/*===================== begin_copyright_notice ==================================

Copyright (c) 2017 Intel Corporation

Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:

The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


======================= end_copyright_notice ==================================*/
#ifndef STRUCTURE_ALINGMENT_VERIFICATION
#pragma once
#endif

#include "usc_gen8.h"

namespace USC
{

/*****************************************************************************\
Enum: GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT
\*****************************************************************************/
enum  GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT
{
    GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT_DISABLED = 0x0,  // All components disabled
    GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT_XY = 0x1,        // 2D attribute, z and w components disabled
    GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT_XYZ = 0x2,       // 3D attribute, w components disabled
    GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT_XYZW = 0x3,      // 4D attribute, no disabled components
};

enum GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE
{
    GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE_NONE,               // No Coverage
    GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE_NORMAL,             // OUTERCONSERVATIVE when conservative rasterization is enabled. 
                                                                    // Normal otherwise.
    GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE_INNERCONSERVATIVE,  // INNER conservative rasterization
    GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE_DEPTH_COVERAGE      // Depth coverage
};

/*****************************************************************************\
ENUM:   BLEND_OPTIMIZATION_MODE
\*****************************************************************************/
enum BLEND_OPTIMIZATION_MODE
{
    BLEND_OPTIMIZATION_NONE,                        // No optimizations
    BLEND_OPTIMIZATION_SRC_ALPHA,                   // Discard: src.a == 0, Fill: src.a == 1
    BLEND_OPTIMIZATION_INV_SRC_ALPHA,               // Discard: src.a == 1, Fill: src.a == 0
    BLEND_OPTIMIZATION_SRC_ALPHA_DISCARD_ONLY,      // Discard: src.a == 0
    BLEND_OPTIMIZATION_SRC_ALPHA_FILL_ONLY,         // Fill:    src.a == 1
    BLEND_OPTIMIZATION_SRC_COLOR_ZERO,              // Discard: src.rgb == 0
    BLEND_OPTIMIZATION_SRC_COLOR_ONE,               // Discard: src.rgb == 1
    BLEND_OPTIMIZATION_SRC_BOTH_ZERO,               // Discard: src.rgba == 0
    BLEND_OPTIMIZATION_SRC_BOTH_ONE,                // Discard: src.rgba == 1
    BLEND_OPTIMIZATION_SRC_ALPHA_OR_COLOR_ZERO,     // Discard: src.a == 0 || src.rgb == 0
    BLEND_OPTIMIZATION_SRC_COLOR_ZERO_ALPHA_ONE,    // Discard: src.rgb == 0 && src.a == 1
    BLEND_OPTIMIZATION_SRC_COLOR_ZERO_ALPHA_IGNORE, // Discard: src.rgb == 0 and don't compute src.a
};

/*****************************************************************************\
\*****************************************************************************/
struct SCompilerOutputVertexShader_Gen9 : public SCompilerOutputVertexShader_Gen8
{
    bool         m_EnableVertexReordering;

    PADDING_1_BYTE
    PADDING_2_BYTES
    PADDING_4_BYTES
};



/*****************************************************************************\
STRUCT: SCompilerInputHullShader
\*****************************************************************************/
struct SCompilerInputHullShader : public SCompilerInputCommon
{
    float                                       m_TessellationFactorScale;
};

/* Structures for compile shader inputs*/

struct SCompilerInputVertexShader : public SCompilerInputCommon
{
};
struct SCompilerInputDomainShader : public SCompilerInputCommon
{
};
struct SCompilerInputGeometryShader : public SCompilerInputCommon
{
};

/*****************************************************************************\
\*****************************************************************************/
struct SCompilerOutputHullShader_Gen9 : public SCompilerOutputHullShader_Gen8
{
    // ### DW7 3DSTATE_HS ###
    unsigned int   DispatchMode;                        // HS dispatch mode         (DW7, BITFIELD_RANGE( 17,18 ))
    unsigned int   IncludePrimitiveID;                  // HS primitive ID          (DW7, BITFIELD(0))
};

/*****************************************************************************\
\*****************************************************************************/
struct SCompilerOutputDomainShader_Gen9 : public SCompilerOutputDomainShader_Gen7
{
    // ### DW7 3DSTATE_DS ###
    unsigned int    DispatchMode;                       //(DW7, bits  4...3)

    // ### DW8 3DSTATE_DS ###
    unsigned int    m_VertexURBEntryOutputReadOffset;   //(DW8, bits 26..21)
    unsigned int    m_VertexURBEntryOutputLength;       //(DW8, bits 20..16)

    // ### DW9 3DSTATE_DS ###
    unsigned int    m_DualPatchKernelProgramSize;
    void*           m_pDualPatchKernelProgram;          //(DW9, bits 31...6)

    bool            m_HasPrimitiveIdInput;

    PADDING_1_BYTE
    PADDING_2_BYTES
    PADDING_4_BYTES
    PADDING_4_BYTES_x32_ONLY
};

/*****************************************************************************\
\*****************************************************************************/
struct SCompilerOutputGeometryShader_Gen9 : public SCompilerOutputGeometryShader_Gen8
{
    // identical to Gen8
};

/*****************************************************************************\
\*****************************************************************************/
USC_PARAM()
struct SCompilerOutputPixelShader_Gen9 : public SCompilerOutputPixelShader_Gen8
{
    GFX3DSTATE_SF_ATTRIBUTE_ACTIVE_COMPONENT attributeActiveComponent[ NUM_PSHADER_INPUT_REGISTERS ];
    
    unsigned int OutputUseMask[ NUM_PSHADER_OUTPUT_REGISTERS ];

    // ### DW1 3DSTATE_PS_EXTRA ###
    GFX3DSTATE_PSEXTRA_INPUT_COVERAGE_MASK_MODE  m_InputCoverageMaskMode; // (bit 1..0)
    unsigned int m_BarycentricParamsArePulled; // (bit 3)
    unsigned int m_PixelShaderComputesStencil; // (bit 5)

    unsigned int m_FP16PayloadEnable;          // (bit 17)
    unsigned int m_CRastBinaryHeaderSize;
	unsigned int m_SampleCmpToDiscardOptimizationSlot;
	bool m_NeedsWAForSampleLInLoopPS;
	bool m_SampleCmpToDiscardOptimizationPossible;
    bool m_NeedPSSync;
    PADDING_1_BYTE
	PADDING_4_BYTES
};

/*****************************************************************************\
STRUCT: SCompilerInputComputeShader_Gen9
\*****************************************************************************/
struct SCompilerInputComputeShader_Gen9 : public SCompilerInputCommon_Gen7
{
    // False - legacy
    bool PooledEUMode;

    // Maximum size of available pool in physical (EU) threads
    unsigned int EUThreadsInPoolMax;
};

/*****************************************************************************\
\*****************************************************************************/
struct SCompilerOutputComputeShader_Gen9 : public SCompilerOutputComputeShader_Gen8
{
    // identical to Gen8
};

} // namespace USC
