/* * Copyright © 2014 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. * * Authors: * Connor Abbott (cwabbott0@gmail.com) * */ #include "nir.h" #include "nir_builder.h" static bool convert_block(nir_block *block, nir_builder *b) { bool progress = false; nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *load_var = nir_instr_as_intrinsic(instr); if (load_var->intrinsic != nir_intrinsic_load_var) continue; nir_variable *var = load_var->variables[0]->var; if (var->data.mode != nir_var_system_value) continue; b->cursor = nir_after_instr(&load_var->instr); nir_ssa_def *sysval = NULL; switch (var->data.location) { case SYSTEM_VALUE_GLOBAL_INVOCATION_ID: { /* From the GLSL man page for gl_GlobalInvocationID: * * "The value of gl_GlobalInvocationID is equal to * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID" */ nir_const_value local_size; local_size.u32[0] = b->shader->info->cs.local_size[0]; local_size.u32[1] = b->shader->info->cs.local_size[1]; local_size.u32[2] = b->shader->info->cs.local_size[2]; nir_ssa_def *group_id = nir_load_work_group_id(b); nir_ssa_def *local_id = nir_load_local_invocation_id(b); sysval = nir_iadd(b, nir_imul(b, group_id, nir_build_imm(b, 3, 32, local_size)), local_id); break; } case SYSTEM_VALUE_LOCAL_INVOCATION_INDEX: { /* If lower_cs_local_index_from_id is true, then we derive the local * index from the local id. */ if (!b->shader->options->lower_cs_local_index_from_id) break; /* From the GLSL man page for gl_LocalInvocationIndex: * * "The value of gl_LocalInvocationIndex is equal to * gl_LocalInvocationID.z * gl_WorkGroupSize.x * * gl_WorkGroupSize.y + gl_LocalInvocationID.y * * gl_WorkGroupSize.x + gl_LocalInvocationID.x" */ nir_ssa_def *local_id = nir_load_local_invocation_id(b); nir_ssa_def *size_x = nir_imm_int(b, b->shader->info->cs.local_size[0]); nir_ssa_def *size_y = nir_imm_int(b, b->shader->info->cs.local_size[1]); sysval = nir_imul(b, nir_channel(b, local_id, 2), nir_imul(b, size_x, size_y)); sysval = nir_iadd(b, sysval, nir_imul(b, nir_channel(b, local_id, 1), size_x)); sysval = nir_iadd(b, sysval, nir_channel(b, local_id, 0)); break; } case SYSTEM_VALUE_VERTEX_ID: if (b->shader->options->vertex_id_zero_based) { sysval = nir_iadd(b, nir_load_vertex_id_zero_base(b), nir_load_base_vertex(b)); } else { sysval = nir_load_vertex_id(b); } break; case SYSTEM_VALUE_INSTANCE_INDEX: sysval = nir_iadd(b, nir_load_instance_id(b), nir_load_base_instance(b)); break; default: break; } if (sysval == NULL) { nir_intrinsic_op sysval_op = nir_intrinsic_from_system_value(var->data.location); sysval = nir_load_system_value(b, sysval_op, 0); } nir_ssa_def_rewrite_uses(&load_var->dest.ssa, nir_src_for_ssa(sysval)); nir_instr_remove(&load_var->instr); progress = true; } return progress; } static bool convert_impl(nir_function_impl *impl) { bool progress = false; nir_builder builder; nir_builder_init(&builder, impl); nir_foreach_block(block, impl) { progress |= convert_block(block, &builder); } nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); return progress; } bool nir_lower_system_values(nir_shader *shader) { bool progress = false; nir_foreach_function(function, shader) { if (function->impl) progress = convert_impl(function->impl) || progress; } exec_list_make_empty(&shader->system_values); return progress; }