zink: use nir_lower_uniforms_to_ubo

Instead of open-coding uniform -> UBO lowering, let's instead use the
one that already exists. This should make things a bit simpler going
forward.

Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4734>
This commit is contained in:
Erik Faye-Lund 2020-04-24 17:13:45 +02:00 committed by Marge Bot
parent 4777ee1a62
commit 7983d97174
1 changed files with 1 additions and 83 deletions

View File

@ -36,88 +36,6 @@
#include "util/u_memory.h"
static bool
lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
{
b->cursor = nir_before_instr(&instr->instr);
if (instr->intrinsic == nir_intrinsic_load_ubo) {
nir_ssa_def *old_idx = nir_ssa_for_src(b, instr->src[0], 1);
nir_ssa_def *new_idx = nir_iadd(b, old_idx, nir_imm_int(b, 1));
nir_instr_rewrite_src(&instr->instr, &instr->src[0],
nir_src_for_ssa(new_idx));
return true;
}
if (instr->intrinsic == nir_intrinsic_load_uniform) {
nir_ssa_def *ubo_idx = nir_imm_int(b, 0);
nir_ssa_def *ubo_offset =
nir_iadd(b, nir_imm_int(b, nir_intrinsic_base(instr)),
nir_ssa_for_src(b, instr->src[0], 1));
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo);
load->num_components = instr->num_components;
load->src[0] = nir_src_for_ssa(ubo_idx);
load->src[1] = nir_src_for_ssa(ubo_offset);
assert(instr->dest.ssa.bit_size >= 8);
nir_intrinsic_set_align(load, instr->dest.ssa.bit_size / 8, 0);
nir_ssa_dest_init(&load->instr, &load->dest,
load->num_components, instr->dest.ssa.bit_size,
instr->dest.ssa.name);
nir_builder_instr_insert(b, &load->instr);
nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(&load->dest.ssa));
nir_instr_remove(&instr->instr);
return true;
}
return false;
}
static bool
lower_uniforms_to_ubo(nir_shader *shader)
{
bool progress = false;
nir_foreach_function(function, shader) {
if (function->impl) {
nir_builder builder;
nir_builder_init(&builder, function->impl);
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
progress |= lower_instr(nir_instr_as_intrinsic(instr),
&builder);
}
}
nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}
if (progress) {
assert(shader->num_uniforms > 0);
const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
shader->num_uniforms, 0);
nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
"uniform_0");
ubo->data.binding = 0;
struct glsl_struct_field field = {
.type = type,
.name = "data",
.location = -1,
};
ubo->interface_type =
glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
false, "__ubo0_interface");
}
return progress;
}
static bool
lower_discard_if_instr(nir_intrinsic_instr *instr, nir_builder *b)
{
@ -217,7 +135,7 @@ zink_compile_nir(struct zink_screen *screen, struct nir_shader *nir)
{
struct zink_shader *ret = CALLOC_STRUCT(zink_shader);
NIR_PASS_V(nir, lower_uniforms_to_ubo);
NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 1);
NIR_PASS_V(nir, nir_lower_clip_halfz);
NIR_PASS_V(nir, nir_lower_regs_to_ssa);
optimize_nir(nir);