1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26 * Rob Clark <robclark@freedesktop.org>
35 typedef uint16_t ir3_semantic
; /* semantic name + index */
36 static inline ir3_semantic
37 ir3_semantic_name(uint8_t name
, uint16_t index
)
39 return (name
<< 8) | (index
& 0xff);
42 static inline uint8_t sem2name(ir3_semantic sem
)
47 static inline uint16_t sem2idx(ir3_semantic sem
)
52 /* Configuration key used to identify a shader variant.. different
53 * shader variants can be used to implement features not supported
54 * in hw (two sided color), binning-pass vertex shader, etc.
56 struct ir3_shader_key
{
59 /* do we need to check {v,f}saturate_{s,t,r}? */
60 unsigned has_per_samp
: 1;
63 * Vertex shader variant parameters:
65 unsigned binning_pass
: 1;
68 * Fragment shader variant parameters:
70 unsigned color_two_side
: 1;
71 unsigned half_precision
: 1;
72 /* For rendering to alpha, we need a bit of special handling
73 * since the hw always takes gl_FragColor starting from x
74 * component, rather than figuring out to take the w component.
75 * We could be more clever and generate variants for other
76 * render target formats (ie. luminance formats are xxx1), but
77 * let's start with this and see how it goes:
84 /* bitmask of sampler which needs coords clamped for vertex
87 uint16_t vsaturate_s
, vsaturate_t
, vsaturate_r
;
89 /* bitmask of sampler which needs coords clamped for frag
92 uint16_t fsaturate_s
, fsaturate_t
, fsaturate_r
;
97 ir3_shader_key_equal(struct ir3_shader_key
*a
, struct ir3_shader_key
*b
)
99 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
100 if (a
->has_per_samp
|| b
->has_per_samp
)
101 return memcmp(a
, b
, sizeof(struct ir3_shader_key
)) == 0;
102 return a
->global
== b
->global
;
105 struct ir3_shader_variant
{
108 struct ir3_shader_key key
;
110 struct ir3_info info
;
113 /* the instructions length is in units of instruction groups
114 * (4 instructions, 8 dwords):
118 /* the constants length is in units of vec4's, and is the sum of
119 * the uniforms and the built-in compiler constants
124 * + Let the frag shader determine the position/compmask for the
125 * varyings, since it is the place where we know if the varying
126 * is actually used, and if so, which components are used. So
127 * what the hw calls "outloc" is taken from the "inloc" of the
129 * + From the vert shader, we only need the output regid
132 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
133 * to bary.f instructions
136 bool frag_coord
, frag_face
;
138 /* varyings/outputs: */
139 unsigned outputs_count
;
141 ir3_semantic semantic
;
143 } outputs
[16 + 2]; /* +POSITION +PSIZE */
144 bool writes_pos
, writes_psize
;
146 /* vertices/inputs: */
147 unsigned inputs_count
;
149 ir3_semantic semantic
;
153 /* In theory inloc of fs should match outloc of vs. Or
154 * rather the outloc of the vs is 8 plus the offset passed
155 * to bary.f. Presumably that +8 is to account for
156 * gl_Position/gl_PointSize?
158 * NOTE inloc is currently aligned to 4 (we don't try
159 * to pack varyings). Changing this would likely break
160 * assumptions in few places (like setting up of flat
161 * shading in fd3_program) so be sure to check all the
162 * spots where inloc is used.
167 } inputs
[16 + 2]; /* +POSITION +FACE */
169 unsigned total_in
; /* sum of inputs (scalar) */
171 /* do we have one or more texture sample instructions: */
174 /* const reg # of first immediate, ie. 1 == c1
175 * (not regid, because TGSI thinks in terms of vec4 registers,
176 * not scalar registers)
178 unsigned first_immediate
;
179 unsigned immediates_count
;
184 /* shader variants form a linked list: */
185 struct ir3_shader_variant
*next
;
187 /* replicated here to avoid passing extra ptrs everywhere: */
189 struct ir3_shader
*shader
;
195 struct pipe_context
*pctx
;
196 const struct tgsi_token
*tokens
;
198 struct ir3_shader_variant
*variants
;
200 /* so far, only used for blit_prog shader.. values for
201 * VPC_VARYING_PS_REPL[i].MODE
207 struct ir3_shader
* ir3_shader_create(struct pipe_context
*pctx
,
208 const struct tgsi_token
*tokens
, enum shader_t type
);
209 void ir3_shader_destroy(struct ir3_shader
*shader
);
211 struct ir3_shader_variant
* ir3_shader_variant(struct ir3_shader
*shader
,
212 struct ir3_shader_key key
);
214 #endif /* IR3_SHADER_H_ */