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:
@@ -176,6 +176,7 @@ NIR_FILES = \
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nir/nir_control_flow_private.h \
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nir/nir_dominance.c \
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nir/nir_from_ssa.c \
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nir/nir_gather_info.c \
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nir/nir_gs_count_vertices.c \
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nir/nir_inline_functions.c \
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nir/nir_instr_set.c \
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@@ -19,6 +19,7 @@ NIR_FILES = \
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nir_control_flow_private.h \
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nir_dominance.c \
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nir_from_ssa.c \
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nir_gather_info.c \
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nir_gs_count_vertices.c \
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nir_inline_functions.c \
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nir_instr_set.c \
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@@ -2187,6 +2187,7 @@ bool nir_lower_locals_to_regs(nir_shader *shader);
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void nir_lower_outputs_to_temporaries(nir_shader *shader,
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nir_function *entrypoint);
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void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint);
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void nir_assign_var_locations(struct exec_list *var_list,
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unsigned *size,
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161
src/compiler/nir/nir_gather_info.c
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161
src/compiler/nir/nir_gather_info.c
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@@ -0,0 +1,161 @@
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/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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static void
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gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
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{
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switch (instr->intrinsic) {
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case nir_intrinsic_discard:
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case nir_intrinsic_discard_if:
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assert(shader->stage == MESA_SHADER_FRAGMENT);
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shader->info.fs.uses_discard = true;
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break;
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case nir_intrinsic_load_front_face:
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case nir_intrinsic_load_vertex_id:
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case nir_intrinsic_load_vertex_id_zero_base:
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case nir_intrinsic_load_base_vertex:
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case nir_intrinsic_load_instance_id:
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case nir_intrinsic_load_sample_id:
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case nir_intrinsic_load_sample_pos:
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case nir_intrinsic_load_sample_mask_in:
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case nir_intrinsic_load_primitive_id:
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case nir_intrinsic_load_invocation_id:
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case nir_intrinsic_load_local_invocation_id:
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case nir_intrinsic_load_work_group_id:
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case nir_intrinsic_load_num_work_groups:
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shader->info.system_values_read |=
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(1 << nir_system_value_from_intrinsic(instr->intrinsic));
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break;
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case nir_intrinsic_end_primitive:
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case nir_intrinsic_end_primitive_with_counter:
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assert(shader->stage == MESA_SHADER_GEOMETRY);
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shader->info.gs.uses_end_primitive = 1;
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break;
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default:
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break;
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}
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}
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static void
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gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
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{
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if (instr->op == nir_texop_tg4)
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shader->info.uses_texture_gather = true;
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}
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static bool
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gather_info_block(nir_block *block, void *shader)
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{
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nir_foreach_instr(block, instr) {
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switch (instr->type) {
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case nir_instr_type_intrinsic:
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gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
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break;
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case nir_instr_type_tex:
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gather_tex_info(nir_instr_as_tex(instr), shader);
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break;
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case nir_instr_type_call:
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assert(!"nir_shader_gather_info only works if functions are inlined");
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break;
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default:
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break;
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}
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}
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return true;
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}
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/**
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* Returns the bits in the inputs_read, outputs_written, or
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* system_values_read bitfield corresponding to this variable.
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*/
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static inline uint64_t
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get_io_mask(nir_variable *var, gl_shader_stage stage)
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{
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assert(var->data.mode == nir_var_shader_in ||
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var->data.mode == nir_var_shader_out ||
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var->data.mode == nir_var_system_value);
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assert(var->data.location >= 0);
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const struct glsl_type *var_type = var->type;
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if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
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/* Most geometry shader inputs are per-vertex arrays */
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if (var->data.location >= VARYING_SLOT_VAR0)
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assert(glsl_type_is_array(var_type));
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if (glsl_type_is_array(var_type))
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var_type = glsl_get_array_element(var_type);
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}
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bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
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stage == MESA_SHADER_VERTEX);
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unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
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return ((1ull << slots) - 1) << var->data.location;
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}
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void
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nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
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{
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/* This pass does not yet support tessellation shaders */
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assert(shader->stage == MESA_SHADER_VERTEX ||
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shader->stage == MESA_SHADER_GEOMETRY ||
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shader->stage == MESA_SHADER_FRAGMENT ||
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shader->stage == MESA_SHADER_COMPUTE);
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shader->info.inputs_read = 0;
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foreach_list_typed(nir_variable, var, node, &shader->inputs)
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shader->info.inputs_read |= get_io_mask(var, shader->stage);
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/* TODO: Some day we may need to add stream support to NIR */
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shader->info.outputs_written = 0;
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foreach_list_typed(nir_variable, var, node, &shader->outputs)
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shader->info.outputs_written |= get_io_mask(var, shader->stage);
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shader->info.system_values_read = 0;
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foreach_list_typed(nir_variable, var, node, &shader->system_values)
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shader->info.system_values_read |= get_io_mask(var, shader->stage);
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shader->info.num_textures = 0;
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shader->info.num_images = 0;
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nir_foreach_variable(var, &shader->uniforms) {
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const struct glsl_type *type = var->type;
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unsigned count = 1;
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if (glsl_type_is_array(type)) {
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count = glsl_get_length(type);
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type = glsl_get_array_element(type);
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}
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if (glsl_type_is_image(type)) {
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shader->info.num_images += count;
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} else if (glsl_type_is_sampler(type)) {
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shader->info.num_textures += count;
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}
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}
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nir_foreach_block(entrypoint, gather_info_block, shader);
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}
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