* Rob Clark <robclark@freedesktop.org>
*/
-#include "util/u_math.h"
-
#include "ir3_compiler.h"
#include "ir3_context.h"
#include "ir3_image.h"
ir3_ibo_mapping_init(&so->image_mapping, ctx->s->info.num_textures);
- struct ir3_const_state *const_state = &so->const_state;
- memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
-
- ir3_nir_scan_driver_consts(ctx->s, const_state);
-
- const_state->num_uniforms = ctx->s->num_uniforms;
- const_state->num_ubos = ctx->s->info.num_ubos;
-
- debug_assert((ctx->so->shader->ubo_state.size % 16) == 0);
- unsigned constoff = align(ctx->so->shader->ubo_state.size / 16, 4);
- unsigned ptrsz = ir3_pointer_size(ctx->compiler);
-
- if (const_state->num_ubos > 0) {
- const_state->offsets.ubo = constoff;
- constoff += align(ctx->s->info.num_ubos * ptrsz, 4) / 4;
- }
-
- if (const_state->ssbo_size.count > 0) {
- unsigned cnt = const_state->ssbo_size.count;
- const_state->offsets.ssbo_sizes = constoff;
- constoff += align(cnt, 4) / 4;
- }
-
- if (const_state->image_dims.count > 0) {
- unsigned cnt = const_state->image_dims.count;
- const_state->offsets.image_dims = constoff;
- constoff += align(cnt, 4) / 4;
- }
-
- unsigned num_driver_params = 0;
- if (so->type == MESA_SHADER_VERTEX) {
- num_driver_params = IR3_DP_VS_COUNT;
- } else if (so->type == MESA_SHADER_COMPUTE) {
- num_driver_params = IR3_DP_CS_COUNT;
- }
-
- const_state->offsets.driver_param = constoff;
- constoff += align(num_driver_params, 4) / 4;
-
- if ((so->type == MESA_SHADER_VERTEX) &&
- (compiler->gpu_id < 500) &&
- so->shader->stream_output.num_outputs > 0) {
- const_state->offsets.tfbo = constoff;
- constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
- }
-
- const_state->offsets.immediate = constoff;
+ ir3_setup_const_state(so);
return ctx;
}
#include "util/debug.h"
+#include "util/u_math.h"
#include "ir3_nir.h"
#include "ir3_compiler.h"
return s;
}
-void
+static void
ir3_nir_scan_driver_consts(nir_shader *shader,
struct ir3_const_state *layout)
{
}
}
}
+
+void
+ir3_setup_const_state(struct ir3_shader_variant *v)
+{
+ struct ir3_shader *shader = v->shader;
+ struct ir3_compiler *compiler = shader->compiler;
+ struct ir3_const_state *const_state = &v->const_state;
+ nir_shader *nir = shader->nir;
+
+ memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
+
+ ir3_nir_scan_driver_consts(nir, const_state);
+
+ const_state->num_uniforms = nir->num_uniforms;
+ const_state->num_ubos = nir->info.num_ubos;
+
+ debug_assert((shader->ubo_state.size % 16) == 0);
+ unsigned constoff = align(shader->ubo_state.size / 16, 4);
+ unsigned ptrsz = ir3_pointer_size(compiler);
+
+ if (const_state->num_ubos > 0) {
+ const_state->offsets.ubo = constoff;
+ constoff += align(nir->info.num_ubos * ptrsz, 4) / 4;
+ }
+
+ if (const_state->ssbo_size.count > 0) {
+ unsigned cnt = const_state->ssbo_size.count;
+ const_state->offsets.ssbo_sizes = constoff;
+ constoff += align(cnt, 4) / 4;
+ }
+
+ if (const_state->image_dims.count > 0) {
+ unsigned cnt = const_state->image_dims.count;
+ const_state->offsets.image_dims = constoff;
+ constoff += align(cnt, 4) / 4;
+ }
+
+ unsigned num_driver_params = 0;
+ if (shader->type == MESA_SHADER_VERTEX) {
+ num_driver_params = IR3_DP_VS_COUNT;
+ } else if (shader->type == MESA_SHADER_COMPUTE) {
+ num_driver_params = IR3_DP_CS_COUNT;
+ }
+
+ const_state->offsets.driver_param = constoff;
+ constoff += align(num_driver_params, 4) / 4;
+
+ if ((shader->type == MESA_SHADER_VERTEX) &&
+ (compiler->gpu_id < 500) &&
+ shader->stream_output.num_outputs > 0) {
+ const_state->offsets.tfbo = constoff;
+ constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
+ }
+
+ const_state->offsets.immediate = constoff;
+}
#include "ir3_shader.h"
-void ir3_nir_scan_driver_consts(nir_shader *shader, struct ir3_const_state *layout);
-
bool ir3_nir_apply_trig_workarounds(nir_shader *shader);
bool ir3_nir_lower_tg4_to_tex(nir_shader *shader);
bool ir3_nir_lower_io_offsets(nir_shader *shader);
nir_ssa_def *
ir3_nir_try_propagate_bit_shift(nir_builder *b, nir_ssa_def *offset, int32_t shift);
+void ir3_setup_const_state(struct ir3_shader_variant *v);
+
#endif /* IR3_NIR_H_ */