nir/lower_system_values: Drop the context-aware builder functions

Instead of having context-aware builder functions, just provide lowering
for the system value intrinsics and let nir_shader_lower_instructions
handle the recursion for us.  This makes everything a bit simpler and
means that the lowering can also be used if something comes in as a
system value intrinsic rather than a load_deref.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Jason Ekstrand 2019-07-11 14:01:20 -05:00
parent 58ffd7fbf6
commit ae8caaadee

View file

@ -28,98 +28,25 @@
#include "nir.h"
#include "nir_builder.h"
static nir_ssa_def*
build_local_group_size(nir_builder *b, unsigned bit_size)
{
nir_ssa_def *local_size;
/*
* If the local work group size is variable it can't be lowered at this
* point, but its intrinsic can still be used.
*/
if (b->shader->info.cs.local_size_variable) {
local_size = nir_load_local_group_size(b);
} else {
/* using a 32 bit constant is safe here as no device/driver needs more
* than 32 bits for the local size */
nir_const_value local_size_const[3];
memset(local_size_const, 0, sizeof(local_size_const));
local_size_const[0].u32 = b->shader->info.cs.local_size[0];
local_size_const[1].u32 = b->shader->info.cs.local_size[1];
local_size_const[2].u32 = b->shader->info.cs.local_size[2];
local_size = nir_build_imm(b, 3, 32, local_size_const);
}
return nir_u2u(b, local_size, bit_size);
}
static nir_ssa_def *
build_local_invocation_id(nir_builder *b, unsigned bit_size)
sanitize_32bit_sysval(nir_builder *b, nir_intrinsic_instr *intrin)
{
/* If lower_cs_local_id_from_index is true, then we derive the local
* index from the local id.
*/
if (b->shader->options->lower_cs_local_id_from_index) {
/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
* on this formula:
*
* gl_LocalInvocationID.x =
* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
* gl_LocalInvocationID.y =
* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
* gl_WorkGroupSize.y;
* gl_LocalInvocationID.z =
* (gl_LocalInvocationIndex /
* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
* gl_WorkGroupSize.z;
*
* However, the final % gl_WorkGroupSize.z does nothing unless we
* accidentally end up with a gl_LocalInvocationIndex that is too
* large so it can safely be omitted.
*/
nir_ssa_def *local_index = nir_load_local_invocation_index(b);
nir_ssa_def *local_size = build_local_group_size(b, 32);
assert(intrin->dest.is_ssa);
const unsigned bit_size = intrin->dest.ssa.bit_size;
if (bit_size == 32)
return NULL;
/* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *id_x, *id_y, *id_z;
id_x = nir_umod(b, local_index,
nir_channel(b, local_size, 0));
id_y = nir_umod(b, nir_udiv(b, local_index,
nir_channel(b, local_size, 0)),
nir_channel(b, local_size, 1));
id_z = nir_udiv(b, local_index,
nir_imul(b, nir_channel(b, local_size, 0),
nir_channel(b, local_size, 1)));
return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
} else {
return nir_u2u(b, nir_load_local_invocation_id(b), bit_size);
}
intrin->dest.ssa.bit_size = 32;
return nir_u2u(b, &intrin->dest.ssa, bit_size);
}
static nir_ssa_def*
build_global_group_size(nir_builder *b, unsigned bit_size)
{
nir_ssa_def *group_size = build_local_group_size(b, bit_size);
nir_ssa_def *num_work_groups = nir_u2u(b, nir_load_num_work_groups(b), bit_size);
return nir_imul(b, group_size, num_work_groups);
}
static nir_ssa_def*
build_global_invocation_id(nir_builder *b, unsigned bit_size)
{
/* From the GLSL man page for gl_GlobalInvocationID:
*
* "The value of gl_GlobalInvocationID is equal to
* gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID"
*/
nir_ssa_def *group_size = build_local_group_size(b, bit_size);
nir_ssa_def *group_id = nir_u2u(b, nir_load_work_group_id(b), bit_size);
nir_ssa_def *local_id = build_local_invocation_id(b, bit_size);
return nir_iadd(b, nir_imul(b, group_id, group_size), local_id);
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
return nir_imul(b, nir_u2u(b, group_size, bit_size),
nir_u2u(b, num_work_groups, bit_size));
}
static bool
@ -132,7 +59,87 @@ static nir_ssa_def *
lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
{
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_deref) {
/* All the intrinsics we care about are loads */
if (!nir_intrinsic_infos[intrin->intrinsic].has_dest)
return NULL;
assert(intrin->dest.is_ssa);
const unsigned bit_size = intrin->dest.ssa.bit_size;
switch (intrin->intrinsic) {
case nir_intrinsic_load_local_invocation_id:
/* If lower_cs_local_id_from_index is true, then we derive the local
* index from the local id.
*/
if (b->shader->options->lower_cs_local_id_from_index) {
/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
* on this formula:
*
* gl_LocalInvocationID.x =
* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
* gl_LocalInvocationID.y =
* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
* gl_WorkGroupSize.y;
* gl_LocalInvocationID.z =
* (gl_LocalInvocationIndex /
* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
* gl_WorkGroupSize.z;
*
* However, the final % gl_WorkGroupSize.z does nothing unless we
* accidentally end up with a gl_LocalInvocationIndex that is too
* large so it can safely be omitted.
*/
nir_ssa_def *local_index = nir_load_local_invocation_index(b);
nir_ssa_def *local_size = nir_load_local_group_size(b);
/* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *id_x, *id_y, *id_z;
id_x = nir_umod(b, local_index,
nir_channel(b, local_size, 0));
id_y = nir_umod(b, nir_udiv(b, local_index,
nir_channel(b, local_size, 0)),
nir_channel(b, local_size, 1));
id_z = nir_udiv(b, local_index,
nir_imul(b, nir_channel(b, local_size, 0),
nir_channel(b, local_size, 1)));
return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
} else {
return sanitize_32bit_sysval(b, intrin);
}
case nir_intrinsic_load_local_group_size:
if (b->shader->info.cs.local_size_variable) {
/* If the local work group size is variable it can't be lowered at
* this point. We do, however, have to make sure that the intrinsic
* is only 32-bit.
*/
return sanitize_32bit_sysval(b, intrin);
} else {
/* using a 32 bit constant is safe here as no device/driver needs more
* than 32 bits for the local size */
nir_const_value local_size_const[3];
memset(local_size_const, 0, sizeof(local_size_const));
local_size_const[0].u32 = b->shader->info.cs.local_size[0];
local_size_const[1].u32 = b->shader->info.cs.local_size[1];
local_size_const[2].u32 = b->shader->info.cs.local_size[2];
return nir_u2u(b, nir_build_imm(b, 3, 32, local_size_const), bit_size);
}
case nir_intrinsic_load_global_invocation_id: {
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *group_id = nir_load_work_group_id(b);
nir_ssa_def *local_id = nir_load_local_invocation_id(b);
return nir_iadd(b, nir_imul(b, nir_u2u(b, group_id, bit_size),
nir_u2u(b, group_size, bit_size)),
nir_u2u(b, local_id, bit_size));
}
case nir_intrinsic_load_deref: {
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
if (deref->mode != nir_var_system_value)
return NULL;
@ -148,13 +155,9 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
}
nir_variable *var = deref->var;
unsigned bit_size = nir_dest_bit_size(intrin->dest);
switch (var->data.location) {
case SYSTEM_VALUE_GLOBAL_INVOCATION_ID:
return build_global_invocation_id(b, bit_size);
case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: {
nir_ssa_def *global_id = build_global_invocation_id(b, bit_size);
nir_ssa_def *global_id = nir_load_global_invocation_id(b, bit_size);
nir_ssa_def *global_size = build_global_group_size(b, bit_size);
/* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
@ -202,12 +205,6 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
return index;
}
case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
return build_local_invocation_id(b, bit_size);
case SYSTEM_VALUE_LOCAL_GROUP_SIZE:
return build_local_group_size(b, bit_size);
case SYSTEM_VALUE_VERTEX_ID:
if (b->shader->options->vertex_id_zero_based) {
return nir_iadd(b, nir_load_vertex_id_zero_base(b),
@ -283,7 +280,9 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
intrin->dest.ssa.bit_size);
}
return NULL;
default:
return NULL;
}
}
bool