Files
mesa/src/amd/vulkan/nir/radv_nir.h
T
Timur Kristóf 930243bf36 radv: Reorder potentially per-primitive FS builtins.
There are some FS built-ins that can be per-vertex or
per-primitive depending on whether a mesh shader is used:
primitive ID (implicit in VS), layer and viewport.

However, the HW requires per-primitive FS inputs to be ordered last.
This causes bugs when the same unlinked FS is used together
with VS/TES/GS and MS (with unlinked ESO or fast-linked GPL).

To solve this problem, we reorder the FS inputs so that these
potentially per-primitive inputs go after per-vertex inputs but
before per-primitive inputs.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32220>
2024-11-28 18:14:56 +00:00

100 lines
3.3 KiB
C

/*
* Copyright © 2023 Valve Corporation
*
* SPDX-License-Identifier: MIT
*/
#ifndef RADV_NIR_H
#define RADV_NIR_H
#include <stdbool.h>
#include <stdint.h>
#include "amd_family.h"
#include "nir.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct nir_shader nir_shader;
struct radeon_info;
struct radv_pipeline_layout;
struct radv_shader_stage;
struct radv_shader_info;
struct radv_shader_args;
struct radv_shader_layout;
struct radv_device;
struct radv_graphics_state_key;
void radv_nir_apply_pipeline_layout(nir_shader *shader, struct radv_device *device,
const struct radv_shader_stage *stage);
void radv_nir_lower_abi(nir_shader *shader, enum amd_gfx_level gfx_level, const struct radv_shader_stage *stage,
const struct radv_graphics_state_key *gfx_state, uint32_t address32_hi);
bool radv_nir_lower_hit_attrib_derefs(nir_shader *shader);
bool radv_nir_lower_ray_payload_derefs(nir_shader *shader, uint32_t offset);
bool radv_nir_lower_ray_queries(nir_shader *shader, struct radv_device *device);
bool radv_nir_lower_vs_inputs(nir_shader *shader, const struct radv_shader_stage *vs_stage,
const struct radv_graphics_state_key *gfx_state, const struct radeon_info *gpu_info);
bool radv_nir_optimize_vs_inputs_to_const(nir_shader *shader, const struct radv_graphics_state_key *gfx_state);
bool radv_nir_lower_primitive_shading_rate(nir_shader *nir, enum amd_gfx_level gfx_level);
bool radv_nir_lower_fs_intrinsics(nir_shader *nir, const struct radv_shader_stage *fs_stage,
const struct radv_graphics_state_key *gfx_state);
bool radv_nir_lower_fs_barycentric(nir_shader *shader, const struct radv_graphics_state_key *gfx_state,
unsigned rast_prim);
bool radv_nir_lower_intrinsics_early(nir_shader *nir, bool lower_view_index_to_zero);
bool radv_nir_lower_view_index(nir_shader *nir);
bool radv_nir_lower_viewport_to_zero(nir_shader *nir);
bool radv_nir_export_multiview(nir_shader *nir);
void radv_nir_lower_io_to_scalar_early(nir_shader *nir, nir_variable_mode mask);
unsigned radv_map_io_driver_location(unsigned semantic);
bool radv_recompute_fs_input_bases(nir_shader *nir);
void radv_nir_lower_io(struct radv_device *device, nir_shader *nir);
bool radv_nir_lower_io_to_mem(struct radv_device *device, struct radv_shader_stage *stage);
void radv_nir_lower_poly_line_smooth(nir_shader *nir, const struct radv_graphics_state_key *gfx_state);
bool radv_nir_lower_cooperative_matrix(nir_shader *shader, unsigned wave_size);
bool radv_nir_lower_draw_id_to_zero(nir_shader *shader);
bool radv_nir_remap_color_attachment(nir_shader *shader, const struct radv_graphics_state_key *gfx_state);
typedef struct radv_nir_opt_tid_function_options {
bool use_masked_swizzle_amd : 1;
bool use_dpp16_shift_amd : 1;
bool use_shuffle_xor : 1;
bool use_clustered_rotate : 1;
/* The can be smaller than the api subgroup/ballot size
* if some invocations are always inactive.
*/
uint8_t hw_subgroup_size;
uint8_t hw_ballot_bit_size;
uint8_t hw_ballot_num_comp;
} radv_nir_opt_tid_function_options;
bool radv_nir_opt_tid_function(nir_shader *shader, const radv_nir_opt_tid_function_options *options);
#ifdef __cplusplus
}
#endif
#endif /* RADV_NIR_H */