#include "brw_nir.h"
#include "brw_shader.h"
#include "compiler/glsl_types.h"
-#include "compiler/glsl/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)
nir_lower_io(nir, nir_var_shader_out, type_size_scalar);
}
-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);
- }
-}
-
void
brw_nir_lower_cs_shared(nir_shader *nir)
{
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,
void brw_nir_analyze_boolean_resolves(nir_shader *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);
-
nir_shader *brw_preprocess_nir(const struct brw_compiler *compiler,
nir_shader *nir);
#include "main/imports.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
+#include "program/prog_to_nir.h"
#include "program/program.h"
#include "program/programopt.h"
#include "tnl/tnl.h"
#include "util/ralloc.h"
#include "compiler/glsl/ir.h"
+#include "compiler/glsl/glsl_to_nir.h"
#include "brw_program.h"
#include "brw_context.h"
#include "brw_nir.h"
#include "intel_batchbuffer.h"
+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_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);
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir), true, false);
+ } else {
+ nir = prog_to_nir(prog, options);
+ NIR_PASS_V(nir, 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);
+
+ NIR_PASS(progress, nir, nir_lower_wpos_ytransform, &wpos_options);
+ }
+
+ NIR_PASS(progress, nir, nir_lower_system_values);
+ NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
+
+ if (shader_prog) {
+ NIR_PASS_V(nir, nir_lower_samplers, shader_prog);
+ NIR_PASS_V(nir, nir_lower_atomics, shader_prog);
+ }
+
+ return nir;
+}
+
static unsigned
get_new_program_id(struct intel_screen *screen)
{
struct brw_context;
+struct 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);
+
void brw_setup_tex_for_precompile(struct brw_context *brw,
struct brw_sampler_prog_key_data *tex,
struct gl_program *prog);