865a8d4d59
This reverts commit 321e497048.
252 lignes
12 KiB
C++
252 lignes
12 KiB
C++
/*
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***********************************************************************************************************************
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*
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* Copyright (c) 2014-2025 Advanced Micro Devices, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************************************************************************/
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/**
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***********************************************************************************************************************
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* @file palShaderLibrary.h
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* @brief Defines the Platform Abstraction Library (PAL) IShaderLibrary interface and related types.
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***********************************************************************************************************************
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*/
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#pragma once
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#include "pal.h"
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#include "palDestroyable.h"
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#include "palStringView.h"
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#include "palSpan.h"
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namespace Pal
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{
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struct GpuMemSubAllocInfo;
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/// Common flags controlling creation of shader libraries.
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union LibraryCreateFlags
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{
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struct
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{
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uint32 clientInternal : 1; ///< Internal library not created by the application.
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uint32 isGraphics : 1; ///< Whether it is a graphics library
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uint32 reserved : 30; ///< Reserved for future use.
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};
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uint32 u32All; ///< Flags packed as 32-bit uint.
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};
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/// Specifies properties about an indirect function belonging to a @ref IShaderLibrary object. Part of the input
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/// structure to IDevice::CreateShaderLibrary().
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struct ShaderLibraryFunctionInfo
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{
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Util::StringView<char> symbolName; ///< ELF Symbol name for the associated function.
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gpusize gpuVirtAddr; ///< [out] GPU virtual address of the function. This is computed by PAL during
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/// library creation.
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};
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/// Specifies a shader sub type / ShaderKind.
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enum class ShaderSubType : uint32
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{
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Unknown = 0,
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Traversal,
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RayGeneration,
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Intersection,
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AnyHit,
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ClosestHit,
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Miss,
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Callable,
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LaunchKernel, ///< Raytracing launch kernel
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Count
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};
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/// Specifies properties for creation of a compute @ref IShaderLibrary object. Input structure to
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/// IDevice::CreateShaderLibrary().
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struct ShaderLibraryCreateInfo
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{
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LibraryCreateFlags flags; ///< Library creation flags
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const void* pCodeObject; ///< Pointer to code-object ELF binary implementing the Pipeline ABI interface.
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/// The code-object ELF contains pre-compiled shaders, register values, and
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/// additional metadata.
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size_t codeObjectSize; ///< Size of code object in bytes.
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};
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/// Reports properties of a compiled library.
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struct LibraryInfo
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{
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PipelineHash internalLibraryHash; ///< 128-bit identifier extracted from this library's ELF binary, composed of
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/// the state the compiler decided was appropriate to identify the compiled
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/// library. The lower 64 bits are "stable"; the upper 64 bits are "unique".
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};
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/// Reports shader stats. Multiple bits set in the shader stage mask indicates that multiple shaders have been combined
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/// due to HW support. The same information will be repeated for both the constituent shaders in this case.
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struct ShaderLibStats
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{
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ShaderHash shaderHash; ///< Shader hash.
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CommonShaderStats common; ///< The shader compilation parameters for this shader.
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/// Maximum number of VGPRs the compiler was allowed to use for this shader. This limit will be the minimum
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/// of any architectural restriction and any client-requested limit intended to increase the number of waves in
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/// flight.
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uint32 numAvailableVgprs;
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/// Maximum number of SGPRs the compiler was allowed to use for this shader. This limit will be the minimum
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/// of any architectural restriction and any client-requested limit intended to increase the number of waves in
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/// flight.
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uint32 numAvailableSgprs;
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size_t isaSizeInBytes; ///< Size of the shader ISA disassembly for this shader.
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PipelineHash palInternalLibraryHash; ///< Internal hash of the shader compilation data used by PAL.
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uint32 stackFrameSizeInBytes; ///< Shader function stack frame size
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ShaderSubType shaderSubType; ///< ShaderSubType / Shader Kind
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CompilerStackSizes cpsStackSizes; ///< Stack used in Continuation
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};
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/**
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***********************************************************************************************************************
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* @interface IShaderLibrary
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* @brief Object containing one or more shader functions stored in GPU memory. These shader functions are callable
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* from the shaders contained within IPipeline objects.
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*
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* Before a pipeline which calls into this library is bound to a command buffer (using @ref ICmdBuffer::BindPipeline),
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* the client must call @ref IPipeline::LinkWithLibraries() and specify this library in the list of linked libraries.
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* Failure to comply with this requirement is an error and will result in undefined behavior.
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*
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* @see IDevice::CreateShaderLibrary()
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* @see IPipeline::LinkWithLibraries()
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***********************************************************************************************************************
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*/
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class IShaderLibrary : public IDestroyable
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{
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public:
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/// Returns properties of this library and its corresponding shader functions.
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///
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/// @returns Property structure describing this library.
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virtual const LibraryInfo& GetInfo() const = 0;
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/// Returns a list of GPU memory allocations used by this library.
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///
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/// @param [in,out] pNumEntries Input value specifies the available size in pAllocInfoList; output value
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/// reports the number of GPU memory allocations.
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/// @param [out] pAllocInfoList If pAllocInfoList=nullptr, then pNumEntries is ignored on input. On output it
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/// will reflect the number of allocations that make up this pipeline. If
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/// pAllocInfoList!=nullptr, then on input pNumEntries is assumed to be the number
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/// of entries in the pAllocInfoList array. On output, pNumEntries reflects the
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/// number of entries in pAllocInfoList that are valid.
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/// @returns Success if the allocation info was successfully written to the buffer.
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/// + ErrorInvalidValue if the caller provides a buffer size that is different from the size needed.
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/// + ErrorInvalidPointer if pNumEntries is nullptr.
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virtual Result QueryAllocationInfo(
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size_t* pNumEntries,
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GpuMemSubAllocInfo* const pAllocInfoList) const = 0;
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/// Gives the client access to the resource ID used for internal Pal events.
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/// EX: Resource Create, Resource Bind, Resource Destroy.
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///
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/// @returns The Resource ID.
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virtual const void* GetResourceId() const = 0;
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/// Obtains the binary code object for this library.
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///
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/// @param [in, out] pSize Represents the size of the shader ISA code.
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///
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/// @param [out] pBuffer If non-null, the library ELF is written in the buffer. If null, the size required
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/// for the library ELF is given out in the location pSize.
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///
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/// @returns Success if the library binary was fetched successfully.
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/// +ErrorUnavailable if the library binary was not fetched successfully.
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virtual Result GetCodeObject(
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uint32* pSize,
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void* pBuffer) const = 0;
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/// Returns the value of the associated arbitrary client data pointer.
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/// Can be used to associate arbitrary data with a particular PAL object.
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///
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/// @returns Pointer to client data.
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void* GetClientData() const { return m_pClientData; }
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/// Sets the value of the associated arbitrary client data pointer.
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/// Can be used to associate arbitrary data with a particular PAL object.
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///
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/// @param [in] pClientData A pointer to arbitrary client data.
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void SetClientData(
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void* pClientData)
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{
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m_pClientData = pClientData;
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}
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/// Obtains the compiled shader ISA code for the shader function specified.
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///
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/// @param [in] pShaderExportName The shader exported name
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///
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/// @param [in, out] pSize Represents the size of the shader ISA code.
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///
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/// @param [out] pBuffer If non-null, the shader ISA code is written in the buffer. If null, the size required
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/// for the shader ISA is given out in the location pSize.
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///
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/// @returns Success if the shader ISA code was fetched successfully.
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/// +ErrorUnavailable if the shader ISA code was not fetched successfully.
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virtual Result GetShaderFunctionCode(
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Util::StringView<char> shaderExportName,
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size_t* pSize,
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void* pBuffer) const = 0;
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/// Obtains the shader pre and post compilation stats/params for the specified shader.
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///
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/// @param [in] pShaderExportName The shader exported name
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///
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/// @param [out] pShaderStats Pointer to the ShaderStats structure which will be filled with the shader stats for
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/// the shader stage mentioned in shaderType. This cannot be nullptr.
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/// @param [in] getDisassemblySize If set to true performs disassembly on the shader binary code and reports the
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/// size of the disassembly string in ShaderStats::isaSizeInBytes. Else reports 0.
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/// @returns Success if the stats were successfully obtained for this shader, including the shader disassembly size.
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/// +ErrorUnavailable if a wrong shader stage for this pipeline was specified, or if some internal error
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/// occured.
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virtual Result GetShaderFunctionStats(
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Util::StringView<char> shaderExportName,
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ShaderLibStats* pShaderStats) const = 0;
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/// Returns the function list owned by this shader library
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///
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/// @returns A list of ShaderLibraryFunctionInfo.
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virtual const Util::Span<const ShaderLibraryFunctionInfo> GetShaderLibFunctionInfos() const = 0;
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protected:
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/// @internal Constructor. Prevent use of new operator on this interface. Client must create objects by explicitly
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/// called the proper create method.
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IShaderLibrary() : m_pClientData(nullptr) { }
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/// @internal Destructor. Prevent use of delete operator on this interface. Client must destroy objects by
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/// explicitly calling IDestroyable::Destroy() and is responsible for freeing the system memory allocated for the
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/// object on their own.
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virtual ~IShaderLibrary() { }
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private:
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/// @internal Client data pointer. This can have an arbitrary value and can be returned by calling GetClientData()
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/// and set via SetClientData().
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/// For non-top-layer objects, this will point to the layer above the current object.
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void* m_pClientData;
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IShaderLibrary(const IShaderLibrary&) = delete;
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IShaderLibrary& operator=(const IShaderLibrary&) = delete;
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};
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} // Pal
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