1 /*
2 * Copyright (C) 2015 Rob Clark <robclark@freedesktop.org>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Rob Clark <robclark@freedesktop.org>
25 */
26
27 #include "util/u_debug.h"
28 #include "util/u_math.h"
29
30 #include "ir3_compiler.h"
31 #include "ir3_nir.h"
32 #include "ir3_shader.h"
33
34
35 nir_def *
ir3_get_driver_ubo(nir_builder * b,struct ir3_driver_ubo * ubo)36 ir3_get_driver_ubo(nir_builder *b, struct ir3_driver_ubo *ubo)
37 {
38 /* Pick a UBO index to use as our constant data. Skip UBO 0 since that's
39 * reserved for gallium's cb0.
40 */
41 if (ubo->idx == -1) {
42 if (b->shader->info.num_ubos == 0)
43 b->shader->info.num_ubos++;
44 ubo->idx = b->shader->info.num_ubos++;
45 } else {
46 assert(ubo->idx != 0);
47 /* Binning shader shared ir3_driver_ubo definitions but not shader info */
48 b->shader->info.num_ubos = MAX2(b->shader->info.num_ubos, ubo->idx + 1);
49 }
50
51 return nir_imm_int(b, ubo->idx);
52 }
53
54 nir_def *
ir3_load_driver_ubo(nir_builder * b,unsigned components,struct ir3_driver_ubo * ubo,unsigned offset)55 ir3_load_driver_ubo(nir_builder *b, unsigned components,
56 struct ir3_driver_ubo *ubo,
57 unsigned offset)
58 {
59 ubo->size = MAX2(ubo->size, offset + components);
60
61 return nir_load_ubo(b, components, 32, ir3_get_driver_ubo(b, ubo),
62 nir_imm_int(b, offset * sizeof(uint32_t)),
63 .align_mul = 16,
64 .align_offset = (offset % 4) * sizeof(uint32_t),
65 .range_base = offset * sizeof(uint32_t),
66 .range = components * sizeof(uint32_t));
67 }
68
69 nir_def *
ir3_load_driver_ubo_indirect(nir_builder * b,unsigned components,struct ir3_driver_ubo * ubo,unsigned base,nir_def * offset,unsigned range)70 ir3_load_driver_ubo_indirect(nir_builder *b, unsigned components,
71 struct ir3_driver_ubo *ubo,
72 unsigned base, nir_def *offset,
73 unsigned range)
74 {
75 ubo->size = MAX2(ubo->size, base + components + range * 4);
76
77 return nir_load_ubo(b, components, 32, ir3_get_driver_ubo(b, ubo),
78 nir_iadd(b, nir_imul24(b, offset, nir_imm_int(b, 16)),
79 nir_imm_int(b, base * sizeof(uint32_t))),
80 .align_mul = 16,
81 .align_offset = (base % 4) * sizeof(uint32_t),
82 .range_base = base * sizeof(uint32_t),
83 .range = components * sizeof(uint32_t) +
84 (range - 1) * 16);
85 }
86
87 static bool
ir3_nir_should_vectorize_mem(unsigned align_mul,unsigned align_offset,unsigned bit_size,unsigned num_components,nir_intrinsic_instr * low,nir_intrinsic_instr * high,void * data)88 ir3_nir_should_vectorize_mem(unsigned align_mul, unsigned align_offset,
89 unsigned bit_size, unsigned num_components,
90 nir_intrinsic_instr *low,
91 nir_intrinsic_instr *high, void *data)
92 {
93 struct ir3_compiler *compiler = data;
94 unsigned byte_size = bit_size / 8;
95
96 /* Don't vectorize load_ssbo's that we could otherwise lower to isam,
97 * as the tex cache benefit outweighs the benefit of vectorizing
98 */
99 if ((low->intrinsic == nir_intrinsic_load_ssbo) &&
100 (nir_intrinsic_access(low) & ACCESS_CAN_REORDER) &&
101 compiler->has_isam_ssbo) {
102 return false;
103 }
104
105 if (low->intrinsic != nir_intrinsic_load_ubo) {
106 return bit_size <= 32 && align_mul >= byte_size &&
107 align_offset % byte_size == 0 &&
108 num_components <= 4;
109 }
110
111 assert(bit_size >= 8);
112 if (bit_size != 32)
113 return false;
114
115 int size = num_components * byte_size;
116
117 /* Don't care about alignment past vec4. */
118 assert(util_is_power_of_two_nonzero(align_mul));
119 align_mul = MIN2(align_mul, 16);
120 align_offset &= 15;
121
122 /* Our offset alignment should aways be at least 4 bytes */
123 if (align_mul < 4)
124 return false;
125
126 unsigned worst_start_offset = 16 - align_mul + align_offset;
127 if (worst_start_offset + size > 16)
128 return false;
129
130 return true;
131 }
132
133 #define OPT(nir, pass, ...) \
134 ({ \
135 bool this_progress = false; \
136 NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
137 this_progress; \
138 })
139
140 #define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
141
142 void
ir3_optimize_loop(struct ir3_compiler * compiler,nir_shader * s)143 ir3_optimize_loop(struct ir3_compiler *compiler, nir_shader *s)
144 {
145 MESA_TRACE_FUNC();
146
147 bool progress;
148 unsigned lower_flrp = (s->options->lower_flrp16 ? 16 : 0) |
149 (s->options->lower_flrp32 ? 32 : 0) |
150 (s->options->lower_flrp64 ? 64 : 0);
151
152 do {
153 progress = false;
154
155 OPT_V(s, nir_lower_vars_to_ssa);
156 progress |= OPT(s, nir_lower_alu_to_scalar, NULL, NULL);
157 progress |= OPT(s, nir_lower_phis_to_scalar, false);
158
159 progress |= OPT(s, nir_copy_prop);
160 progress |= OPT(s, nir_opt_deref);
161 progress |= OPT(s, nir_opt_dce);
162 progress |= OPT(s, nir_opt_cse);
163
164 progress |= OPT(s, nir_opt_find_array_copies);
165 progress |= OPT(s, nir_opt_copy_prop_vars);
166 progress |= OPT(s, nir_opt_dead_write_vars);
167
168 static int gcm = -1;
169 if (gcm == -1)
170 gcm = debug_get_num_option("GCM", 0);
171 if (gcm == 1)
172 progress |= OPT(s, nir_opt_gcm, true);
173 else if (gcm == 2)
174 progress |= OPT(s, nir_opt_gcm, false);
175 progress |= OPT(s, nir_opt_peephole_select, 16, true, true);
176 progress |= OPT(s, nir_opt_intrinsics);
177 /* NOTE: GS lowering inserts an output var with varying slot that
178 * is larger than VARYING_SLOT_MAX (ie. GS_VERTEX_FLAGS_IR3),
179 * which triggers asserts in nir_shader_gather_info(). To work
180 * around that skip lowering phi precision for GS.
181 *
182 * Calling nir_shader_gather_info() late also seems to cause
183 * problems for tess lowering, for now since we only enable
184 * fp16/int16 for frag and compute, skip phi precision lowering
185 * for other stages.
186 */
187 if ((s->info.stage == MESA_SHADER_FRAGMENT) ||
188 (s->info.stage == MESA_SHADER_COMPUTE) ||
189 (s->info.stage == MESA_SHADER_KERNEL)) {
190 progress |= OPT(s, nir_opt_phi_precision);
191 }
192 progress |= OPT(s, nir_opt_algebraic);
193 progress |= OPT(s, nir_lower_alu);
194 progress |= OPT(s, nir_lower_pack);
195 progress |= OPT(s, nir_opt_constant_folding);
196
197 static const nir_opt_offsets_options offset_options = {
198 /* How large an offset we can encode in the instr's immediate field.
199 */
200 .uniform_max = (1 << 9) - 1,
201
202 /* STL/LDL have 13b for offset with MSB being a sign bit, but this opt
203 * doesn't deal with negative offsets.
204 */
205 .shared_max = (1 << 12) - 1,
206
207 .buffer_max = ~0,
208 };
209 progress |= OPT(s, nir_opt_offsets, &offset_options);
210
211 nir_load_store_vectorize_options vectorize_opts = {
212 .modes = nir_var_mem_ubo | nir_var_mem_ssbo,
213 .callback = ir3_nir_should_vectorize_mem,
214 .robust_modes = compiler->options.robust_buffer_access2 ?
215 nir_var_mem_ubo | nir_var_mem_ssbo : 0,
216 .cb_data = compiler,
217 };
218 progress |= OPT(s, nir_opt_load_store_vectorize, &vectorize_opts);
219
220 if (lower_flrp != 0) {
221 if (OPT(s, nir_lower_flrp, lower_flrp, false /* always_precise */)) {
222 OPT(s, nir_opt_constant_folding);
223 progress = true;
224 }
225
226 /* Nothing should rematerialize any flrps, so we only
227 * need to do this lowering once.
228 */
229 lower_flrp = 0;
230 }
231
232 progress |= OPT(s, nir_opt_dead_cf);
233 if (OPT(s, nir_opt_loop)) {
234 progress |= true;
235 /* If nir_opt_loop makes progress, then we need to clean
236 * things up if we want any hope of nir_opt_if or nir_opt_loop_unroll
237 * to make progress.
238 */
239 OPT(s, nir_copy_prop);
240 OPT(s, nir_opt_dce);
241 }
242 progress |= OPT(s, nir_opt_if, nir_opt_if_optimize_phi_true_false);
243 progress |= OPT(s, nir_opt_loop_unroll);
244 progress |= OPT(s, nir_lower_64bit_phis);
245 progress |= OPT(s, nir_opt_remove_phis);
246 progress |= OPT(s, nir_opt_undef);
247 } while (progress);
248
249 OPT(s, nir_lower_var_copies);
250 }
251
252 static bool
should_split_wrmask(const nir_instr * instr,const void * data)253 should_split_wrmask(const nir_instr *instr, const void *data)
254 {
255 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
256
257 switch (intr->intrinsic) {
258 case nir_intrinsic_store_ssbo:
259 case nir_intrinsic_store_shared:
260 case nir_intrinsic_store_global:
261 case nir_intrinsic_store_scratch:
262 return true;
263 default:
264 return false;
265 }
266 }
267
268 static bool
ir3_nir_lower_ssbo_size_filter(const nir_instr * instr,const void * data)269 ir3_nir_lower_ssbo_size_filter(const nir_instr *instr, const void *data)
270 {
271 return instr->type == nir_instr_type_intrinsic &&
272 nir_instr_as_intrinsic(instr)->intrinsic ==
273 nir_intrinsic_get_ssbo_size;
274 }
275
276 static nir_def *
ir3_nir_lower_ssbo_size_instr(nir_builder * b,nir_instr * instr,void * data)277 ir3_nir_lower_ssbo_size_instr(nir_builder *b, nir_instr *instr, void *data)
278 {
279 uint8_t ssbo_size_to_bytes_shift = *(uint8_t *) data;
280 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
281 return nir_ishl_imm(b, &intr->def, ssbo_size_to_bytes_shift);
282 }
283
284 static bool
ir3_nir_lower_ssbo_size(nir_shader * s,uint8_t ssbo_size_to_bytes_shift)285 ir3_nir_lower_ssbo_size(nir_shader *s, uint8_t ssbo_size_to_bytes_shift)
286 {
287 return nir_shader_lower_instructions(s, ir3_nir_lower_ssbo_size_filter,
288 ir3_nir_lower_ssbo_size_instr,
289 &ssbo_size_to_bytes_shift);
290 }
291
292 void
ir3_nir_lower_io_to_temporaries(nir_shader * s)293 ir3_nir_lower_io_to_temporaries(nir_shader *s)
294 {
295 /* Outputs consumed by the VPC, VS inputs, and FS outputs are all handled
296 * by the hardware pre-loading registers at the beginning and then reading
297 * them at the end, so we can't access them indirectly except through
298 * normal register-indirect accesses, and therefore ir3 doesn't support
299 * indirect accesses on those. Other i/o is lowered in ir3_nir_lower_tess,
300 * and indirects work just fine for those. GS outputs may be consumed by
301 * VPC, but have their own lowering in ir3_nir_lower_gs() which does
302 * something similar to nir_lower_io_to_temporaries so we shouldn't need
303 * to lower them.
304 *
305 * Note: this might be a little inefficient for VS or TES outputs which are
306 * when the next stage isn't an FS, but it probably don't make sense to
307 * depend on the next stage before variant creation.
308 *
309 * TODO: for gallium, mesa/st also does some redundant lowering, including
310 * running this pass for GS inputs/outputs which we don't want but not
311 * including TES outputs or FS inputs which we do need. We should probably
312 * stop doing that once we're sure all drivers are doing their own
313 * indirect i/o lowering.
314 */
315 bool lower_input = s->info.stage == MESA_SHADER_VERTEX ||
316 s->info.stage == MESA_SHADER_FRAGMENT;
317 bool lower_output = s->info.stage != MESA_SHADER_TESS_CTRL &&
318 s->info.stage != MESA_SHADER_GEOMETRY;
319 if (lower_input || lower_output) {
320 NIR_PASS_V(s, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(s),
321 lower_output, lower_input);
322
323 /* nir_lower_io_to_temporaries() creates global variables and copy
324 * instructions which need to be cleaned up.
325 */
326 NIR_PASS_V(s, nir_split_var_copies);
327 NIR_PASS_V(s, nir_lower_var_copies);
328 NIR_PASS_V(s, nir_lower_global_vars_to_local);
329 }
330
331 /* Regardless of the above, we need to lower indirect references to
332 * compact variables such as clip/cull distances because due to how
333 * TCS<->TES IO works we cannot handle indirect accesses that "straddle"
334 * vec4 components. nir_lower_indirect_derefs has a special case for
335 * compact variables, so it will actually lower them even though we pass
336 * in 0 modes.
337 *
338 * Using temporaries would be slightly better but
339 * nir_lower_io_to_temporaries currently doesn't support TCS i/o.
340 */
341 NIR_PASS_V(s, nir_lower_indirect_derefs, 0, UINT32_MAX);
342 }
343
344 /**
345 * Inserts an add of 0.5 to floating point array index values in texture coordinates.
346 */
347 static bool
ir3_nir_lower_array_sampler_cb(struct nir_builder * b,nir_instr * instr,void * _data)348 ir3_nir_lower_array_sampler_cb(struct nir_builder *b, nir_instr *instr, void *_data)
349 {
350 if (instr->type != nir_instr_type_tex)
351 return false;
352
353 nir_tex_instr *tex = nir_instr_as_tex(instr);
354 if (!tex->is_array || tex->op == nir_texop_lod)
355 return false;
356
357 int coord_idx = nir_tex_instr_src_index(tex, nir_tex_src_coord);
358 if (coord_idx == -1 ||
359 nir_tex_instr_src_type(tex, coord_idx) != nir_type_float)
360 return false;
361
362 b->cursor = nir_before_instr(&tex->instr);
363
364 unsigned ncomp = tex->coord_components;
365 nir_def *src = tex->src[coord_idx].src.ssa;
366
367 assume(ncomp >= 1);
368 nir_def *ai = nir_channel(b, src, ncomp - 1);
369 ai = nir_fadd_imm(b, ai, 0.5);
370 nir_src_rewrite(&tex->src[coord_idx].src,
371 nir_vector_insert_imm(b, src, ai, ncomp - 1));
372 return true;
373 }
374
375 static bool
ir3_nir_lower_array_sampler(nir_shader * shader)376 ir3_nir_lower_array_sampler(nir_shader *shader)
377 {
378 return nir_shader_instructions_pass(
379 shader, ir3_nir_lower_array_sampler_cb,
380 nir_metadata_block_index | nir_metadata_dominance, NULL);
381 }
382
383 void
ir3_finalize_nir(struct ir3_compiler * compiler,nir_shader * s)384 ir3_finalize_nir(struct ir3_compiler *compiler, nir_shader *s)
385 {
386 MESA_TRACE_FUNC();
387
388 struct nir_lower_tex_options tex_options = {
389 .lower_rect = 0,
390 .lower_tg4_offsets = true,
391 .lower_invalid_implicit_lod = true,
392 .lower_index_to_offset = true,
393 };
394
395 if (compiler->gen >= 4) {
396 /* a4xx seems to have *no* sam.p */
397 tex_options.lower_txp = ~0; /* lower all txp */
398 } else {
399 /* a3xx just needs to avoid sam.p for 3d tex */
400 tex_options.lower_txp = (1 << GLSL_SAMPLER_DIM_3D);
401 }
402
403 if (ir3_shader_debug & IR3_DBG_DISASM) {
404 mesa_logi("----------------------");
405 nir_log_shaderi(s);
406 mesa_logi("----------------------");
407 }
408
409 if (s->info.stage == MESA_SHADER_GEOMETRY)
410 NIR_PASS_V(s, ir3_nir_lower_gs);
411
412 NIR_PASS_V(s, nir_lower_frexp);
413 NIR_PASS_V(s, nir_lower_amul, ir3_glsl_type_size);
414
415 OPT_V(s, nir_lower_wrmasks, should_split_wrmask, s);
416
417 OPT_V(s, nir_lower_tex, &tex_options);
418 OPT_V(s, nir_lower_load_const_to_scalar);
419
420 if (compiler->array_index_add_half)
421 OPT_V(s, ir3_nir_lower_array_sampler);
422
423 OPT_V(s, nir_lower_is_helper_invocation);
424
425 ir3_optimize_loop(compiler, s);
426
427 /* do idiv lowering after first opt loop to get a chance to propagate
428 * constants for divide by immed power-of-two:
429 */
430 nir_lower_idiv_options idiv_options = {
431 .allow_fp16 = true,
432 };
433 bool idiv_progress = OPT(s, nir_opt_idiv_const, 8);
434 idiv_progress |= OPT(s, nir_lower_idiv, &idiv_options);
435
436 if (idiv_progress)
437 ir3_optimize_loop(compiler, s);
438
439 OPT_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
440
441 if (ir3_shader_debug & IR3_DBG_DISASM) {
442 mesa_logi("----------------------");
443 nir_log_shaderi(s);
444 mesa_logi("----------------------");
445 }
446
447 /* st_program.c's parameter list optimization requires that future nir
448 * variants don't reallocate the uniform storage, so we have to remove
449 * uniforms that occupy storage. But we don't want to remove samplers,
450 * because they're needed for YUV variant lowering.
451 */
452 nir_foreach_uniform_variable_safe (var, s) {
453 if (var->data.mode == nir_var_uniform &&
454 (glsl_type_get_image_count(var->type) ||
455 glsl_type_get_sampler_count(var->type)))
456 continue;
457
458 exec_node_remove(&var->node);
459 }
460 nir_validate_shader(s, "after uniform var removal");
461
462 nir_sweep(s);
463 }
464
465 static bool
lower_subgroup_id_filter(const nir_instr * instr,const void * unused)466 lower_subgroup_id_filter(const nir_instr *instr, const void *unused)
467 {
468 (void)unused;
469
470 if (instr->type != nir_instr_type_intrinsic)
471 return false;
472
473 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
474 return intr->intrinsic == nir_intrinsic_load_subgroup_invocation ||
475 intr->intrinsic == nir_intrinsic_load_subgroup_id ||
476 intr->intrinsic == nir_intrinsic_load_num_subgroups;
477 }
478
479 static nir_def *
lower_subgroup_id(nir_builder * b,nir_instr * instr,void * unused)480 lower_subgroup_id(nir_builder *b, nir_instr *instr, void *unused)
481 {
482 (void)unused;
483
484 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
485 if (intr->intrinsic == nir_intrinsic_load_subgroup_invocation) {
486 return nir_iand(
487 b, nir_load_local_invocation_index(b),
488 nir_iadd_imm(b, nir_load_subgroup_size(b), -1));
489 } else if (intr->intrinsic == nir_intrinsic_load_subgroup_id) {
490 return nir_ishr(b, nir_load_local_invocation_index(b),
491 nir_load_subgroup_id_shift_ir3(b));
492 } else {
493 assert(intr->intrinsic == nir_intrinsic_load_num_subgroups);
494 /* If the workgroup size is constant,
495 * nir_lower_compute_system_values() will replace local_size with a
496 * constant so this can mostly be constant folded away.
497 */
498 nir_def *local_size = nir_load_workgroup_size(b);
499 nir_def *size =
500 nir_imul24(b, nir_channel(b, local_size, 0),
501 nir_imul24(b, nir_channel(b, local_size, 1),
502 nir_channel(b, local_size, 2)));
503 nir_def *one = nir_imm_int(b, 1);
504 return nir_iadd(b, one,
505 nir_ishr(b, nir_isub(b, size, one),
506 nir_load_subgroup_id_shift_ir3(b)));
507 }
508 }
509
510 static bool
ir3_nir_lower_subgroup_id_cs(nir_shader * shader)511 ir3_nir_lower_subgroup_id_cs(nir_shader *shader)
512 {
513 return nir_shader_lower_instructions(shader, lower_subgroup_id_filter,
514 lower_subgroup_id, NULL);
515 }
516
517 /**
518 * Late passes that need to be done after pscreen->finalize_nir()
519 */
520 void
ir3_nir_post_finalize(struct ir3_shader * shader)521 ir3_nir_post_finalize(struct ir3_shader *shader)
522 {
523 struct nir_shader *s = shader->nir;
524 struct ir3_compiler *compiler = shader->compiler;
525
526 MESA_TRACE_FUNC();
527
528 NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
529 ir3_glsl_type_size, nir_lower_io_lower_64bit_to_32);
530
531 if (s->info.stage == MESA_SHADER_FRAGMENT) {
532 /* NOTE: lower load_barycentric_at_sample first, since it
533 * produces load_barycentric_at_offset:
534 */
535 NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_sample);
536 NIR_PASS_V(s, ir3_nir_lower_load_barycentric_at_offset);
537 NIR_PASS_V(s, ir3_nir_move_varying_inputs);
538 NIR_PASS_V(s, nir_lower_fb_read);
539 NIR_PASS_V(s, ir3_nir_lower_layer_id);
540 }
541
542 if (compiler->gen >= 6 && s->info.stage == MESA_SHADER_FRAGMENT &&
543 !(ir3_shader_debug & IR3_DBG_NOFP16)) {
544 /* Lower FS mediump inputs to 16-bit. If you declared it mediump, you
545 * probably want 16-bit instructions (and have set
546 * mediump/RelaxedPrecision on most of the rest of the shader's
547 * instructions). If we don't lower it in NIR, then comparisons of the
548 * results of mediump ALU ops with the mediump input will happen in highp,
549 * causing extra conversions (and, incidentally, causing
550 * dEQP-GLES2.functional.shaders.algorithm.rgb_to_hsl_fragment on ANGLE to
551 * fail)
552 *
553 * However, we can't do flat inputs because flat.b doesn't have the
554 * destination type for how to downconvert the
555 * 32-bit-in-the-varyings-interpolator value. (also, even if it did, watch
556 * out for how gl_nir_lower_packed_varyings packs all flat-interpolated
557 * things together as ivec4s, so when we lower a formerly-float input
558 * you'd end up with an incorrect f2f16(i2i32(load_input())) instead of
559 * load_input).
560 */
561 uint64_t mediump_varyings = 0;
562 nir_foreach_shader_in_variable(var, s) {
563 if ((var->data.precision == GLSL_PRECISION_MEDIUM ||
564 var->data.precision == GLSL_PRECISION_LOW) &&
565 var->data.interpolation != INTERP_MODE_FLAT) {
566 mediump_varyings |= BITFIELD64_BIT(var->data.location);
567 }
568 }
569
570 if (mediump_varyings) {
571 NIR_PASS_V(s, nir_lower_mediump_io,
572 nir_var_shader_in,
573 mediump_varyings,
574 false);
575 }
576
577 /* This should come after input lowering, to opportunistically lower non-mediump outputs. */
578 NIR_PASS_V(s, nir_lower_mediump_io, nir_var_shader_out, 0, false);
579 }
580
581 {
582 /* If the API-facing subgroup size is forced to a particular value, lower
583 * it here. Beyond this point nir_intrinsic_load_subgroup_size will return
584 * the "real" subgroup size.
585 */
586 unsigned subgroup_size = 0, max_subgroup_size = 0;
587 switch (shader->options.api_wavesize) {
588 case IR3_SINGLE_ONLY:
589 subgroup_size = max_subgroup_size = compiler->threadsize_base;
590 break;
591 case IR3_DOUBLE_ONLY:
592 subgroup_size = max_subgroup_size = compiler->threadsize_base * 2;
593 break;
594 case IR3_SINGLE_OR_DOUBLE:
595 /* For vertex stages, we know the wavesize will never be doubled.
596 * Lower subgroup_size here, to avoid having to deal with it when
597 * translating from NIR. Otherwise use the "real" wavesize obtained as
598 * a driver param.
599 */
600 if (s->info.stage != MESA_SHADER_COMPUTE &&
601 s->info.stage != MESA_SHADER_FRAGMENT) {
602 subgroup_size = max_subgroup_size = compiler->threadsize_base;
603 } else {
604 subgroup_size = 0;
605 max_subgroup_size = compiler->threadsize_base * 2;
606 }
607 break;
608 }
609
610 nir_lower_subgroups_options options = {
611 .subgroup_size = subgroup_size,
612 .ballot_bit_size = 32,
613 .ballot_components = max_subgroup_size / 32,
614 .lower_to_scalar = true,
615 .lower_vote_eq = true,
616 .lower_vote_bool_eq = true,
617 .lower_subgroup_masks = true,
618 .lower_read_invocation_to_cond = true,
619 .lower_shuffle = true,
620 .lower_relative_shuffle = true,
621 .lower_inverse_ballot = true,
622 };
623
624 if (!((s->info.stage == MESA_SHADER_COMPUTE) ||
625 (s->info.stage == MESA_SHADER_KERNEL) ||
626 compiler->has_getfiberid)) {
627 options.subgroup_size = 1;
628 options.lower_vote_trivial = true;
629 }
630
631 OPT(s, nir_lower_subgroups, &options);
632 }
633
634 if ((s->info.stage == MESA_SHADER_COMPUTE) ||
635 (s->info.stage == MESA_SHADER_KERNEL)) {
636 bool progress = false;
637 NIR_PASS(progress, s, ir3_nir_lower_subgroup_id_cs);
638
639 /* ir3_nir_lower_subgroup_id_cs creates extra compute intrinsics which
640 * we need to lower again.
641 */
642 if (progress)
643 NIR_PASS_V(s, nir_lower_compute_system_values, NULL);
644 }
645
646 /* we cannot ensure that ir3_finalize_nir() is only called once, so
647 * we also need to do any run-once workarounds here:
648 */
649 OPT_V(s, ir3_nir_apply_trig_workarounds);
650
651 const nir_lower_image_options lower_image_opts = {
652 .lower_cube_size = true,
653 .lower_image_samples_to_one = true
654 };
655 NIR_PASS_V(s, nir_lower_image, &lower_image_opts);
656
657 const nir_lower_idiv_options lower_idiv_options = {
658 .allow_fp16 = true,
659 };
660 NIR_PASS_V(s, nir_lower_idiv, &lower_idiv_options); /* idiv generated by cube lowering */
661
662
663 /* The resinfo opcode returns the size in dwords on a4xx */
664 if (compiler->gen == 4)
665 OPT_V(s, ir3_nir_lower_ssbo_size, 2);
666
667 /* The resinfo opcode we have for getting the SSBO size on a6xx returns a
668 * byte length divided by IBO_0_FMT, while the NIR intrinsic coming in is a
669 * number of bytes. Switch things so the NIR intrinsic in our backend means
670 * dwords.
671 */
672 if (compiler->gen >= 6)
673 OPT_V(s, ir3_nir_lower_ssbo_size, compiler->options.storage_16bit ? 1 : 2);
674
675 ir3_optimize_loop(compiler, s);
676 }
677
678 static bool
lower_ucp_vs(struct ir3_shader_variant * so)679 lower_ucp_vs(struct ir3_shader_variant *so)
680 {
681 if (!so->key.ucp_enables)
682 return false;
683
684 gl_shader_stage last_geom_stage;
685
686 if (so->key.has_gs) {
687 last_geom_stage = MESA_SHADER_GEOMETRY;
688 } else if (so->key.tessellation) {
689 last_geom_stage = MESA_SHADER_TESS_EVAL;
690 } else {
691 last_geom_stage = MESA_SHADER_VERTEX;
692 }
693
694 return so->type == last_geom_stage;
695 }
696
697 void
ir3_nir_lower_variant(struct ir3_shader_variant * so,nir_shader * s)698 ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
699 {
700 MESA_TRACE_FUNC();
701
702 if (ir3_shader_debug & IR3_DBG_DISASM) {
703 mesa_logi("----------------------");
704 nir_log_shaderi(s);
705 mesa_logi("----------------------");
706 }
707
708 bool progress = false;
709
710 NIR_PASS_V(s, nir_lower_io_to_scalar, nir_var_mem_ssbo, NULL, NULL);
711
712 if (so->key.has_gs || so->key.tessellation) {
713 switch (so->type) {
714 case MESA_SHADER_VERTEX:
715 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
716 so->key.tessellation);
717 progress = true;
718 break;
719 case MESA_SHADER_TESS_CTRL:
720 NIR_PASS_V(s, nir_lower_io_to_scalar,
721 nir_var_shader_in | nir_var_shader_out, NULL, NULL);
722 NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, so, so->key.tessellation);
723 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
724 progress = true;
725 break;
726 case MESA_SHADER_TESS_EVAL:
727 NIR_PASS_V(s, ir3_nir_lower_tess_eval, so, so->key.tessellation);
728 if (so->key.has_gs)
729 NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, so,
730 so->key.tessellation);
731 progress = true;
732 break;
733 case MESA_SHADER_GEOMETRY:
734 NIR_PASS_V(s, ir3_nir_lower_to_explicit_input, so);
735 progress = true;
736 break;
737 default:
738 break;
739 }
740 }
741
742 /* Note that it is intentional to use the VS lowering pass for GS, since we
743 * lower GS into something that looks more like a VS in ir3_nir_lower_gs():
744 */
745 if (lower_ucp_vs(so)) {
746 progress |= OPT(s, nir_lower_clip_vs, so->key.ucp_enables, false, true, NULL);
747 } else if (s->info.stage == MESA_SHADER_FRAGMENT) {
748 if (so->key.ucp_enables && !so->compiler->has_clip_cull)
749 progress |= OPT(s, nir_lower_clip_fs, so->key.ucp_enables, true);
750 }
751
752 /* Move large constant variables to the constants attached to the NIR
753 * shader, which we will upload in the immediates range. This generates
754 * amuls, so we need to clean those up after.
755 *
756 * Passing no size_align, we would get packed values, which if we end up
757 * having to load with LDC would result in extra reads to unpack from
758 * straddling loads. Align everything to vec4 to avoid that, though we
759 * could theoretically do better.
760 */
761 OPT_V(s, nir_opt_large_constants, glsl_get_vec4_size_align_bytes,
762 32 /* bytes */);
763 OPT_V(s, ir3_nir_lower_load_constant, so);
764
765 /* Lower large temporaries to scratch, which in Qualcomm terms is private
766 * memory, to avoid excess register pressure. This should happen after
767 * nir_opt_large_constants, because loading from a UBO is much, much less
768 * expensive.
769 */
770 if (so->compiler->has_pvtmem) {
771 progress |= OPT(s, nir_lower_vars_to_scratch, nir_var_function_temp,
772 16 * 16 /* bytes */, glsl_get_natural_size_align_bytes);
773 }
774
775 /* Lower scratch writemasks */
776 progress |= OPT(s, nir_lower_wrmasks, should_split_wrmask, s);
777
778 if (OPT(s, nir_lower_locals_to_regs, 1)) {
779 progress = true;
780
781 /* Split 64b registers into two 32b ones. */
782 OPT_V(s, ir3_nir_lower_64b_regs);
783 }
784
785 progress |= OPT(s, ir3_nir_lower_wide_load_store);
786 progress |= OPT(s, ir3_nir_lower_64b_global);
787 progress |= OPT(s, ir3_nir_lower_64b_intrinsics);
788 progress |= OPT(s, ir3_nir_lower_64b_undef);
789 progress |= OPT(s, nir_lower_int64);
790
791 /* Cleanup code leftover from lowering passes before opt_preamble */
792 if (progress) {
793 progress |= OPT(s, nir_opt_constant_folding);
794 }
795
796 OPT(s, ir3_nir_opt_subgroups, so);
797
798 if (so->compiler->load_shader_consts_via_preamble)
799 progress |= OPT(s, ir3_nir_lower_driver_params_to_ubo, so);
800
801 /* Do the preamble before analysing UBO ranges, because it's usually
802 * higher-value and because it can result in eliminating some indirect UBO
803 * accesses where otherwise we'd have to push the whole range. However we
804 * have to lower the preamble after UBO lowering so that UBO lowering can
805 * insert instructions in the preamble to push UBOs.
806 */
807 if (so->compiler->has_preamble &&
808 !(ir3_shader_debug & IR3_DBG_NOPREAMBLE))
809 progress |= OPT(s, ir3_nir_opt_preamble, so);
810
811 if (so->compiler->load_shader_consts_via_preamble)
812 progress |= OPT(s, ir3_nir_lower_driver_params_to_ubo, so);
813
814 /* TODO: ldg.k might also work on a6xx */
815 if (so->compiler->gen >= 7)
816 progress |= OPT(s, ir3_nir_lower_const_global_loads, so);
817
818 if (!so->binning_pass)
819 OPT_V(s, ir3_nir_analyze_ubo_ranges, so);
820
821 progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
822
823 if (so->shader_options.push_consts_type == IR3_PUSH_CONSTS_SHARED_PREAMBLE)
824 progress |= OPT(s, ir3_nir_lower_push_consts_to_preamble, so);
825
826 progress |= OPT(s, ir3_nir_lower_preamble, so);
827
828 OPT_V(s, nir_lower_amul, ir3_glsl_type_size);
829
830 /* UBO offset lowering has to come after we've decided what will
831 * be left as load_ubo
832 */
833 if (so->compiler->gen >= 6)
834 progress |= OPT(s, nir_lower_ubo_vec4);
835
836 OPT_V(s, ir3_nir_lower_io_offsets);
837
838 if (progress)
839 ir3_optimize_loop(so->compiler, s);
840
841 /* Fixup indirect load_uniform's which end up with a const base offset
842 * which is too large to encode. Do this late(ish) so we actually
843 * can differentiate indirect vs non-indirect.
844 */
845 if (OPT(s, ir3_nir_fixup_load_uniform))
846 ir3_optimize_loop(so->compiler, s);
847
848 /* Do late algebraic optimization to turn add(a, neg(b)) back into
849 * subs, then the mandatory cleanup after algebraic. Note that it may
850 * produce fnegs, and if so then we need to keep running to squash
851 * fneg(fneg(a)).
852 */
853 bool more_late_algebraic = true;
854 while (more_late_algebraic) {
855 more_late_algebraic = OPT(s, nir_opt_algebraic_late);
856 if (!more_late_algebraic && so->compiler->gen >= 5) {
857 /* Lowers texture operations that have only f2f16 or u2u16 called on
858 * them to have a 16-bit destination. Also, lower 16-bit texture
859 * coordinates that had been upconverted to 32-bits just for the
860 * sampler to just be 16-bit texture sources.
861 */
862 struct nir_fold_tex_srcs_options fold_srcs_options = {
863 .sampler_dims = ~0,
864 .src_types = (1 << nir_tex_src_coord) |
865 (1 << nir_tex_src_lod) |
866 (1 << nir_tex_src_bias) |
867 (1 << nir_tex_src_offset) |
868 (1 << nir_tex_src_comparator) |
869 (1 << nir_tex_src_min_lod) |
870 (1 << nir_tex_src_ms_index) |
871 (1 << nir_tex_src_ddx) |
872 (1 << nir_tex_src_ddy),
873 };
874 struct nir_fold_16bit_tex_image_options fold_16bit_options = {
875 .rounding_mode = nir_rounding_mode_rtz,
876 .fold_tex_dest_types = nir_type_float,
877 /* blob dumps have no half regs on pixel 2's ldib or stib, so only enable for a6xx+. */
878 .fold_image_dest_types = so->compiler->gen >= 6 ?
879 nir_type_float | nir_type_uint | nir_type_int : 0,
880 .fold_image_store_data = so->compiler->gen >= 6,
881 .fold_srcs_options_count = 1,
882 .fold_srcs_options = &fold_srcs_options,
883 };
884 OPT(s, nir_fold_16bit_tex_image, &fold_16bit_options);
885 }
886 OPT_V(s, nir_opt_constant_folding);
887 OPT_V(s, nir_copy_prop);
888 OPT_V(s, nir_opt_dce);
889 OPT_V(s, nir_opt_cse);
890 }
891
892 OPT_V(s, nir_opt_sink, nir_move_const_undef);
893
894 if (ir3_shader_debug & IR3_DBG_DISASM) {
895 mesa_logi("----------------------");
896 nir_log_shaderi(s);
897 mesa_logi("----------------------");
898 }
899
900 nir_sweep(s);
901
902 /* Binning pass variants re-use the const_state of the corresponding
903 * draw pass shader, so that same const emit can be re-used for both
904 * passes:
905 */
906 if (!so->binning_pass)
907 ir3_setup_const_state(s, so, ir3_const_state(so));
908 }
909
910 bool
ir3_get_driver_param_info(const nir_shader * shader,nir_intrinsic_instr * intr,struct driver_param_info * param_info)911 ir3_get_driver_param_info(const nir_shader *shader, nir_intrinsic_instr *intr,
912 struct driver_param_info *param_info)
913 {
914 switch (intr->intrinsic) {
915 case nir_intrinsic_load_base_workgroup_id:
916 param_info->offset = IR3_DP_BASE_GROUP_X;
917 break;
918 case nir_intrinsic_load_num_workgroups:
919 param_info->offset = IR3_DP_NUM_WORK_GROUPS_X;
920 break;
921 case nir_intrinsic_load_workgroup_size:
922 param_info->offset = IR3_DP_LOCAL_GROUP_SIZE_X;
923 break;
924 case nir_intrinsic_load_subgroup_size:
925 assert(shader->info.stage == MESA_SHADER_COMPUTE ||
926 shader->info.stage == MESA_SHADER_FRAGMENT);
927 if (shader->info.stage == MESA_SHADER_COMPUTE) {
928 param_info->offset = IR3_DP_CS_SUBGROUP_SIZE;
929 } else {
930 param_info->offset = IR3_DP_FS_SUBGROUP_SIZE;
931 }
932 break;
933 case nir_intrinsic_load_subgroup_id_shift_ir3:
934 param_info->offset = IR3_DP_SUBGROUP_ID_SHIFT;
935 break;
936 case nir_intrinsic_load_work_dim:
937 param_info->offset = IR3_DP_WORK_DIM;
938 break;
939 case nir_intrinsic_load_base_vertex:
940 case nir_intrinsic_load_first_vertex:
941 param_info->offset = IR3_DP_VTXID_BASE;
942 break;
943 case nir_intrinsic_load_is_indexed_draw:
944 param_info->offset = IR3_DP_IS_INDEXED_DRAW;
945 break;
946 case nir_intrinsic_load_draw_id:
947 param_info->offset = IR3_DP_DRAWID;
948 break;
949 case nir_intrinsic_load_base_instance:
950 param_info->offset = IR3_DP_INSTID_BASE;
951 break;
952 case nir_intrinsic_load_user_clip_plane: {
953 uint32_t idx = nir_intrinsic_ucp_id(intr);
954 param_info->offset = IR3_DP_UCP0_X + 4 * idx;
955 break;
956 }
957 case nir_intrinsic_load_tess_level_outer_default:
958 param_info->offset = IR3_DP_HS_DEFAULT_OUTER_LEVEL_X;
959 break;
960 case nir_intrinsic_load_tess_level_inner_default:
961 param_info->offset = IR3_DP_HS_DEFAULT_INNER_LEVEL_X;
962 break;
963 case nir_intrinsic_load_frag_size_ir3:
964 param_info->offset = IR3_DP_FS_FRAG_SIZE;
965 break;
966 case nir_intrinsic_load_frag_offset_ir3:
967 param_info->offset = IR3_DP_FS_FRAG_OFFSET;
968 break;
969 case nir_intrinsic_load_frag_invocation_count:
970 param_info->offset = IR3_DP_FS_FRAG_INVOCATION_COUNT;
971 break;
972 default:
973 return false;
974 }
975
976 return true;
977 }
978
979 static void
ir3_nir_scan_driver_consts(struct ir3_compiler * compiler,nir_shader * shader,struct ir3_const_state * layout)980 ir3_nir_scan_driver_consts(struct ir3_compiler *compiler, nir_shader *shader, struct ir3_const_state *layout)
981 {
982 nir_foreach_function (function, shader) {
983 if (!function->impl)
984 continue;
985
986 nir_foreach_block (block, function->impl) {
987 nir_foreach_instr (instr, block) {
988 if (instr->type != nir_instr_type_intrinsic)
989 continue;
990
991 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
992 unsigned idx;
993
994 switch (intr->intrinsic) {
995 case nir_intrinsic_image_atomic:
996 case nir_intrinsic_image_atomic_swap:
997 case nir_intrinsic_image_load:
998 case nir_intrinsic_image_store:
999 case nir_intrinsic_image_size:
1000 /* a4xx gets these supplied by the hw directly (maybe CP?) */
1001 if (compiler->gen == 5 &&
1002 !(intr->intrinsic == nir_intrinsic_image_load &&
1003 !(nir_intrinsic_access(intr) & ACCESS_COHERENT))) {
1004 idx = nir_src_as_uint(intr->src[0]);
1005 if (layout->image_dims.mask & (1 << idx))
1006 break;
1007 layout->image_dims.mask |= (1 << idx);
1008 layout->image_dims.off[idx] = layout->image_dims.count;
1009 layout->image_dims.count += 3; /* three const per */
1010 }
1011 break;
1012 default:
1013 break;
1014 }
1015
1016 struct driver_param_info param_info;
1017 if (ir3_get_driver_param_info(shader, intr, ¶m_info)) {
1018 layout->num_driver_params =
1019 MAX2(layout->num_driver_params,
1020 param_info.offset + nir_intrinsic_dest_components(intr));
1021 }
1022 }
1023 }
1024 }
1025
1026 /* TODO: Provide a spot somewhere to safely upload unwanted values, and a way
1027 * to determine if they're wanted or not. For now we always make the whole
1028 * driver param range available, since the driver will always instruct the
1029 * hardware to upload these.
1030 */
1031 if (!compiler->has_shared_regfile &&
1032 shader->info.stage == MESA_SHADER_COMPUTE) {
1033 layout->num_driver_params =
1034 MAX2(layout->num_driver_params, IR3_DP_WORKGROUP_ID_Z + 1);
1035 }
1036 }
1037
1038 /* Sets up the variant-dependent constant state for the ir3_shader. Note
1039 * that it is also used from ir3_nir_analyze_ubo_ranges() to figure out the
1040 * maximum number of driver params that would eventually be used, to leave
1041 * space for this function to allocate the driver params.
1042 */
1043 void
ir3_setup_const_state(nir_shader * nir,struct ir3_shader_variant * v,struct ir3_const_state * const_state)1044 ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
1045 struct ir3_const_state *const_state)
1046 {
1047 struct ir3_compiler *compiler = v->compiler;
1048
1049 memset(&const_state->offsets, ~0, sizeof(const_state->offsets));
1050
1051 ir3_nir_scan_driver_consts(compiler, nir, const_state);
1052
1053 if ((compiler->gen < 5) && (v->stream_output.num_outputs > 0)) {
1054 const_state->num_driver_params =
1055 MAX2(const_state->num_driver_params, IR3_DP_VTXCNT_MAX + 1);
1056 }
1057
1058 const_state->num_ubos = nir->info.num_ubos;
1059
1060 assert((const_state->ubo_state.size % 16) == 0);
1061 unsigned constoff = v->shader_options.num_reserved_user_consts +
1062 const_state->ubo_state.size / 16 +
1063 const_state->preamble_size +
1064 const_state->global_size;
1065 unsigned ptrsz = ir3_pointer_size(compiler);
1066
1067 if (const_state->num_ubos > 0 && compiler->gen < 6) {
1068 const_state->offsets.ubo = constoff;
1069 constoff += align(const_state->num_ubos * ptrsz, 4) / 4;
1070 }
1071
1072 if (const_state->image_dims.count > 0) {
1073 unsigned cnt = const_state->image_dims.count;
1074 const_state->offsets.image_dims = constoff;
1075 constoff += align(cnt, 4) / 4;
1076 }
1077
1078 if (v->type == MESA_SHADER_KERNEL) {
1079 const_state->offsets.kernel_params = constoff;
1080 constoff += align(v->cs.req_input_mem, 4) / 4;
1081 }
1082
1083 if (const_state->num_driver_params > 0) {
1084 /* num_driver_params in dwords. we only need to align to vec4s for the
1085 * common case of immediate constant uploads, but for indirect dispatch
1086 * the constants may also be indirect and so we have to align the area in
1087 * const space to that requirement.
1088 */
1089 const_state->num_driver_params = align(const_state->num_driver_params, 4);
1090 unsigned upload_unit = 1;
1091 if (v->type == MESA_SHADER_COMPUTE ||
1092 (const_state->num_driver_params >= IR3_DP_VTXID_BASE)) {
1093 upload_unit = compiler->const_upload_unit;
1094 }
1095
1096 /* offset cannot be 0 for vs params loaded by CP_DRAW_INDIRECT_MULTI */
1097 if (v->type == MESA_SHADER_VERTEX && compiler->gen >= 6)
1098 constoff = MAX2(constoff, 1);
1099 constoff = align(constoff, upload_unit);
1100 const_state->offsets.driver_param = constoff;
1101
1102 constoff += align(const_state->num_driver_params / 4, upload_unit);
1103 }
1104
1105 if ((v->type == MESA_SHADER_VERTEX) && (compiler->gen < 5) &&
1106 v->stream_output.num_outputs > 0) {
1107 const_state->offsets.tfbo = constoff;
1108 constoff += align(IR3_MAX_SO_BUFFERS * ptrsz, 4) / 4;
1109 }
1110
1111 if (!compiler->load_shader_consts_via_preamble) {
1112 switch (v->type) {
1113 case MESA_SHADER_TESS_CTRL:
1114 case MESA_SHADER_TESS_EVAL:
1115 const_state->offsets.primitive_param = constoff;
1116 constoff += 2;
1117
1118 const_state->offsets.primitive_map = constoff;
1119 break;
1120 case MESA_SHADER_GEOMETRY:
1121 const_state->offsets.primitive_param = constoff;
1122 constoff += 1;
1123
1124 const_state->offsets.primitive_map = constoff;
1125 break;
1126 default:
1127 break;
1128 }
1129 }
1130
1131 switch (v->type) {
1132 case MESA_SHADER_VERTEX:
1133 const_state->offsets.primitive_param = constoff;
1134 constoff += 1;
1135 break;
1136 case MESA_SHADER_TESS_CTRL:
1137 case MESA_SHADER_TESS_EVAL:
1138 constoff += DIV_ROUND_UP(v->input_size, 4);
1139 break;
1140 case MESA_SHADER_GEOMETRY:
1141 constoff += DIV_ROUND_UP(v->input_size, 4);
1142 break;
1143 default:
1144 break;
1145 }
1146
1147 const_state->offsets.immediate = constoff;
1148
1149 assert(constoff <= ir3_max_const(v));
1150 }
1151