vkd3d/include/vkd3d_shader.h

197 lines
5.8 KiB
C

/*
* 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 "vkd3d.h"
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
enum vkd3d_shader_compiler_option
{
VKD3D_SHADER_STRIP_DEBUG = 0x00000001,
VKD3D_SHADER_COMPILER_OPTIONS_FORCE_32_BIT = 0x7fffffff,
};
enum vkd3d_shader_visibility
{
VKD3D_SHADER_VISIBILITY_ALL,
VKD3D_SHADER_VISIBILITY_VERTEX,
VKD3D_SHADER_VISIBILITY_HULL,
VKD3D_SHADER_VISIBILITY_DOMAIN,
VKD3D_SHADER_VISIBILITY_GEOMETRY,
VKD3D_SHADER_VISIBILITY_PIXEL,
};
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# */
};
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;
};
struct vkd3d_shader_uav_counter_binding
{
unsigned int register_index; /* u# */
struct vkd3d_shader_descriptor_binding binding;
};
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;
/* 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 default_sampler;
const struct vkd3d_shader_uav_counter_binding *uav_counters;
unsigned int uav_counter_count;
};
HRESULT 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);
void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *code);
HRESULT vkd3d_shader_parse_root_signature(const struct vkd3d_shader_code *dxbc,
D3D12_ROOT_SIGNATURE_DESC *root_signature);
void vkd3d_shader_free_root_signature(D3D12_ROOT_SIGNATURE_DESC *root_signature);
enum vkd3d_root_signature_version
{
VKD3D_ROOT_SIGNATURE_VERSION_1_0 = 0x1,
};
HRESULT vkd3d_shader_serialize_root_signature(const D3D12_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;
};
HRESULT 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,
};
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,
};
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;
DWORD mask;
};
struct vkd3d_shader_signature
{
struct vkd3d_shader_signature_element *elements;
unsigned int element_count;
};
HRESULT 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);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* __VKD3D_SHADER_H */