1/*
2 * Copyright 2012 Advanced Micro Devices, Inc.
3 * All Rights Reserved.
4 *
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:
11 *
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
14 * Software.
15 *
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.
23 */
24
25#include "ac_nir.h"
26#include "ac_shader_util.h"
27#include "compiler/nir/nir_serialize.h"
28#include "nir/tgsi_to_nir.h"
29#include "si_build_pm4.h"
30#include "sid.h"
31#include "util/crc32.h"
32#include "util/disk_cache.h"
33#include "util/hash_table.h"
34#include "util/mesa-sha1.h"
35#include "util/u_async_debug.h"
36#include "util/u_memory.h"
37#include "util/u_prim.h"
38#include "tgsi/tgsi_from_mesa.h"
39
40unsigned si_determine_wave_size(struct si_screen *sscreen, struct si_shader *shader)
41{
42   /* There are a few uses that pass shader=NULL here, expecting the default compute wave size. */
43   struct si_shader_info *info = shader ? &shader->selector->info : NULL;
44   gl_shader_stage stage = shader ? shader->selector->stage : MESA_SHADER_COMPUTE;
45
46   if (sscreen->info.gfx_level < GFX10)
47      return 64;
48
49   /* Legacy GS only supports Wave64. */
50   if ((stage == MESA_SHADER_VERTEX && shader->key.ge.as_es && !shader->key.ge.as_ngg) ||
51       (stage == MESA_SHADER_TESS_EVAL && shader->key.ge.as_es && !shader->key.ge.as_ngg) ||
52       (stage == MESA_SHADER_GEOMETRY && !shader->key.ge.as_ngg))
53      return 64;
54
55   /* Small workgroups use Wave32 unconditionally. */
56   if (stage == MESA_SHADER_COMPUTE && info &&
57       !info->base.workgroup_size_variable &&
58       info->base.workgroup_size[0] *
59       info->base.workgroup_size[1] *
60       info->base.workgroup_size[2] <= 32)
61      return 32;
62
63   /* Debug flags. */
64   unsigned dbg_wave_size = 0;
65   if (sscreen->debug_flags &
66       (stage == MESA_SHADER_COMPUTE ? DBG(W32_CS) :
67        stage == MESA_SHADER_FRAGMENT ? DBG(W32_PS) | DBG(W32_PS_DISCARD) : DBG(W32_GE)))
68      dbg_wave_size = 32;
69
70   if (sscreen->debug_flags &
71       (stage == MESA_SHADER_COMPUTE ? DBG(W64_CS) :
72        stage == MESA_SHADER_FRAGMENT ? DBG(W64_PS) : DBG(W64_GE))) {
73      assert(!dbg_wave_size);
74      dbg_wave_size = 64;
75   }
76
77   /* Shader profiles. */
78   unsigned profile_wave_size = 0;
79   if (info && info->options & SI_PROFILE_WAVE32)
80      profile_wave_size = 32;
81
82   if (info && info->options & SI_PROFILE_WAVE64) {
83      assert(!profile_wave_size);
84      profile_wave_size = 64;
85   }
86
87   if (profile_wave_size) {
88      /* Only debug flags override shader profiles. */
89      if (dbg_wave_size)
90         return dbg_wave_size;
91
92      return profile_wave_size;
93   }
94
95   /* LLVM 13 has a bug that causes compile failures with discard in Wave32
96    * in some cases. Alpha test in Wave32 is luckily unaffected.
97    */
98   if (stage == MESA_SHADER_FRAGMENT && info->base.fs.uses_discard &&
99       !(info && info->options & SI_PROFILE_IGNORE_LLVM13_DISCARD_BUG) &&
100       LLVM_VERSION_MAJOR == 13 && !(sscreen->debug_flags & DBG(W32_PS_DISCARD)))
101      return 64;
102
103   /* Debug flags except w32psdiscard don't override the discard bug workaround,
104    * but they override everything else.
105    */
106   if (dbg_wave_size)
107      return dbg_wave_size;
108
109   /* Pixel shaders without interp instructions don't suffer from reduced interpolation
110    * performance in Wave32, so use Wave32. This helps Piano and Voloplosion.
111    */
112   if (stage == MESA_SHADER_FRAGMENT && !info->num_inputs)
113      return 32;
114
115   /* There are a few very rare cases where VS is better with Wave32, and there are no known
116    * cases where Wave64 is better.
117    * Wave32 is disabled for GFX10 when culling is active as a workaround for #6457. I don't
118    * know why this helps.
119    */
120   if (stage <= MESA_SHADER_GEOMETRY &&
121       !(sscreen->info.gfx_level == GFX10 && shader && shader->key.ge.opt.ngg_culling))
122      return 32;
123
124   /* TODO: Merged shaders must use the same wave size because the driver doesn't recompile
125    * individual shaders of merged shaders to match the wave size between them.
126    */
127   bool merged_shader = stage <= MESA_SHADER_GEOMETRY && shader && !shader->is_gs_copy_shader &&
128                        (shader->key.ge.as_ls || shader->key.ge.as_es ||
129                         stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_GEOMETRY);
130
131   /* Divergent loops in Wave64 can end up having too many iterations in one half of the wave
132    * while the other half is idling but occupying VGPRs, preventing other waves from launching.
133    * Wave32 eliminates the idling half to allow the next wave to start.
134    */
135   if (!merged_shader && info && info->has_divergent_loop)
136      return 32;
137
138   return 64;
139}
140
141/* SHADER_CACHE */
142
143/**
144 * Return the IR key for the shader cache.
145 */
146void si_get_ir_cache_key(struct si_shader_selector *sel, bool ngg, bool es,
147                         unsigned wave_size, unsigned char ir_sha1_cache_key[20])
148{
149   struct blob blob = {};
150   unsigned ir_size;
151   void *ir_binary;
152
153   if (sel->nir_binary) {
154      ir_binary = sel->nir_binary;
155      ir_size = sel->nir_size;
156   } else {
157      assert(sel->nir);
158
159      blob_init(&blob);
160      /* Keep debug info if NIR debug prints are in use. */
161      nir_serialize(&blob, sel->nir, NIR_DEBUG(PRINT) == 0);
162      ir_binary = blob.data;
163      ir_size = blob.size;
164   }
165
166   /* These settings affect the compilation, but they are not derived
167    * from the input shader IR.
168    */
169   unsigned shader_variant_flags = 0;
170
171   if (ngg)
172      shader_variant_flags |= 1 << 0;
173   if (sel->nir)
174      shader_variant_flags |= 1 << 1;
175   if (wave_size == 32)
176      shader_variant_flags |= 1 << 2;
177   if (sel->stage == MESA_SHADER_FRAGMENT &&
178       /* Derivatives imply helper invocations so check for needs_quad_helper_invocations. */
179       sel->info.base.fs.needs_quad_helper_invocations &&
180       sel->info.base.fs.uses_discard &&
181       sel->screen->debug_flags & DBG(FS_CORRECT_DERIVS_AFTER_KILL))
182      shader_variant_flags |= 1 << 3;
183   /* use_ngg_culling disables NGG passthrough for non-culling shaders to reduce context
184    * rolls, which can be changed with AMD_DEBUG=nonggc or AMD_DEBUG=nggc.
185    */
186   if (sel->screen->use_ngg_culling)
187      shader_variant_flags |= 1 << 4;
188   if (sel->screen->record_llvm_ir)
189      shader_variant_flags |= 1 << 5;
190
191   /* bit gap */
192
193   if (sel->screen->options.no_infinite_interp)
194      shader_variant_flags |= 1 << 7;
195   if (sel->screen->options.clamp_div_by_zero)
196      shader_variant_flags |= 1 << 8;
197   if ((sel->stage == MESA_SHADER_VERTEX ||
198        sel->stage == MESA_SHADER_TESS_EVAL ||
199        sel->stage == MESA_SHADER_GEOMETRY) &&
200       !es &&
201       sel->screen->options.vrs2x2)
202      shader_variant_flags |= 1 << 10;
203   if (sel->screen->options.inline_uniforms)
204      shader_variant_flags |= 1 << 11;
205
206   struct mesa_sha1 ctx;
207   _mesa_sha1_init(&ctx);
208   _mesa_sha1_update(&ctx, &shader_variant_flags, 4);
209   _mesa_sha1_update(&ctx, ir_binary, ir_size);
210   _mesa_sha1_final(&ctx, ir_sha1_cache_key);
211
212   if (ir_binary == blob.data)
213      blob_finish(&blob);
214}
215
216/** Copy "data" to "ptr" and return the next dword following copied data. */
217static uint32_t *write_data(uint32_t *ptr, const void *data, unsigned size)
218{
219   /* data may be NULL if size == 0 */
220   if (size)
221      memcpy(ptr, data, size);
222   ptr += DIV_ROUND_UP(size, 4);
223   return ptr;
224}
225
226/** Read data from "ptr". Return the next dword following the data. */
227static uint32_t *read_data(uint32_t *ptr, void *data, unsigned size)
228{
229   memcpy(data, ptr, size);
230   ptr += DIV_ROUND_UP(size, 4);
231   return ptr;
232}
233
234/**
235 * Write the size as uint followed by the data. Return the next dword
236 * following the copied data.
237 */
238static uint32_t *write_chunk(uint32_t *ptr, const void *data, unsigned size)
239{
240   *ptr++ = size;
241   return write_data(ptr, data, size);
242}
243
244/**
245 * Read the size as uint followed by the data. Return both via parameters.
246 * Return the next dword following the data.
247 */
248static uint32_t *read_chunk(uint32_t *ptr, void **data, unsigned *size)
249{
250   *size = *ptr++;
251   assert(*data == NULL);
252   if (!*size)
253      return ptr;
254   *data = malloc(*size);
255   return read_data(ptr, *data, *size);
256}
257
258/**
259 * Return the shader binary in a buffer. The first 4 bytes contain its size
260 * as integer.
261 */
262static uint32_t *si_get_shader_binary(struct si_shader *shader)
263{
264   /* There is always a size of data followed by the data itself. */
265   unsigned llvm_ir_size =
266      shader->binary.llvm_ir_string ? strlen(shader->binary.llvm_ir_string) + 1 : 0;
267
268   /* Refuse to allocate overly large buffers and guard against integer
269    * overflow. */
270   if (shader->binary.elf_size > UINT_MAX / 4 || llvm_ir_size > UINT_MAX / 4)
271      return NULL;
272
273   unsigned size = 4 + /* total size */
274                   4 + /* CRC32 of the data below */
275                   align(sizeof(shader->config), 4) + align(sizeof(shader->info), 4) + 4 +
276                   align(shader->binary.elf_size, 4) + 4 + align(llvm_ir_size, 4);
277   uint32_t *buffer = (uint32_t*)CALLOC(1, size);
278   uint32_t *ptr = buffer;
279
280   if (!buffer)
281      return NULL;
282
283   *ptr++ = size;
284   ptr++; /* CRC32 is calculated at the end. */
285
286   ptr = write_data(ptr, &shader->config, sizeof(shader->config));
287   ptr = write_data(ptr, &shader->info, sizeof(shader->info));
288   ptr = write_chunk(ptr, shader->binary.elf_buffer, shader->binary.elf_size);
289   ptr = write_chunk(ptr, shader->binary.llvm_ir_string, llvm_ir_size);
290   assert((char *)ptr - (char *)buffer == (ptrdiff_t)size);
291
292   /* Compute CRC32. */
293   ptr = buffer;
294   ptr++;
295   *ptr = util_hash_crc32(ptr + 1, size - 8);
296
297   return buffer;
298}
299
300static bool si_load_shader_binary(struct si_shader *shader, void *binary)
301{
302   uint32_t *ptr = (uint32_t *)binary;
303   uint32_t size = *ptr++;
304   uint32_t crc32 = *ptr++;
305   unsigned chunk_size;
306   unsigned elf_size;
307
308   if (util_hash_crc32(ptr, size - 8) != crc32) {
309      fprintf(stderr, "radeonsi: binary shader has invalid CRC32\n");
310      return false;
311   }
312
313   ptr = read_data(ptr, &shader->config, sizeof(shader->config));
314   ptr = read_data(ptr, &shader->info, sizeof(shader->info));
315   ptr = read_chunk(ptr, (void **)&shader->binary.elf_buffer, &elf_size);
316   shader->binary.elf_size = elf_size;
317   ptr = read_chunk(ptr, (void **)&shader->binary.llvm_ir_string, &chunk_size);
318
319   if (!shader->is_gs_copy_shader &&
320       shader->selector->stage == MESA_SHADER_GEOMETRY && !shader->key.ge.as_ngg) {
321      shader->gs_copy_shader = CALLOC_STRUCT(si_shader);
322      if (!shader->gs_copy_shader)
323         return false;
324
325      shader->gs_copy_shader->is_gs_copy_shader = true;
326
327      if (!si_load_shader_binary(shader->gs_copy_shader, (uint8_t*)binary + size)) {
328         FREE(shader->gs_copy_shader);
329         shader->gs_copy_shader = NULL;
330         return false;
331      }
332
333      util_queue_fence_init(&shader->gs_copy_shader->ready);
334      shader->gs_copy_shader->selector = shader->selector;
335      shader->gs_copy_shader->is_gs_copy_shader = true;
336      shader->gs_copy_shader->wave_size =
337         si_determine_wave_size(shader->selector->screen, shader->gs_copy_shader);
338
339      si_shader_binary_upload(shader->selector->screen, shader->gs_copy_shader, 0);
340   }
341
342   return true;
343}
344
345/**
346 * Insert a shader into the cache. It's assumed the shader is not in the cache.
347 * Use si_shader_cache_load_shader before calling this.
348 */
349void si_shader_cache_insert_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
350                                   struct si_shader *shader, bool insert_into_disk_cache)
351{
352   uint32_t *hw_binary;
353   struct hash_entry *entry;
354   uint8_t key[CACHE_KEY_SIZE];
355   bool memory_cache_full = sscreen->shader_cache_size >= sscreen->shader_cache_max_size;
356
357   if (!insert_into_disk_cache && memory_cache_full)
358      return;
359
360   entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
361   if (entry)
362      return; /* already added */
363
364   hw_binary = si_get_shader_binary(shader);
365   if (!hw_binary)
366      return;
367
368   unsigned size = *hw_binary;
369
370   if (shader->selector->stage == MESA_SHADER_GEOMETRY && !shader->key.ge.as_ngg) {
371      uint32_t *gs_copy_binary = si_get_shader_binary(shader->gs_copy_shader);
372      if (!gs_copy_binary) {
373         FREE(hw_binary);
374         return;
375      }
376
377      /* Combine both binaries. */
378      size += *gs_copy_binary;
379      uint32_t *combined_binary = (uint32_t*)MALLOC(size);
380      if (!combined_binary) {
381         FREE(hw_binary);
382         FREE(gs_copy_binary);
383         return;
384      }
385
386      memcpy(combined_binary, hw_binary, *hw_binary);
387      memcpy(combined_binary + *hw_binary / 4, gs_copy_binary, *gs_copy_binary);
388      FREE(hw_binary);
389      FREE(gs_copy_binary);
390      hw_binary = combined_binary;
391   }
392
393   if (!memory_cache_full) {
394      if (_mesa_hash_table_insert(sscreen->shader_cache,
395                                  mem_dup(ir_sha1_cache_key, 20),
396                                  hw_binary) == NULL) {
397          FREE(hw_binary);
398          return;
399      }
400
401      sscreen->shader_cache_size += size;
402   }
403
404   if (sscreen->disk_shader_cache && insert_into_disk_cache) {
405      disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, key);
406      disk_cache_put(sscreen->disk_shader_cache, key, hw_binary, size, NULL);
407   }
408
409   if (memory_cache_full)
410      FREE(hw_binary);
411}
412
413bool si_shader_cache_load_shader(struct si_screen *sscreen, unsigned char ir_sha1_cache_key[20],
414                                 struct si_shader *shader)
415{
416   struct hash_entry *entry = _mesa_hash_table_search(sscreen->shader_cache, ir_sha1_cache_key);
417
418   if (entry) {
419      if (si_load_shader_binary(shader, entry->data)) {
420         p_atomic_inc(&sscreen->num_memory_shader_cache_hits);
421         return true;
422      }
423   }
424   p_atomic_inc(&sscreen->num_memory_shader_cache_misses);
425
426   if (!sscreen->disk_shader_cache)
427      return false;
428
429   unsigned char sha1[CACHE_KEY_SIZE];
430   disk_cache_compute_key(sscreen->disk_shader_cache, ir_sha1_cache_key, 20, sha1);
431
432   size_t total_size;
433   uint32_t *buffer = (uint32_t*)disk_cache_get(sscreen->disk_shader_cache, sha1, &total_size);
434   if (buffer) {
435      unsigned size = *buffer;
436      unsigned gs_copy_binary_size = 0;
437
438      /* The GS copy shader binary is after the GS binary. */
439      if (shader->selector->stage == MESA_SHADER_GEOMETRY && !shader->key.ge.as_ngg)
440         gs_copy_binary_size = buffer[size / 4];
441
442      if (total_size >= sizeof(uint32_t) && size + gs_copy_binary_size == total_size) {
443         if (si_load_shader_binary(shader, buffer)) {
444            free(buffer);
445            si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, false);
446            p_atomic_inc(&sscreen->num_disk_shader_cache_hits);
447            return true;
448         }
449      } else {
450         /* Something has gone wrong discard the item from the cache and
451          * rebuild/link from source.
452          */
453         assert(!"Invalid radeonsi shader disk cache item!");
454         disk_cache_remove(sscreen->disk_shader_cache, sha1);
455      }
456   }
457
458   free(buffer);
459   p_atomic_inc(&sscreen->num_disk_shader_cache_misses);
460   return false;
461}
462
463static uint32_t si_shader_cache_key_hash(const void *key)
464{
465   /* Take the first dword of SHA1. */
466   return *(uint32_t *)key;
467}
468
469static bool si_shader_cache_key_equals(const void *a, const void *b)
470{
471   /* Compare SHA1s. */
472   return memcmp(a, b, 20) == 0;
473}
474
475static void si_destroy_shader_cache_entry(struct hash_entry *entry)
476{
477   FREE((void *)entry->key);
478   FREE(entry->data);
479}
480
481bool si_init_shader_cache(struct si_screen *sscreen)
482{
483   (void)simple_mtx_init(&sscreen->shader_cache_mutex, mtx_plain);
484   sscreen->shader_cache =
485      _mesa_hash_table_create(NULL, si_shader_cache_key_hash, si_shader_cache_key_equals);
486   sscreen->shader_cache_size = 0;
487   /* Maximum size: 64MB on 32 bits, 1GB else */
488   sscreen->shader_cache_max_size = ((sizeof(void *) == 4) ? 64 : 1024) * 1024 * 1024;
489
490   return sscreen->shader_cache != NULL;
491}
492
493void si_destroy_shader_cache(struct si_screen *sscreen)
494{
495   if (sscreen->shader_cache)
496      _mesa_hash_table_destroy(sscreen->shader_cache, si_destroy_shader_cache_entry);
497   simple_mtx_destroy(&sscreen->shader_cache_mutex);
498}
499
500/* SHADER STATES */
501
502bool si_shader_mem_ordered(struct si_shader *shader)
503{
504   if (shader->selector->screen->info.gfx_level < GFX10)
505      return false;
506
507   /* Return true if both types of VMEM that return something are used. */
508   return shader->info.uses_vmem_sampler_or_bvh &&
509          (shader->info.uses_vmem_load_other ||
510           shader->config.scratch_bytes_per_wave);
511}
512
513static void si_set_tesseval_regs(struct si_screen *sscreen, const struct si_shader_selector *tes,
514                                 struct si_shader *shader)
515{
516   const struct si_shader_info *info = &tes->info;
517   enum tess_primitive_mode tes_prim_mode = info->base.tess._primitive_mode;
518   unsigned tes_spacing = info->base.tess.spacing;
519   bool tes_vertex_order_cw = !info->base.tess.ccw;
520   bool tes_point_mode = info->base.tess.point_mode;
521   unsigned type, partitioning, topology, distribution_mode;
522
523   switch (tes_prim_mode) {
524   case TESS_PRIMITIVE_ISOLINES:
525      type = V_028B6C_TESS_ISOLINE;
526      break;
527   case TESS_PRIMITIVE_TRIANGLES:
528      type = V_028B6C_TESS_TRIANGLE;
529      break;
530   case TESS_PRIMITIVE_QUADS:
531      type = V_028B6C_TESS_QUAD;
532      break;
533   default:
534      assert(0);
535      return;
536   }
537
538   switch (tes_spacing) {
539   case TESS_SPACING_FRACTIONAL_ODD:
540      partitioning = V_028B6C_PART_FRAC_ODD;
541      break;
542   case TESS_SPACING_FRACTIONAL_EVEN:
543      partitioning = V_028B6C_PART_FRAC_EVEN;
544      break;
545   case TESS_SPACING_EQUAL:
546      partitioning = V_028B6C_PART_INTEGER;
547      break;
548   default:
549      assert(0);
550      return;
551   }
552
553   if (tes_point_mode)
554      topology = V_028B6C_OUTPUT_POINT;
555   else if (tes_prim_mode == TESS_PRIMITIVE_ISOLINES)
556      topology = V_028B6C_OUTPUT_LINE;
557   else if (tes_vertex_order_cw)
558      /* for some reason, this must be the other way around */
559      topology = V_028B6C_OUTPUT_TRIANGLE_CCW;
560   else
561      topology = V_028B6C_OUTPUT_TRIANGLE_CW;
562
563   if (sscreen->info.has_distributed_tess) {
564      if (sscreen->info.family == CHIP_FIJI || sscreen->info.family >= CHIP_POLARIS10)
565         distribution_mode = V_028B6C_TRAPEZOIDS;
566      else
567         distribution_mode = V_028B6C_DONUTS;
568   } else
569      distribution_mode = V_028B6C_NO_DIST;
570
571   shader->vgt_tf_param = S_028B6C_TYPE(type) | S_028B6C_PARTITIONING(partitioning) |
572                          S_028B6C_TOPOLOGY(topology) |
573                          S_028B6C_DISTRIBUTION_MODE(distribution_mode);
574}
575
576/* Polaris needs different VTX_REUSE_DEPTH settings depending on
577 * whether the "fractional odd" tessellation spacing is used.
578 *
579 * Possible VGT configurations and which state should set the register:
580 *
581 *   Reg set in | VGT shader configuration   | Value
582 * ------------------------------------------------------
583 *     VS as VS | VS                         | 30
584 *     VS as ES | ES -> GS -> VS             | 30
585 *    TES as VS | LS -> HS -> VS             | 14 or 30
586 *    TES as ES | LS -> HS -> ES -> GS -> VS | 14 or 30
587 */
588static void polaris_set_vgt_vertex_reuse(struct si_screen *sscreen, struct si_shader_selector *sel,
589                                         struct si_shader *shader)
590{
591   if (sscreen->info.family < CHIP_POLARIS10 || sscreen->info.gfx_level >= GFX10)
592      return;
593
594   /* VS as VS, or VS as ES: */
595   if ((sel->stage == MESA_SHADER_VERTEX &&
596        (!shader->key.ge.as_ls && !shader->is_gs_copy_shader)) ||
597       /* TES as VS, or TES as ES: */
598       sel->stage == MESA_SHADER_TESS_EVAL) {
599      unsigned vtx_reuse_depth = 30;
600
601      if (sel->stage == MESA_SHADER_TESS_EVAL &&
602          sel->info.base.tess.spacing == TESS_SPACING_FRACTIONAL_ODD)
603         vtx_reuse_depth = 14;
604
605      shader->vgt_vertex_reuse_block_cntl = vtx_reuse_depth;
606   }
607}
608
609static struct si_pm4_state *si_get_shader_pm4_state(struct si_shader *shader)
610{
611   si_pm4_clear_state(&shader->pm4);
612   shader->pm4.is_shader = true;
613   return &shader->pm4;
614}
615
616static unsigned si_get_num_vs_user_sgprs(struct si_shader *shader,
617                                         unsigned num_always_on_user_sgprs)
618{
619   struct si_shader_selector *vs =
620      shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
621   unsigned num_vbos_in_user_sgprs = vs->info.num_vbos_in_user_sgprs;
622
623   /* 1 SGPR is reserved for the vertex buffer pointer. */
624   assert(num_always_on_user_sgprs <= SI_SGPR_VS_VB_DESCRIPTOR_FIRST - 1);
625
626   if (num_vbos_in_user_sgprs)
627      return SI_SGPR_VS_VB_DESCRIPTOR_FIRST + num_vbos_in_user_sgprs * 4;
628
629   /* Add the pointer to VBO descriptors. */
630   return num_always_on_user_sgprs + 1;
631}
632
633/* Return VGPR_COMP_CNT for the API vertex shader. This can be hw LS, LSHS, ES, ESGS, VS. */
634static unsigned si_get_vs_vgpr_comp_cnt(struct si_screen *sscreen, struct si_shader *shader,
635                                        bool legacy_vs_prim_id)
636{
637   assert(shader->selector->stage == MESA_SHADER_VERTEX ||
638          (shader->previous_stage_sel && shader->previous_stage_sel->stage == MESA_SHADER_VERTEX));
639
640   /* GFX6-9   LS    (VertexID, RelAutoIndex,           InstanceID / StepRate0, InstanceID)
641    * GFX6-9   ES,VS (VertexID, InstanceID / StepRate0, VSPrimID,               InstanceID)
642    * GFX10-11 LS    (VertexID, RelAutoIndex,           UserVGPR1,              UserVGPR2 or InstanceID)
643    * GFX10-11 ES,VS (VertexID, UserVGPR1,              UserVGPR2 or VSPrimID,  UserVGPR3 or InstanceID)
644    */
645   bool is_ls = shader->selector->stage == MESA_SHADER_TESS_CTRL || shader->key.ge.as_ls;
646   unsigned max = 0;
647
648   if (shader->info.uses_instanceid) {
649      if (sscreen->info.gfx_level >= GFX10)
650         max = MAX2(max, 3);
651      else if (is_ls)
652         max = MAX2(max, 2); /* use (InstanceID / StepRate0) because StepRate0 == 1 */
653      else
654         max = MAX2(max, 1); /* use (InstanceID / StepRate0) because StepRate0 == 1 */
655   }
656
657   if (legacy_vs_prim_id)
658      max = MAX2(max, 2); /* VSPrimID */
659
660   /* GFX11: We prefer to compute RelAutoIndex using (WaveID * WaveSize + ThreadID).
661    * Older chips didn't have WaveID in LS.
662    */
663   if (is_ls && sscreen->info.gfx_level <= GFX10_3)
664      max = MAX2(max, 1); /* RelAutoIndex */
665
666   return max;
667}
668
669unsigned si_get_shader_prefetch_size(struct si_shader *shader)
670{
671   /* Return 0 for some A0 chips only. Other chips don't need it. */
672   if ((shader->selector->screen->info.family == CHIP_GFX1100 ||
673        shader->selector->screen->info.family == CHIP_GFX1102 ||
674        shader->selector->screen->info.family == CHIP_GFX1103) &&
675       shader->selector->screen->info.chip_rev == 0)
676      return 0;
677
678   /* inst_pref_size is calculated in cache line size granularity */
679   assert(!(shader->bo->b.b.width0 & 0x7f));
680   return MIN2(shader->bo->b.b.width0, 8064) / 128;
681}
682
683static void si_shader_ls(struct si_screen *sscreen, struct si_shader *shader)
684{
685   struct si_pm4_state *pm4;
686   uint64_t va;
687
688   assert(sscreen->info.gfx_level <= GFX8);
689
690   pm4 = si_get_shader_pm4_state(shader);
691   if (!pm4)
692      return;
693
694   va = shader->bo->gpu_address;
695   si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
696
697   shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
698                          S_00B528_SGPRS((shader->config.num_sgprs - 1) / 8) |
699                          S_00B528_VGPR_COMP_CNT(si_get_vs_vgpr_comp_cnt(sscreen, shader, false)) |
700                          S_00B528_DX10_CLAMP(1) | S_00B528_FLOAT_MODE(shader->config.float_mode);
701   shader->config.rsrc2 =
702      S_00B52C_USER_SGPR(si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR)) |
703      S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
704}
705
706static void si_shader_hs(struct si_screen *sscreen, struct si_shader *shader)
707{
708   struct si_pm4_state *pm4;
709   uint64_t va;
710
711   pm4 = si_get_shader_pm4_state(shader);
712   if (!pm4)
713      return;
714
715   va = shader->bo->gpu_address;
716
717   if (sscreen->info.gfx_level >= GFX9) {
718      if (sscreen->info.gfx_level >= GFX11) {
719         ac_set_reg_cu_en(pm4, R_00B404_SPI_SHADER_PGM_RSRC4_HS,
720                          S_00B404_INST_PREF_SIZE(si_get_shader_prefetch_size(shader)) |
721                          S_00B404_CU_EN(0xffff),
722                          C_00B404_CU_EN, 16, &sscreen->info,
723                          (void (*)(void*, unsigned, uint32_t))si_pm4_set_reg_idx3);
724      }
725      if (sscreen->info.gfx_level >= GFX10) {
726         si_pm4_set_reg(pm4, R_00B520_SPI_SHADER_PGM_LO_LS, va >> 8);
727      } else {
728         si_pm4_set_reg(pm4, R_00B410_SPI_SHADER_PGM_LO_LS, va >> 8);
729      }
730
731      unsigned num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_TCS_NUM_USER_SGPR);
732
733      shader->config.rsrc2 = S_00B42C_USER_SGPR(num_user_sgprs) |
734                             S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
735
736      if (sscreen->info.gfx_level >= GFX10)
737         shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
738      else
739         shader->config.rsrc2 |= S_00B42C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
740   } else {
741      si_pm4_set_reg(pm4, R_00B420_SPI_SHADER_PGM_LO_HS, va >> 8);
742      si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS,
743                     S_00B424_MEM_BASE(sscreen->info.address32_hi >> 8));
744
745      shader->config.rsrc2 = S_00B42C_USER_SGPR(GFX6_TCS_NUM_USER_SGPR) | S_00B42C_OC_LDS_EN(1) |
746                             S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
747   }
748
749   si_pm4_set_reg(
750      pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
751      S_00B428_VGPRS((shader->config.num_vgprs - 1) / (shader->wave_size == 32 ? 8 : 4)) |
752         (sscreen->info.gfx_level <= GFX9 ? S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8)
753                                           : 0) |
754         S_00B428_DX10_CLAMP(1) | S_00B428_MEM_ORDERED(si_shader_mem_ordered(shader)) |
755         S_00B428_WGP_MODE(sscreen->info.gfx_level >= GFX10) |
756         S_00B428_FLOAT_MODE(shader->config.float_mode) |
757         S_00B428_LS_VGPR_COMP_CNT(sscreen->info.gfx_level >= GFX9
758                                      ? si_get_vs_vgpr_comp_cnt(sscreen, shader, false)
759                                      : 0));
760
761   if (sscreen->info.gfx_level <= GFX8) {
762      si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS, shader->config.rsrc2);
763   }
764}
765
766static void si_emit_shader_es(struct si_context *sctx)
767{
768   struct si_shader *shader = sctx->queued.named.es;
769   if (!shader)
770      return;
771
772   radeon_begin(&sctx->gfx_cs);
773   radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
774                              SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
775                              shader->selector->info.esgs_itemsize / 4);
776
777   if (shader->selector->stage == MESA_SHADER_TESS_EVAL)
778      radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
779                                 shader->vgt_tf_param);
780
781   if (shader->vgt_vertex_reuse_block_cntl)
782      radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
783                                 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
784                                 shader->vgt_vertex_reuse_block_cntl);
785   radeon_end_update_context_roll(sctx);
786}
787
788static void si_shader_es(struct si_screen *sscreen, struct si_shader *shader)
789{
790   struct si_pm4_state *pm4;
791   unsigned num_user_sgprs;
792   unsigned vgpr_comp_cnt;
793   uint64_t va;
794   unsigned oc_lds_en;
795
796   assert(sscreen->info.gfx_level <= GFX8);
797
798   pm4 = si_get_shader_pm4_state(shader);
799   if (!pm4)
800      return;
801
802   pm4->atom.emit = si_emit_shader_es;
803   va = shader->bo->gpu_address;
804
805   if (shader->selector->stage == MESA_SHADER_VERTEX) {
806      vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
807      num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
808   } else if (shader->selector->stage == MESA_SHADER_TESS_EVAL) {
809      vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
810      num_user_sgprs = SI_TES_NUM_USER_SGPR;
811   } else
812      unreachable("invalid shader selector type");
813
814   oc_lds_en = shader->selector->stage == MESA_SHADER_TESS_EVAL ? 1 : 0;
815
816   si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
817   si_pm4_set_reg(pm4, R_00B324_SPI_SHADER_PGM_HI_ES,
818                  S_00B324_MEM_BASE(sscreen->info.address32_hi >> 8));
819   si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES,
820                  S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
821                     S_00B328_SGPRS((shader->config.num_sgprs - 1) / 8) |
822                     S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B328_DX10_CLAMP(1) |
823                     S_00B328_FLOAT_MODE(shader->config.float_mode));
824   si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
825                  S_00B32C_USER_SGPR(num_user_sgprs) | S_00B32C_OC_LDS_EN(oc_lds_en) |
826                     S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
827
828   if (shader->selector->stage == MESA_SHADER_TESS_EVAL)
829      si_set_tesseval_regs(sscreen, shader->selector, shader);
830
831   polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader);
832}
833
834void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
835                      struct gfx9_gs_info *out)
836{
837   unsigned gs_num_invocations = MAX2(gs->info.base.gs.invocations, 1);
838   unsigned input_prim = gs->info.base.gs.input_primitive;
839   bool uses_adjacency =
840      input_prim >= PIPE_PRIM_LINES_ADJACENCY && input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
841
842   /* All these are in dwords: */
843   /* We can't allow using the whole LDS, because GS waves compete with
844    * other shader stages for LDS space. */
845   const unsigned max_lds_size = 8 * 1024;
846   const unsigned esgs_itemsize = es->info.esgs_itemsize / 4;
847   unsigned esgs_lds_size;
848
849   /* All these are per subgroup: */
850   const unsigned max_out_prims = 32 * 1024;
851   const unsigned max_es_verts = 255;
852   const unsigned ideal_gs_prims = 64;
853   unsigned max_gs_prims, gs_prims;
854   unsigned min_es_verts, es_verts, worst_case_es_verts;
855
856   if (uses_adjacency || gs_num_invocations > 1)
857      max_gs_prims = 127 / gs_num_invocations;
858   else
859      max_gs_prims = 255;
860
861   /* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
862    * Make sure we don't go over the maximum value.
863    */
864   if (gs->info.base.gs.vertices_out > 0) {
865      max_gs_prims =
866         MIN2(max_gs_prims, max_out_prims / (gs->info.base.gs.vertices_out * gs_num_invocations));
867   }
868   assert(max_gs_prims > 0);
869
870   /* If the primitive has adjacency, halve the number of vertices
871    * that will be reused in multiple primitives.
872    */
873   min_es_verts = gs->info.gs_input_verts_per_prim / (uses_adjacency ? 2 : 1);
874
875   gs_prims = MIN2(ideal_gs_prims, max_gs_prims);
876   worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
877
878   /* Compute ESGS LDS size based on the worst case number of ES vertices
879    * needed to create the target number of GS prims per subgroup.
880    */
881   esgs_lds_size = esgs_itemsize * worst_case_es_verts;
882
883   /* If total LDS usage is too big, refactor partitions based on ratio
884    * of ESGS item sizes.
885    */
886   if (esgs_lds_size > max_lds_size) {
887      /* Our target GS Prims Per Subgroup was too large. Calculate
888       * the maximum number of GS Prims Per Subgroup that will fit
889       * into LDS, capped by the maximum that the hardware can support.
890       */
891      gs_prims = MIN2((max_lds_size / (esgs_itemsize * min_es_verts)), max_gs_prims);
892      assert(gs_prims > 0);
893      worst_case_es_verts = MIN2(min_es_verts * gs_prims, max_es_verts);
894
895      esgs_lds_size = esgs_itemsize * worst_case_es_verts;
896      assert(esgs_lds_size <= max_lds_size);
897   }
898
899   /* Now calculate remaining ESGS information. */
900   if (esgs_lds_size)
901      es_verts = MIN2(esgs_lds_size / esgs_itemsize, max_es_verts);
902   else
903      es_verts = max_es_verts;
904
905   /* Vertices for adjacency primitives are not always reused, so restore
906    * it for ES_VERTS_PER_SUBGRP.
907    */
908   min_es_verts = gs->info.gs_input_verts_per_prim;
909
910   /* For normal primitives, the VGT only checks if they are past the ES
911    * verts per subgroup after allocating a full GS primitive and if they
912    * are, kick off a new subgroup.  But if those additional ES verts are
913    * unique (e.g. not reused) we need to make sure there is enough LDS
914    * space to account for those ES verts beyond ES_VERTS_PER_SUBGRP.
915    */
916   es_verts -= min_es_verts - 1;
917
918   out->es_verts_per_subgroup = es_verts;
919   out->gs_prims_per_subgroup = gs_prims;
920   out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
921   out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup * gs->info.base.gs.vertices_out;
922   out->esgs_ring_size = esgs_lds_size;
923
924   assert(out->max_prims_per_subgroup <= max_out_prims);
925}
926
927static void si_emit_shader_gs(struct si_context *sctx)
928{
929   struct si_shader *shader = sctx->queued.named.gs;
930   if (!shader)
931      return;
932
933   radeon_begin(&sctx->gfx_cs);
934
935   /* R_028A60_VGT_GSVS_RING_OFFSET_1, R_028A64_VGT_GSVS_RING_OFFSET_2
936    * R_028A68_VGT_GSVS_RING_OFFSET_3 */
937   radeon_opt_set_context_reg3(
938      sctx, R_028A60_VGT_GSVS_RING_OFFSET_1, SI_TRACKED_VGT_GSVS_RING_OFFSET_1,
939      shader->ctx_reg.gs.vgt_gsvs_ring_offset_1, shader->ctx_reg.gs.vgt_gsvs_ring_offset_2,
940      shader->ctx_reg.gs.vgt_gsvs_ring_offset_3);
941
942   /* R_028AB0_VGT_GSVS_RING_ITEMSIZE */
943   radeon_opt_set_context_reg(sctx, R_028AB0_VGT_GSVS_RING_ITEMSIZE,
944                              SI_TRACKED_VGT_GSVS_RING_ITEMSIZE,
945                              shader->ctx_reg.gs.vgt_gsvs_ring_itemsize);
946
947   /* R_028B38_VGT_GS_MAX_VERT_OUT */
948   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
949                              shader->ctx_reg.gs.vgt_gs_max_vert_out);
950
951   /* R_028B5C_VGT_GS_VERT_ITEMSIZE, R_028B60_VGT_GS_VERT_ITEMSIZE_1
952    * R_028B64_VGT_GS_VERT_ITEMSIZE_2, R_028B68_VGT_GS_VERT_ITEMSIZE_3 */
953   radeon_opt_set_context_reg4(
954      sctx, R_028B5C_VGT_GS_VERT_ITEMSIZE, SI_TRACKED_VGT_GS_VERT_ITEMSIZE,
955      shader->ctx_reg.gs.vgt_gs_vert_itemsize, shader->ctx_reg.gs.vgt_gs_vert_itemsize_1,
956      shader->ctx_reg.gs.vgt_gs_vert_itemsize_2, shader->ctx_reg.gs.vgt_gs_vert_itemsize_3);
957
958   /* R_028B90_VGT_GS_INSTANCE_CNT */
959   radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
960                              shader->ctx_reg.gs.vgt_gs_instance_cnt);
961
962   if (sctx->gfx_level >= GFX9) {
963      /* R_028A44_VGT_GS_ONCHIP_CNTL */
964      radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
965                                 shader->ctx_reg.gs.vgt_gs_onchip_cntl);
966      /* R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP */
967      radeon_opt_set_context_reg(sctx, R_028A94_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
968                                 SI_TRACKED_VGT_GS_MAX_PRIMS_PER_SUBGROUP,
969                                 shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup);
970      /* R_028AAC_VGT_ESGS_RING_ITEMSIZE */
971      radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
972                                 SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
973                                 shader->ctx_reg.gs.vgt_esgs_ring_itemsize);
974
975      if (shader->key.ge.part.gs.es->stage == MESA_SHADER_TESS_EVAL)
976         radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
977                                    shader->vgt_tf_param);
978      if (shader->vgt_vertex_reuse_block_cntl)
979         radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
980                                    SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
981                                    shader->vgt_vertex_reuse_block_cntl);
982   }
983   radeon_end_update_context_roll(sctx);
984
985   /* These don't cause any context rolls. */
986   if (sctx->screen->info.spi_cu_en_has_effect) {
987      if (sctx->gfx_level >= GFX7) {
988         ac_set_reg_cu_en(&sctx->gfx_cs, R_00B21C_SPI_SHADER_PGM_RSRC3_GS,
989                          shader->ctx_reg.gs.spi_shader_pgm_rsrc3_gs,
990                          C_00B21C_CU_EN, 0, &sctx->screen->info,
991                          (void (*)(void*, unsigned, uint32_t))
992                          (sctx->gfx_level >= GFX10 ? radeon_set_sh_reg_idx3_func : radeon_set_sh_reg_func));
993         sctx->tracked_regs.reg_saved &= ~BITFIELD64_BIT(SI_TRACKED_SPI_SHADER_PGM_RSRC3_GS);
994      }
995      if (sctx->gfx_level >= GFX10) {
996         ac_set_reg_cu_en(&sctx->gfx_cs, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
997                          shader->ctx_reg.gs.spi_shader_pgm_rsrc4_gs,
998                          C_00B204_CU_EN_GFX10, 16, &sctx->screen->info,
999                          (void (*)(void*, unsigned, uint32_t))
1000                          (sctx->gfx_level >= GFX10 ? radeon_set_sh_reg_idx3_func : radeon_set_sh_reg_func));
1001         sctx->tracked_regs.reg_saved &= ~BITFIELD64_BIT(SI_TRACKED_SPI_SHADER_PGM_RSRC4_GS);
1002      }
1003   } else {
1004      radeon_begin_again(&sctx->gfx_cs);
1005      if (sctx->gfx_level >= GFX7) {
1006         radeon_opt_set_sh_reg_idx3(sctx, R_00B21C_SPI_SHADER_PGM_RSRC3_GS,
1007                                    SI_TRACKED_SPI_SHADER_PGM_RSRC3_GS,
1008                                    shader->ctx_reg.gs.spi_shader_pgm_rsrc3_gs);
1009      }
1010      if (sctx->gfx_level >= GFX10) {
1011         radeon_opt_set_sh_reg_idx3(sctx, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
1012                                    SI_TRACKED_SPI_SHADER_PGM_RSRC4_GS,
1013                                    shader->ctx_reg.gs.spi_shader_pgm_rsrc4_gs);
1014      }
1015      radeon_end();
1016   }
1017}
1018
1019static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
1020{
1021   struct si_shader_selector *sel = shader->selector;
1022   const ubyte *num_components = sel->info.num_stream_output_components;
1023   unsigned gs_num_invocations = sel->info.base.gs.invocations;
1024   struct si_pm4_state *pm4;
1025   uint64_t va;
1026   unsigned max_stream = util_last_bit(sel->info.base.gs.active_stream_mask);
1027   unsigned offset;
1028
1029   assert(sscreen->info.gfx_level < GFX11); /* gfx11 doesn't have the legacy pipeline */
1030
1031   pm4 = si_get_shader_pm4_state(shader);
1032   if (!pm4)
1033      return;
1034
1035   pm4->atom.emit = si_emit_shader_gs;
1036
1037   offset = num_components[0] * sel->info.base.gs.vertices_out;
1038   shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
1039
1040   if (max_stream >= 2)
1041      offset += num_components[1] * sel->info.base.gs.vertices_out;
1042   shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
1043
1044   if (max_stream >= 3)
1045      offset += num_components[2] * sel->info.base.gs.vertices_out;
1046   shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
1047
1048   if (max_stream >= 4)
1049      offset += num_components[3] * sel->info.base.gs.vertices_out;
1050   shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
1051
1052   /* The GSVS_RING_ITEMSIZE register takes 15 bits */
1053   assert(offset < (1 << 15));
1054
1055   shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->info.base.gs.vertices_out;
1056
1057   shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
1058   shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 2) ? num_components[1] : 0;
1059   shader->ctx_reg.gs.vgt_gs_vert_itemsize_2 = (max_stream >= 3) ? num_components[2] : 0;
1060   shader->ctx_reg.gs.vgt_gs_vert_itemsize_3 = (max_stream >= 4) ? num_components[3] : 0;
1061
1062   shader->ctx_reg.gs.vgt_gs_instance_cnt =
1063      S_028B90_CNT(MIN2(gs_num_invocations, 127)) | S_028B90_ENABLE(gs_num_invocations > 0);
1064
1065   /* Copy over fields from the GS copy shader to make them easily accessible from GS. */
1066   shader->pa_cl_vs_out_cntl = shader->gs_copy_shader->pa_cl_vs_out_cntl;
1067
1068   va = shader->bo->gpu_address;
1069
1070   if (sscreen->info.gfx_level >= GFX9) {
1071      unsigned input_prim = sel->info.base.gs.input_primitive;
1072      gl_shader_stage es_stage = shader->key.ge.part.gs.es->stage;
1073      unsigned es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
1074
1075      if (es_stage == MESA_SHADER_VERTEX) {
1076         es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
1077      } else if (es_stage == MESA_SHADER_TESS_EVAL)
1078         es_vgpr_comp_cnt = shader->key.ge.part.gs.es->info.uses_primid ? 3 : 2;
1079      else
1080         unreachable("invalid shader selector type");
1081
1082      /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
1083       * VGPR[0:4] are always loaded.
1084       */
1085      if (sel->info.uses_invocationid)
1086         gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */
1087      else if (sel->info.uses_primid)
1088         gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
1089      else if (input_prim >= PIPE_PRIM_TRIANGLES)
1090         gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
1091      else
1092         gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
1093
1094      unsigned num_user_sgprs;
1095      if (es_stage == MESA_SHADER_VERTEX)
1096         num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_GS_NUM_USER_SGPR);
1097      else
1098         num_user_sgprs = GFX9_GS_NUM_USER_SGPR;
1099
1100      if (sscreen->info.gfx_level >= GFX10) {
1101         si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
1102      } else {
1103         si_pm4_set_reg(pm4, R_00B210_SPI_SHADER_PGM_LO_ES, va >> 8);
1104      }
1105
1106      uint32_t rsrc1 = S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) | S_00B228_DX10_CLAMP(1) |
1107                       S_00B228_MEM_ORDERED(si_shader_mem_ordered(shader)) |
1108                       S_00B228_WGP_MODE(sscreen->info.gfx_level >= GFX10) |
1109                       S_00B228_FLOAT_MODE(shader->config.float_mode) |
1110                       S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
1111      uint32_t rsrc2 = S_00B22C_USER_SGPR(num_user_sgprs) |
1112                       S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
1113                       S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL) |
1114                       S_00B22C_LDS_SIZE(shader->config.lds_size) |
1115                       S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
1116
1117      if (sscreen->info.gfx_level >= GFX10) {
1118         rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
1119      } else {
1120         rsrc1 |= S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8);
1121         rsrc2 |= S_00B22C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
1122      }
1123
1124      si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, rsrc1);
1125      si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, rsrc2);
1126
1127      shader->ctx_reg.gs.spi_shader_pgm_rsrc3_gs = S_00B21C_CU_EN(0xffff) |
1128                                                   S_00B21C_WAVE_LIMIT(0x3F);
1129      shader->ctx_reg.gs.spi_shader_pgm_rsrc4_gs =
1130         (sscreen->info.gfx_level >= GFX11 ? S_00B204_CU_EN_GFX11(1) : S_00B204_CU_EN_GFX10(0xffff)) |
1131         S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(0);
1132
1133      shader->ctx_reg.gs.vgt_gs_onchip_cntl =
1134         S_028A44_ES_VERTS_PER_SUBGRP(shader->gs_info.es_verts_per_subgroup) |
1135         S_028A44_GS_PRIMS_PER_SUBGRP(shader->gs_info.gs_prims_per_subgroup) |
1136         S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->gs_info.gs_inst_prims_in_subgroup);
1137      shader->ctx_reg.gs.vgt_gs_max_prims_per_subgroup =
1138         S_028A94_MAX_PRIMS_PER_SUBGROUP(shader->gs_info.max_prims_per_subgroup);
1139      shader->ctx_reg.gs.vgt_esgs_ring_itemsize = shader->key.ge.part.gs.es->info.esgs_itemsize / 4;
1140
1141      if (es_stage == MESA_SHADER_TESS_EVAL)
1142         si_set_tesseval_regs(sscreen, shader->key.ge.part.gs.es, shader);
1143
1144      polaris_set_vgt_vertex_reuse(sscreen, shader->key.ge.part.gs.es, shader);
1145   } else {
1146      shader->ctx_reg.gs.spi_shader_pgm_rsrc3_gs = S_00B21C_CU_EN(0xffff) |
1147                                                   S_00B21C_WAVE_LIMIT(0x3F);
1148
1149      si_pm4_set_reg(pm4, R_00B220_SPI_SHADER_PGM_LO_GS, va >> 8);
1150      si_pm4_set_reg(pm4, R_00B224_SPI_SHADER_PGM_HI_GS,
1151                     S_00B224_MEM_BASE(sscreen->info.address32_hi >> 8));
1152
1153      si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
1154                     S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
1155                        S_00B228_SGPRS((shader->config.num_sgprs - 1) / 8) |
1156                        S_00B228_DX10_CLAMP(1) | S_00B228_FLOAT_MODE(shader->config.float_mode));
1157      si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
1158                     S_00B22C_USER_SGPR(GFX6_GS_NUM_USER_SGPR) |
1159                        S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
1160   }
1161}
1162
1163bool gfx10_is_ngg_passthrough(struct si_shader *shader)
1164{
1165   struct si_shader_selector *sel = shader->selector;
1166
1167   /* Never use NGG passthrough if culling is possible even when it's not used by this shader,
1168    * so that we don't get context rolls when enabling and disabling NGG passthrough.
1169    */
1170   if (sel->screen->use_ngg_culling)
1171      return false;
1172
1173   /* The definition of NGG passthrough is:
1174    * - user GS is turned off (no amplification, no GS instancing, and no culling)
1175    * - VGT_ESGS_RING_ITEMSIZE is ignored (behaving as if it was equal to 1)
1176    * - vertex indices are packed into 1 VGPR
1177    * - Navi23 and later chips can optionally skip the gs_alloc_req message
1178    *
1179    * NGG passthrough still allows the use of LDS.
1180    */
1181   return sel->stage != MESA_SHADER_GEOMETRY && !shader->key.ge.opt.ngg_culling;
1182}
1183
1184/* Common tail code for NGG primitive shaders. */
1185static void gfx10_emit_shader_ngg_tail(struct si_context *sctx, struct si_shader *shader)
1186{
1187   radeon_begin(&sctx->gfx_cs);
1188   radeon_opt_set_context_reg(sctx, R_0287FC_GE_MAX_OUTPUT_PER_SUBGROUP,
1189                              SI_TRACKED_GE_MAX_OUTPUT_PER_SUBGROUP,
1190                              shader->ctx_reg.ngg.ge_max_output_per_subgroup);
1191   radeon_opt_set_context_reg(sctx, R_028B4C_GE_NGG_SUBGRP_CNTL, SI_TRACKED_GE_NGG_SUBGRP_CNTL,
1192                              shader->ctx_reg.ngg.ge_ngg_subgrp_cntl);
1193   radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
1194                              shader->ctx_reg.ngg.vgt_primitiveid_en);
1195   if (sctx->gfx_level < GFX11) {
1196      radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL, SI_TRACKED_VGT_GS_ONCHIP_CNTL,
1197                                 shader->ctx_reg.ngg.vgt_gs_onchip_cntl);
1198   }
1199   radeon_opt_set_context_reg(sctx, R_028B90_VGT_GS_INSTANCE_CNT, SI_TRACKED_VGT_GS_INSTANCE_CNT,
1200                              shader->ctx_reg.ngg.vgt_gs_instance_cnt);
1201   radeon_opt_set_context_reg(sctx, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
1202                              SI_TRACKED_VGT_ESGS_RING_ITEMSIZE,
1203                              shader->ctx_reg.ngg.vgt_esgs_ring_itemsize);
1204   radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
1205                              shader->ctx_reg.ngg.spi_vs_out_config);
1206   radeon_opt_set_context_reg2(
1207      sctx, R_028708_SPI_SHADER_IDX_FORMAT, SI_TRACKED_SPI_SHADER_IDX_FORMAT,
1208      shader->ctx_reg.ngg.spi_shader_idx_format, shader->ctx_reg.ngg.spi_shader_pos_format);
1209   radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
1210                              shader->ctx_reg.ngg.pa_cl_vte_cntl);
1211   radeon_opt_set_context_reg(sctx, R_028838_PA_CL_NGG_CNTL, SI_TRACKED_PA_CL_NGG_CNTL,
1212                              shader->ctx_reg.ngg.pa_cl_ngg_cntl);
1213
1214   radeon_end_update_context_roll(sctx);
1215
1216   /* These don't cause a context roll. */
1217   radeon_begin_again(&sctx->gfx_cs);
1218   radeon_opt_set_uconfig_reg(sctx, R_030980_GE_PC_ALLOC, SI_TRACKED_GE_PC_ALLOC,
1219                              shader->ctx_reg.ngg.ge_pc_alloc);
1220   if (sctx->screen->info.spi_cu_en_has_effect) {
1221      radeon_end();
1222      ac_set_reg_cu_en(&sctx->gfx_cs, R_00B21C_SPI_SHADER_PGM_RSRC3_GS,
1223                       shader->ctx_reg.ngg.spi_shader_pgm_rsrc3_gs,
1224                       C_00B21C_CU_EN, 0, &sctx->screen->info,
1225                       (void (*)(void*, unsigned, uint32_t))
1226                       (sctx->gfx_level >= GFX10 ? radeon_set_sh_reg_idx3_func : radeon_set_sh_reg_func));
1227      ac_set_reg_cu_en(&sctx->gfx_cs, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
1228                       shader->ctx_reg.ngg.spi_shader_pgm_rsrc4_gs,
1229                       C_00B204_CU_EN_GFX10, 16, &sctx->screen->info,
1230                       (void (*)(void*, unsigned, uint32_t))
1231                       (sctx->gfx_level >= GFX10 ? radeon_set_sh_reg_idx3_func : radeon_set_sh_reg_func));
1232      sctx->tracked_regs.reg_saved &= ~BITFIELD64_BIT(SI_TRACKED_SPI_SHADER_PGM_RSRC4_GS) &
1233                                      ~BITFIELD64_BIT(SI_TRACKED_SPI_SHADER_PGM_RSRC3_GS);
1234   } else {
1235      radeon_opt_set_sh_reg_idx3(sctx, R_00B21C_SPI_SHADER_PGM_RSRC3_GS,
1236                                 SI_TRACKED_SPI_SHADER_PGM_RSRC3_GS,
1237                                 shader->ctx_reg.ngg.spi_shader_pgm_rsrc3_gs);
1238      radeon_opt_set_sh_reg_idx3(sctx, R_00B204_SPI_SHADER_PGM_RSRC4_GS,
1239                                 SI_TRACKED_SPI_SHADER_PGM_RSRC4_GS,
1240                                 shader->ctx_reg.ngg.spi_shader_pgm_rsrc4_gs);
1241      radeon_end();
1242   }
1243}
1244
1245static void gfx10_emit_shader_ngg_notess_nogs(struct si_context *sctx)
1246{
1247   struct si_shader *shader = sctx->queued.named.gs;
1248   if (!shader)
1249      return;
1250
1251   gfx10_emit_shader_ngg_tail(sctx, shader);
1252}
1253
1254static void gfx10_emit_shader_ngg_tess_nogs(struct si_context *sctx)
1255{
1256   struct si_shader *shader = sctx->queued.named.gs;
1257   if (!shader)
1258      return;
1259
1260   radeon_begin(&sctx->gfx_cs);
1261   radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
1262                              shader->vgt_tf_param);
1263   radeon_end_update_context_roll(sctx);
1264
1265   gfx10_emit_shader_ngg_tail(sctx, shader);
1266}
1267
1268static void gfx10_emit_shader_ngg_notess_gs(struct si_context *sctx)
1269{
1270   struct si_shader *shader = sctx->queued.named.gs;
1271   if (!shader)
1272      return;
1273
1274   radeon_begin(&sctx->gfx_cs);
1275   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
1276                              shader->ctx_reg.ngg.vgt_gs_max_vert_out);
1277   radeon_end_update_context_roll(sctx);
1278
1279   gfx10_emit_shader_ngg_tail(sctx, shader);
1280}
1281
1282static void gfx10_emit_shader_ngg_tess_gs(struct si_context *sctx)
1283{
1284   struct si_shader *shader = sctx->queued.named.gs;
1285
1286   if (!shader)
1287      return;
1288
1289   radeon_begin(&sctx->gfx_cs);
1290   radeon_opt_set_context_reg(sctx, R_028B38_VGT_GS_MAX_VERT_OUT, SI_TRACKED_VGT_GS_MAX_VERT_OUT,
1291                              shader->ctx_reg.ngg.vgt_gs_max_vert_out);
1292   radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
1293                              shader->vgt_tf_param);
1294   radeon_end_update_context_roll(sctx);
1295
1296   gfx10_emit_shader_ngg_tail(sctx, shader);
1297}
1298
1299unsigned si_get_input_prim(const struct si_shader_selector *gs, const union si_shader_key *key)
1300{
1301   if (gs->stage == MESA_SHADER_GEOMETRY)
1302      return gs->info.base.gs.input_primitive;
1303
1304   if (gs->stage == MESA_SHADER_TESS_EVAL) {
1305      if (gs->info.base.tess.point_mode)
1306         return PIPE_PRIM_POINTS;
1307      if (gs->info.base.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES)
1308         return PIPE_PRIM_LINES;
1309      return PIPE_PRIM_TRIANGLES;
1310   }
1311
1312   if (key->ge.opt.ngg_culling & SI_NGG_CULL_LINES)
1313      return PIPE_PRIM_LINES;
1314
1315   return PIPE_PRIM_TRIANGLES; /* worst case for all callers */
1316}
1317
1318static unsigned si_get_vs_out_cntl(const struct si_shader_selector *sel,
1319                                   const struct si_shader *shader, bool ngg)
1320{
1321   /* Clip distances can be killed, but cull distances can't. */
1322   unsigned clipcull_mask = (sel->info.clipdist_mask & ~shader->key.ge.opt.kill_clip_distances) |
1323                            sel->info.culldist_mask;
1324   bool writes_psize = sel->info.writes_psize && !shader->key.ge.opt.kill_pointsize;
1325   bool misc_vec_ena = writes_psize || (sel->info.writes_edgeflag && !ngg) ||
1326                       sel->screen->options.vrs2x2 ||
1327                       sel->info.writes_layer || sel->info.writes_viewport_index;
1328
1329   return S_02881C_VS_OUT_CCDIST0_VEC_ENA((clipcull_mask & 0x0F) != 0) |
1330          S_02881C_VS_OUT_CCDIST1_VEC_ENA((clipcull_mask & 0xF0) != 0) |
1331          S_02881C_USE_VTX_POINT_SIZE(writes_psize) |
1332          S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag && !ngg) |
1333          S_02881C_USE_VTX_VRS_RATE(sel->screen->options.vrs2x2) |
1334          S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
1335          S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
1336          S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |
1337          S_02881C_VS_OUT_MISC_SIDE_BUS_ENA(misc_vec_ena);
1338}
1339
1340/**
1341 * Prepare the PM4 image for \p shader, which will run as a merged ESGS shader
1342 * in NGG mode.
1343 */
1344static void gfx10_shader_ngg(struct si_screen *sscreen, struct si_shader *shader)
1345{
1346   const struct si_shader_selector *gs_sel = shader->selector;
1347   const struct si_shader_info *gs_info = &gs_sel->info;
1348   const gl_shader_stage gs_stage = shader->selector->stage;
1349   const struct si_shader_selector *es_sel =
1350      shader->previous_stage_sel ? shader->previous_stage_sel : shader->selector;
1351   const struct si_shader_info *es_info = &es_sel->info;
1352   const gl_shader_stage es_stage = es_sel->stage;
1353   unsigned num_user_sgprs;
1354   unsigned nparams, es_vgpr_comp_cnt, gs_vgpr_comp_cnt;
1355   uint64_t va;
1356   bool window_space = gs_sel->stage == MESA_SHADER_VERTEX ?
1357                          gs_info->base.vs.window_space_position : 0;
1358   bool es_enable_prim_id = shader->key.ge.mono.u.vs_export_prim_id || es_info->uses_primid;
1359   unsigned gs_num_invocations = gs_sel->stage == MESA_SHADER_GEOMETRY ?
1360                                    MAX2(gs_info->base.gs.invocations, 1) : 0;
1361   unsigned input_prim = si_get_input_prim(gs_sel, &shader->key);
1362   bool break_wave_at_eoi = false;
1363   struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
1364   if (!pm4)
1365      return;
1366
1367   if (es_stage == MESA_SHADER_TESS_EVAL) {
1368      pm4->atom.emit = gs_stage == MESA_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_tess_gs
1369                                                       : gfx10_emit_shader_ngg_tess_nogs;
1370   } else {
1371      pm4->atom.emit = gs_stage == MESA_SHADER_GEOMETRY ? gfx10_emit_shader_ngg_notess_gs
1372                                                       : gfx10_emit_shader_ngg_notess_nogs;
1373   }
1374
1375   va = shader->bo->gpu_address;
1376
1377   if (es_stage == MESA_SHADER_VERTEX) {
1378      es_vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, false);
1379
1380      if (es_info->base.vs.blit_sgprs_amd) {
1381         num_user_sgprs =
1382            SI_SGPR_VS_BLIT_DATA + es_info->base.vs.blit_sgprs_amd;
1383      } else {
1384         num_user_sgprs = si_get_num_vs_user_sgprs(shader, GFX9_GS_NUM_USER_SGPR);
1385      }
1386   } else {
1387      assert(es_stage == MESA_SHADER_TESS_EVAL);
1388      es_vgpr_comp_cnt = es_enable_prim_id ? 3 : 2;
1389      num_user_sgprs = GFX9_GS_NUM_USER_SGPR;
1390
1391      if (es_enable_prim_id || gs_info->uses_primid)
1392         break_wave_at_eoi = true;
1393   }
1394
1395   /* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
1396    * VGPR[0:4] are always loaded.
1397    *
1398    * Vertex shaders always need to load VGPR3, because they need to
1399    * pass edge flags for decomposed primitives (such as quads) to the PA
1400    * for the GL_LINE polygon mode to skip rendering lines on inner edges.
1401    */
1402   if (gs_info->uses_invocationid ||
1403       (gfx10_edgeflags_have_effect(shader) && !gfx10_is_ngg_passthrough(shader)))
1404      gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
1405   else if ((gs_stage == MESA_SHADER_GEOMETRY && gs_info->uses_primid) ||
1406            (gs_stage == MESA_SHADER_VERTEX && shader->key.ge.mono.u.vs_export_prim_id))
1407      gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
1408   else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader))
1409      gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
1410   else
1411      gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
1412
1413   unsigned late_alloc_wave64, cu_mask;
1414
1415   ac_compute_late_alloc(&sscreen->info, true, shader->key.ge.opt.ngg_culling,
1416                         shader->config.scratch_bytes_per_wave > 0,
1417                         &late_alloc_wave64, &cu_mask);
1418
1419   si_pm4_set_reg(pm4, R_00B320_SPI_SHADER_PGM_LO_ES, va >> 8);
1420   si_pm4_set_reg(
1421      pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
1422      S_00B228_VGPRS((shader->config.num_vgprs - 1) / (shader->wave_size == 32 ? 8 : 4)) |
1423         S_00B228_FLOAT_MODE(shader->config.float_mode) | S_00B228_DX10_CLAMP(1) |
1424         S_00B228_MEM_ORDERED(si_shader_mem_ordered(shader)) |
1425         /* Disable the WGP mode on gfx10.3 because it can hang. (it happened on VanGogh)
1426          * Let's disable it on all chips that disable exactly 1 CU per SA for GS. */
1427         S_00B228_WGP_MODE(sscreen->info.gfx_level == GFX10) |
1428         S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
1429   si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
1430                  S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |
1431                     S_00B22C_USER_SGPR(num_user_sgprs) |
1432                     S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
1433                     S_00B22C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5) |
1434                     S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL) |
1435                     S_00B22C_LDS_SIZE(shader->config.lds_size));
1436
1437   shader->ctx_reg.ngg.spi_shader_pgm_rsrc3_gs = S_00B21C_CU_EN(cu_mask) |
1438                                                 S_00B21C_WAVE_LIMIT(0x3F);
1439   if (sscreen->info.gfx_level >= GFX11) {
1440      shader->ctx_reg.ngg.spi_shader_pgm_rsrc4_gs =
1441         S_00B204_CU_EN_GFX11(0x1) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(late_alloc_wave64) |
1442         S_00B204_INST_PREF_SIZE(si_get_shader_prefetch_size(shader));
1443   } else {
1444      shader->ctx_reg.ngg.spi_shader_pgm_rsrc4_gs =
1445         S_00B204_CU_EN_GFX10(0xffff) | S_00B204_SPI_SHADER_LATE_ALLOC_GS_GFX10(late_alloc_wave64);
1446   }
1447
1448   nparams = MAX2(shader->info.nr_param_exports, 1);
1449   shader->ctx_reg.ngg.spi_vs_out_config =
1450      S_0286C4_VS_EXPORT_COUNT(nparams - 1) |
1451      S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
1452
1453   shader->ctx_reg.ngg.spi_shader_idx_format =
1454      S_028708_IDX0_EXPORT_FORMAT(V_028708_SPI_SHADER_1COMP);
1455   shader->ctx_reg.ngg.spi_shader_pos_format =
1456      S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
1457      S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
1458                                                                  : V_02870C_SPI_SHADER_NONE) |
1459      S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
1460                                                                  : V_02870C_SPI_SHADER_NONE) |
1461      S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
1462                                                                  : V_02870C_SPI_SHADER_NONE);
1463
1464   shader->ctx_reg.ngg.vgt_primitiveid_en =
1465      S_028A84_PRIMITIVEID_EN(es_enable_prim_id) |
1466      S_028A84_NGG_DISABLE_PROVOK_REUSE(shader->key.ge.mono.u.vs_export_prim_id ||
1467                                        gs_sel->info.writes_primid);
1468
1469   if (gs_stage == MESA_SHADER_GEOMETRY) {
1470      shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->info.esgs_itemsize / 4;
1471      shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->info.base.gs.vertices_out;
1472   } else {
1473      shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
1474   }
1475
1476   if (es_stage == MESA_SHADER_TESS_EVAL)
1477      si_set_tesseval_regs(sscreen, es_sel, shader);
1478
1479   shader->ctx_reg.ngg.ge_max_output_per_subgroup =
1480      S_0287FC_MAX_VERTS_PER_SUBGROUP(shader->ngg.max_out_verts);
1481   shader->ctx_reg.ngg.ge_ngg_subgrp_cntl = S_028B4C_PRIM_AMP_FACTOR(shader->ngg.prim_amp_factor) |
1482                                            S_028B4C_THDS_PER_SUBGRP(0); /* for fast launch */
1483   shader->ctx_reg.ngg.vgt_gs_instance_cnt =
1484      S_028B90_CNT(gs_num_invocations) | S_028B90_ENABLE(gs_num_invocations > 1) |
1485      S_028B90_EN_MAX_VERT_OUT_PER_GS_INSTANCE(shader->ngg.max_vert_out_per_gs_instance);
1486
1487   /* Output hw-generated edge flags if needed and pass them via the prim
1488    * export to prevent drawing lines on internal edges of decomposed
1489    * primitives (such as quads) with polygon mode = lines.
1490    */
1491   shader->ctx_reg.ngg.pa_cl_ngg_cntl =
1492      S_028838_INDEX_BUF_EDGE_FLAG_ENA(gfx10_edgeflags_have_effect(shader)) |
1493      /* Reuse for NGG. */
1494      S_028838_VERTEX_REUSE_DEPTH(sscreen->info.gfx_level >= GFX10_3 ? 30 : 0);
1495   shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, shader, true);
1496
1497   /* Oversubscribe PC. This improves performance when there are too many varyings. */
1498   unsigned oversub_pc_factor = 1;
1499
1500   if (shader->key.ge.opt.ngg_culling) {
1501      /* Be more aggressive with NGG culling. */
1502      if (shader->info.nr_param_exports > 4)
1503         oversub_pc_factor = 4;
1504      else if (shader->info.nr_param_exports > 2)
1505         oversub_pc_factor = 3;
1506      else
1507         oversub_pc_factor = 2;
1508   }
1509
1510   unsigned oversub_pc_lines =
1511      late_alloc_wave64 ? (sscreen->info.pc_lines / 4) * oversub_pc_factor : 0;
1512   shader->ctx_reg.ngg.ge_pc_alloc = S_030980_OVERSUB_EN(oversub_pc_lines > 0) |
1513                                     S_030980_NUM_PC_LINES(oversub_pc_lines - 1);
1514
1515   if (sscreen->info.gfx_level >= GFX11) {
1516      shader->ge_cntl = S_03096C_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
1517                        S_03096C_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
1518                        S_03096C_BREAK_PRIMGRP_AT_EOI(break_wave_at_eoi) |
1519                        S_03096C_PRIM_GRP_SIZE_GFX11(252 / MAX2(shader->ngg.prim_amp_factor, 1));
1520   } else {
1521      shader->ge_cntl = S_03096C_PRIM_GRP_SIZE_GFX10(shader->ngg.max_gsprims) |
1522                        S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts) |
1523                        S_03096C_BREAK_WAVE_AT_EOI(break_wave_at_eoi);
1524
1525      shader->ctx_reg.ngg.vgt_gs_onchip_cntl =
1526         S_028A44_ES_VERTS_PER_SUBGRP(shader->ngg.hw_max_esverts) |
1527         S_028A44_GS_PRIMS_PER_SUBGRP(shader->ngg.max_gsprims) |
1528         S_028A44_GS_INST_PRIMS_IN_SUBGRP(shader->ngg.max_gsprims * gs_num_invocations);
1529   }
1530
1531   /* On gfx10, the GE only checks against the maximum number of ES verts after
1532    * allocating a full GS primitive. So we need to ensure that whenever
1533    * this check passes, there is enough space for a full primitive without
1534    * vertex reuse. VERT_GRP_SIZE=256 doesn't need this. We should always get 256
1535    * if we have enough LDS.
1536    *
1537    * Tessellation is unaffected because it always sets GE_CNTL.VERT_GRP_SIZE = 0.
1538    */
1539   if ((sscreen->info.gfx_level == GFX10) &&
1540       (es_stage == MESA_SHADER_VERTEX || gs_stage == MESA_SHADER_VERTEX) && /* = no tess */
1541       shader->ngg.hw_max_esverts != 256 &&
1542       shader->ngg.hw_max_esverts > 5) {
1543      /* This could be based on the input primitive type. 5 is the worst case
1544       * for primitive types with adjacency.
1545       */
1546      shader->ge_cntl &= C_03096C_VERT_GRP_SIZE;
1547      shader->ge_cntl |= S_03096C_VERT_GRP_SIZE(shader->ngg.hw_max_esverts - 5);
1548   }
1549
1550   if (window_space) {
1551      shader->ctx_reg.ngg.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
1552   } else {
1553      shader->ctx_reg.ngg.pa_cl_vte_cntl =
1554         S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
1555         S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
1556         S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
1557   }
1558
1559   shader->ctx_reg.ngg.vgt_stages.u.ngg = 1;
1560   shader->ctx_reg.ngg.vgt_stages.u.streamout = si_shader_uses_streamout(shader);
1561   shader->ctx_reg.ngg.vgt_stages.u.ngg_passthrough = gfx10_is_ngg_passthrough(shader);
1562   shader->ctx_reg.ngg.vgt_stages.u.gs_wave32 = shader->wave_size == 32;
1563}
1564
1565static void si_emit_shader_vs(struct si_context *sctx)
1566{
1567   struct si_shader *shader = sctx->queued.named.vs;
1568   if (!shader)
1569      return;
1570
1571   radeon_begin(&sctx->gfx_cs);
1572   radeon_opt_set_context_reg(sctx, R_028A40_VGT_GS_MODE, SI_TRACKED_VGT_GS_MODE,
1573                              shader->ctx_reg.vs.vgt_gs_mode);
1574   radeon_opt_set_context_reg(sctx, R_028A84_VGT_PRIMITIVEID_EN, SI_TRACKED_VGT_PRIMITIVEID_EN,
1575                              shader->ctx_reg.vs.vgt_primitiveid_en);
1576
1577   if (sctx->gfx_level <= GFX8) {
1578      radeon_opt_set_context_reg(sctx, R_028AB4_VGT_REUSE_OFF, SI_TRACKED_VGT_REUSE_OFF,
1579                                 shader->ctx_reg.vs.vgt_reuse_off);
1580   }
1581
1582   radeon_opt_set_context_reg(sctx, R_0286C4_SPI_VS_OUT_CONFIG, SI_TRACKED_SPI_VS_OUT_CONFIG,
1583                              shader->ctx_reg.vs.spi_vs_out_config);
1584
1585   radeon_opt_set_context_reg(sctx, R_02870C_SPI_SHADER_POS_FORMAT,
1586                              SI_TRACKED_SPI_SHADER_POS_FORMAT,
1587                              shader->ctx_reg.vs.spi_shader_pos_format);
1588
1589   radeon_opt_set_context_reg(sctx, R_028818_PA_CL_VTE_CNTL, SI_TRACKED_PA_CL_VTE_CNTL,
1590                              shader->ctx_reg.vs.pa_cl_vte_cntl);
1591
1592   if (shader->selector->stage == MESA_SHADER_TESS_EVAL)
1593      radeon_opt_set_context_reg(sctx, R_028B6C_VGT_TF_PARAM, SI_TRACKED_VGT_TF_PARAM,
1594                                 shader->vgt_tf_param);
1595
1596   if (shader->vgt_vertex_reuse_block_cntl)
1597      radeon_opt_set_context_reg(sctx, R_028C58_VGT_VERTEX_REUSE_BLOCK_CNTL,
1598                                 SI_TRACKED_VGT_VERTEX_REUSE_BLOCK_CNTL,
1599                                 shader->vgt_vertex_reuse_block_cntl);
1600
1601   /* Required programming for tessellation. (legacy pipeline only) */
1602   if (sctx->gfx_level >= GFX10 && shader->selector->stage == MESA_SHADER_TESS_EVAL) {
1603      radeon_opt_set_context_reg(sctx, R_028A44_VGT_GS_ONCHIP_CNTL,
1604                                 SI_TRACKED_VGT_GS_ONCHIP_CNTL,
1605                                 S_028A44_ES_VERTS_PER_SUBGRP(250) |
1606                                 S_028A44_GS_PRIMS_PER_SUBGRP(126) |
1607                                 S_028A44_GS_INST_PRIMS_IN_SUBGRP(126));
1608   }
1609
1610   radeon_end_update_context_roll(sctx);
1611
1612   /* GE_PC_ALLOC is not a context register, so it doesn't cause a context roll. */
1613   if (sctx->gfx_level >= GFX10) {
1614      radeon_begin_again(&sctx->gfx_cs);
1615      radeon_opt_set_uconfig_reg(sctx, R_030980_GE_PC_ALLOC, SI_TRACKED_GE_PC_ALLOC,
1616                                 shader->ctx_reg.vs.ge_pc_alloc);
1617      radeon_end();
1618   }
1619}
1620
1621/**
1622 * Compute the state for \p shader, which will run as a vertex shader on the
1623 * hardware.
1624 *
1625 * If \p gs is non-NULL, it points to the geometry shader for which this shader
1626 * is the copy shader.
1627 */
1628static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
1629                         struct si_shader_selector *gs)
1630{
1631   const struct si_shader_info *info = &shader->selector->info;
1632   struct si_pm4_state *pm4;
1633   unsigned num_user_sgprs, vgpr_comp_cnt;
1634   uint64_t va;
1635   unsigned nparams, oc_lds_en;
1636   bool window_space = shader->selector->stage == MESA_SHADER_VERTEX ?
1637                          info->base.vs.window_space_position : 0;
1638   bool enable_prim_id = shader->key.ge.mono.u.vs_export_prim_id || info->uses_primid;
1639
1640   assert(sscreen->info.gfx_level < GFX11);
1641
1642   pm4 = si_get_shader_pm4_state(shader);
1643   if (!pm4)
1644      return;
1645
1646   pm4->atom.emit = si_emit_shader_vs;
1647
1648   /* We always write VGT_GS_MODE in the VS state, because every switch
1649    * between different shader pipelines involving a different GS or no
1650    * GS at all involves a switch of the VS (different GS use different
1651    * copy shaders). On the other hand, when the API switches from a GS to
1652    * no GS and then back to the same GS used originally, the GS state is
1653    * not sent again.
1654    */
1655   if (!gs) {
1656      unsigned mode = V_028A40_GS_OFF;
1657
1658      /* PrimID needs GS scenario A. */
1659      if (enable_prim_id)
1660         mode = V_028A40_GS_SCENARIO_A;
1661
1662      shader->ctx_reg.vs.vgt_gs_mode = S_028A40_MODE(mode);
1663      shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
1664   } else {
1665      shader->ctx_reg.vs.vgt_gs_mode =
1666         ac_vgt_gs_mode(gs->info.base.gs.vertices_out, sscreen->info.gfx_level);
1667      shader->ctx_reg.vs.vgt_primitiveid_en = 0;
1668   }
1669
1670   if (sscreen->info.gfx_level <= GFX8) {
1671      /* Reuse needs to be set off if we write oViewport. */
1672      shader->ctx_reg.vs.vgt_reuse_off = S_028AB4_REUSE_OFF(info->writes_viewport_index);
1673   }
1674
1675   va = shader->bo->gpu_address;
1676
1677   if (gs) {
1678      vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
1679      num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
1680   } else if (shader->selector->stage == MESA_SHADER_VERTEX) {
1681      vgpr_comp_cnt = si_get_vs_vgpr_comp_cnt(sscreen, shader, enable_prim_id);
1682
1683      if (info->base.vs.blit_sgprs_amd) {
1684         num_user_sgprs = SI_SGPR_VS_BLIT_DATA + info->base.vs.blit_sgprs_amd;
1685      } else {
1686         num_user_sgprs = si_get_num_vs_user_sgprs(shader, SI_VS_NUM_USER_SGPR);
1687      }
1688   } else if (shader->selector->stage == MESA_SHADER_TESS_EVAL) {
1689      vgpr_comp_cnt = enable_prim_id ? 3 : 2;
1690      num_user_sgprs = SI_TES_NUM_USER_SGPR;
1691   } else
1692      unreachable("invalid shader selector type");
1693
1694   /* VS is required to export at least one param. */
1695   nparams = MAX2(shader->info.nr_param_exports, 1);
1696   shader->ctx_reg.vs.spi_vs_out_config = S_0286C4_VS_EXPORT_COUNT(nparams - 1);
1697
1698   if (sscreen->info.gfx_level >= GFX10) {
1699      shader->ctx_reg.vs.spi_vs_out_config |=
1700         S_0286C4_NO_PC_EXPORT(shader->info.nr_param_exports == 0);
1701   }
1702
1703   shader->ctx_reg.vs.spi_shader_pos_format =
1704      S_02870C_POS0_EXPORT_FORMAT(V_02870C_SPI_SHADER_4COMP) |
1705      S_02870C_POS1_EXPORT_FORMAT(shader->info.nr_pos_exports > 1 ? V_02870C_SPI_SHADER_4COMP
1706                                                                  : V_02870C_SPI_SHADER_NONE) |
1707      S_02870C_POS2_EXPORT_FORMAT(shader->info.nr_pos_exports > 2 ? V_02870C_SPI_SHADER_4COMP
1708                                                                  : V_02870C_SPI_SHADER_NONE) |
1709      S_02870C_POS3_EXPORT_FORMAT(shader->info.nr_pos_exports > 3 ? V_02870C_SPI_SHADER_4COMP
1710                                                                  : V_02870C_SPI_SHADER_NONE);
1711   unsigned late_alloc_wave64, cu_mask;
1712   ac_compute_late_alloc(&sscreen->info, false, false,
1713                         shader->config.scratch_bytes_per_wave > 0,
1714                         &late_alloc_wave64, &cu_mask);
1715
1716   shader->ctx_reg.vs.ge_pc_alloc = S_030980_OVERSUB_EN(late_alloc_wave64 > 0) |
1717                                    S_030980_NUM_PC_LINES(sscreen->info.pc_lines / 4 - 1);
1718   shader->pa_cl_vs_out_cntl = si_get_vs_out_cntl(shader->selector, shader, false);
1719
1720   oc_lds_en = shader->selector->stage == MESA_SHADER_TESS_EVAL ? 1 : 0;
1721
1722   if (sscreen->info.gfx_level >= GFX7) {
1723      ac_set_reg_cu_en(pm4, R_00B118_SPI_SHADER_PGM_RSRC3_VS,
1724                       S_00B118_CU_EN(cu_mask) | S_00B118_WAVE_LIMIT(0x3F),
1725                       C_00B118_CU_EN, 0, &sscreen->info,
1726                       (void (*)(void*, unsigned, uint32_t))
1727                       (sscreen->info.gfx_level >= GFX10 ? si_pm4_set_reg_idx3 : si_pm4_set_reg));
1728      si_pm4_set_reg(pm4, R_00B11C_SPI_SHADER_LATE_ALLOC_VS, S_00B11C_LIMIT(late_alloc_wave64));
1729   }
1730
1731   si_pm4_set_reg(pm4, R_00B120_SPI_SHADER_PGM_LO_VS, va >> 8);
1732   si_pm4_set_reg(pm4, R_00B124_SPI_SHADER_PGM_HI_VS,
1733                  S_00B124_MEM_BASE(sscreen->info.address32_hi >> 8));
1734
1735   uint32_t rsrc1 =
1736      S_00B128_VGPRS((shader->config.num_vgprs - 1) / (shader->wave_size == 32 ? 8 : 4)) |
1737      S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) | S_00B128_DX10_CLAMP(1) |
1738      S_00B128_MEM_ORDERED(si_shader_mem_ordered(shader)) |
1739      S_00B128_FLOAT_MODE(shader->config.float_mode);
1740   uint32_t rsrc2 = S_00B12C_USER_SGPR(num_user_sgprs) | S_00B12C_OC_LDS_EN(oc_lds_en) |
1741                    S_00B12C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
1742
1743   if (sscreen->info.gfx_level >= GFX10)
1744      rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX10(num_user_sgprs >> 5);
1745   else if (sscreen->info.gfx_level == GFX9)
1746      rsrc2 |= S_00B12C_USER_SGPR_MSB_GFX9(num_user_sgprs >> 5);
1747
1748   if (sscreen->info.gfx_level <= GFX9)
1749      rsrc1 |= S_00B128_SGPRS((shader->config.num_sgprs - 1) / 8);
1750
1751   if (!sscreen->use_ngg_streamout && si_shader_uses_streamout(shader)) {
1752      rsrc2 |= S_00B12C_SO_BASE0_EN(!!shader->selector->info.base.xfb_stride[0]) |
1753               S_00B12C_SO_BASE1_EN(!!shader->selector->info.base.xfb_stride[1]) |
1754               S_00B12C_SO_BASE2_EN(!!shader->selector->info.base.xfb_stride[2]) |
1755               S_00B12C_SO_BASE3_EN(!!shader->selector->info.base.xfb_stride[3]) |
1756               S_00B12C_SO_EN(1);
1757   }
1758
1759   si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, rsrc1);
1760   si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, rsrc2);
1761
1762   if (window_space)
1763      shader->ctx_reg.vs.pa_cl_vte_cntl = S_028818_VTX_XY_FMT(1) | S_028818_VTX_Z_FMT(1);
1764   else
1765      shader->ctx_reg.vs.pa_cl_vte_cntl =
1766         S_028818_VTX_W0_FMT(1) | S_028818_VPORT_X_SCALE_ENA(1) | S_028818_VPORT_X_OFFSET_ENA(1) |
1767         S_028818_VPORT_Y_SCALE_ENA(1) | S_028818_VPORT_Y_OFFSET_ENA(1) |
1768         S_028818_VPORT_Z_SCALE_ENA(1) | S_028818_VPORT_Z_OFFSET_ENA(1);
1769
1770   if (shader->selector->stage == MESA_SHADER_TESS_EVAL)
1771      si_set_tesseval_regs(sscreen, shader->selector, shader);
1772
1773   polaris_set_vgt_vertex_reuse(sscreen, shader->selector, shader);
1774}
1775
1776static unsigned si_get_spi_shader_col_format(struct si_shader *shader)
1777{
1778   unsigned spi_shader_col_format = shader->key.ps.part.epilog.spi_shader_col_format;
1779   unsigned value = 0, num_mrts = 0;
1780   unsigned i, num_targets = (util_last_bit(spi_shader_col_format) + 3) / 4;
1781
1782   /* Remove holes in spi_shader_col_format. */
1783   for (i = 0; i < num_targets; i++) {
1784      unsigned spi_format = (spi_shader_col_format >> (i * 4)) & 0xf;
1785
1786      if (spi_format) {
1787         value |= spi_format << (num_mrts * 4);
1788         num_mrts++;
1789      }
1790   }
1791
1792   return value;
1793}
1794
1795static void si_emit_shader_ps(struct si_context *sctx)
1796{
1797   struct si_shader *shader = sctx->queued.named.ps;
1798   if (!shader)
1799      return;
1800
1801   radeon_begin(&sctx->gfx_cs);
1802   /* R_0286CC_SPI_PS_INPUT_ENA, R_0286D0_SPI_PS_INPUT_ADDR*/
1803   radeon_opt_set_context_reg2(sctx, R_0286CC_SPI_PS_INPUT_ENA, SI_TRACKED_SPI_PS_INPUT_ENA,
1804                               shader->ctx_reg.ps.spi_ps_input_ena,
1805                               shader->ctx_reg.ps.spi_ps_input_addr);
1806
1807   radeon_opt_set_context_reg(sctx, R_0286E0_SPI_BARYC_CNTL, SI_TRACKED_SPI_BARYC_CNTL,
1808                              shader->ctx_reg.ps.spi_baryc_cntl);
1809   radeon_opt_set_context_reg(sctx, R_0286D8_SPI_PS_IN_CONTROL, SI_TRACKED_SPI_PS_IN_CONTROL,
1810                              shader->ctx_reg.ps.spi_ps_in_control);
1811
1812   /* R_028710_SPI_SHADER_Z_FORMAT, R_028714_SPI_SHADER_COL_FORMAT */
1813   radeon_opt_set_context_reg2(sctx, R_028710_SPI_SHADER_Z_FORMAT, SI_TRACKED_SPI_SHADER_Z_FORMAT,
1814                               shader->ctx_reg.ps.spi_shader_z_format,
1815                               shader->ctx_reg.ps.spi_shader_col_format);
1816
1817   radeon_opt_set_context_reg(sctx, R_02823C_CB_SHADER_MASK, SI_TRACKED_CB_SHADER_MASK,
1818                              shader->ctx_reg.ps.cb_shader_mask);
1819   radeon_end_update_context_roll(sctx);
1820}
1821
1822static void si_shader_ps(struct si_screen *sscreen, struct si_shader *shader)
1823{
1824   struct si_shader_info *info = &shader->selector->info;
1825   struct si_pm4_state *pm4;
1826   unsigned spi_ps_in_control, spi_shader_col_format, cb_shader_mask;
1827   unsigned spi_baryc_cntl = S_0286E0_FRONT_FACE_ALL_BITS(1);
1828   uint64_t va;
1829   unsigned input_ena = shader->config.spi_ps_input_ena;
1830
1831   /* we need to enable at least one of them, otherwise we hang the GPU */
1832   assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) || G_0286CC_PERSP_CENTER_ENA(input_ena) ||
1833          G_0286CC_PERSP_CENTROID_ENA(input_ena) || G_0286CC_PERSP_PULL_MODEL_ENA(input_ena) ||
1834          G_0286CC_LINEAR_SAMPLE_ENA(input_ena) || G_0286CC_LINEAR_CENTER_ENA(input_ena) ||
1835          G_0286CC_LINEAR_CENTROID_ENA(input_ena) || G_0286CC_LINE_STIPPLE_TEX_ENA(input_ena));
1836   /* POS_W_FLOAT_ENA requires one of the perspective weights. */
1837   assert(!G_0286CC_POS_W_FLOAT_ENA(input_ena) || G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
1838          G_0286CC_PERSP_CENTER_ENA(input_ena) || G_0286CC_PERSP_CENTROID_ENA(input_ena) ||
1839          G_0286CC_PERSP_PULL_MODEL_ENA(input_ena));
1840
1841   /* Validate interpolation optimization flags (read as implications). */
1842   assert(!shader->key.ps.part.prolog.bc_optimize_for_persp ||
1843          (G_0286CC_PERSP_CENTER_ENA(input_ena) && G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1844   assert(!shader->key.ps.part.prolog.bc_optimize_for_linear ||
1845          (G_0286CC_LINEAR_CENTER_ENA(input_ena) && G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1846   assert(!shader->key.ps.part.prolog.force_persp_center_interp ||
1847          (!G_0286CC_PERSP_SAMPLE_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1848   assert(!shader->key.ps.part.prolog.force_linear_center_interp ||
1849          (!G_0286CC_LINEAR_SAMPLE_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1850   assert(!shader->key.ps.part.prolog.force_persp_sample_interp ||
1851          (!G_0286CC_PERSP_CENTER_ENA(input_ena) && !G_0286CC_PERSP_CENTROID_ENA(input_ena)));
1852   assert(!shader->key.ps.part.prolog.force_linear_sample_interp ||
1853          (!G_0286CC_LINEAR_CENTER_ENA(input_ena) && !G_0286CC_LINEAR_CENTROID_ENA(input_ena)));
1854
1855   /* Validate cases when the optimizations are off (read as implications). */
1856   assert(shader->key.ps.part.prolog.bc_optimize_for_persp ||
1857          !G_0286CC_PERSP_CENTER_ENA(input_ena) || !G_0286CC_PERSP_CENTROID_ENA(input_ena));
1858   assert(shader->key.ps.part.prolog.bc_optimize_for_linear ||
1859          !G_0286CC_LINEAR_CENTER_ENA(input_ena) || !G_0286CC_LINEAR_CENTROID_ENA(input_ena));
1860
1861   /* DB_SHADER_CONTROL */
1862   unsigned db_shader_control =
1863      S_02880C_Z_EXPORT_ENABLE(info->writes_z) |
1864      S_02880C_STENCIL_TEST_VAL_EXPORT_ENABLE(info->writes_stencil) |
1865      S_02880C_MASK_EXPORT_ENABLE(info->writes_samplemask) |
1866      S_02880C_KILL_ENABLE(si_shader_uses_discard(shader));
1867
1868   switch (info->base.fs.depth_layout) {
1869   case FRAG_DEPTH_LAYOUT_GREATER:
1870      db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_GREATER_THAN_Z);
1871      break;
1872   case FRAG_DEPTH_LAYOUT_LESS:
1873      db_shader_control |= S_02880C_CONSERVATIVE_Z_EXPORT(V_02880C_EXPORT_LESS_THAN_Z);
1874      break;
1875   default:;
1876   }
1877
1878   /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
1879    *
1880    *   | early Z/S | writes_mem | allow_ReZ? |      Z_ORDER       | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
1881    * --|-----------|------------|------------|--------------------|-------------------|-------------
1882    * 1a|   false   |   false    |   true     | EarlyZ_Then_ReZ    |         0         |     0
1883    * 1b|   false   |   false    |   false    | EarlyZ_Then_LateZ  |         0         |     0
1884    * 2 |   false   |   true     |   n/a      |       LateZ        |         1         |     0
1885    * 3 |   true    |   false    |   n/a      | EarlyZ_Then_LateZ  |         0         |     0
1886    * 4 |   true    |   true     |   n/a      | EarlyZ_Then_LateZ  |         0         |     1
1887    *
1888    * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
1889    * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
1890    *
1891    * Don't use ReZ without profiling !!!
1892    *
1893    * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
1894    * shaders.
1895    */
1896   if (info->base.fs.early_fragment_tests) {
1897      /* Cases 3, 4. */
1898      db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
1899                           S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
1900                           S_02880C_EXEC_ON_NOOP(info->base.writes_memory);
1901   } else if (info->base.writes_memory) {
1902      /* Case 2. */
1903      db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) | S_02880C_EXEC_ON_HIER_FAIL(1);
1904   } else {
1905      /* Case 1. */
1906      db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
1907   }
1908
1909   if (info->base.fs.post_depth_coverage)
1910      db_shader_control |= S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(1);
1911
1912   shader->ctx_reg.ps.db_shader_control = db_shader_control;
1913
1914   pm4 = si_get_shader_pm4_state(shader);
1915   if (!pm4)
1916      return;
1917
1918   /* If multiple state sets are allowed to be in a bin, break the batch on a new PS. */
1919   if (sscreen->dpbb_allowed &&
1920       (sscreen->pbb_context_states_per_bin > 1 ||
1921        sscreen->pbb_persistent_states_per_bin > 1)) {
1922      si_pm4_cmd_add(pm4, PKT3(PKT3_EVENT_WRITE, 0, 0));
1923      si_pm4_cmd_add(pm4, EVENT_TYPE(V_028A90_BREAK_BATCH) | EVENT_INDEX(0));
1924   }
1925
1926   pm4->atom.emit = si_emit_shader_ps;
1927
1928   /* SPI_BARYC_CNTL.POS_FLOAT_LOCATION
1929    * Possible vaules:
1930    * 0 -> Position = pixel center
1931    * 1 -> Position = pixel centroid
1932    * 2 -> Position = at sample position
1933    *
1934    * From GLSL 4.5 specification, section 7.1:
1935    *   "The variable gl_FragCoord is available as an input variable from
1936    *    within fragment shaders and it holds the window relative coordinates
1937    *    (x, y, z, 1/w) values for the fragment. If multi-sampling, this
1938    *    value can be for any location within the pixel, or one of the
1939    *    fragment samples. The use of centroid does not further restrict
1940    *    this value to be inside the current primitive."
1941    *
1942    * Meaning that centroid has no effect and we can return anything within
1943    * the pixel. Thus, return the value at sample position, because that's
1944    * the most accurate one shaders can get.
1945    */
1946   spi_baryc_cntl |= S_0286E0_POS_FLOAT_LOCATION(2);
1947
1948   if (info->base.fs.pixel_center_integer)
1949      spi_baryc_cntl |= S_0286E0_POS_FLOAT_ULC(1);
1950
1951   spi_shader_col_format = si_get_spi_shader_col_format(shader);
1952   cb_shader_mask = ac_get_cb_shader_mask(shader->key.ps.part.epilog.spi_shader_col_format);
1953
1954   /* Ensure that some export memory is always allocated, for two reasons:
1955    *
1956    * 1) Correctness: The hardware ignores the EXEC mask if no export
1957    *    memory is allocated, so KILL and alpha test do not work correctly
1958    *    without this.
1959    * 2) Performance: Every shader needs at least a NULL export, even when
1960    *    it writes no color/depth output. The NULL export instruction
1961    *    stalls without this setting.
1962    *
1963    * Don't add this to CB_SHADER_MASK.
1964    *
1965    * GFX10 supports pixel shaders without exports by setting both
1966    * the color and Z formats to SPI_SHADER_ZERO. The hw will skip export
1967    * instructions if any are present.
1968    */
1969   bool has_mrtz = info->writes_z || info->writes_stencil || info->writes_samplemask;
1970
1971   if (!spi_shader_col_format && !has_mrtz) {
1972      if (sscreen->info.gfx_level >= GFX10) {
1973         if (G_02880C_KILL_ENABLE(db_shader_control))
1974            spi_shader_col_format = V_028714_SPI_SHADER_32_R;
1975      } else {
1976         spi_shader_col_format = V_028714_SPI_SHADER_32_R;
1977      }
1978   }
1979
1980   shader->ctx_reg.ps.spi_ps_input_ena = input_ena;
1981   shader->ctx_reg.ps.spi_ps_input_addr = shader->config.spi_ps_input_addr;
1982
1983   unsigned num_interp = si_get_ps_num_interp(shader);
1984
1985   /* Set interpolation controls. */
1986   spi_ps_in_control = S_0286D8_NUM_INTERP(num_interp) |
1987                       S_0286D8_PS_W32_EN(shader->wave_size == 32);
1988
1989   /* Enable PARAM_GEN for point smoothing.
1990    * Gfx11 workaround when there are no PS inputs but LDS is used.
1991    */
1992   if ((sscreen->info.gfx_level == GFX11 && !num_interp && shader->config.lds_size) ||
1993       shader->key.ps.mono.point_smoothing)
1994      spi_ps_in_control |= S_0286D8_PARAM_GEN(1);
1995
1996   shader->ctx_reg.ps.num_interp = num_interp;
1997   shader->ctx_reg.ps.spi_baryc_cntl = spi_baryc_cntl;
1998   shader->ctx_reg.ps.spi_ps_in_control = spi_ps_in_control;
1999   shader->ctx_reg.ps.spi_shader_z_format =
2000      ac_get_spi_shader_z_format(info->writes_z, info->writes_stencil, info->writes_samplemask,
2001                                 shader->key.ps.part.epilog.alpha_to_coverage_via_mrtz);
2002   shader->ctx_reg.ps.spi_shader_col_format = spi_shader_col_format;
2003   shader->ctx_reg.ps.cb_shader_mask = cb_shader_mask;
2004
2005   va = shader->bo->gpu_address;
2006   si_pm4_set_reg(pm4, R_00B020_SPI_SHADER_PGM_LO_PS, va >> 8);
2007   si_pm4_set_reg(pm4, R_00B024_SPI_SHADER_PGM_HI_PS,
2008                  S_00B024_MEM_BASE(sscreen->info.address32_hi >> 8));
2009
2010   uint32_t rsrc1 =
2011      S_00B028_VGPRS((shader->config.num_vgprs - 1) / (shader->wave_size == 32 ? 8 : 4)) |
2012      S_00B028_DX10_CLAMP(1) | S_00B028_MEM_ORDERED(si_shader_mem_ordered(shader)) |
2013      S_00B028_FLOAT_MODE(shader->config.float_mode);
2014
2015   if (sscreen->info.gfx_level < GFX10) {
2016      rsrc1 |= S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8);
2017   }
2018
2019   si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, rsrc1);
2020   si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
2021                  S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
2022                     S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
2023                     S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
2024
2025   if (sscreen->info.gfx_level >= GFX11) {
2026      unsigned cu_mask_ps = gfx103_get_cu_mask_ps(sscreen);
2027
2028      ac_set_reg_cu_en(pm4, R_00B004_SPI_SHADER_PGM_RSRC4_PS,
2029                       S_00B004_INST_PREF_SIZE(si_get_shader_prefetch_size(shader)) |
2030                       S_00B004_CU_EN(cu_mask_ps >> 16),
2031                       C_00B004_CU_EN, 16, &sscreen->info,
2032                       (void (*)(void*, unsigned, uint32_t))si_pm4_set_reg_idx3);
2033   }
2034}
2035
2036static void si_shader_init_pm4_state(struct si_screen *sscreen, struct si_shader *shader)
2037{
2038   assert(shader->wave_size);
2039
2040   switch (shader->selector->stage) {
2041   case MESA_SHADER_VERTEX:
2042      if (shader->key.ge.as_ls)
2043         si_shader_ls(sscreen, shader);
2044      else if (shader->key.ge.as_es)
2045         si_shader_es(sscreen, shader);
2046      else if (shader->key.ge.as_ngg)
2047         gfx10_shader_ngg(sscreen, shader);
2048      else
2049         si_shader_vs(sscreen, shader, NULL);
2050      break;
2051   case MESA_SHADER_TESS_CTRL:
2052      si_shader_hs(sscreen, shader);
2053      break;
2054   case MESA_SHADER_TESS_EVAL:
2055      if (shader->key.ge.as_es)
2056         si_shader_es(sscreen, shader);
2057      else if (shader->key.ge.as_ngg)
2058         gfx10_shader_ngg(sscreen, shader);
2059      else
2060         si_shader_vs(sscreen, shader, NULL);
2061      break;
2062   case MESA_SHADER_GEOMETRY:
2063      if (shader->key.ge.as_ngg) {
2064         gfx10_shader_ngg(sscreen, shader);
2065      } else {
2066         /* VS must be initialized first because GS uses its fields. */
2067         si_shader_vs(sscreen, shader->gs_copy_shader, shader->selector);
2068         si_shader_gs(sscreen, shader);
2069      }
2070      break;
2071   case MESA_SHADER_FRAGMENT:
2072      si_shader_ps(sscreen, shader);
2073      break;
2074   default:
2075      assert(0);
2076   }
2077}
2078
2079static void si_clear_vs_key_inputs(struct si_context *sctx, union si_shader_key *key,
2080                                   struct si_vs_prolog_bits *prolog_key)
2081{
2082   prolog_key->instance_divisor_is_one = 0;
2083   prolog_key->instance_divisor_is_fetched = 0;
2084   key->ge.mono.vs_fetch_opencode = 0;
2085   memset(key->ge.mono.vs_fix_fetch, 0, sizeof(key->ge.mono.vs_fix_fetch));
2086}
2087
2088void si_vs_key_update_inputs(struct si_context *sctx)
2089{
2090   struct si_shader_selector *vs = sctx->shader.vs.cso;
2091   struct si_vertex_elements *elts = sctx->vertex_elements;
2092   union si_shader_key *key = &sctx->shader.vs.key;
2093
2094   if (!vs)
2095      return;
2096
2097   if (vs->info.base.vs.blit_sgprs_amd) {
2098      si_clear_vs_key_inputs(sctx, key, &key->ge.part.vs.prolog);
2099      key->ge.opt.prefer_mono = 0;
2100      sctx->uses_nontrivial_vs_prolog = false;
2101      return;
2102   }
2103
2104   bool uses_nontrivial_vs_prolog = false;
2105
2106   if (elts->instance_divisor_is_one || elts->instance_divisor_is_fetched)
2107      uses_nontrivial_vs_prolog = true;
2108
2109   key->ge.part.vs.prolog.instance_divisor_is_one = elts->instance_divisor_is_one;
2110   key->ge.part.vs.prolog.instance_divisor_is_fetched = elts->instance_divisor_is_fetched;
2111   key->ge.opt.prefer_mono = elts->instance_divisor_is_fetched;
2112
2113   unsigned count_mask = (1 << vs->info.num_inputs) - 1;
2114   unsigned fix = elts->fix_fetch_always & count_mask;
2115   unsigned opencode = elts->fix_fetch_opencode & count_mask;
2116
2117   if (sctx->vertex_buffer_unaligned & elts->vb_alignment_check_mask) {
2118      uint32_t mask = elts->fix_fetch_unaligned & count_mask;
2119      while (mask) {
2120         unsigned i = u_bit_scan(&mask);
2121         unsigned log_hw_load_size = 1 + ((elts->hw_load_is_dword >> i) & 1);
2122         unsigned vbidx = elts->vertex_buffer_index[i];
2123         struct pipe_vertex_buffer *vb = &sctx->vertex_buffer[vbidx];
2124         unsigned align_mask = (1 << log_hw_load_size) - 1;
2125         if (vb->buffer_offset & align_mask || vb->stride & align_mask) {
2126            fix |= 1 << i;
2127            opencode |= 1 << i;
2128         }
2129      }
2130   }
2131
2132   memset(key->ge.mono.vs_fix_fetch, 0, sizeof(key->ge.mono.vs_fix_fetch));
2133
2134   while (fix) {
2135      unsigned i = u_bit_scan(&fix);
2136      uint8_t fix_fetch = elts->fix_fetch[i];
2137
2138      key->ge.mono.vs_fix_fetch[i].bits = fix_fetch;
2139      if (fix_fetch)
2140         uses_nontrivial_vs_prolog = true;
2141   }
2142   key->ge.mono.vs_fetch_opencode = opencode;
2143   if (opencode)
2144      uses_nontrivial_vs_prolog = true;
2145
2146   sctx->uses_nontrivial_vs_prolog = uses_nontrivial_vs_prolog;
2147
2148   /* draw_vertex_state (display lists) requires a trivial VS prolog that ignores
2149    * the current vertex buffers and vertex elements.
2150    *
2151    * We just computed the prolog key because we needed to set uses_nontrivial_vs_prolog,
2152    * so that we know whether the VS prolog should be updated when we switch from
2153    * draw_vertex_state to draw_vbo. Now clear the VS prolog for draw_vertex_state.
2154    * This should happen rarely because the VS prolog should be trivial in most
2155    * cases.
2156    */
2157   if (uses_nontrivial_vs_prolog && sctx->force_trivial_vs_prolog)
2158      si_clear_vs_key_inputs(sctx, key, &key->ge.part.vs.prolog);
2159}
2160
2161void si_get_vs_key_inputs(struct si_context *sctx, union si_shader_key *key,
2162                          struct si_vs_prolog_bits *prolog_key)
2163{
2164   prolog_key->instance_divisor_is_one = sctx->shader.vs.key.ge.part.vs.prolog.instance_divisor_is_one;
2165   prolog_key->instance_divisor_is_fetched = sctx->shader.vs.key.ge.part.vs.prolog.instance_divisor_is_fetched;
2166
2167   key->ge.mono.vs_fetch_opencode = sctx->shader.vs.key.ge.mono.vs_fetch_opencode;
2168   memcpy(key->ge.mono.vs_fix_fetch, sctx->shader.vs.key.ge.mono.vs_fix_fetch,
2169          sizeof(key->ge.mono.vs_fix_fetch));
2170}
2171
2172void si_update_ps_inputs_read_or_disabled(struct si_context *sctx)
2173{
2174   struct si_shader_selector *ps = sctx->shader.ps.cso;
2175
2176   /* Find out if PS is disabled. */
2177   bool ps_disabled = true;
2178   if (ps) {
2179      bool ps_modifies_zs = ps->info.base.fs.uses_discard ||
2180                            ps->info.writes_z ||
2181                            ps->info.writes_stencil ||
2182                            ps->info.writes_samplemask ||
2183                            sctx->queued.named.blend->alpha_to_coverage ||
2184                            sctx->queued.named.dsa->alpha_func != PIPE_FUNC_ALWAYS ||
2185                            sctx->queued.named.rasterizer->poly_stipple_enable ||
2186                            sctx->queued.named.rasterizer->point_smooth;
2187      unsigned ps_colormask = si_get_total_colormask(sctx);
2188
2189      ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard ||
2190                    (!ps_colormask && !ps_modifies_zs && !ps->info.base.writes_memory);
2191   }
2192
2193   sctx->ps_inputs_read_or_disabled = ps_disabled ? 0 : ps->info.inputs_read;
2194}
2195
2196static void si_get_vs_key_outputs(struct si_context *sctx, struct si_shader_selector *vs,
2197                                  union si_shader_key *key)
2198{
2199   key->ge.opt.kill_clip_distances = vs->info.clipdist_mask & ~sctx->queued.named.rasterizer->clip_plane_enable;
2200
2201   /* Find out which VS outputs aren't used by the PS. */
2202   uint64_t outputs_written = vs->info.outputs_written_before_ps;
2203   uint64_t linked = outputs_written & sctx->ps_inputs_read_or_disabled;
2204
2205   key->ge.opt.kill_outputs = ~linked & outputs_written;
2206   key->ge.opt.ngg_culling = sctx->ngg_culling;
2207   key->ge.mono.u.vs_export_prim_id = vs->stage != MESA_SHADER_GEOMETRY &&
2208                                      sctx->shader.ps.cso && sctx->shader.ps.cso->info.uses_primid;
2209   key->ge.opt.kill_pointsize = vs->info.writes_psize &&
2210                                sctx->current_rast_prim != PIPE_PRIM_POINTS &&
2211                                !sctx->queued.named.rasterizer->polygon_mode_is_points;
2212   key->ge.opt.remove_streamout = vs->info.enabled_streamout_buffer_mask &&
2213                                  !sctx->streamout.enabled_mask;
2214}
2215
2216static void si_clear_vs_key_outputs(struct si_context *sctx, struct si_shader_selector *vs,
2217                                    union si_shader_key *key)
2218{
2219   key->ge.opt.kill_clip_distances = 0;
2220   key->ge.opt.kill_outputs = 0;
2221   key->ge.opt.remove_streamout = 0;
2222   key->ge.opt.ngg_culling = 0;
2223   key->ge.mono.u.vs_export_prim_id = 0;
2224   key->ge.opt.kill_pointsize = 0;
2225}
2226
2227void si_ps_key_update_framebuffer(struct si_context *sctx)
2228{
2229   struct si_shader_selector *sel = sctx->shader.ps.cso;
2230   union si_shader_key *key = &sctx->shader.ps.key;
2231
2232   if (!sel)
2233      return;
2234
2235   if (sel->info.color0_writes_all_cbufs &&
2236       sel->info.colors_written == 0x1)
2237      key->ps.part.epilog.last_cbuf = MAX2(sctx->framebuffer.state.nr_cbufs, 1) - 1;
2238   else
2239      key->ps.part.epilog.last_cbuf = 0;
2240
2241   /* ps_uses_fbfetch is true only if the color buffer is bound. */
2242   if (sctx->ps_uses_fbfetch) {
2243      struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
2244      struct pipe_resource *tex = cb0->texture;
2245
2246      /* 1D textures are allocated and used as 2D on GFX9. */
2247      key->ps.mono.fbfetch_msaa = sctx->framebuffer.nr_samples > 1;
2248      key->ps.mono.fbfetch_is_1D =
2249         sctx->gfx_level != GFX9 &&
2250         (tex->target == PIPE_TEXTURE_1D || tex->target == PIPE_TEXTURE_1D_ARRAY);
2251      key->ps.mono.fbfetch_layered =
2252         tex->target == PIPE_TEXTURE_1D_ARRAY || tex->target == PIPE_TEXTURE_2D_ARRAY ||
2253         tex->target == PIPE_TEXTURE_CUBE || tex->target == PIPE_TEXTURE_CUBE_ARRAY ||
2254         tex->target == PIPE_TEXTURE_3D;
2255   } else {
2256      key->ps.mono.fbfetch_msaa = 0;
2257      key->ps.mono.fbfetch_is_1D = 0;
2258      key->ps.mono.fbfetch_layered = 0;
2259   }
2260}
2261
2262void si_ps_key_update_framebuffer_blend(struct si_context *sctx)
2263{
2264   struct si_shader_selector *sel = sctx->shader.ps.cso;
2265   union si_shader_key *key = &sctx->shader.ps.key;
2266   struct si_state_blend *blend = sctx->queued.named.blend;
2267
2268   if (!sel)
2269      return;
2270
2271   /* Select the shader color format based on whether
2272    * blending or alpha are needed.
2273    */
2274   key->ps.part.epilog.spi_shader_col_format =
2275      (blend->blend_enable_4bit & blend->need_src_alpha_4bit &
2276       sctx->framebuffer.spi_shader_col_format_blend_alpha) |
2277      (blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
2278       sctx->framebuffer.spi_shader_col_format_blend) |
2279      (~blend->blend_enable_4bit & blend->need_src_alpha_4bit &
2280       sctx->framebuffer.spi_shader_col_format_alpha) |
2281      (~blend->blend_enable_4bit & ~blend->need_src_alpha_4bit &
2282       sctx->framebuffer.spi_shader_col_format);
2283   key->ps.part.epilog.spi_shader_col_format &= blend->cb_target_enabled_4bit;
2284
2285   key->ps.part.epilog.dual_src_blend_swizzle = sctx->gfx_level >= GFX11 &&
2286                                                blend->dual_src_blend &&
2287                                                (sel->info.colors_written_4bit & 0xff) == 0xff;
2288
2289   /* The output for dual source blending should have
2290    * the same format as the first output.
2291    */
2292   if (blend->dual_src_blend) {
2293      key->ps.part.epilog.spi_shader_col_format |=
2294         (key->ps.part.epilog.spi_shader_col_format & 0xf) << 4;
2295   }
2296
2297   /* If alpha-to-coverage is enabled, we have to export alpha
2298    * even if there is no color buffer.
2299    */
2300   if (!(key->ps.part.epilog.spi_shader_col_format & 0xf) && blend->alpha_to_coverage)
2301      key->ps.part.epilog.spi_shader_col_format |= V_028710_SPI_SHADER_32_AR;
2302
2303   /* On GFX6 and GFX7 except Hawaii, the CB doesn't clamp outputs
2304    * to the range supported by the type if a channel has less
2305    * than 16 bits and the export format is 16_ABGR.
2306    */
2307   if (sctx->gfx_level <= GFX7 && sctx->family != CHIP_HAWAII) {
2308      key->ps.part.epilog.color_is_int8 = sctx->framebuffer.color_is_int8;
2309      key->ps.part.epilog.color_is_int10 = sctx->framebuffer.color_is_int10;
2310   }
2311
2312   /* Disable unwritten outputs (if WRITE_ALL_CBUFS isn't enabled). */
2313   if (!key->ps.part.epilog.last_cbuf) {
2314      key->ps.part.epilog.spi_shader_col_format &= sel->info.colors_written_4bit;
2315      key->ps.part.epilog.color_is_int8 &= sel->info.colors_written;
2316      key->ps.part.epilog.color_is_int10 &= sel->info.colors_written;
2317   }
2318
2319   /* Eliminate shader code computing output values that are unused.
2320    * This enables dead code elimination between shader parts.
2321    * Check if any output is eliminated.
2322    *
2323    * Dual source blending never has color buffer 1 enabled, so ignore it.
2324    *
2325    * On gfx11, pixel shaders that write memory should be compiled with an inlined epilog,
2326    * so that the compiler can see s_endpgm and deallocates VGPRs before memory stores return.
2327    */
2328   if (sel->info.colors_written_4bit &
2329       (blend->dual_src_blend ? 0xffffff0f : 0xffffffff) &
2330       ~(sctx->framebuffer.colorbuf_enabled_4bit & blend->cb_target_enabled_4bit))
2331      key->ps.opt.prefer_mono = 1;
2332   else if (sctx->gfx_level >= GFX11 && sel->info.base.writes_memory)
2333      key->ps.opt.prefer_mono = 1;
2334   else
2335      key->ps.opt.prefer_mono = 0;
2336}
2337
2338void si_ps_key_update_blend_rasterizer(struct si_context *sctx)
2339{
2340   union si_shader_key *key = &sctx->shader.ps.key;
2341   struct si_state_blend *blend = sctx->queued.named.blend;
2342   struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
2343   struct si_shader_selector *ps = sctx->shader.ps.cso;
2344
2345   if (!ps)
2346      return;
2347
2348   key->ps.part.epilog.alpha_to_one = blend->alpha_to_one && rs->multisample_enable;
2349   key->ps.part.epilog.alpha_to_coverage_via_mrtz =
2350      sctx->gfx_level >= GFX11 && blend->alpha_to_coverage && rs->multisample_enable &&
2351      (ps->info.writes_z || ps->info.writes_stencil || ps->info.writes_samplemask);
2352}
2353
2354void si_ps_key_update_rasterizer(struct si_context *sctx)
2355{
2356   struct si_shader_selector *sel = sctx->shader.ps.cso;
2357   union si_shader_key *key = &sctx->shader.ps.key;
2358   struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
2359
2360   if (!sel)
2361      return;
2362
2363   key->ps.part.prolog.color_two_side = rs->two_side && sel->info.colors_read;
2364   key->ps.part.prolog.flatshade_colors = rs->flatshade && sel->info.uses_interp_color;
2365   key->ps.part.epilog.clamp_color = rs->clamp_fragment_color;
2366}
2367
2368void si_ps_key_update_dsa(struct si_context *sctx)
2369{
2370   union si_shader_key *key = &sctx->shader.ps.key;
2371
2372   key->ps.part.epilog.alpha_func = sctx->queued.named.dsa->alpha_func;
2373}
2374
2375static void si_ps_key_update_primtype_shader_rasterizer_framebuffer(struct si_context *sctx)
2376{
2377   union si_shader_key *key = &sctx->shader.ps.key;
2378   struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
2379
2380   bool is_poly = !util_prim_is_points_or_lines(sctx->current_rast_prim);
2381   bool is_line = util_prim_is_lines(sctx->current_rast_prim);
2382
2383   key->ps.part.prolog.poly_stipple = rs->poly_stipple_enable && is_poly;
2384   key->ps.mono.poly_line_smoothing =
2385      ((is_poly && rs->poly_smooth) || (is_line && rs->line_smooth)) &&
2386      sctx->framebuffer.nr_samples <= 1;
2387
2388   key->ps.mono.point_smoothing = rs->point_smooth &&
2389                                  sctx->current_rast_prim == PIPE_PRIM_POINTS;
2390}
2391
2392void si_ps_key_update_sample_shading(struct si_context *sctx)
2393{
2394   struct si_shader_selector *sel = sctx->shader.ps.cso;
2395   union si_shader_key *key = &sctx->shader.ps.key;
2396
2397   if (!sel)
2398      return;
2399
2400   if (sctx->ps_iter_samples > 1 && sel->info.reads_samplemask)
2401      key->ps.part.prolog.samplemask_log_ps_iter = util_logbase2(sctx->ps_iter_samples);
2402   else
2403      key->ps.part.prolog.samplemask_log_ps_iter = 0;
2404}
2405
2406void si_ps_key_update_framebuffer_rasterizer_sample_shading(struct si_context *sctx)
2407{
2408   struct si_shader_selector *sel = sctx->shader.ps.cso;
2409   union si_shader_key *key = &sctx->shader.ps.key;
2410   struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
2411
2412   if (!sel)
2413      return;
2414
2415   bool uses_persp_center = sel->info.uses_persp_center ||
2416                            (!rs->flatshade && sel->info.uses_persp_center_color);
2417   bool uses_persp_centroid = sel->info.uses_persp_centroid ||
2418                              (!rs->flatshade && sel->info.uses_persp_centroid_color);
2419   bool uses_persp_sample = sel->info.uses_persp_sample ||
2420                            (!rs->flatshade && sel->info.uses_persp_sample_color);
2421
2422   if (rs->force_persample_interp && rs->multisample_enable &&
2423       sctx->framebuffer.nr_samples > 1 && sctx->ps_iter_samples > 1) {
2424      key->ps.part.prolog.force_persp_sample_interp =
2425         uses_persp_center || uses_persp_centroid;
2426
2427      key->ps.part.prolog.force_linear_sample_interp =
2428         sel->info.uses_linear_center || sel->info.uses_linear_centroid;
2429
2430      key->ps.part.prolog.force_persp_center_interp = 0;
2431      key->ps.part.prolog.force_linear_center_interp = 0;
2432      key->ps.part.prolog.bc_optimize_for_persp = 0;
2433      key->ps.part.prolog.bc_optimize_for_linear = 0;
2434      key->ps.mono.interpolate_at_sample_force_center = 0;
2435   } else if (rs->multisample_enable && sctx->framebuffer.nr_samples > 1) {
2436      key->ps.part.prolog.force_persp_sample_interp = 0;
2437      key->ps.part.prolog.force_linear_sample_interp = 0;
2438      key->ps.part.prolog.force_persp_center_interp = 0;
2439      key->ps.part.prolog.force_linear_center_interp = 0;
2440      key->ps.part.prolog.bc_optimize_for_persp =
2441         uses_persp_center && uses_persp_centroid;
2442      key->ps.part.prolog.bc_optimize_for_linear =
2443         sel->info.uses_linear_center && sel->info.uses_linear_centroid;
2444      key->ps.mono.interpolate_at_sample_force_center = 0;
2445   } else {
2446      key->ps.part.prolog.force_persp_sample_interp = 0;
2447      key->ps.part.prolog.force_linear_sample_interp = 0;
2448
2449      /* Make sure SPI doesn't compute more than 1 pair
2450       * of (i,j), which is the optimization here. */
2451      key->ps.part.prolog.force_persp_center_interp = uses_persp_center +
2452                                                      uses_persp_centroid +
2453                                                      uses_persp_sample > 1;
2454
2455      key->ps.part.prolog.force_linear_center_interp = sel->info.uses_linear_center +
2456                                                       sel->info.uses_linear_centroid +
2457                                                       sel->info.uses_linear_sample > 1;
2458      key->ps.part.prolog.bc_optimize_for_persp = 0;
2459      key->ps.part.prolog.bc_optimize_for_linear = 0;
2460      key->ps.mono.interpolate_at_sample_force_center = sel->info.uses_interp_at_sample;
2461   }
2462}
2463
2464/* Compute the key for the hw shader variant */
2465static inline void si_shader_selector_key(struct pipe_context *ctx, struct si_shader_selector *sel,
2466                                          union si_shader_key *key)
2467{
2468   struct si_context *sctx = (struct si_context *)ctx;
2469
2470   switch (sel->stage) {
2471   case MESA_SHADER_VERTEX:
2472      if (!sctx->shader.tes.cso && !sctx->shader.gs.cso)
2473         si_get_vs_key_outputs(sctx, sel, key);
2474      else
2475         si_clear_vs_key_outputs(sctx, sel, key);
2476      break;
2477   case MESA_SHADER_TESS_CTRL:
2478      if (sctx->gfx_level >= GFX9) {
2479         si_get_vs_key_inputs(sctx, key, &key->ge.part.tcs.ls_prolog);
2480         key->ge.part.tcs.ls = sctx->shader.vs.cso;
2481      }
2482      break;
2483   case MESA_SHADER_TESS_EVAL:
2484      if (!sctx->shader.gs.cso)
2485         si_get_vs_key_outputs(sctx, sel, key);
2486      else
2487         si_clear_vs_key_outputs(sctx, sel, key);
2488      break;
2489   case MESA_SHADER_GEOMETRY:
2490      if (sctx->gfx_level >= GFX9) {
2491         if (sctx->shader.tes.cso) {
2492            si_clear_vs_key_inputs(sctx, key, &key->ge.part.gs.vs_prolog);
2493            key->ge.part.gs.es = sctx->shader.tes.cso;
2494         } else {
2495            si_get_vs_key_inputs(sctx, key, &key->ge.part.gs.vs_prolog);
2496            key->ge.part.gs.es = sctx->shader.vs.cso;
2497         }
2498
2499         /* Only NGG can eliminate GS outputs, because the code is shared with VS. */
2500         if (sctx->ngg)
2501            si_get_vs_key_outputs(sctx, sel, key);
2502         else
2503            si_clear_vs_key_outputs(sctx, sel, key);
2504      }
2505      break;
2506   case MESA_SHADER_FRAGMENT:
2507      si_ps_key_update_primtype_shader_rasterizer_framebuffer(sctx);
2508      break;
2509   default:
2510      assert(0);
2511   }
2512}
2513
2514static void si_build_shader_variant(struct si_shader *shader, int thread_index, bool low_priority)
2515{
2516   struct si_shader_selector *sel = shader->selector;
2517   struct si_screen *sscreen = sel->screen;
2518   struct ac_llvm_compiler *compiler;
2519   struct util_debug_callback *debug = &shader->compiler_ctx_state.debug;
2520
2521   if (thread_index >= 0) {
2522      if (low_priority) {
2523         assert(thread_index < (int)ARRAY_SIZE(sscreen->compiler_lowp));
2524         compiler = &sscreen->compiler_lowp[thread_index];
2525      } else {
2526         assert(thread_index < (int)ARRAY_SIZE(sscreen->compiler));
2527         compiler = &sscreen->compiler[thread_index];
2528      }
2529      if (!debug->async)
2530         debug = NULL;
2531   } else {
2532      assert(!low_priority);
2533      compiler = shader->compiler_ctx_state.compiler;
2534   }
2535
2536   if (!compiler->passes)
2537      si_init_compiler(sscreen, compiler);
2538
2539   if (unlikely(!si_create_shader_variant(sscreen, compiler, shader, debug))) {
2540      PRINT_ERR("Failed to build shader variant (type=%u)\n", sel->stage);
2541      shader->compilation_failed = true;
2542      return;
2543   }
2544
2545   if (shader->compiler_ctx_state.is_debug_context) {
2546      FILE *f = open_memstream(&shader->shader_log, &shader->shader_log_size);
2547      if (f) {
2548         si_shader_dump(sscreen, shader, NULL, f, false);
2549         fclose(f);
2550      }
2551   }
2552
2553   si_shader_init_pm4_state(sscreen, shader);
2554}
2555
2556static void si_build_shader_variant_low_priority(void *job, void *gdata, int thread_index)
2557{
2558   struct si_shader *shader = (struct si_shader *)job;
2559
2560   assert(thread_index >= 0);
2561
2562   si_build_shader_variant(shader, thread_index, true);
2563}
2564
2565/* This should be const, but C++ doesn't allow implicit zero-initialization with const. */
2566static union si_shader_key zeroed;
2567
2568static bool si_check_missing_main_part(struct si_screen *sscreen, struct si_shader_selector *sel,
2569                                       struct si_compiler_ctx_state *compiler_state,
2570                                       const union si_shader_key *key)
2571{
2572   struct si_shader **mainp = si_get_main_shader_part(sel, key);
2573
2574   if (!*mainp) {
2575      struct si_shader *main_part = CALLOC_STRUCT(si_shader);
2576
2577      if (!main_part)
2578         return false;
2579
2580      /* We can leave the fence as permanently signaled because the
2581       * main part becomes visible globally only after it has been
2582       * compiled. */
2583      util_queue_fence_init(&main_part->ready);
2584
2585      main_part->selector = sel;
2586      if (sel->stage <= MESA_SHADER_GEOMETRY) {
2587         main_part->key.ge.as_es = key->ge.as_es;
2588         main_part->key.ge.as_ls = key->ge.as_ls;
2589         main_part->key.ge.as_ngg = key->ge.as_ngg;
2590      }
2591      main_part->is_monolithic = false;
2592      main_part->wave_size = si_determine_wave_size(sscreen, main_part);
2593
2594      if (!si_compile_shader(sscreen, compiler_state->compiler, main_part,
2595                             &compiler_state->debug)) {
2596         FREE(main_part);
2597         return false;
2598      }
2599      *mainp = main_part;
2600   }
2601   return true;
2602}
2603
2604/* A helper to copy *key to *local_key and return local_key. */
2605template<typename SHADER_KEY_TYPE>
2606static ALWAYS_INLINE const SHADER_KEY_TYPE *
2607use_local_key_copy(const SHADER_KEY_TYPE *key, SHADER_KEY_TYPE *local_key, unsigned key_size)
2608{
2609   if (key != local_key)
2610      memcpy(local_key, key, key_size);
2611
2612   return local_key;
2613}
2614
2615#define NO_INLINE_UNIFORMS false
2616
2617/**
2618 * Select a shader variant according to the shader key.
2619 *
2620 * This uses a C++ template to compute the optimal memcmp size at compile time, which is important
2621 * for getting inlined memcmp. The memcmp size depends on the shader key type and whether inlined
2622 * uniforms are enabled.
2623 */
2624template<bool INLINE_UNIFORMS = true, typename SHADER_KEY_TYPE>
2625static int si_shader_select_with_key(struct si_context *sctx, struct si_shader_ctx_state *state,
2626                                     const SHADER_KEY_TYPE *key)
2627{
2628   struct si_screen *sscreen = sctx->screen;
2629   struct si_shader_selector *sel = state->cso;
2630   struct si_shader_selector *previous_stage_sel = NULL;
2631   struct si_shader *current = state->current;
2632   struct si_shader *shader = NULL;
2633   const SHADER_KEY_TYPE *zeroed_key = (SHADER_KEY_TYPE*)&zeroed;
2634
2635   /* "opt" must be the last field and "inlined_uniform_values" must be the last field inside opt.
2636    * If there is padding, insert the padding manually before opt or inside opt.
2637    */
2638   STATIC_ASSERT(offsetof(SHADER_KEY_TYPE, opt) + sizeof(key->opt) == sizeof(*key));
2639   STATIC_ASSERT(offsetof(SHADER_KEY_TYPE, opt.inlined_uniform_values) +
2640                 sizeof(key->opt.inlined_uniform_values) == sizeof(*key));
2641
2642   const unsigned key_size_no_uniforms = sizeof(*key) - sizeof(key->opt.inlined_uniform_values);
2643   /* Don't compare inlined_uniform_values if uniform inlining is disabled. */
2644   const unsigned key_size = INLINE_UNIFORMS ? sizeof(*key) : key_size_no_uniforms;
2645   const unsigned key_opt_size =
2646      INLINE_UNIFORMS ? sizeof(key->opt) :
2647                        sizeof(key->opt) - sizeof(key->opt.inlined_uniform_values);
2648
2649   /* si_shader_select_with_key must not modify 'key' because it would affect future shaders.
2650    * If we need to modify it for this specific shader (eg: to disable optimizations), we
2651    * use a copy.
2652    */
2653   SHADER_KEY_TYPE local_key;
2654
2655   if (unlikely(sscreen->debug_flags & DBG(NO_OPT_VARIANT))) {
2656      /* Disable shader variant optimizations. */
2657      key = use_local_key_copy<SHADER_KEY_TYPE>(key, &local_key, key_size);
2658      memset(&local_key.opt, 0, key_opt_size);
2659   }
2660
2661again:
2662   /* Check if we don't need to change anything.
2663    * This path is also used for most shaders that don't need multiple
2664    * variants, it will cost just a computation of the key and this
2665    * test. */
2666   if (likely(current && memcmp(&current->key, key, key_size) == 0)) {
2667      if (unlikely(!util_queue_fence_is_signalled(&current->ready))) {
2668         if (current->is_optimized) {
2669            key = use_local_key_copy(key, &local_key, key_size);
2670            memset(&local_key.opt, 0, key_opt_size);
2671            goto current_not_ready;
2672         }
2673
2674         util_queue_fence_wait(&current->ready);
2675      }
2676
2677      return current->compilation_failed ? -1 : 0;
2678   }
2679current_not_ready:
2680
2681   /* This must be done before the mutex is locked, because async GS
2682    * compilation calls this function too, and therefore must enter
2683    * the mutex first.
2684    */
2685   util_queue_fence_wait(&sel->ready);
2686
2687   simple_mtx_lock(&sel->mutex);
2688
2689   int variant_count = 0;
2690   const int max_inline_uniforms_variants = 5;
2691
2692   /* Find the shader variant. */
2693   const unsigned cnt = sel->variants_count;
2694   for (unsigned i = 0; i < cnt; i++) {
2695      const SHADER_KEY_TYPE *iter_key = (const SHADER_KEY_TYPE *)&sel->keys[i];
2696
2697      if (memcmp(iter_key, key, key_size_no_uniforms) == 0) {
2698         struct si_shader *iter = sel->variants[i];
2699
2700         /* Check the inlined uniform values separately, and count
2701          * the number of variants based on them.
2702          */
2703         if (key->opt.inline_uniforms &&
2704             memcmp(iter_key->opt.inlined_uniform_values,
2705                    key->opt.inlined_uniform_values,
2706                    MAX_INLINABLE_UNIFORMS * 4) != 0) {
2707            if (variant_count++ > max_inline_uniforms_variants) {
2708               key = use_local_key_copy(key, &local_key, key_size);
2709               /* Too many variants. Disable inlining for this shader. */
2710               local_key.opt.inline_uniforms = 0;
2711               memset(local_key.opt.inlined_uniform_values, 0, MAX_INLINABLE_UNIFORMS * 4);
2712               simple_mtx_unlock(&sel->mutex);
2713               goto again;
2714            }
2715            continue;
2716         }
2717
2718         simple_mtx_unlock(&sel->mutex);
2719
2720         if (unlikely(!util_queue_fence_is_signalled(&iter->ready))) {
2721            /* If it's an optimized shader and its compilation has
2722             * been started but isn't done, use the unoptimized
2723             * shader so as not to cause a stall due to compilation.
2724             */
2725            if (iter->is_optimized) {
2726               key = use_local_key_copy(key, &local_key, key_size);
2727               memset(&local_key.opt, 0, key_opt_size);
2728               goto again;
2729            }
2730
2731            util_queue_fence_wait(&iter->ready);
2732         }
2733
2734         if (iter->compilation_failed) {
2735            return -1; /* skip the draw call */
2736         }
2737
2738         state->current = sel->variants[i];
2739         return 0;
2740      }
2741   }
2742
2743   /* Build a new shader. */
2744   shader = CALLOC_STRUCT(si_shader);
2745   if (!shader) {
2746      simple_mtx_unlock(&sel->mutex);
2747      return -ENOMEM;
2748   }
2749
2750   util_queue_fence_init(&shader->ready);
2751
2752   if (!sctx->compiler.passes)
2753      si_init_compiler(sctx->screen, &sctx->compiler);
2754
2755   shader->selector = sel;
2756   *((SHADER_KEY_TYPE*)&shader->key) = *key;
2757   shader->wave_size = si_determine_wave_size(sscreen, shader);
2758   shader->compiler_ctx_state.compiler = &sctx->compiler;
2759   shader->compiler_ctx_state.debug = sctx->debug;
2760   shader->compiler_ctx_state.is_debug_context = sctx->is_debug;
2761
2762   /* If this is a merged shader, get the first shader's selector. */
2763   if (sscreen->info.gfx_level >= GFX9) {
2764      if (sel->stage == MESA_SHADER_TESS_CTRL)
2765         previous_stage_sel = ((struct si_shader_key_ge*)key)->part.tcs.ls;
2766      else if (sel->stage == MESA_SHADER_GEOMETRY)
2767         previous_stage_sel = ((struct si_shader_key_ge*)key)->part.gs.es;
2768
2769      /* We need to wait for the previous shader. */
2770      if (previous_stage_sel)
2771         util_queue_fence_wait(&previous_stage_sel->ready);
2772   }
2773
2774   bool is_pure_monolithic =
2775      sscreen->use_monolithic_shaders || memcmp(&key->mono, &zeroed_key->mono, sizeof(key->mono)) != 0;
2776
2777   /* Compile the main shader part if it doesn't exist. This can happen
2778    * if the initial guess was wrong.
2779    */
2780   if (!is_pure_monolithic) {
2781      bool ok = true;
2782
2783      /* Make sure the main shader part is present. This is needed
2784       * for shaders that can be compiled as VS, LS, or ES, and only
2785       * one of them is compiled at creation.
2786       *
2787       * It is also needed for GS, which can be compiled as non-NGG
2788       * and NGG.
2789       *
2790       * For merged shaders, check that the starting shader's main
2791       * part is present.
2792       */
2793      if (previous_stage_sel) {
2794         union si_shader_key shader1_key = zeroed;
2795
2796         if (sel->stage == MESA_SHADER_TESS_CTRL) {
2797            shader1_key.ge.as_ls = 1;
2798         } else if (sel->stage == MESA_SHADER_GEOMETRY) {
2799            shader1_key.ge.as_es = 1;
2800            shader1_key.ge.as_ngg = ((struct si_shader_key_ge*)key)->as_ngg; /* for Wave32 vs Wave64 */
2801         } else {
2802            assert(0);
2803         }
2804
2805         simple_mtx_lock(&previous_stage_sel->mutex);
2806         ok = si_check_missing_main_part(sscreen, previous_stage_sel, &shader->compiler_ctx_state,
2807                                         &shader1_key);
2808         simple_mtx_unlock(&previous_stage_sel->mutex);
2809      }
2810
2811      if (ok) {
2812         ok = si_check_missing_main_part(sscreen, sel, &shader->compiler_ctx_state,
2813                                         (union si_shader_key*)key);
2814      }
2815
2816      if (!ok) {
2817         FREE(shader);
2818         simple_mtx_unlock(&sel->mutex);
2819         return -ENOMEM; /* skip the draw call */
2820      }
2821   }
2822
2823   if (sel->variants_count == sel->variants_max_count) {
2824      sel->variants_max_count += 2;
2825      sel->variants = (struct si_shader**)
2826         realloc(sel->variants, sel->variants_max_count * sizeof(struct si_shader*));
2827      sel->keys = (union si_shader_key*)
2828         realloc(sel->keys, sel->variants_max_count * sizeof(union si_shader_key));
2829   }
2830
2831   /* Keep the reference to the 1st shader of merged shaders, so that
2832    * Gallium can't destroy it before we destroy the 2nd shader.
2833    *
2834    * Set sctx = NULL, because it's unused if we're not releasing
2835    * the shader, and we don't have any sctx here.
2836    */
2837   si_shader_selector_reference(NULL, &shader->previous_stage_sel, previous_stage_sel);
2838
2839   /* Monolithic-only shaders don't make a distinction between optimized
2840    * and unoptimized. */
2841   shader->is_monolithic =
2842      is_pure_monolithic || memcmp(&key->opt, &zeroed_key->opt, key_opt_size) != 0;
2843
2844   shader->is_optimized = !is_pure_monolithic &&
2845                          memcmp(&key->opt, &zeroed_key->opt, key_opt_size) != 0;
2846
2847   /* If it's an optimized shader, compile it asynchronously. */
2848   if (shader->is_optimized) {
2849      /* Compile it asynchronously. */
2850      util_queue_add_job(&sscreen->shader_compiler_queue_low_priority, shader, &shader->ready,
2851                         si_build_shader_variant_low_priority, NULL, 0);
2852
2853      /* Add only after the ready fence was reset, to guard against a
2854       * race with si_bind_XX_shader. */
2855      sel->variants[sel->variants_count] = shader;
2856      sel->keys[sel->variants_count] = shader->key;
2857      sel->variants_count++;
2858
2859      /* Use the default (unoptimized) shader for now. */
2860      key = use_local_key_copy(key, &local_key, key_size);
2861      memset(&local_key.opt, 0, key_opt_size);
2862      simple_mtx_unlock(&sel->mutex);
2863
2864      if (sscreen->options.sync_compile)
2865         util_queue_fence_wait(&shader->ready);
2866
2867      goto again;
2868   }
2869
2870   /* Reset the fence before adding to the variant list. */
2871   util_queue_fence_reset(&shader->ready);
2872
2873   sel->variants[sel->variants_count] = shader;
2874   sel->keys[sel->variants_count] = shader->key;
2875   sel->variants_count++;
2876
2877   simple_mtx_unlock(&sel->mutex);
2878
2879   assert(!shader->is_optimized);
2880   si_build_shader_variant(shader, -1, false);
2881
2882   util_queue_fence_signal(&shader->ready);
2883
2884   if (!shader->compilation_failed)
2885      state->current = shader;
2886
2887   return shader->compilation_failed ? -1 : 0;
2888}
2889
2890int si_shader_select(struct pipe_context *ctx, struct si_shader_ctx_state *state)
2891{
2892   struct si_context *sctx = (struct si_context *)ctx;
2893
2894   si_shader_selector_key(ctx, state->cso, &state->key);
2895
2896   if (state->cso->stage == MESA_SHADER_FRAGMENT) {
2897      if (state->key.ps.opt.inline_uniforms)
2898         return si_shader_select_with_key(sctx, state, &state->key.ps);
2899      else
2900         return si_shader_select_with_key<NO_INLINE_UNIFORMS>(sctx, state, &state->key.ps);
2901   } else {
2902      if (state->key.ge.opt.inline_uniforms) {
2903         return si_shader_select_with_key(sctx, state, &state->key.ge);
2904      } else {
2905         return si_shader_select_with_key<NO_INLINE_UNIFORMS>(sctx, state, &state->key.ge);
2906      }
2907   }
2908}
2909
2910static void si_parse_next_shader_property(const struct si_shader_info *info,
2911                                          union si_shader_key *key)
2912{
2913   gl_shader_stage next_shader = info->base.next_stage;
2914
2915   switch (info->base.stage) {
2916   case MESA_SHADER_VERTEX:
2917      switch (next_shader) {
2918      case MESA_SHADER_GEOMETRY:
2919         key->ge.as_es = 1;
2920         break;
2921      case MESA_SHADER_TESS_CTRL:
2922      case MESA_SHADER_TESS_EVAL:
2923         key->ge.as_ls = 1;
2924         break;
2925      default:
2926         /* If POSITION isn't written, it can only be a HW VS
2927          * if streamout is used. If streamout isn't used,
2928          * assume that it's a HW LS. (the next shader is TCS)
2929          * This heuristic is needed for separate shader objects.
2930          */
2931         if (!info->writes_position && !info->enabled_streamout_buffer_mask)
2932            key->ge.as_ls = 1;
2933      }
2934      break;
2935
2936   case MESA_SHADER_TESS_EVAL:
2937      if (next_shader == MESA_SHADER_GEOMETRY || !info->writes_position)
2938         key->ge.as_es = 1;
2939      break;
2940
2941   default:;
2942   }
2943}
2944
2945/**
2946 * Compile the main shader part or the monolithic shader as part of
2947 * si_shader_selector initialization. Since it can be done asynchronously,
2948 * there is no way to report compile failures to applications.
2949 */
2950static void si_init_shader_selector_async(void *job, void *gdata, int thread_index)
2951{
2952   struct si_shader_selector *sel = (struct si_shader_selector *)job;
2953   struct si_screen *sscreen = sel->screen;
2954   struct ac_llvm_compiler *compiler;
2955   struct util_debug_callback *debug = &sel->compiler_ctx_state.debug;
2956
2957   assert(!debug->debug_message || debug->async);
2958   assert(thread_index >= 0);
2959   assert(thread_index < (int)ARRAY_SIZE(sscreen->compiler));
2960   compiler = &sscreen->compiler[thread_index];
2961
2962   if (!compiler->passes)
2963      si_init_compiler(sscreen, compiler);
2964
2965   /* Serialize NIR to save memory. Monolithic shader variants
2966    * have to deserialize NIR before compilation.
2967    */
2968   if (sel->nir) {
2969      struct blob blob;
2970      size_t size;
2971
2972      blob_init(&blob);
2973      /* true = remove optional debugging data to increase
2974       * the likehood of getting more shader cache hits.
2975       * It also drops variable names, so we'll save more memory.
2976       * If NIR debug prints are used we don't strip to get more
2977       * useful logs.
2978       */
2979      nir_serialize(&blob, sel->nir, NIR_DEBUG(PRINT) == 0);
2980      blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
2981      sel->nir_size = size;
2982   }
2983
2984   /* Compile the main shader part for use with a prolog and/or epilog.
2985    * If this fails, the driver will try to compile a monolithic shader
2986    * on demand.
2987    */
2988   if (!sscreen->use_monolithic_shaders) {
2989      struct si_shader *shader = CALLOC_STRUCT(si_shader);
2990      unsigned char ir_sha1_cache_key[20];
2991
2992      if (!shader) {
2993         fprintf(stderr, "radeonsi: can't allocate a main shader part\n");
2994         return;
2995      }
2996
2997      /* We can leave the fence signaled because use of the default
2998       * main part is guarded by the selector's ready fence. */
2999      util_queue_fence_init(&shader->ready);
3000
3001      shader->selector = sel;
3002      shader->is_monolithic = false;
3003      si_parse_next_shader_property(&sel->info, &shader->key);
3004
3005      if (sel->stage <= MESA_SHADER_GEOMETRY &&
3006          sscreen->use_ngg && (!sel->info.enabled_streamout_buffer_mask ||
3007                               sscreen->use_ngg_streamout) &&
3008          ((sel->stage == MESA_SHADER_VERTEX && !shader->key.ge.as_ls) ||
3009           sel->stage == MESA_SHADER_TESS_EVAL || sel->stage == MESA_SHADER_GEOMETRY))
3010         shader->key.ge.as_ngg = 1;
3011
3012      shader->wave_size = si_determine_wave_size(sscreen, shader);
3013
3014      if (sel->nir) {
3015         if (sel->stage <= MESA_SHADER_GEOMETRY) {
3016            si_get_ir_cache_key(sel, shader->key.ge.as_ngg, shader->key.ge.as_es,
3017                                shader->wave_size, ir_sha1_cache_key);
3018         } else {
3019            si_get_ir_cache_key(sel, false, false, shader->wave_size, ir_sha1_cache_key);
3020         }
3021      }
3022
3023      /* Try to load the shader from the shader cache. */
3024      simple_mtx_lock(&sscreen->shader_cache_mutex);
3025
3026      if (si_shader_cache_load_shader(sscreen, ir_sha1_cache_key, shader)) {
3027         simple_mtx_unlock(&sscreen->shader_cache_mutex);
3028         si_shader_dump_stats_for_shader_db(sscreen, shader, debug);
3029      } else {
3030         simple_mtx_unlock(&sscreen->shader_cache_mutex);
3031
3032         /* Compile the shader if it hasn't been loaded from the cache. */
3033         if (!si_compile_shader(sscreen, compiler, shader, debug)) {
3034            FREE(shader);
3035            fprintf(stderr, "radeonsi: can't compile a main shader part\n");
3036            return;
3037         }
3038
3039         simple_mtx_lock(&sscreen->shader_cache_mutex);
3040         si_shader_cache_insert_shader(sscreen, ir_sha1_cache_key, shader, true);
3041         simple_mtx_unlock(&sscreen->shader_cache_mutex);
3042      }
3043
3044      *si_get_main_shader_part(sel, &shader->key) = shader;
3045
3046      /* Unset "outputs_written" flags for outputs converted to
3047       * DEFAULT_VAL, so that later inter-shader optimizations don't
3048       * try to eliminate outputs that don't exist in the final
3049       * shader.
3050       *
3051       * This is only done if non-monolithic shaders are enabled.
3052       */
3053      if ((sel->stage == MESA_SHADER_VERTEX ||
3054           sel->stage == MESA_SHADER_TESS_EVAL ||
3055           sel->stage == MESA_SHADER_GEOMETRY) &&
3056          !shader->key.ge.as_ls && !shader->key.ge.as_es) {
3057         unsigned i;
3058
3059         for (i = 0; i < sel->info.num_outputs; i++) {
3060            unsigned semantic = sel->info.output_semantic[i];
3061            unsigned ps_input_cntl = shader->info.vs_output_ps_input_cntl[semantic];
3062
3063            /* OFFSET=0x20 means DEFAULT_VAL, which means VS doesn't export it. */
3064            if (G_028644_OFFSET(ps_input_cntl) != 0x20)
3065               continue;
3066
3067            unsigned id;
3068
3069            /* Remove the output from the mask. */
3070            if ((semantic <= VARYING_SLOT_VAR31 || semantic >= VARYING_SLOT_VAR0_16BIT) &&
3071                semantic != VARYING_SLOT_POS &&
3072                semantic != VARYING_SLOT_PSIZ &&
3073                semantic != VARYING_SLOT_CLIP_VERTEX &&
3074                semantic != VARYING_SLOT_EDGE) {
3075               id = si_shader_io_get_unique_index(semantic, true);
3076               sel->info.outputs_written_before_ps &= ~(1ull << id);
3077            }
3078         }
3079      }
3080   }
3081
3082   /* Free NIR. We only keep serialized NIR after this point. */
3083   if (sel->nir) {
3084      ralloc_free(sel->nir);
3085      sel->nir = NULL;
3086   }
3087}
3088
3089void si_schedule_initial_compile(struct si_context *sctx, gl_shader_stage stage,
3090                                 struct util_queue_fence *ready_fence,
3091                                 struct si_compiler_ctx_state *compiler_ctx_state, void *job,
3092                                 util_queue_execute_func execute)
3093{
3094   util_queue_fence_init(ready_fence);
3095
3096   struct util_async_debug_callback async_debug;
3097   bool debug = (sctx->debug.debug_message && !sctx->debug.async) || sctx->is_debug ||
3098                si_can_dump_shader(sctx->screen, stage);
3099
3100   if (debug) {
3101      u_async_debug_init(&async_debug);
3102      compiler_ctx_state->debug = async_debug.base;
3103   }
3104
3105   util_queue_add_job(&sctx->screen->shader_compiler_queue, job, ready_fence, execute, NULL, 0);
3106
3107   if (debug) {
3108      util_queue_fence_wait(ready_fence);
3109      u_async_debug_drain(&async_debug, &sctx->debug);
3110      u_async_debug_cleanup(&async_debug);
3111   }
3112
3113   if (sctx->screen->options.sync_compile)
3114      util_queue_fence_wait(ready_fence);
3115}
3116
3117/* Return descriptor slot usage masks from the given shader info. */
3118void si_get_active_slot_masks(struct si_screen *sscreen, const struct si_shader_info *info,
3119                              uint64_t *const_and_shader_buffers, uint64_t *samplers_and_images)
3120{
3121   unsigned start, num_shaderbufs, num_constbufs, num_images, num_msaa_images, num_samplers;
3122
3123   num_shaderbufs = info->base.num_ssbos;
3124   num_constbufs = info->base.num_ubos;
3125   /* two 8-byte images share one 16-byte slot */
3126   num_images = align(info->base.num_images, 2);
3127   num_msaa_images = align(BITSET_LAST_BIT(info->base.msaa_images), 2);
3128   num_samplers = BITSET_LAST_BIT(info->base.textures_used);
3129
3130   /* The layout is: sb[last] ... sb[0], cb[0] ... cb[last] */
3131   start = si_get_shaderbuf_slot(num_shaderbufs - 1);
3132   *const_and_shader_buffers = u_bit_consecutive64(start, num_shaderbufs + num_constbufs);
3133
3134   /* The layout is:
3135    *   - fmask[last] ... fmask[0]     go to [15-last .. 15]
3136    *   - image[last] ... image[0]     go to [31-last .. 31]
3137    *   - sampler[0] ... sampler[last] go to [32 .. 32+last*2]
3138    *
3139    * FMASKs for images are placed separately, because MSAA images are rare,
3140    * and so we can benefit from a better cache hit rate if we keep image
3141    * descriptors together.
3142    */
3143   if (sscreen->info.gfx_level < GFX11 && num_msaa_images)
3144      num_images = SI_NUM_IMAGES + num_msaa_images; /* add FMASK descriptors */
3145
3146   start = si_get_image_slot(num_images - 1) / 2;
3147   *samplers_and_images = u_bit_consecutive64(start, num_images / 2 + num_samplers);
3148}
3149
3150static void *si_create_shader_selector(struct pipe_context *ctx,
3151                                       const struct pipe_shader_state *state)
3152{
3153   struct si_screen *sscreen = (struct si_screen *)ctx->screen;
3154   struct si_context *sctx = (struct si_context *)ctx;
3155   struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
3156
3157   if (!sel)
3158      return NULL;
3159
3160   sel->screen = sscreen;
3161   sel->compiler_ctx_state.debug = sctx->debug;
3162   sel->compiler_ctx_state.is_debug_context = sctx->is_debug;
3163   sel->variants_max_count = 2;
3164   sel->keys = (union si_shader_key *)
3165      realloc(NULL, sel->variants_max_count * sizeof(union si_shader_key));
3166   sel->variants = (struct si_shader **)
3167      realloc(NULL, sel->variants_max_count * sizeof(struct si_shader *));
3168
3169   if (state->type == PIPE_SHADER_IR_TGSI) {
3170      sel->nir = tgsi_to_nir(state->tokens, ctx->screen, true);
3171   } else {
3172      assert(state->type == PIPE_SHADER_IR_NIR);
3173      sel->nir = (nir_shader*)state->ir.nir;
3174   }
3175
3176   si_nir_scan_shader(sscreen, sel->nir, &sel->info);
3177
3178   sel->stage = sel->nir->info.stage;
3179   const enum pipe_shader_type type = pipe_shader_type_from_mesa(sel->stage);
3180   sel->pipe_shader_type = type;
3181   sel->const_and_shader_buf_descriptors_index =
3182      si_const_and_shader_buffer_descriptors_idx(type);
3183   sel->sampler_and_images_descriptors_index =
3184      si_sampler_and_image_descriptors_idx(type);
3185
3186   p_atomic_inc(&sscreen->num_shaders_created);
3187   si_get_active_slot_masks(sscreen, &sel->info, &sel->active_const_and_shader_buffers,
3188                            &sel->active_samplers_and_images);
3189
3190   switch (sel->stage) {
3191   case MESA_SHADER_GEOMETRY:
3192      /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
3193      sel->rast_prim = (enum pipe_prim_type)sel->info.base.gs.output_primitive;
3194      if (util_rast_prim_is_triangles(sel->rast_prim))
3195         sel->rast_prim = PIPE_PRIM_TRIANGLES;
3196
3197      /* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation so
3198       * we can't split workgroups. Disable ngg if any of the following conditions is true:
3199       * - num_invocations * gs.vertices_out > 256
3200       * - LDS usage is too high
3201       */
3202      sel->tess_turns_off_ngg = sscreen->info.gfx_level >= GFX10 &&
3203                                sscreen->info.gfx_level <= GFX10_3 &&
3204                                (sel->info.base.gs.invocations * sel->info.base.gs.vertices_out > 256 ||
3205                                 sel->info.base.gs.invocations * sel->info.base.gs.vertices_out *
3206                                 (sel->info.num_outputs * 4 + 1) > 6500 /* max dw per GS primitive */);
3207      break;
3208
3209   case MESA_SHADER_VERTEX:
3210   case MESA_SHADER_TESS_EVAL:
3211      if (sel->stage == MESA_SHADER_TESS_EVAL) {
3212         if (sel->info.base.tess.point_mode)
3213            sel->rast_prim = PIPE_PRIM_POINTS;
3214         else if (sel->info.base.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES)
3215            sel->rast_prim = PIPE_PRIM_LINE_STRIP;
3216         else
3217            sel->rast_prim = PIPE_PRIM_TRIANGLES;
3218      } else {
3219         sel->rast_prim = PIPE_PRIM_TRIANGLES;
3220      }
3221      break;
3222   default:;
3223   }
3224
3225   bool ngg_culling_allowed =
3226      sscreen->info.gfx_level >= GFX10 &&
3227      sscreen->use_ngg_culling &&
3228      sel->info.writes_position &&
3229      !sel->info.writes_viewport_index && /* cull only against viewport 0 */
3230      !sel->info.base.writes_memory &&
3231      /* NGG GS supports culling with streamout because it culls after streamout. */
3232      (sel->stage == MESA_SHADER_GEOMETRY || !sel->info.enabled_streamout_buffer_mask) &&
3233      (sel->stage != MESA_SHADER_GEOMETRY || sel->info.num_stream_output_components[0]) &&
3234      (sel->stage != MESA_SHADER_VERTEX ||
3235       (!sel->info.base.vs.blit_sgprs_amd &&
3236        !sel->info.base.vs.window_space_position));
3237
3238   sel->ngg_cull_vert_threshold = UINT_MAX; /* disabled (changed below) */
3239
3240   if (ngg_culling_allowed) {
3241      if (sel->stage == MESA_SHADER_VERTEX) {
3242         if (sscreen->debug_flags & DBG(ALWAYS_NGG_CULLING_ALL))
3243            sel->ngg_cull_vert_threshold = 0; /* always enabled */
3244         else
3245            sel->ngg_cull_vert_threshold = 128;
3246      } else if (sel->stage == MESA_SHADER_TESS_EVAL ||
3247                 sel->stage == MESA_SHADER_GEOMETRY) {
3248         if (sel->rast_prim != PIPE_PRIM_POINTS)
3249            sel->ngg_cull_vert_threshold = 0; /* always enabled */
3250      }
3251   }
3252
3253   (void)simple_mtx_init(&sel->mutex, mtx_plain);
3254
3255   si_schedule_initial_compile(sctx, sel->stage, &sel->ready, &sel->compiler_ctx_state,
3256                               sel, si_init_shader_selector_async);
3257   return sel;
3258}
3259
3260static void *si_create_shader(struct pipe_context *ctx, const struct pipe_shader_state *state)
3261{
3262   struct si_context *sctx = (struct si_context *)ctx;
3263   struct si_screen *sscreen = (struct si_screen *)ctx->screen;
3264   bool cache_hit;
3265   struct si_shader_selector *sel = (struct si_shader_selector *)util_live_shader_cache_get(
3266      ctx, &sscreen->live_shader_cache, state, &cache_hit);
3267
3268   if (sel && cache_hit && sctx->debug.debug_message) {
3269      if (sel->main_shader_part)
3270         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part, &sctx->debug);
3271      if (sel->main_shader_part_ls)
3272         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ls, &sctx->debug);
3273      if (sel->main_shader_part_es)
3274         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_es, &sctx->debug);
3275      if (sel->main_shader_part_ngg)
3276         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg, &sctx->debug);
3277      if (sel->main_shader_part_ngg_es)
3278         si_shader_dump_stats_for_shader_db(sscreen, sel->main_shader_part_ngg_es, &sctx->debug);
3279   }
3280   return sel;
3281}
3282
3283static void si_update_streamout_state(struct si_context *sctx)
3284{
3285   struct si_shader_selector *shader_with_so = si_get_vs(sctx)->cso;
3286
3287   if (!shader_with_so)
3288      return;
3289
3290   sctx->streamout.enabled_stream_buffers_mask = shader_with_so->info.enabled_streamout_buffer_mask;
3291   sctx->streamout.stride_in_dw = shader_with_so->info.base.xfb_stride;
3292
3293   /* GDS must be allocated when any GDS instructions are used, otherwise it hangs. */
3294   if (sctx->screen->use_ngg_streamout && shader_with_so->info.enabled_streamout_buffer_mask)
3295      si_allocate_gds(sctx);
3296}
3297
3298static void si_update_clip_regs(struct si_context *sctx, struct si_shader_selector *old_hw_vs,
3299                                struct si_shader *old_hw_vs_variant,
3300                                struct si_shader_selector *next_hw_vs,
3301                                struct si_shader *next_hw_vs_variant)
3302{
3303   if (next_hw_vs &&
3304       (!old_hw_vs ||
3305        (old_hw_vs->stage == MESA_SHADER_VERTEX && old_hw_vs->info.base.vs.window_space_position) !=
3306        (next_hw_vs->stage == MESA_SHADER_VERTEX && next_hw_vs->info.base.vs.window_space_position) ||
3307        old_hw_vs->info.clipdist_mask != next_hw_vs->info.clipdist_mask ||
3308        old_hw_vs->info.culldist_mask != next_hw_vs->info.culldist_mask || !old_hw_vs_variant ||
3309        !next_hw_vs_variant ||
3310        old_hw_vs_variant->pa_cl_vs_out_cntl != next_hw_vs_variant->pa_cl_vs_out_cntl))
3311      si_mark_atom_dirty(sctx, &sctx->atoms.s.clip_regs);
3312}
3313
3314static void si_update_rasterized_prim(struct si_context *sctx)
3315{
3316   enum pipe_prim_type rast_prim;
3317
3318   if (sctx->shader.gs.cso) {
3319      /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
3320      rast_prim = sctx->shader.gs.cso->rast_prim;
3321   } else if (sctx->shader.tes.cso) {
3322      /* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
3323      rast_prim = sctx->shader.tes.cso->rast_prim;
3324   } else {
3325      /* Determined by draw calls. */
3326      return;
3327   }
3328
3329   if (rast_prim != sctx->current_rast_prim) {
3330      if (util_prim_is_points_or_lines(sctx->current_rast_prim) !=
3331          util_prim_is_points_or_lines(rast_prim))
3332         si_mark_atom_dirty(sctx, &sctx->atoms.s.guardband);
3333
3334      sctx->current_rast_prim = rast_prim;
3335   }
3336}
3337
3338static void si_update_common_shader_state(struct si_context *sctx, struct si_shader_selector *sel,
3339                                          enum pipe_shader_type type)
3340{
3341   si_set_active_descriptors_for_shader(sctx, sel);
3342
3343   sctx->uses_bindless_samplers = si_shader_uses_bindless_samplers(sctx->shader.vs.cso) ||
3344                                  si_shader_uses_bindless_samplers(sctx->shader.gs.cso) ||
3345                                  si_shader_uses_bindless_samplers(sctx->shader.ps.cso) ||
3346                                  si_shader_uses_bindless_samplers(sctx->shader.tcs.cso) ||
3347                                  si_shader_uses_bindless_samplers(sctx->shader.tes.cso);
3348   sctx->uses_bindless_images = si_shader_uses_bindless_images(sctx->shader.vs.cso) ||
3349                                si_shader_uses_bindless_images(sctx->shader.gs.cso) ||
3350                                si_shader_uses_bindless_images(sctx->shader.ps.cso) ||
3351                                si_shader_uses_bindless_images(sctx->shader.tcs.cso) ||
3352                                si_shader_uses_bindless_images(sctx->shader.tes.cso);
3353
3354   if (type == PIPE_SHADER_VERTEX || type == PIPE_SHADER_TESS_EVAL || type == PIPE_SHADER_GEOMETRY)
3355      sctx->ngg_culling = 0; /* this will be enabled on the first draw if needed */
3356
3357   si_invalidate_inlinable_uniforms(sctx, type);
3358   sctx->do_update_shaders = true;
3359}
3360
3361static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
3362{
3363   struct si_context *sctx = (struct si_context *)ctx;
3364   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
3365   struct si_shader *old_hw_vs_variant = si_get_vs(sctx)->current;
3366   struct si_shader_selector *sel = (struct si_shader_selector*)state;
3367
3368   if (sctx->shader.vs.cso == sel)
3369      return;
3370
3371   sctx->shader.vs.cso = sel;
3372   sctx->shader.vs.current = (sel && sel->variants_count) ? sel->variants[0] : NULL;
3373   sctx->num_vs_blit_sgprs = sel ? sel->info.base.vs.blit_sgprs_amd : 0;
3374   sctx->vs_uses_draw_id = sel ? sel->info.uses_drawid : false;
3375
3376   if (si_update_ngg(sctx))
3377      si_shader_change_notify(sctx);
3378
3379   si_update_common_shader_state(sctx, sel, PIPE_SHADER_VERTEX);
3380   si_select_draw_vbo(sctx);
3381   si_update_vs_viewport_state(sctx);
3382   si_update_streamout_state(sctx);
3383   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
3384                       si_get_vs(sctx)->current);
3385   si_update_rasterized_prim(sctx);
3386   si_vs_key_update_inputs(sctx);
3387
3388   if (sctx->screen->dpbb_allowed) {
3389      bool force_off = sel && sel->info.options & SI_PROFILE_VS_NO_BINNING;
3390
3391      if (force_off != sctx->dpbb_force_off_profile_vs) {
3392         sctx->dpbb_force_off_profile_vs = force_off;
3393         si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
3394      }
3395   }
3396}
3397
3398static void si_update_tess_uses_prim_id(struct si_context *sctx)
3399{
3400   sctx->ia_multi_vgt_param_key.u.tess_uses_prim_id =
3401      (sctx->shader.tes.cso && sctx->shader.tes.cso->info.uses_primid) ||
3402      (sctx->shader.tcs.cso && sctx->shader.tcs.cso->info.uses_primid) ||
3403      (sctx->shader.gs.cso && sctx->shader.gs.cso->info.uses_primid) ||
3404      (sctx->shader.ps.cso && !sctx->shader.gs.cso && sctx->shader.ps.cso->info.uses_primid);
3405}
3406
3407bool si_update_ngg(struct si_context *sctx)
3408{
3409   if (!sctx->screen->use_ngg) {
3410      assert(!sctx->ngg);
3411      return false;
3412   }
3413
3414   bool new_ngg = true;
3415
3416   if (sctx->shader.gs.cso && sctx->shader.tes.cso && sctx->shader.gs.cso->tess_turns_off_ngg) {
3417      new_ngg = false;
3418   } else if (!sctx->screen->use_ngg_streamout) {
3419      struct si_shader_selector *last = si_get_vs(sctx)->cso;
3420
3421      if ((last && last->info.enabled_streamout_buffer_mask) ||
3422          sctx->streamout.prims_gen_query_enabled)
3423         new_ngg = false;
3424   }
3425
3426   if (new_ngg != sctx->ngg) {
3427      /* Transitioning from NGG to legacy GS requires VGT_FLUSH on Navi10-14.
3428       * VGT_FLUSH is also emitted at the beginning of IBs when legacy GS ring
3429       * pointers are set.
3430       */
3431      if (sctx->screen->info.has_vgt_flush_ngg_legacy_bug && !new_ngg) {
3432         sctx->flags |= SI_CONTEXT_VGT_FLUSH;
3433         if (sctx->gfx_level == GFX10) {
3434            /* Workaround for https://gitlab.freedesktop.org/mesa/mesa/-/issues/2941 */
3435            si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
3436         }
3437      }
3438
3439      sctx->ngg = new_ngg;
3440      sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
3441      si_select_draw_vbo(sctx);
3442      return true;
3443   }
3444   return false;
3445}
3446
3447static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
3448{
3449   struct si_context *sctx = (struct si_context *)ctx;
3450   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
3451   struct si_shader *old_hw_vs_variant = si_get_vs(sctx)->current;
3452   struct si_shader_selector *sel = (struct si_shader_selector*)state;
3453   bool enable_changed = !!sctx->shader.gs.cso != !!sel;
3454   bool ngg_changed;
3455
3456   if (sctx->shader.gs.cso == sel)
3457      return;
3458
3459   sctx->shader.gs.cso = sel;
3460   sctx->shader.gs.current = (sel && sel->variants_count) ? sel->variants[0] : NULL;
3461   sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
3462
3463   si_update_common_shader_state(sctx, sel, PIPE_SHADER_GEOMETRY);
3464   si_select_draw_vbo(sctx);
3465   sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
3466
3467   ngg_changed = si_update_ngg(sctx);
3468   if (ngg_changed || enable_changed)
3469      si_shader_change_notify(sctx);
3470   if (enable_changed) {
3471      if (sctx->ia_multi_vgt_param_key.u.uses_tess)
3472         si_update_tess_uses_prim_id(sctx);
3473   }
3474   si_update_vs_viewport_state(sctx);
3475   si_update_streamout_state(sctx);
3476   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
3477                       si_get_vs(sctx)->current);
3478   si_update_rasterized_prim(sctx);
3479}
3480
3481static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
3482{
3483   struct si_context *sctx = (struct si_context *)ctx;
3484   struct si_shader_selector *sel = (struct si_shader_selector*)state;
3485   bool enable_changed = !!sctx->shader.tcs.cso != !!sel;
3486
3487   /* Note it could happen that user shader sel is same as fixed function shader,
3488    * so we should update this field even sctx->shader.tcs.cso == sel.
3489    */
3490   sctx->is_user_tcs = !!sel;
3491
3492   if (sctx->shader.tcs.cso == sel)
3493      return;
3494
3495   sctx->shader.tcs.cso = sel;
3496   sctx->shader.tcs.current = (sel && sel->variants_count) ? sel->variants[0] : NULL;
3497   sctx->shader.tcs.key.ge.part.tcs.epilog.invoc0_tess_factors_are_def =
3498      sel ? sel->info.tessfactors_are_def_in_all_invocs : 0;
3499   si_update_tess_uses_prim_id(sctx);
3500
3501   si_update_common_shader_state(sctx, sel, PIPE_SHADER_TESS_CTRL);
3502
3503   if (enable_changed)
3504      sctx->last_tcs = NULL; /* invalidate derived tess state */
3505}
3506
3507static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
3508{
3509   struct si_context *sctx = (struct si_context *)ctx;
3510   struct si_shader_selector *old_hw_vs = si_get_vs(sctx)->cso;
3511   struct si_shader *old_hw_vs_variant = si_get_vs(sctx)->current;
3512   struct si_shader_selector *sel = (struct si_shader_selector*)state;
3513   bool enable_changed = !!sctx->shader.tes.cso != !!sel;
3514
3515   if (sctx->shader.tes.cso == sel)
3516      return;
3517
3518   sctx->shader.tes.cso = sel;
3519   sctx->shader.tes.current = (sel && sel->variants_count) ? sel->variants[0] : NULL;
3520   sctx->ia_multi_vgt_param_key.u.uses_tess = sel != NULL;
3521   si_update_tess_uses_prim_id(sctx);
3522
3523   sctx->shader.tcs.key.ge.part.tcs.epilog.prim_mode =
3524      sel ? sel->info.base.tess._primitive_mode : 0;
3525
3526   sctx->shader.tcs.key.ge.part.tcs.epilog.tes_reads_tess_factors =
3527      sel ? sel->info.reads_tess_factors : 0;
3528
3529   si_update_common_shader_state(sctx, sel, PIPE_SHADER_TESS_EVAL);
3530   si_select_draw_vbo(sctx);
3531   sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
3532
3533   bool ngg_changed = si_update_ngg(sctx);
3534   if (ngg_changed || enable_changed)
3535      si_shader_change_notify(sctx);
3536   if (enable_changed)
3537      sctx->last_tes_sh_base = -1; /* invalidate derived tess state */
3538   si_update_vs_viewport_state(sctx);
3539   si_update_streamout_state(sctx);
3540   si_update_clip_regs(sctx, old_hw_vs, old_hw_vs_variant, si_get_vs(sctx)->cso,
3541                       si_get_vs(sctx)->current);
3542   si_update_rasterized_prim(sctx);
3543}
3544
3545void si_update_vrs_flat_shading(struct si_context *sctx)
3546{
3547   if (sctx->gfx_level >= GFX10_3 && sctx->shader.ps.cso) {
3548      struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
3549      struct si_shader_info *info = &sctx->shader.ps.cso->info;
3550      bool allow_flat_shading = info->allow_flat_shading;
3551
3552      if (allow_flat_shading &&
3553          (rs->line_smooth || rs->poly_smooth || rs->poly_stipple_enable ||
3554           rs->point_smooth || (!rs->flatshade && info->uses_interp_color)))
3555         allow_flat_shading = false;
3556
3557      if (sctx->allow_flat_shading != allow_flat_shading) {
3558         sctx->allow_flat_shading = allow_flat_shading;
3559         si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
3560      }
3561   }
3562}
3563
3564static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
3565{
3566   struct si_context *sctx = (struct si_context *)ctx;
3567   struct si_shader_selector *old_sel = sctx->shader.ps.cso;
3568   struct si_shader_selector *sel = (struct si_shader_selector*)state;
3569
3570   /* skip if supplied shader is one already in use */
3571   if (old_sel == sel)
3572      return;
3573
3574   sctx->shader.ps.cso = sel;
3575   sctx->shader.ps.current = (sel && sel->variants_count) ? sel->variants[0] : NULL;
3576
3577   si_update_common_shader_state(sctx, sel, PIPE_SHADER_FRAGMENT);
3578   if (sel) {
3579      if (sctx->ia_multi_vgt_param_key.u.uses_tess)
3580         si_update_tess_uses_prim_id(sctx);
3581
3582      if (!old_sel || old_sel->info.colors_written != sel->info.colors_written)
3583         si_mark_atom_dirty(sctx, &sctx->atoms.s.cb_render_state);
3584
3585      if (sctx->screen->has_out_of_order_rast &&
3586          (!old_sel || old_sel->info.base.writes_memory != sel->info.base.writes_memory ||
3587           old_sel->info.base.fs.early_fragment_tests !=
3588              sel->info.base.fs.early_fragment_tests))
3589         si_mark_atom_dirty(sctx, &sctx->atoms.s.msaa_config);
3590   }
3591   si_update_ps_colorbuf0_slot(sctx);
3592
3593   si_ps_key_update_framebuffer(sctx);
3594   si_ps_key_update_framebuffer_blend(sctx);
3595   si_ps_key_update_blend_rasterizer(sctx);
3596   si_ps_key_update_rasterizer(sctx);
3597   si_ps_key_update_dsa(sctx);
3598   si_ps_key_update_sample_shading(sctx);
3599   si_ps_key_update_framebuffer_rasterizer_sample_shading(sctx);
3600   si_update_ps_inputs_read_or_disabled(sctx);
3601   si_update_vrs_flat_shading(sctx);
3602
3603   if (sctx->screen->dpbb_allowed) {
3604      bool force_off = sel && sel->info.options & SI_PROFILE_PS_NO_BINNING;
3605
3606      if (force_off != sctx->dpbb_force_off_profile_ps) {
3607         sctx->dpbb_force_off_profile_ps = force_off;
3608         si_mark_atom_dirty(sctx, &sctx->atoms.s.dpbb_state);
3609      }
3610   }
3611}
3612
3613static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
3614{
3615   if (shader->is_optimized) {
3616      util_queue_drop_job(&sctx->screen->shader_compiler_queue_low_priority, &shader->ready);
3617   }
3618
3619   util_queue_fence_destroy(&shader->ready);
3620
3621   /* If destroyed shaders were not unbound, the next compiled
3622    * shader variant could get the same pointer address and so
3623    * binding it to the same shader stage would be considered
3624    * a no-op, causing random behavior.
3625    */
3626   int state_index = -1;
3627
3628   switch (shader->selector->stage) {
3629   case MESA_SHADER_VERTEX:
3630      if (shader->key.ge.as_ls) {
3631         if (sctx->gfx_level <= GFX8)
3632            state_index = SI_STATE_IDX(ls);
3633      } else if (shader->key.ge.as_es) {
3634         if (sctx->gfx_level <= GFX8)
3635            state_index = SI_STATE_IDX(es);
3636      } else if (shader->key.ge.as_ngg) {
3637         state_index = SI_STATE_IDX(gs);
3638      } else {
3639         state_index = SI_STATE_IDX(vs);
3640      }
3641      break;
3642   case MESA_SHADER_TESS_CTRL:
3643      state_index = SI_STATE_IDX(hs);
3644      break;
3645   case MESA_SHADER_TESS_EVAL:
3646      if (shader->key.ge.as_es) {
3647         if (sctx->gfx_level <= GFX8)
3648            state_index = SI_STATE_IDX(es);
3649      } else if (shader->key.ge.as_ngg) {
3650         state_index = SI_STATE_IDX(gs);
3651      } else {
3652         state_index = SI_STATE_IDX(vs);
3653      }
3654      break;
3655   case MESA_SHADER_GEOMETRY:
3656      if (shader->is_gs_copy_shader)
3657         state_index = SI_STATE_IDX(vs);
3658      else
3659         state_index = SI_STATE_IDX(gs);
3660      break;
3661   case MESA_SHADER_FRAGMENT:
3662      state_index = SI_STATE_IDX(ps);
3663      break;
3664   default:;
3665   }
3666
3667   if (shader->gs_copy_shader)
3668      si_delete_shader(sctx, shader->gs_copy_shader);
3669
3670   si_shader_selector_reference(sctx, &shader->previous_stage_sel, NULL);
3671   si_shader_destroy(shader);
3672   si_pm4_free_state(sctx, &shader->pm4, state_index);
3673}
3674
3675static void si_destroy_shader_selector(struct pipe_context *ctx, void *cso)
3676{
3677   struct si_context *sctx = (struct si_context *)ctx;
3678   struct si_shader_selector *sel = (struct si_shader_selector *)cso;
3679   enum pipe_shader_type type = pipe_shader_type_from_mesa(sel->stage);
3680
3681   util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
3682
3683   if (sctx->shaders[type].cso == sel) {
3684      sctx->shaders[type].cso = NULL;
3685      sctx->shaders[type].current = NULL;
3686   }
3687
3688   for (unsigned i = 0; i < sel->variants_count; i++) {
3689      si_delete_shader(sctx, sel->variants[i]);
3690   }
3691
3692   if (sel->main_shader_part)
3693      si_delete_shader(sctx, sel->main_shader_part);
3694   if (sel->main_shader_part_ls)
3695      si_delete_shader(sctx, sel->main_shader_part_ls);
3696   if (sel->main_shader_part_es)
3697      si_delete_shader(sctx, sel->main_shader_part_es);
3698   if (sel->main_shader_part_ngg)
3699      si_delete_shader(sctx, sel->main_shader_part_ngg);
3700
3701   free(sel->keys);
3702   free(sel->variants);
3703
3704   util_queue_fence_destroy(&sel->ready);
3705   simple_mtx_destroy(&sel->mutex);
3706   ralloc_free(sel->nir);
3707   free(sel->nir_binary);
3708   free(sel);
3709}
3710
3711static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
3712{
3713   struct si_context *sctx = (struct si_context *)ctx;
3714   struct si_shader_selector *sel = (struct si_shader_selector *)state;
3715
3716   si_shader_selector_reference(sctx, &sel, NULL);
3717}
3718
3719/**
3720 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
3721 */
3722static void si_cs_preamble_add_vgt_flush(struct si_context *sctx, bool tmz)
3723{
3724   struct si_pm4_state *pm4 = tmz ? sctx->cs_preamble_state_tmz : sctx->cs_preamble_state;
3725   bool *has_vgt_flush = tmz ? &sctx->cs_preamble_has_vgt_flush_tmz :
3726                               &sctx->cs_preamble_has_vgt_flush;
3727
3728   /* We shouldn't get here if registers are shadowed. */
3729   assert(!sctx->shadowed_regs);
3730
3731   if (*has_vgt_flush)
3732      return;
3733
3734   /* Done by Vulkan before VGT_FLUSH. */
3735   si_pm4_cmd_add(pm4, PKT3(PKT3_EVENT_WRITE, 0, 0));
3736   si_pm4_cmd_add(pm4, EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
3737
3738   /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
3739   si_pm4_cmd_add(pm4, PKT3(PKT3_EVENT_WRITE, 0, 0));
3740   si_pm4_cmd_add(pm4, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
3741
3742   *has_vgt_flush = true;
3743}
3744
3745/**
3746 * Writing CONFIG or UCONFIG VGT registers requires VGT_FLUSH before that.
3747 */
3748static void si_emit_vgt_flush(struct radeon_cmdbuf *cs)
3749{
3750   radeon_begin(cs);
3751
3752   /* This is required before VGT_FLUSH. */
3753   radeon_emit(PKT3(PKT3_EVENT_WRITE, 0, 0));
3754   radeon_emit(EVENT_TYPE(V_028A90_VS_PARTIAL_FLUSH) | EVENT_INDEX(4));
3755
3756   /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
3757   radeon_emit(PKT3(PKT3_EVENT_WRITE, 0, 0));
3758   radeon_emit(EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
3759   radeon_end();
3760}
3761
3762/* Initialize state related to ESGS / GSVS ring buffers */
3763bool si_update_gs_ring_buffers(struct si_context *sctx)
3764{
3765   assert(sctx->gfx_level < GFX11);
3766
3767   struct si_shader_selector *es =
3768      sctx->shader.tes.cso ? sctx->shader.tes.cso : sctx->shader.vs.cso;
3769   struct si_shader_selector *gs = sctx->shader.gs.cso;
3770
3771   /* Chip constants. */
3772   unsigned num_se = sctx->screen->info.max_se;
3773   unsigned wave_size = 64;
3774   unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
3775   /* On GFX6-GFX7, the value comes from VGT_GS_VERTEX_REUSE = 16.
3776    * On GFX8+, the value comes from VGT_VERTEX_REUSE_BLOCK_CNTL = 30 (+2).
3777    */
3778   unsigned gs_vertex_reuse = (sctx->gfx_level >= GFX8 ? 32 : 16) * num_se;
3779   unsigned alignment = 256 * num_se;
3780   /* The maximum size is 63.999 MB per SE. */
3781   unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
3782
3783   /* Calculate the minimum size. */
3784   unsigned min_esgs_ring_size = align(es->info.esgs_itemsize * gs_vertex_reuse * wave_size, alignment);
3785
3786   /* These are recommended sizes, not minimum sizes. */
3787   unsigned esgs_ring_size =
3788      max_gs_waves * 2 * wave_size * es->info.esgs_itemsize * gs->info.gs_input_verts_per_prim;
3789   unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size * gs->info.max_gsvs_emit_size;
3790
3791   min_esgs_ring_size = align(min_esgs_ring_size, alignment);
3792   esgs_ring_size = align(esgs_ring_size, alignment);
3793   gsvs_ring_size = align(gsvs_ring_size, alignment);
3794
3795   esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
3796   gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
3797
3798   /* Some rings don't have to be allocated if shaders don't use them.
3799    * (e.g. no varyings between ES and GS or GS and VS)
3800    *
3801    * GFX9 doesn't have the ESGS ring.
3802    */
3803   bool update_esgs = sctx->gfx_level <= GFX8 && esgs_ring_size &&
3804                      (!sctx->esgs_ring || sctx->esgs_ring->width0 < esgs_ring_size);
3805   bool update_gsvs =
3806      gsvs_ring_size && (!sctx->gsvs_ring || sctx->gsvs_ring->width0 < gsvs_ring_size);
3807
3808   if (!update_esgs && !update_gsvs)
3809      return true;
3810
3811   if (update_esgs) {
3812      pipe_resource_reference(&sctx->esgs_ring, NULL);
3813      sctx->esgs_ring =
3814         pipe_aligned_buffer_create(sctx->b.screen,
3815                                    PIPE_RESOURCE_FLAG_UNMAPPABLE | SI_RESOURCE_FLAG_DRIVER_INTERNAL |
3816                                    SI_RESOURCE_FLAG_DISCARDABLE,
3817                                    PIPE_USAGE_DEFAULT,
3818                                    esgs_ring_size, sctx->screen->info.pte_fragment_size);
3819      if (!sctx->esgs_ring)
3820         return false;
3821   }
3822
3823   if (update_gsvs) {
3824      pipe_resource_reference(&sctx->gsvs_ring, NULL);
3825      sctx->gsvs_ring =
3826         pipe_aligned_buffer_create(sctx->b.screen,
3827                                    PIPE_RESOURCE_FLAG_UNMAPPABLE | SI_RESOURCE_FLAG_DRIVER_INTERNAL |
3828                                    SI_RESOURCE_FLAG_DISCARDABLE,
3829                                    PIPE_USAGE_DEFAULT,
3830                                    gsvs_ring_size, sctx->screen->info.pte_fragment_size);
3831      if (!sctx->gsvs_ring)
3832         return false;
3833   }
3834
3835   /* Set ring bindings. */
3836   if (sctx->esgs_ring) {
3837      assert(sctx->gfx_level <= GFX8);
3838      si_set_ring_buffer(sctx, SI_RING_ESGS, sctx->esgs_ring, 0, sctx->esgs_ring->width0, false,
3839                         false, 0, 0, 0);
3840   }
3841   if (sctx->gsvs_ring) {
3842      si_set_ring_buffer(sctx, SI_RING_GSVS, sctx->gsvs_ring, 0, sctx->gsvs_ring->width0, false,
3843                         false, 0, 0, 0);
3844   }
3845
3846   if (sctx->shadowed_regs) {
3847      /* These registers will be shadowed, so set them only once. */
3848      struct radeon_cmdbuf *cs = &sctx->gfx_cs;
3849
3850      assert(sctx->gfx_level >= GFX7);
3851
3852      si_emit_vgt_flush(cs);
3853
3854      radeon_begin(cs);
3855
3856      /* Set the GS registers. */
3857      if (sctx->esgs_ring) {
3858         assert(sctx->gfx_level <= GFX8);
3859         radeon_set_uconfig_reg(R_030900_VGT_ESGS_RING_SIZE,
3860                                sctx->esgs_ring->width0 / 256);
3861      }
3862      if (sctx->gsvs_ring) {
3863         radeon_set_uconfig_reg(R_030904_VGT_GSVS_RING_SIZE,
3864                                sctx->gsvs_ring->width0 / 256);
3865      }
3866      radeon_end();
3867      return true;
3868   }
3869
3870   /* The codepath without register shadowing. */
3871   for (unsigned tmz = 0; tmz <= 1; tmz++) {
3872      struct si_pm4_state *pm4 = tmz ? sctx->cs_preamble_state_tmz : sctx->cs_preamble_state;
3873      uint16_t *gs_ring_state_dw_offset = tmz ? &sctx->gs_ring_state_dw_offset_tmz :
3874                                                &sctx->gs_ring_state_dw_offset;
3875      unsigned old_ndw = 0;
3876
3877      si_cs_preamble_add_vgt_flush(sctx, tmz);
3878
3879      if (!*gs_ring_state_dw_offset) {
3880         /* We are here for the first time. The packets will be added. */
3881         *gs_ring_state_dw_offset = pm4->ndw;
3882      } else {
3883         /* We have been here before. Overwrite the previous packets. */
3884         old_ndw = pm4->ndw;
3885         pm4->ndw = *gs_ring_state_dw_offset;
3886      }
3887
3888      /* Unallocated rings are written to reserve the space in the pm4
3889       * (to be able to overwrite them later). */
3890      if (sctx->gfx_level >= GFX7) {
3891         if (sctx->gfx_level <= GFX8)
3892            si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
3893                           sctx->esgs_ring ? sctx->esgs_ring->width0 / 256 : 0);
3894         si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
3895                        sctx->gsvs_ring ? sctx->gsvs_ring->width0 / 256 : 0);
3896      } else {
3897         si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
3898                        sctx->esgs_ring ? sctx->esgs_ring->width0 / 256 : 0);
3899         si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
3900                        sctx->gsvs_ring ? sctx->gsvs_ring->width0 / 256 : 0);
3901      }
3902
3903      if (old_ndw) {
3904         pm4->ndw = old_ndw;
3905         pm4->last_opcode = 255; /* invalid opcode (we don't save the last opcode) */
3906      }
3907   }
3908
3909   /* Flush the context to re-emit both cs_preamble states. */
3910   sctx->last_preamble = NULL; /* flag that the preamble has changed */
3911   sctx->initial_gfx_cs_size = 0; /* force flush */
3912   si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
3913
3914   return true;
3915}
3916
3917static void si_shader_lock(struct si_shader *shader)
3918{
3919   simple_mtx_lock(&shader->selector->mutex);
3920   if (shader->previous_stage_sel) {
3921      assert(shader->previous_stage_sel != shader->selector);
3922      simple_mtx_lock(&shader->previous_stage_sel->mutex);
3923   }
3924}
3925
3926static void si_shader_unlock(struct si_shader *shader)
3927{
3928   if (shader->previous_stage_sel)
3929      simple_mtx_unlock(&shader->previous_stage_sel->mutex);
3930   simple_mtx_unlock(&shader->selector->mutex);
3931}
3932
3933/**
3934 * @returns 1 if \p sel has been updated to use a new scratch buffer
3935 *          0 if not
3936 *          < 0 if there was a failure
3937 */
3938static int si_update_scratch_buffer(struct si_context *sctx, struct si_shader *shader)
3939{
3940   uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
3941
3942   if (!shader)
3943      return 0;
3944
3945   /* This shader doesn't need a scratch buffer */
3946   if (shader->config.scratch_bytes_per_wave == 0)
3947      return 0;
3948
3949   /* Prevent race conditions when updating:
3950    * - si_shader::scratch_bo
3951    * - si_shader::binary::code
3952    * - si_shader::previous_stage::binary::code.
3953    */
3954   si_shader_lock(shader);
3955
3956   /* This shader is already configured to use the current
3957    * scratch buffer. */
3958   if (shader->scratch_bo == sctx->scratch_buffer) {
3959      si_shader_unlock(shader);
3960      return 0;
3961   }
3962
3963   assert(sctx->scratch_buffer);
3964
3965   /* Replace the shader bo with a new bo that has the relocs applied. */
3966   if (!si_shader_binary_upload(sctx->screen, shader, scratch_va)) {
3967      si_shader_unlock(shader);
3968      return -1;
3969   }
3970
3971   /* Update the shader state to use the new shader bo. */
3972   si_shader_init_pm4_state(sctx->screen, shader);
3973
3974   si_resource_reference(&shader->scratch_bo, sctx->scratch_buffer);
3975
3976   si_shader_unlock(shader);
3977   return 1;
3978}
3979
3980static bool si_update_scratch_relocs(struct si_context *sctx)
3981{
3982   int r;
3983
3984   /* Update the shaders, so that they are using the latest scratch.
3985    * The scratch buffer may have been changed since these shaders were
3986    * last used, so we still need to try to update them, even if they
3987    * require scratch buffers smaller than the current size.
3988    */
3989   r = si_update_scratch_buffer(sctx, sctx->shader.ps.current);
3990   if (r < 0)
3991      return false;
3992   if (r == 1)
3993      si_pm4_bind_state(sctx, ps, sctx->shader.ps.current);
3994
3995   r = si_update_scratch_buffer(sctx, sctx->shader.gs.current);
3996   if (r < 0)
3997      return false;
3998   if (r == 1)
3999      si_pm4_bind_state(sctx, gs, sctx->shader.gs.current);
4000
4001   r = si_update_scratch_buffer(sctx, sctx->shader.tcs.current);
4002   if (r < 0)
4003      return false;
4004   if (r == 1)
4005      si_pm4_bind_state(sctx, hs, sctx->shader.tcs.current);
4006
4007   /* VS can be bound as LS, ES, or VS. */
4008   r = si_update_scratch_buffer(sctx, sctx->shader.vs.current);
4009   if (r < 0)
4010      return false;
4011   if (r == 1) {
4012      if (sctx->shader.vs.current->key.ge.as_ls)
4013         si_pm4_bind_state(sctx, ls, sctx->shader.vs.current);
4014      else if (sctx->shader.vs.current->key.ge.as_es)
4015         si_pm4_bind_state(sctx, es, sctx->shader.vs.current);
4016      else if (sctx->shader.vs.current->key.ge.as_ngg)
4017         si_pm4_bind_state(sctx, gs, sctx->shader.vs.current);
4018      else
4019         si_pm4_bind_state(sctx, vs, sctx->shader.vs.current);
4020   }
4021
4022   /* TES can be bound as ES or VS. */
4023   r = si_update_scratch_buffer(sctx, sctx->shader.tes.current);
4024   if (r < 0)
4025      return false;
4026   if (r == 1) {
4027      if (sctx->shader.tes.current->key.ge.as_es)
4028         si_pm4_bind_state(sctx, es, sctx->shader.tes.current);
4029      else if (sctx->shader.tes.current->key.ge.as_ngg)
4030         si_pm4_bind_state(sctx, gs, sctx->shader.tes.current);
4031      else
4032         si_pm4_bind_state(sctx, vs, sctx->shader.tes.current);
4033   }
4034
4035   return true;
4036}
4037
4038bool si_update_spi_tmpring_size(struct si_context *sctx, unsigned bytes)
4039{
4040   unsigned spi_tmpring_size;
4041   ac_get_scratch_tmpring_size(&sctx->screen->info, bytes,
4042                               &sctx->max_seen_scratch_bytes_per_wave, &spi_tmpring_size);
4043
4044   unsigned scratch_needed_size = sctx->max_seen_scratch_bytes_per_wave *
4045                                  sctx->screen->info.max_scratch_waves;
4046
4047   if (scratch_needed_size > 0) {
4048      if (!sctx->scratch_buffer || scratch_needed_size > sctx->scratch_buffer->b.b.width0) {
4049         /* Create a bigger scratch buffer */
4050         si_resource_reference(&sctx->scratch_buffer, NULL);
4051
4052         sctx->scratch_buffer = si_aligned_buffer_create(
4053            &sctx->screen->b,
4054            PIPE_RESOURCE_FLAG_UNMAPPABLE | SI_RESOURCE_FLAG_DRIVER_INTERNAL |
4055            SI_RESOURCE_FLAG_DISCARDABLE,
4056            PIPE_USAGE_DEFAULT, scratch_needed_size,
4057            sctx->screen->info.pte_fragment_size);
4058         if (!sctx->scratch_buffer)
4059            return false;
4060
4061         si_context_add_resource_size(sctx, &sctx->scratch_buffer->b.b);
4062      }
4063
4064      if (sctx->gfx_level < GFX11 && !si_update_scratch_relocs(sctx))
4065         return false;
4066   }
4067
4068   if (spi_tmpring_size != sctx->spi_tmpring_size) {
4069      sctx->spi_tmpring_size = spi_tmpring_size;
4070      si_mark_atom_dirty(sctx, &sctx->atoms.s.scratch_state);
4071   }
4072   return true;
4073}
4074
4075void si_init_tess_factor_ring(struct si_context *sctx)
4076{
4077   assert(!sctx->tess_rings);
4078
4079   /* The address must be aligned to 2^19, because the shader only
4080    * receives the high 13 bits. Align it to 2MB to match the GPU page size.
4081    */
4082   sctx->tess_rings = pipe_aligned_buffer_create(sctx->b.screen,
4083                                                 PIPE_RESOURCE_FLAG_UNMAPPABLE |
4084                                                 SI_RESOURCE_FLAG_32BIT |
4085                                                 SI_RESOURCE_FLAG_DRIVER_INTERNAL |
4086                                                 SI_RESOURCE_FLAG_DISCARDABLE,
4087                                                 PIPE_USAGE_DEFAULT,
4088                                                 sctx->screen->hs.tess_offchip_ring_size +
4089                                                 sctx->screen->hs.tess_factor_ring_size,
4090                                                 2 * 1024 * 1024);
4091   if (!sctx->tess_rings)
4092      return;
4093
4094   if (sctx->screen->info.has_tmz_support) {
4095      sctx->tess_rings_tmz = pipe_aligned_buffer_create(sctx->b.screen,
4096                                                        PIPE_RESOURCE_FLAG_UNMAPPABLE |
4097                                                        PIPE_RESOURCE_FLAG_ENCRYPTED |
4098                                                        SI_RESOURCE_FLAG_32BIT |
4099                                                        SI_RESOURCE_FLAG_DRIVER_INTERNAL |
4100                                                        SI_RESOURCE_FLAG_DISCARDABLE,
4101                                                        PIPE_USAGE_DEFAULT,
4102                                                        sctx->screen->hs.tess_offchip_ring_size +
4103                                                        sctx->screen->hs.tess_factor_ring_size,
4104                                                        2 * 1024 * 1024);
4105   }
4106
4107   uint64_t factor_va =
4108      si_resource(sctx->tess_rings)->gpu_address + sctx->screen->hs.tess_offchip_ring_size;
4109
4110   unsigned tf_ring_size_field = sctx->screen->hs.tess_factor_ring_size / 4;
4111   if (sctx->gfx_level >= GFX11)
4112      tf_ring_size_field /= sctx->screen->info.max_se;
4113
4114   assert((tf_ring_size_field & C_030938_SIZE) == 0);
4115
4116   if (sctx->shadowed_regs) {
4117      /* These registers will be shadowed, so set them only once. */
4118      /* TODO: tmz + shadowed_regs support */
4119      struct radeon_cmdbuf *cs = &sctx->gfx_cs;
4120
4121      assert(sctx->gfx_level >= GFX7);
4122
4123      radeon_add_to_buffer_list(sctx, &sctx->gfx_cs, si_resource(sctx->tess_rings),
4124                                RADEON_USAGE_READWRITE | RADEON_PRIO_SHADER_RINGS);
4125      si_emit_vgt_flush(cs);
4126
4127      /* Set tessellation registers. */
4128      radeon_begin(cs);
4129      radeon_set_uconfig_reg(R_030938_VGT_TF_RING_SIZE,
4130                             S_030938_SIZE(tf_ring_size_field));
4131      radeon_set_uconfig_reg(R_030940_VGT_TF_MEMORY_BASE, factor_va >> 8);
4132      if (sctx->gfx_level >= GFX10) {
4133         radeon_set_uconfig_reg(R_030984_VGT_TF_MEMORY_BASE_HI,
4134                                S_030984_BASE_HI(factor_va >> 40));
4135      } else if (sctx->gfx_level == GFX9) {
4136         radeon_set_uconfig_reg(R_030944_VGT_TF_MEMORY_BASE_HI,
4137                                S_030944_BASE_HI(factor_va >> 40));
4138      }
4139      radeon_set_uconfig_reg(R_03093C_VGT_HS_OFFCHIP_PARAM,
4140                             sctx->screen->hs.hs_offchip_param);
4141      radeon_end();
4142      return;
4143   }
4144
4145   /* The codepath without register shadowing is below. */
4146   /* Add these registers to cs_preamble_state. */
4147   for (unsigned tmz = 0; tmz <= 1; tmz++) {
4148      struct si_pm4_state *pm4 = tmz ? sctx->cs_preamble_state_tmz : sctx->cs_preamble_state;
4149      struct pipe_resource *tf_ring = tmz ? sctx->tess_rings_tmz : sctx->tess_rings;
4150
4151      if (!tf_ring)
4152         continue; /* TMZ not supported */
4153
4154      uint64_t va = si_resource(tf_ring)->gpu_address + sctx->screen->hs.tess_offchip_ring_size;
4155
4156      si_cs_preamble_add_vgt_flush(sctx, tmz);
4157
4158      if (sctx->gfx_level >= GFX7) {
4159         si_pm4_set_reg(pm4, R_030938_VGT_TF_RING_SIZE, S_030938_SIZE(tf_ring_size_field));
4160         si_pm4_set_reg(pm4, R_03093C_VGT_HS_OFFCHIP_PARAM, sctx->screen->hs.hs_offchip_param);
4161         si_pm4_set_reg(pm4, R_030940_VGT_TF_MEMORY_BASE, va >> 8);
4162         if (sctx->gfx_level >= GFX10)
4163            si_pm4_set_reg(pm4, R_030984_VGT_TF_MEMORY_BASE_HI, S_030984_BASE_HI(va >> 40));
4164         else if (sctx->gfx_level == GFX9)
4165            si_pm4_set_reg(pm4, R_030944_VGT_TF_MEMORY_BASE_HI, S_030944_BASE_HI(va >> 40));
4166      } else {
4167         si_pm4_set_reg(pm4, R_008988_VGT_TF_RING_SIZE, S_008988_SIZE(tf_ring_size_field));
4168         si_pm4_set_reg(pm4, R_0089B8_VGT_TF_MEMORY_BASE, factor_va >> 8);
4169         si_pm4_set_reg(pm4, R_0089B0_VGT_HS_OFFCHIP_PARAM, sctx->screen->hs.hs_offchip_param);
4170      }
4171   }
4172
4173   /* Flush the context to re-emit the cs_preamble state.
4174    * This is done only once in a lifetime of a context.
4175    */
4176   sctx->last_preamble = NULL; /* flag that the preamble has changed */
4177   sctx->initial_gfx_cs_size = 0; /* force flush */
4178   si_flush_gfx_cs(sctx, RADEON_FLUSH_ASYNC_START_NEXT_GFX_IB_NOW, NULL);
4179}
4180
4181struct si_pm4_state *si_build_vgt_shader_config(struct si_screen *screen, union si_vgt_stages_key key)
4182{
4183   struct si_pm4_state *pm4 = CALLOC_STRUCT(si_pm4_state);
4184   uint32_t stages = 0;
4185
4186   if (key.u.tess) {
4187      stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) | S_028B54_HS_EN(1) | S_028B54_DYNAMIC_HS(1);
4188
4189      if (key.u.gs)
4190         stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) | S_028B54_GS_EN(1);
4191      else if (key.u.ngg)
4192         stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS);
4193      else
4194         stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
4195   } else if (key.u.gs) {
4196      stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) | S_028B54_GS_EN(1);
4197   } else if (key.u.ngg) {
4198      stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL);
4199   }
4200
4201   if (key.u.ngg) {
4202      stages |= S_028B54_PRIMGEN_EN(1) |
4203                S_028B54_NGG_WAVE_ID_EN(key.u.streamout) |
4204                S_028B54_PRIMGEN_PASSTHRU_EN(key.u.ngg_passthrough) |
4205                S_028B54_PRIMGEN_PASSTHRU_NO_MSG(key.u.ngg_passthrough &&
4206                                                 screen->info.family >= CHIP_NAVI23);
4207   } else if (key.u.gs)
4208      stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
4209
4210   if (screen->info.gfx_level >= GFX9)
4211      stages |= S_028B54_MAX_PRIMGRP_IN_WAVE(2);
4212
4213   if (screen->info.gfx_level >= GFX10) {
4214      stages |= S_028B54_HS_W32_EN(key.u.hs_wave32) |
4215                S_028B54_GS_W32_EN(key.u.gs_wave32) |
4216                S_028B54_VS_W32_EN(key.u.vs_wave32);
4217      /* Legacy GS only supports Wave64. Read it as an implication. */
4218      assert(!(key.u.gs && !key.u.ngg) || !key.u.gs_wave32);
4219   }
4220
4221   si_pm4_set_reg(pm4, R_028B54_VGT_SHADER_STAGES_EN, stages);
4222   return pm4;
4223}
4224
4225static void si_emit_scratch_state(struct si_context *sctx)
4226{
4227   struct radeon_cmdbuf *cs = &sctx->gfx_cs;
4228
4229   radeon_begin(cs);
4230   if (sctx->gfx_level >= GFX11) {
4231      radeon_set_context_reg_seq(R_0286E8_SPI_TMPRING_SIZE, 3);
4232      radeon_emit(sctx->spi_tmpring_size);                  /* SPI_TMPRING_SIZE */
4233      radeon_emit(sctx->scratch_buffer->gpu_address >> 8);  /* SPI_GFX_SCRATCH_BASE_LO */
4234      radeon_emit(sctx->scratch_buffer->gpu_address >> 40); /* SPI_GFX_SCRATCH_BASE_HI */
4235   } else {
4236      radeon_set_context_reg(R_0286E8_SPI_TMPRING_SIZE, sctx->spi_tmpring_size);
4237   }
4238   radeon_end();
4239
4240   if (sctx->scratch_buffer) {
4241      radeon_add_to_buffer_list(sctx, &sctx->gfx_cs, sctx->scratch_buffer,
4242                                RADEON_USAGE_READWRITE | RADEON_PRIO_SCRATCH_BUFFER);
4243   }
4244}
4245
4246struct si_fixed_func_tcs_shader_key {
4247   uint64_t outputs_written;
4248   uint8_t vertices_out;
4249};
4250
4251static uint32_t si_fixed_func_tcs_shader_key_hash(const void *key)
4252{
4253   return _mesa_hash_data(key, sizeof(struct si_fixed_func_tcs_shader_key));
4254}
4255
4256static bool si_fixed_func_tcs_shader_key_equals(const void *a, const void *b)
4257{
4258   return memcmp(a, b, sizeof(struct si_fixed_func_tcs_shader_key)) == 0;
4259}
4260
4261bool si_set_tcs_to_fixed_func_shader(struct si_context *sctx)
4262{
4263   if (!sctx->fixed_func_tcs_shader_cache) {
4264      sctx->fixed_func_tcs_shader_cache = _mesa_hash_table_create(
4265         NULL, si_fixed_func_tcs_shader_key_hash,
4266         si_fixed_func_tcs_shader_key_equals);
4267   }
4268
4269   struct si_fixed_func_tcs_shader_key key;
4270   key.outputs_written = sctx->shader.vs.cso->info.outputs_written;
4271   key.vertices_out = sctx->patch_vertices;
4272
4273   struct hash_entry *entry = _mesa_hash_table_search(
4274      sctx->fixed_func_tcs_shader_cache, &key);
4275
4276   struct si_shader_selector *tcs;
4277   if (entry)
4278      tcs = (struct si_shader_selector *)entry->data;
4279   else {
4280      tcs = (struct si_shader_selector *)si_create_passthrough_tcs(sctx);
4281      if (!tcs)
4282         return false;
4283      _mesa_hash_table_insert(sctx->fixed_func_tcs_shader_cache, &key, (void *)tcs);
4284   }
4285
4286   sctx->shader.tcs.cso = tcs;
4287   sctx->shader.tcs.key.ge.part.tcs.epilog.invoc0_tess_factors_are_def =
4288      tcs->info.tessfactors_are_def_in_all_invocs;
4289
4290   return true;
4291}
4292
4293void si_init_screen_live_shader_cache(struct si_screen *sscreen)
4294{
4295   util_live_shader_cache_init(&sscreen->live_shader_cache, si_create_shader_selector,
4296                               si_destroy_shader_selector);
4297}
4298
4299void si_init_shader_functions(struct si_context *sctx)
4300{
4301   sctx->atoms.s.scratch_state.emit = si_emit_scratch_state;
4302
4303   sctx->b.create_vs_state = si_create_shader;
4304   sctx->b.create_tcs_state = si_create_shader;
4305   sctx->b.create_tes_state = si_create_shader;
4306   sctx->b.create_gs_state = si_create_shader;
4307   sctx->b.create_fs_state = si_create_shader;
4308
4309   sctx->b.bind_vs_state = si_bind_vs_shader;
4310   sctx->b.bind_tcs_state = si_bind_tcs_shader;
4311   sctx->b.bind_tes_state = si_bind_tes_shader;
4312   sctx->b.bind_gs_state = si_bind_gs_shader;
4313   sctx->b.bind_fs_state = si_bind_ps_shader;
4314
4315   sctx->b.delete_vs_state = si_delete_shader_selector;
4316   sctx->b.delete_tcs_state = si_delete_shader_selector;
4317   sctx->b.delete_tes_state = si_delete_shader_selector;
4318   sctx->b.delete_gs_state = si_delete_shader_selector;
4319   sctx->b.delete_fs_state = si_delete_shader_selector;
4320}
4321