compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
- if (compiler->scalar_vs) {
- /* If we're using the scalar backend for vertex shaders, we need to
- * configure these accordingly.
- */
- compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
- compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
+ if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ if (compiler->scalar_vs) {
+ /* If we're using the scalar backend for vertex shaders, we need to
+ * configure these accordingly.
+ */
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
+ compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
+ }
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
}
+ if (brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options;
+ }
+
compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
brw_add_texrect_params(prog);
- if (options->NirOptions)
- prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage);
+ if (options->NirOptions) {
+ prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
+ is_scalar_shader_stage(brw, stage));
+ }
_mesa_reference_program(ctx, &prog, NULL);
}
case SHADER_OPCODE_TEX:
return "tex";
+ case SHADER_OPCODE_TEX_LOGICAL:
+ return "tex_logical";
case SHADER_OPCODE_TXD:
return "txd";
+ case SHADER_OPCODE_TXD_LOGICAL:
+ return "txd_logical";
case SHADER_OPCODE_TXF:
return "txf";
+ case SHADER_OPCODE_TXF_LOGICAL:
+ return "txf_logical";
case SHADER_OPCODE_TXL:
return "txl";
+ case SHADER_OPCODE_TXL_LOGICAL:
+ return "txl_logical";
case SHADER_OPCODE_TXS:
return "txs";
+ case SHADER_OPCODE_TXS_LOGICAL:
+ return "txs_logical";
case FS_OPCODE_TXB:
return "txb";
+ case FS_OPCODE_TXB_LOGICAL:
+ return "txb_logical";
case SHADER_OPCODE_TXF_CMS:
return "txf_cms";
+ case SHADER_OPCODE_TXF_CMS_LOGICAL:
+ return "txf_cms_logical";
case SHADER_OPCODE_TXF_UMS:
return "txf_ums";
+ case SHADER_OPCODE_TXF_UMS_LOGICAL:
+ return "txf_ums_logical";
case SHADER_OPCODE_TXF_MCS:
return "txf_mcs";
+ case SHADER_OPCODE_TXF_MCS_LOGICAL:
+ return "txf_mcs_logical";
case SHADER_OPCODE_LOD:
return "lod";
+ case SHADER_OPCODE_LOD_LOGICAL:
+ return "lod_logical";
case SHADER_OPCODE_TG4:
return "tg4";
+ case SHADER_OPCODE_TG4_LOGICAL:
+ return "tg4_logical";
case SHADER_OPCODE_TG4_OFFSET:
return "tg4_offset";
+ case SHADER_OPCODE_TG4_OFFSET_LOGICAL:
+ return "tg4_offset_logical";
+
case SHADER_OPCODE_SHADER_TIME_ADD:
return "shader_time_add";
case SHADER_OPCODE_UNTYPED_ATOMIC:
return "untyped_atomic";
+ case SHADER_OPCODE_UNTYPED_ATOMIC_LOGICAL:
+ return "untyped_atomic_logical";
case SHADER_OPCODE_UNTYPED_SURFACE_READ:
return "untyped_surface_read";
+ case SHADER_OPCODE_UNTYPED_SURFACE_READ_LOGICAL:
+ return "untyped_surface_read_logical";
case SHADER_OPCODE_UNTYPED_SURFACE_WRITE:
return "untyped_surface_write";
+ case SHADER_OPCODE_UNTYPED_SURFACE_WRITE_LOGICAL:
+ return "untyped_surface_write_logical";
case SHADER_OPCODE_TYPED_ATOMIC:
return "typed_atomic";
+ case SHADER_OPCODE_TYPED_ATOMIC_LOGICAL:
+ return "typed_atomic_logical";
case SHADER_OPCODE_TYPED_SURFACE_READ:
return "typed_surface_read";
+ case SHADER_OPCODE_TYPED_SURFACE_READ_LOGICAL:
+ return "typed_surface_read_logical";
case SHADER_OPCODE_TYPED_SURFACE_WRITE:
return "typed_surface_write";
+ case SHADER_OPCODE_TYPED_SURFACE_WRITE_LOGICAL:
+ return "typed_surface_write_logical";
case SHADER_OPCODE_MEMORY_FENCE:
return "memory_fence";
case FS_OPCODE_DISCARD_JUMP:
return "discard_jump";
- case FS_OPCODE_SET_OMASK:
- return "set_omask";
case FS_OPCODE_SET_SAMPLE_ID:
return "set_sample_id";
case FS_OPCODE_SET_SIMD4X2_OFFSET:
return "cs_terminate";
case SHADER_OPCODE_BARRIER:
return "barrier";
+ case SHADER_OPCODE_MULH:
+ return "mulh";
}
unreachable("not reached");
case BRW_OPCODE_XOR:
case BRW_OPCODE_ADD:
case BRW_OPCODE_MUL:
+ case SHADER_OPCODE_MULH:
return true;
case BRW_OPCODE_SEL:
/* MIN and MAX are commutative. */
case BRW_OPCODE_MATH:
case BRW_OPCODE_MOV:
case BRW_OPCODE_MUL:
+ case SHADER_OPCODE_MULH:
case BRW_OPCODE_PLN:
case BRW_OPCODE_RNDD:
case BRW_OPCODE_RNDE:
{
switch (opcode) {
case SHADER_OPCODE_UNTYPED_ATOMIC:
+ case SHADER_OPCODE_UNTYPED_ATOMIC_LOGICAL:
case SHADER_OPCODE_GEN4_SCRATCH_WRITE:
case SHADER_OPCODE_UNTYPED_SURFACE_WRITE:
+ case SHADER_OPCODE_UNTYPED_SURFACE_WRITE_LOGICAL:
case SHADER_OPCODE_TYPED_ATOMIC:
+ case SHADER_OPCODE_TYPED_ATOMIC_LOGICAL:
case SHADER_OPCODE_TYPED_SURFACE_WRITE:
+ case SHADER_OPCODE_TYPED_SURFACE_WRITE_LOGICAL:
case SHADER_OPCODE_MEMORY_FENCE:
case SHADER_OPCODE_URB_WRITE_SIMD8:
case FS_OPCODE_FB_WRITE: