nir/gather_info: Handle discard_if
[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
26 static void
27 gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
28 {
29 switch (instr->intrinsic) {
30 case nir_intrinsic_discard:
31 case nir_intrinsic_discard_if:
32 assert(shader->stage == MESA_SHADER_FRAGMENT);
33 shader->info.fs.uses_discard = true;
34 break;
35
36 case nir_intrinsic_load_front_face:
37 case nir_intrinsic_load_vertex_id:
38 case nir_intrinsic_load_vertex_id_zero_base:
39 case nir_intrinsic_load_base_vertex:
40 case nir_intrinsic_load_instance_id:
41 case nir_intrinsic_load_sample_id:
42 case nir_intrinsic_load_sample_pos:
43 case nir_intrinsic_load_sample_mask_in:
44 case nir_intrinsic_load_primitive_id:
45 case nir_intrinsic_load_invocation_id:
46 case nir_intrinsic_load_local_invocation_id:
47 case nir_intrinsic_load_work_group_id:
48 case nir_intrinsic_load_num_work_groups:
49 shader->info.system_values_read |=
50 (1 << nir_system_value_from_intrinsic(instr->intrinsic));
51 break;
52
53 case nir_intrinsic_end_primitive:
54 case nir_intrinsic_end_primitive_with_counter:
55 assert(shader->stage == MESA_SHADER_GEOMETRY);
56 shader->info.gs.uses_end_primitive = 1;
57 break;
58
59 default:
60 break;
61 }
62 }
63
64 static void
65 gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
66 {
67 if (instr->op == nir_texop_tg4)
68 shader->info.uses_texture_gather = true;
69 }
70
71 static bool
72 gather_info_block(nir_block *block, void *shader)
73 {
74 nir_foreach_instr(block, instr) {
75 switch (instr->type) {
76 case nir_instr_type_intrinsic:
77 gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
78 break;
79 case nir_instr_type_tex:
80 gather_tex_info(nir_instr_as_tex(instr), shader);
81 break;
82 case nir_instr_type_call:
83 assert(!"nir_shader_gather_info only works if functions are inlined");
84 break;
85 default:
86 break;
87 }
88 }
89
90 return true;
91 }
92
93 /**
94 * Returns the bits in the inputs_read, outputs_written, or
95 * system_values_read bitfield corresponding to this variable.
96 */
97 static inline uint64_t
98 get_io_mask(nir_variable *var, gl_shader_stage stage)
99 {
100 assert(var->data.mode == nir_var_shader_in ||
101 var->data.mode == nir_var_shader_out ||
102 var->data.mode == nir_var_system_value);
103 assert(var->data.location >= 0);
104
105 const struct glsl_type *var_type = var->type;
106 if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
107 /* Most geometry shader inputs are per-vertex arrays */
108 if (var->data.location >= VARYING_SLOT_VAR0)
109 assert(glsl_type_is_array(var_type));
110
111 if (glsl_type_is_array(var_type))
112 var_type = glsl_get_array_element(var_type);
113 }
114
115 bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
116 stage == MESA_SHADER_VERTEX);
117 unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
118 return ((1ull << slots) - 1) << var->data.location;
119 }
120
121 void
122 nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
123 {
124 /* This pass does not yet support tessellation shaders */
125 assert(shader->stage == MESA_SHADER_VERTEX ||
126 shader->stage == MESA_SHADER_GEOMETRY ||
127 shader->stage == MESA_SHADER_FRAGMENT ||
128 shader->stage == MESA_SHADER_COMPUTE);
129
130 shader->info.inputs_read = 0;
131 foreach_list_typed(nir_variable, var, node, &shader->inputs)
132 shader->info.inputs_read |= get_io_mask(var, shader->stage);
133
134 /* TODO: Some day we may need to add stream support to NIR */
135 shader->info.outputs_written = 0;
136 foreach_list_typed(nir_variable, var, node, &shader->outputs)
137 shader->info.outputs_written |= get_io_mask(var, shader->stage);
138
139 shader->info.system_values_read = 0;
140 foreach_list_typed(nir_variable, var, node, &shader->system_values)
141 shader->info.system_values_read |= get_io_mask(var, shader->stage);
142
143 shader->info.num_textures = 0;
144 shader->info.num_images = 0;
145 nir_foreach_variable(var, &shader->uniforms) {
146 const struct glsl_type *type = var->type;
147 unsigned count = 1;
148 if (glsl_type_is_array(type)) {
149 count = glsl_get_length(type);
150 type = glsl_get_array_element(type);
151 }
152
153 if (glsl_type_is_image(type)) {
154 shader->info.num_images += count;
155 } else if (glsl_type_is_sampler(type)) {
156 shader->info.num_textures += count;
157 }
158 }
159
160 nir_foreach_block(entrypoint, gather_info_block, shader);
161 }