return progress;
}
+void
+vec4_visitor::split_uniform_registers()
+{
+ /* Prior to this, uniforms have been in an array sized according to
+ * the number of vector uniforms present, sparsely filled (so an
+ * aggregate results in reg indices being skipped over). Now we're
+ * going to cut those aggregates up so each .reg index is one
+ * vector. The goal is to make elimination of unused uniform
+ * components easier later.
+ */
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *)node;
+
+ for (int i = 0 ; i < 3; i++) {
+ if (inst->src[i].file != UNIFORM)
+ continue;
+
+ assert(!inst->src[i].reladdr);
+
+ inst->src[i].reg += inst->src[i].reg_offset;
+ inst->src[i].reg_offset = 0;
+ }
+ }
+
+ /* Update that everything is now vector-sized. */
+ for (int i = 0; i < this->uniforms; i++) {
+ this->uniform_size[i] = 1;
+ }
+}
+
} /* namespace brw */
void reg_allocate();
void move_grf_array_access_to_scratch();
void move_uniform_array_access_to_pull_constants();
+ void split_uniform_registers();
void calculate_live_intervals();
bool dead_code_eliminate();
bool virtual_grf_interferes(int a, int b);
inst->src[i].reladdr = NULL;
}
}
+
+ /* Now there are no accesses of the UNIFORM file with a reladdr, so
+ * no need to track them as larger-than-vec4 objects. This will be
+ * relied on in cutting out unused uniform vectors from push
+ * constants.
+ */
+ split_uniform_registers();
}
vec4_visitor::vec4_visitor(struct brw_vs_compile *c,