*/
/*
- * 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],
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 =
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);
}
bool
-nir_lower_uniforms_to_ubo(nir_shader *shader)
+nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
{
bool progress = false;
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
progress |= lower_instr(nir_instr_as_intrinsic(instr),
- &builder);
+ &builder,
+ multiplier);
}
}
}
}
- 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;
+}