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/*
* 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 {
const struct ilo_dev_info *dev;
int type;
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 */
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