glsl: implement arb_shader_group_vote builtins via intrinsics
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -957,7 +957,9 @@ private:
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ir_function_signature *_shader_clock(builtin_available_predicate avail,
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const glsl_type *type);
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ir_function_signature *_vote(enum ir_expression_operation opcode);
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ir_function_signature *_vote_intrinsic(builtin_available_predicate avail,
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enum ir_intrinsic_id id);
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ir_function_signature *_vote(const char *intrinsic_name);
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#undef B0
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#undef B1
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@@ -1190,6 +1192,16 @@ builtin_builder::create_intrinsics()
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_shader_clock_intrinsic(shader_clock,
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glsl_type::uvec2_type),
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NULL);
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add_function("__intrinsic_vote_all",
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_vote_intrinsic(vote, ir_intrinsic_vote_all),
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NULL);
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add_function("__intrinsic_vote_any",
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_vote_intrinsic(vote, ir_intrinsic_vote_any),
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NULL);
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add_function("__intrinsic_vote_eq",
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_vote_intrinsic(vote, ir_intrinsic_vote_eq),
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NULL);
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}
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/**
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@@ -3168,9 +3180,9 @@ builtin_builder::create_builtins()
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glsl_type::uint64_t_type),
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NULL);
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add_function("anyInvocationARB", _vote(ir_unop_vote_any), NULL);
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add_function("allInvocationsARB", _vote(ir_unop_vote_all), NULL);
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add_function("allInvocationsEqualARB", _vote(ir_unop_vote_eq), NULL);
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add_function("anyInvocationARB", _vote("__intrinsic_vote_any"), NULL);
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add_function("allInvocationsARB", _vote("__intrinsic_vote_all"), NULL);
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add_function("allInvocationsEqualARB", _vote("__intrinsic_vote_eq"), NULL);
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add_function("__builtin_idiv64",
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generate_ir::idiv64(mem_ctx, integer_functions_supported),
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@@ -6062,12 +6074,26 @@ builtin_builder::_shader_clock(builtin_available_predicate avail,
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}
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ir_function_signature *
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builtin_builder::_vote(enum ir_expression_operation opcode)
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builtin_builder::_vote_intrinsic(builtin_available_predicate avail,
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enum ir_intrinsic_id id)
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{
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ir_variable *value = in_var(glsl_type::bool_type, "value");
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MAKE_INTRINSIC(glsl_type::bool_type, id, avail, 1, value);
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return sig;
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}
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ir_function_signature *
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builtin_builder::_vote(const char *intrinsic_name)
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{
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ir_variable *value = in_var(glsl_type::bool_type, "value");
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MAKE_SIG(glsl_type::bool_type, vote, 1, value);
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body.emit(ret(expr(opcode, value)));
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ir_variable *retval = body.make_temp(glsl_type::bool_type, "retval");
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body.emit(call(shader->symbols->get_function(intrinsic_name),
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retval, sig->parameters));
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body.emit(ret(retval));
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return sig;
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}
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