virtual void nir_setup_uniforms(nir_shader *shader);
virtual void nir_setup_uniform(nir_variable *var);
virtual void nir_setup_builtin_uniform(nir_variable *var);
+ virtual void nir_setup_system_value_intrinsic(nir_intrinsic_instr *instr);
virtual void nir_setup_system_values(nir_shader *shader);
virtual void nir_emit_impl(nir_function_impl *impl);
virtual void nir_emit_cf_list(exec_list *list);
src_reg *nir_inputs;
unsigned *nir_uniform_driver_location;
+ dst_reg *nir_system_values;
protected:
void emit_vertex();
}
}
+void
+vec4_visitor::nir_setup_system_value_intrinsic(nir_intrinsic_instr *instr)
+{
+ dst_reg *reg;
+
+ switch (instr->intrinsic) {
+ case nir_intrinsic_load_vertex_id:
+ unreachable("should be lowered by lower_vertex_id().");
+
+ case nir_intrinsic_load_vertex_id_zero_base:
+ reg = &this->nir_system_values[SYSTEM_VALUE_VERTEX_ID_ZERO_BASE];
+ if (reg->file == BAD_FILE)
+ *reg =
+ *this->make_reg_for_system_value(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
+ glsl_type::int_type);
+ break;
+
+ case nir_intrinsic_load_base_vertex:
+ reg = &this->nir_system_values[SYSTEM_VALUE_BASE_VERTEX];
+ if (reg->file == BAD_FILE)
+ *reg = *this->make_reg_for_system_value(SYSTEM_VALUE_BASE_VERTEX,
+ glsl_type::int_type);
+ break;
+
+ case nir_intrinsic_load_instance_id:
+ reg = &this->nir_system_values[SYSTEM_VALUE_INSTANCE_ID];
+ if (reg->file == BAD_FILE)
+ *reg = *this->make_reg_for_system_value(SYSTEM_VALUE_INSTANCE_ID,
+ glsl_type::int_type);
+ break;
+
+ default:
+ break;
+ }
+}
+
static bool
setup_system_values_block(nir_block *block, void *void_visitor)
{
- /* @TODO: Not yet implemented */
+ vec4_visitor *v = (vec4_visitor *)void_visitor;
+
+ nir_foreach_instr(block, instr) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ v->nir_setup_system_value_intrinsic(intrin);
+ }
+
return true;
}
void
vec4_visitor::nir_setup_system_values(nir_shader *shader)
{
+ nir_system_values = ralloc_array(mem_ctx, dst_reg, SYSTEM_VALUE_MAX);
+
nir_foreach_overload(shader, overload) {
assert(strcmp(overload->function->name, "main") == 0);
assert(overload->impl);