/* * Copyright © 2015 Broadcom * * 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 "compiler/v3d_compiler.h" #include "compiler/nir/nir_builder.h" /** * Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io * intrinsics into something amenable to the V3D architecture. * * Currently, it splits VS inputs and uniforms into scalars, drops any * non-position outputs in coordinate shaders, and fixes up the addressing on * indirect uniform loads. FS input and VS output scalarization is handled by * nir_lower_io_to_scalar(). */ static void replace_intrinsic_with_vec(nir_builder *b, nir_intrinsic_instr *intr, nir_ssa_def **comps) { /* Batch things back together into a vector. This will get split by * the later ALU scalarization pass. */ nir_ssa_def *vec = nir_vec(b, comps, intr->num_components); /* Replace the old intrinsic with a reference to our reconstructed * vector. */ nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(vec)); nir_instr_remove(&intr->instr); } static void v3d_nir_lower_output(struct v3d_compile *c, nir_builder *b, nir_intrinsic_instr *intr) { nir_variable *output_var = NULL; nir_foreach_variable(var, &c->s->outputs) { if (var->data.driver_location == nir_intrinsic_base(intr)) { output_var = var; break; } } assert(output_var); if (c->vs_key) { int slot = output_var->data.location; bool used = false; switch (slot) { case VARYING_SLOT_PSIZ: case VARYING_SLOT_POS: used = true; break; default: for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { if (v3d_slot_get_slot(c->vs_key->fs_inputs[i]) == slot) { used = true; break; } } break; } if (!used) nir_instr_remove(&intr->instr); } } static void v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b, nir_intrinsic_instr *intr) { b->cursor = nir_before_instr(&intr->instr); /* Generate scalar loads equivalent to the original vector. */ nir_ssa_def *dests[4]; for (unsigned i = 0; i < intr->num_components; i++) { nir_intrinsic_instr *intr_comp = nir_intrinsic_instr_create(c->s, intr->intrinsic); intr_comp->num_components = 1; nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL); /* Convert the uniform offset to bytes. If it happens * to be a constant, constant-folding will clean up * the shift for us. */ nir_intrinsic_set_base(intr_comp, nir_intrinsic_base(intr) * 16 + i * 4); intr_comp->src[0] = nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa, nir_imm_int(b, 4))); dests[i] = &intr_comp->dest.ssa; nir_builder_instr_insert(b, &intr_comp->instr); } replace_intrinsic_with_vec(b, intr, dests); } static void v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b, struct nir_instr *instr) { if (instr->type != nir_instr_type_intrinsic) return; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); switch (intr->intrinsic) { case nir_intrinsic_load_input: break; case nir_intrinsic_store_output: v3d_nir_lower_output(c, b, intr); break; case nir_intrinsic_load_uniform: v3d_nir_lower_uniform(c, b, intr); break; case nir_intrinsic_load_user_clip_plane: default: break; } } static bool v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl) { nir_builder b; nir_builder_init(&b, impl); nir_foreach_block(block, impl) { nir_foreach_instr_safe(instr, block) v3d_nir_lower_io_instr(c, &b, instr); } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); return true; } void v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c) { nir_foreach_function(function, s) { if (function->impl) v3d_nir_lower_io_impl(c, function->impl); } }