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 struct d3d12_image_format_conversion_info_arr; 37 enum d3d12_state_var; 38 39 nir_def * 40 d3d12_get_state_var(nir_builder *b, 41 enum d3d12_state_var var_enum, 42 const char *var_name, 43 const struct glsl_type *var_type, 44 nir_variable **out_var); 45 46 nir_def * 47 d3d12_get_state_var(nir_builder *b, 48 enum d3d12_state_var var_enum, 49 const char *var_name, 50 const struct glsl_type *var_type, 51 nir_variable **out_var); 52 53 bool 54 d3d12_lower_point_sprite(nir_shader *shader, 55 bool sprite_origin_lower_left, 56 bool point_size_per_vertex, 57 unsigned point_coord_enable, 58 uint64_t next_inputs_read); 59 60 bool 61 d3d12_lower_state_vars(struct nir_shader *s, struct d3d12_shader *shader); 62 63 void 64 d3d12_lower_yflip(nir_shader *s); 65 66 void 67 d3d12_lower_depth_range(nir_shader *nir); 68 69 bool 70 d3d12_lower_load_draw_params(nir_shader *nir); 71 72 bool 73 d3d12_lower_load_patch_vertices_in(nir_shader *nir); 74 75 bool 76 d3d12_lower_compute_state_vars(nir_shader *nir); 77 78 void 79 d3d12_lower_uint_cast(nir_shader *nir, bool is_signed); 80 81 void 82 d3d12_add_missing_dual_src_target(struct nir_shader *s, 83 unsigned missing_mask); 84 85 bool 86 d3d12_fix_io_uint_type(struct nir_shader *s, uint64_t in_mask, uint64_t out_mask); 87 88 void 89 d3d12_nir_invert_depth(nir_shader *s, unsigned viewport_mask, bool clip_halfz); 90 91 void 92 d3d12_lower_primitive_id(nir_shader *shader); 93 94 void 95 d3d12_lower_triangle_strip(nir_shader *shader); 96 97 bool 98 d3d12_lower_image_casts(nir_shader *s, struct d3d12_image_format_conversion_info_arr *info); 99 100 bool 101 d3d12_disable_multisampling(nir_shader *s); 102 103 bool 104 d3d12_split_needed_varyings(nir_shader *s); 105 106 void 107 d3d12_write_0_to_new_varying(nir_shader *s, nir_variable *var); 108 109 #ifdef __cplusplus 110 } 111 #endif 112 113 #endif // D3D12_NIR_PASSES_H 114