mesa/src/compiler/shader_info.h
Jason Ekstrand 25efd787cf compiler: Move double_inputs to gl_program::DualSlotInputs
Previously, we had two field in shader_info: double_inputs_read and
double_inputs.  Presumably, the one was for all double inputs that are
read and the other is all that exist.  However, because nir_gather_info
regenerates these two values, there is a possibility, if a variable gets
deleted, that the value of double_inputs could change over time.  This
is a problem because double_inputs is used to remap the input locations
to a two-slot-per-dvec3/4 scheme for i965.  If that mapping were to
change between glsl_to_nir and back-end state setup, we would fall over
when trying to map the NIR outputs back onto the GL location space.

This commit changes the way slot re-mapping works.  Instead of the
double_inputs field in shader_info, it adds a DualSlotInputs bitfield to
gl_program.  By having it in gl_program, we more easily guarantee that
NIR passes won't touch it after it's been set.  It also makes more sense
to put it in a GL data structure since it's really a mapping from GL
slots to back-end and/or NIR slots and not really a NIR shader thing.

Tested-by: Alejandro Piñeiro <apinheiro@igalia.com> (ARB_gl_spirv tests)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-09-06 16:07:50 -05:00

223 lines
6.3 KiB
C

/*
* Copyright © 2016 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
*/
#ifndef SHADER_INFO_H
#define SHADER_INFO_H
#include "shader_enums.h"
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
struct spirv_supported_capabilities {
bool float64;
bool image_ms_array;
bool tessellation;
bool device_group;
bool draw_parameters;
bool image_read_without_format;
bool image_write_without_format;
bool int64;
bool multiview;
bool variable_pointers;
bool storage_16bit;
bool int16;
bool shader_viewport_index_layer;
bool subgroup_arithmetic;
bool subgroup_ballot;
bool subgroup_basic;
bool subgroup_quad;
bool subgroup_shuffle;
bool subgroup_vote;
bool gcn_shader;
bool trinary_minmax;
bool descriptor_array_dynamic_indexing;
bool runtime_descriptor_array;
bool stencil_export;
bool atomic_storage;
bool storage_8bit;
bool post_depth_coverage;
bool transform_feedback;
bool geometry_streams;
};
typedef struct shader_info {
const char *name;
/* Descriptive name provided by the client; may be NULL */
const char *label;
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
/** The shader stage in a non SSO linked program that follows this stage,
* such as MESA_SHADER_FRAGMENT.
*/
gl_shader_stage next_stage;
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */
unsigned num_ubos;
/* Number of atomic buffers used by this shader */
unsigned num_abos;
/* Number of shader storage buffers used by this shader */
unsigned num_ssbos;
/* Number of images used by this shader */
unsigned num_images;
/* Which inputs are actually read */
uint64_t inputs_read;
/* Which outputs are actually written */
uint64_t outputs_written;
/* Which outputs are actually read */
uint64_t outputs_read;
/* Which system values are actually read */
uint64_t system_values_read;
/* Which patch inputs are actually read */
uint32_t patch_inputs_read;
/* Which patch outputs are actually written */
uint32_t patch_outputs_written;
/* Which patch outputs are read */
uint32_t patch_outputs_read;
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather;
/** Bitfield of which textures are used by texelFetch() */
uint32_t textures_used_by_txf;
/**
* True if this shader uses the fddx/fddy opcodes.
*
* Note that this does not include the "fine" and "coarse" variants.
*/
bool uses_fddx_fddy;
/* The size of the gl_ClipDistance[] array, if declared. */
unsigned clip_distance_array_size;
/* The size of the gl_CullDistance[] array, if declared. */
unsigned cull_distance_array_size;
/* Whether or not separate shader objects were used */
bool separate_shader;
/** Was this shader linked with any transform feedback varyings? */
bool has_transform_feedback_varyings;
union {
struct {
/* Which inputs are doubles */
uint64_t double_inputs;
} vs;
struct {
/** The number of vertices recieves per input primitive */
unsigned vertices_in;
/** The output primitive type (GL enum value) */
unsigned output_primitive;
/** The input primitive type (GL enum value) */
unsigned input_primitive;
/** The maximum number of vertices the geometry shader might write. */
unsigned vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
unsigned invocations;
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive;
/** Whether or not this shader uses non-zero streams */
bool uses_streams;
} gs;
struct {
bool uses_discard;
/**
* Whether any inputs are declared with the "sample" qualifier.
*/
bool uses_sample_qualifier;
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
*/
bool early_fragment_tests;
/**
* Defined by INTEL_conservative_rasterization.
*/
bool inner_coverage;
bool post_depth_coverage;
bool pixel_center_integer;
bool pixel_interlock_ordered;
bool pixel_interlock_unordered;
bool sample_interlock_ordered;
bool sample_interlock_unordered;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;
struct {
unsigned local_size[3];
bool local_size_variable;
/**
* Size of shared variables accessed by the compute shader.
*/
unsigned shared_size;
} cs;
/* Applies to both TCS and TES. */
struct {
/** The number of vertices in the TCS output patch. */
unsigned tcs_vertices_out;
uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
enum gl_tess_spacing spacing;
/** Is the vertex order counterclockwise? */
bool ccw;
bool point_mode;
} tess;
};
} shader_info;
#ifdef __cplusplus
}
#endif
#endif /* SHADER_INFO_H */