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