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 31struct zink_vs_key_base { 32 bool clip_halfz; 33 bool push_drawid; 34 bool last_vertex_stage; 35}; 36 37struct 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 58struct zink_fs_key { 59 uint8_t coord_replace_bits; 60 bool coord_replace_yinvert; 61 bool samples; 62 bool force_dual_color_blend; 63 bool force_persample_interp; 64 bool fbfetch_ms; 65}; 66 67struct zink_tcs_key { 68 uint8_t patch_vertices; 69}; 70 71struct zink_shader_key_base { 72 uint32_t nonseamless_cube_mask; 73 uint32_t inlined_uniform_values[MAX_INLINABLE_UNIFORMS]; 74}; 75 76/* a shader key is used for swapping out shader modules based on pipeline states, 77 * e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile 78 * to account for GL ignoring gl_SampleMask in some cases when VK will not 79 * which allows us to avoid recompiling shaders when the pipeline state changes repeatedly 80 */ 81struct zink_shader_key { 82 union { 83 /* reuse vs key for now with tes/gs since we only use clip_halfz */ 84 struct zink_vs_key vs; 85 struct zink_vs_key_base vs_base; 86 struct zink_tcs_key tcs; 87 struct zink_fs_key fs; 88 } key; 89 struct zink_shader_key_base base; 90 unsigned inline_uniforms:1; 91 uint32_t size; 92}; 93 94static inline const struct zink_fs_key * 95zink_fs_key(const struct zink_shader_key *key) 96{ 97 assert(key); 98 return &key->key.fs; 99} 100 101static inline const struct zink_vs_key_base * 102zink_vs_key_base(const struct zink_shader_key *key) 103{ 104 return &key->key.vs_base; 105} 106 107static inline const struct zink_vs_key * 108zink_vs_key(const struct zink_shader_key *key) 109{ 110 assert(key); 111 return &key->key.vs; 112} 113 114static inline const struct zink_tcs_key * 115zink_tcs_key(const struct zink_shader_key *key) 116{ 117 assert(key); 118 return &key->key.tcs; 119} 120 121 122 123#endif 124