1/* 2 * Copyright © 2015 Intel Corporation 3 * 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: 10 * 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 13 * Software. 14 * 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 21 * IN THE SOFTWARE. 22 */ 23 24#include "nir.h" 25#include "main/menums.h" 26 27static void 28set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len, 29 bool is_output_read) 30{ 31 for (int i = 0; i < len; i++) { 32 assert(var->data.location != -1); 33 34 int idx = var->data.location + offset + i; 35 bool is_patch_generic = var->data.patch && 36 idx != VARYING_SLOT_TESS_LEVEL_INNER && 37 idx != VARYING_SLOT_TESS_LEVEL_OUTER && 38 idx != VARYING_SLOT_BOUNDING_BOX0 && 39 idx != VARYING_SLOT_BOUNDING_BOX1; 40 uint64_t bitfield; 41 42 if (is_patch_generic) { 43 assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX); 44 bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0); 45 } 46 else { 47 assert(idx < VARYING_SLOT_MAX); 48 bitfield = BITFIELD64_BIT(idx); 49 } 50 51 if (var->data.mode == nir_var_shader_in) { 52 if (is_patch_generic) 53 shader->info.patch_inputs_read |= bitfield; 54 else 55 shader->info.inputs_read |= bitfield; 56 57 if (shader->info.stage == MESA_SHADER_FRAGMENT) { 58 shader->info.fs.uses_sample_qualifier |= var->data.sample; 59 } 60 } else { 61 assert(var->data.mode == nir_var_shader_out); 62 if (is_output_read) { 63 if (is_patch_generic) { 64 shader->info.patch_outputs_read |= bitfield; 65 } else { 66 shader->info.outputs_read |= bitfield; 67 } 68 } else { 69 if (is_patch_generic) { 70 shader->info.patch_outputs_written |= bitfield; 71 } else if (!var->data.read_only) { 72 shader->info.outputs_written |= bitfield; 73 } 74 } 75 76 77 if (var->data.fb_fetch_output) 78 shader->info.outputs_read |= bitfield; 79 } 80 } 81} 82 83/** 84 * Mark an entire variable as used. Caller must ensure that the variable 85 * represents a shader input or output. 86 */ 87static void 88mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read) 89{ 90 const struct glsl_type *type = var->type; 91 92 if (nir_is_per_vertex_io(var, shader->info.stage)) { 93 assert(glsl_type_is_array(type)); 94 type = glsl_get_array_element(type); 95 } 96 97 const unsigned slots = 98 var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4) 99 : glsl_count_attribute_slots(type, false); 100 101 set_io_mask(shader, var, 0, slots, is_output_read); 102} 103 104static unsigned 105get_io_offset(nir_deref_instr *deref, bool is_vertex_input) 106{ 107 unsigned offset = 0; 108 109 for (nir_deref_instr *d = deref; d; d = nir_deref_instr_parent(d)) { 110 if (d->deref_type == nir_deref_type_array) { 111 if (!nir_src_is_const(d->arr.index)) 112 return -1; 113 114 offset += glsl_count_attribute_slots(d->type, is_vertex_input) * 115 nir_src_as_uint(d->arr.index); 116 } 117 /* TODO: we can get the offset for structs here see nir_lower_io() */ 118 } 119 120 return offset; 121} 122 123/** 124 * Try to mark a portion of the given varying as used. Caller must ensure 125 * that the variable represents a shader input or output. 126 * 127 * If the index can't be interpreted as a constant, or some other problem 128 * occurs, then nothing will be marked and false will be returned. 129 */ 130static bool 131try_mask_partial_io(nir_shader *shader, nir_variable *var, 132 nir_deref_instr *deref, bool is_output_read) 133{ 134 const struct glsl_type *type = var->type; 135 136 if (nir_is_per_vertex_io(var, shader->info.stage)) { 137 assert(glsl_type_is_array(type)); 138 type = glsl_get_array_element(type); 139 } 140 141 /* The code below only handles: 142 * 143 * - Indexing into matrices 144 * - Indexing into arrays of (arrays, matrices, vectors, or scalars) 145 * 146 * For now, we just give up if we see varying structs and arrays of structs 147 * here marking the entire variable as used. 148 */ 149 if (!(glsl_type_is_matrix(type) || 150 (glsl_type_is_array(type) && !var->data.compact && 151 (glsl_type_is_numeric(glsl_without_array(type)) || 152 glsl_type_is_boolean(glsl_without_array(type)))))) { 153 154 /* If we don't know how to handle this case, give up and let the 155 * caller mark the whole variable as used. 156 */ 157 return false; 158 } 159 160 unsigned offset = get_io_offset(deref, false); 161 if (offset == -1) 162 return false; 163 164 unsigned num_elems; 165 unsigned elem_width = 1; 166 unsigned mat_cols = 1; 167 if (glsl_type_is_array(type)) { 168 num_elems = glsl_get_aoa_size(type); 169 if (glsl_type_is_matrix(glsl_without_array(type))) 170 mat_cols = glsl_get_matrix_columns(glsl_without_array(type)); 171 } else { 172 num_elems = glsl_get_matrix_columns(type); 173 } 174 175 /* double element width for double types that takes two slots */ 176 if (glsl_type_is_dual_slot(glsl_without_array(type))) 177 elem_width *= 2; 178 179 if (offset >= num_elems * elem_width * mat_cols) { 180 /* Constant index outside the bounds of the matrix/array. This could 181 * arise as a result of constant folding of a legal GLSL program. 182 * 183 * Even though the spec says that indexing outside the bounds of a 184 * matrix/array results in undefined behaviour, we don't want to pass 185 * out-of-range values to set_io_mask() (since this could result in 186 * slots that don't exist being marked as used), so just let the caller 187 * mark the whole variable as used. 188 */ 189 return false; 190 } 191 192 set_io_mask(shader, var, offset, elem_width, is_output_read); 193 return true; 194} 195 196static void 197gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader, 198 void *dead_ctx) 199{ 200 switch (instr->intrinsic) { 201 case nir_intrinsic_discard: 202 case nir_intrinsic_discard_if: 203 assert(shader->info.stage == MESA_SHADER_FRAGMENT); 204 shader->info.fs.uses_discard = true; 205 break; 206 207 case nir_intrinsic_interp_deref_at_centroid: 208 case nir_intrinsic_interp_deref_at_sample: 209 case nir_intrinsic_interp_deref_at_offset: 210 case nir_intrinsic_load_deref: 211 case nir_intrinsic_store_deref:{ 212 nir_deref_instr *deref = nir_src_as_deref(instr->src[0]); 213 if (deref->mode == nir_var_shader_in || 214 deref->mode == nir_var_shader_out) { 215 nir_variable *var = nir_deref_instr_get_variable(deref); 216 bool is_output_read = false; 217 if (var->data.mode == nir_var_shader_out && 218 instr->intrinsic == nir_intrinsic_load_deref) 219 is_output_read = true; 220 221 if (!try_mask_partial_io(shader, var, deref, is_output_read)) 222 mark_whole_variable(shader, var, is_output_read); 223 224 /* We need to track which input_reads bits correspond to a 225 * dvec3/dvec4 input attribute */ 226 if (shader->info.stage == MESA_SHADER_VERTEX && 227 var->data.mode == nir_var_shader_in && 228 glsl_type_is_dual_slot(glsl_without_array(var->type))) { 229 for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, false); i++) { 230 int idx = var->data.location + i; 231 shader->info.vs.double_inputs |= BITFIELD64_BIT(idx); 232 } 233 } 234 } 235 break; 236 } 237 238 case nir_intrinsic_load_draw_id: 239 case nir_intrinsic_load_frag_coord: 240 case nir_intrinsic_load_front_face: 241 case nir_intrinsic_load_vertex_id: 242 case nir_intrinsic_load_vertex_id_zero_base: 243 case nir_intrinsic_load_base_vertex: 244 case nir_intrinsic_load_first_vertex: 245 case nir_intrinsic_load_is_indexed_draw: 246 case nir_intrinsic_load_base_instance: 247 case nir_intrinsic_load_instance_id: 248 case nir_intrinsic_load_sample_id: 249 case nir_intrinsic_load_sample_pos: 250 case nir_intrinsic_load_sample_mask_in: 251 case nir_intrinsic_load_primitive_id: 252 case nir_intrinsic_load_invocation_id: 253 case nir_intrinsic_load_local_invocation_id: 254 case nir_intrinsic_load_local_invocation_index: 255 case nir_intrinsic_load_work_group_id: 256 case nir_intrinsic_load_num_work_groups: 257 case nir_intrinsic_load_tess_coord: 258 case nir_intrinsic_load_tess_level_outer: 259 case nir_intrinsic_load_tess_level_inner: 260 case nir_intrinsic_load_patch_vertices_in: 261 shader->info.system_values_read |= 262 (1ull << nir_system_value_from_intrinsic(instr->intrinsic)); 263 break; 264 265 case nir_intrinsic_end_primitive: 266 case nir_intrinsic_end_primitive_with_counter: 267 assert(shader->info.stage == MESA_SHADER_GEOMETRY); 268 shader->info.gs.uses_end_primitive = 1; 269 /* fall through */ 270 271 case nir_intrinsic_emit_vertex: 272 if (nir_intrinsic_stream_id(instr) > 0) 273 shader->info.gs.uses_streams = true; 274 275 break; 276 277 default: 278 break; 279 } 280} 281 282static void 283gather_tex_info(nir_tex_instr *instr, nir_shader *shader) 284{ 285 switch (instr->op) { 286 case nir_texop_tg4: 287 shader->info.uses_texture_gather = true; 288 break; 289 default: 290 break; 291 } 292} 293 294static void 295gather_alu_info(nir_alu_instr *instr, nir_shader *shader) 296{ 297 switch (instr->op) { 298 case nir_op_fddx: 299 case nir_op_fddy: 300 shader->info.uses_fddx_fddy = true; 301 break; 302 default: 303 shader->info.uses_64bit |= instr->dest.dest.ssa.bit_size == 64; 304 unsigned num_srcs = nir_op_infos[instr->op].num_inputs; 305 for (unsigned i = 0; i < num_srcs; i++) { 306 shader->info.uses_64bit |= nir_src_bit_size(instr->src[i].src) == 64; 307 } 308 break; 309 } 310} 311 312static void 313gather_info_block(nir_block *block, nir_shader *shader, void *dead_ctx) 314{ 315 nir_foreach_instr(instr, block) { 316 switch (instr->type) { 317 case nir_instr_type_alu: 318 gather_alu_info(nir_instr_as_alu(instr), shader); 319 break; 320 case nir_instr_type_intrinsic: 321 gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader, dead_ctx); 322 break; 323 case nir_instr_type_tex: 324 gather_tex_info(nir_instr_as_tex(instr), shader); 325 break; 326 case nir_instr_type_call: 327 assert(!"nir_shader_gather_info only works if functions are inlined"); 328 break; 329 default: 330 break; 331 } 332 } 333} 334 335void 336nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint) 337{ 338 shader->info.num_textures = 0; 339 shader->info.num_images = 0; 340 nir_foreach_variable(var, &shader->uniforms) { 341 shader->info.num_textures += glsl_type_get_sampler_count(var->type); 342 shader->info.num_images += glsl_type_get_image_count(var->type); 343 } 344 345 shader->info.inputs_read = 0; 346 shader->info.outputs_written = 0; 347 shader->info.outputs_read = 0; 348 shader->info.patch_outputs_read = 0; 349 shader->info.patch_inputs_read = 0; 350 shader->info.patch_outputs_written = 0; 351 shader->info.system_values_read = 0; 352 if (shader->info.stage == MESA_SHADER_VERTEX) { 353 shader->info.vs.double_inputs = 0; 354 } 355 if (shader->info.stage == MESA_SHADER_FRAGMENT) { 356 shader->info.fs.uses_sample_qualifier = false; 357 } 358 359 void *dead_ctx = ralloc_context(NULL); 360 nir_foreach_block(block, entrypoint) { 361 gather_info_block(block, shader, dead_ctx); 362 } 363 ralloc_free(dead_ctx); 364} 365