#include "nir.h"
#include "nir_builder.h"
-static nir_ssa_def*
-build_local_group_size(nir_builder *b, unsigned bit_size)
-{
- nir_ssa_def *local_size;
-
- /*
- * 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 {
- /* using a 32 bit constant is safe here as no device/driver needs more
- * than 32 bits for the local size */
- nir_const_value local_size_const[3];
- memset(local_size_const, 0, sizeof(local_size_const));
- local_size_const[0].u32 = b->shader->info.cs.local_size[0];
- local_size_const[1].u32 = b->shader->info.cs.local_size[1];
- local_size_const[2].u32 = b->shader->info.cs.local_size[2];
- local_size = nir_build_imm(b, 3, 32, local_size_const);
- }
-
- return nir_u2u(b, local_size, bit_size);
-}
-
static nir_ssa_def *
-build_local_invocation_id(nir_builder *b, unsigned bit_size)
+sanitize_32bit_sysval(nir_builder *b, nir_intrinsic_instr *intrin)
{
- /* 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) {
- /* 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, 32);
+ assert(intrin->dest.is_ssa);
+ const unsigned bit_size = intrin->dest.ssa.bit_size;
+ if (bit_size == 32)
+ return NULL;
- /* Because no hardware supports a local workgroup size greater than
- * about 1K, this calculation can be done in 32-bit and can save some
- * 64-bit arithmetic.
- */
- 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_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
- } else {
- return nir_u2u(b, nir_load_local_invocation_id(b), bit_size);
- }
+ intrin->dest.ssa.bit_size = 32;
+ return nir_u2u(b, &intrin->dest.ssa, bit_size);
}
static nir_ssa_def*
build_global_group_size(nir_builder *b, unsigned bit_size)
{
- nir_ssa_def *group_size = build_local_group_size(b, bit_size);
- nir_ssa_def *num_work_groups = nir_u2u(b, nir_load_num_work_groups(b), bit_size);
- return nir_imul(b, group_size, num_work_groups);
-}
-
-static nir_ssa_def*
-build_global_invocation_id(nir_builder *b, unsigned bit_size)
-{
- /* 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, bit_size);
- nir_ssa_def *group_id = nir_u2u(b, nir_load_work_group_id(b), bit_size);
- nir_ssa_def *local_id = build_local_invocation_id(b, bit_size);
-
- return nir_iadd(b, nir_imul(b, group_id, group_size), local_id);
+ nir_ssa_def *group_size = nir_load_local_group_size(b);
+ nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
+ return nir_imul(b, nir_u2u(b, group_size, bit_size),
+ nir_u2u(b, num_work_groups, bit_size));
}
static bool
lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
{
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- if (intrin->intrinsic == nir_intrinsic_load_deref) {
+
+ /* All the intrinsics we care about are loads */
+ if (!nir_intrinsic_infos[intrin->intrinsic].has_dest)
+ return NULL;
+
+ assert(intrin->dest.is_ssa);
+ const unsigned bit_size = intrin->dest.ssa.bit_size;
+
+ switch (intrin->intrinsic) {
+ case nir_intrinsic_load_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) {
+ /* 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 = nir_load_local_group_size(b);
+
+ /* Because no hardware supports a local workgroup size greater than
+ * about 1K, this calculation can be done in 32-bit and can save some
+ * 64-bit arithmetic.
+ */
+ 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_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
+ } else {
+ return sanitize_32bit_sysval(b, intrin);
+ }
+
+ case nir_intrinsic_load_local_group_size:
+ if (b->shader->info.cs.local_size_variable) {
+ /* If the local work group size is variable it can't be lowered at
+ * this point. We do, however, have to make sure that the intrinsic
+ * is only 32-bit.
+ */
+ return sanitize_32bit_sysval(b, intrin);
+ } else {
+ /* using a 32 bit constant is safe here as no device/driver needs more
+ * than 32 bits for the local size */
+ nir_const_value local_size_const[3];
+ memset(local_size_const, 0, sizeof(local_size_const));
+ local_size_const[0].u32 = b->shader->info.cs.local_size[0];
+ local_size_const[1].u32 = b->shader->info.cs.local_size[1];
+ local_size_const[2].u32 = b->shader->info.cs.local_size[2];
+ return nir_u2u(b, nir_build_imm(b, 3, 32, local_size_const), bit_size);
+ }
+
+ case nir_intrinsic_load_global_invocation_id: {
+ nir_ssa_def *group_size = nir_load_local_group_size(b);
+ nir_ssa_def *group_id = nir_load_work_group_id(b);
+ nir_ssa_def *local_id = nir_load_local_invocation_id(b);
+
+ return nir_iadd(b, nir_imul(b, nir_u2u(b, group_id, bit_size),
+ nir_u2u(b, group_size, bit_size)),
+ nir_u2u(b, local_id, bit_size));
+ }
+
+ case nir_intrinsic_load_deref: {
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
if (deref->mode != nir_var_system_value)
return NULL;
}
nir_variable *var = deref->var;
- unsigned bit_size = nir_dest_bit_size(intrin->dest);
switch (var->data.location) {
- case SYSTEM_VALUE_GLOBAL_INVOCATION_ID:
- return build_global_invocation_id(b, bit_size);
-
case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: {
- nir_ssa_def *global_id = build_global_invocation_id(b, bit_size);
+ nir_ssa_def *global_id = nir_load_global_invocation_id(b, bit_size);
nir_ssa_def *global_size = build_global_group_size(b, bit_size);
/* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
return index;
}
- case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
- return build_local_invocation_id(b, bit_size);
-
- case SYSTEM_VALUE_LOCAL_GROUP_SIZE:
- return build_local_group_size(b, bit_size);
-
case SYSTEM_VALUE_VERTEX_ID:
if (b->shader->options->vertex_id_zero_based) {
return nir_iadd(b, nir_load_vertex_id_zero_base(b),
intrin->dest.ssa.bit_size);
}
- return NULL;
+ default:
+ return NULL;
+ }
}
bool