Commit graph

860 commits

Author SHA1 Message Date
Rob Clark
7235c144a6 nir: add pass to move load_const
Run this pass late (after opt loop) to move load_const instructions back
into the basic blocks which use the result, in cases where a load_const
is only consumed in a single block.

This helps reduce register usage in cases where the backend driver
cannot lower the load_const to a uniform.

Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-19 13:02:28 -04:00
Rob Clark
228457234c nir: add comment for loop_unroll pass
Save the next person from digging through the code to figure out what
the indirect_mask parameter actually does.

Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-19 13:02:28 -04:00
Ian Romanick
355868dbfc nir: Document a couple instances of parent_instr
nir_ssa_def::parent_instr and nir_src::parent_instr have the same name,
but they mean really different things.  I choose to save the next person
the hour+ that I just spent figuring that out.  Even now that I know, I
doubt I'd notice in code review that someone typed foo->parent_instr
when they actually meant foo->ssa->parent_instr.

v2: Minor wording tweak in nir_ssa_def::parent_instr.  Suggested by
Jason.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-06-15 17:36:51 -07:00
Plamena Manolova
3ba16d640e nir: Add global invocation id intrinsic.
Add the missing nir intrinsic for the gl_GlobalInvocationID
compute shader variable.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2018-06-07 14:53:12 +01:00
Timothy Arceri
2a74296f24 nir: add opt_if_loop_terminator()
This pass detects potential loop terminators and moves intructions
from the non breaking branch after the if-statement.

This enables both the new opt_if_simplification() pass and loop
unrolling to potentially progress further.

Unexpectedly this change speed up shader-db run times by ~3%

Ivy Bridge shader-db results (all changes in dolphin/ubershaders):

total instructions in shared programs: 9995662 -> 9995338 (-0.00%)
instructions in affected programs: 87845 -> 87521 (-0.37%)
helped: 27
HURT: 0

total cycles in shared programs: 230931495 -> 230925015 (-0.00%)
cycles in affected programs: 56391385 -> 56384905 (-0.01%)
helped: 27
HURT: 0

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-07 11:33:04 +10:00
Timothy Arceri
1098bc5e85 nir: move ends_in_break() helper to nir_loop_analyze.h
We will use the helper while simplifying potential loop terminators
in the following patch.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-07 11:33:04 +10:00
Eric Anholt
833c404600 nir: Look into uniform structs for samplers when counting num_textures.
mesa/st decides whether to update samplers after a program change based on
whether num_textures is nonzero.  By not counting samplers in a uniform
struct, we would segfault in
KHR-GLES3.shaders.struct.uniform.sampler_vertex if it was run in the same
context after a non-vertex-shader-uniform testcase (as is the case during
a full conformance run).

v2: Implement using two separate pure functions instead of updating
    pointers.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-06-06 13:46:55 -07:00
Eric Anholt
73953b0713 nir: Add lowering for nir_op_bit_count.
This is basically the same as the GLSL lowering path.

v2: Fix typo in the link

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
7afa26d4e3 nir: Add lowering for nir_op_bitfield_reverse.
This is basically the same as the GLSL lowering path.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
6e1597c2d9 nir: Add an ALU lowering pass for mul_high.
This is based on the glsl/lower_instructions.cpp implementation, but
should be much more readable.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
6a0db5f08f nir: Add lowering for find_lsb.
There is a fairly simple relation to turn this into ufind_msb.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
d4c7c3c225 nir: Add lowering for ifind_msb to ufind_msb.
ufind_msb is easily expressed in terms of clz, and we can reduce ifind_msb
to that.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
af88acf4c4 nir: Add lowering from ibitfield_extract/ubitfield_extract to shifts.
V3D doesn't have opcodes for ibfe/ubfe, so we need to lower similarly to
glsl/lower_instructions.cpp.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Eric Anholt
74618ccbca nir: Add lowering for bitfieldInsert without using bfi.
If you don't have HW to do bfi, then lowering bitfieldInsert to bfi makes
things harder than keeping the "bits" argument around.

This still uses bfm, but I've added the obvious lowering of bfm if you
need it.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-06 13:44:28 -07:00
Samuel Pitoiset
e3e929f8c3 nir: implement the GLSL equivalent of if simplication in nir_opt_if
This pass turns:

   if (cond) {
   } else {
      do_work();
   }

into:

   if (!cond) {
      do_work();
   } else {
   }

Here's the vkpipeline-db stats (from affected shaders) on Polaris10:

Totals from affected shaders:
SGPRS: 17272 -> 17296 (0.14 %)
VGPRS: 18712 -> 18740 (0.15 %)
Spilled SGPRs: 1179 -> 1142 (-3.14 %)
Code Size: 1503364 -> 1515176 (0.79 %) bytes
Max Waves: 916 -> 911 (-0.55 %)

This pass only affects Serious Sam 2017 (Vulkan) on my side. The
stats are not really good for now. Some shaders look quite dumb
but this will be improved with further NIR passes, like ifs
combination.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-04 12:41:10 +02:00
Samuel Pitoiset
e44f90eccf nir: make is_comparison() a non-static helper function
Rename and change the prototype for consistency regarding
nir_tex_instr_is_query(). This function will be used in the
following patch.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-06-04 12:41:08 +02:00
Dave Airlie
67eccd6aa2 nir: use num_components wrappers in print/validate.
These wrappers were introduces, so start using them.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-06-04 05:58:42 +10:00
Ian Romanick
f00fcfb7a2 nir: Lower !f2b(x) to x == 0.0
Some trivial help now, but it also prevents ~40 regressions caused by
Samuel's "nir: implement the GLSL equivalent of if simplication in
nir_opt_if" patch.

All Gen4+ platforms had similar results. (Skylake shown)
total instructions in shared programs: 14369557 -> 14369555 (<.01%)
instructions in affected programs: 442 -> 440 (-0.45%)
helped: 2
HURT: 0

total cycles in shared programs: 532425772 -> 532425743 (<.01%)
cycles in affected programs: 6086 -> 6057 (-0.48%)
helped: 2
HURT: 0

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2018-06-01 10:14:53 -07:00
Ian Romanick
619c51722b nir: Add some missing "optimization undo" patterns
d8d18516b0 and 03fb13f646 added some patterns to undo conversions like

   (('ior', ('flt', a, b), ('flt', a, c)), ('flt', a, ('fmax', b, c)))

If further optimization cause some of the operands to either be the same
or be constants, undoing the transformation can lead to further savings.

I don't know why these patterns were not added in those patches.  I did
not check to see which specific patterns actually helped.  I just added
all of them for symmetry.  This prevents some loop unrolling regressions
Plane Shift caused by Samuel's "nir: implement the GLSL equivalent of if
simplication in nir_opt_if" patch.

Skylake and Broadwell had similar results. (Skylake shown)
total instructions in shared programs: 14369768 -> 14369557 (<.01%)
instructions in affected programs: 44076 -> 43865 (-0.48%)
helped: 141
HURT: 0
helped stats (abs) min: 1 max: 5 x̄: 1.50 x̃: 1
helped stats (rel) min: 0.07% max: 1.52% x̄: 0.66% x̃: 0.60%
95% mean confidence interval for instructions value: -1.67 -1.32
95% mean confidence interval for instructions %-change: -0.72% -0.59%
Instructions are helped.

total cycles in shared programs: 532430629 -> 532425772 (<.01%)
cycles in affected programs: 1170832 -> 1165975 (-0.41%)
helped: 101
HURT: 5
helped stats (abs) min: 1 max: 160 x̄: 48.54 x̃: 32
helped stats (rel) min: <.01% max: 8.49% x̄: 2.76% x̃: 2.03%
HURT stats (abs)   min: 2 max: 22 x̄: 9.20 x̃: 4
HURT stats (rel)   min: <.01% max: 0.05% x̄: 0.02% x̃: <.01%
95% mean confidence interval for cycles value: -53.64 -38.00
95% mean confidence interval for cycles %-change: -3.06% -2.20%
Cycles are helped.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-01 10:13:16 -07:00
Plamena Manolova
60e843c4d5 mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2018-06-01 16:36:36 +01:00
Samuel Pitoiset
70f9e2589e nir: optimize iand(ieq(a, 0), ieq(b, 0)) to ieq(ior(a, b), 0)
Totals from affected shaders:
SGPRS: 80 -> 80 (0.00 %)
VGPRS: 48 -> 48 (0.00 %)
Code Size: 2120 -> 2096 (-1.13 %) bytes
Max Waves: 16 -> 16 (0.00 %)

Only two Rise of Tomb Raider shaders are affected on my side.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-05-31 10:57:16 +02:00
Timothy Arceri
e8b368ad1c nir: add unsigned comparison simplifications
This avoids loop unrolling regressions in Wolfenstein II on DXVK
with an upcoming optimisation series from Samuel.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-05-30 22:48:37 +10:00
Karol Herbst
56792a0876 nir/print: fix printing of 8/16 bit constant variables
v2 (Jose Maria Casanova Crespo <jmcasanova@igalia.com>): add float16 support

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
2018-05-29 13:43:49 +02:00
Alyssa Rosenzweig
5d85a0a55b nir: Implement optional b2f->iand lowering
This pass is required by the Midgard compiler; our instruction set uses
NIR-style booleans (~0 for true) but lacks a dedicated b2f instruction.
Normally, this lowering pass would be implemented in a backend-specific
algebraic pass, but this conflicts with the existing iand->b2f pass in
nir_opt_algebraic.py, hanging the compiler. This patch thus makes the
existing pass optional (default on -- all other backends should remain
unaffected), adding an optional pass for lowering the opposite
direction.

v2: Defer lowering until late algebraic optimisations to allow
optimising the b2f instruction itself.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
2018-05-18 22:44:09 +02:00
Rhys Perry
c879011c72 anv,nir: add generated files to .gitignore(s)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-12 20:14:49 -07:00
Jason Ekstrand
047e68389f nir/format_convert: Add code for bitcasting vectors
This is a fairly direct port from blorp.  The only real change is that
the nir_format_convert version doesn't assume that everything is a vec4.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2018-05-09 11:16:33 -07:00
Jason Ekstrand
9981709d8f nir/format_convert: Add a function to pack RGB9_E5 formats
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2018-05-09 11:16:33 -07:00
Jason Ekstrand
4e337b42f9 nir/format_convert: Add pack/unpack for R11F_G11F_B10F
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2018-05-09 11:16:33 -07:00
Jason Ekstrand
98156b0019 nir/format_convert: Add linear <-> sRGB helpers
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2018-05-09 11:16:33 -07:00
Jason Ekstrand
2fdd966e3d nir: Add the start of a format conversion helper header
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2018-05-09 11:16:33 -07:00
Matt Turner
ed5af94373 nir: Transform discard_if(true) into discard
Noticed while reviewing Tim Arceri's NIR inlining series.

Without his series:

instructions in affected programs: 16 -> 14 (-12.50%)
helped: 2

With his series:

instructions in affected programs: 196 -> 174 (-11.22%)
helped: 22

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-07 13:50:23 -07:00
Iago Toral Quiroga
2d648e5ba3 compiler/lower_64bit_packing: rename the pass to be more generic
It can do 32-bit packing too now.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-03 11:40:26 +02:00
Iago Toral Quiroga
d2564af842 nir/lower_64bit_packing: extend the pass to handle packing from / to 16-bit.
With 16-bit support we can now do 32-bit packing, a follow-up patch will
rename the pass to something more generic.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-03 11:40:26 +02:00
Iago Toral Quiroga
c9653cc14c nir: add opcodes for 16-bit packing and unpacking
Noitice that we don't need 'split' versions of the 64-bit to / from
16-bit opcodes which we require during pack lowering to implement these
operations. This is because these operations can be expressed as a
collection of 32-bit from / to 16-bit and 64-bit to / from 32-bit
operations, so we don't need new opcodes specifically for them.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-03 11:40:26 +02:00
Iago Toral Quiroga
b9a3d8c23e compiler/nir: add a lowering pass to convert the bit size of ALU operations
Not all bit-sizes may be supported natively in hardware for all operations.
This pass allows drivers to lower such operations to a bit-size that is
actually supported and then converts the result back to the original
bit-size.

Compiler backends control which operations and wich bit-sizes require
the lowering through a callback function.

v2: generalize this pass and make it available in NIR core (Rob, Jason)
v3: remove some temporaries and reduce nesting in instruction loop using
    a continue statement (Jason)

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-03 11:40:25 +02:00
Rob Clark
28e410f6a5 nir: add missing dependency in meson.build
nir_builder_opcodes.h also depends on nir_intrinsics.py for generating
the system-value builders.

Reported-by: Christoph Haag <haagch@frickel.club>
Reported-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-05-02 13:57:51 -04:00
Antia Puentes
0fb204fac1 compiler/nir: Add conditional lowering for gl_BaseVertex
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-02 11:24:31 +02:00
Antia Puentes
9e6b886cf2 compiler: Add SYSTEM_VALUE_IS_INDEXED_DRAW and instrinsics
This VS system value contains if the draw command used to start the
rendering was an indexed draw command or a non-indexed one
(~0/0 respectively). Useful to calculate the gl_BaseVertex as:
(SYSTEM_VALUE_IS_INDEXED_DRAW & SYSTEM_VALUE_FIRST_VERTEX).

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-05-02 11:20:40 +02:00
Timothy Arceri
6487e7a30c nir: move GL specific passes to src/compiler/glsl
With this we should have no passes in src/compiler/nir with any
dependencies on headers from core GL Mesa.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2018-05-01 12:39:33 +10:00
Karol Herbst
227b1af866 nir/opt_constant_folding: fix folding of 8 and 16 bit ints
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-26 11:16:15 +02:00
Karol Herbst
14943add44 nir: print 8 and 16 bit constants correctly
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-26 11:16:15 +02:00
Karol Herbst
543a8c66a7 nir: support converting to 8-bit integers in nir_type_conversion_op
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-26 11:16:15 +02:00
Bas Nieuwenhuizen
0e945fdf23 nir: Do not use progress for unreachable code in return lowering.
We seem to use progress for two cases:
1) When we lowered some returns.
2) When we remove unreachable code.

If just case 2 happens we assert as state->return_flag has not
been allocated yet, but we are still trying to do insert all
predicates based on it.

This splits the concerns. We only use progress internally for case 1
and then keep track of 2 in a separate variable to indicate progress
in the return value of the pass.

This is slightly better than transforming the assert into
if (!state->return_flag) return, as the solution in this patch avoids
inserting predicates even if some other part of the might need them.

Fixes: 6e22ad6edc "nir: return early when lowering a return at the end of a function"
CC: 18.1 <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106174
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-04-23 16:55:15 +02:00
Neil Roberts
c366f422f0 nir: Offset vertex_id by first_vertex instead of base_vertex
base_vertex will be zero for non-indexed calls and in that case we
need vertex_id to be offset by the ‘first’ parameter instead. That is
what we get with first_vertex. This is true for both GL and Vulkan.

The freedreno driver is also setting vertex_id_zero_based on
nir_options. In order to avoid breakage this patch switches the
relevant code to handle SYSTEM_VALUE_FIRST_VERTEX so that it can
retain the same behavior.

v2: change a3xx/fd3_emit.c and a4xx/fd4_emit.c from
SYSTEM_VALUE_BASE_VERTEX to SYSTEM_VALUE_FIRST_VERTEX (Kenneth).

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Rob Clark <robdclark@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
2018-04-19 15:57:45 -07:00
Antia Puentes
5ff848df7b compiler: Add SYSTEM_VALUE_FIRST_VERTEX and instrinsics
This VS system value will contain the value passed as <basevertex> for
indexed draw calls or the value passed as <first> for non-indexed draw
calls. It can be used to calculate the gl_VertexID as
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX.

From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays":

-  Page 352:
"The index of any element transferred to the GL by DrawArraysOneInstance
is referred to as its vertex ID, and may be read by a vertex shader as
gl_VertexID.  The vertex ID of the ith element transferred is first +
i."

- Page 355:
"The index of any element transferred to the GL by
DrawElementsOneInstance is referred to as its vertex ID, and may be read
by a vertex shader as gl_VertexID.  The vertex ID of the ith element
transferred is the sum of basevertex and the value stored in the
currently bound element array buffer at offset indices + i."

Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but
this will have to change when the value of gl_BaseVertex is
fixed. Currently its value is broken for non-indexed draw calls because
it must be zero but we are setting it to <first>.

v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of
SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth).

v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be
generated.  Reformat commit message to 72 columns.

Reviewed-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-04-19 15:57:45 -07:00
Neil Roberts
e7b2c125c3 nir/builder: Add a nir_imm_floatN_t helper
This lets you easily build float immediates just given the bit size.
If we have this single place here to handle this then it will be
easier to add support for 16-bit floats later.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-17 20:57:36 +02:00
Timothy Arceri
6e22ad6edc nir: return early when lowering a return at the end of a function
Otherwise we create unused conditional return flags and things
get unnecessarily ugly fast when lowering nested functions.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-04-17 14:17:56 +10:00
Daniel Schürmann
79701b414c nir: lower 64bit subgroup shuffle intrinsics
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-04-14 00:52:22 +02:00
Daniel Schürmann
54937d820d nir: use ballot_bit_size when lowering ballot_bitfield_extract
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-04-14 00:52:22 +02:00
Daniel Schürmann
4d802df3aa nir: subgroups instructions for 64bit ballot sizes
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-04-14 00:52:22 +02:00