/* * Copyright © 2015 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "main/mtypes.h" #include "nir.h" static void set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len, bool is_output_read) { for (int i = 0; i < len; i++) { assert(var->data.location != -1); int idx = var->data.location + offset + i; bool is_patch_generic = var->data.patch && idx != VARYING_SLOT_TESS_LEVEL_INNER && idx != VARYING_SLOT_TESS_LEVEL_OUTER && idx != VARYING_SLOT_BOUNDING_BOX0 && idx != VARYING_SLOT_BOUNDING_BOX1; uint64_t bitfield; if (is_patch_generic) { assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX); bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0); } else { assert(idx < VARYING_SLOT_MAX); bitfield = BITFIELD64_BIT(idx); } if (var->data.mode == nir_var_shader_in) { if (is_patch_generic) shader->info.patch_inputs_read |= bitfield; else shader->info.inputs_read |= bitfield; if (shader->info.stage == MESA_SHADER_FRAGMENT) { shader->info.fs.uses_sample_qualifier |= var->data.sample; } } else { assert(var->data.mode == nir_var_shader_out); if (is_output_read) { if (is_patch_generic) { shader->info.patch_outputs_read |= bitfield; } else { shader->info.outputs_read |= bitfield; } } else { if (is_patch_generic) { shader->info.patch_outputs_written |= bitfield; } else if (!var->data.read_only) { shader->info.outputs_written |= bitfield; } } if (var->data.fb_fetch_output) shader->info.outputs_read |= bitfield; } } } /** * Mark an entire variable as used. Caller must ensure that the variable * represents a shader input or output. */ static void mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read) { const struct glsl_type *type = var->type; if (nir_is_per_vertex_io(var, shader->info.stage)) { assert(glsl_type_is_array(type)); type = glsl_get_array_element(type); } const unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4) : glsl_count_attribute_slots(type, false); set_io_mask(shader, var, 0, slots, is_output_read); } static unsigned get_io_offset(nir_deref_var *deref) { unsigned offset = 0; nir_deref *tail = &deref->deref; while (tail->child != NULL) { tail = tail->child; if (tail->deref_type == nir_deref_type_array) { nir_deref_array *deref_array = nir_deref_as_array(tail); if (deref_array->deref_array_type == nir_deref_array_type_indirect) { return -1; } offset += glsl_count_attribute_slots(tail->type, false) * deref_array->base_offset; } /* TODO: we can get the offset for structs here see nir_lower_io() */ } return offset; } /** * Try to mark a portion of the given varying as used. Caller must ensure * that the variable represents a shader input or output. * * If the index can't be interpreted as a constant, or some other problem * occurs, then nothing will be marked and false will be returned. */ static bool try_mask_partial_io(nir_shader *shader, nir_deref_var *deref, bool is_output_read) { nir_variable *var = deref->var; const struct glsl_type *type = var->type; if (nir_is_per_vertex_io(var, shader->info.stage)) { assert(glsl_type_is_array(type)); type = glsl_get_array_element(type); } /* The code below only handles: * * - Indexing into matrices * - Indexing into arrays of (arrays, matrices, vectors, or scalars) * * For now, we just give up if we see varying structs and arrays of structs * here marking the entire variable as used. */ if (!(glsl_type_is_matrix(type) || (glsl_type_is_array(type) && !var->data.compact && (glsl_type_is_numeric(glsl_without_array(type)) || glsl_type_is_boolean(glsl_without_array(type)))))) { /* If we don't know how to handle this case, give up and let the * caller mark the whole variable as used. */ return false; } unsigned offset = get_io_offset(deref); if (offset == -1) return false; unsigned num_elems; unsigned elem_width = 1; unsigned mat_cols = 1; if (glsl_type_is_array(type)) { num_elems = glsl_get_aoa_size(type); if (glsl_type_is_matrix(glsl_without_array(type))) mat_cols = glsl_get_matrix_columns(glsl_without_array(type)); } else { num_elems = glsl_get_matrix_columns(type); } /* double element width for double types that takes two slots */ if (glsl_type_is_dual_slot(glsl_without_array(type))) { elem_width *= 2; } if (offset >= num_elems * elem_width * mat_cols) { /* Constant index outside the bounds of the matrix/array. This could * arise as a result of constant folding of a legal GLSL program. * * Even though the spec says that indexing outside the bounds of a * matrix/array results in undefined behaviour, we don't want to pass * out-of-range values to set_io_mask() (since this could result in * slots that don't exist being marked as used), so just let the caller * mark the whole variable as used. */ return false; } set_io_mask(shader, var, offset, elem_width, is_output_read); return true; } static void gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader) { switch (instr->intrinsic) { case nir_intrinsic_discard: case nir_intrinsic_discard_if: assert(shader->info.stage == MESA_SHADER_FRAGMENT); shader->info.fs.uses_discard = true; break; case nir_intrinsic_interp_var_at_centroid: case nir_intrinsic_interp_var_at_sample: case nir_intrinsic_interp_var_at_offset: case nir_intrinsic_load_var: case nir_intrinsic_store_var: { nir_variable *var = instr->variables[0]->var; if (var->data.mode == nir_var_shader_in || var->data.mode == nir_var_shader_out) { bool is_output_read = false; if (var->data.mode == nir_var_shader_out && instr->intrinsic == nir_intrinsic_load_var) is_output_read = true; if (!try_mask_partial_io(shader, instr->variables[0], is_output_read)) mark_whole_variable(shader, var, is_output_read); /* We need to track which input_reads bits correspond to a * dvec3/dvec4 input attribute */ if (shader->info.stage == MESA_SHADER_VERTEX && var->data.mode == nir_var_shader_in && glsl_type_is_dual_slot(glsl_without_array(var->type))) { for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) { int idx = var->data.location + i; shader->info.double_inputs_read |= BITFIELD64_BIT(idx); } } } break; } case nir_intrinsic_load_draw_id: case nir_intrinsic_load_frag_coord: case nir_intrinsic_load_front_face: case nir_intrinsic_load_vertex_id: case nir_intrinsic_load_vertex_id_zero_base: case nir_intrinsic_load_base_vertex: case nir_intrinsic_load_base_instance: case nir_intrinsic_load_instance_id: case nir_intrinsic_load_sample_id: case nir_intrinsic_load_sample_pos: case nir_intrinsic_load_sample_mask_in: case nir_intrinsic_load_primitive_id: case nir_intrinsic_load_invocation_id: case nir_intrinsic_load_local_invocation_id: case nir_intrinsic_load_local_invocation_index: case nir_intrinsic_load_work_group_id: case nir_intrinsic_load_num_work_groups: case nir_intrinsic_load_tess_coord: case nir_intrinsic_load_tess_level_outer: case nir_intrinsic_load_tess_level_inner: case nir_intrinsic_load_patch_vertices_in: shader->info.system_values_read |= (1ull << nir_system_value_from_intrinsic(instr->intrinsic)); break; case nir_intrinsic_end_primitive: case nir_intrinsic_end_primitive_with_counter: assert(shader->info.stage == MESA_SHADER_GEOMETRY); shader->info.gs.uses_end_primitive = 1; break; default: break; } } static void gather_tex_info(nir_tex_instr *instr, nir_shader *shader) { switch (instr->op) { case nir_texop_tg4: shader->info.uses_texture_gather = true; break; case nir_texop_txf: case nir_texop_txf_ms: case nir_texop_txf_ms_mcs: shader->info.textures_used_by_txf |= ((1 << MAX2(instr->texture_array_size, 1)) - 1) << instr->texture_index; break; default: break; } } static void gather_alu_info(nir_alu_instr *instr, nir_shader *shader) { switch (instr->op) { case nir_op_fddx: case nir_op_fddy: shader->info.uses_fddx_fddy = true; break; default: break; } } static void gather_info_block(nir_block *block, nir_shader *shader) { nir_foreach_instr(instr, block) { switch (instr->type) { case nir_instr_type_alu: gather_alu_info(nir_instr_as_alu(instr), shader); break; case nir_instr_type_intrinsic: gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader); break; case nir_instr_type_tex: gather_tex_info(nir_instr_as_tex(instr), shader); break; case nir_instr_type_call: assert(!"nir_shader_gather_info only works if functions are inlined"); break; default: break; } } } void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint) { shader->info.num_textures = 0; shader->info.num_images = 0; nir_foreach_variable(var, &shader->uniforms) { const struct glsl_type *type = var->type; unsigned count = 1; if (glsl_type_is_array(type)) { count = glsl_get_aoa_size(type); type = glsl_without_array(type); } if (glsl_type_is_image(type)) { shader->info.num_images += count; } else if (glsl_type_is_sampler(type)) { shader->info.num_textures += count; } } shader->info.inputs_read = 0; shader->info.outputs_written = 0; shader->info.outputs_read = 0; shader->info.patch_outputs_read = 0; shader->info.double_inputs_read = 0; shader->info.patch_inputs_read = 0; shader->info.patch_outputs_written = 0; shader->info.system_values_read = 0; if (shader->info.stage == MESA_SHADER_FRAGMENT) { shader->info.fs.uses_sample_qualifier = false; } nir_foreach_block(block, entrypoint) { gather_info_block(block, shader); } }