
We were doing this late after nir_lower_io, but we can just reuse the core code. By doing it at this stage, we won't even set up the VS attributes as inputs, reducing our VPM size.
135 lines
4.7 KiB
C
135 lines
4.7 KiB
C
/*
|
|
* Copyright © 2015 Broadcom
|
|
*
|
|
* 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 "compiler/v3d_compiler.h"
|
|
#include "compiler/nir/nir_builder.h"
|
|
|
|
/**
|
|
* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
|
|
* intrinsics into something amenable to the V3D architecture.
|
|
*
|
|
* Currently, it splits VS inputs and uniforms into scalars, drops any
|
|
* non-position outputs in coordinate shaders, and fixes up the addressing on
|
|
* indirect uniform loads. FS input and VS output scalarization is handled by
|
|
* nir_lower_io_to_scalar().
|
|
*/
|
|
|
|
static void
|
|
replace_intrinsic_with_vec(nir_builder *b, nir_intrinsic_instr *intr,
|
|
nir_ssa_def **comps)
|
|
{
|
|
|
|
/* Batch things back together into a vector. This will get split by
|
|
* the later ALU scalarization pass.
|
|
*/
|
|
nir_ssa_def *vec = nir_vec(b, comps, intr->num_components);
|
|
|
|
/* Replace the old intrinsic with a reference to our reconstructed
|
|
* vector.
|
|
*/
|
|
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(vec));
|
|
nir_instr_remove(&intr->instr);
|
|
}
|
|
|
|
static void
|
|
v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
|
|
nir_intrinsic_instr *intr)
|
|
{
|
|
b->cursor = nir_before_instr(&intr->instr);
|
|
|
|
/* Generate scalar loads equivalent to the original vector. */
|
|
nir_ssa_def *dests[4];
|
|
for (unsigned i = 0; i < intr->num_components; i++) {
|
|
nir_intrinsic_instr *intr_comp =
|
|
nir_intrinsic_instr_create(c->s, intr->intrinsic);
|
|
intr_comp->num_components = 1;
|
|
nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL);
|
|
|
|
/* Convert the uniform offset to bytes. If it happens
|
|
* to be a constant, constant-folding will clean up
|
|
* the shift for us.
|
|
*/
|
|
nir_intrinsic_set_base(intr_comp,
|
|
nir_intrinsic_base(intr) * 16 +
|
|
i * 4);
|
|
|
|
intr_comp->src[0] =
|
|
nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
|
|
nir_imm_int(b, 4)));
|
|
|
|
dests[i] = &intr_comp->dest.ssa;
|
|
|
|
nir_builder_instr_insert(b, &intr_comp->instr);
|
|
}
|
|
|
|
replace_intrinsic_with_vec(b, intr, dests);
|
|
}
|
|
|
|
static void
|
|
v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
|
|
struct nir_instr *instr)
|
|
{
|
|
if (instr->type != nir_instr_type_intrinsic)
|
|
return;
|
|
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
|
|
|
|
switch (intr->intrinsic) {
|
|
case nir_intrinsic_load_input:
|
|
break;
|
|
|
|
case nir_intrinsic_load_uniform:
|
|
v3d_nir_lower_uniform(c, b, intr);
|
|
break;
|
|
|
|
case nir_intrinsic_load_user_clip_plane:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static bool
|
|
v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
|
|
{
|
|
nir_builder b;
|
|
nir_builder_init(&b, impl);
|
|
|
|
nir_foreach_block(block, impl) {
|
|
nir_foreach_instr_safe(instr, block)
|
|
v3d_nir_lower_io_instr(c, &b, instr);
|
|
}
|
|
|
|
nir_metadata_preserve(impl, nir_metadata_block_index |
|
|
nir_metadata_dominance);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
|
|
{
|
|
nir_foreach_function(function, s) {
|
|
if (function->impl)
|
|
v3d_nir_lower_io_impl(c, function->impl);
|
|
}
|
|
}
|