/************************************************************************** * * Copyright 2008 VMware, Inc. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 TGSI_SCAN_H #define TGSI_SCAN_H #include "pipe/p_compiler.h" #include "pipe/p_state.h" #include "pipe/p_shader_tokens.h" /** * Shader summary info */ struct tgsi_shader_info { uint num_tokens; ubyte num_inputs; ubyte num_outputs; ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */ ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS]; ubyte input_interpolate[PIPE_MAX_SHADER_INPUTS]; ubyte input_interpolate_loc[PIPE_MAX_SHADER_INPUTS]; ubyte input_usage_mask[PIPE_MAX_SHADER_INPUTS]; ubyte input_cylindrical_wrap[PIPE_MAX_SHADER_INPUTS]; ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */ ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS]; ubyte num_system_values; ubyte system_value_semantic_name[PIPE_MAX_SHADER_INPUTS]; ubyte processor; uint file_mask[TGSI_FILE_COUNT]; /**< bitmask of declared registers */ uint file_count[TGSI_FILE_COUNT]; /**< number of declared registers */ int file_max[TGSI_FILE_COUNT]; /**< highest index of declared registers */ int const_file_max[PIPE_MAX_CONSTANT_BUFFERS]; uint immediate_count; /**< number of immediates declared */ uint num_instructions; uint opcode_count[TGSI_OPCODE_LAST]; /**< opcode histogram */ boolean reads_position; /**< does fragment shader read position? */ boolean reads_z; /**< does fragment shader read depth? */ boolean writes_z; /**< does fragment shader write Z value? */ boolean writes_stencil; /**< does fragment shader write stencil value? */ boolean writes_edgeflag; /**< vertex shader outputs edgeflag */ boolean uses_kill; /**< KILL or KILL_IF instruction used? */ boolean uses_instanceid; boolean uses_vertexid; boolean uses_primid; boolean uses_frontface; boolean origin_lower_left; boolean pixel_center_integer; boolean color0_writes_all_cbufs; boolean writes_viewport_index; boolean writes_layer; boolean is_msaa_sampler[PIPE_MAX_SAMPLERS]; unsigned num_written_culldistance; unsigned num_written_clipdistance; /** * Bitmask indicating which register files are accessed with * indirect addressing. The bits are (1 << TGSI_FILE_x), etc. */ unsigned indirect_files; struct { unsigned name; unsigned data[8]; } properties[TGSI_PROPERTY_COUNT]; uint num_properties; }; extern void tgsi_scan_shader(const struct tgsi_token *tokens, struct tgsi_shader_info *info); extern boolean tgsi_is_passthrough_shader(const struct tgsi_token *tokens); #endif /* TGSI_SCAN_H */