microsoft/compiler: translate nir to dxil
Here's the code to emit DXIL code from NIR. It's big and bulky as-is, and it needs to be split up a bit. This is the combination of a lot of commits from our development branch, containing code by several authors. Co-authored-by: Bill Kristiansen <billkris@microsoft.com> Co-authored-by: Boris Brezillon <boris.brezillon@collabora.com> Co-authored-by: Daniel Stone <daniels@collabora.com> Co-authored-by: Gert Wollny <gert.wollny@collabora.com> Co-authored-by: Jesse Natalie <jenatali@microsoft.com> Co-authored-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com> Acked-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7477>
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@@ -945,6 +945,10 @@ load("global_ir3", [2, 1], indices=[ACCESS, ALIGN_MUL, ALIGN_OFFSET], flags=[CAN
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# Note that this doesn't actually turn into a HW instruction.
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intrinsic("bindless_resource_ir3", [1], dest_comp=1, indices=[DESC_SET], flags=[CAN_ELIMINATE, CAN_REORDER])
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# DXIL specific intrinsics
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# src[] = { index, 16-byte-based-offset }
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load("ubo_dxil", [1, 1], [], [CAN_ELIMINATE])
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# Intrinsics used by the Midgard/Bifrost blend pipeline. These are defined
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# within a blend shader to read/write the raw value from the tile buffer,
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# without applying any format conversion in the process. If the shader needs
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