mesa/src/amd/vulkan/radv_shader_args.h

107 lines
3.4 KiB
C

/*
* Copyright © 2019 Valve 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 RADV_SHADER_ARGS_H
#define RADV_SHADER_ARGS_H
#include "compiler/shader_enums.h"
#include "util/list.h"
#include "util/macros.h"
#include "ac_shader_args.h"
#include "amd_family.h"
#include "radv_constants.h"
#include "radv_shader.h"
struct radv_shader_args {
struct ac_shader_args ac;
struct ac_arg descriptor_sets[MAX_SETS];
/* User data 0/1. GFX: descriptor list, Compute: scratch BO */
struct ac_arg ring_offsets;
/* User data 2/3. same as the descriptor list above but for task shaders. */
struct ac_arg task_ring_offsets;
/* Streamout */
struct ac_arg streamout_buffers;
/* NGG */
struct ac_arg ngg_query_state;
struct ac_arg ngg_provoking_vtx;
/* NGG GS */
struct ac_arg ngg_culling_settings;
struct ac_arg ngg_viewport_scale[2];
struct ac_arg ngg_viewport_translate[2];
/* Task shaders */
struct ac_arg task_ib_addr;
struct ac_arg task_ib_stride;
/* Fragment shaders */
struct ac_arg ps_epilog_pc;
struct ac_arg ps_num_samples;
struct ac_arg prolog_inputs;
struct ac_arg vs_inputs[MAX_VERTEX_ATTRIBS];
/* PS epilogs */
struct ac_arg ps_epilog_inputs[MAX_RTS];
/* TCS */
/* # [0:5] = the number of patch control points
* # [6:13] = the number of tessellation patches
*/
struct ac_arg tcs_offchip_layout;
/* TES */
struct ac_arg tes_num_patches;
struct radv_userdata_locations user_sgprs_locs;
unsigned num_user_sgprs;
bool explicit_scratch_args;
bool remap_spi_ps_input;
bool load_grid_size_from_user_sgpr;
bool is_gs_copy_shader;
bool is_trap_handler_shader;
};
static inline struct radv_shader_args *
radv_shader_args_from_ac(struct ac_shader_args *args)
{
return container_of(args, struct radv_shader_args, ac);
}
struct radv_pipeline_key;
struct radv_shader_info;
void radv_declare_shader_args(enum amd_gfx_level gfx_level, const struct radv_pipeline_key *key,
const struct radv_shader_info *info, gl_shader_stage stage,
bool has_previous_stage, gl_shader_stage previous_stage,
struct radv_shader_args *args);
void radv_declare_ps_epilog_args(enum amd_gfx_level gfx_level, const struct radv_ps_epilog_key *key,
struct radv_shader_args *args);
#endif