/* * 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_local_invocation_index: 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 void gather_info_block(nir_block *block, nir_shader *shader) { nir_foreach_instr(instr, block) { 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; } } } /** * 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); bool uses_sample_qualifier = false; shader->info.inputs_read = 0; foreach_list_typed(nir_variable, var, node, &shader->inputs) { shader->info.inputs_read |= get_io_mask(var, shader->stage); uses_sample_qualifier |= var->data.sample; } if (shader->stage == MESA_SHADER_FRAGMENT) shader->info.fs.uses_sample_qualifier = uses_sample_qualifier; /* 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(block, entrypoint) { gather_info_block(block, shader); } }