This being declared bool means it won't get merged with the previous
bitfields, this seems like an oversight rather than deliberate.
Noticed when running pahole.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is a further lowering of default-block uniform loads that transforms
load_uniform intrinsics into load_ubo intrinsics. This simplifies the rest
of the backend.
v2: transform from load_uniform instead of straight from variables
Reviewed-by: Eric Anholt <eric@anholt.net>
This pass is a replacement for the nir_lower_samplers pass, which has the
advantage of keeping sampler references as derefs. This allows a unified
treatment of texture instructions and image intrinsics in the backend.
Some hardware, like i965, doesn't support group sizes greater than 32.
In that case, we can reduce the destination size of the ballot
intrinsic, which will simplify our code generation.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We already had a channel_num system value, which I'm renaming to
subgroup_invocation to match the rest of the new system values.
Note that while ballotARB(true) will return zeros in the high 32-bits on
systems where gl_SubGroupSizeARB <= 32, the gl_SubGroup??MaskARB
variables do not consider whether channels are enabled. See issue (1) of
ARB_shader_ballot.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Specifically, constant fold intrinsics from ARB_shader_group_vote, but I
suspect it'll be useful for other things in the future.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is equivalent to what mesa/st does in glsl_to_tgsi. For most hw
there isn't a particularly good reason to treat these differently.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This shuffles constants down in the reverse of what the previous
patch does and applies some simpilifications that may be made
possible from doing so.
Shader-db results BDW:
total instructions in shared programs: 12980814 -> 12977822 (-0.02%)
instructions in affected programs: 281889 -> 278897 (-1.06%)
helped: 1231
HURT: 128
total cycles in shared programs: 246562852 -> 246567288 (0.00%)
cycles in affected programs: 11271524 -> 11275960 (0.04%)
helped: 1630
HURT: 1378
V2: mark float opts as inexact
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
According to section 14.6 of the Vulkan specification:
"When sample shading is enabled, the x and y components of FragCoord
reflect the location of the sample corresponding to the shader
invocation."
So add a boolean parameter to the lowering pass to select this behavior
when we need it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The algorithms used by this pass, especially for division, are heavily
based on the work Ian Romanick did for the similar int64 lowering pass
in the GLSL compiler.
v2: Properly handle vectors
v3: Get rid of log2_denom stuff. Since we're using bcsel, we do all the
calculations anyway and this is just extra instructions.
v4:
- Add back in the log2_denom stuff since it's needed for ensuring that
the shifts don't overflow.
- Rework the looping part of the pass to be easier to expand.
Reviewed-by: Matt Turner <mattst88@gmail.com>
It's a problem waiting to happen. Individual headers should be annotated
if needed.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This tries to move comparisons (a common source of boolean values)
closer to their first use. For GPUs which use condition codes,
this can eliminate a lot of temporary booleans and comparisons
which reload the condition code register based on a boolean.
V2: (Timothy Arceri)
- fix move comparision for phis so we dont end up with:
vec1 32 ssa_227 = phi block_34: ssa_1, block_38: ssa_240
vec1 32 ssa_235 = feq ssa_227, ssa_1
vec1 32 ssa_230 = phi block_34: ssa_221, block_38: ssa_235
- add nir_op_i2b/nir_op_f2b to the list of comparisons.
V3: (Timothy Arceri)
- tidy up suggested by Jason.
- add inot/fnot to move comparison list
V4: (Jason Ekstrand)
- clean up move_comparison_source
- get rid of the tuple
- rework phi handling
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In Vulkan, we always have both the TCS and TES available in the same
pipeline, so we can simply use the TCS OutputVertices execution mode
value as the TES PatchVertices built-in.
For GLSL, we handle this in the linker. But we could use this pass
in the case when both TCS and TES are linked together, if we wanted.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This function returns the nir_op corresponding to the conversion between
the given nir_alu_type arguments.
This function lacks support for integer-based types with bit_size != 32
and for float16 conversion ops.
v2:
- Improve readiness of the code and delete cases that don't happen now (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone. This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>