/* * Copyright 2014 Advanced Micro Devices, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * 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. * * Authors: Tom Stellard * */ #pragma once #include #include struct ac_shader_reloc { char name[32]; uint64_t offset; }; struct ac_shader_binary { /** Shader code */ unsigned char *code; unsigned code_size; /** Config/Context register state that accompanies this shader. * This is a stream of dword pairs. First dword contains the * register address, the second dword contains the value.*/ unsigned char *config; unsigned config_size; /** The number of bytes of config information for each global symbol. */ unsigned config_size_per_symbol; /** Constant data accessed by the shader. This will be uploaded * into a constant buffer. */ unsigned char *rodata; unsigned rodata_size; /** List of symbol offsets for the shader */ uint64_t *global_symbol_offsets; unsigned global_symbol_count; struct ac_shader_reloc *relocs; unsigned reloc_count; /** Disassembled shader in a string. */ char *disasm_string; char *llvm_ir_string; }; struct ac_shader_config { unsigned num_sgprs; unsigned num_vgprs; unsigned spilled_sgprs; unsigned spilled_vgprs; unsigned lds_size; unsigned spi_ps_input_ena; unsigned spi_ps_input_addr; unsigned float_mode; unsigned scratch_bytes_per_wave; }; /* * Parse the elf binary stored in \p elf_data and create a * ac_shader_binary object. */ void ac_elf_read(const char *elf_data, unsigned elf_size, struct ac_shader_binary *binary); void ac_shader_binary_read_config(struct ac_shader_binary *binary, struct ac_shader_config *conf, unsigned symbol_offset, bool supports_spill);