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/*
* Copyright © 2016 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
*/
#ifndef SHADER_INFO_H
#define SHADER_INFO_H
#include "shader_enums.h"
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
struct spirv_supported_capabilities {
bool address;
bool atomic_storage;
bool demote_to_helper_invocation;
bool derivative_group;
bool descriptor_array_dynamic_indexing;
bool descriptor_array_non_uniform_indexing;
bool descriptor_indexing;
bool device_group;
bool draw_parameters;
bool float64;
bool fragment_shader_sample_interlock;
bool fragment_shader_pixel_interlock;
bool geometry_streams;
bool image_ms_array;
bool image_read_without_format;
bool image_write_without_format;
bool int8;
bool int16;
bool int64;
bool int64_atomics;
bool integer_functions2;
bool kernel;
bool min_lod;
bool multiview;
bool physical_storage_buffer_address;
bool post_depth_coverage;
bool runtime_descriptor_array;
bool float_controls;
bool shader_clock;
bool shader_viewport_index_layer;
bool stencil_export;
bool storage_8bit;
bool storage_16bit;
bool storage_image_ms;
bool subgroup_arithmetic;
bool subgroup_ballot;
bool subgroup_basic;
bool subgroup_quad;
bool subgroup_shuffle;
bool subgroup_vote;
bool tessellation;
bool transform_feedback;
bool variable_pointers;
bool vk_memory_model;
bool vk_memory_model_device_scope;
bool float16;
bool amd_fragment_mask;
bool amd_gcn_shader;
bool amd_shader_ballot;
bool amd_trinary_minmax;
bool amd_image_read_write_lod;
bool amd_shader_explicit_vertex_parameter;
bool amd_image_gather_bias_lod;
};
typedef struct shader_info {
const char *name;
/* Descriptive name provided by the client; may be NULL */
const char *label;
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage:8;
/** The shader stage in a non SSO linked program that follows this stage,
* such as MESA_SHADER_FRAGMENT.
*/
gl_shader_stage next_stage:8;
/* Number of textures used by this shader */
uint8_t num_textures;
/* Number of uniform buffers used by this shader */
uint8_t num_ubos;
/* Number of atomic buffers used by this shader */
uint8_t num_abos;
/* Number of shader storage buffers (max .driver_location + 1) used by this
* shader. In the case of nir_lower_atomics_to_ssbo being used, this will
* be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
* and atomic counters in nir_shader->info.
*/
uint8_t num_ssbos;
/* Number of images used by this shader */
uint8_t num_images;
/* Which inputs are actually read */
uint64_t inputs_read;
/* Which outputs are actually written */
uint64_t outputs_written;
/* Which outputs are actually read */
uint64_t outputs_read;
/* Which system values are actually read */
uint64_t system_values_read;
/* Which patch inputs are actually read */
uint32_t patch_inputs_read;
/* Which patch outputs are actually written */
uint32_t patch_outputs_written;
/* Which patch outputs are read */
uint32_t patch_outputs_read;
/* Which inputs are read indirectly (subset of inputs_read) */
uint64_t inputs_read_indirectly;
/* Which outputs are read or written indirectly */
uint64_t outputs_accessed_indirectly;
/* Which patch inputs are read indirectly (subset of patch_inputs_read) */
uint64_t patch_inputs_read_indirectly;
/* Which patch outputs are read or written indirectly */
uint64_t patch_outputs_accessed_indirectly;
/** Bitfield of which textures are used */
uint32_t textures_used;
/** Bitfield of which textures are used by texelFetch() */
uint32_t textures_used_by_txf;
/** Bitfield of which images are used */
uint32_t images_used;
/** Bitfield of which images are buffers. */
uint32_t image_buffers;
/** Bitfield of which images are MSAA. */
uint32_t msaa_images;
/* SPV_KHR_float_controls: execution mode for floating point ops */
uint16_t float_controls_execution_mode;
/* The size of the gl_ClipDistance[] array, if declared. */
uint8_t clip_distance_array_size:4;
/* The size of the gl_CullDistance[] array, if declared. */
uint8_t cull_distance_array_size:4;
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather:1;
/**
* True if this shader uses the fddx/fddy opcodes.
*
* Note that this does not include the "fine" and "coarse" variants.
*/
bool uses_fddx_fddy:1;
/**
* True if this shader uses 64-bit ALU operations
*/
bool uses_64bit:1;
/* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
bool first_ubo_is_default_ubo:1;
/* Whether or not separate shader objects were used */
bool separate_shader:1;
/** Was this shader linked with any transform feedback varyings? */
bool has_transform_feedback_varyings:1;
/* Whether flrp has been lowered. */
bool flrp_lowered:1;
/* Whether the shader writes memory, including transform feedback. */
bool writes_memory:1;
/* Whether gl_Layer is viewport-relative */
bool layer_viewport_relative:1;
union {
struct {
/* Which inputs are doubles */
uint64_t double_inputs;
/* For AMD-specific driver-internal shaders. It replaces vertex
* buffer loads with code generating VS inputs from scalar registers.
*
* Valid values: SI_VS_BLIT_SGPRS_POS_*
*/
uint8_t blit_sgprs_amd:4;
/* True if the shader writes position in window space coordinates pre-transform */
bool window_space_position:1;
} vs;
struct {
/** The output primitive type (GL enum value) */
uint16_t output_primitive;
/** The input primitive type (GL enum value) */
uint16_t input_primitive;
/** The maximum number of vertices the geometry shader might write. */
uint16_t vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
uint8_t invocations;
/** The number of vertices recieves per input primitive (max. 6) */
uint8_t vertices_in:3;
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive:1;
/** Whether or not this shader uses non-zero streams */
bool uses_streams:1;
} gs;
struct {
bool uses_discard:1;
bool uses_demote:1;
/**
* True if this fragment shader requires helper invocations. This
* can be caused by the use of ALU derivative ops, texture
* instructions which do implicit derivatives, and the use of quad
* subgroup operations.
*/
bool needs_helper_invocations:1;
/**
* Whether any inputs are declared with the "sample" qualifier.
*/
bool uses_sample_qualifier:1;
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
*/
bool early_fragment_tests:1;
/**
* Defined by INTEL_conservative_rasterization.
*/
bool inner_coverage:1;
bool post_depth_coverage:1;
/**
* \name ARB_fragment_coord_conventions
* @{
*/
bool pixel_center_integer:1;
bool origin_upper_left:1;
/*@}*/
bool pixel_interlock_ordered:1;
bool pixel_interlock_unordered:1;
bool sample_interlock_ordered:1;
bool sample_interlock_unordered:1;
/**
* Flags whether NIR's base types on the FS color outputs should be
* ignored.
*
* GLSL requires that fragment shader output base types match the
* render target's base types for the behavior to be defined. From
* the GL 4.6 spec:
*
* "If the values written by the fragment shader do not match the
* format(s) of the corresponding color buffer(s), the result is
* undefined."
*
* However, for NIR shaders translated from TGSI, we don't have the
* output types any more, so the driver will need to do whatever
* fixups are necessary to handle effectively untyped data being
* output from the FS.
*/
bool untyped_color_outputs:1;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout:3;
} fs;
struct {
uint16_t local_size[3];
bool local_size_variable:1;
uint8_t user_data_components_amd:3;
/*
* Arrangement of invocations used to calculate derivatives in a compute
* shader. From NV_compute_shader_derivatives.
*/
enum gl_derivative_group derivative_group:2;
/**
* Size of shared variables accessed by the compute shader.
*/
unsigned shared_size;
/**
* pointer size is:
* AddressingModelLogical: 0 (default)
* AddressingModelPhysical32: 32
* AddressingModelPhysical64: 64
*/
unsigned ptr_size;
} cs;
/* Applies to both TCS and TES. */
struct {
uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
/** The number of vertices in the TCS output patch. */
uint8_t tcs_vertices_out;
enum gl_tess_spacing spacing:2;
/** Is the vertex order counterclockwise? */
bool ccw:1;
bool point_mode:1;
/* Bit mask of TCS per-vertex inputs (VS outputs) that are used
* with a vertex index that is NOT the invocation id
*/
uint64_t tcs_cross_invocation_inputs_read;
/* Bit mask of TCS per-vertex outputs that are used
* with a vertex index that is NOT the invocation id
*/
uint64_t tcs_cross_invocation_outputs_read;
} tess;
};
} shader_info;
#ifdef __cplusplus
}
#endif
#endif /* SHADER_INFO_H */