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Port from radeonsi. Besides vertex position based primitive culling, clipdist attribute can also be used to cull a primitive. Normally it's used by fixed-pipeline, but when NGG we can treate it as a culling condition to filter out invisible primitive before fixed-pipeline. There are two kinds of clipdist: 1. user define a clip plane explicitly by glClipPlane(), fixed-pipeline calculate with vertex position to get clipdist, then cull. This is the legacy way. 2. Now GLSL define gl_ClipDistance/gl_CullDiatance so that user can calculate clipdist in any way he like. This implementation support both way. Acked-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Timur Kristóf <timur.kristof@gmail.com> Signed-off-by: Qiang Yu <yuq825@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17651>
184 lines
6.7 KiB
C
184 lines
6.7 KiB
C
/*
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* Copyright © 2021 Valve 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 AC_NIR_H
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#define AC_NIR_H
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#include "nir.h"
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#include "ac_shader_args.h"
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#include "ac_shader_util.h"
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#include "amd_family.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum
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{
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/* SPI_PS_INPUT_CNTL_i.OFFSET[0:4] */
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AC_EXP_PARAM_OFFSET_0 = 0,
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AC_EXP_PARAM_OFFSET_31 = 31,
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/* SPI_PS_INPUT_CNTL_i.DEFAULT_VAL[0:1] */
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AC_EXP_PARAM_DEFAULT_VAL_0000 = 64,
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AC_EXP_PARAM_DEFAULT_VAL_0001,
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AC_EXP_PARAM_DEFAULT_VAL_1110,
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AC_EXP_PARAM_DEFAULT_VAL_1111,
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AC_EXP_PARAM_UNDEFINED = 255, /* deprecated, use AC_EXP_PARAM_DEFAULT_VAL_0000 instead */
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};
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/* Maps I/O semantics to the actual location used by the lowering pass. */
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typedef unsigned (*ac_nir_map_io_driver_location)(unsigned semantic);
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/* Forward declaration of nir_builder so we don't have to include nir_builder.h here */
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struct nir_builder;
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typedef struct nir_builder nir_builder;
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/* Executed by ac_nir_cull when the current primitive is accepted. */
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typedef void (*ac_nir_cull_accepted)(nir_builder *b, void *state);
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nir_ssa_def *
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ac_nir_load_arg(nir_builder *b, const struct ac_shader_args *ac_args, struct ac_arg arg);
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nir_ssa_def *
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ac_nir_calc_io_offset(nir_builder *b,
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nir_intrinsic_instr *intrin,
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nir_ssa_def *base_stride,
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unsigned component_stride,
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ac_nir_map_io_driver_location map_io);
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bool ac_nir_optimize_outputs(nir_shader *nir, bool sprite_tex_disallowed,
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int8_t slot_remap[NUM_TOTAL_VARYING_SLOTS],
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uint8_t param_export_index[NUM_TOTAL_VARYING_SLOTS]);
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void
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ac_nir_lower_ls_outputs_to_mem(nir_shader *ls,
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ac_nir_map_io_driver_location map,
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bool tcs_in_out_eq,
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uint64_t tcs_temp_only_inputs);
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void
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ac_nir_lower_hs_inputs_to_mem(nir_shader *shader,
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ac_nir_map_io_driver_location map,
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bool tcs_in_out_eq);
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void
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ac_nir_lower_hs_outputs_to_mem(nir_shader *shader,
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ac_nir_map_io_driver_location map,
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enum amd_gfx_level gfx_level,
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bool tes_reads_tessfactors,
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uint64_t tes_inputs_read,
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uint64_t tes_patch_inputs_read,
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unsigned num_reserved_tcs_outputs,
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unsigned num_reserved_tcs_patch_outputs,
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unsigned wave_size,
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bool no_inputs_in_lds,
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bool pass_tessfactors_by_reg,
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bool emit_tess_factor_write);
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void
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ac_nir_lower_tes_inputs_to_mem(nir_shader *shader,
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ac_nir_map_io_driver_location map);
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void
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ac_nir_lower_es_outputs_to_mem(nir_shader *shader,
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ac_nir_map_io_driver_location map,
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enum amd_gfx_level gfx_level,
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unsigned esgs_itemsize);
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void
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ac_nir_lower_gs_inputs_to_mem(nir_shader *shader,
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ac_nir_map_io_driver_location map,
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enum amd_gfx_level gfx_level,
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bool triangle_strip_adjacency_fix);
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bool
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ac_nir_lower_indirect_derefs(nir_shader *shader,
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enum amd_gfx_level gfx_level);
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void
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ac_nir_lower_ngg_nogs(nir_shader *shader,
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enum radeon_family family,
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unsigned max_num_es_vertices,
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unsigned num_vertices_per_primitive,
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unsigned max_workgroup_size,
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unsigned wave_size,
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bool can_cull,
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bool early_prim_export,
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bool passthrough,
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bool export_prim_id,
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bool provoking_vtx_last,
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bool use_edgeflags,
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bool has_prim_query,
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uint32_t instance_rate_inputs,
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uint32_t clipdist_enable_mask,
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uint32_t user_clip_plane_enable_mask);
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void
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ac_nir_lower_ngg_gs(nir_shader *shader,
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unsigned wave_size,
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unsigned max_workgroup_size,
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unsigned esgs_ring_lds_bytes,
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unsigned gs_out_vtx_bytes,
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unsigned gs_total_out_vtx_bytes,
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bool provoking_vtx_last,
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bool can_cull);
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void
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ac_nir_lower_ngg_ms(nir_shader *shader,
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bool *out_needs_scratch_ring,
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unsigned wave_size,
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bool multiview);
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void
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ac_nir_apply_first_task_to_task_shader(nir_shader *shader);
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void
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ac_nir_lower_task_outputs_to_mem(nir_shader *shader,
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unsigned task_payload_entry_bytes,
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unsigned task_num_entries);
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void
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ac_nir_lower_mesh_inputs_to_mem(nir_shader *shader,
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unsigned task_payload_entry_bytes,
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unsigned task_num_entries);
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nir_ssa_def *
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ac_nir_cull_primitive(nir_builder *b,
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nir_ssa_def *initially_accepted,
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nir_ssa_def *pos[3][4],
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unsigned num_vertices,
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ac_nir_cull_accepted accept_func,
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void *state);
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bool
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ac_nir_lower_global_access(nir_shader *shader);
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bool ac_nir_lower_resinfo(nir_shader *nir, enum amd_gfx_level gfx_level);
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#ifdef __cplusplus
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}
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#endif
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#endif /* AC_NIR_H */
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