/* * Copyright 2017 Józef Kucia for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __VKD3D_SHADER_H #define __VKD3D_SHADER_H #include "vkd3d.h" #ifdef __cplusplus extern "C" { #endif /* __cplusplus */ enum vkd3d_shader_compiler_option { VKD3D_SHADER_STRIP_DEBUG = 0x00000001, VKD3D_SHADER_COMPILER_OPTIONS_FORCE_32_BIT = 0x7fffffff, }; enum vkd3d_shader_visibility { VKD3D_SHADER_VISIBILITY_ALL, VKD3D_SHADER_VISIBILITY_VERTEX, VKD3D_SHADER_VISIBILITY_HULL, VKD3D_SHADER_VISIBILITY_DOMAIN, VKD3D_SHADER_VISIBILITY_GEOMETRY, VKD3D_SHADER_VISIBILITY_PIXEL, }; struct vkd3d_shader_code { const void *code; size_t size; }; enum vkd3d_shader_descriptor_type { VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, /* cb# */ VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, /* t# */ VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, /* u# */ VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, /* s# */ }; struct vkd3d_shader_descriptor_binding { uint32_t set; uint32_t binding; }; struct vkd3d_shader_resource_binding { enum vkd3d_shader_descriptor_type type; unsigned int register_index; enum vkd3d_shader_visibility shader_visibility; bool is_buffer; struct vkd3d_shader_descriptor_binding binding; }; struct vkd3d_shader_uav_counter_binding { unsigned int register_index; /* u# */ struct vkd3d_shader_descriptor_binding binding; }; struct vkd3d_shader_push_constant_buffer { unsigned int register_index; enum vkd3d_shader_visibility shader_visibility; unsigned int offset; /* in bytes */ unsigned int size; /* in bytes */ }; struct vkd3d_shader_interface { const struct vkd3d_shader_resource_binding *bindings; unsigned int binding_count; const struct vkd3d_shader_push_constant_buffer *push_constant_buffers; unsigned int push_constant_buffer_count; /* A sampler used by OpImageFetches generated for SM4 ld instructions. * * In Vulkan OpImageFetch must be used with a sampled image. */ struct vkd3d_shader_descriptor_binding default_sampler; const struct vkd3d_shader_uav_counter_binding *uav_counters; unsigned int uav_counter_count; }; HRESULT vkd3d_shader_compile_dxbc(const struct vkd3d_shader_code *dxbc, struct vkd3d_shader_code *spirv, uint32_t compiler_options, const struct vkd3d_shader_interface *shader_interface); void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *code); HRESULT vkd3d_shader_parse_root_signature(const struct vkd3d_shader_code *dxbc, D3D12_ROOT_SIGNATURE_DESC *root_signature); void vkd3d_shader_free_root_signature(D3D12_ROOT_SIGNATURE_DESC *root_signature); #define VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS 8 struct vkd3d_shader_scan_info { unsigned int uav_read_mask : VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS; unsigned int uav_counter_mask : VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS; }; HRESULT vkd3d_shader_scan_dxbc(const struct vkd3d_shader_code *dxbc, struct vkd3d_shader_scan_info *scan_info); enum vkd3d_component_type { VKD3D_TYPE_VOID = 0, VKD3D_TYPE_UINT = 1, VKD3D_TYPE_INT = 2, VKD3D_TYPE_FLOAT = 3, VKD3D_TYPE_BOOL, VKD3D_TYPE_COUNT, }; enum vkd3d_sysval_semantic { VKD3D_SV_POSITION = 1, VKD3D_SV_CLIP_DISTANCE = 2, VKD3D_SV_CULL_DISTANCE = 3, VKD3D_SV_RENDER_TARGET_ARRAY_INDEX = 4, VKD3D_SV_VIEWPORT_ARRAY_INDEX = 5, VKD3D_SV_VERTEX_ID = 6, VKD3D_SV_PRIMITIVE_ID = 7, VKD3D_SV_INSTANCE_ID = 8, VKD3D_SV_IS_FRONT_FACE = 9, VKD3D_SV_SAMPLE_INDEX = 10, VKD3D_SV_TESS_FACTOR_QUADEDGE = 11, VKD3D_SV_TESS_FACTOR_QUADINT = 12, VKD3D_SV_TESS_FACTOR_TRIEDGE = 13, VKD3D_SV_TESS_FACTOR_TRIINT = 14, VKD3D_SV_TESS_FACTOR_LINEDET = 15, VKD3D_SV_TESS_FACTOR_LINEDEN = 16, }; struct vkd3d_shader_signature_element { const char *semantic_name; unsigned int semantic_index; unsigned int stream_index; enum vkd3d_sysval_semantic sysval_semantic; enum vkd3d_component_type component_type; unsigned int register_index; DWORD mask; }; struct vkd3d_shader_signature { struct vkd3d_shader_signature_element *elements; unsigned int element_count; }; HRESULT vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc, struct vkd3d_shader_signature *signature); struct vkd3d_shader_signature_element *vkd3d_shader_find_signature_element( const struct vkd3d_shader_signature *signature, const char *semantic_name, unsigned int semantic_index, unsigned int stream_index); void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature); #ifdef __cplusplus } #endif /* __cplusplus */ #endif /* __VKD3D_SHADER_H */