2 * Copyright © 2014 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
24 * Connor Abbott (cwabbott0@gmail.com)
29 #include "nir_builder.h"
32 convert_block(nir_block
*block
, nir_builder
*b
)
34 bool progress
= false;
36 nir_foreach_instr_safe(instr
, block
) {
37 if (instr
->type
!= nir_instr_type_intrinsic
)
40 nir_intrinsic_instr
*load_deref
= nir_instr_as_intrinsic(instr
);
41 if (load_deref
->intrinsic
!= nir_intrinsic_load_deref
)
45 nir_deref_instr_get_variable(nir_src_as_deref(load_deref
->src
[0]));
47 if (var
->data
.mode
!= nir_var_system_value
)
50 b
->cursor
= nir_after_instr(&load_deref
->instr
);
52 nir_ssa_def
*sysval
= NULL
;
53 switch (var
->data
.location
) {
54 case SYSTEM_VALUE_GLOBAL_INVOCATION_ID
: {
55 /* From the GLSL man page for gl_GlobalInvocationID:
57 * "The value of gl_GlobalInvocationID is equal to
58 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID"
61 nir_const_value local_size
;
62 memset(&local_size
, 0, sizeof(local_size
));
63 local_size
.u32
[0] = b
->shader
->info
.cs
.local_size
[0];
64 local_size
.u32
[1] = b
->shader
->info
.cs
.local_size
[1];
65 local_size
.u32
[2] = b
->shader
->info
.cs
.local_size
[2];
67 nir_ssa_def
*group_id
= nir_load_work_group_id(b
);
68 nir_ssa_def
*local_id
= nir_load_local_invocation_id(b
);
70 sysval
= nir_iadd(b
, nir_imul(b
, group_id
,
71 nir_build_imm(b
, 3, 32, local_size
)),
76 case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
: {
77 /* If lower_cs_local_index_from_id is true, then we derive the local
78 * index from the local id.
80 if (!b
->shader
->options
->lower_cs_local_index_from_id
)
83 /* From the GLSL man page for gl_LocalInvocationIndex:
85 * "The value of gl_LocalInvocationIndex is equal to
86 * gl_LocalInvocationID.z * gl_WorkGroupSize.x *
87 * gl_WorkGroupSize.y + gl_LocalInvocationID.y *
88 * gl_WorkGroupSize.x + gl_LocalInvocationID.x"
90 nir_ssa_def
*local_id
= nir_load_local_invocation_id(b
);
93 nir_imm_int(b
, b
->shader
->info
.cs
.local_size
[0]);
95 nir_imm_int(b
, b
->shader
->info
.cs
.local_size
[1]);
97 sysval
= nir_imul(b
, nir_channel(b
, local_id
, 2),
98 nir_imul(b
, size_x
, size_y
));
99 sysval
= nir_iadd(b
, sysval
,
100 nir_imul(b
, nir_channel(b
, local_id
, 1), size_x
));
101 sysval
= nir_iadd(b
, sysval
, nir_channel(b
, local_id
, 0));
105 case SYSTEM_VALUE_LOCAL_GROUP_SIZE
: {
106 nir_const_value local_size
;
107 memset(&local_size
, 0, sizeof(local_size
));
108 local_size
.u32
[0] = b
->shader
->info
.cs
.local_size
[0];
109 local_size
.u32
[1] = b
->shader
->info
.cs
.local_size
[1];
110 local_size
.u32
[2] = b
->shader
->info
.cs
.local_size
[2];
111 sysval
= nir_build_imm(b
, 3, 32, local_size
);
115 case SYSTEM_VALUE_VERTEX_ID
:
116 if (b
->shader
->options
->vertex_id_zero_based
) {
118 nir_load_vertex_id_zero_base(b
),
119 nir_load_first_vertex(b
));
121 sysval
= nir_load_vertex_id(b
);
125 case SYSTEM_VALUE_BASE_VERTEX
:
127 * From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification:
129 * "gl_BaseVertex holds the integer value passed to the baseVertex
130 * parameter to the command that resulted in the current shader
131 * invocation. In the case where the command has no baseVertex
132 * parameter, the value of gl_BaseVertex is zero."
134 if (b
->shader
->options
->lower_base_vertex
)
136 nir_load_is_indexed_draw(b
),
137 nir_load_first_vertex(b
));
140 case SYSTEM_VALUE_INSTANCE_INDEX
:
142 nir_load_instance_id(b
),
143 nir_load_base_instance(b
));
146 case SYSTEM_VALUE_SUBGROUP_EQ_MASK
:
147 case SYSTEM_VALUE_SUBGROUP_GE_MASK
:
148 case SYSTEM_VALUE_SUBGROUP_GT_MASK
:
149 case SYSTEM_VALUE_SUBGROUP_LE_MASK
:
150 case SYSTEM_VALUE_SUBGROUP_LT_MASK
: {
151 nir_intrinsic_op op
=
152 nir_intrinsic_from_system_value(var
->data
.location
);
153 nir_intrinsic_instr
*load
= nir_intrinsic_instr_create(b
->shader
, op
);
154 nir_ssa_dest_init_for_type(&load
->instr
, &load
->dest
,
156 load
->num_components
= load
->dest
.ssa
.num_components
;
157 nir_builder_instr_insert(b
, &load
->instr
);
158 sysval
= &load
->dest
.ssa
;
162 case SYSTEM_VALUE_DEVICE_INDEX
:
163 if (b
->shader
->options
->lower_device_index_to_zero
)
164 sysval
= nir_imm_int(b
, 0);
171 if (sysval
== NULL
) {
172 nir_intrinsic_op sysval_op
=
173 nir_intrinsic_from_system_value(var
->data
.location
);
174 sysval
= nir_load_system_value(b
, sysval_op
, 0);
177 nir_ssa_def_rewrite_uses(&load_deref
->dest
.ssa
, nir_src_for_ssa(sysval
));
178 nir_instr_remove(&load_deref
->instr
);
187 convert_impl(nir_function_impl
*impl
)
189 bool progress
= false;
191 nir_builder_init(&builder
, impl
);
193 nir_foreach_block(block
, impl
) {
194 progress
|= convert_block(block
, &builder
);
197 nir_metadata_preserve(impl
, nir_metadata_block_index
|
198 nir_metadata_dominance
);
203 nir_lower_system_values(nir_shader
*shader
)
205 bool progress
= false;
207 nir_foreach_function(function
, shader
) {
209 progress
= convert_impl(function
->impl
) || progress
;
212 /* We're going to delete the variables so we need to clean up all those
213 * derefs we left lying around.
215 nir_remove_dead_derefs(shader
);
217 exec_list_make_empty(&shader
->system_values
);