/*
* Copyright © 2016 Red Hat
*
* 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.
*/
/* Lowering pass that lowers accesses to built-in uniform variables.
* Built-in uniforms are not necessarily packed the same way that
* normal uniform structs are, for example:
*
* struct gl_FogParameters {
* vec4 color;
* float density;
* float start;
* float end;
* float scale;
* };
*
* is packed into vec4[2], whereas the same struct would be packed
* (by gallium), as vec4[5] if it where not built-in. Because of
* this, we need to replace (for example) access like:
*
* vec1 ssa_1 = intrinsic load_var () (gl_Fog.start) ()
*
* with:
*
* vec4 ssa_2 = intrinsic load_var () (fog.params) ()
* vec1 ssa_1 = ssa_2.y
*
* with appropriate substitutions in the uniform variables list:
*
* decl_var uniform INTERP_MODE_NONE gl_FogParameters gl_Fog (0, 0)
*
* would become:
*
* decl_var uniform INTERP_MODE_NONE vec4 state.fog.color (0, 0)
* decl_var uniform INTERP_MODE_NONE vec4 state.fog.params (0, 1)
*
* See in particular 'struct gl_builtin_uniform_element'.
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "st_nir.h"
#include "compiler/glsl/ir.h"
#include "uniforms.h"
#include "program/prog_instruction.h"
typedef struct {
nir_shader *shader;
nir_builder builder;
void *mem_ctx;
} lower_builtin_state;
static const struct gl_builtin_uniform_element *
get_element(const struct gl_builtin_uniform_desc *desc, nir_deref_var *deref)
{
nir_deref *tail = &deref->deref;
if ((desc->num_elements == 1) && (desc->elements[0].field == NULL))
return NULL;
/* we handle arrays in get_variable(): */
if (tail->child->deref_type == nir_deref_type_array)
tail = tail->child;
/* don't need to deal w/ non-struct or array of non-struct: */
if (!tail->child)
return NULL;
if (tail->child->deref_type != nir_deref_type_struct)
return NULL;
nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child);
assert(deref_struct->index < desc->num_elements);
return &desc->elements[deref_struct->index];
}
static nir_variable *
get_variable(lower_builtin_state *state, nir_deref_var *deref,
const struct gl_builtin_uniform_element *element)
{
nir_shader *shader = state->shader;
int tokens[STATE_LENGTH];
memcpy(tokens, element->tokens, sizeof(tokens));
if (deref->deref.child->deref_type == nir_deref_type_array) {
nir_deref_array *darr = nir_deref_as_array(deref->deref.child);
assert(darr->deref_array_type == nir_deref_array_type_direct);
/* we need to fixup the array index slot: */
switch (tokens[0]) {
case STATE_MODELVIEW_MATRIX:
case STATE_PROJECTION_MATRIX:
case STATE_MVP_MATRIX:
case STATE_TEXTURE_MATRIX:
case STATE_PROGRAM_MATRIX:
case STATE_LIGHT:
case STATE_LIGHTPROD:
case STATE_TEXGEN:
case STATE_TEXENV_COLOR:
case STATE_CLIPPLANE:
tokens[1] = darr->base_offset;
break;
}
}
char *name = _mesa_program_state_string((gl_state_index *)tokens);
nir_foreach_variable(var, &shader->uniforms) {
if (strcmp(var->name, name) == 0) {
free(name);
return var;
}
}
/* variable doesn't exist yet, so create it: */
nir_variable *var =
nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name);
var->num_state_slots = 1;
var->state_slots = ralloc_array(var, nir_state_slot, 1);
memcpy(var->state_slots[0].tokens, tokens,
sizeof(var->state_slots[0].tokens));
free(name);
return var;
}
static bool
lower_builtin_block(lower_builtin_state *state, nir_block *block)
{
nir_builder *b = &state->builder;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_load_var)
continue;
nir_variable *var = intrin->variables[0]->var;
if (var->data.mode != nir_var_uniform)
continue;
/* built-in's will always start with "gl_" */
if (strncmp(var->name, "gl_", 3) != 0)
continue;
const struct gl_builtin_uniform_desc *desc =
_mesa_glsl_get_builtin_uniform_desc(var->name);
/* if no descriptor, it isn't something we need to handle specially: */
if (!desc)
continue;
const struct gl_builtin_uniform_element *element =
get_element(desc, intrin->variables[0]);
/* matrix elements (array_deref) do not need special handling: */
if (!element)
continue;
/* remove existing var from uniform list: */
exec_node_remove(&var->node);
/* the _self_link() ensures we can remove multiple times, rather than
* trying to keep track of what we have already removed:
*/
exec_node_self_link(&var->node);
nir_variable *new_var =
get_variable(state, intrin->variables[0], element);
b->cursor = nir_before_instr(instr);
nir_ssa_def *def = nir_load_var(b, new_var);
/* swizzle the result: */
unsigned swiz[4];
for (unsigned i = 0; i < 4; i++) {
swiz[i] = GET_SWZ(element->swizzle, i);
assert(swiz[i] <= SWIZZLE_W);
}
def = nir_swizzle(b, def, swiz, intrin->num_components, true);
/* and rewrite uses of original instruction: */
assert(intrin->dest.is_ssa);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(def));
/* at this point intrin should be unused. We need to remove it
* (rather than waiting for DCE pass) to avoid dangling reference
* to remove'd var. And we have to remove the original uniform
* var since we don't want it to get uniform space allocated.
*/
exec_node_remove(&intrin->instr.node);
}
return true;
}
static void
lower_builtin_impl(lower_builtin_state *state, nir_function_impl *impl)
{
nir_builder_init(&state->builder, impl);
state->mem_ctx = ralloc_parent(impl);
nir_foreach_block(block, impl) {
lower_builtin_block(state, block);
}
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
}
void
st_nir_lower_builtin(nir_shader *shader)
{
lower_builtin_state state;
state.shader = shader;
nir_foreach_function(function, shader) {
if (function->impl)
lower_builtin_impl(&state, function->impl);
}
}