/* * Copyright © 2016 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 "nir.h" #include "nir_phi_builder.h" struct repair_ssa_state { nir_function_impl *impl; BITSET_WORD *def_set; struct nir_phi_builder *phi_builder; bool progress; }; /* Get ready to build a phi and return the builder */ static struct nir_phi_builder * prep_build_phi(struct repair_ssa_state *state) { const unsigned num_words = BITSET_WORDS(state->impl->num_blocks); /* We create the phi builder on-demand. */ if (state->phi_builder == NULL) { state->phi_builder = nir_phi_builder_create(state->impl); state->def_set = ralloc_array(NULL, BITSET_WORD, num_words); } /* We're going to build a phi. That's progress. */ state->progress = true; /* Set the defs set to empty */ memset(state->def_set, 0, num_words * sizeof(*state->def_set)); return state->phi_builder; } static nir_block * get_src_block(nir_src *src) { if (src->parent_instr->type == nir_instr_type_phi) { return exec_node_data(nir_phi_src, src, src)->pred; } else { return src->parent_instr->block; } } static bool repair_ssa_def(nir_ssa_def *def, void *void_state) { struct repair_ssa_state *state = void_state; bool is_valid = true; nir_foreach_use(def, src) { if (!nir_block_dominates(def->parent_instr->block, get_src_block(src))) { is_valid = false; break; } } if (is_valid) return true; struct nir_phi_builder *pb = prep_build_phi(state); BITSET_SET(state->def_set, def->parent_instr->block->index); struct nir_phi_builder_value *val = nir_phi_builder_add_value(pb, def->num_components, def->bit_size, state->def_set); nir_phi_builder_value_set_block_def(val, def->parent_instr->block, def); nir_foreach_use_safe(def, src) { nir_block *src_block = get_src_block(src); if (!nir_block_dominates(def->parent_instr->block, src_block)) { nir_instr_rewrite_src(src->parent_instr, src, nir_src_for_ssa( nir_phi_builder_value_get_block_def(val, src_block))); } } return true; } bool nir_repair_ssa_impl(nir_function_impl *impl) { struct repair_ssa_state state; state.impl = impl; state.phi_builder = NULL; state.progress = false; nir_metadata_require(impl, nir_metadata_block_index | nir_metadata_dominance); nir_foreach_block(block, impl) { nir_foreach_instr_safe(instr, block) { nir_foreach_ssa_def(instr, repair_ssa_def, &state); } } if (state.progress) nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); if (state.phi_builder) { nir_phi_builder_finish(state.phi_builder); ralloc_free(state.def_set); } return state.progress; } /** This pass can be used to repair SSA form in a shader. * * Sometimes a transformation (such as return lowering) will have to make * changes to a shader which, while still correct, break some of NIR's SSA * invariants. This pass will insert ssa_undefs and phi nodes as needed to * get the shader back into SSA that the validator will like. */ bool nir_repair_ssa(nir_shader *shader) { bool progress = false; nir_foreach_function(shader, function) { if (function->impl) progress = nir_repair_ssa_impl(function->impl) || progress; } return progress; }