/* -*- mesa-c++ -*- * * Copyright (c) 2022 Collabora LTD * * Author: Gert Wollny * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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. */ #ifndef INSTRFACTORY_H #define INSTRFACTORY_H #include "sfn_instr.h" #include "sfn_valuefactory.h" #include namespace r600 { class Shader; class InstrFactory : public Allocate { public: InstrFactory(); PInst from_string(const std::string &s, int nesting_depth); bool from_nir(nir_instr *instr, Shader& shader); auto& value_factory() { return m_value_factory;} private: bool load_const(nir_load_const_instr *lc, Shader& shader); bool process_jump(nir_jump_instr *instr, Shader& shader); bool process_undef(nir_ssa_undef_instr *undef, Shader& shader); Instr::Pointer export_from_string(std::istream& is, bool is_last); ValueFactory m_value_factory; AluGroup *group; }; } #endif // INSTRFACTORY_H