TYPE = "NIR_INTRINSIC_TYPE"
# The swizzle mask for quad_swizzle_amd & masked_swizzle_amd
SWIZZLE_MASK = "NIR_INTRINSIC_SWIZZLE_MASK"
+# Driver location of attribute
+DRIVER_LOCATION = "NIR_INTRINSIC_DRIVER_LOCATION"
+# Ordering and visibility of a memory operation
+MEMORY_SEMANTICS = "NIR_INTRINSIC_MEMORY_SEMANTICS"
+# Modes affected by a memory operation
+MEMORY_MODES = "NIR_INTRINSIC_MEMORY_MODES"
+# Scope of a memory operation
+MEMORY_SCOPE = "NIR_INTRINSIC_MEMORY_SCOPE"
#
# Possible flags:
# intrinsic.
barrier("memory_barrier")
+# Memory barrier with explicit scope. Follows the semantics of SPIR-V
+# OpMemoryBarrier, used to implement Vulkan Memory Model. Storage that the
+# barrierr applies is represented using NIR variable modes.
+intrinsic("scoped_memory_barrier",
+ indices=[MEMORY_SEMANTICS, MEMORY_MODES, MEMORY_SCOPE])
+
# Shader clock intrinsic with semantics analogous to the clock2x32ARB()
# GLSL intrinsic.
# The latter can be used as code motion barrier, which is currently not
barrier("begin_invocation_interlock")
barrier("end_invocation_interlock")
-# A conditional discard, with a single boolean source.
+# A conditional discard/demote, with a single boolean source.
intrinsic("discard_if", src_comp=[1])
+intrinsic("demote_if", src_comp=[1])
# ARB_shader_group_vote intrinsics
intrinsic("vote_any", src_comp=[1], dest_comp=1, flags=[CAN_ELIMINATE])
image("load", src_comp=[4, 1], dest_comp=0, flags=[CAN_ELIMINATE])
image("store", src_comp=[4, 1, 0])
image("atomic_add", src_comp=[4, 1, 1], dest_comp=1)
-image("atomic_min", src_comp=[4, 1, 1], dest_comp=1)
-image("atomic_max", src_comp=[4, 1, 1], dest_comp=1)
+image("atomic_imin", src_comp=[4, 1, 1], dest_comp=1)
+image("atomic_umin", src_comp=[4, 1, 1], dest_comp=1)
+image("atomic_imax", src_comp=[4, 1, 1], dest_comp=1)
+image("atomic_umax", src_comp=[4, 1, 1], dest_comp=1)
image("atomic_and", src_comp=[4, 1, 1], dest_comp=1)
image("atomic_or", src_comp=[4, 1, 1], dest_comp=1)
image("atomic_xor", src_comp=[4, 1, 1], dest_comp=1)
image("atomic_fadd", src_comp=[1, 4, 1, 1], dest_comp=1)
image("size", dest_comp=0, flags=[CAN_ELIMINATE, CAN_REORDER])
image("samples", dest_comp=1, flags=[CAN_ELIMINATE, CAN_REORDER])
+image("atomic_inc_wrap", src_comp=[4, 1, 1], dest_comp=1)
+image("atomic_dec_wrap", src_comp=[4, 1, 1], dest_comp=1)
# Intel-specific query for loading from the brw_image_param struct passed
# into the shader as a uniform. The variable is a deref to the image
bit_sizes=bit_sizes)
system_value("frag_coord", 4)
+system_value("point_coord", 2)
system_value("front_face", 1, bit_sizes=[1, 32])
system_value("vertex_id", 1)
system_value("vertex_id_zero_base", 1)
system_value("tess_coord", 3)
system_value("tess_level_outer", 4)
system_value("tess_level_inner", 2)
+system_value("tess_level_outer_default", 4)
+system_value("tess_level_inner_default", 2)
system_value("patch_vertices_in", 1)
system_value("local_invocation_id", 3)
system_value("local_invocation_index", 1)
system_value("color0", 4)
system_value("color1", 4)
+# System value for internal compute shaders in radeonsi.
+system_value("user_data_amd", 4)
+
# Barycentric coordinate intrinsics.
#
# These set up the barycentric coordinates for a particular interpolation.
intrinsic("ssbo_atomic_exchange_ir3", src_comp=[1, 1, 1, 1], dest_comp=1)
intrinsic("ssbo_atomic_comp_swap_ir3", src_comp=[1, 1, 1, 1, 1], dest_comp=1)
+# System values for freedreno geometry shaders.
+system_value("vs_primitive_stride_ir3", 1)
+system_value("vs_vertex_stride_ir3", 1)
+system_value("gs_header_ir3", 1)
+system_value("primitive_location_ir3", 1, indices=[DRIVER_LOCATION])
+
+# IR3-specific load/store intrinsics. These access a buffer used to pass data
+# between geometry stages - perhaps it's explicit access to the vertex cache.
+
+# src[] = { value, offset }.
+store("shared_ir3", 2, [BASE, WRMASK, ALIGN_MUL, ALIGN_OFFSET])
+# src[] = { offset }.
+load("shared_ir3", 1, [BASE, ALIGN_MUL, ALIGN_OFFSET], [CAN_ELIMINATE])
+
# Intrinsics used by the Midgard/Bifrost blend pipeline. These are defined
# within a blend shader to read/write the raw value from the tile buffer,
# without applying any format conversion in the process. If the shader needs
# src[] = { render_target }
# BASE = sample index
load("tlb_color_v3d", 1, [BASE, COMPONENT], [])
+
+# V3D-specific instrinc for per-sample tile buffer color writes.
+#
+# The driver backend needs to identify per-sample color writes and emit
+# specific code for them.
+#
+# src[] = { value, render_target }
+# BASE = sample index
+store("tlb_sample_color_v3d", 2, [BASE, COMPONENT, TYPE], [])