/* * Copyright © Microsoft 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 D3D12_COMPILER_H #define D3D12_COMPILER_H #include "dxil_nir_lower_int_samplers.h" #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "compiler/shader_info.h" #include "program/prog_statevars.h" #include "nir.h" struct pipe_screen; #ifdef __cplusplus extern "C" { #endif enum d3d12_state_var { D3D12_STATE_VAR_Y_FLIP = 0, D3D12_STATE_VAR_PT_SPRITE, D3D12_STATE_VAR_FIRST_VERTEX, D3D12_STATE_VAR_DEPTH_TRANSFORM, D3D12_MAX_STATE_VARS }; #define D3D12_MAX_POINT_SIZE 255.0f struct d3d12_validation_tools *d3d12_validator_create(); void d3d12_validator_destroy(struct d3d12_validation_tools *validator); const void * d3d12_get_compiler_options(struct pipe_screen *screen, enum pipe_shader_ir ir, enum pipe_shader_type shader); struct d3d12_varying_info { struct { const struct glsl_type *type; unsigned interpolation:3; // INTERP_MODE_COUNT = 5 unsigned driver_location:6; // VARYING_SLOT_MAX = 64 } vars[VARYING_SLOT_MAX]; uint64_t mask; }; struct d3d12_shader_key { enum pipe_shader_type stage; struct d3d12_varying_info required_varying_inputs; struct d3d12_varying_info required_varying_outputs; uint64_t next_varying_inputs; uint64_t prev_varying_outputs; unsigned last_vertex_processing_stage : 1; unsigned invert_depth : 1; unsigned samples_int_textures : 1; unsigned tex_saturate_s : PIPE_MAX_SAMPLERS; unsigned tex_saturate_r : PIPE_MAX_SAMPLERS; unsigned tex_saturate_t : PIPE_MAX_SAMPLERS; struct { unsigned needs_format_emulation:1; enum pipe_format format_conversion[PIPE_MAX_ATTRIBS]; } vs; struct { unsigned sprite_coord_enable:24; unsigned sprite_origin_upper_left:1; unsigned point_pos_stream_out:1; unsigned writes_psize:1; unsigned point_size_per_vertex:1; unsigned aa_point:1; unsigned stream_output_factor:3; unsigned primitive_id:1; unsigned triangle_strip:1; } gs; struct { unsigned missing_dual_src_outputs : 2; unsigned frag_result_color_lowering : 4; unsigned cast_to_uint : 1; unsigned cast_to_int : 1; unsigned provoking_vertex : 2; unsigned manual_depth_range : 1; unsigned polygon_stipple : 1; unsigned remap_front_facing : 1; } fs; int n_texture_states; dxil_wrap_sampler_state tex_wrap_states[PIPE_MAX_SHADER_SAMPLER_VIEWS]; dxil_texture_swizzle_state swizzle_state[PIPE_MAX_SHADER_SAMPLER_VIEWS]; enum compare_func sampler_compare_funcs[PIPE_MAX_SHADER_SAMPLER_VIEWS]; }; struct d3d12_shader { void *bytecode; size_t bytecode_length; nir_shader *nir; struct { unsigned binding; } cb_bindings[PIPE_MAX_CONSTANT_BUFFERS]; size_t num_cb_bindings; struct { enum d3d12_state_var var; unsigned offset; } state_vars[D3D12_MAX_STATE_VARS]; unsigned num_state_vars; size_t state_vars_size; bool state_vars_used; struct { int binding; uint32_t dimension; } srv_bindings[PIPE_MAX_SHADER_SAMPLER_VIEWS]; size_t begin_srv_binding; size_t end_srv_binding; bool has_default_ubo0; unsigned pstipple_binding; struct d3d12_shader_key key; struct d3d12_shader *next_variant; }; struct d3d12_gs_variant_key { unsigned passthrough:1; unsigned provoking_vertex:3; unsigned alternate_tri:1; unsigned fill_mode:2; unsigned cull_mode:2; unsigned has_front_face:1; unsigned front_ccw:1; unsigned edge_flag_fix:1; unsigned flatshade_first:1; uint64_t flat_varyings; struct d3d12_varying_info varyings; }; struct d3d12_shader_selector { enum pipe_shader_type stage; nir_shader *initial; struct d3d12_shader *first; struct d3d12_shader *current; struct pipe_stream_output_info so_info; unsigned samples_int_textures:1; unsigned compare_with_lod_bias_grad:1; bool is_gs_variant; struct d3d12_gs_variant_key gs_key; }; struct d3d12_context; struct d3d12_shader_selector * d3d12_create_shader(struct d3d12_context *ctx, enum pipe_shader_type stage, const struct pipe_shader_state *shader); void d3d12_shader_free(struct d3d12_shader_selector *shader); void d3d12_select_shader_variants(struct d3d12_context *ctx, const struct pipe_draw_info *dinfo); void d3d12_gs_variant_cache_init(struct d3d12_context *ctx); void d3d12_gs_variant_cache_destroy(struct d3d12_context *ctx); struct d3d12_shader_selector * d3d12_get_gs_variant(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key); #ifdef __cplusplus } #endif #endif