From 29e607e5cf5fbd8a99657ca12d362a3a3fa5ba58 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Mon, 1 Dec 2014 14:11:04 -0800 Subject: nir/glsl: Generate SSA NIR With this commit, the GLSL IR -> NIR pass generates NIR in more-or-less SSA form. It's SSA in the sense that it doesn't have any registers, but it isn't really useful SSA because it still has a pile of load/store intrinsics that we will need to get rid of. Reviewed-by: Connor Abbott --- src/glsl/nir/glsl_to_nir.cpp | 246 ++++++++++++++++++++----------------------- 1 file changed, 117 insertions(+), 129 deletions(-) (limited to 'src/glsl/nir/glsl_to_nir.cpp') diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp index f29d7fbbb3d..06f50ac6302 100644 --- a/src/glsl/nir/glsl_to_nir.cpp +++ b/src/glsl/nir/glsl_to_nir.cpp @@ -614,15 +614,13 @@ nir_visitor::visit(ir_call *ir) assert(0); } - nir_register *reg = nir_local_reg_create(impl); - reg->num_components = 1; - nir_intrinsic_instr *instr = nir_intrinsic_instr_create(shader, op); ir_dereference *param = (ir_dereference *) ir->actual_parameters.get_head(); param->accept(this); instr->variables[0] = this->deref_head; - instr->dest.reg.reg = reg; + instr->dest.is_ssa = true; + nir_ssa_def_init(&instr->instr, &instr->dest.ssa, 1, NULL); nir_instr_insert_after_cf_list(this->cf_node_list, &instr->instr); @@ -631,7 +629,8 @@ nir_visitor::visit(ir_call *ir) ir->return_deref->accept(this); store_instr->variables[0] = this->deref_head; - store_instr->src[0].reg.reg = reg; + store_instr->src[0].is_ssa = true; + store_instr->src[0].ssa = &instr->dest.ssa; nir_instr_insert_after_cf_list(this->cf_node_list, &store_instr->instr); @@ -660,121 +659,124 @@ nir_visitor::visit(ir_call *ir) void nir_visitor::visit(ir_assignment *ir) { - if (ir->write_mask != (1 << ir->lhs->type->vector_elements) - 1 && - ir->write_mask != 0) { - /* - * We have no good way to update only part of a variable, so just load - * the LHS into a register, do a writemasked move, and then store it - * back into the LHS. Copy propagation should get rid of the mess. - */ + unsigned num_components = ir->lhs->type->vector_elements; + + if ((ir->rhs->as_dereference() || ir->rhs->as_constant()) && + (ir->write_mask == (1 << num_components) - 1 || ir->write_mask == 0)) { + /* We're doing a plain-as-can-be copy, so emit a copy_var */ + nir_intrinsic_instr *copy = + nir_intrinsic_instr_create(this->shader, nir_intrinsic_copy_var); ir->lhs->accept(this); - nir_deref_var *lhs_deref = this->deref_head; - nir_register *reg = nir_local_reg_create(this->impl); - reg->num_components = ir->lhs->type->vector_elements; + copy->variables[0] = this->deref_head; - nir_intrinsic_op op; - switch (ir->lhs->type->vector_elements) { - case 1: op = nir_intrinsic_load_var_vec1; break; - case 2: op = nir_intrinsic_load_var_vec2; break; - case 3: op = nir_intrinsic_load_var_vec3; break; - case 4: op = nir_intrinsic_load_var_vec4; break; - default: assert(0); break; + ir->rhs->accept(this); + copy->variables[1] = this->deref_head; + + + if (ir->condition) { + nir_if *if_stmt = nir_if_create(this->shader); + if_stmt->condition = evaluate_rvalue(ir->condition); + nir_cf_node_insert_end(this->cf_node_list, &if_stmt->cf_node); + nir_instr_insert_after_cf_list(&if_stmt->then_list, ©->instr); + } else { + nir_instr_insert_after_cf_list(this->cf_node_list, ©->instr); } + return; + } - nir_intrinsic_instr *load = nir_intrinsic_instr_create(this->shader, op); - load->dest.reg.reg = reg; - load->variables[0] = lhs_deref; - nir_instr_insert_after_cf_list(this->cf_node_list, &load->instr); + assert(ir->rhs->type->is_scalar() || ir->rhs->type->is_vector()); - nir_alu_instr *move = - nir_alu_instr_create(this->shader, - supports_ints ? nir_op_fmov : nir_op_imov); - move->dest.dest.reg.reg = reg; - move->dest.write_mask = ir->write_mask; - move->src[0].src = evaluate_rvalue(ir->rhs); + ir->lhs->accept(this); + nir_deref_var *lhs_deref = this->deref_head; + nir_src src = evaluate_rvalue(ir->rhs); + if (ir->write_mask != (1 << num_components) - 1 && ir->write_mask != 0) { /* - * GLSL IR will give us the input to the write-masked assignment in a - * single packed vector, whereas we expect each input component to be in - * the same channel as the writemask. So, for example, if the writemask - * is xzw, then we have to swizzle x -> x, y -> z, and z -> w. + * We have no good way to update only part of a variable, so just load + * the LHS and do a vec operation to combine the old with the new, and + * then store it + * back into the LHS. Copy propagation should get rid of the mess. */ - unsigned component = 0; - for (unsigned i = 0; i < 4; i++) { - if ((ir->write_mask >> i) & 1) { - move->src[0].swizzle[i] = component++; - } else { - move->src[0].swizzle[i] = 0; - } - } - - if (ir->condition != NULL) { - move->has_predicate = true; - move->predicate = evaluate_rvalue(ir->condition); + nir_intrinsic_op load_op; + switch (ir->lhs->type->vector_elements) { + case 1: load_op = nir_intrinsic_load_var_vec1; break; + case 2: load_op = nir_intrinsic_load_var_vec2; break; + case 3: load_op = nir_intrinsic_load_var_vec3; break; + case 4: load_op = nir_intrinsic_load_var_vec4; break; + default: unreachable("Invalid number of components"); break; } - nir_instr_insert_after_cf_list(this->cf_node_list, &move->instr); + nir_intrinsic_instr *load = nir_intrinsic_instr_create(this->shader, + load_op); + load->dest.is_ssa = true; + nir_ssa_def_init(&load->instr, &load->dest.ssa, + num_components, NULL); + load->variables[0] = lhs_deref; + nir_instr_insert_after_cf_list(this->cf_node_list, &load->instr); + nir_op vec_op; switch (ir->lhs->type->vector_elements) { - case 1: op = nir_intrinsic_store_var_vec1; break; - case 2: op = nir_intrinsic_store_var_vec2; break; - case 3: op = nir_intrinsic_store_var_vec3; break; - case 4: op = nir_intrinsic_store_var_vec4; break; - default: assert(0); break; + case 1: vec_op = nir_op_imov; break; + case 2: vec_op = nir_op_vec2; break; + case 3: vec_op = nir_op_vec3; break; + case 4: vec_op = nir_op_vec4; break; + default: unreachable("Invalid number of components"); break; } + nir_alu_instr *vec = nir_alu_instr_create(this->shader, vec_op); + vec->dest.dest.is_ssa = true; + nir_ssa_def_init(&vec->instr, &vec->dest.dest.ssa, + num_components, NULL); + vec->dest.write_mask = (1 << num_components) - 1; - nir_intrinsic_instr *store = nir_intrinsic_instr_create(this->shader, op); - nir_deref *store_deref = nir_copy_deref(this->shader, &lhs_deref->deref); - store->variables[0] = nir_deref_as_var(store_deref); - store->src[0].reg.reg = reg; - nir_instr_insert_after_cf_list(this->cf_node_list, &store->instr); - return; - } - - if (ir->rhs->as_dereference() || ir->rhs->as_constant()) { - /* we're copying structs or arrays, so emit a copy_var */ - nir_intrinsic_instr *copy = - nir_intrinsic_instr_create(this->shader, nir_intrinsic_copy_var); - - ir->lhs->accept(this); - copy->variables[0] = this->deref_head; + unsigned component = 0; + for (unsigned i = 0; i < ir->lhs->type->vector_elements; i++) { + if (ir->write_mask & (1 << i)) { + vec->src[i].src = src; + + /* GLSL IR will give us the input to the write-masked assignment + * in a single packed vector. So, for example, if the + * writemask is xzw, then we have to swizzle x -> x, y -> z, + * and z -> w and get the y component from the load. + */ + vec->src[i].swizzle[0] = component++; + } else { + vec->src[i].src.is_ssa = true; + vec->src[i].src.ssa = &load->dest.ssa; + vec->src[i].swizzle[0] = i; + } + } - ir->rhs->accept(this); - copy->variables[1] = this->deref_head; + nir_instr_insert_after_cf_list(this->cf_node_list, &vec->instr); - if (ir->condition != NULL) { - copy->has_predicate = true; - copy->predicate = evaluate_rvalue(ir->condition); - } - nir_instr_insert_after_cf_list(this->cf_node_list, ©->instr); - return; + src.is_ssa = true; + src.ssa = &vec->dest.dest.ssa; } - assert(ir->rhs->type->is_scalar() || ir->rhs->type->is_vector()); - - nir_intrinsic_op op; + nir_intrinsic_op store_op; switch (ir->lhs->type->vector_elements) { - case 1: op = nir_intrinsic_store_var_vec1; break; - case 2: op = nir_intrinsic_store_var_vec2; break; - case 3: op = nir_intrinsic_store_var_vec3; break; - case 4: op = nir_intrinsic_store_var_vec4; break; - default: assert(0); break; + case 1: store_op = nir_intrinsic_store_var_vec1; break; + case 2: store_op = nir_intrinsic_store_var_vec2; break; + case 3: store_op = nir_intrinsic_store_var_vec3; break; + case 4: store_op = nir_intrinsic_store_var_vec4; break; + default: unreachable("Invalid number of components"); break; } - nir_intrinsic_instr *store = nir_intrinsic_instr_create(this->shader, op); - - ir->lhs->accept(this); - store->variables[0] = this->deref_head; - store->src[0] = evaluate_rvalue(ir->rhs); - - if (ir->condition != NULL) { - store->has_predicate = true; - store->predicate = evaluate_rvalue(ir->condition); + nir_intrinsic_instr *store = nir_intrinsic_instr_create(this->shader, + store_op); + nir_deref *store_deref = nir_copy_deref(this->shader, &lhs_deref->deref); + store->variables[0] = nir_deref_as_var(store_deref); + store->src[0] = src; + + if (ir->condition) { + nir_if *if_stmt = nir_if_create(this->shader); + if_stmt->condition = evaluate_rvalue(ir->condition); + nir_cf_node_insert_end(this->cf_node_list, &if_stmt->cf_node); + nir_instr_insert_after_cf_list(&if_stmt->then_list, &store->instr); + } else { + nir_instr_insert_after_cf_list(this->cf_node_list, &store->instr); } - - nir_instr_insert_after_cf_list(this->cf_node_list, &store->instr); } /* @@ -824,8 +826,8 @@ nir_visitor::add_instr(nir_instr *instr, unsigned num_components) { nir_dest *dest = get_instr_dest(instr); - dest->reg.reg = nir_local_reg_create(this->impl); - dest->reg.reg->num_components = num_components; + dest->is_ssa = true; + nir_ssa_def_init(instr, &dest->ssa, num_components, NULL); nir_instr_insert_after_cf_list(this->cf_node_list, instr); this->result = instr; @@ -841,43 +843,27 @@ nir_visitor::evaluate_rvalue(ir_rvalue* ir) * must emit a variable load. */ - nir_intrinsic_op op; + nir_intrinsic_op load_op; switch (ir->type->vector_elements) { - case 1: - op = nir_intrinsic_load_var_vec1; - break; - case 2: - op = nir_intrinsic_load_var_vec2; - break; - case 3: - op = nir_intrinsic_load_var_vec3; - break; - case 4: - op = nir_intrinsic_load_var_vec4; - break; + case 1: load_op = nir_intrinsic_load_var_vec1; break; + case 2: load_op = nir_intrinsic_load_var_vec2; break; + case 3: load_op = nir_intrinsic_load_var_vec3; break; + case 4: load_op = nir_intrinsic_load_var_vec4; break; + default: unreachable("Invalid number of components"); } nir_intrinsic_instr *load_instr = - nir_intrinsic_instr_create(this->shader, op); + nir_intrinsic_instr_create(this->shader, load_op); load_instr->variables[0] = this->deref_head; add_instr(&load_instr->instr, ir->type->vector_elements); } - /* - * instr doesn't have a destination right now, give it one and then set up - * the source so that it points to it. - * - * TODO: once we support SSA plumb through a use_ssa boolean and use SSA - * here instead of creating a register. - */ nir_dest *dest = get_instr_dest(this->result); - assert(dest->reg.reg); - nir_src src; - src.is_ssa = false; - src.reg.base_offset = 0; - src.reg.indirect = NULL; - src.reg.reg = dest->reg.reg; + assert(dest->is_ssa); + nir_src src; + src.is_ssa = true; + src.ssa = &dest->ssa; return src; } @@ -959,13 +945,15 @@ nir_visitor::visit(ir_expression *ir) nir_load_const_instr *const_zero = nir_load_const_instr_create(shader); const_zero->num_components = 1; const_zero->value.u[0] = 0; - const_zero->dest.reg.reg = nir_local_reg_create(this->impl); - const_zero->dest.reg.reg->num_components = 1; + const_zero->dest.is_ssa = true; + nir_ssa_def_init(&const_zero->instr, &const_zero->dest.ssa, 1, NULL); nir_instr_insert_after_cf_list(this->cf_node_list, &const_zero->instr); nir_alu_instr *compare = nir_alu_instr_create(shader, nir_op_ine); - compare->src[0].src.reg.reg = load->dest.reg.reg; - compare->src[1].src.reg.reg = const_zero->dest.reg.reg; + compare->src[0].src.is_ssa = true; + compare->src[0].src.ssa = &load->dest.ssa; + compare->src[1].src.is_ssa = true; + compare->src[1].src.ssa = &const_zero->dest.ssa; for (unsigned i = 0; i < ir->type->vector_elements; i++) compare->src[1].swizzle[i] = 0; compare->dest.write_mask = (1 << ir->type->vector_elements) - 1; -- cgit v1.2.3