#define IR3_NIR_H_
#include "compiler/nir/nir.h"
+#include "compiler/nir/nir_builder.h"
#include "compiler/shader_enums.h"
#include "ir3_shader.h"
-void ir3_nir_scan_driver_consts(nir_shader *shader, struct ir3_driver_const_layout *layout);
-
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);
+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);
-bool ir3_key_lowers_nir(const struct ir3_shader_key *key);
-struct nir_shader * ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
- const struct ir3_shader_key *key);
+void ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s);
+void ir3_nir_post_finalize(struct ir3_compiler *compiler, 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_ */