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authorKenneth Graunke <[email protected]>2019-01-02 23:34:19 -0800
committerKenneth Graunke <[email protected]>2019-01-07 14:25:04 -0800
commitf003859f97cab3dfe63985b21d95787b8403de49 (patch)
treea8e822b1b569c0c63a08dffed0ed3470a79229d3 /src/compiler
parentc69f9297cfb6a1f29579fefd3b969d7ad78ec869 (diff)
nir: Make gl_nir_lower_samplers use gl_nir_lower_samplers_as_deref
These days, we have two sampler lowering passes. The newer one, gl_nir_lower_samplers_as_deref, is used by radeonsi. It rewrites variables to drop structures out of sampler deref chains, to make life simpler. It then sets var->data.binding for non-bindless sampler and image variables based on the GL uniform storage's opaque index values. The older one converts sampler deref chains (nir_tex_src_texture_deref) to a numerical offset (nir_tex_src_texture_offset). It also stores the constant-valued portion of that number in tex->texture_index, making life really simple for drivers that don't support indirects. It too pokes at GL uniform storage's opaque index values. Logically, we can do the first pass (simplify derefs, set bindings) then the second (turn derefs to offsets, set texture_index). This patch does exactly that, eliminating some redundancy (only one pass has to poke at GL uniform storage), and gaining proper var->data.binding values for drivers using the full lowering. Reviewed-by: Ian Romanick <[email protected]> Acked-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/gl_nir_lower_samplers.c75
1 files changed, 28 insertions, 47 deletions
diff --git a/src/compiler/glsl/gl_nir_lower_samplers.c b/src/compiler/glsl/gl_nir_lower_samplers.c
index 1ee075cfd14..85535c074dc 100644
--- a/src/compiler/glsl/gl_nir_lower_samplers.c
+++ b/src/compiler/glsl/gl_nir_lower_samplers.c
@@ -33,15 +33,13 @@
static void
lower_tex_src_to_offset(nir_builder *b,
- nir_tex_instr *instr, unsigned src_idx,
- const struct gl_shader_program *shader_program)
+ nir_tex_instr *instr, unsigned src_idx)
{
nir_ssa_def *index = NULL;
unsigned base_index = 0;
unsigned array_elements = 1;
nir_tex_src *src = &instr->src[src_idx];
bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
- unsigned location = 0;
/* We compute first the offsets */
nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
@@ -50,35 +48,24 @@ lower_tex_src_to_offset(nir_builder *b,
nir_deref_instr *parent =
nir_instr_as_deref(deref->parent.ssa->parent_instr);
- switch (deref->deref_type) {
- case nir_deref_type_struct:
- location += glsl_get_record_location_offset(parent->type,
- deref->strct.index);
- break;
-
- case nir_deref_type_array: {
- if (nir_src_is_const(deref->arr.index) && index == NULL) {
- /* We're still building a direct index */
- base_index += nir_src_as_uint(deref->arr.index) * array_elements;
- } else {
- if (index == NULL) {
- /* We used to be direct but not anymore */
- index = nir_imm_int(b, base_index);
- base_index = 0;
- }
-
- index = nir_iadd(b, index,
- nir_imul(b, nir_imm_int(b, array_elements),
- nir_ssa_for_src(b, deref->arr.index, 1)));
+ assert(deref->deref_type == nir_deref_type_array);
+
+ if (nir_src_is_const(deref->arr.index) && index == NULL) {
+ /* We're still building a direct index */
+ base_index += nir_src_as_uint(deref->arr.index) * array_elements;
+ } else {
+ if (index == NULL) {
+ /* We used to be direct but not anymore */
+ index = nir_imm_int(b, base_index);
+ base_index = 0;
}
- array_elements *= glsl_get_length(parent->type);
- break;
+ index = nir_iadd(b, index,
+ nir_imul(b, nir_imm_int(b, array_elements),
+ nir_ssa_for_src(b, deref->arr.index, 1)));
}
- default:
- unreachable("Invalid sampler deref type");
- }
+ array_elements *= glsl_get_length(parent->type);
deref = parent;
}
@@ -89,14 +76,7 @@ lower_tex_src_to_offset(nir_builder *b,
/* We hit the deref_var. This is the end of the line */
assert(deref->deref_type == nir_deref_type_var);
- location += deref->var->data.location;
-
- gl_shader_stage stage = b->shader->info.stage;
- assert(location < shader_program->data->NumUniformStorage &&
- shader_program->data->UniformStorage[location].opaque[stage].active);
-
- base_index +=
- shader_program->data->UniformStorage[location].opaque[stage].index;
+ base_index += deref->var->data.binding;
/* We have the offsets, we apply them, rewriting the source or removing
* instr if needed
@@ -123,8 +103,7 @@ lower_tex_src_to_offset(nir_builder *b,
}
static bool
-lower_sampler(nir_builder *b, nir_tex_instr *instr,
- const struct gl_shader_program *shader_program)
+lower_sampler(nir_builder *b, nir_tex_instr *instr)
{
int texture_idx =
nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
@@ -132,16 +111,14 @@ lower_sampler(nir_builder *b, nir_tex_instr *instr,
if (texture_idx >= 0) {
b->cursor = nir_before_instr(&instr->instr);
- lower_tex_src_to_offset(b, instr, texture_idx,
- shader_program);
+ lower_tex_src_to_offset(b, instr, texture_idx);
}
int sampler_idx =
nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
if (sampler_idx >= 0) {
- lower_tex_src_to_offset(b, instr, sampler_idx,
- shader_program);
+ lower_tex_src_to_offset(b, instr, sampler_idx);
}
if (texture_idx < 0 && sampler_idx < 0)
@@ -151,8 +128,7 @@ lower_sampler(nir_builder *b, nir_tex_instr *instr,
}
static bool
-lower_impl(nir_function_impl *impl,
- const struct gl_shader_program *shader_program)
+lower_impl(nir_function_impl *impl)
{
nir_builder b;
nir_builder_init(&b, impl);
@@ -161,8 +137,7 @@ lower_impl(nir_function_impl *impl,
nir_foreach_block(block, impl) {
nir_foreach_instr(instr, block) {
if (instr->type == nir_instr_type_tex)
- progress |= lower_sampler(&b, nir_instr_as_tex(instr),
- shader_program);
+ progress |= lower_sampler(&b, nir_instr_as_tex(instr));
}
}
@@ -175,9 +150,15 @@ gl_nir_lower_samplers(nir_shader *shader,
{
bool progress = false;
+ /* First, use gl_nir_lower_samplers_as_derefs to set var->data.binding
+ * based on the uniforms, and split structures to simplify derefs.
+ */
+ gl_nir_lower_samplers_as_deref(shader, shader_program);
+
+ /* Next, lower derefs to offsets. */
nir_foreach_function(function, shader) {
if (function->impl)
- progress |= lower_impl(function->impl, shader_program);
+ progress |= lower_impl(function->impl);
}
return progress;