nir/inline_uniforms: Convert to use nir_shader_intrinsics_pass(..)

Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35463>
This commit is contained in:
Christian Gmeiner 2025-04-16 17:39:37 +02:00
parent fa2e7c3dfd
commit b30b87c096

View file

@ -380,6 +380,86 @@ nir_find_inlinable_uniforms(nir_shader *shader)
shader->info.num_inlinable_uniforms = num_offsets[0];
}
typedef struct {
unsigned num_uniforms;
const uint32_t *uniform_values;
const uint16_t *uniform_dw_offsets;
} nir_inline_uniforms_state;
static bool
nir_inline_uniforms_impl(nir_builder *b, nir_intrinsic_instr *intr, void *state)
{
const nir_inline_uniforms_state *s = state;
/* Only replace UBO 0 with constant offsets. */
if (intr->intrinsic == nir_intrinsic_load_ubo &&
nir_src_is_const(intr->src[0]) &&
nir_src_as_uint(intr->src[0]) == 0 &&
nir_src_is_const(intr->src[1]) &&
/* TODO: Can't handle other bit sizes for now. */
intr->def.bit_size == 32) {
int num_components = intr->def.num_components;
uint32_t offset = nir_src_as_uint(intr->src[1]) / 4;
if (num_components == 1) {
/* Just replace the uniform load to constant load. */
for (unsigned i = 0; i < s->num_uniforms; i++) {
if (offset == s->uniform_dw_offsets[i]) {
b->cursor = nir_before_instr(&intr->instr);
nir_def *def = nir_imm_int(b, s->uniform_values[i]);
nir_def_replace(&intr->def, def);
return true;
}
}
} else {
/* Lower vector uniform load to scalar and replace each
* found component load with constant load.
*/
uint32_t max_offset = offset + num_components;
nir_def *components[NIR_MAX_VEC_COMPONENTS] = { 0 };
bool found = false;
b->cursor = nir_before_instr(&intr->instr);
/* Find component to replace. */
for (unsigned i = 0; i < s->num_uniforms; i++) {
uint32_t uni_offset = s->uniform_dw_offsets[i];
if (uni_offset >= offset && uni_offset < max_offset) {
int index = uni_offset - offset;
components[index] = nir_imm_int(b, s->uniform_values[i]);
found = true;
}
}
if (!found)
return false;
/* Create per-component uniform load. */
for (unsigned i = 0; i < num_components; i++) {
if (!components[i]) {
uint32_t scalar_offset = (offset + i) * 4;
components[i] = nir_load_ubo(b, 1, intr->def.bit_size,
intr->src[0].ssa,
nir_imm_int(b, scalar_offset));
nir_intrinsic_instr *load =
nir_instr_as_intrinsic(components[i]->parent_instr);
nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX, scalar_offset);
nir_intrinsic_set_range_base(load, scalar_offset);
nir_intrinsic_set_range(load, 4);
}
}
/* Replace the original uniform load. */
nir_def_replace(&intr->def,
nir_vec(b, components, num_components));
return true;
}
}
return false;
}
bool
nir_inline_uniforms(nir_shader *shader, unsigned num_uniforms,
const uint32_t *uniform_values,
@ -388,83 +468,12 @@ nir_inline_uniforms(nir_shader *shader, unsigned num_uniforms,
if (!num_uniforms)
return false;
nir_foreach_function_impl(impl, shader) {
nir_builder b = nir_builder_create(impl);
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_inline_uniforms_state state = {
.num_uniforms = num_uniforms,
.uniform_values = uniform_values,
.uniform_dw_offsets = uniform_dw_offsets,
};
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
/* Only replace UBO 0 with constant offsets. */
if (intr->intrinsic == nir_intrinsic_load_ubo &&
nir_src_is_const(intr->src[0]) &&
nir_src_as_uint(intr->src[0]) == 0 &&
nir_src_is_const(intr->src[1]) &&
/* TODO: Can't handle other bit sizes for now. */
intr->def.bit_size == 32) {
int num_components = intr->def.num_components;
uint32_t offset = nir_src_as_uint(intr->src[1]) / 4;
if (num_components == 1) {
/* Just replace the uniform load to constant load. */
for (unsigned i = 0; i < num_uniforms; i++) {
if (offset == uniform_dw_offsets[i]) {
b.cursor = nir_before_instr(&intr->instr);
nir_def *def = nir_imm_int(&b, uniform_values[i]);
nir_def_replace(&intr->def, def);
break;
}
}
} else {
/* Lower vector uniform load to scalar and replace each
* found component load with constant load.
*/
uint32_t max_offset = offset + num_components;
nir_def *components[NIR_MAX_VEC_COMPONENTS] = { 0 };
bool found = false;
b.cursor = nir_before_instr(&intr->instr);
/* Find component to replace. */
for (unsigned i = 0; i < num_uniforms; i++) {
uint32_t uni_offset = uniform_dw_offsets[i];
if (uni_offset >= offset && uni_offset < max_offset) {
int index = uni_offset - offset;
components[index] = nir_imm_int(&b, uniform_values[i]);
found = true;
}
}
if (!found)
continue;
/* Create per-component uniform load. */
for (unsigned i = 0; i < num_components; i++) {
if (!components[i]) {
uint32_t scalar_offset = (offset + i) * 4;
components[i] = nir_load_ubo(&b, 1, intr->def.bit_size,
intr->src[0].ssa,
nir_imm_int(&b, scalar_offset));
nir_intrinsic_instr *load =
nir_instr_as_intrinsic(components[i]->parent_instr);
nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX, scalar_offset);
nir_intrinsic_set_range_base(load, scalar_offset);
nir_intrinsic_set_range(load, 4);
}
}
/* Replace the original uniform load. */
nir_def_replace(&intr->def,
nir_vec(&b, components, num_components));
}
}
}
nir_progress(true, impl, nir_metadata_control_flow);
}
}
return true;
return nir_shader_intrinsics_pass(shader, nir_inline_uniforms_impl,
nir_metadata_control_flow, &state);
}