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authorKenneth Graunke <[email protected]>2016-01-07 15:45:21 -0800
committerKenneth Graunke <[email protected]>2016-01-09 15:46:37 -0800
commit5e3edd4b2891d839d440f58053f7207fc71554f4 (patch)
tree7d868360af3e20b383e7a45a5b990bd160a7aca1
parent0d3051f75ae17119e7f758352398b327f96c3683 (diff)
glsl: Make bitfield_insert/extract and bfi/bfm non-vectorizable.
Currently, opt_vectorize() tries to combine: result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x); result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y); result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z); result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w); into a single ir_quadop_bitfield_insert opcode, which operates on ivec4s. However, GLSL IR's opcodes currently require the bits and offset parameters to be scalar integers. So, this breaks. We want to be able to vectorize this eventually, but for now, just chicken out and make opt_vectorize() bail by marking all the bitfield insert/extract related opcodes as horizontal. This is a relatively uncommon case today, so we'll do the simple fix for stable branches, and fix it properly on master. Fixes assertion failures when compiling Shadow of Mordor vertex shaders on i965 in vec4 mode (where OptimizeForAOS enables opt_vectorize()). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: [email protected]
-rw-r--r--src/glsl/ir.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index a728c036e6b..93e07343559 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -1726,7 +1726,12 @@ public:
operation == ir_binop_dot ||
operation == ir_binop_vector_extract ||
operation == ir_triop_vector_insert ||
- operation == ir_quadop_vector;
+ operation == ir_quadop_vector ||
+ /* TODO: these can't currently be vectorized */
+ operation == ir_quadop_bitfield_insert ||
+ operation == ir_triop_bitfield_extract ||
+ operation == ir_triop_bfi ||
+ operation == ir_binop_bfm;
}
/**