/* * Copyright © 2016 Intel 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 SHADER_INFO_H #define SHADER_INFO_H #include "shader_enums.h" #include #ifdef __cplusplus extern "C" { #endif struct spirv_supported_capabilities { bool address; bool atomic_storage; bool demote_to_helper_invocation; bool derivative_group; bool descriptor_array_dynamic_indexing; bool descriptor_array_non_uniform_indexing; bool descriptor_indexing; bool device_group; bool draw_parameters; bool float64; bool fragment_shader_sample_interlock; bool fragment_shader_pixel_interlock; bool geometry_streams; bool image_ms_array; bool image_read_without_format; bool image_write_without_format; bool int8; bool int16; bool int64; bool int64_atomics; bool integer_functions2; bool kernel; bool min_lod; bool multiview; bool physical_storage_buffer_address; bool post_depth_coverage; bool runtime_descriptor_array; bool float_controls; bool shader_clock; bool shader_viewport_index_layer; bool stencil_export; bool storage_8bit; bool storage_16bit; bool storage_image_ms; bool subgroup_arithmetic; bool subgroup_ballot; bool subgroup_basic; bool subgroup_quad; bool subgroup_shuffle; bool subgroup_vote; bool tessellation; bool transform_feedback; bool variable_pointers; bool vk_memory_model; bool vk_memory_model_device_scope; bool float16; bool amd_fragment_mask; bool amd_gcn_shader; bool amd_shader_ballot; bool amd_trinary_minmax; bool amd_image_read_write_lod; bool amd_shader_explicit_vertex_parameter; }; typedef struct shader_info { const char *name; /* Descriptive name provided by the client; may be NULL */ const char *label; /** The shader stage, such as MESA_SHADER_VERTEX. */ gl_shader_stage stage:8; /** The shader stage in a non SSO linked program that follows this stage, * such as MESA_SHADER_FRAGMENT. */ gl_shader_stage next_stage:8; /* Number of textures used by this shader */ uint8_t num_textures; /* Number of uniform buffers used by this shader */ uint8_t num_ubos; /* Number of atomic buffers used by this shader */ uint8_t num_abos; /* Number of shader storage buffers (max .driver_location + 1) used by this * shader. In the case of nir_lower_atomics_to_ssbo being used, this will * be the number of actual SSBOs in gl_program->info, and the lowered SSBOs * and atomic counters in nir_shader->info. */ uint8_t num_ssbos; /* Number of images used by this shader */ uint8_t num_images; /* Index of the last MSAA image. */ int8_t last_msaa_image; /* Which inputs are actually read */ uint64_t inputs_read; /* Which outputs are actually written */ uint64_t outputs_written; /* Which outputs are actually read */ uint64_t outputs_read; /* Which system values are actually read */ uint64_t system_values_read; /* Which patch inputs are actually read */ uint32_t patch_inputs_read; /* Which patch outputs are actually written */ uint32_t patch_outputs_written; /* Which patch outputs are read */ uint32_t patch_outputs_read; /* Which inputs are read indirectly (subset of inputs_read) */ uint64_t inputs_read_indirectly; /* Which outputs are read or written indirectly */ uint64_t outputs_accessed_indirectly; /* Which patch inputs are read indirectly (subset of patch_inputs_read) */ uint64_t patch_inputs_read_indirectly; /* Which patch outputs are read or written indirectly */ uint64_t patch_outputs_accessed_indirectly; /** Bitfield of which textures are used */ uint32_t textures_used; /** Bitfield of which textures are used by texelFetch() */ uint32_t textures_used_by_txf; /** Bitfield of which images are used */ uint32_t images_used; /* SPV_KHR_float_controls: execution mode for floating point ops */ uint16_t float_controls_execution_mode; /* The size of the gl_ClipDistance[] array, if declared. */ uint8_t clip_distance_array_size:4; /* The size of the gl_CullDistance[] array, if declared. */ uint8_t cull_distance_array_size:4; /* Whether or not this shader ever uses textureGather() */ bool uses_texture_gather:1; /** * True if this shader uses the fddx/fddy opcodes. * * Note that this does not include the "fine" and "coarse" variants. */ bool uses_fddx_fddy:1; /** * True if this shader uses 64-bit ALU operations */ bool uses_64bit:1; /* Whether the first UBO is the default uniform buffer, i.e. uniforms. */ bool first_ubo_is_default_ubo:1; /* Whether or not separate shader objects were used */ bool separate_shader:1; /** Was this shader linked with any transform feedback varyings? */ bool has_transform_feedback_varyings:1; /* Whether flrp has been lowered. */ bool flrp_lowered:1; /* Whether the shader writes memory, including transform feedback. */ bool writes_memory:1; /* Whether gl_Layer is viewport-relative */ bool layer_viewport_relative:1; union { struct { /* Which inputs are doubles */ uint64_t double_inputs; /* For AMD-specific driver-internal shaders. It replaces vertex * buffer loads with code generating VS inputs from scalar registers. * * Valid values: SI_VS_BLIT_SGPRS_POS_* */ uint8_t blit_sgprs_amd:4; /* True if the shader writes position in window space coordinates pre-transform */ bool window_space_position:1; } vs; struct { /** The output primitive type (GL enum value) */ uint16_t output_primitive; /** The input primitive type (GL enum value) */ uint16_t input_primitive; /** The maximum number of vertices the geometry shader might write. */ uint16_t vertices_out; /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ uint8_t invocations; /** The number of vertices recieves per input primitive (max. 6) */ uint8_t vertices_in:3; /** Whether or not this shader uses EndPrimitive */ bool uses_end_primitive:1; /** Whether or not this shader uses non-zero streams */ bool uses_streams:1; } gs; struct { bool uses_discard:1; bool uses_demote:1; /** * True if this fragment shader requires helper invocations. This * can be caused by the use of ALU derivative ops, texture * instructions which do implicit derivatives, and the use of quad * subgroup operations. */ bool needs_helper_invocations:1; /** * Whether any inputs are declared with the "sample" qualifier. */ bool uses_sample_qualifier:1; /** * Whether early fragment tests are enabled as defined by * ARB_shader_image_load_store. */ bool early_fragment_tests:1; /** * Defined by INTEL_conservative_rasterization. */ bool inner_coverage:1; bool post_depth_coverage:1; /** * \name ARB_fragment_coord_conventions * @{ */ bool pixel_center_integer:1; bool origin_upper_left:1; /*@}*/ bool pixel_interlock_ordered:1; bool pixel_interlock_unordered:1; bool sample_interlock_ordered:1; bool sample_interlock_unordered:1; /** * Flags whether NIR's base types on the FS color outputs should be * ignored. * * GLSL requires that fragment shader output base types match the * render target's base types for the behavior to be defined. From * the GL 4.6 spec: * * "If the values written by the fragment shader do not match the * format(s) of the corresponding color buffer(s), the result is * undefined." * * However, for NIR shaders translated from TGSI, we don't have the * output types any more, so the driver will need to do whatever * fixups are necessary to handle effectively untyped data being * output from the FS. */ bool untyped_color_outputs:1; /** gl_FragDepth layout for ARB_conservative_depth. */ enum gl_frag_depth_layout depth_layout:3; } fs; struct { uint16_t local_size[3]; uint16_t max_variable_local_size; bool local_size_variable:1; uint8_t user_data_components_amd:3; /* * Arrangement of invocations used to calculate derivatives in a compute * shader. From NV_compute_shader_derivatives. */ enum gl_derivative_group derivative_group:2; /** * Size of shared variables accessed by the compute shader. */ unsigned shared_size; /** * pointer size is: * AddressingModelLogical: 0 (default) * AddressingModelPhysical32: 32 * AddressingModelPhysical64: 64 */ unsigned ptr_size; } cs; /* Applies to both TCS and TES. */ struct { uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ /** The number of vertices in the TCS output patch. */ uint8_t tcs_vertices_out; enum gl_tess_spacing spacing:2; /** Is the vertex order counterclockwise? */ bool ccw:1; bool point_mode:1; /* Bit mask of TCS per-vertex inputs (VS outputs) that are used * with a vertex index that is NOT the invocation id */ uint64_t tcs_cross_invocation_inputs_read; /* Bit mask of TCS per-vertex outputs that are used * with a vertex index that is NOT the invocation id */ uint64_t tcs_cross_invocation_outputs_read; } tess; }; } shader_info; #ifdef __cplusplus } #endif #endif /* SHADER_INFO_H */