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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580">89580</a>
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<th>Summary</th>
<td>Implement a NIR -> vec4 pass
</td>
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<th>Product</th>
<td>Mesa
</td>
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<th>Version</th>
<td>git
</td>
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<th>Hardware</th>
<td>Other
</td>
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<th>OS</th>
<td>All
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>enhancement
</td>
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/DRI/i965
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<th>Assignee</th>
<td>idr@freedesktop.org
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<th>Reporter</th>
<td>jason@jlekstrand.net
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
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<div>
<pre>In order to use NIR for everything in the i965 backend (which we would like to
do), we need to write a NIR -> vec4 pass. Most of the work should be fairly
straightforward. The brw_fs_nir.cpp and brw_vec4_visitor.cpp files should
provide a pretty good template of what needs to be done. A grep for
INTEL_USE_NIR should show you how we actually plumb it through for the FS
backend. It would probably be good to start with Vertex shaders on HSW or IVB
as SNB- has issues with booleans and we already have NIR doing scalar VS on
BDW.
It may be a bit tricky to get NIR to generate comparable code quality.
However, we can only even start looking into that once we get decent NIR ->
vec4 pass so don't worry about that for now. I (Jason) will act as the primary
contact for anyone working on this but I'm also going to Cc Matt Turner as he
knows vec4 better than I do.</pre>
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