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/*
* Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef IR3_NIR_H_
#define IR3_NIR_H_
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "compiler/shader_enums.h"
#include "ir3_shader.h"
bool ir3_nir_apply_trig_workarounds(nir_shader *shader);
bool ir3_nir_lower_imul(nir_shader *shader);
bool ir3_nir_lower_tg4_to_tex(nir_shader *shader);
bool ir3_nir_lower_io_offsets(nir_shader *shader, int gpu_id);
bool ir3_nir_lower_load_barycentric_at_sample(nir_shader *shader);
bool ir3_nir_lower_load_barycentric_at_offset(nir_shader *shader);
bool ir3_nir_move_varying_inputs(nir_shader *shader);
int ir3_nir_coord_offset(nir_ssa_def *ssa);
bool ir3_nir_lower_tex_prefetch(nir_shader *shader);
void ir3_nir_lower_to_explicit_output(nir_shader *shader,
struct ir3_shader_variant *v, unsigned topology);
void ir3_nir_lower_to_explicit_input(nir_shader *shader);
void ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader_variant *v, unsigned topology);
void ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology);
void ir3_nir_lower_gs(nir_shader *shader);
const nir_shader_compiler_options * ir3_get_compiler_options(struct ir3_compiler *compiler);
void ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s);
void ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s);
void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
struct ir3_const_state *const_state);
void ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader_variant *v);
bool ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v);
nir_ssa_def *
ir3_nir_try_propagate_bit_shift(nir_builder *b, nir_ssa_def *offset, int32_t shift);
uint32_t ir3_link_geometry_stages(const struct ir3_shader_variant *producer,
const struct ir3_shader_variant *consumer,
uint32_t *locs);
static inline nir_intrinsic_instr *
ir3_bindless_resource(nir_src src)
{
if (!src.is_ssa)
return NULL;
if (src.ssa->parent_instr->type != nir_instr_type_intrinsic)
return NULL;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(src.ssa->parent_instr);
if (intrin->intrinsic != nir_intrinsic_bindless_resource_ir3)
return NULL;
return intrin;
}
#endif /* IR3_NIR_H_ */
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