nir: Add bvh64_intersect_ray_amd intrinsic.
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10818>
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@@ -320,6 +320,7 @@ visit_intrinsic(nir_shader *shader, nir_intrinsic_instr *instr)
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case nir_intrinsic_is_sparse_texels_resident:
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case nir_intrinsic_sparse_residency_code_and:
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case nir_intrinsic_load_sbt_amd:
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case nir_intrinsic_bvh64_intersect_ray_amd:
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case nir_intrinsic_get_ubo_size:
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case nir_intrinsic_load_ssbo_address: {
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unsigned num_srcs = nir_intrinsic_infos[instr->intrinsic].num_srcs;
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@@ -1153,6 +1153,14 @@ intrinsic("alloc_vertices_and_primitives_amd", src_comp=[1, 1], indices=[])
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intrinsic("load_sbt_amd", src_comp=[-1], dest_comp=0, indices=[BINDING, BASE],
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flags=[CAN_ELIMINATE, CAN_REORDER])
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# 1. HW descriptor
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# 2. BVH node(64-bit pointer as 2x32 ...)
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# 3. ray extent
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# 4. ray origin
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# 5. ray direction
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# 6. inverse ray direction (componentwise 1.0/ray direction)
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intrinsic("bvh64_intersect_ray_amd", [4, 2, 1, 3, 3, 3], 4, flags=[CAN_ELIMINATE, CAN_REORDER])
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# V3D-specific instrinc for tile buffer color reads.
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#
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# The hardware requires that we read the samples and components of a pixel
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