-struct brw_stage_prog_data {
- struct {
- /** size of our binding table. */
- uint32_t size_bytes;
-
- /** @{
- * surface indices for the various groups of surfaces
- */
- uint32_t pull_constants_start;
- uint32_t texture_start;
- uint32_t gather_texture_start;
- uint32_t ubo_start;
- uint32_t abo_start;
- uint32_t image_start;
- uint32_t shader_time_start;
- /** @} */
- } binding_table;
-
- GLuint nr_params; /**< number of float params/constants */
- GLuint nr_pull_params;
- unsigned nr_image_params;
-
- unsigned curb_read_length;
- unsigned total_scratch;
-
- /**
- * Register where the thread expects to find input data from the URB
- * (typically uniforms, followed by vertex or fragment attributes).
- */
- unsigned dispatch_grf_start_reg;
-
- bool use_alt_mode; /**< Use ALT floating point mode? Otherwise, IEEE. */
-
- /* Pointers to tracked values (only valid once
- * _mesa_load_state_parameters has been called at runtime).
- */
- const gl_constant_value **param;
- const gl_constant_value **pull_param;
-
- /** Image metadata passed to the shader as uniforms. */
- struct brw_image_param *image_param;
-};
-
-/*
- * Image metadata structure as laid out in the shader parameter
- * buffer. Entries have to be 16B-aligned for the vec4 back-end to be
- * able to use them. That's okay because the padding and any unused
- * entries [most of them except when we're doing untyped surface
- * access] will be removed by the uniform packing pass.
- */
-#define BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET 0
-#define BRW_IMAGE_PARAM_OFFSET_OFFSET 4
-#define BRW_IMAGE_PARAM_SIZE_OFFSET 8
-#define BRW_IMAGE_PARAM_STRIDE_OFFSET 12
-#define BRW_IMAGE_PARAM_TILING_OFFSET 16
-#define BRW_IMAGE_PARAM_SWIZZLING_OFFSET 20
-#define BRW_IMAGE_PARAM_SIZE 24
-
-struct brw_image_param {
- /** Surface binding table index. */
- uint32_t surface_idx;
-
- /** Offset applied to the X and Y surface coordinates. */
- uint32_t offset[2];
-
- /** Surface X, Y and Z dimensions. */
- uint32_t size[3];
-
- /** X-stride in bytes, Y-stride in pixels, horizontal slice stride in
- * pixels, vertical slice stride in pixels.
- */
- uint32_t stride[4];
-
- /** Log2 of the tiling modulus in the X, Y and Z dimension. */
- uint32_t tiling[3];
-
- /**
- * Right shift to apply for bit 6 address swizzling. Two different
- * swizzles can be specified and will be applied one after the other. The
- * resulting address will be:
- *
- * addr' = addr ^ ((1 << 6) & ((addr >> swizzling[0]) ^
- * (addr >> swizzling[1])))
- *
- * Use \c 0xff if any of the swizzles is not required.
- */
- uint32_t swizzling[2];
-};
-
-/* Data about a particular attempt to compile a program. Note that
- * there can be many of these, each in a different GL state
- * corresponding to a different brw_wm_prog_key struct, with different
- * compiled programs.
- */
-struct brw_wm_prog_data {
- struct brw_stage_prog_data base;
-
- GLuint num_varying_inputs;
-
- GLuint dispatch_grf_start_reg_16;
- GLuint reg_blocks;
- GLuint reg_blocks_16;
-
- struct {
- /** @{
- * surface indices the WM-specific surfaces
- */
- uint32_t render_target_start;
- /** @} */
- } binding_table;
-
- uint8_t computed_depth_mode;
-
- bool early_fragment_tests;
- bool no_8;
- bool dual_src_blend;
- bool uses_pos_offset;
- bool uses_omask;
- bool uses_kill;
- bool pulls_bary;
- uint32_t prog_offset_16;
-
- /**
- * Mask of which interpolation modes are required by the fragment shader.
- * Used in hardware setup on gen6+.
- */
- uint32_t barycentric_interp_modes;
-
- /**
- * Map from gl_varying_slot to the position within the FS setup data
- * payload where the varying's attribute vertex deltas should be delivered.
- * For varying slots that are not used by the FS, the value is -1.
- */
- int urb_setup[VARYING_SLOT_MAX];
-};
-
-struct brw_cs_prog_data {
- struct brw_stage_prog_data base;
-
- GLuint dispatch_grf_start_reg_16;
- unsigned local_size[3];
- unsigned simd_size;
- bool uses_barrier;
- bool uses_num_work_groups;
- unsigned local_invocation_id_regs;
-
- struct {
- /** @{
- * surface indices the CS-specific surfaces
- */
- uint32_t work_groups_start;
- /** @} */
- } binding_table;
-};
-
-/**
- * Enum representing the i965-specific vertex results that don't correspond
- * exactly to any element of gl_varying_slot. The values of this enum are
- * assigned such that they don't conflict with gl_varying_slot.
- */
-typedef enum
-{
- BRW_VARYING_SLOT_NDC = VARYING_SLOT_MAX,
- BRW_VARYING_SLOT_PAD,
- /**
- * Technically this is not a varying but just a placeholder that
- * compile_sf_prog() inserts into its VUE map to cause the gl_PointCoord
- * builtin variable to be compiled correctly. see compile_sf_prog() for
- * more info.
- */
- BRW_VARYING_SLOT_PNTC,
- BRW_VARYING_SLOT_COUNT
-} brw_varying_slot;
-
-
-/**
- * Data structure recording the relationship between the gl_varying_slot enum
- * and "slots" within the vertex URB entry (VUE). A "slot" is defined as a
- * single octaword within the VUE (128 bits).
- *
- * Note that each BRW register contains 256 bits (2 octawords), so when
- * accessing the VUE in URB_NOSWIZZLE mode, each register corresponds to two
- * consecutive VUE slots. When accessing the VUE in URB_INTERLEAVED mode (as
- * in a vertex shader), each register corresponds to a single VUE slot, since
- * it contains data for two separate vertices.
- */
-struct brw_vue_map {
- /**
- * Bitfield representing all varying slots that are (a) stored in this VUE
- * map, and (b) actually written by the shader. Does not include any of
- * the additional varying slots defined in brw_varying_slot.
- */
- GLbitfield64 slots_valid;
-
- /**
- * Is this VUE map for a separate shader pipeline?
- *
- * Separable programs (GL_ARB_separate_shader_objects) can be mixed and matched
- * without the linker having a chance to dead code eliminate unused varyings.
- *
- * This means that we have to use a fixed slot layout, based on the output's
- * location field, rather than assigning slots in a compact contiguous block.
- */
- bool separate;
-
- /**
- * Map from gl_varying_slot value to VUE slot. For gl_varying_slots that are
- * not stored in a slot (because they are not written, or because
- * additional processing is applied before storing them in the VUE), the
- * value is -1.
- */
- signed char varying_to_slot[BRW_VARYING_SLOT_COUNT];
-
- /**
- * Map from VUE slot to gl_varying_slot value. For slots that do not
- * directly correspond to a gl_varying_slot, the value comes from
- * brw_varying_slot.
- *
- * For slots that are not in use, the value is BRW_VARYING_SLOT_COUNT (this
- * simplifies code that uses the value stored in slot_to_varying to
- * create a bit mask).
- */
- signed char slot_to_varying[BRW_VARYING_SLOT_COUNT];
-
- /**
- * Total number of VUE slots in use
- */
- int num_slots;
-};
-
-/**
- * Convert a VUE slot number into a byte offset within the VUE.
- */
-static inline GLuint brw_vue_slot_to_offset(GLuint slot)
-{
- return 16*slot;
-}
-
-/**
- * Convert a vertex output (brw_varying_slot) into a byte offset within the
- * VUE.
- */
-static inline GLuint brw_varying_to_offset(struct brw_vue_map *vue_map,
- GLuint varying)
-{
- return brw_vue_slot_to_offset(vue_map->varying_to_slot[varying]);
-}
-
-void brw_compute_vue_map(const struct brw_device_info *devinfo,
- struct brw_vue_map *vue_map,
- GLbitfield64 slots_valid,
- bool separate_shader);
-
-