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/*========================== begin_copyright_notice ============================
Copyright (C) 2022-2024 Intel Corporation
SPDX-License-Identifier: MIT
============================= end_copyright_notice ===========================*/
#ifndef __CS_WALK_ORDER_H__
#define __CS_WALK_ORDER_H__
#include <llvm/Pass.h>
#include "Compiler/CISACodeGen/ComputeShaderBase.hpp"
using namespace IGC;
namespace IGC {
void selectWalkOrderInPass(
bool useLinearWalk,
uint numberOfTypedAccess,
uint numberOfUntypedAccess,
uint num1DAccesses,
uint num2DAccesses,
uint numSLMAccesses,
uint threadGroupSize_X,
uint threadGroupSize_Y,
uint threadGroupSize_Z,
CodeGenContext* ctx,
SComputeShaderWalkOrder& walkOrderStruct);
void overrideWalkOrderKeysInPass(
bool is_pow2_x, bool is_pow2_y, bool is_pow2_z,
SComputeShaderWalkOrder& walkOrderStruct,
CodeGenContext* ctx);
bool enableHWGenerateLIDInPass(
CS_WALK_ORDER walk_order,
bool is_pow2_x, bool is_pow2_y, bool is_pow2_z);
llvm::Optional<CS_WALK_ORDER> selectBestWalkOrderInPass(
ThreadIDLayout Layout,
bool is_pow2_x, bool is_pow2_y, bool is_pow2_z);
void setEmitLocalMaskInPass(SGVUsage channelNum, EMIT_LOCAL_MASK& emitMask);
CS_WALK_ORDER getWalkOrderInPass(uint order0, uint order1);
} // End namespace IGC
#endif // __CS_WALK_ORDER_H__
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