v3d: Do bool-to-cond for discard_if as well.
Turns this minimal conditional discard (glsl-fs-discard-01.shader_test): 0x3de0b086c5fe9000 fcmp.pushn -, r1, r5; mov r2, 0 0x3dec3086bbfc001f nop ; mov.ifa r2, -1 0x3c047186bbe80000 nop ; mov.pushz -, r2 0x3dea3186ba837000 setmsf.ifna -, 0 ; nop into: 0x3c00b186c582a000 fcmp.pushn -, r2, r5; nop 0x3de83186ba837000 setmsf.ifa -, 0 ; nop total instructions in shared programs: 6229820 -> 6226247 (-0.06%)
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@@ -1897,26 +1897,22 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
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break;
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case nir_intrinsic_discard_if: {
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/* true (~0) if we're discarding */
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struct qreg cond = ntq_get_src(c, instr->src[0], 0);
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enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, instr->src[0]);
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if (c->execute.file != QFILE_NULL) {
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/* execute == 0 means the channel is active. Invert
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* the condition so that we can use zero as "executing
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* and discarding."
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*/
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vir_PF(c, vir_OR(c, c->execute, vir_NOT(c, cond)),
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V3D_QPU_PF_PUSHZ);
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vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
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vir_uniform_ui(c, 0)),
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V3D_QPU_COND_IFA);
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} else {
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vir_PF(c, cond, V3D_QPU_PF_PUSHZ);
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vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
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vir_uniform_ui(c, 0)),
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V3D_QPU_COND_IFNA);
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struct qinst *exec_flag = vir_MOV_dest(c, vir_nop_reg(),
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c->execute);
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if (cond == V3D_QPU_COND_IFA) {
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vir_set_uf(exec_flag, V3D_QPU_UF_ANDZ);
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} else {
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vir_set_uf(exec_flag, V3D_QPU_UF_NORNZ);
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cond = V3D_QPU_COND_IFA;
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}
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}
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vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
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vir_uniform_ui(c, 0)), cond);
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break;
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}
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