/* * Copyright 2020 Mike Blumenkrantz * * 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. */ /** this file exists for organization and to be included in nir_to_spirv/ without pulling in extra deps */ #ifndef ZINK_SHADER_KEYS_H # define ZINK_SHADER_KEYS_H #include "compiler/shader_info.h" struct zink_vs_key_base { bool clip_halfz; bool push_drawid; bool last_vertex_stage; }; struct zink_vs_key { struct zink_vs_key_base base; uint8_t pad; union { struct { uint32_t decomposed_attrs; uint32_t decomposed_attrs_without_w; } u32; struct { uint16_t decomposed_attrs; uint16_t decomposed_attrs_without_w; } u16; struct { uint8_t decomposed_attrs; uint8_t decomposed_attrs_without_w; } u8; }; // not hashed unsigned size; }; struct zink_fs_key { uint8_t coord_replace_bits; bool coord_replace_yinvert; bool samples; bool force_dual_color_blend; bool force_persample_interp; bool fbfetch_ms; }; struct zink_tcs_key { uint8_t patch_vertices; }; struct zink_shader_key_base { uint32_t nonseamless_cube_mask; uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS]; }; /* a shader key is used for swapping out shader modules based on pipeline states, * e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile * to account for GL ignoring gl_SampleMask in some cases when VK will not * which allows us to avoid recompiling shaders when the pipeline state changes repeatedly */ struct zink_shader_key { union { /* reuse vs key for now with tes/gs since we only use clip_halfz */ struct zink_vs_key vs; struct zink_vs_key_base vs_base; struct zink_tcs_key tcs; struct zink_fs_key fs; } key; struct zink_shader_key_base base; unsigned inline_uniforms:1; uint32_t size; }; static inline const struct zink_fs_key * zink_fs_key(const struct zink_shader_key *key) { assert(key); return &key->key.fs; } static inline const struct zink_vs_key_base * zink_vs_key_base(const struct zink_shader_key *key) { return &key->key.vs_base; } static inline const struct zink_vs_key * zink_vs_key(const struct zink_shader_key *key) { assert(key); return &key->key.vs; } static inline const struct zink_tcs_key * zink_tcs_key(const struct zink_shader_key *key) { assert(key); return &key->key.tcs; } #endif