/* * 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 GLSPIRV_H #define GLSPIRV_H #include "compiler/nir/nir.h" #ifdef __cplusplus extern "C" { #endif struct gl_context; struct gl_shader; /** * A SPIR-V module contains the raw SPIR-V binary as set by ShaderBinary. * * It is reference-counted, because the same module can be attached to multiple * shader objects simultaneously. */ struct gl_spirv_module { unsigned RefCount; GLint Length; char Binary[0]; }; /** * SPIR-V data needed to compile and link a SPIR-V shader. * * It includes a SPIR-V binary that is potentially shared among different * shaders; and shader-specific specialization constants and entry point. * * It is reference-counted because it is shared between gl_shader and its * corresponding gl_linked_shader. */ struct gl_shader_spirv_data { GLint RefCount; struct gl_spirv_module *SpirVModule; GLchar *SpirVEntryPoint; GLuint NumSpecializationConstants; GLuint *SpecializationConstantsIndex; GLuint *SpecializationConstantsValue; }; void _mesa_spirv_module_reference(struct gl_spirv_module **dest, struct gl_spirv_module *src); void _mesa_shader_spirv_data_reference(struct gl_shader_spirv_data **dest, struct gl_shader_spirv_data *src); void _mesa_spirv_shader_binary(struct gl_context *ctx, unsigned n, struct gl_shader **shaders, const void* binary, size_t length); void _mesa_spirv_link_shaders(struct gl_context *ctx, struct gl_shader_program *prog); nir_shader * _mesa_spirv_to_nir(struct gl_context *ctx, const struct gl_shader_program *prog, gl_shader_stage stage, const nir_shader_compiler_options *options); /** * \name API functions */ /*@{*/ void GLAPIENTRY _mesa_SpecializeShaderARB(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); /*@}*/ #ifdef __cplusplus } #endif #endif /* GLSPIRV_H */