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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 bool
convert_block(nir_block *block, nir_builder *b)
{
bool progress = false;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *load_deref = nir_instr_as_intrinsic(instr);
if (load_deref->intrinsic != nir_intrinsic_load_deref)
continue;
nir_variable *var =
nir_deref_instr_get_variable(nir_src_as_deref(load_deref->src[0]));
if (var->data.mode != nir_var_system_value)
continue;
b->cursor = nir_after_instr(&load_deref->instr);
nir_ssa_def *sysval = NULL;
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;
memset(&local_size, 0, sizeof(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_work_group_id(b);
nir_ssa_def *local_id = nir_load_local_invocation_id(b);
sysval = nir_iadd(b, nir_imul(b, group_id,
nir_build_imm(b, 3, 32, local_size)),
local_id);
break;
}
case SYSTEM_VALUE_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)
break;
/* 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]);
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_LOCAL_GROUP_SIZE: {
nir_const_value local_size;
memset(&local_size, 0, sizeof(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];
sysval = nir_build_imm(b, 3, 32, local_size);
break;
}
case SYSTEM_VALUE_VERTEX_ID:
if (b->shader->options->vertex_id_zero_based) {
sysval = nir_iadd(b,
nir_load_vertex_id_zero_base(b),
nir_load_first_vertex(b));
} else {
sysval = nir_load_vertex_id(b);
}
break;
case SYSTEM_VALUE_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)
sysval = nir_iand(b,
nir_load_is_indexed_draw(b),
nir_load_first_vertex(b));
break;
case SYSTEM_VALUE_INSTANCE_INDEX:
sysval = nir_iadd(b,
nir_load_instance_id(b),
nir_load_base_instance(b));
break;
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);
sysval = &load->dest.ssa;
break;
}
case SYSTEM_VALUE_DEVICE_INDEX:
if (b->shader->options->lower_device_index_to_zero)
sysval = nir_imm_int(b, 0);
break;
default:
break;
}
if (sysval == NULL) {
nir_intrinsic_op sysval_op =
nir_intrinsic_from_system_value(var->data.location);
sysval = nir_load_system_value(b, sysval_op, 0);
}
nir_ssa_def_rewrite_uses(&load_deref->dest.ssa, nir_src_for_ssa(sysval));
nir_instr_remove(&load_deref->instr);
progress = true;
}
return progress;
}
static bool
convert_impl(nir_function_impl *impl)
{
bool progress = false;
nir_builder builder;
nir_builder_init(&builder, impl);
nir_foreach_block(block, impl) {
progress |= convert_block(block, &builder);
}
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return progress;
}
bool
nir_lower_system_values(nir_shader *shader)
{
bool progress = false;
nir_assert_unlowered_derefs(shader, nir_lower_load_store_derefs);
nir_foreach_function(function, shader) {
if (function->impl)
progress = convert_impl(function->impl) || progress;
}
/* We're going to delete the variables so we need to clean up all those
* derefs we left lying around.
*/
nir_remove_dead_derefs(shader);
exec_list_make_empty(&shader->system_values);
return progress;
}
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