bool amd_trinary_minmax;
bool amd_image_read_write_lod;
bool amd_shader_explicit_vertex_parameter;
+ bool amd_image_gather_bias_lod;
};
typedef struct shader_info {
uint8_t num_ssbos;
/* Number of images used by this shader */
uint8_t num_images;
- /* Index of the last MSAA image. */
- int8_t last_msaa_image;
/* Which inputs are actually read */
uint64_t inputs_read;
/* Which patch outputs are read */
uint32_t patch_outputs_read;
+ /* Which inputs are read indirectly (subset of inputs_read) */
+ uint64_t inputs_read_indirectly;
+ /* Which outputs are read or written indirectly */
+ uint64_t outputs_accessed_indirectly;
+ /* Which patch inputs are read indirectly (subset of patch_inputs_read) */
+ uint64_t patch_inputs_read_indirectly;
+ /* Which patch outputs are read or written indirectly */
+ uint64_t patch_outputs_accessed_indirectly;
+
/** Bitfield of which textures are used */
uint32_t textures_used;
/** Bitfield of which images are used */
uint32_t images_used;
+ /** Bitfield of which images are buffers. */
+ uint32_t image_buffers;
+ /** Bitfield of which images are MSAA. */
+ uint32_t msaa_images;
/* SPV_KHR_float_controls: execution mode for floating point ops */
uint16_t float_controls_execution_mode;
/* Whether flrp has been lowered. */
bool flrp_lowered:1;
+ /* Whether the shader writes memory, including transform feedback. */
+ bool writes_memory:1;
+
+ /* Whether gl_Layer is viewport-relative */
+ bool layer_viewport_relative:1;
+
union {
struct {
/* Which inputs are doubles */
/** Is the vertex order counterclockwise? */
bool ccw:1;
bool point_mode:1;
+
+ /* Bit mask of TCS per-vertex inputs (VS outputs) that are used
+ * with a vertex index that is NOT the invocation id
+ */
+ uint64_t tcs_cross_invocation_inputs_read;
+
+ /* Bit mask of TCS per-vertex outputs that are used
+ * with a vertex index that is NOT the invocation id
+ */
+ uint64_t tcs_cross_invocation_outputs_read;
} tess;
};
} shader_info;