122 lines
3.3 KiB
C
122 lines
3.3 KiB
C
/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef D3D12_NIR_PASSES_H
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#define D3D12_NIR_PASSES_H
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#include "nir.h"
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#include "nir_builder.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct d3d12_shader;
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struct d3d12_image_format_conversion_info;
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enum d3d12_state_var;
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nir_ssa_def *
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d3d12_get_state_var(nir_builder *b,
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enum d3d12_state_var var_enum,
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const char *var_name,
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const struct glsl_type *var_type,
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nir_variable **out_var);
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nir_ssa_def *
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d3d12_get_state_var(nir_builder *b,
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enum d3d12_state_var var_enum,
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const char *var_name,
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const struct glsl_type *var_type,
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nir_variable **out_var);
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bool
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d3d12_lower_point_sprite(nir_shader *shader,
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bool sprite_origin_lower_left,
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bool point_size_per_vertex,
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unsigned point_coord_enable,
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uint64_t next_inputs_read);
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bool
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d3d12_lower_state_vars(struct nir_shader *s, struct d3d12_shader *shader);
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void
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d3d12_lower_yflip(nir_shader *s);
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void
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d3d12_forward_front_face(nir_shader *nir);
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void
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d3d12_lower_depth_range(nir_shader *nir);
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bool
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d3d12_lower_load_draw_params(nir_shader *nir);
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bool
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d3d12_lower_load_patch_vertices_in(nir_shader *nir);
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bool
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d3d12_lower_compute_state_vars(nir_shader *nir);
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void
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d3d12_lower_uint_cast(nir_shader *nir, bool is_signed);
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void
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d3d12_add_missing_dual_src_target(struct nir_shader *s,
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unsigned missing_mask);
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bool
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d3d12_fix_io_uint_type(struct nir_shader *s, uint64_t in_mask, uint64_t out_mask);
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void
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d3d12_nir_invert_depth(nir_shader *s, unsigned viewport_mask, bool clip_halfz);
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bool
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nir_lower_packed_ubo_loads(struct nir_shader *nir);
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void
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d3d12_lower_primitive_id(nir_shader *shader);
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void
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d3d12_lower_triangle_strip(nir_shader *shader);
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bool
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d3d12_lower_image_casts(nir_shader *s, struct d3d12_image_format_conversion_info *info);
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bool
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d3d12_lower_sample_pos(nir_shader *s);
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bool
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d3d12_disable_multisampling(nir_shader *s);
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bool
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d3d12_split_multistream_varyings(nir_shader *s);
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void
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d3d12_write_0_to_new_varying(nir_shader *s, nir_variable *var);
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#ifdef __cplusplus
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}
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#endif
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#endif // D3D12_NIR_PASSES_H
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