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* Limit input per vertex input accesses. This is useful for the tesselation stages.
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* On Gfx12.5+ out of bound accesses generate hangs.
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* This pass operates on derefs, it must be called before shader inputs are
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#include "brw_nir.h"
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#include "compiler/nir/nir_builder.h"
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lower_instr(nir_builder *b, nir_instr *instr, void *cb_data)
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#include "compiler/nir/nir_deref.h"
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clamp_per_vertex_loads_instr(nir_builder *b, nir_instr *instr, void *cb_data)
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if (instr->type != nir_instr_type_intrinsic)
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_deref)
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nir_deref_instr *deref = nir_instr_as_deref(intrin->src[0].ssa->parent_instr);
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nir_variable *var = nir_deref_instr_get_variable(deref);
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if (var == NULL || (var->data.mode & nir_var_shader_in) == 0)
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nir_deref_path_init(&path, deref, cb_data);
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bool progress = false;
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for (unsigned i = 0; path.path[i]; i++) {
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if (path.path[i]->deref_type != nir_deref_type_array)
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b->cursor = nir_before_instr(&path.path[i]->instr);
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nir_instr_rewrite_src_ssa(&path.path[i]->instr,
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&path.path[i]->arr.index,
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path.path[i]->arr.index.ssa,
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nir_iadd_imm(b, nir_load_patch_vertices_in(b), -1)));
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nir_deref_path_finish(&path);
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brw_nir_clamp_per_vertex_loads(nir_shader *shader)
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void *mem_ctx = ralloc_context(NULL);
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bool ret = nir_shader_instructions_pass(shader, clamp_per_vertex_loads_instr,
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nir_metadata_block_index |
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nir_metadata_dominance,
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lower_patch_vertices_instr(nir_builder *b, nir_instr *instr, void *cb_data)
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if (instr->type != nir_instr_type_intrinsic)
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_patch_vertices_in)
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unsigned *input_vertices = cb_data;
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if (instr->type != nir_instr_type_intrinsic)
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_per_vertex_input)
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b->cursor = nir_before_instr(instr);
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nir_instr_rewrite_src_ssa(instr,
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nir_imin(b, intrin->src[0].ssa,
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nir_imm_int(b, *input_vertices - 1)));
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nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_imm_int(b, *input_vertices));
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brw_nir_clamp_per_vertex_loads(nir_shader *shader,
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unsigned input_vertices)
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brw_nir_lower_patch_vertices_in(nir_shader *shader, unsigned input_vertices)
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return nir_shader_instructions_pass(shader, lower_instr,
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return nir_shader_instructions_pass(shader, lower_patch_vertices_instr,
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nir_metadata_block_index |
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nir_metadata_dominance,