From: Jason Ekstrand Date: Fri, 12 Jul 2019 20:26:03 +0000 (-0500) Subject: nir/lower_system_values: Support lowering more intrinsics X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=998d84fca56b2e89ff7342a2c51398d7e9429114;p=mesa.git nir/lower_system_values: Support lowering more intrinsics Instead of only lowering system from variables, lower most to intrinsics and let the lowering framework immediately lower the intrinsic. This will result in a bit more instruction churn but it means that NIR code builders can just use intrinsics instead of everything having to go through variables. Reviewed-by: Eric Anholt --- diff --git a/src/compiler/nir/nir_lower_system_values.c b/src/compiler/nir/nir_lower_system_values.c index 3571af807e2..0ff73c9e265 100644 --- a/src/compiler/nir/nir_lower_system_values.c +++ b/src/compiler/nir/nir_lower_system_values.c @@ -68,6 +68,30 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state) const unsigned bit_size = intrin->dest.ssa.bit_size; switch (intrin->intrinsic) { + case nir_intrinsic_load_vertex_id: + if (b->shader->options->vertex_id_zero_based) { + return nir_iadd(b, nir_load_vertex_id_zero_base(b), + nir_load_first_vertex(b)); + } else { + return NULL; + } + + case nir_intrinsic_load_base_vertex: + /** + * From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification: + * + * "gl_BaseVertex holds the integer value passed to the baseVertex + * parameter to the command that resulted in the current shader + * invocation. In the case where the command has no baseVertex + * parameter, the value of gl_BaseVertex is zero." + */ + if (b->shader->options->lower_base_vertex) { + return nir_iand(b, nir_load_is_indexed_draw(b), + nir_load_first_vertex(b)); + } else { + return NULL; + } + 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. @@ -111,6 +135,40 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state) return sanitize_32bit_sysval(b, intrin); } + case nir_intrinsic_load_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) { + /* From the GLSL man page for gl_LocalInvocationIndex: + * + * "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_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]); + + /* 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 *index; + index = nir_imul(b, nir_channel(b, local_id, 2), + nir_imul(b, size_x, size_y)); + index = nir_iadd(b, index, + nir_imul(b, nir_channel(b, local_id, 1), size_x)); + index = nir_iadd(b, index, nir_channel(b, local_id, 0)); + return nir_u2u(b, index, 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 @@ -139,6 +197,31 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state) nir_u2u(b, local_id, bit_size)); } + case nir_intrinsic_load_global_invocation_index: { + 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) */ + nir_ssa_def *index; + index = nir_imul(b, nir_channel(b, global_id, 2), + nir_channel(b, global_size, 1)); + index = nir_iadd(b, nir_channel(b, global_id, 1), index); + index = nir_imul(b, nir_channel(b, global_size, 0), index); + index = nir_iadd(b, nir_channel(b, global_id, 0), index); + return index; + } + + case nir_intrinsic_load_helper_invocation: + if (b->shader->options->lower_helper_invocation) { + nir_ssa_def *tmp; + tmp = nir_ishl(b, nir_imm_int(b, 1), + nir_load_sample_id_no_per_sample(b)); + tmp = nir_iand(b, nir_load_sample_mask_in(b), tmp); + return nir_inot(b, nir_i2b(b, tmp)); + } else { + return NULL; + } + case nir_intrinsic_load_deref: { nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (deref->mode != nir_var_system_value) @@ -156,93 +239,6 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state) nir_variable *var = deref->var; switch (var->data.location) { - case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: { - 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) */ - nir_ssa_def *index; - index = nir_imul(b, nir_channel(b, global_id, 2), - nir_channel(b, global_size, 1)); - index = nir_iadd(b, nir_channel(b, global_id, 1), index); - index = nir_imul(b, nir_channel(b, global_size, 0), index); - index = nir_iadd(b, nir_channel(b, global_id, 0), index); - return index; - } - - 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 - * 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_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]); - - /* 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 *index; - index = nir_imul(b, nir_channel(b, local_id, 2), - nir_imul(b, size_x, size_y)); - index = nir_iadd(b, index, - nir_imul(b, nir_channel(b, local_id, 1), size_x)); - index = nir_iadd(b, index, nir_channel(b, local_id, 0)); - index = nir_u2u(b, index, bit_size); - return index; - } - - case SYSTEM_VALUE_VERTEX_ID: - if (b->shader->options->vertex_id_zero_based) { - return nir_iadd(b, nir_load_vertex_id_zero_base(b), - nir_load_first_vertex(b)); - } - break; - - case SYSTEM_VALUE_BASE_VERTEX: - /** - * From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification: - * - * "gl_BaseVertex holds the integer value passed to the baseVertex - * parameter to the command that resulted in the current shader - * invocation. In the case where the command has no baseVertex - * parameter, the value of gl_BaseVertex is zero." - */ - if (b->shader->options->lower_base_vertex) { - return nir_iand(b, nir_load_is_indexed_draw(b), - nir_load_first_vertex(b)); - } - break; - - case SYSTEM_VALUE_HELPER_INVOCATION: - if (b->shader->options->lower_helper_invocation) { - nir_ssa_def *tmp; - - tmp = nir_ishl(b, - nir_imm_int(b, 1), - nir_load_sample_id_no_per_sample(b)); - - tmp = nir_iand(b, - nir_load_sample_mask_in(b), - tmp); - - return nir_inot(b, nir_i2b(b, tmp)); - } - break; - case SYSTEM_VALUE_INSTANCE_INDEX: return nir_iadd(b, nir_load_instance_id(b), nir_load_base_instance(b));