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/*
* Copyright (C) 2018-2019 Alyssa Rosenzweig <alyssa@rosenzweig.io>
*
* 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.
*/
#ifndef __MIDGARD_H_
#define __MIDGARD_H_
#include "compiler/nir/nir.h"
#include "util/u_dynarray.h"
#include "panfrost-job.h"
#include "panfrost/util/pan_ir.h"
int
midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_blend, unsigned blend_rt, unsigned gpu_id, bool shaderdb);
/* NIR options are shared between the standalone compiler and the online
* compiler. Defining it here is the simplest, though maybe not the Right
* solution. */
static const nir_shader_compiler_options midgard_nir_options = {
.lower_ffma = true,
.lower_scmp = true,
.lower_flrp16 = true,
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_ffract = true,
.lower_fmod = true,
.lower_fdiv = true,
.lower_idiv = true,
.lower_isign = true,
.lower_fpow = true,
.lower_find_lsb = true,
.lower_fdph = true,
.lower_wpos_pntc = true,
/* TODO: We have native ops to help here, which we'll want to look into
* eventually */
.lower_fsign = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_rotate = true,
.lower_pack_half_2x16 = true,
.lower_pack_unorm_2x16 = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_4x8 = true,
.lower_pack_snorm_4x8 = true,
.lower_unpack_half_2x16 = true,
.lower_unpack_unorm_2x16 = true,
.lower_unpack_snorm_2x16 = true,
.lower_unpack_unorm_4x8 = true,
.lower_unpack_snorm_4x8 = true,
.lower_pack_split = true,
.lower_doubles_options = nir_lower_dmod,
.lower_bitfield_extract_to_shifts = true,
.vectorize_io = true,
.use_interpolated_input_intrinsics = true
};
#endif
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