#define IR3_SHADER_H_
#include "pipe/p_state.h"
-#include "glsl/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "ir3.h"
#include "disasm.h"
enum ir3_driver_param {
IR3_DP_VTXID_BASE = 0,
IR3_DP_VTXCNT_MAX = 1,
+ /* user-clip-plane components, up to 8x vec4's: */
+ IR3_DP_UCP0_X = 4,
+ /* .... */
+ IR3_DP_UCP7_W = 35,
+ IR3_DP_COUNT = 36 /* must be aligned to vec4 */
};
+/* Layout of constant registers:
+ *
+ * num_uniform * vec4 - user consts
+ * 4 * vec4 - UBO addresses
+ * if (vertex shader) {
+ * N * vec4 - driver params (IR3_DP_*)
+ * 1 * vec4 - stream-out addresses
+ * }
+ *
+ * TODO this could be made more dynamic, to at least skip sections
+ * that we don't need..
+ */
+#define IR3_UBOS_OFF 0 /* UBOs after user consts */
+#define IR3_DRIVER_PARAM_OFF 4 /* driver params after UBOs */
+#define IR3_TFBOS_OFF (IR3_DRIVER_PARAM_OFF + IR3_DP_COUNT/4)
+
/* Configuration key used to identify a shader variant.. different
* shader variants can be used to implement features not supported
* in hw (two sided color), binning-pass vertex shader, etc.
struct ir3_shader_key {
union {
struct {
+ /*
+ * Combined Vertex/Fragment shader parameters:
+ */
+ unsigned ucp_enables : 8;
+
/* do we need to check {v,f}saturate_{s,t,r}? */
unsigned has_per_samp : 1;
* shader:
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
+
+ /* bitmask of samplers which need astc srgb workaround: */
+ uint16_t vastc_srgb, fastc_srgb;
};
static inline bool
} outputs[16 + 2]; /* +POSITION +PSIZE */
bool writes_pos, writes_psize;
- /* vertices/inputs: */
+ /* attributes (VS) / varyings (FS):
+ * Note that sysval's should come *after* normal inputs.
+ */
unsigned inputs_count;
struct {
uint8_t slot;
enum glsl_interp_qualifier interpolate;
} inputs[16 + 2]; /* +POSITION +FACE */
- unsigned total_in; /* sum of inputs (scalar) */
+ /* sum of input components (scalar). For frag shaders, it only counts
+ * the varying inputs:
+ */
+ unsigned total_in;
+
+ /* For frag shaders, the total number of inputs (not scalar,
+ * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
+ */
+ unsigned varying_in;
/* do we have one or more texture sample instructions: */
bool has_samp;
uint32_t val[4];
} immediates[64];
+ /* for astc srgb workaround, the number/base of additional
+ * alpha tex states we need, and index of original tex states
+ */
+ struct {
+ unsigned base, count;
+ unsigned orig_idx[16];
+ } astc_srgb;
+
/* shader variants form a linked list: */
struct ir3_shader_variant *next;
struct ir3_shader *shader;
};
+typedef struct nir_shader nir_shader;
+
struct ir3_shader {
enum shader_t type;
struct ir3_compiler *compiler;
- struct pipe_context *pctx;
- const struct tgsi_token *tokens;
+ nir_shader *nir;
struct pipe_stream_output_info stream_output;
struct ir3_shader_variant *variants;
void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
-struct ir3_shader * ir3_shader_create(struct pipe_context *pctx,
+struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
const struct pipe_shader_state *cso, enum shader_t type);
void ir3_shader_destroy(struct ir3_shader *shader);
struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin);
struct fd_ringbuffer;
-void ir3_emit_consts(struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
- const struct pipe_draw_info *info, uint32_t dirty);
+struct fd_context;
+void ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
+ struct fd_context *ctx, const struct pipe_draw_info *info, uint32_t dirty);
static inline const char *
ir3_shader_stage(struct ir3_shader *shader)