#define IR3_SHADER_H_
#include "pipe/p_state.h"
-#include "glsl/nir/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "ir3.h"
#include "disasm.h"
* 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
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_compiler *compiler;
- struct pipe_context *pctx; /* TODO replace w/ pipe_screen */
nir_shader *nir;
struct pipe_stream_output_info stream_output;
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)