2 * Copyright (C) 2019 Connor Abbott <cwabbott0@gmail.com>
3 * Copyright (C) 2019 Lyude Paul <thatslyude@gmail.com>
4 * Copyright (C) 2019 Ryan Houdek <Sonicadvance1@gmail.com>
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
32 struct bifrost_header
{
34 // If true, convert any infinite result of any floating-point operation to
35 // the biggest representable number.
36 unsigned suppress_inf
: 1;
37 // Convert any NaN results to 0.
38 unsigned suppress_nan
: 1;
40 // true if the execution mask of the next clause is the same as the mask of
41 // the current clause.
42 unsigned back_to_back
: 1;
43 unsigned no_end_of_shader
: 1;
45 // Set to true for fragment shaders, to implement this bit of spec text
46 // from section 7.1.5 of the GLSL ES spec:
48 // "Stores to image and buffer variables performed by helper invocations
49 // have no effect on the underlying image or buffer memory."
51 // Helper invocations are threads (invocations) corresponding to pixels in
52 // a quad that aren't actually part of the triangle, but are included to
53 // make derivatives work correctly. They're usually turned on, but they
54 // need to be masked off for GLSL-level stores. This bit seems to be the
55 // only bit that's actually different between fragment shaders and other
56 // shaders, so this is probably what it's doing.
57 unsigned elide_writes
: 1;
58 // If backToBack is off:
59 // - true for conditional branches and fallthrough
60 // - false for unconditional branches
61 // The blob seems to always set it to true if back-to-back is on.
62 unsigned branch_cond
: 1;
63 // This bit is set when the next clause writes to the data register of some
65 unsigned datareg_writebarrier
: 1;
67 unsigned scoreboard_deps
: 8;
68 unsigned scoreboard_index
: 3;
69 unsigned clause_type
: 4;
70 unsigned unk3
: 1; // part of clauseType?
71 unsigned next_clause_type
: 4;
72 unsigned unk4
: 1; // part of nextClauseType?
75 struct bifrost_fma_inst
{
80 struct bifrost_add_inst
{