intel/blorp: Remove NIR support for uniforms
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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@ -155,16 +155,6 @@ brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
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wm_key->tex.swizzles[i] = SWIZZLE_XYZW;
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}
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static int
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nir_uniform_type_size(const struct glsl_type *type)
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{
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/* Only very basic types are allowed */
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assert(glsl_type_is_vector_or_scalar(type));
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assert(glsl_get_bit_size(type) == 32);
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return glsl_get_vector_elements(type) * 4;
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}
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const unsigned *
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blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
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struct nir_shader *nir,
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@ -180,6 +170,7 @@ blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
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memset(wm_prog_data, 0, sizeof(*wm_prog_data));
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assert(exec_list_is_empty(&nir->uniforms));
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wm_prog_data->base.nr_params = 0;
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wm_prog_data->base.param = NULL;
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@ -191,19 +182,6 @@ blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
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nir_remove_dead_variables(nir, nir_var_shader_in);
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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/* Uniforms are required to be lowered before going into compile_fs. For
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* BLORP, we'll assume that whoever builds the shader sets the location
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* they want so we just need to lower them and figure out how many we have
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* in total.
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*/
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nir->num_uniforms = 0;
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nir_foreach_variable(var, &nir->uniforms) {
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var->data.driver_location = var->data.location;
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unsigned end = var->data.location + nir_uniform_type_size(var->type);
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nir->num_uniforms = MAX2(nir->num_uniforms, end);
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}
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nir_lower_io(nir, nir_var_uniform, nir_uniform_type_size, 0);
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const unsigned *program =
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brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
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wm_prog_data, nir, NULL, -1, -1, false, use_repclear,
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