1b8e80941Smrg/*
2b8e80941Smrg * Copyright (C) 2013 Rob Clark <robclark@freedesktop.org>
3b8e80941Smrg *
4b8e80941Smrg * Permission is hereby granted, free of charge, to any person obtaining a
5b8e80941Smrg * copy of this software and associated documentation files (the "Software"),
6b8e80941Smrg * to deal in the Software without restriction, including without limitation
7b8e80941Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8b8e80941Smrg * and/or sell copies of the Software, and to permit persons to whom the
9b8e80941Smrg * Software is furnished to do so, subject to the following conditions:
10b8e80941Smrg *
11b8e80941Smrg * The above copyright notice and this permission notice (including the next
12b8e80941Smrg * paragraph) shall be included in all copies or substantial portions of the
13b8e80941Smrg * Software.
14b8e80941Smrg *
15b8e80941Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16b8e80941Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17b8e80941Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18b8e80941Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19b8e80941Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20b8e80941Smrg * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21b8e80941Smrg * SOFTWARE.
22b8e80941Smrg *
23b8e80941Smrg * Authors:
24b8e80941Smrg *    Rob Clark <robclark@freedesktop.org>
25b8e80941Smrg */
26b8e80941Smrg
27b8e80941Smrg#ifndef IR3_COMPILER_H_
28b8e80941Smrg#define IR3_COMPILER_H_
29b8e80941Smrg
30b8e80941Smrg#include "ir3_shader.h"
31b8e80941Smrg
32b8e80941Smrgstruct ir3_ra_reg_set;
33b8e80941Smrg
34b8e80941Smrgstruct ir3_compiler {
35b8e80941Smrg	struct fd_device *dev;
36b8e80941Smrg	uint32_t gpu_id;
37b8e80941Smrg	struct ir3_ra_reg_set *set;
38b8e80941Smrg	uint32_t shader_count;
39b8e80941Smrg
40b8e80941Smrg	/*
41b8e80941Smrg	 * Configuration options for things that are handled differently on
42b8e80941Smrg	 * different generations:
43b8e80941Smrg	 */
44b8e80941Smrg
45b8e80941Smrg	/* a4xx (and later) drops SP_FS_FLAT_SHAD_MODE_REG_* for flat-interpolate
46b8e80941Smrg	 * so we need to use ldlv.u32 to load the varying directly:
47b8e80941Smrg	 */
48b8e80941Smrg	bool flat_bypass;
49b8e80941Smrg
50b8e80941Smrg	/* on a3xx, we need to add one to # of array levels:
51b8e80941Smrg	 */
52b8e80941Smrg	bool levels_add_one;
53b8e80941Smrg
54b8e80941Smrg	/* on a3xx, we need to scale up integer coords for isaml based
55b8e80941Smrg	 * on LoD:
56b8e80941Smrg	 */
57b8e80941Smrg	bool unminify_coords;
58b8e80941Smrg
59b8e80941Smrg	/* on a3xx do txf_ms w/ isaml and scaled coords: */
60b8e80941Smrg	bool txf_ms_with_isaml;
61b8e80941Smrg
62b8e80941Smrg	/* on a4xx, for array textures we need to add 0.5 to the array
63b8e80941Smrg	 * index coordinate:
64b8e80941Smrg	 */
65b8e80941Smrg	bool array_index_add_half;
66b8e80941Smrg
67b8e80941Smrg	/* on a6xx, rewrite samgp to sequence of samgq0-3 in vertex shaders:
68b8e80941Smrg	 */
69b8e80941Smrg	bool samgq_workaround;
70b8e80941Smrg};
71b8e80941Smrg
72b8e80941Smrgstruct ir3_compiler * ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id);
73b8e80941Smrg
74b8e80941Smrgint ir3_compile_shader_nir(struct ir3_compiler *compiler,
75b8e80941Smrg		struct ir3_shader_variant *so);
76b8e80941Smrg
77b8e80941Smrgenum ir3_shader_debug {
78b8e80941Smrg	IR3_DBG_SHADER_VS = 0x01,
79b8e80941Smrg	IR3_DBG_SHADER_FS = 0x02,
80b8e80941Smrg	IR3_DBG_SHADER_CS = 0x04,
81b8e80941Smrg	IR3_DBG_DISASM    = 0x08,
82b8e80941Smrg	IR3_DBG_OPTMSGS   = 0x10,
83b8e80941Smrg	IR3_DBG_FORCES2EN = 0x20,
84b8e80941Smrg	IR3_DBG_NOUBOOPT  = 0x40,
85b8e80941Smrg};
86b8e80941Smrg
87b8e80941Smrgextern enum ir3_shader_debug ir3_shader_debug;
88b8e80941Smrg
89b8e80941Smrgstatic inline bool
90b8e80941Smrgshader_debug_enabled(gl_shader_stage type)
91b8e80941Smrg{
92b8e80941Smrg	switch (type) {
93b8e80941Smrg	case MESA_SHADER_VERTEX:      return !!(ir3_shader_debug & IR3_DBG_SHADER_VS);
94b8e80941Smrg	case MESA_SHADER_FRAGMENT:    return !!(ir3_shader_debug & IR3_DBG_SHADER_FS);
95b8e80941Smrg	case MESA_SHADER_COMPUTE:     return !!(ir3_shader_debug & IR3_DBG_SHADER_CS);
96b8e80941Smrg	default:
97b8e80941Smrg		debug_assert(0);
98b8e80941Smrg		return false;
99b8e80941Smrg	}
100b8e80941Smrg}
101b8e80941Smrg
102b8e80941Smrg#endif /* IR3_COMPILER_H_ */
103