/* * 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 #include #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), }; enum vkd3d_shader_compiler_option { VKD3D_SHADER_STRIP_DEBUG = 0x00000001, VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILER_OPTION), }; 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), }; 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); 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) #ifdef __cplusplus } #endif /* __cplusplus */ #endif /* __VKD3D_SHADER_H */