
On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.
This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.
FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.
This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.
Fixes: e68871f6a
("spirv: Handle constants and types before execution
modes")
v2: (Jason)
* glsl_to_nir: get the info before glsl_to_nir, while all the rest
of the info gathering is happening
* prog_to_nir: gather the info on a general info-gathering pass,
not on variable setup.
v3: (Jason)
* Squash with the patch that removes that info from ir variable
* anv: assert that OriginUpperLeft is true. It should be already
set by spirv_to_nir.
* blorp: set origin_upper_left on its core "compile fragment
shader", not just on some specific places (for this we added an
helper on a previous patch).
* prog_to_nir: no need to gather specifically this fragcoord modes
as the full gl_program shader_info is copied.
* spirv_to_nir: assert that we are a fragment shader when handling
this execution modes.
v4: (reported by failing gitlab pipeline #18750)
* state_tracker: update too due changes on ir.h/gl_program
v5:
* blorp: minor change after change on previous patch
* radeonsi: update due this change.
v6: (Timothy Arceri)
* prog_to_nir: remove extra whitespace
* shader_info: don't use :1 on origin_upper_left
* glsl: program.fs.origin_upper_left/pixel_center_integer can be
move out of the shader list loop
312 lines
11 KiB
C
312 lines
11 KiB
C
/*
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* Copyright © 2014 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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* Authors:
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* Connor Abbott (cwabbott0@gmail.com)
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*
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*/
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#include "nir.h"
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#include "nir_builder.h"
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static nir_ssa_def*
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build_local_group_size(nir_builder *b)
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{
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nir_ssa_def *local_size;
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/*
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* If the local work group size is variable it can't be lowered at this
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* point, but its intrinsic can still be used.
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*/
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if (b->shader->info.cs.local_size_variable) {
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local_size = nir_load_local_group_size(b);
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} else {
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nir_const_value local_size_const;
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memset(&local_size_const, 0, sizeof(local_size_const));
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local_size_const.u32[0] = b->shader->info.cs.local_size[0];
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local_size_const.u32[1] = b->shader->info.cs.local_size[1];
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local_size_const.u32[2] = b->shader->info.cs.local_size[2];
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local_size = nir_build_imm(b, 3, 32, local_size_const);
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}
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return local_size;
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}
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static nir_ssa_def *
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build_local_invocation_id(nir_builder *b)
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{
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if (b->shader->options->lower_cs_local_id_from_index) {
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/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
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* on this formula:
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*
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* gl_LocalInvocationID.x =
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* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
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* gl_LocalInvocationID.y =
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* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
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* gl_WorkGroupSize.y;
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* gl_LocalInvocationID.z =
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* (gl_LocalInvocationIndex /
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* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
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* gl_WorkGroupSize.z;
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*
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* However, the final % gl_WorkGroupSize.z does nothing unless we
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* accidentally end up with a gl_LocalInvocationIndex that is too
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* large so it can safely be omitted.
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*/
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nir_ssa_def *local_index = nir_load_local_invocation_index(b);
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nir_ssa_def *local_size = build_local_group_size(b);
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nir_ssa_def *id_x, *id_y, *id_z;
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id_x = nir_umod(b, local_index,
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nir_channel(b, local_size, 0));
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id_y = nir_umod(b, nir_udiv(b, local_index,
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nir_channel(b, local_size, 0)),
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nir_channel(b, local_size, 1));
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id_z = nir_udiv(b, local_index,
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nir_imul(b, nir_channel(b, local_size, 0),
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nir_channel(b, local_size, 1)));
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return nir_vec3(b, id_x, id_y, id_z);
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} else {
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return nir_load_local_invocation_id(b);
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}
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}
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static bool
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convert_block(nir_block *block, nir_builder *b)
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{
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bool progress = false;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *load_deref = nir_instr_as_intrinsic(instr);
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if (load_deref->intrinsic != nir_intrinsic_load_deref)
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continue;
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nir_deref_instr *deref = nir_src_as_deref(load_deref->src[0]);
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if (deref->mode != nir_var_system_value)
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continue;
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if (deref->deref_type != nir_deref_type_var) {
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/* The only one system value that is an array and that is
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* gl_SampleMask which is always an array of one element.
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*/
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assert(deref->deref_type == nir_deref_type_array);
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deref = nir_deref_instr_parent(deref);
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assert(deref->deref_type == nir_deref_type_var);
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assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN);
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}
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nir_variable *var = deref->var;
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b->cursor = nir_after_instr(&load_deref->instr);
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nir_ssa_def *sysval = NULL;
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switch (var->data.location) {
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case SYSTEM_VALUE_GLOBAL_INVOCATION_ID: {
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/* From the GLSL man page for gl_GlobalInvocationID:
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*
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* "The value of gl_GlobalInvocationID is equal to
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* gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID"
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*/
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nir_ssa_def *group_size = build_local_group_size(b);
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nir_ssa_def *group_id = nir_load_work_group_id(b);
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nir_ssa_def *local_id = build_local_invocation_id(b);
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sysval = nir_iadd(b, nir_imul(b, group_id, group_size), local_id);
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break;
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}
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case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: {
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/* If lower_cs_local_index_from_id is true, then we derive the local
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* index from the local id.
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*/
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if (!b->shader->options->lower_cs_local_index_from_id)
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break;
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/* From the GLSL man page for gl_LocalInvocationIndex:
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*
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* "The value of gl_LocalInvocationIndex is equal to
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* gl_LocalInvocationID.z * gl_WorkGroupSize.x *
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* gl_WorkGroupSize.y + gl_LocalInvocationID.y *
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* gl_WorkGroupSize.x + gl_LocalInvocationID.x"
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*/
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nir_ssa_def *local_id = nir_load_local_invocation_id(b);
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nir_ssa_def *size_x =
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nir_imm_int(b, b->shader->info.cs.local_size[0]);
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nir_ssa_def *size_y =
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nir_imm_int(b, b->shader->info.cs.local_size[1]);
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sysval = nir_imul(b, nir_channel(b, local_id, 2),
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nir_imul(b, size_x, size_y));
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sysval = nir_iadd(b, sysval,
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nir_imul(b, nir_channel(b, local_id, 1), size_x));
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sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0));
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break;
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}
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case SYSTEM_VALUE_LOCAL_INVOCATION_ID:
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/* If lower_cs_local_id_from_index is true, then we derive the local
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* index from the local id.
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*/
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if (b->shader->options->lower_cs_local_id_from_index)
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sysval = build_local_invocation_id(b);
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break;
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case SYSTEM_VALUE_LOCAL_GROUP_SIZE: {
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sysval = build_local_group_size(b);
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break;
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}
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case SYSTEM_VALUE_VERTEX_ID:
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if (b->shader->options->vertex_id_zero_based) {
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sysval = nir_iadd(b,
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nir_load_vertex_id_zero_base(b),
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nir_load_first_vertex(b));
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} else {
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sysval = nir_load_vertex_id(b);
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}
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break;
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case SYSTEM_VALUE_BASE_VERTEX:
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/**
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* From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification:
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*
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* "gl_BaseVertex holds the integer value passed to the baseVertex
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* parameter to the command that resulted in the current shader
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* invocation. In the case where the command has no baseVertex
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* parameter, the value of gl_BaseVertex is zero."
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*/
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if (b->shader->options->lower_base_vertex)
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sysval = nir_iand(b,
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nir_load_is_indexed_draw(b),
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nir_load_first_vertex(b));
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break;
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case SYSTEM_VALUE_HELPER_INVOCATION:
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if (b->shader->options->lower_helper_invocation) {
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nir_ssa_def *tmp;
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tmp = nir_ishl(b,
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nir_imm_int(b, 1),
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nir_load_sample_id_no_per_sample(b));
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tmp = nir_iand(b,
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nir_load_sample_mask_in(b),
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tmp);
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sysval = nir_inot(b, nir_i2b(b, tmp));
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}
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break;
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case SYSTEM_VALUE_INSTANCE_INDEX:
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sysval = nir_iadd(b,
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nir_load_instance_id(b),
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nir_load_base_instance(b));
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break;
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case SYSTEM_VALUE_SUBGROUP_EQ_MASK:
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case SYSTEM_VALUE_SUBGROUP_GE_MASK:
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case SYSTEM_VALUE_SUBGROUP_GT_MASK:
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case SYSTEM_VALUE_SUBGROUP_LE_MASK:
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case SYSTEM_VALUE_SUBGROUP_LT_MASK: {
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nir_intrinsic_op op =
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nir_intrinsic_from_system_value(var->data.location);
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nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, op);
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nir_ssa_dest_init_for_type(&load->instr, &load->dest,
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var->type, NULL);
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load->num_components = load->dest.ssa.num_components;
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nir_builder_instr_insert(b, &load->instr);
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sysval = &load->dest.ssa;
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break;
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}
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case SYSTEM_VALUE_DEVICE_INDEX:
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if (b->shader->options->lower_device_index_to_zero)
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sysval = nir_imm_int(b, 0);
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break;
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case SYSTEM_VALUE_GLOBAL_GROUP_SIZE: {
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nir_ssa_def *group_size = build_local_group_size(b);
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nir_ssa_def *num_work_groups = nir_load_num_work_groups(b);
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sysval = nir_imul(b, group_size, num_work_groups);
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break;
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}
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default:
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break;
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}
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if (sysval == NULL) {
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nir_intrinsic_op sysval_op =
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nir_intrinsic_from_system_value(var->data.location);
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sysval = nir_load_system_value(b, sysval_op, 0,
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load_deref->dest.ssa.bit_size);
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}
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nir_ssa_def_rewrite_uses(&load_deref->dest.ssa, nir_src_for_ssa(sysval));
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nir_instr_remove(&load_deref->instr);
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progress = true;
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}
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return progress;
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}
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static bool
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convert_impl(nir_function_impl *impl)
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{
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bool progress = false;
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nir_builder builder;
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nir_builder_init(&builder, impl);
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nir_foreach_block(block, impl) {
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progress |= convert_block(block, &builder);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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return progress;
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}
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bool
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nir_lower_system_values(nir_shader *shader)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (function->impl)
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progress = convert_impl(function->impl) || progress;
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}
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/* We're going to delete the variables so we need to clean up all those
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* derefs we left lying around.
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*/
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nir_remove_dead_derefs(shader);
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exec_list_make_empty(&shader->system_values);
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return progress;
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}
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