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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"
#include <optional>
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);
std::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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