nir/algebraic: Lower CS derivatives to zero when no group defined
In compute shaders if no derivative group is defined, the derivatives will always be zero. Specified in NV_compute_shader_derivatives. To make the check more convenient, add a "info" local variable to the generated code so we can refer to it in the Python rules. (Jason) Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@ -770,7 +770,9 @@ ${pass_name}(nir_shader *shader)
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bool progress = false;
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bool progress = false;
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bool condition_flags[${len(condition_list)}];
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bool condition_flags[${len(condition_list)}];
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const nir_shader_compiler_options *options = shader->options;
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const nir_shader_compiler_options *options = shader->options;
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const shader_info *info = &shader->info;
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(void) options;
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(void) options;
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(void) info;
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% for index, condition in enumerate(condition_list):
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% for index, condition in enumerate(condition_list):
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condition_flags[${index}] = ${condition};
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condition_flags[${index}] = ${condition};
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@ -972,6 +972,18 @@ for op in ['fadd', 'fmul', 'iadd', 'imul']:
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((op, ('bcsel(is_used_once)', a, '#b', c), '#d'), ('bcsel', a, (op, b, d), (op, c, d)))
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((op, ('bcsel(is_used_once)', a, '#b', c), '#d'), ('bcsel', a, (op, b, d), (op, c, d)))
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]
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]
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# For derivatives in compute shaders, GLSL_NV_compute_shader_derivatives
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# states:
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#
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# If neither layout qualifier is specified, derivatives in compute shaders
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# return zero, which is consistent with the handling of built-in texture
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# functions like texture() in GLSL 4.50 compute shaders.
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for op in ['fddx', 'fddx_fine', 'fddx_coarse',
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'fddy', 'fddy_fine', 'fddy_coarse']:
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optimizations += [
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((op, 'a'), 0.0, 'info->stage == MESA_SHADER_COMPUTE && info->cs.derivative_group == DERIVATIVE_GROUP_NONE')
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]
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# This section contains "late" optimizations that should be run before
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# This section contains "late" optimizations that should be run before
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# creating ffmas and calling regular optimizations for the final time.
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# creating ffmas and calling regular optimizations for the final time.
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# Optimizations should go here if they help code generation and conflict
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# Optimizations should go here if they help code generation and conflict
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