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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/microsoft/compiler/dxil_nir.h
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/*
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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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* 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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef DXIL_NIR_H
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#define DXIL_NIR_H
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#include <stdbool.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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bool dxil_nir_lower_8bit_conv(nir_shader *shader);
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bool dxil_nir_lower_16bit_conv(nir_shader *shader);
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bool dxil_nir_lower_x2b(nir_shader *shader);
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bool dxil_nir_lower_inot(nir_shader *shader);
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bool dxil_nir_lower_ubo_to_temp(nir_shader *shader);
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bool dxil_nir_lower_loads_stores_to_dxil(nir_shader *shader);
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bool dxil_nir_lower_atomics_to_dxil(nir_shader *shader);
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bool dxil_nir_lower_deref_ssbo(nir_shader *shader);
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bool dxil_nir_opt_alu_deref_srcs(nir_shader *shader);
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bool dxil_nir_lower_memcpy_deref(nir_shader *shader);
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bool dxil_nir_lower_upcast_phis(nir_shader *shader, unsigned min_bit_size);
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bool dxil_nir_lower_fp16_casts(nir_shader *shader);
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bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
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bool dxil_nir_lower_double_math(nir_shader *shader);
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bool dxil_nir_lower_system_values_to_zero(nir_shader *shader,
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gl_system_value* system_value,
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uint32_t count);
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bool dxil_nir_create_bare_samplers(nir_shader *shader);
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nir_ssa_def *
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build_load_ubo_dxil(nir_builder *b, nir_ssa_def *buffer,
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nir_ssa_def *offset, unsigned num_components,
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unsigned bit_size);
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uint64_t
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dxil_sort_by_driver_location(nir_shader* s, nir_variable_mode modes);
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void
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dxil_sort_ps_outputs(nir_shader* s);
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uint64_t
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dxil_reassign_driver_locations(nir_shader* s, nir_variable_mode modes,
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uint64_t other_stage_mask);
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#ifdef __cplusplus
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}
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#endif
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#endif /* DXIL_NIR_H */
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