/* Based on anv: * Copyright © 2015 Intel Corporation * * Copyright © 2016 Red Hat Inc. * Copyright © 2018 Valve Corporation * * SPDX-License-Identifier: MIT */ #ifndef RADV_META_NIR_H #define RADV_META_NIR_H #include "compiler/shader_enums.h" #include "vulkan/vulkan_core.h" #include "nir_defines.h" #ifdef __cplusplus extern "C" { #endif struct radv_device; struct radeon_surf; nir_builder PRINTFLIKE(3, 4) radv_meta_nir_init_shader(struct radv_device *dev, mesa_shader_stage stage, const char *name, ...); nir_shader *radv_meta_nir_build_vs_generate_vertices(struct radv_device *dev); nir_shader *radv_meta_nir_build_fs_noop(struct radv_device *dev); nir_def *radv_meta_nir_get_global_ids(nir_builder *b, unsigned num_components); void radv_meta_nir_break_on_count(nir_builder *b, nir_variable *var, nir_def *count); nir_shader *radv_meta_nir_build_fill_memory_shader(struct radv_device *dev, uint32_t bytes_per_invocation); nir_shader *radv_meta_nir_build_copy_memory_shader(struct radv_device *dev, uint32_t bytes_per_invocation); nir_shader *radv_meta_nir_build_blit_vertex_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader(struct radv_device *dev, enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_depth(struct radv_device *dev, enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_stencil(struct radv_device *dev, enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_itob_compute_shader(struct radv_device *dev, bool is_3d); nir_shader *radv_meta_nir_build_btoi_compute_shader(struct radv_device *dev, bool is_3d); nir_shader *radv_meta_nir_build_btoi_r32g32b32_compute_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_itoi_compute_shader(struct radv_device *dev, bool src_3d, bool dst_3d, int samples); nir_shader *radv_meta_nir_build_itoi_r32g32b32_compute_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_cleari_compute_shader(struct radv_device *dev, bool is_3d, int samples); nir_shader *radv_meta_nir_build_cleari_r32g32b32_compute_shader(struct radv_device *dev); typedef nir_def *(*radv_meta_nir_texel_fetch_build_func)(nir_builder *, uint32_t, nir_def *, bool, bool); nir_def *radv_meta_nir_build_blit2d_texel_fetch(nir_builder *b, uint32_t binding, nir_def *tex_pos, bool is_3d, bool is_multisampled); nir_def *radv_meta_nir_build_blit2d_buffer_fetch(nir_builder *b, uint32_t binding, nir_def *tex_pos, bool is_3d, bool is_multisampled); nir_shader *radv_meta_nir_build_blit2d_vertex_shader(struct radv_device *device); nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader(struct radv_device *device, radv_meta_nir_texel_fetch_build_func txf_func, const char *name, bool is_3d, bool is_multisampled); nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader_depth(struct radv_device *device, radv_meta_nir_texel_fetch_build_func txf_func, const char *name, bool is_3d, bool is_multisampled); nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader_stencil(struct radv_device *device, radv_meta_nir_texel_fetch_build_func txf_func, const char *name, bool is_3d, bool is_multisampled); nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader_depth_stencil(struct radv_device *device, radv_meta_nir_texel_fetch_build_func txf_func, const char *name, bool is_3d, bool is_multisampled); void radv_meta_nir_build_clear_color_shaders(struct radv_device *dev, struct nir_shader **out_vs, struct nir_shader **out_fs, uint32_t frag_output); void radv_meta_nir_build_clear_depthstencil_shaders(struct radv_device *dev, struct nir_shader **out_vs, struct nir_shader **out_fs, bool unrestricted); nir_shader *radv_meta_nir_build_clear_htile_mask_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_clear_dcc_comp_to_single_shader(struct radv_device *dev, bool is_msaa); nir_shader *radv_meta_nir_build_copy_vrs_htile_shader(struct radv_device *device, const struct radeon_surf *surf); nir_shader *radv_meta_nir_build_dcc_retile_compute_shader(struct radv_device *dev, const struct radeon_surf *surf); nir_shader *radv_meta_nir_build_expand_depth_stencil_compute_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_dcc_decompress_compute_shader(struct radv_device *dev); nir_shader *radv_meta_nir_build_fmask_copy_compute_shader(struct radv_device *dev, int samples); nir_shader *radv_meta_nir_build_fmask_expand_compute_shader(struct radv_device *device, int samples); enum radv_meta_resolve_type { RADV_META_DEPTH_RESOLVE, RADV_META_STENCIL_RESOLVE, }; enum radv_meta_resolve_compute_type { RADV_META_RESOLVE_COMPUTE_NORM, RADV_META_RESOLVE_COMPUTE_NORM_SRGB, RADV_META_RESOLVE_COMPUTE_INTEGER, RADV_META_RESOLVE_COMPUTE_FLOAT, RADV_META_RESOLVE_COMPUTE_COUNT, }; nir_shader *radv_meta_nir_build_resolve_compute_shader(struct radv_device *dev, enum radv_meta_resolve_compute_type type, int samples); nir_shader *radv_meta_nir_build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples, enum radv_meta_resolve_type index, VkResolveModeFlagBits resolve_mode); nir_shader *radv_meta_nir_build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples); nir_shader *radv_meta_nir_build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples, enum radv_meta_resolve_type index, VkResolveModeFlagBits resolve_mode); nir_shader *radv_meta_nir_build_resolve_fs(struct radv_device *dev); nir_shader *radv_meta_nir_build_clear_hiz_compute_shader(struct radv_device *dev, int samples); #ifdef __cplusplus } #endif #endif /* RADV_META_NIR_H */