anv: Add some NIR builder helpers
These should all eventually be up-streamed. However, since they currently have no upstream users, they would just bitrot there. We'll keep them local for the time being.
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/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "anv_nir.h"
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#include "glsl/nir/nir_builder.h"
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#include "util/ralloc.h"
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/* This file includes NIR helpers used by meta shaders in the Vulkan
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* driver. Eventually, these will all be merged into nir_builder.
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* However, for now, keeping them in their own file helps to prevent merge
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* conflicts.
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*/
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static inline void
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nir_builder_init_simple_shader(nir_builder *b, gl_shader_stage stage)
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{
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b->shader = nir_shader_create(NULL, stage, NULL);
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nir_function *func = nir_function_create(b->shader,
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ralloc_strdup(b->shader, "main"));
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nir_function_overload *overload = nir_function_overload_create(func);
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overload->num_params = 0;
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b->impl = nir_function_impl_create(overload);
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b->cursor = nir_after_cf_list(&b->impl->body);
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}
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static inline void
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nir_copy_var(nir_builder *build, nir_variable *dest, nir_variable *src)
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{
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nir_intrinsic_instr *copy =
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nir_intrinsic_instr_create(build->shader, nir_intrinsic_copy_var);
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copy->variables[0] = nir_deref_var_create(copy, dest);
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copy->variables[1] = nir_deref_var_create(copy, src);
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nir_builder_instr_insert(build, ©->instr);
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}
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static inline nir_variable *
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nir_variable_create(nir_shader *shader, const char *name,
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const struct glsl_type *type, nir_variable_mode mode)
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{
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nir_variable *var = rzalloc(shader, nir_variable);
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var->name = ralloc_strdup(var, name);
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var->type = type;
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var->data.mode = mode;
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if ((mode == nir_var_shader_in && shader->stage != MESA_SHADER_VERTEX) ||
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(mode == nir_var_shader_out && shader->stage != MESA_SHADER_FRAGMENT))
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var->data.interpolation = INTERP_QUALIFIER_SMOOTH;
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switch (var->data.mode) {
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case nir_var_local:
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assert(!"nir_variable_create cannot be used for local variables");
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break;
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case nir_var_global:
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exec_list_push_tail(&shader->globals, &var->node);
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break;
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case nir_var_shader_in:
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exec_list_push_tail(&shader->inputs, &var->node);
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break;
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case nir_var_shader_out:
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exec_list_push_tail(&shader->outputs, &var->node);
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break;
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case nir_var_uniform:
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case nir_var_shader_storage:
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exec_list_push_tail(&shader->uniforms, &var->node);
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break;
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case nir_var_system_value:
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exec_list_push_tail(&shader->system_values, &var->node);
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break;
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default:
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unreachable("not reached");
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}
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return var;
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}
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