/* * Copyright 2012 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. */ #include #include "ac_shader_util.h" #include "sid.h" unsigned ac_get_spi_shader_z_format(bool writes_z, bool writes_stencil, bool writes_samplemask) { if (writes_z) { /* Z needs 32 bits. */ if (writes_samplemask) return V_028710_SPI_SHADER_32_ABGR; else if (writes_stencil) return V_028710_SPI_SHADER_32_GR; else return V_028710_SPI_SHADER_32_R; } else if (writes_stencil || writes_samplemask) { /* Both stencil and sample mask need only 16 bits. */ return V_028710_SPI_SHADER_UINT16_ABGR; } else { return V_028710_SPI_SHADER_ZERO; } } unsigned ac_get_cb_shader_mask(unsigned spi_shader_col_format) { unsigned i, cb_shader_mask = 0; for (i = 0; i < 8; i++) { switch ((spi_shader_col_format >> (i * 4)) & 0xf) { case V_028714_SPI_SHADER_ZERO: break; case V_028714_SPI_SHADER_32_R: cb_shader_mask |= 0x1 << (i * 4); break; case V_028714_SPI_SHADER_32_GR: cb_shader_mask |= 0x3 << (i * 4); break; case V_028714_SPI_SHADER_32_AR: cb_shader_mask |= 0x9 << (i * 4); break; case V_028714_SPI_SHADER_FP16_ABGR: case V_028714_SPI_SHADER_UNORM16_ABGR: case V_028714_SPI_SHADER_SNORM16_ABGR: case V_028714_SPI_SHADER_UINT16_ABGR: case V_028714_SPI_SHADER_SINT16_ABGR: case V_028714_SPI_SHADER_32_ABGR: cb_shader_mask |= 0xf << (i * 4); break; default: assert(0); } } return cb_shader_mask; } /** * Calculate the appropriate setting of VGT_GS_MODE when \p shader is a * geometry shader. */ uint32_t ac_vgt_gs_mode(unsigned gs_max_vert_out, enum chip_class chip_class) { unsigned cut_mode; if (gs_max_vert_out <= 128) { cut_mode = V_028A40_GS_CUT_128; } else if (gs_max_vert_out <= 256) { cut_mode = V_028A40_GS_CUT_256; } else if (gs_max_vert_out <= 512) { cut_mode = V_028A40_GS_CUT_512; } else { assert(gs_max_vert_out <= 1024); cut_mode = V_028A40_GS_CUT_1024; } return S_028A40_MODE(V_028A40_GS_SCENARIO_G) | S_028A40_CUT_MODE(cut_mode)| S_028A40_ES_WRITE_OPTIMIZE(chip_class <= VI) | S_028A40_GS_WRITE_OPTIMIZE(1) | S_028A40_ONCHIP(chip_class >= GFX9 ? 1 : 0); }