i965: Enable OpenGL 4.5 on Haswell.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_nir.c
1 /*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_nir.h"
25 #include "brw_shader.h"
26 #include "compiler/glsl_types.h"
27 #include "compiler/nir/nir_builder.h"
28
29 static bool
30 is_input(nir_intrinsic_instr *intrin)
31 {
32 return intrin->intrinsic == nir_intrinsic_load_input ||
33 intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
34 intrin->intrinsic == nir_intrinsic_load_interpolated_input;
35 }
36
37 static bool
38 is_output(nir_intrinsic_instr *intrin)
39 {
40 return intrin->intrinsic == nir_intrinsic_load_output ||
41 intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
42 intrin->intrinsic == nir_intrinsic_store_output ||
43 intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
44 }
45
46 /**
47 * In many cases, we just add the base and offset together, so there's no
48 * reason to keep them separate. Sometimes, combining them is essential:
49 * if a shader only accesses part of a compound variable (such as a matrix
50 * or array), the variable's base may not actually exist in the VUE map.
51 *
52 * This pass adds constant offsets to instr->const_index[0], and resets
53 * the offset source to 0. Non-constant offsets remain unchanged - since
54 * we don't know what part of a compound variable is accessed, we allocate
55 * storage for the entire thing.
56 */
57
58 static bool
59 add_const_offset_to_base_block(nir_block *block, nir_builder *b,
60 nir_variable_mode mode)
61 {
62 nir_foreach_instr_safe(instr, block) {
63 if (instr->type != nir_instr_type_intrinsic)
64 continue;
65
66 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
67
68 if ((mode == nir_var_shader_in && is_input(intrin)) ||
69 (mode == nir_var_shader_out && is_output(intrin))) {
70 nir_src *offset = nir_get_io_offset_src(intrin);
71 nir_const_value *const_offset = nir_src_as_const_value(*offset);
72
73 if (const_offset) {
74 intrin->const_index[0] += const_offset->u32[0];
75 b->cursor = nir_before_instr(&intrin->instr);
76 nir_instr_rewrite_src(&intrin->instr, offset,
77 nir_src_for_ssa(nir_imm_int(b, 0)));
78 }
79 }
80 }
81 return true;
82 }
83
84 static void
85 add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
86 {
87 nir_foreach_function(f, nir) {
88 if (f->impl) {
89 nir_builder b;
90 nir_builder_init(&b, f->impl);
91 nir_foreach_block(block, f->impl) {
92 add_const_offset_to_base_block(block, &b, mode);
93 }
94 }
95 }
96 }
97
98 static bool
99 remap_vs_attrs(nir_block *block, shader_info *nir_info)
100 {
101 nir_foreach_instr(instr, block) {
102 if (instr->type != nir_instr_type_intrinsic)
103 continue;
104
105 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
106
107 if (intrin->intrinsic == nir_intrinsic_load_input) {
108 /* Attributes come in a contiguous block, ordered by their
109 * gl_vert_attrib value. That means we can compute the slot
110 * number for an attribute by masking out the enabled attributes
111 * before it and counting the bits.
112 */
113 int attr = intrin->const_index[0];
114 int slot = _mesa_bitcount_64(nir_info->inputs_read &
115 BITFIELD64_MASK(attr));
116 intrin->const_index[0] = 4 * slot;
117 }
118 }
119 return true;
120 }
121
122 static bool
123 remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
124 {
125 nir_foreach_instr(instr, block) {
126 if (instr->type != nir_instr_type_intrinsic)
127 continue;
128
129 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
130
131 if (intrin->intrinsic == nir_intrinsic_load_input ||
132 intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
133 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
134 assert(vue_slot != -1);
135 intrin->const_index[0] = vue_slot;
136 }
137 }
138 return true;
139 }
140
141 static bool
142 remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
143 GLenum primitive_mode)
144 {
145 const int location = nir_intrinsic_base(intr);
146 const unsigned component = nir_intrinsic_component(intr);
147 bool out_of_bounds;
148
149 if (location == VARYING_SLOT_TESS_LEVEL_INNER) {
150 switch (primitive_mode) {
151 case GL_QUADS:
152 /* gl_TessLevelInner[0..1] lives at DWords 3-2 (reversed). */
153 nir_intrinsic_set_base(intr, 0);
154 nir_intrinsic_set_component(intr, 3 - component);
155 out_of_bounds = false;
156 break;
157 case GL_TRIANGLES:
158 /* gl_TessLevelInner[0] lives at DWord 4. */
159 nir_intrinsic_set_base(intr, 1);
160 out_of_bounds = component > 0;
161 break;
162 case GL_ISOLINES:
163 out_of_bounds = true;
164 break;
165 default:
166 unreachable("Bogus tessellation domain");
167 }
168 } else if (location == VARYING_SLOT_TESS_LEVEL_OUTER) {
169 if (primitive_mode == GL_ISOLINES) {
170 /* gl_TessLevelOuter[0..1] lives at DWords 6-7 (in order). */
171 nir_intrinsic_set_base(intr, 1);
172 nir_intrinsic_set_component(intr, 2 + nir_intrinsic_component(intr));
173 out_of_bounds = component > 1;
174 } else {
175 /* Triangles use DWords 7-5 (reversed); Quads use 7-4 (reversed) */
176 nir_intrinsic_set_base(intr, 1);
177 nir_intrinsic_set_component(intr, 3 - nir_intrinsic_component(intr));
178 out_of_bounds = component == 3 && primitive_mode == GL_TRIANGLES;
179 }
180 } else {
181 return false;
182 }
183
184 if (out_of_bounds) {
185 if (nir_intrinsic_infos[intr->intrinsic].has_dest) {
186 b->cursor = nir_before_instr(&intr->instr);
187 nir_ssa_def *undef = nir_ssa_undef(b, 1, 32);
188 nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(undef));
189 }
190 nir_instr_remove(&intr->instr);
191 }
192
193 return true;
194 }
195
196 static bool
197 remap_patch_urb_offsets(nir_block *block, nir_builder *b,
198 const struct brw_vue_map *vue_map,
199 GLenum tes_primitive_mode)
200 {
201 const bool is_passthrough_tcs = b->shader->info->name &&
202 strcmp(b->shader->info->name, "passthrough") == 0;
203
204 nir_foreach_instr_safe(instr, block) {
205 if (instr->type != nir_instr_type_intrinsic)
206 continue;
207
208 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
209
210 gl_shader_stage stage = b->shader->stage;
211
212 if ((stage == MESA_SHADER_TESS_CTRL && is_output(intrin)) ||
213 (stage == MESA_SHADER_TESS_EVAL && is_input(intrin))) {
214
215 if (!is_passthrough_tcs &&
216 remap_tess_levels(b, intrin, tes_primitive_mode))
217 continue;
218
219 int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
220 assert(vue_slot != -1);
221 intrin->const_index[0] = vue_slot;
222
223 nir_src *vertex = nir_get_io_vertex_index_src(intrin);
224 if (vertex) {
225 nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
226 if (const_vertex) {
227 intrin->const_index[0] += const_vertex->u32[0] *
228 vue_map->num_per_vertex_slots;
229 } else {
230 b->cursor = nir_before_instr(&intrin->instr);
231
232 /* Multiply by the number of per-vertex slots. */
233 nir_ssa_def *vertex_offset =
234 nir_imul(b,
235 nir_ssa_for_src(b, *vertex, 1),
236 nir_imm_int(b,
237 vue_map->num_per_vertex_slots));
238
239 /* Add it to the existing offset */
240 nir_src *offset = nir_get_io_offset_src(intrin);
241 nir_ssa_def *total_offset =
242 nir_iadd(b, vertex_offset,
243 nir_ssa_for_src(b, *offset, 1));
244
245 nir_instr_rewrite_src(&intrin->instr, offset,
246 nir_src_for_ssa(total_offset));
247 }
248 }
249 }
250 }
251 return true;
252 }
253
254 void
255 brw_nir_lower_vs_inputs(nir_shader *nir,
256 bool is_scalar,
257 bool use_legacy_snorm_formula,
258 const uint8_t *vs_attrib_wa_flags)
259 {
260 /* Start with the location of the variable's base. */
261 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
262 var->data.driver_location = var->data.location;
263 }
264
265 /* Now use nir_lower_io to walk dereference chains. Attribute arrays are
266 * loaded as one vec4 or dvec4 per element (or matrix column), depending on
267 * whether it is a double-precision type or not.
268 */
269 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
270
271 /* This pass needs actual constants */
272 nir_opt_constant_folding(nir);
273
274 add_const_offset_to_base(nir, nir_var_shader_in);
275
276 brw_nir_apply_attribute_workarounds(nir, use_legacy_snorm_formula,
277 vs_attrib_wa_flags);
278
279 if (is_scalar) {
280 /* Finally, translate VERT_ATTRIB_* values into the actual registers. */
281
282 nir_foreach_function(function, nir) {
283 if (function->impl) {
284 nir_foreach_block(block, function->impl) {
285 remap_vs_attrs(block, nir->info);
286 }
287 }
288 }
289 }
290 }
291
292 void
293 brw_nir_lower_vue_inputs(nir_shader *nir, bool is_scalar,
294 const struct brw_vue_map *vue_map)
295 {
296 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
297 var->data.driver_location = var->data.location;
298 }
299
300 /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
301 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
302
303 if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
304 /* This pass needs actual constants */
305 nir_opt_constant_folding(nir);
306
307 add_const_offset_to_base(nir, nir_var_shader_in);
308
309 nir_foreach_function(function, nir) {
310 if (function->impl) {
311 nir_foreach_block(block, function->impl) {
312 remap_inputs_with_vue_map(block, vue_map);
313 }
314 }
315 }
316 }
317 }
318
319 void
320 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
321 {
322 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
323 var->data.driver_location = var->data.location;
324 }
325
326 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
327
328 /* This pass needs actual constants */
329 nir_opt_constant_folding(nir);
330
331 add_const_offset_to_base(nir, nir_var_shader_in);
332
333 nir_foreach_function(function, nir) {
334 if (function->impl) {
335 nir_builder b;
336 nir_builder_init(&b, function->impl);
337 nir_foreach_block(block, function->impl) {
338 remap_patch_urb_offsets(block, &b, vue_map,
339 nir->info->tess.primitive_mode);
340 }
341 }
342 }
343 }
344
345 void
346 brw_nir_lower_fs_inputs(nir_shader *nir,
347 const struct gen_device_info *devinfo,
348 const struct brw_wm_prog_key *key)
349 {
350 foreach_list_typed(nir_variable, var, node, &nir->inputs) {
351 var->data.driver_location = var->data.location;
352
353 /* Apply default interpolation mode.
354 *
355 * Everything defaults to smooth except for the legacy GL color
356 * built-in variables, which might be flat depending on API state.
357 */
358 if (var->data.interpolation == INTERP_MODE_NONE) {
359 const bool flat = key->flat_shade &&
360 (var->data.location == VARYING_SLOT_COL0 ||
361 var->data.location == VARYING_SLOT_COL1);
362
363 var->data.interpolation = flat ? INTERP_MODE_FLAT
364 : INTERP_MODE_SMOOTH;
365 }
366
367 /* On Ironlake and below, there is only one interpolation mode.
368 * Centroid interpolation doesn't mean anything on this hardware --
369 * there is no multisampling.
370 */
371 if (devinfo->gen < 6) {
372 var->data.centroid = false;
373 var->data.sample = false;
374 }
375 }
376
377 nir_lower_io_options lower_io_options = 0;
378 if (key->persample_interp)
379 lower_io_options |= nir_lower_io_force_sample_interpolation;
380
381 nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
382
383 /* This pass needs actual constants */
384 nir_opt_constant_folding(nir);
385
386 add_const_offset_to_base(nir, nir_var_shader_in);
387 }
388
389 void
390 brw_nir_lower_vue_outputs(nir_shader *nir,
391 bool is_scalar)
392 {
393 nir_foreach_variable(var, &nir->outputs) {
394 var->data.driver_location = var->data.location;
395 }
396
397 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
398 }
399
400 void
401 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
402 GLenum tes_primitive_mode)
403 {
404 nir_foreach_variable(var, &nir->outputs) {
405 var->data.driver_location = var->data.location;
406 }
407
408 nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
409
410 /* This pass needs actual constants */
411 nir_opt_constant_folding(nir);
412
413 add_const_offset_to_base(nir, nir_var_shader_out);
414
415 nir_foreach_function(function, nir) {
416 if (function->impl) {
417 nir_builder b;
418 nir_builder_init(&b, function->impl);
419 nir_foreach_block(block, function->impl) {
420 remap_patch_urb_offsets(block, &b, vue_map, tes_primitive_mode);
421 }
422 }
423 }
424 }
425
426 void
427 brw_nir_lower_fs_outputs(nir_shader *nir)
428 {
429 nir_foreach_variable(var, &nir->outputs) {
430 var->data.driver_location =
431 SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
432 SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
433 }
434
435 nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
436 }
437
438 void
439 brw_nir_lower_cs_shared(nir_shader *nir)
440 {
441 nir_assign_var_locations(&nir->shared, &nir->num_shared,
442 type_size_scalar_bytes);
443 nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
444 }
445
446 #define OPT(pass, ...) ({ \
447 bool this_progress = false; \
448 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
449 if (this_progress) \
450 progress = true; \
451 this_progress; \
452 })
453
454 #define OPT_V(pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
455
456 static nir_shader *
457 nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
458 bool is_scalar)
459 {
460 nir_variable_mode indirect_mask = 0;
461 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
462 indirect_mask |= nir_var_shader_in;
463 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
464 indirect_mask |= nir_var_shader_out;
465 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
466 indirect_mask |= nir_var_local;
467
468 bool progress;
469 do {
470 progress = false;
471 OPT_V(nir_lower_vars_to_ssa);
472 OPT(nir_opt_copy_prop_vars);
473
474 if (is_scalar) {
475 OPT(nir_lower_alu_to_scalar);
476 }
477
478 OPT(nir_copy_prop);
479
480 if (is_scalar) {
481 OPT(nir_lower_phis_to_scalar);
482 }
483
484 OPT(nir_copy_prop);
485 OPT(nir_opt_dce);
486 OPT(nir_opt_cse);
487 OPT(nir_opt_peephole_select, 0);
488 OPT(nir_opt_algebraic);
489 OPT(nir_opt_constant_folding);
490 OPT(nir_opt_dead_cf);
491 if (OPT(nir_opt_trivial_continues)) {
492 /* If nir_opt_trivial_continues makes progress, then we need to clean
493 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
494 * to make progress.
495 */
496 OPT(nir_copy_prop);
497 OPT(nir_opt_dce);
498 }
499 OPT(nir_opt_if);
500 if (nir->options->max_unroll_iterations != 0) {
501 OPT(nir_opt_loop_unroll, indirect_mask);
502 }
503 OPT(nir_opt_remove_phis);
504 OPT(nir_opt_undef);
505 OPT_V(nir_lower_doubles, nir_lower_drcp |
506 nir_lower_dsqrt |
507 nir_lower_drsq |
508 nir_lower_dtrunc |
509 nir_lower_dfloor |
510 nir_lower_dceil |
511 nir_lower_dfract |
512 nir_lower_dround_even |
513 nir_lower_dmod);
514 OPT_V(nir_lower_double_pack);
515 } while (progress);
516
517 return nir;
518 }
519
520 /* Does some simple lowering and runs the standard suite of optimizations
521 *
522 * This is intended to be called more-or-less directly after you get the
523 * shader out of GLSL or some other source. While it is geared towards i965,
524 * it is not at all generator-specific except for the is_scalar flag. Even
525 * there, it is safe to call with is_scalar = false for a shader that is
526 * intended for the FS backend as long as nir_optimize is called again with
527 * is_scalar = true to scalarize everything prior to code gen.
528 */
529 nir_shader *
530 brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
531 {
532 const struct gen_device_info *devinfo = compiler->devinfo;
533 bool progress; /* Written by OPT and OPT_V */
534 (void)progress;
535
536 const bool is_scalar = compiler->scalar_stage[nir->stage];
537
538 if (nir->stage == MESA_SHADER_GEOMETRY)
539 OPT(nir_lower_gs_intrinsics);
540
541 /* See also brw_nir_trig_workarounds.py */
542 if (compiler->precise_trig &&
543 !(devinfo->gen >= 10 || devinfo->is_kabylake))
544 OPT(brw_nir_apply_trig_workarounds);
545
546 static const nir_lower_tex_options tex_options = {
547 .lower_txp = ~0,
548 .lower_txf_offset = true,
549 .lower_rect_offset = true,
550 .lower_txd_cube_map = true,
551 };
552
553 OPT(nir_lower_tex, &tex_options);
554 OPT(nir_normalize_cubemap_coords);
555
556 OPT(nir_lower_global_vars_to_local);
557
558 OPT(nir_split_var_copies);
559
560 nir = nir_optimize(nir, compiler, is_scalar);
561
562 if (is_scalar) {
563 OPT_V(nir_lower_load_const_to_scalar);
564 }
565
566 /* Lower a bunch of stuff */
567 OPT_V(nir_lower_var_copies);
568
569 OPT_V(nir_lower_clip_cull_distance_arrays);
570
571 nir_variable_mode indirect_mask = 0;
572 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
573 indirect_mask |= nir_var_shader_in;
574 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
575 indirect_mask |= nir_var_shader_out;
576 if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
577 indirect_mask |= nir_var_local;
578
579 nir_lower_indirect_derefs(nir, indirect_mask);
580
581 /* Get rid of split copies */
582 nir = nir_optimize(nir, compiler, is_scalar);
583
584 OPT(nir_remove_dead_variables, nir_var_local);
585
586 return nir;
587 }
588
589 /* Prepare the given shader for codegen
590 *
591 * This function is intended to be called right before going into the actual
592 * backend and is highly backend-specific. Also, once this function has been
593 * called on a shader, it will no longer be in SSA form so most optimizations
594 * will not work.
595 */
596 nir_shader *
597 brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
598 bool is_scalar)
599 {
600 const struct gen_device_info *devinfo = compiler->devinfo;
601 bool debug_enabled =
602 (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
603
604 bool progress; /* Written by OPT and OPT_V */
605 (void)progress;
606
607 nir = nir_optimize(nir, compiler, is_scalar);
608
609 if (devinfo->gen >= 6) {
610 /* Try and fuse multiply-adds */
611 OPT(brw_nir_opt_peephole_ffma);
612 }
613
614 OPT(nir_opt_algebraic_late);
615
616 OPT_V(nir_lower_to_source_mods);
617 OPT(nir_copy_prop);
618 OPT(nir_opt_dce);
619 OPT(nir_opt_move_comparisons);
620
621 OPT(nir_lower_locals_to_regs);
622
623 if (unlikely(debug_enabled)) {
624 /* Re-index SSA defs so we print more sensible numbers. */
625 nir_foreach_function(function, nir) {
626 if (function->impl)
627 nir_index_ssa_defs(function->impl);
628 }
629
630 fprintf(stderr, "NIR (SSA form) for %s shader:\n",
631 _mesa_shader_stage_to_string(nir->stage));
632 nir_print_shader(nir, stderr);
633 }
634
635 OPT_V(nir_convert_from_ssa, true);
636
637 if (!is_scalar) {
638 OPT_V(nir_move_vec_src_uses_to_dest);
639 OPT(nir_lower_vec_to_movs);
640 }
641
642 /* This is the last pass we run before we start emitting stuff. It
643 * determines when we need to insert boolean resolves on Gen <= 5. We
644 * run it last because it stashes data in instr->pass_flags and we don't
645 * want that to be squashed by other NIR passes.
646 */
647 if (devinfo->gen <= 5)
648 brw_nir_analyze_boolean_resolves(nir);
649
650 nir_sweep(nir);
651
652 if (unlikely(debug_enabled)) {
653 fprintf(stderr, "NIR (final form) for %s shader:\n",
654 _mesa_shader_stage_to_string(nir->stage));
655 nir_print_shader(nir, stderr);
656 }
657
658 return nir;
659 }
660
661 nir_shader *
662 brw_nir_apply_sampler_key(nir_shader *nir,
663 const struct brw_compiler *compiler,
664 const struct brw_sampler_prog_key_data *key_tex,
665 bool is_scalar)
666 {
667 const struct gen_device_info *devinfo = compiler->devinfo;
668 nir_lower_tex_options tex_options = { 0 };
669
670 /* Iron Lake and prior require lowering of all rectangle textures */
671 if (devinfo->gen < 6)
672 tex_options.lower_rect = true;
673
674 /* Prior to Broadwell, our hardware can't actually do GL_CLAMP */
675 if (devinfo->gen < 8) {
676 tex_options.saturate_s = key_tex->gl_clamp_mask[0];
677 tex_options.saturate_t = key_tex->gl_clamp_mask[1];
678 tex_options.saturate_r = key_tex->gl_clamp_mask[2];
679 }
680
681 /* Prior to Haswell, we have to fake texture swizzle */
682 for (unsigned s = 0; s < MAX_SAMPLERS; s++) {
683 if (key_tex->swizzles[s] == SWIZZLE_NOOP)
684 continue;
685
686 tex_options.swizzle_result |= (1 << s);
687 for (unsigned c = 0; c < 4; c++)
688 tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
689 }
690
691 /* Prior to Haswell, we have to lower gradients on shadow samplers */
692 tex_options.lower_txd_shadow = devinfo->gen < 8 && !devinfo->is_haswell;
693
694 tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
695 tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
696 tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
697
698 if (nir_lower_tex(nir, &tex_options)) {
699 nir_validate_shader(nir);
700 nir = nir_optimize(nir, compiler, is_scalar);
701 }
702
703 return nir;
704 }
705
706 enum brw_reg_type
707 brw_type_for_nir_type(nir_alu_type type)
708 {
709 switch (type) {
710 case nir_type_uint:
711 case nir_type_uint32:
712 return BRW_REGISTER_TYPE_UD;
713 case nir_type_bool:
714 case nir_type_int:
715 case nir_type_bool32:
716 case nir_type_int32:
717 return BRW_REGISTER_TYPE_D;
718 case nir_type_float:
719 case nir_type_float32:
720 return BRW_REGISTER_TYPE_F;
721 case nir_type_float64:
722 return BRW_REGISTER_TYPE_DF;
723 case nir_type_int64:
724 case nir_type_uint64:
725 /* TODO we should only see these in moves, so for now it's ok, but when
726 * we add actual 64-bit integer support we should fix this.
727 */
728 return BRW_REGISTER_TYPE_DF;
729 default:
730 unreachable("unknown type");
731 }
732
733 return BRW_REGISTER_TYPE_F;
734 }
735
736 /* Returns the glsl_base_type corresponding to a nir_alu_type.
737 * This is used by both brw_vec4_nir and brw_fs_nir.
738 */
739 enum glsl_base_type
740 brw_glsl_base_type_for_nir_type(nir_alu_type type)
741 {
742 switch (type) {
743 case nir_type_float:
744 case nir_type_float32:
745 return GLSL_TYPE_FLOAT;
746
747 case nir_type_float64:
748 return GLSL_TYPE_DOUBLE;
749
750 case nir_type_int:
751 case nir_type_int32:
752 return GLSL_TYPE_INT;
753
754 case nir_type_uint:
755 case nir_type_uint32:
756 return GLSL_TYPE_UINT;
757
758 default:
759 unreachable("bad type");
760 }
761 }