glsl: Add support for float16 types in the IR tree
Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3929>
This commit is contained in:
@@ -316,6 +316,7 @@ nir_visitor::constant_copy(ir_constant *ir, void *mem_ctx)
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break;
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case GLSL_TYPE_FLOAT:
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case GLSL_TYPE_FLOAT16:
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case GLSL_TYPE_DOUBLE:
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if (cols > 1) {
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ret->elements = ralloc_array(mem_ctx, nir_constant *, cols);
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@@ -329,6 +330,11 @@ nir_visitor::constant_copy(ir_constant *ir, void *mem_ctx)
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col_const->values[r].f32 = ir->value.f[c * rows + r];
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break;
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case GLSL_TYPE_FLOAT16:
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for (unsigned r = 0; r < rows; r++)
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col_const->values[r].u16 = ir->value.f16[c * rows + r];
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break;
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case GLSL_TYPE_DOUBLE:
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for (unsigned r = 0; r < rows; r++)
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col_const->values[r].f64 = ir->value.d[c * rows + r];
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@@ -346,6 +352,11 @@ nir_visitor::constant_copy(ir_constant *ir, void *mem_ctx)
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ret->values[r].f32 = ir->value.f[r];
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break;
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case GLSL_TYPE_FLOAT16:
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for (unsigned r = 0; r < rows; r++)
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ret->values[r].u16 = ir->value.f16[r];
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break;
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case GLSL_TYPE_DOUBLE:
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for (unsigned r = 0; r < rows; r++)
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ret->values[r].f64 = ir->value.d[r];
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@@ -22,6 +22,7 @@
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*/
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#include <string.h>
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#include "ir.h"
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#include "util/half_float.h"
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#include "compiler/glsl_types.h"
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#include "glsl_parser_extras.h"
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@@ -796,6 +797,7 @@ ir_constant::ir_constant(const ir_constant *c, unsigned i)
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case GLSL_TYPE_UINT: this->value.u[0] = c->value.u[i]; break;
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case GLSL_TYPE_INT: this->value.i[0] = c->value.i[i]; break;
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case GLSL_TYPE_FLOAT: this->value.f[0] = c->value.f[i]; break;
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case GLSL_TYPE_FLOAT16: this->value.f16[0] = c->value.f16[i]; break;
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case GLSL_TYPE_BOOL: this->value.b[0] = c->value.b[i]; break;
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case GLSL_TYPE_DOUBLE: this->value.d[0] = c->value.d[i]; break;
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default: assert(!"Should not get here."); break;
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@@ -841,14 +843,23 @@ ir_constant::ir_constant(const struct glsl_type *type, exec_list *value_list)
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if (value->type->is_scalar() && value->next->is_tail_sentinel()) {
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if (type->is_matrix()) {
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/* Matrix - fill diagonal (rest is already set to 0) */
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assert(type->is_float() || type->is_double());
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for (unsigned i = 0; i < type->matrix_columns; i++) {
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if (type->is_float())
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switch (type->base_type) {
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case GLSL_TYPE_FLOAT:
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this->value.f[i * type->vector_elements + i] =
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value->value.f[0];
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else
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break;
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case GLSL_TYPE_DOUBLE:
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this->value.d[i * type->vector_elements + i] =
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value->value.d[0];
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break;
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case GLSL_TYPE_FLOAT16:
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this->value.f16[i * type->vector_elements + i] =
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value->value.f16[0];
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break;
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default:
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assert(!"unexpected matrix base type");
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}
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}
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} else {
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/* Vector or scalar - fill all components */
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@@ -862,6 +873,10 @@ ir_constant::ir_constant(const struct glsl_type *type, exec_list *value_list)
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for (unsigned i = 0; i < type->components(); i++)
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this->value.f[i] = value->value.f[0];
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break;
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case GLSL_TYPE_FLOAT16:
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for (unsigned i = 0; i < type->components(); i++)
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this->value.f16[i] = value->value.f16[0];
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break;
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case GLSL_TYPE_DOUBLE:
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for (unsigned i = 0; i < type->components(); i++)
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this->value.d[i] = value->value.d[0];
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@@ -931,6 +946,9 @@ ir_constant::ir_constant(const struct glsl_type *type, exec_list *value_list)
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case GLSL_TYPE_FLOAT:
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this->value.f[i] = value->get_float_component(j);
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break;
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case GLSL_TYPE_FLOAT16:
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this->value.f16[i] = value->get_float16_component(j);
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break;
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case GLSL_TYPE_BOOL:
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this->value.b[i] = value->get_bool_component(j);
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break;
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@@ -996,6 +1014,7 @@ ir_constant::get_bool_component(unsigned i) const
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case GLSL_TYPE_UINT: return this->value.u[i] != 0;
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case GLSL_TYPE_INT: return this->value.i[i] != 0;
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case GLSL_TYPE_FLOAT: return ((int)this->value.f[i]) != 0;
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case GLSL_TYPE_FLOAT16: return ((int)_mesa_half_to_float(this->value.f16[i])) != 0;
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case GLSL_TYPE_BOOL: return this->value.b[i];
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case GLSL_TYPE_DOUBLE: return this->value.d[i] != 0.0;
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case GLSL_TYPE_SAMPLER:
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@@ -1018,6 +1037,7 @@ ir_constant::get_float_component(unsigned i) const
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case GLSL_TYPE_UINT: return (float) this->value.u[i];
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case GLSL_TYPE_INT: return (float) this->value.i[i];
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case GLSL_TYPE_FLOAT: return this->value.f[i];
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case GLSL_TYPE_FLOAT16: return _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1.0f : 0.0f;
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case GLSL_TYPE_DOUBLE: return (float) this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1033,6 +1053,15 @@ ir_constant::get_float_component(unsigned i) const
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return 0.0;
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}
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uint16_t
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ir_constant::get_float16_component(unsigned i) const
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{
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if (this->type->base_type == GLSL_TYPE_FLOAT16)
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return this->value.f16[i];
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else
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return _mesa_float_to_half(get_float_component(i));
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}
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double
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ir_constant::get_double_component(unsigned i) const
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{
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@@ -1040,6 +1069,7 @@ ir_constant::get_double_component(unsigned i) const
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case GLSL_TYPE_UINT: return (double) this->value.u[i];
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case GLSL_TYPE_INT: return (double) this->value.i[i];
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case GLSL_TYPE_FLOAT: return (double) this->value.f[i];
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case GLSL_TYPE_FLOAT16: return (double) _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1.0 : 0.0;
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case GLSL_TYPE_DOUBLE: return this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1062,6 +1092,7 @@ ir_constant::get_int_component(unsigned i) const
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case GLSL_TYPE_UINT: return this->value.u[i];
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case GLSL_TYPE_INT: return this->value.i[i];
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case GLSL_TYPE_FLOAT: return (int) this->value.f[i];
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case GLSL_TYPE_FLOAT16: return (int) _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
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case GLSL_TYPE_DOUBLE: return (int) this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1084,6 +1115,7 @@ ir_constant::get_uint_component(unsigned i) const
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case GLSL_TYPE_UINT: return this->value.u[i];
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case GLSL_TYPE_INT: return this->value.i[i];
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case GLSL_TYPE_FLOAT: return (unsigned) this->value.f[i];
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case GLSL_TYPE_FLOAT16: return (unsigned) _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
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case GLSL_TYPE_DOUBLE: return (unsigned) this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1106,6 +1138,7 @@ ir_constant::get_int64_component(unsigned i) const
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case GLSL_TYPE_UINT: return this->value.u[i];
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case GLSL_TYPE_INT: return this->value.i[i];
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case GLSL_TYPE_FLOAT: return (int64_t) this->value.f[i];
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case GLSL_TYPE_FLOAT16: return (int64_t) _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
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case GLSL_TYPE_DOUBLE: return (int64_t) this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1128,6 +1161,7 @@ ir_constant::get_uint64_component(unsigned i) const
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case GLSL_TYPE_UINT: return this->value.u[i];
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case GLSL_TYPE_INT: return this->value.i[i];
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case GLSL_TYPE_FLOAT: return (uint64_t) this->value.f[i];
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case GLSL_TYPE_FLOAT16: return (uint64_t) _mesa_half_to_float(this->value.f16[i]);
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case GLSL_TYPE_BOOL: return this->value.b[i] ? 1 : 0;
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case GLSL_TYPE_DOUBLE: return (uint64_t) this->value.d[i];
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case GLSL_TYPE_SAMPLER:
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@@ -1182,6 +1216,7 @@ ir_constant::copy_offset(ir_constant *src, int offset)
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case GLSL_TYPE_UINT:
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case GLSL_TYPE_INT:
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case GLSL_TYPE_FLOAT:
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case GLSL_TYPE_FLOAT16:
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case GLSL_TYPE_DOUBLE:
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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@@ -1201,6 +1236,9 @@ ir_constant::copy_offset(ir_constant *src, int offset)
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case GLSL_TYPE_FLOAT:
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value.f[i+offset] = src->get_float_component(i);
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break;
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case GLSL_TYPE_FLOAT16:
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value.f16[i+offset] = src->get_float16_component(i);
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break;
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case GLSL_TYPE_BOOL:
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value.b[i+offset] = src->get_bool_component(i);
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break;
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@@ -1260,6 +1298,9 @@ ir_constant::copy_masked_offset(ir_constant *src, int offset, unsigned int mask)
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case GLSL_TYPE_FLOAT:
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value.f[i+offset] = src->get_float_component(id++);
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break;
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case GLSL_TYPE_FLOAT16:
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value.f16[i+offset] = src->get_float16_component(id++);
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break;
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case GLSL_TYPE_BOOL:
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value.b[i+offset] = src->get_bool_component(id++);
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break;
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@@ -1310,6 +1351,12 @@ ir_constant::has_value(const ir_constant *c) const
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if (this->value.f[i] != c->value.f[i])
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return false;
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break;
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case GLSL_TYPE_FLOAT16:
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/* Convert to float to make sure NaN and ±0.0 compares correctly */
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if (_mesa_half_to_float(this->value.f16[i]) !=
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_mesa_half_to_float(c->value.f16[i]))
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return false;
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break;
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case GLSL_TYPE_BOOL:
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if (this->value.b[i] != c->value.b[i])
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return false;
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@@ -1353,6 +1400,10 @@ ir_constant::is_value(float f, int i) const
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if (this->value.f[c] != f)
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return false;
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break;
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case GLSL_TYPE_FLOAT16:
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if (_mesa_half_to_float(this->value.f16[c]) != f)
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return false;
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break;
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case GLSL_TYPE_INT:
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if (this->value.i[c] != i)
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return false;
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@@ -2180,6 +2180,7 @@ union ir_constant_data {
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float f[16];
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bool b[16];
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double d[16];
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uint16_t f16[16];
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uint64_t u64[16];
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int64_t i64[16];
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};
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@@ -2244,6 +2245,7 @@ public:
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/*@{*/
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bool get_bool_component(unsigned i) const;
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float get_float_component(unsigned i) const;
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uint16_t get_float16_component(unsigned i) const;
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double get_double_component(unsigned i) const;
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int get_int_component(unsigned i) const;
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unsigned get_uint_component(unsigned i) const;
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@@ -773,6 +773,7 @@ ir_swizzle::constant_expression_value(void *mem_ctx,
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case GLSL_TYPE_UINT:
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case GLSL_TYPE_INT: data.u[i] = v->value.u[swiz_idx[i]]; break;
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case GLSL_TYPE_FLOAT: data.f[i] = v->value.f[swiz_idx[i]]; break;
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case GLSL_TYPE_FLOAT16: data.f16[i] = v->value.f16[swiz_idx[i]]; break;
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case GLSL_TYPE_BOOL: data.b[i] = v->value.b[swiz_idx[i]]; break;
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case GLSL_TYPE_DOUBLE:data.d[i] = v->value.d[swiz_idx[i]]; break;
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case GLSL_TYPE_UINT64:data.u64[i] = v->value.u64[swiz_idx[i]]; break;
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@@ -28,6 +28,7 @@
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#include "main/macros.h"
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#include "util/hash_table.h"
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#include "util/u_string.h"
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#include "util/half_float.h"
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static void print_type(FILE *f, const glsl_type *t);
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@@ -460,6 +461,19 @@ void ir_print_visitor::visit(ir_assignment *ir)
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fprintf(f, ") ");
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}
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static void
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print_float_constant(FILE *f, float val)
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{
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if (val == 0.0f)
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/* 0.0 == -0.0, so print with %f to get the proper sign. */
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fprintf(f, "%f", val);
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else if (fabs(val) < 0.000001f)
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fprintf(f, "%a", val);
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else if (fabs(val) > 1000000.0f)
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fprintf(f, "%e", val);
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else
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fprintf(f, "%f", val);
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}
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void ir_print_visitor::visit(ir_constant *ir)
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{
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@@ -484,15 +498,10 @@ void ir_print_visitor::visit(ir_constant *ir)
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case GLSL_TYPE_UINT: fprintf(f, "%u", ir->value.u[i]); break;
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case GLSL_TYPE_INT: fprintf(f, "%d", ir->value.i[i]); break;
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case GLSL_TYPE_FLOAT:
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if (ir->value.f[i] == 0.0f)
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/* 0.0 == -0.0, so print with %f to get the proper sign. */
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fprintf(f, "%f", ir->value.f[i]);
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else if (fabs(ir->value.f[i]) < 0.000001f)
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fprintf(f, "%a", ir->value.f[i]);
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else if (fabs(ir->value.f[i]) > 1000000.0f)
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fprintf(f, "%e", ir->value.f[i]);
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else
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fprintf(f, "%f", ir->value.f[i]);
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print_float_constant(f, ir->value.f[i]);
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break;
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case GLSL_TYPE_FLOAT16:
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print_float_constant(f, _mesa_half_to_float(ir->value.f16[i]));
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break;
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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