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/**************************************************************************
*
* Copyright 2008 VMware, Inc.
* All Rights Reserved.
*
* 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, 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 VMWARE AND/OR ITS 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 TGSI_SCAN_H
#define TGSI_SCAN_H
#include "pipe/p_compiler.h"
#include "pipe/p_state.h"
#include "pipe/p_shader_tokens.h"
/**
* Shader summary info
*/
struct tgsi_shader_info
{
uint num_tokens;
ubyte num_inputs;
ubyte num_outputs;
ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS];
ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS];
ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS];
ubyte input_cylindrical_wrap[PIPE_MAX_SHADER_INPUTS];
ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
ubyte num_system_values;
ubyte system_value_semantic_name[PIPE_MAX_SHADER_INPUTS];
ubyte processor;
uint file_mask[TGSI_FILE_COUNT]; /**< bitmask of declared registers */
uint file_count[TGSI_FILE_COUNT]; /**< number of declared registers */
int file_max[TGSI_FILE_COUNT]; /**< highest index of declared registers */
int const_file_max[PIPE_MAX_CONSTANT_BUFFERS];
uint immediate_count; /**< number of immediates declared */
uint num_instructions;
uint opcode_count[TGSI_OPCODE_LAST]; /**< opcode histogram */
boolean reads_position; /**< does fragment shader read position? */
boolean reads_z; /**< does fragment shader read depth? */
boolean writes_z; /**< does fragment shader write Z value? */
boolean writes_stencil; /**< does fragment shader write stencil value? */
boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
boolean uses_kill; /**< KILL or KILL_IF instruction used? */
boolean uses_instanceid;
boolean uses_vertexid;
boolean uses_primid;
boolean uses_frontface;
boolean writes_psize;
boolean writes_clipvertex;
boolean writes_viewport_index;
boolean writes_layer;
boolean is_msaa_sampler[PIPE_MAX_SAMPLERS];
unsigned clipdist_writemask;
unsigned culldist_writemask;
unsigned num_written_culldistance;
unsigned num_written_clipdistance;
/**
* Bitmask indicating which register files are accessed with
* indirect addressing. The bits are (1 << TGSI_FILE_x), etc.
*/
unsigned indirect_files;
unsigned properties[TGSI_PROPERTY_COUNT]; /* index with TGSI_PROPERTY_ */
};
extern void
tgsi_scan_shader(const struct tgsi_token *tokens,
struct tgsi_shader_info *info);
extern boolean
tgsi_is_passthrough_shader(const struct tgsi_token *tokens);
#endif /* TGSI_SCAN_H */
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