break;
case nir_op_frcp:
src[0] = ac_to_float(&ctx->ac, src[0]);
- result = ac_build_fdiv(&ctx->ac, ctx->ac.f32_1, src[0]);
+ result = ac_build_fdiv(&ctx->ac, instr->dest.dest.ssa.bit_size == 32 ? ctx->ac.f32_1 : ctx->ac.f64_1,
+ src[0]);
break;
case nir_op_iand:
result = LLVMBuildAnd(ctx->ac.builder, src[0], src[1], "");
case nir_op_frsq:
result = emit_intrin_1f_param(&ctx->ac, "llvm.sqrt",
ac_to_float_type(&ctx->ac, def_type), src[0]);
- result = ac_build_fdiv(&ctx->ac, ctx->ac.f32_1, result);
+ result = ac_build_fdiv(&ctx->ac, instr->dest.dest.ssa.bit_size == 32 ? ctx->ac.f32_1 : ctx->ac.f64_1,
+ result);
break;
case nir_op_fpow:
result = emit_intrin_2f_param(&ctx->ac, "llvm.pow",
return LLVMBuildBitCast(ctx->builder, result, type, "");
}
+static LLVMValueRef
+load_patch_vertices_in(struct ac_shader_abi *abi)
+{
+ struct nir_to_llvm_context *ctx = nir_to_llvm_context_from_abi(abi);
+ return LLVMConstInt(ctx->ac.i32, ctx->options->key.tcs.input_vertices, false);
+}
+
static void visit_intrinsic(struct ac_nir_context *ctx,
nir_intrinsic_instr *instr)
{
result = ctx->abi->load_tess_level(ctx->abi, VARYING_SLOT_TESS_LEVEL_INNER);
break;
case nir_intrinsic_load_patch_vertices_in:
- result = LLVMConstInt(ctx->ac.i32, ctx->nctx->options->key.tcs.input_vertices, false);
+ result = ctx->abi->load_patch_vertices_in(ctx->abi);
break;
default:
fprintf(stderr, "Unknown intrinsic: ");
nir_foreach_variable(variable, &func->impl->locals) {
unsigned attrib_count = glsl_count_attribute_slots(variable->type, false);
variable->data.driver_location = ctx->num_locals * 4;
+ variable->data.location_frac = 0;
ctx->num_locals += attrib_count;
}
ctx->locals = malloc(4 * ctx->num_locals * sizeof(LLVMValueRef));
ctx.tcs_outputs_read = shaders[i]->info.outputs_read;
ctx.tcs_patch_outputs_read = shaders[i]->info.patch_outputs_read;
ctx.abi.load_tess_inputs = load_tcs_input;
+ ctx.abi.load_patch_vertices_in = load_patch_vertices_in;
ctx.abi.store_tcs_outputs = store_tcs_output;
} else if (shaders[i]->info.stage == MESA_SHADER_TESS_EVAL) {
ctx.tes_primitive_mode = shaders[i]->info.tess.primitive_mode;
ctx.abi.load_tess_inputs = load_tes_input;
ctx.abi.load_tess_coord = load_tess_coord;
+ ctx.abi.load_patch_vertices_in = load_patch_vertices_in;
} else if (shaders[i]->info.stage == MESA_SHADER_VERTEX) {
if (shader_info->info.vs.needs_instance_id) {
if (ctx.ac.chip_class == GFX9 &&