*/
#include "anv_nir.h"
-#include "glsl/nir/nir_builder.h"
+#include "program/prog_parameter.h"
+#include "nir/nir_builder.h"
struct apply_pipeline_layout_state {
nir_shader *shader;
}
static uint32_t
-get_sampler_index(unsigned set, unsigned binding, nir_texop tex_op,
+get_sampler_index(unsigned set, unsigned binding,
struct apply_pipeline_layout_state *state)
{
assert(set < state->layout->num_sets);
struct anv_descriptor_set_layout *set_layout =
state->layout->set[set].layout;
- assert(binding < set_layout->binding_count);
-
gl_shader_stage stage = state->shader->stage;
- if (set_layout->binding[binding].stage[stage].sampler_index < 0) {
- assert(tex_op == nir_texop_txf);
- return 0;
- }
+ assert(binding < set_layout->binding_count);
+
+ assert(set_layout->binding[binding].stage[stage].sampler_index >= 0);
uint32_t sampler_index =
state->layout->set[set].stage[stage].sampler_start +
return sampler_index;
}
+static uint32_t
+get_image_index(unsigned set, unsigned binding,
+ struct apply_pipeline_layout_state *state)
+{
+ assert(set < state->layout->num_sets);
+ struct anv_descriptor_set_layout *set_layout =
+ state->layout->set[set].layout;
+
+ assert(binding < set_layout->binding_count);
+
+ gl_shader_stage stage = state->shader->stage;
+
+ assert(set_layout->binding[binding].stage[stage].image_index >= 0);
+
+ uint32_t image_index =
+ state->layout->set[set].stage[stage].image_start +
+ set_layout->binding[binding].stage[stage].image_index;
+
+ assert(image_index < state->layout->stage[stage].image_count);
+
+ return image_index;
+}
+
static void
lower_res_index_intrinsic(nir_intrinsic_instr *intrin,
struct apply_pipeline_layout_state *state)
b->cursor = nir_before_instr(&intrin->instr);
- uint32_t set = intrin->const_index[0];
- uint32_t binding = intrin->const_index[1];
+ uint32_t set = nir_intrinsic_desc_set(intrin);
+ uint32_t binding = nir_intrinsic_binding(intrin);
uint32_t surface_index = get_surface_index(set, binding, state);
lower_tex(nir_tex_instr *tex, struct apply_pipeline_layout_state *state)
{
/* No one should have come by and lowered it already */
- assert(tex->sampler);
+ assert(tex->texture);
- nir_deref_var *tex_deref = tex->texture ? tex->texture : tex->sampler;
tex->texture_index =
- get_surface_index(tex_deref->var->data.descriptor_set,
- tex_deref->var->data.binding, state);
- lower_tex_deref(tex, tex_deref, &tex->texture_index,
+ get_surface_index(tex->texture->var->data.descriptor_set,
+ tex->texture->var->data.binding, state);
+ lower_tex_deref(tex, tex->texture, &tex->texture_index,
nir_tex_src_texture_offset, state);
- tex->sampler_index =
- get_sampler_index(tex->sampler->var->data.descriptor_set,
- tex->sampler->var->data.binding, tex->op, state);
- lower_tex_deref(tex, tex->sampler, &tex->sampler_index,
- nir_tex_src_sampler_offset, state);
+ if (tex->sampler) {
+ tex->sampler_index =
+ get_sampler_index(tex->sampler->var->data.descriptor_set,
+ tex->sampler->var->data.binding, state);
+ lower_tex_deref(tex, tex->sampler, &tex->sampler_index,
+ nir_tex_src_sampler_offset, state);
+ }
+
+ /* The backend only ever uses this to mark used surfaces. We don't care
+ * about that little optimization so it just needs to be non-zero.
+ */
+ tex->texture_array_size = 1;
- if (tex->texture)
- cleanup_tex_deref(tex, tex->texture);
- cleanup_tex_deref(tex, tex->sampler);
+ cleanup_tex_deref(tex, tex->texture);
+ if (tex->sampler)
+ cleanup_tex_deref(tex, tex->sampler);
tex->texture = NULL;
tex->sampler = NULL;
}
return true;
}
+static void
+setup_vec4_uniform_value(const union gl_constant_value **params,
+ const union gl_constant_value *values,
+ unsigned n)
+{
+ static const gl_constant_value zero = { 0 };
+
+ for (unsigned i = 0; i < n; ++i)
+ params[i] = &values[i];
+
+ for (unsigned i = n; i < 4; ++i)
+ params[i] = &zero;
+}
+
bool
anv_nir_apply_pipeline_layout(nir_shader *shader,
+ struct brw_stage_prog_data *prog_data,
const struct anv_pipeline_layout *layout)
{
struct apply_pipeline_layout_state state = {
.layout = layout,
};
- nir_foreach_overload(shader, overload) {
- if (overload->impl) {
- nir_builder_init(&state.builder, overload->impl);
- nir_foreach_block(overload->impl, apply_pipeline_layout_block, &state);
- nir_metadata_preserve(overload->impl, nir_metadata_block_index |
+ nir_foreach_function(shader, function) {
+ if (function->impl) {
+ nir_builder_init(&state.builder, function->impl);
+ nir_foreach_block(function->impl, apply_pipeline_layout_block, &state);
+ nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}
+ if (layout->stage[shader->stage].image_count > 0) {
+ nir_foreach_variable(var, &shader->uniforms) {
+ if (glsl_type_is_image(var->type) ||
+ (glsl_type_is_array(var->type) &&
+ glsl_type_is_image(glsl_get_array_element(var->type)))) {
+ /* Images are represented as uniform push constants and the actual
+ * information required for reading/writing to/from the image is
+ * storred in the uniform.
+ */
+ unsigned image_index = get_image_index(var->data.descriptor_set,
+ var->data.binding, &state);
+
+ var->data.driver_location = shader->num_uniforms +
+ image_index * BRW_IMAGE_PARAM_SIZE * 4;
+ }
+ }
+
+ struct anv_push_constants *null_data = NULL;
+ const gl_constant_value **param = prog_data->param + shader->num_uniforms;
+ const struct brw_image_param *image_param = null_data->images;
+ for (uint32_t i = 0; i < layout->stage[shader->stage].image_count; i++) {
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET,
+ (const union gl_constant_value *)&image_param->surface_idx, 1);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_OFFSET_OFFSET,
+ (const union gl_constant_value *)image_param->offset, 2);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SIZE_OFFSET,
+ (const union gl_constant_value *)image_param->size, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_STRIDE_OFFSET,
+ (const union gl_constant_value *)image_param->stride, 4);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_TILING_OFFSET,
+ (const union gl_constant_value *)image_param->tiling, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET,
+ (const union gl_constant_value *)image_param->swizzling, 2);
+
+ param += BRW_IMAGE_PARAM_SIZE;
+ image_param ++;
+ }
+
+ shader->num_uniforms += layout->stage[shader->stage].image_count *
+ BRW_IMAGE_PARAM_SIZE * 4;
+ }
+
return state.progress;
}