/* * Copyright © 2016 Red Hat * * 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" #include "nir_builder.h" /* Lower complex (struct/array/mat) input and output vars to primitive types * (vec4) for linking. All indirect input/output access should already be * lowered (ie. nir_lower_io_to_temporaries). */ struct lower_io_types_state { nir_shader *shader; struct exec_list new_ins; struct exec_list new_outs; }; static nir_variable * get_new_var(struct lower_io_types_state *state, nir_variable *var, const struct glsl_type *deref_type, unsigned off) { struct exec_list *list; if (var->data.mode == nir_var_shader_in) { list = &state->new_ins; } else { assert(var->data.mode == nir_var_shader_out); list = &state->new_outs; } nir_foreach_variable(nvar, list) { if (nvar->data.location == (var->data.location + off)) return nvar; } /* doesn't already exist, so we need to create a new one: */ /* TODO figure out if scalar vs vec, and if float/int/uint/(double?) * do we need to fixup interpolation mode for int vs float components * of a struct, etc.. */ const struct glsl_type *ntype = glsl_vector_type(glsl_get_base_type(deref_type), glsl_get_vector_elements(deref_type)); nir_variable *nvar = nir_variable_create(state->shader, var->data.mode, ntype, NULL); nvar->name = ralloc_asprintf(nvar, "%s@%u", var->name, off); nvar->data = var->data; nvar->data.location += off; /* nir_variable_create is too clever for it's own good: */ exec_node_remove(&nvar->node); exec_node_self_link(&nvar->node); /* no delinit() :-( */ exec_list_push_tail(list, &nvar->node); /* remove existing var from input/output list: */ exec_node_remove(&var->node); exec_node_self_link(&var->node); return nvar; } static unsigned get_deref_offset(struct lower_io_types_state *state, nir_deref *tail, bool vs_in) { unsigned offset = 0; while (tail->child != NULL) { const struct glsl_type *parent_type = tail->type; tail = tail->child; if (tail->deref_type == nir_deref_type_array) { nir_deref_array *deref_array = nir_deref_as_array(tail); /* indirect inputs/outputs should already be lowered! */ assert(deref_array->deref_array_type == nir_deref_array_type_direct); unsigned size = glsl_count_attribute_slots(tail->type, vs_in); offset += size * deref_array->base_offset; } else if (tail->deref_type == nir_deref_type_struct) { nir_deref_struct *deref_struct = nir_deref_as_struct(tail); for (unsigned i = 0; i < deref_struct->index; i++) { const struct glsl_type *ft = glsl_get_struct_field(parent_type, i); offset += glsl_count_attribute_slots(ft, vs_in); } } } return offset; } static bool lower_io_types_block(struct lower_io_types_state *state, nir_block *block) { nir_foreach_instr(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); if ((intr->intrinsic != nir_intrinsic_load_var) && (intr->intrinsic != nir_intrinsic_store_var)) continue; nir_variable *var = intr->variables[0]->var; if ((var->data.mode != nir_var_shader_in) && (var->data.mode != nir_var_shader_out)) continue; bool vs_in = (state->shader->stage == MESA_SHADER_VERTEX) && (var->data.mode == nir_var_shader_in); if (glsl_count_attribute_slots(var->type, vs_in) == 1) continue; unsigned off = get_deref_offset(state, &intr->variables[0]->deref, vs_in); const struct glsl_type *deref_type = nir_deref_tail(&intr->variables[0]->deref)->type; nir_variable *nvar = get_new_var(state, var, deref_type, off); /* and then re-write the load/store_var deref: */ intr->variables[0] = nir_deref_var_create(intr, nvar); } return true; } static void lower_io_types_impl(nir_function_impl *impl, struct lower_io_types_state *state) { nir_foreach_block(block, impl) { lower_io_types_block(state, block); } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); } void nir_lower_io_types(nir_shader *shader) { struct lower_io_types_state state; state.shader = shader; exec_list_make_empty(&state.new_ins); exec_list_make_empty(&state.new_outs); nir_foreach_function(function, shader) { if (function->impl) lower_io_types_impl(function->impl, &state); } /* move new in/out vars to shader's lists: */ exec_list_append(&shader->inputs, &state.new_ins); exec_list_append(&shader->outputs, &state.new_outs); }