intel/brw: Move type_size_* functions out of vec4-specific file

Will make easier later to delete vec4 files.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27691>
This commit is contained in:
Caio Oliveira 2024-02-14 23:13:53 -08:00 committed by Marge Bot
parent 9bfccc1935
commit 303fd4e935
2 changed files with 112 additions and 111 deletions

View file

@ -30,6 +30,117 @@
#include "compiler/nir/nir_builder.h"
#include "util/u_math.h"
/*
* Returns the minimum number of vec4 (as_vec4 == true) or dvec4 (as_vec4 ==
* false) elements needed to pack a type.
*/
static int
type_size_xvec4(const struct glsl_type *type, bool as_vec4, bool bindless)
{
unsigned int i;
int size;
switch (type->base_type) {
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_BOOL:
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_UINT16:
case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT8:
case GLSL_TYPE_INT8:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
if (glsl_type_is_matrix(type)) {
const glsl_type *col_type = glsl_get_column_type(type);
unsigned col_slots =
(as_vec4 && glsl_type_is_dual_slot(col_type)) ? 2 : 1;
return type->matrix_columns * col_slots;
} else {
/* Regardless of size of vector, it gets a vec4. This is bad
* packing for things like floats, but otherwise arrays become a
* mess. Hopefully a later pass over the code can pack scalars
* down if appropriate.
*/
return (as_vec4 && glsl_type_is_dual_slot(type)) ? 2 : 1;
}
case GLSL_TYPE_ARRAY:
assert(type->length > 0);
return type_size_xvec4(type->fields.array, as_vec4, bindless) *
type->length;
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_INTERFACE:
size = 0;
for (i = 0; i < type->length; i++) {
size += type_size_xvec4(type->fields.structure[i].type, as_vec4,
bindless);
}
return size;
case GLSL_TYPE_SUBROUTINE:
return 1;
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_TEXTURE:
/* Samplers and textures take up no register space, since they're baked
* in at link time.
*/
return bindless ? 1 : 0;
case GLSL_TYPE_ATOMIC_UINT:
return 0;
case GLSL_TYPE_IMAGE:
return bindless ? 1 : DIV_ROUND_UP(ISL_IMAGE_PARAM_SIZE, 4);
case GLSL_TYPE_VOID:
case GLSL_TYPE_ERROR:
case GLSL_TYPE_COOPERATIVE_MATRIX:
unreachable("not reached");
}
return 0;
}
/**
* Returns the minimum number of vec4 elements needed to pack a type.
*
* For simple types, it will return 1 (a single vec4); for matrices, the
* number of columns; for array and struct, the sum of the vec4_size of
* each of its elements; and for sampler and atomic, zero.
*
* This method is useful to calculate how much register space is needed to
* store a particular type.
*/
int
type_size_vec4(const struct glsl_type *type, bool bindless)
{
return type_size_xvec4(type, true, bindless);
}
/**
* Returns the minimum number of dvec4 elements needed to pack a type.
*
* For simple types, it will return 1 (a single dvec4); for matrices, the
* number of columns; for array and struct, the sum of the dvec4_size of
* each of its elements; and for sampler and atomic, zero.
*
* This method is useful to calculate how much register space is needed to
* store a particular type.
*
* Measuring double-precision vertex inputs as dvec4 is required because
* ARB_vertex_attrib_64bit states that these uses the same number of locations
* than the single-precision version. That is, two consecutives dvec4 would be
* located in location "x" and location "x+1", not "x+2".
*
* In order to map vec4/dvec4 vertex inputs in the proper ATTRs,
* remap_vs_attrs() will take in account both the location and also if the
* type fits in one or two vec4 slots.
*/
int
type_size_dvec4(const struct glsl_type *type, bool bindless)
{
return type_size_xvec4(type, false, bindless);
}
static bool
remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
enum tess_primitive_mode _primitive_mode)

View file

@ -21,6 +21,7 @@
* IN THE SOFTWARE.
*/
#include "brw_nir.h"
#include "brw_vec4.h"
#include "brw_cfg.h"
#include "brw_eu.h"
@ -559,117 +560,6 @@ vec4_visitor::emit_pack_snorm_4x8(const dst_reg &dst, const src_reg &src0)
emit(VEC4_OPCODE_PACK_BYTES, dst, bytes);
}
/*
* Returns the minimum number of vec4 (as_vec4 == true) or dvec4 (as_vec4 ==
* false) elements needed to pack a type.
*/
static int
type_size_xvec4(const struct glsl_type *type, bool as_vec4, bool bindless)
{
unsigned int i;
int size;
switch (type->base_type) {
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_BOOL:
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_UINT16:
case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT8:
case GLSL_TYPE_INT8:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
if (glsl_type_is_matrix(type)) {
const glsl_type *col_type = glsl_get_column_type(type);
unsigned col_slots =
(as_vec4 && glsl_type_is_dual_slot(col_type)) ? 2 : 1;
return type->matrix_columns * col_slots;
} else {
/* Regardless of size of vector, it gets a vec4. This is bad
* packing for things like floats, but otherwise arrays become a
* mess. Hopefully a later pass over the code can pack scalars
* down if appropriate.
*/
return (as_vec4 && glsl_type_is_dual_slot(type)) ? 2 : 1;
}
case GLSL_TYPE_ARRAY:
assert(type->length > 0);
return type_size_xvec4(type->fields.array, as_vec4, bindless) *
type->length;
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_INTERFACE:
size = 0;
for (i = 0; i < type->length; i++) {
size += type_size_xvec4(type->fields.structure[i].type, as_vec4,
bindless);
}
return size;
case GLSL_TYPE_SUBROUTINE:
return 1;
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_TEXTURE:
/* Samplers and textures take up no register space, since they're baked
* in at link time.
*/
return bindless ? 1 : 0;
case GLSL_TYPE_ATOMIC_UINT:
return 0;
case GLSL_TYPE_IMAGE:
return bindless ? 1 : DIV_ROUND_UP(ISL_IMAGE_PARAM_SIZE, 4);
case GLSL_TYPE_VOID:
case GLSL_TYPE_ERROR:
case GLSL_TYPE_COOPERATIVE_MATRIX:
unreachable("not reached");
}
return 0;
}
/**
* Returns the minimum number of vec4 elements needed to pack a type.
*
* For simple types, it will return 1 (a single vec4); for matrices, the
* number of columns; for array and struct, the sum of the vec4_size of
* each of its elements; and for sampler and atomic, zero.
*
* This method is useful to calculate how much register space is needed to
* store a particular type.
*/
extern "C" int
type_size_vec4(const struct glsl_type *type, bool bindless)
{
return type_size_xvec4(type, true, bindless);
}
/**
* Returns the minimum number of dvec4 elements needed to pack a type.
*
* For simple types, it will return 1 (a single dvec4); for matrices, the
* number of columns; for array and struct, the sum of the dvec4_size of
* each of its elements; and for sampler and atomic, zero.
*
* This method is useful to calculate how much register space is needed to
* store a particular type.
*
* Measuring double-precision vertex inputs as dvec4 is required because
* ARB_vertex_attrib_64bit states that these uses the same number of locations
* than the single-precision version. That is, two consecutives dvec4 would be
* located in location "x" and location "x+1", not "x+2".
*
* In order to map vec4/dvec4 vertex inputs in the proper ATTRs,
* remap_vs_attrs() will take in account both the location and also if the
* type fits in one or two vec4 slots.
*/
extern "C" int
type_size_dvec4(const struct glsl_type *type, bool bindless)
{
return type_size_xvec4(type, false, bindless);
}
src_reg::src_reg(class vec4_visitor *v, const struct glsl_type *type)
{
init();