nir: gather which images are MSAA
[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 float64;
46 bool fragment_shader_sample_interlock;
47 bool fragment_shader_pixel_interlock;
48 bool geometry_streams;
49 bool image_ms_array;
50 bool image_read_without_format;
51 bool image_write_without_format;
52 bool int8;
53 bool int16;
54 bool int64;
55 bool int64_atomics;
56 bool integer_functions2;
57 bool kernel;
58 bool min_lod;
59 bool multiview;
60 bool physical_storage_buffer_address;
61 bool post_depth_coverage;
62 bool runtime_descriptor_array;
63 bool float_controls;
64 bool shader_clock;
65 bool shader_viewport_index_layer;
66 bool stencil_export;
67 bool storage_8bit;
68 bool storage_16bit;
69 bool storage_image_ms;
70 bool subgroup_arithmetic;
71 bool subgroup_ballot;
72 bool subgroup_basic;
73 bool subgroup_quad;
74 bool subgroup_shuffle;
75 bool subgroup_vote;
76 bool tessellation;
77 bool transform_feedback;
78 bool variable_pointers;
79 bool vk_memory_model;
80 bool vk_memory_model_device_scope;
81 bool float16;
82 bool amd_fragment_mask;
83 bool amd_gcn_shader;
84 bool amd_shader_ballot;
85 bool amd_trinary_minmax;
86 bool amd_image_read_write_lod;
87 bool amd_shader_explicit_vertex_parameter;
88 bool amd_image_gather_bias_lod;
89 };
90
91 typedef struct shader_info {
92 const char *name;
93
94 /* Descriptive name provided by the client; may be NULL */
95 const char *label;
96
97 /** The shader stage, such as MESA_SHADER_VERTEX. */
98 gl_shader_stage stage:8;
99
100 /** The shader stage in a non SSO linked program that follows this stage,
101 * such as MESA_SHADER_FRAGMENT.
102 */
103 gl_shader_stage next_stage:8;
104
105 /* Number of textures used by this shader */
106 uint8_t num_textures;
107 /* Number of uniform buffers used by this shader */
108 uint8_t num_ubos;
109 /* Number of atomic buffers used by this shader */
110 uint8_t num_abos;
111 /* Number of shader storage buffers (max .driver_location + 1) used by this
112 * shader. In the case of nir_lower_atomics_to_ssbo being used, this will
113 * be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
114 * and atomic counters in nir_shader->info.
115 */
116 uint8_t num_ssbos;
117 /* Number of images used by this shader */
118 uint8_t num_images;
119
120 /* Which inputs are actually read */
121 uint64_t inputs_read;
122 /* Which outputs are actually written */
123 uint64_t outputs_written;
124 /* Which outputs are actually read */
125 uint64_t outputs_read;
126 /* Which system values are actually read */
127 uint64_t system_values_read;
128
129 /* Which patch inputs are actually read */
130 uint32_t patch_inputs_read;
131 /* Which patch outputs are actually written */
132 uint32_t patch_outputs_written;
133 /* Which patch outputs are read */
134 uint32_t patch_outputs_read;
135
136 /* Which inputs are read indirectly (subset of inputs_read) */
137 uint64_t inputs_read_indirectly;
138 /* Which outputs are read or written indirectly */
139 uint64_t outputs_accessed_indirectly;
140 /* Which patch inputs are read indirectly (subset of patch_inputs_read) */
141 uint64_t patch_inputs_read_indirectly;
142 /* Which patch outputs are read or written indirectly */
143 uint64_t patch_outputs_accessed_indirectly;
144
145 /** Bitfield of which textures are used */
146 uint32_t textures_used;
147
148 /** Bitfield of which textures are used by texelFetch() */
149 uint32_t textures_used_by_txf;
150
151 /** Bitfield of which images are used */
152 uint32_t images_used;
153 /** Bitfield of which images are buffers. */
154 uint32_t image_buffers;
155 /** Bitfield of which images are MSAA. */
156 uint32_t msaa_images;
157
158 /* SPV_KHR_float_controls: execution mode for floating point ops */
159 uint16_t float_controls_execution_mode;
160
161 /* The size of the gl_ClipDistance[] array, if declared. */
162 uint8_t clip_distance_array_size:4;
163
164 /* The size of the gl_CullDistance[] array, if declared. */
165 uint8_t cull_distance_array_size:4;
166
167 /* Whether or not this shader ever uses textureGather() */
168 bool uses_texture_gather:1;
169
170 /**
171 * True if this shader uses the fddx/fddy opcodes.
172 *
173 * Note that this does not include the "fine" and "coarse" variants.
174 */
175 bool uses_fddx_fddy:1;
176
177 /**
178 * True if this shader uses 64-bit ALU operations
179 */
180 bool uses_64bit:1;
181
182 /* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
183 bool first_ubo_is_default_ubo:1;
184
185 /* Whether or not separate shader objects were used */
186 bool separate_shader:1;
187
188 /** Was this shader linked with any transform feedback varyings? */
189 bool has_transform_feedback_varyings:1;
190
191 /* Whether flrp has been lowered. */
192 bool flrp_lowered:1;
193
194 /* Whether the shader writes memory, including transform feedback. */
195 bool writes_memory:1;
196
197 /* Whether gl_Layer is viewport-relative */
198 bool layer_viewport_relative:1;
199
200 union {
201 struct {
202 /* Which inputs are doubles */
203 uint64_t double_inputs;
204
205 /* For AMD-specific driver-internal shaders. It replaces vertex
206 * buffer loads with code generating VS inputs from scalar registers.
207 *
208 * Valid values: SI_VS_BLIT_SGPRS_POS_*
209 */
210 uint8_t blit_sgprs_amd:4;
211
212 /* True if the shader writes position in window space coordinates pre-transform */
213 bool window_space_position:1;
214 } vs;
215
216 struct {
217 /** The output primitive type (GL enum value) */
218 uint16_t output_primitive;
219
220 /** The input primitive type (GL enum value) */
221 uint16_t input_primitive;
222
223 /** The maximum number of vertices the geometry shader might write. */
224 uint16_t vertices_out;
225
226 /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
227 uint8_t invocations;
228
229 /** The number of vertices recieves per input primitive (max. 6) */
230 uint8_t vertices_in:3;
231
232 /** Whether or not this shader uses EndPrimitive */
233 bool uses_end_primitive:1;
234
235 /** Whether or not this shader uses non-zero streams */
236 bool uses_streams:1;
237 } gs;
238
239 struct {
240 bool uses_discard:1;
241 bool uses_demote:1;
242
243 /**
244 * True if this fragment shader requires helper invocations. This
245 * can be caused by the use of ALU derivative ops, texture
246 * instructions which do implicit derivatives, and the use of quad
247 * subgroup operations.
248 */
249 bool needs_helper_invocations:1;
250
251 /**
252 * Whether any inputs are declared with the "sample" qualifier.
253 */
254 bool uses_sample_qualifier:1;
255
256 /**
257 * Whether early fragment tests are enabled as defined by
258 * ARB_shader_image_load_store.
259 */
260 bool early_fragment_tests:1;
261
262 /**
263 * Defined by INTEL_conservative_rasterization.
264 */
265 bool inner_coverage:1;
266
267 bool post_depth_coverage:1;
268
269 /**
270 * \name ARB_fragment_coord_conventions
271 * @{
272 */
273 bool pixel_center_integer:1;
274 bool origin_upper_left:1;
275 /*@}*/
276
277 bool pixel_interlock_ordered:1;
278 bool pixel_interlock_unordered:1;
279 bool sample_interlock_ordered:1;
280 bool sample_interlock_unordered:1;
281
282 /**
283 * Flags whether NIR's base types on the FS color outputs should be
284 * ignored.
285 *
286 * GLSL requires that fragment shader output base types match the
287 * render target's base types for the behavior to be defined. From
288 * the GL 4.6 spec:
289 *
290 * "If the values written by the fragment shader do not match the
291 * format(s) of the corresponding color buffer(s), the result is
292 * undefined."
293 *
294 * However, for NIR shaders translated from TGSI, we don't have the
295 * output types any more, so the driver will need to do whatever
296 * fixups are necessary to handle effectively untyped data being
297 * output from the FS.
298 */
299 bool untyped_color_outputs:1;
300
301 /** gl_FragDepth layout for ARB_conservative_depth. */
302 enum gl_frag_depth_layout depth_layout:3;
303 } fs;
304
305 struct {
306 uint16_t local_size[3];
307
308 bool local_size_variable:1;
309 uint8_t user_data_components_amd:3;
310
311 /*
312 * Arrangement of invocations used to calculate derivatives in a compute
313 * shader. From NV_compute_shader_derivatives.
314 */
315 enum gl_derivative_group derivative_group:2;
316
317 /**
318 * Size of shared variables accessed by the compute shader.
319 */
320 unsigned shared_size;
321
322 /**
323 * pointer size is:
324 * AddressingModelLogical: 0 (default)
325 * AddressingModelPhysical32: 32
326 * AddressingModelPhysical64: 64
327 */
328 unsigned ptr_size;
329 } cs;
330
331 /* Applies to both TCS and TES. */
332 struct {
333 uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
334
335 /** The number of vertices in the TCS output patch. */
336 uint8_t tcs_vertices_out;
337 enum gl_tess_spacing spacing:2;
338
339 /** Is the vertex order counterclockwise? */
340 bool ccw:1;
341 bool point_mode:1;
342
343 /* Bit mask of TCS per-vertex inputs (VS outputs) that are used
344 * with a vertex index that is NOT the invocation id
345 */
346 uint64_t tcs_cross_invocation_inputs_read;
347
348 /* Bit mask of TCS per-vertex outputs that are used
349 * with a vertex index that is NOT the invocation id
350 */
351 uint64_t tcs_cross_invocation_outputs_read;
352 } tess;
353 };
354 } shader_info;
355
356 #ifdef __cplusplus
357 }
358 #endif
359
360 #endif /* SHADER_INFO_H */