st_nir_opts(nir_shader *nir, bool scalar)
{
bool progress;
+ unsigned lower_flrp =
+ (nir->options->lower_flrp16 ? 16 : 0) |
+ (nir->options->lower_flrp32 ? 32 : 0) |
+ (nir->options->lower_flrp64 ? 64 : 0);
+
do {
progress = false;
NIR_PASS(progress, nir, nir_opt_algebraic);
NIR_PASS(progress, nir, nir_opt_constant_folding);
+ if (lower_flrp != 0) {
+ bool lower_flrp_progress;
+
+ NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ nir->options->lower_ffma);
+ if (lower_flrp_progress) {
+ NIR_PASS(progress, nir,
+ nir_opt_constant_folding);
+ progress = true;
+ }
+
+ /* Nothing should rematerialize any flrps, so we only need to do this
+ * lowering once.
+ */
+ lower_flrp = 0;
+ }
+
NIR_PASS(progress, nir, nir_opt_undef);
NIR_PASS(progress, nir, nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations) {
NIR_PASS_V(nir, nir_lower_alu_to_scalar);
}
+ /* before buffers and vars_to_ssa */
+ NIR_PASS_V(nir, gl_nir_lower_bindless_images);
st_nir_opts(nir, is_scalar);
NIR_PASS_V(nir, gl_nir_lower_buffers, shader_program);
NIR_PASS_V(nir, st_nir_lower_builtin);
NIR_PASS_V(nir, gl_nir_lower_atomics, shader_program, true);
+ NIR_PASS_V(nir, nir_opt_intrinsics);
nir_variable_mode mask = nir_var_function_temp;
nir_remove_dead_variables(nir, mask);