/* * Copyright 2017 Advanced Micro Devices, Inc. * * SPDX-License-Identifier: MIT */ #ifndef AC_SHADER_ABI_H #define AC_SHADER_ABI_H #include "ac_shader_args.h" #include "ac_shader_util.h" #include "compiler/shader_enums.h" #include "nir.h" #include #include #define AC_LLVM_MAX_OUTPUTS (VARYING_SLOT_VAR31 + 1) /* Document the shader ABI during compilation. This is what allows radeonsi and * radv to share a compiler backend. */ struct ac_shader_abi { /* Each entry is a pointer to a f32 or a f16 value (only possible for FS) */ LLVMValueRef outputs[AC_LLVM_MAX_OUTPUTS * 4]; bool is_16bit[AC_LLVM_MAX_OUTPUTS * 4]; LLVMValueRef (*load_tess_varyings)(struct ac_shader_abi *abi, LLVMTypeRef type, unsigned driver_location, unsigned component, unsigned num_components); LLVMValueRef (*load_ubo)(struct ac_shader_abi *abi, LLVMValueRef index); /** * Load the descriptor for the given buffer. * * \param buffer the buffer as presented in NIR: this is the descriptor * in Vulkan, and the buffer index in OpenGL/Gallium * \param write whether buffer contents will be written * \param non_uniform whether the buffer descriptor is not assumed to be uniform */ LLVMValueRef (*load_ssbo)(struct ac_shader_abi *abi, LLVMValueRef buffer, bool write, bool non_uniform); /** * Load a descriptor associated to a sampler. * * \param index of the descriptor * \param desc_type the type of descriptor to load */ LLVMValueRef (*load_sampler_desc)(struct ac_shader_abi *abi, LLVMValueRef index, enum ac_descriptor_type desc_type); LLVMValueRef (*intrinsic_load)(struct ac_shader_abi *abi, nir_intrinsic_instr *intrin); /* Whether to clamp the shadow reference value to [0,1]on GFX8. Radeonsi currently * uses it due to promoting D16 to D32, but radv needs it off. */ bool clamp_shadow_reference; /* Whether bounds checks are required */ bool robust_buffer_access; /* Check for Inf interpolation coeff */ bool kill_ps_if_inf_interp; /* Clamp div by 0 (so it won't produce NaN) */ bool clamp_div_by_zero; /* Whether to inline the compute dispatch size in user sgprs. */ bool load_grid_size_from_user_sgpr; /* Whether to disable anisotropic filtering. */ bool disable_aniso_single_level; }; #endif /* AC_SHADER_ABI_H */