amd: Move ac_hw_stage to its own file

Otherwise ACO has to include ac_shader_util.h which also includes NIR.

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23906>
This commit is contained in:
Konstantin Seurer 2023-06-28 17:30:43 +02:00 committed by Marge Bot
parent 82aaf1893d
commit 20beebb041
6 changed files with 109 additions and 98 deletions

View file

@ -0,0 +1,105 @@
/*
* Copyright 2023 Advanced Micro Devices, Inc.
* SPDX-License-Identifier: MIT
*/
#ifndef AC_HW_STAGE_H
#define AC_HW_STAGE_H
/**
* Shader stages as understood by AMD HW.
*
* Every HW generation has a dedicated stage for compute and PS,
* but it varies greatly over other geometry processing stages.
*
* Valid graphics shader configurations:
* (-> = merged with the next stage)
*
* -------------------------|-----|-----|----|----|----
* API shaders: VS | TCS | TES | GS |copy| FS
* Are compiled as: | | | | |
* GFX6-8 ------------------|-----|-----|----|----|----
* - VS & PS: VS | | | | | PS
* - with GS: ES | | | GS | VS | PS
* - with tess: LS | HS | VS | | | PS
* - with both: LS | HS | ES | GS | VS | PS
* GFX9-10.3/legacy --------|-----|-----|----|----|----
* - VS & PS: VS | | | | | PS
* - with GS: -> | | | GS | VS | PS
* - with tess: -> | HS | VS | | | PS
* - with both: -> | HS | -> | GS | VS | PS
* GFX10+/NGG --------------|-----|-----|----|----|----
* - VS & PS: GS | | | | | PS
* - with GS: -> | | | GS | | PS
* - with tess: -> | HS | GS | | | PS
* - with both: -> | HS | -> | GS | | PS
* -------------------------|-----|-----|----|----|----
*
* Valid mesh shading graphics pipeline configurations:
*
* -------------------------------|---------------|----
* API shaders: TS | MS | FS
* Are compiled as: | |
* GFX10.3+/NGG ------------------|---------------|----
* - mesh only: | GS | PS
* - task & mesh: CS | GS | PS
* -------------------------------|---------------|----
*
*/
enum ac_hw_stage
{
/* GFX6-8 only, merged into HS on GFX9+:
* - vertex shader (when tess is used)
*/
AC_HW_LOCAL_SHADER,
/* GFX6-8:
* - tess control shader
*
* GFX9+:
* Also known as surface shader.
* - merged vertex and tess control shader
*/
AC_HW_HULL_SHADER,
/* GFX6-8 only, merged into GS on GFX9+:
* - vertex shader before GS (when tess is not used)
* - tess eval shader before GS (when tess is used)
*/
AC_HW_EXPORT_SHADER,
/* GFX6-8:
* - geometry shader
* GFX9-10/legacy:
* - merged vertex + geometry (when tess is not used)
* - merged tess eval + geometry (when tess is used)
*/
AC_HW_LEGACY_GEOMETRY_SHADER,
/* GFX6-10/legacy only:
* - vertex shader (when tess and GS are not used)
* - tess eval shader (when GS is not used),
* - "GS copy" shader (always when GS is used)
*/
AC_HW_VERTEX_SHADER,
/* GFX10+/NGG:
* All pre-rasterization stages (after tess). Also known as primitive shader.
* - vertex shader (when tess and GS are not used)
* - tess eval shader (when GS is not used)
* - merged vertex + geometry shader (when GS is used but tess is not)
* - merged tess eval + geometry shader (when both tess and GS are used)
* - mesh shader
*/
AC_HW_NEXT_GEN_GEOMETRY_SHADER,
/* Fragment shader.
* Call it "pixel shader" because that is how HW docs call it.
*/
AC_HW_PIXEL_SHADER,
/* Compute and compute-like shaders, such as task shader and ray tracing. */
AC_HW_COMPUTE_SHADER,
};
#endif

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@ -141,102 +141,6 @@ enum ac_descriptor_type
AC_DESC_PLANE_2,
};
/**
* Shader stages as understood by AMD HW.
*
* Every HW generation has a dedicated stage for compute and PS,
* but it varies greatly over other geometry processing stages.
*
* Valid graphics shader configurations:
* (-> = merged with the next stage)
*
* -------------------------|-----|-----|----|----|----
* API shaders: VS | TCS | TES | GS |copy| FS
* Are compiled as: | | | | |
* GFX6-8 ------------------|-----|-----|----|----|----
* - VS & PS: VS | | | | | PS
* - with GS: ES | | | GS | VS | PS
* - with tess: LS | HS | VS | | | PS
* - with both: LS | HS | ES | GS | VS | PS
* GFX9-10.3/legacy --------|-----|-----|----|----|----
* - VS & PS: VS | | | | | PS
* - with GS: -> | | | GS | VS | PS
* - with tess: -> | HS | VS | | | PS
* - with both: -> | HS | -> | GS | VS | PS
* GFX10+/NGG --------------|-----|-----|----|----|----
* - VS & PS: GS | | | | | PS
* - with GS: -> | | | GS | | PS
* - with tess: -> | HS | GS | | | PS
* - with both: -> | HS | -> | GS | | PS
* -------------------------|-----|-----|----|----|----
*
* Valid mesh shading graphics pipeline configurations:
*
* -------------------------------|---------------|----
* API shaders: TS | MS | FS
* Are compiled as: | |
* GFX10.3+/NGG ------------------|---------------|----
* - mesh only: | GS | PS
* - task & mesh: CS | GS | PS
* -------------------------------|---------------|----
*
*/
enum ac_hw_stage
{
/* GFX6-8 only, merged into HS on GFX9+:
* - vertex shader (when tess is used)
*/
AC_HW_LOCAL_SHADER,
/* GFX6-8:
* - tess control shader
*
* GFX9+:
* Also known as surface shader.
* - merged vertex and tess control shader
*/
AC_HW_HULL_SHADER,
/* GFX6-8 only, merged into GS on GFX9+:
* - vertex shader before GS (when tess is not used)
* - tess eval shader before GS (when tess is used)
*/
AC_HW_EXPORT_SHADER,
/* GFX6-8:
* - geometry shader
* GFX9-10/legacy:
* - merged vertex + geometry (when tess is not used)
* - merged tess eval + geometry (when tess is used)
*/
AC_HW_LEGACY_GEOMETRY_SHADER,
/* GFX6-10/legacy only:
* - vertex shader (when tess and GS are not used)
* - tess eval shader (when GS is not used),
* - "GS copy" shader (always when GS is used)
*/
AC_HW_VERTEX_SHADER,
/* GFX10+/NGG:
* All pre-rasterization stages (after tess). Also known as primitive shader.
* - vertex shader (when tess and GS are not used)
* - tess eval shader (when GS is not used)
* - merged vertex + geometry shader (when GS is used but tess is not)
* - merged tess eval + geometry shader (when both tess and GS are used)
* - mesh shader
*/
AC_HW_NEXT_GEN_GEOMETRY_SHADER,
/* Fragment shader.
* Call it "pixel shader" because that is how HW docs call it.
*/
AC_HW_PIXEL_SHADER,
/* Compute and compute-like shaders, such as task shader and ray tracing. */
AC_HW_COMPUTE_SHADER,
};
unsigned ac_get_spi_shader_z_format(bool writes_z, bool writes_stencil, bool writes_samplemask,
bool writes_mrt0_alpha);

View file

@ -32,7 +32,7 @@
#include "util/compiler.h"
#include "ac_binary.h"
#include "ac_shader_util.h"
#include "ac_hw_stage.h"
#include "amd_family.h"
#include <algorithm>
#include <bitset>

View file

@ -27,8 +27,8 @@
#ifndef ACO_SHADER_INFO_H
#define ACO_SHADER_INFO_H
#include "ac_hw_stage.h"
#include "ac_shader_args.h"
#include "ac_shader_util.h"
#include "amd_family.h"
#include "shader_enums.h"

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@ -29,6 +29,7 @@
/* this will convert from radv shader info to the ACO one. */
#include "ac_hw_stage.h"
#include "aco_shader_info.h"
#define ASSIGN_FIELD(x) aco_info->x = radv->x

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@ -24,6 +24,7 @@
#include "si_shader_internal.h"
#include "si_pipe.h"
#include "ac_hw_stage.h"
#include "aco_interface.h"
static void