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zink: use nir_shader_instructions_pass for draw params pass
Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9090>
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f95afdd606
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1 changed files with 10 additions and 36 deletions
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@ -219,8 +219,11 @@ lower_64bit_vertex_attribs(nir_shader *shader)
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}
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}
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static bool
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static bool
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lower_basevertex_instr(nir_intrinsic_instr *instr, nir_builder *b)
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lower_basevertex_instr(nir_builder *b, nir_instr *in, void *data)
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{
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{
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if (in->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *instr = nir_instr_as_intrinsic(in);
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if (instr->intrinsic != nir_intrinsic_load_base_vertex)
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if (instr->intrinsic != nir_intrinsic_load_base_vertex)
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return false;
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return false;
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@ -253,29 +256,18 @@ lower_basevertex(nir_shader *shader)
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if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_BASE_VERTEX))
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if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_BASE_VERTEX))
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return false;
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return false;
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nir_foreach_function(function, shader) {
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return nir_shader_instructions_pass(shader, lower_basevertex_instr, nir_metadata_dominance, NULL);
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if (function->impl) {
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nir_builder builder;
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nir_builder_init(&builder, function->impl);
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nir_foreach_block(block, function->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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progress |= lower_basevertex_instr(nir_instr_as_intrinsic(instr),
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&builder);
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}
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}
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nir_metadata_preserve(function->impl, nir_metadata_dominance);
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}
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}
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return progress;
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return progress;
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}
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}
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static bool
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static bool
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lower_drawid_instr(nir_intrinsic_instr *instr, nir_builder *b)
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lower_drawid_instr(nir_builder *b, nir_instr *in, void *data)
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{
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{
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if (in->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *instr = nir_instr_as_intrinsic(in);
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if (instr->intrinsic != nir_intrinsic_load_draw_id)
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if (instr->intrinsic != nir_intrinsic_load_draw_id)
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return false;
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return false;
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@ -295,31 +287,13 @@ lower_drawid_instr(nir_intrinsic_instr *instr, nir_builder *b)
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static bool
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static bool
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lower_drawid(nir_shader *shader)
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lower_drawid(nir_shader *shader)
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{
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{
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bool progress = false;
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if (shader->info.stage != MESA_SHADER_VERTEX)
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if (shader->info.stage != MESA_SHADER_VERTEX)
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return false;
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return false;
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if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
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if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_DRAW_ID))
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return false;
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return false;
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nir_foreach_function(function, shader) {
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return nir_shader_instructions_pass(shader, lower_drawid_instr, nir_metadata_dominance, NULL);
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if (function->impl) {
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nir_builder builder;
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nir_builder_init(&builder, function->impl);
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nir_foreach_block(block, function->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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progress |= lower_drawid_instr(nir_instr_as_intrinsic(instr),
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&builder);
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}
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}
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nir_metadata_preserve(function->impl, nir_metadata_dominance);
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}
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}
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return progress;
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}
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}
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void
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void
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