nir: Add a new memory_barrier_tcs_patch intrinsic
[mesa.git] / src / compiler / nir / nir_gather_info.c
1 /*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "nir.h"
25 #include "main/menums.h"
26
27 static void
28 set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len,
29 bool is_output_read)
30 {
31 for (int i = 0; i < len; i++) {
32 assert(var->data.location != -1);
33
34 int idx = var->data.location + offset + i;
35 bool is_patch_generic = var->data.patch &&
36 idx != VARYING_SLOT_TESS_LEVEL_INNER &&
37 idx != VARYING_SLOT_TESS_LEVEL_OUTER &&
38 idx != VARYING_SLOT_BOUNDING_BOX0 &&
39 idx != VARYING_SLOT_BOUNDING_BOX1;
40 uint64_t bitfield;
41
42 if (is_patch_generic) {
43 assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
44 bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
45 }
46 else {
47 assert(idx < VARYING_SLOT_MAX);
48 bitfield = BITFIELD64_BIT(idx);
49 }
50
51 if (var->data.mode == nir_var_shader_in) {
52 if (is_patch_generic)
53 shader->info.patch_inputs_read |= bitfield;
54 else
55 shader->info.inputs_read |= bitfield;
56
57 if (shader->info.stage == MESA_SHADER_FRAGMENT) {
58 shader->info.fs.uses_sample_qualifier |= var->data.sample;
59 }
60 } else {
61 assert(var->data.mode == nir_var_shader_out);
62 if (is_output_read) {
63 if (is_patch_generic) {
64 shader->info.patch_outputs_read |= bitfield;
65 } else {
66 shader->info.outputs_read |= bitfield;
67 }
68 } else {
69 if (is_patch_generic) {
70 shader->info.patch_outputs_written |= bitfield;
71 } else if (!var->data.read_only) {
72 shader->info.outputs_written |= bitfield;
73 }
74 }
75
76
77 if (var->data.fb_fetch_output)
78 shader->info.outputs_read |= bitfield;
79 }
80 }
81 }
82
83 /**
84 * Mark an entire variable as used. Caller must ensure that the variable
85 * represents a shader input or output.
86 */
87 static void
88 mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read)
89 {
90 const struct glsl_type *type = var->type;
91
92 if (nir_is_per_vertex_io(var, shader->info.stage)) {
93 assert(glsl_type_is_array(type));
94 type = glsl_get_array_element(type);
95 }
96
97 const unsigned slots =
98 var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
99 : glsl_count_attribute_slots(type, false);
100
101 set_io_mask(shader, var, 0, slots, is_output_read);
102 }
103
104 static unsigned
105 get_io_offset(nir_deref_instr *deref, bool is_vertex_input)
106 {
107 unsigned offset = 0;
108
109 for (nir_deref_instr *d = deref; d; d = nir_deref_instr_parent(d)) {
110 if (d->deref_type == nir_deref_type_array) {
111 if (!nir_src_is_const(d->arr.index))
112 return -1;
113
114 offset += glsl_count_attribute_slots(d->type, is_vertex_input) *
115 nir_src_as_uint(d->arr.index);
116 }
117 /* TODO: we can get the offset for structs here see nir_lower_io() */
118 }
119
120 return offset;
121 }
122
123 /**
124 * Try to mark a portion of the given varying as used. Caller must ensure
125 * that the variable represents a shader input or output.
126 *
127 * If the index can't be interpreted as a constant, or some other problem
128 * occurs, then nothing will be marked and false will be returned.
129 */
130 static bool
131 try_mask_partial_io(nir_shader *shader, nir_variable *var,
132 nir_deref_instr *deref, bool is_output_read)
133 {
134 const struct glsl_type *type = var->type;
135
136 if (nir_is_per_vertex_io(var, shader->info.stage)) {
137 assert(glsl_type_is_array(type));
138 type = glsl_get_array_element(type);
139 }
140
141 /* The code below only handles:
142 *
143 * - Indexing into matrices
144 * - Indexing into arrays of (arrays, matrices, vectors, or scalars)
145 *
146 * For now, we just give up if we see varying structs and arrays of structs
147 * here marking the entire variable as used.
148 */
149 if (!(glsl_type_is_matrix(type) ||
150 (glsl_type_is_array(type) && !var->data.compact &&
151 (glsl_type_is_numeric(glsl_without_array(type)) ||
152 glsl_type_is_boolean(glsl_without_array(type)))))) {
153
154 /* If we don't know how to handle this case, give up and let the
155 * caller mark the whole variable as used.
156 */
157 return false;
158 }
159
160 unsigned offset = get_io_offset(deref, false);
161 if (offset == -1)
162 return false;
163
164 unsigned num_elems;
165 unsigned elem_width = 1;
166 unsigned mat_cols = 1;
167 if (glsl_type_is_array(type)) {
168 num_elems = glsl_get_aoa_size(type);
169 if (glsl_type_is_matrix(glsl_without_array(type)))
170 mat_cols = glsl_get_matrix_columns(glsl_without_array(type));
171 } else {
172 num_elems = glsl_get_matrix_columns(type);
173 }
174
175 /* double element width for double types that takes two slots */
176 if (glsl_type_is_dual_slot(glsl_without_array(type)))
177 elem_width *= 2;
178
179 if (offset >= num_elems * elem_width * mat_cols) {
180 /* Constant index outside the bounds of the matrix/array. This could
181 * arise as a result of constant folding of a legal GLSL program.
182 *
183 * Even though the spec says that indexing outside the bounds of a
184 * matrix/array results in undefined behaviour, we don't want to pass
185 * out-of-range values to set_io_mask() (since this could result in
186 * slots that don't exist being marked as used), so just let the caller
187 * mark the whole variable as used.
188 */
189 return false;
190 }
191
192 set_io_mask(shader, var, offset, elem_width, is_output_read);
193 return true;
194 }
195
196 static void
197 gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
198 void *dead_ctx)
199 {
200 switch (instr->intrinsic) {
201 case nir_intrinsic_demote:
202 case nir_intrinsic_demote_if:
203 case nir_intrinsic_discard:
204 case nir_intrinsic_discard_if:
205 assert(shader->info.stage == MESA_SHADER_FRAGMENT);
206 shader->info.fs.uses_discard = true;
207 break;
208
209 case nir_intrinsic_interp_deref_at_centroid:
210 case nir_intrinsic_interp_deref_at_sample:
211 case nir_intrinsic_interp_deref_at_offset:
212 case nir_intrinsic_load_deref:
213 case nir_intrinsic_store_deref:{
214 nir_deref_instr *deref = nir_src_as_deref(instr->src[0]);
215 if (deref->mode == nir_var_shader_in ||
216 deref->mode == nir_var_shader_out) {
217 nir_variable *var = nir_deref_instr_get_variable(deref);
218 bool is_output_read = false;
219 if (var->data.mode == nir_var_shader_out &&
220 instr->intrinsic == nir_intrinsic_load_deref)
221 is_output_read = true;
222
223 if (!try_mask_partial_io(shader, var, deref, is_output_read))
224 mark_whole_variable(shader, var, is_output_read);
225
226 /* We need to track which input_reads bits correspond to a
227 * dvec3/dvec4 input attribute */
228 if (shader->info.stage == MESA_SHADER_VERTEX &&
229 var->data.mode == nir_var_shader_in &&
230 glsl_type_is_dual_slot(glsl_without_array(var->type))) {
231 for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
232 int idx = var->data.location + i;
233 shader->info.vs.double_inputs |= BITFIELD64_BIT(idx);
234 }
235 }
236 }
237 break;
238 }
239
240 case nir_intrinsic_load_draw_id:
241 case nir_intrinsic_load_frag_coord:
242 case nir_intrinsic_load_point_coord:
243 case nir_intrinsic_load_front_face:
244 case nir_intrinsic_load_vertex_id:
245 case nir_intrinsic_load_vertex_id_zero_base:
246 case nir_intrinsic_load_base_vertex:
247 case nir_intrinsic_load_first_vertex:
248 case nir_intrinsic_load_is_indexed_draw:
249 case nir_intrinsic_load_base_instance:
250 case nir_intrinsic_load_instance_id:
251 case nir_intrinsic_load_sample_id:
252 case nir_intrinsic_load_sample_pos:
253 case nir_intrinsic_load_sample_mask_in:
254 case nir_intrinsic_load_primitive_id:
255 case nir_intrinsic_load_invocation_id:
256 case nir_intrinsic_load_local_invocation_id:
257 case nir_intrinsic_load_local_invocation_index:
258 case nir_intrinsic_load_work_group_id:
259 case nir_intrinsic_load_num_work_groups:
260 case nir_intrinsic_load_tess_coord:
261 case nir_intrinsic_load_tess_level_outer:
262 case nir_intrinsic_load_tess_level_inner:
263 case nir_intrinsic_load_patch_vertices_in:
264 shader->info.system_values_read |=
265 (1ull << nir_system_value_from_intrinsic(instr->intrinsic));
266 break;
267
268 case nir_intrinsic_quad_broadcast:
269 case nir_intrinsic_quad_swap_horizontal:
270 case nir_intrinsic_quad_swap_vertical:
271 case nir_intrinsic_quad_swap_diagonal:
272 if (shader->info.stage == MESA_SHADER_FRAGMENT)
273 shader->info.fs.needs_helper_invocations = true;
274 break;
275
276 case nir_intrinsic_end_primitive:
277 case nir_intrinsic_end_primitive_with_counter:
278 assert(shader->info.stage == MESA_SHADER_GEOMETRY);
279 shader->info.gs.uses_end_primitive = 1;
280 /* fall through */
281
282 case nir_intrinsic_emit_vertex:
283 if (nir_intrinsic_stream_id(instr) > 0)
284 shader->info.gs.uses_streams = true;
285
286 break;
287
288 default:
289 break;
290 }
291 }
292
293 static void
294 gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
295 {
296 if (shader->info.stage == MESA_SHADER_FRAGMENT &&
297 nir_tex_instr_has_implicit_derivative(instr))
298 shader->info.fs.needs_helper_invocations = true;
299
300 switch (instr->op) {
301 case nir_texop_tg4:
302 shader->info.uses_texture_gather = true;
303 break;
304 default:
305 break;
306 }
307 }
308
309 static void
310 gather_alu_info(nir_alu_instr *instr, nir_shader *shader)
311 {
312 switch (instr->op) {
313 case nir_op_fddx:
314 case nir_op_fddy:
315 shader->info.uses_fddx_fddy = true;
316 /* Fall through */
317 case nir_op_fddx_fine:
318 case nir_op_fddy_fine:
319 case nir_op_fddx_coarse:
320 case nir_op_fddy_coarse:
321 if (shader->info.stage == MESA_SHADER_FRAGMENT)
322 shader->info.fs.needs_helper_invocations = true;
323 break;
324 default:
325 break;
326 }
327
328 shader->info.uses_64bit |= instr->dest.dest.ssa.bit_size == 64;
329 unsigned num_srcs = nir_op_infos[instr->op].num_inputs;
330 for (unsigned i = 0; i < num_srcs; i++) {
331 shader->info.uses_64bit |= nir_src_bit_size(instr->src[i].src) == 64;
332 }
333 }
334
335 static void
336 gather_info_block(nir_block *block, nir_shader *shader, void *dead_ctx)
337 {
338 nir_foreach_instr(instr, block) {
339 switch (instr->type) {
340 case nir_instr_type_alu:
341 gather_alu_info(nir_instr_as_alu(instr), shader);
342 break;
343 case nir_instr_type_intrinsic:
344 gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader, dead_ctx);
345 break;
346 case nir_instr_type_tex:
347 gather_tex_info(nir_instr_as_tex(instr), shader);
348 break;
349 case nir_instr_type_call:
350 assert(!"nir_shader_gather_info only works if functions are inlined");
351 break;
352 default:
353 break;
354 }
355 }
356 }
357
358 void
359 nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
360 {
361 shader->info.num_textures = 0;
362 shader->info.num_images = 0;
363 shader->info.last_msaa_image = -1;
364 nir_foreach_variable(var, &shader->uniforms) {
365 /* Bindless textures and images don't use non-bindless slots. */
366 if (var->data.bindless)
367 continue;
368
369 shader->info.num_textures += glsl_type_get_sampler_count(var->type);
370 shader->info.num_images += glsl_type_get_image_count(var->type);
371
372 /* Assuming image slots don't have holes (e.g. OpenGL) */
373 if (glsl_type_is_image(var->type) &&
374 glsl_get_sampler_dim(var->type) == GLSL_SAMPLER_DIM_MS)
375 shader->info.last_msaa_image = shader->info.num_images - 1;
376 }
377
378 shader->info.inputs_read = 0;
379 shader->info.outputs_written = 0;
380 shader->info.outputs_read = 0;
381 shader->info.patch_outputs_read = 0;
382 shader->info.patch_inputs_read = 0;
383 shader->info.patch_outputs_written = 0;
384 shader->info.system_values_read = 0;
385 if (shader->info.stage == MESA_SHADER_VERTEX) {
386 shader->info.vs.double_inputs = 0;
387 }
388 if (shader->info.stage == MESA_SHADER_FRAGMENT) {
389 shader->info.fs.uses_sample_qualifier = false;
390 shader->info.fs.uses_discard = false;
391 shader->info.fs.needs_helper_invocations = false;
392 }
393
394 void *dead_ctx = ralloc_context(NULL);
395 nir_foreach_block(block, entrypoint) {
396 gather_info_block(block, shader, dead_ctx);
397 }
398 ralloc_free(dead_ctx);
399 }