nir/lower_system_values: Use the new generic NIR lowering helpers
[mesa.git] / src / compiler / nir / nir_lower_system_values.c
1 /*
2 * Copyright © 2014 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 * Authors:
24 * Connor Abbott (cwabbott0@gmail.com)
25 *
26 */
27
28 #include "nir.h"
29 #include "nir_builder.h"
30
31 static nir_ssa_def*
32 build_local_group_size(nir_builder *b, unsigned bit_size)
33 {
34 nir_ssa_def *local_size;
35
36 /*
37 * If the local work group size is variable it can't be lowered at this
38 * point, but its intrinsic can still be used.
39 */
40 if (b->shader->info.cs.local_size_variable) {
41 local_size = nir_load_local_group_size(b);
42 } else {
43 /* using a 32 bit constant is safe here as no device/driver needs more
44 * than 32 bits for the local size */
45 nir_const_value local_size_const[3];
46 memset(local_size_const, 0, sizeof(local_size_const));
47 local_size_const[0].u32 = b->shader->info.cs.local_size[0];
48 local_size_const[1].u32 = b->shader->info.cs.local_size[1];
49 local_size_const[2].u32 = b->shader->info.cs.local_size[2];
50 local_size = nir_build_imm(b, 3, 32, local_size_const);
51 }
52
53 return nir_u2u(b, local_size, bit_size);
54 }
55
56 static nir_ssa_def *
57 build_local_invocation_id(nir_builder *b, unsigned bit_size)
58 {
59 /* If lower_cs_local_id_from_index is true, then we derive the local
60 * index from the local id.
61 */
62 if (b->shader->options->lower_cs_local_id_from_index) {
63 /* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
64 * on this formula:
65 *
66 * gl_LocalInvocationID.x =
67 * gl_LocalInvocationIndex % gl_WorkGroupSize.x;
68 * gl_LocalInvocationID.y =
69 * (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
70 * gl_WorkGroupSize.y;
71 * gl_LocalInvocationID.z =
72 * (gl_LocalInvocationIndex /
73 * (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
74 * gl_WorkGroupSize.z;
75 *
76 * However, the final % gl_WorkGroupSize.z does nothing unless we
77 * accidentally end up with a gl_LocalInvocationIndex that is too
78 * large so it can safely be omitted.
79 */
80 nir_ssa_def *local_index = nir_load_local_invocation_index(b);
81 nir_ssa_def *local_size = build_local_group_size(b, 32);
82
83 /* Because no hardware supports a local workgroup size greater than
84 * about 1K, this calculation can be done in 32-bit and can save some
85 * 64-bit arithmetic.
86 */
87 nir_ssa_def *id_x, *id_y, *id_z;
88 id_x = nir_umod(b, local_index,
89 nir_channel(b, local_size, 0));
90 id_y = nir_umod(b, nir_udiv(b, local_index,
91 nir_channel(b, local_size, 0)),
92 nir_channel(b, local_size, 1));
93 id_z = nir_udiv(b, local_index,
94 nir_imul(b, nir_channel(b, local_size, 0),
95 nir_channel(b, local_size, 1)));
96 return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
97 } else {
98 return nir_u2u(b, nir_load_local_invocation_id(b), bit_size);
99 }
100 }
101
102 static nir_ssa_def*
103 build_global_group_size(nir_builder *b, unsigned bit_size)
104 {
105 nir_ssa_def *group_size = build_local_group_size(b, bit_size);
106 nir_ssa_def *num_work_groups = nir_u2u(b, nir_load_num_work_groups(b), bit_size);
107 return nir_imul(b, group_size, num_work_groups);
108 }
109
110 static nir_ssa_def*
111 build_global_invocation_id(nir_builder *b, unsigned bit_size)
112 {
113 /* From the GLSL man page for gl_GlobalInvocationID:
114 *
115 * "The value of gl_GlobalInvocationID is equal to
116 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID"
117 */
118 nir_ssa_def *group_size = build_local_group_size(b, bit_size);
119 nir_ssa_def *group_id = nir_u2u(b, nir_load_work_group_id(b), bit_size);
120 nir_ssa_def *local_id = build_local_invocation_id(b, bit_size);
121
122 return nir_iadd(b, nir_imul(b, group_id, group_size), local_id);
123 }
124
125 static bool
126 lower_system_value_filter(const nir_instr *instr, const void *_state)
127 {
128 return instr->type == nir_instr_type_intrinsic;
129 }
130
131 static nir_ssa_def *
132 lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
133 {
134 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
135 if (intrin->intrinsic == nir_intrinsic_load_deref) {
136 nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
137 if (deref->mode != nir_var_system_value)
138 return NULL;
139
140 if (deref->deref_type != nir_deref_type_var) {
141 /* The only one system value that is an array and that is
142 * gl_SampleMask which is always an array of one element.
143 */
144 assert(deref->deref_type == nir_deref_type_array);
145 deref = nir_deref_instr_parent(deref);
146 assert(deref->deref_type == nir_deref_type_var);
147 assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN);
148 }
149 nir_variable *var = deref->var;
150
151 unsigned bit_size = nir_dest_bit_size(intrin->dest);
152 switch (var->data.location) {
153 case SYSTEM_VALUE_GLOBAL_INVOCATION_ID:
154 return build_global_invocation_id(b, bit_size);
155
156 case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: {
157 nir_ssa_def *global_id = build_global_invocation_id(b, bit_size);
158 nir_ssa_def *global_size = build_global_group_size(b, bit_size);
159
160 /* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
161 nir_ssa_def *index;
162 index = nir_imul(b, nir_channel(b, global_id, 2),
163 nir_channel(b, global_size, 1));
164 index = nir_iadd(b, nir_channel(b, global_id, 1), index);
165 index = nir_imul(b, nir_channel(b, global_size, 0), index);
166 index = nir_iadd(b, nir_channel(b, global_id, 0), index);
167 return index;
168 }
169
170 case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: {
171 /* If lower_cs_local_index_from_id is true, then we derive the local
172 * index from the local id.
173 */
174 if (!b->shader->options->lower_cs_local_index_from_id)
175 break;
176
177 /* From the GLSL man page for gl_LocalInvocationIndex:
178 *
179 * "The value of gl_LocalInvocationIndex is equal to
180 * gl_LocalInvocationID.z * gl_WorkGroupSize.x *
181 * gl_WorkGroupSize.y + gl_LocalInvocationID.y *
182 * gl_WorkGroupSize.x + gl_LocalInvocationID.x"
183 */
184 nir_ssa_def *local_id = nir_load_local_invocation_id(b);
185
186 nir_ssa_def *size_x =
187 nir_imm_int(b, b->shader->info.cs.local_size[0]);
188 nir_ssa_def *size_y =
189 nir_imm_int(b, b->shader->info.cs.local_size[1]);
190
191 /* Because no hardware supports a local workgroup size greater than
192 * about 1K, this calculation can be done in 32-bit and can save some
193 * 64-bit arithmetic.
194 */
195 nir_ssa_def *index;
196 index = nir_imul(b, nir_channel(b, local_id, 2),
197 nir_imul(b, size_x, size_y));
198 index = nir_iadd(b, index,
199 nir_imul(b, nir_channel(b, local_id, 1), size_x));
200 index = nir_iadd(b, index, nir_channel(b, local_id, 0));
201 index = nir_u2u(b, index, bit_size);
202 return index;
203 }
204
205 case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
206 return build_local_invocation_id(b, bit_size);
207
208 case SYSTEM_VALUE_LOCAL_GROUP_SIZE:
209 return build_local_group_size(b, bit_size);
210
211 case SYSTEM_VALUE_VERTEX_ID:
212 if (b->shader->options->vertex_id_zero_based) {
213 return nir_iadd(b, nir_load_vertex_id_zero_base(b),
214 nir_load_first_vertex(b));
215 }
216 break;
217
218 case SYSTEM_VALUE_BASE_VERTEX:
219 /**
220 * From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification:
221 *
222 * "gl_BaseVertex holds the integer value passed to the baseVertex
223 * parameter to the command that resulted in the current shader
224 * invocation. In the case where the command has no baseVertex
225 * parameter, the value of gl_BaseVertex is zero."
226 */
227 if (b->shader->options->lower_base_vertex) {
228 return nir_iand(b, nir_load_is_indexed_draw(b),
229 nir_load_first_vertex(b));
230 }
231 break;
232
233 case SYSTEM_VALUE_HELPER_INVOCATION:
234 if (b->shader->options->lower_helper_invocation) {
235 nir_ssa_def *tmp;
236
237 tmp = nir_ishl(b,
238 nir_imm_int(b, 1),
239 nir_load_sample_id_no_per_sample(b));
240
241 tmp = nir_iand(b,
242 nir_load_sample_mask_in(b),
243 tmp);
244
245 return nir_inot(b, nir_i2b(b, tmp));
246 }
247 break;
248
249 case SYSTEM_VALUE_INSTANCE_INDEX:
250 return nir_iadd(b, nir_load_instance_id(b),
251 nir_load_base_instance(b));
252
253 case SYSTEM_VALUE_SUBGROUP_EQ_MASK:
254 case SYSTEM_VALUE_SUBGROUP_GE_MASK:
255 case SYSTEM_VALUE_SUBGROUP_GT_MASK:
256 case SYSTEM_VALUE_SUBGROUP_LE_MASK:
257 case SYSTEM_VALUE_SUBGROUP_LT_MASK: {
258 nir_intrinsic_op op =
259 nir_intrinsic_from_system_value(var->data.location);
260 nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, op);
261 nir_ssa_dest_init_for_type(&load->instr, &load->dest,
262 var->type, NULL);
263 load->num_components = load->dest.ssa.num_components;
264 nir_builder_instr_insert(b, &load->instr);
265 return &load->dest.ssa;
266 }
267
268 case SYSTEM_VALUE_DEVICE_INDEX:
269 if (b->shader->options->lower_device_index_to_zero)
270 return nir_imm_int(b, 0);
271 break;
272
273 case SYSTEM_VALUE_GLOBAL_GROUP_SIZE:
274 return build_global_group_size(b, bit_size);
275
276 default:
277 break;
278 }
279
280 nir_intrinsic_op sysval_op =
281 nir_intrinsic_from_system_value(var->data.location);
282 return nir_load_system_value(b, sysval_op, 0,
283 intrin->dest.ssa.bit_size);
284 }
285
286 return NULL;
287 }
288
289 bool
290 nir_lower_system_values(nir_shader *shader)
291 {
292 bool progress = nir_shader_lower_instructions(shader,
293 lower_system_value_filter,
294 lower_system_value_instr,
295 NULL);
296
297 /* We're going to delete the variables so we need to clean up all those
298 * derefs we left lying around.
299 */
300 if (progress)
301 nir_remove_dead_derefs(shader);
302
303 exec_list_make_empty(&shader->system_values);
304
305 return progress;
306 }