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/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "anv_nir.h"
struct lower_push_constants_state {
nir_shader *shader;
bool is_scalar;
};
static bool
lower_push_constants_block(nir_block *block, void *void_state)
{
struct lower_push_constants_state *state = void_state;
nir_foreach_instr(block, instr) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
/* TODO: Handle indirect push constants */
if (intrin->intrinsic != nir_intrinsic_load_push_constant)
continue;
/* This wont work for vec4 stages. */
assert(state->is_scalar);
assert(intrin->const_index[0] % 4 == 0);
assert(intrin->const_index[1] == 128);
/* We just turn them into uniform loads with the appropreate offset */
intrin->intrinsic = nir_intrinsic_load_uniform;
}
return true;
}
void
anv_nir_lower_push_constants(nir_shader *shader, bool is_scalar)
{
struct lower_push_constants_state state = {
.shader = shader,
.is_scalar = is_scalar,
};
nir_foreach_function(shader, function) {
if (function->impl)
nir_foreach_block(function->impl, lower_push_constants_block, &state);
}
assert(shader->num_uniforms % 4 == 0);
if (is_scalar)
shader->num_uniforms /= 4;
else
shader->num_uniforms = DIV_ROUND_UP(shader->num_uniforms, 16);
}
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