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25 #include "compiler/nir/nir.h"
26 #include "compiler/nir/nir_builder.h"
27 #include "util/u_dynarray.h"
28 #include "mesa/main/macros.h"
30 struct ir3_ubo_analysis_state
{
35 lower_ubo_load_to_uniform(nir_intrinsic_instr
*instr
, nir_builder
*b
,
36 struct ir3_ubo_analysis_state
*state
)
38 /* We don't lower dynamic block index UBO loads to load_uniform, but we
39 * could probably with some effort determine a block stride in number of
42 if (!nir_src_is_const(instr
->src
[0]))
45 const uint32_t block
= nir_src_as_uint(instr
->src
[0]);
49 b
->cursor
= nir_before_instr(&instr
->instr
);
51 nir_ssa_def
*ubo_offset
= nir_ssa_for_src(b
, instr
->src
[1], 1);
52 nir_ssa_def
*uniform_offset
= ir3_nir_try_propagate_bit_shift(b
, ubo_offset
, -2);
53 if (uniform_offset
== NULL
)
54 uniform_offset
= nir_ushr(b
, ubo_offset
, nir_imm_int(b
, 2));
56 nir_intrinsic_instr
*uniform
=
57 nir_intrinsic_instr_create(b
->shader
, nir_intrinsic_load_uniform
);
58 uniform
->num_components
= instr
->num_components
;
59 uniform
->src
[0] = nir_src_for_ssa(uniform_offset
);
60 nir_ssa_dest_init(&uniform
->instr
, &uniform
->dest
,
61 uniform
->num_components
, instr
->dest
.ssa
.bit_size
,
62 instr
->dest
.ssa
.name
);
63 nir_builder_instr_insert(b
, &uniform
->instr
);
64 nir_ssa_def_rewrite_uses(&instr
->dest
.ssa
,
65 nir_src_for_ssa(&uniform
->dest
.ssa
));
67 nir_instr_remove(&instr
->instr
);
73 ir3_nir_analyze_ubo_ranges(nir_shader
*nir
, struct ir3_shader
*shader
)
75 struct ir3_ubo_analysis_state state
= { 0 };
77 nir_foreach_function(function
, nir
) {
80 nir_builder_init(&builder
, function
->impl
);
81 nir_foreach_block(block
, function
->impl
) {
82 nir_foreach_instr_safe(instr
, block
) {
83 if (instr
->type
== nir_instr_type_intrinsic
&&
84 nir_instr_as_intrinsic(instr
)->intrinsic
== nir_intrinsic_load_ubo
)
85 lower_ubo_load_to_uniform(nir_instr_as_intrinsic(instr
), &builder
, &state
);
89 nir_metadata_preserve(function
->impl
, nir_metadata_block_index
|
90 nir_metadata_dominance
);
94 return state
.lower_count
> 0;