/* * Copyright (C) 2019 Connor Abbott * Copyright (C) 2019 Lyude Paul * Copyright (C) 2019 Ryan Houdek * * 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 __bifrost_h__ #define __bifrost_h__ #include #include struct bifrost_header { unsigned unk0 : 7; // If true, convert any infinite result of any floating-point operation to // the biggest representable number. unsigned suppress_inf: 1; // Convert any NaN results to 0. unsigned suppress_nan : 1; unsigned unk1 : 2; // true if the execution mask of the next clause is the same as the mask of // the current clause. unsigned back_to_back : 1; unsigned no_end_of_shader: 1; unsigned unk2 : 2; // Set to true for fragment shaders, to implement this bit of spec text // from section 7.1.5 of the GLSL ES spec: // // "Stores to image and buffer variables performed by helper invocations // have no effect on the underlying image or buffer memory." // // Helper invocations are threads (invocations) corresponding to pixels in // a quad that aren't actually part of the triangle, but are included to // make derivatives work correctly. They're usually turned on, but they // need to be masked off for GLSL-level stores. This bit seems to be the // only bit that's actually different between fragment shaders and other // shaders, so this is probably what it's doing. unsigned elide_writes : 1; // If backToBack is off: // - true for conditional branches and fallthrough // - false for unconditional branches // The blob seems to always set it to true if back-to-back is on. unsigned branch_cond : 1; // This bit is set when the next clause writes to the data register of some // previous clause. unsigned datareg_writebarrier: 1; unsigned datareg : 6; unsigned scoreboard_deps: 8; unsigned scoreboard_index: 3; unsigned clause_type: 4; unsigned unk3 : 1; // part of clauseType? unsigned next_clause_type: 4; unsigned unk4 : 1; // part of nextClauseType? }; struct bifrost_fma_inst { unsigned src0 : 3; unsigned op : 20; }; struct bifrost_add_inst { unsigned src0 : 3; unsigned op : 17; }; enum bifrost_csel_cond { BIFROST_FEQ_F = 0x0, BIFROST_FGT_F = 0x1, BIFROST_FGE_F = 0x2, BIFROST_IEQ_F = 0x3, BIFROST_IGT_I = 0x4, BIFROST_IGE_I = 0x5, BIFROST_UGT_I = 0x6, BIFROST_UGE_I = 0x7 }; struct bifrost_csel4 { unsigned src0 : 3; unsigned src1 : 3; unsigned src2 : 3; unsigned src3 : 3; enum bifrost_csel_cond cond : 3; unsigned op : 8; }; struct bifrost_shift_fma { unsigned src0 : 3; unsigned src1 : 3; unsigned src2 : 3; unsigned half : 3; /* 000 for i32, 100 for i8, 111 for v2i16 */ unsigned unk : 1; /* always set? */ unsigned invert_1 : 1; /* Inverts sources to combining op */ /* For XOR, switches RSHIFT to LSHIFT since only one invert needed */ unsigned invert_2 : 1; unsigned op : 8; }; struct bifrost_shift_add { unsigned src0 : 3; unsigned src1 : 3; unsigned src2 : 3; unsigned zero : 2; unsigned invert_1 : 1; unsigned invert_2 : 1; unsigned op : 7; }; #endif