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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>
186 lines
6.1 KiB
C
186 lines
6.1 KiB
C
/*
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* Copyright (c) 2016 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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#include "brw_nir.h"
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#include "compiler/nir/nir_builder.h"
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struct lower_intrinsics_state {
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nir_shader *nir;
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union {
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struct brw_stage_prog_data *prog_data;
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struct brw_cs_prog_data *cs_prog_data;
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};
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nir_function_impl *impl;
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bool progress;
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nir_builder builder;
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bool cs_thread_id_used;
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};
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static nir_ssa_def *
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read_thread_local_id(struct lower_intrinsics_state *state)
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{
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nir_builder *b = &state->builder;
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nir_shader *nir = state->nir;
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const unsigned *sizes = nir->info.cs.local_size;
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const unsigned group_size = sizes[0] * sizes[1] * sizes[2];
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/* Some programs have local_size dimensions so small that the thread local
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* ID will always be 0.
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*/
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if (group_size <= 8)
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return nir_imm_int(b, 0);
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assert(state->cs_prog_data->thread_local_id_index >= 0);
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state->cs_thread_id_used = true;
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const int id_index = state->cs_prog_data->thread_local_id_index;
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nir_intrinsic_instr *load =
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nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
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load->num_components = 1;
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load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
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nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
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nir_intrinsic_set_base(load, id_index * sizeof(uint32_t));
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nir_intrinsic_set_range(load, sizeof(uint32_t));
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nir_builder_instr_insert(b, &load->instr);
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return &load->dest.ssa;
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}
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static bool
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lower_cs_intrinsics_convert_block(struct lower_intrinsics_state *state,
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nir_block *block)
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{
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bool progress = false;
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nir_builder *b = &state->builder;
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nir_shader *nir = state->nir;
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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 *intrinsic = nir_instr_as_intrinsic(instr);
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b->cursor = nir_after_instr(&intrinsic->instr);
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nir_ssa_def *sysval;
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switch (intrinsic->intrinsic) {
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case nir_intrinsic_load_local_invocation_index: {
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assert(nir->stage == MESA_SHADER_COMPUTE);
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/* We construct the local invocation index from:
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*
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* gl_LocalInvocationIndex =
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* cs_thread_local_id + channel_num;
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*/
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nir_ssa_def *thread_local_id = read_thread_local_id(state);
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nir_ssa_def *channel = nir_load_channel_num(b);
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sysval = nir_iadd(b, channel, thread_local_id);
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break;
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}
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case nir_intrinsic_load_local_invocation_id: {
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assert(nir->stage == MESA_SHADER_COMPUTE);
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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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unsigned *size = nir->info.cs.local_size;
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nir_ssa_def *local_index = nir_load_local_invocation_index(b);
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nir_const_value uvec3;
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uvec3.u32[0] = 1;
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uvec3.u32[1] = size[0];
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uvec3.u32[2] = size[0] * size[1];
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nir_ssa_def *div_val = nir_build_imm(b, 3, 32, uvec3);
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uvec3.u32[0] = size[0];
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uvec3.u32[1] = size[1];
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uvec3.u32[2] = size[2];
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nir_ssa_def *mod_val = nir_build_imm(b, 3, 32, uvec3);
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sysval = nir_umod(b, nir_udiv(b, local_index, div_val), mod_val);
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break;
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}
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default:
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continue;
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}
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nir_ssa_def_rewrite_uses(&intrinsic->dest.ssa, nir_src_for_ssa(sysval));
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nir_instr_remove(&intrinsic->instr);
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state->progress = true;
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}
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return progress;
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}
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static void
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lower_cs_intrinsics_convert_impl(struct lower_intrinsics_state *state)
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{
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nir_builder_init(&state->builder, state->impl);
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nir_foreach_block(block, state->impl) {
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lower_cs_intrinsics_convert_block(state, block);
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}
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nir_metadata_preserve(state->impl,
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nir_metadata_block_index | nir_metadata_dominance);
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}
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bool
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brw_nir_lower_intrinsics(nir_shader *nir, struct brw_stage_prog_data *prog_data)
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{
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/* Currently we only lower intrinsics for compute shaders */
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if (nir->stage != MESA_SHADER_COMPUTE)
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return false;
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bool progress = false;
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struct lower_intrinsics_state state;
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memset(&state, 0, sizeof(state));
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state.nir = nir;
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state.prog_data = prog_data;
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do {
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state.progress = false;
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nir_foreach_function(function, nir) {
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if (function->impl) {
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state.impl = function->impl;
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lower_cs_intrinsics_convert_impl(&state);
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}
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}
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progress |= state.progress;
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} while (state.progress);
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if (nir->stage == MESA_SHADER_COMPUTE && !state.cs_thread_id_used)
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state.cs_prog_data->thread_local_id_index = -1;
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return progress;
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}
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