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Emma Anholt authored
Right now if the shader indirects on some large constant array, we see NIR load_consts (usually from the const file) of its contents into general registers, then indirection on the GPRs. This often results in register allocation failures, as it's easy to go beyond the ~256 dwords of registers per invocation. By moving the large constants to a UBO, we can load an arbitrary number of them. They also can be theoretically moved to the constant reg file (~2k dwords), though you're unlikely to hit this path without an indirect load on your large constant, and we don't yet let UBO indirect loads get moved to constant regs. This possibly won't work out right if we have 16-bit load_constants, but without other MRs in flight we won't see 16-bit temps to be lowered to this. This allows 2 kerbal-space-program shaders to compile that previously would fail, and fixes the new dEQP-VK and -GLES2 tests I wrote that dynamically index a 40-element temporary array of float/vec2/vec3/vec4 with constant element initializers. Closes: mesa/mesa#2789 Part-of: <mesa/mesa!5810>
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