/* 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 radeon_surf; enum amd_gfx_level; nir_builder PRINTFLIKE(2, 3) radv_meta_nir_init_shader(mesa_shader_stage stage, const char *name, ...); nir_shader *radv_meta_nir_build_vs_generate_vertices(void); nir_shader *radv_meta_nir_build_fs_noop(void); 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(uint32_t bytes_per_invocation); nir_shader *radv_meta_nir_build_copy_memory_shader(uint32_t bytes_per_invocation); nir_shader *radv_meta_nir_build_blit_vertex_shader(void); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader(enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_blit_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim); nir_shader *radv_meta_nir_build_itob_compute_shader(bool is_3d); nir_shader *radv_meta_nir_build_btoi_compute_shader(bool is_3d); nir_shader *radv_meta_nir_build_itoi_compute_shader(bool src_3d, bool dst_3d, int samples); nir_shader *radv_meta_nir_build_cleari_compute_shader(bool is_3d, int samples); nir_shader *radv_meta_nir_build_cleari_96bit_compute_shader(void); 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(void); nir_shader *radv_meta_nir_build_blit2d_copy_fragment_shader(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(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(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(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 nir_shader **out_vs, struct nir_shader **out_fs, uint32_t frag_output); void radv_meta_nir_build_clear_depthstencil_shaders(struct nir_shader **out_vs, struct nir_shader **out_fs, bool unrestricted); nir_shader *radv_meta_nir_build_clear_htile_mask_shader(void); nir_shader *radv_meta_nir_build_clear_dcc_comp_to_single_shader(bool is_msaa); nir_shader *radv_meta_nir_build_copy_vrs_htile_shader(enum amd_gfx_level gfx_level, uint32_t gb_addr_config, const struct radeon_surf *surf); nir_shader *radv_meta_nir_build_dcc_retile_compute_shader(enum amd_gfx_level gfx_level, uint32_t gb_addr_config, const struct radeon_surf *surf); nir_shader *radv_meta_nir_build_expand_depth_stencil_compute_shader(void); nir_shader *radv_meta_nir_build_dcc_decompress_compute_shader(void); nir_shader *radv_meta_nir_build_fmask_copy_compute_shader(int samples); nir_shader *radv_meta_nir_build_fmask_expand_compute_shader(int samples); 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_cs(bool use_fmask, enum radv_meta_resolve_compute_type type, int samples, VkImageAspectFlags aspects, VkResolveModeFlagBits resolve_mode); nir_shader *radv_meta_nir_build_resolve_fs(bool use_fmask, int samples, bool is_integer, VkImageAspectFlags aspects, VkResolveModeFlagBits resolve_mode); nir_shader *radv_meta_nir_build_clear_hiz_compute_shader(int samples); nir_shader *radv_meta_nir_build_copy_memory_indirect_preprocess_cs(void); nir_shader *radv_meta_nir_build_copy_memory_indirect_cs(void); nir_shader *radv_meta_nir_build_copy_memory_to_image_indirect_preprocess_cs(void); nir_shader *radv_meta_nir_build_copy_memory_to_image_indirect_cs(uint8_t fmt_block_width, uint8_t fmt_block_height, uint8_t fmt_block_depth, uint8_t fmt_element_size_B, bool is_3d); nir_shader *radv_meta_nir_build_copy_memory_to_image_indirect_vs(uint8_t fmt_block_width, uint8_t fmt_block_height, uint8_t fmt_block_depth); nir_shader *radv_meta_nir_build_copy_memory_to_image_indirect_fs(VkImageAspectFlags aspect_mask, uint8_t fmt_block_width, uint8_t fmt_block_height, uint8_t fmt_element_size_B); #ifdef __cplusplus } #endif #endif /* RADV_META_NIR_H */