nir: Add a pass for gathering various bits of shader info

Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2016-03-25 10:23:25 -07:00
parent 875543e270
commit 7d58cfa366
4 changed files with 164 additions and 0 deletions

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@@ -176,6 +176,7 @@ NIR_FILES = \
nir/nir_control_flow_private.h \ nir/nir_control_flow_private.h \
nir/nir_dominance.c \ nir/nir_dominance.c \
nir/nir_from_ssa.c \ nir/nir_from_ssa.c \
nir/nir_gather_info.c \
nir/nir_gs_count_vertices.c \ nir/nir_gs_count_vertices.c \
nir/nir_inline_functions.c \ nir/nir_inline_functions.c \
nir/nir_instr_set.c \ nir/nir_instr_set.c \

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@@ -19,6 +19,7 @@ NIR_FILES = \
nir_control_flow_private.h \ nir_control_flow_private.h \
nir_dominance.c \ nir_dominance.c \
nir_from_ssa.c \ nir_from_ssa.c \
nir_gather_info.c \
nir_gs_count_vertices.c \ nir_gs_count_vertices.c \
nir_inline_functions.c \ nir_inline_functions.c \
nir_instr_set.c \ nir_instr_set.c \

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@@ -2187,6 +2187,7 @@ bool nir_lower_locals_to_regs(nir_shader *shader);
void nir_lower_outputs_to_temporaries(nir_shader *shader, void nir_lower_outputs_to_temporaries(nir_shader *shader,
nir_function *entrypoint); nir_function *entrypoint);
void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint);
void nir_assign_var_locations(struct exec_list *var_list, void nir_assign_var_locations(struct exec_list *var_list,
unsigned *size, unsigned *size,

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@@ -0,0 +1,161 @@
/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir.h"
static void
gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
{
switch (instr->intrinsic) {
case nir_intrinsic_discard:
case nir_intrinsic_discard_if:
assert(shader->stage == MESA_SHADER_FRAGMENT);
shader->info.fs.uses_discard = true;
break;
case nir_intrinsic_load_front_face:
case nir_intrinsic_load_vertex_id:
case nir_intrinsic_load_vertex_id_zero_base:
case nir_intrinsic_load_base_vertex:
case nir_intrinsic_load_instance_id:
case nir_intrinsic_load_sample_id:
case nir_intrinsic_load_sample_pos:
case nir_intrinsic_load_sample_mask_in:
case nir_intrinsic_load_primitive_id:
case nir_intrinsic_load_invocation_id:
case nir_intrinsic_load_local_invocation_id:
case nir_intrinsic_load_work_group_id:
case nir_intrinsic_load_num_work_groups:
shader->info.system_values_read |=
(1 << nir_system_value_from_intrinsic(instr->intrinsic));
break;
case nir_intrinsic_end_primitive:
case nir_intrinsic_end_primitive_with_counter:
assert(shader->stage == MESA_SHADER_GEOMETRY);
shader->info.gs.uses_end_primitive = 1;
break;
default:
break;
}
}
static void
gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
{
if (instr->op == nir_texop_tg4)
shader->info.uses_texture_gather = true;
}
static bool
gather_info_block(nir_block *block, void *shader)
{
nir_foreach_instr(block, instr) {
switch (instr->type) {
case nir_instr_type_intrinsic:
gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
break;
case nir_instr_type_tex:
gather_tex_info(nir_instr_as_tex(instr), shader);
break;
case nir_instr_type_call:
assert(!"nir_shader_gather_info only works if functions are inlined");
break;
default:
break;
}
}
return true;
}
/**
* Returns the bits in the inputs_read, outputs_written, or
* system_values_read bitfield corresponding to this variable.
*/
static inline uint64_t
get_io_mask(nir_variable *var, gl_shader_stage stage)
{
assert(var->data.mode == nir_var_shader_in ||
var->data.mode == nir_var_shader_out ||
var->data.mode == nir_var_system_value);
assert(var->data.location >= 0);
const struct glsl_type *var_type = var->type;
if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
/* Most geometry shader inputs are per-vertex arrays */
if (var->data.location >= VARYING_SLOT_VAR0)
assert(glsl_type_is_array(var_type));
if (glsl_type_is_array(var_type))
var_type = glsl_get_array_element(var_type);
}
bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
stage == MESA_SHADER_VERTEX);
unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
return ((1ull << slots) - 1) << var->data.location;
}
void
nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
{
/* This pass does not yet support tessellation shaders */
assert(shader->stage == MESA_SHADER_VERTEX ||
shader->stage == MESA_SHADER_GEOMETRY ||
shader->stage == MESA_SHADER_FRAGMENT ||
shader->stage == MESA_SHADER_COMPUTE);
shader->info.inputs_read = 0;
foreach_list_typed(nir_variable, var, node, &shader->inputs)
shader->info.inputs_read |= get_io_mask(var, shader->stage);
/* TODO: Some day we may need to add stream support to NIR */
shader->info.outputs_written = 0;
foreach_list_typed(nir_variable, var, node, &shader->outputs)
shader->info.outputs_written |= get_io_mask(var, shader->stage);
shader->info.system_values_read = 0;
foreach_list_typed(nir_variable, var, node, &shader->system_values)
shader->info.system_values_read |= get_io_mask(var, shader->stage);
shader->info.num_textures = 0;
shader->info.num_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
const struct glsl_type *type = var->type;
unsigned count = 1;
if (glsl_type_is_array(type)) {
count = glsl_get_length(type);
type = glsl_get_array_element(type);
}
if (glsl_type_is_image(type)) {
shader->info.num_images += count;
} else if (glsl_type_is_sampler(type)) {
shader->info.num_textures += count;
}
}
nir_foreach_block(entrypoint, gather_info_block, shader);
}