Files
intel-hard-graphics/src/nouveau/compiler/nak_nir_rematerialize_load_const.c
T
2026-06-06 13:25:15 +03:00

104 lines
2.4 KiB
C

/*
* Copyright © 2025 Collabora, Ltd.
* SPDX-License-Identifier: MIT
*/
#include "nak_private.h"
#include "nir_builder.h"
#include "util/hash_table.h"
struct remat_ctx {
struct hash_table *remap;
nir_block *block;
nir_builder b;
};
static bool
rematerialize_load_const(nir_src *src, void *_ctx)
{
struct remat_ctx *ctx = _ctx;
if (!nir_src_is_const(*src))
return true;
struct hash_entry *entry = _mesa_hash_table_search(ctx->remap, src->ssa);
if (entry != NULL) {
nir_src_rewrite(src, entry->data);
return true;
}
nir_load_const_instr *old_lc =
nir_def_as_load_const(src->ssa);
nir_load_const_instr *new_lc =
nir_instr_as_load_const(nir_instr_clone(ctx->b.shader, &old_lc->instr));
nir_builder_instr_insert(&ctx->b, &new_lc->instr);
_mesa_hash_table_insert(ctx->remap, &old_lc->def, &new_lc->def);
nir_src_rewrite(src, &new_lc->def);
return true;
}
static bool
rematerialize_load_const_impl(nir_function_impl *impl)
{
struct remat_ctx ctx = {
.remap = _mesa_pointer_hash_table_create(NULL),
.b = nir_builder_create(impl),
};
bool progress = false;
nir_foreach_block(block, impl) {
_mesa_hash_table_clear(ctx.remap, NULL);
ctx.block = block;
nir_foreach_instr(instr, block) {
if (instr->type == nir_instr_type_phi)
continue;
ctx.b.cursor = nir_before_instr(instr);
nir_foreach_src(instr, rematerialize_load_const, &ctx);
}
ctx.b.cursor = nir_after_block_before_jump(block);
for (unsigned i = 0; i < ARRAY_SIZE(block->successors); i++) {
nir_block *succ = block->successors[i];
if (succ == NULL)
continue;
nir_foreach_instr(instr, succ) {
if (instr->type != nir_instr_type_phi)
break;
nir_phi_instr *phi = nir_instr_as_phi(instr);
nir_foreach_phi_src(src, phi) {
if (src->pred != block)
continue;
rematerialize_load_const(&src->src, &ctx);
}
}
}
if (ctx.remap->entries > 0)
progress = true;
}
_mesa_hash_table_destroy(ctx.remap, NULL);
return nir_progress(progress, impl, nir_metadata_control_flow);
}
bool
nak_nir_rematerialize_load_const(nir_shader *nir)
{
bool progress = false;
nir_foreach_function_impl(impl, nir)
progress |= rematerialize_load_const_impl(impl);
return progress;
}