nir/lower_ssbo: Don't set align_* for atomics
[mesa.git] / src / compiler / nir / nir_lower_gs_intrinsics.c
1 /*
2 * Copyright © 2015 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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
21 * IN THE SOFTWARE.
22 */
23
24 #include "nir.h"
25 #include "nir_builder.h"
26 #include "nir_xfb_info.h"
27
28 /**
29 * \file nir_lower_gs_intrinsics.c
30 *
31 * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
32 * arbitrary number of vertices. However, the shader must declare the maximum
33 * number of vertices that it will ever output - further attempts to emit
34 * vertices result in undefined behavior according to the GLSL specification.
35 *
36 * Drivers might use this maximum number of vertices to allocate enough space
37 * to hold the geometry shader's output. Some drivers (such as i965) need to
38 * implement "safety checks" which ensure that the shader hasn't emitted too
39 * many vertices, to avoid overflowing that space and trashing other memory.
40 *
41 * The count of emitted vertices can also be useful in buffer offset
42 * calculations, so drivers know where to write the GS output.
43 *
44 * However, for simple geometry shaders that emit a statically determinable
45 * number of vertices, this extra bookkeeping is unnecessary and inefficient.
46 * By tracking the vertex count in NIR, we allow constant folding/propagation
47 * and dead control flow optimizations to eliminate most of it where possible.
48 *
49 * This pass introduces a new global variable which stores the current vertex
50 * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
51 * to their *_with_counter variants. emit_vertex is also wrapped in a safety
52 * check to avoid buffer overflows. Finally, it adds a set_vertex_count
53 * intrinsic at the end of the program, informing the driver of the final
54 * vertex count.
55 */
56
57 struct state {
58 nir_builder *builder;
59 nir_variable *vertex_count_vars[NIR_MAX_XFB_STREAMS];
60 bool progress;
61 };
62
63 /**
64 * Replace emit_vertex intrinsics with:
65 *
66 * if (vertex_count < max_vertices) {
67 * emit_vertex_with_counter vertex_count ...
68 * vertex_count += 1
69 * }
70 */
71 static void
72 rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
73 {
74 nir_builder *b = state->builder;
75 unsigned stream = nir_intrinsic_stream_id(intrin);
76
77 /* Load the vertex count */
78 b->cursor = nir_before_instr(&intrin->instr);
79 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
80
81 nir_ssa_def *max_vertices =
82 nir_imm_int(b, b->shader->info.gs.vertices_out);
83
84 /* Create: if (vertex_count < max_vertices) and insert it.
85 *
86 * The new if statement needs to be hooked up to the control flow graph
87 * before we start inserting instructions into it.
88 */
89 nir_push_if(b, nir_ilt(b, count, max_vertices));
90
91 nir_intrinsic_instr *lowered =
92 nir_intrinsic_instr_create(b->shader,
93 nir_intrinsic_emit_vertex_with_counter);
94 nir_intrinsic_set_stream_id(lowered, stream);
95 lowered->src[0] = nir_src_for_ssa(count);
96 nir_builder_instr_insert(b, &lowered->instr);
97
98 /* Increment the vertex count by 1 */
99 nir_store_var(b, state->vertex_count_vars[stream],
100 nir_iadd(b, count, nir_imm_int(b, 1)),
101 0x1); /* .x */
102
103 nir_pop_if(b, NULL);
104
105 nir_instr_remove(&intrin->instr);
106
107 state->progress = true;
108 }
109
110 /**
111 * Replace end_primitive with end_primitive_with_counter.
112 */
113 static void
114 rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
115 {
116 nir_builder *b = state->builder;
117 unsigned stream = nir_intrinsic_stream_id(intrin);
118
119 b->cursor = nir_before_instr(&intrin->instr);
120 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
121
122 nir_intrinsic_instr *lowered =
123 nir_intrinsic_instr_create(b->shader,
124 nir_intrinsic_end_primitive_with_counter);
125 nir_intrinsic_set_stream_id(lowered, stream);
126 lowered->src[0] = nir_src_for_ssa(count);
127 nir_builder_instr_insert(b, &lowered->instr);
128
129 nir_instr_remove(&intrin->instr);
130
131 state->progress = true;
132 }
133
134 static bool
135 rewrite_intrinsics(nir_block *block, struct state *state)
136 {
137 nir_foreach_instr_safe(instr, block) {
138 if (instr->type != nir_instr_type_intrinsic)
139 continue;
140
141 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
142 switch (intrin->intrinsic) {
143 case nir_intrinsic_emit_vertex:
144 rewrite_emit_vertex(intrin, state);
145 break;
146 case nir_intrinsic_end_primitive:
147 rewrite_end_primitive(intrin, state);
148 break;
149 default:
150 /* not interesting; skip this */
151 break;
152 }
153 }
154
155 return true;
156 }
157
158 /**
159 * Add a set_vertex_count intrinsic at the end of the program
160 * (representing the final vertex count).
161 */
162 static void
163 append_set_vertex_count(nir_block *end_block, struct state *state)
164 {
165 nir_builder *b = state->builder;
166 nir_shader *shader = state->builder->shader;
167
168 /* Insert the new intrinsic in all of the predecessors of the end block,
169 * but before any jump instructions (return).
170 */
171 set_foreach(end_block->predecessors, entry) {
172 nir_block *pred = (nir_block *) entry->key;
173 b->cursor = nir_after_block_before_jump(pred);
174
175 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[0]);
176
177 nir_intrinsic_instr *set_vertex_count =
178 nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
179 set_vertex_count->src[0] = nir_src_for_ssa(count);
180
181 nir_builder_instr_insert(b, &set_vertex_count->instr);
182 }
183 }
184
185 bool
186 nir_lower_gs_intrinsics(nir_shader *shader, bool per_stream)
187 {
188 struct state state;
189 state.progress = false;
190
191 nir_function_impl *impl = nir_shader_get_entrypoint(shader);
192 assert(impl);
193
194 nir_builder b;
195 nir_builder_init(&b, impl);
196 state.builder = &b;
197
198 /* Create the counter variables */
199 b.cursor = nir_before_cf_list(&impl->body);
200 unsigned num_counters = per_stream && shader->info.gs.uses_streams ?
201 NIR_MAX_XFB_STREAMS : 1;
202 for (unsigned i = 0; i < num_counters; i++) {
203 state.vertex_count_vars[i] =
204 nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
205 /* initialize to 0 */
206 nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1);
207 }
208 /* If per_stream is false, we only have one counter which we want to use
209 * for all streams. Duplicate the counter pointer so all streams use the
210 * same counter.
211 */
212 for (unsigned i = num_counters; i < NIR_MAX_XFB_STREAMS; i++)
213 state.vertex_count_vars[i] = state.vertex_count_vars[0];
214
215 nir_foreach_block_safe(block, impl)
216 rewrite_intrinsics(block, &state);
217
218 /* This only works because we have a single main() function. */
219 if (!per_stream)
220 append_set_vertex_count(impl->end_block, &state);
221
222 nir_metadata_preserve(impl, 0);
223
224 return state.progress;
225 }