Commit graph

2985 commits

Author SHA1 Message Date
Jason Ekstrand
b77d68b78e nir/builder: Add iadd_imm and imul_imm helpers
The pattern of adding or multiplying an integer by an immediate is
fairly common especially in deref chain handling.  This adds a helper
for it and uses it a few places.  The advantage to the helper is that
it automatically handles bit sizes for you.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
2018-11-15 19:59:27 -06:00
Jason Ekstrand
1f29f4db1e nir/builder: Assert that intN_t immediates fit
This assert won't catch all mistakes with this helper but it will at
least ensure that the top bits are all zero or all one which should help
catch bugs.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2018-11-15 19:59:26 -06:00
Jason Ekstrand
4266932c0b nir/lower_alu_to_scalar: Don't try to lower unpack_32_2x16
It messes up when trying to lower.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2018-11-15 19:59:09 -06:00
Ian Romanick
425c133ab9 glsl: Refactor type checking for redeclarations
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:32 -08:00
Ian Romanick
61e003ce7e glsl: Omit redundant qualifier checks on redeclarations
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:29 -08:00
Ian Romanick
9b9f3218db glsl: prevent qualifiers modification of predeclared variables
Section 3.7 (Identifiers) of the GLSL spec says:

    However, as noted in the specification, there are some cases where
    previously declared variables can be redeclared to change or add
    some property, and predeclared "gl_" names are allowed to be
    redeclared in a shader only for these specific purposes.  More
    generally, it is an error to redeclare a variable, including those
    starting "gl_".

This patch should fix piglit tests:
clip-distance-redeclare-without-inout.frag
clip-distance-redeclare-without-inout.vert

However, this causes a regression in
clip-distance-out-values.shader_test.  A fix for that test has been sent
to the piglit list for review:

    https://patchwork.freedesktop.org/patch/255201/

As far as I understood following mailing thread:
https://lists.freedesktop.org/archives/piglit/2013-October/007935.html
looks like we have accepted to remove an ability to change qualifiers
but have not done it yet. Unless I missed something)

v2 (idr): Move 'earlier->data.mode != var->data.mode' test much earlier
in the function.  Add special handling for gl_LastFragData.

Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:26 -08:00
Andrii Simiklit
7aca650122 compiler: avoid 'unused variable' warnings
1. nir/nir_lower_vars_to_ssa.c:691:21: warning:
       unused variable ‘var’
       nir_variable *var = path->path[0]->var;

v2: Changes for some part of 'may be used uninitialized'
    warnings were removed, seems like it is a compiler issue.
        ( Eric Engestrom <eric.engestrom@intel.com> )
    Possible like this one:
    https://gcc.gnu.org/bugzilla/show_bug.cgi?id=46684
    This issue is flagged as duplicate but an
    original one is not closed yet.

Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
2018-11-14 13:35:38 +00:00
Gert Wollny
4bba280937 nir: Allow to skip integer ops in nir_lower_to_source_mods
Some hardware supports source mods only for float operations. Make it
possible to skip lowering to source mods in these cases.

v2: use option flags instead of a boolean (Jason Ekstrand)

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-14 08:59:26 +01:00
Karol Herbst
b4380cb070 nir/spirv: cast shift operand to u32
v2: fix for specialization constants as well

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Karol Herbst <kherbst@redhat.com>
2018-11-14 02:09:11 +01:00
Karol Herbst
099728b115 nir: replace nir_load_system_value calls with appropiate builder functions
this helps reduce the overall code changes when a bit_size parameter is
added to nir_load_system_value

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
2018-11-14 02:09:11 +01:00
Karol Herbst
80db331c2d nir: add const_index parameters to system value builder function
this allows to replace some nir_load_system_value calls with the specific
system value constructor

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
2018-11-14 02:09:11 +01:00
Plamena Manolova
c5f3013cba nir: Don't lower the local work group size if it's variable.
If the local work group size is variable it won't be available
at compile time so we can't lower it in nir_lower_system_values().

Signed-off-by: Plamena Manolova <plamena.n.manolova@gmail.com>

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
2018-11-13 10:57:04 +02:00
Timothy Arceri
34dffcf913 nir: add support for removing redundant stores to copy prop var
For example the following type of thing is seen in TCS from
a number of Vulkan and DXVK games:

	vec1 32 ssa_557 = deref_var &oPatch (shader_out float)
	vec1 32 ssa_558 = intrinsic load_deref (ssa_557) ()
	vec1 32 ssa_559 = deref_var &oPatch@42 (shader_out float)
	vec1 32 ssa_560 = intrinsic load_deref (ssa_559) ()
	vec1 32 ssa_561 = deref_var &oPatch@43 (shader_out float)
	vec1 32 ssa_562 = intrinsic load_deref (ssa_561) ()
	intrinsic store_deref (ssa_557, ssa_558) (1) /* wrmask=x */
	intrinsic store_deref (ssa_559, ssa_560) (1) /* wrmask=x */
	intrinsic store_deref (ssa_561, ssa_562) (1) /* wrmask=x */

No shader-db changes on i965 (SKL).

vkpipeline-db results RADV (VEGA):

Totals from affected shaders:
SGPRS: 7832 -> 7728 (-1.33 %)
VGPRS: 6476 -> 6740 (4.08 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 469572 -> 456596 (-2.76 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 989 -> 960 (-2.93 %)
Wait states: 0 -> 0 (0.00 %)

The Max Waves and VGPRS changes here are misleading. What is
happening is a bunch of TCS outputs are being optimised away as
they are now recognised as unused. This results in more varyings
being compacted via nir_compact_varyings() which can result in
more register pressure when they are not packed in an optimal way.
This is an existing problem independent of this patch. I've run
some benchmarks and haven't noticed any performance regressions
in affected games.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-13 15:19:36 +11:00
Christian Gmeiner
c6aaafa3a1 nir: add lowering for ffloor
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-12 21:57:25 +01:00
Lionel Landwerlin
8a15f06d19 nir/lower_tex: Add AYUV lowering support
Byte ordering is :

0: V
1: U
2: Y
3: A

v2: Split refactoring of alpha channel (Lionel)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com> (v1)
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v2)
2018-11-12 13:22:54 +00:00
Lionel Landwerlin
0a30c33e83 nir/lower_tex: add alpha channel parameter for yuv lowering
We're about to introduce AYUV support which provides its own alpha
channel. So give alpha as a parameter and set it to 1 on exising
formats.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
2018-11-12 13:22:54 +00:00
Hanno Böck
8dc2085baf glsl/test: Fix use after free in test_optpass.
The variable state is free'd and afterwards state->error is used
as the return value, resulting in a use after free bug detected
by memory safety tools like address sanitizer.

Signed-off-by: Hanno Böck <hanno@hboeck.de>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108636
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-12 07:42:58 +02:00
Timothy Arceri
a068958692 nir: don't pack varyings ints with floats unless flat
Fixes: 1c9c42d16b ("nir: add varying component packing helpers")

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-12 15:38:56 +11:00
Timothy Arceri
9dd737bb02 nir: add glsl_type_is_integer() helper
Fixes: 1c9c42d16b ("nir: add varying component packing helpers")

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-12 15:38:56 +11:00
Timothy Arceri
d40dd05553 nir: add new linking opt nir_link_constant_varyings()
This pass moves constant outputs to the consuming shader stage
where possible.

Reviewed-by: Eric Anholt <eric@anholt.net>
2018-11-10 11:41:00 +11:00
Iago Toral Quiroga
35baee5dce nir/constant_folding: fix incorrect bit-size check
nir_alu_type_get_type_size takes a type as parameter and we were
passing a bit-size instead, which did what we wanted by accident,
since a bit-size of zero matches nir_type_invalid, which has a
size of 0 too.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2018-11-09 08:22:15 +01:00
Ian Romanick
c5a4c26450 glsl: Add pragma to disable all warnings
Use #pragma warning(off) and #pragma warning(on) to disable or enable
all warnings.  This is a big hammer.  If we ever need a smaller hammer,
we can enhance this functionality.

There is one lame thing about this.  Because we parse everything, create
an AST, then convert the AST to GLSL IR, we have to treat the #pragma
like a statment.  This means that you can't do something like

'    void
'    #pragma warning(off)
'    __foo
'    #pragma warning(on)
'    (float param0);

Fixing that would, as far as I can tell, require a huge amount of work.

I did try just handling the #pragma during parsing (like we do for
state for the whole shader.

v2: Fix the #pragma lines in the commit message that git-commit ate.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-11-08 11:00:00 -08:00
Ian Romanick
011abfc963 glsl: Add warning tests for identifiers with __
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-11-08 10:59:53 -08:00
Jason Ekstrand
61e15348c4 nir: Add a read_mask helper for ALU instructions
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-11-08 10:09:22 -06:00
Timothy Arceri
769ae9fb7f nir: fix condition propagation when src has a swizzle
We cannot use nir_build_alu() to create the new alu as it has no
way to know how many components of the src we will use. This
results in it guessing the max number of components from one of
its inputs.

Fixes the following CTS tests:

dEQP-VK.spirv_assembly.instruction.graphics.selection_block_order.out_of_order_frag
dEQP-VK.spirv_assembly.instruction.graphics.selection_block_order.out_of_order_geom
dEQP-VK.spirv_assembly.instruction.graphics.selection_block_order.out_of_order_tessc
dEQP-VK.spirv_assembly.instruction.graphics.selection_block_order.out_of_order_vert

Fixes: 2975422ceb ("nir: propagates if condition evaluation down some alu chains")

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-03 00:44:01 +11:00
Erik Faye-Lund
742dace825 glsl: do not allow implicit casts of unsized array initializers
The GLSL 4.6 specification (section 4.1.14. "Implicit Conversions")
says:

  "There are no implicit array or structure conversions. For
   example, an array of int cannot be implicitly converted to an
   array of float."

So let's add a check in place when assigning array initializers to
implicitly sized arrays, to avoid incorrectly allowing code on the
form:

int[] foo = float[](1.0, 2.0, 3.0)

This fixes the following dEQP test-cases:
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_uint_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_uint_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.uint_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.uint_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_uint_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_uint_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.uint_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.uint_to_float_fragment

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
6df922f438 mesa/glsl: add support for EXT_shader_implicit_conversions
EXT_shader_implicit_conversions adds support for implicit conversions
for GLES 3.1 and above.

This is essentially a subset of ARB_gpu_shader5, and augments
OES_gpu_shader5.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
ecab2d6f14 glsl: fall back to inexact function-match
In GLES, we currently either need an exact match with a local function,
or an exact match with a builtin.

However, if we add support for implicit conversions for GLES shaders,
we also need to fall back to a non-exact match in the case where there
were no builtin match either.

Luckily, we already have a variable ready with this, so let's just
return it if the builtin-search failed.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
e975c5b785 glsl: add has_implicit_uint_to_int_conversion()-helper
This makes the code a bit easier to read, as well as reduces repetition,
especially when we add support for EXT_shader_implicit_conversions.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
12f001f013 glsl: add has_implicit_conversions()-helper
This makes the code a bit easier to read, as well as will reduce
repetition when we add support for EXT_shader_implicit_conversions.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Timothy Arceri
c7bdda8aa5 nir: allow propagation of if evaluation for bcsel
Shader-db results Skylake:

total instructions in shared programs: 13109035 -> 13109024 (<.01%)
instructions in affected programs: 4777 -> 4766 (-0.23%)
helped: 11
HURT: 0

total cycles in shared programs: 332090418 -> 332090443 (<.01%)
cycles in affected programs: 19474 -> 19499 (0.13%)
helped: 6
HURT: 4

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-02 15:56:34 +11:00
Timothy Arceri
5b757b4097 nir: fix if condition propagation for alu use
We need to update the cursor before we check if the alu use is
dominated by the if condition. Previously we were checking if
the current location of the alu instruction was dominated by
the if condition which would miss some optimisation opportunities.

Fixes: a3b4cb3458 ("nir/opt_if: Rework condition propagation")

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-11-01 09:22:55 +11:00
Emil Velikov
986033a275 configure: allow building with python3
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.

Note:
 - python3.4 is used as it's the earliest supported version
 - python2 chosen prior to python3

v2: use python2 by default

Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
2018-10-31 19:15:50 +00:00
Tapani Pälli
27f1298b9d glsl/linker: validate attribute aliasing before optimizations
Patch does a 'dry run' of assign_attribute_or_color_locations before
optimizations to catch cases where we have aliasing of unused attributes
which is forbidden by the GLSL ES 3.x specifications.

We need to run this pass before unused attributes may be removed and with
attribute binding information from program, therefore we re-use existing
pass in linker rather than attempt to write another one.

This fixes WebGL2 test 'gl-bindAttribLocation-aliasing-inactive' and
Piglit test 'gles-3.0-attribute-aliasing'.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106833
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-31 14:53:47 +02:00
Eric Anholt
8265dfaa87 nir: Allow using nir_lower_io_to_scalar_early on VS input vars.
This will be used on V3D to cut down the size of the VS inputs in the VPM
(memory area for sharing data between shader stages).

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-30 10:46:52 -07:00
Jason Ekstrand
a45b6fb452 spirv: Pass SSA values through functions
Previously, we would create temporary variables and fill them out.
Instead, we create as many function parameters as we need and pass them
through as SSA defs.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2018-10-30 11:22:44 -05:00
Michał Janiszewski
0654450911 glsl: Add missing include guards
Signed-off-by: Michał Janiszewski <janisozaur+signed@gmail.com>

Reviewed-by: Brian Paul <brianp@vmware.com>
2018-10-30 06:19:09 -06:00
Vadym Shovkoplias
7d66eddbbd glsl/linker: Fix out variables linking during single stage
Since out variables are copied from shader objects instruction
streams to linked shader instruction steam it should be cloned
at first to keep source instruction steam unaltered.

Fixes: 966a797e43 ("glsl/linker: Link all out vars from a shader
objects on a single stage")

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
2018-10-30 10:19:17 +11:00
Brian Paul
9007c0ed26 nir: fix yet another MSVC build break
Trivial.
2018-10-29 11:15:12 -06:00
Jason Ekstrand
19064b8c3a nir: Add a pass for gathering transform feedback info
This is different from the GL_ARB_spirv pass because it generates a much
simpler data structure that isn't tied to OpenGL and mtypes.h.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2018-10-29 17:09:08 +01:00
Brian Paul
7e64e39f8b nir: Fix array initializer
Empty initializer is not standard C.  This fixes MSVC build.

Trivial.
2018-10-26 12:35:48 -06:00
Jason Ekstrand
18fb2c5d92 spirv: Initialize subgroup destinations with the destination type
Instead of initializing them manually, just use the type that we already
have sitting there.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
8fa70cfcfd spirv: Use the right bit-size for spec constant ops
Previously, we would always pull the bit size from the destination which
is wrong for opcodes like nir_ilt where the sources are variable-sized
but the destination is a fixed size.  We were getting lucky before
because nir_op_ilt returns a 32-bit value and basically everyone who
uses spec constants uses 32-bit ones.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
2fe3031440 glsl/nir: Use i2b instead of ine for fixing UBO/SSBO Booleans
They do the same thing in the end but i2b is a bit simpler.  Also, let's
clean up the mess of code for SSBO handling with one line of builder.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
5bfce5fcc2 nir/system_values: Use the bit size from the load_deref
This isn't a great solution for bit-sizes but we don't have a
particularly convenient way to get a bit size from the system value enum
and this keeps the lowering pass from changing it.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
a3b4cb3458 nir/opt_if: Rework condition propagation
Instead of doing our own constant folding, we just emit instructions and
let constant folding happen.  This is substantially simpler and lets us
use the nir_imm_bool helper instead of dealing with the const_value's
ourselves.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
4cd8a58595 nir/search: Use the nir_imm_* helpers from nir_builder
This requires that we rework the interface a bit to use nir_builder but
that's a nice little modernization anyway.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
6e32115bd6 nir/builder: Handle 16-bit floats in nir_imm_floatN_t
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
ff45649bc2 nir/builder: Add a nir_imm_true/false helpers
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00
Jason Ekstrand
249e32ab17 nir/constant_folding: Use nir_src_as_bool for discard_if
Missed one while converting to the nir_src_as_* helpers.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2018-10-26 11:45:29 -05:00