/* * Copyright © 2014 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. * * Authors: * Connor Abbott (cwabbott0@gmail.com) * */ #include "nir.h" #include "nir_builder.h" struct lower_system_values_state { nir_builder builder; bool progress; }; static bool convert_block(nir_block *block, void *void_state) { struct lower_system_values_state *state = void_state; nir_builder *b = &state->builder; nir_foreach_instr_safe(block, instr) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *load_var = nir_instr_as_intrinsic(instr); if (load_var->intrinsic != nir_intrinsic_load_var) continue; nir_variable *var = load_var->variables[0]->var; if (var->data.mode != nir_var_system_value) continue; b->cursor = nir_after_instr(&load_var->instr); nir_ssa_def *sysval; switch (var->data.location) { case SYSTEM_VALUE_GLOBAL_INVOCATION_ID: { /* From the GLSL man page for gl_GlobalInvocationID: * * "The value of gl_GlobalInvocationID is equal to * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID" */ nir_const_value local_size; local_size.u32[0] = b->shader->info.cs.local_size[0]; local_size.u32[1] = b->shader->info.cs.local_size[1]; local_size.u32[2] = b->shader->info.cs.local_size[2]; nir_ssa_def *group_id = nir_load_system_value(b, nir_intrinsic_load_work_group_id, 0); nir_ssa_def *local_id = nir_load_system_value(b, nir_intrinsic_load_local_invocation_id, 0); sysval = nir_iadd(b, nir_imul(b, group_id, nir_build_imm(b, 3, local_size)), local_id); break; } case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: { /* From the GLSL man page for gl_LocalInvocationIndex: * * "The value of gl_LocalInvocationIndex is equal to * gl_LocalInvocationID.z * gl_WorkGroupSize.x * * gl_WorkGroupSize.y + gl_LocalInvocationID.y * * gl_WorkGroupSize.x + gl_LocalInvocationID.x" */ nir_ssa_def *local_id = nir_load_system_value(b, nir_intrinsic_load_local_invocation_id, 0); nir_ssa_def *size_x = nir_imm_int(b, b->shader->info.cs.local_size[0]); nir_ssa_def *size_y = nir_imm_int(b, b->shader->info.cs.local_size[1]); sysval = nir_imul(b, nir_channel(b, local_id, 2), nir_imul(b, size_x, size_y)); sysval = nir_iadd(b, sysval, nir_imul(b, nir_channel(b, local_id, 1), size_x)); sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0)); break; } case SYSTEM_VALUE_VERTEX_ID: if (b->shader->options->vertex_id_zero_based) { sysval = nir_iadd(b, nir_load_system_value(b, nir_intrinsic_load_vertex_id_zero_base, 0), nir_load_system_value(b, nir_intrinsic_load_base_vertex, 0)); } else { sysval = nir_load_system_value(b, nir_intrinsic_load_vertex_id, 0); } break; case SYSTEM_VALUE_INSTANCE_INDEX: sysval = nir_iadd(b, nir_load_system_value(b, nir_intrinsic_load_instance_id, 0), nir_load_system_value(b, nir_intrinsic_load_base_instance, 0)); break; default: { nir_intrinsic_op sysval_op = nir_intrinsic_from_system_value(var->data.location); sysval = nir_load_system_value(b, sysval_op, 0); break; } /* default */ } nir_ssa_def_rewrite_uses(&load_var->dest.ssa, nir_src_for_ssa(sysval)); nir_instr_remove(&load_var->instr); state->progress = true; } return true; } static bool convert_impl(nir_function_impl *impl) { struct lower_system_values_state state; state.progress = false; nir_builder_init(&state.builder, impl); nir_foreach_block(impl, convert_block, &state); nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); return state.progress; } bool nir_lower_system_values(nir_shader *shader) { bool progress = false; nir_foreach_function(shader, function) { if (function->impl) progress = convert_impl(function->impl) || progress; } exec_list_make_empty(&shader->system_values); return progress; }