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/*
* Copyright (c) 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 "brw_nir.h"
#include "compiler/nir/nir_builder.h"
struct lower_intrinsics_state {
nir_shader *nir;
union {
struct brw_stage_prog_data *prog_data;
struct brw_cs_prog_data *cs_prog_data;
};
nir_function_impl *impl;
bool progress;
nir_builder builder;
bool cs_thread_id_used;
};
static nir_ssa_def *
read_thread_local_id(struct lower_intrinsics_state *state)
{
assert(state->cs_prog_data->thread_local_id_index >= 0);
state->cs_thread_id_used = true;
const int id_index = state->cs_prog_data->thread_local_id_index;
nir_builder *b = &state->builder;
nir_shader *nir = state->nir;
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
load->num_components = 1;
load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
nir_intrinsic_set_base(load, id_index * sizeof(uint32_t));
nir_intrinsic_set_range(load, sizeof(uint32_t));
nir_builder_instr_insert(b, &load->instr);
return &load->dest.ssa;
}
static bool
lower_cs_intrinsics_convert_block(struct lower_intrinsics_state *state,
nir_block *block)
{
bool progress = false;
nir_builder *b = &state->builder;
nir_shader *nir = state->nir;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrinsic = nir_instr_as_intrinsic(instr);
b->cursor = nir_after_instr(&intrinsic->instr);
nir_ssa_def *sysval;
switch (intrinsic->intrinsic) {
case nir_intrinsic_load_local_invocation_index: {
assert(nir->stage == MESA_SHADER_COMPUTE);
/* We construct the local invocation index from:
*
* gl_LocalInvocationIndex =
* cs_thread_local_id + channel_num;
*/
nir_ssa_def *thread_local_id = read_thread_local_id(state);
nir_ssa_def *channel =
nir_load_system_value(b, nir_intrinsic_load_channel_num, 0);
sysval = nir_iadd(b, channel, thread_local_id);
break;
}
case nir_intrinsic_load_local_invocation_id: {
assert(nir->stage == MESA_SHADER_COMPUTE);
/* 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;
*/
unsigned *size = nir->info.cs.local_size;
nir_ssa_def *local_index =
nir_load_system_value(b, nir_intrinsic_load_local_invocation_index, 0);
nir_const_value uvec3;
uvec3.u32[0] = 1;
uvec3.u32[1] = size[0];
uvec3.u32[2] = size[0] * size[1];
nir_ssa_def *div_val = nir_build_imm(b, 3, 32, uvec3);
uvec3.u32[0] = size[0];
uvec3.u32[1] = size[1];
uvec3.u32[2] = size[2];
nir_ssa_def *mod_val = nir_build_imm(b, 3, 32, uvec3);
sysval = nir_imod(b, nir_idiv(b, local_index, div_val), mod_val);
break;
}
default:
continue;
}
nir_ssa_def_rewrite_uses(&intrinsic->dest.ssa, nir_src_for_ssa(sysval));
nir_instr_remove(&intrinsic->instr);
state->progress = true;
}
return progress;
}
static void
lower_cs_intrinsics_convert_impl(struct lower_intrinsics_state *state)
{
nir_builder_init(&state->builder, state->impl);
nir_foreach_block(block, state->impl) {
lower_cs_intrinsics_convert_block(state, block);
}
nir_metadata_preserve(state->impl,
nir_metadata_block_index | nir_metadata_dominance);
}
bool
brw_nir_lower_intrinsics(nir_shader *nir, struct brw_stage_prog_data *prog_data)
{
/* Currently we only lower intrinsics for compute shaders */
if (nir->stage != MESA_SHADER_COMPUTE)
return false;
bool progress = false;
struct lower_intrinsics_state state;
memset(&state, 0, sizeof(state));
state.nir = nir;
state.prog_data = prog_data;
do {
state.progress = false;
nir_foreach_function(function, nir) {
if (function->impl) {
state.impl = function->impl;
lower_cs_intrinsics_convert_impl(&state);
}
}
progress |= state.progress;
} while (state.progress);
if (nir->stage == MESA_SHADER_COMPUTE && !state.cs_thread_id_used)
state.cs_prog_data->thread_local_id_index = -1;
return progress;
}
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