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
system_value("gs_header_ir3", 1)
system_value("primitive_location_ir3", 1, indices=[DRIVER_LOCATION])
+# System values for freedreno tessellation shaders.
+system_value("hs_patch_stride_ir3", 1)
+system_value("tess_factor_base_ir3", 2)
+system_value("tess_param_base_ir3", 2)
+system_value("tcs_header_ir3", 1)
+
# 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[] = { offset }.
load("shared_ir3", 1, [BASE, ALIGN_MUL, ALIGN_OFFSET], [CAN_ELIMINATE])
+# IR3-specific load/store global intrinsics. They take a 64-bit base address
+# and a 32-bit offset. The hardware will add the base and the offset, which
+# saves us from doing 64-bit math on the base address.
+
+# src[] = { value, address(vec2 of hi+lo uint32_t), offset }.
+# const_index[] = { write_mask, align_mul, align_offset }
+intrinsic("store_global_ir3", [0, 2, 1], indices=[WRMASK, ACCESS, ALIGN_MUL, ALIGN_OFFSET])
+# src[] = { address(vec2 of hi+lo uint32_t), offset }.
+# const_index[] = { access, align_mul, align_offset }
+intrinsic("load_global_ir3", [2, 1], dest_comp=0, indices=[ACCESS, ALIGN_MUL, ALIGN_OFFSET], flags=[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