nir_variable *parameters;
nir_variable *input_vars[VARYING_SLOT_MAX];
nir_variable *output_vars[VARYING_SLOT_MAX];
+ nir_variable *sysval_vars[SYSTEM_VALUE_MAX];
nir_variable *sampler_vars[32]; /* matches number of bits in TexSrcUnit */
nir_register **output_regs;
nir_register **temp_regs;
#define SWIZ(X, Y, Z, W) \
(unsigned[4]){ SWIZZLE_##X, SWIZZLE_##Y, SWIZZLE_##Z, SWIZZLE_##W }
-#define ptn_channel(b, src, ch) nir_swizzle(b, src, SWIZ(ch, ch, ch, ch), 1, true)
+#define ptn_channel(b, src, ch) nir_channel(b, src, SWIZZLE_##ch)
static nir_ssa_def *
ptn_src_for_dest(struct ptn_compile *c, nir_alu_dest *dest)
for (int i = 0; i < 4; i++)
src.swizzle[i] = i;
- return nir_fmov_alu(b, src, 4);
+ return nir_mov_alu(b, src, 4);
}
static nir_alu_dest
src.src = nir_src_for_ssa(nir_load_var(b, var));
break;
}
+ case PROGRAM_SYSTEM_VALUE: {
+ assert(!prog_src->RelAddr);
+
+ assert(prog_src->Index >= 0 && prog_src->Index < SYSTEM_VALUE_MAX);
+
+ nir_variable *var = c->sysval_vars[prog_src->Index];
+ src.src = nir_src_for_ssa(nir_load_var(b, var));
+ break;
+ }
case PROGRAM_STATE_VAR:
case PROGRAM_CONSTANT: {
/* We actually want to look at the type in the Parameters list for this,
for (int i = 0; i < 4; i++)
src.swizzle[i] = GET_SWZ(prog_src->Swizzle, i);
- def = nir_fmov_alu(b, src, 4);
+ def = nir_mov_alu(b, src, 4);
if (prog_src->Negate)
def = nir_fneg(b, def);
chans[i] = nir_imm_float(b, 1.0);
} else {
assert(swizzle != SWIZZLE_NIL);
- nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_fmov);
+ nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_mov);
nir_ssa_dest_init(&mov->instr, &mov->dest.dest, 1, 32, NULL);
mov->dest.write_mask = 0x1;
mov->src[0] = src;
if (!(dest.write_mask & write_mask))
return;
- nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_fmov);
+ nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_mov);
if (!mov)
return;
{
ptn_move_dest_masked(b, dest, nir_imm_float(b, 1.0), WRITEMASK_X);
ptn_move_dest_masked(b, dest, nir_fmul(b, src[0], src[1]), WRITEMASK_Y);
- ptn_move_dest_masked(b, dest, nir_fmov(b, src[0]), WRITEMASK_Z);
- ptn_move_dest_masked(b, dest, nir_fmov(b, src[1]), WRITEMASK_W);
+ ptn_move_dest_masked(b, dest, nir_mov(b, src[0]), WRITEMASK_Z);
+ ptn_move_dest_masked(b, dest, nir_mov(b, src[1]), WRITEMASK_W);
}
/* LIT - Light Coefficients
nir_ssa_def *pow = nir_fpow(b, nir_fmax(b, src0_y, nir_imm_float(b, 0.0)),
wclamp);
- nir_ssa_def *z;
- if (b->shader->options->native_integers) {
- z = nir_bcsel(b,
- nir_fge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
- nir_imm_float(b, 0.0),
- pow);
- } else {
- z = nir_fcsel(b,
- nir_sge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
- nir_imm_float(b, 0.0),
- pow);
- }
+ nir_ssa_def *z = nir_bcsel(b,
+ nir_fge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
+ nir_imm_float(b, 0.0),
+ pow);
ptn_move_dest_masked(b, dest, z, WRITEMASK_Z);
}
ptn_move_dest_masked(b, dest, nir_imm_float(b, 1.0), WRITEMASK_W);
}
-/**
- * Emit SLT. For platforms with integers, prefer b2f(flt(...)).
- */
static void
ptn_slt(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
- if (b->shader->options->native_integers) {
- ptn_move_dest(b, dest, nir_b2f(b, nir_flt(b, src[0], src[1])));
- } else {
- ptn_move_dest(b, dest, nir_slt(b, src[0], src[1]));
- }
+ ptn_move_dest(b, dest, nir_slt(b, src[0], src[1]));
}
-/**
- * Emit SGE. For platforms with integers, prefer b2f(fge(...)).
- */
static void
ptn_sge(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
- if (b->shader->options->native_integers) {
- ptn_move_dest(b, dest, nir_b2f(b, nir_fge(b, src[0], src[1])));
- } else {
- ptn_move_dest(b, dest, nir_sge(b, src[0], src[1]));
- }
+ ptn_move_dest(b, dest, nir_sge(b, src[0], src[1]));
}
static void
ptn_move_dest_masked(b, dest,
nir_fsub(b,
nir_fmul(b,
- nir_swizzle(b, src[0], SWIZ(Y, Z, X, W), 3, true),
- nir_swizzle(b, src[1], SWIZ(Z, X, Y, W), 3, true)),
+ nir_swizzle(b, src[0], SWIZ(Y, Z, X, W), 3),
+ nir_swizzle(b, src[1], SWIZ(Z, X, Y, W), 3)),
nir_fmul(b,
- nir_swizzle(b, src[1], SWIZ(Y, Z, X, W), 3, true),
- nir_swizzle(b, src[0], SWIZ(Z, X, Y, W), 3, true))),
+ nir_swizzle(b, src[1], SWIZ(Y, Z, X, W), 3),
+ nir_swizzle(b, src[0], SWIZ(Z, X, Y, W), 3))),
WRITEMASK_XYZ);
ptn_move_dest_masked(b, dest, nir_imm_float(b, 1.0), WRITEMASK_W);
}
static void
ptn_cmp(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
- if (b->shader->options->native_integers) {
- ptn_move_dest(b, dest, nir_bcsel(b,
- nir_flt(b, src[0], nir_imm_float(b, 0.0)),
- src[1], src[2]));
- } else {
- ptn_move_dest(b, dest, nir_fcsel(b,
- nir_slt(b, src[0], nir_imm_float(b, 0.0)),
- src[1], src[2]));
- }
+ ptn_move_dest(b, dest, nir_bcsel(b,
+ nir_flt(b, src[0], nir_imm_float(b, 0.0)),
+ src[1], src[2]));
}
static void
static void
ptn_kil(nir_builder *b, nir_ssa_def **src)
{
- nir_ssa_def *cmp = b->shader->options->native_integers ?
- nir_bany_inequal4(b, nir_flt(b, src[0], nir_imm_float(b, 0.0)), nir_imm_int(b, 0)) :
- nir_fany_nequal4(b, nir_slt(b, src[0], nir_imm_float(b, 0.0)), nir_imm_float(b, 0.0));
+ /* flt must be exact, because NaN shouldn't discard. (apps rely on this) */
+ b->exact = true;
+ nir_ssa_def *cmp = nir_bany(b, nir_flt(b, src[0], nir_imm_float(b, 0.0)));
+ b->exact = false;
nir_intrinsic_instr *discard =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
abort();
}
+ /* Deref sources */
+ num_srcs += 2;
+
if (prog_inst->TexShadow)
num_srcs++;
instr->op = op;
instr->dest_type = nir_type_float;
instr->is_shadow = prog_inst->TexShadow;
- instr->texture_index = prog_inst->TexSrcUnit;
- instr->sampler_index = prog_inst->TexSrcUnit;
switch (prog_inst->TexSrcTarget) {
case TEXTURE_1D_INDEX:
abort();
}
- switch (instr->sampler_dim) {
- case GLSL_SAMPLER_DIM_1D:
- case GLSL_SAMPLER_DIM_BUF:
- instr->coord_components = 1;
- break;
- case GLSL_SAMPLER_DIM_2D:
- case GLSL_SAMPLER_DIM_RECT:
- case GLSL_SAMPLER_DIM_EXTERNAL:
- case GLSL_SAMPLER_DIM_MS:
- instr->coord_components = 2;
- break;
- case GLSL_SAMPLER_DIM_3D:
- case GLSL_SAMPLER_DIM_CUBE:
- instr->coord_components = 3;
- break;
- case GLSL_SAMPLER_DIM_SUBPASS:
- case GLSL_SAMPLER_DIM_SUBPASS_MS:
- unreachable("can't reach");
- }
+ instr->coord_components =
+ glsl_get_sampler_dim_coordinate_components(instr->sampler_dim);
- if (!c->sampler_vars[prog_inst->TexSrcUnit]) {
+ nir_variable *var = c->sampler_vars[prog_inst->TexSrcUnit];
+ if (!var) {
const struct glsl_type *type =
glsl_sampler_type(instr->sampler_dim, false, false, GLSL_TYPE_FLOAT);
- nir_variable *var =
- nir_variable_create(b->shader, nir_var_uniform, type, "sampler");
+ var = nir_variable_create(b->shader, nir_var_uniform, type, "sampler");
var->data.binding = prog_inst->TexSrcUnit;
+ var->data.explicit_binding = true;
c->sampler_vars[prog_inst->TexSrcUnit] = var;
}
+ nir_deref_instr *deref = nir_build_deref_var(b, var);
+
unsigned src_number = 0;
+ instr->src[src_number].src = nir_src_for_ssa(&deref->dest.ssa);
+ instr->src[src_number].src_type = nir_tex_src_texture_deref;
+ src_number++;
+ instr->src[src_number].src = nir_src_for_ssa(&deref->dest.ssa);
+ instr->src[src_number].src_type = nir_tex_src_sampler_deref;
+ src_number++;
+
instr->src[src_number].src =
nir_src_for_ssa(nir_swizzle(b, src[0], SWIZ(X, Y, Z, W),
- instr->coord_components, true));
+ instr->coord_components));
instr->src[src_number].src_type = nir_tex_src_coord;
src_number++;
[OPCODE_MAD] = 0,
[OPCODE_MAX] = nir_op_fmax,
[OPCODE_MIN] = nir_op_fmin,
- [OPCODE_MOV] = nir_op_fmov,
+ [OPCODE_MOV] = nir_op_mov,
[OPCODE_MUL] = nir_op_fmul,
[OPCODE_POW] = 0,
[OPCODE_RCP] = 0,
case OPCODE_SWZ:
/* Extended swizzles were already handled in ptn_get_src(). */
- ptn_alu(b, nir_op_fmov, dest, src);
+ ptn_alu(b, nir_op_mov, dest, src);
break;
case OPCODE_NOP:
*/
src = nir_channel(b, src, 2);
}
+ if (c->prog->Target == GL_VERTEX_PROGRAM_ARB &&
+ (var->data.location == VARYING_SLOT_FOGC ||
+ var->data.location == VARYING_SLOT_PSIZ)) {
+ /* result.{fogcoord,psiz} is a single component value */
+ src = nir_channel(b, src, 0);
+ }
unsigned num_components = glsl_get_vector_elements(var->type);
nir_store_var(b, var, src, (1 << num_components) - 1);
}
struct nir_shader *shader = b->shader;
/* Create input variables. */
- const int num_inputs = util_last_bit64(c->prog->info.inputs_read);
- for (int i = 0; i < num_inputs; i++) {
- if (!(c->prog->info.inputs_read & BITFIELD64_BIT(i)))
- continue;
+ uint64_t inputs_read = c->prog->info.inputs_read;
+ while (inputs_read) {
+ const int i = u_bit_scan64(&inputs_read);
nir_variable *var =
nir_variable_create(shader, nir_var_shader_in, glsl_vec4_type(),
var->data.index = 0;
if (c->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
- if (i == VARYING_SLOT_POS) {
- var->data.origin_upper_left = c->prog->OriginUpperLeft;
- var->data.pixel_center_integer = c->prog->PixelCenterInteger;
- } else if (i == VARYING_SLOT_FOGC) {
+ if (i == VARYING_SLOT_FOGC) {
/* fogcoord is defined as <f, 0.0, 0.0, 1.0>. Make the actual
* input variable a float, and create a local containing the
* full vec4 value.
c->input_vars[i] = var;
}
+ /* Create system value variables */
+ uint64_t system_values_read = c->prog->info.system_values_read;
+ while (system_values_read) {
+ const int i = u_bit_scan64(&system_values_read);
+
+ nir_variable *var =
+ nir_variable_create(shader, nir_var_system_value, glsl_vec4_type(),
+ ralloc_asprintf(shader, "sv_%d", i));
+ var->data.location = i;
+ var->data.index = 0;
+
+ c->sysval_vars[i] = var;
+ }
+
/* Create output registers and variables. */
int max_outputs = util_last_bit(c->prog->info.outputs_written);
c->output_regs = rzalloc_array(c, nir_register *, max_outputs);
- for (int i = 0; i < max_outputs; i++) {
- if (!(c->prog->info.outputs_written & BITFIELD64_BIT(i)))
- continue;
+ uint64_t outputs_written = c->prog->info.outputs_written;
+ while (outputs_written) {
+ const int i = u_bit_scan64(&outputs_written);
/* Since we can't load from outputs in the IR, we make temporaries
* for the outputs and emit stores to the real outputs at the end of
reg->num_components = 4;
nir_variable *var = rzalloc(shader, nir_variable);
- if (c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH)
+ if ((c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH) ||
+ (c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_FOGC) ||
+ (c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_PSIZ))
var->type = glsl_float_type();
else
var->type = glsl_vec4_type();
s = c->build.shader;
if (prog->Parameters->NumParameters > 0) {
- c->parameters = rzalloc(s, nir_variable);
- c->parameters->type =
- glsl_array_type(glsl_vec4_type(), prog->Parameters->NumParameters);
- c->parameters->name = "parameters";
- c->parameters->data.read_only = true;
- c->parameters->data.mode = nir_var_uniform;
- exec_list_push_tail(&s->uniforms, &c->parameters->node);
+ const struct glsl_type *type =
+ glsl_array_type(glsl_vec4_type(), prog->Parameters->NumParameters, 0);
+ c->parameters =
+ nir_variable_create(s, nir_var_uniform, type,
+ prog->Parameters->Parameters[0].Name);
}
setup_registers_and_variables(c);