freedreno/ir3: fix rasterflat/glxgears
[mesa.git] / src / freedreno / ir3 / ir3_shader.h
1 /*
2 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
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 FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #ifndef IR3_SHADER_H_
28 #define IR3_SHADER_H_
29
30 #include <stdio.h>
31
32 #include "compiler/shader_enums.h"
33 #include "compiler/nir/nir.h"
34 #include "util/bitscan.h"
35
36 #include "ir3.h"
37
38 struct glsl_type;
39
40 /* driver param indices: */
41 enum ir3_driver_param {
42 /* compute shader driver params: */
43 IR3_DP_NUM_WORK_GROUPS_X = 0,
44 IR3_DP_NUM_WORK_GROUPS_Y = 1,
45 IR3_DP_NUM_WORK_GROUPS_Z = 2,
46 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
47 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
48 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
49 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
50 * glDispatchComputeIndirect() needs to load these from
51 * the info->indirect buffer. Keep that in mind when/if
52 * adding any addition CS driver params.
53 */
54 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
55
56 /* vertex shader driver params: */
57 IR3_DP_VTXID_BASE = 0,
58 IR3_DP_VTXCNT_MAX = 1,
59 /* user-clip-plane components, up to 8x vec4's: */
60 IR3_DP_UCP0_X = 4,
61 /* .... */
62 IR3_DP_UCP7_W = 35,
63 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
64 };
65
66 #define IR3_MAX_SHADER_BUFFERS 32
67 #define IR3_MAX_SHADER_IMAGES 32
68 #define IR3_MAX_SO_BUFFERS 4
69 #define IR3_MAX_SO_OUTPUTS 64
70 #define IR3_MAX_CONSTANT_BUFFERS 32
71
72
73 /**
74 * Describes the layout of shader consts. This includes:
75 * + Driver lowered UBO ranges
76 * + SSBO sizes
77 * + Image sizes/dimensions
78 * + Driver params (ie. IR3_DP_*)
79 * + TFBO addresses (for generations that do not have hardware streamout)
80 * + Lowered immediates
81 *
82 * For consts needed to pass internal values to shader which may or may not
83 * be required, rather than allocating worst-case const space, we scan the
84 * shader and allocate consts as-needed:
85 *
86 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
87 * for a given SSBO
88 *
89 * + Image dimensions: needed to calculate pixel offset, but only for
90 * images that have a image_store intrinsic
91 *
92 * Layout of constant registers, each section aligned to vec4. Note
93 * that pointer size (ubo, etc) changes depending on generation.
94 *
95 * user consts
96 * UBO addresses
97 * SSBO sizes
98 * if (vertex shader) {
99 * driver params (IR3_DP_*)
100 * if (stream_output.num_outputs > 0)
101 * stream-out addresses
102 * } else if (compute_shader) {
103 * driver params (IR3_DP_*)
104 * }
105 * immediates
106 *
107 * Immediates go last mostly because they are inserted in the CP pass
108 * after the nir -> ir3 frontend.
109 *
110 * Note UBO size in bytes should be aligned to vec4
111 */
112 struct ir3_const_state {
113 /* number of uniforms (in vec4), not including built-in compiler
114 * constants, etc.
115 */
116 unsigned num_uniforms;
117
118 unsigned num_ubos;
119
120 struct {
121 /* user const start at zero */
122 unsigned ubo;
123 /* NOTE that a3xx might need a section for SSBO addresses too */
124 unsigned ssbo_sizes;
125 unsigned image_dims;
126 unsigned driver_param;
127 unsigned tfbo;
128 unsigned immediate;
129 } offsets;
130
131 struct {
132 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
133 uint32_t count; /* number of consts allocated */
134 /* one const allocated per SSBO which has get_buffer_size,
135 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
136 * consts:
137 */
138 uint32_t off[IR3_MAX_SHADER_BUFFERS];
139 } ssbo_size;
140
141 struct {
142 uint32_t mask; /* bitmask of images that have image_store */
143 uint32_t count; /* number of consts allocated */
144 /* three const allocated per image which has image_store:
145 * + cpp (bytes per pixel)
146 * + pitch (y pitch)
147 * + array_pitch (z pitch)
148 */
149 uint32_t off[IR3_MAX_SHADER_IMAGES];
150 } image_dims;
151
152 unsigned immediate_idx;
153 unsigned immediates_count;
154 unsigned immediates_size;
155 struct {
156 uint32_t val[4];
157 } *immediates;
158 };
159
160 /**
161 * A single output for vertex transform feedback.
162 */
163 struct ir3_stream_output {
164 unsigned register_index:6; /**< 0 to 63 (OUT index) */
165 unsigned start_component:2; /** 0 to 3 */
166 unsigned num_components:3; /** 1 to 4 */
167 unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
168 unsigned dst_offset:16; /**< offset into the buffer in dwords */
169 unsigned stream:2; /**< 0 to 3 */
170 };
171
172 /**
173 * Stream output for vertex transform feedback.
174 */
175 struct ir3_stream_output_info {
176 unsigned num_outputs;
177 /** stride for an entire vertex for each buffer in dwords */
178 uint16_t stride[IR3_MAX_SO_BUFFERS];
179
180 /**
181 * Array of stream outputs, in the order they are to be written in.
182 * Selected components are tightly packed into the output buffer.
183 */
184 struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
185 };
186
187 /* Configuration key used to identify a shader variant.. different
188 * shader variants can be used to implement features not supported
189 * in hw (two sided color), binning-pass vertex shader, etc.
190 */
191 struct ir3_shader_key {
192 union {
193 struct {
194 /*
195 * Combined Vertex/Fragment shader parameters:
196 */
197 unsigned ucp_enables : 8;
198
199 /* do we need to check {v,f}saturate_{s,t,r}? */
200 unsigned has_per_samp : 1;
201
202 /*
203 * Vertex shader variant parameters:
204 */
205 unsigned vclamp_color : 1;
206
207 /*
208 * Fragment shader variant parameters:
209 */
210 unsigned sample_shading : 1;
211 unsigned msaa : 1;
212 unsigned color_two_side : 1;
213 unsigned half_precision : 1;
214 /* used when shader needs to handle flat varyings (a4xx)
215 * for front/back color inputs to frag shader:
216 */
217 unsigned rasterflat : 1;
218 unsigned fclamp_color : 1;
219 };
220 uint32_t global;
221 };
222
223 /* bitmask of sampler which needs coords clamped for vertex
224 * shader:
225 */
226 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
227
228 /* bitmask of sampler which needs coords clamped for frag
229 * shader:
230 */
231 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
232
233 /* bitmask of ms shifts */
234 uint32_t vsamples, fsamples;
235
236 /* bitmask of samplers which need astc srgb workaround: */
237 uint16_t vastc_srgb, fastc_srgb;
238 };
239
240 static inline bool
241 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
242 {
243 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
244 if (a->has_per_samp || b->has_per_samp)
245 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
246 return a->global == b->global;
247 }
248
249 /* will the two keys produce different lowering for a fragment shader? */
250 static inline bool
251 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
252 {
253 if (last_key->has_per_samp || key->has_per_samp) {
254 if ((last_key->fsaturate_s != key->fsaturate_s) ||
255 (last_key->fsaturate_t != key->fsaturate_t) ||
256 (last_key->fsaturate_r != key->fsaturate_r) ||
257 (last_key->fsamples != key->fsamples) ||
258 (last_key->fastc_srgb != key->fastc_srgb))
259 return true;
260 }
261
262 if (last_key->fclamp_color != key->fclamp_color)
263 return true;
264
265 if (last_key->color_two_side != key->color_two_side)
266 return true;
267
268 if (last_key->half_precision != key->half_precision)
269 return true;
270
271 if (last_key->rasterflat != key->rasterflat)
272 return true;
273
274 if (last_key->ucp_enables != key->ucp_enables)
275 return true;
276
277 return false;
278 }
279
280 /* will the two keys produce different lowering for a vertex shader? */
281 static inline bool
282 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
283 {
284 if (last_key->has_per_samp || key->has_per_samp) {
285 if ((last_key->vsaturate_s != key->vsaturate_s) ||
286 (last_key->vsaturate_t != key->vsaturate_t) ||
287 (last_key->vsaturate_r != key->vsaturate_r) ||
288 (last_key->vsamples != key->vsamples) ||
289 (last_key->vastc_srgb != key->vastc_srgb))
290 return true;
291 }
292
293 if (last_key->vclamp_color != key->vclamp_color)
294 return true;
295
296 if (last_key->ucp_enables != key->ucp_enables)
297 return true;
298
299 return false;
300 }
301
302 /* clears shader-key flags which don't apply to the given shader
303 * stage
304 */
305 static inline void
306 ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
307 {
308 switch (type) {
309 case MESA_SHADER_FRAGMENT:
310 if (key->has_per_samp) {
311 key->vsaturate_s = 0;
312 key->vsaturate_t = 0;
313 key->vsaturate_r = 0;
314 key->vastc_srgb = 0;
315 key->vsamples = 0;
316 }
317 break;
318 case MESA_SHADER_VERTEX:
319 key->color_two_side = false;
320 key->half_precision = false;
321 key->rasterflat = false;
322 if (key->has_per_samp) {
323 key->fsaturate_s = 0;
324 key->fsaturate_t = 0;
325 key->fsaturate_r = 0;
326 key->fastc_srgb = 0;
327 key->fsamples = 0;
328 }
329 break;
330 default:
331 /* TODO */
332 break;
333 }
334 }
335
336 /**
337 * On a4xx+a5xx, Images share state with textures and SSBOs:
338 *
339 * + Uses texture (cat5) state/instruction (isam) to read
340 * + Uses SSBO state and instructions (cat6) to write and for atomics
341 *
342 * Starting with a6xx, Images and SSBOs are basically the same thing,
343 * with texture state and isam also used for SSBO reads.
344 *
345 * On top of that, gallium makes the SSBO (shader_buffers) state semi
346 * sparse, with the first half of the state space used for atomic
347 * counters lowered to atomic buffers. We could ignore this, but I
348 * don't think we could *really* handle the case of a single shader
349 * that used the max # of textures + images + SSBOs. And once we are
350 * offsetting images by num_ssbos (or visa versa) to map them into
351 * the same hardware state, the hardware state has become coupled to
352 * the shader state, so at this point we might as well just use a
353 * mapping table to remap things from image/SSBO idx to hw idx.
354 *
355 * To make things less (more?) confusing, for the hw "SSBO" state
356 * (since it is really both SSBO and Image) I'll use the name "IBO"
357 */
358 struct ir3_ibo_mapping {
359 #define IBO_INVALID 0xff
360 /* Maps logical SSBO state to hw state: */
361 uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
362 uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
363
364 /* Maps logical Image state to hw state: */
365 uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
366 uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
367
368 /* Maps hw state back to logical SSBO or Image state:
369 *
370 * note IBO_SSBO ORd into values to indicate that the
371 * hw slot is used for SSBO state vs Image state.
372 */
373 #define IBO_SSBO 0x80
374 uint8_t ibo_to_image[32];
375 uint8_t tex_to_image[32];
376
377 uint8_t num_ibo;
378 uint8_t num_tex; /* including real textures */
379 uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
380 };
381
382 struct ir3_shader_variant {
383 struct fd_bo *bo;
384
385 /* variant id (for debug) */
386 uint32_t id;
387
388 struct ir3_shader_key key;
389
390 /* vertex shaders can have an extra version for hwbinning pass,
391 * which is pointed to by so->binning:
392 */
393 bool binning_pass;
394 struct ir3_shader_variant *binning;
395
396 struct ir3_info info;
397 struct ir3 *ir;
398
399 /* Levels of nesting of flow control:
400 */
401 unsigned branchstack;
402
403 unsigned max_sun;
404
405 /* the instructions length is in units of instruction groups
406 * (4 instructions for a3xx, 16 instructions for a4xx.. each
407 * instruction is 2 dwords):
408 */
409 unsigned instrlen;
410
411 /* the constants length is in units of vec4's, and is the sum of
412 * the uniforms and the built-in compiler constants
413 */
414 unsigned constlen;
415
416 /* About Linkage:
417 * + Let the frag shader determine the position/compmask for the
418 * varyings, since it is the place where we know if the varying
419 * is actually used, and if so, which components are used. So
420 * what the hw calls "outloc" is taken from the "inloc" of the
421 * frag shader.
422 * + From the vert shader, we only need the output regid
423 */
424
425 bool frag_coord, frag_face, color0_mrt;
426
427 /* NOTE: for input/outputs, slot is:
428 * gl_vert_attrib - for VS inputs
429 * gl_varying_slot - for VS output / FS input
430 * gl_frag_result - for FS output
431 */
432
433 /* varyings/outputs: */
434 unsigned outputs_count;
435 struct {
436 uint8_t slot;
437 uint8_t regid;
438 bool half : 1;
439 } outputs[16 + 2]; /* +POSITION +PSIZE */
440 bool writes_pos, writes_smask, writes_psize;
441
442 /* attributes (VS) / varyings (FS):
443 * Note that sysval's should come *after* normal inputs.
444 */
445 unsigned inputs_count;
446 struct {
447 uint8_t slot;
448 uint8_t regid;
449 uint8_t compmask;
450 uint8_t ncomp;
451 /* location of input (ie. offset passed to bary.f, etc). This
452 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
453 * have the OUTLOCn value offset by 8, presumably to account
454 * for gl_Position/gl_PointSize)
455 */
456 uint8_t inloc;
457 /* vertex shader specific: */
458 bool sysval : 1; /* slot is a gl_system_value */
459 /* fragment shader specific: */
460 bool bary : 1; /* fetched varying (vs one loaded into reg) */
461 bool rasterflat : 1; /* special handling for emit->rasterflat */
462 bool use_ldlv : 1; /* internal to ir3_compiler_nir */
463 bool half : 1;
464 enum glsl_interp_mode interpolate;
465 } inputs[16 + 2]; /* +POSITION +FACE */
466
467 /* sum of input components (scalar). For frag shaders, it only counts
468 * the varying inputs:
469 */
470 unsigned total_in;
471
472 /* For frag shaders, the total number of inputs (not scalar,
473 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
474 */
475 unsigned varying_in;
476
477 /* Remapping table to map Image and SSBO to hw state: */
478 struct ir3_ibo_mapping image_mapping;
479
480 /* number of samplers/textures (which are currently 1:1): */
481 int num_samp;
482
483 /* is there an implicit sampler to read framebuffer (FS only).. if
484 * so the sampler-idx is 'num_samp - 1' (ie. it is appended after
485 * the last "real" texture)
486 */
487 bool fb_read;
488
489 /* do we have one or more SSBO instructions: */
490 bool has_ssbo;
491
492 /* do we need derivatives: */
493 bool need_pixlod;
494
495 /* do we have kill, image write, etc (which prevents early-z): */
496 bool no_earlyz;
497
498 bool per_samp;
499
500 /* for astc srgb workaround, the number/base of additional
501 * alpha tex states we need, and index of original tex states
502 */
503 struct {
504 unsigned base, count;
505 unsigned orig_idx[16];
506 } astc_srgb;
507
508 /* shader variants form a linked list: */
509 struct ir3_shader_variant *next;
510
511 /* replicated here to avoid passing extra ptrs everywhere: */
512 gl_shader_stage type;
513 struct ir3_shader *shader;
514 };
515
516 struct ir3_ubo_range {
517 uint32_t offset; /* start offset of this block in const register file */
518 uint32_t start, end; /* range of block that's actually used */
519 };
520
521 struct ir3_ubo_analysis_state
522 {
523 struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
524 uint32_t size;
525 uint32_t lower_count;
526 };
527
528
529 struct ir3_shader {
530 gl_shader_stage type;
531
532 /* shader id (for debug): */
533 uint32_t id;
534 uint32_t variant_count;
535
536 /* so we know when we can disable TGSI related hacks: */
537 bool from_tgsi;
538
539 struct ir3_compiler *compiler;
540
541 struct ir3_ubo_analysis_state ubo_state;
542 struct ir3_const_state const_state;
543
544 struct nir_shader *nir;
545 struct ir3_stream_output_info stream_output;
546
547 struct ir3_shader_variant *variants;
548 };
549
550 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
551 struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
552 struct ir3_shader_key *key, bool binning_pass, bool *created);
553 struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
554 void ir3_shader_destroy(struct ir3_shader *shader);
555 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
556 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
557
558 int
559 ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
560
561 static inline const char *
562 ir3_shader_stage(struct ir3_shader *shader)
563 {
564 switch (shader->type) {
565 case MESA_SHADER_VERTEX: return "VERT";
566 case MESA_SHADER_FRAGMENT: return "FRAG";
567 case MESA_SHADER_COMPUTE: return "CL";
568 default:
569 unreachable("invalid type");
570 return NULL;
571 }
572 }
573
574 /*
575 * Helper/util:
576 */
577
578 static inline int
579 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
580 {
581 int j;
582
583 for (j = 0; j < so->outputs_count; j++)
584 if (so->outputs[j].slot == slot)
585 return j;
586
587 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
588 * in the vertex shader.. but the fragment shader doesn't know this
589 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
590 * at link time if there is no matching OUT.BCOLOR[n], we must map
591 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
592 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
593 */
594 if (slot == VARYING_SLOT_BFC0) {
595 slot = VARYING_SLOT_COL0;
596 } else if (slot == VARYING_SLOT_BFC1) {
597 slot = VARYING_SLOT_COL1;
598 } else if (slot == VARYING_SLOT_COL0) {
599 slot = VARYING_SLOT_BFC0;
600 } else if (slot == VARYING_SLOT_COL1) {
601 slot = VARYING_SLOT_BFC1;
602 } else {
603 return 0;
604 }
605
606 for (j = 0; j < so->outputs_count; j++)
607 if (so->outputs[j].slot == slot)
608 return j;
609
610 debug_assert(0);
611
612 return 0;
613 }
614
615 static inline int
616 ir3_next_varying(const struct ir3_shader_variant *so, int i)
617 {
618 while (++i < so->inputs_count)
619 if (so->inputs[i].compmask && so->inputs[i].bary)
620 break;
621 return i;
622 }
623
624 struct ir3_shader_linkage {
625 uint8_t max_loc;
626 uint8_t cnt;
627 struct {
628 uint8_t regid;
629 uint8_t compmask;
630 uint8_t loc;
631 } var[32];
632 };
633
634 static inline void
635 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
636 {
637 int i = l->cnt++;
638
639 debug_assert(i < ARRAY_SIZE(l->var));
640
641 l->var[i].regid = regid;
642 l->var[i].compmask = compmask;
643 l->var[i].loc = loc;
644 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
645 }
646
647 static inline void
648 ir3_link_shaders(struct ir3_shader_linkage *l,
649 const struct ir3_shader_variant *vs,
650 const struct ir3_shader_variant *fs)
651 {
652 int j = -1, k;
653
654 while (l->cnt < ARRAY_SIZE(l->var)) {
655 j = ir3_next_varying(fs, j);
656
657 if (j >= fs->inputs_count)
658 break;
659
660 if (fs->inputs[j].inloc >= fs->total_in)
661 continue;
662
663 k = ir3_find_output(vs, fs->inputs[j].slot);
664
665 ir3_link_add(l, vs->outputs[k].regid,
666 fs->inputs[j].compmask, fs->inputs[j].inloc);
667 }
668 }
669
670 static inline uint32_t
671 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
672 {
673 int j;
674 for (j = 0; j < so->outputs_count; j++)
675 if (so->outputs[j].slot == slot)
676 return so->outputs[j].regid;
677 return regid(63, 0);
678 }
679
680 static inline uint32_t
681 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
682 {
683 int j;
684 for (j = 0; j < so->inputs_count; j++)
685 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
686 return so->inputs[j].regid;
687 return regid(63, 0);
688 }
689
690 /* calculate register footprint in terms of half-regs (ie. one full
691 * reg counts as two half-regs).
692 */
693 static inline uint32_t
694 ir3_shader_halfregs(const struct ir3_shader_variant *v)
695 {
696 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
697 }
698
699 #endif /* IR3_SHADER_H_ */