2 * Copyright © 2015 Intel Corporation
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:
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
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
27 gather_intrinsic_info(nir_intrinsic_instr
*instr
, nir_shader
*shader
)
29 switch (instr
->intrinsic
) {
30 case nir_intrinsic_discard
:
31 assert(shader
->stage
== MESA_SHADER_FRAGMENT
);
32 shader
->info
.fs
.uses_discard
= true;
35 case nir_intrinsic_load_front_face
:
36 case nir_intrinsic_load_vertex_id
:
37 case nir_intrinsic_load_vertex_id_zero_base
:
38 case nir_intrinsic_load_base_vertex
:
39 case nir_intrinsic_load_instance_id
:
40 case nir_intrinsic_load_sample_id
:
41 case nir_intrinsic_load_sample_pos
:
42 case nir_intrinsic_load_sample_mask_in
:
43 case nir_intrinsic_load_primitive_id
:
44 case nir_intrinsic_load_invocation_id
:
45 case nir_intrinsic_load_local_invocation_id
:
46 case nir_intrinsic_load_work_group_id
:
47 case nir_intrinsic_load_num_work_groups
:
48 shader
->info
.system_values_read
|=
49 (1 << nir_system_value_from_intrinsic(instr
->intrinsic
));
52 case nir_intrinsic_end_primitive
:
53 case nir_intrinsic_end_primitive_with_counter
:
54 assert(shader
->stage
== MESA_SHADER_GEOMETRY
);
55 shader
->info
.gs
.uses_end_primitive
= 1;
64 gather_tex_info(nir_tex_instr
*instr
, nir_shader
*shader
)
66 if (instr
->op
== nir_texop_tg4
)
67 shader
->info
.uses_texture_gather
= true;
71 gather_info_block(nir_block
*block
, void *shader
)
73 nir_foreach_instr(block
, instr
) {
74 switch (instr
->type
) {
75 case nir_instr_type_intrinsic
:
76 gather_intrinsic_info(nir_instr_as_intrinsic(instr
), shader
);
78 case nir_instr_type_tex
:
79 gather_tex_info(nir_instr_as_tex(instr
), shader
);
81 case nir_instr_type_call
:
82 assert(!"nir_shader_gather_info only works if functions are inlined");
93 * Returns the bits in the inputs_read, outputs_written, or
94 * system_values_read bitfield corresponding to this variable.
96 static inline uint64_t
97 get_io_mask(nir_variable
*var
, gl_shader_stage stage
)
99 assert(var
->data
.mode
== nir_var_shader_in
||
100 var
->data
.mode
== nir_var_shader_out
||
101 var
->data
.mode
== nir_var_system_value
);
102 assert(var
->data
.location
>= 0);
104 const struct glsl_type
*var_type
= var
->type
;
105 if (stage
== MESA_SHADER_GEOMETRY
&& var
->data
.mode
== nir_var_shader_in
) {
106 /* Most geometry shader inputs are per-vertex arrays */
107 if (var
->data
.location
>= VARYING_SLOT_VAR0
)
108 assert(glsl_type_is_array(var_type
));
110 if (glsl_type_is_array(var_type
))
111 var_type
= glsl_get_array_element(var_type
);
114 bool is_vertex_input
= (var
->data
.mode
== nir_var_shader_in
&&
115 stage
== MESA_SHADER_VERTEX
);
116 unsigned slots
= glsl_count_attribute_slots(var_type
, is_vertex_input
);
117 return ((1ull << slots
) - 1) << var
->data
.location
;
121 nir_shader_gather_info(nir_shader
*shader
, nir_function_impl
*entrypoint
)
123 /* This pass does not yet support tessellation shaders */
124 assert(shader
->stage
== MESA_SHADER_VERTEX
||
125 shader
->stage
== MESA_SHADER_GEOMETRY
||
126 shader
->stage
== MESA_SHADER_FRAGMENT
||
127 shader
->stage
== MESA_SHADER_COMPUTE
);
129 shader
->info
.inputs_read
= 0;
130 foreach_list_typed(nir_variable
, var
, node
, &shader
->inputs
)
131 shader
->info
.inputs_read
|= get_io_mask(var
, shader
->stage
);
133 /* TODO: Some day we may need to add stream support to NIR */
134 shader
->info
.outputs_written
= 0;
135 foreach_list_typed(nir_variable
, var
, node
, &shader
->outputs
)
136 shader
->info
.outputs_written
|= get_io_mask(var
, shader
->stage
);
138 shader
->info
.system_values_read
= 0;
139 foreach_list_typed(nir_variable
, var
, node
, &shader
->system_values
)
140 shader
->info
.system_values_read
|= get_io_mask(var
, shader
->stage
);
142 shader
->info
.num_textures
= 0;
143 shader
->info
.num_images
= 0;
144 nir_foreach_variable(var
, &shader
->uniforms
) {
145 const struct glsl_type
*type
= var
->type
;
147 if (glsl_type_is_array(type
)) {
148 count
= glsl_get_length(type
);
149 type
= glsl_get_array_element(type
);
152 if (glsl_type_is_image(type
)) {
153 shader
->info
.num_images
+= count
;
154 } else if (glsl_type_is_sampler(type
)) {
155 shader
->info
.num_textures
+= count
;
159 nir_foreach_block(entrypoint
, gather_info_block
, shader
);