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Diffstat (limited to 'src/intel/compiler/brw_nir.c')
-rw-r--r-- | src/intel/compiler/brw_nir.c | 764 |
1 files changed, 764 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_nir.c b/src/intel/compiler/brw_nir.c new file mode 100644 index 00000000000..f86308521e9 --- /dev/null +++ b/src/intel/compiler/brw_nir.c @@ -0,0 +1,764 @@ +/* + * 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_vs_attrs(nir_block *block, shader_info *nir_info) +{ + 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 = intrin->const_index[0]; + int slot = _mesa_bitcount_64(nir_info->inputs_read & + BITFIELD64_MASK(attr)); + intrin->const_index[0] = 4 * slot; + } + } + return true; +} + +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); + + if (is_scalar) { + /* Finally, translate VERT_ATTRIB_* values into the actual registers. */ + + nir_foreach_function(function, nir) { + if (function->impl) { + nir_foreach_block(block, function->impl) { + remap_vs_attrs(block, nir->info); + } + } + } + } +} + +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; \ +}) + +#define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__) + +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_V(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_V(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_V(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; + bool progress; /* Written by OPT and OPT_V */ + (void)progress; + + 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_V(nir_lower_load_const_to_scalar); + } + + /* Lower a bunch of stuff */ + OPT_V(nir_lower_var_copies); + + OPT_V(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)); + + bool progress; /* Written by OPT and OPT_V */ + (void)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_V(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_V(nir_convert_from_ssa, true); + + if (!is_scalar) { + OPT_V(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"); + } +} |