<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Fri, May 27, 2016 at 11:24 AM, Jordan Justen <span dir="ltr"><<a href="mailto:jordan.l.justen@intel.com" target="_blank">jordan.l.justen@intel.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">This will be important when we start adding a uniform for the CS<br>
thread local invocation index.<br>
<br>
Signed-off-by: Jordan Justen <<a href="mailto:jordan.l.justen@intel.com">jordan.l.justen@intel.com</a>><br>
---<br>
 src/intel/vulkan/anv_pipeline.c | 32 +++++++++++++++++++++++++++++++-<br>
 1 file changed, 31 insertions(+), 1 deletion(-)<br>
<br>
diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c<br>
index d63e50e..8021348 100644<br>
--- a/src/intel/vulkan/anv_pipeline.c<br>
+++ b/src/intel/vulkan/anv_pipeline.c<br>
@@ -78,6 +78,31 @@ void anv_DestroyShaderModule(<br>
    anv_free2(&device->alloc, pAllocator, module);<br>
 }<br>
<br>
+static void<br>
+anv_nir_lower_uniforms(nir_shader *nir, bool is_scalar)<br>
+{<br>
+   if (is_scalar) {<br>
+      nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,<br>
+                               type_size_scalar_bytes);<br>
+      nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes);<br>
+   } else {<br>
+      nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,<br>
+                               type_size_vec4_bytes);<br>
+      nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes);<br>
+   }<br>
+}<br>
+<br>
+static void<br>
+add_nir_push_constant_uniforms(nir_shader *shader)<br>
+{<br>
+   for (unsigned i = 0; i < MAX_PUSH_CONSTANTS_SIZE / sizeof(float); i++) {<br>
+      char *name = ralloc_asprintf(shader, "push%02d", i);<br>
+      nir_variable *var =<br>
+         nir_variable_create(shader, nir_var_uniform, glsl_uint_type(), name);<br>
+      var->data.location = i;'<br></blockquote><div><br></div><div>This, combined with the code above isn't going to be correct for vec4.  The vec4 backend will make each float take a whole vec4.  It doesn't actually matter though since it's going to be ignored. :-/<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
+   }<br>
+}<br>
+<br>
 #define SPIR_V_MAGIC_NUMBER 0x07230203<br>
<br>
 /* Eventually, this will become part of anv_CreateShader.  Unfortunately,<br>
@@ -168,7 +193,8 @@ anv_shader_compile_to_nir(struct anv_device *device,<br>
<br>
       nir_lower_io_to_temporaries(entry_point->shader, entry_point, true, false);<br>
<br>
-      nir_lower_system_values(nir);<br>
+      add_nir_push_constant_uniforms(nir);<br>
+<br>
       nir_validate_shader(nir);<br>
    }<br>
<br>
@@ -177,6 +203,10 @@ anv_shader_compile_to_nir(struct anv_device *device,<br>
<br>
    nir = brw_preprocess_nir(compiler, nir);<br>
<br>
+   nir_lower_system_values(nir);<br>
+   const bool is_scalar = compiler->scalar_stage[nir->stage];<br>
+   anv_nir_lower_uniforms(nir, is_scalar);<br>
+<br>
    nir_shader_gather_info(nir, entry_point->impl);<br>
<br>
    nir_variable_mode indirect_mask = 0;<br>
<span class="HOEnZb"><font color="#888888">--<br>
2.8.1<br>
<br>
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</font></span></blockquote></div><br></div></div>