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)
{
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;
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;
}