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 * TODO since shader key is starting to get larger (than 32bit)
57 * we probably should pass it around by ptr rather than value more
58 * of the places.. but watch out in ir3_shader_variant() where the
59 * key gets normalized, we need to make a copy there.
61 struct ir3_shader_key
{
62 /* bitmask of sampler which needs coords clamped for vertex
65 unsigned vsaturate_s
, vsaturate_t
, vsaturate_r
;
67 /* bitmask of sampler which needs coords clamped for frag
70 unsigned fsaturate_s
, fsaturate_t
, fsaturate_r
;
73 * Vertex shader variant parameters:
75 unsigned binning_pass
: 1;
78 * Fragment shader variant parameters:
80 unsigned color_two_side
: 1;
81 unsigned half_precision
: 1;
82 /* For rendering to alpha, we need a bit of special handling
83 * since the hw always takes gl_FragColor starting from x
84 * component, rather than figuring out to take the w component.
85 * We could be more clever and generate variants for other
86 * render target formats (ie. luminance formats are xxx1), but
87 * let's start with this and see how it goes:
92 struct ir3_shader_variant
{
95 struct ir3_shader_key key
;
100 /* the instructions length is in units of instruction groups
101 * (4 instructions, 8 dwords):
105 /* the constants length is in units of vec4's, and is the sum of
106 * the uniforms and the built-in compiler constants
111 * + Let the frag shader determine the position/compmask for the
112 * varyings, since it is the place where we know if the varying
113 * is actually used, and if so, which components are used. So
114 * what the hw calls "outloc" is taken from the "inloc" of the
116 * + From the vert shader, we only need the output regid
119 /* for frag shader, pos_regid holds the frag_pos, ie. what is passed
120 * to bary.f instructions
123 bool frag_coord
, frag_face
;
125 /* varyings/outputs: */
126 unsigned outputs_count
;
128 ir3_semantic semantic
;
130 } outputs
[16 + 2]; /* +POSITION +PSIZE */
131 bool writes_pos
, writes_psize
;
133 /* vertices/inputs: */
134 unsigned inputs_count
;
136 ir3_semantic semantic
;
140 /* In theory inloc of fs should match outloc of vs. Or
141 * rather the outloc of the vs is 8 plus the offset passed
142 * to bary.f. Presumably that +8 is to account for
143 * gl_Position/gl_PointSize?
145 * NOTE inloc is currently aligned to 4 (we don't try
146 * to pack varyings). Changing this would likely break
147 * assumptions in few places (like setting up of flat
148 * shading in fd3_program) so be sure to check all the
149 * spots where inloc is used.
154 } inputs
[16 + 2]; /* +POSITION +FACE */
156 unsigned total_in
; /* sum of inputs (scalar) */
158 /* do we have one or more texture sample instructions: */
161 /* const reg # of first immediate, ie. 1 == c1
162 * (not regid, because TGSI thinks in terms of vec4 registers,
163 * not scalar registers)
165 unsigned first_immediate
;
166 unsigned immediates_count
;
171 /* shader variants form a linked list: */
172 struct ir3_shader_variant
*next
;
174 /* replicated here to avoid passing extra ptrs everywhere: */
176 struct ir3_shader
*shader
;
182 struct pipe_context
*pctx
;
183 const struct tgsi_token
*tokens
;
185 struct ir3_shader_variant
*variants
;
187 /* so far, only used for blit_prog shader.. values for
188 * VPC_VARYING_PS_REPL[i].MODE
194 struct ir3_shader
* ir3_shader_create(struct pipe_context
*pctx
,
195 const struct tgsi_token
*tokens
, enum shader_t type
);
196 void ir3_shader_destroy(struct ir3_shader
*shader
);
198 struct ir3_shader_variant
* ir3_shader_variant(struct ir3_shader
*shader
,
199 struct ir3_shader_key key
);
201 #endif /* IR3_SHADER_H_ */