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mesa/st: add nir pass for lowering builtin uniforms
Signed-off-by: Rob Clark <robclark@freedesktop.org> Reviewed-by: Eric Anholt <eric@anholt.net>
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3 changed files with 278 additions and 0 deletions
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@ -497,6 +497,8 @@ STATETRACKER_FILES = \
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state_tracker/st_manager.h \
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state_tracker/st_mesa_to_tgsi.c \
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state_tracker/st_mesa_to_tgsi.h \
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state_tracker/st_nir.h \
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state_tracker/st_nir_lower_builtin.c \
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state_tracker/st_program.c \
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state_tracker/st_program.h \
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state_tracker/st_texture.c \
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31
src/mesa/state_tracker/st_nir.h
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31
src/mesa/state_tracker/st_nir.h
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@ -0,0 +1,31 @@
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/*
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* Copyright © 2016 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef ST_NIR_H
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#define ST_NIR_H
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typedef struct nir_shader nir_shader;
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void st_nir_lower_builtin(nir_shader *shader);
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#endif /* ST_NIR_H */
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245
src/mesa/state_tracker/st_nir_lower_builtin.c
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245
src/mesa/state_tracker/st_nir_lower_builtin.c
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@ -0,0 +1,245 @@
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/*
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* Copyright © 2016 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* Lowering pass that lowers accesses to built-in uniform variables.
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* Built-in uniforms are not necessarily packed the same way that
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* normal uniform structs are, for example:
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*
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* struct gl_FogParameters {
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* vec4 color;
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* float density;
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* float start;
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* float end;
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* float scale;
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* };
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*
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* is packed into vec4[2], whereas the same struct would be packed
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* (by gallium), as vec4[5] if it where not built-in. Because of
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* this, we need to replace (for example) access like:
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*
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* vec1 ssa_1 = intrinsic load_var () (gl_Fog.start) ()
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*
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* with:
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*
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* vec4 ssa_2 = intrinsic load_var () (fog.params) ()
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* vec1 ssa_1 = ssa_2.y
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*
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* with appropriate substitutions in the uniform variables list:
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*
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* decl_var uniform INTERP_QUALIFIER_NONE gl_FogParameters gl_Fog (0, 0)
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*
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* would become:
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*
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* decl_var uniform INTERP_QUALIFIER_NONE vec4 state.fog.color (0, 0)
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* decl_var uniform INTERP_QUALIFIER_NONE vec4 state.fog.params (0, 1)
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*
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* See in particular 'struct gl_builtin_uniform_element'.
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*/
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#include "compiler/nir/nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "st_nir.h"
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#include "compiler/glsl/ir.h"
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#include "uniforms.h"
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#include "program/prog_instruction.h"
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typedef struct {
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nir_shader *shader;
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nir_builder builder;
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void *mem_ctx;
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} lower_builtin_state;
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static const struct gl_builtin_uniform_element *
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get_element(const struct gl_builtin_uniform_desc *desc, nir_deref_var *deref)
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{
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nir_deref *tail = &deref->deref;
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if ((desc->num_elements == 1) && (desc->elements[0].field == NULL))
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return NULL;
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/* we handle arrays in get_variable(): */
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if (tail->child->deref_type == nir_deref_type_array)
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tail = tail->child;
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/* don't need to deal w/ non-struct or array of non-struct: */
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if (!tail->child)
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return NULL;
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if (tail->child->deref_type != nir_deref_type_struct)
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return NULL;
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nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child);
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assert(deref_struct->index < desc->num_elements);
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return &desc->elements[deref_struct->index];
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}
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static nir_variable *
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get_variable(lower_builtin_state *state, nir_deref_var *deref,
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const struct gl_builtin_uniform_element *element)
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{
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nir_shader *shader = state->shader;
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int tokens[STATE_LENGTH];
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memcpy(tokens, element->tokens, sizeof(tokens));
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if (deref->deref.child->deref_type == nir_deref_type_array) {
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nir_deref_array *darr = nir_deref_as_array(deref->deref.child);
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assert(darr->deref_array_type == nir_deref_array_type_direct);
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/* we need to fixup the array index slot: */
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switch (tokens[0]) {
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case STATE_MODELVIEW_MATRIX:
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case STATE_PROJECTION_MATRIX:
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case STATE_MVP_MATRIX:
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case STATE_TEXTURE_MATRIX:
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case STATE_PROGRAM_MATRIX:
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case STATE_LIGHT:
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case STATE_LIGHTPROD:
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case STATE_TEXGEN:
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case STATE_TEXENV_COLOR:
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case STATE_CLIPPLANE:
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tokens[1] = darr->base_offset;
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break;
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}
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}
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char *name = _mesa_program_state_string((gl_state_index *)tokens);
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nir_foreach_variable(var, &shader->uniforms)
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if (strcmp(var->name, name) == 0)
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return var;
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/* variable doesn't exist yet, so create it: */
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nir_variable *var =
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nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name);
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var->num_state_slots = 1;
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var->state_slots = ralloc_array(var, nir_state_slot, 1);
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memcpy(var->state_slots[0].tokens, tokens,
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sizeof(var->state_slots[0].tokens));
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free(name);
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return var;
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}
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static bool
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lower_builtin_block(lower_builtin_state *state, nir_block *block)
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{
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nir_builder *b = &state->builder;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_var)
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continue;
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nir_variable *var = intrin->variables[0]->var;
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if (var->data.mode != nir_var_uniform)
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continue;
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/* built-in's will always start with "gl_" */
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if (strncmp(var->name, "gl_", 3) != 0)
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continue;
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const struct gl_builtin_uniform_desc *desc =
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_mesa_glsl_get_builtin_uniform_desc(var->name);
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/* if no descriptor, it isn't something we need to handle specially: */
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if (!desc)
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continue;
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const struct gl_builtin_uniform_element *element =
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get_element(desc, intrin->variables[0]);
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/* matrix elements (array_deref) do not need special handling: */
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if (!element)
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continue;
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/* remove existing var from uniform list: */
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exec_node_remove(&var->node);
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/* the _self_link() ensures we can remove multiple times, rather than
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* trying to keep track of what we have already removed:
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*/
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exec_node_self_link(&var->node);
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nir_variable *new_var =
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get_variable(state, intrin->variables[0], element);
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b->cursor = nir_before_instr(instr);
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nir_ssa_def *def = nir_load_var(b, new_var);
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/* swizzle the result: */
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unsigned swiz[4];
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for (unsigned i = 0; i < 4; i++) {
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swiz[i] = GET_SWZ(element->swizzle, i);
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assert(swiz[i] <= SWIZZLE_W);
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}
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def = nir_swizzle(b, def, swiz, intrin->num_components, true);
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/* and rewrite uses of original instruction: */
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assert(intrin->dest.is_ssa);
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nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(def));
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/* at this point intrin should be unused. We need to remove it
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* (rather than waiting for DCE pass) to avoid dangling reference
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* to remove'd var. And we have to remove the original uniform
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* var since we don't want it to get uniform space allocated.
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*/
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exec_node_remove(&intrin->instr.node);
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}
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return true;
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}
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static void
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lower_builtin_impl(lower_builtin_state *state, nir_function_impl *impl)
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{
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nir_builder_init(&state->builder, impl);
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state->mem_ctx = ralloc_parent(impl);
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nir_foreach_block(block, impl) {
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lower_builtin_block(state, block);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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void
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st_nir_lower_builtin(nir_shader *shader)
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{
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lower_builtin_state state;
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state.shader = shader;
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nir_foreach_function(function, shader) {
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if (function->impl)
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lower_builtin_impl(&state, function->impl);
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}
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}
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