nir/load_store_vectorize: rework alignment calculation
[mesa.git] / src / compiler / shader_info.h
1 /*
2 * Copyright © 2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 */
24
25 #ifndef SHADER_INFO_H
26 #define SHADER_INFO_H
27
28 #include "shader_enums.h"
29 #include <stdint.h>
30
31 #ifdef __cplusplus
32 extern "C" {
33 #endif
34
35 struct spirv_supported_capabilities {
36 bool address;
37 bool atomic_storage;
38 bool demote_to_helper_invocation;
39 bool derivative_group;
40 bool descriptor_array_dynamic_indexing;
41 bool descriptor_array_non_uniform_indexing;
42 bool descriptor_indexing;
43 bool device_group;
44 bool draw_parameters;
45 bool float32_atomic_add;
46 bool float64;
47 bool float64_atomic_add;
48 bool fragment_shader_sample_interlock;
49 bool fragment_shader_pixel_interlock;
50 bool geometry_streams;
51 bool image_ms_array;
52 bool image_read_without_format;
53 bool image_write_without_format;
54 bool int8;
55 bool int16;
56 bool int64;
57 bool int64_atomics;
58 bool integer_functions2;
59 bool kernel;
60 bool kernel_image;
61 bool literal_sampler;
62 bool min_lod;
63 bool multiview;
64 bool physical_storage_buffer_address;
65 bool post_depth_coverage;
66 bool runtime_descriptor_array;
67 bool float_controls;
68 bool shader_clock;
69 bool shader_viewport_index_layer;
70 bool stencil_export;
71 bool storage_8bit;
72 bool storage_16bit;
73 bool storage_image_ms;
74 bool subgroup_arithmetic;
75 bool subgroup_ballot;
76 bool subgroup_basic;
77 bool subgroup_quad;
78 bool subgroup_shuffle;
79 bool subgroup_vote;
80 bool tessellation;
81 bool transform_feedback;
82 bool variable_pointers;
83 bool vk_memory_model;
84 bool vk_memory_model_device_scope;
85 bool float16;
86 bool amd_fragment_mask;
87 bool amd_gcn_shader;
88 bool amd_shader_ballot;
89 bool amd_trinary_minmax;
90 bool amd_image_read_write_lod;
91 bool amd_shader_explicit_vertex_parameter;
92 bool amd_image_gather_bias_lod;
93 };
94
95 typedef struct shader_info {
96 const char *name;
97
98 /* Descriptive name provided by the client; may be NULL */
99 const char *label;
100
101 /** The shader stage, such as MESA_SHADER_VERTEX. */
102 gl_shader_stage stage:8;
103
104 /** The shader stage in a non SSO linked program that follows this stage,
105 * such as MESA_SHADER_FRAGMENT.
106 */
107 gl_shader_stage next_stage:8;
108
109 /* Number of textures used by this shader */
110 uint8_t num_textures;
111 /* Number of uniform buffers used by this shader */
112 uint8_t num_ubos;
113 /* Number of atomic buffers used by this shader */
114 uint8_t num_abos;
115 /* Number of shader storage buffers (max .driver_location + 1) used by this
116 * shader. In the case of nir_lower_atomics_to_ssbo being used, this will
117 * be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
118 * and atomic counters in nir_shader->info.
119 */
120 uint8_t num_ssbos;
121 /* Number of images used by this shader */
122 uint8_t num_images;
123
124 /* Which inputs are actually read */
125 uint64_t inputs_read;
126 /* Which outputs are actually written */
127 uint64_t outputs_written;
128 /* Which outputs are actually read */
129 uint64_t outputs_read;
130 /* Which system values are actually read */
131 uint64_t system_values_read;
132
133 /* Which patch inputs are actually read */
134 uint32_t patch_inputs_read;
135 /* Which patch outputs are actually written */
136 uint32_t patch_outputs_written;
137 /* Which patch outputs are read */
138 uint32_t patch_outputs_read;
139
140 /* Which inputs are read indirectly (subset of inputs_read) */
141 uint64_t inputs_read_indirectly;
142 /* Which outputs are read or written indirectly */
143 uint64_t outputs_accessed_indirectly;
144 /* Which patch inputs are read indirectly (subset of patch_inputs_read) */
145 uint64_t patch_inputs_read_indirectly;
146 /* Which patch outputs are read or written indirectly */
147 uint64_t patch_outputs_accessed_indirectly;
148
149 /** Bitfield of which textures are used */
150 uint32_t textures_used;
151
152 /** Bitfield of which textures are used by texelFetch() */
153 uint32_t textures_used_by_txf;
154
155 /** Bitfield of which images are used */
156 uint32_t images_used;
157 /** Bitfield of which images are buffers. */
158 uint32_t image_buffers;
159 /** Bitfield of which images are MSAA. */
160 uint32_t msaa_images;
161
162 /* SPV_KHR_float_controls: execution mode for floating point ops */
163 uint16_t float_controls_execution_mode;
164
165 /* The size of the gl_ClipDistance[] array, if declared. */
166 uint8_t clip_distance_array_size:4;
167
168 /* The size of the gl_CullDistance[] array, if declared. */
169 uint8_t cull_distance_array_size:4;
170
171 /* Whether or not this shader ever uses textureGather() */
172 bool uses_texture_gather:1;
173
174 /**
175 * True if this shader uses the fddx/fddy opcodes.
176 *
177 * Note that this does not include the "fine" and "coarse" variants.
178 */
179 bool uses_fddx_fddy:1;
180
181 /**
182 * True if this shader uses 64-bit ALU operations
183 */
184 bool uses_64bit:1;
185
186 /* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
187 bool first_ubo_is_default_ubo:1;
188
189 /* Whether or not separate shader objects were used */
190 bool separate_shader:1;
191
192 /** Was this shader linked with any transform feedback varyings? */
193 bool has_transform_feedback_varyings:1;
194
195 /* Whether flrp has been lowered. */
196 bool flrp_lowered:1;
197
198 /* Whether nir_lower_io has been called to lower derefs.
199 * nir_variables for inputs and outputs might not be present in the IR.
200 */
201 bool io_lowered:1;
202
203 /* Whether the shader writes memory, including transform feedback. */
204 bool writes_memory:1;
205
206 /* Whether gl_Layer is viewport-relative */
207 bool layer_viewport_relative:1;
208
209 union {
210 struct {
211 /* Which inputs are doubles */
212 uint64_t double_inputs;
213
214 /* For AMD-specific driver-internal shaders. It replaces vertex
215 * buffer loads with code generating VS inputs from scalar registers.
216 *
217 * Valid values: SI_VS_BLIT_SGPRS_POS_*
218 */
219 uint8_t blit_sgprs_amd:4;
220
221 /* True if the shader writes position in window space coordinates pre-transform */
222 bool window_space_position:1;
223 } vs;
224
225 struct {
226 /** The output primitive type (GL enum value) */
227 uint16_t output_primitive;
228
229 /** The input primitive type (GL enum value) */
230 uint16_t input_primitive;
231
232 /** The maximum number of vertices the geometry shader might write. */
233 uint16_t vertices_out;
234
235 /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
236 uint8_t invocations;
237
238 /** The number of vertices recieves per input primitive (max. 6) */
239 uint8_t vertices_in:3;
240
241 /** Whether or not this shader uses EndPrimitive */
242 bool uses_end_primitive:1;
243
244 /** The streams used in this shaders (max. 4) */
245 uint8_t active_stream_mask:4;
246 } gs;
247
248 struct {
249 bool uses_discard:1;
250 bool uses_demote:1;
251
252 /**
253 * True if this fragment shader requires helper invocations. This
254 * can be caused by the use of ALU derivative ops, texture
255 * instructions which do implicit derivatives, and the use of quad
256 * subgroup operations.
257 */
258 bool needs_helper_invocations:1;
259
260 /**
261 * Whether any inputs are declared with the "sample" qualifier.
262 */
263 bool uses_sample_qualifier:1;
264
265 /**
266 * Whether early fragment tests are enabled as defined by
267 * ARB_shader_image_load_store.
268 */
269 bool early_fragment_tests:1;
270
271 /**
272 * Defined by INTEL_conservative_rasterization.
273 */
274 bool inner_coverage:1;
275
276 bool post_depth_coverage:1;
277
278 /**
279 * \name ARB_fragment_coord_conventions
280 * @{
281 */
282 bool pixel_center_integer:1;
283 bool origin_upper_left:1;
284 /*@}*/
285
286 bool pixel_interlock_ordered:1;
287 bool pixel_interlock_unordered:1;
288 bool sample_interlock_ordered:1;
289 bool sample_interlock_unordered:1;
290
291 /**
292 * Flags whether NIR's base types on the FS color outputs should be
293 * ignored.
294 *
295 * GLSL requires that fragment shader output base types match the
296 * render target's base types for the behavior to be defined. From
297 * the GL 4.6 spec:
298 *
299 * "If the values written by the fragment shader do not match the
300 * format(s) of the corresponding color buffer(s), the result is
301 * undefined."
302 *
303 * However, for NIR shaders translated from TGSI, we don't have the
304 * output types any more, so the driver will need to do whatever
305 * fixups are necessary to handle effectively untyped data being
306 * output from the FS.
307 */
308 bool untyped_color_outputs:1;
309
310 /** gl_FragDepth layout for ARB_conservative_depth. */
311 enum gl_frag_depth_layout depth_layout:3;
312
313 /**
314 * Interpolation qualifiers for drivers that lowers color inputs
315 * to system values.
316 */
317 unsigned color0_interp:3; /* glsl_interp_mode */
318 bool color0_sample:1;
319 bool color0_centroid:1;
320 unsigned color1_interp:3; /* glsl_interp_mode */
321 bool color1_sample:1;
322 bool color1_centroid:1;
323 } fs;
324
325 struct {
326 uint16_t local_size[3];
327
328 bool local_size_variable:1;
329 uint8_t user_data_components_amd:3;
330
331 /*
332 * Arrangement of invocations used to calculate derivatives in a compute
333 * shader. From NV_compute_shader_derivatives.
334 */
335 enum gl_derivative_group derivative_group:2;
336
337 /**
338 * Size of shared variables accessed by the compute shader.
339 */
340 unsigned shared_size;
341
342 /**
343 * pointer size is:
344 * AddressingModelLogical: 0 (default)
345 * AddressingModelPhysical32: 32
346 * AddressingModelPhysical64: 64
347 */
348 unsigned ptr_size;
349 } cs;
350
351 /* Applies to both TCS and TES. */
352 struct {
353 uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
354
355 /** The number of vertices in the TCS output patch. */
356 uint8_t tcs_vertices_out;
357 enum gl_tess_spacing spacing:2;
358
359 /** Is the vertex order counterclockwise? */
360 bool ccw:1;
361 bool point_mode:1;
362
363 /* Bit mask of TCS per-vertex inputs (VS outputs) that are used
364 * with a vertex index that is NOT the invocation id
365 */
366 uint64_t tcs_cross_invocation_inputs_read;
367
368 /* Bit mask of TCS per-vertex outputs that are used
369 * with a vertex index that is NOT the invocation id
370 */
371 uint64_t tcs_cross_invocation_outputs_read;
372 } tess;
373 };
374 } shader_info;
375
376 #ifdef __cplusplus
377 }
378 #endif
379
380 #endif /* SHADER_INFO_H */