFLAG:
2346 sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
2347 sel->lshs_vertex_stride = sel->esgs_itemsize;
2349 /* Add 1 dword to reduce LDS bank conflicts, so that each vertex
2350 * will start on a different bank. (except for the maximum 32*16).
2352 if (sel->lshs_vertex_stride < 32*16)
2353 sel->lshs_vertex_stride += 4;
2355 /* For the ESGS ring in LDS, add 1 dword to reduce LDS bank
2356 * conflicts, i.e. each vertex will start at a different bank.
2358 if (sctx->chip_class >= GFX9)
2359 sel->esgs_itemsize += 4;
2361 assert(((sel->esgs_itemsize / 4) & C_028AAC_ITEMSIZE) == 0);
2364 case PIPE_SHADER_FRAGMENT:
2365 for (i = 0; i < sel->info.num_inputs; i++) {
2366 unsigned name = sel->info.input_semantic_name[i];
2367 unsigned index = sel->info.input_semantic_index[i];
2370 case TGSI_SEMANTIC_GENERIC:
2371 /* don't process indices the function can't handle */
2372 if (index >= SI_MAX_IO_GENERIC)
2377 1ull << si_shader_io_get_unique_index(name, index, true);
2379 case TGSI_SEMANTIC_PCOORD: /* ignore this */
2384 for (i = 0; i < 8; i++)
2385 if (sel->info.colors_written & (1 << i))
2386 sel->colors_written_4bit |= 0xf << (4 * i);
2388 for (i = 0; i < sel->info.num_inputs; i++) {
2389 if (sel->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
2390 int index = sel->info.input_semantic_index[i];
2391 sel->color_attr_index[index] = i;
2397 /* PA_CL_VS_OUT_CNTL */
2399 sel->info.writes_psize || sel->info.writes_edgeflag ||
2400 sel->info.writes_layer || sel->info.writes_viewport_index;
2401 sel->pa_cl_vs_out_cntl =
2402 S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
2403 S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag) |
2404 S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
2405 S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
2406 S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
2407 S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
2408 sel->clipdist_mask = sel->info.writes_clipvertex ?
2409 SIX_BITS : sel->info.clipdist_writemask;
2410 sel->culldist_mask = sel->info.culldist_writemask <<
2411 sel->info.num_written_clipdistance;
2413 /* DB_SHADER_CONTROL */
2414 sel->db_shader_control =
2415 S_02880C_Z_EXPORT_ENABLE(sel->info.writes_z) |
2416 S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(sel->info.writes_stencil) |
2417 S_02880C_MASK_EXPORT_ENABLE(sel->info.writes_samplemask) |
2418 S_02880C_KILL_ENABLE(sel->info.uses_kill);
2420 switch (sel->info.properties[TGSI_PROPERTY_FS_DEPTH_LAYOUT]) {
2421 case TGSI_FS_DEPTH_LAYOUT_GREATER:
2422 sel->db_shader_control |=
2423 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
2425 case TGSI_FS_DEPTH_LAYOUT_LESS:
2426 sel->db_shader_control |=
2427 S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
2431 /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
2433 * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
2434 * --|-----------|------------|------------|--------------------|-------------------|-------------
2435 * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
2436 * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
2437 * 2 | false | true | n/a | LateZ | 1 | 0
2438 * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
2439 * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
2441 * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
2442 * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
2444 * Don't use ReZ without profiling !!!
2446 * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
2449 if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
2451 sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
2452 S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
2453 S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
2454 } else if (sel->info.writes_memory) {
2456 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
2457 S_02880C_EXEC_ON_HIER_FAIL(1);
2460 sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
2463 (void) mtx_init(&sel->mutex, mtx_plain);
2465 si_schedule_initial_compile(sctx, sel->info.processor, &sel->ready,
2466 &sel->compiler_ctx_state, sel,
2467 si_init_shader_selector_async);
2471 static void si_update_streamout_state(struct si_context *sctx)
2473 struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
2475 if (!shader_with_so)
2478 sctx->streamout.enabled_stream_buffers_mask =
2479 shader_with_so->enabled_streamout_buffer_mask;
2480 sctx->streamout.stride_in_dw = shader_with_so->so.stride;
2483 static void si_update_clip_regs(struct si_context *sctx,
2484 struct si_shader_selector *old_hw_vs,
2485 struct si_shader *old_hw_vs_variant,
2486 struct si_shader_selector *next_hw_vs,
2487 struct si_shader *next_hw_vs_variant)
2491 old_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] !=
2492 next_hw_vs->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] ||
2493 old_hw_vs->pa_cl_vs_out_cntl != next_hw_vs->pa_cl_vs_out_cntl ||
2494 old_hw_vs->clipdist_mask != next_hw_vs->clipdist_mask ||
2495 old_hw_vs->culldist_mask != next_hw_vs->culldist_mask ||
2496 !old_hw_vs_variant ||
2497 !next_hw_vs_variant ||
2498 old_hw_vs_variant->key.opt.clip_disable !=
2499 next_hw_vs_variant->key.opt.clip_disable))
2500 si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
2503 static void si_update_common_shader_state(struct si_context *sctx)
2505 sctx->uses_bindless_samplers =
2506 si_shader_uses_bindless_samplers(sctx->vs_shader.cso) ||
2507 si_shader_uses_bindless_samplers(sctx->gs_shader.cso) ||
2508 si_shader_uses_bindless_samplers(sctx->ps_shader.cso) ||
2509 si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
2510 si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
2511 sctx->uses_bindless_images =
2512 si_shader_uses_bindless_images(sctx->vs_shader.cso) ||
2513 si_shader_uses_bindless_images(sctx->gs_shader.cso) ||
2514 si_shader_uses_bindless_images(sctx->ps_shader.cso) ||
2515 si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
2516 si_shader_uses_bindless_images(sctx->tes_shader.cso);
2517 sctx->do_update_shaders = true;
2520 static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
2522 struct si_context *sctx = (struct si_context *)ctx;
2523 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2524 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2525 struct si_shader_selector *sel = state;
2527 if (sctx->vs_shader.cso == sel)
2530 sctx->vs_shader.cso = sel;
2531 sctx->vs_shader.current = sel ? sel->first_variant : NULL;
2532 sctx->num_vs_blit_sgprs = sel ? sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS] : 0;
2534 si_update_common_shader_state(sctx);
2535 si_update_vs_viewport_state(sctx);
2536 si_set_active_descriptors_for_shader(sctx, sel);
2537 si_update_streamout_state(sctx);
2538 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2539 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2542 static void si_update_tess_uses_prim_id(struct si_context *sctx)
2544 sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
2545 (sctx->tes_shader.cso &&
2546 sctx->tes_shader.cso->info.uses_primid) ||
2547 (sctx->tcs_shader.cso &&
2548 sctx->tcs_shader.cso->info.uses_primid) ||
2549 (sctx->gs_shader.cso &&
2550 sctx->gs_shader.cso->info.uses_primid) ||
2551 (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
2552 sctx->ps_shader.cso->info.uses_primid);
2555 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
2557 struct si_context *sctx = (struct si_context *)ctx;
2558 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2559 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2560 struct si_shader_selector *sel = state;
2561 bool enable_changed = !!sctx->gs_shader.cso != !!sel;
2563 if (sctx->gs_shader.cso == sel)
2566 sctx->gs_shader.cso = sel;
2567 sctx->gs_shader.current = sel ? sel->first_variant : NULL;
2568 sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
2570 si_update_common_shader_state(sctx);
2571 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2573 if (enable_changed) {
2574 si_shader_change_notify(sctx);
2575 if (sctx->ia_multi_vgt_param_key.u.uses_tess)
2576 si_update_tess_uses_prim_id(sctx);
2578 si_update_vs_viewport_state(sctx);
2579 si_set_active_descriptors_for_shader(sctx, sel);
2580 si_update_streamout_state(sctx);
2581 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2582 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2585 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
2587 struct si_context *sctx = (struct si_context *)ctx;
2588 struct si_shader_selector *sel = state;
2589 bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
2591 if (sctx->tcs_shader.cso == sel)
2594 sctx->tcs_shader.cso = sel;
2595 sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
2596 si_update_tess_uses_prim_id(sctx);
2598 si_update_common_shader_state(sctx);
2601 sctx->last_tcs = NULL; /* invalidate derived tess state */
2603 si_set_active_descriptors_for_shader(sctx, sel);
2606 static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
2608 struct si_context *sctx = (struct si_context *)ctx;
2609 struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
2610 struct si_shader *old_hw_vs_variant = si_get_vs_state(sctx);
2611 struct si_shader_selector *sel = state;
2612 bool enable_changed = !!sctx->tes_shader.cso != !!sel;
2614 if (sctx->tes_shader.cso == sel)
2617 sctx->tes_shader.cso = sel;
2618 sctx->tes_shader.current = sel ? sel->first_variant : NULL;
2619 sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
2620 si_update_tess_uses_prim_id(sctx);
2622 si_update_common_shader_state(sctx);
2623 sctx->last_rast_prim = -1; /* reset this so that it gets updated */
2625 if (enable_changed) {
2626 si_shader_change_notify(sctx);
2627 sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
2629 si_update_vs_viewport_state(sctx);
2630 si_set_active_descriptors_for_shader(sctx, sel);
2631 si_update_streamout_state(sctx);
2632 si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant,
2633 si_get_vs(sctx)->cso, si_get_vs_state(sctx));
2636 static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
2638 struct si_context *sctx = (struct si_context *)ctx;
2639 struct si_shader_selector *old_sel = sctx->ps_shader.cso;
2640 struct si_shader_selector *sel = state;
2642 /* skip if supplied shader is one already in use */
2646 sctx->ps_shader.cso = sel;
2647 sctx->ps_shader.current = sel ? sel->first_variant : NULL;
2649 si_update_common_shader_state(sctx);
2651 if (sctx->ia_multi_vgt_param_key.u.uses_tess)
2652 si_update_tess_uses_prim_id(sctx);
2655 old_sel->info.colors_written != sel->info.colors_written)
2656 si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
2658 if (sctx->screen->has_out_of_order_rast &&
2660 old_sel->info.writes_memory != sel->info.writes_memory ||
2661 old_sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL] !=
2662 sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]))
2663 si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
2665 si_set_active_descriptors_for_shader(sctx, sel);
2666 si_update_ps_colorbuf0_slot(sctx);
2669 static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
2671 if (shader->is_optimized) {
2672 util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority,
2676 util_queue_fence_destroy(&shader->ready);
2679 switch (shader->selector->type) {
2680 case PIPE_SHADER_VERTEX:
2681 if (shader->key.as_ls) {
2682 assert(sctx->chip_class <= VI);
2683 si_pm4_delete_state(sctx, ls, shader->pm4);
2684 } else if (shader->key.as_es) {
2685 assert(sctx->chip_class <= VI);
2686 si_pm4_delete_state(sctx, es, shader->pm4);
2688 si_pm4_delete_state(sctx, vs, shader->pm4);
2691 case PIPE_SHADER_TESS_CTRL:
2692 si_pm4_delete_state(sctx, hs, shader->pm4);
2694 case PIPE_SHADER_TESS_EVAL:
2695 if (shader->key.as_es) {
2696 assert(sctx->chip_class <= VI);
2697 si_pm4_delete_state(sctx, es, shader->pm4);
2699 si_pm4_delete_state(sctx, vs, shader->pm4);
2702 case PIPE_SHADER_GEOMETRY:
2703 if (shader->is_gs_copy_shader)
2704 si_pm4_delete_state(sctx, vs, shader->pm4);
2706 si_pm4_delete_state(sctx, gs, shader->pm4);
2708 case PIPE_SHADER_FRAGMENT:
2709 si_pm4_delete_state(sctx, ps, shader->pm4);
2714 si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
2715 si_shader_destroy(shader);
2719 void si_destroy_shader_selector(struct si_context *sctx,
2720 struct si_shader_selector *sel)
2722 struct si_shader *p = sel->first_variant, *c;
2723 struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
2724 [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
2725 [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
2726 [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
2727 [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
2728 [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
2731 util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
2733 if (current_shader[sel->type]->cso == sel) {
2734 current_shader[sel->type]->cso = NULL;
2735 current_shader[sel->type]->current = NULL;
2739 c = p->next_variant;
2740 si_delete_shader(sctx, p);
2744 if (sel->main_shader_part)
2745 si_delete_shader(sctx, sel->main_shader_part);
2746 if (sel->main_shader_part_ls)
2747 si_delete_shader(sctx, sel->main_shader_part_ls);
2748 if (sel->main_shader_part_es)
2749 si_delete_shader(sctx, sel->main_shader_part_es);
2750 if (sel->gs_copy_shader)
2751 si_delete_shader(sctx, sel->gs_copy_shader);
2753 util_queue_fence_destroy(&sel->ready);
2754 mtx_destroy(&sel->mutex);
2756 ralloc_free(sel->nir);
2760 static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
2762 struct si_context *sctx = (struct si_context *)ctx;
2763 struct si_shader_selector *sel = (struct si_shader_selector *)state;
2765 si_shader_selector_reference(sctx, &sel, NULL);
2768 static unsigned si_get_ps_input_cntl(struct si_context *sctx,
2769 struct si_shader *vs, unsigned name,
2770 unsigned index, unsigned interpolate)
2772 struct tgsi_shader_info *vsinfo = &vs->selector->info;
2773 unsigned j, offset, ps_input_cntl = 0;
2775 if (interpolate == TGSI_INTERPOLATE_CONSTANT ||
2776 (interpolate == TGSI_INTERPOLATE_COLOR && sctx->flatshade))
2777 ps_input_cntl |= S_028644_FLAT_SHADE(1);
2779 if (name == TGSI_SEMANTIC_PCOORD ||
2780 (name == TGSI_SEMANTIC_TEXCOORD &&
2781 sctx->sprite_coord_enable & (1 << index))) {
2782 ps_input_cntl |= S_028644_PT_SPRITE_TEX(1);
2785 for (j = 0; j < vsinfo->num_outputs; j++) {
2786 if (name == vsinfo->output_semantic_name[j] &&
2787 index == vsinfo->output_semantic_index[j]) {
2788 offset = vs->info.vs_output_param_offset[j];
2790 if (offset <= AC_EXP_PARAM_OFFSET_31) {
2791 /* The input is loaded from parameter memory. */
2792 ps_input_cntl |= S_028644_OFFSET(offset);
2793 } else if (!G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2794 if (offset == AC_EXP_PARAM_UNDEFINED) {
2795 /* This can happen with depth-only rendering. */
2798 /* The input is a DEFAULT_VAL constant. */
2799 assert(offset >= AC_EXP_PARAM_DEFAULT_VAL_0000 &&
2800 offset <= AC_EXP_PARAM_DEFAULT_VAL_1111);
2801 offset -= AC_EXP_PARAM_DEFAULT_VAL_0000;
2804 ps_input_cntl = S_028644_OFFSET(0x20) |
2805 S_028644_DEFAULT_VAL(offset);
2811 if (name == TGSI_SEMANTIC_PRIMID)
2812 /* PrimID is written after the last output. */
2813 ps_input_cntl |= S_028644_OFFSET(vs->info.vs_output_param_offset[vsinfo->num_outputs]);
2814 else if (j == vsinfo->num_outputs && !G_028644_PT_SPRITE_TEX(ps_input_cntl)) {
2815 /* No corresponding output found, load defaults into input.
2816 * Don't set any other bits.
2817 * (FLAT_SHADE=1 completely changes behavior) */
2818 ps_input_cntl = S_028644_OFFSET(0x20);
2819 /* D3D 9 behaviour. GL is undefined */
2820 if (name == TGSI_SEMANTIC_COLOR && index == 0)
2821 ps_input_cntl |= S_028644_DEFAULT_VAL(3);
2823 return ps_input_cntl;
2826 static void si_emit_spi_map(struct si_context *sctx)
2828 struct si_shader *ps = sctx->ps_shader.current;
2829 struct si_shader *vs = si_get_vs_state(sctx);
2830 struct tgsi_shader_info *psinfo = ps ? &ps->selector->info : NULL;
2831 unsigned i, num_interp, num_written = 0, bcol_interp[2];
2832 unsigned spi_ps_input_cntl[32];
2834 if (!ps || !ps->selector->info.num_inputs)
2837 num_interp = si_get_ps_num_interp(ps);
2838 assert(num_interp > 0);
2840 for (i = 0; i < psinfo->num_inputs; i++) {
2841 unsigned name = psinfo->input_semantic_name[i];
2842 unsigned index = psinfo->input_semantic_index[i];
2843 unsigned interpolate = psinfo->input_interpolate[i];
2845 spi_ps_input_cntl[num_written++] = si_get_ps_input_cntl(sctx, vs, name,
2846 index, interpolate);
2848 if (name == TGSI_SEMANTIC_COLOR) {
2849 assert(index < ARRAY_SIZE(bcol_interp));
2850 bcol_interp[index] = interpolate;
2854 if (ps->key.part.ps.prolog.color_two_side) {
2855 unsigned bcol = TGSI_SEMANTIC_BCOLOR;
2857 for (i = 0; i < 2; i++) {
2858 if (!(psinfo->colors_read & (0xf << (i * 4))))
2861 spi_ps_input_cntl[num_written++] =
2862 si_get_ps_input_cntl(sctx, vs, bcol, i, bcol_interp[i]);
2866 assert(num_interp == num_written);
2868 /* R_028644_SPI_PS_INPUT_CNTL_0 */
2869 /* Dota 2: Only ~16% of SPI map updates set different values. */
2870 /* Talos: Only ~9% of SPI map updates set different values. */
2871 unsigned initial_cdw = sctx->gfx_cs->current.cdw;
2872 radeon_opt_set_context_regn(sctx, R_028644_SPI_PS_INPUT_CNTL_0,
2874 sctx->tracked_regs.spi_ps_input_cntl, num_interp);
2876 if (initial_cdw != sctx->gfx_cs->current.cdw)
2877 sctx->context_roll_counter++;
2881 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
2883 static void si_init_config_add_vgt_flush(struct si_context *sctx)
2885 if (sctx->init_config_has_vgt_flush)
2888 /* Done by Vulkan before VGT_FLUSH. */
2889 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2890 si_pm4_cmd_add(sctx->init_config,
2891 EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
2892 si_pm4_cmd_end(sctx->init_config, false);
2894 /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
2895 si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
2896 si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
2897 si_pm4_cmd_end(sctx->init_config, false);
2898 sctx->init_config_has_vgt_flush = true;
2901 /* Initialize state related to ESGS / GSVS ring buffers */
2902 static bool si_update_gs_ring_buffers(struct si_context *sctx)
2904 struct si_shader_selector *es =
2905 sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
2906 struct si_shader_selector *gs = sctx->gs_shader.cso;
2907 struct si_pm4_state *pm4;
2909 /* Chip constants. */
2910 unsigned num_se = sctx->screen->info.max_se;
2911 unsigned wave_size = 64;
2912 unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
2913 /* On SI-CI, the value comes from VGT_GS_VERTEX_REUSE = 16.
2914 * On VI+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
2916 unsigned gs_vertex_reuse = (sctx->chip_class >= VI ? 32 : 16) * num_se;
2917 unsigned alignment = 256 * num_se;
2918 /* The maximum size is 63.999 MB per SE. */
2919 unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
2921 /* Calculate the minimum size. */
2922 unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
2923 wave_size, alignment);
2925 /* These are recommended sizes, not minimum sizes. */
2926 unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
2927 es->esgs_itemsize * gs->gs_input_verts_per_prim;
2928 unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
2929 gs->max_gsvs_emit_size;
2931 min_esgs_ring_size = align(min_esgs_ring_size, alignment);
2932 esgs_ring_size = align(esgs_ring_size, alignment);
2933 gsvs_ring_size = align(gsvs_ring_size, alignment);
2935 esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
2936 gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
2938 /* Some rings don't have to be allocated if shaders don't use them.
2939 * (e.g. no varyings between ES and GS or GS and VS)
2941 * GFX9 doesn't have the ESGS ring.
2943 bool update_esgs = sctx->chip_class <= VI &&
2945 (!sctx->esgs_ring ||
2946 sctx->esgs_ring->width0 < esgs_ring_size);
2947 bool update_gsvs = gsvs_ring_size &&
2948 (!sctx->gsvs_ring ||
2949 sctx->gsvs_ring->width0 < gsvs_ring_size);
2951 if (!update_esgs && !update_gsvs)
2955 pipe_resource_reference(&sctx->esgs_ring, NULL);
2957 pipe_aligned_buffer_create(sctx->b.screen,
2958 SI_RESOURCE_FLAG_UNMAPPABLE,
2960 esgs_ring_size, alignment);
2961 if (!sctx->esgs_ring)
2966 pipe_resource_reference(&sctx->gsvs_ring, NULL);
2968 pipe_aligned_buffer_create(sctx->b.screen,
2969 SI_RESOURCE_FLAG_UNMAPPABLE,
2971 gsvs_ring_size, alignment);
2972 if (!sctx->gsvs_ring)
2976 /* Create the "init_config_gs_rings" state. */
2977 pm4 = CALLOC_STRUCT(si_pm4_state);
2981 if (sctx->chip_class >= CIK) {
2982 if (sctx->esgs_ring) {
2983 assert(sctx->chip_class <= VI);
2984 si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
2985 sctx->esgs_ring->width0 / 256);
2987 if (sctx->gsvs_ring)
2988 si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
2989 sctx->gsvs_ring->width0 / 256);
2991 if (sctx->esgs_ring)
2992 si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
2993 sctx->esgs_ring->width0 / 256);
2994 if (sctx->gsvs_ring)
2995 si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
2996 sctx->gsvs_ring->width0 / 256);
2999 /* Set the state. */
3000 if (sctx->init_config_gs_rings)
3001 si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
3002 sctx->init_config_gs_rings = pm4;
3004 if (!sctx->init_config_has_vgt_flush) {
3005 si_init_config_add_vgt_flush(sctx);
3006 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
3009 /* Flush the context to re-emit both init_config states. */
3010 sctx->initial_gfx_cs_size = 0; /* force flush */
3011 si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
3013 /* Set ring bindings. */
3014 if (sctx->esgs_ring) {
3015 assert(sctx->chip_class <= VI);
3016 si_set_ring_buffer(sctx, SI_ES_RING_ESGS,
3017 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
3018 true, true, 4, 64, 0);
3019 si_set_ring_buffer(sctx, SI_GS_RING_ESGS,
3020 sctx->esgs_ring, 0, sctx->esgs_ring->width0,
3021 false, false, 0, 0, 0);
3023 if (sctx->gsvs_ring) {
3024 si_set_ring_buffer(sctx, SI_RING_GSVS,
3025 sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
3026 false, false, 0, 0, 0);
3032 static void si_shader_lock(struct si_shader *shader)
3034 mtx_lock(&shader->selector->mutex);
3035 if (shader->previous_stage_sel) {
3036 assert(shader->previous_stage_sel != shader->selector);
3037 mtx_lock(&shader->previous_stage_sel->mutex);
3041 static void si_shader_unlock(struct si_shader *shader)
3043 if (shader->previous_stage_sel)
3044 mtx_unlock(&shader->previous_stage_sel->mutex);
3045 mtx_unlock(&shader->selector->mutex);
3049 * @returns 1 if \p sel has been updated to use a new scratch buffer
3051 * < 0 if there was a failure
3053 static int si_update_scratch_buffer(struct si_context *sctx,
3054 struct si_shader *shader)
3056 uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
3062 /* This shader doesn't need a scratch buffer */
3063 if (shader->config.scratch_bytes_per_wave == 0)
3066 /* Prevent race conditions when updating:
3067 * - si_shader::scratch_bo
3068 * - si_shader::binary::code
3069 * - si_shader::previous_stage::binary::code.
3071 si_shader_lock(shader);
3073 /* This shader is already configured to use the current
3074 * scratch buffer. */
3075 if (shader->scratch_bo == sctx->scratch_buffer) {
3076 si_shader_unlock(shader);
3080 assert(sctx->scratch_buffer);
3082 if (shader->previous_stage)
3083 si_shader_apply_scratch_relocs(shader->previous_stage, scratch_va);
3085 si_shader_apply_scratch_relocs(shader, scratch_va);
3087 /* Replace the shader bo with a new bo that has the relocs applied. */
3088 r = si_shader_binary_upload(sctx->screen, shader);
3090 si_shader_unlock(shader);
3094 /* Update the shader state to use the new shader bo. */
3095 si_shader_init_pm4_state(sctx->screen, shader);
3097 r600_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
3099 si_shader_unlock(shader);
3103 static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
3105 return sctx->scratch_buffer ? sctx->scratch_buffer->b.b.width0 : 0;
3108 static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
3110 return shader ? shader->config.scratch_bytes_per_wave : 0;
3113 static struct si_shader *si_get_tcs_current(struct si_context *sctx)
3115 if (!sctx->tes_shader.cso)
3116 return NULL; /* tessellation disabled */
3118 return sctx->tcs_shader.cso ? sctx->tcs_shader.current :
3119 sctx->fixed_func_tcs_shader.current;
3122 static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
3126 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
3127 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
3128 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
3129 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
3131 if (sctx->tes_shader.cso) {
3132 struct si_shader *tcs = si_get_tcs_current(sctx);
3134 bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(tcs));
3139 static bool si_update_scratch_relocs(struct si_context *sctx)
3141 struct si_shader *tcs = si_get_tcs_current(sctx);
3144 /* Update the shaders, so that they are using the latest scratch.
3145 * The scratch buffer may have been changed since these shaders were
3146 * last used, so we still need to try to update them, even if they
3147 * require scratch buffers smaller than the current size.
3149 r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
3153 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
3155 r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
3159 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
3161 r = si_update_scratch_buffer(sctx, tcs);
3165 si_pm4_bind_state(sctx, hs, tcs->pm4);
3167 /* VS can be bound as LS, ES, or VS. */
3168 r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
3172 if (sctx->tes_shader.current)
3173 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
3174 else if (sctx->gs_shader.current)
3175 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
3177 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
3180 /* TES can be bound as ES or VS. */
3181 r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
3185 if (sctx->gs_shader.current)
3186 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
3188 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
3194 static bool si_update_spi_tmpring_size(struct si_context *sctx)
3196 unsigned current_scratch_buffer_size =
3197 si_get_current_scratch_buffer_size(sctx);
3198 unsigned scratch_bytes_per_wave =
3199 si_get_max_scratch_bytes_per_wave(sctx);
3200 unsigned scratch_needed_size = scratch_bytes_per_wave *
3201 sctx->scratch_waves;
3202 unsigned spi_tmpring_size;
3204 if (scratch_needed_size > 0) {
3205 if (scratch_needed_size > current_scratch_buffer_size) {
3206 /* Create a bigger scratch buffer */
3207 r600_resource_reference(&sctx->scratch_buffer, NULL);
3209 sctx->scratch_buffer =
3210 si_aligned_buffer_create(&sctx->screen->b,
3211 SI_RESOURCE_FLAG_UNMAPPABLE,
3213 scratch_needed_size, 256);
3214 if (!sctx->scratch_buffer)
3217 si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
3218 si_context_add_resource_size(sctx,
3219 &sctx->scratch_buffer->b.b);
3222 if (!si_update_scratch_relocs(sctx))
3226 /* The LLVM shader backend should be reporting aligned scratch_sizes. */
3227 assert((scratch_needed_size & ~0x3FF) == scratch_needed_size &&
3228 "scratch size should already be aligned correctly.");
3230 spi_tmpring_size = S_0286E8_WAVES(sctx->scratch_waves) |
3231 S_0286E8_WAVESIZE(scratch_bytes_per_wave >> 10);
3232 if (spi_tmpring_size != sctx->spi_tmpring_size) {
3233 sctx->spi_tmpring_size = spi_tmpring_size;
3234 si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
3239 static void si_init_tess_factor_ring(struct si_context *sctx)
3241 assert(!sctx->tess_rings);
3243 /* The address must be aligned to 2^19, because the shader only
3244 * receives the high 13 bits.
3246 sctx->tess_rings = pipe_aligned_buffer_create(sctx->b.screen,
3247 SI_RESOURCE_FLAG_32BIT,
3249 sctx->screen->tess_offchip_ring_size +
3250 sctx->screen->tess_factor_ring_size,
3252 if (!sctx->tess_rings)
3255 si_init_config_add_vgt_flush(sctx);
3257 si_pm4_add_bo(sctx->init_config, r600_resource(sctx->tess_rings),
3258 RADEON_USAGE_READWRITE, RADEON_PRIO_SHADER_RINGS);
3260 uint64_t factor_va = r600_resource(sctx->tess_rings)->gpu_address +
3261 sctx->screen->tess_offchip_ring_size;
3263 /* Append these registers to the init config state. */
3264 if (sctx->chip_class >= CIK) {
3265 si_pm4_set_reg(sctx->init_config, R_030938_VGT_TF_RING_SIZE,
3266 S_030938_SIZE(sctx->screen->tess_factor_ring_size / 4));
3267 si_pm4_set_reg(sctx->init_config, R_030940_VGT_TF_MEMORY_BASE,
3269 if (sctx->chip_class >= GFX9)
3270 si_pm4_set_reg(sctx->init_config, R_030944_VGT_TF_MEMORY_BASE_HI,
3271 S_030944_BASE_HI(factor_va >> 40));
3272 si_pm4_set_reg(sctx->init_config, R_03093C_VGT_HS_OFFCHIP_PARAM,
3273 sctx->screen->vgt_hs_offchip_param);
3275 si_pm4_set_reg(sctx->init_config, R_008988_VGT_TF_RING_SIZE,
3276 S_008988_SIZE(sctx->screen->tess_factor_ring_size / 4));
3277 si_pm4_set_reg(sctx->init_config, R_0089B8_VGT_TF_MEMORY_BASE,
3279 si_pm4_set_reg(sctx->init_config, R_0089B0_VGT_HS_OFFCHIP_PARAM,
3280 sctx->screen->vgt_hs_offchip_param);
3283 /* Flush the context to re-emit the init_config state.
3284 * This is done only once in a lifetime of a context.
3286 si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
3287 sctx->initial_gfx_cs_size = 0; /* force flush */
3288 si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
3291 static void si_update_vgt_shader_config(struct si_context *sctx)
3293 /* Calculate the index of the config.
3294 * 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
3295 unsigned index = 2*!!sctx->tes_shader.cso + !!sctx->gs_shader.cso;
3296 struct si_pm4_state **pm4 = &sctx->vgt_shader_config[index];
3299 uint32_t stages = 0;
3301 *pm4 = CALLOC_STRUCT(si_pm4_state);
3303 if (sctx->tes_shader.cso) {
3304 stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
3305 S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
3307 if (sctx->gs_shader.cso)
3308 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
3310 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
3312 stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
3313 } else if (sctx->gs_shader.cso) {
3314 stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
3316 S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
3319 if (sctx->chip_class >= GFX9)
3320 stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
3322 si_pm4_set_reg(*pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
3324 si_pm4_bind_state(sctx, vgt_shader_config, *pm4);
3327 bool si_update_shaders(struct si_context *sctx)
3329 struct pipe_context *ctx = (struct pipe_context*)sctx;
3330 struct si_compiler_ctx_state compiler_state;
3331 struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
3332 struct si_shader *old_vs = si_get_vs_state(sctx);
3333 bool old_clip_disable = old_vs ? old_vs->key.opt.clip_disable : false;
3334 struct si_shader *old_ps = sctx->ps_shader.current;
3335 unsigned old_spi_shader_col_format =
3336 old_ps ? old_ps->key.part.ps.epilog.spi_shader_col_format : 0;
3339 compiler_state.compiler = &sctx->compiler;
3340 compiler_state.debug = sctx->debug;
3341 compiler_state.is_debug_context = sctx->is_debug;
3343 /* Update stages before GS. */
3344 if (sctx->tes_shader.cso) {
3345 if (!sctx->tess_rings) {
3346 si_init_tess_factor_ring(sctx);
3347 if (!sctx->tess_rings)
3352 if (sctx->chip_class <= VI) {
3353 r = si_shader_select(ctx, &sctx->vs_shader,
3357 si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
3360 if (sctx->tcs_shader.cso) {
3361 r = si_shader_select(ctx, &sctx->tcs_shader,
3365 si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
3367 if (!sctx->fixed_func_tcs_shader.cso) {
3368 sctx->fixed_func_tcs_shader.cso =
3369 si_create_fixed_func_tcs(sctx);
3370 if (!sctx->fixed_func_tcs_shader.cso)
3374 r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader,
3378 si_pm4_bind_state(sctx, hs,
3379 sctx->fixed_func_tcs_shader.current->pm4);
3382 if (sctx->gs_shader.cso) {
3384 if (sctx->chip_class <= VI) {
3385 r = si_shader_select(ctx, &sctx->tes_shader,
3389 si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
3393 r = si_shader_select(ctx, &sctx->tes_shader,
3397 si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
3399 } else if (sctx->gs_shader.cso) {
3400 if (sctx->chip_class <= VI) {
3402 r = si_shader_select(ctx, &sctx->vs_shader,
3406 si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
3408 si_pm4_bind_state(sctx, ls, NULL);
3409 si_pm4_bind_state(sctx, hs, NULL);
3413 r = si_shader_select(ctx, &sctx->vs_shader, &compiler_state);
3416 si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
3417 si_pm4_bind_state(sctx, ls, NULL);
3418 si_pm4_bind_state(sctx, hs, NULL);
3422 if (sctx->gs_shader.cso) {
3423 r = si_shader_select(ctx, &sctx->gs_shader, &compiler_state);
3426 si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
3427 si_pm4_bind_state(sctx, vs, sctx->gs_shader.cso->gs_copy_shader->pm4);
3429 if (!si_update_gs_ring_buffers(sctx))
3432 si_pm4_bind_state(sctx, gs, NULL);
3433 if (sctx->chip_class <= VI)
3434 si_pm4_bind_state(sctx, es, NULL);
3437 si_update_vgt_shader_config(sctx);
3439 if (old_clip_disable != si_get_vs_state(sctx)->key.opt.clip_disable)
3440 si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
3442 if (sctx->ps_shader.cso) {
3443 unsigned db_shader_control;
3445 r = si_shader_select(ctx, &sctx->ps_shader, &compiler_state);
3448 si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
3451 sctx->ps_shader.cso->db_shader_control |
3452 S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
3454 if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
3455 sctx->sprite_coord_enable != rs->sprite_coord_enable ||
3456 sctx->flatshade != rs->flatshade) {
3457 sctx->sprite_coord_enable = rs->sprite_coord_enable;
3458 sctx->flatshade = rs->flatshade;
3459 si_mark_atom_dirty(sctx, &sctx->atoms.s.spi_map);
3462 if (sctx->screen->rbplus_allowed &&
3463 si_pm4_state_changed(sctx, ps) &&
3465 old_spi_shader_col_format !=
3466 sctx->ps_shader.current->key.part.ps.epilog.spi_shader_col_format))
3467 si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
3469 if (sctx->ps_db_shader_control != db_shader_control) {
3470 sctx->ps_db_shader_control = db_shader_control;
3471 si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
3472 if (sctx->screen->dpbb_allowed)
3473 si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
3476 if (sctx->smoothing_enabled != sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing) {
3477 sctx->smoothing_enabled = sctx->ps_shader.current->key.part.ps.epilog.poly_line_smoothing;
3478 si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
3480 if (sctx->chip_class == SI)
3481 si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
3483 if (sctx->framebuffer.nr_samples <= 1)
3484 si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_sample_locs);
3488 if (si_pm4_state_enabled_and_changed(sctx, ls) ||
3489 si_pm4_state_enabled_and_changed(sctx, hs) ||
3490 si_pm4_state_enabled_and_changed(sctx, es) ||
3491 si_pm4_state_enabled_and_changed(sctx, gs) ||
3492 si_pm4_state_enabled_and_changed(sctx, vs) ||
3493 si_pm4_state_enabled_and_changed(sctx, ps)) {
3494 if (!si_update_spi_tmpring_size(sctx))
3498 if (sctx->chip_class >= CIK) {
3499 if (si_pm4_state_enabled_and_changed(sctx, ls))
3500 sctx->prefetch_L2_mask |= SI_PREFETCH_LS;
3501 else if (!sctx->queued.named.ls)
3502 sctx->prefetch_L2_mask &= ~SI_PREFETCH_LS;
3504 if (si_pm4_state_enabled_and_changed(sctx, hs))
3505 sctx->prefetch_L2_mask |= SI_PREFETCH_HS;
3506 else if (!sctx->queued.named.hs)
3507 sctx->prefetch_L2_mask &= ~SI_PREFETCH_HS;
3509 if (si_pm4_state_enabled_and_changed(sctx, es))
3510 sctx->prefetch_L2_mask |= SI_PREFETCH_ES;
3511 else if (!sctx->queued.named.es)
3512 sctx->prefetch_L2_mask &= ~SI_PREFETCH_ES;
3514 if (si_pm4_state_enabled_and_changed(sctx, gs))
3515 sctx->prefetch_L2_mask |= SI_PREFETCH_GS;
3516 else if (!sctx->queued.named.gs)
3517 sctx->prefetch_L2_mask &= ~SI_PREFETCH_GS;
3519 if (si_pm4_state_enabled_and_changed(sctx, vs))
3520 sctx->prefetch_L2_mask |= SI_PREFETCH_VS;
3521 else if (!sctx->queued.named.vs)
3522 sctx->prefetch_L2_mask &= ~SI_PREFETCH_VS;
3524 if (si_pm4_state_enabled_and_changed(sctx, ps))
3525 sctx->prefetch_L2_mask |= SI_PREFETCH_PS;
3526 else if (!sctx->queued.named.ps)
3527 sctx->prefetch_L2_mask &= ~SI_PREFETCH_PS;
3530 sctx->do_update_shaders = false;
3534 static void si_emit_scratch_state(struct si_context *sctx)
3536 struct radeon_cmdbuf *cs = sctx->gfx_cs;
3538 radeon_set_context_reg(cs, R_0286E8_SPI_TMPRING_SIZE,
3539 sctx->spi_tmpring_size);
3541 if (sctx->scratch_buffer) {
3542 radeon_add_to_buffer_list(sctx, sctx->gfx_cs,
3543 sctx->scratch_buffer, RADEON_USAGE_READWRITE,
3544 RADEON_PRIO_SCRATCH_BUFFER);
3548 void si_init_shader_functions(struct si_context *sctx)
3550 sctx->atoms.s.spi_map.emit = si_emit_spi_map;
3551 sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
3553 sctx->b.create_vs_state = si_create_shader_selector;
3554 sctx->b.create_tcs_state = si_create_shader_selector;
3555 sctx->b.create_tes_state = si_create_shader_selector;
3556 sctx->b.create_gs_state = si_create_shader_selector;
3557 sctx->b.create_fs_state = si_create_shader_selector;
3559 sctx->b.bind_vs_state = si_bind_vs_shader;
3560 sctx->b.bind_tcs_state = si_bind_tcs_shader;
3561 sctx->b.bind_tes_state = si_bind_tes_shader;
3562 sctx->b.bind_gs_state = si_bind_gs_shader;
3563 sctx->b.bind_fs_state = si_bind_ps_shader;
3565 sctx->b.delete_vs_state = si_delete_shader_selector;
3566 sctx->b.delete_tcs_state = si_delete_shader_selector;
3567 sctx->b.delete_tes_state = si_delete_shader_selector;
3568 sctx->b.delete_gs_state = si_delete_shader_selector;
3569 sctx->b.delete_fs_state = si_delete_shader_selector;