1/* 2 * Copyright © 2014 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 * Authors: 24 * Connor Abbott (cwabbott0@gmail.com) 25 * 26 */ 27 28#include "nir.h" 29#include "nir_builder.h" 30 31static nir_ssa_def* 32build_local_group_size(nir_builder *b, unsigned bit_size) 33{ 34 nir_ssa_def *local_size; 35 36 /* 37 * If the local work group size is variable it can't be lowered at this 38 * point, but its intrinsic can still be used. 39 */ 40 if (b->shader->info.cs.local_size_variable) { 41 local_size = nir_load_local_group_size(b); 42 } else { 43 /* using a 32 bit constant is safe here as no device/driver needs more 44 * than 32 bits for the local size */ 45 nir_const_value local_size_const[3]; 46 memset(local_size_const, 0, sizeof(local_size_const)); 47 local_size_const[0].u32 = b->shader->info.cs.local_size[0]; 48 local_size_const[1].u32 = b->shader->info.cs.local_size[1]; 49 local_size_const[2].u32 = b->shader->info.cs.local_size[2]; 50 local_size = nir_build_imm(b, 3, 32, local_size_const); 51 } 52 53 return nir_u2u(b, local_size, bit_size); 54} 55 56static nir_ssa_def * 57build_local_invocation_id(nir_builder *b, unsigned bit_size) 58{ 59 /* If lower_cs_local_id_from_index is true, then we derive the local 60 * index from the local id. 61 */ 62 if (b->shader->options->lower_cs_local_id_from_index) { 63 /* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based 64 * on this formula: 65 * 66 * gl_LocalInvocationID.x = 67 * gl_LocalInvocationIndex % gl_WorkGroupSize.x; 68 * gl_LocalInvocationID.y = 69 * (gl_LocalInvocationIndex / gl_WorkGroupSize.x) % 70 * gl_WorkGroupSize.y; 71 * gl_LocalInvocationID.z = 72 * (gl_LocalInvocationIndex / 73 * (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) % 74 * gl_WorkGroupSize.z; 75 * 76 * However, the final % gl_WorkGroupSize.z does nothing unless we 77 * accidentally end up with a gl_LocalInvocationIndex that is too 78 * large so it can safely be omitted. 79 */ 80 nir_ssa_def *local_index = nir_load_local_invocation_index(b); 81 nir_ssa_def *local_size = build_local_group_size(b, 32); 82 83 /* Because no hardware supports a local workgroup size greater than 84 * about 1K, this calculation can be done in 32-bit and can save some 85 * 64-bit arithmetic. 86 */ 87 nir_ssa_def *id_x, *id_y, *id_z; 88 id_x = nir_umod(b, local_index, 89 nir_channel(b, local_size, 0)); 90 id_y = nir_umod(b, nir_udiv(b, local_index, 91 nir_channel(b, local_size, 0)), 92 nir_channel(b, local_size, 1)); 93 id_z = nir_udiv(b, local_index, 94 nir_imul(b, nir_channel(b, local_size, 0), 95 nir_channel(b, local_size, 1))); 96 return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size); 97 } else { 98 return nir_u2u(b, nir_load_local_invocation_id(b), bit_size); 99 } 100} 101 102static nir_ssa_def* 103build_global_group_size(nir_builder *b, unsigned bit_size) 104{ 105 nir_ssa_def *group_size = build_local_group_size(b, bit_size); 106 nir_ssa_def *num_work_groups = nir_u2u(b, nir_load_num_work_groups(b), bit_size); 107 return nir_imul(b, group_size, num_work_groups); 108} 109 110static nir_ssa_def* 111build_global_invocation_id(nir_builder *b, unsigned bit_size) 112{ 113 /* From the GLSL man page for gl_GlobalInvocationID: 114 * 115 * "The value of gl_GlobalInvocationID is equal to 116 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID" 117 */ 118 nir_ssa_def *group_size = build_local_group_size(b, bit_size); 119 nir_ssa_def *group_id = nir_u2u(b, nir_load_work_group_id(b), bit_size); 120 nir_ssa_def *local_id = build_local_invocation_id(b, bit_size); 121 122 return nir_iadd(b, nir_imul(b, group_id, group_size), local_id); 123} 124 125static bool 126convert_block(nir_block *block, nir_builder *b) 127{ 128 bool progress = false; 129 130 nir_foreach_instr_safe(instr, block) { 131 if (instr->type != nir_instr_type_intrinsic) 132 continue; 133 134 nir_intrinsic_instr *load_deref = nir_instr_as_intrinsic(instr); 135 if (load_deref->intrinsic != nir_intrinsic_load_deref) 136 continue; 137 138 nir_deref_instr *deref = nir_src_as_deref(load_deref->src[0]); 139 if (deref->mode != nir_var_system_value) 140 continue; 141 142 if (deref->deref_type != nir_deref_type_var) { 143 /* The only one system value that is an array and that is 144 * gl_SampleMask which is always an array of one element. 145 */ 146 assert(deref->deref_type == nir_deref_type_array); 147 deref = nir_deref_instr_parent(deref); 148 assert(deref->deref_type == nir_deref_type_var); 149 assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN); 150 } 151 nir_variable *var = deref->var; 152 153 b->cursor = nir_after_instr(&load_deref->instr); 154 155 unsigned bit_size = nir_dest_bit_size(load_deref->dest); 156 nir_ssa_def *sysval = NULL; 157 switch (var->data.location) { 158 case SYSTEM_VALUE_GLOBAL_INVOCATION_ID: { 159 sysval = build_global_invocation_id(b, bit_size); 160 break; 161 } 162 163 case SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX: { 164 nir_ssa_def *global_id = build_global_invocation_id(b, bit_size); 165 nir_ssa_def *global_size = build_global_group_size(b, bit_size); 166 167 /* index = id.x + ((id.y + (id.z * size.y)) * size.x) */ 168 sysval = nir_imul(b, nir_channel(b, global_id, 2), 169 nir_channel(b, global_size, 1)); 170 sysval = nir_iadd(b, nir_channel(b, global_id, 1), sysval); 171 sysval = nir_imul(b, nir_channel(b, global_size, 0), sysval); 172 sysval = nir_iadd(b, nir_channel(b, global_id, 0), sysval); 173 break; 174 } 175 176 case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: { 177 /* If lower_cs_local_index_from_id is true, then we derive the local 178 * index from the local id. 179 */ 180 if (!b->shader->options->lower_cs_local_index_from_id) 181 break; 182 183 /* From the GLSL man page for gl_LocalInvocationIndex: 184 * 185 * "The value of gl_LocalInvocationIndex is equal to 186 * gl_LocalInvocationID.z * gl_WorkGroupSize.x * 187 * gl_WorkGroupSize.y + gl_LocalInvocationID.y * 188 * gl_WorkGroupSize.x + gl_LocalInvocationID.x" 189 */ 190 nir_ssa_def *local_id = nir_load_local_invocation_id(b); 191 192 nir_ssa_def *size_x = 193 nir_imm_int(b, b->shader->info.cs.local_size[0]); 194 nir_ssa_def *size_y = 195 nir_imm_int(b, b->shader->info.cs.local_size[1]); 196 197 /* Because no hardware supports a local workgroup size greater than 198 * about 1K, this calculation can be done in 32-bit and can save some 199 * 64-bit arithmetic. 200 */ 201 sysval = nir_imul(b, nir_channel(b, local_id, 2), 202 nir_imul(b, size_x, size_y)); 203 sysval = nir_iadd(b, sysval, 204 nir_imul(b, nir_channel(b, local_id, 1), size_x)); 205 sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0)); 206 sysval = nir_u2u(b, sysval, bit_size); 207 break; 208 } 209 210 case SYSTEM_VALUE_LOCAL_INVOCATION_ID: 211 sysval = build_local_invocation_id(b, bit_size); 212 break; 213 214 case SYSTEM_VALUE_LOCAL_GROUP_SIZE: { 215 sysval = build_local_group_size(b, bit_size); 216 break; 217 } 218 219 case SYSTEM_VALUE_VERTEX_ID: 220 if (b->shader->options->vertex_id_zero_based) { 221 sysval = nir_iadd(b, 222 nir_load_vertex_id_zero_base(b), 223 nir_load_first_vertex(b)); 224 } else { 225 sysval = nir_load_vertex_id(b); 226 } 227 break; 228 229 case SYSTEM_VALUE_BASE_VERTEX: 230 /** 231 * From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification: 232 * 233 * "gl_BaseVertex holds the integer value passed to the baseVertex 234 * parameter to the command that resulted in the current shader 235 * invocation. In the case where the command has no baseVertex 236 * parameter, the value of gl_BaseVertex is zero." 237 */ 238 if (b->shader->options->lower_base_vertex) 239 sysval = nir_iand(b, 240 nir_load_is_indexed_draw(b), 241 nir_load_first_vertex(b)); 242 break; 243 244 case SYSTEM_VALUE_HELPER_INVOCATION: 245 if (b->shader->options->lower_helper_invocation) { 246 nir_ssa_def *tmp; 247 248 tmp = nir_ishl(b, 249 nir_imm_int(b, 1), 250 nir_load_sample_id_no_per_sample(b)); 251 252 tmp = nir_iand(b, 253 nir_load_sample_mask_in(b), 254 tmp); 255 256 sysval = nir_inot(b, nir_i2b(b, tmp)); 257 } 258 259 break; 260 261 case SYSTEM_VALUE_INSTANCE_INDEX: 262 sysval = nir_iadd(b, 263 nir_load_instance_id(b), 264 nir_load_base_instance(b)); 265 break; 266 267 case SYSTEM_VALUE_SUBGROUP_EQ_MASK: 268 case SYSTEM_VALUE_SUBGROUP_GE_MASK: 269 case SYSTEM_VALUE_SUBGROUP_GT_MASK: 270 case SYSTEM_VALUE_SUBGROUP_LE_MASK: 271 case SYSTEM_VALUE_SUBGROUP_LT_MASK: { 272 nir_intrinsic_op op = 273 nir_intrinsic_from_system_value(var->data.location); 274 nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, op); 275 nir_ssa_dest_init_for_type(&load->instr, &load->dest, 276 var->type, NULL); 277 load->num_components = load->dest.ssa.num_components; 278 nir_builder_instr_insert(b, &load->instr); 279 sysval = &load->dest.ssa; 280 break; 281 } 282 283 case SYSTEM_VALUE_DEVICE_INDEX: 284 if (b->shader->options->lower_device_index_to_zero) 285 sysval = nir_imm_int(b, 0); 286 break; 287 288 case SYSTEM_VALUE_GLOBAL_GROUP_SIZE: { 289 sysval = build_global_group_size(b, bit_size); 290 break; 291 } 292 293 default: 294 break; 295 } 296 297 if (sysval == NULL) { 298 nir_intrinsic_op sysval_op = 299 nir_intrinsic_from_system_value(var->data.location); 300 sysval = nir_load_system_value(b, sysval_op, 0, 301 load_deref->dest.ssa.bit_size); 302 } 303 304 nir_ssa_def_rewrite_uses(&load_deref->dest.ssa, nir_src_for_ssa(sysval)); 305 nir_instr_remove(&load_deref->instr); 306 307 progress = true; 308 } 309 310 return progress; 311} 312 313static bool 314convert_impl(nir_function_impl *impl) 315{ 316 bool progress = false; 317 nir_builder builder; 318 nir_builder_init(&builder, impl); 319 320 nir_foreach_block(block, impl) { 321 progress |= convert_block(block, &builder); 322 } 323 324 nir_metadata_preserve(impl, nir_metadata_block_index | 325 nir_metadata_dominance); 326 return progress; 327} 328 329bool 330nir_lower_system_values(nir_shader *shader) 331{ 332 bool progress = false; 333 334 nir_foreach_function(function, shader) { 335 if (function->impl) 336 progress = convert_impl(function->impl) || progress; 337 } 338 339 /* We're going to delete the variables so we need to clean up all those 340 * derefs we left lying around. 341 */ 342 nir_remove_dead_derefs(shader); 343 344 exec_list_make_empty(&shader->system_values); 345 346 return progress; 347} 348