if (intrin->intrinsic != nir_intrinsic_load_push_constant)
continue;
+ /* This wont work for vec4 stages. */
+ assert(state->is_scalar);
+
assert(intrin->const_index[0] % 4 == 0);
- unsigned dword_offset = intrin->const_index[0] / 4;
+ assert(intrin->const_index[1] == 128);
/* We just turn them into uniform loads with the appropreate offset */
intrin->intrinsic = nir_intrinsic_load_uniform;
- intrin->const_index[0] = 0;
- if (state->is_scalar) {
- intrin->const_index[1] = dword_offset;
- } else {
- unsigned shift = dword_offset % 4;
- /* Can't cross the vec4 boundary */
- assert(shift + intrin->num_components <= 4);
-
- /* vec4 shifts are in units of vec4's */
- intrin->const_index[1] = dword_offset / 4;
-
- if (shift) {
- /* If there's a non-zero shift then we need to load a whole vec4
- * and use a move to swizzle it into place.
- */
- assert(intrin->dest.is_ssa);
- nir_alu_instr *mov = nir_alu_instr_create(state->shader,
- nir_op_imov);
- mov->src[0].src = nir_src_for_ssa(&intrin->dest.ssa);
- for (unsigned i = 0; i < intrin->num_components; i++)
- mov->src[0].swizzle[i] = i + shift;
- mov->dest.write_mask = (1 << intrin->num_components) - 1;
- nir_ssa_dest_init(&mov->instr, &mov->dest.dest,
- intrin->num_components, NULL);
-
- nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
- nir_src_for_ssa(&mov->dest.dest.ssa));
- nir_instr_insert_after(&intrin->instr, &mov->instr);
-
- /* Stomp the number of components to 4 */
- intrin->num_components = 4;
- intrin->dest.ssa.num_components = 4;
- }
- }
}
return true;
.is_scalar = is_scalar,
};
- nir_foreach_overload(shader, overload) {
- if (overload->impl)
- nir_foreach_block(overload->impl, lower_push_constants_block, &state);
+ nir_foreach_function(shader, function) {
+ if (function->impl)
+ nir_foreach_block(function->impl, lower_push_constants_block, &state);
}
assert(shader->num_uniforms % 4 == 0);