*/
#include "compiler/nir/nir.h"
-#include "compiler/nir/nir_builder.h"
#include "gl_nir.h"
-#include "ir_uniform.h"
-
-#include "main/compiler.h"
-#include "main/mtypes.h"
-
-static void
-lower_tex_src_to_offset(nir_builder *b,
- nir_tex_instr *instr, unsigned src_idx,
- const struct gl_shader_program *shader_program)
-{
- nir_ssa_def *index = NULL;
- unsigned base_index = 0;
- unsigned array_elements = 1;
- nir_tex_src *src = &instr->src[src_idx];
- bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
- unsigned location = 0;
-
- /* We compute first the offsets */
- nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
- while (deref->deref_type != nir_deref_type_var) {
- assert(deref->parent.is_ssa);
- nir_deref_instr *parent =
- nir_instr_as_deref(deref->parent.ssa->parent_instr);
-
- switch (deref->deref_type) {
- case nir_deref_type_struct:
- location += glsl_get_record_location_offset(parent->type,
- deref->strct.index);
- break;
-
- case nir_deref_type_array: {
- nir_const_value *const_deref_index =
- nir_src_as_const_value(deref->arr.index);
-
- if (const_deref_index && index == NULL) {
- /* We're still building a direct index */
- base_index += const_deref_index->u32[0] * array_elements;
- } else {
- if (index == NULL) {
- /* We used to be direct but not anymore */
- index = nir_imm_int(b, base_index);
- base_index = 0;
- }
-
- index = nir_iadd(b, index,
- nir_imul(b, nir_imm_int(b, array_elements),
- nir_ssa_for_src(b, deref->arr.index, 1)));
- }
-
- array_elements *= glsl_get_length(parent->type);
- break;
- }
-
- default:
- unreachable("Invalid sampler deref type");
- }
-
- deref = parent;
- }
-
- if (index)
- index = nir_umin(b, index, nir_imm_int(b, array_elements - 1));
-
- /* We hit the deref_var. This is the end of the line */
- assert(deref->deref_type == nir_deref_type_var);
-
- location += deref->var->data.location;
-
- gl_shader_stage stage = b->shader->info.stage;
- assert(location < shader_program->data->NumUniformStorage &&
- shader_program->data->UniformStorage[location].opaque[stage].active);
-
- base_index +=
- shader_program->data->UniformStorage[location].opaque[stage].index;
-
- /* We have the offsets, we apply them, rewriting the source or removing
- * instr if needed
- */
- if (index) {
- nir_instr_rewrite_src(&instr->instr, &src->src,
- nir_src_for_ssa(index));
-
- src->src_type = is_sampler ?
- nir_tex_src_sampler_offset :
- nir_tex_src_texture_offset;
-
- instr->texture_array_size = array_elements;
- } else {
- nir_tex_instr_remove_src(instr, src_idx);
- }
-
- if (is_sampler) {
- instr->sampler_index = base_index;
- } else {
- instr->texture_index = base_index;
- instr->texture_array_size = array_elements;
- }
-}
-
-static bool
-lower_sampler(nir_builder *b, nir_tex_instr *instr,
- const struct gl_shader_program *shader_program)
-{
- int texture_idx =
- nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
-
- if (texture_idx >= 0) {
- b->cursor = nir_before_instr(&instr->instr);
-
- lower_tex_src_to_offset(b, instr, texture_idx,
- shader_program);
- }
-
- int sampler_idx =
- nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
-
- if (sampler_idx >= 0) {
- lower_tex_src_to_offset(b, instr, sampler_idx,
- shader_program);
- }
-
- if (texture_idx < 0 && sampler_idx < 0)
- return false;
-
- return true;
-}
-
-static bool
-lower_impl(nir_function_impl *impl,
- const struct gl_shader_program *shader_program)
-{
- nir_builder b;
- nir_builder_init(&b, impl);
- bool progress = false;
-
- nir_foreach_block(block, impl) {
- nir_foreach_instr(instr, block) {
- if (instr->type == nir_instr_type_tex)
- progress |= lower_sampler(&b, nir_instr_as_tex(instr),
- shader_program);
- }
- }
-
- return progress;
-}
bool
gl_nir_lower_samplers(nir_shader *shader,
const struct gl_shader_program *shader_program)
{
- bool progress = false;
-
- nir_foreach_function(function, shader) {
- if (function->impl)
- progress |= lower_impl(function->impl, shader_program);
- }
+ /* First, use gl_nir_lower_samplers_as_derefs to set var->data.binding
+ * based on the uniforms, and split structures to simplify derefs.
+ */
+ gl_nir_lower_samplers_as_deref(shader, shader_program);
- return progress;
+ return nir_lower_samplers(shader);
}