nir/i965/anv/radv/gallium: make shader info a pointer
[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_local_invocation_index:
48 case nir_intrinsic_load_work_group_id:
49 case nir_intrinsic_load_num_work_groups:
50 shader->info->system_values_read |=
51 (1 << nir_system_value_from_intrinsic(instr->intrinsic));
52 break;
53
54 case nir_intrinsic_end_primitive:
55 case nir_intrinsic_end_primitive_with_counter:
56 assert(shader->stage == MESA_SHADER_GEOMETRY);
57 shader->info->gs.uses_end_primitive = 1;
58 break;
59
60 default:
61 break;
62 }
63 }
64
65 static void
66 gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
67 {
68 if (instr->op == nir_texop_tg4)
69 shader->info->uses_texture_gather = true;
70 }
71
72 static void
73 gather_info_block(nir_block *block, nir_shader *shader)
74 {
75 nir_foreach_instr(instr, block) {
76 switch (instr->type) {
77 case nir_instr_type_intrinsic:
78 gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
79 break;
80 case nir_instr_type_tex:
81 gather_tex_info(nir_instr_as_tex(instr), shader);
82 break;
83 case nir_instr_type_call:
84 assert(!"nir_shader_gather_info only works if functions are inlined");
85 break;
86 default:
87 break;
88 }
89 }
90 }
91
92 /**
93 * Returns the bits in the inputs_read, outputs_written, or
94 * system_values_read bitfield corresponding to this variable.
95 */
96 static inline uint64_t
97 get_io_mask(nir_variable *var, gl_shader_stage stage)
98 {
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);
103
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));
109
110 if (glsl_type_is_array(var_type))
111 var_type = glsl_get_array_element(var_type);
112 }
113
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;
118 }
119
120 void
121 nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
122 {
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);
128
129 bool uses_sample_qualifier = false;
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 uses_sample_qualifier |= var->data.sample;
134 }
135
136 if (shader->stage == MESA_SHADER_FRAGMENT)
137 shader->info->fs.uses_sample_qualifier = uses_sample_qualifier;
138
139 /* TODO: Some day we may need to add stream support to NIR */
140 shader->info->outputs_written = 0;
141 foreach_list_typed(nir_variable, var, node, &shader->outputs)
142 shader->info->outputs_written |= get_io_mask(var, shader->stage);
143
144 shader->info->system_values_read = 0;
145 foreach_list_typed(nir_variable, var, node, &shader->system_values)
146 shader->info->system_values_read |= get_io_mask(var, shader->stage);
147
148 shader->info->num_textures = 0;
149 shader->info->num_images = 0;
150 nir_foreach_variable(var, &shader->uniforms) {
151 const struct glsl_type *type = var->type;
152 unsigned count = 1;
153 if (glsl_type_is_array(type)) {
154 count = glsl_get_length(type);
155 type = glsl_get_array_element(type);
156 }
157
158 if (glsl_type_is_image(type)) {
159 shader->info->num_images += count;
160 } else if (glsl_type_is_sampler(type)) {
161 shader->info->num_textures += count;
162 }
163 }
164
165 nir_foreach_block(block, entrypoint) {
166 gather_info_block(block, shader);
167 }
168 }