[Mesa-dev] [PATCH 08/16] nir: lower-io-types pass

Jason Ekstrand jason at jlekstrand.net
Fri Apr 1 17:46:42 UTC 2016


On Sat, Mar 26, 2016 at 2:02 PM, Rob Clark <robdclark at gmail.com> wrote:

> From: Rob Clark <robclark at freedesktop.org>
>
> A pass to lower complex (struct/array/mat) inputs/outputs to primitive
> types.  This allows, for example, linking that removes unused components
> of a larger type which is not indirectly accessed.
>
> In the near term, it is needed for gallium (mesa/st) support for NIR,
> since only used components of a type are assigned VBO slots, and we
> otherwise have no way to represent that to the driver backend.  But it
> should be useful for doing shader linking in NIR.
>
> Signed-off-by: Rob Clark <robclark at freedesktop.org>
> ---
>  src/compiler/Makefile.sources         |   1 +
>  src/compiler/nir/nir.h                |   1 +
>  src/compiler/nir/nir_lower_io_types.c | 178
> ++++++++++++++++++++++++++++++++++
>  3 files changed, 180 insertions(+)
>  create mode 100644 src/compiler/nir/nir_lower_io_types.c
>
> diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
> index ae7efbf..8f1ffdc 100644
> --- a/src/compiler/Makefile.sources
> +++ b/src/compiler/Makefile.sources
> @@ -196,6 +196,7 @@ NIR_FILES = \
>         nir/nir_lower_idiv.c \
>         nir/nir_lower_indirect_derefs.c \
>         nir/nir_lower_io.c \
> +       nir/nir_lower_io_types.c \
>         nir/nir_lower_outputs_to_temporaries.c \
>         nir/nir_lower_passthrough_edgeflags.c \
>         nir/nir_lower_phis_to_scalar.c \
> diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
> index 65f75bd..7f7c459 100644
> --- a/src/compiler/nir/nir.h
> +++ b/src/compiler/nir/nir.h
> @@ -2172,6 +2172,7 @@ void nir_lower_io(nir_shader *shader,
>  nir_src *nir_get_io_offset_src(nir_intrinsic_instr *instr);
>  nir_src *nir_get_io_vertex_index_src(nir_intrinsic_instr *instr);
>
> +void nir_lower_io_types(nir_shader *shader, int (*type_size)(const struct
> glsl_type *));
>  void nir_lower_vars_to_ssa(nir_shader *shader);
>
>  bool nir_remove_dead_variables(nir_shader *shader);
> diff --git a/src/compiler/nir/nir_lower_io_types.c
> b/src/compiler/nir/nir_lower_io_types.c
> new file mode 100644
> index 0000000..b7d9ebe
> --- /dev/null
> +++ b/src/compiler/nir/nir_lower_io_types.c
> @@ -0,0 +1,178 @@
> +/*
> + * 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;
> +   int (*type_size)(const struct glsl_type *);
> +};
> +
> +static nir_variable *
> +get_new_var(struct lower_io_types_state *state, nir_variable *var,
> 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;
> +   }
>

Doing a linear search here could get expensive.  Why not just have an array
that maps locations to variables?  I think you have a maximum of 64
possible locations (if you disregard tess) so it's not that
memory-intensive.


> +
> +   /* 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_vec4_type();
> +   nir_variable *nvar = nir_variable_create(state->shader, var->data.mode,
> +                                            ntype, NULL);
>

Do you want to create a new one or clone?  Cloning seems better because
that would ensure that interp qualifiers etc. get copied over.

Also, I seem to recall it being possible for outputs to have constant
initializers coming out of GLSL IR.  This pass doesn't handle that.


> +
> +   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() :-( */
>

This isn't needed.  Re-insertion just stomps whatever was there before.

Incidentally, if you had an array, you could just let nir_variable_create
be clever.


> +
> +   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);
>

This isn't needed either.


> +
> +   return nvar;
> +}
> +
> +static unsigned
> +get_deref_offset(struct lower_io_types_state *state, nir_deref *tail)
> +{
> +   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 = state->type_size(tail->type);
> +
> +         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++) {
> +            offset += state->type_size(glsl_get_struct_field(parent_type,
> i));
> +         }
> +      }
> +   }
> +
> +   return offset;
> +}
> +
> +static bool
> +lower_io_types_block(nir_block *block, void *void_state)
> +{
> +   struct lower_io_types_state *state = void_state;
> +
> +   nir_foreach_instr(block, instr) {
> +      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;
>

You should say somewhere in the top comment that copies need to also be
lowered prior to this pass.


> +
> +      nir_variable *var = intr->variables[0]->var;
> +
> +      if ((var->data.mode != nir_var_shader_in) &&
> +          (var->data.mode != nir_var_shader_out))
> +         continue;
> +
> +      /* no need to split up if already primitive */
> +      if (state->type_size(var->type) == 1)
> +         continue;
> +
> +      unsigned off = get_deref_offset(state, &intr->variables[0]->deref);
> +      nir_variable *nvar = get_new_var(state, var, 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(impl, lower_io_types_block, state);
> +
> +   nir_metadata_preserve(impl, nir_metadata_block_index |
> +                               nir_metadata_dominance);
> +}
> +
> +
> +void
> +nir_lower_io_types(nir_shader *shader, int (*type_size)(const struct
> glsl_type *))
>

Just a side-note (not a request) but we really should have a
"glsl_type_size_func" typedef somewhere.

Also, what happened to just using nir_type_size_vec4?  Incidentally, I
think you could also use the newly exposed component_slots function from my
series.


> +{
> +   struct lower_io_types_state state;
> +
> +   /* NOTE: only operates on units of vec4 slots: */
> +   assert(type_size(glsl_vec4_type()) == 1);
> +
> +   state.shader = shader;
> +   exec_list_make_empty(&state.new_ins);
> +   exec_list_make_empty(&state.new_outs);
> +   state.type_size = type_size;
> +
> +   nir_foreach_function(shader, function) {
> +      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);
> +}
> --
> 2.5.5
>
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