vkd3d/include/private/vkd3d_shader.h

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/*
* Copyright 2017 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __VKD3D_SHADER_H
#define __VKD3D_SHADER_H
#include <stdbool.h>
#include <stdint.h>
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#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
#define VKD3D_FORCE_32_BIT_ENUM(name) name##_FORCE_32BIT = 0x7fffffff
enum vkd3d_result
{
VKD3D_OK = 0,
VKD3D_ERROR = -1, /* unspecified failure */
VKD3D_ERROR_OUT_OF_MEMORY = -2,
VKD3D_ERROR_INVALID_ARGUMENT = -3,
VKD3D_ERROR_NOT_IMPLEMENTED = -4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_RESULT),
};
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enum vkd3d_shader_compiler_option
{
VKD3D_SHADER_STRIP_DEBUG = 0x00000001,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILER_OPTION),
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};
enum vkd3d_shader_visibility
{
VKD3D_SHADER_VISIBILITY_ALL = 0,
VKD3D_SHADER_VISIBILITY_VERTEX = 1,
VKD3D_SHADER_VISIBILITY_HULL = 2,
VKD3D_SHADER_VISIBILITY_DOMAIN = 3,
VKD3D_SHADER_VISIBILITY_GEOMETRY = 4,
VKD3D_SHADER_VISIBILITY_PIXEL = 5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_VISIBILITY),
};
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struct vkd3d_shader_code
{
const void *code;
size_t size;
};
enum vkd3d_shader_descriptor_type
{
VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN,
VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, /* cb# */
VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, /* t# */
VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, /* u# */
VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, /* s# */
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_TYPE),
};
struct vkd3d_shader_descriptor_binding
{
uint32_t set;
uint32_t binding;
};
struct vkd3d_shader_resource_binding
{
enum vkd3d_shader_descriptor_type type;
unsigned int register_index;
enum vkd3d_shader_visibility shader_visibility;
bool is_buffer;
struct vkd3d_shader_descriptor_binding binding;
};
#define VKD3D_DUMMY_SAMPLER_INDEX ~0u
struct vkd3d_shader_combined_resource_sampler
{
unsigned int resource_index;
unsigned int sampler_index;
enum vkd3d_shader_visibility shader_visibility;
bool is_buffer;
struct vkd3d_shader_descriptor_binding binding;
};
struct vkd3d_shader_uav_counter_binding
{
unsigned int register_index; /* u# */
struct vkd3d_shader_descriptor_binding binding;
unsigned int offset;
};
struct vkd3d_shader_push_constant_buffer
{
unsigned int register_index;
enum vkd3d_shader_visibility shader_visibility;
unsigned int offset; /* in bytes */
unsigned int size; /* in bytes */
};
struct vkd3d_shader_interface
{
const struct vkd3d_shader_resource_binding *bindings;
unsigned int binding_count;
const struct vkd3d_shader_push_constant_buffer *push_constant_buffers;
unsigned int push_constant_buffer_count;
const struct vkd3d_shader_combined_resource_sampler *combined_samplers;
unsigned int combined_sampler_count;
/* A sampler used by OpImageFetches generated for SM4 ld instructions.
*
* In Vulkan OpImageFetch must be used with a sampled image.
*/
struct vkd3d_shader_descriptor_binding dummy_sampler;
const struct vkd3d_shader_uav_counter_binding *uav_counters;
unsigned int uav_counter_count;
};
enum vkd3d_shader_target
{
VKD3D_SHADER_TARGET_NONE,
VKD3D_SHADER_TARGET_SPIRV_OPENGL_4_5,
VKD3D_SHADER_TARGET_SPIRV_VULKAN_1_0, /* default target */
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TARGET),
};
struct vkd3d_shader_compile_arguments
{
enum vkd3d_shader_target target;
unsigned int *output_swizzles;
unsigned int output_swizzle_count;
};
int vkd3d_shader_compile_dxbc(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_code *spirv, uint32_t compiler_options,
const struct vkd3d_shader_interface *shader_interface,
const struct vkd3d_shader_compile_arguments *compile_args);
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void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *code);
enum vkd3d_filter
{
VKD3D_FILTER_MIN_MAG_MIP_POINT = 0x0,
VKD3D_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1,
VKD3D_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4,
VKD3D_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5,
VKD3D_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
VKD3D_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
VKD3D_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
VKD3D_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
VKD3D_FILTER_ANISOTROPIC = 0x55,
VKD3D_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80,
VKD3D_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81,
VKD3D_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84,
VKD3D_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85,
VKD3D_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90,
VKD3D_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
VKD3D_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94,
VKD3D_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95,
VKD3D_FILTER_COMPARISON_ANISOTROPIC = 0xd5,
VKD3D_FILTER_MINIMUM_MIN_MAG_MIP_POINT = 0x100,
VKD3D_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x101,
VKD3D_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x104,
VKD3D_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x105,
VKD3D_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x110,
VKD3D_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x111,
VKD3D_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x114,
VKD3D_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR = 0x115,
VKD3D_FILTER_MINIMUM_ANISOTROPIC = 0x155,
VKD3D_FILTER_MAXIMUM_MIN_MAG_MIP_POINT = 0x180,
VKD3D_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x181,
VKD3D_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x184,
VKD3D_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x185,
VKD3D_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x190,
VKD3D_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x191,
VKD3D_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x194,
VKD3D_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR = 0x195,
VKD3D_FILTER_MAXIMUM_ANISOTROPIC = 0x1d5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_FILTER),
};
enum vkd3d_texture_address_mode
{
VKD3D_TEXTURE_ADDRESS_MODE_WRAP = 1,
VKD3D_TEXTURE_ADDRESS_MODE_MIRROR = 2,
VKD3D_TEXTURE_ADDRESS_MODE_CLAMP = 3,
VKD3D_TEXTURE_ADDRESS_MODE_BORDER = 4,
VKD3D_TEXTURE_ADDRESS_MODE_MIRROR_ONCE = 5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_TEXTURE_ADDRESS_MODE),
};
enum vkd3d_comparison_func
{
VKD3D_COMPARISON_FUNC_NEVER = 1,
VKD3D_COMPARISON_FUNC_LESS = 2,
VKD3D_COMPARISON_FUNC_EQUAL = 3,
VKD3D_COMPARISON_FUNC_LESS_EQUAL = 4,
VKD3D_COMPARISON_FUNC_GREATER = 5,
VKD3D_COMPARISON_FUNC_NOT_EQUAL = 6,
VKD3D_COMPARISON_FUNC_GREATER_EQUAL = 7,
VKD3D_COMPARISON_FUNC_ALWAYS = 8,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_COMPARISON_FUNC),
};
enum vkd3d_static_border_color
{
VKD3D_STATIC_BORDER_COLOR_TRANSPARENT_BLACK = 0,
VKD3D_STATIC_BORDER_COLOR_OPAQUE_BLACK = 1,
VKD3D_STATIC_BORDER_COLOR_OPAQUE_WHITE = 2,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_STATIC_BORDER_COLOR),
};
struct vkd3d_static_sampler_desc
{
enum vkd3d_filter filter;
enum vkd3d_texture_address_mode address_u;
enum vkd3d_texture_address_mode address_v;
enum vkd3d_texture_address_mode address_w;
float mip_lod_bias;
unsigned int max_anisotropy;
enum vkd3d_comparison_func comparison_func;
enum vkd3d_static_border_color border_color;
float min_lod;
float max_lod;
unsigned int shader_register;
unsigned int register_space;
enum vkd3d_shader_visibility shader_visibility;
};
enum vkd3d_descriptor_range_type
{
VKD3D_DESCRIPTOR_RANGE_TYPE_SRV = 0,
VKD3D_DESCRIPTOR_RANGE_TYPE_UAV = 1,
VKD3D_DESCRIPTOR_RANGE_TYPE_CBV = 2,
VKD3D_DESCRIPTOR_RANGE_TYPE_SAMPLER = 3,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_DESCRIPTOR_RANGE_TYPE),
};
struct vkd3d_descriptor_range
{
enum vkd3d_descriptor_range_type range_type;
unsigned int descriptor_count;
unsigned int base_shader_register;
unsigned int register_space;
unsigned int descriptor_table_offset;
};
struct vkd3d_root_descriptor_table
{
unsigned int descriptor_range_count;
const struct vkd3d_descriptor_range *descriptor_ranges;
};
struct vkd3d_root_constants
{
unsigned int shader_register;
unsigned int register_space;
unsigned int value_count;
};
struct vkd3d_root_descriptor
{
unsigned int shader_register;
unsigned int register_space;
};
enum vkd3d_root_parameter_type
{
VKD3D_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE = 0,
VKD3D_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS = 1,
VKD3D_ROOT_PARAMETER_TYPE_CBV = 2,
VKD3D_ROOT_PARAMETER_TYPE_SRV = 3,
VKD3D_ROOT_PARAMETER_TYPE_UAV = 4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_ROOT_PARAMETER_TYPE),
};
struct vkd3d_root_parameter
{
enum vkd3d_root_parameter_type parameter_type;
union
{
struct vkd3d_root_descriptor_table descriptor_table;
struct vkd3d_root_constants constants;
struct vkd3d_root_descriptor descriptor;
} u;
enum vkd3d_shader_visibility shader_visibility;
};
enum vkd3d_root_signature_flags
{
VKD3D_ROOT_SIGNATURE_FLAG_NONE = 0x0,
VKD3D_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT = 0x1,
VKD3D_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS = 0x2,
VKD3D_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS = 0x4,
VKD3D_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS = 0x8,
VKD3D_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS = 0x10,
VKD3D_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS = 0x20,
VKD3D_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT = 0x40,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_ROOT_SIGNATURE_FLAGS),
};
struct vkd3d_root_signature_desc
{
unsigned int parameter_count;
const struct vkd3d_root_parameter *parameters;
unsigned int static_sampler_count;
const struct vkd3d_static_sampler_desc *static_samplers;
enum vkd3d_root_signature_flags flags;
};
int vkd3d_shader_parse_root_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_root_signature_desc *root_signature);
void vkd3d_shader_free_root_signature(struct vkd3d_root_signature_desc *root_signature);
enum vkd3d_root_signature_version
{
VKD3D_ROOT_SIGNATURE_VERSION_1_0 = 0x1,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_ROOT_SIGNATURE_VERSION),
};
int vkd3d_shader_serialize_root_signature(const struct vkd3d_root_signature_desc *root_signature,
enum vkd3d_root_signature_version version, struct vkd3d_shader_code *dxbc);
#define VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS 8
struct vkd3d_shader_scan_info
{
unsigned int uav_read_mask : VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS;
unsigned int uav_counter_mask : VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS;
uint32_t sampler_comparison_mode_mask;
};
int vkd3d_shader_scan_dxbc(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_scan_info *scan_info);
enum vkd3d_component_type
{
VKD3D_TYPE_VOID = 0,
VKD3D_TYPE_UINT = 1,
VKD3D_TYPE_INT = 2,
VKD3D_TYPE_FLOAT = 3,
VKD3D_TYPE_BOOL,
VKD3D_TYPE_COUNT,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_COMPONENT_TYPE),
};
enum vkd3d_sysval_semantic
{
VKD3D_SV_POSITION = 1,
VKD3D_SV_CLIP_DISTANCE = 2,
VKD3D_SV_CULL_DISTANCE = 3,
VKD3D_SV_RENDER_TARGET_ARRAY_INDEX = 4,
VKD3D_SV_VIEWPORT_ARRAY_INDEX = 5,
VKD3D_SV_VERTEX_ID = 6,
VKD3D_SV_PRIMITIVE_ID = 7,
VKD3D_SV_INSTANCE_ID = 8,
VKD3D_SV_IS_FRONT_FACE = 9,
VKD3D_SV_SAMPLE_INDEX = 10,
VKD3D_SV_TESS_FACTOR_QUADEDGE = 11,
VKD3D_SV_TESS_FACTOR_QUADINT = 12,
VKD3D_SV_TESS_FACTOR_TRIEDGE = 13,
VKD3D_SV_TESS_FACTOR_TRIINT = 14,
VKD3D_SV_TESS_FACTOR_LINEDET = 15,
VKD3D_SV_TESS_FACTOR_LINEDEN = 16,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SYSVAL_SEMANTIC),
};
struct vkd3d_shader_signature_element
{
const char *semantic_name;
unsigned int semantic_index;
unsigned int stream_index;
enum vkd3d_sysval_semantic sysval_semantic;
enum vkd3d_component_type component_type;
unsigned int register_index;
unsigned int mask;
};
struct vkd3d_shader_signature
{
struct vkd3d_shader_signature_element *elements;
unsigned int element_count;
};
int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature);
struct vkd3d_shader_signature_element *vkd3d_shader_find_signature_element(
const struct vkd3d_shader_signature *signature, const char *semantic_name,
unsigned int semantic_index, unsigned int stream_index);
void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature);
/* swizzle bits fields: wwzzyyxx */
#define VKD3D_SWIZZLE_X (0u)
#define VKD3D_SWIZZLE_Y (1u)
#define VKD3D_SWIZZLE_Z (2u)
#define VKD3D_SWIZZLE_W (3u)
#define VKD3D_SWIZZLE_MASK (0x3u)
#define VKD3D_SWIZZLE_SHIFT(idx) (2u * (idx))
#define VKD3D_SWIZZLE(x, y, z, w) (((x & VKD3D_SWIZZLE_MASK) << VKD3D_SWIZZLE_SHIFT(0)) \
| ((y & VKD3D_SWIZZLE_MASK) << VKD3D_SWIZZLE_SHIFT(1)) \
| ((z & VKD3D_SWIZZLE_MASK) << VKD3D_SWIZZLE_SHIFT(2)) \
| ((w & VKD3D_SWIZZLE_MASK) << VKD3D_SWIZZLE_SHIFT(3)))
#define VKD3D_NO_SWIZZLE \
VKD3D_SWIZZLE(VKD3D_SWIZZLE_X, VKD3D_SWIZZLE_Y, VKD3D_SWIZZLE_Z, VKD3D_SWIZZLE_W)
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#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* __VKD3D_SHADER_H */