state->range[block].end = r.end;
}
+/* For indirect offset, it is common to see a pattern of multiple
+ * loads with the same base, but different constant offset, ie:
+ *
+ * vec1 32 ssa_33 = iadd ssa_base, const_offset
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_33) (base=N, 0, 0)
+ *
+ * Detect this, and peel out the const_offset part, to end up with:
+ *
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_base) (base=N+const_offset, 0, 0)
+ *
+ * This gives the other opt passes something much easier to work
+ * with (ie. not requiring value range tracking)
+ */
+static void
+handle_partial_const(nir_ssa_def **srcp, unsigned *offp)
+{
+ if ((*srcp)->parent_instr->type != nir_instr_type_alu)
+ return;
+
+ nir_alu_instr *alu = nir_instr_as_alu((*srcp)->parent_instr);
+ if (alu->op != nir_op_iadd)
+ return;
+
+ if (!(alu->src[0].src.is_ssa && alu->src[1].src.is_ssa))
+ return;
+
+ if (nir_src_is_const(alu->src[0].src)) {
+ *offp += nir_src_as_uint(alu->src[0].src);
+ *srcp = alu->src[1].src.ssa;
+ } else if (nir_src_is_const(alu->src[1].src)) {
+ *srcp = alu->src[0].src.ssa;
+ *offp += nir_src_as_uint(alu->src[1].src);
+ }
+}
+
static void
lower_ubo_load_to_uniform(nir_intrinsic_instr *instr, nir_builder *b,
struct ir3_ubo_analysis_state *state)
b->cursor = nir_before_instr(&instr->instr);
nir_ssa_def *ubo_offset = nir_ssa_for_src(b, instr->src[1], 1);
+ unsigned const_offset = 0;
+
+ handle_partial_const(&ubo_offset, &const_offset);
+
+ /* UBO offset is in bytes, but uniform offset is in units of
+ * dwords, so we need to divide by 4 (right-shift by 2). And
+ * also the same for the constant part of the offset:
+ */
nir_ssa_def *new_offset = ir3_nir_try_propagate_bit_shift(b, ubo_offset, -2);
- nir_ssa_def *uniform_offset;
- if (new_offset)
+ nir_ssa_def *uniform_offset = NULL;
+ if (new_offset) {
uniform_offset = new_offset;
- else
+ } else {
uniform_offset = nir_ushr(b, ubo_offset, nir_imm_int(b, 2));
+ }
+
+ debug_assert(!(const_offset & 0x3));
+ const_offset >>= 2;
const int range_offset =
(state->range[block].offset - state->range[block].start) / 4;
+ const_offset += range_offset;
nir_intrinsic_instr *uniform =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_uniform);
uniform->num_components = instr->num_components;
uniform->src[0] = nir_src_for_ssa(uniform_offset);
- nir_intrinsic_set_base(uniform, range_offset);
+ nir_intrinsic_set_base(uniform, const_offset);
nir_ssa_dest_init(&uniform->instr, &uniform->dest,
uniform->num_components, instr->dest.ssa.bit_size,
instr->dest.ssa.name);