mesa/src/compiler/shader_info.h

542 lines
17 KiB
C

/*
* Copyright © 2016 Intel Corporation
*
* 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 (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 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.
*
*/
#ifndef SHADER_INFO_H
#define SHADER_INFO_H
#include "util/bitset.h"
#include "util/sha1/sha1.h"
#include "shader_enums.h"
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
#define MAX_XFB_BUFFERS 4
#define MAX_INLINABLE_UNIFORMS 4
struct spirv_supported_capabilities {
bool address;
bool atomic_storage;
bool demote_to_helper_invocation;
bool derivative_group;
bool descriptor_array_dynamic_indexing;
bool descriptor_array_non_uniform_indexing;
bool descriptor_indexing;
bool device_group;
bool draw_parameters;
bool float16_atomic_add;
bool float16_atomic_min_max;
bool float32_atomic_add;
bool float32_atomic_min_max;
bool float64;
bool float64_atomic_add;
bool float64_atomic_min_max;
bool fragment_shader_sample_interlock;
bool fragment_shader_pixel_interlock;
bool fragment_shading_rate;
bool generic_pointers;
bool geometry_streams;
bool groups;
bool image_ms_array;
bool image_read_without_format;
bool image_write_without_format;
bool image_atomic_int64;
bool int8;
bool int16;
bool int64;
bool int64_atomics;
bool integer_functions2;
bool kernel;
bool kernel_image;
bool kernel_image_read_write;
bool linkage;
bool literal_sampler;
bool mesh_shading_nv;
bool min_lod;
bool multiview;
bool per_view_attributes_nv;
bool physical_storage_buffer_address;
bool post_depth_coverage;
bool printf;
bool ray_cull_mask;
bool ray_tracing;
bool ray_query;
bool ray_traversal_primitive_culling;
bool runtime_descriptor_array;
bool float_controls;
bool shader_clock;
bool shader_viewport_index_layer;
bool shader_viewport_mask_nv;
bool sparse_residency;
bool stencil_export;
bool storage_8bit;
bool storage_16bit;
bool storage_image_ms;
bool subgroup_arithmetic;
bool subgroup_ballot;
bool subgroup_basic;
bool subgroup_dispatch;
bool subgroup_quad;
bool subgroup_shuffle;
bool subgroup_uniform_control_flow;
bool subgroup_vote;
bool tessellation;
bool transform_feedback;
bool variable_pointers;
bool vk_memory_model;
bool vk_memory_model_device_scope;
bool workgroup_memory_explicit_layout;
bool float16;
bool amd_fragment_mask;
bool amd_gcn_shader;
bool amd_shader_ballot;
bool amd_trinary_minmax;
bool amd_image_read_write_lod;
bool amd_shader_explicit_vertex_parameter;
bool amd_image_gather_bias_lod;
bool intel_subgroup_shuffle;
bool intel_subgroup_buffer_block_io;
};
typedef struct shader_info {
const char *name;
/* Descriptive name provided by the client; may be NULL */
const char *label;
/* Shader is internal, and should be ignored by things like NIR_DEBUG=print */
bool internal;
/* SHA1 of the original source, used by shader detection in drivers. */
uint8_t source_sha1[SHA1_DIGEST_LENGTH];
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage:8;
/** The shader stage in a non SSO linked program that follows this stage,
* such as MESA_SHADER_FRAGMENT.
*/
gl_shader_stage next_stage:8;
/* Number of textures used by this shader */
uint8_t num_textures;
/* Number of uniform buffers used by this shader */
uint8_t num_ubos;
/* Number of atomic buffers used by this shader */
uint8_t num_abos;
/* Number of shader storage buffers (max .driver_location + 1) used by this
* shader. In the case of nir_lower_atomics_to_ssbo being used, this will
* be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
* and atomic counters in nir_shader->info.
*/
uint8_t num_ssbos;
/* Number of images used by this shader */
uint8_t num_images;
/* Which inputs are actually read */
uint64_t inputs_read;
/* Which outputs are actually written */
uint64_t outputs_written;
/* Which outputs are actually read */
uint64_t outputs_read;
/* Which system values are actually read */
BITSET_DECLARE(system_values_read, SYSTEM_VALUE_MAX);
/* Which I/O is per-primitive, for read/written information combine with
* the fields above.
*/
uint64_t per_primitive_inputs;
uint64_t per_primitive_outputs;
/* Which 16-bit inputs and outputs are used corresponding to
* VARYING_SLOT_VARn_16BIT.
*/
uint16_t inputs_read_16bit;
uint16_t outputs_written_16bit;
uint16_t outputs_read_16bit;
uint16_t inputs_read_indirectly_16bit;
uint16_t outputs_accessed_indirectly_16bit;
/* Which patch inputs are actually read */
uint32_t patch_inputs_read;
/* Which patch outputs are actually written */
uint32_t patch_outputs_written;
/* Which patch outputs are read */
uint32_t patch_outputs_read;
/* Which inputs are read indirectly (subset of inputs_read) */
uint64_t inputs_read_indirectly;
/* Which outputs are read or written indirectly */
uint64_t outputs_accessed_indirectly;
/* Which patch inputs are read indirectly (subset of patch_inputs_read) */
uint64_t patch_inputs_read_indirectly;
/* Which patch outputs are read or written indirectly */
uint64_t patch_outputs_accessed_indirectly;
/** Bitfield of which textures are used */
BITSET_DECLARE(textures_used, 128);
/** Bitfield of which textures are used by texelFetch() */
BITSET_DECLARE(textures_used_by_txf, 128);
/** Bitfield of which samplers are used */
BITSET_DECLARE(samplers_used, 32);
/** Bitfield of which images are used */
BITSET_DECLARE(images_used, 64);
/** Bitfield of which images are buffers. */
BITSET_DECLARE(image_buffers, 64);
/** Bitfield of which images are MSAA. */
BITSET_DECLARE(msaa_images, 64);
/* SPV_KHR_float_controls: execution mode for floating point ops */
uint16_t float_controls_execution_mode;
/**
* Size of shared variables accessed by compute/task/mesh shaders.
*/
unsigned shared_size;
/**
* Size of task payload variables accessed by task/mesh shaders.
*/
unsigned task_payload_size;
/**
* Number of ray tracing queries in the shader (counts all elements of all
* variables).
*/
unsigned ray_queries;
/**
* Local workgroup size used by compute/task/mesh shaders.
*/
uint16_t workgroup_size[3];
enum gl_subgroup_size subgroup_size;
/* Transform feedback buffer strides in dwords, max. 1K - 4. */
uint8_t xfb_stride[MAX_XFB_BUFFERS];
uint16_t inlinable_uniform_dw_offsets[MAX_INLINABLE_UNIFORMS];
uint8_t num_inlinable_uniforms:4;
/* The size of the gl_ClipDistance[] array, if declared. */
uint8_t clip_distance_array_size:4;
/* The size of the gl_CullDistance[] array, if declared. */
uint8_t cull_distance_array_size:4;
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather:1;
/**
* True if this shader uses the fddx/fddy opcodes.
*
* Note that this does not include the "fine" and "coarse" variants.
*/
bool uses_fddx_fddy:1;
/** Has divergence analysis ever been run? */
bool divergence_analysis_run:1;
/* Bitmask of bit-sizes used with ALU instructions. */
uint8_t bit_sizes_float;
uint8_t bit_sizes_int;
/* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
bool first_ubo_is_default_ubo:1;
/* Whether or not separate shader objects were used */
bool separate_shader:1;
/** Was this shader linked with any transform feedback varyings? */
bool has_transform_feedback_varyings:1;
/* Whether flrp has been lowered. */
bool flrp_lowered:1;
/* Whether nir_lower_io has been called to lower derefs.
* nir_variables for inputs and outputs might not be present in the IR.
*/
bool io_lowered:1;
/* Whether the shader writes memory, including transform feedback. */
bool writes_memory:1;
/* Whether gl_Layer is viewport-relative */
bool layer_viewport_relative:1;
/* Whether explicit barriers are used */
bool uses_control_barrier : 1;
bool uses_memory_barrier : 1;
/**
* Shared memory types have explicit layout set. Used for
* SPV_KHR_workgroup_storage_explicit_layout.
*/
bool shared_memory_explicit_layout:1;
/**
* Used for VK_KHR_zero_initialize_workgroup_memory.
*/
bool zero_initialize_shared_memory:1;
/**
* Used for ARB_compute_variable_group_size.
*/
bool workgroup_size_variable:1;
/**
* Set if this shader uses legacy (DX9 or ARB assembly) math rules.
*
* From the ARB_fragment_program specification:
*
* "The following rules apply to multiplication:
*
* 1. <x> * <y> == <y> * <x>, for all <x> and <y>.
* 2. +/-0.0 * <x> = +/-0.0, at least for all <x> that correspond to
* *representable numbers (IEEE "not a number" and "infinity"
* *encodings may be exceptions).
* 3. +1.0 * <x> = <x>, for all <x>.""
*
* However, in effect this was due to DX9 semantics implying that 0*x=0 even
* for inf/nan if the hardware generated them instead of float_min/max. So,
* you should not have an exception for inf/nan to rule 2 above.
*
* One implementation of this behavior would be to flush all generated NaNs
* to zero, at which point 0*Inf=Nan=0. Most DX9/ARB-asm hardware did not
* generate NaNs, and the only way the GPU saw one was to possibly feed it
* in as a uniform.
*/
bool use_legacy_math_rules;
union {
struct {
/* Which inputs are doubles */
uint64_t double_inputs;
/* For AMD-specific driver-internal shaders. It replaces vertex
* buffer loads with code generating VS inputs from scalar registers.
*
* Valid values: SI_VS_BLIT_SGPRS_POS_*
*/
uint8_t blit_sgprs_amd:4;
/* True if the shader writes position in window space coordinates pre-transform */
bool window_space_position:1;
/** Is an edge flag input needed? */
bool needs_edge_flag:1;
} vs;
struct {
/** The output primitive type */
uint16_t output_primitive;
/** The input primitive type */
uint16_t input_primitive;
/** The maximum number of vertices the geometry shader might write. */
uint16_t vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
uint8_t invocations;
/** The number of vertices received per input primitive (max. 6) */
uint8_t vertices_in:3;
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive:1;
/** The streams used in this shaders (max. 4) */
uint8_t active_stream_mask:4;
} gs;
struct {
bool uses_discard:1;
bool uses_demote:1;
bool uses_fbfetch_output:1;
bool color_is_dual_source:1;
/**
* True if this fragment shader requires helper invocations. This
* can be caused by the use of ALU derivative ops, texture
* instructions which do implicit derivatives, and the use of quad
* subgroup operations.
*/
bool needs_quad_helper_invocations:1;
/**
* True if this fragment shader requires helper invocations for
* all subgroup operations, not just quad ops and derivatives.
*/
bool needs_all_helper_invocations:1;
/**
* Whether any inputs are declared with the "sample" qualifier.
*/
bool uses_sample_qualifier:1;
/**
* Whether sample shading is used.
*/
bool uses_sample_shading:1;
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
*/
bool early_fragment_tests:1;
/**
* Defined by INTEL_conservative_rasterization.
*/
bool inner_coverage:1;
bool post_depth_coverage:1;
/**
* \name ARB_fragment_coord_conventions
* @{
*/
bool pixel_center_integer:1;
bool origin_upper_left:1;
/*@}*/
bool pixel_interlock_ordered:1;
bool pixel_interlock_unordered:1;
bool sample_interlock_ordered:1;
bool sample_interlock_unordered:1;
/**
* Flags whether NIR's base types on the FS color outputs should be
* ignored.
*
* GLSL requires that fragment shader output base types match the
* render target's base types for the behavior to be defined. From
* the GL 4.6 spec:
*
* "If the values written by the fragment shader do not match the
* format(s) of the corresponding color buffer(s), the result is
* undefined."
*
* However, for NIR shaders translated from TGSI, we don't have the
* output types any more, so the driver will need to do whatever
* fixups are necessary to handle effectively untyped data being
* output from the FS.
*/
bool untyped_color_outputs:1;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout:3;
/**
* Interpolation qualifiers for drivers that lowers color inputs
* to system values.
*/
unsigned color0_interp:3; /* glsl_interp_mode */
bool color0_sample:1;
bool color0_centroid:1;
unsigned color1_interp:3; /* glsl_interp_mode */
bool color1_sample:1;
bool color1_centroid:1;
/* Bitmask of gl_advanced_blend_mode values that may be used with this
* shader.
*/
unsigned advanced_blend_modes;
} fs;
struct {
uint16_t workgroup_size_hint[3];
uint8_t user_data_components_amd:3;
/*
* Arrangement of invocations used to calculate derivatives in a compute
* shader. From NV_compute_shader_derivatives.
*/
enum gl_derivative_group derivative_group:2;
/**
* pointer size is:
* AddressingModelLogical: 0 (default)
* AddressingModelPhysical32: 32
* AddressingModelPhysical64: 64
*/
unsigned ptr_size;
/**
* Uses subgroup intrinsics which can communicate across a quad.
*/
bool uses_wide_subgroup_intrinsics;
} cs;
/* Applies to both TCS and TES. */
struct {
enum tess_primitive_mode _primitive_mode;
/** The number of vertices in the TCS output patch. */
uint8_t tcs_vertices_out;
unsigned spacing:2; /*gl_tess_spacing*/
/** Is the vertex order counterclockwise? */
bool ccw:1;
bool point_mode:1;
/* Bit mask of TCS per-vertex inputs (VS outputs) that are used
* with a vertex index that is NOT the invocation id
*/
uint64_t tcs_cross_invocation_inputs_read;
/* Bit mask of TCS per-vertex outputs that are used
* with a vertex index that is NOT the invocation id
*/
uint64_t tcs_cross_invocation_outputs_read;
} tess;
/* Applies to MESH. */
struct {
/* Bit mask of MS outputs that are used
* with an index that is NOT the local invocation index.
*/
uint64_t ms_cross_invocation_output_access;
uint16_t max_vertices_out;
uint16_t max_primitives_out;
uint16_t primitive_type; /* GL_POINTS, GL_LINES or GL_TRIANGLES. */
} mesh;
};
} shader_info;
#ifdef __cplusplus
}
#endif
#endif /* SHADER_INFO_H */