/** * Mark an entire variable as used. Caller must ensure that the variable * represents a shader input or output. */ static void mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read) { const struct glsl_type *type = var->type; if (nir_is_per_vertex_io(var, shader->info.stage)) { assert(glsl_type_is_array(type)); type = glsl_get_array_element(type); } const unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4) : glsl_count_attribute_slots(type, false); set_io_mask(shader, var, 0, slots, is_output_read); }
static unsigned get_io_offset(nir_deref_instr *deref, bool is_vertex_input) { unsigned offset = 0; for (nir_deref_instr *d = deref; d; d = nir_deref_instr_parent(d)) { if (d->deref_type == nir_deref_type_array) { if (!nir_src_is_const(d->arr.index)) return -1; offset += glsl_count_attribute_slots(d->type, is_vertex_input) * nir_src_as_uint(d->arr.index); } /* TODO: we can get the offset for structs here see nir_lower_io() */ } return offset; }
int ir3_glsl_type_size(const struct glsl_type *type) { return glsl_count_attribute_slots(type, false); }
static void gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader, void *dead_ctx) { switch (instr->intrinsic) { case nir_intrinsic_discard: case nir_intrinsic_discard_if: assert(shader->info.stage == MESA_SHADER_FRAGMENT); shader->info.fs.uses_discard = true; break; case nir_intrinsic_interp_deref_at_centroid: case nir_intrinsic_interp_deref_at_sample: case nir_intrinsic_interp_deref_at_offset: case nir_intrinsic_load_deref: case nir_intrinsic_store_deref:{ nir_deref_instr *deref = nir_src_as_deref(instr->src[0]); nir_variable *var = nir_deref_instr_get_variable(deref); if (var->data.mode == nir_var_shader_in || var->data.mode == nir_var_shader_out) { bool is_output_read = false; if (var->data.mode == nir_var_shader_out && instr->intrinsic == nir_intrinsic_load_deref) is_output_read = true; if (!try_mask_partial_io(shader, var, deref, is_output_read)) mark_whole_variable(shader, var, is_output_read); /* We need to track which input_reads bits correspond to a * dvec3/dvec4 input attribute */ if (shader->info.stage == MESA_SHADER_VERTEX && var->data.mode == nir_var_shader_in && glsl_type_is_dual_slot(glsl_without_array(var->type))) { for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, false); i++) { int idx = var->data.location + i; shader->info.vs.double_inputs |= BITFIELD64_BIT(idx); } } } break; } case nir_intrinsic_load_draw_id: case nir_intrinsic_load_frag_coord: 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_first_vertex: case nir_intrinsic_load_is_indexed_draw: case nir_intrinsic_load_base_instance: 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_local_invocation_index: case nir_intrinsic_load_work_group_id: case nir_intrinsic_load_num_work_groups: case nir_intrinsic_load_tess_coord: case nir_intrinsic_load_tess_level_outer: case nir_intrinsic_load_tess_level_inner: case nir_intrinsic_load_patch_vertices_in: shader->info.system_values_read |= (1ull << nir_system_value_from_intrinsic(instr->intrinsic)); break; case nir_intrinsic_end_primitive: case nir_intrinsic_end_primitive_with_counter: assert(shader->info.stage == MESA_SHADER_GEOMETRY); shader->info.gs.uses_end_primitive = 1; /* fall through */ case nir_intrinsic_emit_vertex: if (nir_intrinsic_stream_id(instr) > 0) shader->info.gs.uses_streams = true; break; default: break; } }
static void var_decoration_cb(struct vtn_builder *b, struct vtn_value *val, int member, const struct vtn_decoration *dec, void *void_var) { struct vtn_variable *vtn_var = void_var; /* Handle decorations that apply to a vtn_variable as a whole */ switch (dec->decoration) { case SpvDecorationNonWritable: /* Do nothing with this for now */ return; case SpvDecorationBinding: vtn_var->binding = dec->literals[0]; return; case SpvDecorationDescriptorSet: vtn_var->descriptor_set = dec->literals[0]; return; case SpvDecorationLocation: { unsigned location = dec->literals[0]; bool is_vertex_input; if (b->shader->stage == MESA_SHADER_FRAGMENT && vtn_var->mode == vtn_variable_mode_output) { is_vertex_input = false; location += FRAG_RESULT_DATA0; } else if (b->shader->stage == MESA_SHADER_VERTEX && vtn_var->mode == vtn_variable_mode_input) { is_vertex_input = true; location += VERT_ATTRIB_GENERIC0; } else if (vtn_var->mode == vtn_variable_mode_input || vtn_var->mode == vtn_variable_mode_output) { is_vertex_input = false; location += VARYING_SLOT_VAR0; } else { assert(!"Location must be on input or output variable"); } if (vtn_var->var) { vtn_var->var->data.location = location; vtn_var->var->data.explicit_location = true; } else { assert(vtn_var->members); unsigned length = glsl_get_length(glsl_without_array(vtn_var->type->type)); for (unsigned i = 0; i < length; i++) { vtn_var->members[i]->data.location = location; vtn_var->members[i]->data.explicit_location = true; location += glsl_count_attribute_slots(vtn_var->members[i]->interface_type, is_vertex_input); } } return; } default: break; } /* Now we handle decorations that apply to a particular nir_variable */ nir_variable *nir_var = vtn_var->var; if (val->value_type == vtn_value_type_access_chain) { assert(val->access_chain->length == 0); assert(val->access_chain->var == void_var); assert(member == -1); } else { assert(val->value_type == vtn_value_type_type); if (member != -1) nir_var = vtn_var->members[member]; } if (nir_var == NULL) return; switch (dec->decoration) { case SpvDecorationRelaxedPrecision: break; /* FIXME: Do nothing with this for now. */ case SpvDecorationNoPerspective: nir_var->data.interpolation = INTERP_QUALIFIER_NOPERSPECTIVE; break; case SpvDecorationFlat: nir_var->data.interpolation = INTERP_QUALIFIER_FLAT; break; case SpvDecorationCentroid: nir_var->data.centroid = true; break; case SpvDecorationSample: nir_var->data.sample = true; break; case SpvDecorationInvariant: nir_var->data.invariant = true; break; case SpvDecorationConstant: assert(nir_var->constant_initializer != NULL); nir_var->data.read_only = true; break; case SpvDecorationNonWritable: nir_var->data.read_only = true; break; case SpvDecorationComponent: nir_var->data.location_frac = dec->literals[0]; break; case SpvDecorationIndex: nir_var->data.explicit_index = true; nir_var->data.index = dec->literals[0]; break; case SpvDecorationBuiltIn: { SpvBuiltIn builtin = dec->literals[0]; if (builtin == SpvBuiltInWorkgroupSize) { /* This shouldn't be a builtin. It's actually a constant. */ nir_var->data.mode = nir_var_global; nir_var->data.read_only = true; nir_constant *c = rzalloc(nir_var, nir_constant); c->value.u[0] = b->shader->info.cs.local_size[0]; c->value.u[1] = b->shader->info.cs.local_size[1]; c->value.u[2] = b->shader->info.cs.local_size[2]; nir_var->constant_initializer = c; break; } nir_variable_mode mode = nir_var->data.mode; vtn_get_builtin_location(b, builtin, &nir_var->data.location, &mode); nir_var->data.explicit_location = true; nir_var->data.mode = mode; if (builtin == SpvBuiltInFragCoord || builtin == SpvBuiltInSamplePosition) nir_var->data.origin_upper_left = b->origin_upper_left; break; } case SpvDecorationRowMajor: case SpvDecorationColMajor: case SpvDecorationGLSLShared: case SpvDecorationPatch: case SpvDecorationRestrict: case SpvDecorationAliased: case SpvDecorationVolatile: case SpvDecorationCoherent: case SpvDecorationNonReadable: case SpvDecorationUniform: /* This is really nice but we have no use for it right now. */ case SpvDecorationCPacked: case SpvDecorationSaturatedConversion: case SpvDecorationStream: case SpvDecorationOffset: case SpvDecorationXfbBuffer: case SpvDecorationFuncParamAttr: case SpvDecorationFPRoundingMode: case SpvDecorationFPFastMathMode: case SpvDecorationLinkageAttributes: case SpvDecorationSpecId: break; default: unreachable("Unhandled variable decoration"); } }