nir: lower-io-types pass

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.

v2: use glsl_count_attribute_slots() rather than passing a type_size
    fxn pointer

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Rob Clark 2016-03-25 15:15:44 -04:00
parent b10cc24519
commit 5261947260
3 changed files with 182 additions and 0 deletions

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@ -199,6 +199,7 @@ 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 \

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@ -2293,6 +2293,7 @@ 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);
void nir_lower_vars_to_ssa(nir_shader *shader);
bool nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes);

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@ -0,0 +1,180 @@
/*
* 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;
};
static nir_variable *
get_new_var(struct lower_io_types_state *state, nir_variable *var,
const struct glsl_type *deref_type, 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;
}
/* 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_vector_type(glsl_get_base_type(deref_type),
glsl_get_vector_elements(deref_type));
nir_variable *nvar = nir_variable_create(state->shader, var->data.mode,
ntype, NULL);
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() :-( */
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);
return nvar;
}
static unsigned
get_deref_offset(struct lower_io_types_state *state, nir_deref *tail, bool vs_in)
{
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 = glsl_count_attribute_slots(tail->type, vs_in);
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++) {
const struct glsl_type *ft = glsl_get_struct_field(parent_type, i);
offset += glsl_count_attribute_slots(ft, vs_in);
}
}
}
return offset;
}
static bool
lower_io_types_block(struct lower_io_types_state *state, nir_block *block)
{
nir_foreach_instr(instr, block) {
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;
nir_variable *var = intr->variables[0]->var;
if ((var->data.mode != nir_var_shader_in) &&
(var->data.mode != nir_var_shader_out))
continue;
bool vs_in = (state->shader->stage == MESA_SHADER_VERTEX) &&
(var->data.mode == nir_var_shader_in);
if (glsl_count_attribute_slots(var->type, vs_in) == 1)
continue;
unsigned off = get_deref_offset(state, &intr->variables[0]->deref, vs_in);
const struct glsl_type *deref_type =
nir_deref_tail(&intr->variables[0]->deref)->type;
nir_variable *nvar = get_new_var(state, var, deref_type, 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(block, impl) {
lower_io_types_block(state, block);
}
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
}
void
nir_lower_io_types(nir_shader *shader)
{
struct lower_io_types_state state;
state.shader = shader;
exec_list_make_empty(&state.new_ins);
exec_list_make_empty(&state.new_outs);
nir_foreach_function(function, shader) {
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);
}