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/*
* Copyright © 2019 Valve Corporation.
*
* SPDX-License-Identifier: MIT
*/
#ifndef RADV_SHADER_ARGS_H
#define RADV_SHADER_ARGS_H
#include "compiler/shader_enums.h"
#include "util/list.h"
#include "util/macros.h"
#include "ac_shader_args.h"
#include "amd_family.h"
#include "radv_constants.h"
enum radv_ud_index {
AC_UD_SCRATCH_RING_OFFSETS = 0,
AC_UD_PUSH_CONSTANTS = 1,
AC_UD_INLINE_PUSH_CONSTANTS = 2,
AC_UD_INDIRECT_DESCRIPTOR_SETS = 3,
AC_UD_VIEW_INDEX = 4,
AC_UD_STREAMOUT_BUFFERS = 5,
AC_UD_STREAMOUT_STATE = 6,
AC_UD_TASK_STATE = 7,
AC_UD_NGG_CULLING_SETTINGS = 8,
AC_UD_NGG_VIEWPORT = 9,
AC_UD_NGG_LDS_LAYOUT = 10,
AC_UD_NGG_STATE = 11,
AC_UD_NGG_QUERY_BUF_VA = 12,
AC_UD_VGT_ESGS_RING_ITEMSIZE = 13,
AC_UD_FORCE_VRS_RATES = 14,
AC_UD_TASK_RING_ENTRY = 15,
AC_UD_NEXT_STAGE_PC = 16,
AC_UD_EPILOG_PC = 17,
AC_UD_SHADER_START = 18,
AC_UD_VS_VERTEX_BUFFERS = AC_UD_SHADER_START,
AC_UD_VS_BASE_VERTEX_START_INSTANCE,
AC_UD_VS_PROLOG_INPUTS,
AC_UD_VS_MAX_UD,
AC_UD_PS_STATE,
AC_UD_PS_MAX_UD,
AC_UD_CS_GRID_SIZE = AC_UD_SHADER_START,
AC_UD_CS_SBT_DESCRIPTORS,
AC_UD_CS_RAY_LAUNCH_SIZE_ADDR,
AC_UD_CS_RAY_DYNAMIC_CALLABLE_STACK_BASE,
AC_UD_CS_TRAVERSAL_SHADER_ADDR,
AC_UD_CS_TASK_RING_OFFSETS,
AC_UD_CS_TASK_DRAW_ID,
AC_UD_CS_TASK_IB,
AC_UD_CS_MAX_UD,
AC_UD_GS_MAX_UD,
AC_UD_TCS_OFFCHIP_LAYOUT = AC_UD_VS_MAX_UD,
AC_UD_TCS_MAX_UD,
/* We might not know the previous stage when compiling a geometry shader, so we just
* declare both TES and VS user SGPRs.
*/
AC_UD_TES_MAX_UD = AC_UD_TCS_MAX_UD,
AC_UD_MAX_UD = AC_UD_CS_MAX_UD,
};
struct radv_userdata_info {
int8_t sgpr_idx;
uint8_t num_sgprs;
};
struct radv_userdata_locations {
struct radv_userdata_info descriptor_sets[MAX_SETS];
struct radv_userdata_info shader_data[AC_UD_MAX_UD];
uint32_t descriptor_sets_enabled;
};
struct radv_shader_args {
struct ac_shader_args ac;
struct ac_arg descriptor_sets[MAX_SETS];
/* Streamout */
struct ac_arg streamout_buffers;
struct ac_arg streamout_state; /* GFX12+ */
/* Task */
struct ac_arg task_state;
/* User data 2/3. same as ring_offsets but for task shaders. */
struct ac_arg task_ring_offsets;
/* NGG */
struct ac_arg ngg_state;
struct ac_arg ngg_lds_layout;
struct ac_arg ngg_query_buf_va; /* GFX11+ */
/* NGG GS */
struct ac_arg ngg_culling_settings;
struct ac_arg ngg_viewport_scale[2];
struct ac_arg ngg_viewport_translate[2];
/* Fragment shaders */
struct ac_arg ps_state;
struct ac_arg prolog_inputs;
struct ac_arg vs_inputs[MAX_VERTEX_ATTRIBS];
/* PS epilogs */
struct ac_arg colors[MAX_RTS];
struct ac_arg depth;
struct ac_arg stencil;
struct ac_arg sample_mask;
/* GS */
struct ac_arg vgt_esgs_ring_itemsize;
/* For non-monolithic VS or TES on GFX9+. */
struct ac_arg next_stage_pc;
/* PS/TCS epilogs PC. */
struct ac_arg epilog_pc;
struct radv_userdata_locations user_sgprs_locs;
unsigned num_user_sgprs;
bool explicit_scratch_args;
bool remap_spi_ps_input;
bool load_grid_size_from_user_sgpr;
};
static inline struct radv_shader_args *
radv_shader_args_from_ac(struct ac_shader_args *args)
{
return container_of(args, struct radv_shader_args, ac);
}
struct radv_graphics_state_key;
struct radv_shader_info;
struct radv_ps_epilog_key;
struct radv_device;
void radv_declare_shader_args(const struct radv_device *device, const struct radv_graphics_state_key *gfx_state,
const struct radv_shader_info *info, gl_shader_stage stage,
gl_shader_stage previous_stage, struct radv_shader_args *args);
void radv_declare_ps_epilog_args(const struct radv_device *device, const struct radv_ps_epilog_key *key,
struct radv_shader_args *args);
void radv_declare_rt_shader_args(enum amd_gfx_level gfx_level, struct radv_shader_args *args);
#endif /* RADV_SHADER_ARGS_H */