#include "brw_nir.h"
#include "brw_shader.h"
#include "compiler/glsl_types.h"
-#include "compiler/nir/glsl_to_nir.h"
#include "compiler/nir/nir_builder.h"
-#include "program/prog_to_nir.h"
-#include "program/prog_parameter.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
- intrin->intrinsic == nir_intrinsic_load_per_vertex_input;
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
+ intrin->intrinsic == nir_intrinsic_load_interpolated_input;
}
static bool
}
static bool
-remap_vs_attrs(nir_block *block, struct nir_shader_info *nir_info)
+remap_vs_attrs(nir_block *block, shader_info *nir_info)
{
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
void
brw_nir_lower_vs_inputs(nir_shader *nir,
- const struct brw_device_info *devinfo,
bool is_scalar,
bool use_legacy_snorm_formula,
const uint8_t *vs_attrib_wa_flags)
* loaded as one vec4 or dvec4 per element (or matrix column), depending on
* whether it is a double-precision type or not.
*/
- nir_lower_io(nir, nir_var_shader_in, type_size_vs_input);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vs_input, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
}
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
/* This pass needs actual constants */
var->data.driver_location = var->data.location;
}
- nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
}
void
-brw_nir_lower_fs_inputs(nir_shader *nir)
+brw_nir_lower_fs_inputs(nir_shader *nir,
+ const struct gen_device_info *devinfo,
+ const struct brw_wm_prog_key *key)
{
- nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
- nir_lower_io(nir, nir_var_shader_in, type_size_scalar);
+ foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+ var->data.driver_location = var->data.location;
+
+ /* Apply default interpolation mode.
+ *
+ * Everything defaults to smooth except for the legacy GL color
+ * built-in variables, which might be flat depending on API state.
+ */
+ if (var->data.interpolation == INTERP_MODE_NONE) {
+ const bool flat = key->flat_shade &&
+ (var->data.location == VARYING_SLOT_COL0 ||
+ var->data.location == VARYING_SLOT_COL1);
+
+ var->data.interpolation = flat ? INTERP_MODE_FLAT
+ : INTERP_MODE_SMOOTH;
+ }
+
+ /* On Ironlake and below, there is only one interpolation mode.
+ * Centroid interpolation doesn't mean anything on this hardware --
+ * there is no multisampling.
+ */
+ if (devinfo->gen < 6) {
+ var->data.centroid = false;
+ var->data.sample = false;
+ }
+ }
+
+ nir_lower_io_options lower_io_options = 0;
+ if (key->persample_interp)
+ lower_io_options |= nir_lower_io_force_sample_interpolation;
+
+ nir_lower_io(nir, nir_var_shader_in, type_size_vec4, lower_io_options);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ add_const_offset_to_base(nir, nir_var_shader_in);
}
void
brw_nir_lower_vue_outputs(nir_shader *nir,
bool is_scalar)
{
- if (is_scalar) {
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
- type_size_vec4_times_4);
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4_times_4);
- } else {
- nir_foreach_variable(var, &nir->outputs)
- var->data.driver_location = var->data.location;
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location = var->data.location;
}
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
}
void
var->data.driver_location = var->data.location;
}
- nir_lower_io(nir, nir_var_shader_out, type_size_vec4);
+ nir_lower_io(nir, nir_var_shader_out, type_size_vec4, 0);
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
void
brw_nir_lower_fs_outputs(nir_shader *nir)
{
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
- type_size_scalar);
- nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
-}
-
-static int
-type_size_scalar_bytes(const struct glsl_type *type)
-{
- return type_size_scalar(type) * 4;
-}
-
-static int
-type_size_vec4_bytes(const struct glsl_type *type)
-{
- return type_size_vec4(type) * 16;
-}
-
-static void
-brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
-{
- if (is_scalar) {
- nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
- type_size_scalar_bytes);
- nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);
- } else {
- nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
- type_size_vec4_bytes);
- nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);
+ nir_foreach_variable(var, &nir->outputs) {
+ var->data.driver_location =
+ SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
+ SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
}
+
+ nir_lower_io(nir, nir_var_shader_out, type_size_dvec4, 0);
}
void
brw_nir_lower_cs_shared(nir_shader *nir)
{
- nir_assign_var_locations(&nir->shared, &nir->num_shared,
+ nir_assign_var_locations(&nir->shared, &nir->num_shared, 0,
type_size_scalar_bytes);
- nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes);
+ nir_lower_io(nir, nir_var_shared, type_size_scalar_bytes, 0);
}
#define OPT(pass, ...) ({ \
OPT_V(nir_lower_vars_to_ssa);
if (is_scalar) {
- OPT_V(nir_lower_alu_to_scalar);
+ OPT(nir_lower_alu_to_scalar);
}
OPT(nir_copy_prop);
if (is_scalar) {
- OPT_V(nir_lower_phis_to_scalar);
+ OPT(nir_lower_phis_to_scalar);
}
OPT(nir_copy_prop);
OPT(nir_opt_dce);
OPT(nir_opt_cse);
- OPT(nir_opt_peephole_select);
+ OPT(nir_opt_peephole_select, 0);
OPT(nir_opt_algebraic);
OPT(nir_opt_constant_folding);
OPT(nir_opt_dead_cf);
static const nir_lower_tex_options tex_options = {
.lower_txp = ~0,
+ .lower_txf_offset = true,
+ .lower_rect_offset = true,
};
OPT(nir_lower_tex, &tex_options);
*/
nir_shader *
brw_postprocess_nir(nir_shader *nir,
- const struct brw_device_info *devinfo,
+ const struct gen_device_info *devinfo,
bool is_scalar)
{
bool debug_enabled =
return nir;
}
-nir_shader *
-brw_create_nir(struct brw_context *brw,
- const struct gl_shader_program *shader_prog,
- const struct gl_program *prog,
- gl_shader_stage stage,
- bool is_scalar)
-{
- struct gl_context *ctx = &brw->ctx;
- const nir_shader_compiler_options *options =
- ctx->Const.ShaderCompilerOptions[stage].NirOptions;
- bool progress;
- nir_shader *nir;
-
- /* First, lower the GLSL IR or Mesa IR to NIR */
- if (shader_prog) {
- nir = glsl_to_nir(shader_prog, stage, options);
- nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
- OPT_V(nir_lower_io_to_temporaries,
- nir_shader_get_entrypoint(nir),
- true, false);
- } else {
- nir = prog_to_nir(prog, options);
- OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
- }
- nir_validate_shader(nir);
-
- (void)progress;
-
- nir = brw_preprocess_nir(brw->intelScreen->compiler, nir);
-
- if (stage == MESA_SHADER_FRAGMENT) {
- static const struct nir_lower_wpos_ytransform_options wpos_options = {
- .state_tokens = {STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM, 0, 0, 0},
- .fs_coord_pixel_center_integer = 1,
- .fs_coord_origin_upper_left = 1,
- };
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *) wpos_options.state_tokens);
-
- OPT(nir_lower_wpos_ytransform, &wpos_options);
- }
-
- OPT(nir_lower_system_values);
- OPT_V(brw_nir_lower_uniforms, is_scalar);
-
- if (shader_prog) {
- OPT_V(nir_lower_samplers, shader_prog);
- OPT_V(nir_lower_atomics, shader_prog);
- }
-
- return nir;
-}
-
nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
- const struct brw_device_info *devinfo,
+ const struct gen_device_info *devinfo,
const struct brw_sampler_prog_key_data *key_tex,
bool is_scalar)
{
tex_options.swizzles[s][c] = GET_SWZ(key_tex->swizzles[s], c);
}
+ tex_options.lower_y_uv_external = key_tex->y_uv_image_mask;
+ tex_options.lower_y_u_v_external = key_tex->y_u_v_image_mask;
+ tex_options.lower_yx_xuxv_external = key_tex->yx_xuxv_image_mask;
+
if (nir_lower_tex(nir, &tex_options)) {
nir_validate_shader(nir);
nir = nir_optimize(nir, is_scalar);