--- /dev/null
+/*
+ * Copyright 2017 Advanced Micro Devices, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, and/or sell copies of the Software, and to permit persons to whom
+ * the Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+ * DAMAGES OR OTHER 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.
+ */
+
+#ifndef AC_SHADER_ABI_H
+#define AC_SHADER_ABI_H
+
+#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,
+ AC_DESC_SAMPLER,
+ AC_DESC_BUFFER,
+ AC_DESC_PLANE_0,
+ AC_DESC_PLANE_1,
+ AC_DESC_PLANE_2,
+};
+
+/* Document the shader ABI during compilation. This is what allows radeonsi and
+ * radv to share a compiler backend.
+ */
+struct ac_shader_abi {
+ 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;
+
+ /* PS */
+ LLVMValueRef frag_pos[4];
+ LLVMValueRef front_face;
+ LLVMValueRef ancillary;
+ LLVMValueRef sample_coverage;
+ LLVMValueRef prim_mask;
+ LLVMValueRef color0;
+ LLVMValueRef color1;
+ LLVMValueRef user_data;
+ LLVMValueRef persp_sample;
+ LLVMValueRef persp_center;
+ LLVMValueRef persp_centroid;
+ LLVMValueRef linear_sample;
+ LLVMValueRef linear_center;
+ LLVMValueRef linear_centroid;
+
+ /* 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.
+ *
+ * Currently only used for NIR shaders; indexed by variables'
+ * driver_location.
+ */
+ 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,
+ bool load_default_state);
+
+
+ LLVMValueRef (*load_ubo)(struct ac_shader_abi *abi, LLVMValueRef index);
+
+ /**
+ * Load the descriptor for the given buffer.
+ *
+ * \param buffer the buffer as presented in NIR: this is the descriptor
+ * in Vulkan, and the buffer index in OpenGL/Gallium
+ * \param write whether buffer contents will be written
+ */
+ LLVMValueRef (*load_ssbo)(struct ac_shader_abi *abi,
+ LLVMValueRef buffer, bool write);
+
+ /**
+ * Load a descriptor associated to a sampler.
+ *
+ * \param descriptor_set the descriptor set index (only for Vulkan)
+ * \param base_index the base index of the sampler variable
+ * \param constant_index constant part of an array index (or 0, if the
+ * sampler variable is not an array)
+ * \param index non-constant part of an array index (may be NULL)
+ * \param desc_type the type of descriptor to load
+ * \param image whether the descriptor is loaded for an image operation
+ */
+ LLVMValueRef (*load_sampler_desc)(struct ac_shader_abi *abi,
+ unsigned descriptor_set,
+ unsigned base_index,
+ unsigned constant_index,
+ LLVMValueRef index,
+ enum ac_descriptor_type desc_type,
+ 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 (*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);
+
+ LLVMValueRef (*emit_fbfetch)(struct ac_shader_abi *abi);
+
+ /* Whether to clamp the shadow reference value to [0,1]on GFX8. Radeonsi currently
+ * uses it due to promoting D16 to D32, but radv needs it off. */
+ bool clamp_shadow_reference;
+ bool interp_at_sample_force_center;
+
+ /* Whether bounds checks are required */
+ bool robust_buffer_access;
+};
+
+#endif /* AC_SHADER_ABI_H */