radv: allow to set dynamic sample locations to the depth decompress pass
[mesa.git] / src / amd / vulkan / radv_shader.h
index d9fc64aeb9a819dc7041552a9594139ad7410528..bfd2787a1234f26e2292df0e1340b2f12bb9229e 100644 (file)
@@ -66,11 +66,17 @@ struct radv_vs_variant_key {
        uint32_t instance_rate_inputs;
        uint32_t instance_rate_divisors[MAX_VERTEX_ATTRIBS];
        uint8_t vertex_attribute_formats[MAX_VERTEX_ATTRIBS];
+       uint32_t vertex_attribute_bindings[MAX_VERTEX_ATTRIBS];
+       uint32_t vertex_attribute_offsets[MAX_VERTEX_ATTRIBS];
+       uint32_t vertex_attribute_strides[MAX_VERTEX_ATTRIBS];
 
        /* For 2_10_10_10 formats the alpha is handled as unsigned by pre-vega HW.
         * so we may need to fix it up. */
        uint64_t alpha_adjust;
 
+       /* For some formats the channels have to be shuffled. */
+       uint32_t post_shuffle;
+
        uint32_t as_es:1;
        uint32_t as_ls:1;
        uint32_t export_prim_id:1;
@@ -331,6 +337,9 @@ struct radv_shader_slab {
 void
 radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
                  bool allow_copies);
+bool
+radv_nir_lower_ycbcr_textures(nir_shader *shader,
+                             const struct radv_pipeline_layout *layout);
 
 nir_shader *
 radv_shader_compile_to_nir(struct radv_device *device,
@@ -338,7 +347,8 @@ radv_shader_compile_to_nir(struct radv_device *device,
                           const char *entrypoint_name,
                           gl_shader_stage stage,
                           const VkSpecializationInfo *spec_info,
-                          const VkPipelineCreateFlags flags);
+                          const VkPipelineCreateFlags flags,
+                          const struct radv_pipeline_layout *layout);
 
 void *
 radv_alloc_shader_memory(struct radv_device *device,