b86dba8a0e
Commite1af20f18achanged the shader_info from being embedded into being just a pointer. The idea was that sharing the shader_info between NIR and GLSL would be easier if it were a pointer pointing to the same shader_info struct. This, however, has caused a few problems: 1) There are many things which generate NIR without GLSL. This means we have to support both NIR shaders which come from GLSL and ones that don't and need to have an info elsewhere. 2) The solution to (1) raises all sorts of ownership issues which have to be resolved with ralloc_parent checks. 3) Ever since00620782c9, we've been using nir_gather_info to fill out the final shader_info. Thanks to cloning and the above ownership issues, the nir_shader::info may not point back to the gl_shader anymore and so we have to do a copy of the shader_info from NIR back to GLSL anyway. All of these issues go away if we just embed the shader_info in the nir_shader. There's a little downside of having to copy it back after calling nir_gather_info but, as explained above, we have to do that anyway. Acked-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
168 lines
5.3 KiB
C
168 lines
5.3 KiB
C
/*
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* Copyright © 2014 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Connor Abbott (cwabbott0@gmail.com)
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*
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*/
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#include "nir.h"
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#include "nir_builder.h"
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static bool
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convert_block(nir_block *block, nir_builder *b)
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{
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bool progress = false;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *load_var = nir_instr_as_intrinsic(instr);
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if (load_var->intrinsic != nir_intrinsic_load_var)
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continue;
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nir_variable *var = load_var->variables[0]->var;
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if (var->data.mode != nir_var_system_value)
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continue;
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b->cursor = nir_after_instr(&load_var->instr);
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nir_ssa_def *sysval = NULL;
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switch (var->data.location) {
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case SYSTEM_VALUE_GLOBAL_INVOCATION_ID: {
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/* From the GLSL man page for gl_GlobalInvocationID:
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*
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* "The value of gl_GlobalInvocationID is equal to
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* gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID"
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*/
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nir_const_value local_size;
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local_size.u32[0] = b->shader->info.cs.local_size[0];
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local_size.u32[1] = b->shader->info.cs.local_size[1];
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local_size.u32[2] = b->shader->info.cs.local_size[2];
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nir_ssa_def *group_id = nir_load_work_group_id(b);
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nir_ssa_def *local_id = nir_load_local_invocation_id(b);
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sysval = nir_iadd(b, nir_imul(b, group_id,
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nir_build_imm(b, 3, 32, local_size)),
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local_id);
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break;
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}
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case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: {
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/* If lower_cs_local_index_from_id is true, then we derive the local
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* index from the local id.
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*/
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if (!b->shader->options->lower_cs_local_index_from_id)
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break;
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/* From the GLSL man page for gl_LocalInvocationIndex:
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*
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* "The value of gl_LocalInvocationIndex is equal to
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* gl_LocalInvocationID.z * gl_WorkGroupSize.x *
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* gl_WorkGroupSize.y + gl_LocalInvocationID.y *
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* gl_WorkGroupSize.x + gl_LocalInvocationID.x"
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*/
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nir_ssa_def *local_id = nir_load_local_invocation_id(b);
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nir_ssa_def *size_x =
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nir_imm_int(b, b->shader->info.cs.local_size[0]);
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nir_ssa_def *size_y =
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nir_imm_int(b, b->shader->info.cs.local_size[1]);
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sysval = nir_imul(b, nir_channel(b, local_id, 2),
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nir_imul(b, size_x, size_y));
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sysval = nir_iadd(b, sysval,
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nir_imul(b, nir_channel(b, local_id, 1), size_x));
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sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0));
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break;
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}
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case SYSTEM_VALUE_VERTEX_ID:
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if (b->shader->options->vertex_id_zero_based) {
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sysval = nir_iadd(b,
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nir_load_vertex_id_zero_base(b),
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nir_load_base_vertex(b));
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} else {
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sysval = nir_load_vertex_id(b);
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}
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break;
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case SYSTEM_VALUE_INSTANCE_INDEX:
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sysval = nir_iadd(b,
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nir_load_instance_id(b),
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nir_load_base_instance(b));
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break;
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default:
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break;
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}
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if (sysval == NULL) {
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nir_intrinsic_op sysval_op =
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nir_intrinsic_from_system_value(var->data.location);
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sysval = nir_load_system_value(b, sysval_op, 0);
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}
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nir_ssa_def_rewrite_uses(&load_var->dest.ssa, nir_src_for_ssa(sysval));
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nir_instr_remove(&load_var->instr);
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progress = true;
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}
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return progress;
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}
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static bool
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convert_impl(nir_function_impl *impl)
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{
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bool progress = false;
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nir_builder builder;
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nir_builder_init(&builder, impl);
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nir_foreach_block(block, impl) {
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progress |= convert_block(block, &builder);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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return progress;
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}
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bool
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nir_lower_system_values(nir_shader *shader)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (function->impl)
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progress = convert_impl(function->impl) || progress;
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}
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exec_list_make_empty(&shader->system_values);
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return progress;
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}
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