nir: Use b2b opcodes for shared and constant memory
[mesa.git] / src / compiler / nir / nir_lower_two_sided_color.c
index 5bb95f66e7292ec26db27da6f0978b126b5b7f95..8fd0c0a264aa9364971567dfc8c83cdfb4ee9dc7 100644 (file)
@@ -46,7 +46,8 @@ typedef struct {
  */
 
 static nir_variable *
-create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot)
+create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot,
+             enum glsl_interp_mode interpolation)
 {
    nir_variable *var = rzalloc(shader, nir_variable);
 
@@ -56,6 +57,7 @@ create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot)
    var->name = ralloc_asprintf(var, "in_%d", drvloc);
    var->data.index = 0;
    var->data.location = slot;
+   var->data.interpolation = interpolation;
 
    exec_list_push_tail(&shader->inputs, &var->node);
 
@@ -116,7 +118,9 @@ setup_inputs(lower_2side_state *state)
       else
          slot = VARYING_SLOT_BFC1;
 
-      state->colors[i].back = create_input(state->shader, ++maxloc, slot);
+      state->colors[i].back = create_input(
+            state->shader, ++maxloc, slot,
+            state->colors[i].front->data.interpolation);
    }
 
    return 0;
@@ -134,18 +138,28 @@ nir_lower_two_sided_color_block(nir_block *block,
 
       nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
 
-      if (intr->intrinsic != nir_intrinsic_load_input)
-         continue;
-
       int idx;
-      for (idx = 0; idx < state->colors_count; idx++) {
-         unsigned drvloc =
-            state->colors[idx].front->data.driver_location;
-         if (nir_intrinsic_base(intr) == drvloc) {
-            assert(nir_src_as_const_value(intr->src[0]));
-            break;
+      if (intr->intrinsic == nir_intrinsic_load_input) {
+         for (idx = 0; idx < state->colors_count; idx++) {
+            unsigned drvloc =
+               state->colors[idx].front->data.driver_location;
+            if (nir_intrinsic_base(intr) == drvloc) {
+               assert(nir_src_is_const(intr->src[0]));
+               break;
+            }
          }
-      }
+      } else if (intr->intrinsic == nir_intrinsic_load_deref) {
+         nir_variable *var = nir_intrinsic_get_var(intr, 0);
+         if (var->data.mode != nir_var_shader_in)
+            continue;
+
+         for (idx = 0; idx < state->colors_count; idx++) {
+            unsigned loc = state->colors[idx].front->data.location;
+            if (var->data.location == loc)
+               break;
+         }
+      } else
+         continue;
 
       if (idx == state->colors_count)
          continue;
@@ -154,11 +168,18 @@ nir_lower_two_sided_color_block(nir_block *block,
        * bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
        */
       b->cursor = nir_before_instr(&intr->instr);
-      nir_ssa_def *face  = nir_load_system_value(b,
-                                                 nir_intrinsic_load_front_face,
-                                                 0);
-      nir_ssa_def *front = load_input(b, state->colors[idx].front);
-      nir_ssa_def *back  = load_input(b, state->colors[idx].back);
+      /* gl_FrontFace is a boolean but the intrinsic constructor creates
+       * 32-bit value by default.
+       */
+      nir_ssa_def *face = nir_load_front_face(b, 1);
+      nir_ssa_def *front, *back;
+      if (intr->intrinsic == nir_intrinsic_load_deref) {
+         front = nir_load_var(b, state->colors[idx].front);
+         back  = nir_load_var(b, state->colors[idx].back);
+      } else {
+         front = load_input(b, state->colors[idx].front);
+         back  = load_input(b, state->colors[idx].back);
+      }
       nir_ssa_def *color = nir_bcsel(b, face, front, back);
 
       assert(intr->dest.is_ssa);
@@ -191,7 +212,7 @@ nir_lower_two_sided_color(nir_shader *shader)
       .shader = shader,
    };
 
-   if (shader->stage != MESA_SHADER_FRAGMENT)
+   if (shader->info.stage != MESA_SHADER_FRAGMENT)
       return;
 
    if (setup_inputs(&state) != 0)