Commit 4e110eca authored by Christian Gmeiner's avatar Christian Gmeiner

nir: nir_shader_compiler_options: drop native_integers

Driver which do not support native integers should use a lowering
pass to go from integers to floats.
Signed-off-by: Christian Gmeiner's avatarChristian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jason Ekstrand's avatarJason Ekstrand <jason@jlekstrand.net>
parent 050b934a
......@@ -2380,7 +2380,6 @@ const nir_shader_compiler_options v3d_nir_options = {
.lower_ldexp = true,
.lower_mul_high = true,
.lower_wpos_pntc = true,
.native_integers = true,
};
/**
......
......@@ -263,7 +263,7 @@ glsl_to_nir(struct gl_context *ctx,
nir_visitor::nir_visitor(gl_context *ctx, nir_shader *shader)
{
this->supports_ints = shader->options->native_integers;
this->supports_ints = true;
this->supports_std430 = ctx->Const.UseSTD430AsDefaultPacking;
this->shader = shader;
this->is_global = true;
......
......@@ -2300,12 +2300,6 @@ typedef struct nir_shader_compiler_options {
bool lower_all_io_to_temps;
bool lower_all_io_to_elements;
/**
* Does the driver support real 32-bit integers? (Otherwise, integers
* are simulated by floats.)
*/
bool native_integers;
/* Indicates that the driver only has zero-based vertex id */
bool vertex_id_zero_based;
......
......@@ -45,7 +45,6 @@ static const nir_shader_compiler_options options = {
.lower_uadd_carry = true,
.lower_mul_high = true,
.fuse_ffma = true,
.native_integers = true,
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
......@@ -72,7 +71,6 @@ static const nir_shader_compiler_options options_a6xx = {
.lower_uadd_carry = true,
.lower_mul_high = true,
.fuse_ffma = true,
.native_integers = true,
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_extract_word = true,
......
......@@ -50,7 +50,6 @@ static const nir_shader_compiler_options vs_nir_options = {
.lower_ftrunc = true,
/* could be implemented by clamp */
.lower_fsat = true,
.native_integers = true,
};
static const nir_shader_compiler_options fs_nir_options = {
......@@ -60,7 +59,6 @@ static const nir_shader_compiler_options fs_nir_options = {
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_fsign = true,
.native_integers = true,
};
const void *
......
......@@ -899,7 +899,6 @@ static const nir_shader_compiler_options nir_options = {
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_all_io_to_temps = false,
.native_integers = true,
.lower_cs_local_index_from_id = true,
.use_interpolated_input_intrinsics = true,
.max_unroll_iterations = 32,
......
......@@ -941,7 +941,6 @@ static const nir_shader_compiler_options nir_options = {
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_all_io_to_temps = false,
.native_integers = true,
.vertex_id_zero_based = false,
.lower_base_vertex = false,
.lower_helper_invocation = false,
......
......@@ -106,8 +106,6 @@ static const nir_shader_compiler_options midgard_nir_options = {
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.native_integers = true
};
#endif
......@@ -498,7 +498,6 @@ static const struct nir_shader_compiler_options nir_options = {
.lower_extract_word = true,
.optimize_sample_mask_in = true,
.max_unroll_iterations = 32,
.native_integers = true,
};
static const void *
......
......@@ -2173,7 +2173,6 @@ static const nir_shader_compiler_options nir_options = {
.lower_fsqrt = true,
.lower_ldexp = true,
.lower_negate = true,
.native_integers = true,
.max_unroll_iterations = 32,
};
......
......@@ -46,7 +46,6 @@
.lower_isign = true, \
.lower_ldexp = true, \
.lower_device_index_to_zero = true, \
.native_integers = true, \
.use_interpolated_input_intrinsics = true, \
.vertex_id_zero_based = true, \
.lower_base_vertex = true
......
......@@ -362,18 +362,10 @@ ptn_lit(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
nir_ssa_def *pow = nir_fpow(b, nir_fmax(b, src0_y, nir_imm_float(b, 0.0)),
wclamp);
nir_ssa_def *z;
if (b->shader->options->native_integers) {
z = nir_bcsel(b,
nir_fge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
nir_imm_float(b, 0.0),
pow);
} else {
z = nir_fcsel(b,
nir_sge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
nir_imm_float(b, 0.0),
pow);
}
nir_ssa_def *z = nir_bcsel(b,
nir_fge(b, nir_imm_float(b, 0.0), ptn_channel(b, src[0], X)),
nir_imm_float(b, 0.0),
pow);
ptn_move_dest_masked(b, dest, z, WRITEMASK_Z);
}
......@@ -402,11 +394,7 @@ ptn_scs(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
static void
ptn_slt(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
if (b->shader->options->native_integers) {
ptn_move_dest(b, dest, nir_b2f32(b, nir_flt(b, src[0], src[1])));
} else {
ptn_move_dest(b, dest, nir_slt(b, src[0], src[1]));
}
ptn_move_dest(b, dest, nir_b2f32(b, nir_flt(b, src[0], src[1])));
}
/**
......@@ -415,11 +403,7 @@ ptn_slt(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
static void
ptn_sge(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
if (b->shader->options->native_integers) {
ptn_move_dest(b, dest, nir_b2f32(b, nir_fge(b, src[0], src[1])));
} else {
ptn_move_dest(b, dest, nir_sge(b, src[0], src[1]));
}
ptn_move_dest(b, dest, nir_b2f32(b, nir_fge(b, src[0], src[1])));
}
static void
......@@ -464,15 +448,9 @@ ptn_dph(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
static void
ptn_cmp(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
if (b->shader->options->native_integers) {
ptn_move_dest(b, dest, nir_bcsel(b,
nir_flt(b, src[0], nir_imm_float(b, 0.0)),
src[1], src[2]));
} else {
ptn_move_dest(b, dest, nir_fcsel(b,
nir_slt(b, src[0], nir_imm_float(b, 0.0)),
src[1], src[2]));
}
ptn_move_dest(b, dest, nir_bcsel(b,
nir_flt(b, src[0], nir_imm_float(b, 0.0)),
src[1], src[2]));
}
static void
......@@ -484,9 +462,7 @@ ptn_lrp(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
static void
ptn_kil(nir_builder *b, nir_ssa_def **src)
{
nir_ssa_def *cmp = b->shader->options->native_integers ?
nir_bany(b, nir_flt(b, src[0], nir_imm_float(b, 0.0))) :
nir_fany_nequal4(b, nir_slt(b, src[0], nir_imm_float(b, 0.0)), nir_imm_float(b, 0.0));
nir_ssa_def *cmp = nir_bany(b, nir_flt(b, src[0], nir_imm_float(b, 0.0)));
nir_intrinsic_instr *discard =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
......
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