bool nir_lower_clamp_color_outputs(nir_shader *shader);
void nir_lower_passthrough_edgeflags(nir_shader *shader);
-void nir_lower_tes_patch_vertices(nir_shader *tes, unsigned patch_vertices);
+bool nir_lower_patch_vertices(nir_shader *nir, unsigned static_count,
+ const gl_state_index16 *uniform_state_tokens);
typedef struct nir_lower_wpos_ytransform_options {
gl_state_index16 state_tokens[STATE_LENGTH];
*/
#include "nir_builder.h"
+#include "program/prog_instruction.h"
-void
-nir_lower_tes_patch_vertices(nir_shader *tes_nir, unsigned patch_vertices)
+static nir_variable *
+make_uniform(nir_shader *nir, const gl_state_index16 *tokens)
{
- nir_foreach_function(function, tes_nir) {
+ /* Note: name must be prefixed with "gl_" to trigger slot based
+ * special handling in uniform setup.
+ */
+ nir_variable *var =
+ nir_variable_create(nir, nir_var_uniform, glsl_int_type(),
+ "gl_PatchVerticesIn");
+ var->num_state_slots = 1;
+ var->state_slots = ralloc_array(var, nir_state_slot, var->num_state_slots);
+ memcpy(var->state_slots[0].tokens, tokens, sizeof(*tokens) * STATE_LENGTH);
+ var->state_slots[0].swizzle = SWIZZLE_XXXX;
+
+ return var;
+}
+
+/**
+ * This pass lowers the load_patch_vertices_in intrinsic.
+ *
+ * - If we statically know the value, we lower it to a constant.
+ * (If a TES is linked against a TCS, the TCS tells us the TES input count.)
+ *
+ * - If not, and we're given Mesa state slots, we lower it to a uniform.
+ *
+ * - Otherwise, we leave it as a system value.
+ *
+ * This pass must be run after nir_lower_system_values().
+ */
+bool
+nir_lower_patch_vertices(nir_shader *nir,
+ unsigned static_count,
+ const gl_state_index16 *uniform_state_tokens)
+{
+ bool progress = false;
+ nir_variable *var = NULL;
+
+ /* If there's no static count and we don't want uniforms, there's no
+ * lowering to do...just bail early.
+ */
+ if (static_count == 0 && !uniform_state_tokens)
+ return false;
+
+ nir_foreach_function(function, nir) {
if (function->impl) {
nir_foreach_block(block, function->impl) {
nir_builder b;
continue;
b.cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *val = nir_imm_int(&b, patch_vertices);
+
+ nir_ssa_def *val = NULL;
+ if (static_count) {
+ val = nir_imm_int(&b, static_count);
+ } else {
+ if (!var)
+ var = make_uniform(nir, uniform_state_tokens);
+
+ val = nir_load_var(&b, var);
+ }
+
+ progress = true;
nir_ssa_def_rewrite_uses(&intr->dest.ssa,
nir_src_for_ssa(val));
nir_instr_remove(instr);
}
}
- nir_metadata_preserve(function->impl, nir_metadata_block_index |
- nir_metadata_dominance);
+ if (progress) {
+ nir_metadata_preserve(function->impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
}
}
+
+ return progress;
}
struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data);
-void brw_nir_lower_patch_vertices_in_to_uniform(nir_shader *nir);
-
void brw_nir_analyze_ubo_ranges(const struct brw_compiler *compiler,
nir_shader *nir,
const struct brw_vs_prog_key *vs_key,
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
}
- nir_lower_tes_patch_vertices(tes_nir,
- tcs_nir->info.tess.tcs_vertices_out);
+ nir_lower_patch_vertices(tes_nir, tcs_nir->info.tess.tcs_vertices_out,
+ NULL);
/* Copy TCS info into the TES info */
merge_tess_info(&tes_nir->info, &tcs_nir->info);
stage_prog_data->param[4 * p + i] = BRW_PARAM_BUILTIN_ZERO;
}
}
-
-void
-brw_nir_lower_patch_vertices_in_to_uniform(nir_shader *nir)
-{
- nir_foreach_variable_safe(var, &nir->system_values) {
- if (var->data.location != SYSTEM_VALUE_VERTICES_IN)
- continue;
-
- gl_state_index16 tokens[STATE_LENGTH] = {
- STATE_INTERNAL,
- nir->info.stage == MESA_SHADER_TESS_CTRL ?
- (gl_state_index16)STATE_TCS_PATCH_VERTICES_IN :
- (gl_state_index16)STATE_TES_PATCH_VERTICES_IN,
- };
- var->num_state_slots = 1;
- var->state_slots =
- ralloc_array(var, nir_state_slot, var->num_state_slots);
- memcpy(var->state_slots[0].tokens, tokens, sizeof(tokens));
- var->state_slots[0].swizzle = SWIZZLE_XXXX;
-
- var->data.mode = nir_var_uniform;
- var->data.location = -1;
- exec_node_remove(&var->node);
- exec_list_push_tail(&nir->uniforms, &var->node);
- }
-
- nir_fixup_deref_modes(nir);
-}
gl_shader_stage stage,
bool is_scalar)
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct gl_context *ctx = &brw->ctx;
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[stage].NirOptions;
}
nir_validate_shader(nir);
- /* Lower PatchVerticesIn from system value to uniform. This needs to
- * happen before brw_preprocess_nir, since that will lower system values
- * to intrinsics.
- *
- * We only do this for TES if no TCS is present, since otherwise we know
- * the number of vertices in the patch at link time and we can lower it
- * directly to a constant. We do this in nir_lower_patch_vertices, which
- * needs to run after brw_nir_preprocess has turned the system values
- * into intrinsics.
- */
- const bool lower_patch_vertices_in_to_uniform =
- (stage == MESA_SHADER_TESS_CTRL && brw->screen->devinfo.gen >= 8) ||
- (stage == MESA_SHADER_TESS_EVAL &&
- !shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]);
-
- if (lower_patch_vertices_in_to_uniform)
- brw_nir_lower_patch_vertices_in_to_uniform(nir);
-
nir = brw_preprocess_nir(brw->screen->compiler, nir);
- if (stage == MESA_SHADER_TESS_EVAL && !lower_patch_vertices_in_to_uniform) {
- assert(shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]);
- struct gl_linked_shader *linked_tcs =
+ if (stage == MESA_SHADER_TESS_CTRL) {
+ /* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
+ static const gl_state_index16 tokens[STATE_LENGTH] =
+ { STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN };
+ nir_lower_patch_vertices(nir, 0, devinfo->gen >= 8 ? tokens : NULL);
+ }
+
+ if (stage == MESA_SHADER_TESS_EVAL) {
+ /* Lower gl_PatchVerticesIn to a constant if we have a TCS, or
+ * a uniform if we don't.
+ */
+ struct gl_linked_shader *tcs =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
- uint32_t patch_vertices = linked_tcs->Program->info.tess.tcs_vertices_out;
- nir_lower_tes_patch_vertices(nir, patch_vertices);
+ uint32_t static_patch_vertices =
+ tcs ? tcs->Program->info.tess.tcs_vertices_out : 0;
+ static const gl_state_index16 tokens[STATE_LENGTH] =
+ { STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN };
+ nir_lower_patch_vertices(nir, static_patch_vertices, tokens);
}
if (stage == MESA_SHADER_FRAGMENT) {