* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
- *
- * Authors: Tom Stellard <thomas.stellard@amd.com>
- *
*/
-#pragma once
+#ifndef AC_BINARY_H
+#define AC_BINARY_H
#include <stdint.h>
+#include <stdbool.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
struct ac_shader_reloc {
char name[32];
};
struct ac_shader_binary {
+ unsigned code_size;
+ unsigned config_size;
+ /** The number of bytes of config information for each global symbol.
+ */
+ unsigned config_size_per_symbol;
+ unsigned rodata_size;
+ unsigned global_symbol_count;
+ unsigned reloc_count;
+
/** Shader code */
unsigned char *code;
- unsigned code_size;
/** Config/Context register state that accompanies this shader.
* This is a stream of dword pairs. First dword contains the
* register address, the second dword contains the value.*/
unsigned char *config;
- unsigned config_size;
- /** The number of bytes of config information for each global symbol.
- */
- unsigned config_size_per_symbol;
/** Constant data accessed by the shader. This will be uploaded
* into a constant buffer. */
unsigned char *rodata;
- unsigned rodata_size;
/** List of symbol offsets for the shader */
uint64_t *global_symbol_offsets;
- unsigned global_symbol_count;
struct ac_shader_reloc *relocs;
- unsigned reloc_count;
/** Disassembled shader in a string. */
char *disasm_string;
+ char *llvm_ir_string;
};
struct ac_shader_config {
* Parse the elf binary stored in \p elf_data and create a
* ac_shader_binary object.
*/
-void ac_elf_read(const char *elf_data, unsigned elf_size,
+bool ac_elf_read(const char *elf_data, unsigned elf_size,
struct ac_shader_binary *binary);
+/**
+ * @returns A pointer to the start of the configuration information for
+ * the function starting at \p symbol_offset of the binary.
+ */
+const unsigned char *ac_shader_binary_config_start(
+ const struct ac_shader_binary *binary,
+ uint64_t symbol_offset);
+
void ac_shader_binary_read_config(struct ac_shader_binary *binary,
struct ac_shader_config *conf,
- unsigned symbol_offset);
+ unsigned symbol_offset,
+ bool supports_spill);
+void ac_shader_binary_clean(struct ac_shader_binary *b);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* AC_BINARY_H */