nir: fix implicit fallthrough warnings
[mesa.git] / src / compiler / nir / nir_gather_info.c
index d902fb7b69ec425132deb55dbfa55ba0761f1669..1fc3740372165fdffb6a4c7ae83b963407d941cb 100644 (file)
@@ -106,7 +106,7 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len,
                shader->info.inputs_read_indirectly |= bitfield;
          }
 
-         if (cross_invocation)
+         if (cross_invocation && shader->info.stage == MESA_SHADER_TESS_CTRL)
             shader->info.tess.tcs_cross_invocation_inputs_read |= bitfield;
 
          if (shader->info.stage == MESA_SHADER_FRAGMENT) {
@@ -125,7 +125,7 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len,
                   shader->info.outputs_accessed_indirectly |= bitfield;
             }
 
-            if (cross_invocation)
+            if (cross_invocation && shader->info.stage == MESA_SHADER_TESS_CTRL)
                shader->info.tess.tcs_cross_invocation_outputs_read |= bitfield;
          } else {
             if (is_patch_generic) {
@@ -161,6 +161,17 @@ mark_whole_variable(nir_shader *shader, nir_variable *var,
       type = glsl_get_array_element(type);
    }
 
+   if (var->data.per_view) {
+      /* TODO: Per view and Per Vertex are not currently used together.  When
+       * they start to be used (e.g. when adding Primitive Replication for GS
+       * on Intel), verify that "peeling" the type twice is correct.  This
+       * assert ensures we remember it.
+       */
+      assert(!nir_is_per_vertex_io(var, shader->info.stage));
+      assert(glsl_type_is_array(type));
+      type = glsl_get_array_element(type);
+   }
+
    const unsigned slots =
       var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
                         : glsl_count_attribute_slots(type, false);
@@ -209,6 +220,10 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
       type = glsl_get_array_element(type);
    }
 
+   /* Per view variables will be considered as a whole. */
+   if (var->data.per_view)
+      return false;
+
    /* The code below only handles:
     *
     * - Indexing into matrices
@@ -264,6 +279,20 @@ try_mask_partial_io(nir_shader *shader, nir_variable *var,
    return true;
 }
 
+static void
+update_memory_written_for_deref(nir_shader *shader, nir_deref_instr *deref)
+{
+   switch (deref->mode) {
+   case nir_var_mem_ssbo:
+   case nir_var_mem_global:
+      shader->info.writes_memory = true;
+      break;
+   default:
+      /* Nothing to do. */
+      break;
+   }
+}
+
 static void
 gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
                       void *dead_ctx)
@@ -272,11 +301,14 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
    case nir_intrinsic_demote:
    case nir_intrinsic_demote_if:
       shader->info.fs.uses_demote = true;
-   /* fallthrough: quads with helper lanes only might be discarded entirely */
+   /* fallthrough - quads with helper lanes only might be discarded entirely */
    case nir_intrinsic_discard:
    case nir_intrinsic_discard_if:
-      assert(shader->info.stage == MESA_SHADER_FRAGMENT);
-      shader->info.fs.uses_discard = true;
+      /* Freedreno uses the discard_if intrinsic to end GS invocations that
+       * don't produce a vertex, so we only set uses_discard if executing on
+       * a fragment shader. */
+      if (shader->info.stage == MESA_SHADER_FRAGMENT)
+         shader->info.fs.uses_discard = true;
       break;
 
    case nir_intrinsic_interp_deref_at_centroid:
@@ -308,6 +340,8 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
             }
          }
       }
+      if (instr->intrinsic == nir_intrinsic_store_deref)
+         update_memory_written_for_deref(shader, deref);
       break;
    }
 
@@ -360,6 +394,28 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
 
       break;
 
+   case nir_intrinsic_atomic_counter_inc:
+   case nir_intrinsic_atomic_counter_inc_deref:
+   case nir_intrinsic_atomic_counter_add:
+   case nir_intrinsic_atomic_counter_add_deref:
+   case nir_intrinsic_atomic_counter_pre_dec:
+   case nir_intrinsic_atomic_counter_pre_dec_deref:
+   case nir_intrinsic_atomic_counter_post_dec:
+   case nir_intrinsic_atomic_counter_post_dec_deref:
+   case nir_intrinsic_atomic_counter_min:
+   case nir_intrinsic_atomic_counter_min_deref:
+   case nir_intrinsic_atomic_counter_max:
+   case nir_intrinsic_atomic_counter_max_deref:
+   case nir_intrinsic_atomic_counter_and:
+   case nir_intrinsic_atomic_counter_and_deref:
+   case nir_intrinsic_atomic_counter_or:
+   case nir_intrinsic_atomic_counter_or_deref:
+   case nir_intrinsic_atomic_counter_xor:
+   case nir_intrinsic_atomic_counter_xor_deref:
+   case nir_intrinsic_atomic_counter_exchange:
+   case nir_intrinsic_atomic_counter_exchange_deref:
+   case nir_intrinsic_atomic_counter_comp_swap:
+   case nir_intrinsic_atomic_counter_comp_swap_deref:
    case nir_intrinsic_bindless_image_atomic_add:
    case nir_intrinsic_bindless_image_atomic_and:
    case nir_intrinsic_bindless_image_atomic_comp_swap:
@@ -453,6 +509,19 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader,
       shader->info.writes_memory = true;
       break;
 
+   case nir_intrinsic_deref_atomic_add:
+   case nir_intrinsic_deref_atomic_imin:
+   case nir_intrinsic_deref_atomic_umin:
+   case nir_intrinsic_deref_atomic_imax:
+   case nir_intrinsic_deref_atomic_umax:
+   case nir_intrinsic_deref_atomic_and:
+   case nir_intrinsic_deref_atomic_or:
+   case nir_intrinsic_deref_atomic_xor:
+   case nir_intrinsic_deref_atomic_exchange:
+   case nir_intrinsic_deref_atomic_comp_swap:
+      update_memory_written_for_deref(shader, nir_src_as_deref(instr->src[0]));
+      break;
+
    default:
       break;
    }
@@ -528,20 +597,33 @@ nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
 {
    shader->info.num_textures = 0;
    shader->info.num_images = 0;
-   shader->info.last_msaa_image = -1;
+   shader->info.image_buffers = 0;
+   shader->info.msaa_images = 0;
 
    nir_foreach_variable(var, &shader->uniforms) {
-      /* Bindless textures and images don't use non-bindless slots. */
-      if (var->data.bindless)
+      /* Bindless textures and images don't use non-bindless slots.
+       * Interface blocks imply inputs, outputs, UBO, or SSBO, which can only
+       * mean bindless.
+       */
+      if (var->data.bindless || var->interface_type)
          continue;
 
       shader->info.num_textures += glsl_type_get_sampler_count(var->type);
-      shader->info.num_images += glsl_type_get_image_count(var->type);
 
-      /* Assuming image slots don't have holes (e.g. OpenGL) */
-      if (glsl_type_is_image(var->type) &&
-          glsl_get_sampler_dim(var->type) == GLSL_SAMPLER_DIM_MS)
-         shader->info.last_msaa_image = shader->info.num_images - 1;
+      unsigned num_image_slots = glsl_type_get_image_count(var->type);
+      if (num_image_slots) {
+         const struct glsl_type *image_type = glsl_without_array(var->type);
+
+         if (glsl_get_sampler_dim(image_type) == GLSL_SAMPLER_DIM_BUF) {
+            shader->info.image_buffers |=
+               BITFIELD_RANGE(shader->info.num_images, num_image_slots);
+         }
+         if (glsl_get_sampler_dim(image_type) == GLSL_SAMPLER_DIM_MS) {
+            shader->info.msaa_images |=
+               BITFIELD_RANGE(shader->info.num_images, num_image_slots);
+         }
+         shader->info.num_images += num_image_slots;
+      }
    }
 
    shader->info.inputs_read = 0;