mesa/src/gallium/drivers/zink/zink_shader_keys.h

124 lines
3.4 KiB
C

/*
* 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