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/*
* 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 "nir.h"
#include "nir_builder.h"
#include "nir_control_flow.h"
#include "nir_vla.h"
void nir_inline_function_impl(struct nir_builder *b,
const nir_function_impl *impl,
nir_ssa_def **params)
{
nir_function_impl *copy = nir_function_impl_clone(b->shader, impl);
/* Insert a nop at the cursor so we can keep track of where things are as
* we add/remove stuff from the CFG.
*/
nir_intrinsic_instr *nop =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_nop);
nir_builder_instr_insert(b, &nop->instr);
exec_list_append(&b->impl->locals, ©->locals);
exec_list_append(&b->impl->registers, ©->registers);
nir_foreach_block(block, copy) {
nir_foreach_instr_safe(instr, block) {
/* Returns have to be lowered for this to work */
assert(instr->type != nir_instr_type_jump ||
nir_instr_as_jump(instr)->type != nir_jump_return);
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
if (load->intrinsic != nir_intrinsic_load_param)
continue;
unsigned param_idx = nir_intrinsic_param_idx(load);
assert(param_idx < impl->function->num_params);
assert(load->dest.is_ssa);
nir_ssa_def_rewrite_uses(&load->dest.ssa,
nir_src_for_ssa(params[param_idx]));
/* Remove any left-over load_param intrinsics because they're soon
* to be in another function and therefore no longer valid.
*/
nir_instr_remove(&load->instr);
}
}
/* Pluck the body out of the function and place it here */
nir_cf_list body;
nir_cf_list_extract(&body, ©->body);
nir_cf_reinsert(&body, nir_before_instr(&nop->instr));
b->cursor = nir_instr_remove(&nop->instr);
}
static bool inline_function_impl(nir_function_impl *impl, struct set *inlined);
static bool
inline_functions_block(nir_block *block, nir_builder *b,
struct set *inlined)
{
bool progress = false;
/* This is tricky. We're iterating over instructions in a block but, as
* we go, the block and its instruction list are being split into
* pieces. However, this *should* be safe since foreach_safe always
* stashes the next thing in the iteration. That next thing will
* properly get moved to the next block when it gets split, and we
* continue iterating there.
*/
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_call)
continue;
progress = true;
nir_call_instr *call = nir_instr_as_call(instr);
assert(call->callee->impl);
/* Make sure that the function we're calling is already inlined */
inline_function_impl(call->callee->impl, inlined);
b->cursor = nir_instr_remove(&call->instr);
/* Rewrite all of the uses of the callee's parameters to use the call
* instructions sources. In order to ensure that the "load" happens
* here and not later (for register sources), we make sure to convert it
* to an SSA value first.
*/
const unsigned num_params = call->num_params;
NIR_VLA(nir_ssa_def *, params, num_params);
for (unsigned i = 0; i < num_params; i++) {
params[i] = nir_ssa_for_src(b, call->params[i],
call->callee->params[i].num_components);
}
nir_inline_function_impl(b, call->callee->impl, params);
}
return progress;
}
static bool
inline_function_impl(nir_function_impl *impl, struct set *inlined)
{
if (_mesa_set_search(inlined, impl))
return false; /* Already inlined */
nir_builder b;
nir_builder_init(&b, impl);
bool progress = false;
nir_foreach_block_safe(block, impl) {
progress |= inline_functions_block(block, &b, inlined);
}
if (progress) {
/* SSA and register indices are completely messed up now */
nir_index_ssa_defs(impl);
nir_index_local_regs(impl);
nir_metadata_preserve(impl, nir_metadata_none);
} else {
#ifndef NDEBUG
impl->valid_metadata &= ~nir_metadata_not_properly_reset;
#endif
}
_mesa_set_add(inlined, impl);
return progress;
}
/** A pass to inline all functions in a shader into their callers
*
* For most use-cases, function inlining is a multi-step process. The general
* pattern employed by SPIR-V consumers and others is as follows:
*
* 1. nir_lower_variable_initializers(shader, nir_var_function_temp)
*
* This is needed because local variables from the callee are simply added
* to the locals list for the caller and the information about where the
* constant initializer logically happens is lost. If the callee is
* called in a loop, this can cause the variable to go from being
* initialized once per loop iteration to being initialized once at the
* top of the caller and values to persist from one invocation of the
* callee to the next. The simple solution to this problem is to get rid
* of constant initializers before function inlining.
*
* 2. nir_lower_returns(shader)
*
* nir_inline_functions assumes that all functions end "naturally" by
* execution reaching the end of the function without any return
* instructions causing instant jumps to the end. Thanks to NIR being
* structured, we can't represent arbitrary jumps to various points in the
* program which is what an early return in the callee would have to turn
* into when we inline it into the caller. Instead, we require returns to
* be lowered which lets us just copy+paste the callee directly into the
* caller.
*
* 3. nir_inline_functions(shader)
*
* This does the actual function inlining and the resulting shader will
* contain no call instructions.
*
* 4. nir_opt_deref(shader)
*
* Most functions contain pointer parameters where the result of a deref
* instruction is passed in as a parameter, loaded via a load_param
* intrinsic, and then turned back into a deref via a cast. Function
* inlining will get rid of the load_param but we are still left with a
* cast. Running nir_opt_deref gets rid of the intermediate cast and
* results in a whole deref chain again. This is currently required by a
* number of optimizations and lowering passes at least for certain
* variable modes.
*
* 5. Loop over the functions and delete all but the main entrypoint.
*
* In the Intel Vulkan driver this looks like this:
*
* foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
* if (func != entry_point)
* exec_node_remove(&func->node);
* }
* assert(exec_list_length(&nir->functions) == 1);
*
* While nir_inline_functions does get rid of all call instructions, it
* doesn't get rid of any functions because it doesn't know what the "root
* function" is. Instead, it's up to the individual driver to know how to
* decide on a root function and delete the rest. With SPIR-V,
* spirv_to_nir returns the root function and so we can just use == whereas
* with GL, you may have to look for a function named "main".
*
* 6. nir_lower_variable_initializers(shader, ~nir_var_function_temp)
*
* Lowering constant initializers on inputs, outputs, global variables,
* etc. requires that we know the main entrypoint so that we know where to
* initialize them. Otherwise, we would have to assume that anything
* could be a main entrypoint and initialize them at the start of every
* function but that would clearly be wrong if any of those functions were
* ever called within another function. Simply requiring a single-
* entrypoint function shader is the best way to make it well-defined.
*/
bool
nir_inline_functions(nir_shader *shader)
{
struct set *inlined = _mesa_pointer_set_create(NULL);
bool progress = false;
nir_foreach_function(function, shader) {
if (function->impl)
progress = inline_function_impl(function->impl, inlined) || progress;
}
_mesa_set_destroy(inlined, NULL);
return progress;
}
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