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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/freedreno/ir3/ir3_nir.h
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/*
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* Copyright (C) 2015 Rob Clark <[email protected]>
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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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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* 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 NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Rob Clark <[email protected]>
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*/
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#ifndef IR3_NIR_H_
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#define IR3_NIR_H_
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#include "compiler/nir/nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "compiler/shader_enums.h"
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#include "ir3_shader.h"
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bool ir3_nir_apply_trig_workarounds(nir_shader *shader);
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bool ir3_nir_lower_imul(nir_shader *shader);
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bool ir3_nir_lower_tg4_to_tex(nir_shader *shader);
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bool ir3_nir_lower_io_offsets(nir_shader *shader, int gpu_id);
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bool ir3_nir_lower_load_barycentric_at_sample(nir_shader *shader);
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bool ir3_nir_lower_load_barycentric_at_offset(nir_shader *shader);
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bool ir3_nir_move_varying_inputs(nir_shader *shader);
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int ir3_nir_coord_offset(nir_ssa_def *ssa);
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bool ir3_nir_lower_tex_prefetch(nir_shader *shader);
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void ir3_nir_lower_to_explicit_output(nir_shader *shader,
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struct ir3_shader_variant *v,
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unsigned topology);
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void ir3_nir_lower_to_explicit_input(nir_shader *shader,
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struct ir3_shader_variant *v);
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void ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader_variant *v,
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unsigned topology);
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void ir3_nir_lower_tess_eval(nir_shader *shader, struct ir3_shader_variant *v,
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unsigned topology);
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void ir3_nir_lower_gs(nir_shader *shader);
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const nir_shader_compiler_options *
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ir3_get_compiler_options(struct ir3_compiler *compiler);
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void ir3_optimize_loop(struct ir3_compiler *compiler, nir_shader *s);
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void ir3_nir_lower_io_to_temporaries(nir_shader *s);
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void ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s);
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void ir3_nir_post_finalize(struct ir3_compiler *compiler, nir_shader *s);
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void ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s);
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void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
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struct ir3_const_state *const_state);
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bool ir3_nir_lower_load_constant(nir_shader *nir, struct ir3_shader_variant *v);
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void ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader_variant *v);
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bool ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v);
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bool ir3_nir_fixup_load_uniform(nir_shader *nir);
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nir_ssa_def *ir3_nir_try_propagate_bit_shift(nir_builder *b,
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nir_ssa_def *offset,
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int32_t shift);
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static inline nir_intrinsic_instr *
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ir3_bindless_resource(nir_src src)
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{
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if (!src.is_ssa)
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return NULL;
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if (src.ssa->parent_instr->type != nir_instr_type_intrinsic)
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return NULL;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(src.ssa->parent_instr);
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if (intrin->intrinsic != nir_intrinsic_bindless_resource_ir3)
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return NULL;
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return intrin;
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}
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#endif /* IR3_NIR_H_ */
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