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/*
* Copyright © 2017 Ilia Mirkin
*
* 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.
*/
/**
* \file lower_cs_derived.cpp
*
* For hardware that does not support the gl_GlobalInvocationID and
* gl_LocalInvocationIndex system values, replace them with fresh
* globals. Note that we can't rely on gl_WorkGroupSize or
* gl_LocalGroupSizeARB being available, since they may only have been defined
* in a non-main shader.
*
* [ This can happen if only a secondary shader has the layout(local_size_*)
* declaration. ]
*
* This is meant to be run post-linking.
*/
#include "glsl_symbol_table.h"
#include "ir_hierarchical_visitor.h"
#include "ir.h"
#include "ir_builder.h"
#include "linker.h"
#include "program/prog_statevars.h"
#include "builtin_functions.h"
using namespace ir_builder;
namespace {
class lower_cs_derived_visitor : public ir_hierarchical_visitor {
public:
explicit lower_cs_derived_visitor(gl_linked_shader *shader)
: progress(false),
shader(shader),
local_size_variable(shader->Program->info.cs.local_size_variable),
gl_WorkGroupSize(NULL),
gl_WorkGroupID(NULL),
gl_LocalInvocationID(NULL),
gl_GlobalInvocationID(NULL),
gl_LocalInvocationIndex(NULL)
{
main_sig = _mesa_get_main_function_signature(shader->symbols);
assert(main_sig);
}
virtual ir_visitor_status visit(ir_dereference_variable *);
ir_variable *add_system_value(
int slot, const glsl_type *type, const char *name);
void find_sysvals();
void make_gl_GlobalInvocationID();
void make_gl_LocalInvocationIndex();
bool progress;
private:
gl_linked_shader *shader;
bool local_size_variable;
ir_function_signature *main_sig;
ir_rvalue *gl_WorkGroupSize;
ir_variable *gl_WorkGroupID;
ir_variable *gl_LocalInvocationID;
ir_variable *gl_GlobalInvocationID;
ir_variable *gl_LocalInvocationIndex;
};
} /* anonymous namespace */
ir_variable *
lower_cs_derived_visitor::add_system_value(
int slot, const glsl_type *type, const char *name)
{
ir_variable *var = new(shader) ir_variable(type, name, ir_var_system_value);
var->data.how_declared = ir_var_declared_implicitly;
var->data.read_only = true;
var->data.location = slot;
var->data.explicit_location = true;
var->data.explicit_index = 0;
shader->ir->push_head(var);
return var;
}
void
lower_cs_derived_visitor::find_sysvals()
{
if (gl_WorkGroupSize != NULL)
return;
ir_variable *WorkGroupSize;
if (local_size_variable)
WorkGroupSize = shader->symbols->get_variable("gl_LocalGroupSizeARB");
else
WorkGroupSize = shader->symbols->get_variable("gl_WorkGroupSize");
if (WorkGroupSize)
gl_WorkGroupSize = new(shader) ir_dereference_variable(WorkGroupSize);
gl_WorkGroupID = shader->symbols->get_variable("gl_WorkGroupID");
gl_LocalInvocationID = shader->symbols->get_variable("gl_LocalInvocationID");
/*
* These may be missing due to either dead code elimination, or, in the
* case of the group size, due to the layout being declared in a non-main
* shader. Re-create them.
*/
if (!gl_WorkGroupID)
gl_WorkGroupID = add_system_value(
SYSTEM_VALUE_WORK_GROUP_ID, glsl_type::uvec3_type, "gl_WorkGroupID");
if (!gl_LocalInvocationID)
gl_LocalInvocationID = add_system_value(
SYSTEM_VALUE_LOCAL_INVOCATION_ID, glsl_type::uvec3_type,
"gl_LocalInvocationID");
if (!WorkGroupSize) {
if (local_size_variable) {
gl_WorkGroupSize = new(shader) ir_dereference_variable(
add_system_value(
SYSTEM_VALUE_LOCAL_GROUP_SIZE, glsl_type::uvec3_type,
"gl_LocalGroupSizeARB"));
} else {
ir_constant_data data;
memset(&data, 0, sizeof(data));
for (int i = 0; i < 3; i++)
data.u[i] = shader->Program->info.cs.local_size[i];
gl_WorkGroupSize = new(shader) ir_constant(glsl_type::uvec3_type, &data);
}
}
}
void
lower_cs_derived_visitor::make_gl_GlobalInvocationID()
{
if (gl_GlobalInvocationID != NULL)
return;
find_sysvals();
/* gl_GlobalInvocationID =
* gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
*/
gl_GlobalInvocationID = new(shader) ir_variable(
glsl_type::uvec3_type, "__GlobalInvocationID", ir_var_temporary);
shader->ir->push_head(gl_GlobalInvocationID);
ir_instruction *inst =
assign(gl_GlobalInvocationID,
add(mul(gl_WorkGroupID, gl_WorkGroupSize->clone(shader, NULL)),
gl_LocalInvocationID));
main_sig->body.push_head(inst);
}
void
lower_cs_derived_visitor::make_gl_LocalInvocationIndex()
{
if (gl_LocalInvocationIndex != NULL)
return;
find_sysvals();
/* gl_LocalInvocationIndex =
* gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
* gl_LocalInvocationID.y * gl_WorkGroupSize.x +
* gl_LocalInvocationID.x;
*/
gl_LocalInvocationIndex = new(shader)
ir_variable(glsl_type::uint_type, "__LocalInvocationIndex", ir_var_temporary);
shader->ir->push_head(gl_LocalInvocationIndex);
ir_expression *index_z =
mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize->clone(shader, NULL))),
swizzle_y(gl_WorkGroupSize->clone(shader, NULL)));
ir_expression *index_y =
mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize->clone(shader, NULL)));
ir_expression *index_y_plus_z = add(index_y, index_z);
operand index_x(swizzle_x(gl_LocalInvocationID));
ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x);
ir_instruction *inst =
assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z);
main_sig->body.push_head(inst);
}
ir_visitor_status
lower_cs_derived_visitor::visit(ir_dereference_variable *ir)
{
if (ir->var->data.mode == ir_var_system_value &&
ir->var->data.location == SYSTEM_VALUE_GLOBAL_INVOCATION_ID) {
make_gl_GlobalInvocationID();
ir->var = gl_GlobalInvocationID;
progress = true;
}
if (ir->var->data.mode == ir_var_system_value &&
ir->var->data.location == SYSTEM_VALUE_LOCAL_INVOCATION_INDEX) {
make_gl_LocalInvocationIndex();
ir->var = gl_LocalInvocationIndex;
progress = true;
}
return visit_continue;
}
bool
lower_cs_derived(gl_linked_shader *shader)
{
if (shader->Stage != MESA_SHADER_COMPUTE)
return false;
lower_cs_derived_visitor v(shader);
v.run(shader->ir);
return v.progress;
}