amd: Move all amd/common code that depends on LLVM to amd/llvm.
[mesa.git] / src / amd / llvm / ac_shader_abi.h
diff --git a/src/amd/llvm/ac_shader_abi.h b/src/amd/llvm/ac_shader_abi.h
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+/*
+ * 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 */