/* * Mesa 3-D graphics library * * Copyright (C) 2012-2013 LunarG, 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 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: * Chia-I Wu <olv@lunarg.com> */ #ifndef ILO_SHADER_H #define ILO_SHADER_H #include "ilo_common.h" #include "ilo_context.h" /* XXX The interface needs to be reworked */ /** * A shader variant. It consists of non-orthogonal states of the pipe context * affecting the compilation of a shader. */ struct ilo_shader_variant { union { struct { bool rasterizer_discard; int num_ucps; } vs; struct { bool rasterizer_discard; int num_inputs; int semantic_names[PIPE_MAX_SHADER_INPUTS]; int semantic_indices[PIPE_MAX_SHADER_INPUTS]; } gs; struct { bool flatshade; int fb_height; int num_cbufs; } fs; } u; int num_sampler_views; struct { unsigned r:3; unsigned g:3; unsigned b:3; unsigned a:3; } sampler_view_swizzles[ILO_MAX_SAMPLER_VIEWS]; uint32_t saturate_tex_coords[3]; }; /** * A compiled shader. */ struct ilo_shader { struct ilo_shader_variant variant; /* hash of the shader variant for quicker lookup */ unsigned hash; struct { int semantic_names[PIPE_MAX_SHADER_INPUTS]; int semantic_indices[PIPE_MAX_SHADER_INPUTS]; int interp[PIPE_MAX_SHADER_INPUTS]; bool centroid[PIPE_MAX_SHADER_INPUTS]; int count; int start_grf; bool has_pos; bool has_linear_interp; int barycentric_interpolation_mode; bool discard_adj; } in; struct { int semantic_names[PIPE_MAX_SHADER_OUTPUTS]; int semantic_indices[PIPE_MAX_SHADER_OUTPUTS]; int count; bool has_pos; } out; bool has_kill; bool dispatch_16; bool stream_output; int svbi_post_inc; /* for VS stream output / rasterizer discard */ int gs_offsets[3]; int gs_start_grf; void *kernel; int kernel_size; /* what does the push constant buffer consist of? */ struct { int clip_state_size; } pcb; struct list_head list; uint32_t cache_seqno; uint32_t cache_offset; }; /** * Information about a shader state. */ struct ilo_shader_info { int type; int gen; const struct tgsi_token *tokens; struct pipe_stream_output_info stream_output; struct { unsigned req_local_mem; unsigned req_private_mem; unsigned req_input_mem; } compute; bool has_color_interp; bool has_pos; bool has_vertexid; bool has_instanceid; bool fs_color0_writes_all_cbufs; int edgeflag_in; int edgeflag_out; uint32_t shadow_samplers; int num_samplers; }; /** * A shader state. */ struct ilo_shader_state { struct ilo_shader_info info; struct list_head variants; int num_variants, total_size; struct ilo_shader *shader; }; struct ilo_shader_cache { struct intel_winsys *winsys; struct intel_bo *bo; int cur, size; bool busy; /* starting from 1, incremented whenever a new bo is allocated */ uint32_t seqno; }; void ilo_shader_variant_init(struct ilo_shader_variant *variant, const struct ilo_shader_info *info, const struct ilo_context *ilo); struct ilo_shader_state * ilo_shader_state_create(const struct ilo_context *ilo, int type, const void *templ); void ilo_shader_state_destroy(struct ilo_shader_state *state); struct ilo_shader * ilo_shader_state_add_variant(struct ilo_shader_state *state, const struct ilo_shader_variant *variant); bool ilo_shader_state_use_variant(struct ilo_shader_state *state, const struct ilo_shader_variant *variant); struct ilo_shader_cache * ilo_shader_cache_create(struct intel_winsys *winsys); void ilo_shader_cache_destroy(struct ilo_shader_cache *shc); void ilo_shader_cache_set(struct ilo_shader_cache *shc, struct ilo_shader **shaders, int num_shaders); static inline void ilo_shader_cache_mark_busy(struct ilo_shader_cache *shc) { if (shc->cur) shc->busy = true; } struct ilo_shader * ilo_shader_compile_vs(const struct ilo_shader_state *state, const struct ilo_shader_variant *variant); struct ilo_shader * ilo_shader_compile_gs(const struct ilo_shader_state *state, const struct ilo_shader_variant *variant); bool ilo_shader_compile_gs_passthrough(const struct ilo_shader_state *vs_state, const struct ilo_shader_variant *vs_variant, const int *so_mapping, struct ilo_shader *vs); struct ilo_shader * ilo_shader_compile_fs(const struct ilo_shader_state *state, const struct ilo_shader_variant *variant); struct ilo_shader * ilo_shader_compile_cs(const struct ilo_shader_state *state, const struct ilo_shader_variant *variant); static inline void ilo_shader_destroy(struct ilo_shader *sh) { FREE(sh->kernel); FREE(sh); } #endif /* ILO_SHADER_H */