112 lines
3.8 KiB
C
112 lines
3.8 KiB
C
/*
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* Copyright © 2021 Advanced Micro Devices, Inc.
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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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/**
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* This pass removes no-op assignment to gl_FragDepth.
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*
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* gl_FragDepth implicit value is gl_FragCoord.z, so if a shader only assign
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* this value to gl_FragDepth, the store instruction is removed.
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*/
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static bool
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ssa_def_is_source_depth(nir_ssa_def *def)
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{
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nir_ssa_scalar scalar = nir_ssa_scalar_resolved(def, 0);
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nir_instr *instr = scalar.def->parent_instr;
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_frag_coord)
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return false;
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/* Depth is gl_FragCoord.z */
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return scalar.comp == 2;
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}
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bool
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nir_opt_fragdepth(nir_shader *shader)
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{
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bool progress = false;
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nir_intrinsic_instr *store_intrin = NULL;
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if (shader->info.stage != MESA_SHADER_FRAGMENT)
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goto end;
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_foreach_block(block, impl) {
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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 *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_store_deref)
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continue;
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nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
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if (!nir_deref_mode_is(deref, nir_var_shader_out))
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continue;
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nir_variable *var = nir_deref_instr_get_variable(deref);
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if (var->data.location != FRAG_RESULT_DEPTH)
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continue;
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/* We found a write to gl_FragDepth */
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if (store_intrin) {
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/* This isn't the only write: give up on this optimization */
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goto end;
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} else {
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if (ssa_def_is_source_depth(intrin->src[1].ssa)) {
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/* We're writing gl_FragCoord.z in gl_FragDepth: remember
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* intrin so we can try to remove it later. */
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store_intrin = intrin;
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} else {
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/* We're writing something else: give up. */
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goto end;
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}
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}
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}
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}
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if (store_intrin) {
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/* Found a single store to gl_FragDepth, and it writes gl_FragCoord.z to it.
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* Remove it since that's the implicit value of gl_FragDepth.
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*/
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nir_instr_remove(&store_intrin->instr);
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance |
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nir_metadata_loop_analysis |
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nir_metadata_instr_index);
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progress = true;
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}
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end:
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if (!progress)
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nir_shader_preserve_all_metadata(shader);
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return progress;
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}
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