/* * Copyright 2017 Advanced Micro Devices, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef AC_SHADER_ABI_H #define AC_SHADER_ABI_H #include enum ac_descriptor_type { AC_DESC_IMAGE, AC_DESC_FMASK, AC_DESC_SAMPLER, AC_DESC_BUFFER, }; /* Document the shader ABI during compilation. This is what allows radeonsi and * radv to share a compiler backend. */ struct ac_shader_abi { LLVMValueRef base_vertex; LLVMValueRef start_instance; LLVMValueRef draw_id; LLVMValueRef vertex_id; LLVMValueRef instance_id; LLVMValueRef tcs_patch_id; LLVMValueRef tcs_rel_ids; LLVMValueRef tes_patch_id; LLVMValueRef gs_prim_id; LLVMValueRef gs_invocation_id; LLVMValueRef frag_pos[4]; LLVMValueRef front_face; LLVMValueRef ancillary; LLVMValueRef sample_coverage; /* For VS and PS: pre-loaded shader inputs. * * Currently only used for NIR shaders; indexed by variables' * driver_location. */ LLVMValueRef *inputs; void (*emit_outputs)(struct ac_shader_abi *abi, unsigned max_outputs, LLVMValueRef *addrs); void (*emit_vertex)(struct ac_shader_abi *abi, unsigned stream, LLVMValueRef *addrs); void (*emit_primitive)(struct ac_shader_abi *abi, unsigned stream); LLVMValueRef (*load_inputs)(struct ac_shader_abi *abi, unsigned location, unsigned driver_location, unsigned component, unsigned num_components, unsigned vertex_index, unsigned const_index, LLVMTypeRef type); LLVMValueRef (*load_tess_varyings)(struct ac_shader_abi *abi, LLVMValueRef vertex_index, LLVMValueRef param_index, unsigned const_index, unsigned location, unsigned driver_location, unsigned component, unsigned num_components, bool is_patch, bool is_compact, bool load_inputs); void (*store_tcs_outputs)(struct ac_shader_abi *abi, LLVMValueRef vertex_index, LLVMValueRef param_index, unsigned const_index, unsigned location, unsigned driver_location, LLVMValueRef src, unsigned component, bool is_patch, bool is_compact, unsigned writemask); LLVMValueRef (*load_tess_coord)(struct ac_shader_abi *abi, LLVMTypeRef type, unsigned num_components); LLVMValueRef (*load_patch_vertices_in)(struct ac_shader_abi *abi); LLVMValueRef (*load_tess_level)(struct ac_shader_abi *abi, unsigned varying_id); LLVMValueRef (*load_ubo)(struct ac_shader_abi *abi, LLVMValueRef index); /** * Load the descriptor for the given buffer. * * \param buffer the buffer as presented in NIR: this is the descriptor * in Vulkan, and the buffer index in OpenGL/Gallium * \param write whether buffer contents will be written */ LLVMValueRef (*load_ssbo)(struct ac_shader_abi *abi, LLVMValueRef buffer, bool write); /** * Load a descriptor associated to a sampler. * * \param descriptor_set the descriptor set index (only for Vulkan) * \param base_index the base index of the sampler variable * \param constant_index constant part of an array index (or 0, if the * sampler variable is not an array) * \param index non-constant part of an array index (may be NULL) * \param desc_type the type of descriptor to load * \param image whether the descriptor is loaded for an image operation */ LLVMValueRef (*load_sampler_desc)(struct ac_shader_abi *abi, unsigned descriptor_set, unsigned base_index, unsigned constant_index, LLVMValueRef index, enum ac_descriptor_type desc_type, bool image, bool write); /* Whether to clamp the shadow reference value to [0,1]on VI. Radeonsi currently * uses it due to promoting D16 to D32, but radv needs it off. */ bool clamp_shadow_reference; }; #endif /* AC_SHADER_ABI_H */