#include <llvm-c/Core.h>
+#include "compiler/shader_enums.h"
+
+struct nir_variable;
+
+#define AC_LLVM_MAX_OUTPUTS (VARYING_SLOT_VAR31 + 1)
+
+#define AC_MAX_INLINE_PUSH_CONSTS 8
+
enum ac_descriptor_type {
AC_DESC_IMAGE,
AC_DESC_FMASK,
* radv to share a compiler backend.
*/
struct ac_shader_abi {
- enum chip_class chip_class;
-
LLVMValueRef base_vertex;
LLVMValueRef start_instance;
LLVMValueRef draw_id;
LLVMValueRef vertex_id;
LLVMValueRef instance_id;
+ LLVMValueRef tcs_patch_id;
+ LLVMValueRef tcs_rel_ids;
+ LLVMValueRef tes_patch_id;
+ LLVMValueRef gs_prim_id;
+ LLVMValueRef gs_invocation_id;
+ LLVMValueRef frag_pos[4];
+ LLVMValueRef front_face;
+ LLVMValueRef ancillary;
+ LLVMValueRef sample_coverage;
+ LLVMValueRef prim_mask;
+ /* CS */
+ LLVMValueRef local_invocation_ids;
+ LLVMValueRef num_work_groups;
+ LLVMValueRef workgroup_ids[3];
+ LLVMValueRef tg_size;
+
+ /* Vulkan only */
+ LLVMValueRef push_constants;
+ LLVMValueRef inline_push_consts[AC_MAX_INLINE_PUSH_CONSTS];
+ unsigned num_inline_push_consts;
+ unsigned base_inline_push_consts;
+ LLVMValueRef view_index;
+
+ LLVMValueRef outputs[AC_LLVM_MAX_OUTPUTS * 4];
/* For VS and PS: pre-loaded shader inputs.
*
*/
LLVMValueRef *inputs;
+ /* Varying -> attribute number mapping. Also NIR-only */
+ unsigned fs_input_attr_indices[MAX_VARYING];
+
void (*emit_outputs)(struct ac_shader_abi *abi,
unsigned max_outputs,
LLVMValueRef *addrs);
+ void (*emit_vertex)(struct ac_shader_abi *abi,
+ unsigned stream,
+ LLVMValueRef *addrs);
+
+ void (*emit_primitive)(struct ac_shader_abi *abi,
+ unsigned stream);
+
+ void (*emit_kill)(struct ac_shader_abi *abi, LLVMValueRef visible);
+
+ LLVMValueRef (*load_inputs)(struct ac_shader_abi *abi,
+ unsigned location,
+ unsigned driver_location,
+ unsigned component,
+ unsigned num_components,
+ unsigned vertex_index,
+ unsigned const_index,
+ LLVMTypeRef type);
+
+ LLVMValueRef (*load_tess_varyings)(struct ac_shader_abi *abi,
+ LLVMTypeRef type,
+ LLVMValueRef vertex_index,
+ LLVMValueRef param_index,
+ unsigned const_index,
+ unsigned location,
+ unsigned driver_location,
+ unsigned component,
+ unsigned num_components,
+ bool is_patch,
+ bool is_compact,
+ bool load_inputs);
+
+ void (*store_tcs_outputs)(struct ac_shader_abi *abi,
+ const struct nir_variable *var,
+ LLVMValueRef vertex_index,
+ LLVMValueRef param_index,
+ unsigned const_index,
+ LLVMValueRef src,
+ unsigned writemask);
+
+ LLVMValueRef (*load_tess_coord)(struct ac_shader_abi *abi);
+
+ LLVMValueRef (*load_patch_vertices_in)(struct ac_shader_abi *abi);
+
+ LLVMValueRef (*load_tess_level)(struct ac_shader_abi *abi,
+ unsigned varying_id);
+
+
LLVMValueRef (*load_ubo)(struct ac_shader_abi *abi, LLVMValueRef index);
/**
unsigned constant_index,
LLVMValueRef index,
enum ac_descriptor_type desc_type,
- bool image, bool write);
+ bool image, bool write,
+ bool bindless);
+
+ /**
+ * Load a Vulkan-specific resource.
+ *
+ * \param index resource index
+ * \param desc_set descriptor set
+ * \param binding descriptor set binding
+ */
+ LLVMValueRef (*load_resource)(struct ac_shader_abi *abi,
+ LLVMValueRef index,
+ unsigned desc_set,
+ unsigned binding);
+
+ LLVMValueRef (*lookup_interp_param)(struct ac_shader_abi *abi,
+ enum glsl_interp_mode interp,
+ unsigned location);
+
+ LLVMValueRef (*load_sample_position)(struct ac_shader_abi *abi,
+ LLVMValueRef sample_id);
+
+ LLVMValueRef (*load_local_group_size)(struct ac_shader_abi *abi);
+
+ LLVMValueRef (*load_sample_mask_in)(struct ac_shader_abi *abi);
+
+ LLVMValueRef (*load_base_vertex)(struct ac_shader_abi *abi);
+
+ /* Whether to clamp the shadow reference value to [0,1]on VI. Radeonsi currently
+ * uses it due to promoting D16 to D32, but radv needs it off. */
+ bool clamp_shadow_reference;
+
+ /* Whether to workaround GFX9 ignoring the stride for the buffer size if IDXEN=0
+ * and LLVM optimizes an indexed load with constant index to IDXEN=0. */
+ bool gfx9_stride_size_workaround;
};
#endif /* AC_SHADER_ABI_H */