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While analyzing glsl shaders, keep a bitmask of texture buffers. This information is needed by panfrost. Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38490>
628 lines
20 KiB
C
628 lines
20 KiB
C
/*
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* Copyright © 2016 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is 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
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* THE 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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#ifndef SHADER_INFO_H
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#define SHADER_INFO_H
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#include "util/bitset.h"
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#include "util/mesa-blake3.h"
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#include "shader_enums.h"
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define MAX_XFB_BUFFERS 4
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#define MAX_INLINABLE_UNIFORMS 4
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typedef struct shader_info {
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const char *name;
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/* Descriptive name provided by the client; may be NULL */
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const char *label;
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/* Shader is internal, and should be ignored by things like NIR_DEBUG=print */
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bool internal;
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/* BLAKE3 of the original source, used by shader detection in drivers. */
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blake3_hash source_blake3;
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/** The shader stage, such as MESA_SHADER_VERTEX. */
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mesa_shader_stage stage:8;
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/* If the shader is linked, this is the previous shader, else MESA_SHADER_NONE. */
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mesa_shader_stage prev_stage:8;
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/* If the shader is linked, this is the next shader, else MESA_SHADER_NONE. */
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mesa_shader_stage next_stage:8;
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/* Whether the previous stage has XFB if the shader is linked (prev_stage != NONE). */
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bool prev_stage_has_xfb;
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/* Number of textures used by this shader */
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uint8_t num_textures;
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/* Number of uniform buffers used by this shader */
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uint8_t num_ubos;
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/* Number of atomic buffers used by this shader */
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uint8_t num_abos;
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/* Number of shader storage buffers (max .driver_location + 1) used by this
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* shader. In the case of nir_lower_atomics_to_ssbo being used, this will
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* be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
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* and atomic counters in nir_shader->info.
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*/
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uint8_t num_ssbos;
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/* Number of images used by this shader */
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uint8_t num_images;
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/* Which inputs are actually read */
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uint64_t inputs_read;
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/* Which inputs occupy 2 slots. */
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uint64_t dual_slot_inputs;
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/* Which outputs are actually written */
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uint64_t outputs_written;
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/* Which outputs are actually read */
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uint64_t outputs_read;
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/* Which system values are actually read */
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BITSET_DECLARE(system_values_read, SYSTEM_VALUE_MAX);
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/* If known_interpolation_qualifiers is set, bitsets mapping locations to
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* interpolation qualifiers perspective/linear/flat.
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*/
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uint64_t perspective_varyings;
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uint64_t linear_varyings;
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/* Which I/O is per-primitive, for read/written information combine with
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* the fields above.
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*/
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uint64_t per_primitive_inputs;
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uint64_t per_primitive_outputs;
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/* Which I/O is per-view */
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uint64_t per_view_outputs;
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/* Enabled view mask, for per-view outputs */
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uint32_t view_mask;
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/* Which 16-bit inputs and outputs are used corresponding to
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* VARYING_SLOT_VARn_16BIT.
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*/
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uint16_t inputs_read_16bit;
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uint16_t outputs_written_16bit;
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uint16_t outputs_read_16bit;
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uint16_t inputs_read_indirectly_16bit;
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uint16_t outputs_read_indirectly_16bit;
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uint16_t outputs_written_indirectly_16bit;
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/* Which patch inputs are actually read */
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uint32_t patch_inputs_read;
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/* Which patch outputs are actually written */
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uint32_t patch_outputs_written;
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/* Which patch outputs are read */
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uint32_t patch_outputs_read;
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/* Which inputs are read indirectly (subset of inputs_read) */
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uint64_t inputs_read_indirectly;
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/* Which outputs are read or written indirectly */
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uint64_t outputs_read_indirectly;
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uint64_t outputs_written_indirectly;
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/* Which patch inputs are read indirectly (subset of patch_inputs_read) */
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uint32_t patch_inputs_read_indirectly;
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/* Which patch outputs are read or written indirectly */
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uint32_t patch_outputs_read_indirectly;
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uint32_t patch_outputs_written_indirectly;
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/** Bitfield of which textures are used */
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BITSET_DECLARE(textures_used, 128);
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/** Bitfield of which textures are used by texelFetch() */
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BITSET_DECLARE(textures_used_by_txf, 128);
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/** Bitfield of which textures are texel buffers */
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BITSET_DECLARE(texture_buffers, 128);
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/** Bitfield of which samplers are used */
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BITSET_DECLARE(samplers_used, 32);
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/** Bitfield of which images are used */
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BITSET_DECLARE(images_used, 64);
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/** Bitfield of which images are buffers. */
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BITSET_DECLARE(image_buffers, 64);
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/** Bitfield of which images are MSAA. */
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BITSET_DECLARE(msaa_images, 64);
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/* SPV_KHR_float_controls: execution mode for floating point ops */
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uint32_t float_controls_execution_mode;
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/**
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* Size of shared variables accessed by compute/task/mesh shaders.
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*/
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unsigned shared_size;
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/**
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* Size of task payload variables accessed by task/mesh shaders.
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*/
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unsigned task_payload_size;
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/**
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* Number of ray tracing queries in the shader (counts all elements of all
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* variables).
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*/
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unsigned ray_queries;
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/**
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* Local workgroup size used by compute/task/mesh shaders.
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*/
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uint16_t workgroup_size[3];
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uint8_t num_subgroups;
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/* The value reported in gl_SubgroupSize.
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* Must be a power of two between 1 and 128
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* or 0 if still unknown.
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*/
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uint8_t api_subgroup_size;
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/* The maximum subgroup size dispatched by the hw.
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* Must be a power of two between 1 and 128.
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* Must not be larger than api_subgroup_size,
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* (unless api_subgroup_size is 0).
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*/
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uint8_t max_subgroup_size;
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/* The minimum subgroup size dispatched by the hw.
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* Must be a power of two between 1 and 128.
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* Must not be larger than max_subgroup_size.
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*/
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uint8_t min_subgroup_size;
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/* api_subgroup_size must appear to be uniform in
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* the current stage for a whole draw.
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* There is no equivalent for dispatches,
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* because it would be required to be true.
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*/
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bool api_subgroup_size_draw_uniform:1;
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/**
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* Uses subgroup intrinsics which can communicate across a quad.
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*/
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bool uses_wide_subgroup_intrinsics:1;
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/* Transform feedback buffer strides in dwords, max. 1K - 4. */
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uint8_t xfb_stride[MAX_XFB_BUFFERS];
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uint16_t inlinable_uniform_dw_offsets[MAX_INLINABLE_UNIFORMS];
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uint8_t num_inlinable_uniforms:4;
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/* The size of the gl_ClipDistance[] array, if declared. */
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uint8_t clip_distance_array_size:4;
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/* The size of the gl_CullDistance[] array, if declared. */
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uint8_t cull_distance_array_size:4;
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/* Whether or not this shader ever uses textureGather() */
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bool uses_texture_gather:1;
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/* Whether texture size, levels, or samples is queried. */
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bool uses_resource_info_query:1;
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/* Bitmask of bit-sizes used with ALU instructions. */
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uint8_t bit_sizes_float;
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uint8_t bit_sizes_int;
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/* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
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bool first_ubo_is_default_ubo:1;
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/* Whether or not separate shader objects were used */
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bool separate_shader:1;
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/* Whether perspective_varyings/linear_varyings can be trusted. This depends
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* on what this shader was linked with, as well as the API.
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*/
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bool known_interpolation_qualifiers:1;
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/** Was this shader linked with any transform feedback varyings? */
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bool has_transform_feedback_varyings:1;
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/* Whether flrp has been lowered. */
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bool flrp_lowered:1;
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/* Whether nir_opt_constant_folding should not fold offset srcs of
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* IO intrinsics.
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*/
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bool disable_input_offset_src_constant_folding:1;
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bool disable_output_offset_src_constant_folding:1;
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/* Whether nir_lower_io has been called to lower derefs.
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* nir_variables for inputs and outputs might not be present in the IR.
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*/
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bool io_lowered:1;
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/** Has nir_lower_var_copies called. To avoid calling any
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* lowering/optimization that would introduce any copy_deref later.
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*/
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bool var_copies_lowered:1;
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/* Whether the shader writes memory, including transform feedback. */
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bool writes_memory:1;
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/* Whether gl_Layer is viewport-relative */
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bool layer_viewport_relative:1;
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/* Whether explicit barriers are used */
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bool uses_control_barrier : 1;
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bool uses_memory_barrier : 1;
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/* Whether ARB_bindless_texture ops or variables are used */
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bool uses_bindless : 1;
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/**
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* Shared memory types have explicit layout set. Used for
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* SPV_KHR_workgroup_storage_explicit_layout.
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*/
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bool shared_memory_explicit_layout:1;
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/**
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* Used for VK_KHR_zero_initialize_workgroup_memory.
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*/
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bool zero_initialize_shared_memory:1;
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/**
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* Used for ARB_compute_variable_group_size.
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*/
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bool workgroup_size_variable:1;
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/**
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* Whether the shader uses printf instructions.
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*/
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bool uses_printf:1;
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/**
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* VK_KHR_shader_maximal_reconvergence
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*/
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bool maximally_reconverges:1;
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/* Use ACO instead of LLVM on AMD. */
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bool use_aco_amd:1;
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/**
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* Whether image intrinsics have been lowered to global intrinsics
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*
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* This is potentially useful on some implementation that need to know that
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* an image barrier needs to include global barriers due to the lowering.
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*/
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bool use_lowered_image_to_global:1;
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/**
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* Set if this shader uses legacy (DX9 or ARB assembly) math rules.
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*
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* From the ARB_fragment_program specification:
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*
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* "The following rules apply to multiplication:
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*
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* 1. <x> * <y> == <y> * <x>, for all <x> and <y>.
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* 2. +/-0.0 * <x> = +/-0.0, at least for all <x> that correspond to
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* *representable numbers (IEEE "not a number" and "infinity"
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* *encodings may be exceptions).
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* 3. +1.0 * <x> = <x>, for all <x>.""
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*
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* However, in effect this was due to DX9 semantics implying that 0*x=0 even
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* for inf/nan if the hardware generated them instead of float_min/max. So,
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* you should not have an exception for inf/nan to rule 2 above.
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*
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* One implementation of this behavior would be to flush all generated NaNs
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* to zero, at which point 0*Inf=Nan=0. Most DX9/ARB-asm hardware did not
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* generate NaNs, and the only way the GPU saw one was to possibly feed it
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* in as a uniform.
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*/
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bool use_legacy_math_rules;
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/*
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* Arrangement of invocations used to calculate derivatives in
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* compute/task/mesh shaders. From KHR_compute_shader_derivatives.
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*/
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enum gl_derivative_group derivative_group:2;
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/* Assume that data races do not happen. If this isn't set, data races
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* read/write undefined values, but do not cause undefined behaviour. This
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* is set when the Vulkan memory model is used.
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*/
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bool assume_no_data_races:1;
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union {
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struct {
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/* Which inputs are doubles */
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uint64_t double_inputs;
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/* For AMD-specific driver-internal shaders. It replaces vertex
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* buffer loads with code generating VS inputs from scalar registers.
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*
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* Valid values: SI_VS_BLIT_SGPRS_POS_*
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*/
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uint8_t blit_sgprs_amd:4;
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/* Software TES executing as HW VS */
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bool tes_poly:1;
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/* True if the shader writes position in window space coordinates pre-transform */
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bool window_space_position:1;
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/** Is an edge flag input needed? */
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bool needs_edge_flag:1;
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} vs;
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struct {
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/** The output primitive type */
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enum mesa_prim output_primitive;
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/** The input primitive type */
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enum mesa_prim input_primitive;
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/** The maximum number of vertices the geometry shader might write. */
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uint16_t vertices_out;
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/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
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uint8_t invocations;
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/** The number of vertices received per input primitive (max. 6) */
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uint8_t vertices_in:3;
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/** Whether or not this shader uses EndPrimitive */
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bool uses_end_primitive:1;
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/** The streams used in this shaders (max. 4) */
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uint8_t active_stream_mask:4;
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} gs;
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struct {
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bool uses_discard:1;
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bool uses_fbfetch_output:1;
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bool fbfetch_coherent:1;
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bool color_is_dual_source:1;
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/**
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* True if this fragment shader requires full quad invocations. This
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* forces the shader to always behave as-if quad groups start with
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* four active invocations, even if there are no derivatives or quad
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* operations. Because helper invocations cannot have side effects,
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* this mainly impacts subgroup operations such as ballot().
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*/
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bool require_full_quads:1;
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/**
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* Whether the derivative group must be equivalent to the quad group.
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*/
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bool quad_derivatives:1;
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/**
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* True if this fragment shader requires helper invocations used by
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* coarse derivatives. This can be caused by the use of ALU
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* derivative ops, texture instructions which do implicit
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* derivatives, the use of quad subgroup operations or if the shader
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* requires full quads.
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*/
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bool needs_coarse_quad_helper_invocations:1;
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/**
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* True if this fragment shader requires helper invocations for all
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* four fragments in the quad. This can be caused by all the same
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* things as needs_coarse_quad_helper_invocations, except that coarse
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* derivatives don't count as they usually only use 3 out of the 4
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* fragments in a quad.
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*/
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bool needs_full_quad_helper_invocations:1;
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/**
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* Whether any inputs are declared with the "sample" qualifier.
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*/
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bool uses_sample_qualifier:1;
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/**
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* Whether sample shading is used.
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*/
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bool uses_sample_shading:1;
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/**
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* Whether early fragment tests are enabled as defined by
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* ARB_shader_image_load_store.
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*/
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bool early_fragment_tests:1;
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/**
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* Defined by INTEL_conservative_rasterization.
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*/
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bool inner_coverage:1;
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bool post_depth_coverage:1;
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/**
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* \name ARB_fragment_coord_conventions
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* @{
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*/
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bool pixel_center_integer:1;
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bool origin_upper_left:1;
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/*@}*/
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bool pixel_interlock_ordered:1;
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bool pixel_interlock_unordered:1;
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bool sample_interlock_ordered:1;
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bool sample_interlock_unordered:1;
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/**
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* whether this shader has pixel_local_storage load/store instructions
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*/
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bool accesses_pixel_local_storage:1;
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/**
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* Flags whether NIR's base types on the FS color outputs should be
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* ignored.
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*
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* GLSL requires that fragment shader output base types match the
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* render target's base types for the behavior to be defined. From
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* the GL 4.6 spec:
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*
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* "If the values written by the fragment shader do not match the
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* format(s) of the corresponding color buffer(s), the result is
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* undefined."
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*
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* However, for NIR shaders translated from TGSI, we don't have the
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* output types any more, so the driver will need to do whatever
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* fixups are necessary to handle effectively untyped data being
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* output from the FS.
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*/
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bool untyped_color_outputs:1;
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/** gl_FragDepth layout for ARB_conservative_depth. */
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enum gl_frag_depth_layout depth_layout:3;
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/* Bitmask of gl_advanced_blend_mode values that may be used with this
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* shader.
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*/
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unsigned advanced_blend_modes;
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/**
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* Defined by AMD_shader_early_and_late_fragment_tests.
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*/
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bool early_and_late_fragment_tests:1;
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enum gl_frag_stencil_layout stencil_front_layout:3;
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enum gl_frag_stencil_layout stencil_back_layout:3;
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} fs;
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struct {
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uint16_t workgroup_size_hint[3];
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uint8_t user_data_components_amd:4;
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/*
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* If the shader might run with shared mem on top of `shared_size`.
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*/
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|
bool has_variable_shared_mem:1;
|
|
|
|
/**
|
|
* If the shader has any use of a cooperative matrix. From
|
|
* SPV_KHR_cooperative_matrix.
|
|
*/
|
|
bool has_cooperative_matrix:1;
|
|
|
|
/**
|
|
* Number of bytes of shared imageblock memory per thread. Currently,
|
|
* this requires that the workgroup size is 32x32x1 and that
|
|
* shared_size = 0. These requirements could be lifted in the future.
|
|
* However, there is no current OpenGL/Vulkan API support for
|
|
* imageblocks. This is only used internally to accelerate blit/copy.
|
|
*/
|
|
uint8_t image_block_size_per_thread_agx;
|
|
|
|
/**
|
|
* pointer size is:
|
|
* AddressingModelLogical: 0 (default)
|
|
* AddressingModelPhysical32: 32
|
|
* AddressingModelPhysical64: 64
|
|
*/
|
|
unsigned ptr_size;
|
|
|
|
/** Index provided by VkPipelineShaderStageNodeCreateInfoAMDX or ShaderIndexAMDX */
|
|
uint32_t shader_index;
|
|
|
|
/** Maximum size required by any output node payload array */
|
|
uint32_t node_payloads_size;
|
|
|
|
/** Static workgroup count for overwriting the enqueued workgroup count. (0 if dynamic) */
|
|
uint32_t workgroup_count[3];
|
|
} cs;
|
|
|
|
/* Applies to both TCS and TES. */
|
|
struct {
|
|
enum tess_primitive_mode _primitive_mode;
|
|
|
|
/** The number of vertices in the TCS output patch. */
|
|
uint8_t tcs_vertices_out;
|
|
unsigned spacing:2; /*gl_tess_spacing*/
|
|
|
|
/** Is the vertex order counterclockwise? */
|
|
bool ccw:1;
|
|
bool point_mode:1;
|
|
|
|
/* Bit mask of TCS per-vertex inputs (VS outputs) that are used
|
|
* with a vertex index that is equal to the invocation id.
|
|
*
|
|
* Not mutually exclusive with tcs_cross_invocation_inputs_read, i.e.
|
|
* both input[0] and input[invocation_id] can be present.
|
|
*/
|
|
uint64_t tcs_same_invocation_inputs_read;
|
|
|
|
/* Bit mask of TCS per-vertex inputs (VS outputs) that are read
|
|
* with a vertex index that is NOT the invocation id
|
|
*/
|
|
uint64_t tcs_cross_invocation_inputs_read;
|
|
|
|
/* Bit mask of TCS per-vertex outputs that are read
|
|
* with a vertex index that is NOT the invocation id
|
|
*/
|
|
uint64_t tcs_cross_invocation_outputs_read;
|
|
|
|
/* Bit mask of TCS per-vertex outputs that are written
|
|
* with a vertex index that is NOT the invocation id
|
|
*/
|
|
uint64_t tcs_cross_invocation_outputs_written;
|
|
|
|
/* Bit mask of TCS per-vertex outputs that are read by TES. */
|
|
uint64_t tcs_outputs_read_by_tes;
|
|
|
|
/* Bit mask of TCS per-patch outputs that are read by TES. */
|
|
uint32_t tcs_patch_outputs_read_by_tes;
|
|
|
|
/* Bit mask of TCS per-vertex 16-bit outputs that are read by TES.
|
|
* (VARYING_SLOT_VAR0_16BIT + 0..15)
|
|
*/
|
|
uint16_t tcs_outputs_read_by_tes_16bit;
|
|
} tess;
|
|
|
|
/* Applies to MESH and TASK. */
|
|
struct {
|
|
/* Bit mask of MS outputs that are used
|
|
* with an index that is NOT the local invocation index.
|
|
*/
|
|
uint64_t ms_cross_invocation_output_access;
|
|
|
|
/* Dimensions of task->mesh dispatch (EmitMeshTasksEXT)
|
|
* when they are known compile-time constants.
|
|
* 0 means they are not known.
|
|
*/
|
|
uint32_t ts_mesh_dispatch_dimensions[3];
|
|
|
|
uint16_t max_vertices_out;
|
|
uint16_t max_primitives_out;
|
|
enum mesa_prim primitive_type; /* POINTS, LINES or TRIANGLES. */
|
|
|
|
/* TODO: remove this when we stop supporting NV_mesh_shader. */
|
|
bool nv;
|
|
} mesh;
|
|
};
|
|
} shader_info;
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* SHADER_INFO_H */
|