#include "nir.h"
#include "nir_builder.h"
-struct lower_system_values_state {
- nir_builder builder;
- bool progress;
-};
+static nir_ssa_def*
+build_local_group_size(nir_builder *b)
+{
+ nir_ssa_def *local_size;
-static bool
-convert_block(nir_block *block, void *void_state)
+ /*
+ * If the local work group size is variable it can't be lowered at this
+ * point, but its intrinsic can still be used.
+ */
+ if (b->shader->info.cs.local_size_variable) {
+ local_size = nir_load_local_group_size(b);
+ } else {
+ nir_const_value local_size_const;
+ memset(&local_size_const, 0, sizeof(local_size_const));
+ local_size_const.u32[0] = b->shader->info.cs.local_size[0];
+ local_size_const.u32[1] = b->shader->info.cs.local_size[1];
+ local_size_const.u32[2] = b->shader->info.cs.local_size[2];
+ local_size = nir_build_imm(b, 3, 32, local_size_const);
+ }
+
+ return local_size;
+}
+
+static nir_ssa_def *
+build_local_invocation_id(nir_builder *b)
{
- struct lower_system_values_state *state = void_state;
+ if (b->shader->options->lower_cs_local_id_from_index) {
+ /* 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;
+ *
+ * However, the final % gl_WorkGroupSize.z does nothing unless we
+ * accidentally end up with a gl_LocalInvocationIndex that is too
+ * large so it can safely be omitted.
+ */
+ nir_ssa_def *local_index = nir_load_local_invocation_index(b);
+ nir_ssa_def *local_size = build_local_group_size(b);
- nir_builder *b = &state->builder;
+ nir_ssa_def *id_x, *id_y, *id_z;
+ id_x = nir_umod(b, local_index,
+ nir_channel(b, local_size, 0));
+ id_y = nir_umod(b, nir_udiv(b, local_index,
+ nir_channel(b, local_size, 0)),
+ nir_channel(b, local_size, 1));
+ id_z = nir_udiv(b, local_index,
+ nir_imul(b, nir_channel(b, local_size, 0),
+ nir_channel(b, local_size, 1)));
+ return nir_vec3(b, id_x, id_y, id_z);
+ } else {
+ return nir_load_local_invocation_id(b);
+ }
+}
- nir_foreach_instr_safe(block, instr) {
+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_var = nir_instr_as_intrinsic(instr);
-
- if (load_var->intrinsic != nir_intrinsic_load_var)
+ nir_intrinsic_instr *load_deref = nir_instr_as_intrinsic(instr);
+ if (load_deref->intrinsic != nir_intrinsic_load_deref)
continue;
- nir_variable *var = load_var->variables[0]->var;
- if (var->data.mode != nir_var_system_value)
+ nir_deref_instr *deref = nir_src_as_deref(load_deref->src[0]);
+ if (deref->mode != nir_var_system_value)
continue;
- b->cursor = nir_after_instr(&load_var->instr);
+ if (deref->deref_type != nir_deref_type_var) {
+ /* The only one system value that is an array and that is
+ * gl_SampleMask which is always an array of one element.
+ */
+ assert(deref->deref_type == nir_deref_type_array);
+ deref = nir_deref_instr_parent(deref);
+ assert(deref->deref_type == nir_deref_type_var);
+ assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN);
+ }
+ nir_variable *var = deref->var;
+
+ b->cursor = nir_after_instr(&load_deref->instr);
- nir_ssa_def *sysval;
+ 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_ssa_def *group_size = build_local_group_size(b);
+ nir_ssa_def *group_id = nir_load_work_group_id(b);
+ nir_ssa_def *local_id = build_local_invocation_id(b);
- nir_const_value 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_system_value(b, nir_intrinsic_load_work_group_id, 0);
- nir_ssa_def *local_id =
- nir_load_system_value(b, nir_intrinsic_load_local_invocation_id, 0);
-
- sysval = nir_iadd(b, nir_imul(b, group_id,
- nir_build_imm(b, 3, local_size)),
- local_id);
+ sysval = nir_iadd(b, nir_imul(b, group_id, group_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_WorkGroupSize.y + gl_LocalInvocationID.y *
* gl_WorkGroupSize.x + gl_LocalInvocationID.x"
*/
- nir_ssa_def *local_id =
- nir_load_system_value(b, nir_intrinsic_load_local_invocation_id, 0);
+ 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]);
+ 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));
break;
}
+ case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
+ /* If lower_cs_local_id_from_index is true, then we derive the local
+ * index from the local id.
+ */
+ if (b->shader->options->lower_cs_local_id_from_index)
+ sysval = build_local_invocation_id(b);
+ break;
+
+ case SYSTEM_VALUE_LOCAL_GROUP_SIZE: {
+ sysval = build_local_group_size(b);
+ break;
+ }
+
case SYSTEM_VALUE_VERTEX_ID:
if (b->shader->options->vertex_id_zero_based) {
sysval = nir_iadd(b,
- nir_load_system_value(b, nir_intrinsic_load_vertex_id_zero_base, 0),
- nir_load_system_value(b, nir_intrinsic_load_base_vertex, 0));
+ nir_load_vertex_id_zero_base(b),
+ nir_load_first_vertex(b));
} else {
- sysval = nir_load_system_value(b, nir_intrinsic_load_vertex_id, 0);
+ 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_HELPER_INVOCATION:
+ if (b->shader->options->lower_helper_invocation) {
+ nir_ssa_def *tmp;
+
+ tmp = nir_ishl(b,
+ nir_imm_int(b, 1),
+ nir_load_sample_id_no_per_sample(b));
+
+ tmp = nir_iand(b,
+ nir_load_sample_mask_in(b),
+ tmp);
+
+ sysval = nir_inot(b, nir_i2b(b, tmp));
+ }
+
+ break;
+
case SYSTEM_VALUE_INSTANCE_INDEX:
sysval = nir_iadd(b,
- nir_load_system_value(b, nir_intrinsic_load_instance_id, 0),
- nir_load_system_value(b, nir_intrinsic_load_base_instance, 0));
+ nir_load_instance_id(b),
+ nir_load_base_instance(b));
break;
- default: {
- nir_intrinsic_op sysval_op =
+ 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);
- sysval = nir_load_system_value(b, sysval_op, 0);
+ 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;
+
+ case SYSTEM_VALUE_GLOBAL_GROUP_SIZE: {
+ nir_ssa_def *group_size = build_local_group_size(b);
+ nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
+ sysval = nir_imul(b, group_size, num_work_groups);
+ break;
+ }
+
+ default:
break;
- } /* default */
}
- nir_ssa_def_rewrite_uses(&load_var->dest.ssa, nir_src_for_ssa(sysval));
- nir_instr_remove(&load_var->instr);
+ 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,
+ load_deref->dest.ssa.bit_size);
+ }
+
+ nir_ssa_def_rewrite_uses(&load_deref->dest.ssa, nir_src_for_ssa(sysval));
+ nir_instr_remove(&load_deref->instr);
- state->progress = true;
+ progress = true;
}
- return true;
+ return progress;
}
static bool
convert_impl(nir_function_impl *impl)
{
- struct lower_system_values_state state;
+ bool progress = false;
+ nir_builder builder;
+ nir_builder_init(&builder, impl);
- state.progress = false;
- nir_builder_init(&state.builder, impl);
+ nir_foreach_block(block, impl) {
+ progress |= convert_block(block, &builder);
+ }
- nir_foreach_block(impl, convert_block, &state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
- return state.progress;
+ return progress;
}
bool
{
bool progress = false;
- nir_foreach_function(shader, function) {
+ 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;