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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>
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1 changed files with 87 additions and 78 deletions
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@ -380,6 +380,86 @@ nir_find_inlinable_uniforms(nir_shader *shader)
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shader->info.num_inlinable_uniforms = num_offsets[0];
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}
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typedef struct {
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unsigned num_uniforms;
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const uint32_t *uniform_values;
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const uint16_t *uniform_dw_offsets;
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} nir_inline_uniforms_state;
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static bool
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nir_inline_uniforms_impl(nir_builder *b, nir_intrinsic_instr *intr, void *state)
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{
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const nir_inline_uniforms_state *s = state;
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/* Only replace UBO 0 with constant offsets. */
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if (intr->intrinsic == nir_intrinsic_load_ubo &&
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nir_src_is_const(intr->src[0]) &&
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nir_src_as_uint(intr->src[0]) == 0 &&
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nir_src_is_const(intr->src[1]) &&
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/* TODO: Can't handle other bit sizes for now. */
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intr->def.bit_size == 32) {
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int num_components = intr->def.num_components;
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uint32_t offset = nir_src_as_uint(intr->src[1]) / 4;
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if (num_components == 1) {
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/* Just replace the uniform load to constant load. */
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for (unsigned i = 0; i < s->num_uniforms; i++) {
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if (offset == s->uniform_dw_offsets[i]) {
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b->cursor = nir_before_instr(&intr->instr);
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nir_def *def = nir_imm_int(b, s->uniform_values[i]);
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nir_def_replace(&intr->def, def);
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return true;
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}
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}
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} else {
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/* Lower vector uniform load to scalar and replace each
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* found component load with constant load.
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*/
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uint32_t max_offset = offset + num_components;
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nir_def *components[NIR_MAX_VEC_COMPONENTS] = { 0 };
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bool found = false;
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b->cursor = nir_before_instr(&intr->instr);
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/* Find component to replace. */
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for (unsigned i = 0; i < s->num_uniforms; i++) {
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uint32_t uni_offset = s->uniform_dw_offsets[i];
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if (uni_offset >= offset && uni_offset < max_offset) {
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int index = uni_offset - offset;
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components[index] = nir_imm_int(b, s->uniform_values[i]);
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found = true;
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}
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}
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if (!found)
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return false;
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/* Create per-component uniform load. */
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for (unsigned i = 0; i < num_components; i++) {
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if (!components[i]) {
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uint32_t scalar_offset = (offset + i) * 4;
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components[i] = nir_load_ubo(b, 1, intr->def.bit_size,
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intr->src[0].ssa,
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nir_imm_int(b, scalar_offset));
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nir_intrinsic_instr *load =
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nir_instr_as_intrinsic(components[i]->parent_instr);
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nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX, scalar_offset);
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nir_intrinsic_set_range_base(load, scalar_offset);
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nir_intrinsic_set_range(load, 4);
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}
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}
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/* Replace the original uniform load. */
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nir_def_replace(&intr->def,
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nir_vec(b, components, num_components));
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return true;
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}
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}
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return false;
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}
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bool
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nir_inline_uniforms(nir_shader *shader, unsigned num_uniforms,
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const uint32_t *uniform_values,
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@ -388,83 +468,12 @@ nir_inline_uniforms(nir_shader *shader, unsigned num_uniforms,
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if (!num_uniforms)
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return false;
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nir_foreach_function_impl(impl, shader) {
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nir_builder b = nir_builder_create(impl);
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nir_foreach_block(block, impl) {
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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_inline_uniforms_state state = {
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.num_uniforms = num_uniforms,
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.uniform_values = uniform_values,
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.uniform_dw_offsets = uniform_dw_offsets,
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};
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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/* Only replace UBO 0 with constant offsets. */
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if (intr->intrinsic == nir_intrinsic_load_ubo &&
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nir_src_is_const(intr->src[0]) &&
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nir_src_as_uint(intr->src[0]) == 0 &&
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nir_src_is_const(intr->src[1]) &&
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/* TODO: Can't handle other bit sizes for now. */
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intr->def.bit_size == 32) {
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int num_components = intr->def.num_components;
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uint32_t offset = nir_src_as_uint(intr->src[1]) / 4;
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if (num_components == 1) {
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/* Just replace the uniform load to constant load. */
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for (unsigned i = 0; i < num_uniforms; i++) {
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if (offset == uniform_dw_offsets[i]) {
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b.cursor = nir_before_instr(&intr->instr);
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nir_def *def = nir_imm_int(&b, uniform_values[i]);
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nir_def_replace(&intr->def, def);
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break;
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}
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}
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} else {
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/* Lower vector uniform load to scalar and replace each
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* found component load with constant load.
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*/
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uint32_t max_offset = offset + num_components;
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nir_def *components[NIR_MAX_VEC_COMPONENTS] = { 0 };
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bool found = false;
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b.cursor = nir_before_instr(&intr->instr);
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/* Find component to replace. */
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for (unsigned i = 0; i < num_uniforms; i++) {
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uint32_t uni_offset = uniform_dw_offsets[i];
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if (uni_offset >= offset && uni_offset < max_offset) {
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int index = uni_offset - offset;
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components[index] = nir_imm_int(&b, uniform_values[i]);
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found = true;
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}
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}
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if (!found)
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continue;
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/* Create per-component uniform load. */
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for (unsigned i = 0; i < num_components; i++) {
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if (!components[i]) {
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uint32_t scalar_offset = (offset + i) * 4;
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components[i] = nir_load_ubo(&b, 1, intr->def.bit_size,
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intr->src[0].ssa,
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nir_imm_int(&b, scalar_offset));
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nir_intrinsic_instr *load =
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nir_instr_as_intrinsic(components[i]->parent_instr);
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nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX, scalar_offset);
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nir_intrinsic_set_range_base(load, scalar_offset);
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nir_intrinsic_set_range(load, 4);
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}
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}
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/* Replace the original uniform load. */
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nir_def_replace(&intr->def,
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nir_vec(&b, components, num_components));
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}
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}
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}
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nir_progress(true, impl, nir_metadata_control_flow);
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}
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}
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return true;
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return nir_shader_intrinsics_pass(shader, nir_inline_uniforms_impl,
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nir_metadata_control_flow, &state);
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}
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