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IABSD.fr/xenocara/lib/mesa/src/imagination/vulkan/pvr_hardcode.h

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  • Author : jsg
    Date : 2023-11-02 04:31:01
    Hash : 60059fee
    Message : Import Mesa 23.1.9

  • lib/mesa/src/imagination/vulkan/pvr_hardcode.h
  • /*
     * Copyright © 2022 Imagination Technologies Ltd.
     *
     * 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 PVR_HARDCODE_SHADERS_H
    #define PVR_HARDCODE_SHADERS_H
    
    #include <stdbool.h>
    #include <stdint.h>
    #include <vulkan/vulkan_core.h>
    
    #include "compiler/shader_enums.h"
    #include "rogue/rogue.h"
    #include "util/u_dynarray.h"
    
    /**
     * \file pvr_hardcode.h
     *
     * \brief Contains hard coding functions.
     * This should eventually be deleted as the compiler becomes more capable.
     */
    
    struct pvr_compute_shader_state;
    struct pvr_device;
    struct pvr_fragment_shader_state;
    struct pvr_hard_coding_data;
    struct pvr_vertex_shader_state;
    
    struct pvr_explicit_constant_usage {
       /* Hardware register number assigned to the explicit constant with the lower
        * pre_assigned offset.
        */
       uint32_t start_offset;
    };
    
    struct pvr_hard_code_compute_build_info {
       rogue_ubo_data ubo_data;
       rogue_compile_time_consts_data compile_time_consts_data;
    
       uint32_t local_invocation_regs[2];
       uint32_t work_group_regs[3];
       uint32_t barrier_reg;
       uint32_t usc_temps;
    
       struct pvr_explicit_constant_usage explicit_conts_usage;
    };
    
    struct pvr_hard_code_graphics_build_info {
       rogue_build_data stage_data;
    
       rogue_common_build_data vert_common_data;
       rogue_common_build_data frag_common_data;
    
       struct pvr_explicit_constant_usage vert_explicit_conts_usage;
       struct pvr_explicit_constant_usage frag_explicit_conts_usage;
    };
    
    /* Returns true if the shader for the currently running program has a hard coded
     * shader.
     */
    bool pvr_has_hard_coded_shaders(const struct pvr_device_info *const dev_info);
    
    VkResult pvr_hard_code_compute_pipeline(
       struct pvr_device *const device,
       struct pvr_compute_shader_state *const shader_state_out,
       struct pvr_hard_code_compute_build_info *const build_info_out);
    
    /* Returns a mask of MESA_SHADER_* (gl_shader_stage) indicating which stage
     * needs to be hard coded.
     */
    uint32_t
    pvr_hard_code_graphics_get_flags(const struct pvr_device_info *const dev_info);
    
    /* pipeline_n:
     *    The pipeline number. Each pipeline created requires unique hard
     *    coding so a pipeline number is necessary to identify which data to use.
     *    This pipeline number to request data for the first pipeline to be created
     *    is 0 and should be incremented for each subsequent pipeline.
     */
    void pvr_hard_code_graphics_shader(const struct pvr_device_info *const dev_info,
                                       uint32_t pipeline_n,
                                       gl_shader_stage stage,
                                       struct util_dynarray *shader_out);
    
    void pvr_hard_code_graphics_vertex_state(
       const struct pvr_device_info *const dev_info,
       uint32_t pipeline_n,
       struct pvr_vertex_shader_state *const vert_state_out);
    
    void pvr_hard_code_graphics_fragment_state(
       const struct pvr_device_info *const dev_info,
       uint32_t pipeline_n,
       struct pvr_fragment_shader_state *const frag_state_out);
    
    void pvr_hard_code_graphics_get_build_info(
       const struct pvr_device_info *const dev_info,
       uint32_t pipeline_n,
       gl_shader_stage stage,
       rogue_common_build_data *const common_build_data,
       rogue_build_data *const build_data,
       struct pvr_explicit_constant_usage *const explicit_const_usage);
    
    void pvr_hard_code_get_idfwdf_program(
       const struct pvr_device_info *const dev_info,
       struct util_dynarray *program_out,
       uint32_t *usc_shareds_out,
       uint32_t *usc_temps_out);
    
    void pvr_hard_code_get_passthrough_vertex_shader(
       const struct pvr_device_info *const dev_info,
       struct util_dynarray *program_out);
    void pvr_hard_code_get_passthrough_rta_vertex_shader(
       const struct pvr_device_info *const dev_info,
       struct util_dynarray *program_out);
    
    #endif /* PVR_HARDCODE_SHADERS_H */