nir/nir_lower_uniforms_to_ubo: Use the nir_shader_instructions_pass() helper
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11683>
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@@ -38,43 +38,55 @@
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#include "nir.h"
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#include "nir_builder.h"
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struct nir_lower_uniforms_to_ubo_state {
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bool dword_packed;
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bool load_vec4;
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};
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static bool
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lower_instr(nir_intrinsic_instr *instr, nir_builder *b, bool dword_packed, bool load_vec4)
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nir_lower_uniforms_to_ubo_instr(nir_builder *b, nir_instr *instr, void *data)
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{
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b->cursor = nir_before_instr(&instr->instr);
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struct nir_lower_uniforms_to_ubo_state *state = data;
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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b->cursor = nir_before_instr(&intr->instr);
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/* Increase all UBO binding points by 1. */
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if (instr->intrinsic == nir_intrinsic_load_ubo &&
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if (intr->intrinsic == nir_intrinsic_load_ubo &&
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!b->shader->info.first_ubo_is_default_ubo) {
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nir_ssa_def *old_idx = nir_ssa_for_src(b, instr->src[0], 1);
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nir_ssa_def *old_idx = nir_ssa_for_src(b, intr->src[0], 1);
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nir_ssa_def *new_idx = nir_iadd(b, old_idx, nir_imm_int(b, 1));
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nir_instr_rewrite_src(&instr->instr, &instr->src[0],
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nir_instr_rewrite_src(&intr->instr, &intr->src[0],
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nir_src_for_ssa(new_idx));
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return true;
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}
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if (instr->intrinsic == nir_intrinsic_load_uniform) {
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if (intr->intrinsic == nir_intrinsic_load_uniform) {
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nir_ssa_def *ubo_idx = nir_imm_int(b, 0);
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nir_ssa_def *uniform_offset = nir_ssa_for_src(b, instr->src[0], 1);
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nir_ssa_def *uniform_offset = nir_ssa_for_src(b, intr->src[0], 1);
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assert(instr->dest.ssa.bit_size >= 8);
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assert(intr->dest.ssa.bit_size >= 8);
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nir_ssa_def *load_result;
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if (load_vec4) {
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if (state->load_vec4) {
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/* No asking us to generate load_vec4 when you've packed your uniforms
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* as dwords instead of vec4s.
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*/
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assert(!dword_packed);
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load_result = nir_load_ubo_vec4(b, instr->num_components, instr->dest.ssa.bit_size,
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ubo_idx, uniform_offset, .base=nir_intrinsic_base(instr));
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assert(!state->dword_packed);
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load_result = nir_load_ubo_vec4(b, intr->num_components, intr->dest.ssa.bit_size,
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ubo_idx, uniform_offset, .base=nir_intrinsic_base(intr));
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} else {
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/* For PIPE_CAP_PACKED_UNIFORMS, the uniforms are packed with the
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* base/offset in dword units instead of vec4 units.
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*/
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int multiplier = dword_packed ? 4 : 16;
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load_result = nir_load_ubo(b, instr->num_components, instr->dest.ssa.bit_size,
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int multiplier = state->dword_packed ? 4 : 16;
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load_result = nir_load_ubo(b, intr->num_components, intr->dest.ssa.bit_size,
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ubo_idx,
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nir_iadd_imm(b, nir_imul_imm(b, uniform_offset, multiplier),
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nir_intrinsic_base(instr) * multiplier));
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nir_intrinsic_base(intr) * multiplier));
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nir_intrinsic_instr *load = nir_instr_as_intrinsic(load_result->parent_instr);
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/* If it's const, set the alignment to our known constant offset. If
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@@ -85,22 +97,22 @@ lower_instr(nir_intrinsic_instr *instr, nir_builder *b, bool dword_packed, bool
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* knowing what features are enabled in the APIs (see comment in
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* nir_lower_ubo_vec4.c)
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*/
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if (nir_src_is_const(instr->src[0])) {
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if (nir_src_is_const(intr->src[0])) {
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nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX,
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(nir_src_as_uint(instr->src[0]) +
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nir_intrinsic_base(instr) * multiplier) %
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(nir_src_as_uint(intr->src[0]) +
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nir_intrinsic_base(intr) * multiplier) %
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NIR_ALIGN_MUL_MAX);
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} else {
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nir_intrinsic_set_align(load, MAX2(multiplier,
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instr->dest.ssa.bit_size / 8), 0);
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intr->dest.ssa.bit_size / 8), 0);
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}
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nir_intrinsic_set_range_base(load, nir_intrinsic_base(instr) * multiplier);
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nir_intrinsic_set_range(load, nir_intrinsic_range(instr) * multiplier);
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nir_intrinsic_set_range_base(load, nir_intrinsic_base(intr) * multiplier);
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nir_intrinsic_set_range(load, nir_intrinsic_range(intr) * multiplier);
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}
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nir_ssa_def_rewrite_uses(&instr->dest.ssa, load_result);
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nir_ssa_def_rewrite_uses(&intr->dest.ssa, load_result);
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nir_instr_remove(&instr->instr);
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nir_instr_remove(&intr->instr);
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return true;
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}
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@@ -112,23 +124,16 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, bool dword_packed, bool load_vec4)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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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_instr(nir_instr_as_intrinsic(instr),
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&builder,
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dword_packed, load_vec4);
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}
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}
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struct nir_lower_uniforms_to_ubo_state state = {
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.dword_packed = dword_packed,
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.load_vec4 = load_vec4,
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};
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nir_metadata_preserve(function->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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progress = nir_shader_instructions_pass(shader,
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nir_lower_uniforms_to_ubo_instr,
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nir_metadata_block_index |
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nir_metadata_dominance,
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&state);
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if (progress) {
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if (!shader->info.first_ubo_is_default_ubo) {
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