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the naming is a bit confusing no matter how you look at it. Within SPIR-V "global" memory is memory accessible from all threads. glsl "global" memory normally refers to shader thread private memory declared at global scope. As we already use "shared" for memory shared across all thrads of a work group the solution where everybody could be happy with is to rename "global" to "private" and use "global" later for memory usually stored within system accessible memory (be it VRAM or system RAM if keeping SVM in mind). glsl "local" memory is memory only accessible within a function, while SPIR-V "local" memory is memory accessible within the same workgroup. v2: rename local to function as well v3: rename vtn_variable_mode_local as well Signed-off-by: Karol Herbst <kherbst@redhat.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
212 lines
6.6 KiB
C
212 lines
6.6 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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static bool
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deref_used_for_not_store(nir_deref_instr *deref)
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{
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nir_foreach_use(src, &deref->dest.ssa) {
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switch (src->parent_instr->type) {
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case nir_instr_type_deref:
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if (deref_used_for_not_store(nir_instr_as_deref(src->parent_instr)))
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return true;
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break;
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case nir_instr_type_intrinsic: {
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nir_intrinsic_instr *intrin =
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nir_instr_as_intrinsic(src->parent_instr);
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/* The first source of copy and store intrinsics is the deref to
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* write. Don't record those.
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*/
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if ((intrin->intrinsic != nir_intrinsic_store_deref &&
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intrin->intrinsic != nir_intrinsic_copy_deref) ||
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src != &intrin->src[0])
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return true;
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break;
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}
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default:
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/* If it's used by any other instruction type (most likely a texture
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* or call instruction), consider it used.
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*/
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return true;
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}
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}
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return false;
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}
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static void
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add_var_use_deref(nir_deref_instr *deref, struct set *live)
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{
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if (deref->deref_type != nir_deref_type_var)
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return;
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/* If it's not a local that never escapes the shader, then any access at
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* all means we need to keep it alive.
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*/
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assert(deref->mode == deref->var->data.mode);
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if (!(deref->mode & (nir_var_function | nir_var_private | nir_var_shared)) ||
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deref_used_for_not_store(deref))
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_mesa_set_add(live, deref->var);
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}
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static void
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add_var_use_shader(nir_shader *shader, struct set *live, nir_variable_mode modes)
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{
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nir_foreach_function(function, shader) {
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if (function->impl) {
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr(instr, block) {
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if (instr->type == nir_instr_type_deref)
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add_var_use_deref(nir_instr_as_deref(instr), live);
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}
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}
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}
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}
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}
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static void
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remove_dead_var_writes(nir_shader *shader, struct set *live)
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{
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nir_foreach_function(function, shader) {
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if (!function->impl)
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continue;
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr_safe(instr, block) {
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switch (instr->type) {
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case nir_instr_type_deref: {
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nir_deref_instr *deref = nir_instr_as_deref(instr);
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if (deref->deref_type == nir_deref_type_cast &&
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!nir_deref_instr_parent(deref))
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continue;
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nir_variable_mode parent_mode;
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if (deref->deref_type == nir_deref_type_var)
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parent_mode = deref->var->data.mode;
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else
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parent_mode = nir_deref_instr_parent(deref)->mode;
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/* If the parent mode is 0, then it references a dead variable.
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* Flag this deref as dead and remove it.
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*/
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if (parent_mode == 0) {
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deref->mode = 0;
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nir_instr_remove(&deref->instr);
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}
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break;
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}
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case nir_instr_type_intrinsic: {
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_copy_deref &&
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intrin->intrinsic != nir_intrinsic_store_deref)
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break;
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if (nir_src_as_deref(intrin->src[0])->mode == 0)
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nir_instr_remove(instr);
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break;
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}
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default:
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break; /* Nothing to do */
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}
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}
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}
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}
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}
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static bool
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remove_dead_vars(struct exec_list *var_list, struct set *live)
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{
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bool progress = false;
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foreach_list_typed_safe(nir_variable, var, node, var_list) {
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struct set_entry *entry = _mesa_set_search(live, var);
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if (entry == NULL) {
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/* Mark this variable as used by setting the mode to 0 */
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var->data.mode = 0;
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exec_node_remove(&var->node);
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progress = true;
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}
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}
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return progress;
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}
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bool
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nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes)
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{
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bool progress = false;
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struct set *live =
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_mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
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add_var_use_shader(shader, live, modes);
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if (modes & nir_var_uniform)
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progress = remove_dead_vars(&shader->uniforms, live) || progress;
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if (modes & nir_var_shader_in)
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progress = remove_dead_vars(&shader->inputs, live) || progress;
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if (modes & nir_var_shader_out)
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progress = remove_dead_vars(&shader->outputs, live) || progress;
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if (modes & nir_var_private)
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progress = remove_dead_vars(&shader->globals, live) || progress;
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if (modes & nir_var_system_value)
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progress = remove_dead_vars(&shader->system_values, live) || progress;
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if (modes & nir_var_shared)
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progress = remove_dead_vars(&shader->shared, live) || progress;
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if (modes & nir_var_function) {
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nir_foreach_function(function, shader) {
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if (function->impl) {
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if (remove_dead_vars(&function->impl->locals, live))
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progress = true;
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}
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}
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}
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if (progress) {
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remove_dead_var_writes(shader, live);
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nir_foreach_function(function, shader) {
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if (function->impl) {
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nir_metadata_preserve(function->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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}
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_mesa_set_destroy(live, NULL);
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return progress;
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}
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