121 lines
5.2 KiB
Plaintext
121 lines
5.2 KiB
Plaintext
// This section is included inside the Pipelines chapter (pipelines.txt)
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[[pipelines-shader-information]]
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== Pipeline Shader Information
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[open,refpage='vkGetShaderInfoAMD',desc='Get information about a shader in a pipeline',type='protos']
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--
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Information about a particular shader that has been compiled as part of a
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pipeline object can be extracted by calling:
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include::../api/protos/vkGetShaderInfoAMD.txt[]
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* pname:device is the device that created pname:pipeline.
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* pname:pipeline is the target of the query.
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* pname:shaderStage identifies the particular shader within the pipeline
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about which information is being queried.
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* pname:infoType describes what kind of information is being queried.
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* pname:pInfoSize is a pointer to a value related to the amount of data
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the query returns, as described below.
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* pname:pInfo is either NULL or a pointer to a buffer.
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If pname:pInfo is `NULL`, then the maximum size of the information that can:
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be retrieved about the shader, in bytes, is returned in pname:pInfoSize.
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Otherwise, pname:pInfoSize must: point to a variable set by the user to the
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size of the buffer, in bytes, pointed to by pname:pInfo, and on return the
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variable is overwritten with the amount of data actually written to
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pname:pInfo.
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If pname:pInfoSize is less than the maximum size that can: be retrieved by
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the pipeline cache, then at most pname:pInfoSize bytes will be written to
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pname:pInfo, and fname:vkGetShaderInfoAMD will return ename:VK_INCOMPLETE.
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Not all information is available for every shader and implementations may
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not support all kinds of information for any shader.
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When a certain type of information is unavailable, the function returns
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ename:VK_ERROR_FEATURE_NOT_PRESENT.
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If information is successfully and fully queried, the function will return
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ename:VK_SUCCESS.
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For ename:VK_SHADER_INFO_TYPE_STATISTICS_AMD, an instance of
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sname:VkShaderStatisticsInfoAMD will be written to the buffer pointed to by
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pname:pInfo.
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This structure will be populated with statistics regarding the physical
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device resources used by that shader along with other miscellaneous
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information and is described in further detail below.
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For ename:VK_SHADER_INFO_TYPE_DISASSEMBLY_AMD, pname:pInfo points to a UTF-8
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null-terminated string containing human-readable disassembly.
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The exact formatting and contents of the disassembly string are
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vendor-specific.
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The formatting and contents of all other types of information, including
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ename:VK_SHADER_INFO_TYPE_BINARY_AMD, are left to the vendor and are not
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further specified by this extension.
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include::../validity/protos/vkGetShaderInfoAMD.txt[]
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--
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[open,refpage='VkShaderStatisticsInfoAMD',desc='Statistical information about a particular shader within a pipeline',type='structs']
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--
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The sname:VkShaderStatisticsInfoAMD structure is defined as:
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include::../api/structs/VkShaderStatisticsInfoAMD.txt[]
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* pname:shaderStageMask are the combination of logical shader stages
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contained within this shader.
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* pname:resourceUsage is an instance of slink:VkShaderResourceUsageAMD
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describing internal physical device resources used by this shader.
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* pname:numPhysicalVgprs is the maximum number of vector instruction
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general-purpose registers (VGPRs) available to the physical device.
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* pname:numPhysicalSgprs is the maximum number of scalar instruction
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general-purpose registers (SGPRs) available to the physical device.
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* pname:numAvailableVgprs is the maximum limit of VGPRs made available to
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the shader compiler.
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* pname:numAvailableSgprs is the maximum limit of SGPRs made available to
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the shader compiler.
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* pname:computeWorkGroupSize is the local workgroup size of this shader in
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{ X, Y, Z } dimensions.
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Some implementations may merge multiple logical shader stages together in a
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single shader.
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In such cases, pname:shaderStageMask will contain a bitmask of all of the
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stages that are active within that shader.
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Consequently, if specifying those stages as input to
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flink:vkGetShaderInfoAMD, the same output information may: be returned for
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all such shader stage queries.
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The number of available VGPRs and SGPRs (pname:numAvailableVgprs and
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pname:numAvailableSgprs respectively) are the shader-addressable subset of
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physical registers that is given as a limit to the compiler for register
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assignment.
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These values may: further be limited by implementations due to performance
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optimizations where register pressure is a bottleneck.
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include::../validity/structs/VkShaderStatisticsInfoAMD.txt[]
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--
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[open,refpage='VkShaderResourceUsageAMD',desc='Resource usage information about a particular shader within a pipeline',type='structs']
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--
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The sname:VkShaderResourceUsageAMD structure is defined as:
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include::../api/structs/VkShaderResourceUsageAMD.txt[]
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* pname:numUsedVgprs is the number of vector instruction general-purpose
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registers used by this shader.
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* pname:numUsedSgprs is the number of scalar instruction general-purpose
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registers used by this shader.
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* pname:ldsSizePerLocalWorkGroup is the maximum local data store size per
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work group in bytes.
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* pname:ldsUsageSizeInBytes is the LDS usage size in bytes per work group
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by this shader.
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* pname:scratchMemUsageInBytes is the scratch memory usage in bytes by
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this shader.
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include::../validity/structs/VkShaderResourceUsageAMD.txt[]
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--
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