--- /dev/null
+/*
+ * Copyright (c) 2016 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "brw_nir.h"
+#include "compiler/nir/nir_builder.h"
+
+struct lower_intrinsics_state {
+ nir_shader *nir;
+ union {
+ struct brw_stage_prog_data *prog_data;
+ struct brw_cs_prog_data *cs_prog_data;
+ };
+ nir_function_impl *impl;
+ bool progress;
+ nir_builder builder;
+ bool cs_thread_id_used;
+};
+
+static nir_ssa_def *
+read_thread_local_id(struct lower_intrinsics_state *state)
+{
+ assert(state->cs_prog_data->thread_local_id_index >= 0);
+ state->cs_thread_id_used = true;
+ const int id_index = state->cs_prog_data->thread_local_id_index;
+
+ nir_builder *b = &state->builder;
+ nir_shader *nir = state->nir;
+ nir_intrinsic_instr *load =
+ nir_intrinsic_instr_create(nir, nir_intrinsic_load_uniform);
+ load->num_components = 1;
+ load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
+ nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
+ nir_intrinsic_set_base(load, id_index * sizeof(uint32_t));
+ nir_intrinsic_set_range(load, sizeof(uint32_t));
+ nir_builder_instr_insert(b, &load->instr);
+ return &load->dest.ssa;
+}
+
+static bool
+lower_cs_intrinsics_convert_block(struct lower_intrinsics_state *state,
+ nir_block *block)
+{
+ bool progress = false;
+ nir_builder *b = &state->builder;
+ nir_shader *nir = state->nir;
+
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrinsic = nir_instr_as_intrinsic(instr);
+
+ b->cursor = nir_after_instr(&intrinsic->instr);
+
+ nir_ssa_def *sysval;
+ switch (intrinsic->intrinsic) {
+ case nir_intrinsic_load_local_invocation_index: {
+ assert(nir->stage == MESA_SHADER_COMPUTE);
+ /* We construct the local invocation index from:
+ *
+ * gl_LocalInvocationIndex =
+ * cs_thread_local_id + channel_num;
+ */
+ nir_ssa_def *thread_local_id = read_thread_local_id(state);
+ nir_ssa_def *channel =
+ nir_load_system_value(b, nir_intrinsic_load_channel_num, 0);
+ sysval = nir_iadd(b, channel, thread_local_id);
+ break;
+ }
+
+ case nir_intrinsic_load_local_invocation_id: {
+ assert(nir->stage == MESA_SHADER_COMPUTE);
+ /* 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;
+ */
+ unsigned *size = nir->info.cs.local_size;
+
+ nir_ssa_def *local_index =
+ nir_load_system_value(b, nir_intrinsic_load_local_invocation_index, 0);
+
+ nir_const_value uvec3;
+ uvec3.u32[0] = 1;
+ uvec3.u32[1] = size[0];
+ uvec3.u32[2] = size[0] * size[1];
+ nir_ssa_def *div_val = nir_build_imm(b, 3, 32, uvec3);
+ uvec3.u32[0] = size[0];
+ uvec3.u32[1] = size[1];
+ uvec3.u32[2] = size[2];
+ nir_ssa_def *mod_val = nir_build_imm(b, 3, 32, uvec3);
+
+ sysval = nir_imod(b, nir_idiv(b, local_index, div_val), mod_val);
+ break;
+ }
+
+ default:
+ continue;
+ }
+
+ nir_ssa_def_rewrite_uses(&intrinsic->dest.ssa, nir_src_for_ssa(sysval));
+ nir_instr_remove(&intrinsic->instr);
+
+ state->progress = true;
+ }
+
+ return progress;
+}
+
+static void
+lower_cs_intrinsics_convert_impl(struct lower_intrinsics_state *state)
+{
+ nir_builder_init(&state->builder, state->impl);
+
+ nir_foreach_block(block, state->impl) {
+ lower_cs_intrinsics_convert_block(state, block);
+ }
+
+ nir_metadata_preserve(state->impl,
+ nir_metadata_block_index | nir_metadata_dominance);
+}
+
+bool
+brw_nir_lower_intrinsics(nir_shader *nir, struct brw_stage_prog_data *prog_data)
+{
+ /* Currently we only lower intrinsics for compute shaders */
+ if (nir->stage != MESA_SHADER_COMPUTE)
+ return false;
+
+ bool progress = false;
+ struct lower_intrinsics_state state;
+ memset(&state, 0, sizeof(state));
+ state.nir = nir;
+ state.prog_data = prog_data;
+
+ /* Currently this pass only lowers intrinsics using the uniform specified
+ * by thread_local_id_index.
+ */
+ if (nir->stage == MESA_SHADER_COMPUTE &&
+ state.cs_prog_data->thread_local_id_index < 0)
+ return false;
+
+ do {
+ state.progress = false;
+ nir_foreach_function(function, nir) {
+ if (function->impl) {
+ state.impl = function->impl;
+ lower_cs_intrinsics_convert_impl(&state);
+ }
+ }
+ progress |= state.progress;
+ } while (state.progress);
+
+ if (nir->stage == MESA_SHADER_COMPUTE && !state.cs_thread_id_used)
+ state.cs_prog_data->thread_local_id_index = -1;
+
+ return progress;
+}