i965: Make separate nir_options for scalar/vector stages.

We'll want to have different lowering options set for scalar/vector
stages.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Matt Turner 2016-01-21 09:30:05 -08:00
parent 252d497d4c
commit e4278a847e
1 changed files with 33 additions and 28 deletions

View File

@ -67,6 +67,37 @@ shader_perf_log_mesa(void *data, const char *fmt, ...)
va_end(args);
}
#define COMMON_OPTIONS \
/* In order to help allow for better CSE at the NIR level we tell NIR to \
* split all ffma instructions during opt_algebraic and we then re-combine \
* them as a later step. \
*/ \
.lower_ffma = true, \
.lower_sub = true, \
.lower_fdiv = true, \
.lower_scmp = true, \
.lower_fmod = true, \
.lower_bitfield_extract = true, \
.lower_bitfield_insert = true, \
.lower_uadd_carry = true, \
.lower_usub_borrow = true, \
.lower_fdiv = true, \
.native_integers = true
static const struct nir_shader_compiler_options scalar_nir_options = {
COMMON_OPTIONS,
};
static const struct nir_shader_compiler_options vector_nir_options = {
COMMON_OPTIONS,
/* In the vec4 backend, our dpN instruction replicates its result to all the
* components of a vec4. We would like NIR to give us replicated fdot
* instructions because it can optimize better for us.
*/
.fdot_replicates = true,
};
struct brw_compiler *
brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
{
@ -89,33 +120,6 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
nir_shader_compiler_options *nir_options =
rzalloc(compiler, nir_shader_compiler_options);
nir_options->native_integers = true;
nir_options->lower_fdiv = true;
/* In order to help allow for better CSE at the NIR level we tell NIR
* to split all ffma instructions during opt_algebraic and we then
* re-combine them as a later step.
*/
nir_options->lower_ffma = true;
nir_options->lower_sub = true;
nir_options->lower_fdiv = true;
nir_options->lower_scmp = true;
nir_options->lower_fmod = true;
nir_options->lower_bitfield_extract = true;
nir_options->lower_bitfield_insert = true;
nir_options->lower_uadd_carry = true;
nir_options->lower_usub_borrow = true;
/* In the vec4 backend, our dpN instruction replicates its result to all
* the components of a vec4. We would like NIR to give us replicated fdot
* instructions because it can optimize better for us.
*
* For the FS backend, it should be lowered away by the scalarizing pass so
* we should never see fdot anyway.
*/
nir_options->fdot_replicates = true;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
@ -139,7 +143,8 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
if (devinfo->gen < 7)
compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
compiler->glsl_compiler_options[i].NirOptions = nir_options;
compiler->glsl_compiler_options[i].NirOptions =
is_scalar ? &scalar_nir_options : &vector_nir_options;
compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
}