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* i965/vec4: Use NIR to do GS input remappingJason Ekstrand2017-05-091-4/+1
| | | | | | | | We're already doing this in the FS back-end. This just does the same thing in the vec4 back-end. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/fs: Move remapping of gl_PointSize to the NIR levelJason Ekstrand2017-05-091-3/+18
| | | | | Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/nir: Inline remap_inputs_with_vue_mapJason Ekstrand2017-05-091-27/+22
| | | | | Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/vec4: Use NIR remapping for VS attributesJason Ekstrand2017-05-091-6/+1
| | | | | | | | | | | | | The NIR pass already handles remapping system values to attributes for us so we delete the system value code as part of the conversion. We also change nir_lower_vs_inputs to take an explicit inputs_read bitmask and pass in the inputs_read from prog_data instead from pulling it out of NIR. This is because the version in prog_data may get EDGEFLAG added to it on some old platforms. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/fs: Lower gl_VertexID and friends to inputs at the NIR levelJason Ekstrand2017-05-091-2/+73
| | | | | | | | | NIR calls these system values but they come in from the VF unit as vertex data. It's terribly convenient to just be able to treat them as such in the back-end. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Move multiply by 4 for VS ATTR setup into the scalar backend.Jason Ekstrand2017-05-091-1/+1
| | | | | | | | | | 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 <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/nir: Inline remap_vs_attrsJason Ekstrand2017-05-091-30/+26
| | | | | | | | | | Now that we have nice block iterators, there's no good reason for this to be off on it's own. While we're here, we convert to using the NIR const index getters/setters instead of whacking const_index values directly. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Embed the shader_info in the nir_shader againJason Ekstrand2017-05-091-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b 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 00620782c92100d77c660f9783504c6d80fa1d58, 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 <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir/i965: add before ffma algebraic optsTimothy Arceri2017-04-241-0/+6
| | | | | | | | | | | | | | | | | | | | | | | 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 <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Replace OPT_V() with OPT().Matt Turner2017-03-231-23/+19
| | | | | | | We want to be able to check the progress of each pass and dump the NIR for debugging purposes if it changed. Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Move the back-end compiler to src/intel/compilerJason Ekstrand2017-03-131-0/+764
Mostly a dummy git mv with a couple of noticable parts: - With the earlier header cleanups, nothing in src/intel depends files from src/mesa/drivers/dri/i965/ - Both Autoconf and Android builds are addressed. Thanks to Mauro and Tapani for the fixups in the latter - brw_util.[ch] is not really compiler specific, so it's moved to i965. v2: - move brw_eu_defines.h instead of brw_defines.h - remove no-longer applicable includes - add missing vulkan/ prefix in the Android build (thanks Tapani) v3: - don't list brw_defines.h in src/intel/Makefile.sources (Jason) - rebase on top of the oa patches [Emil Velikov: commit message, various small fixes througout] Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>