nir/algebraic: trivially enable existing 32-bit patterns for all bit sizes
[mesa.git] / src / compiler / nir / nir_lower_uniforms_to_ubo.c
index b54c9943ab7030f5c9d71672544758821c0d7756..bdee9e927cbf11f4e2cbd04033096c8d2ff6ecb8 100644 (file)
  */
 
 /*
- * Remap load_uniform intrinsics to UBO accesses of UBO binding point 0. Both
- * the base and the offset are interpreted as 16-byte units.
- *
+ * Remap load_uniform intrinsics to UBO accesses of UBO binding point 0.
  * Simultaneously, remap existing UBO accesses by increasing their binding
  * point by 1.
+ *
+ * Both the base and the offset are interpreted as 16-byte units.
+ *
+ * Note that locations can be set in different units, and the multiplier
+ * argument caters to supporting these different units.
+ * For example:
+ * - st_glsl_to_nir uses dwords (4 bytes) so the multiplier should be 4
+ * - tgsi_to_nir uses bytes, so the multiplier should be 16
  */
 
 #include "nir.h"
 #include "nir_builder.h"
 
 static bool
-lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
+lower_instr(nir_intrinsic_instr *instr, nir_builder *b, int multiplier)
 {
    b->cursor = nir_before_instr(&instr->instr);
 
-   if (instr->intrinsic == nir_intrinsic_load_ubo) {
+   /* Increase all UBO binding points by 1. */
+   if (instr->intrinsic == nir_intrinsic_load_ubo &&
+       !b->shader->info.first_ubo_is_default_ubo) {
       nir_ssa_def *old_idx = nir_ssa_for_src(b, instr->src[0], 1);
       nir_ssa_def *new_idx = nir_iadd(b, old_idx, nir_imm_int(b, 1));
       nir_instr_rewrite_src(&instr->instr, &instr->src[0],
@@ -48,8 +56,8 @@ lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
    if (instr->intrinsic == nir_intrinsic_load_uniform) {
       nir_ssa_def *ubo_idx = nir_imm_int(b, 0);
       nir_ssa_def *ubo_offset =
-         nir_iadd(b, nir_imm_int(b, 4 * nir_intrinsic_base(instr)),
-                  nir_imul(b, nir_imm_int(b, 4),
+         nir_iadd(b, nir_imm_int(b, multiplier * nir_intrinsic_base(instr)),
+                  nir_imul(b, nir_imm_int(b, multiplier),
                            nir_ssa_for_src(b, instr->src[0], 1)));
 
       nir_intrinsic_instr *load =
@@ -57,6 +65,8 @@ lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
       load->num_components = instr->num_components;
       load->src[0] = nir_src_for_ssa(ubo_idx);
       load->src[1] = nir_src_for_ssa(ubo_offset);
+      assert(instr->dest.ssa.bit_size >= 8);
+      nir_intrinsic_set_align(load, instr->dest.ssa.bit_size / 8, 0);
       nir_ssa_dest_init(&load->instr, &load->dest,
                         load->num_components, instr->dest.ssa.bit_size,
                         instr->dest.ssa.name);
@@ -71,7 +81,7 @@ lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
 }
 
 bool
-nir_lower_uniforms_to_ubo(nir_shader *shader)
+nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
 {
    bool progress = false;
 
@@ -83,7 +93,8 @@ nir_lower_uniforms_to_ubo(nir_shader *shader)
             nir_foreach_instr_safe(instr, block) {
                if (instr->type == nir_instr_type_intrinsic)
                   progress |= lower_instr(nir_instr_as_intrinsic(instr),
-                                          &builder);
+                                          &builder,
+                                          multiplier);
             }
          }
 
@@ -92,7 +103,31 @@ nir_lower_uniforms_to_ubo(nir_shader *shader)
       }
    }
 
-   return progress;
-}
+   if (progress) {
+      if (!shader->info.first_ubo_is_default_ubo) {
+         nir_foreach_variable_with_modes(var, shader, nir_var_mem_ubo)
+            var->data.binding++;
+      }
+      shader->info.num_ubos++;
 
+      if (shader->num_uniforms > 0) {
+         const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
+                                                        shader->num_uniforms, 0);
+         nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
+                                                 "uniform_0");
+         ubo->data.binding = 0;
 
+         struct glsl_struct_field field = {
+            .type = type,
+            .name = "data",
+            .location = -1,
+         };
+         ubo->interface_type =
+               glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
+                                   false, "__ubo0_interface");
+      }
+   }
+
+   shader->info.first_ubo_is_default_ubo = true;
+   return progress;
+}