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/*
* 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"
static nir_ssa_def *
sanitize_32bit_sysval(nir_builder *b, nir_intrinsic_instr *intrin)
{
assert(intrin->dest.is_ssa);
const unsigned bit_size = intrin->dest.ssa.bit_size;
if (bit_size == 32)
return NULL;
intrin->dest.ssa.bit_size = 32;
return nir_u2u(b, &intrin->dest.ssa, bit_size);
}
static nir_ssa_def*
build_global_group_size(nir_builder *b, unsigned bit_size)
{
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
return nir_imul(b, nir_u2u(b, group_size, bit_size),
nir_u2u(b, num_work_groups, bit_size));
}
static bool
lower_system_value_filter(const nir_instr *instr, const void *_state)
{
return instr->type == nir_instr_type_intrinsic;
}
static nir_ssa_def *
lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
{
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
/* All the intrinsics we care about are loads */
if (!nir_intrinsic_infos[intrin->intrinsic].has_dest)
return NULL;
assert(intrin->dest.is_ssa);
const unsigned bit_size = intrin->dest.ssa.bit_size;
switch (intrin->intrinsic) {
case nir_intrinsic_load_vertex_id:
if (b->shader->options->vertex_id_zero_based) {
return nir_iadd(b, nir_load_vertex_id_zero_base(b),
nir_load_first_vertex(b));
} else {
return NULL;
}
case nir_intrinsic_load_base_vertex:
/**
* From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification:
*
* "gl_BaseVertex holds the integer value passed to the baseVertex
* parameter to the command that resulted in the current shader
* invocation. In the case where the command has no baseVertex
* parameter, the value of gl_BaseVertex is zero."
*/
if (b->shader->options->lower_base_vertex) {
return nir_iand(b, nir_load_is_indexed_draw(b),
nir_load_first_vertex(b));
} else {
return NULL;
}
case nir_intrinsic_load_local_invocation_id:
/* If lower_cs_local_id_from_index is true, then we derive the local
* index from the local id.
*/
if (b->shader->options->lower_cs_local_id_from_index) {
/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
* on this formula:
*
* gl_LocalInvocationID.x =
* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
* gl_LocalInvocationID.y =
* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
* gl_WorkGroupSize.y;
* gl_LocalInvocationID.z =
* (gl_LocalInvocationIndex /
* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
* gl_WorkGroupSize.z;
*
* However, the final % gl_WorkGroupSize.z does nothing unless we
* accidentally end up with a gl_LocalInvocationIndex that is too
* large so it can safely be omitted.
*/
nir_ssa_def *local_index = nir_load_local_invocation_index(b);
nir_ssa_def *local_size = nir_load_local_group_size(b);
/* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *id_x, *id_y, *id_z;
id_x = nir_umod(b, local_index,
nir_channel(b, local_size, 0));
id_y = nir_umod(b, nir_udiv(b, local_index,
nir_channel(b, local_size, 0)),
nir_channel(b, local_size, 1));
id_z = nir_udiv(b, local_index,
nir_imul(b, nir_channel(b, local_size, 0),
nir_channel(b, local_size, 1)));
return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
} else {
return sanitize_32bit_sysval(b, intrin);
}
case nir_intrinsic_load_local_invocation_index:
/* If lower_cs_local_index_from_id is true, then we derive the local
* index from the local id.
*/
if (b->shader->options->lower_cs_local_index_from_id) {
/* 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_local_invocation_id(b);
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]);
/* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *index;
index = nir_imul(b, nir_channel(b, local_id, 2),
nir_imul(b, size_x, size_y));
index = nir_iadd(b, index,
nir_imul(b, nir_channel(b, local_id, 1), size_x));
index = nir_iadd(b, index, nir_channel(b, local_id, 0));
return nir_u2u(b, index, bit_size);
} else {
return sanitize_32bit_sysval(b, intrin);
}
case nir_intrinsic_load_local_group_size:
if (b->shader->info.cs.local_size_variable) {
/* If the local work group size is variable it can't be lowered at
* this point. We do, however, have to make sure that the intrinsic
* is only 32-bit.
*/
return sanitize_32bit_sysval(b, intrin);
} else {
/* using a 32 bit constant is safe here as no device/driver needs more
* than 32 bits for the local size */
nir_const_value local_size_const[3];
memset(local_size_const, 0, sizeof(local_size_const));
local_size_const[0].u32 = b->shader->info.cs.local_size[0];
local_size_const[1].u32 = b->shader->info.cs.local_size[1];
local_size_const[2].u32 = b->shader->info.cs.local_size[2];
return nir_u2u(b, nir_build_imm(b, 3, 32, local_size_const), bit_size);
}
case nir_intrinsic_load_global_invocation_id: {
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *group_id = nir_load_work_group_id(b);
nir_ssa_def *local_id = nir_load_local_invocation_id(b);
return nir_iadd(b, nir_imul(b, nir_u2u(b, group_id, bit_size),
nir_u2u(b, group_size, bit_size)),
nir_u2u(b, local_id, bit_size));
}
case nir_intrinsic_load_global_invocation_index: {
nir_ssa_def *global_id = nir_load_global_invocation_id(b, bit_size);
nir_ssa_def *global_size = build_global_group_size(b, bit_size);
/* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
nir_ssa_def *index;
index = nir_imul(b, nir_channel(b, global_id, 2),
nir_channel(b, global_size, 1));
index = nir_iadd(b, nir_channel(b, global_id, 1), index);
index = nir_imul(b, nir_channel(b, global_size, 0), index);
index = nir_iadd(b, nir_channel(b, global_id, 0), index);
return index;
}
case nir_intrinsic_load_helper_invocation:
if (b->shader->options->lower_helper_invocation) {
nir_ssa_def *tmp;
tmp = nir_ishl(b, nir_imm_int(b, 1),
nir_load_sample_id_no_per_sample(b));
tmp = nir_iand(b, nir_load_sample_mask_in(b), tmp);
return nir_inot(b, nir_i2b(b, tmp));
} else {
return NULL;
}
case nir_intrinsic_load_deref: {
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
if (deref->mode != nir_var_system_value)
return NULL;
if (deref->deref_type != nir_deref_type_var) {
/* The only one system value that is an array and that is
* gl_SampleMask which is always an array of one element.
*/
assert(deref->deref_type == nir_deref_type_array);
deref = nir_deref_instr_parent(deref);
assert(deref->deref_type == nir_deref_type_var);
assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN);
}
nir_variable *var = deref->var;
switch (var->data.location) {
case SYSTEM_VALUE_INSTANCE_INDEX:
return nir_iadd(b, nir_load_instance_id(b),
nir_load_base_instance(b));
case SYSTEM_VALUE_SUBGROUP_EQ_MASK:
case SYSTEM_VALUE_SUBGROUP_GE_MASK:
case SYSTEM_VALUE_SUBGROUP_GT_MASK:
case SYSTEM_VALUE_SUBGROUP_LE_MASK:
case SYSTEM_VALUE_SUBGROUP_LT_MASK: {
nir_intrinsic_op op =
nir_intrinsic_from_system_value(var->data.location);
nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, op);
nir_ssa_dest_init_for_type(&load->instr, &load->dest,
var->type, NULL);
load->num_components = load->dest.ssa.num_components;
nir_builder_instr_insert(b, &load->instr);
return &load->dest.ssa;
}
case SYSTEM_VALUE_DEVICE_INDEX:
if (b->shader->options->lower_device_index_to_zero)
return nir_imm_int(b, 0);
break;
case SYSTEM_VALUE_GLOBAL_GROUP_SIZE:
return build_global_group_size(b, bit_size);
default:
break;
}
nir_intrinsic_op sysval_op =
nir_intrinsic_from_system_value(var->data.location);
return nir_load_system_value(b, sysval_op, 0,
intrin->dest.ssa.bit_size);
}
default:
return NULL;
}
}
bool
nir_lower_system_values(nir_shader *shader)
{
bool progress = nir_shader_lower_instructions(shader,
lower_system_value_filter,
lower_system_value_instr,
NULL);
/* We're going to delete the variables so we need to clean up all those
* derefs we left lying around.
*/
if (progress)
nir_remove_dead_derefs(shader);
exec_list_make_empty(&shader->system_values);
return progress;
}
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