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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>
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1 changed files with 96 additions and 97 deletions
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@ -28,98 +28,25 @@
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#include "nir.h"
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#include "nir_builder.h"
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static nir_ssa_def*
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build_local_group_size(nir_builder *b, unsigned bit_size)
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{
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nir_ssa_def *local_size;
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/*
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* If the local work group size is variable it can't be lowered at this
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* point, but its intrinsic can still be used.
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*/
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if (b->shader->info.cs.local_size_variable) {
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local_size = nir_load_local_group_size(b);
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} else {
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/* using a 32 bit constant is safe here as no device/driver needs more
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* than 32 bits for the local size */
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nir_const_value local_size_const[3];
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memset(local_size_const, 0, sizeof(local_size_const));
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local_size_const[0].u32 = b->shader->info.cs.local_size[0];
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local_size_const[1].u32 = b->shader->info.cs.local_size[1];
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local_size_const[2].u32 = b->shader->info.cs.local_size[2];
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local_size = nir_build_imm(b, 3, 32, local_size_const);
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}
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return nir_u2u(b, local_size, bit_size);
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}
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static nir_ssa_def *
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build_local_invocation_id(nir_builder *b, unsigned bit_size)
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sanitize_32bit_sysval(nir_builder *b, nir_intrinsic_instr *intrin)
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{
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/* If lower_cs_local_id_from_index 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_id_from_index) {
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/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
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* on this formula:
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*
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* gl_LocalInvocationID.x =
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* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
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* gl_LocalInvocationID.y =
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* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
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* gl_WorkGroupSize.y;
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* gl_LocalInvocationID.z =
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* (gl_LocalInvocationIndex /
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* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
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* gl_WorkGroupSize.z;
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*
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* However, the final % gl_WorkGroupSize.z does nothing unless we
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* accidentally end up with a gl_LocalInvocationIndex that is too
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* large so it can safely be omitted.
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*/
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nir_ssa_def *local_index = nir_load_local_invocation_index(b);
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nir_ssa_def *local_size = build_local_group_size(b, 32);
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assert(intrin->dest.is_ssa);
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const unsigned bit_size = intrin->dest.ssa.bit_size;
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if (bit_size == 32)
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return NULL;
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/* Because no hardware supports a local workgroup size greater than
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* about 1K, this calculation can be done in 32-bit and can save some
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* 64-bit arithmetic.
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*/
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nir_ssa_def *id_x, *id_y, *id_z;
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id_x = nir_umod(b, local_index,
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nir_channel(b, local_size, 0));
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id_y = nir_umod(b, nir_udiv(b, local_index,
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nir_channel(b, local_size, 0)),
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nir_channel(b, local_size, 1));
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id_z = nir_udiv(b, local_index,
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nir_imul(b, nir_channel(b, local_size, 0),
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nir_channel(b, local_size, 1)));
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return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
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} else {
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return nir_u2u(b, nir_load_local_invocation_id(b), bit_size);
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}
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intrin->dest.ssa.bit_size = 32;
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return nir_u2u(b, &intrin->dest.ssa, bit_size);
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}
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static nir_ssa_def*
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build_global_group_size(nir_builder *b, unsigned bit_size)
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{
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nir_ssa_def *group_size = build_local_group_size(b, bit_size);
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nir_ssa_def *num_work_groups = nir_u2u(b, nir_load_num_work_groups(b), bit_size);
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return nir_imul(b, group_size, num_work_groups);
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}
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static nir_ssa_def*
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build_global_invocation_id(nir_builder *b, unsigned bit_size)
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{
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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_ssa_def *group_size = build_local_group_size(b, bit_size);
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nir_ssa_def *group_id = nir_u2u(b, nir_load_work_group_id(b), bit_size);
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nir_ssa_def *local_id = build_local_invocation_id(b, bit_size);
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return nir_iadd(b, nir_imul(b, group_id, group_size), local_id);
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nir_ssa_def *group_size = nir_load_local_group_size(b);
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nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
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return nir_imul(b, nir_u2u(b, group_size, bit_size),
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nir_u2u(b, num_work_groups, bit_size));
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}
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static bool
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@ -132,7 +59,87 @@ static nir_ssa_def *
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lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
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{
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic == nir_intrinsic_load_deref) {
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/* All the intrinsics we care about are loads */
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if (!nir_intrinsic_infos[intrin->intrinsic].has_dest)
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return NULL;
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assert(intrin->dest.is_ssa);
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const unsigned bit_size = intrin->dest.ssa.bit_size;
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switch (intrin->intrinsic) {
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case nir_intrinsic_load_local_invocation_id:
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/* If lower_cs_local_id_from_index 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_id_from_index) {
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/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
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* on this formula:
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*
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* gl_LocalInvocationID.x =
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* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
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* gl_LocalInvocationID.y =
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* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
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* gl_WorkGroupSize.y;
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* gl_LocalInvocationID.z =
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* (gl_LocalInvocationIndex /
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* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
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* gl_WorkGroupSize.z;
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*
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* However, the final % gl_WorkGroupSize.z does nothing unless we
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* accidentally end up with a gl_LocalInvocationIndex that is too
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* large so it can safely be omitted.
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*/
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nir_ssa_def *local_index = nir_load_local_invocation_index(b);
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nir_ssa_def *local_size = nir_load_local_group_size(b);
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/* Because no hardware supports a local workgroup size greater than
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* about 1K, this calculation can be done in 32-bit and can save some
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* 64-bit arithmetic.
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*/
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nir_ssa_def *id_x, *id_y, *id_z;
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id_x = nir_umod(b, local_index,
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nir_channel(b, local_size, 0));
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id_y = nir_umod(b, nir_udiv(b, local_index,
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nir_channel(b, local_size, 0)),
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nir_channel(b, local_size, 1));
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id_z = nir_udiv(b, local_index,
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nir_imul(b, nir_channel(b, local_size, 0),
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nir_channel(b, local_size, 1)));
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return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
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} else {
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return sanitize_32bit_sysval(b, intrin);
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}
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case nir_intrinsic_load_local_group_size:
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if (b->shader->info.cs.local_size_variable) {
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/* If the local work group size is variable it can't be lowered at
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* this point. We do, however, have to make sure that the intrinsic
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* is only 32-bit.
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*/
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return sanitize_32bit_sysval(b, intrin);
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} else {
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/* using a 32 bit constant is safe here as no device/driver needs more
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* than 32 bits for the local size */
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nir_const_value local_size_const[3];
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memset(local_size_const, 0, sizeof(local_size_const));
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local_size_const[0].u32 = b->shader->info.cs.local_size[0];
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local_size_const[1].u32 = b->shader->info.cs.local_size[1];
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local_size_const[2].u32 = b->shader->info.cs.local_size[2];
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return nir_u2u(b, nir_build_imm(b, 3, 32, local_size_const), bit_size);
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}
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case nir_intrinsic_load_global_invocation_id: {
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nir_ssa_def *group_size = nir_load_local_group_size(b);
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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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return nir_iadd(b, nir_imul(b, nir_u2u(b, group_id, bit_size),
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nir_u2u(b, group_size, bit_size)),
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nir_u2u(b, local_id, bit_size));
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}
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case nir_intrinsic_load_deref: {
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nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
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if (deref->mode != nir_var_system_value)
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return NULL;
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@ -148,13 +155,9 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
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}
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nir_variable *var = deref->var;
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unsigned bit_size = nir_dest_bit_size(intrin->dest);
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switch (var->data.location) {
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case SYSTEM_VALUE_GLOBAL_INVOCATION_ID:
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return build_global_invocation_id(b, bit_size);
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case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: {
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nir_ssa_def *global_id = build_global_invocation_id(b, bit_size);
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nir_ssa_def *global_id = nir_load_global_invocation_id(b, bit_size);
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nir_ssa_def *global_size = build_global_group_size(b, bit_size);
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/* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
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@ -202,12 +205,6 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
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return index;
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}
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case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
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return build_local_invocation_id(b, bit_size);
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case SYSTEM_VALUE_LOCAL_GROUP_SIZE:
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return build_local_group_size(b, bit_size);
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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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return nir_iadd(b, nir_load_vertex_id_zero_base(b),
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@ -283,7 +280,9 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
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intrin->dest.ssa.bit_size);
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}
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return NULL;
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default:
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return NULL;
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}
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}
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bool
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