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>
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@ -199,6 +199,7 @@ NIR_FILES = \
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nir/nir_lower_idiv.c \
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nir/nir_lower_idiv.c \
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nir/nir_lower_indirect_derefs.c \
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nir/nir_lower_indirect_derefs.c \
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nir/nir_lower_io.c \
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nir/nir_lower_io.c \
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nir/nir_lower_io_types.c \
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nir/nir_lower_outputs_to_temporaries.c \
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nir/nir_lower_outputs_to_temporaries.c \
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nir/nir_lower_passthrough_edgeflags.c \
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nir/nir_lower_passthrough_edgeflags.c \
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nir/nir_lower_phis_to_scalar.c \
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nir/nir_lower_phis_to_scalar.c \
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@ -2293,6 +2293,7 @@ void nir_lower_io(nir_shader *shader,
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nir_src *nir_get_io_offset_src(nir_intrinsic_instr *instr);
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nir_src *nir_get_io_offset_src(nir_intrinsic_instr *instr);
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nir_src *nir_get_io_vertex_index_src(nir_intrinsic_instr *instr);
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nir_src *nir_get_io_vertex_index_src(nir_intrinsic_instr *instr);
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void nir_lower_io_types(nir_shader *shader);
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void nir_lower_vars_to_ssa(nir_shader *shader);
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void nir_lower_vars_to_ssa(nir_shader *shader);
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bool nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes);
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bool nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes);
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@ -0,0 +1,180 @@
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/*
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* Copyright © 2016 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/* Lower complex (struct/array/mat) input and output vars to primitive types
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* (vec4) for linking. All indirect input/output access should already be
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* lowered (ie. nir_lower_io_to_temporaries).
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*/
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struct lower_io_types_state {
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nir_shader *shader;
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struct exec_list new_ins;
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struct exec_list new_outs;
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};
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static nir_variable *
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get_new_var(struct lower_io_types_state *state, nir_variable *var,
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const struct glsl_type *deref_type, unsigned off)
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{
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struct exec_list *list;
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if (var->data.mode == nir_var_shader_in) {
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list = &state->new_ins;
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} else {
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assert(var->data.mode == nir_var_shader_out);
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list = &state->new_outs;
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}
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nir_foreach_variable(nvar, list) {
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if (nvar->data.location == (var->data.location + off))
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return nvar;
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}
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/* doesn't already exist, so we need to create a new one: */
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/* TODO figure out if scalar vs vec, and if float/int/uint/(double?)
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* do we need to fixup interpolation mode for int vs float components
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* of a struct, etc..
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*/
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const struct glsl_type *ntype =
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glsl_vector_type(glsl_get_base_type(deref_type),
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glsl_get_vector_elements(deref_type));
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nir_variable *nvar = nir_variable_create(state->shader, var->data.mode,
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ntype, NULL);
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nvar->name = ralloc_asprintf(nvar, "%s@%u", var->name, off);
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nvar->data = var->data;
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nvar->data.location += off;
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/* nir_variable_create is too clever for it's own good: */
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exec_node_remove(&nvar->node);
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exec_node_self_link(&nvar->node); /* no delinit() :-( */
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exec_list_push_tail(list, &nvar->node);
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/* remove existing var from input/output list: */
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exec_node_remove(&var->node);
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exec_node_self_link(&var->node);
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return nvar;
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}
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static unsigned
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get_deref_offset(struct lower_io_types_state *state, nir_deref *tail, bool vs_in)
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{
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unsigned offset = 0;
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while (tail->child != NULL) {
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const struct glsl_type *parent_type = tail->type;
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tail = tail->child;
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if (tail->deref_type == nir_deref_type_array) {
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nir_deref_array *deref_array = nir_deref_as_array(tail);
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/* indirect inputs/outputs should already be lowered! */
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assert(deref_array->deref_array_type == nir_deref_array_type_direct);
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unsigned size = glsl_count_attribute_slots(tail->type, vs_in);
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offset += size * deref_array->base_offset;
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} else if (tail->deref_type == nir_deref_type_struct) {
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nir_deref_struct *deref_struct = nir_deref_as_struct(tail);
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for (unsigned i = 0; i < deref_struct->index; i++) {
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const struct glsl_type *ft = glsl_get_struct_field(parent_type, i);
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offset += glsl_count_attribute_slots(ft, vs_in);
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}
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}
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}
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return offset;
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}
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static bool
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lower_io_types_block(struct lower_io_types_state *state, nir_block *block)
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{
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nir_foreach_instr(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if ((intr->intrinsic != nir_intrinsic_load_var) &&
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(intr->intrinsic != nir_intrinsic_store_var))
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continue;
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nir_variable *var = intr->variables[0]->var;
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if ((var->data.mode != nir_var_shader_in) &&
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(var->data.mode != nir_var_shader_out))
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continue;
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bool vs_in = (state->shader->stage == MESA_SHADER_VERTEX) &&
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(var->data.mode == nir_var_shader_in);
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if (glsl_count_attribute_slots(var->type, vs_in) == 1)
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continue;
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unsigned off = get_deref_offset(state, &intr->variables[0]->deref, vs_in);
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const struct glsl_type *deref_type =
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nir_deref_tail(&intr->variables[0]->deref)->type;
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nir_variable *nvar = get_new_var(state, var, deref_type, off);
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/* and then re-write the load/store_var deref: */
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intr->variables[0] = nir_deref_var_create(intr, nvar);
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}
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return true;
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}
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static void
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lower_io_types_impl(nir_function_impl *impl, struct lower_io_types_state *state)
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{
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nir_foreach_block(block, impl) {
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lower_io_types_block(state, block);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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void
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nir_lower_io_types(nir_shader *shader)
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{
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struct lower_io_types_state state;
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state.shader = shader;
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exec_list_make_empty(&state.new_ins);
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exec_list_make_empty(&state.new_outs);
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nir_foreach_function(function, shader) {
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if (function->impl)
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lower_io_types_impl(function->impl, &state);
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}
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/* move new in/out vars to shader's lists: */
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exec_list_append(&shader->inputs, &state.new_ins);
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exec_list_append(&shader->outputs, &state.new_outs);
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}
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