void nir_lower_io_to_scalar(nir_shader *shader, nir_variable_mode mask);
void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode mask);
-bool nir_lower_uniforms_to_ubo(nir_shader *shader);
+bool nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier);
typedef struct nir_lower_subgroups_options {
uint8_t subgroup_size;
*/
/*
- * Remap load_uniform intrinsics to UBO accesses of UBO binding point 0. Both
- * the base and the offset are interpreted as 16-byte units.
- *
+ * Remap load_uniform intrinsics to UBO accesses of UBO binding point 0.
* Simultaneously, remap existing UBO accesses by increasing their binding
* point by 1.
+ *
+ * Both the base and the offset are interpreted as 16-byte units.
+ *
+ * Note that locations can be set in different units, and the multiplier
+ * argument caters to supporting these different units.
+ * For example:
+ * - st_glsl_to_nir uses dwords (4 bytes) so the multiplier should be 4
+ * - tgsi_to_nir uses bytes, so the multiplier should be 16
*/
#include "nir.h"
#include "nir_builder.h"
static bool
-lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
+lower_instr(nir_intrinsic_instr *instr, nir_builder *b, int multiplier)
{
b->cursor = nir_before_instr(&instr->instr);
if (instr->intrinsic == nir_intrinsic_load_uniform) {
nir_ssa_def *ubo_idx = nir_imm_int(b, 0);
nir_ssa_def *ubo_offset =
- nir_iadd(b, nir_imm_int(b, 4 * nir_intrinsic_base(instr)),
- nir_imul(b, nir_imm_int(b, 4),
+ nir_iadd(b, nir_imm_int(b, multiplier * nir_intrinsic_base(instr)),
+ nir_imul(b, nir_imm_int(b, multiplier),
nir_ssa_for_src(b, instr->src[0], 1)));
nir_intrinsic_instr *load =
}
bool
-nir_lower_uniforms_to_ubo(nir_shader *shader)
+nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
{
bool progress = false;
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
progress |= lower_instr(nir_instr_as_intrinsic(instr),
- &builder);
+ &builder,
+ multiplier);
}
}
if (st->ctx->Const.PackedDriverUniformStorage) {
NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
(nir_lower_io_options)0);
- NIR_PASS_V(nir, nir_lower_uniforms_to_ubo);
+ NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
}
st_nir_lower_samplers(screen, nir, shader_program, prog);
if (st->ctx->Const.PackedDriverUniformStorage) {
NIR_PASS_V(nir, nir_lower_io, nir_var_uniform, st_glsl_type_dword_size,
(nir_lower_io_options)0);
- NIR_PASS_V(nir, nir_lower_uniforms_to_ubo);
+ NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 4);
}
struct pipe_shader_state state = {