1 /*
2 * Copyright 2020 Mike Blumenkrantz
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24
25 /** this file exists for organization and to be included in nir_to_spirv/ without pulling in extra deps */
26 #ifndef ZINK_SHADER_KEYS_H
27 # define ZINK_SHADER_KEYS_H
28
29 #include "compiler/shader_info.h"
30
31 struct zink_vs_key_base {
32 bool clip_halfz;
33 bool push_drawid;
34 bool last_vertex_stage;
35 };
36
37 struct zink_vs_key {
38 struct zink_vs_key_base base;
39 uint8_t pad;
40 union {
41 struct {
42 uint32_t decomposed_attrs;
43 uint32_t decomposed_attrs_without_w;
44 } u32;
45 struct {
46 uint16_t decomposed_attrs;
47 uint16_t decomposed_attrs_without_w;
48 } u16;
49 struct {
50 uint8_t decomposed_attrs;
51 uint8_t decomposed_attrs_without_w;
52 } u8;
53 };
54 // not hashed
55 unsigned size;
56 };
57
58 struct zink_fs_key {
59 uint8_t coord_replace_bits;
60 bool coord_replace_yinvert;
61 bool samples;
62 bool force_dual_color_blend;
63 };
64
65 struct zink_shader_key_base {
66 uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS];
67 };
68
69 /* a shader key is used for swapping out shader modules based on pipeline states,
70 * e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile
71 * to account for GL ignoring gl_SampleMask in some cases when VK will not
72 * which allows us to avoid recompiling shaders when the pipeline state changes repeatedly
73 */
74 struct zink_shader_key {
75 union {
76 /* reuse vs key for now with tes/gs since we only use clip_halfz */
77 struct zink_vs_key vs;
78 struct zink_vs_key_base vs_base;
79 struct zink_fs_key fs;
80 } key;
81 struct zink_shader_key_base base;
82 unsigned inline_uniforms:1;
83 uint32_t size;
84 };
85
86 static inline const struct zink_fs_key *
zink_fs_key(const struct zink_shader_key * key)87 zink_fs_key(const struct zink_shader_key *key)
88 {
89 assert(key);
90 return &key->key.fs;
91 }
92
93 static inline const struct zink_vs_key_base *
zink_vs_key_base(const struct zink_shader_key * key)94 zink_vs_key_base(const struct zink_shader_key *key)
95 {
96 return &key->key.vs_base;
97 }
98
99 static inline const struct zink_vs_key *
zink_vs_key(const struct zink_shader_key * key)100 zink_vs_key(const struct zink_shader_key *key)
101 {
102 assert(key);
103 return &key->key.vs;
104 }
105
106
107
108 #endif
109