/*
* Copyright © 2015 Broadcom
*
* 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 "compiler/v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
/**
* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
* intrinsics into something amenable to the V3D architecture.
*
* Currently, it splits VS inputs and uniforms into scalars, drops any
* non-position outputs in coordinate shaders, and fixes up the addressing on
* indirect uniform loads. FS input and VS output scalarization is handled by
* nir_lower_io_to_scalar().
*/
static void
replace_intrinsic_with_vec(nir_builder *b, nir_intrinsic_instr *intr,
nir_ssa_def **comps)
{
/* Batch things back together into a vector. This will get split by
* the later ALU scalarization pass.
*/
nir_ssa_def *vec = nir_vec(b, comps, intr->num_components);
/* Replace the old intrinsic with a reference to our reconstructed
* vector.
*/
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(vec));
nir_instr_remove(&intr->instr);
}
static void
v3d_nir_lower_output(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr)
{
nir_variable *output_var = NULL;
nir_foreach_variable(var, &c->s->outputs) {
if (var->data.driver_location == nir_intrinsic_base(intr)) {
output_var = var;
break;
}
}
assert(output_var);
if (c->vs_key) {
int slot = output_var->data.location;
bool used = false;
switch (slot) {
case VARYING_SLOT_PSIZ:
case VARYING_SLOT_POS:
used = true;
break;
default:
for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
if (v3d_slot_get_slot(c->vs_key->fs_inputs[i]) == slot) {
used = true;
break;
}
}
break;
}
if (!used)
nir_instr_remove(&intr->instr);
}
}
static void
v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr)
{
b->cursor = nir_before_instr(&intr->instr);
/* Generate scalar loads equivalent to the original vector. */
nir_ssa_def *dests[4];
for (unsigned i = 0; i < intr->num_components; i++) {
nir_intrinsic_instr *intr_comp =
nir_intrinsic_instr_create(c->s, intr->intrinsic);
intr_comp->num_components = 1;
nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL);
/* Convert the uniform offset to bytes. If it happens
* to be a constant, constant-folding will clean up
* the shift for us.
*/
nir_intrinsic_set_base(intr_comp,
nir_intrinsic_base(intr) * 16 +
i * 4);
intr_comp->src[0] =
nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
nir_imm_int(b, 4)));
dests[i] = &intr_comp->dest.ssa;
nir_builder_instr_insert(b, &intr_comp->instr);
}
replace_intrinsic_with_vec(b, intr, dests);
}
static void
v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
struct nir_instr *instr)
{
if (instr->type != nir_instr_type_intrinsic)
return;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_input:
break;
case nir_intrinsic_store_output:
v3d_nir_lower_output(c, b, intr);
break;
case nir_intrinsic_load_uniform:
v3d_nir_lower_uniform(c, b, intr);
break;
case nir_intrinsic_load_user_clip_plane:
default:
break;
}
}
static bool
v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
{
nir_builder b;
nir_builder_init(&b, impl);
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block)
v3d_nir_lower_io_instr(c, &b, instr);
}
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return true;
}
void
v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
{
nir_foreach_function(function, s) {
if (function->impl)
v3d_nir_lower_io_impl(c, function->impl);
}
}