diff options
author | Jason Ekstrand <[email protected]> | 2017-03-07 19:54:37 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2017-03-14 07:36:40 -0700 |
commit | 762a6333f21fd8606f69db6060027c4522d46678 (patch) | |
tree | f77c695fa16a5d869175773229d0195c22060c93 /src/intel/blorp | |
parent | 7107b321557e421e33fe92221133cf4a08eb7c6c (diff) |
nir: Rework conversion opcodes
The NIR story on conversion opcodes is a mess. We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random. This commit re-organizes things and makes them all
consistent:
- All non-bool conversion opcodes now have the explicit size in the
destination and are named <src_type>2<dst_type><size>.
- Integer <-> integer conversion opcodes now only come in i2i and u2u
forms (i2u and u2i have been removed) since the only difference
between the different integer conversions is whether or not they
sign-extend when up-converting.
- Boolean conversion opcodes all have the explicit size on the bool and
are named <src_type>2<dst_type>.
Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako. This will make adding
int8, int16, and float16 versions much easier when the time comes.
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/intel/blorp')
-rw-r--r-- | src/intel/blorp/blorp_blit.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/intel/blorp/blorp_blit.c b/src/intel/blorp/blorp_blit.c index 0cc5a840338..e650d5e7bf1 100644 --- a/src/intel/blorp/blorp_blit.c +++ b/src/intel/blorp/blorp_blit.c @@ -97,7 +97,7 @@ blorp_blit_get_frag_coords(nir_builder *b, const struct brw_blorp_blit_prog_key *key, struct brw_blorp_blit_vars *v) { - nir_ssa_def *coord = nir_f2i(b, nir_load_var(b, v->frag_coord)); + nir_ssa_def *coord = nir_f2i32(b, nir_load_var(b, v->frag_coord)); /* Account for destination surface intratile offset * @@ -764,7 +764,7 @@ blorp_nir_manual_blend_bilinear(nir_builder *b, nir_ssa_def *pos, nir_ssa_def *sample_off = nir_imm_vec2(b, sample_off_x, sample_off_y); nir_ssa_def *sample_coords = nir_fadd(b, pos_xy, sample_off); - nir_ssa_def *sample_coords_int = nir_f2i(b, sample_coords); + nir_ssa_def *sample_coords_int = nir_f2i32(b, sample_coords); /* The MCS value we fetch has to match up with the pixel that we're * sampling from. Since we sample from different pixels in each @@ -821,7 +821,7 @@ blorp_nir_manual_blend_bilinear(nir_builder *b, nir_ssa_def *pos, nir_ssa_def *sample = nir_fdot2(b, frac, nir_imm_vec2(b, key->x_scale, key->x_scale * key->y_scale)); - sample = nir_f2i(b, sample); + sample = nir_f2i32(b, sample); if (tex_samples == 8) { sample = nir_iand(b, nir_ishr(b, nir_imm_int(b, 0x64210573), @@ -1150,7 +1150,7 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx, blorp_nir_discard_if_outside_rect(&b, dst_pos, &v); } - src_pos = blorp_blit_apply_transform(&b, nir_i2f(&b, dst_pos), &v); + src_pos = blorp_blit_apply_transform(&b, nir_i2f32(&b, dst_pos), &v); if (dst_pos->num_components == 3) { /* The sample coordinate is an integer that we want left alone but * blorp_blit_apply_transform() blindly applies the transform to all @@ -1175,7 +1175,7 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx, /* Resolves (effecively) use texelFetch, so we need integers and we * don't care about the sample index if we got one. */ - src_pos = nir_f2i(&b, nir_channels(&b, src_pos, 0x3)); + src_pos = nir_f2i32(&b, nir_channels(&b, src_pos, 0x3)); if (devinfo->gen == 6) { /* Because gen6 only supports 4x interleved MSAA, we can do all the @@ -1187,7 +1187,7 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx, */ src_pos = nir_ishl(&b, src_pos, nir_imm_int(&b, 1)); src_pos = nir_iadd(&b, src_pos, nir_imm_int(&b, 1)); - src_pos = nir_i2f(&b, src_pos); + src_pos = nir_i2f32(&b, src_pos); color = blorp_nir_tex(&b, &v, src_pos, key->texture_data_type); } else { /* Gen7+ hardware doesn't automaticaly blend. */ @@ -1204,11 +1204,11 @@ brw_blorp_build_nir_shader(struct blorp_context *blorp, void *mem_ctx, } else { /* We're going to use texelFetch, so we need integers */ if (src_pos->num_components == 2) { - src_pos = nir_f2i(&b, src_pos); + src_pos = nir_f2i32(&b, src_pos); } else { assert(src_pos->num_components == 3); - src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i(&b, src_pos), 0), - nir_channel(&b, nir_f2i(&b, src_pos), 1), + src_pos = nir_vec3(&b, nir_channel(&b, nir_f2i32(&b, src_pos), 0), + nir_channel(&b, nir_f2i32(&b, src_pos), 1), nir_channel(&b, src_pos, 2)); } |