1 /* 2 * Copyright © Microsoft Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * on the rights to use, copy, modify, merge, publish, distribute, sub 8 * license, and/or sell copies of the Software, and to permit persons to whom 9 * the Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, 19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 21 * USE OR OTHER DEALINGS IN THE SOFTWARE. 22 */ 23 24 #ifndef D3D12_NIR_PASSES_H 25 #define D3D12_NIR_PASSES_H 26 27 #include "nir.h" 28 #include "nir_builder.h" 29 30 #ifdef __cplusplus 31 extern "C" { 32 #endif 33 34 struct d3d12_shader; 35 struct d3d12_image_format_conversion_info; 36 enum d3d12_state_var; 37 38 nir_ssa_def * 39 d3d12_get_state_var(nir_builder *b, 40 enum d3d12_state_var var_enum, 41 const char *var_name, 42 const struct glsl_type *var_type, 43 nir_variable **out_var); 44 45 nir_ssa_def * 46 d3d12_get_state_var(nir_builder *b, 47 enum d3d12_state_var var_enum, 48 const char *var_name, 49 const struct glsl_type *var_type, 50 nir_variable **out_var); 51 52 bool 53 d3d12_lower_point_sprite(nir_shader *shader, 54 bool sprite_origin_lower_left, 55 bool point_size_per_vertex, 56 unsigned point_coord_enable, 57 uint64_t next_inputs_read); 58 59 bool 60 d3d12_lower_state_vars(struct nir_shader *s, struct d3d12_shader *shader); 61 62 void 63 d3d12_lower_yflip(nir_shader *s); 64 65 void 66 d3d12_forward_front_face(nir_shader *nir); 67 68 void 69 d3d12_lower_depth_range(nir_shader *nir); 70 71 bool 72 d3d12_lower_load_draw_params(nir_shader *nir); 73 74 bool 75 d3d12_lower_load_patch_vertices_in(nir_shader *nir); 76 77 bool 78 d3d12_lower_compute_state_vars(nir_shader *nir); 79 80 void 81 d3d12_lower_uint_cast(nir_shader *nir, bool is_signed); 82 83 void 84 d3d12_add_missing_dual_src_target(struct nir_shader *s, 85 unsigned missing_mask); 86 87 bool 88 d3d12_fix_io_uint_type(struct nir_shader *s, uint64_t in_mask, uint64_t out_mask); 89 90 void 91 d3d12_nir_invert_depth(nir_shader *s, unsigned viewport_mask, bool clip_halfz); 92 93 bool 94 nir_lower_packed_ubo_loads(struct nir_shader *nir); 95 96 void 97 d3d12_lower_primitive_id(nir_shader *shader); 98 99 void 100 d3d12_lower_triangle_strip(nir_shader *shader); 101 102 bool 103 d3d12_lower_image_casts(nir_shader *s, struct d3d12_image_format_conversion_info *info); 104 105 bool 106 d3d12_lower_sample_pos(nir_shader *s); 107 108 bool 109 d3d12_disable_multisampling(nir_shader *s); 110 111 bool 112 d3d12_split_multistream_varyings(nir_shader *s); 113 114 void 115 d3d12_write_0_to_new_varying(nir_shader *s, nir_variable *var); 116 117 #ifdef __cplusplus 118 } 119 #endif 120 121 #endif // D3D12_NIR_PASSES_H 122