#include "nir.h"
#include "nir_builder.h"
-struct lower_system_values_state {
- nir_builder builder;
- bool progress;
-};
-
static bool
-convert_block(nir_block *block, void *void_state)
+convert_block(nir_block *block, nir_builder *b)
{
- struct lower_system_values_state *state = void_state;
-
- nir_builder *b = &state->builder;
+ bool progress = false;
- nir_foreach_instr_safe(block, instr) {
+ nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
b->cursor = nir_after_instr(&load_var->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:
*/
nir_const_value local_size;
- local_size.u[0] = b->shader->info.cs.local_size[0];
- local_size.u[1] = b->shader->info.cs.local_size[1];
- local_size.u[2] = b->shader->info.cs.local_size[2];
+ 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);
+ nir_ssa_def *group_id = nir_load_work_group_id(b);
+ nir_ssa_def *local_id = nir_load_local_invocation_id(b);
sysval = nir_iadd(b, nir_imul(b, group_id,
- nir_build_imm(b, 3, local_size)),
+ nir_build_imm(b, 3, 32, local_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
+ * "The value of gl_LocalInvocationIndex is equal to
* gl_LocalInvocationID.z * gl_WorkGroupSize.x *
* 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);
-
- unsigned stride_y = b->shader->info.cs.local_size[0];
- unsigned stride_z = b->shader->info.cs.local_size[0] *
- b->shader->info.cs.local_size[1];
-
- sysval = nir_iadd(b, nir_imul(b, nir_channel(b, local_id, 2),
- nir_imm_int(b, stride_z)),
- nir_iadd(b, nir_imul(b, nir_channel(b, local_id, 1),
- nir_imm_int(b, stride_y)),
- nir_channel(b, local_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]);
+
+ sysval = nir_imul(b, nir_channel(b, local_id, 2),
+ nir_imul(b, size_x, size_y));
+ sysval = nir_iadd(b, sysval,
+ nir_imul(b, nir_channel(b, local_id, 1), size_x));
+ sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0));
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_base_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_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: {
+ default:
+ break;
+ }
+
+ 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);
- break;
- } /* default */
}
nir_ssa_def_rewrite_uses(&load_var->dest.ssa, nir_src_for_ssa(sysval));
nir_instr_remove(&load_var->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;
}