nir: Add a stub function inlining pass
[mesa.git] / src / glsl / 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
27 /**
28 * \file nir_lower_gs_intrinsics.c
29 *
30 * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
31 * arbitrary number of vertices. However, the shader must declare the maximum
32 * number of vertices that it will ever output - further attempts to emit
33 * vertices result in undefined behavior according to the GLSL specification.
34 *
35 * Drivers might use this maximum number of vertices to allocate enough space
36 * to hold the geometry shader's output. Some drivers (such as i965) need to
37 * implement "safety checks" which ensure that the shader hasn't emitted too
38 * many vertices, to avoid overflowing that space and trashing other memory.
39 *
40 * The count of emitted vertices can also be useful in buffer offset
41 * calculations, so drivers know where to write the GS output.
42 *
43 * However, for simple geometry shaders that emit a statically determinable
44 * number of vertices, this extra bookkeeping is unnecessary and inefficient.
45 * By tracking the vertex count in NIR, we allow constant folding/propagation
46 * and dead control flow optimizations to eliminate most of it where possible.
47 *
48 * This pass introduces a new global variable which stores the current vertex
49 * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
50 * to their *_with_counter variants. emit_vertex is also wrapped in a safety
51 * check to avoid buffer overflows. Finally, it adds a set_vertex_count
52 * intrinsic at the end of the program, informing the driver of the final
53 * vertex count.
54 */
55
56 struct state {
57 nir_builder *builder;
58 nir_variable *vertex_count_var;
59 bool progress;
60 };
61
62 /**
63 * Replace emit_vertex intrinsics with:
64 *
65 * if (vertex_count < max_vertices) {
66 * emit_vertex_with_counter vertex_count ...
67 * vertex_count += 1
68 * }
69 */
70 static void
71 rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
72 {
73 nir_builder *b = state->builder;
74
75 /* Load the vertex count */
76 b->cursor = nir_before_instr(&intrin->instr);
77 nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
78
79 nir_ssa_def *max_vertices = nir_imm_int(b, b->shader->info.gs.vertices_out);
80
81 /* Create: if (vertex_count < max_vertices) and insert it.
82 *
83 * The new if statement needs to be hooked up to the control flow graph
84 * before we start inserting instructions into it.
85 */
86 nir_if *if_stmt = nir_if_create(b->shader);
87 if_stmt->condition = nir_src_for_ssa(nir_ilt(b, count, max_vertices));
88 nir_builder_cf_insert(b, &if_stmt->cf_node);
89
90 /* Fill out the new then-block */
91 b->cursor = nir_after_cf_list(&if_stmt->then_list);
92
93 nir_intrinsic_instr *lowered =
94 nir_intrinsic_instr_create(b->shader,
95 nir_intrinsic_emit_vertex_with_counter);
96 lowered->const_index[0] = intrin->const_index[0];
97 lowered->src[0] = nir_src_for_ssa(count);
98 nir_builder_instr_insert(b, &lowered->instr);
99
100 /* Increment the vertex count by 1 */
101 nir_store_var(b, state->vertex_count_var,
102 nir_iadd(b, count, nir_imm_int(b, 1)));
103
104 nir_instr_remove(&intrin->instr);
105
106 state->progress = true;
107 }
108
109 /**
110 * Replace end_primitive with end_primitive_with_counter.
111 */
112 static void
113 rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
114 {
115 nir_builder *b = state->builder;
116
117 b->cursor = nir_before_instr(&intrin->instr);
118 nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
119
120 nir_intrinsic_instr *lowered =
121 nir_intrinsic_instr_create(b->shader,
122 nir_intrinsic_end_primitive_with_counter);
123 lowered->const_index[0] = intrin->const_index[0];
124 lowered->src[0] = nir_src_for_ssa(count);
125 nir_builder_instr_insert(b, &lowered->instr);
126
127 nir_instr_remove(&intrin->instr);
128
129 state->progress = true;
130 }
131
132 static bool
133 rewrite_intrinsics(nir_block *block, void *closure)
134 {
135 struct state *state = closure;
136
137 nir_foreach_instr_safe(block, instr) {
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 struct set_entry *entry;
172 set_foreach(end_block->predecessors, entry) {
173 nir_block *pred = (nir_block *) entry->key;
174 b->cursor = nir_after_block_before_jump(pred);
175
176 nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
177
178 nir_intrinsic_instr *set_vertex_count =
179 nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
180 set_vertex_count->src[0] = nir_src_for_ssa(count);
181
182 nir_builder_instr_insert(b, &set_vertex_count->instr);
183 }
184 }
185
186 bool
187 nir_lower_gs_intrinsics(nir_shader *shader)
188 {
189 struct state state;
190 state.progress = false;
191
192 /* Create the counter variable */
193 nir_variable *var = rzalloc(shader, nir_variable);
194 var->data.mode = nir_var_global;
195 var->type = glsl_uint_type();
196 var->name = "vertex_count";
197 var->constant_initializer = rzalloc(shader, nir_constant); /* initialize to 0 */
198
199 exec_list_push_tail(&shader->globals, &var->node);
200 state.vertex_count_var = var;
201
202 nir_foreach_overload(shader, overload) {
203 if (overload->impl) {
204 nir_builder b;
205 nir_builder_init(&b, overload->impl);
206 state.builder = &b;
207
208 nir_foreach_block(overload->impl, rewrite_intrinsics, &state);
209
210 /* This only works because we have a single main() function. */
211 append_set_vertex_count(overload->impl->end_block, &state);
212
213 nir_metadata_preserve(overload->impl, 0);
214 }
215 }
216
217 return state.progress;
218 }