2 * Copyright © 2015 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 #include "main/mtypes.h"
28 set_io_mask(nir_shader
*shader
, nir_variable
*var
, int offset
, int len
,
31 for (int i
= 0; i
< len
; i
++) {
32 assert(var
->data
.location
!= -1);
34 int idx
= var
->data
.location
+ offset
+ i
;
35 bool is_patch_generic
= var
->data
.patch
&&
36 idx
!= VARYING_SLOT_TESS_LEVEL_INNER
&&
37 idx
!= VARYING_SLOT_TESS_LEVEL_OUTER
&&
38 idx
!= VARYING_SLOT_BOUNDING_BOX0
&&
39 idx
!= VARYING_SLOT_BOUNDING_BOX1
;
42 if (is_patch_generic
) {
43 assert(idx
>= VARYING_SLOT_PATCH0
&& idx
< VARYING_SLOT_TESS_MAX
);
44 bitfield
= BITFIELD64_BIT(idx
- VARYING_SLOT_PATCH0
);
47 assert(idx
< VARYING_SLOT_MAX
);
48 bitfield
= BITFIELD64_BIT(idx
);
51 if (var
->data
.mode
== nir_var_shader_in
) {
53 shader
->info
.patch_inputs_read
|= bitfield
;
55 shader
->info
.inputs_read
|= bitfield
;
57 if (shader
->info
.stage
== MESA_SHADER_FRAGMENT
) {
58 shader
->info
.fs
.uses_sample_qualifier
|= var
->data
.sample
;
61 assert(var
->data
.mode
== nir_var_shader_out
);
63 if (is_patch_generic
) {
64 shader
->info
.patch_outputs_read
|= bitfield
;
66 shader
->info
.outputs_read
|= bitfield
;
69 if (is_patch_generic
) {
70 shader
->info
.patch_outputs_written
|= bitfield
;
71 } else if (!var
->data
.read_only
) {
72 shader
->info
.outputs_written
|= bitfield
;
77 if (var
->data
.fb_fetch_output
)
78 shader
->info
.outputs_read
|= bitfield
;
84 * Mark an entire variable as used. Caller must ensure that the variable
85 * represents a shader input or output.
88 mark_whole_variable(nir_shader
*shader
, nir_variable
*var
, bool is_output_read
)
90 const struct glsl_type
*type
= var
->type
;
92 if (nir_is_per_vertex_io(var
, shader
->info
.stage
)) {
93 assert(glsl_type_is_array(type
));
94 type
= glsl_get_array_element(type
);
97 const unsigned slots
=
98 var
->data
.compact
? DIV_ROUND_UP(glsl_get_length(type
), 4)
99 : glsl_count_attribute_slots(type
, false);
101 set_io_mask(shader
, var
, 0, slots
, is_output_read
);
105 get_io_offset(nir_deref_var
*deref
)
109 nir_deref
*tail
= &deref
->deref
;
110 while (tail
->child
!= NULL
) {
113 if (tail
->deref_type
== nir_deref_type_array
) {
114 nir_deref_array
*deref_array
= nir_deref_as_array(tail
);
116 if (deref_array
->deref_array_type
== nir_deref_array_type_indirect
) {
120 offset
+= glsl_count_attribute_slots(tail
->type
, false) *
121 deref_array
->base_offset
;
123 /* TODO: we can get the offset for structs here see nir_lower_io() */
130 * Try to mark a portion of the given varying as used. Caller must ensure
131 * that the variable represents a shader input or output.
133 * If the index can't be interpreted as a constant, or some other problem
134 * occurs, then nothing will be marked and false will be returned.
137 try_mask_partial_io(nir_shader
*shader
, nir_deref_var
*deref
, bool is_output_read
)
139 nir_variable
*var
= deref
->var
;
140 const struct glsl_type
*type
= var
->type
;
142 if (nir_is_per_vertex_io(var
, shader
->info
.stage
)) {
143 assert(glsl_type_is_array(type
));
144 type
= glsl_get_array_element(type
);
147 /* The code below only handles:
149 * - Indexing into matrices
150 * - Indexing into arrays of (arrays, matrices, vectors, or scalars)
152 * For now, we just give up if we see varying structs and arrays of structs
153 * here marking the entire variable as used.
155 if (!(glsl_type_is_matrix(type
) ||
156 (glsl_type_is_array(type
) && !var
->data
.compact
&&
157 (glsl_type_is_numeric(glsl_without_array(type
)) ||
158 glsl_type_is_boolean(glsl_without_array(type
)))))) {
160 /* If we don't know how to handle this case, give up and let the
161 * caller mark the whole variable as used.
166 unsigned offset
= get_io_offset(deref
);
171 unsigned elem_width
= 1;
172 unsigned mat_cols
= 1;
173 if (glsl_type_is_array(type
)) {
174 num_elems
= glsl_get_aoa_size(type
);
175 if (glsl_type_is_matrix(glsl_without_array(type
)))
176 mat_cols
= glsl_get_matrix_columns(glsl_without_array(type
));
178 num_elems
= glsl_get_matrix_columns(type
);
181 /* double element width for double types that takes two slots */
182 if (glsl_type_is_dual_slot(glsl_without_array(type
))) {
186 if (offset
>= num_elems
* elem_width
* mat_cols
) {
187 /* Constant index outside the bounds of the matrix/array. This could
188 * arise as a result of constant folding of a legal GLSL program.
190 * Even though the spec says that indexing outside the bounds of a
191 * matrix/array results in undefined behaviour, we don't want to pass
192 * out-of-range values to set_io_mask() (since this could result in
193 * slots that don't exist being marked as used), so just let the caller
194 * mark the whole variable as used.
199 set_io_mask(shader
, var
, offset
, elem_width
, is_output_read
);
204 gather_intrinsic_info(nir_intrinsic_instr
*instr
, nir_shader
*shader
)
206 switch (instr
->intrinsic
) {
207 case nir_intrinsic_discard
:
208 case nir_intrinsic_discard_if
:
209 assert(shader
->info
.stage
== MESA_SHADER_FRAGMENT
);
210 shader
->info
.fs
.uses_discard
= true;
213 case nir_intrinsic_interp_var_at_centroid
:
214 case nir_intrinsic_interp_var_at_sample
:
215 case nir_intrinsic_interp_var_at_offset
:
216 case nir_intrinsic_load_var
:
217 case nir_intrinsic_store_var
: {
218 nir_variable
*var
= instr
->variables
[0]->var
;
220 if (var
->data
.mode
== nir_var_shader_in
||
221 var
->data
.mode
== nir_var_shader_out
) {
222 bool is_output_read
= false;
223 if (var
->data
.mode
== nir_var_shader_out
&&
224 instr
->intrinsic
== nir_intrinsic_load_var
)
225 is_output_read
= true;
227 if (!try_mask_partial_io(shader
, instr
->variables
[0], is_output_read
))
228 mark_whole_variable(shader
, var
, is_output_read
);
230 /* We need to track which input_reads bits correspond to a
231 * dvec3/dvec4 input attribute */
232 if (shader
->info
.stage
== MESA_SHADER_VERTEX
&&
233 var
->data
.mode
== nir_var_shader_in
&&
234 glsl_type_is_dual_slot(glsl_without_array(var
->type
))) {
235 for (uint i
= 0; i
< glsl_count_attribute_slots(var
->type
, false); i
++) {
236 int idx
= var
->data
.location
+ i
;
237 shader
->info
.double_inputs_read
|= BITFIELD64_BIT(idx
);
244 case nir_intrinsic_load_draw_id
:
245 case nir_intrinsic_load_frag_coord
:
246 case nir_intrinsic_load_front_face
:
247 case nir_intrinsic_load_vertex_id
:
248 case nir_intrinsic_load_vertex_id_zero_base
:
249 case nir_intrinsic_load_base_vertex
:
250 case nir_intrinsic_load_base_instance
:
251 case nir_intrinsic_load_instance_id
:
252 case nir_intrinsic_load_sample_id
:
253 case nir_intrinsic_load_sample_pos
:
254 case nir_intrinsic_load_sample_mask_in
:
255 case nir_intrinsic_load_primitive_id
:
256 case nir_intrinsic_load_invocation_id
:
257 case nir_intrinsic_load_local_invocation_id
:
258 case nir_intrinsic_load_local_invocation_index
:
259 case nir_intrinsic_load_work_group_id
:
260 case nir_intrinsic_load_num_work_groups
:
261 case nir_intrinsic_load_tess_coord
:
262 case nir_intrinsic_load_tess_level_outer
:
263 case nir_intrinsic_load_tess_level_inner
:
264 case nir_intrinsic_load_patch_vertices_in
:
265 shader
->info
.system_values_read
|=
266 (1ull << nir_system_value_from_intrinsic(instr
->intrinsic
));
269 case nir_intrinsic_end_primitive
:
270 case nir_intrinsic_end_primitive_with_counter
:
271 assert(shader
->info
.stage
== MESA_SHADER_GEOMETRY
);
272 shader
->info
.gs
.uses_end_primitive
= 1;
281 gather_tex_info(nir_tex_instr
*instr
, nir_shader
*shader
)
285 shader
->info
.uses_texture_gather
= true;
288 case nir_texop_txf_ms
:
289 case nir_texop_txf_ms_mcs
:
290 shader
->info
.textures_used_by_txf
|=
291 ((1 << MAX2(instr
->texture_array_size
, 1)) - 1) <<
292 instr
->texture_index
;
300 gather_alu_info(nir_alu_instr
*instr
, nir_shader
*shader
)
305 shader
->info
.uses_fddx_fddy
= true;
313 gather_info_block(nir_block
*block
, nir_shader
*shader
)
315 nir_foreach_instr(instr
, block
) {
316 switch (instr
->type
) {
317 case nir_instr_type_alu
:
318 gather_alu_info(nir_instr_as_alu(instr
), shader
);
320 case nir_instr_type_intrinsic
:
321 gather_intrinsic_info(nir_instr_as_intrinsic(instr
), shader
);
323 case nir_instr_type_tex
:
324 gather_tex_info(nir_instr_as_tex(instr
), shader
);
326 case nir_instr_type_call
:
327 assert(!"nir_shader_gather_info only works if functions are inlined");
336 nir_shader_gather_info(nir_shader
*shader
, nir_function_impl
*entrypoint
)
338 shader
->info
.num_textures
= 0;
339 shader
->info
.num_images
= 0;
340 nir_foreach_variable(var
, &shader
->uniforms
) {
341 const struct glsl_type
*type
= var
->type
;
343 if (glsl_type_is_array(type
)) {
344 count
= glsl_get_aoa_size(type
);
345 type
= glsl_without_array(type
);
348 if (glsl_type_is_image(type
)) {
349 shader
->info
.num_images
+= count
;
350 } else if (glsl_type_is_sampler(type
)) {
351 shader
->info
.num_textures
+= count
;
355 shader
->info
.inputs_read
= 0;
356 shader
->info
.outputs_written
= 0;
357 shader
->info
.outputs_read
= 0;
358 shader
->info
.patch_outputs_read
= 0;
359 shader
->info
.double_inputs_read
= 0;
360 shader
->info
.patch_inputs_read
= 0;
361 shader
->info
.patch_outputs_written
= 0;
362 shader
->info
.system_values_read
= 0;
363 if (shader
->info
.stage
== MESA_SHADER_FRAGMENT
) {
364 shader
->info
.fs
.uses_sample_qualifier
= false;
366 nir_foreach_block(block
, entrypoint
) {
367 gather_info_block(block
, shader
);