/* * Copyright © 2018 Valve Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "nir.h" static bool opt_shrink_load(nir_intrinsic_instr *instr) { bool progress = false; if (instr->intrinsic == nir_intrinsic_load_push_constant) { unsigned mask = nir_ssa_def_components_read(&instr->dest.ssa); if (instr->num_components > util_last_bit(mask)) { instr->num_components = util_last_bit(mask); instr->dest.ssa.num_components = instr->num_components; progress = true; } } return progress; } bool nir_opt_shrink_load(nir_shader *shader) { bool progress = false; nir_foreach_function(function, shader) { if (!function->impl) continue; nir_foreach_block(block, function->impl) { nir_foreach_instr(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; progress |= opt_shrink_load(nir_instr_as_intrinsic(instr)); } } nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } return progress; }