nir: Add a pass for gathering various bits of shader info
authorJason Ekstrand <jason.ekstrand@intel.com>
Fri, 25 Mar 2016 17:23:25 +0000 (10:23 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Mon, 11 Apr 2016 03:43:47 +0000 (20:43 -0700)
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/compiler/Makefile.sources
src/compiler/nir/Makefile.sources
src/compiler/nir/nir.h
src/compiler/nir/nir_gather_info.c [new file with mode: 0644]

index 0aee2006902a1be2b7b991231dba340a9dcd7489..b24332807dfca9dad4ef1711f5c068d07e190660 100644 (file)
@@ -176,6 +176,7 @@ NIR_FILES = \
        nir/nir_control_flow_private.h \
        nir/nir_dominance.c \
        nir/nir_from_ssa.c \
+       nir/nir_gather_info.c \
        nir/nir_gs_count_vertices.c \
        nir/nir_inline_functions.c \
        nir/nir_instr_set.c \
index 347430245519f2abf40a6bf9ab071f2688b23c04..c920d2ca54438ac481e78ef5f614642a7c59e068 100644 (file)
@@ -19,6 +19,7 @@ NIR_FILES = \
        nir_control_flow_private.h \
        nir_dominance.c \
        nir_from_ssa.c \
+       nir_gather_info.c \
        nir_gs_count_vertices.c \
        nir_inline_functions.c \
        nir_instr_set.c \
index c19ae5948bdc6a6e63b2deca296822d0e15b7177..35b09c6233491318a1221d24ef2eee30f01e3af5 100644 (file)
@@ -2187,6 +2187,7 @@ bool nir_lower_locals_to_regs(nir_shader *shader);
 
 void nir_lower_outputs_to_temporaries(nir_shader *shader,
                                       nir_function *entrypoint);
+void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint);
 
 void nir_assign_var_locations(struct exec_list *var_list,
                               unsigned *size,
diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c
new file mode 100644 (file)
index 0000000..bff235b
--- /dev/null
@@ -0,0 +1,161 @@
+/*
+ * Copyright © 2015 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 "nir.h"
+
+static void
+gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
+{
+   switch (instr->intrinsic) {
+   case nir_intrinsic_discard:
+   case nir_intrinsic_discard_if:
+      assert(shader->stage == MESA_SHADER_FRAGMENT);
+      shader->info.fs.uses_discard = true;
+      break;
+
+   case nir_intrinsic_load_front_face:
+   case nir_intrinsic_load_vertex_id:
+   case nir_intrinsic_load_vertex_id_zero_base:
+   case nir_intrinsic_load_base_vertex:
+   case nir_intrinsic_load_instance_id:
+   case nir_intrinsic_load_sample_id:
+   case nir_intrinsic_load_sample_pos:
+   case nir_intrinsic_load_sample_mask_in:
+   case nir_intrinsic_load_primitive_id:
+   case nir_intrinsic_load_invocation_id:
+   case nir_intrinsic_load_local_invocation_id:
+   case nir_intrinsic_load_work_group_id:
+   case nir_intrinsic_load_num_work_groups:
+      shader->info.system_values_read |=
+         (1 << nir_system_value_from_intrinsic(instr->intrinsic));
+      break;
+
+   case nir_intrinsic_end_primitive:
+   case nir_intrinsic_end_primitive_with_counter:
+      assert(shader->stage == MESA_SHADER_GEOMETRY);
+      shader->info.gs.uses_end_primitive = 1;
+      break;
+
+   default:
+      break;
+   }
+}
+
+static void
+gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
+{
+   if (instr->op == nir_texop_tg4)
+      shader->info.uses_texture_gather = true;
+}
+
+static bool
+gather_info_block(nir_block *block, void *shader)
+{
+   nir_foreach_instr(block, instr) {
+      switch (instr->type) {
+      case nir_instr_type_intrinsic:
+         gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
+         break;
+      case nir_instr_type_tex:
+         gather_tex_info(nir_instr_as_tex(instr), shader);
+         break;
+      case nir_instr_type_call:
+         assert(!"nir_shader_gather_info only works if functions are inlined");
+         break;
+      default:
+         break;
+      }
+   }
+
+   return true;
+}
+
+/**
+ * Returns the bits in the inputs_read, outputs_written, or
+ * system_values_read bitfield corresponding to this variable.
+ */
+static inline uint64_t
+get_io_mask(nir_variable *var, gl_shader_stage stage)
+{
+   assert(var->data.mode == nir_var_shader_in ||
+          var->data.mode == nir_var_shader_out ||
+          var->data.mode == nir_var_system_value);
+   assert(var->data.location >= 0);
+
+   const struct glsl_type *var_type = var->type;
+   if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
+      /* Most geometry shader inputs are per-vertex arrays */
+      if (var->data.location >= VARYING_SLOT_VAR0)
+         assert(glsl_type_is_array(var_type));
+
+      if (glsl_type_is_array(var_type))
+         var_type = glsl_get_array_element(var_type);
+   }
+
+   bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
+                           stage == MESA_SHADER_VERTEX);
+   unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
+   return ((1ull << slots) - 1) << var->data.location;
+}
+
+void
+nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
+{
+   /* This pass does not yet support tessellation shaders */
+   assert(shader->stage == MESA_SHADER_VERTEX ||
+          shader->stage == MESA_SHADER_GEOMETRY ||
+          shader->stage == MESA_SHADER_FRAGMENT ||
+          shader->stage == MESA_SHADER_COMPUTE);
+
+   shader->info.inputs_read = 0;
+   foreach_list_typed(nir_variable, var, node, &shader->inputs)
+      shader->info.inputs_read |= get_io_mask(var, shader->stage);
+
+   /* TODO: Some day we may need to add stream support to NIR */
+   shader->info.outputs_written = 0;
+   foreach_list_typed(nir_variable, var, node, &shader->outputs)
+      shader->info.outputs_written |= get_io_mask(var, shader->stage);
+
+   shader->info.system_values_read = 0;
+   foreach_list_typed(nir_variable, var, node, &shader->system_values)
+      shader->info.system_values_read |= get_io_mask(var, shader->stage);
+
+   shader->info.num_textures = 0;
+   shader->info.num_images = 0;
+   nir_foreach_variable(var, &shader->uniforms) {
+      const struct glsl_type *type = var->type;
+      unsigned count = 1;
+      if (glsl_type_is_array(type)) {
+         count = glsl_get_length(type);
+         type = glsl_get_array_element(type);
+      }
+
+      if (glsl_type_is_image(type)) {
+         shader->info.num_images += count;
+      } else if (glsl_type_is_sampler(type)) {
+         shader->info.num_textures += count;
+      }
+   }
+
+   nir_foreach_block(entrypoint, gather_info_block, shader);
+}