2016-03-25 10:23:25 -07:00
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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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2016-10-27 12:21:52 +11:00
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#include "main/mtypes.h"
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2016-03-25 10:23:25 -07:00
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#include "nir.h"
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2016-10-27 12:21:52 +11:00
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static void
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set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len)
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{
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for (int i = 0; i < len; i++) {
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assert(var->data.location != -1);
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int idx = var->data.location + offset + i;
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bool is_patch_generic = var->data.patch &&
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idx != VARYING_SLOT_TESS_LEVEL_INNER &&
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idx != VARYING_SLOT_TESS_LEVEL_OUTER &&
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idx != VARYING_SLOT_BOUNDING_BOX0 &&
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idx != VARYING_SLOT_BOUNDING_BOX1;
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uint64_t bitfield;
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if (is_patch_generic) {
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assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
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bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
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}
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else {
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assert(idx < VARYING_SLOT_MAX);
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bitfield = BITFIELD64_BIT(idx);
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}
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if (var->data.mode == nir_var_shader_in) {
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if (is_patch_generic)
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2017-05-08 09:20:21 -07:00
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shader->info.patch_inputs_read |= bitfield;
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2016-10-27 12:21:52 +11:00
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else
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2017-05-08 09:20:21 -07:00
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shader->info.inputs_read |= bitfield;
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2016-10-27 12:21:52 +11:00
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if (shader->stage == MESA_SHADER_FRAGMENT) {
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2017-05-08 09:20:21 -07:00
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shader->info.fs.uses_sample_qualifier |= var->data.sample;
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2016-10-27 12:21:52 +11:00
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}
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} else {
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assert(var->data.mode == nir_var_shader_out);
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if (is_patch_generic) {
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2017-05-08 09:20:21 -07:00
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shader->info.patch_outputs_written |= bitfield;
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2016-10-27 12:21:52 +11:00
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} else if (!var->data.read_only) {
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2017-05-08 09:20:21 -07:00
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shader->info.outputs_written |= bitfield;
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2016-10-27 12:21:52 +11:00
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}
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if (var->data.fb_fetch_output)
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2017-05-08 09:20:21 -07:00
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shader->info.outputs_read |= bitfield;
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2016-10-27 12:21:52 +11:00
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}
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}
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}
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/**
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* Mark an entire variable as used. Caller must ensure that the variable
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* represents a shader input or output.
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*/
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static void
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mark_whole_variable(nir_shader *shader, nir_variable *var)
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{
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const struct glsl_type *type = var->type;
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if (nir_is_per_vertex_io(var, shader->stage)) {
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assert(glsl_type_is_array(type));
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type = glsl_get_array_element(type);
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}
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2016-10-03 20:32:22 -07:00
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const unsigned slots =
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var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
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nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
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: glsl_count_attribute_slots(type, false);
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2016-10-03 20:32:22 -07:00
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set_io_mask(shader, var, 0, slots);
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2016-10-27 12:21:52 +11:00
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}
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static unsigned
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nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
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get_io_offset(nir_deref_var *deref)
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2016-10-27 12:21:52 +11:00
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{
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unsigned offset = 0;
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nir_deref *tail = &deref->deref;
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while (tail->child != NULL) {
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tail = tail->child;
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if (tail->deref_type == nir_deref_type_array) {
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nir_deref_array *deref_array = nir_deref_as_array(tail);
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if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
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return -1;
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}
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nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
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offset += glsl_count_attribute_slots(tail->type, false) *
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2016-10-27 12:21:52 +11:00
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deref_array->base_offset;
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}
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/* TODO: we can get the offset for structs here see nir_lower_io() */
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}
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return offset;
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}
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/**
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* Try to mark a portion of the given varying as used. Caller must ensure
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* that the variable represents a shader input or output.
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*
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* If the index can't be interpreted as a constant, or some other problem
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* occurs, then nothing will be marked and false will be returned.
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*/
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static bool
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try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)
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{
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nir_variable *var = deref->var;
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const struct glsl_type *type = var->type;
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if (nir_is_per_vertex_io(var, shader->stage)) {
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assert(glsl_type_is_array(type));
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type = glsl_get_array_element(type);
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}
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/* The code below only handles:
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*
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* - Indexing into matrices
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* - Indexing into arrays of (arrays, matrices, vectors, or scalars)
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*
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* For now, we just give up if we see varying structs and arrays of structs
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* here marking the entire variable as used.
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*/
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if (!(glsl_type_is_matrix(type) ||
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2016-10-03 20:32:22 -07:00
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(glsl_type_is_array(type) && !var->data.compact &&
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2016-10-27 12:21:52 +11:00
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(glsl_type_is_numeric(glsl_without_array(type)) ||
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glsl_type_is_boolean(glsl_without_array(type)))))) {
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/* If we don't know how to handle this case, give up and let the
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* caller mark the whole variable as used.
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*/
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return false;
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}
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nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
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unsigned offset = get_io_offset(deref);
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2016-10-27 12:21:52 +11:00
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if (offset == -1)
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return false;
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unsigned num_elems;
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unsigned elem_width = 1;
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unsigned mat_cols = 1;
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if (glsl_type_is_array(type)) {
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num_elems = glsl_get_aoa_size(type);
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if (glsl_type_is_matrix(glsl_without_array(type)))
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mat_cols = glsl_get_matrix_columns(glsl_without_array(type));
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} else {
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num_elems = glsl_get_matrix_columns(type);
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}
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/* double element width for double types that takes two slots */
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nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
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if (glsl_type_is_dual_slot(glsl_without_array(type))) {
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2016-10-27 12:21:52 +11:00
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elem_width *= 2;
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}
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if (offset >= num_elems * elem_width * mat_cols) {
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/* Constant index outside the bounds of the matrix/array. This could
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* arise as a result of constant folding of a legal GLSL program.
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*
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* Even though the spec says that indexing outside the bounds of a
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* matrix/array results in undefined behaviour, we don't want to pass
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* out-of-range values to set_io_mask() (since this could result in
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* slots that don't exist being marked as used), so just let the caller
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* mark the whole variable as used.
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*/
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return false;
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}
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set_io_mask(shader, var, offset, elem_width);
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return true;
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}
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2016-03-25 10:23:25 -07:00
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static void
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gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
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{
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switch (instr->intrinsic) {
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case nir_intrinsic_discard:
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case nir_intrinsic_discard_if:
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assert(shader->stage == MESA_SHADER_FRAGMENT);
|
2017-05-08 09:20:21 -07:00
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shader->info.fs.uses_discard = true;
|
2016-03-25 10:23:25 -07:00
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break;
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2016-10-27 12:21:52 +11:00
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case nir_intrinsic_interp_var_at_centroid:
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case nir_intrinsic_interp_var_at_sample:
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case nir_intrinsic_interp_var_at_offset:
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case nir_intrinsic_load_var:
|
nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
|
|
|
case nir_intrinsic_store_var: {
|
|
|
|
nir_variable *var = instr->variables[0]->var;
|
|
|
|
|
|
|
|
if (var->data.mode == nir_var_shader_in ||
|
|
|
|
var->data.mode == nir_var_shader_out) {
|
2016-10-27 12:21:52 +11:00
|
|
|
if (!try_mask_partial_io(shader, instr->variables[0]))
|
nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
|
|
|
mark_whole_variable(shader, var);
|
|
|
|
|
|
|
|
/* We need to track which input_reads bits correspond to a
|
|
|
|
* dvec3/dvec4 input attribute */
|
|
|
|
if (shader->stage == MESA_SHADER_VERTEX &&
|
|
|
|
var->data.mode == nir_var_shader_in &&
|
|
|
|
glsl_type_is_dual_slot(glsl_without_array(var->type))) {
|
|
|
|
for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
|
|
|
|
int idx = var->data.location + i;
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.double_inputs_read |= BITFIELD64_BIT(idx);
|
nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
|
|
|
}
|
|
|
|
}
|
2016-10-27 12:21:52 +11:00
|
|
|
}
|
|
|
|
break;
|
nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 10:24:43 +01:00
|
|
|
}
|
2016-10-27 12:21:52 +11:00
|
|
|
|
|
|
|
case nir_intrinsic_load_draw_id:
|
2017-07-04 10:34:02 +02:00
|
|
|
case nir_intrinsic_load_frag_coord:
|
2016-03-25 10:23:25 -07:00
|
|
|
case nir_intrinsic_load_front_face:
|
|
|
|
case nir_intrinsic_load_vertex_id:
|
|
|
|
case nir_intrinsic_load_vertex_id_zero_base:
|
|
|
|
case nir_intrinsic_load_base_vertex:
|
2016-10-27 12:21:52 +11:00
|
|
|
case nir_intrinsic_load_base_instance:
|
2016-03-25 10:23:25 -07:00
|
|
|
case nir_intrinsic_load_instance_id:
|
|
|
|
case nir_intrinsic_load_sample_id:
|
|
|
|
case nir_intrinsic_load_sample_pos:
|
|
|
|
case nir_intrinsic_load_sample_mask_in:
|
|
|
|
case nir_intrinsic_load_primitive_id:
|
|
|
|
case nir_intrinsic_load_invocation_id:
|
|
|
|
case nir_intrinsic_load_local_invocation_id:
|
2016-05-22 15:54:48 -07:00
|
|
|
case nir_intrinsic_load_local_invocation_index:
|
2016-03-25 10:23:25 -07:00
|
|
|
case nir_intrinsic_load_work_group_id:
|
|
|
|
case nir_intrinsic_load_num_work_groups:
|
2016-10-27 12:21:52 +11:00
|
|
|
case nir_intrinsic_load_tess_coord:
|
|
|
|
case nir_intrinsic_load_tess_level_outer:
|
|
|
|
case nir_intrinsic_load_tess_level_inner:
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.system_values_read |=
|
2017-01-26 13:18:36 +00:00
|
|
|
(1ull << nir_system_value_from_intrinsic(instr->intrinsic));
|
2016-03-25 10:23:25 -07:00
|
|
|
break;
|
|
|
|
|
|
|
|
case nir_intrinsic_end_primitive:
|
|
|
|
case nir_intrinsic_end_primitive_with_counter:
|
|
|
|
assert(shader->stage == MESA_SHADER_GEOMETRY);
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.gs.uses_end_primitive = 1;
|
2016-03-25 10:23:25 -07:00
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
|
|
|
|
{
|
2017-09-09 00:19:57 -07:00
|
|
|
switch (instr->op) {
|
|
|
|
case nir_texop_tg4:
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.uses_texture_gather = true;
|
2017-09-09 00:19:57 -07:00
|
|
|
break;
|
|
|
|
case nir_texop_txf:
|
|
|
|
case nir_texop_txf_ms:
|
|
|
|
case nir_texop_txf_ms_mcs:
|
|
|
|
shader->info.textures_used_by_txf |=
|
|
|
|
((1 << MAX2(instr->texture_array_size, 1)) - 1) <<
|
|
|
|
instr->texture_index;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2016-03-25 10:23:25 -07:00
|
|
|
}
|
|
|
|
|
2016-04-13 16:26:39 -07:00
|
|
|
static void
|
|
|
|
gather_info_block(nir_block *block, nir_shader *shader)
|
2016-03-25 10:23:25 -07:00
|
|
|
{
|
2016-04-26 18:34:19 -07:00
|
|
|
nir_foreach_instr(instr, block) {
|
2016-03-25 10:23:25 -07:00
|
|
|
switch (instr->type) {
|
|
|
|
case nir_instr_type_intrinsic:
|
|
|
|
gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
|
|
|
|
break;
|
|
|
|
case nir_instr_type_tex:
|
|
|
|
gather_tex_info(nir_instr_as_tex(instr), shader);
|
|
|
|
break;
|
|
|
|
case nir_instr_type_call:
|
|
|
|
assert(!"nir_shader_gather_info only works if functions are inlined");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
|
|
|
|
{
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.num_textures = 0;
|
|
|
|
shader->info.num_images = 0;
|
2016-03-25 10:23:25 -07:00
|
|
|
nir_foreach_variable(var, &shader->uniforms) {
|
|
|
|
const struct glsl_type *type = var->type;
|
|
|
|
unsigned count = 1;
|
|
|
|
if (glsl_type_is_array(type)) {
|
2016-10-27 19:13:05 +11:00
|
|
|
count = glsl_get_aoa_size(type);
|
|
|
|
type = glsl_without_array(type);
|
2016-03-25 10:23:25 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
if (glsl_type_is_image(type)) {
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.num_images += count;
|
2016-03-25 10:23:25 -07:00
|
|
|
} else if (glsl_type_is_sampler(type)) {
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.num_textures += count;
|
2016-03-25 10:23:25 -07:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.inputs_read = 0;
|
|
|
|
shader->info.outputs_written = 0;
|
|
|
|
shader->info.outputs_read = 0;
|
|
|
|
shader->info.double_inputs_read = 0;
|
|
|
|
shader->info.patch_inputs_read = 0;
|
|
|
|
shader->info.patch_outputs_written = 0;
|
|
|
|
shader->info.system_values_read = 0;
|
2016-10-27 12:21:52 +11:00
|
|
|
if (shader->stage == MESA_SHADER_FRAGMENT) {
|
2017-05-08 09:20:21 -07:00
|
|
|
shader->info.fs.uses_sample_qualifier = false;
|
2016-10-27 12:21:52 +11:00
|
|
|
}
|
2016-04-13 16:26:39 -07:00
|
|
|
nir_foreach_block(block, entrypoint) {
|
|
|
|
gather_info_block(block, shader);
|
|
|
|
}
|
2016-03-25 10:23:25 -07:00
|
|
|
}
|