| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds NIR ALU operations:
* nir_op_fdot2
* nir_op_fdot3
* nir_op_fdot4
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_bcsel
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operation:
* nir_op_flrp
Reviewed-by: Jason Ekstrand <[email protected]>
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Needed in the NIR backend to set the "saturate" value of the
instruction.
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operation:
* nir_op_ffma
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_ishl
* nir_op_ishr
* nir_op_ushr
Reviewed-by: Jason Ekstrand <[email protected]>
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Follows the vec4_visitor IR implementation but
sets the saturate value in addition.
Adds NIR ALU operations:
* nir_op_fsign
* nir_op_isign
Reviewed-by: Jason Ekstrand <[email protected]>
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Same implementation than the IR case.
Adds NIR ALU operations:
* nir_op_bitfield_reverse
* nir_op_bit_count
* nir_op_ufind_msb
* nir_op_ifind_msb
* nir_op_find_lsb
* nir_op_ubitfield_extract
* nir_op_ibitfield_extract
* nir_op_bfm
* nir_op_bfi
* nir_op_bitfield_insert
Reviewed-by: Jason Ekstrand <[email protected]>
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* Lowered floating-point pack and unpack operations are not valid in VS.
* Pack and unpack 2x16 operations should be handled by lower_packing_builtins.
* Adds NIR ALU operations:
* nir_op_pack_half_2x16
* nir_op_unpack_half_2x16
* nir_op_unpack_unorm_4x8
* nir_op_unpack_snorm_4x8
* nir_op_pack_unorm_4x8
* nir_op_pack_snorm_4x8
Reviewed-by: Jason Ekstrand <[email protected]>
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Marked them as unreachable.
Reviewed-by: Jason Ekstrand <[email protected]>
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Used the same implementation than the vec4_visitor NIR.
Adds NIR ALU operations:
* nir_op_b2i
* nir_op_b2f
* nir_op_f2b
* nir_op_i2b
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_inot
* nir_op_ixor
* nir_op_ior
* nir_op_iand
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_bany_fnequal2
* nir_op_bany_inequal2
* nir_op_bany_fnequal3
* nir_op_bany_inequal3
* nir_op_bany_fnequal4
* nir_op_bany_inequal4
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_ball_fequal2
* nir_op_ball_iequal2
* nir_op_ball_fequal3
* nir_op_ball_iequal3
* nir_op_ball_fequal4
* nir_op_ball_iequal4
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_flt
* nir_op_ilt
* nir_op_ult
* nir_op_fge
* nir_op_ige
* nir_op_uge
* nir_op_feq
* nir_op_ieq
* nir_op_fne
* nir_op_ine
Reviewed-by: Jason Ekstrand <[email protected]>
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This method returns the brw_conditional_mod value used when emitting
comparative ALU operations.
It could be moved to brw_nir in the future to reuse it in fs_nir backend.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_fmin
* nir_op_imin
* nir_op_umin
* nir_op_fmax
* nir_op_imax
* nir_op_umax
Reviewed-by: Jason Ekstrand <[email protected]>
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Needed in the NIR backend to set the "saturate" value of the
instruction.
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_ftrunc
* nir_op_fceil
* nir_op_ffloor
* nir_op_ffrac
* nir_op_fround_even
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_uadd_carry
* nir_op_usub_borrow
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_frcp
* nir_op_fexp2
* nir_op_flog2
* nir_op_fexp
* nir_op_flog
* nir_op_fsin
* nir_op_fcos
* nir_op_idiv
* nir_op_udiv
* nir_op_umod
* nir_op_ldexp
* nir_op_fsqrt
* nir_op_frsq
* nir_op_fpow
Reviewed-by: Jason Ekstrand <[email protected]>
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Needed in the NIR backend to set the "saturate" value of the
instruction.
Reviewed-by: Jason Ekstrand <[email protected]>
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Implementation based on the vec4_visitor IR implementation
for the operations ir_binop_mul and ir_binop_imul_high.
Adds NIR ALU operations:
* nir_op_fmul
* nir_op_imul
* nir_op_imul_high
* nir_op_umul_high
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_fadd
* nir_op_iadd
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_f2i
* nir_op_f2u
* nir_op_i2f
* nir_op_u2f
Reviewed-by: Jason Ekstrand <[email protected]>
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This enables NIR pass "lower_vec_to_movs" on shaders that work on vec4.
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds NIR ALU operations:
* nir_op_imov
* nir_op_fmov
Reviewed-by: Jason Ekstrand <[email protected]>
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Disables nir_lower_alu_to_scalar when the shader stage being processed work
on vec4 vectors, like the upcoming NIR->vec4 backend.
Reviewed-by: Jason Ekstrand <[email protected]>
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This patch resolves and initializes the destination and the source
registers that are common to most ALU operations.
Reviewed-by: Jason Ekstrand <[email protected]>
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Based on the vec4_visitor IR implementation for the ir_binop_load_ubo
operation. Notice that unlike the vec4_visitor IR, adding the !=0
comparison for UBO bools is not needed here because that comparison is
already added by the nir_visitor when processing the ir_binop_load_ubo
(in UBOs "true" is any value different from zero, but for us is ~0).
Adds NIR instrinsics:
* nir_intrinsic_load_ubo_indirect
* nir_intrinsic_load_ubo
Reviewed-by: Jason Ekstrand <[email protected]>
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The implementation is based on its fs_nir counterpart.
Reviewed-by: Jason Ekstrand <[email protected]>
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For the indirect case we need to take the index delivered by
NIR and compute the parent uniform that we are accessing (the one
that we uploaded to a surface) and the constant offset into that
surface.
Reviewed-by: Jason Ekstrand <[email protected]>
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These include:
nir_intrinsic_load_vertex_id_zero_base
nir_intrinsic_load_base_vertex
nir_intrinsic_load_instance_id
The source register is fetched from the nir_system_values map initialized
during nir_setup_system_values stage.
Reviewed-by: Jason Ekstrand <[email protected]>
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This implementation is based on the current URB setup in vec4_visitor, which
requires the output register to be stored in the output_reg array at variable's
original shader location index. But since nir_lower_io() pass uses the value
in var->data.driver_location, we need to put there var->data.location instead,
prior to calling nir_lower_io(), so that we end up with the correct index
in const_index[0].
The driver_location is not used at all, so this patch also disables the
nir_assign_var_locations pass on non-scalar shaders.
Reviewed-by: Jason Ekstrand <[email protected]>
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Instead of relying on backends (currently vec4_visitor and soon NIR-vec4) to
store registers in output_reg with the correct type, this patch makes sure
that the common code in emit_urb_slot() always emit MOVs from output registers
using the same type on source and destination.
Since the actual type is not important, only that they match, we default to
float.
Reviewed-by: Jason Ekstrand <[email protected]>
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The source register is fetched from the nir_inputs map built during
nir_setup_inputs stage.
Reviewed-by: Jason Ekstrand <[email protected]>
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This is taken as-is from fs_nir.
Reviewed-by: Jason Ekstrand <[email protected]>
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The same we do in the FS NIR backend, only that here we need to consider
the number of components in the condition and adjust the swizzle
accordingly.
Reviewed-by: Jason Ekstrand <[email protected]>
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These methods are essential for the implementation of the NIR->vec4 pass. They
work similar to their fs_nir counter-parts.
When processing instructions, these methods are invoked to resolve the
brw registers (source or destination) corresponding to the NIR sources
or destination. It uses the map of NIR register index to brw register for
all registers locally allocated in a block.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Upcoming NIR->vec4 pass can benefit from this method, so lets move it up.
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar to fs_nir backend, a nir_local_values map will be filled with
newly allocated registers as the load_const instrinsic instructions are
processed. Later, get_nir_src() will fetch the registers from this map
for sources that are ssa.
Reviewed-by: Jason Ekstrand <[email protected]>
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New method brw_writemask_for_size() will return a writemask with the first
'size' components activated.
Reviewed-by: Jason Ekstrand <[email protected]>
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In the vec4 backend we want uniform locations to be assigned consecutively
since that way the offsets produced by nir_lower_io are exactly what we
need to implement nir_intrinsic_load_uniform. Otherwise we would need a
mapping to match the output of nir_lower_io to the actual uniform registers
we need to use.
Reviewed-by: Jason Ekstrand <[email protected]>
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The current implementation operates in scalar mode only, so add a vec4
mode where types are padded to vec4 sizes.
This will be useful in the i965 driver for its vec4 nir backend
(and possbly other drivers that have vec4-based shaders).
Reviewed-by: Jason Ekstrand <[email protected]>
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The upcoming introduction of NIR->vec4 pass will require that some NIR
lowering passes are enabled/disabled depending on the type of shader
(scalar vs. vector).
With this patch we pass a 'is_scalar' variable to the process of
constructing the NIR, to let an external context decide how the shader
should be handled.
Reviewed-by: Jason Ekstrand <[email protected]>
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It basically allocates registers local to a function in a nir_locals map,
then emits all its control-flow blocks.
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar to other variable setups, system values will initialize the
corresponding register inside a 'nir_system_values' map, which will then
be queried later when processing the different system value intrinsics
for the appropriate register.
Reviewed-by: Jason Ekstrand <[email protected]>
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The new virtual method is more flexible, it has a signature:
dst_reg *make_reg_for_system_value(int location, const glsl_type *type);
v2 (Jason Ekstrand):
Use the new version in unit tests so make check passes again
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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