extern "C" {
#endif
-struct ac_shader_reloc {
- char name[32];
- uint64_t offset;
-};
-
-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;
-
- /** 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;
-
-
- /** Constant data accessed by the shader. This will be uploaded
- * into a constant buffer. */
- unsigned char *rodata;
-
- /** List of symbol offsets for the shader */
- uint64_t *global_symbol_offsets;
-
- struct ac_shader_reloc *relocs;
-
- /** Disassembled shader in a string. */
- char *disasm_string;
- char *llvm_ir_string;
-};
-
struct ac_shader_config {
unsigned num_sgprs;
unsigned num_vgprs;
+ unsigned num_shared_vgprs; /* GFX10: number of VGPRs shared between half-waves */
unsigned spilled_sgprs;
unsigned spilled_vgprs;
unsigned lds_size; /* in HW allocation units; i.e 256 bytes on SI, 512 bytes on CI+ */
unsigned scratch_bytes_per_wave;
unsigned rsrc1;
unsigned rsrc2;
+ unsigned rsrc3;
};
-/*
- * Parse the elf binary stored in \p elf_data and create a
- * ac_shader_binary object.
- */
-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_parse_shader_binary_config(const char *data, size_t nbytes,
+ unsigned wave_size,
bool really_needs_scratch,
struct ac_shader_config *conf);
-void ac_shader_binary_read_config(struct ac_shader_binary *binary,
- struct ac_shader_config *conf,
- unsigned symbol_offset,
- bool supports_spill);
-void ac_shader_binary_clean(struct ac_shader_binary *b);
#ifdef __cplusplus
}