Files
third_party_mesa3d/src/intel/compiler/brw_nir.c
Jason Ekstrand 5e832302dc i965: Move multiply by 4 for VS ATTR setup into the scalar backend.
The vec4 backend will want to count in units of vec4s, not scalar
components.  The simplest solution is to move the multiplication by 4
into the scalar backend.  This also improves consistency with how we
count varyings.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-09 15:07:47 -07:00

763 lines
24 KiB
C

/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "brw_nir.h"
#include "brw_shader.h"
#include "common/gen_debug.h"
#include "compiler/glsl_types.h"
#include "compiler/nir/nir_builder.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
intrin->intrinsic == nir_intrinsic_load_interpolated_input;
}
static bool
is_output(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_output ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
intrin->intrinsic == nir_intrinsic_store_output ||
intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}
/**
* In many cases, we just add the base and offset together, so there's no
* reason to keep them separate. Sometimes, combining them is essential:
* if a shader only accesses part of a compound variable (such as a matrix
* or array), the variable's base may not actually exist in the VUE map.
*
* This pass adds constant offsets to instr->const_index[0], and resets
* the offset source to 0. Non-constant offsets remain unchanged - since
* we don't know what part of a compound variable is accessed, we allocate
* storage for the entire thing.
*/
static bool
add_const_offset_to_base_block(nir_block *block, nir_builder *b,
nir_variable_mode mode)
{
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if ((mode == nir_var_shader_in && is_input(intrin)) ||
(mode == nir_var_shader_out && is_output(intrin))) {
nir_src *offset = nir_get_io_offset_src(intrin);
nir_const_value *const_offset = nir_src_as_const_value(*offset);
if (const_offset) {
intrin->const_index[0] += const_offset->u32[0];
b->cursor = nir_before_instr(&intrin->instr);
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(nir_imm_int(b, 0)));
}
}
}
return true;
}
static void
add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
nir_foreach_function(f, nir) {
if (f->impl) {
nir_builder b;
nir_builder_init(&b, f->impl);
nir_foreach_block(block, f->impl) {
add_const_offset_to_base_block(block, &b, mode);
}
}
}
}
static bool
remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
{
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
assert(vue_slot != -1);
intrin->const_index[0] = vue_slot;
}
}
return true;
}
static bool
remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
GLenum primitive_mode)
{
const int location = nir_intrinsic_base(intr);
const unsigned component = nir_intrinsic_component(intr);
bool out_of_bounds;
if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
switch (primitive_mode) {
case GL_QUADS:
/* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
nir_intrinsic_set_base(intr, 0);
nir_intrinsic_set_component(intr, 3 - component);
out_of_bounds = false;
break;
case GL_TRIANGLES:
/* gl_TessLevelInner[0] lives at DWord 4. */
nir_intrinsic_set_base(intr, 1);
out_of_bounds = component > 0;
break;
case GL_ISOLINES:
out_of_bounds = true;
break;
default:
unreachable("Bogus tessellation domain");
}
} else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
if (primitive_mode == GL_ISOLINES) {
/* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
nir_intrinsic_set_base(intr, 1);
nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
out_of_bounds = component > 1;
} else {
/* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
nir_intrinsic_set_base(intr, 1);
nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
}
} else {
return false;
}
if (out_of_bounds) {
if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
b->cursor = nir_before_instr(&intr->instr);
nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
}
nir_instr_remove(&intr->instr);
}
return true;
}
static bool
remap_patch_urb_offsets(nir_block *block, nir_builder *b,
const struct brw_vue_map *vue_map,
GLenum tes_primitive_mode)
{
const bool is_passthrough_tcs = b->shader->info.name &&
strcmp(b->shader->info.name, "passthrough") == 0;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
gl_shader_stage stage = b->shader->stage;
if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
(stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
if (!is_passthrough_tcs &&
remap_tess_levels(b, intrin, tes_primitive_mode))
continue;
int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
assert(vue_slot != -1);
intrin->const_index[0] = vue_slot;
nir_src *vertex = nir_get_io_vertex_index_src(intrin);
if (vertex) {
nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
if (const_vertex) {
intrin->const_index[0] += const_vertex->u32[0] *
vue_map->num_per_vertex_slots;
} else {
b->cursor = nir_before_instr(&intrin->instr);
/* Multiply by the number of per-vertex slots. */
nir_ssa_def *vertex_offset =
nir_imul(b,
nir_ssa_for_src(b, *vertex, 1),
nir_imm_int(b,
vue_map->num_per_vertex_slots));
/* Add it to the existing offset */
nir_src *offset = nir_get_io_offset_src(intrin);
nir_ssa_def *total_offset =
nir_iadd(b, vertex_offset,
nir_ssa_for_src(b, *offset, 1));
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(total_offset));
}
}
}
}
return true;
}
void
brw_nir_lower_vs_inputs(nir_shader *nir,
bool is_scalar,
bool use_legacy_snorm_formula,
const uint8_t *vs_attrib_wa_flags)
{
/* Start with the location of the variable's base. */
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
/* Now use nir_lower_io to walk dereference chains. Attribute arrays are
* loaded as one vec4 or dvec4 per element (or matrix column), depending on
* whether it is a double-precision type or not.
*/
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
vs_attrib_wa_flags);
/* The last step is to remap VERT_ATTRIB_* to actual registers and we only
* do that for scalar shaders at the moment.
*/
if (!is_scalar)
return;
nir_foreach_function(function, nir) {
if (!function->impl)
continue;
nir_foreach_block(block, function->impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_input) {
/* Attributes come in a contiguous block, ordered by their
* gl_vert_attrib value. That means we can compute the slot
* number for an attribute by masking out the enabled attributes
* before it and counting the bits.
*/
int attr = nir_intrinsic_base(intrin);
int slot = _mesa_bitcount_64(nir->info.inputs_read &
BITFIELD64_MASK(attr));
nir_intrinsic_set_base(intrin, slot);
}
}
}
}
}
void
brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
const struct brw_vue_map *vue_map)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_foreach_block(block, function->impl) {
remap_inputs_with_vue_map(block, vue_map);
}
}
}
}
}
void
brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
remap_patch_urb_offsets(block, &b, vue_map,
nir->info.tess.primitive_mode);
}
}
}
}
void
brw_nir_lower_fs_inputs(nir_shader *nir,
const struct gen_device_info *devinfo,
const struct brw_wm_prog_key *key)
{
foreach_list_typed(nir_variable, var, node, &nir->inputs) {
var->data.driver_location = var->data.location;
/* Apply default interpolation mode.
*
* Everything defaults to smooth except for the legacy GL color
* built-in variables, which might be flat depending on API state.
*/
if (var->data.interpolation == INTERP_MODE_NONE) {
const bool flat = key->flat_shade &&
(var->data.location == VARYING_SLOT_COL0 ||
var->data.location == VARYING_SLOT_COL1);
var->data.interpolation = flat ? INTERP_MODE_FLAT
: INTERP_MODE_SMOOTH;
}
/* On Ironlake and below, there is only one interpolation mode.
* Centroid interpolation doesn't mean anything on this hardware --
* there is no multisampling.
*/
if (devinfo->gen < 6) {
var->data.centroid = false;
var->data.sample = false;
}
}
nir_lower_io_options lower_io_options = 0;
if (key->persample_interp)
lower_io_options |= nir_lower_io_force_sample_interpolation;
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
}
void
brw_nir_lower_vue_outputs(nir_shader *nir,
bool is_scalar)
{
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
}
void
brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
GLenum tes_primitive_mode)
{
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location = var->data.location;
}
nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_out);
nir_foreach_function(function, nir) {
if (function->impl) {
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_block(block, function->impl) {
remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
}
}
}
}
void
brw_nir_lower_fs_outputs(nir_shader *nir)
{
nir_foreach_variable(var, &nir->outputs) {
var->data.driver_location =
SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
}
nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
}
void
brw_nir_lower_cs_shared(nir_shader *nir)
{
nir_assign_var_locations(&nir->shared, &nir->num_shared,
type_size_scalar_bytes);
nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
}
#define OPT(pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
if (this_progress) \
progress = true; \
this_progress; \
})
static nir_shader *
nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
bool is_scalar)
{
nir_variable_mode indirect_mask = 0;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
indirect_mask |= nir_var_shader_in;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
indirect_mask |= nir_var_shader_out;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
indirect_mask |= nir_var_local;
bool progress;
do {
progress = false;
OPT(nir_lower_vars_to_ssa);
OPT(nir_opt_copy_prop_vars);
if (is_scalar) {
OPT(nir_lower_alu_to_scalar);
}
OPT(nir_copy_prop);
if (is_scalar) {
OPT(nir_lower_phis_to_scalar);
}
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_cse);
OPT(nir_opt_peephole_select, 0);
OPT(nir_opt_algebraic);
OPT(nir_opt_constant_folding);
OPT(nir_opt_dead_cf);
if (OPT(nir_opt_trivial_continues)) {
/* If nir_opt_trivial_continues makes progress, then we need to clean
* things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
* to make progress.
*/
OPT(nir_copy_prop);
OPT(nir_opt_dce);
}
OPT(nir_opt_if);
if (nir->options->max_unroll_iterations != 0) {
OPT(nir_opt_loop_unroll, indirect_mask);
}
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
OPT(nir_lower_doubles, nir_lower_drcp |
nir_lower_dsqrt |
nir_lower_drsq |
nir_lower_dtrunc |
nir_lower_dfloor |
nir_lower_dceil |
nir_lower_dfract |
nir_lower_dround_even |
nir_lower_dmod);
OPT(nir_lower_64bit_pack);
} while (progress);
return nir;
}
/* Does some simple lowering and runs the standard suite of optimizations
*
* This is intended to be called more-or-less directly after you get the
* shader out of GLSL or some other source. While it is geared towards i965,
* it is not at all generator-specific except for the is_scalar flag. Even
* there, it is safe to call with is_scalar = false for a shader that is
* intended for the FS backend as long as nir_optimize is called again with
* is_scalar = true to scalarize everything prior to code gen.
*/
nir_shader *
brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
{
const struct gen_device_info *devinfo = compiler->devinfo;
UNUSED bool progress; /* Written by OPT */
const bool is_scalar = compiler->scalar_stage[nir->stage];
if (nir->stage == MESA_SHADER_GEOMETRY)
OPT(nir_lower_gs_intrinsics);
/* See also brw_nir_trig_workarounds.py */
if (compiler->precise_trig &&
!(devinfo->gen >= 10 || devinfo->is_kabylake))
OPT(brw_nir_apply_trig_workarounds);
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
.lower_txf_offset = true,
.lower_rect_offset = true,
.lower_txd_cube_map = true,
};
OPT(nir_lower_tex, &tex_options);
OPT(nir_normalize_cubemap_coords);
OPT(nir_lower_global_vars_to_local);
OPT(nir_split_var_copies);
nir = nir_optimize(nir, compiler, is_scalar);
if (is_scalar) {
OPT(nir_lower_load_const_to_scalar);
}
/* Lower a bunch of stuff */
OPT(nir_lower_var_copies);
OPT(nir_lower_clip_cull_distance_arrays);
nir_variable_mode indirect_mask = 0;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
indirect_mask |= nir_var_shader_in;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
indirect_mask |= nir_var_shader_out;
if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
indirect_mask |= nir_var_local;
nir_lower_indirect_derefs(nir, indirect_mask);
nir_lower_int64(nir, nir_lower_imul64 |
nir_lower_isign64 |
nir_lower_divmod64);
/* Get rid of split copies */
nir = nir_optimize(nir, compiler, is_scalar);
OPT(nir_remove_dead_variables, nir_var_local);
return nir;
}
/* Prepare the given shader for codegen
*
* This function is intended to be called right before going into the actual
* backend and is highly backend-specific. Also, once this function has been
* called on a shader, it will no longer be in SSA form so most optimizations
* will not work.
*/
nir_shader *
brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
bool is_scalar)
{
const struct gen_device_info *devinfo = compiler->devinfo;
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
UNUSED bool progress; /* Written by OPT */
do {
progress = false;
OPT(nir_opt_algebraic_before_ffma);
} while (progress);
nir = nir_optimize(nir, compiler, is_scalar);
if (devinfo->gen >= 6) {
/* Try and fuse multiply-adds */
OPT(brw_nir_opt_peephole_ffma);
}
OPT(nir_opt_algebraic_late);
OPT(nir_lower_to_source_mods);
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_move_comparisons);
OPT(nir_lower_locals_to_regs);
if (unlikely(debug_enabled)) {
/* Re-index SSA defs so we print more sensible numbers. */
nir_foreach_function(function, nir) {
if (function->impl)
nir_index_ssa_defs(function->impl);
}
fprintf(stderr, "NIR (SSA form) for %s shader:\n",
_mesa_shader_stage_to_string(nir->stage));
nir_print_shader(nir, stderr);
}
OPT(nir_convert_from_ssa, true);
if (!is_scalar) {
OPT(nir_move_vec_src_uses_to_dest);
OPT(nir_lower_vec_to_movs);
}
/* This is the last pass we run before we start emitting stuff. It
* determines when we need to insert boolean resolves on Gen <= 5. We
* run it last because it stashes data in instr->pass_flags and we don't
* want that to be squashed by other NIR passes.
*/
if (devinfo->gen <= 5)
brw_nir_analyze_boolean_resolves(nir);
nir_sweep(nir);
if (unlikely(debug_enabled)) {
fprintf(stderr, "NIR (final form) for %s shader:\n",
_mesa_shader_stage_to_string(nir->stage));
nir_print_shader(nir, stderr);
}
return nir;
}
nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
const struct brw_compiler *compiler,
const struct brw_sampler_prog_key_data *key_tex,
bool is_scalar)
{
const struct gen_device_info *devinfo = compiler->devinfo;
nir_lower_tex_options tex_options = { 0 };
/* Iron Lake and prior require lowering of all rectangle textures */
if (devinfo->gen < 6)
tex_options.lower_rect = true;
/* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
if (devinfo->gen < 8) {
tex_options.saturate_s = key_tex->gl_clamp_mask[0];
tex_options.saturate_t = key_tex->gl_clamp_mask[1];
tex_options.saturate_r = key_tex->gl_clamp_mask[2];
}
/* Prior to Haswell, we have to fake texture swizzle */
for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
if (key_tex->swizzles[s] == SWIZZLE_NOOP)
continue;
tex_options.swizzle_result |= (1 << s);
for (unsigned c = 0; c < 4; c++)
tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
}
/* Prior to Haswell, we have to lower gradients on shadow samplers */
tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
if (nir_lower_tex(nir, &tex_options)) {
nir_validate_shader(nir);
nir = nir_optimize(nir, compiler, is_scalar);
}
return nir;
}
enum brw_reg_type
brw_type_for_nir_type(const struct gen_device_info *devinfo, nir_alu_type type)
{
switch (type) {
case nir_type_uint:
case nir_type_uint32:
return BRW_REGISTER_TYPE_UD;
case nir_type_bool:
case nir_type_int:
case nir_type_bool32:
case nir_type_int32:
return BRW_REGISTER_TYPE_D;
case nir_type_float:
case nir_type_float32:
return BRW_REGISTER_TYPE_F;
case nir_type_float64:
return BRW_REGISTER_TYPE_DF;
case nir_type_int64:
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_Q;
case nir_type_uint64:
return devinfo->gen < 8 ? BRW_REGISTER_TYPE_DF : BRW_REGISTER_TYPE_UQ;
default:
unreachable("unknown type");
}
return BRW_REGISTER_TYPE_F;
}
/* Returns the glsl_base_type corresponding to a nir_alu_type.
* This is used by both brw_vec4_nir and brw_fs_nir.
*/
enum glsl_base_type
brw_glsl_base_type_for_nir_type(nir_alu_type type)
{
switch (type) {
case nir_type_float:
case nir_type_float32:
return GLSL_TYPE_FLOAT;
case nir_type_float64:
return GLSL_TYPE_DOUBLE;
case nir_type_int:
case nir_type_int32:
return GLSL_TYPE_INT;
case nir_type_uint:
case nir_type_uint32:
return GLSL_TYPE_UINT;
default:
unreachable("bad type");
}
}