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Do this by removing the compatibility table and only using hard coded shaders when present. The hard coded shaders, along with the hard coding framework itself, can be dropped once the compiler is capable of compiling the hard coded shaders. In the meantime we don't want to risk regressing things that we know work because we temporarily can't test them. This restriction is being dropped now as the new compiler framework has been merged and we want to make use of it so it can be developed further. Signed-off-by: Frank Binns <frank.binns@imgtec.com> Reviewed-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21495>
135 lines
4.7 KiB
C
135 lines
4.7 KiB
C
/*
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* Copyright © 2022 Imagination Technologies Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef PVR_HARDCODE_SHADERS_H
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#define PVR_HARDCODE_SHADERS_H
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#include <stdbool.h>
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#include <stdint.h>
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#include <vulkan/vulkan_core.h>
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#include "compiler/shader_enums.h"
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#include "rogue/rogue.h"
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#include "util/u_dynarray.h"
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/**
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* \file pvr_hardcode.h
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*
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* \brief Contains hard coding functions.
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* This should eventually be deleted as the compiler becomes more capable.
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*/
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struct pvr_compute_shader_state;
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struct pvr_device;
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struct pvr_fragment_shader_state;
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struct pvr_hard_coding_data;
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struct pvr_vertex_shader_state;
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struct pvr_explicit_constant_usage {
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/* Hardware register number assigned to the explicit constant with the lower
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* pre_assigned offset.
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*/
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uint32_t start_offset;
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};
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struct pvr_hard_code_compute_build_info {
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rogue_ubo_data ubo_data;
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rogue_compile_time_consts_data compile_time_consts_data;
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uint32_t local_invocation_regs[2];
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uint32_t work_group_regs[3];
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uint32_t barrier_reg;
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uint32_t usc_temps;
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struct pvr_explicit_constant_usage explicit_conts_usage;
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};
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struct pvr_hard_code_graphics_build_info {
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rogue_build_data stage_data;
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rogue_common_build_data vert_common_data;
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rogue_common_build_data frag_common_data;
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struct pvr_explicit_constant_usage vert_explicit_conts_usage;
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struct pvr_explicit_constant_usage frag_explicit_conts_usage;
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};
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/* Returns true if the shader for the currently running program has a hard coded
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* shader.
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*/
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bool pvr_has_hard_coded_shaders(const struct pvr_device_info *const dev_info);
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VkResult pvr_hard_code_compute_pipeline(
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struct pvr_device *const device,
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struct pvr_compute_shader_state *const shader_state_out,
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struct pvr_hard_code_compute_build_info *const build_info_out);
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/* Returns a mask of MESA_SHADER_* (gl_shader_stage) indicating which stage
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* needs to be hard coded.
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*/
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uint32_t
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pvr_hard_code_graphics_get_flags(const struct pvr_device_info *const dev_info);
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/* pipeline_n:
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* The pipeline number. Each pipeline created requires unique hard
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* coding so a pipeline number is necessary to identify which data to use.
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* This pipeline number to request data for the first pipeline to be created
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* is 0 and should be incremented for each subsequent pipeline.
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*/
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void pvr_hard_code_graphics_shader(const struct pvr_device_info *const dev_info,
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uint32_t pipeline_n,
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gl_shader_stage stage,
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struct util_dynarray *shader_out);
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void pvr_hard_code_graphics_vertex_state(
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const struct pvr_device_info *const dev_info,
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uint32_t pipeline_n,
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struct pvr_vertex_shader_state *const vert_state_out);
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void pvr_hard_code_graphics_fragment_state(
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const struct pvr_device_info *const dev_info,
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uint32_t pipeline_n,
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struct pvr_fragment_shader_state *const frag_state_out);
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void pvr_hard_code_graphics_get_build_info(
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const struct pvr_device_info *const dev_info,
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uint32_t pipeline_n,
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gl_shader_stage stage,
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rogue_common_build_data *const common_build_data,
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rogue_build_data *const build_data,
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struct pvr_explicit_constant_usage *const explicit_const_usage);
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void pvr_hard_code_get_idfwdf_program(
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const struct pvr_device_info *const dev_info,
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struct util_dynarray *program_out,
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uint32_t *usc_shareds_out,
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uint32_t *usc_temps_out);
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void pvr_hard_code_get_passthrough_vertex_shader(
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const struct pvr_device_info *const dev_info,
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struct util_dynarray *program_out);
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void pvr_hard_code_get_passthrough_rta_vertex_shader(
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const struct pvr_device_info *const dev_info,
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struct util_dynarray *program_out);
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#endif /* PVR_HARDCODE_SHADERS_H */
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