From: Jason Ekstrand Date: Thu, 29 Jun 2017 17:33:32 +0000 (-0700) Subject: nir/spirv: Break variable creation out into a helper X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=4c21e6b7f8956cda80ba173ff2506ddbee13c7af;p=mesa.git nir/spirv: Break variable creation out into a helper Reviewed-by: Connor Abbott --- diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index 3b474dc3c37..cc3ae0a2d5f 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -1327,210 +1327,222 @@ is_per_vertex_inout(const struct vtn_variable *var, gl_shader_stage stage) return false; } -void -vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, - const uint32_t *w, unsigned count) +static void +vtn_create_variable(struct vtn_builder *b, struct vtn_value *val, + struct vtn_type *type, SpvStorageClass storage_class, + nir_constant *initializer) { - switch (opcode) { - case SpvOpUndef: { - struct vtn_value *val = vtn_push_value(b, w[2], vtn_value_type_undef); - val->type = vtn_value(b, w[1], vtn_value_type_type)->type; - break; - } + struct vtn_type *without_array = type; + while(glsl_type_is_array(without_array->type)) + without_array = without_array->array_element; - case SpvOpVariable: { - struct vtn_type *type = vtn_value(b, w[1], vtn_value_type_type)->type; + enum vtn_variable_mode mode; + nir_variable_mode nir_mode; + mode = vtn_storage_class_to_mode(storage_class, without_array, &nir_mode); - struct vtn_type *without_array = type; - while(glsl_type_is_array(without_array->type)) - without_array = without_array->array_element; + switch (mode) { + case vtn_variable_mode_ubo: + b->shader->info.num_ubos++; + break; + case vtn_variable_mode_ssbo: + b->shader->info.num_ssbos++; + break; + case vtn_variable_mode_image: + b->shader->info.num_images++; + break; + case vtn_variable_mode_sampler: + b->shader->info.num_textures++; + break; + case vtn_variable_mode_push_constant: + b->shader->num_uniforms = vtn_type_block_size(type); + break; + default: + /* No tallying is needed */ + break; + } - enum vtn_variable_mode mode; - nir_variable_mode nir_mode; - mode = vtn_storage_class_to_mode(w[3], without_array, &nir_mode); + struct vtn_variable *var = rzalloc(b, struct vtn_variable); + var->type = type; + var->mode = mode; + + assert(val->value_type == vtn_value_type_pointer); + val->pointer = vtn_pointer_for_variable(b, var); + + switch (var->mode) { + case vtn_variable_mode_local: + case vtn_variable_mode_global: + case vtn_variable_mode_image: + case vtn_variable_mode_sampler: + case vtn_variable_mode_workgroup: + /* For these, we create the variable normally */ + var->var = rzalloc(b->shader, nir_variable); + var->var->name = ralloc_strdup(var->var, val->name); + var->var->type = var->type->type; + var->var->data.mode = nir_mode; - switch (mode) { - case vtn_variable_mode_ubo: - b->shader->info.num_ubos++; - break; - case vtn_variable_mode_ssbo: - b->shader->info.num_ssbos++; - break; + switch (var->mode) { case vtn_variable_mode_image: - b->shader->info.num_images++; - break; case vtn_variable_mode_sampler: - b->shader->info.num_textures++; - break; - case vtn_variable_mode_push_constant: - b->shader->num_uniforms = vtn_type_block_size(type); + var->var->interface_type = without_array->type; break; default: - /* No tallying is needed */ + var->var->interface_type = NULL; break; } + break; - struct vtn_variable *var = rzalloc(b, struct vtn_variable); - var->type = type; - var->mode = mode; + case vtn_variable_mode_input: + case vtn_variable_mode_output: { + /* In order to know whether or not we're a per-vertex inout, we need + * the patch qualifier. This means walking the variable decorations + * early before we actually create any variables. Not a big deal. + * + * GLSLang really likes to place decorations in the most interior + * thing it possibly can. In particular, if you have a struct, it + * will place the patch decorations on the struct members. This + * should be handled by the variable splitting below just fine. + * + * If you have an array-of-struct, things get even more weird as it + * will place the patch decorations on the struct even though it's + * inside an array and some of the members being patch and others not + * makes no sense whatsoever. Since the only sensible thing is for + * it to be all or nothing, we'll call it patch if any of the members + * are declared patch. + */ + var->patch = false; + vtn_foreach_decoration(b, val, var_is_patch_cb, &var->patch); + if (glsl_type_is_array(var->type->type) && + glsl_type_is_struct(without_array->type)) { + vtn_foreach_decoration(b, without_array->val, + var_is_patch_cb, &var->patch); + } - struct vtn_value *val = vtn_push_value(b, w[2], vtn_value_type_pointer); - val->pointer = vtn_pointer_for_variable(b, var); + /* For inputs and outputs, we immediately split structures. This + * is for a couple of reasons. For one, builtins may all come in + * a struct and we really want those split out into separate + * variables. For another, interpolation qualifiers can be + * applied to members of the top-level struct ane we need to be + * able to preserve that information. + */ - switch (var->mode) { - case vtn_variable_mode_local: - case vtn_variable_mode_global: - case vtn_variable_mode_image: - case vtn_variable_mode_sampler: - case vtn_variable_mode_workgroup: - /* For these, we create the variable normally */ + int array_length = -1; + struct vtn_type *interface_type = var->type; + if (is_per_vertex_inout(var, b->shader->stage)) { + /* In Geometry shaders (and some tessellation), inputs come + * in per-vertex arrays. However, some builtins come in + * non-per-vertex, hence the need for the is_array check. In + * any case, there are no non-builtin arrays allowed so this + * check should be sufficient. + */ + interface_type = var->type->array_element; + array_length = glsl_get_length(var->type->type); + } + + if (glsl_type_is_struct(interface_type->type)) { + /* It's a struct. Split it. */ + unsigned num_members = glsl_get_length(interface_type->type); + var->members = ralloc_array(b, nir_variable *, num_members); + + for (unsigned i = 0; i < num_members; i++) { + const struct glsl_type *mtype = interface_type->members[i]->type; + if (array_length >= 0) + mtype = glsl_array_type(mtype, array_length); + + var->members[i] = rzalloc(b->shader, nir_variable); + var->members[i]->name = + ralloc_asprintf(var->members[i], "%s.%d", val->name, i); + var->members[i]->type = mtype; + var->members[i]->interface_type = + interface_type->members[i]->type; + var->members[i]->data.mode = nir_mode; + var->members[i]->data.patch = var->patch; + } + } else { var->var = rzalloc(b->shader, nir_variable); var->var->name = ralloc_strdup(var->var, val->name); var->var->type = var->type->type; + var->var->interface_type = interface_type->type; var->var->data.mode = nir_mode; + var->var->data.patch = var->patch; + } - switch (var->mode) { - case vtn_variable_mode_image: - case vtn_variable_mode_sampler: - var->var->interface_type = without_array->type; - break; - default: - var->var->interface_type = NULL; - break; - } - break; + /* For inputs and outputs, we need to grab locations and builtin + * information from the interface type. + */ + vtn_foreach_decoration(b, interface_type->val, var_decoration_cb, var); + break; + } - case vtn_variable_mode_input: - case vtn_variable_mode_output: { - /* In order to know whether or not we're a per-vertex inout, we need - * the patch qualifier. This means walking the variable decorations - * early before we actually create any variables. Not a big deal. - * - * GLSLang really likes to place decorations in the most interior - * thing it possibly can. In particular, if you have a struct, it - * will place the patch decorations on the struct members. This - * should be handled by the variable splitting below just fine. - * - * If you have an array-of-struct, things get even more weird as it - * will place the patch decorations on the struct even though it's - * inside an array and some of the members being patch and others not - * makes no sense whatsoever. Since the only sensible thing is for - * it to be all or nothing, we'll call it patch if any of the members - * are declared patch. - */ - var->patch = false; - vtn_foreach_decoration(b, val, var_is_patch_cb, &var->patch); - if (glsl_type_is_array(var->type->type) && - glsl_type_is_struct(without_array->type)) { - vtn_foreach_decoration(b, without_array->val, - var_is_patch_cb, &var->patch); - } + case vtn_variable_mode_param: + unreachable("Not created through OpVariable"); - /* For inputs and outputs, we immediately split structures. This - * is for a couple of reasons. For one, builtins may all come in - * a struct and we really want those split out into separate - * variables. For another, interpolation qualifiers can be - * applied to members of the top-level struct ane we need to be - * able to preserve that information. - */ + case vtn_variable_mode_ubo: + case vtn_variable_mode_ssbo: + case vtn_variable_mode_push_constant: + /* These don't need actual variables. */ + break; + } - int array_length = -1; - struct vtn_type *interface_type = var->type; - if (is_per_vertex_inout(var, b->shader->stage)) { - /* In Geometry shaders (and some tessellation), inputs come - * in per-vertex arrays. However, some builtins come in - * non-per-vertex, hence the need for the is_array check. In - * any case, there are no non-builtin arrays allowed so this - * check should be sufficient. - */ - interface_type = var->type->array_element; - array_length = glsl_get_length(var->type->type); - } + if (initializer) { + var->var->constant_initializer = + nir_constant_clone(initializer, var->var); + } - if (glsl_type_is_struct(interface_type->type)) { - /* It's a struct. Split it. */ - unsigned num_members = glsl_get_length(interface_type->type); - var->members = ralloc_array(b, nir_variable *, num_members); - - for (unsigned i = 0; i < num_members; i++) { - const struct glsl_type *mtype = interface_type->members[i]->type; - if (array_length >= 0) - mtype = glsl_array_type(mtype, array_length); - - var->members[i] = rzalloc(b->shader, nir_variable); - var->members[i]->name = - ralloc_asprintf(var->members[i], "%s.%d", val->name, i); - var->members[i]->type = mtype; - var->members[i]->interface_type = - interface_type->members[i]->type; - var->members[i]->data.mode = nir_mode; - var->members[i]->data.patch = var->patch; - } - } else { - var->var = rzalloc(b->shader, nir_variable); - var->var->name = ralloc_strdup(var->var, val->name); - var->var->type = var->type->type; - var->var->interface_type = interface_type->type; - var->var->data.mode = nir_mode; - var->var->data.patch = var->patch; - } + vtn_foreach_decoration(b, val, var_decoration_cb, var); - /* For inputs and outputs, we need to grab locations and builtin - * information from the interface type. - */ - vtn_foreach_decoration(b, interface_type->val, var_decoration_cb, var); - break; - } + if (var->mode == vtn_variable_mode_image || + var->mode == vtn_variable_mode_sampler) { + /* XXX: We still need the binding information in the nir_variable + * for these. We should fix that. + */ + var->var->data.binding = var->binding; + var->var->data.descriptor_set = var->descriptor_set; + var->var->data.index = var->input_attachment_index; - case vtn_variable_mode_param: - unreachable("Not created through OpVariable"); + if (var->mode == vtn_variable_mode_image) + var->var->data.image.format = without_array->image_format; + } - case vtn_variable_mode_ubo: - case vtn_variable_mode_ssbo: - case vtn_variable_mode_push_constant: - /* These don't need actual variables. */ - break; + if (var->mode == vtn_variable_mode_local) { + assert(var->members == NULL && var->var != NULL); + nir_function_impl_add_variable(b->impl, var->var); + } else if (var->var) { + nir_shader_add_variable(b->shader, var->var); + } else if (var->members) { + unsigned count = glsl_get_length(without_array->type); + for (unsigned i = 0; i < count; i++) { + assert(var->members[i]->data.mode != nir_var_local); + nir_shader_add_variable(b->shader, var->members[i]); } + } else { + assert(var->mode == vtn_variable_mode_ubo || + var->mode == vtn_variable_mode_ssbo || + var->mode == vtn_variable_mode_push_constant); + } +} - if (count > 4) { - assert(count == 5); - nir_constant *constant = - vtn_value(b, w[4], vtn_value_type_constant)->constant; - var->var->constant_initializer = - nir_constant_clone(constant, var->var); - } +void +vtn_handle_variables(struct vtn_builder *b, SpvOp opcode, + const uint32_t *w, unsigned count) +{ + switch (opcode) { + case SpvOpUndef: { + struct vtn_value *val = vtn_push_value(b, w[2], vtn_value_type_undef); + val->type = vtn_value(b, w[1], vtn_value_type_type)->type; + break; + } - vtn_foreach_decoration(b, val, var_decoration_cb, var); + case SpvOpVariable: { + struct vtn_type *type = vtn_value(b, w[1], vtn_value_type_type)->type; - if (var->mode == vtn_variable_mode_image || - var->mode == vtn_variable_mode_sampler) { - /* XXX: We still need the binding information in the nir_variable - * for these. We should fix that. - */ - var->var->data.binding = var->binding; - var->var->data.descriptor_set = var->descriptor_set; - var->var->data.index = var->input_attachment_index; + struct vtn_value *val = vtn_push_value(b, w[2], vtn_value_type_pointer); - if (var->mode == vtn_variable_mode_image) - var->var->data.image.format = without_array->image_format; - } + SpvStorageClass storage_class = w[3]; + nir_constant *initializer = NULL; + if (count > 4) + initializer = vtn_value(b, w[4], vtn_value_type_constant)->constant; - if (var->mode == vtn_variable_mode_local) { - assert(var->members == NULL && var->var != NULL); - nir_function_impl_add_variable(b->impl, var->var); - } else if (var->var) { - nir_shader_add_variable(b->shader, var->var); - } else if (var->members) { - unsigned count = glsl_get_length(without_array->type); - for (unsigned i = 0; i < count; i++) { - assert(var->members[i]->data.mode != nir_var_local); - nir_shader_add_variable(b->shader, var->members[i]); - } - } else { - assert(var->mode == vtn_variable_mode_ubo || - var->mode == vtn_variable_mode_ssbo || - var->mode == vtn_variable_mode_push_constant); - } + vtn_create_variable(b, val, type, storage_class, initializer); break; }