On Thu, 2015-07-02 at 09:33 +0200, Iago Toral wrote: > On Tue, 2015-06-30 at 11:53 -0700, Jason Ekstrand wrote: > > On Fri, Jun 26, 2015 at 1:06 AM, Eduardo Lima Mitev <el...@igalia.com> > > wrote: > > > From: Iago Toral Quiroga <ito...@igalia.com> > > > > > > For the indirect case we need to take the index delivered by > > > NIR and compute the parent uniform that we are accessing (the one > > > that we uploaded to a surface) and the constant offset into that > > > surface. > > > > > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89580 > > > --- > > > src/mesa/drivers/dri/i965/brw_vec4_nir.cpp | 27 > > > +++++++++++++++++++++++++-- > > > 1 file changed, 25 insertions(+), 2 deletions(-) > > > > > > diff --git a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp > > > b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp > > > index 3fa8ca8..9a0ae25 100644 > > > --- a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp > > > +++ b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp > > > @@ -569,10 +569,33 @@ > > > vec4_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr) > > > } > > > > > > case nir_intrinsic_load_uniform_indirect: > > > + has_indirect = true; > > > /* fallthrough */ > > > - case nir_intrinsic_load_uniform: > > > - /* @TODO: Not yet implemented */ > > > + case nir_intrinsic_load_uniform: { > > > + int index = instr->const_index[0]; > > > + int uniform = nir_uniform_offset[index]; > > > > Again, I don't know that this indirection is really needed. We should > > make nir_lower_io just do the right thing for you here. > > Ok, I'll see what kind of changes we need to achieve that. >
Initially, this was a consequence of the fact that we had not patched nir_lower_io to operate in units of vec4 for non-scalar shaders, so we needed a way to compute the vec4 offset from the scalar offset. With my patch to nir_lower_io that is not needed any more except for the fact that brw_nir.c calls nir_assign_var_locations_direct_first instead of nir_assign_var_locations for uniforms, which breaks the assumption that uniforms get locations in the same order as we find them in the shader. Because of that we still need a way to map what nir_lower_io delivers to a uniform number. Obviously, that function is very much tied to how the FS works (which splits uniforms in direct only and indirect) so I suppose it makes sense to call one or the other depending on whether this is a scalar shader or not. In summary: calling nir_assign_var_locations for uniforms in vec4 shaders instead of nir_assign_var_locations_direct_first allows us to get rid of that nir_uniform_offset array mapping. Does this change look good to you? Iago > > > > + dest = get_nir_dest(instr->dest); > > > + > > > + if (has_indirect) { > > > + /* Split addressing into uniform and offset */ > > > + int offset = index - nir_uniform_driver_location[uniform]; > > > + assert(offset >= 0); > > > + > > > + uniform -= offset; > > > + assert(uniform >= 0); > > > + > > > + src = src_reg(dst_reg(UNIFORM, uniform)); > > > + src.reg_offset = offset; > > > + src_reg tmp = get_nir_src(instr->src[0], BRW_REGISTER_TYPE_D); > > > + src.reladdr = new(mem_ctx) src_reg(tmp); > > > + } else { > > > + src = src_reg(dst_reg(UNIFORM, uniform)); > > > + } > > > + > > > + emit(MOV(dest, src)); > > > break; > > > + } > > > > > > case nir_intrinsic_atomic_counter_read: > > > case nir_intrinsic_atomic_counter_inc: > > > -- > > > 2.1.4 > > > > > > _______________________________________________ > > > mesa-dev mailing list > > > mesa-dev@lists.freedesktop.org > > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > > _______________________________________________ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev