break;
}
- if (inst->src[0].file == IMM) {
- assert(inst->src[0].type == BRW_REGISTER_TYPE_F);
- inst->opcode = BRW_OPCODE_MOV;
- inst->src[0].f *= inst->src[1].f;
- inst->src[1] = reg_undef;
- progress = true;
- break;
- }
break;
case BRW_OPCODE_ADD:
if (inst->src[1].file != IMM)
high.offset = inst->dst.offset % REG_SIZE;
if (devinfo->gen >= 7) {
- if (inst->src[1].abs)
+ /* From GEN:BUG:1604601757:
+ *
+ * "When multiplying a DW and any lower precision integer, source modifier
+ * is not supported."
+ *
+ * An unsupported negate modifier on src[1] would ordinarily be
+ * lowered by the subsequent lower_regioning pass. In this case that
+ * pass would spawn another dword multiply. Instead, lower the
+ * modifier first.
+ */
+ const bool source_mods_unsupported = (devinfo->gen >= 12);
+
+ if (inst->src[1].abs || (inst->src[1].negate &&
+ source_mods_unsupported))
lower_src_modifiers(this, block, inst, 1);
if (inst->src[1].file == IMM) {
assert(dispatch_width % payload_width == 0);
assert(devinfo->gen >= 6);
- prog_data->uses_src_depth = prog_data->uses_src_w =
- (nir->info.system_values_read & (1ull << SYSTEM_VALUE_FRAG_COORD)) != 0;
-
- prog_data->uses_sample_mask =
- (nir->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN) != 0;
-
- /* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
- *
- * "MSDISPMODE_PERSAMPLE is required in order to select
- * POSOFFSET_SAMPLE"
- *
- * So we can only really get sample positions if we are doing real
- * per-sample dispatch. If we need gl_SamplePosition and we don't have
- * persample dispatch, we hard-code it to 0.5.
- */
- prog_data->uses_pos_offset = prog_data->persample_dispatch &&
- (nir->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
-
/* R0: PS thread payload header. */
payload.num_regs++;
{
prog_data->flat_inputs = 0;
- nir_foreach_variable(var, &shader->inputs) {
+ nir_foreach_shader_in_variable(var, shader) {
unsigned slots = glsl_count_attribute_slots(var->type, false);
for (unsigned s = 0; s < slots; s++) {
int input_index = prog_data->urb_setup[var->data.location + s];
*
* This should be replaced by global value numbering someday.
*/
-static bool
-move_interpolation_to_top(nir_shader *nir)
+bool
+brw_nir_move_interpolation_to_top(nir_shader *nir)
{
bool progress = false;
*
* Useful when rendering to a non-multisampled buffer.
*/
-static bool
-demote_sample_qualifiers(nir_shader *nir)
+bool
+brw_nir_demote_sample_qualifiers(nir_shader *nir)
{
bool progress = true;
return progress;
}
+void
+brw_nir_populate_wm_prog_data(const nir_shader *shader,
+ const struct gen_device_info *devinfo,
+ const struct brw_wm_prog_key *key,
+ struct brw_wm_prog_data *prog_data)
+{
+ prog_data->uses_src_depth = prog_data->uses_src_w =
+ shader->info.system_values_read & BITFIELD64_BIT(SYSTEM_VALUE_FRAG_COORD);
+
+ /* key->alpha_test_func means simulating alpha testing via discards,
+ * so the shader definitely kills pixels.
+ */
+ prog_data->uses_kill = shader->info.fs.uses_discard ||
+ key->alpha_test_func;
+ prog_data->uses_omask = !key->ignore_sample_mask_out &&
+ (shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
+ prog_data->computed_depth_mode = computed_depth_mode(shader);
+ prog_data->computed_stencil =
+ shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL);
+
+ prog_data->persample_dispatch =
+ key->multisample_fbo &&
+ (key->persample_interp ||
+ (shader->info.system_values_read & (SYSTEM_BIT_SAMPLE_ID |
+ SYSTEM_BIT_SAMPLE_POS)) ||
+ shader->info.fs.uses_sample_qualifier ||
+ shader->info.outputs_read);
+
+ if (devinfo->gen >= 6) {
+ prog_data->uses_sample_mask =
+ shader->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN;
+
+ /* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
+ *
+ * "MSDISPMODE_PERSAMPLE is required in order to select
+ * POSOFFSET_SAMPLE"
+ *
+ * So we can only really get sample positions if we are doing real
+ * per-sample dispatch. If we need gl_SamplePosition and we don't have
+ * persample dispatch, we hard-code it to 0.5.
+ */
+ prog_data->uses_pos_offset = prog_data->persample_dispatch &&
+ (shader->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
+ }
+
+ prog_data->has_render_target_reads = shader->info.outputs_read != 0ull;
+
+ prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
+ prog_data->post_depth_coverage = shader->info.fs.post_depth_coverage;
+ prog_data->inner_coverage = shader->info.fs.inner_coverage;
+
+ prog_data->barycentric_interp_modes =
+ brw_compute_barycentric_interp_modes(devinfo, shader);
+
+ calculate_urb_setup(devinfo, key, prog_data, shader);
+ brw_compute_flat_inputs(prog_data, shader);
+}
+
/**
* Pre-gen6, the register file of the EUs was shared between threads,
* and each thread used some subset allocated on a 16-register block
}
if (!key->multisample_fbo)
- NIR_PASS_V(shader, demote_sample_qualifiers);
- NIR_PASS_V(shader, move_interpolation_to_top);
+ NIR_PASS_V(shader, brw_nir_demote_sample_qualifiers);
+ NIR_PASS_V(shader, brw_nir_move_interpolation_to_top);
brw_postprocess_nir(shader, compiler, true);
- /* key->alpha_test_func means simulating alpha testing via discards,
- * so the shader definitely kills pixels.
- */
- prog_data->uses_kill = shader->info.fs.uses_discard ||
- key->alpha_test_func;
- prog_data->uses_omask = key->multisample_fbo &&
- shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
- prog_data->computed_depth_mode = computed_depth_mode(shader);
- prog_data->computed_stencil =
- shader->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL);
-
- prog_data->persample_dispatch =
- key->multisample_fbo &&
- (key->persample_interp ||
- (shader->info.system_values_read & (SYSTEM_BIT_SAMPLE_ID |
- SYSTEM_BIT_SAMPLE_POS)) ||
- shader->info.fs.uses_sample_qualifier ||
- shader->info.outputs_read);
-
- prog_data->has_render_target_reads = shader->info.outputs_read != 0ull;
-
- prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
- prog_data->post_depth_coverage = shader->info.fs.post_depth_coverage;
- prog_data->inner_coverage = shader->info.fs.inner_coverage;
-
- prog_data->barycentric_interp_modes =
- brw_compute_barycentric_interp_modes(compiler->devinfo, shader);
-
- calculate_urb_setup(devinfo, key, prog_data, shader);
- brw_compute_flat_inputs(prog_data, shader);
+ brw_nir_populate_wm_prog_data(shader, compiler->devinfo, key, prog_data);
fs_visitor *v8 = NULL, *v16 = NULL, *v32 = NULL;
cfg_t *simd8_cfg = NULL, *simd16_cfg = NULL, *simd32_cfg = NULL;
}
}
+ const bool simd16_failed = v16 && !simd16_cfg;
+
/* Currently, the compiler only supports SIMD32 on SNB+ */
if (!has_spilled &&
v8->max_dispatch_width >= 32 && !use_rep_send &&
- devinfo->gen >= 6 && simd16_cfg &&
+ devinfo->gen >= 6 && !simd16_failed &&
!(INTEL_DEBUG & DEBUG_NO32)) {
/* Try a SIMD32 compile */
v32 = new fs_visitor(compiler, log_data, mem_ctx, &key->base,
*
* TODO: Use performance_analysis and drop this boolean.
*/
- const bool needs_32 = min_dispatch_width > 16 ||
+ const bool needs_32 = v == NULL ||
(INTEL_DEBUG & DEBUG_DO32) ||
generate_all;