/* * Copyright © Microsoft 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 (including the next * paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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. */ #ifndef D3D12_NIR_PASSES_H #define D3D12_NIR_PASSES_H #include "nir.h" #include "nir_builder.h" #ifdef __cplusplus extern "C" { #endif struct d3d12_shader; struct d3d12_image_format_conversion_info; enum d3d12_state_var; nir_ssa_def * d3d12_get_state_var(nir_builder *b, enum d3d12_state_var var_enum, const char *var_name, const struct glsl_type *var_type, nir_variable **out_var); nir_ssa_def * d3d12_get_state_var(nir_builder *b, enum d3d12_state_var var_enum, const char *var_name, const struct glsl_type *var_type, nir_variable **out_var); bool d3d12_lower_point_sprite(nir_shader *shader, bool sprite_origin_lower_left, bool point_size_per_vertex, unsigned point_coord_enable, uint64_t next_inputs_read); bool d3d12_lower_state_vars(struct nir_shader *s, struct d3d12_shader *shader); void d3d12_lower_yflip(nir_shader *s); void d3d12_forward_front_face(nir_shader *nir); void d3d12_lower_depth_range(nir_shader *nir); bool d3d12_lower_load_draw_params(nir_shader *nir); bool d3d12_lower_load_patch_vertices_in(nir_shader *nir); bool d3d12_lower_compute_state_vars(nir_shader *nir); void d3d12_lower_uint_cast(nir_shader *nir, bool is_signed); void d3d12_add_missing_dual_src_target(struct nir_shader *s, unsigned missing_mask); bool d3d12_fix_io_uint_type(struct nir_shader *s, uint64_t in_mask, uint64_t out_mask); void d3d12_nir_invert_depth(nir_shader *s, unsigned viewport_mask, bool clip_halfz); bool nir_lower_packed_ubo_loads(struct nir_shader *nir); void d3d12_lower_primitive_id(nir_shader *shader); void d3d12_lower_triangle_strip(nir_shader *shader); bool d3d12_lower_image_casts(nir_shader *s, struct d3d12_image_format_conversion_info *info); bool d3d12_lower_sample_pos(nir_shader *s); bool d3d12_disable_multisampling(nir_shader *s); bool d3d12_split_multistream_varyings(nir_shader *s); void d3d12_write_0_to_new_varying(nir_shader *s, nir_variable *var); #ifdef __cplusplus } #endif #endif // D3D12_NIR_PASSES_H