glsl_to_nir: handle bindless textures
[mesa.git] / src / compiler / glsl / ir_optimization.h
index 0fbbf34595f3ae328c8e7bae138d2606174fba19..e027654d3a02b8a57a2950da22cf6ecfe95026ac 100644 (file)
@@ -30,6 +30,9 @@
 #ifndef GLSL_IR_OPTIMIZATION_H
 #define GLSL_IR_OPTIMIZATION_H
 
+struct gl_linked_shader;
+struct gl_shader_program;
+
 /* Operations for lower_instructions() */
 #define SUB_TO_ADD_NEG     0x01
 #define FDIV_TO_MUL_RCP    0x02
@@ -54,6 +57,7 @@
 #define DDIV_TO_MUL_RCP           0x100000
 #define DIV_TO_MUL_RCP            (FDIV_TO_MUL_RCP | DDIV_TO_MUL_RCP)
 #define SQRT_TO_ABS_SQRT          0x200000
+#define MUL64_TO_MUL_AND_MUL_HIGH 0x400000
 
 /* Opertaions for lower_64bit_integer_instructions() */
 #define MUL64                     (1U << 0)
@@ -100,7 +104,6 @@ bool opt_conditional_discard(exec_list *instructions);
 bool do_constant_folding(exec_list *instructions);
 bool do_constant_variable(exec_list *instructions);
 bool do_constant_variable_unlinked(exec_list *instructions);
-bool do_copy_propagation(exec_list *instructions);
 bool do_copy_propagation_elements(exec_list *instructions);
 bool do_constant_propagation(exec_list *instructions);
 void do_dead_builtin_varyings(struct gl_context *ctx,
@@ -123,9 +126,8 @@ bool lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions,
                              unsigned max_depth = 0, unsigned min_branch_cost = 0);
 bool do_mat_op_to_vec(exec_list *instructions);
 bool do_minmax_prune(exec_list *instructions);
-bool do_noop_swizzle(exec_list *instructions);
 bool do_structure_splitting(exec_list *instructions);
-bool do_swizzle_swizzle(exec_list *instructions);
+bool optimize_swizzles(exec_list *instructions);
 bool do_vectorize(exec_list *instructions);
 bool do_tree_grafting(exec_list *instructions);
 bool do_vec_index_to_cond_assign(exec_list *instructions);
@@ -143,8 +145,9 @@ bool lower_clip_cull_distance(struct gl_shader_program *prog,
                               gl_linked_shader *shader);
 void lower_output_reads(unsigned stage, exec_list *instructions);
 bool lower_packing_builtins(exec_list *instructions, int op_mask);
-void lower_shared_reference(struct gl_linked_shader *shader,
-                            unsigned *shared_size);
+void lower_shared_reference(struct gl_context *ctx,
+                            struct gl_shader_program *prog,
+                            struct gl_linked_shader *shader);
 void lower_ubo_reference(struct gl_linked_shader *shader,
                          bool clamp_block_indices, bool use_std430_as_default);
 void lower_packed_varyings(void *mem_ctx,
@@ -165,14 +168,17 @@ void optimize_dead_builtin_variables(exec_list *instructions,
 bool lower_tess_level(gl_linked_shader *shader);
 
 bool lower_vertex_id(gl_linked_shader *shader);
-bool lower_blend_equation_advanced(gl_linked_shader *shader);
+bool lower_cs_derived(gl_linked_shader *shader);
+bool lower_blend_equation_advanced(gl_linked_shader *shader, bool coherent);
 
 bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
 void propagate_invariance(exec_list *instructions);
 
-ir_variable *compare_index_block(exec_list *instructions, ir_variable *index,
-                                 unsigned base, unsigned components,
-                                 void *mem_ctx);
+namespace ir_builder { class ir_factory; };
+
+ir_variable *compare_index_block(ir_builder::ir_factory &body,
+                                 ir_variable *index,
+                                 unsigned base, unsigned components);
 
 bool lower_64bit_integer_instructions(exec_list *instructions,
                                       unsigned what_to_lower);