/* * Copyright © 2016 Intel Corporation * * 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 SHADER_INFO_H #define SHADER_INFO_H #include "shader_enums.h" #include #ifdef __cplusplus extern "C" { #endif struct spirv_supported_capabilities { bool float64; bool image_ms_array; bool tessellation; bool draw_parameters; bool image_read_without_format; bool image_write_without_format; bool int64; bool multiview; bool variable_pointers; bool storage_16bit; }; typedef struct shader_info { const char *name; /* Descriptive name provided by the client; may be NULL */ const char *label; /** The shader stage, such as MESA_SHADER_VERTEX. */ gl_shader_stage stage; /* Number of textures used by this shader */ unsigned num_textures; /* Number of uniform buffers used by this shader */ unsigned num_ubos; /* Number of atomic buffers used by this shader */ unsigned num_abos; /* Number of shader storage buffers used by this shader */ unsigned num_ssbos; /* Number of images used by this shader */ unsigned num_images; /* Which inputs are actually read */ uint64_t inputs_read; /* Which inputs are actually read and are double */ uint64_t double_inputs_read; /* Which outputs are actually written */ uint64_t outputs_written; /* Which outputs are actually read */ uint64_t outputs_read; /* Which system values are actually read */ uint64_t system_values_read; /* Which patch inputs are actually read */ uint32_t patch_inputs_read; /* Which patch outputs are actually written */ uint32_t patch_outputs_written; /* Which patch outputs are read */ uint32_t patch_outputs_read; /* Whether or not this shader ever uses textureGather() */ bool uses_texture_gather; /** Bitfield of which textures are used by texelFetch() */ uint32_t textures_used_by_txf; /** * True if this shader uses the fddx/fddy opcodes. * * Note that this does not include the "fine" and "coarse" variants. */ bool uses_fddx_fddy; /* The size of the gl_ClipDistance[] array, if declared. */ unsigned clip_distance_array_size; /* The size of the gl_CullDistance[] array, if declared. */ unsigned cull_distance_array_size; /* Whether or not separate shader objects were used */ bool separate_shader; /** Was this shader linked with any transform feedback varyings? */ bool has_transform_feedback_varyings; union { struct { /** The number of vertices recieves per input primitive */ unsigned vertices_in; /** The output primitive type (GL enum value) */ unsigned output_primitive; /** The input primitive type (GL enum value) */ unsigned input_primitive; /** The maximum number of vertices the geometry shader might write. */ unsigned vertices_out; /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ unsigned invocations; /** Whether or not this shader uses EndPrimitive */ bool uses_end_primitive; /** Whether or not this shader uses non-zero streams */ bool uses_streams; } gs; struct { bool uses_discard; /** * Whether any inputs are declared with the "sample" qualifier. */ bool uses_sample_qualifier; /** * Whether early fragment tests are enabled as defined by * ARB_shader_image_load_store. */ bool early_fragment_tests; /** * Defined by INTEL_conservative_rasterization. */ bool inner_coverage; bool post_depth_coverage; /** gl_FragDepth layout for ARB_conservative_depth. */ enum gl_frag_depth_layout depth_layout; } fs; struct { unsigned local_size[3]; bool local_size_variable; /** * Size of shared variables accessed by the compute shader. */ unsigned shared_size; } cs; /* Applies to both TCS and TES. */ struct { /** The number of vertices in the TCS output patch. */ unsigned tcs_vertices_out; uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ enum gl_tess_spacing spacing; /** Is the vertex order counterclockwise? */ bool ccw; bool point_mode; } tess; }; } shader_info; #ifdef __cplusplus } #endif #endif /* SHADER_INFO_H */