/* * 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. */ /* Lowering pass that lowers accesses to built-in uniform variables. * Built-in uniforms are not necessarily packed the same way that * normal uniform structs are, for example: * * struct gl_FogParameters { * vec4 color; * float density; * float start; * float end; * float scale; * }; * * is packed into vec4[2], whereas the same struct would be packed * (by gallium), as vec4[5] if it where not built-in. Because of * this, we need to replace (for example) access like: * * vec1 ssa_1 = intrinsic load_var () (gl_Fog.start) () * * with: * * vec4 ssa_2 = intrinsic load_var () (fog.params) () * vec1 ssa_1 = ssa_2.y * * with appropriate substitutions in the uniform variables list: * * decl_var uniform INTERP_MODE_NONE gl_FogParameters gl_Fog (0, 0) * * would become: * * decl_var uniform INTERP_MODE_NONE vec4 state.fog.color (0, 0) * decl_var uniform INTERP_MODE_NONE vec4 state.fog.params (0, 1) * * See in particular 'struct gl_builtin_uniform_element'. */ #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "st_nir.h" #include "compiler/glsl/ir.h" #include "uniforms.h" #include "program/prog_instruction.h" typedef struct { nir_shader *shader; nir_builder builder; void *mem_ctx; } lower_builtin_state; static const struct gl_builtin_uniform_element * get_element(const struct gl_builtin_uniform_desc *desc, nir_deref_var *deref) { nir_deref *tail = &deref->deref; if ((desc->num_elements == 1) && (desc->elements[0].field == NULL)) return NULL; /* we handle arrays in get_variable(): */ if (tail->child->deref_type == nir_deref_type_array) tail = tail->child; /* don't need to deal w/ non-struct or array of non-struct: */ if (!tail->child) return NULL; if (tail->child->deref_type != nir_deref_type_struct) return NULL; nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child); assert(deref_struct->index < desc->num_elements); return &desc->elements[deref_struct->index]; } static nir_variable * get_variable(lower_builtin_state *state, nir_deref_var *deref, const struct gl_builtin_uniform_element *element) { nir_shader *shader = state->shader; int tokens[STATE_LENGTH]; memcpy(tokens, element->tokens, sizeof(tokens)); if (deref->deref.child->deref_type == nir_deref_type_array) { nir_deref_array *darr = nir_deref_as_array(deref->deref.child); assert(darr->deref_array_type == nir_deref_array_type_direct); /* we need to fixup the array index slot: */ switch (tokens[0]) { case STATE_MODELVIEW_MATRIX: case STATE_PROJECTION_MATRIX: case STATE_MVP_MATRIX: case STATE_TEXTURE_MATRIX: case STATE_PROGRAM_MATRIX: case STATE_LIGHT: case STATE_LIGHTPROD: case STATE_TEXGEN: case STATE_TEXENV_COLOR: case STATE_CLIPPLANE: tokens[1] = darr->base_offset; break; } } char *name = _mesa_program_state_string((gl_state_index *)tokens); nir_foreach_variable(var, &shader->uniforms) { if (strcmp(var->name, name) == 0) { free(name); return var; } } /* variable doesn't exist yet, so create it: */ nir_variable *var = nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name); var->num_state_slots = 1; var->state_slots = ralloc_array(var, nir_state_slot, 1); memcpy(var->state_slots[0].tokens, tokens, sizeof(var->state_slots[0].tokens)); free(name); return var; } static bool lower_builtin_block(lower_builtin_state *state, nir_block *block) { nir_builder *b = &state->builder; nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic != nir_intrinsic_load_var) continue; nir_variable *var = intrin->variables[0]->var; if (var->data.mode != nir_var_uniform) continue; /* built-in's will always start with "gl_" */ if (strncmp(var->name, "gl_", 3) != 0) continue; const struct gl_builtin_uniform_desc *desc = _mesa_glsl_get_builtin_uniform_desc(var->name); /* if no descriptor, it isn't something we need to handle specially: */ if (!desc) continue; const struct gl_builtin_uniform_element *element = get_element(desc, intrin->variables[0]); /* matrix elements (array_deref) do not need special handling: */ if (!element) continue; /* remove existing var from uniform list: */ exec_node_remove(&var->node); /* the _self_link() ensures we can remove multiple times, rather than * trying to keep track of what we have already removed: */ exec_node_self_link(&var->node); nir_variable *new_var = get_variable(state, intrin->variables[0], element); b->cursor = nir_before_instr(instr); nir_ssa_def *def = nir_load_var(b, new_var); /* swizzle the result: */ unsigned swiz[4]; for (unsigned i = 0; i < 4; i++) { swiz[i] = GET_SWZ(element->swizzle, i); assert(swiz[i] <= SWIZZLE_W); } def = nir_swizzle(b, def, swiz, intrin->num_components, true); /* and rewrite uses of original instruction: */ assert(intrin->dest.is_ssa); nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(def)); /* at this point intrin should be unused. We need to remove it * (rather than waiting for DCE pass) to avoid dangling reference * to remove'd var. And we have to remove the original uniform * var since we don't want it to get uniform space allocated. */ exec_node_remove(&intrin->instr.node); } return true; } static void lower_builtin_impl(lower_builtin_state *state, nir_function_impl *impl) { nir_builder_init(&state->builder, impl); state->mem_ctx = ralloc_parent(impl); nir_foreach_block(block, impl) { lower_builtin_block(state, block); } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); } void st_nir_lower_builtin(nir_shader *shader) { lower_builtin_state state; state.shader = shader; nir_foreach_function(function, shader) { if (function->impl) lower_builtin_impl(&state, function->impl); } }