[Mesa-dev] [PATCH 07/26] nir: Add a pass for gathering various bits of shader info
Rob Clark
robdclark at gmail.com
Sat Mar 26 16:22:49 UTC 2016
On Fri, Mar 25, 2016 at 7:12 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> ---
> src/compiler/Makefile.sources | 1 +
> src/compiler/nir/Makefile.sources | 1 +
> src/compiler/nir/nir.h | 1 +
> src/compiler/nir/nir_gather_info.c | 126 +++++++++++++++++++++++++++++++++++++
> 4 files changed, 129 insertions(+)
> create mode 100644 src/compiler/nir/nir_gather_info.c
>
> diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
> index 0aee200..b243328 100644
> --- a/src/compiler/Makefile.sources
> +++ b/src/compiler/Makefile.sources
> @@ -176,6 +176,7 @@ NIR_FILES = \
> nir/nir_control_flow_private.h \
> nir/nir_dominance.c \
> nir/nir_from_ssa.c \
> + nir/nir_gather_info.c \
> nir/nir_gs_count_vertices.c \
> nir/nir_inline_functions.c \
> nir/nir_instr_set.c \
> diff --git a/src/compiler/nir/Makefile.sources b/src/compiler/nir/Makefile.sources
> index 3474302..c920d2c 100644
> --- a/src/compiler/nir/Makefile.sources
> +++ b/src/compiler/nir/Makefile.sources
> @@ -19,6 +19,7 @@ NIR_FILES = \
> nir_control_flow_private.h \
> nir_dominance.c \
> nir_from_ssa.c \
> + nir_gather_info.c \
> nir_gs_count_vertices.c \
> nir_inline_functions.c \
> nir_instr_set.c \
> diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
> index 57b1a87..907dc34 100644
> --- a/src/compiler/nir/nir.h
> +++ b/src/compiler/nir/nir.h
> @@ -2216,6 +2216,7 @@ bool nir_lower_indirect_derefs(nir_shader *shader, uint32_t mode_mask);
> bool nir_lower_locals_to_regs(nir_shader *shader);
>
> void nir_lower_outputs_to_temporaries(nir_shader *shader);
> +void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint);
>
> void nir_assign_var_locations(struct exec_list *var_list,
> unsigned *size,
> diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c
> new file mode 100644
> index 0000000..8f0abd3
> --- /dev/null
> +++ b/src/compiler/nir/nir_gather_info.c
> @@ -0,0 +1,126 @@
> +/*
> + * Copyright © 2015 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.
> + */
> +
> +#include "nir.h"
> +
> +static void
> +gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
> +{
> + switch (instr->intrinsic) {
> + case nir_intrinsic_discard:
> + assert(shader->stage == MESA_SHADER_FRAGMENT);
> + shader->info.fs.uses_discard = true;
> + break;
> +
> + case nir_intrinsic_load_front_face:
> + case nir_intrinsic_load_vertex_id:
> + case nir_intrinsic_load_vertex_id_zero_base:
> + case nir_intrinsic_load_base_vertex:
> + case nir_intrinsic_load_instance_id:
> + case nir_intrinsic_load_sample_id:
> + case nir_intrinsic_load_sample_pos:
> + case nir_intrinsic_load_sample_mask_in:
> + case nir_intrinsic_load_primitive_id:
> + case nir_intrinsic_load_invocation_id:
> + case nir_intrinsic_load_local_invocation_id:
> + case nir_intrinsic_load_work_group_id:
> + case nir_intrinsic_load_num_work_groups:
> + shader->info.system_values_read |=
> + (1 << nir_system_value_from_intrinsic(instr->intrinsic));
> + break;
> +
> + case nir_intrinsic_end_primitive:
> + case nir_intrinsic_end_primitive_with_counter:
> + assert(shader->stage == MESA_SHADER_GEOMETRY);
> + shader->info.gs.uses_end_primitive = 1;
> + break;
> +
> + default:
> + break;
> + }
> +}
> +
> +static void
> +gather_tex_info(nir_tex_instr *instr, nir_shader *shader)
> +{
> + if (instr->op == nir_texop_tg4)
> + shader->info.uses_texture_gather = true;
> +}
> +
> +static bool
> +gather_info_block(nir_block *block, void *shader)
> +{
> + nir_foreach_instr(block, instr) {
> + switch (instr->type) {
> + case nir_instr_type_intrinsic:
> + gather_intrinsic_info(nir_instr_as_intrinsic(instr), shader);
> + break;
> + case nir_instr_type_tex:
> + gather_tex_info(nir_instr_as_tex(instr), shader);
> + break;
> + case nir_instr_type_call:
> + assert(!"nir_shader_gather_info only works if functions are inlined");
> + break;
> + default:
> + break;
> + }
> + }
> +
> + return true;
> +}
> +
> +void
> +nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
> +{
> + shader->info.inputs_read = 0;
> + foreach_list_typed(nir_variable, var, node, &shader->inputs)
> + shader->info.inputs_read |= nir_variable_get_io_mask(var, shader->stage);
> +
> + /* TODO: Some day we may need to add stream support to NIR */
> + shader->info.outputs_written = 0;
> + foreach_list_typed(nir_variable, var, node, &shader->outputs)
> + shader->info.outputs_written |= nir_variable_get_io_mask(var, shader->stage);
> +
> + shader->info.system_values_read = 0;
> + foreach_list_typed(nir_variable, var, node, &shader->system_values)
> + shader->info.system_values_read |= nir_variable_get_io_mask(var, shader->stage);
> +
> + shader->info.num_textures = 0;
> + shader->info.num_images = 0;
> + nir_foreach_variable(var, &shader->uniforms) {
> + const struct glsl_type *type = var->type;
> + unsigned count = 1;
> + if (glsl_type_is_array(type)) {
> + count = glsl_get_length(type);
> + type = glsl_get_array_element(type);
> + }
> +
> + if (glsl_type_is_image(type)) {
> + shader->info.num_images += count;
> + } else if (glsl_type_is_sampler(type)) {
> + shader->info.num_textures += count;
> + }
hmm, I probably should fixup ttn some day to create sampler/image
uniforms.. so far, ir3 doesn't care so I've ignored it. Not sure if
that would catch vc4 by surprise..
Reviewed-by: Rob Clark <robdclark at gmail.com>
> + }
> +
> + nir_foreach_block(entrypoint, gather_info_block, shader);
> +}
> --
> 2.5.0.400.gff86faf
>
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