mesa/src/imagination/vulkan/pvr_hardcode.h

123 lines
4.2 KiB
C

/*
* Copyright © 2022 Imagination Technologies Ltd.
*
* 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 PVR_HARDCODE_SHADERS_H
#define PVR_HARDCODE_SHADERS_H
#include <stdbool.h>
#include <stdint.h>
#include <vulkan/vulkan_core.h>
#include "compiler/shader_enums.h"
#include "rogue/rogue_build_data.h"
/**
* \file pvr_hardcode.h
*
* \brief Contains hard coding functions.
* This should eventually be deleted as the compiler becomes more capable.
*/
struct pvr_compute_pipeline_shader_state;
struct pvr_device;
struct pvr_fragment_shader_state;
struct pvr_hard_coding_data;
struct pvr_vertex_shader_state;
struct pvr_explicit_constant_usage {
/* Hardware register number assigned to the explicit constant with the lower
* pre_assigned offset.
*/
uint32_t start_offset;
};
struct pvr_hard_code_compute_build_info {
struct rogue_ubo_data ubo_data;
struct rogue_compile_time_consts_data compile_time_consts_data;
uint32_t local_invocation_regs[2];
uint32_t work_group_regs[3];
uint32_t barrier_reg;
uint32_t usc_temps;
struct pvr_explicit_constant_usage explicit_conts_usage;
};
struct pvr_hard_code_graphics_build_info {
struct rogue_build_data stage_data;
struct rogue_common_build_data vert_common_data;
struct rogue_common_build_data frag_common_data;
struct pvr_explicit_constant_usage vert_explicit_conts_usage;
struct pvr_explicit_constant_usage frag_explicit_conts_usage;
};
/* Returns true if the shader for the currently running program requires hard
* coded shaders.
*/
bool pvr_hard_code_shader_required(const struct pvr_device_info *const dev_info);
VkResult pvr_hard_code_compute_pipeline(
struct pvr_device *const device,
struct pvr_compute_pipeline_shader_state *const shader_state_out,
struct pvr_hard_code_compute_build_info *const build_info_out);
/* Returns a mask of MESA_SHADER_* (gl_shader_stage) indicating which stage
* needs to be hard coded.
*/
uint32_t
pvr_hard_code_graphics_get_flags(const struct pvr_device_info *const dev_info);
/* pipeline_n:
* The pipeline number. Each pipeline created requires unique hard
* coding so a pipeline number is necessary to identify which data to use.
* This pipeline number to request data for the first pipeline to be created
* is 0 and should be incremented for each subsequent pipeline.
*/
void pvr_hard_code_graphics_shader(
const struct pvr_device_info *const dev_info,
uint32_t pipeline_n,
gl_shader_stage stage,
struct rogue_shader_binary **const shader_out);
void pvr_hard_code_graphics_vertex_state(
const struct pvr_device_info *const dev_info,
uint32_t pipeline_n,
struct pvr_vertex_shader_state *const vert_state_out);
void pvr_hard_code_graphics_fragment_state(
const struct pvr_device_info *const dev_info,
uint32_t pipeline_n,
struct pvr_fragment_shader_state *const frag_state_out);
void pvr_hard_code_graphics_get_build_info(
const struct pvr_device_info *const dev_info,
uint32_t pipeline_n,
gl_shader_stage stage,
struct rogue_common_build_data *const common_build_data,
struct rogue_build_data *const build_data,
struct pvr_explicit_constant_usage *const explicit_const_usage);
#endif /* PVR_HARDCODE_SHADERS_H */