mesa/src/intel/compiler/intel_shader_enums.h

177 lines
5.2 KiB
C
Raw Normal View History

/*
* Copyright 2024 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#ifndef INTEL_SHADER_ENUMS_H
#define INTEL_SHADER_ENUMS_H
#include <stdint.h>
#include "compiler/shader_enums.h"
#include "util/enum_operators.h"
#ifdef __cplusplus
extern "C" {
#endif
enum intel_msaa_flags {
/** Must be set whenever any dynamic MSAA is used
*
* This flag mostly exists to let us assert that the driver understands
* dynamic MSAA so we don't run into trouble with drivers that don't.
*/
INTEL_MSAA_FLAG_ENABLE_DYNAMIC = (1 << 0),
/** True if the framebuffer is multisampled */
INTEL_MSAA_FLAG_MULTISAMPLE_FBO = (1 << 1),
/** True if this shader has been dispatched per-sample */
INTEL_MSAA_FLAG_PERSAMPLE_DISPATCH = (1 << 2),
/** True if inputs should be interpolated per-sample by default */
INTEL_MSAA_FLAG_PERSAMPLE_INTERP = (1 << 3),
/** True if this shader has been dispatched with alpha-to-coverage */
INTEL_MSAA_FLAG_ALPHA_TO_COVERAGE = (1 << 4),
/** True if this shader has been dispatched coarse
*
* This is intentionally chose to be bit 15 to correspond to the coarse bit
* in the pixel interpolator messages.
*/
INTEL_MSAA_FLAG_COARSE_PI_MSG = (1 << 15),
/** True if this shader has been dispatched coarse
*
* This is intentionally chose to be bit 18 to correspond to the coarse bit
* in the render target messages.
*/
INTEL_MSAA_FLAG_COARSE_RT_WRITES = (1 << 18),
};
MESA_DEFINE_CPP_ENUM_BITFIELD_OPERATORS(intel_msaa_flags)
/**
* @defgroup Tessellator parameter enumerations.
*
* These correspond to the hardware values in 3DSTATE_TE, and are provided
* as part of the tessellation evaluation shader.
*
* @{
*/
enum intel_tess_partitioning {
INTEL_TESS_PARTITIONING_INTEGER = 0,
INTEL_TESS_PARTITIONING_ODD_FRACTIONAL = 1,
INTEL_TESS_PARTITIONING_EVEN_FRACTIONAL = 2,
};
enum intel_tess_output_topology {
INTEL_TESS_OUTPUT_TOPOLOGY_POINT = 0,
INTEL_TESS_OUTPUT_TOPOLOGY_LINE = 1,
INTEL_TESS_OUTPUT_TOPOLOGY_TRI_CW = 2,
INTEL_TESS_OUTPUT_TOPOLOGY_TRI_CCW = 3,
};
enum intel_tess_domain {
INTEL_TESS_DOMAIN_QUAD = 0,
INTEL_TESS_DOMAIN_TRI = 1,
INTEL_TESS_DOMAIN_ISOLINE = 2,
};
/** @} */
enum intel_shader_dispatch_mode {
INTEL_DISPATCH_MODE_4X1_SINGLE = 0,
INTEL_DISPATCH_MODE_4X2_DUAL_INSTANCE = 1,
INTEL_DISPATCH_MODE_4X2_DUAL_OBJECT = 2,
INTEL_DISPATCH_MODE_SIMD8 = 3,
INTEL_DISPATCH_MODE_TCS_SINGLE_PATCH = 0,
INTEL_DISPATCH_MODE_TCS_MULTI_PATCH = 2,
};
/**
* Data structure recording the relationship between the gl_varying_slot enum
* and "slots" within the vertex URB entry (VUE). A "slot" is defined as a
* single octaword within the VUE (128 bits).
*
* Note that each BRW register contains 256 bits (2 octawords), so when
* accessing the VUE in URB_NOSWIZZLE mode, each register corresponds to two
* consecutive VUE slots. When accessing the VUE in URB_INTERLEAVED mode (as
* in a vertex shader), each register corresponds to a single VUE slot, since
* it contains data for two separate vertices.
*/
struct intel_vue_map {
/**
* Bitfield representing all varying slots that are (a) stored in this VUE
* map, and (b) actually written by the shader. Does not include any of
* the additional varying slots defined in brw_varying_slot.
*/
uint64_t slots_valid;
/**
* Is this VUE map for a separate shader pipeline?
*
* Separable programs (GL_ARB_separate_shader_objects) can be mixed and matched
* without the linker having a chance to dead code eliminate unused varyings.
*
* This means that we have to use a fixed slot layout, based on the output's
* location field, rather than assigning slots in a compact contiguous block.
*/
bool separate;
/**
* Map from gl_varying_slot value to VUE slot. For gl_varying_slots that are
* not stored in a slot (because they are not written, or because
* additional processing is applied before storing them in the VUE), the
* value is -1.
*/
signed char varying_to_slot[VARYING_SLOT_TESS_MAX];
/**
* Map from VUE slot to gl_varying_slot value. For slots that do not
* directly correspond to a gl_varying_slot, the value comes from
* brw_varying_slot.
*
* For slots that are not in use, the value is BRW_VARYING_SLOT_PAD.
*/
signed char slot_to_varying[VARYING_SLOT_TESS_MAX];
/**
* Total number of VUE slots in use
*/
int num_slots;
/**
* Number of position VUE slots. If num_pos_slots > 1, primitive
* replication is being used.
*/
int num_pos_slots;
/**
* Number of per-patch VUE slots. Only valid for tessellation control
* shader outputs and tessellation evaluation shader inputs.
*/
int num_per_patch_slots;
/**
* Number of per-vertex VUE slots. Only valid for tessellation control
* shader outputs and tessellation evaluation shader inputs.
*/
int num_per_vertex_slots;
};
struct intel_cs_dispatch_info {
uint32_t group_size;
uint32_t simd_size;
uint32_t threads;
/* RightExecutionMask field used in GPGPU_WALKER. */
uint32_t right_mask;
};
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* INTEL_SHADER_ENUMS_H */