I noticed this when I tried to do frexp(float(some_unsigned)) in the
ir_unop_find_lsb lowering pass. The code generated for frexp() uses
fabs, and this resulted in an extra instruction. Ultimately I ended up
not using frexp.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Likewise, rename the enum type to glsl_interp_mode.
Beyond the GLSL front-end, talking about "interpolation modes" seems
more natural than "interpolation qualifiers" - in the IR, we're removed
from how exactly the source language specifies how to interpolate an
input. Also, SPIR-V calls these "decorations" rather than "qualifiers".
Generated by:
$ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \
-e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \
-e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \;
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Dave Airlie <airlied@redhat.com>
I recently refactored this to share code between load and atomic
lowering. loads used intrin->num_components, while atomics used
intrin->dest.ssa.num_components. They should be equivalent, but
Jason wanted me to use the latter. I missed applying his review.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
This is more readable and also offers assertions that protect against
setting const_index fields on the wrong kind of intrinsic.
Suggested by Jason.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The original function was becoming a bit hard to read, with the details
of creating and filling out load/store/atomic atomics all in one
function.
This patch makes helpers for creating each type of intrinsic, and also
combines them with the *_op() helpers, as they're closely coupled and
not too large.
v2: Minor style nits from Jason.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This can't happen, the caller asserts that mode is shader_out or shared.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Both loads and atomics had identical code to rewrite destinations,
and all cases had the same two lines to replace instructions.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The load/store/atomic cases all duplicated the get_io_offset code, with
a few tiny differences: stores didn't bother checking for per-vertex
inputs, because they can't be stored to, and atomics didn't check at
all, since shared variables aren't per-vertex.
However, it's harmless to check, and allows us to share more code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Less typing and word wrapping issues than intrin->variables[0]->var.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This was appearing in vc4 VS/CS in mupen64, due to vertex attrib lowering
producing some constants that were getting compared.
total instructions in shared programs: 112276 -> 112198 (-0.07%)
instructions in affected programs: 2239 -> 2161 (-3.48%)
total estimated cycles in shared programs: 283102 -> 283038 (-0.02%)
estimated cycles in affected programs: 2365 -> 2301 (-2.71%)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The intent was to continue down the indirect chain, not to call ourselves
with unchanged input arguments. Found by code inspection, and comparison
to copy_prop_alu_src().
We haven't hit this because callers of NIR's copy prop are doing so in
SSA, before indirect variable dereferences have been lowered to registers.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It defaults to true so default behavior doesn't change but it allows you to
do NIR_VALIDATE=false if you don't want validation. Disabling validation
can substantially speed up shader compiles so you frequently want to turn
it off if compiler invariants aren't in question.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <giuseppe.bilotta@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
Just setting builder->exact isn't sufficient because that only applies to
instructions that are built with the builder but instructions created
manually and only inserted using the builder are left alone.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
This pass is similar to propagate_invariance in the GLSL compiler. The
real "output" of this pass is that any algebraic operations which are
eventually consumed by an invariant variable get marked as "exact".
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
While mathematically correct, these two optimizations result in an
expression with substantially lower precision than the original. For any
positive finite floating-point value, log2(x) is well-defined and finite.
More precisely, it is in the range [-150, 150] so any sum of logarithms
log2(a) + log2(b) is also well-defined and finite as long as a and b are
both positive and finite. However, if a and b are either very small or
very large, their product may get flushed to infinity or zero causing
log2(a * b) to be nowhere close to log2(a) + log2(b).
This imprecision was causing incorrect rendering in Talos Principal because
part of its HDR rendering process involves doing 8 texture operations,
clamping the result to [0, 65000], taking a dot-product with a constant,
and then taking the log2. This is done 6 or 8 times and summed to produce
the final result which is written to a red texture. In cases where you
have a region of the screen that is very dark, it can end up getting a
result value of -inf which is not what is intended.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96425
Cc: "11.1 11.2 12.0" <mesa-stable@lists.freedesktop.org>
We were using this briefly in the i965 driver to trigger recompiles but we
haven't been using it since we switched to the NIR y-transform lowering
pass.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This fixes about 100 of the new Vulkan CTS tests.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Some optimizations, like converting integer multiply/divide into left/
right shifts, have additional constraints on the search expression.
Like requiring that a variable is a constant power of two. Support
these cases by allowing a fxn name to be appended to the search var
expression (ie. "a#32(is_power_of_two)").
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
With the introduction of fp64 and fp16 to nir, there are now a bunch of
float types running around. A F1 2015 shader ends up with an i2f.sat
operation, which has a nir_type_float32 destination. Allow sat on all
the float destination types.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Now that we have the better nir_foreach_block macro, there's no reason to
use the archaic block version for everything.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
There's no good reason for it to be a struct of an anonymous union.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96221
Tested-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Right now libglsl.la depends on libnir.la so putting it in libnir.la
adds a dependency on libglsl.la that goes the wrong direction.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This lowers sampling from YUV textures to 1) one or more texture
instructions to sample each plane and 2) color space conversion to RGB.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will be used to select the plane to sample from for planar
textures.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
I think these are not strictly necessary since the floats in them
should be automatically promoted to doubles when operated with
double sources, but it makes things more explicit at least.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Otherwise we rewrote the fadd to use itself, causing crashes in
validation. Instead, start after the last use like we should.
A brown paper bag fix. Fixes crashes in several Vulkan tests.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
nir_lower_wpos_ytransform() is great for OpenGL, which allows
applications to choose whether their coordinate system's origin is
upper left/lower left, and whether the pixel center should be on
integer/half-integer boundaries.
Vulkan, however, has much simpler requirements: the pixel center
is always half-integer, and the origin is always upper left. No
coordinate transform is needed - we just need to add <0.5, 0.5>.
This means that we can avoid using (and setting up) a uniform.
I thought about adding more options to nir_lower_wpos_ytransform(),
but making a new pass that never even touched uniforms seemed simpler.
v2: Use normal iterator rather than _safe variant (noticed by Matt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Rob Clark <robdclark@gmail.com>
ffma is an explicitly fused multiply add with higher precision.
The optimizer will take care of promoting mul/add to fma when
it's beneficial to do so.
This fixes failures on Gen4-5 when using this pass, as those platforms
don't actually implement fma().
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
The return value was used for the old nir_foreach_block callback system,
but at this point it no longer means anything.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
gl_FragCoord is a shader input with location == VARYING_SLOT_POS.
ARB_fragment_programs have an equivalent input at VARYING_SLOT_POS,
but it isn't called gl_FragCoord. We do want to transform it.
Matching by location guarantees we catch both.
Fixes several fp tests on a branch which uses this pass on i965.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
The Y-offset needs flipping as well, similar to ddy.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
The original value might have been swizzled. That's taken care of in
the fmul source - we don't want to reswizzle it again.
Fixes validation failures in glsl-derivs-varyings on a branch of mine
which uses this pass in i965.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rob Clark <robdclark@gmail.com>
At this point, it would require a logic error in nir_validate to not
have already populated this hashtable entry, but coverity doesn't
realize that:
CID 1265547 (#1 of 1): Dereference null return value (NULL_RETURNS)3.
dereference: Dereferencing a null pointer entry.
CID 1271039 (#1 of 1): Dereference null return value (NULL_RETURNS)3.
dereference: Dereferencing a null pointer entry.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>