spirv: Add support for IntegerFunctions2INTEL capability
[mesa.git] / src / compiler / shader_info.h
1 /*
2 * Copyright © 2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 */
24
25 #ifndef SHADER_INFO_H
26 #define SHADER_INFO_H
27
28 #include "shader_enums.h"
29 #include <stdint.h>
30
31 #ifdef __cplusplus
32 extern "C" {
33 #endif
34
35 struct spirv_supported_capabilities {
36 bool address;
37 bool atomic_storage;
38 bool demote_to_helper_invocation;
39 bool derivative_group;
40 bool descriptor_array_dynamic_indexing;
41 bool descriptor_array_non_uniform_indexing;
42 bool descriptor_indexing;
43 bool device_group;
44 bool draw_parameters;
45 bool float64;
46 bool fragment_shader_sample_interlock;
47 bool fragment_shader_pixel_interlock;
48 bool geometry_streams;
49 bool image_ms_array;
50 bool image_read_without_format;
51 bool image_write_without_format;
52 bool int8;
53 bool int16;
54 bool int64;
55 bool int64_atomics;
56 bool integer_functions2;
57 bool kernel;
58 bool min_lod;
59 bool multiview;
60 bool physical_storage_buffer_address;
61 bool post_depth_coverage;
62 bool runtime_descriptor_array;
63 bool float_controls;
64 bool shader_clock;
65 bool shader_viewport_index_layer;
66 bool stencil_export;
67 bool storage_8bit;
68 bool storage_16bit;
69 bool storage_image_ms;
70 bool subgroup_arithmetic;
71 bool subgroup_ballot;
72 bool subgroup_basic;
73 bool subgroup_quad;
74 bool subgroup_shuffle;
75 bool subgroup_vote;
76 bool tessellation;
77 bool transform_feedback;
78 bool variable_pointers;
79 bool vk_memory_model;
80 bool vk_memory_model_device_scope;
81 bool float16;
82 bool amd_gcn_shader;
83 bool amd_shader_ballot;
84 bool amd_trinary_minmax;
85 bool amd_image_read_write_lod;
86 };
87
88 typedef struct shader_info {
89 const char *name;
90
91 /* Descriptive name provided by the client; may be NULL */
92 const char *label;
93
94 /** The shader stage, such as MESA_SHADER_VERTEX. */
95 gl_shader_stage stage:8;
96
97 /** The shader stage in a non SSO linked program that follows this stage,
98 * such as MESA_SHADER_FRAGMENT.
99 */
100 gl_shader_stage next_stage:8;
101
102 /* Number of textures used by this shader */
103 uint8_t num_textures;
104 /* Number of uniform buffers used by this shader */
105 uint8_t num_ubos;
106 /* Number of atomic buffers used by this shader */
107 uint8_t num_abos;
108 /* Number of shader storage buffers (max .driver_location + 1) used by this
109 * shader. In the case of nir_lower_atomics_to_ssbo being used, this will
110 * be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
111 * and atomic counters in nir_shader->info.
112 */
113 uint8_t num_ssbos;
114 /* Number of images used by this shader */
115 uint8_t num_images;
116 /* Index of the last MSAA image. */
117 int8_t last_msaa_image;
118
119 /* Which inputs are actually read */
120 uint64_t inputs_read;
121 /* Which outputs are actually written */
122 uint64_t outputs_written;
123 /* Which outputs are actually read */
124 uint64_t outputs_read;
125 /* Which system values are actually read */
126 uint64_t system_values_read;
127
128 /* Which patch inputs are actually read */
129 uint32_t patch_inputs_read;
130 /* Which patch outputs are actually written */
131 uint32_t patch_outputs_written;
132 /* Which patch outputs are read */
133 uint32_t patch_outputs_read;
134
135 /** Bitfield of which textures are used */
136 uint32_t textures_used;
137
138 /** Bitfield of which textures are used by texelFetch() */
139 uint32_t textures_used_by_txf;
140
141 /* SPV_KHR_float_controls: execution mode for floating point ops */
142 uint16_t float_controls_execution_mode;
143
144 /* The size of the gl_ClipDistance[] array, if declared. */
145 uint8_t clip_distance_array_size:4;
146
147 /* The size of the gl_CullDistance[] array, if declared. */
148 uint8_t cull_distance_array_size:4;
149
150 /* Whether or not this shader ever uses textureGather() */
151 bool uses_texture_gather:1;
152
153 /**
154 * True if this shader uses the fddx/fddy opcodes.
155 *
156 * Note that this does not include the "fine" and "coarse" variants.
157 */
158 bool uses_fddx_fddy:1;
159
160 /**
161 * True if this shader uses 64-bit ALU operations
162 */
163 bool uses_64bit:1;
164
165 /* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
166 bool first_ubo_is_default_ubo:1;
167
168 /* Whether or not separate shader objects were used */
169 bool separate_shader:1;
170
171 /** Was this shader linked with any transform feedback varyings? */
172 bool has_transform_feedback_varyings:1;
173
174 /* Whether flrp has been lowered. */
175 bool flrp_lowered:1;
176
177 union {
178 struct {
179 /* Which inputs are doubles */
180 uint64_t double_inputs;
181
182 /* For AMD-specific driver-internal shaders. It replaces vertex
183 * buffer loads with code generating VS inputs from scalar registers.
184 *
185 * Valid values: SI_VS_BLIT_SGPRS_POS_*
186 */
187 uint8_t blit_sgprs_amd:4;
188
189 /* True if the shader writes position in window space coordinates pre-transform */
190 bool window_space_position:1;
191 } vs;
192
193 struct {
194 /** The output primitive type (GL enum value) */
195 uint16_t output_primitive;
196
197 /** The input primitive type (GL enum value) */
198 uint16_t input_primitive;
199
200 /** The maximum number of vertices the geometry shader might write. */
201 uint16_t vertices_out;
202
203 /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
204 uint8_t invocations;
205
206 /** The number of vertices recieves per input primitive (max. 6) */
207 uint8_t vertices_in:3;
208
209 /** Whether or not this shader uses EndPrimitive */
210 bool uses_end_primitive:1;
211
212 /** Whether or not this shader uses non-zero streams */
213 bool uses_streams:1;
214 } gs;
215
216 struct {
217 bool uses_discard:1;
218
219 /**
220 * True if this fragment shader requires helper invocations. This
221 * can be caused by the use of ALU derivative ops, texture
222 * instructions which do implicit derivatives, and the use of quad
223 * subgroup operations.
224 */
225 bool needs_helper_invocations:1;
226
227 /**
228 * Whether any inputs are declared with the "sample" qualifier.
229 */
230 bool uses_sample_qualifier:1;
231
232 /**
233 * Whether early fragment tests are enabled as defined by
234 * ARB_shader_image_load_store.
235 */
236 bool early_fragment_tests:1;
237
238 /**
239 * Defined by INTEL_conservative_rasterization.
240 */
241 bool inner_coverage:1;
242
243 bool post_depth_coverage:1;
244
245 /**
246 * \name ARB_fragment_coord_conventions
247 * @{
248 */
249 bool pixel_center_integer:1;
250 bool origin_upper_left:1;
251 /*@}*/
252
253 bool pixel_interlock_ordered:1;
254 bool pixel_interlock_unordered:1;
255 bool sample_interlock_ordered:1;
256 bool sample_interlock_unordered:1;
257
258 /**
259 * Flags whether NIR's base types on the FS color outputs should be
260 * ignored.
261 *
262 * GLSL requires that fragment shader output base types match the
263 * render target's base types for the behavior to be defined. From
264 * the GL 4.6 spec:
265 *
266 * "If the values written by the fragment shader do not match the
267 * format(s) of the corresponding color buffer(s), the result is
268 * undefined."
269 *
270 * However, for NIR shaders translated from TGSI, we don't have the
271 * output types any more, so the driver will need to do whatever
272 * fixups are necessary to handle effectively untyped data being
273 * output from the FS.
274 */
275 bool untyped_color_outputs:1;
276
277 /** gl_FragDepth layout for ARB_conservative_depth. */
278 enum gl_frag_depth_layout depth_layout:3;
279 } fs;
280
281 struct {
282 uint16_t local_size[3];
283
284 bool local_size_variable:1;
285 uint8_t user_data_components_amd:3;
286
287 /*
288 * Arrangement of invocations used to calculate derivatives in a compute
289 * shader. From NV_compute_shader_derivatives.
290 */
291 enum gl_derivative_group derivative_group:2;
292
293 /**
294 * Size of shared variables accessed by the compute shader.
295 */
296 unsigned shared_size;
297
298 /**
299 * pointer size is:
300 * AddressingModelLogical: 0 (default)
301 * AddressingModelPhysical32: 32
302 * AddressingModelPhysical64: 64
303 */
304 unsigned ptr_size;
305 } cs;
306
307 /* Applies to both TCS and TES. */
308 struct {
309 uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
310
311 /** The number of vertices in the TCS output patch. */
312 uint8_t tcs_vertices_out;
313 enum gl_tess_spacing spacing:2;
314
315 /** Is the vertex order counterclockwise? */
316 bool ccw:1;
317 bool point_mode:1;
318 } tess;
319 };
320 } shader_info;
321
322 #ifdef __cplusplus
323 }
324 #endif
325
326 #endif /* SHADER_INFO_H */