blob: 8e89268ca41bd201bb2889084bce498b425140f8 [file] [log] [blame]
/*
* Copyright © 2016 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir_builder.h"
#include "program/prog_instruction.h"
static nir_variable *
make_uniform(nir_shader *nir, const gl_state_index16 *tokens)
{
/* Note: name must be prefixed with "gl_" to trigger slot based
* special handling in uniform setup.
*/
nir_variable *var =
nir_variable_create(nir, nir_var_uniform, glsl_int_type(),
"gl_PatchVerticesIn");
var->num_state_slots = 1;
var->state_slots = ralloc_array(var, nir_state_slot, var->num_state_slots);
memcpy(var->state_slots[0].tokens, tokens, sizeof(*tokens) * STATE_LENGTH);
var->state_slots[0].swizzle = SWIZZLE_XXXX;
return var;
}
/**
* This pass lowers the load_patch_vertices_in intrinsic.
*
* - If we statically know the value, we lower it to a constant.
* (If a TES is linked against a TCS, the TCS tells us the TES input count.)
*
* - If not, and we're given Mesa state slots, we lower it to a uniform.
*
* - Otherwise, we leave it as a system value.
*
* This pass must be run after nir_lower_system_values().
*/
bool
nir_lower_patch_vertices(nir_shader *nir,
unsigned static_count,
const gl_state_index16 *uniform_state_tokens)
{
bool progress = false;
nir_variable *var = NULL;
/* If there's no static count and we don't want uniforms, there's no
* lowering to do...just bail early.
*/
if (static_count == 0 && !uniform_state_tokens)
return false;
nir_foreach_function(function, nir) {
if (function->impl) {
nir_foreach_block(block, function->impl) {
nir_builder b;
nir_builder_init(&b, function->impl);
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic) {
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_load_patch_vertices_in)
continue;
b.cursor = nir_before_instr(&intr->instr);
nir_ssa_def *val = NULL;
if (static_count) {
val = nir_imm_int(&b, static_count);
} else {
if (!var)
var = make_uniform(nir, uniform_state_tokens);
val = nir_load_var(&b, var);
}
progress = true;
nir_ssa_def_rewrite_uses(&intr->dest.ssa,
nir_src_for_ssa(val));
nir_instr_remove(instr);
}
}
}
if (progress) {
nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}
}
return progress;
}