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